SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Open Horizons II (https://www.subsim.com/radioroom/showthread.php?t=189818)

vdr1981 01-28-14 03:49 AM

Quote:

Originally Posted by Serge65 (Post 2168846)
This list of errors http://www.subsim.com/radioroom/show...postcount=4808 is not as big as it seems, there are a lot of repetition, such as: A with B, B with A, etc. It's all minor bugs, was possible not to pay attention.
The ctd with the museum (Hyoteki) was caused using cmdr_AIShip instead of cmdr_AISubmarine.

Here everything is fixed:http://yadi.sk/d/JkvuS39KGrC24, JSGME ready or replace manually.

I was unable to verify these air bases (RAF and JP) in the game and I can't find where used the air bases GB_MG? Maybe they do not need?

Tnanx Serge, the list is much shorter now...

Code:

Duplicated Id :4A595FF03720BA9B
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Land\LAB_LargeAirBaseGB_MG\LAB_LargeAirBaseGB.dat at : 95
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Land\LAB_LargeAirBaseGB\LAB_LargeAirBaseGB.dat at : 95

Duplicated Id :4E86109B8140BA9B
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Land\LAB_NormalAirBaseGB_MG\LAB_NormalAirBaseGB.dat at : 95
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Land\LAB_NormalAirBaseGB\LAB_NormalAirBaseGB.dat at : 95

Duplicated Id :10A8526D8EE074E8
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Sea\NF_boat\NF_boat.dsd at : 102
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Sea\NF_boat\NF_boat – Kopio.dsd at : 102

Duplicated Id :B4968416D6E074E8
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Sea\NF_boat\NF_boat.dsd at : 194
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Sea\NF_boat\NF_boat – Kopio.dsd at : 194

Duplicated Id :E78FF5245E4091EC
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Submarine\NS_Ko_Hyoteki\NS_Ko_Hyoteki.sim at : 311
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Submarine\NS_Ko_Hyoteki\jap_sub.sim at : 105

Duplicated Id :1C9C07C9C7C091EC
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Submarine\NS_Ko_Hyoteki\NS_Ko_Hyoteki.zon at : 103
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Submarine\NS_Ko_Hyoteki\jap_sub.zon at : 174

Duplicated Id :BAD2228CBBC191EC
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Submarine\NS_Ko_Hyoteki\NS_Ko_Hyoteki.zon at : 419
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Submarine\NS_Ko_Hyoteki\jap_sub.zon at : 490

Duplicated Id :CA58238CBAC191EC
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Submarine\NS_Ko_Hyoteki\NS_Ko_Hyoteki.zon at : 627
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Submarine\NS_Ko_Hyoteki\jap_sub.zon at : 698

Duplicated Id :6A59577185A191EC
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Submarine\NS_Ko_Hyoteki\NS_Ko_Hyoteki.zon at : 835
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Submarine\NS_Ko_Hyoteki\jap_sub.zon at : 906

Duplicated Id :A0494A6A380191EC
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Submarine\NS_Ko_Hyoteki\NS_Ko_Hyoteki.zon at : 3842
    C:\Users\vdr\Desktop\OPEN HORIZONS II v2.4\data\Submarine\NS_Ko_Hyoteki\jap_sub.zon at : 3913


gap 01-28-14 05:00 AM

Quote:

Originally Posted by Serge65 (Post 2168846)
This list of errors http://www.subsim.com/radioroom/show...postcount=4808 is not as big as it seems, there are a lot of repetition, such as: A with B, B with A, etc. It's all minor bugs, was possible not to pay attention.

That was exaclty my point, since the beginning (see below) :yep:

Quote:

Originally Posted by gap (Post 2168259)
Guys please look at the list of the Id conflicts still present in OHII.

MUCH lesser than before (well done guys) :up:

Quote:

Originally Posted by gap (Post 2168290)
If you look closely at the list that pissed Trevally off so much, you will notice that after the fixes by Serge only very few files are affected by Id conflicts (most of the entries are relative to different addresses within the same files). 'Remapping' them is a matter of minutes in s3d.

Is my english that poor? :hmmm: :)

Quote:

Originally Posted by Serge65 (Post 2168846)
The ctd with the museum (Hyoteki) was caused using cmdr_AIShip instead of cmdr_AISubmarine.

Well spotted :up:

Quote:

Originally Posted by Serge65 (Post 2168846)
Here everything is fixed:http://yadi.sk/d/JkvuS39KGrC24, JSGME ready or replace manually.

:yeah:

What should be done now, is checking that mods which were once compatible with OH weren't made uncompatible by the recent Id changes, and updating them where required. RPM Hydrophone is an example, but there might be a few others.

