View Full Version : [REL] Multiple UIs for SH5 with TDC
There was a reason why I had to pause the game when you wrote in the journal. That reason is not coming to me now :hmmm:
I'll have to look back into this and see why I did that. If I can't find a reason why (maybe I did it just because?) then I can definitely remove this requirement.
I think the reason was that when you de-active pause (it's possible to do that at the same time), every button in the keyboard is active game wise. So if you start to write your stories, the boat crash dives, makes a hard to port, blows it's ballast and so on :cry:
In the pause-state key commands are locked and the writing works fine. I hope there is still a way to make the writing work without causing a havoc during timescale...
TheDarkWraith
04-09-12, 04:35 PM
I think the reason was that when you de-active pause (it's possible to do that at the same time), every button in the keyboard is active game wise. So if you start to write your stories, the boat crash dives, makes a hard to port, blows it's ballast and so on :cry:
In the pause-state key commands are locked and the writing works fine. I hope there is still a way to make the writing work without causing a havoc during timescale...
somewhat true. I added a nice little thing to the mod that can lockout any keys pressed (almost all of them) with just the simple setting of a variable. That is how nothing 'happens' when you are typing in the journal currently :yep: I disable this lockout when the journal is not in view. So I can lockout keys anytime I want.
There was some other reason as to why and I haven't found it yet :shifty:
Sartoris
04-09-12, 05:07 PM
TheDarkWraith,
do you think your interface could be converted into an interface adjusted for a touchscreen monitor? I know of a program that does this for the interface in A-10C: http://www.scsimulations.com/
Do you maybe know of any other programs which are used for making touchscreen UIs for games? I think this would add a wonderful level of immersion, so I'm just asking if you think this would be possible.:up:
TheDarkWraith
04-09-12, 07:04 PM
TheDarkWraith,
do you think your interface could be converted into an interface adjusted for a touchscreen monitor? I know of a program that does this for the interface in A-10C: http://www.scsimulations.com/
Do you maybe know of any other programs which are used for making touchscreen UIs for games? I think this would add a wonderful level of immersion, so I'm just asking if you think this would be possible.:up:
If a DLL is provided that gives the touch screen functionality then I don't see why not. The real problem would be setting up the touch screen coordinates I imagine. I have no experience with touchscreens or programming them for that matter so that's way above me :shifty:
I'm always willing to learn though :yep:
Meldric
04-11-12, 04:08 PM
Again DestroyedMarks:
I have now restarted a completly new campaign, sailed to the british coast and sunk a merchant. It is mentioned in the captains log, but not in the journal. There is just no entry for it... I see when I launched the torpedos, maned the deckgun, but where the sunk entry should be, there is only the entry when I went back on my original course. And there is no DestroyedMark anywhere. The sunk ship is completly ignored anywhere but in the captains log...
Current soup:
Generic Mod Enabler - v2.6.0.157
[C:\Spiele\Silent Hunter 5\MODS]
000_00_AntiLag
001_00_RemoveLogoIntroTheDarkWraith
001_02_SD_MapLocationNameFix_v1_2
002_02_EnhancedFunnelSmoke1.2_SH5
002_03_Detailed Caustics v1.0
002_05_ConusGraphicMod v1.1
002_07_NoDamnBubblesNoDamnHalo
002_81_KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
002_99_CustomEmblem - Wolf
003_00_MightyFineCrewMod v1.2.1 - Alt w beards
003_01_MCCD_1.04_MFCM_1.2.1_compatible
003_02_MCCD_1.04_GER
003_05_CriticalhitsTorpedos v1.1
004_00_CapthelmsAudioMod
004_03_Stormys DBSM SH5 v1.3 Basemod
004_04_Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
004_05_Stormys DBSM SH5 v1.3 optional NavMap babelling
004_06_Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
004_07_Stormys DBSM SH5 v1.3 HOTFIX 3
004_10_MightyFineLessAnnoyingFootsteps v1.0
004_12_GrossdeutscherRundfunk
005_10_BRF 1.3 full
005_50_Churchs NavMap v1.0 - Illyustrator's Version
006_00_NewUIs_TDC_6_9_0_ByTheDarkWraith
006_01_NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyu strator
006_02_NewUIs_TDC_6_9_0_No_Snorkel_Exhaust_Smoke
006_03_NewUIs_TDC_6_9_0_ManosScopes_Patch_5x4
006_05_NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision
006_06_NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Bl ack_Skin
006_07_NewUIs_TDC_6_9_0_New_radio_messages_German
006_20_IRAI_0_0_30_ByTheDarkWraith
006_21_IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
006_24_AirTorpedoes
006_50_Sub_Exhaust_1_0_5_byTheDarkWraith
006_51_SubFlags_0_0_8_byTheDarkWraith
007_04_EQuaTool 01.01 by AvM - double set - Large plus Flat Style
007_10_Trevally Harbour & Kiel Canal Pilot v2.8
100_00_Open_Horizons_II_Light v3
101_00_SH5Lifeboats_2.0
150_00_Dynamic Environment SH5 Basemod (normal ) V2.1
150_01_Dynamic Environment SH5 Atlantic Floor V2.1
150_02_Dynamic Environment SH5 Sounds V2.1
150_03_Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
150_04_Dynamic Environment SH5 Waves (realistic version) V2.1
150_05_Dynamic Environment SH5 Undersea (mediterranean) V2.1
160_01_AilRain 1.0
160_05_stoianm pitch&roll for SH5 V1 (normal)
170_00_Speech Recognition_MiTons_NewUI_Editon_v0.4_deutsch
180_70_EquipmentUpgrade_1.4.1f_TheBeast
200_00_Sobers_SmallerWaterDrops v4.0
200_10_Restore_StockCameraBehaviour (Remove Flickering)
210_00_DEUTSCHMOD_1.0.2 - Stripped by Mel
There is no menu.txt in my version of the DEUTSCHMOD and I also removed a number of files (because I just wanted the translations).
Have not been playing for long after that so I don't know if the entries will show up later...
EDIT 1:
Played on, sunk a tanker, same thing: Captains Log ok, no entry in the journal, no DM.
EDIT 2:
The Hull number in the mods settings file and my profile did not match... Could that be part of the problem?
EDIT 3:
Disabled the DEUTSCHMOD and the first ship sunk did immediatly appear on the map and in the journal. But it is not the issue with the menu.txt, because this file is not contained in my version of the DeutschMod... Further looking into it.
Meldric
04-12-12, 08:33 AM
I played around with files up and down and I actually give up. It is very time-consuming, as you can imagine.
It is actually not an option to me to have the gui half english, half german, so I'll install the DeutschMod in the form I have it and disable the journal... That is really a pitty, as I really like the idea of having a journal (KTB).
On the other hand it is kind of useless if it is incomplete. Maybe I'll also manually add entries for each ship that was sunk...
will see...
:wah:
EDIT:
@TDW:
Maybe a suggestion for the journal-viewer app:
The window is too big for my screen. Even if I use the maximize function, the bottom is cut off. I'd like to suggest to change the size of the controls from a fixed dimension to a relativ size that is adapting itself to the size of the window. In this way, everyone could use the app regardless of screen resolution. There is actually not that much on there to demand that size (and there are scrollbars if we get too many entries).
Meldric
04-13-12, 03:45 PM
Hi!
Think I am having a clue.
In the file "data\scripts\menu\Page captain log.py", we have the following passage:
if tonnage != None and shiptype != None and latlong != None ...:
...
msg = Menu.GetLocalizedText( IDSTR_WEPS ) + ": " + shiptype + ...I suspect the value of shiptype to be none to me and so the complete passage is skipped. Therefore there is just NOTHING in the journal... If I enable the DeutschMod without the files:
data\roster\names.cfg
data\roster\SOANNames.cfg
it works.
So, I'd say, the Mod cannot determine the shiptype, if the one of the two files is replaced by the DeutschMod. So, there seems to be something odd with one of those files... Will now find out which one it is...
Does that make any sense to you, TDW?
EDIT:
It is "Names.cfg". If that is replaced by DeutschMod, there will be no entry in the journal for a sunk vessel.
EDIT 2:
Damn, now I am puzzled! I have now enabled the mod as is and now it works. Forget all I said!
:(
EDIT 3:
It worked exactly one time... Next ship sunk, no DM... I am curious for your thoughts! I try to add a debug line to see if shiptype is empty...
Thoughts:
It worked for "Großes Dampfschiff", but not for "Tanker der Cimmaron-Klasse"... so it might really be related to the ShipType after all...
Thanks for this great mod! :salute:
Meldric
04-14-12, 04:47 PM
Sorry, I just realized the other thread about the topic... Although it was by accident...
:)
Any news on the destroyed marks anyway?
TheDarkWraith
04-14-12, 04:56 PM
Sorry, I just realized the other thread about the topic... Although it was by accident...
:)
Any news on the destroyed marks anyway?
Not yet. Haven't really looked into anything dealing with mods recently. I'm trying to get this new test version of the GR2 Editor/Viewer finished up :yep:
Meldric
04-15-12, 03:20 AM
Ok, understood. That is more important, really. I will look into this problem on the trace I left off and let you know. I'll have to mess around with the captains log.py a bit to add debug messages, but well...
Thanks for your work again!
:salute:
Factor_X
04-15-12, 10:23 AM
Hello there,
I'm using the new UIs with the IO strategic map, and I can't see any visual and hydrophone map contacts.
I can see the the radio map contacts. But no visual and hydrophone contacts.
No map contacts in the TAI as well.
I've checked the options (in TAI and in map) and visual contacts are checked.
What can be wrong here?
Meldric
04-15-12, 11:53 AM
I am again completly lost :(
I now sunk a "Großes Dampfschiff" and there is no mark. I really loose track on this, it seems to be completly random. Dammit!
The .py file I was looking in seems to be a wrong turn, as this seems to only check on startup if sunken ships could be found in the journal (I may be wrong).
EDIT:
I have 9 ships sunk, 3 DMs on the map, and no clue whatsoever when a DM appears and when not.
col_Kurtz
04-16-12, 04:19 PM
Hi TDW...
I think this link is dead ;)
Modified Ubooat_Sensors.sim file for Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod (this file has to be installed in the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod in \data\Objects\Sensors and the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.9.0 of my UIs mod and FX_Update v0.0.18:
http://www.megaupload.com/?d=QTF15E42
Best regards,
Kurtz
TheDarkWraith
04-16-12, 06:47 PM
I am again completly lost :(
I now sunk a "Großes Dampfschiff" and there is no mark. I really loose track on this, it seems to be completly random. Dammit!
The .py file I was looking in seems to be a wrong turn, as this seems to only check on startup if sunken ships could be found in the journal (I may be wrong).
EDIT:
I have 9 ships sunk, 3 DMs on the map, and no clue whatsoever when a DM appears and when not.
Unzip and install these files in the mod's \data\Scripts\Menu: http://www.mediafire.com/?009ads8aaalsz15 letting them overwrite the original ones. I'll need to see a full DbgView output from game start to about 15 mins into a campaign game
Meldric
04-17-12, 03:13 AM
Thanks, I will try tonight when I am back from work.
kowism1
04-17-12, 05:28 AM
first i really like how you integrated the scripts into the mod architecture however i cant seem to set my hotkeys for diffrent script actions and the documentation and tutorials dont help much either can someone help me please?
peter16278
04-17-12, 09:53 AM
Welcher Modbauer ist in der Lage ein Mod zu schreiben, die das sinken im Hafen zuverlässig verhindert.
Und die Nordsee ist so flach, dass man schon mit einen Schnorchel zu Fuss gehen kann.
peter16278
04-17-12, 10:03 AM
Neue Downloadregeln.
3 Dateien pro Tag.
Der Tag hat 24 Stunden.
Seit zwei Tagen bekomme ich immer die selbe Meldung, dass nur 3 Dateien pro Tag herruntergeladen werden kann.
Daraufhin habe ich mich entschlossen an der Spendenaktion teil zu nehmen und bezahle monatlich einen kleinen Beitrag.
An der Situation das ich keine Datei mehr runterladen kann hat sich nichts geändert.
jsimbo1
04-17-12, 11:23 AM
Darkwraith
Firstly, wow, amazing work on this mod, i am new to the series, and when i found out how much is wrong with the game i nearly gave up, until i found ur mod, and all the detailed instructions for the computer semi-literate like me on how to use it etc. thank you.
I have a problem with it that i havent been able to work out, i have worked out how to use the program that lets you change all the user options, and i changed the xo tdc box to draggable, but it wont drag. this means that the box sits neatly over the scope display, so i cant use the tdc because i cant see. its impossible to describe the level of frustration this causes, ive spent 5 hours trying to solve it myself before i resorted to the noob option of sending up the distress flare here. the xo just refuses to move.
:damn::damn::damn::damn::damn::damn::damn::damn::d amn::damn:
things ive tried that havent worked after reading ur info and searching the forums:
changing the setting in your options application. (and checking that they stayed changed)
restarting game
restarting with new campaign
restarting computer
changing lots more settings that may or may not be related to it in the options program
it is also interesting to note that changing the settings for the the attack scope tdc from all dials to minimum dials did not have any affect either, it seems the tdc settings just dont change for me.
i read the part in the info where you say this problem may be caused by windows admin rights, and to run the exe file as an administrator, but i am a steam user so there is no exe file that i can find.
Do you know what i am doing wrong? because at the moment, i cant fire torpedoes, or look through the scope, so the game is uplayable with your patch, and as everyone knows, unplayable without it too.
suggestions from anyone welcome!!!
edit: worked out how to get the exe file, and ran it as admin, assumed this would solve the problem. it didnt. in fact, none of the options that i changed in the options menu program seem to have worked. so i redid all of them and double checked i had set all the paths right by checking the screenshot you posted in post 1. still not working. i've now spent the better part of two days setting this game up, and i am yet to actually play it more than the tutorial mission.
Trevally.
04-17-12, 11:48 AM
Did you try pressing the "L" key? - this should move the xo box to the corner of the screen:up:
jsimbo1
04-17-12, 12:25 PM
Sir
i dont know who you are, but i love you. it does as you say.
however, the changes I make to the options with the clever options changer program still arent coming through in game. this is the cause of most of my problems, like the officer bar at the bottom isnt draggable so i cant use the manual direction controller, because i cant work out how to get it to move or go above the officers. there are settings i have found like 'move officer bar out of view when you scroll mouse over it' etc. but i cant make them have effect.
http://i1253.photobucket.com/albums/hh596/jsimbo1/problem.jpg
I include a screenshot of exactly what i mean, might help see what i have done wrong.
ideas?
Trevally.
04-17-12, 01:24 PM
Sir
i dont know who you are, but i love you. it does as you say.
however, the changes I make to the options with the clever options changer program still arent coming through in game. this is the cause of most of my problems, like the officer bar at the bottom isnt draggable so i cant use the manual direction controller, because i cant work out how to get it to move or go above the officers. there are settings i have found like 'move officer bar out of view when you scroll mouse over it' etc. but i cant make them have effect.
http://i1253.photobucket.com/albums/hh596/jsimbo1/problem.jpg
I include a screenshot of exactly what i mean, might help see what i have done wrong.
ideas?
Before you make the changes to the options.py you need to uninstall the mod with jsgme. Then make the changes and re-install:up:
Meldric
04-17-12, 01:40 PM
Hi!
I have:
- replaced the two files and started debugview,
- started the game up,
- loaded a the saved game (the one with the 9 sunk ships and 3 DMs)
- and played for about 20 min.
- at the end I sunk a polish vessel (with the Deckgun), getting no DM.
So, basicly anything should be in the log for you to analyse.
The log is here:
http://www.wolfshalle.de/Meldric_SH5_Test.7z
jsimbo1
04-17-12, 06:49 PM
:yeah:
That explain a great many things. i was confused that some things i changed were working and others were'nt. which caused me to look in completely the wrong place for the solutions. i had re-implemeted the mod after making some changes, just didnt keep track of which ones so i didnt work out that it had in fact worked. silly me.
