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Author Topic: TheDarkwraith SH5 Mods collection Up-Dated 21st May 2013  (Read 74073 times)

DragonRider

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TheDarkwraith SH5 Mods collection Up-Dated 21st May 2013
« on: July 20, 2011, 10:34:22 AM »

TheDarkWraith Add-On Mod

 
In an effort to make things simpler for me (and for you) and to expose these add-on mods to others who don't use my UIs mod
I've compiled my add-on mods into an archive. These add-on mods will no longer be offered with the next versions of any of my mods as they can be found here.

These may be incorporated into other's mods as long as proper crediting is observed.

From the included documentation file:

latest Version v1.0.0
TDW Add-on mods contents:

No_Aircraft_Spotting_At_Depth -
Disables the ability of your crew to spot aircraft when submerged.
Aircraft will not appear on the maps while submerged

No_Color_Dashed_Contact_Line -
The hydrophone contact line is dashed so as to remove accuracy

No_Contact_Colors -
Removes colors from contacts and contact lines

No_contact_shapes_or_colors -
Removes all references to any contacts. i.e. NO contacts will be displayed on the maps.
It is up to you to plot their positions

No_contact_shapes_or_colors_dashed_contact_line -
Removes all references to any contacts and makes the hydrophone contact line dashed. i.e.
NO contacts will be displayed on the maps. It is up to you to plot their positions

No_contact_shapes_or_colors_no_contact_line -
Removes all references to any contacts and removes the hydrophone contact line. i.e. NO contacts will be displayed on the maps.
It is up to you to plot their positions

No_Contact_Tails -
Removes tails from contacts thus you can't tell what direction they are heading by looking at the maps.

No_Hydrophone_On_Surface -
You will not pickup hydrophone contacts unless you are at least ~9m depth

No_Hydrophone_On_Surface_No_Aircraft_Spotting -
You will not pickup hydrophone contacts unless you are at least ~9m depth.
Also disables the ability of your crew to spot aircraft when submerged.
Aircraft will not appear on the maps while submerged

Sub_Warship_Merchant_Same_Shape -
All the units (except aircraft) on the map will use the same shape (resembles star of david)

Waypoint_Contacts_No_Color -
When you drag a waypoint there are 'ghost' contacts that show on the maps.
This will remove the colors of those 'ghost' contact so you cannot discern whether they are friendly, neutral, or enemy.
They all will be shown in black.

Waypoint_Contact_No_Symbols -
When you drag a waypoint there are 'ghost' contacts that show on the maps.
This will ensure they are not displayed. Note: tails will still be displayed!

Waypoint_Contacts_No_Tails -
When you drag a waypoint there are 'ghost' contacts that show on the maps.
This will remove the tails off of the 'ghost' contacts. NOTE: enabling this will disable the 'tail' on your sub denoting which way your sub is heading
And it will also remove the torpedo solution line

Waypoint_Contacts_Same_Shape -
When you drag a waypoint there are 'ghost' contacts that show on the maps.
This will make all the symbols for those 'ghost' contacts the same symbol (it resembles the star of david)

Waypoint_Contacts_Same_Shape_No_Color -
When you drag a waypoint there are 'ghost' contacts that show on the maps.
This will make all the symbols for those 'ghost' contacts the same symbol (it resembles the star of david)
And remove the colors of those 'ghost' contact so you cannot discern whether they are friendly, neutral, or enemy.
They all will be shown in black.

Download offered is Version 1.0.0

download1

Thanks for Looking
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« Last Edit: May 21, 2013, 12:47:24 PM by SeaWolf U-57 »
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DragonRider

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Re: TheDarkwairth SH5 Mods collection
« Reply #1 on: July 20, 2011, 11:27:28 AM »

TDW Radio Message Engine


This mod will add the radio message engine to the stock game or to Reaper7's UI-Boat v4.14 mod.
You do not need this mod if you are using my UIs mod or Magnum Opus (MO) as the radio message engine is already built into it.

from the included text file:

v1.2.0

This will add radio messages and campaign radio messages to the stock game or to Reaper7's UI-Boat v4.14

An options file can be edited by the user (\Radio_Messages.cfg) to configure the radio messages.

When a radio message is shown it will show using the stock radio message interface (a sound will be played also telling the user that a new radio message was received).
These messages are not saved and you cannot review prior ones.
Depending upon how the options file is setup time compression can be set to 1 when a radio message is displayed.

The sound(s) played when a radio message is received can be changed to German voices by enabling the add-on mod 'Radio_Messages_1_2_0_German_Voices' after this one.

The campaign radio messages are only available when a campaign game is being played (will not be available in Historic missions)

The radio messages are available at any time (campaign or historic mission)

This mod is to be used in conjunction with Trevally's Campaign Radio Messages for OH II
(http://www.subsim.com/radioroom/show...22&postcount=1)
For the campaign radio messages or any other mod that utilizes my radio message layout and format

TheDarkWraith

This will show when a radio message is received:




Ruby2000's German translations of the radio messages for MO can be used with this.

Can be enabled/disabled at any time.

v1.0.0 - initial release
v1.1.0 - added standard radio messages ability
v1.2.0 - folder structure for sounds changed so as mod can pick a random sound from the folder when needed

Version 1.2.0 offered here

download1

Thanks for Looking
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« Last Edit: July 20, 2011, 11:43:22 AM by SeaWolf U-57 »
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DragonRider

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Re: TheDarkwairth SH5 Mods collection
« Reply #2 on: July 20, 2011, 12:00:08 PM »

Intelligent Random AI (IRAI) for SH5 by TheDarkWraith
version 0.0.39


YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!

COPYRIGHT NOTICE:
The changes made to the .aix, .dat, .sim, .val, .zon, and .dsd files are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole, or in part, without the express written permission of TheDarkWraith. The changes made to these files may not be used in any commercial application of any form without the express written permission of TheDarkWraith.

This mod will bring new AI behavior to the aiplanes and ships in game. All airplanes have the ability to attack you now. If they have bombs and/or torpedoes then they will come and attack you if you are detected. Once they are out of bombs and/or torpedoes they will return to following their waypoints. Those airplanes that are armed with only a torpedo(es) will do a 'torpedo run' on you to fire their torpedo(es) (close to the water run). Ship's AI is 'smarter' now thanks to more states available and those states having sub-states bases on the crew's AI level (poor, novice, competent, veteran, or elite). The ship's AI has been greatly improved also. I went to great lengths to make anything that could be a random value random. This ensures that the AI's behavior doesn't look like it's scripted at all. Hunter-Killer groups are something to be weary of!!

To install this mod correctly do the following:
Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'IRAI_0_0_30_ByTheDarkWraith' via JSGME (this assumes you setup JSGME to use the 'MODS' folder as default). If you are using Wamphyri's Plane Mod you can also use this mod with it. Install this mod after his plane mod.

NOTE: is this mod perfect? NO WAY. It will continue to evolve as I learn more about the files and the game itself. Does the mod contain any bugs or errors? I hope not but to say it doesn't would be foolish. I will address errors/bugs as users find them and post them in my AIs thread.

NOTE: this mod can be customized by editing the \data\Scripts\AI\init.AIX. I went to great lengths to make it user customizable and for testing different setups/configurations (testing)

There is an add-on mod for no hydrophone on surface. If wanted it has to be installed after the main IRAI mod.

This mod is fully compatible with my UIs mod. You have to install my UIs mod first then install IRAI and then the add-on mod for no hydrophone on surface if you want that. Say yes to all JSGME warnings.

