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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 03-06-12 10:35 PM

Quote:

Originally Posted by TheDarkWraith (Post 1850975)
allows you to see global values in real time. It also allows you to edit/change scripts in real time. Sort of like a debugger but not anything near the power of one.

finaly you dropped in, can you take care of those icons and object hand :06::D

Stormfly 03-07-12 12:42 AM

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.

Rubini 03-07-12 08:31 AM

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 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).

Raven_2012 03-07-12 02:14 PM

Love the option to put watch crew below deck and bring them up. Using default commands.cfg, added the right changes to it. I use keymapper mod to set X and Shift+X as the controls over the deck crew. I used a different commands.cfg because I like to use WSAD keys to move around.

This is great mod, love the crash dive fix and of course the deck crew control. I wish there was a control for the round antenna, but I think if there was one, I would forget to put it up, lol.

Keep up the good work guys!

:rock:

Rubini 03-07-12 02:38 PM

Quote:

Originally Posted by Raven2012 (Post 1851294)
Love the option to put watch crew below deck and bring them up. Using default commands.cfg, added the right changes to it. I use keymapper mod to set X and Shift+X as the controls over the deck crew. I used a different commands.cfg because I like to use WSAD keys to move around.

This is great mod, love the crash dive fix and of course the deck crew control. I wish there was a control for the round antenna, but I think if there was one, I would forget to put it up, lol.

Keep up the good work guys!

:rock:

Thanks by the feedback Raven!
Good to know that it works well for you too!

@Stormfly, mikael
Have made one more carefull look at the persistent speed icon issue and I can't reproduce it here. In my game I have not this problem, so I can say that probably is related to mod soup.

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!


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