View Full Version : OK, the LAST AND FINAL CALL for SH3Cmdr additions!
JScones
05-06-06, 06:45 AM
I am close to finalising SH3Cmdr Release 2.6 - the final SH3Cmdr. So far the changes include:
- Added ability to change crew officer faces (includes 3D head and hat wearing)
- Crew transfer message now includes crewman's main qualification
- Added ability to randomise main screen banner (banners by Beery, jcwolf, JonZ and Tikigod have been included)
- Added new "Static settings" feature
- 'FileType' parameter no longer required in "Randomised events.cfg" file
- Added ability to generate randomised events by year ("Randomised events_1939.cfg" and so on)
- Improved backup mechanism for files scene.dat and Basic.cfg
I've also spent a fair bit of time cleaning up all the Cfg files to remove redundant data issues.
Basically, I think I now have SH3Cmdr at a place where it can continue to evolve without the need for me to release updates. I have just a few more planned additions and it will be ready.
SOOO...here is your LAST EVER chance to make suggestions for inclusions/corrections/whatever. Of course, I'll decide what's included based on complexity and time to implement, but if you don't ask...
HEMISENT
05-06-06, 07:21 AM
Malfunction files ready to go. 1939-1945/7 seperate year Randomized events_19XX.CFG files completed/tested. Zipping up now.
What about the Sabotage folders which are year/month specific?
Salvadoreno
05-06-06, 07:25 AM
add an overhaul feature. Where after about 3-6 patrols your boat is radomly selected for an overhaul and a few months go by ingame when u sail again.
JScones
05-06-06, 07:27 AM
Malfunction files ready to go. 1939-1945/7 seperate year Randomized events_19XX.CFG files completed/tested. Zipping up now.
What about the Sabotage folders which are year/month specific?
Cool. Just send me the randomised events files first. With regard to the sabotage folders, can you just email me a list of the dates and events settings, kinda like as if they *were* added to Randomised events.cfg? I mean, I really don't need to physically see the folder structure, just the settings and dates so I can best determine how to build the option.
HEMISENT
05-06-06, 07:51 AM
Jaesen
Just E mailed the 7 Randomized Events_19XX.CFG files .
I'll will work on the Sabotage numbers with their respective dates and percentages over the weekend and PM them to you hopefully by tomorrow night. If I get a chance I may be able to wrap up the malfunctions for Type II's also - I really would like to finish this whole thing and move on.
I'm dying to play around with Gouldjg's Chaos files.
JScones
05-06-06, 08:04 AM
@Hemisent. Wow, you have been busy! What it says to me is that the way I had planned to build the malfunctions feature won't work because it would be too linear.
So, can you pls just confirm for me exactly what you want to be able to change month by month within each year? Is it just the "ChooseFrom" probability aspect (ie 20% chance between Jan and May then 50% between Jun and Dec)? Or the settings as well (Crash depth set to 100m between Jan and May and 150 between Jun and Dec)? I suspect the former, which if so *should* just require a minor adjustment to the current Randomised events file. But pls let me know if it's the latter too. I have two potential solutions in mind at the moment, one revolving around "ChooseFrom" and one being the addition of a new optional paramater "ApplyToMonths".
BTW, how did you find using the Randomised events feature? Any comments or feedback?
HEMISENT
05-06-06, 08:40 AM
So, can you pls just confirm for me exactly what you want to be able to change month by month within each year? Is it just the "ChooseFrom" probability aspect (ie 20% chance between Jan and May then 50% between Jun and Dec)? Or the settings as well (Crash depth set to 100m between Jan and May and 150 between Jun and Dec)? I suspect the former, which if so *should* just require a minor adjustment to the current Randomised events file. I'll ponder anyway...
BTW, how did you find using the feature?
The "ChooseFrom" is all that changes. The settings pretty much stay the same but the percentages dictated by the "ChooseFrom" line are what changes. eg 1939 setting x=15%, 1940 setting x=18% etc-(Does that make sense?)
Question
using your lateral thinking theme from a few days ago-
Can I do this?
seperate actions using the same file.
*For testing purposes only*
[0_data\Library\Cameras.dat]
;Randomly adjusts blur duration time to simulate periscope seal/lens integrity,
FileType=B
ChooseFrom=8 ;50% chance-if Commander does not pick one will it move to the below files?
RndMidPat=1
0_x2ECD=20 ;Attack Periscope Drops duration[4]
0_x2EE2=20 ;Attack Periscope Blur duration[3]
1_x2ECD=37
1_x2EE2=37
2_x2ECD=60
2_x2EE2=60
3_x2ECD=3600
3_x2EE2=3600
;--------------------------------------------------------------------
[1_data\Library\Cameras.dat]
;Randomly disables attack scope zoom, simulates periscope magnification breakdown.
FileType=B
ChooseFrom=4 ;50% chance-if Commander does not pick one will it move to the below file?
RndMidPat=1
0_x302F=1.5
0_x304E=1.5
1_x302F=6.0
1_x304E=6.0
;--------------------------------------------------------------------
[2_data\Library\Cameras.dat]*this is a combination of the above two files*
;Randomly adjusts blur duration time and disables attack scope zoom to
simulate periscope seal/lens integrity combined with inoperative magnification
FileType=B
ChooseFrom=2
RndMidPat=1
0_x2ECD=20
0_x2EE2=20
0_x302F=1.5 ;Zoom
0_x304E=1.5 ;Zoom
1_x2ECD=20
1_x2EE2=20
1_x302F=6.0
1_x304E=6.0
;--------------------------------------------------------------------
Sabotage files have potential for numerous events all using the same file-mostly it's the NSS_U boatx.sim file. In the Random folder structure it works fine but using Randomized events.CFG I had problems with conflicting files shutting each other out. If the avove example will work then that solves my problem. If it will not work then I have to completely rewrite the Sabotage files in a format that is Randomized events.CFG friendly
The new feature is great-still trying to fully understand Static settings tho but want to get these randoms completed before I get involved in "static"
Hehe, I know you already know this Jaesen, but what the heck - one last chance to plug the Patrol Log feature. Please please pretty please - Patrol Log, Patrol Log, Patrol Log!
After all, what's not to like - we'll get a real patrol log out of it for every mission, updated with the events as they happened. It's a way to relive our battles - to remember our greatest missions. Just imagine - you complete a patrol, fire up SH3 Commander, and you get to read an authentic log of events. You can see when you fired your first torpedo; you can see when the merchant finally sank. You'll see how many depth charge attacks you underwent, and how many times you saw enemy aircraft. It will even remind you of the weather conditions - all of this without having to scroll through the repetetive and useless info of the game's patrol log data files. Even after a year you'll be able to go back and look at your favourite commander's logs and say "Oh yeah, I remember that patrol. That was the best patrol" and you'll see exactly what made the patrol so amazing. Things you had forgotten will come flooding back as you read through the log's timeline. You'll gaze in wonder as you find that you survived 50 depth charge attacks. Man, that would be awesome. You already know the greatness of the Commander history feature - probably one of the top three features of SH3 Commander. I'm certain that a working patrol log will also be among the top five, since, like the Commander history feature, it creates a story from our games. This is a feature we've already spent time developing. You've already thought out the mechanics of it, and I've filled out (as best I could) the patrol.log text file based on your instructions. Please say you'll complete it.
We know it can be done, we know it would make SH3 Commander even better. Don't let fatigue get the better of us. Think of it like this - we've been under severe depth charge attacks. We're stuck on the bottom, we've been working for 24 hours straight to save the boat. One last effort at the pumps will get the ship rising to the surface before we're out of air. Let's make that final effort and take our boat home!
I realise that it's mostly my fault that this feature hasn't already been done. You put the ball in my court on this issue and I dropped it, and when I picked it up again the game was nearly over. If I hadn't lost the will to mod during the last few months, this thing would probably be done already. I wish I could go back and change things, but I can't. All I can say is that I know I'll regret it if this feature isn't implemented.
Okay, I now it's really all down to you. I'll do what I can on it, but it's really you who has to do the vast majority of the work, so it's a bit of an imposition I'm making on you. But still, it would be great, we need it, and I know you can do it.
Pretty please! :rock:
JScones
05-06-06, 08:51 AM
The "ChooseFrom" is all that changes. The settings pretty much stay the same but the percentages dictated by the "ChooseFrom" line are what changes. eg 1939 setting x=15%, 1940 setting x=18% etc-(Does that make sense?)
Yes, thanks. I need to find a solution that balances flexibility with ease of use. I'll ponder it a bit...
Question
using your lateral thinking theme from a few days ago-
Can I do this?
seperate actions using the same file.
*For testing purposes only*
[0_data\Library\Cameras.dat]
;Randomly adjusts blur duration time to simulate periscope seal/lens integrity,
FileType=B
ChooseFrom=8 ;50% chance-if Commander does not pick one will it move to the below files?
RndMidPat=1
0_x2ECD=20 ;Attack Periscope Drops duration[4]
0_x2EE2=20 ;Attack Periscope Blur duration[3]
1_x2ECD=37
1_x2EE2=37
2_x2ECD=60
2_x2EE2=60
3_x2ECD=3600
3_x2EE2=3600
;--------------------------------------------------------------------
[1_data\Library\Cameras.dat]
;Randomly disables attack scope zoom, simulates periscope magnification breakdown.
FileType=B
ChooseFrom=4 ;50% chance-if Commander does not pick one will it move to the below file?
RndMidPat=1
0_x302F=1.5
0_x304E=1.5
1_x302F=6.0
1_x304E=6.0
;--------------------------------------------------------------------
[2_data\Library\Cameras.dat]*this is a combination of the above two files*
;Randomly adjusts blur duration time and disables attack scope zoom to
simulate periscope seal/lens integrity combined with inoperative magnification
FileType=B
ChooseFrom=2
RndMidPat=1
0_x2ECD=20
0_x2EE2=20
0_x302F=1.5 ;Zoom
0_x304E=1.5 ;Zoom
1_x2ECD=20
1_x2EE2=20
1_x302F=6.0
1_x304E=6.0
;--------------------------------------------------------------------
Sabotage files have potential for numerous events all using the same file-mostly it's the NSS_U boatx.sim file. In the Random folder structure it works fine but using Randomized events.CFG I had problems with conflicting files shutting each other out. If the avove example will work then that solves my problem. If it will not work then I have to completely rewrite the Sabotage files in a format that is Randomized events.CFG friendly
Using your above example, [1_data\Library\Cameras.dat] will still run regardless of whether [0_data\Library\Cameras.dat] ran or not. Likewise [2_data\Library\Cameras.dat] to [1_data\Library\Cameras.dat].
But using the above example, the 0_ and 1_ sections are meaningless as the 2_ section will *always* result in a selection which will overwrite a 0_ or 1_ selection anyway.
But yes, you can build layers. It's prolly like building a house. Get the foundation down first, then add the different floors. Prolly not the best analogy, but you get the idea.
HEMISENT
05-06-06, 08:52 AM
Hi Beery, Welcome back!
I like the idea of a patrol log too :yep: .
To quote Beery "Pretty Please"
HEMISENT
05-06-06, 08:54 AM
Also, while I'm on a roll what's the chances of incorporating SH3 Gen into Commander. I think it's really a neat feature.
JScones
05-06-06, 09:02 AM
Also, while I'm on a roll what's the chances of incorporating SH3 Gen into Commander. I think it's really a neat feature.
I did discuss it with GE a while back. But IIRC if wasn't considered feasible for various reasons.
HEMISENT
05-06-06, 09:12 AM
[0_data\Library\Cameras.dat]
;Randomly adjusts blur duration time to simulate periscope seal/lens integrity,
FileType=B
ChooseFrom=8 ;50% chance-if Commander does not pick one will it move to the below files?
RndMidPat=1
0_x2ECD=20 ;Attack Periscope Drops duration[4]
0_x2EE2=20 ;Attack Periscope Blur duration[3]
1_x2ECD=37
1_x2EE2=37
2_x2ECD=60
2_x2EE2=60
3_x2ECD=3600
3_x2EE2=3600
;--------------------------------------------------------------------
[1_data\Library\Cameras.dat]
;Randomly disables attack scope zoom, simulates periscope magnification breakdown.
FileType=B
ChooseFrom=4 ;50% chance-if Commander does not pick one will it move to the below file?
RndMidPat=1
0_x302F=1.5
0_x304E=1.5
1_x302F=6.0
1_x304E=6.0
;--------------------------------------------------------------------
[2_data\Library\Cameras.dat]*this is a combination of the above two files*
;Randomly adjusts blur duration time and disables attack scope zoom to
simulate periscope seal/lens integrity combined with inoperative magnification
FileType=B
ChooseFrom=2
RndMidPat=1
0_x2ECD=20
0_x2EE2=20
0_x302F=1.5 ;Zoom
0_x304E=1.5 ;Zoom
1_x2ECD=20
1_x2EE2=20
1_x302F=6.0
1_x304E=6.0
;--------------------------------------------------------------------
Using your above example, [1_data\Library\Cameras.dat] will still run regardless of whether [0_data\Library\Cameras.dat] ran or not. Likewise [2_data\Library\Cameras.dat] to [1_data\Library\Cameras.dat].
But using the above example, the 0_ and 1_ sections are meaningless as the 2_ section will *always* result in a selection which will overwrite a 0_ or 1_ selection anyway.
