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Old 09-04-12, 06:07 AM   #1246
SilentOtto
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Originally Posted by BIGREG View Post
SilentOtto ,have you not forgot to apply the UBI 1.2 patch after your new install
No, that is not the problem, since I can still use patcher 1.0.60. I didn't try the next ones until 1.0.69, and that's where my problems started, also with 70 and 71. I know it should be something with linux compatibility (you can't run .NET 3.5 under linux).
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Old 09-04-12, 06:11 AM   #1247
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The only thing different would be I'm compiling for any cpu (can be x64 or x32). Before I was restricting the app to a 32bit app only
Do you think this can cause some new library or other component to be "pulled" so the needed version is increased to 3.5? I have been testing, with fresh SH5.* files, and I can assure you something is different, I get the same exact response with 0.69. 0.70 and 0.71, while 0.60 and lower work perfect as they always did.

Hope you have some time for me among all these new awesome stuff!
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Old 09-04-12, 09:37 AM   #1248
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Kill credits

First off. I take a break for a month and TDW goes "by the way... I just doubled the awesomeness of SH5". Wolfpacks? seriously! Thanks again TDW for all your hard work!

While you are working on radio messages I'm wondering if something related is possible:

Is there a way to remove kill confirmations, or at least delay the 'ship sunk' message long enough that there is doubt as to your success? Knowing a ship is 'sunk' while its above the water is a major immersion breaker for me. I don't think this has been addressed elsewhere, but if it has please someone let me know
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Old 09-04-12, 10:17 AM   #1249
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First off. I take a break for a month and TDW goes "by the way... I just doubled the awesomeness of SH5". Wolfpacks? seriously! Thanks again TDW for all your hard work!

While you are working on radio messages I'm wondering if something related is possible:

Is there a way to remove kill confirmations, or at least delay the 'ship sunk' message long enough that there is doubt as to your success? Knowing a ship is 'sunk' while its above the water is a major immersion breaker for me. I don't think this has been addressed elsewhere, but if it has please someone let me know
Bad Idea. The message is transmitted when the crew abandons ship. You can even see that if you use a lifeboat mod^^
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Old 09-04-12, 10:40 AM   #1250
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Default menu.txt??

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Originally Posted by TheDarkWraith View Post
Here is version 1.0.71.0: http://www.mediafire.com/?suulknbpwwr3bg8

Removed the hard coded messages from my data section. Replaced them with menu.txt entries. 5 random Bdu responses are now possible when you send in a contact report.

You will have to edit your menu.txt file and make the following changes:

this is found at the beginning of the file:
MaxStrings=11100

Add these to the very end of the file:
; Contact report wolfpack patch
11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu
11001=All available submarines have been dispatched to your patrol area
11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u
11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area
11004=Attain favorable position and shadow contact/convoy until reinforcements arrive

When I update the patcher app it will add/check these entries automatically for you

If you get this response from Bdu in English:
Shadow contact/convoy and remain undetected

Then you screwed up somewhere.

By using menu.txt entries this allows other users to translate these messages into their own language (or totally change them to whatever they want).
Well I've been gone from SH5 for about 6 months, and am astounded by the progress of the mods!!

Great job DarkWraith!

Being gone for solong, I have forgotten a few things, where is the "menu.txt" file located? And do I still need to make the above changes if I want the messages, or does the current patcher take care of everything?

Thanks
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Old 09-04-12, 10:55 AM   #1251
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Originally Posted by blkdimnd View Post
Being gone for solong, I have forgotten a few things, where is the "menu.txt" file located? And do I still need to make the above changes if I want the messages, or does the current patcher take care of everything?
menu.txt file is located in \data\Menu

Yes you still need to make the changes. I haven't revised the patcher app yet to patch txt files.
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Old 09-04-12, 11:01 AM   #1252
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Thanks!!
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Old 09-04-12, 03:22 PM   #1253
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Hi,

You will find a german translation for the menu.txt in this thread:
http://www.subsim.com/radioroom/showthread.php?t=196806

This version provides menu entries for Sh5.exe Patch and New UI 7.2.0 test.

Sorry, german language only.

Cheers,
Paco.
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Old 09-04-12, 04:17 PM   #1254
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Hi,

You will find a german translation for the menu.txt in this thread:
http://www.subsim.com/radioroom/showthread.php?t=196806

This version provides menu entries for Sh5.exe Patch and New UI 7.2.0 test.

Sorry, german language only.

Cheers,
Paco.
Many thanks! I now have German and Russian translations

I'm going to add to your translating workload here soon though. gap didn't like my idea of having of having dispatched subs sending radio messages when they are spawned and when they are heading back to where they came from so I devised a compromise: I added a new variable that defines the % chance a dispatched sub will send a radio message when spawned and when heading back to where it came from. This will allow the player to customize this. If you want no radio messages when they spawn/head back to where they came from set this to 0. If you always want these messages set it to 1.0. If you want a random chance set it to anything between 0 and 1.0
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Old 09-04-12, 04:28 PM   #1255
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Great!
It's really a compromise!
I always want these messages so I can set it to 1.0
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Old 09-04-12, 04:30 PM   #1256
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Great!
It's really a compromise!
I always want these messages so I can set it to 1.0
+1
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Old 09-04-12, 04:40 PM   #1257
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Many thanks! I now have German and Russian translations
If you want, I have the italian translation somewhere on my HD

Quote:
Originally Posted by TheDarkWraith View Post
I'm going to add to your translating workload here soon though. gap didn't like my idea of having of having dispatched subs sending radio messages when they are spawned and when they are heading back to where they came from so I devised a compromise: I added a new variable that defines the % chance a dispatched sub will send a radio message when spawned and when heading back to where it came from. This will allow the player to customize this. If you want no radio messages when they spawn/head back to where they came from set this to 0. If you always want these messages set it to 1.0. If you want a random chance set it to anything between 0 and 1.0
On the contrary: I liked very much your idea of dispatched subs communicating with us.

I was just suggesting to move their first radio message (the "here I am") from when they are spawned to when they reach waypoint 1.

But maybe you are still in time to implement this as second message, with the same percent chance mechanism as the first message, if you like the idea

Last edited by gap; 09-04-12 at 04:57 PM.
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Old 09-04-12, 10:53 PM   #1258
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WHAT CHANCES ARE THERE OF GETTING A WOLFPACK?
_ _%
Sorry for the large post, i just want my question noticed!
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Old 09-04-12, 11:11 PM   #1259
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If you can read you can read about it on one of the last pages.
And so there is no need to shout..

http://www.subsim.com/radioroom/show...postcount=1153

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Old 09-04-12, 11:22 PM   #1260
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If you can read you can read about it on one of the last pages.
And so there is no need to shout..

http://www.subsim.com/radioroom/show...postcount=1153

Thanks, sorry about post size
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