PDA

View Full Version : [REL] Trigger Maru 1.7.6 (Updated 24Jan08)


Pages : 1 2 3 4 [5] 6 7

LukeFF
10-20-07, 01:17 AM
Hi Luke FF, do not know why it did not work for you but the default textures for the Gramophone are stored in your JSGME backup directory and also the original 1024x768.ini.

Thanks, that did it for me. :yep:

Archie
10-21-07, 06:23 PM
Hi, just to confirm, if I want to run the latest TM 1.6.4 with ROW, according to Duci's instructions, I install ROW first then TM 1.6.4, but NOT NSM? Does this sound right, I thought ROW required NSM to be installed....:hmm:

sqk7744
10-21-07, 10:43 PM
Thanks for all your hard, continued work on this Ducimus!!!

Take a Bow Sir :up::up::up:

theluckyone17
10-21-07, 11:24 PM
Does this sound right, I thought ROW required NSM to be installed....:hmm:I think that certain modules/sections of ROW require NSM to be installed... the special effects do, if I remember correctly. Seein' as Ducimus didn't put the special effects modules in his list/order of mods, I'm gonna guess you simple don't install those.

Or I'm completely wrong ;)

leovampire
10-21-07, 11:41 PM
Does this sound right, I thought ROW required NSM to be installed....:hmm:I think that certain modules/sections of ROW require NSM to be installed... the special effects do, if I remember correctly. Seein' as Ducimus didn't put the special effects modules in his list/order of mods, I'm gonna guess you simple don't install those.

Or I'm completely wrong ;)

Is because the zon files for the Ship's from the work Wernersab did matche's some of the new zone's parts of the ship's that he did so that more ship's in the game can sink diferntly than others. It was to seperate the ship's more in the game.

I plan on making a zone's file for the stock game just havn't gotten around to it yet with all the other stuff I am doing for the mod.

As soon as I get one done I will post it and I plan on making one for Duci and T.M. to the spec's he want's for his mod.

MONOLITH
10-22-07, 12:17 AM
Leovampire..... the most overworked modder at Subsim.

I salute you. :rock:

leovampire
10-22-07, 12:43 AM
Leovampire..... the most overworked modder at Subsim.

I salute you. :rock:

I am always asking them both for stuff to work with new things I am doing so the only taking a break right now is l3th4l. He is a student and just moved as well so get's to take a break from here and I am sure he is glad too! :rotfl:

Poor Kriller every thing I do makes him want to rework his stuff more.


And Jaketoox I ask him for stuff constantly.


But they have live's I don't for the most part so I can put more time into things and get us all into more trouble LOL!!! :damn:

Duci Tater and I have a lot in common. We don't know when to stop tinkering with our work especialy when we find new stuff to work with.

Ducimus
10-22-07, 12:26 PM
What Leo said! (thanks for fielding the question btw leo, ive been busy)


For right now, "ROW light zones specials" is NOT compatible with TMaru. The reason being, as leo cited, the zones.cfg is not compatible, and you'll get really funky results (assuming the game loads to a mission at all).

Some of the core aspects to "Row_light_zones_speical" such as the scene.dat, materials.dat, and particles.dat i intergrated into TMaru itself, so you do not need to run "Row_light_zones_speical" at all.

Eventually i'll update TM's zone.cfg with all the specials Leo's packed into the file, but not right now. Im not adding ANYTHING until after patch 1.4 is released, and this mod made compatible. Ive got enough of a birds nest to unravel after the patch, so any new additions are just going to have to wait.

edit:
Duci Tater and I have a lot in common. We don't know when to stop tinkering with our work especialy when we find new stuff to work with.

I think someone at some point in time called this "CTD", or "Compulsive Tweaking Disorder".

Sailor Steve
10-22-07, 03:51 PM
I think someone at some point in time called this "CTD", or "Compulsive Tweaking Disorder".
And if you keep doing it sooner or later your head will literally CTD.

Ducimus
10-22-07, 04:12 PM
Sad thing is, i keep trying to quit. I seriously wish that i could just come here, D/L a mod, play the game, and be happy. I fell into this trap during Sh3, wound up tweaking the game more then acutally playing. So when Sh4 first came out, i seriously told myself, "NO MODDING". I seriously thought someone else would have come out with a mod pack. Much to my dissapointment, other then Berry, nobody has.

If the day ever comes where someone comes up with a modpack for the PTO that just buries TMaru, and blows it out of the water, i will be extremely happy. Because then i can just step down, step aside, fade into the background and enjoy things more.

Hitman
10-22-07, 04:17 PM
I fell into this trap during Sh3, wound up tweaking the game more then acutally playing

He...tell that to me! I have never played the full campaign in SH2 :damn: I started modding when I was halfway through and that was the end of all.:shifty:

I enjoyed much RUB and NYGM because everything was done there already, but sadly there are always some minor aspects you like different, and when those end you find another, and by then you have learned enough to tweak that other annoying effect and....see it? Here we go again :damn:

Ducimus
10-22-07, 04:20 PM
Pacific Aces Dev Team

I keep seeing that in forum avatars. I think it's high time you boys get back in the saddle! Hell, ill even make it easy for you. Need a base to start with? feel free to rip apart TM and mold it to your own vision. I will gladly, hand over the reins, and walk away. :yep:

R3D
10-23-07, 09:14 PM
Im having a problem with trigger maru, all my fire effects turn into large pixels when the mod is active.

anyone know whats up? (newest version 1.64

i use the graphics pack also.

Ducimus
10-23-07, 09:47 PM
I have no idea, ive never heard of anyone having that problem before.

ReallyDedPoet
10-23-07, 09:56 PM
Im having a problem with trigger maru, all my fire effects turn into large pixels when the mod is active.

anyone know whats up? (newest version 1.64

i use the graphics pack also.

There is a fix for this, I saw something a few days back, took a quick look and could not find it. Somebody will get this. Maybe check over at the ROW Thread.


RDP

R3D
10-23-07, 09:58 PM
I have no idea, ive never heard of anyone having that problem before.

narrowed it down to the particles.dat file in the mod download.. works if i remove that from the mod and go back to the default one.

the bug also affected the oil slicks, turned em all into big black squares and the fire swere big orange square's,. nobody else checked the 1.64 version and got this error?

is there a setting of some kind or a line in the .dat file i can edit to fix it?

Ducimus
10-23-07, 10:27 PM
I can only guess its something specific to a video card, driver version, or mod /texture combination. I haven't run into this problem, so i wasn't aware of it. The particles.dat is from ROW, so you could check there.

:hmm: Are you running ROW textures or not? Maybe thats the problem. I should go back and check that i suppose. In otherwords, i wonder if that file is calling on a specific graphic that wont be present unless your running ROW as well.

leovampire
10-23-07, 10:47 PM
http://files.filefront.com/firetexturezip/;8873993;/fileinfo.html

This is a fix for that problem 9 times out of ten. Only a handfull of people has had this happen.

But install these 2 file textures in the texture folder of the mod

Data/Texture/TNormal/tex


And make sure you do not have 2 differn't particles.dat file's in your game

The particles file from ROW specificly points to these 2 files plus the Oil slik texture so if you do not have them in the game using our particles file from ROW you get these fire and oil slik problems.


http://i21.tinypic.com/2yls4sy.jpg

This is his problem DUCI.

Unlike the old fire textures for the game the new one created for ROW is animated so it need's both texture files to work properly.

Ducimus
10-23-07, 11:05 PM
Thanks Leo. Seems i made a boo boo, i didn't realize the particles.dat was texture dependant. Since i run your excellent mod anyway, i would never have known tell someone pointed it out to me :88) Just call me Dufus. :rotfl:

leovampire
10-23-07, 11:12 PM
Thanks Leo. Seems i made a boo boo, i didn't realize the particles.dat was texture dependant. Since i run your excellent mod anyway, i would never have known tell someone pointed it out to me :88) Just call me Dufus. :rotfl:

Not too bad only 7 people out of 500 download's have had this problem. But it happens so far few and inbetween that I have to find the thread page that has it so I decieded to add an emergency download for it just incase.

The particles file wasn't dependent before but in order to create the new effect's for the mod it became dependent on those 3 file's.

Just like if we manage to create new and seperate explosions just for the oil and fuel that would mean new textures to go with them as well.

Unfortunatly new effect's for the game requires certain links to new items and dependancies.

R3D
10-24-07, 03:06 AM
thanks for the info guys, i installed the row thing after trigger maru and the problem went away anyways, TM and ROW look awesome i couldnt play without them now.

nice job lads :up:

Ducimus
10-24-07, 04:08 AM
Ok heres the roadmap for the future of TMaru, after which , i think im going to call it good. This post is soft of a reminder to myself.


In order of priority:

1.) Make patch 1.4 compatible. This will probably be labled TM 1.7

2.) Rework AI visual sensors. I want units on their own visual node based on category. Merchants, warships, planes, sanpans/fishing boats, etc. Every catagory of enemy unit sharing one visual node, i don't like that at all. This will probably be TM 1.7.1

3.) Examine submarine physics, and try and work out a decent model to enhance realism. Either a negative boyance model, (preffered), or a positive boyancy model. I want to increase crash dive time without having increasing the MBT_floodrate to 35,000 for a 42-45 second crash dive time. 35,000 is a ridiculous number, something else isnt working right. If I make any signfiicant progress is being made, ill spend more time on it, and will release it as version 1.7.2. This is a tenative version, it may not happent at all.

4.) Fine tune a torpedo mod to increase dud and malfunction rate. More malfunctions then stock, but slightly less then what would be considered "historical". If 7 out of 10 torepdoes failed on me, i think id go nuts. 5 out of 10 will do :88). Probably will appear as version 1.7.3

5.) Fine tune aircraft presence. I think i went overboard when i toned down the number of aircraft. This also will probably will appear as version 1.7.3

6.) Look at campaign files again. By this time Tater may have made more progress in his campaign work, and ill incorporate his latest at this point. This also will probably will appear as version 1.7.3

7.) Look at sinking mechanics again, although this is the last on my priority list , and may not happen. If this happends it will be 1.7.4

So all told im looking at the following:

version 1.7
- 1.4 compatible

Version 1.7.1
- AI visual revamp

Version 1.7.2 ????? (tenative on progress made)
- possible tweaks to sub mechanics


Version 1.7.3
- aircraft tweaks
- campaign file updates
- torpedo mod

version 1.7.4 ??????(tenative)
- possible sinking mechanics addition.



So at the least, theres the patch 1.4 compatiblity version, and at least two more versions after that.

After that point, if i still have any sanity left, i guess ill acutally be playing this game for a change. :roll:

Camaero
10-24-07, 04:20 AM
Thanks man!

SteveW1
10-24-07, 04:45 AM
I've come back to port and have upgraded to the latest TM and installed in the order as listed with ROW and have come across this file missing,

Data/Menu/Gui/RecManual/ConFlagShoreDefenses.DDS

Can anybody let me know where I might be able to locate this, it has only come up as missing after I upgraded to TM1.6.4.

Ducimus it's good to see you looking at still modding this fantastic mod after the 1.4patch, Your work along with all the Modders here are much appreciated.

ryanwigginton
10-24-07, 11:47 AM
A little confused here... :hmm:

I want to run ROW, NSM3.3 and TM1.6.4

Which order do I install in because part of ROW says install NSM before ROW but then when I install TM over ROW isn't that going to overwrite the NSM3.3 I want. :huh:

Can someone clarify please.

PS. It's the classic NSM I want to use if possible.

Ducimus
10-24-07, 12:42 PM
Id install ROW first. Then TM's GFX pak, then TM 1.6.4 Thats how it was intended to run. If you make or add any changes, do it AFTER TM 1.6.4, not before.

Fincuan
10-24-07, 12:50 PM
Have a look at here (http://www.subsim.com/radioroom/showthread.php?t=122408). Leovampire's suggested install order is at the end of the first post.

edit: That installation order seems to be pre-TM 1.6.4, which I believe incorporates some files from ROW, so I don't know if its valid anymore. I used it, and at least the first patrol went as planned.

Aniuk
10-24-07, 04:52 PM
Any change that you can give a "timetable"? It's up and running smoothly at the moment with your october update. I see a number of postings speaking of a 1.4 patch from Ubisoft.

Your thorough istructions for "loading" have helped me a lot. I hope you will continue to give this information. I'm grateful that you will make tm compatible with this update from Ubisoft. Without TM it wouldnot be the same! Aniuk

Ducimus
10-24-07, 11:20 PM
Ok, i finally spend some time looking at the RSRD mod thread. (im typiically too focused to see what others are doing), and to answer a question that keeps recoccuring.


Is TM compatible with Run silent run deep?

NO it is not. Unfortunatly your going to have to make a choice. RSRD, or TM. You can't run both. That is, not unless you know how to intergrate the two mods yourself, in which case, have at it :up:

ironkross
10-25-07, 10:09 AM
I have been using TM w/ ROW since I got back to SHIV, in fact I think it's what got me enthused (is that even a word?) about the game again. I have to say I would like to broaden my scope a little and branch out. RSRD would mean starting a new career? What are the major components I would lose from TM if I played RSRD w/ ROW?

missleman01
10-25-07, 10:36 AM
Im a long time sub simmer and enthusaist and have had Silent Hunter IV as soon as I could get my hands on it earlier this year (i love Pacific theatre and was a big fan of SHI) I just came back to SHIV after an absence due to engineering work and schooling that takes a huge amount of my time.

