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Old 01-21-08, 12:18 AM   #1
Ducimus
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Default TMaru 1.7.6 Preview

Ok, so when i said version 1.7.5 was my last publish, apparently i lied. I had an epiphony with some items, started working on interiors, and i just couldnt stand the thought of not having them included into TM, so, here it is, an update, one last time.

Camera Updates:
- Career room office is fixed, you can once again look around.
- reduced the shaking. Given other settings in TM, the shake in the camera was excessive.
- Conning tower camera, allows for free movement.
- changed the view unit cam to follow a unit, and allow free movement instead of fixed sphereical view. Although its disabled by default, eyecandy maniacs and movie makers should appreciate this change the most.

Deck Gun changes:
- changed default texture of twin 20MM, and 4"50 cal to MS9 color scheme (black)
- created JSGME plugin to change above said guns to MS32 color scheme (handy after a refit, or if your running another skin)
- changed 4" 50cal availablity date from 1/43 to 6/42


New 4"50 cal and twin 20 MM default configuration. No more black nahrwhal with blue guns


Interior changes:

This is by far the biggest change, has been the most time consuming, and will ultimatly add a big honking chunk to the D/L size.

- Interior gauges have been fixed.
- Sounds such as steam breaks, water, electric sparks and such that were absent, have been added back by SteveTRM (currently only the Interior files used by the Balao, Gato, Tambor, Gar, Salmon, and Sargo. Narwhal, and Porpoise are not included as of yet)
- made crewman clickable
- changed radar view to default to the PPI scope instead of the A scope.
- fixed misc tool tips
-TBT is now properly named, (although ive been unsucccesfful in making it clickable while on the bridge)
- changed one of the maps displayed on one the tables.


Radar man, sonar man, and now the crewman whos manning the TDC during general quarters is now clickable. Clicking on the appropriate crewman will bring you to the appropriate station. Sonar man to sonar view, radar man to PPI radar, TDC operator will bring up the 2D TDC map.



The Officer in front, has had his title changed to the correct one of "Officer of the deck", and the tooltip when you bring the mouse over him, will say so. Clicking on him, will bring you to the 2D nav map. The officer in the rear, clicking on him, will bring you to the damage control screen. He is ony visible during general quarters.



I changed the map displayed on the table, to better reflect the station.



Torpedo changes:

-slightly reduced the rate at which depth errors occur.

- changed default loadout of torpedos

- Retextured torpedos, to make them more distinct


After mid 1943, this is the default torpedo configuration. MK 14's have a green warhead, Mark 23's have a red warhead, Mark 18's have a copper warhead.


The new Mark 14


The new Mark 23


The new Mark 18.

Not shonw is the mark 16, and mark 27 torpedos. Both of which are green, with a black warhead.



New installation for ease of use:
Growing tired of the general confusion (and my inbox being inundated because of it), ive decided to restructure the mod to make it .... user friendly.

When Tmaru 1.7.6 is released, it will be comprised of three downloads. The JSGME modules will be tenatively named as follows:

1_Tmaru-Trigger_Maru_1.7.6
2_TMaru_Sound
3_TMaru_GFX_CompliedROW

Which order to install? You can count to 3 can't ya? Easy as, 1, 2, and 3.

Items number 2, and 3, are optional. And with sounds, you can use the ones ive been including with TMaru, or you can elect to not run that, and use the ROW sound mod instead.

Item number 3, the Complied row, is essentually, all row mods that produce no conflicts with TM, compiled into one package. This is to eliminate the "which row can i run?" questions.



ETA:
Im guessing another week or two. Im waiting for SteveTRM, to finish working his magic on the porpoise interior. Onces hes done, ill get to work adding the changes ive made in the other interiors, and assuming folks are ok with it, ill include the latest ROW scene.dat in the compiled row package for TM. So EVERYTHING YOU NEED, is installed as simple as it is, to count to 3. Hopefully this will eliminate the confusion, and keep the PM's to a minimum.


TMaru 1.7.5, i had intended to be my last release, but i think you'll agree that with the interior changes, and the structure changs of how the mod is presented, releasing a new version is probably the best thing, and will keep TM on the up and up for awhile, long after ive thrown in the towel and moved on to other things.
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Old 01-21-08, 12:24 AM   #2
cdrsubron7
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Looking good, Duece. Thanks for your continued efforts on our behalf.
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Old 01-21-08, 12:27 AM   #3
SteveW1
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Beautiful. thats all I can say, Ducimus you

I will be looking out for it as soon as its ready to download.
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Old 01-21-08, 12:41 AM   #4
FIREWALL
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Great work D.

It alway's just get's BETTER .
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Old 01-21-08, 12:55 AM   #5
Donner
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Super additions to TM!!

Looking forward to the complete package!!

Thanks for all your hard work.
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Old 01-21-08, 01:30 AM   #6
Seadogs
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Hah I knew it! Please feel free to epiphony your ass off.

But seriously, looking forward to it.
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Old 01-21-08, 02:13 AM   #7
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Time for a new diary entry from TDK.
"Every time I try to get out....they pull me back in!"

Thanks Ducimus. Glad to have you back on our behalf.
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Old 01-21-08, 12:46 PM   #8
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Ducimus the update to 1.76 looks superb
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Old 01-21-08, 01:05 PM   #9
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DAMN!

Just saw this at work ... now I can't wait to go home and download and install!

Thanks Big D!
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Old 01-21-08, 01:08 PM   #10
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Quote:
Originally Posted by Snuffy
DAMN!

Just saw this at work ... now I can't wait to go home and download and install!

Thanks Big D!
Not so quick

ETA:
Im guessing another week or two. Im waiting for SteveTRM, to finish working his magic on the porpoise interior. Onces hes done, ill get to work adding the changes ive made in the other interiors, and assuming folks are ok with it, ill include the latest ROW scene.dat in the compiled row package for TM. So EVERYTHING YOU NEED, is installed as simple as it is, to count to 3. Hopefully this will eliminate the confusion, and keep the PM's to a minimum
.


RDP
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Old 01-21-08, 01:14 PM   #11
M. Sarsfield
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If you are really eager, you can download the sound and gauge mods piecemeal and install them as a group - you'll have to hunt the forums to collect them all. I installed the gauges, first, and then the sound files. You will get some notices that the new mods overwrite some of the TM files, which is okay.
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Old 01-21-08, 02:02 PM   #12
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Quote:
Originally Posted by Ducimus

When Tmaru 1.7.6 is released, it will be comprised of three downloads. The JSGME modules will be tenatively named as follows:

1_Tmaru-Trigger_Maru_1.7.6
2_TMaru_Sound
3_TMaru_GFX_CompliedROW

Item number 3, the Complied row, is essentually, all row mods that produce no conflicts with TM, compiled into one package. This is to eliminate the "which row can i run?" questions.
While I'm holding my breath waiting for this to be released, would you please advise which of the marvelous ROW MODS you are referring to above in "Item number 3"?

Thanks!!
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Old 01-22-08, 07:49 AM   #13
robin100
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Thank You for your work, Ducimus!
I'm waiting eager for the promising update.

S!
Robin
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Old 01-22-08, 09:10 AM   #14
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Yuo´re like a "junky", you can´t stop to work
Thanks a lot Ducimus!
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