On a side note, I think we have learned a lesson at last: checking a single unit or equipment for mistakes is relatively easy if you know where to look (its creator surely does); checking many units/equipmets by different modders can be a real PITA though an Trevally, indeed, can't keep track of all of them.

I suggest us giving ourselves a simple protocol, if I can. Any modder wanting to provide new stuff for OHII, should propose hiw work after estensive testing of each single new item, and should provide it together with one or more test missions for Trevally to quickly check that everything is in order. Should we fail to do so (I often do, relying on others for testing my files :roll:) we should inform Trevally about it, for him to decide what is better for OH.

Routine tests should include:
  • checking that by accident we didn't introduce an Id that is already used by stock game, OHII, FX Update or any other major mod adding many new units, equipments, effects or controllers to the game*;

  • the loading of newly added units in single mission, as well as in campaign and in museum where possible;

  • loading one or more campaigns after/before running the test mission with the new stuff.

* The chance of this happening if we only used GR2 Editor and/or Goblin Editor as our main tools, is quite low though. Should the new item be edited in S3d using a yet existing file as template, it is always a good rule making the best of the random Id generator and of the Id remapper inbuildt in skwas editor.

Quote:

Originally Posted by Serge65 (Post 2168846)
I was unable to verify these air bases (RAF and JP) in the game and I can't find where used the air bases GB_MG? Maybe they do not need?

Probably leftovers, but better waiting for a sure answer by Trevally. Should that be the case, I suggest removing those files from game: there is no need to burden it with unused stuff. :salute:

THEBERBSTER 01-28-14 06:37 AM

An OHII v2.4 mega mod. (Mods that work with OhII v2.4) Or just a list of the mods in the correct order and where to find them.

This list or mega mod only contains mods that are compliant and new ones tested would then be added to it.

When someone then has a problem it would be easy to see if he/she is using other non compliant mods. They take out the non compliant mods and test to see if the problem is still there.

The problem should now no longer be there. They will then have to decide which of the non compliant mods they have been using they are going to try to continue with.

It's just an idea of a way to get everyone using the same hymn sheet. If the compliant mods numbered say 60 at some point. The choice of which of the 60 is going to be used is then down to the user.

Silent Steel 01-28-14 07:49 AM

Quote:

Originally Posted by THEBERBSTER (Post 2168878)
... just a list of the mods in the correct order and where to find them.

This list or mega mod only contains mods that are compliant and new ones tested would then be added to it.

When someone then has a problem it would be easy to see if he/she is using other non compliant mods. They take out the non compliant mods and test to see if the problem is still there.

It's just an idea...

Seconded.
Not just any idea - necessary and called for :up:

Trevally. 01-28-14 12:48 PM

Quote:

Originally Posted by Raven_2012 (Post 2168430)

What does Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.4_by_ Trevally mod add, I did see much in readme.

see here http://www.subsim.com/radioroom/showthread.php?t=166104:up:

Trevally. 01-28-14 12:48 PM

Quote:

Originally Posted by vdr1981 (Post 2168445)

Leaving Bergen for those Arctic Convoys... I'll send you reports.:salute:

:salute:

Trevally. 01-28-14 12:53 PM

Quote:

Originally Posted by Serge65 (Post 2168846)
This list of errors http://www.subsim.com/radioroom/show...postcount=4808 is not as big as it seems, there are a lot of repetition, such as: A with B, B with A, etc. It's all minor bugs, was possible not to pay attention.
The ctd with the museum (Hyoteki) was caused using cmdr_AIShip instead of cmdr_AISubmarine.

Here everything is fixed:http://yadi.sk/d/JkvuS39KGrC24, JSGME ready or replace manually.

Thanks again Serge:salute:

I will start on the next version and add your patch to post 1 until v2.5 is released.
Guys - it would be nice to overhaul all the airlayer by country (as posted above) - Gap has said he would look at USSR and Italy.
Anymore want to do their own country or others:06:

Raven_2012 01-28-14 02:11 PM

Is there a quick easy way to remove the Chimney smoke? Like just take out some files, or would that delete some other things?

Quote:

Originally Posted by Trevally. (Post 2168973)


Serge65 01-28-14 02:18 PM

Quote:

Originally Posted by vdr1981 (Post 2168851)
Tnanx Serge, the list is much shorter now...

These files: NS_Ko_Hyoteki.sim, NS_Ko_Hyoteki.zon, NF_boat – Kopio.dsd, LAB_LargeAirBaseGB_MG\LAB_LargeAirBaseGB.dat, LAB_NormalAirBaseGB_MG\LAB_NormalAirBaseGB.dat - don't required, delete them.

Trevally. 01-28-14 02:19 PM

Quote:

Originally Posted by Raven_2012 (Post 2169001)
Is there a quick easy way to remove the Chimney smoke? Like just take out some files, or would that delete some other things?

post your mod list

Trevally. 01-28-14 02:22 PM

LAB_LargeAirBaseGB_MG

These files are left overs for work on MG - they are not used and can be removed.
The correct ones are LAB_***AirBaseRAF

gap 01-28-14 02:51 PM

@ Trevally

have you seen my questions? :D

Quote:

Originally Posted by gap (Post 2168268)
Am I correct in supposing that aircraft radius = max range (as set in cfg file) / 2 ?
Are those radiuses affected by the vicinity of nearby airfields of the same country (I guess no, but you neve know)?
IIRC, by clicking on airfields on the navigation map, we can see the radius of their aircraft. Are those graphics updated automatically, or we need to twek them manually to reflect the changes made?

Thank you for your answers, Trev :salute:


TheDarkWraith 01-28-14 02:51 PM

You all need to be careful about changing IDs. The EXE has many hard coded IDs in it and if you change one of them then you will surely get a CTD. I don't have a list of all the IDs that are hard-coded in the EXE.

I would be safe and say any object that came with the game as stock needs its ID left alone.

You also have to be careful about IDs that belong to Granny objects. Those IDs are based on the name of the object in the Granny GR2 file. Changing the name thus changes the ID also (I have not figured out how to convert name to ID). But if you change an ID belonging to a Granny object and don't change the name to match the ID you will surely CTD.

Raven_2012 01-28-14 02:53 PM

I mean from this mod, when I added it, it has chimney smoke. Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.4_by_ Trevally

Here is current mod list I am toying with:
Code:

Less Intrusive Cursors
NDB,NDH OM#1 - No Dialog Indicator
new_KM_binos
Das Boot Departure Theme
Accurate German Flags
MightyFine Less Annoying Footsteps 1.0
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 8.a Wave Mechanics - Breeze
Water reflections intensity varied by available sunlight by TheDarkWraith
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_Das_Boot_Crew_Mod_by_Illyustrator
IRAI_0_0_39_ByTheDarkWraith
SH5_Starshells_patch
AFFOE_v1.51_EUF(available by date) V9 by sober
A Fistful of Emblems v1.51 (Weathered)
Cerberus62 Corrected Depth Charge Projector 1.0
Critical hits 1.1 Torpedos
Critical hits v 1.2
AMMO_v1.0_SH5_by_Raven_2012
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Church's Compass Dials Mod v2.2 - Option Three
gap - HD 1 deg Scope Bearing v 1.0
EQuaTool 01.01 by AvM - Kriegsmarine Woody Regular Style
IO_StrategicMap_7_4_2_for_TDWv742
IO_MapCourseLine_normal pencil_mod
Trevally Automated Scripts v0.6
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Harbour & Kiel Canal Pilot v3.1
Patrolsearch autoscriptsV04
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
OPEN HORIZONS II v2.4
FIXED ID FILES_1
Fifi mods for NewUIs V2
smaller flags for Warships 1_0b
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
Enhanced FunelSmoke1.2_by HanSolo78
SteelViking's Bunker Fixes V1.0
Small_trees_SH5_V1
Dooms Decks for VIIABC41 1.4
silentmichal's interior mod 1.2.4
sobers multi color mod V5
SH5_7A_Conning_Fix
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.4
Nazi Medals
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7_1_0_To_7_5_0
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Equip_Upgrade_Dates_Chart
Real_Battery_Lifetime_Fix_Mod_V_1.0_TDW_UI_7_4_2
Disabled Sonar Ping-TDW NewUIs _7_4_2_ compatibile
Moon_light_mod
MarineQuadratKarte
Washington Radio Tracks
New German Radio Stations
DBSM_Music_1_0_4
DynEnv v2.9 - 12. Sounds
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
U-Boat Watch Crew Routine SFX
Sam's Sounds
SDL - Add Last OHII 2.4

I thought about deleting these from Harbor mod, since TDW chimney smoke has these file, but I thought maybe there are other things in there beside smoke related to the harbor mod.

\data\Terrain\Locations\CustomAreas

My ideas are strange because I am a noob at this stuff. So forgive me.

Quote:

Originally Posted by Trevally. (Post 2169006)
post your mod list


THE_MASK 01-28-14 02:54 PM

Quote:

Originally Posted by Raven_2012 (Post 2169001)
Is there a quick easy way to remove the Chimney smoke? Like just take out some files, or would that delete some other things?

OPEN HORIZONS II v2.4\data\Terrain\Locations\CustomAreas
Comment out the folders .


All times are GMT -5. The time now is 12:53 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.