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It's not so much the text message, as it is the "how"...
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I've received radio messages about "historical" events at the appropriate time in SH4 (stock, v1.3 & v1.5). If I save after the message is received and later load that save, the message will be received again, even several in-game days later, especially if other messages have occurred since the first reception. SH3 did this as well, and GWX 3 could be a bit annoying, as every time I loaded a save as I crossed the atlantic in my 9D2, I would get the same message again after loading the save. Given the volume of messages in GWX, I have had 5 messages repeat for a few "weeks" every time I loaded to continue the game. This is most likely to insure that you don't miss the "important" messages. Or the programmers were all newbies and can't write good code. At this point in the PC (or console) gaming world, I don't expect much to be as it should. Barracuda |
The war is over and I've survived it for the first time. :D
The ending of the war was pretty dismal to say the least, I'll say no more about it. :doh: The FOTRS campaign didn't have 1 game crash in it, I'm pretty impressed with that I can tell you. :up: I played from Midway and I never got the opportunity to come to grips with a Task Force, there were sightings of them on the Nav Map and in the message box but they were always too far away, maybe next time I'll get lucky. :yep:One thing I learned from this campaign was how to take "THEM" on, you know "THEM" they're those DD's that could hear or find you in the deepest darkest depths of the pacific. I can only say to those players that go deep like I used to do is "DON'T" they only have to find you once and you can't defend yourself at 500ft deep. :up: Overall I'm giving the game 9\10, well done modders, well done. :D:up: |
Excellent Moonlight. Improvements are forthcoming to make that a 10 of 10 in the future! :lol: Thanks for the "thumbs up"! There will be another version shortly, with a few more tweaks. Time frame unknown since we keep finding little nigglies...
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... but why are those type messages in the Sound folder anyway? Most likely for co-ordination with the Radio Sound itself, that as it broadcasts, the text pops up... ?? What happens if we move them to the "messages.txt" file??? Who listens to a stock radio "broadcast" all the time anyway? Has anyone ever checked it to see if it "keeps time" correctly, to "broadcast" the messages when appropriate anyway? I mean, the text portion of the game uses the same "clock" as the sound portion after all... Possible future tweak, moving them to the "messges.txt" file... hmmm... maybe it ain't "layed to rest"... [tinker tinker] |
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I've checked the radio after the (txt) messages come in, and had the messages play. Reloaded and turned the radio on, and entered time compression, and upon receiving the message, the radio news plays... I only checked it once though. I would suggest that you try it and confirm, just to be sure. It's been several months since I tried this. I may be mixing SH4 with another game. I have a ton of games. Since my 8mhz 8086.:haha: More recent entries sometimes blur when I'm working a lot! Barracuda |
Hey guys. How did you get the flak bursts to show up visually in FOTRS? Trying to get the AA puffs to show up in TMO RSRD.
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Did someone say that the Donor "Silent Hunter 4 Narwhal Mod" would be made compatable with the FOTRS? Also, should we not have other mods enabled with this in progress one? :Kaleun_Wink:
Jack |
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https://www.youtube.com/watch?v=etD43ozQFYY Which occurred from a sound that was only milliseconds too long for the game to play correctly. Instead, it overwrote memory, and got "stuck in the craw" of the audio engine. Now, we've found several other sound issues with this game, and even copying Stock, have encountered issues with the engine that were around in the initial SH3 release - ala the AntiSubNet_int.wav sound, somewhat referred to as "The New Sound"... https://www.youtube.com/watch?v=USwHcdogDwc (I wish there was a way to make these windows smaller...) Initially, I thought it was the Longitude lines causing the noise, but it's actually the render distance of the game, when you get within 20km of a net and it gets generated, you get the sound... very strange. The way the devs "fixed" it? They muted the sound... wow. So that's our "fix" for SH4 also. Our "fix" for this particular text message issue, originating from the sound folder, will most likely be similar, in that I'm going to try to break the tie between the text messages and the radio, which appears to be "controlled" by the ini files. I haven't even begun to try to test this. Quote:
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It's definitely preferable if you do not add any other mods to the mix while you are doing the CTD (Crash Test Dummy) "work". It (should) makes it much easier for us tracking down issues - last issue excluded... :lol: As for other mods, while we haven't done anything "official" sounding, there are cdrsubron7's Single Mission files, which are a blast, already in there, along with a Quick Patrol of his. We've also converted Bismarck1011's Quick Patrols for the Aleutian Islands, and they're in there - excellent stuff, including some history. So, be sure and check all of those out. We've also tested the Bigger Better Protractors and it seems to work just fine, but is not "officially" supported just yet. We will have more forthcoming, and have several in a folder that have to be "certified" just yet... |
