View Full Version : [rel] TM User interface for patch 1.4
Ducimus
11-27-07, 03:30 PM
Patch 1.4 is upon us, a bitter sweet thing for me. Im going through TM and making the neccessary changes. As part of that, one big brick wall to me is the UI, i am simply not used to the default one. Needless to say its the first thing i made patch 1.4 compatible. I imagine for many, they'll have a similar issue. Hopefully this makes getting into the patch easier for you.
So, heres the TM interface for patch 1.4
http://www.ducimus.net/sh4/release/TM_User_Interface.7z
- Periscope textures back (obs and atk)
- mini map tools
- mini chrono
- Cross hair again removed from bino's
- Keyboard commands
- Orders bar and associated upc file.
MODDERS:
- No changes were done to the commands.cfg by the patch
- No changes to were done to the dials.cfg
- TWO line item changes were done in the menu.txt
- the 1024 menu ini file, the changes are enough that its easier to just apply your changes to the patch 1.4 version of the file instead of the other way around.
Snipy901
11-27-07, 07:00 PM
Brilliant, many thanks for the quick work. :D
kriller2
11-27-07, 07:09 PM
This was the first thing I missed in SH4 with patch 1.4 :up: Looking forward to your new release of TM.
W_clear
11-27-07, 07:32 PM
THANKS
Snipy901
11-27-07, 07:34 PM
Wierd, when I try to unpack this, Winrar shoots this back at me.
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: CRC failed in TM_User_Interface\Data\Menu\Gui\Layout\OBSPeriscop e_Mask_1024.dds. The file is corrupt
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: CRC failed in TM_User_Interface\Data\Menu\Gui\Layout\Periscope_M ask_1024.dds. The file is corrupt
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: CRC failed in TM_User_Interface\Data\Menu\menu_1024_768.ini. The file is corrupt
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: CRC failed in TM_User_Interface\Data\Menu\credits.txt. The file is corrupt
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: CRC failed in TM_User_Interface\Data\Menu\help.txt. The file is corrupt
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: CRC failed in TM_User_Interface\Data\Menu\menu.txt. The file is corrupt
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: Error - operation failed
Hope thats not too messy. I tried to load the mod anyways, but SH4 refuses to start up with it installed.
Wierd, when I try to unpack this, Winrar shoots this back at me.
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: CRC failed in TM_User_Interface\Data\Menu\Gui\Layout\OBSPeriscop e_Mask_1024.dds. The file is corrupt
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: CRC failed in TM_User_Interface\Data\Menu\Gui\Layout\Periscope_M ask_1024.dds. The file is corrupt
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: CRC failed in TM_User_Interface\Data\Menu\menu_1024_768.ini. The file is corrupt
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: CRC failed in TM_User_Interface\Data\Menu\credits.txt. The file is corrupt
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: CRC failed in TM_User_Interface\Data\Menu\help.txt. The file is corrupt
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: CRC failed in TM_User_Interface\Data\Menu\menu.txt. The file is corrupt
! C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\TM_User_Interface.7z: Error - operation failed
Hope thats not too messy. I tried to load the mod anyways, but SH4 refuses to start up with it installed.
It just means your download is corrupted. You should re-download the file.
Ducimus
11-27-07, 07:43 PM
File is less then a meg. yet i wonder if i should have put it on filefront or something. :rotfl:
Snipy901
11-27-07, 07:44 PM
Sometimes I hate the internet, everytime I download it, it tells me the same problem. :(
Ducimus
11-27-07, 07:49 PM
Anyone else have this problem? Maybe i had a bad compression.
ReallyDedPoet
11-27-07, 07:59 PM
Anyone else have this problem? Maybe i had a bad compression.
Just opened it with winrar, no problems here :up:
Thanks for this by the way :yep:
RDP
Ducimus
11-27-07, 08:01 PM
I just installed 7zip and unpacked it, seems to be ok. Thankfully their both small d/ls. Folks here at work D/L funny MPG's probably take more bandwidth then i just did.
nautilus42
11-27-07, 08:20 PM
All files correct Ducimus. Thanks. BTW i use Alzip or 7zip:up:
Snipy901
11-27-07, 08:26 PM
It's gotta be on my end. I've tried it on several computers here, and with both winrar and 7zip, sometimes I get different files that are corrupted but never a perfect DL. Wierd thing is I'm not having trouble downloading any other mods or files tonight. I'll try again later I guess, thanks for everyone trying to help me. :D
EDIT: I don't know why, but it finnaly just worked! Yay
Anyone else have this problem? Maybe i had a bad compression.
