View Full Version : [REL] Old Style SH Controls (familiar 3 dials) for UI v1.3.1
TheDarkWraith
03-07-10, 01:57 PM
sorry, I should've mentioned that, I wanted to and forgot :) - I use 1600x1200 (on HP2065 20" LCD monitor), my screenshot is 1:1, full/actual size crop...
it's rather easy to change the zoom levels yourself - look in the \data\Scripts\Menu\Page layout.ini file in the mod. You'll see what I added. Of course you'll have to 'read' my code first to understand what's going on.....
it's rather easy to change the zoom levels yourself - look in the \data\Scripts\Menu\Page layout.ini file in the mod. You'll see what I added. Of course you'll have to 'read' my code first to understand what's going on.....
I'm looking at it right now. That's a long file... maybe you could give me a hint and tell me at which [G3F Ixx] exact sections I should look?
I see the [G3F I33], [G3F I34] etc. and there are lines " Display=2; Linear" , is that number the zoom value?
thanks!
TheDarkWraith
03-07-10, 02:48 PM
I'm looking at it right now. That's a long file... maybe you could give me a hint and tell me at which [G3F Ixx] exact sections I should look?
I see the [G3F I33], [G3F I34] etc. and there are lines " Display=2; Linear" , is that number the zoom value?
thanks!
sorry - told you wrong file! It's \data\Scripts\Menu\Page layout.py
sorry - told you wrong file! It's \data\Scripts\Menu\Page layout.py
OK, then it must be thses values?
DialsHeightAdjustment = 25
DepthXAdjustment = 50
ingsoc84
03-07-10, 03:05 PM
Got the dials to work! thanks, love it!
TheDarkWraith
03-07-10, 03:08 PM
OK, then it must be thses values?
DialsHeightAdjustment = 25
DepthXAdjustment = 50
those values adjust the dials when you mouse over/out them. The zooming in/out is in the StartAnimation controllers (the second argument) A little info: third argument is the animation speed in seconds.
winkelmander
03-07-10, 03:17 PM
very very good job. I like your mod very much, looking forward to your next version!
cherbert
03-07-10, 04:07 PM
what screen res you using? I use 1920 X 1200 or 2560 X 1600 (depending on whether I'm playing on my 24" LCD Samsung or my 30.5" LCD Samsung) and zoom is perfect at these levels
I'm at 1920x1080 and they are zooming far too big. SH4 dials never zoomed this much.
Also, not sure if intentional or not but you left out the Siemens GUI graphic that compliments those new dials provided by briklebritt. I know you provided it in the zip file but just wanted to check if you had left it out as default on purpose.
Apart from that, your mod is most appreciated - keep up the good work!
TheDarkWraith
03-07-10, 04:11 PM
I had hard coded the zoom values (shame on me I know better as a programmer myself :nope:) but in the next release they are replaced with variables. The code will calculate all necessary values according to a BaseZoom value. This value is customizabe so that you can control how much zoom you want :cool:
etheberge
03-07-10, 04:21 PM
Great job with this DarkWraith. Your UI work is critical to many people's enjoyment of this game, keep it up. :yeah:
I'm at 1920x1080 and they are zooming far too big. SH4 dials never zoomed this much.
Also, not sure if intentional or not but you left out the Siemens GUI graphic that compliments those new dials provided by briklebritt. I know you provided it in the zip file but just wanted to check if you had left it out as default on purpose.
Apart from that, your mod is most appreciated - keep up the good work!
Same here at 1680x1050, they zoom in so far that they overlap the other dials completely and it becomes fuzzy like a bunny, if bunnies had numbers on them, and... Well. I dont know where im going with this :o
Also, the first set of dials in the mod are wierd, the speed dial is upside down or something, full stop on the dial is max speed ahead, and reverse on the dial is actually forwards ingame :P
The second set of dials (the opional ones) work fine though.
Any chance for a version later on (when the mod approaches completion) that keeps the vanilla bars on the left around the map? I actually like the vanilla interface, but these dials add valuable info i also want (co2, fuel, etc) :)
As for the depth indicator, is the red arrow unused in this version? Is it supposed to display the depth to the bottom of the sea? Awesome if it will :D
Thank you man. Your mod makes the game playable!
But I have a little problem. When I use your Mod, the menus turn from German into English. Crew speech stays German. What can I do, to get my German menus back while using your Mod?
TheDarkWraith
03-07-10, 04:41 PM
Thank you man. Your mod makes the game playable!
But I have a little problem. When I use your Mod, the menus turn from German into English. Crew speech stays German. What can I do, to get my German menus back while using your Mod?
See post #1 or read the included documentation under the mod's \documentation folder.
Onkel Neal
03-07-10, 04:45 PM
will be dealt with in next release......I personally didn't find it annoying or anything but will do something about it.
I like it that way, as long as it unzooms back to normal size and the other gauges are visible... :hmmm:
Great work, it's looking fantastic.
those values adjust the dials when you mouse over/out them. The zooming in/out is in the StartAnimation controllers (the second argument) A little info: third argument is the animation speed in seconds.
thanks!
I'm looking at the first one , the throttle - so these would be the numbers?:
Pagelayout_Groupfeedback_Throttle_Border.StartAnim ation( MenuItemWrapper.AnimationTypes.Height, 245, DialsAnimationSpeed )
Pagelayout_Groupfeedback_Throttle_Dial.StartAnimat ion( MenuItemWrapper.AnimationTypes.Height, 200, DialsAnimationSpeed )
Pagelayout_Groupfeedback_Throttle_Newval.StartAnim ation( MenuItemWrapper.AnimationTypes.Height, 200, DialsAnimationSpeed )
Pagelayout_Groupfeedback_Throttle_Crtval.StartAnim ation( MenuItemWrapper.AnimationTypes.Height, 200, DialsAnimationSpeed )
Pagelayout_Groupfeedback_Throttle_Bkgr.StartAnimat ion( MenuItemWrapper.AnimationTypes.Height, 200, DialsAnimationSpeed )
I'm not sure what change should I do since there is one 245 value and 4x 200 values; in other section (Heading_Dial) there is also 130 value on top of these 5 values... :( ...I'm non programmer, but if you could tell me which ones? Maybe I'll just wait for your next release, since more simmers feel that the size of the zoom is maybe bit too much. Apparently the screen resolution has impact what is optimal. Best would be the zoom level used in SH4; worked well I guess?
thanks for your help BTW, appreciate very much!
See post #1 or read the included documentation under the mod's \documentation folder.
Found it. :) Sorry didn't read careful. :damn:
Wolfmanjack
03-07-10, 05:02 PM
for some reason i cant get this to work..
I put the file OldstyleSHcontrols_1_0_1_byThedarkwrath into the generic mod file.. And select it in the program and install it over. But the dials do not show up ingame.
MaciejK
03-07-10, 05:03 PM
Hmm...
it seems modders are saving the game.
Now I might get it.
Church SUBSIM
03-07-10, 05:10 PM
Hmm...
it seems modders are saving the game.
Now I might get it.
This game has the potential to be everything we wanted when SH III was released and modded and more. I was really on the fence even after doing the tutorial mission, but seeing what is under the engine and what can be done ... it's going to be huge. With a modded campaign and all the changes that are going to be coming in the next few months from the player base, not to mention any improvements via patching and the dev team ... this will be fantastic.
Really pleased I bought it. This UI is fantastic .. a nice blend of new and old. Great work!
ingsoc84
03-07-10, 05:24 PM
LInk please to the lateste dials that will zoom? thanks!
Fozzy22
03-07-10, 05:34 PM
These mods look great and thank you for working so hard on them for all the community, I however am a total noob to modding this game so is there a manual or guide about how to install these new dials and buttons?
Thanks in advance :yeah:
Fozz.
TheDarkWraith
03-07-10, 05:43 PM
These mods look great and thank you for working so hard on them for all the community, I however am a total noob to modding this game so is there a manual or guide about how to install these new dials and buttons?
Thanks in advance :yeah:
Fozz.
please direct all install questions to UberMatz
Hyfrydle
03-07-10, 06:03 PM
D I need to start a brand new game for this mod just installed it and no dials show up for me.
TheDarkWraith
03-07-10, 06:19 PM
D I need to start a brand new game for this mod just installed it and no dials show up for me.
you didn't install it right then. Read the documentation found in the mod's \documentation folder.
karamazovnew
03-07-10, 07:30 PM
TDW, I have a request. Can you split the Course dial in 2?
As one can see on the Compass in the Hydro room, the real compass had a Vernier inner dial for easy reading.
Yet sometimes it's nice to be able to turn to a specific bearing without using the periscope :D. So can you make 2 interchangable dials: one for a standard compass (with vernier) and one for the Bearing turns? Because combining them just puts too much info in one spot and it's hard to read.
The rudder dial is nice to have but we already have key commands for it.
I think the reason so many ppl are having trouble understanding the install instructions are because they are a bit overcomplicated, not to mention the folder structure in the .rar file..
Why not just put the "OldStyleSHControls_1_1_0_TheDarkWraith" folder already in a "mods" folder? And everything else including documentation in an "extras" folder?
(within the .rar file to begin with)
That way its as simple as it can be, "put the mods folder in your SH5 directory". Or even simpler, "extract to your SH5 directory".
