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TheDarkWraith
03-24-10, 11:46 PM
NewUIs with TDC for SH5 by TheDarkWraith
version 7.4.2

YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!


COPYRIGHT NOTICE:
The code changes made to the .py files are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole, or in part, without the express written permission of TheDarkWraith. The code changes made to these files may not be used in any commercial application of any form without the express written permission of TheDarkWraith.

To install this mod correctly do the following:
Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'NewUIs_TDC_7_4_2_ByTheDarkWraith' via JSGME FIRST then enable any additional add-on mods you want (this assumes you setup JSGME to use the 'MODS' folder as default)

NOTE: is this mod perfect? NO WAY. It will continue to evolve as I learn more about the files and the game itself. Does the mod contain any bugs or errors? I hope not but to say it doesn't would be foolish. I will address errors/bugs as users find them and post them in my UIs thread. If the automatic mast height function isn't working correctly please start the game with Admin rights (right click the SH5 icon and select RunAs-->Administrator)

This mod will bring the several new UIs to SH5. Currently the list of UIs are:
- SH3 style
- SH4 style
- SH5 Enhanced

SH3 style UI consists of:
- familiar 3 dials (throttle/speed, heading/rudder, depth25/depth260).
- Officer shortcut bar with commands for officers.
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.

SH4 style UI consists of:
- familiar 3 dials (throttle/speed, heading/rudder, depth25/depth260).
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.

SH5 Enhanced UI consists of:
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Heading bar integrated into the speed bar. Clicking the heading bar readout will reveal a heading/rudder dial. The dial is switchable from heading mode to rudder mode by clicking on the button under the dial. Clicking on the heading bar readout again will hide the dial (it retains the mode it was in when revealed again). Mousing into the heading bar readout and pressing the appropriate keys will set the ordered heading. You can press and hold the appropriate keys to keep changing the ordered heading. The appropriate keys (and all options) can be changed by editing \MODS\NewUIs_TDC_7_4_2_TheDarkWraith\data\Scripts\ Menu\TheDarkWraithUserOptions.py). Mousing out of the heading bar readout with a new ordered heading will cause this ordered heading to take effect. The dial can also be used to set the ordered heading / rudder angle. A tooltip has been integrated to be shown when you mouse into the heading bar readout. It will either display the current heading or if you have requested a new ordered heading the current ordered heading. Once within 5 degrees of the ordered heading the tooltip will start to display the current heading. The heading/rudder dial can also be cycled on/off using a hotkey. The state of the dial (rudder or heading) can be switched via hotkey also.
- Officer shortcut bar with commands for officers.
- optional integrated levels that gives the user Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.

Common to all UIs:
- Option to enable heading display in Binocular view
- Added skwasjer's digital clock to top right

For those UIs that utilize the familiar 3 dials:
- The dials have two states.
- The first dial has the states of: engine order telegraph and speed.
- The second dial has states of heading and rudder angle (though angle displayed on dial doesn't match rudder deflection currently. Still sorting that out).
- The third dial has states of shallow depth and deep depth.
- To change states simply click on the button below the dial.
- The dials will expand when the mouse is inside them and they will contract when mouse is outside them (like zoom in/out). Individual zoom levels can be set for throttle, speed, heading, rudder, depth260, and depth25.
- User can lock out each individual dial (and each state of the dial) from zooming.
- The animation rate of the dials expanding/contracting can also be changed.
- The dials can be customized by using a different .dds file. See the readme.txt file in \Dials.

For those UIs that utilize the TDC:
- There are four versions of the TDC included - All dials, minimal dials, spread angle only, and no TDC
- All dials will take control of the functionality of the SH5 interface for a torpoedo solution (and associated controls in the SH5 stock UI are removed).
- Minimal dials just exposes the dials not exposed by the stock SH5 UI and also uses the stock UI.
- spread angle only just adds the spread angle dial to the TDC
- No TDC removes the TDC from the mod.
- The TDC interfaces have been included on the obs periscope, attack periscope, and UZO. User has option to disable TDC on each station mentioned.

There are four versions of the TDC included - All dials, minimal dials, spread angle only, and no TDC. All dials will take control of the functionality of the SH5 interface for a torpoedo solution (and associated controls in the SH5 stock UI are removed). Minimal dials just exposes the dials not exposed by the stock SH5 UI and also uses the stock UI. Spread angle only just adds the spread angle dial to the TDC. No TDC removes the TDC from the mod. The TDC interfaces have been included on the obs periscope, attack periscope, and UZO.
xxx = Attack, Obs, or UZO
To install All dials (for each scope):
In the options file set: xxxTDCMode = TDCAllDials
To install minimal dials (for each scope):
In the options file set: xxxTDCMode = TDCMinimalDials
To install spread angle only dial (for each scope):
In the options file set: xxxTDCMode = TDCSpreadAngle
To install No TDC (for each scope):
In the options file set: xxxTDCMode = NOTDCDials

All user configurable settings can be found in the file '\MODS\NewUIs_TDC_7_4_2_TheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py'. NOTE: When editing this file ensure you save the file as Unicode encoding in order for non-ANSI characters to be displayed in game!

********** NOTE: ***********
In order to receive debug messages from the ship's journal feature of the mod you need to ensure the following is set like the below in your \Documents\SH5\data\cfg\main.cfg:
[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes

This mod also saves and restores position information of certain draggable items. Those draggable items that do not have dragging enabled via the options file will not be updated at game start - they will default to their default position information. The draggable items are:
- Officers
- SH5 Enhanced mode heading/rudder dial
- Clock
- XO TDC Dialog box
- Otto's integrated Chalkboard mod
- Messagebox
- Gramophone
- Radio
- Enhanced Recognition Manual add-on mod
The position information is stored in a file for each page. The files are located in your SH5 install path (...\Silent Hunter 5). The files are named as follows: pagex_Draggables.TDW. The information in the files is stored in binary form and can be viewed using a hex editor if one wishes. To erase all stored position information simply delete the pagex_Draggables.TDW files. Upon restart of the game new files will be created and the items will be at their stock default location.
NOTE: if you are having trouble with items not repositioning or the likes it is probably because Windows is enforcing a privilege level on the game. Simply start the game with Admin rights (right click the SH5 icon and select RunAs-->Administrator)

Automation has been added to this mod. Automation is exactly as it sounds - the automatic carrying out of orders defined by the user via scripts. All available commands are defined in \data\Automation\TDW_Automation.txt (this file can be opened with Notepad).

A BIG thanks to maerean_m for information and assistance he gave in helping me make the TDC come to life for the obs periscope, attack periscope, and UZO. Thanks again!!
The default text is English. There is a new folder called '\Text'. In it you will find folders of all the different languages I have for the mod. Navigate to you language and then copy the menu.txt file and paste in '\MODS\NewUIs_TDC_7_4_2_TheDarkWraith\data\Menu'. Then copy the 'MODS' folder to your '\Ubisoft\SilentHunter5\' folder (this assumes that you setup JSGME to use the MODS folder as default). Enable via JSGME.

The Attack Disc has been added to the mod. You can find documentation for it in \Documentation\Attack_Disc_Handbook.pdf

Current languages supported by this are:
English
German
French
Polish
Spanish
Russian
Italian
Swedish (contact SilentSteel for questions regarding this language)
Chinese (done by kys2000)

I urge you to play the game with the enhanced SH5 UI. I prefer this UI to even the SH3 UI (familiar 3 dials). I still haven't gotten around to fixing the problems with the SH4 UI command bar yet.

Manos scope mod is the default scope mod installed in this mod. Default aspect ratio is 4:3
NOTE: The default RAOBF graticules for the scopes are calibrated for the attack, obs, and UZO. Calibrations are:
attack - 1x and 6x
obs - 1x and 6x
UZO - 7x
If you are using a mod that changes the zoom levels of these scopes (i.e. Arclight's periscope mod) then you'll need a patch to change the graticules to the correct 'value'.

NOTE: Teleporting is not perfect! If you find yourself 'outside' of the sub press shift+U to get back inside. Hopefully you never find yourself in this situation.....

See the included documentation for more information about the mod (\data\Documentation)