Now that everything works its an awesome game so far. Am now happily pilliaging the north sea, have'nt totally got the hang of the tdc yet, but i'm having a lot of fun trying. hitting about 1 in 3 torps, including a hilarious miss at 400m. i love Mil Sims and this seems a pretty good one, the excitement the first time i got a torpedo hit, at 3500 yards on a 12 knot moving away target, was childish to say the least. ok i missed the first 6 times. but at least working out in game problems is challenging and fun! ive never had fun with trigonometry before, but im trying it the old school way and loving it. havent even got to the attack disk yet.
many karma points for helping me out there!
one last niggle i have, i keep getting radio messages saying i should report in, but when i speak to the radio man he doesnt have an option of replying, and i cant find how to do it manually. its a minor niggle, but ive read that you sometimes get usefull info back if you do.
TheDarkWraith
04-17-12, 10:47 PM
one last niggle i have, i keep getting radio messages saying i should report in, but when i speak to the radio man he doesnt have an option of replying, and i cant find how to do it manually. its a minor niggle, but ive read that you sometimes get usefull info back if you do.
Click the Radioman icon. Select the Reports icon. Click on the send contact report icon above it :up: And yes sending contact reports in can sometimes cause Bdu to send you a contact report back of a contact near you :yep:
col_Kurtz
04-18-12, 01:18 PM
It is just and idea - I`m not good in this, so I`d like just to ask.
Is it possible to add this improvements for better accuracy - speed and deep.
If I missed something - sorry :oops:
http://naforum.zapodaj.net/thumbs/de54cd48c912.jpg (http://naforum.zapodaj.net/de54cd48c912.jpg.html)
Now you can change the course by scrolling (about 5 degrees - it`s depends on the mouse settings - I think - more accuracy step by one line up/down - am I right?). On the screen right on the bottom.
Best regards,
Kurtz :salute:
TheDarkWraith
04-18-12, 06:27 PM
It is just and idea - I`m not good in this, so I`d like just to ask.
Is it possible to add this improvements for better accuracy - speed and deep.
If I missed something - sorry :oops:
http://naforum.zapodaj.net/thumbs/de54cd48c912.jpg (http://naforum.zapodaj.net/de54cd48c912.jpg.html)
Now you can change the course by scrolling (about 5 degrees - it`s depends on the mouse settings - I think - more accuracy step by one line up/down - am I right?). On the screen right on the bottom.
Best regards,
Kurtz :salute:
Don't understand what you're asking :hmmm:
Meldric
04-19-12, 02:18 AM
Continued the campaign an found a convoi of 7 ships with a destroyer. I sunk the destroyer first, no DM. Sunk the freighters (7) and ended up with 2 new DMs on the map. I am having the feeling that it might be related to the ship (the type, the tonnage) or something. But that is only a wild guess. I saw, however, that the DMs that do appear, seem to be always of the same shiptypes...
col_Kurtz
04-19-12, 07:51 AM
Don't understand what you're asking :hmmm:
Sorry...:oops:
I meant to add new function for mouse. When you put mouse above this bars and scroll mousewheel to change value (speed and the deep by scrolling). Is it possible? I`d like scroll on the horizontal bar (green) for deep - more precise, faster? And the same for speed on the vertical bar (black) - not by clicking :)
:salute:
TheDarkWraith
04-21-12, 05:20 PM
Might have possibly found another way to get the destroyed units. If everything works then the destroyed marks will be displayed at the exact location where the unit was destroyed. It will also be able to discern type of unit and whether friendly, foe, or neutral. It will also be able to tell you the depth the unit was at when it was destroyed (good for AI subs). Coding and testing currently. I will be using another DLL that I created to make this work (hopefully) :D
THE_MASK
04-21-12, 05:36 PM
Would it be possible to pull some info from the save game file in real time and display it in game . We really need damage bars or just display the line in yellow in game for the crew . I was thinking this line in the save game file . I might not be the right way to go about it .
[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 1.CrewMember]
ID=Crew-Jr-NCO-Rank-1-Engine
NameDisplayable=Willi Pelz
CrewMemberNameIDLinks=NULL
DateOfBirth=1941-12-07 00:00:00
Head=12
Voice=0
Tatoo=0
Rank=Captain-Rank-2
CurrentExperience=65.878487
SpecialAbilities=Ability-Active-Overcharge-Diesel,-1,Ability-Active-Overcharge-Electric,-1,Ability-Active-Overcharge-Diesel,1,Ability-Active-Overcharge-Electric,1
SpecialAbilityTimers=100000000,100000000,100000000 ,100000000
SpecialAbilityDurations=86400,86400,86400,86400
SpecialAbilityOldDurations=0,0,0,0
SpecialAbilityCooldowns=0,0,0,0
SpecialAbilityOldCooldowns=0,0,0,0
Morale=5.763228
MoralePool=5.000000
PointsInvestedIn=0
Medals=
Patrols=0
Notes=
Hitpoints=5.000000
RenownCost=250.000000
Health=1.000000
CurrentStatus=ON_DUTY
Efficiency=1.000000
PotentialEfficiency=1.000000
HumanEfficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
CurrentActivities=2
DamageDescription1=NULL,0,0.1,0.9,Minor Wound,NULL,0.1,0.1,31.9247
DamageDescription2=NULL,0.2,0.3,0.7,It's just a scratch,NULL,0.3,0.3,41.9328
DamageDescription3=NULL,0.4,0.5,0.5,Broken Arm,HumanDamageArmwound,0.5,0.5,835.729
DamageDescription4=NULL,0.6,0.7,0.3,Liver wound,HumanDamageArmwound,0.7,0.7,144.429
DamageDescription5=NULL,0.8,0.9,0.1,Sucking chest wound,HumanDamageLegWound,0.9,0.9,3135.83
THE_MASK
04-22-12, 03:26 PM
This thread has the most views of any silent hunter 3, 4, 5 thread :salute:
Meldric
04-23-12, 02:47 AM
Might have possibly found another way to get the destroyed units. If everything works then the destroyed marks will be displayed at the exact location where the unit was destroyed. It will also be able to discern type of unit and whether friendly, foe, or neutral. It will also be able to tell you the depth the unit was at when it was destroyed (good for AI subs). Coding and testing currently. I will be using another DLL that I created to make this work (hopefully) :D
Nice, looking forward to it!
By the way: I realized that many strings in the german menu.txt are not translated... Would you be interested if I would rework that file?
TheDarkWraith
04-23-12, 09:37 AM
Nice, looking forward to it!
By the way: I realized that many strings in the german menu.txt are not translated... Would you be interested if I would rework that file?
Absolutely. If anyone wants to translate into other languages or improve existing ones I'll incorporate them into the mod :yeah:
Hi all,
After seeing the movie U-571 for the first time last weekend, the old love returned in full. (not because of the movie, I am just fascinated by U-boats) :DL
Having dusted off my copy of 'U boat war patrol' I now want to do something interactive. So I bought SHV.
Although i noted it is 'different' from my beloved GWX'ed SHIII, i saw that there are some great mods around; this looks to be 'the one'.
Is the mod mentioned on page 1 of this huge thread the latest version?
Thanks in advance, and especially you TheDarkWraith for bringing this to the community.
TheDarkWraith
04-24-12, 02:41 AM
Is the mod mentioned on page 1 of this huge thread the latest version?
Thanks in advance, and especially you TheDarkWraith for bringing this to the community.
For any mod I make the latest version is always found at post #1 of the thread :up:
Meldric
04-24-12, 10:04 AM
Ok, I translated the missing strings now (quite a few), but I am not sure if I always got the right context for it. So I will use the file to play some hours and then provide it to TDW (probably with some corrections)...
Any news on the DMs yet?
TheDarkWraith
04-24-12, 10:07 AM
Ok, I translated the missing strings now (quite a few), but I am not sure if I always got the right context for it. So I will use the file to play some hours and then provide it to TDW (probably with some corrections)...
Any news on the DMs yet?
Still writing the DLL code so no news yet :yep:
Meldric
04-24-12, 10:23 AM
Hi!
Btw, I did not take any of the strings from Ruby2000s DeutschMod, because I did not even think of it (stupid me!)... but anyhow Rubys file does contain much more Strings for the campaigns... What I did was just translate the file that is included in this Mod (NewUIs).
I also translated all strings (also the ones that were left in english in the DeutschMod). I feel that I have maybe done work again that has been done before now, but I thought of it too late...
:(
@Ruby: If you would like to use the missing translated Strings for DeutschMod, I can send the file over...
conradmaher
04-24-12, 10:36 PM
I seem to be getting weird text boxes in the GUI upfront when I load the mod. I just bought SHV Gold edition and was trying to find out if this Mod works with the gold version or not.
I have been spending the last two days making sure I have the root folders and mods all unpacked to the right folders. I use authentic flags to make sure I am applyign mods.
I only apply the the multiple UI mod and get boxes in the center of the screen with apply cancel etc on them but when I click on them nothing happens.
Any advice?
Thanks
Con
TheDarkWraith
04-24-12, 11:11 PM
I seem to be getting weird text boxes in the GUI upfront when I load the mod. I just bought SHV Gold edition and was trying to find out if this Mod works with the gold version or not.
I have been spending the last two days making sure I have the root folders and mods all unpacked to the right folders. I use authentic flags to make sure I am applyign mods.
I only apply the the multiple UI mod and get boxes in the center of the screen with apply cancel etc on them but when I click on them nothing happens.
Any advice?
Thanks
Con
run the game updater to ensure you are patched to v1.2 of the game (\data\Support\gu.exe)
Mikemike47
04-25-12, 09:20 PM
I modify the commands.cfg file for my own use of keyboard shortcuts mainly for speech recognition. I have modified keys to be similar between SH3 to SH4 to SH5 whenever possible.
Can a future version of the OptionsEditorViewer app show you a summary of all hotkeys used by multiple UIs with TDC all at once?
That way you do not open up each tab or window as it is now. Then use the dropdown menu to open up every section to find each hotkey.
Great job for making the game more fun.:yeah::up:
conradmaher
04-25-12, 09:41 PM
Thanks that seemed to be the issue
It was a bit strange since I bought SH5 gold edition from gamersgate this weekend (75% off finally got me to spring for it).
On installing it an updater program runs and says that you have the most up to date version. However when I navigated to find the gu.exe file you mentioned (it was in a different folder location for the gold version since the support folder does not exist). I ran it and found there was a new version which it updated and that fixed the issue.
Now to upload the rest of the mods and then I probably will call it a night since this has been a bit of an ordeal.
Many thanks for the help
Conrad
navyman
04-27-12, 03:49 AM
I would like to make a feature request if that is possible.
I prefer using the advanced submarine control and would like to have the Depth and Speed controls with the same functionality as the Compass.
As in, hover over the control and use the mouse wheel to change the depth or speed.
A lot faster/accurate, I think anyway than trying to find the sweet spot moving the mouse a fraction at a time.
Just a suggestion of course, no problem if it's not possible.
Either way I love this mod/Ui. A fine example of what can be done or what should have been done from day one. Fantastic work is all I can say. :rock:
THE_MASK
04-27-12, 08:38 AM
I would like to make a feature request if that is possible.
I prefer using the advanced submarine control and would like to have the Depth and Speed controls with the same functionality as the Compass.
As in, hover over the control and use the mouse wheel to change the depth or speed.
A lot faster/accurate, I think anyway than trying to find the sweet spot moving the mouse a fraction at a time.
Just a suggestion of course, no problem if it's not possible.
Either way I love this mod/Ui. A fine example of what can be done or what should have been done from day one. Fantastic work is all I can say. :rock:What do you mean move the mouse a fraction at a time ? Just put the curser at any speed or depth and click on it .
col_Kurtz
04-27-12, 01:09 PM
What do you mean move the mouse a fraction at a time ? Just put the curser at any speed or depth and click on it .
Dear sober I think he wrote about it that I had written before.
Link to this post:
http://www.subsim.com/radioroom/showpost.php?p=1872089&postcount=8792
I meant when you put the mouse coursor on the bar (depth control or speed control) by scrolling increase/decrease the required value. For example scroll to 7.5kts. By clicking is not so accurate.
Have a look on this screen.
http://www.subsim.com/radioroom/picture.php?albumid=632&pictureid=5612
If you going to change the course you can put your coursor on the course bar (bottom right on the picture) and scroll +/- 5 degree (Shift+scroll skip by one degree). And... bo scrolling change the depth +/- 10 meters. By Shift+scrolling change the depth +/- 1 meter. Ctrl+scrolling +/- 5 meters.
:oops::salute:
navyman
04-27-12, 03:59 PM
Yes col_Kurtz has had more or less the same idea in his post. Sorry I missed that one.
I realise you can set the depth and speed by clicking on their bars. But it's not the fastest when you want to set a more accurate depth or speed.
At the moment you can change course by hovering the mouse over the compass and then use a combination of the mouse wheel and/or shift key
or
clicking on it depending on your toggle setting.
Both are useful depending on the circumstances at the time.
What I was requesting is similar functionality for the speed and depth controls. if you want a quick dive click or if you want a more precise dive in a hurry use the mouse wheel.
This mod has added more ways of doing most things. There is now a way to suit practically everyone no matter what their skill level or style is to accomplish what they need to do to sink that ship.
It all depends on the way you want to play.
Whether your a key stabber or mouse clicker. Arcade, Sim or maybe a combination of all those the choice is yours.
This choice is what makes this mod so great in my opinion.
Of course I am not forgetting all the many improvements it contains too.
Sh5 would be unplayable as a sim without this mod.
TheDarkWraith has performed miracles with this and his other mods. I am not complaining or trying to find fault, it's just a sugestion
TheDarkWraith
04-27-12, 07:06 PM
I've put it on my list of things to look into. Right now I'm trying to figure out why the ships in scapa flow are killed by the game and turned into static objects when they detect something.
col_Kurtz
04-27-12, 07:22 PM
Dear TDW - yes, ok. I know Scapa Flow is more important - scrolling can wait as me. Not going pressing you, just asked - is it possible in some future :)
Thank you very much,
Kurtz:salute:
navyman
04-28-12, 02:45 AM
I've put it on my list of things to look into. Right now I'm trying to figure out why the ships in scapa flow are killed by the game and turned into static objects when they detect something.
Thanks for the quick reply and considering implementing col_Kurtz and my idea for the depth and speed control in the future :salute:
Silent Steel
04-28-12, 06:31 AM
Thanks for the quick reply and considering implementing col_Kurtz and my idea for the depth and speed control in the future :salute:
This is something I've been thinking about a long time.
Back then when I presented my thoughts I was interested in getting this feature, in particular for the TDC controls (when using manual targeting).
If you're running SH5 on higher resolutions, like 1920x1080 and above, setting the controls gets very inaccurate and tricky. :nope:
Unless you have a very big screen that is.
IcyWaters
04-28-12, 06:26 PM
Hey guys!
I am just in the process of patching my game to follow stoianm's tutorials and he says I need these mods to follow his instructions:
1)NewUIs_TDC_6_4_0_ByTheDarkWraith or Magnum Opus
2)NewUIs_TDC_6_4_0_Real_Navigation
I wonder if the current file, NewUIs_TDC_6_9_0_TheDarkWraith.7z (http://www.gamefront.com/files/21026410/NewUIs_TDC_6_9_0_TheDarkWraith_7z) is all I need? Or is there another one by Real_Navigation?
Thanks!
ADMIRALTIA
04-28-12, 09:20 PM
Hey guys!
I am just in the process of patching my game to follow stoianm's tutorials and he says I need these mods to follow his instructions:
I wonder if the current file, NewUIs_TDC_6_9_0_TheDarkWraith.7z (http://www.gamefront.com/files/21026410/NewUIs_TDC_6_9_0_TheDarkWraith_7z) is all I need? Or is there another one by Real_Navigation?
Thanks!
Yes The NewUIs_TDC_6_9_0_TheDarkWraith is all you need.
