View Full Version : [REL] new UI for SH5 (BETA)
TheDarkWraith
03-05-10, 12:32 AM
NEW VERSION (0.3.0)!
Pre-requisites:
YOU MUST BE PATCHED TO THE LATEST VERSION RELEASED BY UBISOFT. Run your game updater (\Ubisoft\SilentHunter5\Support\GameUpdater\gu.exe ) to see if you are running the latest version of the game or not.
This will replace the new UI in SH5 with a more familiar SH4 style. From the readme file '\MODS\NewUI_0_3_0_ByTheDarkWraith\Documentation\N ewUI_0_3_0_ByTheDarkWraith.txt':
New UI for SH5
BETA v0.3.0
by TheDarkWraith
This mod will give an old SH4 look to the new SH5 game. It totally replaces the default UI.
The dials can be customized by using a different .dds file. See the readme.txt file in \Dials.
The dials have two states.
The first dial has the states of: engine order telegraph and speed.
The second dial has states of heading and rudder angle (though angle displayed on dial doesn't match rudder deflection currently. Still sorting that out).
The third dial has states of shallow depth and deep depth.
To change states simply click on the button below the dial.
The dials will expand when the mouse is inside them and they will contract when mouse is outside them (like zoom in/out). Individual zoom levels can be set for throttle, speed, heading, rudder, depth260, and depth25. In the file (\data\Scripts\Menu\Page layout.py) find this section and change these values:
#
# Base Zoom levels
BaseZoomThrottle = 200 #(for throttle)
BaseZoomSpeed = 200 #(for speed)
BaseZoomHeading = 200 #(for heading)
BaseZoomRudder = 200 #(for rudder)
BaseZoomDepth260 = 200 #(for depth260)
BaseZoomDepth25 = 200 #(for depth25)
User can lock out dials from zooming by adjust these values in the file (\data\Scripts\Menu\Page layout.py):
#
ThrottleCanZoom = True #(set to false to disable zooming)
SpeedCanZoom = True #(set to false to disable zooming)
HeadingCanZoom = True #(set to false to disable zooming)
RudderCanZoom = True #(set to false to disable zooming)
Depth260CanZoom = True #(set to false to disable zooming)
Depth25CanZoom = True #(set to false to disable zooming)
The animation rate of the dials expanding/contracting can also be changed. Find this section in the file (\data\Scripts\Menu\Page layout.py):
#
# rate at which dials grow and shrink (in seconds)
DialsAnimationSpeed = 0.10 (change this value to change animation rate)
There are three versions of the TDC included - All dials, minimal dials, and no TDC. All dials will take control of the functionality of the SH5 interface for a torpoedo solution (and associated controls in the SH5 stock UI are removed). Minimal dials just exposes the dials not exposed by the stock SH5 UI and also uses the stock UI. No TDC removes the TDC from the mod. The TDC interfaces have been included on the obs periscope, attack periscope, and UZO. The mod defaults to minimal dials TDC.
To install All dials:
navigate to where you unzipped the mod to and open it up. Open up the folder 'TDC'. Select the folder 'All Dials' and open it up. Right click on 'data' folder and select copy. Navigate back to where you unzipped the mod to and open it back up. Select the 'MODS' folder and open it up. Select the 'NewUI_0_3_0_ByTheDarkWraith' folder and open it up. Right click in any empty area and select paste. Say yes to all confirmation messages. Navigate back to where you unzipped the mod to and open it back up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME (this assumes you setup JSGME to use the 'MODS' folder as default).
To install minimal dials:
navigate to where you unzipped the mod to and open it up. Open up the folder 'TDC'. Select the folder 'Minimal Dials' and open it up. Right click on 'data' folder and select copy. Navigate back to where you unzipped the mod to and open it back up. Select the 'MODS' folder and open it up. Select the 'NewUI_0_3_0_ByTheDarkWraith' folder and open it up. Right click in any empty area and select paste. Say yes to all confirmation messages. Navigate back to where you unzipped the mod to and open it back up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME (this assumes you setup JSGME to use the 'MODS' folder as default).
To install No TDC:
navigate to where you unzipped the mod to and open it up. Open up the folder 'TDC'. Select the folder 'No TDC' and open it up. Right click on 'data' folder and select copy. Navigate back to where you unzipped the mod to and open it back up. Select the 'MODS' folder and open it up. Select the 'NewUI_0_3_0_ByTheDarkWraith' folder and open it up. Right click in any empty area and select paste. Say yes to all confirmation messages. Navigate back to where you unzipped the mod to and open it back up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME (this assumes you setup JSGME to use the 'MODS' folder as default).
A BIG thanks to maerean_m for information and assistance he gave in helping me make the TDC come to life for the obs periscope, attack periscope, and UZO. Thanks again!!
The default text is English. There is a new folder called '\Text'. In it you will find folders of all the different languages I have for the mod. Navigate to you language and then copy the menu.txt file and paste in '\MODS\NewUI_0_3_0_ByTheDarkWraith\data\Menu'. Then copy the 'MODS' folder to your '\Ubisoft\SilentHunter5\' folder (this assumes that you setup JSGME to use the MODS folder as default). Enable via JSGME.
Current languages supported by this are:
English
German
French
Thanks to UrPeaceKeeper for information he provided. Without the information of 'German layout stuff' I'd still be scratching my head wondering why items weren't showing up. That little bit of info shed the light that made this possible!! Thanks again.
Contributors:
briklebritt - new dials. You can find them under \Dials\German\metric_briklebritt (these are the default dials used in this mod). His mod can be found under \Included mods from others\dials_briklebritt. His documentation file can be found under \Included mods from others\dials_briklebritt\documentation. He also contributed to German translations in menu.txt file.
idl0r - German translations of menu items added in menu.txt file.
TLT - French translation of menu.txt file.
FLB Sale U999 - used his TDC_metric.dds file for the dials in the TDC
WARNING:
Some buttons cause erratic behavior. Some buttons cause CTDs. Do not press the crew tab or any button under the crew tab, you will CTD! I do not have a list of all the buttons that work or don't work. The reason that some buttons have this erratic or CTD behavior is because the script files need some work done on them. It's not a little work either - it'll take some digging. But in the meantime I thought I would share what has been accomplished so far. Enjoy!
To install:
This is JSGME ready. Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME.
(this assumes you setup JSGME to use the 'MODS' folder as default)
Changelog:
v0.1.0 - first BETA release
v0.1.1 - fixed missing tooltips for Battery level, CO2 level, Fuel level, and compressed air level
- made dials customizable by using a new Dials.dds file (\data\Menu\Gui)
- the background that the dials are attached to and the battery,fuel,CO2,and compressed air can be customized by using a new hud.dds file (\data\menu\Gui)
- change structure of folders in the files to use only \data\menu\Gui instead of \data\menu\Skins\American(or German)\Gui\Layout
- fixed folder structure of zip file so that people unfamiliar with JSGME will find it easy to install this mod
- same bugs/CTDs exist as before. Still working on them. Should have these removed soon.
v0.2.0 - new dials supplied by briklebritt used as default dials
- added folder '\Included mods from others'. You can find their complete mod there along with documentation (if supplied)
- added ability for dials to zoom in/out
v0.2.1 - added new folder called '\Text'. In it contains folders of all the different languages I have for this mod.
- renamed some global variables in Page layout.py to give better understanding of purpose
- fixed 'stuttering' problem with dials when mousing in/out
- fixed problem of other dials zooming in when one already zoomed in. User must mouse out of zoomed dial to be able to mouse in to another one
- zoomed dials dynamically reposition themselves when zoomed in to prevent any part of them from going offscreen (either the right edge or the bottom)
- changed when the map tools expand in the Page Default Hud.py file. They were set to expand when the map was in the 'Maximized' state. Now they expand in the 'TAI' state (which is first click of expand arrow on map)
- Default size of map on first click of expand arrow has been increased from default width and height to width = PageDefaultHud_Feedback_MapTools.Height + PageDefaultHud_Feedback_DepthGroup.Height and height = PageDefaultHud_Feedback_MapTools.Height + PageDefaultHud_Feedback_DepthGroup.Height thus making the map size the height and width of the expanded map tools and the DepthGroup's combined height to it's left (aesthetics)
- Each dial (and each dial's state) has it's own zoom level. User can change these to suit their liking
- Animation rate of zoom in/out can be changed by user to suit their liking
- Messages box moved to just left of battery/CO2/Fuel/Compressed air box
- Item notes moved to just above dials
- other items moved so as to not interfere with items moved by this mod
- New values for the dials (when you click on a dial to order it to a new depth, speed, etc.) now don't show up as 'small' hands. They appear as the size they should.
- Changed folder structure of mod. This mod now incorporates a MODS folder so end user can easily copy to their \Ubisoft\SilentHunter5\MODS folder.
