View Full Version : [WIP] FX Update
mishuleu155
01-05-13, 07:57 AM
Ok. But i made those modification have you suggested with the S3D - Silent 3ditor and i unchecked those flares and if i activate only fx update mod they don't appear. If I put irai mod next appears again. Result that irai activate them again.
volodya61
01-05-13, 08:31 AM
This worked for me. I don't know why it's not working for you.
PS: How do you check the changes in the game?
mishuleu155
01-05-13, 08:44 AM
historical missions
mishuleu155
01-05-13, 09:03 AM
success:yeah:
I made this modifications.
Ship weapons:
#
strategy ShipFire(Ship)
{
precond
{
Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or (Ship:ContactPresenceIs(PRESENCE_LOOSING, 0) and Ship:GetContactLostTime() <= 360.0)
}
strategies
{
DC,
Cannons,
CannonsAtSubmerged,
#CheckStarshellEnable,
ShipFireStarShells,
ShipFireStarShellsDistance
I deleted the "ShipFireStarShells" and "ShipFireStarShellsDistance" in IRAI mod.
I hope it will help those who have ATI cards.:salute:
Glad you sorted it out :)
mishuleu155
01-05-13, 09:23 AM
Glad you sorted it out :)
Thank you. Good hunting. :Kaleun_Periskop::Kaleun_Salute:
SixthFall
01-05-13, 02:22 PM
Hey all, is the BARF mod compatable with this mod? If not, does the fx mod do the same or a similar job that BARF does??
Thanks!
Trevally.
01-07-13, 05:02 PM
Now ready to download from subsim http://www.subsim.com/radioroom/downloads.php?do=file&id=3867
:up:
Yukicore
01-12-13, 06:53 AM
Hey guys, I am wondering on how can I get the effects of fire spreading and ships sinking, without the updated effects, flares, horns and all, as they cause lag. How do I get to do that? Or is there a mod for damage spreading stand-alone?
zaloxski
01-12-13, 08:48 AM
Now ready to download from subsim http://www.subsim.com/radioroom/downloads.php?do=file&id=3867
:up:
Thank you, I'm coming back to sh5 and looking for a sort of mods to enjoy this sim again.
Navuhodonosor
01-13-13, 03:15 PM
Now ready to download from subsim http://www.subsim.com/radioroom/downloads.php?do=file&id=3867
:up:
Oh I was getting frustrated with the gamefront link, thanks:D
THE_MASK
01-15-13, 12:30 AM
I have and others have reported severe lag when the white flares are deployed when your sub is spotted . cheers .
volodya61
01-15-13, 06:26 AM
I have and others have reported severe lag when the white flares are deployed when your sub is spotted . cheers .
:agree: but I think that this is more the IRAI issue
TheDarkWraith
01-21-13, 12:49 AM
v0.0.21 released. See post #1
:|\\
mikaelanderlund
01-21-13, 01:45 AM
Cool. Thanks!:salute:
Navuhodonosor
01-21-13, 03:17 AM
Good gets even better:yep:
arnahud2
01-21-13, 05:21 AM
Thank you for the 0.0.21 update, TheDarkWraith.:salute:
v0.0.21 released. See post #1
:|\\
- fixed bug of pilot and parachute spawning close to water. They are not allowed to spawn lower than 15m now
You did it :yeah:
Very well done, but I would adjust minimum drop altitude to not lesser than 200-250 ft asl (61-76 m). ;)
Source:
http://www.combatreform.org/llparachute.htm
TheDarkWraith
01-21-13, 01:37 PM
You did it :yeah:
Very well done, but I would adjust minimum drop altitude to not lesser than 200-250 ft asl (61-76 m). ;)
Source:
http://www.combatreform.org/llparachute.htm
The height at which no pilot and parachute are created is easy to change. It's one value in the .dat file. Change the Height value of the EffectsChoice controller from 15 to whatever number and that's it :)
The height at which no pilot and parachute are created is easy to change. It's one value in the .dat file. Change the Height value of the EffectsChoice controller from 15 to whatever number and that's it :)
Which one of the many dat files? :hmm2:
TheDarkWraith
01-21-13, 02:13 PM
Which one of the many dat files? :hmm2:
TDW_FXU_Debris_Particles.dat
TDW_FXU_Debris_Particles.dat
Done, thank you :up:
volodya61
01-21-13, 02:41 PM
You did it :yeah:
..but I would adjust minimum drop altitude to not lesser than 200-250 ft asl (61-76 m). ;)
IIRC the minimum height of the ejection for MIG-35 and SU-35 is 25 meters :haha:
IIRC the minimum height of the ejection for MIG-35 and SU-35 is 25 meters :haha:
really?! :o
yet, the source I posted below reports much bigger figures for US low level drops, using the T-10 parachute. Moreover, it states that T-10's minimum drop altitude is unequated by modern day's T-10D model :hmmm:
volodya61
01-21-13, 05:30 PM
really?! :o
yet, the source I posted below reports much bigger figures for US low level drops, using the T-10 parachute. Moreover, it states that T-10's minimum drop altitude is unequated by modern day's T-10D model :hmmm:
I've read somewhere (don't remember exactly) the height of 25 meters is possible because during the ejection the pilot throws up by 70-80 meters..
I've read somewhere (don't remember exactly) the height of 25 meters is possible because during the ejection the pilot throws up by 70-80 meters..
Super freaking awesome Russian-made ejection seats explain it all :03:
I've read somewhere (don't remember exactly) the height of 25 meters is possible because during the ejection the pilot throws up by 70-80 meters..
Ejection from ground-level is possible also:up: Not safe for health enough - depending on situation. Eapecially usual thing for carrier's pilots:smug:
What's the verdict on enabling "Real Sink 1.0" over the FX mod? Is it compatible?
finchOU
02-11-13, 03:56 AM
Ejection from ground-level is possible also:up: Not safe for health enough - depending on situation. Eapecially usual thing for carrier's pilots:smug:
All modern aircraft that have ejection seats which are rated at 0/0. Meaning 0 airspeed 0 altitude. Basically every Navy Carrier ac has had a 0/0 seat since the early 60's. These modern seats use what's called a ballistic spreader...which opens the canopy while the seat is still going up (if that makes sense). Ejection seats are designed to safe your life....not save your life with no broken bones (or appendages if they get snagged).....a ground ejection may only give you a swing in the chute before you hit the ground so you could still break your neck or be dragged to death if you are unconscious. But that's much better then an out of the envelope low altitude ejection....which is not survivable (aka no chute before impact). My seat on a trusty F-5 is 60/0 ...which means you need at least 60 knots to get a chute....tho i dont know if I'd trust that with no ballistic spreader. The F-5 was designed in the 50's tho.
test_m4a1
03-18-13, 06:37 AM
Hey!
I have just downloaded this nice mod but unfortunatly i have some problem with it. After loading a mission, game or stops or crashes to desktop.
Before installing all this mods on left side were working properly, now i have disabled them to see it FX is a problem. And it is because before adding FX all this mods were ok, maybe it was loading for a while but ok :)
What am i doing wrong? How this list should look like to work properly?
Cheers!
Edit, i tryed now to run only Open Horisons and UI only and it crashes too so i dont have any idea what is the problem... :(
Coenraad
03-18-13, 10:18 AM
Hey guys my game freezes for a couple of seconds when flares are shot up, and i get some werid huge smoke skreen on the horizon after loading a save.
Any tips? (game is 1.2)
Hey guys my game freezes for a couple of seconds when flares are shot up...
Any tips? (game is 1.2)
In case you want to remove them: :03:
http://www.subsim.com/radioroom/showpost.php?p=1988583&postcount=1004
volodya61
05-22-13, 07:21 AM
Okay..
While we are waiting for TDW to merge our add-on to the main mod in the next version, we decided to post here a temporary link..
Here is our (gap & volodya61 team) work that lasted three weeks or so :) :woot:
All the effects are based on TheDarkWraith's files of FX Update, so you can use it only with the main mod..
What was done:
Completely reworked torpedoes explosion fx. Torpedo splashes are now much more detailed and realistic, and they are visible at a distance of more than 7 km.
New Torpedoes Explosion - FX Update add-on - http://www.mediafire.com/download/58cw9kbgbi1vp52/New_Torpedoes_Explosion_-_FX_Update_add-on.7z
Trevally.
05-22-13, 12:16 PM
Good job guys:Kaleun_Cheers:
Okay..
While we are waiting for TDW to merge our add-on to the main mod in the next version, we decided to post here a temporary link..
Here is our (gap & volodya61 team) work that lasted three weeks or so :) :woot:
All the effects are based on TheDarkWraith's files of FX Update, so you can use it only with the main mod..
What was done:
Completely reworked torpedoes explosion fx. Torpedo splashes are now much more detailed and realistic, and they are visible at a distance of more than 7 km.
New Torpedoes Explosion - FX Update add-on - http://www.mediafire.com/download/58cw9kbgbi1vp52/New_Torpedoes_Explosion_-_FX_Update_add-on.7z
:Kaleun_Thumbs_Up:
divingbluefrog
05-24-13, 03:29 AM
I've got a problem enabling my mods.
There is a conflict between FX_Update_0_0_21 and News_UIs_7_4_0.
I have a fresh install, with no mod yet.
Generic Patcher is applied.
Fx_Update alone works well.
News_UIs alone works well.
Trying to apply News_UIs on top of FX_Update, bring a conflict in JSGME about the files :
Uboat-Sensors.fx; Uboat-Sensors.GR2; Uboat-Sensors.sim.
When I load the game, I CTD when I try to ask for new orders with the officier.
volodya61
05-24-13, 03:35 AM
I've got a problem enabling my mods.
There is a conflict between FX_Update_0_0_21 and News_UIs_7_4_0.
I have a fresh install, with no mod yet.
Generic Patcher is applied.
Fx_Update alone works well.
News_UIs alone works well.
Trying to apply News_UIs on top of FX_Update, bring a conflict in JSGME about the files :
Uboat-Sensors.fx; Uboat-Sensors.GR2; Uboat-Sensors.sim.
When I load the game, I CTD when I try to ask for new orders with the officier.
Install FX Update then NewUIs.. let NewUIs overwrite files..
Your CTD isn't related to JSGME conflict.. something else cause it..
divingbluefrog
05-24-13, 05:54 AM
Thx Volodya. You were right, settings in Generic Patcher were cause of the CTD. Solved now. Still troubles with external camera, but it's minor annoyance.
volodya61
05-24-13, 05:59 AM
..settings in Generic Patcher were cause of the CTD...
What settings? specify please..
divingbluefrog
05-24-13, 11:59 AM
Initially in TDW_SH5_Patches :
-Real nav menu.txt entries
-Render patches
-change 4,5,6,7
were not enabled, all others were enabled except the ones still not enabled (see below). All entries in TDW_SHcollisions and TDW_SHsim were enabled. I thought as the real nav mod was not in place yet, it was the correct config.
Now, these entries are enabled.
I still have not enabled Maps colors, Render Patches change 8 & 9, intro movie and the 2 entries about Orbit listener.
In patcher, i have real nav entries activated as well as render patch N° 4/5/6/10/11/13/14, and all the Orbit stuff deactivated.
