SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-23-13, 07:04 PM | #2131 | |
Ocean Warrior
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Quote:
read this thread - http://www.subsim.com/radioroom/show...184224&page=12 from the post #176 and the next couple of pages..
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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06-23-13, 07:42 PM | #2132 |
Black Magic
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v1.0.115.0 released. See post #1
Starting with v1.0.115.0 Added two new patches to SH5.exe: Disable UPlay browser and Show game messages. Disabling the UPlay browser will allow you to play single missions and test campaign only. Campaign progress will NOT be updated while this patch is active (copy protection of game). Show game messages is for Advanced Users and will show a dialog box every time the game adds a new entry to it's internal log. |
06-23-13, 08:30 PM | #2133 |
Ace of the deep .
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reinstalled the game
applied the 1.2 patch opened the v1.0.115.0 patcher tried to open the patches |
06-23-13, 10:01 PM | #2134 |
Black Magic
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06-23-13, 10:19 PM | #2135 |
Ace of the deep .
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06-23-13, 10:37 PM | #2136 |
Ace of the deep .
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I found this file in this mod . Equipment_Upgrades_Fix_v1_4_byTheBeast .
I converted the dds to DXT5 and now the game loads without the error message . It was 32 bit . I put the 32 bit dds as a mod and got the error message again . Last edited by THE_MASK; 06-23-13 at 11:03 PM. |
06-24-13, 12:24 AM | #2137 | |
Black Magic
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Quote:
Did you get a bunch of MenuIDs not founds at game start? |
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06-24-13, 12:31 AM | #2138 |
Black Magic
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some other interesting tidbits of info I've come across in the sh5.exe:
In the submarine cfg files the game looks for an Entry named Interior=. Never seen this entry in any of the sub's cfg files If you start sh5 by sh5.exe -fast it will automatically skip over the ubi logo and movie at game start (makes my patches for this obsolete!) Found remnant of SH4 code that verifies SH5 was built on top of SH4 code. The game checks to see if your current nationality is either German or American when you load a game. Just about figured out how to use the game's FileManager class. Learned how to allocate/deallocate memory using the game's kernel functions (needed for aircraft carriers to spawn aircraft) Learned how to create/destroy IniFiles (related to game's FileManager class) Learned how to read bools, ints, floats, doubles, etc. from files using the game's FileManager class Found where units are created/added to the game and where they are deleted/removed from game (needed for aircraft carriers to spawn aircraft) Currently learning how to add my own controllers to the game Found where the OSA Ping thing is in the sh5 code. Now I can write a patch to disable it (this is the infamous one that causes game to stop when it fails to read packet from client) |
06-24-13, 01:30 AM | #2139 |
Black Magic
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v1.0.116.0 released. See post #1
Starting with v1.0.116.0 Fixed bug in SH5.exe Disable UPlay patch that would prevent command line args from being parsed and if the language chosen for the game wasn't recognized the UPlay browser would still be shown |
06-24-13, 01:41 AM | #2140 |
Medic
Join Date: Jan 2006
Posts: 164
Downloads: 63
Uploads: 1
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Woah! Was worth waiting you come back
By any chance, did you stubble upon somewhere in the code in a place where it looks for an entry Head= in the crewmembers.upc file? This parameter seems to be locked on 12 values (0-11) which define the interactive characters. I try for more than a week now to find a way to by-pass it as it will allow a complete management of the whole crew, without any success so far. |
06-24-13, 01:43 AM | #2141 |
Medic
Join Date: Jan 2006
Posts: 164
Downloads: 63
Uploads: 1
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06-24-13, 11:27 AM | #2142 | |
Black Magic
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Quote:
When I figure out how to get to my new menu additions via game code I'll re-enable the ability to add text to destroyed marks. |
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06-24-13, 11:29 AM | #2143 |
Black Magic
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Just decoding the reading of the .eqp file's for units and ran across a neat little tidbit of info. Under each [Equipment x] header there can be an entry called CargoType= and LoadOut=. I can't recall seeing these being used in any of the .eqp files
EDIT: here's why the numbering of the items in the .eqp and .sns files (and any other file that has numbered headers - i.e. [Equipment x]) is so important: if the game code doesn't read the next numbered item in sequence then it says done reading the file! That means all the other entries never get read in! Ensure to check your files with my SHValidator app Last edited by TheDarkWraith; 06-24-13 at 11:48 AM. |
06-24-13, 05:46 PM | #2144 |
Black Magic
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Still decoding the reading of all the files for the unit (the game refers to the unit class as a platform ) and came across a point where in the SH5 code the game is reading the cfg file of a sea unit (ship) and it's looking for a header entry named [AirGroup x]. Whoa....maybe I should look at the cfg files more closely! Seems that the game already has a mechanism for launching aircraft from carriers (checked the carrier's .cfg files and they do have these entries) so now I have to figure out why it's not working
These [AirGroup x] entries could be added to other ships as well... Looks like I need to update my SHValidator app also to check these entries |
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