View Full Version : GWX2 - RealWeatherFix Mod
Stiebler
02-01-08, 04:55 PM
Several users have complained that GWX2 locks up in 2nd-stage loading with the RealWeatherFix.
I have spent the evening installing GWX2 on my computer and can confirm that there is a problem. Loading of files in second-stage loading does indeed occur after 5% has loaded, and it is necessary to exit with ctrl-alt-delete, and close down SH3.
The problem does NOT lie with the executable program RealWeatherFix.exe. This executes exactly as planned. The replacement files that it creates (campaign_LND/RND/SCR.mis and scene.dat) are *exactly identical* (using a machine file comparer) to those that I make by manual alteration of the same files.
The problem does NOT lie with the modified campaign files either. Using the GWX2 original file scene.dat, the modified campaign files are perfectly happy to load.
The problem DOES lie with the large GWX2 file 'scene.dat', which, after receiving our weather modifications either automatically (with RealWeatherFix.exe) or manually by me, refuses to load the campaign files thereafter.
I have absolutely no idea why this problem occurs. In the meantime, I regret greatly that the large number of users of GWX2 cannot use our weather fix.
Since I do not wish to be accused of deliberate attempts to sabotage GWX2 users, I shall be happy to collaborate with any of the GWX team who wishes to seek to correct the GWX2 scene.dat file. (Send me a PM).
I can confirm that simply restoring the back-up files that RealWeatherFix mod creates will restore GWX2 to its original state.
In the meantime, to avoid further confusion, I have *removed the RealWeatherFix mod from the FileFront website*, pending a change to the documentation to exclude GWX2 users.
Apologies to those who may have suffered difficulties in consequence of using this mod.
Stiebler.
Blacklight
02-01-08, 05:24 PM
Keep plugging away at it !!! It sounds like you guys are on the right track ! Maybe you can get the RealWeather Fix into the next GWX release.:up:
If both the NYGM and GWX teams got on this issue together, I imagine that a lot of issues could be solved ! Thanks for doing this for the community !!!:D
Kpt. Lehmann
02-01-08, 05:34 PM
Thanks Stiebler. Will contact you just as soon as I can get clear of some RL matters.
I'm curious as to why it won't work as well.
We'll get it sorted I'm sure.:up:
Madox58
02-01-08, 06:31 PM
There were changes to the scene.dat in 2.0
If you are useing an absolute address for insertion of hex code?
Then Yes,
it's misplaced in the 2.0 scene.dats,
therefore,
the problems.
Should be a simple matter to make a new installer to match the adjusted
Hex addresses.
JScones
02-01-08, 07:25 PM
There were changes to the scene.dat in 2.0
If you are useing an absolute address for insertion of hex code?
Then Yes,
it's misplaced in the 2.0 scene.dats,
therefore,
the problems.
Should be a simple matter to make a new installer to match the adjusted
Hex addresses.
Not wanting to highjack this thread, but if this is the case, then there is potentially another compatibility problem between GWX2 and SH3Cmdr. Remember, SH3Cmdr allows users to change the following scene.dat values:
- water density (UnderwaterFogEnd(Fog))
- wave height (MaxWaveHeight)
If the byte offsets to these values are no longer 975 and 691 respectively, then SH3Cmdr users running GWX2 MUST not adjust water clarity or set wave heights (the SH3 options must remain unchecked).
Madox58
02-01-08, 08:10 PM
I'll look into this tonite.
Thanks for pointing it out.
:up:
Address 975 shows a value of 15
Address 691 shows a value of 320
So those should be ok, Correct?
Now, I'm not sure where the offset begins.
I know it's there cause I had to adjust the Commander files before.
Easy enuff to find.
JScones
02-01-08, 08:28 PM
I'll look into this tonite.
Thanks for pointing it out.
:up:
Address 975 shows a value of 15
Address 691 shows a value of 320
So those should be ok, Correct?
Yes, phew! Although, I kinda thought this might be the case because I would be mighty surprised if at least some SH3Cmdr users didn't use these options (in which case I'd have expected more CTD reports).
If these offsets do ever change, then we'll have a small problem - the offsets are hard-coded in SH3Cmdr (2.5 years ago I never considered the internal structure of this file changing - other files, yes, this one, no), meaning that compatibility will only be achieved if I change the code. We'll cross that bridge if we ever have to though.
Another file to be mindful of is GUNS_SUB.sim. If the byte offset for reload_time_88 and reload_time_105 ever changes from 10620 and 694, pls let me know as the same problem will apply.
Madox58
02-01-08, 08:41 PM
To my knowledge, very few people ever mess with the Guns_sub files.
There seems to be to many unknowns involved in that area.
Quite interesting actually.
Why can't we get a fully funtional 37mmTSA on a IID?
I can mount it with no problem, but crew don't show and I can't go to it.
:damn:
Stiebler
02-02-08, 03:34 AM
@Kpt Lehmann:
Thanks for your PM. I shall reply when I've finished reading all the complaints. That may take some time!
@Privateer/JScones:
I know better than to use fixed byte locations in a data file that can be altered. RealWeatherFix mod looks for the name of the parameter to change, then changes the associated values. The progress report when you run RWF gives clear indication of whether the mod has located (or failed to locate) any parameters.
Besides, last night I made manual changes to the GWX2 scene.dat file, to install the same weather values. The hand-made file is identical to the mod-made file, and both cause GWX2 to freeze during second-stage loading. I am truly baffled as to the cause.
Subtype Zero, a GWX user, has again confirmed that RealWeatherFix works with GWX 1.03. For those not familiar with mod releases, that was the immediate predecessor of GWX2.
Stiebler.
Stiebler
02-02-08, 06:52 AM
The problem with GWX2 - RealWeatherFix mod lies in the fact that I was testing with the wrong file scene.dat for GWX2. The real one is *twice* as long! As a result, maximum buffer size allocated in the mod was too small for GWX. The GWX-2 file is an incredible 905 Kbytes. The cause of the problem was that the GWX-2 file was being truncated. [So why not use a dynamic buffer size? Static buffer sizes are normally much more robust.]
I've fixed this problem - trivial enough - and am testing now. The GWX-2 file loads uneventfully now.
A single patrol from Kiel with GWX-2 was also uneventful.
Apologies to all GWX-2 users for my blunder. A replacement mod 'RealWeatherFix2.zip' will be available from the previous filefront address by the end of today (UK time).
http://hosted.filefront.com/TeddyBar/
Stiebler.
bigboywooly
02-02-08, 07:34 AM
No need for apologies
Trying to get something to work with ALL mods isnt easy
I am sure everyone appreciated the extra mile in order to make it work with GWX 2
Kudos Stiebler
Paajtor
02-02-08, 08:06 AM
Apologies to all GWX-2 users for my blunder. A replacement mod 'RealWeatherFix2.zip' will be available from the previous filefront address by the end of today (UK time).
http://hosted.filefront.com/TeddyBar/
Stiebler.
When the file becomes available, could you by any chance add a non-FileFront mirror?
I'd like to try this mod.
onelifecrisis
02-02-08, 08:07 AM
The problem with GWX2 - RealWeatherFix mod lies in the fact that I was testing with the wrong file scene.dat for GWX2. The real one is *twice* as long! As a result, maximum buffer size allocated in the mod was too small for GWX. The GWX-2 file is an incredible 905 Kbytes. The cause of the problem was that the GWX-2 file was being truncated. [So why not use a dynamic buffer size? Static buffer sizes are normally much more robust.]
I've fixed this problem - trivial enough - and am testing now. The GWX-2 file loads uneventfully now.
A single patrol from Kiel with GWX-2 was also uneventful.
Apologies to all GWX-2 users for my blunder. A replacement mod 'RealWeatherFix2.zip' will be available from the previous filefront address by the end of today (UK time).
http://hosted.filefront.com/TeddyBar/
Stiebler.
Thank you thank you thank you!
difool2
02-02-08, 08:28 AM
[quote] When the file becomes available, could you by any chance add a non-FileFront mirror?
I'd like to try this mod.
What's wrong with Filefront? At least there you don't get pestered by ads strongly urging you to buy their premium download service...
onelifecrisis
02-02-08, 08:37 AM
Yeah, besides, it's a tiny download... even if your connection to FF is crap it'll only take a second.
Hi Stiebler,
thanks for all your efforts concerning the weather :up: . I have one question. Is it possible to change the windspeed in the Campaign_*.mis files after applying the weather fix without breaking anything? I ask because I prefer to start my patrols with less wind because it looks silly how much the sub/ships are shaken inside the harbor by the waves. Thanks in advance for any comments.
Best, LGN1
Paajtor
02-02-08, 11:51 AM
FF simply doesn't work for me, no matter if I use IE instead of my Firefox.
It's not the only mod I had to ask for this.
Jimbuna
02-02-08, 12:12 PM
[quote] When the file becomes available, could you by any chance add a non-FileFront mirror?
I'd like to try this mod.
What's wrong with Filefront? At least there you don't get pestered by ads strongly urging you to buy their premium download service...
Right at this moment in time, plenty. it's been down most of the day :damn:
Stiebler
02-02-08, 01:31 PM
Jimbuna was right, FileFront has been down most of the day.
However, I have managed to upload 'RealWeatherFix2.zip' mod to the Teddy Bar site on File Front - finally.
http://hosted.filefront.com/TeddyBar/
I've tested this with GWX-2 and NYGM, and completed a single patrol with both uneventfully.
Problem solved! (I hope).
Stiebler.
Kpt. Lehmann
02-02-08, 01:46 PM
Thank you very much, Kpt. Stiebler. Have DL'd the new files. Will PM you if anything unusual seems to arise during our next testing evolution with the 2.1 file build.
Good show... Tackling the SH3 weather problems was a tall order beyond any doubt.:up: :up: :up:
Meridian
02-02-08, 01:46 PM
Just installed and now the sim loads fine. Haven't had a chance to try a patrol yet.
Thanks again for the fix.
Jimbuna
02-02-08, 02:18 PM
FF IS NOW BACK UP http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Paajtor
02-02-08, 03:25 PM
Yeah I know:damn:
Albrecht Von Hesse
02-02-08, 04:32 PM
The problem with GWX2 - RealWeatherFix mod lies in the fact that I was testing with the wrong file scene.dat for GWX2. The real one is *twice* as long! As a result, maximum buffer size allocated in the mod was too small for GWX. The GWX-2 file is an incredible 905 Kbytes. The cause of the problem was that the GWX-2 file was being truncated. [So why not use a dynamic buffer size? Static buffer sizes are normally much more robust.]
I've fixed this problem - trivial enough - and am testing now. The GWX-2 file loads uneventfully now.
A single patrol from Kiel with GWX-2 was also uneventful.
Apologies to all GWX-2 users for my blunder. A replacement mod 'RealWeatherFix2.zip' will be available from the previous filefront address by the end of today (UK time).
http://hosted.filefront.com/TeddyBar/
Stiebler.
You don't need to apologize!!
You made and vigorously tested a mod before release. You thought it worked. You missed something. People posted the problem, you immediately looked into it and solicited help. You immediately posted that there was a problem and removed the mod so that people wouldn't accidentally d/l and run it. You kept all of us updated on the problem and as to what the problem was. You worked hard to correct it.
*I* sure as Hell see no reason for an apology for that!
Venatore
02-02-08, 06:04 PM
You don't need to apologize!! You made and vigorously tested a mod before release. You thought it worked. You missed something. People posted the problem, you immediately looked into it and solicited help. You immediately posted that there was a problem and removed the mod so that people wouldn't accidentally d/l and run it. You kept all of us updated on the problem and as to what the problem was. You worked hard to correct it. *I* sure as Hell see no reason for an apology for that!
Albrecht Von Hesse,
Totally spot on. I myself have done similar things and when you find out that there is an error in your mod which is now being used by several members you tend to feel like a dork. I know how he feels and you are right there is no need to apologise mate, that was a textbook fault finding display.
But;
If I was in the same boat I would have apologised as well [and I dare say I will do it again], this tells you a lot about the person [the modder himself], I thank you for your hard work and appreciate your time in faulting the problem so all members can use this awesome mod.
Ven ;)
Sailor Steve
02-02-08, 06:09 PM
Bee-yoo-tee-ful!:sunny:
Thanks, Stiebler.:rock:
von Zelda
02-02-08, 06:13 PM
Thank you very much, Kpt. Stiebler. Have DL'd the new files. Will PM you if anything unusual seems to arise during our next testing evolution with the 2.1 file build.