But yes, you can build layers. It's prolly like building a house. Get the foundation down first, then add the different floors. Prolly not the best analogy, but you get the idea.
So, if I understand correctly with the above example Commander may choose to load 0_ and it may also choose to load 1_ but if it chooses to load 2_ that one will over ride the previous selection. because it's using the same file extension numbers from the tweaker?
JScones
05-06-06, 09:15 AM
So, if I understand correctly with the above example Commander may choose to load 0_ and it may also choose to load 1_ but if it chooses to load 2_ that one will over ride the previous selection. because it's using the same file extension numbers from the tweaker?
It *may* choose a setting from 0_. It then *may* choose a setting from 1_. It then *will* choose a setting from 2_ simply because you have two entries and ChooseFrom is set to 2. If ChooseFrom was set to 8, for example, then it *may* choose a setting from 2_. End result being that any, none, or all, of the blocks will "load".
GlobalExplorer
05-06-06, 09:46 AM
Also, while I'm on a roll what's the chances of incorporating SH3 Gen into Commander. I think it's really a neat feature.
As good as it sounds, apart from an option to start Sh3Gen directly from Sh3Cmdr, I never saw any real advantage.
Because even if Sh3Gen would be incorporated in Sh3Cmdr, you'd still have to save / alt-tab / reload, as you did with Sh3Gen stand alone. It would never be possible to write the intelligence update inbetween patrols, only mid-patrol. That's the fundamental difference between the two apps: One writes before/after the patrols starts/ends, the other one during patrol.
I am sometimes a bit slow thinking, so maybe you have an idea how the fusion could work, and what the benefit would be?
JScones had suggested command line options for Sh3Gen or other apps, and I think this doesn't sound a very complicated solution, something that could be added in the future .. I would be interested.
But so far the two apps can be run alongside w.o. problems, I haven't heard any complaints for months.
GE
P.S. Jaeson, I hope you are not leaving SHIII completely are you?
JScones
05-06-06, 09:56 AM
Hehe, I know you already know this Jaesen, but what the heck - one last chance to plug the Patrol Log feature. Please please pretty please - Patrol Log, Patrol Log, Patrol Log!
I haven't looked at the Patrol Log feature since January! I can't even remember what I've done now!
I *may* be able to consider a compromised solution - basically an auto-filter of the crp file based on the contents of the patrol.log file with auto-insertion into the HTML Log - but I won't be able to go with my original grandiose plan of building a full crp file editor. I just don't have the time or energy. As it is I think it will still take a while to complete.
GlobalExplorer
05-06-06, 09:57 AM
Also, while I'm on a roll what's the chances of incorporating SH3 Gen into Commander. I think it's really a neat feature.
Update: The only parameter that Sh3Gen really needs to be externally launched is "savegame path".
What savegame, you may ask .. This illustrates the problem! Sh3Cmdr isn't designed to handle savegames.
GE
JScones
05-06-06, 10:09 AM
As good as it sounds, apart from an option to start Sh3Gen directly from Sh3Cmdr, I never saw any real advantage.
Because even if Sh3Gen would be incorporated in Sh3Cmdr, you'd still have to save / alt-tab / reload, as you did with Sh3Gen stand alone. It would never be possible to write the intelligence update inbetween patrols, only mid-patrol. That's the fundamental difference between the two apps: One writes before/after the patrols starts/ends, the other one during patrol.
Well, SH3Cmdr also writes mid-patrol, but because of the way SH3 was built, you must have totally exited SH3 for the majority of changes that SH3Cmdr makes mid-patrol to have any effect. I don't believe you need to actually *exit* SH3 before running SH3Gen do you? You just need to have saved and exited the patrol? If that's the case, then that alone would not make fusion a feasible option.
P.S. Jaeson, I hope you are not leaving SHIII completely are you?
No, I'll still be here annoying everyone. I'll just be pursuing some other SH3 projects that I've stockpiled....in addition to actually *playing* the game for a change! :D
GlobalExplorer
05-06-06, 10:26 AM
Well, SH3Cmdr also writes mid-patrol, but because of the way SH3 was built, you must have totally exited SH3 for the majority of changes that SH3Cmdr makes mid-patrol to have any effect. I don't believe you need to actually *exit* SH3 before running SH3Gen do you? You just need to have saved and exited the patrol? If that's the case, then that alone would not make fusion a feasible option.
As you said, Sh3Gen doesn't require to exit Sh3, you only have to create a savegame. But that doesn't preclude exiting Sh3 completely before you start Sh3Gen. So thats not an issue.
Hm, does the term "preclude" even exist in english :hmm:
No, I'll still be here annoying everyone. I'll just be pursuing some other SH3 projects that I've stockpiled....in addition to actually *playing* the game for a change! :D
Brilliant idea!!
JScones
05-06-06, 10:35 AM
Hm, does the term "preclude" even exist in english :hmm:
Yeah. Not quite the verb I think you really wanted...but we know what you mean. ;)
Which brings me back to a statement I wrote - "If that's the case, then that alone would not make fusion a feasible option.". To clarify, I mean that if you do not need to exit SH3 to run SH3Gen (which you have confirmed to be the case), then there is no point connecting the two together. To run SH3Cmdr mid-patrol you need to exit SH3 as SH3Cmdr changes files that SH3 "locks" while it is running.
GlobalExplorer
05-06-06, 10:48 AM
Hm, does the term "preclude" even exist in english :hmm:
Yeah. Not quite the verb I think you really wanted...but we know what you mean. ;)
Hehe, have just looked it up ..
pre·clude (pr-kld)
tr.v. pre·clud·ed, pre·clud·ing, pre·cludes
1. To make impossible, as by action taken in advance; prevent. See Synonyms at prevent.
2. To exclude or prevent (someone) from a given condition or activity: Modesty precludes me from accepting the honor.
From: http://www.thefreedictionary.com/preclude
JScones
05-06-06, 10:51 AM
So you did mean to say "...you only have to create a savegame. But that doesn't prevent exiting Sh3 completely"? I thought you meant "But that doesn't require exiting SH3 completely". The sentence makes more sense now...
I know (now) that to use SH3Gen you don't need to exit SH3 but if you do it isn't an issue. But do SH3Gen users actually fully exit SH3 so that they can run SH3Cmdr (again) as well as SH3Gen? Or do they just alt-tab, run SH3Gen and alt-tab back again?
If the latter then that's reason enough not to connect the two. If the former, then in which case users are running both SH3Gen and SH3Cmdr again, well, maybe something can be done - SH3Cmdr could very easily pass the save game details as it would have already captured them. But users would need to be reconditioned to running SH3Cmdr first, not SH3Gen.
