View Full Version : [REL] Multiple UIs for SH5 with TDC
TheDarkWraith
10-28-10, 08:47 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.
1) as many users complained about the automatic scrolling of the items in the HUD I disabled them by default. You can restore them by simply editing the options file and changing all the below to True:
# 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
2) I did not include a way to hide the camera bar located at the top. I'll include that as an option in next patch/update (new option will be CameraBarVisible and will default to True [visible])
3) Is normal. It's just warning you that if you exit straight to desktop you'll lose any ship's journal changes. In the next patch/version of the mod this text will ony be visible is you have selected a ship's journal at game start in the main menu (not None)
v4.8.0 with patch 2 is far superior to v4.5.2. You always want to use the latest version/patch of my mods.
TheDarkWraith
10-28-10, 08:52 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?
to install the mod correctly take the MODS folder from the mod and copy it to your \Silent Hunter 5 folder (this is assuming that your MODS folder is at the following path: \Silent Hunter 5\MODS)
to apply the patch take the MODS folder from the patch and copy it to your \Silent Hunter 5 folder (this is assuming that your MODS folder is at the following path: \Silent Hunter 5\MODS). NOTE: requires the mod to be installed (not enabled) first
Capt Sinbad
10-28-10, 09:38 AM
to install the mod correctly take the MODS folder from the mod and copy it to your \Silent Hunter 5 folder (this is assuming that your MODS folder is at the following path: \Silent Hunter 5\MODS)
to apply the patch take the MODS folder from the patch and copy it to your \Silent Hunter 5 folder (this is assuming that your MODS folder is at the following path: \Silent Hunter 5\MODS). NOTE: requires the mod to be installed (not enabled) first
ok
1 so i create my collective 'MODS' folder and keep it inside the game folder?
2 i place all my downloaded mods in there?
3 i take the patch file, open it, copy and paste the MODS folder from within the patch.copy and paste it over my 'MODS' folder within my game correct?
4 this then will overwite some existing files in your original 4.8.0 mod.
TheDarkWraith
10-28-10, 09:44 AM
ok
1 so i create my collective 'MODS' folder and keep it inside the game folder?
2 i place all my downloaded mods in there?
3 i take the patch file, open it, copy and paste the MODS folder from within the patch.copy and paste it over my 'MODS' folder within my game correct?
4 this then will overwite some existing files in your original 4.8.0 mod.
when you install the JSGME app install it to your \Silent Hunter 5 folder.
1) when you first run the JSGME app it will ask you what you want the folder to be called. Leave it as default (MODS)
2) correct. Be sure that when you unzip the mods that they aren't a double folder architecture or see if they contain a MODS folder. If so you'll need to extract these folders and place in your \Silent Hunter 5\MODS folder.
3) correct
4) correct :up:
When you install a new mod you can tell if it's installed in the MODS folder correctly by:
\Silent Hunter 5\MODS\mod name\data
the key here is that the first folder after the mod name MUST be data!
Capt Sinbad
10-28-10, 09:48 AM
when you install the JSGME app install it to your \Silent Hunter 5 folder.
1) when you first run the JSGME app it will ask you what you want the folder to be called. Leave it as default (MODS)
2) correct. Be sure that when you unzip the mods that they aren't a double folder architecture or see if they contain a MODS folder. If so you'll need to extract these folders and place in your \Silent Hunter 5\MODS folder.
3) correct
4) correct :up:
When you install a new mod you can tell if it's installed in the MODS folder correctly by:
\Silent Hunter 5\MODS\mod name\data
the key here is that the first folder after the mod name MUST be data!
what does double folder architecture mean wraith plaese???
ps i have now followed your info and have unzipped both the ui files... in the actual mod folder is 3 files= text, dials and mods. do i leave them in the parent folder and then place them into my mod folder? or just copy the mod folder in to my mod folder?
TheDarkWraith
10-28-10, 09:49 AM
what does double folder architecture mean wraith plaese???
mod name\mod sub name\data or
mod name\mod sub name\some other name\data
you want the last folder that contains the \data folder from any mod.
TheDarkWraith
10-28-10, 09:58 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.
it already is draggable. Go to the very top of the dial and scroll up just a little more. You'll see the mouse cursor change to 4 arrows. This denotes draggable. Left click and hold and drag where you want it. Release left mouse button.
Capt Sinbad
10-28-10, 10:03 AM
Darkwraith
im nearly there :DL just did all you said and checked out ingame and the dials appeared and icons...xcept that there was lot of blank white boxes too blocking the screen...any ideas?
TheDarkWraith
10-28-10, 10:08 AM
Darkwraith
im nearly there :DL just did all you said and checked out ingame and the dials appeared and icons...xcept that there was lot of blank white boxes too blocking the screen...any ideas?
either patch not applied correctly or options file corrupt. Did you edit the options file? If so, can you send it to me for review (via PM)?
Capt Sinbad
10-28-10, 10:30 AM
either patch not applied correctly or options file corrupt. Did you edit the options file? If so, can you send it to me for review (via PM)?
only thing i changed in the script file was the use sh3style. i can delete the mod and patch and reinstall will that work?
thanks for your patience mate
TheDarkWraith
10-28-10, 10:35 AM
only thing i changed in the script file was the use sh3style. i can delete the mod and patch and reinstall will that work?
thanks for your patience mate
Yes try just enabling the mod with no changes to the options file. This will help narrow down any possible problems.
Install the mod, patch it, and see what happens.
Sepp von Ch.
10-28-10, 10:52 AM
1) .........You can restore them by simply editing the options file and changing all the below to True..........
Thank you, it works perfect.
2) I did not include a way to hide the camera bar located at the top. I'll include that as an option in next patch/update (new option will be CameraBarVisible and will default to True [visible])
Great!:up:
Capt Sinbad
10-28-10, 10:58 AM
did as you said no changes and still get the white boxes on my screen aswell as the enhancements.
i wil pm you the script..actually i cant pm it to you it doesnt seem to want to send it..probably too large. sorry to be a pain and messed you around but i think im gunna give up on this now,been at it 2days.
TheDarkWraith
10-28-10, 11:19 AM
did as you said no changes and still get the white boxes on my screen aswell as the enhancements.
i wil pm you the script..actually i cant pm it to you it doesnt seem to want to send it..probably too large. sorry to be a pain and messed you around but i think im gunna give up on this now,been at it 2days.
try starting the game with admin rights (right click the SH5 icon and select RunAs Administrator)
Capt Sinbad
10-28-10, 11:32 AM
try starting the game with admin rights (right click the SH5 icon and select RunAs Administrator)
ok will try again and also downloading the files again
1 created a MODS folder in the game folder
2 downloaded both the mod and the patch
3 unzipped both
4 copied the parent folder of the mod to my MODS folder
5 copied the mods folder from the patch and pasted in to my game folder...it overwrites several files in the MODS folder
6 enabled mod via JSGME
7 did not alter script
8 closed the enable down
8 start game with admin rights
didnt work same white boxes appeared
TheDarkWraith
10-28-10, 12:18 PM
ok will try again and also downloading the files again
1 created a MODS folder in the game folder
2 downloaded both the mod and the patch
3 unzipped both
4 copied the parent folder of the mod to my MODS folder
5 copied the mods folder from the patch and pasted in to my game folder...it overwrites several files in the MODS folder
6 enabled mod via JSGME
7 did not alter script
8 closed the enable down
8 start game with admin rights
didnt work same white boxes appeared
What MODS are shown in your JSGME as available (with no mods enabled)?
Capt Sinbad
10-28-10, 12:35 PM
What MODS are shown in your JSGME as available (with no mods enabled)?
none just yours
TheDarkWraith
10-28-10, 12:39 PM
none just yours
enable the mod. Go to your \Silent Hunter 5\data\Scripts\Menu folder and open up the following files (you can open them up with notepad):
- Page Default Hud.py
- Page layout.py
- Page navigation map.py
- Page ships journal.py
- Page main.py
What does the version information at the start of each file say?
Go to your \Silent Hunter 5\data\Menu\Pages folder and open up the following files (you can open them up with notepad):
- Page Default Hud.ini
- Page layout.ini
- Page navigation map.ini
- Page ships journal.ini
- Page main.ini
What does the version information at the start of each file say?
Capt Sinbad
10-28-10, 12:53 PM
have you got an email cos im getting more confused..would be easier for me to send them...i cant see any version numbers
TheDarkWraith
10-28-10, 12:57 PM
have you got an email cos im getting more confused..would be easier for me to send them...i cant see any version numbers
where did you send the email to?
this is what you're looking for (something like it - this is the version information):
# Edited by TheDarkWraith for NewUIs_TDC_4_8_0
# Edited on 10/22/2010 @ 2100
Capt Sinbad
10-28-10, 01:00 PM
where did you send the email to?
this is what you're looking for (something like it - this is the version information):
# Edited by TheDarkWraith for NewUIs_TDC_4_8_0
# Edited on 10/22/2010 @ 2100
oh thats easier to understand...
right here is the page default info
# Edited by TheDarkWraith for NewUIs_TDC_4_8_2
# Edited on 10/25/2010 @ 0800
page navigation
Edited by TheDarkWraith for NewUIs_TDC_4_8_2
# Edited on 10/25/2010 @ 0800
# Edited by TheDarkWraith for NewUIs_TDC_4_8_2
# Edited on 10/25/2010 @ 0800
TheDarkWraith
10-28-10, 01:01 PM
all the files I posted should have 4_8_2 as their version number.
if that all looks correct then just enable the core mod without the patch and see if it works.
Capt Sinbad
10-28-10, 01:09 PM
ok will do
Capt Sinbad
10-28-10, 01:17 PM
whites boxes again:damn:
TheDarkWraith
10-28-10, 01:24 PM
whites boxes again:damn:
the only other thing to try is redownloading the mod again from my filefront site. Don't download the patch. When you copy the MODS folder from the redownloaded mod to your \Silent Hunter 5 folder you should see about 23 mods available in your JSGME app when you open it up.
Capt Sinbad
10-28-10, 01:26 PM
the only other thing to try is redownloading the mod again from my filefront site. Don't download the patch. When you copy the MODS folder from the redownloaded mod to your \Silent Hunter 5 folder you should see about 23 mods available in your JSGME app when you open it up.
have already downloaded files again and yes i can see the other mods when i enable yours...i dont enable them though.
TheDarkWraith
10-28-10, 01:30 PM
have already downloaded files again and yes i can see the other mods when i enable yours...i dont enable them though.
and running the game as administrator doesn't work? What is your install path to Silent Hunter 5? Did you install it to your \program files (86) and you're using Vista or Win7?
Something else to try is disabling all mods with JSGME. Close down JSGME. Restart JSGME with admin rights.
Capt Sinbad
10-28-10, 01:35 PM
dont have admin running..dont know how to get it running.im using win xp. have removed all mods and started and restarted and uninstalled and reinstalled jsgme. dont worry thanks for spending this amount of your time tying to help me.
wouldnt have to mess like this if it wasnt such a bloody awful mess this game.
i will wait for your mega mod. hopefully that may make it worth playing
Sindbad, are you playing with shadows on? I've had a whit boxes on elements of UI while using full shadows and get to a surface with lots of ships and big waves.
Capt Sinbad
10-28-10, 02:29 PM
Sindbad, are you playing with shadows on? I've had a whit boxes on elements of UI while using full shadows and get to a surface with lots of ships and big waves.
yeh shadows are on..should i turn them to low and see if that works??
yeh shadows are on..should i turn them to low and see if that works??
Well it worked for me. They are nasty anyway.
TheDarkWraith
10-28-10, 02:43 PM
yeh shadows are on..should i turn them to low and see if that works??
can you post a screenshot of what you are referring to as white boxes?? I was assuming you were talking about something else but it appears you're not :hmmm:
Capt Sinbad
10-28-10, 03:03 PM
white boxes still appeared when i turn down shadows to low...the boxes are items in the game. they look like they should show info.
1 one of them is the mini map
2 says good aiming
3 says bad aiming.
4 exit station deck gun tutorial
5 lock the target
6 press any key..
actually this looks like a tutorial trying to appear on the game screen.
tried to do a printscreen but it doesnt seem to work. how do i do a screen print?
TheDarkWraith
10-28-10, 03:05 PM
white boxes still appeared when i turn down shadows to low...the boxes are items in the game. they look like they should show info.
1 one of them is the mini map
2 says good aiming
3 says bad aiming.
4 exit station deck gun tutorial
5 lock the target
6 press any key..
actually this looks like a tutorial trying to appear on the game screen.
tried to do a printscreen but it doesnt seem to work. how do i do a screen print?
ctrl + F11 will cause the game to capture the screen and save in your \Silent Hunter 5 folder.
Capt Sinbad
10-28-10, 03:11 PM
ok i have an image how do i upload it?
TheDarkWraith
10-28-10, 03:32 PM
ok i have an image how do i upload it?
On the Subsim page click on Community then Pictures & albums. Create an album to store your picture. Then post it using the yellow icon with the mountain and square in top right (Insert Image) in the new message toolbar.
