View Full Version : [REL] Goodbye Pac-Man
Drifter
04-09-10, 03:34 AM
Goodbye Pac-Man v1.01 for Silent Hunter 5 v1.1
------------------------------------------------------------------------------------------------------------------
v1.01 changes/fixes:
- corrected problem where map color would become light blue when near enemy escorts
------------------------------------------------------------------------------------------------------------------
This simple mod removes those 'Pac-Man' shapes showing real-time enemy escort sonar and visual ranges on the game map when playing with No Map Update unchecked (false) in the realism options menu. U-boat radar/sonar range and direction contact lines are still activated. I feel this is a nice compromise for those who do not want the extreme cheat of those Pac-Man range circles, but still want general range and direction of enemy escorts that are detected by U-boat visual, sonar, and radar to be displayed on the map.
Stock Silent Hunter 5 submerged (showing enemy escort sonar range rings):
http://img222.imageshack.us/img222/1796/noname3i.jpg
Stock Silent Hunter 5 surfaced (showing enemy escort visual range ring):
http://img402.imageshack.us/img402/4046/noname2e.jpg
Silent Hunter 5 (submerged) with Goodbye Pac-Man v1.01 mod installed:
http://img248.imageshack.us/img248/2825/nonamee.jpg
Silent Hunter 5 (surfaced) with Goodbye Pac-Man v1.01 mod installed:
http://img2.imageshack.us/img2/3130/noname4.jpg
Download v1.01 : http://www.mediafire.com/?ymz3tzmydzy
captainprid
04-09-10, 03:43 AM
Excellent!!! :up:
Ablemaster
04-09-10, 04:04 AM
Nice one, great for us realistic junkies and non arcade type players, realism im all for that, mind you the ai's so bad right now, needs major revamp, thanks mate.
Cap.Palla
04-09-10, 05:35 AM
Very nice!! i never liked pac-man :up:
Drifter
04-09-10, 05:43 AM
What's wrong with the map colors using your mod in these screenshots ?
Seems like the map color changes to a lighter blue when near enemy escorts. I'll take a look.
Drifter
04-09-10, 06:58 AM
Ok. I am currently working to stop the map changing color to light blue when close to escorts. Should be fixed soon.
Seeadler
04-09-10, 07:28 AM
Seems like the map color changes to a lighter blue when near enemy escorts.
Don't delete the whole pixel shader content, a pixel shader file must returned a float4 color value for each pixel which is to be rendered on the screen
Only set the circle.z value to zero in SensorVisual.fx
float insidecircle = step(length(texC.xy*texsize.xy - circle.xy), 0 /*circle.z*/);
and circle.z + circle.w in SensoSonar.fx
float inside = step(radius,0 /*circle.z*/) * step(0 /*circle.w*/, radius);
Drifter
04-09-10, 07:34 AM
All fixed now. Sorry about that. Just uploaded v1.01. Please see first post for download link.
Drifter
04-09-10, 08:00 AM
Seeadler, thanks for the tip. I hadn't realized that deleting the whole shader would cause the map color problem. I had already fixed the shader problem a slightly different way in v1.01 before I saw your post, but got the same end result. :DL
Fercyful
04-09-10, 09:47 AM
lol yes, they look that pacman now that you name it :D thanks for the mod ! :up:
Westbroek
04-09-10, 12:14 PM
Fantastic work, those have been killing immersion everywhere since march 3rd.
Great mod!
:up:
gimpy117
04-09-10, 04:08 PM
http://www.youtube.com/watch?v=-0KgQbQzZv0
just to add a little humor and good job :up:
Goodbye Pac-Man v1.01 for Silent Hunter 5 v1.1
------------------------------------------------------------------------------------------------------------------
v1.01 changes/fixes:
- corrected problem where map color would become light blue when near enemy escorts
------------------------------------------------------------------------------------------------------------------
This simple mod removes those 'Pac-Man' shapes showing real-time enemy escort sonar and visual ranges on the game map when playing with No Map Update unchecked (false) in the realism options menu. U-boat radar/sonar range and direction contact lines are still activated. I feel this is a nice compromise for those who do not want the extreme cheat of those Pac-Man range circles, but still want general range and direction of enemy escorts that are detected by U-boat visual, sonar, and radar to be displayed on the map.
