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View Full Version : [REL]TMO "ServicePack" Updates (SP1a and SP2)


Ducimus
03-19-08, 12:39 PM
This release, i believe marks the pinnacle of development by me on TMO. This is to say, i am winding down any resemblance of development on new content, and intend to only focus on issues with the mod itself. While i don't plan on it, i suspect that ill be doing a minor revision in the future to both service packs with the intent on

- minor bugs
- possibly see about redoing the ordersbar and associated textures
- reskin the dockside band
- deal with "sub on rails" effect.

That i beleive, is the full extent of anything else from me in the future. As for Projected Service pack 3 focusing on the German campaign in the indian ocean, im undecided if i have the patience for that or not. Given recent developments, i have ZERO motivation to do so. In the meantime, im going to let these two updates ride for a few weeks and see what shakes loose.


Now then, as reminder, i'm making these Service Packs cumulative. Which means one supercedes the other. In other words. DELETE TMO_SP1 and REPLACE IT with TMO_SP1A.


TMO Service Pack 1B (changes made to SP1A)


//wave state 4 scale adjustment for smaller waves by W_clear

//scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax set to stock values.

//lightshaft shaders, float opacity=0.004; to float opacity=0.001

//changed default location on CT camera.

//added corrected version of oakgrooves TDC panel by Syxx_Killer

// doubled hitpoints on aircraft damage zones.

// doubled hitpoints on ASW aircraft zon files.

// sim.cfg->Visual->Detection time from 0.5 to 0.45

//added intro screen fixed by U56_Dragon




TMO Service Pack 2 (new release)
//added AI jap sub by nautilus42
- retooled subs zone configuration so it sinks properly
- retouched subs skin so to be grey/black.
- scripted sub to appear in campaign game

//added AI German 9D2 uboat by nautilus42
- retooled subs zone configuration so it sinks properly
- this sub will take the place of existing 9c which will be removed from the mod.
- sub will appear in campaign game as it always has.

//added new diesal sounds for S boat and narwhal class subs by AOTD|MadMax

//added band, brass, and pretty nurses to docks in Pearl and Fremantle.

//lowered SD mast antenna max height by 1 meter.

// changed precise and max range on Air search radars to be more inline with historical parameters.

//added gato textures to Low res tex directory.

//changed hull creaks to ones found in ROW soundpack version 8

//added engine exaust to all fleetboats using fairbank morse engine sounds.

//added 2 ships to JP roster
KMSSHogIslandJPN=Hog Island type A Freighter
KMSSRyuun=Old Raked Bow Split Merchant


//added Environmental color 4.0 mod by W_clear



KNOWN ISSUES:
- Uboat game crashes. Fix posted below.

- Sub on rails is back - bigtime. I may have to go back to my previous wave settings to get rid of them. Im undecided on that. I'll let the jury figure that one out.

- Massive lag with Enviormental effects AND volumetric fog enabled. W_clears work really makes the enviorment ALOT more realistic, subsquently takes alot more horsepower. Not a big deal, i think most of us play with enviormental effects off anyway.


INSTALLATION ORDER:
Assuming you have no mods installed, you should enable TMO in the following order;

1.) REL_SH4-ver15_TriggerMaru_Overhaul
2.) TMO_ServicePack_1_Bravo
3.)TMO_ServicePack_2
4.) Optional mod - RSRD By Lurker_Hib3. ***

(***NOTE: Lurker has informed me he has to update RSRD due to changes ive made in TMO service packs. So until he says its ok, you SHOULD NOT run RSRD with TMO at this time.)

DOWNLOAD LINKS:
(You did read everything i just wrote before clicking on these, right?)

TMO Service Pack 1 Bravo (http://files.filefront.com/TMO+ServicePack+1+Bravo7z/;9876158;/fileinfo.html)

TMO Service Pack 2 (http://files.filefront.com/TMO+ServicePack+27z/;9847731;/fileinfo.html)


ADDITIONAL NOTE:
If you downloaded earlier versions of this from my filefront directory at least 3 hours prior to my making this post, you should delete those and D/L again.

