View Full Version : [REL]OpenHatch_V3_RH released
DivingDuck
09-21-09, 09:07 PM
I´m on schedule. OH_V3 is assuming shape.
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_042.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_050.gif
-fruit/bread crates disappear one by one, not in groups as it might seem, whilst time is progressing
Oh Yeah!:rock::rock::rock::salute::yeah::|\\
A great improvement ! :DL ;) :up: :|\\
http://i9.photobucket.com/albums/a75/Panzer_Kamerad/smileys/dancewithpirate.gif
Rapt0r56
09-22-09, 09:05 AM
I´m on schedule. OH_V3 is assuming shape.
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_042.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_050.gif
-fruit/bread crates disappear one by one, not in groups as it might seem, whilst time is progressing :o
finally, the Central is crammed with more food, for me it was always far too much space. I Love you DD :D
Kpt. Lehmann
09-22-09, 10:03 AM
Ahhh DivingDuck... You are THE MAN!!! :smug:
(Don't forget the hams and bananas too!:D)
Will there be dancing girls anywhere?
Darn DD! That's awesome!! :rock:
Jimbuna
09-22-09, 02:57 PM
Will there be dancing girls anywhere?
Afraid not...that's your job :hmmm:
http://www.freefever.com/animatedgifs/animated/men6.gif
Moin,
OH is going to be continued. Expect a first beta release (SHIII_OH_V3_RH_typeVII) around mid October.
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_008.png
Regards,
DD
:woot:
No probs to make it ... no more than 1 hour of work (as in my mods ... using my method SMC with separated animations) ...
Press one key - open ... press other - close ...
but it's (OH) your "bread" (toy) ... :haha:
... will open a small secret ... i have made it ...
P.S. I see you have problem of UV-maping/illumination of hatch ...
fruit/bread crates disappear one by one, not in groups as it might seem, whilst time is progressing
Why won't this mothod work with crew faces in reverse? I meam growing beards.:salute:
HanSolo78
09-23-09, 09:19 AM
great great work DD :yeah::yeah:
Rapt0r56
09-23-09, 09:48 AM
ahhh jim!... http://www.freefever.com/animatedgifs/animated/men6.gif:88):dead::88):D
urfisch
09-23-09, 03:46 PM
hey diving...
once again...incredible! i know you for about 4 years now. and your passion in modding this game is really extraordinary!...and your skills too. finding all the time although you have a lot of other responseabilities, you have to take care of...im speechless.
:salute:
lot of respect and a big and grateful: "thank you!"
-
mein freund...alter. man "kennt" sich schon seit jahren...was soll ich sagen...es verschlägt mir immer wieder die sprache. du überrascht mich auch immer wieder, mit allem was du so machst. und alleine, dass du hier nach wie vor am start bist und uns so geile sachen bescherst. und das alles bei familie und beruflichen verpflichtungen. man, ich kann es nicht in worte fassen. das ist einfach nur grandios. du bist klasse, man.
:)
irish1958
09-23-09, 06:01 PM
DD:
mein freund...alter. man "kennt" sich schon seit jahren...was soll ich sagen...es verschlägt mir immer wieder die sprache. du überrascht mich auch immer wieder, mit allem was du so machst. und alleine, dass du hier nach wie vor am start bist und uns so geile sachen bescherst. und das alles bei familie und beruflichen verpflichtungen. man, ich kann es nicht in worte fassen. das ist einfach nur grandios. du bist klasse, man.
I think I agree completely; Since my German sucks, :shucks:I could be wrong.
In English, however, YOU DE MAN!!!:woot::salute: :rock:
I alredy have more food in my CR, but still the same ammount of it and I can't close hatch:wah:. So...
I wait for Your mod. This what I seen is great. :yeah:
DivingDuck
10-01-09, 09:06 AM
Moin,
I´d need some help:
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_044.jpg
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_045.jpg
I don´t know what the labels say. Does anybody have a better shot?
I reckon it´s 'Tauchz 1' - 'Tauchz ?' (Tauchzelle)
But some of them have other designators. Maybe 'Regelz #?' (Regelzelle)
Regards,
DD
Hi DD,
if I'm not mistaken, those should be the lights displaying if all doors are correctly shot for diving. Therefore, the lettering should read: "Tauchklar"
Anyway, it is just a film and I would not take for granted that they have it historically correct :hmmm:
Rapt0r56
10-01-09, 12:46 PM
Here's the one from U-995, it shows two of them, but the labels also not readable. :hmmm:
http://i658.photobucket.com/albums/uu301/Rapt0r56/zentrale19.jpg
Below the table on the box, you can read: "Selbstanlasser - Hpt. Druck????".... maybe Druckülp?
:D
EDIT: But i think iv'e got it, i searched in some Books, and found this:
- "Tauchzellen": tanks that are filled to the increase in weight when diving with water and air to surface.
- "Regelzellen": The cells normally serve to fine adjust the boat mass to maintain a state of suspension in the water, and are therefore always partially filled with air to water can flooding.
- "Untertriebszellen": The task of this special diving cells is to increase the weight of the submarine as quickly as possible in order to achieve faster alarm dive times.
- "Trimmzellen": They are used to the boat to go zero-centric on an even keel. The trim system includes a fixed amount of water that can be pushed forward or backward.
So... i think the Box wich one you would modding should have those one:
Tauchz.Vorn Tauchz.Hinten - Regelz.Vorn Regelz.Hinten - Untertrz.Vorn Untertrz.Hinten
Trimmz.Vorn Trimmz.Hinten
as it show in your "Das Boot" Screenshot, if one is ok only one lamp of them is on (from two of them) are both ok, two are on and the one below the Section (Tauch / Regel...) are also on and so on...
a little example:
Normally=
OO OO OO OO
_O_ O_ O_ O
On Diving Stations=
OO OO OO OO
_O_ O_O_ O
And while useing (for example diving)=
OO OO OO OO
_O_ O_O_O
I hope you understand what i mean, and i hope it helps you. :)
EDIT NR2:
It is a bit complex, I'll get firstly a coffee and look again after the box ;)
Rapt0r56
10-01-09, 02:55 PM
We see a Screenshot from Silent Hunter 5 that ubi has finally been introduced benches on which the 3 men are sitting, would this be in the range of possible in Silent Hunter 3?
http://i658.photobucket.com/albums/uu301/Rapt0r56/1250530160-6.jpg
http://i658.photobucket.com/albums/uu301/Rapt0r56/zentrale282.jpg
Also we discuss some lamps in this thread: http://www.subsim.com/radioroom/showthread.php?t=153700
I believe, introduce the lamps even blink when changing the speed is much more difficult to change. :wah::arrgh!:
EDIT: I do not know much about the "Silent3Ditor", So I ask you. :D
robbythesub
10-01-09, 03:26 PM
This is all great stuff- thanks guys! Talk about dangling a carrot!
:up:
SquareSteelBar
10-01-09, 04:17 PM
You're wrong, mates
http://img29.imageshack.us/img29/2489/ohv3.jpg
Rapt0r56
10-01-09, 04:24 PM
@ SquareSteelBar nice one:up:
for me Bier please, and later Cappucino :sunny:
DivingDuck
10-01-09, 06:39 PM
Moin,
thanks for the input lads. I´m considering to agree with SSB. :rotfl2:
Thanks to RaptOr I´ve checked all my photographs from my last visit to U995. I didn´t recall to have seen any installation near the ladder. But there it was, shot by myself. Stupid me. :damn:
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/U995_002.jpg
So, I decided to revert to the stock model and added the labels only.
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_047.jpg
Don´t know whether there´s a way to get them lit in an appropriate way. So, UFN they will stay dark.
Rapt0r56
10-01-09, 06:49 PM
Oh, then i was wrong. :O:
but i think anywhere in the boat is also my control, with lamps... :hmmm:
Anyway... you one's looks awesome!
Any idea of the light's in V3?
Are the Tweak Files from V2 OH, also work for V3?
Because i'm now creating a little Mod that gives the Accurate interior lightning from Das Boot to your Sub, it will work for the OH Version from Your Mod.:up:
DivingDuck
10-02-09, 02:54 PM
Moin Rapt0r,
I´ve used relative adressing in those tweakfiles. Therefore they should work with OH3 for SHIII too. This however will not be the case for OH3 for SHIV.
But tbh, why don´t you use S3D? It´s much easier to access the needed data and makes editing them an easy job.
Rapt0r56
10-02-09, 03:05 PM
Therefore they should work with OH3 for SHIII too.Good News. :woot:
But tbh, why don´t you use S3D? It´s much easier to access the needed data and makes editing them an easy job. I still do not know much about S3D, but will look again closer look once I've finished all the tweakfiles. I was also responsible from the base of the inner lation of files for the boat not changing, because it can lead to complications, there are some people using other mods with the file or they also don't know how to handle with S3D like me:D. I will have time to hire and look and maybe make another version with the S3D so you either need the file or can use the Tweakfiles.:up:
[Edit]: Now i firstly go watch South Park, in Germany it is 22:05 :sunny:
DivingDuck
10-06-09, 03:36 PM
Moin,
OH_V3_RH released.
This mod contains only typeVII. Therefore consider it a BETA version. Other types to follow.
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_014-1.jpg . . . http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_003-1.jpg
This mod features:
SHIII typeVII revolving hatch corrected interior diving angles reworked cameras vanishing food fix to use the mod with OLC´s GOLD MkII GUI mod
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_038.jpg
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_008.png
This mod will work with all installations of SHIII. However all mods that have altered:
- cameras.dat
- typeVII interior *.dat / *.sim / *.cam files
- en_menu.txt / de_menu.txt / fr_menu.txt (*¹)
will break / not work as expected.
*¹ ..._menu.txt may / will differ from your installtions. As a result tooltips will be displayed wrongly. This has been confirmed for a WAC installation already.
I´ve included a separate mod for all users of OLC´s awesome "GOLD MkII" GUI mod in this archive. Extract the downloaded archive and copy both folders into your MODS folder.
Then enable in the following order:
OLC´s GOLD MkII (*optional) DD_OH_V3_RH DD_OH_V3_Fix_for_OLC_GOLD_MkII (if GOLD MkII is installed)
Failure to enable the fix will result in the following problems:
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OLC_001-1.jpg . http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OLC_002-1.jpg . http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OLC_003-1.jpg
REPORTED ISSUES
thanks for your input, lads!
reported by U-48Kriegsmarine:
-loosing CE commands
→a fix reverting to fixed cam (loosing interior diving angles) will be provided in due time
reported by NGT:
..._menu.txt may / will differ from your installtions. As a result tooltips will be displayed wrongly. This has been confirmed for a WAC installation already.
→I´ve used ..._menu.txt files that were provided with GWX2.1. But it´s pretty easy to add the needed lines yourself.
1856=Lock/Unlock Hatch
1857=Open/Close Hatch
1858=Free Cam (non stabilized)
These lines add tooltips to the game. When moving the mouse over the newly added light above the hatchway, tooltip 1856 will be displayed. The lever left/right of the hatchway will trigger tooltip 1857. And finally the new dummy floor (invisible) will trigger tooltip 1858.
reported by SquareSteelBar:
-compass dial in radio operators station displayed at a wrong rotation angle
→ will be corrected
FIXES
Here´s quick fix for the CE_Commands. It brings back written and spoken commands. However, the medal has two sides. You will loose the helmsman cam view in return for this fix. I had to cut it to avoid players ending up in screwed views on exiting helmsman view after selecting CE from any other than 'interior fore cam' (F2). Enable on top of OH_V3_RH_3.05.
DD_OH_V3.05_Fix_CE_Commands_20091008215900.7z (http://www.mediafire.com/?tjt2ddjnznd) (ca 5KB)
Credits: (for more details see the included installation instructions)
- Urfisch / FliegenderFisch
- Reece
- FlakMonkey
- Ref
- Sensal
- TimeTraveller
- Skwasjer
- GWX Team
- OLC (onlifecrisis)
- Alex
Download links:
DD_OH_V3.05_20091006155039.7z (33.42 MB) (http://www.mediafire.com/?sharekey=39cbd70bb1b97559dd8b33b5aa27078d)
DD_OH_V3.05_Fix_CE_Commands_20091008215900.7z (http://www.mediafire.com/?tjt2ddjnznd) (ca 5KB)
Have fun,
DD
Read the included Installation Instructions. They contain detailed information about how to install / enable and how to use!
RTFM - Read The F*cking Manual
ATTN all SHIV players / modders: I´d like to reserve the right to convert / release this mod to / for SHIV. Please respect my wish.
planecrazydale
10-06-09, 03:38 PM
Awesome! :yeah:
Thanks for all your hard work DD!!
Dale
ReallyDedPoet
10-06-09, 03:56 PM
Very nice, thanks :yep::up:
Damn, and I started a mission yesterday... Now I have to wait untill I finish it to use this mod!
Thanks for the awesome mod!:salute::yeah::up:
Rapt0r56
10-06-09, 04:59 PM
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_003-1.jpgDD du bist unglaublich, danke mal wieder für diese tolle bereicherung. :rock:
U-48Kriegsmarine
10-06-09, 09:17 PM
For some reason when I enable this mod I lose the CE commands. Any reasin why? Also, will you release a version that's just the dorr and the food. I hope I'm not alone in this, but I'm just not a fan of the camera angles.
I appreciate all the work you did though, now I;m just being nit-picky. :up:
Thanks diving duck!
Murdock
10-06-09, 09:32 PM
Ok i lose CE-commands voice too.
This is over a fresh SHIII Install 1.4b no other Mods.
I have the same problem here.
I install the mod on the top of a lot of others mods.
Anyway, thanks for the work.:yeah:
Fubar2Niner
10-07-09, 04:32 AM
Thanks for all the effort DD, can't wait to get back in port :up:
Best regards.
Fubar2Niner
Moin,
OH_V3_RH released.
This mod will work with all installations of SHIII. However all mods that have altered:
- cameras.dat
- typeVII interior *.dat / *.sim / *.cam files
will break.
Have fun,
DD
Hello DD
First, thank you very mush for EVERYTHING.
