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Ruby2000
06-10-11, 03:24 AM
Hi Zedi,

OK, thanks :DL

Best Regards

Ruby

lesec74
06-11-11, 05:09 AM
Hello,
and sorry for my english, I'm french

How install your campaign ?
many thanks for your job:yeah:

Zedi
06-11-11, 05:31 AM
Hi.

Right now its a WIP=Work In Progress. We dont have a release date .. yet.

Ruby2000
06-11-11, 04:30 PM
Hi Zedi,

here is the link to the German Forum for your mod :up:

http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/2621083039

Great job!


@gap
Your flags are amazing! :DL
Also a great job!
Can you create maybe German flags without HK?


Best Regards

Ruby

Trevally.
06-11-11, 05:24 PM
Looks good Ruby:up:

My first Greek kill in the Med:rock:
http://img101.imageshack.us/img101/397/greekq.jpg

gap
06-11-11, 06:34 PM
@gap
Your flags are amazing! :DL
Also a great job!


Hi Ruby,
thanks for your appreciations :DL

The flags are just the least part of the new campaign, but indeed they are a nice addition.
Currently I and Rongel are working on some troubles with flags transaparencies, but I hope we can solve them before Zedi and Trevally will have the mod ready.


Can you create maybe German flags without HK?


Do you mean swastika free flags?
If so, yes of course we can! :smug:
Do you have in mind any particular design for them both (naval and civil)?

gap
06-11-11, 06:42 PM
Nice shoot Trevally!

If you're looking for new tagets, I've the Nippon Tanker 90% ready. Giving to it the last touches.

Wich ship should I import next?

Looks good Ruby:up:

My first Greek kill in the Med:rock:
http://img101.imageshack.us/img101/397/greekq.jpg

Ruby2000
06-12-11, 05:16 AM
Looks good Ruby:up:

My first Greek kill in the Med:rock:
http://img101.imageshack.us/img101/397/greekq.jpg


BOAHHH... Trevally, that's an explosion! :yeah: GREAT!


@gap
Yes I mean swastika free flags for the German Mod.

I'm not the flag expert.

Compare the flag.dds. (german/english version) The English design of the flag is much better.

All German naval Flags
german.dds, German_m.dds (total 4 Flags large and small)

and the new naval Flags form the MO-MOD
7A_Flag_1.dds, flagchart.dds

There are more flags, but then are all the same structure.

If you have no German flags, then you can download my German-Mod.
The German flags have made a few friends and I. But your flags are much better. :up:
http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309


some troubles with flags transaparencies
I don´t understand you problem. The picture with the danish flag is good. What is exactly wrong?


Best regards

Ruby

Trevally.
06-12-11, 05:59 AM
BOAHHH... Trevally, that's an explosion! :yeah: GREAT!


This is TDW FXv0.18 at work I think.
Its amazing, there was ripples of explosion like this.:yeah:

Rongel
06-12-11, 06:08 AM
I don´t understand you problem. The picture with the danish flag is good. What is exactly wrong?


Best regards

Ruby

The Danish flag is indeed very good!

The trouble is that I couldn't get the modified flags to show in Thfeu58's flag.dat file. It's a bit complicated story, but I spent days trying to achieve it. Only way I see it's possible is to build the flag.dat from the scratch, but that doesn't sound like a very nice job... But I believe gap is now trying to make it work, so let's hope he has a better luck with it. :DL

So right now the plan is to use normal flags for every nation and when the transparent types work, they will be added to the campaign mod.

Ruby2000
06-12-11, 06:10 AM
Its amazing, there was ripples of explosion like this.
Unbelievable :D

I need a test-version... :03:

Best regards

Ruby

Trevally.
06-12-11, 02:07 PM
Here is a wee snapshot of a new feature TDW is helping to add to the campaign, "campaign messages". Messages can be triggered by player location or time/date.:up:

This pic is from the new "mare nostrum" campaign where the player will start in Lorient and have to sail to their new base (La Spezia) in the Med
http://img146.imageshack.us/img146/2152/messagetn.jpg

Again this is just a demo.

PL_Andrev
06-12-11, 02:34 PM
Is not possible the default change from U021 to U-21?

TheDarkWraith
06-12-11, 02:40 PM
Is not possible the default change from U021 to U-21?

Uboat hull number is specified in options file :up:

There will be a version of campaign radio messages for those who do not use my UIs mod. That version will only give you campaign radio messages though. It will not use my radio messages box but instead the stock radio message display.

Trevally.
06-12-11, 03:10 PM
Uboat hull number is specified in options file :up:

There will be a version of campaign radio messages for those who do not use my UIs mod. That version will only give you campaign radio messages though. It will not use my radio messages box but instead the stock radio message display.

:yeah::DL

Zedi
06-12-11, 03:32 PM
Uboat hull number is specified in options file :up:

There will be a version of campaign radio messages for those who do not use my UIs mod. That version will only give you campaign radio messages though. It will not use my radio messages box but instead the stock radio message display.

Thats all we need. There are important events when the player will need to cease all operations and head to a designated area asap. A big thanks for working this out!

Ruby2000
06-13-11, 11:22 AM
Here is a wee snapshot of a new feature TDW is helping to add to the campaign, "campaign messages". Messages can be triggered by player location or time/date.:up:

....

Thats all we need. There are important events when the player will need to cease all operations and head to a designated area asap. A big thanks for working this out!

GREAT! :yeah:

@Trevally, Zedi
In which file these reports will stand?

Greetings

Ruby

Trevally.
06-13-11, 12:13 PM
GREAT! :yeah:

@Trevally, Zedi
In which file these reports will stand?

Greetings

Ruby

C:\Ubisoft\Silent Hunter 5\data\RadioMessages\English\1939\09\campaign_radi omessages.txt

This is where the sept 1939 messages are stored.
As you can see it is the same as the other radio messages but in different txt files.

This example is for TDW UI and may change for the stock version.

Ruby2000
06-13-11, 01:50 PM
Hi Trevally,

Wonderfull! :DL

I know, I have for the DeutschMod German radiomessages.

C:\Ubisoft\Silent Hunter 5\data\RadioMessages\German\1939\09.

Have the files (campaign_radiomessages.txt
) the same structures as the radio messages?


Greetings Ruby

Trevally.
06-13-11, 02:21 PM
here is a test txt file I am working on:-

; each field of the entry has a tab space between them
; start_date and end_date have the form YYYYMMDD. end_date has to be >= start_date.
; start_date_time and end_date_time are in military (24hr) time. end_date_time has to be >= start_date_time.
; trasmission_type is either: 0 = transmit once or 1 = transmit until received
; retransmission_interval is the time (in minutes) the game waits until trying to transmit the radio message again if not received prior
; long is the X distance from game origin in meters
; lat is the Y distance from game origin in meters
; radius is the radius around lat and long (in kms) the player has to be in for message to be considered for spawning (specify -1 for disabled - meaning lat and long not considered)
; to can only be player or all. If invalid entry is made here then it will default to all.
; message_body is the message to display to the player. Use | to indicate next line (carriage return + line feed)
; start_date start_date_time end_date end_date_time trasmission_type retransmission_interval long lat radius to (either player or all) message_body
;
19410315 1600 19410316 1800 1 20 0 0 -1 player Campaign radio message test 1 | This is time
19410315 1615 19410316 1815 1 20 0 0 -1 all Campaign radio message test 2|This should show on next line | this is also time
19410315 1615 19410316 1815 1 20 -404220 5725450 1 player Campaign radio message test 2|This should show on next line | this is radius
19410315 1615 19410316 1815 1 20 -399830 5716260 5 player Campaign radio message test 2|This should show on next line | this is radius
19410316 1615 19410317 1815 1 20 -399830 5716260 5 player Campaign radio message test 2|This should show on next line | this is radius different day 16th

as you can see there is a new section for radius set triggers.
For translation - you would change the text I have coloured green:up:

Ruby2000
06-13-11, 03:36 PM
Hi Trevally,

OK, a new structure with more options. :up:

Do you have the messages in a table?
I have all my German messages (and tdw´s english messages) in a table and a converter to create the text-files.

Greetings Ruby

Sepp von Ch.
06-14-11, 03:31 AM
I will be able to use your radio messages (It would be best if they were in German!) in Das Campaign-mod with other UI (reaper´s7, DrJones CSP) than TDW´s please?

Zedi
06-14-11, 04:46 AM
I want this mod to be stand alone so everybody can play it. If there is not other way, we better drop the message system. Ruby will work out the messages and the localisation, so you will have a german version too.

TheDarkWraith
06-14-11, 05:47 AM
I want this mod to be stand alone so everybody can play it. If there is not other way, we better drop the message system. Ruby will work out the messages and the localisation, so you will have a german version too.

As I said those who do not use my UIs mod will be able to receive campaign radio messages but nothing else. Those who use my UIs mod will receive the regular radio messages and also the campaign radio messages :up:

LordNeuro"Serbia"
06-14-11, 09:57 AM
Theat is gr8 stuff. I cann weit too see thise nice mod-camping redy and relised. And camping messeges is a wery nice touch.:yeah: All u need is a good man. Keep up the fantastic work and i hope u will manage too komplet it soon. I m just wery sorry for leking the knowlig too give u any help on thise amezing project. Thx for all involved in thise.:up:

Ruby2000
06-14-11, 03:42 PM
The Danish flag is indeed very good!

The trouble is that I couldn't get the modified flags to show in Thfeu58's flag.dat file. It's a bit complicated story, but I spent days trying to achieve it. Only way I see it's possible is to build the flag.dat from the scratch, but that doesn't sound like a very nice job... But I believe gap is now trying to make it work, so let's hope he has a better luck with it. :DL

So right now the plan is to use normal flags for every nation and when the transparent types work, they will be added to the campaign mod.

Thanks Rongel

Ruby

Ruby2000
06-14-11, 03:47 PM
As I said those who do not use my UIs mod will be able to receive campaign radio messages but nothing else. Those who use my UIs mod will receive the regular radio messages and also the campaign radio messages :up:

wonderful:yeah:

Ruby

Targor Avelany
06-14-11, 04:30 PM
can't wait for this to come out!!! Even though I'm still cleaning up and figuring all of my mods, but this just has a feel of a very well-done project :)

even if not finished yet.

:rock:

Txema
06-15-11, 07:38 AM
Excellent news !!!

:salute:

Txema

Yoram777
06-15-11, 05:04 PM
edit
nvm, just found my answer in the thread :P

haegemon
06-17-11, 08:32 PM
Will Scapa flow include the remains of wwI german fleet sunk in its waters? (those unrecovered by Cox & Danks Co before ww2)

http://ahoy.tk-jk.net/MoreImages/ScapaFlowGermanWrecks.jpg

iambecomelife
06-18-11, 12:18 AM
Will Scapa flow include the remains of wwI german fleet sunk in its waters? (those unrecovered by Cox & Danks Co before ww2)

http://ahoy.tk-jk.net/MoreImages/ScapaFlowGermanWrecks.jpg

It would take a lot of work to model all those WWI ships accurately. Perhaps someone can import the GWX shipwreck model as a stand-in for these wrecks (even though it's just a small cargo ship).

THE_MASK
06-18-11, 01:25 AM
It would take a lot of work to model all those WWI ships accurately. Perhaps someone can import the GWX shipwreck model as a stand-in for these wrecks (even though it's just a small cargo ship).Where does one find this ship , i might be able to be placed as a terrain object .

iambecomelife
06-18-11, 01:41 AM
Where does one find this ship , i might be able to be placed as a terrain object .

I think you have to download GWX to get it. I never saw it as a stand-alone download.

The General
06-21-11, 08:07 PM
http://img850.imageshack.us/img850/2543/1424qqv.jpg (http://imageshack.us/photo/my-images/850/1424qqv.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

afftorbas
06-22-11, 04:04 AM
excelent. thanks for hard working

tat501
06-22-11, 07:29 AM
Hi guys,

Does this mod include BRF? I just installed it and there seemed to be a conflict, JGSME greyed out BRF, Mighty Fine Crew Mod and DBSM.

Will these still work? Sorry for the stupid question but I looked around and could'nt find the answer.

Cheers.

Obelix
06-22-11, 07:53 AM
Hi guys,

Does this mod include BRF? I just installed it and there seemed to be a conflict, JGSME greyed out BRF, Mighty Fine Crew Mod and DBSM.

Will these still work? Sorry for the stupid question but I looked around and could'nt find the answer.

Cheers.
How did you install it, if he is still in development:o? Maybe you're talking about an open horizon:hmmm:? OH does not contain the BRF. Or in the run-in test version and I still missed:06:?

Zedi
06-22-11, 08:02 AM
Maybe he is talking about the other campaign.

Obelix, do you have any clue whats wrong with the type2 sub, the one you provided? Can you fix it? Also notice the smoke levitating in the air...

http://i1232.photobucket.com/albums/ff366/Zhedi/SH5%20misc/SH5Img2011-06-12_175140.jpg

Obelix
06-22-11, 08:14 AM
Obelix, do you have any clue whats wrong with the type2 sub, the one you provided? Can you fix it? Also notice the smoke levitating in the air...


Now I'll do it, see what I can do about it. It would be good if Steel Viking TheDarkWraith or suggest how to fix it, but they have a lot of other things, so try himself. I know where to look, remain patient and hold a series of tests to ensure success.

Obelix
06-22-11, 08:35 AM
Also notice the smoke levitating in the air...

In this case, would be relevant hint of TheDarkWraith. In this model, used file NSS_Uboat7a_FX.fx of mod Sub_Exhaust_1_0_5_byTheDarkWraith. These files are all created by him, such a file in the game was not.

SteelViking
06-22-11, 09:30 AM
I know where the problem is on that type II. data/Objects/sensors/UBoot_Sensors.sim there are obj_Exstensible controllers tha control how high periscopes, radio loops and the like can go. They are obviously set too high for the type II.

Now you can't just go changing those values without messing up the other subs. But, in the Uboot_Sensors.GR2 there is a set of smaller periscopes and radio loop. Perhaps the .eqp file of the type II should be pointed to those and their values adjusted.

Would take a good amount of testing to make sure everything was okay.

Hope this helps folks. Sorry if I am not pointing out anything you didn't already know.
:salute:

Obelix
06-22-11, 09:43 AM
@SteelViking
Yes, Now I found that the periscope type_2 given too much height - 5 m (7c - 4m in stock uboot_sensor). With redirection in eqp I'll try, but I suspect problems with the coordinates of periscopes in space. They are not necessarily the mines periscopes.
Nevertheless, I'll have all the available methods.
And now the time has come to me in bed, while we already have the late

Zedi
06-22-11, 10:44 AM
Obelix, drop the smoke.. its not something important for a AI sub. Is more important to have fixed the scope and the rest of the levitating stuff.

