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Wolfehunter
10-21-07, 12:06 AM
Update;

Ok heres the deal. I know there are many amazing mega mods out there. Like GWX who rules the SH3 world. But I believe in new options. This is for those who don't want to look alway for the SH3 stock 1.4b mods that fix the game that Ubisoft should have fixed eons ago.

Its JSGME Working!

This mod has the following combined mods at the moment that are working and stable.

Improved Church's OBS Scope re-released by dmlavan

Authentic U-Boat Officer Faces by dmlavan

Improved Torpedo Look by sikkboy

Sub Images by Flakmonkey

Lighthouse v2 by Flakmonkey

Bow Fix 3D Type VIIB by Flakwalker

BordInstrumente Button Fix low Contrast Dark Buttoms by Jonz and Tikigod

All the lit boats from Anvart

Gun Mans 4 Ship Platform by Anvart

TII FIX CR and CT files by Anvart

Rotate Antenas + Rotate FuMB37 stock fix by Anvart

Exhaust smoke for TIIA/D VIIB/C IXB/C/D2 SDDE ADM 1.03 Stock by Racerboy

IX-D2 Range and Torpedo Fix V1 by VonHelsching

Atmoshpere Mod 16Km V2.0 Light by Lemhman, Manuel, Ortega, Marhkimov, Rubini, Rulle34 and Seeadler.

Elite U-boat binoculars by Venatore

Elite U-boat Uniform black by Venatore

Turm fix aka "Tower of Death" bug from Ref

Torpedo damage final by Ocean Blue

Improved Generics by totenkopf

Harbor & Terrain Expansion mod by Trainer1942

AI U-Boats TIIB & VIIC/41 by Sergbuto

AI U-Boat Type XXIII U-2321 by Flakmonkey

AI U-Boat Type VIID U218 by Tomi099

Texture skin upgrade for TIIA/D by Fubar

XXI skins reworked by lutzow with his XXI fixes and my U-2511 skin imported.

SB Cameras Mod SH3 by Serguto

Separated Gun Textures by Sergbuto

Additional Merchant V2 by Sergbuto

PTBoats Mod by Sergbuto

BugFix Minensuckbootr by rowi58

Flags V1.1 by Divingduck

TII Peri Correct V1 Divingduck

TIX OpenHatch V1 Divingduck

TVII OpenHatch V1.01 plus Peri corrected by Divingduck

Killerssun by ? I forgot who did that?:hmm:

HKLSS_Hansa, NKMCS_Hansa, M35Hansa, by AOTD & MadMax

M36B=CAM-Ship by Iambecomelife

M35B=Empire Freighter by Iambecomelife

German CL Karlsruhe v2.1 by SquareSteelBar

AFB Republic R43A, MC 200 Saetta by Denis_469

more to come...

Mods will add soon through some testing and tweeking

Buoys V2, Debris V1.2 by DivingDuck. Work in progress. Alot of harbours and cities to tweek.

Undersea Mod by Nautilus42. All traffic areas will be modded work in progress.

Personal tweeking with a changing enviroments due to season changing. Almost finished and perfected.

Going to inclued Tomi099's new VIIC/3 playable soon.

Future projects I might add.

Proper Moon and sun reflections if Possible

More warships.

Working on Flotilla 1.44 by Ian Berry I'm adding Flotilla 23

Racerboys flags should more be released.

If any of you know more game fixes for SH3 Stock 1.4b I want to know.

Here is some pics.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot14.jpg

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot13.jpg

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot12.jpg

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot10.jpg

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot7.jpg

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot6.jpg

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot2.jpg

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot4.jpg

I want to thank those who have alowed me to add there mods. If I missed one of you sorry I'm getting around to it. ;)

Another Note;
There is alot more that isn't posted you have to PM me for the cool details.

