View Full Version : [REL] Multiple UIs for SH5 with TDC
McHub532
04-28-10, 07:17 AM
what about WEPS-->Torpedo Attack--> Identify target?
Nice.. thanks. I'll try that.
Sometimes everything I want is right there; there are just so many options I have to find the way to get to it. :)
TheDarkWraith
04-28-10, 07:21 AM
Great work TDW & all contributors, if there is one mod truly turning the game around it is this one!
Another idea for your consideration
How about making the tooltip which appears when you mouse over contacts in the maps revealing the type of ship (merchant, warship etc) toggleable.
Alternatively it could just say "contact" until the ship is identified by the player at which point the more detailed info could appear.
I can't get to the tooltip for the contacts (at least not yet). If I could then the contact info that's being displayed up top in the nav map wouldn't be needed as that info could be placed in the tooltip. I'm still trying though - if there's one thing I have it's patience, perserverance, and determination.
Sonarman
04-28-10, 07:34 AM
If anyone can you can!
Another idea that just popped up was triggered by looking at my ancient c64 games one of which the arcade/sim Epyx Destroyer had a feature where as your destroyer took damage the guages in the UI would become more damaged looking, cracks would appear in the glass etc. Quite nice for atmosphere. Perhaps in the way that the night filters are auto triggered to appear/disappear by time of day a feature like this could be controlled by the subs damage state? Maybe even rust streaks could appear depending how long it has been since the last refit/ number of days on patrol.
kapitanfred
04-28-10, 08:02 AM
Howdy TDW,
How do you access the chalkboard? Oops found it
Defiance
04-28-10, 08:41 AM
I seem to have a problem :(
The only jsgme overwrites for your TDC and UI config is the "Free camera tweak"
Now in this v2.0 (sounds cool dun't it version v2 lol, hmm i digress) .......
I have the XO pic icon lower right of my obs/attack scopes, if i expand the top bar (where the hide/show XO is) i can't for the life of me remove his pic icon from the views
Any ideas ??
I have removed the jsgme conflict with the free camera (overwrites the cameras/cam)
Besides some other mods that don't overwrite anything at all i have not changed my jsgme loadout
So basicly i can't use the show/hid XO button on top bar (does go highlight on/off but lower pic icon is there still)
So on the XO's pic icon stays showing to the right of my scopes, i think i checked uzo also and the same thing i can't shake my XO off lol
Any help much appreciated :)
Thankyou
ps: if needed i can up a jsgme screen, but is there a way to copy/paste the details without having to use online storage ??
Cap.Palla
04-28-10, 08:46 AM
I have the same problems here :-?
Defiance
04-28-10, 08:50 AM
I am using TDW's TDC + UI with the Alldials options (only 1 overwrite and that's normal)
No doubt the maestro will tune the glitch away :D
What config UI are you using ??
Cheers
Cap.Palla
04-28-10, 08:59 AM
I am using TDW's TDC + UI with the Alldials options (only 1 overwrite and that's normal)
No doubt the maestro will tune the glitch away :D
What config UI are you using ??
Cheers
TDW 2.0 SH3Style + TDC AllDials + cam tweak 1.1 + other mods but not in conflict
TheDarkWraith
04-28-10, 09:00 AM
I seem to have a problem :(
I have the XO pic icon lower right of my obs/attack scopes, if i expand the top bar (where the hide/show XO is) i can't for the life of me remove his pic icon from the views
So basicly i can't use the show/hid XO button on top bar (does go highlight on/off but lower pic icon is there still)
So on the XO's pic icon stays showing to the right of my scopes, i think i checked uzo also and the same thing i can't shake my XO off lol
it's quite possible that I messed something up. The amount of dependencies in the code grows with each version and to fix something here might break something there....and it's hard to test everything.
What UI style are you using? What TDC style are you using? And lastly, a/some screenshots of the problem will be very helpful so I can see the problem.
EDIT:
just checked ingame and yes the XO TDC toggle button isn't doing anything. I'm looking into it.....
Defiance
04-28-10, 09:09 AM
Hiya,
I am uploading pics so post in a few
I have your TDC Dials 1.0.2
I then choose the base UI and then add the AllDials TDC
Then add jimi tools
Twisty things
Lastly the reworked scopes
here's pics, the problem is all 3 optics (obs/attack/uzo, if this helps you)
http://i159.photobucket.com/albums/t152/Defiance_co/sh52010-04-2814-43-50-36.jpg
http://i159.photobucket.com/albums/t152/Defiance_co/sh52010-04-2814-44-06-99.jpg
Took quick pics without expanding the dialogue xo box but still same problem with this opened/hidden
Many Thanks
TheDarkWraith
04-28-10, 09:11 AM
I found the problem with the XO TDC toggle.....fixing it now.
Defiance
04-28-10, 09:12 AM
See see, this is your problem Mr ..........
I go to all this trouble to take snaps post em up to virtual never never land
Come back and try to word things right
And and and, what ya go n do !!!
Only go figure the darn problem out before even checking back for pics !!
Damn man, you must drink more java than me to be so "with it"
:salute:
(the above's meant to be tongue in cheek, hope it comes across like that and not offensive)
Many Thanks
Defiance
04-28-10, 09:13 AM
Damn you correct things faster than i can type lmao
Woohoo that's great TDW :yeah:
Cheers
TheDarkWraith
04-28-10, 09:17 AM
Damn you correct things faster than i can type lmao
Woohoo that's great TDW :yeah:
Cheers
I wrote the code so I better know it :03: The fact that I release versions rapidly with usually only one or two major changes helps with debugging and fixing errors like this also.
I found another bug in that file also that no one has noticed yet. It's also been corrected.
Testing the fixes now.
Defiance
04-28-10, 09:23 AM
I watch way too many american films but .........
You Da Man
:yep:
Cheers
TheDarkWraith
04-28-10, 09:24 AM
Here is the fix for the XO TDC toggle not working in v2.0.0:
unzip and place file in \MODS\NewUIs_TDC_2_0_0_ByTheDarkWraith\data\Script s\Menu
http://www.filefront.com/16289423/XO-TDC-Bug-Fix-v2-0-0-UIs-mod.7z/
Defiance
04-28-10, 09:26 AM
Read post #1268
Awesome
Thankyou ;)
Cap.Palla
04-28-10, 09:26 AM
Here is the fix for the XO TDC toggle not working in v2.0.0:
unzip and place file in \MODS\NewUIs_TDC_2_0_0_ByTheDarkWraith\data\Script s\Menu
http://www.filefront.com/16289423/XO-TDC-Bug-Fix-v2-0-0-UIs-mod.7z/
Thanks Fast and Fourious DarkWraith :yeah:
TheDarkWraith
04-28-10, 09:29 AM
Hiya,
I am uploading pics so post in a few
I have your TDC Dials 1.0.2
I then choose the base UI and then add the AllDials TDC
Then add jimi tools
Twisty things
Lastly the reworked scopes
you shouldn't be using TDC Dials 1.0.2 if you're using the UI mods. I would get rid of that. That's been incorporated into the UIs mod and TDC styles of the UIs mod.
Defiance
04-28-10, 09:31 AM
Dohh, silly me he he
Removed it and going in !!
Thanks Again :up:
capt-jones
04-28-10, 09:42 AM
:salute: nice going darkwraith you bring out mod updates faster than i can download em(ive downed three in as many days only had time too play one) great stuff:woot:
:hmmm:why wait for the new patch who needs it , ubi will only copy the mods that have already been fixed on this forum anyway
jdaniel3257
04-28-10, 10:40 AM
hey dark when i use the enhanced sh5 ui i cant even manually id the ships. but i will try the weps>torpedo attack> id target as soon as i get a chance. i have a key map installed and the command shows up in the notes in the lower right when i ask to identfy target.....but nothing happens. also the " unknown ship" is underlined so i cant click it to do it manually.
TheDarkWraith
04-28-10, 10:45 AM
hey dark when i use the enhanced sh5 ui i cant even manually id the ships. but i will try the weps>torpedo attack> id target as soon as i get a chance. i have a key map installed and the command shows up in the notes in the lower right when i ask to identfy target.....but nothing happens. also the " unknown ship" is underlined so i cant click it to do it manually.
show me screenshots please.
SeaWolf U-57
04-28-10, 10:54 AM
The only thing that I don't like is the message board
keeps climbing up the screen. :hmmm:
Using SH3Style
TheDarkWraith
04-28-10, 10:57 AM
The only thing that I don't like is the message board
keeps climbing up the screen. :hmmm:
Using SH3Style
you are the only one having that problem and it's probably a mod conflict. Have you disabled every mod but the UIs mod and then tested to see if the problem still exists?
SeaWolf U-57
04-28-10, 11:04 AM
you are the only one having that problem and it's probably a mod conflict. Have you disabled every mod but the UIs mod and then tested to see if the problem still exists?
Typical that's just my luck :haha:
Oh well maybe I should not minimize it then it will stay where it is :yeah:
TheDarkWraith
04-28-10, 11:05 AM
Typical that's just my luck :haha:
Oh well maybe I should not minimize it then it will stay where it is :yeah:
I'd like to know if it's a mod conflict or not and also which one is the problem child.
SeaWolf U-57
04-28-10, 11:09 AM
I'd like to know if it's a mod conflict or not and also which one is the problem child.
I dont know I will play it later and find out but I dont have another UI's mod running so it will be a case of one by one
pps it started with version 1.9.0 when you dropped out of tdc due to a contact it moved up I remeber.
I will try to find out what I added :up:
Cap.Palla
04-28-10, 11:54 AM
The only thing that I don't like is the message board
keeps climbing up the screen. :hmmm:
Using SH3Style
I have this problem too. It seems to happen when you resize the box. After 2 or 3 resize the box climb a bit but its not that big problem now that i can easily hide with L key :O:
TheDarkWraith
04-28-10, 11:59 AM
I have this problem too. It seems to happen when you resize the box. After 2 or 3 resize the box climb a bit but its not that big problem now that i can easily hide with L key :O:
so the key is you resize the box in game? Or it's being resized automatically? When the game starts for you do you do anything with the messsagebox or do you leave it alone and you have this problem?
Cap.Palla
04-28-10, 12:05 PM
so the key is you resize the box in game? Or it's being resized automatically? When the game starts for you do you do anything with the messsagebox or do you leave it alone and you have this problem?
No it happens only when i resize the box...it seems that sometimes it's resized from the top of the box (that is good) and sometimes it's resized from the bottom (so the box climb a little)
TheDarkWraith
04-28-10, 12:07 PM
No it happens only when i resize the box...it seems that sometimes it's resized from the top of the box (that is good) and sometimes it's resized from the bottom (so the box climb a little)
how are you resizing the box?
Cap.Palla
04-28-10, 12:10 PM
how are you resizing the box?
drag with mouse the top of the box up or down...
TheDarkWraith
04-28-10, 12:15 PM
drag with mouse the top of the box up or down...
ok. I'll look into this now.
SeaWolf U-57
04-28-10, 12:16 PM
Yes I removed all the mods and it still happened
as stated above by Cap.Palla I also resized the box by dragging it
from the top of the box to about 4 to 5 lines high.
It happens when you drop out of high Time advance down to one.
and also shut off the map screen which I do to operate the Attack periscope :06:
SeaWolf U-57
04-28-10, 12:21 PM
Ah yes that's right with version 1.9.0 as the time went up and down the box
was going large and then small and up and down the screen at will :o
Edit ... and if you dont re-size it the bottom of it hides behind the gauges
TheDarkWraith
04-28-10, 12:46 PM
figured out the problem. Making a solution for it now.
SeaWolf U-57
04-28-10, 12:52 PM
figured out the problem. Making a solution for it now.
