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Old 02-11-11, 04:43 AM   #1006
stoianm
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Quote:
Originally Posted by Magic1111 View Post
My pleasure my Friend !

But another good thing is in my opinion, the Watchofficer "Dieter Epp" has with this version now a Hat on !

Best regards,
Magic
Yes you are wright, and i know another guy - DCB -

http://www.subsim.com/radioroom/showthread.php?t=179642

who will be happy because of that

cheers
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Old 02-11-11, 03:33 PM   #1007
ustahl
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Glad it works for you guys, so no need for me to post a screenshot as proof, as someone suggested earlier.
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Cheers
Uffe
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Old 02-12-11, 08:31 AM   #1008
SubSlime
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Default Magnum_Opus_Patch_2

I have loaded Magnum Opus with JSGME but am apprehensive about applying the patch. Could anyone give me a quick rundown on how to do this please?

Thanks
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Old 02-12-11, 08:37 AM   #1009
stoianm
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Quote:
Originally Posted by SubSlime View Post
I have loaded Magnum Opus with JSGME but am apprehensive about applying the patch. Could anyone give me a quick rundown on how to do this please?

Thanks
usually when i aplied the patch i followed these steps (you must desable the mod first before start):

1) go to the location: C:Magnum_Opus_Patch_2\MODS

here you will find the folder: Magnum_Opus_v0_0_1

copy the folder

2) go to the location where you have the MO : C:Magnum_Opus_v0_0_1

paste the file here - overwritte all the folders and files that are in conflict

3) copy the folder Magnum_Opus_v0_0_1 from the location C:Magnum_Opus_v0_0_1 in C:\Ubisoft\Silent Hunter 5\MODS

Enable the mod via JMGE

P.S. do not forget to migrate your old option.py before enabling the mod

Salute!

P.P.S. tdw said : ,,Soon we will have a new version of MO - seems to many people have trouble when install a patch''
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Old 02-12-11, 09:03 AM   #1010
SubSlime
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Quote:
Originally Posted by stoianm View Post
usually when i aplied the patch i followed these steps (you must desable the mod first before start):

1) go to the location: C:Magnum_Opus_Patch_2\MODS

here you will find the folder: Magnum_Opus_v0_0_1

copy the folder

2) go to the location where you have the MO : C:Magnum_Opus_v0_0_1

paste the file here - overwritte all the folders and files that are in conflict

3) copy the folder Magnum_Opus_v0_0_1 from the location C:Magnum_Opus_v0_0_1 in C:\Ubisoft\Silent Hunter 5\MODS

Enable the mod via JMGE

P.S. do not forget to migrate your old option.py before enabling the mod

Salute!

P.P.S. tdw said : ,,Soon we will have a new version of MO - seems to many people have trouble when install a patch''

Thanks for your help Stoianm, I'll give it a go now.

Cheers
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Old 02-12-11, 10:29 AM   #1011
tonyj
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Hi TDW,

Could you tell us the steps on how you've managed to replace the Python code with C# and if possible some object references that are available to you? Your finds have really spiked my interest now. i'm new to C# but have many years java experience.

I presume also that the graphics engine is C++ and out of bounds of any refactoring... Would love to fix that 100m distance large wave limit from your boat.

cheers,
TonyJ
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Old 02-12-11, 10:55 AM   #1012
TheDarkWraith
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Quote:
Originally Posted by tonyj View Post
Hi TDW,

Could you tell us the steps on how you've managed to replace the Python code with C# and if possible some object references that are available to you? Your finds have really spiked my interest now. i'm new to C# but have many years java experience.

I presume also that the graphics engine is C++ and out of bounds of any refactoring... Would love to fix that 100m distance large wave limit from your boat.

cheers,
TonyJ
If you add a reference to \Silent Hunter 5\ScriptManagerWrappers.dll to your project you have all the types available that the Script Editor shows. ScriptManagerWrappers is the top namespace and you use the familiar '.' convention to access all the other namespaces. i.e.: to pass a button object from the game to your external code would look like this:

C#:
public void SomeFunction( ScriptManagerWrappers.ButtonWrapper somebutton)
{
....
}

There are other namespaces available inside that .dll but for now this is the one that interests me
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Old 02-12-11, 11:05 AM   #1013
stoianm
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Hi tdw,

i want to use this mod ImprovedWaves_Improved Pitch&Roll and i have conflicts with Deepth keeping problem fixed and with MO.

you already fix that in MO? i supose that if i am using it i will scrap things in MO

Last edited by stoianm; 02-12-11 at 12:32 PM.
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Old 02-12-11, 11:20 AM   #1014
tonyj
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Hi TDW,

Thanks for explanation - straightforward - will take a look and see what i can find!

Keep up the great work!

regards
TonyJ
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Old 02-13-11, 08:27 AM   #1015
Magic1111
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@ TDW

Hi TDW !

Can you please answer my question here: http://www.subsim.com/radioroom/show...9&postcount=15

It means, are ALL MODs from your List on Page 1 of this Thread in MO included, also the MODs in List without the sign # before the MOD Name (ACSoft: fix for Environment 5.0 and Vikinger: Lite Campaign v1.2) ?

Best regards,
Magic
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Old 02-13-11, 09:58 AM   #1016
Ruby2000
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Hi TDW

how can I use German letter Umlauts (ä/ö/ü/ß) in the Tutorial-Box?

For example the German word for "deck gun" is "Geschützturm" But in the Tutorial-Box does these umlauts not supported. The Output is "Gesch/tzturm" or something like that.

Is there a setting somewhere?

regards

Ruby
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Old 02-13-11, 10:01 AM   #1017
TheDarkWraith
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Quote:
Originally Posted by Ruby2000 View Post
Hi TDW

how can I use German letter Umlauts (ä/ö/ü/ß) in the Tutorial-Box?

For example the German word for "deck gun" is "Geschützturm" But in the Tutorial-Box does these umlauts not supported. The Output is "Gesch/tzturm" or something like that.

Is there a setting somewhere?

regards

Ruby
try saving your tutorial files in Unicode format instead of Ascii.
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Old 02-13-11, 10:43 AM   #1018
Ruby2000
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Hi TDW,

it is running with Unicode-Format! Thanks!


best regards


Ruby
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Old 02-13-11, 01:52 PM   #1019
mobucks
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Quote:
Originally Posted by Magic1111 View Post
Hi TDW !

Can you please answer my question here: http://www.subsim.com/radioroom/show...9&postcount=15

It means, are ALL MODs from your List on Page 1 of this Thread in MO included, also the MODs in List without the sign # before the MOD Name (ACSoft: fix for Environment 5.0 and Vikinger: Lite Campaign v1.2) ?

Best regards,
Magic
dont quote me on it, but i think anything without permission/awaiting permission is not yet included in MO. I say this because lite campaign is definately not included, since coastal waters (1st campaign mission) is still 50k tons, not 25k.
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Old 02-13-11, 02:32 PM   #1020
Magic1111
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Quote:
Originally Posted by mobucks View Post
dont quote me on it, but i think anything without permission/awaiting permission is not yet included in MO. I say this because lite campaign is definately not included, since coastal waters (1st campaign mission) is still 50k tons, not 25k.
TDW answered here: http://www.subsim.com/radioroom/show...7&postcount=18

But you´re right, lite campaign is not included in actually MO Version. But the List on page 1 shows MODs from the forthcoming Version of MO, TDW has this listed before Release !

Best regards,
Magic
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