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Old 10-10-09, 11:56 AM   #1066
Rapt0r56
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Quote:
all commands and responses are working, hatch working, food working, cam and officers working as usual, together with that new controlable gauges for the cunning tower and sonar room from OH3.0... ...working also online, testing it for CSP Special Edition for Living Silent Hunter. But iam a bit affraid if i still fit through the hutch after eating all that new kandy
I'm glad to hear that.
I'm still tested it in some missions, all working as it should be.
Tonight I will start a new Career.


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btw, love your new lightning Raptor !
You're welcome.
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Old 10-11-09, 03:30 PM   #1067
DivingDuck
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Moin,
Quote:
Originally Posted by DivingDuck View Post
DD_OH_V3_RH released
Quote:
Originally Posted by java´s revenge
Isn`t it possible to make only a mod for the food and the blue colors?
So, you want to have an open, but static hatch? Maybe I´ll offer a fix for that too. As for now this is the second request of such.

The blue lights however will most probably be provided by 'Rapt0r' as an additional mod.

Quote:
Originally Posted by Rapt0r
I had a look in the folder of the OHv.3 and deleted something. First, I made a backup copy of the entire main folder, then I deleted the in the folder from the Interior all .Cam files (CR, CT, RR.) Activated via jsgme and tested. My People on board are no longer silent, texts and language are back, and also all the new objects. Finally, I've even deleted the library folder because I use the Extended Freecam 1.2. So now I have the new objects can still make the hatch open by TDC (Winkel zum Bug) and my people are not dumb, also free camera in the boot, in the tower, and on deck.
I will continue playing with this, until a patch is in view.
Deleting the *.cam files will loose you the new tooltips. But that´s not the problem. All officer cams are FREE now, you can leave their station or zoom in to the gauges when the appropriate view is activated. Whenever you left click an officer from any free cam, the view get´s wound up. If it does not, it will on exiting this view. That´s why I had disabled the mouse´s left button. This was achieved by using a different command in the *.cam. This however led to loosing the voice and written commands. Using the "old" *.cam files will bring back the cam issue. I´m acutally working at new hotspots to activate the respective position´s view without loosing the voice commands. I don´t want to miss the views. The already released first fix will bring back CE commands only and got the CE view disabled.

Quote:
Originally Posted by Stormfly
Big Tank You Diving Duck...testing currently, i made it compatible with Extended Freecam 1.2

all commands and responses are working, hatch working, food working, cam and officers working as usual, together with that new controlable gauges for the cunning tower and sonar room from OH3.0... ...working also online, testing it for CSP Special Edition for Living Silent Hunter. But iam a bit affraid if i still fit through the hutch after eating all that new kandy
Are the officer´s views working too? Can they be accessed? Do the sonar/hydro/CE/WP/NO views stay freely movable?

Regards,
DD
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Old 10-12-09, 05:41 AM   #1068
DivingDuck
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Moin,
Quote:
Originally Posted by DivingDuck View Post
DD_OH_V3_RH released
Got some news:



ATTN: These lights are not bound to "real" ready messages. They will turn red according to a specific depth.


See the short (and boring) video here:

The first 40sec are indeed boring. LOL. The interesting part starts at sec 42. But it doesn´t show anything else than the animated gif above.



newly reported issue by 'SquareSteelBar':

-compass dial in radio operators station displayed at a wrong rotation angle
→ will be corrected



Regards,
DD
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Old 10-12-09, 05:57 AM   #1069
evan82
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Quote:
Originally Posted by DivingDuck View Post
Moin,


Got some news:



ATTN: These lights are not bound to "real" ready messages. They will turn red according to a specific depth.


See the short (and boring) video here:

The first 40sec are indeed boring. LOL. The interesting part starts at sec 42. But it doesn´t show anything else than the animated gif above.



newly reported issue by 'SquareSteelBar':

-compass dial in radio operators station displayed at a wrong rotation angle
→ will be corrected



Regards,
DD
Amazing work!
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Old 10-12-09, 07:45 AM   #1070
Anvart
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I understood nothing... Very strange mod...?
1) The strange logic of blocking/opening/closing of the hatch...?
2) I did n't understand... why (for what) such cameras? what function of these "free" cameras...? ... as example ... the radio operator (player has moved away) is not present on a place, but the radar wheel rotates...?
3) I did n't understand... for what heaps of boxes with meal are necessary... boxes complicate crew work in this case (command room)... and heaps of open boxes with bread... are nonsense... bread afraid of dampness... Boxes with different tinned food (preserved food in metal tins ... sausage-meat, meat, fish, fruit, bean ...) are necessary... i think ...