Kpt., does this mean that the weather will be fixed in 2.1?
GlobalExplorer
02-02-08, 09:01 PM
For a long time I have been hoping for someone to change the weather through the binaries. Attempts to cure the problem via the campaign header were fruitless as we all know.
Now I have just downloaded your fix and will try to run a patrol with it (the first in months). Hopefully I can report back soon. Lets see what you could accomplish.
Excellent job Stiebler and SubType Zero!
Also thanks for making the mod available with the auto patcher.
Abd_von_Mumit
02-02-08, 09:40 PM
I got some strange warnings when trying to install, this is the command line log:
RealWeatherFix mod. By Stiebler and SubType Zero. 2/Feb./2008.
Correction of Weather parameters in SH3.
(data\scene.dat and data\campaigns\campaign\campaign_SCR/__RND/_LND.mis)
Condition WindHeadingChangeSpeed found.
And fixed. (Was 0.0100, now 0.0100)
Condition WindSpeedChangeSpeed found.
And fixed. (Was 0.0100, now 0.0015)
Condition ChangeTimeMin found.
And fixed. (Was 3.0000, now 2.0000)
Condition ChangeTimeMax found.
And fixed. (Was 5.0000, now 5.0000)
Condition RandomWindSpeedMax found.
And fixed. (Was 0.0100, now 0.0050)
Condition RandomWindSpeedVariationSpeed found.
And fixed. (Was 0.0050, now 0.0070)
Condition RandomWindHeadingVariationSpeed found.
And fixed. (Was 0.0050, now 0.0070)
Condition RainIntensityChangeSpeed found.
And fixed. (Was 0.0100, now 0.0170)
Now writing the revised file 'scene.dat'
Now rewriting the campaign files...
Cannot open the input file C:\Program Files\SHIII\MODS\RealWeatherFixMod\data\ca
mpaigns\campaign\campaign_LND.mis
Cannot open the input file C:\Program Files\SHIII\MODS\RealWeatherFixMod\data\ca
mpaigns\campaign\campaign_RND.mis
Cannot open the input file C:\Program Files\SHIII\MODS\RealWeatherFixMod\data\ca
mpaigns\campaign\campaign_SCR.mis
Job done. Now you might enjoy the cruise!
Press 'Enter' (<CR>) to exit.
I noticed that there is a difference between what the programme demands (data\ca
mpaigns\campaign\campaign_SCR.mis) and what I actually have on my disk (data\Ca
mpaigns\Campaign\Campaign_SCR.mis - note the big letters). But changing letter to small didn't help at all and I get these "Can't open" messages. Any tips?
Blacklight
02-02-08, 10:47 PM
So does this mean that Realweatherfix now works fine with GWX 2.0 and SHIII Commander and it's all ready to go ? :rock:
GlobalExplorer
02-02-08, 11:27 PM
Mod (new version) installed without problems over GWX2.0. No problems.
I did just the most basic testing by cruising about 10 days to the Canary Islands. Weather was only calm when I left port after that 10-15m wind speeds. No precipitation/stroms. During those 10 days visibility has never been a problem. All in all I am quite happy, if the aim of the mod was to remove the storms/ reduced visibility but keep waves it seems to be successful.
One thing that went through my mind is that the higher visibility should also raise the difficulty level of the game. When I still played SHIII I found that the best time to attack was in bad weather. With the improved visibility it should now be much harder to attack convois and stay undetected. Aircraft should also be much more dangerous. Just a thought.
Stiebler
02-03-08, 04:40 AM
@Abd_von_Mumit:
The error message shows that RealWeatherFix could not open and fix your campaign files.
This is because you have apparently tried to create a mods folder (as recommended in the readme) for the weather fix, but have not placed either the RealWeatherFix2.exe + scene.dat OR the campaign files in the correct positions in the mods folder.
Re-read the instructions, and try again.
Good luck!
@GlobalExplorer:
Thanks for the feedback. I take your point about changed weather affecting the ability of the U-boat to close on a convoy, due to reduced prospects of storms. In fact Subtype Zero made a similar point during testing. However, this only applies early in the war, when the escorts lack radar. After early 1941, attempting to close a convoy in poor visibility while surfaced is a recipe for suicide. Even in 1940, such a tactic would be extremely dangerous.
@BlackLight:
The short answer is yes, see GlobalExplorer's following post.
@van Zelda:
The weather will be fixed in GWX 2.1, by arrangement with Kpt Lehmann.
Stiebler.
Well I have installed into my Modded SHIV Scene.dat for SHIII, I haven't tried it in game yet but it seemed to go through allright! Thanks.:yep:
http://i66.photobucket.com/albums/h244/Reecehk/RealWeatherFix.jpg
GlobalExplorer
02-03-08, 04:58 AM
I take your point about changed weather affecting the ability of the U-boat to close on a convoy, due to reduced prospects of storms. In fact Subtype Zero made a similar point during testing. However, this only applies early in the war, when the escorts lack radar. After early 1941, attempting to close a convoy in poor visibility while surfaced is a recipe for suicide. Even in 1940, such a tactic would be extremely dangerous.
Maybe I did not make this clear but the increased difficulty would be a good thing. After so many years the game can never be hard enough :)
onelifecrisis
02-03-08, 05:09 AM
After two weeks at sea using this mod I must say that on first impression it seems to be working fantastic! The weather has been mostly clear, but the wind speed has varied constantly, and one night a full blown storm kicked up... but it was gone by morning!
I may be jumping the gun, but I've started stage 1 of the contruction of my Stiebler-worshipping altar. :rock:
Abd_von_Mumit
02-03-08, 07:37 AM
@Abd_von_Mumit:
The error message shows that RealWeatherFix could not open and fix your campaign files.
This is because you have apparently tried to create a mods folder (as recommended in the readme) for the weather fix, but have not placed either the RealWeatherFix2.exe + scene.dat OR the campaign files in the correct positions in the mods folder.
Re-read the instructions, and try again.
Good luck!
Thanks.
This is how I did it:
http://img513.imageshack.us/img513/959/48555522zp3.png
http://img513.imageshack.us/img513/6544/59392124un1.png
Is the tree flawed? :hmm:
Samwolf
02-03-08, 08:10 AM
@Abd_von_Mumit:
The error message shows that RealWeatherFix could not open and fix your campaign files.
This is because you have apparently tried to create a mods folder (as recommended in the readme) for the weather fix, but have not placed either the RealWeatherFix2.exe + scene.dat OR the campaign files in the correct positions in the mods folder.
Re-read the instructions, and try again.
Good luck!
Thanks.
This is how I did it:
http://img513.imageshack.us/img513/959/48555522zp3.png
http://img513.imageshack.us/img513/6544/59392124un1.png
Is the tree flawed? :hmm:
The campaign folders should be in the data folder.
Abd_von_Mumit
02-03-08, 08:36 AM
The campaign folders should be in the data folder.
Thank you, now it works! :up: Going to sea!
Applied this to my GWX 2.0 installation mid-patrol yesterday (I couldn't wait for it; most of my 27 days at sea were in heavy storms with heavy fog :damn:), and it worked without a problem. The storm cleared after about 46 hours from loading my save - which sounds about right with the '36+n hours' theory given my time at sea already and the number of previous weather changes - and it got better still during the next 2 days as I sailed home, ending up with 6m/s wind.
Looking forward to going out on patrol again with less storms. Thanks for the effort, Stiebler and Subtype Zero :up: :rock: Also, good job on the document detailing what's known about the workings of the weather system :yep:
When reading the installation instructions in the readme I did find something that could cause confussion or problems for those that are not familiar with the use of JSGME.
In line 3 and 5 you mention the folder path: \mods\data
This should actually be \mods\RealWeatherFixMod\data . Or JSGME will think you installed the mod named 'data' and puts the scene.dat and campaign folder in the Sh3 base folder. That's going to create a mess. (although easily solveable by disabling)
I need further clarification; I believe this MOD stands alone correct, do not use with SH3 Commander and Skweetis Weather Program?
Let me know.
Graf Paper
02-03-08, 11:12 AM
Wilcke, it is recommended that you do not use any other program or mod that affects the weather, such as SH3 Weather, along with RealWeatherFix.
Stiebler, I have to agree with OLC on this. Fixing the weather in SH3 has secured your place in the pantheon of SH3 Uber-modders.:rock:
How many candles are standard with that altar, OLC? I'll need a copy of the blueprints to build my own when you're done. :yep:
I'm sure glad I finished my eighth patrol just in time to install the fixed version of your mod, Stiebler!:up:
Progrocker
02-03-08, 01:33 PM
Tried to run the RealWeatherFix2.exe, but became this message :down::
"This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."
What should i do?
Subtype Zero
02-03-08, 02:28 PM
This is an installation problem. Did you use JGSME or manually install? If JGSME, create a folder in the Ubisoft/SilentHunterIII/Mods folder and name it RealWeatherFix or something similar. In the RWF folder, create a data folder. Copy your current scene.dat file into this folder. Copy the campaigns/campaign folder to the data folder. Finally, copy RealWeatherFix2.exe to the data folder where you put a copy of scene.dat. Run RWF 2.0. Viola! (I hope)!
GlobalExplorer
02-03-08, 02:28 PM
Visual C++ runtime?
Hi Stiebler,
thanks for all your efforts concerning the weather :up: . I have one question. Is it possible to change the windspeed in the Campaign_*.mis files after applying the weather fix without breaking anything? I ask because I prefer to start my patrols with less wind because it looks silly how much the sub/ships are shaken inside the harbor by the waves. Thanks in advance for any comments.
Best, LGN1
Hi Stiebler and Subtype Zero,
could you please comment on the above question? I guess I am not the only one who thinks about changing the initial windspeed. Anyway, thanks for the great mod. :up: :up: :up:
Best, LGN1
Stiebler
02-03-08, 03:15 PM
@Global Explorer:
Not a Visual C++ runtime error (I think). Certainly the run-time library is installed in RealWeatherFix2.exe and was checked here on a computer without any form of C++ on it before being zipped up.
Progrocker has made a double post, and I've answered it in his other thread.
Stiebler.
Stiebler
02-03-08, 03:21 PM
@LGN1:
Yes, it is safe to change the initial wind speed (and initial wind heading) in the campaign files. Be sure to change all three and make the weather headers identical
However - if you set the initial wind speed too high, you are increasing the chance of relentless strong winds for a significant period thereafter. You should be completely safe with less wind than the starting wind speed.
Stiebler.
Subtype Zero
02-03-08, 03:27 PM
LGN1--You can change the starting wind speed without harm to RWF. However, setting the initial wind speed to zero is not recommended since we have found that the wind tends to "stick" at either 0 or 15 m/sec. In fact, at starting wind speeds of less than 5 m/sec there is a roughly 50% likelihood that your wind will change to 0 at your first weather change.
Subtype Zero
02-03-08, 03:33 PM
Looking at Stiebler's last post, I agree that setting the starting wind to a lower speed is always preferable to a higher speed because the adverse effects are less severe. However, I don't know if i would call it "completely safe," for the reasons in my last post. Let's just say it is "relatively harmless." ;)
Thanks, Stiebler and Subtype Zero, for the quick reply :up: I prefer around 2 or 3 m/s so that the waves in the port/dock are not too high. For me the high waves in the harbor seem to be unrealistic. I am always afraid my little sub is thrown against the pier :yep:
GlobalExplorer
02-03-08, 04:46 PM
@Global Explorer:
Not a Visual C++ runtime error (I think). Certainly the run-time library is installed in RealWeatherFix2.exe and was checked here on a computer without any form of C++ on it before being zipped up.
Progrocker has made a double post, and I've answered it in his other thread.
Stiebler.
Do you use Visual C++ Express?
"This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."
When this error appears nomrally you need to install the Visual C++ runtime. Happens only if a program was compiled with Visual C++ Express.
Erich Topp
02-03-08, 05:04 PM
Great mod. Thanks a lot for completing this hard job. Always thought, that england must be covered with water, if such a heavy rain continues for 30 days))) Kaleun Topp salutes you, Stiebler and Subtype Zero))
rulle34
02-04-08, 08:09 AM
Excellent job Stiebler and SubType Zero!
Konovalov
02-04-08, 12:56 PM
This is fantastic. :rock: No more 24/7 rain and zero visibility for days on end without a break. An absolute must have with GWX 2.0 and SHIII Commander. :yep:
Kumando
02-04-08, 01:41 PM
But this mod adds more weather variability or only minimizes heavy storms or both?
irish1958
02-04-08, 01:45 PM
Stiebler and Subtype Zero: "Keep up the good Work."
Abd_von_Mumit
02-04-08, 01:47 PM
But this mod adds more weather variability or only minimizes heavy storms or both?
None of said, this mod simply makes sinking convoys not possible. ;)
I've just started my first patrol with this mod. Amazing, the weather is still clear, no storm and no rain and I've been spotted from 6 km by an escort! Amazing, I can't remember approaching a convoy for years, that wouldn't be covered with mist and rain... :D
Thank you for that!
Well I have just finished my second patrol with this mod and I'm disabling it, every day over both patrols the weather was fine, no clouds, the only thing that changed sometimes was the wind, morning fog & lumpy seas. Too calm overall for me.:yep:
Erich Topp
02-04-08, 08:47 PM
Mod do not cause CTD, when enabling in the middle of patrol, as I could notice. So you can play with stock weather, and turn the mod on, if storm continues more than 3 days, for example.
onelifecrisis
02-04-08, 08:53 PM
I finally finished the patrol I started before. After 4 weeks at sea I can report:
Week 1: Clear skies, variable winds, mostly good visibility with occasional light fog, all except for one day when a full storm (heavy rain, heavy fog, heavy wind) came and was gone very quickly (lasted about a day).
Week 2: Same as week 1 (including another 1 day storm).
Week 3: A third storm appeared and this one lasted a whole week.
Week 4: A slow, gradual improvement in weather. First the rain stopped, then the wind slowly died down a bit and the fog backed down to medium. As days passed the cloud and fog further subsided and, by the last day of the patrol, the wind was fairly low and the clouds and fog were gone.
Doubters: I think you should keep at it with this mod. :yep:
Stiebler and SubType Zero and whoever else made the mod: looking good so far. :D
Dekessey
02-04-08, 11:15 PM
Wow. Just wow.
You guys impress me, will have to try that one.:up:
One question: Anyone noticed if rain and high winds are automatically tied together as before?
Subtype Zero
02-05-08, 12:47 AM
Glad to hear that most people are enjoying the mod. Although Stiebler is the "brains" of this operation (he is responsible for all of the coding and documentation, both of us are responsible for testing and the suggested new settings), I will attempt to answer a few questions.
The RWF is primarily designed to reduce the unending "sticky storms" that plague most long patrols, so it mostly reduces heavy storms and does not create more variable weather. Personally, I would also prefer more variable weather in RWF, but the weather algorithm in SH3 is mostly borked and there is only so much Stiebler and I can do about that. Tiny changes in one variable often have large effects and SH3 unfortunately defaults to stormy weather at least 65% of the time. Reece, if you are not getting enough wind and rain, you can try editing the campaign_.mis files. RWF sets PrecipRand and WindRand to 0, you can try settings of 1 or 2 to see if that makes a difference. Also, the weather tends to change more in the fall and spring than in summer.
Second, keep in mind that this is an early release. We plan to release updates but want to first get some initial feedback and also take a break from constant testing. Testing a weather mod is not like testing a new skin, as we have to run many sample patrols that last several weeks in game time--exhausting! If enough people feel that the weather has become too sedate we will certainly look into adjusting the settings.
Dekessey--Unfortunately, rain and wind are tied together in SH3 so that rain (especailly heavy rain) automatically produces an increase in wind. However, we think we have been successful in decreasing the rate of wind change so that a rain storm no longer automatically means an increase in your wind to 15 m/sec. I have personally seen rain with wind as little as 7 m/sec. OTOH, heavy rain almost always results in wind of 15 m/sec. :cry:
We are also interested in knowing if anyone observes (relatively) gradual wind increases or decreases over a couple of hours of game play. Stock SH3 produces virtually instantaneous wind changes, but my testing with RWF occasionally revealed slower wind changes. However, Stiebler and another tester have not seen this with RWF.
Finally, I want to publicly thank Stiebler for allowing me to help him out with the RWF mod. I believe he has long wanted to do something about the weather in SH3 but could not find anyone else to help him. I also wanted to do something about the weather, but since I had no coding or modding experience I knew I would not be able to do anything about it myself. Stiebler saw one of my posts whining about the weather, mentioned he had looked into it a long time ago, but that no one else seemed to be interested in helping. I volunteered my "services" and away we went!
Erich Topp
02-05-08, 01:32 AM
Surely users will try to provide complete report. Perhaps day-to-day weather list will be OK. Like a real "weather stations" did. Will try this on next patrol. Heavy storms during all the august in stock weather system freaked me off sometimes. Summer definately is more friendly in atlantic. And sunny days in winter... Hope this can be fixed.
@Global Explorer:
Not a Visual C++ runtime error (I think). Certainly the run-time library is installed in RealWeatherFix2.exe and was checked here on a computer without any form of C++ on it before being zipped up.
Progrocker has made a double post, and I've answered it in his other thread.
Stiebler.
Do you use Visual C++ Express?
"This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."
When this error appears nomrally you need to install the Visual C++ runtime. Happens only if a program was compiled with Visual C++ Express.
@ Global Explorer,
Thx for your hind. Got the same problem, downloaded and installed Visual C++ runtime - and now it works fine!!!
@ Stiebler,
great job, it works! But would you please check your uploaded file on Filefront. The EXE is only 7.5 KILOBYTE, so i think the EXE dont have the requested library embedded.
Greets
rowi58
Stiebler
02-05-08, 04:57 AM
@Global Explorer and Rowi58:
I do not use Microsoft Visual C++ Express (TM). I do use Microsoft Visual Studio 2005 (TM).
I have checked the linker information for the release version of the code, and it shows clearly that the necessary run-time libraries are attached. I repeat that I tested the RealWeatherFix2.exe file on a computer which has never had any C++ compiler installed on it, so there can be no C++ standard libraries on it.
I have verified with a file comparison utility that the RealWeatherFix2.zip file downloaded from FileFront is byte-identical to that originally on my computer.
However: It is the *ZIP* file that is 8 Kbytes, not the executable. The unzipped file RealWeatherFix2.exe is 24 KBytes long. Are you trying to run a zip file without WinZip present? If so, install WinZip (or WinRAR or 7-Zip). If not, then you have a corrupt download. Try to download the mod file again.
As an aside, compiled and linked C++ files do not have to be huge. As an example, when I wrote originally NYGM's SH3Patrol, as a console (DOS) file with a command line for user input, it compiled to about 20 KBytes. When I added a proper Windows user interface with MS Visual C++ version 6, the program came to 188 KBytes. When later I compiled almost identical code with MS Visual C++ 8 (= Visual Studio 2005), the program came to 256 KBytes. RealWeatherFix2.exe is a console file, with no Windows graphics.
Stiebler.
@Global Explorer and Rowi58:
I do not use Microsoft Visual C++ Express (TM). I do use Microsoft Visual Studio 2005 (TM).
I have checked the linker information for the release version of the code, and it shows clearly that the necessary run-time libraries are attached. I repeat that I tested the RealWeatherFix2.exe file on a computer which has never had any C++ compiler installed on it, so there can be no C++ standard libraries on it.
I have verified with a file comparison utility that the RealWeatherFix2.zip file downloaded from FileFront is byte-identical to that originally on my computer.
However: It is the *ZIP* file that is 8 Kbytes, not the executable. The unzipped file RealWeatherFix2.exe is 24 KBytes long. Are you trying to run a zip file without WinZip present? If so, install WinZip (or WinRAR or 7-Zip). If not, then you have a corrupt download. Try to download the mod file again.
As an aside, compiled and linked C++ files do not have to be huge. As an example, when I wrote originally NYGM's SH3Patrol, as a console (DOS) file with a command line for user input, it compiled to about 20 KBytes. When I added a proper Windows user interface with MS Visual C++ version 6, the program came to 188 KBytes. When later I compiled almost identical code with MS Visual C++ 8 (= Visual Studio 2005), the program came to 256 KBytes. RealWeatherFix2.exe is a console file, with no Windows graphics.
Stiebler.
Hi Stiebler,
very strange. In office it works as you say (Windows2000 Prof, WINZIP 11.0 Pro), with my private computer (WIN XP Home SP2 up-to-date, MS-Windows-Zip, 7z), i had the problems that i posted above.
Greets
rowi58
onelifecrisis
02-05-08, 06:34 AM
@SubType Zero
So the variable weather in my patrol was just luck? :roll:
Well it was nice believing, if only for a minute, that a mod had fixed that problem. :lol:
Anyway, even if the only thing RWF does is reduce the length of heavy storms, that still makes it worth having in my book. :up:
@SubType Zero
So the variable weather in my patrol was just luck? :roll:
Well it was nice believing, if only for a minute, that a mod had fixed that problem. :lol:
Anyway, even if the only thing RWF does is reduce the length of heavy storms, that still makes it worth having in my book. :up:
If so, is there any advantage over Skweetis SH3 Weather? Or is it up to ones "taste".
difool2
02-05-08, 01:48 PM
IIRC in an old thread once I saw someone note that you can never have "fog" on an otherwise clear and calm day. Now I've seen the "visibility" fluctuate from moderate at night to good during the day, but I haven't actually ever been socked in by fog per se (i.e. without it also being overcast). I couldn't search on this because "fog" is 3 letters long.
onelifecrisis
02-05-08, 01:52 PM
IIRC in an old thread once I saw someone note that you can never have "fog" on an otherwise clear and calm day. Now I've seen the "visibility" fluctuate from moderate at night to good during the day, but I haven't actually ever been socked in by fog per se (i.e. without it also being overcast). I couldn't search on this because "fog" is 3 letters long.
Search for fog*
You can definitely have light fog without clouds, but I've ever seen medium or heavy fog without it being overcast.
Der Teddy Bar
02-05-08, 04:19 PM
Here is a sample of one of my patrols with the weather report done every night at dusk.
September - 1939
Date - Wind - Direction - Cloud - Rain - Fog
1 - 5 - 0 - Clear - None - None
2 - 5 - 0 - Clear - None - None
3 - 7 - 84 - Overcast - Heavy - Heavy
4 - 0 - 170 - Partial - None - Light
5 - 0 - 187 - Partial - None - Light
6 - 0 - 310 - Clear - None - None
7 - 10 - 207 - Clear - None - None
8 - 10 - 207 - Clear - None - None
9 - 0 - 332 - Clear - None - None
10 - 0 - 8 - Partial - None - Light
11 - 0 - 8 - Partial - None - Light
12 - 11 - 274 - Overcast - - Light
13 - 7 - 235 - Overcast - Heavy - Heavy
14 - 7 - 326 - Overcast - Heavy - Heavy
15 - 15 - 79 - Clear - None - Light
16 - 15 - 79 - Clear - None - Light
17 - 5 - 335 - Clear - None - None
18 - 2 - 61 - Clear - None - None
19 - 2 - 61 - Clear - None - None
20 - 0 - 231 - Clear - None - None
21 - 0 - 231 - Clear - None - None
22 - 0 - 324 - Clear - None - None
23 - 0 - 324 - Clear - None - None
24 - 0 - 54 - Clear - None - None
25 - 12 - 33 - Overcast - Heavy - Heavy
26 - 12 - 342 - Overcast - Heavy - Heavy
27 - 15 - 319 - Partial - None - Light
28 - 15 - 319 - Partial - None - Light
29 - 10 - 352 - Overcast - None - Medium
30 - 10 - 352 - Overcast - None - Medium
October - 1939 - - - -
Date - Wind - Direction - Cloud - Rain - Fog
1 - 7 - 272 - Overcast - Heavy - Heavy
2 - 7 - 272 - Overcast - Heavy - Heavy
3 - 15 - 130 - Overcast - None - Medium
4 - 15 - 130 - Overcast - None - Medium
5 - 8 - 213 - Overcast - Heavy - Heavy
6 - 8 - 213 - Overcast - Heavy - Heavy
7 - 15 - 220 - Overcast - Heavy - Heavy
8 - 15 - 298 - Overcast - Heavy - Heavy
9 - 15 - 298 - Overcast - Heavy - Heavy
10 - 5 - 295 - Clear - None - None
11 - 5 - 295 - Clear - None - None
12 - 15 - 57 - Clear - None - None
13 - 15 - 57 - Clear - None - None
14 - 0 - 209 - Clear - None - None
15 - 0 - 209 - Clear - None - None
16 - 0 - 209 - Clear - None - None
17 - 0 - 133 - Clear - None - None
18 - 0 - 133 - Clear - None - None
19 - 0 - 133 - Clear - None - None
20 - 3 - 99 - Clear - None - Light
21 - 3 - 99 - Clear - None - Light
22 - 14 - 106 - Clear - None - Light
23 - 14 - 106 - Clear - None - Light
24 - 14 - 106 - Clear - None - Light
25 - 14 - 151 - Overcast - None - Light
26 - 14 - 151 - Overcast - None - Light
27 - 0 - 323 - Partial - None - Light
28 - 0 - 323 - Partial - None - Light
29 - 0 - 323 - Partial - None - Light
30 - 0 - 352 - Clear - None - Light
31 - 0 - 352 - Clear - None - Light
Progrocker
02-05-08, 04:50 PM
I solved the installation problem vwith VC++, the mod works good and im really satisfied with it. :up:
Reece, if you are not getting enough wind and rain, you can try editing the campaign_.mis files. RWF sets PrecipRand and WindRand to 0, you can try settings of 1 or 2 to see if that makes a difference. Also, the weather tends to change more in the fall and spring than in summer. I did have the mis files modded together with the scene.dat file, I could try with my existing mis files:
MissionType=0
MissionDataType=1
Year=1939
Month=1
Day=1
Hour=12
Minute=0
Fog=1
FogRand=2
Clouds=1
CloudsRand=2
Precip=1
PrecipRand=2
WindHeading=0
WindSpeed=7.000000
WindRand=2
WeatherRndInterval=2
SeaType=0
Briefing=
The funny thing is when I went on the next patrol with mis settings above & unmodded scene.dat file I had a week of heavy rain, fog, & wind, then the rest of the patrol, about a week, was clear skies, strong winds & rough seas, I couldn't use the deck gun for the entire patrol!!:damn::lol:
One question comes to mind, do weather alterations of the mis files come into effect at the start of a patrol or a whole new carreer?:-?