I came back this week to find Trigger Maru and Real Fleet Boat mods available and I wanted to praise the packs for the immersion, feel, and features that they add. Its a very nice package.

Im currently deploying from Mare Island in the newly constructed USS Skate (Spring '43). Im deploying to the Empire on a covert mission and will be based at Pearl after this initial patrol. Sea trials went well and had an absolute blast...

Thanks again.

Ducimus
10-25-07, 11:27 AM
I have been using TM w/ ROW since I got back to SHIV, in fact I think it's what got me enthused (is that even a word?) about the game again. I have to say I would like to broaden my scope a little and branch out. RSRD would mean starting a new career? What are the major components I would lose from TM if I played RSRD w/ ROW?


I can't answer that right now. I havent D/Led the mod and looked at what it changes. The only thing i can say with reasonable certaintly that due to some of the changes i made in taters campaign layers in conjunction with AI tweaks - if you were to introduce a new campaign layer without the tweaks i made to it, theres a good chance it will make the pacific twice as hard as the Atlantic. (imagine a convoy being escorted by multiple akikaze destroyers "aka, bungo pete" )

ironkross
10-25-07, 02:52 PM
I have been using TM w/ ROW since I got back to SHIV, in fact I think it's what got me enthused (is that even a word?) about the game again. I have to say I would like to broaden my scope a little and branch out. RSRD would mean starting a new career? What are the major components I would lose from TM if I played RSRD w/ ROW?

I can't answer that right now. I havent D/Led the mod and looked at what it changes. The only thing i can say with reasonable certaintly that due to some of the changes i made in taters campaign layers in conjunction with AI tweaks - if you were to introduce a new campaign layer without the tweaks i made to it, theres a good chance it will make the pacific twice as hard as the Atlantic. (imagine a convoy being escorted by multiple akikaze destroyers "aka, bungo pete" )

Don't think I've run across one of those AFAIK, (and from the sound of it I guess I would know it if I had.) Another thing I have to think about b4 changing careers is I would get a new boat and I just put in a requisition over at Battleflags for a flag mod for my current one, so I don't want to change boats right now either. I think I'll wait till after 1.4 and things should sort out. Well hopefully.
TY,
IK

leovampire
10-25-07, 02:52 PM
RFB / T.M. / and RSRD do not work or play well together if at all.

ANY MOD THAT PLAYS WITH THE CAMPAIGN LAYERS AND MISSIONS will not work with another mod that does the same thing without problems at one time or another either sooner or later they will cause a CTD.

You can use graffic's from mod to mod most of the time but most mod's that work with the campaign layers are interdesigned around all the parts of it and get certain info from the other parts of them.

For example T.M. might have a mission set up to happen on a certain date and has ships set up to appear at that time in that area. But if you lay a mod over it that changes just tht one thing then the game will either CTD or you will never get to do the mission.

When you see a mod that has a folder inside of it that says CAMPAIGNS and you want to run another mod that has that same folder 9 times out of 10 they will not work or play together.

If you mix and match RFB / T.M. / and or RSRD you do so at your own risk and do not expect the creaters of those mod's to help you figure out your Crash problems because those guy's always warn you about compatability.

Run one of them and finish the game till the end of the war. Then remove that mod and add the next one you want to try then play that one from the start to the end and so on and so forth.

FooFighters
10-25-07, 03:45 PM
When this game came out, the number of patrols were a hot issue.
No more then 5 or 6 were possible without being retirered.

Thanks Duci (and the rest of the TM modders) for making this game playable.
Just to let you know..

I just finished my 17th patrol from Pearl.. USS Spearfish SS-190
http://www.oldsmobile1958.com/extra/TM1.jpg

As a bonus I found the Yamato and a Takao in Yokohama Naval Base.
http://www.oldsmobile1958.com/extra/TM2.jpg

http://www.oldsmobile1958.com/extra/TM3.jpg

http://www.oldsmobile1958.com/extra/TM4.jpg

http://www.oldsmobile1958.com/extra/TM5.jpg

:up:

Rolf Eschke
10-26-07, 03:52 AM
Good Pics !
I like this Mod,
Regards
Rolf

leovampire
10-28-07, 05:07 PM
http://files.filefront.com/People+with+fire+and+oil+srar/;8911494;/fileinfo.html

This is the particles file materials file and the textures for the ROW special effect's.

Since you started to have people over write ROW I am getting a lot of messages saying the fire and oil slik's are pixled.

So can you update the file's for new download's please?!

This contains the released work not any update's as the update's are not ready yet.

longdog499
10-28-07, 05:44 PM
This is probabley something stupid that I,m doing ( or not doing ) but when I click on the Gramaphone icon I get a Conversion Chart. No Gramaphone at all.:-?

leovampire
10-28-07, 07:13 PM
I am also getting the strange fire and oil effects. I've spent the past few hours trying every conceivable combination of mods and fix files, and nothing has worked.

I'm going to try removing the files altogether, and see if I can't cut my losses. Great mods, by the way! Otherwise I wouldn't have tried so hard!

In case it helps, I'm using a NVIDIA GeForce 6800 Ultra with the latest drivers.

Isn't there a setting for normal textures vs low res stuff?

Ducimus
10-29-07, 10:15 AM
This is probabley something stupid that I,m doing ( or not doing ) but when I click on the Gramaphone icon I get a Conversion Chart. No Gramaphone at all.:-?

There's an issue with it not displaying properly at the higher resoultions. If i don't get it working in higher rez later on, i think i might remove it. I just wonder how many people acutally use it.

longdog499
10-29-07, 11:34 AM
OK.Thanks for your answer. I use 1064 x 768 and while personally I find the gramaphone adds a lot of atmosphere I would prefer to use TM than have the use of it if it comes down to making a choice.

Ducimus
10-29-07, 12:23 PM
OK.Thanks for your answer. I use 1064 x 768 and while personally I find the gramaphone adds a lot of atmosphere I would prefer to use TM than have the use of it if it comes down to making a choice.


At that resolution it should work. I guess ill doublecheck that, i run at one rez higher then that and it works fine.

R3D
10-29-07, 06:35 PM
is there something wrong with the fuel?

i cant make a trip from brisban to the java sea without running out of fuel on the trip back, oddly i seem to consume more fuel accross the same distance after loading a savegame than i did before saving.

Ducimus
10-29-07, 09:39 PM
is there something wrong with the fuel?


No. But distance traveled on X amount of fuel can vary if you run into alot of heavy weather conditions.

hyperion2206
10-30-07, 09:14 AM
16.) Where did Mark 10 torpedos go?

The option to equip Mark 10 torpedos no longer appears for any boat but the S class, as it was the only boat that acutally used this WW1 era torpedo. All other boats used Mark 14's.

I really don't want to be a smart @ss but that is not correct. Clay Blair states in "Silent Victory" on page 344 that USS Seadragon had to take Mark X torpedos on board.
He was loaded with old Mark X torpedoes left over from the S-boats because Christie wanted to keep all the available Mark XIVs for the Brisbane boats.
So would it be possible to have the Mk X torpedos available for the Asiatic fleet subs until the beginning of 1943?

FIREWALL
10-30-07, 09:56 AM
Hi Duce :D Looking for TM GFX 2.2

have tm gfx 2.1 but can't find 2.2

Deleted all ROW and older version of TM 1.6.3

and installing latest ver as per Post #1and doing install as you suggest in a perticular order.

Just need TM GFX 2.2

Ducimus
10-30-07, 10:15 AM
Hi Duce :D Looking for TM GFX 2.2

have tm gfx 2.1 but can't find 2.2

Deleted all ROW and older version of TM 1.6.3

and installing latest ver as per Post #1and doing install as you suggest in a perticular order.

Just need TM GFX 2.2

It should be in the same 7z file. I compressed both mods together at the same time.

ReallyDedPoet
10-30-07, 10:21 AM
Hi Duce :D Looking for TM GFX 2.2

have tm gfx 2.1 but can't find 2.2

Deleted all ROW and older version of TM 1.6.3

and installing latest ver as per Post #1and doing install as you suggest in a perticular order.

Just need TM GFX 2.2
It should be in the same 7z file. I compressed both mods together at the same time.

Just checked a copy I d\led, its there as a seperate folder .


RDP

Ducimus
10-30-07, 10:24 AM
Thanks RDP. I could have sworn it was there.

I think next time ill just compress them seperatly to lessen confusion. Main reason i compressed them into the same file was to save time on uploading. FIgured this way i could send it all up in one go.

ReallyDedPoet
10-30-07, 11:08 AM
Thanks RDP. I could have sworn it was there.

I think next time ill just compress them seperatly to lessen confusion. Main reason i compressed them into the same file was to save time on uploading. FIgured this way i could send it all up in one go.


No problem. I actually like the one d\l. Also, nothing wrong though with making it a little easier for yourself :yep: But you maybe your right, two seperate ones may make it easier for folks.


RDP

Ducimus
10-30-07, 06:05 PM
Just an FYI, in additon to this WIP
http://www.subsim.com/radioroom/showthread.php?t=124138

The following, (depending on what patch 1.4 changes), will probably be in the next version of TMaru. As it is, im not publishing anything tell after patch 1.4. But these are the changes ive made locally on my hard drive.


// improved dive time of Sargo by 5 to 6 seconds.

// changed realism settings to award player for having external camera off.

// changed sub availabity dates.
- Gato Class, Asiatic 6/43, Brisbane 1/43
- Balao Class, Asiatic 8/43, Brisbane 6/43


// intergrated ROW camera v 2



// JP aircraft range from 1,000 to 2,000
// airstrike.cfg
- Atenuation Factor from 15, to 10
- airstrike probablilty on detection from 70 to 90
- default airstrike probablity from 10 to 20


// adjusted realism values.
- only no map contact option does not increase realism setting
- Easy , autoTDC, external free cam ON
- Normal, AutoTDC, external free cam OFF
- Hard, Manual TDC, external free cam OFF
- realistic, All options checked.

//"bathtub" style early war tower equiped if start in dec41
// Midwar "half cut" style tower equpied if start in jan42


// sink missions changed from 2,000 merchant tons, to 4,000 ANY tons.


//moved photo recon missions into tokyo bay into more accessible areas.

Mechman
10-30-07, 10:41 PM
http://files.filefront.com/People+with+fire+and+oil+srar/;8911494;/fileinfo.html

This is the particles file materials file and the textures for the ROW special effect's.

Since you started to have people over write ROW I am getting a lot of messages saying the fire and oil slik's are pixled.

So can you update the file's for new download's please?!

This contains the released work not any update's as the update's are not ready yet.
You really should us leovampires updated files. The pixelated effect is a bit annoying. I get pixels that are bigger than the crew for the fire and oil effects.

Ducimus
10-31-07, 12:14 AM
http://files.filefront.com/People+with+fire+and+oil+srar/;8911494;/fileinfo.html

This is the particles file materials file and the textures for the ROW special effect's.

Since you started to have people over write ROW I am getting a lot of messages saying the fire and oil slik's are pixled.

So can you update the file's for new download's please?!

This contains the released work not any update's as the update's are not ready yet.
You really should us leovampires updated files. The pixelated effect is a bit annoying. I get pixels that are bigger than the crew for the fire and oil effects.

Yes i know. I didnt realize the particles.dat was dependant on special textures until after i posted the update to the mod. In the future they will be included, but its not enough of a reason to push a new version up with a patch looming large.

T&L5
11-01-07, 09:30 PM
Thanks for all the work guys!
You Rock!:rock:

rmfish
11-02-07, 06:23 PM
Hi Ducimus,
When I get a photo recon assignment, I can not seem to complete it to the games sattisfaction. I photograph everything I can see, I even sneak rite into the port and snap everything in sight, still can not complete the assignment. This has me stumped, I have restarted the game and have a new carreer each time but as soon as I get a rece job I cannot complete it. I have gone all the way back to home port only to be told that the assignment was NOT COMPLETED.
Is there anything you could suggest??.
Very best regards,
Robert.

Lopo
11-03-07, 08:40 AM
Hi,

I'm playing TM 1.6 for a long time and when I begun a new realistic career (I take a lot of time to understand how to get a solution fire) with a sub class Tambor I have nobody to man the deck gun even with battlestations... When I see the crew board there is no place for sailors to man this gun... If I want to use it I'm obliged to fire myself... I'm the captain not a gunner!
Can somebody please help me?
Thanks

Take care
Lopo

neumanf15
11-03-07, 12:10 PM
Lobo, this is a known issue with SHIV... I've repeatedly had the same problem - let me guess, you moved the deck gun from fore to aft or aft to fore?

This problem doesn't affect everyone, but it has affected many. The ONLY solution I know of is to edit your savegame to fix it. See post #14 of this thread (http://www.subsim.com/radioroom/showthread.php?t=121472).



