Admiral's Log Configuration
Table of Contents
- AdmiralsLog.odf Stock Configuration ODF Commands
- Background for the Admiral's Log
- Bitmaps for the tabs on the Tab Control
- First Player Button Location
- The Height of the Space Between Players
- Score Screen Configuration
- Military Screen Configuration
- Economy Screen Configuration
- Horizontal Bar for Individual Screens
- Ships Screen Configuration
- Build Screen Configuration
- Tally Screen Configuration
- Timeline Screen Configuration
- Battle Screen Configuration
- Scrollbar Configuration
- Individual Screen Overlays
- Faction Icons
- debriefing.odf Stock Configuration ODF Commands
- Buttons at the Bottom of the Screen
- Player 1 Name Location
- Player 1 Race Location
- Dilithium Information Configuration
- Latinum Information Configuration
- Metal Information Configuration
- Crew Information Configuration
- Officers Information Configuration
- Trade Statistics Configuration
- Military Statistics Configuration
The Admiral's Log configuration files are hardcoded to accept two files as valid: AdmiralsLog.odf and debriefing.odf .
The AdmiralsLog.odf file mostly determines which bitmaps will be used for each part of the Admiral's Log, although it also defines the size and placement of some of the buttons present in the log.
The debriefing.odf file determines the size and placement of many buttons in the Admiral's Log while in the Debriefing Screen.
Due to the fact that the structure of the Admiral's Log is largely hardcoded, complete ODF samples will be provided here to illustrate how the configuration files operate.
AdmiralsLog.odf Stock Configuration ODF Commands
All image files in the AdmiralsLog.odf are referred to by their file location within quotations: "bitmaps\\AdmiralsLog\\{filename.fileExtension}"
Location / size values of buttons are determined in an X, Y then Width by Height notation. Example:
## x y w h
titleLabelRect = 64 8 178 20
Background for the Admiral's Log
adLogBG = "bitmaps\\AdmiralsLog\\BACKGROUND.BMP"
Bitmaps for the tabs on the Tab Control
Note that tabBmp_X indicates the image when unselected while tabBmpH_X when the tab is clicked on.
tabBmp_0 = "bitmaps\\AdmiralsLog\\TabButtons\\TABSCORENORMAL.bmp"
tabBmpH_0 = "bitmaps\\AdmiralsLog\\TabButtons\\TABSCOREDEPRESSED.bmp"
tabBmp_1 = "bitmaps\\AdmiralsLog\\TabButtons\\TABMILITARYNORMAL.bmp"
tabBmpH_1 = "bitmaps\\AdmiralsLog\\TabButtons\\TABMILITARYDEPRESSED.bmp"
tabBmp_2 = "bitmaps\\AdmiralsLog\\TabButtons\\TABECONOMYNORMAL.bmp"
tabBmpH_2 = "bitmaps\\AdmiralsLog\\TabButtons\\TABECONOMYDEPRESSED.bmp"
tabBmp_3 = "bitmaps\\AdmiralsLog\\TabButtons\\TABTIMELINENORMAL.bmp"
tabBmpH_3 = "bitmaps\\AdmiralsLog\\TabButtons\\TABTIMELINEDEPRESSED.bmp"
tabBmp_4 = "bitmaps\\AdmiralsLog\\TabButtons\\TABBATTLESNORMAL.bmp"
