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Ducimus
03-05-08, 04:53 AM
Silent Hunter 4 version 1.5 : Trigger Maru Overhauled 2.5
- Pulling the Trigger on SH4!
http://www.ducimus.net/sh415/release/fuji.jpg
Trigger Maru Overhauled 2.5 is available only for SH4 1.5
- All modifications provided as is, without warranty, I make no promises of being bug free.
Further mod info:
Gamefront:
TMO 2.5 Manual (http://www.gamefront.com/files/21113712/TMO_Manual_zip)
Subsim.com
TMO 2.5 Manual (http://www.subsim.com/radioroom/downloads.php?do=file&id=2999)
silenthuntermods.com:
(TMO 2.0 (http://www.silenthuntermods.com/forum/index.php?topic=339.0) )
Installation order:
Assuming you have no mods installed, you should enable TMO in the following order;
1.) 1_TriggerMaru_Overhaul_2-5
2.) TMO_optional mod
COMPATIBILITY:
Trigger Maru is not compatible with any large modpack, to include enviromental mods. Exception to this is any version of RSRD made specifically to be compatible the latest version of TMO. All other large mod packs are NOT compatiable. The reason is, many large modpacks deal with the same files, and alot of unexpected results will occur.
Download links for TMO 2.5:
Silenthuntermods.com
N/A
Gamefront:
http://www.gamefront.com/files/21113518/TriggerMaru_Overhaul_2_5_7z
subsim:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3001
---------------------
Download link for TMO 2.0 and Update to 2.2:
Silenthuntermods.com:
http://www.silenthuntermods.com/forum/index.php?topic=339.0
Ducimus
03-05-08, 04:56 AM
Always Remember
http://upload.wikimedia.org/wikipedia/commons/f/f1/USS_Gabilan%3B0825204.jpg
Let it never be said that we don't remember,
What Submariners have done since that day in December.
The sun shown bright on that Pearl Harbor morning.
When the enemy attacked with little or no warning.
The Tautog was there with no time to think,
And splashed one Japanese plane right down in the drink.
She sent twenty-six ships to the depths of the sea,
And came to be known as the "Terrible T."
The Sealion at Cavite was the first to be caught,
She was moored to a pier but bravely she fought.
Two bombs exploded, through the hull they did rip.
And many brave submariners died in their ship.
There were many proud boats like the Perch and the Finback.
The Kraken, the Haddock, the Scamp, and the Skipjack.
We remember the Halibut, Blenny, and Darter.
And never forget Sam Dealey in Harder.
Cutter and Seahorse's torpedoes ran true,
She targeted the enemy and sank many Marus.
And although the enemy was quite filled with hate,
"Red" Ramage and Parche showed many their fate.
"Mush" Morton and Wahoo never backed down from a fight.
Fluckey and Barb entered Namkwan Harbor one night.
Many airman were saved by O'Kane and the Tang.
Some owe their lives to Seafox, Tigrone, and Trepang.
We remember the honorable boat called Barbel.
Before she was lost, she gave the enemy hell.
The Sturgeon, the Trigger, the Pollack had heart.
The Torsk made the last two frigates depart.
Nowadays the cold war seems to be a big factor,
And submarines are powered by nuclear reactors.
The proud names are still there, the Tautog did shine,
But her hull number by then, was Six Thirty Nine.
Many boats gave their all with heroic namesakes,
Like Thresher, Scorpion, Nautilus, and Skate.
The Seadragon, Swordfish, Richard B. Russell and Dace.
Have all stood out to sea and heard the enemies trace.
We remember "Forty-One For Freedom" whose patrols couldn't fail.
The George Washington, Andrew Jackson, and Nathan Hale.
Now the Alaska and Nebraska and other Tridents are here.
They patrol the deep oceans so aggressive nations have fear.
There are new boats on the line called Cheyenne and Wyoming.
They will all do us proud like the old Gudgeon and Grayling.
So take time each day and think of the past,
Then toast the new Seawolf, for she's quiet and fast.
Let it never be said that we don't remember,
What submariners have done since that day in December.
The sun still shines bright every Pearl Harbor Morning.
But never forget the enemy attacks without warning.
(c)
By John Chaffey, Powell, WY
SSN639, SSN687, SSBN619
I'M THE GALLOPING GHOST OF THE JAPANESE COAST
I'm the galloping ghost of the Japanese coast.
You don't hear of me and my crew
But just ask any man off the coast of Japan.
If he knows of the Trigger Maru.
I look sleek and slender alongside my tender.
With others like me at my side,
But we'll tell you a story of battle and glory,
As enemy waters we ride.
I've been stuck on a rock, felt the depth charge's shock,
Been north to a place called Attu,
and I've sunk me two freighters atop the equator
Hot work, but the sea was cold blue.
I've cruised close inshore and carried the war
to the Empire Island Honshu,
While they wire Yokahama I could see Fujiyama,
So I stayed, to admire the view.
When we rigged to run silently, deeply I dived,
And within me the heat was terrific.
My men pouring sweat, silent and yet
Cursed me and the whole damned Pacific.
Then destroyers came sounding and depth charges pounding
My submarine crew took the test.
Far in that far off land there are no friends on hand,
To answer a call of distress.
I was blasted and shaken (some damage I be taken),
my hull bleeds and pipe lines do, too
I've come in from out there for machinery repair,
And a rest for me and my crew.
I got by on cool nerve and in silence I served,
Though I took some hard knocks in return,
One propeller shaft sprung and my battery's done,
But the enemy ships I saw burn.
I'm the galloping ghost of the Japanese coast,
You don't hear of me and my crew.
But just ask any man off the coast of Japan,
If he knows of the Trigger Maru.
By Constantine Guiness, MOMM 1/C, USN
ivanDurak
03-05-08, 05:34 AM
Thank you very much for this useful great work:sunny:
Duci mate, you should get a medal or something :|\\
If it wasn't for TM I would have stoped playing SH4 ages ago Thanks.
Thanks for upgrading your mod to run with 1.5 i have been wanting to try it out :ping: downloading now!
DrBeast
03-05-08, 07:19 AM
Thanks, danke, merci, tack, mille gracie, muchas gracias, domo arrigato, eyharisto...take your pick ;)
And please, please, PLEASE remember: for every one unthankful post that might crop up in this forum regarding your work, there are hundreds of us who silently mutter one of the words I opened this post with. :yep:
joejccva
03-05-08, 07:20 AM
Thanks Duc!
If I have ROW, NSM4, and RSRDC v310 .....can I just enable your new TMO overtop these others or should I disable them first and install TMO first?
Thanks. :) Awesome job!
GerritJ9
03-05-08, 07:24 AM
Downloading v1.5, with thanks!!!!!!!!!!:up:
DrBeast
03-05-08, 07:28 AM
Thanks Duc!
If I have ROW, NSM4, and RSRDC v310 .....can I just enable your new TMO overtop these others or should I disable them first and install TMO first?
Thanks. :) Awesome job!
Read the FAQ. It's right up there in the first post :yep:
joejccva
03-05-08, 07:32 AM
Thanks Duc!
If I have ROW, NSM4, and RSRDC v310 .....can I just enable your new TMO overtop these others or should I disable them first and install TMO first?
Thanks. :) Awesome job!
Read the FAQ. It's right up there in the first post :yep:
Ooops got it! Thanks. LOL sorry.
ReallyDedPoet
03-05-08, 07:42 AM
Duc your hard on me you know :lol: Do yourself a favor and stick around, even after your modding days are over.
Nice work on the update :up:
RDP
DrBeast
03-05-08, 07:44 AM
Do yourself a favor and stick around, even after your modding days are over.
RDP
As a Doctor, I can assure you that there is no cure for CTD (Compulsive Tweaking Disorder) other than cold turkey. Which ain't bad at all, especially combined with some nice, cold, European beer ;)
Stary Wuj
03-05-08, 07:46 AM
Thank You VERY MUCH!
Great mod, I cannot play without :D
With best Regards
Stary Wuj
SteveW1
03-05-08, 07:53 AM
Thanks for upgrading Trigger Maru Ducimus. Now go and have a break and look after Mrs Ducimus for a while.
As always your work is outstanding if it wasn't for you I would have stopped playing long ago.
Thanks
Steve
ReallyDedPoet
03-05-08, 07:55 AM
Do yourself a favor and stick around, even after your modding days are over.
RDP
As a Doctor, I can assure you that there is no cure for CTD (Compulsive Tweaking Disorder) other than cold turkey. Which ain't bad at all, especially combined with some nice, cold, European beer ;)
Bah, I'll send you some Canadian brew :D
RDP
theluckyone17
03-05-08, 08:24 AM
Not fair! Not fair at all! Ducimus releases TMO for 1.5, and I've gotta work. All day long. Does anyone have any idea how long this day's gonna be now?
Ducimus, you don't wanna call in sick for me, would you? Pretty please? ;)
nautilus42
03-05-08, 08:54 AM
Thanks Ducimus for your nice work!!!!!!:up: :up: :up: :up: :up:
joejccva
03-05-08, 09:21 AM
Haven't played yet cause I'm at work right now but I logged into my home PC remotely and uninstalled all the ROW, NSM4, RSRDC v310 as well as PE 1.1 and the patches from JSGME.
First installed Duc's new TMO 1.5, then installed PE 1.1 but the patch and new scene test were going to overwrite some of Duc's files so I left it alone. Also NSM4 as well as RSRDC v310 were going to overwrite some of the TMO 1.5 files so I didn't install those mods either.
I guess Duc has outdone himself and this TMO 1.5 is an "all-in-one" mod. :)
You guys gonna leave out NSM4 as well as RSRDC too? Just curious.
Will try it tonight when I get home. Can't wait! Thanks again Duc!
DrBeast
03-05-08, 09:31 AM
Haven't played yet cause I'm at work right now but I logged into my home PC remotely and uninstalled all the ROW, NSM4, RSRDC v310 as well as PE 1.1 and the patches from JSGME.
First installed Duc's new TMO 1.5, then installed PE 1.1 but the patch and new scene test were going to overwrite some of Duc's files so I left it alone. Also NSM4 as well as RSRDC v310 were going to overwrite some of the TMO 1.5 files so I didn't install those mods either.
I guess Duc has outdone himself and this TMO 1.5 is an "all-in-one" mod. :)
You guys gonna leave out NSM4 as well as RSRDC too? Just curious.
Will try it tonight when I get home. Can't wait! Thanks again Duc!
NSM4 is not 1.5-compatible yet. You might want to check the RSRDC thread to see if v310 is compatible with this latest TMaru work (lurker is usually fast with his updates). If that's the case, just let RSRDC overwrite, it's safe to do so. Same goes for PE1_1 (safe to let it overwrite).
sqk7744
03-05-08, 10:49 AM
Thanks for all your hard work Duci!
TAKE A BOW :up::up::up:
Saintaw
03-05-08, 11:30 AM
Excellent, thank you!
Sgian Dubh
03-05-08, 12:09 PM
And so my prayers for the continuation of TM came true...
Thanks, Ducimus!!!!!!!
Ducimus
03-05-08, 12:20 PM
If you run into any bugs, please let me know in a concise manner.
I'll need to know things like:
- calandar day and year
- boat you were using
- what base you left out of
- Location of occurance (since im not a geography wiz yet, the psuedo grid coords might help)
- names of ships (if applicable)
- wind conditions, fog conditions, and time of day if pertaining to the AI or detection
As an aside, i just noticed the foam wakes by conning towers when diving isnt rendering correctly. Not a terrible bug, but something i should defiantly fix later on.
Rolf Eschke
03-05-08, 12:43 PM
Hello Ducimus !
I want to run the German Campaign
1944 Penang
but,when Mission starts I get a CTD.I also miss some Entries of the Menue.txt
http://img194.imagevenue.com/loc144/th_39581_image6_123_144lo.jpg (http://img194.imagevenue.com/img.php?image=39581_image6_123_144lo.jpg)http://img153.imagevenue.com/loc892/th_39589_image1_123_892lo.jpg (http://img153.imagevenue.com/img.php?image=39589_image1_123_892lo.jpg)http://img221.imagevenue.com/loc367/th_39607_image2_123_367lo.jpg (http://img221.imagevenue.com/img.php?image=39607_image2_123_367lo.jpg)http://img179.imagevenue.com/loc452/th_39610_image3_123_452lo.jpg (http://img179.imagevenue.com/img.php?image=39610_image3_123_452lo.jpg)
http://img205.imagevenue.com/loc23/th_39612_image5_123_23lo.jpg (http://img205.imagevenue.com/img.php?image=39612_image5_123_23lo.jpg)
mfG
Ottfried
Saintaw
03-05-08, 12:52 PM
My intial bug report:
Screenshot here: Clickenstein (http://picasaweb.google.be/saintaw/TMOBugs/photo#5174311907895249842)
- calendar day and year: 15 Dec 43 15:25
- boat you were using: Uboot type IX
- what base you left out of: Penang
- Location of occurance : See screenshot (http://picasaweb.google.be/saintaw/TMOBugs/photo#5174311907895249842)
- names of ships (if applicable): Some random number I guess :)
- wind conditions, fog conditions, and time of day if pertaining to the AI or detection: Wind 14m/s No clouds or rain, light fog
Bottom toolbar:
Some of the command icons are missing, mostly the added (and usefull) ones
Camera:
No access to the sonar station (black screen), pgup/pgdnw seems to have dual use while in the radar station.(ie: both the wheel and the view turn)
Patrol objective:
My patrol objective was dual: get to quadrant KA95 (about 2000 km away from the local position).And sink n tonnage in said quadrant.
While enroute (and still 2000 km away), I sank a T3 tanker and the 2nd part of the objective were marked as completed. There might be an issue with the previous objective radiant vs the new uboot quadrant area location?
I hope these were usefull, good luck sir :)
PS @ Rolf Eschke (http://www.subsim.com/radioroom/member.php?u=224112)
In the "Support" folder you will find a folder called "TMO_Enable_Uboat", I moved this dir up twice and used it over TMO and it solved it for me.
Ducimus
03-05-08, 12:53 PM
Known issue.
Look in the TM support directory for optional mod, "TMO_Enable_Uboat"
The lack of label, in the menu, doesnt matter, you can still click on the blank spot and access it. I was going to update the menu for the optional mod, but forgot to. Not a big deal really, just asthetic, the clickable area is there regardless.