Now that I've done my good deed, anyone have an idea about my problem (this post (http://www.subsim.com/radioroom/showthread.php?p=662220#post662220))? Or is it definitely NOT a TM thing and I should ask in the main forums?

Thanks,
Neuman

Ducimus
11-03-07, 12:19 PM
anyone have an idea about my problem (this post (http://www.subsim.com/radioroom/showthread.php?p=662220#post662220))? Or is it definitely NOT a TM thing and I should ask in the main forums?

Thanks,
Neuman


I beleive its a issue with the stock game. I could be mistaken, but I don't think anything ive done could cause that.

rmfish
11-03-07, 12:32 PM
Hello again,
Can anyone help with this please??.
Robert.

Hi Ducimus,
When I get a photo recon assignment, I can not seem to complete it to the games sattisfaction. I photograph everything I can see, I even sneak rite into the port and snap everything in sight, still can not complete the assignment. This has me stumped, I have restarted the game and have a new carreer each time but as soon as I get a rece job I cannot complete it. I have gone all the way back to home port only to be told that the assignment was NOT COMPLETED.
Is there anything you could suggest??.
Very best regards,
Robert.

Lopo
11-03-07, 04:49 PM
Lobo, this is a known issue with SHIV... I've repeatedly had the same problem - let me guess, you moved the deck gun from fore to aft or aft to fore?

This problem doesn't affect everyone, but it has affected many. The ONLY solution I know of is to edit your savegame to fix it. See post #14 of this thread (http://www.subsim.com/radioroom/showthread.php?t=121472).



Now that I've done my good deed, anyone have an idea about my problem (this post (http://www.subsim.com/radioroom/showthread.php?p=662220#post662220))? Or is it definitely NOT a TM thing and I should ask in the main forums?

Thanks,
Neuman

Thank you Neuman...

I will try but it seems to be by the hard way... it's a no easy solution for a guy like me who only knows how to use a computer. We will see...

Take care,
Lopo

rmfish
11-03-07, 05:15 PM
Hi there,
FWIW, from a newbe, I changed the deck gun from a 3.5 to a 4" but placed it at the rear deck and lost my gun crew. I re-started the game and changed to a 4" gun but left it in the orriginal place and regained my gun crew.Hope this helps!!.
Robert.

Von Hinten
11-04-07, 04:19 AM
For some reason I can't seem to download the full 1.6.4 mod from filefront. The page shows up normally but after clicking the download button I get redirected to the main page.

Does anyone know of a mirror site or this mod maybe?

Reno
11-04-07, 11:57 AM
Same problem...Some of File Front's links for ROW have been taken down too.

Calbeck
11-04-07, 01:07 PM
I get no link, and a search on "maru" turns up nothing related to TM. Trigger Maru 1.6.3 is still there though.

Reno
11-04-07, 01:11 PM
Yeah, I think File Front was the only game in town for the TM download.

Von Hinten
11-04-07, 01:12 PM
I get no link, and a search on "maru" turns up nothing related to TM. Trigger Maru 1.6.3 is still there though.
Good idea, I'll upgrade to that until the latest version resurfaces. :D

Ducimus
11-04-07, 01:39 PM
Sometimes filefront has a brainfart. No matter, i may post a new version soon anyway.

Von Hinten
11-04-07, 01:54 PM
Ha! Even better!

I'm wondering what you've managed to come up with this time maestro. :yep:

Calbeck
11-04-07, 02:06 PM
I'll say this, right off the bat: if not for these mods, I wouldn't be bothering with SH4 until at least 1.4 comes out. It's a rough diamond, and you guys in the mod crews have cut and polished it into a beautiful gem. -:)

momo55
11-04-07, 02:14 PM
Ha! Even better!

I'm wondering what you've managed to come up with this time maestro. :yep:

Don't you know ?
http://www.subsim.com/radioroom/showpost.php?p=674696&postcount=218:rotfl:

Ducimus
11-04-07, 02:43 PM
Bungo cat! LOL.

version 1.6.5 is looking like

This:

--Format wordwrap

// improved dive time of Sargo by 5 to 6 seconds.

// changed realism settings to award player for having external camera off.

// changed sub availabity dates.
- Gato Class, Asiatic 6/43, Brisbane 1/43
- Balao Class, Asiatic 8/43, Brisbane 6/43


// intergrated ROW camera v 2
- modified so you can view 360 degrees using binoculars without moving around. (you may call me lazy)



// JP aircraft range from 1,000 to 2,000
// airstrike.cfg
- Atenuation Factor from 15, to 10
- airstrike probablilty on detection from 70 to 90
- default airstrike probablity from 10 to 20


// adjusted realism values.
- only no map contact option does not increase realism setting
- Easy , autoTDC, external free cam ON
- Normal, AutoTDC, external free cam OFF
- Hard, Manual TDC, external free cam OFF
- realistic, All options checked.

//"bathtub" style early war tower equiped if start in dec41
// Midwar "half cut" style tower equpied if start in jan42


// sink missions changed from 2,000 merchant tons, to 4,000 ANY tons.


//moved photo recon missions into tokyo bay into more accessible areas.


Plus this:
http://www.subsim.com/radioroom/showthread.php?t=124138
(read entire thread, or just the last page if your interested)


Plus i think i may have to intergrate ROW's pitch and roll mod into TM.

I think that may the scope of it at this point.

edit: Oh yea, i have to include some texture files that are associated with the particles.dat so the "square flames" type threads will go away :88)

Wilko
11-04-07, 03:12 PM
That looks great Ducimus :yep:

Ducimus
11-05-07, 02:46 AM
Filefront link should be working again. Reason is, theres a new file to d/l.

rmfish
11-05-07, 12:23 PM
Ducimus,
What are the Photo Reconisance requirements for completion. I am sorry to keep asking this question but after loading all of your fabulous MODS that make the game super realistic, it seems a shame that I can not play the game. I have been in Yokohama harbour for two days (Game time) now, I have photographed everything in site, all ships, docks, installations etc but can not COMPLETE the mission. It seems like such a shame to have to junk the game since I can not make progress.
Help.
Robert.

Ducimus
11-05-07, 12:29 PM
You have to lock (L key) onto a ship with your periscope (which ship is random), and then press the take photo button in the periscope orders bar at the bottom of the screen. You may have to do this for every ship in the harbor. I ussualy get it on the 2nd or 3rd ship.

Von Hinten
11-05-07, 12:42 PM
Filefront link should be working again. Reason is, theres a new file to d/l.
Thanks skipper, this one works like a charm.

ReallyDedPoet
11-05-07, 01:09 PM
Filefront link should be working again. Reason is, theres a new file to d/l.
Thanks Ducimus :yep::up:


RDP

donut
11-05-07, 03:21 PM
We\ :oops: To ask,but the photo Op. @Palau,Koror,Battle fleet. Suspect Capt.Tater's Champane layer .No can find:shifty: Assuming we :know: How to take a picture,no:ping: Ind.from star:p ,of any war fleet.can not complete mission ? Did the fleet sail :down: ?

barndog
11-05-07, 03:50 PM
Just loaded up 1.6.5 after removing 1.6.4

Took of on first campaign patrol outta Pearl early in 42

Draw China sea. Happily steaming for west coast of Okinawa. SHIP SPOTTED maybe 50 miles east of Ryukus. It's coming on night so I remain on the surface til I can just make out reflections of one hellofa battle fleet. Send my sighting report and CD to periscope depth. Set ALL torps to run 15 feet high speed! Take a BEAD on the first Kongo in the line. Let fly one torp every 30 seconds dive to the chill layer and wait .

Raise my cam and watch the clock tick ,tick, tick BOOOM BOOOM BOOOOM BOOOM BOOOM BOOOM put six torps spread all across her port side Like stitching a hem

Decide to take a picture of this fantastic event to share with ALL.

Hit Cntrl/F11

THe damned thing CTD!!!!!!

rmfish
11-05-07, 04:04 PM
Ducimus,
Oh boy, is there a difference between cotroll F11 and the camera button at the bottom of the screen. If so, no wonder I am having a problem. I have used CON F11 for all of my pictures.
Will go and try this and see what happens. I will also download your latest MOD, with many thanks for your Very hard work.
Robert.

Ducimus
11-05-07, 04:40 PM
I didnt do anything that should crash the game while taking screenshots. (cntl + F11). Ive taken several screenshots myself and have had no ctd. So i dont know what to say about that. I'll keep my ears open for other reports just the same.

donut
11-05-07, 04:57 PM
http://www.subsim.com/radioroom/showpost.php?p=685956&postcount=1079,is this a glitch,Thxs.

tater
11-05-07, 06:19 PM
Should be fixed in the post 1.4 patch. I should have simply deleted all the damn photo missions, they are absurd.

leovampire
11-05-07, 11:49 PM
Should be fixed in the post 1.4 patch. I should have simply deleted all the damn photo missions, they are absurd.

For years now all we have done in these game's and gone here sink that and nothing else I LOVE the change of pace and varity we finaly have in game.

Ducimus
11-05-07, 11:58 PM
I can see both sides of the argument (tater's and Leo's). I think the best answer is a compromise, by carefully going over the photo missionis and

a.) Make sure their not insanely hard
b.) make sure theres traffic in the harbor in the MIS layer.

I've already started some of that, but the AI visuals got my attention more, so it went on a back burner.

Angus89
11-06-07, 12:04 AM
Now we just need a mission to pick up an agent on an enemy island. Or even ferry troops out of Corregidor. Would i get medal if MacArthur was on my boat?

leovampire
11-06-07, 12:07 AM
Now we just need a mission to pick up an agent on an enemy island. Or even ferry troops out of Corregidor. Would i get medal if MacArthur was on my boat?

Motion carried give me the new missions LMAO!!! :rotfl: :rotfl:

Thank's Duci for the extra work consideration's.

donut
11-06-07, 12:15 AM
Should be fixed in the post 1.4 patch. I should have simply deleted all the damn photo missions, they are absurd.Koror is a tough mission,but good.Just script the Fleet at anchor,& activate the photo Op. :up: Patch the bugged mission please. Or,See if you could get RSRD to script your layers to run with T_M_,That :rock: :huh: :sunny:

Ducimus
11-06-07, 12:15 AM
Another thing just hit me.

C.) move them to known historical locations.

For instance, if the game told me to go reconoiter wewak harbor, id have a big, big, silly grin on my face. That may take a bit of research for other locations, but, hey, its an idea.

leovampire
11-06-07, 12:22 AM
Another thing just hit me.

C.) move them to known historical locations.

For instance, if the game told me to go reconoiter wewak harbor, id have a big, big, silly grin on my face. That may take a bit of research for other locations, but, hey, its an idea.

What a wonderfull thing to happen as long as it can be done and then added to my game!!! :rock: :lol:

Oh ya and I am not doing it instead someone else is ROFL!!! :rotfl: :rotfl:

ryanwigginton
11-06-07, 04:43 AM
Hey I just installed the mods exactly as described for TM 1.6.5 (with ROW). I did a test dive down to 350ft. When I got to about 320 or so though the screen went black and said camera view restricted (or words to that effect). When I went a little shallower the command room re-appeared.

Ducimus
11-06-07, 04:58 AM
What boat? I'll see if i can reproduce it.

ryanwigginton
11-06-07, 07:17 AM
Strange... I could have sworn it was the S-18 but I tried to re-create it then but no joy. Tried with the default Porpoise also but it's not happening. I still had the dials and buttons across the bottom, but the command room was just a black screen with the words camera view restricted across the bottom left. Could be a ROW thing, except I don't have the camera part of it installed.

Another thing, I notice a lot of background hiss with the hull creak sound effects. When the creaking stops this background hiss dissappears almost like it's a poorly sampled effect. By the way the ROW hull creaking is brill, any chance Leo might allow you to put this in with your sounds? I think yours are still stock hull creaks, right?

barndog
11-06-07, 08:00 AM
I started my second campaign early 42. Got the same objective China seas. Did not encounter that task force and did NOT crash. Really rough sailing though. Easier submerged then afloat.

HAVING A BLAST

THANX!

Bluesub 6
11-06-07, 09:49 AM
I like this mod:up:

Thanks Ducimus!

tater
11-06-07, 10:10 AM
Ducimus, in the convoy research thread there are some cool links to interviews with various IJN guys about ASW.

One interesting tidbit: They tested ASW stuff in the Bungo Suido using, as the guy put it, "tame" subs playing the aggressor. They trained their ASW pilots there as well. Later in the war, perhaps some planes should be flying around more on trainign there, leverage ole BP :D

tater

Ducimus
11-06-07, 12:38 PM
:hmm:

:)

longdog499
11-06-07, 02:16 PM
I've used TM from the first one right up till this new one and have had no problems until the last but one version. I found I had the 'blocky fire' glitch and nothing I did would get rid of it.I tried all the different install order ways and LV's little mod but no go. I found that if I used only the TM GFX PAK I had the normal fire and I had no problem with the various ROW mods but as soon as I installed the main TM mod the blocky fire returned. As I was trying different things I noticed something else. With TM installed my 'cloudless sky' was a very pale blue. In fact almost white. I read that Ducimus was going to try to work the problem out and include it in the next update so I have waited to try it out but sadly it is the same. No TM.Blue sky and normal fire. TM installed, practically no sky colour and cubes of flame. Any suggestions?