Capt Sinbad
10-28-10, 04:11 PM
http://www.subsim.com/radioroom/picture.php?albumid=395&pictureid=3186
TheDarkWraith
10-28-10, 04:14 PM
the user account you're using with XP is it an admin account or limited user account? What is your install path for the Silent Hunter 5 game?
Capt Sinbad
10-28-10, 04:21 PM
there are no other accounts but mine.
the game is installed on c:/ubisoft/silent hunter etc
TheDarkWraith
10-28-10, 04:27 PM
there are no other accounts but mine.
the game is installed on c:/ubisoft/silent hunter etc
your user account I understand is the only account but is it an admin account or a limited user type account? IF you're using XP then you need to be on an admin account or the game (with my mod) needs to be ran under a user account that has admin privileges.
Capt Sinbad
10-28-10, 04:31 PM
oh i see...how do i do that?
Silent Steel
10-29-10, 03:46 AM
Hi TDW and all the rest of you,
I see here it could all be a matter of possible misunderstanding.
1a. When you extract the downloaded NewUIs_TDC_4_8_0_ByTheDarkWraith (which contains many other MODS) there is (amongst others) the MOD by the Dark Wraith we're talking about here. Namely: NewUIs_TDC_4_8_0_ByTheDarkWraith
The structure of this MOD is:
NewUIs_TDC_4_8_0_ByTheDarkWraith\data (plus several sub/folders)
Amongst these subfolder you'll find the new options file by TheDarkWraith called:
NewUIs_TDC_4_8_0_ByTheDarkWraith\data\scripts\menu \ TheDarkWraithUserOptions.py
This file (TheDarkWraithUserOptions.py) is where you can set all the options you want to do.
1b. Now - BEFORE copying the MOD into JSGME and/or applying this MOD you should paste the PATCH: NewUIs_TDC_v4_8_0_patch2.7z into the actual MOD: NewUIs_TDC_4_8_0_ByTheDarkWraith
2a. Here I think is where the funny thing is -
In the patch NewUIs_TDC_v4_8_0_patch2.7z you'll find a new NewUIs_TDC_4_8_0_ByTheDarkWraith\data\scripts\menu \ TheDarkWraithUserOptions.py
I think this is where you should pay special attention, at least it was for me.
IF any settings have already been made in the \NewUIs_TDC_4_8_0_ByTheDarkWraith\data\scripts\men u\ TheDarkWraithUserOptions.py in the MOD itself these ones will be overwritten when you paste the PATCH over the MOD.
In my case I at first didn't realize or expect the PATCH to contain a new TheDarkWraithUserOptions.py so it was necessary for me to set my options once more.
Maybe this can be of any help. :hmmm:
All my best regards AND ALL my gratitude to TheDarkWraith for all the work, devotion and skill given to bringing us this enhanced value of playing SH-5! Simply awesome. :rock:
Silent Steel
TheDarkWraith
10-29-10, 08:08 AM
In my case I at first didn't realize or expect the PATCH to contain a new TheDarkWraithUserOptions.py so it was necessary for me to set my options once more.
Did you use the included options migrater app to transfer your old options file to the new options file? I made it easy now to upgrade to new versions with this app because you don't have to edit the options file by hand anymore (except for the new additions to the options file and only if you want to change the default value)
Silent Steel
10-29-10, 08:31 AM
Did you use the included options migrater app to transfer your old options file to the new options file? I made it easy now to upgrade to new versions with this app because you don't have to edit the options file by hand anymore (except for the new additions to the options file and only if you want to change the default value)
Hi
No I did not.
In this message I was just referring to a case where someone doesn't use the migration tool like I did.
Btw, so far I've made just one try to use the migration tool but I didn't succeed so I simply entered my settings in the options.py (I doesn't take much time to do).
I'll try to use it properly next time, promise.
I just found it funny that when I first (in the MOD's .py) set the XO box to be draggable and then after applying the patch I noticed that it wasn't anymore... Embarrasing. :oops:
One thing that thought of:
For patches to come - Is it necessary to include another options.py in the patch? Isn't there a chance that others, like me, get confused and mess this up? :hmmm:
TheDarkWraith
10-29-10, 09:26 AM
Hi
No I did not.
In this message I was just referring to a case where someone doesn't use the migration tool like I did.
Btw, so far I've made just one try to use the migration tool but I didn't succeed so I simply entered my settings in the options.py (I doesn't take much time to do).
I'll try to use it properly next time, promise.
I just found it funny that when I first (in the MOD's .py) set the XO box to be draggable and then after applying the patch I noticed that it wasn't anymore... Embarrasing. :oops:
One thing that thought of:
For patches to come - Is it necessary to include another options.py in the patch? Isn't there a chance that others, like me, get confused and mess this up? :hmmm:
the reason why the options file is sometimes included in a patch is because it has changed from the base version. Now if I release another patch it has to be cumulative and therefore includes all changes from the prior patch(es). Thus is the reason why you see an options file in say patch 2,3, etc. I wrote the options migrater app to try and make the updating of the options file as painless as necessary. If it's not working correctly I need to know so I can fix it. What problems did you have with it?
Capt Sinbad
10-29-10, 10:22 AM
your user account I understand is the only account but is it an admin account or a limited user type account? IF you're using XP then you need to be on an admin account or the game (with my mod) needs to be ran under a user account that has admin privileges.
is there a way to make the mod work without admin priviliges? when my OS was installed no admin was added as far as i can tell
TheDarkWraith
10-29-10, 01:30 PM
The power of Automation still amazes me, and I made it :D With it, recursion, and my new tutorial addition you all will be able to make tutorials to explain/document/and inform. Here is a preview of the new tutorial feature of Automation (video quality isn't really that good but it's the point that it's making that is of value):
http://www.filefront.com/17449265/Automation-Tutorial-Test.avi/
:|\\
SashaKA001
10-29-10, 04:02 PM
The power of Automation still amazes me, and I made it :D With it, recursion, and my new tutorial addition you all will be able to make tutorials to explain/document/and inform. Here is a preview of the new tutorial feature of Automation (video quality isn't really that good but it's the point that it's making that is of value):
http://www.filefront.com/17449265/Automation-Tutorial-Test.avi/
:|\\
The lesson, I feel it will be very good, and this lesson must be put in place to drain the lesson.:yeah::yeah::yeah:
Silent Steel
10-30-10, 01:26 AM
the reason why the options file is sometimes included in a patch is because it has changed from the base version. Now if I release another patch it has to be cumulative and therefore includes all changes from the prior patch(es). Thus is the reason why you see an options file in say patch 2,3, etc. I wrote the options migrater app to try and make the updating of the options file as painless as necessary. If it's not working correctly I need to know so I can fix it. What problems did you have with it?
Good morning (it's morning here in Sweden)
After writing yesterday I realized my question was totally unnecessary and a really stupid. :oops: (Sorry)
As for the migration tool I last night tried to use it once again and didn't have any whatsoever problems. Works like a charm.
The problems were completely due to a faulty handling on my behalf. :oops: (Sorry again)
Please excuse me for causing you this extra work!
I should have understood that (since I as always consider your MODS to be the most reliable around here) that I should have paid more attention to how I was using it myself. (Terrible, I'm feeling like an idiot)
Thanks again for your hard work, quick answers and support.
My very best regards :salute:
Maybe this has been covered before, don't know, but this is what's bugging me:
For a lengthy time I've been using a modded keyboard layout, adjusted commands.cfg, keyboard_binds.dds and keyboard_binds_shift.dds (for F1 help) myself to my liking. This worked great until I started using TDW's UI mod. This mod seems to somehow overrule part of the settings in commands.cfg. Even when I apply the keyboard mod after TDW's UI mod I don't get my "private" keyboard settings back, at least part of them.
It seems TDW has set some keyboard settings in some .py file(s) that will not be overruled by a later installed commands.cfg. This results in discrepancy between F1 help displays and actual keyboard functions.
Is it feasable for a user to edit the appropriate .py file(s) to adjust to one's private preference/commands.cfg? If yes, where in in the .py's are the settings?
If this is not wise, where can I find all the keyboard settings fixed in TDW's UI mod, so I can adopt them into my F1 help files (and command.cfg) to work consistently?
SashaKA001
10-31-10, 06:35 AM
Maybe this has been covered before, don't know, but this is what's bugging me:
For a lengthy time I've been using a modded keyboard layout, adjusted commands.cfg, keyboard_binds.dds and keyboard_binds_shift.dds (for F1 help) myself to my liking. This worked great until I started using TDW's UI mod. This mod seems to somehow overrule part of the settings in commands.cfg. Even when I apply the keyboard mod after TDW's UI mod I don't get my "private" keyboard settings back, at least part of them.
It seems TDW has set some keyboard settings in some .py file(s) that will not be overruled by a later installed commands.cfg. This results in discrepancy between F1 help displays and actual keyboard functions.
Is it feasable for a user to edit the appropriate .py file(s) to adjust to one's private preference/commands.cfg? If yes, where in in the .py's are the settings?
If this is not wise, where can I find all the keyboard settings fixed in TDW's UI mod, so I can adopt them into my F1 help files (and command.cfg) to work consistently?
You can change the file TheDarkWraithUserOptions.py can open notepad, look for the word Keys and change the letters
example
# if you wanted to enable this without shift required:
# MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.M, False ]
#
# if you wanted to disable this:
# MostFuelEfficientSpeedHotKey = [ False, MenuKeyManagerWrapper.Keys.M, False ]
#
# Note: Keys.M is used by the Navigation Map in the stock game! It was used only as example here. Also the hotkey will only be recognized if the sub is surfaced
#
change here
MostFuelEfficientSpeedHotKey = [ False, MenuKeyManagerWrapper.Keys.M, False ] # change the M to whatever you want. You can't use M!
Sasha, thank you. Have to dig into that. Will use ConTEXT, which seems better suited for editing .py files than Notepad.
Hopefully all commands hitherto contained in commands.cfg are contained in ...Options.py, we'll see. Obviously editing ...Options.py + adjusting the F1 help files is the only way to make everything consistent. Commands.cfg plays 2nd fiddle in this context, right?:hmmm:
TDW's migration tool will be even more valuable in future.
SashaKA001
10-31-10, 08:48 AM
Commands.cfg plays 2nd fiddle in this context, right?:hmmm:
Yes, but Commands.cfg can also be set up under him, I do not look at this help, because I myself have set up Commands.cfg:yeah:
Yes, but Commands.cfg can also be set up under him, I do not look at this help, because I myself have set up Commands.cfg:yeah:
Hmm, I don't quite follow you here.:hmmm: I too have initially set up my Commands.cfg, and those graphical help files accordingly. Do you mean you know your commands so well you need not use those F1 help graphics?
With TDW's UI mod some of the old commands don't work any longer, like F5, F6, F7 for manning the deck & AA guns etc. Hopefully that can be fixed in ...Options.py.
SashaKA001
10-31-10, 11:07 AM
Hmm, I don't quite follow you here.:hmmm: I too have initially set up my Commands.cfg, and those graphical help files accordingly. Do you mean you know your commands so well you need not use those F1 help graphics?
With TDW's UI mod some of the old commands don't work any longer, like F5, F6, F7 for manning the deck & AA guns etc. Hopefully that can be fixed in ...Options.py.
I only need these commands: on pereskop depth. to surface, speed, target identification, fire. map. pereskop up and down, turning the rudders, weather, Chronometer, back to the courses, by the look, and yet what is the key and everything, and the 14 - 16 keys.
I know them by heart
I know them by heart
OK, that's what I thought.:up:
TDW, thanks a million for this mod, I refuse to play without it.:yeah:
There are, however, certain keyboard issues I would like solved or clarified.
With this mod enabled, is it possible to toggle Deck gun, Flak gun and crew management with function keys F5, F6 and F7 respectively? These earlier settings from Commands.cfg seem defunct now.:hmm2:
I took a look at TheDarkWraithUserOptions.py to make relevant changes there, but Line 18 says:
# F1-F11 functions keys are unavailable even though MenuKeyManagerWrapper says they are available. Do not try to use F1-F11.
This sort of stunned me. Acc. to that line keys F1-F11 are unusable. Nevertheless keys F1-F4 do work (help, boat, nav map, conning tower), and that's how it should be. But why not the rest? Consistency? I want to key toggle Deck gun, Flak gun etc. Are keys F5-F11 intentionally meant to be dead & useless? Or is there a way to make them available?:hmmm:
Are all other keys (except function keys) supposed to work exactly as set in Commands.cfg, like before?
I have a feeling that this UI mod somehow "overrules" some of the key commands set in Commands.cfg, even if the keyboard mod with Commands.cfg is added after this UI mod. It seems some commands are determined by Commands.cfg and other by the UI mod. Is there a rule?:06:
I have touched this issue in some other postings, but haven't got to the bottom of it yet. TDW, can you pls shed some light on this?:sunny:
SashaKA001
10-31-10, 05:16 PM
# F1-F11 functions keys are unavailable even though MenuKeyManagerWrapper says they are available. Do not try to use F1-F11.
You can find those buttons in Commands.cfg if they are registered there then it should work. if not then there is nothing to change these.
