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Sakura551
12-19-07, 06:08 AM
Hi everyone. I am currently working on a hex project to stop the compartment flooded instant death screen. I finally made a breakthrough and have managed to stop the game from ending in an instant death screen when a compartment completely floods. But am working to correct other side effect problems.

My ultimate goal is to make any crew and equipment in a completely flooded compartment killed and destroyed, but without destroying the compartment and ending the game.

jimmie
12-19-07, 06:46 AM
That sounds awesome!!

danlisa
12-19-07, 06:55 AM
I know who you are!:rotfl:

NM. If anyone can crack this issue, you can. Looking forward to it.:up:

Sakura551
12-19-07, 07:14 AM
I know who you are!:rotfl:

NM. If anyone can crack this issue, you can. Looking forward to it.:up:

Ssshhh. My identity is a secret. :p

Canovaro
12-19-07, 07:47 AM
Sounds great, hope it works out, good luck :up:

Letum
12-19-07, 10:01 AM
I know who you are!:rotfl:

NM. If anyone can crack this issue, you can. Looking forward to it.:up:
Ssshhh. My identity is a secret. :p


.......Racerboy? ;)

Good luck with the project Sakura. :up:

danlisa
12-19-07, 10:07 AM
Nope, guess again!

This could be fun.:hmm:

Gammel
12-19-07, 10:42 AM
Hi everyone. I am currently working on a hex project to stop the compartment flooded instant death screen.
... :rock:
I'm dreaming of that to be possible
since my first hours with SH3.

Would be awesome news if you could make it happen.
and share the success with the public. :up:

Sakura551
12-19-07, 10:59 AM
And by the way... could someone please upload the SH3collisions.act file for me to download? I unfortunately ruined my backup file. Thanks!

Gammel
12-19-07, 11:10 AM
http://rapidshare.com/files/77673828/SH3Collisions.act.html

from my vanilla game-backup...

Sakura551
12-19-07, 11:11 AM
http://rapidshare.com/files/77673828/SH3Collisions.act.html

from my vanilla game-backup...

Thank you! :up: I'll be more careful next time.

Gammel
12-19-07, 11:17 AM
np! :up:

hurts me badly to have that backup - my hdd space is very limited
but sometimes nice to have.

Just ask if you're in need of any more files.

Wow - i'm on the edge of software piracy here lol

Nico71
12-19-07, 12:00 PM
Nope, guess again!

This could be fun.:hmm:

Hmmmmm....Rumpelstiltskin?

Sakura551
12-19-07, 12:16 PM
I don't want to get anyone's hopes up too much because I am having problems with this. This is a work in progress. Not even close to being fully working yet. :doh:

von hally
12-19-07, 03:11 PM
I don't want to get anyone's hopes up too much because I am having problems with this. This is a work in progress. Not even close to being fully working yet. :doh:


yea mate but it is one of the most annoying problems with sh3...that instant death!!!
it would be great if the end of game didnt come so ubruptly for us...its probably hard coded but we can dream on!!!:rotfl:

Nerazzurri
12-19-07, 03:41 PM
Nope, guess again!

This could be fun.:hmm:

Hmmmmm....Rumpelstiltskin?

Lord Lucan?

Badger Finn
12-19-07, 04:07 PM
I know who you are!:rotfl:

NM. If anyone can crack this issue, you can. Looking forward to it.:up:

NVdrifters LRT mod is pretty close to doing that since using his mod u get plenty "Das Boot moments" and not to much instant death wtf type engagements

In other words the repair crew and medic type crew really become useful for a change IMO

:yep:

danlisa
12-19-07, 04:16 PM
NVDrifter you say.:hmm:

I wonder whatever happened to him.

Koondawg
12-19-07, 05:55 PM
NVDrifter you say.:hmm:

I wonder whatever happened to him.

Working...undercover perhaps...:cool:

bert8for3
12-19-07, 07:49 PM
Nope, guess again!

This could be fun.:hmm:

Hmmmmm....Rumpelstiltskin?

Lord Lucan?

Amelia Earhart?

tonschk
12-19-07, 07:58 PM
weeks ago I was playing the SH3 game , dont remember which class of sub , but after a long battle the sub was hit and I was not in a position to stop the flooding of the small radio room, when this radio room become full of water ,as usual I was waiting the suddenly end of the game , but the sub went ahead for a long time after that with this small radio room totally flooded ( of course the crew inside this radiorood were red dead ) but all the rest of the sub was repaired and moving ahead almost normal,may be the reason for this is because flooding of the small radioroom doesnt affect too much the performance of the sub

GT182
12-19-07, 08:10 PM
Sakura, I hope you're successful with it.

:hmm: The other nice thing would be to be able surface and surrender without being blown out of the water.... If you're unfortunate enough that it happens to your Uboat. :yep:

Stealth Hunter
12-19-07, 08:28 PM
EXTREMELY nice feature would be controlling the enemy ships during a single player mission. Not going to happen I'm sure, but it would be sweet.

Sakura551
12-19-07, 09:28 PM
Nvdrifter? Who's he? ;)

As a side note, I am also trying to fix the instant crew deaths inside the sub. Trying to make injuries more common instead of either totally healthy or totally dead crew.

Sakura551
12-19-07, 09:34 PM
weeks ago I was playing the SH3 game , dont remember which class of sub , but after a long battle the sub was hit and I was not in a position to stop the flooding of the small radio room, when this radio room become full of water ,as usual I was waiting the suddenly end of the game , but the sub went ahead for a long time after that with this small radio room totally flooded ( of course the crew inside this radiorood were red dead ) but all the rest of the sub was repaired and moving ahead almost normal,may be the reason for this is because flooding of the small radioroom doesnt affect too much the performance of the sub

That's interesting. :hmm: Did the sub eventually die from flooding in that room or was it ok?

Sakura551
12-19-07, 09:50 PM
I don't want to get anyone's hopes up too much because I am having problems with this. This is a work in progress. Not even close to being fully working yet. :doh:

yea mate but it is one of the most annoying problems with sh3...that instant death!!!
it would be great if the end of game didnt come so ubruptly for us...its probably hard coded but we can dream on!!!:rotfl:

I things I am changing are hard coded. :lol:

Hartmann
12-19-07, 10:33 PM
One question...

what is the thing that the game use for consider that is destroyed and show the death screen ?? flooding in compartments ? :88)

Sakura551
12-19-07, 10:38 PM
One question...

what is the thing that the game use for consider that is destroyed and show the death screen ?? flooding in compartments ? :88)

I believe there are death triggers for flooded compartments, zero hull %, etc.

Sakura551
12-20-07, 12:36 AM
And I am finding a LOT of things that can be changed or modified in the .exe game file without crashes. I guess they don't like us releasing a modified .exe file. Maybe an auto installer .exe patcher... :hmm:

Sakura551
12-20-07, 12:57 AM
Great news for all (I hope). I am now totally convinced that the death triggers are located in the .exe and I am almost positive I can find them. I just have to sort through hundreds of bytes.

Hey, am I talking to myself again? :88)

jimmie
12-20-07, 01:34 AM
Good news indeed!

The .exe file alone can't do anything although it is an excutable I think it's very awkward if you can't distribute it - should'nt all resources be equally copyrighted?
but then I'll have to pull the dvd from the shelf...

BTW sorry for digression but maybe you could even find a value to reduce the brightness of green HUD or a value to lower crew voice volume on the bridge...

Sakura551
12-20-07, 02:21 AM
Good news indeed!

The .exe file alone can't do anything although it is an excutable I think it's very awkward if you can't distribute it - should'nt all resources be equally copyrighted?
but then I'll have to pull the dvd from the shelf...

BTW sorry for digression but maybe you could even find a value to reduce the brightness of green HUD or a value to lower crew voice volume on the bridge...

I shouldn't say I'm totally convinced about the death screen triggers being located in the .exe file. There is a good chance they are, but they might also be located in one of the .act files. Finding them might take me a day or 6 months. I don't really know. If I get lucky, I will find them sooner rather than later.

Canovaro
12-20-07, 02:37 AM
Nope, guess again!

This could be fun.:hmm:
Hmmmmm....Rumpelstiltskin?
Lord Lucan?
Amelia Earhart?
Elvis?


Sakura, if you can get to it, your my hero :cool:

Sakura551
12-20-07, 02:46 AM
Nope, guess again!

This could be fun.:hmm:
Hmmmmm....Rumpelstiltskin?
Lord Lucan?
Amelia Earhart? Elvis?


Sakura, if you can get to it, your my hero :cool:

Not 'if', but 'when'. :yep: That is how sure I am. I now know how to change the death triggers. I just need to find them.

Woof1701
12-20-07, 03:59 AM
I'll keep my fingers crossed for you and every one else. Would be great to get this damn thing working. :up:

Since AI torpedoes are looking promising and almost everything else that was missing in stock SH3 (like milk cows, harbor traffic etc) has been implemented already , the only thing missing then would be an option like in SH4 to be assigned special missions like long range cargo or passenger transport, recon etc. However, then the game would be perfect and who wants a perfect game :D

Badger Finn
12-20-07, 06:50 AM
NVDrifter you say.:hmm:

I wonder whatever happened to him.

Indeed


:hmm:

tonschk
12-20-07, 07:59 AM
weeks ago I was playing the SH3 game , dont remember which class of sub , but after a long battle the sub was hit and I was not in a position to stop the flooding of the small radio room, when this radio room become full of water ,as usual I was waiting the suddenly end of the game , but the sub went ahead for a long time after that with this small radio room totally flooded ( of course the crew inside this radiorood were red dead ) but all the rest of the sub was repaired and moving ahead almost normal,may be the reason for this is because flooding of the small radioroom doesnt affect too much the performance of the sub

That's interesting. :hmm: Did the sub eventually die from flooding in that room or was it ok?

The small radioroom was totally flooded but the game does not ended , and the sub was OK ,all ahead full Mr Murdock :up:

tommyk
12-20-07, 08:14 AM
Nope, guess again!

This could be fun.:hmm:
Hmmmmm....Rumpelstiltskin?
Lord Lucan?
Amelia Earhart? Elvis?


Sakura, if you can get to it, your my hero :cool:

Not 'if', but 'when'. :yep: That is how sure I am. I now know how to change the death triggers. I just need to find them.

Death Triggers? OK, now we know! your are Dr. No!

http://difference.weblog.glam.ac.uk/images/DrNo.jpg

Badger Finn
12-20-07, 03:52 PM
I don't want to get anyone's hopes up too much because I am having problems with this. This is a work in progress. Not even close to being fully working yet. :doh:

yea mate but it is one of the most annoying problems with sh3...that instant death!!!
it would be great if the end of game didnt come so ubruptly for us...its probably hard coded but we can dream on!!!:rotfl:

I things I am changing are hard coded. :lol:

If your in the .exe that really does open up a stunning amount of possibilities in all areas. Usually all the stuff thats missing or out of balance.

Good luck with that Sakura551



:up: :lol:

CCIP
12-20-07, 06:06 PM
I hate to spoil the party, but I believe this may be overstepping the bounds of both the EULA and the informal goodwill between Ubi, devs and modders here; and if it is - unfortunately this will not be welcome at Subsim. I will leave Neal to make a call on this one.

I don't believe there's such a thing as ".exe mod" or "modding hardcoded features". The only valid term for that is "hack".

Don't misunderstand, I sympathise with the good cause here, but if this turns up illegal - sorry, not on Subsim. We're not very keen on playing Robin Hood here.

Badger Finn
12-20-07, 06:22 PM
I hate to spoil the party, but I believe this may be overstepping the bounds of both the EULA and the informal goodwill between Ubi, devs and modders here; and if it is - unfortunately this will not be welcome at Subsim. I will leave Neal to make a call on this one.

I don't believe there's such a thing as ".exe mod" or "modding hardcoded features". The only valid term for that is "hack".

Don't misunderstand, I sympathise with the good cause here, but if this turns up illegal - sorry, not on Subsim. We're not very keen on playing Robin Hood here.

Fair enough comment!

EAW an old flight sim had a about 4 versions with a modded .exe 's and tiberium sun has some modded .exe 's as well

Is that really a hack or just triggering-opening whats all ready there but wasnt implemented ?

Not arguing the point here just wondering

:hmm:

gimpy117
12-20-07, 08:28 PM
how about everything not permanently destroyed...so if you do pump it out you can use it later

Kaleu. Jochen Mohr
12-20-07, 09:07 PM
how about everything not permanently destroyed...so if you do pump it out you can use it later

after insane long repairs :yep:

Sakura551
12-20-07, 09:29 PM
I hate to spoil the party, but I believe this may be overstepping the bounds of both the EULA and the informal goodwill between Ubi, devs and modders here; and if it is - unfortunately this will not be welcome at Subsim. I will leave Neal to make a call on this one.

I don't believe there's such a thing as ".exe mod" or "modding hardcoded features". The only valid term for that is "hack".

Don't misunderstand, I sympathise with the good cause here, but if this turns up illegal - sorry, not on Subsim. We're not very keen on playing Robin Hood here.
If I am not mistaken, there was at least one large mod released here with an installer that did in fact 'patch' the SH3.exe file or other hard coded files. If a modded .exe file is not released directly, I don't see how this is a bad thing.

jimmie
12-20-07, 09:30 PM
I hate to spoil the party, but I believe this may be overstepping the bounds of both the EULA and the informal goodwill between Ubi, devs and modders here; and if it is - unfortunately this will not be welcome at Subsim. I will leave Neal to make a call on this one.

I don't believe there's such a thing as ".exe mod" or "modding hardcoded features". The only valid term for that is "hack".

Don't misunderstand, I sympathise with the good cause here, but if this turns up illegal - sorry, not on Subsim. We're not very keen on playing Robin Hood here.
I know Subsim can't afford grey zone dispute so I'll watch what I say but just one thing I couldn't stop saying, isn't tweaking binary files, especially when it's not an individual graphic file, such as some kind of hex editing already "hacking" or "modding hardcoded features", hmmm?

Ok I said it, am finished now, so please don't shoot me :)

Sakura551
12-20-07, 09:34 PM
I hate to spoil the party, but I believe this may be overstepping the bounds of both the EULA and the informal goodwill between Ubi, devs and modders here; and if it is - unfortunately this will not be welcome at Subsim. I will leave Neal to make a call on this one.

I don't believe there's such a thing as ".exe mod" or "modding hardcoded features". The only valid term for that is "hack".

Don't misunderstand, I sympathise with the good cause here, but if this turns up illegal - sorry, not on Subsim. We're not very keen on playing Robin Hood here.
I know Subsim can't afford grey zone dispute so I'll watch what I say but just one thing I couldn't stop saying, isn't tweaking binary files, especially when it's not an individual graphic file, such as some kind of hex editing already ""modding hardcoded features", hmmm?

Ok I said it, am finished now, so please don't shoot me :)
You are right. Many mods already change certain hard coded sections of files. S3D and Mini Tweaker tools do exactly that- they 'decode' and change hard coded values. So in fact, many SH3 mods are supposedly 'illegal'. This would include GWX, NYGM, LRT, etc. Whether it's in the .exe or in a sub.zon file... hard coded is hard coded.

Wolfehunter
12-20-07, 09:42 PM
I hate to spoil the party, but I believe this may be overstepping the bounds of both the EULA and the informal goodwill between Ubi, devs and modders here; and if it is - unfortunately this will not be welcome at Subsim. I will leave Neal to make a call on this one.

I don't believe there's such a thing as ".exe mod" or "modding hardcoded features". The only valid term for that is "hack".

Don't misunderstand, I sympathise with the good cause here, but if this turns up illegal - sorry, not on Subsim. We're not very keen on playing Robin Hood here.
I know Subsim can't afford grey zone dispute so I'll watch what I say but just one thing I couldn't stop saying, isn't tweaking binary files, especially when it's not an individual graphic file, such as some kind of hex editing already ""modding hardcoded features", hmmm?

Ok I said it, am finished now, so please don't shoot me :)
You are right. Many mods already change certain hard coded sections of files. S3D and Mini Tweaker tools do exactly that- they 'decode' and change hard coded values. So in fact, many SH3 mods are supposedly 'illegal'. This would include GWX, NYGM, LRT, etc. Whether it's in the .exe or in a sub.zon file... hard coded is hard coded.yup:yep: Shhhh don't tell no one ok.;)

Sakura551
12-20-07, 09:52 PM
I'm still not quite sure which file contains the death triggers. How about if I fix the flooding instant deaths and not mention which files were modded? That sounds acceptable. :yep:

jimmie
12-20-07, 09:56 PM
That is the ONLY way to go. No public discussion about questioned bordor but only talk about feature and technical things with carefully selected words. Perhaps released as a form of patcher, but it will be called an "installer."

