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View Full Version : Torpedo Tubes doors still bugged after 1.2 patch???


Mithrandir
05-26-10, 02:40 AM
Dear all,
I tried this without any mod installed (SH5 + patch 1.2 only):
Load the 1st historical mission selecting type VIIB u-boat soon after reloading the game.
if I go to the external view and open the 1st tube I notice... Nothing, te tube does not opens, and also all the other tubes!!!
If I load any mission after this one all other u-boats cannot open tubes.
May I ask you t try this in order to understand if I'm the only one to have such aproblem?

Bye,
Mith

SteelViking
05-26-10, 03:09 AM
I have never been able to get a tube door to open. They must not have really fixed it.

AOTD_Rhonen
05-26-10, 03:18 AM
- u can not open manuel
- on firing, they are instant open ...
- ...and instant close after torpedo is on the way.

nice fix :down:

jwilliams
05-26-10, 03:21 AM
Turn external camera off.........

There fixed. :O:

I never noticed because i dont use the external camera. :yep:

:salute:

Mithrandir
05-26-10, 03:45 AM
Yeah,
I have to correct what AOTD wrote, you can open them, there is acommand to toggle open/close of the selected tube. You can associate a key to the command in Commands.cfg (my is "Key0=0xBF,,"/"). The command is "Toggle_open_close_torpedo_tube". This command seems not to work in my specific case. Also the istant opening when you fire does not work anymore in my case...
Any feedback?

Bye,
Mith

The General
05-26-10, 03:56 AM
If you use Skjwaser's Speech Recog Mod, when you say 'Flood Tube One', for example, the outer door will open and when you select a different tube, the last one closes. This did not work before Patch 1.2, so they've sorta fixed it ;)

Mithrandir
05-26-10, 04:19 AM
Yeah,
you are correct, but my discovery is that, if you create a specific case described in my first post (even with a vanilla SH5 + 1.2 patch) it seems that type VIIB tube doors are bugged... Not in the same way it was before the patch, but anyway still bugged...
May I ask someone to check if can reproduce my problem?

After some trials it sems that the problem happens when you have a mission in which are present other AI subs... Maybe it can be solved by acting on the *.sim files for the AI subs?

Thanks,
Mith

zack
05-26-10, 07:30 AM
it works fine,i use rubys keyboard mod and when i press "Q" the selected door get open and close without fireing. :yep:

Mithrandir
05-26-10, 08:25 AM
Hi Zack,
I know, under normal circustancies it works fine for sure. The problem is: Have you tried to perform the same steps I explained in my first post?
1) Load the game;
2) load 1st historical mission "fate of U-110" selecting Type VIIB sub;
3) try to open torp. tube doors.
I would like to understand what happens in such case and ONLY in such case. If you do not try this your feedback has no meaning... Sorry, but when testing SW it is extremely important to reproduce exactly the same situation.

Thank you and bye,
Mith

Mithrandir
05-26-10, 10:20 AM
So FINALLY I discovered the cause of the problem.
Both the Player SUB and the AI subs use the same GR2 file (merged in the *.ptr file) for torpedo doors. This file is included in the Sub parts directory in the player's sub folder.
This file has the following name: "Room_EXT - Torp Doors + Anim.GR2".
Copying this file in another directory and renaming it and modifying the reference in the AI sub prt file does not solve the problem but removing the merging in the prt file does. In this case the AI subs will no more have torpedo doors but the player's sub will keep the animations.
May I ask to the other modders some idea to solve better the problem? I think that I should change the ID (exadecimal?) for the torp doors in the AI subs but I cannot understand how to do this. Help, please!

Bye,
Mith

TheDarkWraith
05-26-10, 10:25 AM
So FINALLY I discovered the cause of the problem.
Both the Player SUB and the AI subs use the same GR2 file (merged in the *.ptr file) for torpedo doors. This file is included in the Sub parts directory in the player's sub folder.
This file has the following name: "Room_EXT - Torp Doors + Anim.GR2".
Copying this file in another directory and renaming it and modifying the reference in the AI sub prt file does not solve the problem but removing the merging in the prt file does. In this case the AI subs will no more have torpedo doors but the player's sub will keep the animations.
May I ask to the other modders some idea to solve better the problem? I think that I should change the ID (exadecimal?) for the torp doors in the AI subs but I cannot understand how to do this. Help, please!

Bye,
Mith

the torpedo doors are a child of the main object and thus there is no problem with sharing it.

Mithrandir
05-26-10, 11:03 AM
This seems not to be true.
In the Goblin Editor I see that the torpedo doors are merged to the Sub_Hull. If I remove the merging in the AI subs (so no more link to torpedo doors) the animations in the player sub work again.
If I re-add the merging in the same type AI sub the animations does not work anymore but only when you start a mission in which there is the same sub type as AI sub.
This is a clear indication that the problem is here. I think there should be some kind of unique identifier for the animations that causes the problem. Let's try it!
I think we shall find a way to clone the file for the doors like was done for SH3/4.

Bye,
Mith

SteelViking
05-26-10, 11:10 AM
I wish you luck on this project Mithrandir. I also hope you release a mod for this if you get it working.:rock:

DerMo
05-26-10, 11:57 AM
I can only tell about the VIIc,all fine here,tubes working correct after patch.Maybe they forgot to fix that on the VIIb?

Mithrandir
05-26-10, 12:55 PM
The problem is only if you encounter an AI sub of the same type. So if you are in a VIIA or VIIC and encounter a VIIB you have not this problem. I assure you that it happens also with the type VIIC in the right situation!

Bye,
Mith

Madox58
05-26-10, 03:47 PM
I've got the PM's and E-mails on this issue.
After a quick look here's what I know.

All animations for tube doors for subs use the same names in the sim files.
So if your in a VIIB and and AI VIIB is near?
Yes, there are going to be problems!
Nice spotting by the way!
:up:

I'll look closer at this for a possible easy fix.

Regards all!

kylania
05-26-10, 03:54 PM
So using the same animation files (same named files) results in the same animation state between two entities? That's ridiculous. heh

TheDarkWraith
05-26-10, 04:19 PM
So using the same animation files (same named files) results in the same animation state between two entities? That's ridiculous. heh


maybe I'm totally missing something here.....each sub has it's own ID. The torp doors have their own ID and are a child of that sub ID so there should be no problem with sharing animations.....what am I missing here?

Madox58
05-26-10, 04:23 PM
Tis a problem with the GR2 file system.
You can not name an animation the same in files as was done in earlier versions.
Granny does not know what ID's are.
It uses a nameing convention because that's the way it works.
Had the Devs modded a few key files?
This would not happen.
So we find a fix.
Nothing new here.

Mithrandir
05-27-10, 01:17 AM
I "went exadecimal" in the GR2 file for the torp tube doors but I can not find where to change. I changed the names for the animations that appear in the goblin editor but the problem still exists... Probably changing something in the "sim" file? But it appears that the AI subs do not have defined the animation for the doors, only use the model... If we can separate them and integrate the model of the doors in the same GR2 file for the AI hull probably we can solve the matter, or no?

I'm currently trying to change anything I can change in the GR2 and sim files but without any clue, for now... furthermore yesterday the UBI server was down again... S@#t!!!

Bye,
Mith

Mithrandir
05-27-10, 01:29 AM
Ok, I checked what privateer said and probably I'm on the good way... I have changed the names for the animations in a door file that I copied in the AI sub directory and I'm changing the reference to these animations in the sim file of the AI sub. I will try it later in the morning and will let you know the results as soon as I finish. Let's cross the fingers... :)
Thank you, privateer for your tips!!!

Bye,
Mith

Mithrandir
05-29-10, 08:39 AM
Hello everybody,
I tried for some time but with no success. The best I have done is to eliminate the problem by removing the torp doors from the AI subs. The good thing is that this is not so visible (it is worst that your sub does not open them, in my opinion).
I will try to do something better in the next week. Let's cross the fingers! :)

Bye,
Mith

SteelViking
05-29-10, 12:37 PM
Hello everybody,
I tried for some time but with no success. The best I have done is to eliminate the problem by removing the torp doors from the AI subs. The good thing is that this is not so visible (it is worst that your sub does not open them, in my opinion).
I will try to do something better in the next week. Let's cross the fingers! :)

Bye,
Mith

It is rare that you even see another submarine in the campaign, let alone see the torp doors under water. So I totally agree with you on this. Good luck finding a better solution though.

Madox58
05-29-10, 01:07 PM
Here's a thought for you.
Copy the Torp gr2 file to the submarine parts in the 7B ai folder.
Then edit the prt file to point to it.

Now those are different files and the pointers are different.

Mithrandir
05-30-10, 11:12 AM
Thank you Privateer,
I must say that this was the first thing I tried but I had no success. Probably the reason for the failure was that I tried it without the step number 3? :hmmm:
I mean:
1) copy the door GR2 in the AI folder;
2) modify the AI prt to point at it; --- This two steps were tried
3) eliminate the animation reference in the AI sim file (this was tried alone).

I will try in the next days... Thank you! :up:

Bye,
Mith

TheDarkWraith
05-30-10, 11:22 AM
just some FYI the torp doors do work correctly in patch 1.2 (i.e. if you command it to open it opens, if you command it to close it closes)

Mithrandir
05-31-10, 01:58 AM
just some FYI the torp doors do work correctly in patch 1.2 (i.e. if you command it to open it opens, if you command it to close it closes)

Yes, of course, but the small problem is that they forgot to consider that sometimes you encounter also other greman AI subs.... In that case the doors does not work anymore in patch 1.2... i.e. if you command it to open it remains closed, if you command it to close it remains closed! :nope:
Is this behaviour that I'm trying to fix...

Bye,
Mith

Madox58
06-01-10, 05:43 PM
The next step may need to be placeing the needed animations in a dat file.
Rename them in that file and make all needed changes.
Unless we can get a Dev to make the needed adjustments to the
GR2 files, and then send them to us for the final work in Goblin.

A Dev with access to the Granny kit could mearly change the names of
all the animations and then send the GR2 to us for final work.

5 minutes work for them if they work slow.

Mithrandir
06-02-10, 09:35 AM
Hello Privateer,
I had no time to try it in the last days... Quite busy for work! :(
I will try in the next two days. I did not knew that it is possible to extract the GR2 file contents and import in dat files... Have you some tutorial/how-to that I can read to do this? and after the dat file can be merged in the prt file exactly like the gr2 file or we have to do something different?

Bye,
Mith

Madox58
06-02-10, 05:29 PM
I've set up an area at MarbleCakes to go over the how-to stuff for dats.
:salute:

Demon777
09-27-21, 11:23 AM
this problem with tube doors animations persists even in TWOS 2.2.24...

and, as I see from the previous posts, the reason is that you sub encounter another German (AI) sub on patrol... Any way to fix it??

Jeff-Groves
09-27-21, 12:32 PM
Copy the animation file from any given Sub.
Rename all the parts in the GR2 file.
Place it in the AI Sub folders area and re-do the AI Subs Sim file to match the names.
Then correct any ID's that might be screwy.

Sounds easy but it is a bit of work to pull off.
:hmmm:

Demon777
09-28-21, 04:21 AM
Hi Jeff,
Thanks!!
not so easy for unexperienced modder, but definitely worth attempting :up: