Log in

View Full Version : [REL] Trigger Maru 1.2 (Updated May 22nd)


ReallyDedPoet
05-11-07, 02:30 PM
Nice Ducimus, looking forward to this and future installments:yep:

Thanks for your efforts, I have Captain Cox's two mods that you mentioned, they go well with this one:up:

RDP

Ducimus
05-11-07, 02:37 PM
I thought the credits change and the Silent service mod was an espeically nice touch .

CaptainCox
05-11-07, 02:46 PM
WOW! this is awesome work MAN! :up: my JSGME folder gets bigger by the hour almost!

Hitman
05-11-07, 03:19 PM
:up:I really love that you finally decided to keep modding this game:up: :up: but don't expect people to be able to swap FTT for TM name in a lot of time :lol: FTT has become really popular as an abreviation, so expect to see lots of "TM A.K.A. FTT" for some time:arrgh!:

Anyway, downloading FTT, errrr TM right now...anxious to get back to base and be able to install FTT, upppssss make it TM:arrgh!:

Many thanks:up:

Ducimus
05-11-07, 03:51 PM
ya i figured they'll be some confusion. Ive thought about the name change for awhile, and got a wild burr up my ass last night and decided to go for it. As Sh4 ,goes, i decided to "pull the trigger" on it :88)

Sailor Steve
05-11-07, 04:30 PM
Works for me! Nice job!:up:

jerryt
05-11-07, 05:56 PM
D@mn you Ducimus! Now I have to start a new career at Pearl so I can see the attack and hear the president's address. :damn: :rotfl:

Ducimus
05-11-07, 06:12 PM
You wont "see" the attack, only hear about it.

I tried to get a pre war scenario going, but coudlnt maintain the continuity of the movie files, so i put it off on a back burner. (seeing the first intro movie before the acutal attack was just DUMB, and i coudlnt get it to play after the attack, it play next months video instead).

The basic functionlity to start Dec 6 is still there, though if you want to mess around with it. On the bright side though, i doubt many people have ever heard the FULL address the president made. You only hear the first few lines, well, now you have the whole thing.

Ducimus
05-11-07, 06:20 PM
Infact that would be my first req ill make, is if anyone can figure out how to keep the continutiy of the movies. If you look at the support i placed for Dec6, i think youll agree ive got a damn good idea, but i refuse to run with it without continuity from the movie files.

ReallyDedPoet
05-11-07, 06:24 PM
Going to install this shortly, have a go at it for a bit, be back with some comments later on:yep:

RDP

Ducimus
05-11-07, 06:29 PM
In a way im kinda bumbed i coudlnt get the movies to work right. I have you going out on a training exercise, just north of Hawaii on Dec6. While there, 3 flights of Japaense planes will fly over your position around 07:30, Dec7, 1941, and will be in the harbor im guessing about 10 mins later. Thats pretty damn good timing if i do say so myself. I was going to do ALOT more scritping, but froze that little project when continuity on the games "story telling" was lost.

Salvadoreno
05-11-07, 07:18 PM
wel i downloaded the latest FTT mod and i am having the campaign of my life!!! I actually got attacked by escorts after a convoy attack! I even got detected sneaking up on at destroyer at around 13,000 ft!!! GREAT JOB!!! ANYYWAY


Your latest FTT mod, is it pretty much the same as TTM or is it a BIG enhancement?? Reason im asking is because im really having fun with my current campaign but i want to download TTM. Great WORK!!

ah 1 more questioned i cna never get answered...

HOW DO I FIRE A SALVO@?#?@!?!!!!!!!!:shifty:

donut
05-11-07, 08:16 PM
Ducimus,#1. To, within reason, make the game more challenging.
Yes, Not harder ?
Although I will adjust to being an advocate,for the casual gamer.I just installed
FtT 2.5,& my ass is in a pine box on first attack ! Like GWX,and I mean this nicely.
Do you sailors have a death wish? I don't think the Japs,had anything but passive
Sonar,early war. Now I may be wrong?
With your mod, we fired on a DD. shallow/fast @ 500 ft. it went right thru 2 DDs,& sunk a 3rd DD.trying to deep six us. Did you change the arming range,wasn't expecting this ? Will try "Trigger Maru?" After we get patch 1.03,& you adjust for same. Don't work so hard,absolutely no one wants your talent to burn you out.:yep: playtime,w/family counts.

shad43
05-11-07, 08:17 PM
:up: Nice package Ducimus
I would hate to be in your shoes if and when a new patch comes along :o

jerryt
05-11-07, 08:26 PM
You wont "see" the attack, only hear about it.

I tried to get a pre war scenario going, but coudlnt maintain the continuity of the movie files, so i put it off on a back burner. (seeing the first intro movie before the acutal attack was just DUMB, and i coudlnt get it to play after the attack, it play next months video instead).

The basic functionlity to start Dec 6 is still there, though if you want to mess around with it. On the bright side though, i doubt many people have ever heard the FULL address the president made. You only hear the first few lines, well, now you have the whole thing.

No Problem. I am looking forward to hearing the address again. I used to have a tape years ago with the address on it. I was always a Pac theater hound since my dad was at Pearl the day it was hit.

I always wondered how he felt seeing the old B&W footage, and having his memory supply it in living color. He would always say when the Arizona blows up,"boy, I sure remember that".

Going to download now and try it out. :up:

Ducimus
05-11-07, 08:30 PM
Your latest (TM) mod, is it pretty much the same as (FTT) or is it a BIG enhancement??

Biggest enhancement is the objectives you'll recieve in the campaign game. Other then that, added nomograph, realistic crew config, and a couple other items.

HOW DO I FIRE A SALVO@?#?@!?!!!!!!!!

Salvos are sort of a manual affair. First open all the tubes you intend to fire. (you can do this now, and they'll stay open until you close them, or shoot the torpedo), when your ready to fire, use the salvo dial to direct spread, fire a torpedo, adjust spread, fire the next torpedo. .. use your F6 map and watch the torpedo tracks as you use this dial if your confused. If you need more explantion, ill post screenshots later.

Ducimus,#1. To, within reason, make the game more challenging.
Yes, Not harder ?

Challenging, is a synonym for harder. "realistic" doesnt necessarily mean harder, but challenging does. That said, i always keep in the back of my mind, that this is NOT the atlantic. fear not, i wont go overboard. Infact, im pretty much done tweaking the AI, its other things i want to make harder. Like harbor raids for instance.


I would hate to be in your shoes if and when a new patch comes along
Tell me about it. :roll:

jerryt
05-11-07, 08:42 PM
Ok dumb question. I loaded up the mod, but the Career choices at startup still begin on Dec 8th. How do I get the start on the 6th?

Edit. Whoops, never mind, I see you haven't actually been able to do the 6th thing. I thought it was just the movie you were talking about.

momo55
05-11-07, 08:45 PM
Hi all
I play flavored to taste 2.5 for the moment :up:
I just got my first photo recon assigment : carrier force in Rabaul and i'm on my way over there.
But while i'm doing that a question pops up in my head (remembering the photo recon missions in SH I ).
There was a deadlinedate ...take photo before X date and they had to be taken by daylight.
Can't see it here in SH IV ... a'm i wrong ?
Can't find anything about it in the dutch manuel i have .

Maybe an idea to look at in future modupdates ....a timelimit to get those pics done ?

momo55;)

Ducimus
05-11-07, 08:52 PM
If i still have the mission dates correct (ill have to doublecheck on that), in the career start.cfg, change both the start dates for that start entry to 4th december 41. The game does things 1 day ahead. By setting the date to the 4th, you should start on the 5th, which means you'll leave for patrol on the 6th.

If that doesnt work:

i may have the mission dates off because i had to go back and edit things when i decided to scrap it. In the misisonobjectives.upc (i think thats the name :roll:), at the very bottom you'll see two missions i added. Make sure they're available on the 5th of december. Failing that, change it to the 4th.

Then check the flotilla.upc for the boat type you want ot use, and make sure the first mission dates are correct. Should start on the 5th.



All said, it will probably work for you quite easily. Enjoy the jap flyover at 0730, december 7th, 1941. (didnt finish scripting things :roll: )

Ducimus
05-11-07, 08:57 PM
>>I just got my first photo recon assigment : carrier force in Rabaul and i'm on my way over there.
>>

I hope that one works out. I looked at the file for it, and that misison objective file for that assigment scripts the carriers in, and i assigned that mission within the time parameters given by Ubi, so i just assumed it would work. If it doesnt, let me know, ill have to change that if it doesnt.

U-Bones
05-11-07, 10:48 PM
When it comes to mods, I have always been a cherry picker, a little here, a little there. I rarely use any mod without making a little tweak for myself. Tonight I tried TMaru - the whole package, unchanged, nothing added - something I have never done with any large mod package before.

Nice job Ducimus :up:

Ducimus
05-11-07, 10:53 PM
TMaru


Congradulatons, ill bet that will be the new acryonym that this mod will become known by once the "FTT" name fades away (if ever. :lol: ) Glad you like it.


As always, im looking for feedback on the AI, and partcularly the campaign mission assigments.

jerryt
05-12-07, 12:10 AM
If i still have the mission dates correct (ill have to doublecheck on that), in the career start.cfg, change both the start dates for that start entry to 4th december 41. The game does things 1 day ahead. By setting the date to the 4th, you should start on the 5th, which means you'll leave for patrol on the 6th.

If that doesnt work:

i may have the mission dates off because i had to go back and edit things when i decided to scrap it. In the misisonobjectives.upc (i think thats the name :roll:), at the very bottom you'll see two missions i added. Make sure they're available on the 5th of december. Failing that, change it to the 4th.

Then check the flotilla.upc for the boat type you want ot use, and make sure the first mission dates are correct. Should start on the 5th.



All said, it will probably work for you quite easily. Enjoy the jap flyover at 0730, december 7th, 1941. (didnt finish scripting things :roll: )

Yep that worked. Saw three waves of Jap planes, some had torpedos.
I never did hear Roosevelts speech though. I did get some announcements over the radio, and on the clipboard, but nort the speech. Is there something else I need to enable for that?

One other thing. I use the clear water mod, which adjusts something in the scenery.dat file, which of course changes yours. What does the change to the wave atenuation do exactly? I likes my clear underwater views.

Lagger123987
05-12-07, 12:29 AM
So the Trigger Maru is a new class of merchants? Thats so cool!!!! When is it going to come out?

zylark
05-12-07, 12:42 AM
AAaaaaaaaaaargh. Mkay, did a patrol with this new incarnation, and I have one question: What did you do to the friggin DDs!!!!!!!!!!!!!

Oh, and this isn't a complaint. It's a compliment.

My 5th mission on my current (well, ex actually) career. Found one convoy and sank two tankers and a merchant no problem. Heavy fog, rain and wind might be a contributing factor.

Next convoy (still en-route to patrol area) encountered was in calm weather. Sank a Huge euro liner, and tried to sink an old large liner behind me. Four fishes and no luck, but I'm digressing. The three DDs was on me like a pack of wolves. Hungry wolves. I've never seen such aggressiveness. Not only that, they got lucky by spamming DCs and nearly sunk me. Not once, but goddamned twice. Well, the second time was pretty easy by them. I was doing full ahead just keeping level depth whilst pumping out water. Making noise like an average death-metal band with a non average PA system. Had to do an emergency surface after the second hit by DCs, and get the hell out of there. Suffering a visible hole in my hull even after an inspection during egress. Yes, I got hit by some lucky gunner whilst surfaced. But I did manage to shoot out one of the DDs during my mad dash for safety.

Did not reach my patrol area (both peris out, and hull damage, no reason to continue mission really. Back to base it was). Talk about aborted mission. Luckily I could still dive to peri depth at least. Thus avoiding airplanes.

Back to base I got the pleasant message that I was no longer wanted as an active subcommander. I think this might be a bug though. During the medal sequence after docking, I got a purple heart for my efforts (I had quite the few wounded sailers on my roster after this mission), recognized as commander of my Gato sub on its 5th mission (or rather, it said 4th mission). And also two other medals, but as commander of my last sub, the Triton, on mission 0.

Yup, got retired, and that after a mission with over 40k tonnage, and a history reaching well over 300k.

Time to get careful :D

azn_132
05-12-07, 12:44 AM
So the Trigger Maru is a new class of merchants? Thats so cool!!!! When is it going to come out?

This mod is not about a new class of merchants dont u read the first post?

Gatlin01
05-12-07, 01:07 AM
Excellent mod!! :D
After finally downloading and installing. In command of the USS Grayling well to say the least I wasnt expecting my first mission to head in the the bungo straights:o, I had to go do a photo recon in Tsursaki Harbor. On the way in no Bungo Pete, atm I`m on my way out of the harbor.

Bando
05-12-07, 02:18 AM
Ducimus,

First of all; Thanks a lot for making your mods. It must be time consuming and maybe frustrating at times. I did play the Vanilla game, and after installing your first FTT mods, the game grew increasingly better and more challenging. I'll install the Tmaru mod later this day.

Question, when using the "report nearest visual target" I get a bearing and a (I presume) estimated distance. This distance is in feet. I have a calculater on my lap to devide this number by 6076 to get the distance in miles, so i can plot them (playing 100 percent realism). Is it possible at all to get the estimated distance in miles, or yards right away??

Another question. The radar operator gives a heads up of a contact like "350 long distance". He can actually measure the distance with gradually increasing accuracy when closing the target, he doesn't do that however. Is it possible at all to do this, as it makes plotting a lot easier.

And one last thing. Whenever I reach a refit tender, i get refitted in a nanosecond. I think it should take time, and furthermore it's maybe more realistic that the tender has only a couple of torpedoes, AA ammo, Deck gun Ammo and diesel for you. And after refitting you cannot refit there for say two weeks.
Just a thought.


EDIT
I installed the mod using GMSE. After the loadup screen, in main menu I loaded my save game (in port) and got a new mission. The loadup screen for that new mission is filling out the red bar, after that should come a screen that says "please wait", but than at that moment I ctd. Tried new career, same result. Threw every other mod out but yours, still ctd.
Deleted the movie files (0KB) => ctd.:damn:




Please, advise. (FTT 2.4 works well)

:help:

Please keep up your great work, don't get burned out, and have fun.



Greetings Bando

Lord Axel
05-12-07, 04:11 AM
...great modder = great mod!
Thanks Ducimus! It works fine...

:up::up::up:

Florida Sailor
05-12-07, 08:21 AM
Ducimus,

I cannot thank you enough for your endless hours of work. I am fairly good with computers, but tinkering with the game files is pretty much beyond my skill set. I wish I could help, but all I can do is applaud your efforts. I am however, the Grand Poobah of Heating and Air Conditioning for a worldwide distibutor and if you ever need advice in those matters I can provide it.

You have done a fantastic job so far and I will be using TTM as so as I finish my current patrol.

Currently I am using FTT 2.5 and for the first time I am having FUN playing the game. I have had endless hours of enjoyment with Silent Hunter 1.3 and was very dissapointed with the original state of SHIV , until I installed your MOD. Great stuff!

I skipped SH III because I just couldn't handle fighting for the Third Reich. Too many family menbers were sent to the gas chambers. So with an operating SHIV I am back in the fray, avenging Pearl Harbor. Good for me, not so good for the IJN.

Again, thank you, You are the best.
Get it close, get hits and make like a hole in the water.
Good Luck and Good Hunting:arrgh!:

Spadefish
05-12-07, 11:18 AM
[quote=Bando]Ducimus,

And one last thing. Whenever I reach a refit tender, i get refitted in a nanosecond. I think it should take time, and furthermore it's maybe more realistic that the tender has only a couple of torpedoes, AA ammo, Deck gun Ammo and diesel for you. And after refitting you cannot refit there for say two weeks.
Just a thought.

After the instant refit I TC ahead 6 hrs then leave port. According to my uncle (11 war patrols) that is about the actual time it would take to load fuel and/or stores. He said the average stop at Midway after leaving Pearl to top off with just fuel was about 4 hrs give or take for tide and weather conditions. Longer if last minute repairs had to be made. So I just use 6 as an average. At Guam later in the war he stated that a quick patrol refit was about 12-24 hrs, depending on the # of torps and stores to be loaded in addition to fuel. This was done if a boat had only been out a short time (@ 2-3 weeks) and had had a field day in the Convoy College area or East China Seas and had expended all torps. The Skipper was also given quite a bit of discretion at this point on whether he wanted a quick turnaround or not, depending on what countermeasures had been like and the "mental" state of the crew.