[Cmd574]
Name=Ability_1
Contexts=1
Key0=0x74,,"F5"
[Cmd575]
Name=Ability_2
Contexts=1
Key0=0x75,,"F6"
[Cmd576]
Name=Ability_3
Contexts=1
Key0=0x76,,"F7"
[Cmd577]
Name=Ability_4
Contexts=1
Key0=0x77,,"F8"
[Cmd578]
Name=Ability_5
Contexts=1
Key0=0x78,,"F9"
[Cmd579]
Name=Ability_6
Contexts=1
Key0=0x79,,"F10"
[Cmd580]
Name=Ability_7
Contexts=1
Key0=0x7A,,"F11"
[Cmd581]
Name=Ability_8
Contexts=1
Key0=0x7B,,"F12"
DavyJonesFootlocker
10-31-10, 05:43 PM
Hey TDW couldn't read all these posts but the patches how do you install. When I did it overwrites the original version 4.8.0 is this how it's supposed to be?
You can find those buttons in Commands.cfg if they are registered there then it should work. if not then there is nothing to change these.
Sasha, thanks for trying to help.:)
Yes, I know those key commands are in Commands.cfg, my settings are exactly the same as the ones shown by you. But F5, F6, F7 etc don't work now. Before I installed TDW's UI mod they worked fine (toggle gun etc.), but with TDW's UI mod installed nothing happens. :damn:
Hey TDW couldn't read all these posts but the patches how do you install. When I did it overwrites the original version 4.8.0 is this how it's supposed to be?
I'm not TDW (wish I was:arrgh!:), but yes, the patches overwrite some files of the original mod, one file being the ...Options.py file with all the personal settings. Thus one is well advised to migrate one's personal mod settings into ...Options.py contained in the patch (piece of cake with the migrating tool).:salute:
TheDarkWraith
11-01-10, 12:01 AM
TDW, thanks a million for this mod, I refuse to play without it.:yeah:
There are, however, certain keyboard issues I would like solved or clarified.
With this mod enabled, is it possible to toggle Deck gun, Flak gun and crew management with function keys F5, F6 and F7 respectively? These earlier settings from Commands.cfg seem defunct now.:hmm2:
I took a look at TheDarkWraithUserOptions.py to make relevant changes there, but Line 18 says:
# F1-F11 functions keys are unavailable even though MenuKeyManagerWrapper says they are available. Do not try to use F1-F11.
You cannot assign keys F1-F12 as hot keys in the user options file. Game will not recognize them as valid keys. That being said I do nothing with those keys. If they are not working then something else is wrong. All the game's default values for those function keys work fine for me (using v4.9.0 of the mod)
TheDarkWraith, You can make the panel as on a photo? Very much it would be desirable to see more elements of a real German u-boat.:up:
http://img829.imageshack.us/img829/6281/sh5g.jpg (http://img829.imageshack.us/i/sh5g.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
kuzovok
11-01-10, 06:28 AM
Yes, yes! It would be great!
stoppro
11-01-10, 07:04 AM
I am reluctant to ask this question because it does sound a bit picky.but i will anyway.I am running tdw great ui mod I want to know where in the options do i go to remove the 'knots and time graph' from the right side of the nav map. I do not need it and am finding it in the way at times. thanks
TheDarkWraith
11-01-10, 07:56 AM
I am reluctant to ask this question because it does sound a bit picky.but i will anyway.I am running tdw great ui mod I want to know where in the options do i go to remove the 'knots and time graph' from the right side of the nav map. I do not need it and am finding it in the way at times. thanks
I didn't include a way to remove it. I will though :up:
stoppro
11-01-10, 09:55 AM
OK now I have to admit i am using 3.50 ui mod I really don't need all the bells a whistles at least not yetso i have stay with this one it works great and it has everything i need so don.t add a fix just for me. thanks tdw
You cannot assign keys F1-F12 as hot keys in the user options file. Game will not recognize them as valid keys. That being said I do nothing with those keys. If they are not working then something else is wrong. All the game's default values for those function keys work fine for me (using v4.9.0 of the mod)
You are so right!:know::up: Thank you for opening my eyes! I can see clearly now... :o:ahoy:
In my misunderstanding I thought the F1-F12 limitation would also impact the game's default values (Commands.cfg), and, as some function keys' behaviour indeed had changed for me, that confused me.:oops: I did not realize that the F1-F12 restriction was limited to the Options.py file only.:oops: I feel really stupid now, having sort of barked at the wrong tree, sorry.:oops::88)
I went back to make certain changes in Commands.cfg, and, voilá, I got my lately defunct function keys working again.:woot::sunny:
I feel like hiding away for a long time to make you forget my display of stupidity.:damn::dead::zzz:
TheDarkWraith
11-01-10, 10:10 AM
OK now I have to admit i am using 3.50 ui mod I really don't need all the bells a whistles at least not yetso i have stay with this one it works great and it has everything i need so don.t add a fix just for me. thanks tdw
if you're asking then there's others that would like it also. It's very simple for me to add so it's no big deal. It should've been there anyways as the whole reason for the options file is so that the end user can tailor the game to the way the want to see/play it.
if you're asking then there's others that would like it also. It's very simple for me to add so it's no big deal. It should've been there anyways as the whole reason for the options file is so that the end user can tailor the game to the way the want to see/play it.
Yes, I, for one, would like it, but having made a fool of myself above, maybe I won't count.;)
Illyustrator
11-01-10, 03:50 PM
TheDarkWraith, I understand your employment over work on creation Mega-Mod but if there will be a free minute, I think, it is necessary to pay attention to the offer (http://www.subsim.com/radioroom/showpost.php?p=1526138&postcount=4826) quad5.
TheDarkWraith
11-01-10, 04:08 PM
TheDarkWraith, I understand your employment over work on creation Mega-Mod but if there will be a free minute, I think, it is necessary to pay attention to the offer (http://www.subsim.com/radioroom/showpost.php?p=1526138&postcount=4826) quad5.
actually finishing up the new tutorial feature and expanding Automation. There are some major changes to Automation happening. Since I've added tutorials I've seen the need for sub categories in categories for Automation. Thus all Automation scripts will have to be updated to the new format or they will be unusable. I hate making drastic changes like this but had to in order to add the tutorial feature. The new format now also forces use to include a description with your script.
You'll find a new column just to the right of categories in Automation: sub categories.
TheDarkWraith
11-01-10, 04:32 PM
Here is a screenshot of the newly updated Automation screen and the tutorial in action:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3200
Illyustrator
11-01-10, 05:15 PM
I understand, that all desires to satisfy not probably. They fall on you as a snow clod. How many people, are so much and opinions. And, as is known, there is no limit to perfection! He is yours Mega-Mod and you know is better than it should be completed for correct work.
The sin to complain. You have done grandiose work. Thanks!
TheDarkWraith
11-02-10, 12:50 AM
As v4.9.0 brings some major changes to Automation with the addition of tutorials, I've put together some docs to help those who have made scripts for Automation migrate them to the v4.9.0 format. Any Automation scripts made prior to v4.9.0 will NOT work with it until they are upgraded to the new format. I hate doing major changes like this but because of the new tutorial feature it has to be done.
You will also find docs on the new tutorial feature and it's available commands and how to make script files for it.
I should have v4.9.0 released here soon :|\\
http://www.filefront.com/17464895/TDW-Automation-Update-Docs.7z/
If you have questions regarding migrating your old scripts to the new format please post them here in this thread.
TheDarkWraith
11-02-10, 10:21 AM
Only one more thing to add to v4.9.0 and it will be ready for release. Looks like it will be releasing today :DL What I have to add is a new item in the main menu of the game at game start. The new item will be 'Tutorial'. When clicked it will show all the tutorials available and will let you select the one you want to use. When a tutorial is selected it will show which single mission you should choose for use with the tutorial under the 'Tutorial' entry in the main menu (like I did with the Ships Journal). I haven't found a way to 'launch' a single mission from code yet.
Here is the change log for v4.9.0 as of now:
v4.9.0 - added a new user option that controls the visibility of the camera bar. The default value is enabled (True) (CameraBarVisible)
- the warning text about exiting to windows will only be visible if the selected ship's journal at game start isn't None
- the Navigator reports icons Maximum range, Time to course end, and Range to course end now are only available if your sub has waypoints on the map (they will be greyed out and unavailable when you have no waypoints)
- the Navigator reports icon Maximum range is not available when submerged (it will be greyed out and unavailable when you are submerged)
- added a new user option that controls the visibility of the Nomograph on the navigation map at game start. Default value is enabled (True) (NomographVisibleOnNavMap)
- upgraded Automation to include a sub-categories column. This change results in all scripts made for Automation to be revamped to new format! See \data\Automation\TDW_Automation.txt for format info
- added tutorials to Automation. End user can now define tutorials to be used in Automation. Tutorials are to be placed in the \data\Tutorials folder. See \data\Tutorials\TDW_Tutorial.txt for available commands and format info
- added a new button to the top left of the Navigation map that controls the visibility of the Nomograph on the navigation map
Hi TDW,
The Nomograph now becoming a selectable item in the UI, can the same be made for the flag (your Subflag mod)?
I'd like to show the flag in or near port but strip it on high seas.
PL_Andrev
11-02-10, 12:38 PM
Only one more thing to add to v4.9.0...
Hello TDW,
At months ago in PMs I told you idea and math calculations for finding position by target with no visual conditions (only with the hydro operator).
Is possibile to add this order to automation process in 4.9.0?
pascal4541
11-02-10, 01:32 PM
:salute: TheDarkWraith :up:
jcalonso
11-02-10, 05:56 PM
:)
Hi TDW!
Sorry if this subject seems too "newbeeish" or if it has been discussed somewhere here, but this topic is huge and i have not had the time to go through all of it!
I am using SH3 dials interface and manual targeting. My question is: how do I bring the stadimeter on with your MOD? I've just finished the first all germany patrol (docking pending) and i have not been able to find out how to use it. I adjust range manually based on estimated distances measured on the map but the stadimeter never shows.
Thanks in advance and best regards,
JC
TheDarkWraith
11-02-10, 06:20 PM
:)
Hi TDW!
Sorry if this subject seems too "newbeeish" or if it has been discussed somewhere here, but this topic is huge and i have not had the time to go through all of it!
I am using SH3 dials interface and manual targeting. My question is: how do I bring the stadimeter on with your MOD? I've just finished the first all germany patrol (docking pending) and i have not been able to find out how to use it. I adjust range manually based on estimated distances measured on the map but the stadimeter never shows.
Thanks in advance and best regards,
JC
to use the stadimeter you have to open the XO TDC dialog box and click on the highlighted range value in it. When that opens up you can select use stadimeter. Be sure to select the correct ship in the recognition manual first so that the correct mast height is set before using the stadimeter or the range reading will be incorrect.
SashaKA001
11-02-10, 06:20 PM
:)
Hi TDW!
Sorry if this subject seems too "newbeeish" or if it has been discussed somewhere here, but this topic is huge and i have not had the time to go through all of it!
I am using SH3 dials interface and manual targeting. My question is: how do I bring the stadimeter on with your MOD? I've just finished the first all germany patrol (docking pending) and i have not been able to find out how to use it. I adjust range manually based on estimated distances measured on the map but the stadimeter never shows.
Thanks in advance and best regards,
JC
http://i4.imageban.ru/out/2010/11/03/0a977af3846850a6a4d2bb989f3e7ee7.jpg (http://imageban.ru)
http://i4.imageban.ru/out/2010/11/03/afacd8c0626896d0d92ae0b74b0cd821.jpg (http://imageban.ru)
jcalonso
11-02-10, 07:57 PM
:yeah:
Thanks TDW and Sashaka001!
JC
sentenc3
11-03-10, 12:50 PM
Is there any way to stop or browse other submerged at 2 knots the submarine will not be sinking slowly ... it is very annoying that eventually crashed into the back end.:wah::wah::wah:
Did not happen to anyone else?
The only mod that fixes that is U-boat Historical Specifications, let me know if this can be arranged in this mod TheDarkWraith not have to use the other:hmmm:
TheDarkWraith
11-03-10, 04:00 PM
got called out on work to Brazil so I'm trying to finish up v4.9.0 as I have time waiting in airports. It will be released soon :yep:
Berlusconek
11-03-10, 04:12 PM
Happend after implementing NewUI 4.8.0 ... under Vista - no matter if opened as an administrator.
http://img534.imageshack.us/img534/4858/beztytuu800x600.jpg
Game reinstalation didnt solve a problem.
Deploying of the new campain also.
Other mods working fine ...
Please help.
SashaKA001
11-03-10, 04:21 PM
Happend after implementing NewUI 4.8.0 ... under Vista - no matter if opened as an administrator.
http://img534.imageshack.us/img534/4858/beztytuu800x600.jpg
Game reinstalation didnt solve a problem.
Deploying of the new campain also.
Other mods working fine ...
Please help.
must begin at the port, then it will not, not in the middle of the job.
Berlusconek
11-03-10, 04:37 PM
It still happens during new campaign opening and historical mission loads.
I've been fighting with this issue for the second evening and I'm about to quit.
