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KarlKoch
10-22-10, 04:33 PM
Hey guys,

i am actually working on a mod to add some radio traffic to the game. Main goal for the mod at this stage is being able to get radiomessages from an xml file, compute them and display them ingame at specific dates and times. I already was able to develop some code for that.
However, i am completely unable to design an interface for that and would like to ask for some help for that. Since i am a little short on free time, i would like to concentrate on coding the needed things than fiddling around with the menu editor.

Anyone willing to step up? I want something like in the picture here: http://www.abload.de/thumb/ktbdu07.jpg (http://www.abload.de/image.php?img=ktbdu07.jpg).
Combined with either a slider to scroll through the messages or using buttons for pages.

Contact me in this thread or via pm if you are interested in helping.

TheDarkWraith
10-22-10, 04:38 PM
Hey guys,

i am actually working on a mod to add some radio traffic to the game. Main goal for the mod at this stage is being able to get radiomessages from an xml file, compute them and display them ingame at specific dates and times. I already was able to develop some code for that.
However, i am completely unable to design an interface for that and would like to ask for some help for that. Since i am a little short on free time, i would like to concentrate on coding the needed things than fiddling around with the menu editor.

Anyone willing to step up? I want something like in the picture here: http://www.abload.de/thumb/ktbdu07.jpg (http://www.abload.de/image.php?img=ktbdu07.jpg).
Combined with either a slider to scroll through the messages or using buttons for pages.

Contact me in this thread or via pm if you are interested in helping.

menu editor work goes hand in hand with the coding. Would be very hard to develop the menu items without prior knowledge of the code (and vice versa)

Zedi
10-23-10, 10:01 AM
I'm not sure what you wanna do, but this reminds me of an old dream of mine, to make the radio live.

The main idea was to embed online radio stations from shoutcast.com and instead of downloading tons of music and install it as a mod you can just listen directly online. Here (http://www.shoutcast.com/radio/40s) is a long list of stations playin music from the 40's. I had spent days in searching a way to implement this, but I just cannot find any file where I can work this out, the radio.ini will look only for folders. Do you think is a chance to implement something like this?

KarlKoch
10-23-10, 10:52 AM
menu editor work goes hand in hand with the coding. Would be very hard to develop the menu items without prior knowledge of the code (and vice versa)

Hm, that might be true indeed. :( So i think i have to learn that editor, even if there is no documentation on it at all (yes, i found the threads here on the forums already).

KarlKoch
10-23-10, 10:55 AM
I'm not sure what you wanna do, but this reminds me of an old dream of mine, to make the radio live.

The main idea was to embed online radio stations from shoutcast.com and instead of downloading tons of music and install it as a mod you can just listen directly online. Here (http://www.shoutcast.com/radio/40s) is a long list of stations playin music from the 40's. I had spent days in searching a way to implement this, but I just cannot find any file where I can work this out, the radio.ini will look only for folders. Do you think is a chance to implement something like this?


I am actually not trying to get a radio broadcrast station into the game, but i want radiomessages in the game, so that BDU and other boats are communicating (even without real ingame representation concerning boats on positions, sinkings, etc.).

But your idea should be possible, as you can access external (and self-written) *.dll files via scripting.

OPZ-Maat
10-23-10, 10:57 AM
I'm not sure what you wanna do, but this reminds me of an old dream of mine, to make the radio live.

The main idea was to embed online radio stations from shoutcast.com and instead of downloading tons of music and install it as a mod you can just listen directly online. Here (http://www.shoutcast.com/radio/40s) is a long list of stations playin music from the 40's. I had spent days in searching a way to implement this, but I just cannot find any file where I can work this out, the radio.ini will look only for folders. Do you think is a chance to implement something like this?

