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Old 12-29-10, 02:09 PM   #16
TheDarkWraith
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Quote:
Originally Posted by Captain Can View Post
TDW i dont have radio traffic files of that mode. this is the main page to their mod at subsim. However if you want i can open a new thread and ask for radio files. What do say?
I got Danurve's radio file mod from SH3 and permission to use it. Writing python script now to sort it and divvy it out to folders
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Old 12-29-10, 07:44 PM   #17
Sepp von Ch.
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I like this radio traffic mod in LiSH. In SH5 it would be great! Radio Traffic mod revives the atmosphere!
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Old 12-30-10, 07:41 AM   #18
KarlKoch
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I just uploaded a testversion of the mod. There are no real messages yet, but only messages to show the mod is working. To test, simply start a new career in happy times (use "silentotto" to access, date ingame needs to be 20.06.1940). The key to access the RadioTraffic Page is "i". At 10 minutes past each full hour, a new message will appear. Pay attention to what you enter as Captainname when starting a new career and the Receiver on the RadioTrafficPage.

The messages are stored in an xml file, so they are pretty easy to change/write with an editor. Later, a program can be written for that, so errors can be avoided.
The mod saves and loads its current "Funkkladde" (the book where the messages received by the boat are stored) automatically when in career mode. This mod will not work in a single mission as it is now.

As of now, every message is "received" by the boat, even if you are very deep, but this can (and is planned to) be subject to change.

The big advantage of this mod is, that it all happens in the script files and a new dll, so nearly everything is possible, even BdU asking for the daily positionreport, in case you miss to send it. But nothing in that regard is realized, yet. But it is possible.

The mod as it is now is not compatible with TDW's UI or anything else, as i have not tested that, yet. All i can say is that if JSGME reports an error, there will be problems. If you don't know what you are doing, don't enable this mod and expect something will work.
TDW, all my changes in PageDefaultHud are marked with my name (karlkoch) to find them easily. Changes in menu_1024_768.ini are pretty obvious.

However, here is the link:

SHRadioTraffic Mod.


Since this is just a testrelease and sneak peak, i take no responsibility whatsoever. Save your data, if you want to try it out. Enable with JSGME on your own responsibility.


edit: Forgot to mention that for localization regards, only 1 file of the mod needs to be changed. Within the xml file, all messages are stored and so are the translations for all screenitems.


edit2: if someone is interested in the sourcecode, drop me a pm and i will give you a link.

Last edited by KarlKoch; 12-30-10 at 08:08 AM.
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Old 12-30-10, 12:24 PM   #19
ETsd4
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Quote:
Originally Posted by KarlKoch View Post
I just uploaded a testversion of the mod. There are no real messages yet, but only messages to show the mod is working. To test, simply start a new career in happy times (use "silentotto" to access, date ingame needs to be 20.06.1940). The key to access the RadioTraffic Page is "i". At 10 minutes past each full hour, a new message will appear. Pay attention to what you enter as Captainname when starting a new career and the Receiver on the RadioTrafficPage.

The messages are stored in an xml file, so they are pretty easy to change/write with an editor. Later, a program can be written for that, so errors can be avoided.
The mod saves and loads its current "Funkkladde" (the book where the messages received by the boat are stored) automatically when in career mode. This mod will not work in a single mission as it is now.

As of now, every message is "received" by the boat, even if you are very deep, but this can (and is planned to) be subject to change.

The big advantage of this mod is, that it all happens in the script files and a new dll, so nearly everything is possible, even BdU asking for the daily positionreport, in case you miss to send it. But nothing in that regard is realized, yet. But it is possible.

The mod as it is now is not compatible with TDW's UI or anything else, as i have not tested that, yet. All i can say is that if JSGME reports an error, there will be problems. If you don't know what you are doing, don't enable this mod and expect something will work.
TDW, all my changes in PageDefaultHud are marked with my name (karlkoch) to find them easily. Changes in menu_1024_768.ini are pretty obvious.

However, here is the link:

SHRadioTraffic Mod.

The SHRadioTraffic.dll is going in which folder? The root-folder of silent hunter 5?
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Old 12-30-10, 02:21 PM   #20
KarlKoch
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Originally Posted by ETsd4 View Post
The SHRadioTraffic.dll is going in which folder? The root-folder of silent hunter 5?
Thats correct. JSGME should put it there on its own.
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Old 12-30-10, 02:49 PM   #21
KarlKoch
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If you tried it, please report errors (or that it is working) here. Thank you.
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Old 12-30-10, 05:14 PM   #22
THE_MASK
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Just pondering , could you for example have the crew notify me by way of the radio operator such as MC_RR_RADIO_18 "hold on i am recieving a message'' etc . This is the way the game was meant to play . You are on the ball .
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Old 12-30-10, 05:22 PM   #23
KarlKoch
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Quote:
Originally Posted by sober View Post
Just pondering , could you for example have the crew notify me by way of the radio operator such as MC_RR_RADIO_18 "hold on i am recieving a message'' etc . This is the way the game was meant to play . You are on the ball .
Sure, thats pretty easy to do. I didn't make it happen yet, because its a fancy thing and i first wanted to have the coding part done. I am actually thinking about BdU asking for a status report in case the player misses to send one on a daily basis. Could be optional as well. Since the mod does not rely on any gamemechanic, pretty much everything can be done.
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Old 12-30-10, 08:14 PM   #24
ETsd4
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Quote:
Originally Posted by KarlKoch View Post
If you tried it, please report errors (or that it is working) here. Thank you.
1.) The radio-message-text needs minimum 10 times the length it has actual.

Look at this messagelength from the OKW-mod with 12000 messages with correct time and date: OKW=Oberkommando der Wehrmacht=German Headquarter

From:
@Meldungen des drahtlosen Dienstes@
Messagetext:
^....^01.09.1939|Das Oberkommando der Wehrmacht gibt bekannt: Im Zuge der deutschen Kampfhandlungen aus Schlesien, Pommern und Ostpreußen wurden an allen Fronten schon heute die erwarteten Anfangserfolge erzielt. Die von Süden über das Gebirge vorgegangenen Truppen haben die Linie Neumarkt-Sucha erreicht. Südlich Mährisch-Ostrau ist die Olsa bei Teschen überschritten. Südlich des Industriegebietes sind unsere Truppen in Höhe von Kattowitz im zügigen Vordringen. Die aus Schlesien angesetzten Truppen sind im flüssigen Vorgehen in Richtung Tschenstochau und nördlich davon. Im Korridor nähern sich unsere Truppen der Brahe und haben die Netze bei Nakel erreicht."

IMO this must be possible (;

Actual in your version if a messagetext exceeds the message-length of 30(?) letters the radio-traffic is broken and nothing works.

2.) The 1. received message is not completly shown up on the paper at a resolution of 1920x1200. The sendername and the messagetext is cut off.

3) Have testet the version with a modified radiotraffic.xml with date 01.09.1939, time 23:00 and a modified sendername: works so far.
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Old 12-31-10, 03:32 AM   #25
KarlKoch
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Quote:
Originally Posted by ETsd4 View Post
2.) The 1. received message is not completly shown up on the paper at a resolution of 1920x1200. The sendername and the messagetext is cut off.
Can you give me a screenshot of this? I cannot run such high resolutions here.

And thanks for hinting to the messagelenght problem.


However, i am actually thinking about abandoning the mod, because TDW already did something similar and there is no need to have 2 Mods of the same.
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Old 12-31-10, 02:08 PM   #26
ETsd4
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Quote:
Originally Posted by KarlKoch View Post
Can you give me a screenshot of this? I cannot run such high resolutions here.

.
Quote:
Originally Posted by KarlKoch View Post
However, i am actually thinking about abandoning the mod, because TDW already did something similar and there is no need to have 2 Mods of the same.
If i am correct the "Multiple UIs for SH5 with TDC and Automation"-mod has some problems with other fine mods (environment-mod by w-clear for example). So a stand-alone-solution has advantages.
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Old 12-31-10, 02:18 PM   #27
TheDarkWraith
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Quote:
Originally Posted by KarlKoch View Post
Can you give me a screenshot of this? I cannot run such high resolutions here.

And thanks for hinting to the messagelenght problem.


However, i am actually thinking about abandoning the mod, because TDW already did something similar and there is no need to have 2 Mods of the same.
Don't abandon! It's great for users to have options Maybe some like the way you do it, maybe some like the way I do it, maybe others like what someone else makes.

Another reason to not abandon is I don't 'part out' my mod into individual pieces. You either use my mod as is or you don't. So a standalone version will suit many people.
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Old 01-08-11, 11:06 AM   #28
KarlKoch
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Status update:

- Added internal functionality for replacing placeholders within the Messagetext displayed to the User (for now, Nearest Base and Playername can be replaced)

- Added internal functionality to let BdU ask for missing patrol reports with different Messages, triggered by time passed since last patrol report

- Added internal functionality to send new orders to the player on a conditional basis. Conditions are (for now): Torpedoes remaining on playersub, fuel remaining, tonnage sunk and current Date/Time

- Added internal functionality to add messages to the engine from within the game (for example to be able to report ships nearby)

- Added internal functionality to handle special encoded messages (you name it, enigma-support down the road)

To-Do:

- Add internal functionality to add contact-data to a message

- To all the Scriptingstuff needed for it to work ingame

- Build a proper UI

- Add a small Application to make entering new messages easier and failsafe

- No idea yet
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Old 01-08-11, 11:34 AM   #29
Rickster1
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looking forward to this mod
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Old 01-08-11, 12:34 PM   #30
vickers03
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could radio messages be triggered from sinking ships?
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