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View Full Version : Trigger Maru 1.3 SITREP


Ducimus
07-16-07, 05:37 PM
As im sure many know, i released TMaru 1.3 saturday, and im here posting this message, admitting (cause i dont think everyones gonna read the mods thread) that perhaps i was a little premature, and for that i apologize. My only excuse is that im only a single person, so mistakes will be made, or things overlooked. Im really startiing to wonder if i should have just sucked it up and tried to form an offical mod team or at the least a test group. I just didnt want to turn the mod into a major commitment.

Anyway, known issues:

1. Torpedo tube doors openly slowly.
I saw what ubi did, but didn't think it neccessary to implent in the file because my settings and ubi's settings accomplished the same thing. I was trying to maximize my time usage, so i didn't spend any time on this particular bit. What i didn't think of was that thered be a difference in code on how fast one way to open the doors would be vs the other way. In short, its an easy fix.

2. Tambor bearing tool misplaced. Ooopy.

3. No traffic around marshal islands. Stock issue. I was going to get around to reworking campaign files eventually.

4. 500 MB save game files. Im still not 100% positive this is a Tmaru issue, or stock issue, but im leaning on its a Tmaru issue from what ive read. My best guess is:

A.) Garbage collection. in terms of units spawning, something is spawning like wildlfire and/or something is not being removed from the game after it reachs its final waypoint. This could be occuring in the normal JP MIS files (unchanged in patch 1.3 and subsequently unchange in Tmaru's version of these files ), or the US harbor traffic MIS layer (untouched by Tmaru, but changed in patch 1.3)

b.) Some wierd code change is making my Bungo Pete mod act wierd (wild guess), as it creates a JP DE when there otherwise isnt one.


If your having 500 MB saves, delete the campaign folder and see if the problem reoccurs. Hopefulll that will fix it in the meantime, whilst i try and pinpoint the issue.

So in short, SITREP? SNAFU.
However, Tmaru 1.3a will be surfacing ASAP, and hopefully not another BOHICA.

pocatellodave
07-16-07, 06:03 PM
Ducimus you are only trying to be helpful.I applaud your efforts,and surely no one will say anything negative.I enjoy your mods,and I have 1.3 already downloaded.I'm just waiting until things smooth out with the new patch,to install it.Keep up the good work!
Pocatellodave

CaptainHaplo
07-16-07, 06:07 PM
Ducimus - Things happen - too many people love TM to worry - your hard work is appreciated. One thing I noticed in your writup that really perked me - Item 4A. You labeled it Garbage collection - things spawning and not disappearing apparently as they should. Can you elaborate? The reason I am asking is because I am wondering if you have info that could help solve the "Zombie" ship issue - if there is a way to remove a ship before it hits its final waypoint - that would be fantastic! If not - well hey - I am just a man lookin for answers! Its all good! TIA!

TDK1044
07-16-07, 06:09 PM
Hi Ducimus,

Your mods are excellent and your work much appreciated. Thank you.

tater
07-16-07, 06:12 PM
Ducimus, in case you missed it, jace11 fixed the taihosen maru ctd issue. He subbed in the 1.1 files for the ship, and it works. There is a mod (I JSGMEd it, but he links to the raw files). It's a certain CTD without it, you might want to include it.

SteamWake
07-16-07, 06:56 PM
It takes a good man to admit his mistakes then strive to correct them or at least admit to them.

Salute :up:

DedEye
07-16-07, 07:03 PM
Thanks for the great mod Duci....and the great humility :up:

Chuck B.
07-16-07, 07:09 PM
Ducimus,

I read great things about your mod, downloaded it and looked into the readme. Unfortunately, the readme is a bit cryptic and I have trouble understanding what the consequences are for the changes you made, often I'm not even able to understand if it makes the game "easier" or "harder" with respect to an item you changed. Is there a more elaborate explanantion of what the mod does?

Thanks!

CHuck

Gunner
07-16-07, 07:34 PM
Yarrr! Ducimus, no sweat matey, luv yer work,will continue play'n yer mods as long as you keep making them:rock: :arrgh!:

BooBooLovesAll
07-16-07, 07:54 PM
I appreciate all the efforts you have put forth into this mod.. thanks.

Torpex752
07-16-07, 08:09 PM
Ducimus,

Trigger maru is an absolutely fantastic Mod and I enjoy it allot!. I greatly appreciate every effort you have put forth, so dont sweat an error here or there. Fix it if/when you can, we can all patiently await whatever repairs are necessary. It happened in the Real War when boats completed yard work and went out for sea trials and had to pull back in to make finat tweaks or repairs.

