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Old 03-17-10, 07:09 PM   #136
Safe-Keeper
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Problem solved, thanks for the assist.
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Old 03-19-10, 03:22 PM   #137
Arclight
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Anyone tried the zone-linking in Goblin yet? Any info on what it does or how it works?

(keeps telling me "cannot link a box to itself" when I try to link a "NFlotMain" to "NEngineRoom")
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Old 03-20-10, 07:41 AM   #138
Captain von Keldunk
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What version of IronPython

What version of IronPython is used for SH5
Is version 2.6 (latest stable)OK
Edit: hmm I think it is version 1.1.2
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Last edited by Captain von Keldunk; 03-20-10 at 09:08 AM.
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Old 03-20-10, 07:56 AM   #139
Junglist
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Default Mouse sensitivity

1. How to change mouse sensitivity in this game?
2. Is it possible to tweak free camera for 2--4 levels of zoom, like periscopes or UZO have 2 levels of zooming. I wand wide ange, narrow and tele, for example 10 deg tele, 45 deg narrow and 75 deg wide FOV.
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Old 03-20-10, 04:22 PM   #140
Madox58
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Quote:
Originally Posted by Arclight View Post
Anyone tried the zone-linking in Goblin yet? Any info on what it does or how it works?

(keeps telling me "cannot link a box to itself" when I try to link a "NFlotMain" to "NEngineRoom")
Each Box is linked to a 3D object.
You can't link a damage Box to a damage Box as you found out.
You can place a new box inside an old box by attaching it to the same 3D object.
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Old 03-20-10, 05:41 PM   #141
java`s revenge
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I want to deepen me into modding. I want to make dutch navy ships.
Maybe this is the beginning.
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Old 03-20-10, 05:42 PM   #142
Arclight
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Can't do it, either tells me that or "only boxes can be linked". Either I don't get the procedure involved, or the links aren't showing up in the box (probably the former ).

Is linking nescesary for proper functioning? I created a box that encased the superstructure and made a new entry in zones.cfg for it; worked as intended, without any linking involved.
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Old 03-21-10, 02:14 PM   #143
ERPP8
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oh my god, this is awesome!!!!!
I never knew how to use the mission editor!!!!!!!!!!!!
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Old 03-21-10, 03:42 PM   #144
Madox58
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Some new Source Code for NWN2 was released yesterday.
It includes Source Code concerning GR2 files.
Incase your nterested here's the link.
http://nwn2forums.bioware.com/forums...forum=119&sp=0

Also.
There is an exporter for EVE that exports to obj file format.
On testing it only the first mesh is exported.
However it does come with the Source Code.
Here's the link
http://dl.eve-files.com/media/0801/evegr2toobj.2.zip
You may need to replace the older granny2.dll with the one in the SH5 folder.
Or error messages about wrong version popup.

Last edited by Madox58; 03-21-10 at 04:49 PM.
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Old 03-21-10, 04:47 PM   #145
reaper7
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Default New Page in Editor

Ok, I have been trying to create a new Page into the editor with not much luck, and need some advice.

I have created a Copy basically of the TDC page and Called it Page TDC2 in the editor as a test.
This creates the relevant ini page in the Pages Folder (Page TDC2.ini). Ok.

I then Create a new script called Page TDC2.py
And edit it like the following : (My tabs are not showing up in the scripts when I paste them into forum)

def InitializeScript():
pass
def StartGame():
pass
def EndGame():
pass
def UnloadScript():
pass

Now as I want the Periscope to bring this page up in the game I edit the Page attack periscope.py file like this:

#Page attack periscope.py
from menu import *
def InitializeScript():
Menu.PageActivated += Menu_PageActivated
Menu.PageDeactivated += Menu_PageDeactivated
def StartGame():
pass
def Menu_PageActivated( page ):
if page == Pageattackperiscope:
from PageTDC2 import PageTDC2
PageTDC2.Visible = True
def Menu_PageDeactivated( page ):
if page == Pageattackperiscope:
from PageTDC2 import PageTDC2
PageTDC2.Visible = False
def UnloadScript():
Menu.PageActivated -= Menu_PageActivated
Menu.PageDeactivated -= Menu_PageDeactivated
def EndGame():
pass

These are placed into the correct folders and the game is launched.
Game loads ok, but when I activate the periscope the game freezes with the following script error.



