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Old 11-11-10, 12:54 PM   #4966
TheDarkWraith
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added tooltips and random button to mission settings UI:


if you click the random button then it will select random values for ALL settings. The above is a screenshot from a press of the random button.
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Old 11-11-10, 01:40 PM   #4967
PL_Andrev
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#1:
It looks that SeaType parameters is always 0.
You can change the sea type now with this UI. Valid ranges are 0-3.

That is true, but "SeaType" is SH3 relic and does not effect in game.
Previously SeaType control different environments (different color for sea), but now sea color is selected by climatezones.cfg.
I check SeaType 0 and 2 and no effect in game.


#2:
Precipitations are existed when heavy cloud is selected.
Don't understand

Precipitations (rain) are only available when 'heavy clouds' condition is selected.
No rain effect for 'no clouds' or 'light clouds'.
So, if player/random function chooses precipitations = 1 (light) or = 2 (heavy), the heavy clouds should be automatically selected.



#3:
Maybe good option is wind selected with precision 'point one number' ?
X.X no X.XXXXXX
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Old 11-11-10, 06:08 PM   #4968
Obelix
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Quote:
Originally Posted by TheDarkWraith View Post
looks like an error in data\Roster\Names.cfg to me. That or the ship targeted is missing a name and thus the game was using it's class instead. Any idea what the ship type would be in the English version of the game?
Hi TheDarkWraith
Replacing the file names.cfg has not changed result. Established English names.cfg from the original game - the same result.
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Old 11-12-10, 01:50 AM   #4969
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
#2:
Precipitations are existed when heavy cloud is selected.
Don't understand

Precipitations (rain) are only available when 'heavy clouds' condition is selected.
No rain effect for 'no clouds' or 'light clouds'.
So, if player/random function chooses precipitations = 1 (light) or = 2 (heavy), the heavy clouds should be automatically selected.


#3:
Maybe good option is wind selected with precision 'point one number' ?
X.X no X.XXXXXX
for #2 it's been coded in
for #3 it will stay that way as the mission files use 6 decimal places also

added some checkmarks that let the end user decide which items can be randomized. Also added the title of the mission to the title of the mission settings box:


just a little more work to do on it and then v5.0.0 will be ready.
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Old 11-12-10, 04:34 AM   #4970
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
for #3 it will stay that way as the mission files use 6 decimal places also
1. Look, I have no problem with it but it looks very... hmmm... funny and 'not professional'. There are no phisical difference between force 14.999998, 14.999999 or 15.000000 - this value may be rounded to one decimal place for better view.
14.999998 = 15.0
If you select depth with 15 meters is not important if few millimetres or centimetres will be less or more, isn't it?
But the rounded value looks much better.

2. Did you do this weather controller for multiplayer mission too?

3. How the weather controller works? The original parameters of weather conditions are permanently overwrited or stays without changes at some 'safe location'?
It means: original wind is 5, you select & apply 10. After next game and select this mission again is the wind still 5 (original) or 10 (previously edited)?
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Old 11-12-10, 11:45 AM   #4971
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
1. Look, I have no problem with it but it looks very... hmmm... funny and 'not professional'. There are no phisical difference between force 14.999998, 14.999999 or 15.000000 - this value may be rounded to one decimal place for better view.
14.999998 = 15.0
If you select depth with 15 meters is not important if few millimetres or centimetres will be less or more, isn't it?
But the rounded value looks much better.

Changed

2. Did you do this weather controller for multiplayer mission too?

It's not a controller. It's just code editing files to make this 'magic'

3. How the weather controller works? The original parameters of weather conditions are permanently overwrited or stays without changes at some 'safe location'?
It means: original wind is 5, you select & apply 10. After next game and select this mission again is the wind still 5 (original) or 10 (previously edited)?

see below


when you select 'Historic Missions' from the main menu the game will check to see if the folder \data\SingleMissions_Backup exists or not. If it doesn't it creates the folder and backs up all the single mission .misge files to it.

I added two new buttons to the mission settings box: Backup mission and Restore mission. Backup mission will backup the selected mission's .misge file to the backup folder. Restore mission will restore the selected mission's .misge file from the backup folder.

Apply changes takes the current changes you have made and writes them to the selected mission's .misge file (thus they will persist across game starts). Discard changes reads the settings from the selected mission's .misge file and updates the mission settings box.

See the difference between Apply changes and Backup mission?

If not then take this example:

You want to do the PQ-17 historic mission. You make changes to the mission settings. Now in order for them to 'show up' in game you have to click Apply changes. You click start and do your mission. You exit mission. Now you're back at main menu screen. You didn't like the changes you made and you want the original settings back. Click on Historic Missions. Select the PQ-17 mission. Mouse into Start to show the mission settings box. Click on Restore mission to restore settings from back up.
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Old 11-12-10, 12:13 PM   #4972
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It looks... absolutely perfect, man!


Last comment:
Delete please the 'sea type' - this parameter does not effect to game.

Quote:
"SeaType" is SH3 relic and does not effect in game.
Previously in SH3 SeaType controls different environments (different color for sea), but now in SH5 sea color is controlled by climatezones.cfg file.
I check SeaType 0 and 2 and no effect in game.
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Old 11-12-10, 03:57 PM   #4973
Trevally.
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Hi TDW

I have been testing with the tutorial, making sure I know where items are and called etc.
At the moment I am looking at maneuvering and so far I have from PageDefaultHud_BottomBarHeading:-

Return to course.
Toggle mode button.
Heading.
Heading bar.
Heading toggle.

But I can't find the compass or rudder. Are the on a different page?
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Old 11-12-10, 04:25 PM   #4974
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
Hi TDW

I have been testing with the tutorial, making sure I know where items are and called etc.
At the moment I am looking at maneuvering and so far I have from PageDefaultHud_BottomBarHeading:-

Return to course.
Toggle mode button.
Heading.
Heading bar.
Heading toggle.

But I can't find the compass or rudder. Are the on a different page?
Pagelayout_HeadingRudder

v5.0.0 is complete. I'll be packaging up for release here very soon
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Old 11-12-10, 05:02 PM   #4975
TheDarkWraith
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v5.0.0 released. See post #1 for details
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Old 11-12-10, 05:30 PM   #4976
vitovt13
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Thanks for a great job,TDW, but why in the last two versions of the mod is absent ColoredShippingChart_by_Reaper7
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Old 11-12-10, 05:43 PM   #4977
THE_MASK
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Here is the mission ''In spite of everything" works great ,thanks .
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Old 11-12-10, 06:29 PM   #4978
Obelix
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Quote:
Originally Posted by vitovt13 View Post
Thanks for a great job,TDW, but why in the last two versions of the mod is absent ColoredShippingChart_by_Reaper7
ColoredShippingChart_by_Reaper7 is integrated into the main mod. In navigation map panel is button for switching colors of Shipping Chart
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Old 11-12-10, 06:42 PM   #4979
vitovt13
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Quote:
Originally Posted by Obelix View Post
ColoredShippingChart_by_Reaper7 is integrated into the main mod. In navigation map panel is button for switching colors of Shipping Chart
thanks, Obelix,my mistake
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Old 11-12-10, 07:08 PM   #4980
DavyJonesFootlocker
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Now is this version compatible with IO Map mod?
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