View Full Version : [REL] Multiple UIs for SH5 with TDC
..
2°/ Actually this mod only interests me for the activation of the commands from the officer bar and for the corner bars features. Couldn't there be a light version released without all the "realistic" features?
...
I would kill for such a mod, crew and fuel bar only mod. I tried several times to build a mod like this but I'm a complete nab with scripting :/
TheDarkWraith
06-12-10, 08:29 AM
1°/ In what version did the ship's journal came out? Can't seem to understand from reading #1 post. I don't want this feature :stare: nor have the code that manages it running and would like all the stock messages appear in the bottom right corner notebook. Do I have to keep stuck with 2.5.0 or is the journal and its code toggable from the option file ?
2°/ Actually this mod only interests me for the activation of the commands from the officer bar and for the corner bars features. Couldn't there be a light version released without all the "realistic" features? I'm afraid of game performance dropdown due to all the code needed for the advanced features, as some people mentionned lag along this thread and as I can get only a 30 fps rate despite of high end hardware.
ship's journal came out in v2.9.0 I believe. The code that 'manages' it is minimal - hardly anything to cause any FPS hit at all (maybe a 0.001 change). To enable all the stock messages appearing set the max radio contact rage to 9999, set the max depth for radio messages and radio contact reports to 999, and disable radio contact reports and messages always clipped in the options file.
The 'light' version of the mod is however you setup the options in the options file.
Game performance slowdown? Not hardly. I have a tester using v3.0.0 on his laptop and have had no complaints.
Describe high end hardware. I have an AMD Phenom II X4 965 BE on an Asus Crosshair III Formula MB with 8GB ram running Win 7 Ultimate 64 bit. Graphics processing is done with BFGTech GTX285 video card. I'm clipped to 60 FPS outside the sub due to enabling v-sync. Inside the sub it's 25-30 for the FPS. And all this is with EVERY option enabled v3.0.0 has to offer. So I hardly doubt that FPS will be a problem if a tester of mine can play it on his laptop and you have 'high end' hardware.
LeBabouin
06-12-10, 09:31 AM
Thank you for the explanations, I'm relieved.
I use an i7 860, ASUS P7P55D mobo, 4GB Corsair RAM (the game only uses 1.8) with a GTX295 under 1920x1200 and XP, and with everything maxed or not I get a minimum 30 fps with flashing peaks to 50-60, but it never stays stuck to 60 now, as it used to before. Will have a run with and without your mod to definetly prove UI innocent :smug:
TheDarkWraith
06-12-10, 09:48 AM
Thank you for the explanations, I'm relieved.
I use an i7 860, ASUS P7P55D mobo, 4GB Corsair RAM (the game only uses 1.8) with a GTX295 under 1920x1200 and XP, and with everything maxed or not I get a minimum 30 fps with flashing peaks to 50-60, but it never stays stuck to 60 now, as it used to before. Will have a run with and without your mod to definetly prove UI innocent :smug:
forgot to mention that I run at 1920 X 1200 resolution also. I have everything maxed also except for the AA (I believe it's at the half). You'll want to do your test with v3.0.0 of the mod when I release it. It's been optimized as far as code and timers go to minimize FPS hit.
Echolot
06-12-10, 12:33 PM
Hello.
I believe I wrote about the framerates too on this thread.
It was an issue with my system configuration.
Now it's fine and game runs smooth.
i7 860
P55
8 GB 1333 MHz
HD 5870 1GB
1920x1200
Win7 64 bit
I need to sleep so I will test again tommorrow. :zzz:
naights
06-12-10, 01:30 PM
Hi:
No problems with my actual system:
1680x1050, All maxed (shadows medium), No AA, AF16x.
E8400- 4ghz
Asus p5q-e
4GB 1066
GTX 260
Win7 64
Win xp
Bye !!
etheberge
06-12-10, 06:07 PM
Hey DarkWraith,
Congrats on your mod, it's amazing how far it's come. I'm looking forward to 3.0.0.
In the mean time, would it be possible to have an option to move the message box like in the screen shot below when using SH4 interface? The drawback would be having to keep it at minimum size but it would clear up the right side of the screen.
http://www.subsim.com/radioroom/picture.php?albumid=103&pictureid=2237
TheBeast
06-12-10, 06:58 PM
Hey DarkWraith,
Congrats on your mod, it's amazing how far it's come. I'm looking forward to 3.0.0.
In the mean time, would it be possible to have an option to move the message box like in the screen shot below when using SH4 interface? The drawback would be having to keep it at minimum size but it would clear up the right side of the screen.
I don't see why it wouldn't be able to expand up as it does now? Just make is so you can drag it.
http://www.subsim.com/radioroom/picture.php?albumid=229&pictureid=2238
etheberge
06-12-10, 07:04 PM
I don't see why it wouldn't be able to expand up as it does now?
http://www.subsim.com/radioroom/picture.php?albumid=229&pictureid=2238
No reason, I just assumed it would need to be locked to minimized to stay within the grey orders bar.
Mithrandir
06-13-10, 01:49 PM
Hello Darkwraith,
It seems I discovered a bug in the 3.0.0 version. If you open the navigation map from outside any of attack views (periscopes or UZO) and open the TDC you can have the following problem:
when you change the Salvo/Single shooting selector you have the following error script. No problem if you do this from a map opened from a periscope or UZO view.
See below the error:
http://img156.imageshack.us/img156/5985/errorec.jpg
Furthermore if you change the Single/Salvo shooting from the TDC (not using the standard SH5 torp. interface) the command seems to be given twice.
Bye,
Mith
TheDarkWraith
06-13-10, 02:07 PM
Hello Darkwraith,
It seems I discovered a bug in the 3.0.0 version. If you open the navigation map from outside any of attack views (periscopes or UZO) and open the TDC you can have the following problem:
when you change the Salvo/Single shooting selector you have the following error script. No problem if you do this from a map opened from a periscope or UZO view.
See below the error:
http://img156.imageshack.us/img156/5985/errorec.jpg
Furthermore if you change the Single/Salvo shooting from the TDC (not using the standard SH5 torp. interface) the command seems to be given twice.
Bye,
Mith
this bug is what I've been trying to reproduce and track down the last 4 days...thanks for reporting it :yeah:
Mithrandir
06-13-10, 02:22 PM
Always happy to help! :)
Bye,
Mith
PL_Andrev
06-13-10, 02:28 PM
Is possible to add to this mod 'a long long time expected function' - use on surface a electric motors only?
Speed value looks good, but proposal is change the accuracy with no decimal place.
TheDarkWraith
06-13-10, 05:58 PM
v3.0.0 released. See post #1 for details. This is a pretty major revision as you can see from the change log:
v3.0.0 - upon start game the game will determine whether the sub's batteries need to be recharged or not and if so will initiate a recharge order. This can happen if you save a game with your sub's batteries less than 100% charged
- fixed bug of some items not monitored correctly. These items required you to have an order category or order bar selected before updating would occur. This has been corrected so that they are monitored at all times.
- Squelched the message "Battery recharged 100%, sir!" due to it displaying when batteries weren't actually fully recharged. A new message will appear when batteries are fully recharged stating "Batteries recharged"
- added some error checking code to the ship's journal import function
- added torpedo door switches to control the torpedo doors. kylania's torpedo switches are the graphics for the torp door switches (his .psd file)
- added a new user option that controls the time delay for opening the torp doors when the option of realistic torp firings is enabled. The default value of the time delay is 10.0 seconds (RealisticOpenTubeTD)
- added a new user option that controls whether the firing of the torpedoes is semi-realistic or not. When this option is enabled and you try to fire a torpedo and the torp door is not open then the door will open, a timer will start (RealisticOpenTubeTD) and once that timer has timed out (signaling the torp door is open) then the tube will fire. Default value is Enabled (RealisticTorpedoFirings)
- added a new user option that controls the time delay between the automatic switching states of items based on depth (whether surfaced or submerged). Default value is 5.0 seconds. This is mainly for heavy seas to prevent things like propulsion mode from switching back and forth due to waves (WaterLevelTD)
- added a new user option that controls the time delay for switching to standard propulsion. Default value is 300.0 seconds or 5 mins (SwitchToStdPropulsionTD)
- added a new user option that controls the time delay for switching to recharge propulsion. Default value is 300.0 seconds or 5 mins (SwitchToRechargePropulsionTD)
- made the order icons for standard propulsion mode and recharge propulsion mode non-instant. The time delays specified above apply to them now.
- order category icons and order icons that have time delays associated with them now flash continuously while the order 'is being carried out'. Once the order is complete they will change state (selected or not selected) and stop flashing
- (SH5Enhanced style) Fixed the heading/rudder dial visibility problem for the following: navigation map, attack periscope, obs periscope, UZO, crew page, Subsystems page, Weapons and sensors page, Guns page, captain's log, awards page, and ship's journal page. If the heading/rudder dial was visible before going to one of these it will remain visible (might be slight pause before it reappears on some of them though)
- changed the size of some menu items on the ship's journal add, save, edit, and add sub pages
- fixed bug of incorrect depth reported (when submerged) on entry into the ship's journal at specified time interval of JournalEntryIntervalTime
- fixed bug of ship's journal sometimes not showing the entries when you open it for the first time
- fixed the AOB and Bearing dials on the TDC to display the correct graphics. The Bearing dial lost its vernier and the AOB gained a vernier
- changed the operation of the time compression icon in the top right bar. If you're at TC 1 then it's not highlighted. If TC > 1 then it's highlighted (recommendation by Echolot)
- changed the way hotkeys are disabled in the ship's journal
- added hotkey disabling to the integrated mod otto's chalkboard
- changed the way hotkeys are disabled in the XO TDC Dialog box when entering mast height manually
- more code optimizations done
- changed the way the ship's journal writes the date time stamp for each journal entry in the file. It's now saved in military time
- added the ability to change TDC modes on the fly at each scope via buttons on the torpedo panel. Selecting a mode will activate that mode. Having no modes selected activates the NO Dials TDC mode.
- added a high precision timer class to the game. This class takes into account TC level and thus can be used for timings that involve TC level. The stock animation timers of the game do not account for TC level
- added a new user option that controls the fully raising of the attack periscope when you enter that station. It defaults to disabled - do not fully raise when entering the attack scope (AutomaticallyRaiseAttackScope)
- changed the way the nav map displays a contacts lat and long. When a new contact is detected and it's not a radio contact then it's lat and long are set to '---'. If it's a radio contact then the lat and long are set to what the message said the lat and long of the contact was. Once ANY contact gets within the user defined option GetRangeStartUpdatingContacts then it's lat and long will be continuously updated.
- added a new order category to WEPS - Determine contact speed. This provides SH3 like target speed determination. If follow target is enabled then this new icon is available else it's disabled. To use it lock onto a target, enable follow target, identify the target, take range reading, set target's AOB, the press the new icon. A new message will appear in the messagebox saying 'Determining contact speed'. After you've let it time for the period of time you wanted, click the icon again to cease timing and determine target speed. A new message will appear in the messagebox saying 'Target speed is xkts'. NOTE: the TDC speed dial and the XO TDC dialog box will not be updated with this speed measurement. You will have to input it manually as I have not been able to set them via code yet.
- Pressing the crash dive icon on the depth bar now also results in TC = 1
- Changed the operation of the 1 click crash dive function. If TeleportOnCrashDive is enabled and you are surfaced then it acts like it always has. If it is enabled and you are submerged then no teleporting will occur but the time delay will still be incurred. If it is disabled and you are surfaced then the time delay will still be incurred (to account for crew clearing topside decks and closing hatch).
- removed the order depth under keel from nav and made it an order category under nav instead
- added depth under keel and deploy decoys icons to WEPS as order categories
- changed the way the background for the officer icons behaves. If the user option to enable scrolling the officer's background isn't enalbed then if no officer is selected then the background is hidden. Once an officer is selected the background becomes visible
- the nav map now has it's own keep sub centered icon. It is located in the top left of the nav map. This allows for indepenent 'keep sub centered' operations on the TAI and the nav map.
- added a bearing overlay to the TAI map (that is centered on the sub). It's visibility is controlled by a new toggle button located in the bottom right corner of the TAI map. It uses it's own .dds file (TAIBearingOverlay.dds)
- added a bearing overlay to the nav map (that is centered on the sub). It's visibility is controlled by a new toggle button locaed in the top right corner of the Nav map. It uses it's own .dds file (NavMapBearingOverlay.dds)
- adjusted timers to make more efficient use of CPU cycles (some items didn't need to be updated every 0.06 seconds!). This should result in slight FPS again
- brought back the launched torpedo icons. When you launch a torpedo an icon will show in the center of the scope view denoting that torpedo. If you click on that torpedo then the clock will show with the time to impact denoted in red hands on the clock. Each torpedo fired gets it's own icon.
- added a new user option that controls whether the attack scope is fully lowered when you leave that station. Default value is True (AutomaticallyFullyLowerAttackScope)
- added a new user option that controls whether the obs scope is fully lowered when you leave that station. Default value is True (AutomaticallyFullyLowerObsScope)
7thSeal
06-13-10, 06:09 PM
Whoa, I checked the forums at just the right time... thanks DW will try it out now. :)
Nausicaa
06-13-10, 06:17 PM
Thank you for your amazing work. You have saved the game for me. You are no doubt the most important modder today for SH5 -- thank you so much ! :)
Jack Davidson
06-13-10, 09:53 PM
What an update, what excellent work you've done to bring us v3.0.0
Awesome work DW and everyone working with you. This mod has kept me excited about the leaky boat SH5. :yeah:
Cheers!:salute:
kylania
06-13-10, 10:52 PM
New installation video which covers installing the mod, one of the optional mods and changing several settings in the options file:
http://www.youtube.com/watch?v=-Lf8ePjihIo&hd=1
Absolutely beautiful! Thanks a bunch. :salute: :yeah:
Phantom453
06-14-10, 12:13 AM
Outstanding!!! Thank you. There goes the rest of the afternoon. Luckily it is a Monday public holiday here in Australia.
