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 11-23-10, 03:00 PM   #5071
col_Kurtz
XO
 
Join Date: Mar 2008
Posts: 424
Downloads: 341
Uploads: 0
Default Situation;)

First of all.
@TheDarkWraith - fantastic job, great - impressive - thank you
@Kylania, thanks for your movie tutorial "How to install..." on youtube. That is what I needed.
@sober thank you for your mods list. Unfortunately I can`t fond out all of your stuff - probably name of *.zip folders are different than file inside.
So... Problems. What I did wrong?
I tried SH4style - I don`t need this bottoms bar from SHIV, so I switch (in python) to SH3style. Full JSGME list is below. I added the screens too `cause one photo can tell you more, than tousands words.


In Python txt changed to SH3style...

Accurate German Flags
Church's SHV 1.01 Keyboard Commands v1.1
MightyFine Crew Mod 1.2.1 Alt faces
Shadow Improvement Mod
Environment 4.5 MOD
Lite Campaign LC 1.2
No Ship Wakes 1.2
North Atlantic Green 1.1
sobers 100% underwater FX
sobers ultimate base wave mechanics for SH5
sobers realistic hydrophone operator SH5
IO_MapCourseLine_normal pencil_mod
new_KM_binos
More_crew_commands_dialog_v1.04
NewUIs_TDC_5_2_0_ByTheDarkWraith
NewUIs_TDC_v5_2_0_patch_2
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_POL

This morning I tried all options and found it what I had looked for. Tried on historical mission and everything was fine. Now I turn off your mods add some *dds file from your general mod and turn on again. Start the game and I got this

Please correct my list orders if I`m on the wrong way.


Next. Chalckboard I can`t switch off this. When I moved or teleported to new station it`s show up. I`m clicking on the cross, closed... to the next click or move:/ again show up:/
[/url]
I lost my language in the game. Sometimes I need this `cause my english is bad:P


Thank you for yours great job
__________________


DRM it`s a horror, horror... col. Kurtz Apocalypse Now
WinXP Pro SP3 2x1GB Geil 800Mhz DDR2, ATI 4850 Asus Top, E2160 1.80 Ghz overlocked to 2.79Ghz MoBo Asus P5b
col_Kurtz is offline   Reply With Quote
Old 11-23-10, 03:32 PM   #5072
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by TheDarkWraith View Post
just gave the tutorial feature the ability to branch (jump) to different locations in the tutorial. This will allow you to define subroutines to handle whatever. The branching now is determined from a GUI Dial value either in a range or not in a range, whether a gameplay setting is enabled or not (like manual targeting enabled or not), or a Jump command. I plan to add more branching capabilities to it and to add branching to Automation. This will allow the greatest flexibility in both of these

I had to add this because my new tutorial, How to use speed finder, required checking to see if the user input incorrect values into the TDC dials and whether manual targeting was already enabled or not.

I have been testing a finished one for manual tdc - working well.

Am I right in thinking that with "branching", I can stop sending up messages "please check you are heading blah blah" and instead only post the message if they are not.
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 11-23-10, 06:21 PM   #5073
letterboy1
Captain
 
Join Date: Oct 2003
Location: Columbus, GA, USA
Posts: 525
Downloads: 89
Uploads: 0
Default

Quote:
Originally Posted by Arsenius View Post
how i can reposition the bars?

my officer bar is being juxtaposed by the "fuel, battery, compressed air, CO2" bar

if i place the officer bar a bit to left, all culd be fine

why i'm having this problem? hah, just because i use an old 15 inches lcd monitor
Have you tried making the Officers Bar disappear when you are not using it? If you use TDW's Multiple UI mod then look in the "TheDarkWraithUserOptions.py" file which is located in data\scripts\menu folder (you can open it with Notepad). At about line # 791 you will see:

Quote:
# do the officers scroll down when moused out and scroll up when moused in?
# change below to either True or False
OfficersScroll = False
Change "False" to "True" and save your change.
Now the Officers Bar slides out of sight until you put your mouse cursor at the bottom of monitor where it used to be - it will slide back up and stay there as long as you are using it. When you move your mouse away for more than 5 seconds it will slide down again.
__________________
Asus P8 Z68 Deluxe MoBo
Intel Core i7 @ 4.4 GHz
16 GB RAM
EVGA GTX Titan Black
1.5 T-byte HDD
Antec 1 KW True Power Quattro PS
letterboy1 is offline   Reply With Quote
Old 11-23-10, 06:23 PM   #5074
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by letterboy1 View Post
Have you tried making the Officers Bar disappear when you are not using it?
or you put the mouse just above the officer icons and the mouse cursor will turn into 4 arrows. Left click the left mouse button and drag where you want. Then release left mouse button.

If you edit the options file to allow the officer icons to be draggable to anywhere on screen (OfficersPinnedToBottomOfScreen = False and they are not scrollable) then you can put them anywhere on screen.
TheDarkWraith is offline   Reply With Quote
Old 11-23-10, 07:44 PM   #5075
Arsenius
Sailor man
 
Join Date: Oct 2009
Location: Brazil
Posts: 48
Downloads: 80
Uploads: 0
Default

thank you all, got my problems all sorted now
Arsenius is offline   Reply With Quote
Old 11-23-10, 07:45 PM   #5076
letterboy1
Captain
 
Join Date: Oct 2003
Location: Columbus, GA, USA
Posts: 525
Downloads: 89
Uploads: 0
Default

@TDW:
Oh, I love that options file. I've read through those user-available options about half a dozen times now and can't believe I missed out on all this fun since I took a break from SH5 last Spring.

@Ustahl:
That fixed it! Thanks.
__________________
Asus P8 Z68 Deluxe MoBo
Intel Core i7 @ 4.4 GHz
16 GB RAM
EVGA GTX Titan Black
1.5 T-byte HDD
Antec 1 KW True Power Quattro PS
letterboy1 is offline   Reply With Quote
Old 11-23-10, 11:20 PM   #5077
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Trevally. View Post
Would it be possible to add to the tutorial box a scroll feature that as new text appear, previous text moves up.

This would allow people to scroll up through text and re-read.

Something stops the back command sometimes. Think it might be the "wait for next" command.
After much thought on how to implement this and after coding in the ability to define functions and call them with Call and Return commands in the tutorial feature I came to realize that my way of displaying text in the tutorial box wasn't very good. So I've made an architectural change to it. The main 'window' of the tutorial box is now a list. As new text is added to the list, it is added a 'window' at a time. Being a list it is scrollable with the mouse like the messagebox is. Unlike the messagebox there is no limit to the number of 'items' it can hold before it starts erasing old items. This means the entire tutorial will be stored in the tutorial box if played to end. The Previous button has been removed as it is no longer needed. Now all one has to do is press Pause and then scroll though the previous text with the mouse if they missed something or want to re-read a previous item.

In the screenshot below I pressed Pause and then scrolled up through the previous items to re-read it. Notice that the slider on the far right of the text 'window' is located in the middle. This shows that there are more items below and above this one:


I'll be giving Automation the same ability to define functions that are callable with Call and Return commands. I'm currently working on coding in the ability to define global variables and to be able to set and retrieve values from them. This will give the ultimate flexibility to Automation and the Tutorials. Automation (and Tutorials) are becoming their own programming languages.
TheDarkWraith is offline   Reply With Quote
Old 11-24-10, 01:18 PM   #5078
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Thanks TDW that looks great.

With the scrolling text, is there still a max limit for text within one "displaytext" command?


Im looking forward to seeing the new call and return commands and your finished "speed finder" tutorial
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 11-24-10, 01:48 PM   #5079
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Trevally. View Post
Thanks TDW that looks great.

With the scrolling text, is there still a max limit for text within one "displaytext" command?


Im looking forward to seeing the new call and return commands and your finished "speed finder" tutorial
I had to make some more changes to accomodate the new items and features of the tutorial feature. One major change is the commands. They now take 5 arguments vice 4. Nothing big but it does force everyone who made tutorials to revamp them. I'll send out revised documentation here in a bit. I'm just testing and making sure I don't need to make any other changes. I hate making major changes but this is necessary.

I did not increase the size of the text so yes there is still currently a limit. I might have an idea of how to overcome this easily. I'm testing now currently.

Some of the scrolling text is clickable. When clicked it will take you back to that part of the tutorial and continue from there. This allows you to go back in time. Some text is not clickable and this would be because the callstack wasn't 0 at the time and thus allowing you to go back could lead to undefined behavior.
TheDarkWraith is offline   Reply With Quote
Old 11-24-10, 02:42 PM   #5080
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Thanks TDW

Quote:
Some of the scrolling text is clickable. When clicked it will take you back to that part of the tutorial and continue from there. This allows you to go back in time. Some text is not clickable and this would be because the callstack wasn't 0 at the time and thus allowing you to go back could lead to undefined behavior.
Sorry for the noob question- If the callstack allows a "go back", will that undo all actions post callback point or allow them to be redone going forward?
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 11-24-10, 08:47 PM   #5081
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Trevally. View Post
Sorry for the noob question- If the callstack allows a "go back", will that undo all actions post callback point or allow them to be redone going forward?
the callstack is a collection of 'pointers' that point to a position in the tutorial. Each time you issue the command Call x, the current position in the tutorial is saved to the callstack and execution branches to x. When the command Return is encountered, the top of the callstack is popped off and that saved position is set as the current position of the tutorial. This is what allows you to define functions For those computer science majors out there, yes, this does model an Intel CPU architecture.

To take modelling of the Intel CPU architecture even further I've given Automation and Tutorial 4 general purpose registers (although each can use each others registers). You can also define your own variables now. Anything can be stored in these registers and your variables. I've also made available commands for copying (MOV), adding, subtracting, dividing, multiplying, equality tests, power, and square root. This will allow for some interesting Automation scripts and Tutorials.

My new Speed Finder tutorial makes use of just about everything new in v5.3.0.

So to answer your question, the callstack isn't what allows the go-back to previous spots in the tutorial. Simply mousing into the text area of the tutorial box and scrolling through the items allows this. If the background of the item is black you can select it and go back in time to that point in the tutorial. If it doesn't turn black then you can't select it (it was probably part of a function call at one time). Once you go back in time to a previous point in the tutorial execution resumes as normal.

Going back in time does not unwind any changes made up to the current point in the tutorial. So if the current point in time made x appear then going back in time will still keep x visible (unless the command you go back in time to hides it).
TheDarkWraith is offline   Reply With Quote
Old 11-25-10, 06:23 AM   #5082
mr.Kiki
Swabbie
 
Join Date: Nov 2009
Location: Reval, Estland
Posts: 10
Downloads: 113
Uploads: 0
TDW help me!

Hallo Männer!

I have a problem. After ~20 min playing some gui textures (almost all) are become white and then (after few mins\secs) CTD . After that i can`t start the game - it crashes at startup (Ubi-game-launcher loaded good - game crashes at loading game itself - red loading bar does not go through a half) .

Deactivating NewUIs_TDC_5_2_2 mod allows start the game. I have tried to sequental deactivating all mods, but problem is in NewUIs_TDC_5_2_2 mod.. So, how you can know, without this mod game is almost unplayable.

May be i must edit some options file? I cannot find any log file in the game directory, so i have not got any exact info on this problem.

My PC configuration: C2Quad Q8300 2,5 GHz, Nvidia GeForce 9800GT 1024 Mb (ver. 258.96 driver) , 2 Gb RAM, Windows 7 Ultimate x86 (all last updates).