UBOAT FIX:
This file will allow you to play the STOCK uboat campaign with TM enabled. Many features in TMO that are in the pacific camapign, will not be present in the KM indian ocean game. You should acutally be able to play either side with this fix, however the skin texture rendering on the US characters will be pretty ugly.
Enable Stock Uboat campaign (http://files.filefront.com/TMO+Enable+Uboat+ver27z/;9848218;/fileinfo.html)

Ducimus
03-19-08, 01:15 PM
Just a note for everyone. Ive been trying to coordinate with Lurker_Hib3, so he doesnt have a headache in technical support for his RSRD mod. And well, i didnt check my messages fast enough, Had i, this post would be made TOMMRROW, and not today, as to give lurker time to iron things out so hes not flooded with "OMGz teh modz is crashing!!!one!!!" posts.

The reason is, due to changes that IVE made in TMO - RSRD with TMO has at least one CTD issue in relation to the Sh.sdl file. So, im asking you to be patient, and don't flood the man with requests, complaints, or the like. He already knows! Let him work on it in his own time. Unlike the rest of us modders here, he keeps different versions of RSRD for various installs. That is ALOT OF WORK. If it were me, i woudlnt do it, but Lurker has been. Again, be patient and give him the space he needs.

rebel5555
03-19-08, 04:36 PM
Thank you for all of your hard work Ducimus. TMO & RSRDC are the only Big mods I play with and thank you for mentioning that RSRDC won't work until it's updated.

Keep up the Good Work! :up:

TDK1044
03-19-08, 05:20 PM
Much grattitude here too, Duci.

ReallyDedPoet
03-19-08, 05:40 PM
Nice work :yep:


RDP

silent killer
03-19-08, 06:25 PM
:up: thanks ducimus and to lurker for your hard work

Ducimus
03-19-08, 06:34 PM
Let me know how the band works out. I can't get that damn tune out of my head now.

The Diesal exaust is NOT perfect by any means, i did it anyway just for the hell of it. Hopefully people will like it.

nautilus42
03-19-08, 07:56 PM
Hi Ducimus,

I`ve found Doubble Files in the Library:

AI_Deck_Gun_4_50.cam > date 16.03.2008
AI_Deck_Gun_4_50.dat > date 16.03.2008
AI_Deck_Gun_4_50.sim > date 16.03.2008

and the same files in the Library/USSubParts with > date 09.02.2008

which files are the right ones or which files has to delete?

Greetings
nautilus42

aanker
03-19-08, 08:35 PM
//lowered SD mast antenna max height by 1 meter.
Thanks, You're good... lol

Art

PS: I'm all for it ;-)

Ducimus
03-19-08, 08:35 PM
Hi Ducimus,

I`ve found Doubble Files in the Library:

AI_Deck_Gun_4_50.cam > date 16.03.2008
AI_Deck_Gun_4_50.dat > date 16.03.2008
AI_Deck_Gun_4_50.sim > date 16.03.2008

and the same files in the Library/USSubParts with > date 09.02.2008

which files are the right ones or which files has to delete?

Greetings
nautilus42


I know about that. It was a quick fix to a problem i ran into. So I went into the deck gun file you modded and changed the nodes name, and remapped the ID's.

So Yes the deck gun files are the same name now, but they're located in different places, and the node being called upon is different. So they're shouldnt be a need to delete anything.

edit: I'll be removing the extra file after im done and compile the finished mod.

nautilus42
03-19-08, 09:09 PM
Hi Ducimus,

I`ve found Doubble Files in the Library:

AI_Deck_Gun_4_50.cam > date 16.03.2008
AI_Deck_Gun_4_50.dat > date 16.03.2008
AI_Deck_Gun_4_50.sim > date 16.03.2008

and the same files in the Library/USSubParts with > date 09.02.2008

which files are the right ones or which files has to delete?

Greetings
nautilus42


I know about that. It was a quick fix to a problem i ran into. So I went into the deck gun file you modded and changed the nodes name, and remapped the ID's.

So Yes the deck gun files are the same name now, but they're located in different places, and the node being called upon is different. So they're shouldnt be a need to delete anything.

edit: I'll be removing the extra file after im done and compile the finished mod.

Thx, for reply.

