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-   -   Crash Dive time and set_depth problem with MightyFine Crew Mod solved! (https://www.subsim.com/radioroom/showthread.php?t=192938)

Stormfly 03-07-12 02:39 PM

Quote:

Originally Posted by Rubini (Post 1851126)
I will look more carefully if I also have this persistent icon presence...but anyway, is this bring some type of problem when using the mod? It breaks something? Because if no, this is probably more a problem with the UI than the mod itself. ( i mean, probably the mod just exposed a small fail on the UI script as the F key just bring a crew movement below deck without any depth/surface order).

hi, at current it run very stable without any additional problems. the only problem not directly related to it is the speed change indicator icon, as i hate those anyway`s.

i am also pleased with the new sounds and and script changes nessesary (timing`s) for it, just a few more tweaks to do.

Raven_2012 03-07-12 03:37 PM

Quote:

Originally Posted by Stormfly (Post 1851012)
found another thing, if giving the prediving "F" command again while submerged, the speed icon is going away... so iam shure it must have something to do with it, like the game engine displyas it as some kind of non compleded order.

I've had that happen when I was using the commands.cfg with F as binding and Shift+F. I don't remember what what key it was F or Shift+F, but a blank window would appear. I don't have that problem now, with default commands.cfg with different key bindings. X and Shift+X work good for me. I think X is use when in map to bring up eraser to erase marks, but I have no problems with it on deck to control crew. If you guys want to use my commands.cfg file I can upload it, so you can try it out.

I used this to change the keys when I was using Default commands.cfg:
http://www.gamefront.com/files/17305...perManual.zip/

You guys can probably find another key free key other than F or Shift+F with Rubini commands.cfg file. I notice some keys don't show up even though that they are used. With default C showed blank and used it, but every time I use it for something the compass would come up. Anyways try to find a new key binding to get rid of the blank window coming up, I know it worked for me.

:cool:

Raven_2012 03-10-12 08:22 PM

Actuality I had to reset them to "P" and other to "Shift+P". This is working out for me. I guess the X was taken my the remove supermarks.

Stormfly 03-11-12 12:11 AM

...i just got this nerving icons out of my view: http://www.subsim.com/radioroom/showthread.php?t=193327

Stormfly 03-11-12 01:10 AM

ok...

Rubini, here is a complete test version including the new sounds and tweaked scripts (playback timing and source)...

- customized sounds for prediving procedures.
- customized sounds for sending the crew back to the bridge.
- customized sounds for crash dive.
- customized sounds for normal dives. ("P" and "D" keys)
- altered scripts to have the correct timings and source (position) for playback.

- little bug corrected regarding SDBSM`s second crash dive sound (this sound extend the crash dive sound sequence normaly, it should play much more often now).

notes: for a normal dive procedure, just hit the prediving "F" key and wait until the crew report "Boot klar für Tauchfahrt Herr Kaleun" ("boat ready for dive sir").

if you`re pleased with it, include it in your next version :salute:

Download: http://subsim.armedassault.eu/Stormy...ounds_test.rar

Rubini 03-11-12 01:39 PM

Quote:

Originally Posted by Stormfly (Post 1853337)
ok...

Rubini, here is a complete test version including the new sounds and tweaked scripts (playback timing and source)...

- customized sounds for prediving procedures.
- customized sounds for sending the crew back to the bridge.
- customized sounds for crash dive.
- customized sounds for normal dives. ("P" and "D" keys)
- altered scripts to have the correct timings and source (position) for playback.

- little bug corrected regarding SDBSM`s second crash dive sound (this sound extend the crash dive sound sequence normaly, it should play much more often now).

notes: for a normal dive procedure, just hit the prediving "F" key and wait until the crew report "Boot klar für Tauchfahrt Herr Kaleun" ("boat ready for dive sir").

if you`re pleased with it, include it in your next version :salute:

Download: http://subsim.armedassault.eu/Stormy...ounds_test.rar

Thanks Stormfly!
Downloaded ! Will test it and will come here later with comments. And yes, I should like very much to update this little mod with your lasted touch.:up:

I´m in a small hollyday trip, will come back tomorow.

Rubini 03-12-12 12:58 PM

Hi Stormfly,

Tested yours new sounds/ adjusts. They are very, very good!:up:
Is it done at your end? If so, i will release a final version using these new sound&adjusts (untouched). Can i also release an update for non SDBSM users using these new sounds&adjusts...is it ok for you?

