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Old 05-17-13, 09:29 PM   #9976
oceanboi
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Quote:
Originally Posted by volodya61 View Post
I didn't want to reply on the page 666, but..
How to (by Trevally) - http://www.subsim.com/radioroom/showthread.php?t=202346
If you want to enable snorkel the mod should be enabled in JSGME and you will see Submarine tab ..
Many thanks you have solved my problem. Cheers mate!
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Old 05-17-13, 11:12 PM   #9977
THE_MASK
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Use the OptionsFileEditorViewer to enable the decks awash icon in the GUI .
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Old 05-18-13, 01:24 AM   #9978
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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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Old 05-18-13, 01:46 AM   #9979
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Quote:
Originally Posted by Bathrone View Post
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?
The decks awash icon is only avalaible in NewUIs 7.2 and 7.3 version, not 7.1...if i remember correctly
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Old 05-18-13, 02:22 AM   #9980
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Quote:
Originally Posted by Bathrone View Post
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.
The UI mod has to be enabled with the mod enabler in order to view the snorkel tab in the options editor . Only eneble the snorkel while saved in the bunker .
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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Old 05-18-13, 04:10 AM   #9981
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Quote:
Originally Posted by sober View Post
The UI mod has to be enabled with the mod enabler in order to view the snorkel tab in the options editor . Only eneble the snorkel while saved in the bunker .
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
Ok mate so first up the enabling of decks awash. Understand what you say about not having the mod enabled. So I go into jsgme and saved profile, removed all mods. With no mods I executed:

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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Old 05-18-13, 04:29 AM   #9982
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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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Old 05-18-13, 04:38 AM   #9983
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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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Old 05-18-13, 04:43 AM   #9984
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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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Old 05-18-13, 05:09 AM   #9985
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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 Silly me, all well, Ill make sure I pay the help forward Ive gotten from you blokes with work of my own on this gane

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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Old 05-18-13, 05:40 AM   #9986
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I found that 7.5mts is the best height for decks awash in the option editor .
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Old 05-18-13, 06:15 AM   #9987
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Quote:
Originally Posted by sober View Post
I found that 7.5mts is the best height for decks awash in the option editor .
As to me, it's better to set own value for each sub type.. because 7A, 7B and 7C have different surface/submerged settings in the .sim

EDIT:

Congrats TDW!
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Old 05-18-13, 10:25 AM   #9988
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Quote:
Originally Posted by sober View Post
More specifically from bottom of page.

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
I have posted about this to TDW to update the meu.txt in hopes of others would not be continuously asking.
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Old 05-18-13, 07:13 PM   #9989
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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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Old 05-19-13, 03:32 AM   #9990
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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]
As you can see it's very easy to define new user charts. Simply add the required entries in the UserCharts.TDW file and drop your .dds file for it in \data\UserCharts.

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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