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Old 12-30-10, 08:14 PM   #1
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   #2
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   #3
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   #4
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   #5
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   #6
Rickster1
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looking forward to this mod
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Old 01-08-11, 12:34 PM   #7
vickers03
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could radio messages be triggered from sinking ships?
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Old 01-08-11, 12:40 PM   #8
TheDarkWraith
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Quote:
Originally Posted by vickers03 View Post
could radio messages be triggered from sinking ships?
now that is a GREAT idea I don't see how it can be from sinking ships but it definitely can be done from ship's that are destroyed (i.e. when my UIs mod tells you that you sunk a ship a radio message could be spawned from that)
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Old 01-08-11, 12:50 PM   #9
KarlKoch
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Quote:
Originally Posted by vickers03 View Post
could radio messages be triggered from sinking ships?
As TDW said, as long as the scripts can access the status of the ship, everything is possible.
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