EDIT:
Outside of making sure changes in TM don't crash the uboat game, Any issues with the uboat game itself are outside the scope of TM. I can tell you that black screens when accessing certain stations like hydrophone, or navigator is related to changes in the camera.dat. (:hmm: looks like i should have included a stock one in the uboat fix )
EDIT:
When i have time, ill update the uboat fix to include stock versions of conflicting files like the menu.txt and cameras.dat.
Thanks Duc for your great work! :up:
SirHendrik
03-05-08, 04:35 PM
Little bug on my side: When sea is calm and sub surfaces, batteries are loading, but no fresh air in boat - the cre forgets to open the hatches :-(
Subtype Gar
Date: first patrol
Homebase Pearl/Midway
Mods used:
1) TMO for SH1.5
2) NSM4 Classic (Should work and I got no troubles while sinking some japs)
Is this a bug caused by the "old" NSM or a feature of TMO?
I noticed no other bugs until now - great work!
Ducimus
03-05-08, 04:40 PM
My initial thought is NSM , or a new bug thats been introduced in 1.5. Try disabeling NSM, run TMO by itself, and see if this problem is still occuring.
EDIT: Looks like a stock issue, not a TMO issue.
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/8721047836
Torpex752
03-05-08, 05:35 PM
Ducimus,
Thanks for your hard work and patience in keeping the Pacific "Blue". :up: :up:
Frank
silent killer
03-05-08, 09:00 PM
:D THANKS DUCIMUS for continuing on with TMO
Little bug on my side: When sea is calm and sub surfaces, batteries are loading, but no fresh air in boat - the cre forgets to open the hatches :-(
Subtype Gar
Date: first patrol
Homebase Pearl/Midway
Mods used:
1) TMO for SH1.5
2) NSM4 Classic (Should work and I got no troubles while sinking some japs)
Is this a bug caused by the "old" NSM or a feature of TMO?
I noticed no other bugs until now - great work!
SirHendrik,
NSM4 has NOT been made compatible with 1.5 yet.
rcjonessnp175
03-05-08, 10:18 PM
ur the man ducimus:up::up:
One question.. When the U-boat support file is enabled does it in anyway affect the US Campaign?? Also there is no go to attack map button under the periscope tab for the U-boats in the bottom command bar. I miss that button as its the only way to get to the TDC unless you switch to the Navigation tab.
Oh and thanks for the great mod been using it ever since it came out
Cheers to everyones work that went into it
Ducimus
03-05-08, 10:25 PM
>>When the U-boat support file is enabled does it in anyway affect the US Campaign??
Yes it does. If your playing the US campaign, deactivate the uboat CTD fix.
>>Also there is no go to attack map button under the periscope tab for the U-boats
As stated in the original post, my sole focus is on the pacific theater and the Silent service. Anything in the indian ocean or Kreigsmarine is out TM's scope. It has to be, there is no "TM team". I simply do not have the time (not to mention motivation), to do anything in the way of the KM, and indian ocean.
As an aside, i noticed this on filefront.
Maintenance 3/6 - From 12a-2a ET, you may encounter broken functionality on the site. We apologize for the inconvenience.
If your going to d/l, get it while its hot. There is no mirror site yet.
I already got it:rock: and thanks for the quick reply
and I understand about the the silent service only thing, it's no big deal
I prefer the silent service anyway... but the uboats are a nice change every now and then
Skullbiscuit
03-05-08, 10:45 PM
Known issue.
Look in the TM support directory for optional mod, "TMO_Enable_Uboat"
The lack of label, in the menu, doesnt matter, you can still click on the blank spot and access it. I was going to update the menu for the optional mod, but forgot to. Not a big deal really, just asthetic, the clickable area is there regardless.
EDIT:
Outside of making sure changes in TM don't crash the uboat game, Any issues with the uboat game itself are outside the scope of TM. I can tell you that black screens when accessing certain stations like hydrophone, or navigator is related to changes in the camera.dat. (:hmm: looks like i should have included a stock one in the uboat fix )
EDIT:
When i have time, ill update the uboat fix to include stock versions of conflicting files like the menu.txt and cameras.dat.
I can't access Quick Missions now on the US side. On the first boot after installation of TM I get the blank line (only a hyphen is there where I presume is a switch for chosing sides) I only have TM installed on top of stock 1.5.
Once I have selected the German side I am unable to return to the US side of quick missions. Exiting the game and restarting does not solve the problem. Only the German side for quick missions is accessible.
SB
Ducimus
03-05-08, 10:50 PM
Click the little hyphen.
Ok, I have a quick question since I'm confused (don't tell my wife though....I've been trying to convice her I know everything).
Mod Install Order:
TM for 1.5
PE 1.1
PE 1.2 Patch
RSRD
Is that correct? I know TM includes ROW, but does ROW include PE or is that something completely different?
Thanks! :D
Seadogs
03-06-08, 01:29 AM
Just another message you may or may not care about, but glad to have you back and thanks for the update. Whatever drama is involved, I think you have more than earned your place around here.
Like it or not, you are a big part of subsim. :up: (modding or not)
SirHendrik
03-06-08, 01:36 AM
Little bug on my side: When sea is calm and sub surfaces, batteries are loading, but no fresh air in boat - the cre forgets to open the hatches :-(
Subtype Gar
Date: first patrol
Homebase Pearl/Midway
Mods used:
1) TMO for SH1.5
2) NSM4 Classic (Should work and I got no troubles while sinking some japs)
Is this a bug caused by the "old" NSM or a feature of TMO?
I noticed no other bugs until now - great work!
SirHendrik,
NSM4 has NOT been made compatible with 1.5 yet.
Thanks for the answers!
NSM4 worked for US-Mission without any problems (until now) ...
While I slepts, the crew learnt to ope the hatches :-) After a reload of the last savegame it worked as usual *g*
Ducimus
03-06-08, 03:14 AM
Ok, I have a quick question since I'm confused (don't tell my wife though....I've been trying to convice her I know everything).
Mod Install Order:
TM for 1.5
PE 1.1
PE 1.2 Patch
RSRD
Is that correct? I know TM includes ROW, but does ROW include PE or is that something completely different?
Thanks! :D
That looks ok. As for ROW and PE... they are the same style of mod, but PE has some variances to it that are a little different from ROW. ROW is the brainchild of Leovampire, PE, is Kriller2 carrying on his work. So in essence, one overwrites the other when applied in tandom to the game.
GerritJ9
03-06-08, 04:15 AM
If I may make a suggestion, Ducimus......... leave the IXC U-Boot in TM. Although they mainly operated in the Indian Ocean, the chances of meeting them in NEI waters (which were allocated to the USN's area of operations) were very real. "U-168", for instance, was sunk off the Java coast in the Java Sea by Hr.Ms. "Zwaardvisch", operating from Fremantle.
Furthermore, two were transferred to the IJN: U-511, a type IXC, was transferred to the IJN at Kure in August 1943 and became RO-500; she was mainly used for experimental purposes in Home Waters, surviving the war.
The other was type IXC40 "U-1224" which was commissioned at Kiel in October 1943 as RO-501. She was sunk en route to the Far East in April 1944, 400 miles SSW of the Azores.
So although hardly an overwhelming number, they do make welcome extra targets for USN subs- and a quick and easy submarine addition to the IJN Roster!
Skullbiscuit
03-06-08, 07:40 AM
Click the little hyphen.
I did. Clicking the hyphen puts me into the German Career screen (from main menu) Clicking the hypen on the German career screen does nothing. Clicking the Single Mission screen only offers me German single missions. I no longer have the ability to access US single missions.
SB
lurker_hlb3
03-06-08, 07:47 AM
Ok, I have a quick question since I'm confused (don't tell my wife though....I've been trying to convice her I know everything).
Mod Install Order:
TM for 1.5
PE 1.1
PE 1.2 Patch
RSRD
Is that correct? I know TM includes ROW, but does ROW include PE or is that something completely different?
Thanks! :D
That looks ok. As for ROW and PE... they are the same style of mod, but PE has some variances to it that are a little different from ROW. ROW is the brainchild of Leovampire, PE, is Kriller2 carrying on his work. So in essence, one overwrites the other when applied in tandom to the game.
The version of RSRDC for v15 is for "STOCK ONLY", the version for TMO on v15 is not out yet. "Do Not" use that version on top of TMO for v15
M. Sarsfield
03-06-08, 11:12 AM
Thanks many times over. I've been waiting for this to download the 1.5 add-on.
Rockin Robbins
03-06-08, 11:56 AM
I have no idea how we'll do without you when you finally find that CTD cure! You are always finding interesting ways to improve TM, I consider you thread on the Pacific Theater the equivalent of another giant mod, and you help the other modders, expecially the ones making the competing super-mod. Salute! sir, long may you prosper.:up:
dean_acheson
03-06-08, 12:10 PM
Ducimus,
I hate to bother you with a stupid question, but how did you install/apply/enable the pericscope icon for the ship identification?
Thanks.
Ducimus
03-06-08, 12:20 PM
and you help the other modders, expecially the ones making the competing super-mod.
Ahh but the thing is... we're not competing! It's good that players have a choice, and the existance of both mods is mutually beneficial. You can't please everybody, and when your the only mod on the block, people expect you to be all thing, and expectations like that, are not alot of fun. By existing together, it allows each mod to pursue their own end goals without this "obligation" to try and be THE mod for everybody.
Ducimus
03-06-08, 12:27 PM
Ducimus,
I hate to bother you with a stupid question, but how did you install/apply/enable the pericscope icon for the ship identification?
Thanks.
You have to make this command "WP_Identify_target" accessible to the player.
For example, in the ordersbar.cfg,...
[Station3]
Name=5621
Tooltip=5621
CommandWhenActivated=Periscope_camera
IconIndex=3
Button1Type=Checkbox
Button1CommandWhenClicked=Periscope_camera
Button1CommandToCheckIfIsChecked=Is_AttackPeriscop e_camera_station_Active
Button1IconRowColumn=3,1
Button1Tooltip=5622
Button2Type=Checkbox
Button2CommandWhenClicked=Toggle_RiseLower_whole_p eriscope
Button2CommandToCheckIfIsChecked=Is_AttackPeriscop e_risen_at_all
Button2IconRowColumn=3,3
Button2Tooltip=5624
Button3Type=Checkbox
Button3CommandWhenClicked=Obs_periscope_camera
Button3CommandToCheckIfIsChecked=Is_ObservationPer iscope_camera_station_Active
Button3IconRowColumn=3,2
Button3Tooltip=5623
Button4Type=Checkbox
Button4CommandWhenClicked=Toggle_RiseLower_whole_o bs_periscope
Button4CommandToCheckIfIsChecked=Is_ObservationPer iscope_risen_at_all
Button4IconRowColumn=3,5
Button4Tooltip=5626
Button5Command=Periscope_depth
Button5IconRowColumn=1,9
Button5Tooltip=5859
Button6Command=Recognition_manual
Button6CommandToCheckIfIsEnabled=Is_AnyPeriscope_c amera_station_Active
Button6IconRowColumn=3,8
Button6Tooltip=5629
Button7Type=Checkbox
Button7CommandWhenClicked=Toggle_Activate_Clock
Button7CommandToCheckIfIsChecked=Is_Clock_Active
Button7IconRowColumn=3,9
Button7Tooltip=5630
Button8Command=WP_Take_photo
Button8CommandToCheckIfIsEnabled=Is_TakePhoto_Avai lable;Is_AnyPeriscope_camera_station_Active
Button8IconRowColumn=3,10
Button8Tooltip=5631
Button9Command=WP_Identify_target <------command as it exists in the commands.cfg
Button9IconRowColumn=3,11 <------- tells which icon to display from the hud.dds
Button9Tooltip=ID Target<-----tool tip, you dont neccessarly have to create the tooltip in the menu.txt as has been the traditional practice
howler93
03-06-08, 01:24 PM
Stupid question here: Where can I find the support directory for TMO? I'm just trying to get the TMO u-boat fix and I'm feeling quite inept...Is it a seperate download or do I search the files within TMO?
2nd: If I'm looking to enjoy the u-boat campaign to its fullest, which mods, and in which order? I'm expecting to get flamed here with a bunch of "search the forum" posts, but believe me, I've looked and it's all rather confusing right now. For instance, where would the Speach Fix mod fit in? Last? Where would the new ROW sound effects fit in? Anyway, if anyone can help me out here, and forgive me my ignorance, I'd appreciate it.
Thanks all,
Howler :arrgh!:
M. Sarsfield
03-06-08, 01:48 PM
If you use TM, some/a lot of ROW and PE effects are already in there. You'll want to install TM Overhaul first, then RSRDC, then NSM, and then the German mod. Here's the latest post keeping track of the mods...
http://www.subsim.com/radioroom/showthread.php?t=119504
Some of the mods listed above are still working out 1.5 bugs.
howler93
03-06-08, 01:52 PM
Thanks Sarfield! Still wondering where the ROW sound effects would fit in, and also about how to fix the u-boat issues with TMO. Appreciate the help!
Howler :arrgh!:
M. Sarsfield
03-06-08, 01:53 PM
TM already incorporates a lot of modified sound effects, but you can install ROW Effects right after TM OH, if you want to.
howler93
03-06-08, 02:03 PM
Thanks for the help...any thoughts on how to run a u-boat campaign with TMO? I read the FAQ and it says to use the support directory. Somehow, I just don't know where that is, or what to do with it when/if I find it. :hmm:
Thanks for the assistance, and another huge thanks to all the modders!
Howler :arrgh!:
M. Sarsfield
03-06-08, 02:07 PM
First, you have to install JSGME into the SH4 directory. I believe that it creates the "MODS" folder. With JSGME installed, download and extract TMOH into the MODS folder using WinZip or another program. Once TMOH is extracted, go to the new TMOH folder located in the MODS folder and you will see a Data folder and a Support fdolder. Inside the Support folder should be what you are looking for.
howler93
03-06-08, 02:09 PM
Inside the Support folder should be what you are looking for.
:rock:
Danke!
Ducimus
03-06-08, 02:37 PM
I've updated the "uboat fix", which is basically a modlet to reverse changes that were made for the pacific game, but break the uboat game. (not intentional, but one has to have priorities). This fix is an updated version of the same modelt in the support directory.
