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Old 09-10-10, 01:07 PM   #4171
ACSoft
Soundman
 
Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
Uploads: 0
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Hello TheDarkWraith,

Long time I didn't played to SH5 ! So, I first patched the game to version 1.2 and then started to update & check my Mods.

Speaking of UI, I made the huuuudge jump from "OldStyleSHControls 1.3.1", to this new UIs, version 4.2.0 first and now, 4.3.0.

Congratulations, what an incredible work you have done, since the OldStyleSHControls mod !!! By the way, did-you still sleep at night ?!? Sooo much work in a relative short time !!!

Ok, For somebody who left your project at the stage of OldStyleSHControls 1.3.1, to "re-synchronize", especially with a thread having now more than 270 pages (!!!), it is a bit like a "big punch" in the face !!! I was a bit KO, some days ago, when I started this upgrade !!! So, please, everybody, pardon me in case I ask for things which might be obvious for you, or which have an answer already written elsewhere. In such a circumstance, you can easily miss some info's, even by using the search tool.

Like I said, I use 4.3.0 with UIStyle = SH3Style.

1- XO TDC Dialog box settings
I wanted to fully disable this feature, at least for now. So I altered the default settings this way:
XOTDCDialogEnabled = False
XOTDCDialogAllowedToPop = False

With these settings, I was expecting not to see anymore the SH5 dialog. But, the first time I lock a target with the spacebar, I got the dialog box, without the icon. Fortunately, if I avoid to click anything in this dialog box and select/deselect my target twice after that, I come to the wanted result: The dialog isn't anymore displayed in any circumstances (desel,resel, change sel). But, if I have the bad idea to use some of the dialog box items, it could lead to something which seem then really broken (dialog box always coming on selection, the mark on the target always missing, etc...).

Is this behaviors "normal" (I mean maybe no way to improve) ?

2- Nomograph
Is-it normal that the nomograh can be toggled with the hotkey only in the combat map, but not into the navigation map mode, where the nomograph is always ON ?

3- Crash dive
Apparently, changing "CrashDiveKey" settings may totally brake the functionnality. Even lowering too much "TeleportOnCrashDiveWaitTime" seem to cause problems. In fact, the only times I successfully got the finctionnality, was with the default settings. But sometimes, I had to click several times on the crash dive icon.

I was in the meaning to isolate the problem(s), but couldn't succeed after many tries (sorry). What is sure, I was NEVER able to get a working "CrashDiveKey" key other than the one defined into "Commands.cfg". I also remarked that a "long click" on the crash dive icon is recommended , to get the teleportation each time and avoid the misses I mentionned before.


4- Free camera
Personnaly, I had to remove this one from your mod and restore the one I was using before (Free Cam Tweak 1.1.zip), because yours, cause flickering artefact's over my submarine, when I look at it, in free camera mode.


5- Attack disk
With 4.3.0, I expected to see it.

But buttons which are supposed to allow me to activate it, are all missing in any modes ?!? Even with these settings:

AttackAttackDiskEnabled = True
ObsAttackDiskEnabled = True
UZOAttackDiskEnabled = True
NavMapAttackDiskEnabled = True

Am-I supposed to do something else ?
EDIT1: Found why: with my default start settings, I am "TDC off" (in SH5 XO Dialog box) and in this mode, the Attack disk function is fully disabled. I will probably understand why, when I will know how work this disk.


6- New clock
Personnaly, I am not very happy with the new clock. I think I remember I read somewhere that, for now, you just changed the graphic. So it will be easy for me now, to restore the old SH5 clock. But...

Are-you going to make this new clock optional, in the future ?


REMARKS
R1- When you write in your TheDarkWraithUserOptions.py file, for example, into the Crash Dive section:

# CrashDiveKey = [ False, None, False ]
# False = enabled
# None = key used
# False = shift key required

Don't you mean in fact ?

# CrashDiveKey = [ True, None, True ]
# True = enabled
# None = no key used
# True = shift key required

Assuming it is the case, then be aware that you have the same type of problems in several other places in your file.

R2- Personnaly, I regret that you started to include in your mod, modifications which have nothing to do with UIs & TDC interface, like for example the free camera tweak or the submarine hydrophone CTD correction. More you do so, more your mod will potentially enter in conflict with other mods and cause problem for peoples who are maybe not so goog in tweaking mods, like I do myself.

R3- I also regret that you didn't sliced all this incredible work into several "logical units", so users can choose the functionalities they really want to use. Like it is now, SH5 load a hudge amount of suplementary ressources which might be never used (even if deactivated in TheDarkWraithUserOptions.py). Being a developer myself, I know this is a very "theoretical wish", because pratically, they are many technical restrictions to succeed in doing so, especially when thinking to your nice "UserOptions" design. Nevertheless, it might be nice of you, if you can put some more comments in your modded files or even into a separate doc file, on "what belong to what". This way, peoples who master mods tweaking, can tweak more easily and more safely too. An other idea would be to make, in the future, several versions of this mod. The complete version, along with different "lite" versions.

Sorry for the long message, but it was an hudge re-sync, as I said before !!!

Again, all my best compliments for your tremendous work and thanks in forward for your answers to my numerous questions.

Regards,

ACS

Last edited by ACSoft; 09-10-10 at 07:02 PM.
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