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

KSlim 04-10-13 02:23 PM

Quote:

Originally Posted by volodya61 (Post 2039468)

what app are you using to extract archive?

WinRAR. but now I have an issue with a completely pristine install with no mods. Working backwards here.

volodya61 04-10-13 02:32 PM

Quote:

Originally Posted by KSlim (Post 2039478)
WinRAR..

try to use 7zip next time..

BigWalleye 04-10-13 03:43 PM

Quote:

Originally Posted by Targor Avelany (Post 2039463)
It's a dream patch. The patch that all of us want to happen in our drea. The patch, that makes this game perfect, realistic and awesome on resourses.

No, it was simply a mistake. As stated in TDW's post, the latest version of SH5, which is v1.2, is required. My error. I do that from time to time.

Targor Avelany 04-10-13 03:56 PM

Quote:

Originally Posted by BigWalleye (Post 2039520)
No, it was simply a mistake. As stated in TDW's post, the latest version of SH5, which is v1.2, is required. My error. I do that from time to time.

I was not aiming the answer at you :) Don't take it seriously.

I was just laughing and making fun of Ubi

KSlim 04-10-13 05:11 PM

patch is broken?
 
I tried to uninstall SH5 and reinstall to clear the memory error when starting the game. End result is that unpatched fresh download starts the game (but doesn't like the mod) and if I patch the game to 1.2 I can't start the game due to a memory error (haven't loaded mod yet). :hmph:

** Disregard, I found a link **Is there a manual download link for the patch instead of using the SH5 Update Tool?

Edit: Found link, and since it's already corrupted I need to uninstall/reinstall AGAIN.. hopefully the manual patch works.

BigWalleye 04-10-13 05:12 PM

Quote:

Originally Posted by Targor Avelany (Post 2039526)
I was not aiming the answer at you :) Don't take it seriously.

I was just laughing and making fun of Ubi

Targor, I didn't take your comment as a slight to me. Far from it. I just like to own my mistakes.

And yes, the patch that fixes all the problems is 1.next.

BTW, how did I get stinking drunk in Trinidad? How come I don't remember? And where did all those empty Zaya bottles come from? Sure hope I had a good time!

KSlim 04-10-13 06:46 PM

problem (hopefully) fixed
 
I found a similar post regarding my new problem

http://www.subsim.com/radioroom//sho...77&postcount=4

So apparently their patcher doesn't record and use your install path, but assumes you used the default... fscking lazy-a$$ programmers. Fixed, moved the files and I'm properly and error-free updated to 1.2.0 again.
:hmmm:

back to the original mod issue.

TheDarkWraith 04-13-13 07:54 PM

Quote:

Originally Posted by KSlim (Post 2039582)
I found a similar post regarding my new problem

http://www.subsim.com/radioroom//sho...77&postcount=4

So apparently their patcher doesn't record and use your install path, but assumes you used the default... fscking lazy-a$$ programmers. Fixed, moved the files and I'm properly and error-free updated to 1.2.0 again.
:hmmm:

back to the original mod issue.

Run my SHValidator app. It will cure registry problems related to installs :up:


v7.3.0 released. See post #1

v7.2.0 - added a new user option that specifies whether the patch for decks awash is enabled or not. Default value is False. Can be found in the Patches tab (PatchDecksAwashEnabled)
- added a new user option that specifies the decks awash depth. Default value is 7.0 (in meters). Can be found in the Patches tab (DecksAwashDepth)
- added a new user option that specifies whether the independent engines control patch is enabled or not. Default value is False. Can be found in the Patches tab (PatchIndependentEngineControlsEnabled)
- added a new user option that specifies the hot key used to update the game of the user's current independent engines config. This hotkey is only needed when user is setting a new throttle from the keyboard (1,2,3, etc.). Hotkey is disabled by default. Default key is I. Can be found in the Patches tab (IndependentEnginesGameUpdateHotKey)
- if user option PatchDecksAwashEnabled=True then a new icon is added to the left bottom depth bar. This icon is the decks awash icon. When pressed it will take the sub to the depth specified in user option DecksAwashDepth
- redid how the depth buttons work in the left bottom depth bar. Each button defines a depth range. When you click the button it will flash for a brief amount of time (does not highlight anymore on initial click). It may go immediately solid and highlight orange after the first flash if you sub is in the depth range for that button. If after a brief time your sub still isn't in the depth range it will stop flashing. Once your sub enters into the depth range it will go solid and highlight orange. If your sub then leaves that depth range it will flash for a brief time. If you sub re-enters the depth range is goes back solid. If not then it un-highlights and stops flashing
- added revised advanced depth scale images by gap
- fixed bug of warning icons moving after player ended mission and started another mission
v7.3.0 - removed red buttons from the AOB and Speed TDC dials and support code from mod (due to patch made to fix problem this was trying to fix)
- removed TDWMastHeights.DLL and support code from mod (due to patch made to fix problems this fixed)
- hopefully fixed bug reported by Sober in regards to Real nav (I was unable to duplicate the problem so I added some exception handling to places that looked like could throw the errors)

