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View Full Version : What about an ALL-IN-ONE "SH 3 TOOL"?


rulle34
10-31-05, 02:57 PM
Hello!
This is a thought that came from the tread about the atmospheric mod.
What do I mean by that? Well, now some mods have reach a level where one single file contains several modifications. This is of course good, but it also come with wishes and requests for several versions of the mod. Some people want bigger waves, som more murky water etc..etc This list can be done VERY long if we see to all the mods that has been done. ( I will not example the deck gun diusussion here :rotfl: )

I know there is some VERY good SH 3 tools out there. But what I want is one SH 3 TOOL that has all this features built in, and of course more
I know JScones, Timetraveller, Wolfie'Den and more have the capability to Join and provide us with one TOOL that can do all of this. This will allow for more "clean" mods and then change to a personal setting with this tool.

As I can see there is a difference in grafic tools and tools for functionality. But let's not have any limits for now.

First, is this a good idea?
Second, Is this possible to do if you "professionals" join in lets call it "ONE-IN ALL-SH 3-TOOL"?
Third, what do you want this tool do do?

Lets see what this can lead to.
:sunny:

Kpt. Lehmann
10-31-05, 04:16 PM
Good idea!

I wonder if this is something that might be considered for SH3 Cmdr. Maybe Jaeson will share some thoughts on this.

It sounds like a bit of work... but is something that in many ways is becoming more and more necessary.

Potentially, it could make the work of modding some elements of the game less "labor-intensive" and in the end lighten the load of modders we have grown to depend on.

We have already lost Jasonb885... the builder or the "Improved Convoys" mod. :cry:

Marhkimov
10-31-05, 05:23 PM
These are SH3 files that have been known to induce a lot of incompatibility problems. Some of these files are already partly accessable to the general public, but not all of them. With this ALL-IN-ONE-TOOL, we should ideally be able to have easy read-and-write access to all of these files:


scene.dat (murkiness is accessable by SH3Cmdr, waves are accessable by timetravellers inspector (http://www.delraydepot.com/tt/sh3sdk.htm#inspector) tool)
sensors.dat
AI_sensors.dat
guns.sim or guns.dat (reload time accessable by SH3Cmdr)
DepthCharges.dat (accessable by timetravellers inspector tool)
shells.dat or shells.sim
EnvColors_*.dat (accessable by timetraveller's color inspector (http://www.delraydepot.com/tt/sh3.htm#colorinspector) tool)
SkyColors_*.dat
Air/Sea/Submarine/Objects*.dat's (accessable by timetravellers inspector tool)
menu_1024_768.ini



Did I miss anything???


I hope there is someone out there who will go through the trouble of making such a program. It won't be easy, as timetraveller can attest, but it would certainly be a super boost to the modding community.

rulle34
10-31-05, 05:38 PM
What about all different versions of Basic.cfg
Then there is Main.cfg
These are not hex edit files, but lots of versions are connected with these files.
I know TweekSH3.exe and TweekSUB.exe by Wolfie's Den put some changes into this files.
By the way, where is he nowadays?

Marhkimov
10-31-05, 05:44 PM
Personally, I would not put too much stress on making basic.cfg more accessable, because it can already be changed with a simple text editor (notepad, wordpad, etc.). Of course, it would be a lot simpler if someone made a streamlined program that would take away the hassle, but it isn't as neccessary.

On the other hand, someone like me (very basic modder, with no hex editing or 3d modelling abillity) cannot get in and alter dat or sim files... I believe this would be higher priority...

timetraveller
10-31-05, 05:45 PM
It's very possible to do (for most values), but to develop a graphical interface for each value wanting to mod would be very, very time consuming. Each value mod has to be custom written.

I realized the work involved after writing SH3 Inspector, which only does a small part in game mods. My solution was to write SH3 File Analyzer. With it you can write a rule defining the layout for any SH3 game file and modify *almost* anything in such file if you can pinpoint the value using the rule. Rules are not easy to write, but I have written a document which describes the basics if you want to give it a go. I've written many rules already which cover most of the files you listed. It's a bit techy of a program, but it saved me 100s of hours of coding, which is what it would have taken to write more programs like SH3 Inspector.

http://www.delraydepot.com/tt/sh3sdk.htm

Hope this helps.

TT

rulle34
10-31-05, 05:47 PM
On the other hand, someone like me (very basic modder, with no hex editing or 3d modelling abillity) cannot get in and alter dat or sim files... I believe this would be higher priority...

This I fully agree with, but the program already exists, so why not add it in? But I agree with priority should be files needed for hexediting.

Marhkimov
10-31-05, 05:52 PM
WHA?! TIMETRAVELLER SPEAKS!!! :o :lol:

Yeah, I was just going to go and test out your analyzer too. I haven't seen what it can do yet...

Looks a little tech-y, but I'm sure with a little time (and your tutorials/notes) I'll be able to figure it out...


BTW, great job on all of these tools, TT. Without you, I would not have been able to mod anything -- seriously. You can't imagine how much you have contributed... not only to me, but to the ENTIRE COMMUNITY!

THANKS! :up:

rulle34
10-31-05, 06:01 PM
Hello Timetraveller. :P Nice to see you back. And in just the right time too. I will absolutely look in to your tips.
I also fully agree to what markhimov says.
Hope you can stay tuned into this, cos we really need your help in this. :yep: You know all about this and Im just a newbie with lots of thoughts and wishes.
:sunny:

JScones
10-31-05, 10:12 PM
An all-in-one SH3 Tool sounds great in theory, but who would it be aimed at? The average player, or the modding faithful? If the modding faithful, then TT has a brilliant tool already. However, understandably, average players just wouldn't have the time for it.

Looking at Basic.cfg for example, it's not publicised, but anyone who has looked at some of SH3Cmdr's cfg files would have realised by now that they can build a whole Basic.cfg file on the fly (even more obvious with the next release ;)). This is something I am moving towards. The next logical progression (and you can see this evolving with SH3Cmdr's Options) is to provide an interface where users can simply select the name of the mod they want and the interface builds the required (text and binary) files for them - it would recognise when two selected mods changed the same values and would alert the user or look for pre-defined rules for handling. Kinda like an SH3 specific JSGME. To this end, a database would need to be created and maintained storing mod names and the files/settings that go with it. Creating a database isn't hard - heck, it's what I do for a living - but the maintenance part will be where it falls down plus it all takes time to do. Unfortunately for me, SH3Cmdr has opened up so many opportunities that prioritising them all has become quite overwhelming.

Another alternative is a "cut-down" Analyzer. Mod makers create an "Analyzer Lite" rule file which they distribute with their mods. The rule file includes the names, settings and details of files that the mod changes. Players would open this rule file in Analyzer Lite and by querying the contents, Analyzer Lite would present a list of (user friendly) options that the user can change. So, using the Atmosphere mod for example, only one version of scene.dat (if any) would need to be included with one "rule" file. This rule file will outline what settings in what related files can be changed. The player sees a user friendly interface listing each of the mod files and the settings they can adjust (ie in this case water density, wave height etc). Very high level idea which would require much more thought, but very do-able.

Or, even simpler still, a "Lite Analyzer Lite" where users simply get a screen for each of the key SH3 binary files and they can set what values they want through the pre-defined interface. Mods affecting these files can include an instruction sheet saying "Go into Lite Analyzer Lite and change these settings...make sure these other settings are...and don't change these settings...etc" or again, a rule file could be loaded.

I have quite a few other ideas varying between simple and exotic (this is something I have been thinking about for six months), but these are some to start thinking about.

BTW TT's Analyzer tool was invaluable in pointing me to the right spots in scene.dat and GUNS_SUB.sim. :up:

Kpt. Lehmann
10-31-05, 11:22 PM
Wow Jaeson... I hope you continue with this. I love the feeling of it and it seems you are throwing the doors open to changes that previously were only accessible by a select few.

That is true community spirit. All Ahead Flank!

Reece
11-01-05, 01:31 AM
This, would be a great Idea, :D but what a job! :dead:
Still I thought I'd better mention an inportant file Marhkimov, can add to the list "menu_1024_768.ini", have had to update this many times.
Good Luck! :up:

Marhkimov
11-01-05, 01:51 AM
This, would be a great Idea, :D but what a job! :dead:
Still I thought I'd better mention an inportant file Marhkimov, can add to the list "menu_1024_768.ini", have had to update this many times.
Good Luck! :up:

Definately, menu_1024_768.ini... How could I have forgotten that file. Good catch! :up:

JScones
11-01-05, 02:27 AM
What TT said is 100% correct - developing an interface would be very, very time consuming. To this end the "Lite Analyzer Lite" approach is prolly the most likely to be implemented, unless there are people here who can commit to such a project pretty much full time (I can't).

Fortunately, TT has done all the hard work insofar as analysing the most important binary files. A compromise could be that someone creates a list of the typical values changed and they could be built into an interface first. My mind is picturing an interface similar to SH3Cmdr, but instead of career names on the left, there are categories such as "Fog", "Water", "Sky", "Weather", "Guns", "Torpedoes", etc etc...

Such a tool would *never* be as dynamic as File Analyzer, but it would perhaps be more accessible to non-techo mainstream players that just want "Clear water", "bigger waves" or "quicker guns". Again, it depends on the target audience. If the audience is modders, then all you need is File Analyzer and building anything else would be a waste of time.

Anyway, that's my 2c worth. Sorry for hogging the topic. I'll happily sit back now and see what others have to say. I'll provide whatever assistance I can if anyone else wants to have a go...

Marhkimov
11-01-05, 02:35 AM
Don't worry about me. I think I'm just going to jump into file analyzer to see what I can learn. :up:

Marhkimov
11-01-05, 06:28 AM
OH SH*T!

Rulle34, did you by any chance try timetraveller's analyzer tool yet? It can friggin' do everything. OMG, timetraveller came up with this tool right in the knick of time...

OMG, OMG, OMG... It is 3AM and I can't contain myself. Oh, the possibilities...


YAHHHHOOOOOOOOOO!!!

JScones
11-01-05, 06:30 AM
Hehe...it's been out for *months*!!!

Marhkimov
11-01-05, 06:33 AM
Shhh, I don't know that yet... :lol: :lol: :lol:

JScones
11-01-05, 06:39 AM
:rotfl: :rotfl:

rulle34
11-01-05, 07:48 AM
Hey guys :rotfl: you are funny :rotfl:

About what category this TOOL is intended for..well I just saw a need for a sort of all-in-one TOOL now when modding has reach this level, but I think the category is for the player who nows some about modding, but don't have the skill for hexediting (someone like me :rotfl: )

I think we are on the right way, and I see a tool that can also be developed. We now have some good tools. One first step could be to put them together to ONE tool with asked featuers built in. Is that a way to go?

I also looked in to TT analyzer, but I need some first help to figure it out. Can someone do that please :oops:

Like "you want to edit this...."
Then 1.open....
2.....
3....
and so on.
Just a quick starting guide....please :P

Marhkimov
11-01-05, 08:10 AM
Once you realize what File Analyzer is, then you'll realize it is the exact tool that you are asking for.

Sure, I write a brief tutorial on how to use it. Gimme a few minutes.

rulle34
11-01-05, 08:13 AM
Once you realize what File Analyzer is, then you'll realize it is the exact tool that you are asking for.

Sure, I write a brief tutorial on how to use it. Gimme a few minutes.

Great :up: Because all I get i "Unable to open file" ???

Marhkimov
11-01-05, 08:32 AM
BASIC INSTRUCTIONS - HOW TO USE SH3 ANALYZER

1. Download File Analyzer (http://www.delraydepot.com/tt/SH3FileAnalyzer_build367.zip). Unzip and install it.
2. Download the rules (http://www.delraydepot.com/tt/Rules.zip). Unzip it and place the rules folder inside of the main 'SH3 File Analyzer' folder.
3. Run the program.
4. Click on 'Load Rules' to use one of the preset files. These 'rules' are much like templates in that they allow you to easily decipher the hex values.
5. Click on 'Test Rules' to analize the hex values. This will "de-code" all of the hex values so that you can easily read them.
6. On the right-hand text box, you will see all of the relevant hex data (in english!). If you wish to change any of the values, highlight the line. Then on the bottom-left hand side of the screen, there is a box titled 'Numeric.' You may change that value to anything you wish. Make sure to click on 'Update Value' each time you make a line change.

That's it. Close it when you're done. Maybe timetraveller has some more tips???

rulle34
11-01-05, 08:50 AM
BASIC INSTRUCTIONS - HOW TO USE SH3 ANALYZER

1. Download File Analyzer (http://www.delraydepot.com/tt/SH3FileAnalyzer_build367.zip). Unzip and install it.
2. Download the rules (http://www.delraydepot.com/tt/Rules.zip). Unzip it and place the rules folder inside of the main 'SH3 File Analyzer' folder.
3. Run the program.
4. Click on 'Load Rules' to use one of the preset files. These 'rules' are much like templates in that they allow you to easily decipher the hex values.
5. Click on 'Test Rules' to analize the hex values. This will "de-code" all of the hex values so that you can easily read them.
6. On the right-hand text box, you will see all of the relevant hex data (in english!). If you wish to change any of the values, highlight the line. Then on the bottom-left hand side of the screen, there is a box titled 'Numeric.' You may change that value to anything you wish. Make sure to click on 'Update Value' each time you make a line change.

That's it. Close it when you're done. Maybe timetraveller has some more tips???

Big thank's for your tutorial..but it doesn't work for me.

Step 1-4 is fully ok. I choose sensors.dat.
But when clicking on "Test rules" a purple box is appearing saying "file is processing" but then at one I got the message "Unable. File does not exist. Choose another file"

This was exactly what happen before I asked for the tutorial?????

I have uninstalled and reinstalled several times, but same thing happen :damn:
What am I doing wrong??

I really want this to work :damn: :damn:

Marhkimov
11-01-05, 09:08 AM
This is the only thing that I can think of: your 'sensors.dat' does not exist. Make sure that the 'sensors.dat' file is present inside of the 'data\Library' folder.



P.S. if you are trying to edit the sensors.dat for our atmospheric mod, don't worry about it. I have already done so and have sent it to Kpt. Lehmann. The new sensors.dat will include Sergbuto's snorkel and wake fix. Kpt. Lehmann should have a new version of atmospheric mod coming out shortly...

Marhkimov
11-01-05, 09:33 AM
Another reason you could be getting this error is because you did not install SH3 to it's default location (C:\Program Files\Ubisoft\SilentHunterIII\). If that is the case, edit this line in the rule so that it looks like this (for example, Sensors_dat.rul):

Path="(Your Silent Hunter location)\Ubisoft\SilentHunterIII\data\Library\Sen sors.dat"

Basically, the program has to be able to locate where the 'Sensors.dat' file is located. Otherwise, there will be the error that you describe.