Have a look on the pictures: http://www.subsim.com/radioroom/showpost.php?p=1984220&postcount=1
Only the first picture is deactivated now, due to an Orbit error i had lately...
Hope this could help :up:
Cpt Tuna
06-16-13, 09:06 PM
Hey guys, i just installed this mod and now when ever i go into periscope depth the periscope wont break the surface. It will be about 2 feet below the water. If anyone knows what to do or why this is happening that would be awesome. Thanks!
volodya61
06-17-13, 05:34 AM
Hey guys, i just installed this mod and now when ever i go into periscope depth the periscope wont break the surface. It will be about 2 feet below the water. If anyone knows what to do or why this is happening that would be awesome. Thanks!
I recommend you to use this mod to solve your issue - http://www.subsim.com/radioroom/downloads.php?do=file&id=4002
PL_Daritto
07-29-13, 11:52 PM
For me, it is said, tears of socks :) Great job :):rock:
TheDarkWraith
08-05-13, 06:54 PM
v0.0.22 released. See post #1
v0.0.22 - added gap/volodya61's reworked torpedo explosion effects
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
- included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled.
v0.0.22 released. See post #1
v0.0.22 - added gap/volodya61's reworked torpedo explosion effects
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
- included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled.
:woot:
volodya61
08-05-13, 07:09 PM
v0.0.22 released. See post #1
v0.0.22 - added gap/volodya61's reworked torpedo explosion effects
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
- included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled.
Thank you :salute:
Great! :woot: and thanks!
Since last version, i get those huge explosions staying forever on screen :o
Going to redownload and try again, but maybe something conflicting with other mod :hmm2:
I'm still using old style explosion...but i don't see why suddently 0.22 should interfert...
http://img15.hostingpics.net/thumbs/mini_840371explosion.jpg (http://www.hostingpics.net/viewer.php?id=840371explosion.jpg)
EDIT: think i found the new culprit...it is my AST...zone cfg no longer compatible. So nothing to do with your nice mod! (sorry)
Pfff...it's not my AST finally, i got it again without :/\\!!
Am i alone with this issue of FX 0.22?
Didn't try it in career, but in single missions it's very obvious...
Well, going back with previous 0.21 in the waiting of answer :nope:
volodya61
08-06-13, 05:33 PM
..Am i alone with this issue of FX 0.22?..
I guess you're the only who still testing the game/mods :-?
Pfff...it's not my AST finally, i got it again without :/\\!!
Am i alone with this issue of FX 0.22?
Didn't try it in career, but in single missions it's very obvious...
Well, going back with previous 0.21 in the waiting of answer :nope:
- What ships have you tested so far which are affected by the problem? There is a chance (though remote) that by accident I added some unwanted zones to them.
- Have you tried comparing the two zones.cfg files in winmerge? there shouldn't be any other difference between the two files than the new zone added by me to v. 0.22 of the cfg file, but I could have inadvertently changed the settings of some other zone.
- Is this happening when ships are torpedoed. If so, are you using one of the 4 add-on torpedo mods which were added by TDW to the latest version of FXU?
- Finally: have you used before the reworked torpedo effects while it was available as a patch? Again, as far as I can remember we didn't touch fire explosions (just water explosion), but some other particle generator might have been altered by mistake. :hmm2:
volodya61
08-06-13, 05:39 PM
- Again, as far as I can remember we didn't touch fire explosions (just water explosion), but some other particle generator might have been altered by mistake. :hmm2:
You're right, we didn't touch them.. because these settings are located in entirely different files..
An easy way to test what is wrong with v 0.22:
- enable v 0.21 => test if everything is Okay
- enable the new Zones.cfg on top of v 0.21 => test again
- enable the new ship zon files on top of the two previous mods => test again
- enable the patch version of the reworked torp explosion FX => test again
- enable any of the torp add-on's, if you used it during your previous tests.
Hopefully, one of the above test will unvail the mistery :salute:
You're right, we didn't touch them.. because these settings are located in entirely different files..
Yes, exactly, but you never know :hmmm:
An easy way to test what is wrong with v 0.22:
- enable v 0.21 => test if everything is Okay
- enable the new Zones.cfg on top of v 0.21 => test again
- enable the new ship zon files on top of the two previous mods => test again
- enable the patch version of the reworked torp explosion FX => test again
- enable any of the torp add-on's, if you used it during your previous tests.
Hopefully, one of the above test will unvail the mistery :salute:
Yeah, but right now enabling 0.21 as it was before give me CTDs in single mission :doh:
I rolled back exactly as before though!!
Driving me a bit mad actually. I keep trying...
Yeah, but right now enabling 0.21 as it was before give me CTDs in single mission :doh:
Volodya is right then: definitely your PC is possessed.
You don't need the help of fellow modders, but a team of exorcists :D
http://i214.photobucket.com/albums/cc115/nickdawnlevis/satan_med.jpg
:haha:
More seriously, half of my mods deactivated, back with 0.21, i still have the problem...
So it's not coming from FX 0.22 obviously :hmmm:
Last to investigate is patcher now...with latest radio patches that i activated.
Trying without...
Ok, problem is gone...i deactivated latest radio patches, and everything is fine again with 0.21 :up:
So those 2 radio patches are not working (on my rig at least) :nope: even giving CTD sometimes...
volodya61
08-06-13, 06:30 PM
Ok, problem is gone...i deactivated latest radio patches, and everything is fine again with 0.21 :up:
So those 2 radio patches are not working (on my rig at least) :nope: even giving CTD sometimes...
I've always said - test new mods/patches one by one.. don't enable them all at once..
I've always said - test new mods/patches one by one.. don't enable them all at once..
Yes, but only 2 radio patches with latest patcher...and had to activate them to run with FX 0.22...couldn't know patches were deffective :)
Ok, problem is gone...i deactivated latest radio patches, and everything is fine again with 0.21 :up:
So those 2 radio patches are not working (on my rig at least) :nope: even giving CTD sometimes...
Glad you finally tracked down the problem :yeah:
On a side note, the radio patched crashing to desktop when v 0.22 of FXU is not enabled, arise some suspects: according TDW explainations, his patches should assume that radio equipment is already present when the new radio zones are not found on an ship. I see only two possible explnation: either the new zone definitions need to be in zones.cfg anyway, or this in another flaw (besides the never ending explosions) in TDW's code :hmmm:
All i can say to help you, is my tests were using TDW torpedo single mission (with 1 liberty ship running 5 knots) and SM20 single mission (with 3 boats all stopped - 1 cimmaron 1 CS1B and the other don't recall the english name)
All those boats were like on the screen above, huge explosion from bow to stern never ending...
FX 0.21 or FX 0.22 the same issue. But sometimes CTD with 0.21...not with 0.22.
Now i've tested my whole mod list using FX 0.22 and FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches), and all is fine WITH radio patches deactivated.
As soon as i reactivate radio patch ---> issue back again.
Hope this helps to track what's wrong with generic patcher :up:
(tried to run debug when had the CTD issue with 0.21, but nothing clear appear about the CTD - just debug list ends without problem reported)
vdr1981
08-11-13, 07:47 AM
Ok, problem is gone...i deactivated latest radio patches, and everything is fine again with 0.21 :up:
So those 2 radio patches are not working (on my rig at least) :nope: even giving CTD sometimes...
Great find Fifi, you saved my day(or month :)), you should post this in the generic patcher thread also.
TheDarkWraith
08-12-13, 10:10 PM
All i can say to help you, is my tests were using TDW torpedo single mission (with 1 liberty ship running 5 knots) and SM20 single mission (with 3 boats all stopped - 1 cimmaron 1 CS1B and the other don't recall the english name)
All those boats were like on the screen above, huge explosion from bow to stern never ending...
FX 0.21 or FX 0.22 the same issue. But sometimes CTD with 0.21...not with 0.22.
Now i've tested my whole mod list using FX 0.22 and FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches), and all is fine WITH radio patches deactivated.
As soon as i reactivate radio patch ---> issue back again.
Hope this helps to track what's wrong with generic patcher :up:
(tried to run debug when had the CTD issue with 0.21, but nothing clear appear about the CTD - just debug list ends without problem reported)
What exactly happens/doesn't happen? I have no problems at all with any of my patches enabled (except for the Advanced users ones) :hmmm:
Ok, strangely, 90% of time when boat is destroyed/abandonned (when the red flare is fired) a huge explosion happens with all the boat in flames (like my screen above) and it's burning for ever...like if the burning animation was stuck.
Only happens with your radio patches enabled :doh:
Without, no prob.
PS: using current list in sig
vdr1981
08-13-13, 08:53 AM
And it looks like this...Shortly after that CTD is imminent .
http://i72.servimg.com/u/f72/17/10/76/38/sh5img10.jpg
vdr1981
08-17-13, 11:45 AM
Hm, after some testing i'm pretty sure that new FX 0.0.22 cause CTD when unit is destroyed, tested in TDW torp tutorial mission, enleast on my rig...:hmmm:
volodya61
08-18-13, 05:17 PM
TDW, I just revised my mods 'warehouse' and downloaded last FXU 0.0.22.. maybe these two mods (FX Update 0.0.22 Stock Torpedoes (modified for torpedoes failure patches), FX Update 0.0.22 Stock Torpedoes - MagDet range 3m (modified for torpedoes failure patches)) should be removed from the FXU.. I've edited them for the stock game only.. :hmmm:
Dogfish40
08-18-13, 11:11 PM
And it looks like this...Shortly after that CTD is imminent .
Thank you Fifi and vdr1981.
I'm having the exact same thing. This is happening if I use more than one torpedo or anytime the ship suffers a catastrophic explosion. The explosion graphic freezes then a CTD:o. I usually have enough time to save. I do not currantly have any of the torpedo failure patches enabled. I am getting these about half the time. Mostly when I use more than one torpedo. I disabled the "one ship,one torpedo" mod (I tried both types) and I tried using "Critical Hits..." mod (Both types). It doesn't seem as bad if I use stock (unmodded) torpedo's but I then have to use 5 or 10 torpedos to sink a rowboat. I am trying differant mod and patch configurations but just when I think I've got it solved it happens again. It's best so far with unmodded torpedo hits.
I have "Critical Hits v1.2" installed at the moment. I fear it's not going to help though.:hmm2:
D40
Thank you Fifi and vdr1981.
I'm having the exact same thing. This is happening if I use more than one torpedo or anytime the ship suffers a catastrophic explosion. The explosion graphic freezes then a CTD:o. I usually have enough time to save. I do not currantly have any of the torpedo failure patches enabled. I am getting these about half the time. Mostly when I use more than one torpedo. I disabled the "one ship,one torpedo" mod (I tried both types) and I tried using "Critical Hits..." mod (Both types). It doesn't seem as bad if I use stock (unmodded) torpedo's but I then have to use 5 or 10 torpedos to sink a rowboat. I am trying differant mod and patch configurations but just when I think I've got it solved it happens again. It's best so far with unmodded torpedo hits.
I have "Critical Hits v1.2" installed at the moment. I fear it's not going to help though.:hmm2:
D40
Good news, this bug was squashed with Generic Patcher v1.0.148.0 on 08-13-2013 (http://www.subsim.com/radioroom/showthread.php?t=181433)
Problem was an intermittent one and I was finally able to figure out what was going on (it was some of my new code). Problem has been fixed.
v1.0.148.0 released. See post #1
Starting with v1.0.148.0 fixed intermittent bug in Units must use radio patch that could cause endless animation looping and possible CTD.
Dogfish40
08-19-13, 08:34 AM
Good news, this bug was squashed with Generic Patcher v1.0.148.0 on 08-13-2013 (http://www.subsim.com/radioroom/showthread.php?t=181433)
Katze, Without people like you I would never get my problems solved, Thank you very much.
I really thought I had the latest version however, my memory does not always cooperate and I probably focused too much on the FX mod. When I tried disabling the Radio patches as I read below in this thread, TDW had already updated the patcher.
Sehr Gut
Danke :up:
D40
vdr1981
08-26-13, 10:30 AM
I'm still having CTD problem with FX 0.0.22...:hmmm: I'm not so sure yet, but it looks like it's something from "Sea" folder that cause problems.
Also, what is the point of zones.cfg file from FX update mod when later is overwriten by OHII campaign in most modlists (Sober's , Fifi's ect.)?
And i have one more question about zones.cfg file...What is defined in this file? Is it damage data (hitpoints, armor)for AI units only or there are some settings for playable submarines too?
Trevally.
08-26-13, 12:34 PM
Also, what is the point of zones.cfg file from FX update mod when later is overwriten by OHII campaign in most modlists (Sober's , Fifi's ect.)?
TDWs FX mod need a new zone file as he add things to ships
OHII uses the PT boat and mines made by TDW that also need a zone file
If you used any of these two mods without the other and one did not have a zone file - you would ctd
So the fix is for the files in these mods to be the same and thus will overwrite each other with no issue and no ctd
:up:
Mikemike47
08-26-13, 01:25 PM
So the fix is for the files in these mods to be the same and thus will overwrite each other with no issue and no ctd
If any differences, than Winmerge would work to combine data. Unless zones to complicated that may cause CTDs, too. Not looking at file structures now.
@Trevally
Are you enjoying the new computer hardware?
vdr1981
08-26-13, 01:32 PM
Tnx Trevally!:up:
In this file there is category abouth sub parts also. Does changes in those lines effects player submarin in any way or not? For example, can i make sub's compartments more voulnerable to gunfire (lowering hitpoints, armor level in cm)? Currently , we need enormous ammount of firepower to produce some flooding, not so realistic at all. If answer is no, than i would really appreciate if someone can direct me which those files are...
I'm having a crasy thought to get rid of that annoying invisible health bar (aka hull integrity) and make sub to actually die from water flooding and sinking. I've done a lot reaserching (zon, upc file) but this is still very unclear for me...:hmmm:
Trevally.
08-26-13, 02:42 PM
If any differences, than Winmerge would work to combine data. Unless zones to complicated that may cause CTDs, too. Not looking at file structures now.
@Trevally
Are you enjoying the new computer hardware?
yes - winmerge will show any part in "a" that are not in "b"
OHII uses FX zone files - so there will be no diff
My new PC is great - just ordered Rome Total War II:rock: 1 week to go before it is released
Tnx Trevally!:up:
In this file there is category abouth sub parts also. Does changes in those lines effects player submarin in any way or not? For example, can i make sub's compartments more voulnerable to gunfire (lowering hitpoints, armor level in cm)? Currently , we need enormous ammount of firepower to produce some flooding, not so realistic at all. If answer is no, than i would really appreciate if someone can direct me which those files are...
I'm having a crasy thought to get rid of that annoying invisible health bar (aka hull integrity) and make sub to actually die from water flooding and sinking. I've done a lot reaserching (zon, upc file) but this is still very unclear for me...:hmmm:
zone changes for the sub is for adding the smoke in command room when you take damage - this is TDW that made the upgrades:up:
Lastman
08-29-13, 04:06 AM
i need restart my campaign for this mod???
CaptJulius
08-29-13, 05:00 AM
Thank You for this great mod TDW :yeah:
CaptJulius
08-29-13, 05:02 AM
i need restart my campaign for this mod???
I think you dont need to start new campaign :up: just install it when in port and you are good to go :yep:
vdr1981
09-17-13, 03:32 PM
I've finally get rid of CTD's with FX update 0.0.22 ... I've removed "red flare" effect from zones.cfg . As much as i like this effect , it causes to much problems on my computer(game freez, CTD). This was especially annoying with 0.0.22, sometimes ships shooting 3-4 red flairs at the same time...
[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_me rchant, 40
Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
Now i need some hints where to find "white flare" effect also? Need to kill that game freezer too...
P.S. I won't lose any of game functionality ,right? That red line is just visual effect?
Hi, anyone still got a copy of the FX_Update_BARF_Fix, posted waaaay back at the start of this thread (page 3) by TDW?
The link to the file is dead and I'd like to try this mod with BARF 1.3
Any help appreciated.
mikaelanderlund
10-06-13, 12:38 PM
How do I get rid of the flares, white and reds?
volodya61
10-06-13, 12:53 PM
How do I get rid of the flares, white and reds?
For white flares you should use IRAI 0.39 Patch 1
For red flares you should manually edit your zones.cfg.. lines with red flares should be commented out..
vdr1981
10-06-13, 03:28 PM
For white flares you should use IRAI 0.39 Patch 1
How , what, where? I'm using that patch but still i have white flares when submarine is detected.
volodya61
10-06-13, 03:54 PM
How , what, where? I'm using that patch but still i have white flares when submarine is detected.
I don't know why you still see these flares..
original (IRAI) Ship-weapons.aix file -
http://s19.postimg.org/h1s1ymitb/Ship_weapons1.jpg (http://postimg.org/image/h1s1ymitb/)
edited (IRAI Patch1) Ship-weapons.aix file -
http://s19.postimg.org/dtiz7u75r/Ship_weapons2.jpg (http://postimg.org/image/dtiz7u75r/)
I don't know why you still see these flares..
Have you guys tried commenting star shells out from ship eqp files?
volodya61
10-06-13, 04:07 PM
Have you guys tried commenting star shells out from ship eqp files?
What for? since I commented out star shells in the Ship-weapons.aix in the IRAI 0.37 (before TDW made his patch), I've never saw any white flares..
What for? since I commented out star shells in the Ship-weapons.aix in the IRAI 0.37 (before TDW made his patch), I've never saw any white flares..
Yes, since white flares (unlike red ones) are fired by dummy guns, I agree that your method is more elegant than the one proposed by me :03:
volodya61
10-06-13, 04:46 PM
Yes, since white flares (unlike red ones) are fired by dummy guns, I agree that your method is more elegant than the one proposed by me :03:
I tried not only this method.. I tried several (if you remember I started with the editing of FXU files :D) but this was more simple and fast than others.. especially when TDW suggested what I should do exactly.. :haha:
...this was more simple and fast than others.. especially when TDW suggested what I should do exactly.. :haha:
:rotfl2:
By the way: what about my idea of decreasing the pps rate of those flares, for reucing their impact on pc prformance, instead of giving the up at all?
We could use the one stock starshell effect as model, instead of starting from scratch... after all, stock tracers don't cause that much stuttering, and they use the same particle generators as starshells. This, together with Rongel's no bullet debris patch, would be an huge improvement for FXU :03:
volodya61
10-06-13, 05:37 PM
:rotfl2:
By the way: what about my idea of decreasing the pps rate of those flares, for reucing their impact on pc prformance, instead of giving the up at all?
We could use the one stock starshell effect as model, instead of starting from scratch... after all, stock tracers don't cause that much stuttering, and they use the same particle generators as starshells. This, together with Rongel's no bullet debris patch, would be an huge improvement for FXU :03:
Good idea :up:
I'm a little busy at the moment, I'm working on final edition of my edition of Win7 :D.. and as I've said before (http://www.subsim.com/radioroom/showpost.php?p=2121984&postcount=236) I even can't continue to work on my main work - NoName Mod Pack..
Good idea :up:
I'm a little busy at the moment, I'm working on final edition of my edition of Win7 :D.. and as I've said before (http://www.subsim.com/radioroom/showpost.php?p=2121984&postcount=236) I even can't continue to work on my main work - NoName Mod Pack..
Okay, whenever you are ready. In the meanwhile I will do some fast starshell edits and I will pass them on to you. You won't need a full mod list to test them. FX Update will be enough :up:
mikaelanderlund
10-07-13, 09:25 AM
What if deleting following?
FX_Update_0_0_19_ByTheDarkWraith\data\Library\
TDW_FXU_Flares_Particles.DAT
TDW_FXU_Flares_Materials.DAT
TDW_FXU_Flares
volodya61
10-07-13, 09:42 AM
What if deleting following?
FX_Update_0_0_19_ByTheDarkWraith\data\Library\
TDW_FXU_Flares_Particles.DAT
TDW_FXU_Flares_Materials.DAT
TDW_FXU_Flares
Nothing will change.. you will see stock white flares..
What if deleting following?
FX_Update_0_0_19_ByTheDarkWraith\data\Library\
TDW_FXU_Flares_Particles.DAT
TDW_FXU_Flares_Materials.DAT
TDW_FXU_Flares
Nothing will change.. you will see stock white flares..
mmmm... I am not sure about it: the game would still look for those effects and, not finding them, could either skip to the next event or create an unmanaged exception event, with relative CTD :hmm2:
volodya61
10-07-13, 11:36 AM
mmmm... I am not sure about it: the game would still look for those effects and, not finding them, could either skip to the next event or create an unmanaged exception event, with relative CTD :hmm2:
I had removed these files when I tried to get rid of white flares.. and white flares still were presented..
I had removed these files when I tried to get rid of white flares.. and white flares still were presented..
Exactly the same white flares (that would be weird, but with SH5 you never know!) or stock ones? If the latter was the case, half of my work would be already done: see the discussion going on here (http://www.subsim.com/radioroom/showthread.php?p=2124684#post2124684) :D :up:
volodya61
10-07-13, 01:04 PM
Exactly the same white flares (that would be weird, but with SH5 you never know!) or stock ones?
I don't remember nuances.. it was almost a year ago.. perhaps we need to re-test it again..
I don't remember nuances.. it was almost a year ago.. perhaps we need to re-test it again..
roger that :up:
mikaelanderlund
10-09-13, 12:27 PM
just for information. I think the FX22 causing my many CTD. No CTD when I'm using the FX21
check my silentotto ctd hunt topic.. could you add this there ?
vdr1981
10-20-13, 10:11 AM
just for information. I think the FX22 causing my many CTD. No CTD when I'm using the FX21
Hmm, pretty much same here...Although,I'm not 100% sure that v22 is the source...
v0.0.22 - added gap/volodya61's reworked torpedo explosion effects
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
- included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled.
Which files contain changes for gap/volodya61's reworked torpedo explosion effects ?
Can someone confirm that FX21 + Ships zon files from Gap's wounded unit radioing + modifired zones.cfg + torpedo expl. effect is actually FX22? Nothing more or less?
volodya61
10-20-13, 01:00 PM
Which files contain changes for gap/volodya61's reworked torpedo explosion effects ?
http://www.subsim.com/radioroom/downloads.php?do=file&id=4067
vdr1981
10-20-13, 01:15 PM
http://www.subsim.com/radioroom/downloads.php?do=file&id=4067
Tnx Volodya!
Further inspecting ships zon files with radio room i noticed that Gap used "object linked to" feature for antenas. Now, from my experience with RSD testing , this option is very CTD friendly, i don't know why, I'll try to unlink zone and see what's happening...
Just small confirmation is needed, NLL is actually large steamer/Liberty cargo?
Trevally.
10-20-13, 02:35 PM
Just small confirmation is needed, NLL is actually large steamer/Liberty cargo?
:yep:Liberty
[UnitClass]
ClassName=LL
UnitType=102
AppearanceDate=19390101
DisappearanceDate=19470101
DisplayName=BR Liberty
large steamer is KL
just for information. I think the FX22 causing my many CTD. No CTD when I'm using the FX21
check my silentotto ctd hunt topic.. could you add this there ?
Hmm, pretty much same here...Although,I'm not 100% sure that v22 is the source...
I am getting a bit confused here. First, we thought that the problem was caused by the RadioRoom effects and, after removing them, Vecko reported no more CTD's, then it was reported by the same vdr1981 that:
I've finally get rid of CTD's with FX update 0.0.22 ... I've removed "red flare" effect from zones.cfg . As much as i like this effect , it causes to much problems on my computer(game freez, CTD). This was especially annoying with 0.0.22, sometimes ships shooting 3-4 red flairs at the same time...
but, incidenatally v 0.0.22 changes nothing of those flares. Then again, it was the time of bullet impact particles (0.0.22 unrelated as well), and Rongel's patch seemed to have magically solved the issue. Yet, after so much discussing and bugfixing, it seems we came to nothing. Before we go on with this discussion, I would like to know if the respectable subsim buddies who are still reporting FXU crashes, have adopted all of the the above fixes. Also, for people not using RSD, I would recommend enabling FXU 0.0.22 after OHII, or some of its new zones will be overwritten, probably with fatal conseuences. :yep:
If you think it is useful, I can post an FXU 0.0.22 patch, merging all the bugfixes that have been released so far in one package. :up:
Further inspecting ships zon files with radio room i noticed that Gap used "object linked to" feature for antenas. Now, from my experience with RSD testing , this option is very CTD friendly, i don't know why, I'll try to unlink zone and see what's happening...
Yes, I used that setting for getting rid of the fastidious wires (used now as radio aerials) hanging from nothing when a mast is destroyed. Now they are removed from game when any of the masts that they are connected to is destroyed. Moreover, I have added collision spheres and radioa antenna damage boes to them. These features were introduced with version 0.0.22, together with the new zones/compartements. But do you really think that crashes can come from there? :hmm2:
Can someone confirm that FX21 + Ships zon files from Gap's wounded unit radioing + modifired zones.cfg + torpedo expl. effect is actually FX22?
I we got to trust TDW's release notes, obviously yes :yep:
vdr1981
10-21-13, 08:48 AM
I am getting a bit confused here. First, we thought that the problem was caused by the RadioRoom effects and, after removing them, Vecko reported no more CTD's, then it was reported by the same vdr1981 that
I don't know Gap...Removing flares and effects definitely helps but still, critical explosion will cause CTD sometimes. Problem is , it's not happening every time...I can make 5-6 strikes in row, then, 7th will be CTD...:nope: Inability to reproduce CTD every time makes search for a cause very difficult, maybe even impossible...
Don't involve high rate shooting guns/bullet sparks CTD, it's completely different story with happy ending...:yep:
My "Object linked to" theory is just a wild guess ...I just don't know...:nope:
After all, this is very frustrating and disappointing...
My "Object linked to" theory is just a wild guess ...I just don't know...:nope:
After all, this is very frustrating and disappointing...
IF mikaelanderlund's statement that 0.0.22 was the culprit for his crashes, is relative to a version of the mod with the suggested zones.cfg tweaks, them we can only think that the problem is caused either by:
- the new collision spheres added to some stock ships to cover their antennas;
- the new radio room damage box added to all the stock ships and/or the radio transmit antenna damage box added to most stock ships;
- the "object linked to" setting introduced on masts and wire cables of most ships;
- the new torpedo splash effect, played when a torpedo hits any ship.
As far as I know, there are no other differences among v 0.0.21 and 0.0.22. Unfortunately, the erratic nature of the reported crashes and the vagueness of their reports (knowing which units crash the game on sinking, might be a relevant piece of information), don't help us tracking down the problem. If only we could demonstrate beyond any doubt that v 0.0.22 has an higher CTD chance than v 0.0.21, I could devices a set of patches for testing the effect of different features on crash probability.
There are way too much IF's we are chasing here ... let's make it simple: IF a bug cannot be reproduced reliably, then it can not be investigated.
The red flares probably have nothing to do with it .. they might be the final drop in something that was about to crash, now replaced with the next thing in line.
We should act a little more methodically ...
- bug report
- bug reproduction
- wild guesses, testing, hear pulling, The Force, etc. go here
- testing
- change/patch/whatever release
We need a few people to dedicate some time to this, and a few others to get ready with an iron and noteplad++ /me thinks.
But running after random reports for no real good reason and then running off to the next best thing, is wasting resources that are scarce already imho.
vdr1981
10-21-13, 09:44 AM
Small digression regarding you radio room zones Gap...I've noticed for most of ships, your radio room is placed inside distress flare zone. I guess you're familiar with "zone in zone" property ?
From Observer:
A word of caution. This also relates to problems people noticed with fleet boat propulsion in stock SH4. This is what I call the "zone in zone" problem. The damage zones for the diesel engines were inside of the engine room compartment. You would normally think this is exactly where you would want them, except it's not. The reason is because when the compartment is destroyed, it destroys every zone inside of it.
Could that mean that stuff is called that is already destroyed, causing a CTD ?
Small digression regarding you radio room zones Gap...I've noticed for most of ships, your radio room is placed inside distress flare zone. I guess you're familiar with "zone in zone" property ?
From Observer:
A word of caution. This also relates to problems people noticed with fleet boat propulsion in stock SH4. This is what I call the "zone in zone" problem. The damage zones for the diesel engines were inside of the engine room compartment. You would normally think this is exactly where you would want them, except it's not. The reason is because when the compartment is destroyed, it destroys every zone inside of it.
This is why I asked you to do some tests on Liberty and Appalachian ships with my Ship Radio Damage Patch Test 1 enabled: it removes radioroom box overlappings for the above units.
On a side note, FXU (any version) makes a large use of overlapping zones :yep:
Could that mean that stuff is called that is already destroyed, causing a CTD ?
No, it means that if a box is contained in a bigger box, it will be destroyed when its container box is destroyed. It also means that the contained box will never get damage from direct hits, but it will still be susceptible to blast damage, when its container or some of the other surrounding boxes is hit by explosive ordnance.
vdr1981
10-21-13, 01:29 PM
Yes , that was just a questions...
I'll do some more detailed testing in days to come...
First , I'll make some 20-30 attacks to NLL ship with FX0.0.21 + .zon file from wounded unit radioing(with disabled "object linked to function")+ disabled starshels and red flare effect.
If that doesn't give a single CTD, than I'll change change some settings and do everything again...This will take some time though...
vdr1981
10-21-13, 05:56 PM
OK, now some concrete data...
Test configuration:
FXU0.0.21 + ship .zon files (wounded unit rad.) + zone.cfg from FXU0.0.22
(disabled "object linked to" for NLL masts, she's the only ship which have that feature enabled/ No white/red flares )
Attacked ships, almost every time with catastr. explosion :
Cimaron tanker: 7 times -No CTD
NLL : 20 times - No CTD
Hog Island Fr. : 10 times -No CTD
Large steamer: 6 times - No CTD
Now, I replaced modified NLL.zon file with default one(with "object linked to" enabled) and...
Test mision with 4 above ships,
Cimaron, Hog Isl. and Large steamer: catastr.explosionNo CTD, all OK
but when I hit last ship, NLL, soon as large explosion happened , instant CTD
Now there's MUST be something there...:hmmm:
Thank you very much Vecko, these are facts! :up:
Since TDW is not here, I will prepare an unofficial FXU 0.0.22.1 patch aimed to solve some of the issues reported so far. List of possible features:
Increasing HP and reducing AP of the new RadioRoom zone, for making it more susceptible to damage by HE rounds, and lesser affected by AP rounds.
Removing 2 of the 3 effects triggered when RadioRoom's hit points are completely depleted, for solving the high CTD chance connected to them on some systems. No functional loss will be involved.
Removing or reducing the overlapping of RadioRoom compartments with surrounding ship compartments, for making direct hits on the radio room possible. The radio room will still suffer blast damage when one of the nearby compartments is hit, or when spreading fires get close enough it.
Adding a RadioTransmitAntenna box to the units which didn't get one in FXU 0.0.22, and a RadioReceiveAntenna box to all of the units (though supported by TDW's patch, this feature was not implemented yet in FXU 0.0.22). This will increase the chances of disabling ships' radio equipment.
Removing the linking of wires, cables, etc objects with the damage boxes of adjoining masts, for solving the CTD issue just reported by Vecko. This will involve that when a mast is destroyed, some of the cables hanging from it won't be removed from the game. A bit odd, but this is how they were set in stock game and in previous versions of FXU.
With Trevally's permission, adding support to Open Horizons II through the addition of RadioRoom, RadioTransmitAntenna and RadioReceiverAntenna to its ship units. This will allow the disabling of their radio communication abilities when TDW's Ship Radio Patch is enabled.
Removing the red flare effect from its corresponding zone in Zones.cfg. This will solve the lag/crash issue reported by many users when the effect is triggered in game. The plan is to restore it as soon as possible, when a new, toned down, version of the effect will be available.
Removing white flare ammunition from FXU's dummy flare guns, to address the same issue as bove. Note that removing guns' ability to fire flares, could be another way to deal with the problem, but the former method looks cleaner to me. Likwewise red flares, my hope is to find in the short term a replacement effect.
With Rongel's permission, adding his Bullet spark test (http://www.subsim.com/radioroom/showpost.php?p=2123569&postcount=40) patch to the present patch.
What do you think guys? Should I go on with these changes? Any objection and/or suggestion?
Please, hold on there.
I HIGHLY doubt the flares to be an issue, or the bulletsparks. They probably trigger the investigated issue now brought to light by vdr or coincide by how events are ordered I'd say..
This calls for retesting the flares and bulletsparks imho, before 'we' 'fix' them. Or am I missing something here ?
I say this because my system is NOT lagging with this stuff enabled, nor CTDing on it by default. I'd say they helped us locate the problem area, but not the problem.
THE_MASK
10-22-13, 06:53 AM
Try opening TDW_FXU_Ship_Fire_Damage.dat with goblin .
Please, hold on there...
The patch will be done in a way that by removing one or two files or by uncommenting a line everyone will be able to restore flares and bullet debris particles :03:
Try opening TDW_FXU_Ship_Fire_Damage.dat with goblin .
It crashes Goblin, I know. :know:
This is probably due to the way TDW hex edited its particle generators, but I don't think they can cause any problem in game...
The patch will be done in a way that by removing one or two files or by uncommenting a line everyone will be able to restore flares and bullet debris particles :03:
I'd reverse that .. and make it so that by commenting out a line, they will be removed .. at least untill we know for sure they are causaly related. By defaulting to 'off', the testbase gets reduced to almost nonexistant :p
I'd reverse that .. and make it so that by commenting out a line, they will be removed .. at least untill we know for sure they are causaly related. By defaulting to 'off', the testbase gets reduced to almost nonexistant :p
Okay, I will keep the last three points separate then. Any other suggestion?
vdr1981
10-22-13, 09:14 AM
Some kind of "tuning down" patch wold be very useful for most of the users, in combination with one informative thread where players could find solutions for different known game problems with short instructions how to fix it, flares issues and so on...
But, make difference between game fixes and optional changes...
Flares should be optional changes , but Rongels bullet sparks are very important game fix because everyone will have CTD without it...Also,removing "object linked to" feature is necessary IMO, that wont be so hard because there are only few ships using that feature, NLL, Apalachian and maybe few more, Gap knows better...
Brycey634
11-03-13, 03:03 PM
I have a problem when i have FXU (.22) and NewUIs (7.4.2) i get this image and any attempt to load a game or start a new one causes CTD
if i have only FXU or only NewUIs it works fine.. :hmmm:
http://i860.photobucket.com/albums/ab168/brycey634/Sh5/Problem_zps7c2c2845.png?t=1383508974
stoianm
11-03-13, 03:11 PM
I have a problem when i have FXU (.22) and NewUIs (7.4.2) i get this image and any attempt to load a game or start a new one causes CTD
if i have only FXU or only NewUIs it works fine.. :hmmm:
http://i860.photobucket.com/albums/ab168/brycey634/Sh5/Problem_zps7c2c2845.png?t=1383508974
I am not sure.. try to redownload.. the both mods.. do not change nothing.. on any file... just install and see if is working.. and.. your OS is in English? I noticed this problem many times on the past.. was from a corrupted download or when a OS was in other lang than English.. I am not sure 100%.. but try that!:D
Mikemike47
11-03-13, 04:16 PM
disable all your mods and read the common errors in my signature link.
I bet you have gamedir\mods\modname\filename\data.
Should be
gamedir\mods\modname\data.
Brycey634
11-03-13, 08:39 PM
Thanks everyone! reinstalled Ui and it all works now! :D
vdr1981
11-04-13, 07:59 AM
Gap, it's really hard to check all the ships .zon files manually...Do you have some change log or something which will tell us where "object linked to" function is used?
If not, maybe we could split the job in half, what do you say?
Gap, it's really hard to check all the ships .zon files manually...Do you have some change log or something which will tell us where "object linked to" function is used?
If not, maybe we could split the job in half, what do you say?
Hi Vecko,
I have not taken note of the units on which I have used the "object linked to" property, but tracking them down is quite easy, as this setting was only applied to masts and turrets with a zone controller applied to them and with adjacent cables. What takes much longer is moving and/or resizing compartment boxes overlapping RadioRoom boxes, and adding the missing spheres and boxes for radio antennas.
Later today I will release a stripped-down version of the pacth which will fix at least the most critical issues :up:
Found something that might be related to the possible FXU 2.2 crashes... I haven't been using it for a while and everything has been very stable when testing the megamod (I use previous v2.1).
Today I had a crash when deck gunning an imported OHII ship "Taihosan" aka SV Small Moden Composite Merchant Ship. I loaded the game, met the ship again, deck gunned it and another CTD. I did a Historic Mission with the same ship and again CTD when deck gunning it (well it took two times to crash). This ship is straight from OHII and it's files have been the same over two years now.
That ship has also the "Object linked to" feature in it's funnel: it's linked to a wire. So does this cause crashes, do any stock ships have this feature? Or is it just made in some wrong way? I'll do a test later with the link turned off and see if there is any difference!
Thank you Rongel, this is another confirmation of what was found by Vecko a few weeks ago. As far as I know stock ships didn't have that feature, but it was introduced by me for FXU 0.0.22 (my bad, sorry guys :oops:).
Unfortunately today I had no time to work on the fix, but I will as soon as I finish my survey barrage balloons for OH :salute:
Brycey634
11-04-13, 09:54 PM
Hi everyone, loving the mod so far ;), but i haven't seen any ships fire a flare or use sirens/announcements.. i activated the sirens and announcements (scm_6_gun) but i haven't seen any ship use them or fire a flare.. could the ships i'm attacking not have the sounds enabled? (although this wouldn't explain the flares or on ships that are supposed to have them..)
Thank you!
Hi everyone, loving the mod so far ;), but i haven't seen any ships fire a flare or use sirens/announcements.. i activated the sirens and announcements (scm_6_gun)
scm_6_gun? What's that? :06:
Sirenes and flares are a standard FX Update feature. In order to get them you only need to enable the mod with JSGME; no other "activation" is required :yep:
Thank you Rongel, this is another confirmation of what was found by Vecko a few weeks ago. As far as I know stock ships didn't have that feature, but it was introduced by me for FXU 0.0.22 (my bad, sorry guys :oops:).
Unfortunately today I had no time to work on the fix, but I will as soon as I finish my survey barrage balloons for OH :salute:It seems things are not so simple after all, it seems that in this case the "link object to" wasn't causing the crashes! It was the destroyable command deck, a node called "NKSCS_Taihosan_cabina". Soon as it was destroyed, i was looking at my desktop (the good thing about crashes in SH 5 is that they are really fast, like quick exits, no jamming the computer!).
It had three child cfg-nodes, radar, radio and sensor1. I guess they were destroyed at the same time with the deck, and the game didn't like that. When I changed their location and parented them to the main node, no crashes at all, even with the "link object to" feature in three different places (two masts, and a funnel). Maybe it works with the .dat ships, but not with GR2-ships???
Hi everyone, loving the mod so far ;), but i haven't seen any ships fire a flare or use sirens/announcements.. i activated the sirens and announcements (scm_6_gun)If you are using IRAI v.39, it disables the starshells, they are active in v.37. And also only some of the merchants shoot starshells/use sirens.
It seems things are not so simple after all, it seems that in this case the "link object to" wasn't causing the crashes! It was the destroyable command deck, a node called "NKSCS_Taihosan_cabina". Soon as it was destroyed, i was looking at my desktop (the good thing about crashes in SH 5 is that they are really fast, like quick exits, no jamming the computer!).
It had three child cfg-nodes, radar, radio and sensor1. I guess they were destroyed at the same time with the deck, and the game didn't like that. When I changed their location and parented them to the main node, no crashes at all, even with the "link object to" feature in three different places (two masts, and a funnel). Maybe it works with the .dat ships, but not with GR2-ships???
Vdr1981 carried out several tests, and he made it clear beyond any possible doubt that many of the FXU 0.0.22 crashes are caused by the "link object to" setting. Today I will look into the Taihosan, and check if by any chance I used the setting wrongly. If no errors are found, we should conclude that the feature is only compatible with dat units :up:
Brycey634
11-05-13, 08:31 AM
scm_6_gun? What's that? :06:
Sirenes and flares are a standard FX Update feature. In order to get them you only need to enable the mod with JSGME; no other "activation" is required :yep:
Then why do i have a .txt file called I want sounds on my ships!, with instructions on how to use them..? :hmmm:
Brycey634
11-05-13, 08:32 AM
It seems things are not so simple after all, it seems that in this case the "link object to" wasn't causing the crashes! It was the destroyable command deck, a node called "NKSCS_Taihosan_cabina". Soon as it was destroyed, i was looking at my desktop (the good thing about crashes in SH 5 is that they are really fast, like quick exits, no jamming the computer!).
It had three child cfg-nodes, radar, radio and sensor1. I guess they were destroyed at the same time with the deck, and the game didn't like that. When I changed their location and parented them to the main node, no crashes at all, even with the "link object to" feature in three different places (two masts, and a funnel). Maybe it works with the .dat ships, but not with GR2-ships???
If you are using IRAI v.39, it disables the starshells, they are active in v.37. And also only some of the merchants shoot starshells/use sirens.
Is there anyway to enable them? (without downgrading my IRAI?) (I'm assusimng this starshell is the flares :D)
Then why do i have a .txt file called I want sounds on my ships!, with instructions on how to use them..? :hmmm:
You should be more specific. What txt file are you talking about? :doh:
Is there anyway to enable them? (without downgrading my IRAI?) (I'm assusimng this starshell is the flares :D)
You can use IRAI v.39 if you want. The mod disabling strashells/flares is a separate patch which has been introduced with the latest IRAI version, but you are not forced to enable it together with the main mod.
Brycey634
11-05-13, 09:12 AM
You should be more specific. What txt file are you talking about? :doh:
In the FX update .22's documentation, there's a text file called "I want sound on a ship!" If you open it up, it tells you how to enable sirens, announcements, or both (if needed i can give you a screenshot)
In the FX update .22's documentation, there's a text file called "I want sound on a ship!" If you open it up, it tells you how to enable sirens, announcements, or both (if needed i can give you a screenshot)
Ah, okay I see now. Those instructions are useful in case you want to customize the sounds of an already featured ship, or if you want to add sounds to a new unit. Most stock ships have already a standard set of sounds assigned by FXUupdate, and you should already be able to hear them provided that the ship has spotted you and you are close enough to her :up:
Today I will look into the Taihosan, and check if by any chance I used the setting wrongly. If no errors are found, we should conclude that the feature is only compatible with dat units :up:
Update: I have compared the Taihosan with the Liberty Ship which I had applied the "object liked" setting to and, as far as the said property is concerned, I couldn't spot any significant difference among them. The plan is therefore unchanged: removing all the cable object linkings I had introduced.
Brycey634
11-05-13, 05:23 PM
Ah, okay I see now. Those instructions are useful in case you want to customize the sounds of an already featured ship, or if you want to add sounds to a new unit. Most stock ships have already a standard set of sounds assigned by FXUupdate, and you should already be able to hear them provided that the ship has spotted you and you are close enough to her :up:
perhaps it didn't fire a flare because it was an oh ii ship? (i believe) (also, do they have to spot you to fire a flare and play sounds) Thank you, I'll go try to figure out how to enable flares :D
EDIT: Still can't figure it out.. it looks like IRAI patch 1 has the star gun enabled... do i just have to do what i did with the sounds? Google search shall tell :P
vdr1981
11-06-13, 04:09 PM
Here are .zon files for all ships with removed "object linked to" options... This could be used as a temporally solution until Gap is finished with his update...
http://www.mediafire.com/download/tshc9vzx5x964jr/FXU+0.0.22+-+Ship+zon+files.rar
Here are .zon files for all ships with removed "object linked to" options... This could be used as a temporally solution until Gap is finished with his update...
http://www.mediafire.com/download/tshc9vzx5x964jr/FXU+0.0.22+-+Ship+zon+files.rar
Thank you Vecko :up:
I have catched a cold that in the last few days has dealed the last blow to my yet inadequate efficiency...
:Kaleun_Sick:
vdr1981
11-07-13, 05:53 PM
Thank you Vecko :up:
I have catched a cold that in the last few days has dealed the last blow to my yet inadequate efficiency...
:Kaleun_Sick:
I hope you'll get better soon Gap... You can edit and re-upload files if you like, there are few unnecessary folders there, fishing boats, maybe even some iceberg...I was very tired and I didn't remove them.
mikaelanderlund
12-22-13, 02:19 PM
please can someone explain the difference between the 4 different topedoes files included in the FX? Thanks!
:salute:
volodya61
12-22-13, 05:22 PM
please can someone explain the difference between the 4 different topedoes files included in the FX? Thanks!
:salute:
I've edited these files for the torpedoes patches.. so, if you have torpedoes patches enabled in the Generic Patcher you have to use one of the modified files.. I guess TDW added two stock ones by mistake.. and there are two FXU files with different activation range of magnetic detonators.. 2m - as was in stock game by default and 3m.. you can use one of them..
mikaelanderlund
12-23-13, 02:41 AM
I've edited these files for the torpedoes patches.. so, if you have torpedoes patches enabled in the Generic Patcher you have to use one of the modified files.. I guess TDW added two stock ones by mistake.. and there are two FXU files with different activation range of magnetic detonators.. 2m - as was in stock game by default and 3m.. you can use one of them..
Thanks mate! :salute:
Mikemike47
12-26-13, 02:49 PM
Can anyone provide a download link for FX_Update_0_0_21?
http://www.yog-box.com/download-1203547-fx-update-0-0-21-thedarkwraith.html is suspicious to me. Only a 206 KB file where fx update is 26 MN app. The 206 KB file could redirect me to proper file link through internet or could lead me to a virus situation. Not taking a chance.
vdr1981
12-26-13, 02:59 PM
Can anyone provide a download link for FX_Update_0_0_21?
Problems? :)
I could upload it for you , if you like?
Mikemike47
12-26-13, 03:03 PM
Problems? :)
I could upload it for you , if you like?
Yes please do. Hopefully a link where I do not have to create an account would be nice.
Trevally is suggesting to use this version with his Black pit test on OH II v2.3. Having CTDs with mod soup starting with silentotto again even when completely starting over.
vdr1981
12-26-13, 03:07 PM
Yes please do.
Trevally is suggesting to use this version with his Black pit test on OH II v2.3. Having CTDs with mod soup starting with silentotto again even when completely starting over.
Me too...:nope:
Until then could you please delete files Shells_Rck.dat, Shells_Rck.dsd, Shells_Rck.sim and Shells_Rck.zon files from Library folder and tell me what you get with silentotto then...
vdr1981
12-26-13, 03:10 PM
FXU 0.0.21 http://www.mediafire.com/download/c3l85hwkt7bnq7f/FX_Update_0_0_21_TheDarkWraith.7z
volodya61
12-26-13, 03:44 PM
FX Update 0.21 is in the download section since January 2013...
Mikemike47
12-26-13, 03:51 PM
Trevally is suggesting to use this version with his Black pit test on OH II v2.3. Having CTDs with mod soup starting with silentotto again even when completely starting over.
Me too...:nope:
Until then could you please delete files Shells_Rck.dat, Shells_Rck.dsd, Shells_Rck.sim and Shells_Rck.zon files from Library folder and tell me what you get with silentotto then...
Thanks for the link. I have been thinning mods, too, similar, to [inf] sober mega list.
First I delete the shells**. ** and try both ways.
Using my gigantic modlist with silentotto.
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V8 SH5
DBM Background Video
sobers green spinning thing SH5
sobers green crew training V4 SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
WolfPack Wotan
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
German U-Boat Hydrophone SFX
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale (Improved)
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No Underwater Impurity Patch
Moon_light_mod
Water reflections intensity varied by available sunlight 1.2
sobers more trees SH5
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers better terrain v4 SH5
sobers storm Clouds v1 SH5
Window_Lights_Redone_V1
Torpedo_Door_Sound_Mix
Pascal-sh5-Crew-Uniforms
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_v7_5_0_Page TDC_Update
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
Manos Scopes-patch for 16x9
Sjizzle's - Charts for NewUIs part 1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Submarine's .sim&cfg (mod engine ratio + ind cont patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith & Patch
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version) V1.0
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta
Reworked Submarine Damage v5.5
Reworked Submarine Damage v5.5 - OHII v2.3 Comp Patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V9
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally TDC Help v2
Patrolsearch autoscripts V04
Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
sobers Realistic contrast V10 SH5
sobers realistic underwater FX7
sobers bad weather deck gun V5 SH5
Reworked U-boat Guns (incomplete version)
sobers map colors SH5 V1
Shadow Improvement Mod
TDW_GenericPatcher_v_1_0_149_0
sobers reduced file sizes SH5 V2
Voice & Help [changes commands.cfg for voice recognition and compatibility]
Dialogs(xx) and sound cfg [wip voices]
If above crashes again, I will attempt Trevally' minimodlist for black pit.
Mikemike47
12-26-13, 04:44 PM
I may be getting a little off topic about CTDs since this is not related directly to FX update. We have talked about CTDs and major mod soups in multiple threads. Many of us are making comments about too too many mods. Now I believe that statement is true, too. I have been testing and retesting JSGME like crazy and it is working smoothly and like it should.
Now every campaign would CTD using silentotto before I changed things in the next paragraph.
Using my modlist plus removing the Shells*.* in above post, at least I do NOT get CTDs using silentotto. One of the mods I took out which could be substantial due to size of file in U-Boat Watch Crew Routine SFX mod, amb_OceanSkyline_Q sound file is 450,000 KB. It does not overwrite anything else.
((Removed AI Sub Crew mod between IRAI and R.E.M by Xrundel TheBeast 1.2. I had to remove silentmichal's 1.2.4 interior mod which was immediately after R.E.M by Xrundel TheBeast 1.2 for silentotto CTDs to finally stop. These were in my previous mod list for many weeks.))
I started happy times and black pit; Yahhhh:woot:, both loaded fine at bunker. (The only thing I see different, IIRC, I haven't played game in a month due to too many CTDs,.... the ceiling is blinking on and off. Most obvious near the light next to Harbor Chief and KMO, and light at pennant flag at rear of sub. )
Old references:
Old mod list (http://www.subsim.com/radioroom/showpost.php?p=2123667&postcount=292)
PLJ's stubborn attempt to track CTD's (http://www.subsim.com/radioroom/showthread.php?t=208590)
In the past, all my mods worked from previous list, but has soon as I added RSD 5.4 or new than CTDs with silentotto became regular occurrence. I would CTD only with a version VIIC or newer sub type THEN with Mare Nostrum campaign or later campaigns. VIIB or older version subs still worked fine. That is the part that got me stuck, (VIIC or newer sub type) and running in circles trying to solve.
won't be able to test further for another 5 hours +.
Trevally.
12-27-13, 05:21 AM
Trevally is suggesting to use this version with his Black pit test on OH II v2.3. Having CTDs with mod soup starting with silentotto again even when completely starting over.
Ah - this is only because that is the version I had saved on my home network. So when I lost my old PC and bought a new one - I used version 21
I will update to v22 shortly:up:
vdr1981
12-27-13, 05:27 AM
Using my modlist plus removing the Shells*.* in above post, at least I do NOT get CTDs using silentotto. One of the mods I took out which could be substantial due to size of file in U-Boat Watch Crew Routine SFX mod, amb_OceanSkyline_Q sound file is 450,000 KB. It does not overwrite anything else.
I started happy times and black pit; Yahhhh:woot:, both loaded fine at bunker.
Just as I thought ...:hmmm: Now,I still can not understand why those shells files are not in love with our modlists ...
Raven_2012
01-24-14, 05:38 PM
Does anyone use this FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches), if you what is your opinions on it?
TheDarkWraith
01-24-14, 07:30 PM
Does anyone use this FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches), if you what is your opinions on it?
the stock torpedo magnetic detonator range is 3m. This is just making it compatible for the torpedo failure patches.
Raven_2012
01-24-14, 08:02 PM
OK, thanks! I will use this since I have all failures on in the patcher.
The reason why I asked aboutFX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches), I don't see a lot of people using it in their mod soup. They tend to use FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches). Just wondering why.
the stock torpedo magnetic detonator range is 3m. This is just making it compatible for the torpedo failure patches.
volodya61
01-24-14, 08:05 PM
the stock torpedo magnetic detonator range is 3m. This is just making it compatible for the torpedo failure patches.
Nope :).. I think you forgot a little.. stock range is 2 meters.. this fix just increases it a bit, to 3 meters..
EDIT: @Raven
the same package you can find in the Generic Patcher archive, MODS folder.. and there is readme file you can read about these fixes..
TheDarkWraith
01-24-14, 08:23 PM
Nope :).. I think you forgot a little.. stock range is 2 meters.. this fix just increases it a bit, to 3 meters..
yes, you are correct :up: That's what happens when you've been away for some time :)
Raven_2012
01-24-14, 08:35 PM
Yeah I read the README file, its pretty basic.
So I would use this FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches) instead of wanting the stock 2m? See I didn't know it was 2m, I didn't have any idea what it was. So now I know what stock setting is, it makes sense.
I've been away for 2 years, things get confusing when I am not in the wave frequency of SH5.
:doh:
Nope :).. I think you forgot a little.. stock range is 2 meters.. this fix just increases it a bit, to 3 meters..
EDIT: @Raven
the same package you can find in the Generic Patcher archive, MODS folder.. and there is readme file you can read about these fixes..
TheDarkWraith
01-24-14, 09:18 PM
Yeah I read the README file, its pretty basic.
So I would use this FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches) instead of wanting the stock 2m? See I didn't know it was 2m, I didn't have any idea what it was. So now I know what stock setting is, it makes sense.
I've been away for 2 years, things get confusing when I am not in the wave frequency of SH5.
:doh:
Open up the Generic Patcher app. Browse through the patches and look for any patches that have Files=, Notes=, etc. that aren't blank. Double click them. What happens?
Raven_2012
01-24-14, 09:45 PM
I can access readme files and notes. Just didn't know what one mod was, just wanted a little more insight. Some things might be pretty basic to one and a little confusing to another.
Open up the Generic Patcher app. Browse through the patches and look for any patches that have Files=, Notes=, etc. that aren't blank. Double click them. What happens?
Thanks found another way to access them.
shunter101
01-25-14, 11:19 AM
the stock torpedo magnetic detonator range is 3m. This is just making it compatible for the torpedo failure patches.
Hello:
I have never been able to get the magnetic detonators to work, ever. To test the magnetic detonators I use “Shooting Range single mission” by Arclight, which has 4 stationary targets. I set the depth of the torpedo to 1 meter under the ship and shoot using the slow speed and the magnetic detonator setting. The result is the torpedo swims under the keel without detonation. For these test I do use the external view and watch the torpedo to ensure the correct depth and speed. My mod list is below and I have TDW’s Generic Patcher installed with the correct settings. Any suggestions would be appreciated.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
FX_Update_0_0_21_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
Sub_Exhaust_1_0_5_byTheDarkWraith
TDW_Ship_Inertia_1_1_0
Critical hits 1.1 Torpedos
sobers best ever fog V25 SH5
New Torpedoes Explosion - FX Update add-on
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
Thanks,
SHunter
Raven_2012
01-25-14, 12:02 PM
I can probably get 2 out of 5 to hit, most time its 1 out of 5. There were problems with depth keeping in torpedoes that cause them to go deeper. There were a lot of problems with magnetic torpedoes, they could detonate early. This was based on ships wake or different magnetic fields around the globe. These triggers act differently in what ever ocean you operated in. Magnetics were so unreliable that it was restricted to use them after so many failures.
So you mods are probably OK.
Hello:
I have never been able to get the magnetic detonators to work, ever. To test the magnetic detonators I use “Shooting Range single mission” by Arclight, which has 4 stationary targets. I set the depth of the torpedo to 1 meter under the ship and shoot using the slow speed and the magnetic detonator setting. The result is the torpedo swims under the keel without detonation. For these test I do use the external view and watch the torpedo to ensure the correct depth and speed. My mod list is below and I have TDW’s Generic Patcher installed with the correct settings. Any suggestions would be appreciated.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
FX_Update_0_0_21_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
Sub_Exhaust_1_0_5_byTheDarkWraith
TDW_Ship_Inertia_1_1_0
Critical hits 1.1 Torpedos
sobers best ever fog V25 SH5
New Torpedoes Explosion - FX Update add-on
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
Thanks,
SHunter
vdr1981
03-11-14, 10:11 AM
Hi TDW,
I've discovered one more SHcolision.act CTD scenario with probable cause and even rough solution. I hope that you could shade more light on this issue...
So, the game will CTD (fault module SHcolision.act)when AI unit is engaged with deck gun and then declared dead by the game, but without catastrophic explosion.
Few minutes later , when the same unit "burn off" and catastrophic explosion occurs , at the same moment the game will CTD, not every time but most of the time...
Ineresting thing is that, if I remove manually TDW_FXU_Debris_Materials.DAT from library folder, I wont be able to reproduce this CTD anymore. But of course, floating debris wont be rendered in the game.
Looking forward for some info on this issue...
TheDarkWraith
03-11-14, 10:23 AM
Hi TDW,
I've discovered one more SHcolision.act CTD scenario with probable cause and even rough solution. I hope that you could shade more light on this issue...
So, the game will CTD (fault module SHcolision.act)when AI unit is engaged with deck gun and then declared dead by the game, but without catastrophic explosion.
Few minutes later , when the same unit "burn off" and catastrophic explosion occurs , at the same moment the game will CTD, not every time but most of the time...
Ineresting thing is that, if I remove manually TDW_FXU_Debris_Materials.DAT from library folder, I wont be able to reproduce this CTD anymore. But of course, floating debris wont be rendered in the game.
Looking forward for some info on this issue...
Since you are able to reproduce this I assume then if you really want to figure out why you'll need to run the game inside of OllyDebug 2.01.
It's really easy to do and then you'll be able to tell me exactly where the problem is in SHCollisions.act.
You can get OllyDebug v2.01 from here: http://www.ollydbg.de/version2.html
Right after September 27, 2013 - version 2.01 click on OllyDbg to download v2.01.
To use:
Start SH5. Go into career game or single mission. Once in the career game or single mission start OllyDbg by double clicking it's icon on your desktop. Now select File-->Attach and select SH5. This will 'attach' OllyDebug to SH5. Once attached then any errors, exceptions, etc. will have OllyDebug 'break' to the actual offending assembly instruction. VERY HELPFUL in figuring out why CTDs happen!
Now if you right click on the far left side where all the address numbers are you change how the addressing is shown. First, scroll the window to the very top. Now double click the far left side to get into relative addressing. The first entry will be 0. Now click any assembly instruction to highlight it. Right click and select goto origin.
Now all I need to know is the module (SHCollisions.act, SHSim.act) that is currently active in the window and what the relative address is.
Actually the best thing you can do is take a full screenshot when an error/exception occurs and OllyDebug breaks to the offending assembly instruction and send it to me (following what I said above first for relative addressing - without the relative address of the offending instruction I have nothing to go by because the OS loader will load modules at different addresses everytime you run the game).
vdr1981
03-11-14, 10:30 AM
Very nice! I'll take a look at this and post findings...:up:
TheDarkWraith
03-11-14, 10:33 AM
Very nice! I'll take a look at this and post findings...:up:
Once you become semi-familiar with OllyDebug you'll see it's a VERY simple yet POWERFUL disassembler/debugger. It's the only thing I use to develop patches for my Generic Patcher for SH5 or any other app :up:
Once 'attached' to a process you'd never know anything different as the process continues on normally like nothing ever happened (most of the time - unless the process has some form of copy protection that's looking for something like this).
vdr1981
03-11-14, 11:22 AM
This "attaching" process could last for some time , right?
TheDarkWraith
03-11-14, 11:23 AM
This "attaching" process could last for some time , right?
It will stay attached until you either detach or close OllyDebug down (if you close OllyDebug down the attached process will stop also)
vdr1981
03-11-14, 02:30 PM
Well, I've got good news and the bad news...
Bad news are I couldn't replicate CTD and the good news are - I couldn't replicate CTD...:D
Continuing testing...
Some how I'm having a feeling that casualties are involved (poor men flying around when shell hits) and today I couldn't spawn any casualties no matter how hard I struck the ships...:hmmm: We'll see...
vdr1981
03-11-14, 03:12 PM
Just to make sure that I understood you correctly TDW I'll show you OllyDbg report from other 100% reliable CTD of mine...:) This one can't escape...
It's scenario where random unit appearance will crash the game if game isn't fully restarted after the start of certain campaigns... Example:
You star campaign in Kiel, enter bunker, exit to main manu, then museum, after few units- CTD or...
Enter the museum and pay extensive visit, then start new campaign, and the game will CTD
We talked about this issue on this page...http://www.subsim.com/radioroom/showthread.php?t=189818&page=329
http://s6.postimg.org/agcvbj6ct/Capture.jpg (http://postimg.org/image/agcvbj6ct/)
Does this picture tell you anything TDW?
TheDarkWraith
03-11-14, 03:55 PM
Just to make sure that I understood you correctly TDW I'll show you OllyDbg report from other 100% reliable CTD of mine...:) This one can't escape...
It's scenario where random unit appearance will crash the game if game isn't fully restarted after the start of certain campaigns... Example:
You star campaign in Kiel, enter bunker, exit to main manu, then museum, after few units- CTD or...
Enter the museum and pay extensive visit, then start new campaign, and the game will CTD
We talked about this issue on this page...http://www.subsim.com/radioroom/showthread.php?t=189818&page=329
http://s6.postimg.org/agcvbj6ct/Capture.jpg (http://postimg.org/image/agcvbj6ct/)
Does this picture tell you anything TDW?
Is that where OllyDebug 'broke' into? It highlighted that call statement? Did it say anything like null reference or ??
TheDarkWraith
03-11-14, 04:01 PM
Actually what you are seeing is the beginning call into SH5. If you look at the EDX register it holds the address of where the module start point is for SH5. Something called EDX which then OllyDebug breaks at the module entry point (if that option is set which under default settings it is). Let OllyDebug 'continue' by pressing the Play symbol (fourth button from the upper left).
I'll warn you now that 'watching' SH5 startup will lead into many exceptions thrown. You'll have to press Shift+F9 to let the app (SH5) handle those exceptions. You'll end up pressing this key combination something like 50+ times :dead: Yes, SH5 is coded awful :-?
THE_MASK
03-17-14, 05:05 PM
Interestingly with the moon and the moonlight mod
http://www.subsim.com/radioroom//downloads.php?do=file&id=4350
I get a beam of light from the lighthouse .
http://i60.tinypic.com/ea30xf.jpg
scissors
03-27-14, 03:19 PM
It would be neat if burning ships could be fitted with an appropriate light source , so that the fire would light up objects and throw shadows .
Ive looked for light like this and if its there its very faint and perhaps should be cranked up , But im pretty sure there is no light produced at all . Ive done laps around burning ships looking for it ..
Just a thought i had to share ..
TheDarkWraith
03-28-14, 06:56 AM
It would be neat if burning ships could be fitted with an appropriate light source , so that the fire would light up objects and throw shadows .
Ive looked for light like this and if its there its very faint and perhaps should be cranked up , But im pretty sure there is no light produced at all . Ive done laps around burning ships looking for it ..
Just a thought i had to share ..
The fires (and most effects) are just Sprites which is why they don't give off any light. They would need to be actual 3D objects in order to cast shadows.
scissors
03-28-14, 08:36 AM
The fires (and most effects) are just Sprites which is why they don't give off any light. They would need to be actual 3D objects in order to cast shadows.
Thank you .
Its just an idea and i know if it could be done it probably already would have ,,
It would be a neat effect tho , To light up the night with the flames .
vladimir bondarenko
04-01-14, 02:41 PM
You couldn't include dear TheDarkWraith in your FX Update for SH5 by TheDarkWraith fashions of an exhaust of diesels of the submarine?
TheDarkWraith
04-01-14, 09:36 PM
You couldn't include dear TheDarkWraith in your FX Update for SH5 by TheDarkWraith fashions of an exhaust of diesels of the submarine?
I made a sub exhaust mod. You can find it in the SH5 MODS forum. It is not part of FX Update as some people don't like the exhaust :up:
vladimir bondarenko
04-02-14, 12:03 AM
I made a sub exhaust mod. You can find it in the SH5 MODS forum. It is not part of FX Update as some people don't like the exhaust :up:
TheDarkWraith, thanks for that that answered. I asked you because, at installation of yours fashion of SubExhaust_1_0_5_byTheDarkWraith in the assembly I have CTD. If I put fashions of FX_Update_0_0_19_TheDarkWraith that CTD doesn't occur....:wah:
PS. Yes, the reason was in other to fashion, most likely, fashion of a flag of the submarine.
vdr1981
04-11-14, 02:06 PM
Hey TDW! :salute:
I hope you're not busy to much...I'm really having a hard time to understand how your OllyDbg tool actually works. In order to provide you good screenshot with OllyDbg report I'll need more detailed instructions. :hmmm:
Or maybe it's better idea for me to tell you how to reproduce CTD? It's really easy to reproduce...
vdr1981
04-11-14, 03:16 PM
No way...I've tried to attach SH5 process few times but most of the time I'm not even able to get back the game after that...The game just freezes...:nope:
THE_MASK
04-11-14, 04:12 PM
No way...I've tried to attach SH5 process few times but most of the time I'm not even able to get back the game after that...The game just freezes...:nope:The game is freezing because ollydbg is giving an error with a process . You need to hit some combination of keys to bypass it .
THE_MASK
04-14-14, 04:42 AM
I got this error after sinking some merchants . I think it was around the time of them firing red and white star shells . No ctd , I just to hit enter key .
http://i61.tinypic.com/ddne5u.jpg
Arclight7700JW
04-21-14, 11:19 AM
Excellent mod! great contribution to the community. Thank you and keep up the amazing work. :salute:
vdr1981
05-12-14, 09:00 AM
Hi TDW,
I've discovered one more SHcolision.act CTD scenario with probable cause and even rough solution. I hope that you could shade more light on this issue...
So, the game will CTD (fault module SHcolision.act)when AI unit is engaged with deck gun and then declared dead by the game, but without catastrophic explosion.
Few minutes later , when the same unit "burn off" and catastrophic explosion occurs , at the same moment the game will CTD, not every time but most of the time...
Ineresting thing is that, if I remove manually TDW_FXU_Debris_Materials.DAT from library folder, I wont be able to reproduce this CTD anymore. But of course, floating debris wont be rendered in the game.
Looking forward for some info on this issue...
Well, I've got good news and the bad news...
Bad news are I couldn't replicate CTD and the good news are - I couldn't replicate CTD...:D
Continuing testing...
Some how I'm having a feeling that casualties are involved (poor men flying around when shell hits) and today I couldn't spawn any casualties no matter how hard I struck the ships...:hmmm: We'll see...
And I have finally isolated the cause for this issue! :yeah:
It's effect from zone.cfg file
[DistressFlareWarship]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=130
Destructible=No
Critical=No
;Effect1=Command_room_crewman_splinter_explosion_e scort, 40
Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
;Effect1=Command_room_crewman_splinter_explosion_m erchant, 40
Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
I would strongly suggest to everyone to disable this effect .
And I have finally isolated the cause for this issue! :yeah:
It's effect from zone.cfg file
I would strongly suggest to everyone to disable this effect .
Hey, nice work vdr1981:up:
It seems to me that many modmakers should see your post, 'cos as far as I know there is zone.cfg file in such popular mods as Open Horizons, R.S.D. and many others:hmmm:
Shadow4869
07-11-14, 02:29 PM
Hiya TDW. I got to around page 16-20, checking to see if this mod still works with BRF1.3 Full. I saw nothing that mentioned it was not, yet in the first page description you say to not use it at all?
I like the sinking effects of BRF. I also love the work you have done here. I would like to use your mod, but am not willing to stop using BRF1.3 Full, as the sinking mechanics mean more to me than fx stuff:P
But if it is still compatable then I will download it straight away!
This looks amazing by the way!
Shadow4869
07-16-14, 01:24 PM
Can anyone tell me if this works with BARF anymore?
Defiance
07-16-14, 08:37 PM
Hiya,
First page .............
WARNING: NO VERSION OF BARF CAN BE USED WITH THIS MOD! DOING SO WILL RESULT IN RENDERING THIS MOD INEFFECTIVE AND POSSIBLE CTDS
:salute:
Dragon81
07-26-14, 04:35 AM
Hi @ all,
I have a little problem I need some help with.
I have installed following mods in the order:
Wooden_Lifeboats_Mod_1.1
No Damn Bubbles, No Damn Halo Mod
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
SH5_7A_Conning_Fix
AMMO_v1.0_SH5_by_Raven_2012
Critical hits 1.1 Torpedos
Shadow Improvement ModLR
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
MightyFine Crew Mod 1.2.1 Alt w beards
sobers green crew training V4 SH5
MCCD_1.04_GER
Reworked Morale and Abilities v.1.1
FX_Update_0_0_22_ByTheDarkWraith
FXU_0_0_22_Ship zon Files
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
The Problem is, that I don't find any ships in the first mission of the OH2-Totally Germany Campaign.
There are only two polnish U-Boats but no Destroyer and no Merchants.
It took me a but load of work to figuring out what mod is causing the problem. If I remove the FX Update mod everything is fine.
I don't understand this, OH2 is overwriting some mods but not mod is overwriting OH2. :hmmm:
maillemaker
05-06-15, 09:56 PM
Is this mod compatible with Wolves of STeel modpack?
Steve
THE_MASK
05-06-15, 10:45 PM
Is this mod compatible with Wolves of STeel modpack?
SteveNow I think you are just taking the piss .
http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1
Sailor Steve
05-06-15, 11:25 PM
To be more specific, if you had read the documentation for Wolves of Steel you would have seen that it includes this mod, and you wouldn't be dredging up a four-year-old thread to ask a question that has already been answered.
maillemaker
05-07-15, 12:36 PM
Now I think you are just taking the piss .
http://www.subsim.com/radioroom/show...20&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)
I don't know what that means, but thanks for the link. I see that it is included.
To be more specific, if you had read the documentation for Wolves of Steel you would have seen that it includes this mod, and you wouldn't be dredging up a four-year-old thread to ask a question that has already been answered.
I actually did make it through the 100+ pages of that thread, but obviously I missed that part.
I find it easier to just ask than slog through pages of posts. There's always someone who wants to be helpful.
Steve
mobucks
05-07-15, 01:30 PM
Hey guys how do you dive underwater in SH5 thanks in advance!:p2:
THE_MASK
05-07-15, 01:35 PM
Hey guys how do you dive underwater in SH5 thanks in advance!:p2:Now your taking the piss :timeout:
Hey guys how do you dive underwater in SH5 thanks in advance!:p2:
I'm sorry but this question is funny...LOL...:har:.
XenonSurf
01-29-18, 08:45 AM
Hi guys,
I have installed this, but it seems to crash the game everytime after destroying a target ship:
- NewUIs_TDC_7_5_0_ByTheDarkWraith
- FX_Update_0_0_22_Stock_Torpedos (modified for torpedo failure patches)
- Accurate German Flags
- DeckGun Friendly Waves
- No Damn Bubbles, No Damn Halo Mod
- NDB, NDH OM#1 - No Dialog Indicator
Should I load the whole FX-Update before loading the torpedo patches?
And especially, what is the difference between these 2:
FX_Update_0_0_22_Torpedos (modified for torpedos failure patches)
FX_Update_0_0_22_Stock_Torpedos (modified for torpedos failure patches)
Thanks very much to clarify!
THEBERBSTER
01-29-18, 12:12 PM
Hi XS
No Damn Bubbles, No Damn Halo Mod
- NDB, NDH OM#1 - No Dialog Indicator You do not use both of these mods together, read the documentation will tell you which one to use.
This mod is used when a game is modded (your game)
FX_Update_0_0_22_Torpedos (modified for torpedos failure patches)
This mod is used when no other mods are being used as stated STOCK
FX_Update_0_0_22_Stock_Torpedos (modified for torpedos failure patches)
These are only patches to the main mod which you are missing from your list.
Peter
XenonSurf
01-29-18, 02:39 PM
Thank you very much, Peter! I have also checked that all my DirectX 2010 files are present, they are.
Normally I play TWoS (without any problem) , but currently I'm investigating how to get the stock game with essentials loaded to run stable.
Hi XS
You do not use both of these mods together, read the documentation will tell you which one to use.
Problem is if I use only one, or I get a nasty exclamation mark instead of the bubble, or the halo doesn't go away. Using both gets around of this and is perfect, but it seems to be the reason why my game crashed. I'm using the 'no indicator' one and will accpet the halo.
Cheers,
THEBERBSTER
01-29-18, 06:30 PM
Hi XS
Any particular reason why you are interested in the Stock Game?
What do you call essentials as that would not be a Stock Game once it is modded.
- NDB, NDH OM#1 - No Dialog Indicator You should only need this 1 mod.
NDB > No Dam Bubbles
NDH > No Dam Halo
Peter
XenonSurf
01-29-18, 09:01 PM
Hi XS
Any particular reason why you are interested in the Stock Game?
What do you call essentials as that would not be a Stock Game once it is modded.
You should only need this 1 mod.
NDB > No Dam Bubbles
NDH > No Dam Halo
Peter
NDB/NDH: Unfortunately this doesn't work (what you write is also what I thought), it works after taking the cfg file from the other one and *keeping* the grafic file. I will make a entry in the mod threat section, I think the author did a mistake by assembling the files in the folders.
Then, unfortunately the entire FX Update clashes with the crew sound, some just vanish, that's a pity, I'm unable to locate what's wrong in which sound file.
On the bright side, I finally got an overall torpedo fix for the stock game by simply taking the TWoS files and compiling a mod by myself, this was not too difficult, the files are the same 2 ones, only that they really work with those of TWoS.
Very, very, very unfortunately the brilliant Stormy's DBSM mod will crash the stock game, no solution here, I get a Visual C++ error
Oh, and why I am interested in the stock game? 2 reasons; first I want to know if really there are hundreds or dozens or only some few annoyances that would impede players to play the stock game and which 'essential mods' must be applied against that. Knowing this, I can also answer with good confidence if asked: 'Oh Yes, go and play the stock game, but first do this....'
Second, I bought the game years ago and never played it without TWoS mod, so I'm just curious what Ubisoft has published out of the box...and seeing this famous tonnage bar properly in action, don't tell Weco about this... :haha:
For the moment , my most stable stock game version with all 'essentials' is:
*******************
Generic Mod Enabler - v2.6.0.157
[C:\Games\SilentHunter5\MODS]
NewUIs_TDC_7_5_0_ByTheDarkWraith (not essential, but never complain about realism, HUD and icons you don't like, also no Teleport)
Torpedo Circle FIX (from TWoS)
DeckGun Friendly Waves (from TWoS)
Shooting Range - Single mission (not essential but have 1 quick training mission at least)
No_Damn_Bubbles_No_Damn_Halo_Mod_ADJUSTED (corrected by me)
Pre-requisites: Version 1.2.0 patched with TDW Generic Patcher
*******************
Still to fix:
Voice: 'Flooding under control...Flooding under control...Flooding under control...Flooding under control...Flooding under control....'
Ship sinking within seconds, ship parts magically disappear (better than constant dud torpedos, but...)
Artefact triangle at center horizon (gosh, it's in SH3 too, maybe HanSolo has a solution; it's rare in SH5 though, AA to max and Fullscreen in the options help a little)
Eliminate these stupid 'ship mark queues' that reveal the heading of an enemy on the map all the time (can be done with 'Real Navigation')
... If the list goes on, in order to correct we get to...yes, TWoS :)
THEBERBSTER
01-30-18, 04:38 AM
Hi XS
No_Damn_Bubbles_No_Damn_Halo_Mod_ Works on my rig does what it says.
Stock game is broken and has been seen Ubisoft transferred the game launcher to Uplay 3 years ago.
Tonnage Bar > Campaign Icons > Campaign Transfer all broken unless a cracked exe is used then everything works perfectly as it always should have done.
Any version of SH5 bought today is broken and does not work as it should.
If Uplay removed the game launcher then SH5 would work and modded games would not need a transfer work around.
Peter
"The changes made to the .aix, .dat, .sim, .val, .zon, and .dsd files are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole, or in part, without the express written permission of TheDarkWraith. The changes made to these files may not be used in any commercial application of any form without the express written permission of TheDarkWraith."
If you're so worried about someone using your work , why did you post it here? Just keep it all to yourself and use it yourself. :hmmm:
"The changes made to the .aix, .dat, .sim, .val, .zon, and .dsd files are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole, or in part, without the express written permission of TheDarkWraith. The changes made to these files may not be used in any commercial application of any form without the express written permission of TheDarkWraith."
If you're so worried about someone using your work , why did you post it here? Just keep it all to yourself and use it yourself. :hmmm:
TDW tended to be a bit too emphatic when it came to defending his intellectual property, but you must understand that, when he wrote those release notes, there was a lot of people borrowing stuff from other's mods and calling it their own mod.
On the other hand I think no one will argue with me if I say that TDW was one of the most brilliant modders of our small community. He gave us mods and tools that very few SH geeks could. Despite his long inactivity period, most of his released work is still used, and up to the par with more recent mods. Had he kept that work for himself, I bet a lot of members here would be whining and demanding for similar stuff, and you might be in their number. :03:
Muckenberg
02-25-21, 11:08 AM
Good day
Yes, TDW owes a lot to our community. TDW thank you very much for your work.
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