Hi there. I guess it's not the idea to get some more music into the game.:hmmm: If I understood it right, the idea is to make radio traffic like messages from BDU to other subs or SOS-messages, so SH5 gets more realistic and alife. Just like LSH for SH3. The messages there made an awful atmosphere just like you were set into the scenario in the middle of the atlantic instead of sitting in front of a pc. :yeah:
I hope this thing will work, this would be such a needed mod.:rock:

KarlKoch
11-14-10, 06:12 PM
Okay guys, i am completly unable to build a good interface for this mod and i need some help. The coding part is mostly done and i have a basic interface, but i need some custom textures and such things, and i fail to do that right.

Anyone willing to help? It's not too much work as far as i can tell.

In the Screenshot attached you can see my very basic interface so far. I need help designing the 3 buttons at the bottom and 3 additional lines to divide the entries on the page. Details can be discussed via Skype, PM or email.

If you are interested, contact me either here in this thread or via pm. Credits will be given, of course.

http://www.abload.de/thumb/menueditorgh1f.png (http://www.abload.de/image.php?img=menueditorgh1f.png)

Zedi
11-15-10, 02:19 AM
Use materials already found in the game, there is plenty of it.

Captain Can
12-28-10, 01:15 PM
hello guys. are there any updates about this mod? i am willing to see a more functional radio. stock radio traffic is so boring because there is no radio traffic! :)

i heard Living Silent Hunter mod for SH3 has a cool radio traffic. ( i never played that mod though). is it possible to export some files from it to sh5 with modders permission.

KarlKoch
12-28-10, 05:05 PM
The mod is pretty much done and working, but one feature is still missing, which is pretty important in my opinion. Adding entries to the logbook, that is. Next step would be filling the time with radiomessages and requesting new features. ;)


e: I am thinking about releasing a testversion, just to check if all is working properly.

TheDarkWraith
12-28-10, 05:08 PM
The mod is pretty much done and working, but one feature is still missing, which is pretty important in my opinion. Adding entries to the logbook, that is. Next step would be filling the time with radiomessages and requesting new features. ;)


e: I am thinking about releasing a testversion, just to check if all is working properly.

I can more than likely handle the programming part of the mod (adding entries to the logbook) :03:

ETsd4
12-29-10, 06:02 AM
e: I am thinking about releasing a testversion, just to check if all is working properly.
There are so many great and historical correct "messages.txt" -files from SH4 and SH3 GWX. Its a pitty that we cant use it actual.

So yes please, give us this mod (;

Captain Can
12-29-10, 06:55 AM
i am more than delighted to know that you are still working on this mod KarlKoch , and you said its almost done! :woot: :rock:

it seems like DarkWraith is willing to help parts where you stuck.:yeah: Hopefully we gonna have a good radio traffic mod. these details like radio traffic give life to game imho. :)

TheDarkWraith
12-29-10, 10:34 AM
i heard Living Silent Hunter mod for SH3 has a cool radio traffic. ( i never played that mod though). is it possible to export some files from it to sh5 with modders permission.

do you have a link to the files? :hmmm:

Captain Can
12-29-10, 11:55 AM
do you have a link to the files? :hmmm:

TDW i dont have radio traffic files of that mode. this is the main page (http://www.subsim.com/radioroom/showthread.php?t=159165) to their mod at subsim. However if you want i can open a new thread and ask for radio files. What do say? :hmmm:

TheDarkWraith
12-29-10, 02:09 PM
TDW i dont have radio traffic files of that mode. this is the main page (http://www.subsim.com/radioroom/showthread.php?t=159165) to their mod at subsim. However if you want i can open a new thread and ask for radio files. What do say? :hmmm:

I got Danurve's radio file mod from SH3 and permission to use it. Writing python script now to sort it and divvy it out to folders :03:

Sepp von Ch.
12-29-10, 07:44 PM
I like this radio traffic mod in LiSH. In SH5 it would be great! Radio Traffic mod revives the atmosphere!