Frank "Torpex" Kulick
Subsim staff :cool:

ReallyDedPoet
07-16-07, 08:38 PM
Dam good mod, your efforts are appreciated:up::up: Who doesn't make a few mistakes around here :doh:


RDP

Old Dog
07-16-07, 09:39 PM
Ducimus
You are well named, sir.
If this current problem is the worst thing that hapens today, we've got it made.
Your many fans are in your corner rooting for you.
That pulling together is the kind of thing that makes this community.
Old Dog

Ducimus
07-16-07, 10:03 PM
Ive been posting at work, so sorry if im not answering any questions. I have to keep my personal activity at a minimum.

I think im going to follow this plan of attack for version 1.3A, which hopefully will fix the current issues (this is more like a note to self):

1.) Update commands.cfg , torpedo door open command.

2.) Fix tambor bearing tool misplacement

3.) Revert Gar back to inheirting its data files from Tambor. I dislike doing this, but this modification could be causing more trouble then its worth.

4.) delete US_torpedo.sim file, just to be on the safe side.

5.) doublecheck JP airbase configs, incase i missed something.

6.) delete all campaign JP traffic MIS files and restart from scratch. (only reason i didnt is because from info i had, nothing had changed. Perhaps i my info was wrong.)

7.) Campaign files, JP traffic
- Reduce spawn rate of single merchants, and troop convoys.
- Remove all instances of "Generic Battleship" from task forces
- place bungo pete in JP Harbor traffic layer
- replace all crew rating 0 to crew rating 1
- repalce all crew rating 4 with crew rating 3
- place some sort of traffic in/around marshall island.

8.) Patience permitting,
- change min depth so hydrohpones only work while submerged.
- one, half ass implentation of surfaced AI uboat. (I REALLY doubt ill get to this honestly)

SteveW1
07-17-07, 02:47 AM
Ducimus I'm playing with your released 1.3 mod from saturday and have saved a number of times, I'm not getting any 500mb saves as people are talking about so it might not be your mod causing this

Although I did turn off the devdebug option in the main cfg file could this be the problem for the large save games?

Your mod is fantastic by the way great work

switch.dota
07-17-07, 02:50 AM
I do not *have* 500mb of free space on the drive SH4 is supposed to write savegames on. Never had an issue with a savegame not loading either. Debug options turned off as well.

_Seth_
07-17-07, 08:37 AM
Hi Ducimus,

Your mods are excellent and your work much appreciated. Thank you.
Totally agree!:yep::up:

dean_acheson
07-17-07, 08:51 AM
thanks duci, for your work.

OmegaMan
07-17-07, 08:54 AM
Hi Ducimus.
When you have time, look this: (sorry, I have posted in wrong site :oops: )
Hi all. I do not believe that the problem with the huge savegames with Trigger Maru 1.3 are the campaigns files.
I believe that the problem is in the submarines types, in particular the Tambor and the Gar types.
I have made some tests and here is the results:
1- Fresh SH4 patched to 1.3 without any mods= savegames OK
2- Fresh SH4 patched to 1.3 whith Trigger Maru 1.3:

a- Carreer start: 8-Dec-41: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames
b- Carreer start: 6-Jun-42: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames. Gato class= savegames OK

3- Fresh SH4 patched to 1.3 with Improved Campaign Layers 0.70 (Tater) = savegames OK
4- Fresh SH4 patched to 1.3 with Trigger Maru 1.3 without the submarine folder and without UPCUnitsData folder= savegames OK

On the basis of these test I believe the problem is in Tambor/Gar classes.
I hope helped.
Omega out. Regards.

tater
07-17-07, 08:55 AM
Ducimus, I'm pretty confident the traffic is unaltered, and I look at it a LOT these days.

Campaign_LOC was altered, and it actually has 4 ships in it now (PH). Wonder if that has anyting to do with it...

These are the changed campaign files:

Campaigns\Campaign\PatrolObjectives\Sink East China Sea 03\Sink East China Sea 03.mis
Campaigns\Campaign\PatrolObjectives\Sink Solomon Islands 01\Sink Solomon Islands 01.tsr
Campaigns\Campaign\Campaign_LOC.mis
Campaigns\Campaign\messages.txt
Campaigns\Campaign\US_HarborTraffic.mis

Regards,

tater

Rhodes
07-17-07, 09:12 AM
Here 1.3+trigger maru 1.3 all ok. No huge save games. But I'm playing with gato and with stock 1.3, balao, before the new version of trigger maru, the save games were of normal size also.