Change log (see the included documentation for complete change log):
v6.7.0 - fixed bug in radio messages where if TC 1 on new radio message was enabled sound would sometimes not be played
- fixed bug of campaign radio messages sometimes not being read in at game start
- fixed some logic problems with the command buttons in the Automation page
- Added a new command button to Automation's commands: save started currently activated scripts. When pressed it will save the started currently activated scripts to file. Upon game start it will read this file and if any previously activated scripts are found it will automatically start them
- folder structure for radio message sounds changed so that mod can pick a random sound from available sounds in folders
- added a new user option that controls where the player teleports to when the dive button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (DiveTeleportToStation)
- added a new user option that controls where the player teleports to when the periscope depth button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (PeriscopeDepthTeleportToStation)
- added a new user option that controls where the player teleports to when the snorkel depth button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (SnorkelDepthTeleportToStation)
- added a new user option that controls where the player teleports to when the emergency surface button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (EmergencySurfaceTeleportToStation)
- added a new user option that controls where the player teleports to when the surface button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (SurfaceDepthTeleportToStation)
- Automation's Navigate_from_file command now let's you resume navigation from a close waypoint if waypoint_resume > 0. waypoint_resume is defined in the .SHN file as a new header
- Automation's Navigate_from_file command now let's you define bufferzones around the sub. These bufferzones are used to detect units. If a unit crosses a bufferzone then the command will take action based on settings in the .SHN file
- Automation's Navigate_from_file command now let's you specify the radius of the waypoints (precision and non-precision). When this radius is reached the next waypoint will be ordered up
- Radio messages updated to include columns for sound type to play and volume level of the sound to play. Currently applies only to regular radio messages (not campaign radio messages)
- Incorporated my Uboat_Snorkel mod into this one (all uboat's snorkels are enabled by default)
- Sub's snorkel depth changed to 14.0m from 10.0m
- added missing countries to \data\Roster\Names.cfg's [Countries] header brought to my attention by Ruby2000
- added a new user option that controls whether battery recharge mode is ordered up when the snorkel is raised (and conditions are right for snorkeling). Default value is True (enabled) (AutomaticallyOrderRechargeModeWhenSnorkeling)
- added a new user option that specifies the maximum speed allowed underwater when snorkel is raised. Default value is 10.0knots (GetMaxSpeedWhenSnorkelRaised)
- added lots of debug code for the torp doors to help catch the error that sometimes the torp door is disabled when it shouldn't be
- in order to avoid compatibility problems with those mods that modify the \data\Roster\Names.cfg I have created a new file, \data\Roster\SOANNames.cfg, that contains the headers for [Countries] and [SOANCategories]. I do not include the \data\Roster\Names.cfg file anymore with this mod. If there are countries defined in \data\Roster\Names.cfg that don't exist in \data\Roster\SOANNames.cfg then they will be added to the database the mod maintains for all the countries
- added an add-on mod that removes the exhaust smoke from the snorkel (NewUIs_TDC_6_7_0_No_Snorkel_Exhaust_Smoke)
v6.8.0 - changed how the attack disc is used. Now all discs are rotated using the mousewheel. If the front side is visible and mousewheel is rotated and:
- no key pressed: rotates Compass rose
- shift pressed: rotates Target disc
- ctrl pressed: rotates bearing and lead angle
- alt pressed: rotates attack course pointer
- shift + ctrl pressed: rotates relative bearing
if backside is visible and mousewheel is rotated and:
- shift pressed: rotates Speed and distance
- ctrl pressed: rotates time
- alt pressed: rotates degrees
- added tooltips to the attack disc that informs the user how to rotate the discs and how to switch sides
- revised tooltip on the nav map draggable compass
- added ability to rotate attack discs faster by pressing and holding right mouse button (also added info to attack disc tooltip on this)
- revised tooltip on RAOBF
- revised ship's journal viewer app
- added missing flags to SOAN for OH II campaign (thanks to Rongel for sending all flags - I reduced them down in size and rotated them for SOAN's use)
- changed operation of the RAOBF. I added a switch to the upper left corner of the rings. If this switch is down then you cannot rotate the RAOBF middle ring BUT you can pan scope with mouse now. If this switch is up then you can rotate the RAOBF middle ring. You can toggle this switch by either clicking it or using the middle mouse button
- added a switch to the front side of the attack disk. This switch controls whether the compass rose is locked to the uboat heading or not. If the switch is down it's unlocked. If the switch is up then it's locked.
- fixed bug of when clicking on active journal in main menu (located under Ship's Journal in main menu) nothing happened. Now the ship's journal viewer app will be called. Problem was due to relocating the app to a different folder some versions ago
- added missing flags of Slovakia and Czechia to SOAN
- made fundamental change to ship's journal for future expandability and to support upcoming new items. New journal type is v6. Dates are also now encoded vice written as strings
- fixed errors found in Ship's Journal Viewer app and in-game ship's journal while testing new changes
- added a new user option that specifies the entry interval when the sub's: position, course, depth, speed, fuel, battery levels, co2, and compressed air are written to the currently selected ship's journal (these are 'invisible' entries). These are for future features. Default interval time is every 60 minutes or every hour (JournalEntryWithSubsDataIntervalTime)
- you can now specify 0.0 for JournalEntryIntervalTime to disable it
- mod now outputs sh5.exe version at startup (can be caught using Dbgview or similar app)
- redid how destroyed marks are made. The detroyed mark icon will never be in the place of the actual sinking due to the way I'm getting the info from it (game limitation). Fixed problem of missing tonnage on some destroyed marks (and text in messagebox)
- (RealNav) Navigational fixes now have a letter appended to the fix denoting the type of fix. If it's a celestial fix then C will be appended. If it's a dead-reckoning fix then a D will be appended. i.e.: N1C
- added an alarm clock to the game. This alarm clock is accessible by clicking the chrono face. The alarm clock can be set to alarm continuously (it will rearm itself when it alarms so that it can alarm again) or alarm once. You can also specify to alarm at a certain time or a time interval (span of time). Use mousewheel to set hour and minute boxes. See the file \Documentation\How_To_Use_Alarm_Clock.txt for more info
- fixed nasty bug of when MapToolsAsObjects is enabled (True) and the navigation map is shown and you enable the TDC dials the TDC dials are shown on top of the map tools. This fix caused the map tools to be resized and repositioned from their stock values
- fixed intermittent torp door disabled bug that some users were experiencing
- fixed bug of when sonarman's follow nearest sound contact and follow nearest warship contact orders were highlighted yellow you were unable to 'select' them again. Now when highlighted yellow and they are 'selected' the order is given and they will flash letting you know that they were selected again
- removed add-on mod NewUIs_TDC_6_8_0_U-Jagd_Chrono due to chrono given the ability to switch from stock chrono to u-jagd chrono by right mouse clicking dial face
- fixed problem with radio messages files where every entry for every date was in every file
- Sonarman's sonar orders are now disabled until you have activated the hydrophone station (are sitting in front of hydrophone by clicking on hydrophone station)
- added a new dll to the game: TDWHydrophone.dll. This dll is responsible for the hydrophone contacts and for determining items related to those contacts
- Sonarman's estimate range to contact has been replaced by a function from TDWHydrophone.dll. Now the estimated range will be a true estimated range. The estimated range is influenced by the sonarman's current morale, health, background noise, and contact bearing in regards to hydrophone needle. If the hydrophone needle is 'pointing' right at the contact then a 'more precise' estimated range will be given. If the sonarman is injured or dead he will not be able to provide an estimated range. If multiple hyrophone contacts are heard on the given bearing then the estimated range will not be as precise.
- fixed incorrect tooltip for navigation map's TDC dials button
- added ability to show TDC dials at hydrophone station. There is a new button located in the top right hand corner of the hydrohpone box that controls the TDC dials visibility. This allows for a hydrophone only attack now.
- added a new app that allows editing the options file via a GUI. Can be found in \data\Applications\OptionsFileEditorViewer\Options FileEditorViewer.exe
- snorkel has been disabled (a leading ; added to each field in it's .sns file for the snorkel entry) for each player's sub
v6.9.0 - (Real nav only) fixed bug of when destroyed mark was created a new nav fix was also created
- (Real nav only) all marks no longer show nautical time and GMT time. They show the time the digital clock mode is set to (Naut or GMT)
- (Real nav only) changing digital clock mode (Naut or GMT) will automatically update all marks with new timestamp
- Changing digital clock mode (Naut or GMT) will change the timestamps in the messagebox and the ship's journal
- Ship's journal current version is now v7
- While editing a mark the ability to switch clock mode (Naut or GMT) is disabled
- added a new user option. This user option will control the auto enabling of the charts and opening SOAN to identified unit upon WEPS-->Torpedo attack-->Ship identification order given. Default value is disabled (False) (AutoEnableChartsOpenSOANToIdentifiedUnit)
- added a new user option. This user option will control the enabling of the charts upon entering a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoEnableChartsOnScopeStation)
- revised Ship's journal viewer app to new ship journal version (v7)
- revised TDWSOAN.DLL for support of new user option AutoEnableChartsOpenSOANToIdentifiedUnit
- (Real nav only) added more debug output at game start when all the marks are created to try and figure out why some users marks don't show until a kill is made
- added more debug output to SOAN to try and figure out why some users Additional info button on SOAN doesn't work
- fixed bugs in OptionsFileEditorViewer app relating to culture specifics
- added a new user option. This user option will control the disabling of the charts when leaving a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoDisableChartsOnScopeStationLeave)
- fixed bug in Automation dealing with the loop command. Bug was when loop command was encountered it was setting the command index to 0 (start of commands) and setting the timer to command 0's wait time. Then when command 0 was executed the timer was set to command 0's wait time again. The fix for this has resulted in Automation's Wait command now being able to specify a t time. This fix also results in the Wait command being the ONLY command in Automation who's t time will be considered when it's the last command.
- fixed bug when an Automation command would 'request' weather info the script would stop
- added a new user option. This user option will have the watch officer report nearest visual contact (if surfaced) or sonarman report nearest sound contact (if submerged) when TCxOnContactDistanceEnabledTCLevel is triggered. Default value is disabled (False) (WatchOfficerCheckForContantsOnTCxSet)
- added the ability to enable/disable snorkel from the options editor/viewer app
- fixed bug of when user has no journal selected and they are playing a campaign the destroyed marks would not appear upon save game load until a unit was destroyed again
- added a new user option that controls the automatic switching of fuel/battery levels based on whether sub is surfaced or submerged. Default value is enabled (True). (AutomaticallySwitchBatteryFuelLevels)
- added a new user option that when AutomaticallySwitchBatteryFuelLevels is enabled (True) and a level button is pressed other than the set level a timer is started that will wait x seconds before switching back to set level. Specify 0.0 to disable. Default value is 2.0 (seconds). (AutomaticallySwitchBackToBatteryFuelLevelTD)
- fixed bug in OptionsFileEditorViewer app dealing with supermark, nav fix mark, and destroyed mark colors
v6.9.1 - fixed bug in automation's navigate from file command. If resuming and a waypoint didn't fall within the waypoint resume radius it would default to waypoint 0. Now it finds the closest waypoint and resumes navigation to there.
v6.9.2 - added radcapricorn's changes so that Attack Disc and RAOBF can be rotated by clicking and dragging with mouse
v7.0.0 - added a new order category to Sonarman - hydro follow target. When you have a target selected/locked in the scope/UZO this new order category will become available. If clicked then the sonarman will follow this target on the hydrophone. If hydro follow target is engaged and you leave the scope/UZO station and return later on the scope will pan to the bearing the contact being followed on hydro is located at
- added a new icon to the hydro box at the hydro station - Hydro follow target. It is located in the top left hand corner of the box.
v7.0.1 - fixed bug of when hydro follow target activated from scope/UZO it was not taking sub's current heading into account
- added a new user option that controls how often the sonarman reports the selected contacts bearing via a log entry. Default time interval is every 300 seconds (5 mins). Specify 0 to disable this feature. Can be found under the Hydro follow target tab. (HydroFollowContactUpdateInterval)
v7.0.2 - new user option added that specifies the delta bearing (in degrees) of the hydro follow contact. Once the change in the hydro contact's bearing over time exceeds this amount the sonarman will make a log entry denoting this. Specify 0.0 to disable. Default value is 0.0. Can be found under the Hydro follow target tab. (HydroFollowContactDeltaBearing)
v7.0.3 - added a new user option that defines the sweep range (+- in degrees) from the current hydrophone needle position for hydro follow nearest contact. Default value is 22.5. Max value is 45.0. Can be found under the Hydro follow target tab. (HydroFollowNearestContactSweepRange)
- added a new user option that defines the max range (in meters) a contact can be from player's sub in order to be considered for hydro follow nearest contact. Default value is 7500.0. Max value is 30000.0. Can be found under the Hydro follow target tab. (HydroFollowNearestContactMaxRange)
- add a new order to Sonarman's hydrophone order category: hydro follow nearest contact. It is only enabled when sitting in front of the hydrophone station. This is because you must position the hydrophone needle where you want him to check for contacts (in a sweep range defined by HydroFollowNearestContactSweepRange)
v7.1.0 - changed how the buttons for TDC dials, hydro follow target, and edit hydro follow target settings were laid out to be more aesthetically pleasing
- added a new button to the hydrophone station's notepad: edit hydro follow target settings. This will allow the user to adjust all the hydro follow target settings. Simply mouse into each setting and use mousewheel to adjust value. A tooltip will also be displayed when you mouse into a value telling you what that setting does
v7.2.0 - added a new user option that specifies whether the patch for decks awash is enabled or not. Default value is False. Can be found in the Patches tab (PatchDecksAwashEnabled)
- added a new user option that specifies the decks awash depth. Default value is 7.0 (in meters). Can be found in the Patches tab (DecksAwashDepth)
- added a new user option that specifies whether the independent engines control patch is enabled or not. Default value is False. Can be found in the Patches tab (PatchIndependentEngineControlsEnabled)
- added a new user option that specifies the hot key used to update the game of the user's current independent engines config. This hotkey is only needed when user is setting a new throttle from the keyboard (1,2,3, etc.). Hotkey is disabled by default. Default key is I. Can be found in the Patches tab (IndependentEnginesGameUpdateHotKey)
- if user option PatchDecksAwashEnabled=True then a new icon is added to the left bottom depth bar. This icon is the decks awash icon. When pressed it will take the sub to the depth specified in user option DecksAwashDepth
- redid how the depth buttons work in the left bottom depth bar. Each button defines a depth range. When you click the button it will flash for a brief amount of time (does not highlight anymore on initial click). It may go immediately solid and highlight orange after the first flash if you sub is in the depth range for that button. If after a brief time your sub still isn't in the depth range it will stop flashing. Once your sub enters into the depth range it will go solid and highlight orange. If your sub then leaves that depth range it will flash for a brief time. If you sub re-enters the depth range is goes back solid. If not then it un-highlights and stops flashing
TheDarkWraith
- added revised advanced depth scale images by gap
- fixed bug of warning icons moving after player ended mission and started another mission
v7.3.0 - removed red buttons from the AOB and Speed TDC dials and support code from mod (due to patch made to fix problem this was trying to fix)
- removed TDWMastHeights.DLL and support code from mod (due to patch made to fix problems this fixed)
- hopefully fixed bug reported by Sober in regards to Real nav (I was unable to duplicate the problem so I added some exception handling to places that looked like could throw the errrors)
TheDarkWraith
v7.4.0 - removed the polling for the DestroyedMarks.
- in process of rewriting destroyed marks code (and developing patch for it). Destroyed marks are no longer saved to ship's journal. At game start the mod will read the destroyed marks from the campaign file and add them to the map. During a game session if a unit is destroyed the Game will add it's own destroyed mark for it (until I'm done rewriting the DestroyedMarks code and patch)
- added all strings needed by my Generic Patcher to all the menu files for the mod
- redid how the charts are done. Now when user clicks the Charts icon in the low right upper bar a list box will be shown will all available user charts defined. By clicking the checkbox for each user chart defined you will control their visibility. Mousing over a user chart that is enabled will cause it to jump to the front (visibility). User charts are defined in the file \data\UserCharts\UserCharts.TDW (open with Notepad).
- added a new user option that controls whether follow selected target offset is reset to 0 when you lock onto a new contact. Default value is True. Can be found under the Follow target tab (FollowSelectedTargetOffsetResetOnNewLockedContact )
- added a new user option that controls whether the categories section of the UserCharts window starts expanded or not at Game start. Default value is False. Can be found under the Charts tab (UserChartsCategoriesStartExpanded)
- added a new user option that controls whether the charts section of the UserCharts window starts expanded or not at Game start. Default value is False. Can be found under the Charts tab (UserChartsChartsStartExpanded)
v7.4.1 - fixed bug of depth scales not rendering when using the add-on mod Jimmimadrid's map tools
- inceased the number of user charts that user can define from 20 to 50
- fixed typo errors in names in TheDarkWraithUserOptions.py file (had no impact on gameplay or functionality)
- fixed bug of stock air and ship destroyed icons not displaying on map when a ship or aircraft is destroyed (still rewriting the destroyed marks code and DLL needed for it)
- fixed bug in TDWUserCharts.dll that could cause an exception to be thrown if a user chart was defined as not draggable
v7.4.2 - fixed bug of the additional 30 user charts added in v7.4.1 not having their draggable position remembered
- added a new user option that specifies whether torpedo magnetic detonators are switched off (impact detonations only) at game start. Default value is False. Can be found under the TDC tab. (ImpactDetonationsOnlyAtGameStart)
- added revised menu.txt files by volodya61 for Russian language


Starting with v6.8.0 of the mod an application has been included that gives a GUI for editing/viewing the options file. This app can be found in \data\Applications\OptionsFileEditorViewer\Options FileEditorViewer.exe. This app will only read v6.8.0 or later options files. USE THE APP TO EDIT THE OPTIONS FILE, DO NOT EDIT THE OPTIONS FILE USING ANY OTHER APP! (how to use app: http://www.subsim.com/radioroom/showthread.php?t=202346)
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6703

Every option category is listed across the top in tabs. By clicking a tab you'll see what options are available for that category. Double clicking an option or clicking its + sign will expand the option. I clicked the 'UI style used in game' option's + sign to expand it. Once an option is expanded you'll be able to see it's current value, it's default value (as designed value) and it's option name in the options file. Double clicking the current value will open another window to allow you to edit/change the current value.
In addition to allowing you to edit/view every option the app also verifies every option in the options file for correctness. This will help in identifying errors when the options migrator is used to migrate old option's values to the new options file.

This new version of the OptionsEditorViewer app has the ability to update ALL SH5 files with the captain's name and uboat hull number chosen by user. To update the SH5 files with your currently set values just double click the uboat hull number option or captain's name option and simply click cancel. It will then ask if you want to update the SH5 files. When setting new values for these click the OK button and then it will ask if you want to update the SH5 files.

NOTE: If you enable a mod and it overwrites this mod's Uboot_Sensors.GR2 and/or Uboot_Sensors.sim and/or Uboot_Sensors.fx and that mod isn't my FX_Update then you will likely CTD sometime in game

v7.4.2 available here: http://www.mediafire.com/?8kka83db8dde60e

info and download info for latest v7.5.0 test version can be found here: http://www.subsim.com/radioroom/showpost.php?p=2234880&postcount=11363

Updated English radio messages: http://www.mediafire.com/?c488ifj4ri36642
This update fixes the problem with the special characters. Unzip to the mods \data\RadioMessages folder and let it overwrite everything

Updated depth scales by gap: http://www.mediafire.com/?2v77z4d1uyc97r1
This takes care of the stretched look of the advanced depth scales. For versions before 7.3.0 (included in v7.3.0 and later).

Updated OptionsFileEditorViewer app (v1.0.32.0): http://www.mediafire.com/?50a7d3ln2j5g2ej
This updated version has language packs and allows you to resize the window. It also has a new File command: File-->Reports-->Hot keys that creates a file in the applications path that lists all the hotkeys used by the mod and their status. This version also adds the familiar enabled/disabled icons that the Generic Patcher uses for a Boolean options.

How to use OptionsEditorViewer app: http://www.subsim.com/radioroom/showthread.php?t=202346

NOTE: If you are going to migrate options files from new versions of the options file (v6.8.0 or later) to new versions of the options file (v6.8.0 or later) you HAVE to use minimum version 1.0.8.0 of the options migrater.

Updated version of Ship's journal viewer app (v7.0.1) to be used with v7.5.0 or later of this mod: http://www.mediafire.com/?8imc8cshg1681ih

My add-on mods for this mod: http://www.subsim.com/radioroom/showpost.php?p=1663860&postcount=1

Ruby2000's DeutschMod: http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309

Modified Ubooat_Sensors.sim file for Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod (this file has to be installed in the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod in \data\Objects\Sensors and the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.9.0 of my UIs mod and FX_Update v0.0.18: http://www.megaupload.com/?d=QTF15E42

Ensure to check out all the included tutorials. They have changed from previous versions.

Krauter's automation scripts updated by me (for compatibility purposes): http://www.filefront.com/17510032/Krauters-Scripts-Updated-by-TDW.7z/

NOTE: if you are upgrading from a previous version of the mod or are applying a patch that changes the user options file then don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)

NOTE2: If you are experiencing problems with the mod ensure you have debugging enabled:
\Documents\SH5\data\cfg\main.cfg:
[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes
and run the DbgView application (\data\Applications) before starting the game. Send me the output from DbgView and any dialog pop-up boxes that show in-game.

NOTE3: if you edit your options file and you are having problems with your game:
- go back and verify changes you made are correct
- undo your changes and use the OptionsEditorViewer app found in \data\Applications to edit the options file

TheDarkWraith
03-24-10, 11:47 PM
Upcoming fixes in next version:
- fixing the function and operation of the standard mode depth bar controls. They do not function correctly as far as them being lit (orange colored). They should show the orange color when you select that mode. When the mode has been reached they should turn off (not orange colored).


Still working on:
- adding a page (or adding to an existing page) in the 'Options' of the game where user can configure their UI on the fly without having to exit the game.


New features for next version:
- TBD


Features looking into:
- Adding more delays to commands
- Making the TAI and Nav Map's bearing overlay's size correspond to zoom level


Items still to be addressed:
- SH4 UI Style command bar. It has been giving me lots of trouble trying to get it to remove/add items. I'm still working on it.


Needs validation:
- None currently


Bugs (that give Python errors):
- None currently


Bugs (non-Python error throwers):
- None currently


################################################## #############################################
Videos:

- submerged torp attack using v3.1.1. Shows how to use the SH3 style speed estimator and how to use the new red buttons attached to the speed and AOB TDC dials for 'setting' the speed and AOB into the TDC so they persist across stadimeter calls
http://www.filefront.com/17358841/Torp-attack-TDW-NewUIs-TDC-v3-1-1.avi/

Westbroek
03-24-10, 11:54 PM
Woot woot buddy!
Way to go, this is monumental...epic stuff here. Thanks so much for all your hard work, you're really saving this game, and I hope you know it.
Can't wait to try this out. Cheers.
W
:yeah:

Able72
03-24-10, 11:55 PM
YOU DE MAN!!!! Saweeet!!! can't wait to try this one out.

kylania
03-25-10, 12:00 AM
How to Open a Python file with Notepad:

Chances are you won't have a program dedicated to opening .py (Python) files like I do, so you'll get a dialog saying "Windows can't open this file:"

http://img263.imageshack.us/img263/5073/cantopen.jpg

Choose "Select a program from a list of installed programs" then click OK.

From the "Open with" dialog, scroll down till you find "Notepad". Highlight it and click OK. Notepad will open Python files for you now.

http://img46.imageshack.us/img46/4562/openwith.jpg


Instructions and Examples for NewUI + TDC:

This UI mod has added in more features to Silent Hunter 5 than it shipped with! Dial based TDC, convoy and single merchant contact times on the map, numerous map assists, dragable charts, "Integrated Orders" officer command bar, fully customizable UI options and key bindings. It's also constantly being updated with even more options and features.

Using this mod will completely change how you play SH5. It even has options to use the familiar SH3 or SH4 interfaces!

The following link is a video walkthrough of how to install NewUI+TDC 3.0.0 (http://www.youtube.com/watch?v=-Lf8ePjihIo&hd=1). Because of all the options some people were getting confused about how to install it, so here ya go:

Mod Installation Video (Version 3.0.0):

http://www.youtube.com/watch?v=-Lf8ePjihIo&hd=1

Mod Features Demo Video (Version 3.0.0):

http://www.youtube.com/watch?v=E9GkFdlreoo&hd=1

Screenshots of UI Options:

http://img203.imageshack.us/img203/6853/uish5enhanced.jpg

http://img514.imageshack.us/img514/5958/uish4style.jpg

http://img241.imageshack.us/img241/8361/uish3style.jpg

TDC Dial Options:

http://img23.imageshack.us/img23/1880/minimaldials.jpg

http://img16.imageshack.us/img16/7238/alldialstdc.jpg

http://img138.imageshack.us/img138/655/spreadangleonlytdc.jpg

http://img85.imageshack.us/img85/2623/nodialstdc.jpg

Optional Included Mods:

http://img571.imageshack.us/img571/8317/twistyperiscopethingies.jpg

http://img16.imageshack.us/img16/8231/coloredshippingchart.jpg

http://img197.imageshack.us/img197/8256/emtgufscoperework.jpg

http://img571.imageshack.us/img571/9589/additionalmods.jpg

How to Change UI Styles:

First step is to find the options file to edit it. You can find the file under C:\Ubisoft \ Silent Hunter 5 \ MODS \ NewUIs_TDC_2_5_0_ByTheDarkWraith \ data \ Scripts \ Menu and the file is called TheDarkWraithUserOptions.py

http://img694.imageshack.us/img694/5167/wherethefileis.jpg


Once the file is open you'll see some text like below. Just follow the instructions in blue to change to whatever style you'd like!

