View Full Version : [REL] Multiple UIs for SH5 with TDC
TheDarkWraith
05-03-10, 12:29 PM
I tried to catch you in time but ... you just work too fast these days!!! "Extreme Speed Ahead".:D
I still can't capture the mousewheel...script manager only allows mousewheel capture on 3D objects....have to use keys to control rotation. I'm thinking same keys used for heading bar....
Sonarman
05-03-10, 12:38 PM
can't we just click and drag the outer ring to rotate it?
TheDarkWraith
05-03-10, 12:46 PM
can't we just click and drag the outer ring to rotate it?
I haven't figured out how to capture that event yet :damn:
But the code has been added to make it rotate and it does. Uses the same keys as the heading bar:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1984
Sonarman
05-03-10, 12:51 PM
Amazing, I forsee a lot of wizz-wheel/is-was requests coming up for you soon!
TheDarkWraith
05-03-10, 01:06 PM
redid the graphics for the compass and outer ring so that the inner part rotates:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1985
I just ran out of pictures :o Time to ask Neal for more storage room :D
Both the north up and south up have rotatable outer rings.
@ Sonarman - I'll send you a copy of v2.1.0 as it stand now with this feature if you do a tutorial on what this is used for and how to use it. Sound fair?
Pressing the keys used for the heading bar results in 0.5 degree changes. If you press shift with the keys you get 5 degree changes.
Now should I make the two draggable compasses slaved to each other? If you drag one the other follows? Then when you click on the draggable compass it switches to the other one?
Sonarman
05-03-10, 01:27 PM
@ Sonarman - I'll send you a copy of v2.1.0 as it stand now with this feature if you do a tutorial on what this is used for and how to use it. Sound fair?
Yes, that sounds fine, most of the guys here will know what it's for but for newbs it might be nice to have a quick tutorial.(although at your current speed it will be out of date in ten minutes time!)
Pressing the keys used for the heading bar results in 0.5 degree changes. If you press shift with the keys you get 5 degree changes.
Maybe 1 degree increments would be better than .5 as you never need that much accuracy.
Now should I make the two draggable compasses slaved to each other? If you drag one the other follows? Then when you click on the draggable compass it switches to the other one?
Probably best, if they are slaved and appear to the eye to be one compass.
TheDarkWraith
05-03-10, 01:32 PM
@ Sonarman - I'll send you a copy of v2.1.0 as it stand now with this feature if you do a tutorial on what this is used for and how to use it. Sound fair?
Yes, that sounds fine, most of the guys here will know what it's for but for newbs it might be nice to have a quick tutorial.(although at your current speed it will be out of date in ten minutes time!)
Pressing the keys used for the heading bar results in 0.5 degree changes. If you press shift with the keys you get 5 degree changes.
Maybe 1 degree increments would be better than .5 as you never need that much accuracy.
Now should I make the two draggable compasses slaved to each other? If you drag one the other follows? Then when you click on the draggable compass it switches to the other one?
Probably best, if they are slaved and appear to the eye to be one compass.
ok then I'll slave the south up to the north up. I'll make it also that when you click in the middle of the draggable compass it switches to the other compass. I'll make the small increase 1.0 degrees.
Sonarman
05-03-10, 01:33 PM
sounds great:up:
ReallyDedPoet
05-03-10, 01:38 PM
DW can you mod in a button that prevents my wife from kicking my ass for playing SH5 too much :oops::dead::dead:
as a result of mods like this one.
Back on topic :)
TheDarkWraith
05-03-10, 01:47 PM
DW can you mod in a button that prevents my wife from kicking my ass for playing SH5 too much :oops::dead::dead:
as a result of mods like this one.
Back on topic :)
I need that same button for my girlfriend......she's starting to get really upset with the amount of time I'm spending on the computer lately......I told her it's a hobby......didn't fly :shifty:
Sonarman
05-03-10, 01:52 PM
My girlfriend is away this week, but my dog sits and stares across the room at me with his big brown eyes saying "isn't it time we went for a walk yet dad!!"
SeaWolf U-57
05-03-10, 01:54 PM
I need that same button for my girlfriend......she's starting to get really upset with the amount of time I'm spending on the computer lately......I told her it's a hobby......didn't fly :shifty:
How about using "I am Aiding the less fortunate all over the world" :har:
ReallyDedPoet
05-03-10, 02:00 PM
I need that same button for my girlfriend......she's starting to get really upset with the amount of time I'm spending on the computer lately......I told her it's a hobby......didn't fly :shifty:
Reminded me of this a bit :D, the first part.
Here (http://www.gossipgamers.com/kevin-butlers-funny-god-of-war-3-ad/)
TheDarkWraith
05-03-10, 02:08 PM
Reminded me of this a bit :D, the first part.
Here (http://www.gossipgamers.com/kevin-butlers-funny-god-of-war-3-ad/)
hmm...i've never done that to her.....(she asks question and I'm totally not listening as I'm coding some new feature)...Sure, sounds great.....she gets really upset because my answer doesn't make sense to the question she asked :haha: I keep telling her not to bug me when I'm working......
EDIT:
changes made. draggable compass south up is slaved to north up. Rotation without shift key is 1.0 degrees, with shift key is 5 degrees. Unable to add click to center to change state due to draggable control being there (you can still use the map tool I provided for this).
TheDarkWraith
05-03-10, 02:34 PM
well that wraps up v2.1.0. I've sent out the new files to the people that are testing it. If everything is good then it's release time :D
final change log for v2.1.0 (it's a pretty major update):
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). They will still be added to the captain's log though as that is hard coded in the C++ code.
- 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). They will still be added to the captain's log though as that is hard coded in the C++ code.
- 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
- CE Reports now shows selected (Gold) when it's selected
- WEPS Weapons management now shows selected (Gold) when it's selected
- Watch officer Weapons management now shows selected (Gold) when it's selected
- the officer icons change state based on their health (healthy, wounded, or dead). When they change state they will flash 4 times to try and get the users attention about it
- removed the additional buttons from the captains log that I added some revisions ago. Reason is the log entries are not editable code wise
- removed the large draggable compass and in it's place added the same small draggable compass. Now there are two draggable compasses of the same style, one with north up, one with south up
- added a new button to the TAI. It is located in the top left corner and when enabled it will keep the TAI/nav map centered on the sub. There are conditions that will cause this to stop as the game sometimes needs to get control of the maps (i.e. center on map mission). The control will blink twice when being enabled and disabled.
- XO's TDC mode defaults to on
- added button to nav map that allows the user to toggle the visibility of the TDC dials on it. The TDC dials will 'layout' on the nav map just like they do for the UZO, attack, and Obs according to TDC mode selected by user
- for the all dials TDC mode and minimal dials TDC mode the Gyroangle box is now draggable so you can reposition it where you would like
- when officer is dead his order category bar and order bars are disabled
- lightened colors used in order bars, order category bars, and teleport orders. This should help with night vision.
- added a new feature that when you have an officer selected and you left click and hold for 1 second then his abilities page will show so you can change his abilities
- added an outer ring to the 2 draggable compasses. By using the same keys as the heading bar uses you can rotate the outer ring. Just pressing the keys without shift results in 1.0 degree changes. Keys + shift results in 5.0 degree changes.
- the two draggable compasses are now slaved to each other. When you move one the other follows.
Looking forward to it as always DW.
Thanks.
LeBabouin
05-03-10, 04:52 PM
it sure does. In the options file you can disable the officer bar.
Was talking about a toogle button or some kind of rollover feature like passing the mouse pointer on the bars area when not visible would make them appear, and disappear on mouse left.
What do you think about integrating all TDC modes in one mode?
Is it possible?
OFF/MIN/FULL - no dials / minimal / full dials
http://anubis.clan.free.fr/images/alldialdial.jpg
If you intend to do that, could you make it only for those who don't run the no dials add-on, please ?.
.
kylania
05-03-10, 05:07 PM
If you intend to do that, could you make it only for those who don't run the no dials add-on, please ?.
.
That's a whole lot of screen space for something that is controllable from the options.py file. Besides, there's already a toggle for the FAT type and salvo dials. So essentially it's already toggleable.
SeaWolf U-57
05-03-10, 05:15 PM
I have just finished play testing the new version on its own
with no other mods enabled.
this version seems to run a lot smother then any other version and the map centred
on the sub is working fine and is a gods send for me lol.
all the teleport options are working fine with no ctd for me.
cant test the wounded officers yet as I haven't taken damage yet ( I hope I never do lol)
added all the mods I use and no conflicts with any of them.
the icons flashing twice to let you know you have clicked them is a nice touch
as is the wheel on the map screen.
so the only problem found is that for some reason the note pad hides behind the
message box and the bottom two dials of the TDC on the attack periscope screen
but I don't use it so not worried.
Ok so I am using the SH3Style with minimum dials
so my findings are that 2.1 final works great
well done to you sir
http://img20.imageshack.us/img20/217/tdw21.jpg
TheDarkWraith
05-03-10, 05:21 PM
so the only problem found is that for some reason the note pad hides behind the message box and the bottom two dials of the TDC on the attack periscope screen
you can always hide the messagebox by pressing the L key.
I made the 'bottom two dials of the TDC' draggable. If you go to the very top of them the mouse cursor will change to arrows and you can drag them to whereever you want.
SeaWolf U-57
05-03-10, 05:23 PM
you can always hide the messagebox by pressing the L key.
I made the 'bottom two dials of the TDC' draggable. If you go to the very top of them the mouse cursor will change to arrows and you can drag them to whereever you want.
Great thanks :salute:
7thSeal
05-03-10, 05:32 PM
well that wraps up v2.1.0. I've sent out the new files to the people that are testing it. If everything is good then it's release time :D
From reading the change log it looks to be a pretty major update. Can't wait to give it a spin and great job. :yep:
TheBeast
05-03-10, 05:52 PM
During my test pass I only found that the Click-Hold on Officer Icon brings up Crew Management for that Crew Member. This allows the Kapitan to deceminate Promotion Points but it does not allow use of the Special Abilities. Do you plan on changing this to the Dialog Menu's to allow access to Special Abilities?:06:
I am still having issue when leaving ObsPeriscope View. Clicking the "Exit Station" button (Top Right Corner) sends me to eternal view below my boat. Not sure if this is a MOD conflict. I did try removing any Cameras MODs and it still persisted.:ping: Is anyone else seeing this happen?:06:
-TheBeast
TheDarkWraith
05-03-10, 05:57 PM
During my test pass I only found that the Click-Hold on Officer Icon brings up Crew Management for that Crew Member. This allows the Kapitan to deceminate Promotion Points but it does not allow use of the Special Abilities. Do you plan on changing this to the Dialog Menu's to allow access to Special Abilities?
did you see this page http://www.subsim.com/radioroom/showpost.php?p=1381032&postcount=1497 when you did the click-hold on the officer?
TheBeast
05-03-10, 06:05 PM
did you see this page http://www.subsim.com/radioroom/showpost.php?p=1381032&postcount=1497 when you did the click-hold on the officer?