The game loads however i have to window key out of the game during loading while it is loading to hit ok 2 dozen times for errors during loading. I go back into the game and it finishes loading, say i want to go to the NAV Map, I hit the Key. The screen immediately turns black and the nice letter error message to terminate the program. The error message and that action are tied together.
Ducimus
11-27-07, 09:47 PM
Have you done anything else to the game? I ran it a few times before i posted it and had no errors.
I will download it again and I hope its a JSGME error or something.
partyboy
11-27-07, 11:49 PM
Ducimus,
It makes me very happy to see that you're already on the job. Thanks for all your good work. :ping:
Have you done anything else to the game? I ran it a few times before i posted it and had no errors.
Got it working by downloading it again. Awesome Job for taking care of this right away, and I hope you know your work is appreciated.:up:
I recommend you put this patch in the main 1st page of TM aswell so people do not miss it, I did initially just never posted it.
TDK1044
11-28-07, 07:10 AM
Works perfectly. Thanks. :D
MorganThePirate
11-28-07, 12:06 PM
Mine is working perfect. Thanks a lot navy seal......:arrgh!:
Ducimus
11-28-07, 03:53 PM
Just a quick status report on the progress made on the main mod (figured id post it here so its not buried in the main thread).
Ive got just about everything patch compatible EXCEPT some of the campiagn/ flotilla work. Ive had it in my minds eye what i want to do with that for awhile, and im hoping repeat patrols are really fixed so i can cut alot of the extra crap im keeping the support directory.
Other misc items.
- Row camera mod, im cutting it out. There were some changes to some of the submarine interior files that the row camera mod also alters. Now, i know why leo and company modded these interior files (found that out rather quickly when i clicked on the watch officers and the camera went out of sectors)., but i don't know what the developers did with these same files.
It's only good modding practice, if theres a change in the file from a developer in a patch, and you don't know what it is or what it does you keep that damn file because they designed the game, and it could be something vital. Old files from a previous version should only be used with the greatest of hesitation. To that end, ive been working on my own camera mod that is confined to just within the camera.dat. Its not as robust as leo's, but it works, and ive removed terrain collisions so you can scramble about the sub and such in free cam mod. (just not in bridge view like leo's does)
- I need to look at player hydrophones again for various reasons, primarly to see if my prevous adjustment is still neccesssary (im beginning to think it isnt), and if that adjustment would break something (such as, "depth charges in the water sir", IF, that is working post patch).
- I may include the speed /distance chart as an optional mod.
- Airbase landmarkers are in, but i may go back and remove them yet. Not sure, but right now, their in, and i dont feel like messing with it. Depends on how rambunctious i get later.
Much to my surpise changes in the AI scheme in terms of clear text cfg files, dat and sim files has been next to non existant. So im opting to make no changes to the AI at this time. Im debating if i want to retouch DC's or not.
In this release i plan on culling everything down to one JSGME plugin. I've decided that im gonig to try and make installation a litlte more user friendly because having two TM plugins seemed to cause confusion, and for the life of me i can't figure out why, but it does, so i may as well pull it all into one mod. Im also incorporating the best bits of ROW that does not signficiantly add to the mods file size. In this regard, im taking a minimalist approach.
Ats all for now, gotta run.
TDK1044
11-28-07, 06:38 PM
Just a quick status report on the progress made on the main mod (figured id post it here so its not buried in the main thread).
Ive got just about everything patch compatible EXCEPT some of the campiagn/ flotilla work. Ive had it in my minds eye what i want to do with that for awhile, and im hoping repeat patrols are really fixed so i can cut alot of the extra crap im keeping the support directory.
Other misc items.
- Row camera mod, im cutting it out. There were some changes to some of the submarine interior files that the row camera mod also alters. Now, i know why leo and company modded these interior files (found that out rather quickly when i clicked on the watch officers and the camera went out of sectors)., but i don't know what the developers did with these same files.
It's only good modding practice, if theres a change in the file from a developer in a patch, and you don't know what it is or what it does you keep that damn file because they designed the game, and it could be something vital. Old files from a previous version should only be used with the greatest of hesitation. To that end, ive been working on my own camera mod that is confined to just within the camera.dat. Its not as robust as leo's, but it works, and ive removed terrain collisions so you can scramble about the sub and such in free cam mod. (just not in bridge view like leo's does)
- I need to look at player hydrophones again for various reasons, primarly to see if my prevous adjustment is still neccesssary (im beginning to think it isnt), and if that adjustment would break something (such as, "depth charges in the water sir", IF, that is working post patch).