Another thing I found using this mod is that almost every day had light fog, also had CTD twice, though this maybe something else, will test again on the next patrol.:yep:
Well the end of another patrol, March 1940, all conditions taken each day at 10.00 am:
Cloud Rain Fog Wind
Partial None Light 6mps
Partial None Light 6mps
Partial None Light 6mps
Clear None Light 0mps
Clear None Light 0mps
Overcast None Light 10mps
Overcast None Light 10mps
Overcast None Light 10mps
Overcast None Light 15mps
Overcast None Light 15mps
Overcast None Light 15mps
Patrol area was AN51, once again light fog through.
Stiebler
02-06-08, 05:42 AM
@Reece:
You are judging (adversely) RealWeatherFix mod on the basis of very short patrols.
Your last patrol comprised just 11 days, and the weather would not have changed at all for the first three days. (So how did you start with wind at 6 m/s? You must be using some other starting mod or changed campaign files also).
Reinstall the full RealWeatherFix2 mod, together with its original campaign files, and take a IXD2 down to Cape Town and back. Then let us know how you are getting on. After you have done it three times!
Stiebler.
I used the mis settings as mentioned in post #75 with the modded scene.dat, and in post #60 was 2 patrols with modded mis files and scene.dat, all three patrols the fog was light every day, will keep trying though, next I'll patrol an area way out!:yep:
Subtype Zero
02-06-08, 04:46 PM
If so, is there any advantage over Skweetis SH3 Weather? Or is it up to ones "taste". While SH3 Weather is a very nice program, it does not deal with the same problems that RWF does. SH3 Weather provides a nice graphical interface which allows you to set the weather conditions at the start of your patrol and to randomize the settings in the campaign.mis files, so that you get different randomization settings for the wind, clouds, rain, and fog variables at the beginning of your patrol. All weather changes after that are handled primarily by the stock weather settings in the scene.dat file.
RWF is more sophisticated because it re-writes the values in scene.dat that have a more direct influence over the weather than the values in the .mis files, based on many hours of observation and testing by Stiebler, myself, and another well-known modder who wishes to remain anonymous at the present time. In essence, we have been able to alter the weather in the stock game and reduce the frequency of the "sticky storms" which seem to increase over time and over the length of a patrol. SH3 Weather only alters how radically the weather shifts from time to time but not the frequency of stormy weather. RWF does.
That is not to say that you cannot use both at the same time. However, using SH3 Weather and RWF at the same time will cause unpredictable (and likely undesirable) results. :huh:
After a number of CTD's I removed the mod then reinstalled manually, now all seems to go ok & no CTD's, could be some quirk with SH4 Scene.dat but not sure, I probably stuffed it somewhere, I decided to go to AE47 Date: April 1940, via SH3 Commander, on the way back I just decided to "Return to base"!:oops: These are the weather details, the jammed "Light Fog" is gone btw.:yep: All readings at 10.30am game start at 11.00pm.
Cloud - Rain - Fog - Wind
Clear - None - None - 6mps
Clear - None - None - 6mps
Partial - None - None - 2mps
Clear - None - None - 8mps
Clear - None - None - 8mps
Clear - None - Light - 5mps
Partial - None - Light - 5mps
Partial - None - None - 7mps
Clear - None - None - 7mps
Clear - None - None - 7mps
Clear - None - Light - 7mps
Clear - None - Light - 7mps
Clear - None - Light - 7mps
Clear - None - Light - 7mps
Clear - None - Light - 13mps
Clear - None - Light - 13mps
Very good overall, had plenty of rough seas without the heavy fog and rain!:up:
Thanks Stiebler & SubType Zero, came down a little heavy, especially since it was a problem my end, sorry about that chief!:oops:
i_b_spectre
02-07-08, 09:42 AM
After returning from a weeks long patrol with 15m/s from start to finish, I decided to try the RealWeatherFix. I followed the instructions and the installation of the executable went flawlessly. I have three separate SH3 installs (vanilla, GWX 1.03 for multiplayer, and GWX 2.0) and installed it in the GWX 2.0 version. My problem is in the tidying-up phase. I've perused the folders, but can't locate the " the back-up files sceneoriginal.dat, campaign_LND.bak, campaign_RND.bak and campaign_SCR.bak" to move them to a safe place away from their original folders. Can someone please provide directions?
Subtype Zero
02-08-08, 12:41 AM
I can't check right this moment, as it it past my bunktime, but I believe those backup files are located in the same place as the original files, that is the Ubisoft/Silent Hunter III/data/campaigns/campaign folder.
i_b_spectre
02-08-08, 08:38 AM
There are Campaign_LND.bak, Campaign_RND.bak, Campaign_SCR.bak and various language text files in my newly created MODS\RealWatherFix\data\Campaigns\Campaign folder. I also see a sceneoriginal.dat file in the MODS/!BACKUP\data\Campaigns\ folder. I have not activated the RealWeatherFix in JSGME as yet. Are the aforementioned files the ones you're talking about tidying-up in the ReadMe? Where would be a good place to move them?
Choronzon
02-09-08, 08:12 PM
I'm just added this mod to GWX 2.0 and I'm seeing this:
[img=http://img214.imageshack.us/img214/3962/nosky1ne3.th.jpg] (http://img214.imageshack.us/my.php?image=nosky1ne3.jpg)
[img=http://img405.imageshack.us/img405/3926/nosky2wu0.th.jpg] (http://img405.imageshack.us/my.php?image=nosky2wu0.jpg)
These shots were taken about halfway between Bergen and Scapa Flow at noon. Oddly enough, the nighttime sky seems to be normal.
That's unusual, this problem can happen with mixing up 16k & 8k atmosphere's and or Scene.dat. I had an issue with the installation of this mod so I restored my old files & redone the mod, now it works fine, not to say this has happened with yours but you could give it a go, also did you start a new patrol, always advisable with any new mod installed.:yep:
Choronzon
02-09-08, 09:01 PM
I tested it several times by restarting the patrol and the results are reproduced every time. I do use the 16k atmosphere mod, so that my be the culprit. I just restarted the patrol again without the WeatherFix and the sky is normal. I'll have to test it again with the WeatherFix but no 16k and see what happens...
MarkShot
02-09-08, 09:12 PM
GWX2 - Well, I have not done any scientific testing. On the other hand, I can clearly see a difference. The weather seems to be changing much more frequently and it isn't 15m/sec wind and rain all the time either. A really appreciated improvment. Thanks!
Choronzon
02-09-08, 10:16 PM
Problem solved!
I narrowed it down to a conflict with the 16km atmosphere mod which also mods the scene.dat file. Much thanks to Reece for pointing me in the right direction!
To fix it, I created a second JSGME folder called 16km RealWeatherFix and copied the necessary files into it except for the scene.dat file. Instead, I copied scene.dat from the 16km Atmosphere mod folder. After running the RealWeather .exe on this folder, I now have 16km atmosphere and RealWeather.
After renaming my original attempt to 8km RealWeatherFix, I now have RealWeather for either atmosphere.
Chor
i_b_spectre
02-09-08, 10:27 PM
Is there a conflict with RealWeatherFix and the GWX 2.0 native 16Km visibility?
DirtyACE
02-10-08, 01:19 AM
I'd like to try out this mod as I'm having horrid weather non stop. I'm following the readme but I can't find the scene.dat. I found a scene, scene.sim, and scene.dsd files but no scene.dat. Can anyone help me?
Also what does it mean by "Tidy up the new entries"?
Scene.dat is found in the data folder, with the other scene files, otherwise you have a problem!
DirtyACE
02-10-08, 01:42 AM
Scene.dat is found in the data folder, with the other scene files, otherwise you have a problem!
Well, that's where I looked, and I see three files:
scene
scene.dsd
scene.sim
Nothing with .dat extension. Could it be the one without any extensions?
i_b_spectre
02-10-08, 01:52 AM
DirtyACE, I've had some questions too about the location of some of the files referred to in the "tidying up" section of the readme. So far, no responses. However, I checked my data folder and I have the scene.dat file along with the scene.dsd and scene.sim files. I also see a scene.dat file and a sceneoriginal.dat file in the MODS\RealWeatherFix\data folder. The ReadMe is a bit confusing for someone somewhat unfamiliar with the SH3 files who wants to minimize the chance of creating a snafu when trying to incorporate a mod that is hoped will fix a problem.
DirtyACE
02-10-08, 01:56 AM
Well what I'm trying to figure out is if that scene file (the one without an extension) is the .dat file, because I don't see any other file with that extension.
i_b_spectre
02-10-08, 02:00 AM
So far, all my scene files mentioned in my previous post have extensions. If you have one without an extension, I am at a loss as to what it is.:hmm:
DirtyACE
02-10-08, 02:48 AM
Well I went ahead and just tried that scene file without the extension and I think it was the right one because once I ran the RealWeatherFix.exe it did everything it was supposed to like the readme said.
I also took the sceneoriginal.dat file it created and moved it to just a random folder on the desktop, and did the same with the three other files that are stated in the readme. Now when I enabled the mod using JSGME it gave me a message that there are two files that were already altrered by the Merged Campaign mod, but I said Yes to go ahead and enable the RealWeatherFixMod anyway (I hope this doesn't screw up anything).
I started up my saved game. I'm in the middle of a patrol. Do the effects of the weather mod begin right away or will it be truly active once I start a new patrol?
shanetrott
02-10-08, 03:42 AM
DirtyACE,
You are correct. It is highly likely your "scene" file is the scene.dat file. If you open My Computer, choose Tools, Folder Options, View and then uncheck the option "Hide extensions for known file types" this should solve your problem.
Is there a conflict with RealWeatherFix and the GWX 2.0 native 16Km visibility?
Can someone confirm this?:hmm:
Choronzon
02-10-08, 10:25 AM
I didn't find any problem with the native visibility in GWX 2.0. My specific issue occurred because I used the 16km Atmosphere mod along with the Stay Alert fix. If you use the 16km add-on, you may experience an issue similar to mine which can be fixed by doing what I did above.
Chor
i_b_spectre
02-10-08, 10:56 AM
When I tried to activate the RealWeatherFix in JSGME, I get a pop-up message saying "scene.dat" has already been altered by the "GWX - 16km Atmosphere" mod.
"campaign_SCR.mis" has already been altered by the "GWX - Lite Harbor Traffic" mod.
Any suggestions on how best to deal with it?
Choronzon
02-10-08, 12:03 PM
I solved the scene.dat conflict with the 16km mod in post #88 above. I'm not sure about the Lite Harbor Traffic conflict since I don't use that mod, but it sounds similar to the scene.dat problem and can probably be fixed using the same trick with the necessary files from the mod.
DirtyACE
02-10-08, 05:00 PM
When using JSGME to enable this mod I got a message that two of the files within the campaigns folder were already altered by the Merged Campaign Mod that comes with GWX2.0. Will this cause a problem/conflict or should I just leave it alone?
If it is recommended that I fix this, can someone please walk me through it, post the steps I should take and which files I need to get, thank you.
i_b_spectre, what I would do is to disable the 2 mods, then make a new folder with a name suitable to the combining of the 3 mods conflicting, then copy the data folders of each mod to that new folder, with the new (RealWeatherFix) mod being the last to be copied, (over write) this way you will have a mod with the 3 combined, then just enable this one combined mod!:yep:
Hope this helps.
i_b_spectre
02-10-08, 08:35 PM
Thanks, Reece, for the clear instructions. I'm fairly savvy around computers in general, but dallying with mods for SH3 isn't something I've had much experience with beyond downloading and adding via JSGME. I enjoy playing with computers versus working on them, same goes for the game and mods. I can handle most things alright, but I am cautious when I run into a snag. I'd rather ask a question in these fine forums and await a response from someone knowledgeable than I had mess something up and have to do reinstalls. I appreciate everyone's patience and help. :up:
DirtyACE
02-11-08, 04:44 AM
i_b_spectre, what I would do is to disable the 2 mods, then make a new folder with a name suitable to the combining of the 3 mods conflicting, then copy the data folders of each mod to that new folder, with the new (RealWeatherFix) mod being the last to be copied, (over write) this way you will have a mod with the 3 combined, then just enable this one combined mod!:yep:
Hope this helps.
I'm having a similar problem in my game too and am trying to fix it with your instructions, but I have a question. When you say "with the new (RealWeatherFix) mod being the last to be copied" do you mean copy the data folder from the RealWeatherFix mod folder or put the executable (RealWeatherFix2.exe) file there?
When you say "with the new (RealWeatherFix) mod being the last to be copied" do you mean copy the data folder from the RealWeatherFix mod folder or put the executable (RealWeatherFix2.exe) file there?
The data folder.
i_b_spectre tried to add the new mod finished as a JSGME mod but had a clash with 2 existing so I recommended he disable the 2 existing then copy these 2 data folders to a newly creaded mod folder then last of all copy the new mod data folder there to overwrite, now he should have a combo of all three mods.:yep:
i_b_spectre
02-11-08, 09:33 AM
I haven't had a chance to try it yet because I'm out of port on patrol. I'm wondering, am I the only one to get the conflict warning when trying to activate the RealWeather Fix?
The only non-native GWX mod I'm running with 2.0 is Thomsen's WhisperRing. Otherwise, I'm currently running all the mods that are supplied with 2.0 except:
Alternate Loadscreen - Full Circle
Alternative Flotillas
Black Sea Campaign Files Only
English Nav Map and Grid Refs
Fix French
Indian Ocean Campaigns Files Only
Merged Campaign
I know nothing about SH3 file structures, so I'm curious as to why placing two files that trigger the conflict warning with RealWeatherFix into a singlefolder will make them compatible afterward.
i b spectre,
As for your conflict, I am running GWX 2.0, since that is a clean install for JSGME, it should not show a conflict when loading the modded SH3 Weather Fix Mod folder. Unless scene.dat was already changed by some other MOD.
I did all of the modding outside of the SH3 file structure, I created my own MOD with the executable. When you come back from patrol you may want to unload all the mods and have JSGME compare a file structure snapshot to see if there are any changes since the original install. What to do after that we shall see....
For what its worth I did end up modding the scene.dat file in the GWX 16K Environment. So I now have two JSGME installable SH3Weather Fixes one 8K and one 16K. I have been on patrol now for about a week using the modded 16K file with almost daily varying weather. I think that it is working rather nicely.
I am happy!
DirtyACE
02-11-08, 02:48 PM
I haven't had a chance to try it yet because I'm out of port on patrol. I'm wondering, am I the only one to get the conflict warning when trying to activate the RealWeather Fix?
The only non-native GWX mod I'm running with 2.0 is Thomsen's WhisperRing. Otherwise, I'm currently running all the mods that are supplied with 2.0 except:
Alternate Loadscreen - Full Circle
Alternative Flotillas
Black Sea Campaign Files Only
English Nav Map and Grid Refs
Fix French
Indian Ocean Campaigns Files Only
Merged Campaign
I know nothing about SH3 file structures, so I'm curious as to why placing two files that trigger the conflict warning with RealWeatherFix into a singlefolder will make them compatible afterward.
i_b_spectre, you're not the only one having a conflict warning with this mod. I also got it when I activated mine, except that in mine it conflicts with the Merged Campaign Mod which is a native mod that comes with GWX2.0. It says that two files (not scene.dat, but two files in the data/campaigns/campaign folder) have already been altered by the Merged Campaing Mod. I enabled the mod regardless of the warning. I'm still in my first patrol but when I get back in port I'm going to try to fix the conflict using Reece's suggestions.
@ Reece: thanks for the explanation. I'm also having a clash with another mod (see paragraph above). Should I follow the procedure you suggested to i_b_spectre to correct it as well?
Subtype Zero
02-12-08, 12:50 AM
Sorry I have not posted for a few days. I have been feeling under the weather, so to speak, and haven’t felt much like posting. However, I am feeling better now, and will attempt to clear up some of these installation problems.
Unfortunately, it looks like any mod which alters any aspect of scene.dat will have a potential conflict with RWF. So far, users who have tried to use GWX 16 km atmosphere mod or the lite harbor traffic mod have had problems with RWF. I suspect there are other mods, as well.
My first suggestion is to make sure you have downloaded RWF 2.0, which uses dynamic search and replace rather than static replacement of hex values. After you run RWF.exe, make sure that RWF is added to SH3 last using JGSME. If you later wish to add a different mod which alters scene.dat, I would first remove RWF using JGSME, add the new mod, then add RWF using JGSME again. As always, be sure to roll back SH3 Commander first.
If the above suggestion does not work correctly, try either of the following solutions, offered by Stiebler and Choronzon, respectively: With the first method, you will have only one version of each mod. The second version gives you two versions of each mod: an original and one with RWF.
Stiebler method: First, if you have not already done so, run RealWeatherFix2.exe as described in the readme. Second, place a copy of RealWeatherFix2.exe into the data folder of every mod that alters scene.dat. Third, run RealWeatherFix2.exe again from inside the data folder of each mod. Fourth, clean up the extra files, and install the mod using JSGME in the usual way.
Choronzon method: create a separate JGSME mod folder for each mod that alters scene.dat (GWX 16 km atmosphere, lite harbor mod, etc.) Name this folder “RWF 16 km mod” or something similar. Copy the folders and files from the original mod, including the scene.dat file, into this new folder. Copy RealWeatherFix2.exe into the data folder of the mod and run the program. Clean up files. Install the new mod containing RWF using JGSME whenever you wish to play the game.
@ DirtyACE, yes I use this method for a lot of mods due to clashing, if you ever get the warning DO NOT enable create a new combined other wise if something goes wrong you wont know what files are installed!:oops:
Many mods require a new combo mod, especially those that mod files such as menu_1024_768.ini, (dial mods etc) here is the name of one I use:
Menu+Large Rec Manual+SSP+PPM+Hollywood
I would say that most of mine are combo mods, this way there are no clashes!:yep:
i_b_spectre
02-16-08, 10:52 AM
I finally finished war patrol #22 and got to try Reece's RWF fix and I'm happy to report it works like a charm :up:. No conflicts, I still have the benefits of Lite Harbor Traffic and 16K Atmosphere plus more decent weather. My last patrol was probably 90% of 15m/sec winds no matter whether skies were clear or raining like cats-&-dogs. I would expect this in more northern latitudes, particularly in winter, but I went down to Freeport in the middle of summer! I'm on the first leg of war patrol #23 and winds have been variable 4-6m/sec. I fully expect rough seas at some point, but RWF purportedly helps alleviate those weeks on end. Thanks to the modders for RealWeatherFix and thanks to all who offered advice on working around the conflicts.
Faamecanic
02-16-08, 01:54 PM
Posted this in a thread in the general SH3 forums...but this seems like the more appropriate place to get an answer....
I didnt have any other error messages when running the REalWeather2 exe.... only this when I ran JSGME?
"scene.dat" has already been altered by the "GWX - 16km Atmosphere" mod.
Did a search on this and various variations and found no answers...
Is this normal?
Running GWX 2.0, with SH3 Commander v.2.7, and 16k atmosphere GWX mod and No medals. I did make sure and copy the scene.dat from the 16k MOD folder (not the stock sh3 scene.dat) for RWF 2.0 to change.
Also Im not in port.... forgot I had just started a patrol...hope this doesnt buggger it up.
Faamecanic
02-16-08, 04:06 PM
Cool..thanks. I already enabled my RWF 16k Mod (what I named the folder for JSGME) while out of port. so far no crashes :) but I do have a weather system that seems "stuck" stormy 15 kt winds for hte last 9 days now.... guess when I do my next patrol the "new" weather will take effect?
i_b_spectre
02-17-08, 01:36 AM
I wish I knew how to advise, but I'm not sure which files can be loaded out of port versus those that can't without causing problems. :hmm: To be safe, I never add or remove a mod unless I'm in port, then only after doing a rollback in SH3 Commander:know:.
Der Teddy Bar
02-17-08, 06:44 AM
Cool..thanks. I already enabled my RWF 16k Mod (what I named the folder for JSGME) while out of port. so far no crashes :) but I do have a weather system that seems "stuck" stormy 15 kt winds for hte last 9 days now.... guess when I do my next patrol the "new" weather will take effect?
The weather parameters from the .mis files are a seed for the Scene.dat and are only used at the beginning of the mission.
When you save a game then the weather parameters that are generated from the .mis values and the Scene.dat values are stored in a data stream and when you load the saved game the weather data is read from the data stream.
In your situation the saved data stream was seeded from your original .mis values and Scene.dat values and as such, you will see very little of the RealWeatherFix Mod changes in your current patrol.
I hope that made sense.
Faamecanic
02-17-08, 08:45 AM
Cool..thanks. I already enabled my RWF 16k Mod (what I named the folder for JSGME) while out of port. so far no crashes :) but I do have a weather system that seems "stuck" stormy 15 kt winds for hte last 9 days now.... guess when I do my next patrol the "new" weather will take effect?
The weather parameters from the .mis files are a seed for the Scene.dat and are only used at the beginning of the mission.
When you save a game then the weather parameters that are generated from the .mis values and the Scene.dat values are stored in a data stream and when you load the saved game the weather data is read from the data stream.
In your situation the saved data stream was seeded from your original .mis values and Scene.dat values and as such, you will see very little of the RealWeatherFix Mod changes in your current patrol.
I hope that made sense.
It sure did teddy....thanks! I figured that would explain the 2+ weeks of storms I have had :)
So that JSGME message was no problem then?
blackness
02-17-08, 01:34 PM
I solved the installation problem vwith VC++, the mod works good and im really satisfied with it. :up:
Hi Progrocker. Please help! I've got the same problem you had with installing this mod. Can you tell me how you solved it?
Thanks very much.
blackness
02-17-08, 02:16 PM
If anyone else knows how to solve this problem with running this mod, I'd appreciate it. I'm not using any modding application, just plonking the realweatherfix2.exe into the appropriate folder (\data) and double-clicking. I get this message..
"This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."
Thanks in advance.
Subtype Zero
02-17-08, 05:44 PM
RealWeatherFix is not JGSME ready. In other words, you have to follow the installation instructions contained in the readme file to properly enable the mod. Simply "plonking" the .exe into the data folder and double-clicking it will not work.
blackness
02-17-08, 06:46 PM
Thanks for your reply. Here's some of the text from the readme..
USE OF MOD.
The preferred method, if you use J.Scones' JSGME mod enabler, is this:
1. In your folder 'silenthunteriii\mods' create a new folder 'RealWeatherFixMod'. Within this folder create another folder, 'data'. Copy your existing file 'scene.dat' into the new folder 'data'.
2. Then copy across into this new folder 'data': the 'campaigns' folder and all its contents (including the sub-folder 'campaign') from your existing folder 'silenthunteriii\data\'.
3. Place the file RealWeatherFix.exe into your new folder \mods\data.
4. When ready, just double-click on 'RealWeatherFix.exe'. Everything works by itself, very quickly, and you will get an on-screen progress report to show what the program has done.