This is the default, SH5Enhanced style, no changes are needed:

http://img198.imageshack.us/img198/2843/sh5enhanced.jpg

If you wanted SH3Style:

http://img532.imageshack.us/img532/4036/sh3style.jpg

And if you wanted SH4Style:

http://img27.imageshack.us/img27/2334/sh4style.jpg

After making your changes, save the file, enable the mod and enjoy!

TheDarkWraith
03-25-10, 12:02 AM
Nice work!

Possible bug: Sonarman has no abilities using SH5E style?


you must be underwater.....there are conditions to orders ;) I tried to model this to realistic - you wouldn't tell the sonarman to monitor contacts on the surface now would you?? He can't hear them on the surface!

7thSeal
03-25-10, 12:27 AM
Don't right click on the sonarman, it sends you outside your sub stuck in camera view. I did it by accident while on scope and found myself watching my own sub go by, through the attack scope. :DL

kylania
03-25-10, 12:29 AM
Sonarman's gotta earn a living!

This new rudder system is gonna take a lot to learn. :know: Using only the strip I feel totally lost, even more so if I'm currently turning. The headings are true right?

Also a question about the engineer's manuevers, they don't appear to be available surfaced and don't appear to do anything submerged. I click one, I get the message and voice of "rudder whatever" and "double turn port", but all that happens is I drop a few meters (from 12 to 16 at least) but no turns. Ideas?

TheDarkWraith
03-25-10, 12:33 AM
Don't right click on the sonarman, it sends you outside your sub stuck in camera view. I did it by accident while on scope and found myself watching my own sub go by, through the attack scope. :DL

which UI version? This has to be SH4 style UI. If so it's a known bug. I'll have to list those SH4 UI bugs in post #2. Forgot to do that.

kylania
03-25-10, 12:33 AM
Don't right click on the sonarman, it sends you outside your sub stuck in camera view. I did it by accident while on scope and found myself watching my own sub go by, through the attack scope. :DL

Using the default install of SH5 Enhanced:

Right clicking on most officer icons kicks you into an "external station" mode.
Loading a save game restores movement.
Watch Officer icon seems to not result in this problem

Steps from cause to fix:
1. From surfaced if you rclick on an officer other than WO,
2. Then toggle to external camera using upper right circle button,
3. Then click that again to "go to submarine",
4. You can now switch to binoculars and it seems to restore movement/camera control.

From submerged if you enter this mode, you need to surface first, follow the "from surfaced" steps 2-4, then it'll restore you to where you were in the sub, able to move.

From an existing station the behavior is different. From all internal stations if you rclick on someone you seem to enter "their station" and can simply "exit station" to get back full control. The interesting thing is if you rclick the sonarguy you can see/hear what he's seeing and hearing, ie contact lines on the TAI. This might be an interesting debugging tool! heh The scope view "external stations" seem locked in a 45 degree view arc, while other stations have your camera bobbing around the station you were in.

Hopefully those steps will help you track down what's causing this.

TheDarkWraith
03-25-10, 12:35 AM
Sonarman's gotta earn a living!

This new rudder system is gonna take a lot to learn. :know: Using only the strip I feel totally lost, even more so if I'm currently turning. The headings are true right?

Also a question about the engineer's manuevers, they don't appear to be available surfaced and don't appear to do anything submerged. I click one, I get the message and voice of "rudder whatever" and "double turn port", but all that happens is I drop a few meters (from 12 to 16 at least) but no turns. Ideas?

the heading bar is really easy. If you're using the default keys then if you press the 'Q' key the ordered heading decreases (the 'E' key increases ordered heading). For instance: you're at heading of 250. You mouse into heading bar and press and hold the 'Q' key - ordered heading will start counting down from 250. When you mouse out the new ordered heading will take effect.

You can always click on the heading bar to bring up the dial. Maybe that would be easier for you to use?

TheDarkWraith
03-25-10, 12:36 AM
Ack, yeah, don't do this while NOT at a station. Right clicking on any officer icon while in the sub kicks you into a fake station outside the sub and you're unable to get back to avatar control. Shift-U doesn't seem to work to fix this and you can only toggle from broken to External Camera. This is using the default SH5 version.

why are you right clicking on them?? I never tried that. You found a good bug. You only need to left click on the officers and their orders.

7thSeal
03-25-10, 12:37 AM
which UI version? This has to be SH4 style UI. If so it's a known bug. I'll have to list those SH4 UI bugs in post #2. Forgot to do that.

Actually, I'm using the Enhanced version.... really liking the looks of it to. :yep:

TheDarkWraith
03-25-10, 12:38 AM
Sonarman's gotta earn a living!

This new rudder system is gonna take a lot to learn. :know: Using only the strip I feel totally lost, even more so if I'm currently turning. The headings are true right?

Also a question about the engineer's manuevers, they don't appear to be available surfaced and don't appear to do anything submerged. I click one, I get the message and voice of "rudder whatever" and "double turn port", but all that happens is I drop a few meters (from 12 to 16 at least) but no turns. Ideas?

Let me load it up. You should do a hard turn to port/stbd depending on what you selected. Also the engineer's maneuvers are only available underwater (bad bug if you try to use them while surfaced)

TheDarkWraith
03-25-10, 12:49 AM
ok just tried all the emergency maneuvers and they work correctly. You should get ahead flank ordered up, dive to a depth of at least 20m and then if you picked:

- knuckle port: hard to port on the rudder. Heading change of 90 degrees then a speed reduction to ahead slow
- knuckle starboard: hard to starboard on the rudder. Heading changing of 90 degrees then a speed reduction to ahead slow.
- double knuckle port: same as knuckle port but two 90 degree heading changes
- double knuckle stbd: same as knuckle stbd but two 90 degree heading changes

if yours is not working then you have some kind of mod conflict.

kylania
03-25-10, 01:06 AM
20m of water must be it! I was testing in shallow water, so it never got to 20m to execute the turn. That's why it was going down, it was hitting bottom (no damage, no message YAY SH5!) and stopping. :)

I'm about to head off to bed here soon. What's the first impressions and all so far?

I like it so far. The extra message window stuff is nice. Getting used to information being bottom left instead of bottom right. I'll try a real patrol tomorrow with it and post more. :)

TheDarkWraith
03-25-10, 01:09 AM
20m of water must be it! I was testing in shallow water, so it never got to 20m to execute the turn. That's why it was going down, it was hitting bottom (no damage, no message YAY SH5!) and stopping. :)

in the next release I'll add some script code that disables those emergency maneuvers unless depth under keel is at least 25m.

I'm about to head off to bed here soon. What's the first impressions and all so far?

mikaelanderlund
03-25-10, 01:27 AM
Thanks!! I like SH5 Enhanced with all dials. Can't wait to try this one out:salute:

TheDarkWraith
03-25-10, 01:30 AM
One thing I would like everyone to do is play with all the options I made available to you, especially the ones dealing with the mini-map. I didn't test those (the mini-map ones) extensively so I need some feedback on them :yep:

gutted
03-25-10, 01:38 AM
My Initial Observations (using SH5 enhanced):

Mods I had to merge back in that should really should be in it alreaday:
No Player Guidance Icons
No Crosshair (the main FPS style crosshair)
No Binocular Crosshair


1. How do i remove the officer icons?
I dont need them. I have everything i need set to hotkeys. Im looking through the mod's config script and i dont see any options for it.

Also, I was playing with the officer icons and i had the game crash on me twice. It happened when i was playing with man the flack gun. I was toggling the flack gun on and off with the F6 key and then issuing orders via the officer icons. The hokeys method always mans the flack gun, but someitmes after using that hotkey, the officer icon command didn't work.. and twice it crashed the game. Haven't figured out the correct sequence of key pushes and orders that does it yet. Nor will i continue testing it because the game takes forever to load LOL.

2. TAI behvaiour
Guess im going to have to mod my custom version back in. Mine seemed to be alittle smarter, especially when leaving the navmap.


3. Heading Tape
Think i might reverse the heading increment key behviour.
I want the normal keys to be 1 degree changes.. and 5 degree with ctrl. Im not normally more than 5 degrees off the desired heading i wanted. Usually im off by only 1 or 2 degrees.

There's probably more, but i guess this will do for now.

Junglist
03-25-10, 01:39 AM
Thanks!

Suggestion: would be nice if you raise up this annoying "button" "Break lock", because it disturbing me while i'm using stadimeter. Turning those "Lock|break lock|switch target" off would be nice too.
I know about separate mod about this thing, but want to see this in yours. And again — thanks a lot, very nice work!

TheDarkWraith
03-25-10, 01:44 AM
Thanks!

Suggestion: would be nice if you raise up this annoying "button" "Break lock", because it disturbing me while i'm using stadimeter. Turning those "Lock|break lock|switch target" off would be nice too.
I know about separate mod about this thing, but want to see this in yours. And again — thanks a lot, very nice work!

yes those will be addresses quickly. I just ran out of time and 'feature creep' was setting in horribly so I had to finalize on a base version. What you have is the base version. This gives me time to see what bugs and all you all find so that I can (hopefully) correct them also.

TheDarkWraith
03-25-10, 01:47 AM
My Initial Observations (using SH5 enhanced):

Mods I had to merge back in that should really should be in it alreaday:
No Player Guidance Icons
No Crosshair (the main FPS style crosshair)
No Binocular Crosshair


1. How do i remove the officer icons?
I dont need them. I have everything i need set to hotkeys. Im looking through the mod's config script and i dont see any options for it.

Also, I was playing with the officer icons and i had the game crash on me twice. It happened when i was playing with man the flack gun. I was toggling the flack gun on and off with the F6 key and then issuing orders via the officer icons. The hokeys method always mans the flack gun, but someitmes after using that hotkey, the officer icon command didn't work.. and twice it crashed the game. Haven't figured out the correct sequence of key pushes and orders that does it yet.

1. I'll add an option via the options file to disable them in the next release. I didn't really leave an easy way to disable them in the files.

The crashing part I find very interesting. Never once did I experience any kind of crash. If you can find the sequence of keys that caused it that would help me to see if it's a problem on my end or not.

and what does your TAI do differently in behavior than mine? I'm open to any and all comments/criticisms/suggestions.

TopCat
03-25-10, 01:58 AM
Hi Dark Wraith

Absoultely fabulous! Thank you very much. I will test it all out tonight after work.

For your next version:
What about adding those tube door switches? That would be very cool!
And have you already tried to make the dials for starboard and port engines operable separatedly?

Thanks again for your great work! It's a huge step to make this game worth playing!

TheDarkWraith
03-25-10, 02:00 AM
Hi Dark Wraith

Absoultely fabulous! Thank you very much. I will test it all out tonight after work.

For your next version:
What about adding those tube door switches? That would be very cool!
And have you already tried to make the dials for starboard and port engines operable separatedly?

Thanks again for your great work! It's a huge step to make this game worth playing!

yeah I almost forgot about the tube door switches. I'll add it to my list in post #2. Thanks :up:

As far as the seperate engines, I'm going to call on someone to try and implement that for me for I have given him some knowledge on how to add dials.....I think he knows who I am talking about.....I could do it (if it's possible) but would rather let this one person take it on as a challenge for themselves.

de vliegende hollander
03-25-10, 02:01 AM
looks again great many thanks from the netherlands :salute: :yeah:

TheDarkWraith
03-25-10, 02:05 AM
I like it so far. The extra message window stuff is nice. Getting used to information being bottom left instead of bottom right. I'll try a real patrol tomorrow with it and post more. :)

via the options script file (TheDarkWraithUserOptions.py) you can make the message window bigger or smaller. It's suit to taste :cool:

gutted
03-25-10, 02:15 AM
and what does your TAI do differently in behavior than mine? I'm open to any and all comments/criticisms/suggestions.

Other than which keys do what, not a whole lot except for what happens when you leave the nav map:

1. If the TAI map is half-open it returns to half open when leaving the nav map.
2. If the TAI is minimized, it's returns to minimized when you leave the nav map.
3. If the TAI is maximized, what you get when leaving the nav map depends on what it was before it was maximized.

.ie

If you maximized it from a minimized state, leaving the navmap will minimize it.

If you maximized it from a half open state, leaving the navmap will knock it down to half-open when you leave the navmap.


My hotkey behaviour is like this:
TAB toggles between half-open & minimized
SHIFT+TAB toggles between maximized & minimized
Hitting TAB while maximized knocks it down to half open.

Not everyone will like those key changes though.


p.s. I remember you mentioning the TAI map won't auto-open when entering scopes.It still opens though.


Anyway, i've already customized the mod to my liking... just need to kill those floating officer icons.

TheDarkWraith
03-25-10, 02:26 AM
Other than which keys do what, not a whole lot except for what happens when you leave the nav map:

1. If the TAI map is half-open it returns to half open when leaving the nav map.
2. If the TAI is minimized, it's returns to minimized when you leave the nav map.
3. If the TAI is maximized, what you get when leaving the nav map depends on what it was before it was maximized.

I'm a little confused here. When I click on the navigation map icon in the top right corner, the TAI minimizes. When I click on the nav map icon again in top right corner to leave the nav map, the TAI restores to it's previous state. That's how I coded it. That's how I see it working. I don't know why it isn't working that way for you.

gutted
03-25-10, 02:42 AM
Probably because i dont click on things.. i use hotkeys. :D

I normally open it with the "M" key.. . and leave it with Escape (or sometimes pushing M again).

gutted
03-25-10, 02:52 AM
DarkWraith, to stop the TAI opening by itself when you enter a scope:

In:
def Station_Activated( station ):

comment out the the "else" part of this
if Game.Mission.IsTutorial:
SetFeedBackMode( FeedBackModes.Minimized, Instant.Yes )
#else:
#SetFeedBackMode( FeedBackModes.TAI, Instant.No )

When you enter a scope with it minimized it stays minimized. If you enter with it open.. its still open.

gutted
03-25-10, 02:57 AM
I don't have the time to dig into this too far, but maybe you can point me in the right direction for when i do have the time.


How would i go about setting up a hotkey to toggle the compass dial on and off? Preferably "C".

I hate clicking.

[edit]
More specifically.. i know where and how to add the hotkey in the script, i just need to know what to call to show and hide the dial.

TheDarkWraith
03-25-10, 03:15 AM
I don't have the time to dig into this too far, but maybe you can point me in the right direction for when i do have the time.


How would i go about setting up a hotkey to toggle the compass dial on and off? Preferably "C".

I hate clicking.

[edit]
More specifically.. i know where and how to add the hotkey in the script, i just need to know what to call to show and hide the dial.

Pagelayout.py: ToggleDisplayRudderHeading()

What if the officer's icons were hidable? Like their background? When you needed them you moused down to the bottom of the screen and they popped up? I could add a little 'lock' button next to them so that those that want them stay up all the time could lock them up. Same goes for those that don't want to see them - lock them down.
I'm curious what command you are sending with the hotkeys when you enable/disable the nav map? Can you tell me what the command is that is assigned to that hotkey of yours?

TheDarkWraith
03-25-10, 03:16 AM
DarkWraith, to stop the TAI opening by itself when you enter a scope:

In:
def Station_Activated( station ):

comment out the the "else" part of this
if Game.Mission.IsTutorial:
SetFeedBackMode( FeedBackModes.Minimized, Instant.Yes )
#else:
#SetFeedBackMode( FeedBackModes.TAI, Instant.No )

When you enter a scope with it minimized it stays minimized. If you enter with it open.. its still open.

I'll add that as a user option. I can see that being very usable.

gutted
03-25-10, 03:25 AM
Ahaha i was just coming to say that i figured it out.

I added this to the top "def PageDefaultHud_KeyPressed( args ):" in PageDefaultHud.py

from Pagelayout import Pagelayout
from Pagelayout import ToggleDisplayRudderHeading
if args.Key == MenuKeyManagerWrapper.Keys.C:
if Menu.MenuKeyManager.IsKeyPressed( MenuKeyManagerWrapper.Keys.Shift ) == False:
if Menu.MenuKeyManager.IsKeyPressed( MenuKeyManagerWrapper.Keys.Ctrl ) == False:
ToggleDisplayRudderHeading()could probably make that key configurable in the setup script.

TheDarkWraith
03-25-10, 03:27 AM
Ahaha i was just coming to say that i figured it out.

I added this to the top "def PageDefaultHud_KeyPressed( args ):" in PageDefaultHud.py

from Pagelayout import Pagelayout
from Pagelayout import ToggleDisplayRudderHeading
if args.Key == MenuKeyManagerWrapper.Keys.C:
ToggleDisplayRudderHeading() could probably make that key configurable in the setup script.

another good suggestion. I'll add it to post #2's list.

gutted
03-25-10, 03:29 AM
Pagelayout.py: ToggleDisplayRudderHeading()
I'm curious what command you are sending with the hotkeys when you enable/disable the nav map? Can you tell me what the command is that is assigned to that hotkey of yours?

The nav map hotkeys i use are stock keys. I didn't alter them.

kiwi_2005
03-25-10, 03:34 AM
:rock::rock:

gutted
03-25-10, 03:34 AM
On last thing before i go off to actually "use" the new UI instead of fiddling with it..

Needs validation:
- When user has pattern running torpedoes, do the dials associated with pattern runners show up in the TDC?Nope, just tested it again. Loaded up some FaT I's and no way to control their pattern.

TheDarkWraith
03-25-10, 03:36 AM
On last thing before i go off to actually "use" the new UI instead of fiddling with it..

Nope, just tested it again. Loaded up some FaT I's and no way to control their pattern.

ok thanks. It's a game bug then. I'll have to find a way to make the game show them or I'll just have to force them on at all times.

gutted
03-25-10, 03:40 AM
ok thanks. It's a game bug then. I'll have to find a way to make the game show them or I'll just have to force them on at all times.

If that's the case.. then add a small button to show or hide them on the torpedo control panel.

TheDarkWraith
03-25-10, 03:43 AM
If that's the case.. then add a small button to show or hide them on the torpedo control panel.

was just thinking the same thing....:DL

Vlad_one
03-25-10, 03:51 AM
I'm without words :o fantastic job, compliments Dark :yeah: Thanks this game to finally make appreciable!

gutted
03-25-10, 03:52 AM
Just starting my first patrol with this... and the compass dial is 10x better with a hotkey. :rock::rock:

SInce i use a heavily modified WASD scheme to keep my hand in one place.. its just a flick of the finger away if i ever need it.

Less Mouse Clicks = Happy gutted.

[edit]
Ill have to add a case for the Shift & Control keys so it doesnt fire the command on Shift+C and Ctrl+C. Whoops.

EAF274 Johan
03-25-10, 04:09 AM
Thank you DarkWraith for making this!:salute:

Some possible bugs (SH5 UI):
- When I go to map view via the Navigator commands, I cannot exit map view through clicking the map icon (top right). Only way is to press Esc [EDIT: it appears to be caused by the fact that somehow I managed to resize the minimap so that its maximize/minimaze buttons are no longer visible. dragging the minimap to restore its size solves the problem)
- Battlestations icon does not trigger the officer's speech (while ordering through the Dialogue does)
- Evasive commands do not trigger officer's speech
- "Deploy decoys" is always active... and works!, even though I have no decoys installed
- "Silent running OFF" icon is always active
- "Send message" icon is always active (while using the icon in the Captain's Log only allows you to send a report every 2 hours)

Personal wishlist:
- Nomograph on the Nav map
- Radio
- Tooltips for all order icons (German version)
- A way to disable the Fire torpedo icon... I've already clicked it accidentally too often

reaper7
03-25-10, 04:26 AM
Nice you, just spotted that this was released. really looking forward to taking this for a spin. :yeah:

Coldcall
03-25-10, 04:34 AM
woke up this morning for my usual gander at the modding forum and lo and behold!!! The Multi UI mod is ready!!!

Downloading now, thank you DW and helpers. Will provide any feedback i think could be useful.

AOTD_Rhonen
03-25-10, 04:46 AM
Great Work, excelent Dark :yeah:

Can't wait to try it but sitting at work. :wah:

gutted
03-25-10, 04:49 AM
Updated post #35 to disable the shift and control keys when using a hotkey to show/hide the comaps dial.

It's still a hack.. and im sure DarkWraith will do it better, but it does it's job till the next version is out.

Ragtag
03-25-10, 04:56 AM
Epic work :)
My request so far is to have the nomograph mod added to the TAI.

ologuy
03-25-10, 05:07 AM
Seems like I can't get the 3 dials working. Anyone got an answer to this problem?

sergei
03-25-10, 05:17 AM
Seriously impressive work DarkWraith.

DragonRR1
03-25-10, 06:08 AM
Looks great DW although I'll have to wait until I get back from work to actually try it.

I notice that you don't have the mousewheel in your "todo" list. Yes I am like a dog with a bone! Should it be on your todo?

Junglist
03-25-10, 06:37 AM
Noticed a little overlapping on map tools and AOB dial. Not big, but there is still enough space to the righ for move these dials a little. Screen resolution is 1680x1050
http://img-fotki.yandex.ru/get/4311/junglist2007.96/0_46ddd_92bee9be_-1-XL.jpg

Fritz Eger
03-25-10, 06:49 AM
Just amazing. Never thought that an update on the original sci fic UI could be so good but i love it. Whatever the new patch holds I'll be sticking with this mod

jaromaz
03-25-10, 07:27 AM
GREAT WORK :)

and thanks for polish translation of this excelent MOD ...

AVGWarhawk
03-25-10, 07:30 AM
Excellent work. All look great! :up:

thfeu58
03-25-10, 07:35 AM
Class, Dark what you perform! Thank you! :salute:

Barso
03-25-10, 07:41 AM
Wonderful,thanks!

ReallyDedPoet
03-25-10, 07:57 AM
Someone buy this lad a beer :()1:

urfisch
03-25-10, 07:59 AM
the sh3 version is not sh3 like...personally i dont like the sh4 console stuff on the bottom right. looks odd somehow. sh3 modded gui (grey metal) looked much better...

just my3cents

Bilge_Rat
03-25-10, 08:05 AM
impressive work, can't wait to take it out for a spin.

Txema
03-25-10, 08:11 AM
Yes, truly impressive work.

I really appreciate it !!!

And looking forward to the next version !!! :up:


Txema

TheDarkWraith
03-25-10, 08:21 AM
so any major problems? I have one report of a crash via PM (a bad python error but not so sure I'm the cause of it). Work on the new version starts now with the items from post #2.

reaper7
03-25-10, 08:28 AM
so any major problems? I have one report of a crash via PM (a bad python error but not so sure I'm the cause of it). Work on the new version starts now with the items from post #2.


No errors to report. I tought I had but it turned out all my guys are injured and just weren't responding to commands (So that works Ok too). I wouldn't mind I'm just out on a new patrol and hadn't seen an action yet. I think I may have scrapped the dock on start of patrol, now the whole crew except navigation are injured and 0 morale :-?.

But Mod is working lovely. Thanks Dark. :yeah:

ironkross
03-25-10, 09:03 AM
This looks awesome. SH5 enhanced looks like the one I'll be using for awhile.
The effort you put into this excellent addition is noted and appreciated.
Thanks, dark.

emtguf
03-25-10, 10:19 AM
Dark sent you a message.

And thanks for all the hard work.

TheDarkWraith
03-25-10, 10:27 AM
just so you all know, the officer order categories and officer order bars do not update automatically. Currently you have to click on the officer and the officer category to see if anything has changed (whether conditions have been met or not). I have changed this in the newest version. It uses a timer that updates them at 0.25 second intervals.

DragonRR1
03-25-10, 01:30 PM
Great work on this DW, like the minimal look personally.

Comments (constructive!):

One possible semi-bug. The battlestations icon when clicked does order the crew to battlestations but not in the same way it does when you order it via the officer. There is no "bell" icon when using the UI. Also there is no change to the battlestations icon (it remains red). I suspect this may be the case with other icons too.

The compass is a bit big on my screen, not running at it's native setting, looks a little pixellated. FYI I run at 1920x1200 normally.

Despite the fact that the compass positioning makes sense from an aesthetic point of view it covers up the map scale bar which makes it looks like it is actually in the wrong location... However I don't have any bright ideas.. well other than get rid of it (optionally) and implement the mousewheel. hint hint :)

I remember you mentioning something about being able to change heading without bringing up the compass but can't find any way to do this.

TheDarkWraith
03-25-10, 01:34 PM
Great work on this DW, like the minimal look personally.

Comments (constructive!):

One possible semi-bug. The battlestations icon when clicked does order the crew to battlestations but not in the same way it does when you order it via the officer. There is no "bell" icon when using the UI. Also there is no change to the battlestations icon (it remains red). I suspect this may be the case with other icons too.

The compass is a bit big on my screen, not running at it's native setting, looks a little pixellated. FYI I run at 1920x1200 normally.

Despite the fact that the compass positioning makes sense from an aesthetic point of view it covers up the map scale bar which makes it looks like it is actually in the wrong location... However I don't have any bright ideas.. well other than get rid of it (optionally) and implement the mousewheel. hint hint :)

I remember you mentioning something about being able to change heading without bringing up the compass but can't find any way to do this.

mouse into the heading bar. Use the key commands to change the heading. Mouse out to take effect.

Can you show me a screenshot of this covering up you're talking about? I don't quite follow you.

TopCat
03-25-10, 01:38 PM
Hi Dark Wraith

No major problems. I tested the new sh5 ui with full tdc.

The problems I described in previous posts with the man/unman deck gun and man/unman flak buttons are still there, also with the new sh5 ui-buttons. Maybe this is a stock game bug that cannot be addressed.

The bug with strange behaviour when right clicking the crew icons was already described by somenone else.

I've got an issue with the sonar guy. He does not report friendly contacts, but this seems to be a stock game problem as well.

In general, your mod works fine so far. Very cool, mate! :yeah:

kylania
03-25-10, 01:54 PM
Can you show me a screenshot of this covering up you're talking about? I don't quite follow you.

It's because the dial is placed over the TAI instead of over the heading ribbon. Moving it from the grayscale placement to the color placement would reveal the TAI map scale and bring the rudder tool over to the heading tool, like this:

http://img222.imageshack.us/img222/3508/movementdial.jpg

7thSeal
03-25-10, 01:54 PM
One thing I would like everyone to do is play with all the options I made available to you, especially the ones dealing with the mini-map. I didn't test those (the mini-map ones) extensively so I need some feedback on them :yep:

I noticed when on the attack scope and using the mini map with the ruler to get my distance to a ship sometimes the numbers on the ruler overlap each other at the end of the measurement over the ship. Makes it difficult to read at times and I haven't noticed this before using the current UI mod.

This may have already been mentioned before but if not you can check it out and see what I'm talking about.

I've finally become familiar with using the enhanced version and enjoy it alot, you've done wonders with all the time you've put into this mod. :salute:

TheDarkWraith
03-25-10, 02:04 PM
It's because the dial is placed over the TAI instead of over the heading ribbon. Moving it from the grayscale placement to the color placement would reveal the TAI map scale and bring the rudder tool over to the heading tool, like this:

http://img222.imageshack.us/img222/3508/movementdial.jpg

okay now I understand. I'll move it :up:

joohnypl
03-25-10, 02:51 PM
@TheDarkWraith You are doing great job!!!! im using your UI from beggining... i think UBI should hire you for next part ;) ar to do new UI in patch 1.3..... or kill DRM :D

But i have one little question - how can i easily change style of UI ? ;)

Keep in good working!

TheDarkWraith
03-25-10, 03:05 PM
@TheDarkWraith You are doing great job!!!! im using your UI from beggining... i think UBI should hire you for next part ;) ar to do new UI in patch 1.3..... or kill DRM :D

But i have one little question - how can i easily change style of UI ? ;)

Keep in good working!

edit the file TheDarkWraithUserOptions.py and change the UI Style to what you want.

SeaWolf U-57
03-25-10, 04:33 PM
Im using the SH5 Enhanced version its great
thanks for the hard work you have put in :salute:

reaper7
03-25-10, 04:46 PM
edit the file TheDarkWraithUserOptions.py and change the UI Style to what you want.


Hi Dark, sent you a PM. Not sure if there working ok as its not showing up in my outbox ????

Anyway, send me on the details. :up:

TheDarkWraith
03-25-10, 04:51 PM
new version 1.1.0 released. This is a bug fix, new features addition, and mod support update. See post #1 for details.

DragonRR1
03-25-10, 05:18 PM
Will try and have a look tonight.

This is a hell of a project DW. You have 3 UIs to deal with! I'm sure there is shared code but there must be a lot of work to do!

TheBlobThing
03-25-10, 05:30 PM
Let me just get this straight. Auto-targeting doesn't work with this mod?

TheDarkWraith
03-25-10, 05:36 PM
Let me just get this straight. Auto-targeting doesn't work with this mod?

I'm not following you.

TheDarkWraith
03-25-10, 05:36 PM
Will try and have a look tonight.

This is a hell of a project DW. You have 3 UIs to deal with! I'm sure there is shared code but there must be a lot of work to do!

yes it's a lot of work.

SteelViking
03-25-10, 05:40 PM
I have found a small problem with the SH3 style UI. The on screen meters (Fuel, Compressed Air, Battery, CO2) overlap some of the officers avatars for some screen resolutions, making them unusable. Perhaps you could make the positioning of the officers easily customizable?

Other than that, everything works wonderfully with the SH3 style UI. Thank you for your ridiculous amount of hard work!

TheBlobThing
03-25-10, 05:44 PM
I'm not following you.

Never mind. I just started out with SH5. Got a lot to learn apparently :O:

bert8for3
03-25-10, 06:13 PM
Many thanks for this :up:

TheDarkWraith
03-25-10, 06:42 PM
I have found a small problem with the SH3 style UI. The on screen meters (Fuel, Compressed Air, Battery, CO2) overlap some of the officers avatars for some screen resolutions, making them unusable. Perhaps you could make the positioning of the officers easily customizable?

Other than that, everything works wonderfully with the SH3 style UI. Thank you for your ridiculous amount of hard work!

yes I did not test that screen resolution. I'll see what I can come up with.

reaper7
03-25-10, 06:51 PM
Page not found on http://www.filefront.com/15931501/NewUIs-TDC-1-1-0-TheDarkWraith.7z/


Edit: Disregard Guess the sites busy. Working Ok.

cothyso
03-25-10, 06:55 PM
thank you!

piri_reis
03-25-10, 07:31 PM
2 things I noticed, not sure if they are related to this mod or stock bugs(?)

1-) In F3-NavMap screen, click the captain log icon on right upper corner. Close it with the X. return to bridge with the navmap icon on right upper. I get this weird gui bug on the TAI, and controls on left side, and some kind of command icons (clickable) behind the actual depth dial.
(If I go back to NavMap and return, everything is back to normal)

http://i553.photobucket.com/albums/jj392/pureblue420/misc/th_SH5Img2010-03-26_024718.jpg (http://s553.photobucket.com/albums/jj392/pureblue420/misc/?action=view&current=SH5Img2010-03-26_024718.jpg)

2-) After I identify a ship in UZO screen, using my watch officer (shift-I shortcut) I click on the name of the ship, recognition manual doesn't open at the actual's ships page, just a generic type opens up.

Both minor and might not be even related to your work DW.
Other than these everything seems to be working so far :up:

ReallyDedPoet
03-25-10, 09:45 PM
Back in port and will be loading this up shortly :) I am considering it as part of my refit.

TheBeast
03-25-10, 10:01 PM
The first time I fired up SH5 I decided to return it withing a few minutes. The store manage (long time friend) concinced me to wait several months and assured me I can return the game any time during the next 6 months.

:rock:This Orders Bar MOD:rock: has changed my mind on returning SH5 for now.:salute:

I am still working on my Key Binding and updating the F1-Help images to my preferance that I will upload once I finish. Started work on 03/23/2010 as time permits.

Here is a list of things I noticed that may need to be addressed beside other known issues:

Crew Text Box - The Toggle button enlarges the box but the bottom of the box goes down out of screen border losing the ability to toggle it to small view again. Can this Text Box be modified so the User is able to move it by click/drag? This issue may be beyond the scope of this mod.
I encountered an issue where the Crew Text Messages stopped appearing in the Crew Text Message Box and the corresponding Crew Voices stopped working. I suspect "MightyFine Crew Mod 1.1.1 Stock Faces" may be causing some kind of object state conflict. JSGME did not report any file conflicts when enabling MOD but issue has not resurfaced after disabling this mod. Check it out and add to known issue's as MOD conflict if it happens to you as well.
There is no Orders Bar command to Secure Deck/Flak guns in the Weapons Officer command tree.
Clicking on the Dieter Epp deck watch dummy I found that the Deck/Flak guns state gets out of sync. So the interactive dummy does not know guns are already manned when using Order Bar to man guns.
Isn't the Depth Under Keel command a Sonar function? Shouldn't it reside in the Sonar Guy orders bar tree (Always available)? Or both Nav and Sonar.
-TheBeast

TheDarkWraith
03-25-10, 10:09 PM
Screenshots help me in figuring out a) what you're trying to convey and b) what I am looking for. I can read posts all day long but as they say a picture is worth a thousand words :yep:

kylania
03-25-10, 11:49 PM
One thing to consider is a new SH5 problem, "silent mod conflicts". For example the "c" key. Here it's used to toggle a dial, in Church's SH5 Keys it's used to crash dive.