Can someone PW with a link to 4.3.0 ?
must begin at the port, then it will not, not in the middle of the job.
Should I try enabling newuis with jgsme after reaching port ?
Where is the trigger ?
TheDarkWraith
11-03-10, 04:41 PM
Happend after implementing NewUI 4.8.0 ... under Vista - no matter if opened as an administrator.
install patch 2 :yep:
Did you edit the options file? Did you install any of the add-on mods?
must begin at the port, then it will not, not in the middle of the job. not at all .......if you had an older version installed by tdw, look in the root of SH5 and delete all files with the extension .tdw , only install default! ui mod ...start sh5 and load a historical mission .... then all be fine .... close the historical mission again and start your savegame ..
You do not have to! start a new campaign or restart in Port ...
then you can change the ui options, and other mods installed:salute:
cheers
Capt Sinbad
11-03-10, 04:57 PM
Happend after implementing NewUI 4.8.0 ... under Vista - no matter if opened as an administrator.
http://img534.imageshack.us/img534/4858/beztytuu800x600.jpg
Game reinstalation didnt solve a problem.
Deploying of the new campain also.
Other mods working fine ...
Please help.
exactly same problem i had
tdw .. it is possible that you make a switch to manually turn on red light and a switch for the lighting armatures??:yep:
sh3 have so beautiful indoor lighting and SH5??? you get eye cancer ..:nope:
Berlusconek
11-03-10, 05:28 PM
install patch 2 :yep:
Did you edit the options file? Did you install any of the add-on mods?
Tried with patched version - no difference.
I was reinstalling whole game without editing any py files, with default settings first for resolving white windows issue.
not at all .......if you had an older version installed by tdw, look in the root of SH5 and delete all files with the extension .tdw , only install default! ui mod ...start sh5 and load a historical mission .... then all be fine .... close the historical mission again and start your savegame ..
You do not have to! start a new campaign or restart in Port ...
then you can change the ui options, and other mods installed:salute: - sorry mate didnt work with my SH5.
BTW Im working on original edition of the game .
DavyJonesFootlocker
11-03-10, 05:35 PM
Your problem may be a mod conflict or the mods were improperly installed in sequence. I had a similar problem when I failed to install another mod properly.
Berlusconek
11-03-10, 05:43 PM
Your problem may be a mod conflict or the mods were improperly installed in sequence. I had a similar problem when I failed to install another mod properly.
At the moment I'm testing with only TDW UI activated via JSGME- all other mods seems to work fine for me - but TDW UI seems to be the most important :)
What the heck can cause a conflict if there is only one single mod activated ? I went even further reinstalling all game - I'm starting to think about one of the Vista magic skills in duplicating exe and ini files at the moment...
But unfortunately I dont feel so confident with this system as i felt with XP.
TheBeast
11-03-10, 10:11 PM
Happend after implementing NewUI 4.8.0 ... under Vista - no matter if opened as an administrator.
Game reinstalation didnt solve a problem.
Deploying of the new campain also.
Other mods working fine ...
Please help.
You either have a type error or conflicting settings in the Options file.
Also, make sure you are not mapping keys in your Commands.cfg that are being mapped in the options file.
Silent Steel
11-04-10, 01:55 AM
You either have a type error or conflicting settings in the Options file.
Also, make sure you are not mapping keys in your Commands.cfg that are being mapped in the options file.
I agree with theBeast
I had this issue but after following some pieces of advice from TDW it was solved.
First I replaced the Options.py file with an unedited one and patched it with the NewUIs_TDC_4_8_0_Patch ByTheDarkWraith (I just copied the "data"folder in the patch and pasted it in the NewUIs_TDC_4_8_0_ByTheDarkWraith.
Then I set my Options.py
Make sure you don't make any changes to any of the "scroll" options.
You can do this in a few minutes.
Secondly I removed all MODS (JSGME) and then applied them one after another checking the effect and found that one or two of the MODS caused this.
(Don't rember which ones ) but it's worth checking
I think this is most likely to be caused by conflicting MODS :hmmm:
(My OS is Windows7 64 and my GPU is ATI 975)
TheDarkWraith
11-04-10, 07:29 AM
At the moment I'm testing with only TDW UI activated via JSGME- all other mods seems to work fine for me - but TDW UI seems to be the most important :)
What the heck can cause a conflict if there is only one single mod activated ? I went even further reinstalling all game - I'm starting to think about one of the Vista magic skills in duplicating exe and ini files at the moment...
But unfortunately I dont feel so confident with this system as i felt with XP.
are you patched to v1.2 of the game? Run your game updater to ensure you have the latest official patch from Ubi installed (gu.exe)
tdw .. it is possible that you make a switch to manually turn on red light and a switch for the lighting armatures??:yep:
sh3 have so beautiful indoor lighting and SH5??? you get eye cancer ..:nope:
it is possible????:salute:
edit: I find steels interior mod very nice ... I mean only the nightfilter on panels and the lamps themselves ..
sry i use a translating app
Berlusconek
11-04-10, 12:40 PM
Thank You mates for support !
Problem solved - no more white windows !
Next installation to a new renamed SH5 folder together with installing/enabling only key mod found to be the wright solution.
99 % for some kind of mods conflict - however for me its still hard to believe that inactive mods residing in mods folder could do such a mess...
TheDarkWraith
11-04-10, 07:49 PM
Greetings from Brazil! I'm currently just outside of Rio De Janiero on work (rough isn't it? :O:). Much better weather here than back home that's for sure :DL
v4.9.0 is now complete. I need to discuss some things about the main menu screen now:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3222
As you can see there is a new Tutorial button in the main menu. Clicking that button will display a list of all tutorials found in \data\Tutorials. One caveat to this: in order for the tutorial to show up in the list above (on the right hand side) it must have an exact filename match (minus extension) in \data\Automation. The names shown in the list are the title part of the tutorial. For example:
I included a tutorial named '\data\Tutorials\How_to_use_tutorial.SHT'. In order for this tutorial to show up in the tutorial list I had to make an Automation file for it: \data\Automation\How_to_use_tutorial.SHA. Note: It is recommended that the automation file for the tutorial include just one command: the command to play the associated tutorial (for those wishing to be selected from the main menu)
Now a tutorial file does not have to have an exact name match in \data\Automation to be usable. But if you want to be able to select the tutorial from the main menu it does.
Tutorials can be included in Automation files as commands. For example:
[AS]
Dummy use of tutorials
[DESCRIPTION]
Testing purposes
[DESCRIPTION_END]
[CATEGORY]
Tutorials
[SUBCATEGORY]
How-tos
[COMMANDS]
Set_Time_Compression,1,0,0,0,0,0,0 ; set time compression to 1 and wait 1 second before next command
Rise_whole_obs_periscope,0,0,0,0,0,0,6
Play_tutorial,0,0,some_tutorial_1,0,0,0,0
Activate_Scope_Station,1,0,0,0,0,0,0 ; activate the UZO scope
Sweep_Scope,1,0,360,120.0,0,0,1 ; sweep the scope from 0 to 360 in 30 seconds. Next command will be issued after sweep is finished
Lower_whole_obs_periscope,0,0,0,0,0,0,0
Leave_Scope_Station,1,0,0,0,0,0,0
Play_tutorial,0,0,some_tutorial_2,0,0,0,0
[COMMANDS_END]
the above is completely legal and allows you to be creative in your scripts.
The names shown in the list to the right come from the [TITLE] header of the tutorial file. For example (from How_to_use_tutorial.SHT):
; title is a single line entry only!
[TITLE]
How to use Automation's new tutorial feature
[TITLE_END]
; can be blank, i.e. nothing between the header tags, at which case no tooltip will be displayed
[DESCRIPTION]
Describes how to use the new Automation tutorial feature
[DESCRIPTION_END]
; specify SH5Enhanced, SH3Style, SH4Style, or Any
[UISTYLE]
Any
[UISTYLE_END]
; single line entry only! Specify Any for any single mission
[HISTORICMISSION]
Any
[HISTORICMISSION_END]
The tooltip text for the tutorial's title box comes from the [DESCRIPTION] header.
The name of the currently selected tutorial is found under the Tutorial menu item in the main menu. The text in parenthesis after the currently selected tutorial is the historic mission name (which comes from the [HISTORICMISSION] header) recommended to be used with this tutorial. Any signifies any historic mission will do. The historic mission name should be pulled from the associated historic mission's .tsr file:
[Text]
MissionTitle=this name is to be used for the HISTORICMISSION header in the tutorial files.
I've included two tutorials with the mod: How_to_use_tutorial.SHT (which is a tutorial on how to use the new tutorial feature) and Basic_sub_handling-depth_control.SHT (which describes basic sub handling - depth control). From these you all should be able to figure out how to make your own tutorials and I hope to see new tutorials from you all very soon! :yep:
Finally you can specify a UI style that this tutorial is to be used with. This is specified in the [UISTYLE] header of the tutorial file. Specify Any for any UI style.
I'll be packaging up v4.9.0 for release here very soon :D
TheDarkWraith
11-04-10, 08:53 PM
v4.9.0 released. See post #1 for details.
The new tutorial feature allows you all to make some very power tutorials. I'm hoping to see some of these powerful tutorials from you all very soon :yep: My included ones show some of the power that this new feature has.
Hi Dark!
Here (http://sukhoi.ru/forum/showpost.php?p=1491420&postcount=272) is rus translation for your mod v4.9.0
pfeillant
11-05-10, 03:15 AM
Hello,
Thank's for your mod.
We are many, many, to have this message when whe activate this mod (in a french forum). And then it is difficult to find some boat, because we have always this message.
I see in this forum that you say we had to be in .net framework 3.5.
I am in windows 7, .net framework 3.5 is integrated, but it is necessary to activate him.
I activated .net framework 3.5, and i install the new .net framework 4.0.
I allways have this message.
Have you some idea about this problem.
Thank's.
TheDarkWraith
11-05-10, 04:05 AM
Hello,
Thank's for your mod.
We are many, many, to have this message when whe activate this mod (in a french forum). And then it is difficult to find some boat, because we have always this message.
I see in this forum that you say we had to be in .net framework 3.5.
I am in windows 7, .net framework 3.5 is integrated, but it is necessary to activate him.
I activated .net framework 3.5, and i install the new .net framework 4.0.
I allways have this message.
Have you some idea about this problem.
Thank's.
I need to know the exact message you see in the message box when this happens. A screenshot would be best :yep: I would like to have a copy of your ship's journal for this also.
Also I would like you to set the user option ShowContactsActualSpeed to True. When it shows the contact's actual speed in the messagebox I would like a screenshot of that also.
I think I know what the problem is (European way of showing the decimal symbol - ',' vice American way - '.') but need to see screenshots to be sure.
PL_Andrev
11-05-10, 04:16 AM
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3222
Are these comments & other ready to translate to other languages with non-english special characters?
TheDarkWraith
11-05-10, 04:30 AM
Are these comments & other ready to translate to other languages with non-english special characters?
Yes. Everything is drawn from the menu.txt file.
PL_Andrev
11-05-10, 04:54 AM
v4.9.0
- added tutorials to Automation. End user can now define tutorials to be used in Automation. Tutorials are to be placed in the \data\Tutorials folder. See \data\Tutorials\TDW_Tutorial.txt for available commands and format info
Perfect!
:yeah:
Maybe I'll finally know how to use this magic nomograpf...
Sepp von Ch.
11-05-10, 07:02 AM
Thank you TDW!:up:
pfeillant
11-05-10, 10:28 AM
Hello TDW.
For the message "Error determining contact speed".
My ShowContactsActualSpeed is true, because i try with False and with True for testing. (it's the same)
I am in compressed time when i search some contacts. x512, x1024, i have also the pb in x32.
sorry my screen shot is out !!
http://localhost/pfindex/capture.PNG
jcalonso
11-05-10, 10:29 AM
:oops:
Hi TDC!
I am upgrading from 4.8.0 with patch 2 to 4.9.0. Could you explain in detail how to use the OptionsMigrater app to migrate the old options file to the new one?
Thanks and best regards,
JC
pfeillant
11-05-10, 12:01 PM
Hello TDW. (sorry my screenshot was lost !!!)
For the message "Error determining contact speed".
My ShowContactsActualSpeed is true, because i try with False and with True for testing. (it's the same)
I am in compressed time when i search some contacts. x512, x1024, i have also the pb in x32.
Here my screen shot under, im not able to put the image !!
http://cjoint.com/?0lfr8cBhNAC
http://cjoint.com/?0lfr8cBhNAC
http://cjoint.com/?0lfr8cBhNAC
TheDarkWraith
11-05-10, 04:31 PM
:oops:
Hi TDC!
I am upgrading from 4.8.0 with patch 2 to 4.9.0. Could you explain in detail how to use the OptionsMigrater app to migrate the old options file to the new one?
