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View Full Version : [REL] Multiple UIs for SH5 with TDC


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Ragtag
10-01-10, 01:20 AM
the # symbol means a comment. The value for disabled is False, value for enabled is True. Anything after the # is ignored.

Thanks :)

THE_MASK
10-01-10, 01:40 AM
Hi TDW . I downloaded 4.5.2 , 3 little annoyances . Can i have the TAI map hidden when game starts ? . Can i have the compass hide with the bottom bar if i have the compass enabled by clicking on the heading bar . Now if i put in 0x18 to show the sonar and radar icons the watch officer also appears ( i just want the radar and sonar guys) . cheers .
http://img46.imageshack.us/img46/3060/94039315.jpg (http://img46.imageshack.us/i/94039315.jpg/)

SashaKA001
10-01-10, 07:09 AM
@SashaKA001
Try to select more than one tube to fire.


@The DarkWraith
SashaKA001 has right, if spread selector is turned on automatically when more than one torpedo is selected that is not necessary to kepp extra button to show spread selector.

Thank you skipper I already knew:salute::salute::salute:

Captain Can
10-01-10, 03:17 PM
hello.
after my first patrol at eastern coasts of UK i have realised how i disliked the new stock UI.then i came here and got this mode.truely great.you guys rock. :rock:

i have a simple question.i am using SH3Type but all icons automaticly hide itself.until i move my mouse then they pop up again.is there anyway to show them all time like stock UI?

sorry for the noobish question.i've just discovered and played SH3+GWX for 2 months and bought SH5 a couple hours ago.:)

edit: i am struggling with shooting.i guess stock game's number system has gone for auto TDC in this mode?also when i say WO to find a solution its not working either.
am i missing something?

thanks.
c.

Oby
10-01-10, 03:27 PM
Find the TheDarkWraithUserOptions.py file in ...\Silent Hunter 5\data\Scripts\Menu and change options whatever you want to...It's all well documented so you shouldn't have much problems...You can open it with any text editor(aka NotePad).

Anyway great mod TDW:salute:.

Arnevisk
10-01-10, 03:29 PM
when I click on emergency dive, I am teleported to the radar office. :06:

I'm using sh5enhanced and your irai mod.

Very great job for the evolution from your mod, i didnt play sh5 for months and its a real pleasure. You make sh5 great, thanx

SashaKA001
10-01-10, 07:01 PM
Sorry guys:woot::woot::woot:, I'm happy to usrachki:har::har::har:, but normally re installed all fashion and no longer crashes. A really cool mod:yeah:, once the developers have done so much beauty and the problems would not exist.:|\\

TheDarkWraith
10-01-10, 07:17 PM
Sorry guys:woot::woot::woot:, I'm happy to usrachki:har::har::har:, but normally re installed all fashion and no longer crashes. A really cool mod:yeah:, once the developers have done so much beauty and the problems would not exist.:|\\

glad to hear you figured it out. I was looking through the files scratching my head trying to figure out what was going on and I couldn't find anything :DL

SashaKA001
10-01-10, 07:23 PM
glad to hear you figured it out. I was looking through the files scratching my head trying to figure out what was going on and I couldn't find anything :DL

And what happened, I did not understand, can maintain or even what a crap happened, but everything is fine.:yeah: Thanks again for your work.:salute::salute::salute:

TheDarkWraith
10-01-10, 07:37 PM
Hi TDW . I downloaded 4.5.2 , 3 little annoyances . Can i have the TAI map hidden when game starts ? . Can i have the compass hide with the bottom bar if i have the compass enabled by clicking on the heading bar . Now if i put in 0x18 to show the sonar and radar icons the watch officer also appears ( i just want the radar and sonar guys) . cheers .

TAI map is hideable at game start. there is a user option for it:

# is the mini-map enabled (visible)? If set to False then the mini-map will not be visible at game start
# change below to either True or False
TAIEnabledInGame = True

The compass I'm working on. I'm assuming that you want it to hide when you have EssentialControlsScroll enabled and the SH5 heading/rudder dial is visible?

The officer problem of which ones to show has been fixed :up:

McHub532
10-01-10, 10:06 PM
when I click on emergency dive, I am teleported to the radar office.

Yes, that's how the mod is set up to work. You can disable that with options to teleport to different areas or not to teleport at all if you want.

pascal4541
10-02-10, 07:58 AM
Hello TheDarkWraith
Is it possible to use the file UserOptions PY 4.5.0 and paste it on version 4.5.2?
In any case thank you very much for your great work and the quality of your mods
:salute:

TheDarkWraith
10-02-10, 11:14 AM
Hello TheDarkWraith
Is it possible to use the file UserOptions PY 4.5.0 and paste it on version 4.5.2?
In any case thank you very much for your great work and the quality of your mods
:salute:

options file changed in v4.5.2 so sorry no. In post #1 I have a bright bold yellow comment that denotes whether you can just paste the options file from the former version into the new one or not right below the download link. If you can't do this it will say options file changed from vx.x.x

pascal4541
10-02-10, 11:42 AM
Ok sorry...I'll just change between true and false for not masking the screen
Thanks :03:

mobucks
10-03-10, 01:03 AM
is there a way to get friendly radio contacts to show up on the map like enemy contacts do?

SashaKA001
10-04-10, 09:32 AM
Greetings. How to do that would be shown only those officers:

# Bit 2 = weapons
# Bit 3 = sonar
# Bit 5 = watch officer

I need to register here:

# Value of 0x3F will display all officers
OfficersToRender =?

TheDarkWraith
10-04-10, 09:39 AM
Greetings. How to do that would be shown only those officers:

# Bit 2 = weapons
# Bit 3 = sonar
# Bit 5 = watch officer

I need to register here:

# Value of 0x3F will display all officers
OfficersToRender =?

as Sober pointed out to me via PM I have to fix a small error with this. I'll be releasing another patch to fix this here soon. But to answer your question the value would be:

0x2C (101100 binary)

SashaKA001
10-04-10, 11:20 AM
as Sober pointed out to me via PM I have to fix a small error with this. I'll be releasing another patch to fix this here soon. But to answer your question the value would be:

0x2C (101100 binary)

Thank you both:salute::salute:

TheDarkWraith
10-04-10, 06:41 PM
Can i have the TAI map hidden when game starts ? . Can i have the compass hide with the bottom bar if i have the compass enabled by clicking on the heading bar . Now if i put in 0x18 to show the sonar and radar icons the watch officer also appears ( i just want the radar and sonar guys) . cheers .

working on a patch for the following problems listed above.

Were you able to have the TAI map hidden at game start by editing the options file?
The compass hiding when essentialcontrolsscroll is enabled is giving me much frustration :damn: I've almost got it licked though :DL Couple more things to iron out on it.
The officers to show problem has been fixed along with some other errors in that whole officers to show thing (centering problems with items)

DavyJonesFootlocker
10-04-10, 08:43 PM
Is there a way to show the UI and hide them with a key command?

Ragtag
10-05-10, 05:39 AM
Hi,

It seems that the latest versions of your UI mod creates some flickering. Looks to be in some effects in sunbeams and shadows. I first suspected it to be a driver i installed recently but after a rollback and several tests it shows this mod to be the culprit. Anyone else having this?
btw, using a gtx480 card. The problem does not occur with stock. As soon as i install the UI mod (this mod ONLY) the flickering in the sunbeams and textures starts.

Anyone have any links to older versions like 4.4.0 and 4.5.0?... would like to find out which version my problem started but i have deleted the old versions myself.

TheDarkWraith
10-05-10, 07:42 AM
Hi,

It seems that the latest versions of your UI mod creates some flickering. Looks to be in some effects in sunbeams and shadows. I first suspected it to be a driver i installed recently but after a rollback and several tests it shows this mod to be the culprit. Anyone else having this?
btw, using a gtx480 card. The problem does not occur with stock. As soon as i install the UI mod (this mod ONLY) the flickering in the sunbeams and textures starts.

Anyone have any links to older versions like 4.4.0 and 4.5.0?... would like to find out which version my problem started but i have deleted the old versions myself.

if I had to guess you're seeing this flickering when in external cam? If so, zoom in then out with mouse wheel.

TheDarkWraith
10-05-10, 07:42 AM
Is there a way to show the UI and hide them with a key command?

shift + Z

Oby
10-05-10, 07:59 AM
Hi TheDarkWraith!


I have slightly different question.As it seems that you are an experienced and talented programmer and modder,you probably know how to change the position of a node inside GR2 file.
It apears that the only way is hexa editing it.I want to know where are the coordinates of nodes inside GR2.And how to find them with hexa editor.

Need to solve the problem related to sub won't dive to sea bootom...

Thanks...

DavyJonesFootlocker
10-05-10, 08:17 AM
Thanks TDW.

Ragtag
10-05-10, 10:39 AM
if I had to guess you're seeing this flickering when in external cam? If so, zoom in then out with mouse wheel.

Ah, that did the trick. LOL, i never noticed the zooming with mousewheel :)

TheDarkWraith
10-05-10, 05:41 PM
v4.5.2 patch 2 released: http://www.filefront.com/17355566/NewUIs-TDC-4-5-2-Patch-2.7z/

patch 2 fixes the following bugs:

- fixed bugs in UI Styles SH3 and SH4 when EssentialControlsScroll is Enabled (True)
- fixed bug in OfficersToRender user option where it would sometimes display officers that weren't supposed to be displayed. Also fixed some centering bugs of the officer's order bars and order categories when OfficersToRender is a value other than 0x3F (all officers)
- if EssentialControlsScroll is enabled (True) and UIStyle is SH5Enhanced and the SH5 Enhanced Heading/Rudder dial is visible then it will also scroll out of view when not in use. When you mouse into it's area it will become visible again and when you mouse out it will scroll out of view in EssentialControlsHideTD seconds

DavyJonesFootlocker
10-05-10, 09:11 PM
Oh no I have to uninstall all those mods again. Somebody shoot me! BTW I disabled the scroll views do I need to still update this patch? Don't think so seeing it only relate to mouseover views.

TheDarkWraith
10-05-10, 09:19 PM
Oh no I have to uninstall all those mods again. Somebody shoot me! BTW I disabled the scroll views do I need to still update this patch? Don't think so seeing it only relate to mouseover views.

you don't need to unless you have some officers disabled and/or essential controls scroll enabled

DavyJonesFootlocker
10-05-10, 09:30 PM
OK that's a relief. I don't care much for the mouse overs so I disabled them.

mobucks
10-06-10, 10:44 AM
I had a bug, not sure if it was reported/fixed.

when in the navmap, using mouseover to show the area that includes the map tools, (protractor pencil and such) sometimes you would mouse away and back in and the tool icons would be missing, even though the full grey border that holds them was visible and maximized. To regain map tools in the nav map, you'd have to open the TAI, which automaticly opens the tools. then you could switch back to navmap and use tools.

SashaKA001
10-06-10, 10:56 AM
I had a bug, not sure if it was reported/fixed.

when in the navmap, using mouseover to show the area that includes the map tools, (protractor pencil and such) sometimes you would mouse away and back in and the tool icons would be missing, even though the full grey border that holds them was visible and maximized. To regain map tools in the nav map, you'd have to open the TAI, which automaticly opens the tools. then you could switch back to navmap and use tools.

Also, it was like.

TheDarkWraith
10-06-10, 02:19 PM
I had a bug, not sure if it was reported/fixed.

when in the navmap, using mouseover to show the area that includes the map tools, (protractor pencil and such) sometimes you would mouse away and back in and the tool icons would be missing, even though the full grey border that holds them was visible and maximized. To regain map tools in the nav map, you'd have to open the TAI, which automaticly opens the tools. then you could switch back to navmap and use tools.

can you give me more details on when this happens? Specific sequence of events that causes it? Did you have essential controls scroll enabled or not?

