View Full Version : Modding help
Captain J. Borne
10-18-10, 04:03 PM
I posted these questions in the modding section, and after over 100 views, not a single answer... So I will try this section.
Is there a way I can stop torpedo's from being exploded at 300+ m Depth? When I shoot a torpedo it blows up right when it leaves the tube if im around 300 meters or so. What file(s) do I need to edit/change to fix this? Also, I want to find the file(s) I need to edit to extend/shorten the battery life.
And how in the world do I make a mission for GWX? The editor for GWX is all bugged out, the map is not correct when I zoom in and out to edit the mission.
Thanks in advance!
desirableroasted
10-18-10, 06:35 PM
Is there a way I can stop torpedo's from being exploded at 300+ m Depth? When I shoot a torpedo it blows up right when it leaves the tube if im around 300 meters or so.
I am trying a) to work out how you get to 300 meters, b) how you work out a firing solution at 300 m and c) how do you get your tube flooded safely at 300 m.
All three were impossible in real life.
My weps officer is great, but even he is scratching his head at how to calculate a solution that also includes 300 meters of vertical math.
Captain J. Borne
10-18-10, 08:09 PM
A) is easy
B) He does and it works
C) This is a game not real life.
Obviously, if im at 300m , Im not too worried about the "real life" aspect of the game "at that time".
I just wanted to know what files I can change to fix this. Sorry in advance to offend all you "real life" simulators for asking how to do this.... -.-
frau kaleun
10-18-10, 09:20 PM
I think you mean 300m from the target, not when the depth of your u-boat is 300m?
Because IIRC the game will not let you fire a torpedo at that depth, even if you got there and survived. I don't think it will let you open the tubes once you get too far below periscope depth.
At any rate, assuming we're talking about distance from target, torpedoes aren't even supposed to arm themselves until they've run at least 300m, so why they would be detonating as soon as they leave the tube is beyond me. I don't know if it's possible to mod the distance required for eels to arm themselves for detonation but if that's been tinkered with it might be the culprit (just a guess).
Captain J. Borne
10-18-10, 09:45 PM
I think you mean 300m from the target, not when the depth of your u-boat is 300m?
Because IIRC the game will not let you fire a torpedo at that depth, even if you got there and survived. I don't think it will let you open the tubes once you get too far below periscope depth.
At any rate, assuming we're talking about distance from target, torpedoes aren't even supposed to arm themselves until they've run at least 300m, so why they would be detonating as soon as they leave the tube is beyond me. I don't know if it's possible to mod the distance required for eels to arm themselves for detonation but if that's been tinkered with it might be the culprit (just a guess).
Look at this, Im quoting my original post...
Is there a way I can stop torpedo's from being exploded at 300+ m Depth?
Im talking about depth. I can open the tube's at 300m, even fire them. The problem Im having is, they explode at that depth the second they come out of the tube.
When torpedo's miss and do a full ladder pattern, they eventually just sink. Well, once they reach the depth of 280m or so, it explodes. Im guessing that once it reaches a certain depth there is a timer that detonates the torpedo (Probably to delete the object, mainly for deleting the name above the torpedo for multiplayers missions).
I really need to know the source code in the long run because im a C++ and Hexidecimal (Memory references) Expert. I feel stupid asking questions like this but im used to other games that use different methods to develop / edit games. This will be my first simulator.
Making your max depth increase is easy. I can change all kinds of variables. Thats the easy part. I need to edit some of the physics of the game to do what I really want to do. But to edit the explosion depth for a torpedo should be a .sim file somewhere I can just change the variable.
Oh and, anyone have an answer for this !?
And how in the world do I make a mission for GWX? The editor for GWX is all bugged out, the map is not correct when I zoom in and out to edit the mission.
Jimbuna
10-19-10, 07:18 AM
First off might I suggest you keep a cool head and try to maintain some semblance of politeness toward those who are attempting to help you.
If you are experiencing the phenomena you are describing (opening tube doors at 300m depth etc.) it is most likely because you have already altered some of the critical files.
Many aspects of the game are not able to be modded because they are hard coded into the game and the SDK has never been released by the developers.
Seeing as how you consider yourself an 'expert' in C++ and Hexidecimals I'm confident you'll understand what I have stated above.
Now, the ME problem, what precisely do you mean when you say "all bugged out, the map is not correct when I zoom in and out to edit the mission"?
A screenshot would help resolve the issue perhaps.
frau kaleun
10-19-10, 07:37 AM
And how in the world do I make a mission for GWX? The editor for GWX is all bugged out, the map is not correct when I zoom in and out to edit the mission.
If you are using the Res Fix mod, which adds a d3d9.dll file to your game folder, this will also affect the display in Mission Editor. Just temporarily rename that file before opening Mission Editor. The "res fix" will be disabled and everything will display properly. When you're done with the ME, rename the file as d3d9.dll to get your res fix back before loading the game again.
I presume that other resolution fixes (like the recent widescreen mods) also affect Mission Editor in a similar fashion; I haven't used those so I don't know for sure. But temporarily disabling the mod in some way would, I assume, fix the problem if it exists.
First off might I suggest you keep a cool head and try to maintain some semblance of politeness toward those who are attempting to help you.