- I may include the speed /distance chart as an optional mod.
- Airbase landmarkers are in, but i may go back and remove them yet. Not sure, but right now, their in, and i dont feel like messing with it. Depends on how rambunctious i get later.
Much to my surpise changes in the AI scheme in terms of clear text cfg files, dat and sim files has been next to non existant. So im opting to make no changes to the AI at this time. Im debating if i want to retouch DC's or not.
In this release i plan on culling everything down to one JSGME plugin. I've decided that im gonig to try and make installation a litlte more user friendly because having two TM plugins seemed to cause confusion, and for the life of me i can't figure out why, but it does, so i may as well pull it all into one mod. Im also incorporating the best bits of ROW that does not signficiantly add to the mods file size. In this regard, im taking a minimalist approach.
Ats all for now, gotta run.
You are one cool Dude! :D
Ducimus
11-28-07, 06:54 PM
Other misc erratta
-ROW special effects, ive pulled, or rather dropped. With so much to go over, i opted to just apply my changes to the zones.cfg. A few zones were changed, others added, and the sequencing of the zones as they are listed in the file has also changed. Looking at it in winmerge made my eyes hurt. Suffice to say, you'll have stock special effects, but slower sinking times, harder to destroy sub rudders, and tougher aircraft - just like normal TM.
- Row Smoke/fire/oilslicks are in. Since im starting from scratch i isolated the "blocky fire" some were experiencing, and fixed it.
- ROW/LBO scene.dat seems compatible with an editing of the horizon from 1500 to 1000. I still need to compare file dates, just to be sure.
- Narwhal survived the patch, and works beautifly.
- Bungo pete is up to his old tricks :rotfl:
- Sub files (and crew files) are untouched by patch as far as i can tell (exception, watch crew has a new visual node) All sub adjustments are still neccessary, and initial testing leaves me to beleive they are compatible with patch. Want to test this further to be sure.
- lowered (muted) volume on ship collesion sound
ReallyDedPoet
11-28-07, 11:02 PM
Other misc erratta
-ROW special effects, ive pulled, or rather dropped. With so much to go over, i opted to just apply my changes to the zones.cfg. A few zones were changed, others added, and the sequencing of the zones as they are listed in the file has also changed. Looking at it in winmerge made my eyes hurt. Suffice to say, you'll have stock special effects, but slower sinking times, harder to destroy sub rudders, and tougher aircraft - just like normal TM.
- Row Smoke/fire/oilslicks are in. Since im starting from scratch i isolated the "blocky fire" some were experiencing, and fixed it.
- ROW/LBO scene.dat seems compatible with an editing of the horizon from 1500 to 1000. I still need to compare file dates, just to be sure.
- Narwhal survived the patch, and works beautifly.
- Bungo pete is up to his old tricks :rotfl:
- Sub files (and crew files) are untouched by patch as far as i can tell (exception, watch crew has a new visual node) All sub adjustments are still neccessary, and initial testing leaves me to beleive they are compatible with patch. Want to test this further to be sure.
- lowered (muted) volume on ship collesion sound
Nice :roll::up:
RDP
Ducimus
11-29-07, 04:25 AM
- Removed airbase markers. (i decided i like the fog of war in this regard)
- fiddled around to find right combination of row elements i liked, and will include.
-Flotilla's/missions done. (boy i hope that repeat patrol bug is truly fixed, i did my work based on this assumption)
- Remove ROW scene.dat, stock looks fine, and probably doesnt have the jelly effect after coming out of high TC.
- cloud mod back in, reverted back to old oen that wasnt dependant on row dats.
- use updated messages.txt as per lurkers post, remove old version entirely.
- increase draft on porpoise from 0 to 4.5
- add misc specials. (torpedo wakes, underwater blur, no grainy PPF)
- lowered volume on AA gun sound
STill need to:
- test for "depth charges in the water" and surface hydro contacts
- test hull% readout / sub damage via circular runner
- test sub physics, mechanics, deep dive tests, damage,etc.
- slighly increase amount of aircraft and/or increase the patrol radius of air bases. ( think the air coverage is a *tiny* bit too low)
- Make time/speed chart into optional mod
Im F'ing tired.
