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View Full Version : A Lot of garbage from SH3 & SH4 in SH5 Directory


jimimadrid
03-04-10, 01:13 PM
Looking at the SH5 files i see a lot of old files fron SH3 & SH4. :damn:
The date stamp of these files is everytime the 29.01.2010.

Tzz, the devs seems to be lazy boys.

Our mother never tell you to clean your rooms?? :shifty:

lynx
03-04-10, 01:17 PM
Je je, you are right much Jimimadrid!!:yep:

gutted
03-04-10, 01:17 PM
Yes, its abit questionable as to why the game has so many files in it's folder that aren't even used. Wonder how much smaller the install size would have been, as there is quite ALOT of unused stuff.

Makes you wonder how many other games with sequels do that too.

Maybe they figure modders would want to use that stuff. I dunno.

The General
03-04-10, 01:25 PM
Is this an explaination for the kind of thing that would make framerates less than they could be? It's indicative of a rushed job at best, or sloppy programming at worst right?

I ran a comparison of the museum from SH4 with a large BB to one from SH5 (with 3D clouds, High-quality textures and Shadows all turned off) and there's a difference of atleast 15-29 FPS between the two. I just don't think this is necessary. With all the fancy SFX turned off, the graphics engine for Sh5 is virtually identical to SH4, so what gives?! :hmmm:

gutted
03-04-10, 01:35 PM
Is this an explaination for the kind of thing that would make framerates less than they could be?

no, just because they are sitting on your hard drive doesn't mean the game actually loads it.

The General
03-04-10, 01:40 PM
no, just because they are sitting on your hard drive doesn't mean the game actually loads it.I think you mis-understood me. I am saying that if the Devs performed this kind of way with basic house-keeping duties, then maybe they didn't optimize/streamline the game very well either? It's all about efficiency, or lack thereof, right?

What about the comparison between the two Museums I did?

Galanti
03-04-10, 01:46 PM
I wouldn't call the leftover files garbage. More like 'a golden oppurtunity to reverse the catastrophic GUI back to SH3/SH4 standards'. Seriously, those lovely dials and knobs are sitting there, waiting to be retrofitted.

The General
03-04-10, 01:48 PM
:hmmm:I wouldn't call the leftover files garbage. More like 'a golden oppurtunity to reverse the catastrophic GUI back to SH3/SH4 standards'. Seriously, those lovely dials and knobs are sitting there, waiting to be retrofitted.This is Genius, I salute you :salute:

Come to think of it, maybe the Devs left that stuff there on purpose?

piri_reis
03-04-10, 02:31 PM
I wouldn't call the leftover files garbage. More like 'a golden oppurtunity to reverse the catastrophic GUI back to SH3/SH4 standards'. Seriously, those lovely dials and knobs are sitting there, waiting to be retrofitted.

Exactly! The first Compass Mod uses the pagelayout menu and modifies the default script to prevent it moving off of the screen. In fact its very easy to enable the speed/compass/depth dials from SH4. They work perfectly but right now look out of place, obviously..

The hard thing is enabling the TDC, Gyro dials, I got them to show up in the Attack Periscope but still can't get them to function. A couple of python scripts and menu files are involved and there is sure more than one way to do this.. :up:

urfisch
03-04-10, 03:33 PM
nice to see someones working on this!!! i will have a closer look onto the Compartments Screen...as i want it to be more "atmospheric". Like i did it for sh3...this might be gonna hard work...but we will see!

TheDarkWraith
03-04-10, 03:40 PM
Exactly! The first Compass Mod uses the pagelayout menu and modifies the default script to prevent it moving off of the screen. In fact its very easy to enable the speed/compass/depth dials from SH4. They work perfectly but right now look out of place, obviously..

The hard thing is enabling the TDC, Gyro dials, I got them to show up in the Attack Periscope but still can't get them to function. A couple of python scripts and menu files are involved and there is sure more than one way to do this.. :up:

would you like some assistance? If you already have the dials placed maybe I can spot something that can help you make this work? The game depends on certain IDs - they are hard coded. ID x is tied to function y. So if you have the wrong IDs for the dials then yes, they won't work.

AVGWarhawk
03-04-10, 03:43 PM
Looking at the SH5 files i see a lot of old files fron SH3 & SH4. :damn:
The date stamp of these files is everytime the 29.01.2010.

Tzz, the devs seems to be lazy boys.

Our mother never tell you to clean your rooms?? :shifty:

Just as SH4 had SH3 in the pool of files so does SH5 have SH3 and SH4 in the pool of files.

GermanGS
03-04-10, 03:49 PM
Has anyone noticed?????

That there are glitches of animations of crewman ??

Not of the ones that are there but the ones that are not
i sound confusing i know....
ok i seen a crewan walking through the hatch from radio room to command room, but for a split second. i seen a 3 crewman laying in the torpedo room on the bunkbeds, for a second, I seen 2 crewman doning down the hatch from conning tower they were on the ladders, it was again just for a second.

i think those animations are not fully done thus the devevelopes loking them out so we dont see them, that is why there are such slow FPS rate in the controll room and the rest of the sub, because the crew animations are constantly drawn and erased,
i think the files are all there in the game folder its just not fully functional.

My conclusions are drawn based on my observations. :salute:

Heretic
03-04-10, 03:53 PM
It's no doubt a huge job to determine which files are no longer being used. Zero risk of breaking something if they just left them there.

piri_reis
03-04-10, 03:57 PM
would you like some assistance? If you already have the dials placed maybe I can spot something that can help you make this work? The game depends on certain IDs - they are hard coded. ID x is tied to function y. So if you have the wrong IDs for the dials then yes, they won't work.