SteelViking
06-22-11, 02:31 PM
Obelix, drop the smoke.. its not something important for a AI sub. Is more important to have fixed the scope and the rest of the levitating stuff.

The smoke will be very easy to get rid of. Just delete the .fx file for the type II. The .fx file for that sub ONLY adds that smoke and nothing else.

FallshirmjAEger
06-23-11, 07:02 AM
does this include the main menu vid with the 2 subs in the pen?

Zedi
06-23-11, 07:35 AM
No, the subs are for real. Some of the bases have 2 subs in a pen.

tat501
06-27-11, 12:01 PM
How did you install it, if he is still in development:o? Maybe you're talking about an open horizon:hmmm:? OH does not contain the BRF. Or in the run-in test version and I still missed:06:?

Yes sorry Obelix, I think I must have been talking about Open horizons, but I downloaded some file for Das Campaign from somewhere...maybe it was a test version? Thanks for the reply anyway.

Zedi
06-27-11, 12:56 PM
Thats funny, only few of us are testing the campaign and it should be no other test version available on the market.


Anyway, I was very busy lately but now I try to warm up the engines again. So far the testings had good result, no major bugs or problems. Except the compatibility issues. And there will be big problems with the mods made by TDW. And the conflicting files are critical for the campaign.

TDW, I sent you a test version for you to see what files are in conflicts, maybe your PM is not working because there is already more than a week since I wait for an answer regarding this issue. Also, if you finished those floating guns can you sedn it over pls, so I can start placing them into the campaign?

Rongel, SteelViking, Gap, Obelix.. if you guys have any update for me, please send it. The release date is closing and I wanna gather the latest updates from anybody who contributed to this project.

Sober.. you promised some work on the terrain, but I got no word from you for a very long time now. Are you still planning to do something about the shallow waters, block ships &stuff in Scapa or this is a lost cause? No way that I start learning the terrain editor too...

Sepp von Ch.
06-27-11, 02:17 PM
I am very sorry gentlemen, but I still have a problem with the CTD after activating this mod... Probably weak graphics card (GE Force 9800 GTX):-?

Trevally.
06-27-11, 02:28 PM
I am very sorry gentlemen, but I still have a problem with the CTD after activating this mod... Probably weak graphics card (GE Force 9800 GTX):-?

Can you post your mod list please Josef

Zedi
06-27-11, 02:44 PM
When you have ctd.. right after loading, attacking naval units or just random crash? Did you loaded this mod last on your mod list? I try to understand where is your hardware gets the most stress...

Sepp von Ch.
06-27-11, 03:00 PM
When you have ctd.. right after loading, attacking naval units or just random crash? Did you loaded this mod last on your mod list? I try to understand where is your hardware gets the most stress...

Hello Zedi,

yes, I have loaded this mod after these my mods:

http://s1.postimage.org/14gkycm10/image.jpg (http://postimage.org/image/14gkycm10/)
http://s1.postimage.org/14guvkozo/image.jpg (http://postimage.org/image/14guvkozo/)


I have CTD, when attacking the ships and aircrafts.



I also found out that I was always CTD´s after 5 minutes of play in the campaign Open Horizon - D-Day mission (June 6, 1944). My graphics card is probably too stressed.

Trevally.
06-27-11, 03:26 PM
There are many mod on that list where they will conflict with the new campaign. With time these may be made compatible.
Did you get the email with the mod lists on it?

Also I could not see the sub_hydro_fix mod:hmmm:
There have been a lot of subs and u-boats added to the campaign and your chance of meeting one and getting a ctd is high.

Sepp von Ch.
06-27-11, 03:36 PM
Did you get the email with the mod lists on it?

Also I could not see the sub_hydro_fix mod:hmmm:
There have been a lot of subs and u-boats added to the campaign and your chance of meeting one and getting a ctd is high.

Yes, I received your email. thanks Trevally.

Sub_hydro_fix mod? I know only Depth_Dependent_Hydrophone_1.0.0 - included in Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2 .

Zedi
06-27-11, 03:44 PM
...

I also found out that I was always CTD´s after 5 minutes of play in the campaign Open Horizon - D-Day mission (June 6, 1944). My graphics card is probably too stressed.

This is true. That card is unable to handle so many ships.. :|

I dont know how to solve this problem, I cannot understand why the SH ships/units suck so much memory and stress the PC. Is the biggest resource sucker game ever. Place 20 mines with 10 dolphins, 30 ships and 4 planes together and you have the perfect crash. How the heck we suppose to improve a game in this conditions? WTF is making these units to be such a huge resource suckers is beyond my understanding. And the millions of mods that is required to run this game makes things worst.

Trevally.
06-27-11, 04:09 PM
Yes, I received your email. thanks Trevally.

Sub_hydro_fix mod? I know only Depth_Dependent_Hydrophone_1.0.0 - included in Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2 .

See this thread here http://www.subsim.com/radioroom/showthread.php?t=174778

This will fix some of your problems:up:

Rongel
06-27-11, 04:19 PM
Hi!

Nice to see that release date is closing in. I'll send you new flags with small additions soon. I've been testing now the first campaing that you Zedi sent me some time ago, and it's been smooth sailing :DL. Some crashes, but I think it's because I fiddled with the mods during patrol.

Only thing that bothers me is the neon coloured bouys and their constant twinkiling sound. Has it been revised and tweaked? If not, I could lend a hand. I think it's better if the sound isn't repeated that often and the colours are less bright.

The random flag freeze problem from the imported ships is still a nasty bug, but I can't find the reason for it (and I've tried many things)... :nope: It seems to me that every one of the imported ships will cause it. Many people will post here and wonder why it does so when the mod is released...

But still this will be an awesome campaign changer! :up:

Sepp von Ch.
06-27-11, 04:19 PM
See this thread here http://www.subsim.com/radioroom/showthread.php?t=174778

This will fix some of your problems:up:

Thank you Trevally, I will test it! :salute: Can I activate this mod during patrol or only in bunker?


This is true. That card is unable to handle so many ships.. :|

I dont know how to solve this problem, I cannot understand why the SH ships/units suck so much memory and stress the PC. Is the biggest resource sucker game ever. Place 20 mines with 10 dolphins, 30 ships and 4 planes together and you have the perfect crash. How the heck we suppose to improve a game in this conditions? WTF is making these units to be such a huge resource suckers is beyond my understanding. And the millions of mods that is required to run this game makes things worst.

:cry: Your Open Horizons campaign is really great, I love especially your some unusual missions, but D-Day is the first mission, which I can´t finish.
I´ll have to get a better graphics card...
:roll:

Zedi
06-27-11, 04:47 PM
Hi Rongel, nice to see ya around! Yes, please fix the sdl with the buoys best as you can, I wil send you by pm a test version of the campaign so you have all the files together. If possible, can you see if the sld is compatible with FX pls?

Josef, believe me... makes me very sad that you cant play that mission in OH and you have such a hard time with this new campaign. My apologies and wish I could do something about, but hope you understand that is not much I can do. If we want a rich content campaign, I must add all these new units and they require more resource and a better PC.

Speaking about D-Day, I added it into the new Turning Point campaign, but this time is much more hardcore and with multiple objectives. France coast will be very busy starting May 44. Wish you could upgrade your card and play this campaign!

LordNeuro"Serbia"
06-27-11, 07:06 PM
Gr8 news on near completion of amezing work. I can weit too see it over and redy for play. I dont wont too rush anithing but cann u add same more pictures of ur amezing work. I think it would make ur weitnig easy. :oops:
Only if theat is not a big problem. Keep up the amezing work and thx for making thise game iven beter.:yeah:

Obelix
06-27-11, 07:13 PM
Hi Zedi!
Here is the file that fixes the periscopes. While this is an interim solution, I set the AI instead of periscopes sensors. I think it will come up for the campaign. Later, try to fix it permanently.
http://dl.dropbox.com/u/29330686/NSS_Uboat2a_AI.7z

Regards! :salute:
Obelix

TheDarkWraith
06-27-11, 07:51 PM
TDW, I sent you a test version for you to see what files are in conflicts, maybe your PM is not working because there is already more than a week since I wait for an answer regarding this issue. Also, if you finished those floating guns can you sedn it over pls, so I can start placing them into the campaign?

I'm writing some much needed software that will allow one to edit/merge/view/compare the Sh.sdl file. This will make it much easier to use this file.

Might even write some software for viewing/editing/merging/comparing zones files when done with this one.

Still working on floating guns.

Obelix
06-27-11, 08:12 PM
I'm writing some much needed software that will allow one to edit/merge/view/compare the Sh.sdl file. This will make it much easier to use this file.

Might even write some software for viewing/editing/merging/comparing zones files when done with this one.

Still working on floating guns.
WOW! It's very very great! :rock::salute:

Zedi
06-28-11, 02:49 AM
Thanks Obelix, much appreciated!


TDW, that software will not solve the compatibility problem. Lets take the names.cfg. The one used for this campaign its critical important, but I cannot merge it with yours, maybe only partially and then will have conflicts with other mods. And I just cannot work out several different names.cfg for every mod here that use this file. So your file should be compatible with the campaign one and best person to do this is only you, not a software.

Zones.cfg.. I still dont have an answer if this file is compatible with yours used in FX or whatever other mod use this file. My goal is to have this mod available for anybody and not force people to have a particular mod installed to make it work.


TDW, I have to ask you to have a look again on the mines. Not me, not any testers hit a mine so far. The only prove that a mine contact was made is a major drop in fps and a game crash on actually hitting a mine. Mostly when this is done with high TC. So what Im asking is this.. can you please make the crew report the surface floating mines? A simply "mine spotted" and a drop to TC1. We dont need to have them shown on map, but the crew should be able to spot and report them.

SteelViking did an excelent job with the zombie ships, those unit are not using any resources at all, no matter how much I use in one spot. Is not possible to remove the mines brains too and let only the explosion effect on? Is no need to have a "thinking" mine that will try to avoid or attack an enemy unit.. they just need to stay still and explode when hit.


@LordNeuro Weird as it sounds.. I dont play this campaign. My SH5 is a mess now and its crashing randomly. I dont have time to reinstall it, is why I asked few people to test it and report back the bugs. I know the campaign only through the editor. But there is not much to see, the biggest changes are not on visual but on detail and structure level.

LordNeuro"Serbia"
06-28-11, 09:29 AM
Thanks Zedi for ansvering. No problem i totaly undertud in what mess u r. Didnt wont too waste ur time. Just keep up the good work and Thanks for all involved in thise project for making thise game gr8 for as. Sorry for lecking skills for i would shore love too help in creation of thise fine mod.
Cheers for all of u:yeah:

Just whan qvestion i have for TDW or anybody alls how nows about moding and editing sh5. Is it posibole too add animation for deck gun crew of reloading gun and droping shels. I know sombady was working on somthing like theat for sh3 but theat was never finished.

SteelViking
06-28-11, 11:40 AM
Zedi taking a look at the mines has shown me this:
1. They have to AI, there is no brain. So, there is nothing we can do there.
2. They do have rudders and propellers, they are just hidden. Can we remove them, they should be stationary should they not?
3. Their caustics are setup in a way that does not work in SH5, I could try to fix that.

TheBeast
06-29-11, 03:21 AM
Spreaking of Rudder/Propeller - Are the mines missing StaticObject controller to keep them from drifting around?

Zedi
06-29-11, 05:49 AM
Zedi taking a look at the mines has shown me this:
1. They have to AI, there is no brain. So, there is nothing we can do there.
2. They do have rudders and propellers, they are just hidden. Can we remove them, they should be stationary should they not?
3. Their caustics are setup in a way that does not work in SH5, I could try to fix that.

Yes, they are static. But.. I noticed an interesting bug on the floating mines that could be actually a very interesting feature:

If I set them as undocked elite units, when you get close to them .. they start moving in your direction on a collision course. Its very cool but also scary to see them behave like a magnetic mine.

Problem with this is a major fps drop when closing or entering in a minefield because they act like some escort units. And when 20 escort unit are trying to "ram" you the game can even crash.

So I dont know what to say.. its a cool feature to have them moving and act like a magnetic mine, but on high TC the game can crash and you will dont even know why. So do what you think its bets, remove any unnecessary stuff like propelers, caustics etc.

But again.. the major problem is that the crew dont report them and you can run into a minefiled while sailing with high TC and that can cause problems. I dont know how can this problem be fixed. TDW managed to have the icebergs being reported and TC drop to 0, hope he can do the same with the mines.

Rongel
07-01-11, 11:18 AM
Finally I had some time to play the test version of the mod!

I have to say that the sailing through the port (Kiel) is really hard on my computer. Before this mod, ports were no problem, and I had good FPS. I think I have pretty decent machine:

Intel Core i5 CPU
8 Gt Ram
NVIDIA GeForce GTX 460

Still the frame rate went down and I just wanted to get to open seas. I know how frustrated you are Zedi because of this, but I could live with half of the ships that are docked in ports if we could get better FPS. Or maybe there could be somekind of Lite version?

This will be a great mod and I really like that it includes all the additions (icebergs, mines, bouys and so on). But I hope that it doesn't affect playability too much, so that players without monster computers can enjoy this too.

Ok, I will report more when I have played it more. Anyway a big thanks to all contributors! :salute:

Zedi
07-02-11, 03:57 AM
Rongel, I think this is just a bad game load. Sometimes happens with me too when I have such a low fps that I cant even move the mouse and a complete restart of the game is required.

Im saying this because I run this campaign with only 2Gigs and I dont have any fps loss in ports. Thats since SteelViking made the Z ships, maybe you remember the time when I was frustrated because Im unable to place ships in ports because they are a fps killer, so he made those ships to be used in ports. What is a real fps killer is the minefield.

Rongel
07-02-11, 11:47 AM
Rongel, I think this is just a bad game load. Sometimes happens with me too when I have such a low fps that I cant even move the mouse and a complete restart of the game is required.

Im saying this because I run this campaign with only 2Gigs and I dont have any fps loss in ports. Thats since SteelViking made the Z ships, maybe you remember the time when I was frustrated because Im unable to place ships in ports because they are a fps killer, so he made those ships to be used in ports. What is a real fps killer is the minefield.