Ducimus
11-06-07, 02:33 PM
what version?

edit: I dunno what your talking about, i just ran TM 1.6.5 without any row mods at all, and it seemed to look ok to me

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

leovampire
11-06-07, 03:01 PM
Make sure that is checked so that it is on!!!

If it is off the game uses the textures available in the TLowRes folder instead and then everything get's screwed up.

So far half the people I have given file's that have the fire and oil slik textures in both of the Texture file's the problem is solved which tell's me they do not have the normal textures running in game.

rmfish
11-06-07, 04:21 PM
Ducimus,
Forgive an old man his stupidity. I had saved a game just before entering the harbour, loaded it and took the pictures with the camera simbol at the screen bottom and COMPLETED the photo op on the third ship in the harbour. I was of course, taking screen shots, not photographs, that's why I could not complete the mission. Would TM 1.6.5 benifit me?, I have 1.6.4 at the moment.
Thanks again for all your help.
Robert.

Ducimus
11-06-07, 04:27 PM
>>Would TM 1.6.5 benifit me?,

The answer to that is in the changelog on first page of this thread, towards the bottom of the first post. The biggest change is to how the AI visually see's you. Particuarlly aircraft when close to your posiition. If you do change versions, do so in port between patrols.

Defiance
11-06-07, 04:38 PM
Hiya's,
1st off i've only really used TM with ROW since i got sh4, Then i found the shiney brass hud and smaller clearer chrono

Anyways 2 questions

This jsgme snapshot at this moment in time are the install sequences correct ??

http://i159.photobucket.com/albums/t152/Defiance_co/rowandtm.jpg

Secondly, I have lost the ability to use F12 for external panning, I only use it to take inscreen shots of the stunning row eye candy, With or without row cam mod enabled i can't get F12 to work, Also no matter how many times i uncheck Global game settings for this view it always gets auto checked ......

Am i right in thinking the F12 is somehow disabled in "REL_Trigger_Maru_1-6-5\Data\Cfg" ???

If so can i somehow enable it or will this mess the new 1.6.5 up ??

Ohh looked at all the readme's and can't find reference to enabling it, If i have somehow missed it sorry if i get your back up

Many Thanks for a Great Mod :)

Have Fun

Def

rmfish
11-06-07, 04:41 PM
Ducimus,
Will play 1.6.4 for a while, untill I am comfortable with the game, then try moving up.
Thank you, lots.
Robert.

Angus89
11-06-07, 05:01 PM
is disabled i believe in any realism/difficulty settin above normal. Read me has steps to reenable it though as well.

Defiance
11-06-07, 05:20 PM
Hiya's,
I am going deaf which is bad enough, Now it seems i'm going blind too lol

Ohh well gonna go and have another long looksy, Hopefully i can't see the trees for the woods lol

Cheers

Ciao

Def

Ducimus
11-06-07, 05:28 PM
Yeah i changed some of the default realism settings on waht is easy, normal, hard, etc. I annotated it in the changelog.

Defiance
11-07-07, 12:50 AM
Hiya's,
Cheers for replies :)

All sorted now :)

Have Fun

Ciao

Def

ryanwigginton
11-07-07, 01:31 AM
What boat? I'll see if i can reproduce it.

S-18, 119 deg 41'E 17 deg 23'N (Lingayen Gulf), 1520hrs...

Command room goes black, message bottom left of screen reads 'Camera out of sectors'

I had to shake my head around a little to make it happen (not my real head:lol:)... went to periscope view and back was okay again. Shake my head around a little and again same problem.

croatoan
11-07-07, 09:38 AM
I have a question....

Is the ID Target button historically accurate? I'm not questioning the work done here(would never do that). I guess I'm just used to having to do everything manually as in SHIII GWX. If it's accurate, it stays. If not, how do I disable it?

Ducimus
11-07-07, 11:38 AM
Well the captain did have a tracking party. He didnt do EVERYTHING himself. That said, to disable it, open up the file
/data/menu/cfg/ordersbar.cfg


scroll down to the block of data under the header "[Station3]"

Just before you reach [station 4] you'll find this

Button9Command=WP_Identify_target
Button9IconRowColumn=3,11
Button9Tooltip=ID Target


Place a semicolon before it, to "remark it out" so it no longer functons

;Button9Command=WP_Identify_target
;Button9IconRowColumn=3,11
;Button9Tooltip=ID Target



That should remove it from play.

sqk7744
11-07-07, 01:38 PM
Great work sir! :up::up::up:

Thank you!
:arrgh!:

Ducimus
11-07-07, 04:21 PM
I never realized the ID target button was such an object of disdain. *shrug*

leovampire
11-07-07, 04:52 PM
I never realized the ID target button was such an object of disdain. *shrug*

For the die hard want to do everything people maybe a problem for me I am fine with it the way it is.

barndog
11-07-07, 05:08 PM
Damn and I been bustin my hump trying to hit things!

Fearless
11-07-07, 10:16 PM
Hiya's,
1st off i've only really used TM with ROW since i got sh4, Then i found the shiney brass hud and smaller clearer chrono

Anyways 2 questions

This jsgme snapshot at this moment in time are the install sequences correct ??

http://i159.photobucket.com/albums/t152/Defiance_co/rowandtm.jpg

Secondly, I have lost the ability to use F12 for external panning, I only use it to take inscreen shots of the stunning row eye candy, With or without row cam mod enabled i can't get F12 to work, Also no matter how many times i uncheck Global game settings for this view it always gets auto checked ......

Am i right in thinking the F12 is somehow disabled in "REL_Trigger_Maru_1-6-5\Data\Cfg" ???

If so can i somehow enable it or will this mess the new 1.6.5 up ??

Ohh looked at all the readme's and can't find reference to enabling it, If i have somehow missed it sorry if i get your back up

Many Thanks for a Great Mod :)

Have Fun

Def

Hmmm! I would enable all the ROW mods after the TM mods are enabled.

Defiance
11-08-07, 06:08 AM
Hiya,
Did a fresh start, all sorted :)

Many Thanks

Ciao

Def

leovampire
11-08-07, 05:19 PM
Can you send me it in a PM and I will add all the special effect's to it for you and send you it back or add it as a download for the ROW mod which ever you would like me to do.

:sunny:

Ducimus
11-08-07, 05:24 PM
Thats mighty kind of you Leo. Ill send you a PM of the file sometime tonight if its not too much trouble. This does help me out cause i have numberous changes in the zones file. Flood time, sub rudders, plane part hit points, etc.

It might be best to just post it along side the other similar effect files so people can grab it if they want, and maybe cut down confusion as to which version to use.

leovampire
11-08-07, 05:33 PM
Thats mighty kind of you Leo. Ill send you a PM of the file sometime tonight if its not too much trouble. This does help me out cause i have numberous changes in the zones file. Flood time, sub rudders, plane part hit points, etc.

It might be best to just post it along side the other similar effect files so people can grab it if they want, and maybe cut down confusion as to which version to use.

Put it in with the NEW particles and Materials file like the others and call it ROW Triger Maru compatable Special effects zone's.

Ducimus
11-08-07, 06:41 PM
Sounds good, anything to cut down confusion. :up:

leovampire
11-09-07, 02:47 PM
Ducimus sent me the zones file from his mod and I applied all of the special effects to his zones file. So now there is a new download for anyone who uses Triger Maru.

ROW_SPecial_Effects_With_Triger_Maru_Zone's (http://files.filefront.com/ROW+Special+Effects+with+srar/;9003666;/fileinfo.html) THis is a redesigned Zone's file from the Triger Maru 1.6.5 mod that want to use Ducimus mod but have ROW Special effect's.
Both this file and ROW Textures must be add to your game ON TOP OF Triger Maru for it all to work.

Now all you need to do is chose the ROW texture file you want for your game One has a sun halo with a camera flair and the other has a sun halo without the camera flair.

You must use the ROW texture file and spcial effects file's ON TOP OF TRIGER MARU because my work is up to date right now and T.M. isn't.


ROW Textures: This is the Heart of the ROW Mod. Can be added to game any time without problems. You have a choice one with the sun halo having a camera flair and one without the camera flair. Can only use one texture pack at a time.
New fire, oil slik, Sky, Ocean, lightning, Color's, Land, Sun halo, moon halo and a lot more.

ROW_Textures_With_Sun_Camera_Flair (http://files.filefront.com/ROW+Textures+with+Sun+Hal+47z/;8998652;/fileinfo.html)

ROW_Textures_NO_Sun_Camera_Flair (http://files.filefront.com/ROW+Textures+without+Sun+47z/;8998691;/fileinfo.html)

For everyone who want's to use ROW special effects with Triger Maru and not lose anything this is what you need. Thanks everyone and enjoy.

I hope this helps you out Ducimus.

Ducimus
11-09-07, 04:07 PM
Thanks leo! You and the guys behind ROW are the best!

ubik
11-11-07, 12:42 PM
Now for a very newbie question:


I started in the Phillipines in the S Class and it is now October 1942 and I don't know how do I switch to a newer boat type... I don't want to stick with the S type much longer...

Who can help me?

donut
11-11-07, 03:12 PM
Transfer to Brisbane,Keep on sinken someting,completeing missions,& SOON !

Jib01
11-13-07, 10:04 AM
Since this is a large post it may be discussed somewhere. With the 1.6.5 upgrade you also posted the ROW sequence of installations. Some of the ROW has been updated and there are conflicts (similar objects updated). Could you point me to the correct sequence for the updated files or post it here.

Thanks

I have the following ROW upgrades

ROW Light Zones Special Effects
ROW NEW SeaFoam from Jaketoox
ROW Objects Reflection vs_2
ROW Ship Reflection vs_2
ROW Sky and Ocean controls
ROW Sound Effects vs_4
ROW Special Effects with T.M. Zones
ROW Sub Reflections and Roll Pitch Mod
ROW Textures without Sun Halo Camer flair vs_4
ROW Very Slow Clouds

I can only install the following without conflict....

ROW Objects Reflections vs_2
ROW NEW SeaFoam from Jaketoox
REL_Trigger_Maru_GFX_PAK_2_2
REL_Trigger_Maru_1-6-5

I think this would help everyone with this mod....

Regards
Jib01/02
:damn: :damn: :damn: :damn:

Angus89
11-13-07, 03:12 PM
Trigger maru first, then all the ROW stuff, never had a problem yet. When it says theres a conflict just let it overwrite, should work just fine for ya.

Wilcke
11-13-07, 05:39 PM
Concur with Angus.......enjoy!

Wilcke

howler93
11-13-07, 07:02 PM
Can't wait to try the new version! Thanks for all the hard work on the mod! :rock:
Quick question though: In the install order, you list the GFX pack 2_2, although I'm having trouble finding that version. I've got all the newest ROW downloads and the new TM ready to roll, but what should I do about the GFX pack?

Thanks in advance,
Howler :arrgh!:

Jib01
11-13-07, 07:14 PM
Only problem with overwriting is that you will not get your originals back because it is saving the TM and not original.

I'll try it but ???????????

Regards
Jib01/02

I already have had crashes during missions and career created in the default SH4.
:shifty: :shifty: :shifty: :shifty:

Ducimus
11-13-07, 07:50 PM
Always deactivate mods, in the EXACT INVERSE ORDER that you installed them.


------------------------------------------


As an aside, is it my imagination , or has there been a huge influx of newcomers in the last few days looking for TM? All of a sudden, it seems to be getting alot of attention. Really wierd, and kinda scary too.

Fincuan
11-13-07, 08:07 PM
As an aside, is it my imagination , or has there been a huge influx of newcomers in the last few days looking for TM? All of a sudden, it seems to be getting alot of attention. Really wierd, and kinda scary too.

I have noticed the same thing. Judging from the amount of "what does Trigger Maru do?"-threads the stickies are not visible to new users :)

lurker_hlb3
11-14-07, 04:29 PM
To All

Currently “strongly” considering making a TM 165 compatible version on RSRDC. Will let you know what I decide shortly

Ducimus
11-14-07, 04:40 PM
Can I pawn my modpack off on you? Special price - free! :lol:

lurker_hlb3
11-14-07, 04:52 PM
Can I pawn my modpack off on you? Special price - free! :lol:


LOL, by the way RSRDC is more than enough work for me :rotfl:

leovampire
11-14-07, 05:37 PM
I just downloaded the http://files.filefront.com/TMARU+Patch+1637z/;8728605;/fileinfo.html

Download and it has a differn;t Zone's file than the one you game me in a PM.

Some people are having problems with the zone's file I set up that you gave me and I need to know what the Hell is going on with it.

Do you have the NSM ship's zon's still in your mod or no?

Ducimus
11-14-07, 06:45 PM
I just downloaded the http://files.filefront.com/TMARU+Patch+1637z/;8728605;/fileinfo.html

Download and it has a differn;t Zone's file than the one you game me in a PM.