Your the man to do it :up:
will you make it available now or will we have to wait for 2.1.0 :06:
TheDarkWraith
04-28-10, 12:58 PM
Your the man to do it :up:
will you make it available now or will we have to wait for 2.1.0 :06:
I'll issue a new file now once I've tested it just like I did with the other bug fix.
SeaWolf U-57
04-28-10, 01:00 PM
I'll issue a new file now once I've tested it just like I did with the other bug fix.
thanks :up:
reaper7
04-28-10, 01:17 PM
I've been trying for a long time to get the notepad working in the UZO, Attack, and Obs scopes. Well tonight I finally figured out how to do it :rock:
Now you have a working stadimeter :rock:
I'll detail the process of how to use it now:
in this screenshot I measured the distance from my sub to the target - range was 8100m
next thing I do is open up the XO TDC dialog box and turn TDC on (if you don't then when you open the notepad you'll get the exact range to the target - spoiler!)
now I click on the autohide button of the notepad causing it to slideout. Since the messagebox covers it I hide the messagebox by pressing the L key
I use the XO TDC dialog box to identify the target ship. Notice the information in the notepad
now I click on the range button on the notepad
which brings me back to a familiar page from SH3....time to use the stadimeter to get range! Notice the information in the notepad. Mouse cursor is on the crosshairs ready to click it (activate stadimeter)
got my double prism now I'm lining it up with the highest mast on the ship
I think it was aligned correctly so I click the mouse button and to my surprise range is reported as 8205m!! :rock: The range TDC dial even indicates correct range.
angle on bow and speed of the notepad also work just like they did in SH3 :rock:
You'll see this in the next version of the UIs mod :|\\
:o:o:o:o:o:o:o:o:o:o
Holy crap, well done. Now how did they manage to leave the reduntant stadimeter working and break the ingame one :rotfl2:.
If you use the stadimeter without the notepad are the distances still incorrect, is the stadimeter only working via the notepad.
Just thinking out loud, but if so is there any way to take the range from the standard stadimeter and send it to the notepad to set as the range.
panosrxo
04-28-10, 01:20 PM
:o:o:o:o:o:o:o:o:o:o
Holy crap, well done. Now how did they manage to leave the reduntant stadimeter working and break the ingame one :rotfl2:.
If you use the stadimeter without the notepad are the distances still incorrect, is the stadimeter only working via the notepad.
Just thinking out loud, but if so is there any way to take the range from the standard stadimeter and send it to the notepad to set as the range.
or you could get rid of the xo dialog and create an old style recognition manual..
reaper7
04-28-10, 02:14 PM
or you could get rid of the xo dialog and create an old style recognition manual..
Yes now that would be more like it. They will have to rename the sim to Silent Hunter 4.5 by the time were finished. Just as well they didn't strip everthing out.
Ps. Have redone the Map as requested, may not be to everyones taste.
Just right click and save should be ok scale for game.
DW if you want the larger version of this let me know.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/SH5-Map-Sapia.jpg
TheDarkWraith
04-28-10, 02:17 PM
Here's the bug fix for the messagebox creep. You can either extract it to MODS folder and enable via JSGME or copy the files over to the mod. Let me know if it cures the problem (it should!)
Note: If you downloaded this before 4/28/2010 @ 1615 then you need to download it again. I fixed a small problem with the set new minimum size feature of the messagebox
http://www.filefront.com/16293757/Messagebox-creep-bugfix-NewUIs-v2-0-0.7z/
DonZorro
04-28-10, 02:49 PM
Hi,
-I can't switch off the XO. When I press the button, does not disappear. :hmmm:
-How can I toggle at the start the new TC group?
Great Pack again!!! :salute::yeah::rock::D
TheDarkWraith
04-28-10, 02:53 PM
Hi,
-I can't switch off the XO. When I press the button, does not disappear. :hmmm:
-How can I toggle at the start the new TC group?
Great Pack again!!! :salute::yeah::rock::D
See post #1 of this thread very bottom.
TheDarkWraith
04-28-10, 02:55 PM
Ps. Have redone the Map as requested, may not be to everyones taste.
Just right click and save should be ok scale for game.
DW if you want the larger version of this let me know.
Yes, please send me the larger version and I'll scale it down. I'll make this an add-on mod so that the user can use either your first version (blue) or this one. I'll make the blue one the add-on mod and make this one the default.
DonZorro
04-28-10, 02:55 PM
See post #1 of this thread very bottom.
Oh! I found it... Thanks! :salute:
Here's the bug fix for the messagebox creep. You can either extract it to MODS folder and enable via JSGME or copy the files over to the mod. Let me know if it cures the problem (it should!)
http://www.filefront.com/16292569/Messagebox-creep-bugfix-NewUIs-v2-0-0.7z/
Hello TheDarkWraith,
at first, thank you very much for Your excellent work! :yeah:
The bugfix is for all languages, or only for the english game?
Greets,
Paco.
TheDarkWraith
04-28-10, 03:01 PM
Hello TheDarkWraith,
at first, thank you very much for Your excellent work! :yeah:
The bugfix is for all languages, or only for the english game?
Greets,
Paco.
I added one line into the menu file:
6215=Set new minimum height
you can translate that and add it to your file.
As it stands now I have made NUMEROUS changes to the menu file and it needs to be translated to all the different languages. Those willing to do translation please PM me.
Does that bugfix fix the problem you were having?
Here's the bug fix for the messagebox creep. You can either extract it to MODS folder and enable via JSGME or copy the files over to the mod. Let me know if it cures the problem (it should!)
http://www.filefront.com/16292569/Messagebox-creep-bugfix-NewUIs-v2-0-0.7z/
Sir, Chapeau bas! :salute:
SeaWolf U-57
04-28-10, 03:23 PM
Sir, Chapeau bas! :salute:
Oh ok I will try it again :hmmm:
Oh ok I will try it again :hmmm:
Chapeau or Hats were a symbol of nobility in royal courts and, to salute the more noble people, one had to raise the hat and do a reverence. With the abolition of royalty and nobility, the expression remained as an expression of courteous acknowledgment of a "noble" act, heroic action or exceptional performance that puts the person in a class of its own. Chapeau bas! was only used when the action was unsurpassed and unlikely to happen again, but never as a salute, except for the king and royal family. Voilą!
jdaniel3257
04-28-10, 03:45 PM
show me screenshots please.
i wont be able to get them until tomorrow night sometime. i meant to say the unknown ship is not underlined in the tdc dialog box
SeaWolf U-57
04-28-10, 04:06 PM
Oh ok I will try it again :hmmm:
You have a P.M. Sir :up:
sirbum69
04-28-10, 04:57 PM
Dude with what you have done to this game, with just YOUR UI...you make me want to return my game and buy yours...OMG you have saved the day on this...
I so want to download 2.0 but too many new ones come to fast lol...Ill wait till you upload the one with the working stadimeter, God that will be awsome...
Great work man!!!
TheDarkWraith
04-28-10, 05:07 PM
Dude with what you have done to this game, with just YOUR UI...you make me want to return my game and buy yours...OMG you have saved the day on this...
I so want to download 2.0 but too many new ones come to fast lol...Ill wait till you upload the one with the working stadimeter, God that will be awsome...
Great work man!!!
that one is taking some time so I would go ahead and download 2.0.0. I have to do some fancy scripting to get this one to work correctly and I'm researching and experimenting on how to implement this 'fancy' coding......
McHub532
04-28-10, 05:32 PM
Did someone post the fix to this problem? ?
http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=1949
I don't even have SH3 UI selected. It looks like I've got everything overlapping. :)
TheDarkWraith
04-28-10, 05:41 PM
Did someone post the fix to this problem? I don't even have SH3 UI selected. It looks like I've got everything overlapping. :)
you either messed up the options file or you aren't patched to latest version.
McHub532
04-28-10, 05:43 PM
you either messed up the options file or you aren't patched to latest version.
Okay, I'll purge and redo.
This morning I dug into your files to try and set the chalkboard and the XO issue.. got confused. I probably messed it all up.
TheDarkWraith
04-28-10, 06:51 PM
I so want to download 2.0 but too many new ones come to fast lol...Ill wait till you upload the one with the working stadimeter, God that will be awsome...
I was able to figure out how to make and call my own events. Now I can set an event and add eventhandlers to it. Then when the event is fired all the eventhandlers are called. This was needed in order to make the notepad functional in the obs, attack, and uzo. Now that that obstacle has been overcome the notepads for those scopes (and more importantly their stadimeters) will be completed faster than I thought. I should have them done by tomorrow (which means v2.1.0 possible release) :D :rock:
Note: had to disable the speed in the notepads due to errors in it and not being able to work correctly (it doesn't time at all it just gives you random speed numbers)
reaper7
04-28-10, 07:28 PM
Yes, please send me the larger version and I'll scale it down. I'll make this an add-on mod so that the user can use either your first version (blue) or this one. I'll make the blue one the add-on mod and make this one the default.
Hi PM sent with Link to File. :up:
TheDarkWraith
04-28-10, 08:03 PM
Hi PM sent with Link to File. :up:
Looks excellent in game :up:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1952
I have followed the read me file and loaded with the generic mod enabler and I loaded All Dials and still have the SH5 buttons.I want the SH4 buttons but can not figure out what I am doing wrong,any ideas?
JeffG
TheDarkWraith
04-28-10, 08:17 PM
I have followed the read me file and loaded with the generic mod enabler and I loaded All Dials and still have the SH5 buttons.I want the SH4 buttons but can not figure out what I am doing wrong,any ideas?
JeffG
did you set:
UIStyle = SH4Style
in the options file?
THE_MASK
04-28-10, 08:21 PM
Could we have the message box the same color as the recognition manual please . thanks .
TheDarkWraith
04-28-10, 08:22 PM
Could we have the message box the same color as the recognition manual please . thanks .
I'm not following you here.....maybe a screenshot colored in what you're asking for?
TheBeast
04-28-10, 08:43 PM
Looks excellent in game :up:
Is there a MAP like that in Version 2.0.0?:06: If so, how do I access it?:06:
Minedrik Gozentiet
Oberleutnant Zur See
U-292 Kapitan
-TheBeast
7thSeal
04-28-10, 08:48 PM
Is there a MAP like that in Version 2.0.0?:06: If so, how do I access it?:06:
Minedrik Gozentiet
Oberleutnant Zur See
U-292 Kapitan
-TheBeast
Think he said it'll be made standard in the next version. :)
THE_MASK
04-28-10, 09:35 PM
I'm not following you here.....maybe a screenshot colored in what you're asking for?
http://img413.imageshack.us/img413/9080/paintsu.jpg (http://img413.imageshack.us/i/paintsu.jpg/)
TheDarkWraith
04-28-10, 10:03 PM
Is there a MAP like that in Version 2.0.0?:06: If so, how do I access it?:06:
Minedrik Gozentiet
Oberleutnant Zur See
U-292 Kapitan
-TheBeast
it's on the nav map. Look in the bottom right corner. It's draggable. The map is colored Blue in v2.0.0
TheBeast
04-28-10, 10:32 PM
I just finished Normal Difficulty Campaign.:woot:
This is the End Game screen.:o
What is wrong with this picture????:haha:
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=1954
Minedrik Gozentiet
Oberleutnant Zur See
U-292 Kapitan
-TheBeast
I just finished Normal Difficulty Campaign.:woot:
This is the End Game screen.:o
What is wrong with this picture????:haha:
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=1954
Minedrik Gozentiet
Oberleutnant Zur See
U-292 Kapitan
-TheBeast
It's a pic that was ment for SH3. SH3 had originally the campaign SH5 has now, untill they decided with a full dynamic for SH3 instead.
