View Full Version : [REL] Multiple UIs for SH5 with TDC
kylania
04-17-10, 10:10 PM
Until someone can show me how to enable my sub to have radar at anytime for testing purposes radar is considered untested.
http://img227.imageshack.us/img227/5563/allowradar.jpg
Set MainEquipment and SecondaryEquipment to Late when you place the player sub and you will have the option of the VIIC/41 sub with radar.
TheDarkWraith
04-17-10, 10:15 PM
http://img227.imageshack.us/img227/5563/allowradar.jpg
Set MainEquipment and SecondaryEquipment to Late when you place the player sub and you will have the option of the VIIC/41 sub with radar.
thank you :yeah: I will try this now so I can finally test radar out.
TheDarkWraith
04-17-10, 10:16 PM
Is it possible to have Follow nearest merchant button...Reason i ask is cause we have follow nearest contact and follow nearest warship, But alot of times when i come up on a convoy, i want to track the merchants not the warships...
but i dont see that button...i thought we had that back in SH4
that command (or command like it) does not exist in the game. If it did I would use it :yep:
kylania
04-17-10, 10:28 PM
do me a favor:
when in that view again press:
shift + alt + 6 and let me know what the active camera is (I have debug code embedded in the files with the test copies :03:)
Nothing seemed to happen?
TheDarkWraith
04-17-10, 10:30 PM
Nothing seemed to happen?
press it again. It should pop up a little dialog box that tells you what the active camera is. You can do it any time, any station.
TheDarkWraith
04-17-10, 10:31 PM
added the send bearing and send range to TDC for sonar (though not sure they are working correctly :hmmm:)
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1776
and that is all for v1.2.0. I'm wrapping it up and putting it together now so that it's available for everyone. Look for it soon :|\\
oh, have to test out Radar first.........
TheDarkWraith
04-17-10, 10:38 PM
http://img227.imageshack.us/img227/5563/allowradar.jpg
Set MainEquipment and SecondaryEquipment to Late when you place the player sub and you will have the option of the VIIC/41 sub with radar.
gave myself a VIIC/41, Elite level, commander Human of course, Secondary and Main equipment to Late.....now where do I select the option of this sub with radar? I want to do a single mission that I made for testing radar.
sirbum69
04-17-10, 10:42 PM
i kind of had the same problem as the above poster with the outside camera view...I was inside the sub and my mouse was hovering over the XO so that is showed his name...Then when i went to F2 to outside camera and right click to move camera free, The name of the XO was attached to my coursor....
If i could figure out how to take screen shots i would lol...I figured the print screen worked but i cant find a .bmp or .jpg file anywhere...
are they stored somewhere other then in game folder or in my documents
EDIT: nevermind i found out how to take screen shots, ill take one and repost it...I see that you are wrapping it up so maybe this can just go into
next version bug fixes
kylania
04-17-10, 11:38 PM
gave myself a VIIC/41, Elite level, commander Human of course, Secondary and Main equipment to Late.....now where do I select the option of this sub with radar? I want to do a single mission that I made for testing radar.
I went to Historical Missions, next to the mission i made was a type-of-boat drop down. Even though I'd placed a VIIC, the option for a VIIC/41 was there. I choose that and had radar in game.
TheDarkWraith
04-17-10, 11:39 PM
I went to Historical Missions, next to the mission i made was a type-of-boat drop down. Even though I'd placed a VIIC, the option for a VIIC/41 was there. I choose that and had radar in game.
can you send me that mission you made that you speak of?? :yep:
TheDarkWraith
04-18-10, 12:01 AM
added naights WWII theme skin as an add-on mod. It needs works as he didn't lay out everything correctly and didn't include a seperate 'skin' for the officers. You all can play around with it. Here's what does work from it:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1777
TheDarkWraith
04-18-10, 12:11 AM
v1.2.0 released. You can find information about it at post #1 of this thread :|\\
kylania
04-18-10, 12:49 AM
can you send me that mission you made that you speak of?? :yep:
Sure! (http://www.kylania.com/sh3/ASW.zip) :DL Congrats on 1.2! :salute:
Nauticalwolf
04-18-10, 12:52 AM
Just a quick reply in regards to Pattern running Torps. They are working in stock, there is a Fat/lut button on the hidden SH4 style Torpedo Panel.
The button is hidden unless the uboat is carrying a stock of Fat or Lut type torpedoes.
When you click the button the 4 Dials are revealed. I had the same problem about a month ago where the dial in my Mod would do nothing.
Until I was informed about the dials being tied to the Fat/Lut torps.
Once one the right track I created my own Dials and also placed the Stock dials on a test TDC Page and using a Torpedo Reown Mod was able to load up with each of the Fat and Lut type torps.
I can confirm that Stock dials appeared when selected and were usable as were the dials I created.
The only problem with the Fat/Lut Dials is in the Campaign they are not available till near the end.
Still I'm Integrating them into my Own UI as I'm sure the short campaign Issue will be addressed at a later date. :up:
TheDarkWraith or Reaper7, I have been looking for this same "Fat/Lut switch" and can't find it. Could one of most knowledgeable ones please point me in the right direction. Does it need some special code to make it show up/ work. I am at a complete loss with python, scripting or coding. :damn::damn::damn:
This is where I would like it to show up/ work :wah::wah::wah:
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Depth-switch.jpg
On a different topic/proplem, the text "depth" in my Ui keeps "coming back" To get rid of it without deleting I changed its alpha value to 0. In game it just re-appears :wah::wah:. is there some code/script that would remove it and not have it come back.
I prefer not to delete things unless there is no other option. (don't know when you might need it back etc)
I know that you are busy with the UI mod but you also have become the "expert" on the how this works. A little help would again be most appreciated.
I would be happy to help out with any graphic work if needed. :DL I bought a DVD with over 600 full colour photographs of U-995, amazing for reference photos of anything "U-Boat" .
Many congratulations on getting 1.2 up and running. - You Rock :up::up::up:
TheDarkWraith
04-18-10, 01:32 AM
Sure! (http://www.kylania.com/sh3/ASW.zip) :DL Congrats on 1.2! :salute:
excellent :yeah: But now I see radar has problems in v1.2.0 :x Well at least I can figure out and test radar now :up:
is it supposed to look like this?
http://www.subsim.com/radioroom/picture.php?albumid=222&pictureid=1778
McHub532
04-18-10, 02:08 AM
v1.2.0 released. You can find information about it at post #1 of this thread :|\\
My fingers are shaking and... oh.... good.. very good.... downloading now.
Congrats on 1.2! :salute:
Yeah, and good luck on Tuesday with the patch LOL
:rotfl2:
TheDarkWraith
04-18-10, 02:23 AM
is it supposed to look like this?
http://www.subsim.com/radioroom/picture.php?albumid=222&pictureid=1778
you didn't follow directions.....reread the text file I included. You haven't enabled a TDC mode.
TheDarkWraith
04-18-10, 02:53 AM
just so everyone knows, radar is really FUBAR'd in v1.2.0. I'll have to sort it out and release a bug fix version for it (I was never able to test it out because I had no way to get a sub with radar before releasing v1.2.0).
Here are the main problems with radar in v1.2.0:
if you use the radar station and use any of the toggle switches there they are not getting 'sent' out so that I can read them (thus the officer's order categories and order bars are all confused). I have to add some script code to the radar page so that when a switch is flipped I get a record of it so I can act accordingly on it. What's supposed to happen is anytime you move a switch or change the volume or the likes the game issues a 'command' for it....but with the radar station this is not so.
you didn't follow directions.....reread the text file I included. You haven't enabled a TDC mode.
I enbles SH5 enhanced version and TDCAllDials in the options file. I still get the problem in the pic.
TheDarkWraith
04-18-10, 03:02 AM
I enbles SH5 enhanced version and TDCAllDials in the options file. I still get the problem in the pic.
the options file specifically says not to mess with the TDC options in it (it's not finished). In the mod there were add-on mods in the \MODS folder that dealt with a TDC option. All you have to do is copy that add-on mod over to your \MODS folder and enable it to get that TDC dials version.
the options file specifically says not to mess with the TDC options in it (it's not finished). In the mod there were add-on mods in the \MODS folder that dealt with a TDC option. All you have to do is copy that add-on mod over to your \MODS folder and enable it to get that TDC dials version.
Well, that's what i did the first time lol :)
Update: go it fixed. Think there was some left overs from the old version screwing it up. Had SH5 vanilla backup ready :)
Thanks, great work on the FAT GUI :D
TheDarkWraith
04-18-10, 03:19 AM
Well, that's what i did the first time lol :)
just to confirm, I downloaded my own mod and followed the directions for enabling all dials. I checked to ensure it was set to SH5Enhanced mode. I fired it up and this is what I got:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1780
everything working correctly.
EDIT:
looks like you sorted it out.....
McHub532
04-18-10, 03:34 AM
I just installed version 1.2 with SH3Style
My watch officer is right in the middle of where I'm trying to look. And the notebook thing is way high also. What did I do wrong?
I think I followed directions. :)
http://farm5.static.flickr.com/4025/4530675936_20cd04a8a6_o.jpg
TheDarkWraith
04-18-10, 03:36 AM
I just installed version 1.2 with SH3Style
My watch officer is right in the middle of where I'm trying to look. And the notebook thing is way high also. What did I do wrong?
I think I followed directions. :)
http://farm5.static.flickr.com/4025/4530675936_20cd04a8a6_o.jpg
what screen res are you using? did you resize the message box in the options file or left it as is? What TDC dials mode?
The watch officer dialog box is where it's supposed to be. It moved itself to be clear of where the message box 'should be' horizontally. It appears high vertically because if you were to select an officer's order category it would just touch the bottom of the XO's TDC dialog box.
McHub532
04-18-10, 03:41 AM
what screen res are you using? did you resize the message box in the options file or left it as is?
The watch officer dialog box is where it's supposed to be. It moved itself to be clear of where the message box 'should be' horizontally. It appears high vertically because if you were to select an officer's order category it would just touch the bottom of the XO's TDC dialog box.
My Res: 1280 x 768
I did not resize the message box. That's what confused me at first, it was way high.
When I pulled up the periscope and got into battle that's when the real issue came.. I was blind. heh
TheDarkWraith
04-18-10, 03:44 AM
My Res: 1280 x 768
I did not resize the message box. That's what confused me at first, it was way high.
When I pulled up the periscope and got into battle that's when the real issue came.. I was blind. heh
I'm trying your configuration now.....
McHub532
04-18-10, 03:45 AM
I'm trying your configuration now.....
Man.. you seriously are dedicated.
java`s revenge
04-18-10, 03:52 AM
Thank you...thank you....:woot:
TheDarkWraith
04-18-10, 03:56 AM
Man.. you seriously are dedicated.
duplicated your configuration and everything is fine. Must be a mod conflict or ???
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1781
remember that you can click the 'never mind' in the XO TDC dialog box to close that dialog box so you can see more. I also tried expanding and contracting the messagebox and once again no problems. I can't duplicate your problem.
Those of you running the lower screen resolutions will see little anomolies like this (XO TDC dialog box blocking some of your view). Just the nature of the beast until I can figure out how to make those dialog boxes draggable so you can reposition them wherever you want in real time.
McHub532
04-18-10, 03:58 AM
duplicated your configuration and everything is fine. Must be a mod conflict or ???
remember that you can click the 'never mind' in the XO TDC dialog box to close that dialog box so you can see more. I also tried expanding and contracting the messagebox and once again no problems. I can't duplicate your problem.
Hmm.. Okay.
My system just gets slow (mouse is hard to move).. so the extra 12 seconds every time the window pops up to close it.. is a killer. Litterally. :)
Edit: Do you know of any mods that completely remove that guy. I never ever ever have any need for him.
TheDarkWraith
04-18-10, 04:03 AM
Hmm.. Okay.
My system just gets slow (mouse is hard to move).. so the extra 12 seconds every time the window pops up to close it.. is a killer. Litterally. :)
Edit: Do you know of any mods that completely remove that guy. I never ever ever have any need for him.
you never use the recognition manual or any of the 'tools' he provides?? If not, then you have given me another option that I can add to the options file (disable XO) so that that dialog box will never appear :hmmm:
McHub532
04-18-10, 04:03 AM
Darkwraith... do you see any glaring issues with what mods I'm using?
NewUIs_TDC_1_2_0_ByTheDarkWraith
NewUIs_TDC_1_2_0_NoDials_TDC
NewUIs_TDC_1_2_0_jimimadrids_map_tools
Simple_Fixes_While_Waiting_for_next_patch_v1.0_SH5 _115
Reduced Mission Tonnage v02
Nauticalwolf's Interior Mod V1.0
impurity blue
DiveDepthFix_by_coasterdigi
Church's SHV 1.01 Keyboard Commands v1.1
Capthelms SH5 Audio Mod
Adjusted Running - Walking Speeds v1.0
McHub532
04-18-10, 04:04 AM
you never use the recognition manual or any of the 'tools' he provides?? If not, then you have given me another option that I can add to the options file (disable XO) so that that dialog box will never appear :hmmm:
Yeah, I've never used any of those options. The only option I've ever used is.
