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Old 01-31-17, 04:25 AM   #61
skin-nl
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Hi Vecko

I am using windows 10 and i have the dvd (1.2)version of SHV.
I use mama's fix 2.

I did 2 tests

1)
I launch the game with the ubisoft launcher (offline modus)
both the launcher and the shv.exe in administrator modus.
I docked after 7th june and nothing worked,but when i exited the game it says the date is 31th may so its way off sync.

2)
I launch the game with ksdcommander (administrator) the game ends from 1st/2nd june 00:00 hours.

(both starting a new campaign)

gr Michael
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Old 02-03-17, 10:48 AM   #62
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Even when you use ksdcommander the date went offsync (8 days)
i don't know why

But just what peter says:::::When you save and reload that save the date is sync.

So save a couple of hours before campaign transfer en then reload that save
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Old 02-08-17, 02:32 PM   #63
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Ok team, almost ready for another round of testing.

Instead of a 100% reliable fix, which so far remains elusive, I am trialing in-game detection and notification of the campaign advancement problem.

Hopefully this will prove a reliable detection and to inform the player he is good to play or should quick exit to menu/reload when the problem has occurred.

I am making this JSGME-ready so people can try it out. Initially it will be for TWOS as it touches existing python scripts and menu files but if it works then it should not be too difficult to adapt for Sober mega-mod etc.
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Old 02-08-17, 03:16 PM   #64
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Thankyou but I decided I don't want continuation of campaign anymore with sobers mega mod . I now have a lot of skill points for sunk ships and like the fresh crew every time a campaign is picked with silentotto . I wanted to keep it different way of playing than WOS .
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Old 02-08-17, 03:24 PM   #65
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Hi OC
In the testing I have done to date making a game save at 23.00 hours on June 1st and reloading from the main menu will complete the campaign every time.
Peter
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Old 02-08-17, 04:24 PM   #66
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Hey Sober that's no problem at all. Do you not have problem with tonnage sunk? I think the root cause is the same one; some issue between SH5 and OSI.exe which is yet to be fully diagnosed.

Berbster thank you. Indeed save/load does tend to fix it in 90% of cases. It's not 100% though, since my testing I've caught instances where the reload can fail in the same way. Hopefully if I can make this a reliable test then it will be something we can integrate into TWOS and therefore be useful to everybody using the mod.
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Old 02-08-17, 04:58 PM   #67
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HI OC
Look forward to your new test.
The good thing about the 23.00 hours save is the option to add or remove the OSI.exe if the completion fails.
One way or the other should give a completion and you still have the option to reload the save again.
Peter
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Old 02-09-17, 04:22 AM   #68
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Ok I sent it to Vecko to try out initially and we'll see how he gets on with it.
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Old 02-09-17, 06:20 AM   #69
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Quote:
Originally Posted by OldCoder View Post
Ok I sent it to Vecko to try out initially and we'll see how he gets on with it.
Really dont have time to work on sh5 these days,sry...
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Old 02-09-17, 07:02 AM   #70
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Nooooooo, sorry to hear that. What happened?
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Old 02-10-17, 02:23 PM   #71
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Hi guys,

So here is the test.

You need the "CW_Campaign Transfer Testing 2" test mod from vdr1981's first post in this thread.

Also you need the mod here from me: http://www.mediafire.com/file/u24xp9...tion_First.zip

At the moment it is incompatible with Real Navigation- for no serious reason other than I'm not familiar with Real Nav yet and both that and my mods update menu.txt . Put simply, if you know what you're doing, you can easily make it compatible by merging my changes into your menu.txt , but hey, don't go there if you don't know what you're doing.

So...
with JSGME, disable Real Nav.
Enable the CW Campaign Transfer Testing 2 mod.
Enable the Campaign Advance Verifier mod.

Then you're good to go.

What you'll notice when you start a new campaign is a new pop-up when you enter the sub. The pop-up will tell you that the campaign is being tested. The test will tell you the result: success or a fail.

In both cases you should roam the ocean in Coastal Waters (or just sit with x64 TC) and wait for the transfer screen. "Ideally, this will happen exactly on midnight between 31st may and 1st june, but it was observed earlier that successful campaign transfer can be triggered also several days later. In any case, any transfer triggered before next campaign chapter starting date (in this case 15th june, the Happy Times) is a win".

Note that with my mod in place, I expect you to see the campaign transfer pop-up ONLY if my mod tells you Success when you enter the sub.

If the mod tells you failure, then I expect the campaign transfer pop-up to NOT appear.

So as you will hopefully see, my mod tests the campaign to see if it will work or not. And of course normally upon a Failure you just follow the instructions to reload the campaign and next time it will most likely be a Success.

Good luck.
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Old 02-10-17, 03:19 PM   #72
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Hi OC
OC test enabled.
Disabled Real Navigation.
Test 14
Successful June 1st 23.59.50
Peter
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Old 02-12-17, 02:37 PM   #73
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Thanks Peter, any further test reports since?
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Old 02-12-17, 03:19 PM   #74
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Hi OC
I only did the 1 test as it was successful.
Do you want me to carry out more tests?
Peter
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Old 02-12-17, 03:33 PM   #75
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It would be good if you can run a couple please to see if the message accurately reflects in the popup message when campaign will advance or not.
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