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Old 09-05-2010, 08:27 AM   #46
Badger Finn
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Good idea! Thanks mates!! ill give that approach ago...

@ h.sie my setup can run a non starforce .exe with a starforce version

still requires the disk...

I need to do fresh install as per the sticky about vista systems above (just not interested in reinstalling at the mo)...

so anyone following here should try a nocd.exe the game still fires up even if the disk is required...

nice one h.sie hope you find some other easter eggs in there...

.
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Old 09-05-2010, 09:04 AM   #47
h.sie
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Current research:

* Automatically move lazy 1WO on bridge when surfacing

* Correct display of longer repair times in hours

* Make range for "nearest visual contact" more inaccurate

* Rise max. diving time from 48h to a higher value.

But: That's hard. Very, very hard for a hobby-programmer like me.
Probably I'll fail. But the most important thing, repair times, work well.

h.sie
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Old 09-05-2010, 02:56 PM   #48
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would it be possible, recherching "beeing killed only by reaching crash dept, added as a logical "AND" to the existing beeing killed routine" ?

so we would have a no instant death routine coupled with realistic flooding and damage
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Old 09-05-2010, 02:59 PM   #49
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could you explain more in detail. what is meant with instant death?

and: was the course successful for you?
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Old 09-05-2010, 05:20 PM   #50
Stormfly
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at present code, you will die if following conditions are met ("OR" coupled):

- at least one of the compartments is flooded 100% "OR"
- all hitpoints from the pressure hull are gone "OR"
- all hitpoints from a compartment are gone.

...this means the boat is going to die and is sinking and you are instant dead if one of above conditions are met.

It would be nice, staying a bit longer allive to fully "enjoy" a dramatic end after for example a deptcharge ripped your pressure hull to 0, boat is sinking while you are still allive, reaching crash dept to finaly get the game over screen.

The game then would play very rare played voices like "we are going to die" or "we cant stop the flooding" mixed with dept cranks and flooding sounds and so on. Voice files and triggers are there, but very rare played because of that stupid instand death routine which end all the dramatic and movie like action with a "instand death" "you know, ...you have to do it slow, nice and slow"

at current i try to use some older "anti instant death" ideas to prevent this using very high hitpoint settings coupled with altered flooding, armor, damage and repair values, but this isnt helping sometimes and could lead to bad side effects.
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Old 09-06-2010, 08:26 AM   #51
h.sie
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Quote:
Originally Posted by Stormfly View Post
at present code, you will die if following conditions are met ("OR" coupled):

- at least one of the compartments is flooded 100% "OR"
- all hitpoints from the pressure hull are gone "OR"
- all hitpoints from a compartment are gone.

...this means the boat is going to die and is sinking and you are instant dead if one of above conditions are met.
Hi Stormfly,

I think these are halfway realistic and traceable conditions for game end. But after having finished other bugs with (in my opinion) higher priority, I'll look into it. Maybe it's sufficient to change the trigger levels for these sounds, so that they are played more often?
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Last edited by h.sie; 09-06-2010 at 09:17 AM.
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Old 09-06-2010, 10:04 AM   #52
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Quote:
Originally Posted by h.sie View Post
Hi Stormfly,

I think these are halfway realistic and traceable conditions for game end. But after having finished other bugs with (in my opinion) higher priority, I'll look into it. Maybe it's sufficient to change the trigger levels for these sounds, so that they are played more often?
could help also, but i like to enjoy sinking while inside the boat or ship

...fixed "intand death" would also help fighting floodings on a maybe sinking ship using the Warship Mod, which iam enjoying atm.

Thanks for your efforts, would be nice if you could fix it.
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Old 09-06-2010, 09:24 PM   #53
Rubini
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WOW!

After some (long) attempts to make the coursed file work on my installations (and with h.sie's help) I can say that this is a great step ahead for Sh3!

It works very well, repairs taken more or less 60 times more to be executed, what means in the sh3 perspective (max damage before an equipament is considered destroyed) 3 to 4 hours medium to be repaired with a maximum loaded repair team bar. All others aspects are intact: flooding times (and you need to stop them asap), crew efficiency, uboat damage system, etc. Just great!

Now the estimated repair times stamped need to be redone, perhaps something like the old nvdrifters aproach here (just estimate, but not a exactly time left to be repaired). And also perhaps we could have a yet more LRT, 90x to 120x the standard time, as a suggestion.

Great work mate!
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Old 09-06-2010, 11:37 PM   #54
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this is what iam enjoying at current while still allive, standing on the bridge, with working compartment flooding in the damage screen.

...a pity is that sometimes this anoying "instand death" will kill all the immersion, this fine moments where the ship burn, smoke every where, start to list while creaking and whining and finaly sink with man and mouse...

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Old 09-07-2010, 01:26 AM   #55
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Rubini,

thank you for your kind words. Glad to hear that the course was a success for you. The next course is named:

"How to change the repair times factor from (currently) 60 to an arbitrary individual factor".

A very easy course. All you need is a hex-editor.

currently preparing that lesson.

and the new repair time estimations a la LRT mod are easily done: only some text file changes in de_menu.txt and en_menu.txt. these of course depend on the chosen factor.

h.sie

@ALL: Please keep in mind that these lessons are for educational purposes only, intended to learn a little bit about hex-code and assembler. I decided to use sh3.exe as the demonstration object for the lessons, simply because it contains more bugs than other applications. Also keep in mind that changing and sharing copyrighted material is forbidden. So please delete all files you changed IMMEDIATELY without using it.
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Old 09-09-2010, 02:32 PM   #56
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Lesson 2 - For advanced Users
------------------------------

deleted because no more up to date. see first post for details.
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Last edited by h.sie; 09-22-2010 at 08:40 AM.
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Old 09-10-2010, 06:19 PM   #57
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Quote:
Originally Posted by CherryHarbey View Post
I'm on windows 7, so not sure how similar vista is....

I manually opened up the Command Prompt from the Accessories folder sorry...
... if this telling your granny how to suck eggs.
Nope great reminder mate! Havnt used the dos box in ages
so that had just slipped my mind...

Cheers!
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Old 09-10-2010, 09:38 PM   #58
Badger Finn
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Quote:
Originally Posted by h.sie View Post
Lesson 2 - For advanced Users
------------------------------
Go to Hex-Address 0x11CF90.

The current value is 70.
Just change it to F0.
That's all.
Use this information on your own risk.

h.sie

Important: As mentioned before: This is for educational purposes only. So you have to delete the modified and copyrighted material immediately after the course without using or sharing it.
Hi h.sie

With the hex address you have given in your example
does that have a complete string of characters?

Or just one box with the value?

Im trying to track down a matching address but the closst I have 11CF92 which is empty...

TIA.
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Old 09-11-2010, 02:38 AM   #59
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Quote:
Originally Posted by Badger Finn View Post
...Im trying to track down a matching address but the closst I have 11CF92 which is empty...
Lesson 2 only works if you already did lesson 1

...and as I mentioned here:
it only works for the official noDVD sh3.exe [file size 1,26 MB*] -> Green Pepper or Purple Hills

Cheers,
SquareSteelBar

*md5 checksum: 510b271d14621361386197be6bd8cc0c

Last edited by SquareSteelBar; 09-11-2010 at 03:09 AM.
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Old 09-11-2010, 03:29 AM   #60
Badger Finn
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Yes SteelSquareBear Your absolutly right!!

However - Im working on hexing the nocd version directly
and h.sie has given me a point to start from so WIP
I have located some of the address needed already...
just not 100% sure what is what...yet!
I can but try mate...
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