2. Nevermind.
heh
TheDarkWraith
04-18-10, 04:06 AM
Darkwraith... do you see any glaring issues with what mods I'm using?
NewUIs_TDC_1_2_0_ByTheDarkWraith
NewUIs_TDC_1_2_0_NoDials_TDC
NewUIs_TDC_1_2_0_jimimadrids_map_tools
Simple_Fixes_While_Waiting_for_next_patch_v1.0_SH5 _115
Reduced Mission Tonnage v02
Nauticalwolf's Interior Mod V1.0
impurity blue
DiveDepthFix_by_coasterdigi
Church's SHV 1.01 Keyboard Commands v1.1
Capthelms SH5 Audio Mod
Adjusted Running - Walking Speeds v1.0
unfortunately I can't comment on this. As the authors don't list what they changed or what they did I have no clue how they will impact this mod or any others. My suggestion to you is disable all mods and then re-enable the UIs mod and see if you still get the problem you reported earlier. Then keep enabling mods one at a time until you find the problem child.
McHub532
04-18-10, 04:06 AM
Dark....
I'm still supposed to go into:
TheDarkWraithUserOptions.py and set the
UIStyle = SH3Style
That's still required right?
McHub532
04-18-10, 04:07 AM
unfortunately I can't comment on this. As the authors don't list what they changed or what they did I have no clue how they will impact this mod or any others. My suggestion to you is disable all mods and then re-enable the UIs mod and see if you still get the problem you reported earlier. Then keep enabling mods one at a time until you find the problem child.
Okay, will try that. thanks!
TheDarkWraith
04-18-10, 04:07 AM
Yeah, I've never used any of those options. The only option I've ever used is.
2. Nevermind.
heh
well since I have to release a bug fix for the radar I'll add this disabling XO TDC dialog box as an option to the options file :DL
McHub532
04-18-10, 04:08 AM
well since I have to release a bug fix for the radar I'll add this disabling XO TDC dialog box as an option to the options file :DL
Super cool.
If the mod removal won't fix my issue I've still got the last version I LOVE ! :)
TheDarkWraith
04-18-10, 04:11 AM
Super cool.
If the mod removal won't fix my issue I've still got the last version I LOVE ! :)
It has to be some mod conflict or left over remnants of a previous mod that would be causing the problem you have. Your only problem is the message box is positioned way too high vertically. I would even go so far as to disable all mods, redownload v1.2.0 and reinstall it. Fire it up and see if you still have the same problem. Then add mods one by one to see if there's a problem child or not.
TheDarkWraith
04-18-10, 04:12 AM
Dark....
I'm still supposed to go into:
TheDarkWraithUserOptions.py and set the
UIStyle = SH3Style
That's still required right?
yes, that's required if you want to use the SH3 Style UI.
McHub532
04-18-10, 04:29 AM
It has to be some mod conflict or left over remnants of a previous mod that would be causing the problem you have. Your only problem is the message box is positioned way too high vertically. I would even go so far as to disable all mods, redownload v1.2.0 and reinstall it. Fire it up and see if you still have the same problem. Then add mods one by one to see if there's a problem child or not.
Game is loading right now with only your mods....
loading..... loading.... loading..... loading.. (mouse click sound).. screen is black.........
still black.....
Hard drive light is just a whirring..... screen still black.....
Notepad is in correct place. That XO though is peaking from his position waiting to screw me up when I lock onto a ship though. :)
kylania
04-18-10, 05:02 AM
you didn't follow directions.....reread the text file I included. You haven't enabled a TDC mode.
Ahh, doesn't default to minimal dials anymore. Any reason why? :)
I also had some weird camera disconnect the first time I tried teleporting to the Attack scope, but once I'd made it there manually it didn't happen again.
reaper7
04-18-10, 07:09 AM
TheDarkWraith or Reaper7, I have been looking for this same "Fat/Lut switch" and can't find it. Could one of most knowledgeable ones please point me in the right direction. Does it need some special code to make it show up/ work. I am at a complete loss with python, scripting or coding. :damn::damn::damn:
This is where I would like it to show up/ work :wah::wah::wah:
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Depth-switch.jpg
On a different topic/proplem, the text "depth" in my Ui keeps "coming back" To get rid of it without deleting I changed its alpha value to 0. In game it just re-appears :wah::wah:. is there some code/script that would remove it and not have it come back.
I prefer not to delete things unless there is no other option. (don't know when you might need it back etc)
I know that you are busy with the UI mod but you also have become the "expert" on the how this works. A little help would again be most appreciated.
I would be happy to help out with any graphic work if needed. :DL I bought a DVD with over 600 full colour photographs of U-995, amazing for reference photos of anything "U-Boat" .
Many congratulations on getting 1.2 up and running. - You Rock :up::up::up:
Yes Congrats DW on version 1.2 its a great piece of work, looking forward to your radar fixes. :up:
@NauticalWolf you can find the Fat/Lut switches via the Menu Editor at:
PageTDC_Tubessettings_FatandLut_Fat/LutI
PageTDC_Tubessettings_FatandLut_Fat/LutII
PageTDC_Tubessettings_FatandLut_Fat/LutIII
PageTDC_Tubessettings_FatandLut_Fat/LutIV
PageTDC_Tubessettings_FatandLut_Fat/LutV
PageTDC_Tubessettings_FatandLut_Fat/LutVI
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Fat-Lut.jpg
Each Tube has a Fat/Lut switch that only shows up above its torp selector button when using the stock Panel, if that tube contains a Fat/Lut type torp.
The function of the switch is just to turn on/off the four dials.
In my Previous post I had them shown as PageTDC_Tubessettings_Fat/LutI - this is incorrect. I had copied and pasted one of them trying to get it to work and deleted the main group.
Only noticed as I rechecked the Original Page file this morning (Sorry DW if I pointed you in the wrong direction) on my laptop that was unedited and noticed what I had done :nope:.
As for the Depth text you can remove that via Scripting in the Page attack periscope.py file .
You can add the command:
Pageattackperiscope_Torpedoes_ExtraControls_Torped oDepth_DepthText.Visible = False
You can do the same with any item be they Whole Groups, subgroups or items:
just use the .Visible = True or .Visible = False to show/hide :up:
Eg In my Mod I wanted to hide the complete Depth and Speed Gauge's and part on the Maptools from the Page Default Hud - Sub Controls are on this Page:
These are the Command I used to do that:
PageDefaultHud_Feedback_BottomBar.Visible = False
PageDefaultHud_Feedback_SpeedDigitsGroup.Visible = False
PageDefaultHud_Feedback_DepthDigitsGroup.Visible = False
PageDefaultHud_Feedback_DepthGroup.Visible = False
PageDefaultHud_Feedback_Throttle.Visible = False
PageDefaultHud_Feedback_MapTools_Background.Visibl e = False
PageDefaultHud_Feedback_MapTools_Border.Visible = False
PageDefaultHud_Feedback_MapTools_Icon.Visible = False
PageDefaultHud_Feedback_MapTools_ToggleModeButton. Visible = False
[EDIT] Ignore the spaces in some of the commands Thread Post is adding them in (are not there when I post or re-edit???).;
Best of luck - Remember to back up your script files first :yeah:
In first place, thank you for your work. I really like it,:up:
Now, I have just a little question: what is the best resolution for your mod?
Because, mine is 1280x1024 and I have the Fuel, CO2, O2, and battery levels bargraph surmounting the Officer shortcut bar when my UI is SH5 Enhanced.
Just boring.
Thank you again
Take care
reaper7
04-18-10, 07:53 AM
Hi dark just noticed this in the Page Default Hud script:
PageDefaultHud_MapGroup_InterceptCourseButton.Enab led = False
elif PageDefaultHud_MapGroup.Width > 300 and PageDefaultHud_MapGroup.Height > 200:
if PageDefaultHud_MapGroup_Mapcontrol.SelectedContact != None:
PageDefaultHud_MapGroup_Mapcontrol_SelectedContact GUI.Visible = SelectedContactGUIEnabled
:up:
TheBeast
04-18-10, 08:13 AM
Hi dark just noticed this in the Page Default Hud script:
PageDefaultHud_MapGroup_InterceptCourseButton.Enab led = False
elif PageDefaultHud_MapGroup.Width > 300 and PageDefaultHud_MapGroup.Height > 200:
if PageDefaultHud_MapGroup_Mapcontrol.SelectedContact != None:
PageDefaultHud_MapGroup_Mapcontrol_SelectedContact GUI.Visible = SelectedContactGUIEnabled
elif appears again just a few more lines below the above quoted info. Is elif a valid Python Script expression? Is elif equal to elseif?
reaper7
04-18-10, 08:16 AM
elif appears again just a few more lines below the above quoted info. Is elif a valid Python Script expression?
Unless its an abbreviated else if statement. (Wish I know Python) ;)
Captain von Keldunk
04-18-10, 08:31 AM
Unless its an abbreviated else if statement. (Wish I know Python) ;)
faren = input("Enter a temperature ") * 9.0 / 5 + 32
print "That degrees converts to",faren
if faren > 212:
print "Steam"
elif faren > 112:
print "Very Hot Water"
elif faren > 32:
print "Water"
else:
print "Ice"
print "Program completed":03:
reaper7
04-18-10, 08:35 AM
faren = input("Enter a temperature ") * 9.0 / 5 + 32
print "That degrees converts to",faren
if faren > 212:
print "Steam"
elif faren > 112:
print "Very Hot Water"
elif faren > 32:
print "Water"
else:
print "Ice"
print "Program completed":03:
Ah Ok, So it is an Else IF Staement. Cheers :up:
Yoram777
04-18-10, 10:51 AM
Some great improvements with V1.2, fantastic work :up:
Some questions/ideas for the SH3 style version:
With 1.2 it's not possible to unselect the officers?
Could you remove the dive buttons with the depth meter?
(can already be seen and controlled with the dials on the right)
And would it be possible to show the map tools on the map instead of next to it?,
(this would save some space on the screen and it would look nicer/cleaner)
http://img697.imageshack.us/img697/1851/imagevf1.jpg
reaper7
04-18-10, 11:36 AM
Some great improvements with V1.2, fantastic work :up:
Some questions/ideas for the SH3 style version:
With 1.2 it's not possible to unselect the officers?
Could you remove the dive buttons with the depth meter?
(can already be seen and controlled with the dials on the right)
And would it be possible to show the map tools on the map instead of next to it?,
(this would save some space on the screen and it would look nicer/cleaner)
Like This :D. Thats the way I'm doing it in my UI Mod.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/MapTools.jpg
Like This :D. Thats the way I'm doing it in my UI Mod.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/MapTools.jpg
Very interesting. How do you do that?
Yoram777
04-18-10, 12:16 PM
Like This :D. Thats the way I'm doing it in my UI Mod.
Yes like that :DL, is your mod still a WIP?
reaper7
04-18-10, 12:26 PM
Yes like that :DL, is your mod still a WIP?
Almost there, Keep an on its Thread. :DL
Defiance
04-18-10, 12:33 PM
Not long started using the earlier version and now obviously the newer version (just sank 2 merchants and not a single glitch (same with earlier version no problems at all :) ))
Amazing :) I'm using the All Dials in SH5 Enhanced mode with your TDC Dials, really really apreciate all your hard work ;)
:yeah:
TheDarkWraith
04-18-10, 12:47 PM
Ahh, doesn't default to minimal dials anymore. Any reason why? :)
I also had some weird camera disconnect the first time I tried teleporting to the Attack scope, but once I'd made it there manually it didn't happen again.
I'm working my way into the TDC dials being controlled by the user options file. This was the first step in 'disconnecting' the files needed to do this from the core mod. You have to say it was pretty easy though to select which TDC dials mode you wanted :03: Just simply enable the one you wanted via JSGME.
TheDarkWraith
04-18-10, 12:49 PM
In first place, thank you for your work. I really like it,:up:
Now, I have just a little question: what is the best resolution for your mod?
Because, mine is 1280x1024 and I have the Fuel, CO2, O2, and battery levels bargraph surmounting the Officer shortcut bar when my UI is SH5 Enhanced.
Just boring.
Thank you again
Take care
I run 1920X1200. That works best for me. I can run higher screen res but don't need to. 1920 X 1200 seems to be the 'sweet spot' for this mod.
TheDarkWraith
04-18-10, 12:50 PM
elif appears again just a few more lines below the above quoted info. Is elif a valid Python Script expression? Is elif equal to elseif?
yes, elif is the python expression for 'else if'. It's a conditional expression statement.
TheDarkWraith
04-18-10, 12:59 PM
Some great improvements with V1.2, fantastic work :up:
Some questions/ideas for the SH3 style version:
With 1.2 it's not possible to unselect the officers?
Could you remove the dive buttons with the depth meter?
(can already be seen and controlled with the dials on the right)
And would it be possible to show the map tools on the map instead of next to it?,
(this would save some space on the screen and it would look nicer/cleaner)
You can unselect the officer's order categories very simply. By clicking on an officer it will hide the current order category that is visible. Say you click on the Chief Engineer (CE). He brings up the order category with the propeller, maneuvers, and reports. Now if you click on NA (navigator) that previous order category bar will disappear.
Remove the dive buttons on the far left side? Why? They are quick shortcuts to useful commands - dive, surface, crash dive, and emergency surface. Trying to remove them would be a little complicated as you would have to do lots of scripting to make it work correctly (if it even would work correctly) and then you'd have a problem with the map tools floating up above when they contracted.
Would it be possible to show the map tools on the mini-map? Yes it's possible. Will it do it? No. Too many complications with it. Since the end-user can resize the mini-map in my mod to any size they want, if I placed the map tools inside the mini-map you could experience strange issues of map tools being visible outside the mini-map if you sized it small enough. Second, why take up the little valuable screen real-estate you have with the mini-map by placing more items in it? Third, where it is now and how it's implemented leaves room to add additional items to the map tools very easily. The mini-map is supposed to be a quick reference to the battle situation. It's not the nav-map. The layout as it is now is simple, elegant, and efficient. There's no need to change it.
Defiance
04-18-10, 01:01 PM
TDW, My max res is 1920x1200, only a 24" mon for now
If you need a tester for anything in that res just gimme a holla and i'll push whatever to the limit :P
Nice to know most mods now are compatible in the 1920x1200 res's (hopefully gone are the days of trying to convert letterbox to widescreen)
Ohh TDW, i hashed a sound click out for "Menu.PlaySound" besides that l'il extra i'm loving the whole feel of the TDC/UI layouts you've created
Cheers
TheDarkWraith
04-18-10, 01:03 PM
Ohh TDW, i hashed a sound click out for "Menu.PlaySound" besides that l'il extra i'm loving the whole feel of the TDC/UI layouts you've created
Cheers
hashed a sound click? What do you mean?
Defiance
04-18-10, 01:22 PM
Heya,
Hmm over here (UK) we call this sign # a Hash
So all's a did was kinda rem'ed the click sound off when ctrl key is pressed
I had figured it out and was just about to try it then stumbled on a post someone had posted doing the same thing lol
I find A: the clicking loud (i have to wear hearing aids) B: not really needed for added reality (doh i mean realism)
Cheers
TheDarkWraith
04-18-10, 01:26 PM
What does the option to toggle between Fat/Lut does ?
when you have the pattern running torpedoes, in each tube that has a pattern runner you'll see a green button below that says 'Toggle FaT/LuT'. When you press that button it will show the pattern runner dials of the TDC so that you can set your pattern running torpedoes patterns.
There is one 'green' button always visible so you can press it to see the pattern running dials at anytime.
TheBeast
04-18-10, 01:27 PM
What does the option to toggle between Fat/Lut does ?
That Fat/Lut button is for Torpedo's that have search patterns. The button brings up the dials that allow you to adjust the search patterns.
Yoram777
04-18-10, 01:29 PM
You can unselect the officer's order categories very simply. By clicking on an officer it will hide the current order category that is visible. Say you click on the Chief Engineer (CE). He brings up the order category with the propeller, maneuvers, and reports. Now if you click on NA (navigator) that previous order category bar will disappear.
But I mean it's not possible to have "no" officer selected. :06:
(Which was possible in 1.1)
Now when you start a mission no officers are selected, but as soon as you select one, you will always have one selected.
It's not exactly a big problem or anything, just think it looks better.
Remove the dive buttons on the far left side? Why? They are quick shortcuts to useful commands - dive, surface, crash dive, and emergency surface. Trying to remove them would be a little complicated as you would have to do lots of scripting to make it work correctly (if it even would work correctly) and then you'd have a problem with the map tools floating up above when they contracted.
Never used them even once..:), since I use those shorcuts on the keyboard, and you can alternatively use the dails.
I mean removing them in combination with moving the tools on the map.
Off course I agree that removing "only" the dive buttons and then have floating map tools wouldn't look good.
Would it be possible to show the map tools on the mini-map? Yes it's possible. Will it do it? No. Too many complications with it. Since the end-user can resize the mini-map in my mod to any size they want, if I placed the map tools inside the mini-map you could experience strange issues of map tools being visible outside the mini-map if you sized it small enough. Second, why take up the little valuable screen real-estate you have with the mini-map by placing more items in it? Third, where it is now and how it's implemented leaves room to add additional items to the map tools very easily. The mini-map is supposed to be a quick reference to the battle situation. It's not the nav-map. The layout as it is now is simple, elegant, and efficient. There's no need to change it.
I see, that's too bad, I was hoping it could work.
thanks for your response :yep:
kylania
04-18-10, 01:50 PM
But I mean it's not possible to have "no" officer selected. :06:
(Which was possible in 1.1)
Now when you start a mission no officers are selected, but as soon as you select one, you will always have one selected.
It's not exactly a big problem or anything, just think it looks better.
You can actually, there are three settings in the Options.py file which allow you to scroll and hide the buttons on mouseclick or keypress. To hide them entirely again, just click on another officer, that'll scroll up the menu, move the mouse away and they'll scroll down and out of the way.
Re Diving buttons: Never used them even once..:), since I use those shorcuts on the keyboard, and you can alternatively use the dails.
There's a few cases where these buttons work better than the keymappings with regards to scripting for some reason. The only complaint I have about it, is that the 5X button to go deeper than 50m is in the exact spot as Emergency Surface if you don't have Ctrl held down, so I'm constantly clicking that button, but forgetting to keep Ctrl down and pop up to the surface instead of diving to evade! :O:
TheDarkWraith
04-18-10, 01:59 PM
okay it appears I have the player objectives problem licked (the yellow ! squares along with their descriptions). What I need is someone to test it out.
If you are running v1.2.0 and you see the yellow ! boxes and/or their descriptions and you'd like to test out my changes please PM me and I'll send you the revised files for v1.2.0.
These can be enabled/disabled via a new option in the options file (PlayerObjectivesEnabled)
7thSeal
04-18-10, 02:02 PM
Been using the SH5 UI version but really like the SH3 with the new WWIIInterface addition added, looks great.
DW would it also be possible to add a True/False option in the next version for removing the message box from being displayed? Much the same as you did for the pop-up message box that can now be removed.
I don't every read it and you do have the option to resize it but wondering if one could have the option to remove it altogether from being displayed above the dials. :)
TheDarkWraith
04-18-10, 02:04 PM
Been using the SH5 UI version but really like the SH3 with the new WWIIInterface addition added, looks great.
DW would it also be possible to add a True/False option in the next version for removing the message box from being displayed? Much the same as you did for the pop-up message box that can now be removed.
I don't every read it and you do have the option to resize it but wondering if one could have the option to remove it altogether from being displayed above the dials. :)
that is a great idea. Consider it done :up:
Yoram777
04-18-10, 02:38 PM
You can actually, there are three settings in the Options.py file which allow you to scroll and hide the buttons on mouseclick or keypress. To hide them entirely again, just click on another officer, that'll scroll up the menu, move the mouse away and they'll scroll down and out of the way.
Yes that will hide the orders again but the officer will still be selected, which means I can only see half his face:
http://img94.imageshack.us/img94/5711/im5age1.jpg
TheDarkWraith
04-18-10, 02:42 PM
Yes that will hide the orders again but the officer will still be selected, which means I can only see half his face:
http://img94.imageshack.us/img94/5711/im5age1.jpg
that means the .dds file you're using for the officers isn't made correctly. Can you send me that file?
I could make it so that if you click on a selected officer it will unselect him.
TheDarkWraith
04-18-10, 02:47 PM
DW would it also be possible to add a True/False option in the next version for removing the message box from being displayed? Much the same as you did for the pop-up message box that can now be removed.
I don't every read it and you do have the option to resize it but wondering if one could have the option to remove it altogether from being displayed above the dials. :)
sometimes ideas come around that are just brilliant. This is one of them. I've taken this one step further:
- gave it an option in the options file to disable the message box at game start (DisplayTheMessageBox)
- gave it a hotkey to toggle visibility (current key is L). So even though you have it disabled via the option you can still re-enable it via the hotkey
- shift + L will toggle maximized and minimized state
brilliant :yeah:
Ablemaster
04-18-10, 02:55 PM
Nice idea, like it : ref [DisplayTheMessageBox] choices are good, nice one Dark.
TheDarkWraith
04-18-10, 03:03 PM
Some great improvements with V1.2, fantastic work :up:
Some questions/ideas for the SH3 style version:
With 1.2 it's not possible to unselect the officers?
I've changed the code so that you can now unselect the selected officer. If you have an officer selected and you click on that selected officer again it will unselect them :up:
kylania
04-18-10, 03:31 PM
Here's a video that shows the new v1.20 "teleport to station" feature at work:
http://www.youtube.com/watch?v=eSEmtxIE01I
7thSeal
04-18-10, 03:49 PM
- gave it an option in the options file to disable the message box at game start (DisplayTheMessageBox)
- gave it a hotkey to toggle visibility (current key is L). So even though you have it disabled via the option you can still re-enable it via the hotkey
- shift + L will toggle maximized and minimized state
When using the hotkey (L) to enable it... will it again be removed if pressing the hotkey again. Or should I not press it if I want it to stay removed? :haha:
TheDarkWraith
04-18-10, 03:53 PM
When using the hotkey (L) to enable it... will it again be removed if pressing the hotkey again. Or should I not press it if I want it to stay removed? :haha:
yes it's togglable via the hotkey. For instance: you setup the messagebox to be disabled at game start. Game starts. You press the hotkey and the messagebox will appear. Press the hotkey again and the messagebox will disappear.
Now I'm having the XO TDC dialog box read the status of the message box so it can dynamically move itself to a better position if the message box isn't visible :D
7thSeal
04-18-10, 04:01 PM
yes it's togglable via the hotkey. For instance: you setup the messagebox to be disabled at game start. Game starts. You press the hotkey and the messagebox will appear. Press the hotkey again and the messagebox will disappear.
Now I'm having the XO TDC dialog box read the status of the message box so it can dynamically move itself to a better position if the message box isn't visible :D
Cool, you take the true/false option to new heights. :salute:
TheDarkWraith
04-18-10, 04:23 PM
got the XO TDC dialog box dynamically repositioning based on message box now also. Here the messagebox is disabled:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1790
I press the hotkey to display the messagebox and the XO TDC dialog box dynamically repositions to new place:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1791
press the hotkey again to hide the messagebox and XO TDC dynamically repositions again:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1790
awesome :yeah: :smug:
TheDarkWraith
04-18-10, 04:53 PM
There's a few cases where these buttons work better than the keymappings with regards to scripting for some reason. The only complaint I have about it, is that the 5X button to go deeper than 50m is in the exact spot as Emergency Surface if you don't have Ctrl held down, so I'm constantly clicking that button, but forgetting to keep Ctrl down and pop up to the surface instead of diving to evade! :O:
should we consider moving the 5X button to a different place? :hmmm:
kylania
04-18-10, 05:15 PM
should we consider moving the 5X button to a different place? :hmmm:
I'd suggest above the depth chart, but then you might accidentally hit Surface! Perhaps inch the whole thing, 5X and depth chart, up slightly so the 5X is where the Crash Dive is? It's a pretty minor thing really and it's simple enough to just hit "maintain depth" quickly.
Btw, you should look into making a "Cook Soup", "Eat Soup" and "Rinse Bowls" options for the Cook orders bar (http://www.subsim.com/radioroom/showthread.php?t=168005). If you could combine this with dynamic DDS changes on the stove that would be great. Use Reboot's Hot Soup mod, so the pot isn't smoking till you order Cook Soup, then it starts to steam. Replace the veggies with clean bowls DDS at first, then dirty bowls after Eat Soup has been ordered, then clean again after Rinse Bowls.
I think of all the possible improvements to Silent Hunter V that could possibly be made at this point, this is the most critical one with regards to realism, playability and all around general awesomeness. :rock:
TheDarkWraith,
First of all, thank you very much for your excellent mod. I can't play without it !!! :DL
Now, let me ask a question: Is the "solution" icon corresponding to the weapons officer working properly?? I think the "Identify" icon works well, but when I press the "solution" icon I don't think that the proper solution data for the target is loaded on the TDC as it was in SH3... Or I am doing somethig wrong?
Txema
cheers darkwraith...i read the install notes but cant see where i choose between the 3 UIs...am i missing something?
i see the 7 folders... new UIs 1.2.1 TDC in the download but nothing that says
- SH3 style
- SH4 style
- SH5 Enhanced
how do i pick one of the 3?
great work as always :)
cheers
TheDarkWraith
04-18-10, 05:32 PM
cheers darkwraith...i read the install notes but cant see where i choose between the 3 UIs...am i missing something?
i see the 7 folders... new UIs 1.2.1 TDC in the download but nothing that says
- SH3 style
- SH4 style
- SH5 Enhanced
how do i pick one of the 3?
great work as always :)
cheers
look in the \data\Scripts\Menu\DarkWraithUserOptions.py file. That is where you change your UI style.
TheDarkWraith
04-18-10, 05:33 PM
TheDarkWraith,
First of all, thank you very much for your excellent mod. I can't play without it !!! :DL
Now, let me ask a question: Is the "solution" icon corresponding to the weapons officer working properly?? I think the "Identify" icon works well, but when I press the "solution" icon I don't think that the proper solution data for the target is loaded on the TDC as it was in SH3... Or I am doing somethig wrong?
Txema
I couldn't get that to work correctly either. I'm giving the correct command but the game doesn't seem to handle it correctly. Hopefully will be fixed with a patch from the devs :shifty:
TheDarkWraith,
Thanks for your quick answer !!
Let me ask other question: are you sure that the emtguf Periscope Rework is activated by default in your mod??
I think that what I am seeing when activating your default SH5 Enhanced mod are the default periscope views...
Txema
TheDarkWraith
04-18-10, 05:53 PM
TheDarkWraith,
Thanks for your quick answer !!
Let me ask other question: are you sure that the emtguf Periscope Rework is activated by default in your mod??
I think that what I am seeing when activating your default SH5 Enhanced mod are the default periscope views...
Txema
I only added support for emtguf's periscope mod. If you want to use his mod you have to enable the option in the options file and then enable certain parts of his mod. Look in the \Mods from others folder.
I only added support for emtguf's periscope mod. If you want to use his mod you have to enable the option in the options file and then enable certain parts of his mod. Look in the \Mods from others folder.
But the exact name of the folder is "Included mods from others"... I was thinking that those mods were already included in your default mod... It seems that I was wrong and those mods have to be activated afterwords... Can you confirm it??
Txema
McHub532
04-18-10, 06:13 PM
got the XO TDC dialog box dynamically repositioning based on message box now also. Here the messagebox is disabled:
:
Yes ! Yees!! YeSSSS!!
TheDarkWraith
04-18-10, 06:43 PM
But the exact name of the folder is "Included mods from others"... I was thinking that those mods were already included in your default mod... It seems that I was wrong and those mods have to be activated afterwords... Can you confirm it??
Txema
those are mods that make up part of the UIs mod. They are there for reference only (except for emtgufs periscope rework)
Vorkapitan
04-18-10, 07:00 PM
DW,
Whatever you did, it is great. Please keep the changes coming! :salute:
TheDarkWraith
04-18-10, 07:21 PM
Yes ! Yees!! YeSSSS!!
yeah I thought you might like that ;)
Now since you reported the 'problem' would you like to test it out and see if it works better for you?
cheers...working great now...thanks very much :)
badaboom
04-18-10, 08:12 PM
Fantastic!!!!
Thank You!!
sirbum69
04-18-10, 08:16 PM
Question in one of your screen shots above you have the salvo button above and you have all dials...I tried to do the same...I have all dials mod enabled and it works fine, But when i went to put in the salvo thing it takes away all the dials...
So i either can have all dials or just the salvo selector at the top of the tdc....
Im using the enhanced version....
EDIT: NVM im just gonna use the minimal dials UI instead of all dials...As i tend to use the XO box mainly anyhow, but i wanted most of the dials so if i try to shoot blind i can imput the stuff myself
McHub532
04-18-10, 08:24 PM
yeah I thought you might like that ;)
Now since you reported the 'problem' would you like to test it out and see if it works better for you?
Oh yes oh yes oh yes.
I think I love you !! :03:
McHub532
04-18-10, 08:29 PM
Do I just re-doenlowd 1.2 or do you have a 1.2.1 in a secret hidey-hole I can get my saliva covered fingertips on? Muhahaha.
McHub532
04-18-10, 08:38 PM
Bah!
They/we have these massive monitors at work.. about 2+ feet wide. Drooool.
So I figure... hmmm.
I pull the monitor cable off the back of the desktop at work that we aren't using and.... What? ?
It's some funky multi-end thinger. It won't plug into my laptop (pout/whimper).
7thSeal
04-18-10, 09:04 PM
Here's a video that shows the new v1.20 "teleport to station" feature at work:
http://www.youtube.com/watch?v=eSEmtxIE01I
kylania, I see that your using the MightyFine Crew Mod along with the new UI 1.2 and was wondering if you have any problems getting your watch crew back on deck once you've submerged the sub and surface again? Can't seem to get mine to comply since I've gotten the UI 1.2 version. :hmmm:
kylania
04-18-10, 09:08 PM
kylania, I see that your using the MightyFine Crew Mod along with the new UI 1.2 and was wondering if you have any problems getting your watch crew back on deck once you've submerged the sub and surface again? Can't seem to get mine to comply since I've gotten the UI 1.2 version. :hmmm:
Nope, not that I've noticed. In fact I kept bumping into them while testing my pinup tutorial I wrote last night. heh
7thSeal
04-18-10, 09:12 PM
Nope, not that I've noticed. In fact I kept bumping into them while testing my pinup tutorial I wrote last night. heh
Okie dok, I'll try reinstalling the mod and see if they go back on watch. I removed all my mods earlier and had replaced them again... probably just need to rearrange the orders they're in a bit. :)
Edit\ Nevermind, I had started a new campaign from the beginning and was having that issue on the tutorial mission. Seems to work fine once I got my sub and started the first patrol. :up:
McHub532
04-18-10, 10:18 PM
DarkWraith's version 1.2
Display Setting: 1280 x 768
Not a major issue but thought I'd throw up another tiny thing. On my whoosy laptop size (can't compete with you guys with the big monitors).. the gas/batter/CO2 buttons are shifted over top of the officer furthest left.
http://farm3.static.flickr.com/2690/4533042131_b7fb392b8e_o.jpg
kylania
04-18-10, 10:23 PM
I've noticed I keep getting the "no voices" bug more and more often now. It's the one where when you change speed you don't get any voice confirmation and when you check depth under keel you get no voice answer NOR any response in the message log, just the echolot sound.
Anyone else been getting this? Previously a simple reload would fix it, but sometimes it's taking 2-3 reloads to fix now...
McHub532
04-18-10, 10:28 PM
Wow, that never happened before.
I was cruising along at x64 speed watching the map and I hit F3 to drop out of the map view.
CTD
Mods Being Used:
NewUIs_TDC_1_2_0_ByTheDarkWraith
NewUIs_TDC_1_2_0_NoDials_TDC
emtguf - Periscope rework
Simple_Fixes_While_Waiting_for_next_patch_v1.0_SH5 _115
Reduced Mission Tonnage v02
Nauticalwolf's Interior Mod V1.0
impurity blue
DiveDepthFix_by_coasterdigi
Church's SHV 1.01 Keyboard Commands v1.1
Capthelms SH5 Audio Mod
Adjusted Running - Walking Speeds v1.0
TheDarkWraith
04-18-10, 10:35 PM
DarkWraith's version 1.2
Display Setting: 1280 x 768
Not a major issue but thought I'd throw up another tiny thing. On my whoosy laptop size (can't compete with you guys with the big monitors).. the gas/batter/CO2 buttons are shifted over top of the officer furthest left.
you can always turn the IntegratedLevels option off to avoid this problem :03:
McHub532
04-18-10, 10:37 PM
you can always turn the IntegratedLevels option off to avoid this problem :03:
IntegratedLevels... now you are showing off. :)
What's that mean and how do I do that? If it's a pain to explain; don't. It's a tiny thing that doesn't even bother me. You are doing such incredible and amazing things I don't want to take your attention away from what you're doing. :)
kylania
04-18-10, 10:40 PM
IntegratedLevels... now you are showing off. :)
What's that mean and how do I do that? If it's a pain to explain; don't. It's a tiny thing that doesn't even bother me. You are doing such incredible and amazing things I don't want to take your attention away from what you're doing. :)
In the options.py file, line 56:
IntegrateLevels = False
By default it reads True in the file, just change it to False (capital F)
McHub532
04-18-10, 10:41 PM
In the options.py file, line 56:
By default it reads True in the file, just change it to False (capital F)
Wow.. that's pertty easy. Thanks!
TheDarkWraith
04-18-10, 11:22 PM
Question in one of your screen shots above you have the salvo button above and you have all dials...I tried to do the same...I have all dials mod enabled and it works fine, But when i went to put in the salvo thing it takes away all the dials...
So i either can have all dials or just the salvo selector at the top of the tdc....
Im using the enhanced version....
EDIT: NVM im just gonna use the minimal dials UI instead of all dials...As i tend to use the XO box mainly anyhow, but i wanted most of the dials so if i try to shoot blind i can imput the stuff myself
a screenshot of this problem you're trying to report would be very helpful :yep:
McHub532
04-19-10, 12:15 AM
In the options.py file, line 56:
By default it reads True in the file, just change it to False (capital F)
I can not find this options.py file.
I've checked in DarkWraith's mod.. and even scanned my entire harddrive for "options.py" and don't see it anywhere.
TheDarkWraith
04-19-10, 12:27 AM
I can not find this options.py file.
I've checked in DarkWraith's mod.. and even scanned my entire harddrive for "options.py" and don't see it anywhere.
\data\Scripts\Menu\TheDarkWraithUserOptions.py
McHub532
04-19-10, 12:29 AM
\data\Scripts\Menu\TheDarkWraithUserOptions.py
Not sure why I couldn't find it before. I was probably staring right at it. :)
loerelau
04-19-10, 02:51 AM
I've noticed I keep getting the "no voices" bug more and more often now. It's the one where when you change speed you don't get any voice confirmation and when you check depth under keel you get no voice answer NOR any response in the message log, just the echolot sound.
Anyone else been getting this? Previously a simple reload would fix it, but sometimes it's taking 2-3 reloads to fix now...
Yups, have the same problem... I do think I had it without any mods as well, but not sure.
panosrxo
04-19-10, 03:19 AM
ok got the Fat/Lut toggle buttons added. It's not the prettiest but functional until we see what Ubi gives us on Tuesday.
getting ready to toggle FaT/LuT mode:
and toggled. Hey look! There's my pattern running dials....
What does Fat/Lut mode do? I tried using those dials but they dont move.
Also, can you make the spread angle dial highlight when you press Salvo, just like the tdc dials when you press manual input of data
Defiance
04-19-10, 07:31 AM
For Fat/Lut check page 38, TDW explains
For patterned torps (off i go to search lol, were they called ladder torpedo's ? )
panosrxo
04-19-10, 07:54 AM
For Fat/Lut check page 38, TDW explains
For patterned torps (off i go to search lol, were they called ladder torpedo's ? )
Thanks, found it
http://www.uboataces.com/torpedo-tiiia.shtml
TheBeast
04-19-10, 08:12 AM
I've noticed I keep getting the "no voices" bug more and more often now. It's the one where when you change speed you don't get any voice confirmation and when you check depth under keel you get no voice answer NOR any response in the message log, just the echolot sound.
Anyone else been getting this? Previously a simple reload would fix it, but sometimes it's taking 2-3 reloads to fix now...
This has been happening to me ever since I installed SH5. I just reload saved game and make manual course change to check for voice confirmation. If I get a voice confirmation for course change, then all other sounds are working as well for me.
I think this is a SH5 issue dealing with disk access speed. I am on Striped Array with less then 2ms access but when Volume Shadow Copy service is running in background when I load game voices don't work.
So it appears the game engine doesn't wait very long for things to load before trying to load other items.
TheDarkWraith
04-19-10, 08:52 AM
I experience the same problem with missing sounds. Seems to be a stock SH5 problem.
Recovering from a hard drive failure. One of my WD Raptors that's in a 3 X RAID0 died last night. Since it being a RAID0 everything was lost. I had backups saved to my Windows Home Server so I'm now restoring my system back to 'normal'. Hopefully I can be back to modding here in a short while :D
This is my first WD Raptor to fail. And the sad part is it's less than 2 months old and is their 'Enterprise Storage' series one.....yeah right, Enterprise storage reliability my @ss.
Defiance
04-19-10, 09:46 AM
Dang that's bad luck TDW
Never had a single WD drive do anything bad to me (touches wood)
Well hopefully like over here you're covered for money back or a rma swap
Glad you had stuff backed up though :)
Still a pita though
Goodluck
loerelau
04-19-10, 11:00 AM
This has been happening to me ever since I installed SH5. I just reload saved game and make manual course change to check for voice confirmation. If I get a voice confirmation for course change, then all other sounds are working as well for me.