Instructions:
1. Do not extract directly to your mods folder
2. Instead Extract into a temporary place.
3. Open The Folder.
4. There is a folder called mods open that
5. There are the different addons there as well as the basemod
6. Copy and paste the basemod to your SH5 mods folder
The Basemod name should be NewUIs_TDC_6_9_0_ByTheDarkWraith
EX. Extractdir\NewUIs_TDC_6_9_0_ByTheDarkWraith\MODS\
IcyWaters
04-29-12, 02:29 AM
Daghan salamat! Much appreciated!
Gandalfi2005
05-07-12, 07:31 AM
Hello,
I have a question regarding manual target solution....
If im right the old SH5 stock is not available any longer in this mod.
I have found out how to use the stadimeter :DL Its the small button on the Range Dial.
Target speeds have to be determined by the 1WO if im right (Little Button with the clock in the 1WO Menue).
Angle of attack via the regarding Dial.
But what i didn't get is how the TDC get the Mast Height. The 'Send Mast Height to TDC' in the Ship Identification Book is disabled.
Can someone explain me how the manual Targeting Process with this mod is working ?
Or is there somewhere a manual ?
With best regards and thank you very much.
Greetings Gandalfi2005
what i didn't get is how the TDC get the Mast Height. The 'Send Mast Height to TDC' in the Ship Identification Book is disabled.
did you lock on target?
You do it by pressing the spacebar (with default keybinds), when looking at the target through periscope, UZO, or binocular.
Gandalfi2005
05-07-12, 08:25 AM
No, not with the space bar.
Do you mean the target following Button ? I used the following Button (x by default).
No, not with the space bar.
Do you mean the target following Button ? I used the following Button (x by default).
If memory serves me right, for being able to follow any target you should lock on it before (space bar) :03:
Gandalfi2005
05-07-12, 10:21 AM
Yes you are right. My fault. Spacebar is the solution :salute:
Thank you very much
Yes you are right. My fault. Spacebar is the solution :salute:
Thank you very much
My pleasure :DL
Krauter
05-16-12, 10:27 PM
Just a small issue. I thought I was ready, but I'm not yet, to have map contacts turned off on the map (meaning I'd need to plot them myself). Now I know that some submods of TDWs UI mod turns them off or gets rid of color and all the little doodads. Now I can't remember which one needs to be changed.
Heres my list, can anyone tell me what I need to take out or add to get contacts back on (albeit with dashed line, no tail and no color?)
RemoveLogoIntroTheDarkWraith
Wordeees' Actual Footage Menu
Loading Screens Mod
SteelVikings Bunker Fixes V1.0
Shadow Improvement Mod
Accurate German Flags
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Environment 4.9 MOD
AilClouds 3.0
AilSmoke 1.7
sobers base wave mechanics for SH5 v3
FX_Update_0_0_19_TheDarkWraith
Cerberus62 Corrected Depth Charge Projector 1.0
NewUIs_TDC_6_3_7_ByTheDarkWraith
NewUIs_TDC_6_3_7_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_3_7_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_3_7_jimimadrids_map_tools
NewUIs_TDC_6_3_7_No_Aircraft_Spotting_At_Depth
NewUIs_TDC_6_3_7_ERM_Reaper7_NightVision_Black_Ski n
MRP 1.3 light
MRP 8x5 patch
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
Pascal-sh5-Crew-Uniforms. 12.2011
OPEN HORIZONS II_full v1.8
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.8)
M1 Thompson's Realism sound mod v.1.0
Capthelms SH5 Audio Mod
Touch up for Capthelm's Audio
sobers talking conning crew mod
Venatores Interior Sounds
SteelVikings Interior Mod V1.2
SteelVikings Interior Mod V1.2.2 Patch
Floor Black
Dark_Interior_V1
McHub532s Pictures for Krauters Submarine SH5 Fix
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Enhanced FunelSmoke_by HanSolo78
Church's SHV 1.01 Keyboard Commands v1.1
SeaWolf torpedo tweak
NewUIs_TDC_6_3_7_U-Jagd_Chrono
Free Cam Tweak 1.1 - Narrow
Manual Targeting Training Missions
Old Style Explosions V1.1
NewUIs_TDC_6_3_7_No_Color_Dashed_Contact_Line
NewUIs_TDC_6_3_7_No_Contact_Tails
NewUIs_TDC_6_3_7_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
NewUIs_TDC_6_3_7_Sub_Warship_Merchant_Same_Shape
NewUIs_TDC_6_3_7_Waypoint_Contacts_No_Color
NewUIs_TDC_6_3_7_Waypoint_Contacts_No_Tails
SD_NewMapColors
SD_MapCourseLine_no_arrows
IRAI_0_0_37_ByTheDarkWraith
Gmofftarki
05-17-12, 12:11 AM
TDW- would you be willing to add something for hull integrity display in one of your future releases?
Perhaps in the section where you can tab between battery, fuel, O2, CO2, though since it's the base "HP" stat of the game I wouldn't object to it being on its own slider.
It's somewhat tedious to get to in the base game, and as someone who plays low realism, I don't currently need to know any of the other stats (though hopefully I'll get good enough to bump up some of those options later).
Thanks.
Silent Steel
05-17-12, 01:51 AM
Just a small issue. I thought I was ready, but I'm not yet, to have map contacts turned off on the map (meaning I'd need to plot them myself). Now I know that some submods of TDWs UI mod turns them off or gets rid of color and all the little doodads. Now I can't remember which one needs to be changed.
Heres my list, can anyone tell me what I need to take out or add to get contacts back on (albeit with dashed line, no tail and no color?)
Hi Krauter
If you want the contacts back on the map disable the following;
NewUIs_TDC_6_3_7_No_Color_Dashed_Contact_Line
NewUIs_TDC_6_3_7_No_Contact_Tails
NewUIs_TDC_6_3_7_Sub_Warship_Merchant_Same_Shape
NewUIs_TDC_6_3_7_Waypoint_Contacts_No_Color
NewUIs_TDC_6_3_7_Waypoint_Contacts_No_Tails
Cheers :up:
Silent Steel
05-17-12, 02:01 AM
TDW- would you be willing to add something for hull integrity display in one of your future releases?
Perhaps in the section where you can tab between battery, fuel, O2, CO2, though since it's the base "HP" stat of the game I wouldn't object to it being on its own slider.
It's somewhat tedious to get to in the base game, and as someone who plays low realism, I don't currently need to know any of the other stats (though hopefully I'll get good enough to bump up some of those options later).
Thanks.
You should already have it -
In the 'Sub Systems' screen, lower left corner.
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5667
:up:
Meldric
05-17-12, 02:03 AM
Hi!
What mod is that screen from, if I may ask?
lesec74
05-17-12, 02:10 AM
Hi!
What mod is that screen from, if I may ask?
hello,
nauticalwolf's damage and torpedo UI mod:salute:
Meldric
05-17-12, 03:03 AM
Hi!
Unbelievable that this never crossed my way before! I love it! Thanks everyone!
To stay ontopic:
Anything new about the DMs?
:)
TheDarkWraith
05-17-12, 09:41 AM
Hi!
Unbelievable that this never crossed my way before! I love it! Thanks everyone!
To stay ontopic:
Anything new about the DMs?
:)
Still digging around in the .exe and .act files :up:
Krauter
05-18-12, 04:30 PM
Hi Krauter
If you want the contacts back on the map disable the following;
NewUIs_TDC_6_3_7_No_Color_Dashed_Contact_Line
NewUIs_TDC_6_3_7_No_Contact_Tails
NewUIs_TDC_6_3_7_Sub_Warship_Merchant_Same_Shape
NewUIs_TDC_6_3_7_Waypoint_Contacts_No_Color
NewUIs_TDC_6_3_7_Waypoint_Contacts_No_Tails
Cheers :up:
Thanks, I want the contact to pop up, however I don't want to know their direction (so tail) nor their nationality (color)
Silent Steel
05-19-12, 01:22 AM
Thanks, I want the contact to pop up, however I don't want to know their direction (so tail) nor their nationality (color)
To get what you want on the map the ones you mention are correct.
Krauter
05-19-12, 09:42 AM
Thanks!
It's because there are other files that are overwriting TDW UI so if you use JSGME and New UI TDC is greyed out means it's overwritten which wont work. So find out what mod is overwriting the mod and remove it.
Krauter
05-19-12, 11:56 AM
It's because there are other files that are overwriting TDW UI so if you use JSGME and New UI TDC is greyed out means it's overwritten which wont work. So find out what mod is overwriting the mod and remove it.
I know how JGSME works :shifty:
Krauter
05-20-12, 11:13 AM
Just a question to JGSME, what does this option enabler app do? Does this mean I can alter the settings (UI style, TDC Options etc?) without having to open the .py file and simply use the editor? Or what?
I'm just curious, because I remember always spending a good 30~50 minutes going through and tweaking settings, but now for the life of me I can't remember which ones I changed to what.
TheDarkWraith
05-20-12, 11:26 AM
Just a question to JGSME, what does this option enabler app do? Does this mean I can alter the settings (UI style, TDC Options etc?) without having to open the .py file and simply use the editor? Or what?
I'm just curious, because I remember always spending a good 30~50 minutes going through and tweaking settings, but now for the life of me I can't remember which ones I changed to what.
Yes, the options editor/viewer is used to make changes to the options file now. Do not try and edit the options file by hand - you will screw it up :yep: The options editor/viewer makes it a snap to edit the options file now :up:
There is also an options migrator to migrate an old options file to a new options file.
Krauter
05-20-12, 11:30 AM
Sadly I think I deleted all my old TDWUIs files..
To edit the options do I need to un-enable the mod? I was trying it earlier (with it still enabled) and couldn't open any files.
Silent Steel
05-20-12, 11:38 AM
Just a question to JGSME, what does this option enabler app do? Does this mean I can alter the settings (UI style, TDC Options etc?) without having to open the .py file and simply use the editor? Or what?
I'm just curious, because I remember always spending a good 30~50 minutes going through and tweaking settings, but now for the life of me I can't remember which ones I changed to what.
Hi Krauter,
I'm not quite sure if I follow but I hope the following will help you out;
* The JSGME makes it very simple for you to enable/disable mods.
If you were to enable a mod by pasting it into your C:\Ubisoft\Silent Hunter 5 folder and then find that particular mod wasn't what you wanted you'd simply have to make a complete reinstall to get rid of it.
By doing this in JSGME you can just disable the mod and you're good to go again.
* If you're referring to the TDW's 'New UIs TDC' mod you do this;
1. Disable 'New UIs TDC'
2. Open up the .py file either with the editor or with Notebook and do your settings.
Save as a .py file not .txt.
Any settings/changes in any mod must be done when the mod is disabled. When done with your settings > enable it again.
To avoid unwanted malfunctions you should do this when in the bunker/port.
If you're not sure what settings you've done and want to start over -
make a copy of the .py file that came with your download and paste it into the same place (let it overwrite and replace).
Krauter
05-20-12, 11:40 AM
I don't think that I have the options editor/viewer..
At the moment, all I have in:
TDW UIs/data/Applications is:
OptionsMigrator.exe
ShipsJournalEditor.exe
ShipJournalEditorHelp.txt
What do I use to change my options?
TheDarkWraith
05-20-12, 11:41 AM
I don't think that I have the options editor/viewer..
At the moment, all I have in:
TDW UIs/data/Applications is:
OptionsMigrator.exe
ShipsJournalEditor.exe
ShipJournalEditorHelp.txt
What do I use to change my options?
Do you have the latest version of the mod (v6.9.0)? There should be 9 folders in \data\Applications and one file - Dbgview.exe
Krauter
05-20-12, 11:52 AM
Hmm, appears I had 6.3.7.. Don't know how, I just downloaded this mod 4 days ago from the 1st page..
TheDarkWraith
05-20-12, 11:56 AM
Hmm, appears I had 6.3.7.. Don't know how, I just downloaded this mod 4 days ago from the 1st page..
No idea. The link to v6.9.0 has been up at post #1 of this thread for quite some time now :yep:
v6.9.0 is a major improvement over v6.3.7 - you'll like it much better!
Krauter
05-20-12, 12:01 PM
Are the mod add ons and the updated Options Patcher (linked on 1st page) included in the regular 6.9 download? Or do I have to download those also?
TheDarkWraith
05-20-12, 12:03 PM
Are the mod add ons and the updated Options Patcher (linked on 1st page) included in the regular 6.9 download? Or do I have to download those also?
If you want to use any of the add-on mods you have to download them. I no longer include them with the UIs mod.
You'll need to download the latest patcher from post #1 as the patcher included in v6.9.0 is old :up:
You'll need the new version of the options editor viewer also as the one in v6.9.0 is old
Krauter
05-20-12, 12:23 PM
Ok, and final question :D...
What ever happened to the twisty scope thingy from your early (early..) releases?
Krauter
05-20-12, 12:29 PM
Sorry, but for the Options file Editor,
I just set my default SH5 install directory, but which menu.txt am I linking the app to?
TheDarkWraith
05-20-12, 12:40 PM
Sorry, but for the Options file Editor,
I just set my default SH5 install directory, but which menu.txt am I linking the app to?
the one in the mod's \data\Menu folder (do not use the stock sh5 one!) :up:
Krauter
05-20-12, 12:45 PM
I see that a snorkel is included in some files. How does one gain access to that? Is that via TheBeasts mod? Or is it included in this mod?
Sorry for so many questions.
TheDarkWraith
05-20-12, 12:55 PM
I see that a snorkel is included in some files. How does one gain access to that? Is that via TheBeasts mod? Or is it included in this mod?
Sorry for so many questions.
Questions are fine :up: You gain access to the snorkel by enabling it via the options editor/viewer. There is a tab I believe called Snorkel? :06: I can fire up the app if need be.
A snorkel is included with this mod (telescopic one). TheBeast tried (or may have got working) the pivoting one. I don't know as I never tried his.
Krauter
05-20-12, 01:17 PM
Hmm I can't seem to find it along the upper tabs.
TheDarkWraith
05-20-12, 01:29 PM
Hmm I can't seem to find it along the upper tabs.
It's the first tab called Submarine:
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=5688
Double click the False to enable it
Krauter
05-20-12, 02:16 PM
Excellent! Thank you. Will the be available immediately or must we wait to buy them/gain access to them?
TheDarkWraith
05-20-12, 02:18 PM
Excellent! Thank you. Will the be available immediately or must we wait to buy them/gain access to them?
I'm assuming you are referring to the snorkel. It will be available immediately if you enable it. You can change the date that it is available by editing the sub's .eqp file :up:
Krauter
05-20-12, 02:21 PM
Cheers! Does it act as a periscope in that, once I reach snorkel depth I need to deploy it? Or does it automatically deploy (ala Radio Mast) when I reach a certain depth?
TheDarkWraith
05-20-12, 02:23 PM
Cheers! Does it act as a periscope in that, once I reach snorkel depth I need to deploy it? Or does it automatically deploy (ala Radio Mast) when I reach a certain depth?
You have to raise/lower it manually. Done via the Engineer officer (the first officer icon).
If you install my CO2 patch (via the patcher) your CO2 will not increase when submerged with snorkel raised :up: If you don't install the patch then CO2 will increase even though snorkel is raised (stock game bug)
Krauter
05-20-12, 02:30 PM
Ok, I have not tried the patcher yet, for some reason I still kind of worry I will mess something up. However, I will try it when I return from patrol!
TheDarkWraith
05-20-12, 02:31 PM
Ok, I have not tried the patcher yet, for some reason I still kind of worry I will mess something up. However, I will try it when I return from patrol!
Make a backup of any file that you are going to patch. I'd just make a backup copy of your root \Silent Hunter 5 folder that way you have everything covered.
Using the patcher couldn't be any simpler. It's nearly impossible to screw up the files due to the way that I designed the patcher to work :yep:
Krauter
05-20-12, 02:42 PM
OK :),
Just wondering, I'm looking for the .exe file to show, however when I naviguate to Users/Computer/Ubisoft/SH5, it doesn't show a .exe file, just more folders. I designate the SH5 folder as the path though
Krauter
05-20-12, 02:52 PM
Open up Application
1. File/Backup sh5.exe
2. http://www4.picfront.org/picture/4Y9zThPGrjI/thb/01.jpg (http://www.picfront.org/d/8khu) Click on File/Open/TDW_SH5_Patches.s5p
3. http://www4.picfront.org/picture/1M0EsCMlhfa/thb/02.jpg (http://www.picfront.org/d/8kht)Then it automatically takes to another window. Click on SH5.exe
4. http://www4.picfront.org/picture/OPJ8sWgir/thb/03.jpg (http://www.picfront.org/d/8khs)Click on + sign next to Broken Hydophone fix. Then + sign next to change 1. Then double click on the red disable to make it enabled.