Thanks and best regards,
JC
Here's how one should use the app:
1. download new version of mod and unzip to desktop
2. disable old mod via JSGME
3. Open the OptionsMigrater app
4. Select File-->Open old options file and point it to the old options file
5. Select File-->Open new options file and point it to the new options file (located where you unzipped it on desktop)
6. Select File-->Migrate
7. Select File-->Exit
8. copy MODS folder from new version of mod to your \Silent Hunter 5 folder (thus overwriting previous version)
9. Enable via JSGME :DL
TheDarkWraith
11-05-10, 05:51 PM
anyone have any recommendations for new commands for the new tutorial feature? I've come across 3 while making a 'how to successfully torpedo attack merchants' tutorial:
- WaitMIVisible. This command will cause the tutorial to wait until the menu item specified is the specified visibility (0 = hidden, 1 = visible).
- SetMIVisibility. This command will set the associated menu item's visibility to the specified visibility (0 = hidden, 1 = visible)
- SetMICheckState. This command will set the associated menu item's check state (0 = not checked, 1 = checked)
These will be included in patch 1 for v4.9.0.
I'm also making Automation scripts able to call other automation scripts. Should be available in patch 1 for v4.9.0 also.
Any recommendations/suggestions/criticism/etc. is always welcomed :yep:
Trevally.
11-05-10, 06:09 PM
anyone have any recommendations for new commands for the new tutorial feature?
I am going to have a go at tutorials this weekend and will report:salute:
I'm also making Automation scripts able to call other automation scripts
Can you explain this please? Does it mean there can be auto within auto?
tdw??...you make my day...(night):yeah::salute:
TheDarkWraith
11-05-10, 06:22 PM
Can you explain this please? Does it mean there can be auto within auto?
I guess if you look at it this way then yes, that would be the case.
I'm thinking the command is going to be PlayAutomationScript and one of the parameters is going to be the name of the automation script to start (play).
I'm also looking into adding globals and some very crude conditional tests (>, >=, <, <=, ==, !=, and possibly a goto style command) so that some form of branching can be implemented in the automation scripts.
Looking forward to some tutorials from you Trevally :up: If you need any help please don't hesitate to ask :yep:
jcalonso
11-05-10, 06:41 PM
:cry:
Hi again TDC!
After installing 490 i get this menu screen:
http://i873.photobucket.com/albums/ab298/jc_alonso/SHV_NewUIs490.jpg
Clicking on the options (Clear, Apply,OK, Yes, No) has no effect whatsoever and if I try to continue or start a campaign, after a little time loading I get a CrashToDesktop (incompatibility between MODS perhaps?).
Here are the MODS I have activated:
http://i873.photobucket.com/albums/ab298/jc_alonso/SHV_JGSME.jpg
Any ideas?
JC
TheDarkWraith
11-05-10, 06:45 PM
start game with admin rights (right click SH5 icon, select RunAs-->Administrator). Where did you install SH5 to? Program Files? What OS are you using? How did you install the new version? Did you overwrite the exisitng version or did you first delete the existing version then copy the new version's MODS folder to your \Silent Hunter 5 folder? Did you edit the options file?
stoppro
11-05-10, 10:31 PM
I got the same exact screen and i have sh5 running as admin and i removed 270 and installed this version. I did edit the options file.sh5 is installed C/ubisoft
catfan1026
11-05-10, 10:55 PM
I have downloaded 4.9.0, but do not get the Tutorial info at the SH5 opening screen. Where is this 'OptionsMigrater' app that we are asked to open so this mod upgrade can be operational? Appreciate all the work you have given to this mod. Any help would be appreciated.
TheDarkWraith
11-06-10, 01:10 AM
I have downloaded 4.9.0, but do not get the Tutorial info at the SH5 opening screen. Where is this 'OptionsMigrater' app that we are asked to open so this mod upgrade can be operational? Appreciate all the work you have given to this mod. Any help would be appreciated.
NewUIs_TDC_vx_x_x_ByTheDarkWraith\data\Application s\
TheDarkWraith
11-06-10, 01:16 AM
I got the same exact screen and i have sh5 running as admin and i removed 270 and installed this version. I did edit the options file.sh5 is installed C/ubisoft
For those of you getting 'white boxes' or experiencing problems with the mod I need you to enable something so that any python errors will be displayed onscreen. Please edit your \Documents\SH5\data\cfg\main.cfg to look like below:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes
save the changes made and restart the game. When it asks you if you want to start the menu editor say no. Now if there's a problem the game will display a dialog box onscreen to you denoting what the problem is. I'll need to know the information in that dialog box.
THE_MASK
11-06-10, 01:18 AM
ctrl/alt/del to get to the desktop .
TheDarkWraith
11-06-10, 01:22 AM
ctrl/alt/del to get to the desktop .
alt+tab is another (easier) way to cycle through opened applications
THE_MASK
11-06-10, 03:01 AM
alt+tab is another (easier) way to cycle through opened applications
How did i not know that , oh well .
Thanks I test it tonight, good work. :salute:
jcalonso
11-06-10, 10:17 AM
Hi TDC!
After doing what you suggested in your post this is the error message i got:
http://i873.photobucket.com/albums/ab298/jc_alonso/errormessage1.jpg
If I try to continue a campaign from the menu page I continue receiving error messages until CTD:
http://i873.photobucket.com/albums/ab298/jc_alonso/errormessage2.jpg
http://i873.photobucket.com/albums/ab298/jc_alonso/errormessage3.jpg
Regards,
JC
Trevally.
11-06-10, 02:53 PM
Hi TDW
I have been using your tutorials and can report it works very well:salute:
To start I have followed your basic depth control with one for speed.
See here - Click (http://www.filefront.com/17484813/Trevally Tutorials v0.1.rar)
I thought I would try something from a different page than Default Hud next to ensure I have the hang of this.
This feature you have given the community is going to really help those new to the SH series:up:
catfan1026
11-07-10, 12:07 AM
When I open the main screen of SH5, I am unable to get any kind of mention of 'tutorial.' I have downloaded the 4.9.0 version of Multiple UIs and unpacked it with my zip file manager, transfered it to SH5 mod file through JGME, but still no luck finding anything about tutorials when I get to the main screen where I choose the type of game I want to open (new campaign, load saved game, historical, etc). What do you suggest?
TheDarkWraith
11-07-10, 01:12 AM
Hi TDC!
After doing what you suggested in your post this is the error message i got:
http://i873.photobucket.com/albums/ab298/jc_alonso/errormessage1.jpg
I'll look into this after I get some sleep. Just got home after 22+ hours of travel back to the states from Brazil :yawn:
SashaKA001
11-07-10, 08:13 AM
Hello, how to do that would chronometer was a mechanical clock. When a torpedo shot clock is ticking as the mechanical, and when the measure while quartz:damn:, or the way it should, I do not know at the time, quartz clock,:damn: but it's very annoying me personally.
smelikatt
11-07-10, 01:14 PM
:cry:
Hi again TDC!
After installing 490 i get this menu screen:
http://i873.photobucket.com/albums/ab298/jc_alonso/SHV_NewUIs490.jpg
Clicking on the options (Clear, Apply,OK, Yes, No) has no effect whatsoever and if I try to continue or start a campaign, after a little time loading I get a CrashToDesktop (incompatibility between MODS perhaps?).
Here are the MODS I have activated:
http://i873.photobucket.com/albums/ab298/jc_alonso/SHV_JGSME.jpg
Any ideas?
JC
I had the same thing happen after editing TheDarkWraithUserOptions.py file. The problem went away when I deleted and replaced that file.
After fixing the problem, I started making my options edits again one by one. The cause of the problem turned out to be bad formatting on my part when setting up a hotkey.
This is what I did wrong: [ True, MenuKeyManagerWrapper.Keys.0, False ] for the Number Zero key.
This is the correct way: [ True, MenuKeyManagerWrapper.Keys.Key0, False ]
Just like it says in the instructions at the top of the file. :oops:
TheDarkWraith
11-07-10, 02:52 PM
Hi TDC!
After doing what you suggested in your post this is the error message i got:
http://i873.photobucket.com/albums/ab298/jc_alonso/errormessage1.jpg
looking into this reveals that either you have edited your options file incorrectly and corrupted it or incorrect versions of files are mixed in the mod. Those are the only ways you can get this error.
Update on patch 1:
v4.9.1 - added a new command to the tutorial feature that allows the hotkey for an item defined in the options file to be displayed in the tutorial box
- majority of the tutorial commands have had a wait time parameter added that allows user to specify time to wait until next command is issued. See
\data\Tutorials\TDW_Tutorial.txt for more information
- fixed bug of when the tutorial 'Stop' button is pressed there was a possibility of a 'Wait' timer still timing out before user was able to start
tutorial again by pressing 'Play' button
- fixed bugs in tutorial documentation (\data\Tutorials\TDW_Tutorial.txt)
- added new commands to the tutorial feature that allow user to control visibility of menu items (and pages)
- added a new command to the tutorial feature that allows user to control the checkstate of menu items
- added a new command to the tutorial feature that allows the tutorial to wait indefinitely until a certain menu item or page is the specified visibility
I'll probably release patch 1 as the above mentioned items here soon.
Trevally.
11-07-10, 03:30 PM
Your adding some good commands here:up:
Can you add one for pausing and TC control?
Also, would there be anyway to add a pic to the text box, Im thing for demonstrating charting techniques.
TheDarkWraith
11-07-10, 03:40 PM
Your adding some good commands here:up:
Can you add one for pausing and TC control?
Also, would there be anyway to add a pic to the text box, Im thing for demonstrating charting techniques.
good ideas. Will do.
I'm also giving the new tutorial feature the ability to call ANY automation command specified in \data\Automation\TDW_Automation.txt. This greatly extends it's power.
Added the commands wait until station activated/deactivated (scopes) and ExecuteAutomationCommand (for running any automation command)
I REALLY like the picture box idea. I will implement :yeah: Just have to figure out the correct way to do it.
stoppro
11-07-10, 03:59 PM
I have decided not to use 490. I don't use automation or tutorials at least not yet. so I would like to know if there is a way to remove the nav map nomograph from the older versions that I have [270 and 290]. thank you. these versions of the ui are perfect for the way I am playing right now.
Trevally.
11-07-10, 04:05 PM
I'm also giving the new tutorial feature the ability to call ANY automation command specified in \data\Automation\TDW_Automation.txt.
Yes, that will give the ability to do almost anything:up:
I have been looking for single missions to use for tutorials.
Has anyone made any simple single ship missions, for target and tracking practice?
So far I have the one with 3 still ships in front (sm20).
jcalonso
11-07-10, 05:31 PM
:yeah:
Thanks Smelikatt and TDC!
A corrupted Options file seems to have been the cause of the problem. I decompressed and reinstalled your MOD from zero and everything seems to be working fine now.
Best regards,
JC
TheDarkWraith
11-07-10, 06:01 PM
I have decided not to use 490. I don't use automation or tutorials at least not yet. so I would like to know if there is a way to remove the nav map nomograph from the older versions that I have [270 and 290]. thank you. these versions of the ui are perfect for the way I am playing right now.
Even though you do not use Automation or tutorials you can still use 4.9.0. There's no reason to downgrade to an earlier version. Every new version fixes errors or bugs in previous versions and might add new features. The options migrater will not work on pre v4.8.0 options files also.
stoppro
11-07-10, 06:03 PM
Ok I'll reload it in again and try to fing out what i did wrong in the options file thanks
TheDarkWraith
11-07-10, 11:40 PM
patch 1 just about complete for v4.9.0. This patch entails:
v4.9.1 - added a new command to the tutorial feature that allows the hotkey for an item defined in the options file to be displayed in the tutorial box
- majority of the tutorial commands have had a wait time parameter added that allows user to specify time to wait until next command is issued. See
\data\Tutorials\TDW_Tutorial.txt for more information
- fixed bug of when the tutorial 'Stop' button is pressed there was a possibility of a 'Wait' timer still timing out before user was able to start
tutorial again by pressing 'Play' button
- fixed bugs in tutorial documentation (\data\Tutorials\TDW_Tutorial.txt)
- added new commands to the tutorial feature that allow user to control visibility of menu items (and pages)
- added a new command to the tutorial feature that allows user to control the checkstate of menu items
- added a new command to the tutorial feature that allows the tutorial to wait indefinitely until a certain menu item or page is the specified
visibility
- added a new command to the tutorial feature that allows the tutorial to wait indefinitely until a certain menu item is a certain checked state
- added a new command to the turorial feature that allows the tutorial to execute ANY Automation command in data\Automation\TDW_Automation.txt or in
\data\Cfg\Commands.cfg
- added a new command to the tutorial feature that allows the tutorial to wait indefinitely until a certain station is a specified state (enabled or
disabled). i.e.: you can specify to wait until the attack periscope has been enabled/disabled. See \data\Tutorials\TDW_Tutorial.txt for list of stations available
@ Trevally: the idea about being able to add pictures I'm still working on. What's probably going to happen is I'll have the game create a new window that will display 'outside' of the game (afterall it's a new window). This new window will allow the user to resize it by dragging the corners just like you can do with practically any window in Windows. This new window will display the picture via a .NET picturebox control. The picturebox control can display many different picture formats and thus is the perfect candidate for this :yep: Once I finish this then patch 1 will be complete and ready to release. For pausing and TC control use the ExecuteAutomationCommand command with parameter3 set as Automation's Set_Time_Compression command.