ReallyDedPoet
11-29-07, 08:45 AM
You should be judging by these updates :yep:
For a laugh go here :D:
http://www.subsim.com/radioroom/showthread.php?t=125910
RDP
vanjast
11-29-07, 09:47 AM
-Flotilla's/missions done. (boy i hope that repeat patrol bug is truly fixed, i did my work based on this assumption)
It the UBI forum somebody has reported that this is fixed :up:
Ducimus
11-29-07, 11:04 PM
Gotta say, im thinking about removing airplane icon's on the nav map entirely. Reason being SD radar coudlnt give position, it was non directional. The nav map, basically functions like one big PPI scope, and gives the planes position every time a contact is made.
Ducimus
11-30-07, 03:36 AM
Ok, so i DID remove the marker for planes.
Also, ive toned down the overly buff submarines. No longer are we going to be putting to sea in M1 ABRAMS Fleet boats. They're a bit more fragile now.
reduced hitpoints from 600, or 400 to 275 for early boats, and 300 for later boats.
Armor values for submarines was reduced from 25 to 20. This means that deck guns will be a tinsy bit more effective on your submarine in the way of merchants, and probably alot more effective in the way of warships. I could probably tone this down even more, but since this is a rather drastic alteration, i don't want to overdo it, im happy with what i have done with it for now in this regards. I may lower the armor on the boats even more later on.
Only exception to the above is the Narwhale, It retains an armor value of 25, but has 350 hitpoints, Since i know people will want to put those duel deckguns to use. But i did tone it down some since its orginal hitpoints was 600 :roll:
Also the boats, i reduced their crash speed from 1 to 0.45 for early boats since they have less hitpints, and 0.5 for later boats. The result is you can survive for a little while longer below crush depth. That said, i woudlnt make it a habit to go below crush depth.
Only major hot item ive left to do is;
a.) test the saved games to make sure i dont have any super large files sizes liek before.
b.) err there was a B.. oh yeah.. see if i cant get rid of that hull integrity read out.
after that ill be packaging this puppy up and shoving it out the door.
DrBeast
11-30-07, 06:35 AM
Say Ducimus, what's the deal with the new sensorvisualsub files? What do they add? Haven't installed 1.4 yet, so I can't check it out.
Ducimus
11-30-07, 11:45 AM
Say Ducimus, what's the deal with the new sensorvisualsub files? What do they add? Haven't installed 1.4 yet, so I can't check it out.
THat is a new visual node, (and it only contains ONE visual node), that is being used exclusivly by the player submarines. Its your watch crews visual node, with a max range of 15,000 meters, and a surface factor of 90... they've got some pretty good MK 1 eyeballs.
Now don't ask me why the developers decided to abandon the Visual node in the sensors.dat file. Much like i gave unit types their own visual node, they did the same for fleet boats. I can only guess that maybe, they're saving the visual node in the sensors.dat for the player subs in the expansion since their uboats, and their lookouts are closer to the water then lookouts in fleetboats - hence a shorter max visual distance. Or so is my wild guess.
Say Ducimus, what's the deal with the new sensorvisualsub files? What do they add? Haven't installed 1.4 yet, so I can't check it out.
THat is a new visual node, (and it only contains ONE visual node), that is being used exclusivly by the player submarines. Its your watch crews visual node, with a max range of 15,000 meters, and a surface factor of 90... they've got some pretty good MK 1 eyeballs.
Now don't ask me why the developers decided to abandon the Visual node in the sensors.dat file. Much like i gave unit types their own visual node, they did the same for fleet boats. I can only guess that maybe, they're saving the visual node in the sensors.dat for the player subs in the expansion since their uboats, and their lookouts are closer to the water then lookouts in fleetboats - hence a shorter max visual distance. Or so is my wild guess.
Interesting, second install waiting to wring out TM.
Wilcke
DrBeast
12-01-07, 03:41 PM
Say Ducimus, what's the deal with the new sensorvisualsub files? What do they add? Haven't installed 1.4 yet, so I can't check it out.
THat is a new visual node, (and it only contains ONE visual node), that is being used exclusivly by the player submarines. Its your watch crews visual node, with a max range of 15,000 meters, and a surface factor of 90... they've got some pretty good MK 1 eyeballs.
Now don't ask me why the developers decided to abandon the Visual node in the sensors.dat file. Much like i gave unit types their own visual node, they did the same for fleet boats. I can only guess that maybe, they're saving the visual node in the sensors.dat for the player subs in the expansion since their uboats, and their lookouts are closer to the water then lookouts in fleetboats - hence a shorter max visual distance. Or so is my wild guess.
Cheers :up:. I still don't get why the heck they split the visual node from the other ones used in sensor_sub_US.sim (naming could be incorrect, I'm typing from memory here). There are three visual nodes in there, too, what the heck do those control?! :hmm:
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.