5. http://www4.picfront.org/picture/LtwMR4Lb/thb/04.jpg (http://www.picfront.org/d/8khr) Next you click on + sign next to map colors. Changes 1-15 you can customize your colors. Read the description to see what your changing. First you double click on the IsColor in red and it brings up the color box like the picture. Pick your color.
6.http://www4.picfront.org/picture/G6EewV6XBl/thb/05.jpg (http://www.picfront.org/d/8khq) Next click on Enabled False to make it true. I think another box comes up asking to accept changes. Click yes.
7. When done making all your changes just click on File exit.
Sorry but pics are down for this btw.
TheDarkWraith
05-20-12, 02:59 PM
OK :),
Just wondering, I'm looking for the .exe file to show, however when I naviguate to Users/Computer/Ubisoft/SH5, it doesn't show a .exe file, just more folders. I designate the SH5 folder as the path though
That's not the path to your sh5.exe. Press Start button in windows and type sh5.exe in the box and press enter. It will search for the sh5.exe. Once it finds it right click on it and select properties. Now you'll know the path to your sh5.exe
Krauter
05-20-12, 03:01 PM
That's not the path to your sh5.exe. Press Start button in windows and type sh5.exe in the box and press enter. It will search for the sh5.exe. Once it finds it right click on it and select properties. Now you'll know the path to your sh5.exe
Crap, I think I just tried patching the one in my Ubisoft/Sh5 directory then because when I designated that directory it opened up the menus to let me change stuff.
TheDarkWraith
05-20-12, 03:04 PM
Crap, I think I just tried patching the one in my Ubisoft/Sh5 directory then because when I designated that directory it opened up the menus to let me change stuff.
That means a valid sh5.exe was found there then. No worries :up: It won't let you patch something it can't find.
Krauter
05-20-12, 03:15 PM
Ah perfect. Just started a game and the tweaks are there. Now I just need to find out why I'm getting contacts on my map with colours even though I have the optional mods that should make them black and no specific (warship/merchant) shape and tails.. I also have Real Navigation so that might've changed stuff.
TheDarkWraith
05-20-12, 03:18 PM
Ah perfect. Just started a game and the tweaks are there. Now I just need to find out why I'm getting contacts on my map with colours even though I have the optional mods that should make them black and no specific (warship/merchant) shape and tails.. I also have Real Navigation so that might've changed stuff.
Ensure real navigation is the last mod installed or does it need to be installed before the add-on mods...hmm..I can't remember. Experiment with the ordering :up:
Krauter
05-20-12, 05:05 PM
Ok, currently it is installed after the add-ons. I will see about putting it immediately after the UIs mod and then the addons.
Thanks!
Also gotta say, from what I did have, it was a blast! Got out of Kiel and, figuring it was the Baltic I put TDC up around 1028 and started cruising.. Well next thing I know I'm doing barrel rolls :haha:
I'll have to try and get used to plotting and figuring things with a little bit of error added in.
Krauter
05-20-12, 05:31 PM
This is what I've got running now, just checking to see if I get any more visual contacts.
Radio Mod
RemoveLogoIntroTheDarkWraith
Wordeees' Actual Footage Menu
Loading Screens Mod
SteelViking's Bunker Fixes V1.0
Shadow Improvement Mod
Accurate German Flags
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
NDB,NDH OM#1 - No Dialog Indicator
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Environment 4.9 MOD
sobers base wave mechanics for SH5 v3
SV&Com Underwater Mod
FX_Update_0_0_19_ByTheDarkWraith
Cerberus62 Corrected Depth Charge Projector 1.0
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_Real_Navigation
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_9_0_jimimadrids_map_tools
TDW_No_Color_Dashed_Contact_Line_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_Sub_Warship_Merchant_Same_Shape_1_1_0
TDW_Waypoint_Contacts_Same_Shape_No_Color_1_1_0
MRP 1.3 light
MRP 8x5 patch
IRAI_0_0_37_ByTheDarkWraith
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
Pascal-sh5-Crew-Uniforms. 12.2011
OPEN HORIZONS II_full v1.9
M1 Thompson's Realism sound mod v.1.0
AilClouds 3.0
AilSmoke 1.7
Capthelms SH5 Audio Mod
Touch up for Capthelm's Audio
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Floor Black
Dark_Interior_V1
McHub532s Pictures for Krauters Submarine SH5 Fix
Enhanced FunelSmoke_by HanSolo78
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.9)
OHII_traffic_speed_Fix_v2
Venatores Interior Sounds
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
sobers talking conning crew mod
SeaWolf torpedo tweak
Trevally Automated Scripts v0.6
SD_NewMapColors
New_ Start_VIIB
Elite German Black & Copper Torpedo
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Old Style Explosions V1.1
Free Cam Tweak 1.1 - Narrow
Krauter
05-20-12, 05:46 PM
Damnit that setup basically nullified RN..
THE_MASK
05-21-12, 07:34 PM
Options file editor\Time compression\
Time compression level at which the Tcx on constant distance is enabled .
At the moment the game drops to 1TC when there is a contact present within the set radius around the sub but nothing in the message box as to why . Could there be a message saying " possible contact present " when the game drops to 1TC ?
Echolot
05-23-12, 08:35 AM
Hello TDW.
Please, can you upload this mod again?
Modified Ubooat_Sensors.sim file for Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod (this file has to be installed in the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod in \data\Objects\Sensors and the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.9.0 of my UIs mod and FX_Update v0.0.18: http://www.megaupload.com/?d=QTF15E42
Megapload don't work anymore.
Thank you.
Echol:timeout:t.
volodya61
05-23-12, 08:47 AM
Hello TDW.
Please, can you upload this mod again?
Megapload don't work anymore.
Thank you.
Echol:timeout:t.
here is - http://www.mediafire.com/?33188cldysg9sck
:salute:
Echolot
05-23-12, 09:15 AM
here is - http://www.mediafire.com/?33188cldysg9sck
:salute:
Thank you very much, volodya61 (http://www.subsim.com/radioroom/member.php?u=289741).
:sunny:
THE_MASK
05-25-12, 04:57 AM
From the SH5 Wishlist archived thread .
TheDarkWraith
09-09-2009, 12:55 AM
Make it use scripts :rock:
Slimak81
05-25-12, 02:32 PM
Hello , how can I cange the max Attack/obs periscope height it raises . I try to raise it up to 6 meters maximum but I can't =( . Please advise .
TheDarkWraith
05-25-12, 06:42 PM
Hello , how can I cange the max Attack/obs periscope height it raises . I try to raise it up to 6 meters maximum but I can't =( . Please advise .
You have to edit \data\Objects\Sensors\UBoot_Sensors in Goblin Editor :up:
GodsTornado
05-26-12, 06:26 AM
the installation is to difficult for me,.is there an exe file or can one create one? :oops:
TheDarkWraith
05-26-12, 08:16 AM
the installation is to difficult for me,.is there an exe file or can one create one? :oops:
What is too difficult for you? You are having a hard time installing the mod? Tell us what problems you are experiencing and we can probably help :yep:
The biggest problem mostd people have is they download the mod and try to extract it straight to their MODS folder. This will not work with this one. After extracting the mod you have to open it up. Take the folder found inside that has the same name as the extracted one and place that in your MODS folder. That is the minimum you need to get this mod working :up: You can always run the JSGME mod validator found in \data\Applications to see if you installed your mods correctly.
Mikemike47
05-26-12, 08:18 PM
ref: Modified Ubooat_Sensors.sim file for Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2 mod (this file has to be installed in the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2 mod in \data\Objects\Sensors and the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2 mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.9.0 of my UIs mod and FX_Update v0.0.18: http://www.megaupload.com/?d=QTF15E42 http://www.megaupload.com has some legal issues now.
Hi all :salute:
TheDarkWraith, here (http://www.sukhoi.ru/forum/attachment.php?attachmentid=155155&d=1338522092) is new rusification for your mod, please include this in next version.
mouseno4
06-03-12, 07:04 PM
Dumb question. What file do i need to download. How do i install this mod.
I opened up the file i thought was the mod, only to find a bunch of directories.
Can someone simplify this mod for those who are less than geniuses? It would be really helpful if there was just an archive with a single directory in it, that i either plop into the SH5 directory or 'enable' with the mod enabler program.
After reading through the various text files within the archive and the MESS of text on the first post, i am no closer to understanding wth i have to do to install this mod.
THE_MASK
06-03-12, 07:12 PM
Dumb question. What file do i need to download. How do i install this mod.
I opened up the file i thought was the mod, only to find a bunch of directories.
Can someone simplify this mod for those who are less than geniuses? It would be really helpful if there was just an archive with a single directory in it, that i either plop into the SH5 directory or 'enable' with the mod enabler program.
After reading through the various text files within the archive and the MESS of text on the first post, i am no closer to understanding wth i have to do to install this mod.After you unzip the mod with 7zip , look for a folder called MODS . Put all the folders inside the MODS folder into the mod enabler and then enable which ever mods you want . Before enabling though look at the applications that are included .
NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Applications
TheDarkWraith
06-03-12, 07:13 PM
Dumb question. What file do i need to download. How do i install this mod.
I opened up the file i thought was the mod, only to find a bunch of directories.
Can someone simplify this mod for those who are less than geniuses? It would be really helpful if there was just an archive with a single directory in it, that i either plop into the SH5 directory or 'enable' with the mod enabler program.
After reading through the various text files within the archive and the MESS of text on the first post, i am no closer to understanding wth i have to do to install this mod.
When you open up the first folder take the folder you find inside with the same name and place in MODS folder. That is the base mod and all that is really needed :up:
THE_MASK
06-03-12, 07:20 PM
When you open up the first folder take the folder you find inside with the same name and place in MODS folder. That is the base mod and all that is really needed :up: I beg to differ sir .
NewUIs_TDC_6_9_0_TheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
Dials.....MODS.....text
............^^^^.................
........open this one...........
THE_MASK
06-03-12, 07:29 PM
Regarding the clock . I just realised there was an alarm clock box . I always clicked in the middle of the watch so the panel never showed . If i click to the edges it displays , my bad .
TheDarkWraith
06-03-12, 08:03 PM
Regarding the clock . I just realised there was an alarm clock box . I always clicked in the middle of the watch so the panel never showed . If i click to the edges it displays , my bad .
That's been there for some time :O: You've been missing out on a great timing feature :DL
mouseno4
06-03-12, 08:09 PM
Hmm. Well ive enabled a couple dozen mods as per the threads on this forum, all using the 'generic mod enabler' program.
I cannot tell if even one of them is actually working. I was pretty sure that this particular mod was meant to add visible buttons to the screen, but i dont see any difference.
I open up the enabler, and i can see them all enabled, but in the game i dont see anything different or new.
mouseno4
06-03-12, 08:11 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\JSGME\MODS]
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
SUB_hyd_fix_SH5
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
MFCM 1.2.1 OPTIONAL crash_dive workaround
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.01
IRAI_0_0_37_ByTheDarkWraith
Dynamic Environment SH5 Basemod (realistic version) V2.1
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
FX_Update_0_0_19_ByTheDarkWraith
NOZAURIO'S SKIN (U-94) v-1.0.0
OPEN HORIZONS II_full v1.9
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.9)
OHII_traffic_speed_Fix_v2
OHII Higher Tonnage Objectives for v1.9
OH II Minefield map for TDWs Ui
SH5
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Naights Submaine Textures v1.2 (PUV)
Equip_Upgrades_Fix_1_4_AFFOE_151
Equipment_Upgrades_Fix_v1_4_byTheBeast
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision
NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_9_0_jimimadrids_map_tools
NewUIs_TDC_6_9_0_New_radio_messages_German
NewUIs_TDC_6_9_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_6_9_0_Real_Navigation
NewUIs_TDC_6_9_0_WWIIInterface_by_naights
http://img189.imageshack.us/img189/4881/sh5e.png
THE_MASK
06-03-12, 08:44 PM
Are you using the specific instructions on how to play with OH2 installed . You dont do the tutorial mission . Also dont put the mod enabler folder on the desktop , put it in your main SH5 game folder .
mouseno4
06-03-12, 08:45 PM
Why cant things be simple... modding just seems like the choice of experts.
THE_MASK
06-03-12, 08:51 PM
Why cant things be simple... modding just seems like the choice of experts.If you do the tutorial none of the mods work .
mouseno4
06-03-12, 09:07 PM
If you do the tutorial none of the mods work .
Yes, i loaded up the game, performed the ''tutorial'' mission and then proceeded to do a single patrol with only a single mod enabled. (nazi flag mod)
Things just werent very realistic so i decided to add all the ''essential'' mods. 2 days straight ive been trying to make this work, and so far ive been failing on every step as its just so complicated to do.
I installed SH5, patched it, then did the tutorial and a single patrol. Now i want to install and enable a number of mods and i seem to be hitting a brick wall on every one of them. :damn:
For example, every single mod gives an error in the mod enabler program that ''xyz mod already modified this file''. I swear this is like getting 10 people to randomly throw a single ball to another and catch a ball thrown by some other random person.
I can definitely see why i keep hearing the word ''soup'' when referring to a players mods. It is a real nightmare to not only install and get a mod working - but to make it play nice with all other mods.
I completely reset the whole process to start anew... and now the game crashes to desktop. :wah:
mouseno4
06-03-12, 09:16 PM
I cannot understand how i can make mods work when multiple mods that do completely different things, alter the exact same files.
If a game has 5 files, and...
If mod A alters file 1, 2 and 3...
and mod B alters file 3, 4 and 5...
but mod A alters the way the game looks and...
mob B alters the way the game plays...
How does one have both mods enabled when one mod wants a file altered in a different manner than what a different mod wants?
THE_MASK
06-03-12, 09:36 PM
I cannot understand how i can make mods work when multiple mods that do completely different things, alter the exact same files.
If a game has 5 files, and...
If mod A alters file 1, 2 and 3...
and mod B alters file 3, 4 and 5...
but mod A alters the way the game looks and...
mob B alters the way the game plays...
How does one have both mods enabled when one mod wants a file altered in a different manner than what a different mod wants?Just read this . Its all done for you .
http://www.subsim.com/radioroom/showthread.php?t=192374
mouseno4
06-03-12, 09:52 PM
Just read this . Its all done for you .
http://www.subsim.com/radioroom/showthread.php?t=192374
Holy crap thats a lot of reading... but if it gets this absolute mess working... then so be it.
Thank you for thinking of the lowly noobs.
mouseno4
06-03-12, 11:27 PM
Sorry! You have exceeded your daily allowed download amount.
As a new Cadet, you are able to post freely and download up to 3 files a day. Once you have made a single post, you are able to download 10 files a day.
If you want to graduate to a Captain, feel free to introduce yourself in the Comments to Subsim forum. There is a thread titled XMonth 2011 New Member Sign Up, make a short intro post there and tell the forum how you found Subsim, what your favorite game is, etc and say Hello! We welcome you into our community!
Click here to return to the file.
siska10
06-04-12, 02:39 PM
great mod
Silent Steel
06-05-12, 05:07 AM
Holy crap thats a lot of reading... but if it gets this absolute mess working... then so be it.
Thank you for thinking of the lowly noobs.
Hi mouseno4 and welcome to the forum,
Even if things sometimes might look weird and incomprehensible, don't despair. You don't have to be som kind of a rocket scientist around here.
Don't be alarmed, assistance is just at an arm length away. Almost ;)
Together we'll get it working.
Have a look at this pic below. Hopefully it explains at least some of your questions.