Done and finished. :rock:
kylania
03-07-10, 09:06 PM
TDW, I have a request. Can you split the Course dial in 2?
As one can see on the Compass in the Hydro room, the real compass had a Vernier inner dial for easy reading.
Yet sometimes it's nice to be able to turn to a specific bearing without using the periscope :D. So can you make 2 interchangable dials: one for a standard compass (with vernier) and one for the Bearing turns? Because combining them just puts too much info in one spot and it's hard to read.
The rudder dial is nice to have but we already have key commands for it.
No thank you, please! With the zooming icon it's quite easy to read both the compass and bearing numbers to be able to plot any course you want, even at 1920x1200. Having to switch to yet another control would be troublesome. You're using the latest version right, coz I can't see how the latest dials would cause trouble.
And we don't have rudder key commands. All we had was 1 degree (worthless) or full rudder. Now we have options for any amount. That's a good thing.
UberMatz
03-07-10, 10:38 PM
I think the reason so many ppl are having trouble understanding the install instructions are because they are a bit overcomplicated, not to mention the folder structure in the .rar file..
Why not just put the "OldStyleSHControls_1_1_0_TheDarkWraith" folder already in a "mods" folder? And everything else including documentation in an "extras" folder?
(within the .rar file to begin with)
That way its as simple as it can be, "put the mods folder in your SH5 directory". Or even simpler, "extract to your SH5 directory".
Done and finished. :rock:
The way that it is right now is somewhat complicated, but it places both German and American versions in the same folder along with the extras that can just be installed afterwards with JSGME. Everything is somewhat seperated at this point because it is changing at least daily while it is being created by DarkWraith. A manual install at this point is ok, and not that difficult.
UberMatz
W_clear
03-07-10, 11:57 PM
NICE WORK.BUT...................I think that ......
http://bbsimg.ali213.net/attachments/day_100308/20100308_605e16c48b2ff8d3b9b9wLjDhoddjWPF.jpg
Much needed and great work! Thanks!
TheDarkWraith
03-08-10, 01:21 AM
spent all day trying to get the stuttering and other dials zooming when one is already zoomed fixed. I managed to get the stuttering fixed but still haven't conquered the other zooming dials when you have one zoomed already. That one might be a loss. Well I can make them not zoom but say you're on the depth dial and mouse left over to the heading dial. Currently the heading dial will 'zoom' when you get close to it even though the depth dial is zoomed already. I can make the heading dial not zoom but when you finally mouse off the depth dial the heading dial will not zoom. You'll have to leave the heading dial and then re-enter it to make it zoom. Is that acceptable or leave it like it is?
Added the ability for the user to adjust the zoom level. You'll have to edit one entry in the file (it's a percentage value) to adjust the zoom. The formula is as follows:
BaseZoom = 200 (which is what the zoom is currently in the release you all are using)
ZoomPercentage = 0.75 (this is the value you will adjust to tailor the zoom to your liking) - Default value of 75 will give a 150 zoom value
ZoomValue = BaseZoom * ZoomPercentage (this is the final value used for the zoom)
There is a value added of ZoomValueMovement that is set to 150. If you exceed a zoom value of 150 (ZoomValue) then you'll see the dials reposition themselves when you mouse over them so that you can still read them (if they didn't reposition then some of the dial would hang off the screen). Values <= 150 don't need to reposition as the dial is contained in the screen.
I'm attempting to add the numerical numbers for speed, depth, and heading like they were on the 'new' interface that was located on the left hand side of the screen in stock SH5 (these will replace the orange numbers that are currently located below the dials). I like the scrolling appearance of those numbers compared to the values just being displayed.
kylania
03-08-10, 01:22 AM
@W_clear (http://www.subsim.com/radioroom/member.php?u=215772), The dials zoom then contract, so only cover up the messages when you're issuing a command. Besides, there's almost nothing important in the message log you'll need to refer to after it's happened. :)
I'm attempting to add the numerical numbers for speed, depth, and heading like they were on the 'new' interface that was located on the left hand side of the screen in stock SH5 (these will replace the orange numbers that are currently located below the dials). I like the scrolling appearance of those numbers compared to the values just being displayed.
Excellent news!
Silent Ace
03-08-10, 02:16 AM
Keep up the good work!!!:up:
Mav87th
03-08-10, 02:16 AM
You'll have to leave the heading dial and then re-enter it to make it zoom. Is that acceptable or leave it like it is?
100% acceptable TDW - this mod is awesome mate :up:
@Kyalania
yeah, but i'd still prefer the message log to the left of the of the controls instead of above of them. would look alot better IMO.
@DarkWraith:
I know i mentioned this before.. but Is it possible to move the button for the map tools down to the bottom of the screen and have it expand up like it did originally? Having that button hover out in the middle of no mands land is abit unsightly. I'm sure you're very busy with the dials, but just thought i'd remind ya again :)
Also, I'd like for the nav tools to auto-expand whenever the minimap is open.. not just when its maximized. I'm getting tired of always having to click that button when i'm in the periscope and i pop open the map to draw something. I dunno why the devs did it like that.
Great job! Compass helps a lot.
2 problems you proably know about.
1) small arrow after clicking
2) sometimes both right dials are zoomed and overlapping. It works fine, the 'upper' one is active but looks 'untidy'
EDIT: After installing this mod and Free Camera mod all abilities of my crewmen costs one point. Not depending on its level... weird
do these dials continue to show while in the sub pen? Someone noticed that the single compass mod one does. If so, I'll have to move them to another page.
And before anyone asks, Yes, I design offline also.....
I confirm they are showing in pen and in the event camera (fullscreen)
kylania
03-08-10, 11:01 AM
I confirm they are showing in pen and in the event camera (fullscreen)
Are you using v 1.10? If not, upgrade, that was fixed a while ago.
piri_reis
03-08-10, 06:05 PM
You'll have to leave the heading dial and then re-enter it to make it zoom. Is that acceptable or leave it like it is?
Yes this would definitely be a good solution IMHO. And thanks for the Zoom levels info :up:
TheDarkWraith
03-08-10, 06:11 PM
having a hell of a time getting the speed, depth, and heading 'digits' to display. All script code is there and finally not crashing when game loads but nothing displays on screen......I can't figure it out.....
piri_reis
03-08-10, 06:20 PM
having a hell of a time getting the speed, depth, and heading 'digits' to display. All script code is there and finally not crashing when game loads but nothing displays on screen......I can't figure it out.....
Maybe paste some of the code here, or say where so we can all do some brainstorming :yep:
TheDarkWraith
03-08-10, 06:46 PM
Maybe paste some of the code here, or say where so we can all do some brainstorming :yep:
speed digits:
I took (what I think to be) all the needed code for the speed digits from Page Default Hud.py and placed in Page layout.py (adjust all reference names as needed - will crash game everytime if one even wrong). I cut the group associated with the speed digits from Page Default Hud and pasted to Page layout_Groupfeedback via menu editor. Moved the speed digits group to the bottom of the chain in Group_feedback in the menu editor so it's on top of everything. Fired up game and nothing.
Pasted some debug code in the UpdateSpeedDigits() function that gets fired on a Pagelayout_AnimationStopped to see if the function was getting called and it is.
Fired up game and turned menu debugging on and I don't see the bounding boxes for the new speed digits on the screen. For some reason they're not being drawn.
nycoroner05
03-08-10, 07:12 PM
This is nice. Much easier to maneuver. Nice work!
Kumando
03-08-10, 07:13 PM
Great mod DarkWraith only one small problem, when you are being briefed in the nav map the subtitles in the bottom are covered by a mark using german language gets complicated to understand what they are saying because i cant see the subtitles, This markonly is visible in the nav map , will you fix that?
TheDarkWraith
03-08-10, 07:19 PM
Great mod DarkWraith only one small problem, when you are being briefed in the nav map the subtitles in the bottom are covered by a mark using german language gets complicated to understand what they are saying because i cant see the subtitles, This markonly is visible in the nav map , will you fix that?
can you show me a screenshot of the problem?
ingsoc84
03-08-10, 07:42 PM
Thanks again and for providing the download link, awesome mod, and the game is so much more playable now! You guys rock!
Kumando
03-08-10, 07:53 PM
Sorry for the newb question but are the screenshots stored somewhere? I cant paste it to paint :damn:
TheDarkWraith
03-08-10, 07:59 PM
Sorry for the newb question but are the screenshots stored somewhere? I cant paste it to paint :damn:
look in your \Ubisoft\SilentHunter5 folder
Capt.Matias
03-08-10, 08:06 PM
:salute::rock:COOOLLLL, THANK YOU.
TheDarkWraith
03-08-10, 09:04 PM
how's this looking so far:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/NewUI5-1.jpg
what do you think about bringing back the graphic that goes over the level gauge (for the battery, CO2, etc). Just that part of the background to cover the gauge reading. If so, can someone give me the crop settings I would use in the menu editor to use it?
Working on adding heading now and the names above each dial reading (the digits) I'm trying to make say 'ft' or 'm' or 'knots' or 'mph' (is it that?) depending on whatever you selected in options.
Working on other little bugs also....
Safe-Keeper
03-08-10, 09:28 PM
Is that a faulty Russian missile on the horizon?
http://t1.gstatic.com/images?q=tbn:WSMxVKYvGATXXM:http://www.marsanomalyresearch.com/evidence-reports/2009/175/01-175-norway-spiral.jpg
brashcylind
03-08-10, 10:25 PM
DarkWraith, thank you very much for this mod! You have made SH5 playable now. :rock:
Where i can download all the thing DarkWraith do.In download section there are no very much mod
I means with the new gauge etc.. interface mod
Can someone help me? please
kylania
03-08-10, 10:43 PM
how's this looking so far:
what do you think about bringing back the graphic that goes over the level gauge (for the battery, CO2, etc). Just that part of the background to cover the gauge reading. If so, can someone give me the crop settings I would use in the menu editor to use it?
Working on adding heading now and the names above each dial reading (the digits) I'm trying to make say 'ft' or 'm' or 'knots' or 'mph' (is it that?) depending on whatever you selected in options.
Working on other little bugs also....
Definitely bring back the background, otherwise it looks weird and might get hard to see depending on what's behind the images.
UberTorpedo
03-08-10, 10:51 PM
Yep. I agree with kylania. :up:
remowilliams
03-08-10, 11:22 PM
Agreed, keep the background. And keep up the good work. :)
Darkwraith:
I got tired of always having to click the plotting tools button to expand its menu when the map wasn't nearly fully maximized.. so i changed it in the PageDefaultHud.py script:
At the bottom of UpdateMapTools()
if not maximize:
maximize = ( map.Width >= MapGroupSizes[ FeedBackModes.Maximized ].Width - 20.0 ) and ( map.Height >= MapGroupSizes[ FeedBackModes.Maximized ].Height - 20.0 )
MakeSureMapToolsGroupIsExtended( maximize )
changed to:
if not maximize:
maximize = ( map.Width >= 10 ) and ( map.Height >= 10 )
MakeSureMapToolsGroupIsExtended( maximize )
Now it opens up when the map is bigger than 10x10 pixels instead. I just used that as an arbitrary size to test out and it works.
Now whenever i have it sized for my periscope, i don't have to click that stupid button to use the tools everytime i open & close the map.
Kumando
03-09-10, 04:47 AM
look in your \Ubisoft\SilentHunter5 folder
TheDarkWraith im having troubles finding the screenshot, can you post a screenshot of the navigation map with your mod to see if it looks the same?
KarlSteiner
03-09-10, 10:22 AM
Hi Thedarkwraith,
good job. :up:
But is there a possibility to edit a steering-dial with rudderangles as in SH3???:rock:
Best regards
Karl
The compass I am referring to is the REALLY nice and finely detailed BIG white one that slides out from the right of the screen.
I never use the little one any more, I do all my maneuvers with either the navigator, or with that gauge.
I am hoping this beauty can be implemented into SH5, along with ALL of the map tools, including the 360 protractor.
Sailor Steve
03-09-10, 11:30 AM
Where i can download all the thing DarkWraith do.In download section there are no very much mod
I means with the new gauge etc.. interface mod
Can someone help me? please
WELCOME ABOARD!:sunny:
The download link is in the first post, on page 1.
Kumando
03-09-10, 11:41 AM
No one else is having the problem of the mission briefing subtitles being obstructed by the bottom bar of the 3 dials in the navigation map?
doctrine
03-09-10, 11:42 AM
Tank you very much for this mod! Just what I needed :D
kylania
03-09-10, 12:32 PM
No one else is having the problem of the mission briefing subtitles being obstructed by the bottom bar of the 3 dials in the navigation map?
A slight bit, but nothing that would prevent me from understanding what's happening with the mission.
I can't post image straight from my HD but it's true. Bottom 1/4 of the text in briefing is invisible.
And about transparent backround. I prefer solid. Just like it is now.
Kumando
03-09-10, 01:31 PM
Wil you fix this Thedarkwraith?
budai65
03-09-10, 02:21 PM
downloads link please help (filefront not working):DL:DL:DL:DL
cappy70
03-09-10, 02:48 PM
Hi
When I downloaded the "OldStyle"...file it doesn't show up with Winzip, it only shows as a .7Z file:hmmm:, i.e. I can't exstract into the MODS folder.:salute:
kylania
03-09-10, 03:19 PM
Hi
When I downloaded the "OldStyle"...file it doesn't show up with Winzip, it only shows as a .7Z file:hmmm:, i.e. I can't exstract into the MODS folder.:salute:
You can download 7Zip from here: http://www.7zip.com/
It'll basically replace Winzip and be more awesome, so will you!
cappy70
03-09-10, 03:58 PM
You can download 7Zip from here: http://www.7zip.com/
It'll basically replace Winzip and be more awesome, so will you!
:yeah:Thanx man:yeah:
Got it....I didn't figure that 7Z was another .zip extractor.
Always learning something new:salute:
redcoat22
03-09-10, 04:41 PM
Does this mod play the telegraph noise when changed? I always loved that.
TheDarkWraith
03-10-10, 02:41 AM
A slight bit, but nothing that would prevent me from understanding what's happening with the mission.
Screenshot so I can see what you're talking about?
Deamon21
03-10-10, 02:44 AM
ok guys iv got the the mod installed with jsgme but problem,
i got with it is i have boxes stuck all over the screen like this
http://i57.photobucket.com/albums/g231/deamon_02/sh52010-03-0923-02-05-87-1.jpg
it seems to be the intro,where it explaines things.
2 small message boxes up the top and a bigger box in the center and the map to the bottom left, all just filled with white cant do nothing with them:damn:
oh and thanks for help in advance and the great work all u modders do :rock:
TheDarkWraith
03-10-10, 02:51 AM
ok got the dials zoom sorted out. Now they don't flicker anymore. User has ability to edit file to set the zoom to whatever value they want with one value change (BaseZoom). I also have it set to not zoom the next dial if you mouse over the next dial while zoomed in on the current dial. For instance: you have throttle zoomed and move over to the right into the heading's area. Before the heading would zoom in also but not anymore.
I'm attempting to add a function that takes a zoom request for instances like above so that once you mouse out of the current dial the next dial you were over zooms out automatically. You all want this or do you want to have to mouse out and then back in the next dial to get it to zoom in?
The dials also dynamically move themselves based on the zoom. If the bottom edge and/or the right edge goes off screen the dial will adjust itself to keep the entire dial on screen. That part is pretty cool :cool:
The map tools I'm working on to locate down at the bottom left of the screen (instead of up in the air like it's current location) and to automatically expand when the TAI is expanded and to automatically shrink when the TAI is minimized.
Also trying to add code to remove the dials and background when you go to different screens that don't need the dials (like when you're upgrading you're uboat). Any other screens where the dials continue to show?
TheDarkWraith
03-10-10, 02:53 AM
ok guys iv got the the mod installed with jsgme but problem,
i got with it is i have boxes stuck all over the screen like thisit seems to be the intro,where it explaines things. 2 small message boxes up the top and a bigger box in the center and the map to the bottom left, all just filled with white cant do nothing with them:damn:
oh and thanks for help in advance and the great work all u modders do :rock:
you're not patched to the current version. Run your game updater. REMOVE all mods before running game updater!
Deamon21
03-10-10, 03:02 AM
:rock:thank u darkwraith ur a god in my book mate without people like u working on these titles they wouldn be playabe i cant see why ubi dont hand over game development to you guys keep up the good work,downloading patch now sorry to waste ur time :up:
java`s revenge
03-10-10, 03:10 AM
Thank you, Thank you, Thank you, Thank you, Thank you, Thank you,
For this great mod :yeah:
Now you can react quick on stress situations.
..... and to automatically expand when the TAI is expanded and to automatically shrink when the TAI is minimized.
see post 306:
http://www.subsim.com/radioroom/showpost.php?p=1303527&postcount=306
I figured that part out already.
Anachronous
03-10-10, 04:00 AM
Would love a set of these gauges added to the default hud without the other changes to the existing throttle etc. I like to use the gauges for adjustment but keep the original sh5 ui for quick reference and access to depth buttons and such.
I used to SH5 map tools (bottom left vertical bar) but is it possible to make them stay all the time on screen?
EDIT: And about the fuel/batt/O2/CO2 gauges. I really, really like the way it was implemented in SH3/GWX. Large scroll-in gauges, shaped accurately like the real ones.
Will-Rommel
03-10-10, 10:46 AM
GJ on this project mate.
cappy70
03-10-10, 04:56 PM
:DThank you for your modding darkWraith:yeah::salute:
Michal788
03-10-10, 05:09 PM
ok got the dials zoom sorted out. Now they don't flicker anymore. User has ability to edit file to set the zoom to whatever value they want with one value change (BaseZoom). I also have it set to not zoom the next dial if you mouse over the next dial while zoomed in on the current dial. For instance: you have throttle zoomed and move over to the right into the heading's area. Before the heading would zoom in also but not anymore.
I'm attempting to add a function that takes a zoom request for instances like above so that once you mouse out of the current dial the next dial you were over zooms out automatically. You all want this or do you want to have to mouse out and then back in the next dial to get it to zoom in?
