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Old 03-12-08, 12:56 PM   #1
Ducimus
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Default [REL]TMO Service Pack 1

Ohhh, "service pack " sounds very microsoftish i know. I feel all professional and serious now. HAR!


Truth be told this is an idea mentioned to me by Longam, and i agree with him. Its a damn good idea. The concept is very simple. You dont have to D/L the whole mod again. Folks who are hosting D/L locations like


(shameless plug)

Don't have to upload the whole mod again, and subsequently have users eat up their bandwidth faster then pacman on power pellet.

It also makes it easier for me to manage changes to the mod. The only downside is it can get confusing to the end users. Seems simple to me, but ahhh... :hmm:

Installation order:

1) REL_SH4-ver15_TriggerMaru_Overhaul
2) TMO_ServicePack_1
3) TMO_ServicePack_2
4) TMO_ServicePack_3

5) Current version of RSRD if applicable

Note: You must have ALL MODS EXCEPT REL_SH4-ver15_TriggerMaru_Overhaul disabled before applying TMO SP1.




Hold the bus Duci! If this is SP1, whats this SP2 and SP3 you just mentioned?!



These are what i have planned in the works. Right now here is what its going to look like:

TMO_Service Pack 1
This is bug fixes, and addition of missing features. It may also be revisioned later on if more bugs are found. For instance if i find more bugs in TMO, then ill pull SP1 down, and issue SP1a.. or maybe SP1b. If i do a revision change to a service pack ill let you know. Service packs will be cumulative and one version of the same service pack will superceded previous versions of the same.

TMO_Service pack 2
This will be large file or DAT fixes and other large additions. Here i plan to add the Jap AI sub by nautilas42, maybe take a look at conning towers and other misc large dat files.

At this point i feel ill be at a good stopping point. Im not going to be modding forever, and for all intents and purposes, i was done before this latest version of Sh4 came about. This leads me to SP3.

TMO_Service Pack 3
will be (or MIGHT be, i make no promises) me acutally giving the uboat in the indian ocean some attention, in my own unique way. If i do this, i very much doubt you'll see uboats going to japan as no uboat ever went up that way, and only 1 ever managed to enter the pacific proper, and that was near austrialia.



TMO SP1 changelog:
Quote:

- JP convoys changed to consistantly be comprised of 4, 6, and 9 merchants, with 2 to 3 escorts.

- added AI fleet boats and sub tender to midway harbor.

- fixed unit type incompatiblity found in axis airbase layer in Uboat campaign.

- fixed career room to have access to player rank. (click on your "wifes" picture)

- changed rank 3 promotion patrol requirements from 5 to 6 patrols.

- removed KM references from US player rank screen graphics.

- added various texts for player promotion

- added missing tool tips to various commands on the orders bar

- fixed radar tool tips. Radar tab now goes directly to PPI doubleclicked.


- changed "base" to "regional command" in menu.txt

- renamed fotillas to Pacific fleet, asiatic fleet, brisbane command, and alaskan command

- changed out of harbor starting positions for Fremantle and pearl boats to be at their primary refueling station.

- changed starting renown values


- changed scene.dat to stock with some very minor adjustments.

- sim.cfg
waves->amplitude from 0.4 to 0.2 (back to stock)
visual->waves factor from 2.5 to 4.0 (back to stock)


D/L link:
Filefront


EDIT: I should mention that once SP2 or SP3 is done, ill be tarballing the whole kittenkboodle together, and reupload TMO as a finished mod. At this point, "service packs" will go the way of the do do bird.

Last edited by Ducimus; 03-12-08 at 01:10 PM.
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Old 03-12-08, 01:35 PM   #2
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Hi Ducimus ,

Do we have to re-enable the ubout fix after SP1 , or is it included ?

and also did you fix the possible CTD problem with DD and DE unit types you warned us about in another thread ?

Thanks again , you are the Man !!

Toastman out .
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Old 03-12-08, 02:17 PM   #3
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You'll have to renable the uboat fix. It should be the LAST thing you enable in JSGME.

And yes, the unit type errors should be fixed. I found only one file where there were issues, so hopefully CTD's in that regard as a result of TM is a thing of the past.
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Old 03-12-08, 04:27 PM   #4
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Thanks Ducimus ,

I wish there was a way we could donate / pay you for your work !!

Thanks again

Toastman out .
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Old 03-12-08, 05:26 PM   #5
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Thanks Ducimus , good job as usial
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Old 03-12-08, 05:34 PM   #6
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Quote:
Originally Posted by Toastman
Thanks Ducimus ,

I wish there was a way we could donate / pay you for your work !!

Thanks again

Toastman out .

Don't Worry. I already sold the whole Kit & Kaboodle to the Pirates and am sending "The Duce" enough for a cold sixpack. Domestic of course. :p
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Old 03-12-08, 05:36 PM   #7
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What U boat fix?
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Old 03-12-08, 05:36 PM   #8
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Sorry to ask Duci, but I am an old timer and am getting quite lost in all this uboat nonsense out on the main SH4 mod page..... if I don't have the uboat expansion installed and still run TMO on 1.4, can i install this service patch?
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Old 03-12-08, 05:38 PM   #9
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Miller lite - longneck, frosty
Frosty mug of miller lite will work too. Leave the bottle.

Just not around the wifey! :rotfl:
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Old 03-12-08, 05:43 PM   #10
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Quote:
Originally Posted by Archie
. if I don't have the uboat expansion installed and still run TMO on 1.4, can i install this service patch?
No. TMO 1.4 is a done deal, this is for the version on 1.5 that forced me out of retirement yet again.

@TDK1044

This will get the uboat campaign to function:
http://www.ducimus.net/sh4/release/TMO_Enable_Uboat.7z

It currently does NOT under TMO by itself. Some files are contradictve. In order to play the uboat game with TMO and not have it crash because of the mod (can't vouch for stock), youll need TMO SP1 (see readme in OP), followed by the above link enabled in JSGME. The uboat campaign will then behave under stock conditions. It is unmodded as of yet.
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Old 03-12-08, 05:46 PM   #11
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Thanks, Duci.
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Old 03-12-08, 05:49 PM   #12
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"No. TMO 1.4 is a done deal, this is for the version on 1.5 that forced me out of retirement yet again."

Thanks Duci, now If i can just remember where I put that dang 'worlds largest ass-kicking machine"......
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Old 03-12-08, 05:55 PM   #13
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Default TM 1.4 latest.

When in excel. mode, the SO contact does not reset to 1 time mode. Is there a file that I came change so that it resets to normal time.?

Otto
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Old 03-12-08, 05:58 PM   #14
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Quote:
Originally Posted by Archie
Thanks Duci, now If i can just remember where I put that dang 'worlds largest ass-kicking machine"......
Yeah i know. I need to strap myself in and go for a ride. I'll be done and out of Dodge city soon enough. Wyatt Earp i am not.
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Old 03-12-08, 06:08 PM   #15
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Downloaded SP1 and the U Boat fix. All working really well. Great work as always, Duci.
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