Let me reiterate again, As stated in the original post, my sole focus is on the pacific theater and the Silent service. Anything in the indian ocean or Kreigsmarine is out TM's scope. It has to be, there is no "TM team". I simply do not have the time (not to mention motivation), to do anything in the way of the KM, and indian ocean.
http://www.ducimus.net/sh4/release/TMO_Enable_Uboat.7z
howler93
03-06-08, 03:19 PM
Duci,
thanks for the link, and thanks for all your hard work. You really make SH4 shine :up:
GerritJ9
03-06-08, 03:34 PM
I strongly suspect that team GWX are already taking a long hard look at the U-Boat Expansion- after all, it is clear that SH3 development is dead and SH4 is the way to go. I only hope that any mod they make doesn't conflict with TM................
Ducimus
03-06-08, 03:48 PM
I strongly suspect that team GWX are already taking a long hard look at the U-Boat Expansion- after all, it is clear that SH3 development is dead and SH4 is the way to go. I only hope that any mod they make doesn't conflict with TM................
Oh, it goes without saying that the GWX "Skunkwerks" have not been idle. But i'll bet my bottom dollar that any mod they produce will not be compatible with TMO, or any other existing supermod. It's just the nature of large modpacks, they touch on so many files, in so many areas, that to make Large modpacks NOT conflict with each other, is virtually impossible.
It's also a safe that GWX will focus exclusively on the indian ocean (and later the atlantic proper), so uboat fans will most certainly have that choice. Eventaully,i think the bottom line here is i foresee one of two things happening. Either End users having to deactive one mod, and activate the other when they want to change campaigns, OR a duel install of the game if GWX follow stheir normal scheme of an executable that overwrites the existing game files and not use JSGME at all.
dean_acheson
03-07-08, 10:19 AM
Thanks for that, so much.
I was wanting to fiddle with this, and had no idea how to even begin.....
Ducimus,
I hate to bother you with a stupid question, but how did you install/apply/enable the pericscope icon for the ship identification?
Thanks.
You have to make this command "WP_Identify_target" accessible to the player.
For example, in the ordersbar.cfg,...
[Station3]
Name=5621
Tooltip=5621
CommandWhenActivated=Periscope_camera
IconIndex=3
Button1Type=Checkbox
Button1CommandWhenClicked=Periscope_camera
Button1CommandToCheckIfIsChecked=Is_AttackPeriscop e_camera_station_Active
Button1IconRowColumn=3,1
Button1Tooltip=5622
Button2Type=Checkbox
Button2CommandWhenClicked=Toggle_RiseLower_whole_p eriscope
Button2CommandToCheckIfIsChecked=Is_AttackPeriscop e_risen_at_all
Button2IconRowColumn=3,3
Button2Tooltip=5624
Button3Type=Checkbox
Button3CommandWhenClicked=Obs_periscope_camera
Button3CommandToCheckIfIsChecked=Is_ObservationPer iscope_camera_station_Active
Button3IconRowColumn=3,2
Button3Tooltip=5623
Button4Type=Checkbox
Button4CommandWhenClicked=Toggle_RiseLower_whole_o bs_periscope
Button4CommandToCheckIfIsChecked=Is_ObservationPer iscope_risen_at_all
Button4IconRowColumn=3,5
Button4Tooltip=5626
Button5Command=Periscope_depth
Button5IconRowColumn=1,9
Button5Tooltip=5859
Button6Command=Recognition_manual
Button6CommandToCheckIfIsEnabled=Is_AnyPeriscope_c amera_station_Active
Button6IconRowColumn=3,8
Button6Tooltip=5629
Button7Type=Checkbox
Button7CommandWhenClicked=Toggle_Activate_Clock
Button7CommandToCheckIfIsChecked=Is_Clock_Active
Button7IconRowColumn=3,9
Button7Tooltip=5630
Button8Command=WP_Take_photo
Button8CommandToCheckIfIsEnabled=Is_TakePhoto_Avai lable;Is_AnyPeriscope_camera_station_Active
Button8IconRowColumn=3,10
Button8Tooltip=5631
Button9Command=WP_Identify_target <------command as it exists in the commands.cfg
Button9IconRowColumn=3,11 <------- tells which icon to display from the hud.dds
Button9Tooltip=ID Target<-----tool tip, you dont neccessarly have to create the tooltip in the menu.txt as has been the traditional practice
difool2
03-07-08, 11:05 AM
Apology in Advance for being dense...
Okay, a friend let me install SH4 on his machine, I've never used TM before in any form. GWX had an installer, but I cannot find an installer anywhere in this mod, nor are there any install instructions whatsoever in any of the docs. Am I just to dump all the contents into the data folder and let it overwrite everything, or do I use JSGME to install everything?
AkbarGulag
03-07-08, 11:06 AM
or do I use JSGME to install everything?
That one :yep:
-----------------------
Ducimus, have a small question. Where should I be looking to correct black gauges in my Gato. All gauges inside the sub are black. Only the tiles in the TDC in the conning tower have dials. The radar set is fine. But the sonar and Hydrophones are black also.
Any ideas?
Oh, I am running TM_Overhauled 1.5 with no other mods.
Thanks in advance,
Akbar
Ducimus
03-07-08, 12:57 PM
Your the 2nd person to say that. Has it always been like this for you, or did the problem just start one day? I just checked my install, it i have no black labels like that.
The black gauges, i think might occur if the textures for them are absent. As an aside, awhile, ago, i did change the gatos interiors so its textures were unique and not shared with other interiors.
difool2
03-07-08, 12:59 PM
Thanks Akbar.
Ducimus
03-07-08, 03:23 PM
Just FYI, last night i started work on what will be "TMO_ServicePack_1". The biggest thing im working on in this, are convoys. Im going through the convoy files and editing them all by hand.
Convoy composition in TMO SP1 will basically consist of the following
1 column with 3 ships
2 columns with 2 ships in each column for a total of 4 ships
2 columns with 3 ships in each column for a total of 6 ships
3 columns with 3 ships in each column for a total of 9 ships
Escort composition will range from 2 to 4 escorts.
So convoys in TM will be alot different then they are now, particuarlly before 1944ish. Your tonnage scores may go up, but so is the ASW risk.
AkbarGulag
03-07-08, 06:58 PM
Has it always been like this for you, or did the problem just start one day?
To be honest, it is the first time I have really had a chance to install TM. So in that respect, I have nothing to compare it to. Here's the other thing, the background, like walls etc... in the sub have REALLY heavy shadows and when I walk around, there is a shiny bit on the wall, like I am carrying a flash light everywhere. Tried zooming into the gauges, to see if the dials were hidden behind the darkness, but they appear non-existent. There is also, some sort of corruption where the hydrophone dial is, as well as being vacant.
Lots of work outdoors for me today, but when I get back in here later, I will take some screen shots to give you an idea of what it looks like. I will test other subs to, because the gato is the only sub I have tried in TM.
I had a look through my files, but it doesn't appear to have any leftovers from other mods in ti. Maybe a clean install of SH4 may be a good test idea as well.
Ducimus
03-07-08, 07:18 PM
I read a post in the uboat addon "issues" thread that if you turn off realistic sensors, the hydrophone goes black as youve described. Have you turned off realistic sensors?
AkbarGulag
03-07-08, 07:28 PM
Realistic sensors was set to 'TRUE'. Only things False are..
Map Contact Updates
Limited Fuel
External View
Just to clarify, the needles are present. Just the insert is missing.
Ducimus
03-07-08, 07:41 PM
Wierd. I wish i had an answer for you. Have you taken damage and have the room fllash dark , like the "blackened crew bug" in the control room?
Roger Dodger
03-07-08, 08:54 PM
Ducimus,
Have the interiors of the Balao Class been improved with the TMO mod? The reason that I am asking is that I just got off patrol in my Gato Class (USS Drum), and got a choice of 1- Retiring while I'm still ahead, or 2- Taking a new boat. Well, I wasn't ready to retire after just one not-so-good patrol so I opted for the new boat (USS Balao). I also took the opportunity to switch to TMO and RDRDC (for TMO).
After making the upgrade, I restarted the sim. I started by loading the 'leavingport' save. When the game started with the opening shot of the Balao's control room, I just about dropped my teeth (dentures) on the floor. The beauty of the control room just floored me, not to mention the attention to detail. So realistic! I took some time wandering around the control room and conning tower and bridge. In the con, I was able to drift the camera over to the TDC and get a really good look at it. Wonderful detail! Also the first time I have been able to move the camera around the rooms.
Is this something new with TMO, or am I just unobservent? I don't remember such beautiful screens on my Gato, or any of the other Balaos I have played before in other careers. I did notice on the Gato that the dive plane indicators were actually working. Nice job on that one! What else is really working now so I can keep an eye out for it?
Ducimus
03-07-08, 09:04 PM
The interiors were drastically reworked (again) when i was working on the initial release of TMO. Since your at that career crossroads, i would suggest retiring, and starting a new career. Some of the changes ive done to crew placement wont reflect in a game in progress.
You should find that the conning tower is alot more lively, and the control room, a little more so then it was in the past. (edit: I also fixed all the gauges, but that was awhile ago, so thats nothing new- but the crew placement is)
difool2
03-07-08, 10:30 PM
Just FYI, last night i started work on what will be "TMO_ServicePack_1". The biggest thing im working on in this, are convoys. Im going through the convoy files and editing them all by hand.
Convoy composition in TMO SP1 will basically consist of the following
1 column with 3 ships
2 columns with 2 ships in each column for a total of 4 ships
2 columns with 3 ships in each column for a total of 6 ships
3 columns with 3 ships in each column for a total of 9 ships
Escort composition will range from 2 to 4 escorts.
So convoys in TM will be alot different then they are now, particuarlly before 1944ish. Your tonnage scores may go up, but so is the ASW risk.
[Disclaimer: Not a Realism Fanatic... :know:]
Weren't Japanese convoys much smaller than British ones? Is this change for realism or playability (challenge)?
Ducimus
03-07-08, 11:11 PM
This is smaller then allied convoys. A 9 ship convoy for allies is a very small convoy. From what ive read from others, Jap considered anything over 8 or 9 ships unmanagable.
AkbarGulag
03-07-08, 11:14 PM
Wierd. I wish i had an answer for you. Have you taken damage and have the room fllash dark , like the "blackened crew bug" in the control room?
Campaign start. New Career, just spawned outside the Port.
Ducimus
03-07-08, 11:16 PM
Campaign start. New Career, just spawned outside the Port.
What boat, port and year again? I'll see if i can reproduce it.
AkbarGulag
03-07-08, 11:19 PM
:rotfl: let me just go and extract the mod again. BRB. (I thought I would wack up a ASW_TMO_1.5 while it was unpacked.. it got messy)
OK, 1943 career, brisbane... select GATO. and spawn outside port.
Good idea putting your visual files in the AI_Sensor_Visual also.
Do you think having multiple library files can be detrimental to the game engine?
Defiance
03-07-08, 11:22 PM
Hiya's,
I have this TM with some visual mods etc
Used TM since i got SH4 really in it's various incarnations
Anyways, I have modded the new warning icons so they don't show
As the Huds i have modded are mods themselves, Does anyone know who exactly i need to contact for permission etc ? (the more i read the credits the more my brain's losing its will to think)
I'm not quite sure looking at the credits on page 1 as to who to approach (maybe more than 1 i think that's why i'm asking lol)
And woohoo, Really looking forward to more goodies in a patch Mr duci
Dang this and some other mods keeps me clocking up sea-miles :)
Well Have Fun
Cheers
Ciao
Def
Ducimus
03-07-08, 11:33 PM
If you want to post a mod that works on top of TM, im not going to tell you no. Your entirely free to do so, you don't need my permission to do that. Just dont be offended if, when trying to work out the cause/source of a bug, i ask someone to "please deactivate all other mods". I have a hard enough time chasing my own bugs around :rotfl:
Defiance
03-07-08, 11:46 PM
Hiya,
Cheers for reply :)
Yeah i used to chuckle at your quips in your readme's about no permission needed etc he he
Think i've narrowed contacts/permissions to 3 more guys (again if i read right)
cdrake66
- developed new ordersbar icons specifically for TMaru (then FTT)
jimimadrid
- Compass Lubber line mod
OakGroove
- Orders Bar gauges
- Orders bar HUD graphics
- TDC/ Torpedo/ bearing indicator interface graphics
- Submarine Interior graphics
- rec manual
Will try and pm them all soon and see what they say
Well best be off and get a drink then sleep
Not a major mod in anyways shape or form but it's my first one (messed with bits in the menu 1024 sometimes) and actually only tried to do it because the new icons were annoying me so bad :)
Well Take Care
Have Fun
Def
Ducimus
03-08-08, 12:02 AM
Well... if it helps. With the exception of Anvarts mods and kapitan_zur_see propller mod, i typically don't use or incorporate any mod that states i have ask for permission in order to use it. I hate playing poitics, or put my whole project on hold while waiting 2 days to 2 weeks or longer for response that i might never receive. So if the mods readme says im required to grovel, I either find something else, or do it myself. (The two exceptions cited are the ones that i coudlnt do myself, therego i groveled :88) )
Roger Dodger
03-08-08, 01:22 AM
The interiors were drastically reworked (again) when i was working on the initial release of TMO. Since your at that career crossroads, i would suggest retiring, and starting a new career. Some of the changes ive done to crew placement wont reflect in a game in progress.
You should find that the conning tower is alot more lively, and the control room, a little more so then it was in the past. (edit: I also fixed all the gauges, but that was awhile ago, so thats nothing new- but the crew placement is)
Interiors: The re-work is really noticable. Such detail! I'm still awestruck. Did you do all the re-working yourself? I didn't realize you were such an artist, as well as one of our best modders. :up: I'll assume that the other-class boats have been redone too.?
Crossroads: Yeah, I think I really pissed off the admiral coming back with only 14K in tonnage, at least that was the drift I got from his message. For a reward for sticking it out, I got assigned to The USS Balao and the Kiska/Adack Patrol (June '43). The Japs must have taken a powder, and after six weeks of patrolling with no sightings, I took it upon myself to see if I could scare up anything worthwhile in Japanese waters. 24K and still counting. Got three duds and two torps running too deep on one setup. Finally got him with the 6th torpedo - a med freighter of 3K tons. What a waste of 5 torpedoes (Mark 23s too). I think I'll finish up this patrol, then head back and start a new career so I can see all the new stuff that's been added to the other boats.