Ducimus, I also told him about your Bungo Pete mod (Excellent by the way!). After a pause on the phone he said that Bungo was more real than is generally known and that he believes Beach combined 2 or 3 particularly troublesome Jap skippers and crews into one creation (Bungo). He's 83 and this is the most I've heard from him about his operational sub career in the 48 years I've known him. No problem talking about liberty runs but doesn't like to talk about the actual patrols much. Wants me to show him the game though. He lives w/his daughter and her family. I may see him this summer on vacation so I think I'll take the game along and set it up on her computer (I talked to her and it meets specs). Will be cool to see what he thinks and to hear his memories.

Ducimus
05-12-07, 11:50 AM
Yep that worked. Saw three waves of Jap planes, some had torpedos.
I never did hear Roosevelts speech though. I did get some announcements over the radio, and on the clipboard, but nort the speech. Is there something else I need to enable for that?

One other thing. I use the clear water mod, which adjusts something in the scenery.dat file, which of course changes yours. What does the change to the wave atenuation do exactly? I likes my clear underwater views.


Because i scrapped the prewar start, i moved roosevelts speach from the 8th, to the 9th.

As to the scene.dat, id highly recommend leaving the current one in place, is it is the single most important file that improvesy our visual acuity. If your not sure of that, all you have to do, is look at a distant object with the scene.dat included in Tmaru, and then look at the same distant object with another scene.dat. The wave setting i changed in the notes, was basically a suggested change that helps it so your boat isn't "riding on rails" in heavy seas and travels accross the water a little more realistically.



Question, when using the "report nearest visual target" I get a bearing and a (I presume) estimated distance. This distance is in feet. I have a calculater on my lap to devide this number by 6076 to get the distance in miles, so i can plot them (playing 100 percent realism). Is it possible at all to get the estimated distance in miles, or yards right away??


That bugs the hell out of me too, and if i could fix it i would. Unfortunatly i think this is all on ubi to fix.


Another question. The radar operator gives a heads up of a contact like "350 long distance". He can actually measure the distance with gradually increasing accuracy when closing the target, he doesn't do that however. Is it possible at all to do this, as it makes plotting a lot easier.


Anything dealing with how the game handles measurments is hardcoded.


And one last thing. Whenever I reach a refit tender, i get refitted in a nanosecond. I think it should take time, and furthermore it's maybe more realistic that the tender has only a couple of torpedoes, AA ammo, Deck gun Ammo and diesel for you. And after refitting you cannot refit there for say two weeks.
Just a thought.


If theres a file (yet to be found) that dicates how long certain thigns take. IE, time in between patrols, time to refit, etc, then we can change how long things take obviously, but i dont know if you can limit how many times you can refit or not. I wish we could too.


EDIT
I installed the mod using GMSE. After the loadup screen, in main menu I loaded my save game (in port) and got a new mission. The loadup screen for that new mission is filling out the red bar, after that should come a screen that says "please wait", but than at that moment I ctd. Tried new career, same result. Threw every other mod out but yours, still ctd.
Deleted the movie files (0KB) => ctd.:damn:


:hmm: If your starting an new career, and it CTD's, what date, and flotilla are you choosing? I'll see if i can't reproduce it on my end and post a fix. If theres no specific way to make the CTD occur again, only thing i can think of is

a.) D/L the mod again, maybe you got a bad D/L.

b.) make sure there aren't any residual empty directories in the games file structure from other mods. Those can sometimes cause a CTD.

c.) Reinstall SH4 1.2 (not the most wondful option i know, but its sometimes necessary if you mod your game alot. Don't feel bad, i do this more then id like too ;) )


@Spadefish, if your uncles on the verge of opening up to tell his story, thats a great thing. I'd be facinated by what he'd have to say too, its not often you meet someone who was there and alive to tell about it.

edit:

Excellent mod!! :D
After finally downloading and installing. In command of the USS Grayling well to say the least I wasnt expecting my first mission to head in the the bungo straights:o, I had to go do a photo recon in Tsursaki Harbor. On the way in no Bungo Pete, atm I`m on my way out of the harbor.

I increased the time that bungo will spawn, so they'll be a greater period of "no bungo present" in that area. I did this primarly because i knew the game would send you to that area more, and as often as he was present, it would be a deathtrap. Rather then "nerf bungo" too much, i gave you a greater period of breathing space. If you have good timing, you might never see him. If you have bad luck, you may see more of him then youd like, and wIth bungo, seeing him Once is enough!



AAaaaaaaaaaargh. Mkay, did a patrol with this new incarnation, and I have one question: What did you do to the friggin DDs!!!!!!!!!!!!!

Oh, and this isn't a complaint. It's a compliment.

Time to get careful :D


Yup. If your careful, the DD's wont do much. If you screw up, they'll be all over you like pack of dogs on a 3 legged cat!

Ducimus
05-12-07, 12:11 PM
Oh ya, just an FYI.

Take your time on patrols. The other day it occured to me that if you run a quick patrol, your liable to see a repeated mission. Not an issue with pearl harbor, but possibly the with the asiatic fleet. A side effect of creating a scripted mission sequence. Missions exist for a 2 month time period, before the next one is assigned.

So if a mission was assigned from 01Jan42 to 31Feb42, and you left on Jan 1, and returned on feb1, you'll get a repeated mission. On the other hand if you left on 31 Jan, and returned on march 1st, you wouldnt.

The problem is primarly with mission types where only one type of that mission exists for that area. An example being the phillipines. I think theres only 1 photo op mission for that area. (where has Honshu has 4 or 5 different photo missions) So, going through that career track again, your going to get a tit for tat repeat with the phillpines.. So i need to script more photo missions so i can vary what your going to go photo.

This will be a project for the next version i think. Scripting more special ops type missions to reduce the chance of an exact repeat when replaying that flotilla.

Bando
05-12-07, 01:06 PM
Spadefish and Ducimus, thanks for your reactions.

Spadefish: I know I can wait for an X time, but my bunkers and torpedo rooms are all filled up. You seem to get information from your uncle who has been there (I think I'd hang on his lips (a Dutch expression) when he'd started talking). He must have some very interesting stuff somewhere in his head. Maybe he can tell you whether they'd get all the stuff filled up to 100%.

Ducimus: I start the career in manilla dec 41. I strap myself to an old S class and try to do damage out there. At the very last moment, just before I get controol of my little sub it ctd.

I'm sorry to hear that the other items seem to be impossible to grab your hands on, but otoh it's a great game as is so far, especially with all you modders. Hats off for all you gents.

I'll try reinstalling a little later in the week and report results.

Thanks again

Bando

jerryt
05-12-07, 01:39 PM
Yep that worked. Saw three waves of Jap planes, some had torpedos.
I never did hear Roosevelts speech though. I did get some announcements over the radio, and on the clipboard, but nort the speech. Is there something else I need to enable for that?

One other thing. I use the clear water mod, which adjusts something in the scenery.dat file, which of course changes yours. What does the change to the wave atenuation do exactly? I likes my clear underwater views.


Because i scrapped the prewar start, i moved roosevelts speach from the 8th, to the 9th.

As to the scene.dat, id highly recommend leaving the current one in place, is it is the single most important file that improvesy our visual acuity. If your not sure of that, all you have to do, is look at a distant object with the scene.dat included in Tmaru, and then look at the same distant object with another scene.dat. The wave setting i changed in the notes, was basically a suggested change that helps it so your boat isn't "riding on rails" in heavy seas and travels accross the water a little more realistically.


Ok, I'll put it back in and load my saved game on the 8th so I can hear the speach. :up: Just something to maybe think about for the scene.dat. I use rRedwines 60m underwater visibility mod, because I like the underwater views. I don't know if it would be a PIA to add that as an option or not. Then again, if you can point me to an editor that works with the .dat files, I could see if I could add it myself.
Thanks again. :rock:

Bando
05-12-07, 03:09 PM
Hello Ducimus,

I just did a whole new reinstall of everything, the game, the patch, the mods and everything works just great.

One happy simmer on this side of the world.

Thanks a lot

Bando
:up: :up: :up: :up: :up:

Ducimus
05-12-07, 03:29 PM
Great, glad to hear everythings working ok!

ReallyDedPoet
05-12-07, 03:37 PM
This will be a project for the next version i think. Scripting more special ops type missions to reduce the chance of an exact repeat when replaying that flotilla.
This is a nice option in SH4 as compared to SH3, liked the fix in FTT, good to hear you will be fleshing it out a bit more in Trigger Maru.

RDP

Ducimus
05-12-07, 04:26 PM
This will be a project for the next version i think. Scripting more special ops type missions to reduce the chance of an exact repeat when replaying that flotilla.
This is a nice option in SH4 as compared to SH3, liked the fix in FTT, good to hear you will be fleshing it out a bit more in Trigger Maru.

RDP

Its the mission objectives that are the number 1 reason im sick of Sh3.

1.Go to grid,
2. stay for a x amout of time,
3. sink ships.
4. Goto 1

Over and over and over and over and over again. How i wish could have just performed a recon, or laid mines or just.. SOMETHING to make the game more varied.

Now, SH4, has the right idea, trouble is, it doesnt always change its objectives. Overall, i think the varied objectives, ensuring you get them, is one of the stronger points of this mod. In a way, its really directed at people burnt out on the same old standard routine that they did in Sh3. (namely myself :roll:)

But ya, im going to create a few more special ops scripts to flessh in areas that lack variety of that mission type.


Now how objectives work, or are called upon works somethign like this:

You'll have a collection of mission scripts that are in a general location:

1. Patrol.
You may have 4 or 5 instances of varing patrol scrpts in different locations within the same geographical region.


2. Sink.
Missions where it sayd to "deply" and think "sink" shipping. You'll have 4 or 5 instances of this, with variong locations in the same region.

3. Photo.
Some areas have more instances of this then others. Different locations, within the same region.

4. Supply.

5. Spy.

6. Commando


Now, in all cases, (objectives 1 through 6), again, they'll all be in different locations, in the same geographic region. This geographical region is then given a name.


In this example, ill use Honshu. This name, represents an ID handle that the game associates with whatever mission you assign this ID handle.

So, "Honshu" has the following attached to it:

5 Insert Spy missions
8 Patrol missions
5 Photo missions
8 Sink missions


All of these, are assigned to the ID handle, "Honshu". So in the flotilla.upc, when you give "Honshu" as a patrol objective, the game will randomly pick a mission, in the Honshu group of missions (assuming the missions availablity date matches the current calender date in game). Or at least, its SUPPOSED to. Not saying it doesnt, but it doesnt randomize itself as near as often as it should. Otherwise, we'd never hear of a "repeat patrol bug"

Note however, that, you will never drop supplies off in Honshu, nor insert a commando team.

By way of comparision, lets look at the Phillipines, it has:

3 Guard missions
3 Inserrt commando missions
1 insert spy mission
4 supply missions
7 patrol missions
7 Sink missions.


Totally different ballgame in the phillpines.

Now how i got rid of the repeat patrol bug, was force an entry and exit date from the patrol objectives. Only one mission is avialable every 2 month period, and then it goes away until i deliberatly call on it again later on.

For example, stock assigments look like this:

[Flotilla 1.UserPlayerUnitType 1.Objective 1]
ID= PH1Obj1
NameDisplayable= East China Sea
AvailabilityInterval=1942-01-01, NULL
ObjectiveCode= East China Sea

[Flotilla 1.UserPlayerUnitType 1.Objective 2]
ID= PH1Obj2
NameDisplayable= Marshalls patrols
AvailabilityInterval=NULL, 1944-04-01
ObjectiveCode= Marshall Islands

[Flotilla 1.UserPlayerUnitType 1.Objective 3]
ID= PH1Obj3
NameDisplayable= Empire Waters
AvailabilityInterval=NULL, NULL
ObjectiveCode= Honshu

[Flotilla 1.UserPlayerUnitType 1.Objective 4]
ID= PH1Obj4
NameDisplayable= Empire Waters
AvailabilityInterval=NULL, NULL
ObjectiveCode= Hokkaido

[Flotilla 1.UserPlayerUnitType 1.Objective 5]
ID= PH1Obj5
NameDisplayable= Caroline Islands
AvailabilityInterval=1942-01-01, NULL
ObjectiveCode= Caroline Islands

[Flotilla 1.UserPlayerUnitType 1.Objective 6]
ID= PH1Obj6
NameDisplayable= Mariana Islands
AvailabilityInterval=1942-04-01, 1944-04-01
ObjectiveCode= Mariana Islands

[Flotilla 1.UserPlayerUnitType 1.Objective 7]
ID= PH1Obj7
NameDisplayable= Palau Island
AvailabilityInterval=1943-01-01, 1944-04-01
ObjectiveCode= Palau Island

[Flotilla 1.UserPlayerUnitType 1.Objective 8]
ID= PH1Obj8
NameDisplayable= Luzon Strait
AvailabilityInterval=1944-01-01, NULL
ObjectiveCode= Luzon Strait


Note that not all objective are avialable all the time. The game is supposed to randomly pick a geographic area, and then randomly pic a mission type from that areas group of missions. Which, as it seems, the game fails to do, more often then not. its a great idea for replayablity, its just not working very well.

So heres what i did to FORCE the game to vary the missions:

[Flotilla 1.UserPlayerUnitType 1.Objective 1]
ID= PH1Obj1
NameDisplayable= Training Excercise
AvailabilityInterval=1941-12-05, 1941-12-06
ObjectiveCode= Prewar_01

[Flotilla 1.UserPlayerUnitType 1.Objective 2]
ID= PH1Obj2
NameDisplayable= Marshalls patrols
AvailabilityInterval=1941-12-07, 1941-12-31
ObjectiveCode= Marshall Islands

[Flotilla 1.UserPlayerUnitType 1.Objective 3]
ID= PH1Obj3
NameDisplayable= Empire Waters
AvailabilityInterval=1942-01-01, 1942-02-31
ObjectiveCode= HonshuPHOTO

[Flotilla 1.UserPlayerUnitType 1.Objective 4]
ID= PH1Obj4
NameDisplayable= East China Sea
AvailabilityInterval=1942-03-01, 1942-04-31
ObjectiveCode= East China Sea

[Flotilla 1.UserPlayerUnitType 1.Objective 5]
ID= PH1Obj5
NameDisplayable= Formosa
AvailabilityInterval=1942-05-01, 1942-06-31
ObjectiveCode= Formosa StraitCOM

[Flotilla 1.UserPlayerUnitType 1.Objective 6]
ID= PH1Obj6
NameDisplayable= Caroline Islands
AvailabilityInterval=1942-07-01, 1942-08-31
ObjectiveCode= Caroline Islands

[Flotilla 1.UserPlayerUnitType 1.Objective 7]
ID= PH1Obj7
NameDisplayable= Luzon Strait
AvailabilityInterval=1942-09-01, 1942-10-31
ObjectiveCode= Luzon StraitSUP

[Flotilla 1.UserPlayerUnitType 1.Objective 8]
ID= PH1Obj8
NameDisplayable= Palau Island
AvailabilityInterval=1942-11-01, 1942-12-31
ObjectiveCode= Palau IslandPHOTO


Note that im revolving the missions, forcing an end to the previous, and a start to the next.
Also note the objective code. This is what i call the ID Handle. What i did was break it down, to create a seperate grouping, this allowed me to directly call on that mission type. . So if you take Honshu again, where as before it was:

5 Insert Spy missions
8 Patrol missions
5 Photo missions
8 Sink missions

the ID Handle "Honshu" now only will give out the 8 patrol and 8 sink missions.

The photo missions that were assigned to Honshu, i changed the ID handle to "HonshuPHOTO". So by specifing "HonshuPHOTO" as a mission assigment, the game wil l randomly pick 1 of the 5 photo missions, and thats it.


Now, where this runs into problems, is again, the phillpines. "PhillipinesPHOTO" needs about 4 other missions that i need to script out because as it is, it will only give out the 1 photo mission.

Hopefully this all makes sense, and people better understand how missions work in Sh4.

