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I didn't understand what is the connection between C3 and Little Ships of SH5. Why is it necessary to change something in kapuhy ships because of C3? Can someone explain in more detail? |
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What I noticed is that sometimes introduction of units "A" and "B" will reveal problems in unit "G" which will result in game CTD, but only if other units C, D, E and F are rendered in between, simulating one long patrol where you encounter many different units. To make things more complicated , units A, B and G will work just fine and won't reveal any problems. The exact cause of this SH5 engine "witchcrafts" are unknown to me but at least I learned how to isolate and fix them for most of the time, using my "start in Kiel+all units museum rendering test", moving in different directions and observing on which unit the game will CTD. |
:hmmm: Ok. And what is the story with "... unknown" class settings to "none" in fx files?
And. I understood correctly: the old version of the C3 pack works stably in TwoS, and the new one causes problems? Did you happen to find out which file is the problem? --------------- if it helps, I will confirm kapuhy's answer: In the shipname.fx contains a list of destruction effects - “ObjectCtrlsRef "conrollers, whose” Object" contains the FX effect ID, which are located in \data\Library\Baza_FX.dat. The "ObjectCtrlsRef" itself is linked via ID to the effect locations-point in the <shipname>_FX.GR2 file. If put None in GoblinEditor, it is equal to assigning a Null ID-dummy. Besides: The ship / unit starts using SH5 effects, if there are EffectsTypeSH5 zones, provided that the file <shipname>.lst is present in the unit folder with the corresponding registration of the path to <shipname>_FX.GR2. Without it, there will only be their own Box effects, more exactly those Types that have their own prescribed effect in Zones.cfg. |
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Add too many of these conflicts to the stock game and you guys can now get the picture why every SH5 custom modlist which includes OHII, FX update and several other "heavy" mods is nothing but a CTD fest...:yep: Anyway, I have re-saved ALL fx files of all units (stock and imported, changed one line to "none" in order to make controllers "red" and than save, from some reason this is important for SH5) for the next TWoS update and that have cured all the problem...:yep: |
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I opened a random batch of NRTW files, then some other stock ships. When you open NRTW.fx it is immediately highlighted in red by default. https://s8.hostingkartinok.com/uploa...de5ba87348.png And now the contents: https://s8.hostingkartinok.com/uploa...966e4dc838.png I was always focused on all these registration IDS and did not pay any attention to the type container of controllers. They are different for different ships (random?), and these are the native files of stock SH5. SH5, what are you..?) In some cases, the controller container\ Sub type: -1, in others\ Sub type: 1000 (<notset>). Somewhere else at the end there is an Unknown chank, and somewhere it is not. By the way, resaving in GoblinEditor just changes the ObjectCtrlsRef container to Sub type: -1. https://s8.hostingkartinok.com/uploa...0aafe60116.png :hmmm::hmmm::hmmm::hmmm::hmmm: @vdr1981, what do you think about this? ObjectCtrlsRef / Sub type: -1 - which is the most correct? Or no and there the matter is something else and Sub type: 1000 (<notset>) has its own conditions of use? |
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"Would've taken me forever to work that one out." - William Butcher Thanks for this, now I can finally see in editor what these effects do! ----- Anyway, glad to hear you are figuring this out, guys. I'll certainly be updating fx files on my coasters once I'm done with new ship I'm configuring at the moment (already imported into game, but I still have to test and tweak its damage model and fix some minor errors). |
Update: new ship added - Coastal Tanker:
https://i.imgur.com/HC5qhkx.jpg https://i.imgur.com/bL0AArh.jpg https://i.imgur.com/CLp1asC.jpg Based on - still surviving - American tanker Mary A. Whalen built in 1938: https://upload.wikimedia.org/wikiped...ernie_Ente.jpg |
You Kapuhy are creating SH5 history! :up::up::up:
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Good day
Thank you very much for your amazing work. :Kaleun_Applaud: :Kaleun_Applaud: Do you think that you will ever build large ocean-going ships? |
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The thing with larger ships is that thanks to vdr1981's efforts there's a great selection of them already in TWoS (though it would be nice to convert some of imported ships to .gr2 format like Rosomaha did with C3 Cargo recently). Coasters, on the other hand, were completely missing from stock game and still underrepresented in TWoS (which has a variety of fishing boats and then roster pretty much "jumps" to ships around 1800-2000 GRT). If I'm to make a completely new larger ship model, I'd like it to be type of ship that is not currently featured and yet was often seen on seas during WW2. |
Kapuhy, please note that I had to enhance your TWoS v2.2.19 fix with few files from "Sea" folder in order get rid of previously mentioned "mysterious" conflicts and CTDs. The files are basically the same, the only difference is that I had to change first line in fx files to "none" in order to re-save them with goblin editor... Here is the link http://www.mediafire.com/file/80wbuv...r1981.rar/file :salute::salute::salute:
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Anyway, I have already prepared v2.2.20 update for TWoS which will allow all new units (stock, your's, Rosomaha's and mine) to work in perfect "harmony" and without CTDs in various test scenarios. :yep: There will be a lot of "re-saved" files there, including all fx files from the stock game as well. Then I'll create special "all units museum rendering test" mod which will allow you to quickly and easily test newly added units. :yep: |
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