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View Full Version : Progress on TM and SH4 ver 1.5


Ducimus
03-03-08, 01:59 AM
Currently, i have TMO working under Sh4 1.5 However i still have alot to do, and don't expect a release for the next few days.

What i have working, just about everything under Sh4 1.4. Exception there being any medal fixes.

For the most part, progression has been quick because many of the smaller parts of TM are still valid - primarly because the add on doesnt touch very much at all for the orginal game. The biggest pain has been adapting the mod to the changes in directory structure, and some files have been changed to house both American and Germain information - such as afore mentioned medal fixes which ive pulled out for now. I'd like to think the game will stop awarding purple hearts for doing 2 patrols, but somehow i doubt it. But the point being, some files ive had to redo, because of the split use of said files. (such as torpedo textures, which was an easy copy and paste).


My punch list has been as thus:

1.) Break down mod into its components for easier problem solving, and selective loading for testing. (done.)

2.) Get all the components working without any glaring bugs that hit you in the face like a brick, or any CTD shennanigans. (DONE).

3.) Redo all changes made to the 1024_768_menu.ini file (this is a job in itself, which is DONE)

4.) Check files for any changes by the devs (ONGOING)
I still have a number of files i need to doublecheck for subtle changes such as
- ammo.upc
- equip.upc

I should have kept a list, but i know the zones.cfg is ok, no changes there. Im pretty sure ive done the upgradepacks.upc, sim.cfg, etc.

5.) Make use of any new functionality that is "standard" for sh4 1.5 (ONGOING). This has been eating up a good portion of my time. Even though their isnt squat for new content for the pacific, there is however, new functionality. On this note, i have two screenshots. It was simple to do, but very tedious.
http://www.ducimus.net/sh4/preview/new_ui_01.jpg
http://www.ducimus.net/sh4/preview/new_ui_02.jpg

6.) Reapply misc changes to Scene.dat file. (i could probalby use the stock one from ver 1.4, but i dont want to chance it) (this is in relatetion to item 4)

7.) When items 4 and 5 are complete, take this puppy out on patrol and make sure its owrking right.

8.) I may at this time see about the "special abilities", or cloning the 9D2 to replace the existing AI uboat since it leaves ugly wakes and such. If i do this, i may put it on the jap roster as well, and instantiate a puedo jap sub.


If im lucky, hopefully ill have everything ironed out by this coming weekend. Im hoping sooner, acutally ill TRY and get done by late tuesday evening as im sure wendsay on they'll be a "new leaf" around the old homestead.


NOTE:
Currently the Uboat campaign will CTD if you try and run it with TMO. Ive isolated the cause, and its the file MARINE.dat. The file used in TMO is one modded by CaptainCox which changes the shape of the Officers cap so it acutually looks correct, (as opposed to looking like a Greek fishermans hat). My educated guess for the reason of this CTD, is becaus the German crew animations are not present in this file. I've experimented with the moddied file ive been using and the 1.5 file and ive come to this conlcusion:

- Something about the rendering of characters for the Pacific game in this new file, SUCKS. I can't explain it, but the texture rendering is horrible.

- The "greek fishermans hat" is annoying

- There seems to be no mechanical change between either file version where the pacific is concerned (assumably they just appended to the file the GE crew).

- I'll make an optional mod with the stock 1.5 file in it, for anyone who really wants to play the uboat campaign under TMO. This optional mod will also include some other files like the shells.* which seem to have had uboat gun shells appended to them. Basicallye i dont feel like redoing every shell adjustment (hard to without a bloody label on them, i have to open up the dat, look at the node names, and then hunt for the child in the sim file , not fun.)



I think thats about all i have right now.

Next time i post here, it will be with a mod release.

ATR-42
03-03-08, 02:23 AM
Ducimus,
Its good to see you back man. now dont forget to sleep ;)

AkbarGulag
03-03-08, 02:23 AM
swdw posted this.

http://www.subsim.com/radioroom/showthread.php?t=132014

File merge list. You probably have it, but now deffinately do.

rcjonessnp175
03-03-08, 02:29 AM
good game ducimus:up::up:

jimbob
03-03-08, 03:26 AM
Next time i post here, it will be with a mod release.