Since the "c" key is mapped to a function via scripting, JSGME doesn't detect it as a conflict since the cfg\commands.cfg isn't changed. Therefore the average user won't think the mods conflict, when they in fact do.

Should maybe key bind type things be put in the TheDarkWraithUserOptions.py file as well? Are you able to declare a constant in that file and use that to map to the key in the scripts? That way we still have the single source of user customization and don't have to change code files.

TheDarkWraith
03-25-10, 11:51 PM
One thing to consider is a new SH5 problem, "silent mod conflicts". For example the "c" key. Here it's used to toggle a dial, in Church's SH5 Keys it's used to crash dive.

Since the "c" key is mapped to a function via scripting, JSGME doesn't detect it as a conflict since the cfg\commands.cfg isn't changed. Therefore the average user won't think the mods conflict, when they in fact do.

Should maybe key bind type things be put in the TheDarkWraithUserOptions.py file as well? Are you able to declare a constant in that file and use that to map to the key in the scripts? That way we still have the single source of user customization and don't have to change code files.

if people would read the directions I provided you would see that everything is customizable - even the hotkeys used :DL Yes, they are located in the TheDarkWraithUserOptions.py file. ANYTHING that can be customized or changed resides in that file.

ReallyDedPoet
03-25-10, 11:53 PM
Okay back out at sea, so far so good with this. I am using the SH5 Enhanced
with no TDC :yep:

TheDarkWraith
03-25-10, 11:57 PM
Okay back out at sea, so far so good with this. I am using the SH5 Enhanced
with no TDC :yep:

and hopefully the newest version (1.1.0)? It addresses a bug of officer's order bars and orders not being updated (you have to continually click on them in v1.0.0 to see if anything changed). In 1.1.0 they are updated by a timer at 0.25 second intervals.

kylania
03-25-10, 11:57 PM
if people would read the directions I provided you would see that everything is customizable - even the hotkeys used :DL Yes, they are located in the TheDarkWraithUserOptions.py file. ANYTHING that can be customized or changed resides in that file.

Bah! Silly python code coloring! I'd looked through the file and didn't see it, because ConTEXT colors integers red so I was looking for that. See:

http://img710.imageshack.us/img710/2589/notrediguess.jpg

Totally easy to miss! But still a concern other modders might want to think about and code for. :O::oops:

Oh, sweet! I just noticed I can surface/submerge with the side buttons and get weather/depth from the officer buttons all without dropping to 1x YAY!!

Ragtag
03-26-10, 01:32 AM
I tried enabling the new periscope like this:

# emtguf's periscope rework enabled
emtgufPeriscopeReworkEnabled = True

But i still get the standard SH5 periscope. Do i need to copy over some more files from the main package to the MODS folder?

It would also be nice with some explanatory comments on all the mini-map features in your options file. Some are self-explanatory but not all of them are :)
For example, i enabled this: MapCoordinatesEnabled = True # stock False
But i can't see any difference on the map... though it might be me that's blind ;)

I really love how you worked this out, the option file is absolutely brilliant.

Thanks for this epic mod. It takes SH5 to a whole new level.

kylania
03-26-10, 01:44 AM
That sets some spacing issues with the page, you still need to move the files from the NewUIs_TDC_1_1_0_ByTheDarkWraith\Included mods from others\emtguf - Periscope rework folder.

Ragtag
03-26-10, 01:49 AM
That sets some spacing issues with the page, you still need to move the files from the NewUIs_TDC_1_1_0_ByTheDarkWraith\Included mods from others\emtguf - Periscope rework folder.

Thanks :)

I also wondered if enabling the lock/break lock option still shows the "take photo" on recon missions?
The original mod did not show this so i had to remove it on recon missions.

Vlad_one
03-26-10, 03:53 AM
The job that you are doing is fantastic Dark. Can I ask you if it's possible to fix the external camera of the sub so that "follows" the sub? Thanks and compliments for what you do :yeah:

Einsatz
03-26-10, 04:01 AM
I have a problem making SH3 style dials to appear. I'm replacing NewUIs_TDC_1_1_0_ByTheDarkWraithh\Dials\German\met ric\dials.dds in main mod folder GUI but I still see the SH5 dials! What am I doing wrong ?

charognard
03-26-10, 04:04 AM
you must setup the mod into the TheDarkWraithUserOptions.py file

... I think ^^....

Einsatz
03-26-10, 04:12 AM
you must setup the mod into the TheDarkWraithUserOptions.py file

... I think ^^....

how ?

charognard
03-26-10, 04:17 AM
with any text editor like windows bloc note

PL_Andrev
03-26-10, 05:00 AM
Upcoming fixes in next version (...)

Still working on (...)

New features for next version (...)

Do you mean version 1.1.0 or future versions?
When can we expect the next versions of this mod (few days, weeks, moths)?

mpalao
03-26-10, 05:33 AM
Hello to everybody.

I have some problems with the crew bottom (or captain bottom) placed on the lower bar with this mod. When I try to click this bottom, the game goes out to windows leaving the game...please I need your help.

I donīt know how it works all bottoms in the lower bar, I donīt see any description when I press these bottom with the mouse....please could anyone clarify me what does bottom mean on this lower bar ?

My Mods installation was...

firsts : OldStyleSHControls_1_3_0_TDC_byTheDarkWraith
second : NewUISH5_0_2_0_byTheDarkWraith

thank you so much.

Bill.Braskey
03-26-10, 07:25 AM
Thank you TDW, your hard work will be used by many...

mr chris
03-26-10, 07:40 AM
Dumb question, how does one install the SH3 UI version?

ReallyDedPoet
03-26-10, 07:48 AM
Dumb question, how does one install the SH3 UI version?

Actually I was going to ask a similar question last night about the SH5 Enhanced UI. I just went ahead and installed the Main UI Mod with the No TDC Optional Mod and got what I wanted :)

I think the SH3 version may be in the dials folder that came with this. Sure DW will be along to help :yep:

It's an awesome mod by the way.

TheBeast
03-26-10, 08:14 AM
Dumb question, how does one install the SH3 UI version?
if people would read the directions I provided you would see that everything is customizable - even the hotkeys used :DL Yes, they are located in the TheDarkWraithUserOptions.py file. ANYTHING that can be customized or changed resides in that file.
The readme files tell you how to change things after you edit the TheDarkWraithUserOptions.py file.

mr chris
03-26-10, 10:03 AM
The readme files tell you how to change things after you edit the TheDarkWraithUserOptions.py file.

Thanks. :up:
When i D/L i thought the would be three different version in separate files for you to choose. And just add which one you wanted to JSGME.

kylania
03-26-10, 10:05 AM
My Mods installation was...

firsts : OldStyleSHControls_1_3_0_TDC_byTheDarkWraith
second : NewUISH5_0_2_0_byTheDarkWraith


The NewUISH5 completely replaces the OldStyleSHControls, you should use one or the other, not both. Unload both, load NewUI and it should work.

ReallyDedPoet
03-26-10, 10:15 AM
The readme files tell you how to change things after you edit the TheDarkWraithUserOptions.py file.

Yeah, forgot to mention that one :oops::)

TheDarkWraith
03-26-10, 10:25 AM
Do you mean version 1.1.0 or future versions?
When can we expect the next versions of this mod (few days, weeks, moths)?

I work on those on a daily basis. Version 1.1.0 released one day after the initial release. I'm working on v1.2.0 now. The mod is far from perfect - it's functional to say it best currently. It needs lots of work but I work in small steps to ensure things work correctly. Thus is why you'll probably see lots of revisions on this.

TheDarkWraith
03-26-10, 10:31 AM
I tried enabling the new periscope like this:

# emtguf's periscope rework enabled
emtgufPeriscopeReworkEnabled = True

But i still get the standard SH5 periscope. Do i need to copy over some more files from the main package to the MODS folder?

It would also be nice with some explanatory comments on all the mini-map features in your options file. Some are self-explanatory but not all of them are :)
For example, i enabled this: MapCoordinatesEnabled = True # stock False
But i can't see any difference on the map... though it might be me that's blind ;)

I really love how you worked this out, the option file is absolutely brilliant.

Thanks for this epic mod. It takes SH5 to a whole new level.

I added support for emtguf's periscope mod. By setting that value to True, like you did, the code knows to take some action to remove some items from certain views. You still have to add his \Library folder to the mod and his .dds files. Once you add those two things his periscope reworks will show. I included his full mod in the '\mods from others' folder of the UIs mod. By adding support like I did, emtguf doesn't have to keep releasing new .ini files for my UI mods when he makes a new revision to his.

Truth be told I'm not quite sure what all those options currently do for the mini-map. I found them disabled in the code and made them 'optionable'. Those are still a WIP. Feedback on what you all find from them will be great.

The MapCoordinates one I've been tracking down and it appears it's referencing a .dds file that a) either doesn't exist or b) is 'blank'. Like I said I'm still looking into that one.


Currently there are 3 UI types to choose from:

SH3Style
SH4Style
SH5Enhanced

By setting the 'UIStyle=' to one of the above you change which UI you are using. It's that simple.

I'm working on making the TDC options the same way. When I'm complete with those it will be a simple matter of setting 'TDCMode=' to one of the values and then you have that TDC mode. You won't have to manually copy files over anymore.

gutted
03-26-10, 10:38 AM
Think i might wait for a few revisions before i update from version 1.0.

I've already made several changes to the mod, and i dont wanna be doing that every single day LOL.

TheDarkWraith
03-26-10, 10:38 AM
Think i might wait for a few revisions before i update from version 1.0.

I already did several customizations, and i dont wanna be doing that every single day LOL.

well you definitely want v1.1.0. It addresses an update bug with the officers. If you're going to 'wait' wait with v1.1.0.

gutted
03-26-10, 10:58 AM
well, considering that i never use them anyway.. it's not a problem :D

Ragtag
03-26-10, 12:07 PM
I added support for emtguf's periscope mod. By setting that value to True, like you did, the code knows to take some action to remove some items from certain views. You still have to add his \Library folder to the mod and his .dds files. Once you add those two things his periscope reworks will show. I included his full mod in the '\mods from others' folder of the UIs mod. By adding support like I did, emtguf doesn't have to keep releasing new .ini files for my UI mods when he makes a new revision to his.

Truth be told I'm not quite sure what all those options currently do for the mini-map. I found them disabled in the code and made them 'optionable'. Those are still a WIP. Feedback on what you all find from them will be great.

The MapCoordinates one I've been tracking down and it appears it's referencing a .dds file that a) either doesn't exist or b) is 'blank'. Like I said I'm still looking into that one.


Currently there are 3 UI types to choose from:

SH3Style
SH4Style
SH5Enhanced

By setting the 'UIStyle=' to one of the above you change which UI you are using. It's that simple.

I'm working on making the TDC options the same way. When I'm complete with those it will be a simple matter of setting 'TDCMode=' to one of the values and then you have that TDC mode. You won't have to manually copy files over anymore.

Brilliant and thanks for clarifying. I really like the SH5 enhanced version. I kinda want to move on from the old games and this gives me something more intuitiv GUI than the stock one since it was indeed missing some important feature. Absolutely stunning work mate.

cothyso
03-26-10, 12:30 PM
dark, please add a Request Supply command on the radio man. even if it's broken, UBI may (supposedly) fix it in the next patch(es).

Also, there are some other problems in v 1.1.0:
- after one of the officer's group of commands is selected and appears on screen, hoovering the mouse over any other officers will make the previous selected commands group appear, instead that specific officer's group of commands.
- auto-hide behaviour of group of commands and its accessed commands should be the same (atm, the group of commands auto-hides, but the accessed commands from the remain on the screen)

TheDarkWraith
03-26-10, 12:49 PM
dark, please add a Request Supply command on the radio man. even if it's broken, UBI may (supposedly) fix it in the next patch(es).

Also, there are some other problems in v 1.1.0:
- after one of the officer's group of commands is selected and appears on screen, hoovering the mouse over any other officers will make the previous selected commands group appear, instead that specific officer's group of commands.
- auto-hide behaviour of group of commands and its accessed commands should be the same (atm, the group of commands auto-hides, but the accessed commands from the remain on the screen)


screenshot please? I think I understand what you're asking.
The first one, yes, you have to click on an officer to get him to show his available order categories. If you click on NA and then hover your mouse over the RA you will still see the orders associated with the NA until you click on the RA. The problem of why it has to act this way is complex and I'm working on implementing another solution but it's going to take time to do.
Now the second one: When you mouse over an officer, the background jumps up so you can see the currently selected officer's order categories. But you want the orders associated with that order category to also scroll when you mouse into the officers? Hmm...not quite sure I like that idea. The point of making the option available to have them disappear with a key press or not was to make them available at all times if you need them (say you're doing evasive maneuvers through the CE). If I made them scroll then the minute you moused out of the officers they would scroll down out of sight and you would not be unable to access them.

cothyso
03-26-10, 01:09 PM
no, you got wrong the second one. actually, what i meant is that at this time:
- after pressing an officer icon, its group orders appears
- when pressing an icon of a group order, the orders list appears above, but the group orders disappear from underneath
- when pressing an order icon, the orders list still remains on the screen

is a bit non-concordant behaviour. i'd either:
a) press officer -> pops up the order groups list; press group order -> pops ups the commands list + keep the group order list underneath visible; press command -> group orders list and commands list auto-hides

b) press officer -> pops up the order groups list; press group order -> pops ups the commands list + autohides the group order list underneath; press command -> commands list auto-hides

TheDarkWraith
03-26-10, 01:20 PM
no, you got wrong the second one. actually, what i meant is that at this time:
- after pressing an officer icon, its group orders appears
- when pressing an icon of a group order, the orders list appears above, but the group orders disappear from underneath
- when pressing an order icon, the orders list still remains on the screen

is a bit non-concordant behaviour. i'd either:
a) press officer -> pops up the order groups list; press group order -> pops ups the commands list + keep the group order list underneath visible; press command -> group orders list and commands list auto-hides

b) press officer -> pops up the order groups list; press group order -> pops ups the commands list + autohides the group order list underneath; press command -> commands list auto-hides

how do you have your options setup? There are options that deal with the orders bar and whether they disappear on mouse click or key press or not. I can make the order categories stay visible at all times but figured users would want a 'clean' look to the UI and thus I made them scroll down when not in use.

cothyso
03-26-10, 01:37 PM
yes, i know, i was proposing to link them (in the options setup) and have them both (order category and orders lists) stay forever, or both disappear (at the same time) after a command was selected (from the order lists).

but nevermind, this is just aesthetics. we should be more concerned about functionality at this point.

TheDarkWraith
03-26-10, 01:42 PM
yes, i know, i was proposing to link them (in the options setup) and have them both (order category and orders lists) stay forever, or both disappear (at the same time) after a command was selected (from the order lists).

but nevermind, this is just aesthetics. we should be more concerned about functionality at this point.

that's actually a very good recommendation. I could give the end user the option for them also :up:

mpalao
03-26-10, 01:54 PM
The NewUISH5 completely replaces the OldStyleSHControls, you should use one or the other, not both. Unload both, load NewUI and it should work.

Thanks Kylania...let me try....I am going to unload both as you say. With the JSGME I can delete both , is true ?
I will say you the results....
Thanks again.

Michal788
03-26-10, 01:58 PM
Hi Darkw, how is it going with this problem?
- TDC dials - the AOB and bearing dials are incorrect in their appearance and function. The AOB should have a vernier and the bearing should not. These will be addressed in the next release. The dial graphics will also be changed to reflect the actual dials.

:up:

TheDarkWraith
03-26-10, 04:06 PM
Hi Darkw, how is it going with this problem?
- TDC dials - the AOB and bearing dials are incorrect in their appearance and function. The AOB should have a vernier and the bearing should not. These will be addressed in the next release. The dial graphics will also be changed to reflect the actual dials.