Yes, this allows you to train the Officer's Special Ability. it does not allow you to use the Special Ability.
TheDarkWraith
05-03-10, 06:08 PM
Yes, this allows you to train the Officer's Special Ability. it does not allow you to use the Special Ability.
ah, ok. So my description of it was wrong :oops: Is this still useful? Or should I remove it?
TheBeast
05-03-10, 06:14 PM
ah, ok. So my description of it was wrong :oops: Is this still useful? Or should I remove it?
If you change it to bring up the Officer's Dialog Page, that will allow access to use their Special Ability.
TheDarkWraith
05-03-10, 06:15 PM
If you change it to bring up the Officer's Dialog Page, that will allow access to use their Special Ability.
so how do you use the page I have it tied to? Inform me please because I don't know.
7thSeal
05-03-10, 06:21 PM
so how do you use the page I have it tied to? Inform me please because I don't know.
That page is for adding points to increase their special ability. You're not able to add these point to the Chief Engineer though is the reason you don't see the option with him selected. :)
TheBeast
05-03-10, 06:23 PM
so how do you use the page I have it tied to? Inform me please because I don't know.
Once you have trainned the Officer's Special Ability, you can approach the Officer, click on them and their Special Ability(s) is listed in the Dialog Page along with other Crew Commands by Dialog.
I only use 5 Special Abilities myself but there is a total of around 17 or so.
As SH5 matures and realism MODs start fixing some of the abilities I can see all being useful at some point. As is, some abilities are superhuman and detract from game emersion for me.
conus00
05-03-10, 06:35 PM
For some reason the link in post #1 does not work for me.
Anybody else have the same problem?
Defiance
05-03-10, 06:38 PM
Hiya conus,
Sometimes filefront seems dead
Just keep reclicking the link, sooner or later it works (kinda a known bug as i guess filefront gets swamped with dl's lol)
Hope That Helps
conus00
05-03-10, 06:43 PM
I've already tried about kazillion times...
Well, I'll keep trying.
I'm also getting a dead link when trying to download this UI. Is there any possibility of mirroring this file elsewhere?
TheBeast
05-03-10, 06:45 PM
I've already tried about kazillion times...
Well, I'll keep trying.
Try hitting CTRL-F5 in browser to reload page and try again.
7thSeal
05-03-10, 06:47 PM
Link comes up for me but goes blank when clicking dl.
TheDarkWraith
05-03-10, 06:48 PM
Once you have trainned the Officer's Special Ability, you can approach the Officer, click on them and their Special Ability(s) is listed in the Dialog Page along with other Crew Commands by Dialog.
I only use 5 Special Abilities myself but there is a total of around 17 or so.
As SH5 matures and realism MODs start fixing some of the abilities I can see all being useful at some point. As is, some abilities are superhuman and detract from game emersion for me.
ah, no wonder why I've never seen these abilities. You have to train them first for them to show up........
TheBeast
05-03-10, 06:49 PM
ah, no wonder why I've never seen these abilities. You have to train them first for them to show up........
Some are there by default, most of the others need to be trained.
TheBeast
05-03-10, 06:52 PM
Link comes up for me but goes blank when clicking dl.
Sounds like Filefront.com may be busy. Web Servers have max connections limit and if not configured to return error page for max connections you get no feddback.
TheDarkWraith
05-03-10, 06:55 PM
I've had no serious reports of bugs/errors so I'm going to package it up and get it ready for release :D
7thSeal
05-03-10, 06:57 PM
My wife is telling me to go unload groceries... she's going to have to wait a bit. :haha:
TheDarkWraith
05-03-10, 06:59 PM
My wife is telling me to go unload groceries... she's going to have to wait a bit. :haha:
It'll take me a good 15-20mins to package it up and upload....don't piss the wifey off :DL
You don't want her doing this :/\\chop to your computer time.......
7thSeal
05-03-10, 07:03 PM
It'll take me a good 15-20mins to package it up and upload....don't piss the wifey off :DL
You don't want her doing this :/\\chop to your computer time.......
Lol, 15-20mins will give me enough time... 2 gallons of milk are out there in the heat so..... be right back. :DL
TheDarkWraith
05-03-10, 07:32 PM
v2.1.0 released. See post #1 of this thread (or here: http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1) for details :rock::|\\
7thSeal
05-03-10, 07:54 PM
:damn:
Still can't get through to dl it, tried the link for the tutorial aswell but it says file unavailable. :cry:
:damn:
Still can't get through to dl it, tried the link for the tutorial aswell but it says file unavailable. :cry:
Same here. MOD gives blank page when clicking download and tutorial unavailable.
TheDarkWraith
05-03-10, 08:17 PM
Same here. MOD gives blank page when clicking download and tutorial unavailable.
looks like filefront is on the fritz again. I'll upload to subsim downloads.
7thSeal
05-03-10, 08:17 PM
I'll go sink some ships and come back and try again later. :)
Edit\ well maybe not just yet.
looks like filefront is on the fritz again. I'll upload to subsim downloads.
Tried download from subsim but it redirects to this thread :P
Also it says it was added 28th april??
TheDarkWraith
05-03-10, 08:30 PM
Tried download from subsim but it redirects to this thread :P
Also it says it was added 28th april??
sorry you all but I've tried uploading to subsim's download section and keep getting booted half way through. Tried 3 times now :damn:
sorry you all but I've tried uploading to subsim's download section and keep getting booted half way through. Tried 3 times now :damn:
PM me the file or mail it to me. I'll put up a mirror :)
Or send over msn.
TheDarkWraith
05-03-10, 08:39 PM
ok got it to take on subsim finally. Post #1 has the alternate link
simsurfer
05-03-10, 09:47 PM
Getting crash to desktop after I load these mods, tried several variations, still getting crashes. Had to uninstall your mod, hopefully your old UI will still work?
13owman
05-03-10, 09:52 PM
I appreciate all of the hard work you all have put into this mod:salute: Thank You!
TheDarkWraith
05-03-10, 09:57 PM
Getting crash to desktop after I load these mods, tried several variations, still getting crashes. Had to uninstall your mod, hopefully your old UI will still work?
you probably either messed up your options file or forgot to enable a TDC add-on mod. I would disable all mods, reinstall the UIs mod, enable a TDC add-on mode, and run it. Don't fool with the options file, just see if it will work.
SteelViking
05-04-10, 12:10 AM
I am having a minor problem with 2.1.0. When I disable teleport upon crash dive, the crash dive button on the UI becomes unresponsive. Using shift v still works though, and if I leave the options alone, everything works fine. I just prefer no teleporting. I am using the SH3 style UI. Is anyone else having this problem?
TheDarkWraith
05-04-10, 12:14 AM
I am having a minor problem with 2.1.0. When I disable teleport upon crash dive, the crash dive button on the UI becomes unresponsive. Using shift v still works though, and if I leave the options alone, everything works fine. I just prefer no teleporting. I am using the SH3 style UI. Is anyone else having this problem?
Are you still on the topside bridge when you try to crash dive?? You have to be below decks before the crash dive button will work :DL
EDIT:
checked my code and it's my error. I'll have to fix it (it's a simple fix).
TheDarkWraith
05-04-10, 12:58 AM
I am having a minor problem with 2.1.0. When I disable teleport upon crash dive, the crash dive button on the UI becomes unresponsive. Using shift v still works though, and if I leave the options alone, everything works fine. I just prefer no teleporting. I am using the SH3 style UI. Is anyone else having this problem?
problem fixed. You'll have to redownload the mod from post #1. Same goes for anyone that downloaded the mod before 5/4/10 @ 0045.
SteelViking
05-04-10, 01:07 AM
No, I was actually out on the stern decking, watching the exhaust you made drift away. :rotfl2: Glad to hear it was easy. Great job on this by the way.:salute:
kylania
05-04-10, 01:19 AM
I'm a little confused by this rotatable compass deal. Everything it seemingly does is done quicker and more accurately by simply using the "upside down" ruler tool, except AoB which can be done in two clicks as well via the protractor tool.
To find a course:
Drag the nav map compass on to the top of the target. You can rotate the outer ring/ inner cross of the compass with the following keys… Q & E rotate outer ring/cross in 1 degree increments left/right.
shift + Q/E rotate outer ring/cross in 5 degree increments left/right.
using the keys outlined above, turn the cross inside the compass to match the "tail" of your target on the screen. You can then read off the target’s course by viewing where the cross is pointing to on the inner ring of the compass.
vs
Click on the end of the target's "Tail", drag a line through the target in the direction of travel, read the number where the line crosses the compass rose
Don't get me wrong, the tech behind it is awesome, but it's just too inaccurate (2 degrees per hash, large space between outer ring and inner ring makes exact readings difficult) and cumbersome for me.
Are others finding this useful and I'm just dumb and missing something?
SeaWolf U-57
05-04-10, 02:31 AM
Getting crash to desktop after I load these mods, tried several variations, still getting crashes. Had to uninstall your mod, hopefully your old UI will still work?
Yes this happens to me also sometimes when I change my installed mods
when the game loads and crashes out just simply restart it without
changing anything then it should run ok :hmmm:
Thank you, TheDarkWraith.
Your name should be placed in the game credits section, among other SH5 developers.
that sounds like a mod conflict to me. I would disable all mods except UIs mod (and TDC add-on) and try it again.
You're right. Thank again for all.
sentenc3
05-04-10, 04:17 AM
Thank you very much for super mod.:yeah:
I have a problem with new version, are the icons of the officers but no orders out the bars :cry:... I've always worked in previous versions but this serves me that ... I have to change something for you to see bars orders of the officers:hmmm: ... sorry for my English
Athlonic
05-04-10, 07:16 AM
Thank you very much for super mod.:yeah:
I have a problem with new version, are the icons of the officers but no orders out the bars :cry:... I've always worked in previous versions but this serves me that ... I have to change something for you to see bars orders of the officers:hmmm: ... sorry for my English
At least !
Thanks I am no longer alone :DL
Was in touch with TDW about this issue but we were unable to sort it out right now.
Quick workaround :
Open the file (with a notepad like): "MODS\NewUIs_TDC_2_1_0_ByTheDarkWraith\data\Scripts \Menu\Page layout.py"
And disable the line 1527 like this (add the # in yellow here) :
# select the user's selection
# sender.VisibleBitmapIndex = BitmapIndex_Selected
# CheckCrewHealth()
Seem's like for some reason our officier are reported as dead and so orders are disabled.
Still investigating ...
TheDarkWraith
05-04-10, 08:01 AM
You're right. Thank again for all.
I would like to know which mod was causing the conflict. Were you able to narrow down the offender?