Yes, we're still noodling with Ultimate. My latest modification is putting the ST Radar into the game. The ability to have a Radar unit in the Night (Observation) Periscope will allow a completely submerged sub to access your surface search radar units (the PPI or A-scope). This feature was not implemented in the stock game, or any other mod for that matter, but it will be in Fotrs Ultimate:
http://i175.photobucket.com/albums/w...ee/STRadar.jpg I'm thinking of changing how the surface search SJ radar antennas are used in-game as well. Early on in the war, the antenna's were stationary. They didn't move and required a surfaced sub (or as I have Ultimate now) a "Radar Depth" position to operate. Later in the war the SJ's were capable of extending, as the authentic SD air search antenna could, allowing for submerged use. My plan is to have the late war SJ antennas extend much like the authentic antennas did, plus give the SD antenna the capability from the start of the war to do the same. Along with the ability to "turn off/on" the SD and SJ radars (which the stock game doesn't provide for the SD), Ultimate will have a unique capability to replicate radar behavior. This is no small challenge when we have no fewer than 10 different subs to deal with, and each requires a unique height setting for the antennas. In the case of the ST Radar, the Night periscope is involved too. That's been the issue with getting the ST Radar in-game before now. Not only does the scope need to work as a "visual" sensor, but as a "radar" sensor too......a double function that's not permitted within the game parameters. This work will require a change in the Keyboard and Command task bar buttons to allow for the On/Off function of the SD and SJ, plus the toggling of Raising/Lowering of the late war antennas.....coming soon. |
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The ST radar works on the Tench class in TMO 2.5 . Contact will show up on the nav map but no on the radar scope. ST had a pretty short range from what I understand. Awesome you guys are trying to get it into the game though. |
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I'm suspecting when the target is listed in the "Message Text Box", it's detection warning is coming from either the Sonarman, or the Watch Officer. The Sonarman is of course using Sonar (Sonar Sensor), the Watch Officer is using the raised periscope (Visual Sensor) to detect the target, giving the familiar "Ship Spotted......" Message Text warning. You'll not get the Radarman detecting the target, since it's not the Radar Sensor doing the detecting. |
[QUOTE=CapnScurvy;248186
I'm thinking of changing how the surface search SJ radar antennas are used in-game as well. Early on in the war, the antenna's were stationary. They didn't move and required a surfaced sub (or as I have Ultimate now) a "Radar Depth" position to operate. Later in the war the SJ's were capable of extending, as the authentic SD air search antenna could, allowing for submerged use. My plan is to have the late war SJ antennas extend much like the authentic antennas did, plus give the SD antenna the capability from the start of the war to do the same. Along with the ability to "turn off/on" the SD and SJ radars (which the stock game doesn't provide for the SD), Ultimate will have a unique capability to replicate radar behavior. This is no small challenge when we have no fewer than 10 different subs to deal with, and each requires a unique height setting for the antennas. [/QUOTE] Not sure if this is related, but I'm still having a problem obtaining the SJ radar for my Gar Class sub in March 1942. Shouldn't it be available then? |
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I've been trying to implement the "covers" for the SJ cabinets (their modeled but never used) prior to the "existence" of the radar, but I'm not having success. Without the proper game "command" (or "call") to initiate the models use; or the "call" to remove them when the SJ is available, the stock game prevails........meaning it's having the A-Scope and PPI cabinets on the boat, yet the only way of knowing if your SJ is available is to see if it turns "on" or not (or if its listed on the subs Weapons and Sensors Page). Same with the idea of having the A-Scope display the SD air search, and the PPI display the SJ surface search. The stock game has them attached at the hip with each other....both showing only the SJ results. The stock game SD displays results on the Nav Map, or in the Message Text Box, but doesn't even show air contacts on the two radar screens. I've got the two units displaying plane detection (as they should), but that's a modified feature. The stock game radar was never fully developed. Until an "SH4 Patch" is developed to address some of the games hard coded short comings we'll never be able to get it to work right. |
This is all great stuff but it takes time. We have a GREAT version out there now, so think that CapnScurvy's new stuff is well worth waiting for. In the meantime our campaign three horsemen of the apocalypse are also working on great things for the future.
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We'll have to add the "Headless Horseman", or some other moniker to having CapnScurvy help with a portion of that now... :lol: :har: sorry Cap'n... :03:
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