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-   -   [REL] Open Horizons II (https://www.subsim.com/radioroom/showthread.php?t=189818)

Trevally. 01-25-14 04:59 AM

Quote:

Originally Posted by Serge65 (Post 2167677)
I fixed another small error in DC_R_KG. In the post #4758 link updated. Download again, please.

:up:

Trevally. 01-25-14 07:16 AM

Looking into issue with patrol objectives where map marker is not shown.
I remember this issue when making campaign MG and had to use sink objectives as patrol = no marker.

So far I have tried:-
forcing objective 9 (patrol) to object icon 0 (sink) = ctd
using hidden objectives and adding goto (reach) as an update to objective = too much work
testing icons in menu editor = all look ok (C:\Ubisoft\Silent Hunter 5\data\Menu\Gui\StrategicMap.dds) all icons set correctly

So as things stand - I may have to return all patrol objectives back to sink objectives:wah:

Anyone got any suggestion:06:

gap 01-25-14 09:39 AM

Quote:

Originally Posted by Trevally. (Post 2167393)
I have started work on v2.4 that will fix all the issues from v2.3 and 2.3.1

:sunny: :up:

Quote:

Originally Posted by Trevally. (Post 2167736)
Looking into issue with patrol objectives where map marker is not shown.

...

So as things stand - I may have to return all patrol objectives back to sink objectives:wah:

Anyone got any suggestion:06:

Yes: a workaround. What about giving up the map marker, and denoting patrol areas as MQK quadrants? It would require the remaking of all the mission/objective texts, and the usage of the map by illyustrator :hmm2:

Trevally. 01-25-14 11:45 AM

Quote:

Originally Posted by gap (Post 2167781)
:sunny: :up:



Yes: a workaround. What about giving up the map marker, and denoting patrol areas as MQK quadrants? It would require the remaking of all the mission/objective texts, and the usage of the map by illyustrator :hmm2:

This would be good Gap as I am sure that the patrol missions work ok (map will centre on area if you click on the icon beside your campaign progress box - here you can then mark your map yourself. If you save your game and exit, then reload your save - your map marks are removed)

To use the MQK - I would need to add it to OHII and then edit all missions with:-

New trigger, event for message to tell player where to go
A template could be used to speed this up but the actual co-ordinates will have to be looked up. That is three per mission with about 20 to 40 missions per campaign - all in all over a months work

Some day perhaps....

For now I think I must go back to the sink mission - sorry

Trevally. 01-25-14 12:27 PM

I am ready to release v2.4
changes:-

OHII v2.4
Added Gaps fix for sound files and some unit IDs that were causing ctd with some mods
Added Serges fix for air units and their guns where IDs were causing ctds with some mods
Updated RUS airbase to:-
The Yak-1 entered service on late 1940 - early 41
MiG-3: entered service on April 1941
La-7: entered service on mid-September 1944
DB-3: in service since 1936
KOR-1: introduced on 1938, retired 1942
MBR-2: in service since 1935
Added new Rus_airbases
All patrol missions back to sink missions so that the mapmarker will work again

before I do - does anyone have any changes they want made?

gap 01-25-14 12:29 PM

Quote:

Originally Posted by Trevally. (Post 2167841)
To use the MQK - I would need to add it to OHII...

This is the least problem: I am sure that Illyustrator would be glad to see his mod included in OHII, and I could touch-up it to include the not covered areas of interest (mostly South Atlantic and Indian Ocean) :up:


Quote:

Originally Posted by Trevally. (Post 2167841)
and then edit all missions with:-

New trigger, event for message to tell player where to go
A template could be used to speed this up but the actual co-ordinates will have to be looked up.

Yes, that's a lot of work. Maybe the following link might speed-up the process:

http://grid.nylle.de/

This is the most complete online MQK calculator I have ever found. It covers the whole globe, and it is fairly accurate. A veritable professional work. Hat off for his creator :sunny:

Quote:

Originally Posted by Trevally. (Post 2167841)
That is three per mission with about 20 to 40 missions per campaign - all in all over a months work

Some day perhaps....

In my opinion not all the missions should be of the "patrol area" type. Having to look for specific units or to sink a (not declared) minimum of x tons, if fun at times :03:

Trevally. 01-25-14 12:56 PM

Hi Gap:salute:

Yes adding MQK to OHII would be great - but

The mission and all SH5 map areas are set as:-

[MapZone 1]
Name=Patrol_Zone1
Radius=200.000000
MaxHeight=1000.000000
MinHeight=-1000.000000
Category=0
Long=-992000.000000
Lat=6052000.000000

Height=0.000000
IsFromSingleMis=false

[MapZone 2]
Name=Patrol_Zone2
Radius=200.000000
MaxHeight=1000.000000
MinHeight=-1000.000000
Category=0
Long=-830000.000000
Lat=6124000.000000
Height=0.000000
IsFromSingleMis=false

[MapZone 3]
Name=Patrol_Zone3
Radius=200.000000
MaxHeight=1000.000000
MinHeight=-1000.000000
Category=0
Long=-888000.000000
Lat=6016000.000000
Height=0.000000
IsFromSingleMis=false

As you can see the lat/long are set by meter (game) from a centre point in the map
The convertor will not work for this.

