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Old 04-20-10, 05:30 AM   #661
Nauticalwolf
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1.3 beyond amazing work

A small contribution if you want: OfficerA.dds with "Chief Engineer" where Chief Engineer should be and not Motor Man.

Screenie


Link: http://www.filefront.com/16179705/OfficerA.7z

Cheers
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Last edited by Nauticalwolf; 04-20-10 at 06:32 AM.
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Old 04-20-10, 05:41 AM   #662
McHub532
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Weeping can be heard through my entire submarine.

So we were headed back to port for fuel; but mostly because we only had two torpedos left and we come across this aircraft carrier surrounded by destroyers.

One torpedo disables the carrier and the other misses. Those things are insane; they can turn faster than a ballerina.

So... we take forever to evade the escorts and then surface out of it's range and unload all our deck gun ammo.... sighing.. we mark our map and head back at Ludicrous speed and refit.

Back within 5-6 hours...

The aircraft carrier is GONE! And we didn't get credit for the sinking either...

whimper
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Old 04-20-10, 06:03 AM   #663
reaper7
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Amazing stuff, love the toggleable XO and objectives.

PM sent.
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Old 04-20-10, 06:56 AM   #664
ologuy
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Quote:
Originally Posted by TheDarkWraith View Post
oh ok. You want hotkeys for them. It's very doable. What keys are you recommending for each teleport command?
I think you could use different hotkeys for the different UIs. For the SH3 UI the original SH3 hotkeys, for the SH4 UI the original SH4 hotkeys.
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Old 04-20-10, 06:59 AM   #665
ReallyDedPoet
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Nice work on the new version DW
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Old 04-20-10, 08:27 AM   #666
Defiance
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Woohoo

Just gets better n better

Cheers
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Old 04-20-10, 10:03 AM   #667
TheDarkWraith
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Quote:
Originally Posted by Nauticalwolf View Post
1.3 beyond amazing work

A small contribution if you want: OfficerA.dds with "Chief Engineer" where Chief Engineer should be and not Motor Man.

Screenie


Link: http://www.filefront.com/16179705/OfficerA.7z

Cheers
very nice Thank you, thank you. This will replace the original officer's now since it has the correct people on it. You'll see it in next version.
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Old 04-20-10, 10:04 AM   #668
McHub532
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Quote:
Originally Posted by TheDarkWraith View Post
very nice Thank you, thank you. This will replace the original officer's now since it has the correct people on it. You'll see it in next version.
I feel like I'm in on the ground-floor of an amazing creation. Just being a part of the back/forth of what is developing here is incredible.
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Old 04-20-10, 10:04 AM   #669
TheDarkWraith
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Quote:
Originally Posted by ologuy View Post
I think you could use different hotkeys for the different UIs. For the SH3 UI the original SH3 hotkeys, for the SH4 UI the original SH4 hotkeys.
you give me viable keymaps and I'll implement them if everyone agrees on it. Sound fair I can do different hotkeys based on UI style no problem.
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Old 04-20-10, 10:06 AM   #670
TheDarkWraith
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Quote:
Originally Posted by panosrxo View Post
Great mod, you have really improved the gameplay.
One thing that you may havent noticed:
the bar that contains the clock and the tc doesnt appear in multiplayer games cause originally it only had the time increase buttons
so what does a multi-player UI look like with this mod? Can someone take a screenshot of it? If it's not like it's supposed to be I think we need to correct that
Also might have a fix for the multi-player chatbox.....
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Old 04-20-10, 10:16 AM   #671
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so here's my thoughts: I think I need to add one more icon to the top right bar - an icon to control the lock/break lock. It would work like the XO TDC toggle. If you have it selected you get the lock/break lock. If it's not selected then you never see the lock/break lock. This would remove the hard code that I've introduced via the options file for it. What do you all think?

And are there any other toggles that need to be added to the top right bar? Or any commands to the officer's order categories? Or any commands to the order bars?

I'm trying to add notes to the map marks now. Using the marker you can make X marks on the map. Well those X marks are fine but after some time I forget why I marked that area. So I'm trying to add notes to those markers. The goal is when you add a mark a little dialog box opens up asking for you to enter the note to go with it. Then if you ever click on the mark on the map the note would reappear. The end goal would be to have the notes editable after you have entered them also.
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Old 04-20-10, 10:17 AM   #672
McHub532
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Quote:
Originally Posted by TheDarkWraith View Post
you give me viable keymaps and I'll implement them if everyone agrees on it. Sound fair I can do different hotkeys based on UI style no problem.
DarkWraith... can you just pick any key that isn't used yet on the keyboard and make it a toggle for slow/medium/fast toggling of the currently selected torpedo? That way I can select the torpedo with (shift + F1, shift + F2, etc), set the speed with your new hotkey toggle.. and then (shift + enter) to fire it.

The less mouse work possible, the better.

Thanks!
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Old 04-20-10, 10:18 AM   #673
McHub532
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Quote:
Originally Posted by TheDarkWraith View Post
so here's my thoughts: I think I need to add one more icon to the top right bar - an icon to control the lock/break lock. It would work like the XO TDC toggle. If you have it selected you get the lock/break lock. If it's not selected then you never see the lock/break lock. This would remove the hard code that I've introduced via the options file for it. What do you all think?
Spectacular idea !!
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Old 04-20-10, 10:35 AM   #674
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Quote:
Originally Posted by TheDarkWraith View Post
so what does a multi-player UI look like with this mod? Can someone take a screenshot of it? If it's not like it's supposed to be I think we need to correct that
Also might have a fix for the multi-player chatbox.....
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Old 04-20-10, 10:38 AM   #675
TheDarkWraith
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Quote:
Originally Posted by panosrxo View Post
houston - we have a problem

Is there an easy way for me to get into multi-player so that I can get the UI to show onscreen for testing so I can try and fix this problem? I have never messed with multi-player in SH3,4, or 5.
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