![]() |
Quote:
But the keypad keys did, as follows: KP4 = Left KP6 = Right KP9 = Up KP3 = Down It's a matter of preference I guess, what keys you want to push to get something to happen. But that's neither "here nor there", you've learned how to start hacking SH4 files! Hopefully you'll keep it up and will be releasing a kick-*ss mod in a few month :up: Can't speak for whether the keys you've chosen are already in use or not, I use near-100% voice recog to control SH4 so I pretty much don't have a clue about the keys. But I will tell you this, if the "SH4 Keyboard Configurator" you mentioned is the SH3 SetKeys program, and you directly edited your Commands.cfg with it, don't be suprised if your Gramophone and Radio buttons don't work anymore. SH3 SetKeys breaks a few things in SH4, and those two I know about for sure... DH |
[QUOTE=DirtyHarry3033]
Quote:
|
Understood!!!
That's more of my stupidness, I don't have a laptop or use one, or even want one so I guess it's hard for me to picture anyone else using one (especially for gaming) But if you're playing on a laptop then I guess making another map is the only way to go here. Keypad is obviously out of the question! DH |
First:
Quote:
Quote:
Quote:
|
Excellent Mod! I love this! :up:
|
Works nicely, I really like the new external view panning. A lot more freedom in it.
:up: |
Quote:
|
Quote:
Thank you! This completely fixed it, I appreciate your time in getting this ironed out because this is really an incredible mod and really didn't want to pass on it. So, to you sir....I owe you a round!:up: |
Vlad34, turns out there are some problems with the Commands.cfg changes I made. Like LBA mentioned, arrow keys no longer scroll the map. Also turns out that arrow keys will no longer control deck gun elevation.
I've been looking at this after reading this thread yesterday: http://www.subsim.com/radioroom/showthread.php?t=121412 and finally found out this morning what was causing the problem to begin with. Turns out that I had a "Copy of Cameras.dat" in my Data\Library folder that was made before I put Sergbuto's mod on. It was either put there by MiniTweaker, or I made a backup copy before looking at Cameras.dat. Either way, it was conflicting with the modded Cameras.dat. Seems SH4 will load any and all files it finds with "Cameras.dat" anywhere in the name. So it loaded Sergbuto's file with the cool freemove stuff, then loaded the old copy which still had the axis rotation stuff for the arrow keys from the un-modded conning deck camera. Basically it combined the new function of moving around the deck with arrow keys, with the old function of looking up/down/left/right with the arrow keys so that both happen when you press an arrow key - at least if I understand what's going on here ;) I think there was also a "conflict" in the 2 different Cameras.dat's that was causing the "shakiness" when panning with the mouse. I fixed it like this: 1st I took out all the changes I made to Commands.cfg mentioned in my earlier post. 2nd I put back the original Cameras.dat from Sergbuto's mod. 3rd I deleted the "Copy of Cameras.dat" from Data\Library folder. After doing that, the camera no longer rotates at all when using arrow keys, and the "shakiness" is gone when panning with mouse. Though the pan speed seems a little too fast to me. Vlad, check your Data\Library folder, if there are any copies of Cameras.dat in there, delete it/them, undo changes to Commands.cfg and reinstall Sergbuto's original mod. Should work perfect then, and you won't lose any functions of the arrow keys! DH |
The interference problem of two copies of the file is known from SH3 times. The brief installation intsructions in post #39 of this thread point out to the necessity of removal of existing Camera.dat from the Library folder before installing the mod. But maybe these instruction are not clear enough in emphasizing the problem.
|
Hi Sergbuto,
I have a comment from one of the users, we are testing this mod together with me and LeoVampires upcoming "Visual upgrade mod" http://www.subsim.com/radioroom/showthread.php?t=121226, I don't know if anything can be done about it though, but my skills lacks to fix this problem: "With the bridge camera, if I move to the left or right quickly, then stop, the camera 'jerks' back in the opposite direction. (Like when a bus comes to a stop, and people standing feel like they're falling backward)." When will you japanese subs mod be released ? :cool: /Kriller2 |
Quote:
Quote:
|
My only question is
Can celestial objects like the sun and moon be made to show up the same size in the Bridge to fallow ship or sub view to free cam view? Each of the outside of sub views shows the sun and moon at differn't sizes. Without zooming in on anything or with anything.
|
Quote:
|
I will be honest with you WilhelmTell
I havn't the foggiest on how to do anything with that camera work. I tryed once to make a few changes and screwed it up and had to just apply other people's camera mod.