TheDarkWraith
05-04-10, 08:08 AM
Thank you very much for super mod.:yeah:
I have a problem with new version, are the icons of the officers but no orders out the bars :cry:... I've always worked in previous versions but this serves me that ... I have to change something for you to see bars orders of the officers:hmmm: ... sorry for my English
for those of you that are experiencing this rather bizarre behavior, would you be willing to do some testing for me to figure out why? I can't duplicate the problem and thus will have to rely on you all to help me figure out why. I'll send you new file(s) with debug code in it to help narrow down the problem (which will make you game unplayable during that time - you're helping me figure out the problem)
sentenc3
05-04-10, 08:22 AM
for those of you that are experiencing this rather bizarre behavior, would you be willing to do some testing for me to figure out why? I can't duplicate the problem and thus will have to rely on you all to help me figure out why. I'll send you new file(s) with debug code in it to help narrow down the problem (which will make you game unplayable during that time - you're helping me figure out the problem)
ok, I can help you in:up:
I would like to know which mod was causing the conflict. Were you able to narrow down the offender?
I don't think so... I disabled the sound mod Stormy`s DBSM collection SH5 (http://www.subsim.com/radioroom/showthread.php?t=164552) and all seems to work fine. Why it didn't, I don't know because I really understand nothing about this stuff ... I will try again this mod but with only the file sound and will see...
TheDarkWraith
05-04-10, 09:26 AM
for those of you wanting to help debug the problem with the officers (that some of you are experiencing) here is a zip file to use:
http://rapidshare.com/files/383443830/Debug_code_for_officer_v2_1_0.7z.html
MD5: F11BDA90B11EEEBECAD46B38DA8A06FA
Due to the limitations of rapidshare only 10 people can download this.
extract to MODS folder and enable (over top of UIs mod v2.1.0). I'll need screenshots of all dialog boxes that pop up onscreen (should be 3-4 of them). The game will come into an infinite loop with the last message re-appearing over and over. This is normal for the debugging code and expected.
you should get a JSGME warning about Page layout.py. If you don't then something is wrong. When the warning appears click on Yes.
Athlonic
05-04-10, 09:39 AM
Will do :salute:
Defiance
05-04-10, 11:37 AM
Hiya's,
Only just this minute got in
Just dl'ed the debug
Gonna scoff food down :D
Then i'll get back with pics
Cheers
TheDarkWraith
05-04-10, 12:24 PM
new debug code file:
http://rapidshare.com/files/383509332/debug_code_for_officer_v2_1_0.7z.html
MD5: 8EAB0A4A68273F0F63ECA14326E4DDC5 MD5: A63B270A401FAAF30C7BEF43360DD77B
I saw that, for reasons unknown, some of you don't get your crew initialized at game start :hmmm: Almost all of us don't have this problem which is bizarre. So this new debug code is helping me track down why.
Defiance
05-04-10, 12:43 PM
Well i thought so
Waste of time me trying the debug
No problems before no problems now lol
Will try and figure howto copy/paste jsgme mods installed, so i can post and others can check and narrow a mod problem down
TheDarkWraith
05-04-10, 12:45 PM
Well i thought so
Waste of time me trying the debug
No problems before no problems now lol
Will try and figure howto copy/paste jsgme mods installed, so i can post and others can check and narrow a mod problem down
don't think it's a mod problem. I think it's more related to a rat-race problem (script initialization and threading and type of processor and speed of that processor)
Defiance
05-04-10, 12:52 PM
Ahh i see
Well i run a Q6600 @ 3.6Ghz watercooled setup
2x4890's but until ubi sort v-sync etc i can't xfire the blighters
8gig DDR2 @ 1066 Running vista x64 ultimate
So seeing as i see usage on my g15 kb on all 4 cores, and on checking sh5 is defaulted to use the 4 cores i guess you're right again
Maybe people with problems could type in their rig specs ? so it might shed more light and help take a load of yourself
:salute:
TheDarkWraith
05-04-10, 12:55 PM
Ahh i see
Well i run a Q6600 @ 3.6Ghz watercooled setup
2x4890's but until ubi sort v-sync etc i can't xfire the blighters
8gig DDR2 @ 1066 (think 1066 or 1068) running vista x64 ultimate
So seeing as i see usage on my g15 kb on all 4 cores, and on checking sh5 is defaulted to use the 4 cores i guess you're right again
Maybe people with problems could type in their rig specs ? so it might shed more light and help take a load of yourself
:salute:
I have an AMD quad-core 965 BE OC'd to 3.9GHz (on air - Zalman) with 8 GB of OCZ DDR3 memory @ 1780MHz using Win7 Ult 64bit with nVidia GTX280 providing the graphics. It appears that uses will either slower processors and/or dual core processors are having the problem.
sentenc3
05-04-10, 01:12 PM
WINDOWS VISTA@ 64 bits HOME PREMIUN
INTEL CORE 2 DUO CPU E7300 2.66GHZ
4 GB RAM
ATI RADEON HD4350
sentenc3
05-04-10, 01:27 PM
Congratulations DW, works perfect now ... you're the best:yeah::yeah::yeah::yeah::yeah::yeah::yeah::yea h:
http://i289.photobucket.com/albums/ll214/sentenc3/sh52010-05-0420-18-05-33-1.jpg
TheDarkWraith
05-04-10, 01:40 PM
Congratulations DW, works perfect now ... you're the best:yeah::yeah::yeah::yeah::yeah::yeah::yeah::yea h:
not in the clear yet. I have to make the changes to the mod and then I need you and Athlonic to test the changes to ensure I didn't screw something up.
The problem was just as I thought....a rat-race problem.....
LeBabouin
05-04-10, 01:43 PM
You sure ?
http://anubis.clan.free.fr/images/sh.jpg
TheDarkWraith
05-04-10, 01:44 PM
You sure ?
http://anubis.clan.free.fr/images/sh.jpg
yes, sure. He clicked on the teleport icon which brought up the teleport order bar (it sits higher up than the officer order bar). The 9 is there because he was using FRAPS to capture the image.
Hmm, it doesn't work for me, even after enabling your fix :damn:
I use minimal dials version.
TheDarkWraith
05-04-10, 01:48 PM
Hmm, it doesn't work for me, even after enabling your fix :damn:
I use minimal dials version.
I'm uploading the mod with the fix. After I get confirmation from Athlonic and the other that everything is fine you'll be able to download the mod again with the fix in it.
Is it uploaded now? Can I download it again?
TheDarkWraith
05-04-10, 02:03 PM
Is it uploaded now? Can I download it again?
go for it. Let me know if it cures your problem with the officers. Looking for confirmation that the crash dive is working also when the user option for teleport on crash dive is disabled.
SeaWolf U-57
05-04-10, 02:08 PM
Oh no I have a lot slower dual core processor and only a Nvidia 9800gt
card :mad: I am in for it then :wah:
Thanks TDW, now it works fine :up:
BTW, I have crosshair in binoculars - how to disable it? It shouldn't appear using your mod, am I right?
TheDarkWraith
05-04-10, 02:34 PM
Thanks TDW, now it works fine :up:
BTW, I have crosshair in binoculars - how to disable it? It shouldn't appear using your mod, am I right?
I haven't disabled that yet. Glad to hear everything is working fine now.
Athlonic
05-04-10, 02:55 PM
Ok,
Sorry my wife called for the diner.
She doesn't understand there are higher priorities in life ... :DL
So it seem's we have a winner, the last version you sent me works flawlessly now.
Great work again TheDarkWraith, it's really amazing how fast you fix things up.
:yeah:
TheDarkWraith
05-04-10, 02:59 PM
naights provided an alternate .dds file for officers wounded. You can see them in action here:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2001
you can download here and at post #1 of this thread:
http://www.filefront.com/16365819/NewUIs-TDC-2-1-0-alt-officer-wounded-by-naights.7z/
sentenc3
05-04-10, 03:07 PM
Ok,
Sorry my wife called for the diner.
She doesn't understand there are higher priorities in life ... :DL
hehe true, she will always be in 2nd place in our lives:haha::haha:
TheDarkWraith
05-04-10, 03:18 PM
sentenc3 provided updated spanish menu.txt file for v2.1.0:
http://www.filefront.com/16365995/spanish-menu-v2-1-0-UIs-Mod.7z/
Paco provided updated German menu.txt file for v2.1.0:
http://www.filefront.com/16366043/german-menu-v2-1-0-UIs-mod.7z/
TheDarkWraith
05-04-10, 04:08 PM
hehe true, she will always be in 2nd place in our lives:haha::haha:
let's see....computer, motorcycles, airplanes, helictopter, and R/C versions of planes and choppers....hmmm that makes her 7th on my list :o :D
SeaWolf U-57
05-04-10, 04:24 PM
Oh no I have a lot slower dual core processor and only a Nvidia 9800gt
card :mad: I am in for it then :wah:
See I knew it dam rats racing around
http://img683.imageshack.us/img683/3228/ratsl.jpg
:har:
Just messing thanks for this great Mod TDW :up:
Defiance
05-04-10, 04:43 PM
Lmao SeaWolf
Class
Yeah Great Work TDW and Helpers
:yeah:
SeaWolf U-57
05-04-10, 04:45 PM
naights provided an alternate .dds file for officers wounded. You can see them in action here:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2001
you can download here and at post #1 of this thread:
http://www.filefront.com/16365819/NewUIs-TDC-2-1-0-alt-officer-wounded-by-naights.7z/
These are nice :up:
SteelViking
05-04-10, 05:00 PM
go for it. Let me know if it cures your problem with the officers. Looking for confirmation that the crash dive is working also when the user option for teleport on crash dive is disabled.
Confirmed: Crash dive is functioning when teleport on crash dive is disabled.
LeBabouin
05-04-10, 06:15 PM
yes, sure. He clicked on the teleport icon which brought up the teleport order bar (it sits higher up than the officer order bar). The 9 is there because he was using FRAPS to capture the image.
I meant 9 fps cannot be called working fine...:D
speedbird
05-04-10, 07:00 PM
Thank you again TDW, absolutely brilliant!
One small request:
Any chance of a "clear map" option for the nav map? I think SH3/4 used to have them..
Shine on... :sunny:
Krauter
05-04-10, 07:07 PM
Hey, just a question with the Chalkboard Tally that is added to this Mod.
I figured out how to bring it up and change the title.. But how do I actually add chalk stripes..
speedbird
05-04-10, 07:09 PM
Hey, just a question with the Chalkboard Tally that is added to this Mod.
I figured out how to bring it up and change the title.. But how do I actually add chalk stripes..
I think it's "k" by default.
Krauter
05-04-10, 07:14 PM
thanks
TheDarkWraith
05-04-10, 08:56 PM
Hey, just a question with the Chalkboard Tally that is added to this Mod.
I figured out how to bring it up and change the title.. But how do I actually add chalk stripes..
You can set a default title in the options file. And yes, K, adds chalk marks.
TheDarkWraith
05-04-10, 08:56 PM
Thank you again TDW, absolutely brilliant!
One small request:
Any chance of a "clear map" option for the nav map? I think SH3/4 used to have them..
Shine on... :sunny:
what do you mean by clear map? A screenshot or picture would be nice.
TheDarkWraith
05-04-10, 09:30 PM
conus00 made new .dds files for the draggable compass:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2002
I've got an idea.....I'm going to take his files and move the 0, 90, 180, and 270 out to the outer edge like the rest in the outer ring and expand the inner ring to make it more readable
TheDarkWraith
05-04-10, 11:46 PM
using conus00's new .dds files he sent me I modified them to come up with a new style of draggable compass. I've made a black version and a white version. This style makes it much easier to read the inner dial and the outer rotatable dial is closer to the inner dial for better readings:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2003
Meldric
05-05-10, 02:01 AM
Thank you very much for the Mod! Your work is much appreciated here, really!
Oh, and the thing with wife an priority goes for me too :)
Maybe one remark from my side:
If you are doing bugfixes, you could use the version number to show it. So we wouldn't need to compare the dates of the files before downloading. The last fix could have been 2.1.1 for example. What do you think?
what do you mean by clear map? A screenshot or picture would be nice.
Hi,
in SH3/SH4 You can clean your map from your own pencil-lines, -marks, -circles, etc. Its a nice feature after a convoy-battle to clean your map from those items via one click.
Paco
dougandtoni
05-05-10, 04:20 AM
let's see....computer, motorcycles, airplanes, helictopter, and R/C versions of planes and choppers....hmmm that makes her 7th on my list :o :D
What sort of motorcycles??. Heres my garage
2004 Aprilia RSVR 1000 mine
!998 Triumph T595 mine
1995 Ducati 750 Monster girlfriends
2001 Ducati 748 girlfriends
2003 Yamaha WR 450:yeah:
602Sqn_Puff
05-05-10, 05:02 AM
Found a bug mate, I installed the latest version and this happen to me
http://img.photobucket.com/albums/v423/hornetsting/SH5Img2010-04-27_131453.jpg (http://img.photobucket.com/albums/v423/hornetsting/SH5Img2010-04-27_131453.jpg)
as seen before in the thread, install order is correct so I tried to track down the problem. When I run just the base install with no changes to the option pby file all is well, when I edit the key strokes etc and save I get the above result...any ideas? I have edited the pby file in every install so far without any issues :(...problem I have is that the message box is to large and the keystrokes conflict with Churches keyboard changes
panosrxo
05-05-10, 05:08 AM
great work, so now do we have a working stadimeter? I see no difference in the two stadimeters(notepad and stock) and they are both wrong. I measure the height of the ship from waterline to its highest point.
panosrxo
05-05-10, 05:09 AM
Found a bug mate, I installed the latest version and this happen to me
http://img.photobucket.com/albums/v423/hornetsting/SH5Img2010-04-27_131453.jpg (http://img.photobucket.com/albums/v423/hornetsting/SH5Img2010-04-27_131453.jpg)
as seen before in the thread, install order is correct so I tried to track down the problem. When I run just the base install with no changes to the option pby file all is well, when I edit the key strokes etc and save I get the above result...any ideas? I have edited the pby file in every install so far without any issues :(...problem I have is that the message box is to large and the keystrokes conflict with Churches keyboard changes
Try running one mod at a time in order to find the problem. (Maybe you have assigned two different functions to one key)
602Sqn_Puff
05-05-10, 05:23 AM
Found the problem....if the txt in this section is edited wrong
'TAIModeOnGameStart = TAIModeTAI'
then the above is the result....I originally changed the above line to
'TAIModeOnGameStart = Minimized' causing the results above...the correct way is as follows
'TAIModeOnGameStart = TAIModeMinimized'
Wasn't very clear when reading the small instructions, but at least there is an answer :)
TheDarkWraith
05-05-10, 08:09 AM
Athlonic translated the new menu items in the menu.txt file of v2.1.0 to French. It's available here:
http://www.filefront.com/16371211/NewUIs-french-menu-by-Athlonic.7z/
SeaWolf U-57
05-05-10, 08:09 AM
I have also reworked the wounded and dead icons they are
easy for my old eyes to see :haha:
http://img341.imageshack.us/img341/807/officerasample.jpg
:salute:
TheDarkWraith
05-05-10, 08:12 AM
I have also reworked the wounded and dead icons they are
easy for my old eyes to see :haha:
http://img341.imageshack.us/img341/807/officerasample.jpg
:salute:
You actually got an officer to die in the game? I've been trying and trying to get one to die (I know that sounds bad but I wanted to see this icon in game)
SeaWolf U-57
05-05-10, 08:14 AM
You actually got an officer to die in the game? I've been trying and trying to get one to die (I know that sounds bad but I wanted to see this icon in game)
No I cheated and made a bar up to show the icons :oops:
TheDarkWraith
05-05-10, 08:17 AM
Maybe one remark from my side:
If you are doing bugfixes, you could use the version number to show it. So we wouldn't need to compare the dates of the files before downloading. The last fix could have been 2.1.1 for example. What do you think?
I do increment the last number in the version if it's a bug fix and I repackage the whole mod or I just issue bug fixes. To me the issue with the officer icons wasn't a bug fix because it really wasn't a bug, it was an unknown anomoly caused by unknown (I have a very good idea of what causes it but can't prove it) thus I kept the same version number. Plus the amount of people that had downloaded the mod before the fix was < 150 so it wasn't going to impact that many. But rest assured that if a bug fix is needed I almost always increment the last number in the version :DL
TheDarkWraith
05-05-10, 08:17 AM
No I cheated and made a bar up to show the icons :oops:
looks nice :yeah:
SeaWolf U-57
05-05-10, 08:27 AM
I have only one gripe and no its nothing to do with your mods
they are great.
its just something that also annoyed me in SH4 its the dam
stopwatch popping up on the map screen when you mistakenly
select a too high advance speed setting.
I was wondering that as you have added icons to call the stopwatch can
you disable it from popping up when not called for.
and if the other versions do not have the icon maybe one can be added
to the top bar with all the other option buttons :hmmm:
TheDarkWraith
05-05-10, 08:28 AM
I have only one gripe and no its nothing to do with your mods
they are great.
its just something that also annoyed me in SH4 its the dam
stopwatch popping up on the map screen when you mistakenly
select a too high advance speed setting.
I was wondering that as you have added icons to call the stopwatch can
you disable it from popping up when not called for.
and if the other versions do not have the icon maybe one can be added
to the top bar with all the other option buttons :hmmm:
you mean too high TC setting instead of too high advance speed setting right?
sinclair
05-05-10, 08:30 AM
Thank translation dark:up:
TheDarkWraith
05-05-10, 08:31 AM
Thank translation dark:up:
Thank Athlonic, he did all the work of translating it to French :yeah:
I hard coded the contact selected (my bad) and in the next version I'll have that hard code removed so that it's using the menu.txt file. This way that information can show up in different languages also.
SeaWolf U-57
05-05-10, 08:31 AM
Looks nice Sir this is a War game full of blood and death :timeout:
And Yes they are rather nice aren't they :har:
SeaWolf U-57
05-05-10, 08:32 AM
you mean too high TC setting instead of too high advance speed setting right?
Yes I do sorry :salute:
TheDarkWraith
05-05-10, 08:34 AM
Yes I do sorry :salute:
I could add another togglable icon to the togglables (the bar that shows when you click the little toggle button under the clock) that will control the clocks visibility. If you have it enabled then the clock will function like it does. If it's disabled you'll never see the clock (even if you click on the clock icon in the officers or use a hotkey).
SeaWolf U-57
05-05-10, 08:39 AM
I could add another togglable icon to the togglables (the bar that shows when you click the little toggle button under the clock) that will control the clocks visibility. If you have it enabled then the clock will function like it does. If it's disabled you'll never see the clock (even if you click on the clock icon in the officers or use a hotkey).
For the way I like to play that would be great :up:
TheDarkWraith
05-05-10, 08:45 AM
Found the problem....if the txt in this section is edited wrong
'TAIModeOnGameStart = TAIModeTAI'
then the above is the result....I originally changed the above line to
'TAIModeOnGameStart = Minimized' causing the results above...the correct way is as follows
'TAIModeOnGameStart = TAIModeMinimized'
Wasn't very clear when reading the small instructions, but at least there is an answer :)
I've tried to document everything in the DarkWraithUserOptions.py file. If you feel my documentation is not adequate and/or correct please make suggestions on how I can fix it :DL
TheDarkWraith
05-05-10, 08:49 AM
For the way I like to play that would be great :up:
I'm a little leary about adding another togglable icon to that bar...it's size is pretty large already. How about I do this: add an option in the options file that lets you specify that above a certain TC level the clock is not visible. Would that suffice? I can see that option being very useful.
SeaWolf U-57
05-05-10, 09:01 AM
I'm a little leary about adding another togglable icon to that bar...it's size is pretty large already. How about I do this: add an option in the options file that lets you specify that above a certain TC level the clock is not visible. Would that suffice? I can see that option being very useful.
Ok sounds good :up:
602Sqn_Puff
05-05-10, 09:03 AM
I've tried to document everything in the DarkWraithUserOptions.py file. If you feel my documentation is not adequate and/or correct please make suggestions on how I can fix it :DL
Sorry mate, my post wasn't intened to be a slur on the way the scripting and instructions are done.....was my own fault for charging in. It was meant to be a kind of help file for other who may suffer the same problem :)
TheDarkWraith
05-05-10, 09:09 AM
What sort of motorcycles??. Heres my garage
2004 Aprilia RSVR 1000 mine
!998 Triumph T595 mine
1995 Ducati 750 Monster girlfriends
2001 Ducati 748 girlfriends
2003 Yamaha WR 450:yeah:
1998 Honda CBR900RR punched out 945. It's a full-on race/track bike: bought the cams from Erion racing's old Formula Extreme 900RR's when he parted the bikes out (specs are: int/exh lift of 388 and 252 duration @ .050), 12.5:1 pistons, head shaved .010", bigger valves, beefier valve springs (can take engine to 13k no problem), head ported and polished and flowed, crank redone by Falicon (knife edged, lightened, and balanced), front forks redone by Race Tech, Ohlins shock on rear, Keihn 41mm flatslides, Dyna 2000 ignition system...it's a death machine :D
2000 Yamaha R6. Stock except for Graves pipe and advancer. Fun little toy :yep:
2002 Yamaha Road Star Warrior. Punched out to 1810cc (started life as a 1670cc monster). Engine was removed and sent to Patrick Racing for them to work their magic on it. List of modifications on that engine is huge (to name a few new cams, pistons, titanium pushrods, lifters, head ported and polished and flowed, bigger valves, beefier valve springs, the list goes on), added a power commander as I needed to greatly increase fuel flow for the modifications done to the engine....the power is AWESOME :D If you're not familiar with the name Patrick Racing is the leader in drag racing with the Warrior.