NKVD-crazyivan
03-20-08, 03:13 AM
Great work Duci................i love your work just some time consuming dumb Q's coming your way.

I am currently playing both the American career and the u-boat one.
I understand that due to the u-boat patch to get it to run my American crew will look suck is this correct..? is there any way around this ....

I am running PE latest on top of your mod is this really nessacery or does your mod include most sea effects etc......

i would like to run the new PE version 2 coming up what is your opion on using this............

cant wiat to try your new SP1a and Sp2 but will wiat till RSDC is Compatible :up:

Lucky last if i applied ROW sound v9 will this effect your new sounds in SP2...

thanks for your awesome work sorry for the Q's i just want to enjoy your work to the MAX:up: :up: :up:

MarkShot
03-20-08, 08:39 AM
I just wanted to check. (I won't have my copy of the SH4 add-on until a friend brings it for me from France this Summer.)

TMO is only being maintained and enhanced for SH4 1.5 correct?

I have a file "REL_TriggerMaru_Overhaul.7z". This is the last TMO which will work with SH4 1.5. Once you released, "SH4-ver15_TMO.7z" development switched over to SH4 1.5.

Correct?

Thanks.

GerritJ9
03-20-08, 11:22 AM
Downloading SP1a and SP2 atm, thanks for all your hard work, Ducimus- it is greatly appreciated!:up:
I do have a question: I just noticed that the Names.cfg file in the "Roster" folder contains the AI Fleet boat, but not the German Type IXC. Is this correct i.e. is the listing of the IXC unnecessary, or do we need to add it ourselves?
Also a suggestion: now that the Type 34 Zerstörer has been made available for SH4, perhaps it might be possible to include this in the final edition of TM_Overhaul instead of the DDZ included at the moment? It certainly would be a more accurate representation of a Zerstörer!

Ducimus
03-20-08, 11:26 AM
I understand that due to the u-boat patch to get it to run my American crew will look suck is this correct..? is there any way around this ....

If i couild figure out why the texture rendering is doing what its doine, the file that is in the Uboat fix patch, would be in the service pack instead. Since i couldnt figure it out, i had to make a decision. Sacrafice crew looks for sake of compatiblity, or keep the crew looking good. Since the pacific is my main focus, i opted to keep the crew texture rendering looking good.

I am running PE latest on top of your mod is this really nessacery or does your mod include most sea effects etc..

With SP1A and SP2 installed, its all included. Running PE over the top of it, will change things and i have no idea if the outcome is desireable or not.


i applied ROW sound v9 will this effect your new sounds in SP2...

yes it will. Which is not a big deal, UNLESS the Row sound v9 includes a SH.SDL file, then i recommend that you DO NOT run it. As it will lack the new entries for the S class and Narwhal class, and it might crash the game because of it.


TMO is only being maintained and enhanced for SH4 1.5 correct?

Right now yes. I have thought about applying SOME of the changes ive made to the 1.5 version to the 1.4 version, but i havent made up my mind on that yet.

I have a file "REL_TriggerMaru_Overhaul.7z". This is the last TMO which will work with SH4 1.5. Once you released, "SH4-ver15_TMO.7z" development switched over to SH4 1.5.

REL_TriggerMaru_Overhaul.7z is the last release for Sh4 version 1.4. At the time, i thoguht i was done, so no version numbers are being applied to it, and i find it too much of a bother to pull the mod down, just to rename it and and upload it again. Instead i moved it to its own directory on my filefront account.

SH4-ver15_TMO.7z is what im currently working on, and as the name suggests, is for Sh4 version 1.5

TDK1044
03-20-08, 11:53 AM
I like the sound of REL_TriggerMaru_Overhaul.7z, Duci. TMO is now so good, that it's the only mod I run in the game. Makes life real easy uninstalling and installing mods when you only use one!!!! :D

linerkiller
03-20-08, 03:57 PM
[quote]With SP1A and SP2 installed, its all included. Running PE over the top of it, will change things and i have no idea if the outcome is desireable or not.


I am another faithful user of Kriller2's PE ...Running PE over the top of E.E. 4.0 files might cause problems?:-? What "it's all included" means?

now i'm expecting a star trek screenshot;)

Ducimus
03-20-08, 04:01 PM
Just try running the mod by itself FIRST. Then season to taste.

linerkiller
03-20-08, 04:30 PM
Just try running the mod by itself FIRST. Then season to taste.When I was a children, my grandma always said me that raw eggs are tastier than cooked ones;) . Tomorrow morning I will try it:up:

AlmightyTallest
03-20-08, 05:53 PM
I'm having one small problem after the SP1a and SP2 service packs.

I can no longer assign two crewmembers to the aft gun deck when I purchase the dual 5" 25cal deck guns for the Tench class submarines.

Using TMO 1.5 and SP1 I was able to do so and they worked fine.

Ducimus
03-20-08, 06:34 PM
Thats a stock bug. Happends when you change location of deck gun.

AlmightyTallest
03-20-08, 07:19 PM
Ahh, I see now.

Found a thread relating to the issue and edited my save game, seems to be working now, sorry for the false alarm Ducimus.

DrBeast
03-22-08, 02:04 PM
i applied ROW sound v9 will this effect your new sounds in SP2...
yes it will. Which is not a big deal, UNLESS the Row sound v9 includes a SH.SDL file, then i recommend that you DO NOT run it. As it will lack the new entries for the S class and Narwhal class, and it might crash the game because of it.

Yes, it does. DO NOT run ROW Sounds v9 after TMO!

TMO is only being maintained and enhanced for SH4 1.5 correct?
Right now yes. I have thought about applying SOME of the changes ive made to the 1.5 version to the 1.4 version, but i havent made up my mind on that yet.

The masses demand a 1.4 version (I'm quite massive!) :rotfl:

CaptainNemo
03-23-08, 05:42 PM
Regarding TMO Service Pack 2:

I do not know if someone allready mentioned that, but I noticed that the smoke of the diesel engines also exists when you are under water. Is there a fix in sight?

Ducimus
03-23-08, 05:47 PM
Its on my list of things to do. I applied a controller to it before i released it so that underwater rendering doesn't happen, but obviously its not working. Which took me by surpise since i tested it in a single mission. In the event that i can't fix it, then i'll proably just remove it.


edit: BTW, i updated SP1

TDK1044
03-24-08, 06:55 AM
I'm running TMO with SP1A and SP2. Assuming that any new service packs will become part of the final full version of TMO in the not too distant future, I think I'll wait for that final version at this point. :D

Ducimus
03-24-08, 10:37 AM
I'm running TMO with SP1A and SP2. Assuming that any new service packs will become part of the final full version of TMO in the not too distant future, I think I'll wait for that final version at this point. :D

SP1B was the result of me acutally taking time to do two war patrols. If you look closely, the adjustments are acutally very minor. But ya, its all trying to hone the finished mod. Right now im redoing several campaign layers from stock. So they behave somewhat close to how i want them to. After some thought im changing several layers for several reasons.

Im also going to be producing two versions of finished TMO, one with RSRD intergrated, and one that isn't. Its the one that isn't, is the campaign that im working on. The RSRD version, all i have to do (... all that im going to do) , is copy Lurkers files in the mod. Purpose being so you don't have all these mods overwriting each other.

rrmelend
03-24-08, 10:47 AM
Im also going to be producing two versions of finished TMO, one with RSRD intergrated, and one that isn't. Its the one that isn't, is the campaign that im working on. The RSRD version, all i have to do (... all that im going to do) , is copy Lurkers files in the mod. Purpose being so you don't have all these mods overwriting each other.

Sounds awesome. I can't even imagine this game without all the hard work you've put into it for us. No amount of thanks will ever be enough.

Toastman
03-24-08, 04:14 PM
Hi Ducimus , Does the last uboat fix still work with your new SP1.bravo file ?

thanks again for your mod support .
Toastman out

Ducimus
03-24-08, 04:42 PM
Yeah. I dont think any of the changes i made will effect it.

Toastman
03-24-08, 04:55 PM
Thanks Ducimus
I'll install the fix now !
My only concern was menu.txt which I had a warning in JSGME when I nearly installed the fix earlier after SP1B and SP2.

