View Full Version : [TEC] SH5.exe patches to fix bugs and add functionality
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volodya61
05-26-13, 12:13 PM
Starting with v1.0.100.0 of the app I have placed files in the MODS folder that are referenced through the Files=, Pictures=, and Notes= of the patch files. Thus this folder is very important.
Your torpedo .sim files (actually just one zipped file) is referenced in this MODS folder by the shsim patch file :yep:
the patch files themselves now reside in Patches\patch folder (usually app name)
Backups are placed in Patches\patch folder (usually app name)\Backups
I know, thanks :up:
I have already done russian manual for the New Patcher.. it will be placed in the Trevally's 'How to' thread when he will have time to do that :yep:
volodya61
05-26-13, 12:20 PM
any complaints/suggestions on the UI or operation of the Generic Patcher :06:
I've already talked about this.. is it possible to combine all the torpedo patches into a single folder? like Render patches or Map Colors? :06:
Your torpedo .sim files (actually just one zipped file) is referenced in this MODS folder by the shsim patch file :yep:
I have removed from HistGunSpecs thread the link to Volodya's sim file, as you have included in the same package as your patcher. ;)
7thSeal
05-26-13, 01:31 PM
The great thing about these .gps files is when I release a new version of the patcher you can:
- take a snapshot
- disable all patches
- enable new version of Generic Patcher
- restore from snapshot
Now all your patches that you had previously enabled with the old version are now enabled with the new version :rock:
This is a really nice and needed feature now that the patches have been greatly expanding. Much like the option migrater, it saves alot of time getting everything in order after each new release.
Thanks for this. :)
I have removed from HistGunSpecs thread the link to Volodya's sim file, as you have included in the same package as your patcher. ;)
:hmm2: I don't get it here...what is it about exactly please?
Is it an add-on mod from HistGunSpecs wich isn't necessary anymore because included in latest patcher?
volodya61
05-26-13, 04:45 PM
:hmm2: I don't get it here...what is it about exactly please?
Is it an add-on mod from HistGunSpecs wich isn't necessary anymore because included in latest patcher?
You got it long ago.. new torpedo's .sim.. since the v1.00.100 included in the Patcher's archive..
An other little confusing:
I'm running latest patcher (v1.0.102.0 ) as stand alone, but i noticed a new folder in latest NewUIS 7.4.2/application called "patcher", and after opening, it's older version (0.94 or something...) :hmmm:
I suppose i don't run it obviously, and i let it alone here?
TheDarkWraith
05-26-13, 05:49 PM
http://www.subsim.com/radioroom/picture.php?albumid=669&pictureid=6663
http://www.subsim.com/radioroom/picture.php?albumid=669&pictureid=6664
Yes, I've added language packs to the app :rock:
You will find a new folder off the executable's path - LanguagePacks. Inside that folder is where all the folders for all the different languages reside (currently only English). Now here's the neat thing about this - you can define what you want to call the language by creating a new folder when the name of the language - i.e. If you wanted to create a French language you could create a folder called French. Inside that folder needs to be one file - languagepack.txt. This single txt file is what defines all the strings needed by the app.
When the app first starts up and you have never defined the language you will see the dialog box asking you to select a language (one caveat to this - if only one language is defined then the app will select it by default and you won't see this dialog box).
At any time you can change the language in real-time by clicking Edit-->Options-->Select language
:|\\
TheDarkWraith
05-26-13, 05:55 PM
I'll try then to translate things in French :up:
Count me in for the german translation.
ty and u can count on me to translate Romania, Hungarian and German
Count on me for the Italian translation :up:
v1.0.105.0 released. See post #1
Starting with v1.0.105.0 Added the ability to define and use language packs
Send me the language packs when you have them translated :up:
volodya61
05-26-13, 06:02 PM
Yes, I've added language packs to the app :rock:
...
At any time you can change the language in real-time by clicking Edit-->Options-->Select language
v1.0.105.0 released. See post #1
Starting with v1.0.105.0 Added the ability to define and use language packs
Send me the language packs when you have them translated :up:
Cool :yeah:
Thanks a lot :salute:
OMG! :o You are fast!!!...just activated latest patcher, and here an other :rock:
We can't follow you! :rotfl2:
TheDarkWraith
05-26-13, 06:34 PM
OMG! :o You are fast!!!...just activated latest patcher, and here an other :rock:
We can't follow you! :rotfl2:
Holidays are great because I don't have that annoying thing called work keeping me away from my computer and my hobbies :cool:
v1.0.105.0 released. See post #1
Starting with v1.0.105.0 Added the ability to define and use language packs
Send me the language packs when you have them translated :up:
:up:
volodya61
05-26-13, 07:38 PM
Starting with v1.0.105.0 Added the ability to define and use language packs
Send me the language packs when you have them translated :up:
Discrimination based on nationality? :timeout: :haha: :rotfl2:
Your Patcher's new ability doesn't want to get into relationships and to be friends with the Cyrillic :03:
http://s19.postimg.org/626m6sa9v/patcher.jpg (http://postimage.org/)
Discrimination based on nationality? :timeout: :haha: :rotfl2:
Your Patcher's new ability doesn't want to get into relationships and to be friends with the Cyrillic :03:
The cold war upon us, again? :huh: :timeout: :wah:
Started to translate the patcher language file...tested and working fine :up:
That's a very nice and easy application now. What a change in few updates!
My only trouble is sometime to find the right french words to match the desired TDW meaning...when the translater didn't build the application :haha:
volodya61
05-26-13, 09:09 PM
Your Patcher's new ability doesn't want to get into relationships and to be friends with the Cyrillic :03:
I decided I'll not make Russian translation, I've already done enough detailed Russian manual.. it will suffice..
The cold war upon us, again? :huh: :timeout: :wah:
:o
Why do you think so? :)
TheDarkWraith
05-26-13, 10:23 PM
Discrimination based on nationality? :timeout: :haha: :rotfl2:
Your Patcher's new ability doesn't want to get into relationships and to be friends with the Cyrillic :03:
I would like to see your language pack for this. There has to be a reason why this is happening and I would like to figure it out :yep: More than likely something to do with Unicode...
TheDarkWraith
05-26-13, 10:25 PM
Started to translate the patcher language file...tested and working fine :up:
That's a very nice and easy application now. What a change in few updates!
Working with anything in your native language is always easier :D Glad the app is easier to work with now. Now when are you writing some patch files :06:
Now when are you writing some patch files :06:
:har: That's a good joke! :nope:
Anyway, here is the French translation for Generic Patcher: http://www.mediafire.com/download/m3gcqrr93clmt5e/French_text_for_Generic_Patcher_v1.0.105.0.zip
:yeah:
PS: application doesn't read ANY accent like "é" or "à"...better write "e" and "a" otherwise it's an "?" instead!
Echolot
05-27-13, 02:17 AM
Wow, thank you TDW.
I will start working on the german translation this evening.
Regards.
Echolot.
Edit:
application doesn't read ANY accent like "é" or "à"...better write "e" and "a" otherwise it's an "?" instead! Same here with "ä", "ö", "ü" and "ß". I will send you a first try later this day. Could you explain the attach/detach feature please?
Will this be possible in the future to use the accents maybe or should I use replacements like "ae", "oe", "ue" and "ss" for the translation?
volodya61
05-27-13, 04:13 AM
I would like to see your language pack for this. There has to be a reason why this is happening and I would like to figure it out :yep: More than likely something to do with Unicode...
I think, more likely something with system font.. what font have you used in your apps? has this font cyrillic symbols?
:har: That's a good joke! :nope:
Anyway, here is the French translation for Generic Patcher: http://www.mediafire.com/download/m3gcqrr93clmt5e/French_text_for_Generic_Patcher_v1.0.105.0.zip
:yeah:
PS: application doesn't read ANY accent like "é" or "à"...better write "e" and "a" otherwise it's an "?" instead!
I have tweak your file to support accent (use Unicode not ANSI) and fix some terms that was badly translate (not all,especially in Exeption one).
French translation
https://mega.co.nz/#!CJcxhKAY!ZnmYBXaeqzKWjl2Z1qc6nCWnacEDKYUp4OIXgfn q4n0
Discrimination based on nationality? :timeout: :haha: :rotfl2:
Your Patcher's new ability doesn't want to get into relationships and to be friends with the Cyrillic :03:
http://s19.postimg.org/626m6sa9v/patcher.jpg (http://postimage.org/)
Save your file as unicode.
http://uppix.net/f/c/f/713d05056dc9214e817536aac1fb5.jpg (http://uppix.net/f/c/f/713d05056dc9214e817536aac1fb5.html)
volodya61
05-27-13, 07:41 AM
Save your file as unicode.
Thank you very much Choum.. I didn't even think about it.. it was 6:00AM my local time :)..
But -
I decided I'll not make Russian translation, I've already done enough detailed Russian manual.. it will suffice..
TheDarkWraith
05-27-13, 09:48 AM
Same here with "ä", "ö", "ü" and "ß". I will send you a first try later this day. Could you explain the attach/detach feature please?
Will this be possible in the future to use the accents maybe or should I use replacements like "ae", "oe", "ue" and "ss" for the translation?
PS: application doesn't read ANY accent like "é" or "à"...better write "e" and "a" otherwise it's an "?" instead!
Save the file as Unicode :yep:
TheDarkWraith
05-27-13, 10:12 AM
Could you explain the attach/detach feature please?
that's a really advanced feature. It's allows you to attach to a process and view it's memory. You can set watches and inject/remove DLLs from a process. Like I said it's more for advanced users that understand this stuff. It's a very helpful feature if you understand/know how to use it :yep:
TheDarkWraith
05-27-13, 10:51 AM
I have tweak your file to support accent (use Unicode not ANSI) and fix some terms that was badly translate (not all,especially in Exeption one).
French translation
https://mega.co.nz/#!CJcxhKAY!ZnmYBXaeqzKWjl2Z1qc6nCWnacEDKYUp4OIXgfn q4n0
Added to the app :yeah:
I selected the Francais language...jibberish to me :)
Added to the app :yeah:
I selected the Francais language...jibberish to me :)
this version is not complete, there's still some exeption and error message to change (but some line are hard to understand).
TheDarkWraith
05-27-13, 11:48 AM
Found a bug in the app. When you click File-->Open the app loads every .s5p file found in the Patches\\app name folder. In doing so it prompts you as to whether to use the path found in the cfg file or to let you choose the path via a FolderBrowseDialog window. The intent was if you clicked Cancel then that patch file would not be loaded. The intent worked but the outcome didn't. The app fails to display the treeview if you click cancel on any of these. I have corrected the bug and will be available in new version :up:
here a better french version (I use french msdn for technical terms)
https://mega.co.nz/#!PJkg3YAS!cx41InNadivMYUa8EYFysDDJDw4oQsqK-DB28TWCWb4
TheDarkWraith
05-27-13, 12:25 PM
I, too, have had a problem with CO2 levels, not the level amounts but not working at all with the multiple patches. I have not enabled the CO2 feature in at least 15 patch releases. Sober convinced me NOT to enable related CO2 patches. I know nothing about the speed of the levels such as divingblue frog has stated.
I'm still waiting to here what exactly is wrong with the CO2 patches :hmmm: I have no problems with them.
volodya61
05-27-13, 12:37 PM
I'm still waiting to here what exactly is wrong with the CO2 patches :hmmm: I have no problems with them.
Since this patch (CO2 fix) was released I have never had any issues with it..
Targor Avelany
05-27-13, 12:52 PM
TDW, I was wondering if you could point me in the right direction:
as I mentioned in one of my posts, lately something has changed with the UBI's Launcher, resulting in inability to change the location from where to launch the game.
Also, even though I have followed your instructions with the .exe patcher, I can't avoid loading UPlay.
I would greatly appreciate if you point me in right direction, as this inability to use different installation folders annoyes me immensley, as I cannot peacefully edit files and experiment on my "game" folder and not on my "work" folder :)
TheDarkWraith
05-27-13, 01:13 PM
TDW, I was wondering if you could point me in the right direction:
as I mentioned in one of my posts, lately something has changed with the UBI's Launcher, resulting in inability to change the location from where to launch the game.
Also, even though I have followed your instructions with the .exe patcher, I can't avoid loading UPlay.
I would greatly appreciate if you point me in right direction, as this inability to use different installation folders annoyes me immensley, as I cannot peacefully edit files and experiment on my "game" folder and not on my "work" folder :)
The Generic Patcher doesn't give you (the end-user) the ability to patch out the Uplay browser. That would cause a huge uproar by Ubi because then someone could analyze how it was does and apply it to their other games :03: I avoid legal trouble if at all possible :yep:
I'll have to see what has changed in the Uplay browser. Where did it let you pick the folder to start before?
I think a better solution is to have an app that let's you choose an SH5 installation to use from many thus totally avoiding anything to do with the Uplay browser.
Targor Avelany
05-27-13, 01:25 PM
The Generic Patcher doesn't give you (the end-user) the ability to patch out the Uplay browser. That would cause a huge uproar by Ubi because then someone could analyze how it was does and apply it to their other games I avoid legal trouble if at all possible
I'll have to see what has changed in the Uplay browser. Where did it let you pick the folder to start before?
I think a better solution is to have an app that lets you choose an SH5 installation to use from many thus totally avoiding anything to do with the Uplay browser.