I hope I'm not touching dangerous zone.

Sakura551
12-20-07, 10:08 PM
That is the ONLY way to go. No public discussion about questioned bordor but only talk about feature and technical things with carefully selected words. Perhaps released as a form of patcher, but it will be called an "installer."

I hope I'm not touching dangerous zone.

Sounds good to me.

.exe file? Sorry, never heard of it. :D

jimmie
12-20-07, 10:13 PM
.exe file? Sorry, never heard of it. :D

me neither ;)

CCIP
12-20-07, 10:16 PM
I do understand, don't worry. Just that I've known various game companies get pretty antsy when people moved from data modding to .exe hacks. In a lot of cases there had to be a permission involved. I've known sites getting C&D orders for this.

Either way, I'm certainly not telling you to stop the work if you want to do it. But it's Neal's call on whether to issue it here since - it's his site and his butt on the line when it comes to any possible legal trouble. By all means, if he's fine with it, then so be it.

In practice, there is not much difference between some of the more complex data mods that have been done and this, but sometimes the grey areas can get a little too grey.

Anyway, where's that Neal with his final answer? :D

Sakura551
12-20-07, 10:23 PM
I do understand, don't worry. Just that I've known various game companies get pretty antsy when people moved from data modding to .exe hacks. In a lot of cases there had to be a permission involved. I've known sites getting C&D orders for this.

Either way, I'm certainly not telling you to stop the work if you want to do it. But it's Neal's call on whether to issue it here since - it's his site and his butt on the line when it comes to any possible legal trouble. By all means, if he's fine with it, then so be it.

In practice, there is not much difference between some of the more complex data mods that have been done and this, but sometimes the grey areas can get a little too grey.

Anyway, where's that Neal with his final answer? :D

I understand where you are coming from.

Stealth Hunter
12-21-07, 03:41 AM
To Facepunch!!:rock:

gouldjg
12-21-07, 05:27 AM
Its been a long time since I played with this stuff (work issues) but if I remember rightly,

I once used timetravelers tools and had it set that the sub did not die immedietly though it still sunk.

It was a dirty mod e.g. I never got round to sorting out some side effects.

I think I played with the crash depths for the compartments and had the crash depths and flooding on certain equipment only rather than hull itself.

So in effect you would get hit but start to sink via flooding of the equipment itself rather than the compartments.


I did post a thread months ago.

You might be able to come up with a workaround e.g. you know how to edit hex etc. I just played with the Zones cfg most of the time but had to use timetravelers tools to alter the crash depth of the sub itself.

I never got round to finding the controllers of flooding.

Hope this helps

Here was the brief conversation http://www.subsim.com/radioroom/showthread.php?t=95700

Sakura551
12-21-07, 05:37 AM
Its been a long time since I played with this stuff (work issues) but if I remember rightly,

I once used timetravelers tools and had it set that the sub did not die immedietly though it still sunk.

It was a dirty mod e.g. I never got round to sorting out some side effects.

I think I played with the crash depths for the compartments and had the crash depths and flooding on certain equipment only rather than compartments.

So in effect you would get hit but start to sink via flooding of the equipment itself rather than the compartments.

I lowered the flooding and floatability of compartments so they would hardly fill with water and affect the sub but I upped the floatability and played with flooding of equipment.

At that point I had to take leave and never got round to coming up with a suitable balance.

It was set that you kinda died at 500 mtres after watching your sub just sink.

I did post a thread months ago.

You might be able to come up with a workaround e.g. you know how to edit hex etc. I just played with the Zones cfg most of the time but had to use timetravelers tools to alter the crash depth of the sub itself.

I never got round to finding the controllers of flooding.

Hope this helps

Here was the brief conversation http://www.subsim.com/radioroom/showthread.php?t=95700
gouldjg, thanks for the info. I know there are workarounds, but I am determined to find the death triggers. Unfortunately, I am sure they are hard coded. But I think I am getting closer. :lol:

gouldjg
12-21-07, 05:39 AM
Good luck coz that would be one of the biggest finds :up:

Sakura551
12-21-07, 05:42 AM
Good luck coz that would be one of the biggest finds :up:
I *think* I have already figured out the general location of the triggers. Just trying to sort it all out now. It's tough with no markers in the hard coded parts. :damn:

jimmie
12-21-07, 06:02 AM
This may sound stupid but that's the limitation of my imagination, so..

so, let's say you found a branch (like comp test?) somewhere and then what basically are you going to be able to do with it? Jump to somewhere? Tracing back the value for the comp (or something) and change it in a hope for, say, gaining some tolerance etc? Or I'm talking totally gibberish?

