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Old 10-16-13, 09:17 AM   #541
plj
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Quote:
Originally Posted by gap View Post
A-hah you are looking for a Bernard scenario!

Most damages are stored in savegames. One could create a single mission and combine it with a savegame edited with the desired damage levels. There is shortcoming to this method though: end users should play the mission using the same mod loadout as the savegame creator.

Another possible way to implement your idea could be via script, but I am just speculating here...
Which files is damage stored in ? Creating a vbscript that edits textfiles is easy.. damaging a sub through savegame and reloading that savegame would work fine .. you can replay scenario's endlessly that way ^^
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Old 10-16-13, 01:01 PM   #542
vdr1981
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Type VIIC...Comparing to the default menu, I think this looks much more serious...

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Old 10-16-13, 01:02 PM   #543
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Good job Herr Kaleu!
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Old 10-16-13, 01:10 PM   #544
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Beautiful continuous work
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Old 10-16-13, 05:12 PM   #545
gap
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Quote:
Originally Posted by plj View Post
Which files is damage stored in ?
I don't remember exactly, but Vecko should know it.

Quote:
Originally Posted by plj View Post
Creating a vbscript that edits textfiles is easy.. damaging a sub through savegame and reloading that savegame would work fine .. you can replay scenario's endlessly that way ^^
One could edit savegames manually, but a an application randomizing damage settings automatically would be even better. Probably the neatest way to implement the idea, would be codig it New UI's (similar to what was already done by TDW with mission settings). Everytime a mission is selected, a script should generate a savegame automatically, patch it with user defined or random damage settings, and load it when the 'start mission' button is clicked

Quote:
Originally Posted by vdr1981 View Post
Type VIIC...Comparing to the default menu, I think this looks much more serious...
Well done Vecko. Let me know if, due to your equipment rearrangement, Nauticalwolf's graphics need still for some touch-ups. Once finished with the brown version, I could repeat the same changes for the grey version. Also: those equipment damage labels need to be resized a bit and moved around. Personally I would make their boxes transparent or semi-transparent, and I would use a font which fits better the rest of the UI. Last: new connecting lines have to be placed back on the background textures. Multiply all the above tasks times 3 if you like my idea to support also stock and drifter's UIs. It is quite a lot of work. Don't hesitate asking for help, if you think that I can relieve you from some of the work on Menu Editor
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Old 10-16-13, 05:19 PM   #546
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Quote:
Originally Posted by gap View Post
Quote:
Originally Posted by plj View Post
Which files is damage stored in ?
I don't remember exactly, but Vecko should know it.
I'll dig around, not that many anyway :p (just being lazy by asking before I look if I'm ruthlessly honest :p)

Quote:
One could edit savegames manually, but a an application randomizing damage settings automatically would be even better. Probably the neatest way to implement the idea, would be codig it New UI's (similar to what was already done by TDW with mission settings). Everytime a mission is selected, a script should generate a savegame automatically, patch it with user defined or random damage settings, and load it when the 'start mission' button is clicked
One could, but many others cant.

Making it 'like TDW' is out of my league .. it would have to end up on his request list ... somewhere .... amongst thousands of other small and not so small requests :p

It would on the other hand not be too hard to program a nice gui to read and modify damage, based on a few profiles and/or a randomizer. It would be an external tool, but savedir is universaly reachable by using windows variables, and this it would be fool proof if I read the correct files and do my work half decent :p It would still take some time, but I can build that.


@vdr: looks good, clear and informative!
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Old 10-16-13, 09:57 PM   #547
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Quote:
Originally Posted by plj View Post
(just being lazy by asking before I look if I'm ruthlessly honest :p)
My turn!!

Rather than read all 37 pages of this thread, I will instead put the question to you guys who have been watching this cool mod through its entire development. Is it known why this mod interferes with camouflage? I am unable to repaint my sub with this mod enabled.
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Old 10-17-13, 01:50 AM   #548
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Quote:
Originally Posted by lodebeard View Post
My turn!!

Rather than read all 37 pages of this thread, I will instead put the question to you guys who have been watching this cool mod through its entire development. Is it known why this mod interferes with camouflage? I am unable to repaint my sub with this mod enabled.
Does removing the mod solves the issue?

I can be wrong, but I suspect that you problem has nothing to do with R.S.D: for some reaso camouflages have never fully worked
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Old 10-17-13, 07:15 AM   #549
vdr1981
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Quote:
Originally Posted by lodebeard View Post
My turn!!

Rather than read all 37 pages of this thread, I will instead put the question to you guys who have been watching this cool mod through its entire development. Is it known why this mod interferes with camouflage? I am unable to repaint my sub with this mod enabled.
This is not RSD related . I noticed that bug long before we start to work on this mod...It looks like they're misplaced or something...


@Plj

You'll find ActiveUserPlayerUnits.upc file inside your documents/SH5/data/cfg/Savegames/00000000* folder...I think, this file is responsible for storing damage levels.

Last edited by vdr1981; 10-17-13 at 07:25 AM.
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Old 10-17-13, 07:48 AM   #550
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Quote:
Originally Posted by gap View Post

Well done Vecko. Let me know if, due to your equipment rearrangement, Nauticalwolf's graphics need still for some touch-ups.
Tnx Gap! I decided that stock RSD will have NauticaWolf's textures (without lines) but it would be great if you could create en least one optional update which will add connecting lines,change boxes and pictures, add new font ect...

Also , I find solution for torpedo screens...NauticaWolf messed up a bit in the first place...Solution is to use default pageguns.ini, fliped submarin picture(pointing to the right) and torpedo miniatures from gray version (IIRC).

Submarine can be also pionted to the left, but then, torpedo loading animation will go from wrong direction...
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Old 10-17-13, 08:50 AM   #551
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Quote:
Originally Posted by vdr1981 View Post
@Plj

You'll find ActiveUserPlayerUnits.upc file inside your documents/SH5/data/cfg/Savegames/00000000* folder...I think, this file is responsible for storing damage levels.
Thanx Let's see how I can mangle that
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Old 10-17-13, 09:53 AM   #552
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Quote:
Originally Posted by vdr1981 View Post
Tnx Gap! I decided that stock RSD will have NauticaWolf's textures (without lines) but it would be great if you could create en least one optional update which will add connecting lines,change boxes and pictures, add new font ect...
The decision is on you of course, but I would rather make the main version of R.S.D. compatible with stock UI. Unless you have got permission by Nauticalwolf for merging his mod with your one, R.S.D shouldn't replace the Damage and Torpedo UI Mod. In other words, the mod installation order should be:

Damage and Torpedo UI Mod
Reworked Submarine Damage
Compatibility patch

The same for drifter's mod.

Moreover, since you want a version without connecting lines, I don't see the point of using submarine section plans as background images. While taking up quite a lot of space their connection with the various compartments and equipments would result a bit obscure. We could use a notebook paper-like background, and sort equipments/damages as if it they were listed by the chief engineer in his damage report. I hope you see my point

Quote:
Originally Posted by vdr1981 View Post
Also , I find solution for torpedo screens...NauticaWolf messed up a bit in the first place...Solution is to use default pageguns.ini, fliped submarin picture(pointing to the right) and torpedo miniatures from gray version (IIRC).

Submarine can be also pionted to the left, but then, torpedo loading animation will go from wrong direction...
If you trust me, let me to deal with "artistic" aspects (you yourself stated that you don't care much about them), and you won't regret about it
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Old 10-17-13, 12:53 PM   #553
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Quote:
Originally Posted by gap View Post
Unless you have got permission by Nauticalwolf for merging his mod with your one, R.S.D shouldn't replace the Damage and Torpedo UI Mod.
Gap,I agree everything , but because NauticaWolf already gave all permissions needed in his readme file I don't see any problem why not to merge main R.S.D. mod with his mod.

Quote:
Originally Posted by Nauticalwolf View Post
This is a Freeware mod and can be included or used with any other Freeware mods or mod packs, please give credit.
Please feel free to modify or include this mod in anyway. This Mod may not be included in any mod that is for sale.
After that, you can introduced even more modifications and I'm really eager to see what's your creations will look like, except maybe support for stock images...Those XXIII century , robotic look textures looks highly unrealistic and they should be erased from existence soon as possible!

Could you tell me more about your "damage report paper" idea ? This sound veeery interesting?
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Old 10-17-13, 05:36 PM   #554
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I had a ctd when 2 planes fired guns at my sub and I had damage . I have no idea what is causing it so not picking on this mod in particular . Do you use the EXE Patcher damage zone debugging ? Creates a damagezones text file in SH5 folder that describes all the problems with the players units damage zones .
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Old 10-17-13, 05:37 PM   #555
vdr1981
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I'll upload v5.4 for testing purposes...

http://www.mediafire.com/download/t8...by+vdr1981.rar

And give some grade to download section...That "B" is actually mine grade and looks like I'm tho only one who voted...

Last edited by vdr1981; 10-17-13 at 06:04 PM.
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