Ok here's what I did:

Copy and paste the Gyroangle and Solution params groups from PageTDC to a new ControlGroup I created under PageAttackPeriscope:

PiriNewTDC
->Gyroangle
->Solutionparams

http://i553.photobucket.com/albums/jj392/pureblue420/SH5/th_tdc_test.jpg (http://i553.photobucket.com/albums/jj392/pureblue420/SH5/tdc_test.jpg)

Don't mind how they look in the editor they fill up the blank left side nicely in the attack periscope view. Somehow these have to be tied to the TDC parameters, the lock/unlock button clicks but not sure if it is actually doing the tdc on/off.

Other dials won't move, of course it can't be this easy just need to get my head around basic stuff first, menu editor is great but the process is still alien to me :DL

PS: I see you've put the SH4Rudder using python to skip the relocation of the Rudder Control from PageLayout.
Perhaps create a PageTDC python script to get these to work? I don't know there is a lot of possibilities here.

Highbury
03-04-10, 04:00 PM
would you like some assistance? If you already have the dials placed maybe I can spot something that can help you make this work? The game depends on certain IDs - they are hard coded. ID x is tied to function y. So if you have the wrong IDs for the dials then yes, they won't work.

Very interesting. I was playing around with your compass mod last night (tweaking the position to my resolution and preference) when I moved it way too far. I ended up having a Telegraph, Rudder indicator, etc pop up in the top left corner. Of course they did not work, but mousing over them did bring up the "tekegraph" pop-up tooltip. It would be awesome if some of you more talented people could get them working!

AVGWarhawk
03-04-10, 04:03 PM
I'm guessing there is no reason SH4 Uboats UI can not be used in SH5. :03:

Hartmann
03-04-10, 04:04 PM
Looking at the SH5 files i see a lot of old files fron SH3 & SH4. :damn:
The date stamp of these files is everytime the 29.01.2010.

Tzz, the devs seems to be lazy boys.

Our mother never tell you to clean your rooms?? :shifty:

Are you sure that is garbage ? :hmmm:

who knows if the game can use old files or commands like "depth under keel report" or make that some things work as in sh3 , for example radars...

I remember with the release of silent hunter IV that some managed to introduce a german submarine, despite some problems , in the game.

this show also that they ran out of time and the game is unfinished, a lot of broken scripts, glitches, poor tweaking of IA..

piri_reis
03-04-10, 04:08 PM
Very interesting. I was playing around with your compass mod last night (tweaking the position to my resolution and preference) when I moved it way too far. I ended up having a Telegraph, Rudder indicator, etc pop up in the top left corner. Of course they did not work, but mousing over them did bring up the "tekegraph" pop-up tooltip. It would be awesome if some of you more talented people could get them working!

That's easy after I saw DarkWraith's solution:

Open his mod file Page layout.py
Go down to where he inserted this line:

if d == Pagelayout_Groupfeedback_Rudder or d == Pagelayout_Groupfeedback_Heading:
continue
Delete the first line and just leave continue on the next line, so the whole file becomes like this:



def InitializeScript():
# SH4 orders bar
ShowOrdersTabControl = False
dry = -10
if ShowOrdersTabControl:
dry = 1
for ctrl in Pagelayout.Controls:
if ctrl.Name == "OrdersTabControl":
Pagelayout_Groupfeedback.SnapParent = ctrl
ctrl.SnapFromAnchor.DependentRelativeY = dry
ctrl.SnapParent.SnapChildZones()
break

PositionDials()

# message message
#Pagelayout_Groupmessages2.SetSnapParent( Pagelayout, MenuItemWrapper.LocationPresets.BottomRight, False, 0, False )
#Pagelayout_Groupmessages2.SnapFromAnchor.OffsetY = 60

Pagelayout.SnapChildZones()


def PositionDials():
dials = [
Pagelayout_Groupfeedback_Throttle
, Pagelayout_Groupfeedback_Speed
, Pagelayout_Groupfeedback_Rudder
, Pagelayout_Groupfeedback_Heading
, Pagelayout_Groupfeedback_Depth25
, Pagelayout_Groupfeedback_Depth260
]
offset = 0
i = -1
for d in dials:
continue
i = i + 1
if i == 0:
offset = d.Size.Width / 2 + 20 + 450
# grab it by the bottomcenter:
d.SetSnapParent( Pagelayout, MenuItemWrapper.LocationPresets.BottomCenter, True, 0, False )
d.SnapFromAnchor.AnchorRelativeX = 0
d.SnapFromAnchor.AnchorRelativeY -= 1#take it off the screen
d.SnapFromAnchor.OffsetX = offset
d.SnapFromAnchor.OffsetY = 60
if i % 2 == 1:
offset = offset + d.Size.Width


def UnloadScript():
pass


#def Action():
# i = 2


This will give you working rudder,telegraph,depth gauge from SH4 stock.

Sorry this is a mod of a quick/dirty mod :doh:

TheDarkWraith
03-04-10, 05:10 PM
That's easy after I saw DarkWraith's solution:

Open his mod file Page layout.py
Go down to where he inserted this line:
...
This will give you working rudder,telegraph,depth gauge from SH4 stock.

Sorry this is a mod of a quick/dirty mod :doh:

no worries! We're all experimenting currently and trying to figure things out. The more people 'play' with the files and others work the more we learn. Keep experimenting :up:
btw I did release an official 3 dials mod. Check it out, maybe you can spot or help fix an error I've been trying to fix in it.