When will this be finished....:hmm: Hopefully sooner than later.:smug:

Wolfehunter
10-22-07, 12:19 PM
Does anybody know how to access the world game map and modify it?:-? Or is it hardcoded?:hmm:

Hitman
10-22-07, 04:23 PM
You can modify it with a program called SH3 Terrain Extractor created by "can't-remember-who-but-I'm-sure-someone" did :p That's how the Kiel and Panama channels were added. You will need to do a search to find it.

Sorry I can't help more, all that is an area I never look into.

Wolfehunter
10-22-07, 04:28 PM
You can modify it with a program called SH3 Terrain Extractor created by "can't-remember-who-but-I'm-sure-someone" did :p That's how the Kiel and Panama channels were added. You will need to do a search to find it.

Sorry I can't help more, all that is an area I never look into.

Thanks a million. I remember seeing that somewere I'll find it. I think it located at the community manual from SH3 forum.

Found it made by REF

http://www.subsim.com/radioroom/showthread.php?t=89658

Wolfehunter
10-22-07, 06:18 PM
I fixed it.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/BITMshotfix2.jpg

Its in the location.cfg file in data\terrain\

you have to add

[Location 25]
Long=8.107345
Lat=53.510143
Heading=161
OnLand=false
ShowOnMap=true
FileName=Wilhelmshaven
"LocationName=Wilhelmshaven" It was missing

Also I'm wondering if other locations can be added as city icons or harbour icons
etc.:hmm:

Wolfehunter
10-22-07, 09:29 PM
Ok I need your help again guys. For the Recognition Manual. Some nations I can't see there title. Which file do I need to add the missing nations on the book cover?:)

Wolfehunter
10-23-07, 07:10 PM
Heres my theory I could be wrong. I heard from many that ubisoft couldn't make the world have changed enviroments ingame. It was broken or some such. I looked at the file called SeaInf.raw. 3 colour represented by Arct.dat, med.dat and atl.dat files within the world map. I changed it as you see below.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/SeaInf2.jpg

Now if my theory is sound these dat files are mapped to the areas matching the coloured zones. So arctic and anarctic are EnvColors/SkyColors_Arct.dat, Atlantic ocean and Pacific are Env/SkyColors_Atl and Coastal mid lands rivers or inland oceans near the equator are Env/Skycolors_Med.dat.

So If I'm wrong tell me. If my idea has hit something let me know. Many of you are more expericanced in this than I. So be nice I have no idea what I'm doing?:hmm:

I'm working on trial and error right now.:doh:

TheDarkWraith
10-23-07, 10:01 PM
I'm working on trial and error right now.:doh:

'tis the best way to learn! :know:

Wolfehunter
10-24-07, 02:51 PM
:damn: :cry: Fix one problem Find another. Does anybody know which files effect the internal guages dials sub? All of them seem to be pointing to the 12 oclock and stationary. Even the Hydrophone thingi is frozen. Any clues?:hmm:

Nevermind I fixed it.

Wolfehunter
10-28-07, 01:38 AM
If anyone can offer to help I could use it. Mainly to get the sun and moon to reflect properly. I know there is already a moon correction but its not compatible with current file settings. I don't know how to use Hex editing. So if anyone is offering to help I would appreciated it.:up:

TheDarkWraith
10-28-07, 09:19 AM
If anyone can offer to help I could use it. Mainly to get the sun and moon to reflect properly. I know there is already a moon correction but its not compatible with current file settings. I don't know how to use Hex editing. So if anyone is offering to help I would appreciated it.:up:

finally another alternative mega-mod. This is what this forum has needed for a long time. Since GWX will finally be coming to an end we need something bigger and better to take it's place. I'm onboard, what can I do to help? :up:

Jimbuna
10-28-07, 09:43 AM
If anyone can offer to help I could use it. Mainly to get the sun and moon to reflect properly. I know there is already a moon correction but its not compatible with current file settings. I don't know how to use Hex editing. So if anyone is offering to help I would appreciated it.:up:

finally another alternative mega-mod. This is what this forum has needed for a long time. Since GWX will finally be coming to an end we need something bigger and better to take it's place. I'm onboard, what can I do to help? :up:

If you've got plans for something bigger and better you can certainly count me in sir :yep:
Post release of the final GWX of course :arrgh!:

Wolfehunter
10-28-07, 11:59 AM
You both got PMed:smug: and thanks:up:

JU_88
10-28-07, 12:01 PM
I really think moving SH3 over to the SHIV engine is where most of us want to go next, If the devs bring player Uboats over to SHIV in an expansion, I really dont see what is going to stop us.:yep:
Well, thats what im hoping for anyway - so if anyone wants help modling ship interors for SH3 units.... you know where to find me! LOL

Wolfehunter
10-28-07, 12:14 PM
I really think moving SH3 over to the SHIV engine is where most of us want to go next, If the devs bring player Uboats over to SHIV in an expansion, I really dont see what is going to stop us.:yep:
Well, thats what im hoping for anyway - so if anyone wants help modling ship interors for SH3 units.... you know where to find me! LOL

Can you do the XXIII interior?:hmm: I have the AI XXIII. I could configure it to work as playable in SH3 if there is a proper interior.:p

JU_88
10-28-07, 12:22 PM
Im afraid you misunderstood me mate,
I was refering to the Ship Hull interiors you see in SHIV when a damage HOLE appears in a ships hull (from a shell or torpedo)
Not detailed sub compartments, Its possible I could model a sub compartment (not sure if id have the patients though, my biggest weakness is that if i dont finnish a model within a week - I get bored) sad but true :oops:
To be honest Id rather it was done by a 3d artist with more experience than myself anyway - ive only been knocking out 3D models for about a year now.

bigboywooly
10-28-07, 12:26 PM
Im afraid you misunderstood me mate,
I was refering to the Ship Hull interiors you see in SHIV when a damage HOLE appears in a ships hull (from a shell or torpedo)
Not detailed sub compartments, Its possible I could model a sub compartment (not sure if id have the patients though, my biggest weakness is that if i dont finnish a model within a week - I get bored) sad but true :oops:
To be honest Id rather it was done by a 3d artist with more experience than myself anyway - ive only been knocking out 3D models for about a year now.

Dont knock yourself mate
The new aircraft and sub models are sooperb :up:

Wolfehunter
10-28-07, 02:31 PM
Im afraid you misunderstood me mate,
I was refering to the Ship Hull interiors you see in SHIV when a damage HOLE appears in a ships hull (from a shell or torpedo)
Not detailed sub compartments, Its possible I could model a sub compartment (not sure if id have the patients though, my biggest weakness is that if i dont finnish a model within a week - I get bored) sad but true :oops:
To be honest Id rather it was done by a 3d artist with more experience than myself anyway - ive only been knocking out 3D models for about a year now.

You mean an improved version of Torpedo damage by ocean blue right?

If so which files are the ones your going to work on. I'll have to send them to you. :p

Let me know it sound interesting. Anyhow PM me for the details. I'll put together what you need to do it if you want to.:up:

TheDarkWraith
10-28-07, 03:39 PM
I really think moving SH3 over to the SHIV engine is where most of us want to go next, If the devs bring player Uboats over to SHIV in an expansion, I really dont see what is going to stop us.:yep:
Well, thats what im hoping for anyway - so if anyone wants help modling ship interors for SH3 units.... you know where to find me! LOL

it's the legal ramifications I'm worried about. It's one thing to port SH4 to SH3, it's an entirely different thing to use the executables. It can be done. SH3 could be moved to use the SH4 executables and all. Boy just think what we could do then...;)

JU_88
10-28-07, 03:55 PM
I really think moving SH3 over to the SHIV engine is where most of us want to go next, If the devs bring player Uboats over to SHIV in an expansion, I really dont see what is going to stop us.:yep:
Well, thats what im hoping for anyway - so if anyone wants help modling ship interors for SH3 units.... you know where to find me! LOL

it's the legal ramifications I'm worried about. It's one thing to port SH4 to SH3, it's an entirely different thing to use the executables. It can be done. SH3 could be moved to use the SH4 executables and all. Boy just think what we could do then...;)

Perhaps, but I really wouldnt have though Ubi would be too bothered, SH3 is virtually a dead product for them now.