Some people are having problems with the zone's file I set up that you gave me and I need to know what the Hell is going on with it.

Do you have the NSM ship's zon's still in your mod or no?

Ok heres how this went:

- I intergrated NSM in version 1.6.2
- I found it had a problem, a serious one in the zones.cfg file.
- I tried to fix/compensate for that problem and made a patch (IE, the link you found), this was 1.6.3
- I then later decided to pull NSM out alltogether for various reasons, and reverted to my modified stock zones.cfg this was 1.6.4
- I made more adjustments to the mod in 1.6.5, SInking mechanics remain the same as 1.6.4

leovampire
11-14-07, 06:48 PM
I just downloaded the http://files.filefront.com/TMARU+Patch+1637z/;8728605;/fileinfo.html

Download and it has a differn;t Zone's file than the one you game me in a PM.

Some people are having problems with the zone's file I set up that you gave me and I need to know what the Hell is going on with it.

Do you have the NSM ship's zon's still in your mod or no?

Ok heres how this went:

- I intergrated NSM in version 1.6.2
- I found it had a problem, a serious one in the zones.cfg file.
- I tried to fix/compensate for that problem and made a patch (IE, the link you found), this was 1.6.3
- I then later decided to pull NSM out alltogether for various reasons, and reverted to my modified stock zones.cfg this was 1.6.4
- I made more adjustments to the mod in 1.6.5, SInking mechanics remain the same as 1.6.4

Another word's if people are using T.M. 1.6.3 they still need the NSM zone's file from the ROW mod.

If they are using T.M. 1.6.5 they need the NEW zone's file I did for ROW and T.M..

Ducimus
11-14-07, 06:50 PM
Yeah. Although it never occured to me anyone would still be running 1.6.3

leovampire
11-14-07, 06:52 PM
Yeah. Although it never occured to me anyone would still be running 1.6.3

I have several people not being able to have a torpedo hit on a ship due to the new zone's file being used with T.M. 1.6.3

Ducimus
11-14-07, 06:56 PM
Yeah. Although it never occured to me anyone would still be running 1.6.3

I have several people not being able to have a torpedo hit on a ship due to the new zone's file being used with T.M. 1.6.3

http://will.incorrige.us/facepalm/picard.jpeg

leovampire
11-14-07, 06:59 PM
Yeah. Although it never occured to me anyone would still be running 1.6.3

I have several people not being able to have a torpedo hit on a ship due to the new zone's file being used with T.M. 1.6.3

http://will.incorrige.us/facepalm/picard.jpeg


:rotfl: :rotfl: :rotfl:

lurker_hlb3
11-14-07, 09:16 PM
Run Silent, Run Deep
The Campaign
(Version 110 Trigger Maru 1.6.5 Compatable)

This version of RSRDC is 100% compatable with Trigger Maru 1.6.5 Compatable

Installation / Compatibility

RSRDC (TM Compatible) is designed to install over the top of Trigger Maru 1.6.5 using JSGME, hand installation is not recommended. You will need to start a new career after installation and old save games will not be compatible with RSRDC. Do not attempt to install this version of RSRDC on any version of SH4 other than TM 1.6.5

The changes to RSRDC were to support compatibility with TM 1.6.5

Added:

- Tater’s Better IJNAF Bomb Loads version 1.3 and modified to support RSRDC
- AI visuals Test ver 1.04 for Trigger Maru


Link

http://files.filefront.com/RSRDC+P1+TM+v1107z/;9045061;/fileinfo.html

ReallyDedPoet
11-14-07, 09:21 PM
Nice job lurker :up:


RDP

TopcatWA
11-15-07, 05:21 AM
:-? I've been running Trigger Maru (latest version 1.6.5) for awhile now & have completed patrols based out of Cavite, Surabaya & Fremantle before tranferring to Pearl & upgrading to a Gato. The program so far has run touble free. However on one patrol out of Pearl I decided to have a look around Truk Island whilest on the way. On approaches from the north then from the south I found that when in the shallow water section of the lagoon, my compass started to deviated from plotted course & the boat refused to go in the direction I wanted it to. It either stopped completely (the submerged depth under keel was still sufficient -10 feet to avoid running aground) or would veer off in a east/west direction. I couldn't even go astern to return to my orginal approach position. To get out of the situation I had to reload my last saved position. On repeating the same thing the abnormality occurred again when I tried a different approach. So far this has only happened around Truk Island.
Has anybody also experienced similar situations?

StevenLohr
11-15-07, 09:29 AM
I have TM 1.4, 1.5, 1.6 1.6.3 and now the 1.6.5 mods on my computer. Which ones do I need to run TM 1.6.5? In other words, can I get rid of TM 1.4 and TM 1.5 and install only TM 1.6 and TM 1.6.5?

ReallyDedPoet
11-15-07, 09:47 AM
I have TM 1.4, 1.5, 1.6 1.6.3 and now the 1.6.5 mods on my computer. Which ones do I need to run TM 1.6.5? In other words, can I get rid of TM 1.4 and TM 1.5 and install only TM 1.6 and TM 1.6.5?

You just need these REL_Trigger_Maru_GFX_PAK_2_2, REL_Trigger_Maru_1-6-5.

Both come as one d\l, see the first post for installation. Good luck with it.


RDP

Schultzy
11-15-07, 11:12 AM
Hi just a quick question if i may.

I just upgraded to 1.65 with graphic pack 22 n now when anything burns or the AA guns fire, i get oversized pixelated fire.

http://img408.imageshack.us/img408/6263/picsh4el3.th.jpg (http://img408.imageshack.us/my.php?image=picsh4el3.jpg)

Any ideas/suggestions for a fix would be appreciated as i'm loving this mod.

Thanks for the hard work n thanks in advance for the help.
:up:

Wilcke
11-15-07, 11:46 AM
Yeah. Although it never occured to me anyone would still be running 1.6.3

I have several people not being able to have a torpedo hit on a ship due to the new zone's file being used with T.M. 1.6.3

http://will.incorrige.us/facepalm/picard.jpeg


:rotfl: :rotfl: :rotfl:

Well shiver me timbers......ARRRRRRRRRRR! TM1.6.3 well laddy why did yee not say so in the first place. No ration of grog for you! :damn: :rotfl:

To quote some great philosopher; ....some go through life and only see the shadows.

Goes to show how primitive our methods of communication really are.....LOL.

Drinks on me! No problem! Dive! Dive! Dive! Periscope depth please Mr. Planesman!

Cheers Wilcke

Wilcke
11-15-07, 11:49 AM
Run Silent, Run Deep





The Campaign



(Version 110 Trigger Maru 1.6.5 Compatable)







This version of RSRDC is 100% compatable with Trigger Maru 1.6.5 Compatable

Installation / Compatibility

RSRDC (TM Compatible) is designed to install over the top of Trigger Maru 1.6.5 using JSGME, hand installation is not recommended. You will need to start a new career after installation and old save games will not be compatible with RSRDC. Do not attempt to install this version of RSRDC on any version of SH4 other than TM 1.6.5

The changes to RSRDC were to support compatibility with TM 1.6.5

Added:

- Tater’s Better IJNAF Bomb Loads version 1.3 and modified to support RSRDC
- AI visuals Test ver 1.04 for Trigger Maru


Link

http://files.filefront.com/RSRDC+P1+TM+v1107z/;9045061;/fileinfo.html

Thanks Lurker, been trying to figure out a way to use your mod. Careful what you wish for......right! Well done man!

Tonight I load up and go on a cruise no more MOD changes please.....I need to get out on patrol so take a vacation!:sunny:

Thanks again!

Wilcke

ben cg
11-15-07, 01:13 PM
Hi, first let me say a big thank-you Ducimus for all the work you have done on TM. TM was the first big mod I loaded for SH and I ran TM + ROW+ NSM for quite awhile. Eventually I unloaded it to try the RSRD campaign mod - which is excellent - and was very torn that all the other bits of TM had to be sacrificed. Now lurker has released his TM compat version of RSRD I am overjoyed to be able to load up TM 1.6.5 alongside and have the best of both worlds :)

One question, and forgive me if this has been covered elsewhere, but I see you have removed NSM from 1.6.5; can I ask is NSM (3.3 classic) still compatible with TM 1.65? (I saw that the faq says; "12) Short answer, yes." but the notes for ROW special effects says its either TM 1.63 + NSM or TM 1.65, so can I pretty please have the long answer? :/\\k:) You seem to have had good reasons to remove it but I have always liked that mod a lot for making the ships take a decent time to sink (compared to stock). I am also curious how 'hardcore' the torpedoes are after playing with the NSM hardcore torpedo mod for a long time but that I can figure out a lot more easily for myself.

Anyway I am going to go and play TM 1.6.5/RSRD and I will see how the torpedoes and ship sinking goes :arrgh!: Thanks again for a great super-mod :up:

leovampire
11-15-07, 04:10 PM
Hi just a quick question if i may.

I just upgraded to 1.65 with graphic pack 22 n now when anything burns or the AA guns fire, i get oversized pixelated fire.

http://img408.imageshack.us/img408/6263/picsh4el3.th.jpg (http://img408.imageshack.us/my.php?image=picsh4el3.jpg)

Any ideas/suggestions for a fix would be appreciated as i'm loving this mod.

Thanks for the hard work n thanks in advance for the help.
:up:

Once you unpack it and add it to your mod folder then turn on JSGME and activate it and your problems will be solved.

http://files.filefront.com/ROW+Repair+for+Fire+and+osrar/;9044218;/fileinfo.html

Dave

lurker_hlb3
11-15-07, 07:03 PM
:-? I've been running Trigger Maru (latest version 1.6.5) for awhile now & have completed patrols based out of Cavite, Surabaya & Fremantle before tranferring to Pearl & upgrading to a Gato. The program so far has run touble free. However on one patrol out of Pearl I decided to have a look around Truk Island whilest on the way. On approaches from the north then from the south I found that when in the shallow water section of the lagoon, my compass started to deviated from plotted course & the boat refused to go in the direction I wanted it to. It either stopped completely (the submerged depth under keel was still sufficient -10 feet to avoid running aground) or would veer off in a east/west direction. I couldn't even go astern to return to my orginal approach position. To get out of the situation I had to reload my last saved position. On repeating the same thing the abnormality occurred again when I tried a different approach. So far this has only happened around Truk Island.
Has anybody also experienced similar situations?


You hit the "reefs" ( aka subnets ) arounf Truk, this is part of tater ICL mod that is built into TM

Ducimus
11-16-07, 06:29 PM
RE blocky textures.


I included the textures to fix that. If your still getting this, you might be running low rez textures. With normal textures you shouldn't get that.

Drakken
11-16-07, 10:08 PM
With TM 1.65 with RSRD mod for TM, I have CTDs once in a while when moving on the map screen with compressed time.

leovampire
11-16-07, 10:19 PM
With TM 1.65 with RSRD mod for TM, I have CTDs once in a while when moving on the map screen with compressed time.

Doctor it hurt's when ever I do this one thing with my hand but it dosn't hurt any other time just when I do this.

The doctor say's to the man then stop doing that and your problems are solved right?! :rotfl: :rotfl:

Another word's slow down the time compression before you scroll the NAV map screen around.

Your CPU is getting over taxed in the higher T.C. rate's when moving the NAV map around it happens sometime's even to my PC so I slow down the T.C. a little bit if I am at a high rate. But now seeing I never go above 256 I never have the problem at all.

Drakken
11-16-07, 10:27 PM
With TM 1.65 with RSRD mod for TM, I have CTDs once in a while when moving on the map screen with compressed time.

Doctor it hurt's when ever I do this one thing with my hand but it dosn't hurt any other time just when I do this.

The doctor say's to the man then stop doing that and your problems are solved right?! :rotfl: :rotfl:

Another word's slow down the time compression before you scroll the NAV map screen around.

Your CPU is getting over taxed in the higher T.C. rate's when moving the NAV map around it happens sometime's even to my PC so I slow down the T.M. a little bit if I am at a high rate. But now seeing I never go above 256 I never have the problem at all.

Thank you, Doc! :)

And now, I won't pass over sightings because of time compression. Double more good! :up:

Ducimus
11-16-07, 10:28 PM
There ARE alot more resources being accessed on Tmaru's map. I don't know if anyones noticed, but theres alot of areas on the map which are now labeled. (i forget who modded that, but its the same guy who killed the SH4 "jawa".) Compare that map in TM to the stock one, and you'll see you have a whole lot more geographical information.

Then there's leo's airbase map, then theres the nomograph, and possibly even the range speed chart. All combined it creates a bit more of a pull. So if your system is a little on the slow side, then yeah, crank up the TC, try and move the map around, and it might crash. Im pretty sure i can do that to mine as well. All i have to do is crank up TC near a port, then try and grab the map and move it around, a garunteed way to lock up my computer if i wanted to at the very least.

leovampire
11-16-07, 10:33 PM
There ARE alot more resources being accessed on Tmaru's map. I don't know if anyones noticed, but theres alot of areas on the map which are now labeled. (i forget who modded that, but its the same guy who killed the SH4 "jawa".) Compare that map in TM to the stock one, and you'll see you have a whole lot more geographical information.

