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

Silent Steel 02-13-11 03:21 PM

Quote:

Originally Posted by Redtail (Post 1596868)
Jester, Go into the TDW options file and scroll down to the Ships Journal section and edit the boat and captains details there.Make sure you change both the mod file as well as the same file in the SH5 main data / scripts /TDW options file. If you only change the mod file your details will not be shown:-?


Hi Redtail
This is interesting. I've been trying to do this but so far no luck.
Could you please explain a bit more in detail. Exact which files to edit and their exact locations.

The TDW's UserOptions.py is very familiar but you're talking about one more file.. "as well as the same file in the SH5 main data / scripts /TDW options file". Where do I find that one?

Thanks

//

stoianm 02-13-11 03:36 PM

Quote:

Originally Posted by Silent Steel (Post 1597101)
Hi Redtail
This is interesting. I've been trying to do this but so far no luck.
Could you please explain a bit more in detail. Exact which files to edit and their exact locations.

The TDW's UserOptions.py is very familiar but you're talking about one more file.. "as well as the same file in the SH5 main data / scripts /TDW options file". Where do I find that one?

Thanks

//

you have this problem because you have made changes after you enabled the mod

just desable de mod
edit option.py file from the mod location
enable the mod

you have 2 option.py after you enable the mod because the one for the mod is copyied in the wright place: SH5 main data / scripts /menu/TDW options file
best regards:salute:

7Infanterie19 02-13-11 07:36 PM

I was using a very old version for a long time as it suited me well, but thought I'd give the new version a go. A lot has changed, to say the least. I'm using the enhanced SH5 UI as TDW suggested (I used to use the SH3 three dial version).

I like the idea of getting the speed from the weapons officer, but it's taking a while to get used to it. Sometimes, I just want to get in a quick round of play without having to spend time getting the target speed through that process, so I miss getting the target speed from the map target icon when clicking/hovering over it. It may sound a bit lazy, but I want the option to do so (both to be lazy and to get the target speed by mouse click/hover :)).

I changed ShowContactsActualSpeed to equal True, but the speed doesn't show up on the map. Is there something I'm missing or doing wrong here?

Also, for the IO_StrategicMap tools, what does that pencil labeled "Select combat support units" do, and how do we use it? I like that mod, but the documentation for it is a bit lacking, sorry to say.

Cheers!

stoianm 02-13-11 07:43 PM

Quote:

Originally Posted by 7Infanterie19 (Post 1597250)
I was using a very old version for a long time as it suited me well, but thought I'd give the new version a go. A lot has changed, to say the least. I'm using the enhanced SH5 UI as TDW suggested (I used to use the SH3 three dial version).

I like the idea of getting the speed from the weapons officer, but it's taking a while to get used to it. Sometimes, I just want to get in a quick round of play without having to spend time getting the target speed through that process, so I miss getting the target speed from the map target icon when clicking/hovering over it. It may sound a bit lazy, but I want the option to do so (both to be lazy and to get the target speed by mouse click/hover :)).

I changed ShowContactsActualSpeed to equal True, but the speed doesn't show up on the map. Is there something I'm missing or doing wrong here?

Also, for the IO_StrategicMap tools, what does that pencil labeled "Select combat support units" do, and how do we use it? I like that mod, but the documentation for it is a bit lacking, sorry to say.

Cheers!

in option.py you must have this line like this:

ShowItemNotes = True

or in game you have an icon on the right side on the top of the screen - show item notes - just click on it

7Infanterie19 02-13-11 09:24 PM

Quote:

Originally Posted by stoianm (Post 1597253)
in option.py you must have this line like this:

ShowItemNotes = True

or in game you have an icon on the right side on the top of the screen - show item notes - just click on it

You are a star! I just saw that icon after expanding the icons bar. Nice! Thanks for helping me out! Much appreciated! :salute:

Silent Steel 02-14-11 02:49 AM

Quote:

Originally Posted by stoianm (Post 1597108)
you have this problem because you have made changes after you enabled the mod

just desable de mod
edit option.py file from the mod location
enable the mod

you have 2 option.py after you enable the mod because the one for the mod is copyied in the wright place: SH5 main data / scripts /menu/TDW options file
best regards:salute:

I know the C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py quite well.

But do you mean I get a second one when I activate the mod? And that I have to edit that one too before activating the mod?

Of course I know I have to edit the TheDarkWraithUserOptions.py before.
But a second one - where do I find that one? :hmmm:

I've even tried to edit the C:\Users\IDocuments\SH5\data\cfg\playersettings.cf g with the exact same sub number before activating the mod. But the edited number in this file just becomes reset after starting the game...

Please tell me where I find this second file you are talking about.

//

stoianm 02-14-11 03:58 AM

Quote:

Originally Posted by Silent Steel (Post 1597393)
I know the C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py quite well.

But do you mean I get a second one when I activate the mod? And that I have to edit that one too before activating the mod?

Of course I know I have to edit the TheDarkWraithUserOptions.py before.
But a second one - where do I find that one? :hmmm:

I've even tried to edit the C:\Users\IDocuments\SH5\data\cfg\playersettings.cf g with the exact same sub number before activating the mod. But the edited number in this file just becomes reset after starting the game...

Please tell me where I find this second file you are talking about.