I think this is a SH5 issue dealing with disk access speed. I am on Striped Array with less then 2ms access but when Volume Shadow Copy service is running in background when I load game voices don't work.
So it appears the game engine doesn't wait very long for things to load before trying to load other items.
Could be, I noticed that it happens when I have some programs running on the background... If I close everything it happens less often.
TheDarkWraith
04-19-10, 11:04 AM
Dang that's bad luck TDW
Never had a single WD drive do anything bad to me (touches wood)
Well hopefully like over here you're covered for money back or a rma swap
Glad you had stuff backed up though :)
Still a pita though
Goodluck
drive has a warranty period of 1-2 years so I'm going to RMA it back to WD (would rather get a refund on it though :yep:).
Yeah it was a PITA to re-setup the system but looking at it from a positive view point everything is 'fresh' :DL
I'm back up and modding again :D
Defiance
04-19-10, 11:28 AM
Heya,
Well i think all of here are glad you're back up n sorted ;)
TheDarkWraith
04-19-10, 12:45 PM
got the player guidance and player objectives togglable now. I didn't like that you either had to have them always off or always on. There are times when I would like to know what the objectives are. Now via hotkeys you can toggle them. Much better :D
The player guidance also has the option of recording new guidance events. Here's how it works: you have player guidance toggled to disabled. You also have player guidance recording toggled to off. When you do something that normally requires a player guidance event to be fired it won't be registered. Now if you had the player guidance recording enabled then the event would be registered and when you finally enabled player guidance you would be able to see the registered events.
In these shots I setup the options file so that player guidance and player objectives were disabled on game start:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1820
now I press the hotkey to enable player objectives and there they are:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1821
I press the hotkey again for player objectives and they disappear!
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1820
TheDarkWraith
04-19-10, 01:11 PM
Wow can't wait for the new version to come out, you're doing an excellent job with this.
I had a small question though; I was doing a recon mission and it seems that the 'take photo' icon doesn't show up anymore. Or did you by any chance move it somewhere else?
I'm using 1.1.0 and SH5 Enhanced UI...
Thnx
there is an icon added under WEPS --> torpedo attack that has a picture of a camera on it. This is how you take pictures now (or use a hotkey for it)
kylania
04-19-10, 01:31 PM
now I press the hotkey to enable player objectives and there they are:
Instead of a hotkey, could we make this something like an objective toggle button?
Example:
http://img706.yfrog.com/img706/7717/otbw.jpg
That way we won't have another key to map manually in the options file due to possible key mapping conflicts. (So far I've had to remap all but one of the default key mappings. :O:)
Would it be possible to bind the teleport to keys?
TheDarkWraith
04-19-10, 01:54 PM
Instead of a hotkey, could we make this something like an objective toggle button?
Example:
http://img706.yfrog.com/img706/7717/otbw.jpg
That way we won't have another key to map manually in the options file due to possible key mapping conflicts. (So far I've had to remap all but one of the default key mappings. :O:)
you guys have excellent ideas. I like this one. Ok, now have to implement.
TheDarkWraith
04-19-10, 01:54 PM
Would it be possible to bind the teleport to keys?
explain what you mean.
It's like you press a key and then you are teleported to a station. Like in SH3 when you press F3 you're at the attack periscope.
TheDarkWraith
04-19-10, 02:35 PM
It's like you press a key and then you are teleported to a station. Like in SH3 when you press F3 you're at the attack periscope.
oh ok. You want hotkeys for them. It's very doable. What keys are you recommending for each teleport command?
panosrxo
04-19-10, 02:35 PM
Can you make the spread angle dial highlight when you press Salvo, just like the tdc dials when you press manual input of data??:arrgh!:
Defiance
04-19-10, 02:36 PM
I see what you mean, had me puzzled too lol
Myself, if possible i would like that as an extra add-on (eg: not there by default but a mod install option aka jsgme ;) )
Cheers
TheDarkWraith
04-19-10, 02:36 PM
Can you make the spread angle dial highlight when you press Salvo, just like the tdc dials when you press manual input of data??:arrgh!:
I'll have to ask for screenshot of what you're talking about please.
panosrxo
04-19-10, 03:07 PM
I'll have to ask for screenshot of what you're talking about please.
Stock tdc dials look like this...
http://img90.imageshack.us/img90/9876/capture1ve.jpg (http://img90.imageshack.us/i/capture1ve.jpg/)
If you press that button, those 3 dials glow as they become editable
http://img707.imageshack.us/img707/1226/capture2zw.jpg (http://img707.imageshack.us/i/capture2zw.jpg/)
If you press the salvo button, the spread angle dials becomes editable but it doesnt glow
http://img341.imageshack.us/img341/8211/capture3w.jpg (http://img341.imageshack.us/i/capture3w.jpg/)
In your first minimal tdc mod that I used to use, this happened when i pressed Salvo
http://img682.imageshack.us/img682/5856/capture4um.jpg (http://img682.imageshack.us/i/capture4um.jpg/)
Hope you can fix it
Also the dials should be in degrees as they are 360. It would be grad if they were 400, but that is a texture issue and I can fix it
TheDarkWraith
04-19-10, 04:36 PM
Instead of a hotkey, could we make this something like an objective toggle button? That way we won't have another key to map manually in the options file due to possible key mapping conflicts. (So far I've had to remap all but one of the default key mappings. :O:)
thanks to this great idea, here's what I've come up with: :yeah:
player objectives (going to enable it):
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1824
going to disable it:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1825
player guidance (going to enable it - there were no player guidance events in this example):
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1822
and going to disable it (there were no player guidance events for this example, only player objectives):
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1823
I kept the whole theme of the the top bar as far as selected color, not selected color, mouse over color, etc so everything matches.
Since these icons now take over the commands, the hotkeys have been removed for these items. Player guidance recording has also been removed because as I thought about it more it was not a really good idea of mine :-?
I like the look of the clock seperating the new icons from the original ones. What do you all think?
Also thinking about adding one more icon to that row - Show/Hide XO TDC dialog. Many of you don't use the XO TDC dialog so this would disable him from ever showing up again.
Defiance
04-19-10, 04:47 PM
Me likes :yeah:
kylania
04-19-10, 04:53 PM
I like the look of the clock seperating the new icons from the original ones. What do you all think?
Also thinking about adding one more icon to that row - Show/Hide XO TDC dialog. Many of you don't use the XO TDC dialog so this would disable him from ever showing up again.
Looks great! To be honest I'd just completely remove the whole player guidance thing, not the objectives, just the help popups. Since honestly, you'll look at that once during the tutorial then never need it again. If you DO need to be shown how to scroll a map or move a camera by a help popup on command, you probably shouldn't be using mods in the first place. :DL
There's also the chance that Ubisoft will fix the guidance popups so they only show the first time till cleared anyway.
Also, remember to scoot over the underwater and other info icons in case they overlap the new buttons.
TheDarkWraith
04-19-10, 04:59 PM
Also, remember to scoot over the underwater and other info icons in case they overlap the new buttons.
already taken care of but thanks for reminding me :up:
just finishing up with the XO TDC one now.
Just thought that theres's one more to add to that row....show/hide item notes. Right now I have it hard coded via options file as to whether it's visible or not. I don't like to hard code unless I have to.....
TheBeast
04-19-10, 05:22 PM
Does anyone know of a MOD that make the Player Guidance and Mission Objective actually display useful information other then "Sink Ships", "Patrol Here"?:06:
Things like Patrol Radius, Amount of time to remain in Patrol Area and things to Find/Report would make for some useful information.:sunny:
I always go to my assigned Patrol "Spot" and end up intercepting reported convoys. So my assigned Patrol "Spot" takes extra long to complete because I am outside my unknown patrol raduis.
TheDarkWraith
04-19-10, 05:24 PM
Does anyone know of a MOD that make the Player Guidance and Mission Objective actually display useful information other then "Sink Ships", "Patrol Here"?:06:
Things like Patrol Radius, Amount of time to remain in Patrol Area and things to Find/Report would make for some useful information.:sunny:
I always go to my assigned Patrol "Spot" and end up intercepting reported convoys. So my assigned Patrol "Spot" takes extra long to complete because I am outside my unknown patrol raduis.
I think some further investigating into this could yield some nice results. I've seen in the code how they make these objectives and all.
TheDarkWraith
04-19-10, 06:09 PM
XO TDC dialog icon added. Here's how it's behavior is scripted:
I have the option set to disabled of showing the XO TDC dialog box at game start. Here I'm getting ready to select it (enable it):
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1826
now that it's enabled, the XO picture is shown and the dialog box will always be shown minimized (not shown) if you just enabled the XO TDC:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1827
now I've clicked on the XO TDC picture to open the dialog box. Now I have no need for the XO TDC dialog box anymore so I'm going to disable it:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1828
and he is no longer visible!
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1826
just have to add the item notes icon to this bar and then I believe it's time to release v1.3.0 (still haven't fixed the radar problems yet - waiting to after patch). Also have to look into dial problem posted by panosrxo (http://www.subsim.com/radioroom/member.php?u=253224)
sirbum69
04-19-10, 06:26 PM
That is awsome with the xo box...I was kinda likeing the auto minimize down where the chat box was, but i like this idea even better..
Now i can make it go away unless i want to see it for some reason while plotting the ships
TheBeast
04-19-10, 06:34 PM
I just found a Sonarman Menu issue. I just upgraded to "The Balkon Great (Balcony Apparatus)" Sonar. This Sonar attaches to the Keel of the UBoat between Bow and Deck Gun and actually works while surfaced but all Sonarman Sonar Menu options are grayed out while surfaced.:hmmm:
Kapitan Minedrik Gozentiet U-69 Commanding.
TheDarkWraith
04-19-10, 06:40 PM
That is awsome with the xo box...I was kinda likeing the auto minimize down where the chat box was, but i like this idea even better..
Now i can make it go away unless i want to see it for some reason while plotting the ships
the XO dialog box will still dynamically reposition if you have the message box visible or not ;)
TheDarkWraith
04-19-10, 06:42 PM
I just found a Sonarman Menu issue. I just upgraded to "The Balkon Great (Balcony Apparatus)" Sonar. This Sonar attaches to the Keel of the UBoat between Bow and Deck Gun and actually works while surfaced but all Sonarman Sonar Menu options are grayed out while surfaced.:hmmm:
Kapitan Minedrik Gozentiet U-69 Commanding.
that would be a correct error. I haven't found a way to 'read' the equipment the sub has installed. Once I can 'read' the equipment then I can control the icons much better. So right now I'm doing the best I can until I figure out a way to do it :yep:
TheDarkWraith
04-19-10, 07:01 PM
got the item notes icon added. Would post pictures of it but the forum isn't letting me post pictures to any of my albums anymore :hmmm:
Just have to fix the glass dial problem and v1.3.0 will be ready.
kylania
04-19-10, 07:11 PM
that would be a correct error. I haven't found a way to 'read' the equipment the sub has installed. Once I can 'read' the equipment then I can control the icons much better. So right now I'm doing the best I can until I figure out a way to do it :yep:
Or just leave the sonar abilities available while surfaced? heh Since the default hydrophone works surfaced as well and it'll save me the trouble of trying to fix it to work on the surface anyway. :O::DL I did the changes we'd talked about, and they are active now, but disappear as soon as they appear for some reason.
Just have to fix the glass dial problem and v1.3.0 will be ready.
Even the cook's orders? heheh
TheDarkWraith
04-19-10, 07:16 PM
Or just leave the sonar abilities available while surfaced? heh Since the default hydrophone works surfaced as well and it'll save me the trouble of trying to fix it to work on the surface anyway. :O::DL I did the changes we'd talked about, and they are active now, but disappear as soon as they appear for some reason.
I guess a good compromise for now would be to let the sonar work on the surface also. I'll make the change.
TheBeast
04-19-10, 07:34 PM
I guess a good compromise for now would be to let the sonar work on the surface also. I'll make the change.
Very cool. I was able to get The Great Balkin in Feb. 1943. Things are starting to get tough with almost all convoy's with escorts and Air patrols keeping me submerged most of the time. So having the Sonar function will help me big time.
TheDarkWraith
04-19-10, 07:51 PM
Very cool. I was able to get The Great Balkin in Feb. 1943. Things are starting to get tough with almost all convoy's with escorts and Air patrols keeping me submerged most of the time. So having the Sonar function will help me big time.
sonar has been enabled for the surface. Just doing some final testing on v1.3.0 then I'll be releasing it.
The glass problem with the spread angle I'll address after patch.