I have no basic knowledge of camera stuff so would have to learn it all and at the moment with the work I am doing for mod's just not ready to try and learn yet. So I am asking the comunity for help with it because it actualy makes a difference on how the reflection effect's Mod I am makeing works. With no consistancy with the differn't outside views it is hard to get everything set and working properly. |
Quote:
Where the problem comes in is if you do something stupid like I did, and run MiniTweaker, and end up with "Copy of Cameras.dat" in the folder, and forget about it, and don't delete it :oops: And then a month later you install a modded Cameras.dat and have all kinds of problems since there are 2 different versions of the same file, with different names... I've decided that for whatever reason, SH4 (SH3 also?) will read any file it finds ending in ".dat" (possibly any other valid extension also?) no matter what the name, and load whatever data it finds there. If it's already loaded a node, it won't load it a 2nd time, but if it finds a node not in the 1st file it loaded, it will add it to what it already has loaded. In effect, merging the contents of 2 different .dat files. Don't think the name has anything to do with this, I think I could have renamed "Cameras.dat" to "Arsewipe.dat" before installing your mod and "Arsewipe" still would have loaded - except in that case I'm thinking the mod wouldn't have worked at all as "Arsewipe" would have been loaded 1st, and since it already contained all the nodes in your modded Cameras.dat, none of your mods would have been loaded. As it is, your modded .dat file was missing the AxisRotation data, and since "Copy of Cameras.dat" was loaded after your modded Cameras.dat, and did contain AxisRotation data, that data was loaded and added to the changes you made. Hence the problem I had of not only "walking the deck" but also having the camera rotate up/down/left/right... Well I learned something at least. Not sure I understand the reasoning behind it, I've been writing code for 25 years and if I'm looking for data that should be found in a file named "Cameras.dat" I sure as hell won't be trying to read it from a file named "Tiddlywinks.dat" (or even one called "Camera.dat" for that matter) Forgive my "rant" :doh: Just not sure what the devs were thinking when they decided to read any "valid-appearing" data from any file no matter what the name. Maybe I'm just behind the times :hmm: DH [edit] Actually, assuming I'd renamed "Cameras.dat" to "Arsewipe.dat" before installing your mod, the results would have turned out the same. SH4 would have loaded the original data for Conning Deck cam from "Arsewipe", then read the modded "Cameras.dat" and loaded the FreeMove data you added. Again, combining 2 functions on cursor keys, both movement and camera rotation. |
thank you very much for your help sergbuto
Thanks to your advice I was able to get all the sun and moon views set to appear the same size between free cam's follow cam's and Bridge cam's and the list goes on.
Without this knowledge I never would have gotten everything to look right so you really did me a big favor! And for the guys using the sexton mod from Mav87 I set all the camera working's to match the Bridge cam view so there would be no confilcts with that mod. With all angularangle views set to 75 degree's in the camera parameters/property settings it fixed it all. Of course you leave the zoom's alone but the normal TBD and Binoc's and Basic Scope views all set to this angle it works out perfect. Thought I would post the results and settings for anyone doing camera mod's I used the S3D editor for this BTW Only for camera view's dealing with looking outside of the sub have no clue about inside view's. Free cam Fallow cam Bridge cam http://static1.filefront.com/images/...l.thumb250.jpghttp://static1.filefront.com/images/...b.thumb250.jpghttp://static1.filefront.com/images/...c.thumb250.jpg |
Quote:
Ref |
Quote:
My prob I guess is I do business programming, the only place I should read info on open orders is for instance, "Orders.dat". Accounts Payable info should be read only from "Payables.dat" and so on. All hell would break loose if I read payables data from any file that had payables data in it, for instance "Copy of Payables.dat" that I made 6 months ago when testing some changes ;) Guess my mindset just isn't right for working with games :roll: So it was my bad!!! :rotfl::rotfl::rotfl:I've learned something, and any day you learn something is a good day, right? :up: DH |
Quote:
Ie, if I want to make a new set of diveplanes, then I would have to include them in diveplanes.dat, making very difficult to make compatible mods, instead with their approach I can made my new diveplanes and put them into Ref_diveplanes.dat and distribute this file with my mod making it compatible with any other existing diveplane mods. Ref |
All times are GMT -5. The time now is 02:14 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.