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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#9976 | |
Nub
![]() Join Date: Oct 2011
Posts: 4
Downloads: 108
Uploads: 0
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#9977 |
Ace of the deep .
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Use the OptionsFileEditorViewer to enable the decks awash icon in the GUI .
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#9978 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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Sorry Im stuck. Ive double check it and I only seem to find in the optionsfileeditor in the patches section a setting about if I have enabled the decks awash patch in the generic file editor. I have, and I have set this value to true. I cant see any value in any of the tabs about making visible a decks awash icon?
Also I tried enabling the snorkel but I have no submarine tab in the optionsfileeditor. When it first opens up on mouse click, it shows a submarine tab but its blank. When I open the options file py file, the first tab I have is Patches, then UI, HUD etcetc no submarine tab with which to enable snorkels. |
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#9979 | |
Navy Seal
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#9980 | |
Ace of the deep .
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Ubisoft\Silent Hunter 5\data\Applications\OptionsFileEditorViewer and to enable the decks awash icon with the mod not enabled Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_3_0_ByTheDarkWraith\data\Appli cations\OptionsFileEditorViewer |
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#9981 | |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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MODS\NewUIs_TDC_7_3_0_ByTheDarkWraith\data\Applica tions\OptionsFileEditorViewer And I then open: MODS\NewUIs_TDC_7_3_0_ByTheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py Went through every tab and there is no decks awash icon setting that I can see. Yes Fifi I have New UIs 7.3.0 OK now for trying to enable the snorkel. So I load my profile back into jsgme loading all my mod list. Now I have New UIs loaded into the game. I execute: Silent Hunter 5\data\Applications\OptionsFileEditorViewer And open: Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py There is no "submarine" tab that appears. It starts with patches, then UI, HUD, Maps etcetc and I scroll all the way across ending with the chalkboard tab. So I cant enable the snorkel either. Yes my current saved game is in the bunker. When I open the options file editor before opening the TheDarkWraithUserOptions.py file, there is a submarine tab but it is blank and nothing can be done by the user before loading the TheDarkWraithUserOptions.py file, at which time when it loads the submarine tab isnt visible |
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#9982 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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Heres a pic of the blank submarine tab when first executed without the py user options file with New UIs enabled in jsgme as instructed for trying to enable the snorkel. Note its blank and nothing can be done by the user.
![]() And what happens where the blank submarine tab dissapears after loading the py options file, and yes Ive scrolled fully across both left and right, there is no submarine tab: ![]() |
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#9983 |
Ace of the deep .
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Its something simple , i just cannot see it atm .
Whats with the silent hunter install C\games and menu text C\ubisoft ? Run the SH5 validator and point it to the correct location for SH5 . |
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#9984 |
Navy Seal
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to get the sub tab in options editor, you must set the path to your game files only. NOT the MODS file
C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py ![]() ![]() |
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#9985 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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Oh thankyou thankyou thankyou Sober and Trevally
![]() It was that false path in the SH5 install directory. I dont even have a games directory. Im now going to enable the snorkel. I'm an IT pro and do dev for a living yet I couldnt see it ![]() ![]() I figured out the decks awash icon too. There is no setting specifically for the icon. What happens is that it appears when you instruct via the options file viewer that you have enabled the patch. So all mysteries solved ![]() Last edited by Bathrone; 05-18-13 at 05:30 AM. |
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#9986 |
Ace of the deep .
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I found that 7.5mts is the best height for decks awash in the option editor .
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#9987 | |
Ocean Warrior
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![]() EDIT: Congrats TDW! ![]() 10000 replies in the Thread ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#9988 | |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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Code:
Required menu.txt entries for versions >= v1.0.74.0: Edit this line in your menu.txt file: MaxStrings=11100 Add these to the end of your menu.txt file: ; Independent engine controls patch 10025=Shafts 10026=Click to enable/disable speed commands for the port shaft 10027=Click to enable/disable speed commands for the starboard shaft ; Contact report wolfpack patch 11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu 11001=All available submarines have been dispatched to your patrol area 11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u 11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area 11004=Attain favorable position and shadow contact/convoy until reinforcements arrive ; possible messages from Bdu when can not dispatch subs 11010=No boats are within your patrol area|Act as lone boat| |Bdu 11011=No support within range|Be more aggressive| |Bdu 11012=Contact report received|Act on own data| |BdU 11013=Be more aggressive!| |Bdu 11014=Attack contact| |Bdu ; Reports from dispatched subs 11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack 11021=Convoy in sight|Signal bearing sent|Moving to attack port side 11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed 11023=Requesting bearing signal from contact keeper 11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy |
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#9989 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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Mike thanks for that but Im not asking about how, I am advising of a configuration bug in the max strings parameter specifically for New UIs. In cases where a user may elect to run New UIs and not the generic patcher, the bugs with the differences in the max strings parameter in the various menu.txt files supplied with the New UIs mod will cause gameplay problems.
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#9990 |
Black Magic
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While on the plane again I finally wrote the DLL responsible for the user charts. Starting with v7.4.0 this will be available.
The old charts are no longer available in the mod. Instead when you click the charts icon in the upper right lower bar you will see a new scrollable window like so: I'm referring to the User charts window. If you place your mouse inside this window you can scroll through all the user charts defined. Clicking a user chart will enable/disable it (make it visible/hide it). By clicking the little round circle in the upper right corner you can expand the user charts to see more user charts at once: If you have user charts enabled and you click the charts icon to disable it then all user charts and the user charts window will hide. If you then click the charts icon again to enable it everything will reappear just like it was before. If you have a user chart enabled in the user charts window and you mouse over that item in the user charts window you will cause that user chart to 'jump' to the front and become visible. This is very handy when you have multiple user charts enabled and you quickly want to view a certain chart. You are allowed to define 16 user charts. User charts are defined in the \data\UserCharts\UserCharts.TDW file (open with Notepad to edit). There are many options in the UserCharts.TDW file. Here is the contents of that file as of now: Code:
; User Charts ; Name= specifies the name to be shown in the charts listbox ; Filename= name of the DDS file of the chart (including .dds extension!) - user charts can ONLY be DDS files! ; Size= if you specify -1 then the DLL will get the size needed (width and/or height) from the image itself else you can specify custom size for the chart (image) ; Position= specifies the position on screen relative to upper left corner of game screen ; Draggable= valid values are 1 (yes) or 0 (no). If a 1 then you will be able to drag the chart anywhere on screen ; ToolTip= the tooltip displayed when the mouse is placed over the visible chart (image) ; max number of charts that can be defined is 16. Anything after 16 will be ignored! ; [ENDCHARTS] must be the last line in the file! [Chart] Name=Flags Filename=FlagChart.dds Size=-1,-1 Position=20,20 Draggable=1 ToolTip=Flag chart [Chart] Name=Shipping (colored) Filename=SH5_Shipping_Chart_Colored.dds Size=-1,-1 Position=10,10 Draggable=1 ToolTip=Colored shipping chart [Chart] Name=Shipping (non-colored) Filename=SH5_Shipping_Chart.dds Size=-1,-1 Position=10,10 Draggable=1 ToolTip=Non-colored shipping chart [Chart] Name=Knots in meters per minute Filename=TabelleMin_English.dds Size=-1,-1 Position=40,20 Draggable=1 ToolTip=conversion chart for knots in meters per minute [Chart] Name=Knots in kilometers per hour Filename=TabelleStd_English.dds Size=-1,-1 Position=60,20 Draggable=1 ToolTip=conversion chart for knots in kilometers per hour [ENDCHARTS] You can override the .dds file's dimensions by specifying Size=x,y instead of Size=-1,-1. By placing you mouse inside the area where the User charts text is you will be able to drag the User charts window anywhere on the screen you would like (it's draggable). The User charts title (text) is a menu entry in the menu.txt file so it can accommodate different languages. It's menu entry # is 10000. SOAN is still tied to the Charts icon (thus SOAN is only visible when charts are enabled). Change log for v7.4.0 as of now: v7.4.0 - removed the polling for the DestroyedMarks - in process of rewriting destroyed marks code. Destroyed marks are no longer saved to ship's journal. At game start the mod will read the destroyed marks from the campaign file and add them to the map - added all strings needed by my Generic Patcher to all the menu files for the mod - redid how the charts are done. Now when user clicks the Charts icon in the low right upper bar a list box will be shown will all available user charts defined. By clicking the checkbox for each user chart defined you will control their visibility. Mousing over a user chart that is enabled will cause it to jump to the front (visibility). User charts are defined in the file \data\UserCharts\UserCharts.TDW (open with Notepad). More work to do on the next version... Last edited by TheDarkWraith; 05-19-13 at 03:42 AM. |
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dbrn, favorite, new ui |
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