Okay, have to try it again! I played the campaing only two times, on the second time I was playing with lowered resolution (1600x900) but the FPS were still very low in harbour. But if others have it working, it must be something on my setup. I'll try to fix the bouy-sound soon. To my eyes bouys are still too brightly coloured but it might be just my opinion! :D

TheDarkWraith
07-02-11, 12:19 PM
Okay, have to try it again! I played the campaing only two times, on the second time I was playing with lowered resolution (1600x900) but the FPS were still very low in harbour. But if others have it working, it must be something on my setup. I'll try to fix the bouy-sound soon. To my eyes bouys are still too brightly coloured but it might be just my opinion! :D

On my high end system I am getting 12-17fps in harbor (Total Germany - Kiel). Looking into why.....and already found many errors in the \data\Sea folder.

LordNeuro"Serbia"
07-02-11, 12:30 PM
I hope u will fix it to work on lower end mashins too. I have dual core intel 6650 cloked on 2,8 2 gigs of ram dd2, gtx 460 gainward 1 bg, so i hope u will make same mirricole for as too (low end comps ovners) so we cann play thise amezing campaig. :up:
Keep up the fantastic work.

TheDarkWraith
07-02-11, 12:53 PM
I hope u will fix it to work on lower end mashins too. I have dual core intel 6650 cloked on 2,8 2 gigs of ram dd2, gtx 460 gainward 1 bg, so i hope u will make same mirricole for as too (low end comps ovners) so we cann play thise amezing campaig. :up:
Keep up the fantastic work.

forgot to mention that I had 250 floating mines spawned outside of Kiel harbor (new Total Germany campaign) and that all my game settings are set to max and using 1920 X 1200 resolution. That's actually not bad considering how many units and non-units are being rendered/controlled. I've cut the mines to 125 and testing now to see what fps I get. Will edit with update...

with 250 mines I had ~17fps.
with 125 mines I had 19-20fps. What's so good about this is that the number of mines didn't really affect my FPS :rock: The changes I made worked.

Now will try with 500 mines. Will edit with update......
With 500 mines I had ~18fps. This is most excellent news!!

Now I'll see if I can make the floating mines be able to be spotted by crew.

Zedi
07-02-11, 01:22 PM
Thats good new guys because I was about to release the mod tomorrow, even if I know that there are many problems left. Rongel, please do what you can with the buoys and their sounds and TDW please take a look on all enviro units and all Sea folder, especially on the mines. If you guys can improve them, then the mod is ready for release. Im waiting for updates on these units.

Im doing a complete reinstall of SH5 now and doing a last test to see if I can find bugs and fix them.

TheDarkWraith
07-02-11, 01:30 PM
Thats good new guys because I was about to release the mod tomorrow, even if I know that there are many problems left. Rongel, please do what you can with the buoys and their sounds and TDW please take a look on all enviro units and all Sea folder, especially on the mines. If you guys can improve them, then the mod is ready for release. Im waiting for updates on these units.

Im doing a complete reinstall of SH5 now and doing a last test to see if I can find bugs and fix them.

I just sent you all a JSGME compatible mod fix to be enabled after the das campaign mod. This will fix the issues I listed in the PM. Feel free to send onto other testers. Once verified working correctly then it can be added to the mod.

Now we need more spawned mines :yep: Minimum spacing between mines has to be >= 125. This is because if less than this value and a mine is struck it will start a chain reaction that will detonate all other mines. If this is problem then I can make some adjustments (tell me what you need for minimum spacing).

Zedi
07-02-11, 01:43 PM
Im very happy for this, thanks TDW. Going to test this asap and I will increase the minefileds .. is there a safe limit of how many of them can I have in a spawn point? The distance is oke, now they have 500m distance.

Going to place this update in the campaign and test it.

TheDarkWraith
07-02-11, 01:44 PM
Im very happy for this, thanks TDW. Going to test this asap and I will increase the minefileds .. is there a safe limit of how many of them can I have in a spawn point? The distance is oke, now they have 500m distance.

Going to place this update in the campaign and test it.

I did a test with 500 mines spawned and everything was good :up: I have a very high-end system so I'm curious to know what everyone else sees FPS wise with the mod-fix enabled and near a mine spawn point or in Kiel harbor for that matter.

All the errors I fixed will probably fix the freezing flag problem also.

Trevally.
07-02-11, 02:10 PM
I did a test with 500 mines spawned and everything was good :up: I have a very high-end system so I'm curious to know what everyone else sees FPS wise with the mod-fix enabled and near a mine spawn point or in Kiel harbor for that matter.

All the errors I fixed will probably fix the freezing flag problem also.

TDW - we had one bug that always caused a CTD
It happened when allied planes fly over our ports.
Our ports have zombie ships. With the errors you have spotted, could these zombie ships trying to fire cause the CTD:hmmm:.

TheDarkWraith
07-02-11, 02:14 PM
TDW - we had one bug that always caused a CTD
It happened when allied planes fly over our ports.
Our ports have zombie ships. With the errors you have spotted, could these zombie ships trying to fire cause the CTD:hmmm:.

I had planes flying over and no CTD. I was using my fixes also though. What port did this happen in? I tried Kiel.

The zombie ships now are total zombies. They can't and won't ever try to move or engage a target. They can't shoot - they can't do anything but bob up and down in the waves.

Have you noticed that the dolphins probably don't move in the campaign? Someone changed them into zombies. WHY? Since they are no longer a type of ship they can't move (or at least shouldn't be able to move). Someone also changed the animation I had given them.

Trevally.
07-02-11, 02:27 PM
I had planes flying over and no CTD. I was using my fixes also though. What port did this happen in? I tried Kiel.

No - the ones in Kiel are Axis.
We were seeing this in a version where on the last campaign TheFinalYear - the ports were under air attack as you leave (Wilhelmhaven 1944).
We can tests and see if this fixes it.
Perhaps Zedi can send you the newest campaign version:06:

The zombie ships now are total zombies. They can't and won't ever try to move or engage a target. They can't shoot - they can't do anything but bob up and down in the waves. :yeah:

Have you noticed that the dolphins probably don't move in the campaign? Someone changed them into zombies. WHY? Since they are no longer a type of ship they can't move (or at least shouldn't be able to move)

:hmmm: In a test not long ago, I saw a pod of about 10 dolphins

Zedi
07-02-11, 02:35 PM
...
Perhaps Zedi can send you the newest campaign version:06:
...

Working on this right now, Im adding the 500 minefields then packing the whole thing and sending out test versions. If no major problems will be reported, then we can release this mod tomorrow.

Rongel, if you work on the buoys sound, pls do it on the latest update from TDW!

Trevally.
07-02-11, 02:47 PM
Working on this right now, Im adding the 500 minefields then packing the whole thing and sending out test versions. If no major problems will be reported, then we can release this mod tomorrow.

Rongel, if you work on the buoys sound, pls do it on the latest update from TDW!

I am just about to test the old campaign version (with port attacks) to see if TDWs fixes fix it.

TheDarkWraith
07-02-11, 03:03 PM
Working on this right now, Im adding the 500 minefields then packing the whole thing and sending out test versions. If no major problems will be reported, then we can release this mod tomorrow.

Rongel, if you work on the buoys sound, pls do it on the latest update from TDW!

You still have errors that need to be fixed. Better to wait until everything is fixed. I'm fixing the dolphin now and then working on the zombie ships draft problem.

Trevally.
07-02-11, 03:33 PM
Great work TDW - the most annoying CTD is fixed:yeah:

Air raid over Wilhelmshaven:woot:
http://img844.imageshack.us/img844/5136/13709369.jpg

http://img339.imageshack.us/img339/9592/24585827.jpg

http://img13.imageshack.us/img13/2586/36977220.jpg

I also have a good pc and I did notice an increase in fps with these fixes:up:

LordNeuro"Serbia"
07-02-11, 04:03 PM
Thise is looking nice. I just hope my poor rig cant handel thise campinge. Keep up the good work and i hope u will manage too relise it soon.:yeah:

tonschk
07-02-11, 05:47 PM
:sunny:Great!!! :up: Zedi

TheDarkWraith
07-02-11, 06:19 PM
Working on this right now, Im adding the 500 minefields then packing the whole thing and sending out test versions. If no major problems will be reported, then we can release this mod tomorrow.

Rongel, if you work on the buoys sound, pls do it on the latest update from TDW!

Everything appears fine on my end with the mines at 500.

Still playing with the drafts of the zombie ships. Man this is a time killer.....

EDIT:

drafts fixed. Fixes v2 sent out.

Zedi
07-03-11, 03:09 AM
Time killer... heh, tell me about. Anyway, many thanks for this TDW, I was really upset about the numerous errors and crashes during the tests... I was even thinking to drop the mod and play dead.

If you manage to make the mines spotable by the crew would be great because now with pack of 500 mines the players would die without knowing why.. or worst, crash the game when running with high TC into a minefiled. Until now a sign that a minefiled is close by was the significant drop in fps, but now that the mines are brainless and dont affect the fps anymore...

Any news on a new version of IRAI? Im using the test version 32 and its working great, but the players will need a newer version too.

The General
07-03-11, 05:03 AM
I am as excited for this Mod as I'd be for Silent Hunter 6! With all the work you guys have had to do, it's nearly a full-blown sequel :DL

http://img402.imageshack.us/img402/101/silenthunter5battleofth.jpg (http://imageshack.us/photo/my-images/402/silenthunter5battleofth.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

Trevally.
07-03-11, 05:26 AM
I am as excited for this Mod as I would be for Silent Hunter 6. With all the work you guys have had to do, it nearly is a full-blown sequel :DL

http://img402.imageshack.us/img402/101/silenthunter5battleofth.jpg (http://imageshack.us/photo/my-images/402/silenthunter5battleofth.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

:D:yeah:

Fitted into a newly updated MO and we will have a fantastic game:rock:

TheDarkWraith
07-03-11, 10:01 AM
If you manage to make the mines spotable by the crew would be great because now with pack of 500 mines the players would die without knowing why.. or worst, crash the game when running with high TC into a minefiled. Until now a sign that a minefiled is close by was the significant drop in fps, but now that the mines are brainless and dont affect the fps anymore...

Here's my thinking: if I create a new country called Environmental or Ordnance that is neutral and remains neutral all through the war and change the type of the mines to 107 or something and place the mines in the roster under the new country they should 'show' on the maps as contacts. That is what I'm trying today.

TheDarkWraith
07-03-11, 10:51 AM
If you manage to make the mines spotable by the crew would be great because now with pack of 500 mines the players would die without knowing why.. or worst, crash the game when running with high TC into a minefiled.

Here is what a minefield of 500 mines looks like:
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=4508

and yes I can make them spottable by crew:
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=4509

but I suffered a pretty significant fps drop when enabling this (~9fps drop). I'm testing something else to see if it's any better.....

Zedi
07-03-11, 12:09 PM
TDW, what happened with the ship that is shown on your map, bottom right? She is heading right into the field.. did she blown up or she avoided the mines?

Spotting stuff by the crew is maybe the biggest problem now. I was unable to get out from Wilhemshaven/Heligoland area using TC. I was running several times in the mines and the game crash.

I also have problem with the crew reporting neutral ships. Many times I almost hit some spanish and portuguese ships because the crew failed to spot them. Even spoting aircrafts is a problem, they report it only when my sub is already under attack.

Yoram777
07-03-11, 01:15 PM
this is looking awesome guys :arrgh!:


Here is what a minefield of 500 mines looks like:

Are there mines underwater too, or only at the surface?

Zedi
07-03-11, 01:22 PM
...
Are there mines underwater too, or only at the surface?

Yes, mostly around enemy ports, but also in Gibraltar and the english channel.

Yoram777
07-03-11, 01:25 PM
Yes, mostly around enemy ports, but also in Gibraltar and the english channel.

nice :)

So how would you spot and avoid those underwater mines, can the sonar guy detect them?

Zedi
07-03-11, 01:45 PM
Nope, save a lot and avoid enemy ports and channels. Gibraltar should be what it was in reality, highway to hell.

7thSeal
07-03-11, 02:16 PM
Here is what a minefield of 500 mines looks like:

and yes I can make them spottable by crew:


but I suffered a pretty significant fps drop when enabling this (~9fps drop). I'm testing something else to see if it's any better.....

I imagine the fps drop will be acceptable in the long run based on players? If not a more efficient process is provided? :)

Noordermeer
07-03-11, 04:54 PM
Cool stuff guys

would love to see what the explosion looks like

http://www.youtube.com/watch?v=mTkjoyVzLt0&feature=related

Obelix
07-03-11, 11:08 PM
On sukhoi.ru found a map of hostilities in September 1939 to May 1940. If interested, I will translate a legend.
http://www.sukhoi.ru/forum/attachment.php?attachmentid=136874&d=1309740967

Zedi
07-04-11, 01:51 AM
The map confirm what we already have in Total Germany, even the minefields. Thanks.


Right now Im very upset and frustrated. The mod is very unstable and Im unable to trace down the source of the problems. What is bother me most is that this campaign is already a soup of mods. A little bit from here, a little bit from there.. I added too much things that was not created and tested by me. So the mode became a monster and out of control.

So there is not much option I have. One is to release it as it is, unstable and unusable.. maybe somebody will find a way to fix it, or... jumping back 2 months and doing everything in my way without merging it with other mods. That means without Terrain_harbour_flags_Mod. The reason is that THF added a lot of traffic and convoys and when the game start, there are millions of ships sailing out from ports all over the world in the same time, its enough if one of these ships have a broken path and the game start shaking.

I also want a fps friendly and stable campaign, but what we have now its a huge resource sucker, unstable disaster. And this should not happen. I love the passion and fun Josef von Posoritz have with Open Horizon and he is not using a state of the art machine. Everybody should be able to play this campaign, not only those using the NASA servers.

So here is me scraping everything and starting Open Horizons II. This time I will test every move I do and making sure this mod is fps friendly and stable as a rock.

Targor Avelany
07-04-11, 02:31 AM
The map confirm what we already have in Total Germany, even the minefields. Thanks.


Right now Im very upset and frustrated. The mod is very unstable and Im unable to trace down the source of the problems. What is bother me most is that this campaign is already a soup of mods. A little bit from here, a little bit from there.. I added too much things that was not created and tested by me. So the mode became a monster and out of control.

So there is not much option I have. One is to release it as it is, unstable and unusable.. maybe somebody will find a way to fix it, or... jumping back 2 months and doing everything in my way without merging it with other mods. That means without Terrain_harbour_flags_Mod. The reason is that THF added a lot of traffic and convoys and when the game start, there are millions of ships sailing out from ports all over the world in the same time, its enough if one of these ships have a broken path and the game start shaking.

I also want a fps friendly and stable campaign, but what we have now its a huge resource sucker, unstable disaster. And this should not happen. I love the passion and fun Josef von Posoritz have with Open Horizon and he is not using a state of the art machine. Everybody should be able to play this campaign, not only those using the NASA servers.

So here is me scraping everything and starting Open Horizons II. This time I will test every move I do and making sure this mod is fps friendly and stable as a rock.

We bow to you, sir. If you will require any testing or help - I'm sure there will be a lot of people, including myself, who are willing to help anyway they can. :salute:

BigBANGtheory
07-04-11, 03:21 AM
Its either going to be a process of trial and error or using some intelligent trap. The first stage is to try and re-create the conditions which cause the problem are you able to do that i.e. can you force or reliably cause the instability you mention?

Either way you should open it to a wider audience to get some help... obviously it shouldn't be added to the MO pack as is.

...and go and do something you enjoy for a bit if its upsetting you, sometimes the best idea's come from a fresh look at things or when you least expect it. :sunny:

Trevally.
07-04-11, 03:31 AM
The map confirm what we already have in Total Germany, even the minefields. Thanks.


Right now Im very upset and frustrated. The mod is very unstable and Im unable to trace down the source of the problems. What is bother me most is that this campaign is already a soup of mods. A little bit from here, a little bit from there.. I added too much things that was not created and tested by me. So the mode became a monster and out of control.

So there is not much option I have. One is to release it as it is, unstable and unusable.. maybe somebody will find a way to fix it, or... jumping back 2 months and doing everything in my way without merging it with other mods. That means without Terrain_harbour_flags_Mod. The reason is that THF added a lot of traffic and convoys and when the game start, there are millions of ships sailing out from ports all over the world in the same time, its enough if one of these ships have a broken path and the game start shaking.

I also want a fps friendly and stable campaign, but what we have now its a huge resource sucker, unstable disaster. And this should not happen. I love the passion and fun Josef von Posoritz have with Open Horizon and he is not using a state of the art machine. Everybody should be able to play this campaign, not only those using the NASA servers.

So here is me scraping everything and starting Open Horizons II. This time I will test every move I do and making sure this mod is fps friendly and stable as a rock.

:stare: This is a ridiculous statment. Not only that it is an insult to those of us who have spent the last 2 months making it.:nope:

The version we had last week was stable. Add the that the fixes TDW made and I had no problems at all.
The changes you made in the last few week are what has messed it up.
We need to go back to last weeks version.

I would suggest you sit back and think about what you are saying here as I for one do NOT intend to scrap all the work I have done.

We have back ups for all our work and if you are giving up you should hand this over to me and I will finish it.

The General
07-04-11, 05:50 AM
Um, I love that you guys are so passionate about your work, it's part of why I love this Community, but maybe this particular argument should be had via Private Messaging.

Zedi
07-04-11, 07:10 AM
Trevally, Im scraping the traffic part, not the campaign structure and objectives. There is nothing wrong with that and everything you did will be still there. And as The General said, we can talk this in private.

Lenam
07-05-11, 06:53 AM
This is a little weird, sunddenly this great and most expected mod is in standby and with problems. What is going on guys?

Zedi
07-05-11, 08:10 AM
Its not in standby, Im working like a mad on it and we start to test it today. To much to explain, less time to do it.

But the new version its shaping up fast and now its working very good and runs smooth as butter, its a very fps friendly campaign. Everybody should be able to play it once its done.

TheDarkWraith
07-05-11, 08:12 AM
Its not in standby, Im working like a mad on it and we start to test it today. To much to explain, less time to do it.

But the new version its shaping up fast and now its working very good and runs smooth as butter, its a very fps friendly campaign. Everybody should be able to play it once its done.

Do you want me to send you the mines being able to be spotted by crew so you can test to see what the FPS impact is?

Zedi
07-05-11, 09:04 AM
Please do TDW. I really dont have time to chat much, I just work like a mad on the campaign and send out the results for testing. Important is that your last update on enviro units and ships works great, the fps is greatly improved now. The game is very stable now, Im really pleased by the results so far.

A new version of IRAI would be good, even a test one for those who are testing the new campaign. Im using test v32 and Im not happy with the planes and how they react. They wont break formation when spotting an enemy if they are follow a waypoint. Also, the planes are a big resource suckers now, I had to completely remove the air raids over the ports.. but I dont think this is related to IRAI.

Rongel
07-05-11, 09:13 AM
Please do TDW. I really dont have time to chat much, I just work like a mad on the campaign and send out the results for testing. Important is that your last update on enviro units and ships works great, the fps is greatly improved now. The game is very stable now, Im really pleased by the results so far.

A new version of IRAI would be good, even a test one for those who are testing the new campaign. Im using test v32 and Im not happy with the planes and how they react. They wont break formation when spotting an enemy if they are follow a waypoint. Also, the planes are a big resource suckers now, I had to completely remove the air raids over the ports.. but I dont think this is related to IRAI.

Sounds good!

Please send me the new test version when it's done :DL! I tried TDW's fixes but had still problems in the Kiev port. FPS was pretty low and some troubles with the zombie ships. When I loaded the game some zombie ships were much too low in water. When I tried later again, they floated ok...

I did some modifications to bouys (new paint job) and reduced the bell sounds. I'll tweak them a bit more and send them to you Zedi!

Zedi
07-05-11, 09:30 AM
Sounds good!

Please send me the new test version when it's done :DL! I tried TDW's fixes but had still problems in the Kiev port. FPS was pretty low and some troubles with the zombie ships. When I loaded the game some zombie ships were much too low in water. When I tried later again, they floated ok...

I did some modifications to bouys (new paint job) and reduced the bell sounds. I'll tweak them a bit more and send them to you Zedi!

Send me a email adress by PM.

Regarding the ships, found the new passenger ship sailing without texture, was completely black.

Trevally.
07-05-11, 03:30 PM
This is a little weird, sunddenly this great and most expected mod is in standby and with problems. What is going on guys?

Work continues:03:

Targor Avelany
07-05-11, 04:01 PM
I don't see anything surprising tbh: big project, lots of work, glitchy and unfriendly system and huge amount of ideas and will to improve...

Frustration in such cases is very common. I'm glad to see that the guys are not giving up! :yeah: :salute:

Stew U-582
07-08-11, 06:30 AM
Hi Guys,

Ive been following this thread for some time now with great interest.
I realise you have undertaken a massive task and whish you success.
I know you have much to do and I have no right to make requests , but
Im going to have a try anyway.

I would like to convey a recent experience in the hope that it may
be possible to create a MOD to cure this situation , I believe it
would go perfectly with your mod. Unfortunatly I do not posess the
skills to create as you guys do but I have plenty of ideas.

Anyway to the point , here is my story.

I have been playing SH5 for a long time now but due to updating mods
, starting new carears and the like I have never actually finished
a completed campain. I eventually decided to knuckle down , resist
the urge to update or try new mods and actually play a
campain all through. I was at the climax of total germany with only
the battleship left as a mission objective. I sighted it in the outer
area of Narvik late arfternoon. I stalked at distance waiting for dark.
I decided to take out the destroyer flanking left of the battleship as to
leave a gap in the escort ring for a later attack on the battleship.
I succeded with my attack made my escape and waited for things to
calm down for my battleship run. By this time it was verry dark ,my sub
allmost invisible to visual detection. I positioned my sub ahead of the
force ,on the Surface at all stop about 1500m abeam of the battleships
projected course. When the time came I let go with a 4 torp 2deg Salvo
at keel depth depth. KaBOOM , 3 of my torps hit their mark. By this time
I had allready turned around and was bolting for dear life in the oposite
direction my mouse poised over crash dive expecting at any moment
a searchlight might come my way. I had pulled out all the stops , engines
redlined , the bosun whipping the torpedo loaders and then.............

U Play Award you have earned 20 points for redemtion , Campain Ends

What the $%#& is this. My master plan , executed with precision and I
didnt get the chance to enjoy the best part. 4 remaining escorts at
close range wanting revenge for one of the Queens prided Battleships
, but no , it was not to be , for I had the Instant Success Telleport to
Donitz's cocktail party reward for all my hard work.


Seriously I couldnt believe how the campain ended. I had been wondering
how the transition from one campain to the next worked and wow was
I disapointed. Is there any way of making the campain not finish until
you have docked your boat back at port ?

If its possible to create a mod to acomplish this I verry much hope
you guys agree with my point of view
and would include it with your campain upgrade.
It wouldnt suprise me in the least if this idea has allready been
considered but just in case its been overlooked I thought I would
get in a say.



Thanks

Stewy

Trevally.
07-08-11, 07:32 AM
Hi Stew,

Good story:yeah:

This is also a concern of mine.
It had happened to me many times as I have finished the whole campaign 3 times:D. You may also note that when this happens, you do not get any renown points for the whole patrol either.

This happens when you achieve enough points to gain a decisive victory.
To stop this happening we need to re-work the conditions for this victory.

@Zedi - thoughts?

Rongel
07-08-11, 01:50 PM
Stew,

this has happened to me also, and I had similiar feelings! I sunk a capital ship in Norway and I was sure I was doomed, when the escorts turned on their search lights but then Boom! and congrats, mission accomplished!

No idea though how we could fix this... Unless we make the objectives too hard to accomplish. Very good point still! :D

Trevally.
07-08-11, 02:39 PM
Stew,

this has happened to me also, and I had similiar feelings! I sunk a capital ship in Norway and I was sure I was doomed, when the escorts turned on their search lights but then Boom! and congrats, mission accomplished!

No idea though how we could fix this... Unless we make the objectives too hard to accomplish. Very good point still! :D

A fix could be - make decisive victory require, say 11 points.
Then make total points available 10.

This would mean you could never get a decisive victory and the campaign would then always end by date:doh::hmmm:
Further - this would allow a player freedom to go anywhere and sink ships while they are waiting for the campaign date to end.

How would everyone feel about this:06:

BigBANGtheory
07-09-11, 04:29 AM
Could you notify the player then make victory a condition of being docked?

Zedi
07-09-11, 08:20 AM
The campaign has no such an objective. Only tonnage, ships or escort.

Only solution is what Trevally said, to make a extra objective that will never get complete and then the campaign end by date. But then we need to rework the campaign system so there will be no conditions to start a campaign. For example now you cant start Op Drumbeat if Distant Waters is not victorious.

Stew U-582
07-09-11, 06:46 PM
Hi Stew,

Good story:yeah:

This is also a concern of mine.
It had happened to me many times as I have finished the whole campaign 3 times:D. You may also note that when this happens, you do not get any renown points for the whole patrol either.

This happens when you achieve enough points to gain a decisive victory.
To stop this happening we need to re-work the conditions for this victory.

@Zedi - thoughts?

Thanks ,

Im glad you enjoyed the story , I was worried it was a bit long winded
but its good to hear Im not alone and it sounds like you guys have
some good ideas to fix the problem.

Stewy

Zedi
07-10-11, 08:43 AM
Finally its done and we released a public test version of the new campaign mod, check post no. 1. Trevally was so kind and packed up a light version where ONLY the campaign objectives are changed and also added the last 2 campaign. The light version is intended for those who find hard to play the main mod because of the fps loss caused by the new units and traffic.

Have fun, report bugs and errors. :salute:

Sodbrenner
07-10-11, 11:39 AM
found a bug

cant chat with the radio guy in "the final years"

http://img835.imageshack.us/img835/6374/sh5img20110710181712.png

Jester_UK
07-10-11, 12:03 PM
If I install this mod do I have to start over from the start of the war?

I'd love to try it out but I'm only a couple of weeks short of finishing the first campaign. Can I finish that and then install this mod, then carry on with the 2nd campaign?

Other questions:

Apart from TDW's UI mod, is it also compatible with IRAI and Magnum Opus?

Did I read the first post right in that this mod includes the imported ships mod?

Are there any mods this one is specifically incompatible with?

Thanks

Trevally.
07-10-11, 12:10 PM
:doh: I have just fired 4 torps at a pod of dolphins:88)

Kumando
07-10-11, 02:01 PM
Heading out of kiel for my first mission and the ships are all grey, they all loke the same colorless, is this normal?

Sbygneus
07-10-11, 02:12 PM
Do we need Lite Campaign LC 1.2 mod after installing Open Horizons II?
I mean does Open Horizon reduce required tonage itself?

Magic1111
07-10-11, 02:17 PM
Do we need Lite Campaign LC 1.2 mod after installing Open Horizons II?
I mean does Open Horizon reduce required tonage itself?

Yes, good question ! :up: I want to know this too !

Best regards,
Magic

Trevally.
07-10-11, 02:25 PM
Do we need Lite Campaign LC 1.2 mod after installing Open Horizons II?
I mean does Open Horizon reduce required tonage itself?

No - no need for Lite campaign.
Tonnage levels are low.
ALL campaign objectives have been changed.

Magic1111
07-10-11, 02:32 PM
No - no need for Lite campaign.
Tonnage levels are low.
ALL campaign objectives have been changed.

Okay, thanks Trevally for information !!!! :up:

Best regards,
Magic

Trevally.
07-10-11, 02:36 PM
If I install this mod do I have to start over from the start of the war?

Yes - new career

I'd love to try it out but I'm only a couple of weeks short of finishing the first campaign. Can I finish that and then install this mod, then carry on with the 2nd campaign?

This mod must have a new career to start.

Other questions:

Apart from TDW's UI mod, is it also compatible with IRAI and Magnum Opus?

Yes - order of install:-

MO
FX
IRAI
OH II
TDW UI 6.6.0

OH II & OH II Light can go anywhere after MO and FX

Did I read the first post right in that this mod includes the imported ships mod?

Yes - it is in there

Are there any mods this one is specifically incompatible with?

Any mod that changes the campaign files.

note: All of TDWs mods will work with this one. FX must be before OH II
Note2:If you use stromys sounds - install them BEFORE OH II

Thanks

See green:up:

Jester_UK
07-10-11, 02:39 PM
Thanks for the quick response Trevally. That covers everything I needed to know. Looking forward to trying this out. Many thanks!! :salute:

Trevally.
07-10-11, 02:41 PM
Here is my mod list:-

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
antilag
MightyFine Crew Mod 1.2.1 Alt w beards
No Logo Intro Menu_Animation v. 01.00 by AvM
SteelViking's Interior Mod V1.2
German U-Boat Crew Language Pack
Dynamic Environment SH5 Basemod (normal ) V2.0
Equipment_Upgrades_Fix_1_2_byTheBeast
FX_Update_0_0_18_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
OPEN HORIZONS II
IRAI_0_0_32_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
EQuaTool 01.01 by AvM
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot v2.6
Trevally Scopes 8x5
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
stoianm key commands
NewUIs_TDC_6_6_0_U-Jagd_Chrono
OH II and Light Campaign Radio Messages
NewUIs_TDC_6_6_0_Real_Navigation
Trevally underwater

tonschk
07-10-11, 03:30 PM
:DL :rock: @Zedi :yeah: :salute:

tonschk
07-10-11, 03:38 PM
Hello Trevally :DL, please can you tell me how you have IRAI_0_0_32_TheDarkWraith, when the available version is IRAI_0_0_30_TheDarkWraith ?, thank you for the answer :salute:

Stormfly
07-10-11, 03:43 PM
Note2:If you use stromys sounds - install them AFTER OH II
See green:up:

Hi Travelly,

it seams you mismatched something here, i admit that OHII`s SDL file is based on my SDBSM SH.sdl file, completing it with the liveboats and new OHII sounds like Bell Rings, iceberg and sea live sounds. Not shure but if my SH.sdl was adopted completly (including SDBSM's range and volume settings for other sounds), then you have to enable SDBSM BEFORE OH II

...otherwise, you would loose sea live, bell rings and Iceberg sounds.

Magic1111
07-10-11, 03:49 PM
Hi !

Short question: File "Zones.cfg" is in conflict with TDW´s FX_Update_MOD. Is it correct, that I let the "Zones.cfg" from this MOD override the File from FX_Update_MOD ? Means, I enable this MOD AFTER FX_Update_MOD, correct ?

And for what is in this MOD a "Zones.cfg" ?

Best regards,
Magic:salute:

Trevally.
07-10-11, 03:53 PM
Hi Travelly,

it seams you mismatched something here, i admit that OHII`s SDL file is based on my SDBSM SH.sdl file, compleding it with the Liveboats and new OHII sounds like Bell Rings, Iceberg and seal live sounds. Not shure but if my SH.sdl was adopted completly (including SDBSM's range and volume settings for other sounds), then you have to enable SDBSM BEFORE OH II

...otherwise, you would loose sea live, bell rings and Iceberg sounds.

Yes you are right Stormfly

I made this same mistake with Ruby2000 and Ustahl when they were testing it:doh::D

I will edit the post above.
Thanks Stormfly:up:

Kumando
07-10-11, 03:58 PM
Trevally,
Heading out of kiel for my first mission and the ships are all grey, they all loke the same colorless, is this normal?

Trevally.
07-10-11, 04:04 PM
Hi !

Short question: File "Zones.cfg" is in conflict with TDW´s FX_Update_MOD. Is it correct, that I let the "Zones.cfg" from this MOD override the File from FX_Update_MOD ? Means, I enable this MOD AFTER FX_Update_MOD, correct ?

And for what is in this MOD a "Zones.cfg" ?

Best regards,
Magic:salute:

Hi magic

Yes it is ok to let the zone files overwite.:up:

The zone file in OH II is the same as the one in TDWs mods.
It is there if someone wants to use OH II but not TDWs

Stormfly
07-10-11, 04:04 PM
Yes you are right Stormfly

I made this same mistake with Ruby2000 and Ustahl when they were testing it:doh::D

I will edit the post above.
Thanks Stormfly:up:

...there is maybe another problem in your mod list above... you have to make shure, that no other mod overwrites OH II`s SDL file then ;)

Trevally.
07-10-11, 04:09 PM
Hello Trevally :DL, please can you tell me how you have IRAI_0_0_32_TheDarkWraith, when the available version is IRAI_0_0_30_TheDarkWraith ?, thank you for the answer :salute:

:oops: Perhaps I should be testing it and giving TDW feedback.

Deep Source
07-10-11, 04:20 PM
My mod soup!

Generic Mod Enabler - v2.6.0.157
[D:\Ubisoft\Silent Hunter 5\MODS]

01. antilag
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Magnum_Opus_v0_0_1
Enhanced FunelSmoke1.2_by HanSolo78
Grossdeutscher Rundfunk
noir decks
Speech fixes and additions (german version)
Window_Lights_Redone_V1
Capthelms Audio+SV Touch Ups
Naights Submarine Textures (internal) V1.1
OPEN HORIZONS II
IRAI_0_0_30_ByTheDarkWraith
FX_Update_0_0_16_2_ByTheDarkWraith
U-boat Historical Specifications 1.7 for TDW Mods
AirTorpedoes
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 DarkerNights V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sounds V2.1
sobers talking conning crew mod
Unterseeboot SFX
U-Boat Propulsion SFX
MightyFine Crew Mod 1.2.1 Alt faces
NewUIs_TDC_6_6_0_ByTheDarkWraith
NewUIs_TDC_6_6_0_New_radio_messages_German
Krauters Automated Scripts (v5_0_0 compatible)
IO_StrategicMap_4_3_for_TDWv651&MO
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.4
Manos Scopes-patch for 8x5
NewUIs_TDC_6_6_0_Real_Navigation
stoianm pitch&roll for SH5 V1 (low)
tiny! - torpedo mod
Battlestations_soundmod_1.1
NewUIs_TDC_6_6_0_U-Jagd_Chrono
nVidia missing lights
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Nauticalwolf's_Torpedo_Textures_v1.2

Dependencies

OPEN HORIZONS II="FX_Update_0_0_16_2_ByTheDarkWraith""NewUIs_TDC_6_6_0_ByTheDarkWraith""Battlestations_soundmod_1.1"

Battlestations_soundmod_1.1 conflict "Sh.sdl" with OPEN HORIZONS II is it a problem?

Trevally.
07-10-11, 04:25 PM
The FX mod should be before the OH II.

Sorry I do not know about Battlestations_soundmod_1.1, so many mods use that file.

What you could do is check out TDWs new "Sh.sdl editor (http://www.subsim.com/radioroom/showthread.php?t=184976)":up:

Trevally.
07-10-11, 04:30 PM
...there is maybe another problem in your mod list above... you have to make shure, that no other mod overwrites OH II`s SDL file then ;)

Sorry Stormfly - I can't see it. Can you point it out, thanks:DL

Stormfly
07-10-11, 04:33 PM
simply install battlestations sound mod before OH II, delete all \sound\SH.sdl file`s from following on mod folders...

or make a new mod folder "OH II SDL file" and copy \Data\sound\SH.sdl from OH II mod folder into it (including directory structure), enable last.

...same for SDBSM

Trevally.
07-10-11, 04:49 PM
Low FPS

If you are getting low fps while you are leaving the bunker - they will improve when you are 30km away from it.

This may also happen when you are close to mines.

If your fps are very low and it is spoiling your game - you should try the "Light" version. It has no extra units so will give you a fps boost.
All the new objectives and the extra campaigns are also in the light version.

Stormfly
07-10-11, 05:16 PM
made it out of the 30km harbor/bunker zone without ctd using the full version !

thank you so much guys ! :DL

ustahl
07-10-11, 05:57 PM
When leaving Wilhemshafen on a Happy Times mission, there are several ships laying too deep in the water, some with decks virtually awash. :doh: Norwegian flags on some of the merchants are stiff, not waving like the other flags. :shifty:
These oddities might not be restricted to Wilhelmshafen only, and it seems only imported ship types are affected by this too deep draft issue.

I ask the guys who have created/imported the affected ship types (and flags) to take a closer look, and contact Trevally or Zedi with possible solutions. :up:
Unfortunately I'm not quite sure about their names, but I think at least TDW and Rongel are involved.

As it is now, those half sunken ships etc. almost cripple the otherwhise brilliant visual harbour atmosphere. :cry:

Hopefully the relevant people are reading this.

Chevelless
07-10-11, 08:01 PM
Haven't finished Open Horizons yet, great mod indeed.

Now OHII available, doubt whether to finish OH first or give up OH then start totally new OHII.

Though I hate mines and heavy defense of ports, Awesome job ! :yeah:

Stew U-582
07-10-11, 08:21 PM
Well Done Chaps,

Im glad to see you got your Mod released. Ive spent the morning
setting it up and have run a quick trial and it seems to load up fine.
I did encounter the telleport to boat without loading but I Docked
;as per instructions , and next time the mission loaded.
I did have a few questions but they have been covered in previous
posts. So for now all that has to be done is to enjoy the fruits
of your labours.

Thanks verry much for sharing your brilliant work.


Stewy

Deep Source
07-10-11, 10:36 PM
I start a new campaing in 1939 on East coast of England my navigator report a task force, but on visual i gather two merchant ships at speed of ~20 knots.

For test version and a little play. Only this glitch its okay!

Great Mod!:yeah:

Rongel
07-11-11, 02:37 AM
When leaving Wilhemshafen on a Happy Times mission, there are several ships laying too deep in the water, some with decks virtually awash. :doh: Norwegian flags on some of the merchants are stiff, not waving like the other flags. :shifty:
These oddities might not be restricted to Wilhelmshafen only, and it seems only imported ship types are affected by this too deep draft issue.

I ask the guys who have created/imported the affected ship types (and flags) to take a closer look, and contact Trevally or Zedi with possible solutions. :up:
Unfortunately I'm not quite sure about their names, but I think at least TDW and Rongel are involved.

As it is now, those half sunken ships etc. almost cripple the otherwhise brilliant visual harbour atmosphere. :cry:

Hopefully the relevant people are reading this.

I was hoping that TDW's fixes would take away the "frozen flag" problem, but it seems that it's not... This seems to be totally random bug, and still after many hours looking into it, I have no clue what is causing it (other than the imported ships). If you save the game and load it, the flags will most likely work again.

I have seen the draft issue too in previous test version of the mod. This seems to be a random bug too.

THE_MASK
07-11-11, 02:52 AM
If you ask me , it looks like OPEN HORIZONS II has to be enabled after NewUIs_TDC_6_6_0_ByTheDarkWraith because it overwrites
Silent Hunter 5\MODS\NewUIs_TDC_6_6_0_ByTheDarkWraith\data\sea folder . It confirms that when i open the mission editor . Ok i see where you tell me that on the first post , maybe highlight it in yellow for noobs like me .

Stew U-582
07-11-11, 03:25 AM
Hi Guys,

I have previously come accross a problem where the Dopler Effect
totally crashes my PC. I assume others with the same sound card as me
allso experienced this problem as I was able to find two fixes for the
problem.
1. run speker config in stereo instead of surround
2. Use a modified sh.sdl file with the dopler effect removed.
Up until now I have been using a modified sh.sdl but have been restricted
to not using any sound mods that introduce new sounds , only mods that
replace existing sounds.
I therefore took the liberty to edit the sh.sdl file that came with Open H 2
and changed all the Dopler Effect values to 0.00. I have tested the file
and found I no longer get the crash.
I would like to ask permission to make this file available for others
to upload , if thats OK.

Thanks

Stewy

FIREWALL
07-11-11, 03:46 AM
Without reading 17 pgs and 657 posts.

Does you mod install with JSGME ? I hope so. :yep:

Thx for all you guys hard work. :salute:

Zedi
07-11-11, 05:02 AM
Without reading 17 pgs and 657 posts.

Does you mod install with JSGME ? I hope so. :yep:

Thx for all you guys hard work. :salute:

Yes.

Stew U-582
07-11-11, 05:16 AM
I think ive got my Mods all sorted , ive provided a list if anyone
would care to comment. The campain seems to be working ok
but im concerned about instalation order or any Duplication.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
Capthelms SH5 Audio Mod
Loading Screens Mod
Radio Mods
No Logo Intro Menu_Animation v. 01.00 by AvM
Shadow Improvement ModLR
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
FX_Update_0_0_16_2_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
Emtgufs Aspect ratio 16_9
NewUIs_TDC_6_6_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_6_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_6_0_U-Jagd_Chrono
OPEN HORIZONS II
IRAI_0_0_30_ByTheDarkWraith
U-boat Historical Specifications 1.7 for TDW Mods
FX_Update_0_0_16_2_UHS_Fix
AntiLag
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
Trevally Harbour & Kiel Canal Pilot v2.4
Trevally Automated Scripts v0.6
Patrol Routine Scripts v. 01.02 by AvM Updated bt stu
Krauters Automated Scripts (v5_0_0 compatible)
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
IO_StrategicMap_4_4_for_TDWv660&MO
IO_MapCourseLine_sharp pencil_mod
German U-Boat Internal Routine SFX
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
U-Boat Ballast Tanks SFX
SOAN - ship data
Equipment_Upgrades_Fix_1_2_byTheBeast
sobers realistic hydrophone operator SH5
SubFlags_0_0_6_byTheDarkWraith
TDW User Options
Stus_No_Doppler_Effect


Thanks

Magic1111
07-11-11, 05:49 AM
If you ask me , it looks like OPEN HORIZONS II has to be enabled after NewUIs_TDC_6_6_0_ByTheDarkWraith because it overwrites
Silent Hunter 5\MODS\NewUIs_TDC_6_6_0_ByTheDarkWraith\data\sea folder . It confirms that when i open the mission editor . Ok i see where you tell me that on the first post , maybe highlight it in yellow for noobs like me .

I think ive got my Mods all sorted , ive provided a list if anyone
would care to comment. The campain seems to be working ok
but im concerned about instalation order or any Duplication.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
Capthelms SH5 Audio Mod
Loading Screens Mod
Radio Mods
No Logo Intro Menu_Animation v. 01.00 by AvM
Shadow Improvement ModLR
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
FX_Update_0_0_16_2_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
Emtgufs Aspect ratio 16_9
NewUIs_TDC_6_6_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_6_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_6_0_U-Jagd_Chrono
OPEN HORIZONS II
IRAI_0_0_30_ByTheDarkWraith
U-boat Historical Specifications 1.7 for TDW Mods
FX_Update_0_0_16_2_UHS_Fix
AntiLag
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
Trevally Harbour & Kiel Canal Pilot v2.4
Trevally Automated Scripts v0.6
Patrol Routine Scripts v. 01.02 by AvM Updated bt stu
Krauters Automated Scripts (v5_0_0 compatible)
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
IO_StrategicMap_4_4_for_TDWv660&MO
IO_MapCourseLine_sharp pencil_mod
German U-Boat Internal Routine SFX
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
U-Boat Ballast Tanks SFX
SOAN - ship data
Equipment_Upgrades_Fix_1_2_byTheBeast
sobers realistic hydrophone operator SH5
SubFlags_0_0_6_byTheDarkWraith
TDW User Options
Stus_No_Doppler_Effect


Thanks

Hi Folks !

Many User are unsure about the correct Install-Order, me too !

Some User post, that we must UI 6.6.0 enable before OH II, other post that is correct after OH II....and so on ! The same with the other MODs from TDW !

I note, many Users are confused about the correct Install-Order !

Please, can a Open Horizon II Dev. Team Member (Zedi, Trevally...) post the correct install Order for OH II in regarding to the MODs from TDW !

