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View Full Version : [REL] Campaign 1.1b Fix (Updated)


U-Bones
04-02-07, 03:27 PM
THIS MOD IS Patch 1.2 Compatible
- Load only at Port -

Campaign Fix 1.1b
(instead of Campaign 1.1 Fix Part Deux, bleh)

Corrected overlap of mission layers.

The overlap was intended to prevent empty seas for the last part of partols that included the cutover dates. It was just not finished or done cleanly, and I made it worse for the layers in Campaign Fix 1.1 (now corrected).

1. Every EndDate in campaign.cfg now agrees with the comment date.

2. Every 4*.mis file called in campaign.cfg now ends on exactly the EndDate. There is no need to load a layer for a date that is in the past, it is simply a waste of memory.

2. All 4*.mis files now contain only units that end on or before the comment date.

3. All 4*.mis files now contain only units that start on or after the comment date.

4. All StartDates in campaign.cfg are now 60 days prior to the comment date. Basically this will load the missions for the next time period if you are within 60 days of the cutover. This will no longer result in duplicate spawns - the *.mis files no longer have overlapping unit/dates.

This does not change Crewratings, and it will need to be manually merged with any other changes to these files.

This is more of a notice to other modders that are working with campaigns than it is a mod - it will not be long before all this is rolled up into other efforts. Well, that AND cleaning up after myself ;)

NEW DOWNLOAD
http://members.bellatlantic.net/~vze33y78/Campaign_Fix_1.1b.zip (http://members.bellatlantic.net/%7Evze33y78/Campaign_Fix_1.1b.zip)

======
Campaign 1.1 Fix
JSGME Ready - Extract into your MOD directory.

All this MOD does is replace blank files to accomplish:

1. Sep 42 - Aug 43 now has IJN HuntKill groups and US coastal traffic.

2. Oct 44 - War End now has US coastal traffic and Taskforces.

In SH4 1.1 there are 4 empty mission files in the dynamic Campaign.

42b_Jap_SubHunters.mis
42b_US_CoastalTraffic.mis
44b_US_CoastalTraffic.mis
44b_US_Taskforce.mis

In the 42a* versions of the empty files, the end date is sufficient to cover until the 43a* files. The empty 42b* files are not needed.

In the 44a* versions of the empty files, the end date is sufficient to cover until the end of the war. The empty 44b* files are not needed.

So what is the problem you ask ?

Well, another file, Data\Campaigns\Campaign\campaign.cfg, forgot this and makes references to these empty files.

So rather than assuming this is the only place that points to these empty files, and editing the campaign.cfg, I have simply copied the 42a* and 44a* versions of these files into the 42b and 44b versions.

I dug into this after a totally boring patrol in June 42.

Enjoy,
U-Bones
Problem correction, new link http://members.bellatlantic.net/~vze33y78/Campaign_Fix_1.1b.zip

Jace11
04-02-07, 03:41 PM
Good spot!!!:up:

akdavis
04-02-07, 05:35 PM
Thanks! Going to post the original problem in the bugs thread (I had already noted the subhunters file, but not the others).

Von Hinten
04-03-07, 07:32 AM
Fantastic. You modders keep amazing me with what you come up with. :cool:

Redwine
04-03-07, 08:03 AM
Great ! :up:

It is posible to change the files in middle of a campaign ? when at port ?

U-Bones
04-03-07, 09:46 AM
Great ! :up:

It is posible to change the files in middle of a campaign ? when at port ?

I assume at port will reread the *.mis files, but I have not even started looking at the changes in \My Documents\Sh4\ ...

Redwine
04-03-07, 12:18 PM
Great ! :up:

It is posible to change the files in middle of a campaign ? when at port ?
I assume at port will reread the *.mis files, but I have not even started looking at the changes in \My Documents\Sh4\ ...

Done, at port, and two mission with no issue. Only a extrange SJ-1 doesnt work after an upgrade from SJ, but in the second mission, nothing related to these chages.

Many Thanks ! :up:

tater
04-03-07, 05:43 PM
I noticed (not in your release, but the stock files), that there are zero convoys or merchants coming from Balikpapan. I'd expect to see that as a major origin for tankers. Early on there would be single, or possible unescorted groups of a couple ships. Later, small escorted convoys of tankers. A few subchasers, minesweepers, and other more lowly ASW units would sweep the area all the time, however.

I also didn't see much if anything (didn't look hard) going to and from the Aleutians or to Truk. Might be cool to see the Tokyo Express added to the Slot as well for August '42 to Jan '43.

U-Bones
04-09-07, 01:20 PM
Problem correction, new link http://members.bellatlantic.net/~vze33y78/Campaign_Fix_1.1b.zip (http://members.bellatlantic.net/%7Evze33y78/Campaign_Fix_1.1b.zip)

Notes for Campaign Fix 1.1b
(instead of Campaign 1.1 Fix Part Deux, bleh)

Corrected overlap of mission layers.

The overlap was intended to prevent empty seas for the last part of partols that included the cutover dates. It was just not finished or done cleanly, and I made it worse for the layers in Campaign Fix 1.1 (now corrected).

1. Every EndDate in campaign.cfg now agrees with the comment date.

2. Every 4*.mis file called in campaign.cfg now ends on exactly the EndDate. There is no need to load a layer for a date that is in the past, it is simply a waste of memory.

2. All 4*.mis files now contain only units that end on or before the comment date.

3. All 4*.mis files now contain only units that start on or after the comment date.

4. All StartDates in campaign.cfg are now 60 days prior to the comment date. Basically this will load the missions for the next time period if you are within 60 days of the cutover. This will no longer result in duplicate spawns - the *.mis files no longer have overlapping unit/dates.

This does not change Crewratings, and it will need to be manually merged with any other changes to these files.

This is more of a notice to other modders that are working with campaigns than it is a mod - it will not be long before all this is rolled up into other efforts. Well, that AND cleaning up after myself ;)

jmjohnson36
04-09-07, 03:59 PM
GREAT WORK !!!THANKS:up:

castorp345
04-09-07, 04:02 PM
that's excellent!
many thanks, u-bones

akdavis
04-10-07, 10:04 PM
I'm getting a massive slow down when trying to use time compression on the navmap while using these files. By the time TC reaches 1024x, I lose control of the program for awhile until the game catches up with my keyboard inputs. Removed these files and replaced them with your earlier 1.1 fix and TC works normal again.

U-Bones
04-10-07, 11:56 PM
I'm getting a massive slow down when trying to use time compression on the navmap while using these files. By the time TC reaches 1024x, I lose control of the program for awhile until the game catches up with my keyboard inputs. Removed these files and replaced them with your earlier 1.1 fix and TC works normal again.

Game date ?

akdavis
04-11-07, 09:55 AM
Dec. 7 patrol, Asiatic fleet.

edit: to clarify, the career start date selected from the menu is Dec. 7, but the problem occurs from the first day of the patrol, which I believe is Dec. 8.

tater
04-11-07, 10:00 AM
Maybe it's the scripted layer having 56 1942 DDs in that dec. 7 mission file ;)

tater

U-Bones
04-11-07, 10:40 AM
Dec. 7 patrol, Asiatic fleet.

edit: to clarify, the career start date selected from the menu is Dec. 7, but the problem occurs from the first day of the patrol, which I believe is Dec. 8.

If you mean 1941, then those are the 41a files, with no overlap into 42a files until a load date of Jan 1. As far as I know, nothing I did would have changed the mission for that date. All I did to the 41a files was to not load them so late into 1942...

Whenever I get TC Lag, it is specifically because there is local activity - not because the layer is busy in general. The layer load is static.

Not trying to blow this off...

akdavis
04-11-07, 10:56 AM
I returned to test without the new files by loading a save from just before leaving the base screen to start the patrol. So the mission/sub/etc. were the same, but I don't know when local traffic is determined (probably at load). I'll try to start several different patrols and compare 1.1 to 1.1b, probably when I get back from Chicago.

I have noticed this type of slowdown before related to local traffic, but not at the start of a patrol as with the two I encountered the problem with following installation of 1.1b.

U-Bones
04-11-07, 11:02 AM
I returned to test without the new files by loading a save from just before leaving the base screen to start the patrol. So the mission/sub/etc. were the same, but I don't know when local traffic is determined (probably at load). I'll try to start several different patrols and compare 1.1 to 1.1b, probably when I get back from Chicago.

I have noticed this type of slowdown before related to local traffic, but not at the start of a patrol as with the two I encountered the problem with following installation of 1.1b.

OK, noted. FWIW I am using Fix 1.1b with no issues so far.

Martijn017
04-12-07, 05:07 PM
Whoa man, thank you :up: :rotfl: :o

U-Bones
04-17-07, 05:54 PM
This MOD is patch 1.2 compatible.

It WILL crash you if you load it mid patrol - in port loads only !

Redwine
04-20-07, 06:36 PM
Sorry... may be a stupid question...

Your mission "42b_Jap_Subhunters.mis" is with "h".

The original file and into the .cfg it is with "H", "42b_Jap_SubHunters.mis".

No problem ? no case sensitive ?

Many thanks for the job !! :up:

U-Bones
04-20-07, 07:58 PM
Sorry... may be a stupid question...

Your mission "42b_Jap_Subhunters.mis" is with "h".

The original file and into the .cfg it is with "H", "42b_Jap_SubHunters.mis".

No problem ? no case sensitive ?

Many thanks for the job !! :up:

It is sloppy but I think harmless ;)
Thanks for the heads up.

Redwine
04-20-07, 08:09 PM
It is sloppy but I think harmless ;)
Thanks for the heads up.

Sorry... :up: i was not sure if it can produce a CTD when in middle of a campaign ...

Many thanks ! :up:

C DuDe
07-08-07, 10:23 AM
Thx m8, good stuff.

EAGLE_01
07-08-07, 04:11 PM
Fantastic. You modders keep amazing me with what you come up with. :cool:

What He Said!:up:

Redwine
03-03-08, 02:40 PM
Hi... all :up:, do somebody knows if this mod is needed on v1.4 ?

Thanks in advance. :up:

Redwine
03-14-08, 05:17 AM
bump !

Is this needed on v1.4 ?

supposedtobeworking
04-20-08, 05:18 PM
the modifications list says this is 1.5 compatible....is it really?? I didn't notice any update on this thread regarding that by the modder. thanks