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-   -   Realism- and gameplay-related hardcode fixes for SH3.EXE (https://www.subsim.com/radioroom/showthread.php?t=174225)

Captain Wreckless 04-27-13 01:57 PM

I'm confused about something. :stare:

The readme for V16B1 says:

2) Preparing the Supplement-Mod
Note: The Supplement-Mod is essential, not optional !!!
a. Extract the Supplement to V16 Mod archive
b. Put the patched sh3.exe into that mod (into the same folder where the 4 DLLs are located).

Then you add the messages, AI-uboats for the wolfpack mod and Stiebler4B save and then load via JSGME.

Why is the patched sh3.exe file included? As far as I can it is not modified again.

When the mod is loaded, does SH3 then use the sh3.exe file in the mod and not the default file in the main directory?


Mike

Hari123 04-27-13 03:48 PM

Hello!

I´ve problem with the installation of the patch. I had a running&modded version of sh3. Then i tried to install the patch but when I tried to start sh3 the following message box came:

Error loading hsie2.act
Incompatible sh3.exe version found.
hsie2.act not started.
Patches not applied.


So delete all SH3 files
Made a clean and fresh install of SH3
Installed GWX3.0
Activated all JSGME Mods but no 4gb patch
Made all installations steps for V1.61
Activated Supplement mod

started SH3 via SH3 Commander but:

Error loading hsie2.act
Incompatible sh3.exe version found.
hsie2.act not started.
Patches not applied.


So whats wrong there? (SH3 is patched to 1.4)

BigWalleye 04-27-13 04:08 PM

Quote:

Originally Posted by Captain Wreckless (Post 2047987)
I'm confused about something. :stare:

The readme for V16B1 says:

2) Preparing the Supplement-Mod
Note: The Supplement-Mod is essential, not optional !!!
a. Extract the Supplement to V16 Mod archive
b. Put the patched sh3.exe into that mod (into the same folder where the 4 DLLs are located).

Then you add the messages, AI-uboats for the wolfpack mod and Stiebler4B save and then load via JSGME.

Why is the patched sh3.exe file included? As far as I can it is not modified again.

When the mod is loaded, does SH3 then use the sh3.exe file in the mod and not the default file in the main directory?


Mike

When the mod is loaded using JSGME, the sh3.exe file in the mod folder is written over the clean sh3.exe file in the sh3 main directory. But first, JSGME saves a copy of the original sh3.exe before that file is overwritten. JSGME does that backup process for every file it overwrites. Now when you start SH3, the patched copy in the main folder is used. Meanwhile, your unpatched file is safe and sound in a JSGME backup folder, and you can revert to it quickly using JSGME whenever you want or need to. By patching a copy of the executable and activating it with JSGME, the patched version becomes just another mod and you don't risk corrupting your clean install.

Captain Wreckless 04-27-13 05:43 PM

Quote:

Originally Posted by BigWalleye (Post 2048065)
When the mod is loaded using JSGME, the sh3.exe file in the mod folder is written over the clean sh3.exe file in the sh3 main directory. But first, JSGME saves a copy of the original sh3.exe before that file is overwritten. JSGME does that backup process for every file it overwrites. Now when you start SH3, the patched copy in the main folder is used. Meanwhile, your unpatched file is safe and sound in a JSGME backup folder, and you can revert to it quickly using JSGME whenever you want or need to. By patching a copy of the executable and activating it with JSGME, the patched version becomes just another mod and you don't risk corrupting your clean install.

Thanks BigWalleye. I knew JSGME made backups of the files and it never occurred to me it would do the same thing with the .exe file. D'oh! :doh:

Mike

Captain Wreckless 04-29-13 04:05 AM

Quote:

Originally Posted by VONHARRIS (Post 2047656)
Yes , it can be done on one condition.
You shouldn't let the menu_1024 and the en_menu.txt files of the LRT to be overwritten by anything.
If a mod requires changes to the menu_1024 and/or en_menu.txt files do them manually , after checking what these changes are.
The Winmerge tool is very handy in that occasion.

Hope that helps
Gute Jadg Herr Kaleun

Where can I find this Winmerge?

Thanks,

M

VONHARRIS 04-29-13 06:50 AM

Quote:

Originally Posted by Captain Wreckless (Post 2048666)
Where can I find this Winmerge?

Thanks,

M

Just google Winmerge and you will find it.
It is free software!

BigWalleye 04-29-13 06:57 AM

Quote:

Originally Posted by Captain Wreckless (Post 2048666)
Where can I find this Winmerge?

http://winmerge.org/downloads/

Shareware, free download. Very intuitive. You think about doing it, you do it. I wish programs I paid money for were this well developed!

Captain Wreckless 04-29-13 06:26 PM

Quote:

Originally Posted by VONHARRIS (Post 2048699)
Just google Winmerge and you will find it.
It is free software!

OK. Thought it was SH3 specific software.

Thanks.

Mike

Captain Wreckless 05-04-13 02:42 PM

Hi all,

I'm trying to learn how to merge files and I've run into a problem and I'm not sure what to do. I'm trying to do add the AI-Subs for the Wolfpack mod.

The instructions say to look for the last [Unit xxxx], and the last [Unit xxxx. waypoint x] and then add the AI-subs after that.

My problem is, I don't have a last waypoint for my last unit. :wah:This what I have for my last unit:

[Unit 5854]
Name=GE Medium Hansa Combifreighter#3
Class=KMSSHansa
Type=102
Origin=German
Side=2
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=true
GameEntryDate=19400404
GameEntryTime=0
GameExitDate=19410101
GameExitTime=0
EvolveFromEntryDate=false
Long=978516.000000
Lat=6421465.000000
Height=0.000000
Heading=322.899689
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

Then starts:
[OrdnanceUnit 1]
Name=AntiSubNet#1
Class=AntiSubNet
Type=501
Origin=Netherland
etc...

There are waypoints for the OrdnanceUnit. There are waypoints for previous units though.

Right now I have only 2 mods installed while I practice this and make sure it works:

GWX Wilhemschafen...
Extras for Wilhemsshafen...

Does it make a difference whether the ships are stationary (ie: no way points) or moving (ie: with way points)? How should I proceed?

Thanks


Mike

Wreford-Brown 05-05-13 01:17 AM

Quote:

Originally Posted by Captain Wreckless (Post 2051385)
Hi all,

I'm trying to learn how to merge files and I've run into a problem and I'm not sure what to do. I'm trying to do add the AI-Subs for the Wolfpack mod.

The instructions say to look for the last [Unit xxxx], and the last [Unit xxxx. waypoint x] and then add the AI-subs after that.

My problem is, I don't have a last waypoint for my last unit. :wah:This what I have for my last unit:

[Unit 5854]
Name=GE Medium Hansa Combifreighter#3
Class=KMSSHansa
Type=102
Origin=German
Side=2
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=true
GameEntryDate=19400404
GameEntryTime=0
GameExitDate=19410101
GameExitTime=0
EvolveFromEntryDate=false
Long=978516.000000
Lat=6421465.000000
Height=0.000000
Heading=322.899689
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

Then starts:
[OrdnanceUnit 1]
Name=AntiSubNet#1
Class=AntiSubNet
Type=501
Origin=Netherland
etc...

There are waypoints for the OrdnanceUnit. There are waypoints for previous units though.

Right now I have only 2 mods installed while I practice this and make sure it works:

GWX Wilhemschafen...
Extras for Wilhemsshafen...

Does it make a difference whether the ships are stationary (ie: no way points) or moving (ie: with way points)? How should I proceed?

Thanks


Mike

The answer is in the red text - it's a docked ship therefore no waypoints.

You should be able to add the AI subs after the Unit 5854 paragraph and before [OrdnanceUnit 1]

Captain Wreckless 05-05-13 01:29 AM

Quote:

Originally Posted by Wreford-Brown (Post 2051582)
The answer is in the red text - it's a docked ship therefore no waypoints.

You should be able to add the AI subs after the Unit 5854 paragraph and before [OrdnanceUnit 1]

Thanks. I'll give that a try.

Mike

Captain Wreckless 05-07-13 09:31 PM

Got it to Work! Woo Hoo!:rock:

Mike

Lokisaga 05-25-13 11:41 PM

Questions about h.sie's Mod
 
Hi all,
First I would just like to thank everyone here for being so helpful in answering my previous questions. You folks are great. Now, for my new questions:

1. I downloaded my copy of SHIII from Steam. Will that affect how I install h.sie's hard-coded fixes?

2. The readme states that numerous issues with refueling/restocking at milk cow u-boats have been fixed, but has the issue with the game erasing all of the renown from the current patrol when you visit the milk cows been fixed?

3. The readme states that certain changes have been made to reflect the "torpedo crisis" the Bdu experienced during the early years of the war. However, I'm wondering if the mod simulates the persistent unreliability issues in the G7e/T2 torpedoes? My understanding is that the G7a's were fairly reliable, but that a Kanlun was better off firing Bernard out of a tube rather than a G7e/T2, and that they simply had to wait for the G7e/T3's to get a reliable electric torpedo.

Thanks.

Lokisaga 05-31-13 01:08 PM

Help?
 
Hello all,
I tried installing h.sie's mod and it didn't work. I think I've got everything cleaned up, and I'm ready to try again but I've got no idea how to do it. I have GWX 3.0, and I got SHIII from Steam. I've tried the reading the readme but that didn't help either. Any ideas? I'm sorry if I'm the wrong forum for this, or if this issue has already been addressed. If so, just point me in the right direction and I'll be on my way.

Thanks.

Montekidlo 05-31-13 01:53 PM

I don't know nothing about steam versions of SH3. But here is what I know. Before patching it's important to have Sh3 1.4 version and SH3 should not be protected by starforce.

Then all you need to do is place your Sh3.EXE into the V16B1 patch kit folder <you need to check the .exe file if it can be patched, run Patch_SH3.bat> and if everything is ok rthen run option selector to select the options you wish to use for patching, then ht OK, the patching will take less then half second. After that you can place patched sh3.exe into the main directory of the SH3

also check the manual if you haven't done yet.


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