Sakura551
12-21-07, 06:13 AM
This may sound stupid but that's the limitation of my imagination, so..

so, let's say you found a branch (like comp test?) somewhere and then what basically are you going to be able to do with it? Jump to somewhere? Tracing back the value for the comp (or something) and change it in a hope for, say, gaining some tolerance etc? Or I'm talking totally gibberish?
I'm just looking for the trigger. The value that disables the death timer. No tracing because it's all hard coded. Just have to find the right byte.

There is no easy way. It's all trial and error.

jimmie
12-21-07, 06:38 AM
Ok I may again talking stupid (because I don't know how all are working) but, my purely speculative imagination tells that there're more than a couple of factors to decide death comp test, which tests like your hitpoint (private value). One most obvious is hull integrity, but that may be just one condition..

Well, actually I'm not asking how things work but rather what you think about what you can do with the knowledge... It feels like it's going toward LRT mod?

Sakura551
12-21-07, 06:47 AM
Ok I may again talking stupid (because I don't know how all are working) but, my purely speculative imagination tells that there're more than a couple of factors to decide death comp test, which tests like your hitpoint (private value). One most obvious is hull integrity, but that may be just one condition..

Well, actually I'm not asking how things work but rather what you think about what you can do with the knowledge... It feels like it's going toward LRT mod?

Not really a mod. Just a 'patch'.

jimmie
12-21-07, 07:04 AM
I thought you were studying assembler... ok..

Sakura551
12-21-07, 07:16 AM
I thought you were studying assembler... ok..

I have been using a disassmber, too. But it's still tough.

Sakura551
12-21-07, 01:05 PM
Oh, and by the way... I found the ship collision settings and fixed the ship collision damage model. A single ramming by a destroyer and your U-boat toast now- instantly sunk. And the destroyer survives fine. :|\\

Samwolf
12-21-07, 01:10 PM
Oh, and by the way... I found the ship collision settings and fixed the ship collision damage model. A single ramming by a destroyer and your U-boat toast now- instantly sunk. And the destroyer survives fine. :|\\

No more sinking destroyers with my raised periscope:up:

Kar
12-21-07, 05:58 PM
Oh, and by the way... I found the ship collision settings and fixed the ship collision damage model. A single ramming by a destroyer and your U-boat toast now- instantly sunk. And the destroyer survives fine. :|\\

:up: Are you going to relese your work ?

And I have an idea for you :hmm: Can you try to add new playable boats ? We have model of VIIC41 so it will be nice to play with it when we chose VIIC41 boat in game.

Hartmann
12-21-07, 06:45 PM
Oh, and by the way... I found the ship collision settings and fixed the ship collision damage model. A single ramming by a destroyer and your U-boat toast now- instantly sunk. And the destroyer survives fine. :|\\

Wow !! this is a breakthrough in sh3.

i was rammed by a destroyer,and i survived with a little hull damage while the poor ship was damaged by his own depth charge and ripped open like tin can.
:hmm:

Albrecht Von Hesse
12-22-07, 05:28 PM
Oh, and by the way... I found the ship collision settings and fixed the ship collision damage model. A single ramming by a destroyer and your U-boat toast now- instantly sunk. And the destroyer survives fine. :|\\

Excellent!! I've never liked the fact that my U-boat can get rammed and all that happens is it rocks back and forth. Being rammed should be a death sentence (I remember years ago as a lad reading about the S-51, which was accidentally rammed by the City of Rome on September 25, 1925).

http://www.geocities.com/Heartland/7282/gash.jpg

Myxale
12-22-07, 06:01 PM
Wait!
I hope this isn't this final as it sounds!
I mean does every ramming result in a totall sinking of the Boot, or are there chances to survive anyway...i mean the books tell that there were instances where the Boot made it after a ramming!:hmm:

Sakura551
12-24-07, 06:45 AM
Just a small update. I am still trying to find the flood death trigger. I think I have found the general area, but I have to go through and play test each integer, byte, etc to try and find the right value. Still working on it. Getting lots of crashes during testing. :doh:

robbierob2005
12-24-07, 07:27 AM
Succes with it. I hope you'll find the trigger.:up:
Getting sick of those instant death screens.

Badger Finn
12-25-07, 05:28 PM
Just a small update. I am still trying to find the flood death trigger. I think I have found the general area, but I have to go through and play test each integer, byte, etc to try and find the right value. Still working on it. Getting lots of crashes during testing. :doh:

Sounds real promising mate

:up:

Badger Finn
01-05-08, 11:18 PM
BUMP

Ah well just to keep things interesting on this front if ya know what I mean

:-j

Philipp_Thomsen
01-06-08, 03:38 PM
So lets say someone go to the store and buy the game, but this person is not willing to leave the dvd on the drive all the time coz he dont want to scratch the dvd and lose it, so he have the dvd but he plays the game using a backup dvd or a non-dvd crack... SUPPOSEBLY!

If you release a *patch* that corrects the flooding death screen, a person like the one above with a crack wont be able to play your mod without putting the original dvd in the drive, am I right?

That just crossed my mind, since you said it's hard-coded on the .exe

robbierob2005
01-06-08, 04:12 PM
So lets say someone go to the store and buy the game, but this person is not willing to leave the dvd on the drive all the time coz he dont want to scratch the dvd and lose it, so he have the dvd but he plays the game using a backup dvd or a non-dvd crack... SUPPOSEBLY!

If you release a *patch* that corrects the flooding death screen, a person like the one above with a crack wont be able to play your mod without putting the original dvd in the drive, am I right?

That just crossed my mind, since you said it's hard-coded on the .exe
Just buy the game then and use the original dvd in the drive if you want to use this feature.
If you're scared to damage your dvd then don't use this mod.

Reece
01-06-08, 08:30 PM
Sakura551 said:
Oh, and by the way... I found the ship collision settings and fixed the ship collision damage model. A single ramming by a destroyer and your U-boat toast now- instantly sunk.

Myxale said:
I hope this isn't this final as it sounds!
I mean does every ramming result in a totall sinking of the Boot, or are there chances to survive anyway...i mean the books tell that there were instances where the Boot made it after a ramming!

I agree Myxale, you want to read what happened to U333, what Peter Cremer put that boat through is amazing!! how he survived is also amazing!!:yep:
Even back in the first world war, Martin Niemoller was first lieutenant aboard U151, here is a quote from the book Pastor Niemoller "He had come to periscope depth and was taking a first all-round sweep through the lens. As he looked aft, he saw a vast grey wall - the next instant the destroyer rammed. Parts of a propeller were discovered embedded in the U-Boat's deck and from the underwater explosion , it was judged that the destroyer had torn her bottom off as she passed overhead with the result that the boilers exploded and she sank like a stone."
There are certainly a lot of other instances where U-Boats have survived rammings with minimal damage, so it would be good if the damage could be varied, if it's possable.:yep:

oRGy
01-07-08, 02:24 PM
I do understand, don't worry. Just that I've known various game companies get pretty antsy when people moved from data modding to .exe hacks. In a lot of cases there had to be a permission involved. I've known sites getting C&D orders for this.

Either way, I'm certainly not telling you to stop the work if you want to do it. But it's Neal's call on whether to issue it here since - it's his site and his butt on the line when it comes to any possible legal trouble. By all means, if he's fine with it, then so be it.

In practice, there is not much difference between some of the more complex data mods that have been done and this, but sometimes the grey areas can get a little too grey.

Anyway, where's that Neal with his final answer? :D

just stepping in here:

There is plenty of prior practice here:
http://www.angelfire.com/games6/timeslip/morrow.html

I would stop short of distributing the .exe by itself, but an auto-patcher is fine.

Cpt. Daniel
06-13-16, 08:30 AM
Hey Guys!

Was this mod ever released? I would pay for it :D

chrysanthos
08-02-16, 10:53 AM
my other experiment is you go into the sub readme and where is the option of destroyed compartment to yes i change to no.....i will let you know if it works bettter this way