View Full Version : [REL] Multiple UIs for SH5 with TDC
reaper7
05-08-10, 06:21 AM
What exactly does fast travel do and what is it's purpose?
Its stops time droping down to 8x when near friendly units.
TheDarkWraith
05-08-10, 06:38 AM
Its stops time droping down to 8x when near friendly units.
That's it? It does nothing else?
That's it? It does nothing else?
It stops time drops from many things, even enemys and shallow waters. Its very nice to have when leaving harbours and friendly areas. No more time drops because of passing airplanes, ships, shallow waters and things like that. It's one of the new features i really like in this game.
reaper7
05-08-10, 07:05 AM
That's it? It does nothing else?
I think so, but extremly handy when returning to Port. Otherwise it would take ages to enter friendly Ports.
Ragtag beat me to it. :)
TheDarkWraith
05-08-10, 07:07 AM
is it working correctly with the set TC to 1 items I've added? I mean if you have Fast Travel enabled am I causing you to kick to TC 1 when it shouldn't be?
I'm having a slight problem with the set to TC 1 on the radio contact and NAV contact buttons. I might be misunderstanding their function, but when the NAV contact button is solely enabled, I expected TC 1 to only trigger for actual contacts. Currently, it seems to also trigger when a radio contact report updates the map as well, despite the radio contact to TC 1 button being disabled (off). Thanks.
Great mod btw.:)
TheDarkWraith
05-08-10, 10:34 AM
I'm having a slight problem with the set to TC 1 on the radio contact and NAV contact buttons. I might be misunderstanding their function, but when the NAV contact button is solely enabled, I expected TC 1 to only trigger for actual contacts. Currently, it seems to also trigger when a radio contact report updates the map as well, despite the radio contact to TC 1 button being disabled (off). Thanks.
Great mod btw.:)
I have already addressed this is the upcoming version v2.2.0
I have already addressed this is the upcoming version v2.2.0
Ok, thanks.
kylania
05-08-10, 12:11 PM
It stops time drops from many things, even enemys and shallow waters. Its very nice to have when leaving harbours and friendly areas. No more time drops because of passing airplanes, ships, shallow waters and things like that. It's one of the new features i really like in this game.
What the heck is "fast travel"? It's called "Travel Mode", not "fast travel". :DL It's simply a second set of TC values as shown here:
[TIME COMPRESSION]
; The first value is the default one, the second value is used when 'travel mode' is activated.
; The two values should be separated by a comma.
; If only one value is specified, that value is used for both default and travel mode.
TimeStop=0
RealTime=1
LandProximity=8,8192
CriticalDamage=1,1024
CrewEfficiency=128
AirEnemyDetected=1,8
SoundEffects=2
CharacterAnim=32
FriendDetected=32,8192
EnemyDetected=8,64
RadioReport=32,8192
Particles=32
PrayState=8,32
HunterState=8,32
3DRender=32
Maximum=8192
SteelViking
05-08-10, 12:53 PM
TDW, as long as I disable 1 TC upon radio contact I have not realized any changes made to Travel mode by your mod at all. I could be overlooking something, but as far as I can tell there are no problems.
Defiance
05-08-10, 01:12 PM
Hiya's,
Assume i'm a complete moron (maybe i am lol) ..............
I have installed windows 7 ultimate x64 flavour (was using vista ultimate x64 and never had any problems not even driver probs when it first launched) anyways ............
A nice fresh install with all updates and it's secure, installed sh5/patch
For the life of me i cannot get the funky compass to cycle around
Now i had a quick try of reapers hi-res ui, in it i can cycle his whatever you call it (aob/distance) and here in the multiple ui's with tdc i can cycle the bearing compass (heading) but not the compass dragged over the map :(
So in simple terms i do this to add my mods (even tried with just the tdw ui/tdc so can't be a mod overlap problem/corruption)
Install jsgme/install tdw base/install AllDials (straight with no changes) then a few of the optional mods included eg: tools/twisty things
Should i be altering something in the UserOptions.py ??
My kb/mouse work fine now in w7 did have a problem until driver redo in vista
It's just so darn annoying it's not working for me when i've always wanted a compass like this from day 1 of getting sh4 he he and moreso when tdw made one for sh5
TDW, don't you step in you/re up to your neck in work :)
Seems odd i can use bearing compass and another mod that involves a rotating object but as i say not the funky compass in here :wah:
Any ideas ? or am i missing something real simple (maybe i should try anything but AllDials and see if it'll work, gonna try that after posting here)
Obviously i assume i drag compass over map, click to rotate the 180/0 as needed then move pointer to outer circle and try to drag it around (that correct proceedure ? )
Any help much appreciated ;)
Cheers
SeaWolf U-57
05-08-10, 01:29 PM
Hiya's,
Assume i'm a complete moron (maybe i am lol) ..............
I have installed windows 7 ultimate x64 flavour (was using vista ultimate x64 and never had any problems not even driver probs when it first launched) anyways ............
A nice fresh install with all updates and it's secure, installed sh5/patch
For the life of me i cannot get the funky compass to cycle around
Now i had a quick try of reapers hi-res ui, in it i can cycle his whatever you call it (aob/distance) and here in the multiple ui's with tdc i can cycle the bearing compass (heading) but not the compass dragged over the map :(
So in simple terms i do this to add my mods (even tried with just the tdw ui/tdc so can't be a mod overlap problem/corruption)
Install jsgme/install tdw base/install AllDials (straight with no changes) then a few of the optional mods included eg: tools/twisty things
Should i be altering something in the UserOptions.py ??
My kb/mouse work fine now in w7 did have a problem until driver redo in vista
It's just so darn annoying it's not working for me when i've always wanted a compass like this from day 1 of getting sh4 he he and moreso when tdw made one for sh5
TDW, don't you step in you/re up to your neck in work :)
Seems odd i can use bearing compass and another mod that involves a rotating object but as i say not the funky compass in here :wah:
Any ideas ? or am i missing something real simple (maybe i should try anything but AllDials and see if it'll work, gonna try that after posting here)
Obviously i assume i drag compass over map, click to rotate the 180/0 as needed then move pointer to outer circle and try to drag it around (that correct proceedure ? )
Any help much appreciated ;)
Cheers
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?
This help ???
Sonarman
05-08-10, 04:50 PM
@ Defiance
The keys are q and e to rotate the compass outer ring by 1 degree left/right or shift + q/e for 5 degree increments. You can download my MS Word tutorial on the method for using the compass here (http://www.filefront.com/16358871/co...Sonarman2.doc/)
dougandtoni
05-08-10, 04:57 PM
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:
Awesome. :salute:
Defiance
05-08-10, 06:57 PM
Hiya,
Thanks Sonarman, got it working :yeah:
Will read the tut tomorrow, beds calling my name lol
Cheers
:salute:
TheBeast
05-09-10, 01:29 AM
Not sure if this is a bug or by design but here goes.
The Watch Office (WO) Menu has the Battle Stations command. When I activate Battle Stations, shouldn't the Crew man their battle stations and Man The Deck/Flak Guns?:06:
Any one else notice this?
-TheBeast
kylania
05-09-10, 01:57 AM
"Battlestations" doesn't mean "man weapons", it's just a toggle to make abilities and actions (like reloading torpedoes or repairing items) more efficient.
sinclair
05-09-10, 02:10 AM
SH3 Style no detected, problem, translation "manual installation french?" help!
TheBeast
05-09-10, 04:21 AM
"Battlestations" doesn't mean "man weapons", it's just a toggle to make abilities and actions (like reloading torpedoes or repairing items) more efficient.
I thought Alarm was intended to make crew more efficient.
All gun positions would also be designated as battle station's with crew assigned to each Battle Station positions.
If I am surfaced and I Sound Alarm followed by the Battle Stations order, I would expect ALL Battle Station's to be manned.
Athlonic
05-09-10, 06:27 AM
SH3 Style no detected, problem, translation "manual installation french?" help!
regarde ici : http://www.mille-sabords.com/forum/index.php?s=&showtopic=40899&view=findpost&p=282525
si tu as toujours des problèmes pour l'installation envoi moi un PM.
:03:
sinclair
05-09-10, 07:07 AM
Merci pour ton aide précieuse:up:
TheDarkWraith
05-09-10, 08:16 AM
made some radical changes to v2.2.0. I still have the mast height dial showing with the rest of the TDC dials and it's visibility is controlled via a new user option: MastHeightVisibleWithTDCDials.
One reason I added this new user option is that I've incorportated a mast height dial into the XO's TDC dialog box under range (which made perfect sense to do). Here would be a typical sequence of events:
you find contact
you lock onto contact
turn TDC on (it's on by default in v2.2.0)
identify contact
set contact's AOB via XO TDC dialog box (if known or calculated)
use XO TDC dialog box's stadimeter to get range - now here is where the mast height dial is located:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2015
since you've identified the target you have the mast height info available ala repear7's enhanced rec manual that's incorporated into the mod. So you read off the mast height value and set the mast height dial to that value. Now you can click on 'use the stadimeter' to get your range reading(s).
Now if you take a range reading and then wait 30seconds - x minutes and then take a range reading again then you can use the XO TDC dialog box's speed to get the speed of the contact:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2016
I was trying to reinvent the wheel (again :damn:) by using the notepads. They have since been removed with v2.2.0. There's no need for them with all the information available for your contact in the XO TDC dialog box.
Another reason I added the new user option is that some users hide the XO TDC dialog box via the togglable option. For these users then they can enable the Mast height dial in the option box so that they can input the mast height. The new user option is set to False (hide mast height dial on TDC) as default.
Athlonic
05-09-10, 09:51 AM
Again you are doing an incredible work !
:yeah:
TheDarkWraith
05-09-10, 10:01 AM
describing more of the changes to v2.2.0:
some of the togglable icons to the top right bar have changed in the operation. This one:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2020
Now only triggers TC 1 when a radio message (not contact, only message) is received (subject to user option depth under which sub cannot receive radio - if you are under this depth you get no radio)
this one:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2019
now only triggers TC 1 when a new radio contact is reported (i.e. New radio message! Enemy task force....). This is subject to user option of depth under which sub cannot receive radio. This is also subject to the user option of max radio contact range (the max range from your sub that you can receive radio contact reports)
Now if you enable this togglable icon you see this:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2018
the additional + and - icons allow you to set the max radio range for contacts in real time. The value is in km (kilometers). Currently, in this example, the sub can receive radio contact reports if they are in a radius of 15kms or less from the sub.
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2017
just clicking on the + or - adds/subtracts 0.1 (100 meters) to the distance. If the shift key is held down with clicking the +/- then the value is changed by 1.0 (1,000 meters). If the shift and alt keys are held down while clicking the +/- then the value is changed by 10.0 (10,000 meters). The max range you can specify is 999.9 (999,900 meters)
and that wraps up v2.2.0. I'll be packaging it up for release here soon.
final change log for v2.2.0:
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)
- removed the notepads from UZO, attack, and obs scopes
- added mast height dial to XO TDC dialog box's range page
- added a new user option that allows the end user to control the visibility of the mast height dial assocaited with the TDC dials (MastHeightVisibleWithTDCDials)
- if TC1OnNewRadioNavMapContact is enabled then + and - icons and text that shows the max radio contact range appear below the TC1OnNewRadioNavMapContact togglable icon. User can use the + and - icons to change the max radio contact range distance from sub. This is the distance from the sub that the sub can receive new radio contact reports. Just pressing the + and - keys changes the value +- 100. Pressing the shift key also changes the value +- 1,000. Pressing the shift and alt keys also changes the value +- 10,000. Max range is limited to 999.9km. The text value is shown in km (kilometers).
McHub532
05-09-10, 11:27 AM
Now if you enable this togglable icon you see this:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2018
the additional + and - icons allow you to set the max radio range for contacts in real time. The value is in km (kilometers). Currently, in this example, the sub can receive radio contact reports if they are in a radius of 15kms or less from the sub.
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2017
just clicking on the + or - adds/subtracts 0.1 (100 meters) to the distance. If the shift key is held down with clicking the +/- then the value is changed by 1.0 (1,000 meters). If the shift and alt keys are held down while clicking the +/- then the value is changed by 10.0 (10,000 meters). The max range you can specify is 999.9 (999,900 meters)
Perfect !