Thanks DW and team :yeah:
thorn69
06-14-10, 12:23 AM
I love this mod, but I hate bright on dark. Anyway to change the brightness of the journal? It's so bright white and it's blinding me at night time. Can't see a damn thing! :sunny: :o :doh:
kylania
06-14-10, 12:43 AM
I love this mod, but I hate bright on dark. Anyway to change the brightness of the journal? It's so bright white and it's blinding me at night time. Can't see a damn thing! :sunny: :o :doh:
Do you mean the small message box in the bottom corner? If so, you can either resize it or press "L" by default to hide it completely.
If you mean the large editable journal box you have to click the Journal button on the upper right to open? Well, just don't open it at night? :)
thorn69
06-14-10, 02:40 AM
Do you mean the small message box in the bottom corner? If so, you can either resize it or press "L" by default to hide it completely.
If you mean the large editable journal box you have to click the Journal button on the upper right to open? Well, just don't open it at night? :)
It's the bigger journal I was talking about. I knew about the "L" button turning off the XO and the smaller journal in the bottom right. But I do wish that bloody thing would stop popping up when I use time compression! :damn:
Capt Jack Harkness
06-14-10, 04:59 AM
I really like the idea of the delays between orders being given and carried out; could you also introduce maybe a 2 second delay between telegraph order and response? It's quite silly to have the boat immediately respond the way it does in stock.
fOLLOW SELECTED TARGET NOT WORKING IT COULD BE ME
EVEN HELP
no help then?
TheDarkWraith,
Thank you very much for the last release of your mod. It includes very interesting features... wow !!! :yeah:
Kylania,
Thank you for your new installation video. It is very helpful !!!
Txema
Stormfly
06-14-10, 06:56 AM
finaly it`s there :yeah:
kylania
06-14-10, 08:22 AM
But I do wish that bloody thing would stop popping up when I use time compression! :damn:
Set ShowMessageBoxAndExpandAtTCLevel to 8192 to prevent that.
DonZorro
06-14-10, 08:37 AM
Could you paste pictures of all the patch??? :yeah:
GRAT MASTER!!! :salute:
TheDarkWraith
06-14-10, 09:08 AM
I really like the idea of the delays between orders being given and carried out; could you also introduce maybe a 2 second delay between telegraph order and response? It's quite silly to have the boat immediately respond the way it does in stock.
I plan to add more delays to other items, the EOT being one of them and switching to/from silent running. I wanted to see how this 'delay' system would fly over with everyone first before adding it to many other items. So far it seems everyone is liking the idea of non-instant orders.
fOLLOW SELECTED TARGET NOT WORKING IT COULD BE ME
EVEN HELP
no help then?
What's wrong with it? How is it not working for you? How are you trying to make it work? You have to have a contact selected (either locked onto or in your scope's crosshairs), your current scope has to be above water (or you're surfaced), and then you can enable follow target.
I love this mod, but I hate bright on dark. Anyway to change the brightness of the journal? It's so bright white and it's blinding me at night time. Can't see a damn thing! :sunny: :o :doh:
I didn't realize the journal was so 'bright'. Which parts of it exactly are too bright?
fOLLOW SELECTED TARGET NOT WORKING IT COULD BE ME
EVEN HELP
no help then?
Dem, the follow selected target worked great for me. All I did was spot the target in the periscope and press "spacebar" to lock on, then press the "follow selected target" icon and click it. My sub started following the ship quite nicely and then I started requesting Target Speeds..... :arrgh!:
TheDarkWraith
06-14-10, 09:17 AM
Dem, the follow selected target worked great for me. All I did was spot the target in the periscope and press "spacebar" to lock on, then press the "follow selected target" icon and click it. My sub started following the ship quite nicely and then I started requesting Target Speeds..... :arrgh!:
Is the follow target less 'jerky' now? It should be pretty smooth in it's following now since it's using my new timer class to determine update time.
How is the new SH3 style target speed calculator working for you?
Does the game appear smoother now with the mod than before? How is the FPS?
Is the follow target less 'jerky' now? It should be pretty smooth in it's following now since it's using my new timer class to determine update time.
How is the new SH3 style target speed calculator working for you?
Does the game appear smoother now with the mod than before? How is the FPS?
Looks and works great DW. :yeah: I didn't see any jerky motion at all, it's as smooth as butter. I requested target speed and was rewarded with a target speed of 4.5 kts. I missed with two fish at 2400m but then again I miss a lot as I haven't quite grasped the manual TDC yet. :oops: This is a great UI sir, keep up the fantastic work. :salute:
PL_Andrev
06-14-10, 09:38 AM
Could you paste pictures of all the patch??? :yeah:
GRAT MASTER!!! :salute:
I agree with DonZorro, mane people want to look graphical changes for this version at 1st page - maybe the most expected features?
I requested target speed and was rewarded with a target speed of 4.5 kts.
Hm, hm, hm - the 4.5 kts value is probably not real... better way is 4 or 5. Of course in my opinion.
:D
Hm, hm, hm - the 4.5 kts value is probably not real... better way is 4 or 5. Of course in my opinion.
:D
Correct. The 4.5 automatically rounded up to 5 when I entered it... :03:
TheDarkWraith
06-14-10, 09:58 AM
I agree with DonZorro, mane people want to look graphical changes for this version at 1st page - maybe the most expected features?
Hm, hm, hm - the 4.5 kts value is probably not real... better way is 4 or 5. Of course in my opinion.
:D
My first post (post #1) would be HUGE (like it isn't already :doh:) if I were to include pics of the new features and all. It's just not feasible.
4.5 kts is a real value. Using the formula would result in fractional values. The speed dial of the TDC does allow for fractional values of speed so that is why I left one decimal place of fractional value from the speed estimate. The XO TDC dialog box does not allow fractional values, only whole numbers.
Being that the whole SH3 style speed estimator is only as accurate as your initial range reading and AOB input I figured giving the user one decimal point of accuracy in the speed estimate was a good trade-off.
Dem, the follow selected target worked great for me. All I did was spot the target in the periscope and press "spacebar" to lock on, then press the "follow selected target" icon and click it. My sub started following the ship quite nicely and then I started requesting Target Speeds..... :arrgh!:
hi
have done all that but the follow selected target" icon is greyd out
TheDarkWraith
06-14-10, 10:02 AM
hi
have done all that but the follow selected target" icon is greyd out
how about a screenshot of when you're attempting to enable follow target? There's a reason why it's greyed out and maybe seeing a screenshot will help me tell you why it is.
how about a screenshot of when you're attempting to enable follow target? There's a reason why it's greyed out and maybe seeing a screenshot will help me tell you why it is.
how do i put up a screenshot
TheDarkWraith
06-14-10, 10:19 AM
how do i put up a screenshot
You have to upload the pic to a picture hosting service or here to subsim.com. Then get the link from it and using the Insert Image icon in the 'reply to thread's toolbar paste that link into the dialog box and presto! Image inserted into post.
Echolot
06-14-10, 10:22 AM
Hello TheDarkWraith.
I want to thank you. Nice work.
:woot:
Echol:sunny:t.
TheDarkWraith
06-14-10, 10:23 AM
Hello TheDarkWraith.
I want to thank you. Nice work.
you provided some good recommendations and suggestions for v3.0.0 so thank you! :up:
how about a screenshot of when you're attempting to enable follow target? There's a reason why it's greyed out and maybe seeing a screenshot will help me tell you why it is.
One screenshot http://img149.imageshack.us/i/shot1j.jpg/
http://www.handmadewoodengifts.co.uk/page48.html
Echolot
06-14-10, 10:33 AM
:oops: :salute:
http://img69.imageshack.us/img69/6861/thxk.jpg (http://img69.imageshack.us/i/thxk.jpg/)
Mithrandir
06-14-10, 11:09 AM
Hi Darkwraith,
Thank you for the great MOD. I would only to report that a similar error to the last reported by me was obtained at the last available torpedo when I tried to change and open the tubes from the attack periscope interface.
I can not give more details because happened only once and I did not reproduced it... I will try later.
Bye,
Mith
how about a screenshot of when you're attempting to enable follow target? There's a reason why it's greyed out and maybe seeing ahttp://img149.imageshack.us/i/shot1j.jpg/will help me tell you why it is.
Here a link to screenshot
http://img149.imageshack.us/i/shot1j.jpg/
TheDarkWraith
06-14-10, 11:26 AM
Here a link to screenshot
http://img149.imageshack.us/i/shot1j.jpg/
now that's interesting :hmmm: From what I can see all conditions are met for follow target to work. Did you try locking onto that target by pressing the spacebar yet?
now that's interesting :hmmm: From what I can see all conditions are met for follow target to work. Did you try locking onto that target by pressing the spacebar yet?
yes i did
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
NewUIs_TDC_3_0_0_ByTheDarkWraith
TDC Tutorial Mission By EMTGUF
would the test mission have some thing to do with it
kylania
06-14-10, 11:47 AM
My first post (post #1) would be HUGE (like it isn't already :doh:) if I were to include pics of the new features and all. It's just not feasible.
I'll update my tutorial post (http://www.subsim.com/radioroom/showpost.php?p=1332689&postcount=5) with new pictures tonight.
TheDarkWraith
06-14-10, 11:51 AM
I'll update my tutorial post (http://www.subsim.com/radioroom/showpost.php?p=1332689&postcount=5) with new pictures tonight.
that would be great. Thanks :yeah:
Mithrandir
06-14-10, 12:08 PM
I have experienced the same situation reported by Dem. If I un-minimize the TAI the follow target immediately enables...
Bye,
Mith
TheDarkWraith
06-14-10, 12:21 PM
I have experienced the same situation reported by Dem. If I un-minimize the TAI the follow target immediately enables...
Bye,
Mith
I don't understand what you're saying :06:
I don't understand what you're saying :06:
I think i understand give me a min to test
Athlonic
06-14-10, 12:42 PM
Hi TDW,
About the "Normal sweep" message repetition bug I report you earlier :
It seem's it only occur in the Bismark Historical mission which is my favorite "Mods testing" mission.
In others missions or in campaign no problem.
Anyone else can confirm this ?
Cheers.
I have experienced the same situation reported by Dem. If I un-minimize the TAI the follow target immediately enables...
Bye,
Mith
Yesterday for the first time i encounter this situation,you can renable the follow target icon by backing out from the periscope and clicking back in the scope again.other than this everything work the way it suppose to,TheDarkWraith Kilania and all those who contribute to this mod you guys rock.Thanks to you all :salute:
I think i understand give me a min to test
then the gane frist starts the tai is showing (the small map) you click the botton to mennerise the TAI the follow selected target dos not work
if you make the TAI smaller by dragging to edge in follow selected target
works
TheDarkWraith
06-14-10, 01:04 PM
then the gane frist starts the tai is showing (the small map) you click the botton to mennerise the TAI the follow selected target dos not work
if you make the TAI smaller by dragging to edge in follow selected target
works
this is very bizarre to say the least :doh: Digging in my code I've found 3 things I didn't like that aren't doing what I intended them to be doing: there are some order categories that have to be updated every update cycle that currently aren't, same with some order bars, and the way I was getting contact selected was, well, awful (it was being polled rather than being event driven). I've made the changes and am testing them now.
This TAI one I'm going to have to dig deeper for as I don't recall TAI size having anything to do with whether a contact is selected or not.
this is very bizarre to say the least :doh: Digging in my code I've found 3 things I didn't like that aren't doing what I intended them to be doing: there are some order categories that have to be updated every update cycle that currently aren't, same with some order bars, and the way I was getting contact selected was, well, awful (it was being polled rather than being event driven). I've made the changes and am testing them now.
This TAI one I'm going to have to dig deeper for as I don't recall TAI size having anything to do with whether a contact is selected or not.
that good you did understand that i said
you are doing great with this mod, :rock:
One thing ShipsJournal do i have to have my computer set to Regional option to English (united states)
TheDarkWraith
06-14-10, 01:20 PM
that good you did understand that i said
you are doing great with this mod, :rock:
One thing ShipsJournal do i have to have my computer set to Regional option to English (united states)
you shouldn't have to. Try saving a ship's journal and then try re-importing it. That will tell you.
I sent you something to try via PM for the follow target problem you're having. Let me know if it works or not.
you shouldn't have to. Try saving a ship's journal and then try re-importing it. That will tell you.
I sent you something to try via PM for the follow target problem you're having. Let me know if it works or not.
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
NewUIs_TDC_3_0_0_ByTheDarkWraith
TDC Tutorial Mission By EMTGUF
NewUIs_v3_0_0_bugfix_1
sorry not working:damn:
TheDarkWraith
06-14-10, 02:29 PM
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
NewUIs_TDC_3_0_0_ByTheDarkWraith
TDC Tutorial Mission By EMTGUF
NewUIs_v3_0_0_bugfix_1
sorry not working:damn:
have you tried it every possible way? Surfaced, not surfaced? UZO, attack, and obs? From WEPS and from the Watch Officer? I'm looking for something to give me a clue as to why only you would be having this problem so far :hmmm:
have you tried it every possible way? Surfaced, not surfaced? UZO, attack, and obs? From WEPS and from the Watch Officer? I'm looking for something to give me a clue as to why only you would be having this problem so far :hmmm:
will do wil report back some:salute:
have you tried it every possible way? Surfaced, not surfaced? UZO, attack, and obs? From WEPS and from the Watch Officer? I'm looking for something to give me a clue as to why only you would be having this problem so far :hmmm:
Have tested all the above sorry still not working
(its the frist entry into the game/ save game ones you have minimize then maximize all fine)
would it be a xp 32bet thing
TheDarkWraith
06-14-10, 03:13 PM
Have tested all the above sorry still not working
(its the frist entry into the game/ save game ones you have minimize then maximize all fine)
would it be a xp 32bet thing
just to make sure we're on the same page, we're speaking about the follow target not working right? Or are you referring to the ship's journal?
just to make sure we're on the same page, we're speaking about the follow target not working right? Or are you referring to the ship's journal?
sorry follow target not working right
LeBabouin
06-14-10, 04:29 PM
Was not able to find the option to disable the ship's journal :wah: Can someboby please help me ?
kylania
06-14-10, 04:33 PM
Was not able to find the option to disable the ship's journal :wah: Can someboby please help me ?