Stock Silent Hunter 5 submerged (showing enemy escort sonar range rings):
http://img222.imageshack.us/img222/1796/noname3i.jpg
Stock Silent Hunter 5 surfaced (showing enemy escort visual range ring):
http://img402.imageshack.us/img402/4046/noname2e.jpg
Silent Hunter 5 (submerged) with Goodbye Pac-Man v1.01 mod installed:
http://img248.imageshack.us/img248/2825/nonamee.jpg
Silent Hunter 5 (surfaced) with Goodbye Pac-Man v1.01 mod installed:
http://img2.imageshack.us/img2/3130/noname4.jpg
Download v1.01 : http://www.mediafire.com/?ymz3tzmydzy
I found the pacman very helpful:yeah:
etheberge
04-09-10, 06:07 PM
Thank you, very nice!
raymond6751
04-09-10, 06:54 PM
Thank you!
Eventually you terrific modders will have this game up to snuff!
Any chance to change blue and red colors to one ie. black for all units?
To not have info from map that this is friendly or enemy and to have to check that myself by flag on spoted unit? :rock:
Second idea is to remove speed info or any info when cursor is over visualy spoted unit (Merchant speed 5kt's etc).
Maybe change speed to something like slow, medium or fast instead od automagic determined exact speed ;)
timmy41
04-11-10, 02:25 AM
Any chance to change blue and red colors to one ie. black for all units?
To not have info from map that this is friendly or enemy and to have to check that myself by flag on spoted unit? :rock:
Second idea is to remove speed info or any info when cursor is over visualy spoted unit (Merchant speed 5kt's etc).
Maybe change speed to something like slow, medium or fast instead od automagic determined exact speed ;)
Yes, SH3 (atleast in GWX) indicates a units speed on the map as any of the following:
Stationary (below 1 knot)
Slow (up to around 7 knots)
Medium (around 7 to 14 knots)
Fast (around 14 to 30 knots)
Very Fast (above 30 knots)
those arent the exact numbers, but that is what i think they are based on my gameplay experience.
Vanilla use different values for merchants and warships but for me both solutions will be ok.
For me is more important to force me to estimate myself the speed by observations and/or calculations ;)
That will be way more reallistic :up:
java`s revenge
04-11-10, 07:42 AM
Another great mod, thanks :yeah:
Kentrat
05-12-10, 10:35 AM
Mediafire link has gone, could you re-upload please?
regards
Weather-guesser
05-12-10, 11:33 AM
If ya get a chance, please update. Link is dead :-?
Chromius
05-12-10, 05:56 PM
Thanks for this.
I play no map updates, but sometimes I get tired of manually plotting contacts. I would like to use this for 1.2.
Re-up please.
etheberge
05-27-10, 11:48 AM
Guys,
The Mediafire link is dead in first post but luckily I still had this mod on my machine so I uploaded it to Subsim.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1876
Enjoy.
Silent Steel
06-20-10, 12:55 PM
:hmmm: Howdy
Please
Can anyone help me get this mod running?
Seems to be just what I'm looking for but it just won't run.
I enable all mods through JSGME and all the other mods work just fine, I think.
Is there any special order this one should be activated in or?
Anyway, these mods are the ones I'm running right now and in this order:
EnvModGold for SH5
Sober's Base Wave Mechanics SH5 v3 EFTER ENV MOD
NewUIs TDC 2.9.1 ByTheDarkWraith
Enhanced Ship Recon Manual V1.02
Swastika Flaggen by Etheberge
Goodbye PacMan by Drifter
Mighty Fine Crew Mod 1.1.1 Alt Faces
NewUIs TDC 2.9.1 German metric Dials drops
NewUIs TDC 2.9.1 ColoredShippingChart_by_reaper7
SD MapCourseLine tiny arrows
Sober's Hatch Mod
Sober's Multi Color Mod
Capthelms SH5 Audio Mod
R7 HiRes 16-9 Aspect Ratio
Mighty Fine Less Annoying Footsteps 1.0 by Heretic
Thanks in advance for your assistance
The General
06-24-10, 07:11 PM
Guys,
The Mediafire link is dead in first post but luckily I still had this mod on my machine so I uploaded it to Subsim.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1876
Enjoy.God bless you Etheberge! :up:
By-the-way, the Data file must be placed inside a folder named 'No Pacman' before it's placed in your JSGME Mods Folder.
Silent Steel
07-01-10, 05:35 AM
God bless you Etheberge! :up:
By-the-way, the Data file must be placed inside a folder named 'No Pacman' before it's placed in your JSGME Mods Folder.
Thanks General
Works fine now :yeah:
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