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DrJones
03-15-11, 04:13 AM
Release of the CSP Magui Interface Beta v 3.06

It is Time to Release the Next Version v 3.06

Releasedate 02.08.2014

http://www.mediafire.com/download/nbkn8fnwk2k4n27/Parts_Magui_V_3.06_by_DrJones.rar

Additional for 3.06 IO Strategic Map Mod 4_3

http://www.mediafire.com/download/onp923wm13xgk44/IO_StrategicMap_4_3_for_Magui_V_3.06_by_DrJones.ra r

Additional for V 3.06 RPM Hydrophon Mod

http://www.mediafire.com/download/q3wv1sulsdagw16/RPM_Hydrophon_for_Magui_V_3.06.rar

English Menu.txt

http://www.mediafire.com/download/274xs63ns3u6a7i/Parts_Magui_V_3.06_by_DrJones_-_English_Menu.rar

As there are less different languages available now and for spare if some problems occur i leave the old mod Packs for downloading.

This update includes:

- Indendent Engine Controll
- Independent Dive Plane Control
- Working Stadimeter as Sexant
- New Designed Catpainspanel
- Radio Messages are saved now and can be read everytime ( Button to find in the lower Menu Bar )
- The first Useable Part of the Astronavigation Mod
- And a lot of things more.....

Please give some Feedback....

################################################## ################################

Download Link Magui Interface V3.01

Releasedate: 23.02.2013

http://www.mediafire.com/?wa3vdzdi24xlchc

Downloadlink Magui Interface Patch V3.02 08.07.2013

http://www.mediafire.com/download/q7we92wbax1a6m8/Parts_Magui_Patch_3.02.rar


Download Link Resolution Patch from makman

http://www.mediafire.com/?nw3n0t7v3qbhr2j

IO StrategicMap 4.3 Patch for Magui Interface 3.02

http://www.mediafire.com/download/ixcmwk5cwrf3rz5/IO_StrategicMap_4_3_for_Parts_Magui_Patch_V_3.02_b y_DrJones.rar

################################################## #######
################################################## #######
Attention Attention

If You have completed your modsoup it is important to start the SH5Schiffe.exe in the game folder of silent hunter 5.

Because the Recognition Manual is working on xml Files the complete contant of the cfg files from the sea folder and the names.cfg from the rooster folder.

In the progamm you have to click on each button one time.

Please make that again whenever you have change the mod compilation to get every added ship from the mod althoug they wont be shown in the recognition manual.

http://www.mediafire.com/conv/1abd0b9ba4e6c749c97148fd208d906abd7f06231109a738bd ec09268b25a6306g.jpg

Ass You can see in the top picture you are able to preselect the map options for the TAI MAp and the Nav Map.

The Revognition Manual and the Charts can be called out from the new Captains panel.

Click on the Captains picture on the left from the main console.

Here You are also able to set the map options for the tai map and the navigation map.

Please report any error.



Additional Mods:

- Manos Scopes Reduced Light Transmission made by Gap

Attention: This can be used by everyone who likes that but i want to point on the light filters wich will be included in the next edition so it might be too dark to use.

http://www.mediafire.com/?ry2wo5ily1xi28d

- Redaio_Messages_1_2_0_German_Voices made by TDW (Thanks for sharing this one)

http://www.mediafire.com/?5ap3hb3m7i862a1

- Alternative Marking Lines Type 1

http://www.mediafire.com/?nxxa2lsg45ojwij

- Alternative Marking Lines Type 2

http://www.mediafire.com/?kywlc7w6q76w1p6

- Alternative Binocular 1 by Testpilot(no more cross in the middle of the screen)

http://www.mediafire.com/?irk2y79nvtubbob

- Alternative Binocular 2 ( here i don't now the author.) (no more cross in the middle of the screen)

http://www.mediafire.com/?s9h0np1tyz3dqv7

- Add on mods by TDW

http://www.subsim.com/radioroom/showpost.php?p=1663860&postcount=1

For those who has Problems to reach the Gamefront Page

http://www.mediafire.com/?kx67o3jma6acp07

RPM Hydrophone for Magui Patch V3.02

http://www.mediafire.com/download/7bs4ekvyb8es54z/RPM_Hydrophon_for_Magui_V3.02.rar

################################################## #######

Language Packs:


- English Menu.txt by flostt

http://www.mediafire.com/?4447r737yr7vw03

- Italian Menu.txt by gap

http://www.mediafire.com/?d2xbh86q1kgxt7p

- Russian Menu.txt by volodya61

http://www.mediafire.com/?ba57mzw178tbo14

- Polish Menu.txt by lukasz12012

http://www.mediafire.com/download/kkvcdnhfyhnfr2a/Parts_Magui_V_3.01_by_DrJones_-_Polish_Menu.rar

###############################################
Tutorials and Mod List

Modlist by Sjizzle's

http://www.subsim.com/radioroom/showpost.php?p=2054923&postcount=1

Tutorials by Sjizzle's

http://www.subsim.com/radioroom/showpost.php?p=2058830&postcount=1

Addtions:

Here are some Changes and Additions.

Added the Minefiled Map from silentsteel and the Chrono style from naights.

The Attackdisk Front and Back Side are fully working now. The Lagewinkelscheibe bei Hitman is included and fully working, The RAOBF is integrated and fully Working.

The Attack and Obervation Scope has now the ability to swtich between 3 different Scope Filters. There is a button in the top right console, wich only appears in one of the views.

the XO Dialog is Draggable now also the the annoying Crew Image can now be dragged away if not used in uzo attack or observation scope view.

In the Tdc for UZO Attack and Observation scope are some new buttons. ONe of them is to show up the torpedo tube Panel. The other one is to show up the Stadimeter.

On the Navigation Map xou will find a new button to toggle between 3 types of map features wich will appear or not..some like view cones aso wich wil be visible or not. just play around with them. Have to work with it some time again.

The same is there for the TAI Map. The button for that is to find in the top left Console.

Some Pictures from that and a manual will be come soon.

Best Regards

DrJones

################################################## #######


As you look at the posts about what will come in the future...we will have:
- T-Lampen Tafel made by gap.
- An Improved Fire Button looking like an Lever shown in the post before

.....

and a lot of things more.



Best Regards

DrJones


#########################################






Important:

This mod has been done for the community. Everybody is allowed to use the parts and make changes to it.(Just ask and give credits) There's still a lot of work to do. In my opinion everbody is welcome having some ideas for changes and additions. But...important for me is, when somebody makes some changes, please tell me or send it to me.

I tried to keep a simple way of scripting for all those who are interessted in learning how things work and can be done in SH5. Yes, i know...there are still a lot of ways to get results. My mind is keep it simple, difficulty is coming on its own.

Credits:
Here i want to say "Thank You" to all the members who gave support for realisation:

To reaper7 for his permission to use some parts and ideas out of his mod
To makman94 who allowed to use is famous work from Sh3 to be implemented to SH5.
To Stormfly to give some nice ideas what has to be done. Work will be continued.:D
To Josef, thebeast and all the others in this treath giving some spots and ideas.
To Testpilot
To Teacher
To Radcapricorn
Now Also in cluded the Charts generated by Sublynx. Thanks for that.
Thanks to TDW to share the Radio Message Mod wich is included
Thanks to gap for his ideas and work so far for this Interface.
Special Thanks to Silent Marshal for his idea to impement the first part of real navigation




Hope i have not forgotten anyone

In this mod included:

- skwas digital clock
- A lot of parts from the Magui Interace from makman94
- Periscope and ObsScope Mask and resolution patches from makman94

Some errors may occur while using teleporting. Just click arround the Stations. When you find yourself out of the boat press "shift+u".

If You enter the attackperiscope, obsscope or uzo the first time the scripts behind to toggle lock a target or the redlight wont switch on and off.

Updates will follow soon. There are still some things, that wont work as they should.

http://www.mediafire.com/conv/00280b593f0408dab9164249fbea5ba4bb25fb03bc9e89df63 7e5fc9d44442256g.jpg

http://www.mediafire.com/conv/e3d8d384e7a5c0c531ff5dbcba98e371f78b81fe57f623766e cf62bde010faaa6g.jpg

http://www.mediafire.com/conv/7e041ffbd6e87c1e2fa510b663da8797a8b4384bccecb9c0c1 49b0100d961b4b6g.jpg

http://www.mediafire.com/conv/c7d99c8f3434772dc44830bfaffd6403a31c520c920943321b 4f49eda5c215706g.jpg

http://www.mediafire.com/conv/70a0e5e7fcec460b0fdc1c962beb299646958976d390260ace 5a5015e149a1366g.jpg

http://www.mediafire.com/conv/d08c2c4f091c255767e20d85715d6f6a1fcef25198e8ea0428 01e7d0a034eefe6g.jpg

http://www.mediafire.com/conv/791cd031928c5941c134de6c2a0710b5b004391bf1fd34b2ed 071cdf7d96f3ad6g.jpg

http://www.mediafire.com/conv/9a73c58bcdde347e296e62c68d105efeb2f1095c3d167d3252 c298170ce1a54c6g.jpg

http://www.mediafire.com/conv/14ad7beeee016a4e7ae4840a8a7d3f2e1d0086bfd2749bc8e5 9bc47a94400e556g.jpg

http://www.mediafire.com/conv/c40cac0f5bfc1a160c681450b8bbe62575b049f893838658c5 24cbd37af7751e6g.jpg

http://www.mediafire.com/conv/1cb53c3cd8db21ce30146219357bed155141714eaa2373d25d 563949aedefd146g.jpg
http://www.mediafire.com/conv/f5235518bf1354b0c72d95a6fed78edd56ccd1ef26e4966a75 760b96e4d340b26g.jpg

http://www.mediafire.com/conv/4c117a79cd92f5e9687ad36464763424586a413783dd5e09d5 202a41edc442966g.jpg
http://www.mediafire.com/conv/69da7cd5619e09e3a8b6fc9584703b0c234541785457b536d8 76292ca30d74ff6g.jpg

Feuer Frei!
03-15-11, 05:30 AM
Thank you for releasing. There is i assmume a readme included?
Also, could you specify what you have planned with the crew commands? A brief outline?
:salute:

DrJones
03-15-11, 05:35 AM
Thank you for releasing. There is i assmume a readme included?
Also, could you specify what you have planned with the crew commands? A brief outline?
:salute:

There is no readme this time...further information will follow.

The cre commands you will find in the lower right will be as they are in sh3 MaGui Interface:salute:

Feuer Frei!
03-15-11, 06:00 AM
There is no readme this time...further information will follow.

The cre commands you will find in the lower right will be as they are in sh3 MaGui Interface:salute:
Danke für Deine schnelle Antwort. Prima!

TheDarkWraith
03-15-11, 07:31 AM
Your implementation of teleportation is exactly the same way I made it work in SH5. Coincidence? I think not.

If that code had been placed in a .dll file by me where noone could have seen how I implemented it and you came to the same implementation that would be a different story. But since it's clearly visible in a .py file and you came to the same implementation I have to cry foul.

The game only makes 3 stations visible by code, UZOStation, ObservationPeriscopeStation, and AttackPeriscopeStation. How did you come up with the other additional stations (HydrophoneStation, DeckGunStation, and A01gunStation)? I know how I 'found' those stations and if you want me to think that you came up with the teleportation implementation on your own then you'll be able to explain to me (and everyone else) how you 'found' those stations. Then you'll need to explain how you knew how to code the following for those stations 'from x import y'. How did you determine x for those new stations? If you can tell me that information then I would be more inclined to think you came up with this implementation on your own. If you can't then it's quite obvious where you got the additional stations from.

I will be looking over your code for any other copyright infringements.

I request that you remove this mod from download until you implement a different way of teleportation. Currently you have taken my idea and my implementation of it.

Feuer Frei!
03-15-11, 07:40 AM
Great work. :salute: Thank you.
Glad it is all sorted out now.

DrJones
03-15-11, 08:12 AM
Your implementation of teleportation is exactly the same way I made it work in SH5. Coincidence? I think not.

If that code had been placed in a .dll file by me where noone could have seen how I implemented it and you came to the same implementation that would be a different story. But since it's clearly visible in a .py file and you came to the same implementation I have to cry foul.

The game only makes 3 stations visible by code, UZOStation, ObservationPeriscopeStation, and AttackPeriscopeStation. How did you come up with the other additional stations (HydrophoneStation, DeckGunStation, and A01gunStation)? I know how I 'found' those stations and if you want me to think that you came up with the teleportation implementation on your own then you'll be able to explain to me (and everyone else) how you 'found' those stations. Then you'll need to explain how you knew how to code the following for those stations 'from x import y'. How did you determine x for those new stations? If you can tell me that information then I would be more inclined to think you came up with this implementation on your own. If you can't then it's quite obvious where you got the additional stations from.