The only way to do this (that I know off) is too load MQK into SH5 and manually mission by mission edit the patrol_zone into messages by view where in the MQK it falls
If we could get a team together and split up for a campaign each - then the work load would be manageable. For me to do this on y own will take a long while

gap 01-25-14 01:33 PM

Quote:

Originally Posted by Trevally. (Post 2167871)
Hi Gap:salute:

Yes adding MQK to OHII would be great - but

The mission and all SH5 map areas are set as:-

...

The only way to do this (that I know off) is too load MQK into SH5 and manually mission by mission edit the patrol_zone into messages by view where in the MQK it falls
If we could get a team together and split up for a campaign each - then the work load would be manageable. For me to do this on y own will take a long while

you can :yep:

In game, 40 km of length = 1 degree (both in latitude and longitude). IIRC, the origin is located at the equator and at Greenwich's latitude. Knowing that, you can convert from game map offsets to real world coordinates. TDW has deviced a little application (should be somewhere on my HD) for not having to do the calculations manually.

Using the same calculations, I have created an excel spreadsheet plotting real world coordinates on the SH5 map (which by the way is actually an Equirectangular projection). It gives fairly good results, and I can easily tweak it to accept SH5 coordinates rather than real world coordinates. All you would have to do, would be entering the coordinates and looking on map (i.e. the map by illyustrator) what MQK quadrant they lay on :up:

Trevally. 01-25-14 04:26 PM

Open Horizons II v2.4

see post 1 for download:|\\

Quote:

OHII v2.4
Added Gaps fix for sound files and some unit IDs that were causing ctd with some mods
Added Serges fix for air units and their guns where IDs were causing ctds with some mods
Updated RUS airbase to:-
The Yak-1 entered service on late 1940 - early 41
MiG-3: entered service on April 1941
La-7: entered service on mid-September 1944
DB-3: in service since 1936
KOR-1: introduced on 1938, retired 1942
MBR-2: in service since 1935
Added new Rus_airbases - Thanks to Volodya for the base info and Serge, Gap and Vlad for plane start dates
All patrol missions back to sink missions so that the mapmarker will work again

gap 01-25-14 04:32 PM

Quote:

Originally Posted by Trevally. (Post 2167954)
Open Horizons II v2.4

:yeah:

Quote:

Originally Posted by Trevally. (Post 2167954)
Added new Rus_airbases - Thanks to Volodya for the base info and Serge, Gap and Vlad for plane start dates

If you look at my google document, I have entered much more data than there was the last time you probably looked into it, and my research still going on. During the last two weeks I worked on a new Polikarpov I-16 model though. This was the standard monoplane fighter used by the Soviet Navy at the beginning of the Great Patrioctic War.

I will post a couple of renders in one of my next posts :up:

vdr1981 01-25-14 04:46 PM

Quote:

Originally Posted by Trevally. (Post 2167954)
Open Horizons II v2.4

see post 1 for download:|\\

Tnx Trev!

No patches, fixes or similar? Compatible with SkyBaron's Leigh Light for SH5 1.1?

Show me your mod list please...

Trevally. 01-25-14 04:58 PM

Quote:

Originally Posted by gap (Post 2167959)
:yeah:



If you look at my google document, I have entered much more data than there was the last time you probably looked into it, and my research still going on. During the last two weeks I worked on a new Polikarpov I-16 model though. This was the standard monoplane fighter used by the Soviet Navy at the beginning of the Great Patrioctic War.

I will post a couple of renders in one of my next posts :up:

Yes -thanks Gap:up:

I still want to work on the air layer - I just wanted to get a Rus one out to take advantage of all the new aeroplanes from Serge.
I would still like to take Sober up on his idea where we all take a country each and make a layer - then I can add them all as one

Quote:

Originally Posted by vdr1981 (Post 2167966)
Tnx Trev!

No patches, fixes or similar? Compatible with SkyBaron's Leigh Light for SH5 1.1?

Show me your mod list please...

see - OPEN HORIZONS II v2.4\data\Library\Leigh_Light_files and add as you need. (there may be a newer patch from serge?)

my mod list is for making OHII and looks like this:-
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
FX_Update_0_0_21_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
NewUIs_TDC_7_4_2_ByTheDarkWraith
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI+OH II)
Trevally TDC Help v2
Equipment_Upgrades_Fix_v1_4_byTheBeast+patch1
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Trevally sounds for v2.4
OPEN HORIZONS II v2.4 (testing)

volodya61 01-25-14 05:09 PM

Quote:

Originally Posted by Trevally. (Post 2167954)
Open Horizons II v2.4

see post 1 for download:|\\

Thank you, sir :salute:

One question though -
What is this fix? :hmm2:

Quote:

Added Gaps fix for sound files
EDIT: and one more :)
are you going to make HanSolo's mod compatible version?

gap 01-25-14 05:14 PM

Quote:

Originally Posted by Trevally. (Post 2167974)
Yes -thanks Gap:up:

I still want to work on the air layer - I just wanted to get a Rus one out to take advantage of all the new aeroplanes from Serge.
I would still like to take Sober up on his idea where we all take a country each and make a layer - then I can add them all as one

Yep, good idea. Since no Russian mate took to it, I can deal with Soviet and Italian air forces.

British and US air forces should be the easiest one (there is a lot of info on then available in the web)

gap 01-25-14 05:15 PM

Quote:

Originally Posted by volodya61 (Post 2167980)
EDIT: and one more :)
are you going to make HanSolo's mod compatible version?

Are you talking with me, Volodya? :)


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