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-   -   [REL] Multiple UIs for SH5 with TDC (https://www.subsim.com/radioroom/showthread.php?t=166093)

TheDarkWraith 10-26-10 04:38 PM

this really baffles me as I thought this problem was done and gone. I've been testing the mega-mod compilation which this mod is a part of and I've had no problems with the torp door switches.

Do you notice a pattern of events that causes them to stay disabled? Did you have the scope screen up when the tube became ready again? Did you get the message in the messagebox saying tube x ready? I'm looking for anything that can help me narrow down the problem.

Brumete 10-26-10 05:41 PM

Quote:

Originally Posted by TheDarkWraith (Post 1522271)
Did you get the message in the messagebox saying tube x ready? I'm looking for anything that can help me narrow down the problem.

When this problem occurs is not shown either the messages, in 4.8.0 this problem does not occur and it works fine.

TheDarkWraith 10-26-10 05:46 PM

Quote:

Originally Posted by Brumete (Post 1522326)
When this problem occurs is not shown either the messages, in 4.8.0 this problem does not occur and it works fine.

how did you apply the patch? Did you take the MODS folder out of the patch and copy it to your \Silent Hunter 5\ folder?

TheDarkWraith 10-26-10 09:09 PM

using the power of Automation I'm adding the ability to define tutorials in v4.9.0. I haven't quite finalized what all the tutorials will be able to do but this is what I have so far as commands:

- DisplayText - reads text from a file to display in tutorial box
- NextEnabled - the next button is enabled/disabled
- PrevEnabled - the previous button is enabled/disabled
- WaitForCommand - wait for command by user
- WaitForSpeed - wait for speed set by user
- WaitForDepth - wait for depth set by user
- Wait - wait some defined period of time
- SetMI - allows you to define an item to control (i.e. a menu item)
- Highlight - will highlight the menu item set by SetMI
- WaitForDrag - waits until the user drags the item set by SetMI

these commands will be placed in a text file and read in by Automation (the text for DisplayText will reside in this same file). By having the text in a file different language versions of the tutorials can be made.

What I see this new feature being used for:
- creating tutorials about the game and how it works
- creating tutorials for this UIs mod describing all of it's features
- creating tutorials for torpedo attacks
- creating tutorials for basic sub handling (how to set speed, depth, etc.)

This is something of the likes of which we had in SH3. We could run through the tutorials thus figuring out how the game 'worked'.

Here is the UI for the tutorials:
http://www.subsim.com/radioroom/pict...pictureid=3177

:|\\

Brumete 10-27-10 01:27 AM

Quote:

Originally Posted by TheDarkWraith (Post 1522332)
how did you apply the patch? Did you take the MODS folder out of the patch and copy it to your \Silent Hunter 5\ folder?


Disable all mods and apply the patch in the folder, then enable it again with all mod JSGME

Trevally. 10-27-10 11:56 AM

Quote:

Originally Posted by TheDarkWraith (Post 1522467)
using the power of Automation I'm adding the ability to define tutorials in v4.9.0. I haven't quite finalized what all the tutorials will be able to do but this is what I have so far as commands:

- DisplayText - reads text from a file to display in tutorial box
- NextEnabled - the next button is enabled/disabled
- PrevEnabled - the previous button is enabled/disabled
- WaitForCommand - wait for command by user
- WaitForSpeed - wait for speed set by user
- WaitForDepth - wait for depth set by user
- Wait - wait some defined period of time
- SetMI - allows you to define an item to control (i.e. a menu item)
- Highlight - will highlight the menu item set by SetMI
- WaitForDrag - waits until the user drags the item set by SetMI

:yeah:

Weather-guesser 10-27-10 08:58 PM

[QUOTE=TheDarkWraith; This is something of the likes of which we had in SH3. We could run through the tutorials thus figuring out how the game 'worked'[/QUOTE]

Outstanding TDW! This wil cut down on repeating questions for such a "large" mod. :salute:

flymar 10-28-10 02:45 AM

Is it possible to make the course dial draggable - the one that shows after clicking the heading bar. It is showing just over my TAI.

Sepp von Ch. 10-28-10 05:18 AM

Always use your new version, but this time is in my opinion version 4.5.2 better.

1) Why does not version 4.8.0 with patch 2 automatically hide asi in version 4.5.2? This was great idea!

2) I do not need the free cameras options on the top. Please, it is possible to hide (or make a option) this option?

http://s4.postimage.org/lDu5S.jpg

4.8.0 with p2 looks like on board a modern submarine. Prefer to return to 4.5.2 wide automatically hidden options. Is that not great? Screenshot with 4.5.2-only two small yellow arrow on the top right (as an external perspective as well from inside the submarine:
http://s2.postimage.org/fmTYS.jpg


3) Always report this:

http://s4.postimage.org/lEPUJ.jpg



Is that OK?

Thank you TDW for your answer.

Capt Sinbad 10-28-10 07:18 AM

Help guys please
Im trying to install the SH4 dials and crew icons from NewUIs_TDC_4_8_0_ByTheDarkWraith and i just can't seem to get them to work.

I have followed the readme and altered the text in notepad to sh4style and everytime i enable the mod and go to my ship in dock nothing has changed.


ps does everyone keep their 'mod' folder within the ubisoft game folder?

pps do i copy the contents from the NewUIs_TDC_v4_8_0_patch_2 and overwrite part of the NewUIs_TDC_4_8_0_ByTheDarkWraith? file?

TheDarkWraith 10-28-10 08:47 AM

Quote:

Originally Posted by Josef von Posorschitz (Post 1523486)
Always use your new version, but this time is in my opinion version 4.5.2 better.