I will be looking over your code for any other copyright infringements.

I request that you remove this mod from download until you implement a different way of teleportation. Currently you have taken my idea and my implementation of it.

OK this is the Original Code in the Original Python File of the defaulthud.py

PageDefaultHud_Orders_Buttons = []
def CreateOrdersButtons():
global PageDefaultHud_Orders_Buttons
index = 0
LastButton = None
while index < 5:
index = index + 1
button = PageDefaultHud_Clonable_SampleAbilityButton.Create ACloneAsAChildOfAndBringToFront( PageDefaultHud_Orders )
PageDefaultHud_Orders_Buttons.append( button )
if LastButton == None:
button.SetSnapParent( PageDefaultHud_Orders, MenuItemWrapper.LocationPresets.MiddleLeft, True, 28, False )
else:
button.SetSnapParent( LastButton, MenuItemWrapper.LocationPresets.MiddleRight, False, 5, False )
LastButton = button
PageDefaultHud_Orders.SnapChildZones()

def DestroyOrdersButtons():
global PageDefaultHud_Orders_Buttons
for button in PageDefaultHud_Orders_Buttons:
Menu.DeleteItemOnEndOfFrame( button )
PageDefaultHud_Orders_Buttons = []

def SetOrderButtonsClickedEvent( set ):
global PageDefaultHud_Orders_Buttons
if set:
PageDefaultHud_Orders_ToggleModeButton.Clicked += PageDefaultHud_Orders_ToggleModeButton_Clicked
PageDefaultHud_Orders.Resized += PageDefaultHud_Orders_Resized
PageDefaultHud_Orders.Resizability = MenuItemWrapper.ResizabilityTypes.NoAspectRatioCon straint
PageDefaultHud_Orders.LimitRenderToBoundingRectang le = True
else:
PageDefaultHud_Orders_ToggleModeButton.Clicked -= PageDefaultHud_Orders_ToggleModeButton_Clicked
PageDefaultHud_Orders.Resized -= PageDefaultHud_Orders_Resized
# if mi.IsKindOf( ButtonWrapper ) and mi[ "OldSH4Command" ] != None:
for button in PageDefaultHud_Orders_Buttons:
if set:
button.Clicked += HUDOrderButton_Clicked
else:
button.Clicked -= HUDOrderButton_Clicked
SetOrders2GroupWidth( False )

def HUDOrderButton_Clicked( sender ):
#Game.SubmarineCommands.ExecuteCommand( sender[ "OldSH4Command" ] )
return

Orders2SmallWidthValue = 30
def PageDefaultHud_Orders_ToggleModeButton_Clicked( sender ):
SetOrders2GroupWidth( IsOrders2GroupSmall() )

def IsOrders2GroupSmall():
return PageDefaultHud_Orders.Width < Orders2SmallWidthValue

def SetOrders2GroupWidth( big ):
if(big):
Menu.PlaySound( "Menu.HUD.Toggle_Open" )
else:
Menu.PlaySound( "Menu.HUD.Toggle_Close" )
grp = PageDefaultHud_Orders
DurationInSeconds = 0.1
NewSize = Math.Max( Orders2SmallWidthValue - 1, SetVisibleForOrdersButtons( big ) )
#ScriptManagerManaged.ShowPythonError( NewSize.ToString() )
grp.StopAnimationsOfType( MenuItemWrapper.AnimationTypes.Width )
grp.StartAnimation( MenuItemWrapper.AnimationTypes.Width, NewSize, DurationInSeconds )

# sets the visible buttons and returns the used width in pixels
def SetVisibleForOrdersButtons( v ):
global PageDefaultHud_Orders_Buttons
Width = 10.0
# if mi.IsKindOf( ButtonWrapper ) and mi["OldSH4Command"]:
for button in PageDefaultHud_Orders_Buttons:
button.Visible = v
if button.Visible:
Width = Width + button.Width + button.SnapFromAnchor.OffsetX
return Width

def PageDefaultHud_Orders_Resized( sender ):
PageDefaultHud_Orders.SnapChildZones()
topleft = PageDefaultHud_Orders_TopLeft.GetPoint( MenuItemWrapper.LocationPresets.BottomRight )
bottomright = PageDefaultHud_Orders_BottomRight.GetPoint( MenuItemWrapper.LocationPresets.TopLeft )
PageDefaultHud_Orders_Top.Resize( bottomright.X - topleft.X, PageDefaultHud_Orders_Top.Height, False )
PageDefaultHud_Orders_Bottom.Resize( bottomright.X - topleft.X, PageDefaultHud_Orders_Bottom.Height, False )
PageDefaultHud_Orders_Left.Resize( PageDefaultHud_Orders_Left.Width, topleft.Y - bottomright.Y, False )
PageDefaultHud_Orders_Right.Resize( PageDefaultHud_Orders_Right.Width, topleft.Y - bottomright.Y, False )
s = PageDefaultHud_Orders.Size
PageDefaultHud_Orders_Background.Resize( s.Width - 2.0 * PageDefaultHud_Orders_Background.SnapFromAnchor.Of fsetX,
s.Height - 2.0 * math.fabs( PageDefaultHud_Orders_Background.SnapFromAnchor.Of fsetY ), True )

################################################## ###################################

def SetStationButtonsClickedEvent( set ):
for group in PageDefaultHud_StationButtons.Controls:
for ctrl in group.Controls:
if ctrl.IsKindOf( ButtonWrapper ):
if set:
ctrl.Clicked += HUDStationButton_Clicked
else:
ctrl.Clicked -= HUDStationButton_Clicked

def HUDStationButton_Clicked( sender ):
command = sender["OldSH4Command"]
if command != None:
HUDActivateOldSH4Station( command )
else:
TextToLookFor = [
[ PageDefaultHud_StationButtons_5_Radar, "radar" ]
, [ PageDefaultHud_StationButtons_5_Hydrophone, "sonar" ]
, [ PageDefaultHud_StationButtons_5_Hydrophone, "hydrophone" ]
]
for ttlf in TextToLookFor:
if sender == ttlf[0]:
from UserInteractionStationsManager import UserInteractionStationsManager
for s in UserInteractionStationsManager.Stations:
if s.Name.ToLower().Contains( ttlf[1] ):
HUDActivateStation( s )
break


def HUDActivateStation( station ):
import UserInteractionStationsManager
UserInteractionStationsManager.UserInteractionStat ionsManager.ActivateStation( station, UserInteractionStationsManagerWrapper.RequestTelep ort.No )

And the the Stations i found in the folder data/scripts/stations

any question about that ??

the rest of the information i got from the class structure of the menu editor over the script editor

You are not the only one who has the ability to script and having the knowledge about how programms a working...

Thats all for now

Regards

DrJones

P.S.: The download will not be removed

TheDarkWraith
03-15-11, 08:29 AM
When one can explain how they came up with an idea that is similar to another and can show how they determined their idea then there's no way anyone can argue that the idea is unique and different.

Thank you. I have no problems with your implementation of teleportation in SH5 now. I am satisfied with your response :up:

DrJones
03-15-11, 08:31 AM
Sorry postet the wrong piece of code... to find in line 879 - 907

this is the right one

def Station_Activated( station ):
import UserInteractionStationsManager
if station == UserInteractionStationsManager.UserInteractionStat ionsManager.ActiveStation:
PageDefaultHud_EnterNearbyStationButton.Tooltip = "Leave station"
from ObservationPeriscope import ObservationPeriscopeStation
from AttackPeriscope import AttackPeriscopeStation
from UZO import UZOStation
if station == ObservationPeriscopeStation or station == AttackPeriscopeStation or station == UZOStation:
global FeedBackModeWasMinimizedWhenEnteringPeriscope
global FeedBackMode
FeedBackModeWasMinimizedWhenEnteringPeriscope = FeedBackMode == FeedBackModes.Minimized
SetMapLayer( PageDefaultHud_MapGroup_Mapcontrol, MapLayer_Periscope, True )
if Game.Mission.IsTutorial:
SetFeedBackMode( FeedBackModes.Minimized, Instant.Yes )
else:
SetFeedBackMode( FeedBackModes.TAI, Instant.No )
if station == ObservationPeriscopeStation:
#DisplayPlayerGuidanceButton( PageDefaultHud_PlayerGuidance_Small_ObservationPer iscope )
Game.SubmarineCommands.ExecuteCommand( "Rise_whole_obs_periscope" )
if station == AttackPeriscopeStation:
#DisplayPlayerGuidanceButton( PageDefaultHud_PlayerGuidance_Small_AttackPeriscop e )
Game.SubmarineCommands.ExecuteCommand( "Rise_whole_periscope" )
from Hydrophone import HydrophoneStation
if station == HydrophoneStation:
SetMapLayer( PageDefaultHud_MapGroup_Mapcontrol, MapLayer_Hydrophone, True )
if ScriptManagerManaged.IsScriptLoaded( "DeckGun" ):
from DeckGun import DeckGunStation
if station == DeckGunStation:
DisplayPlayerGuidanceButton( PageDefaultHud_PlayerGuidance_Small_Cannon )

the rest is trying how it works

greeting:yep:

DrJones
03-15-11, 08:37 AM
Thank you. I have no problems with your implementation of teleportation in SH5 now. I am satisfied with your response :up:


Thank you very much!!!!

If you want to include the console in your mod, you are allowed to do this!!!

I think those who are able in scripting should work together not against each other.

And I hope you believe me in the future, that what i am doing i figured out on my own.

in reaper7 mod i still also have some examples how things can be done.

reaper7 gave his mode for free using....

Kind Regards

DrJones

TheDarkWraith
03-15-11, 08:57 AM
As a programmer I watch any code that I write like a hawk. Anything that resembles any ideas/code of mine I will challenge the maker of it (I do this in the commercial world also and have no qualms filing motions against persons and/or corporations in court if need be to settle disputes). If they can prove to me how they came up with the idea/implementation satisfactorily then I have no issues with it. That's what I did here. I don't know you or your capabilities just as much as you don't know me or my capabilities. Code is just a very sticky subject in general unfortunately :DL
Just a little FYI about me I work alone. It's just easier that way and that's how I was trained by the military. That's what I know and do best ;)

Captain Can
03-15-11, 08:58 AM
DrJones nice work :yeah: i am definitely trying this for my next patrol.

i still remember how i amazed when i saw those 2 screenshots (http://www.subsim.com/radioroom/showpost.php?p=1576232&postcount=26). but after learning that this UI was built for SH3 and its hard to get it to SH5 i was dissapointed. its great to see you are getting this back for SH5 and i hope you get your support. :salute:

Zedi
03-15-11, 09:52 AM
I know this is only an alpha/beta release but somehow the MaGui flavour is not present. Is not all about inserting buttons and functions in the UI, but also make it to look light and slim like the original mod (http://www.subsim.com/radioroom/showthread.php?t=166320) is. Too bad that Makman cannot help, at lest with advices. This is a very hard UI with a LOT of work to do and programmers usually tend to insert functions over functions and care less about the aspect and fine details. But I admire your intention to reproduce this UI for SH5 and wish you good luck.

DrJones
03-15-11, 11:49 AM
I know this is only an alpha/beta release but somehow the MaGui flavour is not present. Is not all about inserting buttons and functions in the UI, but also make it to look light and slim like the original mod (http://www.subsim.com/radioroom/showthread.php?t=166320) is. Too bad that Makman cannot help, at lest with advices. This is a very hard UI with a LOT of work to do and programmers usually tend to insert functions over functions and care less about the aspect and fine details. But I admire your intention to reproduce this UI for SH5 and wish you good luck.

I try to do my very best.

You' re right...sometimes there are much more ideas to integrate as they be in the original one.

But the reason is, here in silent hunter 5 there are things possible wich are not in sh3.

As i had the idea to transport a "few" parts from Magui in it, it was mentioned like that.

The left Part of the Console for example is to small in the Origianl Version, and i had to recreate it but it must not be the final idea.

Thats why i released the first step of work i did to get feedback about it.

i promise to you, that the attackscope and observations scope will look like the Original as i can do...

Regards

DrJones

brett25
03-15-11, 03:45 PM
wow, good job! if this doesn't get me to play SH5 again nothing will! Thanks mate:salute:

Magic1111
03-16-11, 03:51 AM
wow, good job!