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5718
Cpt.Mads
06-06-12, 07:55 AM
Definite fan here:) Just got back after a while here and found a couple issues I'm having...
1) I'm using your 6_5_1 UI.. I absolutely love the simple interface with the top-bar views and depth buttons, etc... I would like to use things like the Harbor Pilot Mod, etc...; which isn't compatible with this version of the UI?
2)I've tried the 6_9 interface; however, It doesn't seem compatible with my save game and I still prefer the above buttons in 1).
3) I may be mistaken, but I thought your 6_5_1 UI came with scripts... I'm not showing any... no big. Just want to be able to use them:)
Is there anything I can do? I know you, TDW, mentioned the ability to go into the options file to customize. I've gone in there and can't always tell what things are linked to what buttons, etc.
I'd be willing to use 6_9, as it's the 'updated' version, if I can get it to work with my save and most importantly, keep the general 'view', 'depth' and officer buttons I have now.
Thank you again for making amazing mods:D Without your UI, I probably wouldn't have gotten into the game as I have. Likewise goes to Stoinm, Viking, Sober, etc... <too many to list> and all the other amazing modders out there for making this game/community beyond words:D
P.S. for personal self-accomplishment I can now track/plot enemy ship courses within 100's of kilometers for the lovely 90 degree torpedo kills. (I know many are better than I at it.. just felt like sharing my happiness:D
Thank You All,
Cpt. Mads
TheDarkWraith
06-06-12, 08:02 AM
Definite fan here:) Just got back after a while here and found a couple issues I'm having...
1) I'm using your 6_5_1 UI.. I absolutely love the simple interface with the top-bar views and depth buttons, etc... I would like to use things like the Harbor Pilot Mod, etc...; which isn't compatible with this version of the UI?
2)I've tried the 6_9 interface; however, It doesn't seem compatible with my save game and I still prefer the above buttons in 1).
3) I may be mistaken, but I thought your 6_5_1 UI came with scripts... I'm not showing any... no big. Just want to be able to use them:)
Is there anything I can do? I know you, TDW, mentioned the ability to go into the options file to customize. I've gone in there and can't always tell what things are linked to what buttons, etc.
I'd be willing to use 6_9, as it's the 'updated' version, if I can get it to work with my save and most importantly, keep the general 'view', 'depth' and officer buttons I have now.
1) Everything that works in 6.5.1 will work in 6.9 also
2) Never heard of compatibility problems with save games :hmmm: What makes you think this?
3) Automation is included in v6.9 just like it is in v6.5.1. I believe there were some changes after v6.5.1 that makes some scripts not compatible. You just need the updated scripts to work in v6.9
How are you editing the options file? Are you using the included app or trying to make changes via Notepad?
Cpt.Mads
06-06-12, 08:26 AM
1) Sounds good:D Now I just need to find out how to utilize those buttons.
2) I had gotten the injured game bug... went back to 6_5_1 and my save was fine.
3) I meant that I wasn't sure if your automation already came with scripts, as I hadn't seen any. Yes, I believe the new Kiel Pilot... has to have 6.9.
side note: when I used 6.9 I didn't have an automation option on the right side. Perhaps I'm just not remembering correctly.
1) How are you editing the options file? Are you using the included app or trying to make changes via Notepad?
(Found the Viewer/Editor!) ... and thx to an older post found how to 'activate' the tabs for it:)
EDIT: Here's my mod setup right now
Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\Silent Hunter 5\MODS]
Real Environment - Revision_3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3 (Do you recommend FX instead?)
Accurate German Flags
DBSM_Music_1_0_4
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Dark_Interior_V1
Dark_Interior_additional_Sounds
NewUIs_TDC_6_9_0_ByTheDarkWraith
I've been trying to put in paths, but can't see how to get the tabs. Likewise, do I need to use the editor when 6.9 isn't activated in Gme?
Regards,
Mads
TheDarkWraith
06-06-12, 09:48 AM
1) Sounds good:D Now I just need to find out how to utilize those buttons.
2) I had gotten the injured game bug... went back to 6_5_1 and my save was fine.
3) I meant that I wasn't sure if your automation already came with scripts, as I hadn't seen any. Yes, I believe the new Kiel Pilot... has to have 6.9.
side note: when I used 6.9 I didn't have an automation option on the right side. Perhaps I'm just not remembering correctly.
I've been trying to put in paths, but can't see how to get the tabs. Likewise, do I need to use the editor when 6.9 isn't activated in Gme?
2) never heard of this one or seen it. Maybe someone who has can chime in
3) There are a few scripts included with the mod but nothing you'll probably want to use (mainly for reference for those developing scripts)
What do you mean by you didn't have an automation option on the right side?
Disable the mod via JSGME. Run the OptionsEditorViewer app to edit the options file. Select File-->Set path to menu.txt and select the mod's menu.txt (in the MODS folder). Select File-->Set SH5 install path and select your Silent Hunter 5 folder. Then select File-->Open and select the mod's options file. You'll now have tabs :up:
Cpt.Mads
06-06-12, 10:02 AM
2)
Disable the mod via JSGME. Run the OptionsEditorViewer app to edit the options file. Select File-->Set path to menu.txt and select the mod's menu.txt (in the MODS folder). Select File-->Set SH5 install path and select your Silent Hunter 5 folder. Then select File-->Open and select the mod's options file. You'll now have tabs :up:
Yeah, I figured it out with an old post you responded to:D
Oops, just used the editor with 6.9 activated><
Btw, how can I get the basic snorkel, periscope, etc.. buttons for my depth? (Found the nifty toggle at the end of the speed dial:))
TY
P.S. Going to check it out... be back in a bit:)
Checked it out... This is what I found.
http://www.subsim.com/radioroom/picture.php?albumid=504&pictureid=5720
1) Can't get rid of the big black box..
2) Talk to deck officer with window coming up blank, except for the red word 'injured'
3) Cannot start patrol
4) Noticed I can't use certain buttons or see certain things... perhaps this is due to me being in dock? using the Fine Crew Mod...
5)Noticed the fuel/CO2, etc.. gauges are overlapping the speed gauge? I do want these in.
I can move around in game and npc's move as normal.
-how do I make the pic smaller like some others have?
Thank you:)
TheDarkWraith
06-06-12, 11:28 AM
Yeah, I figured it out with an old post you responded to:D
Oops, just used the editor with 6.9 activated><
Btw, how can I get the basic snorkel, periscope, etc.. buttons for my depth? (Found the nifty toggle at the end of the speed dial:))
TY
P.S. Going to check it out... be back in a bit:)
Checked it out... This is what I found.
Disable every mod except my UIs mod and see if you still get this problem. You have some mod overwriting some of my files OR you are not patched to v1.2 of the game (run the game updater found in Silent Hunter 5\Support\GameUpdater\gu.exe)
Cpt.Mads
06-06-12, 11:58 AM
Disable every mod except my UIs mod and see if you still get this problem. You have some mod overwriting some of my files OR you are not patched to v1.2 of the game (run the game updater found in Silent Hunter 5\Support\GameUpdater\gu.exe)
Disabled every mod, ran the updater..it was already updated, but did it anyway.
Then, I put just your mod in.
Same problem.
I'll check again this eve. Odd that it worked with 6.5 and not 6.9. It's possible that the game's corrupt somehow. Using the Ubisoft online saves as well.
TheDarkWraith
06-06-12, 12:11 PM
Disabled every mod, ran the updater..it was already updated, but did it anyway.
Then, I put just your mod in.
Same problem.
I'll check again this eve. Odd that it worked with 6.5 and not 6.9. It's possible that the game's corrupt somehow. Using the Ubisoft online saves as well.
Can you send me the full Dbgview output from game start till you close it down? Maybe it will shed some light into why you are getting this problem.
Cpt.Mads
06-07-12, 03:38 AM
Can you send me the full Dbgview output from game start till you close it down? Maybe it will shed some light into why you are getting this problem.
No need for the pm I sent you:) Here's a link to my Google Doc of the dbgview:) Let me know if it works please.
https://docs.google.com/open?id=0BzwwiPy1Qb_vel84NTFNQ3c5cUk
TY
TheDarkWraith
06-07-12, 08:39 AM
No need for the pm I sent you:) Here's a link to my Google Doc of the dbgview:) Let me know if it works please.
https://docs.google.com/open?id=0BzwwiPy1Qb_vel84NTFNQ3c5cUk
TY
That was a very strange Dbgview :hmmm: Either your installed game is corrupt or something else is irai. Let's try this first: run my SH Validator app found in \data\Applications. I want to ensure the path to your \Silent Hunter 5 folder is correct (I think you reinstalled the game at one time and placed it in a different folder). If that checks out ok run the game with admin privileges (right click the icon and select run as administrator).
Rob The Bastard
06-08-12, 04:33 AM
Hi all...
I'm trying to download the mod from GameFront using the url on the first page ( http://www.gamefront.com/files/21026410/NewUIs_TDC_6_9_0_TheDarkWraith_7z ) but it is not working for me. The FX update does the same thing.
Do those links work still? or is my PC having an off day.
Regards
Rob
PS sorted! upgraded IE8 to Mozilla... I can see!
Cpt.Mads
06-08-12, 09:43 PM
That was a very strange Dbgview :hmmm: Either your installed game is corrupt or something else is irai. Let's try this first: run my SH Validator app found in \data\Applications. I want to ensure the path to your \Silent Hunter 5 folder is correct (I think you reinstalled the game at one time and placed it in a different folder). If that checks out ok run the game with admin privileges (right click the icon and select run as administrator).
After I chose the path to find it @ C/Ubisoft/Silent Hunter 5, this is what I got.
Note: I did run the Validator with the 6.9 UI. Did I need to do it w/o any mods? It did say there were errors after it was completed.
https://docs.google.com/open?id=0BzwwiPy1Qb_vVXc4cTU1VnNxbkk <---- Validator Diag.
What does irai stand for?
Ty,
Cpt.Mads
kiwi_2005
06-08-12, 10:19 PM
The great thing about DW UI is you can have everything hidden if you want. I have SH5 enhanced option and have everything hidden except for mini map and messages. The rest are there when I move the mouse over they will show up. :yeah: Just edit TheDarkWraithUserOptions.py file to do this
Why am I mentioning something that probably everyone already knows about? Well just incase someone doesn't and yeah I just discovered how to hide stuff last night even tho Ive been using this UI since it came out. :oops: Sometimes it pays to read the modders instructions usually found in their first post. :rotfl2:
Edit:
Oh one question: Is there an option in the py file to make the mini map drag-able? Meaning I want to move the mini map to somewhere else instead of always in the left hand corner. Ive looked everywhere and can't seem to find an option to enable this.
TheDarkWraith
06-09-12, 01:37 AM
Edit:
Oh one question: Is there an option in the py file to make the mini map drag-able? Meaning I want to move the mini map to somewhere else instead of always in the left hand corner. Ive looked everywhere and can't seem to find an option to enable this.
No it is not draggable
BLACK_FLAME
06-10-12, 12:43 PM
hello all long time lurker of this forum. I try and try to set this new TheDarkWraith version 6.9.0. I have modded before so im not to much of a noob. Anyway i have tried to follow direction on how to use this mod but i just cant figure it out. I have the file viewer v1.0.23.0 but i can't seem to find a path. Again i have spent several hours trying to set the path instructed in this forum but no go. Can some one please help. Whats do i need to do with this path
Options File Editor/Viewer v1.0.23.0 by TheDarkWraith
Reading in cfg file...
Entry found: SH5InstallPath=
Entry found: LastMenuTXT=C:\Games\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu\ menu.txt
Entry found: LastOptionsFilePath=C:\Games\Ubisoft\Silent Hunter 5\data\Scripts\Menu\
Entry found: LastChosenOptionsFilePath=
menu.txt path set to C:\New Folder\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\MODS\NewUI s_TDC_6_9_0_ByTheDarkWraith\data\Menu\menu.txt
Any help would be great
Trevally.
06-10-12, 01:46 PM
First you should check that you have installed the mod correctly:hmmm:
Goto - C:\New Folder\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith and inside you should see a data folder.
If you see a MODS and DIALS etc folder - you have not installed correctly.
If this is so goto - C:\New Folder\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\MODS and copy the NewUIs_TDC_6_9_0_ByTheDarkWraith folder to your desktop
Then goto - C:\New Folder\steamapps\common\silent hunter 5\MODS and delete the NewUIs_TDC_6_9_0_ByTheDarkWraith folder
Then take the folder from your desktop and put it here - C:\New Folder\steamapps\common\silent hunter 5\MODS
Now you can install with jsgme and all should work:up:
Trevally.
06-10-12, 01:50 PM
To use the options editor - using jsgme, uninstall the UI
Now run the app
Set SH5 install path to - C:\****\steamapps\common\silent hunter 5
Set menu path to - C:\*****\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\menu\ menu.txt
Then select open - C:\******\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\scrip ts\menu\TheDarkWraithUserOptions.py
Now use the app to make your changes
Then install the UI again using jsgme
Easy as pie:D
BLACK_FLAME
06-10-12, 03:33 PM
Thanks for the quick response ill give this a try
BLACK_FLAME
06-10-12, 03:44 PM
Thank you!!!!!!!!! it worked! Ill give this a try on a new campaign!! :salute:
Choruspolaris
06-10-12, 10:03 PM
To use the options editor - using jsgme, uninstall the UI
Now run the app
Set SH5 install path to - C:\New Folder\steamapps\common\silent hunter 5
Set menu path to - C:\New Folder\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\menu\ menu.txt
Then select open - C:\New Folder\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\scrip ts\menu\TheDarkWraithUserOptions.py
Now use the app to make your changes
Then install the UI again using jsgme
Easy as pie:D
To enable snorkel with this method you have to lure the options editor with a fake sh5.exe in the mod's main directory, so that the options for enabling snorkel can be visible and you don't have to install the mod first and change the installed files, and remove the fake file before you enable/install the mod with jsgme. :yawn:
If curious: create a new text file, rename it to sh5.exe and place it in the directory NewUIs_TDC_6_9_0_ByTheDarkWraith. Open OptionsFileEditorViewer.exe and set SH5 install dir to that directory. Set menu.txt and the options file appropriately (see the quoted post). Now, on the first tab called submarine and under 'snorkel', change False to True for any or all of the four submarine types listed. This changes the relevant files under the directory. Close the editor and remove the created fake file. Now, you can use jsgme to enable/install the changes and make snorkel available for the chosen subs. :O:
:salute:
Cpt.Mads
06-11-12, 03:11 AM
That was a very strange Dbgview :hmmm: Either your installed game is corrupt or something else is irai. Let's try this first: run my SH Validator app found in \data\Applications. I want to ensure the path to your \Silent Hunter 5 folder is correct (I think you reinstalled the game at one time and placed it in a different folder). If that checks out ok run the game with admin privileges (right click the icon and select run as administrator).
For various reasons, I wanted a certain setup and couldn't get it to work. Thankfully I somehow found my SH5 download exe in an old flashdrive. I decided to reinstall the beast and renew/replace the mods, as as they just looked to be a bit too messed up. Likewise, it was very possible that I screwed up the format of the game somehow, over a year ago. It worked, but only with certain mods:)
After many days/hours of experimenting and seeing what works and takes the 'least' amount of tweaking, to get them to work, this is my mod soup now:)
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Real Environment - Revision_3
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Dark_Interior_V1 (Put up gamma by +3 from the middle in your graphic options, looks great)
Dark_Interior_additional_Sounds
Accurate German Flags
DBSM_Music_1_0_4
Nauticalwolf's_Torpedo_Textures_v1.2
FX_Update_0_0_19_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
SubFlags_0_0_8_byTheDarkWraith
*The mods above are easy to install by just putting them in that order - with just the enabling of the second flag for SubFlags:D!*
I had been trying the MCCD/MFCM Compatible mod and SDBSM, but they were giving me too many control and sound issues. I'm fine with that. My goal is to keep my mod setup simple whilst having some of the most immersion for me. I'll keep my eyes open for another (perhaps background crew sound mod)that doesn't interfere with the others.