I would like to mention what I found inside en_menu.txt from your mod, compared to one from WAC:
YOUR MOD:
750=Kiel...................................902=1st Flotilla
751=Brest.................................903=2nd Flotilla
752=Wilhelmshaven...................904=7th/13th Flotilla
753=Lorient...............................905=10th Flotilla
754=St. Nazaire.........................906=11th Flotilla
755=Bergen...............................907=23rd/29th Flotilla
756=Bordeaux......................... 908=12th Flotilla
757=La Spezia...........................909=30th/33rd Flotilla
758=Toulon
759=Flensburg
760=Constanza
761=Penang
762=Jakarta
763=Salamis
764=Trondheim
765=Königsberg
WAC 4.1:
750=Kiel.....................................902=1 st Flotilla
751=Brest...................................903=2n d Flotilla
752=Wilhelmshaven.....................904=7th Flotilla
753=Lorient.................................905=10 th Flotilla
754=St.Nazaire........................... 906=11th Flotilla
755=Bergen.................................907=29t h Flotilla
756=Memel................................ 908=24th Flotilla
757=La Spezia............................ 909=3rd Flotilla
758=Toulon
759=La Rochelle
Entries 276 and 277 are different too, maybe other entries too.
I didn't check NYGM supermod.
So, maybe NOT ready for all SH3 installations? :hmmm:
DivingDuck
10-07-09, 06:47 AM
OH_V3_RH released
Moin,
thanks for your input, lads!
@Rhodes:
As it´s almost eyecandy only, I don´t reckon it would cause any problems to enable the mod during a mission.
@U-48Kriegsmarine:
IIRC, loosing CE commands is bound to the alteration of 'cameras.dat'.
If there are enough calls, I will provide a fix for download that will revert to fixed cameras/views that are not bound to the diving angle. If my assumption is correct, then this will bring you back the CE commands.
@NGT:
Thank you for pointing out the ..._menu.txt issue. I indeed didn´t think about those as I only added 3 lines. I will update the respective post and rework the installation instructions accordingly.
I´ve used ..._menu.txt files that were provided with GWX2.1. But it´s pretty easy to add the needed lines yourself.
1856=Lock/Unlock Hatch
1857=Open/Close Hatch
1858=Free Cam (non stabilized)
These lines add tooltips to the game. When moving the mouse over the newly added light above the hatchway, tooltip 1856 will be displayed. The lever left/right of the hatchway will trigger tooltip 1857. And finally the new dummy floor (invisible) will trigger tooltip 1858.
Regards,
DD
OK DD, thank you very much. :up:
Now everybody knows about.
:salute:
planecrazydale
10-07-09, 08:58 AM
Hi DD,
A fix to restore the CE commands would be great! I have the same issue (losing the CE voice) but also noticed it took away the "ring-ring" that I had when you change speed, etc.
Otherwise, your mod looks and works great!
Thanks very much,
Dale
Carotio
10-07-09, 09:17 AM
Hey DD,
I see you still use mediafire and FF for your mods.
If you want, you can have them hosted in SHMF (http://www.silenthuntermods.com/forum/index.php) too, if you want.
You may write the release text in both German and English too, if you want.
regards
Thanks DD, it's looking great.:salute:
I too can confirm losing the CE voice and RING-RING.
It would be great if you could release the fix, just as an option, to see how the game would be more immersive.
coronas
10-07-09, 02:56 PM
Excellent work, DD! Thanks again. :salute:
Jimbuna
10-07-09, 04:05 PM
Spectemur Agendo mate http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
DivingDuck
10-07-09, 06:18 PM
DD_OH_V3_RH released
@dale + dcb:
I will check out the CE commands issue and report back.
@Carotio:
Feel free to host the mod on SHMF. I´m confident you will find the right words for the 'release text'. ;)
Regards,
DD
Carotio
10-07-09, 07:41 PM
@Carotio:
Feel free to host the mod on SHMF. I´m confident you will find the right words for the 'release text'. ;)
There you go, DD production in SHMF:
http://www.silenthuntermods.com/forum/index.php?topic=274.0
onelifecrisis
10-07-09, 07:42 PM
Thanks DD, it looks great! I'll DL just as soon as my new pooter is up and running.
:sunny:
Such an amazing mod. No doubt this will bring 50 tons+++ of immersion.
Losing CE is extremely unfortunate though, would indeed be lovely to see this fixed. Maybe he is too busy working his way through all that newly appeared bratwurst to report insignificant details like my speed and heading?:hmmm:
Atleast I don't just lose the CE sounds but all the related written info aswell.
Stuff like...
17:26 Ahead Standard
17:28 New course 345
18.0 CRASH Dive!!!
.... and so forth aren't appearing in the info box at all.
Initially I tought it could be a conglict between OH and Das Boot Sound Mod, but noticed things remain identically silent with Thomsen's Sound Pack aswell.
DivingDuck
10-07-09, 07:48 PM
Moin,
DD_OH_V3_RH released
@Carotio:
Thanks.
@LTD1:
Thank you for the report. Will dig into it.
Regards,
DD
Tomi_099
10-08-09, 05:00 AM
http://i9.photobucket.com/albums/a75/Panzer_Kamerad/smileys/achtung.gif
GUTE ARBEIT MEISTRO !!
java`s revenge
10-08-09, 12:16 PM
It`s a great mod BUT
I do use the olc gold mod and...
I do see that the recogn. manual the mastheight has been trashed and
that you can zoom in with the periscope....:cry:
DivingDuck
10-08-09, 05:25 PM
Moin,
DD_OH_V3_RH released
here´s quick fix for the CE_Commands. It brings back written and spoken commands. However, the medal has two sides. You will loose the helmsman cam view in return for this fix. I had to cut it to avoid players ending up in screwed views on exiting helmsman view after selecting CE from any other than 'interior fore cam' (F2). Enable on top of OH_V3_RH_3.05.
DD_OH_V3.05_Fix_CE_Commands_20091008215900.7z (http://www.mediafire.com/?tjt2ddjnznd) (ca 5KB)
It`s a great mod BUT
I do use the olc gold mod and...
I do see that the recogn. manual the mastheight has been trashed and
that you can zoom in with the periscope....
Thank you for the report. But tbh, can´t imagine any reason for the trashed mastheights. Any screenshot available to clarify the matter? I didn´t alter any file needed for the recognition manual.
But I´m guilty in terms of the periscope zoom. I´ll check the issue and contact OLC if necessary.
Here´s a list of modified files that come with OH_V3:
Interior CR.dat CT.dat RR.dat CR.sim CT.sim RR.sim CR.cam CT.cam RR.cam CR.dsd
Menu
en_menu.txt fr_menu.txt de_menu.txt
Library
Cameras.dat
I´ll stand corrected if any of these files does indeed have an impact on the recognition manual.
OLC´s GOLD MkII does indeed alter the en_menu.txt / de_menu.txt. I will check what the difference between OLC´s and my files is. But I can´t imagine it does influence mastheights at all.
Regards,
DD
Tomas23
10-08-09, 08:50 PM
Great mod. I like it. :yeah:
Castout
10-08-09, 09:07 PM
What's the difference between GWX3 and GWX3Gold?
Been away from the game for quite some time
Rapt0r56
10-09-09, 12:22 AM
here´s quick fix for the CE_Commands. It brings back written and spoken commands.
Now I have the commands from the LI back, but all other officers, including the radioman's in the boot stay dumb.
Nun kann ich zwar wieder die kommandos vom LI hören, aber alle anderen Offiziere, auch die funkmaate im boot beiben stumm. :timeout::06:
SquareSteelBar
10-09-09, 09:54 AM
Hi Diving Duck,
sent a PM to you one week ago... ;)
So long,
SquareSteelBar
java`s revenge
10-09-09, 11:36 AM
Isn`t it possible to make only a mod for the food and the blue colors?
DivingDuck
10-09-09, 02:11 PM
Moin,
DD_OH_V3_RH released
@Castout:
Can´t really tell. You better check the GWX thread and post your question there.
@Raptor:
I was afraid anybody would come up with those next. ;) A fix will be provided.
@SSB:
Didn´t receive any. Make sure you send PM to 'DivingDuck', not 'DD'. There´s another guy around with the forum nick 'DD'. But that´s not me!
@java´s revenge:
I´ve been asked to leave the cameras as they have been, fixed and not following the diving anlge, already. I´ll most probably provide a fix for that too. But no promise here. As for the blue lights, 'Rapt0r' is planning to release a OH3 compatible version of his 'Das Boot Interior' mod. You better turn to him re the lighting.
Regards,
DD
Jimbuna
10-09-09, 02:18 PM
What's the difference between GWX3 and GWX3Gold?
Been away from the game for quite some time
They are both the same....just different names.
SeaWolf U-57
10-09-09, 02:29 PM
They are both the same....just different names.
is a fantastic Mod that has 2 names ....... the first one is a cool name ....... and the second is a DAM COOL NAME :har:
Jimbuna
10-09-09, 02:54 PM
is a fantastic Mod that has 2 names ....... the first one is a cool name ....... and the second is a DAM COOL NAME :har:
Looks like it was so good, somebody decided to name it twice :03:
Rapt0r56
10-09-09, 03:36 PM
is a fantastic Mod that has 2 names ....... the first one is a cool name ....... and the second is a DAM COOL NAME :har:
Right, however, a gold version usually stands also for something that is done and perfected. I think. :arrgh!:
@Raptor:
I was afraid anybody would come up with those next. ;) A fix will be provided.
Great to hear that, looking forward to this. :sunny:
Rapt0r56
10-09-09, 11:19 PM
I had a look in the folder of the OHv.3 and deleted something. First, I made a backup copy of the entire main folder, then I deleted the in the folder from the Interior all .Cam files (CR, CT, RR.) Activated via jsgme and tested. My People on board are no longer silent, texts and language are back, and also all the new objects.:salute: Finally, I've even deleted the library folder because I use the Extended Freecam 1.2. So now I have the new objects can still make the hatch open by TDC (Winkel zum Bug) and my people are not dumb, also free camera in the boot, in the tower, and on deck. :rock:
I will continue playing with this, until a patch is in view.:ping:
SquareSteelBar
10-10-09, 02:29 AM
....@SSB:
Didn´t receive any. Make sure you send PM to 'DivingDuck', not 'DD'. There´s another guy around with the forum nick 'DD'. But that´s not me!....Sent it to 'Diving Duck' instead 'DivingDuck'... http://img35.echo.cx/img35/2365/bonk4tt.gif
Stormfly
10-10-09, 08:31 AM
I had a look in the folder of the OHv.3 and deleted something. First, I made a backup copy of the entire main folder, then I deleted the in the folder from the Interior all .Cam files (CR, CT, RR.) Activated via jsgme and tested. My People on board are no longer silent, texts and language are back, and also all the new objects.:salute: Finally, I've even deleted the library folder because I use the Extended Freecam 1.2. So now I have the new objects can still make the hatch open by TDC (Winkel zum Bug) and my people are not dumb, also free camera in the boot, in the tower, and on deck. :rock:
I will continue playing with this, until a patch is in view.:ping:
Big Tank You Diving Duck...testing currently, i made it compatible with Extended Freecam 1.2
all commands and responses are working, hatch working, food working, cam and officers working as usual, together with that new controlable gauges for the cunning tower and sonar room from OH3.0... :rock:...working also online, testing it for CSP Special Edition for Living Silent Hunter. But iam a bit affraid if i still fit through the hutch after eating all that new kandy :D
btw, love your new lightning Raptor !
Rapt0r56
10-10-09, 11:56 AM
all commands and responses are working, hatch working, food working, cam and officers working as usual, together with that new controlable gauges for the cunning tower and sonar room from OH3.0... :rock:...working also online, testing it for CSP Special Edition for Living Silent Hunter. But iam a bit affraid if i still fit through the hutch after eating all that new kandy :D
I'm glad to hear that.
I'm still tested it in some missions, all working as it should be.
Tonight I will start a new Career.:salute:
btw, love your new lightning Raptor !
You're welcome. :up:
DivingDuck
10-11-09, 03:30 PM
Moin,
DD_OH_V3_RH released
Isn`t it possible to make only a mod for the food and the blue colors?
So, you want to have an open, but static hatch? Maybe I´ll offer a fix for that too. As for now this is the second request of such.
The blue lights however will most probably be provided by 'Rapt0r' as an additional mod.
I had a look in the folder of the OHv.3 and deleted something. First, I made a backup copy of the entire main folder, then I deleted the in the folder from the Interior all .Cam files (CR, CT, RR.) Activated via jsgme and tested. My People on board are no longer silent, texts and language are back, and also all the new objects. Finally, I've even deleted the library folder because I use the Extended Freecam 1.2. So now I have the new objects can still make the hatch open by TDC (Winkel zum Bug) and my people are not dumb, also free camera in the boot, in the tower, and on deck.
I will continue playing with this, until a patch is in view.
Deleting the *.cam files will loose you the new tooltips. But that´s not the problem. All officer cams are FREE now, you can leave their station or zoom in to the gauges when the appropriate view is activated. Whenever you left click an officer from any free cam, the view get´s wound up. If it does not, it will on exiting this view. That´s why I had disabled the mouse´s left button. This was achieved by using a different command in the *.cam. This however led to loosing the voice and written commands. Using the "old" *.cam files will bring back the cam issue. I´m acutally working at new hotspots to activate the respective position´s view without loosing the voice commands. I don´t want to miss the views. The already released first fix will bring back CE commands only and got the CE view disabled.
Big Tank You Diving Duck...testing currently, i made it compatible with Extended Freecam 1.2
all commands and responses are working, hatch working, food working, cam and officers working as usual, together with that new controlable gauges for the cunning tower and sonar room from OH3.0... ...working also online, testing it for CSP Special Edition for Living Silent Hunter. But iam a bit affraid if i still fit through the hutch after eating all that new kandy
Are the officer´s views working too? Can they be accessed? Do the sonar/hydro/CE/WP/NO views stay freely movable?
Regards,
DD
DivingDuck
10-12-09, 05:41 AM
Moin,
DD_OH_V3_RH released
Got some news:
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/Ready_002.gif
ATTN: These lights are not bound to "real" ready messages. They will turn red according to a specific depth.
See the short (and boring) video here: http://www.youtube.com/watch?v=cVs-d4xUn5w
The first 40sec are indeed boring. LOL. The interesting part starts at sec 42. But it doesn´t show anything else than the animated gif above.
newly reported issue by 'SquareSteelBar':
-compass dial in radio operators station displayed at a wrong rotation angle
→ will be corrected
Regards,
DD
Moin,
Got some news:
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/Ready_002.gif
ATTN: These lights are not bound to "real" ready messages. They will turn red according to a specific depth.