They have been real sloppy with SH5 when it comes to coding and polishing.
TheBeast
04-28-10, 10:42 PM
It's a pic that was ment for SH3. SH3 had originally the campaign SH5 has now, untill they decided with a full dynamic for SH3 instead.
They have been real sloppy with SH5 when it comes to coding and polishing.
For a brief moment I thought I had helped to creat SHIII:o
Let's do the time warp again...
It's a pic that was ment for SH3. SH3 had originally the campaign SH5 has now, untill they decided with a full dynamic for SH3 instead.
They have been real sloppy with SH5 when it comes to coding and polishing.
Is a reference to the previous games,Erich Topp was a technical adviser for Silent hunter 2
TheBeast
04-28-10, 11:25 PM
Started Hard Difficulty Campaign... See if I can't find any more BUGs.
Those that about to die, Salute you!
Won Hong Lo
Oberleutnant zur See
U-35 Kapitan
-TheBeast
PL_Andrev
04-28-10, 11:48 PM
Looks excellent in game :up:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1952
Is possible to put switch button: navigation map / convoy map ?
Use this version as "map background" is good idea I think.
KillerTube
04-29-10, 02:54 AM
thanks for this. couldnt play without it lol. well i could but this made it much more enjoyable. thanks for the hard work.:rock:
dougandtoni
04-29-10, 05:41 AM
Hi.I seem to be having a problem with v2.0.0.If you pause the game and reload a previous save i lose the ability to to teleport any where except to the bridge and the sonarman icons - normal sweep-nearest contact etd dont light up yellow when you click on them. But if you exit to windows and reload the save i was trying to load every thing is back to normal.Been using your mod since day one and never had a problem. Damm computers lol.I think your mod is awsome and i thank you for the time you are spending on this :yeah:
TheDarkWraith
04-29-10, 07:02 AM
got some new ideas for v2.1.0:
- when mouse over an officer have the tooltip also show his current morale / max morale
- someone with photoshop skills take the officer bar and make some images of it with each officer wounded and dead (so when the officer becomes wounded I can change his picture to denote this). The game gives me this info (wounded or dead) and I coded it in many revisions ago in the files.
TheDarkWraith
04-29-10, 07:04 AM
Is possible to put switch button: navigation map / convoy map ?
yes it is. Need a navigation map though
TheDarkWraith
04-29-10, 07:05 AM
http://img413.imageshack.us/img413/9080/paintsu.jpg (http://img413.imageshack.us/i/paintsu.jpg/)
sorry, still don't understand what you're asking/referring to. Maybe someone can explain it to me and help me understand?
Sonarman
04-29-10, 07:10 AM
looks like Sober is referring to a change of background colors in the order icons and notepad to a tan color, probably to help make things be less intrusive for night vision.
Another new idea
How about a button to trigger a function to autocentre the TAI on the sub.
Cap.Palla
04-29-10, 07:11 AM
i think he would like to have the message box background as the recogniction manual color background...
TheDarkWraith
04-29-10, 07:14 AM
looks like Sober is referring to a change of background colors in the order icons and notepad to a tan color, probably to help make things be less intrusive for night vision.
Another new idea
How about a button to trigger a function to autocentre the TAI on the sub.
hmmmm......tan and gold...one could get confused as to if the icon is selected/enabled or not. There's not much 'color spread' between those.
I like the idea of the button. Behavior of it being when you press the button the TAI centers on your sub?
Sonarman
04-29-10, 07:16 AM
I like the idea of the button. Behavior of it being when you press the button the TAI centers on your sub?
Yes, surprising the devs didn't include that feature, hopefully not something that will be bad for resources with redraws etc?
McHub532
04-29-10, 07:17 AM
hmmmm......tan and gold...one could get confused as to if the icon is selected/enabled or not. There's not much 'color spread' between those.
I like the idea of the button. Behavior of it being when you press the button the TAI centers on your sub?
Additionally, I think that if you were in periscope view and had the TAI zoomed in to X magnification.. you leave to external camera.. or leave to the main map.. whenever you return the TAI should be at the same magnification level.. not zoomed 5 mouse wheel turns higher up than where you were.
TheDarkWraith
04-29-10, 07:17 AM
Yes, surprising the devs didn't include that feature, hopefully not something that will be bad for resources with redraws etc?
not at all. The TAI will just scroll to the sub. I'll play around with it today :up:
McHub532
04-29-10, 07:19 AM
I believe the fixes TDW has done is already far surpasing what Ubisoft has promised fixing in the next Patch.
Maybe that's why the delayed it. They're embrassed when trying to compete with TDW. :D
TheDarkWraith
04-29-10, 07:23 AM
I believe the fixes TDW has done is already far surpasing what Ubisoft has promised fixing in the next Patch.
Maybe that's why the delayed it. They're embrassed when trying to compete with TDW. :D
I do love putting people on the spot and calling them out......:D
TheDarkWraith
04-29-10, 07:24 AM
looks like Sober is referring to a change of background colors in the order icons and notepad to a tan color, probably to help make things be less intrusive for night vision.
anyone have any suggestion for different color scheme then (selected, not selected, not available)?
Sonarman
04-29-10, 07:33 AM
Sober was indicating a tan color the same as the background in the recog manual for the notepad backround. As to the icons maybe something like the icons in Ducimus's Trigger Maru (http://85.25.133.181/AOTDSH4Mod/Kompassfinal.jpg) would be good?
TheDarkWraith
04-29-10, 07:35 AM
Sober was indicating a tan color the same as the background in the recog manual for the notepad backround. As to the icons maybe something like the icons in Ducimus's Trigger Maru (http://85.25.133.181/AOTDSH4Mod/Kompassfinal.jpg) would be good?
I'm not seeing the icons in that picture. What are their colors?
Sonarman
04-29-10, 07:39 AM
selected: same color as co2/ batt etc selected indicator in your SH5 UI mod ie a destaurated yellow.
not selected: mid grey
not available: dark grey
http://i786.photobucket.com/albums/yy147/pt-109/uicolors.jpg
SeaWolf U-57
04-29-10, 07:49 AM
All is working great now :up:
reaper7
04-29-10, 12:57 PM
Another new idea
How about a button to trigger a function to autocentre the TAI on the sub.
TAI centers on the sub already if you press the triangular button (Blue Heading type) at the bottom left of the TAT map already, does it not.
Sonarman
04-29-10, 01:29 PM
Yes, but only temporarily ie when you press it it relocates the TAI to your sub's location, it would be good to have a button to do this all the time automatically.
Sonarman
04-29-10, 01:37 PM
Another nice feature might be sunrise/sunset/moon phase chart triggered to change perhaps on a monthly basis in the way that the night filter is controlled by a time? trigger, not sure, how much of this data is accurate/accessble, that was a nice feature in DC & SH2 amongst others.
dougandtoni
04-29-10, 02:02 PM
Hi.I seem to be having a problem with v2.0.0.If you pause the game and reload a previous save i lose the ability to to teleport any where except to the bridge and the sonarman icons - normal sweep-nearest contact etd dont light up yellow when you click on them. But if you exit to windows and reload the save i was trying to load every thing is back to normal.Been using your mod since day one and never had a problem. Damm computers lol.I think your mod is awsome and i thank you for the time you are spending on this :yeah:
Sweet Ignore me then:wah:
reaper7
04-29-10, 03:01 PM
Hi DarkWrait PM sent
reaper7
04-29-10, 03:03 PM
Yes, but only temporarily ie when you press it it relocates the TAI to your sub's location, it would be good to have a button to do this all the time automatically.
Ah I see what ye mean now. Yes that would be a nice feature. Also if we could do the same with the Perisopes - keep track with the target would be nice. :)
Sonarman
04-29-10, 03:23 PM
. Also if we could do the same with the Perisopes - keep track with the target would be nice. :)
Yes, that sounds great too! Poor TDW we have endless lists of wants!
Here unfortunately is a small problem...
V2.0.0 SH3 style UI
Don't know quite how this happened but I loaded a previously saved historical mission game, dragged the TAI and this happened (see below). It looks like the map background somehow became draggable. Haven't been able to reproduce yet but thought I'd let you know about it.
http://i786.photobucket.com/albums/yy147/pt-109/problem.jpg
speedbird
04-29-10, 03:25 PM
Dear Lord Wraith:
Any chance of a grid chart type of thing? :yep:
TheDarkWraith
04-29-10, 03:51 PM
Ah I see what ye mean now. Yes that would be a nice feature. Also if we could do the same with the Perisopes - keep track with the target would be nice. :)
that feature already exists, it's called follow target. It's available in the order category bar on, hmm, can't remember which officers (WEPS is one and I think watch officer is the other)
TheDarkWraith
04-29-10, 03:53 PM
Dear Lord Wraith:
Any chance of a grid chart type of thing? :yep:
what do you mean/looking for? Screenshot?
TheDarkWraith
04-29-10, 03:55 PM
selected: same color as co2/ batt etc selected indicator in your SH5 UI mod ie a destaurated yellow.
not selected: mid grey
not available: dark grey
http://i786.photobucket.com/albums/yy147/pt-109/uicolors.jpg
so basically as I have it now except replace white with desaturated yellow....that's doable.
Sonarman
04-29-10, 04:18 PM
V2.0.0 SH3 style UI
Don't know quite how this happened but I loaded a previously saved historical mission game, dragged the TAI and this happened (see below). It looks like the map background somehow became draggable. Haven't been able to reproduce yet but thought I'd let you know about it.
http://i786.photobucket.com/albums/yy147/pt-109/problem.jpg
UPDATE... Just realised that this happened after I paused the game alt-tabbed out for a while then came back in. Maybe the game loses focus a little during such circumstances? When I returned the whole chart seemed to be below the sub & I could see a straight edge to the land.The chart was draggable as above. Probably not a problem with your mod but with the game itself. Alt tabbing is probably not recommended. Anyway it is fixed by a quick maximise/minimize of the chart If anyone runs into a similar situation.
TheBeast
04-29-10, 04:27 PM
UPDATE... Just realised that this happened after I paused the game alt-tabbed out for a while then came back in. Maybe the game loses focus a little during such circumstances? When I returned the whole chart seemed to be below the sub & I could see a straight edge to the land.The chart was draggable as above. Probably not a problem with your mod but with the game itself. Alt tabbing is probably not recommended. Anyway it is fixed by a quick maximise/minimize of the chart If anyone runs into a similar situation.
Wow, you are up in the mountains. Was your boat tacked or wheeled?:har:
Amphibious Assault in progress! Maybe the Flak Gunners can hit stationary target "maybe".
Sonarman
04-29-10, 04:31 PM
Wow, you are up in the mountains. Was your boat tacked or wheeled?:har:
Amphibious Assault in progress! Maybe the Flak Gunners can hit stationary target "maybe".
Hush, hush technology... my U-boat had a couple of V2s (http://en.wikipedia.org/wiki/V-2) welded on port & stbd! Didn't quite make it to our moonbase (http://www.mobygames.com/game/amiga/rocket-ranger/screenshots/gameShotId,303165/) though!
speedbird
04-29-10, 04:39 PM
what do you mean/looking for? Screenshot?
I meant Kriegsmarine map (did I spelled that right?).
TheDarkWraith
04-29-10, 04:45 PM
I meant Kriegsmarine map (did I spelled that right?).
what does it look like?
Sonarman
04-29-10, 04:46 PM
I meant Kriegsmarine map (did I spelled that right?).
I tried to scan the KM chart that came with AOTD, but it would have to be pretty big (massive) to see any detail in it and the detail that is on it is unfortunately not that great. You can actually see one on the navigators desk in the game at the moment. I suspect even the devs scanned the AOTD one!