TheDarkWraith
05-05-10, 09:10 AM
Sorry mate, my post wasn't intened to be a slur on the way the scripting and instructions are done.....was my own fault for charging in. It was meant to be a kind of help file for other who may suffer the same problem :)
I didn't take it a slur. I was just merely stating that if you or anyone feels my documentation is inadequate or needs to be corrected then please feel free to offer suggestions :yeah:
Cap.Palla
05-05-10, 09:41 AM
I didn't take it a slur. I was just merely stating that if you or anyone feels my documentation is inadequate or needs to be corrected then please feel free to offer suggestions :yeah:
could be usefull a scheme with all the new key commands like Q ,E ,K etc...
TheDarkWraith
05-05-10, 09:47 AM
could be usefull a scheme with all the new key commands like Q ,E ,K etc...
not following you here :06:
Cap.Palla
05-05-10, 09:50 AM
yes sorry,my english :oops:
in the readme file could be usefull a list of all the new commands...
SeaWolf U-57
05-05-10, 09:52 AM
Just a heads up for you I just played your updated version for the officer icons
fix and when manning the deck gun they would not open fire as instructed
until you did it with the binoculars and then after sinking the ship the game crashed out.
I will replay it and see if it happens again ????? :hmmm:
TheDarkWraith
05-05-10, 09:54 AM
Just a heads up for you I just played your updated version for the officer icons
fix and when manning the deck gun they would not open fire as instructed
until you did it with the binoculars and then after sinking the ship the game crashed out.
I will replay it and see if it happens again ????? :hmmm:
what exactly did you do? I'll try it on my system and see if I can duplicate the problem.
speedbird
05-05-10, 09:59 AM
Hi,
in SH3/SH4 You can clean your map from your own pencil-lines, -marks, -circles, etc. Its a nice feature after a convoy-battle to clean your map from those items via one click.
Paco
I think SH4 was Ctrl + eraser icon, not sure
SeaWolf U-57
05-05-10, 10:06 AM
what exactly did you do? I'll try it on my system and see if I can duplicate the problem.
Hmmm Something is messed up alright
I'm trying to work out what has happened the only thing I have done is
added the latest version of your mod.
I was engaging a convoy and finished off my torpedo's
so I surfaced and engaged them with the deck gun but it would not fire at will
I had to direct it via the binoculars.
I'm going to use an older version if I still have it and see if that clears it
SeaWolf U-57
05-05-10, 10:53 AM
Ok its not your problem
I have uninstalled your mod and went to install a earlier version
and JSGME said this file has already been modified by Well this is strange
because I didn't have any other mods installed.
I deleted the JSGME config file and reinstalled the newest version
and away it went no problems now :hmmm:
PL_Andrev
05-05-10, 11:00 AM
Found a bug mate, I installed the latest version and this happen to me
http://img.photobucket.com/albums/v423/hornetsting/SH5Img2010-04-27_131453.jpg (http://img.photobucket.com/albums/v423/hornetsting/SH5Img2010-04-27_131453.jpg)
Found a bug mate, it happens when your game is not updated to last version of SH5 - are you sure that you have legal version of game?
TheDarkWraith
05-05-10, 11:01 AM
Ok its not your problem
I have uninstalled your mod and went to install a earlier version
and JSGME said this file has already been modified by Well this is strange
because I didn't have any other mods installed.
I deleted the JSGME config file and reinstalled the newest version
and away it went no problems now :hmmm:
good to hear! I was going to be quite surprised if it was my mod. I don't change gameplay - I'm just 2D graphics and issuing of commands which can't 'break' anything really.
Defiance
05-05-10, 11:04 AM
Hiya's,
A question ........
Anyone using a logitech G15 kb ?? and maybe a MX518 mouse (or alike)
Seems when i'm on map view and try to use the new funky compass all's i end up doing is moving my rudder lol
Just hoping someone reading may have a similar setup :hmmm:
Cheers
TheDarkWraith
05-05-10, 11:09 AM
Hiya's,
A question ........
Anyone using a logitech G15 kb ?? and maybe a MX518 mouse (or alike)
Seems when i'm on map view and try to use the new funky compass all's i end up doing is moving my rudder lol
Just hoping someone reading may have a similar setup :hmmm:
Cheers
does the same thing happen when you use the heading bar compass?
Defiance
05-05-10, 11:20 AM
Hiya,
I can use the heading compass bar just fine
Just left rodent click and the red triangle drags fine
ps: Only started using it a revision or so so ago, but has the ship id from the WE/Torpedo Attack been disabled in a py ?? (if so no worries i'll go through and alter it later)
Many Thanks
:yeah:
panosrxo
05-05-10, 11:22 AM
great work, so now do we have a working stadimeter? I see no difference in the two stadimeters(notepad and stock) and they are both wrong. I measure the height of the ship from waterline to its highest point.
TheDarkWraith
05-05-10, 11:26 AM
great work, so now do we have a working stadimeter? I see no difference in the two stadimeters(notepad and stock) and they are both wrong. I measure the height of the ship from waterline to its highest point.
you're the only one so far that's having a problem with the stadimeter then with the UZO, attack, and obs scope's notepads. Works fine for everyone else :DL
Are you identifying the ship correctly?
TheDarkWraith
05-05-10, 11:30 AM
Only started using it a revision or so so ago, but has the ship id from the WE/Torpedo Attack been disabled in a py ??
no it hasn't.
PL_Andrev
05-05-10, 11:30 AM
NewUIs with TDC for SH5 by TheDarkWraith
version 2.1.0
- when officer is dead his order category bar and order bars are disabled
Are you sure that this is good solution?
The player should have possibility to promotion for "empty place" any member of the crew for the new job - obviously with longer reaction time and no advanced skills...
I see it like:
- officer is dead
- the player chooses new crew member for empty station
- if it is other officer, his original abilities are 50%, new abilities: 40%
- if it is pretty officer, his original abilities are 0%, new abilities: 25%
Ability: precision, speed, reaction time etc...
Of course, this is only a proposal - I don't know that it is possible...
I know that other crew member can to trim the ship or make weather report.
SeaWolf U-57
05-05-10, 11:34 AM
A quick look at 2.2.0
I like the look of the new wheel :up:
And now the clock wont show above 32 so no more popping up its working great :D
I just had a quick play as its Tea Time :salute:
TheDarkWraith
05-05-10, 11:35 AM
Are you sure that this is good solution?
The player should have possibility to promotion for "empty place" any member of the crew for the new job - obviously with longer reaction time and no advanced skills...
I see it like:
- officer is dead
- the player chooses new crew member for empty station
- if it is other officer, his original abilities are 50%, new abilities: 40%
- if it is pretty officer, his original abilities are 0%, new abilities: 25%
Ability: precision, speed, reaction time etc...
Of course, this is only a proposal - I don't know that it is possible...
I know that other crew member can to trim the ship or make weather report.
not sure this is possible. In fact I haven't been able to 'kill' an officer yet (and I've been taking some heavy fire and damage at times). So all this is unknown until we can verify that crew can be killed (especially the officers). Just because the script manager exposes a property of 'IsDead' for the sapiens (crew) doesn't mean the game actually uses it.
panosrxo
05-05-10, 11:36 AM
you're the only one so far that's having a problem with the stadimeter then with the UZO, attack, and obs scope's notepads. Works fine for everyone else :DL
Are you identifying the ship correctly?
Yes, I am trying it on a map with 4 ships at a range of 1500m with no speed. It measures 1000m...Will try again
TheDarkWraith
05-05-10, 11:37 AM
Yes, I am trying it on a map with 4 ships at a range of 1500m with no speed. It measures 1000m...Will try again
try each scope. I've heard some rumors that the UZO can be off at times.
SeaWolf U-57
05-05-10, 11:40 AM
not sure this is possible. In fact I haven't been able to 'kill' an officer yet (and I've been taking some heavy fire and damage at times). So all this is unknown until we can verify that crew can be killed (especially the officers). Just because the script manager exposes a property of 'IsDead' for the sapiens (crew) doesn't mean the game actually uses it.
I dont think it works because when I had the problem I came under
fire and although my crew all got Wounded no one died the sub sank first
TheDarkWraith
05-05-10, 11:42 AM
I dont think it works because when I had the problem I came under
fire and although my crew all got Wounded no one died the sub sank first
I get the feeling also that they (Devs) aren't allowing the crew to be killed either. Maybe they'll fix this in a patch sometime.
panosrxo
05-05-10, 12:11 PM
I get the feeling also that they (Devs) aren't allowing the crew to be killed either. Maybe they'll fix this in a patch sometime.
They cant be killed, because they fit into the story. If you get your XO killed then what?
panosrxo
05-05-10, 12:12 PM
try each scope. I've heard some rumors that the UZO can be off at times.
Well I get correct readings only if measure height without the flag pole...I get the same readings for each of the three scopes.
Defiance
05-05-10, 12:36 PM
Hiya,
Do you mean readings from the waterline to top of a funnel is ok ??
If that is the case and all readings are the same, wouldn't that point to just using the stad from waterline to top of a funnel until some clever person corrects the missing flag measurments ??
Anyways, i just redid a fresh sh5 install, gonna try this puppy after tea :)
Cheers
reaper7
05-05-10, 01:12 PM
Well I get correct readings only if measure height without the flag pole...I get the same readings for each of the three scopes.
Hiya,
Do you mean readings from the waterline to top of a funnel is ok ??
If that is the case and all readings are the same, wouldn't that point to just using the stad from waterline to top of a funnel until some clever person corrects the missing flag measurments ??
Anyways, i just redid a fresh sh5 install, gonna try this puppy after tea :)
Cheers
Haven't had the chance to check the stadimeters in the Mod yet. Had a bit of a setback in my own UI. Would be yery interested in the findings of the stadimeter and what heights its actually measuring to ie Flagtop, Masttop or Funnels. Once we have a difinitive answer I'll redo the Recognition Manual to represent the Measuring points or see if the cfg height when altered has an effect on the games readings.
panosrxo
05-05-10, 01:16 PM
Haven't had the chance to check the stadimeters in the Mod yet. Had a bit of a setback in my own UI. Would be yery interested in the findings of the stadimeter and what heights its actually measuring to ie Flagtop, Masttop or Funnels. Once we have a difinitive answer I'll redo the Recognition Manual to represent the Measuring points or see if the cfg height when altered has an effect on the games readings.
Well its not the same for every ship. It is really messed up. Maybe it gets fixed in patch 1.2 (it refers to changes to recognition manual)
reaper7
05-05-10, 01:18 PM
Well its not the same for every ship. It is really messed up. Maybe it gets fixed in patch 1.2 (it refers to changes to recognition manual)
That is the case for the stock stadimeter, I think DW's notepad stadimeter is working ok though - haven't had a chace to test it yet.
Stepe47
05-05-10, 01:42 PM
could be usefull a scheme with all the new key commands like Q ,E ,K etc...
@ TDW
Actually me too I'm a bit confused with the new keys and keep often pressing the wrong ones - I guess a quick list would prove useful :up:
dougandtoni
05-05-10, 02:04 PM
@ TDW
Actually me too I'm a bit confused with the new keys and keep often pressing the wrong ones - I guess a quick list would prove useful :up:
:yeah::salute:
Defiance
05-05-10, 03:34 PM
Well hopefully i will get to test it real good
Just about to intercept a convoy :)
Must admit i have no problem so far, but i do tend to get deep and close then periscope depth do fast calcs then fire for close n slow lol
Cheers
SeaWolf U-57
05-05-10, 04:22 PM
I set the clocks TC to 1 that's stopped my message box moving
or is it just a coincidence ?? :hmmm:
I like to see your new compass wheel and don't like it hidden off
screen it would look better placed with the Monograph I think. :yep:
are you going to say I didn't notice something I wonder lol
everything seems to be working great I have used most of the icons
and all seems well with them also. :rock:
I like this version a lot It maybe a beta version but I'm going to use it
well until you change something else that is :haha:
2.2.0 rocks :yeah:
Linavitch
05-05-10, 04:44 PM
Great Mod that keeps getting better!
Is it possible to edit the command that sets TC to 1 when a new map contact is detected to just the map in the view? It is a bit annoying when patroling in the North Sea and the TC drops to one for a single warship somewhere in the Med!
Would be perfect if I could patrol the North Sea wth just that in my map view without being dropped out all the time. Likewise if I was somewhere in the Med an Atlantic contact would be equally useless.
Not sure if this is possible to implement, but here's hoping. Keep up the good work
Regards
Maybe I got dumb or something but how can I swap between SH3-5 style UIs? Thx for help.
TheDarkWraith
05-05-10, 04:50 PM
Great Mod that keeps getting better!
Is it possible to edit the command that sets TC to 1 when a new map contact is detected to just the map in the view? It is a bit annoying when patroling in the North Sea and the TC drops to one for a single warship somewhere in the Med!
Would be perfect if I could patrol the North Sea wth just that in my map view without being dropped out all the time. Likewise if I was somewhere in the Med an Atlantic contact would be equally useless.
Not sure if this is possible to implement, but here's hoping. Keep up the good work
Regards
there is no map in view, it's the entire map just scrolled. What I can do is let the end user define a distance that if the contact is greater than this distance when the set TC 1 on new nav map contact is enabled then don't drop to TC 1. If contact is less than this distance then drop to TC 1. How's that? I could even add + - and text for it just like I did for choosing which TC level the messagebox is shown and expanded.
TheDarkWraith
05-05-10, 04:51 PM
I set the clocks TC to 1 that's stopped my message box moving
or is it just a coincidence ?? :hmmm:
explain what you mean by moving.
Krauter
05-05-10, 04:53 PM
So does this actually fix the stadio problem?
SeaWolf U-57
05-05-10, 04:54 PM
Maybe I got dumb or something but how can I swap between SH3-5 style UIs? Thx for help.
Open the Dark Wraiths mod then click the data folder
then the Scripts folder and look down to the bottom of
the list for TheDarkWraithUserOptions open it with notepad
and look down to the line that says UIStyle = SH5Enhanced
and change it to SH3Style The S in Style must be in caps and
the rest of the word in lower case then save it and dont forget to re-enable
the mod with JSGME.
hope this helps :salute:
Linavitch
05-05-10, 04:55 PM
there is no map in view, it's the entire map just scrolled. What I can do is let the end user define a distance that if the contact is greater than this distance when the set TC 1 on new nav map contact is enabled then don't drop to TC 1. If contact is less than this distance then drop to TC 1. How's that? I could even add + - and text for it just like I did for choosing which TC level the messagebox is shown and expanded.
I think that would be splendid. If you are patrolling the North Sea a 200 mile radius would do, if you were in the Mid Atlantic you might want a 1000 mile radius.
You really think this is achievable?
Regards
SeaWolf U-57
05-05-10, 04:57 PM
explain what you mean by moving.
Same old same old the box was moving down behind the gauges again
until I stopped the clock from popping up.
Oh no I didn't load the fix into the mod I was thinking it was already
in it :oops:
Open the Dark Wraiths mod then click the data folder
then the Scripts folder and look down to the bottom of
the list for TheDarkWraithUserOptions open it with notepad
and look down to the line that says UIStyle = SH5Enhanced
and change it to SH3Style The S in Style must be in caps and
the rest of the word in lower case then save it and dont forget to re-enable
the mod with JSGME.
hope this helps :salute:
Thanks for help.
I think making each style (SH3-4-5) in different folder would make things easier.
SeaWolf U-57
05-05-10, 05:01 PM
Thanks for help.
I think making each style (SH3-4-5) in different folder would make things easier.
not really as you would need three updated versions each time the
mod was enhanced :nope:
not really as you would need three updated versions each time the
mod was enhanced :nope:
Found it, thx.
Is this
----------------------------------
# the current UI Style
# set below to either SH3Style, SH4Style, or SH5Enhanced
UIStyle = SH5Enhanced
----------------------------------
somewhere in guide in the first post? If yes I think I missed it.
SeaWolf U-57
05-05-10, 05:08 PM
Found it, thx.
Is this
----------------------------------
# the current UI Style
# set below to either SH3Style, SH4Style, or SH5Enhanced
UIStyle = SH5Enhanced
----------------------------------
somewhere in guide in the first post? If yes I think I missed it.
Yes thats it :up:
Krauter
05-05-10, 05:18 PM
So does this Mod fix the Stadimeter problem? I read somewhere that you had to use the notepad.. how does that work out :s
TheDarkWraith
05-05-10, 05:50 PM
I think that would be splendid. If you are patrolling the North Sea a 200 mile radius would do, if you were in the Mid Atlantic you might want a 1000 mile radius.
You really think this is achievable?
Regards
I can easily implement that feature. I already have everything I need to do it just have to add the code to check the range to the contact and see if it's greater than or less than value defined. If less than then go to TC 1 if enabled....simple really ;)
TheDarkWraith
05-05-10, 05:51 PM
Same old same old the box was moving down behind the gauges again
until I stopped the clock from popping up.
Oh no I didn't load the fix into the mod I was thinking it was already
in it :oops:
the fix is already in the version I sent you. So explain exactly what you did to get the messagebox to move. I would like to duplicate this problem.
TheDarkWraith
05-05-10, 06:03 PM
Here's the newest feature I'm working on. I call it user marks. Instead of the boring pencil adding X marks to the map I wanted something that I could add text to. So I created it. When you add a new user mark you're asked to type in the text for it. Then when you mouse over the user mark on the TAI a pop up shows with the text for it. It's taken me 2 days to just get this far on it and I'm stuck at one spot. As the game doesn't expose the current zoom level or what it does when you zoom/unzoom I have to figure out a way to make the user mark scale appropriately by zoom. In order to make this work I have the mousewheel disabled when you mouse in the TAI map. It becomes re-enabled when you mouse out. This had to be done since I can't read the current zoom level I have to force you to use the zoom and unzoom buttons in the bottom right of the TAI map. When you press those I can increment or decrement a counter to know which zoom level the TAI is in. My problem is this: I add a new user mark to the TAI map:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2005
now all I know about this user mark are it's screen coordinates in the TAI. Now I want to zoom in. That would place me at the 1500m scale. So what mathematical formula would I use to scale the position of the user mark? I thought that since we went from 3000m to 1500m that I should double the value....nope, no way. So I tried dividing by 2...nope, no way again. I have to figure out the correct way to scale this point on the map when zooming/unzooming
7thSeal
05-05-10, 06:03 PM
One small item I noticed is that when I set the Show Items Note to false in the option file it will still be enabled when starting up the game. Not really a big deal though since you have the ability to toggle it off in the options bar after starting a patrol. :)
TheDarkWraith
05-05-10, 06:07 PM
One small item I noticed is that when I set the Show Items Note to false in the option file it will still be enabled when starting up the game. Not really a big deal though since you have the ability to toggle it off in the options bar after starting a patrol. :)
good bug report. Is that the only one that does that? Just looked at the code and I don't see how that can be happening......
EDIT:
just tested it by setting it to both values and everything worked fine. Don't know what you're doing wrong.
7thSeal
05-05-10, 06:10 PM
good bug report. Is that the only one that does that?
It seems so, I also have the show message box set to false and it seems to stay disabled on startup.:up:
7thSeal
05-05-10, 06:18 PM
I'll go back and try it again, I disable the mod before making any changes in the option file and then re-enable it before starting the game. I've checked it twice already thinking I might of forgot to save it after the changes but it was still set to false.
Get back to you after I try it again. :)
Edit\ Well I went through it again and it still wasn't working. Don't know what I was doing wrong but I went ahead and replaced the option file with a fresh copy from the dl I have and made all my usual changes again and saved it. Started up the game and the show items note is disabled. :up:
SeaWolf U-57
05-06-10, 12:48 AM
Ok here is today results I have been playing the game with both clock TC at 32
and 1 with no problems at all
so I un-installed your mod and started the game played it for a while don't know
if anything was wrong because its such a long time since I have seen the stock
version running.
loaded your mod back up and yes again the Message box was on something and
could not standstill the icons didn't light up when selected. these things I have
seen before so I saved the game and exited it.
I then restarted the game without making any changes and off it went with no problems so what could cause this I wonder is JSGME not writing all the files
across the first time you enable the mods I think this is unlikely.
I would put this down to the Synchronized games form server crap you get at the start
of the game this is somehow restricting the file changes until you save the game
and then reload it. from now on any new mod I load up I will start the game let
it run for a while then save it and restart it and then see if the new changes are working or not.
SeamanStaines
05-06-10, 04:13 AM
For the newbies out there who want to try this, what other intrsuctions aren't made clear in the 1st post?
I enabled the main v2.1.o mod
I figured out i need to find the dials subdirectory i want to use and copy that too, to the SH5 mod directory, before being able to enable it (jsgme). I've chosen 'all dials'.
Still cant see any dials in game with manual targeting on or off.
cheers
kylania
05-06-10, 10:00 AM
For the newbies out there who want to try this, what other intrsuctions aren't made clear in the 1st post?
I enabled the main v2.1.o mod
I figured out i need to find the dials subdirectory i want to use and copy that too, to the SH5 mod directory, before being able to enable it (jsgme). I've chosen 'all dials'.
Still cant see any dials in game with manual targeting on or off.
cheers
Did you edit the TheDarkWaithOptions.py file to indicate you were using All Dials instead of Minimal Dials?
My officer icons don´t change if an officer is wounded. Are there some changes I have to do in the 'TheDarkWaithOptions.py'?
Or is it because of my Dual AMD processor?
TheDarkWraith
05-06-10, 10:47 AM
My officer icons don´t change if an officer is wounded. Are there some changes I have to do in the 'TheDarkWaithOptions.py'?
Or is it because of my Dual AMD processor?
then your officer's aren't getting wounded :DL How do you know they are wounded?
I know it when I click on my moving officer to open the dialog window. In the top right corner theres a red text 'wounded' and the orders are greyed out (I´m not able to chose an order). I thought that the officer icon would change when this happens.
