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-   -   [REL] OLC GUI v1.2.7 (https://www.subsim.com/radioroom/showthread.php?t=124639)

looney 12-24-07 08:36 AM

1. Unzip the Mod..
2. Move or Copy the mod in the MODS folder.
3. Delete the Sea folder
4. run the double mast tool

Enable the Mod using JSGME

java`s revenge 12-24-07 09:26 AM

When i install the doublemast tool the mod doesn`t work. The game crashes.
Without it the game runs...yess.

U49 12-24-07 11:08 AM

Doublemast Tool only for comfort?
 
Did I understand it right, taht the doublemast tool is only necessary for my comfort?
If I leave it away, I would have to compute the double mast length in my mind, right ?

onelifecrisis 12-24-07 11:48 AM

I'm in the US right now (spending xmas with pa, who lives over here). I'll be back home in the UK on January 2nd, and OLC GUI v2.0 (GWX2 compatible) will follow shortly, I promise.

Happy xmas folks.

OLC

looney 12-24-07 12:01 PM

Damn I can't seem to get the overlay working....

looney 12-24-07 12:03 PM

I checked the .tga that is correct so I must have made a misstake in the maps.cfg

who got it working?? can some1 pm me bout that file?

U49 12-24-07 12:17 PM

Quote:

Originally Posted by onelifecrisis
I'm in the US right now (spending xmas with pa, who lives over here). I'll be back home in the UK on January 2nd, and OLC GUI v2.0 (GWX2 compatible) will follow shortly, I promise.
Happy xmas folks.
OLC

:rock:
THAT's good news! :up:

donw 12-24-07 12:22 PM

Quote:

Originally Posted by onelifecrisis
I'm in the US right now (spending xmas with pa, who lives over here). I'll be back home in the UK on January 2nd, and OLC GUI v2.0 (GWX2 compatible) will follow shortly, I promise.
OLC

These bored impatient sub skippers can just wait OLC! You just have a great time with your pop!

And a very Merry Christmas to you and your family!

Julius Caesar 12-26-07 10:02 AM

O.K. I have been using this mod for a few days (I have deleted sea folder and used doublemast tool) and it is working great!
Only thing I am missing is stadimeter (to double check range).

Wilcke 12-26-07 10:48 AM

Quote:

Originally Posted by onelifecrisis
I'm in the US right now (spending xmas with pa, who lives over here). I'll be back home in the UK on January 2nd, and OLC GUI v2.0 (GWX2 compatible) will follow shortly, I promise.

Happy xmas folks.

OLC

OLC,

Have a great Holiday!:up:

onelifecrisis 12-26-07 10:54 AM

Quote:

Originally Posted by onelifecrisis
I'm in the US right now (spending xmas with pa, who lives over here). I'll be back home in the UK on January 2nd, and OLC GUI v2.0 (GWX2 compatible) will follow shortly, I promise.

Happy xmas folks.

OLC

I've just read some of the (many) posts in this thread that I've missed over the last few weeks (something I should really have done before posting the quoted post) and - thanks in part to a nudge in the right direction from Joe - I spotted the planned/active work by The Bad Wolf. TBW, good to hear you're working on a proper V2 of the mod :yep: though I must say it sounds more like TBW GUI V1 than OLC GUI V2 from what I've read so far :hmm:. At any rate, my own v2 is just going to be a GWX2-compatible version of V1.1 with a red mask aka night filter and whatever other minor tweaks are in popular demand, so instead of naming it v2 I'll just call it 1.1.5, so as to avoid any conflict with your own work :up:. I'm planning no other updates - GWX2 compatibility is the only thing niggling at me - so this shouldn't cause any kind of problem as far as I can see.

gclarkso 12-26-07 11:50 AM

Quote:

Originally Posted by onelifecrisis
At any rate, my own v2 is just going to be a GWX2-compatible version of V1.1 with a red mask aka night filter and whatever other minor tweaks are in popular demand, so instead of naming it v2 I'll just call it 1.1.5, so as to avoid any conflict with your own work :up:. I'm planning no other updates - GWX2 compatibility is the only thing niggling at me - so this shouldn't cause any kind of problem as far as I can see.

OLC,

Any chance a more historic-looking chronograph might make it in?

onelifecrisis 12-26-07 12:47 PM

Quote:

Originally Posted by gclarkso
Quote:

Originally Posted by onelifecrisis
At any rate, my own v2 is just going to be a GWX2-compatible version of V1.1 with a red mask aka night filter and whatever other minor tweaks are in popular demand, so instead of naming it v2 I'll just call it 1.1.5, so as to avoid any conflict with your own work :up:. I'm planning no other updates - GWX2 compatibility is the only thing niggling at me - so this shouldn't cause any kind of problem as far as I can see.

OLC,

Any chance a more historic-looking chronograph might make it in?

I'm loath to lose the quick-calc speed lines from the chrono. Taking them out results in what can only be described as a loss of functionality for a (debtatable) gain in cosmetic appeal. Furthermore, replacing a single TGA is all that is required from players who want to change it, so I'd rather leave it as it is.

gclarkso 12-26-07 01:15 PM

Quote:

Originally Posted by onelifecrisis
I'm loath to lose the quick-calc speed lines from the chrono. Taking them out results in what can only be described as a loss of functionality for a (debtatable) gain in cosmetic appeal. Furthermore, replacing a single TGA is all that is required from players who want to change it, so I'd rather leave it as it is.

I see...OK.

Julius Caesar 12-26-07 01:16 PM

Quote:

Originally Posted by looney
I would like to have a bearing overlay in it... cause somehow I can't get pato's to work.

Go to SilentHunterIII\data\Menu\cfg
edit Maps.cfg
to get the bearing overlay for nav map, change:
[Map0]
MapID=Navigation_map
bla bla
SymbolZoom=1;units are drawn as symbols from this zoom up

to

[Map0]
MapID=Navigation_map
bla bla
SymbolZoom=10;units are drawn as symbols from this zoom up

to get the bearing overlay for attack map, change:
[Map1]
MapID=Attack_map
bla bla
SymbolZoom=1;units are drawn as symbols from this zoom up

to
[Map1]
MapID=Attack_map
bla bla
SymbolZoom=20;units are drawn as symbols from this zoom up

Friedl9te 12-26-07 02:58 PM

Quote:

Originally Posted by onelifecrisis
Furthermore, replacing a single TGA is all that is required from players who want to change it, so I'd rather leave it as it is.

I played a little bit with the clockfaces, and now I use this ones.
http://img181.imageshack.us/img181/3...riscopeyj2.gif

And you can get both, for the periscope and for the UZO, there --->
http://hosted.filefront.com/Friedl9te/2129136

looney 12-26-07 05:40 PM

Quote:

Originally Posted by Julius Caesar
Quote:

Originally Posted by looney
I would like to have a bearing overlay in it... cause somehow I can't get pato's to work.

Go to SilentHunterIII\data\Menu\cfg
edit Maps.cfg
to get the bearing overlay for nav map, change:
[Map0]
MapID=Navigation_map
bla bla
SymbolZoom=1;units are drawn as symbols from this zoom up

to

[Map0]
MapID=Navigation_map
bla bla
SymbolZoom=10;units are drawn as symbols from this zoom up

to get the bearing overlay for attack map, change:
[Map1]
MapID=Attack_map
bla bla
SymbolZoom=1;units are drawn as symbols from this zoom up

to
[Map1]
MapID=Attack_map
bla bla
SymbolZoom=20;units are drawn as symbols from this zoom up

I think I found my error goin to test that tomorow..

I misplaced the cfg folder.. there are 2 of those in the game :)

joegrundman 12-26-07 07:56 PM

You don't like the U-jagd stoppuhr then change it, but at least some were used on board U-boats, as the one shown at this site here was captured on a surrendered U-boat in 1944.

Seems they were used for timing torpedo runs, whatever they mean by that exactly.

http://www.atlantik-pirat.com/Gallery1.htm

The Bad Wolf 12-26-07 09:35 PM

Hi onelifecrises,
Nice to hear from you again and hope you and the family had a very merry xmas.

I have great admiration for the hard work and ingenuity of your and joegrundman's mods. My only aim is to make this excellent sub sim even more realistic and enjoyable for the community. I didn't intend on trying to make a new GUI but working on the mod gave me new ideas due to overcoming problems in the previous posts. Each time I overcame a problem another would arise which has caused me to have to rethink the GUI layout. As I stated before I'm new to modding and having to learn the hard way by trial and error, but am gradually overcoming the problems and had some successes. As you realise it is made more difficult by the limitations in the sim's design.
I'm glad you are releasing an update for GWX 2.0 as this will allow me to continue trying to implement the new ideas, and then design the GUI with them. I hoped the mod could still be called OLC in gratitude of the work you have put in.

onelifecrisis 12-27-07 10:24 AM

Quote:

Originally Posted by The Bad Wolf
I hoped the mod could still be called OLC in gratitude of the work you have put in.

Well when you put it like that :oops::up:


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