Gatlin01
05-12-07, 05:39 PM
A++ Mod, Just a little update, I`ve nevered had this happen to me on any patrol. I`ve engaged a large convoy was able to sink 3 merchant ships before I had to do a crash dive there were 3 dd`s that spotted me and heading my way, got death charge took damage, then out of nowhere 2 jap betty`s dropped bombeds on the spot where I was at. That has nevered happened before getting attacked by planes while attacking a convoy.
:D
Update: After constant being depth charged on by 3 DD`s, they finally sunked me.

jerryt
05-12-07, 06:54 PM
A++ Mod, Just a little update, I`ve nevered had this happen to me on any patrol. I`ve engaged a large convoy was able to sink 3 merchant ships before I had to do a crash dive there were 3 dd`s that spotted me and heading my way, got death charge took damage, then out of nowhere 2 jap betty`s dropped bombeds on the spot where I was at. That has nevered happened before getting attacked by planes while attacking a convoy.
:D

I had this happen once so far. It was pretty funny; the string of bombs crossed right over the DD that was chasing me. I came up for a look and he was burning pretty good. :rotfl: Bet that captain made some calls when he got back to base.

Strangelove
05-12-07, 07:26 PM
I'm new to the Silent Hunter series, and I want so badly to like this game. This mod finally lets me actually be immersed in the sim, and enjoy it.

I just have a question about the "9km visibility" mod. Has anyone else had an experience where at longer ranges they're only able to see masts and funnels? Is this realistic?

momo55
05-12-07, 07:40 PM
>>I just got my first photo recon assigment : carrier force in Rabaul and i'm on my way over there.
>>

I hope that one works out. I looked at the file for it, and that misison objective file for that assigment scripts the carriers in, and i assigned that mission within the time parameters given by Ubi, so i just assumed it would work. If it doesnt, let me know, ill have to change that if it doesnt.

It does work ! 2 carriers just waiting there for a photoshoot ...no problem. Toke a photo of one and "objective completed. What those intelpeople are going to see on it ?...toke the pic at 02h22 at night (no moonlight ) ...all i saw in the periscoop was a black background and a grey stripe :rotfl: .

I still find it a shame that when i recieved the order ...there was no timelimit(date&houre) indicated with that order (like in SH I ) . Not on the "mission objectives"page or map anyway.

So i dit not know how long these carriers are supposed to stay in that harbour and therefore i let go a ship here and a convoy there on my way to the reconharbour.
Attacking them at that time could seriously delayed me in the availebel time i needet to arive for the recon . If there is a timelimit at all in SH VI for photo Recon missions? Can't imagine that those carriers would just stay there ...till i'm done

On my way to Pearl now and can't wait to install Trigger Maru:up:

Sorry for my basic englisch ...doing my best

GT182
05-12-07, 07:49 PM
Top notch mod as usual Ducimus. :up:

jhelix70
05-12-07, 07:51 PM
Has anyone else had an experience where at longer ranges they're only able to see masts and funnels? Is this realistic?
Believe it or not, it is...because of the curvature of the earth.:know:

I also think smoke might be the first thing spotted sometimes in reality, but a heavy trail of smoke from convoys doesn't seem to be modelled in the game.

jerryt
05-13-07, 12:18 AM
I'm new to the Silent Hunter series, and I want so badly to like this game. This mod finally lets me actually be immersed in the sim, and enjoy it.

I just have a question about the "9km visibility" mod. Has anyone else had an experience where at longer ranges they're only able to see masts and funnels? Is this realistic?

Actually, from my navy days, you can see the masts from a lot farther out, but this is apparently a game engine issue.

ReallyDedPoet
05-13-07, 06:16 AM
This will be a project for the next version i think. Scripting more special ops type missions to reduce the chance of an exact repeat when replaying that flotilla.
This is a nice option in SH4 as compared to SH3, liked the fix in FTT, good to hear you will be fleshing it out a bit more in Trigger Maru.

RDP
Its the mission objectives that are the number 1 reason im sick of Sh3.

1.Go to grid,
2. stay for a x amout of time,
3. sink ships.
4. Goto 1

Over and over and over and over and over again. How i wish could have just performed a recon, or laid mines or just.. SOMETHING to make the game more varied.

Now, SH4, has the right idea, trouble is, it doesnt always change its objectives. Overall, i think the varied objectives, ensuring you get them, is one of the stronger points of this mod. In a way, its really directed at people burnt out on the same old standard routine that they did in Sh3. (namely myself :roll:)

But ya, im going to create a few more special ops scripts to flessh in areas that lack variety of that mission type.


Now how objectives work, or are called upon works somethign like this:

You'll have a collection of mission scripts that are in a general location:

1. Patrol.
You may have 4 or 5 instances of varing patrol scrpts in different locations within the same geographical region.


2. Sink.
Missions where it sayd to "deply" and think "sink" shipping. You'll have 4 or 5 instances of this, with variong locations in the same region.

3. Photo.
Some areas have more instances of this then others. Different locations, within the same region.

4. Supply.

5. Spy.

6. Commando


Now, in all cases, (objectives 1 through 6), again, they'll all be in different locations, in the same geographic region. This geographical region is then given a name.


In this example, ill use Honshu. This name, represents an ID handle that the game associates with whatever mission you assign this ID handle.

So, "Honshu" has the following attached to it:

5 Insert Spy missions
8 Patrol missions
5 Photo missions
8 Sink missions


All of these, are assigned to the ID handle, "Honshu". So in the flotilla.upc, when you give "Honshu" as a patrol objective, the game will randomly pick a mission, in the Honshu group of missions (assuming the missions availablity date matches the current calender date in game). Or at least, its SUPPOSED to. Not saying it doesnt, but it doesnt randomize itself as near as often as it should. Otherwise, we'd never hear of a "repeat patrol bug"

Note however, that, you will never drop supplies off in Honshu, nor insert a commando team.

By way of comparision, lets look at the Phillipines, it has:

3 Guard missions
3 Inserrt commando missions
1 insert spy mission
4 supply missions
7 patrol missions
7 Sink missions.


Totally different ballgame in the phillpines.

Now how i got rid of the repeat patrol bug, was force an entry and exit date from the patrol objectives. Only one mission is avialable every 2 month period, and then it goes away until i deliberatly call on it again later on.

For example, stock assigments look like this:

[Flotilla 1.UserPlayerUnitType 1.Objective 1]
ID= PH1Obj1
NameDisplayable= East China Sea
AvailabilityInterval=1942-01-01, NULL
ObjectiveCode= East China Sea

[Flotilla 1.UserPlayerUnitType 1.Objective 2]
ID= PH1Obj2
NameDisplayable= Marshalls patrols
AvailabilityInterval=NULL, 1944-04-01
ObjectiveCode= Marshall Islands

[Flotilla 1.UserPlayerUnitType 1.Objective 3]
ID= PH1Obj3
NameDisplayable= Empire Waters
AvailabilityInterval=NULL, NULL
ObjectiveCode= Honshu

[Flotilla 1.UserPlayerUnitType 1.Objective 4]
ID= PH1Obj4
NameDisplayable= Empire Waters
AvailabilityInterval=NULL, NULL
ObjectiveCode= Hokkaido

[Flotilla 1.UserPlayerUnitType 1.Objective 5]
ID= PH1Obj5
NameDisplayable= Caroline Islands
AvailabilityInterval=1942-01-01, NULL
ObjectiveCode= Caroline Islands

[Flotilla 1.UserPlayerUnitType 1.Objective 6]
ID= PH1Obj6
NameDisplayable= Mariana Islands
AvailabilityInterval=1942-04-01, 1944-04-01
ObjectiveCode= Mariana Islands

[Flotilla 1.UserPlayerUnitType 1.Objective 7]
ID= PH1Obj7
NameDisplayable= Palau Island
AvailabilityInterval=1943-01-01, 1944-04-01
ObjectiveCode= Palau Island

[Flotilla 1.UserPlayerUnitType 1.Objective 8]
ID= PH1Obj8
NameDisplayable= Luzon Strait
AvailabilityInterval=1944-01-01, NULL
ObjectiveCode= Luzon Strait

Note that not all objective are avialable all the time. The game is supposed to randomly pick a geographic area, and then randomly pic a mission type from that areas group of missions. Which, as it seems, the game fails to do, more often then not. its a great idea for replayablity, its just not working very well.

So heres what i did to FORCE the game to vary the missions:

[Flotilla 1.UserPlayerUnitType 1.Objective 1]
ID= PH1Obj1
NameDisplayable= Training Excercise
AvailabilityInterval=1941-12-05, 1941-12-06
ObjectiveCode= Prewar_01

[Flotilla 1.UserPlayerUnitType 1.Objective 2]
ID= PH1Obj2
NameDisplayable= Marshalls patrols
AvailabilityInterval=1941-12-07, 1941-12-31
ObjectiveCode= Marshall Islands

[Flotilla 1.UserPlayerUnitType 1.Objective 3]
ID= PH1Obj3
NameDisplayable= Empire Waters
AvailabilityInterval=1942-01-01, 1942-02-31
ObjectiveCode= HonshuPHOTO

[Flotilla 1.UserPlayerUnitType 1.Objective 4]
ID= PH1Obj4
NameDisplayable= East China Sea
AvailabilityInterval=1942-03-01, 1942-04-31
ObjectiveCode= East China Sea

[Flotilla 1.UserPlayerUnitType 1.Objective 5]
ID= PH1Obj5
NameDisplayable= Formosa
AvailabilityInterval=1942-05-01, 1942-06-31
ObjectiveCode= Formosa StraitCOM

[Flotilla 1.UserPlayerUnitType 1.Objective 6]
ID= PH1Obj6
NameDisplayable= Caroline Islands
AvailabilityInterval=1942-07-01, 1942-08-31
ObjectiveCode= Caroline Islands

[Flotilla 1.UserPlayerUnitType 1.Objective 7]
ID= PH1Obj7
NameDisplayable= Luzon Strait
AvailabilityInterval=1942-09-01, 1942-10-31
ObjectiveCode= Luzon StraitSUP

[Flotilla 1.UserPlayerUnitType 1.Objective 8]
ID= PH1Obj8
NameDisplayable= Palau Island
AvailabilityInterval=1942-11-01, 1942-12-31
ObjectiveCode= Palau IslandPHOTO

Note that im revolving the missions, forcing an end to the previous, and a start to the next.
Also note the objective code. This is what i call the ID Handle. What i did was break it down, to create a seperate grouping, this allowed me to directly call on that mission type. . So if you take Honshu again, where as before it was:

5 Insert Spy missions
8 Patrol missions
5 Photo missions
8 Sink missions

the ID Handle "Honshu" now only will give out the 8 patrol and 8 sink missions.

The photo missions that were assigned to Honshu, i changed the ID handle to "HonshuPHOTO". So by specifing "HonshuPHOTO" as a mission assigment, the game wil l randomly pick 1 of the 5 photo missions, and thats it.


Now, where this runs into problems, is again, the phillpines. "PhillipinesPHOTO" needs about 4 other missions that i need to script out because as it is, it will only give out the 1 photo mission.

Hopefully this all makes sense, and people better understand how missions work in Sh4.

Nice explanation Ducimus :roll: . I need to take the time and look into the " guts " of this game a little more. The above is a good example of this games potential as compared to SH3.

Again thanks for your work on this. Off to sink some now:up:

RDP

Ducimus
05-13-07, 03:08 PM
Questions:



Since im almost totally convinced that subs arent getting their late war makeovers. (paint job, conning tower change) like they should, ive been contemplating for a long time now, to just make them all have the late war tower/paint job, from the get go, but making gun upgrades progressive instead. ( The progressive gun upgrades ive already done. )

The problem right now is, if you start in early war , from all ive been able to tell, it could be june in 1944, you'll still have that midwar tower and black paint job.. Kind of a bummer. So should i just make them at way to start? Ive grappled with that one for awhile.



Next question:
Stock creak sounds, or the ones provided?


Periscope:
mechanical clicking noise when rotating: Keep it out, or put it back in?


Side note, thanks to a discovery by Mav87th, the next version of Tmaru will have it so that the periscope shears wont obstruct your view when looking through the binoclulars. You'll be able to scan the horizon while using yoru binoclulars from 0 all the way to 360 and not have your view obstructed.

NefariousKoel
05-13-07, 05:59 PM
Great news on the binos on next release due to Mav's fix.

As for the two questions:

Creaks:
Keep the current one you have.

Peri click:
I always liked the click. It gave me that extra added aural input on just how fast I was turning my scope such as when scanning open ocean. Sometimes I didn't realize just how fast I was turning and may have missed something in the far distance. It helps me keep a steady pace without constantly looking at the bearing indicator.:up:

ReallyDedPoet
05-13-07, 06:22 PM
Periscope:
mechanical clicking noise when rotating: Keep it out, or put it back in?


I like the clicking noise:yep: Can't imagine the thing being silent when moving. Just a thought.

RDP

Ducimus
05-13-07, 06:37 PM
:hmm:
I know, ill make ""no periscope clicks" as an optional mod. Point being, this isnt Flavored to just "my" taste anymore. If it were, id be leaving the clicks OUT. They annoy me, but sometimes i do think they're cool too. Anyway, while im more open to suggestions, some of my personal gripes are going to keep making into the modpack, but the clicks are definaly something that not everyones going to agree with me on. :lol:


Im still in the air on the paint job/conning tower.
On one hand, even if i stagger up the firepower upgrades you can put on that tower over the course of the war, making the latewar tower/paintjob available from the getgo is still kinda gamey. On the otherhand, if you intend on starting the war, and finishing the war, your kinda stuck with that conningtower and paint job you start with. :damn:

ReallyDedPoet
05-13-07, 08:08 PM
Im still in the air on the paint job/conning tower.
On one hand, even if i stagger up the firepower upgrades you can put on that tower over the course of the war, making the latewar tower/paintjob available from the getgo is still kinda gamey. On the otherhand, if you intend on starting the war, and finishing the war, your kinda stuck with that conningtower and paint job you start with. :damn:
The staggered option sounds like a good one :roll: , yeah it might be gamey, but I think it will add to the experience in the end. Nice to have options.

By the way you mentioned the poem in the credits a couple of days ago, just saw this today, well done:yep:

RDP

MaxenThor
05-13-07, 09:30 PM
I have a question concerning the Event Camera in TM 1.0. Has this been turned off? I don't use this very often but when I tried it in FFT 2.4 I couldn't get it to work. Thanks.

Ducimus
05-13-07, 09:50 PM
Havent touched anything related to cameras at all.

MaxenThor
05-13-07, 10:38 PM
Havent touched anything related to cameras at all.
Thanks for your reponse Ducimus. Maybe I'm doing something wrong. BTW I really enjoyed FFT 2.4 and I am looking forward to TM 1.0.

Ducimus
05-14-07, 12:17 AM
Havent touched anything related to cameras at all.
Thanks for your reponse Ducimus. Maybe I'm doing something wrong. BTW I really enjoyed FFT 2.4 and I am looking forward to TM 1.0.

Ahh.. its available for d/l on the first page of this thread ya know ;)

Strangelove
05-14-07, 12:38 AM
Has anyone else had an experience where at longer ranges they're only able to see masts and funnels? Is this realistic?
Believe it or not, it is...because of the curvature of the earth.:know:
:damn:

Of course. I'm so used to Napoleonic warfare where contacts were reported by viewing the sails. Never thought of why.

I just got back from my first patrol... ever. I bagged 28k after dropping off some troops in the Philipines, and then engaging a convoy. The convoy attack was a lot of fun, and really showed off the better aspects of the mod. I waited with dead engines abeam of the convoy. My two target ships moved within 1000 yards, and I shot 4 fish at the 1st, and 2 at the second (large and medium composites). The first boat took all four hits and after about 5 minutes of secondary explosions she went down. The second boat had 1 miss, and a magnetic detonation under the keel, splitting her in two. What really caught my attention though was the escorts. As soon as the first Torpedo hit the escorts were flashing morse-code, and before the 2nd boat was hit, the closest escort had put starshells into the sky and was steaming towards me. The other two started to change course, and the convoy started to scatter (instead of just sitting braindead). I deployed decoys, full starboard rudder, dove and edged up to 1/3 speed. It took about 30 minutes to shake off the escorts, and I never got to set up another attack.

This mod makes the game what it should be. Bravo.

FooFighters
05-14-07, 05:45 AM
Just a small idea.. But please change the Trigger Maru line in the main menu in capital letters.. Changed it myself, and it looks better.