I don't know if it's worth it really.
zzsteven
05-06-06, 01:08 PM
You mentioned this when listing the goals for 2.5: The ability to continue/ start a new career with the same boat, crew, and equipment when the Captain retires.
The patrol log would be great.
zz
Since this is the last chance...I also want to request the patrol log. I had given up on it ever happening, but if there's a way to do it I think it would be great. Any improvement over what we currently have would be good...something to fill in the spaces of weeks that can occur between departure, sinkings and returning to base.
HawkerT
05-06-06, 03:05 PM
Dear JScones.
First of all thank you very much for al your hard work and contribution in general to the SH3 Community.
I whish I was able to pinpoint one or two features I would like for you to implement in the last be all SH3 Cmdr release. But learning the ropes, staying on top of all the new stuff that pours into this site every day as well as cathing up on all that has past say for the last half year or so is a daunting task for a SH3 Newbie.
However I have learned this much ... I regard the combined randimization efforts from you Sir, Hemisent and Gouldjg as 'must have' stuff and so my request is this:
Please integrate as seamlessly as possible and as much as possible the wonderfull and exellent ideas and work of the two before mentioned gentlemen i.e. stuff like
- randomised damage from sabotage and malfunctions
- randomised thermal layers
- randomised Destroyer search skills/percistancy and sonar/radar effectiveness
- randomised depth charge precision and effectiveness
- randomised crew skill (gunning)
- randomised crew damage WIA, KIA, not'a'scratch
- randomised ship and sub damage from shelling and strafing
- randomised Hollywood special effects
- randomised sub/ship skinns and models
- ... well there is probably more that I have forgot :hmm:
I am not aware how much you three Gents are in touch with the NYGM crew. Anyway the best possible scenario for me would be a situation where the upcoming NYGM version 2 and your SH3 Cmdr driven randomisation stuff will work together as perfect complements.
I know I am asking blindly and massivly here but you asked ... :smug: ... anyway this is the stuff I am hoping for.
Regardless I will be using your marvelous work to its full potential I hope when NYGM ver 2 surfaces :lurk:
All the best
Frans
irish1958
05-06-06, 09:35 PM
After CMDR 2.6 you will be placed on inactive duty. You are ordered to report back to active duty for SHIV.
irish1958
Kpt. Lehmann
05-06-06, 11:52 PM
After CMDR 2.6 you will be placed on inactive duty. You are ordered to report back to active duty for SHIV.
irish1958
:rotfl: :rotfl: :rotfl:
gouldjg
05-07-06, 07:24 AM
Dear JScones.
First of all thank you very much for al your hard work and contribution in general to the SH3 Community.
I whish I was able to pinpoint one or two features I would like for you to implement in the last be all SH3 Cmdr release. But learning the ropes, staying on top of all the new stuff that pours into this site every day as well as cathing up on all that has past say for the last half year or so is a daunting task for a SH3 Newbie.
However I have learned this much ... I regard the combined randimization efforts from you Sir, Hemisent and Gouldjg as 'must have' stuff and so my request is this:
Please integrate as seamlessly as possible and as much as possible the wonderfull and exellent ideas and work of the two before mentioned gentlemen i.e. stuff like
- randomised damage from sabotage and malfunctions
- randomised thermal layers
- randomised Destroyer search skills/percistancy and sonar/radar effectiveness
- randomised depth charge precision and effectiveness
- randomised crew skill (gunning)
- randomised crew damage WIA, KIA, not'a'scratch
- randomised ship and sub damage from shelling and strafing
- randomised Hollywood special effects
- randomised sub/ship skinns and models
- ... well there is probably more that I have forgot :hmm:
I am not aware how much you three Gents are in touch with the NYGM crew. Anyway the best possible scenario for me would be a situation where the upcoming NYGM version 2 and your SH3 Cmdr driven randomisation stuff will work together as perfect complements.
I know I am asking blindly and massivly here but you asked ... :smug: ... anyway this is the stuff I am hoping for.
Regardless I will be using your marvelous work to its full potential I hope when NYGM ver 2 surfaces :lurk:
All the best
Frans
I am very busy this month so am a little stuck on what I can produce. There is a file which pretty much shows the potential and for me at the moment will keep me interested until I try NYGM v2 which I do think will be a very good base to work from for a full effort rather than spending hours and hours and trying to compete etc. The randomized mod should be able to go on top of NYGM and another file for vanilla.
I have a exams on 7th and 8th June and on the 9th I will be a free de-stressed spirit whom will be blasting right into the randomized features and what it can offer. Until then, I can only place small extras on the blog for those whom want to experiment and self build their game.
I will post my findings in the Hollywood thread so those whom are playing and testing can get a idea of what can be done.
Until then folks, all I can do is
1. Little experiments when bored to see potentials and share on Hollywood chaos thread
2.Answer any queries as best I can so people understand the system as simply as possible.
GlobalExplorer
05-07-06, 07:25 AM
So you did mean to say "...you only have to create a savegame. But that doesn't prevent exiting Sh3 completely"? I thought you meant "But that doesn't require exiting SH3 completely". The sentence makes more sense now...
I know (now) that to use SH3Gen you don't need to exit SH3 but if you do it isn't an issue. But do SH3Gen users actually fully exit SH3 so that they can run SH3Cmdr (again) as well as SH3Gen? Or do they just alt-tab, run SH3Gen and alt-tab back again?
If the latter then that's reason enough not to connect the two. If the former, then in which case users are running both SH3Gen and SH3Cmdr again, well, maybe something can be done - SH3Cmdr could very easily pass the save game details as it would have already captured them. But users would need to be reconditioned to running SH3Cmdr first, not SH3Gen.
I don't know if it's worth it really.
Exactly.
I am also still waiting for someone to point out the benefits, except a more intuitive integration of two applications that can otherwise be completely run alongside.
EDIT: Important question concerning the Sh3Gen fix in Sh3Cmdr. Is it still correct to assume that you skip all Entries without an EntryTitle, except the first and last one? I ask because I don't want to run into problems when the standing orders come out (they are the same as all other Sh3Gen Entries, and do not have an EntryTitle property).
JScones - what do you think about hardware/software options section of SH3Commander?
It will be good to have ability to change resolution, antialiasing, anisotropic filtering, volume of gramophone music etc. via SH3Commander.
HEMISENT
05-07-06, 06:10 PM
So, if I understand correctly with the above example Commander may choose to load 0_ and it may also choose to load 1_ but if it chooses to load 2_ that one will over ride the previous selection. because it's using the same file extension numbers from the tweaker?
It *may* choose a setting from 0_. It then *may* choose a setting from 1_. It then *will* choose a setting from 2_ simply because you have two entries and ChooseFrom is set to 2. If ChooseFrom was set to 8, for example, then it *may* choose a setting from 2_. End result being that any, none, or all, of the blocks will "load".