TheDarkWraith
10-28-07, 03:58 PM
I really think moving SH3 over to the SHIV engine is where most of us want to go next, If the devs bring player Uboats over to SHIV in an expansion, I really dont see what is going to stop us.:yep:
Well, thats what im hoping for anyway - so if anyone wants help modling ship interors for SH3 units.... you know where to find me! LOL

it's the legal ramifications I'm worried about. It's one thing to port SH4 to SH3, it's an entirely different thing to use the executables. It can be done. SH3 could be moved to use the SH4 executables and all. Boy just think what we could do then...;)

Perhaps, but I really wouldnt have though Ubi would be too bothered, SH3 is virtually a dead product for them now.

Are you willing to take that chance? I'm not. If someone from Ubi gives us the ok to do it then I'm all for it and would jump right in head first.

Wolfehunter
10-28-07, 04:14 PM
I really think moving SH3 over to the SHIV engine is where most of us want to go next, If the devs bring player Uboats over to SHIV in an expansion, I really dont see what is going to stop us.:yep:
Well, thats what im hoping for anyway - so if anyone wants help modling ship interors for SH3 units.... you know where to find me! LOL

it's the legal ramifications I'm worried about. It's one thing to port SH4 to SH3, it's an entirely different thing to use the executables. It can be done. SH3 could be moved to use the SH4 executables and all. Boy just think what we could do then...;)

Perhaps, but I really wouldnt have though Ubi would be too bothered, SH3 is virtually a dead product for them now.

Are you willing to take that chance? I'm not. If someone from Ubi gives us the ok to do it then I'm all for it and would jump right in head first.

If Ubisoft did it would have started with a SDK tool kit. Anyhow they're still making money off of SH3 as is. So I don't believe for free they will offer you any rights. Its about money. Always Money.:nope: Quality and fun values are out the window against Money values.:shifty: It our dudy as Modders to fix and improve the product we like. Why? Because we want the quality and fun values that the product can bring with some imagination and work. If not why are we modding?:hmm: For money?:nope:

JU_88
10-28-07, 04:14 PM
I really think moving SH3 over to the SHIV engine is where most of us want to go next, If the devs bring player Uboats over to SHIV in an expansion, I really dont see what is going to stop us.:yep:
Well, thats what im hoping for anyway - so if anyone wants help modling ship interors for SH3 units.... you know where to find me! LOL

it's the legal ramifications I'm worried about. It's one thing to port SH4 to SH3, it's an entirely different thing to use the executables. It can be done. SH3 could be moved to use the SH4 executables and all. Boy just think what we could do then...;)

Perhaps, but I really wouldnt have though Ubi would be too bothered, SH3 is virtually a dead product for them now.

Are you willing to take that chance? I'm not. If someone from Ubi gives us the ok to do it then I'm all for it and would jump right in head first.

If you cast your mind back to just after SH4s release, one of the Romainian Devs was actually encouraging it on these very boards (-well he hinted anyway). I think the fact they are importing Uboats over to SH4 in an expansion, just about says it all.
But yes it would be nice to do it with Ubis blessing and not just assume.

TheDarkWraith
10-28-07, 04:22 PM
I really think moving SH3 over to the SHIV engine is where most of us want to go next, If the devs bring player Uboats over to SHIV in an expansion, I really dont see what is going to stop us.:yep:
Well, thats what im hoping for anyway - so if anyone wants help modling ship interors for SH3 units.... you know where to find me! LOL

it's the legal ramifications I'm worried about. It's one thing to port SH4 to SH3, it's an entirely different thing to use the executables. It can be done. SH3 could be moved to use the SH4 executables and all. Boy just think what we could do then...;)

Perhaps, but I really wouldnt have though Ubi would be too bothered, SH3 is virtually a dead product for them now.

