SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-23-13, 07:04 PM   #2131
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by bandongogogo View Post
Quick question:
I've updated the .exe shsim and others with the latest patcher, my hyd officer seems to be deaf, i've got a merchant sound contact near 190° to port, i can hear ir, feel it, smell it, but my off keep saying, no sound contact and i'm at 13mts (below the 9mts hyd limit), when it detects the contact -after i dive to 35+mts i order follow and it says again no sound contact, i think my hyd off had being smoking pot on the engine room or is he just dumb? why can i hear the contact but my offi seems to ignore it?
Ok is not a quick question.
it's stock bug.. human player can hear everything at any distance..
read this thread - http://www.subsim.com/radioroom/show...184224&page=12
from the post #176 and the next couple of pages..
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 06-23-13, 07:42 PM   #2132
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

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.
TheDarkWraith is offline   Reply With Quote
Old 06-23-13, 08:30 PM   #2133
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

reinstalled the game
applied the 1.2 patch
opened the v1.0.115.0 patcher
tried to open the patches
THE_MASK is offline   Reply With Quote
Old 06-23-13, 10:01 PM   #2134
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by sober View Post
reinstalled the game
applied the 1.2 patch
opened the v1.0.115.0 patcher
tried to open the patches
redownload it. I had an error in the first one
TheDarkWraith is offline   Reply With Quote
Old 06-23-13, 10:19 PM   #2135
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by TheDarkWraith View Post
redownload it. I had an error in the first one
thankyou .
THE_MASK is offline   Reply With Quote
Old 06-23-13, 10:37 PM   #2136
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

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.
THE_MASK is offline   Reply With Quote
Old 06-24-13, 12:24 AM   #2137
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by sober View Post
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 .
That's a new one to me

Did you get a bunch of MenuIDs not founds at game start?
TheDarkWraith is offline   Reply With Quote
Old 06-24-13, 12:31 AM   #2138
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

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)
TheDarkWraith is offline   Reply With Quote
Old 06-24-13, 01:30 AM   #2139
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

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
TheDarkWraith is offline   Reply With Quote
Old 06-24-13, 01:41 AM   #2140
divingbluefrog
Medic
 
Join Date: Jan 2006
Posts: 164
Downloads: 63
Uploads: 1
Default

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.
divingbluefrog is offline   Reply With Quote
Old 06-24-13, 01:43 AM   #2141
divingbluefrog
Medic
 
Join Date: Jan 2006
Posts: 164
Downloads: 63
Uploads: 1
Default

Quote:
Originally Posted by sober View Post
I converted the dds to DXT5 and now the game loads without the error message .
Are not the dds files supposed to be in DTX3 format?
divingbluefrog is offline   Reply With Quote
Old 06-24-13, 11:27 AM   #2142
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by bandongogogo View Post
Quick question: i like to put text on my destroyed marks, like type and amount of torpedos used, qtty of shells, detected or not etc, but when i load the mission the text is gone, only the "default" text of the destroyed mark is depicted, no destroyed mark is missing, just the added text, is that normal? if it is then i dont mind but just asking c: i'm using New Uis 7_3_0, maybe with 7_4_2 it the text remains, can anyone prove that?
Thanks in advance.
I changed how the destroyed marks are done. Before I would read/save the destroyed marks from/to the ship's journal file. Now I read the destroyed mark data from the campaign's destroyed units file. The game saves all the data for the destroyed unit's to this file - it doesn't save any extra text to it. This is why your 'extra text' isn't saved anymore. I was pretty sure that I completely disabled the ability to add text to destroyed marks starting in v7.4.2

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.
TheDarkWraith is offline   Reply With Quote
Old 06-24-13, 11:29 AM   #2143
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

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.
TheDarkWraith is offline   Reply With Quote
Old 06-24-13, 05:46 PM   #2144
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

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
TheDarkWraith is offline   Reply With Quote
Old 06-24-13, 05:57 PM   #2145
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

@ TDW

have you seen my comments to post #2145 here?
gap is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:13 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.