:up:

will be fixed in the next release. Next release should be in a couple of days. I'll be without computer for a while (hopefully less than a day) as it's maintenance/upgrade time for home system. Time to take it apart and clean and blow out everything to remove dust. Also doing processor upgrade (AMD X4 965BE), adding another 150gb Raptor to the RAID0 array, and reinstall of Win7 Ultimate. If everything goes well should be back hopefully late Saturday.

emtguf
03-26-10, 09:53 PM
Great job man. Loving the new UIs

kylania
03-27-10, 02:10 AM
Update: After looking at this more closely, it appears that the tool tip is whatever station you had highlighted.

So, from 3D view, mouse over a station then open the Nav Map and the tooltip will be for whatever you had highlighted when you opened the map. I'm not sure this is a NewUI bug actually.

Using SH5E if you mouse over the gray border around the Navigation Map you get a tooltip for the hydrophone station. This seems cosmetic only, since clicking apparently does nothing.

http://img695.imageshack.us/img695/7821/hydrno.jpg

Michal788
03-27-10, 04:46 AM
will be fixed in the next release. Next release should be in a couple of days. I'll be without computer for a while (hopefully less than a day) as it's maintenance/upgrade time for home system. Time to take it apart and clean and blow out everything to remove dust. Also doing processor upgrade (AMD X4 965BE), adding another 150gb Raptor to the RAID0 array, and reinstall of Win7 Ultimate. If everything goes well should be back hopefully late Saturday.

Take it easy good luck with your new computer.

7Infanterie19
03-27-10, 11:23 AM
Currently there are 3 UI types to choose from:

SH3Style
SH4Style
SH5Enhanced

By setting the 'UIStyle=' to one of the above you change which UI you are using. It's that simple.

.
TheDarkWraith, first let me say "Thanks!" for these UI mods. I love 'em! And I'm happy to see that you added skwasjer's clock to this mod. It's a great little addition.

After spending a lot of time trying to figure things out, I was just going to post on this, when I noticed your post above. I upgraded from the OldStyleSHControls to the Multi UI mod and spent a lot of time trying to figure out why I couldn't get the dials. I followed all the directions, then, figuring I did something wrong, deleted, copied, re-copied, etc., but to no avail. I was going nuts until I saw the following line in the documentation:

"All user configurable settings can be found in the file '\MODS\NewUIs_TDC_1_0_0_TheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py'"

You see, when I first saw that, I thought "Great. If I ever want to do a few tweaks, I'll go check that out in the future.", but I wasn't aware that I had to do it during install to get my dials working (unless I missed something).

So, I went in there, had a look, and figured out the changes you noted above. I'm normally not a guy who needs hand holding, but sometimes it'd be nice (awwww :oops:). Would you mind adjusting that line in your documentation (and on the first page of this thread) to read something like:

"All user configurable settings can be found in the file '\MODS\NewUIs_TDC_1_0_0_TheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py'.

As noted above, there are currently 3 UI types to choose from:

SH3Style
SH4Style
SH5Enhanced

By setting the 'UIStyle=' in TheDarkWraithUserOptions.py to one of the above, you change which UI you are using. It's that simple."

It would make your installation directions clearer (and really simple) and save us from having to figure things out. I hope I'm not stepping on your toes here. It's just that there's nothing better than clear instructions (well, actually, a lot of things are .. hehehe :haha:)

Thanks again!

loreed
03-27-10, 11:26 AM
A lot of confusion could be eased if the phrase was changed to "Left click on the hydrophone station to use it." Same for many of the rest of the toot tips.

Using SH5E if you mouse over the gray border around the Navigation Map you get a tooltip for the hydrophone station. This seems cosmetic only, since clicking apparently does nothing.

http://img695.imageshack.us/img695/7821/hydrno.jpg

7Infanterie19
03-27-10, 12:56 PM
My hotkey behaviour is like this:
TAB toggles between half-open & minimized
SHIFT+TAB toggles between maximized & minimized
Hitting TAB while maximized knocks it down to half open.

Not everyone will like those key changes though.



gutted ... I do. I don't just like it .. I love it! :up:

TheDarkWraith, can his mod be added to yours (only if he wants it to be added, of course)? I added his stuff from Page Default Hud.py to yours and it works nicely with Multi UI SH3Style.

Deutschland
03-27-10, 06:34 PM
TheDarkWraith, the Mod is turning better..

cothyso
03-27-10, 07:12 PM
ADE modifications to TDW v1.1.0 SH5E minimal interface:

- improved TAI map switch behavior (TDW file modified) (Tab med - max; Shift+Tab min - med)
- expand tools for medium TAI map too (disabled) (TDW file modified)
- no deck & flack guns order while under water (TDW file modified)

- new keys: "I" depth under keel, "SHIFT+I" return to course, ">" camera on next unit, "<" camera on previous unit
- new keys: .A .D hydrophone controls (instead .END .HOME)
- no selection halo, less intrusive NPC speech bubbles (No Damn Bubbles, No Damn Halo Mod.zip No Damn Bubbles, No Damn Halo - Dialog_indicator.rar)
- morale deck and aa gun manning fix, torpedo speed fix (Morale System Quickfix Pack v1.0.rar)
- electric torpedo wake removed (_ElectricTorpWakeRemoval-0.1-wamphyri.zip)
- new radio message and ending screens graphics (Conus' Graphic Mod 1.1.zip)


- TDW included: heading display control enabled
- TDW included: skwas' digital clock (_Digital UI Clock 1.1.rar)
- TDW included: advanced controls switch annoying sound disabled

Download link:
http://www.mediafire.com/file/0nyozggytgn/ADE_v1.0.rar

Install:
JSGME ready, put it ontop TDW SH5 v1.1.0 UI

http://img708.imageshack.us/img708/1821/adesh5mods.jpg

mcaa666
03-27-10, 09:26 PM
Great work on this mod. Did notice a small issue though. Not sure if it is a SH5 bug or a mod bug...
When I tried to manually set the speed to 10 kts via the speed dial it didn't want to do it. I was only able to set it to 8 or 14. I could not set any speed in between.

TheBeast
03-27-10, 09:53 PM
Things are working much better but I did find a Key bindings issue.
If I edit the key binding in TheDarkWraithUserOptions.py for the compass and change it to "/". I get several unusable popup windows I can not close when I start SH5.:damn:
Example:
Before
HeadingRudderKey = MenuKeyManagerWrapper.Keys.C # change the C to whatever key you want
After
HeadingRudderKey = MenuKeyManagerWrapper.Keys./ # change the C to whatever key you want

This happens in SH5 and SH3 UI's. Haven't tried the SH4 UI as I have not read any post's stating it is working.
The "/" Key is not mapped to anything in my Commands.cfg but it may be scripted elsewhere.:hmmm:
Sorry, no pics of issue.:oops:

Has anyone else encountered this issue?:06:

I also noticed there are no provisions for the Crew Special Abilities. Would it be possible to use Right-Click function to open/close interactive dialog with the Officer Icons and XO to access Crew Special Abilities?

It is possible to add Double-Click feature to change Camera View.
e.g. Double-Click Chief Engineer (CE) and you go to the Interior Fore Camera view, Double-Click Watch Officer (WO) and you go to the Conning Deck External View Camera by the UZO. etc...

-TheBeast

TheDarkWraith
03-27-10, 10:42 PM
Thanks :)

I also wondered if enabling the lock/break lock option still shows the "take photo" on recon missions?
The original mod did not show this so i had to remove it on recon missions.

yes the 'take photo' is still available. I only removed the lock/break lock if you set that option to True.

System is back online - X4 965BE oc'd to 3.91GHz and stable as can be. 3 Raptors in RAID0 doesn't keep me waiting on things to open (backed up by my Windows Home Server). Got my Photoshop CS4 working, finally, in 32 bit mode so I can do graphics work (DDS plug-in doesn't work with 64 bit version). Upgraded 3DS Max to 2010 version. I finally have a platform of tools that I can work with.

7thSeal
03-27-10, 11:14 PM
System is back online - X4 965BE oc'd to 3.91GHz and stable as can be. 3 Raptors in RAID0 doesn't keep me waiting on things to open (backed up by my Windows Home Server).

Nice, I have an Xeon dual core 3.0GHz running at 4.07GHz with only 1.33 of voltage. It along with the northbridge and 4870 card is watercooled so all stays happy. :DL

gutted
03-28-10, 02:53 AM
Things are working much better but I did find a Key bindings issue.
If I edit the key binding in TheDarkWraithUserOptions.py for the compass and change it to "/". I get several unusable popup windows I can not close when I start SH5.:damn:
Example:
Before
HeadingRudderKey = MenuKeyManagerWrapper.Keys.C # change the C to whatever key you want
After
HeadingRudderKey = MenuKeyManagerWrapper.Keys./ # change the C to whatever key you want

This happens in SH5 and SH3 UI's. Haven't tried the SH4 UI as I have not read any post's stating it is working.
The "/" Key is not mapped to anything in my Commands.cfg but it may be scripted elsewhere.:hmmm:
Sorry, no pics of issue.:oops:

Has anyone else encountered this issue?:06:

I also noticed there are no provisions for the Crew Special Abilities. Would it be possible to use Right-Click function to open/close interactive dialog with the Officer Icons and XO to access Crew Special Abilities?

It is possible to add Double-Click feature to change Camera View.
e.g. Double-Click Chief Engineer (CE) and you go to the Interior Fore Camera view, Double-Click Watch Officer (WO) and you go to the Conning Deck External View Camera by the UZO. etc...

-TheBeast



I would have to open the script manager to see what it is for certain... but try this:
HeadingRudderKey = MenuKeyManagerWrapper.Keys.BackSlash


It's a variable, and you can't name a variable with "/" because that's the "divide" operator.

Variables can't start with a number either.

robbythesub
03-28-10, 03:23 AM
Superb as always, thanks!:up:

Barso
03-28-10, 04:03 AM
Glaqd to see you back online DW.
Hopefully all went well with the new build.
Nothing worse than switching a new build on and nothing happens.
Even though most of the time, it's something stupid.

java`s revenge
03-28-10, 06:10 AM
Thank you for this great mod,

I am using this mod for serveral days now but how do i get
that co2/fuel metre under in the bar? (sh3 style) :damn:

I don`t understand the explanation :hmmm:

I thank you a lot in advance for any reply.

ologuy
03-28-10, 11:05 AM
Could someone please tell me how to choose between the different UI Styles?
I'd like to have the SH3 Style UI.
Thanks.

mr chris
03-28-10, 11:11 AM
I had the same question a few days ago.

Open up the downloaded file like below.

NewUIs_TDC_1_1_0_TheDarkWraith\NewUIs_TDC_1_1_0_By TheDarkWraith\MODS\NewUIs_TDC_1_1_0_ByTheDarkWrait h\data\Scripts\Menu

Find this file at the bottom of the menu folder
TheDarkWraithUserOptions.py
Open it up with Notepad and change the # the current UI Style

From this
# the current UI Style
UIStyle = SH5Enhanced

Too this
# the current UI Style
UIStyle = SH3Style

Then save your changes

Hey presto you will now have the SH3 UI

ologuy
03-28-10, 11:15 AM
Thank you very much!

mr chris
03-28-10, 11:17 AM
Glad i could help.

ologuy
03-28-10, 11:37 AM
Will there be something like the attack disc by OLC?

java`s revenge
03-28-10, 11:55 AM
Thank you Chris !:yeah:

WOD
03-28-10, 12:46 PM
I had the same question a few days ago.

Open up the downloaded file like below.

NewUIs_TDC_1_1_0_TheDarkWraith\NewUIs_TDC_1_1_0_By TheDarkWraith\MODS\NewUIs_TDC_1_1_0_ByTheDarkWrait h\data\Scripts\Menu

Find this file at the bottom of the menu folder
TheDarkWraithUserOptions.py
Open it up with Notepad and change the # the current UI Style

From this
# the current UI Style
UIStyle = SH5Enhanced

Too this
# the current UI Style
UIStyle = SH3Style

Then save your changes

Hey presto you will now have the SH3 UI

Maybe itīs even more simple than the exact phrase "SH3Style"
If I remember right simply choose "UIStyle = 1". 0 for SH5Enhanced, 1 for SH3Style and 2 for SH4Style.


Btw thx very much for this outstanding work. And since it works with the AOTD - RDA 1.03 itīs a must have in my activated mods.

TheDarkWraith
03-28-10, 01:18 PM
Maybe itīs even more simple than the exact phrase "SH3Style"
If I remember right simply choose "UIStyle = 2". 1 for SH5Enhanced, 2 for SH3Style and 3 for SH4Style.


Btw thx very much for this outstanding work. And since it works with the AOTD - RDA 1.03 itīs a must have in my activated mods.

I don't have the enumerations setup for the UI Styles. You have to use the names (SH3Style, SH4Style, SH5Enhanced). I just had the number assignments to the names so I could use the names (imported globally).

TheDarkWraith
03-28-10, 01:27 PM
Nice, I have an Xeon dual core 3.0GHz running at 4.07GHz with only 1.33 of voltage. It along with the northbridge and 4870 card is watercooled so all stays happy. :DL

I'm air cooled (Zalman) and when stress testing it for stability with the IntelBurnTest at Very High settings the CPU never got hotter than 57C (20 iterations of the test). I have to run the processor @ 1.475V for stability. There's more OC room in that processor but I got tired of fiddling with it. A 15% OC was good enough for me currently. Board is an Asus Crosshair III formula.
The 3 raptors in RAID0 are giving max transfers of 298MB/s with an average of 228MB/s all the way through the entire 447GB range of the array (it's like an SSD but with the 7.0ms access time) on a 64K stripe. Burst rate is 233MB/s. I'm quite happy with it :D
What I'm not happy with is Ubi's activation service :nope: Can't get my SH4 Uboat missions or SH5 activated again :damn:

rededge
03-28-10, 02:17 PM
What I'm not happy with is Ubi's activation service :nope: Can't get my SH4 Uboat missions or SH5 activated again :damn:

That ain't good! DW - we need you....:o

WOD
03-28-10, 02:33 PM
I don't have the enumerations setup for the UI Styles. You have to use the names (SH3Style, SH4Style, SH5Enhanced). I just had the number assignments to the names so I could use the names (imported globally).


Thats strange, I activated the mod...and had the EnhancedSH5 UI. Then I quit the game, disabled the mod.

I changed the UIStyle to 1, reenabled the mod and now I have the SH3Style.

Doesnīt matter, the mainthing is: It works and itīs definitly a must have ;)

Axel1
03-28-10, 03:13 PM
Hi
when I try to install this mod I get a weird corruption, I follow the readme, I copy the TDC Dials into the mod folder, then copy mod folder into JSGME, then on starting SH5 this is what I see!!
It is like corrupted text instructions in a white box, in the middle of screen.
Please someone help
Cheers
Axel

kylania
03-28-10, 03:20 PM
Hi
when I try to install this mod I get a weird corruption, I follow the readme, I copy the TDC Dials into the mod folder, then copy mod folder into JSGME, then on starting SH5 this is what I see!!
It is like corrupted text instructions in a white box, in the middle of screen.
Please someone help
Cheers
Axel

You need to patch your game to 1.1

A funny story, unrelated to this post:

So I was at 70m trying to evade some destroyers, and I wanted to raise up to 60m since the ocean floor was close. I held Ctrl with my pinky down while I went to click on 60, but the scale only went to 50! So I moved the mouse down to hit 5X so I could pick 60 when my pinky slipped... since I was mid click it went ahead and accepted my click, right on the EMERGENCY SURFACE button that was where the 5X button was after my finger slipped off CTRL...

Axel1
03-28-10, 03:54 PM
You need to patch your game to 1.1
Hi Kylania
Where do I find the 1.1 patch
Cheers
Axel
Its ok found Auto patcher
Many thanks for your kind help

DragonRR1
03-28-10, 07:01 PM
What I'm not happy with is Ubi's activation service :nope: Can't get my SH4 Uboat missions or SH5 activated again :damn:

That ain't good! DW - we need you....:o

That is potentially bad news for everyone. The DRM is bad enough without having problems re-activating with new hardware! Is that what the problem is DW?

TheBeast
03-28-10, 08:48 PM
I would have to open the script manager to see what it is for certain... but try this:
HeadingRudderKey = MenuKeyManagerWrapper.Keys.BackSlash


It's a variable, and you can't name a variable with "/" because that's the "divide" operator.

Variables can't start with a number either.


Tried the "BackSlah" and got the same result.
http://www.subsim.com/radioroom/picture.php?albumid=229&pictureid=1620

TheBeast
03-28-10, 08:51 PM
What I'm not happy with is Ubi's activation service :nope: Can't get my SH4 Uboat missions or SH5 activated again :damn:
Are you saying that if I uninstall SH5 and reinstall it again even on same system. I will not be able to activate it again?

emtguf
03-28-10, 09:06 PM
Are you saying that if I uninstall SH5 and reinstall it again even on same system. I will not be able to activate it again?

No as long as the major hardware doesnt change.

Ive reinstalled several times and never had to reactivate

TheDarkWraith
03-28-10, 09:14 PM
I couldn't re-activate because I couldn't connect to the Ubi servers. Finally reconnected and re-activated. With my tools all setup on new system I was ready to do some modding work again.
With the limited time I had today (didn't get connected till after 5pm central time) I started rework on the officer's bar. Main goal was to fix the right click bug and to add highlight around selected officer when you select them. I'm happy to say that the right click bug is now history :yeah: and the selected officer has a highlight around his border:

http://www.subsim.com/radioroom/picture.php?albumid=217&pictureid=1621

is red ok for the highlight when selected? I also want to have the officer's highlight their border when you mouse over them...thinking yellow for this color. Anyone? Buehler?
Going to do the same for the order's categories (the small white buttons above the officers in the screenie)

Added 'space' for the officers to account for different situations (wounded, dead, ??) that way when I figure out how to 'read' an officer's health I can make the appropriate picture show for him.

TheBeast
03-28-10, 09:18 PM
No as long as the major hardware doesnt change.

Ive reinstalled several times and never had to reactivate

OK, wow::sighs::, almost filled my shorts with nasty stuff because I was reinstalling when I read that.

TheDarkWraith
03-28-10, 09:22 PM
Tried the "BackSlah" and got the same result.

Here's a list of the keys the game recognizes:

A-Z of the alphabet (Capitalized!)
Tab, Enter, Shift, Ctrl, Alt, Escape, PageUp, PageDown, End, Home, Left, Up, Right, Down, Insert, Delete, numbers 0-9 (which are Keyx - i.e. 4 would be Key4), F1-F11 functions keys.

Since the backslash isn't a defined key it will cause errors (in the script files - the game exe recognizes more keys). Only the keys listed above will work. I'll have to update my text file in the mod with this.

mcaa666
03-28-10, 09:25 PM
Great work on this mod. Did notice a small issue though. Not sure if it is a SH5 bug or a mod bug...
When I tried to manually set the speed to 10 kts via the speed dial it didn't want to do it. I was only able to set it to 8 or 14. I could not set any speed in between.

Bump :)
Is anyone else having this issue? coz it's getting a bit annoying :shifty:

TheDarkWraith
03-28-10, 09:26 PM
Bump :)
Is anyone else having this issue? coz it's getting a bit annoying :shifty:


what version of the mod? What UI Style?

mcaa666
03-28-10, 10:49 PM
what version of the mod? What UI Style?
I'm using version 1.1.0 and enhanced SH5 UI. No other mods besides that right now.

TheDarkWraith
03-28-10, 11:32 PM
I'm using version 1.1.0 and enhanced SH5 UI. No other mods besides that right now.

what speed dial are you referring to? The only 'dial' SH5E has is the heading/rudder.

kylania
03-29-10, 12:04 AM
I just saw the same thing using SH5E. I pressed control, moved my mouse over the green speed ribbon till the tooltip said 10 then let go. It said "speed set to 10kts" and I ended up going 12kts.

I have 1 box awarded to my Motor Officer for the "extra speed" thing, might that be causing this? Like how the torpedo special passive abilities aren't counted in the TDC, perhaps the motor officers aren't counted into the speed setting? They just add on?

Cap.Palla
03-29-10, 05:07 AM
I've just installed newUIs 1.1.0 and maybe i have a noob question: how can i choose the three differents UI (sh3,sh4,sh5) ? I'd like to play with sh4 ui but i can't switch...:oops:

stoppro
03-29-10, 05:45 AM
does the new version allow course change at a higher tc. i noticed you are able to dive and change speed at high tc. but have to drop to 16x to turn with the compass. i haven't tried with the rudder keys.but all that aside this mod makes it much more bearable thanks

java`s revenge
03-29-10, 06:34 AM
I've just installed newUIs 1.1.0 and maybe i have a noob question: how can i choose the three differents UI (sh3,sh4,sh5) ? I'd like to play with sh4 ui but i can't switch...:oops:

Hey mate read a message some posts before,



Open the downloaded as if you see below,

NewUIs_TDC_1_1_0_TheDarkWraith\NewUIs_TDC_1_1_0_By TheDarkWraith\MODS\NewUIs_TDC_1_1_0_ByTheDarkWrait h\data\Scripts\Menu

search this file below te menu folder

TheDarkWraithUserOptions.py
Open with Notepad and change the # the current UI Style

from this
# the current UI Style
UIStyle = SH5Enhanced

into this
# the current UI Style
UIStyle = SH3Style

after the change don`t forget to save.

Hey presto you`ll now have SH3.

cothyso
03-29-10, 08:37 AM
TDW, more observations:

- the red selection for an officer is way too strong. make a white border (in tone with the oder icons), or not at all (as it was)
- sometimes when I was on the advanced depth gauge, the tooltip still showed me the normal gauge depth numbers for that position of the mouse (like in, I was at 30 something meters deep, with the depth gauge showing 10/20/30/40/50 but the tooltip over the 30 showed 12.5 or something). dunno if it's a bug from original SH5 interface, or from your mod
- while paused or in the save/load screens, the interface would still work (tooltips while while mouseover buttons, etc).
- i did a fix with the deck and flack gun order groups being accessible on the watch officer while submerged (see a few posts above)

keep up with the good work, SH5 simply can't be played without this mod

gutted
03-29-10, 08:47 AM
I just saw the same thing using SH5E. I pressed control, moved my mouse over the green speed ribbon till the tooltip said 10 then let go. It said "speed set to 10kts" and I ended up going 12kts.

I have 1 box awarded to my Motor Officer for the "extra speed" thing, might that be causing this? Like how the torpedo special passive abilities aren't counted in the TDC, perhaps the motor officers aren't counted into the speed setting? They just add on?


bingo.

The motor officers passive abilities screw up setting an exact speed, much like the torpedo officer's passive abilities screwing up the TDC.

If you have the motor officer max'd out you have to actually click a few knots less than you want to get th correct speed, as his ability adds a certain percentage to the speed you selected. If you choose 8 knots it adds +25% so you get 10 knots. If you choose 12 knots.. it adds +25% so you get 15knots. etc. etc.

badaboom
03-29-10, 09:04 AM
Thank You Dark,SHV was unplayable until this mod,Great Work!!!:up:

mcaa666
03-29-10, 11:42 AM
what speed dial are you referring to? The only 'dial' SH5E has is the heading/rudder.

I mean the speed 'dial' in the lower left hand corner which is active in advanced mode and which allows you to set the speed manually.
Gutted and Kylania might be right about this abilities thingie. But I simply can't set any speed between 8 and 14 kts; meaning that when I click 8 it sets the speed to 8 and when I set it to 14 it sets it to 14, just like it should. In between those two numbers I can click what I want but it will not do those speeds. I will do some testing tonight with default abilities to see if it persists.

pascal4541
03-29-10, 12:40 PM
You are great!!!! very thanks for the job

trotter
03-29-10, 01:47 PM
Having an issue with this mod. The screen is filled with several unusable grayed out boxes upon the game loading. Can't close or minimize them, completely blocks the screen. I think another poster in this thread had the same issue, but his was related to modifying the rudder key settings on the UserOptions.ky file, and I have not modified that file (other than to change '# the current UI Style
UIStyle = SH3Style')

Game is patched to 1.1. Any other ideas?

TheDarkWraith
03-29-10, 03:30 PM
Having an issue with this mod. The screen is filled with several unusable grayed out boxes upon the game loading. Can't close or minimize them, completely blocks the screen. I think another poster in this thread had the same issue, but his was related to modifying the rudder key settings on the UserOptions.ky file, and I have not modified that file (other than to change '# the current UI Style
UIStyle = SH3Style')

Game is patched to 1.1. Any other ideas?

on your main screen do you see v1.1.5 in the upper right corner (main screen being the screen you select campaign, single missions, etc.)? If not, you're not patched to the latest Ubi version. Have you tried disabling all mods and only enabling this one?

toby66
03-29-10, 03:47 PM
This mod makes the game playable. Thank you very much indeed!

I'm using the SHV-style UI which is perfectly integrated into the original UI. Just one question? Can I somehow hide the officer icons on the bottom? I'm using the crew dialog mod an prefer to give my orders by talking to my men. In my opinion it fits very well into the game.

Is there a way to deactivate the officer symbols?

TheDarkWraith
03-29-10, 04:08 PM
This mod makes the game playable. Thank you very much indeed!

I'm using the SHV-style UI which is perfectly integrated into the original UI. Just one question? Can I somehow hide the officer icons on the bottom? I'm using the crew dialog mod an prefer to give my orders by talking to my men. In my opinion it fits very well into the game.

Is there a way to deactivate the officer symbols?

with the current version out, no. In the next version I'm working on, v1.2.0, I'll add that option.

toby66
03-29-10, 05:02 PM
with the current version out, no. In the next version I'm working on, v1.2.0, I'll add that option.

Cheers, looking forward to the next update of this great mod!

Linavitch
03-29-10, 05:11 PM
Take a bow Sir. Brilliant work.

May I respectfully suggest you contact the RUB team and get this MOD integrated into their project cos I'd hate to loose this!

Kind Regards

7thSeal
03-29-10, 05:17 PM
I

http://www.subsim.com/radioroom/picture.php?albumid=217&pictureid=1621

is red ok for the highlight when selected? I also want to have the officer's highlight their border when you mouse over them...thinking yellow for this color. Anyone? Buehler?


Maybe having the border a little thinner? :)

13owman
03-29-10, 05:36 PM
Hi I Think this is my first post here in a while, but during the Silent Hunter 3 Era I was Kreig-Schweine. When I tried to log on it wouldn't recognize my name so I just resigned up. Any way THANK YOU for the awesome mod. I was wondering if there was a way to get the heading/rudder dial to work on the SH3 style and or maybe move it to a different location? One thing I might suggest would be for it to be floating & movable.
Thank Again For Your Hard Work.

TheDarkWraith
03-29-10, 06:18 PM
I was wondering if there was a way to get the heading/rudder dial to work on the SH3 style and or maybe move it to a different location? One thing I might suggest would be for it to be floating & movable.
Thank Again For Your Hard Work.

The SH3 style has a heading/rudder dial, it's located between the throttle and depth dials (it's the middle one). Where would you want it to be moved to :06:?

TheDarkWraith
03-29-10, 06:18 PM
Maybe having the border a little thinner? :)

I changed the boder to white with 75% opacity. Looks much better. I'll have a screenie soon with the changes I've done so far.

TheDarkWraith
03-29-10, 06:19 PM
Take a bow Sir. Brilliant work.

May I respectfully suggest you contact the RUB team and get this MOD integrated into their project cos I'd hate to loose this!

Kind Regards

I think it was them that contacted me in the first place to see if I was interested in designing a UI for them. The SH5Enhanced is that 'design' so far.

LiveGoat
03-29-10, 06:44 PM
This mod makes the game playable. Thank you very much indeed!

I'm using the SHV-style UI which is perfectly integrated into the original UI. Just one question? Can I somehow hide the officer icons on the bottom? I'm using the crew dialog mod an prefer to give my orders by talking to my men. In my opinion it fits very well into the game.

Is there a way to deactivate the officer symbols?



Try toggling the UI off before speaking to the crew.

7thSeal
03-29-10, 07:02 PM
;)The SH3 style has a heading/rudder dial, it's located between the throttle and depth dials (it's the middle one). Where would you want it to be moved to :06:?

Good deal, that boldness of red kinda just jumps off the screen at me when looking at the screenshot. :)

Edit\ Whoops, quoted your wrong post but referring to changing the border color.

13owman
03-29-10, 07:55 PM
The SH3 style has a heading/rudder dial, it's located between the throttle and depth dials (it's the middle one). Where would you want it to be moved to :06:?

I'm sorry I guess I should have clarified. I realized that it had that but just really like the round dial in the SH5 Enhanced version. Thanks Again for the great mod

TheDarkWraith
03-29-10, 08:08 PM
I'm sorry I guess I should have clarified. I realized that it had that but just really like the round dial in the SH5 Enhanced version. Thanks Again for the great mod

round dial....are you referring to the heading bar that's integrated into the speed bar? Or the actual heading/rudder dial I also added to SH5E?

Ducimus
03-29-10, 08:24 PM
I haven't checked it out, but it's obvious by the first post you've done one helluva job TheDarkWraith! Thank you.

13owman
03-29-10, 08:33 PM
round dial....are you referring to the heading bar that's integrated into the speed bar? Or the actual heading/rudder dial I also added to SH5E?


Heading/Rudder Dial from SH5. I would like to enable it in the SH3E version. The bar is fine but like the Dial. Also I thought it would be cool in a future release if it was floating. Thanks for the quick responce.

TheDarkWraith
03-29-10, 08:37 PM
Heading/Rudder Dial from SH5. I would like to enable it in the SH3E version. The bar is fine but like the Dial. Also I thought it would be cool in a future release if it was floating. Thanks for the quick responce.

you have me totally confused. You don't have a heading/rudder dial in your SH3 version? Can you post some screenshots as to what you're referring to and where you would like to have it?

13owman
03-29-10, 08:58 PM
I'm sorry if I'm not explaining it right. I don't have any screen shots off hand as we are updating in real time & it has been awhile since I posted one in a forum & I don't remember how at the moment & I'm not sure a pic would explain it.

OK So far I have only been able to use the Dial in 5. I would like to use the Rudder/Heading Dial that is from 5E in 3E.
OR did I make a mistake & I CAN use the one from 5 it in 3 but I didn't enable the right option?

TheDarkWraith
03-29-10, 09:25 PM
I'm sorry if I'm not explaining it right. I don't have any screen shots off hand as we are updating in real time & it has been awhile since I posted one in a forum & I don't remember how at the moment & I'm not sure a pic would explain it.

OK So far I have only been able to use the Dial in 5. I would like to use the Rudder/Heading Dial that is from 5E in 3E.
OR did I make a mistake & I CAN use the one from 5 it in 3 but I didn't enable the right option?

if you set your UIStyle=SH3Style in TheDarkWraithUserOptions.py file then you will have the SH3 style interface with the 3 dials. If your UIStyle=SH5Enhanced then you only get the heading/rudder dial with the SH5 interface.

ctrl+F11 takes screenshots.

TheDarkWraith
03-30-10, 12:07 AM
the redo of the officer's bar and the other bars is coming along well:

http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1625

notice now that if:

- an officer is selected he has a white border surrounding him
- an order category is selected it's bright white in color (the propeller just above the officers in this example)
- all unselected order categories are grey in color
- any order category that doesn't meet conditions is now shown with an X through it vice nothing at all (maneuvers in this example because the boat is surfaced - needs to be submerged)
- provisions have been made that if a piece of equipment is damaged/malfunctions or an officer is wounded/deceased that an image can be displayed and the code will take appropriate action on it. Just have to figure out how to 'read' the officer's health and equipment status

I haven't finished the orders themselves but their behavior will follow that of the order categories. Right now they just show up as bright white in the screenie above (which means all are selected - once again it's not finished yet).

Right click bug is history! You can right click on the officers or the order categories or the order themselves and nothing happens.

Fixed the nasty bug reported by a user that sometimes happens when trying to go to NavMap (or leaving the NavMap)

kylania
03-30-10, 12:10 AM
- an officer is selected he has a white border surrounding him

Maybe make it thinner? Like the 2nd row of icons there, 1-2 pixels rather than feathered 4+ that it looks like?

TheDarkWraith
03-30-10, 12:10 AM
Maybe make it thinner? Like the 2nd row of icons there, 1-2 pixels rather than feathered 4+ that it looks like?

I can do that. After looking at it awhile it did look kinda thick.

TheBeast
03-30-10, 02:27 AM
I am manually closing all water tight hatches every time I am expecting Depth Charges.:yawn: Is there a Command to Toggle Open/Close all Water Tight Hatches?:06: Do the Doors actually make a difference when flooding or are they just eye candy?

-TheBeast

Txema
03-30-10, 05:13 AM
TheDarkWraith,

Nice work on the officer's bar !!!

While you are working on it, let me ask for something more for the officer's bar: could you add a new order (new icon) for the radio-man to activate the radio, to be able to hear the radio stations?

In the same way, could you add more new orders (new icons) as they did in the "Integrated Orders" mod included in GWX, for example? Here you have a description of all the orders included in the "Integrated Orders" mod:
http://www.subsim.com/radioroom/showthread.php?t=103524

EDIT: I have noticed that the description of the order number 6 in the "Chief Engineer Maneuvering Orders" is not correct: it should be "Heading to view" instead of the indicated "Turn to target"...