The dials also dynamically move themselves based on the zoom. If the bottom edge and/or the right edge goes off screen the dial will adjust itself to keep the entire dial on screen. That part is pretty cool :cool:
The map tools I'm working on to locate down at the bottom left of the screen (instead of up in the air like it's current location) and to automatically expand when the TAI is expanded and to automatically shrink when the TAI is minimized.
Also trying to add code to remove the dials and background when you go to different screens that don't need the dials (like when you're upgrading you're uboat). Any other screens where the dials continue to show?
Thanks a lot. Awesome:rock::rock:
TheDarkWraith
03-11-10, 03:00 AM
version 1.1.1 has been released. See post #1 for bug fixes/additions/changes :|\\
DonZorro
03-11-10, 03:18 AM
:yeah:
Vlad_one
03-11-10, 03:35 AM
Thanks for this great mod. Excellent work friend :up:
Chromius
03-11-10, 03:36 AM
Nice update, Thanks
thanks for the 1.1.1 version, Wraith - it looks and works great, you really polished it up and no more flickers at the edge of the screen either! Also I like the way you changed "Page layout.py"; I now easily adjusted my zoom and looks perfect (I use 150 value for my 1600x1200 screen resolution).
GREAT work!
Indietro
03-11-10, 10:25 AM
Thanks, it's very important mod to me! :) One thing still annoys me - the map always poping up in the bottom left corner when you coming back from external view.. :)
Also can this be possible to make dials vanish when walking in the harbour ?
TheDarkWraith
03-11-10, 10:40 AM
Thanks, it's very important mod to me! :) One thing still annoys me - the map always poping up in the bottom left corner when you coming back from external view.. :)
Also can this be possible to make dials vanish when walking in the harbour ?
So if I were to go to external view and then come back to what station does the map pop back up?
I should have a fix for making the dials vanish when not needed here soon.
Indietro
03-11-10, 10:47 AM
So if I were to go to external view and then come back to what station does the map pop back up?
I should have a fix for making the dials vanish when not needed here soon.
Hmm.. Can't remember this exactly but I believe the map pops up every time you switch external cam to internal via F2 and returning to bridge
I actually like the new sliders in SH5, I'm only missing the steering dial. Is there a way to only enable the steering Dial? :)
TheDarkWraith
03-11-10, 02:41 PM
in the next release (after the release I'm getting ready to release :doh:) I'll make an option that you can enable the 'new' style speed and/or depth sliders also. You'll have to edit a file to do this but it's no big deal.
TheDarkWraith
03-11-10, 03:01 PM
version 1.2.0 released. This is a feature change release in that FLB Sale' U 999's torpedo spread angle dial has been added to uzo and periscope pages. See post #1 of this thread to download.
kylania
03-11-10, 03:15 PM
version 1.2.0 released. This is a feature change release in that FLB Sale' U 999's torpedo spread angle dial has been added to uzo and periscope pages. See post #1 of this thread to download.
:rock:
Stevepine
03-11-10, 03:40 PM
Darkwraith.... for the idiots among us... can u give an instalation guide?
since this is a little more complex than just stick it all in the Gen mod enabler mods folder........ right?
I know about the guide for the torpedo spread dial.... :) but the rest?
I know...Im a noob!
TheDarkWraith
03-11-10, 03:43 PM
Darkwraith.... for the idiots among us... can u give an instalation guide?
since this is a little more complex than just stick it all in the Gen mod enabler mods folder........ right?
I know about the guide for the torpedo spread dial.... :) but the rest?
I know...Im a noob!
read post #1 and read the documentation. I made the install very easy now. Just take the MODS folder from the mod and place in your \Ubisoft\SilentHunter5\ folder (this is assuming of course you let JSGME installer setup your MODS folder as MODS which is the default setting)
TheDarkWraith, thank you for the mod.
Would you make a new version of your mod without enlarging dials (like in v1.0.1)?
Tnanks in advance.
TheDarkWraith
03-11-10, 06:38 PM
TheDarkWraith, thank you for the mod.
Would you make a new version of your mod without enlarging dials (like in v1.0.1)?
Tnanks in advance.
simply set the BaseZoom values for each dial to the dial's size (I think it's 90 or somewhere in there). Play around with that zoom value until they don't zoom anymore. I think in the next version I'll add a switch that the end user can set in the file as to whether zooming ability is enabled or not.
TheDarkWraith
03-11-10, 06:48 PM
Hmm.. Can't remember this exactly but I believe the map pops up every time you switch external cam to internal via F2 and returning to bridge
can someone else validate this? The only time the map enlarges on me is when returning from the navigation map page (which I'm going to disable). If the map is enlarging then I need to know what station you were at and what station you were going to when it enlarged.
ingsoc84
03-11-10, 07:30 PM
Awesome mod, thanks so much for all your time and effort, it is appreciated!:yeah:
TheDarkWraith
03-11-10, 08:18 PM
okay working on adding TDC dials to uzo and periscope. Stumbling block is getting the dials to be user controllable currently.
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/TDC_1.jpg
ShadowWolf Kell
03-11-10, 09:09 PM
Looking forward to this.
Between no course indicator and the screwy torpedo controls, I've been pulling my hair out.
I'm entirely too used to SH4 + OM and OMEGU and this new stock UI in SH5 leaves a lot to be desired.
Getting used to a new game is one thing, but leaving out critical functions is something else entirely. It's good to see the mod community in full swing with SH5. :yeah:
TheDarkWraith
03-12-10, 04:06 AM
new verison (1.3.0) released. Added TDC to UZO, attack periscope, and obs periscope. All dials in the TDC ARE functional :rock: Yes they probably aren't positioned perfectly but they can be tweaked. It's VERY late and I'm VERY tired......
simply set the BaseZoom values for each dial to the dial's size (I think it's 90 or somewhere in there). Play around with that zoom value until they don't zoom anymore. I think in the next version I'll add a switch that the end user can set in the file as to whether zooming ability is enabled or not.
Thanks, I'll do that.
TheDarkWraith
03-12-10, 04:17 AM
and before anyone asks, yes, I will make a stand-alone version of the TDC for those that use the new SH5 interface only.
new verison (1.3.0) released. Added TDC to UZO, attack periscope, and obs periscope. All dials in the TDC ARE functional :rock: Yes they probably aren't positioned perfectly but they can be tweaked
AWESOME!!! Many thanks. Who cares about positioning, they're still great.:rock:
Absolutely fantastic TheDarkWraith, I was for wiping the original SH5
from my HDD after a few hours trying to get to grips with new UI now ,thanks to you, I was up til 1 am this morning playing the game :)
Thanks for your hard work now and hopefully more to come......well done mate!
Ringy.
piri_reis
03-12-10, 04:49 AM
Oh my! Thanks for the late night work DW, doing wonders again :up:
Off the try this puppy..
reaper7
03-12-10, 04:56 AM
Thank you, thank you, thank you. :D
Amazing work TheDarkWraith Any chance of the UI dissaperaing while docked - Just started the 2nd campaign but couldn't read the subtitles as dials and textbox were covering them (German voiced installed).
Anyway back to playing with this. :up:
TheDarkWraith
03-12-10, 04:58 AM
Thank you, thank you, thank you. :D
Amazing work TheDarkWraith Any chance of the UI dissaperaing while docked - Just started the 2nd campaign but couldn't read the subtitles as dials and textbox were covering them (German voiced installed).
Anyway back to playing with this. :up:
Yes, I hope to have that problem fixed here soon as well :yep: Well it's time for me to get some MUCH needed sleep....:zzz:
charognard
03-12-10, 05:13 AM
i ll try when i ll come back to home, but, may be if you hide HUD during the briefing, u can view subtittles no ?
DragonRR1
03-12-10, 05:21 AM
Fantastic work. Hope to try this when I get home tonight but it just looks exceptional.
:up::up::up::up::up::up::up::up:
winkelmander
03-12-10, 05:29 AM
wow very nice! :yeah:
But one thing I've to mention. The UZO view is perfect. But in the attack scope the dials are in front of the okular. Is it possible to bring all Dials in the Attack scop view on the left side? :06:
So I think you get better overview and a free look in the okular of the attack sope!
:salute:
Lezardo
03-12-10, 05:35 AM
WOOhhh !
Enormous, very good job :yeah:
Vlad_one
03-12-10, 06:52 AM
Thanks for your fantastic mod!:up::up::up:
lumat83
03-12-10, 07:16 AM
Wonderfull !!! :yeah:
Just a question. Maybe it was posted but I didn't seen :
How move the message box on the right of the screen, just above the 3 dials (speed, heading and depth) ? Actually it hide the subtitles :cry:
thank you and sorry if the question has been ask before :)
new verison (1.3.0) released. Added TDC to UZO, attack periscope, and obs periscope. All dials in the TDC ARE functional :rock: Yes they probably aren't positioned perfectly but they can be tweaked. It's VERY late and I'm VERY tired......
great job again, you've done enough (UBI should pay you for this work); maybe you should give yourself a break, take your RC heli or dirtbike and have a peaceful weekend..just an idea :)
pascal4541
03-12-10, 08:40 AM
Magnifique!!!!!!!!!!!!!!!very big :up::up::up:
bert8for3
03-12-10, 08:47 AM
Just amazing, thank you :salute: :rock:
schurem
03-12-10, 08:58 AM
Could someone mirror the file to another place than filefront? Say subsim.com for example? :D
OMG! amazing! amazing! amazing! :yeah:
(And yes, please, different download server if possible)
Onkel Neal
03-12-10, 09:42 AM
Could someone mirror the file to another place than filefront? Say subsim.com for example? :D
Done.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1581
:salute:
EgoApocalypse
03-12-10, 09:46 AM
Great job and now all that has to be done is to centre the periscope and WHAM!!!!!!!!!!!!:yeah: pure awsomeness.
piri_reis
03-12-10, 10:21 AM
I think this mod has the added benefit of fixing the (Replay/Skip button) not showing when the KMO Officer gives the mission briefing in the bunker. He kept telling me the same story, and the buttons wouldn't show up to skip that sequence, but now they do. DW :up:
reaper7
03-12-10, 11:30 AM
Just noticed we now have no Dept Keel display for ships targeted. Is there a way to get this data to add to the Ship Recognition Id's.
Would be a better place for this info anyway. What dds files would need to be modified?
piri_reis
03-12-10, 11:37 AM
Just noticed we now have no Dept Keel display for ships targeted. Is there a way to get this data to add to the Ship Recognition Id's.
Would be a better place for this info anyway. What dds files would need to be modified?
For Rec.Manual pages, check out the respective *_sil.dds files in the data\Sea\*ships*
Edit: No those won't help. They just have a transparent layer with the small scale ship model, I guess the depth under keel will be added through a page file.. No hurries though, TDC is very very useful as it is. Despite being the first version.
TheDarkWraith
03-12-10, 11:39 AM
Wonderfull !!! :yeah:
Just a question. Maybe it was posted but I didn't seen :
How move the message box on the right of the screen, just above the 3 dials (speed, heading and depth) ? Actually it hide the subtitles :cry:
thank you and sorry if the question has been ask before :)
IIRC version 1.2.1 and greater moved this to just to the left of the battery, CO2, fuel, and compressed air box to fix that problem.
reaper7
03-12-10, 11:41 AM
For Rec.Manual pages, check out the respective *_sil.dds files in the data\Sea\*ships*
Thanks piri_reis, now I just need to find the depths for ships I wonder is theres a file with details anywhere. :hmmm:
Edit: Ah found it in the same folder, most obvious place in there config files.
Is it really required to be patched? Because I have two versions, one legal and one non-DRM for my Laptop so I can't install patches on that one.
TheDarkWraith
03-12-10, 11:50 AM
Just noticed we now have no Dept Keel display for ships targeted. Is there a way to get this data to add to the Ship Recognition Id's.
Would be a better place for this info anyway. What dds files would need to be modified?
Are you talking about mast height?
lumat83
03-12-10, 11:59 AM
IIRC version 1.2.1 and greater moved this to just to the left of the battery, CO2, fuel, and compressed air box to fix that problem.
Sorry, but my english is a little poor. But I don't understand :/
What is IIRC version 1.2.1 ?
TheDarkWraith
03-12-10, 12:01 PM
Sorry, but my english is a little poor. But I don't understand :/
What is IIRC version 1.2.1 ?
are you using the newest version of this mod? It's currently at 1.3.0. See post #1 of this thread.
lumat83
03-12-10, 02:12 PM
Yes, i'm using this version. But I don't see how move this box :oops:
Michal788
03-12-10, 02:14 PM
The TBC is going to the background of the periscope view so you dont see the buttons anymore!
edit:
OK i think it was a 1 time bug.
TheDarkWraith
03-12-10, 02:18 PM
Just noticed we now have no Dept Keel display for ships targeted.
I'm fixing this.....
Yoram777
03-12-10, 02:31 PM
So does this now include your latest TDC mod? the one with the scope in the center?
TheDarkWraith
03-12-10, 02:32 PM
So does this now include your latest TDC mod? the one with the scope in the center?
yes sir :salute:
Yoram777
03-12-10, 02:33 PM
edit: are you sure? I just downloaded it and I get it at the side?
Michal788
03-12-10, 02:46 PM
Thanks a lot for this great MOB.
kylania
03-12-10, 02:57 PM
Argh!! We went from SH5 + features all the way back to SH3? :timeout::o
The UI's been getting pretty swimmy as of late, hope all these knobs and stuff work better. :) Looking good all the same.
TheDarkWraith
03-12-10, 03:05 PM
Thedarkwraith why is my TDC behind the periscope view?
It sound silly i know.:D
screenshot please.
Michal788
03-12-10, 03:08 PM
Argh!! We went from SH5 + features all the way back to SH3? :timeout::o
The UI's been getting pretty swimmy as of late, hope all these knobs and stuff work better. :) Looking good all the same.
LOL yeah that is funny from SH5 interface to SH3 interface!
Michal788
03-12-10, 03:12 PM
screenshot please.
I fix it by reinstall it.
But the next time I complain I make a screenshot.
I promis.:salute:
remowilliams
03-12-10, 03:14 PM
Is v1.1.1 available somewhere still? Would love the fixed dials, not really interested in all the dials added afterwards. :)
bert8for3
03-12-10, 04:01 PM
Apologies if obvious but Old Style SHControls Mod includes TDC mod, but TDC mod does not include Old Style SHControls?
clanitho
03-12-10, 04:12 PM
yes sir :salute:
Hi Many thank's for your mod, i have installed 1.3.0 but periscope view is not centered , it's on the right witd tdc dials over it , is it normal ??
TheDarkWraith
03-12-10, 04:13 PM
Hi Many thank's for your mod, i have installed 1.3.0 but periscope view is not centered , it's on the right witd tdc dials over it , is it normal ??
i haven't released an updated version that fixes this yet. Will be available here soon.
clanitho
03-12-10, 04:25 PM
i haven't released an updated version that fixes this yet. Will be available here soon.
Cool , will wait, thank's :)
Is v1.1.1 available somewhere still? Would love the fixed dials, not really interested in all the dials added afterwards. :)
Same here please
TheDarkWraith
03-12-10, 06:31 PM
Same here please
you'll be able to edit one file to remove the TDC dials (you'll set a value to False)
reaper7
03-12-10, 08:05 PM
Are you talking about mast height?
Was lookin for main measurements mainly depth of keel, want to add it to the Ship ID manual for setting torpedo run depth. :)
But found it in the config file in each ships folder, anyone know if these are accurate.
For example
[Unit]
ClassName=KL
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=10
Length=147
Width=18.1
Mast=24
Draft=5.8
Displacement=7000
DisplacementVariation=30
RenownAwarded=220
CrewComplement=40
SurvivalRate=70
SurvivalPercentage=40
RecManualCategory=Freighter
BowShape=Raked
Superstructure=Composite
Islands=None
ShowInRecognitionManual=Yes
;ShowInRecognitionManual=No
;*************** THE END **************
Was lookin for main measurements mainly depth of keel, want to add it to the Ship ID manual for setting torpedo run depth. :)
But found it in the config file in each ships folder, anyone know if these are accurate.
For example
.
.
.
Yes they are accurate. I wrote a program that gathers all the information for each ship and pairs it with its Real Name (which is found in a different file).. then dumps them into a text file. I then wrote a second program that uses the length of each ship to pre-compute the values in this chart:
http://www.subsim.com/radioroom/showthread.php?t=164469
If there is a need for the "data gatherer" i can put it up for upload.
mindspat
03-12-10, 09:15 PM
You people are absolutely awesome!
TheDarkWraith
03-12-10, 09:38 PM
I have to entertain the woman now so my computer time has been cut off :wah: I'll have an updated version of this (v 1.3.1) available sometime tomorrow (Saturday). I've addresses the dials staying visible in the bunker (hopefully) and added the ability to enable/disable TDC from each of the stations: UZO, attack periscope, observation periscope. I've also centered the attack and observation periscope oculars. That's what I can think of off the top of my head :cool:
It would be nice to see an option to disable the larger sized "map on first click of expand arrow." I much prefer the smaller sized map.
I was working on the TAI map hotkeys.
Right Now:
Tab = cycles through Minimized, Half Open, Full Open
Shift+Tab = Minimzes it from any state.
My Way:
Tab = cycles throug Minimized , Half Open
Shift+Tab = Maximize
I had started on it and got it partly working, but i stopped because it was becoming a pain to make the changes then fire the game up to see the effects.
I can't seem to access the script manager so i can work on it while the game is open and test it as im making the changes. I posted my problem about accessing the manager in the Mod How to thread, but i got no response. :x
Vikinger
03-12-10, 10:15 PM
I was working on the TAI map hotkeys.
Right Now:
Tab = cycles through Minimized, Half Open, Full Open
Shift+Tab = Minimzes it from any state.
My Way:
Tab = cycles throug Minimized , Half Open
Shift+Tab = Maximize
I had started on it and got it partly working, but i stopped because it was becoming a pain to make the changes then fire the game up to see the effects.
I can't seem to access the script manager so i can work on it while the game is open and test it as im making the changes. I posted my problem about accessing the manager in the Mod How to thread, but i got no response. :x
Not sure if this thread can help you but you can give it a try.
http://www.subsim.com/radioroom/showthread.php?p=1297134#post1297134
SteamWake
03-12-10, 10:17 PM
Oh my gawd... just now saw this mod and I cannot wait to try.
Any known conflicts with "Mighty Fine Crew" ?
Not sure if this thread can help you but you can give it a try.
http://www.subsim.com/radioroom/showthread.php?p=1297134#post1297134
yes i posted twice in that thread.. and got no reply.
kylania
03-12-10, 10:54 PM
It would be nice to see an option to disable the larger sized "map on first click of expand arrow." I much prefer the smaller sized map.
One thing I've noticed with the TAI is I often get far more information on the NAV MAP than I do on the TAI. Torpedo run and map contacts.
Makes it so the TAI is a liability since you can't see targets that are CLEARLY right in front of you.
stoppro
03-12-10, 11:21 PM
excellent mod now i can steer. thanks
kylania
03-13-10, 12:43 AM
Ok, so I'd been resistant to get all this SH3 stuff in SH5, but that TDC rocks! Manual targeting is finally comfortable again!! :)
Still missing depth of keel of targets but I saw that mentioned earlier. Great additions! :)
simsurfer
03-13-10, 01:29 AM
With this mod do we have to install another campaign from scratch? I am patched to 1.1.5 loaded the mod enabler installed the mod but still see the origional GUI?
kylania
03-13-10, 01:47 AM
With this mod do we have to install another campaign from scratch? I am patched to 1.1.5 loaded the mod enabler installed the mod but still see the origional GUI?
Make sure you installed the folder under MODS in the zip, not the whole thing. I did that the first time. :)
Silent Steel
03-13-10, 03:25 AM
Hmmm... :hmmm:
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=1422
Silent Steel
03-13-10, 03:39 AM
No dials... :damn:
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=1423
reaper7
03-13-10, 05:15 AM
Yes they are accurate. I wrote a program that gathers all the information for each ship and pairs it with its Real Name (which is found in a different file).. then dumps them into a text file. I then wrote a second program that uses the length of each ship to pre-compute the values in this chart:
http://www.subsim.com/radioroom/showthread.php?t=164469
If there is a need for the "data gatherer" i can put it up for upload.
Thanks for that Gutted. Now to work on getting them into the Ship ID Manual. :)
First time modding so may be a bit slow.:salute:
And yes I would be very interested in the data gattherer, if you could post would be great. Thanks.
Weird. It doesn't work for me. Disabled Old style gauges 1.1.sth and enebled 1.3.0... and the game is reverted to vanila state:< Even menus went back to original polish (after applying older version of mod they were english). I hope 1.3.1 will work.
reaper7
03-13-10, 05:29 AM
Weird. It doesn't work for me. Disabled Old style gauges 1.1.sth and enebled 1.3.0... and the game is reverted to vanila state:< Even menus went back to original polish (after applying older version of mod they were english). I hope 1.3.1 will work.
Have you the correct folder installed i.e the data folder within v1.3.0 should be placed into the Mods directory (C:\Ubisoft\Silent Hunter 5\) if installing with JDSME, Should look like this C:\Ubisoft\Silent Hunter 5\data\Mods\Data.
If installing Manually copy the data folder from within V1.3.0 in to C:\Ubisoft\Silent Hunter 5\.
reaper7
03-13-10, 05:35 AM
I can't seem to access the script manager so i can work on it while the game is open and test it as im making the changes. I posted my problem about accessing the manager in the Mod How to thread, but i got no response. :x
You most likely know this, but are you starting the game up in windowed mode at a resolution smaller than your current desktop. This allows acces to the SH5 icon on the Taskbar.
Also I read that windowed mode has a minimum resolution I think of 1400x900 and if your desktop does not go over this you can't access the editor. (Lots of laptops don't go above this resolution so they can't access the editior). Again not sure what the actual minimum resolution is.
Kumando
03-13-10, 08:03 AM
How do you know the keel draft with this update?
TheDarkWraith, I have a little suggestion for the next version of your awesome mod.
Please add a hotkey to toggle the TDC dials on/off.
Thank you.
simsurfer
03-13-10, 09:04 AM
Make sure you installed the folder under MODS in the zip, not the whole thing. I did that the first time. :)
Huh? Can you draw that out in tree form, my mind cant picture that :-((
simsurfer
03-13-10, 12:14 PM
Huh? Can you draw that out in tree form, my mind cant picture that :-((
Ok, got it, cool.
I can't get the DL.
Problem loading page.
EDIT: fixed
Thanks.
Stormfly
03-13-10, 01:17 PM
hi man many Thanks for this,
is there any way for playing the new SH5 sound files only ones ?
ie: by switching salvo mode, torp pistol and so on, the sound files are played twice...
...much appreciated
but on the other hand, i also could edit the TDC wave files and disable the ogg files in commands.cfg :)
TheDarkWraith
03-13-10, 07:07 PM
version 1.3.1 released. See post #1 of this thread.
ironkross
03-13-10, 07:43 PM
Nice update, I like the way you can customize to your taste. This is perfect.
TheDarkWraith
03-13-10, 07:46 PM
Nice update, I like the way you can customize to your taste. This is perfect.
please let me know if any of the previous bugs are still there or not. I'm pretty sure I worked them all out.
ironkross
03-13-10, 07:54 PM
please let me know if any of the previous bugs are still there or not. I'm pretty sure I worked them all out.
Will do, starting new game now.
John Channing
03-13-10, 08:29 PM
Just ran a quick test (I love it!) but...
is it possible that my stadimeter no longer works. I get the TDC running and click on "use stadimeter" but nothing happens. It might be me. I will check again.
JCC
nycoroner05
03-13-10, 09:58 PM
works really nice
ironkross
03-13-10, 10:33 PM
Just ran a quick test (I love it!) but...
is it possible that my stadimeter no longer works. I get the TDC running and click on "use stadimeter" but nothing happens. It might be me. I will check again.
JCC
I've been using my stadimeter, it seems to measure really short though. I fired a salvo that missed behind the target, reloaded and reset target speed increased distance an fired another salvo - missed behind. I was determined to get my shots ahead so I doubled target speed and increased distance again but the torps missed behind again. :damn:
:rotfl2: Target was out to 4000m I think but the stadimeter said under 3K. I know the ID was right. But the stadimeter did operate and old style controls were working excellently. :)
TheDarkWraith
03-13-10, 10:44 PM
Just ran a quick test (I love it!) but...
is it possible that my stadimeter no longer works. I get the TDC running and click on "use stadimeter" but nothing happens. It might be me. I will check again.
JCC
what was the final conclusion?
and did the dials and all stop showing up when you do sub upgrades or whatever the problem was with the dials still showing?
You most likely know this, but are you starting the game up in windowed mode at a resolution smaller than your current desktop. This allows acces to the SH5 icon on the Taskbar.
Also I read that windowed mode has a minimum resolution I think of 1400x900 and if your desktop does not go over this you can't access the editor. (Lots of laptops don't go above this resolution so they can't access the editior). Again not sure what the actual minimum resolution is.
My Desktop is 1680x1050. The windowed mode i was using when trying this was 1024x768.
But, it seems to be working now. Go figure.
rsvette12
03-13-10, 11:17 PM
You the man thank you, thank you. :yeah:
You can shut the dials off by hitting the period/del key in number pad.
Rich
UberMatz
03-13-10, 11:37 PM
Love it! :salute:
UberMatz
Weather-guesser
03-14-10, 12:09 AM
Outstanding Dark. Having the dials may grow on me. Thanks for putting in the extra effort to customize to our own likings. You didn't have to do that. :salute:
Silent Steel
03-14-10, 12:38 AM
My Desktop is 1680x1050. The windowed mode i was using when trying this was 1024x768.
But, it seems to be working now. Go figure.
I run this one at 1920x1080 - works just fine. :up:
If run in windowed mode and found you can pause and switch to another pgm by Alt+Tab.
TheDarkWraith - it can't be said too many times:
Your work is truly what saved the start up of SH-5!! Today I can't even imagine what it would be like without it.
Thanks and keep up the tremendous work. :salute:
Thanks and regards
remowilliams
03-14-10, 02:03 AM
Updated to the latest - as always thanks! :up:
Any chance of getting just the three dials and a salvo spread dial configured? :)
TheDarkWraith
03-14-10, 02:31 AM
Updated to the latest - as always thanks! :up:
Any chance of getting just the three dials and a salvo spread dial configured? :)
you could use the menu editor on the mod and move the groups associated with the right hand side dials and the left hand side dials (for track runners) off the screen thus leaving you with only the salvo spread dial.
next version should include Reaper7's rec manual update.
Cheers DarkWraith! Fantastic! :yeah:
Any plans to combine this one with your new UI mod (Buttons from sh4)?
ShadowWolf Kell
03-14-10, 03:55 AM
Been using this since 1.0 and like it a lot.
My only complaint is that the location the text message box. Being a bit wider, and being able to show 4 lines of text would be perfect.
Every mission I have to raise the height (which isn't a biggy), but I can't seem to adjust the width to prevent messages from scrolling into another new line.
Other than that little nitpick, things work great.
etheberge
03-14-10, 04:40 AM
Been using this since 1.0 and like it a lot.
My only complaint is that the location the text message box. Being a bit wider, and being able to show 4 lines of text would be perfect.
Every mission I have to raise the height (which isn't a biggy), but I can't seem to adjust the width to prevent messages from scrolling into another new line.
Other than that little nitpick, things work great.
Same here, I personally preferred it on top of the dials. Whatever you guys do, don't resize the message box or you'll get in trouble.
The TDC is amazing and the periscope view is excellent now that it's centered. My only request on that front would be to add a background to the dials, just for looks.
Anyway, fantastic work with everything DarkWraith, I wouldn't even try to play this game without your UI mods.
TheDarkWraith
03-14-10, 05:06 AM
Been using this since 1.0 and like it a lot.
My only complaint is that the location the text message box. Being a bit wider, and being able to show 4 lines of text would be perfect.
Every mission I have to raise the height (which isn't a biggy), but I can't seem to adjust the width to prevent messages from scrolling into another new line.
Other than that little nitpick, things work great.
well if the general concensus is that everyone wants the message box back on top of the dials then I'll move it back. I can make the message box default to a bigger size (height and width) - just need to ensure that's what everyone wants.
TheDarkWraith
03-14-10, 05:07 AM
Cheers DarkWraith! Fantastic! :yeah:
Any plans to combine this one with your new UI mod (Buttons from sh4)?
already done (the NewUI with SH4 buttons is at version 0.3.0)
TheDarkWraith
03-14-10, 05:08 AM
Updated to the latest - as always thanks! :up:
Any chance of getting just the three dials and a salvo spread dial configured? :)
it just occurred to me after re-reading this and looking at it that I did leave that dial out of the no TDC version. I will change that in the next release so that the torp spread angle is visible with the No TDC option.
kylania
03-14-10, 05:21 AM
well if the general concensus is that everyone wants the message box back on top of the dials then I'll move it back. I can make the message box default to a bigger size (height and width) - just need to ensure that's what everyone wants.
I like it how it is in 1.3.1 actually. At first I preferred it over the dials, but now it rests comfortably in the negative space of the XO's input box. :)
ironkross
03-14-10, 09:05 AM
I like it how it is in 1.3.1 actually. At first I preferred it over the dials, but now it rests comfortably in the negative space of the XO's input box. :)
Yeah, I like it there too. It seems the natural place to put it.
[edit] Also have to say, if I had to pick only one mod to play SHV with it would be this one. Thanks, Dark.
Mystique
03-14-10, 09:31 AM
Many thanks for 1.3.1 :rock:
PL_Cmd_Jacek
03-14-10, 10:02 AM
Thank you, please do not forget to consider "No lock" option
John Channing
03-14-10, 02:35 PM
what was the final conclusion?
and did the dials and all stop showing up when you do sub upgrades or whatever the problem was with the dials still showing?
Sorry.. I should have gotten back to you earlier but I have been having such a blast I lost track.
Stadimeter works fine. It was a hardware problem (the wingnut behind the keyboard was at fault). In fact eveything works fine.
JCC
StorageSteve
03-14-10, 06:26 PM
Heres the chronology. Down load the latest JSGME, load it up, no problem. Get SHV, load it, patch it, play it. Having spent a ton of hours with SHIII & SH IV initially disappointed. Miss the dials. get the mod, download it extract the whole thing into the MODS folder. Get back into port, get out of game, Go To JSGME activate mod. Continue campaign and no dials. Using Vista, this is the tree, C/UBI/SH5/ForMODSFolder/OldStyle1.1/data menu/gui. Under the gui have 2 DDS files Dials.dds which is 1.366kb and Hud.dds which is 2,049kb. Am I supposed to copy other dial and hud files instead of these? Have read post #1 and about 20 pages of this post and still don;t know what I'm doing wrong. Have been away from these SIMs and JSGME for a while so probably missing a step in the whole process. Any help would be appreciated.
TheDarkWraith
03-14-10, 06:51 PM
Heres the chronology. Down load the latest JSGME, load it up, no problem. Get SHV, load it, patch it, play it. Having spent a ton of hours with SHIII & SH IV initially disappointed. Miss the dials. get the mod, download it extract the whole thing into the MODS folder. Get back into port, get out of game, Go To JSGME activate mod. Continue campaign and no dials. Using Vista, this is the tree, C/UBI/SH5/ForMODSFolder/OldStyle1.1/data menu/gui. Under the gui have 2 DDS files Dials.dds which is 1.366kb and Hud.dds which is 2,049kb. Am I supposed to copy other dial and hud files instead of these? Have read post #1 and about 20 pages of this post and still don;t know what I'm doing wrong. Have been away from these SIMs and JSGME for a while so probably missing a step in the whole process. Any help would be appreciated.
tree should look like this:
c\Ubisoft\Silent Hunter 5\MODS\OldStyle1.1\data\......
just looked again and are you using the latest version (1.3.1)? I ask because latest version did away with 'forMODSfolder' and just had a MODS folder that you copied directly to your \c\Ubi\SH5\ folder.
StorageSteve
03-15-10, 05:27 AM
tree should look like this:
c\Ubisoft\Silent Hunter 5\MODS\OldStyle1.1\data\......
just looked again and are you using the latest version (1.3.1)? I ask because latest version did away with 'forMODSfolder' and just had a MODS folder that you copied directly to your \c\Ubi\SH5\ folder.
Haven't tried 1.3 yet. Was hoping to get 1.1 working. If I do go to 1.3 do i need to delete anything in the root file or just disable it in JSGME?
urfisch
03-15-10, 05:48 AM
maybe you should use another image hoster...darky...
;)
"bandwith exceeded"...
Indietro
03-15-10, 09:56 AM
Hi DarkWriath, I just wanted to make sure you are aware about a problem when using your TDC and Stadimeter. On every input of stadimeter AOB and Speed dials ar being reset to 0. Hopefully you will fix it :)
Silent Steel
03-15-10, 10:17 AM
Haven't tried 1.3 yet. Was hoping to get 1.1 working. If I do go to 1.3 do i need to delete anything in the root file or just disable it in JSGME?
Hi Steve
Hopefully you have activated your 1.1 with JSGME. If "yes" you don't have to delete anything. Just do this:
Deactivate the 1.1
Download the 1.3.1 (and put into C:\Ubisoft\Silent Hunter 5\MODS) Structure should be: C:\Ubisoft\Silent Hunter 5\MODS\OldStyleSHControls_1_3_1_byTheDarkWraith\da ta\....
Activate the 1.3.1 with JSGME.
That's it. :up:
Rgds
.
TheDarkWraith
03-15-10, 10:56 AM
Hi DarkWriath, I just wanted to make sure you are aware about a problem when using your TDC and Stadimeter. On every input of stadimeter AOB and Speed dials ar being reset to 0. Hopefully you will fix it :)
it's been noted. Looking for solution currently.
Onkel Neal
03-15-10, 01:41 PM
DarkWraith, try making an album here for your images. :salute:
TheDarkWraith
03-15-10, 01:43 PM
DarkWraith, try making an album here for your images. :salute:
explain please. Not following you.
GDFTigerTank
03-15-10, 01:48 PM
He's saying you should host your screenshots on subsim.com so that you won't get that pesky "bandwidth exceeded" notice.
DragonRR1
03-15-10, 07:48 PM
Yet again great work Darkwraith. I currently prefer this to your beta UI simply because most visible functions work properly.
Have you seen the "hidden" features here:
http://www.subsim.com/radioroom/showthread.php?t=164798
Maybe worth you looking into doing a hybrid UI?
TheDarkWraith
03-15-10, 07:52 PM
okay been working on swapping dial faces to get this correct. Does this look correct? AOB now has a fine dial (needs a new .dds for it though) and the bearing indicator lost it's fine dial. Tried adding the track angle dial but it's not functional (didn't register anything - tried firing torpedoes at all different angles to the ships hull to see if it would register and it didn't)
http://www.subsim.com/radioroom/picture.php?albumid=217&pictureid=1432
kylania
03-15-10, 09:27 PM
Looks nice. I'm confused about the bearing indicator losing it's fine thingie? Isn't that dial redundant? The scope shows the bearing right? Or does the bearing dial stay locked on the ship when you move your scope?
TheDarkWraith
03-15-10, 09:31 PM
Looks nice. I'm confused about the bearing indicator losing it's fine thingie? Isn't that dial redundant? The scope shows the bearing right? Or does the bearing dial stay locked on the ship when you move your scope?
it can and can't depending on whether you have auto-update on or not. This is useful for manual TDC when you are setting up your shot. Disable auto-update, calculate scope heading and move scope to that heading, set the AOB to 90 (port or stbd), re-enable auto-update, move scope back to ship and AOB is automatically updated!
TheDarkWraith
03-15-10, 09:31 PM
one step closer to getting shortcuts to orders and all....remember these guys??
http://www.subsim.com/radioroom/picture.php?albumid=217&pictureid=1434
kylania
03-15-10, 09:51 PM
Wow, those work! YAY!! :rock:
LiveGoat
03-15-10, 10:42 PM
:o My heart is all a flutter. Are those... SH3 shortcut buttons?
TheDarkWraith
03-16-10, 12:29 AM
the officers are coming along nicely! Read the message pad:
http://www.subsim.com/radioroom/picture.php?albumid=217&pictureid=1435
the officers are coming along nicely! Read the message pad:
Nice!
Can't wait for the one for the stock UI (/w minimal TDC dials)
piri_reis
03-16-10, 04:46 AM
one step closer to getting shortcuts to orders and all....remember these guys??
Great job bringing the crew bar back :up:
Sgtmonkeynads
03-16-10, 04:55 AM
Would it be possible to replace the crew pics on the bar with those animations of the voice tubes found by someone?
That would be perfect.
reaper7
03-16-10, 06:21 AM
Is that Depth under Keel I see there. Nice :up:
Galanti
03-16-10, 06:36 AM
Great job on the officers! But, and I'm sure you've thought of this, I would suggest replacing the officer images with images of the new crew members (with or without eyepatches) for consistencies sake.
Again, outstanding work!
TheDarkWraith
03-16-10, 07:36 AM
Great job on the officers! But, and I'm sure you've thought of this, I would suggest replacing the officer images with images of the new crew members (with or without eyepatches) for consistencies sake.
Again, outstanding work!
well someone with graphical ability (I'm programmer not graphic artist) could whip up a new 'bar' with the officers pictures in it so we could use. I'm just going for functionality currently. Polish can be added later.
Remember the old Captain America officer icons from SH3? Well it's that easy to change these also.
The graphic used is \data\Menu\Gui\Layout\OfficerA.dds if someone wants to update it with new pictures.
The orders associated with the officers are all located in \data\Menu\Gui\Layout and they are orders1.dds, orders2.dds, and orders3.dds if someone wants to update them also.
Galanti
03-16-10, 07:42 AM
well someone with graphical ability (I'm programmer not graphic artist) could whip up a new 'bar' with the officers pictures in it so we could use. I'm just going for functionality currently. Polish can be added later.
Remember the old Captain America officer icons from SH3? Well it's that easy to change these also.
The graphic used is \data\Menu\Gui\Layout\OfficerA.dds if someone wants to update it with new pictures.
The orders associated with the officers are all located in \data\Menu\Gui\Layout and they are orders1.dds, orders2.dds, and orders3.dds if someone wants to update them also.
Not sure of your timeline for release, but I'll have a look tonight, and problem can get somrthing to you tomorrow, if that's not too late. I've been fiddling around with Photoshop for close to fifteen years in my spare time.
Or you can PM the relevant files to me right now, I've got Photoshop installed here at work.
TheDarkWraith
03-16-10, 07:56 AM
Would it be possible to replace the crew pics on the bar with those animations of the voice tubes found by someone?
That would be perfect.
not familiar with the voice tubes yet. Where are they located and where can I see some pics of it?
charognard
03-16-10, 08:06 AM
the officers are coming along nicely! Read the message pad:
http://www.subsim.com/radioroom/picture.php?albumid=217&pictureid=1435
Can you make officier icons and orders icons as optionnal setting ??
TheDarkWraith
03-16-10, 08:58 AM
Can you make officier icons and orders icons as optionnal setting ??
of course. Isn't that how I've been doing things? I believe in user-configurable to taste.
TheDarkWraith
03-16-10, 09:17 AM
AOTD_Rhonen has made a new .dds for the officers that rocks! :D He replaced the SH3 style officer icons with icons of the SH5 officers. When I get back home tonight I'll post a new screenie with his officer icons. There are other people working on new officer icons also so we can have variety.
Sgtmonkeynads
03-16-10, 10:05 AM
heres a pic of those voice tubes...
http://img22.imageshack.us/img22/6659/voicepipe.jpg
and their in the thread http://www.subsim.com/radioroom/showthread.php?t=164628
AOTD_Rhonen
03-16-10, 11:30 AM
:yeah:looking forward Wraith :yeah:
Silent Steel
03-16-10, 12:07 PM
and grateful.
Wraith - you should be awarded a medal of finest value.
Day by day we all get more and more indebted to you.
Thanks for saving SH5! :salute:
.
Is it possible to make version with slide out gauges? It would be usefull for 19" LCD users with 1280x1024 resolution. :yep:
kylania
03-16-10, 01:04 PM
It would be usefull for 19" LCD users with 1280x1024 resolution. :yep:
http://i177.photobucket.com/albums/w234/cherrycodes/cc/collection/condolences//sympathyCondolences71.gif
It's getting better and better each day. Dark Wraith, you really deserve highest decorations ... :know:
http://i177.photobucket.com/albums/w234/cherrycodes/cc/collection/condolences//sympathyCondolences71.gif
Kylania, I see you are owner of mega hyper super duper 100" plasma and you are sitting 1 meter from it looking for ships on horizon :D
Thanks for beautifull postcard. :salute:
I hope I'm not only one user of 19" 4:3 LCD.
kylania
03-16-10, 03:01 PM
Kylania, I see you are owner of mega hyper super duper 100" plasma and you are sitting 1 meter from it looking for ships on horizon :D
Thanks for beautifull postcard. :salute:
I hope I'm not only one user of 19" 4:3 LCD.
This is my screen: http://www.tomsguide.com/us/Stuart-Hughes-PrestigeHD-Supreme-Rose,news-6132.html I wish! I know DarkWraith had mentioned looking into sliding options before, not sure the status of it though. Even for larger screens it would be good just for immersion sake really.
Just tried 1.3.1. And it's working nice. Gauges are not flickering. They are working little different then stock (do not zoom in when other is zoomed out) but I think that's made for purpose.
* about the wip officers - don't you think that the orders should appear little lower, not blocking the center of the screen?
* what tool do you use working with dds? I would gladly try to prepare a Junghans watch insted of SH5 stock generic one:)
TheDarkWraith
03-16-10, 04:49 PM
Just tried 1.3.1. And it's working nice. Gauges are not flickering. They are working little different then stock (do not zoom in when other is zoomed out) but I think that's made for purpose.
* about the wip officers - don't you think that the orders should appear little lower, not blocking the center of the screen?
* what tool do you use working with dds? I would gladly try to prepare a Junghans watch insted of SH5 stock generic one:)
As far as the guages go, another one won't zoom in if you have one already zoomed. If you go into anothers 'space' which sends a request to zoom it won't even after you unzoom the other. You have to mouse out of the gauges then mouse back in to get that one to zoom again.
The orders will appear lower don't worry. I just got it working last night so it's still in design and hopefully will be released here very soon.
I use Photoshop CS4 64 bit for working with images.
col_Kurtz
03-16-10, 04:51 PM
Kylania, I see you are owner of mega hyper super duper 100" plasma and you are sitting 1 meter from it looking for ships on horizon :D
Thanks for beautifull postcard. :salute:
I hope I'm not only one user of 19" 4:3 LCD.
Super duper :yeah:
Nie jedyny :P
reaper7
03-16-10, 04:56 PM
I use Photoshop CS4 64 bit for working with images.
What settings are you exporting with, I still haven't managed to import anything that I created in .dds format into the editor.
keeps crashing to desktop.
If I import images that you or others have created in there mods for test purposes they load ok.
Its driving me mad can't figure out what I'm doing wrong.:damn:
TheDarkWraith
03-16-10, 04:59 PM
What settings are you exporting with, I still haven't managed to import anything that I created in .dds format into the editor.
keeps crashing to desktop.
If I import images that you or others have created in there mods for test purposes they load ok.
Its driving me mad can't figure out what I'm doing wrong.:damn:
I use DDS converter to convert the dds to TGA. Use Photoshop CS4 to modify the TGA. Use DDS converter to convert TGA back to DDS. The reason: DDS plug-in from nVidia doesn't work on 64 bit CS4.
Kumando
03-16-10, 05:07 PM
Dark with the rudder dial i press full rudder right or left and it only turns 7 degrees:06:
TheDarkWraith
03-16-10, 05:09 PM
Dark with the rudder dial i press full rudder right or left and it only turns 7 degrees:06:
look at the actual readout under the dial...does it say 7 degrees? It's a bug with the speech not the dial.
reaper7
03-16-10, 05:16 PM
I use DDS converter to convert the dds to TGA. Use Photoshop CS4 to modify the TGA. Use DDS converter to convert TGA back to DDS. The reason: DDS plug-in from nVidia doesn't work on 64 bit CS4.
Might try that as its not working to good for me with CS4 32bit.
Either that or I'm doing some thing very stupid. :hmmm:
Edit: Yes it was me doing something stupid. I was trying to access a .dds file from outside of the SH5 folder.
AOTD_Rhonen
03-17-10, 09:30 AM
hey Dark, are my DDS working? :)
I want to see a screen :yeah:
TheDarkWraith
03-17-10, 11:11 AM
hey Dark, are my DDS working? :)
I want to see a screen :yeah:
yes they are working GREAT :up: They look awesome.
I'm trying to merge all my UIs into one file that the user just has to set some options to enable each one instead of using different mods for each (combining them into one mod). Ultimately making a Page that the user can go to in the game to select which UI they want to use in real time (so they can switch on the fly). But I'm stuck on a problem with accessing imported global variables in InitializeScript() in each page that needs to 'read' the variables.
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