Tadez
10-06-10, 03:15 PM
Great job, TDW, you're fantastic. i just bought the stock game but wanted to throw it right away until i stumbled across your UI - thanks a lot.

Regarding the stadimeter and AOB, i dont get it. I even read the 300+ posts to find a guide but didn't find anything


NOTE: If the user option AOBSpeedTDCFixEnabled is enabled (set to True) then this is how the fix works:
There are two dials for the AOB and Speed in the TDC. One is the TGT value, one is the Sol value. If you have manual input enabled then when the mouse mouses into the AOB or Speed dial it switches to the TGT dial. You set the desired value and when you mouse out the Sol dial will update itself based on what you set the TGT value to. In order to make the value persist you have to click the red button for that dial. When you do this it sets the data in the TDC. Now when you use the stadimeter those values will not be reset. There is one caveat to this though: if you use the stadimeter the AOB TGT dial will be reset. This means that if you mouse into the AOB dial you will have to reset the value to the correct value or the AOB Sol dial will be set to some extremely bogus number. If you do not have manual input enabled then you will constantly see the Sol dials of the AOB and Speed.
I made the red buttons active. This means that if you mouse into the red buttons the AOB and Speed dials switch to the TGT dials so you can see what the values are before committing them. Once you mouse out the dials switch back to their Sol dials.
I use TDW UI 4.5.1 with SH5 Enhanced UI and AOBSpeedTDCFixEnabled is enabled. I have hard times to exactly understand how to avoid stadimeter readings messing up the AOB. I later discovered that you made a video here, which seems to explain this issue

Videos:

- submerged torp attack using v3.1.1. Shows how to use the SH3 style speed estimator and how to use the new red buttons attached to the speed and AOB TDC dials for 'setting' the speed and AOB into the TDC so they persist across stadimeter calls
http://www.filefront.com/16878549/To...-TDW-3-1-1.7z/ (http://www.filefront.com/16878549/Torp-Attack-TDW-3-1-1.7z/)unfortunately the link seems to be dead :(

Should i avoid to use the xO dialog box for entering the AOB / using the stadimeter? In what order do i need to press the red buttons so that the AOB value does persist ?
sorry for my noob questions :doh:

TheDarkWraith
10-06-10, 05:10 PM
I later discovered that you made a video here, which seems to explain this issue

unfortunately the link seems to be dead :(

link fixed in post #2. You can also get the video here: http://www.filefront.com/17358841/Torp-attack-TDW-NewUIs-TDC-v3-1-1.avi/

THE_MASK
10-06-10, 11:42 PM
Link to v4.5.2 patch 2 is dead .

TheDarkWraith
10-07-10, 12:10 PM
Link to v4.5.2 patch 2 is dead .

that's correct because patch 3 is out:

v4.5.2 patch 3: http://www.filefront.com/17359453/NewUIs-TDC-4-5-2-Patch-3.7z/

patch 3 fixes the following bugs:

- fixed bugs in UI Styles SH3 and SH4 when EssentialControlsScroll is Enabled (True)
- fixed bug in OfficersToRender user option where it would sometimes display officers that weren't supposed to be displayed. Also fixed some centering bugs of the officer's order bars and order categories when OfficersToRender is a value other than 0x3F (all officers)
- if EssentialControlsScroll is enabled (True) and UIStyle is SH5Enhanced and the SH5 Enhanced Heading/Rudder dial is visible then it will also scroll out of view when not in use. When you mouse into it's area it will become visible again and when you mouse out it will scroll out of view in EssentialControlsHideTD seconds
- if EssentialControlsScroll is enabled (True): fixed bug of map tools sometimes not being visible when the nav map station is set

Experiencing some big problems with the subsim website lately. Can't update post #1 of this thread because when I try I keep getting a forbidden error. This happened on my home system and now my home system can't access subsim anymore. It appears the website is blocking my home's IP address. I'm relagated to my laptop now :damn:

Sepp von Ch.
10-07-10, 05:26 PM
After your patch Nr. 3 when I give the command "surface", I´m in deep 8 m and I can not open the hatch.

And whenever I click on a depth gauge, triggered "alarm"-submersion...

TheDarkWraith
10-07-10, 05:55 PM
After your patch Nr. 3 when I give the command "surface", I´m in deep 8 m and I can not open the hatch.

And whenever I click on a depth gauge, triggered "alarm"-submersion...

if that's so then v4.5.2 by itself should do the same...which it doesn't so it's a mod conflict somewhere. Trying disabling all mods except for the core UI mod and see if you get the same results.

Brauner
10-07-10, 06:18 PM
shift + Z
for some reason that doesn't work for me.
What I want is to see everything :damn: without mouse over...

TheDarkWraith
10-07-10, 06:55 PM
for some reason that doesn't work for me.
What I want is to see everything :damn: without mouse over...

edit the user options file to disable the scrollable items. Then everything will always be visible. You'll want to change all the below like listed:

# Do the top right bars hide when you mouse out and show when you mouse in?
TopRightBarsScroll = False

# do the essential controls (depth, heading, etc.) hide when moused out and show when moused in?
EssentialControlsScroll = False

# does the messagebox show when moused in and hide when moused out?
MessageBoxScrolls = False

# do the order categories scroll down when moused out and scroll up when moused in?
# set to True to have the order categories scroll
# change below to either True or False
OrderCategoriesScroll = False

# do the officers scroll down when moused out and scroll up when moused in?
# change below to either True or False
OfficersScroll = False

SashaKA001
10-07-10, 07:21 PM
And I like:woot: when the panels are hidden and it is so economical it looks when the screen resolution is small, like me:down:, left only there where the clock, but on account of failure of tools that fix everything, then put TAIEnabledInGame = True and everything is there.
THANK TheDarkWraith.:salute::salute::salute:

And once again putting your fashion, in particular those
FX_Update_0_0_3_ByTheDarkWraith
NewUIs_TDC_4_5_2_ByTheDarkWraith and
IRAI_0_0_26_ByTheDarkWraith,
saw that the ship lets flares of red, and then it was gone, how to get this beauty, or it will be added in next version.
Mods are in the order as written, how to put them.
THANK YOU.

SashaKA001
10-07-10, 07:31 PM
Where can I find that file?

\Silent Hunter 5\MODS\NewUIs_TDC_4_5_2_ByTheDarkWraith\data\Scrip ts\Menu\TheDarkWraithUserOptions.py

Brauner
10-07-10, 07:33 PM
Thank U for such quick reply

SashaKA001
10-07-10, 07:39 PM
Experiencing some big problems with the subsim website lately. Can't update post #1 of this thread because when I try I keep getting a forbidden error. This happened on my home system and now my home system can't access subsim anymore. It appears the website is blocking my home's IP address. I'm relagated to my laptop now :damn:

May remove some of the information (not required) from the first post.
Perhaps because of this error.

trebby
10-11-10, 09:19 AM
Ok guys,:88)

simple question: what is the JSGME install order?

4.5.2
patch 3



thanks trebb.

Defiance
10-11-10, 09:39 AM
Hiya,

Yep that order, general rule is main mod first then apply patch/es on top

(unless specified, which it hasn't)

I always assume that TDW does a roll-up patch-wise, meaning say there's three patches, he makes the latest the full patch if that makes sense ;)

trebby
10-11-10, 11:44 AM
Yo Def,

Installed it and up to date again,

Thanks, Trebb:yeah:

Brumete
10-11-10, 09:03 PM
When you fire a torpedo and it recharges the switch to open the tube is disabled all the time, but you can also shoot the torpedo. This is a bug?

TheDarkWraith
10-12-10, 01:04 PM
just finishing up v4.6.0. This version introduces a scrolling camera bar to the HUD. Available cameras to choose from are:
- interior fore camera. This is the default camera used in game. Non-zoomable
- free camera. This camera allows the the user to rotate the camera up/down, rotate left/right, move up/down, basically total freedom of movement. You have to use the numpad to control the move up/down (7,1), rotate up/down (9,3). This camera is zoomable via mousewheel - 1,2,4, and 8X. To get back to the default camera click on the 'interior fore camera'
- external camera. Same thing as clicking the location indicator in top right bar. Camera is zoomable - 1,2,4,8,16, and 32X. To get back to the default camera either click on external camera again, click the location indicator in top right bar, or click on 'interior fore camera'
- camera on next unit. Places the camera in an orbital type setup around the next unit found. This camera is zoomable - 1,2,4,8,16, and 32X via mousewheel. To get back to the default camera click on the 'interior fore camera'
- camera on previous unit. Places the camera in an orbital type setup around the previous unit found. This camera is zoomable - 1,2,4,8,16, and 32X via mousewheel. To get back to the default camera click on the 'interior fore camera'

The camera bar, by default, is located in the center of the HUD and scrolls up out of view when not in use. When you mouse into the portion sticking out from the top of the screen it will scroll down for use. You can drag the camera bar anywhere you want to in the top of the screen. It's position will be remembered at game end and restored at game start.

The camera bar is visible in the bunker screen and normal mission screen. By accessing the external camera in the bunker screen you can explore more of the bunker:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3121

By accessing the free camera you can view items that were very hard to see before inside the sub (SteelViking asked if I could implement such a camera - great idea he had!). Here I moved the camera up some, rotated the camera up some, and zoomed in to max zoom (8X) to view the dials located in the top of the engine room:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3122

The previous unit and next unit 'ears' that were located to the sides of the location indicator in top right bar have been removed as they are replaced by the camera bar.

I'll be packaging up v4.6.0 here very soon :|\\

SashaKA001
10-12-10, 02:09 PM
waiting:woot::woot::woot:

sentenc3
10-12-10, 03:59 PM
This mods is becoming a super mods ... bigger every day with more options ....

I hope that when TDW finish its work, start with animation mods:rock:

Thank you very much for your work and I encourage you to continue with it:up:.

TheDarkWraith
10-12-10, 06:37 PM
v4.6.0 released. As I'm still unable to edit post #1 of this thread you'll have to download it from here currently: http://www.filefront.com/17382059/NewUIs-TDC-4-6-0-TheDarkWraith.7z/

v4.6.0 change log:

v4.6.0 - added camera bar to HUD. The camera bar allows the user to select from the following cameras (from left to right in bar): interior fore camera (default camera), free camera (can move through walls, rotate camera up/down, etc.), external camera, camera on next unit, camera on previous unit. Camera bar slides up and out of way when not in use. Simply mouse into it to get it to drop down.
- removed the previous unit and next unit 'ears' from the top right bar's location indicator (replaced with camera bar)
- fixed bug of external camera graphic glitches due to improper setting of clip distance. Clip distance is now 0.1m
- added zoom levels to free camera. Zoom levels are 1,2,4, and 8X. Clip distance is 0.1m
- added zoom levels to object view (view next unit and view previous unit). Zoom levels are 1,2,4,8,16, and 32X. Clip distance is 0.1m
- fixed bug of when a new item is added to the draggable items for a page via code the item is not saved as a draggable item to the page's draggable file
- added a new user option that specifies whether the camera bar scrolls out of view or not. Default value is True (CameraBarScrolls)
- added a new user option that specifies whether the warning icons scroll out of view or not. Default is False. NOTE: CURRENTLY DOES NOT WORK! (WarningsScroll)
- added a new order category command to Chief Engineer (CE): Toggle activate damage control team. It is located to the right of the clock.

DavyJonesFootlocker
10-12-10, 07:51 PM
Thanks!:rock:

SashaKA001
10-12-10, 09:25 PM
Everything's great,:woot::woot::woot: all the camera work.:yeah:
And yet the question, of whether to return that equipment may not be in hiding? I know how to do it, just say yes or no, would not it make crash the game.
THANK YOU.:yeah:

TheDarkWraith
10-12-10, 09:41 PM
How do you get the cameras to work , especially the external for the bunker ?

when in the bunker click on the external cam in the camera bar. Are none of the cameras working for you?

