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.
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.