Now I won't drop to TC 1 when I radio report of a ship 4000 km's away happens. Rock'n Job TDW !
describing more of the changes to v2.2.0:
...
- if TC1OnNewRadioNavMapContact is enabled then + and - icons and text that shows the max radio contact range appear below the TC1OnNewRadioNavMapContact togglable icon. User can use the + and - icons to change the max radio contact range distance from sub. This is the distance from the sub that the sub can receive new radio contact reports. Just pressing the + and - keys changes the value +- 100. Pressing the shift key also changes the value +- 1,000. Pressing the shift and alt keys also changes the value +- 10,000. Max range is limited to 999.9km. The text value is shown in km (kilometers).
Excellent work! With your mod this game is getting better and better... and winning in realism!
I'll put the max range to 300 km and I'm sure that my tonnage will fall heavily near the real numbers.
Thank you for all :salute:
kylania
05-09-10, 11:43 AM
Is there a way for the client to read the mast height from the rec manual and set it programmaticly when you ID a ship? Bypassing the manual setting of the mast height entirely?
TheDarkWraith
05-09-10, 11:46 AM
Is there a way for the client to read the mast height from the rec manual and set it programmaticly when you ID a ship? Bypassing the manual setting of the mast height entirely?
I wish so but I haven't figured out how to do that yet. Once I do I'll implement that feature to avoid the manual setting of mast height. The only reason you have to set mast height now is so that you can get accurate range readings. The game doesn't automatically update the mast height for the ship when you lock on/identify it (it just stays at 20m for every ship) thus if you manually set it then the correct mast height is used.
Krauter
05-09-10, 12:19 PM
Is V2.2 going to be released today?
reaper7
05-09-10, 01:27 PM
Is there a way for the client to read the mast height from the rec manual and set it programmaticly when you ID a ship? Bypassing the manual setting of the mast height entirely?
I wish so but I haven't figured out how to do that yet. Once I do I'll implement that feature to avoid the manual setting of mast height. The only reason you have to set mast height now is so that you can get accurate range readings. The game doesn't automatically update the mast height for the ship when you lock on/identify it (it just stays at 20m for every ship) thus if you manually set it then the correct mast height is used.
Likewise I've being trying to get that to work also - with no luck :nope:
Are you using the Dial Type 70 (Cmd Set_tgt_mast_height_International) to send the Height TDC as I have one Idea left to try - although I don't think it will work either.
kylania
05-09-10, 01:57 PM
Yeah, I was thinking something along the lines of this:
Lock a ship and ID it. At that point the client presumably knows what ship you have locked. You should be able to than read from say an external file the mast height based on the ship ID (perhaps the same way you read the custom writing on the chalkboard page) then use that value to set the mast height via however the dial does? Or even just have a virtual, or off screen (or even on screen!), dial that gets set to that value?
It's a lot more manual upkeep (ship/mast pairs stored somewhere) than simply having the program work properly, but might work for these purposes? All depends if you can set a dial/value based on external data.
PL_Andrev
05-09-10, 02:23 PM
Now if you take a range reading and then wait 30seconds - x minutes and then take a range reading again then you can use the XO TDC dialog box's speed to get the speed of the contact:
Nice and useful option, but...
Is this option is always perfectly accurate, or is calculated with a margin of error?
:hmmm:
TheDarkWraith
05-09-10, 02:31 PM
Nice and useful option, but...
Is this option is always perfectly accurate, or is calculated with a margin of error?
:hmmm:
margin of error is in the time between readings and the precision of the range readings....should be more than adequate :DL
I was seeing anywhere from 0.5 to 2 knots off during testing.
TheDarkWraith
05-09-10, 03:01 PM
v2.2.0 released. See post #1 of this thread for details. Happy manual targeting hunting :salute:
Linavitch
05-09-10, 03:04 PM
v2.2.0 released. See post #1 of this thread for details. Happy manual targeting hunting :salute:
Thank you.
Regards
TheDarkWraith
05-09-10, 03:06 PM
Yeah, I was thinking something along the lines of this:
Lock a ship and ID it. At that point the client presumably knows what ship you have locked. You should be able to than read from say an external file the mast height based on the ship ID (perhaps the same way you read the custom writing on the chalkboard page) then use that value to set the mast height via however the dial does? Or even just have a virtual, or off screen (or even on screen!), dial that gets set to that value?
It's a lot more manual upkeep (ship/mast pairs stored somewhere) than simply having the program work properly, but might work for these purposes? All depends if you can set a dial/value based on external data.
trust me I won't give up looking for a solution. What I did was hopefully just a temp fix until I can find a better way ;)
7thSeal
05-09-10, 04:49 PM
v2.2.0 released. See post #1 of this thread for details. Happy manual targeting hunting :salute:
Lol and this is where you'll get sincere feedback with this version hang-on.... :DL
TheBeast
05-09-10, 05:55 PM
v2.2.0 released. See post #1 of this thread for details. Happy manual targeting hunting :salute:
Thank you for this update!:salute:
Once I enter my Patrol Zone, I spend 95% of my time submerged only surfacing to ventilate, recharge batteries or move to intercept position. The ability to receive radio reports while at periscope depths is a huge benifit for me.:rock:
-TheBeast
Sonarman
05-09-10, 06:31 PM
trust me I won't give up looking for a solution. What I did was hopefully just a temp fix until I can find a better way ;)
Maybe a good idea to PM Dan/Mihai about the mast height defaulting to 20 thing that you discovered, may save the devs some digging and possibly even mean a fix to the stadimeter could be included in 1.2, though I doubt it as it probably has had to go through QA (if such a thing exists at Ubi!) before release.
makman94
05-09-10, 11:02 PM
congratulations Thedarkwraith ! :up:
its the first time since the release of sh5 that the stadimeter is 'taking' the mast's heights !
Stadimeter is indeed working now properly !:up:
imo,this is the greatest fix that is done so far for the sh5
well done Thedarkwraith....well done :up:
TheDarkWraith
05-10-10, 06:12 AM
congratulations Thedarkwraith ! :up:
its the first time since the release of sh5 that the stadimeter is 'taking' the mast's heights !
Stadimeter is indeed working now properly !:up:
imo,this is the greatest fix that is done so far for the sh5
well done Thedarkwraith....well done :up:
Your single mission file and you telling me from your testing that the game always defaults to 20m for the mast height helped me track down the problem and create a fix (hopefully temporary) for it :up:
TheDarkWraith
05-10-10, 06:22 AM
Paco has updated the German menu.txt file for v2.2.0. You can find it at post #1 of this thread or here: http://www.filefront.com/16407405/NewUIs-TDC-2-2-0-GermanMenufile-by-Paco.7z/
TheDarkWraith
05-10-10, 06:41 AM
As you all are aware (or not aware) only when TC 1 on new radio contact is enabled are radio messages clipped to the radius specified. When disabled all radio contact messages are allowed no matter what the distance.
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2018
Is this behavior working well or should it be that even with this disabled all radio contact messages are clipped to the radius specified? If I change the behavior to all radio contact messages are clipped to the radius specified then the +- controls will be visible at all times and the toggle icon above (when enabled) will then only kick you to TC 1 if that radio contact message was inside the clipped radius.
What about the +- icons and the amount of distance they change? Should the behavior be changed to:
just +- changes distance +- 1.0 (1000m)
+- and shift changes distance +- 10.0 (10,000m)
+- and shift and alt changes distance +- 100.0 (100,000m)
In regards to radio messages there was no way to determine a range for the message (i.e. can't determine where the message comes from) and thus they are only clipped by the user setting that determines the depth below which the sub can not receive messages.
I'm working on v2.3.0 and want to get everything correct/adjusted.
Linavitch
05-10-10, 07:05 AM
What about the +- icons and the amount of distance they change? Should the behavior be changed to:
just +- changes distance +- 1.0 (1000m)
+- and shift changes distance +- 10.0 (10,000m)
+- and shift and alt changes distance +- 100.0 (100,000m)
I would say those values are better than the originals. I can't see myself wanting to adjust the setting by 0.1. TBH I don't see myself needing to change it by 1.0 either. Maybe I would go for 10, 50 & 100 (I haven't really explored the Med yet so I don't know if the smaller values would be better served there).
For me it was about eliminating unreachable contacts from dropping you to TC1. Early war seems to throw up lots of Med contacts. I had a quick trip up and down the East Coast of England last night with it set to 200. I could still see the contacts appearing in the Atlantic and the Med but it didn't drop me down to real time. :up:
Regards
Hi TDW
There seems to be a slight graphical error on the command bar thingy with the new TC 1 settings (see pic below).
http://www.subsim.com/radioroom/picture.php?albumid=289&pictureid=2024
TheDarkWraith
05-10-10, 07:49 AM
Hi TDW
There seems to be a slight graphical error on the command bar thingy with the new TC 1 settings (see pic below).
http://www.subsim.com/radioroom/picture.php?albumid=289&pictureid=2024
what did you do to get this to happen? I would like to reproduce the error.
panosrxo
05-10-10, 07:55 AM
what did you do to get this to happen? I would like to reproduce the error.
It happened to me too, but when I pressed the toggle button twice it disappeared
TheDarkWraith
05-10-10, 07:57 AM
It happened to me too, but when I pressed the toggle button twice it disappeared
that was good info. I looked through the code and it's my error. I'll post a bug fix shortly for this.
The problem was introduced when I was fixing the upper right bar for multiplayer users. I forgot to check one thing before enabling those items that your seeing when you shouldn't be.
kylania
05-10-10, 08:13 AM
As far as the radio message range thing, 15km is indeed too low, that's essentially "visual" range. I'd suggest something closer to 400-600km since that's around the max range I've been able to successfully intercept a radio contact.
I'd leave it configurable in the options file, but the on-the-fly change thing isn't as useful to me. Especially since changing from 15 to 400 was going to take a day of clicking heh I'd probably make it something like a toggle button. Long range contact and medium range both values set in the options so you can toggle between say 600km while in the open ocean and 100km or something while closer to shore.
I've been getting that - 32 + thing pretty much anytime I change views as well.
You cannot set your rudder direction in SH5Enhanced while on the Nav Map since that weird compass overlay thing takes over the Q/E functionality.
I was unable to get the standimeter working properly. Could we replace the dial with a text box? I was never once able to get an accurate value for the mast height entered using the dial. I often couldn't get closer than 1-1.5m from the value.
Ship contact information seemed to lag with the message box. Like I'd get a hydrophone contact line first. Then a voice confirmation of the contact but it wasn't till minutes later, often a new contact, that the messages would appear in the message box. Not sure if this is mod related or what, but it was odd.
TheDarkWraith
05-10-10, 08:31 AM
Athlonic has revised the French menu.txt file for v2.2.0. You can find it at post #1 of this thread and here: http://www.filefront.com/16408047/NewUIs-TDC-2-2-0-FrenchMenufile-by-Athlonic.7z/
TheDarkWraith
05-10-10, 08:56 AM
As far as the radio message range thing, 15km is indeed too low, that's essentially "visual" range. I'd suggest something closer to 400-600km since that's around the max range I've been able to successfully intercept a radio contact.
I've been getting that - 32 + thing pretty much anytime I change views as well.
You cannot set your rudder direction in SH5Enhanced while on the Nav Map since that weird compass overlay thing takes over the Q/E functionality.
the 15km is a user option and it's default value can be changed in the options file (MaxRadioContactRange). It's default setup in the options file is: MaxRadioContactRange = 15000
this bug fix addresses:
- the messagebox +- icons and text showing when you change views or interact with a crew member
- not being able to set rudder/heading in the heading bar on the nav map
It's JSGME ready so unzip to MODS folder and enable.
http://www.filefront.com/16408127/NewUIs-TDC-2-2-0-byTheDarkWraith-bugfix-1.7z/
Hi, TheDarkWraith.
It seems I've discovered a bug in your latest UI mod v2.2.0. The 'estimate range to contact' command (which is set to Shift-C in my config) is no longer working properly, always displaying something around 3500 meters. If I'm not mistaken, it worked properly in v1.8.0.