Changelog:
v0.0.1 - first official beta release
v0.0.2 - added new states to crew states AI. Crew now has the following states: in port, in port alert, in port damage control, in port alert damage control, cruise, alert, damage control, alert damage control, abandon, and surrender (only for neutrals). Each state (except for abandon and surrender) has a sub-state based on the crew's AI level - poor, novice, competent, veteran, and elite
v0.0.3 - redid the ship's AI. Convoys are deadly now, it is advisable to run and hide when detected by escorts (or single warships for that matter)!
- adjusted values in the sim.cfg and sensors.cfg files
v0.0.4 - tweaked values in sim.cfg file (noise value was raised from 0.26 to 0.33 - so noise has a bigger effect on the escorts ability to 'hear' you)
- fixed bug of escort AI not assigned to ship commander's tactic unresponsive to convoy attacks
- tweaked bombs and DC values to be more effective (deadlier)
- escorts in convoy or lone warships will now attack any target they discover that's an enemy (including airplanes)
- fixed bug of ship commander's current tactic not able to continue. I was not cancelling the tactic if it wasn't able to continue - now it's cancelled when it needs to be cancelled
- current ship commander's tactic is also cancelled when AI no longer detects you and they have 'lost' you
v0.0.5 - adjusted AI visual sensitivity value in sim.cfg
- adjusted AI Radar sensitivity value in sim.cfg
v0.0.6 - fixed bug of CTDs on some ships
- added some new tactics and roles to the ships
v0.0.7 - fixed bug of crew state staying in alert once the ship detects it's first contact
- changed the implementation of some roles
v0.0.8 - added tactics for Hunter-Killer groups
- convoys that have a contact detected less than CONVOY_CONTACT_TAKE_ACTION_DISTANCE will respond to the threat otherwise will ignore it
- added tactics for unknown contacts
- total rewrite of the AI files. I wasn't satisfied with the way the ship's AI was behaving - it appeared scripted. So in the rewrite I made use of the Random function that's available - result is AI doesn't appear scripted anymore! The ship's AI is more random in it's behavior now - borderline unpredictable even
- ship's are only allowed to DC for MAX_CONTACT_LOST_DC_TIME after losing a contact
- changed 'Lost contact time' from 23 to 20 in \data\Cfg\Sim.cfg
v0.0.9 - in Bombs.sim all the entries depth precision were cut in half from 5 to 2.5 (they are more precise now)
- in DC_barrels.sim the DCs depth precision were cut in half from 5 to 2.5 (they are more precise now)
- adjusted values in sim.cfg
- adjusted DC parameters for DCs used in KGun, YGun, DC racks, and air depth charge
v0.0.10 - adjusted airstrike parameters to decrease the number of airstrikes happening (trying to get a balanced value here)
v0.0.11 - fixed timing bugs in Operation Plaster, Operation Plaster Two, Operation HK Plaster, and Operation Plaster Director
- fixed bug of current tactic continually being reset by roles
- partial rewrite of ship tactics .aix file
- adjusted sim.cfg [Sonar] Speed factor to 23 from 28
- added a random delay to the ship's ability to respond to torpedo sighted based on crew ability
v0.0.12 - adjusted AI's visual values in sim.cfg
- made the AI ship speed dependent upon damage incurred
v0.0.13 - adjusted Hydrophone and Sonar values in sim.cfg (made enemy AI better at hydrophone and sonar but also made thermal layer more effective)
- adjusted sub's AI crew visual and hydrophone in sensors.cfg to make them better at those sensors
v0.0.14 - adjusted sub's AI crew visual, hydrophone, radar warning, and DF in sensors.cfg (trying to find good balance)
- adjusted hydrophone and sonar values in sim.cfg (made thermal layer little less effective and waves a little less effective)
- adjusted impulse, range, minEF, maxEF, minradius, and maxradius for all DCs and bombs (made them more effective - sub will rock more if DC explodes near and much more damage if DC explodes close to sub)
- fixed error of incorrect file location of guns_radars_01.zon (was causing all sorts of problems including not letting the event camera work correctly)
- made DC runs more precise (enemy's DC run will be located much closer to your sub if not directly over it)
- fixed bug of ship's instant speed decrease with damage. Ships can now only change speed up to max of 10% of current throttle setting with damage
v0.0.15 - re-wrote the sub AI. It still needs more work done to it but as it now it's WAY better than stock. I guarantee you'll be amazed by it. Currently the sub AI cannot fire cannons and I'm trying to figure out why (they can and will fire torpedoes!)
- included the add-on mod 'Wolpack_mission' by Magnum. It's a single mission that puts you in a wolfpack. It's a great mission to show off the new sub AI.
- adjusted sim.cfg values for sonar and hydrophone to make AI a little easier to evade
v0.0.15.1 - fixed bug of when AI sub destroyed they sat motionless on surface. Now they will sink into the abyss if their damage >= 1.0
v0.0.16 - adjusted sonar cones of ship AI to be 120 degree arc
- adjusted elevations of all sonars to give them a little bit more down elevation
- adjusted ship AI hydrophone to full 360 degree sweep. From 90-135 the sensitivity is 0.85, from 135-157 the sensitivity is 0.7, from 157-169 the sensitivity is 0.55, from 169-191 the sensitivity is 0.3 (to account for propeller noise and engine noise), from 191-203 the sensitivity is 0.55, from 203-225 the sensitivity is 0.7, and from 225 to 270 the sensitivity is 0.85, and from 270-90 the sensitivity is defined by the sim.cfg file (currently 1.0)
- adjust sub crew AI's sweep time from 30 to 5 and sweep arc from 16 to 20 to give faster updates on hydrophone contacts
- adjusted sub crew AI's RPM detection level from 0.25 to 0.075 (crew will be able to detect slow moving contacts now)
- adjusted planes max visual range from 20,000m to 50,000m
- adjusted all depth charges to be slightly less lethal. Their depth precision is now 3.5.
- adjusted the ability of ships to damage themselves from depth charges by changing the minimum depth they are allowed to release DCs
- adjusted AI hydrophone and sonar to be just a little less precise
- adjusted error angle for AI cannons from 4 to 5 degrees
- adjusted Detection time for hydrophone and sonar from 1 second to 3 seconds
v0.0.17 - added the ability to set difficulty level by adjusting values in \data\Scripts\AI\init.aix. There are difficulty level settings for merchants and non-merchants
- fixed bug of merchants being ordered to investigate enemy contacts when they are part of a convoy or a single unit
- added some new tactics to merchants. These new tactics will cause the merchants to use speed and course changes when they have detected you. Say bye bye to high mission tonnage numbers! It will be very difficult to torpedo a merchant that has detected you.
v0.0.18 - changed behavior of the HK group's commander. It now follows the pack when they head off to investigate or attack a contact.
v0.0.19 - fixed bug of hydrophone needle sweeping too fast
- wrote more tactics for ship AI, partial rewrite of ship AI also, redid sub AI
- gave convoys with merchants the ability to slow down and change direction when they have a contact sighted
- HK groups have been improved in their tactics
v0.0.20 - changed behavior of merchant convoy. Now the convoy leader will look to see where the contact is in relation to it's current heading and turn away from it some random value (this fixes the bug of the merchant convoy sometimes turning towards the contact)
- HK groups now assign a convoy leader
- changed HK group tactics
- removed director from non-HK groups
- added director to HK groups
- fixed bug of carriers and battleships swarming over the contact. They now continue following waypoints
- fixed bug of leader not being correctly chosen on some tactics if they had escorts and battleships available. Now the game will look to see which one is the commander and assign it as the leader
- fixed bug of single merchants being able to turn into the contact. Now they will turn away from the contact some random amount added to their current heading
- gave airplanes in early war years at least one bomb if they had the capability to carry a bomb. Those that had the capability to carry a torpedo have a torpedo now also in the early war years
v0.0.21 - fixed many logic error bugs found in last version and version before
- fixed bug of ability to fire cannons tied to ability to DC
- gave merchants who are leaders of convoys tactics
- fixed bug of HK convoy leaders unable to 'lead' convoy
- added ship tactics for air contacts
- added add-on mod for no hydrophone on surface
v0.0.22 - more bug fixing in ship's tactics
- fixed bug of escorts coming to all stop when they are assigned the role of guard convoy and they have a contact spotted
- fixed bug of merchant leading convoy with contact detected and loses contact it immediately starts following waypoints. Now it waits some period of time before switching back to following waypoints (in that period of time it will continue to evade by changing speed and course)
- gave the leader of a convoy that is not a merchant a specified time that it is allowed to use evade tactics (course and speed changes) when it has 'lost' it's contact
- found a solution to the 'kill the convoy leader bug' present in the game
- updated single ship tactics
- adjusted depth that ships are allowed to use DC racks from -12.0 to -10.5
v0.0.23 - adjusted the maximum number of escorts allowed to be assigned to Guard Convoy to 1
- added a new role to the tactics - Protect Convoy. Protect Convoy is different from Guard convoy in that the escort is allowed to break convoy formation and pursue a contact if it is less than an assigned distance. If greater than this assigned distance then the escort will rejoin the convoy ranks and follow the convoy leader
- adjusted visual, radar, hydrophone, and sonar detection times to 1.5
- adjusted radar, hydrophone, and sonar min signal strength to 0.125
- adjusted hydrophone and sonar thermal layer singal atten to 1.4
- adjusted hydrophone noise factor to 0.30
v0.0.24 - fixed bug of non-air unknown contacts not being able to be DC'd
- fixed bug of ship's having instant speed decrease when switching to abandon ship state
- allowed escorts to use full throttle longer while chasing down contact
- adjusted max time allowed to DC after contact lost to 3.0 minutes
v0.0.25 - fixed bug of commander not setting tactic for non-air unknown contacts if contact is 'lost'
- minimum contact depth to be able to fire DC racks adjusted to -8.5m
- minimum escort speed to fire DC racks adjusted to 3.0 knots
- escort's hedge hogs and DC Throwers can be used on a sub contact at any depth now
- HK Director distance from contact adjusted to 750m
- DC run speed adjusted to 0.8 of max escort speed
- rewrote tactics for single units
v0.0.26 - removed distance restriction for determining action/no-action of tactics (HK groups and non-HK groups)
- The commander's damage is checked and if it exceeds a preset value the current tactic is exited (this allows all units to act as independent units)
- HK groups now get a maximum of 2 escorts assigned the role of guard convoy
- non-HK groups now get a maximum of 4 escorts assigned the role of guard convoy
- In Operation HK Plaster the convoy leader now follows/circles the contact at a defined distance instead of running away
- revised surfaced contact spotted tactics
- revised non-air unknown contact spotted tactics
- fixed bug of convoys sometimes coming to all stop after losing a contact
- tweaked the sim.cfg file settings for hydrophone, sonar, visual, and radar
- fixed bugs found during reviewing all the tactics (typos)
v0.0.27 - adjusted \data\cfg\Sensors.cfg
- adjusted \data\Library\sensorvisualsub.sim
- revised the UBoot_Sensors.sim file
v0.0.28 - added watch crews and fatigue to the ship AI
v0.0.29 - rewrote ship unknown tactics
- changed ship tactics for subs. The ship AI used to differentiate between a sub contact as surfaced (investigate) or submerged (plaster aka DC). They now just treat a sub contact as a sub contact (plaster aka DC)
v0.0.30 - fixed problems found with warship's fatigue model
- added better randomness to the ship's sensors
- made noise a larger factor in ship AI. Adjusted some other entries in sim.cfg to make it a little easier to evade escorts/warships
- appears I have finally fixed the 'kill the leader bug' once and for all! Even if the leader kill himself by running into another ship or something someone else takes over!!