Completely agree with that - and I do have such an app, which changes the folder in the registry. That is where UPlay launcher used to take information on where is the folder and the .exe file of the game is. My app works on the similar principle as your SH5 Validator app, that checks registry (http://www.subsim.com/radioroom/showthread.php?p=1958111).
Now, however, no matter what is the registry value is - it launches only the default location, where the game was originally installed.
I even tried re-installing the game, after cleaning any trace of Uplay Launcher, game and any registry records.
TheDarkWraith
05-27-13, 01:35 PM
Completely agree with that - and I do have such an app, which changes the folder in the registry. That is where UPlay launcher used to take information on where is the folder and the .exe file of the game is. My app works on the similar principle as your SH5 Validator app, that checks registry (http://www.subsim.com/radioroom/showthread.php?p=1958111).
Now, however, no matter what is the registry value is - it launches only the default location, where the game was originally installed.
I even tried re-installing the game, after cleaning any trace of Uplay Launcher, game and any registry records.
Which registry key(s) are you reading?
Targor Avelany
05-27-13, 01:50 PM
will tell you exactly once I get home, can't remember of the top of my head. I think in the same location as your SH5 Validation app (as I have tried fixing this issue with your app - I had no idea I could change it through it before - and it still didn't work. But both apps change the same registry keyes: for folder and sh5.exe).
trying to remember the exact location, urgh...
edit: It's in local_machine >>> Ubisoft >>> Silent Hunter 5 >>> GameUpdater
I think that is it or close enough.
TheDarkWraith
05-27-13, 04:05 PM
will tell you exactly once I get home, can't remember of the top of my head. I think in the same location as your SH5 Validation app (as I have tried fixing this issue with your app - I had no idea I could change it through it before - and it still didn't work. But both apps change the same registry keyes: for folder and sh5.exe).
trying to remember the exact location, urgh...
edit: It's in local_machine >>> Ubisoft >>> Silent Hunter 5 >>> GameUpdater
I think that is it or close enough.
I checked my registry and the only key that specifies a path to SH5 is this one (I have 64bit Win7):
HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Ubisoft\Si lent Hunter 5\GameUpdate with one value being installdir pointing to the install path for SH5.
If you are changing this and Uplay isn't launching the correct 'game' then is Uplay rewriting that registry entry? Have you checked that? If it's not then Uplay is storing the path in some file in it's folder.
Targor Avelany
05-27-13, 04:19 PM
I checked my registry and the only key that specifies a path to SH5 is this one (I have 64bit Win7):
HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Ubisoft\Si lent Hunter 5\GameUpdate with one value being installdir pointing to the install path for SH5.
If you are changing this and Uplay isn't launching the correct 'game' then is Uplay rewriting that registry entry? Have you checked that? If it's not then Uplay is storing the path in some file in it's folder.
Yep, that is the key.
Yep, I have. UPlay just ignores any changes in the registry alltogether: it does not change it back, but it just launches the game from the same location nontheless.
TheDarkWraith
05-27-13, 09:46 PM
v1.0.107.0 released. See post #1
Starting with v1.0.107.0 Added a new patch to the SH5.exe: New destroyed marks (required for my NewUIs mod v7.5.0 and greater). Fixed bug of clicking cancel after File-->Open was clicked caused treeview items not to show. Added Francais language pack (courtesy of Choum)
Echolot
05-27-13, 09:50 PM
Thank you TDW for help and explanation.
I will need a few more hours with translation because of a funny meeting with some old friends.
:Kaleun_Cheers: :Kaleun_Sick::Kaleun_Sleep:
TheDarkWraith
05-27-13, 09:55 PM
Thank you TDW for help and explanation.
I will need a few more hours with translation because of a funny meeting with some old friends.
:Kaleun_Cheers: :Kaleun_Sick::Kaleun_Sleep:
The whole File-->Attach advanced feature has no strings defined in the language packs. It's completely in English. I figured 99.9% would have no clue how to use this feature and thus saw no reason to include it in the language packs. If you are trying to use it and English is not your native language just ask for help. I'll try my best to help you :up:
TheDarkWraith
05-27-13, 10:28 PM
I've already talked about this.. is it possible to combine all the torpedo patches into a single folder? like Render patches or Map Colors? :06:
I'm still thinking over how to implement this. The problem is each torpedo patch has 1+ changes. If each torpedo patch was only 1 change it would be no problem.
What I'm thinking of doing is adding another entry for each patch: Group= which would define a group that the patch belongs to. Then when the app reads the file and encounters a Group= it will create a tree node with that Group's name and all patches that contain that Group= will be placed under it :hmmm:
volodya61
05-27-13, 11:29 PM
v1.0.107.0 released. See post #1
Thanks :salute:
I'm still thinking over how to implement this. The problem is each torpedo patch has 1+ changes. If each torpedo patch was only 1 change it would be no problem.
What I'm thinking of doing is adding another entry for each patch: Group= which would define a group that the patch belongs to. Then when the app reads the file and encounters a Group= it will create a tree node with that Group's name and all patches that contain that Group= will be placed under it :hmmm:
I think it's a sensible idea.. because there is a lot of patches in the future that will need to combine into groups.. at least we hope so :)
Echolot
05-28-13, 07:24 AM
Hello TDW.
I'm currently working on the german translation, takes some time but it's on a good way.
Would it be possible to have a help text feature in the app, like a third menu entry "Help" (1st is "File", second is "Edit" and third is "Help")?
So we can have a help text file for each language to explain and translate every single patch, maybe with some hints and recommendations?
:sunny:
TheDarkWraith
05-28-13, 07:52 AM
Hello TDW.
I'm currently working on the german translation, takes some time but it's on a good way.
Would it be possible to have a help text feature in the app, like a third menu entry "Help" (1st is "File", second is "Edit" and third is "Help")?
So we can have a help text file for each language to explain and translate every single patch, maybe with some hints and recommendations?
:sunny:
I can add something no problem. Do you want the help button to open a txt file, an HTML file, PDF, or ? HTML would probably be the best way to do it :hmmm:
TDW, it is just me, or your profile picture got corrupted?
I see an HUGE exclamation mark, relegating the text of your posts to a narrow column, where there used to be Mickey Mouse :hmmm:
EDIT: Okay it looks like it is me and my installation of Google Chrome. I have just opened a post of you in Firefox, and everything is okay...
volodya61
05-28-13, 08:24 AM
I can add something no problem. Do you want the help button to open a txt file, an HTML file, PDF, or ? HTML would probably be the best way to do it :hmmm:
TDW, I've long ago done a detailed russian manual and update it after the release of each new version.. but.. it's .docx file.. is it possible to add it?
TheDarkWraith
05-28-13, 08:28 AM
TDW, I've long ago done a detailed russian manual and update it after the release of each new version.. but.. it's .docx file.. is it possible to add it?
sure! Post a link :up:
Echolot
05-28-13, 08:30 AM
Do you want the help button to open a txt file, an HTML file, PDF, or ?I don't know much about html files and creating such files. I could make text with patches descriptions in my language but I have no clue about how this can be implemented in the app.
Maybe mouse over tooltips reading their content from a txt file like the language packs :06:
(folder Help/German/tooltips_de.txt)
volodya61
05-28-13, 08:50 AM
sure! Post a link :up:
Generic Patcher manual RUS (1.0.100 - 1.0.107) - http://www.mediafire.com/?ht2tdss144gc12d
TheDarkWraith
05-28-13, 09:09 AM
I don't know much about html files and creating such files. I could make text with patches descriptions in my language but I have no clue about how this can be implemented in the app.
Maybe mouse over tooltips reading their content from a txt file like the language packs :06:
(folder Help/German/tooltips_de.txt)
The tooltips one would be hard to implement. What I will do is add a folder to the app called Help. Inside that folder will be folders for all the languages defined. Inside each \Help\language folder I will let you place txt, html, doc, docx, whatever file(s) you want in there. Then when the user clicks the help button the app will show a listbox with all the files found in that folder. When the user clicks an item in the listbox the app will have the end-user's OS open the file using the application defined for the file's extension. Simple and elegant :up:
volodya61
05-28-13, 09:13 AM
The tooltips one would be hard to implement. What I will do is add a folder to the app called Help. Inside that folder will be folders for all the languages defined. Inside each \Help\language folder I will let you place txt, html, doc, docx, whatever file(s) you want in there. Then when the user clicks the help button the app will show a listbox with all the files found in that folder. When the user clicks an item in the listbox the app will have the end-user's OS open the file using the application defined for the file's extension. Simple and elegant :up:
Great idea :yeah:
Echolot
05-28-13, 09:25 AM
The tooltips one would be hard to implement. What I will do is add a folder to the app called Help. Inside that folder will be folders for all the languages defined. Inside each \Help\language folder I will let you place txt, html, doc, docx, whatever file(s) you want in there. Then when the user clicks the help button the app will show a listbox with all the files found in that folder. When the user clicks an item in the listbox the app will have the end-user's OS open the file using the application defined for the file's extension. Simple and elegant :up:Thank you TDW :Kaleun_Salivating:
Please, one more question: With every new version I need to create a folder, name it and extract the files to it. Would it be possible to change the patchers download zip file to TDW_GenericPatcher_v_x_x_xxx_x.zip/TDW_GenericPatcher_v_x_x_xxx_x/GenericPatcher.exe?
TheDarkWraith
05-28-13, 10:37 AM
Please, one more question: With every new version I need to create a folder, name it and extract the files to it. Would it be possible to change the patchers download zip file to TDW_GenericPatcher_v_x_x_xxx_x.zip/TDW_GenericPatcher_v_x_x_xxx_x/GenericPatcher.exe?
Sure I can do that :up:
Echolot
05-28-13, 10:59 AM
Sure I can do that :up:
:sunny:Thank you.
When I first launch the app the option to backup files is greyed out. I can make a backup after I select the path to sh5.exe, opened and patched (new sections, file size) so the backuped files are not the stock ones.
Would it be possible: Run the app > File > Backup > Select path to sh5 install folder (preselected the path from registry) > then backup the stock unchanged files?
After doing this I could select File > Open > then open and patch the files.
We wouldn't need to backup our files or enable as mod. The app would backup our files (maybe in Silent Hunter 5/Backups, if one delete the patchers folder for new version).
TheDarkWraith
05-28-13, 11:15 AM
When I first launch the app the option to backup files is greyed out. I can make a backup after I select the path to sh5.exe, opened and patched (new sections, file size) so the backuped files are not the stock ones.
Would it be possible: Run the app > File > Backup > Select path to sh5 install folder (preselected the path from registry) > then backup the stock unchanged files?
After doing this I could select File > Open > then open and patch the files.
We wouldn't need to backup our files or enable as mod. The app would backup our files (maybe in Silent Hunter 5/Backups, if one delete the patchers folder for new version).
I guess I don't understand :hmmm: At first the Backup and Restore menu entries are greyed out correct. They are greyed out because there are no patch files loaded and thus the app has no idea which files to use. Once the patch files are loaded the app knows the files in use via the [FILE] header File= entry in each .s5p file. I'm keeping this app generic and thus the only way it knows which files to use are from reading the patch files.
Now once the patch files are loaded you could:
- take a snapshot to record your current patches enabled/disabled
- click Disable all patches (File-->Disable all patches)
- click File-->Backup to backup all your files
- restore from snapshot
volodya61
05-28-13, 11:22 AM
I guess I don't understand :hmmm:
I think Echolot meant that when we become able to backup files, these files are already not stock files - increased size and new sections..
On the other hand my files for a long time not stock.. and everything works just fine..
TheDarkWraith
05-28-13, 11:42 AM
I think Echolot meant that when we become able to backup files, these files are already not stock files - increased size and new sections..
On the other hand my files for a long time not stock.. and everything works just fine..
I see :hmmm: Have to think about how to handle that one. The app needs to stay generic...
I've added a new entry to each Patch file's Patch entry: Group=. This will allow patches to be grouped together. If this entry is blank then the patch is not grouped to anything. I added a Torpedoes group to the SHSim patch file's patches:
http://www.subsim.com/radioroom/picture.php?albumid=669&pictureid=6671
Right clicking any group will give you the options to Enable all patches or Disable all patches.
volodya61
05-28-13, 11:54 AM
I've added a new entry to each Patch file's Patch entry: Group=. This will allow patches to be grouped together. If this entry is blank then the patch is not grouped to anything. I added a Torpedoes group to the SHSim patch file's patches:
...
Right clicking any group will give you the options to Enable all patches or Disable all patches.
Good news :yeah:
I've added a new entry to each Patch file's Patch entry: Group=. This will allow patches to be grouped together. If this entry is blank then the patch is not grouped to anything. I added a Torpedoes group to the SHSim patch file's patches:
Right clicking any group will give you the options to Enable all patches or Disable all patches.
Very useful !!!
Txema
TheDarkWraith
05-28-13, 12:45 PM
v1.0.109.0 released. See post #1
Starting with v1.0.109.0 Added the ability to define help files. With each language pack folder there is a folder named Help. Simply placing help files in this folder will cause the app to display them in a listbox to the user when Help is pressed. Then when user clicks any entry in this listbox the user's OS will open the file using the application defined for the file's extension. Added 2 new entries to the existing language packs: 30 and 1513. Added a new entry to each Patch file's Patches: Group=. This new entry will allow patches to be placed into groups. All the torpedoe patches in SHSim have been placed in the Torpedoes group. Added Volodya61's help file to the Russian language pack's Help folder (though it won't display until someone sends me a Russian language pack!)
http://www.subsim.com/radioroom/picture.php?albumid=669&pictureid=6672
Echolot
05-28-13, 12:59 PM
The app needs to stay generic...I have not thought of.