TheDarkWraith
11-08-10, 01:17 AM
adding this picture to the tutorial is a little trickier than expected. Thus I'm going to go ahead and release patch 1 as is. When I figure out the picture thing I'll release another patch.
v4.9.0 Patch 1 released. See post #1 for details :|\\
Don't forget to use the options migrater app to migrate old options to new options file (I made some changes to the options file also in this patch).
There is a new tutorial included that details the new commands added to the tutorial feature in this patch.
Sepp von Ch.
11-08-10, 02:49 AM
Helloo TDW, I have this problem with vers. 4.9.0:
After immersion always eject the periscope here:
http://s3.postimage.org/99Jsi.jpg (http://postimage.org/image/il66mcg4/)
PL_Andrev
11-08-10, 03:58 AM
Is possible to change this deep/surface time icon to real clock like on the picture?
http://img215.imageshack.us/img215/7401/clockd.jpg
@ josef
Helloo TDW, I have this problem with vers. 4.9.0:
After immersion always eject the periscope here:this is not a periscope, that is your radio antenna .. it retracts when you go deeper than periscope depth... everything is right and proper
Sepp von Ch.
11-08-10, 09:09 AM
Thank you Olzeen!
It can be plugged? Otherwise the crew of freighters observe the wake after the antenna...
DrJones
11-08-10, 11:06 AM
Hi @TDW,
do you think it's possible to create an order to get a torpedo solution for snapshots at a rough estimate Speed, AOB and Distance?
Maybe this coud be usefull when the WO has to make a solution by destroyer attack
greets
DrJones
TheDarkWraith
11-08-10, 11:27 AM
just figured out how to change menu item textures dynamically :rock: This means I can add images to the tutorial feature now :D Trevally your idea will become reality here soon.
This also means that one could make 'skins' for the UI and let the user switch 'skins' on the fly. Very cool.
I love the CameraBar!:/\\k:
In particular I love the "Activate free camera" command (2nd from left). It is very versatile and greatly enhances visual immersion. :yeah: However, I have 2 suggestions/questions:
1. Is there a way to attach this "Activate free camera" command also to a keyboard command key for even faster use? Having fiddled around with Commands.cfg somewhat, I'm not sure this particular camera view is available there, or is it? Or would a key fixture require an alteration in options.py? Feasible? :06:
2. When available/visible, the camerabar shows as a thin white line slightly beneath the top screen edge. Could this white line be moved upwards 1-2 mm to hide behind the screen edge and work similarly to the officersbar and other completely hiding toolbars? This might be a tidier option. :|\\
Trevally.
11-08-10, 01:31 PM
just figured out how to change menu item textures dynamically :rock: This means I can add images to the tutorial feature now :D Trevally your idea will become reality here soon.
This also means that one could make 'skins' for the UI and let the user switch 'skins' on the fly. Very cool.
:woot:Great news :woot:
...
This also means that one could make 'skins' for the UI and let the user switch 'skins' on the fly. Very cool.
aaa.. what? Can you elaborate this a bit more please?
SashaKA001
11-08-10, 02:33 PM
Why else on the menu and change the skins?:damn::damn::damn: You'd better interface would be engaged.
TheDarkWraith
11-08-10, 03:05 PM
@ Trevally: what size of images are you looking at? I'm looking for a default value to set the tutorial image menu item. You'll be able to resize it by dragging the corners of the image and also by a tutorial command. The image format is going to be .dds or .tga only with NO alpha channel.
PL_Andrev
11-08-10, 03:26 PM
TDW,
Since SH2/DC we have specified weather conditions for singleplayer and multiplayer missions. But the player must know the difference between different weather, f. e. day/night, foggy day or not, windy day or not.
Could you think that you can put the weather/time controller to each single/multi mission like on the picture or before mission starts?
http://img177.imageshack.us/img177/667/editor0b.jpg
Look what I found (edited by EditPad / clone of notepad):
Small changes in file:
http://img683.imageshack.us/img683/8291/editor1.jpg
...and effect...
http://img155.imageshack.us/img155/3536/editor2.jpg
Trevally.
11-08-10, 03:50 PM
@ Trevally: what size of images are you looking at? I'm looking for a default value to set the tutorial image menu item. You'll be able to resize it by dragging the corners of the image and also by a tutorial command. The image format is going to be .dds or .tga only with NO alpha channel.
Not very big, say about 50% of the tutorial window.
If like the tutorial window it was draggable, users could organise on the screen to allow reading whilst studying the picture at the size they want.
If this could also be saved to remeber placement:up:
TheDarkWraith
11-08-10, 03:52 PM
Not very big, say about 50% of the tutorial window.
If like the tutorial window it was draggable, users could organise on the screen to allow reading whilst studying the picture at the size they want.
If this could also be saved to remeber placement:up:
the tutorial image will be draggable and resizeable. I just added the code to remember the position of the tutorial window and the tutorial image :up:
Can you give me a height and width of what I should set the default tutorial image size to?
Trevally.
11-08-10, 04:16 PM
Something like width 10cm and height 6cm.
TheDarkWraith
11-08-10, 05:01 PM
Something like width 10cm and height 6cm.
well the tutorial image has to be either .dds or .tga. Can't have both - causes problems. I'm going to default to .dds files for the images. Everyone ok with that?
Trevally.
11-08-10, 05:28 PM
Ya sure that fine. I can edit with gimp 2.
Ya sure that fine. I can edit with gimp 2.
Paint.Net works well, too.:up:
TheDarkWraith
11-08-10, 05:38 PM
great, .dds it is then :up:
Just adding the last command, SetTutorialImageSize, which lets you dynamically resize the tutorial image.
Everything is working very well so far! Patch 2 should be releasing here very soon. Then I can't wait to see what kind of tutorials you all can make with this :yep:
Trevally.
11-08-10, 05:39 PM
Paint.Net works well, too.:up:
Is that with an add on? I have paint.net but cant open .dds:hmmm:
divittor
11-08-10, 05:49 PM
can u add a last page button for uboat's log.
everytime i start a new patrol i have to click thro previous patrols to make an entry.
thanks for a great mod.
TheDarkWraith
11-08-10, 06:36 PM
can u add a last page button for uboat's log.
everytime i start a new patrol i have to click thro previous patrols to make an entry.
thanks for a great mod.
excellent idea! :up:
The tutorial image can now have an alpha channel :rock:
Is that with an add on? I have paint.net but cant open .dds:hmmm:
I have Paint.Net 3.5.5 - don't remember having added any extra module for .dds. The documentation says:
"The following file formats are supported: PNG, JPEG, BMP, GIF, TGA, DDS, and TIFF. The native Paint.NET image type is PDN, which preserves the layer structure.":03:
There are plugins for extra stuff...
TDW,
I realize you deep into this Automation bizz right now (which is grrreatt):rock:, but hope you can spare a moment to comment on my posting 4913 above (Camerabar, Activate free camera) before it fades into the abyss. :salute:
TheDarkWraith
11-08-10, 07:54 PM
patch 2 for v4.9.0 released. See post #1 for details :|\\
Alright now let's see some cool tutorials from you all :D
Run the tutorial 'v4.9.2 new features and commands' to see what this patch can do
SashaKA001
11-08-10, 08:44 PM
yes
TheDarkWraith
11-08-10, 08:58 PM
looks like a corrupted download. I would redownload the patch
SashaKA001
11-08-10, 09:52 PM
is still there, it can pull in up and down
http://i1.imageban.ru/out/2010/11/09/985e8cc5573c0639d3fce6b986ea6920.jpg (http://imageban.ru)
TheDarkWraith
11-08-10, 10:45 PM
I downloaded v4.9.0 and patch 2 and installed them on my girlfriend's laptop and everything works good. So this means that you have either corrupted the options file or you have improperly installed the patch.
TheDarkWraith
11-09-10, 06:47 AM
I love the CameraBar!:/\\k:
In particular I love the "Activate free camera" command (2nd from left). It is very versatile and greatly enhances visual immersion. :yeah: However, I have 2 suggestions/questions:
1. Is there a way to attach this "Activate free camera" command also to a keyboard command key for even faster use? Having fiddled around with Commands.cfg somewhat, I'm not sure this particular camera view is available there, or is it? Or would a key fixture require an alteration in options.py? Feasible? :06:
2. When available/visible, the camerabar shows as a thin white line slightly beneath the top screen edge. Could this white line be moved upwards 1-2 mm to hide behind the screen edge and work similarly to the officersbar and other completely hiding toolbars? This might be a tidier option. :|\\
1. yes. Look for this entry in Commands.cfg:
[Cmd53]
Name=Command_room_free_camera
Contexts=1
;Key0=0x71,s,""
Page=0x33000000,3700
GoBack=Interior_fore_camera
2. I'll see what I can do. The problem is I didn't want it to hide completely because someone may 'forget' where it is (if it's scrollable).
Made some changes to the Ship's Journal. I added a First Day and Last Day button to it so you can easily navigate to the first and last days of the journal. The journal now also starts with the last day (which could be the current day if the current date is > last journal entry date) visible
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3237
divittor
11-09-10, 07:07 AM
TY.:salute:
TheDarkWraith
11-09-10, 07:56 AM
2. When available/visible, the camerabar shows as a thin white line slightly beneath the top screen edge. Could this white line be moved upwards 1-2 mm to hide behind the screen edge and work similarly to the officersbar and other completely hiding toolbars? This might be a tidier option. :|\\
How's this:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3238
because of this change the user option CameraBarScrolls default value has been changed to False. This allows new users of the mod to see where the camera bar is before they enable scrolling of it and 'lose' it.
1. yes. Look for this entry in Commands.cfg:
[Cmd53]
Name=Command_room_free_camera
Contexts=1
;Key0=0x71,s,""
Page=0x33000000,3700
GoBack=Interior_fore_camera
2. I'll see what I can do. The problem is I didn't want it to hide completely because someone may 'forget' where it is (if it's scrollable).
Thanks m8!
re 2.: I don't think people would 'forget' such a goody even if it would be made a hidden dragable because of its position opposite the (likewise hideable) officerbar. Why not make it an option in options.py for the sake of aestethics. People who choose to hide it would know where its hidden.;)
How's this:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3238
because of this change the user option CameraBarScrolls default value has been changed to False. This allows new users of the mod to see where the camera bar is before they enable scrolling of it and 'lose' it.
That's what meant in my above posting, which crisscrossed with this reply of your's. Hope you include that in next patch.:arrgh!:
TheDarkWraith
11-09-10, 09:40 AM
That's what meant in my above posting, which crisscrossed with this reply of your's. Hope you include that in next patch.:arrgh!:
won't be releasing a patch with the next changes. I'll be releasing a full version - v4.9.3. Too many changes and thus it's easier to release full version. Options migrater makes it easy to upgrade user options file now so no hassle with releasing full versions.
SashaKA001
11-09-10, 09:45 AM
I can not choose torpedo
http://i4.imageban.ru/out/2010/11/09/7ca64ab3c52d6d99177916c8368f417f.jpg (http://imageban.ru)
http://i4.imageban.ru/out/2010/11/09/39f208f9bfdc21191ceec61037d3599e.jpg (http://imageban.ru)
TheDarkWraith
11-09-10, 12:37 PM
v4.9.3 released. See post #1 for details :|\\
stoppro
11-09-10, 02:46 PM
tdw forgive me if this has been adrressed, but I noticed when I was not using your UI that when using the compass band{ stock] I was able to turn the boat at any time compression but with 490 I am only able to turn below32 tc is there something in the options file that I missed?I looked through some of the back posts to see if this was asked but I didn't see anything[ but that doesn;t mean it wasn't there'] thanks again for the UI it works fine. by the way I am using SH5 enhanced style
THE_MASK
11-09-10, 03:51 PM
Could we have a tut for the options migrator , i have no idea how to use it .
TheDarkWraith
11-09-10, 03:53 PM
Could we have a tut for the options migrator , i have no idea how to use it .
see here: http://www.subsim.com/radioroom/showpost.php?p=1530147&postcount=4876
that should explain how to use it :yep:
Trevally.
11-09-10, 04:09 PM
Superb job with the new updates:up:
TheDarkWraith
11-09-10, 04:19 PM
Superb job with the new updates:up:
Thank you :yeah: I hope to see some awesome tutorials from you soon :yep:
Any recommendations for new commands/features for Automation or the new tutorial feature?
SashaKA001
11-09-10, 05:07 PM
why there is this file? answer please.
http://i4.imageban.ru/out/2010/11/10/9c344f7a08fec0ca1f9f9ee422d1314b.jpg (http://imageban.ru)
Trevally.
11-09-10, 05:13 PM
Thank you :yeah: I hope to see some awesome tutorials from you soon :yep:
Any recommendations for new commands/features for Automation or the new tutorial feature?
I have been getting the feel for the tutorial commands but I have a question,
" If x != 0 then a 'Wait' command will be issued with a time of x."
Im assuming this is just as it sounds - enter any number for seconds to wait in the para x and thus removing the need for the wait command.
But what does the "!" stand for?
At the moment I am making some single missions for use with sensors etc (still reading the tutotial by Kylania on how to do this:oops:)
I hope to have some finished during the weekend:up:
TheDarkWraith
11-09-10, 05:40 PM
I have been getting the feel for the tutorial commands but I have a question,
" If x != 0 then a 'Wait' command will be issued with a time of x."
Im assuming this is just as it sounds - enter any number for seconds to wait in the para x and thus removing the need for the wait command.
But what does the "!" stand for?
sorry, I guess that would be confusing to those who aren't familiar with programming in C++, C#, or Python. The expression 'x != 0' translates to:
if x does not equal 0
This does indeed remove the need for the wait command :yep:
TheDarkWraith
11-09-10, 05:44 PM
why there is this file? answer please.
it has the revised clipboard made by naights in it. I was using this at one time when in the scope views I had the clipboard showing (it used to slide out of view at the right bottom of the screen)
THE_MASK
11-09-10, 05:54 PM
Would it be possible to have some sort of UI to select diffrent filters for the game on the fly . Like filters for black and white , sepia , diffrent saturation , etc . Maybe with sliders . It would be a way for noobs to adjust the shader paramaters . Thats a whole folder that isnt touched atm .
TheDarkWraith
11-09-10, 07:01 PM
TDW,
Since SH2/DC we have specified weather conditions for singleplayer and multiplayer missions. But the player must know the difference between different weather, f. e. day/night, foggy day or not, windy day or not.
Could you think that you can put the weather/time controller to each single/multi mission like on the picture or before mission starts?
http://img177.imageshack.us/img177/667/editor0b.jpg
now this was one challenge I couldn't back away from. From first view of it I thought that this was going to be impossible to do......but I was wrong! Through some very clever coding and even more clever problem solving I was able to find the single mission picked, extract the name of the single mission and the date (I can extract anything from the selected single mission). Here's a little debug window showing me what single mission I clicked below:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3239
now through testing I've found that the single missions are dynamically generated in this page. So it appears that I should be able to pull this idea of Antar's off :yep:
I now might be able to select the single mission for the tutorial picked (if one was picked in main menu) and automatically start it...we'll see how this one goes.
DavyJonesFootlocker
11-09-10, 08:16 PM
I keep getting this annoying little square on the Nav map is this working with IO Map Mod?
TheDarkWraith
11-09-10, 08:33 PM
I keep getting this annoying little square on the Nav map is this working with IO Map Mod?
need a screenshot to see what you're talking about please
SashaKA001
11-09-10, 08:40 PM
I keep getting this annoying little square on the Nav map is this working with IO Map Mod?
yes
TheDarkWraith
11-09-10, 08:41 PM
yes
did v4.9.3 fix the problems you were having?
DavyJonesFootlocker
11-09-10, 08:59 PM
this is the square. The coloured map is also missing and buttons on the upper left don't work.
http://img7.imageshack.us/img7/8948/12370383.jpg (http://img7.imageshack.us/i/12370383.jpg/) Uploaded with ImageShack.us (http://imageshack.us)
SashaKA001
11-09-10, 09:01 PM
did v4.9.3 fix the problems you were having?
not work do not have buttons. forward to fix
http://i1.imageban.ru/out/2010/11/10/98f9259ea09fd0568b5c4614bc15b415.jpg (http://imageban.ru)
NewUIs_TDC_4_9_3_alt_officer_wounded_by_naights
NewUIs_TDC_4_9_3_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_4_9_3_ByTheDarkWraith
NewUIs_TDC_4_9_3_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_4_9_3_emtguf_rework_scopes
NewUIs_TDC_4_9_3_ERM_Reaper7_NightVision
NewUIs_TDC_4_9_3_jimimadrids_map_tools
NewUIs_TDC_4_9_3_Sub_Warship_Merchant_Same_Shape
NewUIs_TDC_4_9_3_U-Jagd_Chrono
NewUIs_TDC_4_9_3_Waypoint_Contacts_Same_Shape
NewUIs_TDC_4_9_3_WWIIInterface_by_naights
NewUIs_TDC_4_9_3_6x_6x_7x_RAOBF_patch
IO_StrategicMap_MOD_for_TDW_4.8.0
IO_StrategicMap_MOD_patch_for_TDW_4.9.0
IO_StrategicMap_path_for_MOD_for_TDW_4.9.2
TheDarkWraith
11-09-10, 09:02 PM
this is the square. The coloured map is also missing and buttons on the upper left don't work.
http://img7.imageshack.us/img7/8948/12370383.jpg (http://img7.imageshack.us/i/12370383.jpg/) Uploaded with ImageShack.us (http://imageshack.us)
what version of the UIs mod are you using? What version of the IO map mod are you using? For the buttons to not be working in the top left there is a version/file conflict somewhere.
I changed the Page navigation map.ini file and thus until Obelix releases a new version to be compatible with v4.9.3 you can't use the IO map mod.
That square is supposed to be the map border. So this is definitely a file conflict that's giving a Python error.
SashaKA001
11-09-10, 09:05 PM
what version of the UIs mod are you using? What version of the IO map mod are you using? For the buttons to not be working in the top left there is a version/file conflict somewhere.
I changed the Page navigation map.ini file and thus until Obelix releases a new version to be compatible with v4.9.3 you can't use the IO map mod.
That square is supposed to be the map border. So this is definitely a file conflict that's giving a Python error.
forward to fix
DavyJonesFootlocker
11-09-10, 09:16 PM
I used the IO Map mod with your new version TDW so I'll wait until this gets fixed.:DL
TheDarkWraith
11-09-10, 09:35 PM
I used the IO Map mod with your new version TDW so I'll wait until this gets fixed.:DL
when you disabled the IO map mod did v4.9.3 work correctly?
DavyJonesFootlocker
11-09-10, 09:59 PM
Yes it did, TDW.
TheDarkWraith
11-09-10, 10:06 PM
Yes it did, TDW.
Good (well not good but you know what I mean :DL). Just making sure I didn't overlook something and I was the cause of the error/bug
I changed the Page navigation map.ini file and thus until Obelix releases a new version to be compatible with v4.9.3 you can't use the IO map mod.
Absolutely. Previous IO map mod is not compatible with v4.9.3 :)
Download the new IO map mod for the current version. (see thread (http://www.subsim.com/radioroom/showthread.php?p=1532931#post1532931))
Silent Steel
11-10-10, 06:17 AM
when you disabled the IO map mod did v4.9.3 work correctly?
I had the same problem with these IO map mods. (NewUIs_TDC_4_8_0_TheDarkWraith)
The one I found out to be the bad guy was the "IO_MapCourseLine_sharp pencil_mod"
After disabling this one the square was gone ;)
Besides, I didn't have those problems with not working buttons though.
I'll try this again today whith your new MOD. Downloading as we speak.
Thanks again TDW
BRB
TheDarkWraith
11-10-10, 05:04 PM
Could you think that you can put the weather/time controller to each single/multi mission like on the picture or before mission starts?
http://img177.imageshack.us/img177/667/editor0b.jpg
ok trying to finish this feature of v5.0.0 up but don't know the max values for each of these and what exactly each of these are:
Fog=0 ;easy enough fog state. What is range of values? 0-?
FogRand=0 ;fog randomness. What is range of values? 0-?
Clouds=1 ;cloud cover. What is range of values? 0-?
CloudsRand=1 ;cloud cover randomness. What is range of values? 0-?
Precip=0 ;rain. What is range of values? 0-?
PrecipRand=0 ;rain randomness. What is range of values? 0-?
WindHeading=0 ;easy 0-360
WindSpeed=5.000000 ;what is max wind speed?
WindRand=0 ; not exactly sure what this is. What is range of values? 0-?
WeatherRndInterval=5 ; not exactly sure that this is. What is range of values? 0-?
SeaType=0 ;not exactly what this is. What is range of values? 0-?
Echolot
11-10-10, 05:16 PM
Fog=0 ;easy enough fog state. What is range of values? 0-? 3 (none, light, medium, heavy)
Clouds=1 ;cloud cover. What is range of values? 0-? 2 (clear, calm, cloudy)
WindSpeed=5.000000 ;what is max wind speed? 15
WeatherRndInterval=5 ; not exactly sure that this is. What is range of values? 0-? 5 to 96 (hours for weather changes)
SeaType=0 ;not exactly what this is. What is range of values? 0-? 0 to 3 (seatypes in seaparameters.cfg)
The Random-Options i will check in missionseditor. Post it later.
Gruss.
Echol:sunny:t.
Edit: The randoms 0 to 2. :salute:
TheDarkWraith
11-10-10, 09:00 PM
ok the mission settings UI has been completed:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3243
Here's how it works:
when you click on a mission it gathers all the information it needs from the mission's files. It updates the mission settings box but the box isn't visible yet. Once you mouse into 'Start' the mission settings box appears for you to make any changes you want. When you're finished with the changes you click 'Apply changes'. Then click 'Start' and enjoy your changed mission.
If you click on another mission or mouse into 'Back' the mission settings box will hide.
You click on the value of the entry to change it. Those that require keyboard entry will display an edit box for you to type a value into. Those that don't require use entry will scroll through available values with each click on the value.
Hi TheDarkWraith!
Here (http://sukhoi.ru/forum/showpost.php?p=1495636&postcount=295) is new rus translate for your mod v4.9.3
PL_Andrev
11-11-10, 04:28 AM
Looks good!
:yeah:
It is this same rule for select conditions at multiplayer missions?
Weather conditions:
#1:
It looks that SeaType parameters is always 0.
Probably this value is connected with SH3 (Atlantic/Polar/Middleterrain) - now the mission's locaton depends from environmental data...
I check all missions (single and multi) and all 'SeaType' were 0.
#2:
Precipitations are existed when heavy cloud is selected.
#3:
Is possible to put "default" and "random" buttons?
#4:
Good options is show when the sun rises/sets but I have completely no idea how to check it - it can be depended form time (summer/winter) and uboat's location (polar/equator)...
Hi TheDarkWraith!
There was a problem with the definition of the type of vessel. In the messagebox given here is (see screenshot). Suspected Russian menu.txt but the problem was not in it. Because of what can this be?
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3244
TheDarkWraith
11-11-10, 09:49 AM
Looks good!
:yeah:
It is this same rule for select conditions at multiplayer missions?
Weather conditions:
#1:
It looks that SeaType parameters is always 0.
Probably this value is connected with SH3 (Atlantic/Polar/Middleterrain) - now the mission's locaton depends from environmental data...
I check all missions (single and multi) and all 'SeaType' were 0.
You can change the sea type now with this UI. Valid ranges are 0-3.
#2:
Precipitations are existed when heavy cloud is selected.
Don't understand
#3:
Is possible to put "default" and "random" buttons?
I'm going to add a random button. The discard changes button is the default button.
#4:
Good options is show when the sun rises/sets but I have completely no idea how to check it - it can be depended form time (summer/winter) and uboat's location (polar/equator)...
ottos chalkboard mod has this
see above in yellow
TheDarkWraith
11-11-10, 09:56 AM
Hi TheDarkWraith!
There was a problem with the definition of the type of vessel. In the messagebox given here is (see screenshot). Suspected Russian menu.txt but the problem was not in it. Because of what can this be?
looks like an error in data\Roster\Names.cfg to me. That or the ship targeted is missing a name and thus the game was using it's class instead. Any idea what the ship type would be in the English version of the game?
Apparently it is. Once this problem is not with me as a user on a sukhoi.ru. He using only two mods:
Environmental MOD 4.5 and Multiple UIs for SH5 4.9.3
Game is lokalization from Buka.
I sent him another file names.cfg. Wait, that he would respond.
I myself like I did not notice, there is simply no time to play, trying to build mod.:DL
TheDarkWraith
11-11-10, 12:54 PM
added tooltips and random button to mission settings UI:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3245
if you click the random button then it will select random values for ALL settings. The above is a screenshot from a press of the random button. :|\\
PL_Andrev
11-11-10, 01:40 PM
#1:
It looks that SeaType parameters is always 0.
You can change the sea type now with this UI. Valid ranges are 0-3.
That is true, but "SeaType" is SH3 relic and does not effect in game.
Previously SeaType control different environments (different color for sea), but now sea color is selected by climatezones.cfg.
I check SeaType 0 and 2 and no effect in game.
#2:
Precipitations are existed when heavy cloud is selected.
Don't understand
Precipitations (rain) are only available when 'heavy clouds' condition is selected.
No rain effect for 'no clouds' or 'light clouds'.
So, if player/random function chooses precipitations = 1 (light) or = 2 (heavy), the heavy clouds should be automatically selected.
#3:
Maybe good option is wind selected with precision 'point one number' ?
X.X no X.XXXXXX
looks like an error in data\Roster\Names.cfg to me. That or the ship targeted is missing a name and thus the game was using it's class instead. Any idea what the ship type would be in the English version of the game?
Hi TheDarkWraith
Replacing the file names.cfg has not changed result. Established English names.cfg from the original game - the same result.
http://sukhoi.ru/forum/attachment.php?attachmentid=121017&d=1289497123
TheDarkWraith
11-12-10, 01:50 AM
#2:
Precipitations are existed when heavy cloud is selected.
