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-   -   [REL] RFB 1.11 is here. (https://www.subsim.com/radioroom/showthread.php?t=110436)

Beery 04-03-07 09:38 AM

Quote:

Originally Posted by Uber Gruber
Any chance you could get together with Ducimus and Teddy da Bear for sensor tweaks, Teddy did some good work in NYGM and Ducimus has been doing good work for gawd only knows how long but possibly in an independant manner. Would be really cool to have their talents in the pot. :rock:

Everyone is always welcome to join the community modding team. Teddy Bar worked on the Real U-boat mod before he worked on NYGM and most of the pioneering sensor work done for the game's major mods (RUb, GW and NYGM) was done by folks like Stiebler, Jungman, CCIP, Gouldjg, Jace11 and TimeTraveller (names that seem to have been forgotten recently). The work of these folks was immensely important to all the major mods, so it's not all about Teddy Bar, Ducimus or me. Everyone's input is important and, for the good of the game and the community no one's work should be turned away or ignored by any mod co-ordinator, just as (in my opinion) no-one should keep work from the community.

I see no reason why the SH4 Mod Team can't work the same way as the SH3 Mod Team. When everyone has free access to every mod, that's how the best quality large-scale mods like RUb and NYGM come about. RUb could not have existed without the whole community's input and the same was true of NYGM.

No major mod is a one-man show. I'm only the co-ordinator of RUb and RFB. The co-ordinators of these major mods get a lot of sometimes undeserved credit, but the real work is done by the contributors who are the real creative force behind these mods, which is why I think it's important to list each contributor clearly in a mod's readme file (sadly, some mods fail to do this diligently). I wish I could find a better way of listing their contributions, but I've never been able to think of a better way.

I'm rambling on a bit, but my main points are that I'm open to any contributions and I think everyone's work is important. Finally, although mod co-ordinators get a lot of credit, your favourite mod features were probably made by some people you've never heard of.

Jaker 04-03-07 09:45 AM

http://www.my-smileys.de/smileys3/klatschen.gifhttp://www.my-smileys.de/smileys3/klatschen.gifhttp://www.my-smileys.de/smileys3/klatschen.gif

Gammel 04-03-07 01:01 PM

Hello Beery,

iŽd love to try your Pacific Theater Mod, but unfortunately the game crashes to desktop
when youŽre about to enter the campaign office room (after that war progress video is played)
I did select Dutch Harbour as starting base...
Date was April 1942 i guess - tried several entry dates without success.

I already did funny stuff to my SHIV installation ;-)
so the problem is most possible on my side.
But please could you do another test and just give me a report if your mod will work fine on a freshly clean installed SHIV 1.1?
Or is it maybe possible that some more files from RFb are needed to run the PTM stand alone?
Would love to make a patrol from the Aleutians...:cry:
Many thanks in advance!

Beery 04-03-07 01:05 PM

I do constant tests on clean installs of the 1.1 version of the game. Every time I make the smallest change I test it by uninstalling the mod and re-installing it using JSGME. I did at least three tests this morning taking boats out from the Alaska base - all good.

AVGWarhawk 04-03-07 01:10 PM

You da' man :rock::rock::rock:

Gammel 04-03-07 01:16 PM

Thanks for you reply!

i just had the idea it could be the menu.txt being not part of the PTM, will give it a try later.

Gammel 04-03-07 01:42 PM

Small update:
Did further tests:
Aleutian Campaign started april 22 works fine, tested with PTM and RFB:up:


Aleutian Campaign started april 1 crashed, with RFM too (nice intro Screen, btw!) :up:

So i will start an Aleutian Campaign on april 22, 1942 today :rock:
Thanks for that mod!!!
http://img517.imageshack.us/img517/8...3832328fc5.jpg


Don't know if other players did have the same problem with april 1...

Beery 04-03-07 02:18 PM

You're right about April 1st. Hehe, I should have known something would go wrong on April fool's day, LOL.

I'll look into this and see if I can do a fix and get an updated version out today.

Beery 04-03-07 02:29 PM

I found the problem. It's in the CareerStart file. I'm going to do a bit of testing to make sure it's the only problem, then I'll release a new version later today.

04-03-07 02:51 PM

Where is the namograph suposed to show up? The nav map?

I installed RFB v1.10 and no namograph to be found.
Thanx in advance

jimmie 04-03-07 03:12 PM

edit: sorry, my mistake, post deleted.

anyway, to say the least, I was talking about software versioning system (in software development world) and 1.1 is not 1.10 etc.

People who're not in software devlopment world often confuse version system like, after 0.9.9, they think it's 1.0.0 but actually we can go 0.9.10 etc. SH game patch version has not taken strict rules such as odd/even number for stability or build numbers etc (that's for internal real development), however.
Many people also don't know how we developer define "alpha" or "beta" in dev stage but they tend think it's "degree of bugs the app contains" etc.

Beery 04-03-07 04:34 PM

Quote:

Originally Posted by Beery
I found the problem. It's in the CareerStart file. I'm going to do a bit of testing to make sure it's the only problem, then I'll release a new version later today.

Here's version 1.11 of both mods:

The Real Fleet Boat mod

This now also contains U-Bones' campaign fix.

The Pacific Theater mod

Both have been updated with the fix for the "April Fool's Day" bug in the Aleutians.

Beery 04-03-07 04:50 PM

Quote:

Originally Posted by jimmie
anyway, to say the least, I was talking about software versioning system (in software development world) and 1.1 is not 1.10 etc...

My system isn't meant to follow any rules or guidelines followed in the software developing world. What it's meant to do is to make it easy for anyone to quickly understand what mod goes with what version of the game. So...

If a player has version 1.0 of the game only mods starting with 1.0 (i.e. 1.01, 1.02, 1.03, etc.) are built for that version. So mod 1.11 goes with version 1.1 of the game and mod 1.35 will go with version 1.3 of the game). It's a simple rule that has saved players hours of confusion and it's saved me from tearing my hair out, which often happened in my earlier mods when players didn't read the readme file and tried to install mods meant for version 1.4 over version 1.0 of the game.

It's not foolproof, but it is the most fool-resistant system I know of.

akdavis 04-03-07 05:33 PM

Quote:

Originally Posted by Beery
Here's version 1.11 of both mods:

The Real Fleet Boat mod



The Pacific Theater mod

I must have missed something, but what is the other mod?

Beery 04-03-07 06:22 PM

Quote:

Originally Posted by akdavis
I must have missed something, but what is the other mod?

It's the version of the mod for those who just want the additional start dates and the Alaska base. It has nothing else in it. I called it the Pacific Theater mod because the addition of Alaska really means it covers all the Pacific Theater.


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