TheDarkWraith
05-06-10, 11:18 AM
I know it when I click on my moving officer to open the dialog window. In the top right corner theres a red text 'wounded' and the orders are greyed out (I´m not able to chose an order). I thought that the officer icon would change when this happens.
they should be :hmmm:
EDIT:
just tried it in game and my officers change to wounded.
SeaWolf U-57
05-06-10, 11:51 AM
I know it when I click on my moving officer to open the dialog window. In the top right corner theres a red text 'wounded' and the orders are greyed out (I´m not able to chose an order). I thought that the officer icon would change when this happens.
This maybe a stupid question but are you using version 2.0.0 or above
aren't you ???
Just wondering if you have missed out on a versions change you may have blinked
and didn't realise we are upto 2.1.0 now :03:
TheDarkWraith
05-06-10, 11:57 AM
makman94 pointed out to me that the stadimeter in the notepads of the UZO, attack, and obs still aren't working correctly in v2.1.0. He sent me a test mission and I used it to figure out why. Yes, I have a solution :D:rock:
I added another dial to the TDC that is for mast height. The game defaults to a mast height of 20m (I verified this) and you can see it on the new dial added. When you identify a contact this value does not change - game bug! But using the new dial you set the mast height to the correct value and now you're range readings will be accurate :rock:
Now what I need is someone to make me a new dial graphic for mast height. I used the speed dial's one for testing currently and it needs to be replaced with something much better. What's the highest mast height we have on the ships in this game? What should we set the highest mast height to? I ask because I have to setup the new dial to the graphic the person makes.
Here is a screenshot of the new mast height dail with the game default setting of 20m:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2006
Here I've selected the target and identified it. You'll notice that the new mast height dial did not change! You have to manually set it to the mast height of the ship for your range readings to be accurate:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2007
I haven't added the code to update the mast height value in the notepads yet. I will do that next.
reaper7
05-06-10, 01:14 PM
Sure no Problem, will knock something up any Idea on the Max Mast Height needed - will go with 60M for now.
This is Prob the same bug as the stock stadimeter, wonder will this fix that also?
reaper7
05-06-10, 01:35 PM
Was wondering what type of dial to create, when it dawned on me why not use the Notepad as the dial (Recreate the Pic as a dial).
Here's the concept:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Concept.jpg
So I created the Dial face and needle and have done the dial cfg for you to add to the Mod. If you could tie the Current val to the Mast: value thats displayed on the notepad - so the value would update onscreen as you dragged the needle. :DL
Just anchor the following on top of the stadimeter page so that it is on top of the corresponding image - Dial is transparent bar ship Image so page background colour will show through.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/StadimeterDial.jpg
Sending you a PM with link to created files. :up:
Linavitch
05-06-10, 01:36 PM
any Idea on the Max Mast Height needed - will go with 60M for now.
The highest mast I could find in the ERM was the Nelson at 55m so it looks like 60 will be good.
Regards
reaper7
05-06-10, 01:40 PM
The highest mast I could find in the ERM was the Nelson at 55m so it looks like 60 will be good.
Regards
Excellent, 60 I went with. :)
conus00
05-06-10, 02:03 PM
@TheDarkWraith
I know that you have better (or worse ) stuff to worry about but I'm curious if you got my email with the updated compass graphics.
Let me know if you like it better.
TheDarkWraith
05-06-10, 04:45 PM
Was wondering what type of dial to create, when it dawned on me why not use the Notepad as the dial (Recreate the Pic as a dial).
Here's the concept:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Concept.jpg
So I created the Dial face and needle and have done the dial cfg for you to add to the Mod. If you could tie the Current val to the Mast: value thats displayed on the notepad - so the value would update onscreen as you dragged the needle. :DL
Just anchor the following on top of the stadimeter page so that it is on top of the corresponding image - Dial is transparent bar ship Image so page background colour will show through.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/StadimeterDial.jpg
Sending you a PM with link to created files. :up:
the problem with this is precision and range. You have only a limited arc to give the mast height for. The dial provides greater precision and range. Remember that the mouse is 'controlling' the height value - the mouse works in screen pixels and thus the more area it can cover (or sweep) the better the precision and range available. The idea is great but not the way I want to take this. I want to go the dial route.
And yes this will more than likely fix the stock stadimeter problem also.
EDIT:
just confirmed that it fixed the stock stadimeter bug also. You have to set the correct mast height in the mast height dial first and then you can use either the notepads stadimeters or the stock XO stadimeter to get range readings.
reaper7
05-06-10, 05:19 PM
the problem with this is precision and range. You have only a limited arc to give the mast height for. The dial provides greater precision and range. Remember that the mouse is 'controlling' the height value - the mouse works in screen pixels and thus the more area it can cover (or sweep) the better the precision and range available. The idea is great but not the way I want to take this. I want to go the dial route.
And yes this will more than likely fix the stock stadimeter problem also.
EDIT:
just confirmed that it fixed the stock stadimeter bug also. You have to set the correct mast height in the mast height dial first and then you can use either the notepads stadimeters or the stock XO stadimeter to get range readings.
Thats ok, yes the range is a bit limited - basically 2 feet to the degree.
If you want I can redo it to have a greater range 180 degrees would give 1 meter every 3 degrees.
TheDarkWraith
05-06-10, 05:27 PM
Here is what I've come up with (and this wouldn't be possible without the work reaper7 did to the images used for the ships in the XO TDC dialog box. He put one key bit of info on them: the mast height!):
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2009
and most importantly it works :rock::D
Defiance
05-06-10, 05:34 PM
Hot Dawg guys
Sensational work both of you :salute:
Just done a fresh OS install (W7 Ultimate, and of course a nice fresh SH5 install (still gotta do both sh3 and sh4 though lol)) so i will hover waiting for a release before firing my sub diesels up :P
Can't wait he he
Cheers for all the long hours and possible wife/partner nagging ;)
TheDarkWraith
05-06-10, 05:36 PM
Hot Dawg guys
Sensational work both of you :salute:
Just done a fresh OS install (W7 Ultimate, and of course a nice fresh SH5 install (still gotta do both sh3 and sh4 though lol)) so i will hover waiting for a release before firing my sub diesels up :P
Can't wait he he
Cheers for all the long hours and possible wife/partner nagging ;)
should be available for release here soon.......
Linavitch
05-06-10, 05:38 PM
and most importantly it works :rock::D
Crack on then :03:
Seriously, you may have just solved the biggest bug in the whole game! :yeah:
Regards
TheDarkWraith
05-06-10, 05:39 PM
Crack on then :03:
Seriously, you may have just solved the biggest bug in the whole game! :yeah:
Regards
there is no may about, I did solve it ;)
Linavitch
05-06-10, 05:41 PM
there is no may about, I did solve it ;)
Lol, good reply!
And much kudos to you for it!
Regards
reaper7
05-06-10, 05:43 PM
:rock: Oh yeah. This was my only real gripe with SH5.
Excellent work on figuring this one out. :up:
Edit: Would it be possible to make the Mast value box in the Notepad a user Imput box like whats in the XO Dialog Page for range , AOB etc. That way you could imput the value direct to notepad without use of dial. See, Ya give us an inch and we want a mile.
SeamanStaines
05-06-10, 05:45 PM
Did you edit the TheDarkWaithOptions.py file to indicate you were using All Dials instead of Minimal Dials?
at first i hadn't touched this file. No dials appear in game.
went and looked in the file later, it had Minimal set by default. I changed to AllDials (even though it says to use None or Minimal only at this stage). No dials appear in game.
Have changed it back to Minimal again in the .py file.
Seriously..i just want to play with AllDials: Is it supposed to be as simple as copying the 2.1.0 mod in, enable it in jsgme, then enable the AllDials mod? Fire up sh5. No other settings in game or files to configure???
TheDarkWraith
05-06-10, 05:47 PM
:rock: Oh yeah. This was my only real gripe with SH5.
Excellent work on figuring this one out. :up:
I wish it would automatically update the mast height but I haven't figured out how to do that yet........so for now there is an extra step to do: once you identify the ship, read off the mast height and set the mast height dial to that value. Then you can take your range readings.
TheDarkWraith
05-06-10, 05:49 PM
at first i hadn't touched this file. No dials appear in game.
went and looked in the file later, it had Minimal set by default. I changed to AllDials (even though it says to use None or Minimal only at this stage). No dials appear in game.
Have changed it back to Minimal again in the .py file.
Seriously..i just want to play with AllDials: Is it supposed to be as simple as copying the 2.1.0 mod in, enable it in jsgme, then enable the AllDials mod? Fire up sh5. No other settings in game or files to configure???
that's all you have to do. Enable the main mod, don't mess with the options file if you want SH5 Enhanced mode and any dial mode, then enable one of the add-on TDC dial modes (via JSGME) and you should be good to go.
reaper7
05-06-10, 06:07 PM
I wish it would automatically update the mast height but I haven't figured out how to do that yet........so for now there is an extra step to do: once you identify the ship, read off the mast height and set the mast height dial to that value. Then you can take your range readings.
:up:. Will see if they Fix it fully in the Patch. If not I have an idea for a Dial much like the current stadimeter. So it'll be a Vertical linear slider dial rather that rotary.
Will wait till the 11th and see before photoshoping one up. :up:
But as is its excellent.
Krauter
05-06-10, 06:15 PM
Are you gonna throw this up in a quick fix? Or do we have to wait until after the 11th :wah:
McHub532
05-06-10, 06:19 PM
Are you gonna throw this up in a quick fix? Or do we have to wait until after the 11th :wah:
I stopped waiting for Ubisoft to do anything... so stopped trying to keep up with the Patch thread. We really believing that a patch is coming out on the 11th? Is that the scuttlebutt?
7thSeal
05-06-10, 06:36 PM
Excellent work DW, just throwing this out there to consider... maybe have the mast height dial located to the left of the speed dial? Having them bundled together there in one area would be nice for those using the dials manually. :)
TheDarkWraith
05-06-10, 07:01 PM
Excellent work DW, just throwing this out there to consider... maybe have the mast height dial located to the left of the speed dial? Having them bundled together there in one area would be nice for those using the dials manually. :)
Hey I'm a manual targeter also :yep: Why do you think I've been working so hard on this? I wanted a working stadimeter by god!!
TheDarkWraith
05-06-10, 07:22 PM
Are you gonna throw this up in a quick fix? Or do we have to wait until after the 11th :wah:
no it's going to be part of v2.2.0 which I'm finishing up now :D
Krauter
05-06-10, 07:51 PM
:D wait pre patch or post patch
TheDarkWraith
05-06-10, 07:58 PM
:D wait pre patch or post patch
I don't wait for patches......they'll probably renig on the date they set again anyways :yep:
kylania
05-06-10, 07:59 PM
I don't wait for patches......they'll probably renig on the date they set again anyways :yep:
The real question is if Ubisoft can release a patch before TDW makes the patch obsolete!
McHub532
05-06-10, 08:23 PM
I don't wait for patches......they'll probably renig on the date they set again anyways :yep:
Yes.. a man in this world that still is a man.