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Old 10-12-09, 08:24 AM   #1071
DivingDuck
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Quote:
Originally Posted by Anvart View Post
I understood nothing... Very strange mod...?
I think, you do. Никто не сказал чтобы всё акуратно.


Quote:
1) The strange logic of blocking/opening/closing of the hatch...?
I´ve "borrowed" the dial AoB dial to make the hatch rotate. This dial however is usable only when TDC is switched to manual update. That´s why the new lock/unlock light has been attached above the hatchway. It does nothing then switch between manual/automatic TDC update. When in TDC view the player usually does not care about the hatch rotating. On the other side, when in free cam view the moving of the AoB needel doesn´t bother anyone. So the choice of the AoB dial seemed appropriate to me. It´s called lateral thinking. IIRC there´s only one dial left that does not affect the boats movement and is not child to manual/automatic TDC update. But I didn´t try to use it instead until now.


Quote:
2) I did n't understand... why (for what) such cameras? what function of these "free" cameras...? ... as example ... the radio operator (player has moved away) is not present on a place, but the radar wheel rotates...?
I´ve always been annoyed with not beeing able to get closer to a gauge when in respective view. Thus I´ve made the views of each officer free. When in any officer´s view, the 3D object gots hidden. But you know how it works. So, when you move away from your station, the officer is not visible, since the player´s the officer at that moment. The wheel does not turn on it´s own when in hydro view. It does only turn when using the hydrophon. But that is unchanged from stock.


Quote:
3) I did n't understand... for what heaps of boxes with meal are necessary... boxes complicate crew work in this case (command room)... and heaps of open boxes with bread... are nonsense... bread afraid of dampness... Boxes with different tinned food (preserved food in metal tins ... sausage-meat, meat, fish, fruit, bean ...) are necessary... i think ...
Yeah, boxes do complicate the crew´s work. The movie 'Das Boot' however does not really show how much a boot was crammed with food upon leaving port. Every free inch of the interior had been filled with food, mostly hard-cured sausages. Bread has always been stored unlocked, most probably not in boxes/crates. Of course it got damp and mildewed. But that´s how it was. The crew wiped away the mildew. So, nonsense? I don´t think so. Tinned food was most certainly onboard as well. But I didn´t think about that so far. Maybe I´ll replace the content of some boxes with some tin cans.


Anyway, thanks for the feedback, Anvart.

Before you ask, ...



... this has been achieved by lateral thinking too. The lights do not indicate "real" ready messages, but are triggered by certain depths between 8m and 10m.


Regards,
DD

Last edited by DivingDuck; 10-12-09 at 08:43 AM.
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Old 10-12-09, 09:32 AM   #1072
evan82
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Quote:
Originally Posted by Anvart View Post
I understood nothing... Very strange mod...?
1) The strange logic of blocking/opening/closing of the hatch...?
2) I did n't understand... why (for what) such cameras? what function of these "free" cameras...? ... as example ... the radio operator (player has moved away) is not present on a place, but the radar wheel rotates...?
3) I did n't understand... for what heaps of boxes with meal are necessary... boxes complicate crew work in this case (command room)... and heaps of open boxes with bread... are nonsense... bread afraid of dampness... Boxes with different tinned food (preserved food in metal tins ... sausage-meat, meat, fish, fruit, bean ...) are necessary... i think ...

Maybe in command room is to many food on the start. Yes. I don't posted this erlier, but I also noticed this erlier. This reminds me a command room of the U-Boat in a few hours before patrol start, when food is loading on the boat. But DD still working hard on this mod, and I appreciate His work and skils.
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Old 10-12-09, 11:02 AM   #1073
Rhodes
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Xmas tree working??? Damn, that's Hot!!!!!!!!
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Old 10-12-09, 11:16 AM   #1074
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Quote:
Originally Posted by DivingDuck View Post
....Of course it got damp and mildewed. But that´s how it was. The crew wiped away the mildew....
Remember the scene when the II.WO [Martin Semmelrogge] cut off mildew...

"Schimmel ist ein edles Gewächs..."
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Old 10-12-09, 01:56 PM   #1075
DivingDuck
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Quote:
Originally Posted by DivingDuck View Post
DD_OH_V3_RH released
Here´s a new fix for users of OLC´s GUI:

DD_OH_V3.05_Fix_for_OLC_GUI_V003.7z (72.66 KB)

The previous version (V002), released earlier today, was erraneous and is therefore no longer available for download at my account. Please replace with this one.
  • reworked cameras.dat (removed zoom in scope view)
  • used OLC´s en_menu.txt / de_menut.txt files and added the needed lines for OH3




Regards,
DD
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Old 10-12-09, 02:56 PM   #1076
U-48Kriegsmarine
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Hey Diving Duck...

Thanks a lot for that fix, appreciate all the work you've put into this one.

I do (just like most other general mod stealer like myself) have somthing to complain about...

Is their any way to get the old coammand room view back? What code would I have to change?

I really think you did a great job with this one, but perhaps flexed your muscles a bit too much? I just don;t see why a captain would want to stand WAY over their, under the conning tower hatch, away from his officers and just waiting for someone to yell "wass out!" and get his head smashed from an above crewman coming off watch.

Thanks DD, truly great work!
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Old 10-12-09, 02:59 PM   #1077
Stormfly
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Quote:
Originally Posted by DivingDuck View Post

Are the officer´s views working too? Can they be accessed? Do the sonar/hydro/CE/WP/NO views stay freely movable?

Regards,
DD
yes, officer´s views are working, if you right click the 2D icons.

But the idea of Extendet FreeCam is, not using those views at all. Because with this free movement you´re able to reach those positions anyway, together with full controlability of the dials. And that from the first moment, the F2 command room view, over the cunning tower, the deck, to all possible positions, by also have the possibilty to left click the officers, to show theier coresponding submenues together with theier attention animations (sonar & radio guy excluded, you will jump into theier positions by left clicking them).

Also i wanted to have a correct "go back" function, if i decside maybe to move to the crew and damage control blueprint, click on it to access the 2d view, and returning to the last 3d position, from where i accessed this screen. Also a good exsample is returning from the 2D attackscope to the 3D seat infront of it, taking a right view to the gauges, make a dept or speed adjustment in 3D, and returning back to the 2D scope.
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Old 10-12-09, 03:17 PM   #1078
DivingDuck
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Moin,

@U48-Kriegsmarine:
Your complaint has been heard and a note has been written to my ToDo list. This however does not mean it will make it into the final release version. I, for my part, really like the intial position right at the bottom of the ladder. Presuming the captain is the last to get back into CR, nobody would be left to sh*t down his neck.

@Stormfly:
Sounds very promising. I´ll give your mod a try. However, I can´t imagine to loose the officer views at all. Btw, is it compatible with OLC´s GOLD MkII GUI mod? That´s really important to me.

Regards,
DD
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Old 10-12-09, 03:24 PM   #1079
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Quote:
Originally Posted by DivingDuck View Post
Sounds very promising. I´ll give your mod a try. However, I can´t imagine to loose the officer views at all. Btw, is it compatible with OLC´s GOLD MkII GUI mod? That´s really important to me.

Regards,
DD
It is currently compatible to another OLC clone (ACM). If you like, i could host you a version which is allready merged with OH3.0, as i described above. If the view points aren`t compatible to GOLD MKII, its very easy to make it so.
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Old 10-12-09, 03:32 PM   #1080
DivingDuck
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Hey Stormfly,

Quote:
Originally Posted by Stormfly View Post
It is currently compatible to another OLC clone (ACM). If you like, i could host you a version which is allready merged with OH3.0, as i described above. If the view points aren`t compatible to GOLD MKII, its very easy to make it so.
would be appreciated and save me some work.
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