Thanks

update , just installed uboat fix and JSGME warned me that Cameras.dat, Marine.dat , and Menu.txt had been altered by SP1B
but appeared to work ok . I only tried my uboat carreer though !!

juanchez
03-25-08, 07:04 AM
Ducimus, since I installed the new SP1 Bravo, I'm getting no fog like the one I used to get when I ran 1.5 + Environmental 4 (or even with SP1+ SP2). I already double checked if Environmental effects and Volumetric fog are on. Is there any reason for it that you could think of?

Thx in advance.

TDK1044
03-25-08, 08:24 AM
Strange. I'm running TMO SP1B and SP2 with volumetric fog enabled, and I'm in the middle of a very realistic fog right now. :D

DrBeast
03-25-08, 08:30 AM
Strange. I'm running TMO SP1B and SP2 with volumetric fog enabled, and I'm in the middle of a very realistic fog right now. :D

You sure that's from the game and not that Johnny Walker Black I see on your desk? :rotfl:

TDK1044
03-25-08, 08:41 AM
Strange. I'm running TMO SP1B and SP2 with volumetric fog enabled, and I'm in the middle of a very realistic fog right now. :D

You sure that's from the game and not that Johnny Walker Black I see on your desk? :rotfl:

You may be right. It wasn't so long ago that I had initiated 'Silent Running' and I was was making a slow, deep, stealthy escape from three escorts, when suddenly a very loud whistle followed by "Relieve the watch" penetrated the silence.

My coffee went everywhere. :D

DrBeast
03-25-08, 08:44 AM
It wasn't so long ago that I had initiated 'Silent Running' and I was was making a slow, deep, stealthy escape from three escorts, when suddenly a very loud whistle followed by "Relieve the watch" penetrated the silence.

My coffee went everywhere. :D
Oh man, I hear you loud and clear (no pun intended!). After tackling the ungodly volume of the anti-sub net sounds, that sound was the next I modified. Whistle sound reduced by...dunno, maybe as much as 50%! Much better now! :D

ETA: Speaking of sounds, I released a quick fix for anyone who wants to combine TMO+SPs with ROW Sounds. It's over here (http://www.subsim.com/radioroom/showthread.php?t=133809).

antares81
03-25-08, 10:41 AM
Its on my list of things to do. I applied a controller to it before i released it so that underwater rendering doesn't happen, but obviously its not working. Which took me by surpise since i tested it in a single mission. In the event that i can't fix it, then i'll proably just remove it.




I actually do like this effect, and tend to ignore it when submerged. But if you have to remove it, I'll live.

juanchez
03-25-08, 11:41 AM
Strange. I'm running TMO SP1B and SP2 with volumetric fog enabled, and I'm in the middle of a very realistic fog right now. :D

Thanks TDK

I was talking about this kind of fog, the one that looks like "smoke" on this picture below. I was getting it almost everyday at down until I installed SP 1 Bravo. I probably screwed something up in the process, but I just wanted to make sure there's no change on fog/weather in TMO's SPs. Thanks again!
http://img529.imageshack.us/img529/7771/92qn4.jpg (http://imageshack.us)
http://img529.imageshack.us/img529/7771/92qn4.20d9dd1654.jpg (http://g.imageshack.us/g.php?h=529&i=92qn4.jpg)

Toastman
03-25-08, 01:42 PM
Hi Juanchez ,
I have exactly the same problem with volumetric fog !
Try putting the scene.dat file from SP1a into your DATA folder in SH.

Ducimus made a change to a fog related variable in scene.dat in SP1B to increase visibility , but for me it took away the magnificent fog effects.

Is this a Nvidia and Ati issue ? I have a Nv8800GTX , what do you have ?

Toastman out .

juanchez
03-25-08, 02:58 PM
Great Toastman!

I'm going to try it right away. I love those fog effects too and I wouldn't like to lose them.

ATI X800XL here. I guess is both ATI and NVIDIA issue.

Thanks again!

juanchez
03-25-08, 03:51 PM
The fog is back.

Thanks again, Toastman

http://img148.imageshack.us/img148/6590/fognewwf2.jpg (http://imageshack.us)

Ducimus
03-25-08, 03:52 PM
If you love the fog effects, fine, just don't complain to me if your watchman can't see very far on a no fog day.

Toastman
03-25-08, 04:55 PM
Hi Ducimus ,

Juanchez and I have reverted back to the scene.dat from SP1a to bring back the fog , but will we have the reduced sea state 4 as in SP1B ?
If not , then which file do I have to manually edit it have this new flatter sea ?

Thanks again

Toastman.

P.S. Do you run SH with volumetric fog ? And did you get fog as seen in Juanchez's screeenshots ?

juanchez
03-26-08, 05:41 AM
Ducimus...I have never complained on your work...and I never will. On the contrary, I'm absolutely grateful, as I've posted a few times before.

I just wanted to know whether it was posible to get the fog back. It looks like the response is yes, but giving away some of the watchmen skills. Please let us know if there is any other way to go on this.

Thanks again to Toastman and you!

PS Also interested on what Toastman asked about the flatter sea.

TDK1044
03-26-08, 06:43 AM
I find the fog in TMO SP 1B to be what I'd expect to find in the Pacific. I associate the kind of 'pea souper' fog that some folks are referring to with a winter's day event in the Atlantic. :D

juanchez
03-26-08, 07:16 AM
You're right TDK...it looks like the Atlantic. But I still like it. :D

ridgewayranger
03-26-08, 12:58 PM
Hi,
I installed as instructed TMO 1b Then TMO 2 then RSRD and crashed when attempting to load, so I took out TMO 1b and loaded with no problem.
RR

Ducimus
03-26-08, 01:53 PM
I dont think anything i did in SP1 Bravo would crash RSRD....

UNLESS..... your applying updates while at sea and on patrol.

Then yes, it will crash, bigtime.

FIREWALL
03-26-08, 02:28 PM
Is SP1 & SP2 needed for TMO FINAL ?

And where do I get TMO FINAL and apporaite RSRD not for ADDON ?

SH4 isn't a game without TMO :yep:

Thx for all your hard work.:up:

ridgewayranger
03-26-08, 02:53 PM
Hi Ducimus,
I suspected the problem was with SP1a because I removed the mods one at a time, each time attempting to run and it was only after removing SP1a that it would run. I then reinstalling the mods SP2 and RSRD which worked perfectly.
RR

Ducimus
03-26-08, 03:25 PM
@ firewall

I didnt say i was done yet.

When im done with TM, beleive me, you'll know.

Ducimus
03-27-08, 05:02 PM
Coming into that final stretch, before i drop the baton.
http://a.abcnews.com/images/Politics/drowsy_2_080228_ms.jpg
Did i mention the back of my legs hurt from sitting so much?
Wahhh. yes id like some cheese with my whine.

Anyway, heres a quick rundown (why yes i am! :rotfl: ) of what ive been up to.

1.) Revamping the campaign that is included in TMO. After much struggleing with myself as to what exactly i need to do with the campaign, i finally decided that with much of it, it was best to start over with a clean slate. So ive been reworking the stock campaign files. Not all of them, but most of them. My goal has always been trying to find the right balance of realism, with gameplay. That 70-75% realsim, 25-30% gameplay figure i usually cite. Whats more, i wanted the campaign files to be workable or reusable for anyone coming in behind me. The summation is this:

- The big huge task forces and atlantic sized convoys have been reduced to a more beleiveable size. Convoys will range from 4 to 9 ships, with escorts ranging from 2 to 4.

- You will have a chance to sink the big liners or flatops/BB's throughout the war, i didnt remove the liner, although i felt like i should. Instead i made them fast in travel, and infrequent in spawning.

- contact reports have been greatly reduced or removed altogether (IE single merchants)

- single merchants have a 36% chance to spawn ever 2, 3 days at the beginning of the war, which reduces to 10% at the end. Convoys have a 10% chance to spawn every 4 to 5 days or so at the beginning of the war., which increase to a 36% chance at the end of the war. The intent is to show a shift in merchant traffic during the course of the war. As time goes on youll see less unguarded merchants and more convoys, in an ever shrinking sphere of influence that the japanese have.