Ok, I understand. After playing around and getting nowhere, what I think I'm going to do is re-write all the sabotage files from the beginning. I have all the malfunctions files in place so it's not as monumental as I first thought. Once I've completed the VIIB I'll send them to you to confirm if I'm on the right track. I'm going to mimick the above example using the NSS_Uboat7b.sim file.
JScones
05-08-06, 03:22 AM
EDIT: Important question concerning the Sh3Gen fix in Sh3Cmdr. Is it still correct to assume that you skip all Entries without an EntryTitle, except the first and last one? I ask because I don't want to run into problems when the standing orders come out (they are the same as all other Sh3Gen Entries, and do not have an EntryTitle property).
Only the first, last and any entry with EntryText containing "Ship sunk!" or "Aircraft Destroyed!" (or language variation) are included. Everything else is ignored. It was the "stop gap" approach whilst I finalised the expanded patrol log.
Remind me, do you add anything to the crp file?
JScones
05-08-06, 03:45 AM
JScones - what do you think about hardware/software options section of SH3Commander?
It will be good to have ability to change resolution, antialiasing, anisotropic filtering, volume of gramophone music etc. via SH3Commander.
:o I'm not developing an operating system! :rotfl:
It's not really practical. To overcome SH3's "hard coded one option" resolution, I would only need to interface with the Dx9Res10 "Resolution Override" DLL anyway. Then there's the XP SP2 aspect, which until the Compatibility Toolkit is installed on the user's machine, would be out of SH3Cmdr's control.
Then, even if SH3Cmdr was absolutely meticulous with its execution, at the first SH3 freeze - which is a known side effect of the Resolution Override DLL - there'll be a 100 posts stating "SH3Cmdr broke my game". No thanks.
Anyway, with most of these settings being only a click or two away, it would really be overkill to build them into SH3Cmdr.
HEMISENT
05-08-06, 06:46 AM
Jscones
Check your PM
first test batch of sabotage files sent. Let me know what you think.
JScones
05-08-06, 06:47 AM
Okey dokes. Will do. :up:
GlobalExplorer
05-08-06, 10:58 AM
Only the first, last and any entry with EntryText containing "Ship sunk!" or "Aircraft Destroyed!" (or language variation) are included. Everything else is ignored. It was the "stop gap" approach whilst I finalised the expanded patrol log.
Containing or only starting with? I'd personally prefer if it would be starting with .. With several hundred new orders, it would be hard to check if any contain these strings, but it's possible.
In any case it might be a good idea to add a try catch structure to the part that interprets the clg entries, so you could skip any problematic entries?
Remind me, do you add anything to the crp file?
No.
I'm not developing an operating system!
That's right, enough is enough! :rotfl: :up:
don1reed
05-08-06, 11:40 AM
re your Date Calculator.
Is there any way to make it so you could type in the date rather than having to page back in time one month at a time from present to 1939?
Sorry if this is a lil ot.
All the best,
JScones
05-09-06, 05:21 AM
re your Date Calculator.
Is there any way to make it so you could type in the date rather than having to page back in time one month at a time from present to 1939?
Yeah. When you run it, it starts with the day highlighted. Change it to whatever, then press the right arrow. Type the month number, or press the up/down arrow keys to change the month. Press the right arrow and then type in the year. Done!
JScones
05-09-06, 05:26 AM
Only the first, last and any entry with EntryText containing "Ship sunk!" or "Aircraft Destroyed!" (or language variation) are included. Everything else is ignored. It was the "stop gap" approach whilst I finalised the expanded patrol log.
Containing or only starting with? I'd personally prefer if it would be starting with .. With several hundred new orders, it would be hard to check if any contain these strings, but it's possible.
In any case it might be a good idea to add a try catch structure to the part that interprets the clg entries, so you could skip any problematic entries?
Containing. If I remember I'll have a look at the code. To change to starting with should just require a code change from Pos(...) > 0 to Pos(...) = 1.
But this won't matter if I develop the expanded patrol log. The Log_x.cfg file will become secondary. SH3Cmdr won't even *see* your entries let alone care what they contain.
Heffalump
05-09-06, 06:30 AM
How about the ability to handle transfers via SH3 Commander. The game handles this inconsistently, sometimes warping you there.
don1reed
05-09-06, 07:28 AM
Tnx for your response, JS...see your PM.
Am i too late ? Did anyone suggest ability to change deck gun ammo loadaout to historical figure? Really no need for starshells, eh?
GlobalExplorer
05-09-06, 10:21 AM
Only the first, last and any entry with EntryText containing "Ship sunk!" or "Aircraft Destroyed!" (or language variation) are included. Everything else is ignored. It was the "stop gap" approach whilst I finalised the expanded patrol log.
Containing or only starting with? I'd personally prefer if it would be starting with .. With several hundred new orders, it would be hard to check if any contain these strings, but it's possible.
In any case it might be a good idea to add a try catch structure to the part that interprets the clg entries, so you could skip any problematic entries?
Containing. If I remember I'll have a look at the code. To change to starting with should just require a code change from Pos(...) > 0 to Pos(...) = 1.
But this won't matter if I develop the expanded patrol log. The Log_x.cfg file will become secondary. SH3Cmdr won't even *see* your entries let alone care what they contain.
Thats ok I think.
One thing that would be important to know is whether you check for the full string with exclamation mark or without.
Because I must make sure that my text never contains the most obvious messages ..
JScones
05-10-06, 03:11 AM
Yes. Text is checked as I outlined above - including the exclamation mark.
But as I said, this *may* be all irrelevant with R2.6.
GreyOctober
05-10-06, 04:32 AM
*putting on flak jacket*
When will 2.6 be released? :o
*ducks for cover*
JScones
05-10-06, 05:21 AM
I want to add the following:
- Expand Randomised events to allow randomisation at month level (currently limited to year level). Dev time: 5hr (inc desk planning). Testing time: ~2hr.
- Expanded patrol log. I know everyone wants this, and I will try to add it, BUT there is really a lot of work to be done and I just don't think I have the time to do it justice. Dev Time: 32hr. Testing time: ~4hr.
OR
- a quick fix to match the SH3 added entries from the start of the EntryText. Dev Time: 0.25hr. Testing Time: 0.50hr.
Sooo, without the expanded patrol log, release would be within a week and a half. Including the expanded patrol log, it could be 8 weeks or more away (I have a lot of work travel and other priorities coming up).
I also have the following on my list:
- Random u-boat and flotilla transfers for captain only
- Random u-boat and flotilla transfers for captain and crew
- Further ship names (Sailor Steve)
- "Go to Berlin" option as per PM
- surrendering if port changes to enemy whilst you are in it
- Ability to continue career with new commander
- Modified crew transfer algorithm (based on concept by Bladeheart)
- Weather randomiser
But unfortunately, I simply do not have the time to build any of this. Maybe I'll get a second wind (or are we up to the fourth?) around September or so and may revisit. We'll see what I'm working on at the time.
BTW, some of the suggestions raised are not really within the scope of SH3Cmdr - they are changes that need to considered at a mod level.
HEMISENT
05-10-06, 06:26 AM
Well, obviousely work/home stuff takes precedence. I guess giving the potential workload vs your time available you just do the very best you can like always. Whatever you are able to include will be light years above what we had before Commander existed.
I suppose that we all are hoping that after a bit of shore leave you regain your 5th or 6th wind and return to Commander....but if not we understand completely.
Your work is greatly appreciated and has turned SH3 into more than any of us envisioned when it first arrived.
gouldjg
05-10-06, 06:40 AM
Just as long as you come back and get a load more wind when SH4 is released :rotfl: :rotfl: :rotfl: :rotfl:
Seriously though,
I think you have done a hell of a lot which has contributed to me staying interested in this game. Everyone needs a break to actually sit and play the game once in a while.
I am a bit of a sadomasacist so never actually get past 1940.
HEMISENT
05-10-06, 05:38 PM
I think you have done a hell of a lot which has contributed to me staying interested in this game. Everyone needs a break to actually sit and play the game once in a while.
Absolutely! I've been playing with this "game" one way or another almost every single day since it's initial release. SH3 Commander is partially responsible for that.
I am a bit of a sadomasacist so never actually get past 1940.
For the last 6 months I've taken to starting campaigns mid 44 and later. They always end on the same note-bad.
Enfilade
05-10-06, 05:38 PM
I hate to see SH3 Commander preparing to ride off into the Canberra sunset.... but fingers crossed that it may return after a short hiatus!
One request or at least a point of confusion on my part: at the moment, some file tinkering is needed to make NYGM Tonnage compatible with SH3 Commander's random tonnage feature - to correct the tonnage displayed in the SHIII interface (this from the NYGM readme- Appendix A). It involves changing values in careers.cgf etc. Is it possible that the new Commander could do away with the need for these manual changes and automatically reconcile the matter?
JScones
05-11-06, 05:22 AM
One request or at least a point of confusion on my part: at the moment, some file tinkering is needed to make NYGM Tonnage compatible with SH3 Commander's random tonnage feature - to correct the tonnage displayed in the SHIII interface (this from the NYGM readme- Appendix A). It involves changing values in careers.cgf etc. Is it possible that the new Commander could do away with the need for these manual changes and automatically reconcile the matter?
I'm only aware of one SH3Cmdr cfg file change that is needed to get SH3Cmdr and NYGM to work together, and that is the "RenownAwardedEqualsRandomTonnage" setting in "Ship displacements.cfg". I'm not aware of any other changes needed to SH3Cmdr files - if there is, no-one from the NYGM development team has informed me.
Unfortunately, there's no easy way for SH3Cmdr to automatically determine if NYGM, or indeed any mod, is installed.
JScones
05-12-06, 08:55 AM
Containing or only starting with? I'd personally prefer if it would be starting with .. With several hundred new orders, it would be hard to check if any contain these strings, but it's possible.
I've changed the search to "starting with" (ie Pos = 1 rather than Pos > 0). It's also case sensitive (well, it always has been).
JScones
05-13-06, 04:20 AM
You mentioned this when listing the goals for 2.5: The ability to continue/ start a new career with the same boat, crew, and equipment when the Captain retires.
FWIW you can do most of this currently.
When your career ends through retirement, you can set up SH3Cmdr to start a new career from the beginning of the next month with the same flotilla, boat type, boat number and crew. The only thing you can't do is automatically take any player-applied upgrades with you. Although, as some upgrades become standard as the war progresses, this is not necessarily a show stopper.
It will for all intents and purposes be a new career with a new Commander, but as it will have the same flotilla, boat, number and crew, plus start from the beginning of the next month, it is really just a continuation with a new Commander.
Indeed, my second career started this way. Same everything except for a new Commander. And as I hadn't upgraded any equipment, it was a perfect continuation.
To do it all you need to do is copy the last crew config file from the "retired" career into a new SH3 Commander\Crew\<Whatever>\data\Cfg\ folder, renaming to the stock "crew_config_**_*.cfg". Then when you start your new career, select the same Flotilla, U-Boat type, U-Boat number and select the <Whatever> crew model (obviously don't select the randomise crew names option). You can even set the same patrol grid that the previous career was scheduled to use.
And that's it. Start your new career in SH3 and you'll see that all your mates are there waiting for you, undoubtedly with stories of your predecessor.
JScones
05-13-06, 04:51 AM
Am i too late ? Did anyone suggest ability to change deck gun ammo loadaout to historical figure? Really no need for starshells, eh?
You'll be able to do this yourself with the new "Static settings.cfg" feature coming in R2.6.
JScones
05-13-06, 04:52 AM
How about the ability to handle transfers via SH3 Commander. The game handles this inconsistently, sometimes warping you there.
I don't think SH3Cmdr will ever be able to "bandaid" SH3's treatment of transfers. I don't know that a workaround is possible without adjustments to the source code.
JScones
05-14-06, 07:53 AM
OK. I've decided that the final release of SH3Cmdr will be around next weekend (pending the results of the latest PR2.6 testing). Having to continually answer questions which are covered in the readme, in addition to defending the product against "it must be SH3Cmdr's fault" posts has become both too disheartening and too much of a chore for me.
Releasing an expanded patrol log will only bring hundred's more of these types of posts, so it's not worth it. I'll leave that to someone else to do.
I will again point out that in over one year of existance all bugs attributed to SH3Cmdr (and there's been a bloody lot of them) were actually found to be caused elsewhere (mostly within SH3 itself), or were simply user error or ignorance. SH3Cmdr has only been guilty of two data typo errors - one which I picked up just after a release (can't even remember what it was now) and one which Rubini picked up relating to missing crew voices. Ironically, sometimes I wish there were bugs, then perhaps I wouldn't get so annoyed.
I'll continue to provide select support for the product but won't be scheduling any further releases or new features.
Note: users who have made voluntary donations can ensure ongoing and prompt support simply by PM'ing or emailing me direct.
Uber Gruber
05-14-06, 08:05 AM
Well I think you've done outstanding work , I am a great fan of SH3 Commander - it is one of the most sensible mods out there and crucial for more realistic and emersive experience.
Thankyou and please don't get disheartened by the recnet rant of "noddy" posts from people incapable of modding their own grandmother.
Three cheers for SH3 Commander...
HIP HIP... :up:
HEMISENT
05-14-06, 08:28 AM
Jscones
I've been away the last couple days. Just now getting back to the forum to see what's new and exciting.
Sabotage completed and tested-check your PM.
BTW I have an older Corvette convertible that has a stuck heater control valve ever since I installed Commander, I think the two are possibly related-what do I do?
JScones
05-14-06, 08:34 AM
Thanks Hemisent. Check your email - latest PR2.6 available now with month support. Let me know if questions. Hopefully it suits.
Yeah, SH3Cmdr will rollback the roof on your convertible (boom boom), thus making driving in wet and cold weather somewhat uncomfortable. Try doing a manual rollback which should return the roof to the closed position, as it would have been prior to using SH3Cmdr. Then you'll find that the heater control valve should thaw out and loosen up. :rotfl:
JScones,
Sorry to hear that the annoyance of all of this has killed your desire to continue development of SH3 Commander, but it's certainly understandable. Actually, I'm surprised your patience didn't run out a long time ago. Anyway, I just want to thank you for your generosity in adding so much to my enjoyment of SH3...I can't imagine this game without SH3 Commander and JSGME.
Phylacista
05-24-06, 03:07 AM
Too late?
I just had the idea I would like a random crew replacement feature.
Somtimes SH3 Cmdr dismisses experienced crew.
I would like if SH3Cmdr would generate a replacement. Experience and Qualification would be randomized (unexperienced and not qualified being more likely and when qualification the one that a dismisses sailor had being the likeliest).
Perhaps you could choose between 1-3 replacements?
Or at least choose if you take the suggested one or go to SH3 Barracks..
Hope that was understandable...
JScones
05-24-06, 03:14 AM
What a surprise. ;)
I'll give it some thought over the weekend. There's a bit of randomisation to be done - qual(s), rank, experience, nb of patrols, and, well, pretty much every other variable that is possible for a crewman (including little things like voice type and so on).
Deep Six
05-24-06, 06:42 AM
This is probably too late and not doo-able, But can CMDR randomise the weather BETTER than the stock game?
I see already It can Change wave height ,even to an extent as to wave height for that season, BUT I have just finished my sixth patrol all North sea and Quad AM, and for each and every patrol all I had was Wind 5 knots heading 0 degree and clear skies. :down: :down: :down: . I tell ya my dad was in the Merchant Navy late 40's early 50's and sailed most of the Oceans with Manchester Liners, He's seen me playing this game and is totally impressed with wave action,motion. But says diddly squat about the weather...I.E It;s crap!!!!
North sea mid Oct>>>Mid march usually is NOT a very nice place to be, He recalls once that wind starts blowing from the North it was time to batten down everything and like it or lump it !!!!
Deep Six..... "Oh wot a luverly war this is in December" he says as he SUNS himself on the sub deck
JScones
05-24-06, 06:51 AM
Have you tried Skweetis' SH3Weather? There's a dedicated thread: http://www.subsim.com/phpBB/viewtopic.php?t=46991&highlight=
Sounds like it may be what you are after.
Phylacista
05-24-06, 06:54 PM
What a surprise. ;)
:oops: yup - just wanted to be sure it is read by the right person: You! It just came to my mind when typing the surprising thread ;)
Did not notice you have already answered in the other thread until now.
Thanks for all your work so far and again for your open communication here :up:
Dimitrius07
05-24-06, 08:03 PM
Sorry for a little offtopic
I just want to thank you JScones for your work, you made the SH3 much more interesting to play :ping: :rock: :rock:
JScones
05-25-06, 02:07 AM
What a surprise. ;)
:oops: yup - just wanted to be sure it is read by the right person: You! It just came to my mind when typing the surprising thread ;)
Did not notice you have already answered in the other thread until now.
Yup. But I thought posting the same answer twice would be better than providing links all over the place. ;)
Sailor Steve
05-25-06, 03:38 PM
Oh, man, I hope I'm not too late!
I don't have a suggestion, but I have a very small complaint, and I've been thinking about it forever but keep forgetting to bring it up here.
If I put out from port on September 1 (or any other date, but that's a good example) and put back into port on September 8-exactly one week later-the patrol portion of SHIII Commander says my patrol lasted 8 days. It does this no matter what dates are included, I just used those for an easy example. It always includes the starting date for 'Time At Sea', so it always adds an extra day to patrol times.
Is this actually an error, or is it a different way of counting in different countries? Can it be fixed, or should I just shut up now? :-?
Surely the patrol *does* last 8 days. I think the game counts the first and last day because they're both days 'at sea'. You actually arrive exactly a week later, but you've had 8 days at sea. The 1st of the month is your first day at sea and the 8th of the month is your 8th day at sea. It all makes sense, to me at least.
GreyOctober
05-25-06, 04:13 PM
It all makes sense, to me at least.
:doh: Not getting it...
It all makes sense, to me at least.
:doh: Not getting it...
Well if you start out on a Monday and arrive on a Monday, that's two Mondays:
Monday (day 1 at sea), Tuesday (day 2), Wednesday (day 3), Thursday (day 4), Friday (day 5), Saturday (day 6), Sunday (day 7), Monday (day 8 at sea).
Or one week (Monday through Sunday) plus the Monday you arrive in port: 7 days plus 1 = 8. 8 days at sea. If you leave on Monday and arrive on the next Monday you still spend parts of the beginning and end days at sea, so they both count as days at sea.
Let me put it this way:
If the game DOESN'T count one of those days - either the first or the last day at sea, there will be problems regarding tonnage awarded. For example, if the game didn't count the final day at sea - the second Monday (say Monday the 8th of August), how would you claim tonnage you sank on the morning of your return? That day wouldn't be counted as a day at sea, so your log would record the patrol as taking place from the 1st of August to the 7th of August (7 days), and you're claiming a sinking on the 8th. BdU would be confused, because you're claiming a sinking on a day you claim not to have been at sea.
JScones
05-26-06, 02:37 AM
If I put out from port on September 1 (or any other date, but that's a good example) and put back into port on September 8-exactly one week later-the patrol portion of SHIII Commander says my patrol lasted 8 days. It does this no matter what dates are included, I just used those for an easy example. It always includes the starting date for 'Time At Sea', so it always adds an extra day to patrol times.
Is this actually an error, or is it a different way of counting in different countries? Can it be fixed, or should I just shut up now? :-?
No. It's deliberate. You've actually been at sea eight days. Think of it this way, if you exit port at 0115 on 1 September and return at 1910 on 1 September, you've been at sea 1 day, or part thereof, not 0 days. If you happened to sink a ship during that time, reporting "1 ship sunk during 0 days at sea" would not be correct.
The calculations are based on physical days spent at sea, not the number of full 24 hour cycles spent at sea. In other words, the count is rounded up to the end of the *current* day, not rounded down to the end of the *previous* day. Simply, once you've started a day at sea...well...it's a day at sea, even if you're only at sea for part of it.
HEMISENT
05-26-06, 06:08 AM
Aaahh, I sea!
JScones
05-26-06, 06:14 AM
FYI here's the latest list of R2.6 inclusions:
- Added ability to change crew officer faces (includes automatic 3D head and hat wearing alignment)
- Crew transfer message now includes crewman's main qualification
- Added new "Static settings" feature
- Changes to "Randomised events.cfg" file
- Improved backup mechanism for files scene.dat and Basic.cfg
- Improved copy mechanism for unique crew configurations
- Randomising new crew names now includes number of patrols, experience and certain medals (ie you're no longer limited to a "green" crew everytime)
- Crew Manager now warns where crewmen have been awarded the U-boat War badge prior to 13 October 1939
- Added ability to randomise main screen banner - refer to "!!BANNER INSTRUCTIONS!!.txt" under the Banners folder
HEMISENT
05-26-06, 06:23 AM
Jaesen
So far the test version of 2.6 is working flawlessly. The random banner is pretty cool.
I still need to get with you on "Static" settings but that can wait.
mikaelanderlund
05-26-06, 08:38 AM
FYI here's the latest list of R2.6 inclusions:
- Added ability to change crew officer faces (includes automatic 3D head and hat wearing alignment)
- Crew transfer message now includes crewman's main qualification
- Added new "Static settings" feature
- Changes to "Randomised events.cfg" file
- Improved backup mechanism for files scene.dat and Basic.cfg
- Improved copy mechanism for unique crew configurations
- Randomising new crew names now includes number of patrols, experience and certain medals (ie you're no longer limited to a "green" crew everytime)
- Crew Manager now warns where crewmen have been awarded the U-boat War badge prior to 13 October 1939
- Added ability to randomise main screen banner - refer to "!!BANNER INSTRUCTIONS!!.txt" under the Banners folder
Hi JScones,
Will I be able to just "cut and past" Hollywood Chaos vt 1,10 file into your new randomised events.cfg file? Have you change the "structure" of the file compaire to the one you use in commander 2.5?
Mikael
Sailor Steve
05-26-06, 10:39 AM
Okay, now I understand the meaning "first day at sea", "second day at sea". I disagree, but then it's not my tool, is it.
As to the rest, the library has asked me to leave and not come back...I keep drooling on their keyboards.
JScones
05-26-06, 10:49 PM
I've just added functionality so that if SH3Cmdr finds SH3Weather in your SH3 folder, it will automatically run it as the *last* thing it does prior to loading SH3. You'll still need to manually enter the date and Flotilla - although I pass the information to SH3Weather, it needs Skweetis to modify his programme to recognise and use it.
I was on the fence about adding this feature, but SH3Weather seems to have had a bit of a resurgence lately. Anyway, if you don't run SH3Weather, you won't notice a difference. If you do, you just won't need to manually run it in addition to SH3Cmdr anymore.
JScones
05-26-06, 11:34 PM
So far the test version of 2.6 is working flawlessly. The random banner is pretty cool.
I've just added iblitz's banners - there's now 50 banners in total (adds about half a meg to the d/l file)!
I still need to get with you on "Static" settings but that can wait.
Yeah, have a break and play the game for a while! ;)
JScones
05-27-06, 03:51 AM
Will I be able to just "cut and past" Hollywood Chaos vt 1,10 file into your new randomised events.cfg file? Have you change the "structure" of the file compaire to the one you use in commander 2.5?
I've had to make one change plus I've made some enhancements.
I'm sure when gouldjg has the chance, he will update his CHAOS mod to work with R2.6, but without some minor changes, the current CHAOS mod will not work with R2.6.
Basically, all sections need to be renamed from #_ to #: (that is, from "0_data\Cfg\Basic.cfg" to "0:data\Cfg\Basic.cfg" or even better "CHAOS0:data\Cfg\Basic.cfg"), as using the _ created conflicts in Static Settings.cfg when files that had _ included in their filename were referenced. As both the static settings and randomised events functions share the same engine, both had to be changed.
So, you can get the CHAOS mod to work by simply updating each section title (although I acknowledge that is not a quick task!).
The other changes I have made are merely enhancements - the "FileType=" line is no longer used as SH3Cmdr is now smart enough to know what type of file it is dealing with, plus there's a new "ApplyToPeriod" setting which lets you define the exact period that you want the randomisation to occur between (it will not occur outside of that period). But these won't stop CHAOS from working under R2.6, only the section titling will.
irish1958
05-27-06, 09:05 AM
JScones,
Will you include the above info in the readme. I actually do read them.
irish1958
JScones
05-29-06, 07:12 AM
Current instructions will state:
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;This file contains details of events where randomisation of values are to occur.
;The section is the name of the file containing the event, including the full path
;from the "data\" level. Prefix each section name with #: to ensure that the name
;is unique. There are two types of randomisation available:
;1. A simple randomisation where a random value is selected from a set range. Usage:
; <SectionName>|<KeyName>=<Integer or Float+precision>|<Lower>|<Upper>|<Randomise mid patrol Y/N?> for text files OR
; <Offset value>=<Integer or Float+precision>|<Lower>|<Upper>|<Randomise mid patrol Y/N?> for binary files
;2. A "ChooseFrom" randomisation where one set of values are chosen from any number of sets
; Set ChooseFrom to equal the number of different sets of data, or a higher number if you want to simulate percentage chance
; Set RndMidPat to 1 if you want randomisation to occur mid-patrol, 0 if not
; Prefix each dataset with #_
;
;Include ApplyToPeriod=<Start date as YYYYMMDD>|<End date as YYYYMMDD> as the first
;entry in the section to set the date range for settings to apply.
;
;Copy, paste and rename this file to "Randomised events_19xx.cfg" to allow settings
;to be war year specific. This file or entries can be deleted if feature unwanted.
;
;NOTE: THIS FUNCTIONALITY IS STILL A WORK IN PROGRESS. PLEASE REPORT ANY PROBLEMS
;OR SUGGESTIONS TO THE AUTHOR.
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I believe Hemisent will help out writing more detailed instructions after the release.
U-Bones
06-06-06, 09:54 AM
Here is a new one I believe...
In addition to backing up the original file in a file structure in !BACKUP/data, please consider backing up the modified files in !MODS/data...
This would allow the use of SH3 Commander to quickly crank out template changes over a data set, AND allow the immediate packaging of static changes in a JSGME compatable format. I believe this would be an invaluable tool for the modding community, moreso given the recent branch in builds that is introduced by NYGM 2.0 file structure modifications.
Thanks for your efforts !
JScones
06-07-06, 03:52 AM
Yeah, Observer and I are already looking at options.
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