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-   -   [REL] patSH3r - Reborn (http://www.subsim.com/radioroom/showthread.php?t=222180)

Fader_Berg 10-11-2015 03:59 AM

patSH3r - Reborn
 
patSH3r
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

patSH3r changes the way Silent Hunter III works by bringing new functionallity to the game. It uses a technique called code injection, which adds/replaces code in live memory while running the game. Thus it doesn't make modifications to any of the original game files. When the files belonging to this project are removed, the game is left as nothing ever happened.

I'm restarting this project from scratch, since h.sie's project have died out. The first goal is to rewrite the h.sie patches (copy the behaviour, not the code) into this project, and later on extend them further and add new patches.

patSH3r-code is licensed under the GNU GPL3 license. Contributions are welcome.

FEATURES:
  • Watch officer experience
Range estimation will suffer penalties if the WO don't have the Watchman qualification and/or is inexperienced. (For more in depth information, see Watch officer experience - Explained)
  • Watch officer & hydrophone targeting
Watch officer will estimate range and bearing on locked target. Hydrophone will report on the hydrophone targeted contact. If no target is locked/targeted, the closest ship is reported.
  • Repair time factor (not V16b1)
This fix sets the repair time factor, to make it act a bit more realistic. It also displays the time left of the repairs correct.
  • Night vision factor
Lets you set the reduced view range when its dark, to make spotting of ships act more realistic. This patch is based on H.sies Night Vision Fix. The patch will override a H.sie patched exe if enabled.
  • Watch officer to bridge
The watch officer - with best endurance - in either bow- or stern compartment, will be moved to bridge when surfacing.
This patch will override the hsie equivalent if both are enabled.
  • No news TC1
Time compression will not fall down to 1 when recieving news.
Minor fixes
- profile_name - Lets you choose a profile directory under your personal SH3 folder to store the game data.
- Bugfix: Stupid petty officer - All crew are moved between electric and diesel compartments when submerging and surfacing.

INSTALLATION:
Unzip the downloaded file and copy the two files (patSH3r.act & patSH3r.cfg) to the directory where your SH3 installations resides. patSH3r will do its magic next time you start the game.

To remove it. Just remove patSH3r.act & patSH3r.cfg and there will be no magic no more.

patSH3r is compatible with all different v1.4 EXE-files including the v1.6B1 h.sie patched ones. Some patches (if incompatible) will be disabled automatically, so no harm will come to your experience.

DOWNLOADS:

Current revision: 36
latest-patSH3r.zip

Source repository

CREDITS & Special Thanks:
  • H.sie - for opening his source code which perhaps will be the source of many patches to come.
  • Stiebler - for a comprehensive list of memory locations.
aero16, Magic1111


Known Bugs:
None

Have a nice day!

/Fader Berg

areo16 10-11-2015 04:04 AM

Quote:

Originally Posted by Fader_Berg (Post 2350290)
- patSH3r -

patSH3r changes the way Silent Hunter III works by bringing new functionallity to the game. It uses a technique called code injection, which adds/replaces code in live memory while running the game. Thus it doesn't make modifications to any of the original game files. When the files belonging to this project are removed, the game is left as nothing ever happened.

I'm restarting this project from scratch, since h.sie's project have died out. The first goal is to rewrite the h.sie patches (copy the behaviour, not the code) into this project, and later on extend them further and add new patches.

patSH3r-code is licensed under the GNU GPL3 license. Contributions are welcome.

FEATURES:
  • WO range estimation fix
Currently this fix mimics the h.sie range estimation fix (yet only WO). Accuracy is off by the following rules:
- Range < 2000m: Steps: 100m
- Range 2000-4000m: Steps: 200m
- Range 4000-9000m: Steps: 500m
- Range 9000-12000m: Steps: 1000m
- Range > 12000m: Steps: 2000m

INSTALLATION:
Unzip the downloaded file and copy the two files (patSH3r.act & patSH3r.cfg) to the directory where your SH3 installations resides. patSH3r will do its magic next time you start the game.

To remove it. Just remove patSH3r.act & patSH3r.cfg and there will be no magic no more.
DOWNLOADS:
latest-patSH3r.zip
latest-patSH3r-source.zip

Have a nice day!

/Fader Berg

I'm so glad someone here who has some time and knows about code injection has taken on this project. Your skills are valueable. Do you mind sharing your methods for reverse engineering? Do you use CheatEngine or just read the hex directly in OllyDbg or WinHex?

What do you write in? C#?

I do have some other information that may be of assistance to you. Let me know if you need it. It regards information about the EXE.

Fader_Berg 10-11-2015 04:28 AM

Quote:

Originally Posted by areo16 (Post 2350291)
I'm so glad someone here who has some time and knows about code injection has taken on this project. Your skills are valueable. Do you mind sharing your methods for reverse engineering? Do you use CheatEngine or just read the hex directly in OllyDbg or WinHex?