I also deleted the nomograph.. but's that's my flavour to taste :rotfl: :rotfl:

MaxenThor
05-14-07, 10:05 AM
Havent touched anything related to cameras at all.
Thanks for your reponse Ducimus. Maybe I'm doing something wrong. BTW I really enjoyed FFT 2.4 and I am looking forward to TM 1.0.
Ahh.. its available for d/l on the first page of this thread ya know ;)
Got it and on Patrol!:)

Florida Sailor
05-14-07, 01:30 PM
I am back in Pearl, working on a career started after FTT 2.5 was installed. Is this a good time to uninstall FTT and replace it with TTM? My boat is a Gar.

I am looking foreward to TTM.

ALSO: This was my second patrol with this career and I had trouble keeping the radar on until I got past early April. It would just turn itself off after a contact was reported or if I went above 64X TC. I also watched it go off once with no TC and with no contacts around. After the first week of April 1942 the problem stopped. Weird huh?

Ducimus
05-14-07, 02:16 PM
If your in port, in between patrols, then you should be fine.

MaxenThor
05-14-07, 05:57 PM
Ducimus,I have a question. In TMM 1.0,is it possible to have the Event Viewer enabled but not be penalized? And if so,what area needs to be modified. Thanks.

Ducimus
05-14-07, 06:35 PM
/data/cfg/gameplaysettings.cfg

Florida Sailor
05-14-07, 06:53 PM
How do I remove the Nomograph?

Jace11
05-14-07, 06:54 PM
Regarding Patrol Objectives..

The PatrolObjectives.cfg file in the UPC folder (btw does UPC mean upgrade pacific campaign) contains probabilities for objective inclusion in the possible missions given to a sub during a campaign. Anyone changed these? And if so, do you get less of these missions...

I have changed some, but realised I'd missed many too, so I am reducing all Insert/Guard/Supply/Photo etc to 10% chance.. Will get back to you if it works out..

[Section 206]
ID=ID206
FileName=data/Campaigns/Campaign/PatrolObjectives/Guard Gilberts Islands 01/Guard Gilberts Islands 01.mis
StartDate=19431020
EndDate=19431123
GameModes=Career
InclusionProbability=10 <--- THIS BIT
MinimumDifficultyRating=0
MinimumPlayerRating=-3
ExclusiveLayer=No
ExclusiveLayerID=1
EvaluationReason=FirstObjective
AllMatch=Gilbert Islands
ObjectiveType=1
BriefingMapName=NULL
BriefingMapIcon=NULL
BriefingMapIconPosX=0
BriefingMapIconPosY=0

Ducimus
05-14-07, 07:08 PM
Ya i tried that, was the first thing i looked into. If your intent is to see less of those missions, that works quite well. If your trying to vary the missions, it doesnt work as well. The game seems to favor certain objectives, even when theyre all on an even inclusion probabllity. And when you adjust the probablity, it favors the greater number a little too much.

NefariousKoel
05-14-07, 08:18 PM
How do I remove the Nomograph?

I was wondering this myself.

Ducimus
05-14-07, 08:29 PM
Ill make the nomograph an optional mod next revision.

To remove it now, disable the mod, then go in the 1024_768.ini file.

Search for "nomo".

remark out the entire block of code that calls on the nomograph.dds file by putting a semicolon before each line in that block of code, to include the part in the brackets at the very begining of the block. (think its about 5 or 6 lines or so total)

MaxenThor
05-14-07, 09:40 PM
/data/cfg/gameplaysettings.cfg
Thanks and fixed.:)

Ducimus
05-14-07, 09:48 PM
Oh noez, sum1one gave me teh 1 starz! :rotfl:

Anyway, i guess maybe i'll do one more version and sit on it for a while.

My punchlist (so i dont forget):

- make Nomopgraph optional
- make no click on periscope rotation optional
- include bino camera mod (done)
- including PPF no grain mod. (or at least, id like to.)
- change case on "trigger Maru" (credits) lettering


(PENDING)
- maybe script out a couple more P.I photo missions
- create a bungo pete single mission


For the last 4 days ive been wondering if ive been too heavy handed with mission scripting. Im considering, changing the mission break down to lump all special type missions into one large group based on region, and then assign that regional special ops group after every 2 patrols. (instead of a specific mission type after every other patrol) That way, your never really sure what you'll get, but you know you'll get something. Im just worried that one mission type will repeat more then the others far too much.

Thoughts on this?

U-Bones
05-14-07, 10:13 PM
For the last 4 days ive been wondering if ive been too heavy handed with mission scripting. Im considering, changing the mission break down to lump all special type missions into one large group based on region, and then assign that regional special ops group after every 2 patrols. (instead of a specific mission type after every other patrol) That way, your never really sure what you'll get, but you know you'll get something. Im just worried that one mission type will repeat more then the others far too much.

Thoughts on this?
I think this would be better than a flat script, at least in the long run. If you find that one type gets the roll too often, you can break it into multiple period based groups, or something... Even if the randomness? is sub optimal, it would still be more dynamic than a flat script.

On anohter note, I just did a Dec 8 - Feb 9 patrol in the Marshalls and returned bingo fuel and all my torps on board. 5 Ships sighted, all friendly. Drove under a dozen or so times by aircraft, suprised once and exchanged fire with a Zero. That was it for the action. HQ had no comment, which suprised me just a bit ;)

Ducimus
05-14-07, 10:29 PM
Ahh , yes, the Marshalls.

For awhile i was trying to assign missions that followed the intro movies, but it proved to be a little more daunting then i had patience for.

Anyway, after much thoughti think i am going to lump all spec ops missions into a sinigle catagory based on region unless someone has a good reason not to. So for example, instead of "honshu" , "honshuPHOTO", "HonshuSPY", etc etc, ill just have "Honshu" and "HonshuOPS". Thats an easy change, and it would solve alot of long term problems.
Although I think i might leave it at every other patrol (for now), and fine tune it a bit more later on.

Quagmire
05-14-07, 11:12 PM
Hey Ducimus,

Dont get me wrong, I absolutely LOVE the Trigger Maru mod. However you have got the AI jacked up to SUPER HUMAN levels.

I am trying to get some prectice with the convoy attack mission in the submarine school. I have been completely unsuccessful with the stock mission since the devs thought it would be funny to start you on the surface within the detection range of the escorts (nice one, devs). So I edited the mission so that I could start 50 nm away in a perfect position ahead of the convoy. I also changed the mission to start at 2300 hrs and I deleted the Zekes.

Anyway I was putting along at 1.5 kts at periscope depth in the middle of the night. I raised my scope when the lead destroyer was at the absolute limit of my (and his) sight range when all of a sudden I notice his signal lamp start to flash. I thought that surely he couldnt have seen my scope at 8000 yds so how did he detect me. So I dove to 200 ft and he lost me but as the convoy approached the rest of his buddys started pinging me and it was over.

How did they find me at periscope depth, at night, slient-running at 1.5 kts? I never changed my speed and I was below the thermal at 205 feet the whole time. Does the same bug exist in SH4 like we had in SH3 where the periscope has the same visual dementions as a surfaced sub to the AI? That bug must be there since there is NO WAY they spotted my periscope at 8000 yds at night.

If I am doing something wrong please let me know but I dont think I am. The tactic of getting ahead of a convoy and waiting for them to pass works every time in GWX even in the late war. And there is no way that the Japanese are as good or better than the Allies in ASW around 1944.

Just some feedback for you. Please take this as some constructive criticism. If the Japs were as good at ASW as Trigger Maru would have you believe we Yanks would all be speaking Japanese today. :yep:

Ducimus
05-15-07, 12:22 AM
Hey Ducimus,

Dont get me wrong, I absolutely LOVE the Trigger Maru mod. However you have got the AI jacked up to SUPER HUMAN levels.

I am trying to get some prectice with the convoy attack mission in the submarine school. I have been completely unsuccessful with the stock mission since the devs thought it would be funny to start you on the surface within the detection range of the escorts (nice one, devs). So I edited the mission so that I could start 50 nm away in a perfect position ahead of the convoy. I also changed the mission to start at 2300 hrs and I deleted the Zekes.

Anyway I was putting along at 1.5 kts at periscope depth in the middle of the night. I raised my scope when the lead destroyer was at the absolute limit of my (and his) sight range when all of a sudden I notice his signal lamp start to flash. I thought that surely he couldnt have seen my scope at 8000 yds so how did he detect me. So I dove to 200 ft and he lost me but as the convoy approached the rest of his buddys started pinging me and it was over.

How did they find me at periscope depth, at night, slient-running at 1.5 kts? I never changed my speed and I was below the thermal at 205 feet the whole time. Does the same bug exist in SH4 like we had in SH3 where the periscope has the same visual dementions as a surfaced sub to the AI? That bug must be there since there is NO WAY they spotted my periscope at 8000 yds at night.

If I am doing something wrong please let me know but I dont think I am. The tactic of getting ahead of a convoy and waiting for them to pass works every time in GWX even in the late war. And there is no way that the Japanese are as good or better than the Allies in ASW around 1944.

Just some feedback for you. Please take this as some constructive criticism. If the Japs were as good at ASW as Trigger Maru would have you believe we Yanks would all be speaking Japanese today. :yep:



Oh come on now, its really not THAT rough. Its acutally harder in SH3: GWX :88)
If you haven't , give this a read:
http://www.subsim.com/radioroom/showthread.php?t=104377

Maybe that will help. Only two tips i have other then the AI thread, is dont leave your scope up longer then 15 seconds, and clear weather has a big effect on detection.

EDIT: Do try the AI in other settings besides the sub school, and keep me posted on how things are going.

Florida Sailor
05-15-07, 08:05 AM
Last night around 17:30 I replaced FTT with TTM and left Pearl and plunked down at the "Ducimus Spot " just west of Midway. I play with all the realism on except for manual targeting and no map updates. I was driving my Gar, the date was June 3, 1942 and with a full load of torps and a full tank of diesel I started to head for Japan. Then I wondered if the Battle of Midway was coded into the career game and headed instead to the spot where the IJN carrier force IRL was. Over flights of IJN search planes all coming and returning from the same point led me to get on that heading, NW. I was 235km NW of Midway.

I found them, 4 fleet carriers, a Kongo, 1 CA, 2 CLs, and 16 DDs. I was able to sink 3 of the CVs, the BB, the CA, and 1 of the CLs. I suffered NO damage. The DDs were on me, but by not panicing, using the layer, running silent and never more than 1 knot when the DDs were near I remained untouched, The seas were calm. The DDs got after me several times and spamed the area with DCs but were never quite sure where I was. At least 10 times they ran over my position, I heard them chugging away right overhead, but never really found me. I just made like a hole in the water when they were really close(ALL Stop). After a few hours they lost interest and returning to guard the last CV headed off to the SE. I imagine they were wondering how they would apologize to the emperor for what they let me do to their task force.

Ducimus, please don't dumb down the AI. Last night I had more fun than I have had in years. I played for six hours real time and was so into it that I forgot to eat dinner until I saved the game at a little past midnight, on the surface with all the DDs gone and a lovely moon shining down on me.:|\\

Get in close, get hits, take her deep and make like a hole in the water.

Ducimus
05-15-07, 12:05 PM
Ducimus, please don't dumb down the AI.

I woudlnt do that unless i got ALOT of complaints on it. When the bad feedback outweights the good feedback. When gauging the AI, i listen to what everyone tells me, but i sort of weight to myself, "ok how many good comments and how many bad ones?" Then i judge for myself when i play, and come up with my impression on the AI level.

I think its really close to being spot on in the hydrophone and sonar deparment, if not spot on already. Visual detection is.. hmmmm... somewhere in the vacinity of being where its supposed to be, but i can't quite shake the nagging feeling more needs to be done with that part. But for the most part, i do not intend to make any large or drastic changes to the AI. If i do make any changes, they'll be very minute ones. Tweaking the AI is a balancing act, and finding a good balance is hard to achieve, and easy to topple over.

ReallyDedPoet
05-15-07, 12:50 PM
Ducimus did you do something to the event camera that prevents it from enlarging to the full-screen, you still see it in the bottom left-hand corner. This was probably in the read me, but I am at work ( he, he ) just wondering:hmm:

RDP

Ducimus
05-15-07, 01:30 PM
I swear, i didnt touch it! Maybe something else i did somehow effected it. Only thing i can think of is maybe the gameplay settings.cfg. some true or false value? i dunno. its either that, or the 1024_768.ini file. Its the only thing it could be, i havent directly touched the camera files at all.

I'll start messign around with the event camera and see what i can find.

ReallyDedPoet
05-15-07, 01:38 PM
Actually whatever is going on I like it, it allows you to have the Event Camera, but without it popping up and filling the whole screen.

Of note I have two other mods, BS and SR added in and Oaks Gauges installed over Trigger Maru, maybe this is the reason:hmm: Both affect the 1024_768.ini file.

Not a complaint, just wondering:up:

RDP

Ducimus
05-15-07, 02:02 PM
Well, i just ran the sub school torpedo attack mission with it on.

It behaved just like Sh3. When i shot the first torpedo, i saw the fish leaving the boat.

The cam then panned around as the first torpedo hit the cruiser, just like normal. I could click on the window, and have it fill up the whole screen, just like normal. After the target was reported destroyed and started to sink, the cam came up, and i could click on it to get a closer view of the sinking - just like normal.

Soo ahh.. watcha talkin' bout willis? :88)

So im guessing that:
- its either another mod thats doing it,
or
- Some funky behavior after saving, reloading, or just generally reloading alot. (sometines ill get wierd behavior after rerunning a single mission alot, its almost like the memory gets trashed, crew stops speaking and such)

- something to do with the difficulty settings maybe? i dunno.


One thing i never documented was my redefination of easy, normal, hard, and realistic.

Generally speaking all realism items are checked with minor differences:

EASY: automatic TDC, map contact updates, external free cam avialable
Normal: Manual TDC, map contact updates, external free cam avaialbe.
Hard: Manual TDC, NO map contact updates, external free cam avialable
realistic: EVERYTHING checked, no external cam avaiable.


My guess is if your nomrally used to clicking on "easy" or "Normal" that the event cam isnomrall avialable then? WIth the settings ive defined, it never is, except if you use the "custom" settings. I figured people would notice that though, so i never bothered to mention it.

ReallyDedPoet
05-15-07, 02:08 PM
Soo ahh.. watcha talkin' bout willis? :88)

So im guessing that:
- its either another mod thats doing it,
Have a look at my previous post, it may be another mod, what is happening is that the event camera does not fill up the whole screen ( only if you select it ), it just remains in the lower part of the screen in the AP interface.

Bonus:up:

RDP

Ducimus
05-15-07, 02:35 PM
:hmm:

Ok. :88)



In other news, heres what 1.1 is looking like so far:


//changelog 1.1

//camera.dat ( Mav87th )
Bino->CameraParams ClipDistance from 0.1 to 2.5

ConningPeriscope1
Restricted rotation Min Max changed to -90, and 90
Elevation Min Max changed to -90 and 90

//PPF Grain removal by kapitan_zur_see
data/misc/noise.dds

//Changed "trigger maru" credit title to uppercase.


//1024_768.ini file, remarked out nomograph block [G31 I28]


//changed mission scripting for special missions to allow for more randomization.

// changed first patrol assigment for pearl harbor from marshall islands to Hokiddo.


Working a making a Bungo pete single mission, which is proving to be a little problematic to make it play out the way id like to. The biggest change is the mission structure. Ive lumped special operations missions into their own, general group, so every other patrol, you'll hopefully get more varience in missions. Although i dont trust the game to randomize it enough, but some dynamic is better then no dynamic.

The nomograph will be in place, but ill leave it up to the end user to enable it if they want it. The periscope rotational click can be recovered simply by deleting the dials.cfg from the mod.

Another thing im going to work on, is JUST FOR THE GATO, since it starts a bit later then the other boats, is make it have the grey paint job/late tower from the get go, i just have to go back in the cfg files and remove bozar in 42 since it breaks the scheme of progressive weapons ugprades.

ReallyDedPoet
05-15-07, 02:47 PM
//changed mission scripting for special missions to allow for more randomization.


Looks good, especially this one :roll:.

RDP

Ducimus
05-15-07, 03:39 PM
hmm, well, when you stare at something for so long, you end up making weird decisions that sounded like a good idea at the time. I scrapped and restarted campaign assigments 3 different times with 3 different approachs, i finally reached a point where i just forced myself to follow through on one of them or i'd never have finished anything.

