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 06-19-19, 05:16 PM   #1
XenonSurf
Sea Lord
 
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
Downloads: 107
Uploads: 4
Default Getting rid of tonnage bar grafic in the map

[RESOLVED]



Hi,
I have already a modded strategic map with removed iron crosses. The modded file is thsi one: 'StrategicMapNew.dds' is located in
data\Menu\Gui
But if I click on a mission icon, there is a pop-up window with the mission text, but also still with the tonnage bar...I want to get rid of this bar (like in TWoS).
Which file needs to be modded and is responsible for this pop-up window?
If needed, I can provide a screenshot to better illustrate what I mean.

[EDIT]
It's located in data\Menu\Pages...Page navigation map.ini


Tremendous work, because all missions must be edited to reposition the bar in no-man's-land...Bravo vdr1981!

Last edited by XenonSurf; 06-19-19 at 07:07 PM.
XenonSurf is offline   Reply With Quote
Old 06-20-19, 10:59 AM   #2
Oby
Medic
 
Join Date: Jul 2007
Location: BH7853
Posts: 169
Downloads: 458
Uploads: 0
Default

To get rid of tonnage bar(move it out of view) you must only change the lines under progress frame in data/Menu/Pages/Page navigation map.ini. For instance like this:


Name=ProgressFrame
Type=1030;Static bmp
ItemID=0x31110002
ParentID=0x31110000
Pos=15000,-74,0,1
Zone= 15312 824 0 1 0 1 0x31110001 100 -1.5 0x31110002 0 1 0 0

Materials=1
Display=2;Linear
Mat 0=data/menu/gui/strategicmapnew.dds
Crop 0=0.625,0.365234,0.294922,0.0078125
MatFlags=0x9
TexFmt=0x0

I found this mod, I've done a while ago for myself. It changes IO map layout back to vannila. TWOS IO map is nice, but for my eyes default map is better. If nothing else, you'll see what files are associated with nav map. Use this with no-tonnage campaigns, but you can test it with vanilla game. It's JSGME ready.

https://mega.nz/#!yToXBIAa!9xEOq3M-8...PYpM-PahrGUQEA


Last edited by Oby; 06-20-19 at 12:03 PM.
Oby is offline   Reply With Quote
Old 06-20-19, 12:18 PM   #3
XenonSurf
Sea Lord
 
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
Downloads: 107
Uploads: 4
Default

Yeah, thanks Obi, that's what I have discovered by taking the WoS file and comparing it with my modlist with still the iron crosses an tonnage bar active. My modlist (see other recent thread) is almost ready for download and optionally a player can play with - or without - tonnage bar mechanic.


By using Veko's file, there is no more trace of any tonnage bar, very good, because it only confuses players used to play without. Problem is that still I cannot explain the differences in the 2 playing modes, but I don't think they are game relevant if you go on sinking ships...


Thank you!
XS
XenonSurf is offline   Reply With Quote
Old 06-20-19, 01:08 PM   #4
Oby
Medic
 
Join Date: Jul 2007
Location: BH7853
Posts: 169
Downloads: 458
Uploads: 0
Default

You'll find your answer, if you take a look into campaign.cfg file in individual campaigns projects folder. The difference is that he removed tonnage and objectives requirements to progress true game. In TWOS everything is date related.

Compare vanilla campaign.cfg and TWOS campaign.cfg.

Although is a clever solution and obviously more real life like, it's not so I would say "satisfactory"from game perspective. What I mean is that a player has to have some directions and goals to achieve in game like this. Although poor implemented, filling up tonnage bar is one of them.
Oby is offline   Reply With Quote
Old 06-20-19, 02:33 PM   #5
XenonSurf
Sea Lord
 
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
Downloads: 107
Uploads: 4
Default

Quote:
Originally Posted by Oby View Post
You'll find your answer, if you take a look into campaign.cfg file in individual campaigns projects folder. The difference is that he removed tonnage and objectives requirements to progress true game. In TWOS everything is date related.

Compare vanilla campaign.cfg and TWOS campaign.cfg.

Although is a clever solution and obviously more real life like, it's not so I would say "satisfactory"from game perspective. What I mean is that a player has to have some directions and goals to achieve in game like this. Although poor implemented, filling up tonnage bar is one of them.

Yes, thanks, I will compare the files, but what I wonder is:

With or without tonnage bar mechanic, if you don't accept a mission at the officer in the bunker (or you accept one but you go elsewhere at another mission location), and then you travel exactly to a mission location. Will the same ships spawn in the world compared to the situation where you *did* chose this mission in the bunker? That's what puzzles me...If there is a difference, then it's very important to depart with an active mission. Testing this is very time consuming...

All I know from my tests (not complete yet) is that with the tonnage bar mechanic you get renown points for any ships you sink, plus promotion points for your crew, , BUT still the mission is 'incomplete' with no tonnage bar progress. Here a patrol report from my KSD Commander:


------
JJ Nemo. Patrol #2. 9/28/1939
 
-------------------------------------------------------
Patrol #2
-------------------------------------------------------
9/17/1939 6:00:38 AM Out on patrol from the base Wilhelmshaven
9/19/1939 11:48:00 AM Destroyed Anson Patrol Bomber, Long 2° 17' E, Lat 55° 26' N
9/19/1939 9:40:00 PM Destroyed Hog Island Type A Freighter, 4046 tons, Long 0° 59' E, Lat 56° 21' N
9/21/1939 10:50:00 PM Destroyed Dale Class Fleet Oiler, 17407 tons, Long 2° 58' W, Lat 58° 54' N
9/21/1939 11:33:00 PM Destroyed Patroclus Armed Merchant Cruiser, 11206 tons, Long 3° 00' W, Lat 58° 50' N
9/21/1939 11:36:00 PM Destroyed Patroclus Armed Merchant Cruiser, 11201 tons, Long 2° 59' W, Lat 58° 50' N
9/22/1939 12:23:00 AM Destroyed SV Medium Freighter, 7737 tons, Long 3° 00' W, Lat 58° 51' N
9/25/1939 4:42:28 PM Completion of a patrol in the base Wilhelmshaven
Torpedoes launched: 11
Impact: 9
Missed: 1
No exact data: 1
Sinking tonnage: 51,597
Merit: 1060
Raiting increased by 1
Patrol time: 9 days
-------------------------------------------------------
9/25/1939 The new award is Eisernes Kreuz 2. Klasse

-----------------------------------------------------


I guess these 'Merit' points corrispond to the surplus of Renown points I get in the bunker for upgrades, plus I got 5 promotion points for my crew. I don't know if I would get much more with an 'active' Scapa Flow mission.



Now in OHII with Tonnage Bar, it doesn't matter if a mission is complete or not I think, you will advance anyway to the next mission or campaign (I've yet to test that to be sure). So substantially I see no difference playing with or without tonnage bar with OHII based mods... But I may be wrong with all this...


XS

Last edited by XenonSurf; 06-20-19 at 03:05 PM.
XenonSurf is offline   Reply With Quote
Old 06-20-19, 05:29 PM   #6
Oby
Medic
 
Join Date: Jul 2007
Location: BH7853
Posts: 169
Downloads: 458
Uploads: 0
Default

Let's forget TWOS and see how vanilla works. First all the rewards you can get in game. They are mainly presented as different kind of points:


Renown Points - destroying enemy ships,planes. You can check it in sea or air folder, for ships or planes. Spent on upgrading your submarine in bunker.

You get them independently from missions or campaign progress. So you can basicly go anywhere, anytime and you'll get them for destroying enemy.


Promo Points -completing whole campaign, individual campaign objectives, individual missions. Spent on upgrading crew abilities.

You get them acording to how you progress in individual campaign, for every objective and mission completed.


Morale Points - check scripts/data/AI/Events folder. Sinking ships and completing campaign objectives.

Used for crew abilities and sub handling.


Value Points - completing individual campaign objectives. There are always 10 per individual campaign(Total Germany, Happy Times,etc.). They are distributed among the objectives and are presented with crosses(small cross=1VP,big cross=2VP)


Ranking points - Captain(yours) and crew rank. They are used for upgrading experience. You get them by sinking and completing objectives. I think you can check it in data/Cfg/Basic.cfg file.

So as you can see those points are interconnected between themselves.

Example Scapa Flow. There are two posibility to conduct operation:

1. Start in bunker in determined date interval with Scapa mission selected(deadline on campaign objective):
- all points involved and rewarded acordind to mission result.

2. Start on sea in determined date interval(deadline on campaign objective):
-renown points awarded according to succsess
-less or no promo points, because no mission objective completed
-less ranking(exp) points

There are three layers of operation:

1.Mission(Scapa mission-I think it's name is Special P mission)
2.Campaign Objective(Breaking the Fortress)
3.Campaign (Total Germany)

In order to get maximum reward you must start with mission selected, but it is not mandatory, as long you you take into account the deadline for campaign objective(Breaking the Fortress).

There are two facts you must take into account:

Deadline of campaign objective (sept 1939 to oct 1939) - it means that at this time the apropriate objects(ships,planes,zones) will spawn on determined places.
Number of apropriate type of ships sunk in mission zone = 1 - no tonnage, but the bar will fill up.If not, you are not in zone or the target is not the right type.

The reason for starting with mission is also, you get radio messages and other stuff related to objective.


So, why tonnage bar:
- it shows campaign objective progress(tonnage or number of ships sunk)
- you get aditional award points for filling it up(completing campaign objective) or minus points if you faill.
- you get value points for progress in main campaign
- although unrealistic, it gives you purpose and sense of acomplishment when filled.

OHII with tonnage is no different than vanilla. It works on the same principle.



Above is only true if the tonnage bar bug is not present. If you experince the bug then you must manually edit campaign files in save folder.

Last edited by Oby; 06-20-19 at 06:07 PM.
Oby is offline   Reply With Quote
Reply


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 05:02 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.