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View Full Version : [REL] Ace's Crew on Deck Stand-alone version mod.


Aces
04-26-11, 05:30 AM
http://img862.imageshack.us/img862/1111/st514.jpg

http://img196.imageshack.us/img196/9569/type9crewondeck2.jpg

Hi folks,

I decided to release my crew on deck stuff as included in my recent Super Turms v5.1 mod as a stand-alone version for folks who don't require the Super Turms files but might like to get their toes wet (excuse the pun) :) try out the crew on deck stuff:

Download Link - Gamefront: http://www.gamefront.com/files/20265917/Aces%27+Crew+On+Deck+-+Stand+alone+mod+v1+GWX+Version.rar

Download Link - Mediafire: http://www.mediafire.com/?xgdy1j26wuacmaq

README:

Greetings,

This is a stand-alone version of my Crew On Deck feature as included in my recent Super Turms V5.1 mod. If you are currently using the Super Turms v5.1 mod (or later versions of this mod as they become available) then you do not require this stand-alone version as all files are contained in the Super Turms v5.1 mod.

This mod is solely intended for those who just require the Crews on Deck feature which works in an identical fashion as follows for all type II,VII,VIIc41 and IX u-boats.

Crew on deck feature visible when surfaced: to activate/deactivate use the SHIFT+D (crew on deck) and CTRL+D (crew below deck) keys. The uniforms textures for the crew on deck are also supplied in the textures folder so that you can modify these if you wish. The 3d Mannschaft model (crew compliment) differs between type II, VII and IX u-boats.

Important: Activate this mod AFTER any mod that alters the NSS_Uboat hull dat files, eg. NSS_Uboat2a.dat, NSS_Uboat7b.dat etc..

There is an optional mod included named "Aces' Crew On Deck - Stand alone mod Bearded Crew Add-on" activate this mod AFTER the "Aces' Crew On Deck - Stand alone mod v1 GWX Version" if you require the crew on deck to be bearded.

If you want to add the up/down crew on deck commands manually to your own command_zz.cfg file then please change/add these lines:

Change this entry to the one below:

[Cmd250]
Name=Navigation_officer
Ctxt=1
Key0=0x44,Cs,"SHIFT+D"
GoBack=Navigator_view

and add this entry:

[Cmd262]
Name=Navigation_officer_End
Ctxt=1
Key0=0x44,Cc,"CTRL+D"

-------------

Thanks to Anvart for his permission to include the usage of his StateMachine method.

Raptor for his excellent crew uniforms on which I have based several of my crew on deck uniforms.

SKWas for his fantastic S3ditor program without which this mod wouldn't have been possible.

Wreford-Brown for very kindly creating a special campaign file which vastly speeded up the testing of this mod.

Urfisch for his historical help with the uniforms.

Last, and by no means least, my long suffering missus a "modding orphan" with great patience :)

-------------
Permissions
-------------
NOT to be used in any payware\commercial addon
May be used in any freeware mod with credits.

Best Regards

Aces

Wreford-Brown
04-26-11, 06:24 AM
Nice work Aces - I'm looking forward to taking the crew for a test drive, or should that be a test dive?...

Aces
04-26-11, 07:05 AM
Thanks mate,

They move pretty darned fast when ordered to dive, surface etc. but in a heavy swell they get their feet wet quite often :D:D

Cheers

Aces

Sailor Steve
04-26-11, 11:25 AM
Bless you, my son. :sunny:

Fish In The Water
04-26-11, 04:10 PM
Downloading as we speak, thanks again Aces! :up:

Rhodes
04-26-11, 04:16 PM
Thank you! :salute::yeah:

urfisch
04-27-11, 03:00 AM
nice! and thanks for the credits...

:salute:

Aces
04-27-11, 03:02 AM
Thank you for your help mate, much appreciated.

Kind regards to all

Aces

complutum
04-27-11, 05:57 AM
I`ve dowloaded and probed it, very great mod :yeah:

could it be possible to add other condition for it to work?, I mean as it is you must be surfaced and the WO must be in deck to show the Crew, what i mean is if could be added that you must stay in port, as it's not very realistic to have the crew on deck while you are at sea.

one more time thanks for your great job.

Aces
04-27-11, 06:22 AM
Hi mate,

Thanks for your comments. I did a poll to see what folks preferred either auto in port only or manual via key command and key command came out on top with about twice a smany votes. I also think it's the most flexible approach as you simply activate/de-activate the feature whenever you wish using the SHIFT+D/CTRL+D keys. As the default is no crew on deck the only time they'll appear is if you make 'em.

Kind regards

Aces

Fish In The Water
04-27-11, 05:43 PM
...as it's not very realistic to have the crew on deck while you are at sea.

True, but as Aces said, you don't have to put them there...

Unless of course they've been bad, in which case they probably deserve it! :O:

VONHARRIS
04-28-11, 12:15 AM
Thank you very much for this mod.

Edit: I tested the mod and it works just fine. Thanks again Aces

complutum
04-28-11, 11:17 AM
Perhaps i didnt explain my question right. waht i mean is if you can made it works like pennants in DFa Falg&Penns, in this mod you can raise pennants with the appropiate command + WO in deck + only when you are in harbour. So what i ask you is if you can do the same with the Crew on deck.

Again thankyou very much for your work.

Borgneface
04-28-11, 11:46 AM
Salut Aces,
Thank you very much for that initiative.......Always nice to be able to have your crew on deck from time to time....as long as you are surfaced and in a safe zone ...of course...:D

Great work mon ami :yeah:

rik007
04-28-11, 02:47 PM
Very nice! Will make it a part of my standard departure and arrival procedure! The mods for SH-3 keep on coming! Great! :yeah:

frau kaleun
04-28-11, 04:11 PM
True, but as Aces said, you don't have to put them there...

Unless of course they've been bad, in which case they probably deserve it! :O:

I have to say I'm not sure I will be able to resist the temptation of watching them all stand there saluting when we're riding out a nasty North Atlantic storm. At least once, just for the lulz.

Rhodes
04-28-11, 04:29 PM
I have to say I'm not sure I will be able to resist the temptation of watching them all stand there saluting when we're riding out a nasty North Atlantic storm. At least once, just for the lulz.

You're bad for your crew Frau Kaleun!!!

Fish In The Water
04-28-11, 05:07 PM
I have to say I'm not sure I will be able to resist the temptation of watching them all stand there saluting when we're riding out a nasty North Atlantic storm. At least once, just for the lulz.

:haha:

I was also thinking of trying it out for a solemn 'burial at sea ceremony.' Perhaps after dispatching a suitably juicy target I could cue up a rendition of taps and pay respect to the dearly departed... :salute:

frau kaleun
04-28-11, 05:51 PM
:haha:

I was also thinking of trying it out for a solemn 'burial at sea ceremony.' Perhaps after dispatching a suitably juicy target I could cue up a rendition of taps and pay respect to the dearly departed... :salute:

Well, you know I've only done one burial at sea and we waited until we had calm seas and were in a relatively 'safe' location to do it so it wouldn't be out of the question to have the crew on deck. :up:

Wreford-Brown
04-29-11, 05:23 PM
Awesome mod, and the crew are very tenacious. Full atlanticstorm and they still kept their feet. They even stayed on deck while one of jimbuna's nasty Q ships was taking my u-boat apart!

Frau K made me do it!

frau kaleun
04-29-11, 05:35 PM
Frau K made me do it!

:arrgh!: :rock:

Madox58
04-29-11, 05:39 PM
Sick SOB's.
:nope:
:haha:

Fish In The Water
04-29-11, 07:14 PM
Awesome mod, and the crew are very tenacious. Full atlanticstorm and they still kept their feet. They even stayed on deck while one of jimbuna's nasty Q ships was taking my u-boat apart!

Such devotion to duty...

Quick, somebody give those guys a medal! :haha:

frau kaleun
04-29-11, 09:30 PM
Sick SOB's.
:nope:
:haha:

This from the guy who tells n00bs that GWX won't install properly unless they turn their system volume all the way up. :haha:

Madox58
04-30-11, 06:40 AM
This from the guy who tells n00bs that GWX won't install properly unless they turn their system volume all the way up. :haha:

Shame on me!!
http://i108.photobucket.com/albums/n12/privateer_2006/iconsmackbuttxg5.gif

:haha:

Madox58
04-30-11, 12:49 PM
Aces,

Dump some messages from your PM box.

Aces
04-30-11, 01:05 PM
Hi mate,

Sorry, al done.

Cheers

Aces

frau kaleun
04-30-11, 09:36 PM
@Aces:

I am wondering, I use a custom cap emblem to match the one I put on my conning tower, and I'd like the crew that appears on my deck to have the same one on their caps (but still have the crews that appear on other boats in your sub pens mod, for instance, have whatever emblems you've put in there).

I've tried editing the .tga files that came with Super Turms, and I can see the edited files are in the mod when I enable it, but my crew still has the charging bull emblem on them. At least some of them, I can't remember if it was the officer's caps or the sidecaps. So I'm assuming an image must be embedded somewhere in one of the .dat files.

Can I edit a .tga file so that it only appears on my "on deck" crew but nobody else's, and if so, what do I need to do to which files to get it to "stick" when I load the game?

Also if it's not way too much trouble - do you have the officer's cap and sidecap images without any emblems added yet, and if so would it be possible for me to grab copies of them? If I can pull this off so it works the way I want, it would be easier just to add an emblem than to try and remove a different one first.

Thanks for any hints/help etc.!


EDIT: I started looking at the .dat files in the Submarine folders for Super Turms, and it looks like the Side_Cap image that's being "called" there (or whatever the technical term is) is the Sub Pens one... which I didn't edit since I wanted crew on the decks of other subs in the pens to retain the emblem they already have. But is this why my own crew's sidecaps still have the bull emblem? Can I change this in the Submarine .dat files in Super Turms so it uses Sidecap_With_Badge_For_Aces_Super_Turms instead?

Fish In The Water
05-01-11, 04:19 AM
Aces,

Dump some messages from your PM box.

