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Exemple: Use fr-FR code (french date) instead of the us-US (USA) code for exemple and put the overidelocalization above this line on True
This is a bit if a cumbersome system, and I hope to ease that at some point.
Заменяет текст маркера по умолчанию, отображая текущие дату и время, что помогает упорядочить метки и предоставлять более полезную информацию.
Даты локализованы в соответствии с регионом, используемым в вашей операционной системе.
Совместимо с сохраненными играми. Может конфликтовать с любыми модами, которые изменяют функциональность инструмента маркеров.
For the config, I can add a comment line to the first config write, but at the moment the config manager can't handle those comments if it has to rewrite the config due to an error. But that may be good enough.
Thanks for the suggestions!
-localizationOverride_b =
-localizationString =
As i missed the first line and was wondering why it was not working when i changed the localisation string.
I have my OS running in UK time but the mod defaulted to en-US in the config file so i had to change it.
Curious if showing the time down to the seconds place is possible? This would facilitate vessel speed calculations without using the stop watch.
I'm working on the new description, but I just published an update to this which enhances and eases the config process.
Now configs are stored in your main Uboat game folder steamapps\common\UBOAT\ModConfig.
This config is generated the first time you enter the game menu with the new version. You can edit it after this point, and it will no longer be overwritten when I push new updates. Hoooray! This thing is basically unbreakable. You can mangle a line, delete the file or folder, or whatever you want, and the mod will load whatever valid config lines it can find, if any, then rewrite a new config with default values for the rest.
Additionally, it supports reloading the config while the game is running using my new mod: Mod Console. Edit the config file, save it. Type 'mc-timestamp-reload' in console. NOTE: If not using Mod Console this will disable achievements. Mod Console preserves achievements.
If you have config changes and didn't move a local version, you'll need to remake those changes. (My new config system that will solve this is nearing readiness..crippling Elden Ring addiction has slowed progress)
I'll need to resume the search for a fix - full release snuck up on me! In the mean time I added a disclaimer similar to CourseLine+. Thanks for your testing!
I did a couple restarts, here's what I did
1) Start a new game with all 3 of your map mods enabled
2) Exit and disabled CourseLine+ in the launcher (so it's still installed just off)
3) Started a new save and found I couldn't place markers
4) Restarted, loaded the save and markers started working
I didn't test the markers while in 1) when I had all mods on.
With the markers it's a case where when you click to place one the dialogue box doesn't appear to type in a label (where it sticks in the datetime)
Thanks for reporting, I'll investigate. Did you also have CourseLine+ installed when it happened?
They will all work despite showing outdated. I'll get them updated likely next week to show the new version. I've had touch and go development on my local versions, so I'll have to do some testing to make sure I don't accidentally upload a non-working version, even with a trivial change like the manifest.
I don't think it breaks anything, of course. But it would make managing the modlist easier for returning players.
I'll probably be migrating to a simple .txt config that will generated when the game menu loads if one doesn't already exist. I think this will open up several options: 1. No need to move mod files by the player, 2. No locking of the file causing the game to die, 3. It should open up the option to edit the config while in game, and then reload the settings - probably with a console command or something like that. And 4. Console commands could provide a way to edit the config without ever needing to mess with a file at all.
I've tested this thing again and again all dang day, so hopefully I caught most of them - but I completely rewrote the majority of this mod and new bugs might pop up. Please let me know if you encounter anything! (If using the localization override, paste your localization code with the bug report, please.)
Please try unsubscribing, refreshing the workshop page, and resubscribing. Steam should hopefully redownload the files immediately.
Retesting the code outside the game the only way I can get it to produce a similar result is feeding it something like "00:05 PM" when the intended time is 12:05 PM, which the game's time shouldn't be producing from any region.
@Atmo I will probably add a localization override since the game's supported options are pretty limited. I should be able to get that implemented in the next day or two.