See the short (and boring) video here: http://www.youtube.com/watch?v=cVs-d4xUn5w
The first 40sec are indeed boring. LOL. The interesting part starts at sec 42. But it doesn´t show anything else than the animated gif above.
newly reported issue by 'SquareSteelBar':
-compass dial in radio operators station displayed at a wrong rotation angle
→ will be corrected
Regards,
DD
Amazing work!
I understood nothing... Very strange mod...? :hmmm:
1) The strange logic of blocking/opening/closing of the hatch...? :o
2) I did n't understand... why (for what) such cameras? what function of these "free" cameras...? :o ... as example ... the radio operator (player has moved away) is not present on a place, but the radar wheel rotates...?
3) I did n't understand... for what heaps of boxes with meal are necessary... boxes complicate crew work in this case (command room)... and heaps of open boxes with bread... are nonsense... bread afraid of dampness... Boxes with different tinned food (preserved food in metal tins ... sausage-meat, meat, fish, fruit, bean ...) are necessary... i think ...
DivingDuck
10-12-09, 08:24 AM
I understood nothing... Very strange mod...? :hmmm:
I think, you do. Никто не сказал чтобы всё акуратно.
1) The strange logic of blocking/opening/closing of the hatch...? :o
I´ve "borrowed" the dial AoB dial to make the hatch rotate. This dial however is usable only when TDC is switched to manual update. That´s why the new lock/unlock light has been attached above the hatchway. It does nothing then switch between manual/automatic TDC update. When in TDC view the player usually does not care about the hatch rotating. On the other side, when in free cam view the moving of the AoB needel doesn´t bother anyone. So the choice of the AoB dial seemed appropriate to me. It´s called lateral thinking. IIRC there´s only one dial left that does not affect the boats movement and is not child to manual/automatic TDC update. But I didn´t try to use it instead until now.
2) I did n't understand... why (for what) such cameras? what function of these "free" cameras...? :o ... as example ... the radio operator (player has moved away) is not present on a place, but the radar wheel rotates...?
I´ve always been annoyed with not beeing able to get closer to a gauge when in respective view. Thus I´ve made the views of each officer free. When in any officer´s view, the 3D object gots hidden. But you know how it works. So, when you move away from your station, the officer is not visible, since the player´s the officer at that moment. The wheel does not turn on it´s own when in hydro view. It does only turn when using the hydrophon. But that is unchanged from stock.
3) I did n't understand... for what heaps of boxes with meal are necessary... boxes complicate crew work in this case (command room)... and heaps of open boxes with bread... are nonsense... bread afraid of dampness... Boxes with different tinned food (preserved food in metal tins ... sausage-meat, meat, fish, fruit, bean ...) are necessary... i think ...
Yeah, boxes do complicate the crew´s work. The movie 'Das Boot' however does not really show how much a boot was crammed with food upon leaving port. Every free inch of the interior had been filled with food, mostly hard-cured sausages. Bread has always been stored unlocked, most probably not in boxes/crates. Of course it got damp and mildewed. But that´s how it was. The crew wiped away the mildew. So, nonsense? I don´t think so. Tinned food was most certainly onboard as well. But I didn´t think about that so far. Maybe I´ll replace the content of some boxes with some tin cans.
Anyway, thanks for the feedback, Anvart.
Before you ask, ...
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/Ready_002.gif
... this has been achieved by lateral thinking too. The lights do not indicate "real" ready messages, but are triggered by certain depths between 8m and 10m.
Regards,
DD
I understood nothing... Very strange mod...? :hmmm:
1) The strange logic of blocking/opening/closing of the hatch...? :o
2) I did n't understand... why (for what) such cameras? what function of these "free" cameras...? :o ... as example ... the radio operator (player has moved away) is not present on a place, but the radar wheel rotates...?
3) I did n't understand... for what heaps of boxes with meal are necessary... boxes complicate crew work in this case (command room)... and heaps of open boxes with bread... are nonsense... bread afraid of dampness... Boxes with different tinned food (preserved food in metal tins ... sausage-meat, meat, fish, fruit, bean ...) are necessary... i think ...
Maybe in command room is to many food on the start. Yes. I don't posted this erlier, but I also noticed this erlier. This reminds me a command room of the U-Boat in a few hours before patrol start, when food is loading on the boat. But DD still working hard on this mod, and I appreciate His work and skils.:rock:
Xmas tree working??? Damn, that's Hot!!!!!!!!:|\\:rock:
SquareSteelBar
10-12-09, 11:16 AM
....Of course it got damp and mildewed. But that´s how it was. The crew wiped away the mildew....Remember the scene when the II.WO [Martin Semmelrogge] cut off mildew...
"Schimmel ist ein edles Gewächs..."
http://i571.photobucket.com/albums/ss153/SqStBa/kotz.gif
DivingDuck
10-12-09, 01:56 PM
DD_OH_V3_RH released
Here´s a new fix for users of OLC´s GUI:
DD_OH_V3.05_Fix_for_OLC_GUI_V003.7z (72.66 KB) (http://www.mediafire.com/download.php?cmvmlzggknn)
The previous version (V002), released earlier today, was erraneous and is therefore no longer available for download at my account. Please replace with this one.
reworked cameras.dat (removed zoom in scope view)
used OLC´s en_menu.txt / de_menut.txt files and added the needed lines for OH3
Regards,
DD
U-48Kriegsmarine
10-12-09, 02:56 PM
Hey Diving Duck...
Thanks a lot for that fix, appreciate all the work you've put into this one.
I do (just like most other general mod stealer like myself) have somthing to complain about...
Is their any way to get the old coammand room view back? What code would I have to change?
I really think you did a great job with this one, but perhaps flexed your muscles a bit too much? I just don;t see why a captain would want to stand WAY over their, under the conning tower hatch, away from his officers and just waiting for someone to yell "wass out!" and get his head smashed from an above crewman coming off watch.
Thanks DD, truly great work!
Stormfly
10-12-09, 02:59 PM
Are the officer´s views working too? Can they be accessed? Do the sonar/hydro/CE/WP/NO views stay freely movable?
Regards,
DD
yes, officer´s views are working, if you right click the 2D icons.
But the idea of Extendet FreeCam is, not using those views at all. Because with this free movement you´re able to reach those positions anyway, together with full controlability of the dials. And that from the first moment, the F2 command room view, over the cunning tower, the deck, to all possible positions, by also have the possibilty to left click the officers, to show theier coresponding submenues together with theier attention animations (sonar & radio guy excluded, you will jump into theier positions by left clicking them).
Also i wanted to have a correct "go back" function, if i decside maybe to move to the crew and damage control blueprint, click on it to access the 2d view, and returning to the last 3d position, from where i accessed this screen. Also a good exsample is returning from the 2D attackscope to the 3D seat infront of it, taking a right view to the gauges, make a dept or speed adjustment in 3D, and returning back to the 2D scope.
DivingDuck
10-12-09, 03:17 PM
Moin,
@U48-Kriegsmarine:
Your complaint ;) has been heard and a note has been written to my ToDo list. This however does not mean it will make it into the final release version. I, for my part, really like the intial position right at the bottom of the ladder. Presuming the captain is the last to get back into CR, nobody would be left to sh*t down his neck. :D
@Stormfly:
Sounds very promising. I´ll give your mod a try. However, I can´t imagine to loose the officer views at all. Btw, is it compatible with OLC´s GOLD MkII GUI mod? That´s really important to me.
Regards,
DD
Stormfly
10-12-09, 03:24 PM
Sounds very promising. I´ll give your mod a try. However, I can´t imagine to loose the officer views at all. Btw, is it compatible with OLC´s GOLD MkII GUI mod? That´s really important to me.
Regards,
DD
It is currently compatible to another OLC clone (ACM). If you like, i could host you a version which is allready merged with OH3.0, as i described above. If the view points aren`t compatible to GOLD MKII, its very easy to make it so.
DivingDuck
10-12-09, 03:32 PM
Hey Stormfly,
It is currently compatible to another OLC clone (ACM). If you like, i could host you a version which is allready merged with OH3.0, as i described above. If the view points aren`t compatible to GOLD MKII, its very easy to make it so.
would be appreciated and save me some work.
I have to laugh, tried the latest version all looks ok except racks and racks of meat swinging in every room of the boat!:haha:
http://i66.photobucket.com/albums/h244/Reecehk/Meat.jpg
Should have seen them all swinging in the control room!!:har:
Needless to say somethings wrong!!:yep:
DivingDuck
10-13-09, 09:18 AM
Moin Reece,
don´t get the point. What do you reckon is wrong? Do you refer to the hefty swinging on mission start? Can´t do anything about it.
Regards,
DD
I think he means that the view is wrong, too obstructed by the food hanging around :hmmm:
Stormfly
10-13-09, 02:24 PM
DD have pm
DivingDuck
10-13-09, 02:37 PM
Moin,
DD_OH_V3 released
@Hitman:
thanks for your clarification. I like this view very much. It gives a crammed impression. In fact I do think it´s much too less food. But I had to make a cut anywhere. ;)
But as always, if there are enough calls, I´ll change something about it.
@Stormfly:
thanks, replied.
Regards,
DD
flakmonkey
10-13-09, 05:25 PM
Wow, this is stunning, soooo many sausages!
I completely missed this one, thought it was an older post and ignored it:-?
I love the interiors now, feels much more cramped and lived in and i swear that plant is growing:o
Added in a few of my own preferences like free cams on deck as i do like to wander!
Cant wait for this to find its was to IX and XXI types too...
Rapt0r56
10-13-09, 06:48 PM
Moin,
Quote:
Originally Posted by DivingDuck http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1184939#post1184939)
DD_OH_V3_RH released
Got some news:
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/Ready_002.gif
ATTN: These lights are not bound to "real" ready messages. They will turn red according to a specific depth.
Again fantastic work, keep going.:rock::arrgh!:
Here are some more views, I can't click anywhere to get to the rear of the control room to view the log book, is this all normal?:hmmm:
http://i66.photobucket.com/albums/h244/Reecehk/Meat2.jpg
http://i66.photobucket.com/albums/h244/Reecehk/Meat3.jpg
Edit: If all these sausages are correct is there a mod with less?
misfitdreamer
10-13-09, 09:20 PM
has anyone thought of including tomi's engine/torpedo rooms in SHIII? that would be lovely. and im sorry if its already been discussed i haven't been around in a while.
I posted this about 3 - 2 months ago, and I write this again today.:yep: This is my coomand room with increased nuber of food [susages, bananas etc.], and I think this is enough of food:
http://img40.imageshack.us/img40/1507/morefood.png
http://img257.imageshack.us/img257/8619/morefood1.png
http://img34.imageshack.us/img34/1849/morefood2.png
:O:.
urfisch
10-14-09, 05:45 AM
dont know, where the problem is, anyone can decide on his own, how much fodd there is. i like dd mod, cause its 100% realistic with much food hanging everywhere...if someone dont, dont use the mod.
:yep:
evan82 Said:
I posted this about 3 - 2 months ago, and I write this again today.:yep: This is my coomand room with increased nuber of food [susages, bananas etc.], and I think this is enough of food:That looks better Ivan, can you point to a link please?:yep:
@ Urfisch, the mod is great thanks, just a bit too cluttered with food for my taste.:DL Now if the food depleted through the patrol it would be fine.:yep:
dont know, where the problem is, anyone can decide on his own, how much fodd there is. i like dd mod, cause its 100% realistic with much food hanging everywhere...if someone dont, dont use the mod.
I don't see any problem because I know S3D a little. I only want to say the mod should be better - also for noobs, but still this is only my opinion.:yep:
In my opinion is to many food in some places of the CR and this is not so realistic.
That looks better Ivan, can you point to a link please?
@ Urfisch, the mod is great thanks, just a bit too cluttered with food for my taste. Now if the food depleted through the patrol it would be fine.
I done this for myself and I have still the same nuber of food durning patrol.
[Yes I'm to stupid for more right now]:yep: Also I don't know if my file is compatible with GWX:hmmm: This is the problem.
I only post screenshots for describe, or show You guys how I see this aspect of DD mod.
I never said this mod is bad.:yep:
DivingDuck
10-14-09, 06:56 AM
Moin,
... Now if the food depleted through the patrol it would be fine.
It does, Reece. It does.
@evan82:
no offence taken. So don´t worry. If nobody gives feedback or even complains, the mod gets stuck at a certain level without any improvement. Any feedback -positive or negative- is aprreciated.
Regards,
DD
If nobody gives feedback or even complains, the mod gets stuck at a certain level without any improvement. Any feedback -positive or negative- is aprreciated.
Regards,
DD
:up:
It does, Reece. It does. :)It does ... Really, your not pulling my legs! ... I must give it a go, don't know how you managed that, maybe I should read the first post a little closer!:yep: One thing I noted, the first officer does not respond to orders, is this correct?:hmmm:
Thanks.
Edit: Whoops, found the fix for the first officer!!:oops:
DivingDuck
10-14-09, 09:40 AM
Moin,
DD_OH_V3_RH released
a new version (3.06) is available for download. See manual online http://divingduck.de/pdf/DD_OH_V3_RH_beta_Install.pdf
newly added features:
Xmas tree working
written and spoken commands are back
added new 3 clickspots to enter officer´s views from free cam
removed en_menu.txt / de_menu.txt / fr_menu.txt from main mod
fix for GWX
-en_menu.txt / de_menu.txt / fr_menu.txt files
reworked fix for OLC
-used OLC en_menu.txt / de_menu.txt
-reworked OLC´s camerast.dat
fix for WAC (not tested yet as I don´t have a WAC installation)
-used WAC en_menu.txt / de_menu.txt
-reworked WAC camerast.dat
Xmas tree working
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/Ready_002.gif
New 3d clickspots:
Use the clickspots to access the respective view from any free cam.
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/3d_click_002.jpg
Chief Engineer
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/3d_click_004.jpg
Weapons Officer
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/3d_click_005.jpg
Navigation Officer
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/3d_click_001.jpg
Radio Operator
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/3d_click_003.jpg
Hydrophone Operator
INSTALLATION ORDER:
stock users:
-DD_OH_V3
GWX users:
-DD_OH_V3
-Fix for GWX
-(Fix for OLC)
OLC users:
-DD_OH_V3
-Fix for OLC
WAC users:
-DD_OH_V3
-Fix for WAC
Download new version here: DD_OH_V3.06_20091014161112.7z (33.71 MB) (http://www.mediafire.com/?ztzjzkfzji2)
still open issues:
reported by SquareSteelBar:
-compass dial in radio operators station displayed at a wrong rotation angle
→ will be corrected
Regards,
DD
Rapt0r56
10-14-09, 11:54 AM
Thanks DD, works fine for me, If i'm still notice anything negative, i'll report. :up:
Hi, DivingDuck.
Thanks for the reply, but...
I perfectly understand detailed work of yours mod... :D
But i do not understand why you have chosen such way ... hatch animation logic (hatch has mechanical blocking by handle with some mechanical elements) ... and large quantity of meal moved from the field of vision through Fuel Dial controller ... it is very "expensive" pleasure... i mean computer (and game) resources ... and these not fixed cameras ... i'm not fan ...
...
And... i tried your mod (GWX 3.0 variant) and have noticed loss of part of Graph Animations... in other words
StateMachine System does not work correctly in Type 7 interior with 3.05 mod...
I think, you do. ...
What is it ... i did not understand ...
...
Regards,
DD
:yeah:
P.S.
In the military technics (for reliability) 3 states of indicators are used, and "X-mas" must have 3 states... Close-lock (for example red), Open-unlock (green) and the faulty indicator (is not lit) ...
Thanks DD, I will read the pdf!!:03:
DivingDuck
10-15-09, 04:11 AM
Moin,
DD_OH_V3_RH released
Hi, DivingDuck.
Thanks for the reply, but...
I perfectly understand detailed work of yours mod... :DI knew you´d understand the details. :salute:
But i do not understand why you have chosen such way ... hatch animation logic (hatch has mechanical blocking by handle with some mechanical elements[/SIZE])
I know that the handle was not used to move the hatch but to lock it when in closed position only. But I had to provide the player with some cleary visible and easily usable control.
... and large quantity of meal moved from the field of vision through Fuel Dial controller ... it is very "expensive" pleasure... i mean computer (and game) resources ... a
I know it is. But I can´t think of another way to make it happen at the moment. Besides I reckon that nowaday´s computers are able to handle it.
nd these not fixed cameras ... i'm not fan ...
You can revert to stock or GWX cameras.dat, if you like. This will bring back fixed cameras.
And... i tried your mod (GWX 3.0 variant) and have noticed loss of part of Graph Animations... in other words
StateMachine System does not work correctly in Type 7 interior with 3.05 mod...
This issue has been fixed with V3.06.
What is it ... i did not understand ...
Never mind, just a missunderstanding. I wanted to say that I think you would understand the technical details behind the mod very well.
P.S.
In the military technics (for reliability) 3 states of indicators are used, and "X-mas" must have 3 states... Close-lock (for example red), Open-unlock (green) and the faulty indicator (is not lit) ...
Thanks for the info. I´ll consider to add the green light when running surfaced. The third state (unlit) however can not be incorporated in my mod. I didn´t dig deep enough into event triggered actions to indicate a faulty state. And I don´t think it´s worth the effort. I hope the player´s happy with what he´s got.
Regards,
DD
Thanks for the info. I´ll consider to add the green light when running surfaced. The third state (unlit) however can not be incorporated in my mod. I didn´t dig deep enough into event triggered actions to indicate a faulty state. And I don´t think it´s worth the effort. I hope the player´s happy with what he´s got.
Regards,
DD
If I am not mistaken, U-boats didn't have the green light in the x-mas tree. I think that was red and white!
The awesomeness behind this mod is getting even more awesome witch any update! :rock:
Kudos Duck!:yeah:
Rapt0r56
10-15-09, 09:24 AM
Also nochmal DD, vielen lieben dank für deine ganze mühe, ich denke von dir wird noch vieles tolles kommen auch für die anderen boote deren OpenHatch noch in arbeit sind. Es gefällt mir unglaublich gut mit meinen Das Boot Lichtern, da es dadurch auch dunkler im Boot wird, und jedes mal wenn ich auf Sehrohrtiefe oder normal auf Tauchstationen gehe, gehen die Lampen an und stechen im dunkelm Innen Ambiente bei Nacht gut hervor. Ich schätze wirklich deinen Detailreichtum und den Perfektionsdrang der dahinter steckt.
Ganz großes Kino! ;):sunny:
Hi DivingDuck,
your work is really fantastic :yeah: :yeah: :yeah: One of the greatest mods :up: Especially the food is great!
As others have already said, a version with open, fixed hatch would be great for those who change the AOB/TDC a lot.
Thanks for the great work!
Best, LGN1
flakmonkey
10-15-09, 03:48 PM
Hmm, previous version (3.05) worked just fine but with this one i get a CTD every time i load up a type 7?? Any ideas?
Thanks for reply, DivingDuck.
Great work! :up:
...
I know that the handle was not used to move the hatch ...
But I had to provide the player with some cleary visible and easily usable control.
...
Regards,
DD
I see you wish to make the maximum interactive interaction of the player and submarine control :haha: ... i'm not fan ... but good luck!
For myself i have made simple animation of hatch opening/closing, as well as in the previous version of OH mod in GWX 3.0 ...
If it's interesting to you... d/l and look short (681 KB) video:
http://www.mediafire.com/file/dyz2gkz2hzn/HatchMovie.wmv
P.S.
If there will be time and desire i will make the control bulb of hatch opening/closing ... on "X-mas tree"... using my animations to make it is very simple task ... only i do not know where to place this bulb ...?
Castout
10-15-09, 08:39 PM
They are both the same....just different names.
Oh well thanks Jimbuna:)
DivingDuck
10-16-09, 02:20 AM
Moin,
DD_OH_V3_RH released
Hmm, previous version (3.05) worked just fine but with this one i get a CTD every time i load up a type 7?? Any ideas?
I´ve just test-downloaded the archive and installed the mod over a stock SHIII. It worked fine. I´d suggest you download again. Maybe the archive got corrupted on download.
I see you wish to make the maximum interactive interaction of the player and submarine control ... i'm not fan ... but good luck!
For myself i have made simple animation of hatch opening/closing, as well as in the previous version of OH mod in GWX 3.0 ...
If it's interesting to you... d/l and look short (681 KB) video:
http://www.mediafire.com/file/dyz2gk...HatchMovie.wmv
P.S.
If there will be time and desire i will make the control bulb of hatch opening/closing ... on "X-mas" tree... using my animations to make it is very simple task ... only i do not know where to place this bulb ...?
Thanks for the link. I like the video. Opening the hatch via key command is a great option. And I´d like to know how you made it. So, yes, I´m interested. Would you share the needed files for me to investigate?
Regards,
DD
Hello DD,
same problem as Flakmonkey. CTD with 3.06.
Installed mods:
GWX Gold 3.0
OLC Gold Mk II d
OLC Gold MK II flat sun fix
OH 3.06
OH GWX fix
OH Olc fix.
Without the last three mods everything works fine.
Regards
Nuss
DivingDuck
10-16-09, 04:17 AM
Moin,
thanks for the report, Nuss.
I´ve checked it with the same config you posted. It does work on my rig as long as I have a clean campaign file. When I use the GWX campaign file, the game CTD. Didn´t notice until now because I use MBFL (MissionBuilderFastLoading mod) which features a clean campaign.
I don´t have the time to check the issue right now and will be off the computer until tuesday. But my guess is, it is related to the size of the swap file and or available free space on C:\. If the computers RAM can not hold more data, it will send data to the swap file. The size of this file can be managed by Windows automatically. But most gamers do limit the size of the swap file. Please, try to free some space on C:\ and/or increase the space assigned to the swap file and report your findings here. I hope this will do the trick. I will dig into the matter next week, when "back on duty".
Regards,
DD
Hi DD,
changing Swapfile-management to "managed by windows" seems to have no effect on the CTD. CTD happens at the very end of loading a savegame, when you can read "Not so long ago".
As I already mailed, SH3 is running ok without OH 3.06.
Best regards and keep up the good work
Nuss
PS: My system is running under XP/SP3 with 2 Gig main memory. More then enough space on HDD.
DivingDuck
10-16-09, 10:11 AM
Thanks for reporting back. Okay, if it´s not the swap file, then it most probably is an ID conflict. I´ll check that out and report back. At least I have an idea where to search.
Regards,
DD
...
Thanks for the link. I like the video. Opening the hatch via key command is a great option. And Iґd like to know how you made it. So, yes, Iґm interested. Would you share the needed files for me to investigate?
Regards,
DD
Hi.
Once i have read some posts of Skwasjer about his thoughts about using StateMachineWrapper...
http://www.subsim.com/radioroom/showthread.php?p=1142515#post1142515
... and i has decided to write about my knowledge and experience and own experiments with StateMachineCtrl... and to show my scheme of use StateMachineCtrl as result of these experiments...
But my english is disgusting... and i think anybody have understood of nothing... and i have shown as to use my scheme having published some mods...
Though for a long time already I am not engaged modding in SH3, SH4...
Look some stuffs:
http://www.subsim.com/radioroom/showthread.php?p=1148575#post1148575
http://www.subsim.com/radioroom/showthread.php?p=1149415#post1149415
http://www.subsim.com/radioroom/showthread.php?p=1151166#post1151166
http://www.subsim.com/radioroom/showthread.php?t=155579
... and so on ...
For details write in PM.
P.S.
And i wished to ask, why you have not made the hatch and around as ColisionableObject 's ...?
I tried it to do... it's possible...
As result, FreeCommandRoom camera cannot pass through the hatch if it's closed... after opening of the hatch the camera passes through it...
I made it in your 3.06 OH mod for myself... :haha:
Bump.
...
P.S.
If there will be time and desire i will make the control bulb of hatch opening/closing ... on "X-mas tree"... using my animations to make it is very simple task ... only i do not know where to place this bulb ...?
???
Castout
10-16-09, 05:36 PM
Hi DD great job but it's a pity that the widescreen fix will break your mod. And I just can't do without it as it will result in funny stretched graphics.
Can we persuade you to make a fix to make your mod to be compatible with wide screen mod?
java`s revenge
10-16-09, 05:37 PM
I will wait till tuesday with downloading this mod. Had problems before.
I do use
- gwx
- olc gold
DivingDuck
10-16-09, 06:23 PM
Moin,
DD_OH_V3_RH released / actual version V3.07 (fixing CTD)
actual: V3.07
V3.06 was reported to cause CTD when running with GWX. An ID conflict lead to problems with all installations using a specific unit I released earlier which was/is part of GWX. While loading the campaign files the conflicting unit got loaded into the memory and caused the CTD. I´ve changed the respective id in the CR.dat. Tests with my GWX/OLC GOLD/OH_V3.07 went smoothly without major problems. While the mod is now labelled 3.07 the additional "mods" (fixes) contained in the archive remain 'V3.06_Fix...'
This is a new standalone version. Previousely released versions are not needed for V3.07!
Download here: DD_OH_V3.07_20091017004747.7z (33.71 MB) (http://www.mediafire.com/?zdjgtmjzeut)
Hi.
Once i have read some posts of Skwasjer about his thoughts about using StateMachineWrapper...
http://www.subsim.com/radioroom/show...15#post1142515
... and i has decided to write about my knowledge and experience and own experiments with StateMachineCtrl... and to show my scheme of use StateMachineCtrl as result of these experiments...
But my english is disgusting... and i think anybody have understood of nothing... and i have shown as to use my scheme having published some mods...
Though for a long time already I am not engaged modding in SH3, SH4...
Look some stuffs:
http://www.subsim.com/radioroom/show...15#post1149415
http://www.subsim.com/radioroom/show...66#post1151166
http://www.subsim.com/radioroom/showthread.php?t=155579
... and so on ...
For details write in PM.
P.S.
And i wished to ask, why you have not made the hatch and around as ColisionableObject 's ...?
I tried it to do... it's possible...
As result, FreeCommandRoom camera cannot pass through the hatch if it's closed... after opening of the hatch the camera passes through it...
I made it in your 3.06 OH mod for myself...
Didn´t see these postings/threads before. Veeeeeeeeery interesting and excellent stuff. Will have a closer look at it next week. And don´t worry about your english. It got very well compared to the beginnings. I do understand you most of the time. And if you continue to post in Russian too, there is an extra chance for me to get the meaning, allthough my Russian got very rusty over the years. ;)
As for the 'ObjCollision', didn´t think about it so far. But that´s a great idea. Will add it to my mod, if you approve.
The bulb, well. It is not really needed. I´ve just placed it over the hatchway to give the player visual control about the state locked/unlocked. Otherwise loads of players would have reported that the hatch doesn´t move on their action. But I indeed prefer your approach and will check whether I manage to use it too. If so, the light will vanish because it is not needed any more. And I already have a rough idea how you did. It came to me when I saw the headline of your other post 'StateMachine Controller'. Let´s see what I can come up with. You´re indeed an inspiration, Anvart. In case I get stuck, I will contact you via PM. But I want to try it on my own first. ;)
Regards,
DD
...
As for the 'ObjCollision', didn´t think about it so far. But that´s a great idea. Will add it to my mod, if you approve.
... your other post 'StateMachine Controller'. Let´s see what I can come up with. You´re indeed an inspiration, Anvart. In case I get stuck, I will contact you via PM. But I want to try it on my own first. ;)
Regards,
DD
Good luck, DivingDuck.
I have restored the lost (basic) picture for article StateMachine... on ImageShack (:nope:) server... look it ... :D
http://www.subsim.com/radioroom/showthread.php?p=1148575#post1148575
Hi DD,
thanks for the quick solution. No CTD until now with OH 3.07 and the 3.06-fixes.
Many thanks too from the u-boot-crew. They hadn´t made it until Tuesday without your sausages and the rest of your DD-food.
Regards
Nuss
java`s revenge
10-17-09, 05:36 AM
Thanks a lot for the quick fix !! :up:
I will download and install it now.
java`s revenge
10-17-09, 06:35 AM
I have found something...
When you click the red or green light above the hatch so it becomes
locked or unlocked that also influence the lock/unlock the tdc.
Try it yourself when you set the hatchlight to red the tdc light
(rightclick weaponofficer) becomes also red.
I have done some torpedo practise missions and i had misses because
the bearing didn`t update.
SquareSteelBar
10-17-09, 07:16 AM
I have found something...