Con and Control: I noticed some of the gauges working on the Gato (USS Drum) before the change. Even the dive plane indicators are working now. NICE! Once before, on a Gato-class, I noticed TWO depth indicators in the control room- one at 165 ft, and the other at 450 ft. Now the two indicators are both reading 165 ft., as before. What happened to the other one? Now that I can look over the planesmen's shoulders, I'd really like to see the deeper one again. I didn't notice any difference in personnel in the Con or Control Room. I'll take a better look on my next career.
I'm with you on your thoughts about SH1.5 and U-Boats. Not much interest on this end, at least not enough to spend any more money. The Silent Service in the Pacific Theater is my meat. With all the improvements by you, Lurker, and all the others that have made such improvements to this game, I don't feel it neccessary to play the bad guy. Someday, I might even get up enough guts to try manual targeting. :lol:
Run Silent, Run Deep
Ducimus
03-08-08, 01:52 AM
>>Did you do all the re-working yourself? I didn't realize you were such an artist,
The textures have been by oakgroove since the earliest days. What i primarly did, was work with the data files. Make dials work, move characters around. A few minor texture items i touched up on, but nothing on the order of oakgrooves textures.
>>Once before, on a Gato-class, I noticed TWO depth indicators in the control room- one at 165 ft, and the other at 450 ft. Now the two indicators are both reading 165 ft.,
Ehh, well you should see the depth three gauges total two 165 ft gagues, and the smaller dial between those two, should be a 600 ft depth gauge. (i just doublecked to make sure its really there and not bugged after reading your post :rotfl: ) Just FYI, the conning tower cam and control room cam, both allow for free movement.
>>I didn't notice any difference in personnel in the Con or Control Room. I'll take a better look on my next career
You wont see crew placement changes in an existing career. You have to start a new career to see them. Or, just fire up the bungo pete single mission and take a look.
CTU_Clay
03-08-08, 12:21 PM
How does this mod (1.5) effect multiplayer if some players have it and others do not have it and only have the UBI 1.4 patch installed?
How does this mod (1.5) effect multiplayer if some players have it and others do not have it and only have the UBI 1.4 patch installed?
For this and any other mod and patch:
ALL players must have an identical game setup to be able to play with each other. That means 1.4 cannot play with ANY 1.5 version, and 1.5 + TMO can only play with 1.5 + TMO. All mods have to be matched between players, else the game crashes.
CTU_Clay
03-08-08, 12:30 PM
How does this mod (1.5) effect multiplayer if some players have it and others do not have it and only have the UBI 1.4 patch installed?
For this and any other mod and patch:
ALL players must have an identical game setup to be able to play with each other. That means 1.4 cannot play with ANY 1.5 version, and 1.5 + TMO can only play with 1.5 + TMO. All mods have to be matched between players, else the game crashes.
Thanks...that is exactly what I thought. :up:
kapitan_zur_see
03-08-08, 05:12 PM
mmm :hmm:
Installing TMO for 1.5 granted me with a nice little CTD right at the end of loading just before you get into control room when starting a game. Even when it's the only mod installed.
Roger Dodger
03-08-08, 05:21 PM
>>Did you do all the re-working yourself? I didn't realize you were such an artist,
The textures have been by oakgroove since the earliest days. What i primarly did, was work with the data files. Make dials work, move characters around. A few minor texture items i touched up on, but nothing on the order of oakgrooves textures.
Then I'll offer my KUDOs to Oakgroove for his outstanding work on the interiors, and my thanks to you for including them in TM. The real mastery is putting all these improvement mods together and getting all of them to work as one.
>>Once before, on a Gato-class, I noticed TWO depth indicators in the control room- one at 165 ft, and the other at 450 ft. Now the two indicators are both reading 165 ft.,
Ehh, well you should see the depth three gauges total two 165 ft gagues, and the smaller dial between those two, should be a 600 ft depth gauge. (i just doublecked to make sure its really there and not bugged after reading your post :rotfl: ) Just FYI, the conning tower cam and control room cam, both allow for free movement.
I spotted it last night. I guess I never noticed it before because of the distorted view I had from the static camera.
kapitan_zur_see
03-08-08, 07:21 PM
Well... if it helps. With the exception of Anvarts mods and kapitan_zur_see propller mod, i typically don't use or incorporate any mod that states i have ask for permission in order to use it. I hate playing poitics, or put my whole project on hold while waiting 2 days to 2 weeks or longer for response that i might never receive. So if the mods readme says im required to grovel, I either find something else, or do it myself. (The two exceptions cited are the ones that i coudlnt do myself, therego i groveled :88) )
i second that ;)
and it's a pleasure to have my prop mod included into yours by the way!
As for my mods, feel free to use them without asking prior and wait for response. Just give credits and send me a PM just saying you use one of my mod and i'm happy with that :smug: . No need to wait for response, the way you do it have nothing to do with stealing or something like that :know:
Have some problems with last TMO for 1.5
Makes my game CTD right at the end of loading before a patrol just begins... Have any idea?? hard to sort out :dead:
Ducimus
03-08-08, 10:51 PM
Uboat game?
Fix here:
http://www.ducimus.net/sh4/release/TMO_Enable_Uboat.7z
TM's focus is on the pacific game. There is no "TM Team". so i have to keep focused on something or ill never get anywhere. The above fix will make the uboat game perform as it does "stock". If and when i get the pacific game dialed in to where im saying, "Ok thats it, i can't do any more with it", ill switch focus to the uboat game at that time if its still needed. I suspect though that a uboat supermod will hit the SH4 scene long before then.
ICApproval
03-09-08, 05:48 AM
I scanned this thread to see if I could spot my question - no luck or I may have missed it.
Question: I am not seeing a horizontal crosshair in the attack periscope. Sould there be one? From my limited experience it might be difficult to range a ship without it.
Ducimus
03-09-08, 11:32 AM
No horizontal line is present in the attack periscope, only a verticle one. The way rangefinding works, the horizontal line was pretty irrelevant anyway.
ICApproval
03-09-08, 11:43 AM
Thanks
But I used the horizontal crosshair with the stedimeter. I put the horz xhair at the waterline and then used the stedimeter to measure up to the mast. Is there another way? Sorry for my ignorance
DrBeast
03-09-08, 11:53 AM
Thanks
But I used the horizontal crosshair with the stedimeter. I put the horz xhair at the waterline and then used the stedimeter to measure up to the mast. Is there another way? Sorry for my ignorance
You don't really need the horizontal line for the stadimeter. All that matters is to align it correctly with the top of the mast. There's a mod out there called Ship Centered Accuracy Fix (SCAF for short), which makes manual targeting even easier. Unfortunately, it's not yet compatible with 1.5 or TMO, but CapnScurvy will take care of that, I'm sure.
ETA: Link to SCAF, here (http://www.subsim.com/radioroom/showthread.php?t=126016)
ICApproval
03-09-08, 12:06 PM
Thanks, I will give it a try shortly.
Mark
Hi Ducimus!
First at all thank You for Your work. TM is the most powerful mod in this game.
Now... complains ;) :
i've installed tmo for patch 1.5. Everythings seems to look ok , but..... in gato class subs I have no background on sonar indicators and other indicators. It is only on gato class.
My config: win XP, athlon 3,2 Ghz, GeForce 7600 GT, 1,5 Gb RAM.
regards
Seal
Ducimus
03-10-08, 12:14 PM
Hi Ducimus!
... in gato class subs I have no background on sonar indicators and other indicators. It is only on gato class.
That is the 3rd time ive seen this complaint. And im sitting here, dumbfounded because i just ran a patrol, sank 18,000 tons, and my sonar and other indicators worked fine the whole time without a single a hitch.
So for people who run into this, i need AS MUCH INFORMATION AS YOU CAN PROVIDE ME.
Some things i can think of that may help:
- Are you running additional mods with TMO?
- exact day , month and year this problem occured
-Flotilla to which you were assigned.
- Weather conditions
- Any damage to the boat?
etc etc etc etc. Just saying, my hydrophone has gone black, is alot like going into a military base and yelling, "Hey you in the BDU's and short haircut!" Could be anybody or anything. So i need specific info.
Hylander_1314
03-10-08, 11:03 PM
First of all, thankyou very much folks who put this mod together. :up: It keeps gameplay quick enough for me as my schedule is quite a tight one at the moment. So because of time constraints this mod works perfect. ( I did take the time to read the FAQ, and printed it out as there are some nifty little tweaks that one can make to suit how they like to play).
To add maybe a possibility to the radar issue, I too have had blank radar screens, but only because the time period was early in the war, and those options weren't available. I think it was in '42 at some point where I first started seeing surface radar appearing as an option. Once installed on the boat, it always works unless damaged by enemy action, ie: surface engagement, or depth charges.
Again, thanks for all the efforts.
Hi Ducimus!
... in gato class subs I have no background on sonar indicators and other indicators. It is only on gato class.
That is the 3rd time ive seen this complaint. And im sitting here, dumbfounded because i just ran a patrol, sank 18,000 tons, and my sonar and other indicators worked fine the whole time without a single a hitch.
So for people who run into this, i need AS MUCH INFORMATION AS YOU CAN PROVIDE ME.
Some things i can think of that may help:
- Are you running additional mods with TMO?
- exact day , month and year this problem occured
-Flotilla to which you were assigned.
- Weather conditions
- Any damage to the boat?
I understand Your position and confusion.
To precise: it happen only for GATO and GAR subs. I think they share the same files for background.
So for me it is like this (i've made some tests):
- I am using only TMO on 1.5 SH4
- no matter what date is, indicators have no backgrounds
- no matter what flotilla there are no backgrounds
- no matter of weather conditions (rain, sunny afternoon, etc.) - no backgrounds
- no damages (mainly I've checked it at beginning of missions and career)
- it happens always: I mean in "war patrol", "career" and "single missions"
I hope it will help.
Regards
Seal
Johnson0311
03-11-08, 04:10 AM
God bless you...
NKVD-crazyivan
03-11-08, 04:45 AM
Duci is there any way i can implament the symbols that are missing on the hud buttons due to the diferance between 1.5 TMO and u-boat missions....i hve tried menu maker but i get nothing but badley distorted symbols.........to give you an examble some buttons are missing the discribtion and symbol they all work still though...
Range at current speed
Range to end
ID target
Visual contact
Weather report
Sound contact
Normal sweep
Rasie lower SD radar
Like i said all buttons light up and perform but the symbols are not present as the rest are....
Thank you for your time and huge effort you have done and performed beyound the call of duty..............:up: :up: :up:
Hi to all, in special to Ducimus for this great mod.
Im searching for these file that contains the crew limits (oficcers, etc).
Anyone can help me?
Thanks and my gratitude for this awesome mod
bruschi sauro
03-11-08, 01:03 PM
Strange to tell but this mod tm for sh41.5 not working on my pc.........:damn:
strange because TM 1.7.6 working very well.:yep:
Ok I remove all mods with jsgme.
I install sh4 u-boat mission
I install with jsgme TM for ah4 1.5 and nothing happend.........
Help me please........:oops:
Ducimus
03-11-08, 03:44 PM
>> RE: no background on sonar indicators and other indicators.
I am utterly confused. I think theres 3 reports of this that im aware of, but nobody else is making similar complaints. I beleive there is something SPECIFIC causing this for those folks. I wish i could find what that specific something is, because i can't duplicated it on my machine. I did a 60 day patrol to Honshu in my gato, and didnt have any problem at all. Nor on the multiple single test runs ive done (where my standard test sub is a Gato). If theres a Gremlin in the boat, i can't seem to find him.
>>RE: s there any way i can implament the symbols that are missing on the hud buttons due to the diferance between 1.5 TMO and u-boat missions
At this time, i am not touching anything related to the uboats outside of making sure it doesnt crash (fix for that soon to be released as part of TMO SP1). When im fully finished with the PTO game, THEN ill think about uboat stuff. The only people on the TM mod team are, Me, myself, and I. And none of us have the time to devote to uboats right now. :88) If and when i do have the time (and motivation), it will be to make the indian ocean as i orginally envisoned it waaaayyy back before GWX was even thought of. But right now, the Silent service and the pacific theater are the only things on my list. One thing at a time.
>>RE: Im searching for these file that contains the crew limits (oficcers, etc).
data/submarine/NSS_*.*/*.UPC
Somewhere near in the top of the file.
AOTD_MadMax
03-11-08, 04:40 PM
Hi Duci,
you even know that iam working on your Mod too.
You say that you are an Onemanteam.
Iam reaching you my helping hand which means if i found some problems and iam able to fix them i can send the fix to you.
Is this an offer for you ?
Greets
Maddy
Ducimus
03-11-08, 04:51 PM
What problems did you find? Im assuming your talking about the version for sh4 1.5?
I can't find everything, but i try to. If you have to, send me a PM ( why not, everybody else does. :rotfl: ) i promise ill read it this time. :lol:
>> RE: no background on sonar indicators and other indicators.
I am utterly confused. I think theres 3 reports of this that im aware of, but nobody else is making similar complaints. I beleive there is something SPECIFIC causing this for those folks. I wish i could find what that specific something is, because i can't duplicated it on my machine. I did a 60 day patrol to Honshu in my gato, and didnt have any problem at all. Nor on the multiple single test runs ive done (where my standard test sub is a Gato). If theres a Gremlin in the boat, i can't seem to find him.
Thank You Ducimus for answer.
Now I think about it again and I have some suspicions... Because I've installed the same configuration (SH4+UbMaddon+TMO) on my laptop. There was the same problem. And that could mean there is something in my installation files (!). So I think that could be problem with localisation of the game. I have POLISH version of Silent Hunter 4 and english version of UboatMissions (there s no polish edition for now of this addon). Maybe mixing of that with TMO cause problem. Do You know what version of game have those two other people that have the same problem?
I can't check it with original english version of SH4 because i have no copy of that, but... I know someone who did and I will try to manage test with that.
Please, could you tell me if You managed some changes with files connected with indicator backgrounds (some graphics touch ups or else)?