Are you willing to take that chance? I'm not. If someone from Ubi gives us the ok to do it then I'm all for it and would jump right in head first.

If you cast your mind back to just after SH4s release, one of the Romainian Devs was actually encouraging it on these very boards (-well he hinted anyway). I think the fact they are importing Uboats over to SH4 in an expansion, just about says it all.
But yes it would be nice to do it with Ubis blessing and not just assume.

well if they do decide to make an expansion they need to consult with the modders here on this forum. We can show them how to do it right! :smug:

Wolfehunter
10-28-07, 04:33 PM
I really think moving SH3 over to the SHIV engine is where most of us want to go next, If the devs bring player Uboats over to SHIV in an expansion, I really dont see what is going to stop us.:yep:
Well, thats what im hoping for anyway - so if anyone wants help modling ship interors for SH3 units.... you know where to find me! LOL

it's the legal ramifications I'm worried about. It's one thing to port SH4 to SH3, it's an entirely different thing to use the executables. It can be done. SH3 could be moved to use the SH4 executables and all. Boy just think what we could do then...;)

Perhaps, but I really wouldnt have though Ubi would be too bothered, SH3 is virtually a dead product for them now.

Are you willing to take that chance? I'm not. If someone from Ubi gives us the ok to do it then I'm all for it and would jump right in head first.

If you cast your mind back to just after SH4s release, one of the Romainian Devs was actually encouraging it on these very boards (-well he hinted anyway). I think the fact they are importing Uboats over to SH4 in an expansion, just about says it all.
But yes it would be nice to do it with Ubis blessing and not just assume.

well if they do decide to make an expansion they need to consult with the modders here on this forum. We can show them how to do it right! :smug: Now that is the truth. You guys rock. :rock: I think they would be ashamed to even look at you.:yep:

Jimbuna
10-28-07, 05:36 PM
@ Wolfehunter

Further to our recent communications, I have discussed the matter with some of the dev team and it is felt that any use of GWX files would obviously require the necessary permissions/clearance beforehand.
I would also like to point out that IMO you acted quite appropriately in contacting me :up:

Wolfehunter
10-28-07, 07:15 PM
@ Wolfehunter

Further to our recent communications, I have discussed the matter with some of the dev team and it is felt that any use of GWX files would obviously require the necessary permissions/clearance beforehand.
I would also like to point out that IMO you acted quite appropriately in contacting me :up:

Thankyou. I don't want to step on anyones toes. GWX is on its own is an amazing mod. I'm waiting patiently for your newest version to comeout.:up: The work I'm doing isn't GWX related just a Stock fix for SH3. Anyhow I can't compare myself to you guys. You all are masters and I'm a rookie.:doh:

But it will be new and it will work. Sooner than later I hope!:yep:

Jimbuna
10-29-07, 08:03 AM
Good luck, I wish you well in your endeavors :up:

Wolfehunter
10-30-07, 08:26 PM
I have been a busy bee on editing each harbour. So far I've managed to finish Bergen, Keil, Flensburg and Wilhelmshaven. Each harbour is alot more active with AI subs and docked Subs. Authentic U-##'s and types for the times. Various Merchant ships and Defending warships active and docked. Mining boats laying mine with actual mined areas. Antisub nets placed.

I've included eyecandy from Divingducks Buoys and debris.

soon I will add Undersea effects from Nautilus49.

Next harbour I'm working on is Hamburg, The main training base for all the Electo boats XXI and XXIII's.

New mod I've included is Racerboys SH4 to SH3 special effects for those amazing FX.