Then there's leo's airbase map, then theres the nomograph, and possibly even the range speed chart. All combined it creates a bit more of a pull. So if your system is a little on the slow side, then yeah, crank up the TC, try and move the map around, and it might crash. Im pretty sure i can do that to mine as well. All i have to do is crank up TC near a port, then try and grab the map and move it around, a garunteed way to lock up my computer if i wanted to at the very least.

Is the mod your talking about Duci.

SteveW1
11-17-07, 12:39 AM
Sorry for the annoyance, but I have just upgraded to TM1.6.5 and running ROW on top of it, I have also added the Betterscopes v1.5.1 default mod and included the TM compatable menu.ini that came with it to my game (via JSGME of course).

Now when I run the game I am experiencing the old style large map tools and chrono, can one of the Modding Legends here let me know if this could be the Betterscopes mod causing this and how to correct it if possible without taking this mod off.

Thanks
Steve

Ducimus
11-17-07, 12:20 PM
>>Now when I run the game I am experiencing the old style large map tools and chrono,


I acutally have ALOT of changes in the menu.ini file that others might not pick up on right away if they mod a file for TM.

Off the top of my head, changes include

- removal of the crosshair in the binoculars
- Observation scope adjusted to use its own independant texture seperate from the attack scope.
- smaller chrono
- smaller map tools
- nomograph
- CC's pacific pulldown map modded to hold a time/speed distance chart.


If i made any other changes that im not remembering, hopefully i annotated it in the changelogs :roll:

THE_MASK
11-17-07, 07:23 PM
and then we have 1.4 coming muahahahahahaha

SteveW1
11-17-07, 07:51 PM
Thanks for the answers, I will try the file from lurker_hlb3 and see if it helps.

Drakken
11-17-07, 08:18 PM
Speaking of Binoculars, now that the B key toggles Battlestations, how can I access the Binoculars with TM 1.6.5?

Sorry for the stupid question. :)

Ducimus
11-17-07, 08:26 PM
Speaking of Binoculars, now that the B key toggles Battlestations, how can I access the Binoculars with TM 1.6.5?

Sorry for the stupid question. :)


Mousewheel. Tab works too as i recall.

SteveW1
11-17-07, 11:15 PM
Unfortunately no luck with the menu.ini that Lurker provided so I've taken the betterscopes mod off for the moment, I will attempt to see if I can incorporate it into my own game somehow with permission of course, thats if I can figure out how to do it.

Thanks for your help guys really appreciate it.

Drakken
11-18-07, 08:53 PM
Is there a way to bring back the decrease of TC when a ship is spotted with TM 1.6.5? I'd like to decrease the TC to 8x when one of my watches spot a ship... :oops:

Now the TC remains the same even when a ship is spotted, which means that by the time I've been able to decrease manually the ship has already sailed by and the sighting has disappead.

leovampire
11-19-07, 01:01 AM
It isn't easy getting the game to do that upgrade for the conning tower. I had to load my going into port save and get to port about 10 time's before it gave me the Mid War Conning tower.

Too bad you can not just use your built up Point's to put it on the sub in base.

But at least I Knew enough to do it after that conversation you had and advice.

Col_Klink
11-19-07, 12:05 PM
I have a few stupid questions regarding TM. Is the 1.6.5 release all inclusive of everything needed? The thread mentions "RECOMMEND MODS: (if you want the FULL experience " and when I go to these locations I do not find the versions of these mods listed here

INSTALLATION:
- You need 7zip or WinRar to extract the files
- Use the latest version of JSGME to enable
- Mod is meant to be run in tandem with ROW, install mods in the following order:
ROW Objects Reflections vs1
ROW Ship Reflections vs1
ROW SUB Reflections vs_2
ROW Textures VS_2
ROW Classic Sea Foam
REL_Trigger_Maru_GFX_PAK_2_2
REL_Trigger_Maru_1-6-5

Could someone please explain this to me, I am apparently missing something or am just a plain and simple moron. No wonder my show was canceled in 71 after 5 seasons.

Thanks
Wilhelm

Angus89
11-19-07, 01:01 PM
Yes I use 7zip its free and works great, Jsgme is free and works great, must have in my opinion. Tmaru goes first followed by the ROW files. Never had a problem and makes everything much more enjoyable.

Col_Klink
11-19-07, 01:25 PM
Yes I use 7zip its free and works great, Jsgme is free and works great, must have in my opinion. Tmaru goes first followed by the ROW files. Never had a problem and makes everything much more enjoyable.

Ok, I understand JSGME, 7zip and Winrar, maybe I should have explained more clearly.

It lists the site for the ROW mods and the order to install but the files listed specifically
ROW Objects Reflections vs1
ROW Ship Reflections vs1
ROW SUB Reflections vs_2

and what I find at the link which even remotly resemble what is mentioned Are,
#3a ROW_Sub_Reflection's_and_Roll_Pitch_enhancments (http://files.filefront.com/ROW+Sub+Reflections+and+Rod7z/;8913778;/fileinfo.html)
#3b ROW_Object_Reflections_and_Searchlight_Repair_vs_4 (http://files.filefront.com/ROW+Objects+Reflections+v4rar/;9074731;/fileinfo.html)
#3c ROW_Ship_and_Caustics_Reflections_vs_2 (http://files.filefront.com/ROW+Ship+Reflections+vs+27z/;9013463;/fileinfo.html)

Are these the ones? Maybe the version #'s are confusing me.

It also specifically lists
ROW Textures VS_2

and what I find at the link is either
#5a ROW_Textures_With_Sun_Camera_Flair (http://files.filefront.com/ROW+Textures+with+Sun+Hal+47z/;8998652;/fileinfo.html) This is the newest work for the mod. Posted on 11/08/07

#5b ROW_Textures_NO_Sun_Camera_Flair (http://files.filefront.com/ROW+Textures+without+Sun+47z/;8998691;/fileinfo.html) This is the newest work for the mod. Posted on 11/08/07

And finally it lists
ROW Classic Sea Foam

Which I assume is the first of these,
#4a ROW Classic Seafoam (http://files.filefront.com/ROW+Classic+Sea+Foam7z/;8696064;/fileinfo.html) This is the original sea foam work for the mod from Jaketoox. Posted on 10/02/07
#4b ROW Hi Res Seafoam (http://files.filefront.com/ROW+Hi+Res+Sea+Foam7z/;8976108;/fileinfo.html) This sea foam effect needs a high end PC and card to run it well from Jaketoox. Posted on 10/15/07
#4c ROW_New_Seafoam_from_Jaketoox (http://files.filefront.com/ROW+NEW+SeaFoam+from+Jakeox7z/;8976112;/fileinfo.html) This is new sea foam work that is easy on the PC but with a nice look to it
with new shader work from my friend Jaketoox. posted on 11/01/07

And then it tells you to reload
REL_Trigger_Maru_GFX_PAK_2_2

followed by

REL_Trigger_Maru_1-6-5

Is the GFX pack mentioned above part of the overall 1.6.5 TM download?

I hate to be pain in the can, just trying to have my ducks in a row before I do an hour+ download, an install, crash the whole thing becuase I have the wrong files, then throw the PC out of the 2nd floor window.

Thanks

Angus89
11-19-07, 03:18 PM
Download Tmaru from filefront. Unzip to desktop. There will be 2 files Tmaru 1.6.5 and the graffix file. Move both seperately to mod folder in SH4. Enable with Jsgme. Dowload one file from each Row category. Preferably highest numbered version. Unzip to mod folder in SH4. Enable with Jsgme. Ok all the overwrites, its ok. Thats it for what I do, and all works ok. Pm me if you got any other probs.

leovampire
11-19-07, 09:34 PM
Is there a way to bring back the decrease of TC when a ship is spotted with TM 1.6.5? I'd like to decrease the TC to 8x when one of my watches spot a ship... :oops:

Now the TC remains the same even when a ship is spotted, which means that by the time I've been able to decrease manually the ship has already sailed by and the sighting has disappead.

Can't seem to find it yet. I need a new hard drive in my brain. Everytime I learn something new I have to delete something old from my brain and dofrget how to find it again.

If I run accross it sometime I will get the info to you.

Dave

donut
11-19-07, 10:45 PM
I think it is in My documents/SH4/main.cfg-you can always change it back:lol:

Col_Klink
11-20-07, 06:44 AM
Download Tmaru from filefront. Unzip to desktop. There will be 2 files Tmaru 1.6.5 and the graffix file. Move both seperately to mod folder in SH4. Enable with Jsgme. Dowload one file from each Row category. Preferably highest numbered version. Unzip to mod folder in SH4. Enable with Jsgme. Ok all the overwrites, its ok. Thats it for what I do, and all works ok. Pm me if you got any other probs.

Angus,Thank you , Thank you very much (Said with a Tupelo MS/Memphis TN drawl.

lurker_hlb3
11-21-07, 12:52 AM
RSRDC P1 TM v110 to v112 readme

Due to an oversight on my part, two campaign layers from RSRDC Phase II were added to this version of RSRDC. These files contented invalid ships types for Phase I and were the cause of the CTD’s in v110.

Please install this patch import.


Patch Link

http://files.filefront.com/RSRDC+P1+TM+v110+to+V1127z/;9090889;/fileinfo.html


New full install version v112 is also up

http://files.filefront.com/RSRDC+P1+TM+v1127z/;9090890;/fileinfo.html

Ducimus
11-21-07, 02:07 AM
In case i havent already said it,

I want to thank all the other modders in this community for their cooperation and support. This is a community im proud to be apart of, the spirit of cooperation here is unlike any the SH3 modding community has ever experienced. We are all very fortunate in this regard.

Thank you all. You're the best!

tater
11-21-07, 11:05 AM
Finally the kid plagues seem to be over at my house (at one point 3 of the 4 of us were puking at once, lol). Wonder when 1.4 will be around to spur me to get to work again. :)

tater

SAMiV
11-21-07, 02:20 PM
Just a quick question about one issue i seem to be having after installing latest TM and ROW on top of that + Silent service graphics mod by Captain Cox + Captain Midnights CBS news.

I noticed, that depth charges dont work right in any of the destroyers when i was playing the submarine school convoy mission. They just seem to be having this looping motion all the time where they are trying to drop depth charges, but no depth charges actually fall in the water.

I have reinstalled everything twice now, and same is happening still. Just wondering, if the depth charges are going to work properly in the campaign mode and this weird behaviour is just affecting submarine school missions somehow?
I did try a campaign last night, but i didnt bump into any destroyers yet where i could have seen myself, if its doing that same thing in campaign mode as well. Attacks by airplanes seemed to be working just fine though.

I might have to try downloading this again, incase the file has gone corrupt or something and then installing everything again for the 3rd time.

ReallyDedPoet
11-21-07, 02:25 PM
Finally the kid plagues seem to be over at my house (at one point 3 of the 4 of us were puking at once, lol). Wonder when 1.4 will be around to spur me to get to work again. :)

tater

That can be rough, have 3 of my own :yep: Hopefully 1.4 will surface soon.


RDP

Ducimus
11-21-07, 02:29 PM
Finally the kid plagues seem to be over at my house (at one point 3 of the 4 of us were puking at once, lol). Wonder when 1.4 will be around to spur me to get to work again. :)

tater


Welcome back man, i was wondering what happend to you. Since i have no rugrats of my own, i can't say i know the pain of having sick kids bringing the eboli, bird flu, or japanense B influenza home with them, (running joke at work when someone comes in sick, is we immediatly start assuming its a nasty virus that will wipe us all out. they sneeze, and someone will yell out, "bird flu!" or something like that.)


As Sh4 modding goes, id say, take a break man. theres plenty of time to burn midnight oil after the patch is released, whenever that may be.

gj2020
11-24-07, 06:57 PM
I've started a new career and every crewmember I try to recruit takes 2000 renown. It'll take the entire war to fully staff my damage control folks! I've never seen this before and I've run a few careers using TM. Anyone else seen this?

bond672
11-25-07, 01:55 AM
just wondering if anyone has uploaded these files to another place other than filefront, as whenever i try to connect i always get error messages!

i have been so looking forward to this MOD but cant get it.
the error message is a connection problem/file is missing type.

thanks in advance
kind regards
Bond

chilly
11-26-07, 04:14 AM
1)Now i am playing T.M/ mod and i have discovered that hidrophones doesn't work on surface?Why it is?!!! it is so unrealistic.it was the big adventege of us subs in ww2 but i can't it use.Can some one say me how to make it work?:nope:
2)and second what i can say why mark 10 are not awable at gato class??as i know in real life when american skipers discovered so bugy mark 13 torpedos some of thay used combination of mark 10 and mark 13,so can i back them???:down:

Wilcke
11-26-07, 10:41 AM
1)Now i am playing T.M/ mod and i have discovered that hidrophones doesn't work on surface?Why it is?!!! it is so unrealistic.it was the big adventege of us subs in ww2 but i can't it use.Can some one say me how to make it work?:nope:
2)and second what i can say why mark 10 are not awable at gato class??as i know in real life when american skipers discovered so bugy mark 13 torpedos some of thay used combination of mark 10 and mark 13,so can i back them???:down:

It would take me forever to explain.....try the search function for your hydrophone issue, great info in those threads, as this topic has been "hashed" out ad nauseum.....good luck.

