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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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When C3 files needed resaving in Goblin I assumed it was because they were initially created in S3D, but Mary was made in Goblin/Gr2Editor exclusively so something else is at play here. Did NOC_Ben and NKC_Grisou also give you these problems? These two ships don't have FX files at all and they weren't based on NRTW template so that could narrow down the issue. Anyway, with 2.2.20 update coming, I'll wait with any changes until it's out, and then I think I will keep two versions of my mod separately downloadable: a full "stock" version and a small "only the things I've added since last TWoS update" patch for anyone who plays TWoS and wants to test new ships as they appear :) |
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In veeeery mysterious ways indeed ...:yep: I'll try to upload tomorrow RC version of v2.2.20 update and the museum rendering mod I was talking about. I'll also then explain to you in details how to use it and to replicate these problems. I doubt that we will ever find real explanation for what is going on without some real programmer with SH5 experience, but in the end it doesn't really matter. We learned to track down, isolate and fix the problem and that's all we need for stable gameplay.:yep: |
OK Kapuhy here we go.:)
You can find on this link RC3 version of the upcoming v2.2.20 update and the test mod we were talking about...https://www.mediafire.com/file/ibthu...apuhy.rar/file Install the v2.2.20 update as usual and activate optional mods you wish. Add manually "Kiel+Museum rendering test" mod to your JSGME and activate it last in your list. From this moment on, your "World" nation in the museum is set to display ALL available air and sea units, including env units, landing crafts, lifeboats ect which usually wouldn't be shown in the museum.:yep: Several Land units which couldn't be displayed in the museum will be rendered in special historical mission called "Kiel_VIIC rendering test+Land Units" which is now added to your game. The Kiel harbor it self is also important part of the test as well. Now, how to perform rendering test: - First, enter the game and start historical mission "Kiel_VIIC rendering test+Land Units". Select full speed ahead, ask navigator to return to course and use TC until you reach last way point (it's OK to use nav map view). Exit to main menu... - Now, enter Museum and scroll down to "World" nation which now contains all remaining units. Prepare for a lot of clicking and check all units from left to right, all the way to last airplane. (U-Flak may need some time to load and one iceberg may have problems with cameras but this is nothing to worry about). And there you have it, the units rendering test is complete.:yep: By doing all of this dance, you have effectively simulated one long patrol with a departure from the "heaviest" harbor in the game (Kiel) with the encounter of all available units and objects. If you use TWoS v2.2.20 only you should pass this test without problems. Now, for a start, replace Sea/NOC_Mary files from TWoS with your original files and repeat the rendering test again. You'll see that the game will CTD at some point, after the coastal tanker have been rendered in the museum... |
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Edit: From a quick look, contrary to what I thought your fix did not disable Coastal Tanker's SH5 effects, that's very good news. Seems you found a way to fix this without losing any functionality whatsoever :up: |
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Small note regarding RC3 update I sent you, It's identical to official update I've uploaded today, only change log differs...:yep: |
U-31 reports: new British ship type sighted off Irish coast:
https://i.imgur.com/04yPam8.jpg It's estimated it will be ready for mass production in about a week, after sea trials are complete :) |
Soon there will be more cargo on the sea than destroyers. :up:
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So, the new ship - a typical British raised quarterdeck steamer - is basically ready for relase, but during testing I encountered a bug that in some cases might cause CTD when rendered together with certain other TWoS units and I am postponing relasing it until I'm certain it's fixed. Here's screenshot of how it looks in game:
https://i.imgur.com/34YmpYs.jpg Meanwhile, I've laid down keels of three new ships - two passenger and one cargo. Progress so far: https://i.imgur.com/bUZYxXZ.png |
Beautiful work!!
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