What do you write in? C#?

I do have some other information that may be of assistance to you. Let me know if you need it. It regards information about the EXE.

I've not been using CheatEngine so far, but it will be required along the road. I'm currently using Ollydbg 1.10 and HT Editor (http://hte.sourceforge.net/).

I write in plain good old C and assembler.

You're more than welcome to contribute in one or another way. Code snippets or just general findings. All small contributions will sum up to the big whole.

LGN1 10-11-2015 04:44 AM

Hi Fader_Berg,

good news! There is still much room for improvements!

One question: Why don't you start from H.Sie's patched exe for injecting the new code? I guess this would save a lot of work and time because re-doing H.Sie's work will be A LOT of work without benefit for the community.

Regards, LGN1

Fader_Berg 10-11-2015 05:06 AM

Quote:

Originally Posted by LGN1 (Post 2350295)
Hi Fader_Berg,

good news! There is still much room for improvements!

One question: Why don't you start from H.Sie's patched exe for injecting the new code? I guess this would save a lot of work and time because re-doing H.Sie's work will be A LOT of work without benefit for the community.

Regards, LGN1

Going through h.sies patches is a good way to learn his findings and catch up with the program flow (where things are at). But ofcourse... If I find something that steals my attention for a bit, I won't hesitate.
There is a huge benefit for the community. First of all, I share my code to you all and everyone is welcome to join in at any time. Second; it's mainly written in C, which is far more simplier than assambly to cope with. I think we'll reach a larger developer base.

La vache 10-11-2015 06:00 AM

Good news

Will they also add "Added crew rotation" for new version?
This was no longer compatible with h.sie / stiebler.exe.

Regards, La vache

Fader_Berg 10-11-2015 06:27 AM

Quote:

Originally Posted by La vache (Post 2350304)
Good news

Will they also add "Added crew rotation" for new version?
This was no longer compatible with h.sie / stiebler.exe.

Regards, La vache

I'll look into it, but I don't know when.

areo16 10-11-2015 11:53 AM

Quote:

Originally Posted by LGN1 (Post 2350295)
Hi Fader_Berg,

good news! There is still much room for improvements!

One question: Why don't you start from H.Sie's patched exe for injecting the new code? I guess this would save a lot of work and time because re-doing H.Sie's work will be A LOT of work without benefit for the community.

Regards, LGN1

H.Sie's work isn't open source is it?

Fader_Berg 10-12-2015 12:12 PM

r16:
  • Code clean-up
  • Removed inaccurate_wo
  • Added wo_experience


Watch Officer Experience

Range estimation will suffer penalties if the WO don't have the Watchman qualification and/or is inexperienced.

Fader_Berg 10-12-2015 04:51 PM

r17:
  • Added wo_targeting


Watch officer targeting

Watch officer will give bearing and range to locked target (or pointed to with UZO). If no target is locked, the closest ship is reported.

makman94 10-13-2015 09:29 AM

The sun is rising again for the moding of sh3 :yeah:

did i get it right ? no patching the .exe is needed ? just dropping the files in sh3 folder ? this is...heaven mate :salute:

also, this new feature you added ,WO giving range estimations for the locked target (and not for the closer ship) is more that needed and usefull !!!
i still remember the damn destroyer getting into WO eyes as closer item when i was looking for the large cargo


thank you very very much for these stuff Fader_Berg :up:


question:
do you believe that is doable to alter the target's behaviour (routines) and make them 'smarter' ? you know , i am talking about if we can get rid of this silly zig-zagging (but staying on their current course) when the u-boat is detected or when they are attacked by torpedo

Fader_Berg 10-13-2015 11:35 AM

Quote:

Originally Posted by makman94 (Post 2350669)
do you believe that is doable to alter the target's behaviour (routines) and make them 'smarter' ? you know , i am talking about if we can get rid of this silly zig-zagging (but staying on their current course) when the u-boat is detected or when they are attacked by torpedo

Everything is possible, but I'm not sure I can do it. It sounds hard to find where this code is running and I don't think I'll look for it in a long, long time. Maybe if I just happen to run into it.

jaxa 10-13-2015 12:24 PM

It's really very interesting, especially new WO behaviour depending on his experience :).
What would you like to include in this mod in near future?

sublynx 10-13-2015 12:24 PM

Range to the locked target!?! That's extremely useful :D Thanks a lot!

Fader_Berg 10-13-2015 02:00 PM

Quote:

Originally Posted by jaxa (Post 2350732)
It's really very interesting, especially new WO behaviour depending on his experience :).
What would you like to include in this mod in near future?

I'm just playing around for now and getting to know my way. It depends much on what I run into.
Personally I miss a lot of things regarding the crew when I play. I want them to become a bigger part of the game. Make the experience more important than it is today. They should leave a bit of grief when they die or get transfered, 'cause you've worked so hard and long with them.


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