:oops:
v1.0.109.0 released. See post #1
Starting with v1.0.109.0 Added the ability to define help files.
Thank you. Currently working on the german translation.
Regards.
Echolot.
volodya61
05-28-13, 01:31 PM
v1.0.109.0 released. See post #1
Thanks :salute:
I'll send you new version of the manual (for v1.0.109) later :up:
Echolot
05-28-13, 01:35 PM
Now we have TDW_GenericPatcher_v_1_0_109_0.zip\TDW_GenericPatc her_v_1_0_109_0\TDW_GenericPatcher_v_1_0_109_0\?
Now it is one too many (folders). :oops:
When I click Help and there is no document in the help folder of the current selected language the app crashes (Unhandled Exception, object name: SelectHelp).
Maybe you can put the release notes/version history/changelogs in there to avoid the error message.
Can the folder LanguagePacks/German renamed to Deutsch by default?
TheDarkWraith
05-28-13, 03:43 PM
Now we have TDW_GenericPatcher_v_1_0_109_0.zip\TDW_GenericPatc her_v_1_0_109_0\TDW_GenericPatcher_v_1_0_109_0\?
Now it is one too many (folders). :oops:
When I click Help and there is no document in the help folder of the current selected language the app crashes (Unhandled Exception, object name: SelectHelp).
Maybe you can put the release notes/version history/changelogs in there to avoid the error message.
Can the folder LanguagePacks/German renamed to Deutsch by default?
The error message was because I forgot to set the Enabled property of the Help menu item to False in the developer :-? With it set to False it's always disabled when you start the app and only if the conditions are right is it enabled. By not setting it to False it was letting it be enabled thus causing an error because the conditions were not right for it to be enabled. I've fixed this now :up:
language packs can be named anything you want. I just put some arbitrary ones in there for testing. I'll rename the German one to Deutsch.
TheDarkWraith
05-28-13, 03:56 PM
v1.0.110.0 released. See post #1
Starting with v1.0.110.0 Fixed bug in Help menu item. Those language packs that are missing are set to English language pack.
THE_MASK
05-28-13, 04:13 PM
What about these ?
Program Files (x86)\Ubisoft\Ubisoft Game Launcher\data\3\osis\13
TheDarkWraith
05-28-13, 04:39 PM
What about these ?
Program Files (x86)\Ubisoft\Ubisoft Game Launcher\data\3\osis\13
that looks interesting...what about them?
THE_MASK
05-28-13, 04:47 PM
that looks interesting...what about them?I was just wondering if you knew what they are for .
volodya61
05-28-13, 05:41 PM
TDW, here is something to the next version.. :)
Generic Patcher manual RUS (1.0.100 - 1.0.110) - http://rghost.ru/46338881
mafansiwo
05-29-13, 12:09 PM
this is a perfect job .thank you .very good
TheDarkWraith
05-29-13, 12:40 PM
TDW, here is something to the next version.. :)
Generic Patcher manual RUS (1.0.100 - 1.0.110) - http://rghost.ru/46338881
updated :up:
TheDarkWraith
05-29-13, 12:49 PM
I was just wondering if you knew what they are for .
no clue. The files look very similar to the ones used for SH5 :hmmm:
TheDarkWraith
05-29-13, 01:24 PM
Echolot was having some problems with one of the strings in the language pack so I broke it into two strings.
v1.0.111.0 released. See post #1
Starting with v1.0.111.0 Revised language pack entry 1506. Broke it into two stings. Added new language pack entry 1515 which is the second string.
volodya61
05-29-13, 01:36 PM
v1.0.111.0 released. See post #1
Archive became four times bigger.. language packs and help? :)
TheDarkWraith
05-29-13, 01:45 PM
Archive became four times bigger.. language packs and help? :)
Try it again. I had some stuff in it that I forgot to remove :)
volodya61
05-29-13, 02:22 PM
Try it again. I had some stuff in it that I forgot to remove :)
Yep, I had already noticed.. some excess files in the Backup folder :D, I've just removed them..
Report:
When the 2 options in patcher "AI units falling through sea floor" are activated, and a docked boat is sinked, some very impressive nasty effect can happen:
http://img15.hostingpics.net/thumbs/mini_439634FlyingPolish.jpg (http://www.hostingpics.net/viewer.php?id=439634FlyingPolish.jpg)
I prefer not activate them, when not enough sea depth :yep:
Stormfly
05-30-13, 01:59 PM
TDW ???
...i need to send a pm, could you clear your message box ? :arrgh!:
Echolot
05-30-13, 07:15 PM
Updated german language file for use with v1.0.111.0 (http://www.gamefront.com/files/23358527/languagepack_de_gp_v1.0.111.0_ff.7z). Extract to LanguagePacks\Deutsch and let overwrite the existing one. Please send me your comments or suggestions via pm.
Regards.
Echolot.
TheDarkWraith
05-31-13, 09:01 AM
...i need to send a pm, could you clear your message box ? :arrgh!:
There's a little space opened up but don't know how long it will be there :-?
Targor Avelany
05-31-13, 12:07 PM
it's odd, but with update on the Uplay, the switch in the registry works as supposed to again. Not sure what happened, but I can finally continue working on things, lol :salute:
TheDarkWraith
05-31-13, 03:38 PM
someone may find this interesting:
all the torpedoes SH5 recognizes:
CPU Disasm
Address Hex dump Command Comments
014785B8 |> C745 88 CCA05 MOV DWORD PTR SS:[EBP-78],OFFSET sh5.0151A0CC ; ASCII "T_I"
014785BF |. C745 8C D0A05 MOV DWORD PTR SS:[EBP-74],OFFSET sh5.0151A0D0 ; ASCII "T_I_FAT_I"
014785C6 |. C745 90 DCA05 MOV DWORD PTR SS:[EBP-70],OFFSET sh5.0151A0DC ; ASCII "T_II"
014785CD |. C745 94 E4A05 MOV DWORD PTR SS:[EBP-6C],OFFSET sh5.0151A0E4 ; ASCII "T_III"
014785D4 |. C745 98 ECA05 MOV DWORD PTR SS:[EBP-68],OFFSET sh5.0151A0EC ; ASCII "T_III_FAT_II"
014785DB |. C745 9C FCA05 MOV DWORD PTR SS:[EBP-64],OFFSET sh5.0151A0FC ; ASCII "T_IV"
014785E2 |. C745 A0 04A15 MOV DWORD PTR SS:[EBP-60],OFFSET sh5.0151A104 ; ASCII "T_V"
014785E9 |. C745 A4 08A15 MOV DWORD PTR SS:[EBP-5C],OFFSET sh5.0151A108 ; ASCII "T_I_LUT_I"
014785F0 |. C745 A8 14A15 MOV DWORD PTR SS:[EBP-58],OFFSET sh5.0151A114 ; ASCII "T_III_LUT_II"
014785F7 |. C745 AC 24A15 MOV DWORD PTR SS:[EBP-54],OFFSET sh5.0151A124 ; ASCII "T_XI"
014785FE |. C745 B0 2CA15 MOV DWORD PTR SS:[EBP-50],OFFSET sh5.0151A12C ; ASCII "T_VII"
01478605 |. C745 B4 34A15 MOV DWORD PTR SS:[EBP-4C],OFFSET sh5.0151A134 ; ASCII "T_AIR"
0147860C |. C745 B8 3CA15 MOV DWORD PTR SS:[EBP-48],OFFSET sh5.0151A13C ; ASCII "T_A_I"
01478613 |. C745 BC 44A15 MOV DWORD PTR SS:[EBP-44],OFFSET sh5.0151A144 ; ASCII "Mk10TorpUS"
0147861A |. C745 C0 50A15 MOV DWORD PTR SS:[EBP-40],OFFSET sh5.0151A150 ; ASCII "Mk14TorpUS"
01478621 |. C745 C4 5CA15 MOV DWORD PTR SS:[EBP-3C],OFFSET sh5.0151A15C ; ASCII "Mk16TorpUS"
01478628 |. C745 C8 68A15 MOV DWORD PTR SS:[EBP-38],OFFSET sh5.0151A168 ; ASCII "Mk18TorpUS"
0147862F |. C745 CC 74A15 MOV DWORD PTR SS:[EBP-34],OFFSET sh5.0151A174 ; ASCII "Mk23TorpUS"
01478636 |. C745 D0 80A15 MOV DWORD PTR SS:[EBP-30],OFFSET sh5.0151A180 ; ASCII "Mk27TorpUS"
Husksubsky
06-01-13, 09:57 PM
If you want the torpedoes patches to be enabled in the GenericPatcher then you need this - http://www.subsim.com/radioroom/showpost.php?p=2060599&postcount=832
hmmm ok thx :)
TheDarkWraith
06-01-13, 10:48 PM
v1.0.112.0 released. See post #1
Starting with v1.0.112.0 Added a new patch to SH5.exe: All torpedo tubes set to impact detonation only at game start
volodya61
06-02-13, 12:40 AM
v1.0.112.0 released. See post #1
Starting with v1.0.112.0 Added a new patch to SH5.exe: All torpedo tubes set to impact detonation only at game start
Thank you :salute:
It will be very useful :up:
divingbluefrog
06-02-13, 12:03 PM
In the OptionsFileEditorViewer, a useful feature would be to have a color code on the "+" icon in front of the description of the option, as green=true, red=false, so we can see at first glance, witch options are enabled or not.
volodya61
06-02-13, 03:08 PM
v1.0.112.0 released. See post #1
Starting with v1.0.112.0 Added a new patch to SH5.exe: All torpedo tubes set to impact detonation only at game start
magnetic detonators are enabled by default on all 'fresh' torpedoes after torpedo re-loading
Husksubsky
06-02-13, 07:08 PM
If you want the torpedoes patches to be enabled in the GenericPatcher then you need this - http://www.subsim.com/radioroom/showpost.php?p=2060599&postcount=832
I did not use the JSGME trick with the patch so I have to work a bit everytime I change patch. 094 looks good enough to me but can I just put the torpedo patch bottom of my list?
I still use new uis 7_2_0 and FX update 0_0_19 is that a problem?:hmm2:
divingbluefrog
06-03-13, 02:35 AM
@TDW
Always looking for the most historical data, I found something I previously miss :
" The first was the alcohol powered G7a combustion steam engine which provided three preset speeds – 44 knots at 5,000m; 40 knots at 7,500m; 30 knots at 12,500m. However the maximum setting of 44 knots frequently overloaded the engine and this setting was banned until the problem was solved in the middle of the war."
from http://www.uboataces.com/weapon-torpedo.shtml
Perhaps could you tweak your torpedoes config files to reflect this feature?
volodya61
06-03-13, 06:07 AM
I did not use the JSGME trick with the patch so I have to work a bit everytime I change patch. 094 looks good enough to me but can I just put the torpedo patch bottom of my list?
I still use new uis 7_2_0 and FX update 0_0_19 is that a problem?:hmm2:
If you want all the torpedoes patches to work just enable them in the Patcher..
Then you might enable my torpedoes fix whenever you want in your mod-list after the FX Update..
No, NewUIs 7.2.0 and FX Update 0.19 are not a problem :up:
THE_MASK
06-03-13, 06:51 AM
I disabled the orbit listener with the patcher . I sunk a ship which was added to the progress bar for my current mission . I cannot load any saves now as the game crashes before the game loads . This has happened twice now . I have to start a new career for the game to load . Any ideas ?
TheDarkWraith
06-03-13, 06:56 AM
I disabled the orbit listener with the patcher . I sunk a ship which was added to the progress bar for my current mission . I cannot load any saves now as the game crashes before the game loads . This has happened twice now . I have to start a new career for the game to load . Any ideas ?
What's it crashing on? What is the faulting module? DbgView output?
Husksubsky
06-03-13, 10:11 AM
If you want all the torpedoes patches to work just enable them in the Patcher..
Then you might enable my torpedoes fix whenever you want in your mod-list after the FX Update..
No, NewUIs 7.2.0 and FX Update 0.19 are not a problem :up:
Nice help mate:).Thx.
When I die (in the game :D) I ll do a complete reinstall with the patcher via JSGME. Then I can just remove the "patchmod" and put in a new one right? For the time being I patch the same files over and over again (exe and two others I think. I skipped the orbit thing)and ofc with no backup:timeout:. Waiting for disaster.
Anyways the game has been so nice and stable for long time now mainly with sobers list from early this year so I ll stick with that till the fat lady sings
cheers
kevinsue
06-03-13, 11:01 AM
I have tried every which way to get the game to work in offline mode since the Uplay update.
Orbit patches on and off, starting in online mode and switching to offline and the result is always the same.
As soon as I try to play offline, it doesn't try to load. I just instantly get the exit screen.."thank you for playing Silent Hunter 5 - 0 mins 0 seconds".
Not sure which way to go now as I don't want Uplay loading old save games into my new installs etc.:down:
divingbluefrog
06-03-13, 11:46 AM
This new Uplay version is a pina. What I do, not always with 100% success, is to lunch the game via the desktp icon of SH5, not with the play button in Uplay window.
Macardigan
06-03-13, 01:39 PM
(google translation)
Hi TheDarkWraith,
I have translated to Spanish interface "generic_patcher"
Here's the file "languagepack.txt" in Spanish. <--------- I'm from Spain, the translation is correct.
http://www.mediafire.com/download/xcdnt4t85y01d7f/LanguagePack_Spanish.7z
greetings:salute:
volodya61
06-03-13, 02:15 PM
Rus manual for the next version language pack - http://rghost.ru/46488355
TheDarkWraith
06-06-13, 08:21 PM
v1.0.113.0 released. See post #1
Starting with v1.0.113.0 Added a new patch to the SHSim.act: reloaded torpedoes magnetic detonator disabled (if applicable to the torpedo). Can be found under the Torpedoes group. App now supports the following languages: Spanish, French, German, and English. Updated the Russian help files with volodya61's updated manual.
TheDarkWraith
06-06-13, 08:44 PM
In the OptionsFileEditorViewer, a useful feature would be to have a color code on the "+" icon in front of the description of the option, as green=true, red=false, so we can see at first glance, witch options are enabled or not.
see here: http://www.subsim.com/radioroom/showpost.php?p=2068230&postcount=10330
volodya61
06-07-13, 03:38 AM
v1.0.113.0 released. See post #1
Starting with v1.0.113.0 Added a new patch to the SHSim.act: reloaded torpedoes magnetic detonator disabled (if applicable to the torpedo). Can be found under the Torpedoes group. App now supports the following languages: Spanish, French, German, and English. Updated the Russian help files with volodya61's updated manual.
Thanks :salute:
V13dweller
06-07-13, 05:01 AM
This is in the top 5 list of Essential mods.
This is a magnificent piece of work you have created, I don't know how I hunted/played effectively without it!
Answer: I did not.
:Kaleun_Party:
tonschk
06-07-13, 05:24 AM
This is in the top 5 list of Essential mods.
I 100% fully agree :yeah::up::salute::sunny:
Ca, someone explain to me what this option do ?
http://s2.postimg.org/bnrun7ld5/snorkel.png (http://postimage.org/)
IF I use equipment upgrade does I need to set it to enable (even if my current boat can't have snorkel) or this is an option for an custom snorkel TDW mod ?
volodya61
06-07-13, 06:24 AM
Ca, someone explain to me what this option do ?
IF I use equipment upgrade does I need to set it to enable (even if my current boat can't have snorkel) or this is an option for an custom snorkel TDW mod ?
If you use EUF and NewUIs, there are two snorkel's models in your game - TDW's telescopic snorkel and TheBeast's hinged snorkel.. you can use only one model and you can enable/disable it only in the bunker..
PS: and this question was more for the NewUIs thread, not for the Patcher's.. I think so :03:
volodya61
06-07-13, 08:37 AM
It's me again :)
Rus manual for the next version language pack - http://rghost.ru/46579955
TheDarkWraith
06-07-13, 09:20 AM
It's me again :)
Rus manual for the next version language pack - http://rghost.ru/46579955
Any chance you or somebody else will translate the languagepack.txt file to Russian :06: There are a couple other languages that I hope somebody will translate in the near future.
volodya61
06-07-13, 09:29 AM
Any chance you or somebody else will translate the languagepack.txt file to Russian :06: There are a couple other languages that I hope somebody will translate in the near future.
You know, I think it's not needed.. manual is very detailed and clear and explains each patch separately.. we in Russia still use a lot of apps in English, that not translated in Russian..
Sjizzle
06-07-13, 01:20 PM
Any chance you or somebody else will translate the languagepack.txt file to Russian :06: There are a couple other languages that I hope somebody will translate in the near future.
TDW i can Rumanian or Hungarian language bud here i saw only 2 or 3 rumanias and none from HU. :hmmm:
TheDarkWraith
06-07-13, 05:10 PM
TDW i can Rumanian or Hungarian language bud here i saw only 2 or 3 rumanias and none from HU. :hmmm:
I'll take any language you all want to translate :up:
I'll take any language you all want to translate :up:
I had started with the Italian translation, but then I got literally suked in other and lesser routinary SH projects. I promise i will finish it within this week :salute:
Where is TDW_SH_Nclient_Patch.s5p's? I'm just pointing it to the exe. but the patcher is saying their is no file, all the rest locate files and open. If anyone has the time I would appreciate it.
TheDarkWraith
06-08-13, 09:48 AM
Where is TDW_SH_Nclient_Patch.s5p's? I'm just pointing it to the exe. but the patcher is saying their is no file, all the rest locate files and open. If anyone has the time I would appreciate it.
Are you using the newest version of the app (found at post #1)? I downloaded it and checked to ensure I didn't forget to include this patch file and I didn't. The newest version of the patcher will open all s5p files it finds in the executable's path. It will then ask you to point it to the folder for the file defined in each s5p file. The SH_NClient is a DLL and not an exe. Currently the only exe file defined in any of the s5p files is the sh5.exe.
I direct the patcher to my main sh5 folder c/ubi/sh5. It wants to go to my desktop, yes its your newest version. all the other patches have loaded. load. I know I'm making a mistake,
Thank for your help. It loaded on the first attempt today. maybe I should have tried restarting the computer last night. And thanks for letting me use all your cool stuff. I especially like Real Navigation. I appreciate the way such a simple change has totally altered the nature of the game.
As long as I'm commenting, I have been looking for your to reply to the following as I believe I am having simile isssue.
I disabled the orbit listener with the patcher . I sunk a ship which was added to the progress bar for my current mission . I cannot load any saves now as the game crashes before the game loads . This has happened twice now . I have to start a new career for the game to load . Any ideas ?
I am hesitating to activate the SH_N_Client patch, as my game has been crashing on start up. I have been away and it is my understanding that Ubi initiated a problematic update. What are your thoughts?
TheDarkWraith
06-08-13, 04:06 PM
I am hesitating to activate the SH_N_Client patch, as my game has been crashing on start up. I have been away and it is my understanding that Ubi initiated a problematic update. What are your thoughts?
Uplay doesn't affect me anymore so I really can't comment. I will have to look over the whole Orbit Listener thing again when I have a couple of days that I can devote to just REing again.
I'm up and running off the bay of Danzig Thank you all for your help, I will watch and wait for your opinion, Hopefully Ubi no longer has any effect on my game either.
Just want to confirm that wolfpacks can be formed by applying the TDW patch and then by shadowing a convoy and sending 3 contact reports. Is this the right way?
I'm new to enforced manual targeting, and am not sure if my stadiometer is supposed to be working or not. Along the same lines I'm also interested in alternate methods of determining range. I understand Four bearing, but am looking for a more immediate stand alone method (such as the staidometer) I don't know if we can use the scope or not, I have been searching but everywhere I look is outdated or the stadi is step one. Thank you in advance for any comments or help.
TheDarkWraith
06-23-13, 11:32 AM
Test version 1.0.114.0 available here: http://www.mediafire.com/?97ey9i26bn3a7b4
This test version includes a new patch to the SH5.exe: Disable UPlay browser. The copy protection of the game is still there but this just prevents the UPlay browser from showing ever.
This seems to be better than the one I made when the game first came out as it doesn't have the single missions crash side effect :D
To use:
Disable ALL Orbit listener patches in the sh5.exe using the OLD version of the app first!
Install new version of app
Enable Disable UPlay browser patch enabling all 3 changes
If you do not enable change 3 then you will NOT be able to load/save/create career games. You WILL be able to play single mission games no problem though.
Why is this a test version? Because I don't know 100% how it affects career games. It needs to be fully tested to see if this causes objectives to not be updated etc. etc.
The way I made the first one when the game first came out was really convoluted and it's just nasty. While reviewing the SH_NClient DLL and Orbit listener code again on plane flights I realized there was a very easy way to do this. This test version implements this very easy way :D
:|\\
TheDarkWraith
06-23-13, 11:43 AM
Just want to confirm that wolfpacks can be formed by applying the TDW patch and then by shadowing a convoy and sending 3 contact reports. Is this the right way?
You just have to send a contact report. Bdu will tell you whether they are sending subs or not or they may not even respond to you :D
I'm new to enforced manual targeting, and am not sure if my stadiometer is supposed to be working or not
If you have my patch enabled for the stadimeter then your stadimeter is working perfectly :up:
TheDarkWraith
06-23-13, 11:44 AM
I am hesitating to activate the SH_N_Client patch, as my game has been crashing on start up. I have been away and it is my understanding that Ubi initiated a problematic update. What are your thoughts?
See here: http://www.subsim.com/radioroom/showpost.php?p=2074813&postcount=2123
7thSeal
06-23-13, 01:21 PM
It needs to be fully tested to see if this causes objectives to not be updated etc. etc.
Just a short term career test from me but can confirm Uplay never shows and I have no problems loading career saves. Only completed a few objectives sofar using OHII with no problems, no CTD for me. :up:
TheDarkWraith
06-23-13, 01:39 PM
Just a short term career test from me but can confirm Uplay never shows and I have no problems loading career saves. Only completed a few objectives sofar using OHII with no problems, no CTD for me. :up:
I've been playing with the new patch and I can load/save/create career games also no problem. How is the updating of objectives for you? As you complete objectives are the crosses being filled in? :hmmm: Any weird side effects noticed so far? Can you run the DbgView app also while playing the game? Curious to see if you're seeing anything related to UPlay or OSA or Orbit listener in the DbgView output while playing the game...
Single missions needs to be fully tested also. Problem with the original version of this I made when the game first came out was single missions would crash after a certain amount of game time passed. I had a fix for it but I hated making a fix for something that was a fix (make sense?). Thus this new patch seems to cure everything and do exactly what I wanted in the first place.
7thSeal
06-23-13, 03:45 PM
How is the updating of objectives for you? As you complete objectives are the crosses being filled in? :hmmm: Any weird side effects noticed so far? Can you run the DbgView app also while playing the game? Curious to see if you're seeing anything related to UPlay or OSA or Orbit listener in the DbgView output while playing the game...
Well I went back and checked the mission bar after you mentioned this and sadly its not filling up after I sank the required merchants during the first mission. I also reported the minelayer for the aircraft to attack (which they did) but the cross hasn't filled even though BDU reported for me to rebase at Kiel for the next mission. :hmm2:
No problems running DbgView and didn't see any signs of UPlay or Orbit listed there.
THE_MASK
06-23-13, 04:04 PM
Installed the latest test patch and disabled the orbit . Was able to load my current career and continue .
TheDarkWraith
06-23-13, 04:41 PM
Well I went back and checked the mission bar after you mentioned this and sadly its not filling up after I sank the required merchants during the first mission. I also reported the minelayer for the aircraft to attack (which they did) but the cross hasn't filled even though BDU reported for me to rebase at Kiel for the next mission. :hmm2:
No problems running DbgView and didn't see any signs of UPlay or Orbit listed there.
Being that this is going to be a public release of disabling the UPlay browser this is how I'll keep it (I have to undermine the copy protection in order for progress to update). This will allow you to play single missions and test campaign but no campaign progress will be updated. Perfect for those days when UPlay is down or just wanting to test without the UPlay browser getting in the way/holding you up :up:
volodya61
06-23-13, 07:04 PM
Quick question:
I've updated the .exe shsim and others with the latest patcher, my hyd officer seems to be deaf, i've got a merchant sound contact near 190° to port, i can hear ir, feel it, smell it, but my off keep saying, no sound contact and i'm at 13mts (below the 9mts hyd limit), when it detects the contact -after i dive to 35+mts i order follow and it says again no sound contact, i think my hyd off had being smoking pot on the engine room or is he just dumb? why can i hear the contact but my offi seems to ignore it?
Ok is not a quick question.
it's stock bug.. human player can hear everything at any distance..
read this thread - http://www.subsim.com/radioroom/showthread.php?t=184224&page=12
from the post #176 and the next couple of pages..
TheDarkWraith
06-23-13, 07:42 PM
v1.0.115.0 released. See post #1
Starting with v1.0.115.0 Added two new patches to SH5.exe: Disable UPlay browser and Show game messages. Disabling the UPlay browser will allow you to play single missions and test campaign only. Campaign progress will NOT be updated while this patch is active (copy protection of game). Show game messages is for Advanced Users and will show a dialog box every time the game adds a new entry to it's internal log.
THE_MASK
06-23-13, 08:30 PM
reinstalled the game
applied the 1.2 patch
opened the v1.0.115.0 patcher
tried to open the patches
http://i44.tinypic.com/2r70cn6.jpg
TheDarkWraith
06-23-13, 10:01 PM
reinstalled the game
applied the 1.2 patch
opened the v1.0.115.0 patcher
tried to open the patches
redownload it. I had an error in the first one :up:
THE_MASK
06-23-13, 10:19 PM
redownload it. I had an error in the first one :up:thankyou .
THE_MASK
06-23-13, 10:37 PM
:hmm2: I found this file in this mod . Equipment_Upgrades_Fix_v1_4_byTheBeast .
I converted the dds to DXT5 and now the game loads without the error message .
It was 32 bit . I put the 32 bit dds as a mod and got the error message again .
http://i39.tinypic.com/4m3w7.jpg
TheDarkWraith
06-24-13, 12:24 AM
:hmm2: I found this file in this mod . Equipment_Upgrades_Fix_v1_4_byTheBeast .
I converted the dds to DXT5 and now the game loads without the error message .
It was 32 bit . I put the 32 bit dds as a mod and got the error message again .
That's a new one to me :hmmm:
Did you get a bunch of MenuIDs not founds at game start? :06:
TheDarkWraith
06-24-13, 12:31 AM
some other interesting tidbits of info I've come across in the sh5.exe:
In the submarine cfg files the game looks for an Entry named Interior=. Never seen this entry in any of the sub's cfg files :hmmm:
If you start sh5 by sh5.exe -fast it will automatically skip over the ubi logo and movie at game start (makes my patches for this obsolete!)
Found remnant of SH4 code that verifies SH5 was built on top of SH4 code. The game checks to see if your current nationality is either German or American when you load a game.
Just about figured out how to use the game's FileManager class.
Learned how to allocate/deallocate memory using the game's kernel functions (needed for aircraft carriers to spawn aircraft)
Learned how to create/destroy IniFiles (related to game's FileManager class)
Learned how to read bools, ints, floats, doubles, etc. from files using the game's FileManager class
Found where units are created/added to the game and where they are deleted/removed from game (needed for aircraft carriers to spawn aircraft)
Currently learning how to add my own controllers to the game :D
Found where the OSA Ping thing is in the sh5 code. Now I can write a patch to disable it (this is the infamous one that causes game to stop when it fails to read packet from client)
TheDarkWraith
06-24-13, 01:30 AM
v1.0.116.0 released. See post #1
Starting with v1.0.116.0 Fixed bug in SH5.exe Disable UPlay patch that would prevent command line args from being parsed and if the language chosen for the game wasn't recognized the UPlay browser would still be shown
divingbluefrog
06-24-13, 01:41 AM
Woah! Was worth waiting you come back :D
By any chance, did you stubble upon somewhere in the code in a place where it looks for an entry Head= in the crewmembers.upc file?
This parameter seems to be locked on 12 values (0-11) which define the interactive characters. I try for more than a week now to find a way to by-pass it as it will allow a complete management of the whole crew, without any success so far.
divingbluefrog
06-24-13, 01:43 AM
I converted the dds to DXT5 and now the game loads without the error message .
Are not the dds files supposed to be in DTX3 format?
TheDarkWraith
06-24-13, 11:27 AM
Quick question: i like to put text on my destroyed marks, like type and amount of torpedos used, qtty of shells, detected or not etc, but when i load the mission the text is gone, only the "default" text of the destroyed mark is depicted, no destroyed mark is missing, just the added text, is that normal? if it is then i dont mind but just asking c: i'm using New Uis 7_3_0, maybe with 7_4_2 it the text remains, can anyone prove that?
Thanks in advance.
I changed how the destroyed marks are done. Before I would read/save the destroyed marks from/to the ship's journal file. Now I read the destroyed mark data from the campaign's destroyed units file. The game saves all the data for the destroyed unit's to this file - it doesn't save any extra text to it. This is why your 'extra text' isn't saved anymore. I was pretty sure that I completely disabled the ability to add text to destroyed marks starting in v7.4.2 :hmmm:
When I figure out how to get to my new menu additions via game code I'll re-enable the ability to add text to destroyed marks.
TheDarkWraith
06-24-13, 11:29 AM
Just decoding the reading of the .eqp file's for units and ran across a neat little tidbit of info. Under each [Equipment x] header there can be an entry called CargoType= and LoadOut=. I can't recall seeing these being used in any of the .eqp files :hmmm:
EDIT:
here's why the numbering of the items in the .eqp and .sns files (and any other file that has numbered headers - i.e. [Equipment x]) is so important: if the game code doesn't read the next numbered item in sequence then it says done reading the file! That means all the other entries never get read in! Ensure to check your files with my SHValidator app :yep:
TheDarkWraith
06-24-13, 05:46 PM
Still decoding the reading of all the files for the unit (the game refers to the unit class as a platform :hmmm:) and came across a point where in the SH5 code the game is reading the cfg file of a sea unit (ship) and it's looking for a header entry named [AirGroup x]. Whoa....maybe I should look at the cfg files more closely! :shifty: Seems that the game already has a mechanism for launching aircraft from carriers (checked the carrier's .cfg files and they do have these entries) so now I have to figure out why it's not working :hmmm:
These [AirGroup x] entries could be added to other ships as well...
Looks like I need to update my SHValidator app also to check these entries :yep:
@ TDW
have you seen my comments to post #2145 here (http://www.subsim.com/radioroom/showpost.php?p=2075384&postcount=4)?
TheDarkWraith
06-24-13, 07:11 PM
@ TDW
have you seen my comments to post #2145 here (http://www.subsim.com/radioroom/showpost.php?p=2075384&postcount=4)?
The game was looking for these CargoType= entries in the ship's .eqp files. So I'd say they can define the cargo type :hmmm: Only way to find out is to test it :yep:
The game was looking for these CargoType= entries in the ship's .eqp files. So I'd say they can define the cargo type :hmmm: Only way to find out is to test it :yep:
Are you suggesting (correct me if I am wrong), that we should use CargoType definitions as follows:
[Equipment #]
NodeName=K#
CargoType=*
where * is either a numerical index related with different cargo categories or, as for other equipments, the name/path of a cargo 3d model? :hmm2:
TheDarkWraith
06-24-13, 08:16 PM
Are you suggesting (correct me if I am wrong), that we should use CargoType definitions as follows:
[Equipment #]
NodeName=K#
CargoType=*
where * is either a numerical index related with different cargo categories or, as for other equipments, the name/path of a cargo 3d model? :hmm2:
according to the game code I'm looking at CargoType= takes a relative path to the object (i.e. data\Library\object file name\object name - just like the scopes are defined in the .sns files)
THE_MASK
06-25-13, 04:42 AM
Here is another error i get with show game message enabled .
http://i41.tinypic.com/2zpthk7.jpg
volodya61
06-25-13, 05:46 PM
so.. it cant be fixed?
Did you read what I told you? at the moment this bug not fixed yet..
just got curious about the game validator, ran it and i get a lot of missing file errors.. but my game runs like a charm with 70 mods on. is it ok?
No, it's not OK.. that's bad..
TheDarkWraith
06-28-13, 01:16 AM
found 2 reasons so far why aircraft carriers and not spawning aircraft if they have airgroups assigned to them:
1) game was doing incorrect comparison of current game date to airgroup's exit date (it was checking if airgroups exit date > current game date and if so skip over code for possibly creating aircraft - they meant <) :nope:
2) carrier's airgroups were being treated exactly like land based airgroups :nope: again! This means the Default Air Strike Probability was being applied to them. That is going to change to 100% probability if it's a carrier (thus they get the chance to launch some number of aircraft). Also the nighttime modifier was being applied to them (carriers). I'm going to remove that if they are carriers (I may change that to a small value 0.1-0.25 so that if it's nighttime there's the small chance they will not launch aircraft).
That's all I've found so far...the function for this is HUGE! I'm sure there will be more to come because it's quite obvious there was no QC on the code at all :shifty:
THE_MASK
06-28-13, 02:59 AM
Any code in there for this stuff in special abilities ?
probably a leftover from SH4 ?
; for player abilities - no implementation ( not working )
;
; CallReconnaissanceAircraftsFromAirbaseLand
; CallReconnaissanceAircraftsFromCarrierSea
; CommandGermanAuxiliaryCruiser
; CommandGermanHeavyCruiser
; CommandJapaneseCruiserGroup
; CommandJapaneseTaskforce
pokerchiko
06-29-13, 01:58 AM
Hi guys!
Greetings from Croatia.This is my first post and I would first like to thank you all for your great work and for making SH5 an enjoyable experience.
But it seems that I have a problem and couldn't find solution anywhere on this forum.I applied TDW exe patch with DarkWraith's patching ut and checked all torpedo fixes from SHSim_patch and now when I go to training mission (TDW Torpedo tutorial)and set fast 90 attack my every magnetic torp detonates too early and each impact torpedo is a dud.Now I understand that back than torpedo failure percentage was high but since I applied the patch none of my torpedo hits no matter how many of them i fire and magnetic torpedo failure always seems to happen on a same place.And the same happens every time I play the mission.And another thing - I miss when gyroscope is in 0 position,then I open another tube,turn the scope and fire again and ...WHAT??Torpedo starts to follow the target but all of the sudden it changes the course and starts to run in circle arround my U-Boat??
Please help and thank you!
List of installed mods:
NewUI's_TDC_7_4_2_ByTheDarkWraith
Wamphyri's Plane Mod
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
TDW_IRAI_Inertia_Damage_Test
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
Manos Scopes-patch for 16x9
NewUIs_TDC_7_4_2_Real_Navigation
TheDarkWraith
06-29-13, 02:25 AM
In the torpedoes patches there is an entry that say Files. If that doesn't say None then you need to double click it. You will find an updated torpedoes.sim file that needs to be placed in your \data\Library when you double click it. This updated torpedoes.sim file is needed to work with the torpedoe patches (torpedoe patch requires ALL values to be in range 0.0-1.0)
Trying to use the stock torpedoes .sim file will give you the problems you are experiencing and more
TheDarkWraith
06-29-13, 02:39 AM
test version 1.0.117.0 released here: http://www.mediafire.com/?yhr4ra8t4ggy6bq
This is for testing the new carriers launching aircraft patch. Let me know if you have any problems or if they are spawning too many aircraft or the frequency of the spawning if too much/little. Looking for feedback.
Pay attention to the Files and Notes of the new carriers patch. Ensure to double click them in the app!
Backup your files first or use a save game you don't care about in case you get a CTD. It shouldn't cause one but you never know :up:
Ultimately I will be adding two new entries to the \data\Cfg\AirStrike.cfg file:
Carrier Default Air Strike Probability and
Carrier Night Modifier
Once it has been coded in the game will look for these entries in the file. If they don't exist then the default values I have coded in will be used (100 and 0.75)
:|\\
TheDarkWraith
06-29-13, 02:47 AM
Any code in there for this stuff in special abilities ?
probably a leftover from SH4 ?
; for player abilities - no implementation ( not working )
;
; CallReconnaissanceAircraftsFromAirbaseLand
; CallReconnaissanceAircraftsFromCarrierSea
; CommandGermanAuxiliaryCruiser
; CommandGermanHeavyCruiser
; CommandJapaneseCruiserGroup
; CommandJapaneseTaskforce
Haven't seen anything related to these yet. I did stumble upon the SH4 code (in the SH5.exe) for calling in the scout aircraft. How was this used/done in SH4 :06:
THE_MASK
06-29-13, 04:11 AM
Haven't seen anything related to these yet. I did stumble upon the SH4 code (in the SH5.exe) for calling in the scout aircraft. How was this used/done in SH4 :06:I dunno , i have a couple of SH4 that i havnt taken out of the packets . I did play it for a while but that was years ago .
test version 1.0.117.0 released here: http://www.mediafire.com/?ocd22n5kc2o509y
This is for testing the new carriers launching aircraft patch.
At last! Well done TDW :yeah:
TheDarkWraith
06-29-13, 12:38 PM
do you think I should randomize the airgroup units spawned veterancy level? Currently they inherit the veterancy level of the unit (carrier or landbase) that spawned them :06:
I think it would add more difficulty and realism as some pilots could be normal to new and some could be aces or very well trained...
do you think I should randomize the airgroup units spawned veterancy level? Currently they inherit the veterancy level of the unit (carrier or landbase) that spawned them :06:
I think it would add more difficulty and realism as some pilots could be normal to new and some could be aces or very well trained...
I don't think so. I think that air squadrons were composed by pilots who were trained more or less at the same time and within the same training squadrons. Not taking into account individual factors, significant differences in their skills would have been unlikely.
I would rather make airgroup veterancy independent from the one of their carrier :yep:
TheDarkWraith
06-29-13, 01:22 PM
I don't think so. I think that air squadrons were composed by pilots who were trained more or less at the same time and within the same training squadrons. Not taking into account individual factors, significant differences in their skills would have been unlikely.
I would rather make airgroup veterancy independent from the one of their carrier :yep:
that's what I was talking about. Randomizing the airgroup (not each individual plane spawned of the airgroup).
that's what I was talking about. Randomizing the airgroup (not each individual plane spawned of the airgroup).
If possible, better making the game to read airgroup's veterancy level from file rather than making them random. There are notable battles which we might put in campaign, where the training level of shipborne aircrew of involved carriers is known. My two cents :)
TheDarkWraith
06-29-13, 01:54 PM
If possible, better making the game to read airgroup's veterancy level from file rather than making them random. There are notable battles which we might put in campaign, where the training level of shipborne aircrew of involved carriers is known. My two cents :)
That's a little more involved. Do-able, but much more involved :hmmm: I'd have to add new entries to the carrier's .cfg file to let you specify veterancy levels and the dates they apply for the airgroups...
That's a little more involved. Do-able, but much more involved :hmmm: I'd have to add new entries to the carrier's .cfg file to let you specify veterancy levels and the dates they apply for the airgroups...
even better if you make provisions for a -1 veterancy level setting in carrier's cfg file, meanig random ranking :03:
Think about it :D
TheDarkWraith
07-01-13, 08:29 PM
v1.0.118.0 released. See post #1
Starting with v1.0.118.0 Added a new patch to the SH5.exe: Carriers spawning aircraft when they have a contact detected.
:|\\
TheDarkWraith
07-02-13, 02:28 AM
v1.0.119.0 released. See post #1
Starting with v1.0.119.0 Fixed bug in the Carriers spawning aircraft patch that caused waypoints of units that weren't based from a carrier or were based from a carrier but the carrier had no contacts to be incorrectly set. Added the ablility of the carrier to spawn more than two units. It can spawn 1 additional unit also (for a total of 3). This is a variable in the SH5 patch file that is currently set to 1.
Carrier on Carrier battles are awesome :rock: Each launches aircraft from far out and causes havoc to each's battlegroup. What a sight :D They continue launching aircraft at each other also. You gotta see it!
Trying to attack a carrier with a sub is next to impossible now if you are detected.
I'm going to try to code in the carriers launching scout aircraft at certain time intervals. The scout aircraft would patrol a box of say 20km around the carrier. They would do their box then return to the carrier if they found no contacts.
Pwiuu...sounds awesome! :yeah:
tonschk
07-02-13, 04:01 AM
Pwiuu...sounds awesome! :yeah:
:sunny::yeah::up::salute::woot::D:sunny:
Sartoris
07-02-13, 09:05 AM
The whole carriers idea is immensely cool! Thank you for your hard work, TDW!
Do you have any other plans when it comes to patching the sh5.exe or editing the AI? I love looking forward to your updates and knowing that there's something great heading our way. :)
TheDarkWraith
07-02-13, 09:16 AM
Things in the pipeline:
- ships that were able to fire torpedoes getting that ability - going to be a tough one no doubt but I think I can pull it off. I'm not talking about making them into a submarine type but leaving them as a ship type and adding a new controller to the game to allow ships to fire torpedoes.
- saving all map marks to a file at game end and restoring them at game start
- defining different sets of engine ratios for diesel and for electric (gaps idea) - these would be in the .cfg file of the unit
Any other ideas :06:
Starting with v1.0.118.0 Added a new patch to the SH5.exe: Carriers spawning aircraft when they have a contact detected.
:|\\
:rock:
Things in the pipeline:
...
Any other ideas :06:
I was going to say this:
- ships that were able to fire torpedoes getting that ability
...but you have anticipated me :D
TheDarkWraith
07-02-13, 09:32 AM
almost forgot about this one also that I have been working on for some time now:
- adding a new entry to each scope's display that would show the elevation of the scope in tenths or hundredths of a degree. This would enhance my real nav mod as you would be able to use the scope as a sextant.
Sartoris
07-02-13, 10:21 AM
almost forgot about this one also that I have been working on for some time now:
- adding a new entry to each scope's display that would show the elevation of the scope in tenths or hundredths of a degree. This would enhance my real nav mod as you would be able to use the scope as a sextant.
That sounds very useful. :)
Is there any hope of reverting the crew management system to the old one from sh4? Having immortal crewmen is quite immersion-breaking. I would also like to recruit new crew members, and allocate them to compartments, like in the old system. I assume this would mean a lot of work, but having seen the wonders you can achieve, it's not easy to persuade me you wouldn't be able to do this. :up:
TheDarkWraith
07-02-13, 10:26 AM
Is there any hope of reverting the crew management system to the old one from sh4? Having immortal crewmen is quite immersion-breaking. I would also like to recruit new crew members, and allocate them to compartments, like in the old system. I assume this would mean a lot of work, but having seen the wonders you can achieve, it's not easy to persuade me you wouldn't be able to do this. :up:
There is an application I have been working on to edit the crew files. So far it's more of a learning tool to see what the meaning of all the entries in the crew files mean than an editor :-? It's not really priority right now so I work on it when my mind needs a break from assembly :cool:
Sartoris
07-02-13, 10:49 AM
There is an application I have been working on to edit the crew files. So far it's more of a learning tool to see what the meaning of all the entries in the crew files mean than an editor :-? It's not really priority right now so I work on it when my mind needs a break from assembly :cool:
Cool, glad to hear that we can at least hope.:yeah:
THE_MASK
07-02-13, 02:49 PM
Installed the latest patcher .
Installed the carrier single mission test .
The carrier got close enough to blast my sub out of the water with its guns . Never seen any planes . Strangly the carrier is see thru , almost invisible with light fog looking thru binos or uzo . Will do some more testing .
TheDarkWraith
07-02-13, 03:40 PM
Installed the latest patcher .
Installed the carrier single mission test .
The carrier got close enough to blast my sub out of the water with its guns . Never seen any planes . Strangly the carrier is see thru , almost invisible with light fog looking thru binos or uzo . Will do some more testing .
Sometimes there is some lag between when I ask for game to create new unit and when it actually creates it. I've been tracking this down today to figure out why and finally figured it out.
In the main game loop one of the functions it calls is Update_Everything_In_Mission (that's what I call it) passing the frame render time. This Update_Everything_In_Mission function calls other functions one of which is a mission engine function dealing with updating/creating new units (again passing frame render time). This function takes it's current timer value and adds the frame render time to it. Then it checks to see if current timer value >= 91.0. If not return. If so then update/process/add units. That explains the lag. Now I'm seeing if it's possible to either change this timer value from 91.0 to a smaller value (half) or force the update/process/add units even though it isn't time to do so.
Things in the pipeline:
- ships that were able to fire torpedoes getting that ability - going to be a tough one no doubt but I think I can pull it off. I'm not talking about making them into a submarine type but leaving them as a ship type and adding a new controller to the game to allow ships to fire torpedoes.
- saving all map marks to a file at game end and restoring them at game start
- defining different sets of engine ratios for diesel and for electric (gaps idea) - these would be in the .cfg file of the unit
Any other ideas :06:
Sounds of course very cool :up:
As Sartoris pointed out, could be nice addition if our crew officers could die :D
Resulting of the losse of all related/involved icons...
volodya61
07-02-13, 03:57 PM
Russian manual updated for the v1.0.119 - http://rghost.ru/47175508
:salute:
volodya61
07-02-13, 04:00 PM
...if our crew officers could die :D
maybe Captain would be better? :03: :)
maybe Captain would be better? :03: :)
Well, soon or later :haha:
Seriously, captain can die ingame: game's over...
But crew officers can only be wounded (is it correct? :hmm2:)
TheDarkWraith
07-02-13, 05:05 PM
Well, soon or later :haha:
Seriously, captain can die ingame: game's over...
But crew officers can only be wounded (is it correct? :hmm2:)
Nope. Seen nothing in the code about captain dying. Crew and officers can only be seriously wounded (they can never die)
volodya61
07-02-13, 05:08 PM
Well, soon or later :haha:
Seriously, captain can die ingame: game's over...
But crew officers can only be wounded (is it correct? :hmm2:)
Well, what could be the cause of death on-board the sub? your opinion?
Nope. Seen nothing in the code about captain dying.
Was meaning captain can die only when sub is dead, hull zero, but that's right crew also :haha:
Well, what could be the cause of death on-board the sub? your opinion?
Crew can be wounded (and badly wounded) when plane or DD is firing us...why not die?
When badly wounded, why not have a random factor opening death door? lol
THE_MASK
07-02-13, 08:58 PM
Someone posted an animation once of the crew lying on the floor . I guess its a stock animation but needs to be scripted in by someone .
TheDarkWraith
07-03-13, 03:21 AM
Fixed the delay in the spawning of new units (at least the ones I ask to be spawned) :rock:
The devs appeared to make a little blunder in the code. They check to see if any new units need to be created in a function and some time later in that same function they check to see if any airstrikes need to be done. Airstrikes tell the game hey, I need some units created. Not until the previous function is called again (the one that actually creates the new units - 91.0 seconds later!) will they be created :nope:
I'm a master at making things do what their not supposed to so I injected a little code to ensure my units are spawned instantly :D
You may be asking what happens in that 91.0 seconds until they are actually created? Good question! The MissionEngine DLL handles this. There is a function so eloquently named Evolve that 'evolves' the unit (updating it's position and depth and other things) until it's actually created and displayed in the game. This is bad. Why? Let's say the aircraft is asked to be created travelling at 120 knots. How far will it move in 91.0 seconds? Pretty far. When the game actually creates and displays the unit (91.0) seconds later it's not where it was asked to be spawned - it's located at the 'evolved' position and depth. Sort of like cloaking :nope: Unacceptable for my needs. Thus I had to code in a creative way of getting my units to spawn instantly.
Have a couple more things to finish up on and I'll be releasing a new version of the patcher (with revised carrier aircraft spawning patch). The revised patch reduces the time it takes for a carrier to launch aircraft when it detects a contact. Before it could take 91.0 seconds + (0xF X 91.0 seconds) before it would react - an EXTREMELY long time! I have it reduced to a maximum of 91.0 seconds (which is about right - contact is detected then aircraft are loaded onto the flight deck and scrambled after the contact).
I'm thoroughly enjoying this patch (both in creating it and testing/playing it). It's so much fun and so cool to see a carrier WAY out on the horizon that has detected you scramble aircraft :D
Sartoris
07-03-13, 05:13 AM
Glad to hear there's a new version coming! :woot:
tonschk
07-03-13, 01:04 PM
Thank you :yeah: TheDarkWraith :yeah::sunny:
TheDarkWraith
07-03-13, 01:39 PM
Got everything coded in :D What I changed was if the carrier has a contact and it's scrambling aircraft to that contact:
- the scrambled aircraft's speed is set to the aircraft's max speed
- all waypoints of the aircraft are set to the aircraft's max speed
- the aircraft is spawned at a height of 10m in a 250m radius around the carrier (thus making it look like it took off from the carrier deck) - thus multiple aircraft will spawn in different places around the carrier but all of them will spawn at the same height (10m)
- depending on how the AI routines are handling the aircraft (IRAI) the unit will either climb to the altitude specified in it's first waypoint (some random value of 40m - can be +- 15m) or go to the altitude specified by the AI routines (IRAI)
The spawned aircraft are given two waypoints:
- waypoint 1 is the contact's current position when the aircraft was spawned
- waypoint 2 is the carrier's current position when the aircraft was spawned (altitude set to 150m so you'll never see it being removed from game). Thus it tries to return home (somewhat - as realistic as I wanted it to be without excessive amount of code)
This value in \data\Cfg\Airstrikes.cfg Logic Steps Between Air Sessions=15 determines when the game checks for airstrikes. What this value means is:
- after 91.0 seconds X Logic Steps Between Air Sessions check to see if airstrikes need to happen. I changed this slightly in the fact that if ANY unit detects a contact (or it changes the contact it was following to a different one) then the game is forced to check for airstrikes immediately (for some upcoming patches and for this carrier airstrike patch :D - I have some very cool ideas!).
If the aircraft have loadouts specified in their .cfg file then they will be applied (bombs or torpedoes)
Here I was setting up for a shot on the carrier and it detected me at ~10.4kms out :dead: It scrambled one fighter after me:
http://www.subsim.com/radioroom/picture.php?albumid=755&pictureid=6790
this guy means business!! Time to dive!
http://www.subsim.com/radioroom/picture.php?albumid=755&pictureid=6791
Sometime later carrier launches another aircraft at me and he means business also! Crew hasn't detected this one yet...
http://www.subsim.com/radioroom/picture.php?albumid=755&pictureid=6793
Intense! This is freakin awesome :rock:
Currently just under 1Kb of new assembly code just for this patch!
New version of patcher uploading shortly...having fun in my test mission currently :D
TheDarkWraith
07-03-13, 02:24 PM
Everything works flawlessly :rock:
v1.0.121.0 released. See post #1
volodya61
07-03-13, 02:54 PM
v1.0.121.0 released. See post #1
Thank you :salute:
I'm sorry to remind you - http://www.subsim.com/radioroom/showpost.php?p=2078572&postcount=2183
TheDarkWraith
07-03-13, 02:56 PM
Thank you :salute:
I'm sorry to remind you - http://www.subsim.com/radioroom/showpost.php?p=2078572&postcount=2183
:eek: my fault. I missed that. I'll upload new version will this included here in a few :up:
volodya61
07-03-13, 03:03 PM
:eek: my fault. I missed that. I'll upload new version will this included here in a few :up:
Thanks :salute:
TheDarkWraith
07-03-13, 03:04 PM
Thanks :salute:
download counter was 0 so I didn't change the version number. Link at post #1 updated :up:
TheDarkWraith
07-03-13, 03:07 PM
If you want to see the new carrier patch in action:
- fire up the Generic Patcher
- Expand the Carriers spawning aircraft patch
- Double click on the Notes= node. Read what it says.
- Double click on the Files= node.
- Do what the Notes= said.
- Fire up game.
- Set course to 0
- Set speed to ahead standard
- Go to external cam
- place the external cam behind carrier and follow it
- once carrier has detected you it will scramble aircraft
volodya61
07-03-13, 03:07 PM
download counter was 0 so I didn't change the version number. Link at post #1 updated :up:
:o it can't be zero.. I have downloaded and installed it already (and looked inside the LanguagePacks/Help folder) :03:..
EDIT:
If you want to see the new carrier patch in action:
- fire up the Generic Patcher
- Expand the Carriers spawning aircraft patch
- Double click on the Notes= node. Read what it says.
- Double click on the Files= node.
- Do what the Notes= said.
- Fire up game.
- Set course to 0
- Set speed to ahead standard
- Go to external cam
- place the external cam behind carrier and follow it
- once carrier has detected you it will scramble aircraft
I'll try it later this night.. thanks for the details :up:
TheDarkWraith
07-03-13, 03:08 PM
:o it can't be zero.. I have downloaded and installed it already (and looked inside the LanguagePacks/Help folder) :03:..
MediaFire must be slow to update the counters then :shifty:
That's brilliant TDW :yeah:
I guess that making planes to taxi on carrier's deck would be too an hard task, if possible at all, but what about placing 4 bones on carrier's 3D model (two in front of the bow and two abaft the stern) that spawned aircraft would use respectively as spawning/despawning point and as first/last waypoint? This way, carrier-borne aircraft would always spawn/despawn in the same position respective to their parent unit, and they would follow a more realistical take off / landing path.
Is this feasible, or yet one more of my usual reveries? :D
Sartoris
07-03-13, 03:14 PM
Thank you once again!:woot::yeah:
TheDarkWraith
07-03-13, 03:16 PM
That's brilliant TDW :yeah:
I guess that making planes to taxi on carrier's deck would be too an hard task, if possible at all, but what about placing 4 bones on carrier's 3D model (two in front of the bow and two abaft the stern) that spawned aircraft would use respectively as spawning/despawning point and as first/last waypoint? This way, carrier-borne aircraft would always spawn/despawn in the same position respective to their parent unit, and they would follow a more realistical take off / landing path.
Is this feasible, or yet one more of my usual reveries? :D
Too complicated. The amount of assembly code needed to implement this would be probably about the same as current amount of code (just shy of 1Kb) or more. If I had the source code I would attempt it because I can write in C++ SO much easier (and it takes a hell of a lot less time to do!). Trust me I'd love to make this patch better than it already is but writing in assembly is very difficult.
Here's what I would have to do just to get the aircraft updated with the carrier's current position at all times:
- find everywhere new units are created and adjust the amount of memory asked for them to some bigger size
- create new code that accepts carrier as argument passed and takes carrier's current position and updates all planes spawned by that carrier
- create new code that allocates memory for storing aircraft spawned by carrier and code for adding/removing those aircraft from that memory and code for allocating/destroying this memory when it's needed/not needed
- hook into game end and destroy all memory created for each carrier (have to iterate over all game units and see if they are type of carrier and if so see if they have spawned any units)
- etc. etc.
In assembly this is a TON of code. Writing in C++ or C# it would be a snap.
You have to keep in mind it took me a little over 4 months to develop this carrier patch to where it is currently.
Here's the real kicker: you have to know what every object is and how to locate it in order to use it (and what methods it has and how to use those methods). I'd say half the development time of this patch was decoding dlls and act files just to learn how things worked and how to get to the objects I needed. Then I had to manipulate the game and call functions out of order to make the game do what I wanted it to do. No easy task especially when there are multiple arguments passed to each function!!!
I'm amazed that I wrote code that didn't crash the game once. That never happens...but in assembly you either know your objects and memory addresses or you don't - bugs are usually rare.
Too complicated...
Nevermind, I think I was daydreaming :03: :D
TheDarkWraith
07-03-13, 03:36 PM
Nevermind, I think I was daydreaming :03: :D
If I could get my hands on the source code I could do wonderful things :D
Now it's time for a little R&R. Taking the motorcycles out for a spin and then I have a date at the range...the 50BMG, AKs, and ARs are begging to be shot!!!!
Enjoy the carrier's patch and watch out for them. They are not an easy target anymore. Battlegroups containing carrier(s) fighting battlegroups with carrier(s) is quite a site also
Thanks a million for your hard work on this :Kaleun_Applaud:
Have a nice ride!
Now it's time for a little R&R.
Well deserved :yep:
Enjoy the carrier's patch and watch out for them. They are not an easy target anymore. Battlegroups containing carrier(s) fighting battlegroups with carrier(s) is quite a site also
I think it is time for Trevally to close the mid-Atlantic gap once for all, reconsidering the mid-late war usage of carriers in the light of your new patch :03:
THE_MASK
07-03-13, 05:24 PM
The carrier spawned a biplane and then spawned 2 fighters . The fighters were flying very low then i noticed as they were approaching they would dive into the water and then back out again .
TheDarkWraith
07-04-13, 01:50 AM
The carrier spawned a biplane and then spawned 2 fighters . The fighters were flying very low then i noticed as they were approaching they would dive into the water and then back out again .
I just had this happen to me not too long ago. It isn't a problem of the patch - the planes are completely autonomous once spawned. It's a problem of the AI and it appears IRAI is playing a part in this :hmmm:
Coding in the reading of the new carrier entries in the \data\Cfg\AirStrike.cfg file currently. There will be two new entries:
- Carrier Default Air Strike Probability
- Carrier Night Modifier
If these entries aren't found in the file then my default settings coded in will be used. If these entries are found then they override my default settings.
THE_MASK
07-04-13, 02:15 AM
The carriers are now dangerous :rock:
TheDarkWraith
07-04-13, 10:56 AM
The carriers are now dangerous :rock:
Yes they are. They should've been this way from the start. Sometimes I wonder about the people who develop these games. Do they live in another reality where these things don't happen or what? I consider this a basic thing that should've been on the list of things the game has to do (along with ships able to fire torpedoes that actually did in real life).
But I digress...if they had already included this then they would've taken the fun away from me trying to figure out how to make it happen with their existing code :)
TheDarkWraith
07-04-13, 12:59 PM
v1.0.122.0 released. See post #1
Starting with v1.0.122.0 Added two new entries to \data\Cfg\AirStrike.cfg: Carrier Night Modifier and Carrier Default Air Strike Probability. If these entries are found in the file they will override the Carrier spawning aircraft patch's default settings for these.
These would be the entries you'd add to your \data\Cfg\AirStrike.cfg file if you wanted to use the Carriers spawning aircraft default values:
Carrier Night Modifier=0.75 ;[>0] Modifier on strike probability at night for carriers
Carrier Default Air Strike Probability=85.0 ;[>0] Default probability to send an airstrike from a carrier
Yes this means I'm becoming proficient at using the game's FileManager class :D Now to code in gap's idea (different engine ratios for electric engines)
Now to code in gap's idea (different engine ratios for electric engines)
:shucks: :O:
tonschk
07-04-13, 01:33 PM
Thank you very much Thedarkwraith :salute:
TheDarkWraith
07-04-13, 06:32 PM
The hardest part of gap's idea is complete - changing memory size of allocated memory for sub data and adding new section to the sub's cfg file [ElectricEngineProperties] and reading all the values in :rock:
Now just have to tell the game to use the [ElectricEngineProperties] values when it's using electric engines for propulsion :up:
TheDarkWraith
07-04-13, 10:47 PM
With gap's idea everything is working except for:
- if you submerge/surface the engine ratios of the previous state are still used until you order a new throttle setting (ahead slow, ahead standard, back slow, etc.)
- if you have a snorkel installed and you raise it while submerged the electric engine ratios will be used until you order a new throttle setting (ahead slow, ahead standard, back slow, etc.)
- if you have a snorkel installed and you lower it while submerged (previously was extended before submerging) the diesel engine ratios will be used until you order a new throttle setting (ahead slow, ahead standard, back slow, etc.)
It will be this way until I figure out how to get the position of the engine order telegraph.
Forgot to mention that if the [ElectricEngineProperties] section doesn't exist in the sub's cfg file it's no problem. The game copies the diesel engine values to the electric engine ones on initialization. If the [ElectricEngineProperties] is found then these values overwrite the diesel ones copied.
TheDarkWraith
07-05-13, 12:06 PM
I might have a solution for gap's idea. It hit me while I was out riding one of my motorcycles (funny how things happen like this!).
What I can do is hook into when you ask for new ordered bell and new ordered speed. If you ask for new ordered bell then I set a bit denoting this. If you ask for new ordered speed I clear the bit. This bit will then be used when transitioning from surfaced/submerged states. If the bit is set then I know to update each engine's ordered speed with the appropriate engine ratio (if surfacing then use the diesel ratios, if submerging then use the electric ratios). If this bit is clear then I do not update each engine's ordered speed because the game will update them with the ordered speed the player selected. Seems to be a viable option. Now to code it in and see...
What I can do is hook into when you ask for new ordered bell and new ordered speed...
I think I grasped your idea. Brilliant method, let'see if it works now :03:
THE_MASK
07-05-13, 03:11 PM
Planes leaving from an airfield when spotted in an enemy port next :hmm2:
Does a docked carrier have planes taking off ?
Sartoris
07-05-13, 03:18 PM
Yes, there definitely need to be more repercussions for entering an enemy port and blowing stuff up. Could you code it so that planes come and patrol above the port you were detected in? Or even make it so that there's a chance of some sort of enemy patrol vessel arriving (maybe a torpedo boat)?
volodya61
07-05-13, 03:24 PM
Planes leaving from an airfield when spotted in an enemy port next :hmm2:
Does a docked carrier have planes taking off ?
Yes, there definitely need to be more repercussions for entering an enemy port and blowing stuff up. Could you code it so that planes come and patrol above the port you were detected in? Or even make it so that there's a chance of some sort of enemy patrol vessel arriving (maybe a torpedo boat)?
Trevally explained it somewhere, I can't find it right now, plane(s) + port = CTD..
Trevally explained it somewhere, I can't find it right now, plane(s) + port = CTD..
Hi Volodya,
I think Trevally was referring to enemy planes in friendly ports, or friendly planes in in enemy ports. As far as planes and ports are on the same side (an there are not too many alien units around), there shouldn't be problems of any sort :hmmm:
Where can I find the patch to update SH5 to 1.20 ?? The GU updater doesn't work. Thanx.
Sartoris
07-05-13, 03:52 PM
Hi Volodya,
I think Trevally was referring to enemy planes in friendly ports, or friendly planes in in enemy ports. As far as planes and ports are on the same side (an there are not too many alien units around), there shouldn't be problems of any sort :hmmm:
Yeah, that's how I remember it, too.
volodya61
07-05-13, 04:06 PM
Hi Volodya,
I think Trevally was referring to enemy planes in friendly ports, or friendly planes in in enemy ports. As far as planes and ports are on the same side (an there are not too many alien units around), there shouldn't be problems of any sort :hmmm:
Hi Gabriele
Perhaps.. but I'm not sure :hmmm:.. as I remember, there was a question - why British planes not coming to the port although their base is near the port.. something like that.. but I'm not sure again :)..
Where can I find the patch to update SH5 to 1.20 ?? The GU updater doesn't work. Thanx.
Here - http://www.mediafire.com/download/gc6eg9ck5455bgs/silent_hunter_5_1.02_eu.exe
Here - http://www.mediafire.com/download/gc6eg9ck5455bgs/silent_hunter_5_1.02_eu.exe
Ahh.. thank you sir! :salute:
TheDarkWraith
07-05-13, 07:48 PM
Planes leaving from an airfield when spotted in an enemy port next :hmm2:
Does a docked carrier have planes taking off ?
Good idea. Should be easy to code in. Yes docked carriers will have planes taking off. I know where the bit is though that says dockedship I'm just not using it currently. Reason being is I don't fully understand what this does/doesn't do yet.
Yes, there definitely need to be more repercussions for entering an enemy port and blowing stuff up. Could you code it so that planes come and patrol above the port you were detected in? Or even make it so that there's a chance of some sort of enemy patrol vessel arriving (maybe a torpedo boat)?
I need to make the airfields do what the carriers now do :yep:
I need to make the airfields do what the carriers now do :yep:
Can you introduce a random delay, for simulating aircrews not being ready? Possibly veterancy related: the lesser trained airgroups, the higher the chance of them not being immediately ready, and the longer the random delay range. :hmm2:
P.S. could be:
delay chance = C * (1 - AM)
maximum delay = D * (1 - AM)
where AM is the veterancy related Airbase Modifier (AirStrikes.cfg), and C and D are conveniently set absolute maximums (50% and 15 min, for instance).
Using my numbers with IRAI airbase modifiers, we would have (delay chance / maximum allowed delay):
Poor Airbase: 37.5% / 11.25 min
Novice Airbase: 30% / 9 min
Competent Airbase: 15% / 4.5
Veteran Airbase: 10% / 3 min
Elite Airbase: 0% / 0 min
Indeed, if you like my idea but you think that it would introduce too much delay, we could further reduce the above numbers, and/or we could use a power of Airbase Modifiers in order to increase the difference between different training levels.
TheDarkWraith
07-05-13, 08:20 PM
Can you introduce a random delay, for simulating aircrews not being ready? Possibly veterancy related: the lesser trained airgroups, the higher the chance of them not being immediately ready, and the longer the random delay range. :hmm2:
That one is easy to do. For the carriers I set the logic steps value to 0 to force the game to check for airstrikes and then spawn the new air units (via my new code) immediately. Instead of setting the logic steps to 0 I'll just leave the value as is for airbases. Thus it will take 91.0 X logic steps remaining before the airfield reacts. So minimum time could be 91.0 seconds, maximum could be logic steps defined in airstrike.cfg X 91.0 seconds :up:
That one is easy to do. For the carriers I set the logic steps value to 0 to force the game to check for airstrikes and then spawn the new air units (via my new code) immediately. Instead of setting the logic steps to 0 I'll just leave the value as is for airbases. Thus it will take 91.0 X logic steps remaining before the airfield reacts. So minimum time could be 91.0 seconds, maximum could be logic steps defined in airstrike.cfg X 91.0 seconds :up:
I am not sure that I fully understand the logic of logic steps. How are "remaining logic steps" calculated? :06:
Anyway, multiplying 91 second times 15 (IRAI airstrike.cfg settings), gives a maximum interval of 22.75 minutes. Isn't this delay too long? Would it be affected by Airbase Modifier (see the PS in previous post)? :hmm2:
TheDarkWraith
07-05-13, 09:15 PM
I am not sure that I fully understand the logic of logic steps. How are "remaining logic steps" calculated? :06:
Anyway, multiplying 91 second times 15 (IRAI airstrike.cfg settings), gives a maximum interval of 22.75 minutes. Isn't this delay too long? Would it be affected by Airbase Modifier (see the PS in previous post)? :hmm2:
In the main game loop a function is called that updates all the game's timers. One of those timers is this 91.0 second one. Every 91.0 seconds the logic steps value is decremented. Once it's value is 0:
- a function is called that checks for airstrikes
- the logic steps value is reloaded with the logic steps value defined in AirStrike.cfg file
Is the Delay too long? Could be. Chances of the logic steps value being at the value defined in the AirStrikes.cfg file is very slim. Thus it's a 'random' value and is perfect for simulating delay in the airbases launching aircraft.
Is the Delay too long? Could be. Chances of the logic steps value being at the value defined in the AirStrikes.cfg file is very slim.
To be exact, 6.66% (1/15) with IRAI settings, assuming that I got your explainations right ;)
ygirouard
07-06-13, 12:45 PM
I'm trying to use the Generic Patcher for the first time, and I can't find a decent set of instructions anywhere.
- The original thread (this thread) doesn't contain any instructions.
- The zip itself (TDW_GenericPatcher_v_1_0_122_0.zip) doesn't contain any instructions either.
http://www.black-lotus.net/img/pub/generic_patcher_no_instructions.png
- The how-to threads linked at the bottom of the original thread are either outdated or have broken images. The one by mia389 (http://www.subsim.com/radioroom/member.php?u=248353) is no longer valid and has broken images which makes the instructions useless. It should be removed from the thread because it's just confusing. The one by Trevally was written for v1.0.67 and the latest version (v1.0.122) is a lot different and the zip doesn't match the screenshots and instructions. It also doesn't cover the new dependency stuff (such as the torpedo and crew damage control stuff). It should either be updated to match the latest release or removed.
Bottom line, the newcomers that haven't installed this a very long time ago need better instructions in order to do it properly. Would it be possible to release a new version and include a .txt file with instructions inside the zip package so we don't have to search all over the place for them?
Thank you.
PS. Before anyone points me to a thread with instructions, make sure they are accurate, up-to-date and in line with v1.0.122. So far I haven't found a single one that is.
TheDarkWraith
07-06-13, 12:57 PM
None are really needed. Run the app.
There are entries for each Patch called Files=, Notes=, and Pictures=. If any of these doesn't say None then double click it (if you hover the mouse over those entries a tooltip will display). This is my way of conveying the needed information for each patch.
The app is a modern windows app with context menus (right click on items and if they have options a context menu will pop up) and tooltips (hover mouse over items and if they have a tooltip it will display).
Many people have used the app and have had no problems with it. I don't understand why you are having the issues you are having :hmmm:
The extra folders are for the app. All you need to do is run the app.
ygirouard
07-06-13, 01:11 PM
None are really needed. Run the app.
There are entries for each Patch called Files=, Notes=, and Pictures=. If any of these doesn't say None then double click it (if you hover the mouse over those entries a tooltip will display). This is my way of conveying the needed information for each patch.
The app is a modern windows app with context menus (right click on items and if they have options a context menu will pop up) and tooltips (hover mouse over items and if they have a tooltip it will display).
Many people have used the app and have had no problems with it. I don't understand why you are having the issues you are having :hmmm:
The extra folders are for the app. All you need to do is run the app.
I strongly disagree. Instructions are always needed, even if they are simple. It's best practice for any mod, patch or software release. I did find several posts from other users who also had trouble installing this, so don't tell me I'm the only one. Check the last posts in Trevally's instruction thread you'll see what I mean.
Like I said, I'm quite savvy for things like this normally, and I can read very well. The problem is that a lot of things with this app are not 100% intuitive and user friendly. For example, for someone to know where to look for those File= and Note= helpers, he has to know he has to expand the nodes for each patch (which are all collapsed to begin with). This is not intuitive. Then again, once you double-click on a dependency, it may open the related archive, but then there are no further instructions, so it's not any better. There's also no clear list of what files you should backup, so the only way to know is to check the messages that prompts everytime you wish to install a patch and backup the file listed. This is not intuitive !
Don't get me wrong, your app is great and your fixes too. Your documentation however, is non-existant and the app is not very intuitive without them.
TheDarkWraith
07-06-13, 01:16 PM
As a window's user it's common knowledge that certain things you have to click/right click to expand/use. I don't write instructions for common knowledge items.
If the app is too complicated then don't use it.
volodya61
07-06-13, 01:29 PM
Quite an interesting discussion in the last few threads/posts..
A small remark and my two cents :)
@ygirouard
If you need veeery detailed instructions, open the folder \LanguagePacks\Russian\Help.. but only a caveat, it is in Russian.. because I wrote it for people who do not understand a single word in English..
ygirouard
07-06-13, 01:38 PM
As a window's user it's common knowledge that certain things you have to click/right click to expand/use. I don't write instructions for common knowledge items.
If the app is too complicated then don't use it.
That's what I ended up doing after I read more and more threads about it. I expanded it on my first trial, but didn't notice the File= parts or didn't know what they were for... there's no tooltip or any helper explaining what they are for.
I'm very disappointed with your somewhat elitist mentality here. I'm very technical myself, and although SOME things don't need to be explained in details, whenever there's something that could be ambiguous or not obvious to everyone, it should be documented or at least mentioned somewhere.
And for the record, I'm a Linux admin, even though I work on Windows a lot too. Unix comes with man pages, readmes and syntax helpers for pretty much every command or product it supports. I'm used to look for those. Any program who doesn't have it is not following best practices. Period. Instructions are not only meant for newbies and idiots, and it's only professional to write them.
Like I posted in another thread, I'll write the damn instructions myself the way it should have been done a long time ago once I'm done with a successful installation of Generic Patcher + NewUI and some other basic mods...
ygirouard
07-06-13, 01:41 PM
Quite an interesting discussion in the last few threads/posts..
A small remark and my two cents :)
@ygirouard
If you need veeery detailed instructions, open the folder \LanguagePacks\Russian\Help.. but only a caveat, it is in Russian.. because I wrote it for people who do not understand a single word in English..
I don't need veeery detailed instructions. I just need instructions, period! There are none anywhere that were written for the latest version of the app. I don't need screenshots, and don't need to be told to click OK when there's an OK button on a dialog... come on guys. Here even the basic is not explained anywhere other than three-liners from TDW that don't really cover everything.
It's okay now though, I got enough info and learned enough by trial and error and reading other posts to manage it myself... Thanks
Sjizzle
07-06-13, 01:43 PM
I don't need veeery detailed instructions. I just need instructions, period! There are none anywhere that were written for the latest version of the app. I don't need screenshots, and don't need to be told to click OK when there's an OK button on a dialog... come on guys. Here even the basic is not explained anywhere other than three-liners from TDW that don't really cover everything.
It's okay now though, I got enough info and learned enough by trial and error and reading other posts to manage it myself... Thanks
take a look here
http://www.subsim.com/radioroom/showthread.php?p=2080306#post2080306
volodya61
07-06-13, 01:50 PM
I don't need veeery detailed instructions. I just need instructions, period! There are none anywhere that were written for the latest version of the app. I don't need screenshots, and don't need to be told to click OK when there's an OK button on a dialog... come on guys. Here even the basic is not explained anywhere other than three-liners from TDW that don't really cover everything...
Don't you? Then I was mistaken.. and this app doesn't need instructions for the latest or previous version..
As to me, it's enough intuitive and user friendly.. :yep:
ygirouard
07-06-13, 02:23 PM
Don't you? Then I was mistaken.. and this app doesn't need instructions for the latest or previous version..
As to me, it's enough intuitive and user friendly.. :yep:
The application itself (on its own) may be intuitive to some degree, but the whole procedure to properly apply TDW's patches using this app, including installing proper dependent mods, and how to load the patched files as mod, how to backup files before any modification (you'd think it's obvious, but if you don't see this option before you apply a patch, it's too late) is not, and this is what needs to be documented to at least a basic level.
But whatever... you guys clearly don't see the point, so I'm done arguing. If you're too lazy to add a basic help or at least write a short readme explaining the basics, and maybe give a few hints or notes about potential issues with the app, then there's not much more I can do to convince you otherwise.
ygirouard
07-06-13, 02:26 PM
take a look here
http://www.subsim.com/radioroom/showthread.php?p=2080306#post2080306
This doesn't cover half of what we should do before properly applying TDW's patches... Doesn't cover how to find which files to backup and how to backup them, doesn't cover the procedure to properly create a mod from the patched files, and doesn't cover potential issues there could be with the tool (such as an access violation error that can pop-up when you apply changes too fast on the same file, or that you need to expand each patch in case there's something special to install for it to work)
Sjizzle
07-06-13, 02:29 PM
This doesn't cover half of what we should do before properly applying TDW's patches... Doesn't cover how to find which files to backup and how to backup them, doesn't cover the procedure to properly create a mod from the patched files, and doesn't cover potential issues there could be with the tool (such as an access violation error that can pop-up when you apply changes too fast on the same file, or that you need to expand each patch in case there's something special to install for it to work)
no offence m8 what is so hard to do a backup to SH5.exe, SHCollisions.act, SHSim.act ?
copy them in a save place and u have a backup of them
volodya61
07-06-13, 02:32 PM
Yep, we are too lazy.. and don't forget, you don't buy anything here..
We are too lazy to explain one more time things which were explained on this forum dozens times.. just read here and there.. and you will finally find what you are looking for..
ygirouard
07-06-13, 02:35 PM
no offence m8 what is so hard to do a backup to SH5.exe, SHCollisions.act, SHSim.act ?
copy them in a save place and u have a backup of them
It's easy, but there were more files to backup than that and I had to find out while I was patching them (before I clicked Yes):
sh5.exe
SHCollisions.act
SHSim.act
SHSound.act
SH_NClient.dll
The last 2 were not mentioned in any how-to I found, but they are patched by the 1.0.122 version.
ygirouard
07-06-13, 02:39 PM
just read here and there.. and you will finally find what you are looking for..
That's what I ended up doing, been here for hours searching for answers and trying to see what I was doing wrong the first time. But it's painful, long and tedious, when a simple and short 10 lines readme.txt could have done it if you had spent the time.
If you're so tired of repeating yourselves, then put the instructions in a central place and keep it up-to-date, and make it so the answers are not spread over multiple posts buried deep in 150+ pages threads.
Never thought that you were repeating yourself because the instructions were not always easy to find to begin with or complete enough? Think about it... I'm clearly not the only one who struggled with it based on what you're saying...
volodya61
07-06-13, 02:46 PM
...I'm clearly not the only one who struggled with it based on what you're saying...
What I can say.. you are really only one and first who can't read and search this forum.. sorry..
Tonci87
07-06-13, 02:52 PM
The app is pretty self explanatory....
TheDarkWraith
07-06-13, 11:21 PM
gap's idea is finished and appears to be working as coded :yeah:
Now I'm working on airbases spawning aircraft when they have a contact and units that are damaged by some form of ammunition that have no contact radioing for help and nearby units coming in to investigate (including airbases).
Now I'm working on airbases spawning aircraft when they have a contact and units that are damaged by some form of ammunition that have no contact radioing for help and nearby units coming in to investigate (including airbases).
According to war time line aircover would be best :up:
TheDarkWraith
07-07-13, 12:24 AM
According to war time line aircover would be best :up:
Going by what's defined in it's cfg file:
[AirGroup 1]
StartDate=19380101
EndDate=19410601
Squadron1Class=FHurricaneMkI
Squadron1No=48
Squadron2Class=TBBeaufort
Squadron2No=24
Squadron3Class=FBBeaufighter
Squadron3No=24
Squadron4Class=LBSAnson
Squadron4No=12
Squadron5Class=SSunderland
Squadron5No=6
:up:
I see a potential problem :hmmm: I was looking over all the land based unit's sensors and none of them have anything for visual, radar, or radar warning :shifty: This could be a problem...
gap's idea is finished and appears to be working as coded :yeah:
:woot:
Since we are at it, have you checked the relation between engine RPMs and their maximum theoretical speed in game?
The knots / RPM gradient calculated by me should be about 0.0357-0.0375 for surface propulsion (both diesel and electric) and 0.0262-0.0280 for submerged propulsion. Most silent propulsion @ ca. 90 RPM.
See the following posts by me for further detail and info sources:
http://www.subsim.com/radioroom/showpost.php?p=2043547&postcount=1672
http://www.subsim.com/radioroom/showpost.php?p=2043797&postcount=1677
http://www.subsim.com/radioroom/showpost.php?p=2043933&postcount=1683
Now I'm working on airbases spawning aircraft when they have a contact and units that are damaged by some form of ammunition that have no contact radioing for help and nearby units coming in to investigate (including airbases).
I see a potential problem :hmmm: I was looking over all the land based unit's sensors and none of them have anything for visual, radar, or radar warning :shifty: This could be a problem...
Do you need airbases to have sensors attached? Did I get you correctly? If so, can't you simply assign the needed sensors to them? :hmm2:
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