That would be great, thanks in forward !

Best regards,
Magic:salute:

Kumando
07-11-11, 06:04 AM
Well im testing it and im in for a big surprise minefield spotted on north sea awesome :dead: to bad they report ship sighted but anyways you guys need to add color to merchant ships ASAP, this is a big hit in the immersion factor:cry: . But i congratulate you for this mod.

THE_MASK
07-11-11, 06:20 AM
Put open horizons II after TDW mods .

Magic1111
07-11-11, 06:34 AM
Put open horizons II after TDW mods .

Thanks for reply ! :up:

You mean also, OH II enable after ALL MODs from TDW ? :hmmm:

After IRAI, FX_Update, UI 6.6.0,TheDarkWraith_DC_Water_Disturbance_v4_0_SH3. ...? Correct ?

Best regards,
Magic

THE_MASK
07-11-11, 07:23 AM
Yup , put after all the TDW mods :yep:

Zedi
07-11-11, 07:52 AM
The compatibility with TDW mods was a problems for us too. For some reasons he never answered to our question about the zones.cfg file and if is compatible with the latest versions of his mods. I assume it is because that file is moded by TDW. The rest is compatible, but I advice to install this campaign mod last.

For no reason the names.cfg should be altered because that file is handling the traffic. All ships under 5K tonnage are type 107, coastal vessels. The larger ships are diverted to the convoy traffic. So if the ship types in names.cfg is altered, the campaign will not work.

As I said few times, personally had no time to play this campaign. Tried to play it today and I found a bug that actually can be a feature. When TDW worked on the mines he set up a large minefield right at the entrance of the Kiel harbor. Somehow I missed this change, so there it is... 500 mines in front of Kiel.

My first reaction was to release a patch that will remove this minefield, but then I decided not to... at least not now. Im curious about reports from players who will encounter this minefiled and how much fps they loose when getting close. I had no fps loss at all, but was a real challenge to get through.

Kumando
07-11-11, 07:54 AM
The compatibility with TDW mods was a problems for us too. For some reasons he never answered to our question about the zones.cfg file and if is compatible with the latest versions of his mods. I assume it is because that file is moded by TDW. The rest is compatible, but I advice to install this campaign mod last.

For no reason the names.cfg should be altered because that file is handling the traffic. All ships under 5K tonnage are type 107, coastal vessels. The larger ships are diverted to the convoy traffic. So if the ship types in names.cfg is altered, the campaign will not work.

As I said few times, personally had no time to play this campaign. Tried to play it today and I found a bug that actually can be a feature. When TDW worked on the mines he set up a large minefield right at the entrance of the Kiel harbor. Somehow I missed this change, so there it is... 500 mines in front of Kiel.

My first reaction was to release a patch that will remove this minefield, but then I decided not to... at least not now. Im curious about reports from players who will encounter this minefiled and how much fps they loose when getting close. I had no fps loss at all, but was a real challenge to get through.

I found that minefiled no FPS drp here, Zedi what i think you should adress with priority are the ship skins, its really breaking the immersion to see that grey ships.

Magic1111
07-11-11, 08:19 AM
Yup , put after all the TDW mods :yep:

Thanks sober ! :up:

Best regards,
Magic:salute:

U2222
07-11-11, 09:04 AM
Is it planned to eventually incorporate Hew Horizons and Magnus Optimus into one mod install (supermod) or will they always be two seperate mods that can be loaded together?

Rongel
07-11-11, 09:40 AM
As I said few times, personally had no time to play this campaign. Tried to play it today and I found a bug that actually can be a feature. When TDW worked on the mines he set up a large minefield right at the entrance of the Kiel harbor. Somehow I missed this change, so there it is... 500 mines in front of Kiel.

My first reaction was to release a patch that will remove this minefield, but then I decided not to... at least not now. Im curious about reports from players who will encounter this minefiled and how much fps they loose when getting close. I had no fps loss at all, but was a real challenge to get through.

I have a pretty decent computer but I still find the new Kiel area too heavy for it, so I would be more than happy if the mine quantity would be reduced. The mines seem to be now appering in the sonar, so it was a little weird to see massive amount of lines when playing with map contacts on. But I can live with that!

Zedi
07-11-11, 09:45 AM
I found that minefiled no FPS drp here, Zedi what i think you should adress with priority are the ship skins, its really breaking the immersion to see that grey ships.

Regarding the skins, go ahead and make a skin pack. The main plan was to make all ships look like the stock ones, so then anybody can create a skin pack mod for the community, same as with the uboats skins. But when creating skins do not forget that these ships are sailing in war time, no fancy circus colors are recommended and actually most of the ships were gray to make them less visible on water. Even Queen Marry was painted in gray for the same reasons. Better safe than looking good.

Zedi
07-11-11, 09:57 AM
I have a pretty decent computer but I still find the new Kiel area too heavy for it, so I would be more than happy if the mine quantity would be reduced. The mines seem to be now appering in the sonar, so it was a little weird to see massive amount of lines when playing with map contacts on. But I can live with that!

I play the game only with 2 gigs of memo and the fps is still decent, I cant figure out how come you have such a fps loss with your system. The size of the minefield is reduced, but I missed the one placed by TDW for testing purposes in front of Kiel. This is on the fix list already. Now the minefields have around 100-200 mines. I plan to add a mine map later.

Kumando
07-11-11, 10:54 AM
Regarding the skins, go ahead and make a skin pack. The main plan was to make all ships look like the stock ones, so then anybody can create a skin pack mod for the community, same as with the uboats skins. But when creating skins do not forget that these ships are sailing in war time, no fancy circus colors are recommended and actually most of the ships were gray to make them less visible on water. Even Queen Marry was painted in gray for the same reasons. Better safe than looking good.

Sorry Zedi didnt mean to offend or criticise your mod, on the contrary i love it, i just tought that ships used to have other colors, if gray were the historical accurate ones i guess im ok then :up:

U2222
07-11-11, 11:38 AM
http://i400.photobucket.com/albums/pp90/Tober321/Liberty.jpg
Your average WW2 mercant livery.
With the exception of the early weeks of war and some neutral shipping this was pretty much the norm for the duration

Trevally.
07-11-11, 12:24 PM
As many people are looking at mod order, see below for conflicts with TDWs mods.

OH II v IRAI
Floders are shared - NO conflicts

OH II v Water Disturbance
Folders are shared - NO conflicts

OH II v FX
Folders are shared with the following conflicts:-
Flag.dat - Note: TDW helped with this and Im sure they are the same - NO conflict
Zone.cfg - Note: they are both the same - NO conflict
Sh.sdl - This is a conflict - install OH II after as it has TDWs Sh.sdl within

OH II v TDW UI
Folders shared with the following conflicts:-
Name.cfg - Note: they are the same - NO conflict
NSS_Uboat2a - Note: im not sure with this one. I would use TDWs version.


So we can see from this that the correct mod order should be:-

TDW FX
OH II
TDW IRAI
TDW Water
TDW UI

The important one is that the FX mod is before OH II

Where there is 2 files the same and I have said "NO conflict" this means they are the same file (merged)

If anyone can see any conflicts I have not noticed - please post

Zedi
07-11-11, 12:32 PM
...
NSS_Uboat2a - Note: im not sure with this one. I would use TDWs version.

...

This is the file moded by Obelix for the AI type2 sub and as far as I know is not compatible with TDW UI. OH2 should be installed last, will do no harm to other mods.

Trevally.
07-11-11, 12:40 PM
This is the file moded by Obelix for the AI type2 sub and as far as I know is not compatible with TDW UI. OH2 should be installed last, will do no harm to other mods.

When you compare these files you can see a very slight diff in one line.
Im pretty sure this will not effect the mod.

Obelix - edited with goblin (panther:hmmm: not sure what this is)
TDW - edited with hex editor

Perhaps either Obelix or TDW can clear this up - but im sure this will not matter.

Trevally.
07-11-11, 12:44 PM
For people who use TDWs mods (I am one) we know how often he updates them.
For mod lists it is important that we try and get OH II near the top of the mod list.
We do not want to be installing/un-installing this mod every time TDW updates:DL

ustahl
07-11-11, 01:09 PM
I was hoping that TDW's fixes would take away the "frozen flag" problem, but it seems that it's not... This seems to be totally random bug, and still after many hours looking into it, I have no clue what is causing it (other than the imported ships). If you save the game and load it, the flags will most likely work again.

I have seen the draft issue too in previous test version of the mod. This seems to be a random bug too.

Terve Rongel! :salute:
I've saved and reloaded the mission when exiting Wilhelmshafen, but the Norwegian flag on two merchants (one behind, the other at opposite quay of Deutschland pocket battleship) remains stiff as ever. So saving and reloading unfortunately doesn't help. :cry:
The draft issue, however, seems gone now, after slightly changing mod loading order and saving & reloading. I have OH2 now last after any TDW stuff. :up:

parazaine
07-11-11, 02:19 PM
I'm getting 20 fps which drops as low as 10fps near the kiel minefield. I tried everything i know to increase framerates but nothing has ANY effect whatsover which seems a little odd. Dropping graphics options to minimum has NO effect, reducing my mod soup to a minimum had no effect either.

I am running an I7 mb quad-core at 4 ghz with an Nvidia GTX 480 1.5 gig card....not the worst system in the world...should i be getting such bad performance?

replacing the OHII full file with the lite version fixes these issues but i'd really like to be able to see all the new eye-candy.

has anyone got any suggestions? or is my system just not good enough?

The following is my current soup (with the light version) but it seems having read the latest posts that my mod order is incorrect regarding TDW's mods....strange as it seems to run fine

Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Silent Hunter 5\MODS]

d3d_antilag101
A Fistful of Emblems v1.51
Magnum_Opus_v0_0_1
Original map colors
stoianm pitch&roll for SH5 V1 (low)
Equipment_Upgrades_Fix_1_2_byTheBeast
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast
Compatible Conus00's Graphic Mod+SV's work
SH5Lifeboats_2.0
German U-Boat Crew Language Pack
FX_Update_0_0_16_2_ByTheDarkWraith
Old Style Explosions V1.1
IRAI_0_0_30_ByTheDarkWraith
Dark_Interior_V1
Depth_Dependent_Hydrophone_1.0.0
Enhanced FunelSmoke_by HanSolo78
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Torpedo Splash
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys_DBSM_SH5_v1.3_optional_scary_creaks
Open Horizons II Light
NewUIs_TDC_6_6_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
NewUIs_TDC_6_6_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_6_0_ERM_Reaper7_NightVision_Black_Ski n
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot patch
Trevally Tutorials - All v0.2 (for TDW UI)
AOB slide ruller for TDW UIs and MO by stoianm
EQuaTool 01.01 by AvM - Large Style
Grossdeutscher Rundfunk
NewUIs_TDC_6_6_0_New_radio_messages_German
OH II and Light Campaign Radio Messages
Sh5EnvModGold
SteelViking's Sky Banding Mod
Remove Flare Fix

I also noticed some strange issues (perhaps related to incorrect mod order?) the ship draft issue others have reported and also a couple of ships were upended and rotating in kiel harbour, gradually destroying themselves.

I too think the minefield in keil is perhaps overdone, especially considering all the fps-killing marking buoys demarking the field's extremities.

For those of you running it with no fps problems, can we see your system specs and mod list? might help others sort out their problems?

kiwi_2005
07-11-11, 02:54 PM
After enabling 'Open Horizons II Light' adding a few mods I get a crash to desktop every time I press the 'P' key:hmmm:

Edit: pressing the p key when inside the boat causes the crash if im on deck its okay. Im going to disable all mods and look for the correct way of adding them I figure I got some conflict that's causing it, though I have no idea what mod it would be. Never had the P key CTD before.

http://i52.tinypic.com/npjqmo.jpg

Trevally.
07-11-11, 03:23 PM
After enabling 'Open Horizons II Light' adding a few mods I get a crash to desktop every time I press the 'P' key:hmmm:

Edit: pressing the p key when inside the boat causes the crash if im on deck its okay. Im going to disable all mods and look for the correct way of adding them I figure I got some conflict that's causing it, though I have no idea what mod it would be. Never had the P key CTD before.


There are a few mods that change keys in your list.
Have you tried with the churchs keys?

Edit: sorry I ment to type "without churchs keys":)

kiwi_2005
07-11-11, 03:33 PM
There are a few mods that change keys in your list.
Have you tried with the churchs keys?

Yes Ive tried with the church keys, still get the crash.

I see there is a 6.6.0 New UI Im running 6.5.1 so going to update that don't know if that will help but better to have the latest UI.

Edit: Fixed.

I add the MCCD & MFCM Optional Crashdive workaround this must fix the P key CTD or rather as once I added this the CTD stopped.

Stormfly
07-11-11, 07:00 PM
Yes Ive tried with the church keys, still get the crash.

I see there is a 6.6.0 New UI Im running 6.5.1 so going to update that don't know if that will help but better to have the latest UI.

Edit: Fixed.

I add the MCCD & MFCM Optional Crashdive workaround this must fix the P key CTD or rather as once I added this the CTD stopped.


you shouldnt add any keyb. mods (commands.cfg) after SDBSM, you will loose much of SDBSM features, SDBSM allready includes a Church Keyb mod...

Obelix
07-11-11, 08:29 PM
NSS_Uboat2a - Note: im not sure with this one. I would use TDWs version.

This file modifies the equipment of the boat. If you use a version of TDW, the boat will go to the IIA raised periscopes.
FX file removes exhaust fumes, because the original can not I remove the smoke levitating.
Now I try to bring IIA in perfect order, but lack of time slows down the process.

THE_MASK
07-11-11, 09:38 PM
So we can see from this that the correct mod order should be:-

TDW FX
OH II
TDW IRAI
TDW Water
TDW UI

The important one is that the FX mod is before OH II

Where there is 2 files the same and I have said "NO conflict" this means they are the same file (merged)

If anyone can see any conflicts I have not noticed - please post[/QUOTE]If i put the mods in this order then open the mission editor to check it has a warning that unit class KMSSHogisland not found in platform library .

Obelix
07-11-11, 10:23 PM
This is the file moded by Obelix for the AI type2 sub and as far as I know is not compatible with TDW UI. OH2 should be installed last, will do no harm to other mods.
My files are not in conflict with TDW. IIA AI is located in a separate folder - NSS_Uboat2a_AI. Today, OH II second (after AVCv2) mod having this folder.

Magic1111
07-12-11, 03:22 AM
So we can see from this that the correct mod order should be:-

TDW FX
OH II
TDW IRAI
TDW Water
TDW UI

The important one is that the FX mod is before OH II



Hi Guys !

Now I´m really confused, sorry !!! :damn::nope::damn:

On first post of this Thread is this written:

"...The mod is compatible with TDW UI, install last..."

Means OH II install A-f-t-e-r UI MOD !

Yesterday sober answers to my question about the correct order, that I OH II enable A-f-t-e-r ALL TDW MODs:

http://174.123.69.202/~subsimc/radioroom/showpost.php?p=1701942&postcount=665

NOW in the list from sober´s post from above we should OH II enable after FX_Update MOD, but b-e-f-o-r-e the other MODs from TDW ??? :06::06::06::06::06::06::06:

Please, what then is definitely the correct order ?????????

Best regards,
Magic

Rongel
07-12-11, 04:12 AM
Terve Rongel! :salute:
I've saved and reloaded the mission when exiting Wilhelmshafen, but the Norwegian flag on two merchants (one behind, the other at opposite quay of Deutschland pocket battleship) remains stiff as ever. So saving and reloading unfortunately doesn't help. :cry:
The draft issue, however, seems gone now, after slightly changing mod loading order and saving & reloading. I have OH2 now last after any TDW stuff. :up:

Terve taas! Ja kiva nähdä että pyörit vielä foorumilla!

The flag issue is nasty bug, I've been starting to wonder why I have never seen German flags freeze, eventhough the starting harbours are full of imported NAMC ships. I have one idea that I'll try when I have time.

The weird FPS loss that I have encountered in harbour is a weird one too. But today when I tested the mod again, it was for some reason much much better, almost no loss at all. This time I played with no map contacts, could it affect the FPS :06:

One little thing that bothers me now is that the sonar man can pick up mines now. At first I thought that it wouldn't matter, but soon realised that most of my contacts are infact minefields. I wonder what would happen if the mines would be only spottable by watch crew. Would diving be too risky business, with no way of getting any info on the mines? What was the real situation, could a sonar man somehow pick up a mine contact?

Anyway, otherwise I'm starting to really like this mod. Just to see airplanes flying over my base is awesome! :D

U2222
07-12-11, 08:46 AM
There are two types of sonar.
Active sonar sends sound out and listens for echo's coming back.
Passive sonar only listens for sound.
As it was passive sonar used by u-boats in WW2, and mines do not emit sound, they could not be detected by sonar

Trevally.
07-12-11, 12:12 PM
If i put the mods in this order then open the mission editor to check it has a warning that unit class KMSSHogisland not found in platform library .

:hmmm: If you have OH II last - does this still happen?
Is this the light version?

This warning happens when the unit number is wrong in the roster v sea folders
From Roster:-
ClassName=KMSSHogIsland
UnitType=104

From Sea-cfg:-
ClassName=KMSSHogIsland
3DModelFileName=data/Sea/NKMSS_HogIsland/Hog_Island
UnitType=104



@Magic - it is ok to put OH II last.
As I have tried to say - it is working with TDWs mods.
As TDW updates his mods - it will be apita keeping OH II last.

Hopefully TDW will double check the conflict files as he updates his mods so that they will for sure be ok to install after.

Magic1111
07-12-11, 02:05 PM
@Magic - it is ok to put OH II last.
As I have tried to say - it is working with TDWs mods.
As TDW updates his mods - it will be apita keeping OH II last.

Hopefully TDW will double check the conflict files as he updates his mods so that they will for sure be ok to install after.

Okay, thanks for clearify Trevally !!! :up:

Best regards,
Magic:salute:

Sone7
07-12-11, 05:19 PM
Passing Gibraltar is now mission impossible indeed, 2 fps.. and what is strange, when I pause the game everything runs nice and smooth again.
I started new campaign (MareNostrum; had to choose this one because the first one crash after loading and HappyTimes during loading screen - I cannot play any of these two) and had no problems at Lorient harbour. But first thing to do is make my way to Mediterranean - and here I am, since entered the passage everything at TC>0 is totally unplayable for me :-?

back to testing now :salute:

edit:
..and ctd; I can't use my save (close to Gibraltar), crashes instantly after loading.

edit2:
MareNostrum; had to choose this one because the first one crash after loading and HappyTimes during loading screen - I cannot play any of these two
same with WesternAproaches and ArcticConvoys. What is so special about these docks? :06:

Zedi
07-16-11, 02:50 AM
Back in action. First of all, thanks everyone for testing and reporting problems.

As far as I see, most of the problems are related to stuff added to the campaign, not to the campaign itself. Conflicts with other mods, low fps, ships acting weird with missing nor bad textures, missing flags .. all reports are linked to the full version, no problems reported on the light version.

We worked extremely much on this mod and seeing that all problems are related to stuff that are not under our control, I think the best solution is that the final version should have all these new units removed from the campaign pack.

There is already a separate mod for the new imported ships, not sure what should I do with the environmental units. So far there are problems only with the mines, right? No problems with the dolphins and icebergs. If so.. maybe I should keep only few mines near the harbors and a small pack in Gibraltar. We cannot give support and solutions for problems that are not under control.



Yes, looking ships at the museum causes CTDs. I think there is something wrong with the roster entries, I'm seeing countries that weren't supposed to be in the mod, like FreeSweden, FreeBelgium... So there isn't any flags for them either (I added additional flags to the mod, but not to these countries).

Rongel, all these Free nations are in the roster. Remember the chat we had by PM with Gap when the roster and defside.cfg was created. He suggested to use these Free nations because indeed, there were a lot of ships sailing under swedish, norway, polish etc flags while their country was under german occupation. If you have time to fix this problem, please be so kind and do it.

Trevally.
07-16-11, 04:26 AM
Good to see you back Zedi,
Hope you had a good break:salute:

Kumando
07-16-11, 06:24 AM
Back in action. First of all, thanks everyone for testing and reporting problems.

As far as I see, most of the problems are related to stuff added to the campaign, not to the campaign itself. Conflicts with other mods, low fps, ships acting weird with missing nor bad textures, missing flags .. all reports are linked to the full version, no problems reported on the light version.

We worked extremely much on this mod and seeing that all problems are related to stuff that are not under our control, I think the best solution is that the final version should have all these new units removed from the campaign pack.

There is already a separate mod for the new imported ships, not sure what should I do with the environmental units. So far there are problems only with the mines, right? No problems with the dolphins and icebergs. If so.. maybe I should keep only few mines near the harbors and a small pack in Gibraltar. We cannot give support and solutions for problems that are not under control.





Rongel, all these Free nations are in the roster. Remember the chat we had by PM with Gap when the roster and defside.cfg was created. He suggested to use these Free nations because indeed, there were a lot of ships sailing under swedish, norway, polish etc flags while their country was under german occupation. If you have time to fix this problem, please be so kind and do it.

Its just my oppinion but i think the low fps people are getting near the minefields, may be due to conflict with other mods and not a problem of your mod itself, because my rig is 4 years old and i passed the minefield near helgoland and i had no fps drop. I play with everything maxed, so either is mod conflict related or some people are playing with some fossil rigs lol.

Captain Joe
07-16-11, 06:50 AM
I tried all sorts of combinations and my game is running smooth with full OHII but one thing that killed it which is sad as it is such a great mod is Steel Vikings Interior Mod 1.2 which either slows game right down or does not allow everything to render properly. I dont use Magnum Opus which has it included.

Just my experience.

Stormfly
07-16-11, 06:51 AM
Its just my oppinion but i think the low fps people are getting near the minefields, may be due to conflict with other mods and not a problem of your mod itself, because my rig is 4 years old and i passed the minefield near helgoland and i had no fps drop. I play with everything maxed, so either is mod conflict related or some people are playing with some fossil rigs lol.

would also help if you could post your JSGME mod list together with your rig`s spec`s

you know we have allready a very huge mem and maybe performance eating content list with all the mods aviable, so the question is who can take what with the current rig, even if all is installed in the right order...

Kumando
07-16-11, 07:04 AM
would also help if you could post your JSGME mod list together with your rig`s spec`s

you know we have allready a very huge mem and maybe performance eating content list with all the mods aviable, so the question is who can take what with the current rig, even if all is installed in the right order...

My mod Soup:

[MODS]
Magnum_Opus_v0_0_1=1
NewUIs_TDC_6_5_1_ByTheDarkWraith=2
NewUIs_TDC_6_5_1_Real_Navigation=3
FX_Update_0_0_16_2_ByTheDarkWraith=4
FX_Update_0_0_16_2_UHS_Fix=5
IRAI_0_0_30_ByTheDarkWraith=6
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting=7
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5=8
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith=9
Critical hits 1.1 Torpedos=10
stoianm pitch&roll for SH5 V1 (normal)=11
SUB_hyd_fix_SH5=12
Manos Scopes-patch for 8x5=13
Interior working dials v1_21=14
Dynamic Environment SH5 Basemod (realistic version) V2.1=15
Dynamic Environmental SH5 Shallow Waters V2.1=16
Dynamic Environment SH5 Shallow Waters V2.1 Patch=17
Dynamic Environment SH5 BrighterNights V2.1=18
OPEN HORIZONS II=19
Enhanced FunelSmoke1.2_by HanSolo78=20
IO_StrategicMap_4_3_for_TDWv651&MO=21
Kriegsmarine Grid Map for MO and TDW UIs by stoianm=22
Original map colors=23
EQuaTool 01.01 by AvM - Medium Faber-Castell Style=24
Naights Submarine Textures (internal) V1.1=25
no torp bubbles - fx mod compatable- wamphyri=26
Old Style Explosions V1.1=27
Remove Steelvikings shadow mod=28
nVidia missing lights=29
Reboot's Hot Soup 1.1=30
Reboot's Water Drips 1.1=31
Trevally Automated Scripts v0.6=32
Trevally Tutorials - All v0.2 (for TDW UI)=33
DBSM_Music_1_0_4=34
Grossdeutscher Rundfunk=35
Stormys DBSM SH5 v1.3 Basemod=36
Stormys DBSM SH5 v1.3 additional crew sounds beta6=37
Stormys DBSM SH5 v1.3 optional scary creaks=38
Unterseeboot SFX=39
U-Boat Watch Crew Routine SFX=40
U-Boat Ballast Tanks SFX=41
Battlestations_soundmod_1.1=42
Telegraph Sound=43
Speech fixes and additions (german version)=44
NewUIs_TDC_6_5_1_New_radio_messages_German=45
OH II and Light Campaign Radio Messages=46
MightyFine Crew Mod 1.2.1 Stock faces=47
key config=48
SH5Lifeboats_2.0=49

My rig: Core 2 Duo 3.00 GhZ, 4gb ddr3 1066, Gforce 8800GTX 768 MB

Maybe people are using the Steel Viking shadow mod, that mod consumes memory like hell, i removed it.

Stormfly
07-16-11, 07:56 AM
Maybe people are using the Steel Viking shadow mod, that mod consumes memory like hell, i removed it.

yes i heared about that problem some time ago, was it a fixed part of Magnum Opus and if so, plz explain how you removed it.

EDIT: i just discovered "Remove Steelvikings shadow mod=28" in your mod list, where to get it ?

Trevally.
07-16-11, 08:10 AM
yes i heared about that problem some time ago, was it a fixed part of Magnum Opus and if so, plz explain how you removed it.

EDIT: i just discovered "Remove Steelvikings shadow mod=28" in your mod list, where to get it ?

It is an addon patch within TDWs MO patch2:up:

Stormfly
07-16-11, 08:18 AM
It is an addon patch within TDWs MO patch2:up:

:doh::88):haha:

Rongel
07-16-11, 08:22 AM
....

There is already a separate mod for the new imported ships, not sure what should I do with the environmental units. So far there are problems only with the mines, right? No problems with the dolphins and icebergs. If so.. maybe I should keep only few mines near the harbors and a small pack in Gibraltar. We cannot give support and solutions for problems that are not under control.

Rongel, all these Free nations are in the roster. Remember the chat we had by PM with Gap when the roster and defside.cfg was created. He suggested to use these Free nations because indeed, there were a lot of ships sailing under swedish, norway, polish etc flags while their country was under german occupation. If you have time to fix this problem, please be so kind and do it.

Okay, I'll fix the missing nations soon!

It might be a good idea to drop the imported ships, if we can apply them separately. That is a quick way to make the mod more stable. I haven't seen any problems with icebergs, or dolphins.

Zedi
07-16-11, 08:33 AM
Okay, I'll fix the missing nations soon!

It might be a good idea to drop the imported ships, if we can apply them separately. That is a quick way to make the mod more stable. I haven't seen any problems with icebergs, or dolphins.

Thats the plan. I really hate to get bad reports on stuff not related to our work. We reworked the campaign, not the ships, mines etc! Thanks.

Stormfly
07-16-11, 08:37 AM
...just converted some of the still uncompressed ship textures (normal maps to DXT1, ship textures to dxt5) together with some reduced occlution maps (down to 512x512) from the Imported Ship Pack 1.1 (which is part of OHII currently).

result is 50mb less video mem consumption and slightly better performance.

...testing

Chevelless
07-18-11, 07:49 PM
IMHO, seperate the whole OHII to several mods which stand along.



OHII main mod, only modified the compaign without any new ships/mines/dolphins/icebergs etc added,

Addon ship mod, which contains latest new ships upgraded and fix,

Mines/dolphines icebergs and any other neutral objectives can be integrated to a "enviroment addon mod", and it will be better if the number of mines can be modified.

Zedi
07-19-11, 03:53 AM
This is something Im thinking on. So far we received reports only about stuff we are not worked on.. like mines, ships etc .. but no reports on the campaign itself. So yeah.. I think the best option would be to filter out every extra addons and make them as optional mods. We should keep only the buoys and Z ships.

We already have a topic for the imported ships, TDW should open a topic about the enviro units (icebergs, dolphins, mines, subnets) so all reports goes there and that way he can fix and improve them.

lesec74
07-19-11, 06:05 AM
hello,

I have install open horizon II and it seems that the new ships are "lightened" and their structure are flashing.What's the problem?
sorry for my english
thanks for answer

Stormfly
07-19-11, 02:54 PM
just started Mare Nostrum... i just found out that the start position is Lorient :damn::O:

...i hope this inst a bug but a feature, so i have to pass Gibraltar :timeout:

i also assume that i get La Spezia as new home port while on first patrol :06:

Zedi
07-19-11, 03:04 PM
Its a fix, no more teleporting to Italy. Gibraltar should be now what it was in reality, every uboat captain worst nightmare. Send us a postcard if you made it. Real nav is more than recommended :P


After months of working on the mod, finally I start to play it. Here is my U777 leaving Kiel. No fps loss, high morale etc.

http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/SH5Img2011-07-19_003441_1.jpg?t=1311105559

http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/SH5Img2011-07-11_100001_1.jpg?t=1311105561

Stormfly
07-19-11, 03:09 PM
i hope you enjoy it as much as i do, regarding real navigation... this is on, i hope the post cards stay dry, otherwise Gibraltar is kown to have the most post card shops arround in the area it ithink :O:

Trevally.
07-19-11, 03:15 PM
just started Mare Nostrum... i just found out that the start position is Lorient :damn::O:

...i hope this inst a bug but a feature, so i have to pass Gibraltar :timeout:

i also assume that i get La Spezia as new home port while on first patrol :06:

To Commander Stormfly
From BtU

Your recent questioning of your orders has been reviewed and not becoming of an officer of the Kriegsmarine.
The deployment of more U-boats in Mare Nostrum is an order from the Fuhrer himself.
You will receive instructions regarding your new base, all in good time.
Donitz

:O:

Stormfly
07-19-11, 03:28 PM
To Commander Stormfly
From BtU

Your recent questioning of your orders has been reviewed and not becoming of an officer of the Kriegsmarine.
The deployment of more U-boats in Mare Nostrum is an order from the Fuhrer himself.
You will receive instructions regarding your new base, all in good time.
Donitz

:O:

ups... ahem of course Sir :o:dead:

...update: just got the "Commanders Message" :damn:

"Weihnachten bei den Makaronis`s... wollte ich schon immer mal... erstmal hinkommen zu den Makaroni`s erstmal hinkommen..."
"Keine Karbolnüttchen... nix mit dem wechstecken... scheisse verdammte"

Magic1111
07-19-11, 04:05 PM
"Weihnachten bei den Makaronis`s... wollte ich schon immer mal... erstmal hinkommen zu den Makaroni`s erstmal hinkommen..."
"Keine Karbolnüttchen... nix mit dem wechstecken... scheisse verdammte"

"...aber es ist doch schön hier, nette Holtzvertäfelung, Essen frei Haus...Wir sind doch fein raus...Wie der Pferdeapfel, der ist auch fein raus, für sein Fortkommen braucht er nicht mehr zu sorgen und qualmen darf er auch..."

Stormfly
07-19-11, 04:17 PM
...noch 222 Seemeilen und wir erreichen den Golf von Cadiz... jetzt erstmal ein U-Boot Spezail Cocktail :arrgh!:

ustahl
07-19-11, 04:23 PM
...noch 222 Seemeilen und wir erreichen den Golf von Cadiz... jetzt erstmal ein U-Boot Spezail Cocktail :arrgh!:
Na denn mal Waidmannsheil!:salute:

ustahl
07-19-11, 04:36 PM
Now, that with OH II we are able to patrol into the later WWII years with correspondingly realistic conditions, I'm missing one relevant feature for these later war years - the Schnorchel.
That would make the OH II experiance complete.:yeah:

Is there any hope that this could be modded? :06: :hmmm:
I (and others) have asked this before, but no answer yet. :shifty:

Stormfly
07-19-11, 04:49 PM
...162 SM west of Gibraltar, navigator calculated arrival at about 22h local time... we have "new moon" but good visbility at current.

TheDarkWraith
07-19-11, 04:59 PM
Now, that with OH II we are able to patrol into the later WWII years with correspondingly realistic conditions, I'm missing one relevant feature for these later war years - the Schnorchel.
That would make the OH II experiance complete.:yeah:

Is there any hope that this could be modded? :06: :hmmm:
I (and others) have asked this before, but no answer yet. :shifty:

I still keep trying to make it work but haven't find the right 'combination' yet :damn: It might be just the case of it will never work......

Stormfly
07-19-11, 05:21 PM
...50 SM West of Afrika, sun is going down, fog forming...

aircraft spotted, crashdive, deptcharges missed by a narrow margin :O:

...wondering if we`re able holding the time plan.

Kumando
07-19-11, 05:35 PM
I still keep trying to make it work but haven't find the right 'combination' yet :damn: It might be just the case of it will never work......

Isnt moded in the game already?I men there is a snorchel depth button :06:

TheDarkWraith
07-19-11, 05:36 PM
Isnt moded in the game already?I men there is a snorchel depth button :06:

That button is there because I added it. It has nothing to do with the snorkel that should be in the game but isn't.

Trevally.
07-19-11, 05:42 PM
...50 SM West of Afrika, sun is going down, fog forming...

aircraft spotted, crashdive, deptcharges missed by a narrow margin :O:

...wondering if we`re able holding the time plan.

Still time for your final meal:arrgh!:

Stormfly
07-19-11, 06:00 PM
last meal...?

...just drunk my last bear, should i bunker in Gibraltar :06:

http://www.pictureupload.de/originals/pictures/200711005633_DasCoot_t.jpg

Stormfly
07-21-11, 07:56 AM
http://www.pictureupload.de/originals/pictures/210711144853_postcard_la_spezia_3.jpg

Dear Friends,

yes... we made it, 75% hull... having good pasta and nice weather here... iam sorry that iam not allowed to give any details about the breakthrough, but it was a amazing challange.

Cheers Stormy

Zedi
07-21-11, 04:07 PM
Fantastic postcard, Im happy you made it :up:

I was not that lucky, got my ass kicked in the shallow british coastal waters by a lonely bomber. Probably called in by the lame fishing boat crew I let to pass &live :/

Stormfly
07-21-11, 04:52 PM
we had very good conditions...

i was wrong by telling we would have new moon, but couldnt find him the night before (this was because the moon was gone down allready). We had also light fog at the beginning and later heavy sea, moon was gone as it become very tricky. Later in a very hot situation, as we nearly reached the exit, medium fog helped me escaping a A&B-Class DD, who surpriced me from behind as i focused a armed travler who came out of the fog in front of me... had to crashdive but as we was very close to the African coast, i had no options, so i sunk him and surfaced immediately, running ahead flank, preventing half of the british home fleet will catch us in shallow waters. Doing so, we got attacked from 2 Beaufighter Torpedobomber`s, one of them gun our hull down to 75%, but we was able to shot him down on his approach. After that we managed hiding into the fog from the other plane and disappeared north of Benzu into the mediterranean sea. I better dont tell about the other ugly things we saw before and after that :arrgh!:

kapitan_zur_see
07-22-11, 05:14 AM
Killer mod :rock:

Many thanks! :yeah:

tat501
07-24-11, 11:02 AM
This mod is excellent and it was working fine until last night when I happened to end patrol and reload on 9th April 1940 in Wilhelmshaven. The fleet is massing in the harbour for Operation Weserubung but I can't get out of port because of freezing and CTD problems caused I think by the huge amounts of shipping around. A pity my rigs not up to scratch because the added immersion this mod offered was making SH5 more fun than ever...I may even go and buy a new CPU just for this...

Trevally.
07-24-11, 11:38 AM
This mod is excellent and it was working fine until last night when I happened to end patrol and reload on 9th April 1940 in Wilhelmshaven. The fleet is massing in the harbour for Operation Weserubung but I can't get out of port because of freezing and CTD problems caused I think by the huge amounts of shipping around. A pity my rigs not up to scratch because the added immersion this mod offered was making SH5 more fun than ever...I may even go and buy a new CPU just for this...

Thanks for the report tat501:salute:

We may need to reduce the Norway invasion fleets:hmmm:

There are several forming at the same time - all heading to ports in Norway. the one that forms in Wilhelmshaven is heading to Narvik and this is your objective area also.

Zedi
07-24-11, 11:59 AM
tat501, can you post your hardware please, Im curious mostly about your video card.

tat501
07-25-11, 08:27 AM
Im on a laptop Zedi so its not very good...Mobile Intel 4 Series Express Chipset family. Not sure in any more detail of its speed etc but Im aware that I'm playing at the very limit of my systems capability. The minefields seem to slow the play down a bit as well but from what I've read on here that seems normal?

Rest of the hardware is;

Microsoft Vista Home Premium,
Intel Core (R) Core (TM) 2 Duo CPU T6500 @ 2.10 GHZ,
2907MB RAM

If you want any more details just let me know. Glad I can help.

Sepp von Ch.
07-26-11, 05:48 AM
Hello Kapitäne,

I use OH II Lite and in 1944 can´t talk wit Wolfram:

http://s4.postimage.org/231oj4hr8/SH5_Img_2011_07_26_10_35_35.jpg (http://postimage.org/image/231oj4hr8/)

Zedi
07-26-11, 09:18 AM
And you never be. Is how his line ends in the stock campaign, he say something about an important radio message and he stop talking. In the first OH campaign I fixed this problem by using his dialog from Black Pit. So I will do here, thanks for remind me this issue.

Stormfly
07-26-11, 09:43 AM
And you never be. Is how his line ends in the stock campaign, he say something about an important radio message and he stop talking. In the first OH campaign I fixed this problem by using his dialog from Black Pit. So I will do here, thanks for remind me this issue.

...someone throw a message from his "(house)wife" in his face and forced him to read it, poor Wolfi ! :D

iutland
07-30-11, 02:21 PM
A truly enjoyable and well made SH5 mod:yeah: thanks:up:

Cheers
iutland:DL

Gerald
07-30-11, 02:24 PM
:salute:

[SJ]nailz
08-05-11, 07:36 PM
I downloaded the "full" mod, and was getting "Phantom" contacts... small convoys which arent there...

also had about 300 ships parked outside the harbour, which I couldnt see?

Zedi
08-06-11, 03:26 AM
Sadly, for some personal reasons I cant continue my activity here anymore. I gave Trevally full right on all my work and also on my account.. so he can manage the files and do whatever is needed to be done.
Rongel and Sober, please keep the contact with Trevally from now on.

Thanks everybody involved and helping on this big project and I wish you all good luck and have fun! :salute:

Sgtmonkeynads
08-06-11, 03:39 AM
Hey Snailz.....

If those phantoms were green...then look out. Look under water, you just found a mine field.

I found that out the hardway.

crepitis
08-06-11, 04:15 AM
Sadly, for some personal reasons I cant continue my activity here anymore. I gave Trevally full right on all my work and also on my account.. so he can manage the files and do whatever is needed to be done.
Rongel and Sober, please keep the contact with Trevally from now on.

Thanks everybody involved and helping on this big project and I wish you all good luck and have fun! :salute:

Zedi, sorry to hear you are leaving, thanks for all your hard work in helping to make SH5 as enjoyable as it is now.:salute:

Velero
08-06-11, 04:38 AM
Yeah sorry to hear you go Zedi :salute:

Torpedo
08-06-11, 04:45 AM
Hi all!
In Open Horizons II I saw the campaign in Artic See as Arctic_Convoys and not Artic_Convoys.
What is the right name?
In the vanilla game I think Artic and not Arctic. Is the same for the Arctic Campaign, if the mod changes the name? Or Arctic is the right name that is in the mod?

Torpedo

[SJ]nailz
08-06-11, 06:02 AM
In reality Arctic is correct, ie The Arctic Circle. In the UK Artic is a shorthand way of saying Articulated...

[SJ]nailz
08-06-11, 06:04 AM
Hey Snailz.....

If those phantoms were green...then look out. Look under water, you just found a mine field.

I found that out the hardway.


They were, I did, and couldn't see anything... I also think that the other "convoys" could be dolphins... I'd rather not have them in the game, then get massive performance slow-downs because of it.... not to mention hunting them...

Trevally.
08-06-11, 06:06 AM
Zedi, sorry to hear you are leaving, thanks for all your hard work in helping to make SH5 as enjoyable as it is now.:salute:

Yeah sorry to hear you go Zedi :salute:

Thanks guys and I would also like to say a BIG THANK YOU to Zedi for all the long looong hours of work he has put into this project.

He had also spent lots of time teaching me the campaign system:salute:

I have started playing this game again and the new campaign makes it so much more enjoyable.:yeah:

As for continuing the project, yes I will do that.
I am sorry to say however that there may now be a delay with the final release as I try and catch up with Zedi's work.

SirBunker
08-06-11, 06:19 AM
Hey Snailz.....

If those phantoms were green...then look out. Look under water, you just found a mine field.

I found that out the hardway.

Heh, I just got to April 1940 and hadn't bumped into mines before in the OH II campaign (map contacts disabled). I'd been hunting around the south western approaches for a few days when I dove for a regular hydrophone check and to my surprise the sonar guy reported a stationary ship at long range. I resurfaced, set course straight to the contact's bearing, flank speed, in excitement of a promise of easy prey.

... except I could see nothing. Even the watch crew couldn't see a thing. No silhuette, no smoke in the horizon. I thought I was getting closer and closer, but there was no visual contact. I was about to dive for a new hydrophone check, when there was a sudden explosion, structure damage, flooding etc. Game Over. Slowly I realised what had actually happened, and facepalmed at myself. :har:

Atleast the course was right.

0rpheus
08-06-11, 09:43 AM
Sadly, for some personal reasons I cant continue my activity here anymore. I gave Trevally full right on all my work and also on my account.. so he can manage the files and do whatever is needed to be done.
Rongel and Sober, please keep the contact with Trevally from now on.

Thanks everybody involved and helping on this big project and I wish you all good luck and have fun! :salute:

Sorry to see you go but best of luck and thanks again for all the help!

Sail safe! :salute:

Magic1111
08-06-11, 02:20 PM
Sadly, for some personal reasons I cant continue my activity here anymore. I gave Trevally full right on all my work and also on my account.. so he can manage the files and do whatever is needed to be done.
Rongel and Sober, please keep the contact with Trevally from now on.

Thanks everybody involved and helping on this big project and I wish you all good luck and have fun! :salute:

Heyho Zedi !

From me too a BIG Thank you for all your hard work over the month !!!!!!!:salute::salute::salute::salute: And all the best for you !!!! :salute::salute::salute:

But:

THE SHOW MUST GO ON.......! :woot:

So thanks in advance and everytime good luck for continue the work to Trevally !!!:yeah::yeah::yeah:

Best regards,
Magic

vlad29
08-06-11, 03:19 PM
Sadly, for some personal reasons I cant continue my activity here anymore. I gave Trevally full right on all my work and also on my account.. so he can manage the files and do whatever is needed to be done.
Rongel and Sober, please keep the contact with Trevally from now on.

Thanks everybody involved and helping on this big project and I wish you all good luck and have fun! :salute:

I hope this changes in your life are caused by positive circumstances, Zedi. So many thanks for work U've done for the community and your great impact in improving the game:yeah::salute:
Anyway Internet is reachable almost everywhere and anytime, so waiting for thread 'I am back...' started by You.
Have a good hunting:up: