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TheDarkWraith
03-10-12, 02:02 AM
AI sub crew v1.0.2.

From the readme file:

This mod will add crew to the AI subs.

The AI crew will be visible at all times on the AI subs, even when they submerge. I haven't found a way to make them 'hide' yet (I've tried using a dial controller, making them be defined as cfg# entries, and using VisibleUnderWater controller - nothing works). I think the reason they are always visible is because of the Sapiens and/or SapiensManager controller(s) used to generate the AI crew.

For the 2A I fixed the bone positions of the scopes and DF antenna with my GR2 Editor/Viewer app

How made:
Made using my GR2 Editor/Viewer app. Took me about 1.0hr to make all the new crew for the subs via adding new bones.
I had to make 4 new characters (AICrewMember1,2,3, and 4) via hex editor as the app cannot do this yet for the crew members of the AI subs.

All the AI subs have crew now (2A, 7A, 7B, 7C, 7C41, and Undine)

Note: There are no generic caps for officers. All have german emblems on them and thus you'll see crew member #1 (the officer) wearing a cap with german emblems on it

Note2: the game is not letting me do what I want with the animations currently. Once I figure out why I'll include more animations for each crew member

Known bugs:
- AI crew visible when submerged

To install:
Place in MODS folder and enable via JSGME

TheDarkWraith


The crew members are animated and will turn very slightly from side to side as they stand there (you'll see their hands move slightly from side to side holding the binoculars).

Type IIA AI crew:
http://www.subsim.com/radioroom/picture.php?albumid=616&pictureid=5437

NSS_Undine AI crew:
http://www.subsim.com/radioroom/picture.php?albumid=616&pictureid=5436

7B AI crew:
http://www.subsim.com/radioroom/picture.php?albumid=616&pictureid=5435

v1.0.2: http://www.gamefront.com/files/21416433/AI_Sub_Crew_1_0_2_TheDarkWraith.7z

v1.0.1 via Subsim downloads: http://www.subsim.com/radioroom/downloads.php?do=file&id=3516

This was a good test of me using my own app to see how it's doing. It's doing fabulous :rock:

pedrobas
03-10-12, 03:10 AM
You´re the best :up:
Thanks

Commander Mysenses
03-10-12, 03:18 AM
The crew will be visible while the AI sub is surfaced.And they are weraring their waterproofs... their mummies will be pleased.

PL_Andrev
03-10-12, 03:22 AM
Woooow!!!
I waited for it a long long time!

Does this mod include binocular fixes for crew (crew looked at near-boat water instead horizon)?
Is possible to add in approx 20% of all crews the random officers/captain textures?

ADMIRALTIA
03-10-12, 03:25 AM
And they are weraring their waterproofs... their mummies will be pleased.

:har:.

And thy are also wearing what their mommies gave them when they were little. GREEN boy scout caps. LOL. :haha:

TDW you are the GOD of SH5 modders.:yeah::yeah::yeah::rock::rock::rock:

Suggestion: Could you add a captain figure with a captain's attire on the AI subs

lesec74
03-10-12, 03:46 AM
hello and thanks tdw for your job,

I've a problem to acceed to gamme front and download this mod .Is it possible to put it in download section?

many thanks:salute:

lesec74
03-10-12, 04:21 AM
hello,

when I arrive to gamefront, I can't arrive to the file to download and the windows of gamefront is closing and I have a message of error of internet explorer!

idll frame error?!!?,


:salute:

Trevally.
03-10-12, 05:37 AM
Fantastic TDW:yeah:

urfisch
03-10-12, 06:13 AM
neat stuff...

Stormfly
03-10-12, 06:33 AM
finaly no ghost sub`s anymore :yeah:

Hinrich Schwab
03-10-12, 06:38 AM
Ah! It's the little things in life that make things fun. Well done, good sir. :Kaleun_Salute:

ADMIRALTIA
03-10-12, 09:08 AM
Possible bug or something: It worked perfectly in Campaign but no crews on Historical missions, or rather a test mission :damn:

Looking forward for the later version/s

TheDarkWraith
03-10-12, 10:09 AM
Possible bug or something: It worked perfectly in Campaign but no crews on Historical missions, or rather a test mission :damn:

Looking forward for the later version/s

They work fine in any test mission I used. I used my sub exhaust test mission and all were seen on every sub.

TheDarkWraith
03-10-12, 10:10 AM
Suggestion: Could you add a captain figure with a captain's attire on the AI subs

Sure can. I'll just have to make more crew characters which is no big deal. I'm making 3 new characters for the next version. This way every character can have a different animation set.

chun
03-10-12, 11:12 AM
great job, always forward.:salute::yeah:

Herr Trigger
03-10-12, 12:00 PM
Hi, Installed this Mod while in bunker, got a CTD whilst loading, in campaign, Mod loadout:

German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
RAF Fighter Command Radio Frequency 66.00 MHz
RAF Bomber Command Radio Frequency 77.00 MHz
Luftwaffe Combat Radio Frequency 88.00 MHz
MMM v0.4 Base Mod
NewUIs_TDC_6_9_0_Real_Navigation
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
sobers see thru wake fix
sobers 3D deck spray mod V7
smaller flags for Warships 1_0b
Shadow Improvement ModLR
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.1 _for_SDBSM
AMMO_v1.0_SH5_by_Raven_2012
SUB SIM FOR====Depth_Keeping_Problem_UHS_patch_HB_1_0_0_Th eDarkWraith
AI_sub_crew_1_0_0_TheDarkWraith

Any ideas? uninstalled Mod and eveything else is fine, damned shame as this looks sexy !
b.t.w. Installer highlighted conflict with MMM v0.4 BaseMod

edit: All sorted, reinstalled & all is well, strange.

Regards,
H.T.

tonschk
03-10-12, 12:07 PM
[QUOTE=Antar;1852848]Woooow!!!
I waited for it a long long time!

Does this mod include binocular fixes for crew (crew looked at near-boat water instead horizon)?
QUOTE]

I agree, the SH5 mod that add crew with binoculars have a flaw, the crew are aiming the binoculars to the near water instead to the horizont

http://i194.photobucket.com/albums/z58/tonschk/untitledtt-1.jpg

TheDarkWraith
03-10-12, 12:10 PM
[QUOTE=Antar;1852848]Woooow!!!
I waited for it a long long time!

Does this mod include binocular fixes for crew (crew looked at near-boat water instead horizon)?
QUOTE]

I agree, the SH5 mod that add crew with binoculars have a flaw, the crew are aiming the binoculars to the water instead to the horizont

The only way the binocular problem will get fixed is when the mesh for it is fixed. Via the Sapiens controller you select what object is in the character's hands. The game renders the selected object @ the character's hands. So if the object you selected for their hands is messed up there's nothing you can do but edit the mesh for it to correct it.

lesec74
03-10-12, 12:21 PM
hello,
problem to download this mod with game front,
somebody help me?

many thanks:salute:

tonschk
03-10-12, 12:33 PM
Sorry, I dont explain properly, I was referring to the flaw of the old MightyFine Crew Mod, not to this new crew AI Mod


The only way the binocular problem will get fixed is when the mesh for it is fixed. Via the Sapiens controller you select what object is in the character's hands. The game renders the selected object @ the character's hands. So if the object you selected for their hands is messed up there's nothing you can do but edit the mesh for it to correct it.

lmy76128
03-10-12, 02:11 PM
i want to be moded with this mod but i cant apply
what should i do?
i copied and pasted even
but not be moded
i am also using mighty crew mod 1.21

TheDarkWraith
03-10-12, 02:12 PM
i want to be moded with this mod but i cant apply
what should i do?

Don't understand your question :06:

v1.0.1 will be releasing here very shortly also :up:

TheDarkWraith
03-10-12, 02:34 PM
v1.0.1 released. See post #1 :|\\

lesec74
03-10-12, 02:54 PM
hello tdw,

I'm so sorry but I can't open gamefront to dowload your mod,is it possible for you to put your mod in sh5 download section of this forum?It would be kind:up:

thanks

TheDarkWraith
03-10-12, 03:11 PM
hello tdw,

I'm so sorry but I can't open gamefront to dowload your mod,is it possible for you to put your mod in sh5 download section of this forum?It would be kind:up:

thanks

Added. See post #1 for link to it :up:

lesec74
03-10-12, 04:23 PM
Added. See post #1 for link to it :up:

many many thanks:yeah:with all your work , can we think more crew in our subs and more foods?one day..

bravo

mikaelanderlund
03-10-12, 04:29 PM
Meeting my first submarine with a crew this evening. What a feeling. Fantastic!:rock:

:salute:

TheDarkWraith
03-10-12, 04:37 PM
Meeting my first submarine with a crew this evening. What a feeling. Fantastic!:rock:

:salute:

Which sub did you meet up with? Post a screenshot in the SH5 screenshot thread :yep:

lesec74
03-10-12, 04:41 PM
hello tdw,

can we activate your mod at last?or?
thanks:up:

TheDarkWraith
03-10-12, 04:41 PM
many many thanks:yeah:with all your work , can we think more crew in our subs and more foods?one day..

bravo

I'm finding that using my own tool to make new mods is exposing problems/ideas that I never found/thought of. Sub AI crew was my first new mod with my new app, next new mod is being worked on currently (along with concurrent development of GR2 Editor/Viewer) ;)

TheDarkWraith
03-10-12, 04:42 PM
hello tdw,

can we activate your mod at last?or?
thanks:up:

You can activate whenever. All the files are new (except for the sub GR2 files - they are edited but no one has ever touched those files before)

Raven_2012
03-10-12, 05:01 PM
The only problem I see is in the WolfPack missions from IRAI, I guess its because the missions use what says the, SSTypeVIIC.

TheDarkWraith
03-10-12, 05:04 PM
The only problem I see is in the WolfPack missions from IRAI, I guess its because the missions use what says the, SSTypeVIIC.

Yes because those are human playable. I'm looking for a way to determine in real-time whether the sub is human controlled or AI controlled. This way if I can determine this and I can use it as a 'trigger' I can control whether AI sub crew show on these subs

lesec74
03-10-12, 05:04 PM
http://http://img804.imageshack.us/img804/240/aisubcrew.png (http://imageshack.us/photo/my-images/804/aisubcrew.png/)

i've install this mod last and I've ctd ;the picture and the message when installing ai su crew;

I' ve made something wrong?

lesec74
03-10-12, 05:06 PM
http://img804.imageshack.us/img804/240/aisubcrew.png (http://imageshack.us/photo/my-images/804/aisubcrew.png/)
Uploaded with ImageShack.us (http://imageshack.us)

soory , the picture;

TheDarkWraith
03-10-12, 05:23 PM
http://img804.imageshack.us/img804/240/aisubcrew.png (http://imageshack.us/photo/my-images/804/aisubcrew.png/)
Uploaded with ImageShack.us (http://imageshack.us)

soory , the picture;

oh that would be a problem :oops: I need to make a version that is compatible with my sub flags mod and exhaust mod :yep:

TheDarkWraith
03-10-12, 06:39 PM
Temporary solution is to install this mod first before anything else. On conflicts let JSGME overwrite the files. For some reason the crew are not 'hiding' when the sub submerges anyways so it really doesn't matter. I'll have to get creative now...

TheDarkWraith
03-10-12, 08:11 PM
v1.0.2 released. See post #1

Removed all .fx files as they did nothing anyways :shifty:

Raven_2012
03-10-12, 08:24 PM
By the way, thanks for this mod!!!

lmy76128
03-10-12, 08:37 PM
i installed this mod but not any changed

TheDarkWraith
03-10-12, 08:43 PM
i installed this mod but not any changed

Which AI subs were you trying to view? And how were you viewing them?

ADMIRALTIA
03-10-12, 09:01 PM
Question for TDW. Just out of curiosity why do you upload most of your mods to gamefront and not here at SUBSIM?

TheDarkWraith
03-10-12, 09:16 PM
Question for TDW. Just out of curiosity why do you upload most of your mods to gamefront and not here at SUBSIM?

it's easier to use and it uploads way faster. Plus I don't like duplicating work already done (I have to mirror post #1 of the mod's thread in a new page in the downloads section). And it's also a pain when I update post #1 of the mod's thread then I have to go and update the page in the downloads section. Too much hassle to use subsim's downloads. :yep:

W_clear
03-10-12, 11:22 PM
Very Nice:up:

mikaelanderlund
03-11-12, 07:33 AM
The only problem I see is in the WolfPack missions from IRAI, I guess its because the missions use what says the, SSTypeVIIC.

Interesting:hmmm:. Does this mean that Wolfpacks in OH2 at the moment are without a crew?

Asachiel
03-11-12, 07:44 AM
Nice job mate...

Rubini
03-13-12, 08:47 AM
Thanks mate! Works flawless!:up:

wizardbuzz
03-14-12, 12:04 PM
Great work! :yeah:

ADMIRALTIA
03-16-12, 07:22 AM
Yay its out

another suggestion the captain could stand out a bit more like with this hat
http://www.google.com.ph/imgres?q=German+U-boat+captain+uniform&hl=en&sa=X&biw=1152&bih=725&tbm=isch&prmd=imvns&tbnid=VvSmCZV-VAgwiM:&imgrefurl=http://www.oakleafmilitaria.com/photo_gallery.html&docid=GMk83-B0cpm3-M&imgurl=http://www.oakleafmilitaria.com/images/091so1-1.jpg&w=900&h=532&ei=5S9jT_GBEcqjiQefpuTnBQ&zoom=1&iact=hc&vpx=132&vpy=361&dur=58&hovh=172&hovw=292&tx=156&ty=125&sig=103578958382709246427&page=2&tbnh=140&tbnw=236&start=17&ndsp=20&ved=1t:429,r:5,s:17

KarlSteiner
03-28-12, 04:43 PM
Hi DTW,

can you config the watch crew in all 4 quadrants.

This was and is real practice on all war boats, thanks.

Greetings

Karl

TheDarkWraith
03-28-12, 06:16 PM
Yay its out

another suggestion the captain could stand out a bit more like with this hat
http://www.google.com.ph/imgres?q=German+U-boat+captain+uniform&hl=en&sa=X&biw=1152&bih=725&tbm=isch&prmd=imvns&tbnid=VvSmCZV-VAgwiM:&imgrefurl=http://www.oakleafmilitaria.com/photo_gallery.html&docid=GMk83-B0cpm3-M&imgurl=http://www.oakleafmilitaria.com/images/091so1-1.jpg&w=900&h=532&ei=5S9jT_GBEcqjiQefpuTnBQ&zoom=1&iact=hc&vpx=132&vpy=361&dur=58&hovh=172&hovw=292&tx=156&ty=125&sig=103578958382709246427&page=2&tbnh=140&tbnw=236&start=17&ndsp=20&ved=1t:429,r:5,s:17

Hi DTW,

can you config the watch crew in all 4 quadrants.

This was and is real practice on all war boats, thanks.

Greetings

Karl

I can easily change the captain's hat to that :yep:

What's this all 4 quadrants? Have a picture?

Vanilla
03-29-12, 05:55 AM
I can easily change the captain's hat to that :yep:

What's this all 4 quadrants? Have a picture?
I guess the idea is that the crew should be positioned looking not forward-aft-left-right but rather forward-right, forward-left, aft-right, aft-left. Then add the captain as an extra.

Great job, by the way!

Rocco_99
05-08-12, 10:01 AM
Type IIA ?

Can we download this submarine Type IIA (mod) to use in SH5?

TheDarkWraith
05-08-12, 11:17 AM
Type IIA ?

Can we download this submarine Type IIA (mod) to use in SH5?

It's already in SH5 as a stock submarine. It's not a playable unit though. Strictly AI only. Trevally uses it in OHII IIRC.

Hoster
05-08-12, 11:18 AM
Dark wraith, you are a modding god! How many mods have you created to develop SH5 into a really playable game? If I were you, I would sell SH5 with all your fantastic mods as a SH5 enhanced edition. I would have bought it!

TheDarkWraith
05-08-12, 11:22 AM
How many mods have you created to develop SH5 into a really playable game?

Quite a few along with many patches to the sh5.exe and .act files to fix bugs and add new features. Working on new patches to sh5.exe and .act files currently :D I see the potential this game has and I would like to see it come to it's full potential! The moddability of this game is outstanding though it requires more skill than the average joe has :yep:

Thanks for the comments :up:

Rocco_99
05-09-12, 02:05 PM
DarkWraith

ty yur quick answer.

by the way: nice mod, again!

Lupo
06-24-12, 05:09 AM
hi!
is there a other download link..........not gamefront.........i have crashes there.
thank you!

Lupo!:dead:

TheDarkWraith
06-24-12, 08:31 AM
hi!
is there a other download link..........not gamefront.........i have crashes there.
thank you!

Lupo!:dead:

Try this: http://www.mediafire.com/?80kzupe07j3203k

tonschk
06-24-12, 10:38 AM
:salute: Thank you very very much :yeah: TheDarkWraith :sunny: :woot:

NiKuTa
11-10-12, 11:23 AM
Could any one put this mod on other DL side. I can't DL from gamefront :(

NiKuTa
11-13-12, 05:17 AM
Oki I found this one in this topic :)

Try this: http://www.mediafire.com/?80kzupe07j3203k

THE_MASK
03-26-14, 08:26 PM
Any reason why this mod would cause a ctd if used with OH2 . I cannot enter or leave Kiel after finishing the Baltic mission (ctd).
TDW FX Fix for Sobers chimney smoke gives exactly the same problem , i cannot enter or leave Kiel after finishing the Baltic mission (ctd).

TheDarkWraith
03-26-14, 08:44 PM
Any reason why this mod would cause a ctd if used with OH2 . I cannot enter or leave Kiel after finishing the Baltic mission (ctd).
TDW FX Fix for Sobers chimney smoke gives exactly the same problem , i cannot enter or leave Kiel after finishing the Baltic mission (ctd).

You'll have to do this: http://www.subsim.com/radioroom/showpost.php?p=2184483&postcount=1172

and tell me the data I asked for in it so that I can look into it.

THE_MASK
03-26-14, 11:43 PM
You'll have to do this: http://www.subsim.com/radioroom/showpost.php?p=2184483&postcount=1172

and tell me the data I asked for in it so that I can look into it.I tried that but it just puts about a hundred folders onto my desktop . The ollydbg pauses and the game wont run .

TheDarkWraith
03-26-14, 11:57 PM
I tried that but it just puts about a hundred folders onto my desktop . The ollydbg pauses and the game wont run .

Shift+F9 to make OllyDebug run (might have to keep pressing this key combo if it's 'jumping' through exceptions)
Post a screenshot of when it pauses so I can see what's going on

THE_MASK
03-27-14, 12:20 AM
Shift+F9 to make OllyDebug run (might have to keep pressing this key combo if it's 'jumping' through exceptions)
Post a screenshot of when it pauses so I can see what's going onOk , I wont be able to post until tomorrow . It takes me a full day to get thru the Baltic mission and travel to Kiel .

THE_MASK
03-27-14, 12:35 AM
What do I right click on to change the addressing ?
http://i57.tinypic.com/11t5vtg.jpg

THE_MASK
03-27-14, 02:39 AM
I just seen an AI german sub and it had no AI crew . Strange because i put AI_Sub_Crew_1_0_2_TheDarkWraith just after Open Horizons . JSGME says it wasn't overwritten by any mod after it . What happens if another mod has a bone that has the same name as one in the AI_Sub_Crew mod edited by the TDW_GR2EditorViewer ?

TheDarkWraith
03-28-14, 07:01 AM
What do I right click on to change the addressing ?

Scroll that top left window all the way to the top. Double click on the very top address (65F0....) to change the addressing to relative.