[Cmd487]
Name=Estimate_range_to_contact
Contexts=1
MnID=0x3F280002
HasDelayedExecution=Yes
Key0=0x43,s,"Shift+C"http://img408.imageshack.us/img408/8265/sh5img2010051017.jpg
SeaWolf U-57
05-10-10, 09:14 AM
the 15km is a user option and it's default value can be changed in the options file (MaxRadioContactRange). It's default setup in the options file is: MaxRadioContactRange = 15000
this bug fix addresses:
- the messagebox +- icons and text showing when you change views or interact with a crew member
- not being able to set rudder/heading in the heading bar on the nav map
It's JSGME ready so unzip to MODS folder and enable.
http://www.filefront.com/16408127/NewUIs-TDC-2-2-0-byTheDarkWraith-bugfix-1.7z/
Is this just a SH5Enhanced Style problem ????
or do we all need to download this :hmmm:
TheDarkWraith
05-10-10, 09:34 AM
Is this just a SH5Enhanced Style problem ????
or do we all need to download this :hmmm:
it's an entire mod problem. Everyone needs this bug fix that has v2.2.0. I'm making a new verison v2.2.1 that will include this bug fix and will be posted at post #1 here soon.
The General
05-10-10, 09:43 AM
Upon loading the Bismark Historical Mission, the dialogue box in the lower-right is open to it's fullest setting and there is a long list of Commands that the game must've has cycled through just prior to spawning me onto the Conning Tower :o I did not execute these Commands. This is indicitive of a problem with the game itself and not necessarily your Mod right?
Screenshot taken immedietly after loading historical mission:
http://img205.imageshack.us/img205/1953/sh5img20100510153738.png (http://img205.imageshack.us/i/sh5img20100510153738.png/)
Uploaded with ImageShack.us (http://imageshack.us)
TheDarkWraith
05-10-10, 09:44 AM
I'd leave it configurable in the options file, but the on-the-fly change thing isn't as useful to me. Especially since changing from 15 to 400 was going to take a day of clicking heh I'd probably make it something like a toggle button. Long range contact and medium range both values set in the options so you can toggle between say 600km while in the open ocean and 100km or something while closer to shore.
I was unable to get the standimeter working properly. Could we replace the dial with a text box? I was never once able to get an accurate value for the mast height entered using the dial. I often couldn't get closer than 1-1.5m from the value.
Ship contact information seemed to lag with the message box. Like I'd get a hydrophone contact line first. Then a voice confirmation of the contact but it wasn't till minutes later, often a new contact, that the messages would appear in the message box. Not sure if this is mod related or what, but it was odd.
I've made some changes in v2.3.0 regarding some of these criticisms.
- a new user option was added that, when enabled, causes all incoming radio contact reports to be clipped to the distance specified by MaxRadioContactRange (RadioContactReportsAlwaysClipped).
- MaxRadioContactRange now is in km not meters for the value in the options file. The default value is now 250 (250km)
- the +- and text associated with MaxRadioContactRange now make changes in km instead of meters. Clicking just the +- changes the value +- 1 (1000 meters or 1km). Holding down shift and clicking +- changes the value by 10 (10,000 meters or 10km). Holding down shift and alt and clicking +- changes the value by 100 (100,000 meters or 100km). The max distance you can specify is now 9999 (9,999,000 meters or 9,999km)
Replacing the mast height dial with something else is something I'm currently working on......
The messagebox 'issue' I'll look into.
TheDarkWraith
05-10-10, 09:45 AM
Upon loading the Bismark Historical Mission, the dialogue box in the lower-right is open to it's fullest setting and there is a long list of Commands that the game must've has cycled through just prior to spawning me onto the Conning Tower :o This is indicitive of a problem with the ame itself and not necessarily your Mod right?
that is completely normal and expected with this mod. It's actually the mod that has issued those commands. This ensures 'sync' with the officers, officer's category bar, and officer's orders :yep:
If that bothers enough people I can make those messages disappear at game start (I'll still be issuing the commands at game start but they won't appear in the messagebox)
@TDW
Just checked. 'Estimate range to contact' was working as intended in v2.0.0, and broken in v2.2.0.
http://img710.imageshack.us/img710/5331/nnnu.jpg
Please fix this issue.
TheDarkWraith
05-10-10, 09:50 AM
@TDW
Just checked. 'Estimate range to contact' was working as intended in v2.0.0, and broken in v2.2.0.
nothing has changed as far as that goes from v2.0.0 to v2.2.0. I'll double check though.
The General
05-10-10, 09:56 AM
That is completely normal and expected with this mod. It's actually the mod that has issued those commands. This ensures 'sync' with the officers, officer's category bar, and officer's orders :yep:
If that bothers enough people and can make those messages disappear at game start (I'll still be issuing the commands at game start but they won't appear in the messagebox)
Thanks TDW :up: It don't bother me Brother, it means that you are even more awesome at this than I realised :o You must do this professionally? :DL
TheDarkWraith
05-10-10, 10:04 AM
sentenc3 has revised v2.2.0 menu file for Spanish. You can find it here and at post #1 of this thread:
http://www.filefront.com/16408489/NewUIs-TDC-2-2-0-Spanishmenufile-by-sentenc3.7z/
kylania
05-10-10, 10:31 AM
By the way, I have been having a lot of problems controlling my sub now due to the "flashing icon upon command" feature. That's SO DAMN COOL LOOKING that I'm constantly issuing commands, just to make the icons flash. :har: My crew is tired of it and planning a mutiny. :timeout:
TheDarkWraith
05-10-10, 10:37 AM
By the way, I have been having a lot of problems controlling my sub now due to the "flashing icon upon command" feature. That's SO DAMN COOL LOOKING that I'm constantly issuing commands, just to make the icons flash. :har: My crew is tired of it and planning a mutiny. :timeout:
did my bug fix fix the issues you were having with the heading bar in the nav map and the +- and text icons showing when switching screens?
Yeah I really like the flashing icons also :D There's other cool things I can do that I'll implement over time.....
First, many thanks for all your hard work TheDarkWraith!! You have salvaged this game, no doubts.
Small bug with your upload of 2.2.1
Error creating file: "NewUIs_TDC_2_2_1_TheDarkWraith\NewUIs_TDC_2_2_1_By TheDarkWraith\Included mods from others\Reaper 7 - Enhanced recognition manual\Enhanced_Ship_Recon_Manual_V1.02.rar"
Same for FileFront and alternate DL at Subsim
Tried with with 7-Zip and IZArc.
TheDarkWraith
05-10-10, 11:11 AM
I'm downloading my own mod now (v2.2.1) and I'll see what happens.....
EDIT:
Downloaded and extracted just fine. What extractor are you using? I use ZipGenius 6 (free download just google it) for zipping/unzipping.
sentenc3
05-10-10, 11:17 AM
Hello, I have a problem with the immersion of 40 meters, supposedly the sub has to dive to 40 meters but will be more than 70 feet:06:, someone else is wrong?
also periscope depth was 14 meters when it has to be 12, because the periscope 14 is submerged. how to fix this? thanks:salute:
http://i289.photobucket.com/albums/ll214/sentenc3/prueba.jpg
TheDarkWraith
05-10-10, 11:23 AM
Hello, I have a problem with the immersion of 40 meters, supposedly the sub has to dive to 40 meters but will be more than 70 feet:06:, someone else is wrong?
also periscope depth was 14 meters when it has to be 12, because the periscope 14 is submerged. how to fix this? thanks:salute:
You're saying that if you press the icon it doesn't do what it's supposed to do?
do you have any other mods enabled? If so, disable all and test again just using the UIs mod. Let me know what you find.
I'm downloading my own mod now (v2.2.1) and I'll see what happens.....
EDIT:
Downloaded and extracted just fine. What extractor are you using? I use ZipGenius 6 (free download just google it) for zipping/unzipping.
Ok will try with Genius.
Never had a problem unzipping your previous versions with 7-Zip tough :06:
ah computers..
TheDarkWraith
05-10-10, 11:37 AM
Hi, TheDarkWraith.
It seems I've discovered a bug in your latest UI mod v2.2.0. The 'estimate range to contact' command (which is set to Shift-C in my config) is no longer working properly, always displaying something around 3500 meters. If I'm not mistaken,it worked properly in v1.8.0.
just tested v2.3.0 (everything for this is same as v2.2.0) and everything worked beautifully. Here I'm submerged and clicked the icon 'estimate range to contact'. Range reported was very close to range measured:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2025
tried it surfaced also and same thing, range reported and range measured were very close:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2026
can't duplicate your problem. Mod conflict perhaps? Have you tried disabling all mods except for the UIs mod and testing again?
Defiance
05-10-10, 11:38 AM
Always used winrar myself
I get a crc error on the enhanced recognition manual also
And the other error says Error: operation failed
And as above, never had a single unrar error with previous versions
Cheers
TheDarkWraith
05-10-10, 11:39 AM
Always used winrar myself
I get a crc error on the enhanced recognition manual also
And the other error says Error: operation failed
And as above, never had a single unrar error with previous versions
Cheers
I'll rezip and reupload then.....give me a few.
kylania
05-10-10, 11:50 AM
Here I'm submerged and clicked the icon 'estimate range to contact'. Range reported was very close to range measured:
tried it surfaced also and same thing, range reported and range measured were very close:
can't duplicate your problem. Mod conflict perhaps? Have you tried disabling all mods except for the UIs mod and testing again?
That's a different "estimate range to contact", he's talking about the Watch Officer's visual range estimate order, not a sonar ping. I think. :P
Defiance
05-10-10, 11:50 AM
Niceonw TDW, you sure darn work fast he he
(gonna have a looksy at that zipGenius though, free i likes :P )
Cheers
TheDarkWraith
05-10-10, 12:04 PM
Small bug with your upload of 2.2.1
Same for FileFront and alternate DL at Subsim
Tried with with 7-Zip and IZArc.
reuploaded to my filefront account. Someone want to try the main link (not the alternate) at post #1 and see if they still get an error unzipping it?
reuploaded to my filefront account. Someone want to try the main link (not the alternate) at post #1 and see if they still get an error unzipping it?
comin up...
Yup perfect!! 7-Zip and IZArc no prbs.
TheDarkWraith
05-10-10, 12:07 PM
That's a different "estimate range to contact", he's talking about the Watch Officer's visual range estimate order, not a sonar ping. I think. :P
well the order he posted from his commands.cfg file is referencing the sonar's order. Sounds like his commands.cfg file is wrong.
When your surfaced you could use the command Report_nearest_visual_contact to get the range to the nearest visual contact.
Defiance
05-10-10, 12:09 PM
UnRarred just fine this time from main link TDW :)
Cheers
SeaWolf U-57
05-10-10, 01:02 PM
I would like to use your 'officer bar' minus the officers I already have. I would do it a little differently (add a toggle that makes it expand and contract thus decluttering the UI).
My solution that I've come up with for getting the crew dialogs to appear is adding a toggle button just to the left of the officers. When this button is disabled and you click and hold on an officer for > 1 second you get their ability page. If the toggle is enabled and you click and hold > 1 second then you get their dialog page.
This quote from the UI with extended basic commands ........
Hi TDW can I just say that as a SH3Style user this idea would not appeal to me
because I don't like the look of the SH4 style icons and I think this would start to look like it.
so may I suggest that you think about leaving the officer icons as they are and
consider what you already have working nice.
I.E you have a teleport bar that's is independent of the officer bar so why not a
crew management bar also this surly would give you more options on key
presses
That's just me though I'm quite sure you will work it out :up:
Defiance
05-10-10, 02:59 PM
Lol, just came across a weird glitch, doesn't seem to harm anything though (TDW, knowing how thorough you are i guess you will dig he he)
Just got back to port, decided to sort some food so i started to save the game after checking for boat upgrades (nowt doing)
Anyways, i pressed esc to choose save game
Up it came, in the name it box i started to type in In Port, as soon as i pressed T well lo n behold i got the icons for teleport showing behind the save box lol
No biggy but i just removed the T then added it back and the teleport options went off (kinda toggling T lol)
Cheers
TheDarkWraith
05-10-10, 03:33 PM
Lol, just came across a weird glitch, doesn't seem to harm anything though (TDW, knowing how thorough you are i guess you will dig he he)
Just got back to port, decided to sort some food so i started to save the game after checking for boat upgrades (nowt doing)
Anyways, i pressed esc to choose save game
Up it came, in the name it box i started to type in In Port, as soon as i pressed T well lo n behold i got the icons for teleport showing behind the save box lol
No biggy but i just removed the T then added it back and the teleport options went off (kinda toggling T lol)
Cheers
oh that's a good one. Basically anything that uses hotkeys in the mod isn't being disabled when you're in those screens.....:hmmm:
TheDarkWraith
05-10-10, 03:45 PM
getting closer here.......
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2029
TheDarkWraith
05-10-10, 04:57 PM
Lol, just came across a weird glitch, doesn't seem to harm anything though (TDW, knowing how thorough you are i guess you will dig he he)
Just got back to port, decided to sort some food so i started to save the game after checking for boat upgrades (nowt doing)
Anyways, i pressed esc to choose save game
Up it came, in the name it box i started to type in In Port, as soon as i pressed T well lo n behold i got the icons for teleport showing behind the save box lol
problem fixed. It will be available in v2.3.0 :up:
Defiance
05-10-10, 05:29 PM
What can one say
Awesome speedy work :yeah:
(have you checked for sits vacant at ubi usa ??) he he
:salute:
McHub532
05-10-10, 05:38 PM
What can one say
Awesome speedy work :yeah:
(have you checked for sits vacant at ubi usa ??) he he
:salute:
Don't listen to them TheDarkWraith.
If you joined Ubisoft I'm sure they would bash the quality out of you quickly. Remain independent. :)
TheDarkWraith
05-10-10, 05:58 PM
Don't listen to them TheDarkWraith.
If you joined Ubisoft I'm sure they would bash the quality out of you quickly. Remain independent. :)
I'll always be an independant modder/person. I hate relying on others to do anything. I'm a perfectionist and if I do it I know it will be done correctly ;)
v2.3.0 is shaping up pretty well. Here's the change log to date:
v2.3.0 - MaxRadioContactRange now is in km not meters for the value in the options file. The default value is now 250 (250km)
- a new user option was added that, when enabled, causes all incoming radio contact reports to be clipped to the distance specified by MaxRadioContactRange (RadioContactReportsAlwaysClipped).
- the +- and text associated with MaxRadioContactRange now makes changes in km instead of meters. Clicking just the +- changes the value +- 1 (1000 meters or 1km). Holding down shift and clicking +- changes the value by 10 (10,000 meters or 10km). Holding down shift and alt and clicking +- changes the value by 100 (100,000 meters or 100km). The max distance you can specify is now 9999 (9,999,000 meters or 9,999km)
- fixed bug of hotkeys being enabled when outside of the main hud (options menu, save/load game, etc. )
- rewrote code for handling of incoming radio contact reports in preps for implementing a personal captains journal
- Radioman's order category radio (for the user radio) is now subject to the user option BelowThisDepthDontReceiveRadio. If the sub's current depth is greater than BelowThisDepthDontReceiveRadio then the user radio is turned off (if active) and disabled.
- Radioman's order bar orders are now subject to the user option BelowThisDepthDontReceiveRadio. If the sub's current depth is greater than BelowThisDepthDontReceiveRadio then the orders are disabled.
- Radioman's order bar order Send Weather Report is also affected by the current station manned. If you are surfaced then the order is always available. If you are submerged but at the obs or attack scope and that scope is above water then the order is enabled else it's disabled.
- rewrote code for handling of incoming radio messages in preps for implementing a personal captains journal
now I'm working on the personal captain's journal :D
Krauter
05-10-10, 08:38 PM
I don't know if it was caused by your mod or the attached "Twisty Periscope Thingy" Mod, but my Observation Scope is now shorter then my Attack Peri (Or the Attack scope is alot longer then the Observation scope).
Could you add perhaps a depth (perhaps use the snorkel depth) so that we can enable the observation scope instead of manually adjusting the depth. That way I don't have to climb into the tower just to check the sky before surfacing?
TheDarkWraith
05-10-10, 08:44 PM
I don't know if it was caused by your mod or the attached "Twisty Periscope Thingy" Mod, but my Observation Scope is now shorter then my Attack Peri (Or the Attack scope is alot longer then the Observation scope).
Could you add perhaps a depth (perhaps use the snorkel depth) so that we can enable the observation scope instead of manually adjusting the depth. That way I don't have to climb into the tower just to check the sky before surfacing?
Twisty periscope thingies change the height of the scopes. Dev problem. If you want your regular scope heights back then disable the twisty periscope thingies.
Krauter
05-10-10, 09:02 PM
lol but I like the twisty thingys :)
Oh well.. maybe I can just switch up the shnorkel depth so itll be my obs peri depth... can we even use the snorkel in this game?
TheBeast
05-10-10, 09:51 PM
I don't know if it was caused by your mod or the attached "Twisty Periscope Thingy" Mod, but my Observation Scope is now shorter then my Attack Peri (Or the Attack scope is alot longer then the Observation scope).
Could you add perhaps a depth (perhaps use the snorkel depth) so that we can enable the observation scope instead of manually adjusting the depth. That way I don't have to climb into the tower just to check the sky before surfacing?
The Snorkel Depth and Periscope Depth settings are located in the Submarine CFG file(s).
e.g. For the 7A, the file to edit would be data\Submarine\NSS_Uboat7a\NSS_Uboat7a.cfg
You can then set a key binding to your prefference for Snorkel Depth in the Commands.cfg and use Snorkel Depth for ObsPeriscope view and regular Periscope Depth for the Attack Periscope view.
McHub532
05-10-10, 10:29 PM
- a new user option was added that, when enabled, causes all incoming radio contact reports to be clipped to the distance specified by MaxRadioContactRange (RadioContactReportsAlwaysClipped).
I don't know if this is a good idea or just me rambling and doing my normal 'what if' type thinking.
What if when the radio contact came in (and it's at or shorter than your range setting)... and it automatically posted on the notepad in the Radio contact info: xxx km from contact.
Where it tells you how many km's you are from the target.
Not essential, not even asking for it.. just wondering.
TheDarkWraith
05-10-10, 10:54 PM
I don't know if this is a good idea or just me rambling and doing my normal 'what if' type thinking.
What if when the radio contact came in (and it's at or shorter than your range setting)... and it automatically posted on the notepad in the Radio contact info: xxx km from contact.
Where it tells you how many km's you are from the target.
Not essential, not even asking for it.. just wondering.
well thinking out loud here, since you do have the lat and long of the contact the navigator could calculate the distance to the contact since he (should) know the sub's current lat and long......this idea/request seems reasonable....it's definitely doable......what are others take on this?
McHub532
05-10-10, 10:56 PM
well thinking out loud here, since you do have the lat and long of the contact the navigator could calculate the distance to the contact since he (should) know the sub's current lat and long......this idea/request seems reasonable....it's definitely doable......what are others take on this?
Of course we can just pull up the map and stretch out the ruler and measure it. But I get goose bumps when you come up with new features. :)
kylania
05-10-10, 11:09 PM
Sounds like a nice idea, even if it was even just rounded to the nearest 50 or whatever is easier.
TheDarkWraith
05-10-10, 11:37 PM
ok I'll add it to v2.3.0
Here's something else I've been working on in v2.3.0. I call it the ship's journal:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2030
the goal is to be able to edit the log entries, add log entries, and of course view them. It's like your personal journal. Every event that happens on the sub is added to the journal. You can then edit them to add more text to it if you want. It's about 50% complete now.
McHub532
05-10-10, 11:38 PM
Wow.. no way. How utterly cool and amazing.
I really need to consider erecting a shrine so I can properly worship TDW. :rock:
McHub532
05-11-10, 01:06 AM
The Shrine is Complete now...
http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2031
sentenc3
05-11-10, 01:28 AM
The Shrine is Complete now...
http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2031
I also one for me TDW worship:agree:, to make our hobby to become a reality ... you're the best.:up::up::up::up::up:
SeaWolf U-57
05-11-10, 04:41 AM
OMG what happened did someone die and become a god last night :hmmm:
Hi Dark Wraith. I've been away for a while. And what do I find, when I come back :yeah:? Your Mod is absolutely fabulous, you're doing things I never would have dreamt of being possible.
Well, I wonder if you could address an annoying bug on the TAI-Map: Everytime you man the hydrophone station by yourself and then leave it again, the hydro-contact lines on the TAI-map disappear and won't show up again. On the Nav-Map, they're still there, but not on the TAI-Map. Can you fix this? I never dared thinking that this can be fixed by a modder, but since you managed to repair the notepad in the hydro-station, I think, you can do anything! :up:
Krauter
05-11-10, 05:36 AM
@ The Beast,
Yea thats what I was planning on doing so thanks for the info :)
Just to make sure, I alter command.cfg files AND the 7a (b or c, etc) to edit snorkel depth?
Also, what command lines, etc must I add to the files for this to work?
Sorry for the hijack..
McHub532
05-11-10, 05:58 AM
OMG what happened did someone die and become a god last night :hmmm:
Behold! The Power of The Dark Wraith !!
SeaWolf U-57
05-11-10, 06:43 AM
Behold! The Power of The Dark Wraith !!
Thank goodness So just a God among men then. :D
TheDarkWraith
05-11-10, 07:19 AM
Thank goodness So just a God among men then. :D
no, not at all. Just someone who enjoys challenging themselves and always asking the question "What if....." :|\\
TheDarkWraith
05-11-10, 07:20 AM
I wonder if you could address an annoying bug on the TAI-Map: Everytime you man the hydrophone station by yourself and then leave it again, the hydro-contact lines on the TAI-map disappear and won't show up again. On the Nav-Map, they're still there, but not on the TAI-Map. Can you fix this?
I've never really noticed this I guess. I'll look into it :up:
kylania
05-11-10, 08:31 AM
Everytime you man the hydrophone station by yourself and then leave it again, the hydro-contact lines on the TAI-map disappear and won't show up again.
That's why that happens!! I remember seeing that happen all the time back when I used the hydrophones manually constantly.
Defiance
05-11-10, 11:47 AM
Guys, Patch 1.2 is out
Let's hope it don't bite the modders in the A$$
Installing patch for a quick see
Cheers
copper01
05-11-10, 11:49 AM
Going to try the mods I have now ,hope they work.
reaper7
05-11-10, 11:52 AM
Well the Stadimeter is still broken. As for addittions to Recogniton Manual, they only added Speed, Depth and Tonnage :har:.
Come on Ubi wake up. I don't see anything in the Patch - All the Mods have surpased anything they included in there fix.
Athlonic
05-11-10, 12:21 PM
@ TheDarkWraith :
Where is your SH5 1.2.0 compatible UI Mod ?
Hurry up please ! :shifty:
Mine MCCD mod is already OK :O:
PS : just kidding of course
Well, I'm still testing the patched Game with TDW's latest version. Everything seems ok up to now, except the heading bar.
SeaWolf U-57
05-11-10, 01:22 PM
Just found a problem with the teleport bar.
Teleporting from the bridge to the observation periscope I then retracted the
periscope down about half way and then closed the station by clicking the red cross
and found myself under the sub travelling along so I teleported back to the bridge. :hmmm:
Using SH3Style 2.2.0 with 2.2.1 fix
kylania
05-11-10, 01:31 PM
Just found a problem with the teleport bar.
Teleporting from the bridge to the observation periscope I then retracted the
periscope down about half way and then closed the station by clicking the red cross
and found myself under the sub travelling along so I teleported back to the bridge. :hmmm:
Using SH3Style 2.2.0 with 2.2.1 fix
Had you "entered" a station before teleporting? Like UZO or a scope or something? If you teleport without having first "been somewhere" you'll get that disconnected thing.
TheDarkWraith
05-11-10, 01:34 PM
@ TheDarkWraith :
Where is your SH5 1.2.0 compatible UI Mod ?
Hurry up please ! :shifty:
Mine MCCD mod is already OK :O:
Got called out on work today in downtown Chicago. Heading home here in a few and then I'll start working on seeing what changed with the patch.
McHub532
05-11-10, 01:54 PM
no, not at all. Just someone who enjoys challenging themselves and always asking the question "What if....." :|\\
You remind me of Thomas Edison.
It took him 1000 tries to find the right type of filament to put into a light bulb to make it work.