SashaKA001
10-12-10, 09:51 PM
How do you get the cameras to work , especially the external for the bunker ?

if you can not rotate the camera it can be done on on NumLock, 7 upper, 4 right, 6 left, 1 down, 8 to raise the camera to the top, 3 drop the camera down, W forward, S ago.
NumLock must be turned on or not should not of been I have it permanently switched on.
So it all works.:woot:

I sleep,:zzz::zzz::zzz: but then I had the morning comes.:DL

TheDarkWraith
10-12-10, 10:04 PM
if you can not rotate the camera it can be done on on NumLock, 7 upper, 4 right, 6 left, 1 down, 8 to raise the camera to the top, 3 drop the camera down, W forward, S ago.
NumLock must be turned on or not should not of been I have it permanently switched on.
So it all works.:woot:

I sleep,:zzz::zzz::zzz: but then I had the morning comes.:DL

9 rotates camera up, 3 rotates camera down
4 rotates camera left, 6 rotates camera right
7 moves camera up, 1 moves camera down

SashaKA001
10-12-10, 10:08 PM
9 rotates camera up, 3 rotates camera down
4 rotates camera left, 6 rotates camera right
7 moves camera up, 1 moves camera down

yes I'm sorry everything is so played a little bit,:oops::oops::oops:

And yet the question, of whether to return that equipment may not be in hiding? I know how to do it, just say yes or no, would not it make crash the game.

TheDarkWraith
10-12-10, 10:24 PM
And yet the question, of whether to return that equipment may not be in hiding? I know how to do it, just say yes or no, would not it make crash the game.

don't understand what you're asking :06:

SashaKA001
10-12-10, 10:36 PM
don't understand what you're asking :06:

You have removed whatever ScopesTorpedoBoxScrolls = False which means it is always on, right! correctly, and I asked if he could regain that ScopesTorpedoBoxScrolls disappeared or was hiding and would not it be bad for the game. The answer is that there will not be. Question withdrawn.

TheDarkWraith
10-12-10, 10:44 PM
You have removed whatever ScopesTorpedoBoxScrolls = False which means it is always on, right! correctly, and I asked if he could regain that ScopesTorpedoBoxScrolls disappeared or was hiding and would not it be bad for the game. The answer is that there will not be. Question withdrawn.

yes you can enable all the scrollable items with no detrimental impact to the game at all. I just set them all to False as default due to many people asking for them to be disabled as default.

THE_MASK
10-12-10, 10:46 PM
I guess it helps if i enable the external cam in the game realism options :oops:

DavyJonesFootlocker
10-12-10, 10:58 PM
This gotta be the funniest mod. When in Attack Scope I hit the next camera and through the scope I saw a crewman on a merchant and looking like he's waving at me.:har::har::har::har:

Silent Steel
10-13-10, 01:44 AM
that's correct because patch 3 is out:

v4.5.2 patch 3: http://www.filefront.com/17359453/NewUIs-TDC-4-5-2-Patch-3.7z/

patch 3 fixes the following bugs:

- fixed bugs in UI Styles SH3 and SH4 when EssentialControlsScroll is Enabled (True)
- fixed bug in OfficersToRender user option where it would sometimes display officers that weren't supposed to be displayed. Also fixed some centering bugs of the officer's order bars and order categories when OfficersToRender is a value other than 0x3F (all officers)
- if EssentialControlsScroll is enabled (True) and UIStyle is SH5Enhanced and the SH5 Enhanced Heading/Rudder dial is visible then it will also scroll out of view when not in use. When you mouse into it's area it will become visible again and when you mouse out it will scroll out of view in EssentialControlsHideTD seconds
- if EssentialControlsScroll is enabled (True): fixed bug of map tools sometimes not being visible when the nav map station is set

Experiencing some big problems with the subsim website lately. Can't update post #1 of this thread because when I try I keep getting a forbidden error. This happened on my home system and now my home system can't access subsim anymore. It appears the website is blocking my home's IP address. I'm relagated to my laptop now :damn:

Seems like this link is dead :cry:
// Silent Steel

THE_MASK
10-13-10, 02:10 AM
Seems like this link is dead :cry:
// Silent Steel
New link
http://www.subsim.com/radioroom/showpost.php?p=1513709&postcount=4566

Silent Steel
10-13-10, 02:29 AM
v4.6.0 released. As I'm still unable to edit post #1 of this thread you'll have to download it from here currently: http://www.filefront.com/17382059/NewUIs-TDC-4-6-0-TheDarkWraith.7z/

v4.6.0 change log:

v4.6.0 - added camera bar to HUD. The camera bar allows the user to select from the following cameras (from left to right in bar): interior fore camera (default camera), free camera (can move through walls, rotate camera up/down, etc.), external camera, camera on next unit, camera on previous unit. Camera bar slides up and out of way when not in use. Simply mouse into it to get it to drop down.
- removed the previous unit and next unit 'ears' from the top right bar's location indicator (replaced with camera bar)
- fixed bug of external camera graphic glitches due to improper setting of clip distance. Clip distance is now 0.1m
- added zoom levels to free camera. Zoom levels are 1,2,4, and 8X. Clip distance is 0.1m
- added zoom levels to object view (view next unit and view previous unit). Zoom levels are 1,2,4,8,16, and 32X. Clip distance is 0.1m
- fixed bug of when a new item is added to the draggable items for a page via code the item is not saved as a draggable item to the page's draggable file
- added a new user option that specifies whether the camera bar scrolls out of view or not. Default value is True (CameraBarScrolls)
- added a new user option that specifies whether the warning icons scroll out of view or not. Default is False. NOTE: CURRENTLY DOES NOT WORK! (WarningsScroll)
- added a new order category command to Chief Engineer (CE): Toggle activate damage control team. It is located to the right of the clock.

Wow
Quicker than a furious cobra! :up:
Always devoted and reliable.

Now I'm off to try it out.

Thanks again :salute:

SashaKA001
10-13-10, 10:46 AM
Is it possible to do this in SH5? yes or no.
I'm just asking.

http://i1.imageban.ru/out/2010/10/13/a1da316e2302b0f0d150b2be793ccd57.jpg (http://imageban.ru)

PL_Andrev
10-13-10, 11:36 AM
Is it possible to do this in SH5? yes or no.
I'm just asking.

Possible. Maybe not exactly in this form, but possible.

TheDarkWraith
10-13-10, 01:19 PM
Is it possible to do this in SH5? yes or no.
I'm just asking.

yes, it is. And I like the idea :up: Now I'll have to make it :D

SashaKA001
10-13-10, 01:22 PM
yes, it is. And I like the idea :up: Now I'll have to make it :D

:har::har::har::yeah::yeah::yeah:

Olzeen
10-13-10, 02:23 PM
TDW????unbelievable...:D



gute männer muss man haben, gute männer....

SashaKA001
10-13-10, 05:06 PM
What do you call this bar in TheDarkWraithUserOptions.py the picture circled in red. To be able to hide it.

http://i4.imageban.ru/out/2010/10/14/1457ac4802f739219daea0c417512626.jpg (http://imageban.ru)

TheDarkWraith
10-13-10, 05:32 PM
there are two ways you can hide it:

- set the user option EssentialControlsScroll to True or
- set the user option DepthAndMapToolsBarsVisible to False (there is an icon for this in the expanded top right bar)

TheDarkWraith
10-13-10, 06:07 PM
Is it possible to do this in SH5? yes or no.
I'm just asking.

Yes it is:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3125

:D :|\\

longam
10-13-10, 06:13 PM
Coolness

SashaKA001
10-13-10, 06:22 PM
Yes it is:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3125

:D :|\\

да:yeah: да:yeah: да:yeah:

TheDarkWraith
10-13-10, 07:15 PM
I'll have patch 1 for v4.6.0 available here soon. It fixes some problems with the new cameras when you're at a scope station or at the nav map. It will also include the ability to display the ship name in the scopes view (located over/under the crosshairs as pictured in some posts above). Note that this patch will include a new user options file because I am adding a new user option that allows you to control the displaying of the ship's name in the scopes.

SashaKA001
10-13-10, 07:25 PM
Ok, wait:yeah:
But most can not change that feature?
Such as devices that do not hide.
Yes or no.

TheDarkWraith
10-13-10, 07:34 PM
Ok, wait:yeah:
But most can not change that feature?
Such as devices that do not hide.
Yes or no.

Sorry but I don't understand what you're asking :06:

SashaKA001
10-13-10, 07:45 PM
Sorry but I don't understand what you're asking :06:

Can I change the file TheDarkWraithUserOptions.py, to hide the panel. It is not clear?
Damn languages:damn::damn::damn:, and not understanding each other.
Sorry.Sorry.Sorry.

I would never not finish a game, I'm probably 300 times already started the game again.:har::har::har:

But the process simply grabs:oops:, and you want to run like clockwork.:yeah:

TheDarkWraith
10-13-10, 07:55 PM
Can I change the file TheDarkWraithUserOptions.py, to hide the panel. It is not clear?
Damn languages:damn::damn::damn:, and not understanding each other.
Sorry.Sorry.Sorry.

I would never not finish a game, I'm probably 300 times already started the game again.:har::har::har:

to hide the new ship's names? Yes:

##################################### Scopes/Lock/Break Lock (SH3/4/5 modes) ###############################################
# The lock/break lock displays in the attack, obs, and UZO views. Set to True to enable them.
# change below to either True or False
ShowLockBreakLock = False

# show the ship's name in the scope views?
# change below to either True or False
DisplayShipNames = False


For the depth and map tools bars:

# are the depth and map tools bars visible at game start?
# change below to either True or False
DepthAndMapToolsBarsVisible = True

TheDarkWraith
10-13-10, 08:16 PM
v4.6.0 patch 1 released: http://www.filefront.com/17385844/NewUIs-TDC-4-6-0-Patch-1.7z/

v4.6.0 patch 1 fixes and adds the following:

- fixed some bugs associated with new camera controls when in the scope views or the nav map and user asks for next or previous unit camera
- added a new user option that specifies whether the name (or type if not identified) of the contact is displayed in the scope's view

:|\\

Venatore
10-13-10, 11:35 PM
v4.6.0 patch 1 released: http://www.filefront.com/17385844/NewUIs-TDC-4-6-0-Patch-1.7z/

And I thank you very much for this patch TheDarkWraith :up:

Silent Steel
10-14-10, 12:35 AM
Is it possible to do this in SH5? yes or no.
I'm just asking.

http://i1.imageban.ru/out/2010/10/13/a1da316e2302b0f0d150b2be793ccd57.jpg (http://imageban.ru)

Привиет СашаКА001
Конечно можно ну здезь на Subsim я думаю что TheDarkWraith знает лучше всех
Спокойно подожди его - он это устроет
Пока
// Силент Стеел
(В Швеции)
Счастливой охоти! :rock:

Brumete
10-14-10, 12:43 AM
It does not work under keel depth

PL_Andrev
10-14-10, 02:14 AM
да:yeah: да:yeah: да:yeah:

SashaKA001, but what about beauty art of ship recognition?
:woot:

TheDarkWraith
10-14-10, 04:30 AM
It does not work under keel depth

Can you explain what you mean by this? I'm not following you here. What isn't working and how is it not working?

Brumete
10-14-10, 10:01 AM
Can you explain what you mean by this? I'm not following you here. What isn't working and how is it not working?