1) Why does not version 4.8.0 with patch 2 automatically hide asi in version 4.5.2? This was great idea!

2) I do not need the free cameras options on the top. Please, it is possible to hide (or make a option) this option?

http://s4.postimage.org/lDu5S.jpg

4.8.0 with p2 looks like on board a modern submarine. Prefer to return to 4.5.2 wide automatically hidden options. Is that not great? Screenshot with 4.5.2-only two small yellow arrow on the top right (as an external perspective as well from inside the submarine:
http://s2.postimage.org/fmTYS.jpg


3) Always report this:

http://s4.postimage.org/lEPUJ.jpg



Is that OK?

Thank you TDW for your answer.

1) as many users complained about the automatic scrolling of the items in the HUD I disabled them by default. You can restore them by simply editing the options file and changing all the below to True:

# Do the top right bars hide when you mouse out and show when you mouse in?
TopRightBarsScroll = False

# do the essential controls (depth, heading, etc.) hide when moused out and show when moused in?
EssentialControlsScroll = False

# does the messagebox show when moused in and hide when moused out?
MessageBoxScrolls = False

# do the order categories scroll down when moused out and scroll up when moused in?
# set to True to have the order categories scroll
# change below to either True or False
OrderCategoriesScroll = False

# do the officers scroll down when moused out and scroll up when moused in?
# change below to either True or False
OfficersScroll = False

2) I did not include a way to hide the camera bar located at the top. I'll include that as an option in next patch/update (new option will be CameraBarVisible and will default to True [visible])

3) Is normal. It's just warning you that if you exit straight to desktop you'll lose any ship's journal changes. In the next patch/version of the mod this text will ony be visible is you have selected a ship's journal at game start in the main menu (not None)

v4.8.0 with patch 2 is far superior to v4.5.2. You always want to use the latest version/patch of my mods.

TheDarkWraith 10-28-10 08:52 AM

Quote:

Originally Posted by Capt Sinbad (Post 1523530)
Help guys please
Im trying to install the SH4 dials and crew icons from NewUIs_TDC_4_8_0_ByTheDarkWraith and i just can't seem to get them to work.

I have followed the readme and altered the text in notepad to sh4style and everytime i enable the mod and go to my ship in dock nothing has changed.

ps does everyone keep their 'mod' folder within the ubisoft game folder?

pps do i copy the contents from the NewUIs_TDC_v4_8_0_patch_2 and overwrite part of the NewUIs_TDC_4_8_0_ByTheDarkWraith? file?

to install the mod correctly take the MODS folder from the mod and copy it to your \Silent Hunter 5 folder (this is assuming that your MODS folder is at the following path: \Silent Hunter 5\MODS)

to apply the patch take the MODS folder from the patch and copy it to your \Silent Hunter 5 folder (this is assuming that your MODS folder is at the following path: \Silent Hunter 5\MODS). NOTE: requires the mod to be installed (not enabled) first

Capt Sinbad 10-28-10 09:38 AM

Quote:

Originally Posted by TheDarkWraith (Post 1523581)
to install the mod correctly take the MODS folder from the mod and copy it to your \Silent Hunter 5 folder (this is assuming that your MODS folder is at the following path: \Silent Hunter 5\MODS)

to apply the patch take the MODS folder from the patch and copy it to your \Silent Hunter 5 folder (this is assuming that your MODS folder is at the following path: \Silent Hunter 5\MODS). NOTE: requires the mod to be installed (not enabled) first


ok
1 so i create my collective 'MODS' folder and keep it inside the game folder?

2 i place all my downloaded mods in there?

3 i take the patch file, open it, copy and paste the MODS folder from within the patch.copy and paste it over my 'MODS' folder within my game correct?

4 this then will overwite some existing files in your original 4.8.0 mod.

TheDarkWraith 10-28-10 09:44 AM

Quote:

Originally Posted by Capt Sinbad (Post 1523611)
ok
1 so i create my collective 'MODS' folder and keep it inside the game folder?

2 i place all my downloaded mods in there?

3 i take the patch file, open it, copy and paste the MODS folder from within the patch.copy and paste it over my 'MODS' folder within my game correct?

4 this then will overwite some existing files in your original 4.8.0 mod.

when you install the JSGME app install it to your \Silent Hunter 5 folder.

1) when you first run the JSGME app it will ask you what you want the folder to be called. Leave it as default (MODS)

2) correct. Be sure that when you unzip the mods that they aren't a double folder architecture or see if they contain a MODS folder. If so you'll need to extract these folders and place in your \Silent Hunter 5\MODS folder.

3) correct

4) correct :up:

When you install a new mod you can tell if it's installed in the MODS folder correctly by:

\Silent Hunter 5\MODS\mod name\data

the key here is that the first folder after the mod name MUST be data!

Capt Sinbad 10-28-10 09:48 AM

Quote:

Originally Posted by TheDarkWraith (Post 1523624)
when you install the JSGME app install it to your \Silent Hunter 5 folder.

1) when you first run the JSGME app it will ask you what you want the folder to be called. Leave it as default (MODS)

2) correct. Be sure that when you unzip the mods that they aren't a double folder architecture or see if they contain a MODS folder. If so you'll need to extract these folders and place in your \Silent Hunter 5\MODS folder.

3) correct

4) correct :up:

When you install a new mod you can tell if it's installed in the MODS folder correctly by:

\Silent Hunter 5\MODS\mod name\data

the key here is that the first folder after the mod name MUST be data!

what does double folder architecture mean wraith plaese???

ps i have now followed your info and have unzipped both the ui files... in the actual mod folder is 3 files= text, dials and mods. do i leave them in the parent folder and then place them into my mod folder? or just copy the mod folder in to my mod folder?


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