UPDATE
Here's a quick & dirty scan just of the UK and this was at 300dpi imagine the size it would have to be to cover everything in any detail...
http://i786.photobucket.com/albums/yy147/pt-109/uk1.jpg
speedbird
04-29-10, 05:27 PM
what does it look like?
I will send you a OK'ish resolution scan in a couple of days mate.
:salute:
speedbird
04-29-10, 05:38 PM
I tried to scan the KM chart that came with AOTD, but it would have to be pretty big (massive) to see any detail in it and the detail that is on it is unfortunately not that great. You can actually see one on the navigators desk in the game at the moment. I suspect even the devs scanned the AOTD one!
I think the AOTD map is a collectors item nowadays! :yep:
Sonarman
04-29-10, 05:45 PM
I think the AOTD map is a collectors item nowadays! :yep:
I better put it back in the vault carefully!
TheDarkWraith
04-29-10, 05:51 PM
I will send you a OK'ish resolution scan in a couple of days mate.
:salute:
ah, I've seen a reference to KM map in the files....I'll have to see what it is now and investigate it :yep:
ReallyDedPoet
04-29-10, 08:26 PM
Sorry if this has been mentioned with 2.0 already, but when time compressing say 256 or higher ( Nav Map ), the message box expands.
Nothing serious, just have not noticed it before.
TheDarkWraith
04-29-10, 08:38 PM
Sorry if this has been mentioned with 2.0 already, but when time compressing say 256 or higher ( Nav Map ), the message box expands.
Nothing serious, just have not noticed it before.
what do you have the option 'ShowMessageBoxAndExpandAtTCLevel=xx' set to? Did you adjust the values for this in game using the + - buttons on the single toggle side of the top right menu bar?
When you exceed the value of this then yes, the messagebox will expand and will also make itself visible. If you have the user option 'RestoreMessageBoxAfterTCLevel' set to True then the messagebox will go back to what it was before (maximized/minimized and visible/not visible)
can you show me a screenshot of your main HUD with the top right bar single toggles expanded (shown)?
ReallyDedPoet
04-29-10, 08:49 PM
what do you have the option 'ShowMessageBoxAndExpandAtTCLevel=xx' set to? Did you adjust the values for this in game using the + - buttons on the single toggle side of the top right menu bar?
When you exceed the value of this then yes, the messagebox will expand and will also make itself visible. If you have the user option 'RestoreMessageBoxAfterTCLevel' set to True then the messagebox will go back to what it was before (maximized/minimized and visible/not visible)
can you show me a screenshot of your main HUD with the top right bar single toggles expanded (shown)?
Okay, got ya DW, nice option actually. Makes sense on it's functionality :yep:
Something I did not bother to do the first time was TC down, so I did not see the message box return to default when I did this. Instead during TC I just minimized it myself.
TheDarkWraith
04-29-10, 08:58 PM
Okay, got ya DW, nice option actually. Makes sense on it's functionality :yep:
Something I did not bother to do the first time was TC down, so I did not see the message box return to default when I did this. Instead during TC I just minimized it myself.
remember that you have the togglable icon for set TC 1 on new nav map contact located next to the TC icons on the top right bar also. If you exceed that user option for > TC show and expand messagebox and this option is set then the messagebox will return to expanded/minimized, hidden/shown also when a new nav map contact is added.
You can also set a new default minimum messagebox size by dragging the messagebox to the new size you want and clicking on the button located at the top right of the messagebox.
ReallyDedPoet
04-29-10, 09:30 PM
remember that you have the togglable icon for set TC 1 on new nav map contact located next to the TC icons on the top right bar also. If you exceed that user option for > TC show and expand messagebox and this option is set then the messagebox will return to expanded/minimized, hidden/shown also when a new nav map contact is added.
You can also set a new default minimum messagebox size by dragging the messagebox to the new size you want and clicking on the button located at the top right of the messagebox.
I'll keep that in mind DW, thanks :up:. Related to that, when I am in the Nav. Map, and am TCing, I will drop to 1, but do not see any contacts
on the map.
TheDarkWraith
04-29-10, 09:38 PM
I'll keep that in mind DW, thanks :up:. Related to that, when I am in the Nav. Map, and am TCing, I will drop to 1, but do not see any contacts
on the map.
do you have the toggle TC 1 on new nav map contact enabled? Trying turning it to off and see what happens. If it doesn't do it anymore then you are getting a contact added to your nav map you just haven't found/seen it (it's there!)
ReallyDedPoet
04-29-10, 09:40 PM
do you have the toggle TC 1 on new nav map contact enabled? Trying turning it to off and see what happens. If it doesn't do it anymore then you are getting a contact added to your nav map you just haven't found/seen it (it's there!)
Okay, I'll give that a go :yep:
ReallyDedPoet
04-29-10, 10:30 PM
do you have the toggle TC 1 on new nav map contact enabled? Trying turning it to off and see what happens. If it doesn't do it anymore then you are getting a contact added to your nav map you just haven't found/seen it (it's there!)
Found when i had this turned off that I was no longer dropping down to 1 when contacts were in range of my sub, more like to 64. When on, I dropped down to 1, but it was for a contact radioed in hundreds of KM away. Anyway, struggling with this one a bit.
On another note I have Teleporting for a Crash Dive set to False. I like having to go through the hatch when things get a little hairy. Anyway, while on the bridget I teleported to the hydrophone, after I went there I then hit the go to periscope button and CTD. I am guessing because of the Crash Dive being set to False, so that whenever I wish to submerge, I need to to go through the hatch. Be it PD, a regular submerge or a Crash Dive.
TheDarkWraith
04-29-10, 10:41 PM
Found when i had this turned off that I was no longer dropping down to 1 when contacts were in range of my sub, more like to 64. When on, I dropped down to 1, but it was for a contact radioed in hundreds of KM away. Anyway, struggling with this one a bit.
On another note I have Teleporting for a Crash Dive set to False. I like having to go through the hatch when things get a little hairy. Anyway, while on the bridget I teleported to the hydrophone, after I went there I then hit the go to periscope button and CTD. I am guessing because of the Crash Dive being set to False, so that whenever I wish to submerge, I need to to go through the hatch. Be it PD, a regular submerge or a Crash Dive.
yes radio contacts will make you drop down to TC 1 if you have the toggle set for TC 1 on new nav map contact. If that toggle is set then ANY contact added to the nav map will drop you down to TC 1.
Go to periscope button....teleport to periscope? Crash dive being set to false has nothing to do with it. I'll try what you did and see what happens.
ReallyDedPoet
04-29-10, 10:46 PM
yes radio contacts will make you drop down to TC 1 if you have the toggle set for TC 1 on new nav map contact. If that toggle is set then ANY contact added to the nav map will drop you down to TC 1.
Go to periscope button....teleport to periscope? Crash dive being set to false has nothing to do with it. I'll try what you did and see what happens.
Yeah, teleporting from the bridge to the Hydrophone, then hitting the Periscope Button I had a CTD. Actually I had this a couple of times tonight. The second time because I wanted to try and re-create the original CTD.
TheDarkWraith
04-29-10, 10:50 PM
Yeah, teleporting from the bridge to the Hydrophone, then hitting the Periscope Button I had a CTD. Actually I had this a couple of times tonight. The second time because I wanted to try and re-create the original CTD.
so you pressed the teleport to which periscope?
ReallyDedPoet
04-29-10, 10:52 PM
so you pressed the teleport to which periscope?
Not the periscope, but down to the hydrophone station from the bridge. Once there I hit the submerge button, then the CTD happened.
TheDarkWraith
04-30-10, 12:28 AM
Not the periscope, but down to the hydrophone station from the bridge. Once there I hit the submerge button, then the CTD happened.
haven't been able to duplicate that. I've tried it over 10 times now.
TheDarkWraith
04-30-10, 01:55 AM
got the sonar notepad working again:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1957
Athlonic
04-30-10, 02:35 AM
got the sonar notepad working again:
Woot !!!!!
:rock:
You are a genius !
Sonarman
04-30-10, 02:42 AM
got the sonar notepad working again:
Truly amazing, that's not even on devs 1.2 patch list! Well done.
TheBeast
04-30-10, 02:50 AM
got the sonar notepad working again:
Very Nice!:rock:
The clock, gages and dials at that station kind of reveal how importat a functioning sonar station is.
ReallyDedPoet
04-30-10, 06:54 AM
haven't been able to duplicate that. I've tried it over 10 times now.
Thanks DW for following up. I am wondering if it is related to a mod conflict, though this is installed near the end and really should not have conflicted with anything I have. I did mention a few days ago that I had a Mod that changed some of the keyboard stuff, but I have since uninstalled it before noticing the CTD.
Anyway, I am going to play around with it some more. Probably deactivate all of the mods I have running and just run this to see what happens.
reaper7
04-30-10, 07:55 AM
got the sonar notepad working again:
:woot: No need to waith on patch 1.2 anymove. Just genius, well done.
speedbird
04-30-10, 03:39 PM
TDW has been very quiet for the last few hours... I feel an update coming up... :D
TheBeast
04-30-10, 03:51 PM
TDW has been very quiet for the last few hours... I feel an update coming up... :D Nah, I think he crashed coming down off a 3 day cafine rush.:haha:
TheDarkWraith
04-30-10, 04:13 PM
Nah, I think he crashed coming down off a 3 day cafine rush.:haha:
nope, rewriting all the code that used polling to monitor items to event driven. Also making the options file a repository for all the persistent settings used and adding accessor methods (get/set) for all the user options so that I can implement a page in the game's options page that will allow the user to change settings on the fly.
Finishing up on the notepads for all the scopes also...:D
Did anyone notice that the 2 draggable compasses I added to the nav map are upside down?? I flipped them so they are correct now in v2.1.0
TheDarkWraith
04-30-10, 04:21 PM
TDW has been very quiet for the last few hours... I feel an update coming up... :D
yeah v2.1.0 is a little over 50% complete....not much longer ;)
McHub532
04-30-10, 04:28 PM
Did anyone notice that the 2 draggable compasses I added to the nav map are upside down?? I flipped them so they are correct now in v2.1.0
Yep, noticed that one but was too tired.. saved game and went to bed.. and then haven't used them so forgot about it. :)
7thSeal
04-30-10, 04:33 PM
Also making the options file a repository for all the persistent settings used and adding accessor methods (get/set) for all the user options so that I can implement a page in the game's options page that will allow the user to change settings on the fly.
Are you hinting that this will be included with 2.1? :o
Or is this down the road a bit? :DL
SeaWolf U-57
04-30-10, 04:33 PM
2.1.0 Wow looking forward to this :salute:
TheDarkWraith
04-30-10, 04:46 PM
Are you hinting that this will be included with 2.1? :o
Or is this down the road a bit? :DL
I'm trying for 2.1 but it might get pushed to 2.2 due to all the changes I've made to 2.1. It (2.1) is more like a total rewrite of the code and thus needs to be fully tested (and hopefully the errors will be of a small number)
speedbird
04-30-10, 04:49 PM
Did anyone notice that the 2 draggable compasses I added to the nav map are upside down?? I flipped them so they are correct now in v2.1.0
I thought it was me, I almost gave up drinking because of it...:O:
TheBeast
04-30-10, 04:53 PM
Also making the options file a repository for all the persistent settings used and adding accessor methods (get/set) for all the user options so that I can implement a page in the game's options page that will allow the user to change settings on the fly.
Now this sounds more like how game configuration options should be done.:salute: It would really reduce user confusion and increase usability.:ping: Will these setting remain persist after exiting game and restarting?:06:
I wish UbiSoft had done something like this for things like Periscope Depth, Snorkel Depth, Crash Dive Depth, Dive Depth, Decks Awhash etc. that can be changed during game play.