Payoff
05-15-07, 04:49 PM
Regarding the AI in the convoy mission. Sometimes they would swarm me even in vanilla SHIV and I could'nt shake em loose no matter how deep I went.

don1reed
05-15-07, 05:08 PM
Wanted to compliment this great effort, Ducimus. It suits my style of play nicely. Well done.

BooBooLovesAll
05-15-07, 05:33 PM
They have pin point accuracy with their DCs.:o

Ducimus
05-15-07, 05:35 PM
They have pin point accuracy with their DCs.:o

That would be Bungo Pete. :rotfl:

NefariousKoel
05-15-07, 06:25 PM
If I may humbly make a request..

Comment out that annoying crosshair in the bino view in the next release?;)

Ducimus
05-15-07, 06:35 PM
If I may humbly make a request..

Comment out that annoying crosshair in the bino view in the next release?;)

like this?
http://www.subsim.com/radioroom/showthread.php?t=112404

I dont mind putting it in.

Bando
05-15-07, 07:45 PM
Hello Ducimus.

Last night i was doing the photoshoot of carriers at Raboul. Had to sink three DD's first. I was satisfied with the progress, took the picture, mission was complete and then i thought.... well let's blow 'm sky high. So at PD i came sneaking into Raboul, poured myself a cup of coffee and than...Boom. There is a underwater anti torp/sub fence. The boom came when i was nibbing my coffee. It was a complete mess. I was screeming (the coffee was real hot) my wife came running in screaming what the heck is going on, the sub was screeming, you know... a mess.

Did you put that fence there, i can't remember a fence from previous visits. Anyway, it was all in all big fun.:oops:

Is there something you can do about radarecho's. I mean the wooden boats and rescue boats can be seen 40 miles away (i know this is nowadays not possible) and one cannot differentiate between big and small ships. If this is also hardcoded, well we'll just have to live with it. I'm running around alot to find out i'm chasing junks.

I love what you did to AI, it gets me on my tows most of the time. Sneaking up is not a piece of cake anymore.

Enjoying the mod fully:up: :up: :up:

Thanks Bando

sunvalleyslim
05-15-07, 08:41 PM
Ducimus................YOU ARE THE MAN..........WAY TO GO.........:up: :up: :up:

NefariousKoel
05-16-07, 12:33 AM
If I may humbly make a request..

Comment out that annoying crosshair in the bino view in the next release?;)
like this?
http://www.subsim.com/radioroom/showthread.php?t=112404

I dont mind putting it in.

Yep that's better. No gamey crosshair.

Stew U-582
05-16-07, 02:18 AM
Well done , Ive now been able to remove a multitude of mods and work with this package. Youve realy made the game playable.
All we need now is the manual speed thing sorted.

ReallyDedPoet
05-16-07, 12:59 PM
Where are you at with regards to harbour defences, I seem to remember you talking about this awhile back:hmm:

RDP

Ducimus
05-16-07, 01:48 PM
Where are you at with regards to harbour defences, I seem to remember you talking about this awhile back:hmm:

RDP

Next version after this. Some harbors need a look at, others, REALLY don't. Try that photo recon near Yokohama? Good greif.

Heres where am at right now:

//changelog 1.1

//camera.dat ( Mav87th )
Bino->CameraParams ClipDistance from 0.1 to 2.5

ConningPeriscope1
Restricted rotation Min Max changed to -90, and 90
Elevation Min Max changed to -90 and 90

//PPF Grain removal by kapitan_zur_see
data/misc/noise.dds

//Changed "trigger maru" credit title to uppercase.


//1024_768.ini file, remarked out nomograph block [G31 I28] (optional mod, unremark to enable)


//changed mission scripting for special missions to allow for more randomization.

// changed first patrol assigment for pearl harbor from marshall islands to Hokiddo.

//enabled 50 cal machine gun. (poor mans AA for S Class i guess)

//gar, gato now come with fore mounted deck gun by default.

//Gato now comes in cutdown tower and grey paint by default.

//balao now comes in grey paint in its first years of availablity.

// all subs except S classes, now come equiped with radar by default.

// changed starting renown from a max of 5,000, to a max of 3,000.

//bungo pete spawn time changed from every 6 days, back to every 4 days.


Im still not done with the bungo pete mission, and i think im just going to settle on a rudamentary one, and label it a WIP. Something, is better then nothing.

Before that im going to work in the mod to get rid of the binocular crosshair. After that im going to give the flotilla patrol assigments another once over to make sure i didnt forget something or have a typo, and call it good for Tmaru 1.1.

After that, im going to sit tight and wait to see what the word is on patch 1.3. The more work i put into it right now, the harder its going to be for me later on after the patch.

edit:

BTW, ive figured out how to enable the twin 40 MM AA gun. But it has a few problems, and i may put this off on a back burner.

Problem number 1: If mounted on the forward AA platform, the game CTD's.

Solution: Change ID handle on it, and the file that calls on the AA guns so it's seperate from the rest of the AA units, and specify its location to only fit on the aft platform.

Problem number 2: Gun does not fully man. Takes 2 crewman, but only one appears when the gun is manned:

Solution: none as of yet.

ReallyDedPoet
05-16-07, 01:53 PM
After that, im going to sit tight and wait to see what the word is on patch 1.3. The more work i put into it right now, the harder its going to be for me later on after the patch.
Hopefully something is in the works for another patch :roll:. It has been too quiet on the Ubi front as of late.

There was a thread here on harbor defences, have not seen it as of late.

Bungo Pete spawning times:o

RDP

Ducimus
05-16-07, 01:57 PM
I think im going to back bungo off to 5 days instead of 4. Sort of spiltting the difference since his current spawn time is 6 days.

Check edit in previous post, about twin 40mm AA.

ReallyDedPoet
05-16-07, 02:02 PM
BTW, ive figured out how to enable the twin 40 MM AA gun. But it has a few problems, and i may put this off on a back burner.

Problem number 1: If mounted on the forward AA platform, the game CTD's.

Solution: Change ID handle on it, and the file that calls on the AA guns so it's seperate from the rest of the AA units, and specify its location to only fit on the aft platform.

Problem number 2: Gun does not fully man. Takes 2 crewman, but only one appears when the gun is manned:

Solution: none as of yet.

Like much of this game, a work in progress. It will be in Trigger Maru 2.9:lol:

RDP

Ducimus
05-16-07, 02:33 PM
Well, removing the crosshairs in the binoculars was easy. Just remark out about 9 lines of code, and its done. No extra 3rd party mods required.

Looks like im about done with 1.1, except for that damn single mission. All i need to do, is doublecheck my work, update the master readmefile, and post the bugger.


Maybe tommrrow, or late tonight if the wife lets me have some damn time to myself.

ReallyDedPoet
05-16-07, 08:11 PM
http://www.subsim.com/radioroom/showthread.php?t=114086&highlight=modding+ (http://www.subsim.com/radioroom/showthread.php?t=114086&highlight=modding+ports)

Old thread on Harbour Defenses.

RDP

Stew U-582
05-17-07, 04:55 AM
Congratulations on your work. Its great to see poeple sharing their labours. I imagine you spent many hours geting this package together.
Anyway Ive been using your mod for about a week and I would like to ask a few questions regarding the patrol assignments. Ive noticed by sending a status report after a mission is complete will usualy generate a next mission objective. Sometimes , it seems , you wont be assigned a next mission until you have returned to base and docked. I assume this takes into account remaining weapons and fuel? it allso seems once you send of status report witch doesnt generate a next objective sending further reports will not triger another mission , even refiting at an other base will not seem to start another objective.
I am wondering if you refit before sending a status report will this make any difference.
Allso I havnt noticed any contact reports working yet. I do realise you cant seem to report on all contacts. I may have just been unlucky and tried to report on the ones that dont generate a message. Is this function still working?

I hope you understand my questions and could you explain the mechanics of how objectives are generated.

NefariousKoel
05-17-07, 11:57 AM
Well, removing the crosshairs in the binoculars was easy. Just remark out about 9 lines of code, and its done. No extra 3rd party mods required.

Yeah, I had to do go in and do that manually all the time.

Actually, I'm not using your whole mod but a good chunk of it along with that easy fix and a few other tweaks of my own. It's saved me from having a huge JSGME enabled list of separate smaller mods after mixing and matching stuff.:up:

Ducimus
05-17-07, 02:19 PM
1.1 up.

D/L :
http://www.ducimus.net/sh4/release/REL_Trigger_Maru_ver1-1.7z

Changlog:

//changelog 1.1


//camera.dat ( Mav87th )
Bino->CameraParams ClipDistance from 0.1 to 2.5

ConningPeriscope1
Restricted rotation Min Max changed to -90, and 90
Elevation Min Max changed to -90 and 90

//PPF Grain removal by kapitan_zur_see
data/misc/noise.dds

//Changed "trigger maru" credit title to uppercase.


//1024_768.ini file, remarked out nomograph block [G31 I28]

remarked out binocular crosshairs.

//added Captain Cox's officer hat.


//changed mission scripting for special missions to allow for more randomization.

//changed first patrol assigment for pearl harbor from marshall islands to Hokiddo.

//enabled 50 cal machine gun. (poor mans AA for S Class i guess)

//gar, gato now come with fore mounted deck gun by default.

//Gato now comes in cutdown tower and grey paint by default.

//balao now comes in grey paint in its first years of availablity.

//all subs (except S classes), now come equiped with radar by default.

// changed starting renown from a max of 5,000, to a max of 3,000.

//added bungo pete single mission

//bungo pete spawn time changed from every 6 days, to every 5 days.

//Bungo pete no longer has radar after 9/43.

//changed sub fuel to more realistic levels

Porpoise 11,640
Salmon 12,000
Sargo 11,250
Tambor 11.750
Gar 12,046
Gato 12,140
Balao 11,800

Julius Caesar
05-17-07, 03:05 PM
Nice job, dude! :up:

tdean001
05-17-07, 03:10 PM
Thanks Ducimus. D/Ling now!

:up:

Tom

ReallyDedPoet
05-17-07, 03:11 PM
Thanks Ducimus:up:

RDP

BellJack95
05-17-07, 03:13 PM
edit: Updated 17May07

Changes Trigger Maru 1.1 in relation to TMaru 1.0


//changelog 1.1

{I removed bulk of changelog to shorten the length for my reply} belljack95


//added bungo pete single mission

//bungo pete spawn time changed from every 6 days, to every 5 days.

//Bungo pete no longer has radar after 9/43. <----------- :ping:





Ducimus - question on the highlighted 1.1 changelog event....should that instead say "Bungo Pete no longer has radar BEFORE 9/43" instead of AFTER 9/43? I am just asking in order to get clarification since I would think radar for Japanese ships was easier to get as the war progressed.

Ducimus
05-17-07, 03:28 PM
Bungo pete is an exception to just about everything. I deliberatly made him uber because he's unique. His underwater sensor array is the best. his crew is the best (crew rating 4, elite). I wanted to leave a way to get around him. On the surface, out of his sight. I may, or may not give his radar back later. *shrug* on the otherhand maybe i should have left it in. Or i could just say, bungo pete went unto his superior and said, "radar?! I don't need need no stinkin' radar!"

BellJack95
05-17-07, 03:36 PM
Ducimus - thanks for the clarification on the Bungo Pete radar and why it is removed. When reading the changelog it just struck me as a possible typo and therefore just wanted clarification. Thanks for giving us a fighting chance against the evil "Bungo Pete".

Bando
05-17-07, 03:39 PM
You're the man Ducimus,
Thanks alot
D/L now.
:up: :up: :up:

Maybe tommrrow, or late tonight if the wife lets me have some damn time to myself.

Looks like she did.......:hmm:

Greetings from the other side of the globe

Bando:arrgh!:

Delusory
05-17-07, 04:12 PM
I don't know if it is the fault of Triger maru mod or something with my game, but I don't get any messages about Oportunity targets or responces to my sent Contact Reports. Today my home port was changed from Manila to Surabaya and I didn't get the info :-? . I guess I'll have a look tomorrow more closely.


And I'll try your new version


Sorry for my english, I'm Lithuanian :)

Ducimus
05-17-07, 04:18 PM
RE Contact reports:
Ive heard that is an issue introduced in patch 1.2. If this is proven otherwise, im sure someone will let me know about it, and ill look into it.

RE: Surabaya base change
This is a game issue. The base change takes place, but your either not notified of it, or simply miss the message.

ReallyDedPoet
05-17-07, 05:02 PM
Welcome:up: Delusory

RDP

Florida Sailor
05-17-07, 05:54 PM
Do we need to be in port before we replace 1.0 with 1.1?

ReallyDedPoet
05-17-07, 05:56 PM
Yes, make sure you are in port.

RDP

Ducimus
05-17-07, 05:59 PM
Do we need to be in port before we replace 1.0 with 1.1?

Oh yes.
Make this a standard rule to yourself if you value your saved games. Never enable or disable a mod while at sea. Its the safest policy. There are exceptions, but i dont want to confuse anyone. Just head to port first and do your mod juggeling between patrols.

NefariousKoel
05-17-07, 08:15 PM
Looking good so far Duci.

Q: You made the special missions more random? That's a good thing since there always seemed to be the same special mission at the same time before.:cry: Did you mix this up better in this version?

Ducimus
05-17-07, 08:33 PM
Speical missions: I just lumped them all together by area so it could randomly pull anything. Wheres as before i hard scripted a specific type of mission.

So as it is right now, heres how its set up:
1. Normal (random sink or patrol a specified area)
2. Special (random spy, photo, commando, etc in a specified area)
3. Goto 1.

I did it this primarly to break up the monotony. If people feel that special missions are too frequent, then i could spread them out more. At any rate, right now you'll never get a bunch of similar missions in a row. Variety is the spice of life, or so is my hope.

jerryt
05-17-07, 10:46 PM
Sweet!! I'll be installing this when I get back to port. :up:

Just a quick question. Is there an easy way for me to keep the deck gun on the stern, or is it a PIA to do? I like to be able to shoot em while going fast in the oposite direction, especially if it's gonna be Bungo Pete! :o

NefariousKoel
05-17-07, 11:02 PM
Speical missions: I just lumped them all together by area so it could randomly pull anything. Wheres as before i hard scripted a specific type of mission.

So as it is right now, heres how its set up:
1. Normal (random sink or patrol a specified area)
2. Special (random spy, photo, commando, etc in a specified area)
3. Goto 1.

I did it this primarly to break up the monotony. If people feel that special missions are too frequent, then i could spread them out more. At any rate, right now you'll never get a bunch of similar missions in a row. Variety is the spice of life, or so is my hope.
It seems much better with this version. I'm glad you got away from the scripted setup. I'm not too crazed about getting the same special mission at the same time every time either. It's looking better. Well done! :up:

Ducimus
05-18-07, 12:14 AM
On my drive home from work, it occcured to me that ive been obsessing too much over the game.

Barring any really nasty bug or oversight im on my part Im going to try and not look at anything sub related for a few days. I really , really want to know what's up with patch 1.3. If its coming or not. I'll check in on this thread from time to time, but im taking a few days off.

EDIT:
Figures, on a whim i decided to start a career game, just to look things over again, and the game gives the Wahoo. Just started a game, and BAM, there it was. Who could deny that? Im gonna disappear for awhile, and see how much damage i can do with that boat. :arrgh!: At any rate, im gonna try and take a break from the forums for a few days. :88)

Bando
05-18-07, 04:01 AM
At any rate, im gonna try and take a break from the forums for a few days. :88)

Well deserved.
Have fun and happy huntings

Greetings
Bando

ReallyDedPoet
05-18-07, 07:01 AM
At any rate, im gonna try and take a break from the forums for a few days. :88)

Have a good break mate:up: This game and this place can get pretty addictive:o

RDP

FooFighters
05-18-07, 11:47 AM
Hi Ducimus..

I have a problem with TM and the Tambor class sub.. I was checking out some subs in the museum and got a CTD when I choose the Tambor.

When I remove TM (with JGSME), it works fine.
Have you encountered this problem before ?

Thanks
Foo
;)

Strangelove
05-18-07, 12:12 PM
Great work once again.

I have a possible bug though. I started a new career, December '41, with a Tambor class based at Pearl. I got my assignment to patrol off Hokaido. Got there, sank a tanker with my deck guns. Once the patrol icon went grey, I radioed in a status report, and got nothing back. Tried again several times over the next few days. Without anything, I went back to Pearl and ended the patrol. I don't know if this is something with the mission altering you've done, or just a problem with the game.

Ducimus
05-18-07, 12:13 PM
Hi Ducimus..

I have a problem with TM and the Tambor class sub.. I was checking out some subs in the museum and got a CTD when I choose the Tambor.

When I remove TM (with JGSME), it works fine.
Have you encountered this problem before ?

Thanks
Foo
;)


I just looked at it. I can confirm that CTD in the musem when selecting the tambor. After putting some stock files in place for the tambor to reverse some of my changes i think i know why.

It's the Gar.

See, the Gar is acutally using the Tambors dat file with this mod. The dat files, i beleive, have a unique ID to them embedded somewhere in the dat file itself. Now ordinarly as you play, the game can only load one sub model at a time. So in normal play the game chooses either the Gar versions or the Tambors versions. Never both at the same time, so it never crashes in normal play.

The musem i beleive tries to cache the whole lot of them at once. It picks up the Gar version first. Presumably because its just going down the list. So the DAT file has been "used". Once it gets to the tambor, the game basically is going, "WTF, didn't i just see that?!" The programmers wouldnt expect to trap this kind of error, so without any error catch, the game not knowing what else to do, just quits.

Fortunatly this is just an issue with the musem, since inplay the game never tries to load more then one sub into its memory at once. It should either use the Tambor version of this particular dat file, or the Gar version.

ReallyDedPoet
05-18-07, 12:16 PM
Looking forward to this weekend and playing the #@it out of this game:lol:

RDP

Ducimus
05-18-07, 12:17 PM
Great work once again.

I have a possible bug though. I started a new career, December '41, with a Tambor class based at Pearl. I got my assignment to patrol off Hokaido. Got there, sank a tanker with my deck guns. Once the patrol icon went grey, I radioed in a status report, and got nothing back. Tried again several times over the next few days. Without anything, I went back to Pearl and ended the patrol. I don't know if this is something with the mission altering you've done, or just a problem with the game.


Dynamic mission assigments are given based on proximety to a location, and how much fuel, ammo you have.

Heres a snippet:

[Section 142]
FileName=data/Campaigns/Campaign/PatrolObjectives/Sink Luzon Strait 01/Sink Luzon Strait 01.mis
StartDate=19411201
EndDate=19450901
GameModes=Career
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=14575712.000000
EntryFocalPointLat=2581690.000000
MaximumDistanceFromStartPoint=1500
ExclusiveLayer=Yes
ExclusiveLayerID=222
EvaluationReason=StatusReport
AllMatch=PrimaryObjCompleted
PartialMatch=
PartialMatchingMinimumPercentage=
MinimumFuelPercentage=35
MinimumAmmoPercentage=60


Since i lowered the fuel to more realistic levels, i may have to go back and give them a little bit more fuel (within reason), or alter the dymanic mission assigments to be a little more flexible.

Mraah
05-18-07, 12:53 PM
Ducimus,

Great work! :up:

Question ... will it give you a "Return to Base" mission if you don't have enough fuel or torpedoes to satisfy the other missions? I've never had this happen ... yet. At least, not in the default version.

FooFighters
05-18-07, 04:30 PM
Hi Ducimus..

Thanks
Foo
;)


I just looked at it. I can confirm that CTD in the musem when selecting the tambor. After putting some stock files in place for the tambor to reverse some of my changes i think i know why.

It's the Gar.

I am glad.. I was just looking in the museum to choose the next possible target for recieving a hi-res skin :up:

Ducimus
05-18-07, 04:32 PM
Gar inheirts its skin from the Tambor. Except the midwar tower, thats inheirted from the Gato.

czACha
05-19-07, 02:33 AM
Hi Ducimus.

Thank you for you great job on these all modes.
One question: have you discover how powerfull is 40 cal antiaircfaft gun?
Only 10 rounds to even big class of marchant and his gone with a ball of fire.
A did not chack if it is the same situation with AP ammo but with HP I think that I get even better resoults than with 105 cannon and HP ammunitiuon.

DURUK
05-19-07, 06:13 AM
ducimus thank you once again for the update, man you rock..

one silly question here though.. i might be missing it because of the occassional lack of understanding i have on english but, i really need the nomograph to be there and i really can not understand how am i going to "remark" it for using in the game..

any advise?? ;)

Ducimus
05-19-07, 06:52 AM
Ducimus,

Great work! :up:

Question ... will it give you a "Return to Base" mission if you don't have enough fuel or torpedoes to satisfy the other missions? I've never had this happen ... yet. At least, not in the default version.

If this is moddable, its a 1024_768.ini issue. I honestly havent looked at it because while im not positive, i suspect its a hardcode issue.


Hi Ducimus.

Thank you for you great job on these all modes.
One question: have you discover how powerfull is 40 cal antiaircfaft gun?
Only 10 rounds to even big class of marchant and his gone with a ball of fire.
A did not chack if it is the same situation with AP ammo but with HP I think that I get even better resoults than with 105 cannon and HP ammunitiuon.

Ive heard about it, but never really tested themself. To be frank, ive had so much else i was wanting to look at that i simply overlooked the 40MM AA. I'll tone them down in the next version i think.



ducimus thank you once again for the update, man you rock..

one silly question here though.. i might be missing it because of the occassional lack of understanding i have on english but, i really need the nomograph to be there and i really can not understand how am i going to "remark" it for using in the game..

any advise?? ;)

If you check the support directory in the mod, youll find a "manual_FAQ" directory. I'll eventually try and put a more robust helpfile in there, but heres a snippet:



WHERES THE NOMOGRAPH?

In the data/mneu/1024_768.ini file search for [G31 I28]


Which brings you to this block of code:

;[G31 I28]
;Name=Nomograph
;Type=1030;Static bmp
;ItemID=0x3100000f
;ParentID=0x31000000
;Pos=0,0,200,720
;Zone=0 768 200 720 2 1 0x31000000 0.76 -0.02 0x3100000f 0 0 0 0
;Color=0xFFFFFFFF
;Materials=1
;Display=2;Linear
;Mat 0=data/menu/gui/layout/nomograph.tga
;MatFlags=0x9
;TexFmt=0x0

Remove the semicolons to enable the nomograph.

DURUK
05-19-07, 06:58 AM
Remove the semicolons to enable the nomograph.


will try right now
thank you once again :up:

czACha
05-19-07, 07:43 AM
Thank you for answer.

Yes I have already tested the 40 cal AP ammunition and it is also effective (you can even see holes on ship when you are shooting - strange that not under waterline). But yet I discovered that 105 is slightly better than 40 cal.

By the way, very impressive sound of explosion and especially sound of sinking ship. I did not check this double but I think that it is not available by hydrophone - I mean I only heard that on external look, it would be cool to hear it inside the sub (of course only near or just by hydrophone). But please do not understand my wrong, your modes simply keeps me playing SH4, thank you very much for this againg.

DURUK
05-19-07, 07:54 AM
wow.. first mission with bungo pete with 88% realism (map contact and external view enabled) sent the guy a salvo of 10 fishes (:oops: seems i was quite affraid of him after reading all the posts) fortunatelly the 8th one blew his fore port up to the sky :rock:

thank you once again for all you've done for this game and for us.. i've one more thing though... as far as i've understand the nomograph is imperial.. any chance to get it metric.. ?

Ducimus
05-19-07, 04:33 PM
as far as i've understand the nomograph is imperial.. any chance to get it metric.. ?

Metric version is included in the support directory.

Ducimus
05-19-07, 08:13 PM
Ok, i think ive had about enough of the reindeer games here.

if i continue to mod this game, it isnt going to be on subsim. Too much politics, too much bull****, and as Lehman aptly put it, ill never be free of it, as much as i wish i could, i know it will never be.


Let it be known that if anyone wants to continue this mod, you have my full blessings to take it as your own. You can cite the orginal creater if you want, it woulld be nice, but i dont expect you to.

I need a new hobby, im sick of the BS attached to this one.

U-Bones
05-19-07, 08:33 PM
:( sad day

ReM
05-19-07, 09:04 PM
What is happening to this place?

Ducimus; thanks man!

a sad day indeed!

fredbass
05-19-07, 09:14 PM
Relax Ducimus. Take a break like you said you were going to do and come back in a week. We'll still be here waiting on patch 1.3. :lol:

Gatlin01
05-19-07, 09:59 PM
Ducimus, You have one of the best mods out there for SH4. We need you for SH4!

czACha
05-20-07, 07:07 AM
You now what?
I think that I this days were game producers are realeesing products with some many bugs like SH4 - with TOTAL AWARENESS of this (becouse of pirace thay always cry) the last frontier are men like Ducimus.
I am yet old cmputer rat (with two childrens on board) but yours hard work man makes me so happy that today I had a fanny and stupid wish - to play that game in real time feeling like realy ship commander, sleeping and awayking with alert, waiting weeks for action..... - never happen.
I understand Ducimus, there is always the day of tireless.
Sad that in this moment.
Thanks a lot for you job WELL done my friend.

CaptainCox
05-20-07, 07:18 AM
WOW! hold your horses man!...not you! man. There has been enough ppl doing this in the last 2 weeks. Whats up with that!, you are doing a heck off a job here, and ppl appreciate it 101%.

Don't let some stuff like this get you down man!. I am not totally aware of the goings on in the past, but I know something has stirred up a lot of ppl to get peed off and trowing in the towel.

Just do what you do and that's that. If someone has different opinions and what have you...so be it, not the end of the world is it. Its a game/sim, that we all love to play and mod and that's that, no need to get all down and stuff...MAN! comon.

Don't let it get you down man...its only words!, and your work here is soooooo appreciated!

ReallyDedPoet
05-20-07, 11:26 AM
This is crazy, there is more than enough room on this site for everybody, despite their differences.

Stay man, SH4 and the community here needs you.

RDP

don1reed
05-20-07, 11:26 AM
When the ways of the world seem overwhelming, take a break.

There are many places where I like to hang out and chill...even at my age (nearing 70).

Don't let the bastards drag you down.

try http://Slinging.org

Nothing better than taking a dozen golf balls and a home-made sling to the ball diamonds at the local park and taking some aggression out on seeing how far you can sling 1.6 ozs.

I've been pissed enough to chuck them out over 200m...practice, practice, practice. :|\\

(even won a few bets over at the local golf driving range.)

Later http://img412.imageshack.us/img412/3286/slingerlt6.th.jpg (http://img412.imageshack.us/my.php?image=slingerlt6.jpg)

edit: Golf balls are one thing, but lead glandes as in ancient times would be considered...less sporting. ;)

Goliath's last word(s): Ouch!

http://i77.photobucket.com/albums/j42/donhreed/GlandandSling.jpg

Florida Sailor
05-20-07, 11:59 AM
Ducimus,

I waded through that nearly unreadable mess over at Modding Ethic/Courtesy Rules (Agreed) and I now know what you are talking about, at least I think I do. Is that what caused your consternation?:damn: If so I sympathize.. but please do not give up on the community.

There are hundreds of people, including myself, my son, and both my grandsons, who thank you every time they play the game using your MOD(s). SHIV is unplayable without it. If you must go and I certainly don't want that to happen, let us all know where. I for one will follow you. If it is permiited by this forum, I would like to send you my email address. I just don't know the proper proceedure for doing that.

Please take a few days to think it over.

Julius Caesar
05-20-07, 12:52 PM
Ok, i think ive had about enough of the reindeer games here.

if i continue to mod this game, it isnt going to be on subsim. Too much politics, too much bull****, and as Lehman aptly put it, ill never be free of it, as much as i wish i could, i know it will never be.


Let it be known that if anyone wants to continue this mod, you have my full blessings to take it as your own. You can cite the orginal creater if you want, it woulld be nice, but i dont expect you to.

I need a new hobby, im sick of the BS attached to this one.

Sorry to hear that.
I hope you will change your mind.:hmm:

Bando
05-20-07, 01:27 PM
At the risk of being called a stupid SOB,

What the hell happened?????

Why is Ducimus leaving????

jerryt
05-20-07, 02:34 PM
At the risk of being called a stupid SOB,

What the hell happened?????

Why is Ducimus leaving????

WOW! same here. :o WTF happened? I am using your mods Ducimus and having a great time with SH4. Speaking as a mod challenged person, I'd sure hate to see ya leave.
We may not always say it, but 99% of the perople here really appreciate you and the other modders work. :up:

pocatellodave
05-20-07, 04:17 PM
Dang!I sure hope you reconsider Ducimus.I like your Trigger Maru mod,and I'm sure I'm not by myself.I think all this SH IV stuff is making our group a lil edgy.We keep losing able bodied modders like you my friend,and it's going to become a large problem.
Pocatellodave

Marko_Ramius
05-20-07, 06:41 PM
Hi Ducimus. It is sad really. I respect your decision but please, take some time to reconsider. Many SH4 users here loving your work. I am one of them.

Without your mods, i'd simply not play SH4 no more. Simple as that.


If you don't stay for "them", stay for us ;)

oldgoatsboats
05-20-07, 06:48 PM
I wish you'd reconsider Ducimus. IMHO your mod is the only thing that makes this game playable. Pay no attention to all the blather that's going on around us and lets just focus on the game.

R48
05-20-07, 06:53 PM
Ducimus,

I hope you change your mind. I wouldn't even have SH4 on my computer if it wasn't for your TM mod.

NefariousKoel
05-20-07, 08:00 PM
I'd hate to see you drop it Ducimus. You've really improved the game. :cry:

Thanks for what you've done.

DURUK
05-21-07, 02:42 AM
i guess putting in so much time and energy in one thing with not much to take back may easily make someone quite touchy which i can tottally understand..

it also sounds kind of selfish to me to ask you to stay..
still, like all the other folks here i appreciated all you've done (not only for modding also for the patiente on explaining how i'm going to use your mode ;)) I remember myself reading my very first post here; it was yours and about how the AI sensors worked and it had couple of fancy drawings with it.. and BAM!! from then on i've sticked with FTT and never could leave it.. you made sh4 something enjoyable to more people you can guess..

..anyway i'd say give a break if you want.. and you can see what will happen after 1.3 comes (if it will ever come)..

..and maybe after 1.3 we wont be needing any modding.. ;)
just being over optimistic i guess :rotfl:

Laffertytig
05-21-07, 05:20 AM
does anyone know the real reason why he's left? what "politics" and "bull****" is he refering to? if its cos of the 1.3 patch situation thats understandable, i havent even bought the game yet vecause of it so i can imagine what a royal pain in the arse moding it must be.

but i get the vibe from his post that there's another reason as he doesnt even mention the patch

Uber Gruber
05-21-07, 07:08 AM
He's leaving cos there are a few "camps" in this community and the exchange of words between them hasn't always been, well, very mature. I have to agree that i've noticed a downward spiral of late in the tone some people are using in their posts. What is really disapointing is that some of those people have been members of this community for quite a while and should really know better.

Unfortunately, i don't see a solution to this as the camp mentality now seems to have affected some moderators too. :nope:

Oh well, live 'n learn I suppose.

Julius Caesar
05-21-07, 10:00 AM
Rember this one? :nope:

Just letting you all know folks I have now decided to leave as I am getting fed up with certain person here and I don't need there BS which is constant nick picking at my remarks which have been increasing over the months here in the general topics forum and I am sick of it.

I am sorry to say this as most of you here are a great bunch.

I will be checking my PM's till mid June after that I will not be returning.

or this one? :nope:

I don't care if anyone else wants to host and share my SH4 files or tools. No problem. But I am once and for all finished with the SH4 modding board and all the garbage I have seen here. No offense intended to the moderators, but I have had it. :dead: I will not be hosting any more SH4 files/tools or contributing any more to modding SH4. My apologies go out to all the nice people here (there are a lot of you), but I have reached my limit with some of the horrible attitudes I have seen here. Enough is enough. I hope all you good modders understand why I am leaving. I wish you all the best of luck with modding SH4. Take care ;)

ps

I know for a fact that some of the very best, nicest, most knowledgeable and experienced veteran SH3 modders that exist on the internet today are avoiding this SH4 modding forum like the plague because some of the attitudes and crap they have seen here, and I can't really blame them. It's just a few vocal troublemakers here spewing their BS who are ruining it for everyobdy else in the long run. :damn:

Bando
05-21-07, 10:28 AM
It's a sad, sad dayThat's three modders, doing an outstanding job, who get fed up with people on this board.It can't be more than a few, but their impact seems to be important. Where will these good modders be going?? I wonder if we'll ever know. I'll sure miss the patience, humor and good mods of Ducimus. I hereby wish you all the best.It's a sad, sad day

Payoff
05-21-07, 10:37 AM
Bando
I'll sure miss the patience, humor and good mods of Ducimus.