The greatest things in this world were created or discovered by people that did not let the 'norm' prevent them from pressing on and doing what they felt must be done.
TheDarkWraith
05-11-10, 02:02 PM
You remind me of Thomas Edison.
It took him 1000 tries to find the right type of filament to put into a light bulb to make it work.
The greatest things in this world were created or discovered by people that did not let the 'norm' prevent them from pressing on and doing what they felt must be done.
I'm ex-Nuclear Engineer gone Electrical Engineer so I am definitely not the norm :D I'm fascinated by the unknown and will research and experiment with whatever is in my head at the moment until I know it. I refuse to give up until I have mastered whatever it is I'm trying to learn/understand. Then it's on to the next challenge.
You have no idea how many game starts/code rewrites it has taken just to get the UIs mod where it is now (not to mention the hours/weeks put into it). I have a vision of where I want the UIs mod to be and I'm still working towards that goal. Last time I roughly counted I've added well over 10,000 lines of code to the game via scripting :o
A saying that I live by is:
You never fail, you just find ways of how not to do something ;)
McHub532
05-11-10, 02:06 PM
I'm ex-Nuclear Engineer gone Electrical Engineer so I am definitely not the norm :D I'm fascinated by the unknown and will research and experiment with whatever is in my head at the moment until I know it. I refuse to give up until I have mastered whatever it is I'm trying to learn/understand. Then it's on to the next challenge.
You have no idea how many game starts/code rewrites it has taken just to get the UIs mod where it is now (not to mention the hours/weeks put into it). I have a vision of where I want the UIs mod to be and I'm still working towards that goal. Last time I roughly counted I've added well over 10,000 lines of code to the game via scripting :o
A saying that I live by is:
You never fail, you just find ways of how not to do something ;)
You totally inspire many of us. Not just in the game.. but in life.
Defiance
05-11-10, 02:12 PM
Quick report
Unless i'm doing something wrong, the ubi added bar compass sticks at N with this mod installed
Cheers
TheDarkWraith
05-11-10, 03:56 PM
just got home from working in downtown Chicago. Ugh, I hate that place....too many people and too much traffic :nope:
but I'm kicked back in my favorite chair, got my 80s rock going, new patch downloading.......let the fun begin :cool:
The Samsung 30.5" and Samsung 24" LCDs are going to get a work out tonight.......thank god for multi-monitor setups, makes viewing/making changes so much easier
TheBeast
05-11-10, 04:29 PM
SH5 Patched to Version 1.2
I am using the SH3Style UI and haven't noticed any new problems so far.;)
UPDATE: When I tried to Teleport to another station game CTD...:o
TheDarkWraith
05-11-10, 04:32 PM
SH5 Patched to Version 1.2
I am using the SH3Style UI and haven't noticed any new problems so far.;)
There are changes in the files. I'm fixing them now. I'm converting all the files I used over to v1.2 files so that the next patch won't be so bad.
Quick report
Unless i'm doing something wrong, the ubi added bar compass sticks at N with this mod installed
Cheers
same here, using SH5 all dials.
panosrxo
05-11-10, 05:12 PM
Problems I found so far
1.Recognition manual crashes to desktop
2.Compass visually stuck to north, but if you float your mouse over it is reports the correct bearing
Will you keep the new buttons?(return to course and depth under keel)
TheDarkWraith
05-11-10, 05:19 PM
Problems I found so far
1.Recognition manual crashes to desktop
2.Compass visually stuck to north, but if you float your mouse over it is reports the correct bearing
Will you keep the new buttons?(return to course and depth under keel)
yes, I like those :DL
THE_MASK
05-11-10, 05:39 PM
I'm ex-Nuclear Engineer gone Electrical Engineer so I am definitely not the norm :D I'm fascinated by the unknown and will research and experiment with whatever is in my head at the moment until I know it. I refuse to give up until I have mastered whatever it is I'm trying to learn/understand. Then it's on to the next challenge.
You have no idea how many game starts/code rewrites it has taken just to get the UIs mod where it is now (not to mention the hours/weeks put into it). I have a vision of where I want the UIs mod to be and I'm still working towards that goal. Last time I roughly counted I've added well over 10,000 lines of code to the game via scripting :o
A saying that I live by is:
You never fail, you just find ways of how not to do something ;)
I reckon you wouldnt be happy with the AI scripting .
TheBeast
05-11-10, 08:38 PM
Reaper7 (http://www.subsim.com/radioroom/showpost.php?p=1388678&postcount=96) released a Recognition Manual 2.0 update (http://rapidshare.com/files/386127972/Patch_1.2_RecMan_Fix.rar) for the new Patch v1.2
TheDarkWraith
05-11-10, 08:46 PM
Reaper7 (http://www.subsim.com/radioroom/showpost.php?p=1388678&postcount=96) released a Recognition Manual 2.0 update (http://rapidshare.com/files/386127972/Patch_1.2_RecMan_Fix.rar) for the new Patch v1.2
what does that have to do with my UIs mod? :06:
TheBeast
05-11-10, 09:13 PM
what does that have to do with my UIs mod? :06:
Don't you use his recognistion manual? I see it listed in the "Included MODs from others\Reaper7 - Enhanced Recognition Manual"
McHub532
05-11-10, 09:19 PM
http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2046
Due to my woosie/small sized laptop screen I have to sacrifice TDC size because of the placement of the periscope. Is it possible to shift the periscope to the right?
Is it something simple that I can just change a few numbers on my own or is it difficult and linked to several other overlapping code/layers?
TheDarkWraith
05-11-10, 09:45 PM
Don't you use his recognistion manual? I see it listed in the "Included MODs from others\Reaper7 - Enhanced Recognition Manual"
that is not applicable to the UIs mod. Don't use!!!
BerntBalchen
05-11-10, 09:59 PM
Man, i love you. In a buddy like way. :) Im waiting as i speak/write.
TheDarkWraith
05-11-10, 10:16 PM
Man, i love you. In a buddy like way. :) Im waiting as i speak/write.
testing it now :D
BerntBalchen
05-11-10, 10:20 PM
Ohho...goddi. :) One question though, will there be a deph gauge now?
McHub532
05-11-10, 10:35 PM
Correction: In my picture above about moving the periscope to the right....
I called it the TDC... I meant the little nav map thingie. :)
TheDarkWraith
05-11-10, 10:38 PM
Ohho...goddi. :) One question though, will there be a deph gauge now?
what do you mean by depth gauge?
BerntBalchen
05-11-10, 10:47 PM
After the 1.2 patch i didnt have any deph gauge. :) When i used the NewUIs_TDC_2_2_1_ByTheDarkWraith. Its nice to have for changing deph randomly.
TheDarkWraith
05-11-10, 11:05 PM
After the 1.2 patch i didnt have any deph gauge. :) When i used the NewUIs_TDC_2_2_1_ByTheDarkWraith. Its nice to have for changing deph randomly.
how about a screenshot to show me what's missing so I can understand?
BerntBalchen
05-11-10, 11:12 PM
I mean that there was no SH4 style deph gauge in the right lower corner, only the compas that came up when clicking on the horizontal compass that always showed N. I only used the mod NewUIs_TDC_2_2_1_ByTheDarkWraith. Maybe i did something wrong. :)
TheDarkWraith
05-11-10, 11:38 PM
I mean that there was no SH4 style deph gauge in the right lower corner, only the compas that came up when clicking on the horizontal compass that always showed N. I only used the mod NewUIs_TDC_2_2_1_ByTheDarkWraith. Maybe i did something wrong. :)
still don't understand. I'm a visual person, I need to see what you're talking about.
TheDarkWraith
05-11-10, 11:52 PM
I'm compatible with patch 1.2 now :D Just a few final bugs to work out.....
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2047
I've used the new heading bar that they made. I changed it's functionality to mimmick that of the old heading bar I had in the mod. Works beautifully :up:
Kept their new depth under keel button in the left depth bar also.
BerntBalchen
05-11-10, 11:53 PM
Sorry it took some time, kids waking up. :) This is how it look now after the 1.2 patch and only the mod (NewUIs_TDC_2_2_1_ByTheDarkWraith). As you can see there is no deph gauge like SH4/3.
http://i184.photobucket.com/albums/x222/BerntBalchen/sh52010-05-1206-46-44-93.jpg
TheDarkWraith
05-11-10, 11:55 PM
Sorry it took some time, kids waking up. :) This is how it look now after the 1.2 patch and only the mod (NewUIs_TDC_2_2_1_ByTheDarkWraith). As you can see there is no deph gauge like SH4/3.
look 2 posts up.....I just got the mod compatible with patch 1.2....
BerntBalchen
05-12-10, 12:07 AM
Aaahhh...nice, i see the deph graph thats default. Thats just what i needed, plus all the rest. Sweeeeet. :up: Can i be so bold to ask when i can download it ? :D
TheDarkWraith
05-12-10, 12:50 AM
Aaahhh...nice, i see the deph graph thats default. Thats just what i needed, plus all the rest. Sweeeeet. :up: Can i be so bold to ask when i can download it ? :D
should be uploading here very soon :up:
McHub532
05-12-10, 12:54 AM
New Patch....
TDW 2.2.1
When I lock on the (shift + I) isn't working any longer to identify the target.
McHub532
05-12-10, 12:56 AM
Additionally... the dark grey circles around the enemy ships showing their visual range is not showing up on my mini-map.
TheDarkWraith
05-12-10, 01:04 AM
Additionally... the dark grey circles around the enemy ships showing their visual range is not showing up on my mini-map.
you're using a version that isn't compatible with patch 1.2 so I would expect that. I'm getting ready to release v2.2.2 that is compatible with patch 1.2.
TheDarkWraith
05-12-10, 01:06 AM
New Patch....
TDW 2.2.1
When I lock on the (shift + I) isn't working any longer to identify the target.
I don't control or modify the commands.cfg file in this mod so that's not related to me. Patch 1.2 did modify the commands.cfg file.
McHub532
05-12-10, 01:10 AM
I don't control or modify the commands.cfg file in this mod so that's not related to me. Patch 1.2 did modify the commands.cfg file.
Awesome.. will stay awake for the 2.2.2 version. :)
kylania
05-12-10, 01:15 AM
New Patch....
TDW 2.2.1
When I lock on the (shift + I) isn't working any longer to identify the target.
Worked for me using Church's SH5 keys which is my shift-I = identify ship key. Didn't change that mod for 1.2 either, since I assumed the modders had fixed more than the patch ever would. :O:
McHub532
05-12-10, 01:16 AM
New Patch....
TDW 2.2.1
When I lock on the (shift + I) isn't working any longer to identify the target.
I found in one of the keymapping mods where in the commands.cfg file to add the Shift + I for ship identification.
SH5
--data
----cfg
------commands.cfg
Replace line 343 with the below data
[Cmd343]
Name=WP_Identify_target
Contexts=1
MnID=0x3F130002
StringID=1073
HasDelayedExecution=Yes
Key0=0x49,s,"Shift+I"
BerntBalchen
05-12-10, 01:20 AM
Where in this god forsake'n world do you sit oh dark oné ? :haha: Im in Norways oldest town Tønsberg and sitting here sipping coffe. Waiting like a little child on the night before Xmas. Not trying to push you, only saying im refreshing the forum every 2 minutes. :D
TheDarkWraith
05-12-10, 01:24 AM
Where in this god forsake'n world do you sit oh dark oné ? :haha: Im in Norways oldest town Tønsberg and sitting here sipping coffe. Waiting like a little child on the night before Xmas. Not trying to push you, only saying im refreshing the forum every 2 minutes. :D
found some last minute bugs I had to take care of (missing tooltips). Doing the final test now to ensure they are there then uploading.
McHub532
05-12-10, 01:25 AM
Where in this god forsake'n world do you sit oh dark oné ? :haha: Im in Norways oldest town Tønsberg and sitting here sipping coffe. Waiting like a little child on the night before Xmas. Not trying to push you, only saying im refreshing the forum every 2 minutes. :D
Head up to the top of the forum on and subscribe to this thread.. I get immediate email notifications to this thread. :)
TheDarkWraith
05-12-10, 01:28 AM
ok I hope there are no more bugs but there's bound to be from the amount of changes I had to do to make it work with patch 1.2. Report them here as usual and I'll take care of them. Uploading here in a few.
SeaWolf U-57
05-12-10, 01:29 AM
Quiet please gentlemen Genius at work :D
Athlonic
05-12-10, 01:29 AM
I've used the new heading bar that they made. I changed it's functionality to mimmick that of the old heading bar I had in the mod. Works beautifully :up:
Kept their new depth under keel button in the left depth bar also.
I was just about to suggest you doing this.
You are a genius.
But hey, don't forget to have a rest sometimes and drink something :DL
Jeez don't tell me you have been on this till yesterday 18:00 CET ?
:o
Thanks again for your great work.
BerntBalchen
05-12-10, 01:30 AM
Roger, ill report any bugs i see during the day.:up:
McHub532
05-12-10, 01:31 AM
Roger, ill report any bugs i see during the day.:up:
Speaking of bugs.. I wonder if WWII subs had cockroaches? Someone want to mod some cockroaches in the galley? hee-hee
BerntBalchen
05-12-10, 01:36 AM
Sorry for the offtopic but i just noticed that im not a swabbie anymore, does this mean i dont have to srubb the deck anymore ? And can i be up in the tower with the big boys ? Almost gives me a tingeling.:D By the way, the lagg inside the sub is gone after the patch, oh what a sweet day this will be.
TheDarkWraith
05-12-10, 01:37 AM
I didn't have time to address the .dds files that need updating in some of the add-on mods that are usually included so they are not included in v2.2.2. I'm just too tired and I'll work on them tomorrow. Upload half-way done.
McHub532
05-12-10, 01:37 AM
Sorry for the offtopic but i just noticed that im not a swabbie anymore, does this mean i dont have to srubb the deck anymore ? And can i be up in the tower with the big boys ? Almost gives me a tingeling.:D By the way, the lagg inside the sub is gone after the patch, oh what a sweet day this will be.
Sorry, not yet.
But you can take out the garbage in the command room and sweep up when the Captain is sleeping in his quarters.
McHub532
05-12-10, 01:38 AM
I didn't have time to address the .dds files that need updating in some of the add-on mods that are usually included so they are not included in v2.2.2. I'm just too tired and I'll work on them tomorrow. Upload half-way done.
Sleep well.... happy dreams of a perfected and complete UI system. :)
TheDarkWraith
05-12-10, 01:44 AM
v2.2.2 released. See post #1 of this thread for details.
Change log for v2.2.2:
v2.2.2 - made compatible with patch 1.2
- MaxRadioContactRange now is in km not meters for the value in the options file. The default value is now 250 (250km)
- a new user option was added that, when enabled, causes all incoming radio contact reports to be clipped to the distance specified by MaxRadioContactRange (RadioContactReportsAlwaysClipped).
- the +- and text associated with MaxRadioContactRange now makes changes in km instead of meters. Clicking just the +- changes the value +- 1 (1000 meters or 1km). Holding down shift and clicking +- changes the value by 10 (10,000 meters or 10km). Holding down shift and alt and clicking +- changes the value by 100 (100,000 meters or 100km). The max distance you can specify is now 9999 (9,999,000 meters or 9,999km)
- fixed bug of hotkeys being enabled when outside of the main hud (options menu, save/load game, etc. )
- rewrote code for handling of incoming radio contact reports in preps for implementing a personal captains journal
- Radioman's order category radio (for the user radio) is now subject to the user option BelowThisDepthDontReceiveRadio. If the sub's current depth is greater than BelowThisDepthDontReceiveRadio then the user radio is turned off (if active) and disabled.
- Radioman's order bar orders are now subject to the user option BelowThisDepthDontReceiveRadio. If the sub's current depth is greater than BelowThisDepthDontReceiveRadio then the orders are disabled.
- Radioman's order bar order Send Weather Report is also affected by the current station manned. If you are surfaced then the order is always available. If you are submerged but at the obs or attack scope and that scope is above water then the order is enabled else it's disabled.
- rewrote code for handling of incoming radio messages in preps for implementing a personal captains journal
:|\\
BerntBalchen
05-12-10, 01:44 AM
Ai ai Capten McHub, and sleep well oh dark one. We will give feedback for you to read when you wake up. :up: :zzz:
McHub532
05-12-10, 01:45 AM
Woot Woot !!
SeaWolf U-57
05-12-10, 01:45 AM
Thanks for your total commitment on this.
Please sleep soundly you deserve it :up:
THE_MASK
05-12-10, 01:48 AM
I think this mod deserves best mod of the silent hunter series . GWX kept SH3 going but this mod ressurected SH5 out of the ashes .
SeaWolf U-57
05-12-10, 01:50 AM
I think this mod deserves best mod of the silent hunter series . GWX kept SH3 going but this mod ressurected SH5 out of the ashes .
Yes where is The Dark Wraiths Best of Subsim badge then :stare:
Thanks TDW. It's really late where you are, you should catch some sleep now. Thanks.
TheDarkWraith
05-12-10, 01:54 AM
Thanks TDW. It's really late where you are, you should catch some sleep now. Thanks.
oh I'm going to, trust me. Just making sure there aren't any immediate show stopper bugs (I didn't find any but there's no way I could test everything - it's just impossible with the complexity of this mod now).
McHub532
05-12-10, 02:03 AM
Wakeup File for TheDarkWraith
Just working on starting that list of 'things to do' for you today when you wake up. :)
http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2048
McHub532
05-12-10, 02:04 AM
Not sure how you want to solve it really...
Anyone have any ideas?
TheDarkWraith
05-12-10, 02:07 AM
Not sure how you want to solve it really...
Anyone have any ideas?
That's a tricky one because it's a screen resolution problem.....:hmmm: No crashes or bugs other than this so far? I'm quite amazed actually :D
And before anyone asks the 'Journal' is disabled because I was working on v2.3.0 when the patch came out. The journal wasn't finished so I disabled it until I get it finished.
McHub532
05-12-10, 02:10 AM
That's a tricky one because it's a screen resolution problem.....:hmmm: No crashes or bugs other than this so far? I'm quite amazed actually :D
And before anyone asks the 'Journal' is disabled because I was working on v2.3.0 when the patch came out. The journal wasn't finished so I disabled it until I get it finished.
No crashes... I tried ALLDials though and am removing and going back to No Dials.. My TAI was about 1/2 inch tall to make room for dials. heh
Woot Woot !!
I'm not much of a WOOT WOOT man myself. :oops:
But for you I make a exception. Your work is really impressive. Thanks for your speed and intelligent modding. It's impressive and thank your for sharing the result with us. If there is a best mod award. I agree with Sober: it should be yours. (But Sober isn't doing a bad job either).:woot:
Kind regards, Aniuk.
McHub532
05-12-10, 02:24 AM
Quirky Clock
The clock is not popping up when my TC goes higher...
In fact.. I can not push the "O" key to bring up the clock unless I drop down to TC1.. still won't work.. I have to bring up the navigator and press the clock icon at TC1 and then the clock will show up and the "O" key will then work.
Wow, that was a fast update and delivery. Big thanks for your great work and effort DW :D
The General
05-12-10, 02:36 AM
Hi DarkWraith
Here is a strange bug I experienced with 1.2. I did not have your Mod installed at the time. It shows some interesting elements of the original UI that were never fully completed, including what looks like a tutorial for usingthe Deck-gun and icons I've never seen before in the game. Just posting as an interesting phenomenon.
http://img21.imageshack.us/img21/6958/sh5img20100511211609.png (http://img21.imageshack.us/i/sh5img20100511211609.png/)
Uploaded with ImageShack.us (http://imageshack.us)
TheDarkWraith
05-12-10, 02:39 AM
Hi DarkWraith
Here is a strange bug I experienced with 1.2. I did not have your Mod installed at the time. It shows some interesting elements of the original UI that was never fully completed, including what looks like a tutorial for usingthe Deck-gun and icons I've never seen before in the game. Just posting as an interesting phenomenon.
those are all the player guidance things. Looks like you got a corrupt install, more specifically a corrupt PageDefaultHud.py file.
BerntBalchen
05-12-10, 02:41 AM
No problems here working fine with the mods i use:
ImprovedWaves_Improved Pitch&Roll
MightyFine Crew Mod 1.2.1 Alt w beards
Command Keys 1.03
Pascal-sh5-uniforms-Version-2
Reduced Mission Tonnage v02
I also have the same issue as McHub(look at screensht) with the compass because of my screen res, witch is 1280x1024. But no sweat, i just click on the half showing and i get the SH4 style compass. :)
TheDarkWraith
05-12-10, 02:42 AM
Quirky Clock
The clock is not popping up when my TC goes higher...
In fact.. I can not push the "O" key to bring up the clock unless I drop down to TC1.. still won't work.. I have to bring up the navigator and press the clock icon at TC1 and then the clock will show up and the "O" key will then work.
there is a new user option that disables the clock above a certain TC level (AboveThisTCLevelDoNotShowClock). It's default value in the options file is 32. I coded it so that you would still be able to override that. Have you tried turning the clock on from the officers? The whole purpose of this feature is to disable the automatic showing of the clock by the game (which was very annoying to me). But like I said you still have control of whether it shows or not if YOU ask it to.
TheDarkWraith
05-12-10, 02:45 AM
I also have the same issue as McHub(look at screensht) with the compass because of my screen res, witch is 1280x1024. But no sweat, i just click on the half showing and i get the SH4 style compass. :)
there is a hotkey assigned for that in the options file also (to avoid having to click on it). There's also a hotkey to toggle it from heading mode to rudder mode and back.
McHub532
05-12-10, 02:58 AM
there is a new user option that disables the clock above a certain TC level (AboveThisTCLevelDoNotShowClock). It's default value in the options file is 32. I coded it so that you would still be able to override that. Have you tried turning the clock on from the officers? The whole purpose of this feature is to disable the automatic showing of the clock by the game (which was very annoying to me). But like I said you still have control of whether it shows or not if YOU ask it to.
Ah, that explains it then. Cool, thanks.
McHub532
05-12-10, 03:01 AM
TheDarkWraith Morning File of Things to Do with 1st cup of coffee in the morning....
I set my diving option to the advanced.. no icons but the actual depth gauge.
When my cursor hovers over the graduated depth gauge it used to display the depth I was pointing at before I clicked it. It no longer displays the depth I am telling it to dive to. After I click the notepad shows the command.. but the little hovering # that is displayed when your mouse cursor floats over the gauge doesn't show up.
Also.. my Fuel/Battery/CO2 taskbar thing vanished... I'm reloading the game now to see if one or both of these issues were just a one time fluke.
It was fine.. I submerged via the above description and then the Fuel/Battery/CO2 taskbar vanished... reloading to check now.
TheDarkWraith
05-12-10, 03:01 AM
Ah, that explains it then. Cool, thanks.
no it doesn't actually. I just tried it in game and it's not working correctly. If you ask for the clock to be visible above the TC level it's not supposed to be visible it doesn't show UNTIL you either click the + or - TC level icons (change the TC level). In making compatible with patch 1.2 I missed an update function call for the clock (a bug). I'll have to fix this :up:
McHub532
05-12-10, 03:04 AM
A reload fixed both issues.
McHub532
05-12-10, 03:05 AM
no it doesn't actually. I just tried it in game and it's not working correctly. If you ask for the clock to be visible above the TC level it's not supposed to be visible it doesn't show UNTIL you either click the + or - TC level icons (change the TC level). In making compatible with patch 1.2 I missed an update function call for the clock (a bug). I'll have to fix this :up:
WooHoo! I found an actual bug! Do I get a bug-finder coffee mug now? :)
McHub532
05-12-10, 03:33 AM
The depth gauge not showing the hover-over numbers with the mouse just came back.. as did the Fuel/Battery/CO2 toolbar vanished.
Also.. I was on the surface and pushed the "Man the Flak Guns" button.. it did.. but the voice called out "Surface the Boat".. I think that's when the Fuel/Battery/CO2 buttons vanished.
Reloading to see if I can make it happen again and see if I can discover exactly what is causing it. (well.. key sequence anyway.. code-wise I'll have no idea).
Defiance
05-12-10, 04:13 AM
McHub,
I've just read through a post on the main sh5 part of the forum
Seems ubi might (hmm diplomatic wording ;) of caused the very thing you describe with this last patch (your last post about surfaced/man gun/but get voice of surface the boat)
Will try it now, but i'm still checking for mod issues too
Cheers
BerntBalchen
05-12-10, 04:25 AM
I just tested the watchman to give the order to man the deckgun, and it works perfect here. Using the mods i wrote further up the post.
panosrxo
05-12-10, 04:40 AM
Good morning, can you re-implement the speech recognition compatibility? (menu_1024)
THE_MASK
05-12-10, 04:54 AM
Regarding the hydrophone . If i am in the sub but not on the hydrophone myself i can click on follow nearest ship or warship (this works as intended). The normal sweep button stays on yellow . I cannot cancel the follow nearest ship or warship . But if i go to the hydrophone myself the normal sweep icon goes from yellow to white and then i can cancell it . Is there anyway to have it working without going to the hydrophone myself . Keep up the good work .
Defiance
05-12-10, 04:57 AM
Hiya's,
Well i'm gonna bite the bullet and do a total fresh sh5 install
Gives a good base to work with
Cheers
Hmm just tried this one and i got a problem with the recog manual. When i manually try to ID a ship i can't selct the ship in the manual. I can scroll the manual and set mast height but not select the target.
Fresh install using these mods. No conflicts:
U-995 emblem
Conus' Graphic Mod 1.0
AilSmoke 1.7
Free Cam Tweak 1.1 - Regular
AilRain 1.0
Critical hits 1.1 Torpedos
NewUIs_TDC_2_2_2_ByTheDarkWraith
Enhanced FunelSmoke_by HanSolo78
Grossdeutscher Rundfunk
panosrxo
05-12-10, 07:38 AM
Hmm just tried this one and i got a problem with the recog manual. When i manually try to ID a ship i can't selct the ship in the manual. I can scroll the manual and set mast height but not select the target.
Fresh install using these mods. No conflicts:
U-995 emblem
Conus' Graphic Mod 1.0
AilSmoke 1.7
Free Cam Tweak 1.1 - Regular
AilRain 1.0
Critical hits 1.1 Torpedos
NewUIs_TDC_2_2_2_ByTheDarkWraith
Enhanced FunelSmoke_by HanSolo78
Grossdeutscher Rundfunk
Shouldn't you have one more mod for the tdc dials??
Shouldn't you have one more mod for the tdc dials??
No, i copy the all dials mod into the first folder instead. I only use all dials anyways :)
TheDarkWraith
05-12-10, 08:02 AM
not a UIs mod problem but thought I would still bring it up. Patch 1.2 has caused the Large Steamer to not show in the XO TDC dialog box's rec manual anymore:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2049
I had WEPS indentify it and as you can see it's a Large Steamer. Cycled through all the ships and there was no Large Steamer. This ship was in the rec manual pre patch 1.2 :hmmm:
TheDarkWraith
05-12-10, 08:09 AM
just dug through some files and found out why the large steamer doesn't show in the rec manual. From \data\Sea\NKL.cfg:
[Unit]
ClassName=KL
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=10
Length=147
Width=18.1
Mast=24
Draft=5.8
Displacement=7000
DisplacementVariation=30
RenownAwarded=220
CrewComplement=40
SurvivalRate=70
SurvivalPercentage=40
RecManualCategory=Freighter
BowShape=Raked
Superstructure=Composite
Islands=None
ShowInRecognitionManual=No;it is a clone. the player will identify it as another single ship
;*************** THE END **************
So then why is WEPS identifying it as a Large Steamer?? The mast height for this is different than other ones in it's class! Ubi, you screwed up AGAIN :stare: :damn:
just dug through some files and found out why the large steamer doesn't show in the rec manual. From \data\Sea\NKL.cfg:
[Unit]
ClassName=KL
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=10
Length=147
Width=18.1
Mast=24
Draft=5.8
Displacement=7000
DisplacementVariation=30
RenownAwarded=220
CrewComplement=40
SurvivalRate=70
SurvivalPercentage=40
RecManualCategory=Freighter
BowShape=Raked
Superstructure=Composite
Islands=None
ShowInRecognitionManual=No;it is a clone. the player will identify it as another single ship
;*************** THE END **************
So then why is WEPS identifying it as a Large Steamer?? The mast height for this is different than other ones in it's class! Ubi, you screwed up AGAIN :stare: :damn:
Aha, this is correct. It was indeed a large steamer because i had the wep officer ID it first. But the wep officer wasn't ment to be used in this game. That's probably why they didn't bother to fix it in that department i guess, and just removed it from the rec manual.
Well, you found the bug :D
TheDarkWraith
05-12-10, 08:24 AM
Aha, this is correct. It was indeed a large steamer because i had the wep officer ID it first. But the wep officer wasn't ment to be used in this game. That's probably why they didn't bother to fix it in that department i guess, and just removed it from the rec manual.
Well, you found the bug :D
There is a reference in commands.cfg (stock 1.2 file):
[Cmd343]
Name=WP_Identify_target
Contexts=1
MnID=0x3F130002
StringID=1073
HasDelayedExecution=Yes
so the command that I'm using for WEPS-->Identify target is valid. It's just that Ubi loves to create more bugs with their patches because their QC is non-existent :nope:
There is a reference in commands.cfg (stock 1.2 file):
[Cmd343]
Name=WP_Identify_target
Contexts=1
MnID=0x3F130002
StringID=1073
HasDelayedExecution=Yes
so the command that I'm using for WEPS-->Identify target is valid. It's just that Ubi loves to create more bugs with their patches because their QC is non-existent :nope:
Indeed, but the reference is old and from SH3 like a ton of other files and features left in this game and SH4. Out of the box the wep officer is not intended for use.
That said i sure as hell like to have the wep officer even though i usually prefer to do the job myself. There are situations where the wep officer comes in handy ;)
Anyways, gonna try to enable it in the NKL.cfg and see if it works.
sentenc3
05-12-10, 09:02 AM
Hi,
first i`m sorry for my english...
With the new 2.2.2 version (realy great!!) i have the following problem:
when i chose the "crash dive button" i find myself in the message room (Funkraum). Is that a bug?
Greetings....
same thing happens
TheDarkWraith
05-12-10, 09:02 AM
Hi,
first i`m sorry for my english...
With the new 2.2.2 version (realy great!!) i have the following problem:
when i chose the "crash dive button" i find myself in the message room (Funkraum). Is that a bug?
Greetings....
no, that is the one-click crash dive feature :D You'll notice that it teleports you to the radio room and then x seconds (default x is 5) later the crash dive command is ordered. You can disable this feature in the options file.
kylania
05-12-10, 09:02 AM
Hi,
first i`m sorry for my english...
With the new 2.2.2 version (realy great!!) i have the following problem:
when i chose the "crash dive button" i find myself in the message room (Funkraum). Is that a bug?
Greetings....
Nope, that's how it works. The Crash Dive button will teleport you to inside the sub, wait 5 seconds, then dive. This was done in response to people wanting to be able to crash dive while on the surface without having to climb down into the sub either because it was a pain to do so or because they felt it was unrealistic that they'd be 'first down the ladder'. The button now works like Crash Dive did in eariler games.
The Crash Dive key mapping (Shift-V by default I think?) still works normally in that it won't dive until you move your captain's avatar inside the sub.
rededge
05-12-10, 09:32 AM
Thanks for the mighty quick work on the new version, Dark Wraith. :DL
I spotted this on the TAI map -
http://i855.photobucket.com/albums/ab120/rededge/UI222.jpg
See there are two centre sub arrows? Is this a bug?
SeaWolf U-57
05-12-10, 09:46 AM
Thanks for the mighty quick work on the new version, Dark Wraith. :DL
I spotted this on the TAI map -
http://i855.photobucket.com/albums/ab120/rededge/UI222.jpg
See there are two centre sub arrows? Is this a bug?
No the one you have clicked keeps your sub in the middle of the large map :up:
rededge
05-12-10, 09:54 AM
No the one you have clicked keeps your sub in the middle of the large map :up:
Ahhhhh!
I see what you mean now. Doh! :oops:
Is this new then? Wasn't there before was it? Did DW intro this or was it part of the patch?
Thresher
05-12-10, 10:00 AM
TDW,
Is there an option in your user options py that enables/disables the message box you get when you mouse over a map contact? This box appears just above the text messags on the right and displays general class, approx range, speed and a ship blurb. I usually used this for speed data (until hopefully I get better at judging speed :oops: )
I use enhanced SH5 w/all dials and when disabled, this box appears normally.
As always, thanks!
panosrxo
05-12-10, 10:01 AM
Ahhhhh!
I see what you mean now. Doh! :oops:
Is this new then? Wasn't there before was it? Did DW intro this or was it part of the patch?
TheDarkWraith did it!:salute:
kylania
05-12-10, 11:10 AM
TDW,
Is there an option in your user options py that enables/disables the message box you get when you mouse over a map contact? This box appears just above the text messags on the right and displays general class, approx range, speed and a ship blurb. I usually used this for speed data (until hopefully I get better at judging speed :oops: )
I use enhanced SH5 w/all dials and when disabled, this box appears normally.
As always, thanks!
Line 333 in the options file:
## Item Notes ##
# this enables or disables the item notes from showing. The item notes is the text that displays above
# the message box when you mouse over certain items
#
# change below to either True or False
ShowItemNotes = False
brandtryan
05-12-10, 11:13 AM
TheDarkWraith,
Just wanted to know if we still need to use Church's keyboard mod before we install yours. I can't remember--and couldn't see any reference to it in the install instructions.
TheDarkWraith
05-12-10, 11:19 AM
Line 333 in the options file:
remember that there is the togglable icon in the top right bar that controls the item notes visibility also. Setting the option file for this is setting it's start game condition. So if it's false then when the game starts the item notes will be disabled but you can use the togglable icon for item notes to enable/disable in game.
TheDarkWraith
05-12-10, 11:22 AM
TheDarkWraith,
Just wanted to know if we still need to use Church's keyboard mod before we install yours. I can't remember--and couldn't see any reference to it in the install instructions.
any keyboard mod will more than likely interfere with this mod as it defines it's own hotkeys in the options file. My recommendation: don't use any keyboard mods with this.
panosrxo
05-12-10, 11:30 AM
I have a problem with tai map, sometimes it shows contacts and some other times it doesn't. I can see those contacts in the main map.
7thSeal
05-12-10, 12:02 PM
yes, I like those :DL
Ok, have the latest version and must ask if the Q & E keys are better than simply left click (mouse for heading) of sub before requiring full compass of heading? With the current version (selecting degree heading)? As of patch, you just point and click but current versions is where you use keys is what I'm asking if should remain? :)
kylania
05-12-10, 12:35 PM
Ok, have the latest version and must ask if the Q & E keys are better than simply left click (mouse for heading) of sub before requiring full compass of heading? With the current version (selecting degree heading)? As of patch, you just point and click but current versions is where you use keys is what I'm asking if should remain? :)
The "new" version from the devs is rather limited, in that it's essentially just your forward arc. Might as well simply look where you want to go and press the Heading To View key really.
For most minor course corrections I do that really, or just use the Rudder keys. For "reactive" moves I'll use the popup compass dial. The "Q" and "E" I use mostly for longer distance trips. Like I'll get a radio report, calculate the intercept course and set it via Q/E. I rarely use the plotted waypoints anymore. You end up going off course more if you don't, and that's super fun. heh
7thSeal
05-12-10, 12:42 PM
The "new" version from the devs is rather limited,
Actually I thought that was DW was trying for earlier... I'm mistaken?
Rather than using keys, just using mouse to guide... maybe I'm completely off with this lol. :haha:
TheDarkWraith
05-12-10, 03:04 PM
Actually I thought that was DW was trying for earlier... I'm mistaken?
Rather than using keys, just using mouse to guide... maybe I'm completely off with this lol. :haha:
eventually I want to be able to use the mouse scrollwheel to set the heading but haven't figured out how to do it yet. I have 3 books that just arrived from Amazon.com so hopefully I'll figure something out here soon (along with some other goodies...) :DL
TheDarkWraith
05-12-10, 03:06 PM
Ok, have the latest version and must ask if the Q & E keys are better than simply left click (mouse for heading) of sub before requiring full compass of heading? With the current version (selecting degree heading)? As of patch, you just point and click but current versions is where you use keys is what I'm asking if should remain? :)
thinking about this leads me to maybe adding some kind of toggle to the new heading bar that would allow you to just click and go or use my version of the Q & E keys.......Since the 'arc' of degrees if bigger now minor course changes would be better handled with mouse clicks......
DragonRR1
05-12-10, 03:46 PM
eventually I want to be able to use the mouse scrollwheel to set the heading but haven't figured out how to do it yet. I have 3 books that just arrived from Amazon.com so hopefully I'll figure something out here soon (along with some other goodies...) :DL
:D
DW a forum poster mentioned that it should be pretty easy. I did PM you about this awhile back. I think he said something like "own Window". I'll have a search. If you tried this already then good luck with finding another solution!
EDIT:
Found the post here: http://www.subsim.com/radioroom/showpost.php?p=1330576&postcount=158
I don't suppose you can code in an input box where you can directly type the course you want, instead of using a compass ?
I might be mistaking, since it's been a very long while, but I think Dangerous Waters had the course displayed as a number (000 - 359). Clicking on any of the characters would increase its value by one (000 -> 001; 000->010 etc), shift clicking would increase it by five, right clicking would decrease it by one, shift right clicking would decrease it by 5.
I don't remember seeing this in any SH mod, so i'm guessing there are slim chances, but still, would be awesome.
TheDarkWraith
05-12-10, 04:06 PM
I don't suppose you can code in an input box where you can directly type the course you want, instead of using a compass ?
I might be mistaking, since it's been a very long while, but I think Dangerous Waters had the course displayed as a number (000 - 359). Clicking on any of the characters would increase its value by one (000 -> 001; 000->010 etc), shift clicking would increase it by five, right clicking would decrease it by one, shift right clicking would decrease it by 5.
I don't remember seeing this in any SH mod, so i'm guessing there are slim chances, but still, would be awesome.
adding that wouldn't be difficult at all. Not a bad idea either :up:
TheDarkWraith
05-12-10, 04:13 PM
Actually I thought that was DW was trying for earlier... I'm mistaken?
Rather than using keys, just using mouse to guide... maybe I'm completely off with this lol. :haha:
after giving this some thought here's what I think I'll do:
- keep the Q & E keys (until I figure out mouse) to change desired heading
- keep the clicking of the heading bar to show the compass/rudder dial
- adding a condition to the clicking of the heading bar that if shift is pressed and held then: it shows the compass/rudder dial else you are clicking for a new desired heading (the new desired heading would be where you clicked on the heading bar). If shift is held down then the Q & E keys would also be disabled.
TheDarkWraith
05-12-10, 04:36 PM
any keyboard mod will more than likely interfere with this mod as it defines it's own hotkeys in the options file. My recommendation: don't use any keyboard mods with this.
have to retract this comment somewhat. The Advanced Shift keys for SH5 by ddrgn was redone to be compatible with patch 1.2 and v2.2.2 of the UIs mod :up:
THE_MASK
05-12-10, 05:33 PM
Could we have the TC for map contacts dropping to 1 TC in increments of 50 , not increments of 1 thanks .
I find it quite hopeless to set the mastheight accurately. Is there any other way to do it except turning the dial with the mouse?
TheDarkWraith
05-12-10, 05:39 PM
Could we have the TC for map contacts dropping to 1 TC in increments of 50 , not increments of 1 thanks .
I don't understand what you're asking :06:
TheDarkWraith
05-12-10, 05:39 PM
I find it quite hopeless to set the mastheight accurately. Is there any other way to do it except turning the dial with the mouse?
yes I know it's not particularly pleasant to set the mast height with the dial but until I figure out another way that's how we have to do it. Trust me, I'm looking for another way :yep:
TheDarkWraith
05-12-10, 05:42 PM
big apology to conus00 for not getting to this sooner :oops: conus00 has redone the .dds files for the draggable compasses and they are now the default compasses in v2.3.0.
I also got around redoing the .dds files for the add-on mods for this mod. Below is naights alternate advanced speed control and jimimadrid's map tools:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2053
kylania
05-12-10, 05:47 PM
yes I know it's not particularly pleasant to set the mast height with the dial but until I figure out another way that's how we have to do it. Trust me, I'm looking for another way :yep:
How about the text box entries like in the default TDC? Do you have access to clone those input controls?
TheDarkWraith
05-12-10, 05:49 PM
How about the text box entries like in the default TDC? Do you have access to clone those input controls?
it's not a matter of cloning anything, it's a matter of issuing the command with the value to use and having it 'take'
oscar19681
05-12-10, 06:45 PM
I have a problem with your mod. When i choose to shoot on bearing and lock a target and fire the eels the periscope gets stuck. I cant move it from left or right and the periscope only wobbles . Kind of strange
I have a problem with your mod. When i choose to shoot on bearing and lock a target and fire the eels the periscope gets stuck. I cant move it from left or right and the periscope only wobbles . Kind of strange
It might be because you have accidentally pressed X and locked the view on the target. It wobbles when you try to move it. Press X again to unlock it, it's a toggle.
ReallyDedPoet
05-12-10, 07:39 PM
Nice work on updating this :yep:
McHub532
05-12-10, 11:16 PM
Well.. it's a repeating issue now so I took a screen shot.
I have only noticed it when I'm submerged and in the middle of battle.
http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2054
A mouse over does not show the selected depth and the Fuel/Battery/CO2 toolbar vanishes.
McHub532
05-12-10, 11:20 PM
I just noticed.. My "Battle Stations" icon, "load torpedos faster", "Keep your skills longer", "overload torps", "heat torps" and all those icons also vanished at the same time as above.
Edit:
Silly me.. I see my officers are also missing now.
kylania
05-12-10, 11:25 PM
I just noticed.. My "Battle Stations" icon, "load torpedos faster", "Keep your skills longer", "overload torps", "heat torps" and all those icons also vanished at the same time as above.
Edit:
Silly me.. I see my officers are also missing now.
Shift-Z or whatever you use to hide your UI, press it. That happens when you clear your UI, change a UI mode while it's hidden, then go back to full UI. Those missing parts are hidden to you 'unhide' them explicitly.
Think i've found a bug in the TDC. i don't know if it is this mod or the patch 1.2.
I set up a salvo shot with 2 torpedoes and set them to "fast" speed. When launching torpedoes the first one goes fast, the second one goes slow. This has never happend to me before. Immediatly after pressing launch the speed switch bounces back to "slow" speed. Looks like it does that before second torpedoe launches. I wonder if that could be the problem.
Anyone else having this problem?
McHub532
05-12-10, 11:57 PM
Shift-Z or whatever you use to hide your UI, press it. That happens when you clear your UI, change a UI mode while it's hidden, then go back to full UI. Those missing parts are hidden to you 'unhide' them explicitly.
Awesome.. I'll give that a shot. thanks Kylania!
TheDarkWraith
05-13-10, 12:12 AM
Think i've found a bug in the TDC. i don't know if it is this mod or the patch 1.2.
I set up a salvo shot with 2 torpedoes and set them to "fast" speed. When launching torpedoes the first one goes fast, the second one goes slow. This has never happend to me before. Immediatly after pressing launch the torpedoes the speed switch bounces back to "slow" speed. Looks like it does that before second torpedoe launches. I wonder if that could be the problem.
Anyone else having this problem?
wouldn't be the mod as I don't do anything with those controls. Sounds like Ubi's wonderful non-existent QA dept. let another bug slide in with patch 1.2 :nope:
panosrxo
05-13-10, 02:28 AM
Think i've found a bug in the TDC. i don't know if it is this mod or the patch 1.2.
I set up a salvo shot with 2 torpedoes and set them to "fast" speed. When launching torpedoes the first one goes fast, the second one goes slow. This has never happend to me before. Immediatly after pressing launch the speed switch bounces back to "slow" speed. Looks like it does that before second torpedoe launches. I wonder if that could be the problem.
Anyone else having this problem?
are you sure that they have different speeds?
I believe that the delay has to do with opening the tubes
Meldric
05-13-10, 03:17 AM
Hi!
Is it possible to move the officer bar a bit to the right (and how)? With my resolution, I have the officer icons overlap the compass while to the right there is plenty of free space. I use 1280x1024.
Meldric
kuzovok
05-13-10, 03:44 AM
Dear TheDarkWraith TheDarkWraith, greetings from Russia! How to fix the icons to move officers to strip compass? Position 2 in the screenshot.:damn:
Screenshot not able to insert.
TheDarkWraith
05-13-10, 07:09 AM
Hi!
Is it possible to move the officer bar a bit to the right (and how)? With my resolution, I have the officer icons overlap the compass while to the right there is plenty of free space. I use 1280x1024.
Meldric
in v2.3.0 I'm adding some new user options. They are basically offsets for the uzo scope, attack scope, obs scope, and officer bar. These offsets will allow you to move the aforementioned items left or right on screen so that users using lower screen resolutions can mitigate the problems associated with those lower screen resolutions.
I'm also thinking about adding a small version of the new heading bar in v2.3.0 to also help combat lower screen resolution problems.
The operation of the heading bar has changed in v2.3.0.
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2056
The new toggle at the end of the new heading bar toggles between heading bar advanced mode and regular mode. Toggling between the two modes is done via either clicking the new toggle or pressing the control key (just like advanced HUD mode). If the control key is pressed then advanced mode is enabled for the new heading bar and once control is released (and if the new toggle isn't active) then advanced mode is disabled for the new heading bar. If the toggle is clicked then this will either lock in advanced mode or regular mode for the new heading bar.
When in advanced mode you click on the headings shown to order that new heading. When in regular mode you use the hotkeys to assign the new heading (just like you did in previous versions of the UI mod with the old heading bar). If in regular mode and you are ordering a new heading, pressing just the hotkeys will change the desired heading by 5s. Pressing just the the hotkeys + holding down shift will change the desired heading by 1s.
By giving the new heading bar an advanced mode it allows the best of both worlds for the new heading bar :rock:
sentenc3
05-13-10, 07:17 AM
I'm waiting for this ... really looking forward to a long?:03:
http://i289.photobucket.com/albums/ll214/sentenc3/user254741_pic2047_1273639872.jpg
7thSeal
05-13-10, 08:19 AM
The new toggle at the end of the new heading bar toggles between heading bar advanced mode and regular mode. Toggling between the two modes is done via either clicking the new toggle or pressing the control key (just like advanced HUD mode). If the control key is pressed then advanced mode is enabled for the new heading bar and once control is released (and if the new toggle isn't active) then advanced mode is disabled for the new heading bar. If the toggle is clicked then this will either lock in advanced mode or regular mode for the new heading bar.
When in advanced mode you click on the headings shown to order that new heading. When in regular mode you use the hotkeys to assign the new heading (just like you did in previous versions of the UI mod with the old heading bar). If in regular mode and you are ordering a new heading, pressing just the hotkeys will change the desired heading by 5s. Pressing just the the hotkeys + holding down shift will change the desired heading by 1s.
By giving the new heading bar an advanced mode it allows the best of both worlds for the new heading bar :rock:
This sounds really nice for the heading bar. Glad you've found a way to provide us with both options to choose from... well done. :yep:
McHub532
05-13-10, 08:52 AM
in v2.3.0 I'm adding some new user options. They are basically offsets for the uzo scope, attack scope, obs scope, and officer bar. These offsets will allow you to move the aforementioned items left or right on screen so that users using lower screen resolutions can mitigate the problems associated with those lower screen resolutions.
Bless you TheDarkWraith! This will revolutionize the functionality and usability of the game for me.
SashaKA001
05-13-10, 10:00 AM
I'm waiting for this ... really looking forward to a long?:03:
http://i289.photobucket.com/albums/ll214/sentenc3/user254741_pic2047_1273639872.jpg
Too I look forward
TheDarkWraith, I have question about Church's Keyboard Command mod or any similar mods - can I use safely these mods with your Multiple_UI or not?
panosrxo
05-13-10, 11:17 AM
TheDarkWraith, I have question about Church's Keyboard Command mod or any similar mods - can I use safely these mods with your Multiple_UI or not?
if you really know the keyboard layout of this mod (Church's) then you can modify the key bindings used by thedarkwraith in his options file. It is really easy...
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