Great Job, modders:D !!! Your stuff is great! TDW, your comments before will hopefully help others out later, as well:) Such a great community!
Thank You
BLACK_FLAME
06-11-12, 05:51 PM
Okay so i installed this mod and so far so good. My issue now is when im on deck watch and i want to enter the sub the hatch will not open and i can not get control of both deck guns :damn:! I didn't have this issue when playing with other UI's. Is this a glitch or is there a patch i need? If i restart the game via Steam and load my latest save the hatch will be open for a split second then it closes by itself. I also can go periscope depth but my character will stay on deck! Please any one with an answer?
Cpt.Mads
06-12-12, 04:22 AM
Okay so i installed this mod and so far so good. My issue now is when im on deck watch and i want to enter the sub the hatch will not open and i can not get control of both deck guns :damn:! ...
I'd tell your men to stop locking you out of the boat! >< You're suppose to be running it! :O:
I'm not too familiar with the Steam version, but you may want to disable all your mods, go into your game folder and make sure your game is up to date for 1.2. Furthermore, you can use the Mod Validator and post a report of it for people to hopefully help you out :) I'd go about disabling and updating first, then check the mods again. Then, validate.. Sorry I can't help you out more :(
EDIT: There's one deck gun and one or two flak guns... depends on setup; however, where are you when this is occuring? Firstly, Mods should be installed when in Dock. Secondly... maybe saving and reloading will do the trick.. <---Oddly works well enough in some odd circumstances. i.e. do you leave the dock as well to check this out? Are you sure you're not in one of the external camera modes? It can be confusing sometimes... Is the boat too low in the water to be able to utilize anything(how wavey)? ... Did you get an error message?...
lilpooper
06-12-12, 08:54 PM
I can't get the snorkel to work. It tells me "not available" although I believe I have the latest versions and installed in the right order.
I have FX0019 Update installed first (as I understood it was supposed to be) and then the new UI version 690. But it says not available.
I then tried installing the snorkel by itself via the standalone mod (even thought it says not to :O:) and it made SH5 Crash to Desktop upon loading a mission. I guess I've done something horribly wrong :).
Anyways I uninstalled the standalone snorkel mod and everything works fine again, but I would like to know how to enable the snorkel please.
TheDarkWraith
06-12-12, 10:46 PM
Anyways I uninstalled the standalone snorkel mod and everything works fine again, but I would like to know how to enable the snorkel please.
Check the included documentation. You'll need to use the OptionsEditorViewer app located in \data\Applications
lilpooper
06-12-12, 11:11 PM
Word. Thanks.
Choruspolaris
06-12-12, 11:38 PM
I can't get the snorkel to work. It tells me "not available" although I believe I have the latest versions and installed in the right order.
Hello friendly ship mate :DL, I had that problem too. You have two options really: either install the mod and use the options editor the way I imagine TDW thought of, or use the mod dir and circumvent the sh5 exe check (see my post # 8921) then use the editor and lastly install the mod. :up:
The feature, when you get it to work, is really neat :woot:
:cool:
Edit: The thing with the second method is that you get your snorkel options saved if you disable and reenable the mod.
lilpooper
06-13-12, 12:26 AM
Hello friendly ship mate :DL, I had that problem too. You have two options really: either install the mod and use the options editor the way I imagine TDW thought of, or use the mod dir and circumvent the sh5 exe check (see my post # 8921) then use the editor and lastly install the mod. :up:
The feature, when you get it to work, is really neat :woot:
:cool:
Edit: The thing with the second method is that you get your snorkel options saved if you disable and reenable the mod.
Hm. I'm still getting the CTD. I tried it twice and double checked everything to make sure. When I enabled it using GME and then open the options editor, the snorkel is already set to true by default. is it supposed to be like this? I wonder if there's another mod that I'm using that's causing it to crash.
Also, I tried it the way Trevally explained. No CTD but still no snorkal available.
Echolot
06-13-12, 05:37 PM
To enable snorkel with this method you have to lure the options editor with a fake sh5.exe in the mod's main directory, so that the options for enabling snorkel can be visible and you don't have to install the mod first and change the installed files, and remove the fake file before you enable/install the mod with jsgme. :yawn:
If curious: create a new text file, rename it to sh5.exe and place it in the directory NewUIs_TDC_6_9_0_ByTheDarkWraith. Open OptionsFileEditorViewer.exe and set SH5 install dir to that directory. Set menu.txt and the options file appropriately (see the quoted post). Now, on the first tab called submarine and under 'snorkel', change False to True for any or all of the four submarine types listed. This changes the relevant files under the directory. Close the editor and remove the created fake file. Now, you can use jsgme to enable/install the changes and make snorkel available for the chosen subs. :O:
Hello friendly ship mate :DL, I had that problem too. You have two options really: either install the mod and use the options editor the way I imagine TDW thought of, or use the mod dir and circumvent the sh5 exe check (see my post # 8921) then use the editor and lastly install the mod. :up:
The feature, when you get it to work, is really neat :woot:
:cool:
Edit: The thing with the second method is that you get your snorkel options saved if you disable and reenable the mod.
Hehe, thank you, guys, remembers me of the install of gwx to the MODS directory as I copied over the sh3.exe to my MODS directory.
:yeah:
Conelrad
06-14-12, 10:01 AM
Hi all,
I'm using Sober's Megamod list and can't get the UI to work at all. I have tried Trevally's troubleshoots in previous posts but it is still not coming up in game. Debug list below:
DELETED TEXT
radcapricorn
06-14-12, 10:04 AM
Don't start the game via launcher?
Conelrad
06-14-12, 08:02 PM
Alright, I've tried installing UIs just by itself (no other mods, clean install of SH5) and still nothing. Just to clarify: Steam version of SH5, v1.2, edited both the .py file and using the editor application - no luck.
Thanks for any help.
EDIT: Never mind - I got it to work. Issue with subfolders. Check your subfolders! I only get a couple hours a day to mess around with mods, so was running short of patience.
Thanks for a great mod - it works wonders.
lilpooper
06-15-12, 02:21 AM
Hm. I'm still getting the CTD. I tried it twice and double checked everything to make sure. When I enabled it using GME and then open the options editor, the snorkel is already set to true by default. is it supposed to be like this? I wonder if there's another mod that I'm using that's causing it to crash.
Also, I tried it the way Trevally explained. No CTD but still no snorkal available.
I returned from a patrol, tried installing the Snorkel while in bunker. Worked perfect.
I guess I'm a dummy. I should have guessed that in the first place. Can't wait to try it! And thanks for the hard work!!!!
reb1981
06-15-12, 06:10 PM
First, I want to say that I really love this UI. It has all the tools that I could ever want to use. I am returning after about a 2 year break from game. I love to find that there are mods that make SH5 so much more enjoyable.
My question Im pretty much learning how to target with torpedoes again, and would love and tips. Also I noticed when I turn off TDC there are not numbers on the map for targetting.
Thanks all.:up:
THE_MASK
06-15-12, 06:33 PM
First, I want to say that I really love this UI. It has all the tools that I could ever want to use. I am returning after about a 2 year break from game. I love to find that there are mods that make SH5 so much more enjoyable.
My question Im pretty much learning how to target with torpedoes again, and would love and tips. Also I noticed when I turn off TDC there are not numbers on the map for targetting.
Thanks all.:up:Install Trevallys tutorial mod and then play the game and on the main game screen click on tutorials :yep: Google stoianm video tutorials are wonderful also .
Stefank
06-16-12, 03:17 AM
I kind of know how he feels though. I'm far from new at any of this, yet I've been trawling round subsim for hours, looking for the right mods, the ones in the downloads section are Years old versions, with no links or help to get to the correct versions of mods. I'm so frustrated.
Even trying to find a download link for jgsme was so difficult.
I now have "NewUIs_TDC_6_7_0_TheDarkWraith" on my desktop, after hours of trying to find the current version, (is it?) which seems to be impossible, and now I find this Magnum Opus thing.
WTF! AAAAAAAAAAHHHHH. <-- I cannot overstate that enough. I need to smoke a whole pack of cigarettes right now.
Please, someone please clarify, before I crash dive! All I want is to be able to actually steer my damn boot! I already hate UbiSoft enough for screwing SH5 up so bad.
Thanks for any help.
(p.s., please understand I am at the end of my tether, though I don't mean any ill feeling toward anyone here, or the people making this damn 'sim' actually usable. Just understand, the way the mods and downloads seem to be 'organised' here at subsim, it is extremely difficult, if not impossible for anyone who hasn't been on these forums for a while to figure out what, or where anything actually is. I have no clue what mod I need any more.)
volodya61
06-16-12, 03:23 AM
@Stefank
Maybe it will help
http://www.subsim.com/radioroom/showthread.php?t=190656
http://www.subsim.com/radioroom/showthread.php?t=192374
and welcome to subsim! :salute:
THE_MASK
06-16-12, 03:44 AM
I kind of know how he feels though. I'm far from new at any of this, yet I've been trawling round subsim for hours, looking for the right mods, the ones in the downloads section are Years old versions, with no links or help to get to the correct versions of mods. I'm so frustrated.
Even trying to find a download link for jgsme was so difficult.
I now have "NewUIs_TDC_6_7_0_TheDarkWraith" on my desktop, after hours of trying to find the current version, (is it?) which seems to be impossible, and now I find this Magnum Opus thing.
WTF! AAAAAAAAAAHHHHH. <-- I cannot overstate that enough. I need to smoke a whole pack of cigarettes right now.
Please, someone please clarify, before I crash dive! All I want is to be able to actually steer my damn boot! I already hate UbiSoft enough for screwing SH5 up so bad.
Thanks for any help.
(p.s., please understand I am at the end of my tether, though I don't mean any ill feeling toward anyone here, or the people making this damn 'sim' actually usable. Just understand, the way the mods and downloads seem to be 'organised' here at subsim, it is extremely difficult, if not impossible for anyone who hasn't been on these forums for a while to figure out what, or where anything actually is. I have no clue what mod I need any more.)
I completely agree with you but luckily volodya61 helped .
Stefank
06-16-12, 05:16 AM
Thanks Volodya.
So, I now have : NewUIs_TDC_6_9_0_ByTheDarkWraith,
and enabled with jgme, or whatever the confusing name is.
Is this actually, really the most recent version?
And, so, what is the difference with that, and Magnum Opus? does magnum opus also include what I have up there ^, plus even more mods?
I have a bad headache now, but I'm calming down a bit :) I need to vent my frustration with some good, 100% realism torpedo salvos hitting home.
I hope, in the end, I can enjoy SH5 as much as I did SH3. I can't remember how many hundreds of hours I spent, chasing cargo's around the atlantic with the hydrophones, plotting attacks and waiting hours for the intercept.
lilpooper
06-17-12, 12:46 AM
Magnum Opus is just a bunch of mods that were thrown together into one big pack for ease of download + proven stability. I don't have it but I have my own mods that I like (some of them are in MO).
The best thing to do is to just do a little bit of research, look at other peoples videos and screen shots and usually they will list their mods. Find out which ones you like or think may sounds interesting and google them. If you type "SH5 + 'any mod'" you want into Google, 99% of the time if will send you to a thread on this website with a current working link.
Not to sound like a D-bag or anything but I went from having never even heard of this game, to having a pretty sweet modset up and running in less than 24 hours. Its not that hard. There are plenty (more than plenty) of tutorials on where / how to find and install mods on youtube.
Here is a basic list of mods to get you started. All are compatible and stable. Just google to find links.
Accurate German Flags (Swastikas)
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
No magic skills v1.5 MCCD compatible
SteelViking's Bunker Fixes V1.0
IRAI_0_0_30_ByTheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_Das_Boot_Crew_Mod_by_Illyustrator
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Dynamic Environment SH5 Basemod
Happy hunting!!!!
Captain America
06-17-12, 03:08 PM
100% reproducible game freeze with with NewUIs 6.9.0
1) Launch game ONLY with NewUIs 6.9.0, no other mods! I kept everything default, no option changes or extras added.
1a) TDW's .exe patches can be enabled or not, makes no difference.
2) Start new campaign.
3) As soon as you leave the uboat pen, destroy any friendly ship with torpedoes (haven't tried deckgun).
As soon as ship is destroyed; instant FREEZE with app not responding. Have to CTRL ALT Del.
4) Disable mod and redo steps 2-3; no freeze at all.
I have had 2 other people do the same test with the same results 100% of the time. It appears something goes wrong if you destroy a friendly unit. You shouldn't be destroying friendly units anyway, but it does indicate something is wrong with the mod since this does not happen when the mod is disabled.
volodya61
06-17-12, 03:44 PM
As soon as ship is destroyed; instant FREEZE with app not responding. Have to CTRL ALT Del.
Got the same results of this test :yep:
BLACK_FLAME
06-17-12, 10:29 PM
i have a couple questions for you guys. My first problem is when im shooting at a ship and its very wavy i sometimes loose control or can not move to aim because the sea is rough. I have to always esc out of that view to reset my crew in order to aim again :/\\!!! Is there a mod to fix this? Also i just completed my first mission of the block aide of Germany using the Light campaign mod. Well i got all the tonnage that i need and its feb 1939 but for some sort of reason it doesnt instruct me on what to do next. Do i have to wait for time to pass before it will tell me whats my next objective. Any help would be great. So far this mod UI had been great! Over and out :salute:
THE_MASK
06-18-12, 12:29 AM
i have a couple questions for you guys. My first problem is when im shooting at a ship and its very wavy i sometimes loose control or can not move to aim because the sea is rough. I have to always esc out of that view to reset my crew in order to aim again :/\\!!! Is there a mod to fix this? Also i just completed my first mission of the block aide of Germany using the Light campaign mod. Well i got all the tonnage that i need and its feb 1939 but for some sort of reason it doesnt instruct me on what to do next. Do i have to wait for time to pass before it will tell me whats my next objective. Any help would be great. So far this mod UI had been great! Over and out :salute:when next in the bunker exit to main game page and choose difficulty options . Campaigns and objectives are time based or depends how you perform . Just go patrol .
TheDarkWraith
06-18-12, 08:35 AM
A patch has been released that will bring the current version to v6.9.2. This patch includes:
v6.9.1 - fixed bug in automation's navigate from file command. If resuming and a waypoint didn't fall within the waypoint resume radius it would default to waypoint 0. Now it finds the closest waypoint and resumes navigation to there.
v6.9.2 - added radcapricorn's changes so that Attack Disc and RAOBF can be rotated by clicking and dragging with mouse
Can be found at bottom of post #1
:|\\
A patch has been released that will bring the current version to v6.9.2. This patch includes:
v6.9.1 - fixed bug in automation's navigate from file command. If resuming and a waypoint didn't fall within the waypoint resume radius it would default to waypoint 0. Now it finds the closest waypoint and resumes navigation to there.
v6.9.2 - added radcapricorn's changes so that Attack Disc and RAOBF can be rotated by clicking and dragging with mouse
Can be found at bottom of post #1
:|\\
Great work, TDW and Radcapricorn! :yeah:
TheDarkWraith
06-18-12, 08:56 AM
Great work, TDW and Radcapricorn! :yeah:
radcapricorn did all the work, I just made the new patch :)
radcapricorn did all the work, I just made the new patch :)
Would you suddenly stop your modding activity, you would anyway deserve our everlasting gratitude, sir. :yep:
BLACK_FLAME
06-18-12, 09:09 AM
I figured out the campaign problem but for the updates do i put in front of or behind the main UI mod in the JSGME? Thanks TDW for quick answer oh and also can i mod at sea or do i have to be docked? Over and out :salute:
radcapricorn
06-18-12, 09:10 AM
radcapricorn did all the work, I just made the new patch :)
No way, I have nothing to do with automation fixes :)
Thanks for including the mouse drag support. I hope that helps our Kaleuns to sink their targets more efficiently! BTW, in addition to changes mentioned, it also enables mouse-drag rotation for draggable compass on navigation map (the "plastic" one with switchable 0/180 inner degree scale).