Agree, looks very nice ! Good job ! :yeah:

joegrundman
03-16-11, 03:59 AM
As a programmer I watch any code that I write like a hawk. Anything that resembles any ideas/code of mine I will challenge the maker of it (I do this in the commercial world also and have no qualms filing motions against persons and/or corporations in court if need be to settle disputes). If they can prove to me how they came up with the idea/implementation satisfactorily then I have no issues with it. That's what I did here. I don't know you or your capabilities just as much as you don't know me or my capabilities. Code is just a very sticky subject in general unfortunately :DL
Just a little FYI about me I work alone. It's just easier that way and that's how I was trained by the military. That's what I know and do best ;)

and did you learn in the military how to apologize for false accusations on your own too?

"I am satisfied..." hardly counts

kalijav
03-16-11, 04:37 AM
Is it possible to change the bearing, depth and speed by clicking on the indicators at the bottom left (left click to increase and right to decrease, for example) ? If not, is it possible to do so ?

Great job :)

Obelix
03-16-11, 06:19 AM
Hi DrJones!
When you exit the navigational map is constantly disclosed TAI - it's not always convenient. And yet - although I never use teleportation, I do not find the teleport to the bridge.

DrJones
03-16-11, 08:43 AM
Hi DrJones!
When you exit the navigational map is constantly disclosed TAI - it's not always convenient. And yet - although I never use teleportation, I do not find the teleport to the bridge.

Thank you for your feedback...i am not very happy with this on mylself...its on my todo list.

Regards

DrJones:salute:

DrJones
03-17-11, 10:33 AM
New Update. See post 1

Regards DrJones

Magic1111
03-17-11, 02:20 PM
Greeting @ All

Here is an update from the Interface.

Remember it is just suiteable with the stock editon 1.2.

It does noch work with TDW or the UI3.0.

This Mod ist JSGME ready.

The behavior of the TAI Map has been corrected that it is minimized when you leave the navigation map.

Here i got the crew controls in the lower right. A few Orders don't work correctly because of the known bugs of the stock edition.

There are still some details wich have not done yet. I have to think a bout the highlight of the Suborders from the crew controls.

Also tried to put in the MaGui Binocular. Thinking about if its still not to small.

Integrated Mods:

- Skwas Digital Clock

http://www.mediafire.com/imgbnc.php/ef36362cc7b1d3752ee0d7d7f2002a0e22efc7d6602ca1dfff b8b311034c6c8a6g.jpg

http://www.mediafire.com/imgbnc.php/9867293a23523f6c3a5edddefe1fcee60a877c693ace64ee82 85b991669a73696g.jpg

http://www.mediafire.com/file/33kol479ngb7386/CSP%20MaGui%20by%20DrJones%20V01%20beta.rar

Looks very nice ! Do you plan a version that works with MO in the future ?

Best regards,
Magic:salute:

DrJones
03-17-11, 02:57 PM
A Version for MO:hmmm: Why not.... :yeah:

But at least I should finish this work first as a stand alone first and than i think there is nothing in the way to put it in MO

Regards :salute:

DrJones

TheBeast
03-17-11, 03:41 PM
Hi DrJones!
When you exit the navigational map is constantly disclosed TAI - it's not always convenient. And yet - although I never use teleportation, I do not find the teleport to the bridge.
Teleport to Bridge is the "Unstuck" command.

When Surfaced, the "Unstuck" command takes your to Bridge.
When Submerged, the "Unstuck" command takes you to Control Room.

DrJones
03-17-11, 04:21 PM
Yes the "unstuck" order is what I also found out.

DrJones
03-18-11, 11:06 AM
This is how the Periscope may look like...

We have a working ujagd chrono and the gyro dials upper left are also working.

....will see how far this will going this weekend..

http://www.mediafire.com/imgbnc.php/d1e8db2c474ebfd88fa94ce59db8f6b6b1457ae5ab9ea7e93a 3221ca1ef27a166g.jpg

Regards

DrJones

Sepp von Ch.
03-18-11, 12:34 PM
You are doing excellent work DrJones!:shucks: Love this old and rusty look!:03: You will also change the UZO interface?

DrJones
03-18-11, 01:17 PM
You are doing excellent work DrJones!:shucks: Love this old and rusy look!:03: You will also change the UZO interface?

Yes I will....the whole Interface will be changed as it's possible for me...

Happy that you like that :salute:

Regards

DrJones

Captain Can
03-18-11, 01:29 PM
DrJones amazing progress , congratulations! :yeah:
i will definetly go for a 2nd patrol with your mod after periscope release.

Sepp von Ch.
03-18-11, 02:47 PM
You like the modern digital clock in the WWI U-Boat? I do not like it.

DrJones
03-19-11, 05:46 PM
You like the modern digital clock in the WWI U-Boat? I do not like it.

Thanks for yout Feedback...

I think the same way, that a digital modern clock in a WWII UBoat doesn't fit so good.

When you are looking at the original in SH3 there is one...shon in digital bits like i've done it for the Depth knots and rudder....

still working on the grafiks of them, because they are to yellow to me and nocht dark enough..

Regards

DrJones:salute:

Sepp von Ch.
03-20-11, 02:21 AM
Perfect! Thank you!:yeah:

DrJones
03-21-11, 08:39 AM
the next release will count little mor time, because i have to find out first how to get out the report for the tube status.

Still searching :hmmm:

Factor
03-21-11, 08:58 AM
and did you learn in the military how to apologize for false accusations on your own too?

"I am satisfied..." hardly counts


I guess not. :nope:

Stevepine
03-21-11, 12:56 PM
and did you learn in the military how to apologize for false accusations on your own too?

"I am satisfied..." hardly counts

Couldn't agree more... and it doesnt matter who you are -- skilled modder or not.

makman94
03-22-11, 01:31 PM
@DrJones: you are making a great progress here :up: ...and ,also, i like very much the 'community spirit' you have !! well,well...
i just replied to your pm


and did you learn in the military how to apologize for false accusations on your own too?

"I am satisfied..." hardly counts

+1
...without doupt.

DrJones
03-22-11, 04:15 PM
@DrJones: you are making a great progress here :up: ...and ,also, i like very much the 'community spirit' you have !! well,well...
i just replied to your pm




+1
...without doupt.

Thank you for your feedback :salute:

I'll post you when it is time for the magnifications

DrJones
03-22-11, 04:17 PM
the next release will count little mor time, because i have to find out first how to get out the report for the tube status.

Still searching :hmmm:

I got it...sometimes there are still to many trees in the woods :D

Now i'am able to create a torpedo controll as we know it in sh3 :shucks:

Stormfly
03-22-11, 05:49 PM
I got it...sometimes there are still to many trees in the woods :D

Now i'am able to create a torpedo controll as we know it in sh3 :shucks:

...dont forget the sound trigger`s :O:

Magic1111
03-22-11, 05:53 PM
@DrJones: you are making a great progress here :up: ...and ,also, i like very much the 'community spirit' you have !! well,well...
i just replied to your pm




+1
...without doupt.

Hi Manos my friend !

Now I become maybe my lovely SH3-GUI in SH5 too ! :D

Best regards !

I got it...sometimes there are still to many trees in the woods :D

Now i'am able to create a torpedo controll as we know it in sh3 :shucks:

Sounds good !!!:yeah:

tonyj
03-24-11, 08:33 AM
I tried this mod out for the first time last night. have to say its a really lovely interface, I especially like the fact that its across the bottom of the screen and not spread around the edges like the default interface, cluttering up the view. The dark colours and understated icons really enhance it - a work of art.

Keep up the great work DrJones! :up:

DrJones
03-26-11, 05:19 PM
I tried this mod out for the first time last night. have to say its a really lovely interface, I especially like the fact that its across the bottom of the screen and not spread around the edges like the default interface, cluttering up the view. The dark colours and understated icons really enhance it - a work of art.

Keep up the great work DrJones! :up:

Thank you very much...work is still going on.

The last week i still had not much time to advance my work.

At least as Info to you the torpedo control works as known in sh3.

There will be added a Panel for the opening the torpedo tubesl also.

news will follow

Regards
DrJones:salute:

DrJones
04-02-11, 04:37 AM
Hello everybody,

after a long time of designing testing and scripting i can show you know the work of the periscope as it is now.

The torpedo control is like in Sh3 now.
I've Added a Control to open the Tube as a slide in but it is still not finished yet.

http://www.mediafire.com/imgbnc.php/4d3f3dad0efa3d49eaaca8b23819106126f4c0030a8570b8e0 b65d50fad15e4c6g.jpg

Sepp von Ch.
04-02-11, 04:53 AM
Wow, Your UI look beautiful! I can not wait for the final version!

DrJones
04-02-11, 04:57 AM
Wow, Your UI look beautiful! I can not wait for the final version!


Yes Thank You...The same to me...i'am also looking forward to get finished with it so it is fully playable :D

TheBeast
04-02-11, 05:22 AM
I am looking for to this UI as well.

Anticipation: -=[ Click Here (http://www.youtube.com/watch?v=ya5-EOTn6w8) ]=- :har:

.

Sepp von Ch.
04-02-11, 05:46 AM
How will look the recognition manual? As a real old german Kriegsmarine book? It would be great!

TheBeast
04-02-11, 06:12 AM
How will look the recognition manual? As a real old german Kriegsmarine book? It would be great!
I am thinking the same thing as Josef von Posorschitz. IMO, dump the XO TDC box and add him below in the Button Bar for the Battle Stations and Silent Running commands.

Maybe use the Enhance Recognition Manual that has the TDC info built into it. Or just use the TDC Dials in the UI and use the other version of the Recognition Manual without the TDC info.

DrJones
04-02-11, 08:35 AM
I am thinking the same thing as Josef von Posorschitz. IMO, dump the XO TDC box and add him below in the Button Bar for the Battle Stations and Silent Running commands.

Maybe use the Enhance Recognition Manual that has the TDC info built into it. Or just use the TDC Dials in the UI and use the other version of the Recognition Manual without the TDC info.

The Recognition Manual is also something what i am thinking about.

But first i want to finish the Periscope and Obscope.

If there is someone with a great idea for the recognition Manual, especially the design, please tell me..or better take part and try to get it work :salute:

Regards

DrJones

TheBeast
04-02-11, 08:56 AM
The Recognition Manual is also something what i am thinking about.

But first i want to finish the Periscope and Obscope.

If there is someone with a great idea for the recognition Manual, especially the design, please tell me..or better take part and try to get it work :salute:

Regards

DrJones

I think Reaper7 made a pretty nice Recognition Manual (http://www.subsim.com/radioroom/downloads.php?do=file&id=1879) you may want to look at.

DrJones
04-02-11, 09:04 AM
I think it was Reaper7 that made a pretty nice Recognition Manual you may want to look at.

oh yes it is really nice. i think i will use it. Reaper gave permission to use it. :cool:

Regards DrJones

Sepp von Ch.
04-02-11, 09:28 AM
I agree! Reaper7īrecon manual is great!

Here is a original identification book (one of many various) of the worldīs ship used by Kriegsmarine:

http://s4.postimage.org/v5rwmvac/manual.jpg (http://postimage.org/image/v5rwmvac/)



This might be of interest for you DrJones:

http://www.subsim.com/radioroom/showpost.php?p=1336131&postcount=1

Sepp von Ch.
04-02-11, 09:29 AM
oh yes it is really nice. i think i will use it. Reaper gave permission to use it. :cool:

Regards DrJones

Fine!:up:

DrJones
04-02-11, 09:30 AM
I agree! Reaper7īrecon manual is great!

Here is a original identification book (one of many various) of the worldīs ship used by Kriegsmarine:

http://s4.postimage.org/v5rwmvac/manual.jpg (http://postimage.org/image/v5rwmvac/)



This might be of interest for you DrJones:

http://www.subsim.com/radioroom/showpost.php?p=1336131&postcount=1

Thank you....

I will look at it, when i am back home...

Regards

DrJones

TheBeast
04-02-11, 11:09 AM
SteelViking made some Periscope Masks a while back for Reaper7 UI-Boat SteelViking Scopes (http://www.subsim.com/radioroom/downloads.php?do=file&id=2870). His Mask's have background textures that are like the Periscope body.
SteelViking enjoy's working with other's and I am certain he will give permission for use. They would need some minor tweaks in order to use.

tonyj
04-02-11, 01:52 PM
I really like the new periscope view DrJones. Top work indeed!