McHub532
04-19-10, 09:32 PM
XO TDC dialog icon added. Here's how it's behavior is scripted:
I have the option set to disabled of showing the XO TDC dialog box at game start. Here I'm getting ready to select it (enable it):
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1826
now that it's enabled, the XO picture is shown and the dialog box will always be shown minimized (not shown) if you just enabled the XO TDC:
It's official... I LOVE YOU !!
TheDarkWraith
04-20-10, 12:16 AM
v1.3.0 released. See post #1 of this thread for changes/bug fixes/new features :|\\
kylania
04-20-10, 12:47 AM
v1.3.0 released. See post #1 of this thread for changes/bug fixes/new features :|\\
Great work, I love the toggles!!
Not sure what caused it, but I started a save game where I was recharging batteries but the Chief's menu had Standard Propulsion gold instead of Recharging Batteries.
TheDarkWraith
04-20-10, 01:20 AM
Great work, I love the toggles!!
Not sure what caused it, but I started a save game where I was recharging batteries but the Chief's menu had Standard Propulsion gold instead of Recharging Batteries.
that sounds like a bug. If you have that save still and can send it to me I'd love to test it out and see what's wrong/what happened.
EDIT: looking through my code I can see how that can happen if you saved a game with battery less than 100%. I've made a correction to the code so that that doesn't happen again. Of course it will be available in the next version.
I just love this mod but most of all i simply love that you add things as options instead of removing stuff from the game which often can introduce bugs or other weird stuff. Awesome work Dark:D
I can't wait to see what you come up with in the future.
McHub532
04-20-10, 04:50 AM
Using Version 1.3.0
Deck Gun
On Deck right now at the deck gun. I am letting the crew shoot/sink the aircraft carrier that is dead in the water. All his friends have left him (finally) and I am out of torpedos.
Okay... so I give them the command to fire at will, long distance, waterline... they stop firing.
I lock on to the aircraft carrier with the binoculars and they start to fire again. If I click on the 'fire at will' button they stop firing and won't until I activate them with the binoculars again.
Flak Gun
Earlier was using the flak guns on some planes.
Gunners won't shoot unless I activate them with the binoculars. It seems as though when I push the 'fire at will' button they shut down and stop firing.
panosrxo
04-20-10, 05:09 AM
Using Version 1.3.0
Deck Gun
On Deck right now at the deck gun. I am letting the crew shoot/sink the aircraft carrier that is dead in the water. All his friends have left him (finally) and I am out of torpedos.
Okay... so I give them the command to fire at will, long distance, waterline... they stop firing.
I lock on to the aircraft carrier with the binoculars and they start to fire again. If I click on the 'fire at will' button they stop firing and won't until I activate them with the binoculars again.
Flak Gun
Earlier was using the flak guns on some planes.
Gunners won't shoot unless I activate them with the binoculars. It seems as though when I push the 'fire at will' button they shut down and stop firing.
I think that happens to the stock version too.
panosrxo
04-20-10, 05:19 AM
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1826
Great mod, you have really improved the gameplay.
One thing that you may havent noticed:
the bar that contains the clock and the tc doesnt appear in multiplayer games cause originally it only had the time increase buttons
Nauticalwolf
04-20-10, 05:30 AM
1.3 beyond amazing work :yeah:
A small contribution if you want: OfficerA.dds with "Chief Engineer" where Chief Engineer should be and not Motor Man.
Screenie
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/OfficerAcopy.jpg
Link: http://www.filefront.com/16179705/OfficerA.7z
Cheers :DL
McHub532
04-20-10, 05:41 AM
Weeping can be heard through my entire submarine.
So we were headed back to port for fuel; but mostly because we only had two torpedos left and we come across this aircraft carrier surrounded by destroyers.
One torpedo disables the carrier and the other misses. Those things are insane; they can turn faster than a ballerina.
So... we take forever to evade the escorts and then surface out of it's range and unload all our deck gun ammo.... sighing.. we mark our map and head back at Ludicrous speed and refit.
Back within 5-6 hours...
The aircraft carrier is GONE! And we didn't get credit for the sinking either...
whimper
reaper7
04-20-10, 06:03 AM
Amazing stuff, love the toggleable XO and objectives.
PM sent. :up:
oh ok. You want hotkeys for them. It's very doable. What keys are you recommending for each teleport command?
I think you could use different hotkeys for the different UIs. For the SH3 UI the original SH3 hotkeys, for the SH4 UI the original SH4 hotkeys.
ReallyDedPoet
04-20-10, 06:59 AM
Nice work on the new version DW :yep::up:
Defiance
04-20-10, 08:27 AM
Woohoo :salute:
Just gets better n better :yeah:
Cheers
TheDarkWraith
04-20-10, 10:03 AM
1.3 beyond amazing work :yeah:
A small contribution if you want: OfficerA.dds with "Chief Engineer" where Chief Engineer should be and not Motor Man.
Screenie
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/OfficerAcopy.jpg
Link: http://www.filefront.com/16179705/OfficerA.7z
Cheers :DL
very nice :yeah: Thank you, thank you. This will replace the original officer's now since it has the correct people on it. You'll see it in next version.
McHub532
04-20-10, 10:04 AM
very nice :yeah: Thank you, thank you. This will replace the original officer's now since it has the correct people on it. You'll see it in next version.
I feel like I'm in on the ground-floor of an amazing creation. Just being a part of the back/forth of what is developing here is incredible.
TheDarkWraith
04-20-10, 10:04 AM
I think you could use different hotkeys for the different UIs. For the SH3 UI the original SH3 hotkeys, for the SH4 UI the original SH4 hotkeys.
you give me viable keymaps and I'll implement them if everyone agrees on it. Sound fair :06: I can do different hotkeys based on UI style no problem.
TheDarkWraith
04-20-10, 10:06 AM
Great mod, you have really improved the gameplay.
One thing that you may havent noticed:
the bar that contains the clock and the tc doesnt appear in multiplayer games cause originally it only had the time increase buttons
so what does a multi-player UI look like with this mod? Can someone take a screenshot of it? If it's not like it's supposed to be I think we need to correct that :yep:
Also might have a fix for the multi-player chatbox.....
TheDarkWraith
04-20-10, 10:16 AM
so here's my thoughts: I think I need to add one more icon to the top right bar - an icon to control the lock/break lock. It would work like the XO TDC toggle. If you have it selected you get the lock/break lock. If it's not selected then you never see the lock/break lock. This would remove the hard code that I've introduced via the options file for it. What do you all think?
And are there any other toggles that need to be added to the top right bar? Or any commands to the officer's order categories? Or any commands to the order bars?
I'm trying to add notes to the map marks now. Using the marker you can make X marks on the map. Well those X marks are fine but after some time I forget why I marked that area. So I'm trying to add notes to those markers. The goal is when you add a mark a little dialog box opens up asking for you to enter the note to go with it. Then if you ever click on the mark on the map the note would reappear. The end goal would be to have the notes editable after you have entered them also.
McHub532
04-20-10, 10:17 AM
you give me viable keymaps and I'll implement them if everyone agrees on it. Sound fair :06: I can do different hotkeys based on UI style no problem.
DarkWraith... can you just pick any key that isn't used yet on the keyboard and make it a toggle for slow/medium/fast toggling of the currently selected torpedo? That way I can select the torpedo with (shift + F1, shift + F2, etc), set the speed with your new hotkey toggle.. and then (shift + enter) to fire it.
The less mouse work possible, the better. :)
Thanks!
McHub532
04-20-10, 10:18 AM
so here's my thoughts: I think I need to add one more icon to the top right bar - an icon to control the lock/break lock. It would work like the XO TDC toggle. If you have it selected you get the lock/break lock. If it's not selected then you never see the lock/break lock. This would remove the hard code that I've introduced via the options file for it. What do you all think?
Spectacular idea !!
panosrxo
04-20-10, 10:35 AM
so what does a multi-player UI look like with this mod? Can someone take a screenshot of it? If it's not like it's supposed to be I think we need to correct that :yep:
Also might have a fix for the multi-player chatbox.....
http://img15.imageshack.us/img15/498/captureck.jpg (http://img15.imageshack.us/i/captureck.jpg/)
TheDarkWraith
04-20-10, 10:38 AM
http://img15.imageshack.us/img15/498/captureck.jpg (http://img15.imageshack.us/i/captureck.jpg/)
houston - we have a problem :hmmm:
Is there an easy way for me to get into multi-player so that I can get the UI to show onscreen for testing so I can try and fix this problem? I have never messed with multi-player in SH3,4, or 5.
panosrxo
04-20-10, 10:40 AM
houston - we have a problem :hmmm:
Is there an easy way for me to get into multi-player so that I can get the UI to show onscreen for testing so I can try and fix this problem? I have never messed with multi-player in SH3,4, or 5.
try lan and play alone..you dont need to setup lan
why dont you put those additional icons into a new bar?
TheDarkWraith
04-20-10, 10:48 AM
try lan and play alone..you dont need to setup lan
why dont you put those additional icons into a new bar?
they are part of the top right bar because it was much easier to code it this way (the code was already there to enable/disable them as needed - no need to reinvent the wheel). It should be a simple matter of enabling them and having them dynamically reposition in game for multi-player. Just have to figure out what denotes muti-player and single-player. If I can find the trigger that says game is in multi-player mode then it should be an easy fix.
kylania
04-20-10, 10:57 AM
you give me viable keymaps and I'll implement them if everyone agrees on it. Sound fair :06: I can do different hotkeys based on UI style no problem.
I had a lot of things written about incompatibilties with mods like Church's SH5 keys (which is the basically the SH3 keymap layout (http://img192.imageshack.us/img192/2696/keyboardexample.png)) and the F1 screen not matching what's actually mapped, but I'm too sleepy and depressed about the patch to make it make sense. :)
Are you able to open up custom python functions to the control scheme? Like can you call a function like Teleport_to_UZO to a keypress in the commands.cfg file?
TheDarkWraith
04-20-10, 11:17 AM
I had a lot of things written about incompatibilties with mods like Church's SH5 keys (which is the basically the SH3 keymap layout (http://img192.imageshack.us/img192/2696/keyboardexample.png)) and the F1 screen not matching what's actually mapped, but I'm too sleepy and depressed about the patch to make it make sense. :)
Are you able to open up custom python functions to the control scheme? Like can you call a function like Teleport_to_UZO to a keypress in the commands.cfg file?
I think I understand what you're asking. You want to know if you can directly call a python function from the commands.cfg file? No. I can take the key though and do whatever I want with it. I could write a script that reads a text file denoting what the teleport command keys are. That way we can have a seperate file called 'teleport_commands.txt" just for the teleport commands.
TheDarkWraith
04-20-10, 12:37 PM
I'm using your enhanced SH5 UI, and have found a small problem.
You have stopped the "Lock" button coming up which is a good thing but it also stops the "take photo" button appearing for the recon missions.
I don't know if you can get one to work without the other. For now I'll switch to the std ui just to take the photo to complete the mission.
while working on adding the lock/break lock icon to the top right bar I finally figured out why the take photo icon has been missing from the UZO, attack, and obs views. The problem was caused by myself. I didn't assign the correct anchor to the take photo icon. The take photo icon had the anchor of the lock/break lock. So if you enabled the option to hide the lock/break lock I moved the position of the lock/break lock offscreen which also caused the take photo icon to go along with it. This problem has now been fixed. The take photo icon has the proper parent now :DL
TheDarkWraith
04-20-10, 01:24 PM
lock/break lock icon added to the top right bar. Still can't post pictures to my albums. Anyone else having a problem of posting new pictures to the community pictures and albums? :damn:
TheBeast
04-20-10, 02:04 PM
lock/break lock icon added to the top right bar. Still can't post pictures to my albums. Anyone else having a problem of posting new pictures to the community pictures and albums? :damn:
Is there a per account storage size limit:06:
TheDarkWraith
04-20-10, 02:10 PM
Is there a per account storage size limit:06:
I hope not. The whole reason I started saving my pictures here on Subsim was that I was under the impression there's no limit and no bandwith limit (like the problems I had before with photobucket). Plus for development of mods this is the perfect place to store pictures of the progress of the mods.
speedbird
04-20-10, 02:21 PM
I hope the devs have a good long look at this mod and realize that is the small details that make a good game... And this beauty is full of them!!!
Well done TDW!
panosrxo
04-20-10, 02:53 PM
you can temporarilly use imageshack, its free
TheDarkWraith
04-20-10, 03:03 PM
I hope the devs have a good long look at this mod and realize that is the small details that make a good game... And this beauty is full of them!!!
Well done TDW!
thank you :up: I can't stand a game with a lousy UI or interface system.
fixing radar currently and then looking into multi-player problems.
TheDarkWraith
04-20-10, 04:22 PM
happy to report that radar is fixed and working beautifully :yeah:
if you sit at the radar station and use the officer icon commands to control the radar you can watch the switches move on the radar :up: Same goes for radar station, when you flip the switches at the radar station the associated icons will change state for the officer icons. I'd post screenshots but still unable to post new pictures in community pictures and albums.