I'm tired... be back in a few hours...
Hope that helps, Rulle34.
Goodni..... :zzz: :zzz: :zzz: :zzz: :zzz: :zzz: :zzz: :zzz:

rulle34
11-01-05, 09:42 AM
Another reason you could be getting this error is because you did not install SH3 to it's default location (C:\Program Files\Ubisoft\SilentHunterIII\). If that is the case, edit this line in the rule so that it looks like this (for example, Sensors_dat.rul):

Path="(Your Silent Hunter location)\Ubisoft\SilentHunterIII\data\Library\Sen sors.dat"

This was it :rock: :rock: :rock: :rock:
Big, big thanks :up:

I would have never thought about that. :oops:

I own you a BIG whiskey now :()1:

Now im ready to try :up:

coronas
11-01-05, 07:45 PM
Only I want a SHIII tool for dummys. It say"What do you want?" I wrote the mod and it is made!! :rotfl: :rotfl: :rotfl: :rotfl:

rulle34
11-02-05, 08:00 AM
OK TT's analyzer tool is working great. :up: It could be added some more rules though.

I think a TOOL can have many sides as one is for more complex modding, and one is for more simple modding. Then it can be used by many.
I still want to see this tool combined with all the other tools in to one TOOL. Isn't that possible? When this is done, then maybe it can be developed after some trying and testing.

What do you TOOL makers think? :hmm:

Marhkimov
11-02-05, 09:37 AM
Yes, some more rules for TT's analyzer tool would be nice. Has anyone written any???

JScones
11-03-05, 01:56 AM
OK TT's analyzer tool is working great. :up: It could be added some more rules though.

I think a TOOL can have many sides as one is for more complex modding, and one is for more simple modding. Then it can be used by many.
I still want to see this tool combined with all the other tools in to one TOOL. Isn't that possible? When this is done, then maybe it can be developed after some trying and testing.

What do you TOOL makers think? :hmm:
Quite simply, by the time such a mammoth is built, we'll all be hooked on SHVII. Seriously, I have enough on my plate just adding to SH3Cmdr. Just getting it to where it is now has taken six months and I easily have another six months of enhancements on my list. Plus, I'm sure some developers here have moved on to other projects and just wouldn't have the time to commit to such a task. Remember, each of these tools to which you refer are written in different programming languages, with different structures and so on. Full integration would be a b*tch of a job and one which would impact on features currently provided by each tool (let alone any potential features which would have to be put to the side while this vision is realised).

Essentially, what you are asking for here is a lot like asking Microsoft to combine Access, Excel and Word into one tool. It would actually be easier to do, as they share the same common interfaces, but you can see how impractical it would be.

I'm happy to add some of the more common file tweaks to SH3Cmdr (such as "Big Waves" if anyone can tell me what values in scene.dat are changed), but that's about it.

Anyway, what's the big deal with having two or three applications that do what you want? I'm sure you have more than one screwdriver in your toolkit?

rulle34
11-03-05, 11:59 AM
Ok I understand, but Bill Gates made Windows :P because it made navigating in the computer much more easy. And you know how popular that program is :-j

Maybe this was too much to ask for, but I just saw a need for a tool that could take care of these wishes of variants of mods that is always asked for.

I of course respect your answer because you know this better JSjones.

I just saw a big oportunity if you professionals worked together in a tool instead of separately.

timetraveller
11-03-05, 03:12 PM
OH SH*T!

Rulle34, did you by any chance try timetraveller's analyzer tool yet? It can friggin' do everything. OMG, timetraveller came up with this tool right in the knick of time...

OMG, OMG, OMG... It is 3AM and I can't contain myself. Oh, the possibilities...


YAHHHHOOOOOOOOOO!!!

Thanks, marhkimov (and everybody too). Glad you like it. :D

Been gone for awhile, messing with other things. I just cracked the Enigma Rising Tide game files and wrote an extractor/repacker for it. Now that game is totally moddable.

Also got clobbered by Hurricane Wilma and had no power for a week. You guys I normally miss PMs, so let me say I'm sorry if I didn't answer some in the last weeks.

Looks like you guys have the situation well in hand. Glad to hear somebody has cracked the water transparency problem. I tried and never could get it.

Happy sailing.

TT

rulle34
11-03-05, 03:54 PM
Hello TT :P
Nice to see you back again.
Hope the storm didn't mess up to much for you.

Im wonder one thing with your SH Inspector tool. When starting the program I got this message-windows saying "DLF unit bypassed. Values missing from sim.file. Next will be NAMC unit... and so on for about 40 times before program is actually started. Then its ok to use, except for the sub tab. I have smilar messages coming up and then there is also only 3 subs available to change, IIa. IID and the XXI.

When in the aeroplane tab, same messages comes up and then the program just shuts down????

Why is it acting like this?
I have reinstalled the program several times without any luck :cry:

My install path for SH 3 is: C\Spel\Ubisoft\Silent hunter 3

Can that cause this?

Would be nice if this worked, because it's a nice tool :smug:

Marhkimov
11-03-05, 04:06 PM
For me, I only the "DLF unit bypassed" message. The program runs fine afterwards. None of the other tabs give me any problems.

Unlike Rulle34, I can live with one error message; it's not really a big deal. But if Rulle is getting up to 40 messages at a time, then that'd be a different story...

timetraveller
11-03-05, 04:27 PM
Hello TT :P
Nice to see you back again.
Hope the storm didn't mess up to much for you.

Im wonder one thing with your SH Inspector tool. When starting the program I got this message-windows saying "DLF unit bypassed. Values missing from sim.file.

The program does some range checks in the CFG file for stuff like mast height, etc. and bypasses the units that are out of range. Additionally, there is also a problem with one or more European versions of Windows (non-English versions) that have old bugs with Visual Basic 6 (a difference in how decimal values are represented).

I compiled a new .EXE of the main file that doesn't do range checks.

www.delraydepot.com/tt/SH3Inspector.exe

Download the above file and replace the .EXE in the SH3Inspector folder. That should do it, I hope.

Good luck!

TT

Sturm
11-03-05, 04:40 PM
I had same problems as rulle. I downloaded that new exe file and now I get this error message on startup
"Initialization error.
Type mismatch
Terminating."


But I got the old version to work by changing "Standards and formats" to "English (United States)" from the "Regional and Language Options".

timetraveller
11-03-05, 05:55 PM
I had same problems as rulle. I downloaded that new exe file and now I get this error message on startup
"Initialization error.
Type mismatch
Terminating."


But I got the old version to work by changing "Standards and formats" to "English (United States)" from the "Regional and Language Options".

Yes, that's the Windows problem that I was talking about in the earlier reply. There is a bug with VB6 recognizing European decimal format. Glad you got it to work.

TT

rulle34
11-03-05, 05:57 PM
Thank's TT.
I downloaded, replaced that .exe and started the Inspector, and now it was only one message before it started. :up:
But the other issues are still there, like messages when clicking on sub tab, telling it's bypasses subs. When this messages are gone, its only 3 subs to alter (same as before). When clicking on aeroplane tab, there are numerous of messages coming up and after clicking ok on every one, finally the program shuts down.

I'm running an english windows XP Home edition SP 2, P4 3.4, 1 GB RAM, ATI X800XT

Is it only me having these errors?

timetraveller
11-03-05, 06:32 PM
Thank's TT.
I downloaded, replaced that .exe and started the Inspector, and now it was only one message before it started. :up:
But the other issues are still there, like messages when clicking on sub tab, telling it's bypasses subs. When this messages are gone, its only 3 subs to alter (same as before). When clicking on aeroplane tab, there are numerous of messages coming up and after clicking ok on every one, finally the program shuts down.

I'm running an english windows XP Home edition SP 2, P4 3.4, 1 GB RAM, ATI X800XT

Is it only me having these errors?

Hmmm, I'm not sure what the problem is, rulle34. Do you have a standard 1.4b patch of SH3 with no ship mods? There *shouldn't* be any errors unless the ship CFG files and EnglishNames.cfg/GermanNames.cfg files non-standard. Not sure how to help at this point..

TT

rulle34
11-03-05, 07:10 PM
...Do you have a standard 1.4b patch of SH3 with no ship mods? There *shouldn't* be any errors unless the ship CFG files and EnglishNames.cfg/GermanNames.cfg files non-standard..

I have RUb 1.44 and HT mod 1.44 or RUb.
They change data\sea\"EnglishNames" & "GermanNames"

Can this be the reason? Is it only possible to use the tool on a "clean 1.4" version of SH 3? :hmm:

timetraveller
11-03-05, 08:28 PM
...Do you have a standard 1.4b patch of SH3 with no ship mods? There *shouldn't* be any errors unless the ship CFG files and EnglishNames.cfg/GermanNames.cfg files non-standard..

I have RUb 1.44 and HT mod 1.44 or RUb.
They change data\sea\"EnglishNames" & "GermanNames"

Can this be the reason? Is it only possible to use the tool on a "clean 1.4" version of SH 3? :hmm:

I bet that is the problem. I don't have Rub installed. It might be that Rub has made some changes that are incompatible. Inspector reads the EnglishNames.cfg for each unit to get the folder name for it. The folder name must agree, or the unit is bypassed. Maybe they have made some changes to the names?

TT

rulle34
11-03-05, 08:42 PM
I understand TT. Thank's anyway :up:

Is it possible to add some more rules to your analyzer so it's possible to achive this in analyzer tool instead?

Maybe I ask somthing far too much timeconsuming here, then my apologizes

timetraveller
11-04-05, 05:17 AM
I understand TT. Thank's anyway :up:

Is it possible to add some more rules to your analyzer so it's possible to achive this in analyzer tool instead?

Maybe I ask somthing far too much timeconsuming here, then my apologizes

I'll look at it today and see what I can find. First, I'll install Rub 1.44. Can you tell me what mod is HT 1.44? It's not coming to mind right now.

I think some of the rules already exist for Analyzer. I know the torpedo one does, the airplane one (you must change the file path to the airplane you want). Also KGuns I think. I'll check Inspector first and see what I can find.

TT

Marhkimov
11-04-05, 05:21 AM
HT 1.44???

Why get that when you can have HT 1.45c ?

Get that instead! :yep:



EDIT: to Rulle,

Why are you using HT 1.44?

rulle34
11-04-05, 05:32 AM
Can you tell me what mod is HT 1.44? It's not coming to mind right now.


Of course. HT is Harbour Traffic mod by Rubini. And markhinov is right, there is a newer version out right now (1.45c)

About this bug, I have an english XP but my settings is of course set for swedish keyboard settings, (so I can type ÅÄÖ-letters :P )
Is that the bug you meant?

Kpt. Lehmann
11-04-05, 05:39 AM
(Just to muddy the water a bit... Harbor Traffic 1.46 is out :lol: )

timetraveller
11-04-05, 05:43 AM
Can you tell me what mod is HT 1.44? It's not coming to mind right now.


Of course. HT is Harbour Traffic mod by Rubini. And markhinov is right, there is a newer version out right now (1.45c)

About this bug, I have an english XP but my settings is of course set for swedish keyboard settings, (so I can type ÅÄÖ-letters :P )
Is that the bug you meant?

Thanks. Can I assume Harbor Traffic doesn't change the EnglishNames.cfg file?

No, the bug has to do with the European use of the comma (,) instead of the decimal (.) for decimal values, like 2.5 = 2,5

Th Visual Basic programs (VB6) and German Windows XP have the problem I have read.

TT

Marhkimov
11-04-05, 05:44 AM
oopz... i meant 1.46

EDIT: EnglishNames.cfg file can't be the problem, can it? I am using HT1.46, along with 'Sink Them All 2.2' mod. My EnglishNames file is heavily alterred due to mainly those mods, any all works fine... Except for DLF.

I will try the new .EXE provided by timetraveller...

Sturm
11-04-05, 05:52 AM
About this bug, I have an english XP but my settings is of course set for swedish keyboard settings, (so I can type ÅÄÖ-letters :P )
Is that the bug you meant?

No it's not the keyboard settings. Go to Control Panel, choose Regional and Language Options, from the Regional Options change Standards and formats from Swedish to English (United States). I'm using the ver-1 build-188 version of SH3 Inspector.

SH3 Inspector will work even if HT mod is installed. Except you get this message at the startup "DLF unit bypassed. Values missing from .sim file." but everything else works fine.

timetraveller
11-04-05, 05:56 AM
Let me know how it goes with the trials guys.

Sometime today I'll install Rub 1.44 and see what changes it makes the the EnglishNames.cfg files. I know it adds some units. Maybe there is also something messed up there.

marhkimov, are you up late, or just up real early?? hehe

TT

Marhkimov
11-04-05, 05:58 AM
West coast US time over here... near 3:00AM... what do you think? Should I sleep? Or should I allow my SH3 mod addiction to take over my life? All good questions... :lol:

JScones
11-04-05, 06:00 AM
Sleep's overrated anyway.

timetraveller
11-04-05, 06:01 AM
West coast US time over here... near 3:00AM... what do you think? Should I sleep? Or should I allow my SH3 mod addiction to take over my life? All good questions... :lol:

hehe I think it has already taken over. Too late. :lol:

Of course I get up early at 5AM (east coast time) to cruise the forum.

TT

rulle34
11-04-05, 06:11 AM
About this bug, I have an english XP but my settings is of course set for swedish keyboard settings, (so I can type ÅÄÖ-letters :P )
Is that the bug you meant?

No it's not the keyboard settings. Go to Control Panel, choose Regional and Language Options, from the Regional Options change Standards and formats from Swedish to English (United States). I'm using the ver-1 build-188 version of SH3 Inspector.

SH3 Inspector will work even if HT mod is installed. Except you get this message at the startup "DLF unit bypassed. Values missing from .sim file." but everything else works fine.

Now it works :up:
Big thank's for your tip Sturm, now it works with only one message and I have all subs and can navigate without problems (and my ÅÄÖ also works :P )

@markhimov, About HT mod, I am using 1.46. Don't know why I was murmering about some other version :dead:

timetraveller
11-04-05, 10:03 AM
Okay, those still having problems with SH3Inspector, please try this new .EXE I compiled.

I found a couple of bugs, and have eliminated the error checking for the CFG file items since they are display only. I have a question or two for Beery on the Rub files for the new units. They should all show now, but the Type info and Class info may read "unavailable".

New .EXE for SH3Inspector (build 189)

www.delraydepot.com/tt/SH3Inspector.exe

Replace your old one with the one above.

TT

gdogghenrikson
11-04-05, 04:40 PM
Sleep's overrated anyway. :rotfl:

timetraveller
11-11-05, 09:03 AM
Guys,

I've had some ideas on this topic, and have written a program which might qualify as an All-In-One file tweaker.

One of the reasons SH3 File Analyzer is so complicated (writing rules), is that the game devs kept coming out with patches regularly, and it needed to be flexible in how it located values within files (using a complicated search mechanism).

However, now that the patch situation is stable at 1.4b, and I doubt that there will be anymore game patches, a simple program can be written to tweak values using hard coded displacements for game variables, as they will not change.

More on this in a day or three.

TT

Coming soon. A tweaker with a simple interface. It uses a simple text file "driver" which most people can make for themselves. I'll have all the SH3 File Analyzer rules converted for it. All you'll need to know to make your own file specs are where the values are in the game files. If you can look at a hex editor and see where the value is, record its location, you can use SH3 Mini Tweaker to alter game values.
http://img384.imageshack.us/img384/920/tweaker4nx.gif

gouldjg
11-11-05, 09:30 AM
Sounds Like a great tool

So are you saying as long as I know where a hex figure is, I can programm it into this.

I want to fast tweak Hull armour and Hit points for the subs and this tools sounds great.

Can it also hold info from the zones.cfg?

Looking forward to trying it.

Kpt. Lehmann
11-11-05, 09:36 AM
Guys,

I've had some ideas on this topic, and have written a program which might qualify as an All-In-One file tweaker.

YOU are the MAN!!!! :up: :up: :up: :sunny: :smug: :yep: :yep: :yep: :rock: :rock: :rock:

timetraveller
11-11-05, 10:11 AM
Sounds Like a great tool

So are you saying as long as I know where a hex figure is, I can programm it into this.

I want to fast tweak Hull armour and Hit points for the subs and this tools sounds great.

Can it also hold info from the zones.cfg?

Looking forward to trying it.

If you can identify a hex value's location (you'll still have to look at a hex editor to determine that) and if you can figure out what type of value it is (you can easily experiment with this program to determine the type) ---- then yes.

The program is not for CFG files. They are text files which can better be modified in a text editor.

TT

Marhkimov
11-11-05, 11:19 AM
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

YEEEEHAAAAAW!!!

rulle34
11-11-05, 12:24 PM
This is just great :rock: :rock: :rock:

Do you think you can visualise this hexedit location so I dont misunderstand anything here.

Great again TT. I know this could be done :up: :up:

Rubini
11-11-05, 02:09 PM
Hy mates,

I'm very late on this thread. :oops:
But i have a little clarification to you: that DLF files bypassing refer to the dolphins files and you only will see them if you have HT mod installed.

TT,
Thanks and thanks. You and Sansal will make a new game for us! :up: :up:

Rubini.

timetraveller
11-11-05, 03:58 PM
Do you think you can visualise this hexedit location so I dont misunderstand anything here.

Sure, maybe this will help.

Computers and SH3 store values in several different ways. Here are the common ones:

1. Single precision floating point
-Decimal numbers. Takes 4 bytes (characters, kind of) of space in memory.

2. Double precision floating point
-Decimal numbers of greater precision. Takes 8 bytes of memory.

3. Integer format
-Whole numbers up to +/- 32767. Takes up 2 bytes of memory.

4. Long format
-Whole numbers again, only potentially larger than integer. Takes 4 bytes of memory.

5. Byte
-Positive numbers in the range 0-255. Takes 1 byte of memory. Single characters are stored in byte format, usually (what they call ASCII format). Unicode characters are different, and can take up to 3 bytes bacause of the expanded language and character potential. SH3 does not use Unicode format.

6. Colors
-Essentially 3 bytes of memory. One byte each for blue, green, and red, in that order. Important, remember that order! B-G-R

SH3 uses mostly the single precision format for numeric values. In addition it stores colors digits here and there, and the occassional long, integer, and byte numbers.

The graphic at the bottom of this reply is the last number of bytes of the VIII-7C .ZON file (look in the \Submarines folder). Highlighted are the Crash Depth (crush depth) and the unit Hit Points (kill points). The green highlight is the text that you can read. The yellow are the values. In almost all cases in SH3, the values come after the text (if you can find any text clues at all). Notice each 4 byte yellow field is separated from the text by one blank byte (the red byte). This is true for almost all values in SH3, a one byte separator. Note that stored colors have a 2 byte separator between the name (if any) and the start of the 3 main values of the color field.

Additionally, almost all SH3 values have a terminator marker byte, found at the end of the yellow. The blue 0F is the end marker. It will not always be a hex 0F, but some ending marker will almost always be there. It has NO relationship to the actual value in yellow. It's just a marker.

Since the values shown are 4 bytes in length, we already have a clue as to what type they might be. The only values which can be stored as 4 bytes are the Single precision float and the Long. As I said, SH3 uses the Single probably 90% of the time, so it is a good choice to try.

In the tweaker I will release, all you'll need to do is establish where the value starts, and plug that location into a text file, then see if a nice value comes up when you start the program.

Determining locations:

Note that the Hit_Points value starts at location 1B90. The CrashDepth value starts at location 1BA3.

Remember, hex counting is base 16. The numbers are:

0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F

0A=10
0B=11
0C=12
0D=13
0E=14
0F=15

carry the one
10=16

After 15 we carry the one and roll over to 10, which = decimal 16. Each 2 digits in the hex graphic represents one byte. Two digits alone can hold a value of 0-255.

So, to code a sample line in the Tweaker program text file to locate this Crash Depth value, we would code this:

absolute,single,1BA3,Crash Depth

All that means is look for a single precision float value at location 1BA3 and name it Crash Depth in the program listing. Pretty simple. Run the program and see the value displayed. If the value looks weird, it probably is a Long value rather than a Single, so you can always substritue the word "long" for "single" in the line and try it that way. No harm is done either way because you won't have changed anything (yet). Once you get a readable (and reasonable) value, you can be fairly certain that you have got the right idea.

So those are the basics in SH3 value hunting. I'll have a ton of tweak files already made up when I release the program. You'll be able to modify a few thousand values. Generally, anything that was available in the rather complicated SH3 File Analyzer will be available in SH3 Mini Tweaker.

HOWEVER, remember, the tweak files are tied to patch 1.4b. They cannot necessarily be used for other versions.

I'm hoping you guys can come up with some of your own tweak files now that it'll be easier to make them.

More again soon.

TT

http://img49.imageshack.us/img49/6738/hexexample6ov.gif

Rubini
11-11-05, 04:38 PM
:o :o :o
Incredible!!

Thanks TT!

Rubini.

Marhkimov
11-11-05, 04:41 PM
All my hugs and kisses are directed at timetraveller. :D

Man, you rock! :rock: :rock: :rock:

Kpt. Lehmann
11-11-05, 04:46 PM
All my hugs and kisses are directed at timetraveller. :D

Man, you rock! :rock: :rock: :rock:

Ummm YEAH!!! ...what HE said!!! :-j :-j :-j

rulle34
11-11-05, 05:54 PM
When a real professional speak, you just listen and enjoy :smug:
Fantastic TT :up:
I have to study this a little bit more to feel sure what Im doing, but this was indeed a very good explanation :up:

Huge Thanks :up:
:rock:

Totenkopf
11-12-05, 11:03 AM
...Takes out his C for dummies book...

Err... float point variable, ummm ASCII code format...

Hey! this is starting to make sense! Awesome work TT!

Cheers!

UBOAT234
11-12-05, 11:52 AM
Simple without words
TT ... FanTasTic :up:

Kpt. Lehmann
11-15-05, 09:10 AM
kerrrrr BUMP!!!

rulle34
11-15-05, 10:25 AM
I think timetraveller is still in progress with his new tool :cool:

timetraveller
11-15-05, 11:15 AM
I think timetraveller is still in progress with his new tool :cool:

Getting real close. I have 2 more rules to convert from File Analyzer. They are taking me a little longer than I expected. The readme has been written. The installer is made. I should have something either later today or tomorrow (Wednesday 11/16).

TT

UBOAT234
11-15-05, 11:20 AM
I think timetraveller is still in progress with his new tool :cool:

Getting real close. I have 2 more rules to convert from File Analyzer. They are taking me a little longer than I expected. The readme has been written. The installer is made. I should have something either later today or tomorrow (Wednesday 11/16).

TT

...yes...

good work tt :sunny: :up:

rulle34
11-15-05, 01:25 PM
I think timetraveller is still in progress with his new tool :cool:

Getting real close. I have 2 more rules to convert from File Analyzer. They are taking me a little longer than I expected. The readme has been written. The installer is made. I should have something either later today or tomorrow (Wednesday 11/16).

TT

This is so great TT :up:
Take your time, this will be great :up:

Kpt. Lehmann
11-15-05, 07:44 PM
Sorry about that Time Traveller. I didn't mean to seem impatient. Just wanted to make sure the topic didn't fall off the front page. :-j

UBOAT234
11-16-05, 04:59 AM
Hi Commanders,

I think are right work of TT, SH3 Tool, it must be in front, with "sticky topik"...

Timetraveller ... Good Work :up:

UBOAT234

timetraveller
11-16-05, 09:02 AM
No problem guys.

SH3 Mini Tweaker will be out within the hour.

TT

http://img446.imageshack.us/img446/7222/hydrophone3ak.gif

rulle34
11-16-05, 09:11 AM
This is like waiting for presents at christmas :-j
Did you see my humble request for this SkyColours.dat rule to also be included this great tool? http://www.subsim.com/phpBB/viewtopic.php?t=45331

gouldjg
11-16-05, 09:17 AM
Goody Goody Goody

Big Thanks Timetraveller :up: :up: :up: :up:

timetraveller
11-16-05, 10:05 AM
The program is up and available for download.

www.delraydepot.com/tt/sh3sdk.htm

TT

rulle34
11-16-05, 10:09 AM
Wow, this is absolutely fantastic. DL and will try
Big great thanks TT :up: :up: :up:

Rubini
11-16-05, 10:17 AM
Thanks TT! :rock: :rock: :rock:

Rubini.

Kpt. Lehmann
11-16-05, 11:45 AM
.... AND THE CROWD GOES WILD!!!!!!!!!! :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

Marhkimov
11-16-05, 12:02 PM
Hehe, look at all of the big modders lining up at the door... :lol:

UBOAT234
11-17-05, 02:29 AM
Great works! :up:

kriller2
11-17-05, 04:13 PM
TT: very nice tool, the future is looking bright, with many new things to mod... :up: