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-   -   Potential SH3Cmdr Randomisation module - f'back needed! (https://www.subsim.com/radioroom/showthread.php?t=90738)

AlanSmithee 03-16-06 01:17 PM

The creativity of the modders on this forum amazes me. Woot! to all. :rock:

Now to my question: would it be possible to add a flag to each random mod allowing it to be randomized only at the beginning of a patrol? For example, the Sabotage mod would only be randomized at the beginning of a patrol (so damaged equipment doesn't magically "fix" itself), while the thermal layers mod would be randomized every time someone launched using SH3 Commander?

JCWolf 03-16-06 03:00 PM

Re: Potential SH3Cmdr Randomisation module - f'back needed!
 
Sorry my misstake...and posted absolutly the same post as the one it comes next! :rock: :rock:

JCWolf 03-16-06 03:01 PM

Re: Potential SH3Cmdr Randomisation module - f'back needed!
 
Quote:

Originally Posted by JScones
With Hemisent's progress on the Thermal Layer and Sabotage mods, I got to thinking last night during the Commonwealth Games opening ceremony (did that actually make sense to *anyone*???) about creating a module for SH3Cmdr that will allow modders to add any randomisation events that they want. I envisaged the structure to be like:

[FILENAME]
FileType=[B for Binary or T for Text]
Section=[For text files, the section that the value sits under]
[KeyName if text file, offset if binary file]=[I for integer, Fx for float, where x is the number of decimal places|LowerBoundaryValue|UpperBoundaryValue]

So, using live examples:

[SIM.CFG]
FileType=T
NbSections=1
0_Section=AI Detection
0_Lost contact time=I|15|45 ;Randomises the time Escorts spend looking for U-Boats after losing contact

[SCENE.DAT]
FileType=B
691=I|256|480 ;Randomises wave height between 1 and 2 times. 691 is the MaxWaveHeight offset value - obtained from any TT tool - this is just an example and not a feature of SH3Cmdr
975=I|0|20 ;Randomises water density between 0 and 20. 975 is the UnderwaterFogEnd(Fog) offset value - again, just an example

This will remove the need to use the Random folders for (hopefully) everything other than graphics.

Anyway, these are just my initial thoughts - I'm sure the concept will expand as I (nay, we) think of more ways to use it, like allowing text/label randomisation...

To see whether this is worth it, would people see value with this approach? What other events could you see it being used for? Or what other events would you *like it* to be used for? My view is basically *any* value in *any* file could be randomised. The one limitation I see at the moment is that randomisation would be independant. That is, there'd be no connection between the randomisation of one value and another. Although, I'm sure I can come up with a solution if I actually think about it! ;)



Can i ask something Mate?! :-?


There is one thing that realy pisses me of on the SHIII options menu, in the sound options, if you take of the music,cause i realy don't like to play a simulation game with background music, not real, You also can't listen to the gramophone during the game play...

Is there anyway for you to had that option on the briliante
SH3Com. it can be a great adition on the ones that like me also don't like in game music....??? :up: :up:

Sailor Steve 03-16-06 03:06 PM

WOW! Triple post!

Go into the Data/Sound/Music folder and delete everything except for the main Music file.

I did that the very first week I had the game. Also, the 1.4b patch lets you have the option of turning the music off.


Jaesen, I would also love to see easy randomization, if only to have different fanfare music each time I enter and leave port. I'm just too stupid to work the folders right.

JCWolf 03-16-06 04:51 PM

Quote:

Originally Posted by Sailor Steve
WOW! Triple post!

Go into the Data/Sound/Music folder and delete everything except for the main Music file.

I did that the very first week I had the game. Also, the 1.4b patch lets you have the option of turning the music off.


Jaesen, I would also love to see easy randomization, if only to have different fanfare music each time I enter and leave port. I'm just too stupid to work the folders right.


I explained me badlly , what i whant is having the option to ear the Gramophone music when i whont wothout leastening to the main background SHIII music, cause in game they seemed conected to the same option sound solution....

So right now, i can't ear to the gramophone cause i turned of music on options.... :up:

Tikigod 03-17-06 12:55 AM

I always wanted a randomizer for my loading screens:
http://www.subsim.com/phpBB/viewtopic.php?p=279024

JScones 03-17-06 02:51 AM

Quote:

Originally Posted by AlanSmithee
Now to my question: would it be possible to add a flag to each random mod allowing it to be randomized only at the beginning of a patrol? For example, the Sabotage mod would only be randomized at the beginning of a patrol (so damaged equipment doesn't magically "fix" itself), while the thermal layers mod would be randomized every time someone launched using SH3 Commander?

Yeah, I suppose just adding a Y/N at the end of the value string would work.

JScones 03-17-06 02:54 AM

Quote:

Originally Posted by Tikigod
I always wanted a randomizer for my loading screens:
http://www.subsim.com/phpBB/viewtopic.php?p=279024

You can do it with SH3Cmdr now.

Note that my proposed fix does NOT cover graphics or sound files. They must still be randomised via the Random folder feature.

JScones 03-17-06 03:00 AM

Just some expectation management here - I intend applying the Perato principle to this feature, so I expect that I'll only end up making 80% of you happy (hehe, no obvious responses from anyone else who has studied marketing ;)).

To begin with I'll be applying the basic function, and then I'll welcome some "real live examples" of randomisation to test. It's these real life examples that determine how complex or simple the function ends up.

VonHelsching 03-17-06 03:10 AM

It's called "Pareto", no offence. :sunny:

JScones 03-17-06 04:11 AM

Quote:

Originally Posted by VonHelsching
It's called "Pareto", no offence. :sunny:

Just for that you're not getting your "Export list" option. :P

:rotfl:

VonHelsching 03-17-06 05:17 AM

Quote:

Originally Posted by JScones
Quote:

Originally Posted by VonHelsching
It's called "Pareto", no offence. :sunny:

Just for that you're not getting your "Export list" option. :P

:rotfl:

:o
.
.
:huh:
.
.
:damn:

gouldjg 03-17-06 06:45 AM

Quote:

Originally Posted by JScones
I'll welcome some "real live examples" of randomisation to test. It's these real life examples that determine how complex or simple the function ends up.

Can you expand on this a little more for me,

I was going to have a look at latest versions of the zone.cfg and I suppose I could apply some simple changes on equipment HP values for the sub i.e. make it possible for occasional complete destruction of certain pieces of equipment after first pass by DD.

I can just do equipment for now and leave flooding, etc till we know how it is going?

Is that what you mean?

That way it will probbly be a simple test to start,

Now lets say I want the engines to suffer disastrously but only have a chance of 1 in 1000 of it doing so.

Is your proposal going to allow this option or would it be best to go the folders way which would allow this type of stuff but take much much longer.

HEMISENT 03-17-06 07:20 AM

Jscones
The TL values should be wrapped up for you by tonight. I'lll pm them to you. I think these would be a great test case as they're already working as advertized in the Commander's standard random function, the ratio is relatively small and your dealing with only 5 edited copies of 1 particular file, the AI_SEnsors.dat.

Still holding off on building the Sabotage random folder structure until we see how this works out-my fingers are crossed.

JScones 03-18-06 02:21 AM

OK, I'm gonna implement at this stage two dynamic approaches.

1. For instances where simple randomisation between two boundaries is sufficient:

[SIM.CFG]
FileType=T
ByYears=0
AI Detection|Lost contact time=I|15|45|Y ;Randomises the time Escorts spend looking for U-Boats after losing contact

If "ByYears" = 1, then SH3Cmdr will look for a match based on career year. For example:

[SIM.CFG]
FileType=T
ByYears=1
1939_AI Detection|Lost contact time=I|15|45|Y
1940_AI Detection|Lost contact time=I|20|45|Y
1941_AI Detection|Lost contact time=I|20|45|Y
1942_AI Detection|Lost contact time=I|20|45|Y
1943_AI Detection|Lost contact time=I|20|45|Y
1944_AI Detection|Lost contact time=I|20|45|Y
1945_AI Detection|Lost contact time=I|30|45|Y

**The ByYears is still a thought. Whilst it would be nice, it will be the first to go if it proves too cumbersome.

2. For instances where we want to choose one of a set of values.

[AI_SENSORS.DAT]
FileType=B
ChooseFrom=5
RndMidPatrol=1
0_<offset to label AI_Hydrophone MinHeight>=-105
0_<offset to label AI_Sonar>=-90
0_<offset to label QGAP>=-105
0_<offset to label QCIP>=-105
0_<offset to label QCeP>=-105
0_<offset to label Type144P>=-108
0_<offset to label Type138P>=-105
0_<offset to label Type128P>=-100
0_<offset to label Type123P>=-100
0_<offset to label QGAA>=-90
0_<offset to label QCIA>=-88
0_<offset to label QCeA>=-93
0_<offset to label Type147A>=-95
0_<offset to label Type144A>=-98
0_<offset to label Type128A>=-85
0_<offset to label Type123A>=-88
1_<repeat for each set of values>
2_<repeat for each set of values>
3_<repeat for each set of values>
4_<repeat for each set of values>

This method will also solve the "1 in 1000 chance" type changes. You'd simply set the "ChooseFrom" value to 1000 but only add one set of values.

Hemisent, gouldjg and others, can you pls map this approach to how you may do things now to see if it covers most bases?


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