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Old 05-28-13, 10:38 AM   #10126
TheDarkWraith
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Quote:
Originally Posted by volodya61 View Post
This error pops up at the destruction's point (first test, single mission) -
what made the error appear? when did it happen?

I've added some error handling code to the function in the DLL to catch this now
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Old 05-28-13, 10:46 AM   #10127
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Quote:
Originally Posted by TheDarkWraith View Post
what made the error appear? when did it happen?
At the moment when the ship is transferred to the destroyed category..
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Old 05-28-13, 11:02 AM   #10128
TheDarkWraith
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Quote:
Originally Posted by divingbluefrog View Post
It is a minor annoyance I didn't point out, but as there is a new version in test, may I ask that the Nav Map Options window to be a little bit shorter in height?
With my screen resolution (1366*768) I can't see what I suppose to be the last entrance.
Instead of making that window smaller I made the whole left side of the window draggable. That way you can drag it up and down to view everything:
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Old 05-28-13, 11:38 AM   #10129
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v7.5.0 Test version 2 available here: http://www.mediafire.com/?pbjafcr5j7h7xwi

This test version is testing the new destroyed marks code. The mod will be able to show destroyed marks for land, sea, air, and submarine units. The destroyed mark will show the date the unit was killed, the unit's name (i.e. Liberty Cargo), whether it was enemy, neutral, or friendly, tonnage, latitude and longitude and some other items that aren't coming to me currently.

In order to test this you need this test version and minimum v1.0.107.0 of my Generic Patcher with the new Destroyed Marks patch enabled for the SH5.exe.

What you are testing:
- game does not CTD when unit is destroyed
- a proper destroyed mark is placed on the nav map (air, land, sea, or submarine)
- destroyed marks are shown on the nav map when the unit is destroyed for both single missions and campaigns
- for campaigns: when you load a campaign that had units destroyed the destroyed units are shown properly on the nav map (if you have never used my Generic Patcher then this will not work - you simply just need to run my Generic Patcher for this to be enabled)
- when you mouse into the destroyed mark a box is shown with all the pertinent data for the destroyed unit
- the destroyed mark is placed in the correct position on the nav map (exactly where the unit was destroyed)

Your anti-virus software may complain about the TDWDestroyedMarks.dll. I have to read/write process memory for this to work and thus some anti-virus software will not like some of the code it sees in that file.

Run the DbgView app found in \data\Applications before starting the game. If you encounter any errors/bugs please save the DbgView output and post it along with what the error/bug was.

I've fixed all the errors reported so far and made the NavMap features window's whole left side draggable so those users with small screen resolutions can drag the window up/down.
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Old 05-28-13, 11:55 AM   #10130
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Quote:
Originally Posted by TheDarkWraith View Post
v7.5.0 Test version 2 available here:
I'll do the first tests in an hour

Quote:
Originally Posted by TheDarkWraith View Post
Run the DbgView app found in \data\Applications before starting the game. If you encounter any errors/bugs please save the DbgView output and post it along with what the error/bug was.
OK
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Old 05-28-13, 12:14 PM   #10131
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TDW, have you added new options to the OptionsEditor or not yet?
I ask because - should I set some new settings or not?
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Old 05-28-13, 12:48 PM   #10132
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Quote:
Originally Posted by volodya61 View Post
TDW, have you added new options to the OptionsEditor or not yet?
I ask because - should I set some new settings or not?
Nothing new. Just new code and DLLs is all

Once I know this new destroyed marks code is all working correctly then I'll start improving it
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Old 05-28-13, 01:12 PM   #10133
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Quote:
Originally Posted by TheDarkWraith View Post
Once I know this new destroyed marks code is all working correctly then I'll start improving it
I have noticed New UIs have keys modified for automation, independent engine controls, etc., etc. I modify the commands.cfg or add new key commands because I use voice recognition, too. I try to not to override any other commands.cfg file from all mods as much as, and whenever possible.

Is it possible to add another new option to the OptionsEditor someday. Create an easy to read text output of all the keyboard shortcuts created in the ***.py files.

Examples of text output requested, not factual examples.

Automation X
Periscope Depth Shift+P
Left Independent Engine control I
Right Independent Engine control Ctrl+I
Surface R
Magnetic Detector (
enable for selected tube) Alt+e
Snorkel depth ;
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Old 05-28-13, 03:47 PM   #10134
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Unfortunately, it's not working.. at least for me..

downed plane -



three sinked merchants -



As you can see - nothing..
What might cause it? XP or dX9 or..?

debug - http://rghost.ru/46337365

EDIT: or am I really stupid and D marks were on nav map only? and I didn't even look at it..
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Last edited by volodya61; 05-29-13 at 05:12 AM.
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Old 05-28-13, 03:57 PM   #10135
TheDarkWraith
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Quote:
Originally Posted by volodya61 View Post
Unfortunately, it's not working.. at least for me.. EDIT: or am I really stupid and D marks were on nav map only? and I didn't even look at it..
NavMap only
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Old 05-28-13, 04:01 PM   #10136
TheDarkWraith
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Quote:
Originally Posted by Mikemike47 View Post
I have noticed New UIs have keys modified for automation, independent engine controls, etc., etc. I modify the commands.cfg or add new key commands because I use voice recognition, too. I try to not to override any other commands.cfg file from all mods as much as, and whenever possible.

Is it possible to add another new option to the OptionsEditor someday. Create an easy to read text output of all the keyboard shortcuts created in the ***.py files.
I'm adding language packs to the OptionsEditorViewer app and will code in something that can create reports
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Old 05-28-13, 04:01 PM   #10137
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Quote:
Originally Posted by TheDarkWraith View Post
NavMap only
I'm sorry

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Old 05-28-13, 04:05 PM   #10138
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Thanks TDW for your hard work on this while i was sleeping!

Gonna test new patcher + latest NewUIs and report back again.
But previous version was running fine here, except i still don't know why i can't get DM remembered by game in campaign
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Old 05-28-13, 04:39 PM   #10139
TheDarkWraith
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Quote:
Originally Posted by Fifi View Post
except i still don't know why i can't get DM remembered by game in campaign
I found an error in the code that could cause it. It should work for you now
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Old 05-28-13, 04:45 PM   #10140
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Quote:
Originally Posted by TheDarkWraith View Post
I found an error in the code that could cause it. It should work for you now
Good news! Thanks again

PS: any idea why your posts look like this:


That's really a pain
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