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TheDarkWraith
02-11-11, 12:46 PM
great news TDW.:up:

Hopefully, you will be able to add it to your "to do list" (which I am sure must be quite long by now).:arrgh!:

Way long....this whole .dll thing is a godsend but a PITA at the same time (re-writing code from Python to C#)

The awesome thing about the .dlls is I can start new threads to do additional work! The high precision timer has been moved to it's own thread now.

Akula4745
02-12-11, 01:45 AM
can you send me the revised files and I'll update the mod :06:

Will do, TDW... its as good as on its way.

TheDarkWraith
02-12-11, 02:35 AM
this may not prove interesting to about 99% of you but I did find a way to manipulate menu items in C# :rock: Basically anything that you have access to in the Script Editor can be accessible in C#, C++, Visual Basic, etc. All you have to do is add a reference to the ScriptManagerWrappers.dll file to your project :D

Once you've done that you can pass ANY of those items to your application and perform work on them :rock:

This is great because now one can hide all their code in a .dll file so no one with prying eyes can look it over to see how you did something :up: Code protection, it's a great thing :yep:

panosrxo
02-12-11, 03:44 AM
this may not prove interesting to about 99% of you but I did find a way to manipulate menu items in C# :rock: Basically anything that you have access to in the Script Editor can be accessible in C#, C++, Visual Basic, etc. All you have to do is add a reference to the ScriptManagerWrappers.dll file to your project :D

Once you've done that you can pass ANY of those items to your application and perform work on them :rock:

This is great because now one can hide all their code in a .dll file so no one with prying eyes can look it over to see how you did something :up: Code protection, it's a great thing :yep:

Plus it is going to be faster right?

Would it be possible to convert the whole game? Eliminate python? (Thats just a theoretical question)

Stormfly
02-12-11, 07:46 AM
Plus it is going to be faster right?

Would it be possible to convert the whole game? Eliminate python? (Thats just a theoretical question)

nice would also be accessing the sub engine / physics using external code like A2A Simulation did with their new ACCUSIM Spitfire for FSX :arrgh!:

HUNterkarabiner
02-12-11, 12:23 PM
hi!
Torpedo door opening problem is the proposal?:cry: I have not noticed, maybe?:-?

TheDarkWraith
02-12-11, 12:27 PM
Plus it is going to be faster right?

Would it be possible to convert the whole game? Eliminate python? (Thats just a theoretical question)

well I'm going to convert as much of the code I wrote as possible into .dlls so that 1) game loads faster and 2) no one can copy it :up:

Finally my ideas will be safe and I won't have to worry about others 'stealing' it :yep: This last point is especially important with the new finds I made!

Successfully subscribed to game events in C# code now :rock: Wow, this is whole new world opening up.....

TheDarkWraith
02-12-11, 12:38 PM
so here's something I've done that is pretty cool:

I took the high precision timer code that I wrote in Python, converted it to C#, subscribed to the game's TimeCompressionChanged event (so that the high precision timer can update itself with the current TC level) in the C# code (:rock:), had the high precision timer start a new thread to continuously update itself at 10ms intervals (so that I don't have to rely on the game's Animation timer which is very unstable).....result: a completely autonomous high precision timer completely independent from the game now :D THIS ROCKS! :yeah:

SOAN has been converted to a .dll
The radio messages feature is being converted to a .dll to protect new features I'm adding to it at a later date
I made a new .dll that encloses all my file utils for the game
I made a new .dll that encloses all my utils for the game
I made a new .dll that allows new sounds to be added to the game without registering with Sh.sdl (TDWSound.dll)
I made a new .dll that allows the capturing of mouse parameters (buttons pushed, scroll wheel moved, mouse position, etc.) (TDWMouse.dll)

Things are starting to get really interesting now......

panosrxo
02-12-11, 12:46 PM
You are creating a whole new game. You should consider a career in game development.:salute:

Paris_England
02-12-11, 12:50 PM
This is truly amazing! Fantastic work :) Thanks!

TheDarkWraith
02-12-11, 12:52 PM
You are creating a whole new game. You should consider a career in game development.:salute:

I've though about it but I like what I do now for a living. This 'game stuff' is just a hobby to kill idle time :DL

The one problem I don't like with Python is that you can't protect your code. Anything you write is visible to anyone which is not good. Python has the ability to compile .py files into .pyc and .dll but the game won't recognise them. So I had to find an alternate route and I finally did. Now I don't have to worry about others stealing/using my work anymore :up:

stoianm
02-12-11, 12:56 PM
So you are doing 2 things in the same time: protect your work and make game faster and opend for new interesting improvements?

panosrxo
02-12-11, 01:03 PM
I've though about it but I like what I do now for a living. This 'game stuff' is just a hobby to kill idle time :DL

The one problem I don't like with Python is that you can't protect your code. Anything you write is visible to anyone which is not good. Python has the ability to compile .py files into .pyc and .dll but the game won't recognise them. So I had to find an alternate route and I finally did. Now I don't have to worry about others stealing/using my work anymore :up:

I have to agree with you about python and code protection. The good thing is that you have something to start with. Python made modding easier!

One more thing. SH5 uses a version of IronPython. There have been updates to the sdk. Those updates include increases in speed. (http://ironpython.net/) Would it be possible to update the game?? (ironmath, and other python dll?)

Silent Steel
02-12-11, 01:24 PM
Hi mates
Up to now SH5 has thanks to TDW just become more and more immersive and running better and better but now I've run into something strange.

As soon as I order "scope depth", or any other depth, I get:

"Runtime Error"
"This application has requested the Runtime to terminate it in an unusual way"

That's all it says.

I have updated Java and I have run every available anti-virus software I have but nothing was to be found there...

Maybe it isn't related to SH5 but something completely different.

I'm currently running NewUIs_TDC_6_3_7_ByTheDarkWraith
OS Windows7 64 bits

Has anyone of you an idea why this happens and maybe a suggestion what to do?

:wah:

//

naights
02-12-11, 01:54 PM
TDW = SHV GOD

TheDarkWraith
02-12-11, 03:08 PM
One more thing. SH5 uses a version of IronPython. There have been updates to the sdk. Those updates include increases in speed. (http://ironpython.net/) Would it be possible to update the game?? (ironmath, and other python dll?)

Have no idea. Sounds like you need to give a try and see what happens :up: The only way you discover new things is by saying what if I try this.....:yep:

marleymen
02-12-11, 03:14 PM
so here's something I've done that is pretty cool:

I took the high precision timer code that I wrote in Python, converted it to C#, subscribed to the game's TimeCompressionChanged event (so that the high precision timer can update itself with the current TC level) in the C# code (:rock:), had the high precision timer start a new thread to continuously update itself at 10ms intervals (so that I don't have to rely on the game's Animation timer which is very unstable).....result: a completely autonomous high precision timer completely independent from the game now :D THIS ROCKS! :yeah:

SOAN has been converted to a .dll
The radio messages feature is being converted to a .dll to protect new features I'm adding to it at a later date
I made a new .dll that encloses all my file utils for the game
I made a new .dll that encloses all my utils for the game
I made a new .dll that allows new sounds to be added to the game without registering with Sh.sdl (TDWSound.dll)
I made a new .dll that allows the capturing of mouse parameters (buttons pushed, scroll wheel moved, mouse position, etc.) (TDWMouse.dll)

Things are starting to get really interesting now......

I have 1 question. About that .dll that allows new sounds to be added, Can someone that itīs not you (because noone can see the .dll code) add new sounds easily?

I say because of this MOD: Stormyīs DBSM Collection.

If no one but you can add more sounds to the game you should work togheter with Stormfly to add (battlestations, radiosounds, etc)

Thanks and sorry for my bad english TDW, maybe my grammar is very bad and doesnīt understand anything.

stoianm
02-12-11, 03:20 PM
Hi tdw,

can you add in yours UIs to have 1 degree scope bearing - i saw that somewhere on the sh4 forum

thanks!:salute:

TheDarkWraith
02-12-11, 04:06 PM
I have 1 question. About that .dll that allows new sounds to be added, Can someone that itīs not you (because noone can see the .dll code) add new sounds easily?

I say because of this MOD: Stormyīs DBSM Collection.

If no one but you can add more sounds to the game you should work togheter with Stormfly to add (battlestations, radiosounds, etc)

Thanks and sorry for my bad english TDW, maybe my grammar is very bad and doesnīt understand anything.

Ask Stormfly how easy it is to add new sounds....he has a copy of the new version (as of now) for testing :yep:

TheDarkWraith
02-12-11, 04:07 PM
Hi tdw,

can you add in yours UIs to have 1 degree scope bearing - i saw that somewhere on the sh4 forum

thanks!:salute:

don't understand :06:

stoianm
02-12-11, 04:10 PM
don't understand :06:

something like in this picture:

http://i1218.photobucket.com/albums/dd414/Perch176/3668079a.jpg

marleymen
02-12-11, 05:02 PM
Ask Stormfly how easy it is to add new sounds....he has a copy of the new version (as of now) for testing :yep:

Good to know Maestro! :up:

Keep with the good work. You are working in two many Mods. I expect you donīt go mad.

Today I tried MO + TDW UI 6.3.7. Manos Scopes is very good in there.

When all new mods (new sounds, more and animated crew and underwater life, new GR2 files and ships) are ready Magnus Opus is going to be a master piece.

Random textures for ships, I think, itīs one of the remaining doors to cross.

THE_MASK
02-12-11, 06:42 PM
any possibility to have the compass heading box display when the curser is over the compass like it happens on the heading bar ?
http://img607.imageshack.us/img607/8374/compass.jpg (http://img607.imageshack.us/i/compass.jpg/)

Stormfly
02-12-11, 08:15 PM
any possibility to have the compass heading box display when the curser is over the compass like it happens on the heading bar ?


why, guessing is much more immersive :D:O:

...no, good idea :yep:

7thSeal
02-12-11, 08:28 PM
I made a new .dll that allows new sounds to be added to the game without registering with Sh.sdl (TDWSound.dll)
I made a new .dll that allows the capturing of mouse parameters (buttons pushed, scroll wheel moved, mouse position, etc.) (TDWMouse.dll)

Things are starting to get really interesting now......

Does this mean that we'll likely have a working volume knob for the sonar soon? :DL

Bilge_Rat
02-13-11, 07:41 AM
something like in this picture:

http://i1218.photobucket.com/albums/dd414/Perch176/3668079a.jpg

that is the "Better Scopes" mod from SH4, originally by CaptainCox, which models a US Fleet Boat (Its what I use in SH4). The large numbers are a gameplay aid which did not appear in the real scope:

http://www.subsim.com/radioroom/showthread.php?t=131981&highlight=%5BREL%5D

http://www.subsim.com/radioroom/showthread.php?t=110064&highlight=realistic+periscope

Real U-Boat periscopes on the other hand looked more like this:

http://i268.photobucket.com/albums/jj2/EZatHome/STOCKObsPeriscope_Mask_1024_SH5.jpg

http://www.subsim.com/radioroom/showthread.php?t=165408

All U-Boats from the VIIB onward did not have a stadimeter. All range calculations were done "by eye" and the Kaleun used the horizontal and vertical graticules to estimate range and OAB.


see also this reference document made by Hitman on real U-Boat optics:

http://www.subsim.com/radioroom/showthread.php?t=166280

stoianm
02-13-11, 07:49 AM
that is the "Better Scopes" mod from SH4, originally by CaptainCox, which models a US Fleet Boat (Its what I use in SH4). The large numbers are a gameplay aid which did not appear in the real scope:

http://www.subsim.com/radioroom/showthread.php?t=131981&highlight=%5BREL%5D

http://www.subsim.com/radioroom/showthread.php?t=110064&highlight=realistic+periscope

Real U-Boat periscopes on the other hand looked more like this:

http://i268.photobucket.com/albums/jj2/EZatHome/STOCKObsPeriscope_Mask_1024_SH5.jpg

http://www.subsim.com/radioroom/showthread.php?t=165408

All U-Boats from the VIIB onward did not have a stadimeter. All range calculations were done "by eye" and the Kaleun used the horizontal and vertical graticules to estimate range and OAB.


see also this reference document made by Hitman on real U-Boat optics:

http://www.subsim.com/radioroom/showthread.php?t=166280

Thanks for the links! - very well documentate:up: - you are like an ,,ambulatory library'' mate:DL

best regards:salute:

Jester_UK
02-13-11, 08:38 AM
:oops:


I hate to do this but I'm about to set a record for the most bone-headed question ever asked:


TDW, I love the ship's log feature in this mod, but could you please tell me how I get your name out of it and my name into it?

I tried setting it up before starting a new campaign and setting it up after starting a new campaign but no matter what I do the edits to the captain's name and hull number boxes are reset to default on starting a mission.

Redtail
02-13-11, 09:16 AM
Jester, Go into the TDW options file and scroll down to the Ships Journal section and edit the boat and captains details there.Make sure you change both the mod file as well as the same file in the SH5 main data / scripts /TDW options file. If you only change the mod file your details will not be shown:-?

stoianm
02-13-11, 10:02 AM
Hi TDW,

Do you think it is posible now to add sound controls for radio and gramophone in your UIs?:06:

thanks

Jester_UK
02-13-11, 10:25 AM
Thanks Redtail. That sorted it. I'd been trying to edit it in the MS Office style window clicking on the logfile name brings up.

TheDarkWraith
02-13-11, 10:26 AM
Hi TDW,

Do you think it is posible now to add sound controls for radio and gramophone in your UIs?:06:

thanks

define sound controls

stoianm
02-13-11, 10:34 AM
define sound controls

Like in this picture
http://i1124.photobucket.com/albums/l568/stoianm/radio.jpg


To have something like a radio button to increase or decrease the sound for radio in game (and for the gramophone too)

Thanks!

TheDarkWraith
02-13-11, 10:52 AM
To have something like a radio button to increase or decrease the sound for radio in game (and for the gramophone too)

I can make new sounds but I do not have access to the radio/gramophone/hydrophone sound buffers. With no access to them I can't do anything to them (like change pitch, add 3D sound effects, change volume, etc.). With my new sounds I can do anything with them.

stoianm
02-13-11, 10:57 AM
i see now:hmmm:... thanks!

Silent Steel
02-13-11, 03:21 PM
Jester, Go into the TDW options file and scroll down to the Ships Journal section and edit the boat and captains details there.Make sure you change both the mod file as well as the same file in the SH5 main data / scripts /TDW options file. If you only change the mod file your details will not be shown:-?


Hi Redtail
This is interesting. I've been trying to do this but so far no luck.
Could you please explain a bit more in detail. Exact which files to edit and their exact locations.

The TDW's UserOptions.py is very familiar but you're talking about one more file.. "as well as the same file in the SH5 main data / scripts /TDW options file". Where do I find that one?

Thanks

//

stoianm
02-13-11, 03:36 PM
Hi Redtail
This is interesting. I've been trying to do this but so far no luck.
Could you please explain a bit more in detail. Exact which files to edit and their exact locations.

The TDW's UserOptions.py is very familiar but you're talking about one more file.. "as well as the same file in the SH5 main data / scripts /TDW options file". Where do I find that one?

Thanks

//

you have this problem because you have made changes after you enabled the mod

just desable de mod
edit option.py file from the mod location
enable the mod

you have 2 option.py after you enable the mod because the one for the mod is copyied in the wright place: SH5 main data / scripts /menu/TDW options file
best regards:salute:

7Infanterie19
02-13-11, 07:36 PM
I was using a very old version for a long time as it suited me well, but thought I'd give the new version a go. A lot has changed, to say the least. I'm using the enhanced SH5 UI as TDW suggested (I used to use the SH3 three dial version).

I like the idea of getting the speed from the weapons officer, but it's taking a while to get used to it. Sometimes, I just want to get in a quick round of play without having to spend time getting the target speed through that process, so I miss getting the target speed from the map target icon when clicking/hovering over it. It may sound a bit lazy, but I want the option to do so (both to be lazy and to get the target speed by mouse click/hover :)).

I changed ShowContactsActualSpeed to equal True, but the speed doesn't show up on the map. Is there something I'm missing or doing wrong here?

Also, for the IO_StrategicMap tools, what does that pencil labeled "Select combat support units" do, and how do we use it? I like that mod, but the documentation for it is a bit lacking, sorry to say.

Cheers!

stoianm
02-13-11, 07:43 PM
I was using a very old version for a long time as it suited me well, but thought I'd give the new version a go. A lot has changed, to say the least. I'm using the enhanced SH5 UI as TDW suggested (I used to use the SH3 three dial version).

I like the idea of getting the speed from the weapons officer, but it's taking a while to get used to it. Sometimes, I just want to get in a quick round of play without having to spend time getting the target speed through that process, so I miss getting the target speed from the map target icon when clicking/hovering over it. It may sound a bit lazy, but I want the option to do so (both to be lazy and to get the target speed by mouse click/hover :)).

I changed ShowContactsActualSpeed to equal True, but the speed doesn't show up on the map. Is there something I'm missing or doing wrong here?

Also, for the IO_StrategicMap tools, what does that pencil labeled "Select combat support units" do, and how do we use it? I like that mod, but the documentation for it is a bit lacking, sorry to say.