Just a suggestion, the white borders around the various number based dials such as depth, time, etc, seem a little too white and don't quite fit with the rest of the interface which is mainly blue/greys. what do you think?

reaper7
04-02-11, 06:20 PM
SteelViking made some Periscope Masks a while back for Reaper7 UI-Boat SteelViking Scopes (http://www.subsim.com/radioroom/downloads.php?do=file&id=2870). His Mask's have background textures that are like the Periscope body.
SteelViking enjoy's working with other's and I am certain he will give permission for use. They would need some minor tweaks in order to use.

There actually my Scope I made - There just based on Steelvikings Interior Mod colours so as to match the colours that his mod made to the scopes. :up:

So no problem with you using them if wanted. Just note that they are not properly calibrated to match the stock degrees graticules or FOV.
Unlike my new scopes in the V3.1 of my Ui-Boat Mod, you can use those also if you wish. :up:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Attack2.jpg
Scope shown in Stock SH5 - Note proper Graticule scaling and correct 38 degree FOV

Just be careful how you set up your scopes if they don't follow the correct degree spacing they will never work right with the RAOBF etc.
If you need help calibrating them I would be glad to help.

Your also welcome to use my RAOBF which matches the real one. I realy like how your Ui is shaping up, looks great.

DrJones
04-03-11, 03:24 AM
I really like the new periscope view DrJones. Top work indeed!

Just a suggestion, the white borders around the various number based dials such as depth, time, etc, seem a little too white and don't quite fit with the rest of the interface which is mainly blue/greys. what do you think?

Correct...this detail also offered to me....it's a bit to shiny..you are right...i will change them to are darke color

THE_MASK
04-03-11, 04:31 AM
This is a really awesome mod , fantastic work .

Sepp von Ch.
04-03-11, 01:44 PM
Would be please possible to add "open/close torpedo tubes"-control e. g. here?
http://s1.postimage.org/30rsxglj8/SH5_Img_2010_11_06_18_55_36.jpg (http://postimage.org/image/30rsxglj8/)



Without opening it would be not possible to fire a torpedo;)

DrJones
04-03-11, 03:21 PM
Would be please possible to add "open/close torpedo tubes"-control e. g. here?
http://s1.postimage.org/30rsxglj8/SH5_Img_2010_11_06_18_55_36.jpg (http://postimage.org/image/30rsxglj8/)



Without opening it would be not possible to fire a torpedo;)

Yeah...they are still implemtented but not visible in the screen shot i made. it's a control wich will slide in.

there is a switch to open them. there is a lamp wich indicates if open or not and there is a counter made by digits showing the loading status of the tubes

And yes...it is not possible to fire a torpedo with closed doors. You have to open them first.

Regards

DrJones

Sepp von Ch.
04-03-11, 04:16 PM
Beautiful!:sunny:

Stevepine
04-05-11, 05:48 AM
Just a side issue really... but one that really made a huge difference for me... was when TDW added a " Skip " button to the world map before a mission so that you didnt have to hear the campaign talk again and again. Would be an awesome feature to add to your UI if you can....:salute:

TheBeast
04-05-11, 03:08 PM
Just a side issue really... but one that really made a huge difference for me... was when TDW added a " Skip " button to the world map before a mission so that you didnt have to hear the campaign talk again and again. Would be an awesome feature to add to your UI if you can....:salute:
A Start Mission button on same screen would be nice as well.:cool:

Stormfly
04-05-11, 04:04 PM
Yeah...they are still implemtented but not visible in the screen shot i made. it's a control wich will slide in.

there is a switch to open them. there is a lamp wich indicates if open or not and there is a counter made by digits showing the loading status of the tubes

And yes...it is not possible to fire a torpedo with closed doors. You have to open them first.

Regards

DrJones

lamps and buttons... i like that, how far are the sound triggers away ? :O:

DrJones
04-05-11, 05:14 PM
lamps and buttons... i like that, how far are the sound triggers away ? :O:

I Think we should meet at team speak to talk about it...and then tell me what exactly what youn like to have...

Regards

DrJones

AVGWarhawk
04-05-11, 06:52 PM
I like this UI a lot. Looking forward to using it! :yeah:

DrJones
04-06-11, 06:00 AM
Just a side issue really... but one that really made a huge difference for me... was when TDW added a " Skip " button to the world map before a mission so that you didnt have to hear the campaign talk again and again. Would be an awesome feature to add to your UI if you can....:salute:

Good Idea

This is a feature which will be added when i've got time to figure out

Regards

DrJones

Sepp von Ch.
04-06-11, 06:08 AM
I do not think so. This is unnecessary. Campaign missions are on the map. I would rather a simple but realistic interface.
Just my 5 cents Kameraden.

TheBeast
04-09-11, 09:43 AM
I do not think so. This is unnecessary. Campaign missions are on the map. I would rather a simple but realistic interface.
Just my 5 cents Kameraden.

Why not add menu option item to creat dynamic list of available missions not already completed that you can choose from. That way you skip the Map all together. The question is, how to generate/pull the list of missions for the current campain that are not complete yet and have those list automatically as selction options?

The benifit is that the Map would still be an option for those that want it. Then add skip key there as well.

DrJones
04-09-11, 02:39 PM
Why not add menu option item to creat dynamic list of available missions not already completed that you can choose from. That way you skip the Map all together. The question is, how to generate/pull the list of missions for the current campain that are not complete yet and have those list automatically as selction options?

The benifit is that the Map would still be an option for those that want it. Then add skip key there as well.

Every idea is welcome !!!! It's just a question on time to build it in.

Still try to get in some ideas in, that i've talked about with stormfly.

I've still got not have much time the next week and i have to figure out a lot on my own...

hope i get the persicopeview finished for testing the next two weeks.

but time should not be the problem i think, when this one will be perfekt ;)

Regards

DrJones

DrJones
04-09-11, 02:57 PM
What about this....just found it and it may suitable as a new Page to have a whole TDC :cool:

http://www.mediafire.com/imgbnc.php/7aac852e5c34478847060986b24799f9bfabcc1ea5a6a5e3ce 081c96958860cf6g.jpg

Stormfly
04-09-11, 04:44 PM
good idea, i want to have this back ! :up:

Sepp von Ch.
04-10-11, 12:21 AM
Yes, very good idea, i like it!

vanjast
04-10-11, 03:54 AM
Excuse the ignorance.. What does CSP MaGUI stand for...??

I know GUI = Graphical user interface... but the rest has me befuddled!!

TheBeast
04-10-11, 10:01 AM
I really like the idea of seeing entire TDC.

At the same time I also like your last mock-up. Hard to beat this look.
http://www.mediafire.com/imgbnc.php/4d3f3dad0efa3d49eaaca8b23819106126f4c0030a8570b8e0 b65d50fad15e4c6g.jpg

Will the intigrated levels (Fuel, Battery, Compressed Air, Co2) be added.

DrJones
04-10-11, 11:41 AM
I really like the idea of seeing entire TDC.

At the same time I also like your last mock-up. Hard to beat this look.
http://www.mediafire.com/imgbnc.php/4d3f3dad0efa3d49eaaca8b23819106126f4c0030a8570b8e0 b65d50fad15e4c6g.jpg

Will the intigrated levels (Fuel, Battery, Compressed Air, Co2) be added.

Thank you very much that you remind me on that.

You remember the dials Makman used in his Interface???

This will be the 4 Dials that will apear when you scroll your mouse over the togglemode button for silent running in the left side of the console.

Is one of the many points to hook up

Regards

DrJones

TheBeast
04-10-11, 12:22 PM
Just below the TAI-MAP there are 4 buttons. Are those controlls for verticle tubes to launch mines from VIIC/41?

brett25
04-10-11, 12:33 PM
this has to be the best single develoment for SH5 I have seen yet, no offense to the many amazing mods and modders. Makman is a genius for designing this GUI and DR Jones you are a technical maestro for adapting and implementing this. Hats off to both of you:salute:

oh and of course reaper too:rock:

DrJones
04-10-11, 01:08 PM
Just below the TAI-MAP there are 4 buttons. Are those controlls for verticle tubes to launch mines from VIIC/41?

The 1st of the left is to call the Dials.
The 2nd of the left is to call the Big Compass
the 3rd of the left is to call the Options Menu...

Regards

DrJones

DrJones
04-10-11, 01:38 PM
this has to be the best single develoment for SH5 I have seen yet, no offense to the many amazing mods and modders. Makman is a genius for designing this GUI and DR Jones you are a technical maestro for adapting and implementing this. Hats off to both of you:salute:

Thanks a lot:salute:

Budds
04-10-11, 03:56 PM
Certainly is Pretty !
I like the "Cleaner" look, Great Stuff !

Be Well.............

:up:

TheBeast
04-10-11, 09:31 PM
I don't see any Topredo controls for LUT setting. Is this part of UI a Pop-Up when clicking a button or do we have to use Big TDC UI for that?:06:

DrJones
04-11-11, 02:24 PM
I don't see any Topredo controls for LUT setting. Is this part of UI a Pop-Up when clicking a button or do we have to use Big TDC UI for that?:06:

This will be a slide In Control

DrJones
04-16-11, 03:15 PM
Today i had some time to create a control panel for the tube control.:salute:

http://www.mediafire.com/imgbnc.php/fbcbbdaf2fb80a08e56a7d96efa0aa32fa60cd9b0d9aa54847 28fee1c1809d706g.jpg

For each tube you have to flood it before you can open it.

there are also some digits to tell you about the loading status of the tubes.

Stormfly gave me some sounds for flooding and opening it.

My idea is for the time sound is playing to create a blink for the lamps.

I just have to figure out now, how i can implement this.

has anybody an idea how it is possible to implement a switch between the visible index from a static bitmap array controlled by time got from playing lenght of the sound and the times it has to blink.

Still didn't find a way

Best Regards

DrJones

reaper7
04-16-11, 03:55 PM
My idea is for the time sound is playing to create a blink for the lamps.

I just have to figure out now, how i can implement this.

has anybody an idea how it is possible to implement a switch between the visible index from a static bitmap array controlled by time got from playing lenght of the sound and the times it has to blink.

Not sure if this is what your looking for, but I put a blinking light in my Stadimeter fix. This was activated on clicking the switch - the length you just set with count value and the blink length duration = DurationInSeconds.

This was the code - may be of use: :up: Its in my TorpedoSolution.py script


def StadimeterAct( sender ):
global FlashingIcon
if FlashingIcon != False:
return
else:
item = PageTorpedoSolution_RightPanel_StadActWhite
count = 5
if item.Visible <= 0:
return
if item.Visible and count <= 0:
item["blinking"] = None
item.Parent.AnimationStopped -= BlinkTimerAnimationStopped
return
if not item["blinking"]:
item["blinking"] = True
item.Parent.AnimationStopped += BlinkTimerAnimationStopped
item.Visible = not item.Visible
DurationInSeconds = 0.3
if not item.Visible:
DurationInSeconds = DurationInSeconds / 2.0
#set the animation on the Parent because animations don't run when an item is not visible
a = item.Parent.StartAnimation( MenuItemWrapper.AnimationTypes.Timer, 1.0, DurationInSeconds )
a["blinkitem"] = item
if item.Visible:
count = count - 1
a[ "blinkcount" ] = count
FlashingIcon = False


Also Panel looks great, nicely made :)

Sepp von Ch.
04-16-11, 03:56 PM
Simply superb DrJones!

DrJones
04-16-11, 04:18 PM
Not sure if this is what your looking for, but I put a blinking light in my Stadimeter fix. This was activated on clicking the switch - the length you just set with count value and the blink length duration = DurationInSeconds.

This was the code - may be of use: :up: Its in my TorpedoSolution.py script


def StadimeterAct( sender ):
global FlashingIcon
if FlashingIcon != False:
return
else:
item = PageTorpedoSolution_RightPanel_StadActWhite
count = 5
if item.Visible <= 0:
return
if item.Visible and count <= 0:
item["blinking"] = None
item.Parent.AnimationStopped -= BlinkTimerAnimationStopped
return
if not item["blinking"]:
item["blinking"] = True
item.Parent.AnimationStopped += BlinkTimerAnimationStopped
item.Visible = not item.Visible
DurationInSeconds = 0.3
if not item.Visible:
DurationInSeconds = DurationInSeconds / 2.0
#set the animation on the Parent because animations don't run when an item is not visible
a = item.Parent.StartAnimation( MenuItemWrapper.AnimationTypes.Timer, 1.0, DurationInSeconds )
a["blinkitem"] = item
if item.Visible:
count = count - 1
a[ "blinkcount" ] = count
FlashingIcon = False


Also Panel looks great, nicely made :)

Thank you for your response and your hint...i will try it

Regards

DrJones

Stormfly
04-18-11, 08:40 AM
looks good,

I realy like the switches !