volodya61 04-14-13 04:04 AM

Quote:

Originally Posted by TheDarkWraith (Post 2040977)
v7.3.0 released. See post #1

Thank you, sir :salute:

The wait was really looong :O:

gap 04-15-13 11:58 AM

Quote:

Originally Posted by TheDarkWraith (Post 2040977)
v7.3.0 released. See post #1

:yeah: :woot:

Cthulhus 04-15-13 01:46 PM

Thanks for the new release !

bond672 04-15-13 08:32 PM

Dear chaps,
i have downloaded the MOD, i thinks its amazing so thanks in advance, now i am really struggling with the torpedo attacks, i saw the buttons that when click will identify the target, and also sort out the solution, i was under the impression that this would send all the correct info to the TDC and i simply aim and shoot, but i have missed with eevry torp on a moving target, forgive my noobness, i have tried to find a tutorial on youtube, really suffering, i recall an easy AOB for SH4, is there one included within your MOD for SH5? or i have to draw the lines on the map, get out the protractor etc, my maths is dreadful!! hahaha
many thanks in advance
kind regards
Simon

Trevally. 04-16-13 03:09 AM

Quote:

Originally Posted by bond672 (Post 2041987)
Dear chaps,
i have downloaded the MOD, i thinks its amazing so thanks in advance, now i am really struggling with the torpedo attacks, i saw the buttons that when click will identify the target, and also sort out the solution, i was under the impression that this would send all the correct info to the TDC and i simply aim and shoot, but i have missed with eevry torp on a moving target, forgive my noobness, i have tried to find a tutorial on youtube, really suffering, i recall an easy AOB for SH4, is there one included within your MOD for SH5? or i have to draw the lines on the map, get out the protractor etc, my maths is dreadful!! hahaha
many thanks in advance
kind regards
Simon

Try this http://www.subsim.com/radioroom//sho...68&postcount=6

It sounds odd, but it works - your torps will now go where you aim:up:

bond672 04-16-13 05:02 AM

many thanks for your reply, i will try and report back!
kind regards
Simon

TheDarkWraith 04-17-13 11:29 PM

I need some assistance from those of you graphically inclined. I'm redoing the destroyed marks of my UIs mod (which also involves some new patches to the sh5.exe to fix bugs in regards to writing destroyed units to file and to add some new features in regards to destroyed units) and I need two new icons: I need a destroyed land unit icon and a destroyed sub icon. I have a destroyed ship icon and a destroyed air icon so don't worry about those. You can see what they look like in the link below:

http://www.mediafire.com/?y27q8jq4g0ba719

Currently I have the destroyed land and destroyed sub icons the same as destroyed ship. Can someone make these new icons :06:

When it's all said and done I'll be able to show 4 different destroyed icons (ship, sub, air, and land) on the map. The destroyed marks will not reside in the ship's journal file anymore. I will read the campaign's destroyed unit's file to get the data needed (some patches are required to fix the bugs and to add new entries in relation to writing this file in the sh5.exe).

I plan on moving the ship's journal file to reside in the campaign folder also :cool:

I've developed some new code for the sh5.exe that will allow me to fire 'commands' to all the scripts passing 5 parameters to them. This will allow two way communication between scripts and exe/act files. This is what is going to allow me to make these destroyed marks superb (along with some other new things)!

The destroyed marks will now be accurate as to the location the unit was destroyed. No more 'wandering' destroyed marks!


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