It's easy if you understand the languages google translator lol it happens that does not work, which proves the depth of the sea.
Ejem: Sr 252 metres under keel= <----This does not work in my 4.6.0 game patch 1

TheDarkWraith
10-14-10, 10:17 AM
It's easy if you understand the languages google translator lol it happens that does not work, which proves the depth of the sea.
Ejem: Sr 252 metres under keel= <----This does not work in my 4.6.0 game patch 1



How is it not working? I just tried the PQ-17 single mission and both the depth under keel in the depth bar (left side of screen) and the Navigator-->Depth under keel icon worked just fine :hmmm:

cpt_zdzich
10-14-10, 11:23 AM
Hello guys, i have a problem with the filefront link to the mod... it juts doesnt wok for me, or its broken?


edit: ok i think i found the proper link :)

SashaKA001
10-14-10, 11:35 AM
And you can just pick up a message box at the top, and then nothing not visible.:oops: Or like myself do?:hmmm: What would you not worry about trifles.:oops:
http://i3.imageban.ru/out/2010/10/14/fa970759c0e5fe28baf29199465b19c6.jpg (http://imageban.ru)

Sorry if you already fed up with you.:oops::oops::oops:

TheDarkWraith
10-14-10, 12:07 PM
Do you have the messagebox as draggable? That would be the only way the messagebox would be hidden behind the dials. You can drag the messagebox whereever you want if you enable dragging for it.

As far as the depth bar I haven't made anything in code to hide it (by itself). I'll look into adding this feature though :up:

SashaKA001
10-14-10, 02:27 PM
Do you have the messagebox as draggable? That would be the only way the messagebox would be hidden behind the dials. You can drag the messagebox whereever you want if you enable dragging for it.

As far as the depth bar I haven't made anything in code to hide it (by itself). I'll look into adding this feature though :up:

thanks will try:yeah::yeah::yeah:

Brumete
10-14-10, 05:19 PM
How is it not working? I just tried the PQ-17 single mission and both the depth under keel in the depth bar (left side of screen) and the Navigator-->Depth under keel icon worked just fine :hmmm:

NewUIs_TDC_4_6_0_ByTheDarkWraith only mod active and does not work the depth below keel. This is a real problem you understand, disable the mod and it works fine.

SashaKA001
10-14-10, 05:34 PM
NewUIs_TDC_4_6_0_ByTheDarkWraith only mod active and does not work the depth below keel. This is a real problem you understand, disable the mod and it works fine.


for me it works, try putting it
[Cmd130]
Name=Get_depth_under_sub_keel
Contexts=1,15
MnID=0x3F250005
Key0=0x44,Cs,"Shift+D"
in Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg

[501]Otto
10-16-10, 07:06 AM
Surely, the most silly question around here:
Got installed NewUIs TDC 4.6.0, so far... excellent; it works perfectly, and the mod is excellent. Now, once I try to upgrade it with patch 1, all becomes a nightmare: the recognition book seems to be captured by allies, it has dissapeard; ships are not identified via periscope. The TDC can not be used, the option has just dissapeard (the only way to hit ships is using the 1 2 3 method, not very real for me)
So, probably I´m doing something wrong. Now, here it comes the question:
How do I apply the patch? Do I have to overwrite the original file? Must it be installed over the original file (using JGSM)? Am I from outer space?:haha::haha:
Sorry about my english :oops:

TheDarkWraith
10-16-10, 02:38 PM
Otto;1515804']Surely, the most silly question around here:
Got installed NewUIs TDC 4.6.0, so far... excellent; it works perfectly, and the mod is excellent. Now, once I try to upgrade it with patch 1, all becomes a nightmare: the recognition book seems to be captured by allies, it has dissapeard; ships are not identified via periscope. The TDC can not be used, the option has just dissapeard (the only way to hit ships is using the 1 2 3 method, not very real for me)
So, probably I´m doing something wrong. Now, here it comes the question:
How do I apply the patch? Do I have to overwrite the original file? Must it be installed over the original file (using JGSM)? Am I from outer space?:haha::haha:
Sorry about my english :oops:

take the MODS folder out of the patch and copy it to your \Silent Hunter 5\ folder. This will overwrite everything that needs to be overwritten.

v4.6.0 patch 2 released. Available here as I still can't update post #1 :damn:: http://www.filefront.com/17396407/NewUIs-TDC-4-6-0-Patch-2.7z/

Options file is unchanged from v4.6.0 patch 1. Copy your options file to somewhere so you can restore it after applying patch 2.

Your sonarman should be more responsive to contacts now.

[501]Otto
10-16-10, 03:05 PM
take the MODS folder out of the patch and copy it to your \Silent Hunter 5\ folder. This will overwrite everything that needs to be overwritten.

v4.6.0 patch 2 released. Available here as I still can't update post #1 :damn:: http://www.filefront.com/17396407/NewUIs-TDC-4-6-0-Patch-2.7z/

Options file is unchanged from v4.6.0 patch 1. Copy your options file to somewhere so you can restore it after applying patch 2.

Your sonarman should be more responsive to contacts now.
Thx mate, not only for helping me with this question, but for your great mods as well :yeah::yeah:

PL_Andrev
10-16-10, 03:49 PM
v4.6.0 patch 2 released.

What does 2nd patch do?

TheDarkWraith
10-16-10, 04:08 PM
What does 2nd patch do?

adjusts crew hydrophones, sonars, and visual. Should fix the problem with hydrophone operator not hearing anything.

Also removes the annoying new waypoint saying and adjusts the sub's .cfg files for upcoming mega-mod release by me.

[501]Otto
10-16-10, 04:14 PM
..... for upcoming mega-mod release by me.
:rock::rock:

henriksultan
10-16-10, 04:17 PM
for upcoming mega-mod release by me.

What you talking about? This is already a mega-super-awesome-mod released by you :salute: :O:

sentenc3
10-16-10, 04:29 PM
for upcoming mega-mod release by me.

I think we'll be thinking of a union of its 3 major mods.:hmmm:

SashaKA001
10-16-10, 04:34 PM
And you mean there were to combine all of your fashion (IRAI (Intelligent Random AI), FX Update, Multiple UIs for SH5 with TDC, Sub Exhaust for SH5, Sub Flags for SH5), or it is very, very difficult. Sorry. Or it will be a mega-mod.:hmmm:

TheDarkWraith
10-16-10, 04:58 PM
it will contains my mods and the mods of others. I've been compiling this together for some time....the hardest part has been keeping compatibility between them all :D

Aniuk
10-16-10, 05:30 PM
v4.6.0 patch 1 released: http://www.filefront.com/17385844/NewUIs-TDC-4-6-0-Patch-1.7z/

v4.6.0 patch 1 fixes and adds the following:

- fixed some bugs associated with new camera controls when in the scope views or the nav map and user asks for next or previous unit camera
- added a new user option that specifies whether the name (or type if not identified) of the contact is displayed in the scope's view

:|\\

Getting a error message trying to download. Patch 2 is ok. please advise

TheDarkWraith
10-16-10, 05:33 PM
Getting a error message trying to download. Patch 2 is ok. please advise

my patches are cumulative, i.e. each one consists of the previous patch plus new additions. You only need to install patch 2 :DL

Obelix
10-16-10, 10:57 PM
Hi TheDarkWraith
It's new rus translation file for your mod for 4.6.0. Please insert it in your next mod.
http://sukhoi.ru/forum/attachment.php?attachmentid=119078&d=1287286987

Aniuk
10-17-10, 01:30 AM
my patches are cumulative, i.e. each one consists of the previous patch plus new additions. You only need to install patch 2 :DL

thanks! why didn't I think of that.:oops:

Fearless
10-17-10, 08:46 AM
Hi TDW,

I've installed v4.6.0 and patch 2 but now the HUD is visible again and don't hide anymore after a short time. Any ideas on this?

TheDarkWraith
10-17-10, 09:20 AM
Hi TDW,

I've installed v4.6.0 and patch 2 but now the HUD is visible again and don't hide anymore after a short time. Any ideas on this?

Yes. Because so many complained about the HUD being hidden (scrollable) I set the defaults to all scrollable items to False. You'll have to edit the options file to enable scrolling on those items.

TheDarkWraith
10-17-10, 11:37 AM
v4.7.0 adds the missing items relating to the ship's journal.

In the opening screen you now have the ability to create a new journal or select from a listing of journals to use as the current ship's journal for your next patrol. The game will remember your selection and when you restart the game it will have your current selection already selected (the current selected journal will appear under the new Ship's Journal item in the menu screen at game start. If there is no journal selected then None will be displayed). I'm going to try and make it so that when you click on the selected ship's journal under 'Ship's Journal' it will open up the ShipsJournalEditor application so you can view/edit that journal:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3138

Clicking on the new 'Ship's Journal' item produces a listing of all journals available:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3137

new journal selected:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3136

Clicking on 'New Journal' from the journal listings brings up the add new journal box:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3135

I have to update the ship's journal page to add list boxes to them so you can select a journal instead of typing it's name (you'll still be able to type the name if you want) for when you want to load/save a journal. If you selected a journal in the opening menu of the game then that name will automatically be displayed in the save/load boxes of the ship's journal page :|\\

vitovt13
10-17-10, 01:24 PM
Tell me ,please, where to change(TheDarkWraithUserOptions.py), that HUD hide, when moused out and show, when moused in?http://www.sukhoi.ru/forum/attachment.php?attachmentid=119105&d=1287334398
http://www.sukhoi.ru/forum/attachment.php?attachmentid=119104&d=1287334331

PL_Andrev
10-17-10, 01:34 PM
v4.7.0 adds the missing items relating to the ship's journal.

Where is a link to this version?
Does this journal support the special characters for other languages than english?

loreed
10-17-10, 01:41 PM
For the past couple of days I have been getting error messages from filefront when I try to get version 4.5.2 is this been happening to anyone else? :06:

TheDarkWraith
10-17-10, 01:42 PM
Tell me ,please, where to change(TheDarkWraithUserOptions.py), that HUD hide, when moused out and show, when moused in?

see here: http://www.subsim.com/radioroom/showpost.php?p=1511026&postcount=4554

It tells you all the items that can scroll out of view.

TheDarkWraith
10-17-10, 01:43 PM
For the past couple of days I have been getting error messages from filefront when I try to get version 4.5.2 is this been happening to anyone else? :06:

that would be correct. v4.6.0 is released and patch 2 was released for it also.

I'm unable to edit post #1 currently for some unknown reason. I've asked Neal to look into it but haven't heard a response back.

vitovt13
10-17-10, 01:48 PM
see here: http://www.subsim.com/radioroom/showpost.php?p=1511026&postcount=4554

It tells you all the items that can scroll out of view.

Thank you,TheDarkWraith:salute:

loreed
10-17-10, 02:04 PM
that would be correct. v4.6.0 is released and patch 2 was released for it also.

I'm unable to edit post #1 currently for some unknown reason. I've asked Neal to look into it but haven't heard a response back.

Thank you for the quick reply. It appears that the web gremlins have struck once again so I will motor out to mid Atlantic and see how much havoc I can create until the little beggers have been squashed. :arrgh!:

TheDarkWraith
10-17-10, 02:24 PM
v4.7.0 also adds the ability to edit/view/add to the journal file before starting any mission/career. When you click on the journal name below the 'Ship's Journal' entry the ShipsJournalEditor will appear with the file open for editing.

Here I selected the journal 'TDW_NEW_DATE_FORMAT.DAT' from the available journals. Then I clicked on it:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3139

7thSeal
10-17-10, 04:15 PM
see here: http://www.subsim.com/radioroom/showpost.php?p=1511026&postcount=4554

It tells you all the items that can scroll out of view.

I thought I would like it more leaving the essential bar and officers showing but started playing with these options to hide them and must say that this is a really nice feature you've given. I've finally adjusted them to 10 seconds before hiding so that they stay in view for a longer period when in the heat of things but stay out of view when walking around the sub, really enjoy this. The only thing I left showing all the time is the bar at the top right since they're not really much of distraction for me. Thanks for these options. :salute:

TheDarkWraith
10-17-10, 08:59 PM
v4.7.0 released. I still can't update post #1 of this thread :damn: :stare:

v4.7.0 is available here: http://www.filefront.com/17402654/NewUIs-TDC-4-7-0-TheDarkWraith.7z/

the changes in this version are something I should've done a long time ago.