tabBmpH_4 = "bitmaps\\AdmiralsLog\\TabButtons\\TABBATTLESDEPRESSED.bmp"
tabBmp_5 = "bitmaps\\AdmiralsLog\\TabButtons\\TABSHIPSNORMAL.bmp"
tabBmpH_5 = "bitmaps\\AdmiralsLog\\TabButtons\\TABSHIPSDEPRESSED.bmp"
tabBmp_6 = "bitmaps\\AdmiralsLog\\TabButtons\\TABBUILDNORMAL.bmp"
tabBmpH_6 = "bitmaps\\AdmiralsLog\\TabButtons\\TABBUILDDEPRESSED.bmp"
tabBmp_7 = "bitmaps\\AdmiralsLog\\TabButtons\\TABTALLYNORMAL.bmp"
tabBmpH_7 = "bitmaps\\AdmiralsLog\\TabButtons\\TABTALLYDEPRESSED.bmp"
tabRect1 = 170 14 66 46
doneBmp = "bitmaps\\AdmiralsLog\\Buttons\\MENUBUTTONNORMAL.bmp"
doneBmpH = "bitmaps\\AdmiralsLog\\Buttons\\MENUBUTTONDEPRESSED.bmp"
saveBmp = "bitmaps\\AdmiralsLog\\Buttons\\MENUBUTTONNORMAL.bmp"
saveBmpH = "bitmaps\\AdmiralsLog\\Buttons\\MENUBUTTONDEPRESSED.bmp"
saveButtonRect = 516 574 122 16
doneButtonRect = 640 574 122 16
playerButton = "bitmaps\\AdmiralsLog\\Buttons\\BUTTONPLAYERNORMAL.bmp"
playerButtonH = "bitmaps\\AdmiralsLog\\Buttons\\BUTTONPLAYERDEPRESSED.bmp"
First Player Button Location
playerButtonRect1 = 30 122 132 48
interPlayerHeight = 6
The Height of the Space Between Players
betweenPlayerSpace = 7
betweenTabSpace = 0
dialogWinRect = 170 60 630 512
Score Screen Configuration
gamePtsHeaderRect = 15 20 120 35
militaryHeaderRect = 153 20 94 35
economyHeaderRect = 267 20 94 35
scienceHeaderRect = 380 20 94 35
totalScoreHeaderRect = 492 20 123 35
player1ScoreData = 10 66 120 48
background_0 = "bitmaps\\AdmiralsLog\\Screens\\FRAMEScore.bmp"
background_1 = "bitmaps\\AdmiralsLog\\Screens\\FRAMEMilitary.bmp"
background_2 = "bitmaps\\AdmiralsLog\\Screens\\FRAMEEconomy.bmp"
background_3 = "bitmaps\\AdmiralsLog\\Screens\\FRAMETimeline.bmp"
background_4 = "bitmaps\\AdmiralsLog\\Screens\\FRAMEBattles.bmp"
background_5 = "bitmaps\\AdmiralsLog\\Screens\\FRAMEShips.bmp"
background_6 = "bitmaps\\AdmiralsLog\\Screens\\FRAMEBuild.bmp"
background_7 = "bitmaps\\AdmiralsLog\\Screens\\FRAMETally.bmp"
Military Screen Configuration
shipsHeaderRect = 12 22 180 35
stationsHeaderRect = 209 22 150 35
planetsHeaderRect = 378 22 98 35
totalMilHeaderRect = 490 22 127 35
player1ShipData = 10 66 180 48
Economy Screen Configuration
dilithiumHeaderRect = 11 21 85 35
latinumHeaderRect = 111 21 85 35
metalHeaderRect = 210 21 85 35
crewHeaderRect = 308 21 85 35
tradeHeaderRect = 406 21 140 35
totalEconHeaderRect = 560 21 60 35
player1DilData = 10 66 85 48
Horizontal Bar for Individual Screens
individualBarThin = "bitmaps\\AdmiralsLog\\Buttons\\HORIZONTALBAR.bmp"
Ships Screen Configuration
This is the first button to filter data:
shipFilterButtonRect = 18 26 80 22
filterButtonSpace = 10
ship1Data = 245 75 365 20
ship1Image = 11 75 220 300
This is the Y location for the top bar
topBarY = 64
This is the Y location that can't be drawn below
bottomY = 500
This is the height of the dividing line that is put between ship entries
barHeight = 2
filterButton = "bitmaps\\AdmiralsLog\\Buttons\\BUTTONSHIPSNORMAL.bmp"
filterButtonH = "bitmaps\\AdmiralsLog\\Buttons\\BUTTONSHIPSDEPRESSED.bmp"
Build Screen Configuration
classHeaderRect = 14 22 118 35
stardateHeaderRect = 143 22 128 35
builtHeaderRect = 285 22 165 35
lostHeaderRect = 458 22 140 35
ship1ClassData = 14 60 118 35
sortButton = "bitmaps\\AdmiralsLog\\Buttons\\BUTTONBUILDNORMAL.bmp"
sortButtonH = "bitmaps\\AdmiralsLog\\Buttons\\BUTTONBUILDDEPRESSED.bmp"
sortButtonRect = 0 0 116 34
buildTopY = 36
These are the X locations for the header buttons
classHeaderX = 14
stardateHeaderX = 152
builtHeaderX = 310
lostHeaderX = 467
Tally Screen Configuration
tallyClassHeaderRect = 11 200 155 35
tallyBuiltHeaderRect = 178 200 100 35
tallyLostHeaderRect = 290 200 100 35
tallyKillsHeaderRet = 402 200 100 35
tallyDestroyedHeaderRect= 518 200 100 35
tally1Data = 11 230 155 20
tallyEffectivenessRect = 25 25 575 145
Timeline Screen Configuration
timeLineArea = 10 64 610 440
timeLineTextArea = 4 24 218 49
timeLinePlanetArea = 465 24 147 16
timeLineBattlesArea = 356 24 73 16
timelinePlanetIcon = "bitmaps\\AdmiralsLog\\icons\\planetcoloicon.bmp"
timelineBattlesIcon = "bitmaps\\AdmiralsLog\\icons\\battles.bmp"
timeLinePlanetIconArea = 430 24 26 26
timeLineBattlesIconArea = 330 24 26 26
Battle Screen Configuration
battleTopY = 42
battleTitleHeaderRect = 14 28 106 35
battleFleetsHeaderRect = 130 28 110 35
battleAlliedHeaderRect = 272 28 165 35
battleEnemyHeaderRect = 448 28 150 35
battle1Data = 11 75 110 20
Scrollbar Configuration
SCROLL_UP_BUTTON_NORMAL = "bitmaps\\AdmiralsLog\\Buttons\\SCROLLUPNORMAL.bmp";
SCROLL_UP_BUTTON_OVER = "bitmaps\\AdmiralsLog\\Buttons\\SCROLLUPNORMAL.bmp";
SCROLL_UP_BUTTON_DOWN = "bitmaps\\AdmiralsLog\\Buttons\\SCROLLUPDEPRESSED.bmp";
SCROLL_DOWN_BUTTON_NORMAL = "bitmaps\\AdmiralsLog\\Buttons\\SCROLLDOWNNORMAL.bmp";
SCROLL_DOWN_BUTTON_OVER = "bitmaps\\AdmiralsLog\\Buttons\\SCROLLDOWNNORMAL.bmp";
SCROLL_DOWN_BUTTON_DOWN = "bitmaps\\AdmiralsLog\\Buttons\\SCROLLDOWNDEPRESSED.bmp";
SCROLL_TAB_NORMAL = "bitmaps\\AdmiralsLog\\Buttons\\SCROLLSLIDER.bmp";
SCROLL_TAB_DOWN = "bitmaps\\AdmiralsLog\\Buttons\\SCROLLSLIDER.bmp";
SCROLL_TAB_WIDTH = 20;
SCROLL_TAB_HEIGHT = 20;
shipsArrowUpRect = 590 66 24 24
shipsArrowDownRect = 590 474 24 24
shipsScrollAreaRect = 592 90 20 384
battlesArrowUpRect = 590 22 24 24
battlesArrowDownRect = 590 474 24 24
battlesScrollAreaRect = 592 46 20 428
buildArrowUpRect = 590 66 24 24
buildArrowDownRect = 590 474 24 24
buildScrollAreaRect = 592 90 20 384
Individual Screen Overlays
verticalOverlay = "bitmaps\\AdmiralsLog\\Overlays\\LIGHTVERTICAL.bmp"
horizontalOverlay = "bitmaps\\AdmiralsLog\\Overlays\\LIGHTHORIZONTAL.bmp"
vertOverlayRect_0 = 6 13 1 494
vertOverlayRect_1 = 621 13 1 494
horzOverlayRect_0 = 6 12 616 1
horzOverlayRect_1 = 6 507 616 1
Faction Icons
This section allows you to configure which icons are used for the desired faction. The faction configuration file ODF command, name, determines how Armada determines which faction equates to which image file: {name}RaceIcon or {name}RaceIconH
federationRaceIcon = "bitmaps\\AdmiralsLog\\Overlays\\LOGOFEDNORMAL.bmp"
federationRaceIconH = "bitmaps\\AdmiralsLog\\Overlays\\LOGOFEDNORMAL.bmp"
borgRaceIcon = "bitmaps\\AdmiralsLog\\Overlays\\LOGOBORGNORMAL.bmp"
borgRaceIconH = "bitmaps\\AdmiralsLog\\Overlays\\LOGOBORGNORMAL.bmp"
cardassianRaceIcon = "bitmaps\\AdmiralsLog\\Overlays\\LOGOCARDASSIANNORMAL.bmp"
cardassianRaceIconH = "bitmaps\\AdmiralsLog\\Overlays\\LOGOCARDASSIANNORMAL.bmp"
buttonTextColor = .613 .629 .648
generalTextColor = .41 .41 .41
debriefing.odf Stock Configuration ODF Commands
The debriefing.odf file configures the Multiplayer Debriefing Screen Locations (when you enter the Debriefing window while still in-game).
titleLabelRect = 64 8 178 20
Buttons at the Bottom of the Screen
continueButtonRect = 123 565 480 30
quitButtonRect = 618 565 112 30
toggleButtonRect = 5 565 112 30
Player 1 Name Location
nameLabel = 192 64 64 12
Player 1 Race Location
raceLabel = 192 76 64 12
Dilithium Information Configuration
dilithiumCollectedLabel = 64 96 94 16
dilithiumCollectedData = 192 96 64 16
dilithiumSpentLabel = 64 112 94 16
dilithiumSpentData = 192 112 64 16
Latinum Information Configuration
latinumCollectedLabel = 64 128 94 16
latinumCollectedData = 192 128 64 16
latinumSpentLabel = 64 144 94 16
latinumSpentData = 192 144 64 16
Metal Information Configuration
metalCollectedLabel = 64 160 94 16
metalCollectedData = 192 160 64 16
metalSpentLabel = 64 176 94 16
metalSpentData = 192 176 64 16
Crew Information Configuration
crewRecruitedLabel = 64 192 94 16
crewRecruitedData = 192 192 64 16
crewKilledLabel = 64 208 94 16
crewKilledData = 192 208 64 16
crewAssignedLabel = 64 384 94 16
crewAssignedData = 192 384 64 16
Officers Information Configuration
officerPeakLabel = 64 224 94 16
officerPeakData = 192 224 64 16
officerEndingLabel = 64 240 94 16
officerEndingData = 192 240 64 16
Trade Statistics Configuration
latinumEarnedLabel = 64 272 94 16
latinumEarnedData = 192 272 64 16
dilithiumPurchasedLabel = 64 288 94 16
dilithiumPurchasedData = 192 288 64 16
dilithiumSoldLabel = 64 304 94 16
dilithiumSoldData = 192 304 64 16
metalPurchasedLabel = 64 320 94 16
metalPurchasedData = 192 320 64 16
metalSoldLabel = 64 336 94 16
metalSoldData = 192 336 64 16
planetsColonizedLabel = 64 352 94 16
planetsColonizedData = 192 352 64 16
planetsLostLabel = 64 368 94 16
planetsLostData = 192 368 64 16
Military Statistics Configuration
shipInfoLabel = 64 96 94 10
shipInfoData = 192 93 64 10