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-   -   [WIP] Mega-Mod for SH5 (https://www.subsim.com/radioroom/showthread.php?t=176123)

TheDarkWraith 02-09-11 09:06 PM

Quote:

Originally Posted by Church SUBSIM (Post 1594523)
Hey - question for you ... can I add MightyFineCrew Mod 1.2.1 Alt w beards on top of MO (patched)? I know there are a lot of overwrites but I am assuming that they are from your incorporation of the default version.

Thanks

don't believe so. Something has to be updated in it to work correctly.

Was too excited about the possibility of being able to finally tell if the map zoomed in or out so I had to code it and test:
http://www.subsim.com/radioroom/pict...pictureid=3648
Works perfectly :rock: One major obstacle overcome :D

Now I can make the bearing overlay scale with zoom level and .....?

Church SUBSIM 02-09-11 09:18 PM

Thanks for the quick response.

You know ... you are setting the bar pretty damn high ... grats on your new discovery! Like everyone here - looking forward to it's release!

rascal101 02-09-11 09:21 PM

Well here goes one last time - is there an eta re the next incarnation of the Mega Mod - surly a simply yes or no is good, and if yes can we get an idea when

TheDarkWraith 02-09-11 09:26 PM

Quote:

Originally Posted by Church SUBSIM (Post 1594533)
You know ... you are setting the bar pretty damn high ... grats on your new discovery! Like everyone here - looking forward to it's release!

the bar has pretty much been pushed out of reach of about 99% of the people here :oops:. Unless you can write code in C# (or C++) and python, make custom .dlls, know how to extract data from running processes, familiar with DirectX and DirectInput and DirectSound, and familiar with reverse engineering, there isn't much one can do except change textures, create menu items for the gui, and alter the .cfg and .txt files. I gotta tell you though I'm having a total ball with SH5 :D

Church SUBSIM 02-09-11 10:26 PM

Yes, it's evident that you are having a good time with it. There is nothing like the satisfaction that comes with problem solving.

This community here in regards to modding has been pretty incredible - there are a ton of very creative people. I was trying to explain it to a friend of mine ... he's going to take a look at picking up the sim based on the concept of mods.

btw ... shift_I for the Chalkboard ... you have got to be kidding me ... how cool is that!

Ducimus 02-10-11 12:03 AM

After surmounting the mountain of stupidity on my part i got TDW's mega mod beta working. I have to hand it, I was really impressed. Lots of functionality. Haven't really played it yet, just clicking on all the options and exploring things within the game. All very impressive.

Unfortunately, all SH5 did was inspire me to go back and fix a couple things in SH4 that were bugging me, but was too lazy to do anything about. I think there's something to the sheen of the SH5, (post processing filter?) or some bits that were laggy (hardware issue) that were putting me off. Can't quite figure it out, but I'll give it another go later.

At any rate, i see my vote for subsims Modder of the year was not misplaced. :yeah:

Michal788 02-10-11 02:06 AM

Quote:

Originally Posted by TheDarkWraith (Post 1594537)
the bar has pretty much been pushed out of reach of about 99% of the people here :oops:. Unless you can write code in C# (or C++) and python, make custom .dlls, know how to extract data from running processes, familiar with DirectX and DirectInput and DirectSound, and familiar with reverse engineering, there isn't much one can do except change textures, create menu items for the gui, and alter the .cfg and .txt files. I gotta tell you though I'm having a total ball with SH5 :D

The only thing what we not can do is change the fysic 3d model, because its a granny model.

ustahl 02-10-11 09:55 AM

Quote:

Originally Posted by Church SUBSIM (Post 1594523)
Hey - question for you ... can I add MightyFineCrew Mod 1.2.1 Alt w beards on top of MO (patched)? I know there are a lot of overwrites but I am assuming that they are from your incorporation of the default version.

Thanks

I'm not TDW, far from it,:88) but I've been running MightyFineCrew Mod 1.2.1 Alt w beards on top of MO with Patch 2 with no problems, and recently also with NewUIs_TDC_6_3_7 on top of patched MO.
So I propose you go ahead and try it.:up:

stoianm 02-10-11 09:59 AM

Quote:

Originally Posted by ustahl (Post 1594827)
I'm not TDW, far from it,:88) but I've been running MightyFineCrew Mod 1.2.1 Alt w beards on top of MO with Patch 2 with no problems, and recently also with NewUIs_TDC_6_3_7 on top of patched MO.
So I propose you go ahead and try it.:up:

:o you have NewUIs_TDC_6_3_7 on top of patched MO?:06: - that means that you are using the version of NewUIs_TDC by TDW that is included in MO. When you instal MO after, the files are overwrited so you are not using in fact the NewUIs_TDC_6_3_7 in this way:yep:

marleymen 02-10-11 10:27 AM

Quote:

Originally Posted by stoianm (Post 1594828)
:o you have NewUIs_TDC_6_3_7 on top of patched MO?:06: - that means that you are using the version of NewUIs_TDC by TDW that is included in MO. When you instal MO after, the files are overwrited so you are not using in fact the NewUIs_TDC_6_3_7 in this way:yep:

I think TDW UI in MO is 6.3.0. TDW changed mods list a few days ago because of he was going to release the new version (0.0.5) but it´s stopped at the moment till a few mods are completed (icebergs, mines, subnets layers in campaign) and other new investment he is doing with DLL´s.

I saw TDW said in his TDW UI post you can use 6.3.7 over MO without problems.

PS. @TDW, maybe you should put all those mods incoming in new version and the changelog apart from 0.0.2.

Magic1111 02-10-11 10:41 AM

Quote:

Originally Posted by ustahl (Post 1594827)
I'm not TDW, far from it,:88) but I've been running MightyFineCrew Mod 1.2.1 Alt w beards on top of MO with Patch 2 with no problems, and recently also with NewUIs_TDC_6_3_7 on top of patched MO.
So I propose you go ahead and try it.:up:

Good to know that:up:!

But is it possible, that you post an screenshot from "Alt w beards" please ? :D

Best regards,
Magic:salute:

stoianm 02-10-11 10:54 AM

Quote:

Originally Posted by marleymen (Post 1594852)
I think TDW UI in MO is 6.3.0. TDW changed mods list a few days ago because of he was going to release the new version (0.0.5) but it´s stopped at the moment till a few mods are completed (icebergs, mines, subnets layers in campaign) and other new investment he is doing with DLL´s.

I saw TDW said in his TDW UI post you can use 6.3.7 over MO without problems.

PS. @TDW, maybe you should put all those mods incoming in new version and the changelog apart from 0.0.2.

i agree with you - over yes - but not in front:up: read here:

Quote:
Originally Posted by Church SUBSIM http://www.subsim.com/radioroom/smartdark/viewpost.gif
Hey - question for you ... can I add MightyFineCrew Mod 1.2.1 Alt w beards on top of MO (patched)? I know there are a lot of overwrites but I am assuming that they are from your incorporation of the default version.

Thanks

I'm not TDW, far from it,:88) but I've been running MightyFineCrew Mod 1.2.1 Alt w beards on top of MO with Patch 2 with no problems, and recently also with NewUIs_TDC_6_3_7 on top of patched MO.
So I propose you go ahead and try it.:up:

Sounds strange because the MO overwritte these 2 mods that he said he enabled in front of it.

Magic1111 02-11-11 04:26 AM

"MightyFine Crew Mod 1.2.1 Alt w beards" in combination with "MO"
 
Hi Folks !

For me it works perfectly, I´ve did these things:

I delete the Folder "Submarine" from the MOD "MightyFine Crew Mod 1.2.1 Alt w beards" before I enable the MOD after MO, the other Folder / Files in the MOD can overrite the Files from MO, because there are only Files that change Crew Faces / Beards. I´ve checked this before I enabled with "WinMerge" (look: http://winmerge.org/?lang=en !) So it´s no problem !!!!;)

EDIT: And another thing is, with these version has the watchofficer "Dieter Epp" a hat on !


Best regards,
Magic:salute:

stoianm 02-11-11 04:31 AM

Quote:

Originally Posted by Magic1111 (Post 1595431)
Hi Folks !

For me it works perfectly, I´ve did these things:

I delete the Folder "Submarine" from the MOD "MightyFine Crew Mod 1.2.1 Alt w beards" before I enable the MOD after MO, the other Folder / Files in the MOD can overrite the Files from MO, because there are only Files that change Crew Faces / Beards. I´ve checked this before I enabled with "WinMerge" (look: http://winmerge.org/?lang=en !) So it´s no problem !!!!;)

Best regards,
Magic:salute:

Thanks magic1111:up:

Sounds great - now we can choose betwen beards or not beards and we will be not tieds anymore to the version that is used by default in MO.

Good observation!:yeah:

best regards:salute:

Magic1111 02-11-11 04:37 AM

Quote:

Originally Posted by stoianm (Post 1595433)
Thanks magic1111:up:

Sounds great - now we can choose betwen beards or not beards and we will be not tieds anymore to the version that is used by default in MO.

Good observation!:yeah:

best regards:salute:

My pleasure my Friend ! ;)

But another good thing is in my opinion, the Watchofficer "Dieter Epp" has with this version now a Hat on ! :up:

Best regards,
Magic


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