Wilcke

tater
11-26-07, 11:56 AM
Yeah, on the plus side the sickness ended before Thanksgiving. The downside is that as soon as it ended, we were getting ready for the big feast, lol.

Until my daughter went to school, we had very little illness in the house. Odd, since my wife spends all day with sick people. OTOH, she doesn't deal with that sort of sickness, so she's not really exposed except through dealing with many different people. My daughter can at least realize she's sick, make it to the bathroom and puke. A vomitting 16 month old is sad, however. It's pretty terrifying for them sometimes.


tater

chilly
11-27-07, 08:00 AM
:nope: :nope: :nope:
Today i have played T.M 1.65 with Run Silent,Run Deep The Campaign mods,i have attacked small convoy and it was guarded by 2 destroyers.
but my main target was small modern passanger lainer.but i don't know how but when i was clousing to
my targer at medium speed to it was about 1.5km,the firs destroyer have detected me(the question how he could??????)
but in that moument i made decision to atake it andi have fired 6 fishes and one has hit it and it become burn but the ship don't want to sunk it jast seil and burn
but after this i descovered that second destroyer go right to me,so i fired 3 fishes from stern tubes and two torpedos have hited him it become burn but don't want to sunk,jast seil and burn
in a minute firs destroyer stoped fire and becoume to atake me like it was new so i was forced to dive couse i had no loaded torpedos couse my last torped was fired to merchant and missed.
so what's going on man,it is that sort of realism wich T.M what to bring us or what???!!!:down:
and sorry for my english i hope you understent.....

Col_Klink
11-27-07, 02:09 PM
Finally the kid plagues seem to be over at my house (at one point 3 of the 4 of us were puking at once, lol). Wonder when 1.4 will be around to spur me to get to work again. :)

tater

That can be rough, have 3 of my own :yep: Hopefully 1.4 will surface soon.


RDP
Well since it looks like 1.4 just surfaced, I'll ask the question. But what does 1.4 do to TM1.6.5? Nothing like impatience.

Ducimus
11-27-07, 03:23 PM
Don't run any published version of Tmaru. They are not compatible.

I am working on making it compatible.

I ask everyone to please be patient. Its alot to go through, and i am only one person on a limited time schedule.

Bluesub 6
11-27-07, 05:08 PM
Ducimus,
I have the game new installed,German patch and 1.4 patch ower, but I can not play
without TM.
Same problem had with patch 1.3.
When you time have pleas answer my question.

Thanks!

Ducimus
11-28-07, 07:37 PM
Notes to self:

- Remove ROW scene.dat
- Change clouds mod, old one sucks.
- Isolate ROW sky dome and ocean textures for use.
- use updated messages.txt, remove old version entirely. Screw updating the airbase messages.
- increase draft on porpoise from 0 to 4.5 or something.
- add misc specials. (torpedo wakes, underwater blur, no grainy PPF)
- lower volume on AA gun sound
- test for "depth charges in the water" and surface hydro contacts
- test hull% readout / sub damage via circular runner
- flotilla/mission upc files
- Holy Loch/ Firth of Clyde

LeafsFan
11-30-07, 10:00 AM
Tangh tough bro, and take your time!!

HB

Ducimus
11-30-07, 12:44 PM
Dear god, i hope i didnt ******* up.




-----

edit: BTW, im tired, and cranky, and frankly im not feeling very well. Probably from a lack of sleep.

SOOOOO....

If the mod screws up for you, for whatever reason...

UNLESS you did the following on you current SH4 install, talk to the hand cause the rest ain't listening!

1.) Deactivated all mods

2.) Removed the mod directory from Sh4 directory completely

3.) Uninstalled SH4.

4.) Removed any traces of the Sh4 directory

5.) Cleaned out the SH4 portion of my documents

6.) Reinstalled Sh4 with the CODECS. (and most certainly NOT with that version of Direct X or gameshadow)

7.) Applied patch 1.4

8.) Have no other mods running.


If you didnt do that, and your game screws up, i dont want to hear about it.

ReallyDedPoet
11-30-07, 12:47 PM
Dear god, i hope i didnt ******* up.

:hmm::doh:

Ok, explain, it's Friday and I need my TM fix.


RDP

Defiance
11-30-07, 01:00 PM
Hiya's,
Woohoo wtg Ducimus

Been waiting for this puppy :)

Luckily as 1.4 happened i did a fresh dualboot install of os's so i can now install sh4/TM/ROW and have some fun err stress i mean lol

Many Thanks

Cheers

Ciao

Def

Roads88
11-30-07, 01:08 PM
Before I activate 1.7. I must ask, is there not suppose to be a Graphic pack? or did I miss something?:hmm:

black1
11-30-07, 01:18 PM
Also mate do we delete the SCENE.DAT in all ROW files or only in Sky ocean one which is what i heard. Thanks for all your hard work and tireless nights, have a beer on me mate. Also do we uninstall the T.M. 1.4 interface mod you just created for 1.4?

ReallyDedPoet
11-30-07, 01:22 PM
Before I activate 1.7. I must ask, is there not suppose to be a Graphic pack? or did I miss something?:hmm:

Comes with the stuff your downloading :yep:


RDP

Ducimus
11-30-07, 01:42 PM
Everything is included in this version, sans MOST of row.

Certain elements of row i included for the reasons of having this mod stand alone (for now), most of ROW is NOT included.

I tested everything as best as i can with the time that i have, i don't anticipate any problems, but murphies law sometimes has its way with me.


I decided to fold most of everything into one mod for two reasons.

1.) Less confusing to the user.

2.) Im winding down on development, and decided im going to put a little more polish on it this version, and otherwise compile it all. I see myself doing only 1 or 2 more updates.


If theres any CTD type of bug, ill make a patch, but i dont anticipate the need. Any minor bugs will just have to wait.

edit:

ALso for now, i do not recommend anyone run ANY MODS with Tmaru 1.7, except maybe sub skins. The only mod i would recommend, is RSRD for Tmaru 1.7 if and when lurker_hlb3 makes a version compatible with both patch 1.4, and TM 1.7.

Since most mods are in a state of flux right now, i do not recommend running any mod in tandom with TMaru, this is also why in packaged more into it this time. This includes 90% of ROW at the moment. The only ROW mods i could recommend, is anything that is a DDS file. If its not a DDS file (IE, textures), id wait for Leovampire and company to make a 1.4 update. I do hope hes doing well, and in recovery.

Roads88
11-30-07, 01:49 PM
Originally Posted by Roads88
Before I activate 1.7. I must ask, is there not suppose to be a Graphic pack? or did I miss something?:hmm:



Comes with the stuff your downloading :yep:



awwwwww so it is all one file now!:oops:

Thanks

black1
11-30-07, 02:05 PM
Great thank you DUCIMUS for the response.

howler93
11-30-07, 02:21 PM
Thanks for all the work! Can't wait to sink my teeth into it this weekend!!! :up: Hope you feel better soon...

Good Hunting,
Howler :arrgh!:

Peto
11-30-07, 02:34 PM
Good Work Ducimus. IMHO--Very Impressive indeed!

Roads88
11-30-07, 02:37 PM
Ducimus you are a Mod God. I cant believe I just left Pearl In my Narwhale, HOT DAMN!:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

letterboy1
11-30-07, 03:13 PM
Thanks, Ducimus!

Question: What is the difference between the patched version of the repeat-patrol fix and your implementation? I notice that you have some options in that regard, but in your exploring of the changes have you noticed what exactly the devs gave us. Just curious.

Ducimus
11-30-07, 03:15 PM
Thanks, Ducimus!

Question: What is the difference between the patched version of the repeat-patrol fix and your implementation? I notice that you have some options in that regard, but in your exploring of the changes have you noticed what exactly the devs gave us. Just curious.


Theres no changes in their flotilla.upc file, so my assumption is its a code level change in how the game picks its missions. All i ever did, was force the decision it had to make, not HOW it made that decision. (which is what im assumign the patch has done, change the how, as opposed to the what)

If it turns out repeat patrols are not fixed, then ill post a repeat patrol fix seperatly.

THE_MASK
11-30-07, 03:43 PM
Well , i am downloading TM for the first time . Theres nothing else 1.4 compatible at the moment .

black1
11-30-07, 03:47 PM
Ducimus what sound mod is incorporated into the new 1.4 T.M. Just curious if i need to install one or not, thanks mate.

Ducimus
11-30-07, 04:23 PM
Well , i am downloading TM for the first time . Theres nothing else 1.4 compatible at the moment .

I hope your not disappointed. :lol:


Ducimus what sound mod is incorporated into the new 1.4 T.M. Just curious if i need to install one or not, thanks mate.


Bits and pieces from just about every sound mod released for Sh4 , if i had to make a guess :D Just run the mod as is first, give it a whirl, flavor to taste after that is my suggestion.

Topo65
11-30-07, 04:31 PM
Very thanks for your time and TM, Ducimus! :up:

LtCmdrRat
11-30-07, 05:35 PM
What I saw in patch 1.4 medals rewaards bug was cured... I made 2 patrols and was awarded Silver star (1st patrol), and Purple Heart (2nd).
Medals are in proper place in award box according given award.

Does TM 1.7 work in the way like bug is still there?

PS Great Job Ducimus! You' re THE MAN!

Ducimus
11-30-07, 06:10 PM
RE: medals

Ive been unable to test that. With no reference of medals being changed ANYWHERE in the 1.4 patch, or file changes folks have parsed, as well as my own file comparisions, I included the old fix for medals. This fix does NOT alter whats displayed in the career office. According to your post, it seems, the devs may have altered the order of display IN the office.

I hope there isnt a compatiblity issue that may arise, i havent been able to test this, so i can't give a solid answer on it. At the least, its an asthetic issue, and isn't determental to the game, just visually annoying if its a problem.

THE_MASK
11-30-07, 06:38 PM
Seriously , thanks for all the hard work on this mod . Greatly appreciated .

LtCmdrRat
11-30-07, 06:47 PM
Ducimus, I meant that medals are liying in box according how it has to be. And I just noticed that award system looks (?80%probability )bugs free. Somebody in Thread about medal bugs said that fullmetaledges's system is working good except proper image of medal. Now there is 3 probable answers:
1. Medal system works fine without medal mods made by fullmetaledges or
2. Medal system works fine with medal mods by fullmetaledges or
3. Medal system needs additional works( award box images are fine, but there is new bug)

I m going to test it. Does brandy help?

LtCmdrRat
11-30-07, 06:49 PM
And again thank you Decimus for you dedication and brilliant job. Of cause my gratitude to all moders who made TM possible.

Ducimus
11-30-07, 07:00 PM
I just hope the medals function properly with the mod. Otherwise, ill probably have to put out a patch. Medals are eyecandy, but id never hear the end of the complaints.

black1
11-30-07, 09:04 PM
Ducimus im getting flickering light flashes around my sub and watch officers flick from all black to color, this happened after about 2 hours of playing. I have a clean install and followed your steps to the T for instalation, it may be my drivers need updating but thought i would give you a heads up. Could be a ROW item. Only mods i have are T.M.1.7 and 1.4 warships retextured, thats it.

Ducimus
11-30-07, 09:06 PM
>> im getting flickering light flashes around my sub and watch officers flick from all black to color,

Sounds like you went below your crush depth. Which varies, depending on the state of the hull.

Quagmire
11-30-07, 09:12 PM
You are amazing sir! :rock:

Just one little question. Are taters latest campaign layers as well as the patch 1.4 "messages.txt" fix included in 1.7?

Thanks!
.

Ducimus
11-30-07, 09:26 PM
Same ones used in TM 1.6.5 and yes.

Quagmire
11-30-07, 09:35 PM
GOT IT! Thank you sir for finishing this before the weekend started. The weather here is gonna be crappy and now I have a modded SHIV 1.4 to pass the time indoors! :up:
.

black1
11-30-07, 09:37 PM
No mate this was on the surface just cruising along on a nice day, had nothing to do with depth, will change my drivers and report back.

Ducimus
11-30-07, 09:40 PM
My guess then at this point, unless others have the same problem, it's probably an issue with your computer somewhere (yes i know, nobody likes to hear that), OR possibly the scene.dat im using. But i dont beleive the scene.dat would cause that kind of behavior.

black1
11-30-07, 10:16 PM
Ok i downloaded and now running up to date drivers for my comp and although i played for only a half hour or less the problem did not come back, but, i did see some light flashes under the sub bow real quick 2 times. I dont believe it is my comp although could be, but it is fast and up to date. Just thought i would bring it to your attention, if others have this problem then could be something but if not then its my comp, thanks again for all that you do for us sub fans. One last thing mate, the sounds are a bit weak and could you raise the volume, my crash dive i can barely hear the man yell out and the siren is low sounding. Sorry to be a pain just thought i would ask.