TheDarkWraith



NOTE: because of the new features of fatigue and crew watch rotations for the ship AI it is recommended to leave all the difficulty levels at 1.0

NOTE: to see the new sub AI in action (in a wolfpack nonetheless) start the included single mission 'Wolfpacks!'. When the mission starts go to ahead flank (you are already heading in the direction as the wolfpack). When the wolf pack detects the 'contact' they will turn to the SW. Follow them. Once you are within ~9000m of the 'contact' go to allstop. Go to external cam and go to the lead sub and follow it. Sit back and enjoy the show


video of airplane making torpedo run on sub:
http://www.filefront.com/17645967/AI...o-Bombers.avi/

Version 0.0.39 available Here: download1

Patch for Version 0.0.39 Here: download1

Thanks for Looking
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« Last Edit: May 21, 2013, 12:46:21 PM by SeaWolf U-57 »
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DragonRider

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Re: TheDarkwraith SH5 Mods collection
« Reply #3 on: July 20, 2011, 05:33:31 PM »

Silent Hunter 5.exe Patches to fix Bugs and add functionality

I'm a little excited right now, no, I'm really excited! After months of searching and digging through the sh5.exe file I finally found the routine that controls the hydrophone's displaying of the contact. After some more time to partially figure out what the routine was doing (from viewing the assembly language via OllyDebug) I now have an alpha fix for the broken hydrophone station.
As you know the hydrophone station is basically useless in stock form because you get like 0.01 degrees of indicated range to 'find' your contact  And when you do 'find' your contact you get maybe 1-3 seconds before it has changed in bearing and you lose it (no more indicated Unknown, Merchant, or Warship - just the -). What were the devs thinking
What I've done is enabled the window to go from 0.01 degrees for the contact to about 20 degrees of bearing (as indicated on the dial). Now the hydrophone station is a useful tool again
At the faintest sound of the contact the box above the hydrophone will now start displaying Merchant, Warship, or Unknown (It appears that sometimes the class of ship shown isn't correct - possibly due to this patch. I will continue looking into this but for now I'm happy to see SOMETHING pop up from the hydrophone even if it's incorrect than the fast blip of something you got with stock). As I continue to decipher the assembly and learn what it's exactly doing (this is very complicated and hard to do) I will update the patch accordingly.

As I dig deeper into this I hope to also fix the broken sound knob for the hydrophone station. This is another one of those what were the devs thinking??

The goal of these patches are:
- a quick and dirty way to get the hydrophone station working semi-correctly if not correctly
- reference new entries in menu.txt for warship, merchant, unknown, and submarine texts for the hydrophone box (this will allow users of real navigation to see what the contact is in the hydrophone box. Without this change you see nothing with real navigation!)
- be easy to implement (few byte changes)
- easy enough to do so that anyone can do it
These patches achieves all my goals mentioned above.

As I cannot release a modified SH5.exe file you have to patch your SH5.exe file yourself. This works only on unmodified, stock SH5.exe files!!

v0.0.1: fixes broken hydrophone station
v0.0.2: references new entries in menu.txt for merchant, warship, submarine, and unknown texts for hydrophone box (for use with my real navigation add-on mod in UIs mod)
v0.0.3: user can define colors for: marks, ruler, compass, protractor, distance scales on Nav map and TAI map, and lattitude and longitude degrees on the sides and top and bottom of navigation map

PATCHES ARE NOT CUMULATIVE! YOU APPLY THE PATCHES YOU WANT ENABLED. i.e.: if you want patch 1 and patch 2 then you need to apply both patches

For non-Steam versions of the SH5.exe:

How to patch your sh5.exe file for v0.0.1 (fixes broken hydrophone station):
- make a backup of your SH5.exe file
- open the SH5.exe file with a hex editor
- go to address 0x197A4A and change the byte from 75 to 74
- save the file
- run the game


How to patch your sh5.exe file for v0.0.2 (references new entries in menu.txt for merchant, warship, submarine, and unknown texts for hydrophone box [for use with my real navigation add-on mod in UIs mod]):
- make a backup of your sh5.exe file
- open the sh5.exe file with a hex editor
- go to address 0xA8C43 and change the byte from 34 to 3A
- go to address 0xA8C4F and change the byte from 35 to 3B
- go to address 0xA8C5B and change the byte from 36 to 3C
- save the file

NOTE: you must now edit your menu.txt file and add the following entries to it after entry 825 (comment out lines 820-825 by adding a leading ; if you don't want the tooltips for these to display on the nav map and TAI):
; sh5.exe patch by TDW - allows texts for units to display in hydrophone box when real navigation enabled
826=Unknown
827=Warship
828=Merchant
829=Submarine
NOTE2: the submarine text will not display for submarines (it will currently display warship IIRC).
- run the game


How to patch your sh5.exe file for v0.0.3 (can define colors for: marks, ruler, compass, protractor, distance scales on Nav map and TAI map, and lattitude and longitude degrees on the sides and top and bottom of navigation map):
NOTE: color is a hex color defined as AABBGGRR (when viewed in the hex editor) where AA = the alpha component, BB - the blue component, GG = the green component, and RR = the red component. Possible values for each is 0x00-0xFF.
NOTE2: stock values for the color (as seen in hex editor) are either 0xFF222222, 0x4B444444, 0xFE111188, or 0xEE000000


- make a backup of your sh5.exe file
- open the sh5.exe file with a hex editor
- go to address 0x2AE60 and change the 4 bytes to the color wanted for the TAI map distance scale
- go to address 0x2B369 and change the 4 bytes to the color wanted for the Navigation map distance scale
- go to address 0x30465 and change the 4 bytes to the color wanted for the longitude degrees located at top of nav map
- go to address 0x304C7 and change the 4 bytes to the color wanted for the longitude degrees located at bottom of nav map
- go to address 0x3060F and change the 4 bytes to the color wanted for the lattitude degrees located at left side of nav map
- go to address 0x30671 and change the 4 bytes to the color wanted for the lattitude degrees located at right side of nav map
- go to address 0x103F75 and change the 4 bytes to the color wanted. This color defines the color of all the instances of this tool when adding new instances of the tool. Makes these instances of these tools 'stand-out' compared to other tools
- go to address 0x103F95 and change the 4 bytes to the color wanted for the marks
- go to address 0x104489 and change the 4 bytes to the color wanted when placing a new mark
- go to address 0x104A84 and change the 4 bytes to the color wanted when placing new ruler line
- go to address 0x105095 and change the 4 bytes to the color wanted for the ruler
- go to address 0x1055FF and change the 4 bytes to the color wanted when placing new compass
- go to address 0x105945 and change the 4 bytes to the color wanted for the compass
- go to address 0x105DF5 and change the 4 bytes to the color wanted when placing new protractor
- go to address 0x1063E5 and change the 4 bytes to the color wanted for the protractor
- save the file
- run the game


For Steam versions of the SH5.exe:
Unable to provide solution to Steam users. The steam sh5.exe uses a form of self-modifying code copy protection that 'unpacks' the code when the executable is run. This form isn't impossible to read and decipher it just takes longer and quite frankly the reward to time relationship isn't worth it for me (not to mention that I can't run the .exe since I don't own the steam version of the game - I own the boxed version of the game). Sorry all. This is one reason why I never buy Steam based games unless I have to.


TheDarkWraith

The below screenshot will show you what patch v0.0.1 and v0.0.2 do. Notice the yellow arrows I drew on the hydrophone needle. This represents the range that the hydrophone box in the top left will show something for the ship class (the yellow circled):



The screenshot below will show you what you can do with patch v0.0.3. Notice that you can read the tools, the lattitude and longitude degrees, and the map scale much more easily now that you can set their colors!



There are still some colors I'm trying to track down....

SH5Patcher application written by moi:



Items in red text are double clickable. Thus if double clicked you active it. For the IsColor it will open a color dialog box allowing you to select the new color (and view the current color). The Enabled will either apply/remove the current Change x patch to the sh5.exe file.

SH5 Patcher v1.9 available here: download1


Thanks for Looking
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« Last Edit: May 21, 2013, 12:41:44 PM by SeaWolf U-57 »
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DragonRider

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Re: TheDarkwraith SH5 Mods collection
« Reply #4 on: July 21, 2011, 01:18:14 PM »

NewUIs with TDC for SH5 by TheDarkWraith
Up-Date 21st May 2013 version 7.3.0


YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!


COPYRIGHT NOTICE:
The code changes made to the .py files are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole, or in part, without the express written permission of TheDarkWraith. The code changes made to these files may not be used in any commercial application of any form without the express written permission of TheDarkWraith.


To install this mod correctly do the following:
Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'NewUIs_TDC_6_6_0_ByTheDarkWraith' via JSGME FIRST then enable any additional add-on mods you want (this assumes you setup JSGME to use the 'MODS' folder as default)

NOTE: is this mod perfect? NO WAY. It will continue to evolve as I learn more about the files and the game itself. Does the mod contain any bugs or errors? I hope not but to say it doesn't would be foolish. I will address errors/bugs as users find them and post them in my UIs thread.
If the automatic mast height function isn't working correctly please start the game with Admin rights (right click the SH5 icon and select RunAs-->Administrator)

This mod will bring the several new UIs to SH5. Currently the list of UIs are:
- SH3 style
- SH4 style
- SH5 Enhanced

SH3 style UI consists of:
- familiar 3 dials (throttle/speed, heading/rudder, depth25/depth260).
- Officer shortcut bar with commands for officers.
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.

SH4 style UI consists of:
- familiar 3 dials (throttle/speed, heading/rudder, depth25/depth260).
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.

SH5 Enhanced UI consists of:
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Heading bar integrated into the speed bar. Clicking the heading bar readout will reveal a heading/rudder dial. The dial is switchable from heading mode to rudder mode by clicking on the button under the dial. Clicking on the heading bar readout again will hide the dial (it retains the mode it was in when revealed again). Mousing into the heading bar readout and pressing the appropriate keys will set the ordered heading. You can press and hold the appropriate keys to keep changing the ordered heading. The appropriate keys (and all options) can be changed by editing \MODS\NewUIs_TDC_6_6_0_TheDarkWraith\data\Scripts\ Menu\TheDarkWraithUserOptions.py). Mousing out of the heading bar readout with a new ordered heading will cause this ordered heading to take effect. The dial can also be used to set the ordered heading / rudder angle. A tooltip has been integrated to be shown when you mouse into the heading bar readout. It will either display the current heading or if you have requested a new ordered heading the current ordered heading. Once within 5 degrees of the ordered heading the tooltip will start to display the current heading. The heading/rudder dial can also be cycled on/off using a hotkey. The state of the dial (rudder or heading) can be switched via hotkey also.
- Officer shortcut bar with commands for officers.
- optional integrated levels that gives the user Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.

Common to all UIs:
- Option to enable heading display in Binocular view
- Added skwasjer's digital clock to top right

For those UIs that utilize the familiar 3 dials:
- The dials have two states.
- The first dial has the states of: engine order telegraph and speed.
- The second dial has states of heading and rudder angle (though angle displayed on dial doesn't match rudder deflection currently. Still sorting that out).
- The third dial has states of shallow depth and deep depth.
- To change states simply click on the button below the dial.
- The dials will expand when the mouse is inside them and they will contract when mouse is outside them (like zoom in/out). Individual zoom levels can be set for throttle, speed, heading, rudder, depth260, and depth25.
- User can lock out each individual dial (and each state of the dial) from zooming.
- The animation rate of the dials expanding/contracting can also be changed.
- The dials can be customized by using a different .dds file. See the readme.txt file in \Dials.

For those UIs that utilize the TDC:
- There are four versions of the TDC included - All dials, minimal dials, spread angle only, and no TDC
- All dials will take control of the functionality of the SH5 interface for a torpoedo solution (and associated controls in the SH5 stock UI are removed).
- Minimal dials just exposes the dials not exposed by the stock SH5 UI and also uses the stock UI.
- spread angle only just adds the spread angle dial to the TDC
- No TDC removes the TDC from the mod.
- The TDC interfaces have been included on the obs periscope, attack periscope, and UZO. User has option to disable TDC on each station mentioned.