//

sorry i did not explain you more clear.

but i missunderstood what you are asking

if you are speaking about the uboat number who is given by the BDU and it is displayed in captains log, then it is normal to change because each time when oyu start a new patrol the playersettings.cfg is overwritted. Tdw said that maybe he will not let us to choos ours Uboat number and he will read the uboat number that is alocatted for us form the BDu and he will use the same number for his ,,radio messages box'' - this way we will have the same uboat number in radio messages and in captains log. But for now it is not posible to have the same uboat number all ovwer the places as you want.

cheers


Silent Steel 02-14-11 04:16 AM

Quote:

Originally Posted by stoianm (Post 1597398)
sorry i did not explain you more clear.

but i missunderstood what you are asking

if you are speaking about the uboat number who is given by the BDU and it is displayed in captains log, then it is normal to change because each time when oyu start a new patrol the playersettings.cfg is overwritted. Tdw said that maybe he will not let us to choos ours Uboat number and he will read the uboat number that is alocatted for us form the BDu and he will use the same number for his ,,radio messages box'' - this way we will have the same uboat number in radio messages and in captains log. But for now it is not posible to have the same uboat number all ovwer the places as you want.

cheers

Thanks Stoian. :salute:
Now I see. It's no big deal, I was just wondering.
Let's wait for this.

//

TheDarkWraith 02-14-11 09:16 AM

been chasing down random CTDs with the new .dll files and pulling my hair out because I couldn't figure out why they were happening. I loaded up the files with lots of Trace commands (outputs debugging info) in hopes to see what was going on but didn't reveal any smoking gun. Then I decided to change the updating of the high precision timer back to the game's animation timer and no more random CTDs. This tells me that I have a threading problem - the new thread for updating the timer isn't 'thread-safe' with the existing game :nope: This could pose very problematic as I was hoping to spawn many 'worker' threads in many of the files to do time consuming calculations to speed up the game :damn:

stoianm 02-14-11 09:23 AM

i am sure you will find a solution for this - sorry to hear that is not working in the manner that you expected

TheDarkWraith 02-14-11 09:29 AM

Quote:

Originally Posted by stoianm (Post 1597485)
i am sure you will find a solution for this - sorry to hear that is not working in the manner that you expected

when you're working in unexplored territory you have many setbacks and possibly find no solutions. Every once in awhile you get lucky and find a solution :up: There's always a solution, sometimes it's just not evident what the solution is :DL

stoianm 02-14-11 09:36 AM

Quote:

Originally Posted by TheDarkWraith (Post 1597490)
when you're working in unexplored territory you have many setbacks and possibly find no solutions. Every once in awhile you get lucky and find a solution :up: There's always a solution, sometimes it's just not evident what the solution is :DL

yes is true - but i said i am sure that you will find a solution in an end because (as i spoked with a good friend of mine:DL) since nobody saw you like face to face - i have a suspicion that TheDarkWraith is a computer - and computers you know fiind all the time solutions:haha:

TheDarkWraith 02-14-11 09:45 AM

Quote:

Originally Posted by stoianm (Post 1597496)
yes is true - but i said i am sure that you will find a solution in an end because (as i spoked with a good friend of mine:DL) since nobody saw you like face to face - i have a suspicion that TheDarkWraith is a computer - and computers you know fiind all the time solutions:haha:

just a person who likes challenges and loves to tinker is all :up:

multi-threading was never a strong point with me. Been doing some reading up on it and it appears I can use mutexes to provide thread-safety in functions. Going to give it a try and see what happens.

Silent Steel 02-14-11 10:15 AM

Quote:

Originally Posted by stoianm (Post 1597496)
yes is true - but i said i am sure that you will find a solution in an end because (as i spoked with a good friend of mine:DL) since nobody saw you like face to face - i have a suspicion that TheDarkWraith is a computer - and computers you know fiind all the time solutions:haha:

I always believed the Dark Wraith is just that - a wraith.
Always active, around when and where you least expect it, never sleeps, able to do things that shouldn't be conceivable.
Prepared to add the unexpected to your life. :o

//

urfisch 02-14-11 10:29 AM

Quote:

Originally Posted by TheDarkWraith (Post 1596362)
so here's something I've done that is pretty cool:

I took the high precision timer code that I wrote in Python, converted it to C#, subscribed to the game's TimeCompressionChanged event (so that the high precision timer can update itself with the current TC level) in the C# code (:rock:), had the high precision timer start a new thread to continuously update itself at 10ms intervals (so that I don't have to rely on the game's Animation timer which is very unstable).....result: a completely autonomous high precision timer completely independent from the game now :D THIS ROCKS! :yeah:

SOAN has been converted to a .dll
The radio messages feature is being converted to a .dll to protect new features I'm adding to it at a later date
I made a new .dll that encloses all my file utils for the game
I made a new .dll that encloses all my utils for the game
I made a new .dll that allows new sounds to be added to the game without registering with Sh.sdl (TDWSound.dll)
I made a new .dll that allows the capturing of mouse parameters (buttons pushed, scroll wheel moved, mouse position, etc.) (TDWMouse.dll)

Things are starting to get really interesting now......

sounds promising, tdw!!! great stuff.

for all your nice work, you should open single threads. as i see now, here are 4 mods, or more in one thread. hard to scroll through all the pages, to know which is the newest stuff from you ;)


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