The constant bearing icon now does what it's supposed to do. If you select constant bearing the radar will stop rotating and stay at that last heading. If you select continuous sweep the radar will continuously sweep. If you select one sweep the radar will make one sweep, then turn off, and go back to constant bearing mode.
If the radar is off (or your underwater) the continuous sweep, one sweep, and constant bearing icons are disabled. Once you turn the radar on (and you're surfaced) those icons become available again. The short and medium range icons are always available.
If the radar is on and you're surfaced and then you submerge, the radar will turn off and stay in the current sweep mode you have chosen.
Fantastic!!!!!
Where would SH5 be without you?
Each time you release a new version I am really blown away for a moment... until the next new announcing another improvement. Who is this guy which are doing such amazing work? Thank you so much for your mod, that's simply what I wanted to say to you. Take care
Yes, you truly have turned this game around for me.
But how do I enable the 2 missing icons at the bottom of the map?
They are not appearing for me.
TheDarkWraith
04-20-10, 04:56 PM
Yes, you truly have turned this game around for me.
But how do I enable the 2 missing icons at the bottom of the map?
They are not appearing for me.
which 2 missing icons? Screenshot please?
kylania
04-20-10, 04:56 PM
If you mean the two circle buttons on the TAI Map you need to have a target locked for those to appear.
They are displayed on the map on the screens you have posted on the first page.
The 2 small icons on the map.
Apologies I don't have a screenshot.
Fixeds: thanks.
Great mod DW but as above please don't post your intended improvements for the next update as I can't tear myself away from your thread.
TheDarkWraith
04-20-10, 05:00 PM
They are displayed on the map on the screens you have posted on the first page.
The 2 small icons on the map.
Apologies I don't have a screenshot.
Fixeds: thanks.
Great mod DW but as above please don't post your intended improvements for the next update as I can't tear myself away from your thread.
I think you're talking about the parallel course and intercept course buttons. Once you have selected a contact on the mini-map those will appear (assuming you have enabled the options in the options file)
7thSeal
04-20-10, 06:42 PM
Dang DW, the new layout with the options provided at the top and hotkey is really nice. You've really taking a step forward with this version with putting more control in the users hand of how and what he wants displayed. :up:
Very well done. :yep:
TheDarkWraith
04-20-10, 06:56 PM
ok figured out how to determine if single player or multi-player. Now I can attempt to fix the multi-player issues :yeah:
McHub532
04-20-10, 07:09 PM
I am having an issue with being at periscope view and having the mini-map open... then going to map view (F3).. doing whatever.. then coming back to periscope view.
When I do the mini-map zooms out to 15 km scale and I have to get my darn mouse back over to the thing and center and try and zoom back in again.
It happens every times so I don't think it's a hit/miss bug.
7thSeal
04-20-10, 07:36 PM
Who is this guy which are doing such amazing work?
I'm beginning to think that its not a guy... but rather a machine which doesn't require any sleep. :rotfl2:
McHub532
04-20-10, 07:38 PM
I'm beginning to think that its not a guy... but rather a machine which doesn't require any sleep. :rotfl2:
We all know you are right 7thSeal. But it works best when you keep up the illusion that it's a real human. :)
TheDarkWraith
04-20-10, 07:44 PM
I am having an issue with being at periscope view and having the mini-map open... then going to map view (F3).. doing whatever.. then coming back to periscope view.
When I do the mini-map zooms out to 15 km scale and I have to get my darn mouse back over to the thing and center and try and zoom back in again.
It happens every times so I don't think it's a hit/miss bug.
you'll have to describe the exact sequence of events so I can try and duplicate the 'problem'.
McHub532
04-20-10, 07:48 PM
you'll have to describe the exact sequence of events so I can try and duplicate the 'problem'.
Okay.
1. I am in a convoy at periscope depth.
2. The little mini-map is reduced in size so that it's not covering 2/3'rds of my periscope view (1280x768).
3. I lock on to several targets, shift + I, to identify targets after locking on.
4. I press F3 and get the map view and then start looking around to see what is out there exactly (identified ships).
5. Decide on target and press F3 and it closes the map and goes back to the Periscope view.
6. Everything is the same.. but the mini-map is zoomed out to near satellite height. The scale in the mini-map measurement thing says 15 km.
McHub532
04-20-10, 08:10 PM
I just removed Capthamns Key mapping mod.
F3 no longer takes me to the big map... testing now if that helps.
McHub532
04-20-10, 08:13 PM
Okay.. not same.. different problem.
Now when I press "M" to close down the map it returns to periscope view.. but the mini-map is shrunk down and I have to reopen it.
McHub532
04-20-10, 08:16 PM
Okay, not a big issue. I can just push "tab" and it will open right back up to the same size/zoom factor that it was at before. No longer an issue at all.
With Captham's key mapping on most of the time the 'tab' key wouldn't work right with opening the mini-map.. that's why I was annoyed. With his key mapping mod removed though the keys/reactions to pressing keys is instant now and they don't need to be held in 1-2 seconds or pressed a few times to work/or not work at all and require mouse use.
McHub532
04-20-10, 08:20 PM
I just pressed "z" and the voice comes on "Silent Running.. everybody quiet down"...
And we kept chugging right along on the surface at full speed.
Weird. :)
McHub532
04-20-10, 08:29 PM
Now that I've removed Captham's key mapping mod the "shift + I" no longer works... I can't identify targets. I don't see the key on the keyboard mapping F1 screen either.
Anyone know what it is without his mod on?
kylania
04-20-10, 08:59 PM
Now that I've removed Captham's key mapping mod the "shift + I" no longer works... I can't identify targets. I don't see the key on the keyboard mapping F1 screen either.
Anyone know what it is without his mod on?
By default that's not mapped, yet another working feature left out of the keymap in the stock game for some reason.
You'll need to use a keymapping mod that restores it, or manually edit the commands.cfg to restore it, or ID ships yourself. :)
TheDarkWraith
04-20-10, 09:13 PM
Now that I've removed Captham's key mapping mod the "shift + I" no longer works... I can't identify targets. I don't see the key on the keyboard mapping F1 screen either.
Anyone know what it is without his mod on?
what about WEPS-->Torpedo Attack-->Identify target icon?
kylania
04-20-10, 09:15 PM
what about WEPS-->Torpedo Attack-->Identify target icon?
Or that. :P
TheDarkWraith
04-20-10, 09:49 PM
I just pressed "z" and the voice comes on "Silent Running.. everybody quiet down"...
And we kept chugging right along on the surface at full speed.
Weird. :)
not weird. Wrong command being given for silent running is all :03: There is more than one way to 'call' silent running.
McHub532
04-20-10, 09:58 PM
By default that's not mapped, yet another working feature left out of the keymap in the stock game for some reason.
You'll need to use a keymapping mod that restores it, or manually edit the commands.cfg to restore it, or ID ships yourself. :)
Maybe this is my chance to get into modding. I'll look at captham's files and see what does what.. and try and then go and change the SH5 code to make that hotkey myself.
nervous....
commands.cfg you say?.... peaking carefully. :)
sirbum69
04-20-10, 10:03 PM
using the new 1.3 and im loving it...Question tho, does anyone else have a problem with the depth gauge...
Seems if im at like 100M and i tell them to go to 70M instead they either do nothing, or it takes me deeper...
Only way i can get them to go up is to use the regular dive button that takes me to 40M. Then if i try and reset to say 60M while im rising it just does nothing...
reason i noticed this was cause i had 9 destroyers coming in on me, so i used the crash dive button...Once i got to 70M i stopped....Then i tried to go to 115M and it started going down, but kept going lol...
next thing i know i was at 130M and touching bottom, so I pressed the parascope depth button, and he tells me Go deeper damit lol....but i started rising....
All of the manual imputs for depth i was doing using the 5X button pressed..Other thing i also noticed is that the depth if you hover you curosr over it where you set the depth, doesnt update itself unles you go from easy mody to percise mode...
Just wandering if anyone else has problems using the manual depth setting or if its just mine
TheDarkWraith
04-20-10, 10:41 PM
ok fixed the missing icons for multi-player (all the new icons for the top right bar plus the digital clock are now enabled in multi-player mode) and fixed the missing chat box.
Would post a screenshot but still can't upload photos to subsim community pictures and albums.
This makes a wrap for v1.4.0. Packaging up for release now.
Here's v1.4.0 change log:
v1.4.0 - fixed bug where normal propulsion icon could be highlighted at start of game when in actuality sub is in recharge mode
- issue more 'in-sync' commands at beginning of game to force code and game in sync
- added necessary entries into menu_1024_768.ini for skwasjer's speech recognition mod
- added an icon to the top right bar to control the visibility (toggle) of the lock/break in the UZO, attack, and obs stations
- fixed problems with radar
- fixed the bug where the take photo icon would not show up in UZO, attack, and obs views
- fixed missing icons and missing new top right bar icons for multi-player mode. Also enabled skwasjer's digital clock in multi-player mode
- fixed chat box missing in multi-player mode
- added new officer icons made by Nauticalwolf (corrected the CE not being the CE)
TheDarkWraith
04-20-10, 11:03 PM
Hey TheDarkWraith,
Look, we (as clan) use you multi-UI mod and have very good opinion about it. Unfortunately this mod have one missing thing in multiplayer mode - this a a multiplayer chat:
http://img186.imageshack.us/img186/7703/multicw.jpg
I know that this mod is not designed for multiplayer games, but is it posiible to add this missing functionality to this mod in -maybe- next version of your excellent mod?
fixed in v1.4.0 along with the missing new top right bar icons and digital clock :yeah:
TheDarkWraith
04-20-10, 11:15 PM
v1.4.0 released. You can find it at post #1 of this thread :|\\
TheDarkWraith
04-20-10, 11:20 PM
http://img405.imageshack.us/img405/4808/ordersevents.jpg
Order Buttons are visible over the full screen Event Camera view and the Order Category bar is as well (I have mine view onMouseOver, so it shows when you mouse over the bottom like in this picture). You're also able to switch from Officer to Officer. Other UI elements are hidden while in this view and clicking doesn't activate the command but instead exits Event Camera.
just figured out how to fix this problem. Will appear in next version of the mod :DL
kylania
04-20-10, 11:29 PM
Twisty periscope thingies ftw!! I'd enabled them only for the attack scopes before. heh
TheDarkWraith
04-20-10, 11:40 PM
Twisty periscope thingies ftw!! I'd enabled them only for the attack scopes before. heh
you don't like? I personally like them enabled on all scopes on all subs. So I included it as an add-on mod for those who like the same :DL
THE_MASK
04-21-10, 12:04 AM
I dont think i would play SH5 without this mod . Thanks , sober out .
TheDarkWraith
04-21-10, 12:24 AM
We all know you are right 7thSeal. But it works best when you keep up the illusion that it's a real human. :)
I'm a real human...just very efficient at what I do :D Come out to the Chicago area sometime and you'll see :03:
McHub532
04-21-10, 12:26 AM
I'm a real human...just very efficient at what I do :D Come out to the Chicago area sometime and you'll see :03:
Totally bites.. I just left Michigan ( 1 1/2 hours from Chicago ) for a job/new life in Arizona. Had no idea decent people lived so close to me before. :)
McHub532
04-21-10, 01:16 AM
I flipped over to "Window Mode" so I could drag the game over to a larger monitor. I don't know how to get the monitor size to implement so I have just cloned the monitor to the same (1780x768) as the laptop.
I went to periscope and this is what I got.
I'm going to leave and turn Window Mode off now that I'm cloning the monitor anyway. Still; would love to figure out how to use the (1920x1080) that it is capable of. Would drool if I could figure out how to play the game at the higher resolution.
http://farm5.static.flickr.com/4066/4539556795_c750ecd48b_o.jpg
What kind of setup are you running, laptop/desktop PC ?
You should set your large monitor as main display and select extend desktop not clone/duplicate. You should be able to set independent screen resolutions for each display and the game will start on your selected main display.
Running W7 btw, can't remember the setup screens for Vista as i was using a single display at the time, so might be different...
I got this OBS scope:
http://www.subsim.com/radioroom/picture.php?albumid=222&pictureid=1830
UZO and Attack scope are normal. My resolution is 1920x1200. Just running one monitor in full screen.
McHub532
04-21-10, 01:45 AM
What kind of setup are you running, laptop/desktop PC ?
You should set your large monitor as main display and select extend desktop not clone/duplicate. You should be able to set independent screen resolutions for each display and the game will start on your selected main display.
Running W7 btw, can't remember the setup screens for Vista as i was using a single display at the time, so might be different...
Laptop.
Ah... large monitor as the main display.. that's my problem then. Sweetness. I'll work it that way now.