- redid aleutians traffic

- added some traffic around the marshall islands

- Still need to make a sea of japan layer, which ill have go live in the game sometime during wahoo's 4th patrol. Its my intent to make the sea of japan a happy hunting ground, provided you can get into it! (think of this as the pacific version of making a gibralter run)

- increased mine density 6 mines per one KM to 9 mines per one KM. (stock is 1 mine per one KM)

- increased variety of escort destroyers attached to convoys.

- (whatever else i did and forgetting to mention goes here. :roll: )

2.) New flotillas.
I made a mirror image of fremantle and pearl habor flotillas. These are annotated as "Div 2". These flotillas have my old repeat patrol fix, where your garunteed to get a special ops mission every other patrol. Intent here is a slighly more gamey option for people wanting more vareity in the game. All other flotllas are untouched.

- renabled the Holy Lock submarine flotilla in the UK (aka Subron 50).



Still need to:

- fix sub exahust from showing under water.


Im watching this mod, as id like to include it:
http://www.subsim.com/radioroom/showthread.php?t=133310

I was going to:
- script some life guard missions. I have an idea to get then in the game reliably, but i question if i have the motivation. Im rather tired of campaign stuff.


I suspect ill be posting updates to SP1 and Sp2 sometime next week. If nothing wrong is found ill package it up and call MYSELF done. THe mod isn't done, nor will it ever be, but this is a good stopping point.

After i post the final version, sometime after lurkers pulled his hair out cursing at me, while updating RSRD, ill go ahead and combine RSRD with a 2nd version of TMO and post that in one package (or lurker could do it, i dont care either way). So in the end they'll be two final versions of TMO for sh4 1.5

One with the above mentioned campaign
One with RSRD, with no changes at all by me.

Once thats accomplished, the only thing your going to see out of me, is patrol logs.

ReallyDedPoet
03-27-08, 05:07 PM
Once thats accomplished, the only thing your going to see out of me, is patrol logs.
Thumbs up to all of the stuff you are working on for the next version and
to the above ( nothing wrong with taking a step back ):up::up: Regardless we need you sticking around and being a presence in the PT :yep:


RDP

Ducimus
03-27-08, 05:14 PM
Oh yeah, almost forgot.

Redid zig zags of merchants and convoys. They zig zag less then taters orginal work, but more then RSRD. First couple of months of the war, the merchants wont be zig zagging. But they wise up after that. (real reason is the ACE didn't like the 41a merchant layer. :lol: )

ReallyDedPoet
03-27-08, 05:30 PM
http://a.abcnews.com/images/Politics/drowsy_2_080228_ms.jpg

Nice one by the way :lol::lol:


RDP

lurker_hlb3
03-27-08, 05:34 PM
After i post the final version, sometime after lurkers pulled his hair out cursing at me, while updating RSRD, ill go ahead and combine RSRD with a 2nd version of TMO and post that in one package (or lurker could do it, i dont care either way). So in the end they'll be two final versions of TMO for sh4 1.5
I'm cursing you already. :smug: You need to give me an "advance" copy of this thing so I can make things work right :up:

kriller2
03-27-08, 05:43 PM
Fantastic work Ducimus, I just tried the latest SP1 and SP2 with PE 2 and it runs fine and it adds so much to the game that the band is playing and more trafic in the harbours :up:

lurker_hlb3
03-27-08, 10:47 PM
I dont think anything i did in SP1 Bravo would crash RSRD....

UNLESS..... your applying updates while at sea and on patrol.

Then yes, it will crash, bigtime.

Did a code review between 1A and 1B and there is no changes thats going to crash the system with RSRDC loaded

Ducimus
03-27-08, 10:53 PM
If it was anything other then minor asthetic stuff, id have told ya.

Ducimus
03-28-08, 01:31 PM
In other news, im pretty sure ive just fixed engine exhaust so it no longer renders while submerged.

Lesson of the day, the order in which you have controllers attached to a node, DOES matter.

RocketDog
03-28-08, 01:39 PM
I think we should start a public subscription for a bronze statue of Ducimus.

Great stuff, mate - much appreciated.

Cheers,

RD.

Ducimus
03-28-08, 05:22 PM
I *MIGHT* try and chew on that SP3 . Ive been thinking about it, and i think i have some leftover material from my SH3 days that will help the Uboat game.

I dont think ill do anything fancy, just change functionality so its what i would call, "playable".

I also dont think theres any way to get around having a "enable uboat" modlet. The differences in control layout in CT vs RR, camera views on radar, and a few other minor just make it difficult to accomidate both campaigns.

But overall i think ill

- Nerf that super duper diving 9D2 into more realistic parameters.

- adjust commands.cfg so F9 brings you to the RR instead of the CT. ("enable uboat modlet")

- fix camera file's Radio view (modlet again)

- Try and fix interior.sim files so the blank/black screen goes bye bye.

- Thin the mongol hordes err i mean aircraft down a little.. ok , alot (based on Screenshots ive seen)

- Apply apporpriate visual nodes to various unit types. (if you get caught in shallows by aircraft enroute to penang you have my condolances.)

- Thin out traffic, put escorts in convoys. Not historical, but a free for all shooting gallery is boring regardless of theater.

- ANY mission that goes into north of the Java sea into the S.CHina sea and upwards, i will probably remark out from the objectives list. No uboat ever went up there.

Whatever else i can whip up this weekend.


EDIT:

ON THE OTHER HAND....

Im not sure im quite over that "beta test for the real campaign" or "Yankee PIG", or other similar comments. The more they degrade what i care about, the less i give a flying ******* for what they want.

Aniuk
03-29-08, 01:27 AM
Dear Ducimus,
I just installed the addon (finally), not to play german uboats, only to keep enjoying your fine work. Some changes in the appearance made in the addon are nice, but your TM version for 1.5 is great, as always.

thanks!

Aniuk.

Dont see any American Pigs on my side of the internet or on my screen!:nope:

Let nobody spoil your fine work.

Fincuan
03-29-08, 02:08 AM
- Thin the mongol hordes err i mean aircraft down a little.. ok , alot (based on Screenshots ive seen)


If I interpreted the german .mis files correctly, EVERY allied airbase is active from the very beginning of the German campaign. In practice it means that there's an allied airbase in for example Guam and Saipan from the very beginning, which naturally results in a ****load of planes being sent your way every hour. Tweaking the game entry dates of those airbases seems to have cured the problem, but I haven't yet been able to test it enough to be certain.

Ducimus
03-29-08, 03:30 AM
>>Tweaking the game entry dates of those airbases seems to have cured the problem,

That would do it.

Less active bases, less resources from which to call planes from.


I imainge, that under TM, that nice shallow stretch approaching Penang....get caught there by aircraft.. your status , ill wager, can be aptly described in one, rude word. :rotfl:

tearsofwrath
04-03-08, 06:50 AM
Dear Ducimus,

let me tell you how much i like what you did for the pacific theater of SH4. You took what UBI made and created something very special. Your Mod just has the right feeling for it. a good mix between history and playfun. thank you for your dedicated work. i am an old sh3 player, and german, but i really enjoy the US side of the submarine war as well (in a game, mind you). i dont say one or the other side is more fun to play. but it is good to have a choice there. and if you really manage to put a little bit of the hard work and genius into the ubootmission side of the monsoon boats, the choices are even better. so i, and i am sure many others, can play and switch sides whenever they want. Also dont let any morons get to you. their posts are insulting and stupid (even though i am sure, many dont think before writing and dont mean it so harsh). most of the people in here cherish your work!

thx again, keep up the good work!

Urge
07-13-08, 12:09 PM
I read references to service packs in a thread and found the thread but the download link is not there. Has the latest version of TMO eliminated the need for service packs? If I install TMO is that all I need? Are there any updates at all? Not counting stuff like RSRD or environmental 4.4 etc. I think I read that ROW is included in TMO, yes/no? RFB has to be played separately from TMO I think. I have been playing the stock 1.4 with smaller mods but I guess it's time to step it up.

Nuc
07-13-08, 03:03 PM
You are looking at an old thread here. You just need the most recent TMO release. Also you are correct that TMO and RFB are alternatives that can not be combined. If you search the forum you will see several posts describing the differences. (Essentially RFB focuses on realism and TMO balances realism and game play. RSRD has versions compatible with each).
TMO has some of the ROW elements but not all the recent work.