What do you mean disable it? Just don't use it if you don't want to. :DL
just to make sure we're on the same page, we're speaking about the follow target not working right? Or are you referring to the ship's journal?
ship's journal
my computer has to be set to regionl option english united states so the date matches up with journal all fine:rock:
I just use the basic, but congrats on a great Mod! :03:
TheDarkWraith
06-15-10, 01:45 AM
v3.0.1 released. This is a bugfix version for v3.0.0. See post #1 for details.
v3.0.1 change log:
v3.0.1 - changed the way contact selected is being determined. It was using a polled system now it's using an event driven system
- fixed bug of python error potentially being thrown when checking/updating new nav map contact(s)
- changed how follow target was being enabled/disabled
- changed the time interval that contacts are updated and new contacts are determined from 0.06 seconds to 0.25 seconds. This should provide a slight FPS gain
- new SH3 style speed determiner now gives only whole number speeds
- contact time spotted now shows speed at all times. If there is no speed associated with the contact then '---' is displayed for speed. If the contact is a radio contact then it's reported speed is shown. If the new SH3 style speed determiner is used to determine the contact's speed then the speed it determines will be attached to the contact and shown as the speed in the contact time spotted box (the speed shown will either be the speed in knots or text denoting how fast the contact is - this is determined by whether the user option ShowContactsActualSpeed is set or not)
McHub532
06-15-10, 02:38 AM
With 3.0.1 I have contracted a disease. I now have "Funky Dial Syndrome", check out my tube selector dial.
http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2247
kylania
06-15-10, 02:42 AM
With 3.0.1 I have contracted a disease. I now have "Funky Dial Syndrome", check out my tube selector dial.
Is that mod that you're using to change the clock overwriting the dials image file perhaps?
McHub532
06-15-10, 02:45 AM
I have a scope lock/follow issue. The picture below gives a 1,2,3 process of what I did and what happened.
Of note.. it seems my "Funky Dial Disease" cured itself.
http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2248
McHub532
06-15-10, 02:46 AM
Is that mod that you're using to change the clock overwriting the dials image file perhaps?
No sir, only the clock.dds.
Capt Jack Harkness
06-15-10, 03:10 AM
With 3.0.1 I have contracted a disease. I now have "Funky Dial Syndrome", check out my tube selector dial.
What's wrong with it? It looks like the right one for salvo shooting.
Defiance
06-15-10, 04:47 AM
What can you say !!
Updates are thick n fast, always better than the last :yeah:
:salute: Cheers
Def
Defiance
06-15-10, 05:31 AM
Hiya's,
When at a periscope (think it maybe either one)
If i goto WO to alter the set of firing commands via the icons, it seems if i try to alter the deckgun firing routine, then goto alter the flaskgun firing routine i get an overlay of both icon strip commands (hope that makes sense)
Litterally put 3.01 in with no .py alterations if that helps
Was a saved session though so maybe it's this ??
Cheers
Def
edit: will try out of port later, gotta get gone now :( lol
PL_Andrev
06-15-10, 10:17 AM
v3.0.1 released. This is a bugfix version for v3.0.0. See post #1 for details.
- changed the way contact selected is being determined. It was using a polled system now it's using an event driven system
- changed how follow target was being enabled/disabled
Eeee... what does it mean?
:doh:
TheDarkWraith
06-15-10, 11:05 AM
Hiya's,
When at a periscope (think it maybe either one)
If i goto WO to alter the set of firing commands via the icons, it seems if i try to alter the deckgun firing routine, then goto alter the flaskgun firing routine i get an overlay of both icon strip commands (hope that makes sense)
Litterally put 3.01 in with no .py alterations if that helps
Was a saved session though so maybe it's this ??
saved session doesn't matter. I'll give it a look and see what I did to possibly introduce a bug into this :up:
Stormfly
06-15-10, 12:04 PM
saved session doesn't matter. I'll give it a look and see what I did to possibly introduce a bug into this :up:
yep, it is broken !
... it simply wont remove handling icons of AA or deck gun if aa or deck gun handling is selected and one of this menue groups was selected before :doh:
they are overblending each other then, the before selected menu group is still showing, instead of blended out.
TheDarkWraith
06-15-10, 02:47 PM
Hiya's,
When at a periscope (think it maybe either one)
If i goto WO to alter the set of firing commands via the icons, it seems if i try to alter the deckgun firing routine, then goto alter the flaskgun firing routine i get an overlay of both icon strip commands (hope that makes sense)
yep, it is broken !
... it simply wont remove handling icons of AA or deck gun if aa or deck gun handling is selected and one of this menue groups was selected before :doh:
they are overblending each other then, the before selected menu group is still showing, instead of blended out.
found the reason why this is happening and it's my error. I set an override so I can check everything that needs to be updated every cycle. This override prevents the order bars and order categories from being reset. Well I forgot to clear the override when I was done checking everything. This results in overlapping order bars. I've fixed the problem and will be issuing a bug fix for it soon.
I also discovered another bug. At game start I'm automatically asking for battery recharge when the batteries are already fully charged. I've fixed this bug also. The fix will be included in the bug fix I'll be releasing soon.
Defiance
06-15-10, 03:52 PM
Woohoo nice work :yeah:
Def
TheDarkWraith
06-15-10, 04:23 PM
for those of you using v3.0.1 here is a bugfix for the overlapping orders bars and automatic recharge of batteries whether they're recharged or not bugs:
http://www.filefront.com/16761461/NewUIs-TDC-v3-0-1-bugfix1.7z/
Unzip straight to MODS folder and enable after v3.0.1 of UIs mod. Say yes to all JSGME errors.
If you would rather use a complete new version then v3.0.2 has been released and you can find it at post #1 of this thread.
Stormfly
06-15-10, 05:08 PM
Thanks man ! :)
Defiance
06-15-10, 06:27 PM
I dunno, i leave my boat in the safe hands of the xo to grab some fresh java, and dangnabit a fresh update :)
Ya know, one day i might finish this mission i'm on lol
Cheers Again
Def
TheDarkWraith
06-15-10, 08:46 PM
So far it looks pretty positive that I have a solution for the speed and AOB being reset when you use the stadimeter. Still testing but preliminary results look very positive :D
TheDarkWraith
06-16-10, 12:59 AM
Reaper7 unknowlingly provided me the missing link I've been searching for for maintaining speed and AOB when using the stadimeter with his work on trying to implement another way to do the stadimeter :rock:
You'll notice in the screenshots below that the speed and AOB dials have a red button attached to them. This red button 'sets' the speed or AOB in the TDC so that when you use the stadimeter it doesn't reset them to zero :D. The whole thing is funky in how it works - Ubi really screwed everything up here.
So let's say you have a target locked. You determine it's AOB and set the AOB dial to what you calculated. Now you have to also press the AOB's red button to 'set' it into the TDC. Now you determine the target's speed and input that into the speed dial. Now you have to press the speed dial's red button to 'set' it into the TDC. Now you want to take a range reading. You click on stadimeter and determine the target's range. Now here's where things get funky - the values you 'set' are not reset to 0 - they persist BUT the AOB target value has been reset (Ubi bug :nope:). What this means is if you mouse into the AOB dial then you will have to 'reset' the AOB to the correct value and press it's red button again to 'set' it (this is if manual input mode is enabled - if it's not enabled then mousing into the AOB dial will do nothing). Anytime you take a range reading it resets the AOB target value (this is a different value from the AOB dial's value).
Now I know someone is going to ask "Why can't it be automated?" Well the answer to that lies in the fact that I can't raise the button's click events (have tried) and I can't make the OnClick event handler fire for them either. If I could get one of them to work then there would be no need for the red buttons. Also, if I could find a way to set the TGT dials values then there would be no need for the red buttons. Once a way is found how to set dial's values (CrtVal, NewVal, etc.) it will open up a whole other level of modding SH5.
I'll write more about it and how it works tomorrow. I'm tired and wasn't going to bed until I figured this out :D
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2253
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2252
TheBeast
06-16-10, 06:04 AM
Reaper7 unknowlingly provided me the missing link I've been searching for for maintaining speed and AOB when using the stadimeter with his work on trying to implement another way to do the stadimeter :rock:
You'll notice in the screenshots below that the speed and AOB dials have a red button attached to them. This red button 'sets' the speed or AOB in the TDC so that when you use the stadimeter it doesn't reset them to zero :D.
This is great news.:woot: I do have a couple requests along this topic. Could you put a Stadimeter button and Set Range button on the Range Dial to save time opening/closing XO dialog to access it.:sunny:
IMO, that entire XO dialog to Identify a Target and set a firing solution is total BS.:damn: The XO Icon should be with the rest of the Officer Icons, not drifting around getting in the way.:damn: The only thing it is good for is if used for a example of how to get Crew Commands by Dialog into the Officers Icon Menu Bar.
TheDarkWraith
06-16-10, 07:47 AM
This is great news.:woot: I do have a couple requests along this topic. Could you put a Stadimeter button and Set Range button on the Range Dial to save time opening/closing XO dialog to access it.:sunny:
IMO, that entire XO dialog to Identify a Target and set a firing solution is total BS.:damn: The XO Icon should be with the rest of the Officer Icons, not drifting around getting in the way.:damn: The only thing it is good for is if used for a example of how to get Crew Commands by Dialog into the Officers Icon Menu Bar.
I was going to put the stadimeter button from the SH4 style dial thingy onto the range dial like I did with the red buttons just haven't done it yet. I'll do it now. What is the set range button that you speak of?
Stormfly
06-16-10, 08:06 AM
another request...
would it be possible to disable all this popping mouse cursors, like white and yellow hands, arrows and ****... i like moving and turning in 3d space, i often disable the UI compledly for this, but all this cursors are still popping in by turning and moving, i get stalked by the
ice-cold litte hand:timeout:
TheDarkWraith
06-16-10, 09:45 AM
added the stadimeter button to the TDC range dial. Clicking it will activate the stadimeter:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2255
Just a couple more things to tidy up and then I'll send it out to those I usually send out test versions to so they can test it and report back the bugs if any.
EDIT:
Test version of v3.1.0 sent out to my regular testers.
reaper7
06-16-10, 02:48 PM
Reaper7 unknowlingly provided me the missing link I've been searching for for maintaining speed and AOB when using the stadimeter with his work on trying to implement another way to do the stadimeter :rock:
You'll notice in the screenshots below that the speed and AOB dials have a red button attached to them. This red button 'sets' the speed or AOB in the TDC so that when you use the stadimeter it doesn't reset them to zero :D. The whole thing is funky in how it works - Ubi really screwed everything up here.
So let's say you have a target locked. You determine it's AOB and set the AOB dial to what you calculated. Now you have to also press the AOB's red button to 'set' it into the TDC. Now you determine the target's speed and input that into the speed dial. Now you have to press the speed dial's red button to 'set' it into the TDC. Now you want to take a range reading. You click on stadimeter and determine the target's range. Now here's where things get funky - the values you 'set' are not reset to 0 - they persist BUT the AOB target value has been reset (Ubi bug :nope:). What this means is if you mouse into the AOB dial then you will have to 'reset' the AOB to the correct value and press it's red button again to 'set' it (this is if manual input mode is enabled - if it's not enabled then mousing into the AOB dial will do nothing). Anytime you take a range reading it resets the AOB target value (this is a different value from the AOB dial's value).
Now I know someone is going to ask "Why can't it be automated?" Well the answer to that lies in the fact that I can't raise the button's click events (have tried) and I can't make the OnClick event handler fire for them either. If I could get one of them to work then there would be no need for the red buttons. Also, if I could find a way to set the TGT dials values then there would be no need for the red buttons. Once a way is found how to set dial's values (CrtVal, NewVal, etc.) it will open up a whole other level of modding SH5.
I'll write more about it and how it works tomorrow. I'm tired and wasn't going to bed until I figured this out :D
Not unknowlingly :D, I posted my thread on the stadimeter fix for everyone's benefit - I kew about the buttons posted them on the thread too. http://www.subsim.com/radioroom/showthread.php?t=171085
Here are the buttons used in SH4 TDC
PageTorpedoSolution_RightPanel_Range_SendRangeButt on
PageTorpedoSolution_RightPanel_Range_StadimeterBut ton
PageTorpedoSolution_RightPanel_Speed_SendSpeedButt on
PageTorpedoSolution_RightPanel_AngleOnBow_SendAngl eOnBowButton
Have since made some interesting progress re the Mast height Send to Target:DL
Also belive I have a way around the reste to 0 issue.
Going to work on it now :up:
Stormfly
06-16-10, 03:45 PM
...another request,
there is still a UBI-bug to be fixed:
If checking "manual targeting" in the game options, your still able to switch to auto targeting by switching the TDC off via XO dialog. If switched to off and pointing on a target, you instandly have a true firing solution displayed, if the target isnt selected via space bar and the TDC is in following mode.
Request: optional -> preventing to disable switching the TDC off via XO`s dialog.
TheDarkWraith
06-16-10, 03:47 PM
...another request,
there is still a UBI-bug to be fixed:
If checking "manual targeting" in the game options, your still able to switch to auto targeting by switching the TDC off via XO dialog. If switched to off and pointing on a target, you instandly have a true firing solution displayed, if the target isnt selected via space bar and the TDC is in following mode.
Request: optional -> preventing to disable switching the TDC off via XO`s dialog.
that can easily be implemented. I'll take care of it tonight when I get back home from a work call :up:
TheBeast
06-16-10, 04:01 PM
I was going to put the stadimeter button from the SH4 style dial thingy onto the range dial like I did with the red buttons just haven't done it yet. I'll do it now. What is the set range button that you speak of?
:timeout:I was just guessing that since you had the Set AOB and Set Speed buttons, that you may need it for range as well...:O:
TheBeast
06-16-10, 04:05 PM
...another request,
there is still a UBI-bug to be fixed:
If checking "manual targeting" in the game options, your still able to switch to auto targeting by switching the TDC off via XO dialog. If switched to off and pointing on a target, you instandly have a true firing solution displayed, if the target isnt selected via space bar and the TDC is in following mode.
Request: optional -> preventing to disable switching the TDC off via XO`s dialog.
I 2nd this request. Any difficulty beyond Normal is Manual Targeting only.
Manual Targeting also needs a TDC Reset button to Zero all TDC settings. Currently once you target something. The TDC retains those settings until you manually adjust the values. Not a big deal but helps to be able to set torpedo trajectory to Zero for snap fire shots that you really dont need the TDC to calculate.
Stormfly
06-16-10, 04:28 PM
first test results:
captured a good distance using the stadimeter knob. (did compare it with the TDC off cheat), data was send to tdc, torpedo hit target (range 3000).
it seams after using the tdc off cheat, the stadimeter isnt working correctly (displayed only 1100 meters instead of 3000). (maybe fixed by preventing switching it off)
after switching to external view and returning to UZO (minimum dials, SH3 interface) the gauge "Target Orientation Angle" (Lagewinkel) was missing, except the new knob for it.
i need still to open the TAI map one time to be able to auto follow a target (peri follow target). after firing on a target and breaking following mode, i wasnt able to auto follow it again for some time.
by trying to re enable auto following mode, and switching again to external view and back, i got a CTD.
thomas cook
06-16-10, 11:32 PM
I'm also using the enhanced mode and am loving it. Great work on this mod. First time installing a mod as well and the instructions provided were easy to follow. thx Wraith!
TheDarkWraith
06-17-10, 09:18 AM
first test results:
captured a good distance using the stadimeter knob. (did compare it with the TDC off cheat), data was send to tdc, torpedo hit target (range 3000).
it seams after using the tdc off cheat, the stadimeter isnt working correctly (displayed only 1100 meters instead of 3000). (maybe fixed by preventing switching it off)
after switching to external view and returning to UZO (minimum dials, SH3 interface) the gauge "Target Orientation Angle" (Lagewinkel) was missing, except the new knob for it.
i need still to open the TAI map one time to be able to auto follow a target (peri follow target). after firing on a target and breaking following mode, i wasnt able to auto follow it again for some time.
by trying to re enable auto following mode, and switching again to external view and back, i got a CTD.
what is this TDC off cheat?
How did you switch to external view from the UZO? The dial missing is the AOB correct when you did this?
I have fixed the bug where if the TAI is minimized follow target doesn't work correctly. That was a hard one to figure out :smug:
TheDarkWraith
06-17-10, 10:10 AM
v3.0.3 released. This is a bugfix version for v3.0.0 that includes all other bugfixes and fixes the bug of follow target not working correctly when the TAI is minimized. Nothing changed in TheDarkWraithUserOptions.py file so you can use your v3.0.2 of it.
An updated German menu.txt file is available for v3.0.x by Paco. It is included in v3.0.3.
See post #1 for details.
v3.0.3 released. This is a bugfix version for v3.0.0 that includes all other bugfixes and fixes the bug of follow target not working correctly when the TAI is minimized. Nothing changed in TheDarkWraithUserOptions.py file so you can use your v3.0.2 of it.
An updated German menu.txt file is available for v3.0.x by Paco. It is included in v3.0.3.
See post #1 for details.
well done fix :yeah: thanks for all the work
so when we see TDC update :salute:
TheDarkWraith
06-17-10, 11:01 AM
well done fix :yeah: thanks for all the work
so when we see TDC update :salute:
glad to hear it fixed the problem you and some others reported with follow target :DL
The TDC update is out being tested right now. I hope to have it available soon. Still awaiting more feedback from the testing.
glad to hear it fixed the problem you and some others reported with follow target :DL
The TDC update is out being tested right now. I hope to have it available soon. Still awaiting more feedback from the testing.
OK WILL KEEP A LOOK OUT FOR IT
nice work again :salute:
Stormfly
06-17-10, 11:19 AM
what is this TDC off cheat?
How did you switch to external view from the UZO? The dial missing is the AOB correct when you did this?
I have fixed the bug where if the TAI is minimized follow target doesn't work correctly. That was a hard one to figure out :smug:
there is still a UBI-bug (TDC-OFF CHEAT) to be fixed:
If checking "manual targeting" in the game options, your still able to switch to auto targeting by switching the TDC off via XO dialog. If switched to off and pointing on a target, you instandly have a true firing solution displayed, if the target isnt selected via space bar and the TDC is in following mode.
Request: optional -> preventing to disable switching the TDC off via XO`s dialog.
...i switched form UZO to external view using "F2" :06:
...as the target orientation dial was missing, the AOB dial wasnt affected.
Thanks for the new fixes :DL
TheDarkWraith
06-17-10, 11:24 AM
there is still a UBI-bug (TDC-OFF CHEAT) to be fixed:
If checking "manual targeting" in the game options, your still able to switch to auto targeting by switching the TDC off via XO dialog. If switched to off and pointing on a target, you instandly have a true firing solution displayed, if the target isnt selected via space bar and the TDC is in following mode.
Request: optional -> preventing to disable switching the TDC off via XO`s dialog.
...i switched form UZO to external view using "F2" :06:
...as the target orientation dial was missing, the AOB dial wasnt affected.
Thanks for the new fixes :DL
Which dial is the target orientation dial? :06: I'm trying to follow up on the 'problems' you reported but not having much luck.
When you select TDC off, where is this firing solution displayed? I'm working on disabling this so you can't select TDC off when manual targeting is selected.
Defiance
06-17-10, 11:35 AM
3.0.3
Can't seem to drag map (main map) with mouse click/hold
Only had a few minutes so i've only got that to report
Cheers
Def
kylania
06-17-10, 11:38 AM
3.0.3
Can't seem to drag map (main map) with mouse click/hold
Only had a few minutes so i've only got that to report
Cheers
Def
Make sure you don't have "Keep Sub Centered" active. Top left corner of the TAI I think.
TheDarkWraith
06-17-10, 11:53 AM
3.0.3
Can't seem to drag map (main map) with mouse click/hold
Only had a few minutes so i've only got that to report
Cheers
Def
yep, sure can't. I introduced another bug by fixing the other :damn:. Let me try to figure out another fix.
EDIT:
looks like I have a solution. Testing it now.
Mithrandir
06-17-10, 12:28 PM
Hello,
I know it seems stupid but when you are a beta tester you have to try everithing it is possible... :D
When you are in your port, if you sink one friendly merchant ship and then you open the captain's log the game freezes.
Bye,
Mith
Stormfly
06-17-10, 12:46 PM
Which dial is the target orientation dial? :06: I'm trying to follow up on the 'problems' you reported but not having much luck.
When you select TDC off, where is this firing solution displayed? I'm working on disabling this so you can't select TDC off when manual targeting is selected.
Target orientation dial or in german "Lagewinkel" is the bearing dial :D
When using TDC OFF cheat (via XO dialog in peri obs or uzo view), and no target is marked with space, but pointing on a target in visual ai range (own ai), the fireing solution is immediately dispalyed on tdc dials regarding pointed targets range, speed, bearing, angle on bow etc..., this is also immediately send to TDC. You only need to hit the fire button :D:wah:
Target orientation dial or in german "Lagewinkel" ins the bearing dial :D
When using TDC OFF cheat (via XO dialog in peri obs or uzo view), and no target is marked with space, but pointing on a target in visual ai range (own ai), the fireing solution is immediately dispalyed on tdc dials regarding pointed targets range, speed, bearing, angle on bow etc..., this is also immediately send to TDC. You only need to hit the fire button :D:wah:
TDW if you can disable this it would be great.Why bother getting multiple distance readings and angle of the bow when all you have to do is turn the TDC off point at target and shoot,i just can't believe the release this game with so many bugs :salute:
kylania
06-17-10, 02:12 PM
I'll update my tutorial post (http://www.subsim.com/radioroom/showpost.php?p=1332689&postcount=5) with new pictures tonight.
I lied! Rather than a bunch of screenshots I made a video of the features of NewUI + TDC 3.0.0 instead! Behold:
http://www.youtube.com/watch?v=E9GkFdlreoo&hd=1
http://img248.imageshack.us/img248/7174/featuresdemo.jpg (http://www.youtube.com/watch?v=E9GkFdlreoo&hd=1)
TheDarkWraith
06-17-10, 02:42 PM
v3.0.4 released. This fixes the bug I introduced of not being able to drag the nav map with the mouse.
Sorry you all but this mod has grown very complex and has many inter-dependencies. I change one thing and it impacts umpteen others. I try my best to not introduce/create bugs but it sometimes happens :DL
See post #1 for details :|\\
:rock:I lied! Rather than a bunch of screenshots I made a video of the features of NewUI + TDC 3.0.0 instead! Behold:
http://www.youtube.com/watch?v=E9GkFdlreoo&hd=1
http://img248.imageshack.us/img248/7174/featuresdemo.jpg (http://www.youtube.com/watch?v=E9GkFdlreoo&hd=1)
:rock: that sums it up nice well done:yeah::salute:
LeBabouin
06-17-10, 03:58 PM
I lied! Rather than a bunch of screenshots I made a video of the features of NewUI + TDC 3.0.0 instead! Behold:
http://www.youtube.com/watch?v=E9GkFdlreoo&hd=1
Sincerely great. Definitetly part of the mod. And good advertising for 3.0.0 too :yeah:
Hi,firstly I'd like to say what a great mod, it actually makes the game playable, unfortunately I can't get any dials to show in bottom right corner..compass etc. Everything else seems O.K. No other mods installed,can anyone help..please.
Nausicaa
06-17-10, 06:33 PM
Thanks Darkwraith for all your work and thanks Kylania, great video.
:)
TheBeast
06-17-10, 07:23 PM
Hi,firstly I'd like to say what a great mod, it actually makes the game playable, unfortunately I can't get any dials to show in bottom right corner..compass etc. Everything else seems O.K. No other mods installed,can anyone help..please.
You need to edit the Options file and enable the SH3Style UI to ge tthe 3 dials in lower right corner.
I suggest watching the tutorial video Kylania posted earlier or reading the documentation.
Beast,thanks for the advice ,I did'nt read the documentation properly ,what an oaf! just watched the brilliant tutorial, after a few more times I should be able to manage it...:yeah:
ShoCkwaVe
06-17-10, 09:49 PM
@ DarkWraith
Just reporting a CTD when using your sh4 style UI
http://i45.tinypic.com/2db9rbr.jpg
not sure if you have already addressed/fixed the issue or not
when clicking on the crew special ability tab = crash to desktop
you may need to ## disable the tab in scripts
- btw I am working on a custom ui graphical designer template in
.psd format along with a brief tutorial so users can design their own
UI styles with use of your UI by using bars & buttons overlay layers ;)
TheBeast
06-18-10, 02:51 AM
I found that if I have the Chronometer displayed before I enter Port. It displays after entering Port and I can not close it.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=2264
THE_MASK
06-18-10, 03:08 AM
I found that if I have the Chronometer displayed before I enter Port. It displays after entering Port and I can not close it.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=2264also you have my color mod because i can see the golden submarine :down:
TheBeast
06-18-10, 03:11 AM
also you have my color mod because i can see the golden submarine :down:
What golden Submarine?
McHub532
06-18-10, 04:13 AM
What golden Submarine?
Way in the background you can see the conning tower of a submarine where it is being worked on (unattached from sub).
TheDarkWraith
06-18-10, 07:45 AM
I found that if I have the Chronometer displayed before I enter Port. It displays after entering Port and I can not close it.
good bug report. I'll fix this problem :up:
Stormfly
06-18-10, 08:19 AM
good bug report. I'll fix this problem :up:
what about TDC OFF cheat ? :timeout:
TheDarkWraith
06-18-10, 08:28 AM
what about TDC OFF cheat ? :timeout:
I just about got it :up: TheBeast reported also that the compass experiences the same problems as the chrono so I'll fix that also.
kylania
06-18-10, 08:28 AM
what about TDC OFF cheat ? :timeout:
Simple fix for that, just don't click it. You keep asking for a mod to "fix" what is essentially a willpower problem, not a game problem. :O:
Stormfly
06-18-10, 09:37 AM
Simple fix for that, just don't click it. You keep asking for a mod to "fix" what is essentially a willpower problem, not a game problem. :O:
ohh come on, this cant be to hard, for what are the realism / gameplay settings for ? :O:
Stormfly
06-18-10, 09:46 AM
I just about got it :up: TheBeast reported also that the compass experiences the same problems as the chrono so I'll fix that also.
:yeah:
PL_Andrev
06-18-10, 02:30 PM
Is in the future plans changing the switch speed torpedo and the detonator type to more traditional?
kylania
06-18-10, 03:44 PM
Is in the future plans changing the switch speed torpedo and the detonator type to more traditional?
Click the "All" button to open up All Dials TDC, which includes that.
siebr00
06-18-10, 04:22 PM
Hi tDW,
With the latest 3.0.0.4 version, the speech recognition mod 1.4 from Skwasjer is not working. :wah:
No problem with previous 3.x or 2.x problems.:yeah:
Any idea what might cause this?:hmmm:
Thanks.
SiebR00:salute:
Vanilla
06-18-10, 05:56 PM
Thank you so much Wraith for such a brilliant mod, I dunno how sh5 could be playable without it.
Just noticed few minor glitches to report, sorry if they have been raised already:
1. In sh5 enhanced interface sonarman's both 'Follow neares contact' icons do not work properly - when you click on them to give the orders they are not highlighted remaining white while 'Normal sweep' is still highlighted yellow. That is the order IS given and sonarman changes his mode but icons do not reflect it.
This becomes an issue when you try to go back to 'normal sweep' mode - nothing happens when you click on the constantly highlighted 'normal sweep' icon. The only way to revert the guy to normal sweep is to ask for a report on nearest contact (should he actually?).
2. It is hard to tell sometimes if an order is given when clicking on an 'plain' WEPS icon that is neither switchable (can be highlighted) nor has time delay associated with it (blinking state), i.e. you click on it and do not know whether it has any effect, cause the icon just remains as it was.
3. When HUD is removed from the screen if you talk to any of the crew members the modded parts of the HUD appear back on the screen while vanilla parts are still invisible.
4. If you set up the config file as to the WEPS icons automatically disappear after you click on them the officer you called the icon you clicked on through still remains selected, as well as his first level icons, this forces you to de-select him manually, this negates the idea of having the switch to automatically hide icons in the first place.
5. 'Charge batteries' icon disabled state (dark grey when submerged) jitters, i.e. it constantly jumps left-right 1px with FPS rate I guess, while other icons work perfect. Can be video-card related though...
Again ,thank you so much!
Ducimus
06-18-10, 05:59 PM
Thanks again for all the hard work. I can appreciate the amount of time and dedication you've put into this, and the mod really makes the game accessible.
I do have one minor bit of feed back, the bearing/range tool that is used over your sub marker, doesn't seem to be scaling properly. Minor detail, but its the only quirk ive seen so far. Great job! :salute:
TheBeast
06-18-10, 06:11 PM
Thanks again for all the hard work. I can appreciate the amount of time and dedication you've put into this, and the mod really makes the game accessible.
I do have one minor bit of feed back, the bearing/range tool that is used over your sub marker, doesn't seem to be scaling properly. Minor detail, but its the only quirk ive seen so far. Great job! :salute:
The Bearing Plotter you can toggle On/Off is a WIP.
Krauter
06-18-10, 07:18 PM
Does this Mod still allow you to set certain TDC Modes to different Observation platforms (ie: Attack Scope, Obs, and UZO?)
Vanilla
06-18-10, 07:31 PM
Does this Mod still allow you to set certain TDC Modes to different Observation platforms (ie: Attack Scope, Obs, and UZO?)
If you mean default mode - then yes. You can set your prefferred mode (No TDC, Spread angle only, minimal TDC) for obs, att, uzp in config file. If you enabled any of the TDC modes on the station you can, of course, change it to whatevet by clicking the buttons.
Krauter
06-18-10, 07:43 PM
So your saying I can just set them by pushing the buttons present in-game (sorry I was running 2.9 for a while and liked this feature)
Or I must go into the options file and set it from there>
kylania
06-18-10, 07:45 PM
Does this Mod still allow you to set certain TDC Modes to different Observation platforms (ie: Attack Scope, Obs, and UZO?)
Mod Installation Video (Version 3.0.0):
http://www.youtube.com/watch?v=-Lf8ePjihIo&hd=1
Mod Features Demo Video (Version 3.0.0):
http://www.youtube.com/watch?v=E9GkFdlreoo&hd=1
:DL Different TDC modes setting is covered in the Installation video and the differences are shown in the Features video.
Vanilla
06-18-10, 07:47 PM
So your saying I can just set them by pushing the buttons present in-game (sorry I was running 2.9 for a while and liked this feature)
Or I must go into the options file and set it from there>
With the latest version you can switch between the modes with buttons present in game (see the video posted above), in the config file now you set only the default mode for the station.
Krauter
06-18-10, 07:59 PM
Aaah perfect, thanks alot Kylania and Vanilla,
Also, Kylania, I liked the look of some of your Mods during your video (sorry im a creeper :D)
Could you PM me a list of the Mods you use?
Brauner
06-18-10, 08:07 PM
Anybody have problems running those 2 mods together
When I run them I can see only 1 guy in the tower and when I dive game closing up.
TDW a found a bug testing the latest version.I was able to change the angle of the bow and speed settings by hovering the mouse over those dials,i had the target speed set at 6 knots and i went to click on the red button and it change to 99 knots,sometimes it happens after u hit the red button too.Good job on the TDC OFF cheat :salute:
Stormfly
06-19-10, 12:17 AM
SH3Style, all optional mods enabled
yea Thanks... TDC OFF CHEAT is OFF now :)
can confirm post above...
additional:
Following mode on first target working, after switching following mode off and selecting a new target, switching following mode on for the new target, it follows the old target, until TAI map opened (i start the game with minimized TAI in options file).
After switching to external view and back to OBS Scope (others not tested), the XO dialog is missing. It is recoverable using the XO icon, but wont stay or pop up again while locking on a target then. (i start the game without XO icon visible via options file).
fireing solution works fine :DL
Anybody have problems running those 2 mods together
When I run them I can see only 1 guy in the tower and when I dive game closing up.
all ok for me
PL_Andrev
06-19-10, 05:02 AM
Is in the future plans changing the switch speed torpedo and the detonator type to more traditional?
Click the "All" button to open up All Dials TDC, which includes that.
I was thinking about these indicators directly in torpedo menu...
:03:
Sepp von Ch.
06-19-10, 05:20 AM
Updated German menu.txt by Paco works great, thank you!:up:
bert8for3
06-19-10, 05:48 AM
@TDW. Just want to say what great stuff this mod is and tks very much. :up:
TheBeast
06-19-10, 08:00 AM
I have been testing the bug fixes and found that the Chronometer is still not hiding when the rest of the UI hides.
The Compas Rose/Rudder does not restore with the rest of the UI when finished with dialog menu.
In the example below. When the dialog window opens for any Crew Member, the UI hides but not the Chrono.
Haven't tested entering port with the Chrono and Compass Rose/Rudder being displayed as yet.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=2271
VirtualVikingX
06-19-10, 09:27 AM
Whats the music in the instructional video?
TheDarkWraith
06-19-10, 09:44 AM
I have been testing the bug fixes and found that the Chronometer is still not hiding when the rest of the UI hides.
The Compas Rose/Rudder does not restore with the rest of the UI when finished with dialog menu.
In the example below. When the dialog window opens for any Crew Member, the UI hides but not the Chrono.
Haven't tested entering port with the Chrono and Compass Rose/Rudder being displayed as yet.
problems fixed :up: Same with the integrated mod Ottos chalkboard.
TheDarkWraith
06-19-10, 09:48 AM
Following mode on first target working, after switching following mode off and selecting a new target, switching following mode on for the new target, it follows the old target, until TAI map opened (i start the game with minimized TAI in options file).
After switching to external view and back to OBS Scope (others not tested), the XO dialog is missing. It is recoverable using the XO icon, but wont stay or pop up again while locking on a target then. (i start the game without XO icon visible via options file).
fireing solution works fine :DL
TAI/follow target problem fixed.
I need more information about this XO dialog box missing. You have the XO icon not visible so no dialog box should be shown. Are you looking for a different behavior? Are you looking for if XO Icon is disabled and you lock onto target the dialog box should still open?
When you say firing solution works fine, you mean the red buttons and all or ??
Stormfly
06-19-10, 10:17 AM
TAI/follow target problem fixed.
I need more information about this XO dialog box missing. You have the XO icon not visible so no dialog box should be shown. Are you looking for a different behavior? Are you looking for if XO Icon is disabled and you lock onto target the dialog box should still open?
When you say firing solution works fine, you mean the red buttons and all or ??
Hi,
current state / behavior is:
if XO icon is disabled via options file (you have still access to it using upper frame option button, its only for hiding at gamestart), the dialog is still shown after locking on a targat, and closing after unlocking a target, which is fine and needed at current to make use of target ident options and estimating speed using multiple stadimeter distance measures. (at current there is no estimate speed dialog poping using the new buttons, only manual speed inputs possible).
It would be fine to have this estimating speed dialog or action handy using a second button for the speed dial, and a seperate one for poping a dragable recog manual including "finding right id using these questions about bow form and so on"
...made all fireing solutions with this new version incl. new buttons and works fine here, without cheat.
TheDarkWraith
06-19-10, 10:24 AM
Hi,
current state / behavior is:
if XO icon is disabled via options file (you have still access to it using upper frame option button, its only for hiding at gamestart), the dialog is still shown after locking on a targat, and closing after unlocking a target, which is fine and needed at current to make use of target ident options and estimating speed using multiple stadimeter distance measures. (at current there is no estimate speed dialog poping using the new buttons, only manual speed inputs possible).
It would be fine to have this estimating speed dialog or action handy using a second button for the speed dial, and a seperate one for poping a dragable recog manual including "finding right id using these questions about bow form and so on"
...made all fireing solutions with this new version incl. new buttons and works fine here, without cheat.
I've changed how the XO TDC dialog box functions in regards to whether the XO icon is enabled or not. If it's enabled everything is as it was before. If it is disabled then when you lock onto a target the XO Icon and TDC Dialog box appear. If you clear the lock and move the scope out of the target the XO Icon and TDC Dialog box disappear. This way you don't have to continually click on the XO Icon toggle in the top right bar to get the TDC Dialog box to appear when you lock onto a target :DL
LeBabouin
06-19-10, 11:18 AM
Finaly jumped from 2.50 to 3.0.4. Installed only "NewUIs_TDC_3_0_4_ByTheDarkWraith". Clicking the captain's cap in the right upper corner vertical bar crashes my game, it happens everytime.
Also I wonder what's the picture piece in the right bottom corner everytime I raise the nav map. Clicking the XO to close the dialog box doesn't work, though the tiptool claims "open/close..."
http://tof.canardpc.com/preview2/d2a4d763-591d-4107-bab5-c921553c8145.jpg (http://tof.canardpc.com/view/d2a4d763-591d-4107-bab5-c921553c8145.jpg)
TheDarkWraith
06-19-10, 11:32 AM
Finaly jumped from 2.50 to 3.0.4. Installed only "NewUIs_TDC_3_0_4_ByTheDarkWraith". Clicking the captain's cap in the right upper corner vertical bar crashes my game, it happens everytime.
Also I wonder what's the picture piece in the right bottom corner everytime I raise the nav map. Clicking the XO to close the dialog box doesn't work, though the tiptool claims "open/close..."
that's the first report of crashing from clicking the captain's log. I'm not sure what could be the problem :hmmm: That's a stock SH5 icon that came with the game. If you disable the mod and load up stock SH5 and you click that same icon does the game crash?
The bottom right corner picture piece is a shipping chart. Mouse over it and then left click and hold to drag it whereever you want it to be.
To close the XO TDC dialog box click on 'never mind'. I haven't found a way to overcome the stock bug of clicking the icon to close the box not working yet.
LeBabouin
06-19-10, 12:07 PM
that's the first report of crashing from clicking the captain's log. I'm not sure what could be the problem :hmmm: That's a stock SH5 icon that came with the game. If you disable the mod and load up stock SH5 and you click that same icon does the game crash?
O_o yes it does too. I'm sure that didn't happen before. I didn't looked at your code for the ship's journal yet, but does it create a permanent file in the game folders ?
The bottom right corner picture piece is a shipping chart. Mouse over it and then left click and hold to drag it whereever you want it to be.
Oh sorry,might have missed the post stating about that.
To close the XO TDC dialog box click on 'never mind'. I haven't found a way to overcome the stock bug of clicking the icon to close the box not working yet.
Sorry again, I was sure I have been using it this way. Must have dreamt.
TheDarkWraith
06-19-10, 12:19 PM
v3.0.5 released. This is a bugfix version for v3.0.0 that includes all other bug fixes. See post #1 for details.
LeBabouin
06-19-10, 01:26 PM
Got that, while doing nothing, in external view. Is the GameWrapper a custom class ?
http://tof.canardpc.com/preview2/9983d196-2c5a-4d51-819e-06fb3bc80f47.jpg (http://tof.canardpc.com/view/9983d196-2c5a-4d51-819e-06fb3bc80f47.jpg)
LeBabouin
06-19-10, 02:49 PM
that's the first report of crashing from clicking the captain's log. I'm not sure what could be the problem :hmmm: That's a stock SH5 icon that came with the game. If you disable the mod and load up stock SH5 and you click that same icon does the game crash?
[3.0.4] Game crashes too from the click on the ship's journal from the radio man order bar.
Stormfly
06-19-10, 03:06 PM
results of last 3.1.0 test version:
all my reported problems are gone, except some dials (speed and bearing) flipping to different readings when mouse over sometimes.
would it be possible to make all dials dragable, especially the spread angle gauge, i would like to have it left below torp dept area...
...also a goody would be mounting an additional button to the speed gauge to activate function "estimate target speed from stadimeter readings" and an additional option preventing to pop the xo dialog at all, together with an additional button for the recog manual, mounted to the range dial :D
TheDarkWraith
06-20-10, 09:22 AM
After switching to external view and back to OBS Scope (others not tested), the XO dialog is missing. It is recoverable using the XO icon, but wont stay or pop up again while locking on a target then. (i start the game without XO icon visible via options file).
it took me awhile to finally figure out what you were trying to convey here. I finally got it :DL You are at the Obs scope and if you have XO icon disabled via togglable icon and you have a target locked (which then makes the XO icon visible and XO TDC dialog box visible), if you external cam out (F2) and then exit external cam (which puts you back to Obs scope) the XO TDC dialog isn't visible nor is the icon. I was able to duplicate that. I have a solution for it and will be available in bugfix v3.0.6 (here soon).
I'll also add a new user option that prevents the XO TDC Dialog box from even popping up at all if you have the XO icon disabled via options file.
TheDarkWraith
06-20-10, 09:26 AM
[3.0.4] Game crashes too from the click on the ship's journal from the radio man order bar.
clicking the radio man's order category 'Captain's Log' executes the same order that clicking the captain's hat in the top right bar does. So if you're crashing due to the captain's hat one you will also crash using that order category one. That is a stock SH5 item (the command and it's associated page) so it wouldn't be the mod causing the crash. The ship's journal is a new item that I added with the mod that is not related to the captain's log.
TheDarkWraith
06-20-10, 09:48 AM
Got that, while doing nothing, in external view. Is the GameWrapper a custom class ?
http://tof.canardpc.com/preview2/9983d196-2c5a-4d51-819e-06fb3bc80f47.jpg (http://tof.canardpc.com/view/9983d196-2c5a-4d51-819e-06fb3bc80f47.jpg)
GameWrapper is not a custom class, it's a built-in type with SH5.
You have given me the information to finally track down this bug that has been eluding me :D Why you got this is I hard coded a check that wasn't taking into account different languages :nope: I will correct the problem and it will be part of the new bugfix version v3.0.6 coming here soon :yeah:
303_Michcich
06-20-10, 10:03 AM
TDW,
With 3.05 I`m often getting `camera out of sectors ` which was not the case earlier, especially when submerged...
TheDarkWraith
06-20-10, 10:10 AM
TDW,
With 3.05 I`m often getting `camera out of sectors ` which was not the case earlier, especially when submerged...
interesting....how does this happen? Are you in external cam? Are you in a scope view? Or are you in the default HUD view? :hmmm:
TheDarkWraith
06-20-10, 11:10 AM
Manual Targeting also needs a TDC Reset button to Zero all TDC settings. Currently once you target something. The TDC retains those settings until you manually adjust the values. Not a big deal but helps to be able to set torpedo trajectory to Zero for snap fire shots that you really dont need the TDC to calculate.
I'll see what I can come up with for a 'zero reset' of the TDC dials by button push or something.
after switching to external view and returning to UZO (minimum dials, SH3 interface) the gauge "Target Orientation Angle" (Lagewinkel) was missing, except the new knob for it.
I still haven't been able to duplicate this 'problem'. Has it happened again to you yet?
when clicking on the crew special ability tab = crash to desktop (with SH4 style UI)
you may need to ## disable the tab in scripts
known problem but just haven't gotten around to fixiing it yet.
Hi tDW,
With the latest 3.0.0.4 version, the speech recognition mod 1.4 from Skwasjer is not working. :wah:
No problem with previous 3.x or 2.x problems.:yeah:
Any idea what might cause this?:hmmm:
yes I do. The menu entry for skwasjer's speech mod was removed when I was doing some editing with the menu editor. It has been restored in v3.0.5 and on.
1. In sh5 enhanced interface sonarman's both 'Follow neares contact' icons do not work properly - when you click on them to give the orders they are not highlighted remaining white while 'Normal sweep' is still highlighted yellow. That is the order IS given and sonarman changes his mode but icons do not reflect it.
This becomes an issue when you try to go back to 'normal sweep' mode - nothing happens when you click on the constantly highlighted 'normal sweep' icon. The only way to revert the guy to normal sweep is to ask for a report on nearest contact (should he actually?).
2. It is hard to tell sometimes if an order is given when clicking on an 'plain' WEPS icon that is neither switchable (can be highlighted) nor has time delay associated with it (blinking state), i.e. you click on it and do not know whether it has any effect, cause the icon just remains as it was.
3. When HUD is removed from the screen if you talk to any of the crew members the modded parts of the HUD appear back on the screen while vanilla parts are still invisible.
4. If you set up the config file as to the WEPS icons automatically disappear after you click on them the officer you called the icon you clicked on through still remains selected, as well as his first level icons, this forces you to de-select him manually, this negates the idea of having the switch to automatically hide icons in the first place.
5. 'Charge batteries' icon disabled state (dark grey when submerged) jitters, i.e. it constantly jumps left-right 1px with FPS rate I guess, while other icons work perfect. Can be video-card related though...
1. I'll look into
2. All orders that don't change state will blink twice to let you know the order was given. Are you not experiencing this?
3. Those were fixed in v3.0.5. Have you tried that version of the mod?
4. Having order bar disappear on click is doing exactly what it's intended to do, just remove the order bar. As it 'eats' much screen space that is why the option is there just for that. I don't have an option that clears everything and deselects the officer on order click. Interesting idea though :hmmm:
5. More than likely video card related as haven't had reports of this yet.
I do have one minor bit of feed back, the bearing/range tool that is used over your sub marker, doesn't seem to be scaling properly. Minor detail, but its the only quirk ive seen so far. Great job! :salute:
Yes, it's a WIP. I'm working on making it scale with zoom level. The going is rough on this one but hopefully I can make it work.
If you mean default mode - then yes. You can set your prefferred mode (No TDC, Spread angle only, minimal TDC) for obs, att, uzp in config file. If you enabled any of the TDC modes on the station you can, of course, change it to whatevet by clicking the buttons.
Even if you didn't enable a default mode you can select one by pressing one of the buttons in game. You can also 'deselect' any mode by pressing the active modes button (which will take you to no TDC dials) in game.
results of last 3.1.0 test version:
all my reported problems are gone, except some dials (speed and bearing) flipping to different readings when mouse over sometimes.
This is normal and expected. Those two dials will flip and can possibly show different readings. When you mouse into the dial you are seeing the 'TGT' values. You have to set those to the value you are wanting. Once you mouse out then the 'TGT' values will set the 'Sol' values and the value on the dial should show what you set.
TheDarkWraith
06-20-10, 11:57 AM
v3.0.6 released. This is a critical bug fix version for those users who do not use the English version of the game. See post #1 for details.
rickidoo
06-20-10, 01:27 PM
First of all - LOVE this mod.
But I have a problem. I am running this mod only (3.0.6) , and when the XO TDC pops up, all it has is "2. Never Mind". I don't have the option to turn the stock manual TDC on. (The normal "#1"). Nor can I see any of the normal TDC text.
I am running Sh5 enhanced. I have TDC shut off in options, as I normally do.
Also because of the above I can't get to the recognition manual to get the range via the stadameter.
TheDarkWraith
06-20-10, 01:51 PM
First of all - LOVE this mod.
But I have a problem. I am running this mod only (3.0.6) , and when the XO TDC pops up, all it has is "2. Never Mind". I don't have the option to turn the stock manual TDC on. (The normal "#1"). Nor can I see any of the normal TDC text.
I am running Sh5 enhanced. I have TDC shut off in options, as I normally do.
Also because of the above I can't get to the recognition manual to get the range via the stadameter.
You have the game option of manual targeting on then, that's why you can't get the XO TDC option of 'Turn TDC off'. This means TDC is already turned on.
You probably can't get the recog manual because you haven't locked onto a target. When you have a target in your crosshairs, have you pressed the spacebar to lock onto it?
Krauter
06-20-10, 01:58 PM
One thing that doesn't work for me Dark,
With the compass ribbon, when i click the setting so that Q and E should move 5 degree increments on the compass.. it doesnt work. Even with the setting enabled, when I click on the ribbon it sets a course.
Also, I have tried it with the mouse over the ribbon as well as off.. still no go
TheDarkWraith
06-20-10, 02:19 PM
One thing that doesn't work for me Dark,
With the compass ribbon, when i click the setting so that Q and E should move 5 degree increments on the compass.. it doesnt work. Even with the setting enabled, when I click on the ribbon it sets a course.
Also, I have tried it with the mouse over the ribbon as well as off.. still no go
either you don't have the keymappings for those keys set to enabled in the options file or you have a mod that is taking over those keys. I just tried them in v3.0.6 and they work fine. Can you post that section of the options file that deals with those keys from your options file so I can look at it?
Krauter
06-20-10, 02:23 PM
Ok give me one second..
#+++++++++++++ SH5 specific UI Items +++++++++++++++
# the key used to increase the desired heading when you mouse into the heading bar
HeadingBarIncreaseHeadingKey = MenuKeyManagerWrapper.Keys.E # change the E to whatever key you want
HeadingBarDecreaseHeadingKey = MenuKeyManagerWrapper.Keys.Q # change the Q to whatever key you want
# some users may want the desired heading to increase slower. Modify this value to add delay (increment in 1's!)
HeadingBarUserDelay = 0
# the hotkey used to display the heading/rudder dial
# Format:
#
# HeadingRudderKey = [ False, None ]
# False = enabled
# None = key used
#
# if you wanted to enable this:
# HeadingRudderKey = [ True, MenuKeyManagerWrapper.Keys.C ]
#
# if you wanted to disable this:
# HeadingRudderKey = [ False, MenuKeyManagerWrapper.Keys.C ]
#
HeadingRudderKey = [ True, MenuKeyManagerWrapper.Keys.F ] # change the C to whatever key you want
# the hotkey used to change the heading/rudder dial mode (heading mode or rudder mode) will be the same key
# used to toggle the display of the dial plus the shift key. So you have to press the shift key first then
# the key used to toggle the display of the dial on/off.
# integrate the fuel, battery, compressed air, and CO2 interface into the bottom bar
# change below to either True or False
IntegrateLevels = True
TheDarkWraith
06-20-10, 02:28 PM
Ok give me one second..
all looks fine. Have you tried disabling all mods except the UIs mod and seeing if the problem still persists?
Krauter
06-20-10, 02:33 PM
Well.. I dont think a Mod could be overiding it, as Church's Keyboard Commands does not have anything mapped to those and finally your Mod only has the following overwriting it:
Enhanced Ship Recon Manual v2.10
MRP 1.3 Light
MRP 8x5 Patch
NewUIs TDC 3.04 AltAdvSpeedGraphics
New UIs TDC 3.04 Colored Shipping Chart
New UIs TDC 3.04 Twisty Periscope thingies
Free Cam Tweak 1.1 - Narrow
TheDarkWraith
06-20-10, 02:40 PM
Well.. I dont think a Mod could be overiding it, as Church's Keyboard Commands does not have anything mapped to those and finally your Mod only has the following overwriting it:
Enhanced Ship Recon Manual v2.10
MRP 1.3 Light
MRP 8x5 Patch
NewUIs TDC 3.04 AltAdvSpeedGraphics
New UIs TDC 3.04 Colored Shipping Chart
New UIs TDC 3.04 Twisty Periscope thingies
Free Cam Tweak 1.1 - Narrow
could you try just disabling everything except the UIs mod (no add-on mods either) and seeing if you still have the same problem?
I come back in the SH5' world since a long time non playing and discover a poor patch (...) and fortunatly a great mod! :yeah:
Just a little post to thank THEDARKWRAITH for this wonderful mod. It makes SH5 like it would be : great. I use SH5 enhanced UI and really like new settings and buttons that make the game more pratical and realistic.
Stadimeter seems to work at last... I haven't understood why you have done a setting to change the mast height cause it seems work correctly now?
Just a little question, I can't find the right key to hide/show the complete interface... I often used it to take my screenshot before.
Could you tell me? :hmmm:
Thanks for all !
:salute:
McHub532
06-20-10, 03:50 PM
I come back in the SH5' world since a long time non playing and discover a poor patch (...) and fortunatly a great mod! :yeah:
Just a little post to thank THEDARKWRAITH for this wonderful mod. It makes SH5 like it would be : great. I use SH5 enhanced UI and really like new settings and buttons that make the game more pratical and realistic.
Stadimeter seems to work at last... I haven't understood why you have done a setting to change the mast height cause it seems work correctly now?
Just a little question, I can't find the right key to hide/show the complete interface... I often used it to take my screenshot before.
Could you tell me? :hmmm:
Thanks for all !
:salute:
Shift + Z
rickidoo
06-20-10, 04:53 PM
TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741) - I had confused the new "X" function with the lock on bar - your post helped me figure that out. THANKS! And thanks for the wonderful mod.
Rick
TheDarkWraith
06-20-10, 05:06 PM
Stadimeter seems to work at last... I haven't understood why you have done a setting to change the mast height cause it seems work correctly now?
what setting to change the mast height are you speaking about?
LeBabouin
06-20-10, 07:16 PM
Still there with 3.0.6.
http://tof.canardpc.com/preview2/a73b50f2-1768-4022-8ad6-5ddd1a045de6.jpg (http://tof.canardpc.com/view/a73b50f2-1768-4022-8ad6-5ddd1a045de6.jpg)
TheDarkWraith
06-20-10, 07:18 PM
Still there with 3.0.6.
can you save your ship's journal of this one and send it to me? I'd like to review it.
EDIT:
In the meantime I'm going to release another bugfix version just for this error. I don't know exactly what is causing the error and thus when the error happens I will 'trap' it and add some text to whatever the message is it's trying to show in the messagebox. I'll prepend the message with "Error - " that way it will be noticeable in the messagebox. Hopefully then I can determine what is causing the problem.
Krauter
06-20-10, 07:20 PM
DarkWraith.. just tried the game with just your Mod enabled..
The Q and E keys to change heading do NOT work
TheDarkWraith
06-20-10, 07:22 PM
DarkWraith.. just tried the game with just your Mod enabled..
The Q and E keys to change heading do NOT work
just to make sure you're using the heading bar correctly, you have the mouse inside the heading bar and the Q & E keys don't work?
Krauter
06-20-10, 07:27 PM
Yes sir,
Mouse is inside the compass ribbon, hotkeys to change heading is enabled and Q and E do NOT work.
Clicking however does..
TheDarkWraith
06-20-10, 07:42 PM
Yes sir,
Mouse is inside the compass ribbon, hotkeys to change heading is enabled and Q and E do NOT work.
Clicking however does..
What happens if you click on the heading bar? on the very end of the heading bar is a round toggle, is that activated? Ensure you are also not pressing the ctrl key.
Krauter
06-20-10, 07:46 PM
The button at then end was pushed (to enable changing course via hotkeys)
I moused over the compass ribbon (with it still enabled) and tried Q and E both normally and with shift.
Finally, (with button still enabled) I clicked on the ribbon and it changes course to whatever value my mouse was over (270 in this case)
TheDarkWraith
06-20-10, 07:49 PM
The button at then end was pushed (to enable changing course via hotkeys)
I moused over the compass ribbon (with it still enabled) and tried Q and E both normally and with shift.
Finally, (with button still enabled) I clicked on the ribbon and it changes course to whatever value my mouse was over (270 in this case)
that tooltip is backwards from how you're perceiving it. What it's telling you is if you click this then you will enable this state. The default state (not clicked/highlighted) is change heading via hotkeys. Having the button pushed enables changing heading via click. So it's working for you now?
ShoCkwaVe
06-20-10, 07:50 PM
was bored so I *edited* a sh4 ui style - plastic lantern
would be nice to have UI lantern lights toggle switch on/off
but for now try it out tell me what you think
jsgme ready if you use TDW sh4 style .py option enabled
download: http://www.sendspace.com/file/13boya
screeny
http://i48.tinypic.com/n1c84k.jpg
TheDarkWraith
06-20-10, 07:54 PM
that's a pretty cool effect :up:
TheBeast
06-20-10, 08:03 PM
would be nice to have UI lantern lights toggle switch on/off.
I've read several post that people have requested the abilty to change Red Lamp/Blue Lamp On/Off. That would be specially cool if it also illuminated all the dials when Red Lamp is switched on.
Krauter
06-20-10, 08:04 PM
haha wow.. well that solved the problem quickly :har:
Thanks TDW.. it was the fact that I had the wrong one enabled :rotfl2:
I thought that when you mouse over and it says click to change that it meant your in that mode at the moment
Krauter
06-20-10, 08:13 PM
OK.. one LAST question/problem.. when I click C (I had to remap the Compass button to another Key.. C is now for my crash dive) to crash dive and I am on the bridge.. I do not teleport to the radio room.. it gives me the message cannot submerge when crew is one deck.. i thought that this Mod took care of that?
TheDarkWraith
06-20-10, 08:41 PM
OK.. one LAST question/problem.. when I click C (I had to remap the Compass button to another Key.. C is now for my crash dive) to crash dive and I am on the bridge.. I do not teleport to the radio room.. it gives me the message cannot submerge when crew is one deck.. i thought that this Mod took care of that?
yes it does if the user option for it is enabled. The default for this user option is enabled. Check to ensure this is set this way in the options file:
TeleportOnCrashDive = True
if so then your remapping of the key is messed up somehow. Ah, just caught why it isn't working. You're using a key to crashdive...the mod isn't looking for a key, it's looking for the crash dive button on the depth bar on the left of the screen to be pushed. I'll have to think about adding a hotkey for this or not :hmmm:
Krauter
06-20-10, 08:47 PM
aah ok, thank you TDW.
I figured that the button on the UI and the keymapped key would be linked.
TheDarkWraith
06-20-10, 08:52 PM
aah ok, thank you TDW.
I figured that the button on the UI and the keymapped key would be linked.
just looked over my code and adding a hotkey for this will be a snap so I'll add it. I'm going to release another bugfix version for this python error that keeps popping up sometimes. I don't know why it's popping up so I've added some error trapping to when it tries to display a new log message to help narrow down the problem. I'll add the hotkey for crash dive to this bug fix version.
Krauter
06-20-10, 08:54 PM
Excellent.. I seem to remember you saying that every dial or function in the game was linked so I assumed the hotkey would be linked to the button on the UI
TheBeast
06-20-10, 09:39 PM
OK.. one LAST question/problem.. when I click C (I had to remap the Compass button to another Key.. C is now for my crash dive) to crash dive and I am on the bridge.. I do not teleport to the radio room.. it gives me the message cannot submerge when crew is one deck.. i thought that this Mod took care of that?
In the Commands.cfg is ir possible to have entry like this for Crash Dive that will Teleport you and Crash Dive.[Cmd201]
Name=Radio_room_free_camera
Contexts=1
Sound_0=ELO_Helm,MC_QRF_WATCH_08;Kapitan, I think I see something...
Sound_1=ELO_Helm,MC_QRF_WATCH_60;Yes!
Sound_3=ELO_Helm,MC_QRF_WATCH_28;It's the enemy!
Sound_4=ELO_Helm,MC_QRF_WATCH_31'Alarm!!!!
Sound_5=ELO_Helm,RR_RADIO_02;Kapitan, right now would be a good time to send a contact report.
Name=Crash_dive
Contexts=1
MnID=0x3F230002
StringID=1035
Key0=0x43,C,"C"
HasDelayedExecution=Yes
CommandClass=Depth
Sound_6=ELO_Helm,MC_QRF_WATCH_67;YEAH!
Sound_7=ELO_Helm,MC_QRF_WATCH_29;Crash Dive!
Sound_8=ELO_Helm,MC_QRF_WATCH_66;Excuse me!
Sound_9=ELO_Helm,MC_CR_CHIEF_33;Crash Dive!
BTW, the sound sample order is kind of funny.:haha:
TheDarkWraith
06-20-10, 09:56 PM
In the Commands.cfg is ir possible to have entry like this for Crash Dive that will Teleport you and Crash Dive.
BTW, the sound sample order is kind of funny.:haha:
not sure I'm following you there. The hotkey has been added for crash dive. I've also fixed the follow target, follow nearest sound contact, and follow nearest warship contact icons. They now activate when you select them.
TheBeast
06-20-10, 10:07 PM
not sure I'm following you there. The hotkey has been added for crash dive. I've also fixed the follow target, follow nearest sound contact, and follow nearest warship contact icons. They now activate when you select them.
What I was asking is can a single key binding in Commands.cfg do 2 things like Teleport and Crash dive. I wasn't talking about the key binding for the command.
TheDarkWraith
06-20-10, 10:15 PM
What I was asking is can a single key binding in Commands.cfg do 2 things like Teleport and Crash dive. I wasn't talking about the key binding for the command.
on the Name= line try adding a second command with a ,
i.e.:
Name=Crash_Dive,???
Not sure if it will work or not but it's worth a try :yep:
Now teleporting will be kind of hard. Since it isn't a game recognized command but I have an idea.....I'll have to try it and see if it works or not. I'll let you know :up:
TheDarkWraith
06-20-10, 10:27 PM
Due to this python error being thrown and I haven't quite figured out why:
http://tof.canardpc.com/preview2/9983d196-2c5a-4d51-819e-06fb3bc80f47.jpg (http://tof.canardpc.com/view/9983d196-2c5a-4d51-819e-06fb3bc80f47.jpg)
I'm releasing v3.0.7 of the UIs mod. Here is the change log for v3.0.7:
v3.0.7 - added error handling code to the new log message function in order to help figure out the reason that a python error is being thrown sometimes in game. If an error is generated an entry will be added to the messagebox denoting an error has happened and what the error was
- added code to help determine cause of why some users don't get automatic mast height data. If in the XO TDC dialog box you see mast height as 0.0 then the unit didn't have any mast height data. If you see mast height of 90.0 the mod had trouble getting the mast height from the ship's files. If the mast height is 99.9 then the trouble was when you selected the ship in the XO TDC dialog box. This will help me narrow down the problem.
- added a hotkey for crash dive (CrashDiveKey). Default for this hotkey is disabled, key is P, and shift is required
- fixed bug of follow nearest sound contact and follow nearest warship contact not being selectable
The error code I added should trap the error and you shouldn't see the error message anymore. Instead you'll get an entry in the messagebox saying an error happened. If this does happen please save your ship's journal and forward it to me for review so I can find the cause of the error.
For those whose automatic mast height isn't working still I've added some code to help me determine why. If you see any of the values listed above please let me know and/or post a screenshot or post in this UIs thread. This will help me determine why some of you still don't have automatic mast height working.
See post #1 for details on v3.0.7
hmmm, tested the 3.0.7.
wondering, I always get the masthigh with 99,9 m.
Using german game.
Paco
Sorry if this is in the changelog somewhere, but what happened to the "lock" button in the periscope / uzo? Any way to bring it back?
McHub532
06-21-10, 04:39 AM
Sorry if this is in the changelog somewhere, but what happened to the "lock" button in the periscope / uzo? Any way to bring it back?
Yes, in the TheDarkWraithOptions.py file there is an option you can turn on for that.
Michal788
06-21-10, 05:37 AM
Dear TheDarkWraith if i modifite the file TheDarkWraithUserOptions.
I get this error.
http://gallery.me.com/michal788/100051/SH5Img%402010-06-21_12.12.410/web.jpg?ver=12771161790001
Michal788
06-21-10, 05:38 AM
ps
-I modify before I use JSGME.
-3 thinks i changes to False.
-It is not the error from the Waterlevel.
-I use version 3.05.
-And if you disable the MOD 3.05 with JSGME the error is gone.
TheDarkWraith
06-21-10, 08:47 AM
ps
-I modify before I use JSGME.
-3 thinks i changes to False.
-It is not the error from the Waterlevel.
-I use version 3.05.
-And if you disable the MOD 3.05 with JSGME the error is gone.
send me your options file. You have corrupted it somehow. I'd like to see what you did so that I can maybe provide error checking code for it in the future.
TheDarkWraith
06-21-10, 08:49 AM
hmmm, tested the 3.0.7.
wondering, I always get the masthigh with 99,9 m.
Using german game.
Paco
great feedback :yeah: Now I can further investigate why with mast height of 99.9. Has your automatic mast height ever worked?
TheDarkWraith
06-21-10, 08:52 AM
Sorry if this is in the changelog somewhere, but what happened to the "lock" button in the periscope / uzo? Any way to bring it back?
As McHub532 pointed out you can set the default status of this at game start in the options file (default is disabled). In game you can change it using the togglable icon. It is located in the top right bar. Expand the top right bar (little toggle button under the clock) and the second to last icon from the left is the icon to toggle lock/break lock on/off.
great feedback :yeah: Now I can further investigate why with mast height of 99.9. Has your automatic mast height ever worked?
I think the versions below 3.0.0 have had worked fine. :yeah:
I know 1 time, that I got 0,0 m masthigh, but I entered it fast by hand an ok.:salute:
The version 3.0.x I haven't played intense, due to less time. I changed the menu.txt and tested the popuptexts, thats all. :-?
Paco.
BTW. I fixed some things in german menu.txt, If someone would test them, please pm.
TheDarkWraith
06-21-10, 09:52 AM
since Paco gave me some great feedback on the mast height problem that some of you are experiencing, it has allowed me to further refine my search for the problem. If you are getting 99.9 for automatic mast height then please use this debugging item. It will dump the name of the ship you're trying to get the mast height for along with all the ships and their mastheights that it knows about to your messagebox or it will dump that it doesn't know which scope station you're at. Once again this is for those users who are getting 99.9 for automatic mast height entry:
http://www.filefront.com/16819251/NewUIs-TDC-v3-0-7-MastHeight-Debugging-1.7z/
Unzip staight to MODS folder and enable via JSGME. Say yes to all errors. This has to be installed AFTER v3.0.7 of the UIs mod.
Once it has done it's dump to the messagebox, it will ask you to save the ship's journal and send it to me. This part is crucial as I need the information it has given to help figure out the problem.
Michal788
06-21-10, 10:12 AM
send me your options file. You have corrupted it somehow. I'd like to see what you did so that I can maybe provide error checking code for it in the future.
I send you a PM incl. the link with that file.
I hope you can help me.
TheDarkWraith
06-21-10, 10:37 AM
I send you a PM incl. the link with that file.
I hope you can help me.
I fixed your file and sent it back to you. The problem was the ottos chalkboard message - you had two sets of quotes for two lines. Only one set of quotes is needed per line.
Michal788
06-21-10, 11:57 AM
I fixed your file and sent it back to you. The problem was the ottos chalkboard message - you had two sets of quotes for two lines. Only one set of quotes is needed per line.
Thanks a lot. :salute:
Its works now. :yeah:
Fattysbox
06-21-10, 12:45 PM
TDW, check the other stadimeter thread for pics... Got 99.9 with 3.0.7
Vanilla
06-21-10, 03:28 PM
2. All orders that don't change state will blink twice to let you know the order was given. Are you not experiencing this?
I am. Sorry misreport.
3. Those were fixed in v3.0.5. Have you tried that version of the mod?
Tried now, can confirm fixed. Thank you!
4. Having order bar disappear on click is doing exactly what it's intended to do, just remove the order bar. As it 'eats' much screen space that is why the option is there just for that. I don't have an option that clears everything and deselects the officer on order click. Interesting idea though :hmmm: Thanks the explanations, I see that I misunderstud the option. Sorry misreport. I would love 'hide everything and deselect officer' option though. :)
5. More than likely video card related as haven't had reports of this yet.Not a major thing anyway. :)
Thank you for all your patience and hardwork Wraith! WTG!
TheDarkWraith
06-21-10, 03:31 PM
TDW, check the other stadimeter thread for pics... Got 99.9 with 3.0.7
can you install the debugging file I posted? This way I can see why you're getting the 99.9? You can find it here: http://www.subsim.com/radioroom/showpost.php?p=1424610&postcount=3225
Fattysbox
06-21-10, 03:36 PM
can you install the debugging file I posted? This way I can see why you're getting the 99.9? You can find it here: http://www.subsim.com/radioroom/showpost.php?p=1424610&postcount=3225
Swamped at work today and won't get a chance to do it until tomorrow. I'll let you know.
what setting to change the mast height are you speaking about?
In the windows wich is open when I use the stadimeter. I can change manually the data of the mast height. You see what I mean?
(Thank you McHub532! :salute: )
TheDarkWraith
06-21-10, 04:55 PM
In the windows wich is open when I use the stadimeter. I can change manually the data of the mast height. You see what I mean?
(Thank you McHub532! :salute: )
ah, you're talking about the manual entry that you are able to do with the mast height. Reason is 1) some users still have problem with automatic mast height so this gives them a way to enter the mast height and 2) some ships are missing from the rec manual and thus you have to enter their mast heights.
I've put out some debug stuff for users to use to help me determine why some people still have trouble with the automatic mast height working. I'm still waiting on someone to give me feedback from it.
Hi ALL OK be playing now for 4 hours no bugs :yeah:
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\Silent Hunter 5\MODS]
AilBubbles 1.0 Micro
AilClimateZones 1.0
AilClouds 3.0
AilDeckwave 1.0
AilRain 1.0
AilSmoke 1.7
AilWhiteInterior 1.0
AlternateEndingScreen
BRF 1.3 full
Critical hits 1.1 Torpedos
Damage assessment
Dooms Decks for VIIABC 1.3
Enhanced FunelSmoke_by HanSolo78
Gouldjg's Crew Management v1.2
Grossdeutscher Rundfunk
Lite Campaign LC 1.2
Old Style Explosions V1.1
Sub_Exhaust_1_0_2_byTheDarkWraith
The Elite Campaign 1.1
Wamphyri's Plane Mod
Menu - Das Boot Alarm Theme
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
Sh5EnvModGold
sobers base wave mechanics for SH5 v3
U-boat Historical Specifications 1.4
MightyFine Crew Mod 1.2.1 Stock w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
Radio Paris French Music Full Version 1.2
NewUIs_TDC_3_0_7_ByTheDarkWraith
NewUIs_TDC_3_0_7_ColoredShippingChart_by_reaper7
NewUIs_TDC_3_0_7_emtguf_rework_scopes
NewUIs_TDC_3_0_7_jimimadrids_map_tools
Church's SHV 1.01 Keyboard Commands v1.1
Stormys DBSM SH5 v1.2 MFCM Basemod
Stormys DBSM SH5 v1.2 MFCM optional -8db damped Sonarguy
Stormys DBSM SH5 v1.2 MFCM optional NavMap babelling
Stormys DBSM SH5 v1.2 MFCM optional remaining orig sounds converted to 22Khz
WoGaDi Mod BetaSix
SH3_to_SH5_sub_physics
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
Feared Hunters 2.1
Wooden_Lifeboats_Mod_1.1
:salute:
LeBabouin
06-21-10, 05:27 PM
At game launch, by clicking on the intro video:
http://tof.canardpc.com/view/b5a28f2c-08ba-4f51-88e8-f9b9fd263140.jpg
Here's the saved journal (http://anubis.clan.free.fr/Downloads/_log.dat) and I didn't change anything in the option file, didn't even opened it yet.
Also, selecting the mission, the objective map was not draggable. I let the game running in external view for about one hour but didn't get any other message.
THE_MASK
06-21-10, 05:41 PM
Latest 3.07 installed
http://img576.imageshack.us/img576/6936/erroroc.jpg (http://img576.imageshack.us/i/erroroc.jpg/)
TheDarkWraith
06-21-10, 06:18 PM
Latest 3.07 installed
http://img576.imageshack.us/img576/6936/erroroc.jpg (http://img576.imageshack.us/i/erroroc.jpg/)
good bug report. This is due to my error in Page navigation map. I updated the function but forgot to update the function call in page navigation map. I'll fix this and issue another bug fix version :up:
TheDarkWraith
06-21-10, 06:30 PM
Here's the saved journal (http://anubis.clan.free.fr/Downloads/_log.dat) and I didn't change anything in the option file, didn't even opened it yet.
Also, selecting the mission, the objective map was not draggable. I let the game running in external view for about one hour but didn't get any other message.
First off, thank you for sending the ship's journal record of this. It has some key information in it for helping me find the python error that you experienced sometimes.
You must be using the files I sent to you via PM. They included the bug of nav map not draggable. If you would please download the latest version of the mod, v3.0.7 (if you aren't using it already), and also install the debugging mod after it that you can find at this post: http://www.subsim.com/radioroom/showpost.php?p=1424610&postcount=3225
The debugging mod will help me figure out why you're automatic mast height isn't working, if it isn't. If yours is working then there's no need to download the debugging mod.
Thanks for your patience also. I know it's frustrating getting errors popping up on your screen but I will eventually figure them out and get them fixed :up:
After you install the latest version of the mod, let me know if you still get the error when you click on the intro video please.
TheDarkWraith
06-21-10, 08:45 PM
ok, I think I finally figured out the problem some users are having with the automatic mast height. It's an encoding problem caused by myself. This makes perfect sense since anyone using English has no problems - others using different languages have problems. I'm going to release v3.0.8 here soon using the 'new' way of getting the mast heights from the files. Hopefully users of different languages will get automatic mast height data working finally :yeah:
Got the encoding correct. Now the user's language special characters are displayed (and more importantly every ship has a mast height just like english users have). Here is using the German files:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2278
THE_MASK
06-21-10, 08:51 PM
good bug report. This is due to my error in Page navigation map. I updated the function but forgot to update the function call in page navigation map. I'll fix this and issue another bug fix version :up:Does this report come up because i have debug scripts commented out in the SH5 folder in my documents .
TheDarkWraith
06-21-10, 09:09 PM
Does this report come up because i have debug scripts commented out in the SH5 folder in my documents .
no. The error would be thrown no matter what due to the nature of it.
Dieselglock
06-21-10, 09:17 PM
Sorry if this has been covered, could not find anything in this thread by searching. Can you take pictures when on a recon mission. Great mod by the way.
TheDarkWraith
06-21-10, 09:22 PM
Sorry if this has been covered, could not find anything in this thread by searching. Can you take pictures when on a recon mission. Great mod by the way.
That's a great question and I'm not sure of the answer because I don't know what the conditions required are by the game to take pictures. You can certainly use WEPS-->Torpedo Attack-->Take photo to take pictures. You'll know whether you're 'allowed' to take the photo or not if the picture shown is blank or not.
TheDarkWraith
06-21-10, 09:39 PM
v3.0.8 released. I'm hoping this is the fix for users whose automatic mast height wasn't working. See post #1 for details.
I only need one confirmation from someone whose automatic mast height wasn't working before that it is working. Even if it still doesn't work please let me know :yep: You'll know it doesn't work also because of the debugging message it will add to your messagebox if there's an error with the automatic mast height.
First of all, Thank you TDW for all the work done on the UI.
If it wasn't for you and all the other wonderful modders out there I probably would have stopped playing this game.:yeah:
Yes, I also had problems with the automatic mast height. Where the mast height always showed 0.0. To use the Stadmeter I always had to manually change this value first.
I decided to do a clean install with the latest patches and install the UI.
The automatic setting of the mast height works 100% now.
I can not explain what changed.
Thanks once again for all the effort.:salute:
TheDarkWraith
06-22-10, 12:04 AM
First of all, Thank you TDW for all the work done on the UI.
If it wasn't for you and all the other wonderful modders out there I probably would have stopped playing this game.:yeah:
Yes, I also had problems with the automatic mast height. Where the mast height always showed 0.0. To use the Stadmeter I always had to manually change this value first.
I decided to do a clean install with the latest patches and install the UI.
The automatic setting of the mast height works 100% now.
I can not explain what changed.
Thanks once again for all the effort.:salute:
what version of the UIs mod are you using? v3.0.8?
EDIT:
Updated Spanish menu.txt by b3rnard0c for v3.0.8: http://www.filefront.com/16826479/NewUIs-TDC-3-0-8-Spanish-menu-byb3rnard0c.7z/
Updated Italian menu.txt by Mithrandir for v3.0.8: http://www.filefront.com/16826545/NewUIs-TDC-3-0-8-Italian-menu-byMithrandir.zip/
Updated Russian menu.txt by Sukhoi for v3.0.8: http://www.filefront.com/16826587/NewUIs-TDC-v3-0-8-Russian-menu-bySukhoi.7z/
I am using version 3.04 at the moment.
But everything started working fine when i did a clean install and used version 3.0 at that time.
TheDarkWraith
06-22-10, 01:46 AM
I am using version 3.04 at the moment.
But everything started working fine when i did a clean install and used version 3.0 at that time.
can I get you to try v3.0.8? I'm assuming your using the English version of the game?
Meldric
06-22-10, 02:35 AM
I have had the following issue (again: sorry, if that has been covered before):
When I use the CrashDive-Button, my boat is surfacing... a very bad thing facing a number of enemy destroyers... I am using stock keyboard layout (with one little correction for the "Engines stopp" command that is not working for me in stock).
Meldric
Tried Ver 3.08 and the stadmeter also works fine.
Maybe this may make sense to You.:sunny:
Originally I was running silent Hunter with english voice pack and english text with Ver 2.90 of Your UI.
Here I was experiencing the problem where the mast height always 0.0 and needed to manually insert the mast height before doing a stadmeter reading.
While waiting for the Ver 3.0 release I decided to do a clean install.
Stormys DBSM 5.1 mod was the main reason as it needed the German voice pack.
I did a custom install with english text and subtitles using the german voice pack.
Installed version 2.90 UI and wow there it was the automatic mast height was working properly.
From then on I have not had a problem with the mast height.
I hope this helps.
Stormfly
06-22-10, 07:36 AM
Stormys DBSM 5.1 mod was the main reason as it needed the German voice pack.
where to find version 5.1 of this ? :hmmm::woot:
TheDarkWraith
06-22-10, 08:07 AM
I have had the following issue (again: sorry, if that has been covered before):
When I use the CrashDive-Button, my boat is surfacing... a very bad thing facing a number of enemy destroyers... I am using stock keyboard layout (with one little correction for the "Engines stopp" command that is not working for me in stock).
Meldric
very interesting :hmmm: I have to say first report of this happening. Have you tried using the hotkey for the crash dive and seeing what happens? If you have any other mods enabled have you disabled them all except for the UIs mod and tried to see if you can duplicate the problem?
Meldric
06-22-10, 08:19 AM
Hi!
I made no further investigations. It just happened to me yesterday and it was pretty unlucky :) I wanted to check the config files if something with the hotkeys is odd, but unfortunatly I am at work now...
I will definitly double check. I have several mods running, I can provide a list when I am home again.
Meldric
Nausicaa
06-22-10, 10:11 AM
Hi there TDW, sorry for the late reply. I had no time for testing and forums yesterday. I got your PM's and I tested vers. 3.08.
Something has changed, but we are not there yet: the indicated mastheight for 4 tested merchant ships is now "20,0" -- not "0.0". That makes things not more correct, but something happened.
I am very interested in the idea of system language vs game language as source of the problem. I bought my game in France (French Box), but installed in German, running on a PC in Belgium, set on english language. (would have to check which english language precisely)
I don't understand neither why I don't have certain ships in the manual...(check screenshots) test vers 3.08:
http://img443.imageshack.us/img443/6236/screenshot002hog.jpg
http://img692.imageshack.us/img692/6333/screenshot002dampf.jpg
http://img46.imageshack.us/img46/6018/screenshot002cim.jpg
http://img202.imageshack.us/img202/8144/screenshot002cb2.jpg
TheDarkWraith
06-22-10, 10:20 AM
I'm out on the road right now and won't be home till later tonight. The 20.0 is something I added in the code to help further determine why some foreign users are having problems with the automatic mast height. It's definitely an encoding issue. I'll have to look over the code tonight to see what error causes 20.0 to be displayed for all ships.
Certain ships are missing from the rec manual because Ubi took them out with patch 1.2. I have yet to fix that problem that Ubi introduced.
Mithrandir
06-22-10, 11:08 AM
I experienced with 3.0.4 a good behaviour for mast height. Then I upgraded my System from Vista to Windows 7 (32bit) and re-installed SH5 (exactly same configuration) and from that time I begun having mast height problem... :|
Bye,
Mith
TheDarkWraith
06-22-10, 12:33 PM
Something has changed, but we are not there yet: the indicated mastheight for 4 tested merchant ships is now "20,0" -- not "0.0". That makes things not more correct, but something happened.
after looking at your screenshots again it occurred to me that something is missing. There's no debug output to the messagebox. Are you running just v3.0.8 and nothing else? If you have anything installed that I sent you via PM please disable them. You only need the new v3.0.8 that I made available at post #1. There should be something in the messagebox if it's unable to determine the correct mast height denoting an error occurred. Your screenshots show nothing of this.
Have you tried selecting the ship from XO TDC dialog by checking the checkbox vice using WEPS-->Identify target? Try selecting random ships from the XO TDC dialog box just to see if the mast height changes. Ensure to mouse away from the checkbox also so the change of mast height takes effect.
Mithrandir
06-22-10, 12:36 PM
i solved the problem launching it as admin... or disabling user account protection. seems to be a file permission problem!
bye,
Mith
Tilvaltar
06-22-10, 12:42 PM
New Version! v3.0.8
- if manual targeting is set in the game options then the option to 'Turn TDC Off' has been disabled in the XO TDC dialog box
How can I reenable the 'Turn TDC Off' option?
Why I ask? I play with manual targeting and disabled (!) TDC. So I don't have to lock on ships to hit them automatically. The trick: The TDC still works in the background and calculates the solution on target, even if it's turned off. But since 3.0.5 I can't disable TDC anymore in the XO's dialog ...
Regarding the "lock/unlock target" button: I activated it in the cript, it works - but it doesn't necessarily pop up immediately when I put the scope/uzo crosshairs on a target. It seems like it waits till some other officer in the sub calls out a "target in sight", which can be somewhat disturbing when you're the only one in the boat peeking through the scope! :03: So.....bug? "Feature"?
TheDarkWraith
06-22-10, 01:41 PM
Regarding the "lock/unlock target" button: I activated it in the cript, it works - but it doesn't necessarily pop up immediately when I put the scope/uzo crosshairs on a target. It seems like it waits till some other officer in the sub calls out a "target in sight", which can be somewhat disturbing when you're the only one in the boat peeking through the scope! :03: So.....bug? "Feature"?
no bug of mine or really Ubi's either. Until your crew actually sights the ship (technically one of your sub's sensors spots the contact) you can't lock onto it or get any information from it. You'll notice that in the TAI it doesn't even show the ship icon until your crew spots it.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.