Cheers!
in option.py you must have this line like this:

ShowItemNotes = True

or in game you have an icon on the right side on the top of the screen - show item notes - just click on it

7Infanterie19
02-13-11, 09:24 PM
in option.py you must have this line like this:

ShowItemNotes = True

or in game you have an icon on the right side on the top of the screen - show item notes - just click on it

You are a star! I just saw that icon after expanding the icons bar. Nice! Thanks for helping me out! Much appreciated! :salute:

Silent Steel
02-14-11, 02:49 AM
you have this problem because you have made changes after you enabled the mod

just desable de mod
edit option.py file from the mod location
enable the mod

you have 2 option.py after you enable the mod because the one for the mod is copyied in the wright place: SH5 main data / scripts /menu/TDW options file
best regards:salute:

I know the C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py quite well.

But do you mean I get a second one when I activate the mod? And that I have to edit that one too before activating the mod?

Of course I know I have to edit the TheDarkWraithUserOptions.py before.
But a second one - where do I find that one? :hmmm:

I've even tried to edit the C:\Users\IDocuments\SH5\data\cfg\playersettings.cf g with the exact same sub number before activating the mod. But the edited number in this file just becomes reset after starting the game...

Please tell me where I find this second file you are talking about.

//

stoianm
02-14-11, 03:58 AM
I know the C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py quite well.

But do you mean I get a second one when I activate the mod? And that I have to edit that one too before activating the mod?

Of course I know I have to edit the TheDarkWraithUserOptions.py before.
But a second one - where do I find that one? :hmmm:

I've even tried to edit the C:\Users\IDocuments\SH5\data\cfg\playersettings.cf g with the exact same sub number before activating the mod. But the edited number in this file just becomes reset after starting the game...

Please tell me where I find this second file you are talking about.

//

sorry i did not explain you more clear.

but i missunderstood what you are asking

if you are speaking about the uboat number who is given by the BDU and it is displayed in captains log, then it is normal to change because each time when oyu start a new patrol the playersettings.cfg is overwritted. Tdw said that maybe he will not let us to choos ours Uboat number and he will read the uboat number that is alocatted for us form the BDu and he will use the same number for his ,,radio messages box'' - this way we will have the same uboat number in radio messages and in captains log. But for now it is not posible to have the same uboat number all ovwer the places as you want.

cheers

Silent Steel
02-14-11, 04:16 AM
sorry i did not explain you more clear.

but i missunderstood what you are asking

if you are speaking about the uboat number who is given by the BDU and it is displayed in captains log, then it is normal to change because each time when oyu start a new patrol the playersettings.cfg is overwritted. Tdw said that maybe he will not let us to choos ours Uboat number and he will read the uboat number that is alocatted for us form the BDu and he will use the same number for his ,,radio messages box'' - this way we will have the same uboat number in radio messages and in captains log. But for now it is not posible to have the same uboat number all ovwer the places as you want.

cheers



Thanks Stoian. :salute:
Now I see. It's no big deal, I was just wondering.
Let's wait for this.

//

TheDarkWraith
02-14-11, 09:16 AM
been chasing down random CTDs with the new .dll files and pulling my hair out because I couldn't figure out why they were happening. I loaded up the files with lots of Trace commands (outputs debugging info) in hopes to see what was going on but didn't reveal any smoking gun. Then I decided to change the updating of the high precision timer back to the game's animation timer and no more random CTDs. This tells me that I have a threading problem - the new thread for updating the timer isn't 'thread-safe' with the existing game :nope: This could pose very problematic as I was hoping to spawn many 'worker' threads in many of the files to do time consuming calculations to speed up the game :damn:

stoianm
02-14-11, 09:23 AM
i am sure you will find a solution for this - sorry to hear that is not working in the manner that you expected

TheDarkWraith
02-14-11, 09:29 AM
i am sure you will find a solution for this - sorry to hear that is not working in the manner that you expected

when you're working in unexplored territory you have many setbacks and possibly find no solutions. Every once in awhile you get lucky and find a solution :up: There's always a solution, sometimes it's just not evident what the solution is :DL

stoianm
02-14-11, 09:36 AM
when you're working in unexplored territory you have many setbacks and possibly find no solutions. Every once in awhile you get lucky and find a solution :up: There's always a solution, sometimes it's just not evident what the solution is :DL

yes is true - but i said i am sure that you will find a solution in an end because (as i spoked with a good friend of mine:DL) since nobody saw you like face to face - i have a suspicion that TheDarkWraith is a computer - and computers you know fiind all the time solutions:haha:

TheDarkWraith
02-14-11, 09:45 AM
yes is true - but i said i am sure that you will find a solution in an end because (as i spoked with a good friend of mine:DL) since nobody saw you like face to face - i have a suspicion that TheDarkWraith is a computer - and computers you know fiind all the time solutions:haha:

just a person who likes challenges and loves to tinker is all :up:

multi-threading was never a strong point with me. Been doing some reading up on it and it appears I can use mutexes to provide thread-safety in functions. Going to give it a try and see what happens.

Silent Steel
02-14-11, 10:15 AM
yes is true - but i said i am sure that you will find a solution in an end because (as i spoked with a good friend of mine:DL) since nobody saw you like face to face - i have a suspicion that TheDarkWraith is a computer - and computers you know fiind all the time solutions:haha:

I always believed the Dark Wraith is just that - a wraith.
Always active, around when and where you least expect it, never sleeps, able to do things that shouldn't be conceivable.
Prepared to add the unexpected to your life. :o

//

urfisch
02-14-11, 10:29 AM
so here's something I've done that is pretty cool:

I took the high precision timer code that I wrote in Python, converted it to C#, subscribed to the game's TimeCompressionChanged event (so that the high precision timer can update itself with the current TC level) in the C# code (:rock:), had the high precision timer start a new thread to continuously update itself at 10ms intervals (so that I don't have to rely on the game's Animation timer which is very unstable).....result: a completely autonomous high precision timer completely independent from the game now :D THIS ROCKS! :yeah:

SOAN has been converted to a .dll
The radio messages feature is being converted to a .dll to protect new features I'm adding to it at a later date
I made a new .dll that encloses all my file utils for the game
I made a new .dll that encloses all my utils for the game
I made a new .dll that allows new sounds to be added to the game without registering with Sh.sdl (TDWSound.dll)
I made a new .dll that allows the capturing of mouse parameters (buttons pushed, scroll wheel moved, mouse position, etc.) (TDWMouse.dll)

Things are starting to get really interesting now......

sounds promising, tdw!!! great stuff.

for all your nice work, you should open single threads. as i see now, here are 4 mods, or more in one thread. hard to scroll through all the pages, to know which is the newest stuff from you ;)

Vanilla
02-14-11, 03:55 PM
that is the "Better Scopes" mod from SH4, originally by CaptainCox, which models a US Fleet Boat (Its what I use in SH4). The large numbers are a gameplay aid which did not appear in the real scope:
....
Real U-Boat periscopes on the other hand looked more like this:
......

Sorry to correct, but the bbservational scope did have a bearing scale visible:
" The periscope is fitted with a bearings scale telescope, which is intended to make the indications of the bearings scale, visible in the main eyepiece."
From here: http://www.uboatarchive.net/U-570BritishReport.htm

TheDarkWraith
02-14-11, 07:30 PM
any possibility to have the compass heading box display when the curser is over the compass like it happens on the heading bar ?

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3657

Done. Will be in v6.4.0.

Should be finishing up v6.4.0 here soon. All my .dlls are written except for the ship's journal :yeah: Everything seems to be working great also with the new .dll files.

marleymen
02-14-11, 09:05 PM
Good to know your work with .dll is going well.

But rest a little bit mate. Sleep. We have waited 10 months since release, I could wait 10 more to see this complete new game.

We donīt want anything happens to you, or your brain.

TheDarkWraith
02-14-11, 09:59 PM
TDW,

How difficult would it be to give the player the option to have the periscope in the stock game position, slightly offset to the right?

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3658

Very easy to do. When you click the 'HUD' button in the torpedo box of the scope you bring up the scope options. In the scope options is a setting for Scope offset. You can either enable or disable it and specify the offset (to the right of center) in pixels. Will be in v6.4.0 :up:

All the scope offsets will be saved with the other scope offsets in a file.

TheDarkWraith
02-14-11, 11:33 PM
Here is a test version of v6.4.0. This version includes my new .dll files.

If you're going to use this test version I ask you run the Dbgview app located in \data\Applications before starting the game. If you experience any CTDs or strange behavior copy the contents from Dbgview and send to me for review. Dbgview captures Trace and Debug output from applications in case you're wondering. With it running you'll get to see some of the inner workings of the mod and the new .dll files.

What I'm interested in knowing is:
- does the game load faster (from first starting the game)
- does the campaign load faster?
- do single missions load faster?
- any random CTDs?

When I say load faster I mean in comparison to previous version of UIs mod.

v6.4.0 contains the following changes/additions as of now:
- text can now be multi-colored in Automation's tutorial feature
- added naights's TDC dials to the mod as an option (found in \dials\naights)
- removed RAOBF from UZO
- (SH5Enhanced style) added a new user option that specifies whether the heading bar starts in hotkeys to set heading (False) or click to set heading mode (True). Default is hotkeys to set heading mode (False) (HeadingBarStartAdvanced)
- added a custom .dll made by me. This .dll allows sounds to be played that are not registered with Sh.sdl! Sounds are played with this .dll via code (and you can specify volume control for them also)
- converted some python code to .dlls
- added sounds to the radio messages
- added Scope offset to the scope settings box of each scope. This allows you to adjust the offset of the scope viewing hole
- (SH5Enhanced style) the heading/rudder dial's tooltip now shows the current heading
- adjusted \data\Cfg\Contacts.cfg 'precise' and 'imprecise' settings to make sonarman more talkative

This is to be enabled after my current version of the UIs mod or MO via JSGME.

http://www.gamefront.com/files/20009346/TDW_NewUIs_TDC_v6_4_0_Test_7z

:|\\

THE_MASK
02-15-11, 12:39 AM
I will add info as i play .
Mods enabled:
NewUIs_TDC_6_3_7_ByTheDarkWraith
RemoveLogoIntroTheDarkWraith

Red Loading Bar 13 seconds
Start fresh campaign Load enter base 21 seconds

Mods enabled:
NewUIs_TDC_6_3_7_ByTheDarkWraith
NewUIs_TDC_6_4_0_ByTheDarkWraith
RemoveLogoIntroTheDarkWraith

Red Loading Bar 13 seconds
Start fresh campaign Load enter base 21 seconds

TheDarkWraith
02-15-11, 12:54 AM
I will add info as i play .
Mods enabled:
NewUIs_TDC_6_3_7_ByTheDarkWraith
RemoveLogoIntroTheDarkWraith

Red Loading Bar 13 seconds
Start fresh campaign Load enter base 21 seconds

I would add info as I play but currently am not playing :O: Too busy trying to make the mod into a multi-threaded version of the mod. By using parallelism (threading) I can speed up 'slow' portions thus giving the mod, and thus the game, a speed boost. So far attempts haven't been successful (at making multi-threaded). As I cannot 'lock' items from the game itself (would require modifying the C++ code) it makes it very difficult to have synchronization :damn:

THE_MASK
02-15-11, 01:15 AM
So i enable NewUIs_TDC_6_4_0_ByTheDarkWraith
over the top of NewUIs_TDC_6_3_7_ByTheDarkWraith ?

Stormfly
02-15-11, 06:19 AM
new test version plays radio messages also below surface, on pd now :DL

...it seams that the mast hight is messed up, after logging on a target, using the stadimeter, it`s diplayed above 4400 meters for a Royal Sovereign Battleship... very huge :D

it seams, masthight is multiplied by 100 atm....

hear some short parasitic noise creaking in between (not rare, especially while moving), you know if someone switch a powerconsumer and there is nothing to filter that in your sound system.

TheDarkWraith
02-15-11, 08:42 AM
...it seams that the mast hight is messed up, after logging on a target, using the stadimeter, it`s diplayed above 4400 meters for a Royal Sovereign Battleship... very huge :D

it seams, masthight is multiplied by 100 atm....

can you give me a printout of the Dbgview for this? Everytime you lock onto a ship the TDWMastHeights.dll file outputs the shipname and it's mastheight to Dbgview. When you first start the game TDWMastHeights.dll generates a list of all the ships and their mastheights in Dbgview also.

RibaR
02-15-11, 08:53 AM
TDW great thet you're working on your UI. I will try it myself. Curently using the previous version 6_3_7 togeather with the R7's enhanced rec. manual included in your mod.

I have a question: in the rec. manual where I confirm the ship's ID and put in range, speed and AOB... I have much less ships and without dimensions (mast h., length..) than in dragable manual where all the ship's dimensions are.

Is this ment to be so or did I do something wrong when installing the mods?

TheDarkWraith
02-15-11, 09:37 AM
TDW great thet you're working on your UI. I will try it myself. Curently using the previous version 6_3_7 togeather with the R7's enhanced rec. manual included in your mod.

I have a question: in the rec. manual where I confirm the ship's ID and put in range, speed and AOB... I have much less ships and without dimensions (mast h., length..) than in dragable manual where all the ship's dimensions are.

Is this ment to be so or did I do something wrong when installing the mods?

You have much less ship's because that is the game's rec manual which you have to use (currently) to set the mast height data for the stadimeter. SOAN (the one you are referring to as the draggable manual) is my creation and it isn't tied to the game and thus I can do whatever I want with it.
When I have time I'm going to let you be able to use SOAN to send mast height data to the TDC. That way you don't have to interface with the old XO TDC Dialog box anymore. There's still some things to work out on it though.
Reaper7 had made .sil images for his draggable ERM that included ship data on them but I had to remove them in order to get the images shown in his draggable ERM to show the side shot and head on shots. Before you only got one shot of the ship (the side shot).

Stormfly
02-15-11, 09:40 AM
can you give me a printout of the Dbgview for this? Everytime you lock onto a ship the TDWMastHeights.dll file outputs the shipname and it's mastheight to Dbgview. When you first start the game TDWMastHeights.dll generates a list of all the ships and their mastheights in Dbgview also.

debuglog cutted just below the savegame entrys...

00000254 14.37913666 [3576] savegames are for lamer`s bla bla bla....