KarlKoch
12-30-10, 07:41 AM
I just uploaded a testversion of the mod. There are no real messages yet, but only messages to show the mod is working. To test, simply start a new career in happy times (use "silentotto" to access, date ingame needs to be 20.06.1940). The key to access the RadioTraffic Page is "i". At 10 minutes past each full hour, a new message will appear. Pay attention to what you enter as Captainname when starting a new career and the Receiver on the RadioTrafficPage.

The messages are stored in an xml file, so they are pretty easy to change/write with an editor. Later, a program can be written for that, so errors can be avoided.
The mod saves and loads its current "Funkkladde" (the book where the messages received by the boat are stored) automatically when in career mode. This mod will not work in a single mission as it is now.

As of now, every message is "received" by the boat, even if you are very deep, but this can (and is planned to) be subject to change.

The big advantage of this mod is, that it all happens in the script files and a new dll, so nearly everything is possible, even BdU asking for the daily positionreport, in case you miss to send it. But nothing in that regard is realized, yet. But it is possible.

The mod as it is now is not compatible with TDW's UI or anything else, as i have not tested that, yet. All i can say is that if JSGME reports an error, there will be problems. If you don't know what you are doing, don't enable this mod and expect something will work.
TDW, all my changes in PageDefaultHud are marked with my name (karlkoch) to find them easily. Changes in menu_1024_768.ini are pretty obvious.

However, here is the link:

SHRadioTraffic Mod (http://www.mediafire.com/?88sv63vs8rfx88m).


Since this is just a testrelease and sneak peak, i take no responsibility whatsoever. Save your data, if you want to try it out. Enable with JSGME on your own responsibility.


edit: Forgot to mention that for localization regards, only 1 file of the mod needs to be changed. Within the xml file, all messages are stored and so are the translations for all screenitems.


edit2: if someone is interested in the sourcecode, drop me a pm and i will give you a link.

ETsd4
12-30-10, 12:24 PM
I just uploaded a testversion of the mod. There are no real messages yet, but only messages to show the mod is working. To test, simply start a new career in happy times (use "silentotto" to access, date ingame needs to be 20.06.1940). The key to access the RadioTraffic Page is "i". At 10 minutes past each full hour, a new message will appear. Pay attention to what you enter as Captainname when starting a new career and the Receiver on the RadioTrafficPage.

The messages are stored in an xml file, so they are pretty easy to change/write with an editor. Later, a program can be written for that, so errors can be avoided.
The mod saves and loads its current "Funkkladde" (the book where the messages received by the boat are stored) automatically when in career mode. This mod will not work in a single mission as it is now.

As of now, every message is "received" by the boat, even if you are very deep, but this can (and is planned to) be subject to change.

The big advantage of this mod is, that it all happens in the script files and a new dll, so nearly everything is possible, even BdU asking for the daily positionreport, in case you miss to send it. But nothing in that regard is realized, yet. But it is possible.

The mod as it is now is not compatible with TDW's UI or anything else, as i have not tested that, yet. All i can say is that if JSGME reports an error, there will be problems. If you don't know what you are doing, don't enable this mod and expect something will work.
TDW, all my changes in PageDefaultHud are marked with my name (karlkoch) to find them easily. Changes in menu_1024_768.ini are pretty obvious.

However, here is the link:

SHRadioTraffic Mod (http://www.mediafire.com/?88sv63vs8rfx88m).




The SHRadioTraffic.dll is going in which folder? The root-folder of silent hunter 5?

KarlKoch
12-30-10, 02:21 PM
The SHRadioTraffic.dll is going in which folder? The root-folder of silent hunter 5?
Thats correct. JSGME should put it there on its own.

KarlKoch
12-30-10, 02:49 PM
If you tried it, please report errors (or that it is working) here. Thank you.

THE_MASK
12-30-10, 05:14 PM
Just pondering , could you for example have the crew notify me by way of the radio operator such as MC_RR_RADIO_18 "hold on i am recieving a message'' etc . This is the way the game was meant to play . You are on the ball .

KarlKoch
12-30-10, 05:22 PM
Just pondering , could you for example have the crew notify me by way of the radio operator such as MC_RR_RADIO_18 "hold on i am recieving a message'' etc . This is the way the game was meant to play . You are on the ball .
Sure, thats pretty easy to do. I didn't make it happen yet, because its a fancy thing and i first wanted to have the coding part done. I am actually thinking about BdU asking for a status report in case the player misses to send one on a daily basis. Could be optional as well. Since the mod does not rely on any gamemechanic, pretty much everything can be done.

ETsd4
12-30-10, 08:14 PM
If you tried it, please report errors (or that it is working) here. Thank you.

1.) The radio-message-text needs minimum 10 times the length it has actual.

Look at this messagelength from the OKW-mod with 12000 messages with correct time and date: OKW=Oberkommando der Wehrmacht=German Headquarter

From:
@Meldungen des drahtlosen Dienstes@
Messagetext:
^....^01.09.1939|Das Oberkommando der Wehrmacht gibt bekannt: Im Zuge der deutschen Kampfhandlungen aus Schlesien, Pommern und Ostpreußen wurden an allen Fronten schon heute die erwarteten Anfangserfolge erzielt. Die von Süden über das Gebirge vorgegangenen Truppen haben die Linie Neumarkt-Sucha erreicht. Südlich Mährisch-Ostrau ist die Olsa bei Teschen überschritten. Südlich des Industriegebietes sind unsere Truppen in Höhe von Kattowitz im zügigen Vordringen. Die aus Schlesien angesetzten Truppen sind im flüssigen Vorgehen in Richtung Tschenstochau und nördlich davon. Im Korridor nähern sich unsere Truppen der Brahe und haben die Netze bei Nakel erreicht."

IMO this must be possible (;

Actual in your version if a messagetext exceeds the message-length of 30(?) letters the radio-traffic is broken and nothing works.

2.) The 1. received message is not completly shown up on the paper at a resolution of 1920x1200. The sendername and the messagetext is cut off.

3) Have testet the version with a modified radiotraffic.xml with date 01.09.1939, time 23:00 and a modified sendername: works so far.

KarlKoch
12-31-10, 03:32 AM
2.) The 1. received message is not completly shown up on the paper at a resolution of 1920x1200. The sendername and the messagetext is cut off.



Can you give me a screenshot of this? I cannot run such high resolutions here.

And thanks for hinting to the messagelenght problem.


However, i am actually thinking about abandoning the mod, because TDW already did something similar and there is no need to have 2 Mods of the same.

ETsd4
12-31-10, 02:08 PM
Can you give me a screenshot of this? I cannot run such high resolutions here.

.

http://i714.photobucket.com/albums/ww143/snDf1/SH5Img_01.jpg However, i am actually thinking about abandoning the mod, because TDW already did something similar and there is no need to have 2 Mods of the same.

If i am correct the "Multiple UIs for SH5 with TDC and Automation"-mod has some problems with other fine mods (environment-mod by w-clear for example). So a stand-alone-solution has advantages.

TheDarkWraith
12-31-10, 02:18 PM
Can you give me a screenshot of this? I cannot run such high resolutions here.

And thanks for hinting to the messagelenght problem.


However, i am actually thinking about abandoning the mod, because TDW already did something similar and there is no need to have 2 Mods of the same.

Don't abandon! It's great for users to have options :yep: Maybe some like the way you do it, maybe some like the way I do it, maybe others like what someone else makes.

Another reason to not abandon is I don't 'part out' my mod into individual pieces. You either use my mod as is or you don't. So a standalone version will suit many people.

KarlKoch
01-08-11, 11:06 AM
Status update:

- Added internal functionality for replacing placeholders within the Messagetext displayed to the User (for now, Nearest Base and Playername can be replaced)

- Added internal functionality to let BdU ask for missing patrol reports with different Messages, triggered by time passed since last patrol report

- Added internal functionality to send new orders to the player on a conditional basis. Conditions are (for now): Torpedoes remaining on playersub, fuel remaining, tonnage sunk and current Date/Time

- Added internal functionality to add messages to the engine from within the game (for example to be able to report ships nearby)

- Added internal functionality to handle special encoded messages (you name it, enigma-support down the road)

To-Do:

- Add internal functionality to add contact-data to a message

- To all the Scriptingstuff needed for it to work ingame

- Build a proper UI

- Add a small Application to make entering new messages easier and failsafe

- No idea yet

Rickster1
01-08-11, 11:34 AM
looking forward to this mod

vickers03
01-08-11, 12:34 PM
could radio messages be triggered from sinking ships?

TheDarkWraith
01-08-11, 12:40 PM
could radio messages be triggered from sinking ships?

now that is a GREAT idea :rock: I don't see how it can be from sinking ships but it definitely can be done from ship's that are destroyed (i.e. when my UIs mod tells you that you sunk a ship a radio message could be spawned from that)

KarlKoch
01-08-11, 12:50 PM
could radio messages be triggered from sinking ships?
As TDW said, as long as the scripts can access the status of the ship, everything is possible.

TheDarkWraith
01-08-11, 12:57 PM
As TDW said, as long as the scripts can access the status of the ship, everything is possible.

the only status we get about ships is whether it's destroyed or not, current heading, and location on maps :shifty: Geez, how hard would it have been to code in current speed, damage (%), and visible on map (whether it's being shown on the map or not) :06:

vickers03
01-08-11, 01:25 PM
the only status we get about ships is whether it's destroyed or not, current heading, and location on maps :shifty: Geez, how hard would it have been to code in current speed, damage (%), and visible on map (whether it's being shown on the map or not) :06:
something like that with random ship names:DL
SSS-SSS-SSS- 1°34'N 11°40'W Tuscan Star torpedoed - sinking fast..

TheDarkWraith
01-08-11, 01:28 PM
something like that with random ship names:DL
SSS-SSS-SSS- 1°34'N 11°40'W Tuscan Star torpedoed - sinking fast..

can be done. One would need to make a file with ship names so that the code could pick a random name from it. Wouldn't hurt to have the message random also:
- torpedoed - sinking fast
- sinking fast
- torpedoed! Abandoning ship
- etc. etc.

Sepp von Ch.
01-08-11, 01:59 PM
There will be a separate mod?

KarlKoch
01-08-11, 02:45 PM
There will be a separate mod?
I am on actually coding a seperate mod, not relying on TDWs solution.

Sepp von Ch.
01-08-11, 03:38 PM
I am on actually coding a seperate mod, not relying on TDWs solution.


Perfect! Thank you Karl! Will be the messages in german? Please, please, say yes!:03: German submarine atmosphere is for this sim very important!
The messages will be like in Living in Silent Hunter v5.1? Fantastic!!!! And is this upcoming mod also applicable for the years 1943-1945, ie for the campaign "Open Horizont" ( http://www.subsim.com/radioroom/showthread.php?t=178257&page=3 ), which I play?

KarlKoch
01-08-11, 04:40 PM
Perfect! Thank you Karl! Will be the messages in german? Please, please, say yes!:03: German submarine atmosphere is for this sim very important!
The messages will be like in Living in Silent Hunter v5.1? Fantastic!!!! And is this upcoming mod also applicable for the years 1943-1945, ie for the campaign "Open Horizont" ( http://www.subsim.com/radioroom/showthread.php?t=178257&page=3 ), which I play?

The language can be different, its a simple file to translate. i will see if i can get my hands on existing radiomessages soon.

The messages can cover every range of dates specified in said file, there are no limits. I never played LSH, so i can't tell for sure, but it is possible that BdU gives you new (and reasonable) orders. If you report your patrol status, BdU can allow you to return back to port when your fuel is low or you are running out of torpedoes. You didn't send a patrol report for over 36 hours? BdU is missing you...
No report for 60 hours? BdU is missing you even more! (With another message, of course) The engine is coded to have 3 levels of messages for this, each can have multiple entries, from which one is randomly chosen.

However, it still needs a lot of work. I am currently thinking about adding code to enable BdU giving you orders based on your position and/or ships nearby (as TDW already managed to do).

The scripting part will take another while, too, because i am not very familiar with that. And of course, the User Interface ingame.

Zedi
01-09-11, 03:53 AM
....And of course, the User Interface ingame.

Whats wrong with that?

KarlKoch
01-09-11, 04:16 AM
Whats wrong with that?
Its far from being done, yet. And there are some problems with it, that i need to fix. So i will make a new one, trying to get it more into the look and feel of the stock UI (not the fancy-blinky-part). It is needed in order to have longer messages.

Zedi
01-09-11, 08:30 AM
Sounds very interesting as long the UI will not be filled with dials and automation buttons. Any preview available for this part?

KarlKoch
01-09-11, 03:41 PM
Not yet, as i have nothing in that regard. Not even begun with that. It will take some more time, since i am not an artist and have my difficulties with graphical design. But there won't be much buttons. Close, next, previous, send patrol report, as it stands now. We'll see how far i can go with that.

Zedi
01-09-11, 04:13 PM
What do you exactly need for this part?

KarlKoch
01-10-11, 12:31 PM
What do you exactly need for this part?
For the user interface? Basically just a good looking listbox where i can add items to (and the knowledge how to do that properly). Kinda like what TDW did for his Radiotraffic-mod. At least that is what i think could look pretty good.

It would need a button (besides the ones for navigating the "messagebook") to send a patrol report. The mod itself is a *.dll file, that i call from the script. Only that part of the logic is needed in the scripts of the game.

Zedi
01-10-11, 02:25 PM
The game already have all you need, surfing through the files found a lot of buttons and graphics that are not used in the game, I suppose they were created for a future use. And Im talking about new stuff, not those ancient SH3 outdated graphics elements.

To keep the SH5 flavour, you can reuse and rescale already existing elements like the captain log, sub management panel etc. For send patrol report there is already a icon, the one used to send contact report. If you need something else, I can give you a hand with it.

Rongel
01-10-11, 03:18 PM
Sounds great! I'd like to see more graphical radio and log system. TDW's radio has all the right things in it but maybe something more like the stock to create the correct atmosphere. And now there is really too much traffic, I can't find the important messages from the submarine sightings memos! I know some graphical stuff so I can help too if needed :DL

Sepp von Ch.
01-14-11, 05:28 PM
I play a perfect Magnum´s campaign Open Horizont. Everywhere is a huge traffic of all type of ships (destroyers, escort carriers, a lot of convoys, but no radio traffic.

Are there any news in this mode please?

KarlKoch
01-15-11, 04:38 AM
Not the last days, as i have only little time actually.

Sepp von Ch.
03-06-11, 06:10 PM
Any news Karl after nearly 2 months pls?

KarlKoch
03-07-11, 03:59 AM
As i still have no time to dig into the GUI, it will have to wait for at least another month. But it's not abandoned by me.

Captain Can
03-12-11, 06:53 PM
is it possible to increase chances of a wolfpack attack by triggering from radio messages? as i heard or read from devs that wolfpacks are triggered from contact reports. ( not sure though ) maybe i should ask this to TDW.

Zedi
03-13-11, 03:25 AM
They hop in if they are close. Its and old post (http://www.subsim.com/radioroom//showpost.php?p=1574040&postcount=56) about a wolfpack helping me out after sent few contact reports. Funny is that my victim also sent radio messages and asked for help, so he got air support. At the end a tense AI vs AI battle broke out.. planes vs wolfpack :P