I'll update the ship's journal import/save boxes with a patch after I get confirmation that everything is working good with this version. There were many files changed/altered and I don't like making too many changes in each version release.

Options file CHANGED from v4.6.x

changelog for v4.7.0:

v4.7.0 - added the ability to select ship's journal at game start from the menu screen. At game end the current ship's journal will be remembered and will be restored at next game start
- added the ability to call up the ShipsJournalEditor application from the menu screen
- updated Ship's journal page and code
- updated ShipsJournalEditor application

Brumete
10-18-10, 05:48 AM
So far everything works well with this release, ship's journal? for serving this application exactly?

pascal4541
10-18-10, 07:11 AM
You are a psychopathe TheDarkWraith :D
the perfection is coming :salute:

Sepp von Ch.
10-18-10, 07:42 AM
What exactly is the "Ship's Journal" TDW?

TheDarkWraith
10-18-10, 07:53 AM
What exactly is the "Ship's Journal" TDW?

it's as it sounds - the journal of all events, messages, etc. that has happened in your patrols. By starting a journal from day 1 of your career you are able to go back in time and look at events that happened earlier in your patrols. You can add your own entries or edit existing entries to add notes to them. Think of it as a type of logbook of your patrols as captain of the boat.
I plan on expanding the role of the ship's journal later on (if possible). I'd like for it to be able to include pictures, drawings, etc.

SashaKA001
10-18-10, 09:04 AM
People who may have had a similar problem with this mod (in this thread looking for is not found). Downloaded the latest version NewUIs TDC 4.6.0 and patch it all installed according to instructions, but got out a few stocks:
1. Management interface speed and depth of the boat and the compass does not respond, it displays the current depth and speed of everything is stable for nolyam. Clicking on the icon does nothing.
2. Do not see how much speed up the time a button - there is, and between them void.
3. Start button is not active torpedo works only duplicate from the interface torpedoman.
If anyone knows what the problem, or trouble, please help, because the mod is really great, and after playing it in stock deficiencies, no desire is not there ...

http://forum.sukhoi.ru/attachment.php?attachmentid=119120&d=1287345371
http://forum.sukhoi.ru/attachment.php?attachmentid=119082&d=1287310712

http://forum.sukhoi.ru/attachment.php?attachmentid=119081&d=1287310712

In the original game, no mods, everything works fine, and if the rollback NEW TDC also everything in place to become. I do not understand what was happening, the other modes work fine, but the problem with this. Tried to put the English version, without a patch, anyway.
And cannot even noticed when loading saves often are not active officers will have to restart.

TheDarkWraith
10-18-10, 09:26 AM
try v4.7.0 and see if you have problems. You might be experiencing problems due to incorrect patching applied :DL

And I see a bug that needs to be fixed! If you don't let the new camera icons scroll and player guidance is enabled then the player guidance yellow icons need to move down some.....

TheDarkWraith
10-18-10, 11:00 AM
just finishing up the options migrater. With this application you'll no longer have to edit your options file by hand when a new version of the mod comes out and it changes the options file. Simply run the options migrater application and all your old settings will be migrated to the new options file:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3142

SashaKA001
10-18-10, 11:33 AM
Put version 4.7.0, replaced the files menu and dials, activates, activated from the top fonts patch, and nothing has changed, just appeared one additional item in the main menu. All the bugs were in place ...:wah::wah::wah:

ustahl
10-18-10, 11:35 AM
just finishing up the options migrater. With this application you'll no longer have to edit your options file by hand when a new version of the mod comes out and it changes the options file. Simply run the options migrater application and all your old settings will be migrated to the new options file:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3142

Great stuff, this will be a big help!:up: Where can it be downloaded?:06:

Ahh - never mind, you're probably still polishing it up prior to its release. Apologies for my overeagerness.

TheDarkWraith
10-18-10, 11:40 AM
Great stuff, this will be a big help!:up: Where can it be downloaded?:06:

I'll be releasing patch 1 for version 4.7.0 which will include this application.

TheDarkWraith
10-18-10, 01:00 PM
v4.7.0 patch 1 released. Available here as I still can't update post #1 of this thread :damn:: http://www.filefront.com/17405120/NewUIs-TDC-4-7-0-Patch-1.7z/

v4.7.1 - added help and tooltips to the ShipsJournalEditor application (\data\Applications\ShipsJournalEditor.exe)
- added the options migrater application. This application allows the user to migrate their options to a new options file when a new version of the mod is released (\data\Applications\OptionsMigrater.exe)

:|\\

TheDarkWraith
10-18-10, 01:40 PM
People who may have had a similar problem with this mod (in this thread looking for is not found). Downloaded the latest version NewUIs TDC 4.6.0 and patch it all installed according to instructions, but got out a few stocks:
1. Management interface speed and depth of the boat and the compass does not respond, it displays the current depth and speed of everything is stable for nolyam. Clicking on the icon does nothing.
2. Do not see how much speed up the time a button - there is, and between them void.
3. Start button is not active torpedo works only duplicate from the interface torpedoman.
If anyone knows what the problem, or trouble, please help, because the mod is really great, and after playing it in stock deficiencies, no desire is not there ...

In the original game, no mods, everything works fine, and if the rollback NEW TDC also everything in place to become. I do not understand what was happening, the other modes work fine, but the problem with this. Tried to put the English version, without a patch, anyway.
And cannot even noticed when loading saves often are not active officers will have to restart.

your PageDefaultHud.py file is corrupt. Send me the following files for review (with all your MODS enabled as they were when you took the problem screenshots):

\data\Scripts\Menu:
- Page Default Hud.py
- Page layout.py
- Page navigation map.py
- TheDarkWraithUserOptions.py

\data\Menu\Pages:
- Page Default Hud.ini
- Page layout.ini
- Page navigation map.ini

7thSeal
10-18-10, 05:56 PM
just finishing up the options migrater.

Works like a charm... why didn't this brilliant idea come to mind about 20 versions back? :haha:

Jk, great work once again TDW. :rock:

TheDarkWraith
10-18-10, 06:05 PM
Works like a charm... why didn't this brilliant idea come to mind about 20 versions back? :haha:

it did but didn't have time to sit down and really think about how to make it correctly. Once I finally sat down and documented what I wanted to do, what was involved...basically devised a program 'plan' then I implemented said plan. Worked like a charm for me also.
To sit down and just throw code together makes for disaster. When you carefully plan it it works right the first time (hint hint Ubi) :D

In case anyone is wondering, the two applications included were made using Visual Studio 2008. Programming language used was C#.

Not too familiar with Visual Studio 2010 but I'm fiddling with it more and more every day. The .NET framework v4.0 introduces some neat items :yep:

I see you found the options migrater app intuitively easy to use? What about the ShipsJournalEditor app? I updated that with a help file and tooltips to make it easier to use.

DavyJonesFootlocker
10-18-10, 06:12 PM
Can some one explain how this works?

TheDarkWraith
10-18-10, 06:13 PM
Can some one explain how this works?

can you be more specific? How what works?

DavyJonesFootlocker
10-18-10, 06:16 PM
The Journal.

7thSeal
10-18-10, 06:21 PM
it did but didn't have time to sit down and really think about how to make it correctly. Once I finally sat down and documented what I wanted to do, what was involved...basically devised a program 'plan' then I implemented said plan. Worked like a charm for me also.
To sit down and just throw code together makes for disaster. When you carefully plan it it works right the first time (hint hint Ubi) :D

From being a user of your mod since its early release I've always liked how you've taken it in steps and implemented everything gradually. Has pretty much kept this mod always running smoothly for me with the few bugs being fixed quickly as your work continuously moved forward. :salute:


I see you found the options migrater app intuitively easy to use? What about the ShipsJournalEditor app? I updated that with a help file and tooltips to make it easier to use.Yessir, as soon as I looked under the File tab and saw the 'Open old options file' all the steps needed to continue was easy enough to follow along. I haven't tried the ShipsJournalEditor yet but will give that a go here shortly. :up:

TheDarkWraith
10-18-10, 06:21 PM
The Journal.

The journal is:
- everything that is output to your messagebox in game everyday
- items not shown in your messagebox in game everyday
- additions/notes/entries added by user per day

Basically it's a running log of everything that has happened during your career or whatever you want to use it for (items shown/not shown in the messagebox in game). It's a living journal. You can add notes to it, you can edit entries, you can delete entries....it's your journal. Think of it as a diary of your career if that helps to solidify what it's for.

I hope to expand it to be able to:
- include pictures
- include ship's sunk/damaged
- ??

DavyJonesFootlocker
10-18-10, 06:27 PM
OK I tried it but is there somewhere the entries are saved?

TheDarkWraith
10-18-10, 06:32 PM
OK I tried it but is there somewhere the entries are saved?

The files are saved in \Silent Hunter 5\Logs.

They aren't readily viewable with notepad or anything so you either view them in game (Ship's Journal) or use the included ShipsJournalEditor app (which you can get to by clicking on your ship's journal name under the opening screen Ship's Journal).

Either of the two methods listed will allow you to edit/add/delete entries and open/save the changes made in your journal (the in-game Ship's journal editor allows you to import another journal into yours)

TheDarkWraith
10-18-10, 06:59 PM
From being a user of your mod since its early release I've always liked how you've taken it in steps and implemented everything gradually. Has pretty much kept this mod always running smoothly for me with the few bugs being fixed quickly as your work continuously moved forward. :salute:

and will continue to move forward....now with it being easier for you all to update your options file :DL

I'm a self taught programmer. Been programming since I was 8. Can program in many languages including assembly (computers, micro-controllers, embedded systems, PLCs, etc.). Dad taught me the incremental program style and that is how I do it to this day. That is why you see me release so many versions. Each version usually targets one specific idea or implementation. This makes it easy to track down bugs/errors and implement the required fixes for them.

Any ideas as to how to improve this mod even more?

I'm working on something better than the pencil marks that the game only allows you to display on the maps currently. Automation will be getting some updates here soon also :DL

DavyJonesFootlocker
10-18-10, 07:08 PM
I got an error message about cannot find ShipJournal folder.

TheDarkWraith
10-18-10, 07:14 PM
I got an error message about cannot find ShipJournal folder.

interesting....are you using the latest version of the mod (v4.7.0)?

All the apps are located in \Silent Hunter 5\data\Applications\

see if that folder exists with the mod enabled

All the journals are stored in \Silent Hunter 5\Logs

If you've never made a journal then that's why you're getting the error message. Select Ship's Journal from the opening game menu which will cause the game to create the required folder.

DavyJonesFootlocker
10-18-10, 07:25 PM
Yes using the latest version and I found the app and the log folder but when I press the name of the journal in-game it takes me back to desktop with a message that says cannot find folder.

TheDarkWraith
10-18-10, 08:07 PM
Yes using the latest version and I found the app and the log folder but when I press the name of the journal in-game it takes me back to desktop with a message that says cannot find folder.

did you install the game via steam or from DVD?

DavyJonesFootlocker
10-18-10, 08:19 PM
Disc.

Ragtag
10-18-10, 08:41 PM
Where did the log and download links go?

7thSeal
10-18-10, 08:48 PM
Yes using the latest version and I found the app and the log folder but when I press the name of the journal in-game it takes me back to desktop with a message that says cannot find folder.

If you're starting a new campaign and playing the tutorial mission, you need to get back to base after the mission save the game in base and exit the game then restart it. Select your difficult options, sub equipment available and whatnot then start your first patrol. After you start the first (real mission as captain) open your journal from the bar at top right, add a entry if you want to then save after naming the file. The ShipsJournalEditor app will work after this.