The lamps should have the same texture structure but different colors.

Would be nice seeing this placed into the whole picture, maybe you could use some photoshop layers from Magui for it ?

Regarding the loading status, i personal wont like it to much, i wouldnt miss them.

...if you manage all this blinking fitting with sound (blinking could also start 2 seconds before the sound play, end 1 second after the sound is finished) that would be awesome ! :rock:

Sepp von Ch.
04-18-11, 02:03 PM
I find this control panel absolutely perfect for this U-Boat sim! Really love this! I canīt wait to try it:yep:

When your famous sound mod, Stormfly, will be compatible with this UI mod, SH5 will turn a whole lot better!

Stormfly
04-18-11, 04:15 PM
i would also recommend deviding the tube sections a bit using some panel seperations (maybe some kind of panel plate for each section together with screws in the edges for each plate, maybe also shadows ?)

DrJones
04-26-11, 03:12 PM
hey @ all

got stuck on some ideas i want to realize and i am still waiting for some special interface parts.....hope, when they got finished i can go on faster

Regards

DrJones

DrJones
05-03-11, 03:11 AM
I just find out how to start and stop the clock by just clicking on the ujagd Chrono in the tdc panel in the periscopeview as we use it in sh3.:D

Regards

DrJones

DrJones
05-08-11, 04:06 AM
Greetings @ Alll

Here tried to get the Atackdisc working.

For the front and the backside i was able to use absolutely independent Dials.

http://www.mediafire.com/imgbnc.php/a28cd6ccaec41ded47f2d2f95aea18a1000150c1881c7d00dd 2f3d09cb8217d66g.jpg

The dials from the back side i decided to use dials from the tdc.

A MouseIn event toggles here the tdc autoupdate command.

The dials from the front side are:

-DIAL_TGT_ANG_ON_BOW
-Torp_Depth

The dials from the back Side are:

-DIAL_SOL_BEARING
-DIAL_SOL_RANGE

Regards

DrJones:salute:

Stormfly
05-08-11, 06:25 AM
pretty dirty :yeah:

..."mouse in" toggle TDC autoupdate, could easy switched by exident or ? :hmmm:

DrJones
05-08-11, 06:37 AM
pretty dirty :yeah:

..."mouse in" toggle TDC autoupdate, could easy switched by exident or ? :hmmm:

yes it may be dirty..but it works fine....

i forgort...there is also a Mouse out event...that means the TDC autoupdate toggles back...

....still waiting for naights panel fur the tubecontrol...if this is done....it wont take not much time to get finished with the basics of the interface

Regards

DrJones:shucks:

Sepp von Ch.
05-08-11, 06:53 AM
....still waiting for naights panel fur the tubecontrol...if this is done....it wont take not much time to get finished with the basics of the interface




:o

I canīt wait!:sunny:

DrJones
05-08-11, 06:57 AM
:o

I canīt wait!:sunny:

Yes I know...a lot of Members can't await it...but while i wait i can spent some time for details :D

Regards

DrJones

DrJones
05-09-11, 05:26 PM
Hey @ All

while waiting for some parts i used the time for some details

http://www.mediafire.com/imgbnc.php/0ab13405ce481ff8e74e46238811f5dcfd16cc4a186411e4a3 907d4b2974aa516g.jpg

As you see i bulid in the classic dials for Batteries, Air, CO2 and Diesel from the MaGui interface.

This one will toggle in by Mouse Move in and out over the button for Silent Running in the left part of the console.

The other thing is...the warning icons in the top have moved away...i think they are still not needed.

the few wich i think are important will apear in the bottom of the screen. They will be shown and hidden by scripting.

another feature are the well known crew commands you find in the crewmanagement in SH3. I combinded it with the Captains face in the left Side from the shortcut bar.

It is an toggling Menu bar. The orders wich can be choosen are to activate the damage control team, surface attack and underwater attack and the anti air attack and the drive by surfaced and underwater.

Clicking these orders starts a combo of commands.

In the future you wont be able to use the deckgun or the aagun on your own if you don't activate the crew for it.

Best Regards

DrJones:salute:

Sepp von Ch.
05-11-11, 02:58 AM
The other thing is...the warning icons in the top have moved away...i think they are still not needed.



Hello DrJones, one warning icon is needed for resupply (yellow with anchor). Or it will be resolved otherwise?

DrJones
05-11-11, 03:07 AM
Hello DrJones, one warning icon is needed for resupply (yellow with anchor). Or it will be resolved otherwise?

Thank you for the feedback...you are right...i will have a look on it....

Regards

DrJones:salute:

Sepp von Ch.
05-11-11, 03:19 AM
You're doing a great job here DrJones. I have just to marvel at your work and notice a variety of practical things, nothing more;)

DrJones
05-11-11, 03:22 AM
You're doing a great job here DrJones. I have just to marvel at your work and notice a variety of practical things, nothing more;)

thank you...ideas from everybody are welcome

lazerath
05-12-11, 11:59 PM
Hello and Great mod by the way! I do have a question for Dr. Jones about the main menu and in game menus if you have a moment. When I installed the mod it made my main menu turn into german I believe as well as in game menus.

I am curious to know if there is an English version of this great mod or am I missing a setup step? I installed it with the mod install program that's available called "Generic Mod Enabler".

If there currently is no English version available may I humbly request one in the future if you should feel so inclined.

Again, this is a great mod, I just don't know German.

DrJones
05-13-11, 02:37 AM
Hello and Great mod by the way! I do have a question for Dr. Jones about the main menu and in game menus if you have a moment. When I installed the mod it made my main menu turn into german I believe as well as in game menus.

I am curious to know if there is an English version of this great mod or am I missing a setup step? I installed it with the mod install program that's available called "Generic Mod Enabler".

If there currently is no English version available may I humbly request one in the future if you should feel so inclined.

Again, this is a great mod, I just don't know German.

Hey lazarath,

yes of course there will be an english version....but first i will finish the whole mod in german...when everything is done i will work on it.

Best Regards

DrJones:salute:

DrJones
05-18-11, 04:19 AM
Greeting@All

Here i got a new Screenshot for the work on the obs scope. because i had also some trouble like reaper7 i had to start once again with this.

The Screenshots are made in the smallest Resolution for this Interface 1280 * 960.

With TDC
http://www.mediafire.com/imgbnc.php/7a9ee2505e51a2c02e71fe2bb6c03ef838be1ff536fcc4c828 122f2b11cf717d6g.jpg

Without TDC
http://www.mediafire.com/imgbnc.php/14f1b4b17b89f8dc4895f6b359825f28e83e7d60c477a2ab50 e24f8041a0ec766g.jpg

There is still some Details i have to work on.
What is missing:

Control Panel Tube Control (Still waiting for it)
Panel for the Stadimeter
Recognition Manual from reaper7 has to be included.

I'am still working on a solution for the user options you can make on your own using a sql database to make them easy to change by the fly while you are ingame.

So far

Greetings

DrJones:salute:

Stormfly
05-18-11, 07:04 AM
wow, this looks realy good !

i would like to see a kinking termination for the upper frame which hold the tube status light`s, like you made for the lower left panel above the digital clock.

...say the weapons officer icon (which is expanding normaly after locking on a target), can we have something like a fixed communication frame/area (also darkened) or solution, not showing his icon but the area even if we havent a locked target ?

this area could maybe grayed out if no target is locked, i dont like his icon visible hanging arround in the UI, its looking disorganised.

can you also hide the "erfassen (lock)" frame and text, its to "housewife like" looking :DL

cant wait for the final torp panel, but art need time...

changing options on the fly is a very important feature, THX for your hard work ! :rock:

DrJones
05-18-11, 10:19 AM
wow, this looks realy good !

i would like to see a kinking termination for the upper frame which hold the tube status light`s, like you made for the lower left panel above the digital clock.

...say the weapons officer icon (which is expanding normaly after locking on a target), can we have something like a fixed communication frame/area (also darkened) or solution, not showing his icon but the area even if we havent a locked target ?

this area could maybe grayed out if no target is locked, i dont like his icon visible hanging arround in the UI, its looking disorganised.

can you also hide the "erfassen (lock)" frame and text, its to "housewife like" looking :DL

cant wait for the final torp panel, but art need time...

changing options on the fly is a very important feature, THX for your hard work ! :rock:

Thank You Stormy..

the weapons officer will leave out, because i use reaper7 recognition manual.

The Hide and Lock Frame and the Toggle Lock Frame will be optional to hide and shown....also still waiting for the art from naigth.

Beta release will follow after i have it.

Cu

DrJones:salute:

Sepp von Ch.
05-30-11, 04:38 PM
Any news or updates DrJones?:salute:

DrJones
05-30-11, 04:50 PM
Any news or updates DrJones?:salute:


Of Course....Persicope and Obsscope are finished. Working on the uzo view and Stadimeterfix....still waiting for the textures for the tubecontrols by naigths.

I think there will be a beta release on the end of july. It depends on the time i have to work on it.

I will inform here if there are any news..

Regards

DrJones

Sepp von Ch.
05-30-11, 05:02 PM
:up: Thank you for your answer!

reaper7
05-30-11, 05:04 PM
Of Course....Persicope and Obsscope are finished. Working on the uzo view and Stadimeterfix....still waiting for the textures for the tubecontrols by naigths.

I think there will be a beta release on the end of july. It depends on the time i have to work on it.

I will inform here if there are any news..

Regards

DrJones

Hi DrJones - Just noticed the Periscope Raise/Lower handle in your pics above. I solved a method to get this working correctly via scripting in my UI.
Take a look at my script and the Menu Editor for any of the Periscope Stations to see how I did it. (You don't get the 3 positions always showing this way)
Works perfectly in-game :salute:

DrJones
05-30-11, 11:54 PM
Hi DrJones - Just noticed the Periscope Raise/Lower handle in your pics above. I solved a method to get this working correctly via scripting in my UI.
Take a look at my script and the Menu Editor for any of the Periscope Stations to see how I did it. (You don't get the 3 positions always showing this way)
Works perfectly in-game :salute:


Hey Reaper....Thank you....i still had a look at your solution...made my own and it is still working perfect.

Regards

DrJones

BossMark
05-31-11, 01:09 AM
This mod looks good but when I enable it, it puts my main menu into German :hmmm:

DrJones
05-31-11, 08:20 AM
This mod looks good but when I enable it, it puts my main menu into German :hmmm:

Hey Bossmarck,

the reason is, that it is in German. The english version will be contained
by the final release

Best Regards

DrJones:salute:

BossMark
05-31-11, 11:59 PM
Hey Bossmarck,

the reason is, that it is in German. The english version will be contained
by the final release

Best Regards

DrJones:salute:
OK thank you DRJones :salute:

andycaccia
06-03-11, 02:27 PM
How is the work preceeding? news?:06:

TheBeast
06-03-11, 06:16 PM
I think there will be a beta release on the end of july. It depends on the time i have to work on it.

How is the work preceeding? news?:06:

Looks like we may expect something near end of July.:salute:

PL_Andrev
06-04-11, 01:22 AM
Why do not use a higher obs viewer? You have many place not used.
I think about it:

http://img864.imageshack.us/img864/9778/obs2.jpg

DrJones
06-04-11, 02:40 AM
Why do not use a higher obs viewer? You have many place not used.
I think about it:

http://img864.imageshack.us/img864/9778/obs2.jpg

Hey Antar...thats what i still did so long. there is just no actual screenshot.

Thanks so far.

Best Regards

DrJones:salute:

Magic1111
06-04-11, 10:21 AM
I think there will be a beta release on the end of july

Regards

DrJones

Sounds good...! :up:

Best regards,
Magic

andycaccia
06-07-11, 10:47 AM
Looking forward to see it...:D

joes1994s10
06-18-11, 08:36 PM
As a programmer I watch any code that I write like a hawk. Anything that resembles any ideas/code of mine I will challenge the maker of it (I do this in the commercial world also and have no qualms filing motions against persons and/or corporations in court if need be to settle disputes). If they can prove to me how they came up with the idea/implementation satisfactorily then I have no issues with it. That's what I did here. I don't know you or your capabilities just as much as you don't know me or my capabilities. Code is just a very sticky subject in general unfortunately :DL
Just a little FYI about me I work alone. It's just easier that way and that's how I was trained by the military. That's what I know and do best ;)

Darkwraith, I clearly understand your candor, and why you would get upset about someone taking your code...however I would like to remind you, ALL game related changes to this game belong to the game creators. As an Legal representive of EA Sports, we have these issues all the time. If a modder makes something for the game...it is on the creative collective to put out there...which means, he does so of feel will knowing the creator of "MOD XXX" is not his/her property when he releases it. It becomes the property of the company who created the code to be modded.