PS: SH5 ver. 1.2 Russian. I`m using SH5 Enhanced UI. When game was crashed, i have NOT used teleports or any automation.
PPS: Sorry for my English.

SOLVED problem with CTD on startup - problem was in menu.txt file - i have edited it - because there are some translations errors.
TheDarkWraith, here are some lines with right RUSSIAN translation
In ;Navigation part:

Code:
4718=Расчетное времҐ до конца маршрута - %.0f часов!
4720=РасстоҐние до конца маршрута - %.0f км!
PPPS: Bug when textures become white and then CTD still there.

Last edited by mr.Kiki; 11-25-10 at 11:41 AM.
mr.Kiki is offline   Reply With Quote
Old 11-25-10, 11:00 AM   #5083
Obelix
Seasoned Skipper
 
Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
Default

Quote:
Originally Posted by mr.Kiki View Post
...
PS: SH5 ver. 1.2 Russian. I`m using SH5 Enhanced UI. When game was crashed, i have NOT used teleports or any automation.
PPS: Sorry for my English.

SOLVED problem with CTD on startup - problem was in menu.txt file - i have edited it - because there are some translations errors.
TheDarkWraith, here are some lines with right RUSSIAN translation
In ;Navigation part:

Code:
4718=Расчетное времҐ до конца маршрута - %.0f часов!
4720=Расстояние до конца маршрута - %.0f км!
Здесь проблема с буквой "я" - "Расстояние ...". Все прописные буквы "я" должны быть заменены знаком "Ґ". Подозреваю, что в игре у Вас отсутствует весь текст, который идёт после строки 4720. Вам нужно открыть menu.txt в любом текстовом редакторе и командой "заменить" произвести замену "я" (с учётом регистра) на значёк "Ґ" или взять этот файл: там подобной проблемы нет, файл полностью работоспособный.

PS для нормальной русификации воспользуйтесь Font_patch, идущим в комплекте с NewUIs_TDC из папки texts, там же находится и menu.txt для текущей версии мода.

PPS Sorry for russian This applies to only part of the translation errors
__________________
Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ...

Last edited by Obelix; 11-25-10 at 11:18 AM.
Obelix is offline   Reply With Quote
Old 11-25-10, 11:52 AM   #5084
mr.Kiki
Swabbie
 
Join Date: Nov 2009
Location: Reval, Estland
Posts: 10
Downloads: 113
Uploads: 0
Default

Quote:
Originally Posted by Obelix View Post
Здесь проблема с буквой "я"
Точно, забыл про ту букву..
Все же баг с текстурами и последующим вылетом остался..

4718=Расчетное времҐ до конца маршрута - %.0f часов!
4720=РасстоҐние до конца маршрута - %.0f км!

Просто эти строки правильнее тех, что использует TDW, которые затесались еще из прошлых частей игры, над переводом которых как всегда у нас особо не трудились. На самом же деле штурман считает время до посл. точки маршрута, а не до израсходования топлива. И дальность он считает не по топливу а по длине маршрута. А вот макс. дальность считается по топливу, точнее по его расходу.


So, TheDarkWraith, here`s right russian menu.txt file link
mr.Kiki is offline   Reply With Quote
Old 11-25-10, 06:14 PM   #5085
col_Kurtz
XO
 
Join Date: Mar 2008
Posts: 424
Downloads: 341
Uploads: 0
Default Move icons of viewing...

Hello TheDarkWraith,

one question. Is it possible to move these icons to other (in vertical position) localization or made them draggable? Or maybe pop up under mouse...?
http://naforum.zapodaj.net/db61ac328851.jpg.html

Thanks
__________________


DRM it`s a horror, horror... col. Kurtz Apocalypse Now
WinXP Pro SP3 2x1GB Geil 800Mhz DDR2, ATI 4850 Asus Top, E2160 1.80 Ghz overlocked to 2.79Ghz MoBo Asus P5b
col_Kurtz 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 02:35 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.