I was getting the same error as you but you need to save the journal from within a mission (after the tutorial mission) is what stopped the error for me. :)

DavyJonesFootlocker
10-18-10, 09:50 PM
Well I'm way past the tutorial mission. Can I activate the app while inside a base?

Brumete
10-19-10, 04:04 AM
Yes using the latest version and I found the app and the log folder but when I press the name of the journal in-game it takes me back to desktop with a message that says cannot find folder.

to me the same thing happens, I pulled to the desktop with the same message

TheDarkWraith
10-19-10, 08:13 AM
v4.7.0 patch 2 released: http://www.filefront.com/17408376/NewUIs-TDC-v4-7-0-patch2.7z/

patch 2 fixes the following problem:

v4.7.2 - fixed bug of clicking on Ship's Journal from main menu and then clicking on New Journal creating a corrupt journal file

NOTE: It is highly recommended to start the game with Admin rights now due to the file operations that it can perform at the main game menu.

Ragtag
10-19-10, 08:30 AM
v4.7.0 patch 2 released: http://www.filefront.com/17408376/NewUIs-TDC-v4-7-0-patch2.7z/

patch 2 fixes the following problem:

v4.7.2 - fixed bug of clicking on Ship's Journal from main menu and then clicking on New Journal creating a corrupt journal file

NOTE: It is highly recommended to start the game with Admin rights now due to the file operations that it can perform at the main game menu.

Does this include patch 1?
Patch 1 link is not working anymore.

sentenc3
10-19-10, 09:48 AM
:06::06:One question, the U-boat mods Historic 1.4 Specifications by ddrgn is compatible with Multiple UIs for SH5 with TDC?:06::06:

In case if you are compatible, which of the 2 install first?:06:

Aniuk
10-19-10, 11:41 AM
Does this include patch 1?
Patch 1 link is not working anymore.

I had the same question earlier (post #4620) and the wizard :|\\ replied (#4621)

my patches are cumulative, i.e. each one consists of the previous patch plus new additions. You only need to install patch 2 :DL

So I think this also answers your question. :woot:

Happy Hunting :sunny:

Love NORWAY, a great country, (we enjoy spending our holiday there for the last six years.) :up:

kind regards,

Aniuk

SmanUK
10-19-10, 01:21 PM
Ok, Ive downloaded the latest one, installed it how the readme says and all I get is the picture below. I then found Ross59 post and a fix about 3 post on which Ive tryed and nothing, Ive even removed it all and tryed again and the same. Im not really stuck and dont know whats doing it, not even sure I have the right bits, any chance some one could link whats needed and how to install it.
http://img839.imageshack.us/img839/4879/sh5screen.jpg

SashaKA001
10-19-10, 01:52 PM
Ok, Ive downloaded the latest one, installed it how the readme says and all I get is the picture below. I then found Ross59 post and a fix about 3 post on which Ive tryed and nothing, Ive even removed it all and tryed again and the same. Im not really stuck and dont know whats doing it, not even sure I have the right bits, any chance some one could link whats needed and how to install it.

We need to start from the port of a new mission.:har::har::har:

Vanilla
10-19-10, 03:16 PM
Ok, Ive downloaded the latest one, installed it how the readme says and all I get is the picture below. I then found Ross59 post and a fix about 3 post on which Ive tryed and nothing, Ive even removed it all and tryed again and the same. Im not really stuck and dont know whats doing it, not even sure I have the right bits, any chance some one could link whats needed and how to install it. If you see this that means your options file (TheDarkWraithUserOptions.py) is screwed. Solution is simple - roll back the TDW mod, delete the options file you've edited from mod's directory, then re-place with a non-edited file from the downloaded archive. Then edit it to your preferences, taking care not to inadvertently delete or add something. Re-apply mod. Start the game and enjoy!

DavyJonesFootlocker
10-19-10, 05:18 PM
Where is version 4.7.2.?

TheDarkWraith
10-19-10, 06:39 PM
Ok, Ive downloaded the latest one, installed it how the readme says and all I get is the picture below. I then found Ross59 post and a fix about 3 post on which Ive tryed and nothing, Ive even removed it all and tryed again and the same. Im not really stuck and dont know whats doing it, not even sure I have the right bits, any chance some one could link whats needed and how to install it.

start the game with admin rights (right click on SH5 icon-->Run as administrator) and see what happens. You most likely installed the game to your \program files(x86) folder (bad bad :nope:) which will cause problems because my mod does file operations.

TheDarkWraith
10-19-10, 06:39 PM
Where is version 4.7.2.?

it's patch 2 applied to v4.7.0

Ragtag
10-20-10, 04:51 AM
I had the same question earlier (post #4620) and the wizard :|\\ replied (#4621)



So I think this also answers your question. :woot:

Happy Hunting :sunny:

Love NORWAY, a great country, (we enjoy spending our holiday there for the last six years.) :up:

kind regards,

Aniuk

Thanks for the answer mate :)

DavyJonesFootlocker
10-20-10, 06:31 AM
Still getting problems with that Invalid File message.

TheDarkWraith
10-20-10, 07:32 AM
:06::06:One question, the U-boat mods Historic 1.4 Specifications by ddrgn is compatible with Multiple UIs for SH5 with TDC?:06::06:

In case if you are compatible, which of the 2 install first?:06:

yes they are compatible. Install UHS first then the UIs mod.

TheDarkWraith
10-20-10, 07:40 AM
Still getting problems with that Invalid File message.

Invalid file or folder message?

Let's just see if your journal is working at all.

When in game in a mission and after there are some entries in your messagebox (lower left corner of screen), click on the ship's journal icon in the top right bar. Now click on the save journal icon located at the bottom of the ship's journal screen. Give it a name of your susbsim name and see if you get any errors. If not, exit game to main game menu. At the main screen click on Ship's Journal. A listing of available journals will appear to the right side of the screen. Is your new journal in that list? If so, select it by clicking on it. The journal name should appear under 'Ship's Journal' in the main menu. Now click on that name and the ShipsJournalEditor app should load with that journal open. Did it? If not, exit game. Navigate to your \Silent Hunter 5\data\Applications folder and open up the ShipsJournalEditor app. Select File-->Open and navigate to \Silent Hunter 5\Logs and select your journal. Did it open successfully now?

Topo65
10-20-10, 08:57 AM
Sorry, but I cant find the downloading links for 4.7.0. Where is it?

Thanks!

Fearless
10-20-10, 09:04 AM
Sorry, but I cant find the downloading links for 4.7.0. Where is it?

Thanks!

http://www.subsim.com/radioroom/showthread.php?t=166093&page=310

SashaKA001
10-20-10, 09:06 AM
Sorry, but I cant find the downloading links for 4.7.0. Where is it?

Thanks!

NewUIs_TDC_4_7_0_TheDarkWraith (http://www.filefront.com/17402654/NewUIs_TDC_4_7_0_TheDarkWraith.7z/)

and the patch below in post # 4668

Topo65
10-20-10, 09:07 AM
Thanks!!!! :yeah:

DavyJonesFootlocker
10-20-10, 09:48 AM
Sorry I'm at work so can't check. But it is folder not file. Anytime I click on my journal and the app comes up I get the message. I even did try to open in from the log folder and same message.

Lewis Wingerter
10-20-10, 11:10 AM
Hi TDW. I am using your NUI 4.6.0 with patch 2. I am using the SH 5 enhance screen. I also have the mod Advance shift key 2.1. I can not get a ship ID in either the scope or uzo mode. ASK 2.1 file said use Shift I. I have tried that and it(it work in eairler ver of your UI) does not work. Any help would be great. I love your Mod Keep up the good work Thank:salute:

TheDarkWraith
10-20-10, 11:19 AM
Hi TDW. I am using your NUI 4.6.0 with patch 2. I am using the SH 5 enhance screen. I also have the mod Advance shift key 2.1. I can not get a ship ID in either the scope or uzo mode. ASK 2.1 file said use Shift I. I have tried that and it(it work in eairler ver of your UI) does not work. Any help would be great. I love your Mod Keep up the good work Thank:salute:

I don't change any keys for this. Try this: WEPS-->Torpedo Attack-->Identify target

Any reason why you're not using the latest version of the mod (v4.7.0 with patch 2)?

Captain Can
10-20-10, 11:33 AM
Hello DarkWraith

How does patching work?:hmmm:
Do i have to install 4_7_0 with jgme and then 4_7_0patch 2? or
Do i have to cut/copy the files from 4_7_0patch 2 and paste them into 4_7_0 folder and then install 4_7_0 with jgme?

sorry if that sounds noob but i have no experience with modding.
thanks.

TheDarkWraith
10-20-10, 11:49 AM
Hello DarkWraith

How does patching work?:hmmm:
Do i have to install 4_7_0 with jgme and then 4_7_0patch 2? or
Do i have to cut/copy the files from 4_7_0patch 2 and paste them into 4_7_0 folder and then install 4_7_0 with jgme?

sorry if that sounds noob but i have no experience with modding.
thanks.

take the MODS folder from the patch and copy to your \Silent Hunter 5\ folder (thus overwriting the needed files in your \Silent Hunter 5\MODS folder).

Lewis Wingerter
10-20-10, 11:56 AM
I don't change any keys for this. Try this: WEPS-->Torpedo Attack-->Identify target

Any reason why you're not using the latest version of the mod (v4.7.0 with patch 2)?

I have already downloaded Ver 4.7.0 I am just waiting to get back to port.
I will try your fix. Thank again:salute:

Lewis Wingerter
10-20-10, 03:22 PM
I have already downloaded Ver 4.7.0 I am just waiting to get back to port.
I will try your fix. Thank again:salute:
Thanks again TDW I fell like an idiot. I went to the weapon officer and found the ship ID. Keep up the good work. :salute::salute::salute::salute:

DavyJonesFootlocker
10-20-10, 04:22 PM
OK, TDW I followed your instructions but I got unable to read file. Then when I opened the file via the app I got the same message when I tried to open the .dat file.

TheDarkWraith
10-20-10, 04:42 PM
OK, TDW I followed your instructions but I got unable to read file. Then when I opened the file via the app I got the same message when I tried to open the .dat file.

can you post a screenshot of the message it displayed (in game and from the editor app)? And is it possible you can send me your journal file you created?

DavyJonesFootlocker
10-20-10, 05:27 PM
This is what I get from the app. Sorry it's small, but it says unable to read journal file.

http://www.subsim.com/radioroom/%3Ca%20href=http://img407.imageshack.us/i/74949137.jpg/%20target=_blank%3E[IMG]http://img407.imageshack.us/img407/7951/74949137.jpghttp://img25.imageshack.us/img25/7954/74208269.jpg (http://img25.imageshack.us/i/74208269.jpg/) Uploaded with ImageShack.us (http://imageshack.us)

TheDarkWraith
10-20-10, 05:35 PM
This is what I get from the app. Sorry it's small, but it says unable to read journal file.

does the path is show correspond to the location to where your journal files are stored? Can you type out what is says in that box? I need that info.