Sincerely
J. Johnson
Johnson & Lawson LLC

TheDarkWraith
06-18-11, 10:04 PM
Darkwraith, I clearly understand your candor, and why you would get upset about someone taking your code...however I would like to remind you, ALL game related changes to this game belong to the game creators. As an Legal representive of EA Sports, we have these issues all the time. If a modder makes something for the game...it is on the creative collective to put out there...which means, he does so of feel will knowing the creator of "MOD XXX" is not his/her property when he releases it. It becomes the property of the company who created the code to be modded.

Sincerely
J. Johnson
Johnson & Lawson LLC

That's an entirely incorrect statement. Here's the reason why: A version of Python was included with the game so that external files could be used to extend the game. Any new external files created are thus not part of the original game and are the property of the creator. Notice I said new and not modified originals. I figure you're going to try to tell me that my .dlls I created are also property of Ubi right? If you are a lawyer then you need to go back to school :yep:

THE_MASK
06-18-11, 10:10 PM
Post count 1.
Looks more like a stirrer than a lawyer .

TheDarkWraith
06-18-11, 10:16 PM
Post count 1.
Looks more like a stirrer than a lawyer .

Probably true :yep: Irregardless I despise know-it-alls and lawyers. If there's one thing the world needs less of it's lawyers, especially here in the US.

What I thought was really funny was the LLC thing he included in his post. Oh, my knees are shaking :rotfl2:

Obelix
06-19-11, 01:25 AM
Darkwraith, I clearly understand your candor, and why you would get upset about someone taking your code...however I would like to remind you, ALL game related changes to this game belong to the game creators. As an Legal representive of EA Sports, we have these issues all the time. If a modder makes something for the game...it is on the creative collective to put out there...which means, he does so of feel will knowing the creator of "MOD XXX" is not his/her property when he releases it. It becomes the property of the company who created the code to be modded.

Sincerely
J. Johnson
Johnson & Lawson LLC

I am struck by such statements!
In the case of sh5 ubisoft and it sounds ridiculous and unfair! :-?
How can claim to have been done by proxy?
Ubisoft threw a crude product market, full of errors and omissions. Simply put - very low-quality product that does not meet the stated advertising. Moreover - ubisoft refused to support the product and stubbornly unwilling to correct its own deficiencies. But getting paid for this alpha version they do not give up and never give up! Ubisoft does not want to fix bugs but the game continues to get paid for it. Modders have thrown all their energies to eliminate errors. If after that ubisoft claim to modders products and more - will try to capitalize on this money - that's where it will be the highest injustice!
What kind of rights in this case is all about? Issue as some made product and receive dividends from a grant work by modders?:O: No doubt about it - very clever!:know: We say - "insolence - the second happiness!"
Suppose first that ubisoft will make a quality product, and then demanding money and the right to food modders!:O:
Something like this. That is my opinion.

Zedi
06-19-11, 03:25 AM
Im thinking about setting up a mission in SH campaign where you have to hunt down a passenger ship full with politicians and lawyers. I suppose nobody will have anything against such a mission.

Sorry for offtopic.

TheBeast
06-19-11, 06:18 AM
Darkwraith, I clearly understand your candor, and why you would get upset about someone taking your code...however I would like to remind you, ALL game related changes to this game belong to the game creators. As an Legal representive of EA Sports, we have these issues all the time. If a modder makes something for the game...it is on the creative collective to put out there...which means, he does so of feel will knowing the creator of "MOD XXX" is not his/her property when he releases it. It becomes the property of the company who created the code to be modded.

Sincerely
J. Johnson
Johnson & Lawson LLC

SubSim.com does not belong to UbiSoft so they have no rights to anything posted here without proper concent from MOD author.

andycaccia
06-19-11, 08:32 AM
DONWLOADING RIGHT NOW!!!!!:up:

DrJones
06-25-11, 04:46 PM
Hi @ All,

here is my suggestion of the TDC under construction...

http://www.mediafire.com/imgbnc.php/398bfe486596a68c48f1f14669d73f3f7aaffc7281a3f6b8e4 efaa4487c39dc06g.jpg

unionemerald
06-26-11, 02:27 AM
Looks very nice. :yeah:

Sepp von Ch.
06-26-11, 04:38 AM
Hi @ All,

here is my suggestion of the TDC under construction...



Absolutely perfect!!! Looking forward to your UI-mod Dr. Jones!

TheBeast
06-26-11, 02:04 PM
The new TDC looks really good.:yeah:

Question:
Wasn't the TDC split up for Target Panel and Torpedo Panel or like you have it?:06:
Will dials have localization mouseover Notes Text?:06:

Regards:salute:

P.S. Reaper7 just obtained updated info for TDC labels in the U Boot HAHD (http://www.subsim.com/radioroom/showpost.php?p=1688036&postcount=1618) - SHIII thread

DrJones
06-26-11, 02:15 PM
The new TDC looks really good.:yeah:

Question:
Wasn't the TDC split up for Target Panel and Torpedo Panel or like you have it?:06:
Will dials have localization mouseover Notes Text?:06:

Regards:salute:

P.S. Reaper7 just obtained updated info for TDC labels in the U Boot HAHD (http://www.subsim.com/radioroom/showpost.php?p=1688036&postcount=1618) - SHIII thread

Hi TheBeast....Yes there will be a seperated Tube Control Panel.

This is just an additional TDC Panel

Yes there will be localization mouseovernote.

And Yes Thank you :DL

Best Regrads

DrJones

brett25
06-26-11, 09:43 PM
cant wait! looks amazing!

Stormfly
06-27-11, 08:51 AM
ohh i missed the seperate TDC station, good to know that good things come back... :)

Sepp von Ch.
07-12-11, 02:34 PM
I think there will be a beta release on the end of july. DrJones

My submarine watch tick:Kaleun_Los:Canīt wait for this UI with TDC station, flooding tubes etc.!;)

DrJones
07-24-11, 11:14 AM
http://www.mediafire.com/imgbnc.php/b787b54e5076593fc72170ba8bcf2f4defcb8902505670e449 d2c37a81c9efd16g.jpg]

Sepp von Ch.
07-24-11, 11:19 AM
When Dr.Jones?;)

DrJones
07-24-11, 11:23 AM
When Dr.Jones?;)
I hope i will finish the next beta release next week....

:woot:

brett25
07-24-11, 01:30 PM
schweeeeeet!:woot:

Magic1111
07-24-11, 01:55 PM
http://www.mediafire.com/imgbnc.php/b787b54e5076593fc72170ba8bcf2f4defcb8902505670e449 d2c37a81c9efd16g.jpg]

Very, very nice !!! :rock::rock::rock:

Best regards,
Magic

DrJones
07-24-11, 02:55 PM
See Post 1:salute:

reaper7
07-24-11, 03:33 PM
Well done Mate, its looking great :yeah:

Captain Can
07-24-11, 03:36 PM
hey J.

been waiting for this. glad to see a beta release is coming soon. screenshots look so cool! :rock:

DrJones
07-24-11, 03:36 PM
Well done Mate, its looking great :yeah:

Thank you very much reaper....more interesting for me is, if every thing i've done is working correctly. Still a lot of Details, which has to be done in the next days.

We will see what's happen.

Best Regards

DrJones:salute:

reaper7
07-24-11, 03:41 PM
I wish you all the best with this Interface mate - Makman's GUI's are still my favourite :D.
Your doing an excellent job converting his Magui to SH5 :rock:, just wish I had time to get my own finished these days - but I'm spread to thin :dead:.

Keep up the great work my friend :Kaleun_Applaud:

Sepp von Ch.
07-24-11, 03:46 PM
Absolutely brilliant work Dr.Jones! I love this binos (Zeiss optik:rock:)! Would be please possible to make the UZO interace as in reaper7īs UI (e. g. here: http://www.subsim.com/radioroom/showpost.php?p=1605444&postcount=507 )

http://s3.postimage.org/1vx1z51z8/03_UBoat_Binoculairslge.jpg (http://postimage.org/image/1vx1z51z8/)
http://s3.postimage.org/1vxdjwhfo/udf7x50.jpg (http://postimage.org/image/1vxdjwhfo/)
http://s3.postimage.org/1vxguz6f8/udf7x5013.jpg (http://postimage.org/image/1vxguz6f8/)



And this please? http://www.subsim.com/radioroom/showpost.php?p=1649217&postcount=586

These binos, UZO and scopes interface as here ( http://www.subsim.com/radioroom/showpost.php?p=1519159&postcount=309 ) are just details, but very important for realistic and funny immersion in this great subsim!:arrgh!:

I like very much your UI Dr.Jones! :salute:

Sepp von Ch.
07-24-11, 03:48 PM
...just wish I had time to get my own finished these days - but I'm spread to thin :dead:.




Will be a update of your great UI reaper7?:o

DrJones
07-24-11, 03:58 PM
Absolutely brilliant work Dr.Jones! I love this binos (Zeiss optik:rock:)! Would be please possible to make the UZO interace as in reaper7īs UI (e. g. here: http://www.subsim.com/radioroom/showpost.php?p=1605444&postcount=507 )

And this please? http://www.subsim.com/radioroom/showpost.php?p=1649217&postcount=586

These binos, UZO and scopes interface as here ( http://www.subsim.com/radioroom/showpost.php?p=1519159&postcount=309 ) are just details, but very important for realistic and funny immersion in this great subsim!:arrgh!:

I like very much your UI Dr.Jones! :salute:

Hi Josef,

thanks for your feeback...yes these are still nice screens you sent with the links. This is something i think for the future to think about.

More important is now to get the basics running.

Especially i use the camera.dat makman made and his view of periscope and obsscope, because i wanted to include the original magui parts first.

But thank you so far for your great ideas.

Best Regards

DrJones:salute:

DrJones
07-24-11, 04:00 PM
I wish you all the best with this Interface mate - Makman's GUI's are still my favourite :D.
Your doing an excellent job converting his Magui to SH5 :rock:, just wish I had time to get my own finished these days - but I'm spread to thin :dead:.

Keep up the great work my friend :Kaleun_Applaud:

Just a note....i was able to implement your way of the stadimeter fix and it works fine :D

KING111
07-24-11, 06:17 PM
it all looks great when its done i will put
SH5 on again and have a go :yeah:

shortspecialbus
07-24-11, 06:54 PM
I'm very excited for this mod. I had been holding off on SH5 until something like this came along, I'd like to replace my aging SH3 install with this. Thanks!

GT182
07-24-11, 07:34 PM
Is there a link for the download, or is it not yet finished?

This is one very very nice looking TDC mod. :yeah:

brett25
07-25-11, 01:44 AM
can anyone tell us how this will work in the mod soup? OM must go completely?

reaper7
07-25-11, 01:26 PM
Will be a update of your great UI reaper7?:o

Yes, eventually ;)

Just a note....i was able to implement your way of the stadimeter fix and it works fine :D

Glad to hear it worked for you :up:

makman94
07-25-11, 09:50 PM
Amazing progress DrJones ,really amazing ! :yeah:
it is getting better and better every time you update your thread :up:

all the best to your efforts ! :Kaleun_Cheers:

andycaccia
07-26-11, 11:55 AM
BRILLIANT!!!:know:

DrJones
07-31-11, 08:20 AM
Release updates post 1

brett25
07-31-11, 02:51 PM
woohooo!:woot: Dr Jones could you post your modlist sometime when you have a chance.:salute:

DrJones
07-31-11, 03:21 PM
woohooo!:woot: Dr Jones could you post your modlist sometime when you have a chance.:salute:

Hey Brett,

actual there is no modlist which i can post. But it is still in progress.
The actual step is to set up details to the the interface.

The next step is the combination with the existing mods.

The has to be found out by the community.

Best Regards

DrJones

DrJones
08-02-11, 03:08 PM
Release Infos in post 1

KING111
08-02-11, 04:00 PM
at last at last i have been looking every day
to see if its out thank you i thank you
now to try it out and see if its as good as it looks :yeah::yeah::yeah::salute::salute::salute::salute:

KING111
08-02-11, 06:01 PM
help just 2 thinks the text is in Germen?
and for some reasion i can not fire and torpeto's :damn:

mobucks
08-02-11, 06:48 PM
this GUI is sexy.

Stormfly
08-02-11, 08:16 PM
hmm nice boobs :D

kiwi_2005
08-03-11, 12:43 AM
Ive been waiting for this! :yeah:

DrJones
08-03-11, 01:22 AM
help just 2 thinks the text is in Germen?
and for some reasion i can not fire and torpeto's :damn:

Hey King,

yes the text is in german...an english version will follow.

To shot torpedoes you have to activate the tube control panel.

in the Stations Periscope, Obs Scope and Uzo you have to Click the buttun in the lower right.

there are three of them. it's the third vom the rigth. Then a panel will slide in.

in this panel there are two switches for each tube. the left one is to flood the tube an the right one is to open the tube.

It's still workin in a flat style. In the future it will work with sond, blinking lamps and a delay until the tube is flodded. YOu can not open a tube, when the tube is not flodded.

Best Regards

DrJOnes

KING111
08-03-11, 06:48 AM
thanks for the NFO drjones
it works great now i know what to do
thanks for a great mod:yeah::salute:

brett25
08-05-11, 11:14 AM
thank you DR Jones:woot: will give this a try. This mod will surely breathe new life into this into this game:salute:

DrJones
08-05-11, 11:19 AM
thank you DR Jones:woot: will give this a try. This mod will surely breathe new life into this into this game:salute:

Thank you for your post. remember an update is comming soon with some corrections.

Please tell me if something existing going wrong.

Best Regards

DrJones:salute:

Deep Six
08-09-11, 02:58 PM
Beautiful GUI, Wow after a long hiatus of not wanting to go anywhere near SH5. This mod has definitely got my attention, just waiting on the English version to me made available and I can probably get the game out of mothballs and play again.

Amazing mod.....Kudos :yeah:

fromhell
08-10-11, 05:15 AM
installed ok , but found myself at the german game internet server?:cry:

DrJones
08-12-11, 01:56 PM
installed ok , but found myself at the german game internet server?:cry:

it may depend on the german menu.txt wich has to be translated first in english.

i have an eye on this. translation will follow.

Best Regards

DrJones

viper2500
08-12-11, 05:37 PM
Great Mod! Thanks. But i have a problem: I canīt firing torps from UZO screen.
Any idea?


P.D:sorry for my bad english.:)

brett25
08-12-11, 09:07 PM
But i have a problem: I canīt firing torps from UZO screenE

as dr jones mentioned earlier, make sure you first flood the tubes- only then wull you be able to open the tube and thus fire a torpedo

viper2500
08-13-11, 07:14 AM
Yes, i know it. I have proved what you say and the problem continues.
A bug?

Thanks

DrJones
08-14-11, 12:04 PM
Yes, i know it. I have proved what you say and the problem continues.
A bug?

Thanks

Thanks for your feedback i will have a look at it...

Best Regards

DrJones

DrJones
08-16-11, 03:04 PM
Hi @ all

here i got a new shot from the nav map.

http://www.mediafire.com/imgbnc.php/a688bb131583f7078e637fbc2633a772ae0e52f494d596104a ca213fa5cf191b6g.jpg

Regards

DrJones

mia389
08-16-11, 03:44 PM
Nice looking Jones! :up: Does your UI work with MO?

DrJones
08-16-11, 05:17 PM
Nice looking Jones! :up: Does your UI work with MO?

As there is no support from tdw it is still not compatible. I'm still wating for response from him.

Best Regards

DrJones:salute:

Stormfly
08-17-11, 03:57 AM
As there is no support from tdw it is still not compatible. I'm still wating for response from him.

Best Regards

DrJones:salute:

most importent for me are the radio and campaign messages :yep:
then auto slide out pannels, later perhaps real navigation...

...yes sometimes he is very busy not even able to respond :88)

Deep Six
08-18-11, 06:04 PM
Looking very nice indeed, but I'll have to wait till the English Version is released....

Keep up the great work you are doing in bringing this mod to SH5.. :yeah:

Cheers

Deep Six :salute:

DrJones
08-20-11, 08:07 AM
Written Updates Post 1

fromhell
08-24-11, 03:22 AM
is it possible with a little help, that i could put this mod into english
many thanks.

Ares356
08-30-11, 03:01 AM
OMG:) Thanks very cool!!

Magic1111
08-30-11, 04:30 AM
OMG:) Thanks very cool!!

:salute::salute::salute:Welcome aboard !!!:salute::salute::salute:

Kanelglass
08-30-11, 04:19 PM
Hi. I have tested your mod and everything works great, except for one small little thing; my AOB wheel in the TDC is dead locked, and even if I set the TDC to on/manual I can't turn it, does anyone know why?

Btw, thanks to all you modders for your great work! :DL

EDIT:
Oh sorry, it's the target-bearing-wheel that doesn't turn, but it's not too much of a problem because it seems to change when turning the attack periscope or UZO. It doesn't change visually when I turn the scope, but the firing angle seems to turn, so I guess it works.

DrJones
09-05-11, 03:23 PM
Hey Guys

i got it working.
I created a new clock wich can be toggled between 3 Types.

Just click in the middle of the dials an you switch the type of clock.
in the upper left and rigth of the toggle button for starting and stopping the clock there are the draggable areas.

Here are the three types.

i got the first chrono runnig and the others are still to add in the dials.cfg.

the quality of the clocks will also be fixed.

i banned the stock clock out of view. So the Clock will only be shown if you want it to be shown.

http://www.mediafire.com/imgbnc.php/0912be004af83aaf6b417552b0f254cdaab1d52fb3c11899a0 ffe656efcfb61a6g.jpg



http://www.mediafire.com/imgbnc.php/abd4c1ec7ac1fb9c9f515277fadb682971e9ab4546e17bee59 28adf44fb4d7e26g.jpg

http://www.mediafire.com/imgbnc.php/2dd2067e2aff82ed0fd490fabb006f718433e5c4bb5328cfb3 42e84b519a97be6g.jpg

This one will also be a part of the next update.

Still have not enough time to get it finished now.

But Work will go on.

Best Regards

DrJones

Trevally.
09-05-11, 03:35 PM
Thats a great feature DrJones:yeah:

Magic1111
09-05-11, 03:36 PM
Hey Guys

i got it working.
I created a new clock wich can be toggled between 3 Types.

Just click in the middle of the dials an you switch the type of clock.
in the upper left and rigth of the toggle button for starting and stopping the clock there are the draggable areas.

Here are the three types.

i got the first chrono runnig and the others are still to add in the dials.cfg.

the quality of the clocks will also be fixed.

i banned the stock clock out of view. So the Clock will only be shown if you want it to be shown.

...



This one will also be a part of the next update.

Still have not enough time to get it finished now.

But Work will go on.

Best Regards

DrJones

Hi !

Excellent News !!! :rock::rock::rock:

Best regards,
Magic

Sartoris
09-05-11, 04:36 PM
Wow, this looks amazing! So atmospheric! I hope you and TDW can make it compatible with OM. It's incredibly inspiring to see so many great modders working on this game. :salute:

DrJones
09-07-11, 12:32 PM
Wow, this looks amazing! So atmospheric! I hope you and TDW can make it compatible with OM. It's incredibly inspiring to see so many great modders working on this game. :salute:

Thank you...i think some day it will be compatible with MO.

Regards

DrJones:salute:

Illyustrator
09-07-11, 02:01 PM
Hi, DrJones.
...i think some day it will be compatible with MO.
:o And You trust in it? It really is necessary to you? (A question rhetorical).

I am assured, Your interface (after a while) will occupy Favourable position among fans SH5.
Very much You I ask. Do not complicate the interface abundance of options as at TDW_NewUIs.:O: It is necessary convenient (Intuitively-clear) and realistic-historical.
To You it is necessary, separate Mega-mod.

From the bottom of the heart I wish Good luck!!!:salute:

Sargazm
09-24-11, 02:06 AM
any updates on the english version? just wondering.

Magic1111
09-24-11, 01:44 PM
any updates on the english version? just wondering.

Read post #169! :03:

Sargazm
09-24-11, 08:04 PM
thanks Magic! ~S~

Magic1111
09-25-11, 04:11 AM
thanks Magic! ~S~

Youīre welcome mate!:up:

simsurfer
09-27-11, 06:51 PM
Looks good, waiting for the English version.

Magic1111
10-25-11, 04:00 AM
Hi DrJones!

Any Progress/News? :hmmm:

Best regards,
Magic:salute:

TheBeast
10-25-11, 05:38 AM
Looks good, waiting for the English version.

I created a CSP MaGUI English Menu.txt version.
It is JSGME ready. Just enable after CSP MaGUI MOD.
You can download from my MediaFire.

http://www.mediafire.com/?w86iapklybbsw (http://www.mediafire.com/?w86iapklybbsw)

I hope this helps.

Regards!
TheBeast

TheBeast
10-26-11, 11:43 AM
Found error in NOL_T3Cimmaron.cfg that causes CTD in Museum and does not allow the T3 Tanker to load in game.
The NOL_T3Cimmaron.cfg file was changed by this MOD.

You have:
3DModelFileName=data/Sea/NOL_T3Cimmaron/NOL_T3Cimmaron
Should be:
3DModelFileName=data/Sea/NOL_T3Cimmaron/NOL_T03

When tracking down the above issue, I also found another stock Roster CFG error for this boat as well.
(didnt check all contries for this error)
data\Roster\British\Sea\OLT3Cimmaron.cfg

Actual:
[Texture 1]
LightmapTextureName=data/Sea/NOL_T3Cimmaron/NOL_T03_O01.tga

Should be:
[Texture 1]
LightmapTextureName=data/Sea/NOL_T3Cimmaron/NOL_T03_AO01.tga

DrJones
10-27-11, 02:13 AM
Found error in NOL_T3Cimmaron.cfg that causes CTD in Museum and does not allow the T3 Tanker to load in game.
The NOL_T3Cimmaron.cfg file was changed by this MOD.

You have:
3DModelFileName=data/Sea/NOL_T3Cimmaron/NOL_T3Cimmaron
Should be:
3DModelFileName=data/Sea/NOL_T3Cimmaron/NOL_T03

When tracking down the above issue, I also found another stock Roster CFG error for this boat as well.
(didnt check all contries for this error)
data\Roster\British\Sea\OLT3Cimmaron.cfg

Actual:
[Texture 1]
LightmapTextureName=data/Sea/NOL_T3Cimmaron/NOL_T03_O01.tga

Should be:
[Texture 1]
LightmapTextureName=data/Sea/NOL_T3Cimmaron/NOL_T03_AO01.tga


Thank you....i am still too busy in job and my family that i don't find any time to finish the next update.

Thanks for your english version.....:salute:

Best Regards

DrJones

Magic1111
10-27-11, 03:14 AM
Thank you....i am still too busy in job and my family that i don't find any time to finish the next update.

Thanks for your english version.....:salute:

Best Regards

DrJones

Hi!

Okay, thx for reply!

Then we must wait for the next update...:Kaleun_Crying:

Best regards,
Magic:salute:

ologuy
11-24-11, 06:13 PM
Any updates on the mod? Really looking forward to the next update!

DrJones
11-25-11, 03:25 AM
Any updates on the mod? Really looking forward to the next update!

Hey ologuy,

hope i will some more time in my xmas vacation.

Best Regards

DrJones:salute:

Magic1111
11-25-11, 04:49 AM
hope i will some more time in my xmas vacation.


Sounds good...! :yep:

GhengasCon
12-04-11, 06:02 AM
can anyone tell me how to close the AOBF wheel after it is opened in the attack or observation periscopes??

uekel
12-04-11, 09:24 AM
Hmm... I know that problem! :D Itīs one click:

http://img32.imageshack.us/img32/2377/sh5img20111204144957.jpg

GhengasCon
12-04-11, 11:22 AM
SWEET!!!!...was driving me nuts!...Thanks UeKel!

GhengasCon
12-09-11, 08:12 PM
Ok...still have one more problem...I love the UI but whenever i switch to the AOBF in the attack or Obs. periscope I cannot close it. The AOBF wheel is so big the knob to close it with is hidden behind the 3 buttons. I know this has something to do with screen resolution. I tried the Makman 16:9 resolution fix ( I have a laptop with wide screen) but no luck. any suggestions or work arounds?

DrJones
12-10-11, 10:15 AM
Ok...still have one more problem...I love the UI but whenever i switch to the AOBF in the attack or Obs. periscope I cannot close it. The AOBF wheel is so big the knob to close it with is hidden behind the 3 buttons. I know this has something to do with screen resolution. I tried the Makman 16:9 resolution fix ( I have a laptop with wide screen) but no luck. any suggestions or work arounds?

Hey GhengasCon....thanks to point me to it.

I know there are still a lot of points to fix...i'am still thinking about solution, that the AOBF is sizing automatic relative to the soulution you play SH5.

Please tell me all the things wich are still not working. I hope i can get back to it in my 3 weeks xmas vacation to keep on working on it....

Best Regards so far...

DrJones :salute:

uekel
12-10-11, 11:01 AM
Hi GhengasCon!Ok...still have one more problem...I love the UI but whenever i switch to the AOBF in the attack or Obs. periscope I cannot close it. The AOBF wheel is so big the knob to close it with is hidden behind the 3 buttons. I know this has something to do with screen resolution. I tried the Makman 16:9 resolution fix ( I have a laptop with wide screen) but no luck. any suggestions or work arounds?A workaround for closing the AOBF would be to to hide temporarly the UI. In most cases is it [.] on the NumPad. (With [F1] you see the key mapping.) Perhaps it is sufficient to to reach the knob.

EDIT: stock game [shift]+[Z] or maybe [shift]+[Y]

Yamato_NF
12-10-11, 11:12 AM
going to try this GUI out! :up::yeah::woot:

DrJones
12-18-11, 05:48 AM
...my christmas vacation is there and i've still got 3 weeks at home to work further on this mod...

Will see what could be done in this time...

Best Regards

DrJones:salute:

Magic1111
12-20-11, 10:55 AM
...my christmas vacation is there and i've still got 3 weeks at home to work further on this mod...

Will see what could be done in this time...

Best Regards

DrJones:salute:

All the best for your work an "HAPPY CHRISTMAS" in advance! :up:

Best regards,
Magic

reaper7
12-20-11, 04:08 PM
Hey GhengasCon....thanks to point me to it.

I know there are still a lot of points to fix...i'am still thinking about solution, that the AOBF is sizing automatic relative to the soulution you play SH5.

Please tell me all the things wich are still not working. I hope i can get back to it in my 3 weeks xmas vacation to keep on working on it....

Best Regards so far...

DrJones :salute:

Hi Mate, a quick and easy fix for the problem would be to move the Page_layout and Page_Default_Hud lower in the page (menu_1024_768.ini) order so they are below the Page_Attacksope, Page_ObsScope that way the RAOBF will be on top of the OrderBar instead of below it. :up:

For example here is mine from Ui_boat


45=3F;Page layout
46=0A;Page Default Hud
47=3B;Page TDC
48=42;Page PositionKeeper
49=27;Page binocular
50=28;Page UZO
51=2B;Page obs periscope
52=26;Page attack periscope
53=07;Page Attack Periscope 2


Another solution would be to make the close button transparent and place it in the center of the scope, that way its activated by clicking within the scope to close the RAOBF. :up::up:

DrJones
12-21-11, 01:31 PM
Hi Mate, a quick and easy fix for the problem would be to move the Page_layout and Page_Default_Hud lower in the page (menu_1024_768.ini) order so they are below the Page_Attacksope, Page_ObsScope that way the RAOBF will be on top of the OrderBar instead of below it. :up:

For example here is mine from Ui_boat


45=3F;Page layout
46=0A;Page Default Hud
47=3B;Page TDC
48=42;Page PositionKeeper
49=27;Page binocular
50=28;Page UZO
51=2B;Page obs periscope
52=26;Page attack periscope
53=07;Page Attack Periscope 2


Another solution would be to make the close button transparent and place it in the center of the scope, that way its activated by clicking within the scope to close the RAOBF. :up::up:

That's interesting.

I didn't even think about that...thank you to point on that for me....

Best Regards

DrJones
p.s. How far is yours sh3 project????

reaper7
12-21-11, 05:15 PM
You're welcome my friend, just happy to share the knowledge. Even though I've gone back to SH3 still like to see SH5 go as far as it can for all to enjoy. :up:
And being a huge fan of Makman's UI I'm glad to see you getting closer and closer to bringing it to Sh5.

Some very Interesting things happening with our Sh3 Project - stuff previously Impossible.
Check out the vids on our website http://www.u-boot-hahd.com/video.html
Some Interesting new feature requested for years :D And now working within Sh3.
Dragable and clickable Stopwatches (Just like in Sh5)
Impact Angle Dial (Coded In all SH series except Sh3 - very strange omission :06:)
Working U-Jadg Stophur (Unavailable anywhere else - full 100sec revolution)
Thanks for asking :up:

kiwi_2005
12-24-11, 04:25 AM
has an update for the English menu txt come out yet?

DrJones
12-24-11, 05:34 AM
has an update for the English menu txt come out yet?#

Yes there is one.

TheBeast created on...look at this link.

Wish you a merry x-mas

http://www.mediafire.com/?w86iapklybbsw

Best Regards

DrJones:salute:

kiwi_2005
12-24-11, 05:43 AM
#

Yes there is one.

TheBeast created on...look at this link.

Wish you a merry x-mas

http://www.mediafire.com/?w86iapklybbsw

Best Regards

DrJones:salute:

Thanks very much :yeah: and have a merry x-mas too :salute:

kiwi_2005
12-24-11, 09:46 AM
fantastic UI mod :rock:

I just have one small problem my uboat is sitting in Charleston Harbor USA at periscope depth trying to take photos as I have to recon the harbor, but when I target a ship no photo button shows up. Is there a key I have to press or something. :hmmm:

edit: Nevermind, I surfaced and was able to take photo with UZO

TheBeast
12-24-11, 06:52 PM
fantastic UI mod :rock:

I just have one small problem my uboat is sitting in Charleston Harbor USA at periscope depth trying to take photos as I have to recon the harbor, but when I target a ship no photo button shows up. Is there a key I have to press or something. :hmmm:

edit: Nevermind, I surfaced and was able to take photo with UZO
Even though you were able to take photo using Uzo this is still a bug.
The Take Photo function is only supposed to work from Periscope.

You can also edit your data\CFG\Commands.cfg and bind a key to WP_Take_Photo.
Myself, I use CTRL-P.
[Cmd350]
Name=WP_Take_photo
Contexts=1
Key0=0x50,c,"CTRL + P"

fromhell
12-25-11, 03:52 AM
absulutely love this mod, its brilliant.:yeah:
dont seem to be able to fire torps through uzo, fire through periscopes fine.:hmmm:
could it be something i am not doing?:oops:
i flood tubes and everything.
merry xmas to you all:woot:

FurphyForum
12-26-11, 07:05 AM
absulutely love this mod, its brilliant.:yeah:
dont seem to be able to fire torps through uzo, fire through periscopes fine.:hmmm:
could it be something i am not doing?:oops:
i flood tubes and everything.
merry xmas to you all:woot:

I have the same problem too :yep:

DrJones
01-03-12, 03:09 PM
I have the same problem too :yep:

Thank's you point me on this...it's on my Todo List...

Best Regards

DrJones:salute:

DrJones
01-03-12, 03:17 PM
Hey @ all,

just used the time to play a little bit with XML Files.

Now i got it working that Map Options for Example can be changed on the fly and be saved in an XML File so that the own Choice of Map Options are saved permanent.

For that i've created also dll Files written in CSharp to get this working.

The next Step i'am working on, is an Separate XML only for Soundfiles to override the Problems with the sdl file. Here you can also define soundfiles, giving them a name and adjust a soundlevel...

It's just a little step but a step in the correct way i think....

These Soundfiles can also be played with a separte dll

Further informations will follow

Best Regards

DrJones:salute:

DrJones
01-07-12, 03:25 PM
I have the same problem too :yep:

Hey @ all,

it seems, that i've still forgotten to implement this function:doh:...it is fixed in the next release..

Best Regards

DrJones:salute:

DrJones
01-07-12, 04:09 PM
Just toggeled arround with the main menu....the video played is the one from sh3...just a little gimmic

http://www.mediafire.com/imgbnc.php/02d4e2771258267d32b78dda367790ce9df1004c20313b3be8 4351a6127c52446g.jpg

There are still some parts of the menues wich will get a little rearrangement...they are looking sometime still to modern for me...

Best Regards

DrJones :salute:

mobucks
01-07-12, 07:06 PM
Heh nice! Keep up the good work Jones!

fromhell
01-08-12, 09:15 AM
Hey @ all,

it seems, that i've still forgotten to implement this function:doh:...it is fixed in the next release..

Best Regards

DrJones:salute:

really looking forward to your next release, will it be soon please.:yeah:

DrJones
01-08-12, 09:31 AM
really looking forward to your next release, will it be soon please.:yeah:

Absolutley....it wont take so long this time....

Best Regards

DrJones:salute:

DrJones
01-09-12, 03:13 PM
:salute:Hey @ all

just began to create the TDC for the Nav map...it has something known from magui attack map also as in stock....it is a sliding in part wich can be called.

because i got the files from makman magui mod the grafics need a little workarround because of the sharp edges...


http://www.mediafire.com/imgbnc.php/99c4325def39f39c941c66d76f2f3257aab80d31c3ac4ee080 5d68a207adaf016g.jpg


More will follow......;)

Best Regards

DrJOnes

ologuy
01-16-12, 07:10 PM
I'm really looking forward to the next version. You're the only one who tries to bring back the look and feel of the good old SH3 MaGui. The only reason why SH5 isn't dead to me is because of people like you.
Thank you very much for your efforts!

DrJones
01-17-12, 03:54 PM
I'm really looking forward to the next version. You're the only one who tries to bring back the look and feel of the good old SH3 MaGui. The only reason why SH5 isn't dead to me is because of people like you.
Thank you very much for your efforts!


Thank you very much...this is something wich always helps me to stand up an continue.

At this time i've got a heavy medias otitis fever and a heavy caugh, so i am not able to continue my work as i promissed to release the next update soon.

Sorry guys...when i feel better i concentrate again for this.

Best Regards

DrJones:salute:

DrJones
01-17-12, 04:03 PM
....for at least 741 Downloads of this mod...:cool:

Wonder that there is less feeback...:hmmm:

Best Regards so far....

DrJones:salute:

fromhell
01-17-12, 06:05 PM
DRJones get well soon.
all the best:salute:

Stormfly
01-18-12, 04:49 AM
iam just waiting for the next version, cant go without the radio messages sounds and so on.

TheBeast
01-18-12, 04:56 AM
Thank you very much...this is something wich always helps me to stand up an continue.

At this time i've got a heavy medias otitis fever and a heavy caugh, so i am not able to continue my work as i promissed to release the next update soon.

Sorry guys...when i feel better i concentrate again for this.

Best Regards

DrJones:salute:
I am also looking forward to seeing your latest works.:rock:
I hope you are able to recover quickly.:sunny:

If there is anything I can do to help, just let me know.

Regards!
TheBeast

DrJones
01-18-12, 02:49 PM
Thank you @all

@Stormy: Yes the Radio mod will be included. I got the permission from tdw.

@thebeast: thank for your offer. i will let you know if there is something.

As Illystrator told one time...there has to be a new mega mod package wich is suitable for magui.

the thing is, we should try to combine the well known enviroment mods, interiormods and so on not binded only to magui, so it can be suitable for every interface mod...of course not without the permission of the former contructors of the single mods....

Best Regards

DrJones:salute:

DrJones
01-21-12, 12:36 PM
:woot::woot::woot::woot:

ologuy
01-21-12, 03:34 PM
Really glad you're feeling better.

DrJones
01-21-12, 03:54 PM
Really glad you're feeling better.

It is getting better more and more everyday...still on the work

DrJones
01-25-12, 11:33 AM
The single parts of the tdc can be called by a control panel in the left and they will slide in. also the old known magui maptools are activated here

http://www.mediafire.com/imgbnc.php/b800e3c1ed6f91dd69460f1e5a2304e60e24fc29992c070ab9 85382e3cbcd93d6g.jpg

fromhell
01-25-12, 12:50 PM
:rock::rock::rock:

fromhell
01-25-12, 12:51 PM
looks really good:rock::rock::rock:

DrJones
01-25-12, 06:25 PM
I just startet to make some nightfilters for the interfaceparts...

in the screenshot it is visible how it is looking compared with the original slidein od the tdc...question to the audience...is it dark and red enough???

http://www.mediafire.com/imgbnc.php/1402840b01bd2db66f06d3175d0cb3d9886e0a6d6ee698993f a18bab4a8850f56g.jpg

Best Regards

DrJones:salute:

P.S.: I must have been crazy starting making night layers...the whole day i did nothing else then creating layers for each screw i've implemented:doh:

ologuy
01-25-12, 08:36 PM
looks perfect imo