SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-05-12, 08:29 AM   #9286
Silent Steel
Sea Lord
 
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
Default

Quote:
Originally Posted by Kalleblom View Post
Hello TDW,

maybe you can answer me a little question.

In sober mega mod he explain that some options in the TheDarkWraithUserOptions.py are to enabled with the editor before enabling the mod.

I´playing with the deutschmod by ruby2000. In this there´s your TheDarkWraithUserOptions.py modified for german. As i understand the explanation for the JSGME script files don´t have to be overwrite.

So the question is, can i enable options after enable the mod, or i have to enable the options in the TheDarkWraithUserOptions.py from the Detschmod?
Hi Kalle,


As you in JSGME activate the TDW's 'New UIs TDC' before you activate the 'Deutschmod' this means that the settings you do in the 'New UIs TDC'/'TheDarkWraithUserOptions.py' will be overwritten by the 'Deutschmod'/'TheDarkWraithUserOptions.py' .
This means that the latest activated one of the 'TheDarkWraithUserOptions.py' files will overwrite the one activated earlier.

This goes for all mods -
If a file in any mod has the same name as a file in any mod activated after the first one this means that the first one will be overwritten by the one activated after and the adjustments/settings in the last one will apply.


BTW, I've found in other forums around that there are two different versions of the 'Deuschmod' available


- Version 0.0.2 that works with MO alone. That is without the 'NewUIsTDC 6.9.0' or the 'Open Horizons II'.

and

- Version 1.0.4 that works only with NewUIsTDC 6.9.0 and Open Horizons II.

The Deutschmod is to be activated after NewUIsTDC 6.9.0 and Open Horizons II.


Cheers

Last edited by Silent Steel; 09-05-12 at 09:04 AM.
Silent Steel is offline   Reply With Quote
Old 09-05-12, 09:07 AM   #9287
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

Thank you silent steel!

That´s confirmed my thoughts. The TheDarkWraithUserOptions.py from the deutschmod i used is modified for NewUI 7.1.0.
Someone was so nice to give me a beta of an updated Deutschmod. Think the ones who are working on the Deutschmod is very busy with others and so the thing with the Deutschmod is haltingly.

So think i´ll try two options. One is to activate options after enabling the UI and see what happens, the other is to activate options in the TheDarkWraithUserOptions.py from the Deutschmod and see what happens.

Still 2h to work and i´ll go sailing and testing.


Kalle

Last edited by Kalleblom; 09-05-12 at 09:23 AM.
Kalleblom is offline   Reply With Quote
Old 09-05-12, 11:11 AM   #9288
Silent Steel
Sea Lord
 
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
Default

Quote:
Originally Posted by Kalleblom View Post
So think i´ll try two options. One is to activate options after enabling the UI and see what happens, the other is to activate options in the TheDarkWraithUserOptions.py from the Deutschmod and see what happens.

Still 2h to work and i´ll go sailing and testing.

Kalle
Servus,



I'd suggest you do it this way;

1 - Activate the 'New UIs TDC' without any changes in the 'TheDarkWraithUserOptions.py' file
2 - Activate 'Open Horizons II'
3 - Do whatever settings you like in the 'Deutschmod'/'TheDarkWraithUserOptions.py'.
4 - Activate the 'Deutschmod'

Just remember - IF/WHEN you do any changes in the 'TheDarkWraithUserOptions.py' in the 'New UIs TDC' or the 'Deutschmod' > make sure the mod is de-activated.

Always activate the mod AFTER doing your settings.



BTW, where do you live?

Silent Steel is offline   Reply With Quote
Old 09-05-12, 11:27 AM   #9289
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

Very heplful. Thx steel!

I was irritated about the fact to enable only after doing changes. Because in the instruction from TDW is nothing about. I've only read it at sobers list. And ar the Moment i can't figure out why, and take things as they are is not a satisfactory thing for me. As well the snorkel setting is to do after enabling.

In the absence of knowing why, i have to be satisfied with the instruction you gave, Thanks again.

I live in the great city of Hamburg!

Greetings from here

Kalle
Kalleblom is offline   Reply With Quote
Old 09-05-12, 01:04 PM   #9290
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Kalleblom View Post
I was irritated about the fact to enable only after doing changes. Because in the instruction from TDW is nothing about. I've only read it at sobers list. And ar the Moment i can't figure out why, and take things as they are is not a satisfactory thing for me. As well the snorkel setting is to do after enabling.

for understanding the 'why' you should know the 'how' JSGME is working.

We have 3 folders: one containing your mods, onother one containig the game files, and the last one (hidden) for backups.

basicly, when you enable a mod, JSGME makes a backup copy of the stock game files that would be overwritten by the mod, and then replaces them with the ones stored in the MODS folder. Stock file backups are stored in the above mentioned hidden folder.

When you disable a mod, it simply restores the backed up files, moving them again in the game folder, but without making a copy of the ones getting overwritten (since they are supposed to be identical to the ones stored in the MODS folder).

Now imagine that you make the changes to the copy of 'TheDarkWraithUserOptions.py' contained in the MODS folder, after having enabled NewUIs. Your changes wouldn't take effect, since the used UserOption file is still the unmodified one, previously copied in the game folder. You should disable the mod and enable it again in order to make your changes effective.

On the contrary, if you customize directly the UserOption file stored in the game folder, your changes would be affective, indeed. But the next time you disable the mod for enabling it a second time, that copy of the file is discarded and your settings lost.
gap is offline   Reply With Quote
Old 09-05-12, 04:10 PM   #9291
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

Thanks a lot gap for this information.

This answers me a lot of questions and give me some reason for a lot of own build bugs, issues and maybe ctd's.


Kalle
Kalleblom is offline   Reply With Quote
Old 09-05-12, 04:23 PM   #9292
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Kalleblom View Post
Thanks a lot gap for this information.

This answers me a lot of questions and give me some reason for a lot of own build bugs, issues and maybe ctd's.


Kalle
Glad to know that that little piece of information was useful for you

Last edited by gap; 09-05-12 at 04:58 PM.
gap is offline   Reply With Quote
Old 09-05-12, 04:38 PM   #9293
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

Quote:
Originally Posted by gap View Post
Glad to know that that little piece of information was useful for you
For you it's a little piece, for me was it the great last piece to complete my puzzle in my brain

flostt is also right, it would give peace to my mind

Last edited by Kalleblom; 09-05-12 at 06:06 PM.
Kalleblom is offline   Reply With Quote
Old 09-05-12, 04:51 PM   #9294
flostt
Sonar Guy
 
Join Date: Sep 2010
Location: Switzerland
Posts: 388
Downloads: 86
Uploads: 0
Default

pieces of information give peace of mind...
__________________
Von den 40'000 deutschen U-Boot-Männern des Zweiten Weltkrieges kehrten 30'000 nicht zurück...
40’000 German sailors served on U-boats during World War II – 30’000 never returned home...
flostt is offline   Reply With Quote
Old 09-05-12, 04:58 PM   #9295
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by flostt View Post
pieces of information give peace of mind...

piece - peace

my broken english...
I will correct the mistyping right now
gap is offline   Reply With Quote
Old 09-06-12, 03:49 AM   #9296
Silent Steel
Sea Lord
 
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
Default

Quote:
Originally Posted by Kalleblom View Post
Very heplful. Thx steel!

Kalle
Silent Steel is offline   Reply With Quote
Old 09-07-12, 05:35 PM   #9297
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 886
Uploads: 23


Default

NewUIs_TDC_7_1_0_ByTheDarkWraith
Is this a known issue?

I am in the Med, depth 28m, speed 2knts
I have done fresh install and reactivate Mods and still happening.
Everything was fine up to the point where I took Mission to intercept Malta war supplies. I left port and went south to shipping lanes and first suspected enemy contact this happens.
-=[EDIT]=-
I managed to hit Escape and View Next Target enough times to see what the contact is.
The contact is a bunch of Dolphins. This is strange because I have already seen many Dolphins in the Atlantic prior to this error.
Removing OPEN HORIZONS II_enviro v2 Mod and checking again.
-=[EDIT 2]=-
The Dolphins are not what was causing exception.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire

Last edited by TheBeast; 09-08-12 at 01:37 AM. Reason: More Info
TheBeast is offline   Reply With Quote
Old 09-08-12, 12:11 AM   #9298
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Dogfish40 View Post
Why has 7_2_0 never actually been released or is it ever going to ? I have a copy of it but have been aware that 7_1_0 is still the goto on the download page.
If this is never going to be used I'll delete it.
Thanks.
D40
Because of all the new things I want it fully tested before releasing it. I just fixed the bugs reported so far (by TheBeast and the one that threw a python error when your depth exceeded 100m): http://www.mediafire.com/?zpklptx6k984cq6
TheDarkWraith is offline   Reply With Quote
Old 09-08-12, 02:53 AM   #9299
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Tested it..
The problem "depth exceeded 100m" is gone..
Shafts buttons on the VIIA, VIIC, VIIC41 works fine
On the VIIB buttons works vice versa, i.e. left button disable right shaft and right button disable left shaft..

RUS menu.txt (NewUIs7.2.0 & GenPatv1.0.74.0) - http://www.mediafire.com/?1ycqfauatsleadd
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 09-08-12, 04:28 AM   #9300
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Using NewUIs_TDC_7_2_0_TheDarkWraith_Test_2
Decks awash working correctly .
Playing the campaign with no external view so not using the IEC .
If i ever find a convoy around north western approaches i will let you know how the wolfpack scenario goes .
THE_MASK is offline   Reply With Quote
Reply

Tags
dbrn, favorite, new ui


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:39 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.