DavyJonesFootlocker
10-20-10, 06:00 PM
It says: Unable to read ship journal's file C:\Ubisoft\Silent Hunter 5\Logs\U-boat Journal.dat

TheDarkWraith
10-21-10, 10:53 AM
It says: Unable to read ship journal's file C:\Ubisoft\Silent Hunter 5\Logs\U-boat Journal.dat

For anyone experiencing the same problem as DavyJonesFootlocker:

in order to rule out a problem with my code and some other underlying problem, can you try opening up this journal on your game? After you download this file please place it in your \Silent Hunter 5\Logs folder. Then go in game and select Ship's Journal from the main menu. From the list of available journals select 'TheDarkWraithTesting'. Then click on that name under the 'Ship's Journal' entry in the main menu. This will open up the ShipsJournalEditor app with this journal. You should see it's contents onscreen. If not, or you encounter a problem with opening it, then there is an underlying problem unrelated to the mod or app.

http://rapidshare.com/files/426382404/TheDarkWraithTesting.dat

7thSeal
10-21-10, 01:56 PM
I tried to dl it but it says to many free dl's already and suggested I upgrade to pro blah, blah... maybe provide another link? :)

TheDarkWraith
10-21-10, 02:12 PM
I tried to dl it but it says to many free dl's already and suggested I upgrade to pro blah, blah... maybe provide another link? :)

http://www.filefront.com/17417163/TheDarkWraithTesting.dat/

7thSeal
10-21-10, 03:20 PM
Although I was getting an error earlier on I dl to test it and opening it from the main menu in game works fine for me. :salute:

http://img513.imageshack.us/img513/5121/81272462.jpg (http://img513.imageshack.us/i/81272462.jpg/)

TheDarkWraith
10-21-10, 03:42 PM
this tells me that the timestamp that it's saving to the file is incorrect due to your system setup. I haven't found a way to overcome this except for setting your regional time settings to US. I've been trying to make this part language/regional independent but so far no success.

DavyJonesFootlocker
10-21-10, 04:10 PM
OK tried it and no problems. What's going on here?

TheDarkWraith
10-21-10, 04:11 PM
OK tried it and no problems. What's going on here?

See post #4702

DavyJonesFootlocker
10-21-10, 04:14 PM
So it's a system time setting problem then.:hmmm:

TheDarkWraith
10-21-10, 05:15 PM
So it's a system time setting problem then.:hmmm:

See the following posts (took some time to dig through all these pages and find):

http://www.subsim.com/radioroom/showpost.php?p=1414396&postcount=2909

http://www.subsim.com/radioroom/showpost.php?p=1415044&postcount=2929

DavyJonesFootlocker
10-21-10, 05:28 PM
Whaddya know it now works.:-?

THE_MASK
10-21-10, 06:13 PM
Now works thankyou :woot:

pocatellodave
10-22-10, 01:15 PM
I'm using 4.5.2 with the patch.I can't find a clickable link for 4.7?

pascal4541
10-22-10, 01:41 PM
pocatellodave, the version 4.7.0
http://www.subsim.com/radioroom/showpost.php?p=1516778&postcount=4636

McHub532
10-22-10, 02:51 PM
v4.7.0 released. I still can't update post #1 of this thread :damn: :stare:

v4.7.0 is available here: http://www.filefront.com/17402654/NewUIs-TDC-4-7-0-TheDarkWraith.7z/

the changes in this version are something I should've done a long time ago.

I'll update the ship's journal import/save boxes with a patch after I get confirmation that everything is working good with this version. There were many files changed/altered and I don't like making too many changes in each version release.

Options file CHANGED from v4.6.x

changelog for v4.7.0:

v4.7.0 - added the ability to select ship's journal at game start from the menu screen. At game end the current ship's journal will be remembered and will be restored at next game start
- added the ability to call up the ShipsJournalEditor application from the menu screen
- updated Ship's journal page and code
- updated ShipsJournalEditor application

At game start I get overlapping grey windows involved with the game journal loading and I can't select anything. Is there a way for me to disable this? It won't allow me do do anything but quit the game because the boxes are laying on top of the load game option of the menu.

http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=3148

It does not allow me to select Ships Journal to create a journal either.

PL_Andrev
10-22-10, 03:10 PM
It does not allow me to select Ships Journal to create a journal either.

Did you run your game with 4.7.0 + 4.7.2 patchfix?

McHub532
10-22-10, 03:31 PM
Is there a link to a "Before Ship Journal at Startup" version I can download to revert back until we can figure this out?

McHub532
10-22-10, 03:32 PM
Did you run your game with 4.7.0 + 4.7.2 patchfix?

Indeed, I got the patch.


http://www.filefront.com/17408376/Ne...7-0-patch2.7z/

That one.. is that the proper one to patch the 4.7.0 update?

TheDarkWraith
10-22-10, 04:35 PM
Is there a link to a "Before Ship Journal at Startup" version I can download to revert back until we can figure this out?

run the game with admin rights and see if the problem goes away

EDIT:

Looks like I've finally figured out the regional settings problem with the ship's journal. I was very annoyed with the fact that users whose regional settings weren't english-us had to change their system regional settings to english-us to make the ship's journal functional. That, to me, was absurd and not user friendly in any way. An end user should not have to change anything on their system to make an app work - the app should do 'all the work'. Thus, after spending all day reading and testing, I've found what appears to be a solution. I'll be posting a link to that solution here soon so those of you who wish to test it for me can.

A thing to note is that the changes made to make this appear to work involve rendering all previous ship's journal files invalid. That means you have to start new ship's journals - the old ones will not work anymore. Their is also a new extension to differentiate the 'new' way from the old way. The old way's file extension was .dat, the new way file extension is .sje.

I will try and work on a migrater app to migrate the old ship's journals to the new style ship's journals.

pocatellodave
10-22-10, 05:17 PM
Thank you kindly!I also downloaded the #2 patch,I hope I got it right.
Pokey

McHub532
10-22-10, 05:18 PM
run the game with admin rights and see if the problem goes away.

The admin trick is the way I've always run the game.
Any other suggestions super-awesome-narly-dude? :)

TheDarkWraith
10-22-10, 05:32 PM
The admin trick is the way I've always run the game.
Any other suggestions super-awesome-narly-dude? :)

Now it sounds like your patched files are incorrect. How did you apply the patch?


Regarding the ship's journal: I have been in a C# programming mood so I worked on the ShipsJournalEditor app some more. To me it was an injustice to force the english-US style of date format on the end user. Problem was I wasn't really sure how to do it correctly. I've also figured that out from today's exploits and the ShipsJournalEditor app will display the date format in the format your regional settings are. I will make changes to the ingame ship's journal editor code to reflect this also.

I also coded in a migrater to the ShipsJournalEditor app. You will be able to select the 'old' style format extension in the open file dialog box so you can open up your old style ship's journals. Upon saving they will be saved in the 'new' style ship's journal format.

TheDarkWraith
10-22-10, 08:23 PM
http://i3.imageban.ru/out/2010/10/14/fa970759c0e5fe28baf29199465b19c6.jpg (http://imageban.ru)


sure can. v4.8.0 will include this option (DepthGroupBarVisible):
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3151

:|\\

SashaKA001
10-22-10, 09:39 PM
Oh, yes, class.:yeah::woot::salute: And you can still ask, remember you do to beat the names of ships are visible in the center pereskopa, but you can make when you click on the name as SH3 leaped directory with the correct name of the ship. Yes or no, you do so?:oops::oops::oops:

McHub532
10-22-10, 09:43 PM
Now it sounds like your patched files are incorrect. How did you apply the patch?

I put it in the mods directory and then loaded it with JSGME. Was that wrong?

McHub532
10-22-10, 10:19 PM
The documentation in the Patch says its for patching 4.7.2
I only have 4.7.0
Is that why it's all messed up on the load screen and won't let me run the game now?
I've read the documentation (txt file) in the patch and done what it said.. but no fix.

McHub532
10-22-10, 10:31 PM
Is there any way I can get a link to an older version?
I can't play the game at all anymore with the 4.7.2
Can someone give me a link to a 4.5.0 or something else? Anything? The game is dead now.

McHub532
10-22-10, 11:11 PM
v4.6.0 released. As I'm still unable to edit post #1 of this thread you'll have to download it from here currently: http://www.filefront.com/17382059/NewUIs-TDC-4-6-0-TheDarkWraith.7z/

The link is dead.

McHub532
10-22-10, 11:52 PM
I removed TDW mods completely.. erased them.. downloaded 4.7.0 and the version 2 patch for it.....

Followed all the directions again and reloaded...

Works now.

Very cool, thanks TDW.

McHub532
10-23-10, 11:25 AM
Zoinks, twice now the game has CTD on me.
Still looking for that 7.5.0 download if anyone has it. :)

Both CTD have been on the surface and then increasing time compression for travel.

TheDarkWraith
10-23-10, 12:09 PM
Zoinks, twice now the game has CTD on me.
Still looking for that 7.5.0 download if anyone has it. :)

Both CTD have been on the surface and then increasing time compression for travel.

that's not the UIs mod fault. Sounds like you have an environment mod installed....

TheDarkWraith
10-23-10, 04:34 PM
v4.8.0 also makes the ingame ship's journal more user friendly. Here, at game start, I've selected the journal I want to use for this upcoming mission (notice tooltips added):
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3166

now I'm ingame and I want to import a previous journal into this one (once again note tooltips). You can still type the name of the file if you want:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3165

after I selected the file I wanted to import I click on Accept:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3164

now that it has been imported I want to save the current ship's journal as it currently is. Note that the journal I selected at game start in the main menu is already selected for me:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3163

by clicking Accept the changes will be written to the file:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3162

v4.8.0 is now complete. I'll be uploading and making it available here soon :|\\

TheDarkWraith
10-23-10, 05:33 PM
v4.8.0 released. See post #1 for details :|\\

Don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)

THE_MASK
10-23-10, 06:35 PM
Thanks mate , i like my new internet provider . It took 59 seconds to download 4.8.0

TheDarkWraith
10-23-10, 07:22 PM
Thanks mate , i like my new internet provider . It took 59 seconds to download 4.8.0

You don't have to have your regional settings set to english-us anymore for the ship's journal to work. Try setting it back to your region and see if the ship's journal gives you any problems now.

DavyJonesFootlocker
10-23-10, 09:45 PM
It took me 40 seconds.:D It now works fine TDW even with English (Caribbean) settings.:yeah:

McHub532
10-23-10, 10:41 PM
My problem previously with the overlapping screens at the main startup of the game is back.
I just updated to 4.8.0 and it was fine.
I shut down and then updated my TheDarkWraithOptions.py file.
And now the problem is back. I'm pretty sure one of the true/false type options caused the problem.
I'm going to remove 4.8.0 from JSGME and mod the .py file again and see if I can't narrow down which option causes this problem for me.

McHub532
10-23-10, 11:02 PM
Interesting...
Replaced the TheDarkWriathUserOptions.py file and the overlapping issue is fixed. No changes to the .py file at all.
My CTD is still going on though. I'm removing options in possible environmental mods...
Now I've narrowed it down so far that I'm just going to put nothing at all except TDW mods... now I'm going to try it again.
As of now (with the handful of mods I have).. it's CTD when I push the "F" button to go to periscope depth.
Back soon with a report.

McHub532
10-23-10, 11:52 PM
Okay, found the conflict.
It wasn't the sound mod changes.
It wasn't the lighting mod changes.
It wasn't the crew abilities or crew graphics or crew AI mod changes.
It wasn't the GUI mods for the sub-system screens.

It was the "crew_commands" files.
I'm not sure which mod I salvanged the files from into my own mega-mod but those are the files that caused the CTD.

They are:
>Data > Submarine >
NSS_Uboat7a
...crew_commands.txt
NSS_Uboat7b
...crew_commands.txt
NSS_Uboat7c
...crew_commands.txt
NSS_Uboat7c41
...crew_commands.txt

Everything smooth now.. no more CTD.

Obelix
10-24-10, 12:17 AM
Hi TheDarkWraith
Here (http://sukhoi.ru/forum/showpost.php?p=1483146&postcount=232) is a new rus translation (full) for your mod v4.8.0. Please include it in your mod.
Thank you for nice mod.:yeah:
PS If you have already downloaded the file, redownload it again. The previous file had an error.

Silent Steel
10-24-10, 06:36 AM
Hi TheDarkWraith
Here (http://sukhoi.ru/forum/showpost.php?p=1483146&postcount=232) is a new rus translation (full) for your mod v4.8.0. Please include it in your mod.
Thank you for nice mod.:yeah:
PS If you have already downloaded the file, redownload it again. The previous file had an error.


Прекрасно!
Болшое спасибо из Висбю (Швеция) :salute:
//Силент Стеел

TheDarkWraith
10-24-10, 01:36 PM
Due to noticing problems with Obelix's Strategic map mod I had to go make some changes to my files so I could send him changes to his mod to make it fully compatible with this UIs mod. A by-product of this is giving the end-user the option to use a different set of map tools:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3170

a new user option has been added that will allow the map tools to be the kind displayed above (MapToolsAsObjects).

I'll be releasing patch 1 for v4.8.0 here very soon.

TheDarkWraith
10-24-10, 02:02 PM
v4.8.0 patch 1 released: http://www.filefront.com/17428868/NewUIs-TDC-4-8-0-patch-1.7z/

patch 1 add/fixes the following items:

- made necessary changes to files to add support for Obelix's Strategic map mod
- the toggle draggable compass's icon will not appear in the map tools bar until the navigation map is shown now
- added a new user option that controls whether the map tools are displayed as objects on the navigation map or as icons in the map tools bar. Default value is disabled (False) (MapToolsAsObjects)

Note: Don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)

ReallyDedPoet
10-24-10, 05:32 PM
Nice work on the new version :yep:

u47
10-25-10, 05:22 AM
hello kaleuns many thanks for uis sh5 maker,excuse for my bad english ,is possible zoom for chrono jagd? a folder users options?thanks

Obelix
10-25-10, 06:46 AM
v4.8.0 patch 1 released:

patch 1 add/fixes the following items:

- made necessary changes to files to add support for Obelix's Strategic map mod
...
TheDarkWraith, can you help in one more question? Please. Should be dipped below the navigation tools so they do not crept to the panel assignments. I hesitate to edit the file, I'm afraid to spoil anything.
After solving this problem, I will release mod.

http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3172

Another little problem in the second screenshot.
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3173
Thank you.

DavyJonesFootlocker
10-25-10, 06:48 AM
I just tried this out and it actually works. Not getting the problem like above.

TheDarkWraith
10-25-10, 06:59 AM
TheDarkWraith, can you help in one more question? Please. Should be dipped below the navigation tools so they do not crept to the panel assignments. I hesitate to edit the file, I'm afraid to spoil anything.
After solving this problem, I will release mod.
Thank you.

crap :damn: I always forget about that campaign stuff that shows in the top left corner of the nav map. I'll make the necessary changes and release patch 2 when it's ready. Thanks for the bug report :up:

TheDarkWraith
10-25-10, 08:08 AM
patch 2 released for v4.8.0: http://www.filefront.com/17431875/NewUIs-TDC-v4-8-0-patch2.7z/

this patch includes the previous patch and fixes the problems posted by Obelix

Note: Don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)

Obelix
10-25-10, 08:28 AM
patch 2 released for v4.8.0: http://www.filefront.com/17431875/NewUIs-TDC-v4-8-0-patch2.7z/

OK TheDarkWraith! :up: It works fine :yeah:

flymar
10-25-10, 11:41 AM
Well I'm back from about version 2.0. I'm using default TDC UI (guess it's SH5Enh) and I have some problem with calculating attack.
1) Can't find steadimeter. Is it there somewhere?
2) My guys are very lousy at calculating speed - mostly it's 0 or 30+
3) The AOB angle dial when turning the auto TDC on is far from propper. Yesterdays game it seems reverted. Today it shows 40 instead of 80.

I think I quite need some documentation of how to use the great UI. Maybe someone wrote it before. I'll be gratefull if someone would point me to some kind of help.

TheDarkWraith
10-25-10, 12:17 PM
Well I'm back from about version 2.0. I'm using default TDC UI (guess it's SH5Enh) and I have some problem with calculating attack.
1) Can't find steadimeter. Is it there somewhere?
2) My guys are very lousy at calculating speed - mostly it's 0 or 30+
3) The AOB angle dial when turning the auto TDC on is far from propper. Yesterdays game it seems reverted. Today it shows 40 instead of 80.

I think I quite need some documentation of how to use the great UI. Maybe someone wrote it before. I'll be gratefull if someone would point me to some kind of help.

Are you saying you're using v2.0? If so, please update to v4.8.0 and patch 2. Many, many problems and additions have been added since v2.0.

As far as stadimeter, it's fully automatic. Once you select the ship in the rec manual (or have WEPS identify it for you) the correct mast height is automatically used. All you have to do is use the stadimeter to measure to the highest point on the vessel to get distance to target.

As far as calculating speed you need to do 2 things to ensure a valid speed reading:
- distance to target set
- AOB of target set
Once those two TDC dials are set then your speed readings will be correct (barring user input error of the 2 TDC dials)

DavyJonesFootlocker
10-25-10, 12:51 PM
Since I don't have the problems I won't use this patch.:DL

pascal4541
10-25-10, 01:14 PM
Very good with the patch2+IO StrategicMap...
thank you TheDarkWraith :salute:
thank you Obélix :salute:

flymar
10-25-10, 01:33 PM
No. Last tim I played I used a 2.7... long time ago. Now I'm with current stuff.
I guess the answer to my question was 'The red book'. There is whole WEPs conversation along with stadimeter, ID, AOB and stuff.

So, quick review of my attack tactic:
1) SPACE
2) Follow Target on Officers panel
3) ID ship from officers panel
4) Stadimeter
5) AOB from quick drawing on the map
5) Speed - 2 options - from observation and from icon on Officers panel - I dunno how it really works, should I turn on the chrono or don't need to? How much time should I wait for engaging calculations (since starting it), is AOB important while crew estimate the speed?
7) Stadimeter for fine tuning
8) Feuer!

If you have any tips on the above I will appreciate it.

Q1) I've noticed theh AOB is dynamically changing so my question is - is the estimated speed has the influence on the change, other words - If the est speed is bad will the AOB change too fast/ too slow?

Q2) I installed the nightvision part too - what does it do? I was expecting light green periscope markings at night but don't know how to turn it on:|

Q3) Are there color lenses included in the mod? How can I turn them on?

Q4) Do the crew abilities/skills affects torpedo solution?

Q5) IS there a easy way to remove upper part of the open Red Book? It takes up some place and isn't realy helpfull?

Brumete
10-26-10, 04:02 PM
Problems with patch 2, the torpedo tubes are useless once fired and reloaded.
Ex: open pipe = disabled
I think you should make one mod that is compatible with all mods + key and not have so many problems after upgrade and update errors that you make in your mod.

McHub532
10-26-10, 04:09 PM
Problems with patch 2, the torpedo tubes are useless once fired and reloaded.
Ex: open pipe = disabled
I think you should make one mod that is compatible with all mods + key and not have so many problems after upgrade and update errors that you make in your mod.

Yeah, mine has been doing this also.

TheDarkWraith
10-26-10, 04:38 PM
this really baffles me as I thought this problem was done and gone. I've been testing the mega-mod compilation which this mod is a part of and I've had no problems with the torp door switches.

Do you notice a pattern of events that causes them to stay disabled? Did you have the scope screen up when the tube became ready again? Did you get the message in the messagebox saying tube x ready? I'm looking for anything that can help me narrow down the problem.

Brumete
10-26-10, 05:41 PM
Did you get the message in the messagebox saying tube x ready? I'm looking for anything that can help me narrow down the problem.

When this problem occurs is not shown either the messages, in 4.8.0 this problem does not occur and it works fine.

TheDarkWraith
10-26-10, 05:46 PM
When this problem occurs is not shown either the messages, in 4.8.0 this problem does not occur and it works fine.

how did you apply the patch? Did you take the MODS folder out of the patch and copy it to your \Silent Hunter 5\ folder?

TheDarkWraith
10-26-10, 09:09 PM
using the power of Automation I'm adding the ability to define tutorials in v4.9.0. I haven't quite finalized what all the tutorials will be able to do but this is what I have so far as commands:

- DisplayText - reads text from a file to display in tutorial box
- NextEnabled - the next button is enabled/disabled
- PrevEnabled - the previous button is enabled/disabled
- WaitForCommand - wait for command by user
- WaitForSpeed - wait for speed set by user
- WaitForDepth - wait for depth set by user
- Wait - wait some defined period of time
- SetMI - allows you to define an item to control (i.e. a menu item)
- Highlight - will highlight the menu item set by SetMI
- WaitForDrag - waits until the user drags the item set by SetMI

these commands will be placed in a text file and read in by Automation (the text for DisplayText will reside in this same file). By having the text in a file different language versions of the tutorials can be made.

What I see this new feature being used for:
- creating tutorials about the game and how it works
- creating tutorials for this UIs mod describing all of it's features
- creating tutorials for torpedo attacks
- creating tutorials for basic sub handling (how to set speed, depth, etc.)

This is something of the likes of which we had in SH3. We could run through the tutorials thus figuring out how the game 'worked'.

Here is the UI for the tutorials:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3177

:|\\

Brumete
10-27-10, 01:27 AM
how did you apply the patch? Did you take the MODS folder out of the patch and copy it to your \Silent Hunter 5\ folder?


Disable all mods and apply the patch in the folder, then enable it again with all mod JSGME

Trevally.
10-27-10, 11:56 AM
using the power of Automation I'm adding the ability to define tutorials in v4.9.0. I haven't quite finalized what all the tutorials will be able to do but this is what I have so far as commands:

- DisplayText - reads text from a file to display in tutorial box
- NextEnabled - the next button is enabled/disabled
- PrevEnabled - the previous button is enabled/disabled
- WaitForCommand - wait for command by user
- WaitForSpeed - wait for speed set by user
- WaitForDepth - wait for depth set by user
- Wait - wait some defined period of time
- SetMI - allows you to define an item to control (i.e. a menu item)
- Highlight - will highlight the menu item set by SetMI
- WaitForDrag - waits until the user drags the item set by SetMI


:yeah:

Weather-guesser
10-27-10, 08:58 PM
[QUOTE=TheDarkWraith; This is something of the likes of which we had in SH3. We could run through the tutorials thus figuring out how the game 'worked'[/QUOTE]

Outstanding TDW! This wil cut down on repeating questions for such a "large" mod. :salute:

flymar
10-28-10, 02:45 AM
Is it possible to make the course dial draggable - the one that shows after clicking the heading bar. It is showing just over my TAI.

Sepp von Ch.
10-28-10, 05:18 AM
Always use your new version, but this time is in my opinion version 4.5.2 better.

1) Why does not version 4.8.0 with patch 2 automatically hide asi in version 4.5.2? This was great idea!

2) I do not need the free cameras options on the top. Please, it is possible to hide (or make a option) this option?

http://s4.postimage.org/lDu5S.jpg (http://postimage.org/image/17wvxunqc/)

4.8.0 with p2 looks like on board a modern submarine. Prefer to return to 4.5.2 wide automatically hidden options. Is that not great? Screenshot with 4.5.2-only two small yellow arrow on the top right (as an external perspective as well from inside the submarine:
http://s2.postimage.org/fmTYS.jpg (http://postimage.org/image/v71kxtt0/)


3) Always report this:

http://s4.postimage.org/lEPUJ.jpg (http://postimage.org/image/17yg64gis/)



Is that OK?

Thank you TDW for your answer.

Capt Sinbad
10-28-10, 07:18 AM
Help guys please
Im trying to install the SH4 dials and crew icons from NewUIs_TDC_4_8_0_ByTheDarkWraith and i just can't seem to get them to work.

I have followed the readme and altered the text in notepad to sh4style and everytime i enable the mod and go to my ship in dock nothing has changed.


ps does everyone keep their 'mod' folder within the ubisoft game folder?

pps do i copy the contents from the NewUIs_TDC_v4_8_0_patch_2 and overwrite part of the NewUIs_TDC_4_8_0_ByTheDarkWraith? file?