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-   -   [WIP]RadioTrafficMod (https://www.subsim.com/radioroom/showthread.php?t=176328)

KarlKoch 12-30-10 02:49 PM

If you tried it, please report errors (or that it is working) here. Thank you.

THE_MASK 12-30-10 05:14 PM

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

KarlKoch 12-30-10 05:22 PM

Quote:

Originally Posted by sober (Post 1563538)
Just pondering , could you for example have the crew notify me by way of the radio operator such as MC_RR_RADIO_18 "hold on i am recieving a message'' etc . This is the way the game was meant to play . You are on the ball .

Sure, thats pretty easy to do. I didn't make it happen yet, because its a fancy thing and i first wanted to have the coding part done. I am actually thinking about BdU asking for a status report in case the player misses to send one on a daily basis. Could be optional as well. Since the mod does not rely on any gamemechanic, pretty much everything can be done.

ETsd4 12-30-10 08:14 PM

Quote:

Originally Posted by KarlKoch (Post 1563438)
If you tried it, please report errors (or that it is working) here. Thank you.

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

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

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

IMO this must be possible (;

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

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

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

KarlKoch 12-31-10 03:32 AM

Quote:

Originally Posted by ETsd4 (Post 1563653)
2.) The 1. received message is not completly shown up on the paper at a resolution of 1920x1200. The sendername and the messagetext is cut off.

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

And thanks for hinting to the messagelenght problem.


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

ETsd4 12-31-10 02:08 PM

Quote:

Originally Posted by KarlKoch (Post 1563858)
Can you give me a screenshot of this? I cannot run such high resolutions here.

.

http://i714.photobucket.com/albums/w.../SH5Img_01.jpg
Quote:

Originally Posted by KarlKoch (Post 1563858)
However, i am actually thinking about abandoning the mod, because TDW already did something similar and there is no need to have 2 Mods of the same.

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

TheDarkWraith 12-31-10 02:18 PM

Quote:

Originally Posted by KarlKoch (Post 1563858)
Can you give me a screenshot of this? I cannot run such high resolutions here.

And thanks for hinting to the messagelenght problem.


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

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

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

KarlKoch 01-08-11 11:06 AM

Status update:

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

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

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

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

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

To-Do:

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

- To all the Scriptingstuff needed for it to work ingame

- Build a proper UI

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

- No idea yet

Rickster1 01-08-11 11:34 AM

looking forward to this mod

vickers03 01-08-11 12:34 PM

could radio messages be triggered from sinking ships?

TheDarkWraith 01-08-11 12:40 PM

Quote:

Originally Posted by vickers03 (Post 1569558)
could radio messages be triggered from sinking ships?

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

KarlKoch 01-08-11 12:50 PM

Quote:

Originally Posted by vickers03 (Post 1569558)
could radio messages be triggered from sinking ships?

As TDW said, as long as the scripts can access the status of the ship, everything is possible.

TheDarkWraith 01-08-11 12:57 PM

Quote:

Originally Posted by KarlKoch (Post 1569579)
As TDW said, as long as the scripts can access the status of the ship, everything is possible.

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

vickers03 01-08-11 01:25 PM

Quote:

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

TheDarkWraith 01-08-11 01:28 PM

Quote:

Originally Posted by vickers03 (Post 1569616)
something like that with random ship names:DL
SSS-SSS-SSS- 1°34'N 11°40'W Tuscan Star torpedoed - sinking fast..

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

Sepp von Ch. 01-08-11 01:59 PM

There will be a separate mod?

KarlKoch 01-08-11 02:45 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1569635)
There will be a separate mod?

I am on actually coding a seperate mod, not relying on TDWs solution.

Sepp von Ch. 01-08-11 03:38 PM

Quote:

Originally Posted by KarlKoch (Post 1569672)
I am on actually coding a seperate mod, not relying on TDWs solution.


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

KarlKoch 01-08-11 04:40 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1569765)
Perfect! Thank you Karl! Will be the messages in german? Please, please, say yes!:03: German submarine atmosphere is for this sim very important!
The messages will be like in Living in Silent Hunter v5.1? Fantastic!!!! And is this upcoming mod also applicable for the years 1943-1945, ie for the campaign "Open Horizont" ( http://www.subsim.com/radioroom/show...=178257&page=3 ), which I play?

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

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

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

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

Zedi 01-09-11 03:53 AM

Quote:

Originally Posted by KarlKoch (Post 1569861)
....And of course, the User Interface ingame.

Whats wrong with that?


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