Thanks!
panosrxo
04-21-10, 01:49 AM
I flipped over to "Window Mode" so I could drag the game over to a larger monitor. I don't know how to get the monitor size to implement so I have just cloned the monitor to the same (1780x768) as the laptop.
I went to periscope and this is what I got.
I'm going to leave and turn Window Mode off now that I'm cloning the monitor anyway. Still; would love to figure out how to use the (1920x1080) that it is capable of. Would drool if I could figure out how to play the game at the higher resolution.
http://farm5.static.flickr.com/4066/4539556795_c750ecd48b_o.jpg
You have messed up with the periscopes
In TheDarkWraithUserOptions you should either have this
emtgufPeriscopeReworkEnabled = True
and those two files under Menu/Skins/German/Gui/Layout:
Periscope_Mask_1024_SH5.dds
Periscope_Mask_1024_SH5_OBS.dds
or have
emtgufPeriscopeReworkEnabled = True
and just the one:
Periscope_Mask_1024_SH5.dds
You have messed up with the periscopes
In TheDarkWraithUserOptions you should either have this
emtgufPeriscopeReworkEnabled = True
and those two files under Menu/Skins/German/Gui/Layout:
Periscope_Mask_1024_SH5.dds
Periscope_Mask_1024_SH5_OBS.dds
or have
emtgufPeriscopeReworkEnabled = True
and just the one:
Periscope_Mask_1024_SH5.dds
I have the same problem and i dont use the periscope addon and option is set to False. It only happens to the OBS scope. Looks like Dark messed up the release package. He's probably dead tired ;)
I tried to delete Periscope_Mask_1024_SH5_OBS.dds, but it didn't help.
panosrxo
04-21-10, 02:02 AM
I have the same problem and i dont use the periscope addon and option is set to False. It only happens to the OBS scope. Looks like Dark messed up the release package. He's probably dead tired ;)
I tried to delete Periscope_Mask_1024_SH5_OBS.dds, but it didn't help.
Well then enable the periscope addon only in the script, and just copy paste the periscope mask and rename it to periscope observation mask...
McHub532
04-21-10, 02:03 AM
I have the same problem and i dont use the periscope addon and option is set to False. It only happens to the OBS scope. Looks like Dark messed up the release package. He's probably dead tired ;)
I tried to delete Periscope_Mask_1024_SH5_OBS.dds, but it didn't help.
Yeah, it's the observation periscope that I tried it with.
McHub532
04-21-10, 02:13 AM
Bah...
Big Monitor Fix'n
Did as instructed and it worked great.. game started in the big monitor perfect.
but.. the graphics options are not the super big resolution. Still only offers the resolution the same as my laptop in the SH5 -> Game Options -> Graphic Settings -> Game Resolution.
Fuddy.
Nauticalwolf
04-21-10, 02:19 AM
TDW,
Mat 0=data/menu/skins/german/gui/layout/Periscope_Mask_1024_SH5_OBS.dds
MatFlags=0x1
TexFmt=0x0
is missing from Page obs periscope in NewUIs_TDC_1_4_0_AllDials_TDC v1.4.0 (line 3185, 6 & 7)
Missing mask for all who are using all dials.
If you don't mind I fixed it.
All Dials Version DL: http://www.filefront.com/16188039/Page%20obs%20periscope.7z
Multi Version DL: http://www.filefront.com/16188491/NewUIs-TDC-1-4-0-Obs--Periscope-Fixes.7z/
Well then enable the periscope addon only in the script, and just copy paste the periscope mask and rename it to periscope observation mask...
Doesn't work. Tried with option as false and true after copying and renaming the periscope dds.
TDW,
Mat 0=data/menu/skins/german/gui/layout/Periscope_Mask_1024_SH5_OBS.dds
MatFlags=0x1
TexFmt=0x0
is missing from Page obs periscope in NewUIs_TDC_1_4_0_AllDials_TDC v1.4.0
Missing mask for all who are using all dials.
If you don't mind I fixed it.
DL: http://www.filefront.com/16188039/Page%20obs%20periscope.7z
Nice, thanks a bunch mate :yeah:
Works like a charm.
you give me viable keymaps and I'll implement them if everyone agrees on it. Sound fair :06: I can do different hotkeys based on UI style no problem.
I uploaded the SH3 keymaps in a pdf file http://rapidshare.com/files/378323844/SH3_QRC_EN.pdf.html
Couldn't find the SH4 keymap.
/e: found the SH4 keymap in my install directory, but its only german. Maybe someone with the english version could upload the SilentHunter4manual.pdf from Ubisoft/Silent Hunter 4: Wolves of the Pacific/support.
McHub532
04-21-10, 02:40 AM
TDW,
Mat 0=data/menu/skins/german/gui/layout/Periscope_Mask_1024_SH5_OBS.dds
MatFlags=0x1
TexFmt=0x0
is missing from Page obs periscope in NewUIs_TDC_1_4_0_AllDials_TDC v1.4.0 (line 3185, 6 & 7)
Missing mask for all who are using all dials.
If you don't mind I fixed it.
DL: http://www.filefront.com/16188039/Page%20obs%20periscope.7z
I downloaded this and put this in TDW's mod directory with the other periscope files and it's giving me the same result. Do I have to modify that NewUIs_TDC_1_4_0_AllDials_TDC with that code above? If I am using NoDials do I put that code into the NoDials file?
Nauticalwolf
04-21-10, 02:47 AM
The file I uploaded was for the all dials option. It needs to go into NewUIs_TDC_1_4_0_AllDials_TDC/data/Menu/pages
I'll have a quick look at the other version.
java`s revenge
04-21-10, 02:48 AM
Thank you, thank you, thank you....
McHub532
04-21-10, 02:48 AM
The file I uploaded was for the all dials option. It needs to go into NewUIs_TDC_1_4_0_AllDials_TDC/data/Menu/pages
I'll have a quick look at the other version.
Awesome.. thanks dude.
Nauticalwolf
04-21-10, 02:52 AM
Correction - missing from:
all dials version,
No dials
Spead angle only
I'll post up some fixes in a moment
(My bad I looked in the 1.3 folder :damn:)
This contains fixes for all dials, No dials, and spread angle only
DL: http://www.filefront.com/16188491/NewUIs_TDC_1_4_0_Obs_%20Periscope_Fixes.7z (http://www.filefront.com/16188491/NewUIs_TDC_1_4_0_Obs_%20Periscope_Fixes.7z)
1.Download
2.Extract
3.Choose appropriate version
4 either activate via JSGME or just copy data folder to original and overwrite
McHub532
04-21-10, 02:54 AM
The file I uploaded was for the all dials option. It needs to go into NewUIs_TDC_1_4_0_AllDials_TDC/data/Menu/pages
I'll have a quick look at the other version.
The file that you are preparing....
Do we just drop the file into:
--> Ubisoft --> SH5 --> MODS --> NewUIs_TDC_1_4_0_NoDials_TDC --> data --> Menu --> Pages
with the other periscope config files?
Load up jsgme and remove all the mods.. then install them with this addition.. and that's it?
Bah...
Big Monitor Fix'n
Did as instructed and it worked great.. game started in the big monitor perfect.
but.. the graphics options are not the super big resolution. Still only offers the resolution the same as my laptop in the SH5 -> Game Options -> Graphic Settings -> Game Resolution.
Fuddy.
That's weird, it might be some laptop limitation thing. I haven't tried connecting an external display to mine yet. Is your large display running at 1920*1080 outside the game or is it stuck on your laptop's display resolution ? Try changing the game's configuration files to force the resolution. Also try extending the display, not cloning it, if the option is available.
I'm using a 26" display set as main display, running at 1920*1200. A 19" display is running at 1280*1024. Both displays are set to extend desktop, not duplicate.
http://img200.imageshack.us/img200/3589/dsktpq.jpg
I've also just noticed the ATI icon in your pic so it might work differently for you.
McHub532
04-21-10, 03:04 AM
That's weird, it might be some laptop limitation thing. I haven't tried connecting an external display to mine yet. Is your large display running at 1920*1080 outside the game or is it stuck on your laptop's display resolution ? Try changing the game's configuration files to force the resolution. Also try extending the display, not cloning it, if the option is available.
I'm using a 26" display set as main display, running at 1920*1200. A 19" display is running at 1280*1024. Both displays are set to extend desktop, not duplicate.
http://img200.imageshack.us/img200/3589/dsktpq.jpg
I've also just noticed the ATI icon in your pic so it might work differently for you.
I think it is a laptop limitation. I made the big monitor the main display and after the game started it gave some sort of display driver error and dropped the game into 1078x780 resolution. The monitor of course kept the big resolution.. just that SH5 lay on top of the screen in a smaller window variety.
So.. went back to clone and am running it on the laptop.. a bit distorted/stretched on the big monitor but it's so huge it's fun anyway. :)
Might be that the monitor isn't installed with a proper driver. He should check if it says Plugnplay device or the proper name for the monitor.
McHub532
04-21-10, 03:21 AM
Might be that the monitor isn't installed with a proper driver. He should check if it says Plugnplay device or the proper name for the monitor.
Could be but it's beyond my ability I have discovered.
A CD came with the monitor (it's a monitor at work) and I put it in my CD-Rom.. there are drivers but when I try to update.. it says the drivers I have already are more up to date. Not sure how to say --> This Monitor here. use this specific driver.
Is that possible?
PL_Andrev
04-21-10, 03:31 AM
Thanks, very very thanks for supporting multiplayer mode!
:yeah:
Nauticalwolf
04-21-10, 03:35 AM
G'day all,
Correction - missing from:
all dials version,
No dials
Spead angle only
(My bad I looked in the 1.3 folder :damn:)
Fix contains fixes for all dials, No dials, and spread angle only
DL:http://www.filefront.com/16188491/NewUIs_TDC_1_4_0_Obs_%20Periscope_Fixes.7z (http://www.filefront.com/16188491/NewUIs_TDC_1_4_0_Obs_%20Periscope_Fixes.7z)
1.Download
2.Extract
3.Choose appropriate version
4 either activate via JSGME or just copy data folder to original and overwrite
__________________
Cheers,
McHub532
04-21-10, 03:36 AM
G'day all,
Correction - missing from:
all dials version,
No dials
Spead angle only
(My bad I looked in the 1.3 folder :damn:)
Fix contains fixes for all dials, No dials, and spread angle only
DL:http://www.filefront.com/16188491/NewUIs_TDC_1_4_0_Obs_%20Periscope_Fixes.7z (http://www.filefront.com/16188491/NewUIs_TDC_1_4_0_Obs_%20Periscope_Fixes.7z)
1.Download
2.Extract
3.Choose appropriate version
4 either activate via JSGME or just copy data folder to original and overwrite
__________________
WooHoo!! You're like a DarkWraith Clone !! A Crazy-Coder(tm).
hee-hee
Thank You!
McHub532
04-21-10, 03:43 AM
Could be but it's beyond my ability I have discovered.
A CD came with the monitor (it's a monitor at work) and I put it in my CD-Rom.. there are drivers but when I try to update.. it says the drivers I have already are more up to date. Not sure how to say --> This Monitor here. use this specific driver.
Is that possible?
I think the issue is.. my graphics card on my laptop just can't push such a high resolution. Isn't designed for it. I may have just proven my ignorance by that statement, but I'm at a loss. :)
McHub532
04-21-10, 03:44 AM
G'day all,
Correction - missing from:
all dials version,
No dials
Spead angle only
(My bad I looked in the 1.3 folder :damn:)
Fix contains fixes for all dials, No dials, and spread angle only
DL:http://www.filefront.com/16188491/NewUIs_TDC_1_4_0_Obs_%20Periscope_Fixes.7z (http://www.filefront.com/16188491/NewUIs_TDC_1_4_0_Obs_%20Periscope_Fixes.7z)
1.Download
2.Extract
3.Choose appropriate version
4 either activate via JSGME or just copy data folder to original and overwrite
__________________
Cheers,
That didn't fix it for me. Hmm What could I be doing wrong?
Hi
Sory I made stupid mistake in unpacking it this problem not exists anymore :damn:---> [I have a smal problem with this mod I can't get it to work:cry:.
I have v1.4.0 (v1.3.0 didn't worked too).
Mods I also use: Church's SHV 1.01 Keyboard Commands v1.1
Critical hits 1.1 Torpedos
Critical hits v 1.2
Krupp moral fix + torp fix
ALTAC
in game options i dont use manual TDC Im on stock automatic.
Additionaly strange thing is that if I use every mod included in your NewUI it work fine(same with v1.3.0). But i have a huge mess in JSGME availabe mods window.]
Anyway juging from pictures and seeing from what i have now
Mod is great and it:rock: the creator of this mod also :rock: and I can only :salute: you.
Sory for my english if I made mistakes. I don't use writen english to often.
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