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Old 03-06-2008, 11:12 AM   #46
M. Sarsfield
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Thanks many times over. I've been waiting for this to download the 1.5 add-on.
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Old 03-06-2008, 11:56 AM   #47
Rockin Robbins
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Ducimus!

I have no idea how we'll do without you when you finally find that CTD cure! You are always finding interesting ways to improve TM, I consider you thread on the Pacific Theater the equivalent of another giant mod, and you help the other modders, expecially the ones making the competing super-mod. Salute! sir, long may you prosper.
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Old 03-06-2008, 12:10 PM   #48
dean_acheson
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Ducimus,
I hate to bother you with a stupid question, but how did you install/apply/enable the pericscope icon for the ship identification?
Thanks.
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Old 03-06-2008, 12:20 PM   #49
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Quote:
and you help the other modders, expecially the ones making the competing super-mod.

Ahh but the thing is... we're not competing! It's good that players have a choice, and the existance of both mods is mutually beneficial. You can't please everybody, and when your the only mod on the block, people expect you to be all thing, and expectations like that, are not alot of fun. By existing together, it allows each mod to pursue their own end goals without this "obligation" to try and be THE mod for everybody.
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Old 03-06-2008, 12:27 PM   #50
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Quote:
Originally Posted by dean_acheson
Ducimus,
I hate to bother you with a stupid question, but how did you install/apply/enable the pericscope icon for the ship identification?
Thanks.

You have to make this command "WP_Identify_target" accessible to the player.

For example, in the ordersbar.cfg,...

Quote:
[Station3]
Name=5621
Tooltip=5621
CommandWhenActivated=Periscope_camera
IconIndex=3

Button1Type=Checkbox
Button1CommandWhenClicked=Periscope_camera
Button1CommandToCheckIfIsChecked=Is_AttackPeriscop e_camera_station_Active
Button1IconRowColumn=3,1
Button1Tooltip=5622

Button2Type=Checkbox
Button2CommandWhenClicked=Toggle_RiseLower_whole_p eriscope
Button2CommandToCheckIfIsChecked=Is_AttackPeriscop e_risen_at_all
Button2IconRowColumn=3,3
Button2Tooltip=5624

Button3Type=Checkbox
Button3CommandWhenClicked=Obs_periscope_camera
Button3CommandToCheckIfIsChecked=Is_ObservationPer iscope_camera_station_Active
Button3IconRowColumn=3,2
Button3Tooltip=5623

Button4Type=Checkbox
Button4CommandWhenClicked=Toggle_RiseLower_whole_o bs_periscope
Button4CommandToCheckIfIsChecked=Is_ObservationPer iscope_risen_at_all
Button4IconRowColumn=3,5
Button4Tooltip=5626

Button5Command=Periscope_depth
Button5IconRowColumn=1,9
Button5Tooltip=5859

Button6Command=Recognition_manual
Button6CommandToCheckIfIsEnabled=Is_AnyPeriscope_c amera_station_Active
Button6IconRowColumn=3,8
Button6Tooltip=5629

Button7Type=Checkbox
Button7CommandWhenClicked=Toggle_Activate_Clock
Button7CommandToCheckIfIsChecked=Is_Clock_Active
Button7IconRowColumn=3,9
Button7Tooltip=5630

Button8Command=WP_Take_photo
Button8CommandToCheckIfIsEnabled=Is_TakePhoto_Avai lable;Is_AnyPeriscope_camera_station_Active
Button8IconRowColumn=3,10
Button8Tooltip=5631

Button9Command=WP_Identify_target <------command as it exists in the commands.cfg
Button9IconRowColumn=3,11 <------- tells which icon to display from the hud.dds
Button9Tooltip=ID Target<-----tool tip, you dont neccessarly have to create the tooltip in the menu.txt as has been the traditional practice
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Old 03-06-2008, 01:24 PM   #51
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Stupid question here: Where can I find the support directory for TMO? I'm just trying to get the TMO u-boat fix and I'm feeling quite inept...Is it a seperate download or do I search the files within TMO?

2nd: If I'm looking to enjoy the u-boat campaign to its fullest, which mods, and in which order? I'm expecting to get flamed here with a bunch of "search the forum" posts, but believe me, I've looked and it's all rather confusing right now. For instance, where would the Speach Fix mod fit in? Last? Where would the new ROW sound effects fit in? Anyway, if anyone can help me out here, and forgive me my ignorance, I'd appreciate it.

Thanks all,
Howler
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Old 03-06-2008, 01:48 PM   #52
M. Sarsfield
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If you use TM, some/a lot of ROW and PE effects are already in there. You'll want to install TM Overhaul first, then RSRDC, then NSM, and then the German mod. Here's the latest post keeping track of the mods...

http://www.subsim.com/radioroom/showthread.php?t=119504

Some of the mods listed above are still working out 1.5 bugs.
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Old 03-06-2008, 01:52 PM   #53
howler93
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Thanks Sarfield! Still wondering where the ROW sound effects would fit in, and also about how to fix the u-boat issues with TMO. Appreciate the help!

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Old 03-06-2008, 01:53 PM   #54
M. Sarsfield
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TM already incorporates a lot of modified sound effects, but you can install ROW Effects right after TM OH, if you want to.
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Old 03-06-2008, 02:03 PM   #55
howler93
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Thanks for the help...any thoughts on how to run a u-boat campaign with TMO? I read the FAQ and it says to use the support directory. Somehow, I just don't know where that is, or what to do with it when/if I find it. :hmm:

Thanks for the assistance, and another huge thanks to all the modders!

Howler
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Old 03-06-2008, 02:07 PM   #56
M. Sarsfield
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First, you have to install JSGME into the SH4 directory. I believe that it creates the "MODS" folder. With JSGME installed, download and extract TMOH into the MODS folder using WinZip or another program. Once TMOH is extracted, go to the new TMOH folder located in the MODS folder and you will see a Data folder and a Support fdolder. Inside the Support folder should be what you are looking for.
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Old 03-06-2008, 02:09 PM   #57
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Quote:
Inside the Support folder should be what you are looking for.


Danke!
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Old 03-06-2008, 02:37 PM   #58
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I've updated the "uboat fix", which is basically a modlet to reverse changes that were made for the pacific game, but break the uboat game. (not intentional, but one has to have priorities). This fix is an updated version of the same modelt in the support directory.

Let me reiterate again, As stated in the original post, my sole focus is on the pacific theater and the Silent service. Anything in the indian ocean or Kreigsmarine is out TM's scope. It has to be, there is no "TM team". I simply do not have the time (not to mention motivation), to do anything in the way of the KM, and indian ocean.


http://www.ducimus.net/sh4/release/TMO_Enable_Uboat.7z
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Old 03-06-2008, 03:19 PM   #59
howler93
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Duci,

thanks for the link, and thanks for all your hard work. You really make SH4 shine
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Old 03-06-2008, 03:34 PM   #60
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I strongly suspect that team GWX are already taking a long hard look at the U-Boat Expansion- after all, it is clear that SH3 development is dead and SH4 is the way to go. I only hope that any mod they make doesn't conflict with TM................
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