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Old 03-20-10, 12:33 PM   #121
kylania
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1.2 looks great, but isn't the WO on top of the hatch now?
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Old 03-20-10, 12:39 PM   #122
pythos
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Default Star Trek alternate Universe

LOL, as I made my way along the interior of my boat, everyone had Goatees. It was like I got transported into the Mirror Mirror universe of that famous Classic Trek episode.

Where is "evil Spock" thought

Nice work on the mod, looking forward to 1.2
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Old 03-20-10, 04:36 PM   #123
DerMo
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I´m using 1.11 at the moment and i noticed that with version 1.11 there is a problem with the animation of the two crew members who usually stand up and move to the ladder.After i loaded a game,all is fine.I see two crewmembers + 2.WO move to the ladder.

But after a while the animation does not work anymore.The two crew members in the control room just teleport to the deck when surfacing and teleport back when i dive.It´s not that the mod stopped working because the 2.WO still does as he should,only the two crew members won´t..

when i want to see them move to the ladder again i have to reload the game and it works again, but stops working after a while
anybody else seen this?
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Old 03-20-10, 05:00 PM   #124
Heretic
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Quote:
Originally Posted by kylania View Post
1.2 looks great, but isn't the WO on top of the hatch now?
He's still there. The screenshot is using the alternate heads verison. He's at front right.

Quote:
Originally Posted by pythos View Post
LOL, as I made my way along the interior of my boat, everyone had Goatees. It was like I got transported into the Mirror Mirror universe of that famous Classic Trek episode.

Where is "evil Spock" thought

Nice work on the mod, looking forward to 1.2
I have two beards, two goatees, and a mustache to work with. I went through pretty quick when I added them. I'll see if I can mix it up a little better.


Quote:
Originally Posted by DerMo View Post
I´m using 1.11 at the moment and i noticed that with version 1.11 there is a problem with the animation of the two crew members who usually stand up and move to the ladder.After i loaded a game,all is fine.I see two crewmembers + 2.WO move to the ladder.

But after a while the animation does not work anymore.The two crew members in the control room just teleport to the deck when surfacing and teleport back when i dive.It´s not that the mod stopped working because the 2.WO still does as he should,only the two crew members won´t..

when i want to see them move to the ladder again i have to reload the game and it works again, but stops working after a while
anybody else seen this?
They could be getting out of sync with their state variable. I use a variable to control where they're at to try to keep them from being in the same place as someone else. I do it a bit differently in 1.2 so hopefully it won't be a problem going forward. I have to admit tho, I don't play for mere then a few minutes at a time.
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Old 03-21-10, 01:55 PM   #125
Heretic
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1.2 released.

I've added command-based behaviors, so your crew will react to the commands issued. Currently, I have the depth commands done. You have to use the commands via mouseclick or hotkey to see the behaviors. Just clicking on the depth gauge won't do it. They old state-based behaviors of previous version still work, so you won't strand your crew on the deck, if you just click the gauge. I added sound effects for the control room crew movements.

The Crash_dive script doesn't trigger. I've included an optional workaround that uses the set_depth command (triggered when you click the gauge). It will trigger a crash dive when you click the gauge and are on the surface, even if you click 0 meters, so use with care!

Oh, and I figured out how to add more crewmen. Before you get all excited, I'm still very limited by waypoints. So far, I haven't found any good spot to add anyone that has an animation that works. I'm thinking if I can get a damage control party to trigger, that'd be a good use.

Report any problems in this thread. Thanks!
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Old 03-21-10, 02:39 PM   #126
urfisch
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you´re my man!!!

thanks a lot!

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Old 03-21-10, 02:55 PM   #127
kylania
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Quote:
Originally Posted by Heretic View Post
1.2 released.

The Crash_dive script doesn't trigger. I've included an optional workaround that uses the set_depth command (triggered when you click the gauge). It will trigger a crash dive when you click the gauge and are on the surface, even if you click 0 meters, so use with care!
Wait, so this breaks the stock crash drive functionality? I can't see accepting that for properly angled binoculars and sounds. What exactly is broken and what exactly does this set_depth workaround do? Does it still kick in the flank speed and faster submerging? Which gauge are you talking about? Does it interfere with other UI mods like 3Dials or something? That uses a different depth gauge.

There's a lot of "graphics" mods that are starting to muck with the functions of the submarine when they really shouldn't (the interior dials changing surface depth for example) and it's gonna start getting really confusing.

I personally wouldn't include anything in a "watch crew display" mod that changes/breaks something as important as crash dive. Really wonderful work so far, but this is starting to get dangerous.
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Old 03-21-10, 03:00 PM   #128
Heretic
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Quote:
Originally Posted by kylania View Post
Wait, so this breaks the stock crash drive functionality? I can't see accepting that for properly angled binoculars and sounds. What exactly is broken and what exactly does this set_depth workaround do? Does it still kick in the flank speed and faster submerging? Which gauge are you talking about? Does it interfere with other UI mods like 3Dials or something? That uses a different depth gauge.

There's a lot of "graphics" mods that are starting to muck with the functions of the submarine when they really shouldn't (the interior dials changing surface depth for example) and it's gonna start getting really confusing.

I personally wouldn't include anything in a "watch crew display" mod that changes/breaks something as important as crash dive. Really wonderful work so far, but this is starting to get dangerous.
No. It's a stock bug. The stock crash_dive script doesn't trigger, so I came up with an OPTIONAL workaround.

Just to clarify, the stock crash dive command works fine, in that it makes the sub crash dive. The part where it's supposed to trigger the Crash_dive script is not functioning. My workaround is only if you want to see my crash dive orders/movements sequence. It doesn't effect the performance of the boat.

Last edited by Heretic; 03-21-10 at 06:10 PM.
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Old 03-21-10, 03:04 PM   #129
HanSolo78
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Great work heretic!!
I regularly download your latest version and there is continous improvement!!
Ready to test your latest version!
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Old 03-21-10, 03:09 PM   #130
kylania
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Quote:
Originally Posted by Heretic View Post
No. It's a stock bug. The stock crash_dive script doesn't trigger, so I came up with an OPTIONAL workaround.

Just to clarify, the stock crash dive command works fine, in that it makes the sub crash dive. The part where it triggers the Crash_dive script is not functioning. My workaround is only if you want to see my crash dive orders/movements sequence. It doesn't effect the performance of the boat.
Ahh, ok that makes more sense. Thanks!

I got scared earlier using 1.1. I ordered a dive as I stood up from the attack scope and suddenly guys started climbing down past me! Didn't realize it worked in that room too.
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Old 03-21-10, 03:19 PM   #131
lucagaeta
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Hi,
Heretic

Thank you very much for all the work you're doing!!
not discourage you're doing a great job, this is the right way

Regards,
Luca
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Old 03-21-10, 03:37 PM   #132
redcoat22
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Hands down, this is my favorite mod and I check it daily for updates.
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Old 03-21-10, 04:01 PM   #133
silversurfer
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This is an awesome mod..I've just downloaded the up to date version. Have a bit of a problem, when crew is at diving stations the crewman controlling the aft diveplanes doesn't appear at his post thou the planes still operate.
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Old 03-21-10, 04:27 PM   #134
Ragtag
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Love this though i think teleporting would be better than the clutter up by the ladder. Would it be possible to make an optional teleport for the crew movement?
I just love the dive sequence now and that the crew actually leaves the tower before it goes under. Damn good work
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Old 03-21-10, 06:04 PM   #135
astradeus
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thank you for this mod that has a great future!
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