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Digital_Trucker
07-22-07, 11:59 AM
DT's Mess Hall Sink Mod Combo for v1.4



Credits


CaptainCox

Pull down Pacific map with search pattern and weather report buttons and smaller navigation tools

http://www.subsim.com/radioroom/showthread.php?t=112750 (http://www.subsim.com/radioroom/showthread.php?t=112750)

Map Table Mod

http://www.subsim.com/radioroom/showthread.php?t=114958 (http://www.subsim.com/radioroom/showthread.php?t=114958)


OakGroove

Realistic submarine interior textures and instruments

http://www.subsim.com/radioroom/showthread.php?t=118902 (http://www.subsim.com/radioroom/showthread.php?t=118902)


Payoff

Custom interior cameras mod

http://www.subsim.com/radioroom/showthread.php?t=111732 (http://www.subsim.com/radioroom/showthread.php?t=111732)


cdrake66

Imperial nomograph


Kapt.Klaus

New periscope backgound

http://www.subsim.com/radioroom/showthread.php?t=118821 (http://www.subsim.com/radioroom/showthread.php?t=118821)






What is it and where can I get it?This is a large combination mod of the above mods (with additions and modifications by me).

Now available - v1.4 compatible version (only changes made were to menu 1024_768.ini) - MetalHUD workaround still works with new version

http://www.subsim.com/radioroom/downloads.php?do=file&id=592

Now available - workaround to use jaketoox's metal hud (or any HUD mod that only changes the HUD graphics) with MHSMC

http://www.subsim.com/radioroom/downloads.php?do=file&id=602





What did I do?Put all these mods together in one package (including the necessary changes to .cfg and .ini files so that the mods could co-exist) Ported CaptainCox's map table graphics into OakGrooves realistic interiors graphics. Added several new buttons (including icons) on the various HUD stations. Added an 11th HUD station. Added buttons to the camera station to help setting up and using the custom interior cameras. Made slight color changes to the buttons on the HUD stations. Inluded documentation from all of the above mods.


What does it look like?

http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/Sink1.jpg

http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/Sink2.jpg




http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/Sink3.jpg



http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/Sink4.jpg



http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/Sink5.jpg




http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/Sink6.jpg



http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/Sink7.jpg



http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/Sink8.jpg


http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/Sink9.jpg





What if I don't want the nomograph or I want a metric version?Go into the mods \Data\Menu folder and open the menu_1024_768.ini file with notebook (or your favorite text editor) and remove section [G31 I28] (for v1.3) or [G31 I59] (for v1.4) to remove the nomograph. If you want to replace it with a metric version, then replace the Nomograph.dds file in the mods \Data\Menu\Gui\Layout folder with an appropriately sized image of a metric nomograph.


What do I do now?Make sure you read through the documentation (especially on the custom internal cams mod). Place the DT's Mess Hall Sink Mod Combo folder in your mods folder and jsgme it! Then enjoy! And, if you haven't done so already, go to the posts for each persons mod and thank them for all the fine work they have done.


Anyone who cares to do so may use this work (modified or not) in a mod combo of their own as long as it is a non-commercial endeavor and proper credit is given to all of the individuals who did the original modifications.

Camaero
07-22-07, 12:51 PM
Looks awesome! Thanks!

Tigrone
07-22-07, 04:51 PM
Any chance it will work with TM 1.3A by Ducimus? Probably not, might cause indigestion? Too many good things. :hmm:

Digital_Trucker
07-22-07, 05:12 PM
@Camaero Glad you like it!

@08x15 Sorry to say, but TM and this mod both modify some of the same files and it appears that some of the changes are not the kind that could be resolved very easily.

I forgot (and will rectify that right now) to mention in my post that anyone that wants to modify this work or include it in any combination is welcome to do so in any non-commercial endeavor as long as credit is given to all the folks that made the original mods that I combined.

Flybywire
07-23-07, 11:43 PM
I can't get the gramamphone to work. I select it from the menu and nothing. Where is that pulldown map found?

Fearless
07-24-07, 01:05 AM
I can't get the gramamphone to work. I select it from the menu and nothing. Where is that pulldown map found?

There is an icon on the hud for the pulldown map. When you press that, the pulldown map appears top left hand corner. At the bottom right hand corner of the pull down map you'll find the buttons for the gramophone.