Hi mate,

Sorry, al done.

Cheers

Aces

Hey Aces,

Don't mean to be a pest, but just wondering if you got my PM the other day?

Cheers! :sunny:

Aces
05-01-11, 04:24 AM
Hi mate,

Sorry, yes I read it just now, I'll reply later.

Cheers

Aces

Fish In The Water
05-01-11, 05:04 AM
Hi mate,

Sorry, yes I read it just now, I'll reply later.

Cheers

Aces

Very good, no need to apologize and no rush. Just glad you got it. :sunny:

zj1985
05-13-11, 08:38 PM
When I enable this mod,I got these warnings
"NSS_Uboat2A.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat2B.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat2D.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat7b.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat7c.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat7c41.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat9b.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat9b4.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat9c.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat9d2.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.

Dose this mod compatible with Extras for the Wilhelmshaven campaign v2.4c?

Aces
05-14-11, 05:15 PM
Hi mate,

I am not familiar with the mod you mention but if you can alway try it and revert back if you have any issues.

Cheers

Aces

Jimbuna
05-14-11, 05:50 PM
Where did you get the mod from?

A link may be helpful.

frau kaleun
05-14-11, 06:45 PM
It's WB's "extra ships" mod, updated for use with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6. IIRC you have to be running the latter to use the former.

http://www.mediafire.com/?t1mcmwjzg0m

Jimbuna
05-14-11, 06:47 PM
Ah, right.

frau kaleun
05-14-11, 06:57 PM
Ah, right.

I'm running it with Aces' Compatibility mod and Super Turms without any problems... but I don't remember getting any file overwrite alerts when I enabled Aces' stuff.

OTOH, I think WB combined a lot of other mods (with permission, natch) like Lifeboats & Debris and whatnot in with his, some of which I took out because I wanted to enable those mods separately for some reason or knew I was going to overwrite the relevant files anyway.

For the life of me I can't remember what mods he included that would use those Sub .dat files, but it's probably documented in his readme. Which I can't find either at the moment....

Wait, found it. It includes Waterstreams and Exhaust, I think that might be it? If so, I'm pretty sure Aces' data\Submarine .dat files are compatible with W&E so I would think it would be fine to let them overwrite the earlier files. :hmmm:

Jimbuna
05-14-11, 07:12 PM
Yeah it should be okay....either that or strip them out in a similar fashion to yours.

zj1985
05-14-11, 08:05 PM
Thanks for help,I will try it later.:salute:

frau kaleun
05-14-11, 08:16 PM
I'm downloading this standalone crew on deck mod now, will have a look at those files... should be pretty obvious if they include the Waterstreams & Exhaust entries, so I will let you know when I get a peek at them. :DL

Edit: looks to me like all the Waterstreams entries are there, so if the worry is overwriting the Waterstreams & Exhausts version of the files I don't think that would be a problem.

Wreford-Brown
05-15-11, 01:32 AM
When I enable this mod,I got these warnings
"NSS_Uboat2A.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod...

Dose this mod compatible with Extras for the Wilhelmshaven campaign v2.4c?

That's one of my mods and they should be compatible.

Sailor Steve
07-17-11, 05:58 PM
Okaaaaay, two months later I find that the Type II and Type VII work fine, but there's no crew for my Type IX. Did I miss something when I reread the thread, or did I just scew something up? I know it's my fault, I just need to find out what it is that's my fault, so I can either un-fault it or live with it.

Admiral Von Gerlach
07-17-11, 07:48 PM
I love this mod, thanks Ace i really smiled when i saw it, a cousin of mine who was in U boats long ago joked about such line ups in a letter i saw, they had a review of his flotilla and he said at least half of the guys fell off in the rehersal. I think they had been on shore leave a bit too much.

It will be fun to see it in action.

pditty8811
07-18-11, 01:32 AM
Great mod I'm in the process of implementing it right now. I'm editing the sub .dat files. I have a question concerning the line up.

The Type IIA line up is just fine, right behind the conning tower. The Type IID, both Turms, is not, the men are actually inside the conning tower, like 3 of them the rest art behind the conning tower. Those are the only 2 subs I got done now.

My question is this.... I know how to push them men back in the .dat file. But IRL were the men lined up behind the conning tower on the Type IID or Type II in general? Or were they lined up in from of the Coning tower IRL?


Also, I've noticed a Type2b in the mix here? Is there a mod which adds the Type 2b as playable? I know the # of how many Uboats are playable is hardcoded, but what mod adds the Type2b as playable?

TY in advance,

pditty

Sailor Steve
07-18-11, 01:28 PM
The Type IIB is what you're actually using. There were only six IIAs and only one of them did a war patrol. In the game they say IIA, with the IIB being the AI boat, but this is not correct. It was the IIB that saw service, not the IIA.

areo16
11-15-13, 05:38 PM
I am not able to get the Type IX boats of crew on deck working. The crew isn't moving so I assume the animation is bad. I tested this by moving the node of the crew to a visible spot and then pressing the buttons for nav officer.

All my other boats work great. Anyone else has this problem?