:rock:

CaptainNemo
03-03-08, 03:31 AM
A great man with a great idea, thanks Ducimus! :up:

kriller2
03-03-08, 03:51 AM
You have come back to finish Trigger Maru to work with the 1.5 version! That's great Ducimus ! :rock:

nautilus42
03-03-08, 07:37 AM
The best man is back, and then the UBM_ADDON will works fine with TMO.
Can you also fix the German-CrewManagement, more Crew in the command-Room?
Thanx Ducimus!!!!!!!:up:

bruschi sauro
03-03-08, 07:44 AM
Ducimus you are my HERO............WELL DONE JOB MATE. NO MATE..... GENERAL

greyrider
03-03-08, 10:01 AM
thats really good news duce, TM is beautiful, and i used it in its entirety, in fact i had to take the sound files from TM and put them
in the uboat add on, because i couldnt live wothout it. when the DC'S go off, it startles me, i jump out of my seat,its so good.
where did you get those arty explosions from, im pretty sure its artillery explosions you are using, it sounds, tho im not sure, but its sounds
like the guns themselves that are going off
and it sounds like 155mm.
you have done excellent work duce, im proud of you and your commitment to the PTO, i will never get into a freakin u-boat again, and that side of 1.5 is meaningless to me, i will never use it.
thanks man, for a great great supermod. im waiting impatiently for TM.:up:

AlmightyTallest
03-03-08, 10:34 AM
Good Lord your're fast Ducimus!

I didn't think I'd have to get 1.5 for at least a few months from now... lol :D

Kamikaze
03-03-08, 10:39 AM
Thank You Ducimus! Those of us that are used to using TM find it hard to return to the stock product.

dmlavan
03-03-08, 10:44 AM
Ducimus,
Glad to see you back here!

SirHendrik
03-03-08, 10:53 AM
Great to hear the development of TM is continued. Does anybody know something about NSM4 addon for 1.5?

Saintaw
03-03-08, 11:06 AM
I hope this can somewhat be helpfull to you:

While trying to get a makeshift of TM in 1.5, I have successfully used the Commads.cfg file, when i tried copying the Cameras.dat file, there was only an issue when trying to go to the sonar operator view, the other views seemed to be ok (On a us boat, haven't tried that on uboots yet, as i rolled back to the default camera file)

In any case, verry happy to hear there will be a 1.5 TM soon :)

DavyJonesFootlocker
03-03-08, 12:42 PM
Ah, Duci is back time to terrorize once again. Bwahahaaa!!:cool: Good to see ya back.

silent killer
03-03-08, 12:52 PM
:up: thanks ducimus looking forward to the updare

AOTD_MadMax
03-03-08, 01:25 PM
Hi Duci,

nice that you are working on an compilation for V1.5.

BTW, you got an PM !:D

Greets

Maddy

theluckyone17
03-03-08, 01:34 PM
Dude, slow down! Get out. Enjoy life. Take care of the wife ;). Get away from SH4 for a while.

'Cause if you play it, you know you're gonna wanna change something, and then you'll be sucked back into the modding scene.

Awwww... who am I kiddin'? Get right to work on TMO for 1.5. It's got its teeth into you, and it won't let go. Besides, the sooner you finish it the sooner I get to have my fix. I'm going through withdrawal trying to play SH4 without TM. I might better get addicited to something less destructive, like cocaine or something.

joejccva
03-03-08, 02:24 PM
So the latest non-beta release of TM is 1.7.6 right? I'm currently downloading a file called "1_TMaru_Trigger_Maru_1.7.6.7z"

Can I use these mods also after I installed this version of TM? (see below)

Reflections on Water / Pacific Environment (http://www.subsim.com/radioroom/showthread.php?t=130150)
Real Fleet Boat (http://www.subsim.com/radioroom/showthread.php?t=125529)/ RFB for ROW and Stock (1.4 Patch) (http://www.subsim.com/radioroom/showthread.php?t=125529)
Run Silent, Run Deep: The Campaign (http://www.subsim.com/radioroom/showthread.php?t=123467)
Natural Sinking Mechanics (http://www.subsim.com/radioroom/showthread.php?t=120269)

skwasjer
03-03-08, 02:38 PM
Basicallye i dont feel like redoing every shell adjustment (hard to without a bloody label on them, i have to open up the dat, look at the node names, and then hunt for the child in the sim file , not fun.)
Use the new Find option in v0.6. Next to plain text, it accepts id's in hex format, so basically copy the shell id to clipboard, and paste it in the Find dialog (with the sim file open). The Find function searches both in id and parent id fields for the value you entered. Still tedious, but not as much as before :up:

jean74
03-03-08, 03:44 PM
Hi Ducimus

Very nice to see you back !
I miss you and your great job on TM :yep:

Many thanks


Jean

Rockin Robbins
03-03-08, 07:24 PM
For all my joking about your evil airplanes you know that for me Trigger Maru is the one indispensible mod. Thank you for doing what I know you really wish you weren't doing.:up: CTD kills!:hulk:

Ducimus
03-03-08, 11:57 PM
Just thought id say that i think tommrrow night is my drop dead date. Or... hows this for a kick in the jimmy, the type of deadline that youd only normally get in the corporate world. Seeings how i pick up my wife in between 10 and 11am on wednesdday. She'scurrently off of work, and will be needing more of my time and support, and will be extremly resentful if im on the computer. So i have to finish and post the mod by tuesday night. Thats TOMMRROW night.

