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

TheDarkWraith 05-27-13 01:39 PM

Quote:

Originally Posted by Sjizzle (Post 2063668)
can u tell me withc dll i miss ?

Run the DbgView app found in \data\Applications before starting the game. My UIs mod will list all DLLs it finds. Post that list and I can tell you what you're missing.

What are you mousing into that is causing the error?

I would try deleting all the Pagex_Draggables.TDW files in your \Silent Hunter 5 folder first.

Sjizzle 05-27-13 01:42 PM

Quote:

Originally Posted by TheDarkWraith (Post 2063674)
Run the DbgView app found in \data\Applications before starting the game. My UIs mod will list all DLLs it finds. Post that list and I can tell you what you're missing.

What are you mousing into that is causing the error?

first error from left it's when the game start and other 2 it's when my mouse it's ower the TAI map

divingbluefrog 05-27-13 01:43 PM

About magnetic pistols, they were so useless that almost no Kaleun use them before they were replaced by a new model in late december 42.
http://www.uboataces.com/articles-wo...orpedoes.shtml

I don't know if it's actually correctly rendered in game, as I've not been further than the entrance of Kiel canal presently :yep:
But for sure they should not be the choice by default....

TheDarkWraith 05-27-13 01:43 PM

Quote:

Originally Posted by Sjizzle (Post 2063677)
first error from left it's when the game start and other 2 it's when my mouse it's ower the TAI map

try deleting all the Pagex_Draggables.TDW files in your \Silent Hunter 5 folder. The mod will recreate those at game start.

TheDarkWraith 05-27-13 01:45 PM

Quote:

Originally Posted by divingbluefrog (Post 2063678)
About magnetic pistols, they were so useless that almost no Kaleun use them before they were replaced by a new model in late december 42.
http://www.uboataces.com/articles-wo...orpedoes.shtml

I don't know if it's actually correctly rendered in game, as I've not been further than the entrance of Kiel canal presently :yep:
But for sure they should not be the choice by default....

It appears that I will have to patch this into the game as what I've tried so far hasn't resulted in success 100% of the time :hmmm:

Sjizzle 05-27-13 01:48 PM

here we go my debug logs

download link here

volodya61 05-27-13 01:55 PM

Quote:

Originally Posted by TheDarkWraith (Post 2063664)
...Then for each entry place the mouse in the entry's value and use the mousewheel to change the value.

ooops..
I didn't knew how I can change the values.. that's why I told you that it doesn't worked for me..

TheDarkWraith 05-27-13 02:04 PM

Quote:

Originally Posted by Sjizzle (Post 2063685)
here we go my debug logs

download link here

all your DLLs are fine. Did you try deleting all the Pagex_Draggables.TDW files in your \Silent Hunter 5 folder?

Sjizzle 05-27-13 02:07 PM

Quote:

Originally Posted by TheDarkWraith (Post 2063696)
all your DLLs are fine. Did you try deleting all the Pagex_Draggables.TDW files in your \Silent Hunter 5 folder?


yup and i got same error :(
i will use 7_4_1 till a new releas :) maybe will work :)

TheDarkWraith 05-27-13 02:14 PM

Quote:

Originally Posted by Sjizzle (Post 2063697)
yup and i got same error :(
i will use 7_4_1 till a new releas :) maybe will work :)

you must have a corrupt install then. Try redownloading the mod. My DbgView output looks identical to yours except for your PageDefaultHud draggables is not being restored. That tells me corrupt install.

Sjizzle 05-27-13 02:28 PM

Quote:

Originally Posted by TheDarkWraith (Post 2063703)
you must have a corrupt install then. Try redownloading the mod. My DbgView output looks identical to yours except for your PageDefaultHud draggables is not being restored. That tells me corrupt install.

same error i will reinstall the game a clean install and i will let u know if i still have the errors or not :)

Ty for your help and sorry for inconveniences
have a nice day
Sjizzle

Fifi 05-27-13 03:31 PM

Quote:

Originally Posted by TheDarkWraith (Post 2063664)
Time to revisit a feature some of you probably don't know even exists: Scope filters.

:doh: Why do you want to revisit this awesome feature, if i may ask?
Don't see how you can make it better than best :haha:

TheDarkWraith 05-27-13 03:32 PM

Quote:

Originally Posted by Fifi (Post 2063729)
:doh: Why do you want to revisit this awesome feature, if i may ask?
Don't see how you can make it better than best :haha:

Not changing it, just pointing it out because it appeared some users didn't know it existed and/or how to use it :up:

Fifi 05-27-13 03:42 PM

Ah, ok!
Thinking about it, only minor thing would be to get those filters only for observation scope, and not for attack one (not sure about what was reality, but to me only observation scope could be night filters equiped - correct me if wrong)
Anyway, i just avoid to enable filters for attack scope in NewUIs to force me to use the obs one! :D

Little question: what exactly do the "night filter" feature in the fileviewer?

TheDarkWraith 05-27-13 03:45 PM

As you are probably aware the old destroyed marks was flawed because I was unable to retrieve the exact position where the unit was destroyed. This resulted in destroyed marks showing in odd places on the map. Starting in v7.4.1 I disabled the destroyed marks (new destroyed marks in game only) until I could code in something to make it work correctly.

Today I finally coded in the hardest part of the new destroyed marks code. Now I get all the data related to the destroyed unit:

[18692] TDWDestroyedMarks: Unit_Destroyed command received!
[18692] TDWDestroyedMarks: Destroyed unit data:
[18692]
[18692] TDWDestroyedMarks: Ship destroyed event
[18692]
[18692] TDWDestroyedMarks: Destroyed mark #0:
[18692] TDWDestroyedMarks: ClassName=LL
[18692] TDWDestroyedMarks: Name=LL
[18692] TDWDestroyedMarks: UnitType=102
[18692] TDWDestroyedMarks: eSide=1
[18692] TDWDestroyedMarks: Year=1
[18692] TDWDestroyedMarks: Month=1
[18692] TDWDestroyedMarks: Day=1
[18692] TDWDestroyedMarks: Longitude=-7814609.000000
[18692] TDWDestroyedMarks: Depth=-5.330906
[18692] TDWDestroyedMarks: Lattitude=2184462.000000
[18692] TDWDestroyedMarks: Tonnage=7173
[18692] TDWDestroyedMarks: FromNode=
[18692] TDWDestroyedMarks: PatrolGroupName=
[18692] TDWDestroyedMarks: Type=_BR Large Merchant (ProxY)#1
[18692] TDWDestroyedMarks: GMTTime=1/1/0001
[18692] TDWDestroyedMarks: Text=_BR Large Merchant (ProxY)#1
[18692] Depth: -5.3m
[18692] Enemy
[18692] 7173 tons
[18692] TDWDestroyedMarks: LatLong=Lat: 18° 12' N Long: 65° 7' W

The Text= will change. I have to take the data I have and send some of it to a function in SimData to get the unit's name. That return value will be the Text= then.

As you can see I get a lot of data now about the destroyed unit. This will let me fix the radio messages and sounds for the destroyed units also. The Year, Month, Day, and GMTTime are incorrect also because I was just testing and this is not the final version (I have the gamedate and gamehour and just have to convert them into a readable format).

when the game first started a placed an X where the unit was originally. As you can see the coordinates (LatLong) given are exactly where the unit was destroyed:
http://www.subsim.com/radioroom/pict...pictureid=6668

Now I just have to code in placing the appropriate destroyed mark (land, air, sea, or sub) on the map

:rock:


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