My problems now?My windowns Xp, yesterday I did a clean up with the program of windows and today I take 5 m to go to user interface and then more 4 minutes inside my user profile to get on. So I trade this problem for one save game of 500 megas....

Ducimus
07-17-07, 11:08 AM
Hi Ducimus.
When you have time, look this: (sorry, I have posted in wrong site :oops: )
Hi all. I do not believe that the problem with the huge savegames with Trigger Maru 1.3 are the campaigns files.
I believe that the problem is in the submarines types, in particular the Tambor and the Gar types.
I have made some tests and here is the results:
1- Fresh SH4 patched to 1.3 without any mods= savegames OK
2- Fresh SH4 patched to 1.3 whith Trigger Maru 1.3:

a- Carreer start: 8-Dec-41: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames
b- Carreer start: 6-Jun-42: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames. Gato class= savegames OK

3- Fresh SH4 patched to 1.3 with Improved Campaign Layers 0.70 (Tater) = savegames OK
4- Fresh SH4 patched to 1.3 with Trigger Maru 1.3 without the submarine folder and without UPCUnitsData folder= savegames OK

On the basis of these test I believe the problem is in Tambor/Gar classes.
I hope helped.
Omega out. Regards.


I'm starting to think this is the real issue. I've been asking what the deal was with save games both here and the offical forums, and i've had enough people say, "i have no problem" and others that say "i have a problem'. Not to mention what tater said was my original understanding as well.

Anyway, i had a suspicion that it might not be the campaign files, which was why i started asking about boat type being used if encountering this problem. Long story short, i THINK i found the problem. And its a little difficult to explain.

The independant Gar mod:

Awhile ago i had modded the gar so it was independant of the tambor, having its own data files. The data files were essentually tambor files, renamed. This created a small problem however. When selecting the Tambor or Gar in the muesum, the game would CTD. I attributed this problem to the use of the Tambor Dat files. Its my understanding that dat files have an ID imprinted in them. Typically when your talking about player subs, you can use a dat file only once. Now in the case of the muesum, i thoguht it was trying to create two instances of the same file, hence the crash. And in normal play things were fine because it only used one instance of the tambor data files at any given time.

Now, in Tmaru 1.3 i toyed around with removing that mod. Primarly because that crash in the muesum bugged me, and i thought it might be causing more issues underneath the programs surface that im not seeing, and hence, more trouble then its worth. Well, reverting the gar back to being dependant on the tambor didnt fix the crash, so i restored the gar to its previous modded state and went on to something else. However, i forgot something when i did this. In the gars CFG file, i forgot to change this line back to pointing at the gars data files:


3DModelFileName=data/Submarine/NSS_Tambor/NSS_Tambor

Which should have read:

3DModelFileName=data/Submarine/NSS_Gar/NSS_Gar

So i have to scratch my head at that. It shouldn't have worked and still kept the independant setup, but i guess it did. Now how the game read the files after that is anyones guess.

So upon this discovery, i totally dumped ALL of my gar changes, but the problem fixing didn't end there. I still had a CTD in the musem. So i took all my sub files, put them in a test modlet, and ran that accross the stock game, and visited the museum, and by trial and error removed files until the CTD stopped. The culprit file turned out to be the sub SIM files. ALL of them. So the sub sim files at some point had to have changed. Was it in patch 1.2 and i didnt catch it? Or was it in patch 1.3? I really don't know. So therein i went about and remodded the fuel and battery fixes accross stock sim files. Problem solved.

So, im very happy to read this report by Omegaman, it fills me with hope that ive solved the problem now. And also that i wont have to retouch those bloody campaign files so much. I really wasnt looking forward to that, but i might at the least see if i cant do anything with the crew ratings.

In other news the torpedo doors work pretty damn good. Since the "W" key is no longer needed, as soon as im done posting this im going to try and change it so "W" cycles the foward tubes, and "Y" cycles the aft tubes. Rather then just "Y" cycling through all tubes forward and aft.

Tambor bearing tool is where it should be, i removed the US_torpedo.sim for the heck of it. Im going to try and change the hydrophones so they only work while submerged, and maybe get to that uboat.

fredbass
07-17-07, 11:10 AM
Hey Duc, just wanted to say welcome back. :up:

Ducimus
07-17-07, 11:14 AM
Hey Duc, just wanted to say welcome back. :up:

I didnt have much of a choice. When patch 1.3 came out, its like i had this obligation to update Tmaru. I found this incredibly hard without more feedback, ultimatly i had to start posting here to get it. When all is said and done with Tmaru, ill probably stick to my guns and disappear again. Trouble seems to follow in my wake around here.

hector
07-17-07, 11:43 AM
After patching to 1.3,i added parts of TM that affected the subs diving time etc.I started getting long save times with the Tambor and Gar which could be as long as one and a half minutes.I reinsatlled the stock versions and used the mini tweaker to alter the sim and zon files as per the info in the TM reame file.I also renamed the sim and zon fles to the Gar to make it just a little bit different from the Tambor and the long saves have disappeared and everything else seems fine.
Hope this might help some

Hector.

NefariousKoel
07-17-07, 12:32 PM
Thanks for TM Ducimus.:up:

One question: Do the campaign missions in TM still get assigned rather routinely (to fix the repeating mission issue)? I'm wondering just how random it is in TM these days as I've never had the repeating mission problem and I'd like to keep the randomness more stock.

Thanks again.

FooFighters
07-17-07, 12:38 PM
Hi Ducimus,

Your mods are excellent and your work much appreciated. Thank you.

I second that :up:

Ducimus
07-17-07, 12:39 PM
Thanks for TM Ducimus.:up:

One question: Do the campaign missions in TM still get assigned rather routinely (to fix the repeating mission issue)? I'm wondering just how random it is in TM these days as I've never had the repeating mission problem and I'd like to keep the randomness more stock.

Thanks again.

Ive kept the stock patrols. I made some changes to the stock flotilla file , (such as starting past the IDL when out of pearl), but have otherwise left patrol assigments alone. I have included my version of the repeat patrol fix in the support directory as an optional mod.

NefariousKoel
07-17-07, 01:17 PM
Thanks for TM Ducimus.:up:

One question: Do the campaign missions in TM still get assigned rather routinely (to fix the repeating mission issue)? I'm wondering just how random it is in TM these days as I've never had the repeating mission problem and I'd like to keep the randomness more stock.

Thanks again.
Ive kept the stock patrols. I made some changes to the stock flotilla file , (such as starting past the IDL when out of pearl), but have otherwise left patrol assigments alone. I have included my version of the repeat patrol fix in the support directory as an optional mod.

Awesome. Thanks Duci!

Ducimus
07-17-07, 04:33 PM
Thank you to all who've been looking into the problem of large save game files, i appreciate it.

Here is a status update on Tmaru 1.3a

What is done:

- Tambor bearing tool is now properly placed.

- commands.cfg updated. Q now opens/closes doors, W cycles forward tubes, Y cycles aft tubes.

- Gar data files removed. It now inheirt's its dat files from the tambor again. I decided this mod just wasn't worth the possible risk of major buggery given how dat files are imprinted with an ID if experience from SH3 still holds true.

- removed US torpedo.sim file - wasnt really neccessary.

- All sub sim files redone and updated with mod settings. (included optional stock fuel mod)

- Changed max height of all player passive hydrophones from 0 to -6 meters.

WIP for this release:
- restructuring conning tower adjustments to allow for a "stock conning tower" optional mod for people who dont mind the bathtub. This post motivated me to do this:
http://www.subsim.com/radioroom/showpost.php?p=594164&postcount=6

- German uboat, im going to try and arm it with machine guns found on merchants, if this doesnt work, ill release it either unarmed, or as is http://www.ducimus.net/sh4/monsun.htm

Any further updates will be posted on the approrpiate thread in the mod forum.

ae4rv
07-17-07, 04:42 PM
Good work, thanks!

tater
07-17-07, 05:35 PM
Nice work on the u-boat... would be a great special mission (ULTRA). If someone gets a patrol in a certain area, have that trigger as ULTRA to be 55 miles NNW of Batavia at noon in 2 days... then there she is (+- a few hours).

tater

Ducimus
07-17-07, 05:52 PM
I think i might turn this:
http://www.uboat.net/boats/u537.htm

Into a single mission. Kinda like my bungo pete single mission.

Just as an aside, ill need to lower the max height of the hydrophones more. Deep enough so that radar depth can be used, not to so deep that your deaf at periscope depth. Reason is, i forgot that the game only uses one sensor at a time (but can change between types very rapidly) Or so is my understanding. With hydrophones near the surface, this could be causing all sorts of buggery with visual and radar.

ReallyDedPoet
07-17-07, 06:31 PM
Just saw the update, nice work, look forward to 1.3(a) :yep:


RDP

Ducimus
07-18-07, 11:49 AM
If your happy and you know it clap your hands.....
http://www.ducimus.net/sh4/u-537a.jpg

If your happy and you know it, then your face will surely show it, if your happy and you know it clap your hands...
http://www.ducimus.net/sh4/u-537b.jpg

:arrgh!: :arrgh!:

don1reed
07-18-07, 12:28 PM
Whenever Steven Spielberg's name appears in a movie's credits, its usually a sure sign that the product will be exceptional. I believe that, Ducimus, shares that kind of star quality within these boundaries; but, as we already know, true art has no boundaries. Well done.

Payoff
07-18-07, 02:12 PM
I cant wait to duke it out with that joker. Looks great.:up: Thanks.

sqk7744
07-18-07, 04:24 PM
Ducimus great work, thanks for sharing. At the end of the day, you do not work for us -no worries m8 :cool:

w-subcommander
07-19-07, 12:13 AM
Great JOB DECIMUS! YOU RULE!!!
My gratitude is these links on YOUTUBE
Hope you like thes short cartoons.

1)"wings,legs, and tails"
http://www.youtube.com/watch?v=4D3GqgvkGeE&mode=related&search=

2) BOLERO
http://www.youtube.com/watch?v=kkudfLwXrJg&mode=related&search=

Meco
07-19-07, 02:31 AM
Whenever Steven Spielberg's name appears in a movie's credits, its usually a sure sign that the product will be exceptional. I believe that, Ducimus, shares that kind of star quality within these boundaries; but, as we already know, true art has no boundaries. Well done.

I could not agree more. :up:

After reading many a post about mods and taking the plunge in trying one for the first time. TM 1.3 is the first one I have ever loaded for any sub game including SH3 which never made it past 1.4 patch on my system. I have never experienced the GW mod pack.. read about it, but never got it.

But after reading about TM here, and the rave response to your work Ducimus. I gave it a try. And you know. I will never look back to stock the same way ever again. TM 1.3 has imprinted itself upon me like the Star Wars series did to the world. :o

If you have a donations mechanism in place I would sure like to offer you $25.00 USD for your efforts. PM me a link if you do. If UBI is reading this, Put this man in lead on your staff because his visons emulate what so many have been craving in your fine product of which your current designers have not yet been able to capitalise on.

I truly hope you continue to evolve your mod pack well into the future Ducimus. I realize you cant ask for money for your work. But theres nothing wrong with a donation box if I chose to offer one freely. I think you may be surprised how many coins would pile up in that box.

In any case. Great mod, great effort, outstanding vison.

keep up the good work Spielberg.... ub.... I mean Ducimus... :up:

w-subcommander
07-19-07, 02:39 AM
keep up the good work Spielberg.... ub.... I mean Ducimus... :up:
Well said!!! Total support!:up: :up: :up: :up: :up:

Ducimus
07-19-07, 04:13 AM
http://www.ookingdom.com/newsarchive/2004/done.jpg

Check the Trigger Maru thread in mod forum.

dean_acheson
07-19-07, 09:51 AM
Thanks Duci.

We all owe you.

Soundman
07-19-07, 05:39 PM
First of all, thank you immensely for all of your hard work. Without your mod, I probably would have quit playing this game.

I do have a question and/or observation. I am currently in the middle of a patrol, so I have not yet downloaded 1.3a, but I am using TM 1.3 along with patch 1.3.

My situation.... There is an approaching convoy that I am in prime position to attack. I am at periscope depth, zero knots, periscope down, in the middle of the night, with no moon. The escorts are zigzagging along, doing their normal routine. I hear no pinging and yet they seem to be finding me. It is like they have x-ray vision. I am aware that adjustments were made for patch 1.3 to make the destroyers more of a challenge, but in its current state I am considering going back to patch 1.2 and using your previous mod. I sincerely believe that you had things tweaked pretty well for version 1.2 and had no issues with playability. The destroyers were acting just as I would expect them to, but now they seem to have superpowers.

My question is, when I finish this patrol and put in TM 1.3a, can I expect any change in the AI, or is this a "patch 1.3" issue that we're stuck with? Again, thank you for your work and would appreciate any suggestions you may have.