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-   -   [WIP] Type IX for sh5 (https://www.subsim.com/radioroom/showthread.php?t=233811)

vdr1981 12-03-17 06:29 AM

Quote:

Originally Posted by mkiii (Post 2528734)
@ Vecko. still no stern tubes or deckgun, but I got 6 bow tubes now.

the problem is in the script side of things, everything else is ok, eqp files, sim file upcge file, all nodes are set up ok, stern tubes are in the sim +extra reserves they just don`t show up in game.

or on second thought, the scripts are obviously trying to do something, we have got six bow tubes, maybe the problem is how I have renamed the files.

Did you check these lines from upcge file?

Code:

[UserPlayerUnit 1.Compartment 7.Bunker 1]                                                ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=6  ; internal reserves                       
IDLinkAmmunitionIntervalDefault1= NULL, 1943-10-31, T1Torpedo, 6
IDLinkAmmunitionIntervalDefault2= 1943-10-31, 1944-06-31, T1Torpedo, 2, T2Torpedo, 4
IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1945-01-31, T1Torpedo, 2, T2Torpedo, 1, T2Torpedo, 3
IDLinkAmmunitionIntervalDefault4= 1945-02-01, NULL, T1Torpedo, 1, T2Torpedo, 2, T2Torpedo, 3

[UserPlayerUnit 1.Compartment 7.Bunker 2]                                                ; Deck reserves
ID=BowTorpedoReserves
Capacity=1           ; external reserves             
IDLinkAmmunitionIntervalDefault1= NULL, NULL, T1Torpedo, 1
ExternalReserves=Yes

They should control number of available external and internal reserves IIRC...

Regarding deck gun, did you use U-flak upcge file as a base for type IX? maybe there is a problem since U-flan doesn't have one (I removed it's deckg gun upgrade pack in upcge file).

mkiii 12-03-17 09:27 AM

already done the bunker entries vecko, I think know what the problem is, another play in the menu editor will either fix it or break the menu again :doh:

the deck gun was my fault, the upgrade pack was there so I just skipped over it, after a proper look and replacing NULL with a date and a gun we have

https://s19.postimg.org/48dxb35xf/SH...3_14.13.16.png

off to break my game again now. its no problem though, a complete copy of everything restores a shiny new twos in about 3 mins

mkiii 12-04-17 01:25 PM

1...Reserve torpedos not showing= fixed
2...No stern tubes= Not fixed
all the sub controls, teleporting, gun stations, and all the other sub functions seem to be ok.

EXCEPT FOR THIS

https://s19.postimg.org/v0i199y8z/SH...4_18.11.03.png

So why do I get 3 crew and the captain and nothing else. it is turning into a proper headache.

vdr1981 12-04-17 05:12 PM

Quote:

Originally Posted by mkiii (Post 2529122)
So why do I get 3 crew and the captain and nothing else. it is turning into a proper headache.

Probably error in submarines upcge file, I guess...:hmmm:

All crew is "defined" in this file if I'm not mistaken, but there are also a ton unused lines of code which are just a leftover from SH3/SH4 era...:hmmm:

mkiii 12-04-17 06:51 PM

I think its the pages themselves vecko, been having a look at the menu editor, and some things are just missing, ie the stern tubes, and the crew, I think renaming the files to type9 or ix changes things. everything in the hud is tied to type 7 nothing else. I am going to make a new page for the 9 and see if that works in game,

there are a few tuts on the forums, for the menu editor, all the images are long gone, but there is enough in the text to get a good idea how it works.

as for the upcge file for the sub, tried leaving all the crew entries as VIIC41 and the result is the same.

seems that renaming the file does a lot more than just rename the file.

same as renaming the ct model bone is ok. but renaming the hull model bone just causes an immediate ctd.

it was never going to be easy, otherwise we would have had new subs ages ago

mkiii 12-05-17 02:39 PM

Been poking around with the menu editor, and other ingame tools.

if I load the game with menu debug info turned on and go to the choose torpedo page I get this

https://s19.postimg.org/9hp134i2b/SH...5_19.20.19.png

which shows that the extra torps are all ok, and the stern tubes have been added, so I can assume that the upcge file is ok.

The problem is without menu debug turned on, the choose upgrades and choose torpedo lines are greyed out.

start mission and check torpedos on board and we get this

https://s19.postimg.org/vgvfqdomr/SH...5_19.22.29.png

all the extras are here but the stern tubes have been moved to the Bow.
and the crew is still AWOL.
So making a new torps page and crew page will possibly sort the problem out.

excel4004 12-05-17 04:31 PM

Quote:

So making a new torps page and crew page will possibly sort the problem out.
A big thanks for all your energy here. Go for it, it would be fantastic when we ever would have the chance to play this type of UBoat in the sim. :yep:




:subsim:

mkiii 12-06-17 06:20 PM

new menu made no difference at all, so i am at a loss what to do,

Santini 12-07-17 01:33 PM

Wait a tic, the type IX had 4 fore tubes, yeah? Not 6?

mkiii 12-07-17 03:22 PM

Quote:

Originally Posted by Santini (Post 2529715)
Wait a tic, the type IX had 4 fore tubes, yeah? Not 6?

yeah, I kinda noticed that already,
but in the bunker gamestate it has 4, in the mission gamestate 6.

now if you could solve the problem, you would be at the top of my xmas card list.

OldCoder 12-08-17 11:38 AM

I don't know much about those pages or how they're constructed but it might be worth running with the script debugger enabled so you can see if any scripts are outputting warnings or experiencing fatal errors).

mkiii 12-09-17 02:15 PM

Quote:

Originally Posted by OldCoder (Post 2529861)
I don't know much about those pages or how they're constructed but it might be worth running with the script debugger enabled so you can see if any scripts are outputting warnings or experiencing fatal errors).

Tried that already. only script errors were related to the disabled flakgun node.

mkiii 12-09-17 06:15 PM

In mission shot of torps page VIIA, Altered sim file, and altered menu page to allow extra torps to show on screen.

https://s19.postimg.org/b5xewu57n/SH...9_21.23.30.png

these are the exact same adjustments I made for the IXB, the only difference is all the tubes are in the right places, and the crew is present and correct,

the periscope page is set up for the new stern tube automatically,

https://s19.postimg.org/7rf8gnccz/SH...9_22.48.18.png

as soon as I rename files and bones, all this goes bye bye, I have tried every way I can think of to get around it but nothing works.

Jeff-Groves 12-09-17 11:09 PM

Could you send me your files?
That would help me to try to help you.

mkiii 12-10-17 05:31 AM

Quote:

Originally Posted by Jeff-Groves (Post 2530102)
Could you send me your files?
That would help me to try to help you.

will get a fresh set together Jeff, got to sort all the junk out, my file organization has gone bye bye along with my sanity/patience.

but tbh I don`t think the files are the problem. I think its the sim itself, its what goes on behind the scenes during mission load, when the gamestate changes from bunker to mission. involving script manager native,dll/script manager wrappers.dll. (I think)

I had a look at the menu pages in sh4 (which is essentially the same so far as the file system is concerned)

all the different subs VII, IXD2, XVIII used variations of the same page.

but but if the menu page had to be specifically for 1 class. there could be 3 different material id entries 0, 1, 2 each with a .dds file for whatever sub class was being used. if a listbox or bitmap array was not needed it was simply made invisible.

sh5 only has 1 sub class, so this functionality is not being used, but I think it is still in the files ,


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