There are four versions of the TDC included - All dials, minimal dials, spread angle only, and no TDC. All dials will take control of the functionality of the SH5 interface for a torpoedo solution (and associated controls in the SH5 stock UI are removed). Minimal dials just exposes the dials not exposed by the stock SH5 UI and also uses the stock UI. Spread angle only just adds the spread angle dial to the TDC. No TDC removes the TDC from the mod. The TDC interfaces have been included on the obs periscope, attack periscope, and UZO.
xxx = Attack, Obs, or UZO
To install All dials (for each scope):
In the options file set: xxxTDCMode = TDCAllDials
To install minimal dials (for each scope):
In the options file set: xxxTDCMode = TDCMinimalDials
To install spread angle only dial (for each scope):
In the options file set: xxxTDCMode = TDCSpreadAngle
To install No TDC (for each scope):
In the options file set: xxxTDCMode = NOTDCDials

All user configurable settings can be found in the file '\MODS\NewUIs_TDC_6_6_0_TheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py'. NOTE: When editing this file ensure you save the file as Unicode encoding in order for non-ANSI characters to be displayed in game!

********** NOTE: ***********
In order to receive debug messages from the ship's journal feature of the mod you need to ensure the following is set like the below in your \Documents\SH5\data\cfg\main.cfg:
[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes


This mod also saves and restores position information of certain draggable items. Those draggable items that do not have dragging enabled via the options file will not be updated at game start - they will default to their default position information. The draggable items are:
- Officers
- SH5 Enhanced mode heading/rudder dial
- Clock
- XO TDC Dialog box
- Otto's integrated Chalkboard mod
- Messagebox
- Gramophone
- Radio
- Enhanced Recognition Manual add-on mod
The position information is stored in a file for each page. The files are located in your SH5 install path (...\Silent Hunter 5). The files are named as follows: pagex_Draggables.TDW. The information in the files is stored in binary form and can be viewed using a hex editor if one wishes. To erase all stored position information simply delete the pagex_Draggables.TDW files. Upon restart of the game new files will be created and the items will be at their stock default location.
NOTE: if you are having trouble with items not repositioning or the likes it is probably because Windows is enforcing a privilege level on the game. Simply start the game with Admin rights (right click the SH5 icon and select RunAs-->Administrator)

Automation has been added to this mod. Automation is exactly as it sounds - the automatic carrying out of orders defined by the user via scripts. All available commands are defined in \data\Automation\TDW_Automation.txt (this file can be opened with Notepad).

A BIG thanks to maerean_m for information and assistance he gave in helping me make the TDC come to life for the obs periscope, attack periscope, and UZO. Thanks again!!
The default text is English. There is a new folder called '\Text'. In it you will find folders of all the different languages I have for the mod. Navigate to you language and then copy the menu.txt file and paste in '\MODS\NewUIs_TDC_6_6_0_TheDarkWraith\data\Menu'. Then copy the 'MODS' folder to your '\Ubisoft\SilentHunter5\' folder (this assumes that you setup JSGME to use the MODS folder as default). Enable via JSGME.

The Attack Disc has been added to the mod. You can find documentation for it in \Documentation\Attack_Disc_Handbook.pdf

Current languages supported by this are:
English
German
French
Polish
Spanish
Russian
Italian
Swedish (contact SilentSteel for questions regarding this language)
Chinese (done by kys2000)

I urge you to play the game with the enhanced SH5 UI. I prefer this UI to even the SH3 UI (familiar 3 dials). I still haven't gotten around to fixing the problems with the SH4 UI command bar yet.

Manos scope mod is the default scope mod installed in this mod. Default aspect ratio is 4:3
NOTE: The default RAOBF graticules for the scopes are calibrated for the attack, obs, and UZO. Calibrations are:
attack - 1x and 6x
obs - 1x and 6x
UZO - 7x
If you are using a mod that changes the zoom levels of these scopes (i.e. Arclight's periscope mod) then you'll need a patch to change the graticules to the correct 'value'.

NOTE: Teleporting is not perfect! If you find yourself 'outside' of the sub press shift+U to get back inside. Hopefully you never find yourself in this situation.....

See the included documentation for more information about the mod (\data\Documentation)

Change log (see the included documentation for complete change log):

v6.0.0 - disabled Navigator's ability to calculate position celestially when at Battlestations
- added a new Automation command - Wait_for_time
- fixed bug of if submerged and Navigator was asked for a celestial fix nothing would happen. Now he will take a dead-reckoning fix if this happens (real navigation only)
- fixed bug of if conditions for a celestial fix weren't satisfied nothing would happen. Now a dead-reckoning fix will be called for if the conditions for a celestial fix aren't satisfied (real navigation only)
- added the ability to save supermarks and navigation fixes to the ship's journal
- some changes to the ship's journal save and import functions
- updated Ship's Journal Editor app with new changes
v6.1.0 - added radio messages to the game. The radio messages are located in \data\RadioMessages\language (where language = language to use - specified in options file!). Currently there is only one language and that is English.
- added a new user option that controls the language of the radio messages. Default value is English (RadioMessageLanguage)
- radio messages are available in historical missions and career. You can not save the radio messages when doing a historical mission. The radio messages will be automatically saved and restored with your career. New radio messages are signified by the radio messages icon in the top right lower bar flashing. When the radio messages UI is opened all new radio messages (and those that haven't been 'read') will be highlighted with a grey background. Click the radio message to acknowledge it and flag it as read thus removing the grey background. Now you have the option to delete the radio message by clicking delete.
v6.1.1 - changed how the mod processes hotkey presses
- fixed errors in the radio messages feature for users whose OS isn't set to en-us region/locale
- fixed error when trying to save radio messages in career at game end
v6.2.0 - fixed some errors in the radio messages
- added BDU asking you to report in and possibility of sending a contact report back when you send in a status report
- added support for enigma messages in the radio messages
- added a new user option that defines the maximum radius a contact can be from your sub to be considered for a contact report (contact must be less than this distance). Default value is 45000m (RadioMessagesContactReportMaxRadius)
- added a new user option that defines the minimum radius a contact can be from your sub to be considered for a contact report (contact must be greater than this distance). Default value is 15000m (RadioMessagesContactReportMinRadius)
- added a new user option that defines the chance that when you send a status report to BDU they will send a contact report back. Default value is 20 (meaning 20%). (RadioMessagesContactReportChance)
- added a new user option that defines whether travel mode is enabled at game start or not. Default value is enabled (True). (TravelModeEnabled)
- added a new Automation command - Set_travel_mode. When enabled it will activate travel mode.
- Radioman's 'Send patrol report' icon is now limited to use every 2 hours (i.e. if clicked you won't be able to click it again for another 2 hours)
- removed stock radio message display and replaced it with new radio message
- every radio message that comes 'in' from the new radio message feature will now also have an entry in the messagebox saying "New message received"
v6.2.1 - fixed python error that can sometimes occur when the mod generates a report to BDU radio message
- squelched stock 'Radio Message Received' and added my own for the new radio message feature (this prevents the immediate radio message received when sending a status report)
- added my own version of the radio message received message for the messagebox
- added a new user option that lets the user define the color and opacity of the supermarks (in RGBA format). Default value is 0xFFFFFFFF which is white with 100% opacity (SuperMarksColor)
- added a new user option that lets the user define the color and opacity of the navigation fixes (in RGBA format). Default value is 0xFFFFFFFF which is white with 100% opacity (NavFixesColor)
v6.3.0 - added filters to the scopes. The filter color and opacity is user-defined by clicking the HUD button on the torpedo box in the scopes
- added crosshair highlights to the scopes. The highlight color and opacity is user-defined by clicking the HUD button on the torpedo box in the scopes
- added ability to change RAOBF graticule color. This is done by clicking the HUD button on the torpedo box in the scopes and editing the entries for RAOBF
- swapped SO and RO icon graphics in main mod
- added longam's clock graphics to mod to replace stock clock/chrono
- updated lengths of many ships used in the game
- added a new user option that when enabled (True) sets TC to 1 on new radio message received. Default value is disabled (False) (TC1OnNewRadioMessage)
v6.3.1 - fixed bug of clicking X in new scope settings box (to close it) didn't uncheck 'HUD' button in associated scope's torpedo box
- fixed bug of any user option that set TC to some value when enabled could cause multiple radio messages of the same message to appear in the radio messages box
- fixed problem with 5:8 (standard) emtguf cameras.cam file (incorrect angular angle for the scopes)
- changed encoding of options file from ANSI to Unicode. When editing this file ensure you save the file as Unicode encoding in order for non-ANSI characters to be displayed in game
v6.3.2 - fixed bug of not showing the highlighted mission for the selected tutorial when the main page's Historical Missions is clicked
- fixed bug of when scope filter or crosshair is enabled in the file it wasn't being enabled at game start (it would finally enable when you opened the scope settings box)
- fixed bug of celestial fix icon of Navigator's report not available when real navigation not enabled
- fixed bug of crash dive only working once and then locking out until game restart
v6.3.3 - fixed bug of not being able to move mission map when requesting new mission after returning from previous mission
- fixed bug of timers not working correctly after requesting new mission after returning from previous mission
- fixed some other errors dealing with campaign
- fixed bug of TAI map, heading bar, and messagebox not starting in expanded modes if set in user options in campaign mode
v6.3.4 - fixed bug of messagebox not remembering it's status (expanded or collapsed) when TC level causes it to change state
- added the ability for ships to send out radio messages when they have spotted a sub/periscope
- added the ability for ships to send out radio messages when they are destroyed/sinking
- added a new user option that specifies the maximum distance at which a ship can start looking for you for purposes of firing off a radio message. Default value is 8000m (RangeShipSendingSubSightedMessage)
- updated scope mods with information/files from Trevally and toniloCoyote
v6.3.5 - fixed bug of when essential controls scroll is enabled (True) and UIStyle is SH3Style or SH4Style the dials would remain visible until mousing into them when changing to another station, external cam, or another page
- fixed save/load bug of the ingame ship's journal
- updated Ship's Journal Editor application with changes from above
- added error handling code to attack,obs, and UZO scopes to catch possible error when calculating estimated torpedo impact time
- (SH5Enhanced style) fixed bug of tooltip missing in heading bar until user cycled heading bar from closed to expanded
- added a new user option that controls whether ship's radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformShipsRadioMessages)
- added a new user option that controls whether sub sighted radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformSubSightedMessages)
- added a new user option that controls whether BDU messages to your sub are displayed in the radio message box or not. Default value is enabled (True). (InformBDUMessages)
- added a new user option that controls whether unit destroyed radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformDestroyedMessages)
- added a new options box to the radio messages so that users can choose what type of radio messages they want to receive during their game
- radio messages of priority 0 that are to the player's sub are now colored medium red in their background when added to the radio message box
- added a new user option that defines the % chance that the radio operator will intercept radio messages. Default value is 50 (50%) (RadioMessagesInterceptChance)
- sub/periscope sighted radio messages are now influenced by time of day
v6.3.6 - fixed bug introduced when mast heights and ship lengths were updated (those whose mast height was updated would show incorrect mast height of 90.0)
v6.3.7 - fixed bug of track angle dial in way of FaT/LuT dials when those are enabled
- added new user option that specifies the number of times the radio messages icon in the top right lower bar flashes. Default value is -1 (indefinite) (RadioMessagesFlashTime)
- added new user option that specifies whether the radio messages feature is enabled or not. Default value is True (enabled) (RadioMessagesEnabled)
- made Makman94's 'Manos scope mod' the default scope mod of this mod. The default aspect ratio is 4:3. If you are not using 4:3 you need to install a patch from Manos available aspect ratios (\NewUIs_TDC_6_3_7_Scopes (do not enable - read)\Manos scope mod)
v6.4.0 - text can now be multi-colored in Automation's tutorial feature
- added naights's TDC dials to the mod as an option (found in \dials\naights)
- removed RAOBF from UZO
- (SH5Enhanced style) added a new user option that specifies whether the heading bar starts in hotkeys to set heading (False) or click to set heading mode (True). Default is hotkeys to set heading mode (False) (HeadingBarStartAdvanced)
- added a custom .dll made by me. This .dll allows sounds to be played that are not registered with Sh.sdl! Sounds are played with this .dll via code (and you can specify volume control for them also)
- converted some python code to .dlls
- added sounds to the radio messages
- added Scope offset to the scope settings box of each scope. This allows you to adjust the offset of the scope viewing hole
- (SH5Enhanced style) the heading/rudder dial's tooltip now shows the current heading
- adjusted \data\Cfg\Contacts.cfg 'precise' and 'imprecise' settings to make sonarman more talkative
- added ability to send mast height data from SOAN to TDC
- fixed culture/region formatting problems with SOAN's unit data
- (SH5Enhanced style) the heading bar is set using the mousewheel now. Keys cannot be used to set desired heading anymore
- the navigation map draggable compasses outer ring is set using the mousewheel now. Keys cannot be used anymore
- the navigation map draggable compasses are toggled between north up/south up by right mouse clicking near the center of them
- The XO TDC Dialog box's mast height value is now set using the mousewheel
- To show the officer's ability inspect page, first select the officer wanted by left clicking on them, then right mouse click on them
- the scope settings box's entries are set by using the mousewheel now. They are also updated in real-time so you can see changes as you scroll the mousewheel
- added destroyed marks to the navigation map. Anytime a vessel is destroyed a destroyed mark will be created for it. These destroyed marks are just like supermarks in functionality except that you can't reposition them. These destroyedmarks will be saved to the current ship's journal file.
- added a new user option that controls whether the destroyedmarks are visible at game start. Default value is True (enabled) (NavDisplayDestroyedMarks)
- added a new user option that controls the color of the destroyed marks. Default value is medium red (0xB00000FF). (DestroyedMarksColor)
- (Real navigation) If real navigation is enabled then the torpedo icons on the maps are removed. This further enhances realism.
- updated ShipsJournalViewer application with changes (addition of destroyedmarks to ship's journal file)
- changed SOAN's layout to style presented by Magnum in UIs thread
- added an 'additional info' page to SOAN for each unit
- (SH5Enhanced style) the draggable heading/rudder dial now has the ability to zoom when moused in. Default is set to zoom. It is intelligent and thus if in the zoomed state it finds itself off any screen border it will reposition itself so that it's fully onscreen.
- (SH5Enhanced style) added ability to define a Y offset for the heading/rudder dial when moused in. The offset can be a maximum of +- 100 pixels.
- fixed bug of when out of torpedoes and a ship is locked on an error would be thrown dealing with calculating torpedo impact time
- (SH5Enhanced style) fixed possible bug of mouse into and immediately mouse out of heading bar can cause heading changes
- In SOAN added ability to define bold in the additional info by wrapping the text with <b> and </b> tags