5. Tidy up the new entries from your new \mods\data folder and its contents (described below), and delete the unwanted messages_en.txt, messages_de.txt, messages_fr.txt (if any)
6. Use JSGME in the ordinary way to copy the 'RealWeatherFixMod' information into the main game files.
7. If anything goes wrong, just disable the mod with JSGME.
If you don't have JSGME, then use this method:
The executable RealWeatherFix.exe MUST be placed in the 'data' folder (use Windows Explorer). By default, that will be found in your SilentHunterIII\data folder. You will find your scene.dat file in the same folder (check it is present). Your campaign files will be found in folder SilentHunterIII\data\campaigns\campaign.
When ready, just double-click on 'RealWeatherFix.exe', as in (4) above.
I don't have JSGME, and I've followed those instructions exactly for someone who desn't have JSGME (the stuff in bold). I get the error message I'd previously described, but only on my desktop. On my laptop - no problem, and that's with identical game configurations i.e. SH3 vanilla 1.4.
I'm not particularly technical - as I think you've guessed - but any constructive ideas as to what this might be would be much appreciated. I'd really like to take advantage of all the hard work that you, Stiebler, and whoever else have put into this. If there's one thing that has always got on my nerves about SH3, it's the weather.
Faamecanic
02-17-08, 09:50 PM
It sure did teddy....thanks! I figured that would explain the 2+ weeks of storms I have had :)
So that JSGME message was no problem then?
The warning message tells you that the file you're installing was already modified by a previously installed mod, here the "16km atmosphere". In that case it doesn't matter, you will have the same message quite often if you use a lot of mods at the same times. Most of them don't really matter (eye candy stuff mostly), some can cause crashes. If you're not sure it's better disable one of the two mods that change the same file.
In that case it didn't matter but it's better disable the GWX 16km first :up:
But if I were to disable the GWX 16k Visability mod, then do the RWF2.0, it would only modify the Orignal scene.dat and not the 16k scene.dat correct?
So if, for example, I wanted to use the GWX 8k visability mod later I would have to run the RWF 2.0 install process again to modify the 8k mod scene.dat (I think).
A side question will this Weather Fix be a part of the GWX 2.1??
Subtype Zero
02-17-08, 10:00 PM
I'm not sure why RWF installs on your laptop but not on your desktop. Do you have any other mods installed? If you have SH3 Commander, did you remember to perform a rollback first?
Second, I would recommend that you install JGSME because it makes installing and removing mods much easier, especially when you begin to collect a number of them. I have to admit that I have never tested RWF on a plain copy of SH3, so I am at a bit of a loss as to what your problem might be. Sorry if I was a little short with you on my previous post.
Subtype Zero
02-17-08, 10:14 PM
Faamecanic--See my post #110 on how to set up RWF for any mods that modify scene.dat. Of course, be sure to roll back SHCommander and uninstall the mods that alter scene.dat first.
RWF will be included with GWX 2.1 so it should be compatible. ;)
blackness
02-18-08, 03:00 PM
I'm not sure why RWF installs on your laptop but not on your desktop. Do you have any other mods installed? If you have SH3 Commander, did you remember to perform a rollback first?
Second, I would recommend that you install JGSME because it makes installing and removing mods much easier, especially when you begin to collect a number of them. I have to admit that I have never tested RWF on a plain copy of SH3, so I am at a bit of a loss as to what your problem might be. Sorry if I was a little short with you on my previous post.
No problem. I'm posting this should anyone else have the same experience..
Download and run vcredist_x86 from Microsoft, which is this, in a nutshell..
Brief Description
The Microsoft Visual C++ 2005 Redistributable Package (x86) installs runtime components of Visual C++ Libraries required to run applications developed with Visual C++ on a computer that does not have Visual C++ 2005 installed.
:sunny: Looking forward to some sunny days at sea!:sunny:
Thanks for your help Subtype Zero.
Faamecanic
02-18-08, 07:21 PM
RWF will be included with GWX 2.1 so it should be compatible. ;)
VERY SWEET!! :up:
Subtype Zero
02-18-08, 07:29 PM
Thanks for your helpYour welcome! Thanks for trying our mod. Be sure to let us know if you like the changes.
Faamecanic
02-19-08, 06:27 PM
Thanks for your helpYour welcome! Thanks for trying our mod. Be sure to let us know if you like the changes.
I can tell you I LOVE IT!!! You never know for sure what weather you will get when you pop out of TC now.... very awesome!
difool2
02-19-08, 08:18 PM
I still find dropping WeatherRandInterval down to 1 to be preferable. Running your mod at 5 I would typically go a long time between weather changes (upwards of 5 days), and of course half of those periods it would be at storm winds (even if it now varied between 12 and 15 and not 15 all the time). At 1 I now get changes from 20-25 hours apart, which seems more reasonable (tho a bit higher than the 15-18 window I had before just running Subtype Zero's original mod). Now perhaps when I was messing around in the campaign files I changed something else that I shouldn't have, so I dunno. In any event the new "non-sticky" wind is certainly worth the price of admission.
Subtype Zero
02-20-08, 12:16 AM
Many of the weather settings are still a mystery to us, too! Stiebler has had some direct contact with some of the SH3 devs, who filled him in on some of the weather quirks, but even the devs were not sure on many of the values, as they have not worked on SH3 for almost three years now.
I myself have frequently been confounded by what I thought to be weather breakthroughs or discoveries, only to find out that they were merely due to either random variation or just a plain old quirk in the program. For example, for a long time, I thought we had tweaked the files in such a way that we could get the wind to gradually increase or decrease in speed over several hours period instead of the instant change you usually get. Alas, after at least 7 or 8 patrols where I am positive I saw this occur, the effect went away and I have not seen it since. :hmm:
WeatherRandInterval is another variable that continues to confound me. Sometimes it seems to have an effect on the number of hours between weather changes, but at other times, it doesn't seem to have any effect at all. I'm also still trying to decide if it has an influence on the degree of the increase or decrease in wind speed you get from one change to another, i.e. from 0 to 12 m/s, or more gentle changes, like from 0 to 4 m/s. Obviously these are important questions, and I'd like to pin down some answers at some point. In reality, Stiebler did not fool around too much with the campaign_.mis files, except to set most of the wind, rain, and fog variables to 0. (In fact, I still like to play around with the .mis files--particularly WeatherRandInterval, which I have currently set to 2. Please don't tell Stiebler, though)! ;):lol:
Kumando
02-21-08, 08:51 AM
Thanks for your reply. Here's some of the text from the readme..
USE OF MOD.
The preferred method, if you use J.Scones' JSGME mod enabler, is this:
1. In your folder 'silenthunteriii\mods' create a new folder 'RealWeatherFixMod'. Within this folder create another folder, 'data'. Copy your existing file 'scene.dat' into the new folder 'data'.
2. Then copy across into this new folder 'data': the 'campaigns' folder and all its contents (including the sub-folder 'campaign') from your existing folder 'silenthunteriii\data\'.
3. Place the file RealWeatherFix.exe into your new folder \mods\data.
4. When ready, just double-click on 'RealWeatherFix.exe'. Everything works by itself, very quickly, and you will get an on-screen progress report to show what the program has done.
5. Tidy up the new entries from your new \mods\data folder and its contents (described below), and delete the unwanted messages_en.txt, messages_de.txt, messages_fr.txt (if any)
6. Use JSGME in the ordinary way to copy the 'RealWeatherFixMod' information into the main game files.
7. If anything goes wrong, just disable the mod with JSGME.
If you don't have JSGME, then use this method:
The executable RealWeatherFix.exe MUST be placed in the 'data' folder (use Windows Explorer). By default, that will be found in your SilentHunterIII\data folder. You will find your scene.dat file in the same folder (check it is present). Your campaign files will be found in folder SilentHunterIII\data\campaigns\campaign.
When ready, just double-click on 'RealWeatherFix.exe', as in (4) above.
I don't have JSGME, and I've followed those instructions exactly for someone who desn't have JSGME (the stuff in bold). I get the error message I'd previously described, but only on my desktop. On my laptop - no problem, and that's with identical game configurations i.e. SH3 vanilla 1.4.
I'm not particularly technical - as I think you've guessed - but any constructive ideas as to what this might be would be much appreciated. I'd really like to take advantage of all the hard work that you, Stiebler, and whoever else have put into this. If there's one thing that has always got on my nerves about SH3, it's the weather.
Im not understanding something here, if you copy your original files to the RealweatherFix folder in mods then run the Realweather.exe and then activate the folder in JSGME arent you replacing the already changed files by the exe and puting everythin in the original settings?
Meridian
02-21-08, 09:52 AM
NO.
Because the files being modified are the original ones you just copied into the RealWeatherFix Folder.
Kumando
02-26-08, 04:41 PM
I think my wather fix mod installation is broken, good weather, no clouds, 4m winds for days without a change of wind clouds etc is this normal? The only mod i have that changes the scene.dat is 16km but i installed the weather mod after it. I had in Sh3 commander seasonal waves checked but i unchecked it, could this be the cause?
Hi Stiebler,
Hi Subtype,
First of all thanks for this great mod and great research as always.
Top quality!:up:
Just one comment (I'm probably wrong but...)... I noticed that after
you run the .exe that will modify your scene.dat it rename the old one
to Sceneoriginal.dat. Ok. But as you already knows Sh3 reads all
.dat, .sim, .zon, etc that are in a folder just overwriting the
parameters with the last one that was read if it's the "same". Could be
this the case? :hmm:
I also should like to say that I'm finishing to test another solution, a
definitive (and a bit dirty:D ) one, for the weather problem and all is
going very well without any problem (my third long patrol using it).
The intention is to be only used if you have 48hrs
of continue rain/heavy fog and/or if for any motive you don´t want to wait
more for that bad weather change that never comes....This mod will give to the
player an imediate stop on the heavyfog/rain and the game will
continues from that point (saved game) with now a medium fog and no rain, what is enough to continue to start hunt again. It may be enable without exit sh3. After 48 to 72 hours (in game), the game will change the weather for the first time.
Then you may save, disable the mod without exit sh3, reload and continues with
your "new" weather.
Like I said, it´s a bit dirty but always works (100%) and at least for me it is the better "complement" to be used with your weather mod.
Your mod reduces the amount of days with heavyfog/rain. This new mod
cuts the bad weather if necessary, instantaneously.
I will release it in few days.:up:
hans_olo
03-12-08, 03:34 AM
Hi guys,
sorry for my stupid question but where can I find a download link for this fine mod?
I hope my english isn't so bad.
Greetings from Germany
Hans_olo ;)
Subtype Zero
03-13-08, 12:26 AM
Rubini,
Please see my reply in your new weather thread.
Sailor Steve
03-13-08, 01:33 AM
Hi guys,
sorry for my stupid question but where can I find a download link for this fine mod?
I hope my english isn't so bad.
Greetings from Germany
Hans_olo ;)
WELCOME ABOARD!:sunny:
Your English is great. I also like your interesting version of the screen name. Very original.
Get it here:
http://hosted.filefront.com/TeddyBar/
hans_olo
03-13-08, 04:51 AM
Hello Sailor Steve,
thanks for the link.
Greetings hans_olo
P.S. this board ist GREAT:up:
Rubini,
Please see my reply in your new weather thread.
I will also put a reply to you there ASAP.:up:
But do you noticed my first question about how the RWF .exe rename the old scene.dat? Could this mantain in truth the old settings instead the news ones?:hmm:
Jimbuna
03-13-08, 09:05 AM
Welcome aboard hans olo http://img522.imageshack.us/img522/9708/piratebf4.gif (http://imageshack.us)
hans_olo
03-13-08, 11:34 AM
Ahoi Comrads,
I think I found a conflict between the GWX 2.0 16 Km Mod and the Weatherfix.
If I run both of them, the sky turns complete black.
After turning off one of the mod the sky becomes normal blue.
tschüß hans_olo :roll:
MarkShot
03-13-08, 06:34 PM
GWX2 with this mod applied.
I am sure if this is the best place to post this, but here goes.
I applied this mod. I docked at a milkcow in 43 in Januarary. I guess the docking gave me that very peaceful seas weather. So, I have had weeks of the calmest Winter seas you have ever seen.
MarkShot
03-15-08, 09:02 PM
Yes, I think this may be a bug. It seems after docking at the milkcow, the weather will not change again for the length of the patrol. :(
Philipp_Thomsen
03-16-08, 05:47 PM
Now that RWF is working with GWX 2.0, the first post should be changed so people dont think that you're still working on the problem. :up:
MarkShot
03-16-08, 07:47 PM
I have to amend my comment.
It turns out that despite having calm seas for weeks after visiting a milkcow, I finally did get a weather change.
I must say it was very odd sailing on a calm lake all across the Atlantic for about three weeks in the Winter of '43. Perhaps, Global Warming problems began sooner than people realize.
Stiebler
03-17-08, 08:31 AM
@Mark Shot:
Docking at a U-tanker and then restarting the game should give exactly the same experience as departing from any naval base, so far as weather is concerned.
This applies whether you are using stock SH3 weather, existing weather from any of the super-mods (including GWX and NYGM), or the RealWeatherFix.
But don't forget that there are a lot of random parameters involved, which sometimes give the illusion that something is broken just through the natural workings of chance.
Stiebler.
Jimbuna
03-17-08, 08:33 AM
Now that RWF is working with GWX 2.0, the first post should be changed so people dont think that you're still working on the problem. :up:
GWX2.1 will also come suitably equipped http://img120.imageshack.us/img120/9026/wolfthumbsuprw5.gif (http://imageshack.us)
MarkShot
03-17-08, 01:18 PM
Is it accidental or built-in that all patrols seem to start departing in mild weather? If it is built-in, then it is a little odd that you get that mild weather out in the middle of the ocean at the u-tanker, but understandable given that the u-tanker is treated like any other land base from a game mechanics point of view.
Someone just did a mod to force the rain to stop so that you could immediately start to hunt. You might just be able to dock at a u-tanker to get a similar affect then. :)
Is it accidental or built-in that all patrols seem to start departing in mild weather? If it is built-in, then it is a little odd that you get that mild weather out in the middle of the ocean at the u-tanker, but understandable given that the u-tanker is treated like any other land base from a game mechanics point of view.
Someone just did a mod to force the rain to stop so that you could immediately start to hunt. You might just be able to dock at a u-tanker to get a similar affect then. :)
Yes, it's possible to adjust your start weather using for example Weather Generator mod but what Stiebler's mod/research shows to us is that if your force a bit the weather at start of a patrol than you will also have more chance to stuck at 15m/s and continuous storms. But I can understand you and I also opted in the end to have a bit more variation at the start (like you, mainly after dock at a milkcow) and even during my entire patrol...then that mod that just stop the rain could be in these cases a bit more usefull.;)
My 2cents.
MarkShot
03-17-08, 01:38 PM
You know it might be interesting if Stiebler's mod included an INI file so that you could have it patch into the scene.dat and campaign files any parameters you want. That would make easy for those who want weather changes occurring more rapidly than a week or so to get them.
It would also allow you to have tweak the weather for the Winter or Summer. It seems in the Winter that the weather persists for an awfully long time.
Now, what would really be curious is if you hunt South below the equator to see if you got the Summer pattern at the start of the year. I would guess that the devs were not that clever. However, I like going South in the Winter, since I pick up additional daylight for the hunt. (I don't light night attacks.)
Thanks.
schnorchel
03-19-08, 08:53 AM
After install this mod found that @ most of the time the wind speed is 0 on atlantic in winter. I don't think we would have such weather in real life.:damn:
Philipp_Thomsen
03-19-08, 12:54 PM
Isn't the bad weather stuck for weeks when you go on a high TC? Like there's no enemy airplanes if you're using 1024x TC, also could be NO WEATHER CHANGE if you're going on a 1024x TC. Coz for me, every time I go on a 1024x TC to cross the atlantic, I have a good weather just before activating TC and when I go back to 1x, also good weather there, doesn't matter how long did I went into the atlantic, and this has always been like this, since I've started playing GWX.
Maybe the weather changes just if you're using less then 256x.
Anybody knows something about this?
Jimbuna
03-19-08, 02:00 PM
Isn't the bad weather stuck for weeks when you go on a high TC? Like there's no enemy airplanes if you're using 1024x TC, also could be NO WEATHER CHANGE if you're going on a 1024x TC. Coz for me, every time I go on a 1024x TC to cross the atlantic, I have a good weather just before activating TC and when I go back to 1x, also good weather there, doesn't matter how long did I went into the atlantic, and this has always been like this, since I've started playing GWX.
Maybe the weather changes just if you're using less then 256x.
Anybody knows something about this?
There is nothing to support the theory that tc affects the weather :nope:
KeldorKatarn
03-19-08, 02:47 PM
Isn't the bad weather stuck for weeks when you go on a high TC? Like there's no enemy airplanes if you're using 1024x TC, also could be NO WEATHER CHANGE if you're going on a 1024x TC. Coz for me, every time I go on a 1024x TC to cross the atlantic, I have a good weather just before activating TC and when I go back to 1x, also good weather there, doesn't matter how long did I went into the atlantic, and this has always been like this, since I've started playing GWX.
Maybe the weather changes just if you're using less then 256x.
Anybody knows something about this?
There is nothing to support the theory that tc affects the weather :nope:
Agreed. I usually run on 1024, sometimes 512, and I've seen weather changes all over. I have a 3 page KTB full of weather changes (sadly only one sinking though :P)
Philipp_Thomsen
03-19-08, 02:48 PM
Isn't the bad weather stuck for weeks when you go on a high TC? Like there's no enemy airplanes if you're using 1024x TC, also could be NO WEATHER CHANGE if you're going on a 1024x TC. Coz for me, every time I go on a 1024x TC to cross the atlantic, I have a good weather just before activating TC and when I go back to 1x, also good weather there, doesn't matter how long did I went into the atlantic, and this has always been like this, since I've started playing GWX.
Maybe the weather changes just if you're using less then 256x.
Anybody knows something about this?
There is nothing to support the theory that tc affects the weather :nope:
And there's something to support that tc DONT affects weather?
Jimbuna
03-19-08, 02:51 PM
Isn't the bad weather stuck for weeks when you go on a high TC? Like there's no enemy airplanes if you're using 1024x TC, also could be NO WEATHER CHANGE if you're going on a 1024x TC. Coz for me, every time I go on a 1024x TC to cross the atlantic, I have a good weather just before activating TC and when I go back to 1x, also good weather there, doesn't matter how long did I went into the atlantic, and this has always been like this, since I've started playing GWX.
Maybe the weather changes just if you're using less then 256x.
Anybody knows something about this?
There is nothing to support the theory that tc affects the weather :nope:
And there's something to support that tc DONT affects weather?
Hmm....a logical conclusion http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif
http://imgcash2.imageshack.us/img91/817/ideaps5.gif
Righteo.....I'll fight you over who is right......electrics or steamers. You choose http://imgcash2.imageshack.us/img134/9742/angry8se2.gif
Philipp_Thomsen
03-19-08, 03:07 PM
Isn't the bad weather stuck for weeks when you go on a high TC? Like there's no enemy airplanes if you're using 1024x TC, also could be NO WEATHER CHANGE if you're going on a 1024x TC. Coz for me, every time I go on a 1024x TC to cross the atlantic, I have a good weather just before activating TC and when I go back to 1x, also good weather there, doesn't matter how long did I went into the atlantic, and this has always been like this, since I've started playing GWX.
Maybe the weather changes just if you're using less then 256x.
Anybody knows something about this?
There is nothing to support the theory that tc affects the weather :nope:
And there's something to support that tc DONT affects weather?
Hmm....a logical conclusion http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif
http://imgcash2.imageshack.us/img91/817/ideaps5.gif
Righteo.....I'll fight you over who is right......electrics or steamers. You choose http://imgcash2.imageshack.us/img134/9742/angry8se2.gif
Are you telling me that you are absolutely 100% sure that there's not a tyne little chance of weather changes and time compression be related?
Jimbuna
03-19-08, 04:12 PM
Isn't the bad weather stuck for weeks when you go on a high TC? Like there's no enemy airplanes if you're using 1024x TC, also could be NO WEATHER CHANGE if you're going on a 1024x TC. Coz for me, every time I go on a 1024x TC to cross the atlantic, I have a good weather just before activating TC and when I go back to 1x, also good weather there, doesn't matter how long did I went into the atlantic, and this has always been like this, since I've started playing GWX.
Maybe the weather changes just if you're using less then 256x.
Anybody knows something about this?
There is nothing to support the theory that tc affects the weather :nope:
And there's something to support that tc DONT affects weather?
Hmm....a logical conclusion http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif
http://imgcash2.imageshack.us/img91/817/ideaps5.gif
Righteo.....I'll fight you over who is right......electrics or steamers. You choose http://imgcash2.imageshack.us/img134/9742/angry8se2.gif
Are you telling me that you are absolutely 100% sure that there's not a tyne little chance of weather changes and time compression be related?
Not 100%....but quietly confident http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Madox58
03-19-08, 04:39 PM
Seems to me that 2 hours wasted debateing the question
could have been solved by 2 hours of testing?
;)
But that's just my thought.
:lol:
Philipp_Thomsen
03-19-08, 05:08 PM
Seems to me that 2 hours wasted debateing the question
could have been solved by 2 hours of testing?
;)
But that's just my thought.
:lol:
More then 2 hours... I've playing for 2 years the game (or more) and everytime I cross the atlantic in 1024x, the weather is the same as I was before going into time compression. All the weather changes I've ever experienced was under 1024x TC. That is actually one of the reasons that I use high time compression. I hate those endless storms.
But again, I could be wrong.
Subtype Zero
03-19-08, 10:57 PM
Q: Does high TC affect weather changes?
:hmm: Speaking as someone who imagines himself as somewhat as an authority on this issue, I believe the answer to this question is a qualified no, with one BIG exception. During testing of the RWF, I recall observing that at high TC (512 and above), all weather factors still change, with the exception of windspeed! So, while you may get changes in clouds, fog, and precipitation, the wind tends to stay the same.
The rule seems to be that if you are at high TC when the weather undergoes a scripted change, everything changes except the windpseed. To cure this, you have to be at a TC of 256 or below when the weather changes.
Please note that this applies approximately 75% of the time (rough estimation). Also, I have seen the windspeed change at a TC of 512, but only rarely.
Hope this answers the question...or not! ;)
Philipp_Thomsen
03-19-08, 11:07 PM
Q: Does high TC affect weather changes?
:hmm: Speaking as someone who imagines himself as somewhat as an authority on this issue, I believe the answer to this question is a qualified no, with one BIG exception. During testing of the RWF, I recall observing that at high TC (512 and above), all weather factors still change, with the exception of windspeed! So, while you may get changes in clouds, fog, and precipitation, the wind tends to stay the same.
The rule seems to be that if you are at high TC when the weather undergoes a scripted change, everything changes except the windpseed. To cure this, you have to be at a TC of 256 or below when the weather changes.
Please note that this applies approximately 75% of the time (rough estimation). Also, I have seen the windspeed change at a TC of 512, but only rarely.
Hope this answers the question...or not! ;)
It answers, coz Im always at 512x or more, and without strong winds theres no storm! :up:
MarkShot
03-20-08, 08:25 AM
Would it be possible to disable weather changes entirely and simply have weather set and randomized by something like SH3 Commander?
I tend to think that perhaps that would the best solution, since the game engine appears to be quite broken when it comes to weather. Simply remove the weather management entirely from the game engine and make it external.
Thoughts?
Jimbuna
03-20-08, 10:02 AM
Q: Does high TC affect weather changes?
:hmm: Speaking as someone who imagines himself as somewhat as an authority on this issue, I believe the answer to this question is a qualified no, with one BIG exception. During testing of the RWF, I recall observing that at high TC (512 and above), all weather factors still change, with the exception of windspeed! So, while you may get changes in clouds, fog, and precipitation, the wind tends to stay the same.
The rule seems to be that if you are at high TC when the weather undergoes a scripted change, everything changes except the windpseed. To cure this, you have to be at a TC of 256 or below when the weather changes.
Please note that this applies approximately 75% of the time (rough estimation). Also, I have seen the windspeed change at a TC of 512, but only rarely.
Hope this answers the question...or not! ;)
It answers, coz Im always at 512x or more, and without strong winds theres no storm! :up:
Told ya so http://img252.imageshack.us/img252/6919/greywolftailwk1.gif (http://imageshack.us)
;)
KeldorKatarn
03-20-08, 11:09 AM
I still don't believe this. I always run at 1024 and I've had all sorts of radical weather changes including wind speed going from 4 up to 15, then 13, then 14, then 10, then 7, all within one week.
I really don't think this is related at all.
Capt.Crackerjack
07-23-08, 10:10 AM
After slogging through this entire thread, it seems that the following is true:
1) This RealWeatherFix mod is now included in GWX2.1?
2) The SH3Weather* program can be run over/within GWX2.1?
*Reasoning behind point 2 is that while RFW basically limits long term storm time periods, SH3Weather actually provides more gradual (realistic) weather changes.
Will someone please confirm the above points?
hi,,
my questions:
do i have to manually start the weatherfix exe or is it started automatically when i start sh3.exe???
and: does it work fine now with GWX 2.1??
thank you!
Kpt. Lehmann
08-13-08, 06:39 AM
hi,,
my questions:
do i have to manually start the weatherfix exe or is it started automatically when i start sh3.exe???
and: does it work fine now with GWX 2.1??
thank you!
If you are playing GWX 2.1, it is already in place and functioning. There is nothing you need to do.
Laffertytig
08-13-08, 08:15 AM
when gwx is loaded with sub commander does an i correct in assumin that the 3 campaign folders all remain the same, unlike the SH3 weather mod which randomizes them?
the reason why i ask is cos ive been usin the SH3 weather mod but wish to go back to using the gwx weather system. but after havin the use the weather mod i dont know what the original settings in the 2 campaign folders should be.
any chance someone could post the contents of that their 3 folders are so i can copy them back into mine. i think i only need the parts below from the 3 folders, unless they are all identical that is
;Updated 24th April
[Mission]
Title=GWXR2.1Full
MissionType=0
MissionDataType=1
Year=1939
Month=1
Day=1
Hour=12
Minute=0
Fog=3
FogRand=0
Clouds=3
CloudsRand=0
Precip=0
PrecipRand=0
WindHeading=0
WindSpeed=4.000000
WindRand=0
WeatherRndInterval=5
SeaType=0
Briefing=
ok, thanx, kpt. lehmann, for the answer, and let me say A BIG THANK YOU for GWX. as someone else said: because of gwx, sh3 became a hobby instead of a game.......
h.sie
Subtype Zero
08-13-08, 07:49 PM
These are the settings I use:
Fog=0
FogRand=1
Clouds=1
CloudsRand=1
Precip=0
PrecipRand=1
WindHeading=0
WindSpeed=4.000000
WindRand=1
WeatherRndInterval=2
The original RealWeatherFix settings are these:
Fog=1
FogRand=0
Clouds=1
CloudsRand=0
Precip=0
PrecipRand=0
WindHeading=0
WindSpeed=4.000000
WindRand=0
WeatherRndInterval=5
Just make sure these settings are the same in all three Campaign files. :up:
Laffertytig
08-13-08, 09:09 PM
thanks for that. one question though.
just what do u find better about the settings u use compared to the original weather fix settings?
I would assume though, Subtype Zero, that you would not have any rain at all now!:)
Subtype Zero
08-13-08, 10:28 PM
Just personal preference. The rand settings control the amount of change or "swing" in weather conditions when the game triggers a change in weather. In theory, a setting of "0" means little or no change, "1" some change, and "2" major change. In reality, these settings don't seem to make that much of a difference. Just to be on the safe side, though, I like to set mine to "1" because I prefer some change rather than none or very little (I like variety). ;)
(NB: There is a possibility that the rand settings may also influence the priority of which weather state will change before the others. IOW, when all of the rand values are set to the same number, wind speed and direction seem to change most often. It might be interesting to see, for example, if setting WindRand = 0 and CloudRand = 2 changes this order in any way. Just a thought on my end--hasn't been tested).
IMO, the most important setting is WeatherRndInterval. This seems to control how soon the game will "roll" for a change in weather conditions. In my experience, setting this to "2" seems to result in slightly faster changes in weather--on average, 3-6 hours faster between weather changes than when this value is set to "5". As always, however, your mileage may vary.
Try both and see which one you like more. Although you can change these settings in the middle of a patrol without harm, I can't really remember if they take effect right away, after your next save, or only after the start of the next patrol. Try it and find out! :D
Subtype Zero
08-13-08, 10:31 PM
Reece--believe me, I still get rain--lots and lots of freakin' rain. Just not as much as with stock! ;)
Strange then, with Precip=0 I would have thought no rain, but then PrecipRand=1 would be randomising no rain!:88) I'm 99% sure that a new patrol has to be started for the changes to take effect, I have fiddled with these before, I like the WeatherRndInterval setting to be high, not to change the weather from good to bad but if it does go bad, will change quickly back.:yep: If I get really annoyed I make regular saves & after a few days of good weather can reload and be sured of another few days of good weather! Seems that the weather changes more often whilst submerged, my PC gets this small loss in fraps (jerks), for a second & I say to myself, "there goes the nice weather" and sure enough it's blowing a gale, heavy fog & rain!!:lol:
difool2
08-14-08, 12:02 AM
Any attempts to test how WeatherRandInt may be befuddled by the season in which you are sailing. My experience shows that changes occur much more slowly in wintertime than in summer-upwards of 4x as long (c. 72 hours vs. 16-24). And then there's the old bug where any reloaded save resets the change timer back to the beginning, and if you save more often than the change window-voila! No more in-patrol weather shifts.
Subtype Zero
08-14-08, 10:32 PM
Strange then, with Precip=0 I would have thought no rain, but then PrecipRand=1 would be randomising no rain!:88) I'm 99% sure that a new patrol has to be started for the changes to take effect, I have fiddled with these before, I like the WeatherRndInterval setting to be high, not to change the weather from good to bad but if it does go bad, will change quickly back. I don't think that's quite how the weather works in SH3. :p The precip, cloud, and rain values merely set the starting weather conditions for your patrol. Although the PrecipRand, etc. values are supposed to control how much your weather conditions can change from one state to another, with 0 being a small amount and 2 a large amount, there is no such thing as no change in the weather. (I also have a strange feeling that the rand settings may be broken). :nope:
Also, from looking at the mission editor, it is my understanding that WeatherRandInterval can go from 2 to 96, with the numbers representing hours between weather changes. So, in theory, the smaller number should mean faster weather changes (for good or bad). That's why I set my WRI to 2 instead of a higher value.
Subtype Zero
08-14-08, 10:33 PM
DiFool2--you are exactly correct.
The precip, cloud, and rain values merely set the starting weather conditions for your patrol.
I have never actually started a single patrol that didn't have nice weather, most strange to find this!:-?
it is my understanding that WeatherRandInterval can go from 2 to 96
Well you live & learn, never knew this!!:yep:
Mine are set to the original RealWeatherFix settings, please keep posting as you find new developments!:up:
Laffertytig
08-21-08, 05:24 AM
ok im using the setting u said and i am finding the weather a lot more dynamic. one thing that isnt chaning much is the wind, it been at 15m/s for ages now.
does it ever go lower with u guys or does it get stuck?
Yes it does seem to get stuck sometimes, remember that if you load a prior save those weather conditions will persist for atleast 4 days!!:-?
Laffertytig
08-21-08, 05:45 AM
its dopped down to 7 now but it still hasnt went below 5 yet.
Subtype Zero
08-21-08, 03:13 PM
Based upon some recent testing, these are my new recommended .mis file settings for the RWF and GWX 2.1:
Fog=0
FogRand=2
Clouds=1
CloudsRand=2
Precip=0
PrecipRand=1
WindHeading=0
WindSpeed=4.000000
WindRand=2
WeatherRndInterval=2
Testing was done by setting all of the Rand values to the same number (0, 1, or 2) and observing effects for a two week patrol period. At values of 0 or 1, weather changes were slower and "stickier." In other words, with each change in the weather, a particular weather value (clouds, rain, fog, or wind) was more likely to remain at the same setting as before. In practical terms, this seems to result in less dynamic weather over the course of a patrol.
Interestingly, precipitation seemed to be most influenced by changes in the Rand value. At a setting of 0, I noticed one patrol with NO rain at all. On the other hand, at a setting of 2, I experienced 4 days of rain over a 16 day period. A setting of PrecipRand = 1 seemed to give the best results, with 2 days of rain (non-consecutive) over a 16 day period.
Wind speed, of course, seems to be the most troublesome value to set to an acceptable level. However, I definitely DO NOT recommend you leave the WindRand setting to a value of either 0 or 1. At these settings, wind speed seems to be much more likely to stay at the same value for several days in a row! A WindRand setting of 2 seems to allow for the most dynamic changes in wind speed over a two week patrol.
Finally, with WeatherRndInterval = 2, my first weather change was observed approximately 15 hours after leaving port from Wilhelmshaven in August of 1939. By the end of my patrol, weather changes were occuring approximately 24 hours after the previous weather change. Setting WRI to a value higher than 2 should result in weather changes taking place somewhat more slowly.
One word of caution: I have not yet tested these new settings on a "real" patrol. Also, keep in mind that as difool2 pointed out, weather changes vary from season to season and also according to longitude and latitude! All of my testing took place in the North Atlantic, so don't come crying to me if you don't get acceptable results while cruising in the Indian Ocean! :arrgh!:
Ok. I have questions about this mod:
1. How does it work? When will I install it I must begin patrol from base to see weather changes or it works with my 'on sea' save games?
2. I have already GWX 16km atmo mod installed. When I try install RealWeatherFix Mod
JSGME showed message about changes in scene.dat made by GWX 16km atmo mod and than I have uninstall GWX 16km atmo mod before RealWeatherFix Mod instalation. Is it necessary to unsinstall GWX 16km atmo mod first, or both mods can work together without any bugs?
OuNiS, do you have GWX 2.1? If you do, you don't have to install the RealWeatherFix, because it's included in the GWX. :up:
Subtype Zero
09-03-08, 11:26 PM
Correct. The RealWeatherFix mod is included with GWX 2.1. However, in the post above I am talking about the .mis files located in the data/campaigns/campaign folder. RWF installs with default .mis files. I'm suggesting in my post above to try some differerent settings in these files to see if you get somewhat better weather behavior. I believe that the new settings in the .mis files take effect after your next save, although it's hard to tell, and it might not take effect until the start of your next patrol. :up:
OuNiS, do you have GWX 2.1? If you do, you don't have to install the RealWeatherFix, because it's included in the GWX. :up:
Thx for advice!
I have GWX 2.0. May I simply upgrade it to version 2.1?
Jimbuna
09-04-08, 03:50 PM
OuNiS, do you have GWX 2.1? If you do, you don't have to install the RealWeatherFix, because it's included in the GWX. :up:
Thx for advice!
I have GWX 2.0. May I simply upgrade it to version 2.1?
Yes...download it from my sig and install it directly over 2.0 http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Yes...download it from my sig and install it directly over 2.0 http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Thx Jimbuna. It works very good.
Jimbuna
09-05-08, 10:06 AM
Yes...download it from my sig and install it directly over 2.0 http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Thx Jimbuna. It works very good.
Pleased to hear it http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
I tried the new settings (edited all 3 mis files) Subtype Zero, on a new patrol and had 12 days of solid rain, heavy fog, 15k winds without reloading!:damn: your first settings seem to be the best IMO.:yep:
Subtype Zero
09-17-08, 12:13 PM
Yikes! :o Haven't seen that before! Did you make sure that PrecipRand = 1, instead of 2?
your first settings seem to be the best IMO.
Do you mean my revised setting or the original RWF setting?
Did you make sure that PrecipRand = 1, instead of 2? Yes, for sure!:yep:
Do you mean my revised setting or the original RWF setting? Actually it was these, not sure where they came from, GWX original maybe?:
Fog=0
FogRand=0
Clouds=0
CloudsRand=0
Precip=0
PrecipRand=0
WindHeading=0
WindSpeed=6.000000
WindRand=0
WeatherRndInterval=5
Might have to try your revised version.:)
I'm starting to think that these settings (mis files) don't do much, however the alteration to Scene.dat file seems to have more of an effect (RealWeatherFix.exe)!:-?
Edit: This could be a querk with the SH4 Scene.dat!!
Subtype Zero
09-18-08, 12:55 PM
SH4? Que?
RWF is designed for SH3. Hasn't been tested on SH4. Don't know what effect importing scene.dat from SH4 into SH3 would do. Probably not good for RWF. :cry:
I didn't actually use the exe, I manually changed the Scene.dat to the settings RWF would have changed, believe me, I got it right:
WindHeadingChangeSpeed to 0.01
WindSpeedChangeSpeed to 0.0015
ChangeTimeMin to 2.00
ChangeTimeMax to 5.00
RandomWindSpeedMax to 0.005
RandomWindSpeedVariationSpeed to 0.007
RandomWindHeadingVariationSpeed to 0.007
RainIntensityChangeSpeed to 0.017
Just might be some other code I don't know about!!:yep:
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