Agreed. All mods aside, I always thought Duci was one of the funniest members of SS. I always enjoy reading his posts.

Gunner
05-21-07, 10:38 AM
Ducimus matey,A wise man once said:
[A mans intelligence can be maeasured by what he says and by what he does not say]
This is one of the reasons I have the utmost respect for you and your wonderfull work here at Sub Sim. Sincerily hope you continue with your modding of SH4.

DURUK
05-21-07, 10:41 AM
Rember this one? :nope:

Just letting you all know folks I have now decided to leave as I am getting fed up with certain person here and I don't need there BS which is constant nick picking at my remarks which have been increasing over the months here in the general topics forum and I am sick of it.

I am sorry to say this as most of you here are a great bunch.

I will be checking my PM's till mid June after that I will not be returning.
or this one? :nope:

I don't care if anyone else wants to host and share my SH4 files or tools. No problem. But I am once and for all finished with the SH4 modding board and all the garbage I have seen here. No offense intended to the moderators, but I have had it. :dead: I will not be hosting any more SH4 files/tools or contributing any more to modding SH4. My apologies go out to all the nice people here (there are a lot of you), but I have reached my limit with some of the horrible attitudes I have seen here. Enough is enough. I hope all you good modders understand why I am leaving. I wish you all the best of luck with modding SH4. Take care ;)

ps

I know for a fact that some of the very best, nicest, most knowledgeable and experienced veteran SH3 modders that exist on the internet today are avoiding this SH4 modding forum like the plague because some of the attitudes and crap they have seen here, and I can't really blame them. It's just a few vocal troublemakers here spewing their BS who are ruining it for everyobdy else in the long run. :damn:
I'm relatively new to subsim to clearly understand where all these have been addressed to.. but,

HEY, surely there must be some of you guys who know the source of these problems!! why am i feeling like there is a problem everyone knows but no one wants to name it??

look at all the good modders this forum has lost..

if there is someone who really has to leave, i believe it should not be these devoted and productive modders but those who are adressed everytime when a modder quits.. if a community is not productive what use will it have anyway!?

although being new in here i want to be advised the address of this problem since i consider myself a part of this place and want to do something to contribute in any way..

don1reed
05-21-07, 12:53 PM
I for one have to admit...I've been using the Modders as a crutch. These Sims, SH2, 3, & 4 are really just basic crap until they, the Modders mold them into something usable and playable and enjoyable.

But, if I were a Modder (which I am not), would I get my nose bent out of joint or my feeling hurt everytime someone spit into the wind?

Look, Modders rule here, a simple fact. They're artists and engineers rolled into one and sometimes some are...shall I say...temperamental. Even though what they do to the Subsims is not copyright , they, understandably get wrapped around the axle about "their baby", "their master-piece", "all their hard work", "they're other hobby".

The very moment they put "something" on the table for all of us users to enjoy, we're like hogs at a trough; they automatically loose control or ownership of their efforts. They feel justifyably violated whenever, anyone borrows, uses, mentions, re-modifies, their efforts in a "NEW MOD" without any notification and/or permission, or acknowledgement.

Sometimes they feel like baby sitters to all of us users, I'm sure, when we whine and moan about this ain't workin' or such 'n such isn't authentic, or realistic, or historic. Or this mod sux...

I've often wondered how I would react or how I'd handle all the crap...

If I was a modder, I'd submit my effort(s) and back off ... let the user beware ... If they have balls enough to D/L it and use the mod, then let them be ballsy enough to delete it if it doesn't suit their style. Afterall, no one is making/loosing any money over this. Users should be man (or woman) enough to try a mod then use it or delete it. No bitching, no one put a gun to our heads, ordering us to use it.

If it doesn't work, delete it and move out smartly to something else. Drive on.

Cheers to the modders.

Laffertytig
05-21-07, 04:24 PM
the way i see it is there are 2 major mods on the go at the moment, this one and RUB. ive been keepin tabs on both threads and havent seen anything written that would cause bad blood.

anyone got any links to threads where all this hostility has happened?

Florida Sailor
05-21-07, 04:42 PM
the way i see it is there are 2 major mods on the go at the moment, this one and RUB. ive been keepin tabs on both threads and havent seen anything written that would cause bad blood.

anyone got any links to threads where all this hostility has happened?

Try this one sir and get an education in obfuscation: http://www.subsim.com/radioroom/showthread.php?t=114540&highlight=Modding+Ethic%2FCourtesy+Rules+%28Agreed %29

jdkbph
05-21-07, 06:27 PM
Hopefully, it's still OK to post questions in this thread? :)

I applied the v1.1 TM mod while in port between patrols, hoping to get the war time conning tower for my Gato class boat. Unfortunately, when I set sail on my next patrol I still had the big square port-holey thing up there.

Did I misapply the mod?

Or perhaps the problem is that I have a game in progress and the updated conning tower cannot now be applied?

Or maybe there's some specific date when the mod becomes active (it's Dec 42 at the moment)?

I don't see it listed as an "upgrade" I can apply while in port either (eg, the RADAR and gun upgrades).

I'd appreciate any enlightenment here...

JD

SOFBear
05-21-07, 09:06 PM
My gosh, I bought SH4 right when it came out--paid full price. But saw how many bugs there were I laid off installing it. I've tried playing it several times and have scratched my head over why things that were'nt broken in SH3 needed fixing now. I chalked it to "different boat, different controls" syndrome. I've lurked here for a long time. Finally, this mod came along that really seemed to spark my interest. I downloaded it to my desktop. The file didn't associate with anything I could install it with. No zip or rar file would open it. No big deal I thought, I'll just check this friendly forum! Gosh what a surprise.

This seems like such a neat mod. I am sorry that the fine fellow getting it done got worn out by the "yada yada" that always seems to fall on our good mod folks. I hope he does not give up.

So I could enjoy his work, could anybody tell me how to open the file? What utilty do I use. I've tried the usual suspects.

Thank you so much for your help.

U-Bones
05-21-07, 09:26 PM
My gosh, I bought SH4 right when it came out--paid full price. But saw how many bugs there were I laid off installing it. I've tried playing it several times and have scratched my head over why things that were'nt broken in SH3 needed fixing now. I chalked it to "different boat, different controls" syndrome. I've lurked here for a long time. Finally, this mod came along that really seemed to spark my interest. I downloaded it to my desktop. The file didn't associate with anything I could install it with. No zip or rar file would open it. No big deal I thought, I'll just check this friendly forum! Gosh what a surprise.

This seems like such a neat mod. I am sorry that the fine fellow getting it done got worn out by the "yada yada" that always seems to fall on our good mod folks. I hope he does not give up.

So I could enjoy his work, could anybody tell me how to open the file? What utilty do I use. I've tried the usual suspects.

Thank you so much for your help.

If the file in question ends in 7z then it belongs to a free program that i love - 7zip, which handles 7z, zip, rar and others.

download and install from here
http://www.7-zip.org/

U-Bones
05-21-07, 09:45 PM
Hopefully, it's still OK to post questions in this thread? :)

I applied the v1.1 TM mod while in port between patrols, hoping to get the war time conning tower for my Gato class boat. Unfortunately, when I set sail on my next patrol I still had the big square port-holey thing up there.

Did I misapply the mod?

Or perhaps the problem is that I have a game in progress and the updated conning tower cannot now be applied?

Or maybe there's some specific date when the mod becomes active (it's Dec 42 at the moment)?

I don't see it listed as an "upgrade" I can apply while in port either (eg, the RADAR and gun upgrades).

I'd appreciate any enlightenment here...

JD

Jun 42 the mid war tower is up for grabs, dec 1 42, late and elite towers are also (all 3) available. I have never really looked into this part of the game, but I was under the impression that the conning tower was issued when you got the boat but never upgraded. I am not aware of a point where you can choose, at least directly.

I am not sure how the game would settle between the three eligible choices if you were issued a new gato in 43 either... try a new career in those times

Also try taking yor current boat out and returning in disgrace, maybe you get one next patrol. Or play it out and see.

Maybe someone else has more info. I have never payed attention to my towers, just happy if they are watertight :D

Gatlin01
05-21-07, 09:50 PM
So which camp is doing all the barking? GWX I presume?

U-Bones
05-21-07, 10:40 PM
So which camp is doing all the barking? GWX I presume?

Why stir up crap needlessly ?

Give it a rest please. Please don't even answer me.

Thank you in advance.

Laffertytig
05-22-07, 05:12 AM
have to say ive just went through that whole thread and i seen nothing directed at ducimus so why he's taken the hump and left i dont know. even if there were comments directed at him who care's, he has a good fan base for his mod right here.

You know a thought just hit me.... God help the guy who genuinly thinks up something on his own, posts it, and then someone else try and "virtually" sue him over "copyright" infringements.
A few years ago, I can't count the number of times i genuinly thought up something on my own, posted about it, only to find out someone figured it out a few weeks prior. New guys are going to run into that ALOT. Coming down with an moralistic hammer is a great way to stiffle budding creativity or discourage participation.

the only clue to why he's left could be his words above. either he's the guy he talks about thats thought up something in which case he has no reason t be upset and leave, who cares what anybody else says, it for the community.

or he's stolen some work from GWX which is why they are tryin to set up these "guidelines" and might also explain why he has left so abruply

U-Bones
05-22-07, 07:04 AM
have to say ive just went through that whole thread and i seen nothing directed at ducimus so why he's taken the hump and left i dont know. even if there were comments directed at him who care's, he has a good fan base for his mod right here.

You know a thought just hit me.... God help the guy who genuinly thinks up something on his own, posts it, and then someone else try and "virtually" sue him over "copyright" infringements.
A few years ago, I can't count the number of times i genuinly thought up something on my own, posted about it, only to find out someone figured it out a few weeks prior. New guys are going to run into that ALOT. Coming down with an moralistic hammer is a great way to stiffle budding creativity or discourage participation.
the only clue to why he's left could be his words above. either he's the guy he talks about thats thought up something in which case he has no reason t be upset and leave, who cares what anybody else says, it for the community.

or he's stolen some work from GWX which is why they are tryin to set up these "guidelines" and might also explain why he has left so abruply

For the record, he did no such thing. Your speculation here, and especially your unfounded conclusion, is grossly inappropriate and serves no purpose.

Some people know what is going on. If you do not, it does not involve you. Think of it as a family spat between Uncle Fred and Aunt Mavis, and stay out of it.

Thank you.

DURUK
05-22-07, 08:57 AM
For the record, he did no such thing. Your speculation here, and especially your unfounded conclusion, is grossly inappropriate and serves no purpose.

Some people know what is going on. If you do not, it does not involve you. Think of it as a family spat between Uncle Fred and Aunt Mavis, and stay out of it.

Thank you.
I'm not eager to come upon any unfounded conclusions and i certainly do not think that ducimus might have "stolen" (if that'd be the right word) anything from anyone..

but if some people here keep the knowladge for themselves (or maybe just pretend to have the knowledge) eventually such conclusions will they face..

yes, i might be quite new in subsim and may not be able to comprehend all these politics going on but i know that i liked the mods of this guy and consequently also liked himself.. and like all the other bunch of people here using his mods i'm also sorry to hear that he's leaving and i feel it as my right to know clearly the matter to have an objective view.

And NO! I'll not stay out of it because it involves me on the basis i've told above.. and if some people knows what is going on then i ask to be informed
(isnt the aim of this forum to share information afterall)

Laffertytig
05-22-07, 09:27 AM
i never said he stole anyones work i said it was one of two possible reasons and the fact that he's just upped tools and left is very strange. communication is the key here as it always should be, maybe if he took a few seconds to post the reasons why he left then people wouldnt speculate!

and whats with all the secrecy BS anyway. its a public mod on a public forum which is full of people who have enjoyed his work. and yet the mod just ends a week or so after ducimus explaining his grand plans. weird

Beery
05-22-07, 09:27 AM
I don't know what's going on. Ducimus, the community needs your mod. If this has anything to do with the GWX crowd don't let any of them get you down. They have a scorched earth policy when it comes to modding and they're experts at trolling and needling posts. We've had our disagreements but I recognise that your mod provides a service that mine doesn't, so our mods work together to give the community choices. If GWX takes over here the choice will be gone and SH4 will become a one-party-state just as happened with SH3.

U-Bones
05-22-07, 09:38 AM
For the record, he did no such thing. Your speculation here, and especially your unfounded conclusion, is grossly inappropriate and serves no purpose.

Some people know what is going on. If you do not, it does not involve you. Think of it as a family spat between Uncle Fred and Aunt Mavis, and stay out of it.

Thank you.
I'm not eager to come upon any unfounded conclusions and i certainly do not think that ducimus might have "stolen" (if that'd be the right word) anything from anyone..

but if some people here keep the knowladge for themselves (or maybe just pretend to have the knowledge) eventually such conclusions will they face..

yes, i might be quite new in subsim and may not be able to comprehend all these politics going on but i know that i liked the mods of this guy and consequently also liked himself.. and like all the other bunch of people here using his mods i'm also sorry to hear that he's leaving and i feel it as my right to know clearly the matter to have an objective view.

And NO! I'll not stay out of it because it involves me on the basis i've told above.. and if some people knows what is going on then i ask to be informed (isnt the aim of this forum to share information afterall)
Then you simply contribute to the chaos with your selfish desire to be "informed" or "objective". Like you can fix it or be indignant or some other noble thing... please.

If he wanted to disclose his reasons further, that would have been his choice. Given that he did not, move on.

I am asking once more that this festering sore be left alone and allowed to scab over. Those of us who have been here a while are tired of it.

And for the record, I do not know the full story, nor do I want to. Also for the record, I like Ducimus and hate to see him leave. Also for the record, I like some of the people he has issues with. Also for the record, more than one modder has left and come back after some rest.

There is enough drama without piling on more. Let's see how it plays out without poisoning the well any further shall we ?

BTW, he released Trigger Maru 1.2 over at the other place.
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2311092165

DURUK
05-22-07, 11:08 AM
For the record, he did no such thing. Your speculation here, and especially your unfounded conclusion, is grossly inappropriate and serves no purpose.

Some people know what is going on. If you do not, it does not involve you. Think of it as a family spat between Uncle Fred and Aunt Mavis, and stay out of it.

Thank you.
I'm not eager to come upon any unfounded conclusions and i certainly do not think that ducimus might have "stolen" (if that'd be the right word) anything from anyone..

but if some people here keep the knowladge for themselves (or maybe just pretend to have the knowledge) eventually such conclusions will they face..

yes, i might be quite new in subsim and may not be able to comprehend all these politics going on but i know that i liked the mods of this guy and consequently also liked himself.. and like all the other bunch of people here using his mods i'm also sorry to hear that he's leaving and i feel it as my right to know clearly the matter to have an objective view.

And NO! I'll not stay out of it because it involves me on the basis i've told above.. and if some people knows what is going on then i ask to be informed (isnt the aim of this forum to share information afterall)
Then you simply contribute to the chaos with your selfish desire to be "informed" or "objective". Like you can fix it or be indignant or some other noble thing... please.

If he wanted to disclose his reasons further, that would have been his choice. Given that he did not, move on.

I am asking once more that this festering sore be left alone and allowed to scab over. Those of us who have been here a while are tired of it.

And for the record, I do not know the full story, nor do I want to. Also for the record, I like Ducimus and hate to see him leave. Also for the record, I like some of the people he has issues with. Also for the record, more than one modder has left and come back after some rest.

There is enough drama without piling on more. Let's see how it plays out without poisoning the well any further shall we ?

BTW, he released Trigger Maru 1.2 over at the other place.
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2311092165
Contribution to chaos can not be better simulated than such a patronizing manner being shown here. I doubt that anyone really needs this. What most of the people have in common here is a disturbance that good modders are being lost one by one. People have the right to ask questions with meaning no offence and if those who have been here for a while are tired enough for not being able to give answers without offence can just ignore and step aside. I kindly ask you to do the same.

U-Bones
05-22-07, 11:20 AM
For the record, he did no such thing. Your speculation here, and especially your unfounded conclusion, is grossly inappropriate and serves no purpose.

Some people know what is going on. If you do not, it does not involve you. Think of it as a family spat between Uncle Fred and Aunt Mavis, and stay out of it.

Thank you.
I'm not eager to come upon any unfounded conclusions and i certainly do not think that ducimus might have "stolen" (if that'd be the right word) anything from anyone..

but if some people here keep the knowladge for themselves (or maybe just pretend to have the knowledge) eventually such conclusions will they face..

yes, i might be quite new in subsim and may not be able to comprehend all these politics going on but i know that i liked the mods of this guy and consequently also liked himself.. and like all the other bunch of people here using his mods i'm also sorry to hear that he's leaving and i feel it as my right to know clearly the matter to have an objective view.

And NO! I'll not stay out of it because it involves me on the basis i've told above.. and if some people knows what is going on then i ask to be informed (isnt the aim of this forum to share information afterall)
Then you simply contribute to the chaos with your selfish desire to be "informed" or "objective". Like you can fix it or be indignant or some other noble thing... please.

If he wanted to disclose his reasons further, that would have been his choice. Given that he did not, move on.

I am asking once more that this festering sore be left alone and allowed to scab over. Those of us who have been here a while are tired of it.

And for the record, I do not know the full story, nor do I want to. Also for the record, I like Ducimus and hate to see him leave. Also for the record, I like some of the people he has issues with. Also for the record, more than one modder has left and come back after some rest.

There is enough drama without piling on more. Let's see how it plays out without poisoning the well any further shall we ?

BTW, he released Trigger Maru 1.2 over at the other place.
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2311092165
Contribution to chaos can not be better simulated than such a patronizing manner being shown here. I doubt that anyone really needs this. What most of the people have in common here is a disturbance that good modders are being lost one by one. People have the right to ask questions with meaning no offence and if those who have been here for a while are tired enough for not being able to give answers without offence can just ignore and step aside. I kindly ask you to do the same.
My answers were requests for self restraint, and contained no offense, at least initially, and never without good intentions.

"...can just ignore and step aside. I kindly ask you to do the same."

You got it, I'm finished for now. Too bad you can't follow your own advice.

Dig away, but don't cry if it bleeds.

Laffertytig
05-22-07, 12:10 PM
hey u-bones why u getin so upset about this? none of these queries were directed at u and since u readily admit u know NOTHING about the situation then maybe u would be better not responding or if u cant restrain yourself not even looking at this thread!

i have yet to buy this game as im waitin to see what happens with patch 1.3 thats if there is one. although there are lots of minor mods there are only two major ones, this one and RFB. as beery just said both offer different styles of play and im only showing concern that it appears we've lost one of the modmakers to "unknown" reasons. ive been on these forums since before SH2 was released and am still amazed at how serious and bitchy some of these mod dudes can be (and that means noone in particular:roll: ).

but hey thats life, put it this way, if u were in a bar havin a drink with friends and someone disagreed with u would u instantly leave the bar without givin a reason? maybe u would who knows but id find that strange, just as i find this strange.

so just calm down man:up:

Ducimus
05-22-07, 12:12 PM
ENOUGH!

Some morbid curiousity made me click here, and oh well, i guess i should have expected rampant speculation. Then again, im not even sure why i should care.


I did not steal anything from GWX. My reasons for leaving are many, but none of them involve any theivery from GWX. The straw that broke the proverial camels back was removed from the ethics thread, so you can stop looking. I will not state my reasons, because it will only stoke a fire.

So yes, im serious about it this time. Otherwise i woudlnt have offered my modpack up for grabs. Its my hope that somebody unaffiliated takes the ball and runs with it. If i continue to mod, it will not be on this forum. I have to admit ill miss alot of the community here, but so long as certain aspects of this community remain, there will always be some sort of strife. I, was, and probably still am, a part of those aspects that create the strife on this forum, just by my very existance here. My parting thought: Don't allow yourself to be manipulated by others, and never take sides.

Oh yes, Tmaru 1.2
http://files.filefront.com//;7573130;/

http://www.ducimus.net/sh4/release/REL_Trigger_Maru_ver1-2.7z

Good luck, and good hunting. Im off to find a new hobby for awhile. Ive got everything installed on my system from World of warcraft, to Doom3, to Diablo 2, to rome TW, something will grab my attention. At the least i have a new book to read, "silent running" by James calvert. I was looking for ned beach novels, but Borders didnt have any. Guess i should have gone to Barnes and Nobels.

Onkel Neal
05-22-07, 12:39 PM
It's too bad there is always this petty friction between mod teams, it really reflects badly on all involved. Each side thinks they are right, and only defending themselves. They don't like it when a forum moderator attempts to keep them in line but they are the first to complain the moderator is not doing anything to check the other guy's remarks. It's impossible to referee this situation, and many good men have checked out: Der Teddy Bar, Observer, nvDrifter, and now Mr. SH4 Mod himself, Ducimus.

I wonder where the professionalism of mod teams like Pacific Aces went?

Yeah, I know, it's the other guy's fault...

I wish you success, Ducimus, I've enjoyed talking with you. You have my personal invitation to return any time you wish, no explanations needed. There will always be people here to welcome you. :yep:

Neal

U-Bones
05-22-07, 12:45 PM
hey u-bones why u getin so upset about this? none of these queries were directed at u and since u readily admit u know NOTHING about the situation then maybe u would be better not responding or if u cant restrain yourself not even looking at this thread!
so just calm down man:up:
I know a bit more than nothing, and never said otherwise. Read more carefully ? Quote more accurately ? OK, thanks.

And like you, I read and comment on whatever I like. I simply asked for restraint and was rejected. I'm dead calm, before and after.

Enjoy your game.

U-Bones
05-22-07, 12:47 PM
There will always be people here to welcome you. :yep:

Neal

Yeah, here is one.

ReallyDedPoet
05-22-07, 12:49 PM
Here is another:up:

RDP

BellJack95
05-22-07, 01:37 PM
There will always be people here to welcome you. :yep:

Neal

Yeah, here is one.


Ducimus - good luck and good hunting. Thank you for the Trigger Maru mod (and its forerunner Flavored To Taste - FTT). It has made my submarine career in the Pacific much better!

And just like in the ol' Motel 6 commericals....I am sure the "light will be left on for you"....except during air raid alerts or enemy naval activity! Cheers! :D

jerryt
05-22-07, 02:36 PM
There will always be people here to welcome you. :yep:

Neal

Yeah, here is one.

Add one more. :up: Thanks man!

MaxenThor
05-22-07, 02:52 PM
There will always be people here to welcome you. :yep:

Neal
Yeah, here is one.

And another one here. We'll miss you.:yep:

Laffertytig
05-22-07, 03:35 PM
fair comment ducimus, its a shame your shuttin up shop cos your mod was shapin up very nicely indeed. Neal listed a pretty impressive list of modding talent there without guys like u and them SH4 will die a slow death. u seemed very commited and enthused about your mod up until a few days ago so its disapointing that you're letin whatever these guys said to get to u but thats your call i guess

hopefully you will change your mind at some point

OlegM
05-22-07, 04:30 PM
I did not steal anything from GWX. My reasons for leaving are many, but none of them involve any theivery from GWX. The straw that broke the proverial camels back was removed from the ethics thread, so you can stop looking. I will not state my reasons, because it will only stoke a fire.

You're acting freaking childish that's all. You may be a great modder - and I personally always speak the best about your work - but part of you acts like a spoilt 5 year old kid. And you're not alone.

There I said it - I am sure many here share my opinion but are too politically correct to actually say it :cool:

peckens
05-22-07, 04:58 PM
Am I missing something here on installing this. I put the mod in the MODS folder and then activate it. After that when I start a new carreer I have no reference telling me that the mod is working. Everyone says that the pear harbor start date is dec 8, I am starting on dec 10, there is still a crosshair on the binoculars, the missions seem to be exactly the same as stock, controls are all the same such as "B" is not working as a hotkey for battlestations, etc. Everything seems to still be stock. What am I doing wrong?

Florida Sailor
05-22-07, 05:01 PM
You're acting freaking childish that's all. You may be a great modder - and I personally always speak the best about your work - but part of you acts like a spoilt 5 year old kid. And you're not alone.

There I said it - I am sure many here share my opinion but are too politically correct to actually say it :cool:[/quote]

Sorry sir, but you are out of line and I have to call you on this one. This guy has done for FREE what we all paid UBI $50.00+ to do. Out of a sense of responsibility, well deserved pride, or the goodness of his heart he has given us a playable game that I am rapidly falling in love with. It is all due to his hard work and the sacirfice of his family time.

Ducimus can stay, go, whatever and we have no right to criticize his choices. Our chioce should be, and mine certainly is, is to thank him for his efforts and wish him well.

dean_acheson
05-22-07, 05:01 PM
Um, I like TM, and use it alot. I think that the game is pretty good, I'd just like it if Duci. added in the way cool better periscope mod to TM and I'd be pretty happy with the game.

Don't take off.

U-Bones
05-22-07, 05:02 PM
I did not steal anything from GWX. My reasons for leaving are many, but none of them involve any theivery from GWX. The straw that broke the proverial camels back was removed from the ethics thread, so you can stop looking. I will not state my reasons, because it will only stoke a fire.
You're acting freaking childish that's all. You may be a great modder - and I personally always speak the best about your work - but part of you acts like a spoilt 5 year old kid. And you're not alone.

There I said it - I am sure many here share my opinion but are too politically correct to actually say it :cool:
Some that agree with you simply realize it serves no purpose to take potshots at ANYONE leaving the community ?

How much more childish can you get than that ?
Oh boy, nows my chance !!! :gulp:

U-Bones
05-22-07, 05:05 PM
Am I missing something here on installing this. I put the mod in the MODS folder and then activate it. After that when I start a new carreer I have no reference telling me that the mod is working. Everyone says that the pear harbor start date is dec 8, I am starting on dec 10, there is still a crosshair on the binoculars, the missions seem to be exactly the same as stock, controls are all the same such as "B" is not working as a hotkey for battlestations, etc. Everything seems to still be stock. What am I doing wrong?

Probably
MODS\Directory\another directory\Data\*
or
MODS\unextractedmod.7z

Should be
MODS\ModName\Data\*

OlegM
05-22-07, 05:09 PM
Some that agree with you simply realize it serves no purpose to take potshots at ANYONE leaving the community ?

Potshots? Hey people can leave, people can stay, I will always welcome them and wish them luck. It's the pathetic over-dramatized way in which them drama queens feel the need to announce their leaving for being broken hearted, cheated and not loved enough that, honestly, makes me laugh :lol:

Almost a daily occurance lately :shifty:

PS I never said Ducimus didn't contribute - on the contrary I think his mod is great, and I definitely appreciate his hard work. But it does not change the fact that he's acting like kindergarten drama queen (with notable difference: kindergarten drama queens usually give better reasons for their behavior)

U-Bones
05-22-07, 05:13 PM
Some that agree with you simply realize it serves no purpose to take potshots at ANYONE leaving the community ?
Almost a daily occurance lately :shifty:


And being rude when they go helps how ?

OlegM
05-22-07, 05:40 PM
And being rude when they go helps how ?

Helps by bringing us all back to earth & among grown ups.

U-Bones
05-22-07, 06:14 PM
And being rude when they go helps how ?
Helps by bringing us all back to earth & among grown ups.
Lol, I HAVE children. Try again.
Or not, either way.

Spadefish
05-22-07, 06:18 PM
Ducimus,

Best of luck. Fair winds and following seas....

OlegM
05-22-07, 06:23 PM
Lol, I HAVE children. Try again.
Or not, either way.

What's your point? I have kids too, perhaps that's why I recognise "kindergarten drama queen" behavior when I see it :-? :lol:

don1reed
05-22-07, 06:48 PM
@peckens:

Are you using JSGME to activate TMv1.1?

peckens
05-22-07, 06:49 PM
@peckens:

Are you using JSGME to activate TMv1.1?
Yes

I downloaded it. I unrared it. Put the REL_Trigger_Maru_ver_1-1 folder in D:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\MODS. Then ran the mod enabler.

I tried a couple sound mods to see if they would work and they ran fine then uninstalled them, its just this TTM mod that wont work.

peckens
05-22-07, 07:28 PM
Ok, this is odd. I removed all my mods and reinstalled them and now none of them work. Any ideas?

EDIT: Dont know what happened but I noticed that some how the Mods folder had been moved into the Data directory now it works fine. Thx anyway

Onkel Neal
05-22-07, 10:27 PM
Lol, I HAVE children. Try again.
Or not, either way.

What's your point? I have kids too, perhaps that's why I recognise "kindergarten drama queen" behavior when I see it :-? :lol:

He's frustrated. It happens.

Laffertytig
05-23-07, 02:25 AM
u just cant resist it can ya u-bones. your beginnin to sound like ducimus's personal body guard. if ducimus doesnt feel the need to respond to these comments then why the hell should u?

dont answer that

Gizzmoe
05-23-07, 03:33 AM
Great news from Ducimus! :rock:

http://www.ducimus.net/sh4/


23 May 07

Ive decided im going to continue to support the "Trigger Maru" mod, but in a much more limited, and casual compacity. This site will continually be updated as time goes on. Updates to the mod, i will post on this "news" page. Other misc updates to the website, i wont. Right now I am in "wait and see" mode, pending the status on patch 1.3, if it ever materializes. Do not expect any update to Tmaru until such time, and again, since i am only one person, my work will be at a slow pace. This is after all, a hobby, and i will always prioritize it as such.

In a way im excited about having my own mod site and messing around with HTML again. Don't you love the HTML 2.0 work in frames? I havent touched this stuff since 1997 or so. What i love about this, is i can still contribute to Sh4 enjoyment, but encapsulate/shield myself from a whole lot of unwanted drama. I dont intend to frequent any forums but updates to the mod i'll post on the offical forums when they occur, which, as things stand right now, will be seldom. But seldon is better then none. Otherwise when people stop using this mod, is when i'll stop supporting it.

Gatlin01
05-23-07, 05:22 AM
Glad to see that!:D
Thanks Gizzmoe for sharing that!
And thank you Ducimus.

U-Bones
05-23-07, 07:08 AM
u just cant resist it can ya u-bones. your beginnin to sound like ducimus's personal body guard. if ducimus doesnt feel the need to respond to these comments then why the hell should u?

dont answer that
The simple answer is that I hate rude jerks. But you already knew that.

I would call out rude jerks even if it was a rude jerk that was leaving.

Argus00
05-23-07, 09:17 AM
Great mod.

Sorry to see Ducimus go. Don't know why he left. Don't care why he left. Just sorry to see him go, Will miss his work.

I hope he'll be back if and when UBI releases a hefty patch to fix all the hardcoded crap, so he and all the other great modders on this forum can set their minds to work on a GWX-like mod for SH4.

don1reed
05-23-07, 12:11 PM
@peckens:

I believe you created one subdirectory too many, i.e.,

...Ubisoft/Silent Hunter Wolves of the Pacific/MODS

If I'm readin' what you posted above correctly...you put the mod into

Ubisoft/Silent Hunter Wolves of the Pacific/Data/Mods...

That would definitely be the problem.

OlegM
05-23-07, 12:15 PM
I would call out rude jerks even if it was a rude jerk that was leaving.

What if I compose pointless, boring, teary eyed, "nobody loves me enough" pathetic goodbye letter to announce my leaving (as if anyone cares) - would you call me a rude jerk then too? :rotfl:

Beery
05-23-07, 12:21 PM
I'm going to have to go through my list of thread subscriptions because I'm subscribed to some that have turned into flame-fests, and they bring the worst out in everyone, including me.

This thread is supposed to be about the TM mod. Let's get it back on track please.

And moderators, where the heck are you guys? Can we have some careful pruning done here please? This thread is a sticky because it's a very worthy mod, but anyone reading the last four pages might come to the conclusion that the thread is just for trolling and name-calling.

U-Bones
05-23-07, 01:21 PM
And moderators, where the heck are you guys? Can we have some careful pruning done here please? This thread is a sticky because it's a very worthy mod, but anyone reading the last four pages might come to the conclusion that the thread is just for trolling and name-calling.

/agree

Wilcke
05-23-07, 01:24 PM
Beery,

Concur man, prune it judiciously!

Wilcke

IBTL

NefariousKoel
05-23-07, 01:25 PM
I agree with Beery.

These guys need to chill out or take the flame wars elsewhere. :cool:

Gizzmoe
05-23-07, 02:10 PM
Concur man, prune it judiciously!

Too much work. I´ve moved Ducimus´ first post to a new sticky. Thread closed.