Can anyone tell me what I'm doing wrong. I've no scripting experience but this appears to be the method as shown earlier in this thread.
The no module named TDC2 is baffling me, how do you create a module?
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Old 03-21-10, 05:48 PM   #146
Woodybcn
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Please, I've been sailing a few days on SH5 but I haven't heard any song from the radio because I don't know how it works! Please, let me know what button I must press.

Thank you.
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Old 03-21-10, 06:33 PM   #147
TheDarkWraith
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Quote:
Originally Posted by reaper7 View Post
Ok, I have been trying to create a new Page into the editor with not much luck, and need some advice.

I have created a Copy basically of the TDC page and Called it Page TDC2 in the editor as a test.
This creates the relevant ini page in the Pages Folder (Page TDC2.ini). Ok.

I then Create a new script called Page TDC2.py
And edit it like the following : (My tabs are not showing up in the scripts when I paste them into forum)

def InitializeScript():
pass
def StartGame():
pass
def EndGame():
pass
def UnloadScript():
pass

Now as I want the Periscope to bring this page up in the game I edit the Page attack periscope.py file like this:

#Page attack periscope.py
from menu import *
def InitializeScript():
Menu.PageActivated += Menu_PageActivated
Menu.PageDeactivated += Menu_PageDeactivated
def StartGame():
pass
def Menu_PageActivated( page ):
if page == Pageattackperiscope:
from PageTDC2 import PageTDC2
PageTDC2.Visible = True
def Menu_PageDeactivated( page ):
if page == Pageattackperiscope:
from PageTDC2 import PageTDC2
PageTDC2.Visible = False
def UnloadScript():
Menu.PageActivated -= Menu_PageActivated
Menu.PageDeactivated -= Menu_PageDeactivated
def EndGame():
pass

These are placed into the correct folders and the game is launched.
Game loads ok, but when I activate the periscope the game freezes with the following script error.



Can anyone tell me what I'm doing wrong. I've no scripting experience but this appears to be the method as shown earlier in this thread.
The no module named TDC2 is baffling me, how do you create a module?
I see what you're trying to do and it won't work. The C++ code only allows dials on pages that already had dials on them. Sure you can add a dial to Page Default Hud but when you try to tie it to the the dial in the file dials.cfg it won't work. The game will not update the dial. It will be just a static bitmap. If you want to do TDC stuff then you have to keep the dials on PageTDC or use another page that already has dials on them.

Last edited by TheDarkWraith; 03-21-10 at 07:07 PM.
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Old 03-21-10, 07:48 PM   #148
Heretic
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Hey DarkWraith, given what you've seen so far, what do you think the prospect of passing sim data to the AI scripts is? The menu stuff seemingly has all the depth, course, etc, info. There are python files that look to be an interface to the AI scripting in scripts folder. If that were possible, many cool things could be done.
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Old 03-21-10, 08:06 PM   #149
TheDarkWraith
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Quote:
Originally Posted by Heretic View Post
Hey DarkWraith, given what you've seen so far, what do you think the prospect of passing sim data to the AI scripts is? The menu stuff seemingly has all the depth, course, etc, info. There are python files that look to be an interface to the AI scripting in scripts folder. If that were possible, many cool things could be done.
if it's a python file and it's scripted should be fairly easy. I haven't looked into AI yet. Concentrating on UI. Have you researched the Script editor's included 'information'? You can see all classes and what properties, events, etc. are exposed to us. That is a gold mine
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Old 03-21-10, 08:46 PM   #150
Arclight
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No kidding.

I don't even understand python, but I definitely see the potential there.

See if I can make a battleship surrender to my u-boat.


Seriously, those tools are a godsend. That debugger gives a look under the hood, see the AI operating. Goblin is much appreciated since I don't have 3D editor, working with the .zon files would be impossible without it.

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