TheDarkWraith
04-30-10, 04:55 PM
v2.1.0 is probably going to have some bugs in it, it's just inevitable with the amount of changes I've made to the code. Just report the bugs as always and I'll fix them.
In every version up to 2.1.0 when a file needed to access the options file it imported it. There were many files that needed access to the options file so there were many copies of all these variables floating around (every file had it's own copies of the variables). This was very inefficient on memory and didn't provide for global variables. So I shifted everything over to accessor methods (get/set) and now when a file needs to access an option in the options file (or set an option in the options file) it calls the associated accessor method. This provides for persistent settings for all the variables. Every file gets the same 'state' of the variable in the options file when they ask for it. This was needed for the notepads on the attack, obs, and uzo. This also saves on memory as now only one set of options file variables are being used.
TheDarkWraith
04-30-10, 04:57 PM
Now this sounds more like how game configuration options should be done.:salute: It would really reduce user confusion and increase usability.:ping: Will these setting remain persist after exiting game and restarting?:06:
I wish UbiSoft had done something like this for things like Periscope Depth, Snorkel Depth, Crash Dive Depth, Dive Depth, Decks Awhash etc. that can be changed during game play.
Eventually I will make the settings persistant across saved games by saving the options back to the options file in their current state. That will be a couple of versions away though. I need to ensure all the bugs are worked out before going down that road.
7thSeal
04-30-10, 04:59 PM
I'm trying for 2.1 but it might get pushed to 2.2 due to all the changes I've made to 2.1. It (2.1) is more like a total rewrite of the code and thus needs to be fully tested (and hopefully the errors will be of a small number)
The releases you've made so far in increments seems to have worked well for keeping the bugs to a minimum and tracking down quickly. No need to rush it because of us (kids in a candy store) waiting around. :DL
Nauticalwolf
05-01-10, 02:05 AM
got some new ideas for v2.1.0:
- when mouse over an officer have the tooltip also show his current morale / max morale
- someone with photoshop skills take the officer bar and make some images of it with each officer wounded and dead (so when the officer becomes wounded I can change his picture to denote this). The game gives me this info (wounded or dead) and I coded it in many revisions ago in the files.
G'day TDW,
Sorry I've been out and about for a spell and haven't had a chance to do any testing of your great :up: amazing :up: mod :up:. Just got back in and seen your already working on 2.1 - WOW.
I like your idea above and was wondering if something along these lines might help: DL:http://www.filefront.com/16323413/Wounded%20and%20Cross.7z
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Wounded.jpg http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Cross.jpg
The wounded officers are set up like the normal OfficerA.dds and the Kriegsmarine Grave Marker is set up as both a stand alone .dds, sized to fit and a set up just like the OfficerA.dds.
If you need these set up any other way please let me know. I can make up a row of grave markers and officers etc just like the OfficerA.dds
Athlonic
05-01-10, 02:40 AM
LOL at this one :
http://lh6.ggpht.com/_iSYi6qALEs8/S9vZ7ASyjrI/AAAAAAAAC1I/2pZ8LN47-I8/Wounded_eyes.jpg
And why not something like this :
http://lh3.ggpht.com/_iSYi6qALEs8/S9vaqYhyD7I/AAAAAAAAC1U/75sb-l_DNxA/Terminators_wounded_SH5.jpg
Great work by the way !
:D
TheBeast
05-01-10, 02:40 AM
Nice work Nauticalwolf. Those are really good images.
Nauticalwolf
05-01-10, 02:47 AM
Soundman works better when not distracted by sight :dead:
Sonarman
05-01-10, 03:13 AM
@ Nauticalwolf the images look great, although the cross might be a bit bright for night vision?
Maybe it would be nice if we could do the same for the sub ie. the longer we stay on patrol more rust stains appear on the UI and if the subs takes a lot of damage the guages get cracked, stained etc?
Nauticalwolf
05-01-10, 03:26 AM
@ Nauticalwolf the images look great, although the cross might be a bit bright for night vision?
Maybe it would be nice if we could do the same for the sub ie. the longer we stay on patrol more rust stains appear on the UI and if the subs takes a lot of damage the guages get cracked, stained etc?
Darker grave markers - DL:http://www.filefront.com/16323697/OfficerKIA.dds
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/OfficerKIA.jpg
Sonarman
05-01-10, 04:02 AM
superb! thanks
TheDarkWraith
05-01-10, 12:04 PM
G'day TDW,
Sorry I've been out and about for a spell and haven't had a chance to do any testing of your great :up: amazing :up: mod :up:. Just got back in and seen your already working on 2.1 - WOW.
I like your idea above and was wondering if something along these lines might help: DL:http://www.filefront.com/16323413/Wounded%20and%20Cross.7z
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Wounded.jpg http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Cross.jpg
The wounded officers are set up like the normal OfficerA.dds and the Kriegsmarine Grave Marker is set up as both a stand alone .dds, sized to fit and a set up just like the OfficerA.dds.
If you need these set up any other way please let me know. I can make up a row of grave markers and officers etc just like the OfficerA.dds
those are AWESOME :yeah: You guys rock :up:
LeBabouin
05-01-10, 12:18 PM
They are great images but make me laugh instead of dramatizing the situation, especially as the hide/show officer bar feature doesn't exist yet.
Hello,
Would be possible to do the same in SH5 in your mod as RaptOr and ViperU48 have done for SH3 with their mod in http://www.subsim.com/radioroom/showthread.php?t=163250? (http://www.subsim.com/radioroom/showthread.php?t=156922&highlight=blue+das+boot?)
Many thanks
TheDarkWraith
05-01-10, 06:16 PM
v2.1.0 is shaping up real nice :D
here's the changelog so far (still more to be done):
v2.1.0 - fixed bug of togglable icon for XO TDC dialog box not working correctly
- fixed bug of when user resizes the messagebox using the mouse the messagebox had tendency to 'creep' when user had the option of TC set to 1 on new nav map contact.
- added button to messagebox above the toggle button that allows the user to specify the current height as the new minimum height of the messagebox
- fixed sonar notepad not showing any data on contact
- flipped the 2 draggable compasses around as they were backwards
- battlestations now turns to selected (Gold) when battlestations is active
- the determination for when sub is underwater is now controlled by the warning icon denoting sub is underwater
- timer value used for follow target changed from 0.05 to 0.025 seconds
- timer value used for updating officers, officer category bars, and officer order bars changed from 0.2 to 0.1 seconds
- error handling code added to follow target
- when an order category or order bar order is clicked it will blink twice so that user knows the command is being executed
- added user option to be able to change the number of messages stored in the messagebox. Stock game is 20. After x messages are added to the messagebox and a new one is added, the oldest is removed from the list (NumberMessagesToKeepInMessageBox)
- when submerged you will not receive radio reports (if they start out with 'Radio Report Received' then they will be squelched)
- enabled the notepads for the UZO, attack, and obs scopes. You will be able to access stadimeter and AOB from this notepad (Speed is disabled due to errors with it. Trying to implement my own version of it)
- changed the code for the XO TDC dialog dynamically repositioning itself to take into account the notepad being shown. If the XO TDC is draggable then it's dynamic repositioning is disabled.
- rewrote most of the code to go from a polling event driven style to an event driven style
- made the DarkWraithUserOptions.py file the repository for all values. Accessor methods added to retrieve/set variables data
- when submerged you will not receive radio messages (if they start out with 'Radio Message Received' then they will be squelched)
- added user option that will set TC to 1 on a Radio Report received or a Radio Message received (TC1OnRadioReportMessageReceived)
- added togglable icon to TC group in top right bar to control TC1OnRadioReportMessageReceived
TheDarkWraith
05-01-10, 10:15 PM
toggle for TC 1 on radio report/messages received added to top right bar:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1959
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1960
TheDarkWraith
05-01-10, 11:46 PM
coded in the officer's wounded and dead. Tried some debug code just to see if the crew actually gets wounded or not. I think a picture speaks a thousand words here:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1961
a cruiser was pounding me heavily with his guns. It didn't take long before the radio room was damaged. Then I got watch officer wounded, radioman wounded, and soundman wounded :rock:
Now I can code in the changing of the officer's pictures in the officer bar according to their health status ( normal, wounded, and dead) :D
Nauticalwolf
05-02-10, 12:33 AM
a cruiser was pounding me heavily with his guns. It didn't take long before the radio room was damaged. Then I got watch officer wounded, radioman wounded, and soundman wounded :rock:
Now I can code in the changing of the officer's pictures in the officer bar according to their health status ( normal, wounded, and dead) :D
quote - AWESOME :yeah: - unquote
TheDarkWraith
05-02-10, 01:12 AM
Got the officer's changing state based on their health (healthy, wounded, dead) :rock:. In the screenie below I received a bad hit by the A class destroyer and he wounded 3 of my officers! You'll also notice the notepad for getting the range (stadimeter) and AOB. Next is to add an entry into the log (so it will post in the messagebox) denoting which officer was injured/killed.
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1962
:|\\
Nauticalwolf
05-02-10, 02:16 AM
Love your work :yeah:
Flipped the eagle back to the top of the draggable compass.
DL: http://www.filefront.com/16337347/NavMapDraggableCompass2.7z
Cheers
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/SH5Img2010-05-02_1710.jpg
PL_Andrev
05-02-10, 02:46 AM
coded in the officer's wounded and dead. Tried some debug code just to see if the crew actually gets wounded or not.
Hm, hm, hm....
Very very nice...
Maybe the better effect will be when:
1) Sound signal should be added (Watch officer is wounded! Mediiiic!)
2) Comment put to the log,
http://img203.imageshack.us/img203/9485/officer.jpg
Second thing:
What happen if any main officer will be dead?
- what about orders?
- what about officer animations?
Sonarman
05-02-10, 04:46 AM
Great work so far!!
Another idea for you...
Here is another idea for you to mull over, probably not possible but how about a routine allowing "draggables on demand". Users could drop a dds into a directory eg "maptools" sh5 would read this directory on startup load any dds files there and dynamically assign ids and screen locaton, draggable capability layers etc to any file it finds there. This would allow users to use any map tools of their choice from previous games and mean that you were not constantly bombarded with request to implement "tool x".
On the flipped compasses...
I wonder if that compass that was flipped was designed to give a retro bearing from a target (ie you place it on the targets location and you can see your course heading to the target), seems odd that its creator would make such an obvious mistake? The in game tool helper for the protractor also works this way.
SeaWolf U-57
05-02-10, 05:07 AM
the only thing that always buggs me with this mod is the quantity of options to choose from, there are just too many of them and it drags me to a confussion often. It also requires from user lots of focusing and "try-to-figure-out what it is" by enabling/disabling submods of this mod via JSGME. Screenshots in every submod folder to see what it will be like would ease the pain and would show the user what it is going to look like without the need to relaunch the game all over and over again to see the difference. I hope this note will not be ignored.
All versions are shown with pictures in post one of this thread
if you need a picture in every folder as well how about looking in
post one and then use the right click your mouse option and copy
image and then paste it in the folder of choice :hmmm:
Nauticalwolf
05-02-10, 05:16 AM
On the flipped compasses...
I wonder if that compass that was flipped was designed to give a retro bearing from a target (ie you place it on the targets location and you can see your course heading to the target), seems odd that its creator would make such an obvious mistake?
I do believe that the tool that the "flipped compass tools" may have been made for was, the protractor with tool helper switched on. They are reversed in order to allow for retro heading/bearing info.
That given a plain compass tool is very handy :up:
TheDarkWraith
05-02-10, 07:07 AM
Hm, hm, hm....
Very very nice...
Maybe the better effect will be when:
1) Sound signal should be added (Watch officer is wounded! Mediiiic!)