- In SOAN added ability to imbed images into the additional info text by using the <img> and </img> tags. You can imbed a maximum of 5 images in the text.
- fixed bug in TDWDraggables.dll that caused draggables not to be saved when the page's \Silent Hunter 5\x_draggables.TDW file was deleted to reset draggable positions
- fixed bug in Bdu radio messages throwing python error (was caused due to new .dll files)
- each radio message received now scales to the proper size to avoid unnecessary blank space between the radio messages
- added a new user option that controls whether torpedo autoloading is enabled at game start. Default value is True (Enabled) (TorpedoAutoloadingEnabled)
- RAOBF inner dial is now rotated by using the mousewheel. Press and hold Shift to rotate inner dial faster. This change allows you to rotate the RAOBF inner dial and not screw up your TDC AOB dial now.
- fixed bug of if user leaves SOAN open (cover was clicked) and drags SOAN off to the left side of the screen so that less than half is visible and exits game SOAN will not be visible when user restarts game.
- added two pencils to the geometric tools so that user can add navigation fixes (if real nav enabled) and supermarks to the navigation map when these are enabled via the user option MapToolsAsObjects = True
- added a new user option that defines the hotkey used to display the radio messages. Default settings: enabled (True) by default and the key associated with it is I. Shift is not required for it. (RadioMessagesHotKey)
- adjusted all menu.txt files so that user does not have to do so if they decide to implement my sh5.exe patch 2
- added Magnum's and Trevally's additional info (.ait) files for SOAN
v6.5.0 - added the ability to change the country names and category names used by SOAN. To change the values used edit the \data\Roster\Names.cfg file
- added a draggable tab to the left side of SOAN
- added updated version of Magnum's and Trevally's additional info files for SOAN
- changed depth at which the add-on mods dealing with no_hydrphone_on_surface allow hydrophone to start working as per Stoianm's recommendation
- added changes to Uboat_sensors.sim recommended by TheBeast for Anti-Sensor Coatings
- changed surfaced draught of subs according to recommendations by oscar19681
- added code to TDWMouse.dll to be able to handle left mouse button events
- changed navigator assist functions from polling to left mouse button click events
- changed timer for show crew abilities page when an officer is right clicked when selected (shows faster)
- added support for Speech Recognition. The speech recognition status (enabled/disabled) and current confidence level will be saved to \Silent Hunter 5\SpeechRecognition.TDW. This is a text file and can be opened with Notepad. This file is read at every game start. A UI was added for the Speech Recognition and can be viewed by clicking the microphone button in the top right bottom bar (only if skwasjer's speech recognition dll is found and \data\Scripts\Menu\Speech Recognition.py is found). Until MiTon releases v0.4 of his speech recognition mod you need to ensure his Speech Recognition mod is installed BEFORE this mod.
- changed how Attack Disc backside is controlled. It no longer uses keys but instead uses mousewheel for each part of the disc
- changed the u-boat .sim files to use many of the values found in UHS 1.7
- the user option InformSubSightedMessages default value has been changed from True to False
v6.5.1 - changed how all hotkeys are defined in the options file. They are now defined as follows in the options file: [ enabled, key, shift required, ctrl required, alt required, handled ]. enabled, shift required, ctrl required, alt required, and handled are all boolean (True/False) values. Setting handled to True will cause the keystroke to be 'eaten' and not passed onto anything else. With this new format for the hotkeys one can have multiple combinations for the hotkeys. i.e. shift+key, shift+alt+key, just key, etc. If the options file has None for one of the values it cannot be used and must stay as None.
- changed how checking of hotkey pressed is processed to allow the keypress to be passed onto many items (depending on how handled is set in the hotkey)
- fixed hardcoding of Latitude and Longitude directions (N, S, W, and E). They are now specified in Menu.txt file.
- added the ability to use existing text when editing a supermark, navigation fix, or destroyed mark. The key for this is defined in the options file. You can still edit the supermark, destroyed mark, or navigation fix the old way where the existing text is replaced with the new text if you want.
- fixed bug in Speech Recognition where if values are displayed non-American style (, used for decimal seperator instead of .) the value would be multiplied by 100 when changed or loaded from file
- fixed hardcoding of return value from TDWFileUtils.ExtractHotKey function
- fixed bug of Python error generated when sending contact report
- fixed bug of using mousewheel in speech rec settings box caused other mousewheel events to happen (binocular view, scope zoom, etc.)
- fixed bug of using mousewheel in scope settings box caused scope to zoom in/out depending on mousewheel movement
- if crash dive is clicked and crash dive TD is > 0 then a message will appear in messagebox from WO denoting prepare to crash dive
- fixed possible CTD when navigator assist is enabled and using stadimeter multiple times
- adjusted values for submarines draughts and drags to some values recommended by stoianm
- adjusted attack periscope max height from 8.5m to 7.0m
- added a new user option that allows ability to define station to teleport to when crash diving. Possible stations to teleport to are: "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed. Default value is "TelToRadar". If invalid station is specified then TelToRadar will be executed (CrashDiveTeleportToStation)
v6.6.0 - fixed bug of teleport hotkeys allowing you to teleport to UZO, DeckGun, and FlakGun when submerged
- added the Sub_Hyd_fix_SH5 mod to this one
- changed the radio message's option 'Inform ship radio messages' to 'Inform radio messages'. When enabled this will show all radio messages intercepted. When disabled no radio messages will be shown that were intercepted while this option is disabled.
- updated TDWRadioMessages.dll for support of upcoming campaign radio messages
- The event camera now saves its position at game end and restores its position at game start (it was already draggable in stock game)
- added debug output to .py files and .dlls to help in tracking down any CTDs or loading problems
- added 3 new buttons to ship's journal box. These new buttons control whether each new entry is written to ship's journal file, whether each new entry is shown in the ship's journal box, and whether each new entry is shown in the messagebox
- updated Ship's Journal Viewer app with new changes
- Fixed many errors in the ship's journal viewer app
- Fixed bug of when crash dive time delay > 0 and sub was underwater the time delay was activated. Now if sub is underwater no time delay is incurred.
- if crash dive initiated with non-watch crew on deck then watch crew is automatically ordered up
- if crash dive initiated with deck gun and/or flak guns in fire at will then hold fire will be ordered up
- fixed bug of if sub is submerged then fire at will was available for deck gun and flak guns. Now fire at will is disabled when submerged for both
- if sub submerges with deck gun or flak gun fire at will enabled then hold fire will be ordered up
- updated SOAN's country flags to be compatible with upcoming campaign update (updated with flags they have done)
- updated \data\Roster\Names.cfg to be compatible with upcoming campaign update
- added a new hotkey that controls the charts (and thus SOAN) visibility. Default key for this is 'E' (ChartsHotKey)
- SOAN now checks to see if the country for the unit exists in it's database. If not then the unknown flag (black flag with ? in middle) will be shown for it. If the country does exist in it's database but there is no flag for it then the unknown flag will be shown for it.
- added a new hotkey that controls the Ship's Journal visibility. Default key for this is 'Q' (ShipsJournalHotKey)
- when follow target is enabled a new orders bar for it appears. This new orders bar has one box - Follow target offset. By mousing into this box and scrolling the mousewheel you adjust the offset amount in 0.01 increments. This offset allows you to follow the target and place the crosshairs on a different part of the ship other than the center of it. Every time follow target is toggled follow target offset is reset to 0
- added a new hotkey that controls the incrementing of the follow selected target offset value. Default key is Shift+E (IncreaseFollowSelectedTargetOffsetHotKey)
- added a new hotkey that controls the decrementing of the follow selected target offset value. Default key is Shift+Q (DecreaseFollowSelectedTargetOffsetHotKey)
- changed how mod displays info to players (for errors/bugs/critical info). It no longer shows popup boxes but instead writes messages to debug output (use \data\Applications\DbgView to view messages)
- fixed bug in TDWDraggables.dll where the draggable items were not being saved to file when original file was deleted to reset all draggable positions
v6.7.0 - fixed bug in radio messages where if TC 1 on new radio message was enabled sound would sometimes not be played
- fixed bug of campaign radio messages sometimes not being read in at game start
- fixed some logic problems with the command buttons in the Automation page
- Added a new command button to Automation's commands: save started currently activated scripts. When pressed it will save the started currently activated scripts to file. Upon game start it will read this file and if any previously activated scripts are found it will automatically start them
- folder structure for radio message sounds changed so that mod can pick a random sound from available sounds in folders
- added a new user option that controls where the player teleports to when the dive button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (DiveTeleportToStation)
- added a new user option that controls where the player teleports to when the periscope depth button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (PeriscopeDepthTeleportToStation)
- added a new user option that controls where the player teleports to when the snorkel depth button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (SnorkelDepthTeleportToStation)
- added a new user option that controls where the player teleports to when the emergency surface button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (EmergencySurfaceTeleportToStation)
- added a new user option that controls where the player teleports to when the surface button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (SurfaceDepthTeleportToStation)
- Automation's Navigate_from_file command now let's you resume navigation from a close waypoint if waypoint_resume > 0. waypoint_resume is defined in the .SHN file as a new header
- Automation's Navigate_from_file command now let's you define bufferzones around the sub. These bufferzones are used to detect units. If a unit crosses a bufferzone then the command will take action based on settings in the .SHN file
- Automation's Navigate_from_file command now let's you specify the radius of the waypoints (precision and non-precision). When this radius is reached the next waypoint will be ordered up
- Radio messages updated to include columns for sound type to play and volume level of the sound to play. Currently applies only to regular radio messages (not campaign radio messages)
- Incorporated my Uboat_Snorkel mod into this one (all uboat's snorkels are enabled by default)
- Sub's snorkel depth changed to 14.0m from 10.0m
- added missing countries to \data\Roster\Names.cfg's [Countries] header brought to my attention by Ruby2000
- added a new user option that controls whether battery recharge mode is ordered up when the snorkel is raised (and conditions are right for snorkeling). Default value is True (enabled) (AutomaticallyOrderRechargeModeWhenSnorkeling)
- added a new user option that specifies the maximum speed allowed underwater when snorkel is raised. Default value is 10.0knots (GetMaxSpeedWhenSnorkelRaised)
- added lots of debug code for the torp doors to help catch the error that sometimes the torp door is disabled when it shouldn't be
- in order to avoid compatibility problems with those mods that modify the \data\Roster\Names.cfg I have created a new file, \data\Roster\SOANNames.cfg, that contains the headers for [Countries] and [SOANCategories]. I do not include the \data\Roster\Names.cfg file anymore with this mod. If there are countries defined in \data\Roster\Names.cfg that don't exist in \data\Roster\SOANNames.cfg then they will be added to the database the mod maintains for all the countries
- added an add-on mod that removes the exhaust smoke from the snorkel (NewUIs_TDC_6_7_0_No_Snorkel_Exhaust_Smoke)


Latest Version v7.3.0 Available here:   download1


NOTE: if you are upgrading from a previous version of the mod or are applying a patch that changes the user options file then don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)

NOTE2: If you are experiencing problems with the mod ensure you have debugging enabled:
\Documents\SH5\data\cfg\main.cfg:
[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes
and run the DbgView application (\data\Applications) before starting the game. Send me the output from DbgView and any dialog pop-up boxes that show in-game.

NOTE3: if you edit your options file and you are having problems with your game:
- go back and verify changes you made are correct
- if you have verified your changes are correct and you still have problems read NOTE2 above and follow. Send me your edited options file via PM so I can load it in my system and see what's going on


Thanks for Looking
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« Last Edit: May 21, 2013, 11:49:13 AM by SeaWolf U-57 »
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DragonRider

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Re: TheDarkwraith SH5 Mods collection
« Reply #5 on: May 21, 2013, 12:20:14 PM »

Sub Flags for SH5 by TheDarkWraith
version 0.0.8


This mod will add 2 flags to the sub's turms. Each flag is user customizable to whatever they want. Each flag can also be enabled/disabled so user can choose which flag(s) he/she wants to have shown (or not shown). Ensure that if you disable all flags and you want to disable the flagstaff also that you edit the .eqp file correctly. The flags are not controllable - they are static entities. When you submerge they will 'disappear' as you slip under the water. As you surface the flag(s) will become visible as they come out of the water.

Currently this mod has only been done for the 7A, 7A_AI, 7A_U30, 7B, 7B_AI, 7B_U99, 7C, 7C_AI, 7C_U552, 7C_41, and 7C_41_AI subs. The reason is because there are many problems with getting the reflections and underwater views working correctly and in the hopes that releasing this more people will look it over and maybe discover something that I'm missing. I'll continue to work on the remaining subs in the meantime.
The .dds files used for the flags can be changed to whatever the user wants. See SubFlags_0_0_8_byTheDarkWraith\data\Textures\TNorm al\tex' for the files used.
As an example, the following .dds file is for VIIA flag 1: 7A_Flag_1.dds.

Breakdown of naming convention:
7A - type of sub
Flag - denotes for flag
_1 - denotes flag 1 (top flag)
_2 - denotes flag 2 (bottom flag)

Flag 1 is the top flag. Flag 2 is the bottom flag.

The flags have their alpha channels enabled so user can do some neat tricks with the flags (weathering, tearing, tattered look, etc.)

The flagstaff that I made for this mod also needs a light map added. As I'm not sure yet how to do this it would be great if someone can either show me how or fix it. You'll notice that the flagstaff is a very dull grey in color when rendered ingame compared to the rest of the Turm.

The mod defaults to the top flag enabled only. To enable/disable flags you'll need to edit the sub's .eqp file (can be opened with Notepad). Here is an example for the VIIA (this file can be found in '\SubFlags_0_0_8_byTheDarkWraith\data\Submarine\NS S_Uboat7a\NSS_Uboat7a.eqp'). My changes start with the notation of '; Edited by TheDarkWraith':

; Edited by TheDarkWraith
[Equipment 11]
NodeName=M97
LinkName=Turm_flagstaff
; if no flags are enabled you can disable the flagstaff by setting the start date to 19451230.
; if a flag is enabled then ensure the flagstaff is visible by setting the start date to 19380101
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M98
LinkName=Turm7A_Flag_1
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is top flag)
; make the start date equal 19380101 to enable the flag
StartDate=19380101
EndDate=19451231

[Equipment 13]
NodeName=M99
LinkName=Turm7A_Flag_2
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is bottom flag)
; make the start date equal 19380101 to enable the flag
StartDate=19451230
EndDate=19451231

By having Equipment 13's start date at 19451230 this disables the bottom flag (flag 2). I commented the file so it should be easy to figure out.

I've included a folder, \Flags, that contains this mods default .dds flag files. These flags were found on the internet - they are not my work but the work of others. They also include the flags from others.

This is JSGME ready. Navigate to where you unzipped the mod to and open it up. Open up the folder 'SubFlags_0_0_8_byTheDarkWraith'. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME. (this assumes you setup JSGME to use the 'MODS' folder as default)

This is not compatible with my FX_Update mod (both use the Sh.sdl file) and needs to be installed AFTER my FX_Update mod.

The following problems have been noticed with this mod:
- no reflections for the flags. There is a nasty visual bug when reflections are turned on. I have them disabled.
- flags are not viewable when camera is underwater and sub is surfaced and you look up to the sub. Part of the reflection problem that I don't have a solution for.

Contributors:
- reaper7 new german flags
- conus00 flags reworked (game defaults to his reworked flags)

Changelog:
v0.0.1 - first official release (alpha)
v0.0.2 - enabled alpha channel for both flags
v0.0.3 - added flags to VIIb and VIIc subs
v0.0.4 - added flags to AI subs VIIa, VIIa U30, VIIb, VIIb U99, VIIc, VIIc U552
v0.0.5 - added flags to VIIC41 and VIIC41 AI
v0.0.6 - flags automatically hide when submerging and reappear when surfacing (8.0m is the depth which they hide/show). This fixes the bug of flags being visible under water when looking from above water
- fixed bug of one side of flag brighter than the other at night time
v0.0.7 - removed WaterReflection controllers from all objects to reduce graphic artifacts
- flagpole now is visible underwater
- flags behavior changed when submerging due to problems with heavy seas. Flag will 'disappear' as it goes underwater and 'reappear' as it surfaces. It no longer 'snaps' to appearing/disappearing
v0.0.8 - added ambience sounds to the flags. Sound for flag1 supplied by FallshirmjAEger. Using that sound I modified it to make an offset sound for flag2 so that each flag sounds differently





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« Last Edit: May 21, 2013, 12:35:28 PM by SeaWolf U-57 »
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