Jib01
12-01-07, 11:21 AM
DUC,

Thanks for the upgrade. Will see how it plays out. Almost the end of the war for me. Only have MS, SC and one destroyer under my belt. But 269,000 tons for the war so far. Sailing a Balao class as Lt Commander. Maybe make Commander by the end of the war...

Later dude...
Jib01/02
:up: :up: :up:

hyperion2206
12-01-07, 11:36 AM
I just noticed that the exterior camera is rather slow and sluggish with TM 1.7. Even when my old USS Permit makes only 8 kts I can't keep up with her. Is there a way that I can flavor that for my taste?

Ducimus
12-01-07, 11:58 AM
I just noticed that the exterior camera is rather slow and sluggish with TM 1.7. Even when my old USS Permit makes only 8 kts I can't keep up with her. Is there a way that I can flavor that for my taste?


Use the shift key + arrow and you'll make it go faster.

I slowed the camera down so people can better position when taking screenshots making a movie or what not. Defautl, it sort of just zipped around and i found it hard to position the camera for those Sh4 "money shots" :rotfl:

That said, i found a couple oversights and have a new camera.dat file im about to post.

Similarlly, you can disable the mod, and remove the camera.dat file from it.

Since there were changes in some of the interior .sim files, i do not recommend using the ROW camera until Leovampire has had a chance to give it his ok for patch 1.4

Ducimus
12-01-07, 12:21 PM
Just FYI, i did a few tweaks to the external camera.

- I speed up its normal speed a LITTLE bit.

- I speed up its run speed (shift + arrow keys), by alot.

-fixed some clipping issues i wasnt particuarlly happy with in the free cam

- raised max height of the freecam a little bit more.




Nothing fancy, just a quick file change. You can run it over the top of TM, or copy the file directly into TM and replace the existing file. (which is what ill be doing)


http://www.ducimus.net/sh4/release/New_Camera.7z

ryanwigginton
12-01-07, 12:25 PM
I had this downloading all day at 7 KB/s. Was hoping to get a couple of hours in tonight except my downloads corrupt! :damn:

...being in Iraq sucks sometimes!

lurker_hlb3
12-01-07, 12:28 PM
Run Silent, Run Deep
The Campaign
(Version 114 Trigger Maru 1.7 Compatible)

This version of RSRDC is 100% compatable with Trigger Maru 1.7Compatable

Installation / Compatibility

RSRDC (TM Compatible) is designed to install over the top of Trigger Maru 1.7using JSGME, hand installation is not recommended. You will need to start a new career after installation and old save games will not be compatible with RSRDC. Do not attempt to install this version of RSRDC on any version of SH4 other than TM 1.7

The changes to RSRDC were to support compatibility with TM 1.7

Added:

Add Narwhal Class Sub to Campaign.

Various small changes to support TM 1.7


Special Note: Since the RSRDC SpecOps Missions for the Narwhal Class is not complete for Phase II, integrate in the original TM 1.7 SpecOps Missions into this version of RSRDC.


Link

http://files.filefront.com/RSRDC+P1+TM+v1147z/;9166712;/fileinfo.html

Ducimus
12-01-07, 12:40 PM
Run Silent, Run Deep
The Campaign
(Version 114 Trigger Maru 1.7 Compatible)

This version of RSRDC is 100% compatable with Trigger Maru 1.7Compatable

Installation / Compatibility

RSRDC (TM Compatible) is designed to install over the top of Trigger Maru 1.7using JSGME, hand installation is not recommended. You will need to start a new career after installation and old save games will not be compatible with RSRDC. Do not attempt to install this version of RSRDC on any version of SH4 other than TM 1.7

The changes to RSRDC were to support compatibility with TM 1.7

Added:

Add Narwhal Class Sub to Campaign.

Various small changes to support TM 1.7


Special Note: Since the RSRDC SpecOps Missions for the Narwhal Class is not complete for Phase II, integrate in the original TM 1.7 SpecOps Missions into this version of RSRDC.


Link

http://files.filefront.com/RSRDC+P1+TM+v1147z/;9166712;/fileinfo.html


Good god man, i hope it didnt take you too much trouble or time. Good work as always! :up:

Dutch
12-01-07, 12:42 PM
Hey great mod here started out the the version before this one, 1.65? I'm loving it. I uninstalled SH4 and deleted all files, then reinstalled patched to 1.4 and then installed 1.7 and I'm getting a small graphical glitch. It appears when I'm on the bridge, I haven't noticed it in periscope. While I'm on the bridge doing whatever I notice the waters moving around (looks amazing) but about every 10-15 seconds it will glitch up and look like the water is "restarting" itself. Let me see if I can explain this in english lol.

Ok the best way I guess to describe this is the water appears like a broken record sounds, it plays out so far then it pops and replays the last 15 some odd seconds then pops and does it again over and over?

Not a major complaint, you don't have to make a big deal and tear into things to figure it out unless you feel it is necessary. I'm going to load it back up again and see.

BTW I have a widescreen moniter, does anyone know what screen resolutions in game are wide screen? I think I have it on the 1280 on at the moment.

Thanks for the hard work and the wonderful mod!

hyperion2206
12-01-07, 12:46 PM
Just FYI, i did a few tweaks to the external camera.

- I speed up its normal speed a LITTLE bit.

- I speed up its run speed (shift + arrow keys), by alot.

-fixed some clipping issues i wasnt particuarlly happy with in the free cam

- raised max height of the freecam a little bit more.




Nothing fancy, just a quick file change. You can run it over the top of TM, or copy the file directly into TM and replace the existing file. (which is what ill be doing)


http://www.ducimus.net/sh4/release/New_Camera.7z

Thank you, Ducimus! You really rock!:up::rock:

partyboy
12-01-07, 12:58 PM
Run Silent, Run Deep

The Campaign

(Version 114 Trigger Maru 1.7 Compatible)



Great, Lurker. Thanks.

Once you get used to these mods it's very hard to play without them, so the speedy turnaround is greatly appreciated. :up:

epower
12-01-07, 03:40 PM
BTW I have a widescreen moniter, does anyone know what screen resolutions in game are wide screen? I think I have it on the 1280 on at the moment.

Thanks for the hard work and the wonderful mod!
Depends on the monitor size I think. I'm running 1680 x 1050 on my 22" widescreen. This is the monitor's native resolution and I believe LCDs look best when run at native res so anything at the 8:5 ratio should work fine.

Brochet
12-01-07, 06:04 PM
Just FYI, i did a few tweaks to the external camera.

- I speed up its normal speed a LITTLE bit.

- I speed up its run speed (shift + arrow keys), by alot.

-fixed some clipping issues i wasnt particuarlly happy with in the free cam

- raised max height of the freecam a little bit more.




Nothing fancy, just a quick file change. You can run it over the top of TM, or copy the file directly into TM and replace the existing file. (which is what ill be doing)


http://www.ducimus.net/sh4/release/New_Camera.7z
Thank you, Ducimus! You really rock!:up::rock:

Good correction of curious texture in external TM17 camera
Personnally I find the shift arrow camera much too fast and prefer the ROW realistic camera that allow to move everywher inside the sub but TM17 really rocks ! thanks

Boris
12-01-07, 07:06 PM
Not sure if this problem has been posted before, but I'm getting a dark sky and incredibly low framerates with TM 1.7. The game runs normal without.

I did a clean install, patched to 1.4, and put on TM 1.7... nothing else. Any ideas?

Ducimus
12-01-07, 07:23 PM
Good correction of curious texture in external TM17 camera
Personnally I find the shift arrow camera much too fast and prefer the ROW realistic camera that allow to move everywher inside the sub but TM17 really rocks ! thanks


I prefer the ROW camera too. However, the patch altered some of the same files the ROW camera files touchs on. Specifically the interior files. Im not sure what the patch did to these files, nor what ROW did to these files. Without knowing this info, theres no way i can make myself use the ROW camera file because the files are out of date. In short, i had no choice but to drop it, or risk something being broken. The camera file ive provided was a quick "ad hoc" replacement.



Not sure if this problem has been posted before, but I'm getting a dark sky and incredibly low framerates with TM 1.7. The game runs normal without.

I did a clean install, patched to 1.4, and put on TM 1.7... nothing else. Any ideas?


Disable the mod, and remove the scene.dat and/or the sky/water textures from the tex directory and see if that fixes your problem.

Seeadler
12-01-07, 07:43 PM
One thing I noticed with TM1.7 is that the ObjectRadius for stars is set to 1000, this collide with the horizon value of 1000. In this case at night stars begin to flicker and appear/disappear because of overlapping with the sky dome. Original value for stars radius is 980 and this tells the engine to render the stars in front of the sky object.

ReallyDedPoet
12-01-07, 08:02 PM
Have not noticed any fps drop with this so far on this end, testing with the Midway Mission, fps same as previous Triggers.


RDP

Ducimus
12-01-07, 08:39 PM
One thing I noticed with TM1.7 is that the ObjectRadius for stars is set to 1000, this collide with the horizon value of 1000. In this case at night stars begin to flicker and appear/disappear because of overlapping with the sky dome. Original value for stars radius is 980 and this tells the engine to render the stars in front of the sky object.


:hmm:
Well i knew there was something i was bound to miss in that file. I'll look into it.

Ducimus
12-01-07, 08:56 PM
Between a minor tweak in the cam file, and another minor tweak in the scene.dat file, this is starting to look like a minor patch. ANything else someone has noticed while im at this?

Ducimus
12-02-07, 12:28 AM
Ok. Weee a patch.


// fixed error with starfield being rendered behind the horizon dome.

// adusted Freecam to be less annoying

// Conning tower bridge view, now allows you to move about the topside of the submarine.


Tested this on a saved game in progress, and it loaded fine. Therego you shouldn't *have* to be in port to apply this patch. This is an exception to the rule of always apply mods or patchs while in port, That said, i provide no garuntee with saved games in progress.

D/ L the whopping 60KB patch here:
http://www.ducimus.net/sh4/release/TMaru_Patch_1.7.1.7z

Rhodes
12-02-07, 07:52 AM
Ok. Weee a patch.:D :up:

fire-fox
12-02-07, 09:42 AM
is there still the issuse with the S-boat battery charge/dis-charge rates or is the that a stock SH4 issuse?

Lopo
12-02-07, 09:53 AM
Before all, thank you Ducimus for your work, it's awesome!
That's my question now: can I download NSM 3.3 just after TM 1.7? Is it relevant?

Lopo

kriller2
12-02-07, 11:50 AM
Hi Ducimus,

I see that you have edited the ROW scene.dat to use it with the new patch and TM, does that mean that if I put your scene.dat in with the ROW files it will work without the glitches the original ROW file had?

If so i am thinking of using you modified scene with ROW to make it work with the 1.4 patch untill Leo get's back, then he can continue working on the scene.dat, when he has fully recovered.

LtCmdrRat
12-02-07, 12:03 PM
I had experienced a problem with TM 1.7 on patch 1.4. after 10 days in ocean (game time) my frame rate went crazy - blinks, blinks, blinks ( in camera F12 and periscope view). it was during 1st patrol and it started from stormy weather. I didnt have this problem during the second and third patrols. Any advices?

Ducimus
12-02-07, 12:31 PM
is there still the issuse with the S-boat battery charge/dis-charge rates or is the that a stock SH4 issuse?

Stock issue. Ive looked at it before, but didnt make any progress on it.


Before all, thank you Ducimus for your work, it's awesome!
That's my question now: can I download NSM 3.3 just after TM 1.7? Is it relevant?

Lopo

I havent looked at NSM lately, but i beleive you should be able to run it without any major side effects. Install it last, and i think you'll be ok.


Hi Ducimus,

I see that you have edited the ROW scene.dat to use it with the new patch and TM, does that mean that if I put your scene.dat in with the ROW files it will work without the glitches the original ROW file had?

If so i am thinking of using you modified scene with ROW to make it work with the 1.4 patch untill Leo get's back, then he can continue working on the scene.dat, when he has fully recovered.


The scene.dat i included is - i beleive - an older one that Leo made for me awhile ago. Ive had it in TM for a little while now. I havent noticed anything in the way of cyan colors. The two adjustments ive made on it, was the horizon from 1500 to 1000, and the starfield rendering from 100, to 980. (thank you seeadler for pointing that out to me). Feel free to examine it and use it howver you like.


I had experienced a problem with TM 1.7 on patch 1.4. after 10 days in ocean (game time) my frame rate went crazy - blinks, blinks, blinks ( in camera F12 and periscope view). it was during 1st patrol and it started from stormy weather. I didnt have this problem during the second and third patrols. Any advices?

I can only guess it may have been a result of the first scene.dat where i forgot to edit the starfield rendering distance. Otherwise, i really have no idea. I tested the dat in calm and stormy weather and didnt really see any issue. Just keep your eye on it, and if it happends again, id like to know exactly when, as in time, date, state of the ocean, weather report, if there where any units nearby (this also causes lag), etc.

LtCmdrRat
12-02-07, 12:36 PM
Thanks Ducimus. I'll watch ;)