When you click the red or green light above the hatch so it becomes
locked or unlocked that also influence the lock/unlock the tdc.
Try it yourself when you set the hatchlight to red the tdc light
(rightclick weaponofficer) becomes also red.
I have done some torpedo practise missions and i had misses because
the bearing didn`t update.Have a look into the readme.pdf
java`s revenge
10-17-09, 07:23 AM
Thanks !
So don`t play with your hatch when you have to use your tdc..
But do i miss something? I thought there was made blue light.
irish1958
10-17-09, 08:33 AM
Anvart and Diving Duck
Anvart, in your video you used SHIFT+M and CTRL+M for the keys to move the hatch. DD, when you add the key commands to your mod, could you use SHIFT+H and CTRL+H instead of M, and (in English) "HATCH" starts with the letter ""H" and this would be much more intuitive.
I too had CTD with v3.07; thanks for the fix DD.
piri_reis
10-17-09, 09:07 AM
3.07 works beautifully for me (XP,GWX3), thanks for the update DD. :up:
The amount of food is just right and the clickable engine/depth/rudder is great, havent played with the christmas tree yet, but the mod is a must have for me already. Just added a FreeMove cam up on the tower, and I'm set.
Hi,
Anyone know how well Open Hatch, ACM Reloaded for OLC and Extended Freecam for ACM get along?
I tried to get em all going some days back and kept having issues; depending on installation order either OH or Freecam refused to function properly.
I wonder if I missed some update or such. Or maybe my installation order was flawed.
...Or do the said 3 mods just refuse to co-exist peacefully?
...
Anvart, in your video you used SHIFT+M and CTRL+M for the keys to move the hatch. ...
You can use any free keys (for commands Maneuver_officer and Maneuver_officer_end) having written down them in file Commands _ (en).cfg...
But it's my modification of OH 3.0x mod... and i cannot publish it without DivingDuck's permission ... may be he will insert my stuffs into his mod himself...
@DivingDuck.
If 3.07 variant differs from 3.06 variant only "crossed" ID's... publish these ID's for editing... for not to download 33 MB in addition ...
@DivingDuck
I think your adjustment of angle of u-boot diving for interior cameras is wrong ...
When i did my mod AnvartsType2_CR.7z in september 2006, i adjusted angle of diving for interior cameras using next method ...
Go to Free extern camera, execute command Crash_dive (Emergency_surface) for max angle ... and measured angle of diving for Type 2 model on the monitor screen ... it was ~ 15°+, ... for Type 7 it was ~ 15° too ...
Stormfly
10-17-09, 02:06 PM
Hi,
Anyone know how well Open Hatch, ACM Reloaded for OLC and Extended Freecam for ACM get along?
I tried to get em all going some days back and kept having issues; depending on installation order either OH or Freecam refused to function properly.
I wonder if I missed some update or such. Or maybe my installation order was flawed.
...Or do the said 3 mods just refuse to co-exist peacefully?
hi LTD,
ohh it is working very well, i provided a special version for OH3 (a special WAC41 version is also rdy), but Diving Duck decided not to include this version of Extended Freecam, as there are too many changes in the command files, sorry for that.
Of course, if all agree, i could provide such special versions... but it seams we should wait a bit til all is running fine in a stable state.
Jimbuna
10-17-09, 03:29 PM
@DD
After enabling the DD OH v3.07 via JSGME in a GWX3.0 installation is there still the need to enable the v3.06 fix for GWX Menutxt v001 afterwards?
ViperU48
10-17-09, 08:10 PM
Diving Duck!
I must say I am enjoying your new mod very much! Personally I find it to be far more immersive; the extra provisions give things a far more 'cramped' feel to the interior and also gives the impression of continually changing patrol conditions as the provisions/food disappear.
I just noticed a little bug last night though, very minor but just thought i'd point it out. When 50% of the fuel is used up (and food too), there is a floating box of oranges under the table behind the radio operator in the radio room. It's hard to spot, but it's there. It looks like the orange boxes under the top one were used up, and only the top remains so it looks as though it is floating.
Again, great mod DD! It's a great new addition to the sim! :arrgh!:
Castout
10-18-09, 04:13 AM
The immersion is incredible. Too bad I can't use the widescreen mod with this mod. Please DD make a widescreen compatible one if you could should not be that difficult. Only need to modify the camera.dat file and that's it.:D
irish1958
10-18-09, 06:40 AM
@DD
After enabling the DD OH v3.07 via JSGME in a GWX3.0 installation is there still the need to enable the v3.06 fix for GWX Menutxt v001 afterwards?
Jim, I had to as I had CTD without it; but maybe that is just my install.
irish1958
10-18-09, 06:42 AM
You can use any free keys (for commands Maneuver_officer and Maneuver_officer_end) having written down them in file Commands _ (en).cfg...
But it's my modification of OH 3.0x mod... and i cannot publish it without DivingDuck's permission ... may be he will insert my stuffs into his mod himself...
Anvart,
Thanks for the information.:up:
irish1958
10-18-09, 06:46 AM
I just noticed a little bug last night though, very minor but just thought i'd point it out. When 50% of the fuel is used up (and food too), there is a floating box of oranges under the table behind the radio operator in the radio room. It's hard to spot, but it's there. It looks like the orange boxes under the top one were used up, and only the top remains so it looks as though it is floating.
Those Germans were really clever :know:
Jimbuna
10-18-09, 07:51 AM
Jim, I had to as I had CTD without it; but maybe that is just my install.
Most bizarre....I've only enabled the v3.07 and haven't experienced a CTD :hmmm:
Dutchie-one
10-18-09, 05:31 PM
Hello, so I Instal the mod v.3.07 via JSGME in the mods folder from WAC. 4.1 and enable it. No door who is openeng or clossed ?
The only thing I see was that my FPS? rate was going down from 60 till
10 - 14 is that normal ?
Thanks for an anser.
Dutchie-one :damn:
Jimbuna
10-18-09, 05:57 PM
@DD
After enabling the DD OH v3.07 via JSGME in a GWX3.0 installation is there still the need to enable the v3.06 fix for GWX Menutxt v001 afterwards?
Bump....I'll contact DD via The Lair.
urfisch
10-19-09, 05:48 AM
what about the periscope shaft? its been worked in, in earlier versions...i liked it very much. could you release a version, in which this shaft is in, please?
would be too kind.
:salute:
DivingDuck
10-19-09, 07:15 PM
Moin,
DD_OH_V3_RH released / actual version V3.07 (fixing CTD)
actual: V3.07
@Irish & Jim
the fix for GWX is not needed. But I recommend to enable it as it contains 3 new tooltips. It will not prevent the game from CTD. If it does, it will do so with the fix enabled too.
@ViperU48
thanks for the report. I will fix it.
@Castout
don´t know the 'Widescreen mod'. Who´s made it?
@Dutchie-one
see the installation manual to cross-check wheather you have obeyed the order of installtion. In case you did, make sure to 'unlock' the hatch befor moving it via the handle. If it is locked (red light above hatchway), it will not move on mouse action.
@urfisch
if you´re referring to evan82's picture, don´t worry. The peri shaft is unchanged.
@Anvart
the ID to change is 'Dummy_Pick_WP'. And don´t forget to change the respective entry in *.cam.
I´ve used a smaller angle on purpose. 15° is far too much for my liking.
Your 'Thoughts about StateMachineControllers' thread is ingenious. Many thanks for sharing the info. I´ve used the info to make the obs_peri move up and down on key command. But for some unknown reason I can´t use 'Lower_whole_obs_persicope' command to trigger the animation. Any ideas?
So, I´ve changed the command to rise/lower_whole_obs_scope to 'SHIFT+O'/'CTRL+O'. Now the obs scope animation will play while the obs scope is moving. After switching to obs scope view, it will show the appropriate view.
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/Peri_Ani_002.gif
http://www.youtube.com/watch?v=sEcWs-TGNFA
Regards,
DD
...
@Anvart
...
Iґve used the info to make the obs_peri move up and down on key command. But for some unknown reason I canґt use 'Lower_whole_obs_persicope' command to trigger the animation. Any ideas?
...
Regards,
DD
:rotfl2:
Congratulate! You are first modder who have made something using my scheme... and has shown it... But you have not attentively read my stuffs, i think ...
And you will see, that i use State machine manager for characters ...
and accordingly my scheme works only with crew commands.
Rapt0r56
10-20-09, 05:55 AM
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/Peri_Ani_002.gif
You're always amazes me, looking very good so far. :rock:
DivingDuck
10-20-09, 09:19 AM
Moin,
DD_OH_V3_RH released / actual version V3.07
@Anvart:
I did read your post carefully and noticed you saying that it works only with crew commands. However I´m just wondering why it doesn´t work with other than crew commands. Thanks again for sharing your findings. It opens new levels of modding for me. Btw, I like external files too. ;)
Regards,
DD
Oops ... ты ставишь меня в тупик ... :hmmm: ... я не понимаю чего ты не понимаешь ...
StateMachineCtrl and Classes work with crew and crew commands accordingly... повторю я ...
Все вопросы к разработчикам игры ... :D
Iґve used a smaller angle on purpose. 15° is far too much for my liking.
But for CrashDive 5° it's ... nonsense...
DivingDuck
10-20-09, 04:04 PM
Moin,
DD_OH_V3_RH released / actual version V3.07
Oops ... ты ставишь меня в тупик ... ... я не понимаю чего ты не понимаешь ...
I do understand. I just don´t understand the reason for this limitation.
StateMachineCtrl and Classes work with crew and crew commands accordingly...
'Gen_Aburi', 'Gen_Flansha' and 'Gen_GL_Cioburi' are bound to StateMachineClasses in external files too.
повторю я ...
Все вопросы к разработчикам игры ...
If they have an answer, they won´t tell us. ;)
Iґve used a smaller angle on purpose. 15° is far too much for my liking.
But for CrashDive 5° it's ... nonsense...
I know it´s not correct. But I like it better this way. Anybody may change the values to her/his liking. ;)
Regards,
DD
Jimbuna
10-20-09, 04:21 PM
Danke DD http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Wolfehunter
10-20-09, 05:41 PM
Very impressive work DD. Top notch stuff. :yeah:
Iґve used a smaller angle on purpose. 15° is far too much for my liking.But for CrashDive 5° it's ... nonsense...
I know it´s not correct. But I like it better this way. Anybody may change the values to her/his liking. ;)Can you point me to where and what file to change this, I think 15° is good, or maybe 10°.:yep:
...
'Gen_Aburi', 'Gen_Flansha' and 'Gen_GL_Cioburi' are bound to StateMachineClasses in external files too.
...
Regards,
DD
It's effect system (use in interior) use StateMachineWrapper controller and controllable by InteriorEffectsManager controller ...
In other words State Machine system defines animations (as the basic part) for characters and effects depending on a submarine (machine) states ... :eek:
DivingDuck
10-21-09, 01:19 PM
Moin,
Can you point me to where and what file to change this, I think 15° is good, or maybe 10°.:yep:
open CR.sim and search for:
DMY_CamParent (2 appearances)
DMY_IntCam (9 appearances)
DMY_IntFree (1 appearance)
Adjust 'DispVal' (min/max) to your liking. Do the same for any camera you like to adjust.
@Anvart:
Thanks for the info. Didn´t work with those so far.
Regards,
DD
I used to use the depth charge shake mod using the camera.dat file and a few others, if I enable your mod, with any version of this file, the shake is gone, do you have any idea of how I can get it to work with your mod? If you don't know NVD's mod I will try to contact him to find out if he knows where to look, once you have used this you can't do without it, sort of kills the emersion factor a bit!!:D
Thanks for any advise DD.:yep:
DivingDuck
10-23-09, 06:48 AM
Moin Reece,
I used to use the depth charge shake mod using the camera.dat file and a few others, if I enable your mod, with any version of this file, the shake is gone, do you have any idea of how I can get it to work with your mod? If you don't know NVD's mod I will try to contact him to find out if he knows where to look, once you have used this you can't do without it, sort of kills the emersion factor a bit!!:D
Thanks for any advise DD.:yep:
IIRC 'MechShockPendulum' is what you have to look for. It has to be attached to every camera you want to shake.
Regards,
DD
Thanks, will have a closer look.:up:
Edit:
Well it doesn't matter if I use NVD's Cameras.dat or edit your version DD, the DC Shake no longer works, the new Interior files are effecting this, as soon as I disable this mod DC Shake works again!:06:
PS. Tried the diving angles set to -10 & 10 and way too steep, I assume one is for diving and the other for surfacing?:hmmm:
Sorry, you can make a fix for the ACM GUI?
Moin,
open CR.sim and search for:
DMY_CamParent (2 appearances)
DMY_IntCam (9 appearances)
DMY_IntFree (1 appearance)
Adjust 'DispVal' (min/max) to your liking. Do the same for any camera you like to adjust.
Thank you very mush for sharing valuable informations.
Tips like this one can save several hours of searching.
Again, thank you.
:salute:
DivingDuck
10-27-09, 02:24 AM
Moin,
Thanks, will have a closer look.:up:
Edit:
Well it doesn't matter if I use NVD's Cameras.dat or edit your version DD, the DC Shake no longer works, the new Interior files are effecting this, as soon as I disable this mod DC Shake works again!:06:
PS.
I´d have to have a look at NVD´s mod. Do you have a link to download?
Tried the diving angles set to -10 & 10 and way too steep, I assume one is for diving and the other for surfacing?:hmmm:
Kind of. While 'RealVal' gives the range of usable values, 'DispVal' stands for what is shown on the dial. Thus you can modify the range of movement for your needles to match the gauges dial.
Regards,
DD
Another great mod. Good job Diving Duck:up:
:rock:
DivingDuck,
now that you have been able to link animations like food and lights to depth and time of the submarine, would you consider making the dive planes guys invisible while the boat is surfaced? It always annoys me to see them there while the boat is cruising on the surface, something that in real life never happened. It doesn't matter if the icons are still in the F7 screen, as the game needs the crew to be there in order for the sub to move and steer, but it would be cool if they would be at least invisible while surfaced.
In real life, the watch crew is the one that would man all plane stations and dive controls after getting down from the bridge. :up:
Rapt0r56
11-06-09, 11:29 AM
would you consider making the dive planes guys invisible while the boat is surfaced?
It's a nice idea, i've also tryed to pull them out, but the game engine take them back to the place, isn't there an entry in the Crew Cfg. Files that make you able to switch them to another position?
I will have a look later.
DivingDuck,
now that you have been able to link animations like food and lights to depth and time of the submarine, would you consider making the dive planes guys invisible while the boat is surfaced? It always annoys me to see them there while the boat is cruising on the surface, something that in real life never happened. It doesn't matter if the icons are still in the F7 screen, as the game needs the crew to be there in order for the sub to move and steer, but it would be cool if they would be at least invisible while surfaced.
In real life, the watch crew is the one that would man all plane stations and dive controls after getting down from the bridge. :up:
У тебя хороший "аппетит", Captain ... :D
У тебя хороший "аппетит", Captain ... :D
Ask and thou shall receive ....
Don't ask, and you won't receive anything! :haha:
Did not try ... but (i think) it's not good idea (about your ask) ... i speak about StateMachine System ... i think you understand it ...
It will destroy StateMachine System for this crew (as minimum)...
...
only editing existing StateMachine Class(es) (and addition of new object-animations) for this crew ... may be ...
:D
Dutchie-one
11-07-09, 01:45 PM
Hello Divingduck,
I wonder if you can change the colour of the doorhandle ?
it is nearly visseble so a lighter colour will solve that.
I ask while I have some eyes problems.
Thank you and greetings
Dutchie-0ne :up:
DivingDuck
11-08-09, 06:15 AM
Moin,У тебя хороший "аппетит", Captain ... :DAsk and thou shall receive ....
Don't ask, and you won't receive anything! :haha:
right you are. I´ve got an idea how to realize this already.
Did not try ... but (i think) it's not good idea (about your ask) ... i speak about StateMachine System ... i think you understand it ...
It will destroy StateMachine System for this crew (as minimum)...
...
only editing existing StateMachine Class(es) (and addition of new object-animations) for this crew ... may be ...
:D
I´ll give it a try using dials the same way I did for the food.
...I wonder if you can change the colour of the doorhandle ?
it is nearly visseble so a lighter colour will solve that.
I ask while I have some eyes problems.
...
Rest assured your eyes will be relieved in next version. ;)
There will be no need to pull the handle bar any more. As suggested by Anvart I´ve switched to key command to open/close the hatch. This however means that there will be no more interference between automatic/manual TDC. The light above the hatchway´s gone in accordance. Another suggestion of Anvart´s found it´s way into the mod too, if the hatch is closed you will not be able to "walk" over to RR. The bulkhead and closed hatch will block the free cam´s movement. TypeVII got it´s obs scope animation linked to key command too. TypeIX is almost ready to release. The EOT (engine order telegraph) of both types got a new animation added.
Regards,
DD
Jimbuna
11-08-09, 10:10 AM
Sounds good DD http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
...
Originally Posted by Anvart http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1200306#post1200306)
Did not try ... but (i think) it's not good idea (about your ask) ... i speak about StateMachine System ... i think you understand it ...
It will destroy StateMachine System for this crew (as minimum)...
...
only editing existing StateMachine Class(es) (and addition of new object-animations) for this crew ... may be ...
:D
Iґll give it a try using dials the same way I did for the food.
...
Regards,
DD
Did not try, but i think you will receive the conflict between standard crew socket and Dial controller... may be... :D
It's possible only if you use additional Dummy container for Crew Socket... may be... :haha:
...
It's more logical to make it through standard State Machine Classes, i think...
ViperU48
11-10-09, 06:02 PM
Hey DD! Still playing and loving your mod here! Just found another little bug.
Well, I'm not sure if it's a bug, as you may have done this intentionally (if this is the case, it is fine with me).
It looks like the volume knob for the sonar station no longer works with your newest open hatch version. I can no longer raise and lower the volume for the hydrophones by clicking on the volume knob (are there control associated with those commands?).
I hope developement of the new version is going well! I can wait to try out those new features! Keep up the great work!! :up:
Anton88
11-11-09, 12:47 AM
The Xmas tree lights...
weren't they supposed to indicate where depth charges were exploding?
A system like that was installed on certain uboats. I have an interrogation report of captured German crew telling their american captors about this technology. Different lights would light up to indicate where depth charges were exploding in relation to the uboat.
is that what it is ?
misfitdreamer
11-11-09, 01:33 AM
perhaps this is a ways off but do you suppose this mod could be merged with tomi's work on the engine and torpedo rooms?
DivingDuck
11-11-09, 05:44 PM
Moin,
@Anvart + Hitman:
I´ve successfully used a dummy container to rotate both helmsmen (HA+HF) out of view when at a certain depth (surfaced).
It looks like the volume knob for the sonar station no longer works with your newest open hatch version. I can no longer raise and lower the volume for the hydrophones by clicking on the volume knob (are there control associated with those commands?).
Thanks for the report, you are the second to notice. Have been notified by PM already. The bug is fixed meanwhile.
The Xmas tree lights...
weren't they supposed to indicate where depth charges were exploding?
A system like that was installed on certain uboats. I have an interrogation report of captured German crew telling their american captors about this technology. Different lights would light up to indicate where depth charges were exploding in relation to the uboat.
is that what it is ?
Do you have a link to that report at hand. I´d really like to see it.
The box I´m referring to as Xmas tree is an assembly of lights indicating different states of valves that need to be closed before/when diving. I´ve made some close up photographs of this very box in U995 in Laboe last year.
http://i182.photobucket.com/albums/x241/DivingDuck/Laboe/U995_Klarmeldeanlage-1.jpg
The upper box is labelled 'Kontrollampen Bordventile' - 'board valves status lights', the lower box reads 'Bereitschaftsmeldeanlage' -'ReadyMessage-Board'.
perhaps this is a ways off but do you suppose this mod could be merged with tomi's work on the engine and torpedo rooms?
I´ve already become friends with Tomi and am working at the implementation of his awesome work.
Regards,
DD
Rapt0r56
11-11-09, 09:29 PM
Sehr schöne Arbeit mit der Tiefenruder Besetzung, mit den neuen OH Versionen fühlt man sich mitten drin statt nur dabei. :yeah:
Jetzt da man die (Fahrradsitze) auf denen die Rudergänger sitzen sehen kann, ist es villeicht möglich eine art "bank" einzubauen die die sitze ersetzen/überdecken?:06:
Ich dachte da an so etwas wie es schon auf einem SHV Screen zu sehen war:
http://i658.photobucket.com/albums/uu301/Rapt0r56/1250530160-6.jpg
misfitdreamer
11-12-09, 12:07 AM
I´ve already become friends with Tomi and am working at the implementation of his awesome work.
oh snap! :DL
DivingDuck
11-12-09, 11:43 AM
Moin,
actual: V3.08_20091112132444.7z released for download
Special thanks go to Anvart for inspiring me regarding the use of StateMachineControllers that made the use of key commands possible to trigger the new animations.
HOW TO USE:
open/close hatch >>> SHIFT+H / CTRL+H
raise/lower obs scope completely >>>> SHIFT+O / CTRL+O
use new 3d clickspots to enter stations from free cam
This mod features:
SHIII typeVII + typeIX
revolving hatch (by key command)
moving obs scope (by key command)
engine order telegraph animation
corrected interior diving angles
free cam movement between CR and RR via open hatch only
reworked cameras
free deck cam
vanishing food
working x-mas tree
darkened dials by night
new 3d clickspots to enter officer´s stations
helsmen aft/fore vanish when surfaced
fix for OLC´s GOLD MkII GUI mod
fix for WAC
ATTN: OLC GOLD MkII users !
Failure to enable the fix for OLC GOLD will result in the following problems:
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OLC_001.jpg . http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OLC_002.jpg . http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OLC_003.jpg
FIXES
fixes for OLC´s GUI and WAC included as separate mods in download
Credits: (for more details see the included installation instructions)
- Urfisch / FliegenderFisch
- Anvart
- Reece
- FlakMonkey
- Ref
- Sensal
- TimeTraveller
- Skwasjer
- GWX Team
- OLC (onlifecrisis)
- Alex
- evan82
Download links:
DD_OH_V3.08_20091112132444.7z (http://www.mediafire.com/?yagmmaqmtyg)
V3.08 does not contain Installation Instructions! They will be re-introduced on final release.
Have fun,
DD
STILL BETA - FEEDBACK WELCOME
urfisch
11-12-09, 12:41 PM
PHAT!
will try it...
Magic1111
11-13-09, 02:39 AM
Moin DD!
Ersteinmal vielen Dank für Deine OH-MODs, benutze sie seit der ersten Version ! :rock:
Nun habe ich aber im Namen vieler User eine große Bitte: Könntest Du vielleicht in der endgültigen ReadMe, aber auch schon bei den Beta-Versionen hier im Forum mitteilen, welche Änderungen / Ergänzungen Du in der Commands_de.cfg vorgenommen hast, da ich (und viele Andere auch) eine privat angepasste Commands_de.cfg haben (u.a. habe ich mir z.B. Tasten belegt für "Tiefe unter Kiel", "Ziellösung", "Wetter"...usw.). Daher können die meisten User die bei Deinem MOD beigefügte Commands_de.cfg nicht einfach übernehmen. Daher wäre einfacher wenn man wüßte, welche Einträge für Deinen MOD benötigt werden, damit man die in seine eigene Datei übernehmen kann !
Wäre das möglich ? :yep:
Viele Grüße,
Magic
---------------------
Sorry, I have written this in German, would be impossible for me to express this in English! :oops:
DivingDuck
11-13-09, 03:03 AM
Moin,
V3.08 released
@Magic:
anbei die Änderungen der 'commands.cfg'. Vergiss nicht, vor der Installation von OH eine Kopie der 'commands.cfg' zu machen oder sie aus dem OH Ordner zu löschen.
For those who have customized their files here´s what I´ve changed about the commands.cfg.
ATTN: When enabling the mod, modified commands.cfg files (GWX compatible versions) will be copied to the games folder. So, if you want to keep your own customized version(s) make sure to:
1-make a copy of your files before or
2-delete the commands.cfg files from the OH mod´s folder
... before enabling the mod!
green entries - changed
orange entries - added
[Cmd135]
Name=Rise_whole_obs_periscope
Ctxt=1
Key0=0x4f,Cs,"Shift+O"
...
[Cmd137]
Name=Lower_whole_obs_periscope
Ctxt=1
Key0=0x4f,Cc,"Ctl+O"
...
;RADIO OPERATOR
[Cmd450]
Name=Radio_operator
Ctxt=1
Key0=0x4f,Cs,"Shift+O"
GoBack=Radar_view
...
[Cmd470]
Name=Radio_operator_end
Ctxt=1
Key0=0x4f,Cc,"Ctl+O"
...
;SONAR OPERATOR
[Cmd480]
Name=Sonar_operator
Ctxt=1
Key0=0x48,Cs,"Shift+H"
GoBack=Hydrophone_view
...
[Cmd489]
Name=Sonar_operator_end
Ctxt=1
Key0=0x48,Cc,"Ctl+H"
GoBack=Hydrophone_view
enumeration of command may differ from your version of commands.cfg file
Have fun,
DD
Magic1111
11-13-09, 03:12 AM
Moin DD !
Vielen tausend Dank ! Das erstklassiger und schneller ("Kunden"-) Service !!! :salute:
-------------------------------------
Many, many thanks :salute:
Best regards,
Magic
Jimbuna
11-13-09, 05:53 AM
Nice one mate http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Hi, DD.
Бегло просмотрел мод ... буквально 5 минут ...
...
In your mods don't use:
Radio_operator
Radio_operator_end
Watch_officer
Watch_officer_end
Maneuver_officer
Maneuver_officer_end
...
It will be not compatible with my maded mods ...
...
and in SMClass DD_EOT in action entries (2...10) must be GoToEntry = 1 ...
It will be more correct ...
Good Luck.
P.S.
Hatch handles have strange rotate direction, i think ... :O:
Rolf Eschke
11-13-09, 10:13 AM
Hallo DD !
Vielen Dank für diesen super Mod !
mfG
Rolf
:yeah:
Murdock
11-13-09, 01:43 PM
Hi DD Just downloaded your latest open hatch mod and i seem to have a problem I cannot open the hatch with the key command Shift+H.
So i looked at the post several posts up about your changes in commands configuration and there is no mention of saild commands for the hatch.
Sorry if i have got this wrong.
planecrazydale
11-13-09, 01:49 PM
Hi DD,
I am having a couple of issues also since I downloaded your latest release. I can see the hatch latch move when I hit the key command, but the hatch itself remains closed.
Also, the observation periscope doesn't move inside the sub (I see it going up in exterior view) but when I use the key command to raise it from inside the control room the scope just sits there.
And finally, is this mod not compatible with the Flags mod from Anvart? I noticed it disabled the ability to raise the flag and raise/lower the radio mast.
Thanks for all your help! :up:
Dale
DivingDuck
11-13-09, 03:46 PM
Moin,
V3.08 released
@Anvart:
thanks for your advice. I will check for other unused crew commands to use in order to ensure compatibility with your mods. Sorry for not considering this in the first place. As for the advice on the GoToEntry, thanks for that one too.
Regarding the rotation of the latches/handles, I was not sure which direction they would turn in RL. But one thing is for sure, they are not used to rotate the hatch, but to lock it when closed. That´s why I´ve chosen to turn them down on closure. I reckon it´s easier to lock them tight using a mens weight then to pull it up to lock.
@murdock + planecrazydale:
it´s essential that OH is enabled on top of all other mods. Especially GUI mods alter the commands.cfg files. So do Anvart´s mods. Enabling OH on top of all others may/will break others. Enabling mods altering the command.cfg files after OH will break moving hatch and obs scope features.
It´s strange the latch is moving but not the hatch.
Post a screenie with JSGME open, please. I´m confident we´ll find a solution.
ATTN, at the moment OH is not compatible with Anvart´s FlagOnTurm or RadarAntenna Mod(s).
@all:
raise/lower obs scope completely using SHIFT+O / CTRL+O
open/close hatch using SHIFT+H / CTRL+H
The obs scope in CR (typeVII) / CT (typeIX) will not move in increments using the common key commands. It will only move when raised/lowered completely using the above key commands.
Regards,
DD
ViperU48
11-13-09, 07:06 PM
Hey DD! So far so good with the mod, I am loving the new features and the new system that's not slaved to the TDC dials works very well!
The idea of the disappearing helmsmen was a great idea! However; in stormy weather the boat often fluctuates depth quite rapidly, and this causes the helmsmen to appear and disappear every couple of seconds in a storm. Would it be possible for you to lower the depth of when they disappear? This may provide a more stable appearance (at the cost of less realism).
Anyways, another excellent update! :yeah:
Probably find that it's just a total misunderstanding DD,:hmmm: would be good if Anvart placed a post in Russian and then a person who can read & write in Russian & English to translate it. Just a thought!:yep:
Commander Gizmo
11-14-09, 03:55 AM
I don't want to get involved in your dispute and will only comment this once I think.
I just want to say that I don't get all this taking credit stuff. I'm happy to give credit where it is due, and especially so if someone demands it for their efforts here. However, you might recall that a mod' is just a modification/addition to a work that is so complex and difficult to craft that we are only able to mod it. If we feel we have the right to change and add to the work of Ubisoft, who expects and even demands monetary payment just to use their work, why should we squabble over who gets to change what and who gets credit for what?
It's great that we find ways to make the things we want happen in the SH3 engine, but we are all just modifying the work of someone else. How can you claim rights to a change to something over which someone else already holds claim?
ViperU48
11-14-09, 04:07 AM
I sincerely hope that the differences here will be settled in a prompt and polite fashion; this is an excellent mod, and the ideas which all modders had put forward for its developement are equally excellent.
Remember that this is all community work, all done for free and for the good of the users as well as for your own use. Very little is gained if we all argue over modding rights and domains; in the end, a good mod will not see the light of day.. :ping:
There are mods that are simply incompatible, sometimes this is a reality everyone must deal with until there are new discoveries that allow for proper compatibility. Leave it to the users to decide which mods they want -- and this is no competition either, certain mods appeal to certain people, all in all; it's in the name of enjoyment.
Please guys, let's not get too upset ... it's only software. :yeah:
Venatore
11-14-09, 04:59 AM
Hows them Dallas Cowboys :yeah:
Well if nothing else, I love your signature Venatore!!:yep::up:
Magic1111
11-14-09, 12:36 PM
Hi !
@ DivingDuck:
Ich hätte da noch einen Vorschlag, bzw. Bitte: Könntest Du wohl in Zukunft auch "uns" im deutschen Ubi-Forum über den Fortschritt Deiner Arbeit sozusagen aus erster Hand informieren ? Du hast dort nämlich auch sozusagen einen eigenen Thread, hier: http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/8841094167/p/3
Dort informiert meistens der Uffz. oder ich über den neuesten Stand der Dinge. Nun kommen dort auch die Anfragen, warum z.B. keine Downloads mehr möglich sind, usw.
Wäre schön, wenn Du auch dort Deine Fans über den Fortgang der Arbeiten informieren könntest !
Vielen Dank und viele Grüße,
Magic
DD, love your work! Please keep going! :up: :up: :up:
urfisch
11-14-09, 05:14 PM
?
:06:
whats up here.. did i miss someting here? calm down guys, the time to write the lines is not worth the case, dd. anvart often takes some things as an offense...even these are not ment like this. nobody knows, what some people may get wrong.
anyway...guys.
your work, dd, is fantastic, as well as many things anvart invented to sh3. so, we are all sitting in one raft, right. or one uboat...whatever. understand? do not start to rage against each other. i think we need all hands on deck, when sh5 is released, to make this the game we all ever wanted (even i think, sh3 stays the best game with its mods, it will be better as sh5 could be). so lets be a big team instead of individuals, who claim any things to be their own achievement. i also was not happy to see some of my gui-mods, like the menuscreen with the briefing room, or the leitz glasses, used from others and sold as their work - but, who cares. YOU know, who has done the original work. and if everybodys happy in the end, we all have done great work.
:yep:
Anton88
11-14-09, 06:59 PM
Moin,
@Anvart + Hitman:
I´ve successfully used a dummy container to rotate both helmsmen (HA+HF) out of view when at a certain depth (surfaced).
Thanks for the report, you are the second to notice. Have been notified by PM already. The bug is fixed meanwhile.
Do you have a link to that report at hand. I´d really like to see it.
The box I´m referring to as Xmas tree is an assembly of lights indicating different states of valves that need to be closed before/when diving. I´ve made some close up photographs of this very box in U995 in Laboe last year.
The upper box is labelled 'Kontrollampen Bordventile' - 'board valves status lights', the lower box reads 'Bereitschaftsmeldeanlage' -'ReadyMessage-Board'.
I´ve already become friends with Tomi and am working at the implementation of his awesome work.
Regards,
DD
================================================== ======
The site which I am giving you now is a real "treasure chest".
This is where I found the info with the "christmas tree depth charges indicator"... it is in one of the interrogation reports..
Ill try to find the specific one, .. but maybe you'll find it first .. there are many u-boats.
After reading some of this... I am not surprised the Allied powers won the battle of the atlantic. They interrogated the prisoners mercilessly and found out a great deal of information about German operations, technologies, other uboats, technical details, and how to counter them best.
They asked them alot more then just "name, rank and serial number", if you know what I mean.
anyways,.. if you dont know thiis site already.. you are in for a shock
I hope you will find it most usefull
tell me what you think
=>
====================================
http://www.uboatarchive.net/Uboatlist.htm
====================================
Anton88
11-14-09, 07:13 PM
There it is DivingDuck , I found it. -> U-615 (Kapitsky)
you'll like this..
DEPTH CHARGE PLOTTER:
In June 1943, a new instrument known as the "Wabe-Ortungs Gerät" (literally, "Depth Charge Locating Gear") was installed on the port side of the control room, just forward of the periscope motor and above the potato box. The visual part of the instrument was described as a bakelite panel about 30 cm. by 50 cm., attached directly to the pressure hull by metal brackets. On the panel was the outline of a U-boat surfacing at a
- 26 -
U.S. SECRET - BRITISH MOST SECRET
============================
U.S. SECRET - BRITISH MOST SECRET
sharp angle. Forward and aft of this U-boat were cruciform arrangements of small colored light bulbs, and amidships was a horizontal line of bulbs. It was stated that five bulbs were in each arm of the cross, and ten were in the horizontal line. The bulbs were spaced about 20 mm. apart. The bulbs to the left were red, to the right - green, above -- white, and below -- blue.
During an attack, lights flashing on the panel indicate the approximate position of the explosion of depth charges. The red lights indicate explosions to port, green -- to starboard, white -- above, and blue -- below.
It was stated that the instrument had a range of 500 meters. One prisoner was under the impression that when an explosion was located, it would be the policy of the captain to take the boat to the general area of the explosion, both on the theory that lightening never strikes twice in the same place, and as evasive action against echo-ranging.
Beneath the panel was a storage battery, placed on top of the potato box. The panel was covered at all times by a canvas cover except during an attack. The device was regarded as extremely secret and only could be served by the captain or the engineer officer.
When questioned about the Depth Charge Plotter, the Engineer Officer proved to be evasive, tricky, unreliable, and an unblushing liar. At first he denied the existence of such a device. When confronted by evidence to the contrary in his own note book, he stated that the instrument never functioned properly and that he regarded it as being only in its infancy. He said that the day after U-615 sailed, he discovered that several of the lights failed to function properly due to short circuits or faulty wiring. He felt that the sweating of the pressure hull might have caused some damage to the device. These statements are substantiated by
- 27 -
U.S. SECRET - BRITISH MOST SECRET
U.S. SECRET - BRITISH MOST SECRET
an entry in his notebook which, in translation, reads as follows:
Depth Charge Plotter:
Shut off due to short circuit forward 13 June
Aft, below 1, 2, 5.
Aft, above 2.
Amidships port 5. forward (?) short circuit
Forward above 3.
(O.N.I. Note: The numbers probably refer to the various bulbs which were removed.)
On 14 June 1943, U-615 was attacked by an aircraft and the Depth Charge Plotter was tried out. The Engineer Officer kept a partial record of the lights which flashed. In translation it reads as follows:
Bombs at 55 meters (stated to refer to the depth of the U-boat)
Port forward 1; Port amidships 1; Port aft 1 and 2.
The last entry reads:
Three Depth Charges
Aft port 2.
Aft starboard 2.
Below starboard 2.
Forward port 1.
Forward (?) below 2.
"SEEHUND DREI"
It was stated by several prisoners that a special night telescope (Nachtfernrohr) was carried on the last patrol of U-615. It was said to have been used only by the captain and was in such secrecy that no very accurate description could be obtained. The instrument was brought
- 28 -
U.S. SECRET - BRITISH MOST SECRET
U.S. SECRET - BRITISH MOST SECRET
aboard U-615 under armed guard shortly before she sailed on 12 June 1943. It was contained in a black case which was about 45 cm. long, 20 cm. high, and 10 cm. thick.
The prisoners knew of the instrument as "Seehund Drei". A radio rating described it as a stereotelescope with a strap and handles to enable the user to hold it in position. An electric wire connected the instrument to a power outlet on the bridge. He said that in general appearance, it resembled a field rangefinder.
Another prisoner, a seaman, gave a different description of the device. According to him, it was a single tube about 40 cm. long. On one end was a convex lens and on the other, the eye-piece. A leather handle enabled the operator to hold it in place. The electric wire, rubber insulated and about 1/2 inch in diameter, was said to go through the conning tower hatch to a connection below.
The prisoners had various ideas regarding the purpose of the "Seehund Drei". One said it was for observation of shipping at night. Another stated that it enabled the operator to see through fog. Still another had heard that it was used to spot aircraft at night. One stated that it operated with infra-red rays while another insisted that they were ultraviolet. One prisoner stated that it operated on 5,000 volts. When questioned more closely, he confessed that he wasn't sure whether it was 5,000 volts or 5,000 watts.
A radio petty officer from another U-boat stated that the original "Seehund" gear was a fairly old instrument, used on surface ships for visual signaling at night. He said that it was manufactured at the optical works of Leitz at Wotzlar and Zeiss at Jema. He described it as
- 29 -
U.S. SECRET - BRITISH MOST SECRET
U.S. SECRET - BRITISH MOST SECRET
having a single tube with a pistol handle and trigger for sending. Attached to this was a binocular arrangement for receiving. He stated that an invisible light was employed in the gear. (O.N.I. Note: If this description is correct, it may indicate that "Seehund 3" is a development for another purpose, from an older signaling gear.)
DivingDuck Said:
If this thread will not return back to it´s original topic soon, I´ll resign from modding publicly and do it for my own pleasure only.Please don't ever do that DD,:cry: I love your mods and the dedication you give to doing them, plus helping me & others. Also, from what I have seen, you have always been ethical, and if there was a slip up it would be totally unintentional I'm sure.
99% of Subsim community would feel the same way too.:yep:
Rapt0r56
11-14-09, 10:56 PM
99% of Subsim community would feel the same way too.:yep:So ist es mit sicherheit, wenn man sich die Arbeit ansieht die du NICHT kommerziell öffentlich anbietest und soviel Freizeit darin investiert... es ist unglaublich. Selbst Ubisoft könnte sich in vielen deiner werke noch eine scheibe abschneiden.:nope: Ich erfreue mich schon seit der ersten OH version an deiner Arbeit, und würde es wirklich schade fänden dass es wegen einer anscheinend sinnlosen diskussion soweit kommen würde, dass du dass Feld räumst. :salute::yep:
Ich zitiere noch einmal aus einem früheren post:
mit den neuen OH Versionen fühlt man sich mitten drin statt nur dabei.Und dass ist wohl aussage kräftig genug, deine Mods sind bei mir nicht mehr wegzudenken.
Mfg Rapt0r :ping:
Hi Anvart, I do believe that this mess is a total misunderstanding and DD is correct, the text you printed are not readable, you may be able to read it so I took a screen shot to show how it appears to others:
http://i66.photobucket.com/albums/h244/Reecehk/Problem.jpg
Don't know what went wrong but as you can see quite unreadable!:hmmm:
makman94
11-15-09, 04:56 AM
......
And my official answer: :down:
I do not permit to DivingDuck to use my ideas and my method of SMCtrl animation of objects in his mods!......
....official... ? !! i think that a moderator must take place here .
anvart is not the first time that you are making 'noise' and laugh with others but above all,,,most of the times you are RUDE !
JUST KEEP IN MIND THAT PEOPLE ARE NOT IDIOTS and i can guess this 'rush' of yours to puplic 'your' ( ? ) method .
DD is absolutely right
nothing else from me
urfisch
11-15-09, 05:12 AM
yapp, dd is right...and anvart got something wrong, indeed. can some mod send him to the brigg, please? to get the head refreshed by the cold wind up there.
Jimbuna
11-15-09, 08:30 AM
It saddens me that I feel the need to post this, but when I witness two such esteemed members of the community and modders of such undeniable skill clashing in the public arena perhaps such a course of action is inevitable.
@Anvart.....I'm beginning to think I'm watching a screening of the film Groundhog Day.
A review of the post exchange makes it very evident that DD is trying to maintain a respectful and conciliatory position.
<Definition of Conciliatory>
To overcome the distrust or animosity of; appease
To regain or try to regain (friendship or goodwill) by pleasant behaviour
To make or attempt to make compatible; reconcile
Can't you meet him half way?
If you review your responses I'm hopeful that you'll agree that your input has not been so 'conciliatory'
I am not about to take sides, so have a swipe at me if that is your wish, but I'm being as equitable as I can to both of you.
If this exchange between yourselves is to carry on.....PLEASE TAKE IT TO PM....for the sake of the community.
Respectfully to you both
Jim
I'm bored to read your "rubbish" ("delirium") ...
Anvart, I believe you are getting way too personal and I hope a mod will clear you about this! I don't like the way you act.
Cheapskate
11-15-09, 11:58 AM
Moin Anvart,
Out of respect I had my mediafire account cleared shortly after our row began. Since then the mod was no longer available for download. And I intended to leave it this way until the matter is solved.
DD, if you don't mind me saying, you are being way too conciliatory in this matter.
Anvart is, in my opinion, totally 'out of order' in claiming he has the right to limit your use of his ideas ( particularly as his advice and encouragement seemed to invite you to do just that) and, seemingly citing Recommended Modding Etiquette as his authority to do so.
This measure was introduced mainly to prevent the theft or misuse of others peoples mods or the failure to accord the originator credit when using elements of their mods in their own creations.
You have done none of these things. To remove your work will only deprive /penalise us ordinary untalented subsimmers, and I suspect will do little to assuage Anvart's unwarranted sense of outrage.
Please, please reconsider your decision to withdraw your work. Tks
Beste Grüße
Cheapskate
Ouch, I leave for the weekend and look what a mess I find at my return :damn:
I'll take some measures inmediately, please keep the thread going as per the initial purpose of it. Would be a shame if all this is lots because of the tensions created here.
EDIT:
Oh and I also don't read cyrillic charcaters in Anvart's messages. Strange, because I had always been able to.
ViperU48
11-15-09, 06:38 PM
I need not reiterate the excellent points made by previous posts. It is very clear that DD has been taking all the appropriate steps to a successful resolution of this conflict, and in my oppinion; Anvart is not following suit.
I hope this is resolved in a manner better than one person having to repeal a mod due to another's reluctance to cooperate.
Venatore
11-15-09, 09:47 PM
Ouch, I leave for the weekend and look what a mess I find at my return :damn:
Hitman,
What Mess? I thought U-657 was inspection order, the crew spent days getting it ready, the crew wore there best attire as well :har:
Sorry not funny :yawn:
U-48Kriegsmarine
11-15-09, 10:15 PM
If ya don't mind me saying. I'll probably make things worse but...
The fact of the matter is that for some reason Avart's feather's were ruffled and it seems he will stand fast. I do however, given the circumstances feel that DD is doing the right thing. This is a fantastic mod, and commands are nothing to get angry about. I'm not a modder, but can;t commands be easily changed? I mean, they were set up in the first place right? Anyway, both parties are great modders, but lets not let this shake the forum, and just burry the hatchet.
Anyway, just my 2 cents :salute:
urfisch
11-16-09, 06:51 AM
understand your problem, anvart.
BUT
what the hell has driven you so crazy, to write such crap? calm down, man. if someone uses "your" methods to create something great, feel good and be happy. nothing here is about money, its all about fun and fame. and dd would have mentioned your name in the credits, if it would be legitimate. dd is also a respectable modder round here, and would never do something offense against somebody. instead of YOU, anvart. you often feel ignored or offensed and throw with dirt. maybe you should think about your way of speaking and maybe also your way of thinking. in germany we have a speaking:
"the sound makes the music" - means, the way you speak, is how it sounds.
or
"the forest returns your words, you shouted them in" - means, you can not exspect to be understood, if you "shout" at us.
:yep:
onelifecrisis
11-16-09, 07:11 AM
Damn, looks like I missed all the fun... although to be honest I can't be arsed to read what's happened here. I can see from the last few posts that DD and Anvart have had some differences... right? Well I will happily side with DD, and against Anvart, purely on the basis of character judgements I made on each of them long ago. :D
DD, don't let him get you down. We need you for SH5!!! Stick around. You would be sorely missed if you quit. Not sure I can say the same for Anvart but maybe that's just me.
Venatore
11-16-09, 07:44 AM
I had my mediafire account cleared shortly after our row began. Since then the mod was no longer available for download
Moderator/s,
As the quote suggests, this is no longer a viable thread, please lock it and lets all move on because this thread is just festering into a big smelly yucky bilge drain, nothing too see here anymore.
:shifty:
onelifecrisis
11-16-09, 07:55 AM
Moderator/s,
As the quote suggests, this is no longer a viable thread, please lock it and lets all move on because this thread is just festering into a big smelly yucky bilge drain, nothing too see here anymore.
:shifty:
I'm not sure that locking it so quickly would be a good way to get this mod back. :hmmm:
Venatore
11-16-09, 08:14 AM
It's been festering for bloody days now.....I'm fed up :yawn:
Carotio
11-16-09, 08:27 AM
:o:o:o
One of my ancestors invented the wheel. Now there, I said it FIRST.
If any of you use the IDEA of a wheel in your daily life, if it's a bike, car or whatever you have to ask permission first, but my official answer to that is:
I deny you that right, all of you, unless you all cheer me as your god.
PS: It's a joke. :03: About the current discussion and about the permission asking modding etiquette. And especially about ideas. It's very likely for two individuals to have approximately the same idea at each end of the world at about the same time. And so what? :-?
Work your own way to what you feel is the goal, and let the other part use his/her means to achieve his/her goal.
Sorry to add my comments to the ongoing discussion...
I can't understand Anvart (literally), I kept hoping it was a misunderstanding due to the poor Russian/English translators, but it seems that it is not, I know DD wouldn't do anything unethical, if only Anvart would/could see that, please believe that Anvart, admit to a simple misunderstanding and maybe this feud will end!:oops::up:
Edit: Will post no more here Hitman, just trying to help!:oops:
Just to make it clear for the near future:
I WILL NOT TOLERATE FURTHER POSTS IN THIS THREAD THAT HAVE NOTHING TO DO WITH THE MOD ITSELF.
All posts regarding other matters, personal attacks or judgements will be mercyless deleted, and if the authors insist in keeping posting what I delete, further, harder actions will be taken.
I understand that you all have your own opinion about this all, but please keep it for you and exchange as many PMs as you want. The open forum discussion is for something pretended to be more useful than this.
Thanks
java`s revenge
11-16-09, 03:03 PM
The downloadlink doesn`t work ...:wah:
For all opponents.
Before to open mouths it is necessary to understand about what there is the speech (the problem essence)...
P.S.
... and i read and translate DivingDuck's replies only ... :haha:
Magic1111
11-17-09, 05:00 AM
The downloadlink doesn`t work ...:wah:
Hi !
Here is a Link: Link removed !!!
Best regards,
Magic
Hi !
Here is a Link: REMOVED BY MODERATOR. PLEASE RESPECT DD'S AND ANVART'S WISHES, GUYS - Hitman
Best regards,
Magic
Thank you Magic1111 ! You are magic! :up:
Jimbuna
11-17-09, 07:42 AM
I was under the clear impression that DD had 'pulled' the link until the matter had been resolved :nope:
Magic1111
11-17-09, 08:46 AM
I was under the clear impression that DD had 'pulled' the link until the matter had been resolved :nope:
I have not uploaded the MOD, I only know the Downloadlink from the German Ubi forum. I just wanted to help!
For private use you can use the MOD, right?
Sorry, I've posted the download link....
Best regards,
Magic
DivingDuck
11-17-09, 08:50 AM
Moin,
@Magic and NGT:
please, for the sake of god, remove the download links from your posts until the matter is resolved.
Moin,
@Magic and NGT:
please, for the sake of god, remove the download links from your posts until the matter is resolved.
I did it, but only for you. :salute:
Keep up mate. Thanks to you we enjoy much more this game :rock:
Venatore
11-17-09, 09:32 AM
Venatore giggles to himself :03:
On another matter DD, I just noticed a little pot plant in one of the pictures; nice touch :up: if I remember correctly the hydrophone operator in the movie Das Boot had some type of plant/stick thingy hanging out of a long glass on his workstation :hmmm:
Magic1111
11-17-09, 10:10 AM
@ NGT: Please remove the link again from the post #1230, you can always select the link yet !
Best regards,
Magic
urfisch
11-17-09, 10:12 AM
Moin,
@Magic and NGT:
please, for the sake of god, remove the download links from your posts until the matter is resolved.
My goodness...lol! Hey DD whats up? You havent done anything illegal...dude. This is drifting a extremly crazy way now...
MODS: Please take the command!
:88)
SeaWolf U-57
11-17-09, 10:18 AM
Venatore giggles to himself :03:
On another matter DD, I just noticed a little pot plant in one of the pictures; nice touch :up: if I remember correctly the hydrophone operator in the movie Das Boot had some type of plant/stick thingy hanging out of a long glass on his workstation :hmmm:
And the little photo's hanging around the crews work stations is also a nice touch well done for a great mod shame about the fall-out.
you did give credit on the first page :hmmm:
Came into this thread a bit late, read thru a bunch of the older posts, found the vids of what this mod does/did. GOOD LORD!! AWESOME added immersion!!
Perhaps re-post links to the mod BEFORE any conflict arose with Anvart? Please? Even in that state this mod was/is fricken great work!!
Incidentally, I see there are fixes to use with OLC; however I use MaGui, which is apparently based on OLC plus other stuff. Would this mod work with MaGui? Or perhaps I would have to switch to OLC's GUI (though currently that one adds environmental changes too, no?) ... or do massive (?) editing of certain files with which I am not remotely familiar with (yet)
PLEASE let's get 'issues' worked out and get this mod back up and running. It's been ongoing for years apparently, damn shame to lose it now because of the last week or so of conflict. ... --- ...
:yeah:
GuyC_UK
11-17-09, 05:37 PM
Awsome mod after all the opening and closing of the hatch i still havent snapped the handle, broke the switch or snapped the hinges lol :rock:
Hi Diving Duck,
any news about the project? Is it dead now? With all the great things, I think a version with fixed open hatch and periscope would be also great (although I find it very strange that it seems you can 'patent' mod techniques here :-?)
Any update would be highly appreciated. Thanks for your efforts :up:
Best, LGN1
Kpt. Lehmann
11-22-09, 01:55 PM
Please, as already said, no comments about Anvart or DD, they have already solved things by themselves - Hitman
...they have already solved things by themselves - Hitman
Any hint about the outcome? :DL
DivingDuck
11-22-09, 04:11 PM
Moin,
I´m glad to announce that Anvart and me have come to a solution. After interchanging some PM´s we figured out that we indeed do think along similar lines and the argument we had was the result of a major misunderstanding. I will not go into further details, but OH will be continued. A new version, compatible with Anvart´s FlagOnTurm & DFa_UpDnRotSMC, will be released soon. Thanks for your co-operation, Anvart.
Regards,
DD
POSTS NOT BELONGING TO 'OpenHatch' WILL NOT BE TOLERATED ANY MORE!
.
Yay! Saw the Gramophone on the Tube and looks sweet!
Can't wait to see what else you guys will pull out of the hat!:rock:
onelifecrisis
11-22-09, 04:30 PM
Hurrah!
Great news:yeah::up: :woot: Thanks for the update, DD!
Cheers, LGN1
Commander Gizmo
11-22-09, 06:03 PM
Glad to hear this. This is a great mod! I can't wait to get back to port to try out the newest features.
Kpt. Lehmann
11-22-09, 06:48 PM
Please, as already said, no comments about Anvart or DD, they have already solved things by themselves - Hitman
My apologies Hitman. I was unaware that things had been sorted, and was only concerned that Anvart might not be aware of the issue at all.
Cheers to both DivingDuck and Anvart for sorting it out.
Moin,
I´m glad to announce that Anvart and me have come to a solution. After interchanging some PM´s we figured out that we indeed do think along similar lines and the argument we had was the result of a major misunderstanding. I will not go into further details, but OH will be continued. A new version, compatible with Anvart´s FlagOnTurm & DFa_UpDnRotSMC, will be released soon. Thanks for your co-operation, Anvart.
Regards,
DD
POSTS NOT BELONGING TO 'OpenHatch' WILL NOT BE TOLERATED ANY MORE!
.
Thread is back to life:rock:. Now I am sure that the OH mod shall be better than ever!:rock:I actually sail on the VIIB, I awaiting new OH now:arrgh!:. So ahead full with this work!:salute:
Moin,
I´m glad to announce that Anvart and me have come to a solution.
I wasn't expecting less from you Gentlemen. That's good to know. :up:
Keep up the good work, DD. :arrgh!:
:woot:
> I´m glad to announce that Anvart and me have come to a solution.
I am happy that you Gentlemen came to a solution. cheers to both of you :yeah:
flakmonkey
11-24-09, 08:55 PM
I keep finding myself looking around the sub for more things you could animate, id love to see those valves and handwheels turning, or how about the attack periscope rotating while youre sitting on it (i wanna ride the carousel!!), come on DD you know you want to!
DivingDuck
11-25-09, 01:25 AM
Moin,
here´s something I´ve found worth animating:
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/record_player_001.jpg (http://www.youtube.com/watch?v=gRUTTBwLzW8)
"early pre-production version" ;)
Regards,
DD
Venatore
11-25-09, 01:38 AM
:o SHV developers take note
Not bad DD, now let me pull it to bits, rotation faster for old 78's and arm to move much slower!!:yep: Just had to say that!!:D
BTW, did you give up on the DC Shake!:hmmm:
Moin,
here´s something I´ve found worth animating:
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/record_player_001.jpg (http://www.youtube.com/watch?v=gRUTTBwLzW8)
"early pre-production version" ;)
Regards,
DD
Another great idea, very nice and impressive mood.:rock::rock::rock:
Incredible :o
I keep finding myself looking around the sub for more things you could animate, id love to see those valves and handwheels turning, or how about the attack periscope rotating while youre sitting on it (i wanna ride the carousel!!), come on DD you know you want to!
I second that. Karamazovnew explained not long ago in the forum for UBoat missions that it was indeed possible to do, and not that difficult. The main problem is that you need to link the periscope to the TDC bearing dial, and thus if the TDC is not locked, the scope would not rotate. Nevertheless, it would be fantastic.:up:
Kpt. Lehmann
11-25-09, 08:35 AM
Moin,
here´s something I´ve found worth animating:
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/record_player_001.jpg (http://www.youtube.com/watch?v=gRUTTBwLzW8)
"early pre-production version" ;)
Regards,
DD
Hoooyahhh!!! :rock::rock::rock:
skwasjer
11-25-09, 08:56 AM
- How about different ambient sounds for surface/submerged
- Fading ambient radio (in RR) when diving/submerging (Luke and I did this for RFB)
- Fans (don't think the uboats have them? http://sh4.skwas.net/media/fan_on_off.wmv original idea by nisgeis, I tied the animation also to crew panic mode and silent running)
- All sorts of valves/wheels
- Switchboard lights switching from one state to another when diving/submerging (by me: http://sh4.skwas.net/media/xmastree.wmv)
- Add extra objects to the interior under certain circumstances (DD's example of food crates is really nice! But you could do more, change books, documentation/maps, add a light there, move binoc there (or not visible at all when surfaced as they are used in the tower ;), etc)
There's plenty of stuff to do, you just have to have the idea first, but alot of it is doable since I debugged StateMachineClass and implemented support for it in S3D (together with animation support).
Nice work DD (and Anvart)
Please all....:)
Is there a working link somewhere nowdays?:-?
Cheers
//OB
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