Regards
Seal
thumper
03-12-08, 11:03 AM
I have installed trigger maru and the overhaul patch..But i have no outside camera's...:nope: What do i do to make them work??:damn:
I have installed trigger maru and the overhaul patch..But i have no outside camera's...:nope: What do i do to make them work??:damn:
If you go into the documentation folder you will find the answer, there is a way to edit a file and get your camera's back.
Also, in the stickied thread there is an FAQ that may answer your question.
Happy Hunting!
TDK1044
03-12-08, 12:08 PM
I'm running SH4 1.5 with just the TMO mod and I'm loving it. I'll be very interested in U Boats once the Atlantic campaign is completed, but until then I'm quite happy running this game with just one supermod.
Many thanks for all the work, Duci!
Ducimus
03-12-08, 01:12 PM
TMO SP1 is up, see thread for details:
http://www.subsim.com/radioroom/showthread.php?t=132894
Roger Dodger
03-13-08, 12:46 AM
I'm unable to take any screenshots ([CTRL]+F11). Any ideas why?
TMO + appropriate RSRDC (no 1.5)
Ducimus
03-13-08, 02:27 AM
No ideas why. I just took 5 screenshots about 2 mins ago.
bruschi sauro
03-13-08, 03:45 AM
>> RE: no background on sonar indicators and other indicators.
I am utterly confused. I think theres 3 reports of this that im aware of, but nobody else is making similar complaints. I beleive there is something SPECIFIC causing this for those folks. I wish i could find what that specific something is, because i can't duplicated it on my machine. I did a 60 day patrol to Honshu in my gato, and didnt have any problem at all. Nor on the multiple single test runs ive done (where my standard test sub is a Gato). If theres a Gremlin in the boat, i can't seem to find him.
>>RE: s there any way i can implament the symbols that are missing on the hud buttons due to the diferance between 1.5 TMO and u-boat missions
At this time, i am not touching anything related to the uboats outside of making sure it doesnt crash (fix for that soon to be released as part of TMO SP1). When im fully finished with the PTO game, THEN ill think about uboat stuff. The only people on the TM mod team are, Me, myself, and I. And none of us have the time to devote to uboats right now. :88) If and when i do have the time (and motivation), it will be to make the indian ocean as i orginally envisoned it waaaayyy back before GWX was even thought of. But right now, the Silent service and the pacific theater are the only things on my list. One thing at a time.
>>RE: Im searching for these file that contains the crew limits (oficcers, etc).
data/submarine/NSS_*.*/*.UPC
Somewhere near in the top of the file.Boss is strange but i have installed manually the mod and it work wery well ( TKS FOR YOUR JOB) but if i installed with jsgme the mod not work. What do you think about it? I have the version 1.7.08.
Ducimus
03-13-08, 09:22 AM
You may be onto something there. Im using version 2.0.1.102
I know Jones has improved the functionality alot since version 1.x, i wonder if thats the problem.
DrBeast
03-13-08, 09:46 AM
You may be onto something there. Im using version 2.0.1.102
I know Jones has improved the functionality alot since version 1.x, i wonder if thats the problem.
Older versions of JSGME are CASE SENSITIVE. That could seriously foul up the mod installation and backup keeping process. I strongly suggest you get the newest version available, brunschi sauro. :yep:
Ducimus
03-13-08, 09:58 AM
I totally forgot about that. Yup, that would most definatly cause a problem.
bruschi sauro
03-13-08, 10:15 AM
TKS FOR THE HELP MATES:ping:
I downloaded TM 1.7.6. Is this the most recent version? I basically have vanilla SH4 with the 1.4 patch, no uboat addon. Just been reading through all the threads on the mod and there are a lot of versions and fixes and addons. I just want to confirm that I can install 1.7.6 on vanilla SH4, patched to 1.4 and be good to go. Thanks.
I downloaded TM 1.7.6. Is this the most recent version? I basically have vanilla SH4 with the 1.4 patch, no uboat addon. Just been reading through all the threads on the mod and there are a lot of versions and fixes and addons. I just want to confirm that I can install 1.7.6 on vanilla SH4, patched to 1.4 and be good to go. Thanks.
Ok, first patch SH4 to version 1.4
Then, copy the whole install to a safe place on your hard drive. Thats insurance and its free.
Download Trigger Maru Overhaul for 1.4 add that using JSGME. Read all the documentation in the folders and the FAQ.
Link to TMO for 1.4 http://files.filefront.com/REL+TriggerMaru+Overhaul7z/;9699299;/fileinfo.html
Then enjoy it ....!
Happy Hunting!
dean_acheson
03-14-08, 12:46 PM
Ducimus,
I'm sure that I'm just not seeing this somewhere, but did you decide to go ahead and make the interior darker in TMO?
I ran it last night, and it seemed so to me.
Is so, is there anyway to reverse engineer that? I am really praying that I didn't miss this when I read through the faqs just now.
Sorry for being a pest.
Ducimus
03-14-08, 02:20 PM
I made it a TINSY bit darker then stock.. i think. but not as dark as before.
Axlwolf
03-14-08, 02:48 PM
Trigger maru overhaul doesnt work for me.I'm using the latest version of JSGME.
In a single mission i've created my german crew doesn't have their uniform.I can only see floating heads in the control room and in the conning tower.The german campaign doesn't work.
dean_acheson
03-14-08, 03:44 PM
I made it a TINSY bit darker then stock.. i think. but not as dark as before.
I seem to remember some fellow posting some type of tutorial on this. I remember your poll on what folks thought about it awhile back.
Ducimus
03-14-08, 03:44 PM
Trigger maru overhaul doesnt work for me.I'm using the latest version of JSGME.
In a single mission i've created my german crew doesn't have their uniform.I can only see floating heads in the control room and in the conning tower.The german campaign doesn't work.
http://www.terminally-incoherent.com/img/facepalm.jpeg
dean_acheson
03-14-08, 03:49 PM
LOL @ that.
Ducimus
03-14-08, 03:59 PM
http://www.badmovies.org/tvshows/startrek/kirk.jpg
"Doesn't ANYONE........ ever..........READ anymore?!"
dean_acheson
03-14-08, 04:02 PM
the other picture is funnier. ;)
Axlwolf
03-14-08, 04:16 PM
:shifty:
Im sorry,maybe i've lost some explanation,but it still doesnt work
Ducimus
03-14-08, 04:32 PM
Sorry, Axlwolf, not my intention to pick on you specifically. Im just venting over the fact that i get similar questions posted towards me, or PMs of the same when ive explained myself in this particular bit of buggery a number of times.
Such as the first post in this very thread.
and again Here.
http://www.subsim.com/radioroom/showthread.php?t=132680
and even a little bit here.
http://www.subsim.com/radioroom/showthread.php?t=132894
ReallyDedPoet
03-14-08, 04:52 PM
Saw the Star Trek stuff, just had to post this :lol:
http://echosphere.net/star_trek_insp/insp_ingenuity_preview.jpg
RDP
Axlwolf
03-14-08, 05:01 PM
Sorry, Axlwolf, not my intention to pick on you specifically. Im just venting over the fact that i get similar questions posted towards me, or PMs of the same when ive explained myself in this particular bit of buggery a number of times.
Such as the first post in this very thread.
and again Here.
http://www.subsim.com/radioroom/showthread.php?t=132680
and even a little bit here.
http://www.subsim.com/radioroom/showthread.php?t=132894
Sorry to be acid too,but after several hours bashing my head against the wall i really jumped over here.Maybe it was the several old bug returned in this new expansion :-?
I was really hoping in some quick modder fix.But it seem i will have to wait.
Ducimus
03-14-08, 07:27 PM
I'll get around to fixing things in the uboat area within TM soon enough. But, first thing is first. The pacific and fleetboats. That is my priority and main scope. Once my main priorities are satisfied, ill move on from there.
Torpex752
03-14-08, 09:37 PM
First let me say thank you again Ducimus for all the single handed efforts that went into making TM possible.
My question; is anyone missing the gage faces? I've looked and havent found anybody else having this issue. I reloaded SH4 (clean install)-the U-Boat patch, then installed TMO for 1.5 and then the service pack, thats it. Not sure what it is, there are no other mods installed. I'm lost with no gage faces.
I just found one of the earlier posts on this so.....
Its with a gato in late 43, and a gato in 42 (I tried the new command option) Game performs fine, I tried playing with different settings and it made no diff. Definately a change since 1.4. Not sure if its a TMO or the U-Boat/1.5 patch.
Frank
Ducimus
03-14-08, 09:48 PM
Are you running the latest version of JSGME?
Some of the earlier versions are case sensitive in directory pathing.
Axlwolf
03-15-08, 04:37 AM
Sorry ducimus,i was "angry" because i love your mod :)
In fact i downloaded it the day before i get the expansion.
Take your time and do a good work.
Thanks.
ICApproval
03-15-08, 06:03 AM
I am OK with the gauges. Running TMO as instructed.
TMO is working fine for me and I am enjoying a great mission in Bungo Straits, now heading for the Luzon Straits.
Stadimeter also wrking without Horizontal X hairs.
Great stuff Ducimus!
Torpex752
03-15-08, 07:29 AM
Are you running the latest version of JSGME?
Some of the earlier versions are case sensitive in directory pathing.
Thanks for the reply.... V2.0.1.102, the one at Jonesoft site. Is this correct?
I'm going to D/L TMO again to make sure something didnt get doinked in the D/L process.
Frank
Ducimus
03-15-08, 10:52 AM
An older build of JSGME is the only thing i can think of. Because only a select few people seem to have the "no dials" problem in the gato styled interior, and i remember at least one prior version that was case sensitive. And if the case didn't match what was in the games directory pathing, it handled it very much like a unix machine. Which is to say. "This" is different from "this". At any rate I havent seen the problem at all, nor can i recreate it, so im flabbergasted, simply put.
Ducimus, did you use this for 1.5:
Type16=Elite Patrol Craft
Type17=Elite Destroyer escort
Type18=Elite Escort Carrier
Type19=Super Fleet carrier
Type20=Super Battleship
Type17=Elite Destroyer escort
Bungo Pete can have his own class...
Ducimus
03-15-08, 01:01 PM
Ducimus, did you use this for 1.5:
Type16=Elite Patrol Craft
Type17=Elite Destroyer escort
Type18=Elite Escort Carrier
Type19=Super Fleet carrier
Type20=Super Battleship
Type17=Elite Destroyer escort
Bungo Pete can have his own class...
Ohh... you know i added the new unit types. but it didnt even OCCUR to me to use type 17. :damn: :damn:
An older build of JSGME is the only thing i can think of. Because only a select few people seem to have the "no dials" problem in the gato styled interior, and i remember at least one prior version that was case sensitive. And if the case didn't match what was in the games directory pathing, it handled it very much like a unix machine. Which is to say. "This" is different from "this". At any rate I havent seen the problem at all, nor can i recreate it, so im flabbergasted, simply put.
DUCIMUS and all other folks that have problem with missing gauges...
I'VE FOUND IT!!!! :)
After hours of testing, installing, uninstalling, thinking... finally I've found reason of the problem (for me, of course, it works... i do not know if it will work for others with the same problem).
I thougt first that can be problem with localisation of game (polish version), but the same happen with english version (thanks to my colague for borrow it to me). But at first TMO works fine. I thiught I was right with localisation problem. But then i installed other mods and changed options and it happen again. So i rolled back with all instalation. After cleaning registry, i installed SH4 again with addon and TMO. And then started testing with options first.
It was so simple! You must have checked in options settings "TEXTURES QUALITY HIGH". Then everything works fine... :D
Thanks Ducimus once again. I hope this post will help to other people.
Regards
Ad seal
Hi I am surprised to find anyone with the same problem than me so let me explain my problem and I hope someone would help me...
I have installed SH4 and Uboat mission since yesterday and I would like to install TMO so I have downloaded TMO and TMO sp1 following the instructions. I have no other mod installed. But when the game begin (during the loading of the title screen), I have a windows error message: "file not found: data/menu/gui/layout/radio_message.dds" and other message like this for other missing files.
Somebody knows what can I do please? TY!
mmm... sorry I think I have found the problem (I hope), I have this mod:
REL_TriggerMaru_Overhaul.7z
and I should have this one:
SH4-ver15_TMO.7z
... I haven't seen there was 2 mods... I am downloading. I think it will be ok. Sorry.:oops:
Ducimus
03-15-08, 08:09 PM
It was so simple! You must have checked in options settings "TEXTURES QUALITY HIGH". Then everything works fine...
DOH! Looks more like i forgot to add the gato texture dials to the low rez tex directory. :damn: :damn: :damn:
Ducimus
03-15-08, 08:10 PM
mmm... sorry I think I have found the problem (I hope), I have this mod:
REL_TriggerMaru_Overhaul.7z
and I should have this one:
SH4-ver15_TMO.7z
... I haven't seen there was 2 mods... I am downloading. I think it will be ok. Sorry.:oops:
>>REL_TriggerMaru_Overhaul.7z
This w as the orginal TMO release under sh4 1.4
>>SH4-ver15_TMO.7z
This is TMO updated to run under sh4 1.5
Hi, sorry if answers have been already posted but I can't find them. :oops:
First, thank you very much Ducimus for your work to make SH4 better, really great job. I have just some bugs with the last mod and I hope this post would help you to improve again your "super mod"!
So, in uboat campaign, when I go to sonar room, all the screen is black without the object in first view (as the command buttons and the notepad) It is like someone has turn off the light... :damn:
All icons you have added like "estimate range to target" (very usefull) have no drawing on the buttons. (not very annoying cause there is interactive help) but just more pretty!... :oops:
My crew has no eyes!!!... not all my crew, just the men on the bridge! It is a shame for this guy who have to look after ennemy ship!... :rotfl:
Here it is, see you soon! TY! :arrgh!:
Torpex752
03-16-08, 09:30 AM
Yep, that was the fix, however it was weird. When I checked the settings it was in High so I thought...dang..thats not it. Then I figured I'll unset it hit "apply" start the game and then change it in game. That fixed it. Thanks again for looking, I am sorry that was the problem, I should have tried that before posting.
Frank
Hi, sorry if answers have been already posted but I can't find them. :oops:
First, thank you very much Ducimus for your work to make SH4 better, really great job. I have just some bugs with the last mod and I hope this post would help you to improve again your "super mod"!
So, in uboat campaign, when I go to sonar room, all the screen is black without the object in first view (as the command buttons and the notepad) It is like someone has turn off the light... :damn:
All icons you have added like "estimate range to target" (very usefull) have no drawing on the buttons. (not very annoying cause there is interactive help) but just more pretty!... :oops:
My crew has no eyes!!!... not all my crew, just the men on the bridge! It is a shame for this guy who have to look after ennemy ship!... :rotfl:
Here it is, see you soon! TY! :arrgh!:
In the Readme you will find instructions on how to setup TMO so that you can use the U-Boats, although released for the 1.5 Addon. TMO is not for U-Boats, it is Fleet Boat only.
There is a folder that you must add via JSGME that makes the U-Boats playable...i.e. fixing your above posted problems. I am a bit fuzzy this am...hope I am right.
Good Luck!
Thanck you Wilcke but I have installed (via JSGME) the folder you spoke. His name : "TMO_Enable_Uboat". The Deutch campaign doesn't work at all without this mod.
scrapser
03-16-08, 01:09 PM
Does the 1.5 version have the problem kriller2 mentions in his PACIFIC ENVIROMENTS 1.1a release? The bug has something to do with clicking on a crewmember and getting a blank screen. I'm assuming TMO 1.5 has the ROW mod included.
Sorry if this is redundant. I'm just getting started with SH4. I have the Uboat add-on and everything is stock right now.
I'm installing:
TMO 1.5 (plus service pack 1)
RSRD (current release)
Thanks
I downloaded TM 1.7.6. Is this the most recent version? I basically have vanilla SH4 with the 1.4 patch, no uboat addon. Just been reading through all the threads on the mod and there are a lot of versions and fixes and addons. I just want to confirm that I can install 1.7.6 on vanilla SH4, patched to 1.4 and be good to go. Thanks.
Ok, first patch SH4 to version 1.4
Then, copy the whole install to a safe place on your hard drive. Thats insurance and its free.
Download Trigger Maru Overhaul for 1.4 add that using JSGME. Read all the documentation in the folders and the FAQ.
Link to TMO for 1.4 http://files.filefront.com/REL+TriggerMaru+Overhaul7z/;9699299;/fileinfo.html
Then enjoy it ....!
Happy Hunting!
Thanks Wilcke. There are so many different versions and since I just bought SH4 a few weeks ago it's like trying to catch up on a year of homework or something figuring out which mod is which.
Ducimus
03-17-08, 03:48 AM
Does the 1.5 version have the problem kriller2 mentions in his PACIFIC ENVIROMENTS 1.1a release? The bug has something to do with clicking on a crewmember and getting a blank screen. I'm assuming TMO 1.5 has the ROW mod included.
Sorry if this is redundant. I'm just getting started with SH4. I have the Uboat add-on and everything is stock right now.
I'm installing:
TMO 1.5 (plus service pack 1)
RSRD (current release)
Thanks
If you play the german campaign without the uboat fix enabled, then ya you'll get black/blank screen. As an aside, read the original post very closely.
Wow I totally love the aaapearance of this mod! However I noticed that the realism settings don't seem to adjust to custom and remain at high realism. I'm thinking this might be intentional and I may need to wait until I have more that five days playing time under my belt to play this one. Again, awesome well done mod! Also I was wondering what RSRD stood for as it is the third item needing to be downloaded and installed?
Wow I totally love the aaapearance of this mod! However I noticed that the realism settings don't seem to adjust to custom and remain at high realism. I'm thinking this might be intentional and I may need to wait until I have more that five days playing time under my belt to play this one. Again, awesome well done mod! Also I was wondering what RSRD stood for as it is the third item needing to be downloaded and installed?
When you are in the office just prior to starting your carreer, there is a book case to the left, if you click over there you will get an options screen to pop up and then you can set your realism settings.
I know clear as mud; I am at work on lunch break! Sorry!
Someone post him pic please!
RSRD-Run Silent Run Deep Campaign a great MOD that completely overhauls the campaign in SH4 in order for it to be realistic. Just for kicks run your first career without it and then add for the second. Enjoy!
Happy Hunting!
Ah ok that makes more sense to me! Thanks so much Wilcke!
antares81
03-17-08, 03:52 PM
So the FAQ on the first page of this thread states:
12.) Is TMO compatible with WernerSobe's "realistic sinkings physics" mod?
As of sh4 1.5, i can't in good conscience say it is anymore.
Now, I was under the impression that NSM is included in TMO.
So does this mean that the NSM that is included will not work? Or that applying the realistic sinkings physics mod over top of TMO won't work?
Am I missing the point?
Thanks.
Installed TMO a few days ago. I'm enjoying it immensely. THere is one aspect of the vanilla SH4 I miss and that is having the time compression immediately go back to 1x upon visual or other contact of a boat or plane. It appears that TMO won't do that. At least it didn't with the first few fishing vessels I came upon. I've looked through the FAQ adn other docs that came with the download and coudln't find an answer. Is there a way to turn this function back on? Thanks in advance.
Ducimus
03-17-08, 06:45 PM
>>Now, I was under the impression that NSM is included in TMO.
No its not. IT was at one point, but i removed it becaues it had some issues.
>>Or that applying the realistic sinkings physics mod over top of TMO won't work?
Currently, I would not apply NSM to any mod under sh4 1.5. I saw Wernersobe himself has advised not to in at least one forum post.
>>I miss and that is having the time compression immediately go back to 1x upon visual or other contact of a boat or plane.
The mod has absolutley nothing to do with that, nor would it effect it. Try editing the main.cfg file in your mydocuments/sh4/ directory.
Thanks for the suggestion
There is posible to do in SHIV/TMO sunk model like in SHIII/GWX ?
I really like to see slowly logical way when ships sunk like the way it is :)
NSM is what i need?
thx for answ.
Defiance
03-18-08, 04:27 AM
utops,
Wernersobe as i understand has studies and when he gets some time will look into NSM for 1.5 so this will sort the physics out nicely
Well Mr Duci i am loving this overhaul :)
:rock:
Have Fun
Ciao
Def
That will be fun :)
and BTW thx every one of you who stick finger to this mod,... really stock SHIV is souless and annoying and TMO is that missing soul.
cheers :()1:
Sailor Steve
03-18-08, 11:18 AM
utops...WELCOME ABOARD!:sunny:
Powerthighs
03-18-08, 04:20 PM
Hello Ducimus, thanks for all your work on Trigger Maru. It, along with RSRD, makes SH4 worth playing.
Quick question: Is there a way I can modify TMO to put the grainy effect of the PP filters back into the game? I remember some discussion around this when TM first came out, but I can't find it with search.
Thanks,
Powerthighs
Roger Dodger
03-18-08, 07:07 PM
Installed TMO a few days ago. I'm enjoying it immensely. THere is one aspect of the vanilla SH4 I miss and that is having the time compression immediately go back to 1x upon visual or other contact of a boat or plane. It appears that TMO won't do that. At least it didn't with the first few fishing vessels I came upon. I've looked through the FAQ adn other docs that came with the download and coudln't find an answer. Is there a way to turn this function back on? Thanks in advance.
If you are using RSRDC, the first few fishing boats you run into will be neutrals (they will have green 'tails'), and the TC will not go back to 1X. Nor will it return to 1X for any allied shipping/warships.
RSRDC included neutral fishing boats in the mix. Stock SH4 didn't have any neutral fishing boats as I remember.
The TC will return to 1X upon sighting Japanese fishing boats, however. There was a 'convoy' of 5 - 200 tonners for me last night. Gave BOTH of my deck gun crews lots of practice (I'm in the Nautilus). You can also attack two targets at once by controlling the stern gun, and the 'crew' will handle the forward gun for the second target.
SuperCavitation
03-18-08, 08:41 PM
Ducimus,
Awesome mod. Loving it.
Quick question: I followed these instructions:
[Cmd50]
Name=Camera_on_next_unit
Ctxt=1
;Key0=0xBE,,">"
Page=0x34000000,3714
[Cmd51]
Name=Camera_on_prev_unit
Ctxt=1
;Key0=0xBC,,"<"
Page=0x34000000,3714
Simply remove the semicolon placed in front of the key assignment, and you have the next/previous cameras back.
... and now when I hit the keys the objects are all invisible, including myself. I'm pretty certain I have read the readme properly and I do have the external cam enabled.
I also, after making the changes, disabled/renabled the mod (and SP1) and started a whole new career.
What'd I miss?
EDIT: Ok, I put Greyling to sea and now what I'm discovering is that the "free camera mode" and the "chase cam" seem to be .... merged... somehow. When I view my ship, it's way to my left unless I use trhe "free cam" controls to straighten my view back out. What can I do to mod this back to the 'normal' way?
CDR Resser
03-19-08, 07:29 PM
I broached the subject of adding Bungo Pete and your new construction career option to the upcoming release of RFB.
It would seem that the campaign layers are not something that they are working on, at present. I probably missed a post somewhere along the way.
Would this be possible for someone to perform independently, with your kind permission of course. If so, would it simply involve inserting the proper files inthe proper locations.
Forgive my ignorance and I realize that this is not Burger King. Please feel free to tell me to go fly a kite. I understand that modding has taken up too much of your time and intruded too much on your life. Thanks for all your hard work.
Respectfully Submitted;
CDR Resser
Ducimus
03-19-08, 07:43 PM
Your free to use anything ive made, however you see fit. I make it a point not to get overly attached to stuff that is basicly public domain the instant it leaves my computer.
Bungo pete was released as a standlone mod, im sure if you search for it, you'll find it. NewCon, you'll need to take Parkers Tin Can 1 and 2 out of TM. As for Bungo pete appearing in RFB, thats up to you. "Bungo Pete" is fiction, created in the mind of Edward Beach, but arguably inspired by historical figures of the time, but fiction none the less. Hence, i wouldnt expect to see him appear in RFB, which strives to keep itself 100% historically accurate, where as i may deviate from that from time to time.
CDR Resser
03-19-08, 07:54 PM
Thanks for the info. I will search for the Bungo Pete mod.
As I said in the post on the RFB thread, realism with just a touch of whimsy sounds just about right to me. I think thats why TM appeals to me. Your additions make reality more "real". You are truly an artist. Thanks.
Respectfully Submitted;
CDR Resser
The General
03-21-08, 03:50 PM
SH5 is dangerously close to being perfect. I just have a problem with damage since SP2. Once a plane has bombed me and done any damage to the Engines, that's it, they're kaput! No amount of repairs can slavage them and I just become a drifting bath-tub. Also, once damaged, I sink like a stone if I attempt to submerge. This is not the first time I've heard about this problem. I believe some were experiencing the exact same thing all the way back to the Stock game. Everything else is amazing! Please help?
Iain MacLean
03-21-08, 06:49 PM
Hey all,
Just getting started with TM and RSRD, and have to say, I am glad I played through the stock game for a while before changing over- that way, I can see just how much better you all have made it. Firstly, my thanks.
Now, a few questions- and yes, I went through the read-me...:)
Actually, it's one broad question, and several possible answers- I'm not sure which changed this, TM or RSRD, so I figured I'd just ask everyone-
What can I do to reset my key bindings to what they were in the stock version? So far, the only thing that I've been missing/noticed is that my Enter key no longers fires torpedoes, and that my Backspace key no longer pauses the game. I know there is a config file somewhere I can fiddle with- I would just like the keyboard setup to get back to something I'm used too.....
Thanks all for the help, and again, wonderful work on these mods.
scrapser
03-22-08, 11:33 AM
I started off with TMO v1.5 and the SP1 file. Now I see SP1a and SP2 files are available. Do I need to disable the SP1 file and only use the new SP1a and SP2 files or do the two new files install on top of SP1?
I'm also using RSRD and want to try the new Environmental 4.0 files with TMO. Has anyone else used this mod with TMO and RSRD?
Thanks much!
Ducimus
03-22-08, 11:42 AM
http://www.subsim.com/radioroom/showthread.php?t=133417
Is there a way to get the color codes for map contacts back (blue / red)? And another question, how can I get the different map icons for contacts (convoi / warship / merchant / task force) back?
Thanks in advance. :)
Toltol,
Try reading the FAQ section in the first post it will answer your question.
http://www.subsim.com/radioroom/showthread.php?t=132330
Toltol,
Try reading the FAQ section in the first post it will answer your question.
http://www.subsim.com/radioroom/showthread.php?t=132330
I did, but the answer is not there. Mind you, I'm not talking about "ship sillouttes" or "tails" but the contact icon itself (small / big square, small / big diamond) and its color here.
Edit:
Found it, for anyone with the same problem: delete the folder data/menu/gui/units from TMO and then reinstall the mod.
Enjoying TM immensely. Discovered that I prefer the stock wake and propeller bubbles graphics because I confirmed that my machine runs smoother with the older graphics. Nothing personal against the work in the mod (Because it's spectacular), but I'm trying to find the files in TMO that modded the new wake graphic and the new propeller churning/bubbles graphic so I can change them back. Any ideas? Thanks.
gouldjg
03-23-08, 04:12 AM
Thanks for all the hard work Ducimus and co.
It is greatly appreciated.
Jay
SuperCavitation
03-23-08, 11:26 AM
What can I do to mod this back to the 'normal' way?
For anyone who wondered the same: Uninstalling TMO and deleting the camera.dat file included with TMO fixes the issue. Then reenabling TMO.
TDK1044
03-23-08, 02:45 PM
What can I do to mod this back to the 'normal' way?
For anyone who wondered the same: Uninstalling TMO and deleting the camera.dat file included with TMO fixes the issue. Then reenabling TMO.
What folder is the file in?
Ducimus
03-23-08, 05:29 PM
Service Pack 1 Bravo is up.
I decided to use the phonetic alphabet to try and avoid any confusion as to what version of SP1 is current.
changes:
//wave state 4 scale adjustment for smaller waves by W_clear
//scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax set to stock values.
//lightshaft shaders, float opacity=0.004; to float opacity=0.001
//changed default location on CT camera.
//added corrected version of oakgrooves TDC panel by Syxx_Killer
// doubled hitpoints on aircraft damage zones.
// doubled hitpoints on ASW aircraft zon files.
// sim.cfg->Visual->Detection time from 0.5 to 0.45
//added intro screen fixed by U56_Dragon
D/L Link:
http://files.filefront.com/TMO+ServicePack+1+Bravo7z/;9876158;/fileinfo.html
ReallyDedPoet
03-23-08, 06:07 PM
Nice Ducimus :up:
RDP
scrapser
03-23-08, 08:25 PM
Couple questions.
A previous poster mentioned fixing the free camera view so it's centered on your boat by deleting the "camera.dat" file from TMO. I can't find that file anywhere using my search tool. Is this the correct file or was he mistaken?
The FAQ mentions restoring "ship sillouttes" by deleting a whole mess of DDS files. What exactly are these? Are they the ship icons you would see if you zoom in real close on the NAV map? I remember in SH3 you could tell what the ship was by zooming in close. Just trying to understand what the modification accomplished.
So far, the sim looks incredible. Nice work Ducimus!
Thanks
RocketDog
03-24-08, 04:09 AM
Thanks Ducimus!
Cheers,
RD.
Ducimus,
I finally bought the addon for SH4. I had the excuse that I'm not living in the USA, or Canada, or Mexico and share you're feelings about playing a Uboat sim. But the game will never be the same if I think there is something else out there with more of your great modding capabilties. So there really was no choice anymore, since I got the feeling that your are still working on making your own mods even better and better again. So on one hand I hope you will stop modding :hmm: and on the other hand, plse don't :nope: :oops: . Every update or FINAL release from you makes me enjoy the game even more. TMO is great! And next weekend I hopefully will be using the ADDON with your mods. The webstore (Bol.com) just shipped it today on a DVD and just had the warning signal from my download. Het downloaden is voltooid (download completed). Now I must wait for the next weekend :rotfl: :damn:
I'll say in advance: THANKS for this great mod (again):up: . Maybe I'll even do a fresh install (if that is necessary).
happy hunting (and modding)
Kind regards from the Netherlands,
Aniuk
DrBeast
03-24-08, 08:03 AM
What can I do to mod this back to the 'normal' way?
For anyone who wondered the same: Uninstalling TMO and deleting the camera.dat file included with TMO fixes the issue. Then reenabling TMO.
What folder is the file in?
It's under Data\Library.
TDK1044
03-24-08, 09:25 AM
Thanks.
Ducimus
03-24-08, 03:43 PM
Is the unit cam that big of an issue? I would have thought folks would like it the way it is, you can get some REALLY cool views with it.
CinC Battleforce
03-24-08, 04:16 PM
As you can tell by mid 1943, the S-boats working in the Aleutions were equiped with radar of the SJ type.
http://www.navsource.org/archives/08/0815802.jpg
This is S-47 in 1943 as you can see her radar is there.
Also http://www.navsource.org/archives/08/0815305.jpg
This is S-42
http://www.navsource.org/archives/08/0815610.jpg
and this is S-45
as you can tell they all carry SJ radar and the S-45 there is also showing SD radar
So I was wondering how can i restore radar to S-boats from mid 1943 onwards
Working on getting photos back please bear with me
Is the unit cam that big of an issue? I would have thought folks would like it the way it is, you can get some REALLY cool views with it.
I do like it!! plse do not change it. :oops: Aniuk
scrapser
03-24-08, 06:02 PM
I would still like to know what the following is about....
"The FAQ mentions restoring "ship sillouttes" by deleting a whole mess of DDS files. What exactly are these?"
Plus, from reading this thread, I take it I do not need:
Historical 4 Blade prop fix
Environmental 4.0 (or the W_Clear version)
as they are already included in TMO. Is this correct?
Thanks
ReallyDedPoet
03-24-08, 06:23 PM
I would still like to know what the following is about....
"The FAQ mentions restoring "ship sillouttes" by deleting a whole mess of DDS files. What exactly are these?"
Plus, from reading this thread, I take it I do not need:
Historical 4 Blade prop fix
Environmental 4.0 (or the W_Clear version)
as they are already included in TMO. Is this correct?
Thanks
Instead of the blobs ( dots ) you get what the contacts look like in stock if you delete. Yes to the Historical Blades and the Enviromental Mod, both included.
RDP
scrapser
03-24-08, 09:51 PM
I would still like to know what the following is about....
"The FAQ mentions restoring "ship sillouttes" by deleting a whole mess of DDS files. What exactly are these?"
Plus, from reading this thread, I take it I do not need:
Historical 4 Blade prop fix
Environmental 4.0 (or the W_Clear version)
as they are already included in TMO. Is this correct?
Thanks
Instead of the blobs ( dots ) you get what the contacts look like in stock if you delete. Yes to the Historical Blades and the Enviromental Mod, both included.
RDP
Thanks for the info. I forget to ask about the warning that goes with deleting those files. It says some are not stock, so if you delete them they won't appear at all. This throws me. Does it mean there won't be a contact image on the map or the ships disappear from the sim entirely?
Sorry to seem dense, but I'm not as fluent with the mods as many here are. If someone could explain this I would appreciate it. I guess I need to get into a few encounters too to help understand the changes.
SuperCavitation
03-25-08, 09:00 AM
Thanks for the info. I forget to ask about the warning that goes with deleting those files. It says some are not stock, so if you delete them they won't appear at all. This throws me. Does it mean there won't be a contact image on the map or the ships disappear from the sim entirely?
Sorry to seem dense, but I'm not as fluent with the mods as many here are. If someone could explain this I would appreciate it. I guess I need to get into a few encounters too to help understand the changes.
I took it to mean that there are new ships included with the mod that you won't find in the regular game. So, there are no red sillouttes created for these new ships - there never were, just "blobs." Therefore, if you delete all of the dds files, you will lose all "blobs" for said ships and you won't be able to see them on the map, assuming you have map update enabled.
ReallyDedPoet
03-25-08, 09:04 AM
I would still like to know what the following is about....
"The FAQ mentions restoring "ship sillouttes" by deleting a whole mess of DDS files. What exactly are these?"
Plus, from reading this thread, I take it I do not need:
Historical 4 Blade prop fix
Environmental 4.0 (or the W_Clear version)
as they are already included in TMO. Is this correct?
Thanks
Instead of the blobs ( dots ) you get what the contacts look like in stock if you delete. Yes to the Historical Blades and the Enviromental Mod, both included.
RDP
Thanks for the info. I forget to ask about the warning that goes with deleting those files. It says some are not stock, so if you delete them they won't appear at all. This throws me. Does it mean there won't be a contact image on the map or the ships disappear from the sim entirely?
Sorry to seem dense, but I'm not as fluent with the mods as many here are. If someone could explain this I would appreciate it. I guess I need to get into a few encounters too to help understand the changes.
You have a question, I'll do my best ( or other's will ) to answer it, nothing to feel bad about.
Ducimus mentioned awhile back that some of the files he added are not stock so your right, in some cases they won't show up. I have what you are asking for my set-up and have not found to many instances where a ship does not have a corresponding shape, so I can live with this.
Try it out and see what you think, you could always back up what you are deleting so if you don't like it you can go back to your current set-up. Sound like a plan?
By the way there is also a mod at UBI that you may want to check out:
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/4281098036
I am not poking fun by the way ( see name of the above mod :lol::lol: ), rather it has some of the stuff you are looking for, plus a few other things.
Let me know how you make out :yep:
RDP
SuperCavitation
03-25-08, 09:04 AM
Is the unit cam that big of an issue?
Probably not everyone, but it was enough for me that I went after it saturday morning. LOL.
scrapser
03-25-08, 09:19 AM
I would still like to know what the following is about....
"The FAQ mentions restoring "ship sillouttes" by deleting a whole mess of DDS files. What exactly are these?"
Plus, from reading this thread, I take it I do not need:
Historical 4 Blade prop fix
Environmental 4.0 (or the W_Clear version)
as they are already included in TMO. Is this correct?
Thanks
Instead of the blobs ( dots ) you get what the contacts look like in stock if you delete. Yes to the Historical Blades and the Enviromental Mod, both included.
RDP
Thanks for the info. I forget to ask about the warning that goes with deleting those files. It says some are not stock, so if you delete them they won't appear at all. This throws me. Does it mean there won't be a contact image on the map or the ships disappear from the sim entirely?
Sorry to seem dense, but I'm not as fluent with the mods as many here are. If someone could explain this I would appreciate it. I guess I need to get into a few encounters too to help understand the changes.
You have a question, I'll do my best ( or other's will ) to answer it, nothing to feel bad about.
Ducimus mentioned awhile back that some of the files he added are not stock so your right, in some cases they won't show up. I have what you are asking for my set-up and have not found to many instances where a ship does not have a corresponding shape, so I can live with this.
Try it out and see what you think, you could always back up what you are deleting so if you don't like it you can go back to your current set-up. Sound like a plan?
By the way there is also a mod at UBI that you may want to check out:
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/4281098036
I am not poking fun by the way ( see name of the above mod :lol::lol: ), rather it has some of the stuff you are looking for, plus a few other things.
Let me know how you make out :yep:
RDP
Thanks RDP...will do. I like having the ship tails and icons on the map. I do back up anything I mess with so I can roll back if necessary. Thanks for the link, too. I actually considered that mod version but decided against it. I played SH3 with lots of mods and feel confident I know how to handle the boat. I guess the best thing at this point is to get my feet wet and see how things work, make decisions from there. I will let you know how it goes.
ReallyDedPoet
03-25-08, 09:24 AM
I would still like to know what the following is about....
"The FAQ mentions restoring "ship sillouttes" by deleting a whole mess of DDS files. What exactly are these?"
Plus, from reading this thread, I take it I do not need:
Historical 4 Blade prop fix
Environmental 4.0 (or the W_Clear version)
as they are already included in TMO. Is this correct?
Thanks
Instead of the blobs ( dots ) you get what the contacts look like in stock if you delete. Yes to the Historical Blades and the Enviromental Mod, both included.
RDP
Thanks for the info. I forget to ask about the warning that goes with deleting those files. It says some are not stock, so if you delete them they won't appear at all. This throws me. Does it mean there won't be a contact image on the map or the ships disappear from the sim entirely?
Sorry to seem dense, but I'm not as fluent with the mods as many here are. If someone could explain this I would appreciate it. I guess I need to get into a few encounters too to help understand the changes.
You have a question, I'll do my best ( or other's will ) to answer it, nothing to feel bad about.
Ducimus mentioned awhile back that some of the files he added are not stock so your right, in some cases they won't show up. I have what you are asking for my set-up and have not found to many instances where a ship does not have a corresponding shape, so I can live with this.
Try it out and see what you think, you could always back up what you are deleting so if you don't like it you can go back to your current set-up. Sound like a plan?
By the way there is also a mod at UBI that you may want to check out:
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/4281098036
I am not poking fun by the way ( see name of the above mod :lol::lol: ), rather it has some of the stuff you are looking for, plus a few other things.
Let me know how you make out :yep:
RDP
Thanks RDP...will do. I like having the ship tails and icons on the map. I do back up anything I mess with so I can roll back if necessary. Thanks for the link, too. I actually considered that mod version but decided against it. I played SH3 with lots of mods and feel confident I know how to handle the boat. I guess the best thing at this point is to get my feet wet and see how things work, make decisions from there. I will let you know how it goes.
Ok scrapser, good luck with it :up:
RDP
CinC Battleforce
03-25-08, 03:11 PM
found what i was doing. found the radars
thinks for a great mod
scrapser
03-25-08, 07:33 PM
Okay...I'm on my way to Japan and using the crossing as an opportunity to get back my familiarity. One thing I'm noticing is no matter what I do, the Options screen keeps resetting itself to "No External Camera". I try unchecking it, apply settings, start a career, and no free camera. I go back to options and the box is checked again.
I'm sure I'm missing something here. I installed the "SH4 1.5 Free camera Fix for Uboat. TMO, PE/ROW, Vanilla 1.5 (http://www.subsim.com/radioroom/showthread.php?t=132607&highlight=free+camera)" thinking maybe that would help but still nothing.
I have:
SH4 1.5
TMO updated to current
RSRD updated to current
High Res Dials
Free Camera Fix mentioned above
Thanks
Penelope_Grey
03-25-08, 07:34 PM
Apologies if you are aware of this Ducimus, but... in TMO the subs seem to smoke even when underwater.... :shifty:
Ducimus
03-25-08, 07:43 PM
I know. I dont quite understand that myself. I did test that before i put it up. I put in a controller which at the time seemed to stop the underwater rendering, but apparently its not working.
Its on my list of things to fix. If i can't fix it, ill just remove it.
If you can't fix it I hope you give us the option to keep it as I like it.
Ducimus
03-25-08, 09:13 PM
Problem for me is twofold
- Files, i consider too large and im trying to get away from mods installed over mods. (this Service pack thingy is a temporary measure)
- Personnaly, i dont use the external camera that much, so it doesnt bother me. However, If i leave it as is, i will hear nothing but nit picking complaints that will never end. I can document things 9 ways to sunday, but i garuntee ill keep hearing about the smoke rendering underwater and i will never hear the end of it. Rather then subject myself to that, id sooner just remove it.
scrapser
03-25-08, 09:33 PM
I'm not sure when I had the external camera working but it was definitely working at some point before the most recent TMO service packs. Are you going to leave it as is? I'm not trying to be a pest, just want to know it I should get used to not having it.
Thanks
claybirdd
03-25-08, 09:35 PM
I recently began a new career with external cam turned off and I will probably never go back. This one option has turned up the immersion factor two fold. I also find myself using the hydrophones MUCH more often. Mabye someday ill turn off Auto Targeting.
scrapser
03-25-08, 09:46 PM
I recently began a new career with external cam turned off and I will probably never go back. This one option has turned up the immersion factor two fold. I also find myself using the hydrophones MUCH more often. Mabye someday ill turn off Auto Targeting.
Thanks for sharing. I don't use it for any combat purposes, just to enjoy the view at good moments. I used it a lot in SH3. If it's gone, it's gone. I would rather have a good mod without it then anything else.
Ducimus
03-25-08, 10:39 PM
If you start a game under "normal" difficulty, the external cam is turned off by default. You can turn it back on in the realism options menu though.
scrapser
03-25-08, 11:07 PM
Thanks Ducimus. I wasn't aware of that. I am starting my campaign on Normal, so that must be it.
Thanks Ducimus. I wasn't aware of that. I am starting my campaign on Normal, so that must be it.
It is!
You can change it in this file: Silent Hunter 4 Wolves of the Pacific\Data\Cfg\GameplaySettings.cfg. Just change line NoExternalView in [Normal] section to "false".
Seal
Ducimus
03-26-08, 05:07 PM
So has anyone figured out yet that im not big on external cams? :rotfl:
Dominatus
03-26-08, 07:34 PM
Service Pack 1 Bravo is up.
I decided to use the phonetic alphabet to try and avoid any confusion as to what version of SP1 is current.
changes:
//wave state 4 scale adjustment for smaller waves by W_clear
//scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax set to stock values.
//lightshaft shaders, float opacity=0.004; to float opacity=0.001
//changed default location on CT camera.
//added corrected version of oakgrooves TDC panel by Syxx_Killer
// doubled hitpoints on aircraft damage zones.
// doubled hitpoints on ASW aircraft zon files.
// sim.cfg->Visual->Detection time from 0.5 to 0.45
//added intro screen fixed by U56_Dragon
D/L Link:
http://files.filefront.com/TMO+ServicePack+1+Bravo7z/;9876158;/fileinfo.html
First of all, a huge thank you for all of your tireless work Ducimus. This mod is really fantastic, and along with RSRD I find the game completely immersive. I've been playing since SH3 and loved both games with a passion - although my eyesight is suffering from all the late nights.
Ok, my question. I apologise for overcomplicating things, but I'd just like to be clear on this:
I've enabled the files in this order:
REL_SH4-ver15_TriggerMaru_Overhaul
TMO_ServicePack_1a
TMO_ServicePack_2
TMO_Enable_Uboat_ver2
RSRDC_TMOv15_V371
Now I've downloaded ServicePack_1b should I go back and unenable the mods in the reverse order to (and including) ServicePack_1a and then completely replace that in the MODS folder with 1b, then recomplete in the original order?
Please can you clarify. The original instructions in the first post don't account for an ongoing upgrade.
Your assistance is appreciated.
Ducimus
03-26-08, 07:39 PM
ServicePack_1b replaces ServicePack_1a. So yeah, uninstall in reverse order and toss ServicePack_1a in the bin if you want.
On a side note
tireless work
Acutally, im VERY tired. :rotfl:
Dominatus
03-26-08, 07:56 PM
Thanks for that m8.
I can appreciate your knackeredness. I've done a bit of programming myself, and so I know the red raw itchy eye feeling quite well. I did find a solution, but it requires a lot of self-discipline....
The hardest step. Switch off PC + Monitor (otherwise little light on monitor calls out with crying childs voice)
Prise squished ass out of chair (fresh air on pants is a shock at first, so be prepared)
Hit the toilet (it's probably been longer than you thought since last visit)
On way back, stop by large rectangular object in kitchem with door on it
Open said door. Remove cold bottle / can marked "hey remember me???"
Open said bottle / can
Sit down (NO, not back in computer chair. There are other chairs in the house)
Take long slow swig from said bottle / can.
RELAX
Have fun, and thanks once again.....
Ducimus
03-26-08, 08:02 PM
:rotfl: That is priceless! I love it.
scrapser
03-26-08, 08:43 PM
The external camera does not work in TMO if you don't start a new campaign. This is what I didn't realize. Even though I changed the options setting and the config file, the campaign I had started was set in stone.
I tried starting a new campaign and now I get the external view.
Ducimus
03-26-08, 08:54 PM
You talking about the next/previous cam?
See FAQ.
As for the F12 Free cam, it does work.
Honestly, i have to have both enabled in order for me to properly test the mod when i make changes to it - and i enable the next/previous cam, just how i describe in the FAQ.
scrapser
03-26-08, 10:28 PM
You talking about the next/previous cam?
See FAQ.
As for the F12 Free cam, it does work.
Honestly, i have to have both enabled in order for me to properly test the mod when i make changes to it - and i enable the next/previous cam, just how i describe in the FAQ.
No just the free cam (F12). I read the FAQ for the Next/Prev with no problem. What threw me here was thinking the options would apply to a campaign already in progress. I should have figured that one out myself.
Fincuan
03-26-08, 11:37 PM
The options do apply to a campaign in progress, you just have to change the correct options. That's done from your office while you're at port.
scrapser
03-27-08, 08:24 AM
The options do apply to a campaign in progress, you just have to change the correct options. That's done from your office while you're at port.
Thanks. Now that you mention it, SH3 worked the same way I believe. I just never changed them once I had set them the first time and it's been so long (couple years) I forgot all those details. But sub driving seems to have come back to me instantly...like riding a bike.
Are there any? I look at the campaign files and don't see any. I may be looking in the wrong files.
Fincuan
03-29-08, 02:04 PM
Thanks. Now that you mention it, SH3 worked the same way I believe. I just never changed them once I had set them the first time and it's been so long (couple years) I forgot all those details. But sub driving seems to have come back to me instantly...like riding a bike.
Yep IIRC in SH3 they can be adjusted just before going on a patrol, while in SH4 you adjust them in the office before clicking the huge map and getting your patrol objective. When I recently fired up SH3 after a long pause it took me a few minutes of ferocious clicking around the room to remember how it was done :)
Stew U-582
03-29-08, 06:28 PM
Im sure this will sound like a dumb question to some but please bear with me.
Are the service packs intended only for TMO 1.5 or can they be used on TMO1.4?
Question 2 ,if the service packs can be used on 1.4 are they compatible with RSRD?
Thanks in advance for your reply.
I would like to take this chance to thank all the modding comunity for their dedicated work. Its great to see so many people willing to freely share their work
and I can only hope one day I will be able to make a contribution in return.
Stew
Ducimus
03-29-08, 07:11 PM
SP's are 1.5 only.
Stew U-582
03-30-08, 02:55 AM
Thanks for your promt reply.
Ive got U Boat Missions on order from my local Game Shop so
ive only got a few days to wait before I can update my install.
Being located in Australia things are a bit slow here.
Looking forward to playing the latest version.
Thanks again,
Stew
Coreflux
03-31-08, 10:32 AM
I don't think I can really appreciate the mind boggling hard work put into this and all the other modders out there in the SHIV world. It's an incredible feat. I can only say thanks for what you and everyone else has done to immensely improve the game graphically but it really doesn't seem enough somehow. You guys are truly amazing :sunny:
scrapser
04-01-08, 08:25 PM
Forgive me but what's up with this scope? It looks like someone either left their fingerprints all over the lens or piled a bunch of wets leaves on it and left them there for several weeks before removing them.
The attack scope looks worn but fine as far as viewing goes.
Roger Dodger
04-01-08, 11:50 PM
Forgive me but what's up with this scope? It looks like someone either left their fingerprints all over the lens or piled a bunch of wets leaves on it and left them there for several weeks before removing them.
The attack scope looks worn but fine as far as viewing goes.
It would be nice if there was a button to push that would send a deckhand to clean those greasy fingerprints off the observation scope. I also noticed this, but just thought maybe my eyesight was getting dim.
Thanks for the clairfication, Scrapser. :rock:
Ducimus
04-02-08, 01:36 AM
Periscope, shmeriscopes, i just fixed the *******ing medals!
http://www.ducimus.net/sh4/preview/medals_fixed_01.jpg
http://www.ducimus.net/sh4/preview/medals_fixed_02.jpg
Coming in Next SP update. No ETA, i was hoping for sometime this week. Not sure yet.
It looks *******ing great!! Who is going to design a medal for Ducimus?:up:
Aniuk
DrBeast
04-02-08, 08:14 AM
Periscope, shmeriscopes, i just fixed the *******ing medals!
*snip!*
Coming in Next SP update. No ETA, i was hoping for sometime this week. Not sure yet.
Alright!!! :up: You're the man, Ducimus, you're the man... :yep:
I have to ask, is this how normal damage from one torpedo looks like in TMO(this is heavy cruiser)?
http://i196.photobucket.com/albums/aa60/mlp071/damage1.jpg
Just want to be sure that i didn't messed up some file somehow. Only TMO and RSRD for 1.5 installed att. Thank you:D
mikeydredd
04-02-08, 09:58 PM
Downloaded TMO and SP's last week. Finally installed it all last night and wow, how bloody brilliant:up::up::up:
Can't thank you enough Ducimus. This is fantastic work. Really like the new crew positions. The conning tower is now the heart of the boat - as it should be.
Thanks once again. Much appreciated as always.
PS have you got something against Uboats? :hmm:
Mike
scrapser
04-02-08, 10:02 PM
In TMO, you don't have the little squares popping up from time to time to indicate enemy ship or convoy positions. Assuming during the real war that skippers were told to patrol areas of suspected or known activity based on intelligence gathering, how does one go about emulating this task? Is there a mod map that shows enemy shipping lanes like SH3 had even at stock? I think this would help in establishing a patrol route to make best use of fuel and increase the possibility of unintentional as well as intentional intercepts.
I don't really want to spend all my time tooling around the Pacific rubbing my lucky rabbit's foot. Well, maybe some of the time.
Editted to add:
Is the Pacific Pull Down Map mod compatible with TMO?
Also, I see someone tried to set up the map tools in SH4 like SH3. Was this ever successful? That looks like it would be a lot of work to integrate into the current menu INI file.
Thanks
On your patrol question; this is what I do, apart from using TMO 1.5 I also run RSRDC, I can then use anyone of the great books on the Silent Service to check out the historical patrol areas for that specific year. It adds to the immersion and maps on paper which you can copy, print and mark up. More fun!
Ducimus
04-03-08, 07:50 PM
Minor announcement:
Next update to TM is going to be delayed another week or two.
I simply need more time.
WhiskeyBravo
04-04-08, 06:12 AM
23.) I'm getting entirely too many faulty torpedos!!!
Yes, TMO now includes a modification to increase torpedo malfuctions. The stock torpedos were undeniably too reliable. In increasing torpedo malfunctions, it is the intent to make it more then stock, but less then the "hardcore torpedo mod", something which not everyone can handle. That said, modding torpedo failures for any consistant behavior, is incredibly hard to do. Even with stock, the game can have periods where every torpedo you fire is a dud, followed by a period with no duds at all. Except in stock, the "no duds at all" was 95% of the play. Suffice to say, if you run into a period with excessive duds, its not the mod, its the game behaving in decidedly inconsistant behavior, and the torpedo malfunction rate settings in TMO, do not reflect values used in the hardcore torpedo mod; the values used here, are infact, less.
The readme quoted above suggests that I should get at least some duds. So far in 2 patrols in a Porpoise I've sunk 15 ships for around 50,000 tons using around 30 Mk XIV torpedos and I've not had one dud! Is this normal or am I just experiencing a vagary of the game as mentioned in the above snippet from the TMO readme?
WB.
23.) I'm getting entirely too many faulty torpedos!!!
Yes, TMO now includes a modification to increase torpedo malfuctions. The stock torpedos were undeniably too reliable. In increasing torpedo malfunctions, it is the intent to make it more then stock, but less then the "hardcore torpedo mod", something which not everyone can handle. That said, modding torpedo failures for any consistant behavior, is incredibly hard to do. Even with stock, the game can have periods where every torpedo you fire is a dud, followed by a period with no duds at all. Except in stock, the "no duds at all" was 95% of the play. Suffice to say, if you run into a period with excessive duds, its not the mod, its the game behaving in decidedly inconsistant behavior, and the torpedo malfunction rate settings in TMO, do not reflect values used in the hardcore torpedo mod; the values used here, are infact, less.
The readme quoted above suggests that I should get at least some duds. So far in 2 patrols in a Porpoise I've sunk 15 ships for around 50,000 tons using around 30 Mk XIV torpedos and I've not had one dud! Is this normal or am I just experiencing a vagary of the game as mentioned in the above snippet from the TMO readme?
WB.
Depends on the patrol year and how you setup your torpedos. Remember, historically the skippers were ordered to fire with a magnetic exploder for the keel shot. Then there was the torpedo shortage; so they did not fire large salvos one to two torps per target. This went on until '43.
The game is going set your dud rate and again that is largely inconsistent, I have had early war patrols with 80% dud rates to 0%.
Best way to avoid this is to do patrols after '43. If thats your cup of tea of course.
Happy Hunting
Ducimus
04-04-08, 12:06 PM
Happen to have one of those torpedo experts onboard? They all but kill dud rates. Seriously.
Setting pistol to contact instead of magnetic reduces duds as well. At least i think it does, i still get some anyway.
bluedingo
04-04-08, 12:43 PM
Will you still get dud torpedoes if you don't have it selected in the gameplay settings?
WhiskeyBravo
04-04-08, 01:43 PM
Happen to have one of those torpedo experts onboard? They all but kill dud rates. Seriously.
Setting pistol to contact instead of magnetic reduces duds as well. At least i think it does, i still get some anyway.
Hi Ducimus, do you mean a torpedo expert as in the new special skills that started with 1.5? If so then no I don't have one of those. I've got torpedo specialists but no experts.
And I have the duds option selected in the options setings.
WB.
I was gonna ask what the dud rate was in TMO. I've had 50% of my torps just bounce off of hulls or explode before reaching the target. I've been using magnetic triggers, but I may switch to Contact.
WhiskeyBravo
04-05-08, 03:39 AM
I always have my torpedos set to Contact/Influence. I've had a few run under a target so I suppose you could call those duds but I have had zero prematures and zero hits where the warhead failed to explode.
:hmm:
WB.
maltinator
04-05-08, 04:27 AM
I am missing a complete documentation file. Where can I find it?
What version TMO for 1.4 and does RSRD work with it yet?
Ok, I can't seem to locate the pull down for the speed chart. Could it be that the pull down was set up with a widescreen in mind and since I"m running a CRT it doesn't show up on the 4x3?
bluedingo
04-05-08, 10:23 PM
What version TMO for 1.4 and does RSRD work with it yet?
This is the version for 1.4: http://files.filefront.com/REL+TriggerMaru+Overhaul7z/;9699299;/fileinfo.html
Ok, I can't seem to locate the pull down for the speed chart. Could it be that the pull down was set up with a widescreen in mind and since I"m running a CRT it doesn't show up on the 4x3?
In case you haven't tried it already, click the Gramophone button in the camera section of the orders panel (the last button down the bottom).
Ok, I can't seem to locate the pull down for the speed chart. Could it be that the pull down was set up with a widescreen in mind and since I"m running a CRT it doesn't show up on the 4x3? In case you haven't tried it already, click the Gramophone button in the camera section of the orders panel (the last button down the bottom).
Yup, I've tried that, no good.
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