- Right now im just editing in variables into the campaign.NMS file that was added by the 1.5. The game runs fine with the file ive been using, but im doing this just for the sake of being safe. I may not have time to finish this, but i will try.

- Shells.zon is another one i need to look at. Seems to work, but i need to make sure the parent/child relationship with the new dat file is still valid.

-Cloning the 9d2 is something i * want* to do, but it wont kill the if i save this for later.

- The help menu i should redo.

- I still need to redo the standard optional mods. (metric user one for example)

- scene.dat and wave settings. I need to check and verify if these are ok to reuse the old ones. Adapting the new file might throw me a monkey wrench in AI settings. I may have to use my current settings and adapt to the new scene.dat file at a later date.

- medals are bugging me, tooltip is not matching the screen. I carried over a menu.txt file or DDS file somewhere.



My normal mod cycle is basically
- mod file
- test file

IF, Unwanted behavior is observed
then, debug until fixed

Else if, behavior observed is desired
then, move on to next mod.

I say this because it doesnt look like ill have time to run a full patrol as a trial run. ALthough ive certainly started many career games and single missions. While im certain i got everything, i will NOT be suprised if im posting a patch later. When i get a bug in a mod, their hard to find, so chances are running a patrol for a trial run wont do me any good anyway.

CCIP
03-04-08, 02:47 AM
It's gonna be a long night tomorrow :rotfl:

I understand your situation and that's definitely harsh. You know, you remind me of another guy I know who's got a similar attitude to you (a somewhat different hobby) and a wife with issues. Takes a responsible guy to balance it all and not let your hobbies away.

Honestly, I'm sure a lot of the TM fans are willing to take the risk with whatever you have as long as it's reasonably ready - and if something goes pop somewhere in the middle of it all, you'll hear about it by the time you feel like fixing it. Or let the bums fix it themselves in the meantime :p

GerritJ9
03-04-08, 03:30 AM
As the IJN received two type IXD2s in May 1945 after Germany's surrender (U-181 and U-862), we now have two PLAYABLE Japanese subs!!!!!!!!! Japan also received two type IXs and there is an AI type IX in TM if I'm not mistaken...............
See my post "IJN U-Boote" in "SH4 U-Boot Missions".

Ducimus
03-04-08, 06:01 AM
Made good progress tonight (ode to tinkering with SH3/4 files since as long as i can remember posting on this forum :roll:) . I think its stable, and ready. Will give it a trial run tommrrow before posting. Still some *MINOR* things id like to do with this intial posting, but, its nothing critical, just fluff. Needless to say, Dont expect much in the way of documentation.

SirHendrik
03-04-08, 11:38 AM
great to hear! Western Europe is waiting! :-)

joejccva
03-04-08, 11:43 AM
Awesome news man! We thank you for your efforts with this!! So what this means is that TMO will work with ROW, NSM, and above all the RSRD mod? :) *crosses all my fingers on this one*

Kapitan_Phillips
03-04-08, 11:59 AM
Ducimus, I'm sure you're way too busy to be reading a long rant about Trigger Maru, so I'll keep it as short as I can.


THANK YOU.

Ark
03-04-08, 03:39 PM
Made good progress tonight (ode to tinkering with SH3/4 files since as long as i can remember posting on this forum :roll:) . I think its stable, and ready. Will give it a trial run tommrrow before posting. Still some *MINOR* things id like to do with this intial posting, but, its nothing critical, just fluff. Needless to say, Dont expect much in the way of documentation.

Sounds great, Ducimus!

Real men don't read instructions ayways. :lol:

cmdrk
03-04-08, 05:08 PM
Ducimus,
Don't impose a drop dead date on yourself. Don't want you to wear yourself out and well...

I for one like anything you do with TM and patient enough to wait - so work at your own pace.

I've pushed myself too hard with different work items (not mods) and started to make myself sick - caused some rough times for a while.
So take care - we know you'll get it done soon enough.:up:

Thanks
KLH