Here are some shots as proof.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot18.jpg
Wilhelmshaven harbour showing 1939. Some of the many boats docked. Later in the war many warships and active U-boats are starting there patrols or comming for refueling. Later in the game you can see some AI U-boats leaving for patrols so becareful traffic can be a hazard to you health.:o
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot15.jpg
This shot shows a DD buoy to warn the merchant ship about the subnet below.;)
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot17.jpg
Using Fubars wonderful TIIA and B's skins and here you can see some rotten crates floating around.:up:
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot16.jpg
Using Serbutos camera mod you can see and know why I've added it to the mega mod. :p

Late war Bergen has alot of activity with XXI,XXIII and VIIIC\41. Also has docked U-boats VIID's,XXI and more. Some merchant ships and warship docked also.

Theres much more. But I can't spoil it for you yet. Plus I can't overdue it too. There is a longer load time for all this juicy stuff.

Now back to work for me!:doh:

TheDarkWraith
10-30-07, 08:33 PM
I have been a busy bee on editing each harbour. So far I've managed to finish Bergen, Keil, Flensburg and Wilhelmshaven. Each harbour is alot more active with AI subs and docked Subs. Authentic U-##'s and types for the times. Various Merchant ships and Defending warships active and docked. Mining boats laying mine with actual mined areas. Antisub nets placed.

I've included eyecandy from Divingducks Buoys and debris.

soon I will add Undersea effects from Nautilus49.

Next harbour I'm working on is Hamburg, The main training base for all the Electo boats XXI and XXIII's.

New mod I've included is Racerboys SH4 to SH3 special effects for those amazing FX.

Here are some shots as proof.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot18.jpg
Wilhelmshaven harbour showing 1939. Some of the many boats docked. Later in the war many warships and active U-boats are starting there patrols or comming for refueling. Later in the game you can see some AI U-boats leaving for patrols so becareful traffic can be a hazard to you health.:o
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot15.jpg
This shot shows a DD buoy to warn the merchant ship about the subnet below.;)
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot17.jpg
Using Fubars wonderful TIIA and B's skins and here you can see some rotten crates floating around.:up:
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot16.jpg
Using Serbutos camera mod you can see and know why I've added it to the mega mod. :p

Late war Bergen has alot of activity with XXI,XXIII and VIIIC\41. Also has docked U-boats VIID's,XXI and more. Some merchant ships and warship docked also.

Theres much more. But I can't spoil it for you yet. Plus I can't overdue it too. There is a longer load time for all this juicy stuff.

Now back to work for me!:doh:


lookin' good! :up:

MONOLITH
10-30-07, 08:54 PM
finally another alternative mega-mod. This is what this forum has needed for a long time. Since GWX will finally be coming to an end we need something bigger and better to take it's place. I'm onboard, what can I do to help? :up:


AMEN.

Wolfehunter
11-01-07, 06:22 PM
First problem;:damn:
I've manually updated the Basic.cfg, Commands_XX.cfg and xX_menu.cfg files to work with mine. I've place all files in there proper location using JSGME.
I've seen someone post something similar to this issue a month ago.
Heres some pics to show what I'm talking about.:-?
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Radarerror1.jpg

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Radarerror2.jpg

Now I don't get it. I'm using FuMO-29 GEMA for turms 9 series and not Turm7c_3 and 4 as it said.
I also added S-Gerat with KDB. I've tried it with Turms9c_1 Turms9c_2 and _3 all the same results with the Type 9's.

Does anybody know what causes this?

Im using sh3 stock 1.4b and beta testing my mega mod. There are no other mods overlaping / merging with this one.

Updated.
I fixed this problem. I didn't originally add the rotating antenas files which were linked to the FuMB37 files. It works properly now.

Second problem;:damn:

In the Mission editor all work fine. When I actual play to beta test I get AI uboat 9b or 9c's going straight into land from there they start in Lorient bunker base. Something is erasing there waypoints? They start moving when the game loads then cuts out?
Do I have to start with them at zero speed and on there first waypoint give the default speed of 13? :-?

Its it because 9b/c's are not real AI boat like Sergbutos TIIB and VIIC/41 or Flakmonkey's TXXIII AI boats? :hmm:

I appreciate any help.:yep:

I'm working on alternative starting point for the AI subs in Lorient. No matter what position from a bunker port I put them they crash into drie land. So I'm starting them in the right directions. Not as nice but it works. Unless someone adds some wisdom to this.

Koondawg
11-02-07, 04:51 AM
They start moving when the game loads then cuts out?
Do I have to start with them at zero speed and on there first waypoint give the default speed of 13?

If you want them docked Wolfe check the Docked square in mission editor...:up:
and 0 knots...they should stay still

Wolfehunter
11-02-07, 04:52 AM
Doing alot of beta testing and tweaking last night. Nice to see the XXI working smoothly with all its radars and antennas working right.

Heres some amazing pics trying out a patrol near the end of the war in zone BF75.


http://img212.imageshack.us/img212/8867/funshot9os9.jpg
U-2511 is on its patrol far north.

http://img490.imageshack.us/img490/861/funshot10ni6.jpg
Found my first prey. Destroyer just got hit by a seeker torpedo. He sank not long after.

http://img490.imageshack.us/img490/2420/funshot11uk3.jpg
Heading south towards british empire!

http://img490.imageshack.us/img490/6554/funshot12js1.jpg
Here you can see the details of the XXI conning tower radars rotating and such.

http://img212.imageshack.us/img212/5482/funshot13nc4.jpg
You know Just when you think you've seen it all Sh3 still can surprise you!

I work on all the German ports and almost finished. All that is left to do is add those nice undersea effects for the final touch.

Need some sleep argh...:o :huh: :dead: .

Wolfehunter
11-02-07, 04:59 AM
They start moving when the game loads then cuts out?
Do I have to start with them at zero speed and on there first waypoint give the default speed of 13?

If you want them docked Wolfe check the Docked square in mission editor...:up:
and 0 knots...they should stay still

Thanks Koondawg for you help. No these are active U-boat on there starting patrols. I'm trying to give the harbour some life. XXIII can dodge traffic. Other AI boats can't they get stuck. I don't know why. Maybe its there longer size. Type IIs work good also. I have plenty docked U-Boat reletive to there times and harbour according to there U-#'s and Unterseebootsflottille #'s. You can see warships docked and merchants. Depending on the time different ships shows up.

Alot of work to still to do.:up:

Wolfehunter
11-02-07, 08:56 PM
Doing some more beta test. Did some more tweaking to the active U-boats in each harbour. When they start too close to some other body they go crazy. So I spaced them better. Now they work flawlessly. Fun part is with the new antisubnet and mines placed what you thought was safe areas are now dangerous areas. Near the major cities and harbours you have buoys to ship not fall into the net traps and active mining vessels mining areas that are dangerous for subs and ships alike.
Also heavier air support with newer air base. Near the end of the war you can barely breath on the surface. Air is owned by the allies!

I started an early war patrol to see if all went well and here are some pics to show the results.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Funshot19.jpg
Nice reflection from lighthouse in Wilhelmshaven.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Funshot18.jpg
Intercepted a small convoy between france and england. These 2 small tankers are toast.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Funshot17.jpg
This small merchant ship tries to call for help. But she sank.:up:
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Funshot16.jpg
Later that early morning I was being hounded by 3 destroyers. 2 I escaped from and this one well wasn't so lucky:smug:
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Funshot15.jpg
I saw some bodies on the surface but I never saw them from underwater. Interesting:D
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Funshot14.jpg
AAHAHAHAAHa garble garble ..... dead.:dead: He's joining his mates.:yep: You have to love Racerboys FX mod!

Well Northern Europe seems stable and working. Heading south to mediteranean to fixup the harbours and cities.

I'll update you later.

dcb
11-03-07, 01:13 AM
Looking very good. Keep up the good work:up:

Koondawg
11-03-07, 02:13 AM
Thanks Koondawg for you help. No these are active U-boat on there starting patrols. I'm trying to give the harbour some life. XXIII can dodge traffic. Other AI boats can't they get stuck. I don't know why. Maybe its there longer size. Type IIs work good also. I have plenty docked U-Boat reletive to there times and harbour according to there U-#'s and Unterseebootsflottille #'s. You can see warships docked and merchants. Depending on the time different ships shows up.

Wolfe when I was doing missions and added harbor traffic and wanted them to say "just cruise" around...lay the waypoints out in say a circle...big or small however you want it...( Note I have found ships cruising the harbor when overlapping waypoints will avoid one another when close, sometimes beaching or getting stuck ) then upon the last waypoint I seem to remember there is an option to link last waypoint to the first one...Ill look for sure when I get home.
I have a couple of missions I made with harbor traffic work nicely...it just took time and tweeking to get the AI's to do what there supposed to do AND QUIT ending up stuck, beached or wrecked;)

Wolfehunter
11-03-07, 12:17 PM
Thanks Koondawg for you help. No these are active U-boat on there starting patrols. I'm trying to give the harbour some life. XXIII can dodge traffic. Other AI boats can't they get stuck. I don't know why. Maybe its there longer size. Type IIs work good also. I have plenty docked U-Boat reletive to there times and harbour according to there U-#'s and Unterseebootsflottille #'s. You can see warships docked and merchants. Depending on the time different ships shows up.

Wolfe when I was doing missions and added harbor traffic and wanted them to say "just cruise" around...lay the waypoints out in say a circle...big or small however you want it...( Note I have found ships cruising the harbor when overlapping waypoints will avoid one another when close, sometimes beaching or getting stuck ) then upon the last waypoint I seem to remember there is an option to link last waypoint to the first one...Ill look for sure when I get home.
I have a couple of missions I made with harbor traffic work nicely...it just took time and tweeking to get the AI's to do what there supposed to do AND QUIT ending up stuck, beached or wrecked;)
Yes I know. Its in the waypoint properties. You can link waypoints so the ships or subs can loop. Don't worry I've done that. Anyhow the pathfinding AI is poor for this game. It doesn't take much for a ship to loose it way. In the mission editor it always looks good but in practice its not always the case.

Thanks Koondawg.:D

Koondawg
11-03-07, 12:31 PM
It doesn't take much for a ship to loose it way. In the mission editor it always looks good but in practice its not always the case.
Yes I know this too well...had many hours trying to figure this out...do you get guitar riffs when entering a mission or during one? That normally means something is terribly wrong...I had this trouble also when adding mine fields or sub nets...hope this helps...

Koon

Wolfehunter
11-03-07, 01:52 PM
It doesn't take much for a ship to loose it way. In the mission editor it always looks good but in practice its not always the case.
Yes I know this too well...had many hours trying to figure this out...do you get guitar riffs when entering a mission or during one? That normally means something is terribly wrong...I had this trouble also when adding mine fields or sub nets...hope this helps...

KoonGuitar riffs? I get a funny loud sound when I start a new patrol. Is that the sound your talking about or something else? The sound I get is someone opened the ballast tanks and flushed.:hmm:

The only problem I can see at the momemt with my new scripts are some U-boats don't like being close to stuctures,ships and land. :damn: So I'm moving those subs to the mouth of a river and let them head to the sea. SH3 has too many limitations. But at least I can have many docked vessels.:up:

Edit;
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Lorientscript1.jpg
Here you can see one of my works. I had in the past U-boat trying to leave the port but they didn't go far and crashed into land. So now I have them leaving the mouth of the river. Lorient land is too close to have too many ships moving about. Tricky part also was placing Uboats in the bunkered ports. They have to be space right or you get them in walls. Each of the major German harbours are finished. But some minor tweak are still needed. Hamburg also has tight land mass. So I have to make my way down there to see if the ships patroling the water are actually doing that.

Alot of work still to do.