^^:sign_yeah: :yep:
Captain J. Borne
10-19-10, 08:15 AM
First off might I suggest you keep a cool head and try to maintain some semblance of politeness toward those who are attempting to help you.
If you are experiencing the phenomena you are describing (opening tube doors at 300m depth etc.) it is most likely because you have already altered some of the critical files.
Many aspects of the game are not able to be modded because they are hard coded into the game and the SDK has never been released by the developers.
Seeing as how you consider yourself an 'expert' in C++ and Hexidecimals I'm confident you'll understand what I have stated above.
Now, the ME problem, what precisely do you mean when you say "all bugged out, the map is not correct when I zoom in and out to edit the mission"?
A screenshot would help resolve the issue perhaps.
I was never rude to anyone... I just get excited. Thank you for the info on the source code I thought it was an open source game.
Again, obviously, at 300m ive edited my files... How could I even be at 300m? If you know what files I can alter regarding the torpedo's, I thank you in advance, if you dont, then keep your mouth shut. Im not here to argue with you guys. Im always extra polite in all of my posts. Please dont turn this into a flame thread.
If you know what files I can alter regarding the torpedo's, I thank you in advance, if you dont, then keep your mouth shut...[snip]...Im always extra polite in all of my posts.
Could be the post of the year...
Just so you know, asking people to "keep their mouth shut" if they don't answer your question in a forums will be taken as very rude. I certainly read it that way. I can't really think of a context where "keep your mouth shut" would not be rude.
In case you actually, seriously believe that you are trying to be polite here I will point out that in your second post in this thread both...
C) This is a game not real life.
and
Sorry in advance to offend all you "real life" simulators for asking how to do this....
will be taken as sarcastic and rude and in your third post...
Look at this, Im quoting my original post...
is pretty rude.
Lastly, regarding your appeal...
Please dont turn this into a flame thread.
...so far you are the only one who has flammed anyone.
With regards to your original question, I don't think you will get an answer here. The vast majority, perhaps all, of the modding that has been done to this game involves changing values in the configuration files and replacing image files. From what I've read I doubt that any mods include changes to the executables so I don't think that knowledge is here in this group.
That being said, there are a *lot* of people here who would love to see the sorts of changes made that could be made by a C++, hex-editing expert. It is truly sad that UBIsoft will not release the source code for a 5 year old title, however I'm certain they fear their latest titles having to compete with an open source project.
Madox58
10-19-10, 04:18 PM
You start with the torpedo .sim file
and follow the ID's for the effects through the particles.dat and then follow more ID's to the materials.dat.
There might be a setting in them that controls the depth but
I'd think it's a hard coded issue since they vanish at around 200+ something meters anyway.
desirableroasted
10-19-10, 06:42 PM
A) is easy
B) He does and it works
C) This is a game not real life.
Obviously, if im at 300m , Im not too worried about the "real life" aspect of the game "at that time".
I just wanted to know what files I can change to fix this. Sorry in advance to offend all you "real life" simulators for asking how to do this.... -.-
Well, it is a simulation, so forgive me for not realizing you were thinking out of the realistic box.
Though on other threads you have talked about modding your boat to go 45 knots underwater, and have complained that you run out of fuel on patrols (or that it is "too boring") and have to teleport back.
That's one way to play and enjoy the game.
My own dirty secret? I have modded a really, really big helium blimp that pops out of the conning tower on command, lifts the boat to 2000 meters and -- added bonus!! -- we are invisible to Allied radar until we settle gently into our U-boat pen at base.
Shut my mouth! That was supposed to be classified!
Madox58
10-19-10, 07:02 PM
My own dirty secret? I have modded a really, really big helium blimp that pops out of the conning tower on command, lifts the boat to 2000 meters and --
You have been messing with the K-Ship files!!!
:stare:
And obviously hack into my personnal install of GWX 3!
:o
Did you get the Haunebu and Terrain files for New Swabia also?
:haha:
desirableroasted
10-19-10, 07:44 PM
You have been messing with the K-Ship files!!!
:stare:
And obviously hack into my personnal install of GWX 3!
:o
Did you get the Haunebu and Terrain files for New Swabia also?
:haha:
All you need to know, mate, is that we have mirror balls and the best of Glenn Miller on Saturday nights. It's an entirely new control room.
frau kaleun
10-19-10, 08:24 PM
All you need to know, mate, is that we have mirror balls and the best of Glenn Miller on Saturday nights. It's an entirely new control room.
I don't care if it means a demotion... I want a transfer to your boat! If you can mod in a CD player, I'll bring the Count Basie. :O:
Captain J. Borne
10-19-10, 10:21 PM
Im sorry for what I said. I dont want to argue. Thank you for telling me how to do this thats all I wanted to know.
I will try to be more polite next time asking for your help. And replying to your remarks.
Jimbuna
10-21-10, 05:56 AM
I was never rude to anyone... I just get excited. Thank you for the info on the source code I thought it was an open source game.
Again, obviously, at 300m ive edited my files... How could I even be at 300m? If you know what files I can alter regarding the torpedo's, I thank you in advance, if you dont, then keep your mouth shut. Im not here to argue with you guys. Im always extra polite in all of my posts. Please dont turn this into a flame thread.
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