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-   -   Realism- and gameplay-related hardcode fixes for SH3.EXE (https://www.subsim.com/radioroom/showthread.php?t=174225)

Paulski 06-23-11 05:32 PM

Quote:

Originally Posted by Wolfstriked (Post 1689673)
Could it be that they automated and forgot to remove the "Report Contacts" button.Right now we have "radio message received" and probably had a "contacts message received".Then when you clicked on report contacts you went to map and it highlighted where on map the message states a contact was found.Would make sense for what Paulski posted

""It does work, but not always. When I click it I sometimes get a message like....."Nearest radio contact at bearing XXX, range xxx km!""

I think your theory could be right.. :)

Quote:

About the not having the percentage of damage to hull.Could it be changed so that you have to be surfaced and then give the WO "Survey hull" command?
Would be awesome!

makman94 06-24-11 03:51 AM

Quote:

Originally Posted by Wolfstriked (Post 1688259)
Hsie,some questions.When the scopes are vibrating from high speed and you go to F12 view its blurry also.Is that normal and if so can it be fixed?........

look here : http://www.subsim.com/radioroom/show...&postcount=450

Quote:

Originally Posted by h.sie (Post 1689322)
....

Can anyone please confirm that V15G1 works for him with all the new messages???

yes i can confirm that ! :up: everything is working as H.Sie are designing them.

@ Stiebler and H.Sie : now that executables are 'open' you are showing to everyone who are the real modders :up:. thank you for all (big or small ...it doesn't matter) that you have offered us so far ! :yep:

h.sie 06-24-11 05:10 AM

Thanks for the kind words, Makman, but I personally wouldn't have started to try to "open" the sh3.exe, if there weren't alle these great supermods and other mods that made sh3 an adventure. so I see myself as a part of a group of people who all have the same objective: a better sim. I would prefer not to make a difference between "real" and "other" modders.

Wolfstriked 06-24-11 12:01 PM

Quote:

Originally Posted by makman94 (Post 1689812)

Thanks again.

Stiebler 06-24-11 02:19 PM

U-boat Surrender (3)
 
I have now a functioning version of the U-boat surrender mod, as described above, but with these variations:

1. You click on the useless 'Report Contacts' radio button, which indicates 'willingness to surrender\abandon boat'. This action cannot be reversed!
2. Subsequently, any radio status message that you send (which must be from the surfaced U-boat) will notify BdU that you are abandoning the boat, and also set scuttling charges to explode after 10 (game-) minutes.
3. When the 10 minutes are up, your hull-integrity is reduced to precisely 2.0, whether you are on the surface or submerged.
4. These 2.0 hull-points ensure that your U-boat will be 'sunk by pressure' even at periscope depth, thus the problem of how to sink your U-boat in shallow waters is now fixed. [Edit: Forgot to mention - you must still self-sink the U-boat to end the game.]
5. The probability of being rescued by Allies or U-boat depends on the hull-integrity that you had at the time you signalled BdU. The higher the hull integrity, the greater the chance that you will be rescued by U-boat. (So Dead-Is-Dead players can legitimately start a new career in a new U-boat.) Otherwise, you will be rescued by the Allies (cannot continue a new career).

The code is much longer and more complex than I had imagined when I started. But it is done now - subject to a lot more testing.

I chose the double-click method (1. Report Contacts button; 2. Radio status report) since it ensures that a message is sent to BdU, and will appear in your list of radio messages. However, there is no technical reason why all the code should not be placed with the Report Contacts button alone.

Would some kind modder please create a new icon for the 'Report Contacts' radio button, to indicate that it is now used to abandon ship? It had better have a lot of bright red colour in it, so that players do not press it accidently. Once pressed, it cannot be un-pressed!

Stiebler.

vodkaphile 06-24-11 04:06 PM

My SH3.exe isn't compatible.... ?

EDIT:

I figured out this is because I hacked my sh3.exe to be starforce free.


Also I figured out how to circumvent the checksums in the .bat to allow me to patch my game.

I'm working on combining Stiebler's new work with h.sie's beta work. I suppose I should ask their permission :D

When I say I'm working on it, I mean I've successfully combined them however still working stability issues. I of course will not release anythign without the permission of said authors of the original patches.

Also there may be some people who disagree with a release at all due to the fact that it circumvents copy-protection and allows illegal/pirated versions of the game to be used.

Madox58 06-24-11 05:34 PM

Directly changeing the StarForce 'hacked' versions is ok if you want to
wasted more time then money.
The reason I say that is because the StarForce free versions are so cheap, and much more stable.

Both the StarForce version and the reloaded hack broke many things.
One only needs to run the Game with both versions installed under any number of programs.
You can find the exact crash points time and time again!
And saved Games issues are greatly reduced with the newer StarForce free versions.

Pony up 7 bucks or so and order through the SubSim link and save yourself
many 'WTF' moments.

vodkaphile 06-24-11 05:55 PM

Quote:

Originally Posted by privateer (Post 1690245)

Pony up 7 bucks or so and order through the SubSim link and save yourself
many 'WTF' moments.

It is still in the mail.

Madox58 06-24-11 06:12 PM

Very Good!
You will be much happier with the newest version!
:up:

The files actually date back to the release date of SH3!
So they are pre-StarForce, full version files!

LGN1 and many others can confirm a better overall Game.

h.sie 06-25-11 04:09 AM

Regarding Wolfpacks: Working on a proof-of-concept: Current state:

After discovering a convoy, I sent a status report. After that, a Sergbuto AI-Submarine automatically was "beamed" to the last waypoint of the convoy and waited for him. I could see the Sub there. BUT: It didn't attack.

Then I tried to beam "CL Luetzow" cruiser instead. He started to attack after discovering the convoy.

Any idea why the AI-Subs didn't attack?

h.sie 06-25-11 04:15 AM

@mefaba, Paulski: Does it work for you now?

SquareSteelBar 06-25-11 04:22 AM

Maybe you're too impatient?
Serg's AI subs attack very rarely [IMHO] and only when they're very close to an enemy unit.

Did you already watch the behavior in a single mission?

Paulski 06-25-11 04:50 AM

Quote:

Originally Posted by h.sie (Post 1690507)
@mefaba, Paulski: Does it work for you now?

Yes it does, thank you for this great patch! :)

h.sie 06-25-11 05:08 AM

@SSB: Yes, it works in a Single Mission as well as if they are scripted into a convoy in the RND layer of the campaign (as in NYGM or LSH).

For my trials, I scriped one Sub into the SCR layer only for the special purpose of beeing beamed to a convoy after a contact report. No work. Beaming itself works, the sub is there, but does nothing. But beaming Lutzow CL works - the cruiser attacks, so it isn't related to SCR layer in principle.

@Paulski: Great. Have fun!

LGN1 06-25-11 05:34 AM

Great work, h.sie!

Maybe it's a sensor issue :hmmm: How close is the convoy approaching the sub?

Cheers, LGN1


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