Cheers!

Stormfly 03-12-12 02:31 PM

Quote:

Originally Posted by Rubini (Post 1854110)
Hi Stormfly,

Tested yours new sounds/ adjusts. They are very, very good!:up:
Is it done at your end? If so, i will release a final version using these new sound&adjusts (untouched). Can i also release an update for non SDBSM users using these new sounds&adjusts...is it ok for you?

Cheers!

np, go ahead with it :up:

Rubini 03-12-12 03:16 PM

Quote:

Originally Posted by Stormfly (Post 1854166)
np, go ahead with it :up:

Thanks Stormfly, will do!:up:

Rubini 03-13-12 06:38 PM

First post updated with the last&final 1.3b version.

-It´s now only one version for SDBSM and non SDBSM users!

-Many thanks to Stormfly that revised all sound and also added some new sounds!:salute:

@Stormfly: your work is untouched, so this version is the same from some posts above, I just added all the sounds needed to be also compatible with non SDBSM users in only one mod file. Thanks!

THE_MASK 03-15-12 08:20 PM

How do i get my wasd keys back to move around ? I hate the arrow keys . Great mod btw .

Stormfly 03-15-12 08:50 PM

Quote:

Originally Posted by sober (Post 1855818)
How do i get my wasd keys back to move around ? I hate the arrow keys . Great mod btw .

oh, SETKEYS is the a good tool for that, it let the SDBSM entrys in commands.cfg allive while changing just the keys.

You want also synchronise NewUI`s options file in that case because of maybe conflicting NewUI`s keys regarding your changes with Setkeys in commands.cfg and so on. :arrgh!:

SDBSM`s optional NewUI`s options file is a good base regarding customizing it for your whishes while using SDBSM. This file have allready some important parameters for SDBSM set (for example the diesel startup procedure sample timer).

as SDBSM use the commands.cfg for playing many sounds, i had to made a decision what keyborad layout i should use for it. While many of us are more used to the good old SH3 layout (by the way it is very comfortable resting your left lower arm on the table while using the arrow keys for movement :O:) i choosed the best, most popular keyb. mod aviable at release time.

EDIT: ...while the file format did`nt changed since SH3, you can use SETKEYS also for SH5, find it here on Living Silent Hunters mod tool Page:
http://www.lsh3.com/v5/tools.html

Dwail 03-17-12 09:52 AM

Hi! Rubini. Could you create this scrip?

Quote:
Originally Posted by Dwail http://www.subsim.com/radioroom/smartdark/viewpost.gif
Hi, Stormfly. Am I another time!!. Sorry if only comment for problems. This is the situation:

In my "commands.cfg" :

**********************************
[Cmd436]
Name=Toggle_battle_stations
Contexts=1
HasDelayedExecution=Yes
Key0=0x42,s,"B" ;(Shift+B)
Sound_0=ELO_Weapon,MC_CR_SO_01_A (sound for activate battle stations)
***********************************

Sound_0=ELO_Weapon,MC_CR_SO_03 *This line add for me, contains the correct sound to deactivate battle stations. But I don't know if is possible incorporate this line to [Cmd436].

I'd like this:

- first push of key (shift+b) for toggle_battle_stations (on)
with Sound_0=ELO_Weapon,MC_CR_SO_01_A

- second push of key (shift+b) for toggle_battle_stations (off)
with Sound_0=ELO_Weapon,MC_CR_SO_03

If possible do it? How?


**************************
yes i was after that long time ago, it is a known problem...

...there is only one command for battlestations which is toggleing it, there are no seperate commands for battlestations on or off.

but there are maybe 1 old and possible 1 new solution after what we have discovered so far:

1. dont use the key at all, use the weapons officer`s dialog menue.

2. connect the keystroke command with a script (as Rubini did for commanding the crew to go up or below the cunning tower), which can check if crew is on battlestions or not, then you can use the script to play the sounds accordingly. (maybe you just need to add a crew script, which have the exact name as the command).:arrgh!:

example:
if Wp:Isbattlestations() then or something similar.

Adooo 11-01-12 10:18 PM

Just to inform you that this mod is not compatible with NewUI 7.1.0. Hydrofollowtarget doesnt work when this mod is enabled...


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