Like John Wayne toilet paper, "Rough tough and takes crap from nobody."
TheDarkWraith Rocks!!
SteelViking
05-06-10, 10:25 PM
I am seeing a problem with the 2.1.0 SHIII UI, and I am wondering if anyone else has the same thing going on or if it is just on my end. When I use the officer bar to issue a silent running order (obviously while submerged) I am still having torps load.
TheDarkWraith
05-06-10, 11:54 PM
I am seeing a problem with the 2.1.0 SHIII UI, and I am wondering if anyone else has the same thing going on or if it is just on my end. When I use the officer bar to issue a silent running order (obviously while submerged) I am still having torps load.
probably a game bug/problem. Using the officer bar issues the same command as pressing the key for silent running.
Jack Davidson
05-07-10, 12:01 AM
probably a game bug/problem. Using the officer bar issues the same command as pressing the key for silent running.
Still absolutely astounds me just how unfinished this game was on release...:damn:
On a more positive note, DarkWraith, I've just started trialing your UI mod with all the other bits and pieces from the other modders too and am loving it. Great work! :yeah:
SteelViking
05-07-10, 01:17 AM
Sorry TDW false alarm, I can't reproduce the problem now. I started with a fresh UserOptions file just to see if that would fix it, and it seems like it did. Maybe I messed something up when I customized it. So we can rest assured, the devs did not mess this one up:yeah:
TheDarkWraith
05-07-10, 06:55 AM
Sorry TDW false alarm, I can't reproduce the problem now. I started with a fresh UserOptions file just to see if that would fix it, and it seems like it did. Maybe I messed something up when I customized it. So we can rest assured, the devs did not mess this one up:yeah:
the game 'hiccups' a lot on many things I've noticed. Silent running is one of them. It happens more when you go to high TC settings.
The General
05-07-10, 08:35 AM
I just tried your Mod for the first time and am absolutely astonished! :o
Thank you so much for this great work :up:
Which set-up do you use with SH5? I prefer the SH5 enhanced :DL
TheDarkWraith
05-07-10, 08:45 AM
I just tried your Mod for the first time and am absolutely astonished! :o
Thank you so much for this great work :up:
Which set-up do you use with SH5? I prefer the SH5 enhanced :DL
SH5 Enhanced all the way :yeah:
SeaWolf U-57
05-07-10, 08:49 AM
SH3Style is the best :O:
The General
05-07-10, 09:09 AM
SH5 Enhanced all the way :yeah:Excellent. However, I found your Mod, with all the added extras and possible permutations, a little over-whelming. Can you consolidate the choices into three packages; Enhanced SH3, Enhanced SH4 and Enhanced SH5 and have them as three seperate downloads that don't require any tweaking? Just install & go! I know all the different choices make sense to you, but to mere mortals like myself, all the options make my head spin :doh: I mean, who is using imperial measurments in German U-boat sim?!
TheDarkWraith
05-07-10, 09:32 AM
Excellent. However, I found your Mod, with all the added extras and possible permutations, a little over-whelming. Can you consolidate the choices into three packages; Enhanced SH3, Enhanced SH4 and Enhanced SH5 and have them as three seperate downloads that don't require any tweaking? Just install & go! I know all the different choices make sense to you, but to mere mortals like myself, all the options make my head spin :doh: I mean, who is using imperial measurments in German U-boat sim?!
The options file is commented very well. If you take the time to read it it's very easy to use and self-explanatory. The purpose of the options file is to reduce the load on me to provide different packages for different styles and thus I won't change the way I've done it :DL
PL_Andrev
05-07-10, 10:07 AM
In stock is implemented "lock the target", what about "lock/center the periscope view on target"?
One thing about speed calculation for new notepad for torpedo calculator...
Can you read bearing of target when measurement is start and stop?
TheDarkWraith
05-07-10, 10:36 AM
In stock is implemented "lock the target", what about "lock/center the periscope view on target"?
One thing about speed calculation for new notepad for torpedo calculator...
Can you read bearing of target when measurement is start and stop?
there is a feature call follow target...look for the key in the options file.
Yes I can read bearing of target.
PL_Andrev
05-07-10, 10:56 AM
Yes I can read bearing of target.
So what is the problem with speed calculation for notepad?
read 1st value , read 2nd value, read time, calculate them in math formula and show the result...
Do you need math formula for it?
TheDarkWraith
05-07-10, 11:02 AM
So what is the problem with speed calculation for notepad?
read 1st value , read 2nd value, read time, calculate them in math formula and show the result...
Do you need math formula for it?
if you can give the formula for how to calculate the speed I can try and implement it.
TheDarkWraith
05-07-10, 11:03 AM
change log for v2.2.0 as of now:
v2.2.0 - redid the draggable compasses so that the inner ring is bigger and the outer rotatable ring is closer to the inner ring for better readings.
- added a new user option that allows you to specify the TC level above which the clock will not appear (it will stay hidden) (AboveThisTCLevelDoNotShowClock)
- added new dial to TDC. This dial is a Mast height dial. This has to be set to the mast height of the selected contact before taking your range readings if you want accurate range readings (overcomes stock bug of mast always being set to 20m).
- removed hard coding of contact spotted/locked spotted and associated items for TAI and nav map. They now reference strings in the menu.txt file so that they can be translated to different languages.
- added new user option that allows the end user to specify the depth below which the sub does not receive radio messages/contacts. Your current sub depth has to be greater than the depth chosen to not receive radio (BelowThisDepthDontReceiveRadio)
have to add one more thing and then that'll wrap up v2.2.0: add a user option that specifies the distance that they can receive radio reports. If the radio report is > this distance then they don't receive the radio report. Might add + - controls to top right bar for this also.
Krauter
05-07-10, 11:31 AM
Sorry to sound noobish..
But where do I find where to alter User Options?
For some reason when I hover my mouse over one of the officer options or anything for a tool tip the explanation doesn't come up..
TheDarkWraith
05-07-10, 11:40 AM
Sorry to sound noobish..
But where do I find where to alter User Options?
For some reason when I hover my mouse over one of the officer options or anything for a tool tip the explanation doesn't come up..
data\Scripts\Menu\TheDarkWraithUserOptions.py
You can open it with Notepad.exe (windows notepad)
PL_Andrev
05-07-10, 01:01 PM
change log for v2.2.0 as of now:
v2.2.0
- removed hard coding of contact spotted/locked spotted and associated items for TAI and nav map. They now reference strings in the menu.txt file so that they can be translated to different languages.
:o
You're great, man!
Tell me, is it possible to do something similar for multiplayer missions?
Briefings (for me) are "hard coded" and is impossible to put special non-english characters for text like: ö ů ç ś č ø and other non-latin letters...
dougandtoni
05-07-10, 05:05 PM
there is a feature call follow target...look for the key in the options file.
Yes I can read bearing of target.
Hi. How do i asign a key to a feature in the options file.What i am looking for is if i am heading to a target in my periscope at 0% and then do a sharp turn i would like my periscope to stay locked onto the target. Is this possible
TheDarkWraith
05-07-10, 05:15 PM
Hi. How do i asign a key to a feature in the options file.What i am looking for is if i am heading to a target in my periscope at 0% and then do a sharp turn i would like my periscope to stay locked onto the target. Is this possible
read the options file. It is documented and tells you everything you need to know. Open it up with windows notepad. There is a default key already setup for that (and that feature is called follow target)
TheBeast
05-07-10, 05:16 PM
Hi. How do i asign a key to a feature in the options file.What i am looking for is if i am heading to a target in my periscope at 0% and then do a sharp turn i would like my periscope to stay locked onto the target. Is this possible
Use NOTEPAD to edit the data\Scripts\Menu\TheDarkWraithUserOptions.py file.
Search for FollowSelectedTargetHotKey = [ True, MenuKeyManagerWrapper.Keys.X ]
Change the X to the key you want to use.:salute:
TheDarkWraith
05-07-10, 07:02 PM
updated v2.2.0 change log:
v2.2.0 - redid the draggable compasses so that the inner ring is bigger and the outer rotatable ring is closer to the inner ring for better readings.
- added a new user option that allows you to specify the TC level above which the clock will not appear (it will stay hidden). The behavior can be overridden if the user manually toggles the clock on (AboveThisTCLevelDoNotShowClock)
- added new dial to TDC. This dial is a Mast height dial. This has to be set to the mast height of the selected contact before taking your range readings if you want accurate range readings (overcomes stock bug of mast always being set to 20m).
- removed hard coding of contact spotted/locked spotted and associated items for TAI and nav map. They now reference strings in the menu.txt file so that they can be translated to different languages.
- added new user option that allows the end user to specify the depth below which the sub does not receive radio messages/contacts. Your current sub depth has to be greater than the depth chosen to not receive radio (BelowThisDepthDontReceiveRadio)
- added new user option that allows the end user to specify the max range from their sub that they can receive radio contact reports. If TC1OnNewRadioNavMapContact is enabled and the contact is less than the distance specified then TC will be set to 1. If outside the range then TC remains at current value (MaxRadioContactRange)
will be trying to implement speed determination into notepads of UZO, attack, and obs tomorrow
Antar gave me formulas from SH3 and SH4
SeamanStaines
05-07-10, 11:28 PM
righto, finally got this working. silly me, i was copying the higher level folder into the sh5 mods folder, instead of the embedded mods folder into the sh5 mods folder.
Looks good.
Getting four events though that are reported twice on each relevant click, both in audio and on the notepad:
Switching to magnetic detonation
Switching to impact detonation
Switching to salvo shooting
Switching to single tube shooting
Anyway to stop that?
PL_Andrev
05-08-10, 02:00 AM
will be trying to implement speed determination into notepads of UZO, attack, and obs tomorrow
Antar gave me formulas from SH3 and SH4
Check the result of SIN(30).
If the result is 0.5 then main unit is degree, if not - radian.
For radians you should recalculate degrees for radians first:
http://en.wikipedia.org/wiki/Radian#Conversions
Second thing:
If for SH3 you have result smaller than zero it is correct - the player mistakes for general direction of target course, fe. put AoB "at left" but the target move "at right".
reaper7
05-08-10, 06:15 AM
righto, finally got this working. silly me, i was copying the higher level folder into the sh5 mods folder, instead of the embedded mods folder into the sh5 mods folder.
Looks good.
Getting four events though that are reported twice on each relevant click, both in audio and on the notepad:
Switching to magnetic detonation
Switching to impact detonation
Switching to salvo shooting
Switching to single tube shooting
Anyway to stop that?
Yes, I had that problem when developing my UI Mod. If you use another salvo switch or Torp type button it basically act like 2 switches each causing a report.
In the end I had to use the default buttons from the Torpedoes, which meant I could not use the TDC Page (Or other Pages) for those buttons.
Nothing I tried worked Its prob HardCoded that was, as If you use another swtitch it uses a different ID.
TheDarkWraith
05-08-10, 06:18 AM
What exactly does fast travel do and what is it's purpose?
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