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-   -   [REL] FOTRS Ultimate Project (https://www.subsim.com/radioroom/showthread.php?t=226270)

Rockin Robbins 09-23-16 06:49 AM

Quote:

Originally Posted by cdrsubron7 (Post 2436538)
OK, I kinda got carried away with the intro screens. But what the hey, we can make some JSGME mods for them and if someone gets bored of one intro screen, they can always load another, right? :D :up:

Any way, here's what I've come up with, let me know what you think guys. :salute:


http://i63.tinypic.com/28gqh61.jpg

http://i66.tinypic.com/2w6cqx3.jpg

http://i68.tinypic.com/2wn2yk3.jpg

http://i66.tinypic.com/2cy5wr6.jpg

http://i66.tinypic.com/28iswwm.jpg

I found I had what is it called Paint.net on my computer. I will try using it to covert the files to DDS. Anybody know what resolution the should be? Hopefully I will be able to upload the original jpgs and the DDS to Area 51 by Saturday evening. :yeah:

O crap! This guy posts four of the greatest pieces of submarine porn ever published and says "pick one!" Original resolution in-game is 640x480. You can confirm that by looking at the file in the stock game.

You know, I think the surfacing sub should be core mod and the rest plugins. Fall of the Rising Sun Ultimate Edition: the Silent Hunter supermod so configurable that you don't EVER actually have to play the game! More and more it's true!

Wow! Great job from the master of the SH4 screenshot. And most importantly, these are screenshots from FOTRS Ultimate!

max-peck 09-23-16 07:49 AM

The surfacing Sub would be my choice too - I zeroed in on that one straight away

But they all look great

Outstanding work Subron :up:

cdrsubron7 09-23-16 08:22 AM

Thanks, Guys. Appreciate it. :D :salute:

Hitman 09-23-16 08:31 AM

Quote:

The surfacing Sub would be my choice too - I zeroed in on that one straight away

But they all look great
+ 1000 :Kaleun_Applaud:

CapnScurvy 09-23-16 10:20 AM

Hey Max, since your using a 1920x1080 resolution (my other computer, using a wide screen, is still down without a video card) I'm wondering if you or anyone else that uses a wide screen setup would try something.

With the "FOTRSU v0.26 Beta Update 092116" removed from JSGME activation. Open its Data/Menu/menu_1024_768.ini file with Notepad, then drill down to the [G27 I13] entry named "Binocular Mask". Replace the original Zone line with these two:

;Zone= 0 768 1024 768 5 1 0x27000000 0.5 -0.5 0x27000004 -0.5 0.5 0 0
Zone= 0 768 1024 768 2 0 0x27000000 0.5 -0.5 0x27000004 -0.5 0.5 0 0


Save the file, then reactivate the mod to see what, if anything, has changed with your Binoculars. I'm hoping it will look more like the Image I previously posted, with the Compass under the small vertical line at the top of the rim.

cdrsubron7 09-23-16 10:39 AM

Quote:

Originally Posted by CapnScurvy (Post 2436670)
Hey Max, since your using a 1920x1080 resolution (my other computer, using a wide screen, is still down without a video card) I'm wondering if you or anyone else that uses a wide screen setup would try something.

With the "FOTRSU v0.26 Beta Update 092116" removed from JSGME activation. Open its Data/Menu/menu_1024_768.ini file with Notepad, then drill down to the [G27 I13] entry named "Binocular Mask". Replace the original Zone line with these two:

;Zone= 0 768 1024 768 5 1 0x27000000 0.5 -0.5 0x27000004 -0.5 0.5 0 0
Zone= 0 768 1024 768 2 0 0x27000000 0.5 -0.5 0x27000004 -0.5 0.5 0 0


Save the file, then reactivate the mod to see what, if anything, has changed with your Binoculars. I'm hoping it will look more like the Image I previously posted, with the Compass under the small vertical line at the top of the rim.

If someone doesn't get that down for you by the time I get home from work tonight I will do the for you straight away, Capn. :03:

Jeffg 09-23-16 10:45 AM

Guys,
If you are taking outside opinions on the start screen, the fleet boat surfacing is my 1st choice. I would enlarge that one for a framed picture in my office.

JeffG

cdrsubron7 09-23-16 10:55 AM

Quote:

Originally Posted by Jeffg (Post 2436680)
Guys,
If you are taking outside opinions on the start screen, the fleet boat surfacing is my 1st choice. I would enlarge that one for a framed picture in my office.

JeffG


If you like of a copy of it I'd be more than happy to supply you with one. The original resolution of is 2560x1440. :03:

propbeanie 09-23-16 11:17 AM

OK, problem... In the Fall of the Rising Sun Campaign folders are MIS files for the campaign (obviously). I've found a few of them with ships that do not exist. Does anyone know what happens with the game when a Random Generated Group (RGG) calls for a non-existent ship in the game? I'd guess either nothing at all happens, and the ship doesn't generate, or else there's a "glitch" that may or may not be seen by the user, or there's a CTD... but which is it? btw, these apparently are not new issues just introduced with us changing some ships, but have been in there from the get-go, so I don't think it does the CTD... Also, who knows how many WayPoints an RGG can have? I found one with 1674 of them... One RGG, that could potentially spawn every 157 hours. There could be 16 such groups running in a 3 month period of time, all with 1674 waypoints, with paths that intersect, and multiple "decision" WayPoints ("Do I go Left or Right?")

The only way I know of to check for this is to open each file individually and see what it says. However, how much more will change with the ships in the "core" of the Ultimate Edition? My current idea for a "fix" for the problem is to not specify a particular ship, but rather to call for a "Generic" of similar class. Edit: This brings up another question: Does the use of a "Generic" ship do away with max-pecks RazzleDazzle, or will it be applied to the "Generic" class?

comments?? ideas??

cdrsubron7 09-23-16 11:23 AM

Quote:

Originally Posted by propbeanie (Post 2436684)
OK, problem... In the Fall of the Rising Sun Campaign folders are MIS files for the campaign (obviously). I've found a few of them with ships that do not exist. Does anyone know what happens with the game when a Random Generated Group (RGG) calls for a non-existent ship in the game? I'd guess either nothing at all happens, and the ship doesn't generate, or else there's a "glitch" that may or may not be seen by the user, or there's a CTD... but which is it? btw, these apparently are not new issues just introduced with us changing some ships, but have been in there from the get-go, so I don't think it does the CTD... Also, who knows how many WayPoints an RGG can have? I found one with 1674 of them... One RGG, that could potentially spawn every 157 hours. There could be 16 such groups running in a 3 month period of time, all with 1674 waypoints, with paths that intersect, and multiple "decision" WayPoints ("Do I go Left or Right?")

The only way I know of to check for this is to open each file individually and see what it says. However, how much more will change with the ships in the "core" of the Ultimate Edition? My current idea for a "fix" for the problem is to not specify a particular ship, but rather to call for a "Generic" of similar class.

comments?? ideas??


If these ships are non existent in the game then they probably be removed so they don't cause problems. Second would be what percentage is used to make them spawn. Just my thoughts. :hmmm:

max-peck 09-23-16 11:30 AM

Quote:

Originally Posted by CapnScurvy (Post 2436670)
Hey Max, since your using a 1920x1080 resolution (my other computer, using a wide screen, is still down without a video card) I'm wondering if you or anyone else that uses a wide screen setup would try something.

I will give this a go when I get home tonight, and get back to you :up:

CapnScurvy 09-23-16 01:03 PM

Quote:

Originally Posted by propbeanie (Post 2436684)
OK, problem... In the Fall of the Rising Sun Campaign folders are MIS files for the campaign (obviously). I've found a few of them with ships that do not exist. Does anyone know what happens with the game when a Random Generated Group (RGG) calls for a non-existent ship in the game? I'd guess either nothing at all happens, and the ship doesn't generate, or else there's a "glitch" that may or may not be seen by the user, or there's a CTD... but which is it? btw, these apparently are not new issues just introduced with us changing some ships, but have been in there from the get-go, so I don't think it does the CTD... Also, who knows how many WayPoints an RGG can have? I found one with 1674 of them... One RGG, that could potentially spawn every 157 hours. There could be 16 such groups running in a 3 month period of time, all with 1674 waypoints, with paths that intersect, and multiple "decision" WayPoints ("Do I go Left or Right?")

The only way I know of to check for this is to open each file individually and see what it says. However, how much more will change with the ships in the "core" of the Ultimate Edition? My current idea for a "fix" for the problem is to not specify a particular ship, but rather to call for a "Generic" of similar class. Edit: This brings up another question: Does the use of a "Generic" ship do away with max-pecks RazzleDazzle, or will it be applied to the "Generic" class?

comments?? ideas??

Last question first. Generic ships should not cause a problem with Razzle Dazzle. He only worked over the skins....no other issue with the Missions. His Catapult ship was change by me in regards to the UnitType....I'l get into this later.

A way to fix the issue is to choose another ship in place of the one that you can't find.

For starters, make a printed copy of the Roster/Names.cfg/[Sea] entries (just copy/paste the entire group of ships into a text document, then print it off). The one in my latest mod is in alphabetic order for easier searching. The Names.cfg file lists a name like "VV2", this name is the ClassName of the asset. It's the ClassName that will be listed within the mission .mis files. If you can't find it in the Names.cfg file, or locate it in any other "Sea" folder....then your probably right, it doesn't exist. As the Names.cfg file reveals, the VV2 "given" name is "Victory Supply Ship". It will state this:

VV2=Victory Supply Ship

The Victory Supply Ship is what shows up in the Museum, on the Position Keeper, or in the Recognition Manual. The "VV2" is the "working" name of the asset....its what the game uses to keep it straight from the others. It's this name that you'll find in the .mis files.

I don't know about your first question regarding a missing ship, and what happens within the mission without it?


=========

One thing that I know will create an issue in the .mis file, besides wrongly listing a ClassName, is also wrongly listing a UnitType. This UnitType has been recently change by me on the following ships. These need to be found and changed where these particular ships have been used in the .mis files. For a generic/random choice for ships in a mission there won't be an issue....I left a small number of BB-UnitType=11, CA-UnitType=7, CL-UnitType=6 in the group to be used as random fill-ins.

The German ships I've changed to UnitType=19 "Battleships with Scout Planes" are:
BBTirpitz=Battleship Tirpitz
BBBismarck=Battleship Bismarck

German UnitType=18 "Heavy/Light Cruiser with Scout Planes" are:
CALutzow=Heavy Cruiser Lutzow
BCGrafSpee=Heavy Cruiser GrafSpee

---

Japanese ships I've changed to UnitType=19 "Battleships with Scout Planes" are:
BBFuso=Battleship Fuso
BBIseConv=Battleship Ise (Late War)
BBKongo=Battleship Kongo Class

Japanese ships I've changed to UnitType=18 "Heavy/Light Cruiser with Scout Planes" are:
CAAoba=Heavy Cruiser Aoba
CAMaya=Heavy Cruiser Maya
CAMogami2=Heavy Cruiser Mogami (Late War)
CAMyoko=Heavy Cruiser Myoko
CATakao=Heavy Cruiser Takao
CATone=Heavy Cruiser Tone
CLAgano=Light Cruiser Agano
CLKatori=Light Cruiser Katori
CLKuma=Light Cruiser Kuma
CLNaka=Light Cruiser Naka
CVSChitose=Seaplane Tender Chitose
NAuxCru=Auxuliary Cruiser Aikoku
NKSS_CAT=Catapultship

These 20 ships need to be check within the mission files for the current UnitType value, and corrected.

Jeff-Groves 09-23-16 01:18 PM

Quote:

Originally Posted by CapnScurvy (Post 2436697)
I don't know about your first question regarding a missing ship, and what happens within the mission without it?

Ran the Bismark squared with no Bismark in the Game.
You just don't have a Bismark.
Still ran though.

cdrsubron7 09-23-16 01:32 PM

Quote:

Originally Posted by Jeff-Groves (Post 2436702)
Ran the Bismark squared with no Bismark in the Game.
You just don't have a Bismark.
Still ran though.


Sound to me like after Jeff and s7trikback finish there work on the ships we need to starrt a list for the changes that need to be made to the mis.files along with changing them also just so we don't miss anything.

Jeff-Groves 09-23-16 01:53 PM

I did a quick replace on the Bismark squared mis file.
BBBismark to HBW
Changed Unit type to 200 (I'm testing the Whale as a standard sub right now)
And watched the Whale swim for a bit.
:D


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