---snip---

00000255 14.37913990 [3576] d3d_antilag: Loading configuration H:\Games\SH5\antilag.cfg
00000256 14.37946415 [3576] d3d_antilag: FPS Limiter: 35.000000
00000257 14.37961292 [3576] d3d_antilag: Render ahead limit: 2
00000258 14.38281918 [3576] d3d_antilag: Loaded library
00000259 17.11204720 [3692] mg\common\AutoDumper.cpp (66): Auto dumper init
00000260 17.11204720 [3692]
00000261 17.11213684 [3692] SH_OSI.cpp (50): SH5 online OSI Started
00000262 17.11228180 [3692] SH_OSI.cpp (68): Ready for Messages
00000263 17.11453056 [3692] orbit\helpers\DistLogBackend.cpp (51): No logbal_host specified. Distlogging disabled
00000264 17.15158844 [3692] SH_ServerOrbitProtocol.cpp (89): Got incomming connection to orbit spawn.
00000265 18.71324158 [3576] d3d_antilag: Direct3DCreate9 (ver 32)
00000266 18.76201248 [3576] d3d_antilag: Direct3DCreate9 (ver 32)
00000267 18.93251228 [3576] d3d_antilag: Direct3DCreate9 (ver 32)
00000268 18.96228218 [3576] d3d_antilag: NewCreateDevice
00000269 19.22315598 [3576] d3d_antilag: Replacing function pointers...
00000270 19.22325706 [3576] d3d_antilag: Added refs: 8
00000271 19.36194038 [3576] d3d_antilag: Newreset...
00000272 19.36207008 [3576] d3d_antilag: Device destroyed (0)
00000273 19.39813614 [3576] d3d_antilag: Newreset done
00000274 102.39000702 [3576] 32bit Key found. Value='H:\Games\SH5\'
00000275 102.39005280 [3576] TDWMastHeights: \ found as last character in install path from registry!
00000276 102.39008331 [3576] InstallPath=H:\Games\SH5
00000277 102.39111328 [3576] rosterfilepath=H:\Games\SH5\data\Roster\Names.cfg
00000278 102.39153290 [3576] seapath=H:\Games\SH5\data\Sea
00000279 102.39286041 [3576] Mast height not found for H:\Games\SH5\data\Sea\Iceberg01\Iceberg01.cfg!
00000280 102.39549255 [3576] Mast height not found for H:\Games\SH5\data\Sea\Iceberg02\Iceberg02.cfg!
00000281 102.39632416 [3576] Mast height not found for H:\Games\SH5\data\Sea\Iceberg03\Iceberg03.cfg!
00000282 102.39728546 [3576] Mast height not found for H:\Games\SH5\data\Sea\Iceberg04\Iceberg04.cfg!
00000283 102.39827728 [3576] Mast height not found for H:\Games\SH5\data\Sea\Iceberg05\Iceberg05.cfg!
00000284 103.66106415 [3576] Mast Heights:
00000285 103.66106415 [3576]
00000286 103.66106415 [3576] Large Iceberg : 0.0
00000287 103.66106415 [3576] Medium Iceberg : 0.0
00000288 103.66106415 [3576] Medium Iceberg : 0.0
00000289 103.66106415 [3576] Medium Iceberg : 0.0
00000290 103.66106415 [3576] Small Iceberg : 0.0
00000291 103.66106415 [3576] Queen Elizabeth Battleship : 49.36
00000292 103.66106415 [3576] Royal Sovereign Battleship : 44.76
00000293 103.66106415 [3576] King George V Battleship : 50.76
00000294 103.66106415 [3576] HMS Duke Of York : 50.76
00000295 103.66106415 [3576] Nelson Battleship : 54.85
00000296 103.66106415 [3576] Hood Battlecruiser : 46.96
00000297 103.66106415 [3576] Renown Battlecruiser : 51.64
00000298 103.66106415 [3576] New York Battleship : 48.63
00000299 103.66106415 [3576] North Carolina Battleship : 41.73
00000300 103.66106415 [3576] Littorio Battleship : 47.92
00000301 103.66106415 [3576] Duilio Battleship : 47.92
00000302 103.66106415 [3576] Bismarck Battleship : 51.03
00000303 103.66106415 [3576] Schleswig-Holstein Pre-Dreadnought : 45.55
00000304 103.66106415 [3576] Scharnhorst Battleship : 47.92
00000305 103.66106415 [3576] Deutschland Pocket Battleship : 34.72
00000306 103.66106415 [3576] Northampton Heavy Cruiser : 47.79
00000307 103.66106415 [3576] Kent Heavy Cruiser : 47.45
00000308 103.66106415 [3576] HMS Suffolk : 47.45
00000309 103.66106415 [3576] Trento Heavy Cruiser : 34.89
00000310 103.66106415 [3576] Admiral Hipper Heavy Cruiser : 48.15
00000311 103.66106415 [3576] Dido Light Cruiser : 37.17
00000312 103.66106415 [3576] Brooklyn Light Cruiser : 31.29
00000313 103.66106415 [3576] Montecuccoli Light Cruiser : 38.68
00000314 103.66106415 [3576] Di Giussano Light Cruiser : 34.86
00000315 103.66106415 [3576] Emden Light Cruiser : 35.02
00000316 103.66106415 [3576] K Class Light Cruiser : 35.65
00000317 103.66106415 [3576] Auxiliary Cruiser Komet : 35.93
00000318 103.66106415 [3576] Auxiliary Cruiser Penguin : 34.98
00000319 103.66106415 [3576] Patroclus Armed Merchant Cruiser : 39.69
00000320 103.66106415 [3576] Rawalpindi Armed Merchant Cruiser : 39.69
00000321 103.66106415 [3576] Dithmarschen Supply Ship : 29.12
00000322 103.66106415 [3576] Carl Peters Fleet Tender : 26.87
00000323 103.66106415 [3576] Ark Royal Fleet Carrier : 49.69
00000324 103.66106415 [3576] Illustrious Fleet Carrier : 51.39
00000325 103.66106415 [3576] Glorious Fleet Carrier : 45.64
00000326 103.66106415 [3576] Furious Fleet Carrier : 45.64
00000327 103.66106415 [3576] Hermes Fleet Carrier : 51.39
00000328 103.66106415 [3576] Eagle Fleet Carrier : 51.39
00000329 103.66106415 [3576] Bogue Escort Carrier : 30.55
00000330 103.66106415 [3576] Sangamon Escort Carrier : 30.55
00000331 103.66106415 [3576] Attacker Escort Carrier : 30.55
00000332 103.66106415 [3576] Long Island Escort Carrier : 34.25
00000333 103.66106415 [3576] Archer Escort Carrier : 34.25
00000334 103.66106415 [3576] Charger Escort Carrier : 30.55
00000335 103.66106415 [3576] Avenger Escort Carrier : 30.55
00000336 103.66106415 [3576] Audacity Escort Carrier : 34.25
00000337 103.66106415 [3576] Soldati Destroyer : 26.74
00000338 103.66106415 [3576] Flower Corvette : 19.75
00000339 103.66106415 [3576] Type 1934 Destroyer : 26.56
00000340 103.66106415 [3576] Fletcher Destroyer : 28.31
00000341 103.66106415 [3576] A Class Destroyer : 19.64
00000342 103.66106415 [3576] B Class Destroyer : 20.14
00000343 103.66106415 [3576] V&W Class Destroyer : 19.33
00000344 103.66106415 [3576] HMS Walker : 19.33
00000345 103.66106415 [3576] Tribal Destroyer : 25.83
00000346 103.66106415 [3576] R Class Destroyer : 19.39
00000347 103.66106415 [3576] Clemson Destroyer : 28.15
00000348 103.66106415 [3576] Town Lend-Lease Destroyer : 28.15
00000349 103.66106415 [3576] Somers Destroyer : 31.58
00000350 103.66106415 [3576] Evarts Destroyer Escort : 25.90
00000351 103.66106415 [3576] Buckley Destroyer Escort : 20.99
00000352 103.66106415 [3576] Black Swan Sloop : 27.91
00000353 103.66106415 [3576] HMS Stork : 27.91
00000354 103.66106415 [3576] Armed Trawler : 24.33
00000355 103.66106415 [3576] Landing Ship Tank : 23.91
00000356 103.66106415 [3576] 165-foot "B" Cutter : 24.33
00000357 103.66106415 [3576] SC-497 Sub Chaser : 24.33
00000358 103.66106415 [3576] Middeleton Attack Transport : 38.61
00000359 103.66106415 [3576] Large Liner : 43.09
00000360 103.66106415 [3576] Large Italian Liner : 43.09
00000361 103.66106415 [3576] Huge European Liner : 57.86
00000362 103.66106415 [3576] Liberty Cargo : 26.18
00000363 103.66106415 [3576] Liberty Ship (War Supplies) : 26.18
00000364 103.66106415 [3576] Victory Cargo : 29.49
00000365 103.66106415 [3576] N3SA1 Small Merchant : 17.96
00000366 103.66106415 [3576] C1-B Type Medium Merchant : 27.92
00000367 103.66106415 [3576] C2-S-B1 Hull Large Merchant : 29.95
00000368 103.66106415 [3576] Type 1936A Destroyer : 26.8
00000369 103.66106415 [3576] Ehrenfels Type Large Freighter : 36
00000370 103.66106415 [3576] Ems Type Small Freighter : 36
00000371 103.66106415 [3576] North Sands Type Large Freighter : 36
00000372 103.66106415 [3576] Dale Class Fleet Oiler : 29.7
00000373 103.66106415 [3576] Medium Troopship : 41.3
00000374 103.66106415 [3576] Large Steamer : 26.18
00000375 103.66106415 [3576] Large Steamer (War Supplies) : 26.18
00000376 103.66106415 [3576] Hog Island Type A Freighter : 28.37
00000377 103.66106415 [3576] Hog Island Medium Freighter (War supplies) : 28.37
00000378 103.66106415 [3576] Cimmaron Class Tanker : 29.87
00000379 103.66106415 [3576] Ranger Medium Tanker : 40.97
00000380 103.66106415 [3576] Troop Transport : 39.69
00000381 103.66106415 [3576] Amphibious Group Command Ship : 37.54
00000382 103.66106415 [3576]
00000383 104.44166565 [3576] Loading all WWII ship names
00000384 109.96828461 [3692] Entities.cpp (83): Process Message:
00000385 109.96835327 [3692] Entities.cpp (114): OSI Ping
00000386 109.96846771 [3692] Entities.cpp (123): succeeded
00000387 151.26635742 [3576] Pagesinglemissionsettings's draggables restored!
00000388 152.53524780 [3576] Pagesinglemissionsettings's draggables saved successfully to H:\Games\SH5\Pagesinglemissionsettings_Draggables. TDW
00000389 308.74713135 [3392] mg\orbitdll\ProxyConn.cpp (248): disconnecting from satellite
00000390 423.43582153 [3576] SenviromentMgr::Serialize
00000391 427.98638916 [3576] Retrieving WWII ship names
00000392 428.40512085 [3576] PageTutorial's draggables restored!
00000393 428.54281616 [3576] Pagelayout's draggables restored!
00000394 428.57510376 [3576] high precision timer reset
00000395 428.62435913 [3576] Stopping high precision timer
00000396 428.66146851 [3576] Timer stopped
00000397 428.66201782 [3576] Timer started
00000398 429.00509644 [3576] PageDefaultHud's draggables restored!
00000399 429.14083862 [3576] Adding an available radio message for day
00000400 429.14340210 [3576] Adding an available radio message for day
00000401 429.14431763 [3576] Adding an available radio message for day
00000402 429.14437866 [3576] Adding an available radio message for day
00000403 429.14440918 [3576] Adding an available radio message for day
00000404 429.14447021 [3576] Adding an available radio message for day
00000405 429.14453125 [3576] Adding an available radio message for day
00000406 429.14459229 [3576] Adding an available radio message for day
00000407 429.14465332 [3576] Adding an available radio message for day
00000408 429.14471436 [3576] Adding an available radio message for day
00000409 429.14477539 [3576] Adding an available radio message for day
00000410 429.14929199 [3576] LoadCareerRadioMessages: loadfile=H:\Games\SH5\Logs\Campaign-2011-02-13_2131.dat
00000411 429.17749023 [3576] Loading career radio messages
00000412 429.20913696 [3576] Retrieving career radio messages from file. Version is 2
00000413 429.28070068 [3576] All radio messages read from career. Number of radio messages read=0
00000414 429.29293823 [3576] PageTDC's draggables restored!
00000415 431.22869873 [3692] Entities.cpp (83): Process Message:
00000416 431.22885132 [3692] Entities.cpp (91): Init OSI user profile
00000417 431.22891235 [3692] Entities.cpp (123): succeeded
00000418 431.22897339 [3692] Entities.cpp (83): Process Message:
00000419 431.22912598 [3692] Entities.cpp (94): Init OSI campaign objective
00000420 431.22918701 [3692] Entities.cpp (123): succeeded
00000421 431.22924805 [3692] Entities.cpp (83): Process Message:
00000422 431.22933960 [3692] Entities.cpp (97): Init OSI map zones
00000423 431.22940063 [3692] Entities.cpp (123): succeeded
00000424 431.22949219 [3692] Entities.cpp (83): Process Message:
00000425 431.22970581 [3692] Entities.cpp (100): Init OSI campaign named entities
00000426 431.22976685 [3692] Entities.cpp (123): succeeded
00000427 431.22979736 [3692] Entities.cpp (83): Process Message:
00000428 431.22985840 [3692] Entities.cpp (114): OSI Ping
00000429 431.22994995 [3692] Entities.cpp (123): succeeded
00000430 431.53509521 [3576] Z=0.00 TAI Map zoom out
00000431 431.54794312 [3576] PageChalkBoard's draggables restored!
00000432 433.06732178 [3692] Entities.cpp (83): Process Message:
00000433 433.06750488 [3692] Entities.cpp (109): OSI Eval campaign objectives
00000434 433.06756592 [3692] Entities.cpp (123): succeeded
00000435 443.18194580 [3692] Entities.cpp (83): Process Message:
00000436 443.18203735 [3692] Entities.cpp (114): OSI Ping
00000437 443.18215942 [3692] Entities.cpp (123): succeeded
00000438 456.80337524 [3692] Entities.cpp (83): Process Message:
00000439 456.80340576 [3692] Entities.cpp (114): OSI Ping
00000440 456.80346680 [3692] Entities.cpp (123): succeeded
00000441 467.06454468 [3692] Entities.cpp (83): Process Message:
00000442 467.06475830 [3692] Entities.cpp (114): OSI Ping
00000443 467.06488037 [3692] Entities.cpp (123): succeeded
00000444 476.89093018 [3692] Entities.cpp (83): Process Message:
00000445 476.89099121 [3692] Entities.cpp (114): OSI Ping
00000446 476.89108276 [3692] Entities.cpp (123): succeeded
00000447 488.23388672 [3692] Entities.cpp (83): Process Message:
00000448 488.23394775 [3692] Entities.cpp (114): OSI Ping
00000449 488.23400879 [3692] Entities.cpp (123): succeeded
00000450 492.13137817 [3576] PageXO_TDC_Dialog's draggables restored!
00000451 500.61688232 [3692] Entities.cpp (83): Process Message:
00000452 500.61694336 [3692] Entities.cpp (114): OSI Ping
00000453 500.61697388 [3692] Entities.cpp (123): succeeded
00000454 514.31457520 [3692] Entities.cpp (83): Process Message:
00000455 514.31463623 [3692] Entities.cpp (114): OSI Ping
00000456 514.31475830 [3692] Entities.cpp (123): succeeded
00000457 527.00622559 [3692] Entities.cpp (83): Process Message:
00000458 527.00628662 [3692] Entities.cpp (114): OSI Ping
00000459 527.00634766 [3692] Entities.cpp (123): succeeded
00000460 538.89984131 [3692] Entities.cpp (83): Process Message:
00000461 538.89990234 [3692] Entities.cpp (114): OSI Ping
00000462 538.90002441 [3692] Entities.cpp (123): succeeded
00000463 551.05493164 [3692] Entities.cpp (83): Process Message:
00000464 551.05499268 [3692] Entities.cpp (114): OSI Ping
00000465 551.05505371 [3692] Entities.cpp (123): succeeded
00000466 551.17089844 [1872] Error Set AVStatus
00000467 564.31335449 [3692] Entities.cpp (83): Process Message:
00000468 564.31335449 [3692] Entities.cpp (114): OSI Ping
00000469 564.31347656 [3692] Entities.cpp (123): succeeded
00000470 577.64440918 [3692] Entities.cpp (83): Process Message:
00000471 577.64447021 [3692] Entities.cpp (114): OSI Ping
00000472 577.64459229 [3692] Entities.cpp (123): succeeded
00000473 580.89178467 [3576] R Class Destroyer 1939.00 ;EDIT Stormy: log on vessel, stadimeter used...
00000474 590.76879883 [3692] Entities.cpp (83): Process Message:
00000475 590.76885986 [3692] Entities.cpp (114): OSI Ping
00000476 590.76892090 [3692] Entities.cpp (123): succeeded

---snip---

TheDarkWraith
02-15-11, 09:45 AM
Very interesting :hmmm: I'll look into why it multiplied that mastheight by 100 :salute:

EDIT:

Looked over the .dll file and the python code and nowhere am I multiplying the mast height by anything. I retrieve the value and set it, that's it.

Did you take a range reading on this vessel? Was it wacky or was it correct (the range reading)? It might just be a problem with the Game's Trace command outputting float data.

Did you happen to notice what the XO TDC Dialog box said the mast height actually was?

RibaR
02-15-11, 10:14 AM
You have much less ship's because that is the game's rec manual which you have to use (currently) to set the mast height data for the stadimeter. SOAN (the one you are referring to as the draggable manual) is my creation and it isn't tied to the game and thus I can do whatever I want with it.
When I have time I'm going to let you be able to use SOAN to send mast height data to the TDC. That way you don't have to interface with the old XO TDC Dialog box anymore. There's still some things to work out on it though.
Reaper7 had made .sil images for his draggable ERM that included ship data on them but I had to remove them in order to get the images shown in his draggable ERM to show the side shot and head on shots. Before you only got one shot of the ship (the side shot).

Thanks for your answer. It would really be great to put all the values in via one manual - SOAN. Now it's quite a mess in my scope screen and a lot of dragging the items has to be done.

TheDarkWraith
02-15-11, 10:17 AM
Just did a single mission to test the R Class Destroyer:

[3400] Z=0.0 TAI Map zoom out
[3400] Adding new sub sighted radio message
[3400] Adding an available radio message for day
[3400] Radio message intercepted - transmit once
[3400] Adding new radio message to radio messages
[3400] Playing from vessels message sound
[3400] PageRadioMessages's draggables restored!
[3400] B Class Destroyer 20.1400
[3400] R Class Destroyer 19.3900
[3400] Adding new sub sighted radio message
[3400] Adding an available radio message for day
[3400] Radio message intercepted - transmit once
[3400] Adding new radio message to radio messages
[3400] Playing from vessels message sound

Correct mast height displayed in my Dbgview :hmmm:

Stormfly
02-15-11, 10:27 AM
Very interesting :hmmm: I'll look into why it multiplied that mastheight by 100 :salute:

EDIT:

Looked over the .dll file and the python code and nowhere am I multiplying the mast height by anything. I retrieve the value and set it, that's it.

Did you take a range reading on this vessel? Was it wacky or was it correct (the range reading)? It might just be a problem with the Game's Trace command outputting float data.

Did you happen to notice what the XO TDC Dialog box said the mast height actually was?

its the same in XO TDC Dialog box...

TheDarkWraith
02-15-11, 10:59 AM
its the same in XO TDC Dialog box...

Did older versions of the mod have this problem?

Stormfly
02-15-11, 11:13 AM
no problems with older versions,

tested using a historic single mission...

http://www.pictureupload.de/originals/pictures/150211170736_Masthoehe.jpg

...tested again using original TDW untouched options file, same result !


...my activated mods:

http://www.pictureupload.de/originals/pictures/150211170902_activated_mods.jpg

TheDarkWraith
02-15-11, 11:18 AM
no problems with older versions,

tested using a historic single mission......tested again using original TDW untouched options file, same result !

I moved the mast height configuring from python code to a .dll file. Options file will have no impact on this. I suspect that Python does culture specific translations 'in the background'. I updated the TDWMastHeights.dll file with culture info and sent it to you.

How does SOAN look? Everything look ok for length, width, mast height, etc.? :06:

stoianm
02-15-11, 11:30 AM
no problems with older versions,

tested using a historic single mission...



...tested again using original TDW untouched options file, same result !


...my activated mods:

http://www.pictureupload.de/originals/pictures/150211170902_activated_mods.jpg

Hi stormfly,

i just saw your mod list. I observe that you made or adapted some mods for you. Since we both love immersion in sh5 i really will like to give a try at those mod - i am very curios about the changes that can make to the game.

I will really apreciate if is posible to share a link for these mods of yours:
night sumbarine 3D instruments texture internal v1.1, Sh5ModEnvGold Stormy and Stormys performant texture.

thanks!

TheDarkWraith
02-15-11, 12:01 PM
@Stormfly - I set my computer to Germany region and saw the same thing you were experiencing. I used the new .dll I sent you and everything is fine :yeah:

I did notice that SOAN isn't displaying values correctly so I'll have to adjust it also.

EDIT:

SOAN fixed. Now the values for draft, width, length, etc. are shown in culture specific format for your region

Stormfly
02-15-11, 02:01 PM
Hi stormfly,

i just saw your mod list. I observe that you made or adapted some mods for you. Since we both love immersion in sh5 i really will like to give a try at those mod - i am very curios about the changes that can make to the game.

I will really apreciate if is posible to share a link for these mods of yours:
night sumbarine 3D instruments texture internal v1.1, Sh5ModEnvGold Stormy and Stormys performant texture.

thanks!

night sumbarine 3D instruments texture internal v1.1 Stormy
here i only use the plain instrument textures and use the rest from SteelVikings MO part, which include some of the work allready.

Sh5ModEnvGold Stormy
here i deleted the lights.cfg + Sound + Particles.dat and color filters,
just a test to have more performance and frames but compatibility with MO because Env5 (wich is comming with MO), steal to much fps, not finished.

Stormys performant texture
just a try to have more fps, not finished (some textures in Misc folder), not finished.

...you see it isnt much important.

stoianm
02-15-11, 02:07 PM
night sumbarine 3D instruments texture internal v1.1 Stormy
here i only use the plain instrument textures and use the rest from SteelVikings MO part, which include some of the work allready.

Sh5ModEnvGold Stormy
here i deleted the lights.cfg + Sound + Particles.dat and color filters,
just a test to have more performance and frames but compatibility with MO because Env5 (wich is comming with MO), steal to much fps, not finished.

Stormys performant texture
just a try to have more fps, not finished (some textures in Misc folder), not finished.

...you see it isnt much important.


thanks:up:

harag
02-15-11, 02:15 PM
TDW, I'm currently using MO with Patch 2 and I also have:

NewUIs_TDC_6_3_0_ByTheDarkWraith_Patch_6

can I remove the above "patch 6" and apply the 6.4 version to the MO Patch2? I'm asking as you've not updated MO for a while.

When do you plan on updating MO - if it's going to be soon then I would rather wait.

Many thanks - and gratz on all the DLL findings etc. your a star!:yeah:

H.

TheDarkWraith
02-15-11, 02:24 PM
TDW, I'm currently using MO with Patch 2 and I also have:

NewUIs_TDC_6_3_0_ByTheDarkWraith_Patch_6

can I remove the above "patch 6" and apply the 6.4 version to the MO Patch2? I'm asking as you've not updated MO for a while.

When do you plan on updating MO - if it's going to be soon then I would rather wait.

Many thanks - and gratz on all the DLL findings etc. your a star!:yeah:

H.

I don't understand why you want to do down in patch versions? :hmmm:

I'll be updating MO here soon, just don't know how soon soon is.

v6.4.0 now gives you the ability to send mast height data from SOAN to the TDC. This, theoretically, means you don't need the XO TDC dialog box anymore. Now instead of the game showing you a list of ships that could possibly be the locked contact you have to guess the correct one from all ships!
First you have to ensure TDC is on and the target is locked. You cannot pick the correct ship like you can in the XO TDC dialog box. Instead you scroll through the ships till you find the match. Then press 'Send mast height to TDC' to send the mast height data to the TDC. Now the XO TDC dialog box won't let you use the stadimeter because you haven't 'selected' the correct ship. No worries, click the stadimeter button above the Range TDC dial to use the stadimeter :up:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3659

A new test version of v6.4.0 will be ready at post #1 here soon.

:|\\

Stormfly
02-15-11, 02:35 PM
nice, but could this be optional, because i use a low resolution to save frames, and this recognition manual is fine but to big for me while in an attack run.;)

TheDarkWraith
02-15-11, 02:40 PM
nice, but could this be optional, because i use a low resolution to save frames, and this recognition manual is fine but to big for me while in an attack run.;)

it's always enabled. You can still use the XO TDC dialog box just like you always have. I just added this in so those that want to use it and turn off the XO TDC Dialog box can :up:

New test version of v6.4.0 available at post #1.

Stormfly
02-15-11, 03:37 PM
it's always enabled. You can still use the XO TDC dialog box just like you always have. I just added this in so those that want to use it and turn off the XO TDC Dialog box can :up:

New test version of v6.4.0 available at post #1.

nice :DL

Bilge_Rat
02-15-11, 08:04 PM
nice. :up:


http://img4.imageshack.us/img4/5336/sh5img20110215195949.jpg (http://img4.imageshack.us/i/sh5img20110215195949.jpg/)

7Infanterie19
02-15-11, 09:06 PM
TDW, I noticed that TDC dial manipulation has been changed in the new version from what I was used to in the old version (v1). For speed and AOB, the dial hand now has to be dragged into position. I find that cumbersome, especially when the hand resets itself (which I don't remember happening in the old version). The old version provided the option to click where you wanted to set it and then the hand would snap into that position. I could then drag it to fine tune it for more accuracy if I wanted to. For example, if the setting for AOB was 0, and I clicked on 90 starboard, it would jump to 90 starboard - done. I miss this feature. Is there something in the options that I can change or is it something more complicated than that?

I also thought my eyesight was getting worse, because reading the dials was more difficult for me, so I copied in the two old TDC_metric files to see if there was a difference and found that there was. In the new version, the TDC dials appear weathered and beaten, and harder to read. The old ones are quite a bit larger in file size, so I'm wondering if there would be any problems using the old TDC_metric files with the new version?

Also, I know it isn't your mod, but is there a way to shrink the footprint of Obelisk's IO_Tools mod, so that it takes up less of the map, perhaps a half or a third of what it is now?

Thanks in advance. :up:

Cheers!

TheDarkWraith
02-15-11, 09:28 PM
TDW, I noticed that TDC dial manipulation has been changed in the new version from what I was used to in the old version (v1)

v1.0.0? :o MUCH has changed and for the better. The dial doesn't snap probably because of the way I have to do the dial to prevent the AOB and Speed from resetting when using the stadimeter (game bug). The little red tabs attached to those dials are used to 'set' the value into the TDC (to prevent the resetting of them to 0).

As far as using the old_TDC_metric dials, not quite sure. Make it into a JSGME mod and give it a go and see what happens :up:

7Infanterie19
02-15-11, 10:29 PM
v1.0.0? :o

ROFL .. ya, I know. But man, it was working nicely, so I was content with it. When something is good, who needs more? But that's what I love about what you are doing: you're relentless at improving it. Kudos to you for that, that's for sure! :yeah:

So, I'll click the red tabs from now on to make sure the settings take hold. I'll see how it goes with the dials from the old version as well. Hopefully, it works fine.

Thanks for the quick reply. :salute:

Sokolov
02-17-11, 06:12 AM
i installed UIs mod on clear stock game and have some bugs in the beginning: first - nothing in ERM (i dont know, may be its ok for beginning), second - when i use attack periscope, nothing appear in this screen, only after i quit attack periscope screen and use it again i have UIs, but still i cant fire torpedo, only after i quit again i get a message that torpedo is fired, but still i can't hit ship, though i dont use UIs, just firing torpedo without calculations using scope. Most important - that i cant fire topedo in attack periscope screen.

panosrxo
02-17-11, 06:51 AM
i installed UIs mod on clear stock game and have some bugs in the beginning: first - nothing in ERM (i dont know, may be its ok for beginning), second - when i use attack periscope, nothing appear in this screen, only after i quit attack periscope screen and use it again i have UIs, but still i cant fire torpedo, only after i quit again i get a message that torpedo is fired, but still i can't hit ship, though i dont use UIs, just firing torpedo without calculations using scope. Most important - that i cant fire topedo in attack periscope screen.

First mission is a tutorial, thats why you dont see everything

Bilge_Rat
02-17-11, 09:41 AM
I really like v6.4.0. I can now totally customise the UI to my taste:

http://img812.imageshack.us/img812/1466/hud0001.jpg


TAI, scope, clock, XO box positioned where I wish and the remaining icons disappear when not in use for a clean look.

great work TDW. :up:

Stevepine
02-17-11, 04:13 PM
Its really great to be able to filter and select which radio messages you recieve and just being able to turn off the torpedo path line is something I have been hoping would be possible for AGES.

Is it possible that the UI could remember the settings which you choose on the TAC and NAV maps and the same with the radio messages?
At the moment you need to re-select radio messages and the map features at the start of every patrol. Just curious :)

-PriLLi-
02-17-11, 04:35 PM
DaaaaaM.......

TDW you are AWESOME :up: :rock:

Thankīs for all.......simply amazing.....:salute:

TheDarkWraith
02-17-11, 09:51 PM
Its really great to be able to filter and select which radio messages you recieve and just being able to turn off the torpedo path line is something I have been hoping would be possible for AGES.

Is it possible that the UI could remember the settings which you choose on the TAC and NAV maps and the same with the radio messages?
At the moment you need to re-select radio messages and the map features at the start of every patrol. Just curious :)

set the relevant settings in the options file then they'll be remembered :up:

Stormfly
02-17-11, 10:43 PM
set the relevant settings in the options file then they'll be remembered :up:

...this is slowly but steady going out of hand !

i mean the time is coming where you need an "SH5 Consultant" at least TDW certified in customizing of two modules (mod`s), new customers should expect hireing 30 consultants and a project introduction phase of 6 month minimum. :D

Obelix
02-18-11, 12:42 AM
...this is slowly but steady going out of hand !

i mean the time is coming where you need an "SH5 Consultant" at least TDW certified in customizing of two modules (mod`s), new customers should expect hireing 30 consultants and a project introduction phase of 6 month minimum. :D

Either need a program with an intuitive graphical user interface for setting mod. When you run the program reads the data from option file. Configuration Utility settings should break into sections (as is done in the options file), and each setting accompanied by a description of what will this setting. After setting up press "Save" button and the program writes to a file option all your settings.

TheDarkWraith
02-18-11, 09:41 AM
3 new user options have been added to v6.4.0:

# is the contact spotted info available? (shows course, speed, datetime stamp, etc.)
TAIContactSpottedEnabled = True

# is the contact spotted info available? (shows course, speed, datetime stamp, etc.)
NavContactSpottedEnabled = True

# show contact spotted info on unlocked target?
# change below to either True or False
ContactSpottedInfoOnUnlockedTarget = True

The two at the top allow you to disable the contact info spotted text in the TAI and the navigation map. The third one allows you to specify that contact spotted info text is only displayed when a target is locked (mainly for real navigation users so as to not give away position). All 3 are shown with their default values.

stoianm
02-18-11, 09:44 AM
3 new user options have been added to v6.4.0:

# is the contact spotted info available? (shows course, speed, datetime stamp, etc.)
TAIContactSpottedEnabled = True

# is the contact spotted info available? (shows course, speed, datetime stamp, etc.)
NavContactSpottedEnabled = True

# show contact spotted info on unlocked target?
# change below to either True or False
ContactSpottedInfoOnUnlockedTarget = True

The two at the top allow you to disable the contact info spotted text in the TAI and the navigation map. The third one allows you to specify that contact spotted info text is only displayed when a target is locked (mainly for real navigation users so as to not give away position). All 3 are shown with their default values.

Thanks:up: - if i change in option.py to have displayed the spead like 5 knots and not to have medium speed i observ not changes in the game:hmmm:

will be posible to make this option working?

TheDarkWraith
02-18-11, 09:51 AM
Thanks:up: - if i change in option.py to have displayed the spead like 5 knots and not to have medium speed i observ not changes in the game:hmmm:

will be posible to make this option working?

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

stoianm
02-18-11, 09:55 AM
don't understand what you're asking :06:
Sorry - it is because of my english:oops:

i am speaking about these 2 lines:

# Are the contact's actual speed shown or is a relative speed shown (slow=2-6 knots, medium=7-12 knots, fast=13+ knots)?
# change below to either True or False
ShowContactsActualSpeed = False
# Are the contact's actual course shown or is a relative course shown (E,ENE,SE,S, SW, etc.)?
# change below to either True or False
ShowContactsActualCourse = True

If is posible to relate this to the nav/tai map also

thanks:salute:

TheDarkWraith
02-18-11, 10:02 AM
Sorry - it is because of my english:oops:

i am speaking about these 2 lines:

# Are the contact's actual speed shown or is a relative speed shown (slow=2-6 knots, medium=7-12 knots, fast=13+ knots)?
# change below to either True or False
ShowContactsActualSpeed = False
# Are the contact's actual course shown or is a relative course shown (E,ENE,SE,S, SW, etc.)?
# change below to either True or False
ShowContactsActualCourse = True

If is posible to relate this to the nav/tai map also

thanks:salute:

They are already enabled for the TAI and nav map. Are they not working? :06:

stoianm
02-18-11, 10:07 AM
They are already enabled for the TAI and nav map. Are they not working? :06:
No - if i choose to have displayed the speed like in 5 knots then, in game, it is still displayed slow

for the actual cource i readed somewhere and i find a solution to have displayed the actual cource - i just modified the 2 lines like this:

ShowContactsActualCourse = True

and this one also for making the first one to work:

# below is in kilometers
RangeStartUpdatingContacts = 500

but for the speed i have no ideea:hmmm:

TheDarkWraith
02-18-11, 10:11 AM
just tried setting both user options for contact's actual speed and course to True and working just fine :hmmm:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3679

Speed will not display until you've used the speed finder feature or have taken multiple range readings with nav assist turned on. I used the speed finder feature for this one.

stoianm
02-18-11, 10:19 AM
Ok ... i see now... So it is not posible just to have exact speed displayed when we choose this in option.py

we must to use the speed finder for having that:hmmm:

speaking about this line: RangeStartUpdatingContacts = 500 seems this change also the informations that the navigator report when an radio contact is gived by BDU

i have now: ,,navigator: enemy task, bearing 180, speed medium, range 415 km, cource 230'' - this is only an example

HanSolo78
02-18-11, 10:39 AM
I just wanted to fire my Sh5 up again and try your mod TDW... do the dl links at the first thread work for anyone? I just tried and got an error...

TheDarkWraith
02-18-11, 10:41 AM
I just wanted to fire my Sh5 up again and try your mod TDW... do the dl links at the first thread work for anyone? I just tried and got an error...

I think FileFront 'hiccuped' again so I have to reupload everything :nope:

TheDarkWraith
02-18-11, 11:16 AM
v6.4.0 now allows you to change the desired heading in the heading bar (SH5Enhanced style) using the mouse wheel (you can still use the Q and E keys if you want). Pressing shift while scrolling the mouse wheel causes the desired heading to change in 1 degree increments else it changes in 5 degree increments :rock:

I'll be updating the scope settings edit boxes, the mast height edit box, and all other edit boxes to allow you to set them using the mouse wheel :up:

7Infanterie19
02-18-11, 11:40 AM
v6.4.0 now allows you to change the desired heading in the heading bar (SH5Enhanced style) using the mouse wheel (you can still use the Q and E keys if you want). Pressing shift while scrolling the mouse wheel causes the desired heading to change in 1 degree increments else it changes in 5 degree increments :rock:


Oooh! That's a nice little addition! I can already picture the benefits of that in my head! :up:

TheDarkWraith
02-18-11, 11:46 AM
Oooh! That's a nice little addition! I can already picture the benefits of that in my head! :up:

Going to update the attack disc also so that you can change all the pointers using mousewheel instead of keys :yeah:

Paris_England
02-18-11, 12:28 PM
TDW -- just how many hours do you have in a day? Most of us have 24 -- you seem to have twice as many! Or just maybe you work incredibly quickly?

Good work!!!

TheDarkWraith
02-18-11, 12:33 PM
TDW -- just how many hours do you have in a day? Most of us have 24 -- you seem to have twice as many! Or just maybe you work incredibly quickly?

Good work!!!

I'm very efficient at what I do and I know what I'm doing (helps tremendously :up:) :DL

Remember that I used to mod SH3 so learning SH5 was just figuring out what was different.

TheDarkWraith
02-18-11, 02:32 PM
more changes to v6.4.0:

- you can no longer use keys to change the heading bar heading. Mousewheel only :DL
- draggable compasses in the navigation map no longer use keys. Use mousewheel to change them. Right click on them via mouse to toggle north up/south up
- XO TDC dialog box no longer has an edit box for the mast height. Mouse into the mast height value and use mousewheel to change (forward to increase, backwards to decrease).
- all scope settings values are changed via mousewheel now (forwards to increase value, backwards to decrease value).

What am I missing that's left to add mousewheel to or right click ability? :hmmm:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3680

stoianm
02-18-11, 02:35 PM
:yeah: - cool - all the time more fun and more easy using mousewheel

Trevally.
02-18-11, 02:43 PM
Click and drag for that tool if pos:D

TheDarkWraith
02-18-11, 02:44 PM
Click and drag for that tool if pos:D

You can drag it already...am I missing something? :06:

If you mousewheel forward it will increase the outerring. Mousewheel back it will decrease outer ring.

I can implement click and drag functionality now with my new TDWMouse.dll file :yeah:

Trevally.
02-18-11, 02:50 PM
You can drag it already...am I missing something? :06:

No sorry it was me that was missing something:oops:,
i have been using q+e keys to rotate

Magic1111
02-18-11, 04:16 PM
more changes to v6.4.0:

- you can no longer use keys to change the heading bar heading. Mousewheel only :DL
- draggable compasses in the navigation map no longer use keys. Use mousewheel to change them. Right click on them via mouse to toggle north up/south up
- XO TDC dialog box no longer has an edit box for the mast height. Mouse into the mast height value and use mousewheel to change (forward to increase, backwards to decrease).
- all scope settings values are changed via mousewheel now (forwards to increase value, backwards to decrease value).

What am I missing that's left to add mousewheel to or right click ability? :hmmm:


Sounds very good ! :yeah:

Magic1111
02-18-11, 04:26 PM
Another question: Is it possible, to get back in this Add-On "NewUIs_TDC_6_3_7_ERM_Reaper7_NightVision" the XO Officer Icon too ? :hmmm:

At the Moment Iīve the choice between playing without this Add-On, then Iīve the officer Icon, or playing with this Add-On, then Iīve not the Icon, right ?

But I saw in the Original-Thread of the above MOD, the Officer Icon embedded in the ERM-Book !

Is this here possible too ?

Best regards,
Magic:salute:

dcb
02-18-11, 04:27 PM
I just wanted to fire my Sh5 up again and try your mod TDW... do the dl links at the first thread work for anyone? I just tried and got an error...


Nice to see you here HanSolo. :salute:
Maybe, by playing SH5, you'll like it enough to start working on it the magic you put into your great War Ace Campaign.

TheDarkWraith
02-18-11, 04:55 PM
I told you all things were starting to get interesting with my new .dlls ;)

Now if you have an officer selected and you right click on him you'll bring up his ability inspect page:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3681

stoianm
02-18-11, 04:58 PM
wow ---:DL - cool --- i see that are manny good changes - i am impatient to play with it:up:

harag
02-19-11, 04:01 AM
TDW, can you please add a LEFT click to the hydrophone. In an earlier version I used to click it 3 times 12 o clock, 4 oclock and 8 oclock, this would then move the needle to those location at normal speed - at the moment its on the mouse wheel and my finger kills when doing it. I know it's on home and end as well so I hold that down, but again keeping a key held down for a few minutes is a finger killer.

Cheers

TheDarkWraith
02-19-11, 12:55 PM
3rd test version of v6.4.0 available at post #1

Here is the list of changes/additions:

v6.4.0 - text can now be multi-colored in Automation's tutorial feature
- added naights's TDC dials to the mod as an option (found in \dials\naights)
- removed RAOBF from UZO
- (SH5Enhanced style) added a new user option that specifies whether the heading bar starts in hotkeys to set heading (False) or click to set heading mode (True). Default is hotkeys to set heading mode (False) (HeadingBarStartAdvanced)
- added a custom .dll made by me. This .dll allows sounds to be played that are not registered with Sh.sdl! Sounds are played with this .dll via code (and you can specify volume control for them also)
- converted some python code to .dlls
- added sounds to the radio messages
- added Scope offset to the scope settings box of each scope. This allows you to adjust the offset of the scope viewing hole
- (SH5Enhanced style) the heading/rudder dial's tooltip now shows the current heading
- adjusted \data\Cfg\Contacts.cfg 'precise' and 'imprecise' settings to make sonarman more talkative
- added ability to send mast height data from SOAN to TDC
- fixed culture/region formatting problems with SOAN's unit data
- (SH5Enhanced style) the heading bar is set using the mousewheel now. Keys cannot be used to set desired heading anymore
- the navigation map draggable compasses outer ring is set using the mousewheel now. Keys cannot be used anymore
- the navigation map draggable compasses are toggled between north up/south up by right mouse clicking near the center of them
- The XO TDC Dialog box's mast height value is now set using the mousewheel
- To show the officer's ability inspect page, first select the officer wanted by left clicking on them, then right mouse click on them
- the scope settings box's entries are set by using the mousewheel now. They are also updated in real-time so you can see changes as you scroll the mousewheel

Really curious as to how everyone likes the new mousewheel ability. As always interested in any freezeups, lockups, and CTDs :yep:

7Infanterie19
02-19-11, 12:55 PM
Here is a test version of v6.4.0. This version includes my new .dll files.

What I'm interested in knowing is:
- does the game load faster (from first starting the game)
- does the campaign load faster?
- do single missions load faster?
- any random CTDs?

When I say load faster I mean in comparison to previous version of UIs mod.

:|\\

FYI: I noticed going from v1 to v6.3 that the load time from SH logo to menu was horrendously slow. In v6.4.0, it is nice and quick again. Loading of campaign is also fast. I just remembered that I've had a few CTDs, but didn't pay attention to them, because I did have a few with v6.3 as well.


So i enable NewUIs_TDC_6_4_0_ByTheDarkWraith
over the top of NewUIs_TDC_6_3_7_ByTheDarkWraith ?

I would disable v6.3.7 in JSGME, then use OptionsMigrater in the NewUIs data\application folder to migrate your current settings into v6.4.0, then enable v6.4.0 in JSGME. Was this what you were asking sober?


Thanks:up: - if i change in option.py to have displayed the spead like 5 knots and not to have medium speed i observ not changes in the game:hmmm:

will be posible to make this option working?


stoianm, wasn't this the question I asked, and you answered for me in post #6302 below, or did you mean something else?

in option.py you must have this line like this:

ShowItemNotes = True

or in game you have an icon on the right side on the top of the screen - show item notes - just click on it

stoianm
02-19-11, 01:25 PM
stoianm, wasn't this the question I asked, and you answered for me in post #6302 below, or did you mean something else?[/QUOTE]

you asked me the same thing but i missunderstud you - i was thinking that you asked me about informations displayed when you put your mouse on a ship (speed, range) on the nav/tai map

TheDarkWraith
02-19-11, 01:27 PM
the link for v6.4.0 test 3 was just updated to include a Chinese menu.txt file done by kys2000 :yeah:

As this new test version is a vital part of the next version of MO, the sooner I get confirmation that everything is ok and no major problems/CTD's I can compile the next version of MO.

stoianm
02-19-11, 01:30 PM
so i just erase the old version and install this one? - migrate before the option.py

TheDarkWraith
02-19-11, 01:39 PM
so i just erase the old version and install this one? - migrate before the option.py

yep :up:

stoianm
02-19-11, 01:44 PM
tahnks - i will do a long test today - just tell me if you want me to test more specific things or nothing special (just to try to observe if the speed increase and to test the new added things)

7Infanterie19
02-19-11, 01:44 PM
you asked me the same thing but i missunderstud you - i was thinking that you asked me about informations displayed when you put your mouse on a ship (speed, range) on the nav/tai map

Yes, that what I was asking (and exactly what I needed), meaning that when you click (or hover too?) on a target on the map, it shows what speed it's going at. So, that's not what you were looking for then? lol .. now I'm confused. :haha:

stoianm
02-19-11, 01:47 PM
Yes, that what I was asking (and exactly what I needed), meaning that when you click (or hover too?) on a target on the map, it shows what speed it's going at. So, that's not what you were looking for then? lol .. now I'm confused. :haha:
:haha::haha: - do not be confused - what i asked tdw there was about the contacts information that are displayed on your nav/tay map when you look at a shiip with your scope (it is a line in the top of the screen)

look at this picture posted by tdw:

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3679

TheDarkWraith
02-19-11, 01:54 PM
tahnks - i will do a long test today - just tell me if you want me to test more specific things or nothing special (just to try to observe if the speed increase and to test the new added things)

Radio messages, all the new additions/changes in the test version, all the new mouse wheel items/right clicks, etc :up:

7Infanterie19
02-19-11, 02:38 PM
:haha::haha: - do not be confused - what i asked tdw there was about the contacts information that are displayed on your nav/tay map when you look at a shiip with your scope (it is a line in the top of the screen)

look at this picture posted by tdw:



Hehehe .. too late man! :har:

I'd like to see that in the scope too .. will check my settings.

Radio messages, all the new additions/changes in the test version, all the new mouse wheel items/right clicks, etc :up:

I'm not able to do the mousewheel actions in heading, compass north/south swap, heading, etc. These should be active without any adjustment to the options file, correct?

For heading, are we supposed to shift then roll the mousewheel? I tried with and without to no avail.

I also don't get the info when hovering over the officer icon as per your pic below, and nothing happens when I right click to get the info, etc.

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3681


As a test, I loaded the stock options file just to double check that it wasn't anything I changed, but to no avail.

I disabled the older version, migrated my settings, then activated v6.4.0. Is there something that I missed when activating the mod?

TheDarkWraith
02-19-11, 03:04 PM
I'm not able to do the mousewheel actions in heading, compass north/south swap, heading, etc. These should be active without any adjustment to the options file, correct?

For heading, are we supposed to shift then roll the mousewheel? I tried with and without to no avail.

I also don't get the info when hovering over the officer icon as per your pic below, and nothing happens when I right click to get the info, etc.
As a test, I loaded the stock options file just to double check that it wasn't anything I changed, but to no avail.

I disabled the older version, migrated my settings, then activated v6.4.0. Is there something that I missed when activating the mod?

There's an easy way to tell if you have the necessary .dll files or not: enable the mod and go to your \Silent Hunter 5 folder and open it up. If you don't see 9 files named TDWxxxx.dll then the mod isn't installed correctly.

stoianm
02-19-11, 03:18 PM
3rd test version of v6.4.0 available at post #1

Here is the list of changes/additions:

v6.4.0 - text can now be multi-colored in Automation's tutorial feature
- added naights's TDC dials to the mod as an option (found in \dials\naights)
- removed RAOBF from UZO
- (SH5Enhanced style) added a new user option that specifies whether the heading bar starts in hotkeys to set heading (False) or click to set heading mode (True). Default is hotkeys to set heading mode (False) (HeadingBarStartAdvanced)
- added a custom .dll made by me. This .dll allows sounds to be played that are not registered with Sh.sdl! Sounds are played with this .dll via code (and you can specify volume control for them also)
Where i can specify the volum control?
- converted some python code to .dlls
i did not observed an speed increase when i load the game
- added sounds to the radio messages
the new sounds - i like it:up:
- added Scope offset to the scope settings box of each scope. This allows you to adjust the offset of the scope viewing hole
here i do not understand:hmmm: - are you refering at scope filters?
- (SH5Enhanced style) the heading/rudder dial's tooltip now shows the current heading
- adjusted \data\Cfg\Contacts.cfg 'precise' and 'imprecise' settings to make sonarman more talkative:up:
- added ability to send mast height data from SOAN to TDC
- fixed culture/region formatting problems with SOAN's unit data
- (SH5Enhanced style) the heading bar is set using the mousewheel now. Keys cannot be used to set desired heading anymore
- the navigation map draggable compasses outer ring is set using the mousewheel now. Keys cannot be used anymore
- the navigation map draggable compasses are toggled between north up/south up by right mouse clicking near the center of them
- The XO TDC Dialog box's mast height value is now set using the mousewheel
- To show the officer's ability inspect page, first select the officer wanted by left clicking on them, then right mouse click on them - very cool:up:
- the scope settings box's entries are set by using the mousewheel now. They are also updated in real-time so you can see changes as you scroll the mousewheel - i like a lot now - very well did:up: - before was a pain in the a##

Really curious as to how everyone likes the new mousewheel ability. As always interested in any freezeups, lockups, and CTDs :yep:
Tested so far the lines in red - everything is working fine - and not CTD
the ideea of mousewheel is a genial and made my sh5 more easy to control :salute:

TheDarkWraith
02-19-11, 04:15 PM
for those who use real navigation you know I disabled the ability to plot waypoints. I'm thinking about adding the ability to define waypoints that you can order your crew to head for. As you still won't know your exact position in between the waypoints it doesn't defeat real navigation. I'm also thinking about not removing the waypoints as you cross them to further keep with the real navigation theme. These waypoints will be different from the game's waypoint system (they'll be my creation).
Thoughts/ideas/suggestions :06:

THE_MASK
02-19-11, 04:17 PM
for those who use real navigation you know I disabled the ability to plot waypoints. I'm thinking about adding the ability to define waypoints that you can order your crew to head for. As you still won't know your exact position in between the waypoints it doesn't defeat real navigation. I'm also thinking about not removing the waypoints as you cross them to further keep with the real navigation theme. These waypoints will be different from the game's waypoint system (they'll be my creation).
Thoughts/ideas/suggestions :06:If its an option then great :rock:I like it the way it is actually , but thats just me .

stoianm
02-19-11, 04:20 PM
Yes - i like the way it is now - i must to calculate the heading where my crew must turn the boat and i must calculate the time, distance etc - it is so real:rock:

if you want to add this as an option it is great:up: (you give a choice to people who find the actual method to hard to use)

Church SUBSIM
02-19-11, 04:25 PM
Optional add on would be great (I love options) but like the others that posted above ... I like it's current incarnation.

Trevally.
02-19-11, 04:29 PM
for those who use real navigation you know I disabled the ability to plot waypoints. I'm thinking about adding the ability to define waypoints that you can order your crew to head for. As you still won't know your exact position in between the waypoints it doesn't defeat real navigation. I'm also thinking about not removing the waypoints as you cross them to further keep with the real navigation theme. These waypoints will be different from the game's waypoint system (they'll be my creation).
Thoughts/ideas/suggestions :06:

Would it be possible to maintain the random error we get with real nav fix to the waypoints.:06:

i.e. random error value on each waypoint

TheDarkWraith
02-19-11, 04:59 PM
I think I'll abandon the idea about adding some kind of waypoint system to real navigation as it appears everyone likes it the way it is now :up:

Stormfly
02-19-11, 08:04 PM
@TDW ...as i dont know if you got notivied, you have PM !

7Infanterie19
02-20-11, 01:47 PM
There's an easy way to tell if you have the necessary .dll files or not: enable the mod and go to your \Silent Hunter 5 folder and open it up. If you don't see 9 files named TDWxxxx.dll then the mod isn't installed correctly.

Just checked - all nine files are there in the root of the installation folder.

musides
02-20-11, 02:39 PM
Forgive my stupidity, but I'm having trouble getting this mod to work. I've installed JSGME and have a couple of other mods working successfully. JSGME reports that I have NewUIs_TDC_6_3_7_ByTheDarkWraith installed, but I know I'm missing something or doing something wrong because there are no interface changes. In particular, I must be missing something because in the first post of the thread it talks about choosing a UI (SH3, SH4, or SH5 Enchanced), and I don't see that option.

Please feel free to just point me to the appropriate read me file, I don't typically have a problem like this! :oops:

stoianm
02-20-11, 02:52 PM
Forgive my stupidity, but I'm having trouble getting this mod to work. I've installed JSGME and have a couple of other mods working successfully. JSGME reports that I have NewUIs_TDC_6_3_7_ByTheDarkWraith installed, but I know I'm missing something or doing something wrong because there are no interface changes. In particular, I must be missing something because in the first post of the thread it talks about choosing a UI (SH3, SH4, or SH5 Enchanced), and I don't see that option.

Please feel free to just point me to the appropriate read me file, I don't typically have a problem like this! :oops:

Unninstal all the mods that you have installed and put this one first
Before enabling the tdw uis you must to configure your option.py before enabling the mod

musides
02-20-11, 03:13 PM
Unninstal all the mods that you have installed and put this one first
Before enabling the tdw uis you must to configure your option.py before enabling the mod

Curious. I've done as you suggested, removed all mods and selected only NewUIs_TDC_6_3_7_ByTheDarkWraith. The strange thing is that I do not see any of the 9 dll files that apparently should be in my root SH5 folder. I also don't see any option.py file.

To be sure, I went back to the zip and extracted fresh. I did a search just on that folder, and also do not see any dll's or option.py. The only python files I see are in the Scripts folder.

I feel like I must be missing something. I have a clean install of the game on version 1.2, and a working JSGME. Is there anything else I need to do before setting this up? Any other downloads perhaps this is dependent on?

stoianm
02-20-11, 03:20 PM
Curious. I've done as you suggested, removed all mods and selected only NewUIs_TDC_6_3_7_ByTheDarkWraith. The strange thing is that I do not see any of the 9 dll files that apparently should be in my root SH5 folder. I also don't see any option.py file.

To be sure, I went back to the zip and extracted fresh. I did a search just on that folder, and also do not see any dll's or option.py. The only python files I see are in the Scripts folder.

I feel like I must be missing something. I have a clean install of the game on version 1.2, and a working JSGME. Is there anything else I need to do before setting this up? Any other downloads perhaps this is dependent on?
it is because it is not in the v6.3.7 you must download v6.4

here:http://www.gamefront.com/files/20020300/NewUIs_TDC_v6_4_0_test3_7z

7Infanterie19
02-20-11, 03:39 PM
Curious. I've done as you suggested, removed all mods and selected only NewUIs_TDC_6_3_7_ByTheDarkWraith. The strange thing is that I do not see any of the 9 dll files that apparently should be in my root SH5 folder. I also don't see any option.py file.

To be sure, I went back to the zip and extracted fresh. I did a search just on that folder, and also do not see any dll's or option.py. The only python files I see are in the Scripts folder.

I feel like I must be missing something. I have a clean install of the game on version 1.2, and a working JSGME. Is there anything else I need to do before setting this up? Any other downloads perhaps this is dependent on?

What stoianm said is correct regarding the version and the nine dlls.

Also, with the way this is set up in the zip file at present, you must pull NewUIs_TDC_x_x_x_ByTheDarkWraith folder from the zip file and put it into the MODS folder, then enable it. At its default settings, you should be able to enable it and play without any changes or additions (you can delete the documentation folder before enabling if you'd like). Everything else is optional, such as the other included mods, different dials (metric, imperial, etc.), and tweaking the options file, including selecting the dials type you would like to see (SH5 enhanced is used as default, if I'm not mistaken). I enable this mod last after all others, except anything I want to override this mod with, such as the Das Boot officer icons, for example.

If you do want to tweak settings, the only options file you will edit is TheDarkWraithUserOptions.py located in data\scripts\menu.

I hope that helps. If not, let us know.

musides
02-20-11, 04:00 PM
it is because it is not in the v6.3.7 you must download v6.4

here:http://www.gamefront.com/files/20020300/NewUIs_TDC_v6_4_0_test3_7z

Interesting. Okay, so I have 6_3_7 activated, and then activated 6_4_0 on top (with the thought that it is an upgrade vs a replacement). I now have all the dll files.

WOW! What a HUGE improvement over the vanilla game. Wow! If UbiSoft had any brains, they create agreements with excellent modders like The Dark Wraith to either incorporate their content into an expansion or make DLC content. My favorite gaming company, Paradox Interactive, does this very extensively, and it is a brilliantly successful model.

Anyway, great job, thanks for the help! This is just beautiful to look at. :)

stoianm
02-20-11, 04:03 PM
Interesting. Okay, so I have 6_3_7 activated, and then activated 6_4_0 on top (with the thought that it is an upgrade vs a replacement). I now have all the dll files.

WOW! What a HUGE improvement over the vanilla game. Wow! If UbiSoft had any brains, they create agreements with excellent modders like The Dark Wraith to either incorporate their content into an expansion or make DLC content. My favorite gaming company, Paradox Interactive, does this very extensively, and it is a brilliantly successful model.

Anyway, great job, thanks for the help! This is just beautiful to look at. :)
i think is better just to erase the 6.3.7 version and just to install 6.4

6.4 it is not a patch - it is an entire and complete version:up:

what games you play from Paradox?

musides
02-20-11, 05:23 PM
i think is better just to erase the 6.3.7 version and just to install 6.4

6.4 it is not a patch - it is an entire and complete version:up:

what games you play from Paradox?

Okay, will do.

In Paradox land, Hearts of Iron is my main game. I also play Victoria and Europa Universalis. My nick on those forums is bbasgen.

stoianm
02-20-11, 08:03 PM
Okay, will do.

In Paradox land, Hearts of Iron is my main game. I also play Victoria and Europa Universalis. My nick on those forums is bbasgen.
i think i will give a closer look at this game Hearts of Iron3 (if you say you like so much) untill the new version of MO will be release - i want to step in next campaign - since i started the game 4 months ago i not finished yet total germany - to manny new mods installed to often:DL

gap
02-20-11, 10:31 PM
Hi TDW

I got a problem with te officer buttons, partly overlapping with heading bar (sh5enhanced UI mode). The screenshot refers to New Uis v 6.4 test 2, but v 6.3.7 shows the same issue. Dunno other version though.
Tried to disable any other mod that may conflict with your UI, but the problem is still there. :hmmm:

Any ideas?

keep on with your great work!
gap

http://img24.imageshack.us/i/sh5img20110221014720.jpg/
http://img24.imageshack.us/i/sh5img20110221014720.jpg/

musides
02-20-11, 11:06 PM
i think i will give a closer look at this game Hearts of Iron3 (if you say you like so much) untill the new version of MO will be release - i want to step in next campaign - since i started the game 4 months ago i not finished yet total germany - to manny new mods installed to often:DL

Not to get too far off topic, but real quickly:

If you like grand strategy, Hearts of Iron 2 (with all the expansions, etc) is the best route to go. Think of it like the SH3 version of the series. In the five years since its release, I would be embarrassed to say how much time I spent with that game! You can't go wrong with this one, it is relatively easy to learn, very cheap, and tons of information, etc, about it (don't forget to visit the wiki!:)

If you are more tactically minded, Hearts of Iron 3 (HoI3) is a good choice. A key point of Paradox games is that they get better as they age: the developers work on their games *for years*, improving them based on fan feedback, etc. By that standard, HoI3 is still in development, with the second expansion just announced for this summer. It has a steeper learning curve, but is great for those with a tactical mind.

Somewhat back to topic, there is nothing quite like building a massive fleet of Type IX u-boats before September, 1939, and unleashing total havoc on the Allies! :) Feel free to PM me for more advice and details about the games. I'm an admin on the Paradoxian wikis, so I can answer pretty much any question you have. :)

charognard
02-21-11, 05:25 AM
on UI 6,3,7 SH3 Style

On a frech install, i have activated only new UI 6,3,7 bose mod and i have a strange problem.

When opening the SOAN, i can browse ship, but i have allways the same picture displayed.

I have try to download again the mod -> Same result
Take the mod form my main install where it work good -> Same result

???

RibaR
02-21-11, 06:37 AM
TDW really like your new version of UI mod.

Especially the SOAN's send mast height to TDC option.

I've tested it, but have found some problems:

1. the mast height when put in via SOAN is 10 x higher than the real value

2. the range readings done by scopes and UZO when using the right mast height is off by 300 - 400 m; I tend to get higher values than the watch officer reports and the maps are displaying.

I'm using EMTGUF'S scopes and have the appropriate fix for my resolution from the previous version 6.3.7.

Church SUBSIM
02-21-11, 12:20 PM
TDW,

Some feedback on 6.4.0 test 3:

1) Since the release of the tests for 6.4.0 ... the interior diesel room is very quiet. You mentioned that the volumes/sounds are controlled via a new .dll of your design. You also mention one can control the volume. How do we do that?

2) Right clicking on the officers does not bring up the window as indicated for me. I checked my SHV folder and your .dll's are there, and other features of the mod are working so I am pretty confident that it's installed correctly (I have it over MO)

3) When I mouse over the Navmarks, there is a small little window that pops up telling the user how they can manipulate the marks (move, edit, reposition). In previous versions of this mod it would show the corresponding keys, in this one it does not. Seems the descriptions file is not finished?

4) When I am at the UZO station, from time to time the zoom seems to fall back (should stay at 7x in manos scopes)

................................

ZERO CTD, game seems to load a bit faster, esp. when it's loading a saved mission at sea.

Love the ability to set heading via the heading display with the mouse wheel. All new mouse wheel functions seem to be intuitive and well implemented.

The following are other observations that I have noticed and are not really bugs directly with this mod (but rather hoping you might have some ideas on these)

A few of Treverly's Scripts are not working as well with this latest version ... for example, the real nav on station script, the ship is to surface after doing a hydro check ... it remains submerged now. (Worked perfectly in 6.3.7)


Character animations are still a bit clunky ... not sure if you have any plans into looking into those but if you do ... ;)

The Hydrophone station seems to get a series of sounds (like foot steps walking around and such that are unlike previous versions in the SH series. Since you seem to be working with sounds, is it possible to make it so there is now way for exterior sounds to be heard when you are at the hydro?) I miss the sense that I was wearing a pair of headphones when in that station.


In Stormfly's sound mod, he has a sound that is heard when the scopes (obs/att) are rotated. Please add this to your mod as a default.


Kreigsmarine Map ... well ... what can I say ... it would be the midas touch to SHV


Looking forward to your continued efforts! (and thanks from all of us!)

Sokolov
02-22-11, 07:21 PM
Just one question - how i can attack ship without TDC, just dont touch dials?

Rongel
02-23-11, 04:45 AM
My first impressions on 6.4. test 3:

-The right clicking the officers works for me this way: I need to roll mouse cursor to the Officer list on the bottom of the screen. Then I left click one officer and activate it. Then I right click it again and I get the Officer ability page. I guess this is the right way to do it!

-The I/O_Strategic Navigation 3map 3.1 doesn't work with this mod properly, I cannot plot a course or move the map.

-Yes, the engine room is too silent, I cannot hear almost anything when I'm going under 10 knots.

Otherwise all is well so far! Thanks :DL

ustahl
02-23-11, 06:20 AM
TDW,

Some feedback on 6.4.0 test 3:

4) When I am at the UZO station, from time to time the zoom seems to fall back (should stay at 7x in manos scopes)



I have this too, particularly when I occasionally use some time compression at the UZO, to close in on the target. I think this nuisance has been around earlier, too, however. Would be great to get rid of this behaviour and maintain constant 7x magnification.

Also that engine room sound matter: the sound should increase when closing in on and entering the engine room, and not have same level all inside the boat. I think that it worked like that (dynamically) at some earlier instance, or might that have been a sound mod I have forgotten about?

Apart from this I'm happy with the noticably improved loading times, and it seems that I also have somewhat improved FPS in harbour area, at least that's my impression. Game very steady - no CTD.

Thank you very much!

TheDarkWraith
02-23-11, 09:54 AM
My first impressions on 6.4. test 3:

-The right clicking the officers works for me this way: I need to roll mouse cursor to the Officer list on the bottom of the screen. Then I left click one officer and activate it. Then I right click it again and I get the Officer ability page. I guess this is the right way to do it!

Yes, I may have forgotten to mention that part! You have to select the officer first by left clicking them. Once selected you can right click to get the ability edit page :up:

The problem with SOAN giving X10 or X100 for the mast heights when pressing 'Send to TDC', who all is experiencing this problem? I believe I know why it's happening to some of you. For those that it is happening to what does the mast height value show (is it shown with a period for the decimal part or a comma)? In mine, since I'm US region, my mast height shows xx.xx and all is fine. I suspect that those whose mast height is shown as xx,xx is getting the X10 or X100 error. If so, I can fix that but need to know for sure this distinction.

TheDarkWraith
02-23-11, 09:59 AM
TDW,

Some feedback on 6.4.0 test 3:

1) Since the release of the tests for 6.4.0 ... the interior diesel room is very quiet. You mentioned that the volumes/sounds are controlled via a new .dll of your design. You also mention one can control the volume. How do we do that?

To change sound volume one must edit the .py file. The volume is a parameter of the function called in my TDWSound.dll file.

Now my new sound .dll can do 3D sound and sound effects. I haven't coded this ability in but one can specify the sound source in the 3D world and thus have stereo sound and sound effects.

I wonder if my new sound .dll is causing the interior diesel room problems. If you disable v6.4.0 is the interior diesel room sound back?

TheDarkWraith
02-23-11, 10:03 AM
3) When I mouse over the Navmarks, there is a small little window that pops up telling the user how they can manipulate the marks (move, edit, reposition). In previous versions of this mod it would show the corresponding keys, in this one it does not. Seems the descriptions file is not finished?

4) When I am at the UZO station, from time to time the zoom seems to fall back (should stay at 7x in manos scopes)

3) if you disable v6.4.0 does this problem go away? Do you see anything pop up with v6.4.0 enabled? It could be that I'm missing text entries for menu.txt for those entries. What menu.txt language version are you using?

4) can you link the falling back to any particular event, keystroke, mouse event, etc? I'm not sure about this one :hmmm: Can't say that it has happened to me either.

TheDarkWraith
02-23-11, 10:06 AM
Hi TDW

I got a problem with te officer buttons, partly overlapping with heading bar (sh5enhanced UI mode). The screenshot refers to New Uis v 6.4 test 2, but v 6.3.7 shows the same issue. Dunno other version though.
Tried to disable any other mod that may conflict with your UI, but the problem is still there. :hmmm:

You can drag the officers to a new location horizontally. Move the mouse to just above the officer icons and you'll notice it turn into 4 arrows. This means you can enable dragging. To drag: left mouse click and hold, move to new position, release left mouse button :up:

You can also edit the option file to enable the officers to be dragged anywhere on screen. You're looking for the option that says officers pinned to bottom of screen. Disable it to enable this feature.

TheDarkWraith
02-23-11, 12:57 PM
@ustahl and Ruby: I monitor other forums to see what's going on and I noticed in your German forum for the MO tips and tricks you have some incorrect data. Automation can use ANY command specified in the commands.cfg file in addition to the commands mentioned in the TDWAutomation.txt file :yep:

ustahl
02-23-11, 01:30 PM
4) can you link the falling back to any particular event, keystroke, mouse event, etc? I'm not sure about this one :hmmm: Can't say that it has happened to me either.

@TDW
I get to loose the UZO magnification when I put on some time compression in order to faster get closer to my target. I get 7x magnification back with the mousewheel only, not by putting TC back to 1x, but soon after I accellerate time again, I lose magnification again.
Right now I cannot remember what amount of TC causes that behavior, but if you deem it necessary I can find out for you.

BTW nice to know you are keeping an eye on what we're doing over in the German Ubi forum, that requires some linguistic skills on your part, right?:up:

stoianm
02-23-11, 01:43 PM
3) if you disable v6.4.0 does this problem go away? Do you see anything pop up with v6.4.0 enabled? It could be that I'm missing text entries for menu.txt for those entries. What menu.txt language version are you using?

4) can you link the falling back to any particular event, keystroke, mouse event, etc? I'm not sure about this one :hmmm: Can't say that it has happened to me either.
i had this problem with UZO in all version of UIs - i started using v6.3.4 first time if i am remember well:hmmm: - and i have it now also

TheDarkWraith
02-23-11, 02:17 PM
BTW nice to know you are keeping an eye on what we're doing over in the German Ubi forum, that requires some linguistic skills on your part, right?:up:

Google translate :D

Church SUBSIM
02-23-11, 09:08 PM
3) if you disable v6.4.0 does this problem go away? Do you see anything pop up with v6.4.0 enabled? It could be that I'm missing text entries for menu.txt for those entries. What menu.txt language version are you using?

4) can you link the falling back to any particular event, keystroke, mouse event, etc? I'm not sure about this one :hmmm: Can't say that it has happened to me either.

http://i1117.photobucket.com/albums/k589/Church_PhotoBucket1/640navmarkissue.png

I am using the default english language file I assume (I didn't change or swap one out)

As for the officers abilities windows poping up ... that was my mistake ... I was right clicking on the officers 3d models in game, not the icon cards that run along the bottom of the interface. That works as advertised.

I am still having the sound issue in the internal deisel room. I can hear it when I am on the deck, start to lower down the ladder in the conning tower, but once inside, there is no sound for it. Its a 6.40 issue for me. I was unable to locate the options in the user .py file. Can you be more specific as to where that is located?

As for the UZO issue, a few posts up there is a perfect explanation of the problem in detail. I get it from time compression as well. Rolling the mouse wheel forward resets the 7x zoom.

Silent Steel
02-24-11, 02:26 AM
I have another question:

I simply can't use the supermarks (6.4.0)... :hmmm:
I click on the map and nothing happens.

//

Tarnsman
02-24-11, 10:18 AM
I cannot find the SOAN. Where is it?

I click on reveal charts and I get the flags, and Conversion charts, but I cant find the SOAN.

I have it enabled in the options file.

stoianm
02-24-11, 10:47 AM
I cannot find the SOAN. Where is it?

I click on reveal charts and I get the flags, and Conversion charts, but I cant find the SOAN.

I have it enabled in the options file.

it is hidden in left side of the screen

see here
http://i1124.photobucket.com/albums/l568/stoianm/soan.jpg

http://i1124.photobucket.com/albums/l568/stoianm/soan2.jpg

Tarnsman
02-24-11, 12:46 PM
Thanks I found it buried deep off screen.

Now my crew message box - in the lower right hand corner of the screen- has disappeared, Could I have toggled it off by mistake? Is there a key to reveal it? Even after starting another mission it is still not there.

stoianm
02-24-11, 12:56 PM
Thanks I found it buried deep off screen.

Now my crew message box - in the lower right hand corner of the screen- has disappeared, Could I have toggled it off by mistake? Is there a key to reveal it? Even after starting another mission it is still not there.
strange... press key ,,L'' or maybe key del from numpad

Silent Steel
02-24-11, 01:23 PM
Should be the "L" key

//

Tarnsman
02-24-11, 01:31 PM
No doubt.
Thinking SH3 "L" locks target.
Thanks

Church SUBSIM
02-24-11, 02:33 PM
I have another question:

I simply can't use the supermarks (6.4.0)... :hmmm:
I click on the map and nothing happens.

//

I believe, and I may be wrong about this, you need to be using the Real Navigation mod ... which I highly recommend as it changes the game from point and click to having to actually use a lot of the nice instruments provided by modders to actually get from point A to point B.

The mod is included in TDW's interface mods in the MODS folder.

Sepp von Ch.
02-24-11, 03:21 PM
I have a request: I activate the version 6.3.7. In scripts-menu-TheDarkWraithUserOptions I just changed these values:

TeleportOnCrashDiveWaitTime = 6.0 (originally 20)
CameraBarVisible (False)
UIStyle = SH3Style
'MapToolsAsObjects' (True)


After coming to periscope the torpedoes control panel overlaps the periscope controls.
Normally there is only the periscope controls, but if I want to control the periscope shows suddenly in the same place (in the left corner) shows the torpedoes control panel.

also want to ask how I view the manual detection of ships in vers. 6.3.7? When you focus the ship, appears to me only the dialogue with the IWO, as it was in the original game SH5, but not the new beautiful - from the side of the slide - manual.

When you click at the torpedoes panel, the game crashes.

What am I doing wrong by the activation of this mod?

stoianm
02-24-11, 03:32 PM
I have a request: I activate the version 6.3.7. In scripts-menu-TheDarkWraithUserOptions I just changed these values:

TeleportOnCrashDiveWaitTime = 6.0 (originally 20)
CameraBarVisible (False)
UIStyle = SH3Style
'MapToolsAsObjects' (True)
should be not problems with these setings


After coming to periscope the torpedoes control panel overlaps the periscope controls.
Normally there is only the periscope controls, but if I want to control the periscope shows suddenly in the same place (in the left corner) shows the torpedoes control panel.
can you post an screenshot

also want to ask how I view the manual detection of ships in vers. 6.3.7? When you focus the ship, appears to me only the dialogue with the IWO, as it was in the original game SH5, but not the new beautiful - from the side of the slide - manual.
i supouse you must install the NewUIs_TDC_6_4_0_ERM_Reaper7_NightVision' - Reaper7's Enhanced Recognition Manual to have what you want - you find in the same pack from new uis - or you can use the SOAN


When you click at the torpedoes panel, the game crashes.

have no ideea here

What am I doing wrong by the activation of this mod?
Hi ... read in red pls

Sepp von Ch.
02-24-11, 04:09 PM
In scripts-menu-TheDarkWraithUserOptions (I have it not changed!)

# 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

but... after enabling of this mod:


http://s2.postimage.org/13k1jglt0/SH5_Img_2011_02_24_21_52_18_resized.jpg (http://postimage.org/image/13k1jglt0/)
http://s2.postimage.org/13k36zyas/SH5_Img_2011_02_24_21_52_22_resized.jpg (http://postimage.org/image/13k36zyas/)


QUOTE: "also want to ask how I view the manual detection of ships in vers. 6.3.7? When you focus the ship, appears to me only the dialogue with the IWO, as it was in the original game SH5, but not the new beautiful - from the side of the slide - manual.
i supouse you must install the NewUIs_TDC_6_4_0_ERM_Reaper7_NightVision' - Reaper7's Enhanced Recognition Manual to have what you want - you find in the same pack from new uis - or you can use the SOAN"

I thought it as a manual to activate this guide during the attack on ships:
http://s2.postimage.org/13k6i2nac/SH5_Img_2011_02_24_21_55_01_resized.jpg (http://postimage.org/image/13k6i2nac/)

stoianm
02-24-11, 04:52 PM
In scripts-menu-TheDarkWraithUserOptions (I have it not changed!)

# 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

i did not really changed these settings in option.py and i did not tested what you asking here but i supouse they must work as is supouse to - better ask tdw on this one
but... after enabling of this mod:


http://s2.postimage.org/13k1jglt0/SH5_Img_2011_02_24_21_52_18_resized.jpg (http://postimage.org/image/13k1jglt0/)
http://s2.postimage.org/13k36zyas/SH5_Img_2011_02_24_21_52_22_resized.jpg (http://postimage.org/image/13k36zyas/)

for having dials displayed you must to click on ,,All'' or ,,Minimal'' they are setted as ,,Spread'' in your screenshot

http://i1124.photobucket.com/albums/l568/stoianm/dials.jpg


QUOTE: "also want to ask how I view the manual detection of ships in vers. 6.3.7? When you focus the ship, appears to me only the dialogue with the IWO, as it was in the original game SH5, but not the new beautiful - from the side of the slide - manual.
i supouse you must install the NewUIs_TDC_6_4_0_ERM_Reaper7_NightVision' - Reaper7's Enhanced Recognition Manual to have what you want - you find in the same pack from new uis - or you can use the SOAN"

I thought it as a manual to activate this guide during the attack on ships:
http://s2.postimage.org/13k6i2nac/SH5_Img_2011_02_24_21_55_01_resized.jpg (http://postimage.org/image/13k6i2nac/)

You want to have something like that?

http://i1124.photobucket.com/albums/l568/stoianm/erm.jpg



read in yellow pls

Sepp von Ch.
02-24-11, 04:58 PM
I have problem wit this. Both panels are overlapping by me... (see my screenshot)
http://s4.postimage.org/295zz20h0/image.jpg (http://postimage.org/image/295zz20h0/)

Sorry for my bad en stoianm.

Church SUBSIM
02-24-11, 05:04 PM
I am still having the sound issue in the internal deisel room. I can hear it when I am on the deck, start to lower down the ladder in the conning tower, but once inside, there is no sound for it. Its a 6.40 issue for me. I was unable to locate the options in the user .py file. Can you be more specific as to where that is located?


Problem resolved ... I was running this mod:
Wasserbomben_SoundFix_1.1_by_Rongel_+_Stormys_DBSM 1.2_+ RDA1.04_+_TDWFXUpdate011_compatible (http://www.subsim.com/radioroom/showthread.php?t=179534&highlight=Wasserbomben_SoundFix_1.1_by_Rongel_%2B_ Stormys_DBSM1.2_%2B+RDA1.04_%2B_TDWFXUpdate011_com patible)
and it seems that the Sh.sdl is the only conflict with the 6.4.0 version of your mod.

It's a shame too, as this mod has the sound man tell you when the destroyers have dropped a wasserbomben (and it works great!) Think it's possible to add this key feature to your mod?

stoianm
02-24-11, 05:04 PM
I have problem wit this. Both panels are overlapping by me... (see my screenshot)
http://s4.postimage.org/295zz20h0/image.jpg (http://postimage.org/image/295zz20h0/)

Sorry for my bad en stoianm.

aa.. ok ... i see now... for this one i have no ideea:hmmm: - maybe is because from some settings on option.py - just gues..not sure

stoianm
02-24-11, 05:06 PM
Problem resolved ... I was running this mod:
Wasserbomben_SoundFix_1.1_by_Rongel_+_Stormys_DBSM 1.2_+ RDA1.04_+_TDWFXUpdate011_compatible (http://www.subsim.com/radioroom/showthread.php?t=179534&highlight=Wasserbomben_SoundFix_1.1_by_Rongel_%2B_ Stormys_DBSM1.2_%2B+RDA1.04_%2B_TDWFXUpdate011_com patible)
and it seems that the Sh.sdl is the only conflict with the 6.4.0 version of your mod.

It's a shame too, as this mod has the sound man tell you when the destroyers have dropped a wasserbomben (and it works great!) Think it's possible to add this key feature to your mod?
try the new version of stormy sound collection mod .. had everything on it and is compatible with v6.4

read here http://www.subsim.com/radioroom/showpost.php?p=1605350&postcount=9

cheers

Church SUBSIM
02-24-11, 06:57 PM
Thanks!

MiTon
02-24-11, 10:21 PM
Hi to all

and special thanks to TheDarkWraith for this great pice of art!!

@TDW:
I'm currently playing around with skwasjers Speech Recognition and I would like to "trigger your GUI" through speech commands (like the delayed torpedo launch. Wouldn't this be great?).
Is this allowed by your terms of copyright, even if I share a working version with the subsim community?

Thanks in advance

MiTon

Silent Steel
02-25-11, 01:47 AM
...you need to be using the Real Navigation mod ... which I highly recommend as it changes the game...


Thanks Church :salute:

As I used the Real Nav before (and liked it) I'm stunned by the fact I completely forgot to activate it last time I had a closer look at all the mods in JSGME :o

//

Silent Steel
02-25-11, 01:01 PM
Tonight I got a CTD when I wanted to check the officer capabilities.
I did this:

1. Left clicked the officer icon once
2. Right clicked the same icon once and the capabilities panel appeared
3. I accidentally right clicked the same icon once again...

...and I was kicked out of the game :o

//

stoianm
02-25-11, 01:03 PM
Tonight I got a CTD when I wanted to check the officer capabilities.
I did this:

1. Left clicked the officer icon once
2. Right clicked the same icon once and the capabilities panel appeared
3. I accidentally right clicked the same icon once again...

...and I was kicked out of the game :o

//

it hapend only once for me also

did you tryied to do that again? - i did few times after and i had not CTDs

Vympel
02-25-11, 02:47 PM
it hapend only once for me also

did you tryied to do that again? - i did few times after and i had not CTDs

Yep, same problem.

7Infanterie19
02-25-11, 03:03 PM
I'm not able to do the mousewheel actions in heading, compass north/south swap, heading, etc. These should be active without any adjustment to the options file, correct?

For heading, are we supposed to shift then roll the mousewheel? I tried with and without to no avail.

I also don't get the info when hovering over the officer icon as per your pic below, and nothing happens when I right click to get the info, etc.

As a test, I loaded the stock options file just to double check that it wasn't anything I changed, but to no avail.

I disabled the older version, migrated my settings, then activated v6.4.0. Is there something that I missed when activating the mod?

@TDW: Just an update on this.

After a lot of troubleshooting, I decided to download the mod again. That's when I noticed that you have test 3 out. Installing that, the mousewheel actions work and the officer icons info and right-clicking work.

I get CTD when selecting, then right-clicking on the Watch officer (while surfaced).

I get a CTD when having an officer selected and right-clicked, then trying to select and right-click another officer.

TheDarkWraith
02-25-11, 03:48 PM
4th test version of v6.4.0 will be releasing here soon. I've addressed the following problems:
- send to TDC from SOAN for some users multiplying the mast height X 10 or X100
- mousing into the mast height value in the XO TDC dialog box causes the mastheight to increase X10 or X100 for some users
- right click of officers when an officer is selected to show ability edit screen sometimes causes CTDs
- Supermarks keys text missing (says *Not found* currently)

Looking into the UZO zoom changes. Anything else I'm missing that I need to address? :hmmm:

TheDarkWraith
02-25-11, 04:02 PM
I believe, and I may be wrong about this, you need to be using the Real Navigation mod ... which I highly recommend as it changes the game from point and click to having to actually use a lot of the nice instruments provided by modders to actually get from point A to point B.

The mod is included in TDW's interface mods in the MODS folder.

Real navigation is not required to use Supermarks. In order to use navigational fixes you need to enable real navigation.

7Infanterie19
02-25-11, 04:53 PM
http://i1117.photobucket.com/albums/k589/Church_PhotoBucket1/640navmarkissue.png


I like that mission icon, Church SUBSIM:yeah:. Is that available for download somewhere?

TheDarkWraith
02-25-11, 05:47 PM
4th test version of v6.4.0 available at post #1. Fixed errors reported in test version 3. Let me know if any of the errors are still there or any new ones are found :up:

Magic1111
02-25-11, 07:32 PM
4th test version of v6.4.0 available at post #1. Fixed errors reported in test version 3. Let me know if any of the errors are still there or any new ones are found :up:

Can I enable the new test-version during patrol or only in port ? :hmmm:
Because Iīm at the moment during patrol....:D

Best regards,
Magic

Magic1111
02-25-11, 07:36 PM
I like that mission icon, Church SUBSIM:yeah:. Is that available for download somewhere?

Yes, good question ! I want this Icon too...! :yeah:

stoianm
02-25-11, 07:37 PM
i think you can enable anytime magic1111 - not sure, but with the older versions worked like this

Church SUBSIM
02-25-11, 08:02 PM
I like that mission icon, Church SUBSIM:yeah:. Is that available for download somewhere?

Thanks ... one of my graphical projects I am working on. I am working on it still but hope to have a release version by the end of the weekend.

Kapten Nemo
02-26-11, 06:31 AM
Hi, newbie here :salute:

I am been playing with TDW new UI 6.4.0 test 4 mod, so far so good.
The only thing i noticed while using TDW new UI since 6.3.7 until 6.4.0 test 4 is I can't change heading course when playing in TC above 16x, i must slow down to below 16x to changing course. And I have been tested with stock UI that this thing is not happening, i can change course any time in any TC.

Sorry for my english :oops:
Thanks a lot for modding and made a much better playing exp :up:

Vympel
02-26-11, 06:33 AM
I am confused about determine speed button for weapons officer , it gives me weird readings like 0 speed and average 97 am I doing something wrong?

stoianm
02-26-11, 06:33 AM
it is dangerous to change heading cource at a TC speed so big:) - you can make mistakes and collisions can easy happend - just jocking

i have same problem but i do not mind:03:

Trevally.
02-26-11, 06:45 AM
I am confused about determine speed button for weapons officer , it gives me weird readings like 0 speed and average 97 am I doing something wrong?

Run the speed finding tutorial that TDW made. It can be found at the games main menu.
Within the tutorial is an ingame step by step procedure on how to use:up:

Magic1111
02-26-11, 07:24 AM
Thanks ... one of my graphical projects I am working on. I am working on it still but hope to have a release version by the end of the weekend.

Thanks in advance, Iīm looking forward to an release....! :up:

Magic1111
02-26-11, 07:27 AM
Can I enable the new test-version during patrol or only in port ? :hmmm:
Because Iīm at the moment during patrol....:D

Best regards,
Magic

Has nobody an concrete answer...:06:

Stormfly
02-26-11, 07:38 AM
Has nobody an concrete answer...:06:

its working for me enabeling this while on patrol :smug:

Magic1111
02-26-11, 07:40 AM
its working for me enabeling this while on patrol :smug:

Thatīs for me an concrete answer, many thanks stormfly ! :up:

Kapten Nemo
02-26-11, 07:45 AM
I have found at least 3 dds file error in this mod :
- Blank.dds
- Dripped.dds
- NavMapSeal.dds
I can't open that 3 file with Dxtbmp, it's said Access violation at address bla bla.....

This is normal??

Magic1111
02-26-11, 07:47 AM
I have found at least 3 dds file error in this mod :
- Blank.dds
- Dripped.dds
- NavMapSeal.dds
I can't open that 3 file with Dxtbmp, it's said Access violation at address bla bla.....

This is normal??

I have this too and Iīm sure this is normal !

stoianm
02-26-11, 08:00 AM
I can open all the dds without errors with paint.net ... it is a free software and can be downloaded from here:

http://www.dotpdn.com/downloads/pdn.html

cheers

jean74
02-26-11, 08:33 AM
Dear TheDarkWraith

When I read Your first post about your new version 6.4.0 I fell down from my chair. Really, for me you incredibly increase the mod level. I made little modification for SH3 and SH4 and I understood modders work. But now, modifications are too complex and technical for me. Perhaps I am too old :O:... But I appreciate all your studding work !!! Without yours "Multiple UIs", "IRAI" and "dept keeping" mods SH5 would be "unplayable" (easter egg). So another time THANK YOU VERY MUCH SIR ! :salute:

Well, now my feedback (I think that it can be interesting for you because I have probably the most little CPU used with SH5).

My config :
win xp pro sp3 32bit
cpu amd athlon 4000+ (single core !!!)
motherboard a8nsli premium
ram : 2go
GC nvidia gtx460 (bought for sh5)
playing in 1024*768

And result with your mod :
Game loading : time saved : approximately 20% :up:
Mission or campain first loading : seems no time saved
Mission or campain other loading : seems faster
fps in game : now, never under 28 !!! before, sometime less than 24 fps !!! :yeah:
BUG : at this time : not found for me :woot:.
Sounds from your new dll : seems a little far but it's not annoying.
Dragging tools dll (for officer icons and other) is a must to have for me because of my screen configuration (1024*768) and it work fine.

So, for me 6.4.0 is a real success. Many, many thanks for doing it.

Another time thank you and congratulations for your essential contribution.

Best regards from France :salute:

Jean
PS : I don't post often because of my english langage, but i follow with interest all your work every day.

TheDarkWraith
02-26-11, 09:16 AM
so I can assume now that the errors posted about test version 3 of v6.4.0 are fixed?

Had an idea hit me last night while out with the woman at dinner. Everytime I sink a ship I get an icon on the map but if I save and reload the icon is gone. Does anybody want those icons to stay? I, for one, like to look back and see where I sunk a vessel and what kind it was.

stoianm
02-26-11, 09:19 AM
so I can assume now that the errors posted about test version 3 of v6.4.0 are fixed?

Had an idea hit me last night while out with the woman at dinner. Everytime I sink a ship I get an icon on the map but if I save and reload the icon is gone. Does anybody want those icons to stay? I, for one, like to look back and see where I sunk a vessel and what kind it was.
yes... good ideea... i would like to have that...can be like an option:06:

charognard
02-26-11, 10:55 AM
so I can assume now that the errors posted about test version 3 of v6.4.0 are fixed?

Had an idea hit me last night while out with the woman at dinner. Everytime I sink a ship I get an icon on the map but if I save and reload the icon is gone. Does anybody want those icons to stay? I, for one, like to look back and see where I sunk a vessel and what kind it was.

For my part YES absolutly YES

Magic1111
02-26-11, 11:13 AM
For my part YES absolutly YES

Agree, absolutely YES !!!!!!!!!!!!!!!!!!!!! :rock::rock::rock:

Zedi
02-26-11, 12:35 PM
...
Had an idea hit me last night while out with the woman at dinner.
...

Now this is what I call a hardcore gamer :yeah:

Anyway, I got few questions. Is possible to release parts of ur mod as stand alone mods? I would be interested in ur radio message and captain log part. Tried to extract them, but failed. Tried to make them the only enabled parts of ur mod, but when I saw the scroll bar of the .py.. my mouse just automatically jumped on the X button. Being a sub captain, I suppose to have a lot of patience, but not that much.

Also, is this possible to have some kind of browser in game? Or a way to embed stuff, like net radio stations or books/articles extracted from uboat.net. Would be so cool to just lay down in my cabin and read stuff from uboat.net or listen to radio while I wait for a contact.

Going further with this dream, I was thinking about the online logs where the dotpalyer noobs are showing off with their ridiculous tonnage. I have not much clue about how this tool working, but I suppose that when sending ur log to the ubi servers, the game send the tonnage amount registered in the save games. Now, I wonder if it could be included also some coordinates and that way we can build up something like spinnernetz using Ubi's bandwidth.. at least the crappy drm would have a sense. So that way we could build some kinda mmos feeling and see what the other player are doing. If Ubi want us to be online while playing, then let us feel the advantages being online.

Sepp von Ch.
02-26-11, 12:42 PM
Is possible to release parts of ur mod as stand alone mods? I would be interested in ur radio message

It would be great!:rock: But I prayed about this TDW and unfortunately did not get an answer:cry:

cptroyce
02-26-11, 12:52 PM
Jean 74 - votre anglais est tres bien



TDW- I like the icons showing..don't see them often but it's a nice victory reminder...thanks for all your efforts on SH5!

7Infanterie19
02-26-11, 01:01 PM
so I can assume now that the errors posted about test version 3 of v6.4.0 are fixed?


I just did a quick load to see if the officer CTD probelm was corrected, and it was! thanks!

What I did notice was that on first load, I could see the heading mousewheel info as I hovered, but after testing the officer icons, then closing them, then going back to change heading, the info wasn't there anymore, but I could still change the heading. I exited SH5 and loaded it up again to see if I could reproduce the problem, but to no avail, so maybe just a random burp.

Everytime I sink a ship I get an icon on the map but if I save and reload the icon is gone. Does anybody want those icons to stay? I, for one, like to look back and see where I sunk a vessel and what kind it was.

I'm with you on wanting to see the trail of chaos I've left behind :arrgh!:. This would be great! I have wished this since SH3. I thought it was just hard coded and couldn't be fixed, but if you can spin the magic, please do! :up:

Had an idea hit me last night while out with the woman at dinner.

hehehe .. reminded me of one of those comedies where the woman is talking to the guy and he looks like he is paying attention, but has the think bubble going, filled with thoughts of sports, drinking with his buddies, etc. "Uhhh, yes hon, what was that you were saying?" :haha:

7Infanterie19
02-26-11, 01:26 PM
Thanks ... one of my graphical projects I am working on. I am working on it still but hope to have a release version by the end of the weekend.

Thanks Church SUBSIM! That sounds good! :yeah: Let us know when it's available!

Thatīs for me an concrete answer, many thanks stormfly ! :up:

Here's more concrete for you that I picked up from the construction site: I concur with what stormfly said. I load it up at sea, mid- mission, no problems! :D

Hi, newbie here :salute:

I am been playing with TDW new UI 6.4.0 test 4 mod, so far so good.
The only thing i noticed while using TDW new UI since 6.3.7 until 6.4.0 test 4 is I can't change heading course when playing in TC above 16x, i must slow down to below 16x to changing course. And I have been tested with stock UI that this thing is not happening, i can change course any time in any TC.

Sorry for my english :oops:
Thanks a lot for modding and made a much better playing exp :up:

Kapten Nemo, I just tried this using the mousewheel in the heading bar. For me, it works up to, and including, 32x, but not at 64x +.

32x seems to be a sweet spot and the line where you can still hear crew speech. I agree with stoianm though, at higher TC, it may be less easy to control. For you, it's only up to 16x? Are you changing heading through the heading bar using the mousewheel or some other way?

And your English is good. No worries. :yeah:

Rongel
02-26-11, 01:47 PM
Great work! Tested test number 4 for some time now.

Only thing that bugs me still is the lowered engine sound volume. I'm using this "Improved diesel engine sounds v1.0" -mod and before I had to close the doors because of the loud noise. When I was going full speed you could almost feel it! Now the engine sound is just too low and I'm :cry:. Any suggestions?

Otherwise all is well and the idea about the sunked ships-marker is great!

jean74
02-26-11, 02:36 PM
Another annoying thing in Silent Hunter games, is the low level of engine sound from destroyers and other boats heard inside the submarine when they are cruising near this one.

I have read in some books about uboot war that when the DD passed above submarine, the sound heard on board is like a train sound.

Perhaps, with your new TDWsound.dll, you can increase it. It would be a must for ambiance during depthcharging !!!

Have a good day,

Take care,

Jean


@cptrost
Jean 74 - votre anglais est tres bien
Thank you, your French too !!!

PS : I have to quit, because this evening I am making a cheese fondue (tipically from the Alps -where I live-)

7Infanterie19
02-26-11, 06:07 PM
@TDW - FYI:

I notice that my officer icons vanish sometimes, along with the fuel/battery/air/co2 icons between the depth bar and the heading bar, along with the help info that comes with hovering over anything on that lower bar, along with the contact info when hovering over contact icons. I don't know what causes it, only that I'm going through the routine of going below the surface for sonar checks, then coming up again, eventually realizing it.

7thSeal
02-26-11, 06:29 PM
Had an idea hit me last night while out with the woman at dinner..

Thinking about SH5 while out with the lady... that's just wrong. :rotfl2:

panosrxo
02-26-11, 06:30 PM
@TDW - FYI:

I notice that my officer icons vanish sometimes, along with the fuel/battery/air/co2 icons between the depth bar and the heading bar, along with the help info that comes with hovering over anything on that lower bar, along with the contact info when hovering over contact icons. I don't know what causes it, only that I'm going through the routine of going below the surface for sonar checks, then coming up again, eventually realizing it.

Do you use Shift+Z ??
If you do, you need to press it twice to makes those items reappear.

Vympel
02-26-11, 10:10 PM
Thinking about SH5 while out with the lady... that's just wrong. :rotfl2:

You must have a perfect torpedo solution to get the ladies. Also try sharing virtual war stories they love it.

Kapten Nemo
02-27-11, 12:14 AM
It is just me or any one else have same experience with the Ship Journal. When using TDW UI ver 6.3.7 to load and save the Ship Journal take no time, like express, but in ver 6.4.0 my game hanging for around 5 - 10 second to load or save the Ship Journal, and sometime got CTD too. :06:

Silent Steel
02-27-11, 02:23 AM
Has nobody an concrete answer...:06:


Funktioniert ohne Probleme! :up:

//

Silent Steel
02-27-11, 02:33 AM
so I can assume now that the errors posted about test version 3 of v6.4.0 are fixed?

Had an idea hit me last night while out with the woman at dinner. Everytime I sink a ship I get an icon on the map but if I save and reload the icon is gone. Does anybody want those icons to stay? I, for one, like to look back and see where I sunk a vessel and what kind it was.

I'd like to have this!

(So you can't stop thinking of this at dinner... With a woman... That's dedication)



//

Silent Steel
02-27-11, 02:47 AM
Another annoying thing in Silent Hunter games, is the low level of engine sound from destroyers and other boats heard inside the submarine when they are cruising near this one.

I have read in some books about uboot war that when the DD passed above submarine, the sound heard on board is like a train sound.

Perhaps, with your new TDWsound.dll, you can increase it. It would be a must for ambiance during depthcharging !!!

Have a good day,

Take care,

Jean


@cptrost

Thank you, your French too !!!

PS : I have to quit, because this evening I am making a cheese fondue (tipically from the Alps -where I live-)

Wish I was there. Fondue mmm :up:

Trevally.
02-27-11, 04:43 AM
Originally Posted by 7thSeal http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1607320#post1607320)
Thinking about SH5 while out with the lady... that's just wrong.

Also try sharing virtual war stories they love it.

:har::rotfl2:

Zedi
02-27-11, 05:11 AM
Hope that 1 day parts of this mod will be stand alone mods, or maybe you can build a launcher with a list of features included in this mod and a checkbox next to them, that way we can install strictly only what we want.

Later edit: Took me a long time to make this mod work and hide all the features I dont need, now where I can find more about how this journal and radio messages work?

mobucks
02-27-11, 09:04 AM
with the new mousescroll for heading changes in 6.4.0, is that the reason my boat is going off course while using the binoculars?

Kinda annoying IMO. It should only recognize the mouse scroll while the mouse is inside the heading bar.

Is there a new option in useroptions to disable?

TheDarkWraith
02-27-11, 09:16 AM
with the new mousescroll for heading changes in 6.4.0, is that the reason my boat is going off course while using the binoculars?

Kinda annoying IMO. It should only recognize the mouse scroll while the mouse is inside the heading bar.

Is there a new option in useroptions to disable?

The new mousewheel scroll for the heading bar only works when you are in the heading bar (you mouse into it). As soon as you mouse out of it it's disabled.

Stormfly
02-27-11, 10:07 AM
Another annoying thing in Silent Hunter games, is the low level of engine sound from destroyers and other boats heard inside the submarine when they are cruising near this one.

I have read in some books about uboot war that when the DD passed above submarine, the sound heard on board is like a train sound.

Perhaps, with your new TDWsound.dll, you can increase it. It would be a must for ambiance during depthcharging !!!

hi,

not only louder, also DD's sound range and screws sample have to be edited to create this effect, your`e also able to notice from what direction the escort is engaging.

...if you like to have original german language on your boat, try Stormys DBSM sound collection. :sunny:

but there is 1 downfall, sometimes escorts make strange unrealistic engine manovers like stop for a second, go for a second, stop for 2 seconds...:wah:
if they are above ya you will notice it sometimes, would be nice if TDW could have an eye on this, maybe finaly as a new feature in his IRAI mod ?

stoianm
02-27-11, 10:10 AM
...if you like to have original german language on your boat, try Stormys DBSM sound collection. :sunny:
even i do not understand german this is a MUST HAVE MOD:salute:

Magic1111
02-27-11, 11:32 AM
Here's more concrete for you that I picked up from the construction site: I concur with what stormfly said. I load it up at sea, mid- mission, no problems! :D

Yes, now for me without problems too ! Thanks for Reply ! :up:

7Infanterie19
02-27-11, 12:08 PM
Do you use Shift+Z ??
If you do, you need to press it twice to makes those items reappear.

For me, Shift+Z is set to Follow_nearest_sound_contact, which I don't think is the right command that you are referring to. What is it set at for you, then I'll find that in my commands file.

TheDarkWraith
02-27-11, 01:10 PM
Got the Destroyed marks working :yeah: From idea last night at dinner with woman to proof of concept:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3718

You'll notice that the DM1 (first destroyed mark) is a little off from where the game says the vessel was destroyed. This is due to floating point and rounding errors which I can't control (in the above screenshot the distance between the two is ~2000m)
These destroyed marks will only be visible when you reload a save game. It's only enabled now for testing purposes.
These destroyed marks are just like Supermarks except that you can't reposition them. You can edit the text for them and you can delete them. They are saved with your career file (yet to be coded). You can also specify their color via the options file.
I'll add a new option in the navmap features that will let you control the visibility of these destroyed marks :up:
Once I have these new destroyed marks coded completely I'll release test version 5 of v6.4.0 for you all to test.

stoianm
02-27-11, 01:17 PM
i can not keep my testing time in the same line with your modding time:DL - i never belived that i will have this problem:haha:
looks cool - impatient to give a try
thanks

Silent Steel
02-27-11, 01:34 PM
Got the Destroyed marks working :yeah: From idea last night at dinner with woman to proof of concept:


You'll notice that the DM1 (first destroyed mark) is a little off from where the game says the vessel was destroyed. This is due to floating point and rounding errors which I can't control (in the above screenshot the distance between the two is ~2000m)
These destroyed marks will only be visible when you reload a save game. It's only enabled now for testing purposes.
These destroyed marks are just like Supermarks except that you can't reposition them. You can edit the text for them and you can delete them. They are saved with your career file (yet to be coded). You can also specify their color via the options file.
I'll add a new option in the navmap features that will let you control the visibility of these destroyed marks :up:
Once I have these new destroyed marks coded completely I'll release test version 5 of v6.4.0 for you all to test.



Just keep 'em coming!
If that's what I can do to contribute and as a token of my esteem - I will! :yep:

//

Silent Steel
02-27-11, 01:52 PM
hi,

...if you like to have original german language on your boat, try Stormys DBSM sound collection. :sunny:



This one I'd like to have.
Could you please tell where to find it or maybe give me a link?

:salute:

Jaeger
02-27-11, 01:54 PM
Hi TDW,

nice feature your are implementing atm. Can we set them manually when on real navigation? this would be cool...

TheDarkWraith
02-27-11, 01:59 PM
Hi TDW,

nice feature your are implementing atm. Can we set them manually when on real navigation? this would be cool...

Set them manually :06: Don't understand.

Here's how I have them working currently: when you destroy a unit the game adds a destroyedmark to the navigation map. The text of the destroyedmark contains the date and time it happened along with the ship type and tonnage. You can edit this text after it is placed on the navigation map to include whatever else you want to include with it. The destroyedmark won't be visible until you reload your game (this is because as you're playing your current game it displays all the ship's you've sunk already on the navigation map). Now I can change this behavior and have the destroyed marks appear on the navigation map instantly and hide the game's ship sunk icons. What do you think?

7Infanterie19
02-27-11, 03:00 PM
Now I can change this behavior and have the destroyed marks appear on the navigation map instantly and hide the game's ship sunk icons. What do you think?

I think that would be a great idea.

While I'm here, I'd like to ask you if it's possible to rearrange the right side icons from least used to most used (or vice versa), such as:

Crew Management
Toggle Charts Visibility
Ship's Journal
Automation
Map
Captain's Log (send contact report)
Radio Messages

Everyone may have their own preferences, so can this be done through the options file somehow?

Stormfly
02-27-11, 03:39 PM
This one I'd like to have.
Could you please tell where to find it or maybe give me a link?

:salute:
http://www.subsim.com/radioroom/showthread.php?t=164552

...plz be so kind and read the instructions :D

Jaeger
02-27-11, 03:39 PM
Set them manually :06: Don't understand.

Here's how I have them working currently: when you destroy a unit the game adds a destroyedmark to the navigation map. The text of the destroyedmark contains the date and time it happened along with the ship type and tonnage.

when you are on real navigation, the navigator should do a fix first. i dont want to see the real position of my sinkings, but the estimated position.

TheDarkWraith
02-27-11, 03:53 PM
when you are on real navigation, the navigator should do a fix first. i dont want to see the real position of my sinkings, but the estimated position.

yes, I see what you're saying. Have to think on that one on how to implement :hmmm:

TheDarkWraith
02-27-11, 04:08 PM
Just noticed something else. Should I try and remove the torpedo icons from the maps when real navigation enabled? They kinda give away your position when you fire them :shifty:

EDIT:

removed :yeah: Much better :up:

EDIT2:

wow, that really ups the realism when you can't see where your torpedoes are heading!

stoianm
02-27-11, 04:28 PM
Just noticed something else. Should I try and remove the torpedo icons from the maps when real navigation enabled? They kinda give away your position when you fire them :shifty:

EDIT:

removed :yeah: Much better :up:

EDIT2:

wow, that really ups the realism when you can't see where your torpedoes are heading!
you make me salivate:yep: - impatient to try this

TheDarkWraith
02-27-11, 05:02 PM
when you are on real navigation, the navigator should do a fix first. i dont want to see the real position of my sinkings, but the estimated position.

Okay, got it coded.

If real navigation is enabled then when the vessel is destroyed the navigator does a dead-reckoning fix. He plots this dead-reckoning fix on the navigation map. Now the code looks at the difference between the sub's actual position and it's dead-reckoning position and adds the offset of that to the destroyed ship's icon position. It also adds in an error amount for both the lattitude and longitude of the ship's destroyed icon of a random amount between -1000 and 1000 (meters) to detemine final ship's destroyed icon position on nav map :up:

I removed the game's ship destroyed icons. All ship destroyed icons are now controlled by the mod. This means the new style of destroyed ship icons are visible all the time.

TheDarkWraith
02-27-11, 05:20 PM
added lat and long to the destroyed marks:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3719

All that's left is coding in the saving and retrieving to the ship's journal file :up:

TheDarkWraith
02-27-11, 07:49 PM
navmapfeatures updated so you can turn on/off the destroyedmarks:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3720

all that is left is to update the ShipsJournalViewer application with the changes made :DL

stoianm
02-27-11, 07:52 PM
nice:up:... the general finished the mines and subs job?