Don't understand
Precipitations (rain) are only available when 'heavy clouds' condition is selected.
No rain effect for 'no clouds' or 'light clouds'.
So, if player/random function chooses precipitations = 1 (light) or = 2 (heavy), the heavy clouds should be automatically selected.
#3:
Maybe good option is wind selected with precision 'point one number' ?
X.X no X.XXXXXX
for #2 it's been coded in :up:
for #3 it will stay that way as the mission files use 6 decimal places also
added some checkmarks that let the end user decide which items can be randomized. Also added the title of the mission to the title of the mission settings box:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3246
just a little more work to do on it and then v5.0.0 will be ready.
PL_Andrev
11-12-10, 04:34 AM
for #3 it will stay that way as the mission files use 6 decimal places also
1. Look, I have no problem with it but it looks very... hmmm... funny and 'not professional'. There are no phisical difference between force 14.999998, 14.999999 or 15.000000 - this value may be rounded to one decimal place for better view.
14.999998 = 15.0
If you select depth with 15 meters is not important if few millimetres or centimetres will be less or more, isn't it?
But the rounded value looks much better.
2. Did you do this weather controller for multiplayer mission too?
3. How the weather controller works? The original parameters of weather conditions are permanently overwrited or stays without changes at some 'safe location'?
It means: original wind is 5, you select & apply 10. After next game and select this mission again is the wind still 5 (original) or 10 (previously edited)?
TheDarkWraith
11-12-10, 11:45 AM
1. Look, I have no problem with it but it looks very... hmmm... funny and 'not professional'. There are no phisical difference between force 14.999998, 14.999999 or 15.000000 - this value may be rounded to one decimal place for better view.
14.999998 = 15.0
If you select depth with 15 meters is not important if few millimetres or centimetres will be less or more, isn't it?
But the rounded value looks much better.
Changed :up:
2. Did you do this weather controller for multiplayer mission too?
It's not a controller. It's just code editing files to make this 'magic'
3. How the weather controller works? The original parameters of weather conditions are permanently overwrited or stays without changes at some 'safe location'?
It means: original wind is 5, you select & apply 10. After next game and select this mission again is the wind still 5 (original) or 10 (previously edited)?
see below
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3247
when you select 'Historic Missions' from the main menu the game will check to see if the folder \data\SingleMissions_Backup exists or not. If it doesn't it creates the folder and backs up all the single mission .misge files to it.
I added two new buttons to the mission settings box: Backup mission and Restore mission. Backup mission will backup the selected mission's .misge file to the backup folder. Restore mission will restore the selected mission's .misge file from the backup folder.
Apply changes takes the current changes you have made and writes them to the selected mission's .misge file (thus they will persist across game starts). Discard changes reads the settings from the selected mission's .misge file and updates the mission settings box.
See the difference between Apply changes and Backup mission?
If not then take this example:
You want to do the PQ-17 historic mission. You make changes to the mission settings. Now in order for them to 'show up' in game you have to click Apply changes. You click start and do your mission. You exit mission. Now you're back at main menu screen. You didn't like the changes you made and you want the original settings back. Click on Historic Missions. Select the PQ-17 mission. Mouse into Start to show the mission settings box. Click on Restore mission to restore settings from back up.
PL_Andrev
11-12-10, 12:13 PM
It looks... absolutely perfect, man!
:yeah:
Last comment:
Delete please the 'sea type' - this parameter does not effect to game.
"SeaType" is SH3 relic and does not effect in game.
Previously in SH3 SeaType controls different environments (different color for sea), but now in SH5 sea color is controlled by climatezones.cfg file.
I check SeaType 0 and 2 and no effect in game.
Trevally.
11-12-10, 03:57 PM
Hi TDW
I have been testing with the tutorial, making sure I know where items are and called etc.
At the moment I am looking at maneuvering and so far I have from PageDefaultHud_BottomBarHeading:-
Return to course.
Toggle mode button.
Heading.
Heading bar.
Heading toggle.
But I can't find the compass or rudder. Are the on a different page?
TheDarkWraith
11-12-10, 04:25 PM
Hi TDW
I have been testing with the tutorial, making sure I know where items are and called etc.
At the moment I am looking at maneuvering and so far I have from PageDefaultHud_BottomBarHeading:-
Return to course.
Toggle mode button.
Heading.
Heading bar.
Heading toggle.
But I can't find the compass or rudder. Are the on a different page?
Pagelayout_HeadingRudder
v5.0.0 is complete. I'll be packaging up for release here very soon
TheDarkWraith
11-12-10, 05:02 PM
v5.0.0 released. See post #1 for details :|\\
vitovt13
11-12-10, 05:30 PM
Thanks for a great job,TDW:salute::woot:, but why in the last two versions of the mod is absent ColoredShippingChart_by_Reaper7:hmmm:
THE_MASK
11-12-10, 05:43 PM
Here is the mission ''In spite of everything" works great ,thanks .
http://img831.imageshack.us/img831/5346/inspite.jpg (http://img831.imageshack.us/i/inspite.jpg/)
Thanks for a great job,TDW:salute::woot:, but why in the last two versions of the mod is absent ColoredShippingChart_by_Reaper7:hmmm:
ColoredShippingChart_by_Reaper7 is integrated into the main mod. In navigation map panel is button for switching colors of Shipping Chart :woot:
vitovt13
11-12-10, 06:42 PM
ColoredShippingChart_by_Reaper7 is integrated into the main mod. In navigation map panel is button for switching colors of Shipping Chart :woot:
thanks, Obelix,:salute:my mistake
DavyJonesFootlocker
11-12-10, 07:08 PM
Now is this version compatible with IO Map mod?
TheDarkWraith
11-12-10, 07:25 PM
Now is this version compatible with IO Map mod?
I didn't change Page navigation map.ini in this version so latest version of IO map mod will be ok to use with it :DL
DavyJonesFootlocker
11-12-10, 07:39 PM
Good.:yeah:
I didn't change Page navigation map.ini in this version so latest version of IO map mod will be ok to use with it :DL
It sounds nice to me :DL
Here (http://sukhoi.ru/forum/showpost.php?p=1497422&postcount=311) is new rus translation for v5.0.0
THE_MASK
11-12-10, 10:57 PM
I am using V5 . There is something not right with the cameras on my install . I can now move the free cam around with the mouse like the default cam . The default cam when left clicking with the mouse and going to pan around , the camera moves to a new view by itself . Maybe something my end though , i dont know . Idid make the user option , hide cams when mouse curser out of range = True . EDIT , V5 was clashing with this mod . MRP_1.3_-_TDW_UI_compatible .
swordfish1
11-13-10, 09:50 AM
Am running TDW's version 4.9.3 with no problems except that I no longer have Krauters or Trevally's Automation scripts active which were there before but no longer available as options in Automation panel! []Only tutorials showing]. Is there a way of re-activating these scripts or have they been 'sunk' by the more recent TDW updates?
Trevally.
11-13-10, 10:08 AM
Am running TDW's version 4.9.3 with no problems except that I no longer have Krauters or Trevally's Automation scripts active which were there before but no longer available as options in Automation panel! []Only tutorials showing]. Is there a way of re-activating these scripts or have they been 'sunk' by the more recent TDW updates?
Hi Swordfish
When TDW updated to v4.9.3 all auto scripts needed to be upgraded.
Please see here (http://www.subsim.com/radioroom/showthread.php?t=174400) for my updated v0.2 that will now work.
You must un-install v0.1 first. You can also try my harbour pilot scripts by clicking on my sig:up:
TheDarkWraith
11-13-10, 10:23 AM
Am running TDW's version 4.9.3 with no problems except that I no longer have Krauters or Trevally's Automation scripts active which were there before but no longer available as options in Automation panel! []Only tutorials showing]. Is there a way of re-activating these scripts or have they been 'sunk' by the more recent TDW updates?
I've updated Krauters scripts and will release them on his behalf (for compatibility with v5.0.0) here shortly.
I had an idea hit me last night as I was laying in bed: hotkeys for Automation scripts. What I'm talking about is the ability to assign hotkeys to say 2-4 scripts. You could assign these hotkeys to those scripts which you use the most. Might even make it able to assign the script to the hotkey via the Automation panel. Thoughts? :06:
Trevally.
11-13-10, 10:34 AM
I had an idea hit me last night as I was laying in bed: hotkeys for Automation scripts. What I'm talking about is the ability to assign hotkeys to say 2-4 scripts. You could assign these hotkeys to those scripts which you use the most. Might even make it able to assign the script to the hotkey via the Automation panel. Thoughts? :06:
Beware this game does not take over your life:haha:
I think this is a great idea:up: I use auto scripts a lot and this would make is easier during those panicky moments.
To set hotkeys in the automation pannel, I think would be better for most users. Could there also be a way to warn you if that key is already in use.
TheDarkWraith
11-13-10, 10:57 AM
Updated Krauters scripts for v5.0.0. You can find it here: http://www.subsim.com/radioroom/showpost.php?p=1534722&postcount=46
Trevally.
11-13-10, 10:59 AM
Hi TDW
A question about tutorials.
If I "SetCheckState|1|0|PageDefaultHud_Feedback_BottomBa rHeading_HeadingToggle|1"
and the user had already clicked that toggle. Would the the button remain active?
TheDarkWraith
11-13-10, 11:06 AM
Hi TDW
A question about tutorials.
If I "SetCheckState|1|0|PageDefaultHud_Feedback_BottomBa rHeading_HeadingToggle|1"
and the user had already clicked that toggle. Would the the button remain active?
Yes. If a checkbox in the game is already checked and you ask the game to check it again it will ignore it (nothing happens). It won't even call the event handler for it (because it didn't change state)
TheDarkWraith
11-13-10, 03:42 PM
added hotkeys to Automation. You can now select 4 scripts to hotkeys. The hotkeys are defined in the user options file. In the screenshot below I set automation's hotkey1 to X with no shift required:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3255
To set a hotkey for Automation:
- (before game start) edit the user options file and set the hotkey wanted to True (enabled) and set the key wanted for it. You can also make the hotkey have a SHIFT key requirement if so wanted
- (during game) from the list of activated scripts you select a script (background solid black)
- (during game) click on the hotkey you want associated with the script selected above
To remove a hotkey from Automation (set it to None):
- ensure no scripts are selected in the Activated scripts box
- click on the hotkey you want set to None (nothing)
To activate the script just press the hotkey! Each press of the hotkey will start the script associated with the hotkey. Thus is the script is half-way through and you press the hotkey again it will restart from the beginning.
I'll be releasing v5.1.0 with this feature here in a few :|\\
mainexpress
11-13-10, 04:06 PM
Is there a way to hide the UI interface from the screen completely,I know in SH 3 you would hit the "del" key on the numpad to show and hide the dials.
TheDarkWraith
11-13-10, 04:12 PM
Is there a way to hide the UI interface from the screen completely,I know in SH 3 you would hit the "del" key on the numpad to show and hide the dials.
shift + Z
mainexpress
11-13-10, 04:41 PM
shift + ZAh yes thanks TDW,been away from the game,just starting to play seriously again,I love your Mod:up:
TheDarkWraith
11-13-10, 06:58 PM
v5.1.0 released. See post #1 for details :|\\
Hi TheDarkWraith!
Here (http://sukhoi.ru/forum/showpost.php?p=1498355&postcount=314) is new rus translation for your mod v5.1.0
divittor
11-14-10, 08:33 AM
haha only just started a patrol with version 5.0.
slow down TDW :O:
Krauter
11-14-10, 09:49 AM
I've updated Krauters scripts and will release them on his behalf (for compatibility with v5.0.0) here shortly.
I had an idea hit me last night as I was laying in bed: hotkeys for Automation scripts. What I'm talking about is the ability to assign hotkeys to say 2-4 scripts. You could assign these hotkeys to those scripts which you use the most. Might even make it able to assign the script to the hotkey via the Automation panel. Thoughts? :06:
Hi there,
TDW, you are truly a god at this game modding business.
First off, I want to say thank you for not letting my Mod die and have everyone forget it.
Secondly, I want to apologize for all those who got to first use it and gave me feedback (which is still being looked at!). The Mod, at least on a developmental standpoint is on hiatus until I get back to a computer that can handle Sh5.
Thank you TDW again for keeping this Mod in the present and at least still kicking until I can get back to it and release some updates and new features.
Cheers,
Krauter
pfeillant
11-14-10, 11:24 AM
Hello TDW,
I install the new 4_9_3 (thank's for it).
I allways have the same problem, when i search some boat i have the error message :
ERROR DETERMINING CONTACT SPEED.
I test whith the option ShowContactsActualSpeed = True or = False, it's the same.
I take a screenshot, here with the option True, i put also on the image the journal sequence, a problem here at 21:39.
If you have some explainations.
Thank's
here the link to the image,
http://www.subsim.com/radioroom/album.php?albumid=402&pictureid=3257
or here is better
http://cjoint.com/?0lorIsWRLQa
http://www.subsim.com/radioroom/album.php?albumid=402&pictureid=3257 (http://www.subsim.com/radioroom/album.php?albumid=402&pictureid=3257)
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