2) Comment put to the log,
Second thing:
What happen if any main officer will be dead?
- what about orders?
- what about officer animations?
1) sound signal can be added. Someone supply the necessary sounds and I'll implement (if I can - there's no reason these shouldn't be possible)
2) comment put in log working on today
As I've been looking over the files I've noticed many things. One is when the officer is wounded (or any crewmember is wounded) they cannot use abilities. That's all I've noticed so far.
As far as the comments for the officers:
- what should it add to the messagebox when wounded? xxx is wounded (where xxx is the officer)?
- what should it add to the messagebox when dead? xxx is dead (where xxx is the officer)?
- what should it add to the messagebox when healed (was wounded now healthy)? xxx is healthy......xxx has recovered from their injuries......???
TheDarkWraith
05-02-10, 07:21 AM
On the flipped compasses...
I wonder if that compass that was flipped was designed to give a retro bearing from a target (ie you place it on the targets location and you can see your course heading to the target), seems odd that its creator would make such an obvious mistake? The in game tool helper for the protractor also works this way.
so what's the concensus on this? Do I leave the draggable compasses as they are now (0 is up) or flip them (so 180 is up)? Or do I get rid of one of them and then use the new map tool draggable compass toggle to toggle between the 0 is up one and 180 is up one? If so, which draggable compass to remove?
TheDarkWraith
05-02-10, 07:27 AM
got a question from someone wanting to know if I could add a switch/button to the nav map that would allow the TDC dials to show on the nav map. What do you all think about this idea?
Defiance
05-02-10, 07:43 AM
Wow, the amount of work you're doing is amazing
I for one would rather have the 0 heading Up (north) and obviously 180 (south) but if this goes against the majority then i will go with the majority (should be pretty easy edit to reverse ? )
I would rather keep the navmap as-is, but a switch would be best of both worlds i guess, ones like myself can either switch and no dials, and others can switch and have dials (optional goodies that toggle really covers everybodies likes n dislikes, so maybe go ahead covering all bases ;) )
As a few posts back, the wounded messages you suggested seem fine for my liking
Stunning Work TDW :rock:
KarlKoch
05-02-10, 07:45 AM
If it is not too much work, why not? Maybe make it users choice? As i understood you, you want to create an options menu for your mod, so this could be another choice. But i for one wouldn't use it much/at all. But i can see the point in editing the firing solution from the map, when you calculated speed, for example, without changing stations.
SeaWolf U-57
05-02-10, 07:49 AM
got a question from someone wanting to know if I could add a switch/button to the nav map that would allow the TDC dials to show on the nav map. What do you all think about this idea?
sounds like a good idea for some although I would not use it
but if as you say it had a toggle switch then the user can choose
to use it or not :hmmm:
7thSeal
05-02-10, 07:57 AM
Maybe not exactly the same but with the TAI map having the ability to expand and be resized, you already have the dials, map, tools all at one place. Bringing it to Nav map would really be the same as what you already have available.
TheDarkWraith
05-02-10, 08:00 AM
I for one would rather have the 0 heading Up (north) and obviously 180 (south) but if this goes against the majority then i will go with the majority (should be pretty easy edit to reverse ? )
so you want both styles of draggable compasses with 0 up and 180 down? Or do you want 2 of the same style with 1 having 0 up, 180 down and the other having 180 up and 0 down?
Sonarman
05-02-10, 08:00 AM
On the TDC...
Yes, I think KarlKoch has hit the nail on the head and I feel exactly the same way on the TDC, it would be a nice feature and making it toggleable allows the user to decide whether they want it or not.
On the compasses
Perhaps we should keep the larger of the two compasses, would it be possible to have the toggle for compass up/down on the draggable itself in the form of a double headed arrow? and retain the current switch for its visibility?
On an options screen
Whilst it would be good top have these in the main options screen, perhaps it might be better to have a popup screen integrated into the map station for speed, instead of the icons in the extending toggle bar you could have a single button there to bring up an options panel with checkboxes or radio buttons etc, This would make things easier when adding new features. Looking back at old games such as the GNB series, Harpoon etc they have a wealth of features in their map options boxes.
Defiance
05-02-10, 08:11 AM
TDW ......
Two the same, with each pole (top = 0 and top = 180) would be fine
I only have the stock 2.0 release, so at the moment i just have the lone 180 top compass to visualise (some people testing dual compasses with a larger compass ? )
(is there is a slightly larger compass you're incorporating then ?)
I will read back some pages, guess with the speed of replies and your lightning fast work i've missed some crucial additions :)
Edit : Ok i think i'm back up to speed, read the 2.1 changes
So back to the draggable compasses, one reading normal t'other opposite seems fine
As i run 1920x1200 could an optional mod be made for slightly larger dragging compasses, i mean like you did the Twisty Thing etc etc where we can have a jsgme option ?? (my eyes aint what they used to be lol) or have i missed another compass pic that's being incorporated ? (i read back ten pages but will read back further after i get back, gotta fetch mother for her sunday dinner ;) )
TheDarkWraith
05-02-10, 08:23 AM
TDW ......
Two the same, with each pole (top = 0 and top = 180) would be fine
I only have the stock 2.0 release, so at the moment i just have the lone 180 top compass to visualise
(is there is a slightly larger compass you're incorporating then ?)
I will read back some pages, guess with the speed of replies and your lightning fast work i've missed some crucial additions :)
if you have v2.0.0 then you have 2 draggable compasses. If you enable the new map tool (the circle one at the top - just click on it) the draggable compass will change to the other style.
Defiance
05-02-10, 08:27 AM
Lol,
I understand you now lol
For me the bearings to zero on the larger one up north
Keep the smaller one as-is
Hope that makes sense
One of "Those Days" for me i think lmao
Cheers
TheDarkWraith
05-02-10, 08:57 AM
here's what I'm going to do: since the second draggable compass (the larger one with all the dots on it) was meant to be scaled with the map and I'm not implementing that I'll remove it. In it's place I'll add the smaller compass with north south flipped. This will give two draggable compasses of the same type, one with north up and the other with south up.
Defiance
05-02-10, 09:29 AM
Sounds fine to me
Cheers
java`s revenge
05-02-10, 09:36 AM
Guys,
Can`t we establish a foundation for this great man?????
He gives much time to make sh5 as it should be....
TheDarkWraith
05-02-10, 10:07 AM
Love your work :yeah:
Flipped the eagle back to the top of the draggable compass.
DL: http://www.filefront.com/16337347/NavMapDraggableCompass2.7z
excellent. Removed the big draggable compass and in it's place put this compass (same as the small one that was originally there with south up) which has north up. Now there are two draggable compasses, both of the same style, one with north up and one with south up.
TheDarkWraith
05-02-10, 10:23 AM
This is your mod, so basically it means that YOU decide what is going to be included and how it is going to function. You may receive all kinds of odd wishes to be included into your mod but be carefull, still this is going to be a fail if you think that all the wishes has to be fullfilled in order to keep it in high ratings. To answer the question what is common between nav map and TDC ? If you ask me Nav map is for navigation. TDC is another thing, so my common sense says why should these two be merged ? In other words I'm against this idea.
I can see the point of having them available on the nav map for 'tweaking' the firing solution. I used to do that all the time in SH3. The layout of the TDC dials though will be defined by the TDC mode in use which could pose problems on the nav map.
TheDarkWraith
05-02-10, 02:18 PM
They are great images but make me laugh instead of dramatizing the situation, especially as the hide/show officer bar feature doesn't exist yet.
it sure does. In the options file you can disable the officer bar.
Would it be possible to make RAOBF in your mod?
TheDarkWraith
05-02-10, 02:25 PM
Yes, but only temporarily ie when you press it it relocates the TAI to your sub's location, it would be good to have a button to do this all the time automatically.
looks like Sober is referring to a change of background colors in the order icons and notepad to a tan color, probably to help make things be less intrusive for night vision.
Another new idea
How about a button to trigger a function to autocentre the TAI on the sub.
Yes, surprising the devs didn't include that feature, hopefully not something that will be bad for resources with redraws etc?
this feature has been added and it doesn't drain resources. It's a very simple call to a function in the animation stopped routine (so it's updated very frequently). When enabled it will keep the sub centered on the TAI and the nav map.
It's located on the top left of the TAI map in the corner. When enabled it's a bright blue and when disabled it's a dull blue. When enabled/disabled it will flash twice to let you know (I also gave the bottom left button - center on sub - the same flashing when pressed). There are times when the game needs to scroll the map/nav map and thus when that happens it will disengage the automatic centering of the sub on the TAI/nav map and flash it twice to let you know it's changing state. You'll have to re-enable it.
Disabled:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1969
enabled:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1970
TAI minimized (I made it default to a little bigger size so you can access this new feature):
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1971
Sonarman
05-02-10, 03:04 PM
this feature has been added and it doesn't drain resources...
Fantastic, thanks... who needs 1.2 when you can have 2.1 !
TheDarkWraith
05-02-10, 03:32 PM
Fantastic, thanks... who needs 1.2 when you can have 2.1 !
yes, v2.1.0 is turning out to be a pretty major update :D
Sorry for annoying... but have you seen the map in http://www.subsim.com/radioroom/showthread.php?t=165272 post #6? He looks good and he has KM grid system!
Regards
TheDarkWraith
05-02-10, 04:13 PM
Sorry for annoying... but have you seen the map in http://www.subsim.com/radioroom/showthread.php?t=165272 post #6? He looks good and he has KM grid system!
Regards
what is the KM grid system going to do for us? I ask because I don't understand. SH5 doesn't use any kind of grid system does it?
what is the KM grid system going to do for us? I ask because I don't understand. SH5 doesn't use any kind of grid system does it?
You're right, SH5 doesn't use it but I thought the immersion would be better as the historical maps have such grid system.
Never mind, forgot it and thanks so much for all your hard work!
Regards
KarlKoch
05-02-10, 04:40 PM
You're right, SH5 doesn't use it but I thought the immersion would be better as the historical maps have such grid system.
Never mind, forgot it and thanks so much for all your hard work!
Regards
I can see your wish, and i would love to have it authentic, too. But it might be a good idea to implement that with a campaign mod, that actually uses this system, than having it done in an UI mod not everyone uses (well, that might actually not be true, but who knows what the future brings?).
TheDarkWraith
05-02-10, 06:13 PM
naights reworked (new .dds file) the notepads for the UZO, attack, and obs scopes. A major improvement in visual quality :yeah:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1975
TheBeast
05-02-10, 06:16 PM
Build = NewUIs_TDC_2_1_0_ByTheDarkWraith
Reolution = Windowed @ 1600x1024
Start from in Port Save - Total Germany Campaing (Hard Diffivulty)
My Changes to "data\Scripts\Menu\TheDarkWraithUserOptions.py":ping:
UIStyle = SH3Style
HeadingRudderKey = [ True, MenuKeyManagerWrapper.Keys.H ]
FollowSelectedTargetHotKey = [ True, MenuKeyManagerWrapper.Keys.F ]
NomographVisibleOnMiniMap = False
NightFiltersEnabled = True
ThrottleCanZoom = False
RudderCanZoom = False
TeleportToObsScope = [ True, MenuKeyManagerWrapper.Keys.O, True ]
TeleportToAttackScope = [ True, MenuKeyManagerWrapper.Keys.P, True ]
IncreaseChalkBoardCountHotKey = [ True, MenuKeyManagerWrapper.Keys.K, True ]
Problem's Discovers:
No TDC Dials display in Obs, Attack, UZO views. Default is set to display Minimal TDC Dials.
Intermittent issue using Obs view. Clicking "Exit Station" button returnns to camera view external to boat.
Notepad only displays in UZO view. This is also intermittent.
Obs and Attack Periscope View is off center to right side.
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=1974
TheDarkWraith
05-02-10, 06:19 PM
Build = NewUIs_TDC_2_1_0_ByTheDarkWraith
Reolution = Windowed @ 1600x1024
Start from in Port Save - Total Germany Campaing (Hard Diffivulty)
My Changes to "data\Scripts\Menu\TheDarkWraithUserOptions.py":ping:
UIStyle = SH3Style
HeadingRudderKey = [ True, MenuKeyManagerWrapper.Keys.H ]
FollowSelectedTargetHotKey = [ True, MenuKeyManagerWrapper.Keys.F ]
NomographVisibleOnMiniMap = False
NightFiltersEnabled = True
ThrottleCanZoom = False
RudderCanZoom = False
TeleportToObsScope = [ True, MenuKeyManagerWrapper.Keys.O, True ]
TeleportToAttackScope = [ True, MenuKeyManagerWrapper.Keys.P, True ]
IncreaseChalkBoardCountHotKey = [ True, MenuKeyManagerWrapper.Keys.K, True ]
Problem's Discovers:
No TDC Dials display in Obs, Attack, UZO views. Default is set to display Minimal TDC Dials.
Intermittent issue using Obs view. Clicking "Exit Station" button returnns to camera view external to boat.
Notepad only displays in UZO view. This is also intermittent.
Obs and Attack Periscope View is off center to right side.
you didn't enable a TDC mode....you have to enable one of the add-on TDC mode mods....I know this because scopes are off center :03: Currently the only valid values for TDCMode is TDCMinimalDials or NOTDCDials (this is mentioned in the file)
TheBeast
05-02-10, 06:27 PM
you didn't enable a TDC mode....you have to enable one of the add-on TDC mode mods....I know this because scopes are off center :03: Currently the only valid values for TDCMode is TDCMinimalDials or NOTDCDials (this is mentioned in the file)
If the default is Minimal TDC Dials, shouldn't that MOD already be installed?:timeout:
TheDarkWraith
05-02-10, 06:28 PM
If the default is Minimal TDC Dials, shouldn't that MOD already be installed?:timeout:
no. As it says in the file I'm still working on getting that to configure the TDC dials automatically. Currently it doesn't work correctly so you have to enable one of the TDC mode add-on mods I included.
TheDarkWraith
05-02-10, 06:46 PM
I've noticed something: the XO TDC dialog is out of sync with the TDC on/off. You have to click on turn TDC off then turn TDC on to get the notepad settings to be visible. I'm looking for solution for this.
EDIT: problem fixed. I made the XO default to turn TDC on at game start.
TheBeast
05-02-10, 07:06 PM
Build = NewUIs_TDC_2_1_0_ByTheDarkWraith
TDC Mode MOD = NewUIs_TDC_2_1_0_MinimalDials_TDC
Reolution = Windowed @ 1600x1024
Start from in Port Save - Total Germany Campaing (Hard Diffivulty)
My Changes to "data\Scripts\Menu\TheDarkWraithUserOptions.py"
UIStyle = SH3Style
HeadingRudderKey = [ True, MenuKeyManagerWrapper.Keys.H ]
FollowSelectedTargetHotKey = [ True, MenuKeyManagerWrapper.Keys.F ]
NomographVisibleOnMiniMap = False
NightFiltersEnabled = True
ThrottleCanZoom = False
RudderCanZoom = False
TeleportToObsScope = [ True, MenuKeyManagerWrapper.Keys.O, True ]
TeleportToAttackScope = [ True, MenuKeyManagerWrapper.Keys.P, True ]
IncreaseChalkBoardCountHotKey = [ True, MenuKeyManagerWrapper.Keys.K, True ]
Intermittent issue using Obs view. Clicking "Exit Station" button returns to camera view external to and below boat.
Notepad display hidden behind Crew Warning Text Box and SHIII dials in all view. If Notepad is relocated to TDC Dials location it can be viewed by using Hide TDC Dials button.
The CrewWarnings Text Bos button at Top Right corner went away upon clicking it once.
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=1976
TheDarkWraith
05-02-10, 07:17 PM
Build = NewUIs_TDC_2_1_0_ByTheDarkWraith
TDC Mode MOD = NewUIs_TDC_2_1_0_MinimalDials_TDC
Reolution = Windowed @ 1600x1024
Start from in Port Save - Total Germany Campaing (Hard Diffivulty)
My Changes to "data\Scripts\Menu\TheDarkWraithUserOptions.py"
UIStyle = SH3Style
HeadingRudderKey = [ True, MenuKeyManagerWrapper.Keys.H ]
FollowSelectedTargetHotKey = [ True, MenuKeyManagerWrapper.Keys.F ]
NomographVisibleOnMiniMap = False
NightFiltersEnabled = True
ThrottleCanZoom = False
RudderCanZoom = False
TeleportToObsScope = [ True, MenuKeyManagerWrapper.Keys.O, True ]
TeleportToAttackScope = [ True, MenuKeyManagerWrapper.Keys.P, True ]
IncreaseChalkBoardCountHotKey = [ True, MenuKeyManagerWrapper.Keys.K, True ]
Intermittent issue using Obs view. Clicking "Exit Station" button returns to camera view external to and below boat.
Notepad display hidden behind Crew Warning Text Box and SHIII dials in all view. If Notepad is relocated to TDC Dials location it can be viewed by using Hide TDC Dials button.
The CrewWarnings Text Bos button at Top Right corner went away upon clicking it once.
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=1976
Good feedback. I forgot to take into account SH3 dials for the notepad. I'll fix that. I'll have the notepad move up to the same height as the messagebox. Then you can click the TDC dials on/off to view. You can always use the hotkey for toggling the messagebox visibility also.
Messagebox toggle disappearing after clicking on it is expected. That is the set new minimum size button. So basically you just told the messagebox that that is it's new minimum size (looks like it just so happens to be it's maximum size also). Now if you click on the top of the messagebox and drag it with the mouse the toggle will return (because you resized it) and it's saying if you want to make this the new minimum size then click me. When you set a new minimum size the messagebox will never shrink less than that size when you click the toggle at the bottom right of the messagebox (or use the hotkey)
Sonarman
05-02-10, 07:43 PM
The UZO stadimeter readings seem way off, by about 700m when aligned with top of masts, readings with the scopes seem ok.
When using the stadimeter in conjunction with the notepad the angle value is showing correctly as you use the stadimeter. If however you then click the range button again the range is shown in the angle field.
The new system in the SH5 TDC box allows for the user to type the numeric values in directly perhaps this would be good to add to the notepad too.
Noticed that the draggable compasses jump a fair distance when you flip them, it might be better if they stayed in the same location.
Going to try and get my poor crew injured now... it's all in the line of duty!
TheDarkWraith
05-02-10, 07:52 PM
The UZO stadimeter readings seem way off, by about 700m when aligned with top of masts, readings with the scopes seem ok.
When using the stadimeter in conjunction with the notepad the angle value is showing correctly as you use the stadimeter. If however you then click the range button again the range is shown in the angle field.
The new system in the SH5 TDC box allows for the user to type the numeric values in directly perhaps this would be good to add to the notepad too.
Noticed that the draggable compasses jump a fair distance when you flip them, it might be better if they stayed in the same location.
Going to try and get my poor crew injured now... it's all in the line of duty!
I was actually getting very good readings with the UZO and all scopes in fact.
Don't think I'll be able to add the ability to type in the numerical values for the notepad.
Each draggable compass is a seperate entity thus they each act independent of each other. You want that behavior changed to one slaves to the other?
TheBeast
05-02-10, 08:01 PM
Thank you for fixing the Sonar Station View.:salute:
Any chance of getting "Esitmate Range" and "Precise Range" to Target buttons added to the UI?:06:
Thanks!
Sonarman
05-02-10, 08:04 PM
Each draggable compass is a seperate entity thus they each act independent of each other. You want that behavior changed to one slaves to the other?
No, I see that now that should be fine.
Not sure it's anything to do with the mod, but noticed a large slowdown now after coming out of high TC and some graphical anomalies... as you turn your head in the bridge the lighting on the sea disappears all of a sudden. Also standing at the aft end of the bridge and turing your head you can see occasional flashes of crewmen floating above the stern area of the sub.
TheDarkWraith
05-02-10, 08:06 PM
No, I see that now that should be fine.
Not sure it's anything to do with the mod, but noticed a large slowdown after coming out of high TC and some graphical anomalies... as you turn your head in the bridge the lighting on the sea disappears all of a sudden. Also standing at the aft end of the bridge and turing your head you can see occasional flashes of crewmen floating above the stern area of the sub.
wouldn't think it being the mod as it's only doing 2D rendering. What video card are you using and how much memory does it have? How much system memory do you have?
TheDarkWraith
05-02-10, 08:13 PM
added a button to the nav map that will control the showing of the TDC dials on it. As you can see the TDC dials will 'layout' according to the TDC mode user has selected (just like in the UZO, attack, and obs views)
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1977
Sonarman
05-02-10, 08:14 PM
wouldn't think it being the mod as it's only doing 2D rendering. What video card are you using and how much memory does it have? How much system memory do you have?
its a 1GB Ati 4670 with 2GB system memory. Although it's a fairly old card it's been running everything fine so far. What I'll do is try the same mission with the previous version of the mod to see what happens, Thanks.
TheDarkWraith
05-02-10, 08:15 PM
its a 1GB Ati 4670 with 2GB system memory. Although it's a fairly old card it's been running everything fine so far.
that seems more than adequate. Who knows. I haven't experienced that anomoly yet but I have an nVidia GTX 280.
TheDarkWraith
05-02-10, 08:38 PM
Thank you for fixing the Sonar Station View.:salute:
Any chance of getting "Esitmate Range" and "Precise Range" to Target buttons added to the UI?:06:
Thanks!
They are in the sonar officer's orders under hydrophone or sonar I believe.
EDIT:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1979
TheDarkWraith
05-02-10, 08:43 PM
The UZO stadimeter readings seem way off, by about 700m when aligned with top of masts, readings with the scopes seem ok.
Notepad display hidden behind Crew Warning Text Box and SHIII dials in all view.
Just tried the stadimeter again in UZO. Target was 8000m away. Took a stadimeter reading and got 8205 and 7910 on the tries. Seems to be working good :DL
Fixed the problem of the notepad being hidden by the SH3/4 dials when you're in that UI mode.
Nobody has commented about the officer's orders and order bar categories flashing twice on selection....don't like it? I thought it was pretty cool feedback letting you know it was doing something.
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1978
Sonarman
05-02-10, 09:02 PM
Nobody has commented about the officer's orders and order bar categories flashing twice on selection....don't like it? I thought it was pretty cool feedback letting you know it was doing something.
I think it's a very nice feature. Just put my crew through hell to test the new "injured icons" they work really well too !!
Tried the same PQ-17 mission on v2.00 of the mod the graphic problems were indeed still there, must be stock issues. I didn't think it slowed down much if at all this time after coming out of high TC though.
TheDarkWraith
05-02-10, 09:20 PM
I think it's a very nice feature. Just put my crew through hell to test the new "injured icons" they work really well too !!
Tried the same PQ-17 mission on v2.00 of the mod the graphic problems were indeed still there, must be stock issues. I didn't think it slowed down much if at all this time after coming out of high TC though.
going to add notepad entries for when they change state (healthy, wounded, and dead) and I think I'll make them flash 3 times when they change state to grab your attention to it.
TheDarkWraith
05-02-10, 10:34 PM
now that we have notepads available for the UZO, attack, and Obs scopes we are also running out of screen real estate for everything, especially when TDC dials are involved. To help alleviate the Gyroangle being in the way of the notepads in the scopes I've made it draggable so you can reposition it out of the way :rock:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1980
PL_Andrev
05-03-10, 03:24 AM
What do you think about integrating all TDC modes in one mode?
Is it possible?
OFF/MIN/FULL - no dials / minimal / full dials
http://img32.imageshack.us/img32/7118/tdca.jpg
(Paint.NET)
TheDarkWraith
05-03-10, 07:13 AM
What do you think about integrating all TDC modes in one mode?
Is it possible?
OFF/MIN/FULL - no dials / minimal / full dials
yes it is possible. It will be a lot of work for me to do though :-? I like the idea because then I can take items related to TDC out of the options file :hmmm:
urfisch
05-03-10, 07:45 AM
very nice work, dude!!!
:yeah:
TheDarkWraith
05-03-10, 09:20 AM
someone posed an interesting question. In v2.1.0 I've disabled incoming radio messages if you are submerged (they don't get added to your messagebox but the game's log still adds them so you'll see them in the captain's log - hard coded in C++ code). Were the subs able to receive radio messages down to a certain depth? Or did they have to be surfaced as I've modeled it?
Cap.Palla
05-03-10, 09:25 AM
i'm pretty sure they have to be surfaced to recive radio messages...frankly i dunno why they hadn't a raisable antenna like the scope...:06:
Sonarman
05-03-10, 09:32 AM
To quote the u-boat archive (http://www.uboatarchive.net/KTBNotesCommunications.htm)...
At the beginning of the war all HF and MF transmitters used forward jumping wire/antenna and the U-boat received HF transmissions on the trailing jumping wires/antennas. Because of the polarization of the wire, the boat sometimes had to point toward or away from the station it was transmitting or receiving to/from. Later a telescopic rod antenna extending from the port side of the bridge was added. U-boats received and transmitted messages in encrypted Morse code. U-boats seldom, if ever, transmitted or received by voice. The boat would have to be surfaced to transmit or receive messages on HF but could receive messages on VLF when submerged at shallow depth using the DF-loop antenna. Snorkel-equipped U-boats carried a drum-shaped aerial atop the snorkel which enabled them to transmit and receive HF while snorkeling. U-boats communicated almost exclusively with Control ashore. They did not send messages or beacon signals to other U-boats unless specifically instructed to do so by Control. A typical radio suite would consist of the following equipment:
i'm pretty sure they have to be surfaced to recive radio messages...frankly i dunno why they hadn't a raisable antenna like the scope...:06:
I'm not sure, I've read somewhere subs were able to receive radio messages in short-waves when at periscope depth...:06:
TheDarkWraith
05-03-10, 09:34 AM
To quote the u-boat archive (http://www.uboatarchive.net/KTBNotesCommunications.htm)...
At the beginning of the war all HF and MF transmitters used forward jumping wire/antenna and the U-boat received HF transmissions on the trailing jumping wires/antennas. Because of the polarization of the wire, the boat sometimes had to point toward or away from the station it was transmitting or receiving to/from. Later a telescopic rod antenna extending from the port side of the bridge was added. U-boats received and transmitted messages in encrypted Morse code. U-boats seldom, if ever, transmitted or received by voice. The boat would have to be surfaced to transmit or receive messages on HF but could receive messages on VLF when submerged at shallow depth using the DF-loop antenna. Snorkel-equipped U-boats carried a drum-shaped aerial atop the snorkel which enabled them to transmit and receive HF while snorkeling. U-boats communicated almost exclusively with Control ashore. They did not send messages or beacon signals to other U-boats unless specifically instructed to do so by Control. A typical radio suite would consist of the following equipment:
good info. So should I set that incoming radio messages can be received when at periscope depth or a little deeper?
Cap.Palla
05-03-10, 09:41 AM
I'm not sure, I've read somewhere subs were able to receive radio messages in short-waves when at periscope depth...:06:
i'm not expert in radio frequency but i think that water reflect almost all the signal.
here the formula....lost signal (dB) = - 20 log ((7.4586/10 6) x √ (f / σ)) and in the water the lost signal is ~60 db so they needed a very powerful transmission signal and a very short radio waves.
Conclusion: i really dunno :D
Sonarman
05-03-10, 09:44 AM
There is another interesting article on this a U-boat.net (http://www.uboat.net/articles/35.html) see the table 1 in item 2.3 which lists depths for reception of signals.
Cap.Palla
05-03-10, 09:45 AM
There is another interesting article on this a U-boat.net (http://www.uboat.net/articles/35.html) see the table in 2.3 which lists depths for reception of signals.
From your article : "With the strong powered radio signals they succeeded to communicate from a distance of 16 nautical miles, depth of submarine's antenna was 10 metres."
Cap.Palla
05-03-10, 09:52 AM
From your article : "With the strong powered radio signals they succeeded to communicate from a distance of 16 nautical miles, depth of submarine's antenna was 10 metres."
OOppss...i read it from a WW1 chapter :oops: :haha:
Sonarman
05-03-10, 09:56 AM
A quote from user Dirk on the U-boat.net forums...
"Nauen was a Long-wave radio station for communication with the submarines 25 km west of Berlin. It operated on 2 frequencies (Nauen I and Nauen II) 16,55 and 23,08 kHz. This was in use for morse code communication but not for navigation.
The signals could be received down to about 22 m depth submerged. Station Nauen was replaced by the Goliath station later and still today there is a radio station operating the "Deutsche Welle"
The 2.3 table figures are for the Goliath transmitter which probably are outside the scope of this game as it ends in '43 but going by what this post says the Nauen signal was indeed available down to about 22m in the period covered by SH5.
So you should probably allow reception but no sending at that depth unless a schnorkel is fitted in 1943+ then sending and reception could be allowed for suitably equipped boats.
TheDarkWraith
05-03-10, 10:04 AM
A quote from user Dirk on the U-boat.net forums...
"Nauen was a Long-wave radio station for communication with the submarines 25 km west of Berlin. It operated on 2 frequencies (Nauen I and Nauen II) 16,55 and 23,08 kHz. This was in use for morse code communication but not for navigation.
The signals could be received down to about 22 m depth submerged. Station Nauen was replaced by the Goliath station later and still today there is a radio station operating the "Deutsche Welle"
The 2.3 table figures are for the Goliath transmitter which probably are outside the scope of this game as it ends in '43 but going by what this post says the Nauen signal was indeed available down to about 22m in the period covered by SH5.
well then let's agree on a depth and I'll code it in.......
TheDarkWraith
05-03-10, 10:05 AM
lightened up the colors used for the order bars, order category bars, and the teleport orders. This should help with night vision.
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1981
TheDarkWraith
05-03-10, 10:11 AM
Got an idea here: how would you like to be able to access the officer's ability screen from the officer's bar? I'm thinking of you click and hold on the officer for > 1 second and it pops open that officer's ability screen
KarlKoch
05-03-10, 10:12 AM
well then let's agree on a depth and I'll code it in.......
I would suggest 20m depth. When 22m was absolute maximum under ideal conditions, have it a little shallower for the rest of the days.
Sonarman
05-03-10, 10:13 AM
On the officer's bar...
Yes, that looks great, it is very clear now what is and what is not available and less distracting in the dark.
And the ability of the officers bar to display abilities sounds good too!
Defiance
05-03-10, 10:15 AM
FAO TDW
It's a bank holiday this side of the pond so just managed to have a very quick test (had to take Her out lol)
Anyways 1st thing that's struck me is the
Knuckle to port/starboard and the double knuckles don't seem to be working
It's off the Engineer Maneuvers UI
Until i've had tea i won't get a chance to see if anything else crops up
Running AllDials on top of the Base with twisty things and scopes and coloured chart
Back asap after tea :)
Cheers
TheDarkWraith
05-03-10, 10:17 AM
Knuckle to port/starboard and the double knuckles don't seem to be working
those only work when submerged and if you're not deep enough then first it takes you to a deeper depth. Then it starts the knuckle commands. You probably didn't wait long enough to get the depth to see it issue the commands for the knuckles.
Sonarman
05-03-10, 10:21 AM
Another idea for you to chew over... feel free to spit it out if it tastes nasty!
I was thinking about the draggable compass again, perhaps it would be good as a three way tool...
functions
1. place it on a target to determine her course (0 up?)
2. hit the button to flip the compass to get your intercept bearing (180 up)
3. grab the other ring and rotate it to the ships heading to determine a target's angle on the bow.
Maybe we could even have second button to scale the tool or use a different "frame" within the dds file for increased image clarity?
Defiance
05-03-10, 10:21 AM
Hiya,
Your spot on, i was still getting to depth
Was teasing two DD's and diving deep
Cheers
TheDarkWraith
05-03-10, 10:51 AM
I was thinking about the draggable compass again, perhaps it would be good as a three way tool...
functions
1. place it on a target to determine her course (0 up?)
2. hit the button to flip the compass to get your intercept bearing (180 up)
3. grab the other ring and rotate it to the ships heading to determine a target's angle on the bow.
Maybe we could even have second button to scale the tool or use a different "frame" within the dds file for increased image clarity?
hmmm that is really tasty......first I have to see if I can rotate the menu objects via code......I'll try and report back.
SeaWolf U-57
05-03-10, 10:54 AM
P.M sent Great work :salute:
TheDarkWraith
05-03-10, 11:05 AM
added a new feature: show an officer's abilities. If you left click and hold on an officer that is already selected then after 1 second his abilities page will show so you can change them rapidly :rock:
EDIT:
removed the requirement that they have to be selected first. When you click on them with left mouse button it will select them.
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1982
Sonarman
05-03-10, 11:22 AM
wow...that was quick, very nice.
I'm using v.2.0.
Can someone please help by explaining me why when I ask for crash dive with the button in the left corner my sub surface?
Thank you in advance
TheDarkWraith
05-03-10, 11:29 AM
I'm using v.2.0.
Can someone please help by explaining me why when I ask for crash dive with the button in the left corner my sub surface?
Thank you in advance
that sounds like a mod conflict to me. I would disable all mods except UIs mod (and TDC add-on) and try it again.
TheDarkWraith
05-03-10, 11:33 AM
wow...that was quick, very nice.
Do you know how handy this is?? I have never seen these pages (crew abilities) till I coded this in. Man this is great :yeah:
Sonarman
05-03-10, 11:35 AM
The "hidden depths" of Silent Hunter 5 (pun intended).
It makes you wonder how many crew animation files etc are also just waiting to be "reconnected".
TheDarkWraith
05-03-10, 11:45 AM
3. grab the other ring and rotate it to the ships heading to determine a target's angle on the bow.
I can rotate menu items. Oh this is interesting.....ok so we need to add an outer ring to the draggable compasses...this needs to be a seperate .dds file so I can slave it to the draggable compass. Who can make this?
Danger Will Robinson....I'm going to attempt to make this myself with CS4.....danger......Someone with better photoshop skills than I please make one better.
EDIT:
not half bad if I say so myself. Now to code it.
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1983
Sonarman
05-03-10, 12:15 PM
Looking good, not sure if it's possible, but could the cross in the middle turn with the outer ring as that would greatly help when aligning with a ship to determine AOB?
TheDarkWraith
05-03-10, 12:23 PM
Looking good, not sure if it's possible, but could the cross in the middle turn with the outer ring as that would greatly help when aligning with a ship to determine AOB?
now you ask after I already 'erased it'.....yes it can be done. I removed the cross from the outer dial but left it in the inner dial. Like I said someone with better photoshop skills than I needs to make this. I made this one just for testing the theory and implementation of it.
Sonarman
05-03-10, 12:25 PM
I tried to catch you in time but ... you just work too fast these days!!! "Extreme Speed Ahead".:D
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