I really like to be able to access all the orders with a mouse click instead of using hotkeys :DL


Txema

gutted
03-30-10, 07:50 AM
Small request...

Next time you're in the menu editor DW... could you move the "ammo left in the clip" indicator for the flack gun away from the center of the screen?

preferably off to the right side under the ammo type icons like it was in previous SH.

This is an old screenshot i made showing th problem when you look up:
http://i857.photobucket.com/albums/ab138/gorey666/flack.png

Vonsteel
03-31-10, 12:55 AM
Have a small request please.. Could you add a compatiable version of the Player Guideiance mod please? http://www.subsim.com/radioroom/showthread.php?t=164726&highlight=Player

Regards
Mike

kylania
03-31-10, 01:01 AM
Have a small request please.. Could you add a compatiable version of the Player Guideiance mod please? http://www.subsim.com/radioroom/showthread.php?t=164726&highlight=Player

Regards
Mike

That's in already, unless you mean getting rid of your objectives?

Also, as a small request, Nomograph on the map. I know it'd been talked about before, but haven't seen it yet. :)

THE_MASK
03-31-10, 05:26 AM
How do i set up the enhanced sh5 with no dials again .

lumat83
03-31-10, 05:36 AM
Hello :DL

Just a question for this fantastic mod : Is it possible to remove the player guidance/Objectives icon (the "!") on the top center of the screen ?

I've looked in the "TheDarkWraithUserOptions.py" file but I don't found it

Thank for your help :)

cothyso
03-31-10, 06:41 AM
I don't know if you've seen this:

TDW, more observations:

- the red selection for an officer is way too strong. make a white border (in tone with the oder icons), or not at all (as it was) (already taken care of)
- sometimes when I was on the advanced depth gauge, the tooltip still showed me the normal gauge depth numbers for that position of the mouse (like in, I was at 30 something meters deep, with the depth gauge showing 10/20/30/40/50 but the tooltip over the 30 showed 12.5 or something). dunno if it's a bug from original SH5 interface, or from your mod
- while paused or in the save/load screens, the interface would still work (tooltips while while mouseover buttons, etc).
- i did a fix with the deck and flack gun order groups being accessible on the watch officer while submerged (see a few posts above)

keep up with the good work, SH5 simply can't be played without this mod

Also, maybe instead the Xed icon for the order category that doesn't meet conditions using a dark greyed icon would be much better (as the X would make the icon underneath hardly recognisable and would visually "crowd" the icons).

Awesome work, as usual.

Fattysbox
03-31-10, 08:24 AM
New Version! v1.1.0



To install minimal dials:
navigate to where you unzipped the mod to and open it up. Open up the folder 'TDC'. Select the folder 'Minimal Dials' and open it up. Right click on 'data' folder and select copy. Navigate back to where you unzipped the mod to and open it back up. Select the 'MODS' folder and open it up. Select the 'NewUIs_TDC_1_1_0_TheDarkWraith' folder and open it up. Right click in any empty area and select paste. Say yes to all confirmation messages. Navigate back to where you unzipped the mod to and open it back up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME (this assumes you setup JSGME to use the 'MODS' folder as default).

TheDarkWraith


Tried to install the mod and have no luck. Nothing changed from stock. I also am trying to use MRP mod along with yours but with no luck. Heck, I have so many mods installed my folder is way too cluttered. I may have to delete everything and reinstall...

I know you say there opyions for SH3/SH4/SH5 enhanced, but I'm not sure how to enable these. Well I can't get the mod working in any event so first thigns first I suppose. :hmmm: Do you have to dock to start the mods?

Pascal
03-31-10, 10:04 AM
Too much complicated:
May you give just the simple sh3 style, with no modification with TDC, nothing more taht only my dear sh3 interface...

Smile & thanks

SubV
03-31-10, 10:43 AM
Too much complicated:
May you give just the simple sh3 style, with no modification with TDC, nothing more taht only my dear sh3 interface...

Smile & thanks
I second that. Please give us the option to remove the TDC dials completely.

Btw - is it possible to move the TDC on another screen and assign a hotkey to access it?

kylania
03-31-10, 10:57 AM
Too much complicated:
May you give just the simple sh3 style, with no modification with TDC, nothing more taht only my dear sh3 interface...

Smile & thanks

I second that. Please give us the option to remove the TDC dials completely.

Btw - is it possible to move the TDC on another screen and assign a hotkey to access it?

The option is there. From the instructions:


SH3 style UI consists of:
- familiar 3 dials (throttle/speed, heading/rudder, depth25/depth260).
- Officer shortcut bar with commands for officers.
- TDC. TDC mode can be set to: no TDC, minimal dials, all dials (currently requires manual setup)
- Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.


Just copy the files from Desktop\NewUIs_TDC_1_1_0_ByTheDarkWraith\TDC\No TDC into Silent Hunter 5\MODS\NewUIs_TDC_1_1_0_ByTheDarkWraith

As far as moving it to another "page", it's possible, but A) i have no idea how to do that and B) i have no idea why you'd want to do that. :O:

TheBeast
03-31-10, 11:45 AM
Using the UZO and Periscope (1600x1024 Windowed mode) I found that the Crew Warning Text box covers the XO Pic/Button. This is just a PITA and nothing is broken.
Can the XO button and Interactive Dialog window be moved slightly to the left of the Text box?
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=1628
-TheBeast

java`s revenge
03-31-10, 11:51 AM
TheDarkwraith,

I do use your great mod.

But when i use the sh3style the crewbar on the buttom is overlapped
by the c02/fuel metre. I do use the 1024x768 resolution.

Do you know a solution?

Thanks in advance.

java`s revenge
03-31-10, 12:17 PM
Using the UZO and Periscope I found that the Crew Warning Text box covers the XO Pic/Button. This is just a PITA and nothing is broken.
Can the XO button and Interactive Dialog window be moved slightly to the left of the Text box?
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=1628
-TheBeast

Hi TheBeast,

Your nick is mine on Red Orchestra/Darkest hour The Beast (nl) :D

There is a little mod that removes that little xo pic/button button.

TheDarkWraith
03-31-10, 12:55 PM
TheDarkwraith,

I do use your great mod.

But when i use the sh3style the crewbar on the buttom is overlapped
by the c02/fuel metre. I do use the 1024x768 resolution.

Do you know a solution?

Thanks in advance.


show me a screenshot please :)

TheBeast
03-31-10, 01:04 PM
Hi TheBeast,

Your nick is mine on Red Orchestra/Darkest hour The Beast (nl) :D

There is a little mod that removes that little xo pic/button button.
If you remove the XO Button how do you toggle the TDC On/Off?:06:
Do you setup a key binding for it?

-TheBeast

java`s revenge
03-31-10, 01:08 PM
no that button stays.

java`s revenge
03-31-10, 01:09 PM
show me a screenshot please :)

I knew that you would coming with that question :DL

Here it is great modder,

http://www2.picturepush.com/photo/a/3181420/220/3181420.bmp (http://nl.picturepush.com/public/3181420)

TheDarkWraith
03-31-10, 01:37 PM
I knew that you would coming with that question :DL

Here it is great modder,

http://www2.picturepush.com/photo/a/3181420/220/3181420.bmp (http://nl.picturepush.com/public/3181420)

I'll have to change something. I didn't expect anyone to be using 1024 x 768 res :)

lumat83
03-31-10, 01:38 PM
Hello :DL

Just a question for this fantastic mod : Is it possible to remove the player guidance/Objectives icon (the "!") on the top center of the screen ?

I've looked in the "TheDarkWraithUserOptions.py" file but I don't found it

Thank for your help :)

Maybe You haven't seen my question :oops:. I know that you have many many questions to answer :)

TheBeast
03-31-10, 01:38 PM
I knew that you would coming with that question :DL

Here it is great modder,

http://www2.picturepush.com/photo/a/3181420/220/3181420.bmp (http://nl.picturepush.com/public/3181420)
Will the Telegraph still overlap?

TheDarkWraith
03-31-10, 01:42 PM
Maybe You haven't seen my question :oops:. I know that you have many many questions to answer :)

what version of the mod are you using? In v1.1.0 there is an option:

##################################### Player Guidance (SH3/4/5 modes) ####################################
PlayerGuidanceEnabled = False

by default it's disabled. Sounds like you're using a later version (like v1.0.0)

TheDarkWraith
03-31-10, 01:43 PM
Will the Telegraph still overlap?

I'll move the officers to the left so that they don't underlap the telegraph for those using 1024 X 768 res.

TheDarkWraith
03-31-10, 01:45 PM
I don't know if you've seen this:



Also, maybe instead the Xed icon for the order category that doesn't meet conditions using a dark greyed icon would be much better (as the X would make the icon underneath hardly recognisable and would visually "crowd" the icons).

Awesome work, as usual.

the X isn't really a big deal. The icon still has a tooltip so if you hover the mouse over it you'll find out what it is. I like the X vice nothing shown. Making it turn a darker color would add too much complexity and work (not to mention making the .dds file bigger).

TheDarkWraith
03-31-10, 01:47 PM
Using the UZO and Periscope I found that the Crew Warning Text box covers the XO Pic/Button. This is just a PITA and nothing is broken.
Can the XO button and Interactive Dialog window be moved slightly to the left of the Text box?
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=1628
-TheBeast

you're using a version of my mod that a) I didn't approve or give permission to use my code and b) doesn't look like was designed correctly. In short, a copy of my work.

java`s revenge
03-31-10, 01:47 PM
Maybe You haven't seen my question :oops:. I know that you have many many questions to answer :)

Lumat,
For your question there has been already made a mod. Take a look into
the mod section. :D

kylania
03-31-10, 02:07 PM
what version of the mod are you using? In v1.1.0 there is an option:

##################################### Player Guidance (SH3/4/5 modes) ####################################
PlayerGuidanceEnabled = False

by default it's disabled. Sounds like you're using a later version (like v1.0.0)

He, for some reason, wants the objectives not to be shown either.

It's pretty trivial to remove all ability to see what you're supposed to be doing, but if you remove the yellow ! icon, would that also remove the objective updates as well?

lumat83
03-31-10, 03:45 PM
what version of the mod are you using? In v1.1.0 there is an option:

##################################### Player Guidance (SH3/4/5 modes) ####################################
PlayerGuidanceEnabled = False

by default it's disabled. Sounds like you're using a later version (like v1.0.0)

Thank for your answer. I use the v1.1.0 and I've this option (PlayerGuidanceEnabled) to False in the TheDarkWraithUserOptions.py file.

But I've always this icon :cry:

http://img511.imageshack.us/img511/8295/sh5img20100331113502n.jpg (http://img511.imageshack.us/i/sh5img20100331113502n.jpg/)

Java's revenge,
this mod (Player Guidance Icons Removed v1.02 ?) doesn't work with the Multiple UI.
(Many artefacts appear on the screen)

TheDarkWraith
03-31-10, 07:59 PM
Thank for your answer. I use the v1.1.0 and I've this option (PlayerGuidanceEnabled) to False in the TheDarkWraithUserOptions.py file.

But I've always this icon :cry:

http://img511.imageshack.us/img511/8295/sh5img20100331113502n.jpg (http://img511.imageshack.us/i/sh5img20100331113502n.jpg/)

Java's revenge,
this mod (Player Guidance Icons Removed v1.02 ?) doesn't work with the Multiple UI.
(Many artefacts appear on the screen)

ok. What mission were you running in this screenshot? I'd like to duplicate this so I can see what I did wrong or missed.

TheBeast
03-31-10, 11:34 PM
you're using a version of my mod that a) I didn't approve or give permission to use my code and b) doesn't look like was designed correctly. In short, a copy of my work.

WTF, you told me to try this version(NewUIs_TDC_1_1_0_ByTheDarkWraith).:hmmm: It is your work!

TheDarkWraith
04-01-10, 12:03 AM
WTF, you told me to try this version(NewUIs_TDC_1_1_0_ByTheDarkWraith).:hmmm: It is your work!

this screenshot http://www.subsim.com/radioroom/showpost.php?p=1342310&postcount=229 looks different from my work. Anyways....


my photoshop skills are not the best so it takes me time to do things. Redid the .dds files for the officers and here's what I've come up with:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1629

just the officers and order categories were redone. I made a real thin (1 pixel wide) border around the selected officer. For the order categories a gold colored icon is the currently selected one, grey is unavailable, and white is available. The icon will only turn gold colored is there is an associated order bar to go with it (like in this example). If I had clicked on the reports (the far right icon above the officers) then the page for system would show (no need to color the icon gold because it has no orders bar). If everyone likes this scheme then this is the pattern I'll carry over to the orders bar (the big bar above the order's categories which is currently bright white).

kylania
04-01-10, 12:08 AM
(like in this example)

So available = white,
unavailable = gray,
currently selected menu = gold
and active ability (as in Recharging Batteries or Standard Propulsion which are both white in that example, but should be a toggle) are gold too? or remain yellowish? or nothing?

TheDarkWraith
04-01-10, 12:13 AM
So available = white,
unavailable = gray,
currently selected menu = gold
and active ability (as in Recharging Batteries or Standard Propulsion which are both white in that example, but should be a toggle) are gold too? or remain yellowish? or nothing?

They are changing to a toggle (along with some other items). This way when you interact with the crew they aren't confused anymore :doh: For the Recharging batteries or standard propulsion, only one icon will show depending on which mode you have set. If it is available and being used (not damaged) it'll be gold, if it's available but not being used it'll be white, if it's not available (or damaged) it'll be grey.

kylania
04-01-10, 12:16 AM
Well, that all sounds good, but instead of gold perhaps you should do lime green instead? With a dark gray background and for active abilities just like a big spinning green X shape? Dunno why I just thought of that, but I think it would be hella sweet.

TheDarkWraith
04-01-10, 12:19 AM
Well, that all sounds good, but instead of gold perhaps you should do lime green instead? With a dark gray background and for active abilities just like a big spinning green X shape? Dunno why I just thought of that, but I think it would be hella sweet.

is your webpage for subsim showing xbox gamer den also? You are joking about the lime green right?

lumat83
04-01-10, 12:31 AM
ok. What mission were you running in this screenshot? I'd like to duplicate this so I can see what I did wrong or missed.

At the beginning of the campaign, "English coats" :)

kylania
04-01-10, 12:33 AM
is your webpage for subsim showing xbox gamer den also? You are joking about the lime green right?

Not at all!! Here, check it out:

http://img514.imageshack.us/img514/4549/halohunter5.jpg

reaper7
04-01-10, 05:52 AM
Not at all!! Here, check it out:

http://img514.imageshack.us/img514/4549/halohunter5.jpg

:haha::rotfl2::haha: Maybe ya could do a PS3 version also.

java`s revenge
04-01-10, 09:19 AM
Thank you very much,

I will wait on the next version. :yeah:

java`s revenge
04-01-10, 09:41 AM
What means Wraith?

TheDarkWraith
04-01-10, 10:02 AM
What means Wraith?


I don't understand what you're asking.

java`s revenge
04-01-10, 10:09 AM
Your nick is the dark wraith...what means wraith? :D

I am dutch, therefore i ask it.

TheDarkWraith
04-01-10, 10:12 AM
Your nick is the dark wraith...what means wraith? :D

I am dutch, therefore i ask it.

I made the nickname from the Wraiths in the Lord of the Rings trilogy. Wraith is a Scottish dialectal word for "ghost, spirit".

Are you a diver by chance? I go to Bonaire every year to dive that place. Been going for the last 8 years. It is the best shore diving in the world. Lots of Dutch people on that island.

java`s revenge
04-01-10, 10:22 AM
Okay that`s me clear now.

I would i am a dutch diver :D

Java was the name of a dutch cruiser that was torpedoed by
a japanese submarine during the battle in the java sea (near Indonesië)

My grandpa have worked on it.

cothyso
04-01-10, 11:48 AM
the X isn't really a big deal. The icon still has a tooltip so if you hover the mouse over it you'll find out what it is. I like the X vice nothing shown. Making it turn a darker color would add too much complexity and work (not to mention making the .dds file bigger).

Well, if you'd do this as an extra icon state for each icon.

But you can still do it with a single icon, a transparent dark gray one, to put it over the disabled icons (the same as you probably do now with the X one). Maybe as an alternative to the X one.

PS: uhm, nevermind, just saw a few posts underneath you already did it. great minds think the same, you know.. :)

Thank you for your hard work and dedication TDW.

TheDarkWraith
04-01-10, 12:03 PM
uhm, nevermind, just saw a few posts underneath you already did it. great minds think the same, you know.. :)

Thank you for your hard work and dedication TDW.

yeah the X stuff just didn't look good. It's much better now with the gold being the selected item, white being available, and grey being unavailable.