- added the 'standard' depth controls back (located under the map controls just left of the map). Disabled the 'advanced' controls associated with map
- added FLB Sale U 999's torpedo spread angle dial to UZO and attack periscope
v0.3.0 - removed FLB Sale U 999's torpedo spread angle dial
- added TDC with all dials to obs scope, attack periscope, and UZO!
- centered Periscope and Observation scope oculars in the screen
- moved some TDC dials lower in the display and adjusted x offsets to the sides since centering oculars
- removed unneeded items from display in attack and observation scope pages
- added ability to lock out dials from zooming. Mod defaults to all dials able to zoom.
- added depth under keel display (old SH5 interface item)
- added the abilitiy to use TDC all dials, TDC minimal dials, or no TDC. Mod defaults to TDC minimal dials.
- fixed bug where if user has a dial zoomed and mouses over another dial and the previous dial zoomes out and user orders command on this dial the new value would show in the zoomed state
- fixed bug where dials and all would show outside of the mission game state
TheDarkWraith
main screen:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/newUI_0_2_1_1.jpg
no dials UZO:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/NewUI_tdc_nd_uzo.jpg
no dials attack periscope:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/NewUI_tdc_nd_attack.jpg
no dials obs scope:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/NewUI_tdc_nd_obs.jpg
minimal dials UZO:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/NewUI_tdc_md_uzo.jpg
minimal dials attack scope:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/NewUI_tdc_md_attack.jpg
minimal dials obs scope:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/NewUI_tdc_md_obs.jpg
all dials UZO:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/NewUI_tdc_ad_uzo.jpg
all dials attack scope:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/NewUI_tdc_ad_attack.jpg
all dials obs scope:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/NewUI_tdc_ad_obs.jpg
new version (0_3_0) available here: http://www.filefront.com/15824819/NewUISH5-0-3-0-byTheDarkWraith.7z/
TheDarkWraith
TheDarkWraith
03-05-10, 12:33 AM
reserved by TheDarkWraith for bug posting
3/5/2010 Bug and Addition list
CTDs:
- Crew Tab - TO BE REMOVED
- Search pattern button - TO BE REMOVED
Buggy:
- All go-to position buttons except Command Room - TO BE REMOVED
- Recognition manual - TO BE REMOVED
No work:
- Emergency right maneuver - INVESTIGATING
- Emergency left maneuver - INVESTIGATING
- Clock - INVESTIGATING
Aesthetics:
- moving map tools down and having it expand upwards (posted by gutted)
Upcoming Additions (being researched):
- Looking into making dials grow in size when moused over
- Looking into moving some dials to slideout style
- Adding popups to those controls missing them
- moving clock from top right down to bottom left
- moving time compression from top right down to bottom left
Highbury
03-05-10, 12:34 AM
Downloading, thank you! :salute:
Awesome thanks!
I was sitting in port waiting for this when i found out you were releasing the test of it tonight,
Going to try it right now.
TheDarkWraith
03-05-10, 12:38 AM
soon as I get confirmation that someone was able to install it and run it then I'll head off to bed......
UberMatz
03-05-10, 12:44 AM
You Sir are awesome!! :rock:
soon as I get confirmation that someone was able to install it and run it then I'll head off to bed......
I'm using 1680x1050 and everything looks as it should.
awesome .. now go to bed.
TheDarkWraith
03-05-10, 12:52 AM
It works.
I'm using 1680x1050 and everything looks as it should.
excellent! I'm off to bed......:zzz:
Sleep well sir and thanks!
could i make one small request?
http://i857.photobucket.com/albums/ab138/gorey666/UI.png
TheDarkWraith
03-05-10, 12:58 AM
could i make one small request?
http://i857.photobucket.com/albums/ab138/gorey666/UI.png
expand it and you'll see why it's placed where it is........
Yes i know it expands.. but the stock one expands up, yours expands down. Was hoping you could make it expand up again, and move it down to a more aesthetic place.
the arrows in my pic were to show the direction of expansion.
p.s. just giving friendly suggestions.
Highbury
03-05-10, 01:03 AM
Looks great, very useable. There are bugs you know of and should forget about for the night. It makes the game infinitely more playable.
You also got the Radio working!!! I have many GBs of mods for that :D
We have to mod out the sonar, radar, deck and flak gun icon. Those bring you out of your ship. Mod out or link properly. Awesome work. Huge headway, if any one complains they should be sent here and see whats been done in 3 days of the release..
UrPeaceKeeper
03-05-10, 01:10 AM
Compiled my list of CTD's and Buggy buttons. This list is COMPLETE.
Crash to Desktops (All of these are No Error)
- Button to the right of "Return to Course" in the navagation pannel. I believe this is the search pattern button. I will look later for the file associated with it.
- Crew Icon (Known)
Buggy Buttons and Effect
- All Go To position buttons dont work except the Go To "Command room" which takes you to where your character is standing. The normal response to the "Go To Position" commands is to put you on top of the Observation Periscope but not attached. The Go To Periscopes take you to the head of the Periscope, you can go up and down but no Interface there. Again removal of these buttons for now is more than adequate.
- Recognition Manual is empty and not needed. Randomly popped up during other button testing as well with the external view I believe. Suggest Removal.
-Emergency Right and Emergency Left maneuvers dont work at all. Buttons dont cause crash or weird issues other than not doing anything!
Fixes: The Search Pattern crash and the Emergency Hard Right/Left maneuvers should be relativly easy to fix. I'll look into potential fixes in the script files??? Not sure where to begin really.
None of the other buttons caused issues at all. They all seemed to work just fine :)
:up:
Rocking!
Westbroek
03-05-10, 01:11 AM
Unbelievable work, thank you so much.
I can't believe it's day 3 and I'm already installing JSGME and enabling away.
3 Cheers and get some rest!
W
Sgtmonkeynads
03-05-10, 01:25 AM
Good deal.
I'm at work right now and can't try it, but I used a " My Menu" mod made for sh4 that let me switch buttons and add ones. Do you think the same mod would let us get rid of those buttons that do not work on your new and way way better interface?
Thank you again for makeing this game playable.
Now, how about auto aim circles for distances further than 1800 meters.
but thats another story
Thanks again!
UrPeaceKeeper
03-05-10, 01:30 AM
Good deal.
I'm at work right now and can't try it, but I used a " My Menu" mod made for sh4 that let me switch buttons and add ones. Do you think the same mod would let us get rid of those buttons that do not work on your new and way way better interface?
Thank you again for makeing this game playable.
Now, how about auto aim circles for distances further than 1800 meters.
but thats another story
Thanks again!
I'll look into it :) Downloading the menu moder now. I dont see why it wouldnt work, but at the same time I do see how it wouldnt work :P
jimimadrid
03-05-10, 01:33 AM
@DarkWraith
You should use my MenuMaker to remove the not usable buttons.
Sgtmonkeynads
03-05-10, 01:35 AM
Right on man !
Hope it works, If the interface is the same as sh4 "but different" it should work no problem. Hell, we will even beable to change the button colors then.
I think I'll say I'm sick and go home. Oh well, *cough**cough*
EDIT: Menu Maker is what I was talking about, and thank you for it Jimimadrid!
UrPeaceKeeper
03-05-10, 01:41 AM
No-Go unfortunately, caused a CTD during game load. Sorry gents, SH4 MenuMaker isnt going to do it. SH5's menu's are done a bit differently I'm guessing and it will require manual removal from the files =(
No-Go unfortunately, caused a CTD during game load. Sorry gents, SH4 MenuMaker isnt going to do it. SH5's menu's are done a bit differently I'm guessing and it will require manual removal from the files =(
I tried manually removing them but got a CTD as well. Just live with it for now. :(
etheberge
03-05-10, 02:53 AM
The only people that will not be happy to see this mod are the following:
UBISOFT BUCHAREST
GAME DEVELOPMENT TEAM
INTERFACE & MENUS PROGRAMMERS
Catalin-Alexandru Nastase
Mihai Maerean
Mihai Popescu
Mihai Tudorache
INTERFACE ARTISTS
Giani Cojan
Mihai Adascalitei
Alin Popescu
(I am joking of course, I'm sure these are all fine and talented individuals who simply worked within the guidelines that were sent to them)
JScones
03-05-10, 03:12 AM
Looking at those names has me thinking - is "Mihai" the Romanian equivalent of "John" or something? :hmmm:
On topic: Nice work. :up:
karamazovnew
03-05-10, 03:15 AM
I don't want to be a scrooge, but the layout interface can't be imported into SH5 just like that, simply because it is the most hard-coded part of the SH4 interface and thus the hardest to mod. We first need to learn which are the hard-coded parts both in sh4 and in sh5. It took me 5 minutes to import the entire KiUB screen into the Editor but most functional items like the torpedo buttons, fire button, stadimeter, the old open/close panels, they all need to be relearned and rewired based on what we have in SH5.
Wraith already knows this by now :haha:. So please be patient and don't expect this to work instantly.
karamazovnew
03-05-10, 03:16 AM
Looking at those names has me thinking - is "Mihai" the Romanian equivalent of "John" or something? :hmmm:
On topic: Nice work. :up:
Mihai=Michael
But yea :har: that is funny.
Boss: Mihai?
Yes? Yes? Who me? Yes?
Westbroek
03-05-10, 03:17 AM
Methinks this should be stickied since I'm sure everyone will want it.
Just finished a nice few hours enjoying the new UI without any problems. The hydrophone operator (or sound guy, I guess, sheesh) will even follow contacts now! Go figure!
Cheers again, great work.
I was waiting till you'd show up here and say a thing or two about the TDC and chances of porting over the KiUB to this wholesale :)
Good news, and yeah... I don't doubt that duplicating SHIV is not the best solution in the long run. On the other hand if it works and is most functional, I would rather play with that for now than wait weeks for a new interface to be designed and hooked up to this... unless someone out there with an alternate SHIII/IV layout is willing to volunteer their mod to be ported over here.
karamazovnew
03-05-10, 03:25 AM
I was waiting till you'd show up here and say a thing or two about the TDC and chances of porting over the KiUB to this wholesale :)
Good news, and yeah... I don't doubt that duplicating SHIV is not the best solution in the long run. On the other hand if it works and is most functional, I would rather play with that for now than wait weeks for a new interface to be designed and hooked up to this... unless someone out there with an alternate SHIII/IV layout is willing to volunteer their mod to be ported over here.
Kiub was mostly made up of custom made items. In other words no chance of ID mixup. I got it working in the game with no errors but it just doesn't DO anything. I can make the dials work but I'm still waiting for a python guru to see how scripting is done. Plus, I get a dll load problem when I try to see scripts. To put things into perspective, when I made Kiub it took me 2 months to go through each item of the interface and see what everything is and how they're used. Once we "crack" the complete workflow and have all the possibilities explained, then we can mod.
Yep, fair enough. That was my understanding of the situation with functionality of dials etc. anyway. I just hope it doesn't turn out to be a problem.
That said, like you, I'm at least fairly happy with the TDC as it is right now. If we could even just get the periscope ring wheels for making our solutions, I'd be happy... of course then we'd also need a proper rec manual.
karamazovnew
03-05-10, 03:36 AM
I just hope it doesn't turn out to be a problem.
I'll give you one example of a big difference between SH4 and SH5. The periscope marks. They used to stay fixed and they were based on the camera properties in order to always show degree increments. Now they just zoom in with the image. Not to mention the bug on most scopes (most visible on the UZO) that start at 1X zoom and leave you with weird tiny marks :haha:.
I don't doubt that duplicating SHIV is not the best solution in the long run. .
To be honest, i would prefer a redesign of it instead of just a direct port. Surely we could design a better/sleaker interface. The only reason im using the SH4 one now is because of the depth gauge and the battery/fuel indicators.
I like where the TC controls, and captians log things are at the top right. The SH4 one just duplcates this. That area up there should be expanded on slightly, not too much.. gotta watch the clutter.
The orders bar is kinda.. well.. bleh.
I dunno, but after some patches and things settle down.. I think we should make something better than the SHIV interface.
Agreed. Like Sailor Steve, I'm a fan of the large slideout gauges that the simfeeling mod had, and maybe something along those lines would be best later on. But for now, let's just get this thing working, then we can talk about what we REALLY want :)
Yskonyn
03-05-10, 06:15 AM
Let me pop in real quick to express my gratitude!
You guys are a prime example why this community is so great! :woot:
*Now I'll move along and let the big guys have more room for their fancy coding-talk again*
:salute:
thfeu58
03-05-10, 06:20 AM
Thank you, nevertheless, this is already a big step. If it has just moved to me, is immediately installed and tried out.
Galanti
03-05-10, 07:38 AM
To be honest, i would prefer a redesign of it instead of just a direct port. Surely we could design a better/sleaker interface. The only reason im using the SH4 one now is because of the depth gauge and the battery/fuel indicators.
I like where the TC controls, and captians log things are at the top right. The SH4 one just duplcates this. That area up there should be expanded on slightly, not too much.. gotta watch the clutter.
The orders bar is kinda.. well.. bleh.
I dunno, but after some patches and things settle down.. I think we should make something better than the SHIV interface.
Sure, just as long as it screams 1941 and not 2010.
But in all honesty, I can do without the whole upper right hand group of icons. I use keys to control TC (can't imagine manually clicking '-' a quadrillion times to come down from 4096x to 1x). The stations (nav map, captain's log, crew management( icons that are there now are redundant with the SH4 UI reimported. I guess the only somewhat useful icon is the toggle between exterior and interior, but F2 is easier to get to. Plus, they've all got that iPhone stink on them.
Next on my personal list to go are those '!' indicator icons. Far too intrusive and out-of-place looking as it is now.
But this is an outstanding first step!
EAF274 Johan
03-05-10, 08:54 AM
I just wanted to say that this mod single-handedly has made this game playable for me :up: Now that I can actually use the basic commands, I am beginning to see the potential beauty of the sim. It will need a lot of work, but I'm hopeful.
Many thanks!
thfeu58
03-05-10, 09:03 AM
Agreed. Like Sailor Steve, I'm a fan of the large slideout gauges that the simfeeling mod had, and maybe something along those lines would be best later on. But for now, let's just get this thing working, then we can talk about what we REALLY want :)
I am also for the big Slideout instruments. But for first the work of TheDarkWraith would be OK.
Sailor Steve
03-05-10, 10:39 AM
A complaint, but not a serious one.
One of the biggest complaints lodged against SH4 was that very layout, as it was considered much less 'friendly' than SH3's. I know you guys found that one already in place buried under the new stuff, but wouldn't it be cool to have SH3's interface instead.
Like I said, not serious - just pondering.:sunny:
TheDarkWraith
03-05-10, 10:58 AM
A complaint, but not a serious one.
One of the biggest complaints lodged against SH4 was that very layout, as it was considered much less 'friendly' than SH3's. I know you guys found that one already in place buried under the new stuff, but wouldn't it be cool to have SH3's interface instead.
Like I said, not serious - just pondering.:sunny:
I would like to have the SH3 interface also BUT since the devs already coded in the scripts the use of the SH4 interface it was rather easy to implement this. Now to implement an SH3 interface could probably be done but you have A LOT of coding to do in rewriting/adding scripts. That alone would be close to a nightmare just from looking at the scripts they made to use the SH4 interface. Maybe if the devs released all the 'keywords' that they used and what the definitions of those keywords are (i.e. StartAnimation( MenuItemWrapper.AnimationTypes.Height, FinalValue, DurationInSeconds ) - give me a definition of how this function works) it would be easier.
reaper7
03-05-10, 11:12 AM
Great work TheDarkWraith this is an excellent start to SH5. Already its becoming more playable and with the excellent graphics we are on to a winner.
Just as a side note I showed the game to a friend who is not in to sims and with the basic dumbing down the Dev's have done to the sim he fell in love with the game (He likes to point and shoot). In a way this may attract a larger audience of newcomers to the genre, who will eventually become more hardcore.
Just was a pity they didn't leave in the thing that we wanted also.
But with guys like you, pumping out stuff like this it could be win win alaround. Cheers. :yeah:
ReallyDedPoet
03-05-10, 11:14 AM
Nice seeing this evolve :yep::up:, keep up the great work.
SteamWake
03-05-10, 11:18 AM
Now your makin progress keep up the good work.
Yep, fair enough. That was my understanding of the situation with functionality of dials etc. anyway. I just hope it doesn't turn out to be a problem.
That said, like you, I'm at least fairly happy with the TDC as it is right now. If we could even just get the periscope ring wheels for making our solutions, I'd be happy... of course then we'd also need a proper rec manual.
Where is OLC when we need him ;]
LiveGoat
03-05-10, 11:55 AM
Where is OLC when we need him ;]
I was about to say the same thing! :rotfl2:
His ui is perfect IMO. Would be cool to see something similar for SH5.
TheDarkWraith
03-05-10, 11:57 AM
I was about to say the same thing! :rotfl2:
His ui is perfect IMO. Would be cool to see something similar for SH5.
show me a screenie of what it looks like please.
piri_reis
03-05-10, 12:02 PM
Where is OLC when we need him ;]
He was here last week I think, pretty ambitious to play the game, looked like he took a break from the forum wars hasn't been posting since :hmmm:
Btw, great work DW :up: Been using this for a few hours, nice improvement over the stock, will report any bugs or findings in the script/menu files.
jlederer
03-05-10, 12:06 PM
Thanks DW, this is awesome. I can get to all the functions I used to be able to use - amazing!
LiveGoat
03-05-10, 12:16 PM
show me a screenie of what it looks like please.
He made it for SH3 so it's probably not doable for SH5 but maybe something similar can be done?
http://i752.photobucket.com/albums/xx161/LiveGoat/OLC%20Pics/th_OLCGUI3.jpg (http://s752.photobucket.com/albums/xx161/LiveGoat/OLC%20Pics/?action=view¤t=OLCGUI3.jpg)
http://i752.photobucket.com/albums/xx161/LiveGoat/OLC%20Pics/th_OLC_GUI1.jpg (http://s752.photobucket.com/albums/xx161/LiveGoat/OLC%20Pics/?action=view¤t=OLC_GUI1.jpg)
http://i752.photobucket.com/albums/xx161/LiveGoat/OLC%20Pics/th_OLC_GUI2.jpg (http://s752.photobucket.com/albums/xx161/LiveGoat/OLC%20Pics/?action=view¤t=OLC_GUI2.jpg)
Porting over the graphics is really not an issue. It's all the functions that have to be re-wired for SH5, and that takes a while/poses a few problems due to the fact that some of the functions have to be dug out of the game's scripting. I.e. it's still wild territory out there in the menu data folders.
AVGWarhawk
03-05-10, 12:24 PM
You will find alot of SH4 will work in 5. :03:
Highbury
03-05-10, 02:36 PM
I was able to play for a few hrs last night. The first time I have been able to on SHV and this mod is a big reason why, thanks again.
The UI is still coming up in the bunker for me, and the mod seems to have brought back an old "friend"..
http://img16.imageshack.us/img16/5286/sh5img20100304222125.th.jpg (http://img16.imageshack.us/i/sh5img20100304222125.jpg/)
I don't think I saw that in vanilla SHV.. but easily removed.
:salute:
rcjonessnp175
03-05-10, 03:33 PM
How do you remove the underwater sub position indicator in military talk the "USPI" LOL. Thanks ahead of time.
:yeah:
Ctrl+numpad . should still work.
Lord Zimoa
03-05-10, 04:42 PM
Please continue this great effort.
Last year I had a terrible accident, spent 6 months in hospitals and revalidation centre`s. One of the problems is my right hand and arm are still partially not functioning properly. Being right handed I have adapted and can perfectly use my left hand, so I use a left handed mouse.
Now with SH5 new arcade GUI, I constantly have to use both keyboard with my right and mouse with left and after 15 minutes it gets painful.
So an adapted UI with most functions that can be controlled a mouse click away is perfect for me.
So basically with the work you guys do here, I will be able to play the game. Keep it up
Just wanted to thank you for that. :salute:
From a grateful subsimmer.
Cheers,
Tim aka LZ
karamazovnew
03-05-10, 08:55 PM
I would like to have the SH3 interface also BUT since the devs already coded in the scripts the use of the SH4 interface it was rather easy to implement this. Now to implement an SH3 interface could probably be done but you have A LOT of coding to do in rewriting/adding scripts. That alone would be close to a nightmare just from looking at the scripts they made to use the SH4 interface. Maybe if the devs released all the 'keywords' that they used and what the definitions of those keywords are (i.e. StartAnimation( MenuItemWrapper.AnimationTypes.Height, FinalValue, DurationInSeconds ) - give me a definition of how this function works) it would be easier.
Scripts? What scripts? For SH4 WHERE?! HOW?!!! :o Can you make a tutorial?!
UrPeaceKeeper
03-05-10, 09:02 PM
Scripts? What scripts? For SH4 WHERE?! HOW?!!! :o Can you make a tutorial?!
SH4 doesnt use scripts that are easy to find anyway. I believe they are all pretty much hardcoded in SH4... in SH5 the scripts are in seperate files. I believe this is what Ubi meant when they said the game would be more "Mod friendly" as scripting opens the game up for a whole bunch of new stuff. Dont believe me, check out some old popular games like Half Life that use script files... that game is a mod heaven, and dare I say one of the first and best games to be modded to death.
EDIT for clarity: This mod stems from using the old SH4 user interface picture files and the new UI. When Ubisoft released this game they left the SH4 file names there and the folders Identical. what they DID do was they took all of the unused .dds (texture files, think .bmp but in a different format) and made them transparant (Transparant file backgrounds for .gif files (smilies are a good example) and .jpg files) so when the game calls up the .dds file for the UI in SH5 it shows none of the old UI but only the new UI. What I stumbled upon was the fact that all they did was make the .dds files transparant. When I copied over from SH4, the UI files into SH5 it rendered the UI (admitedly not completely) as was captured by this famous screen:
http://img.photobucket.com/albums/v141/whiskey_11/Silent%20Hunter%205/SH5Img2010-03-04_193743.jpg
What then happened was TheDarkWraith figured out how to bring the rest of the buttons back and then streamlined the rest of the new UI. Basically it was through my revelation that TheDarkWraith was able to recreate the SH4 UI for us to use. My attempts at messing and playing in the page layout.ini files turned out to be an utter failure as with the scripting files. In the time it took me to realize one failure, TheDarkWraith was already done with the majority of the UI (infact he had ported over the entire old UI by the time I figured out the fuel/CO2/Compressed Air/Battery guage) so I gave up to search for the remainder of the files for the TDC and UZO. The TDC files are all 100% intact, it's a matter of scripting it's functions (dial movements,etc) and calling the scripting file to get the classic TDC up. Unfortunately, as TheDarkWraith is findingout, there are numerous scripting commands that are not defined (Tsk tsk Ubi devs for not defining their variables and custom functions in the script files!).
As with everything, small steps are taken through accidental discovery (as with my UI discovery).
Hopefully that clarifies what has happened with this mod :)
karamazovnew
03-05-10, 11:03 PM
Roger that, thanks for explaining.
Note that it is possible to port in the entire interface, page by page. For example, here's how the ENTIRE periscope screen of SH4 (with Kiub) looks when loaded into the Editor:
http://img237.imageshack.us/img237/7457/tutorial3iz.jpg
However this is a very dirty method that will result in ugly ItemID's. I'm still trying to find an easy and safe method to do this. And don't forget that most items no longer work as they did (for example we now have new torpedo buttons and we no long have the show/hide panel handles).
Vishari
03-06-10, 02:22 AM
Hey guys.
Just want to start off by saying thank you for modding this game. It's a good thing subsim has dedicated simulation fans out there offering their time to help fix things to the way we all want them.
I seem to be stuck however: I've tried loading this mod several times, using the JSGME and no matter what I can't seem to get it to work. I've tried bringing the 'data' folder to my 'MODS' folder in c:\ubisoft\Silent Hunter 5 directory and tried a combination of enabling just the 'data' folder with the 'NEWUI...etc' folder and no matter what i try it never seems to put the UI in when i load up my game.
the frustrating thing is the solution is probably right in front of me yet I can't seem to figure it out haha.
anyone's help would be appreciated :)
thanks again for your hard work TheDarkWraith!
I seem to be stuck however: I've tried loading this mod several times, using the JSGME and no matter what I can't seem to get it to work.
Thats because he didn't really zip it with the noob in mind. A minor oversight on his part i guess.
In the future if you are ever confused with the way someone zipped their mod... just do this:
1. Navigate into the zip file till you see a "data" folder.
3. Then go back one level
4. This is the folder you need to drop drag and drop into your MODS folder. In this case it's the folder named "For Mods Folder".
5. If you dont like the name it has, change it to something more suitable.
Also:
If the only thing contained in a zip file is a data folder.. you need to make your own folder in the MODS folder, give it a name for the mod.. and then drop the "data" folder into it.
The Structure is like this:
\Silent Hunter 5\MODS\Name of Mod\data
Highbury
03-06-10, 02:45 AM
I noticed something interesting tonight using this mod, I haven't seen this mentioned. Sorry if it has and I missed it.
Using the SH4 button to go to Battle Stations, and using the XO ability seem to be coded differently in the game. I get a different icon and different discription for each. Also I can have both active at the same time:
http://img191.imageshack.us/img191/7006/22416756.png
Is there any difference in the code between the two?
It looks to me like the old, NON-RPG abilities are still there. Maybe all the new crap can be modded out and replaced with the old.
Yes they are. I had to remove those shortcuts from my key mod since I wasn't sure if they were working (my hunch: not. The working ones are the RPG ones).
maerean_m
03-06-10, 03:34 AM
I'll be posting useful information about modding SH5 in this (more generic) thread (http://www.subsim.com/radioroom/showthread.php?p=1297134#post1297134) so everybody can read it. Your questions are welcomed. http://l.yimg.com/us.yimg.com/i/mesg/emoticons7/1.gif
Tomi_099
03-06-10, 04:44 AM
...GREAT !!!! THANKS !!!:yeah:--:up:
Sub Commander
03-06-10, 06:55 AM
please put an auto installer in, cuz im a nub and i got vista,..,, and thats crap when it comes down 2 this stuff
Decoman
03-06-10, 07:48 AM
please put an auto installer in, cuz im a nub and i got vista,..,, and thats crap when it comes down 2 this stuff
I use Vista 64 and that "Generic Mod Enabler" software works nicely! I reccomend using this and not asking for some install package. Seems cleaner that way. And it seems fair to assume that you will want the Generic Mod Enabler anyway, for other mods. People who release mods should make sure to have moved the readme files so that there is no "overwrite" popup spawning. Or one can move the readme files for a mod yourself, just toss it somewhere deeper in the mod folder structure.
The Generic Mod Enabler is found here: http://www.subsim.com/radioroom/showthread.php?t=156898
Authors webpage is found here: http://www.users.on.net/~jscones/software/
robbythesub
03-06-10, 09:21 AM
Well done to all for this so soon after the game was released.
As a great fan of the modded SH3, I have to say that I am pretty disappointed inititally with SH5, which seems very hard to play in the same way as SH3 is.
I am trying not to be too picky since I am still learning the game, but I do find the interface hard to use to say the least.
I dont think I will adjust my stock game until we are clearer about what can be done without CTDs around, but will watch closely!
Great work guys, and keep it up.
:up:
TheDarkWraith
03-06-10, 10:03 AM
Thats because he didn't really zip it with the noob in mind. A minor oversight on his part i guess.
In the future if you are ever confused with the way someone zipped their mod... just do this:
1. Navigate into the zip file till you see a "data" folder.
3. Then go back one level
4. This is the folder you need to drop drag and drop into your MODS folder. In this case it's the folder named "For Mods Folder".
5. If you dont like the name it has, change it to something more suitable.
Also:
If the only thing contained in a zip file is a data folder.. you need to make your own folder in the MODS folder, give it a name for the mod.. and then drop the "data" folder into it.
The Structure is like this:
\Silent Hunter 5\MODS\Name of Mod\data
guys I messed up with the folder structure in the zip file. I see it's been hard for new people that aren't familiar with JSGME to use because of my error. The folder in my zip file 'for_MODS_folder' should have another folder under it - the name of the mod AND then under that the folder \data. I'll correct my uploaded zip files to reflect this change. I'll also update their readme text files to reflect this change.
Vishari
03-06-10, 11:38 AM
Thanks for the help, got it working now! :yeah:
TheDarkWraith
03-06-10, 12:55 PM
new version (0_1_1) available. See post #1 for details.
Still working on removing the buggy/CTD/non-working tabs.
ok taking a break for a little while. First 50+ degree F day here in months and cabin fever has been bad! Going to take my R/C helo's out and get some rides in on my motorcycles :D Be back later.....
Galanti
03-06-10, 04:17 PM
This what I get after a reinstall and three driver swaps, and same result with the 3-dials mod. It's maddening, because I don't think anyone was looking forward more to this mod than I.
EDIT: Never mind, turns out I never had the patch, it automatically installed itself to a location other than the game path. It did that 3 times. Incredible.
FIREWALL
03-06-10, 04:27 PM
Roger that, thanks for explaining.
Note that it is possible to port in the entire interface, page by page. For example, here's how the ENTIRE periscope screen of SH4 (with Kiub) looks when loaded into the Editor:
http://img237.imageshack.us/img237/7457/tutorial3iz.jpg
However this is a very dirty method that will result in ugly ItemID's. I'm still trying to find an easy and safe method to do this. And don't forget that most items no longer work as they did (for example we now have new torpedo buttons and we no long have the show/hide panel handles).
That is Drop Dead Beutiful ...:woot::yeah::salute:
new version (0_1_1) available. See post #1 for details.
Still working on removing the buggy/CTD/non-working tabs.
ok taking a break for a little while. First 50+ degree F day here in months and cabin fever has been bad! Going to take my R/C helo's out and get some rides in on my motorcycles :D Be back later.....
You are motivateing so many :woot::yeah::salute:
Therion_Prime
03-06-10, 04:28 PM
Version 1.1 of this mod turns my SH5 from German to English.
The old version did not do this. Can you please have a look into this issue?
Thanks!
kylania
03-06-10, 04:31 PM
Version 1.1 of this mod turns my SH5 from German to English.
The old version did not do this. Can you please have a look into this issue?
Thanks!
If it's like v1.0 there are German dials in a separate folder. Read the docs :)
could you show me a diff of your menu file against the original one?
i've got the german menue file so it'll be much more difficult to figure out what you've modified :)
i'd even send you the german file (modified) then so you can include it into the next release ;)
TheDarkWraith
03-06-10, 05:21 PM
could you show me a diff of your menu file against the original one?
i've got the german menue file so it'll be much more difficult to figure out what you've modified :)
i'd even send you the german file (modified) then so you can include it into the next release ;)
once again, I made a slight error! Yes, I've forced you into English by using only the English version of the menu file. If you can send me the German one I'll use BUT I'll need someone to translate some items to German that I added.
once again, I made a slight error! Yes, I've forced you into English by using only the English version of the menu file. If you can send me the German one I'll use BUT I'll need someone to translate some items to German that I added.
no problem! thats why i was asking for a diff so that i'll be able to send you the german file including your changes and of course translated as well.
i guess ultraedit has a tool to make diffs otherwise i'm not sure how to do it in windows :D
TheDarkWraith
03-06-10, 05:31 PM
no problem! thats why i was asking for a diff so that i'll be able to send you the german file including your changes and of course translated as well.
i guess ultraedit has a tool to make diffs otherwise i'm not sure how to do it in windows :D
if you can send me the German one with my inclusions already translated to German that would be great! I'll include you in the making of the mod also :up:
You guys are great. Thanks for all your efforts and your great work making sort of a sim out of this game. I wish I'd be able to help you, but I'm not a modder or programmer. Cheers mates! :rock:
just found http://winmerge.org/ it'll be really easy if you compare your file against the original one and paste it at http://dpaste.com or so
TheDarkWraith
03-06-10, 05:40 PM
just found http://winmerge.org/ it'll be really easy if you compare your file against the original one and paste it at http://dpaste.com or so
I can tell you what I added in menu.txt (so far):
2220
2225
2226
2227
2228
I can tell you what I added in menu.txt (so far):
2220
2225
2226
2227
2228
ok.. here we go! http://qasl.de/~idl0r/SH5/menu.german
thats the whole german menu file including your parts.
translation should be correct and i'll hope that there won't be any problems with the encoding due to german umlauts :)
TheDarkWraith
03-06-10, 06:15 PM
ok.. here we go! *removed due to line limitation* (http://codepad.org/LDY2mwjv)
thats the whole german menu file including your parts.
translation should be correct and i'll hope that there won't be any problems with the encoding due to german umlauts :)
can you send me a link to the file via PM (using rapidshare or something like that)?
can you send me a link to the file via PM (using rapidshare or something like that)?
just fixed the url :)
TheDarkWraith
03-06-10, 06:39 PM
If you are using the German version of the game see post #1 for an update to get your German text back. It's located under the EDIT:
UberMatz
03-06-10, 07:24 PM
Roger that, thanks for explaining.
Note that it is possible to port in the entire interface, page by page. For example, here's how the ENTIRE periscope screen of SH4 (with Kiub) looks when loaded into the Editor:
http://img237.imageshack.us/img237/7457/tutorial3iz.jpg
However this is a very dirty method that will result in ugly ItemID's. I'm still trying to find an easy and safe method to do this. And don't forget that most items no longer work as they did (for example we now have new torpedo buttons and we no long have the show/hide panel handles).
If it comes to pass that this makes it's way into a working mod... I'll have to take a shower!!! :rotfl2:
I'll keep my fingers crossed for you guys!
UberMatz
TheDarkWraith
03-06-10, 07:26 PM
If it comes to pass that this makes it's way into a working mod... I'll have to take a shower!!! :rotfl2:
I'll keep my fingers crossed for you guys!
UberMatz
working on it......along with other things.....:cool:
UberMatz
03-06-10, 07:46 PM
I'm "Modding illiterate", but I'm a photographer and work all the time in Photoshop. If there's anything I can assist with along the way, don't hesitate to ask!!!
UberMatz
TheDarkWraith
03-06-10, 07:49 PM
I'm "Modding illiterate", but I'm a photographer and work all the time in Photoshop. If there's anything I can assist with along the way, don't hesitate to ask!!!
UberMatz
Photoshop CS4 or CS5? I'll keep you in mind then.....
thunder4e
03-06-10, 08:09 PM
need a german text version, can anyone upload it plz?
TheDarkWraith
03-06-10, 08:11 PM
need a german text version, can anyone upload it plz?
check post #1 of this thread.
UberMatz
03-06-10, 08:12 PM
Photoshop CS4 or CS5? I'll keep you in mind then.....
CS4
When I activate the MOD I have a problem, see below. I cannot close those windows either. Any idea what is going wrong?
Ridley
http://i747.photobucket.com/albums/xx115/ridleyrumpus/SH5Img2010-03-07_010635.jpg
TheDarkWraith
03-06-10, 08:21 PM
When I activate the MOD I have a problem, see below. I cannot close those windows either. Any idea what is going wrong?
Ridley
http://i747.photobucket.com/albums/xx115/ridleyrumpus/SH5Img2010-03-07_010635.jpg
are you patched to the latest version? What appears in your JSGME screen for this mod?
AOTD_MadMax
03-06-10, 08:51 PM
Update your Gamelauncher and all works fine !
Its an known problem with all kind of mods with unapdated versions of SH5.
Regards
Maddy
I for one am greatful for your interest and your productivity.:sunny:
capthelm
03-07-10, 12:08 AM
wicked work well done.
ok guys my audio mod
this mod, dials .
all we need next is a full screen periscope view and observation scope view
and we are cooking guys.. in the mods ..
once the crew ai gets fixed , and doto bug list..sh5 will be super brilliant.
TheDarkWraith
03-07-10, 03:35 AM
version 0.2.0 is available. Added the ability of the dials to zoom in/out on mouse over/out. See post #1 of this thread.
Hello,
Thank you for this good work, excellent
Can you integrate a French menu.txt ?
http://www.filefront.com/15763607/menu.txt%20french.rar
he is prepared for used
thank you
Ultrazen...
TheDarkWraith
03-07-10, 05:47 AM
Hello,
Thank you for this good work, excellent
Can you integrate a French menu.txt ?
http://www.filefront.com/15763607/menu.txt%20french.rar
he is prepared for used
thank you
Ultrazen...
I can integrate any language into this. Is this updated with my changes that I made to the menu.txt file?
yes, I do the update with your menu.text. I tested and everything seems ok.
I used WinMerge for that. I do not want you working more
Thanks for this mod!
This is the only reason this game is not shelved. Right after launch I uninstalled, soon as I saw your mod I reinstalled and have been playing ever since.
DragonRR1
03-07-10, 01:49 PM
Really excellent work especially given the time!
A couple of suggestions if they haven't been mentioned already:
1. Tooltips on some icons are missing.
2. I like the enlarged dials but can they be moved up slightly or reduced slightly in size? This is because if you move the mouse downwards rather than away left or right from the enlarged dial the interface doesn't quite know what to do and flickers the dials in and out of enlarged mode.
TheDarkWraith
03-07-10, 02:03 PM
Really excellent work especially given the time!
A couple of suggestions if they haven't been mentioned already:
1. Tooltips on some icons are missing.
2. I like the enlarged dials but can they be moved up slightly or reduced slightly in size? This is because if you move the mouse downwards rather than away left or right from the enlarged dial the interface doesn't quite know what to do and flickers the dials in and out of enlarged mode.
I'll move them up slightly then.
daftspore
03-07-10, 02:33 PM
THanks for your hard work, I have installed the old style dials mod and it works a treat, will do this one next.
Thanks
are you patched to the latest version? What appears in your JSGME screen for this mod?
The problem is I do seem to be running an earlier version but my game updater crashes when I try to run it. So I dowloaded the patch manually and tried to run it but it tells me that SH5 is not installed!
I bought from Impulse but when I try to reinstall from there now it tells me that "The serial number you have entered is not currently an active registration" This is when using the serial number from Impulse themselves.
If I try to reinstall from the archive that I downloaded it tells me that it needs to to be registered and I go back to the above.
Ridley
Therion_Prime
03-07-10, 04:25 PM
1) Would it be possible to add two buttons to the hydrophone menu since the first button seems to follow the nearest merchant:
- Follow nearest contact
- Follow narest warship
2) Is it possible to fix the recognition manual so we are able to not only see american warships?
Thanks for the great work! :up:
nycoroner05
03-07-10, 09:03 PM
tried both GUI updates and nothing seems to work. Other mods are ok.
any ideas?
kylania
03-07-10, 09:07 PM
tried both GUI updates and nothing seems to work. Other mods are ok.
any ideas?
Sounds like you're not installing it correctly. Currently these mods aren't the same as others where you just dump into MODS and go. Read the instructions in the zip. :)
UrPeaceKeeper
03-07-10, 11:48 PM
Found another bug, at any time compression where the game disables the officer voice chat and you set a heading the U-boat will not turn to the heading. Once you slow down so you get crew voices again the heading dial works fine. Minor nuance considering!
This UI made it possible for me to sink an unarmed convoy at the mouth of the English Channel :) Loving it so far, glad I had a tiny hand in it's creation :) I'm still using the original BETA release so :)
Thanx for this modd.. This is the reason i didnt uninstall the game..
Can we have Tooltips on icons when mouse goes over them pls ?
The silent running button icon is the same with periscope depth can we change it ?
Thanx again.. :D
GDFTigerTank
03-09-10, 08:43 AM
Minor bug report - the new dials of course appear while you're walking in the pens, which isn't a really big deal EXCEPT that if you go to upgrade your boat or change the torpedo loadouts you can't see how much renown the upgrades are costing you because the interface window where you buy the upgrades doesn't move and the dials cover that info. ;)
TheDarkWraith
03-09-10, 09:19 AM
Minor bug report - the new dials of course appear while you're walking in the pens, which isn't a really big deal EXCEPT that if you go to upgrade your boat or change the torpedo loadouts you can't see how much renown the upgrades are costing you because the interface window where you buy the upgrades doesn't move and the dials cover that info. ;)
yes I've noticed that there is a way to disable them. I'm trying to get that to work currently also (it deals with scripting)
redcoat22
03-09-10, 09:42 AM
Looking really good. Is the plan to eliminate most of the SH4 icons?
Also, will we be able to access the gramaphone/radio with this thing?
tintin56
03-09-10, 10:21 AM
Nice job !!! But how to lock target please ?...
java`s revenge
03-09-10, 11:58 AM
I will use this great mod when it causes no more ctd`s or other errors.
Thanks for this mod! you're the chief! :arrgh!:
kylania
03-09-10, 05:26 PM
In most cases the eraser tool isn't selectable except for the very top of it. I'd also suggest that gutted's fix for always displaying the toolbar if the TAI is open be made standard. :)
PurpleCity
03-10-10, 12:47 AM
Would it be possible to add the buttons from TM?
Onkel Neal
03-10-10, 09:42 PM
Bump for sheer awesomeness. :yeah:
Drifter
03-10-10, 10:12 PM
Great mod, TheDarkWraith. Thank you very much. :sunny:
ingsoc84
03-10-10, 11:49 PM
This mod looks awesome! is it still in beta stage, and have the CTD' bugs been fixed? Just curious, before I install if any issues I should be aware of, thanks to all you modders for making SH5 a MUCH better game!
ironkross
03-11-10, 12:00 AM
Verrry nice! I quickly skimmed over first post and installed, everything looked great till I ... clicked the crew tab. :damn:
Next time I will read the whole instruction more carefully. ;)
Thanks.
TheDarkWraith
03-11-10, 02:54 AM
I'll have an updated version for this tomorrow (3/11/2010). I just finished an updated version of the 3 dials mod.
This update will fix the bugs listed in the newest version of the 3 dials mod (v1.1.1) and hopefully disable the buttons that don't work and/or cause CTDs.
DonZorro
03-11-10, 03:18 AM
:yeah:
It just gets BETTER AND BETTER thanks. :)
Ringy.
schurem
03-11-10, 07:49 AM
Do you have an ETA on a version that incorporates the salvo angle thinger?
TheDarkWraith
03-11-10, 10:50 AM
Do you have an ETA on a version that incorporates the salvo angle thinger?
I'll give FLB a day or two to respond. If he doesn't I'll do my own version of his mod for this.
reaper7
03-11-10, 01:59 PM
I'll give FLB a day or two to respond. If he doesn't I'll do my own version of his mod for this.
Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1307850#post1307850)
@ FLB:
would you mind if I incorporated this into my New UI and 3 Dials mods?
Reply from ragtatg: I was hoping you would ask :)
http://www.subsim.com/radioroom/showpost.php?p=1307878&postcount=50 (http://www.subsim.com/radioroom/showpost.php?p=1307878&postcount=50)
Yay, Ragtag has given permission for his salvo spreadangle. Are you going to incorporate his, if so are you redoing graphics.
Loving this Mod so far. Thank you TheDarkWraith :yeah:.
TheDarkWraith
03-11-10, 02:09 PM
Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1307850#post1307850)
@ FLB:
would you mind if I incorporated this into my New UI and 3 Dials mods?
Reply from ragtatg: I was hoping you would ask :)
http://www.subsim.com/radioroom/showpost.php?p=1307878&postcount=50 (http://www.subsim.com/radioroom/showpost.php?p=1307878&postcount=50)
Yay, Ragtag has given permission for his salvo spreadangle. Are you going to incorporate his, if so are you redoing graphics.
Loving this Mod so far. Thank you TheDarkWraith :yeah:.
yes I got his permission and it's been incorporated. I've also fixed the bugs that were listed in the 3 dials mod that were in this. Uploading new version now.....
piri_reis
03-11-10, 02:21 PM
yes I got his permission and it's been incorporated. I've also fixed the bugs that were listed in the 3 dials mod that were in this. Uploading new version now.....
Sweet :yeah:
Sorry couldn't even give any leads to the digit problem, the other day, the menu and scripting that goes with it is very complicated, i'm an old computer science guy but can't yet make sense out of it :DL
Awesome! Maybe a stupid question, but if you for example click the Deck Gun button will you go to the deck gun? Unsure because of the new walkaround thingy. ^_^
TheDarkWraith
03-11-10, 02:38 PM
new version 0.2.1 released. See post #1 for bug fixes/additions/changes. I'll work on the SH4 style buttons next to get rid of the CTDs and all.
TheDarkWraith
03-12-10, 04:08 AM
new version will be coming here very zoon. Reason: found out how to add TDC to UZO, attack periscope, and obs periscope with functional dials. See here http://www.subsim.com/radioroom/showpost.php?p=1293788&postcount=1 for pictures :rock:
molotof
03-12-10, 05:06 AM
Hi
I'm just starting playing SH series and found your awesome mod, the game need those tweak and the game experience and realisme are really enhanced.
Just want to thanks you a lot for the great job already done and for the comming one :up::up::up::up::up: :rock:
Sail safe.
Great great job friend! I cannot wait to try it! Thanks!:yeah:
Very good, Fantastic.
Duval
filippm
03-12-10, 12:32 PM
what is "new" interface? :S the mod not voriking for me :(
Saintaw
03-12-10, 02:15 PM
Fwiw, in the 7z file (extracted with winrar) It didn't work at 1st, I looked in the folder and found a copy of the "NewUI_0_2_1_ByTheDarkWraith" folder with a MODS folder, I copied that one in the MODS folder, activated it in JSGME and it works fine now.
I like it :)
A small feature request: Can we please have the mouseover text over the buttons, I haven't played SH4 for awhile and I forgot what some of those buttons do.
meanstreak
03-12-10, 02:16 PM
Many, many thanks for your persistant hard work.
This mod has, beyond all shadow of a doubt saved SH5 from the murky depths for me and many others I would think. :salute:
Chillaxed614
03-13-10, 01:02 PM
I know I'm being an epic noob right now but I've tried everything to get this mod to work right. I'm familiar with JSGME and used it flawlessly on SH3 and SH4. No matter what I try I cant get it to work. Any help is greatly appreciated.
Westbroek
03-13-10, 01:11 PM
EPIC NOOB!!!
No worries, did you check inside the base downloaded folder? There's a group of folders inside including an internal MODS folder. Inside the mods folder is the actual folder to put into the JSGME to be activated.
Hi DarkWraith
I think I've found some issues with the deck gun, flak and general quarters buttons:
Somehow the deck gun and flak buttons don't correspond with the orders of my 2WO. When I press the buttons deck gun and flak will be manned. When I chose my 2WO and guns are manned there are still the options man the deck gun and flak in the officer's pop up menu. Vice versa these options in the pop up menu do not work any longer, so when guns are unmanned and choosing the options "man the guns" in the 2WO's pop up menu, nothing happens.
When pressing the button "all men to battle stations" the flak and deck gun buttons are highlighted, but the guns will not be manned.
Hope, this can be fixed in your next version.
TheDarkWraith
03-13-10, 05:39 PM
Hi DarkWraith
I think I've found some issues with the deck gun, flak and general quarters buttons:
Somehow the deck gun and flak buttons don't correspond with the orders of my 2WO. When I press the buttons deck gun and flak will be manned. When I chose my 2WO and guns are manned there are still the options man the deck gun and flak in the officer's pop up menu. Vice versa these options in the pop up menu do not work any longer, so when guns are unmanned and choosing the options "man the guns" in the 2WO's pop up menu, nothing happens.
When pressing the button "all men to battle stations" the flak and deck gun buttons are highlighted, but the guns will not be manned.
Hope, this can be fixed in your next version.
thank you. Yeah fixing these bugs has been a nightmare so far. I'm still working on it.
I've got no doubt that you'll manage to handle this one sooner or later! Your work is really awesome! :yeah:
Chillaxed614
03-14-10, 12:34 AM
EPIC NOOB!!!
No worries, did you check inside the base downloaded folder? There's a group of folders inside including an internal MODS folder. Inside the mods folder is the actual folder to put into the JSGME to be activated.
Epic win. Got it down now everythings working great thanks for the help. This mods the only thing keeping me from turning this into a DRM frisbee for my dog, no net connection required for that.
You Subsim guys seriously are the only thing keeping this game from being a depth charged wreck buried in the seabed, with heavy flooding, and no compressed air. :rock:
Adriatico
03-14-10, 02:08 AM
Ubi should pay to You... for bringing the candle in a tunnel.
:up:
TheDarkWraith
03-14-10, 02:12 AM
should have version 0.3.0 ready here very soon....testing now...this will add the TDC and fix some bugs.
TheDarkWraith
03-14-10, 02:29 AM
version 0.3.0 released. Biggest change was addition of TDC and some bug fixes. See post #1 of this thread :|\\
next version should include Reaper7's rec manual update.
Hyfrydle
03-14-10, 04:08 AM
Hi first of all thanks for this great mod it really makes SH 5 a joy to play. I have a few queries though. Firstly is the TAB to open the TAI map disabled and secondly the map and TAI map look the same on my install.
Hope this makes sense.
Just played a bit more and I can't maximise the log either.
Had another go and removed the player guidance icon mod ver 0.2.1 and the TAB works and so does the log. The TAI map still looks the same as the map.
TheDarkWraith
03-14-10, 05:11 AM
The TAI map still looks the same as the map.
well from looking at the files it's because they are one and the same.
Hyfrydle
03-14-10, 05:55 AM
Sorry I was going mad everything's fine sorry for the confusion.
this works fine with the new 3 dials mod?
cheers
TheDarkWraith
03-14-10, 07:24 AM
this works fine with the new 3 dials mod?
cheers
this is seperate from the 3 dials. The 3 dials mod does include the TDC now also. This mod does have 3 dials but it also has the SH4 style buttons.
aranzabal
03-14-10, 07:42 AM
Thank you for tthis splendid work.
As you probably know there is one issue with all dials activated when I define a target I can not simply learn its depth from SH5 original torpedo depth option. And since I do not know the depth I hit targets from where I should not hit , near surface just to be sure.
Thanks again.
Thanks for this great mod! In SH3 and SH4 I never used manual TDC and always automatic, this because I don't feel like doing math and all. So just to press the button and the torp goes to his target, any chance this could be implemented? :)
TheDarkWraith
03-14-10, 12:30 PM
Thank you for tthis splendid work.
As you probably know there is one issue with all dials activated when I define a target I can not simply learn its depth from SH5 original torpedo depth option. And since I do not know the depth I hit targets from where I should not hit , near surface just to be sure.
Thanks again.
I brought back the SH5 style depth under keel. You have the information to set the torpedo depth now. You won't see the information until you lock onto the target and identify it. Take a look at post #1 of this thread. In all the pictures at the top left you get the depth under keel profile. You must not have the current version (0.3.0)
You're the man DarkWraith! Thx for this mod!
Still, there are some issues with the UI buttons. I'm still testing them through right know. As far as i can say right now, there are still some issues with the man deck gun and flak. When using the buttons to man the deck gun and flak and then use the 2WO's orders menu to unman them and vice versa, there's always some fuss (e.g. the guns are unmanned while the buttons are highlighted or the 2WO's order menu says man the guns, but in fact they're already manned).
When pressing the crush dive or scope depth buttons while standing on the tower, the boat will go down with yourself staying outside. Very cold and uncosy having no scuba equipment.
The button full left rudder will cause the boat to dive but has no affect on the rudder. Full right rudder caused ctd.
Going on with testing the other buttons now. I will give you some more feedback as soon as possible.
Obviously you did not work on the other buttons yet, so no need for further comments for the moment.
The TDC works fine!
Cheers
TC
Just installed 0_3_0 Gui and lost my Skip and replay buttons on the briefing map. When you click on the mision request and the maps starts to open, the lower half of the buttons are visable but then slide up under the border out of sight. Is this just my problem or has anyone else seen it?
TheDarkWraith
03-14-10, 08:23 PM
Just installed 0_3_0 Gui and lost my Skip and replay buttons on the briefing map. When you click on the mision request and the maps starts to open, the lower half of the buttons are visable but then slide up under the border out of sight. Is this just my problem or has anyone else seen it?
screenshot please.
I have never been albe to post a screen shot, beyound my understanding. If no one else noticed it then it is probably just something in the way my PC is set up. I will just get another cup of coffee while the BDU guy drones on.
Thanks for the interest and the mod really does make things easier, hope you keep on with it.
DarkWraith impressive job Thank you,now i have a few questions,do you have to be in port to install this mod? and how about to bring the entire SH4 tdc to SH5,the german one with the notepad.Could that be possible? :rock:
TheDarkWraith
03-14-10, 09:00 PM
DarkWraith impressive job Thank you,now i have a few questions,do you have to be in port to install this mod? and how about to bring the entire SH4 tdc to SH5,the german one with the notepad.Could that be possible? :rock:
you mean the position keeper? The notepad I've been playing with. But that god awful position keeper thing? No way.
I've included the german TDC dials with this mod. It's in the newest version 0.3.0.
TheDarkWraith
03-14-10, 09:03 PM
I have never been albe to post a screen shot, beyound my understanding. If no one else noticed it then it is probably just something in the way my PC is set up. I will just get another cup of coffee while the BDU guy drones on.
Thanks for the interest and the mod really does make things easier, hope you keep on with it.
ctrl + F11 will take the screenshot. The go to your \Ubisoft\Silent Hunter 5\ folder and you'll find the screenshot. Upload your screenshot to some image hosting site and then use the 'Insert Image' control (it's that yellow control with the square in the top right corner with a mountain on the bottom) on this forum's post reply screen to insert the link.
REALLY A GREAT BEAUTIFUL JOB! Thanks friend! :up::up::up:
ctrl + F11 will take the screenshot. The go to your \Ubisoft\Silent Hunter 5\ folder and you'll find the screenshot. Upload your screenshot to some image hosting site and then use the 'Insert Image' control (it's that yellow control with the square in the top right corner with a mountain on the bottom) on this forum's post reply screen to insert the link.
Ok, Finally got it going, Here is the image I was talking about the buttons and closing X are hidden by the background extending into the frame area at the top. Hope this helps.
http://i951.photobucket.com/albums/ad352/loreedloreed/Map1.jpg
Deutschland
03-17-10, 09:51 PM
Thanks TheDarkWraith, we gamers apreciatte your work..
TheDarkWraith
03-18-10, 03:14 AM
thank you. You're really going to like the next version of this mod :|\\
TheDarkWraith
03-18-10, 03:16 AM
Ok, Finally got it going, Here is the image I was talking about the buttons and closing X are hidden by the background extending into the frame area at the top. Hope this helps.
http://i951.photobucket.com/albums/ad352/loreedloreed/Map1.jpg
I'm having a hard time understanding what you're trying to convey as the problem. Can you clarify please?
SteamWake
03-19-10, 10:46 AM
Just wanted to make a post and say a hearty thanks for this mod !
It really felt good to see those old buttons again.
Kind of freaked the wife out when I went to the attack scope and there was the TDC again "AWSOME !!!111".
The only 'hitches' I have seen so far were two things. I clicked some button and it took me to the exterior cam and could not get back on the boat. A save / reload fixed that.
The second was the interface covers up some conversation choices while in the pen. Easly worked around by minimizing the interface (shft+z).
jlederer
03-19-10, 04:25 PM
When I press the UI button to get "depth under keel" it's no longer reported in the text window in the lower right.
I understand you replaced the torpedo depth setting but did you disable "depth under keel" somehow?
kylania
03-19-10, 04:31 PM
When I press the UI button to get "depth under keel" it's no longer reported in the text window in the lower left.
I understand you replaced the torpedo depth setting but did you disable "depth under keel" somehow?
I've had this problem on occasion. When that happens try changing speed, does your navigator call out speed changes? If not, save/reload to fix it. Not sure what's happening with it but it sucks since you lose a lot of valuable feedback.
jlederer
03-19-10, 04:44 PM
I exited game, started up a scenario, and now the button works OK.
Galanti
03-19-10, 05:31 PM
I've had this problem on occasion. When that happens try changing speed, does your navigator call out speed changes? If not, save/reload to fix it. Not sure what's happening with it but it sucks since you lose a lot of valuable feedback.
It think it happens when you switch back and forth between external cam. Very annoying bug.
Stepe47
03-20-10, 03:40 AM
Maybe I got it wrong but... should I see the row of SH4 style buttons at lower left? Well I don't... :hmmm:
These are the mods I enabled (in this order):
NewUI_0_3_0_ByTheDarkWraith
OldStyleSHControls_1_3_1_ByTheDarkWraith
jimimadrids_Tools
ImprovedWaves_Improved Pitch&Roll
Free Cam Tweak 1.1 - Regular
Church's SHV 1.01 Keyboard Commands v1.1
Stormys DBSM SH5 v1.1
Capthelms Lighting Effects mod for sh5
AilClouds
AilSmoke 1.7
MiniChrono
AilMoon 1.5
and this is the UI I see
http://www.filefront.com/15879221/SH5Img_UI.jpg
Stepe47
03-20-10, 03:50 AM
here it's easier to see
http://img294.imageshack.us/img294/7707/sh5imgui.th.jpg (http://img294.imageshack.us/i/sh5imgui.jpg/)
kylania
03-20-10, 12:36 PM
NewUI_0_3_0_ByTheDarkWraith
OldStyleSHControls_1_3_1_ByTheDarkWraith
You're using both his UI mods, when I think you should probably only use one of them, since they both affect the same thing.
If you just want the TDC + 3 Dials use the "OldStyleControls" if you want the SH4 button bar and the rest use the NewUI, but not both of them.
I think he's eventually moving to one mod with options for all of this, but not quite yet.
Stepe47
03-20-10, 01:06 PM
Hi Kylania - actually your suggestion proved absolutely correct: I disabled the OldStyleControls_1_3_1 and the buttons appeared.
I simply believed that the two mods were mutually compatible but they aren't, or not yet.
Thanks for the tip :up:
kylania
03-20-10, 03:08 PM
Hi Kylania - actually your suggestion proved absolutely correct: I disabled the OldStyleControls_1_3_1 and the buttons appeared.
I simply believed that the two mods were mutually compatible but they aren't, or not yet.
Thanks for the tip :up:
Glad to help!
Something i dont understand : is it so difficult to have a transparent ( and discret) bar on the left screen, like in sh3, to moove for each room station ?
TwistedAdonis
03-21-10, 09:51 AM
Hi.
I love this mod, but I also love the voice recognition mod that's doing the rounds. Sorry if this is old news, but when I add the new UI in JSGME it says "menu 1024.768.ini has been altered by the voice recog". If I use it, I no longer have voice control. Which is a crying shame.
Anyone know if this is fixable?
Cheers.
PS You modders are amazing.
kylania
03-21-10, 11:59 AM
Hi.
I love this mod, but I also love the voice recognition mod that's doing the rounds. Sorry if this is old news, but when I add the new UI in JSGME it says "menu 1024.768.ini has been altered by the voice recog". If I use it, I no longer have voice control. Which is a crying shame.
Anyone know if this is fixable?
Cheers.
PS You modders are amazing.
If you want to use both mods, you'll need to manually configure that menu ini file to include both changes from both mods, assuming they aren't conflicting. Winmerge is a program that can help with that.
TwistedAdonis
03-21-10, 01:04 PM
You lost me at "you'll have to manually configure those ini files...." but thanks for the response.
reaper7
03-21-10, 01:14 PM
You lost me at "you'll have to manually configure those ini files...." but thanks for the response.
If you use winmerge to look at the ini files that came with both mods it will tell you what the difference are between the 2 files.
You can then merge them differences into one file, and place that into the relevant folder ie /data/menu/cfg or where ever its meant to go.
that way both mods will run with no conflicts. :up:
TheDarkWraith
03-21-10, 05:36 PM
I think he's eventually moving to one mod with options for all of this, but not quite yet.
it's almost complete :D
Michal788
03-21-10, 05:55 PM
it's almost complete :D
Exciting!! :()1:
TheDarkWraith
03-21-10, 05:55 PM
more info available here: http://www.subsim.com/radioroom/showpost.php?p=1327252&postcount=85
Simply brilliant work. I can't wait to try it out:D
TwistedAdonis
03-22-10, 04:51 AM
Kylania and Reaper7, you guys rock. All is now dandy. Thanks.
Coldcall
03-22-10, 05:01 AM
more info available here: http://www.subsim.com/radioroom/showpost.php?p=1327252&postcount=85
WOW!!! I am speechless, that UI looks brlliant!
Now I almost dont wnat to play anymore until this UI is ready!
TheDarkWraith
03-24-10, 11:53 PM
all bug reports and comments about this mod should be addressed here from now on:
http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1
Onkel Neal
03-25-10, 12:46 AM
This mod topic is closed per request of the OP, see this for additonal information: http://www.subsim.com/radioroom/showthread.php?t=166093
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