TheDarkWraith
06-18-12, 09:18 AM
I figured out the campaign problem but for the updates do i put in front of or behind the main UI mod in the JSGME? Thanks TDW for quick answer oh and also can i mod at sea or do i have to be docked? Over and out :salute:
Enable the updates last (behind the main UI mod)
No way, I have nothing to do with automation fixes :)
Thanks for including the mouse drag support. I hope that helps our Kaleuns to sink their targets more efficiently! BTW, in addition to changes mentioned, it also enables mouse-drag rotation for draggable compass on navigation map (the "plastic" one with switchable 0/180 inner degree scale).
Ah yes, I did do the automation fixes :up:
The mouse drag is really neat. I tested it thoroughly :)
There is one 'mouse drag' missing though - the front side of the attack disk's large outer ring is movable by mousewheel but not by mouse drag. Not that big of a deal but if you feel the need to add it send me the changes. I'm still too wrapped up in my GR2 Editor/Viewer app :yep:
radcapricorn
06-18-12, 09:30 AM
The mouse drag is really neat. I tested it thoroughly :)
Thanks :) Next version of RadCapTools will also change mouse cursors when something draggable is under the pointer (or something is being dragged) just to make it more intuitive.
There is one 'mouse drag' missing though - the front side of the attack disk's large outer ring is movable by mousewheel but not by mouse drag. Not that big of a deal but if you feel the need to add it send me the changes. I'm still too wrapped up in my GR2 Editor/Viewer app :yep:You mean the bearing one? I see no purpose in rotating it at all, as you have a nice little switch that instead automatically rotates the compass rose to match submarine's course (and yes, it'll fight stubbornly if you try to drag it with the mouse when autorotation is on :D).
For what it's worth, since all inner discs can be rotated, the outernmost disc may be left eternally fixed, whether it's the front side (bearing) or the back side (AOB). But if our fellow captains still find the need for it, I'll make the changes.
Trevally.
06-18-12, 11:26 AM
This is great news - thanks for the new patch guys:yeah:
Sartoris
06-18-12, 11:33 AM
Great news, thank you for this very useful addition!:salute:
TheDarkWraith
06-18-12, 12:24 PM
link mediafire not work
an alternate link to gamefront download has been added to post #1 :up:
100% reproducible game freeze with with NewUIs 6.9.0
1) Launch game ONLY with NewUIs 6.9.0, no other mods! I kept everything default, no option changes or extras added.
1a) TDW's .exe patches can be enabled or not, makes no difference.
2) Start new campaign.
3) As soon as you leave the uboat pen, destroy any friendly ship with torpedoes (haven't tried deckgun).
As soon as ship is destroyed; instant FREEZE with app not responding. Have to CTRL ALT Del.
4) Disable mod and redo steps 2-3; no freeze at all.
I have had 2 other people do the same test with the same results 100% of the time. It appears something goes wrong if you destroy a friendly unit. You shouldn't be destroying friendly units anyway, but it does indicate something is wrong with the mod since this does not happen when the mod is disabled.
Hi Cap America!
This problem gave been discussed more than a year ago, so its not easy to find those posts by now.
In two words: its a stock game bug, and EVERYBODY even without any mods installed are to have CTD if sinking the friendly (german) vessel. The AI stops when the dillema of accounting "the friendly tonnage" is rising (the gradation of "enemy tonnage" and "friendly" tonnage is not present in SH5).
This bug is not worth of being modified, so just consider CTD to be a punishment for sinking the "friend":woot:
So the only way out is: NEVER EVER TRY TO SINK THE FRIENDLY (GERMAN) VESSEL
TheDarkWraith
06-18-12, 02:39 PM
Hi Cap America!
This problem gave been discussed more than a year ago, so its not easy to find those posts by now.
In two words: its a stock game bug, and EVERYBODY even without any mods installed are to have CTD if sinking the friendly (german) vessel. The AI stops when the dillema of accounting "the friendly tonnage" is rising (the gradation of "enemy tonnage" and "friendly" tonnage is not present in SH5).
This bug is not worth of being modified, so just consider CTD to be a punishment for sinking the "friend":woot:
So the only way out is: NEVER EVER TRY TO SINK THE FRIENDLY (GERMAN) VESSEL
I forgot about that! You know this is a very annoying game bug that needs to get fixed. Maybe I'll fire up OllyDebug and snoop around and see what causes the CTD at least :hmmm:
Captain America
06-18-12, 03:36 PM
Hi Vlad29,
Thanks for the info...what you say makes total sense. The only weird thing is I don't crash with stock when shooting friendlies. During my tests I destroyed 3 boats with no app hang/freeze at all -- But when this mod is enabled, the instant just one ship is destroyed, the app freezes up. :hmm2:
Grezkev
06-18-12, 11:22 PM
Where in the world is the dang link to download this????
Mountain of text and no "CLICK HERE"
Mikemike47
06-18-12, 11:49 PM
Where in the world is the dang link to download this????
Mountain of text and no "CLICK HERE"
At the bottom of post #1.
DrJones
06-19-12, 12:12 AM
A patch has been released that will bring the current version to v6.9.2. This patch includes:
v6.9.1 - fixed bug in automation's navigate from file command. If resuming and a waypoint didn't fall within the waypoint resume radius it would default to waypoint 0. Now it finds the closest waypoint and resumes navigation to there.
v6.9.2 - added radcapricorn's changes so that Attack Disc and RAOBF can be rotated by clicking and dragging with mouse
Can be found at bottom of post #1
:|\\
Nice
internerd
06-19-12, 08:50 PM
Hi TDW, I have two questions
First is the recognition manual has disappeared, it appeared when I first started using the mod but has since vanished. When i click on reports I get the knots conversion and the flag chart but no manual.
The Second is has there been any history between your mod freezing the game on unit destruction because sometimes on campaign games when I destroy a unit or it's destroyed by fire my game will hard lock. I have this problem with enemy units as well as friendlies. This is in the campaign only.
here's my mod list
Generic Mod Enabler - v2.6.0.157
[D:\Steam\SteamApps\common\silent hunter 5\MODS]
Reworked Morale and Abilities v.1.01
Real Environment - Revision_3
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OPEN HORIZONS II_full v1.9
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.9)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
IRAI_0_0_37_ByTheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
Critical hits 1.1 Torpedos
MightyFine Crew Mod 1.2.1 Stock faces
SteelViking's Interior Mod V1.2
NewUIs_TDC_6_9_0_ByTheDarkWraith
Trevally Automated Scripts v0.6
Equipment_Upgrades_Fix_v1_4_byTheBeast
and I use steam, patched to version 1.2.
Sorry I have tried searching but haven't found anything.
Thanks for the great mod.
Choruspolaris
06-19-12, 11:01 PM
Hehe, thank you, guys, remembers me of the install of gwx to the MODS directory as I copied over the sh3.exe to my MODS directory.
:yeah:
Lots of echoeing here :D
But that works too, if you don't patch the exe file in a mod prior in the mod list. Then you will not see your patch.
I have a command file that automatically creates a dummy file when opening the option editor, and removes it afterwards. But hey! Everyone on their own, as long as it works! :salute:
Choruspolaris
06-19-12, 11:03 PM
I returned from a patrol, tried installing the Snorkel while in bunker. Worked perfect.
I guess I'm a dummy. I should have guessed that in the first place. Can't wait to try it! And thanks for the hard work!!!!
Anytime shipmate :up:
captntaverne
06-20-12, 06:51 AM
I'm quite lost on this forums but enjoys your work, that's great.
Offer's new perspective to this game :up:
Hi Vlad29,
Thanks for the info...what you say makes total sense. The only weird thing is I don't crash with stock when shooting friendlies. During my tests I destroyed 3 boats with no app hang/freeze at all -- But when this mod is enabled, the instant just one ship is destroyed, the app freezes up. :hmm2:
Thet sounds strange, because all guys (and me also) got CTD when only the stock game is running:hmmm: Personally I've tried to torp the nearest vessels in the harbour (not the PT boats). Everything is OK if the torpedo hit is not critical , but CTD occurs just when she considered to be completely destroyed/sank and a process of encounting goal-points(tonnage) is 'starting'. Sometimes it took a long period before critical flooding occurs, so I just even thought that everything is OK, but later :k_confused: CTD.
Are You sure the boats You have mentioned were completely destroyed and what happened to your tonnage account then:06:
Grezkev
06-20-12, 06:04 PM
Maybe I'm just really confused but I remember using mods on the older SHs but not having this much trouble.
I still can't find the rudder control, recognition manual, all that. Maybe I'm not reading the manual right or something...
Captain America
06-20-12, 07:15 PM
Thet sounds strange, because all guys (and me also) got CTD when only the stock game is running:hmmm: Personally I've tried to torp the nearest vessels in the harbour (not the PT boats). Everything is OK if the torpedo hit is not critical , but CTD occurs just when she considered to be completely destroyed/sank and a process of encounting goal-points(tonnage) is 'starting'. Sometimes it took a long period before critical flooding occurs, so I just even thought that everything is OK, but later :k_confused: CTD.
Are You sure the boats You have mentioned were completely destroyed and what happened to your tonnage account then:06:
After reading your post I tried some more tests and I have to take back what I said...you are correct. :oops: It just took a little bit longer to freeze without the UI's mod installed - I actually had to click on one of the UI's buttons before it froze; but it did. My apologies to TDW for implying it was his mod.
Its amazing how the accounting for friendly damage was left out. What happens if you sink a neutral ship? If only enemy tonnage is accounted for will this cause a CTD/freeze too? :hmm2:
internerd
06-20-12, 09:50 PM
Maybe I'm just really confused but I remember using mods on the older SHs but not having this much trouble.
I still can't find the rudder control, recognition manual, all that. Maybe I'm not reading the manual right or something...
push e or click the 'charts' button to display the charts, it should be on the righthand edge of the screen about two thirds down a brown clickable spot, drag it out to get he recognition manual. The rudder controls can be accessed by clicking on the expanding heading indicator. If the course orders are being issued when you click on it, there is a clickspot above the expand button that will turn this off.
finchOU
06-22-12, 01:40 AM
Couple of questions.....just figured out I can edit the options file after about two weeks of playing with this awesome MOD :O: I looked around and could not find the anwsers to these questions......
Do I have to be in port and unactivate the UI's MOD to edit the options file? Or can I do it at sea in the middle of a OHII patrol?
Is there a place I can currently see what hot keys are doing what (besides F1 key ingame) so that I can edit the options file correctly?
THE_MASK
06-22-12, 03:19 AM
Couple of questions.....just figured out I can edit the options file after about two weeks of playing with this awesome MOD :O: I looked around and could not find the anwsers to these questions......
Do I have to be in port and unactivate the UI's MOD to edit the options file? Or can I do it at sea in the middle of a OHII patrol?
Is there a place I can currently see what hot keys are doing what (besides F1 key ingame) so that I can edit the options file correctly?Uninstall the mod first then change settings .
radcapricorn
06-22-12, 04:38 AM
Uninstall the mod first then change settings .
Errm... Settings can be changed without uninstalling. Though it's best to save them also in mod folder so that they won't reset if mod is re-enabled at some point.
Or is there some peculiar option that requires you to disable the mod to change?
quink99
06-22-12, 01:17 PM
Uninstall the mod first then change settings .
Sober, with all due respect, the terminology, "uninstall" may be a bit confusing for those who have not been around SH5 for long. Prehaps it might help not to confuse them by saying "disable" instead.
In SH5 and most other games;
"uninstall" means to remove something, say a MOD, from the game.
"disable" in SH5, at least to me, means to move an activated MOD from the right column of the JSGME to the left column and thereby deactivte it temporarily.
If I'm wrong, I stand corrected.
Trevally.
06-22-12, 01:39 PM
Sober, with all due respect, the terminology, "uninstall" may be a bit confusing for those who have not been around SH5 for long. Prehaps it might help not to confuse them by saying "disable" instead.
In SH5 and most other games;
"uninstall" means to remove something, say a MOD, from the game.
"disable" in SH5, at least to me, means to move an activated MOD from the right column of the JSGME to the left column and thereby deactivte it temporarily.
If I'm wrong, I stand corrected.
Ya - dam Australians riding roughshod over our language:O:
Actually, I may be guilty of this too:hmmm::D
Ya - dam Australians riding roughshod over our language:O:
Actually, I may be guilty of this too:hmmm::D
No Sir,
I am sorry, but you're nowhere near Mr. Sober.
At the beginning I thought he had an enigma machine connected to his keyboard. But by now I have realized that I have to drop any logic, and to use all my immagination in order to decipher some of his best messages :O:
THE_MASK
06-22-12, 10:11 PM
Sorry for being on the graveyard shift , probably just tired .
Sorry for being on the graveyard shift , probably just tired .
Don't take us wrong, Sober :D
We like your unique style. Please don't change it!
Starting with my anglo-italian pidgin, this forum wouldn't be anyway the best place for learning the most proper english, admitting that it does exist... :)
THE_MASK
06-22-12, 11:47 PM
Don't take us wrong, Sober :D
We like your unique style. Please don't change it!
Starting with my anglo-italian pidgin, this forum wouldn't be anyway the best place for learning the most proper english, admitting that it does exist... :)I think the gramatical errors are more laziness on my part more than anything else . I think aussies use terms sometimes that yanks cannot understand :O:
I think the gramatical errors are more laziness on my part more than anything else . I think aussies use terms sometimes that yanks cannot understand :O:
Well, actually I wasn't making reference to any grammatical error by you, but rather to your concise writing style, where very often subjects, verbs and even entire phrases are left out, and have to be inferred from the context.
It is like having to interpret a quatrain by Nostradamus, or making a translation from the old latin historian Tacitus. Take it as a compliment! :know:
...and by the way, we are going definitely offtopic here! :doh:
I updated my SH5 to vanilla 1.2, then installed this mod, as per instructed, for an SH4 theme via JSGME and changing the PY code *And saving in Unicode.)
The result is upon loading the main menu, the game freezes, the screen turns black, and the music loops. The only way I can quit is Ctrl-Alt-Delete.
My machine is running Windows 7, if that has anything to do with it.
Any thoughts?
Regards,
Mike.
TheDarkWraith
06-24-12, 08:29 AM
I updated my SH5 to vanilla 1.2, then installed this mod, as per instructed, for an SH4 theme via JSGME and changing the PY code *And saving in Unicode.)
The result is upon loading the main menu, the game freezes, the screen turns black, and the music loops. The only way I can quit is Ctrl-Alt-Delete.
My machine is running Windows 7, if that has anything to do with it.
Any thoughts?
Regards,
Mike.
Did you adjust the options file by hand or by using the OptionsEditorViewer app? If not the latter that is more than likely your problem. You can find the app in \data\Applications
finchOU
06-25-12, 01:48 AM
Should I get a "set speed 7.5 knots" when I press my HotKey for setting the most fuel efficient speed? Cause right now im not getting that.
Tonci87
06-25-12, 05:09 AM
I have a little Problem with your Options file Editor 1.0.25.0 (run as admin)
If I try to change the Hull number of the Boat (I want it to be U-35) I get this Error as soon as it tries to update the save games with the new number
************** Ausnahmetext **************
System.IO.DirectoryNotFoundException: Ein Teil des Pfades "C:\Users\Tonci\My Documents\SH5\data\cfg\SaveGames" konnte nicht gefunden werden.
bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
bei System.IO.Directory.InternalGetFileDirectoryNames( String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
bei System.IO.Directory.GetDirectories(String path, String searchPattern, SearchOption searchOption)
bei System.IO.Directory.GetDirectories(String path)
bei TheDarkWraith.SilentHunter5.OptionsFileEditorViewe r.SetUboatHullNumber(String hullnumber)
bei TheDarkWraith.SilentHunter5.OptionsFileEditorViewe r.TreeNodeOption_MouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
bei System.Windows.Forms.TreeView.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Geladene Assemblys **************
mscorlib
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll.
----------------------------------------
OptionsFileEditorViewer
Assembly-Version: 1.0.25.0.
Win32-Version: 1.0.25.0.
CodeBase: file:///C:/Spiele/Silent%20Hunter%205/MODS/NewUIs_TDC_6_9_0_ByTheDarkWraith/data/Applications/OptionsFileEditorViewer/OptionsFileEditorViewer.exe.
----------------------------------------
System.Windows.Forms
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5460 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Drawing
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5462 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
System.Xml
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
mscorlib.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll.
----------------------------------------
System.Configuration
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
----------------------------------------
System.Core
Assembly-Version: 3.5.0.0.
Win32-Version: 3.5.30729.5420 built by: Win7SP1.
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll.
----------------------------------------
System.Windows.Forms.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.
Zum Beispiel:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
and I get this Error when it tries to update the campaign files
************** Ausnahmetext **************
System.IO.DirectoryNotFoundException: Ein Teil des Pfades "C:\Users\Tonci\My Documents\SH5\data\Users" konnte nicht gefunden werden.
bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
bei System.IO.Directory.InternalGetFileDirectoryNames( String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
bei System.IO.Directory.GetDirectories(String path, String searchPattern, SearchOption searchOption)
bei System.IO.Directory.GetDirectories(String path)
bei TheDarkWraith.SilentHunter5.OptionsFileEditorViewe r.SetUboatHullNumber(String hullnumber)
bei TheDarkWraith.SilentHunter5.OptionsFileEditorViewe r.TreeNodeOption_MouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
bei System.Windows.Forms.TreeView.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Geladene Assemblys **************
mscorlib
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll.
----------------------------------------
OptionsFileEditorViewer
Assembly-Version: 1.0.25.0.
Win32-Version: 1.0.25.0.
CodeBase: file:///C:/Spiele/Silent%20Hunter%205/MODS/NewUIs_TDC_6_9_0_ByTheDarkWraith/data/Applications/OptionsFileEditorViewer/OptionsFileEditorViewer.exe.
----------------------------------------
System.Windows.Forms
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5460 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Drawing
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5462 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
System.Xml
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
mscorlib.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll.
----------------------------------------
System.Configuration
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
----------------------------------------
System.Core
Assembly-Version: 3.5.0.0.
Win32-Version: 3.5.30729.5420 built by: Win7SP1.
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll.
----------------------------------------
System.Windows.Forms.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.
Zum Beispiel:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
Same thing happens if I change the captains name
Did you adjust the options file by hand or by using the OptionsEditorViewer app? If not the latter that is more than likely your problem. You can find the app in \data\Applications
Yeah, I tried that but I get the same issue. Strangely, your earlier SH4-only GUI mod works fine.
TheDarkWraith
06-25-12, 07:20 AM
I have a little Problem with your Options file Editor 1.0.25.0 (run as admin)
If I try to change the Hull number of the Boat (I want it to be U-35) I get this Error as soon as it tries to update the save games with the new number
and I get this Error when it tries to update the campaign files
Same thing happens if I change the captains name
Steam or DVD version of game?
Do these two folders exist on your computer?
C:\Users\Tonci\My Documents\SH5\data\cfg\SaveGames
C:\Users\Tonci\My Documents\SH5\data\Users
If not, what is the actual path to them :06:
TheDarkWraith
06-25-12, 07:22 AM
Should I get a "set speed 7.5 knots" when I press my HotKey for setting the most fuel efficient speed? Cause right now im not getting that.
Is that hotkey enabled? What I mean is did you enable it in the options file editor/viewer?
TheDarkWraith
06-25-12, 07:25 AM
Yeah, I tried that but I get the same issue. Strangely, your earlier SH4-only GUI mod works fine.
Are you patched to v1.2 of the game? Does it say v1.2 in the upper right corner of the main game menu?
Run the DbgView app found in \data\Applications before starting the game. Start the game and try letting it sit there and loop for some time. It might still be loading items into memory. If this goes on for > 10mins then there is a problem somewhere. I'll need to see the full DbgView output.
Tonci87
06-25-12, 07:49 AM
Steam or DVD version of game?
Do these two folders exist on your computer?
C:\Users\Tonci\My Documents\SH5\data\cfg\SaveGames
C:\Users\Tonci\My Documents\SH5\data\Users
If not, what is the actual path to them :06:
Paths:
I guess I have this Problem because it isn´t called "My Documents"
C:\Users\Tonci\Documents\SH5\data\cfg\SaveGames
C:\Users\Tonci\Documents\SH5\data\Users
finchOU
06-25-12, 10:07 AM
Is that hotkey enabled? What I mean is did you enable it in the options file editor/viewer?
Yeah.....
#[OPTION]
#CATEGORY=Fuel
#TYPE=7
#DESCRIPTION=Hotkey for ordering most fuel efficient speed
#VALUES=
#DEFAULT=[ False, MenuKeyManagerWrapper.Keys.M, False, False, False, False ]
#; the hotkey used to order most fuel efficient speed
#; Format:
#;
#; MostFuelEfficientSpeedHotKey = [ False, None, False, False, False ]
#; False = disabled
#; None = key used
#; False = shift required
#; False = ctrl required
#; False = alt required
#; False = handled
#;
#; if you wanted to enable this without shift, ctrl, and alt required:
#; MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.M, False, False, False, False ]
#;
#; if you wanted to disable this:
#; MostFuelEfficientSpeedHotKey = [ False, MenuKeyManagerWrapper.Keys.M, False, False, False, False ]
#;
#; Note: Keys.M is used by the Navigation Map in the stock game! It was used only as example here. Also the hotkey will only be recognized if the sub is surfaced
#;
MostFuelEfficientSpeedHotKey=[True,MenuKeyManagerWrapper.Keys.U,False,True,False ,False]
I used control for it...but nothing seems to happen when I select it in game. I used the Application to install it this way.
TheDarkWraith
06-25-12, 10:15 AM
I used control for it...but nothing seems to happen when I select it in game. I used the Application to install it this way.
The only thing that could be overriding it is if you have the same key, U, defined in commands.cfg for something. The keys in commands.cfg will not 'pass' the keypress onto anything else thus I cannot intercept it.
steve.puma
06-26-12, 07:15 AM
I would like to say hello and thank for this amazing mod
TheDarkWraith
06-26-12, 08:02 AM
Paths:
I guess I have this Problem because it isn´t called "My Documents"
C:\Users\Tonci\Documents\SH5\data\cfg\SaveGames
C:\Users\Tonci\Documents\SH5\data\Users
That's interesting :hmmm: What OS are you using?
radcapricorn
06-26-12, 08:07 AM
The only thing that could be overriding it is if you have the same key, U, defined in commands.cfg for something. The keys in commands.cfg will not 'pass' the keypress onto anything else thus I cannot intercept it.
:hmmm:
Can't you set Handled property to True in PageDefaultHud's key press handler? I've been playing with edit boxes lately and whenever I typed in some numbers my speed telegraph reacted. But once I changed the event's Handled property to True, it stopped passing through.
Tonci87
06-26-12, 08:12 AM
That's interesting :hmmm: What OS are you using?
Win7 x64 Pro (german Localisation)
Mikemike47
06-26-12, 03:57 PM
I have a little Problem with your Options file Editor 1.0.25.0 (run as admin)
If I try to change the Hull number of the Boat (I want it to be U-35) I get this Error as soon as it tries to update the save games with the new number
************** Ausnahmetext **************
System.IO.DirectoryNotFoundException: Ein Teil des Pfades "C:\Users\Tonci\My Documents\SH5\data\cfg\SaveGames" konnte nicht gefunden werden.
bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
bei System.IO.Directory.InternalGetFileDirectoryNames( String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
bei System.IO.Directory.GetDirectories(String path, String searchPattern, SearchOption searchOption)
bei System.IO.Directory.GetDirectories(String path)
bei TheDarkWraith.SilentHunter5.OptionsFileEditorViewe r.SetUboatHullNumber(String hullnumber)
bei TheDarkWraith.SilentHunter5.OptionsFileEditorViewe r.TreeNodeOption_MouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
bei System.Windows.Forms.TreeView.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Geladene Assemblys **************
mscorlib
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll.
----------------------------------------
OptionsFileEditorViewer
Assembly-Version: 1.0.25.0.
Win32-Version: 1.0.25.0.
CodeBase: file:///C:/Spiele/Silent%20Hunter%205/MODS/NewUIs_TDC_6_9_0_ByTheDarkWraith/data/Applications/OptionsFileEditorViewer/OptionsFileEditorViewer.exe.
----------------------------------------
System.Windows.Forms
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5460 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Drawing
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5462 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
System.Xml
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
mscorlib.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll.
----------------------------------------
System.Configuration
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
----------------------------------------
System.Core
Assembly-Version: 3.5.0.0.
Win32-Version: 3.5.30729.5420 built by: Win7SP1.
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll.
----------------------------------------
System.Windows.Forms.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.
Zum Beispiel:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
and I get this Error when it tries to update the campaign files
************** Ausnahmetext **************
System.IO.DirectoryNotFoundException: Ein Teil des Pfades "C:\Users\Tonci\My Documents\SH5\data\Users" konnte nicht gefunden werden.
bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
bei System.IO.Directory.InternalGetFileDirectoryNames( String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
bei System.IO.Directory.GetDirectories(String path, String searchPattern, SearchOption searchOption)
bei System.IO.Directory.GetDirectories(String path)
bei TheDarkWraith.SilentHunter5.OptionsFileEditorViewe r.SetUboatHullNumber(String hullnumber)
bei TheDarkWraith.SilentHunter5.OptionsFileEditorViewe r.TreeNodeOption_MouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
bei System.Windows.Forms.TreeView.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Geladene Assemblys **************
mscorlib
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll.
----------------------------------------
OptionsFileEditorViewer
Assembly-Version: 1.0.25.0.
Win32-Version: 1.0.25.0.
CodeBase: file:///C:/Spiele/Silent%20Hunter%205/MODS/NewUIs_TDC_6_9_0_ByTheDarkWraith/data/Applications/OptionsFileEditorViewer/OptionsFileEditorViewer.exe.
----------------------------------------
System.Windows.Forms
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5460 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Drawing
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5462 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
System.Xml
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
mscorlib.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll.
----------------------------------------
System.Configuration
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
----------------------------------------
System.Core
Assembly-Version: 3.5.0.0.
Win32-Version: 3.5.30729.5420 built by: Win7SP1.
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll.
----------------------------------------
System.Windows.Forms.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.
Zum Beispiel:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>Same thing happens if I change the captains name
Do I just type in the word Code:, then add the text?
Does that single word, code:, and then all the written text create the scrolling information ability at the bottom and right sides of text area? What other steps are needed? I would like to use that feature for future posts if someone can help me with the steps.
Are you patched to v1.2 of the game? Does it say v1.2 in the upper right corner of the main game menu?
Run the DbgView app found in \data\Applications before starting the game. Start the game and try letting it sit there and loop for some time. It might still be loading items into memory. If this goes on for > 10mins then there is a problem somewhere. I'll need to see the full DbgView output.
I left it for some time and nothing was happening. I pressed Ctrl-Alt-Delete and went back into the program... it loaded and the mod works.
This seems to be a repeating pattern, an annoying one considering I must go through it each time I run the game. :/
From what I saw of the mod, it looks brilliant though.
TheDarkWraith
06-27-12, 03:57 PM
I have a little Problem with your Options file Editor 1.0.25.0 (run as admin)
If I try to change the Hull number of the Boat (I want it to be U-35) I get this Error as soon as it tries to update the save games with the new number
Same thing happens if I change the captains name
I checked my code and I had hard-coded the "My Documents" folder instead of getting the string value from the Environment class. I sent Tonci87 an updated version of the app. Once he verifies it works correctly I'll release a new version of the app so others won't have this problem.
finchOU
06-27-12, 09:12 PM
The only thing that could be overriding it is if you have the same key, U, defined in commands.cfg for something. The keys in commands.cfg will not 'pass' the keypress onto anything else thus I cannot intercept it.
went with alt S...works 4.0! :up:
TheDarkWraith
06-27-12, 09:17 PM
:hmmm:
Can't you set Handled property to True in PageDefaultHud's key press handler? I've been playing with edit boxes lately and whenever I typed in some numbers my speed telegraph reacted. But once I changed the event's Handled property to True, it stopped passing through.
Don't understand what you're asking :06:
TheDarkWraith
06-28-12, 09:15 AM
I have a little Problem with your Options file Editor 1.0.25.0 (run as admin)
If I try to change the Hull number of the Boat (I want it to be U-35) I get this Error as soon as it tries to update the save games with the new number
Same thing happens if I change the captains name
v1.0.28.0 of the Options file editor/viewer has been released to fix this problem. The problem was I had hard-coded 'My Documents' instead of getting the string for it from the Environment class. Can be found at post #1
radcapricorn
06-28-12, 10:18 AM
Don't understand what you're asking :06:
You said earlier that you cannot "intercept" keys defined in commands.cfg. I.e. if such key is pressed, it reaches the game and executes its command no matter what. I think this can be overridden in PageDefaultHud_KeyPressed(args) function. If I understand it correctly, if you handle the key press there and set args.Handled to True, the key press event won't go any further.
TheDarkWraith
06-28-12, 12:13 PM
You said earlier that you cannot "intercept" keys defined in commands.cfg. I.e. if such key is pressed, it reaches the game and executes its command no matter what. I think this can be overridden in PageDefaultHud_KeyPressed(args) function. If I understand it correctly, if you handle the key press there and set args.Handled to True, the key press event won't go any further.
You are correct, it won't go any further. Problem is commands.cfg gets checked first for keypresses and then control passes onto the scriptmanager. If the commands.cfg recognizes a keypress it gets handled and it must be setting args.Handled to true because it never gets passed onto the scriptmanager.
radcapricorn
06-28-12, 12:28 PM
You are correct, it won't go any further. Problem is commands.cfg gets checked first for keypresses and then control passes onto the scriptmanager. If the commands.cfg recognizes a keypress it gets handled and it must be setting args.Handled to true because it never gets passed onto the scriptmanager.
Hmmm... That is peculiar. I recently created the Edit Box in menu editor (I didn't clone it from existing one, just created a brand new control). When I left it as it was, with no event handlers attached, then whenever I "typed in" some characters that corresponded to commands.cfg keys (i.e. digits), they both appeared in edit box and were handled by the game. But as soon as I set args.Handled to true, the game stopped responding to those keys, thus allowing me to type in whatever I wanted. But then I noticed that for some keys, it was KeyReleased event that mattered (Enter, Backspace, Home, Del, etc.)... Anyway, I was under the impression that this would hold true for the whole PageDefaultHud, since this page is always active (at least in-game). :hmmm: I wish I could investigate a bit more, but I haven't the time ATM. Maybe in a day or two...
habib911
07-01-12, 04:01 AM
What type of mod should i download 1st
McHub532
07-01-12, 07:15 PM
What type of mod should i download 1st
DarkWraith's TDC
All the way... no question about it.
THE_MASK
07-01-12, 07:44 PM
What type of mod should i download 1stOne that changes your nickname would be good :timeout:
habib911
07-03-12, 01:26 AM
What should I do after opening the file with notepad?
THE_MASK
07-03-12, 02:36 AM
What should I do after opening the file with notepad?you need 7Zip to extract the mods .
Likloklord232
07-03-12, 09:24 AM
HI, The mod NewUI+TDC 3.0.0 looks verry good :D
but were can i download it :S i looked everywere but i can not find the file it self :S
can you pzz tell where its stays?
THANKS !!!
HI, The mod NewUI+TDC 3.0.0 looks verry good :D
but were can i download it :S i looked everywere but i can not find the file it self :S
can you pzz tell where its stays?
THANKS !!!
here: http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1
links at the page's bottom. Read instructions carefully before downloading and installing. :03:
habib911
07-03-12, 03:42 PM
you need 7Zip to extract the mods .
7zip says it can not open the file as archive. Is it because when I downloaded it i opened it with notepad? If not, then what?:hmm2:
volodya61
07-03-12, 03:49 PM
What should I do after opening the file with notepad?
7zip says it can not open the file as archive. Is it because when I downloaded it i opened it with notepad? If not, then what?:hmm2:
Which file?
What file you want to open via notepad and 7zip?
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