Flybywire
07-24-07, 03:47 PM
I selected the Gramaphone on the hud, I guess this is really for the pull down map? Well, can't find anything to pull down for the map and therefore also no gramaphone.

Is there a picture of the icon or map pulldown location? Is this fully functional with this mod or do I need to add another mod in addition to this one?
HELP?

CaptainCox
07-24-07, 03:50 PM
Some ppl seem to have this problem with the "pull down map mod" I am not sure why!!!!???? As it is the same as the previous versions of this mod, and not "new" code for v1.3.
The texture used is pretty "big" due to resolution...maybe that have something to do with it...but not sure as I said.

Digital_Trucker
07-24-07, 04:47 PM
I am guessing it's a screen resolution problem, perhaps. What resolution are you running the game at, Flybywire? If you are running smaller than 1280x960 try bumping it up to at least there. I can't duplicate the problem at 1280x960. If you run smaller than that, you're not going to get all the buttons on the HUD stations, anyway.

Flybywire
07-25-07, 11:46 PM
I am running the game at 1920 X 1200.

Cant get that map or gramaphone at all after selecting the icon on the hud.

CaptainCox
07-26-07, 12:51 AM
Unload the mod with JSGME. Download this file
http://files.filefront.com/UserGramophonerar/;8147811;;/fileinfo.html

Unrar it and Put "UserGramophone" in to
Data\Menu\Gui
in the Mod.

Load the mod with JSGME

And see if it shows up. This file is much smaller then the one in the Mod, just as a test.

Digital_Trucker
07-26-07, 08:37 AM
Thanks, CC. My next step was going to be to ask how Flybywire installed the mod and if the gramophone works when the mod is uninstalled. Might help, too, if we knew which (if any) other mods are installed.

Jmack
07-26-07, 10:46 AM
in the resolution im playing the game ...

it doens fit ...

Nuc
08-02-07, 06:10 PM
Great Work - Just a nit on the name: Soldiers and Marines have mess halls. Submarines have a crew's mess and the sink is actually in the galley:)

Digital_Trucker
08-02-07, 08:24 PM
:up: NUC, I stand corrected. I'm embarassed to admit that I was a sailor a long time ago, in a galaxy far, far away (no wait, that's not right) and still didn't get the terminology right. Even though the only thing I ever sailed was an island in the Aleutians, I should have remembered the correct terminology since I did a stint in the galley (doesn't pay to piss off the CO:rotfl: ). I guess my memory isn't what it used to be. Now, what were we talking about anyway?

ironkross
10-22-07, 07:46 PM
This looks really fine DT. I do like my mods already grouped together like candy in a piņata. Hey, if, or I should say, when I uninstall TM for this, I guess I should be safely ashore in port, off my boat and in the mess Hall, right? :rotfl:
Or is it crew's mess on or off shore? Anyway thanks for the fine addition.
PS> RSM is running fine for me also.
Thanks,
Ironkross

Digital_Trucker
10-22-07, 08:53 PM
Yep, I think in port would definitely be the place to do the swapover. And if, like me, you really like Jaketoox's MetalHud and Stowa Kriegsmarine deck watch available at http://www.subsim.com/radioroom/showthread.php?t=122689 it should install after the (misnamed) Mess Hall without any problems.

Enjoy and thanks for the kind words.

Oh yeah, perhaps that beer joint out back of the base would be the place to be while the refit is in progress:arrgh!:

Ooops, almost forgot. If you are using ROW (and you should:yep: ), you can either delete the camera file from my mod or apply ROW on top of mine and let it overwrite. The new camera positions work fine with the ROW camera file and the ROW camera file has all the wonderful new effects (walk on the deck, etc).

Digital_Trucker
10-22-07, 09:14 PM
What I said above about adding jaketoox's metal hud to my mod isn't quite true. Without a workaround, you'll end up with some buttons with no pictures on them. If anyone is interested in using this mod with jake's metal hud, let me know and I'll put together a workaround.

ironkross
10-22-07, 10:14 PM
What I said above about adding jaketoox's metal hud to my mod isn't quite true. Without a workaround, you'll end up with some buttons with no pictures on them. If anyone is interested in using this mod with jake's metal hud, let me know and I'll put together a workaround.
I just can't keep up with all the mods being created here, although I do try. :|\\ Just saw Jaketoox's thread and came to the following conclusions:
Metalhud: :up:
Stowa Kriegsmarine deck watch: :up:
Workaround for the (misnamed) Mess Hall Mod or MMHSMC :up: :up:

Thanks,
Ironkross

Cooter1966
10-23-07, 06:00 PM
I have OakGrooves Submarine Instruments mod installed. Can I use this mod with it or will it cause any problems?

Digital_Trucker
10-23-07, 06:14 PM
@Cooter1966 This mod combo contains OakGrooves instruments and HUD, so you should be able to disable the mod you were using and activate this one and have the instruments remain the same plus all the additioinal stuff.

@ironkross If I hadn't spent the day doing the hurry up and wait thing at the VA today, I'd probably have the workaround done already. I'll get on it right now and should hopefully have it done "post haste".

Cooter1966
10-23-07, 06:32 PM
Excellent, thanks DT, much appreciated:up: :rock: :rock:

Digital_Trucker
10-23-07, 08:40 PM
Anytime, Cooter.

The workaround to use jaketoox's metal hud (either version) is available at http://files.filefront.com/MHMSC+MetalHUD+workaroundrar/;8873326;/fileinfo.html

The link is also posted on the first page. For the sake of expediency, this workaround is going to involve moving a few files around in the mod folder. Eventually, I will probably completely redo this mod to use jimimadrids excellent ini merging utility to make the mod more, well, for lack of a better word, modular.

Cooter1966
10-24-07, 03:53 PM
DT, do I need some other mod, because when I try going to Capt. cabin or weapon station, it just turns my guy facing that direction, some of the other camera angles(aft section,etc) don't seem to do anything. I tried the navigation view and I was about 1 klick from boat, and it looked like it grew spikes(BIG spikes).:D Otherwise everything else works fine. I just noticed the other read me files, going through them now. I should have seen them. That'll teach me to rush.

Digital_Trucker
10-24-07, 05:48 PM
In order to use the other camera positions, you have to first press Shift and F2 together and maneuver the camera to where you want it. For instance, to set up the navigator's position, press Shift F2 and move the camera with the arrow keys 'till you are "in the head" of the navigator. Then press the key for the navigator's view. Do the same for the other positions other than the navigator's (his position is fixed). After you set each position, you can go there just by pressing the key. Unfortunately each position has to be set up each time you start the game. The watch position is only available on a couple of the subs (I don't remember which ones, but it's in the documentation I believe).

ironkross
10-24-07, 09:54 PM
Thanks DT for getting the workaround up. Heck, I've had so much trouble just getting back to home port I almost forgot to remod my game. The glitch where you don't know where home is.? It looks like the 1.4 patch will fix that; sweet.

Cooter1966
10-24-07, 09:54 PM
Reset everytime I start....I'll pass, but I'm pleased with everything else so far.

ironkross
10-25-07, 07:47 AM
DT, I know this will not work with TM but how about using it with RSRDC?
Thanks,
IK

Digital_Trucker
10-25-07, 10:09 AM
Reset everytime I start....I'll pass, but I'm pleased with everything else so far.

I'm glad you said that, I'm not real fond of resetting them myself, but it does leave the positioning up to the user. Your post reminded me that I need to look into how the other cameras are positioned and try to come up with good fixed positions for each of these. May take quite a while though because of the different boats.

@ironkross I hate it when the family moves and doesn't tell me the new address:rotfl: . As far as RSRDC goes, I have no idea what files are changed with it. I imagine it's pretty close to the same files that Tater's improved campaign works with and I'm using this mod (combined with several others) with Tater's campaign, so I would think it should work OK. The best test would be to install one or the other of the mods with JSGME and then try to install the other. If there are no conflicts of files between the two, then they should play well together.:yep:

ironkross
10-25-07, 10:21 AM
TY and I'll get back to you on that. :up:

Cooter1966
10-25-07, 10:33 AM
Reset everytime I start....I'll pass, but I'm pleased with everything else so far.

I'm glad you said that, I'm not real fond of resetting them myself, but it does leave the positioning up to the user. Your post reminded me that I need to look into how the other cameras are positioned and try to come up with good fixed positions for each of these. May take quite a while though because of the different boats.

Take all the time you need DT, I'm very pleased with all the other goodies.:up:

Digital_Trucker
11-29-07, 02:32 PM
As is posted on the first page, I've added an SH4 v1.4 "compatible" version. I put the word compatible in quotes because the only thing I've changed is the menu 1024_768.ini file. I left the camera.dat file in. If you don't want the extra camera views, just delete it from the mod folder before you enable the mod.

I briefly tested it to make sure the changes I made to the menu file were correct and everything seemed to be OK. If anyone has any problems/concerns, please feel free to scream.

Digital_Trucker
07-09-08, 04:24 PM
http://img.photobucket.com/albums/v74/WOLFMAN7/MODEnabler-1.jpg

I am having trouble with the MHSMCV1.4 I downloaded it and used JSgme as shown but I do not get any other Buttons Just the stock ones I have patched up to 1.4
What am i doing wrong any help would be appreciated
Wolf
Because I'm not familiar with some of the mods in your JSGME screeny I can't absolutely answer your question, but I do have a couple observations.

1) You don't need the map table mod, it's included in MHMSC. By installing the map table mod, you remove some of the other graphics changes (like Oak Grooves excellent interior textures)

2) If the search pattern mod is what I think it is, (adding search pattern buttons to the HUD), then you don't need that either, it'a included in MHMSC and by installing it (if it replaces the ordersbar file), it will override the button changes from MHMSC.

3) If the New HUD with weather is what I think it is (a new HUD with weather report button) and it replaces the ordersbar file, then it will override any changes to the buttons from previous mods.

4) Sometimes, when you extract a mod, you end up with an extra folder layer. Look inside the MHMSC folder in the MODS folder and make sure that there is a folder named Data in it. If there is another MHMSC folder inside, then deactivate the mod (you'll have to deactivate any mods that overwrote it first), take the extra folder out and place it in the mods folder, then delete the empty MHMSC folder and reactivate MHMSC.

Looking at your JSGME list a liittle closer, I don't see any greyed out lines in the activated section and since I know that the map table mod would have overwritten MHMSC, there appears to be some problems with one or more of your mods possibly having an extra folder layer. I'd check each mod to make sure that when you open the "XYZ Mod" folder you see a Data folder. If you don't, then use the procedure in number four to correct the problem.

Hope that helps you get it working and that you enjoy your game:up:

WolfgangKurtz
07-10-08, 01:21 PM
Thanks for the advice i checked all files and each one had Data files except MHMSC when i clicked on it it came up with 2 folders entitled Documentation and screenshots the other was DTs Mess Hall Sink Mod Combo then there was a Read me file if i clicked on the 2nd file the data file was there. I tried but it did not work so I did a complete reinstall of SH4 and patched to 1.4
I then downloaded MHMC1.4 and put it in JSGME I did not try any other Mod and again it has not worked
i am mistified
I was going to download individual parts but Oakgrooves link would not work so it looks like i'm stuck unless someone knows what is wrong
Wolf

Digital_Trucker
07-10-08, 02:04 PM
Okay, let's do it this way. Deactivate MHMSC and move the folder that's in your mod folder to someplace else (like your desktop or any place that you can easily get to it). Open up the folder and find the folder that contains the Data folder. When you find the folder that contains the Data folder move that folder back to your Mods folder and activate the mod. That should get the mod active in the game and you can add whatever else you like to it.

Edit : The folder that ends up in your Mods folder should be the one named "DTs Mess Hall Sink Mod Combo" (without the quotes) and that's the name that should appear in your JSGME left side pane before you activate it.

denny927
03-07-09, 04:57 AM
hi dt, one question please, how can i use the wp compute solution to target?what is?
when i click over this button nothing appears...but im a noob and im sure which work:O:

but for the rest all work wonderful...only one problem...now i have sh4 half in italian and half in english, seems a multiethnic crew:O:

thanks for this mod:yeah:

Digital_Trucker
03-07-09, 09:48 AM
Hey, Denny. I think that button was one of those that I never could get to work correctly (probably because the command didn't work correctly). It was supposed to order the weapons officer to compute a solution to the target, but maybe the weapons officer doesn't understand either Italian or English (sneaky Russian spy, maybe:D).

Dogfish40
01-12-11, 01:13 PM
Wow, It looks as if it's been awhile since anyone posted a question about this mod, but I have one here. I can't find the radio, or... the button that's probably for the radio is blacked out. I don't have the game in front of me but I'm sure I was running on the suface when I looked for the radio. Is it in a new place??:hmmm:
I really love this mod and can't wait to get home to keep working on it.
Thanks in advance
D40:salute: