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I heard back from my friend about the game files between v1.4 to v1.5. Here is his reply.
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So, I guess the problem is to figure what thing the mission is looking for that makes the game CTD. |
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Some 1.4 missions will play in 1.5 BUT the ones I have tried to 'fix' do not open in the Mission Editor 1.5 if they were written with 1.4. I have noted some changes found by looking at the files in Notepad: 1. A BB in the original 1.4 mission is listed as Type 11, in 1.5 it is listed as a Type=20 so the cfg file will not agree with the ship in the mission. I think one other ship was wrong but not sure on that. 2. Found these entries in a 1.5 ship description that do not appear in a 1.4 ship description. A 1.4 Description: [Group 1.Unit 1] Name=Mildred P. Braithwaite Class=BBIowa Type=11 Origin=American Side=1 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19430101 DeleteOnLastWaypoint=false DockedShip=false GameEntryDate=19430222 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=16081350.000000 Lat=868470.000000 Height=0.000000 Heading=95.980598 Speed=30.000000 CrewRating=4 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 A 1.5 description: [Group 1.Unit 1] Name=Mildred P. Braithwaite Class=BBIowa Type=20 Origin=American Side=1 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19430101 DeleteOnLastWaypoint=false DockedShip=false GameEntryDate=19430222 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=16081350.000000 Lat=868470.000000 Height=0.000000 Heading=95.980598 Speed=30.000000 CrewRating=4 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 SecondsUntilReport=-2.462462 HighPrioContact=false RandStartRadius=0.000000 TacticalUnit=false AvailStartDate=19380101 AvailEndDate=19451231 NextWP=0 The items highlighted in green are not in a 1.4 description. Here is a version that will work with stock 1.5. If you have any MODs enabled it may affect the misssion possibly even a CTD. http://www.subsim.com/radioroom/down...=1316&act=down Extract to your Single Mission folder, it is not set up as a MOD. Let me know if you find any problems. Peabody |
guys, maybe it would just be simpler to remake a cloned version using the old mission as a blueprint to guide you.
seems it would involve less time and effort that way IMHO |
peabody released the new version just played it no problems sank the yamato and destroyers
lt commander lare |
Sub net still there ?
Did you get a shot at Mogamie ?? How many fish at big "Y" ???:rock:
Great Misson:yeah: |
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I've been attempting to do that but have been finding it hard to get the same timing of the ships where they go and so forth. Hopefully, by this weekend I'll have something playable. :hmmm: |
1 fish for yamato i hit the forward magazines and she exploded like i have never seen and the mogami took 3 i didnt hit the magazines on that one
it was great to play the mission again lt commander lare |
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Peabody |
VALOR to all Mates, peabody, cdrsubron7, Lt commander lare
Best mission, up to date:yeah: also Webster THXS.
Here is a version that will work with stock 1.5. If you have any MODs enabled it may affect the misssion possibly even a CTD. http://www.subsim.com/radioroom/down...=1316&act=down Extract to your Single Mission folder, it is not set up as a MOD. Let me know if you find any problems. Peabody |
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Nice work, Peabody. Bravo Zulu. :yeah: |
peabody does great work he is a wonderful asset to the subsim community
lt commander lare |
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Like Cdr lare, said. :salute: |
i just finished playing the mission quite a few times and find it pretty good with things being a little different each time which is nice but the objective seems to be set wrong.
the mission is to stop the yamato to save the pyle but sinking the advance cruiser (or any sort of tonnage equal to it) will trigger the mission complete screen so maybe it should have the objective reset to only trigger if the ymato is sunk rather than just to sink a certain tonnage amount so that the mission wont end before you have actualy completed the given objective. for myself i reset it to only trigger if yamato is sunk and not by tonnage |
I started this issue
I was having CTD with this mission, so I raised the issue in another thread. No fixes appeared possible, as I play 1.5. Then I forgot about it until I saw this thread. I play TMO. I have enabled other mods. Can this mission be fixed so it can be played with those? Don't bother if it takes too long to do so.
I thought it was an interesting and challenging mission, but I never made it out of the harbor before CTD, except for one time. Then it crashed, but the Yamato had left for parts unknown by then. |
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So it would be almost impossible to write a version that would work with any combinations of MODs. I if wrote a mission compatable with TMO and then you add another MOD on top of that, it may still crash. You simply put: the mission looks for the items it was written with and if it can't find them it will not work. But on the other hand, if you really want to play it, disable your mods, play it in stock a few times and then re-enable your mods when you are done. One of the nice things about using JSGME. It will take a lot less time to do that then to try to figure out the problem and rewrite the mission. Peabody |
got it.
I understand. I will try it with TMO once. If it causes a CTD, I will try it in stock. Thanks for the explanation.
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php file
I try to download and I get a php file. what is that?
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http://www.subsim.com/radioroom/down...=1316&act=down Try that link, it should give you a 7zip file (.7z) Peabody |
Peabody
I get downloand_1.php. I used your link, too. Meanwhile, send another boat in to sink the Yamato. I can't get to Palau.
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Try it from here: http://www.filefront.com/14595181/PalauGauntlet1_5.7z Peabody |
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