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-   -   [REL] FOTRS Ultimate Project (https://www.subsim.com/radioroom/showthread.php?t=226270)

cdrsubron7 07-04-16 06:39 PM

I've eliminated the problem with the British and German Conte Verde missing in the Platform Library on the ME. Don't know if my method was correct, but all I did was delete the two files in the Roster Folder for these ships.

As for the Museum, it still crashes. I've never used the "large address aware patch" before. And yes I'm using 64-bit.

propbeanie 07-04-16 06:59 PM

Quote:

Originally Posted by Rockin Robbins (Post 2416639)
... The reason that FOTRS stepped in it is that the base mod for FOTRS is TMO. It was not a product of Maddy's. He is German, by the way. The last thing Maddy would do is eliminate German boats.

Did you maybe just discover the *real* reason for v2 only being for WotP 1.4?... Stay tuned, more rumors tonight at eleven...

Apparently, while I was "composing" one of my posts above, there were like four others that came in. I saw cdsubron7's while doing my quoting, and thought that was the one. However, there were like three?... Therefore, most of that one post deserves to be taken out back and summarily "terminated, with prejudice". I'll think I'll go do that now.

In the meantime, look in the WIP folder in the group location, and find the SM folders zipped up (TSM_AuthorUnknown.zip), as I mentioned previously. I think it's the RakJap7 Mis that actually shows up as like "Nagato Test", and the catapult ship is used in that, and does fine.

Back to trying to crash my audio in FotRS Ultimate v0.5, download is complete... I'll be back sometime tomorrow - maybe. Lot's of testing to do... :wink:

Berserker 07-04-16 08:17 PM

fotrs/data/roster/japan/sea/ tus Close to the bottom of the list...A very big ship...

J0313 07-04-16 08:56 PM

Quote:

Originally Posted by Rockin Robbins (Post 2416639)
I'm trying to think what a TUS might be and I'm coming up snake-eyes. If there is a TUS in the stock game, whatever it might be--prolly my brain arcing agan--it would also be in FOTRS Ultimate. With a few noteable exceptions mods add to the game and don't subtract.

I'm afraid years back we did have a bit of a tiff where one set of mods cut the U-Boats off and another cut off the Fleet Boats, but we won't tolerate that now. As a matter of fact, it appears that FOTRS stepped in that pile of........okay! And we aim to make sure U-boats are fully enabled.

The reason that FOTRS stepped in it is that the base mod for FOTRS is TMO. It was not a product of Maddy's. He is German, by the way. The last thing Maddy would do is eliminate German boats.

I think its a United States Tug. Ooop's, sorry I was thinking of something else. I'll shut up now.

cdrsubron7 07-04-16 09:27 PM

Quote:

Originally Posted by Rabid Wolverine (Post 2416658)
fotrs/data/roster/japan/sea/ tus Close to the bottom of the list...A very big ship...

Is this the ship your referring too?

http://i67.tinypic.com/1zzp2tt.jpg

Berserker 07-05-16 01:21 AM

If that is not a Contra Verdi,then it must be the TUS...About 40,000 tons of her...Give me a chance and I will trim off a few pounds via MK14...:D

XTBilly 07-05-16 02:40 AM

Cdrsubron7, as I already told you, I'm your greatest fan. I've had enormously good time playing your SH1 missions (some hundreds of them):). If someone told me that single missions will put the random campaign encounters in shadow, I'd laugh. But this was the case with your missions.:up:

Now that you've got "enhanced" tools in your hands, and what tools! Pure naval porn as RR said!:haha::rotfl2: I'll play everything that comes out of the hands of a Master. The words Kido Butai pierced my Achilles Heel. Two hands up from me!:yeah::salute:

Billy.

XTBilly 07-05-16 03:22 AM

I've had all kinds of problems trying to import some ships from 2.0.
After the v2.0 graphics importing, I've had problems with v1.3 ships that were functioning correctly before the graphics import.
The signs are the same. The problematic ship is not moving with the waves and it's flag is stationary. It immediately causes a CTD after a hit.

It seems that the v2.0 ships NEED the v2.0 graphics as the ships were made to function using them. And the opposite. Once we have v2.0 graphics running, we must have the v2.0 ships also as they were reworked in order to use the graphics.

I proceeded and copied the v2.0 ships, overwriting the v1.3 ones. That solved the problem. They're functioning again ok. The catapult freighter and cruise ship are working ok on my system. That's because I've imported their v2.0 versions, overwriting the older ones in the \Sea folder.

That's what I've learned, the hard way.:)

Edit: The AOTD team created FOTRS v2.0 for SH4 v1.4 because they claim that v1.4 is a much more stable platform for multiplayer gaming. I'm sure they've had their reasons.

Regards,
Billy.

propbeanie 07-05-16 04:50 AM

Found me an old post that may have a bearing on the sound issues:

http://www.subsim.com/radioroom/showthread.php?t=179447

So there's a reason for mono files, and other tidbits in the post...

CapnScurvy 07-05-16 07:07 AM

Quote:

Originally Posted by XTBilly
I've had all kinds of problems trying to import some ships from 2.0.
After the v2.0 graphics importing, I've had problems with v1.3 ships that were functioning correctly before the graphics import.
The signs are the same. The problematic ship is not moving with the waves and it's flag is stationary. It immediately causes a CTD after a hit.

It seems that the v2.0 ships NEED the v2.0 graphics as the ships were made to function using them. And the opposite. Once we have v2.0 graphics running, we must have the v2.0 ships also as they were reworked in order to use the graphics.

I proceeded and copied the v2.0 ships, overwriting the v1.3 ones. That solved the problem. They're functioning again ok. The catapult freighter and cruise ship are working ok on my system. That's because I've imported their v2.0 versions, overwriting the older ones in the \Sea folder.

So, is this change you've made in the v0.5 Alpha? If not, we need to get it into the mix. Since I'm almost done with my Optical/Interior work, it would be nice to know I'm working with the most current files when going through the Museum for possible issues.

Has the Command Buttons (along the bottom of the HUD screen) been looked at? I know one thing that's at issue is the A-Scope and PPI radar buttons are switched (a stock game issue that wasn't addressed by FOTRS). Also, in this same vain, I'm wondering if anyone has had the "Range to turn" button actually work?? This is supposed to give you a measurement of how far you can go, at the current speed. Yet, I've never gotten the thing to work....the text box just reads "...not available". I'm suspecting this item MAY have worked at some point (maybe v1.4), but it doesn't seem to work with v1.5. Just wondering if anyone has gotten the thing to work as intended. If its a hard coded issue (which I think it is) we might as well get rid of the button....don't you think?

=================

Double R, you played Avalon Hill's Midway game too!!! My buddies and I wore that game out! I wish I still had it.....threw it out with my baseball cards!! I could kick myself. :/\\!!

max-peck 07-05-16 07:35 AM

Hi Capn

I was using the v0.5 Alpha build last night, and the only issue I had in the museum was one Japanese ship - the new Nagara, as detailed on the previous page
I can also confirm that the 'max range at current speed' button worked for me.
Told me 13000 something miles at my current speed (I was at ahead standard)

Rockin Robbins 07-05-16 08:05 AM

Quote:

Originally Posted by CapnScurvy (Post 2416716)
So, is this change you've made in the v0.5 Alpha? If not, we need to get it into the mix. Since I'm almost done with my Optical/Interior work, it would be nice to know I'm working with the most current files when going through the Museum for possible issues.

Yes. All FOTRS 2.0 ships are now integrated into v.05Alpha, for better or worse. Known issues are the ConteVerde for British and German fleets, and the Nagara merchie. Everything else is.......pretty magnificent!:up::up::up:

Quote:

Originally Posted by CapnScurvy (Post 2416716)
Has the Command Buttons (along the bottom of the HUD screen) been looked at? I know one thing that's at issue is the A-Scope and PPI radar buttons are switched (a stock game issue that wasn't addressed by FOTRS). Also, in this same vain, I'm wondering if anyone has had the "Range to turn" button actually work?? This is supposed to give you a measurement of how far you can go, at the current speed. Yet, I've never gotten the thing to work....the text box just reads "...not available". I'm suspecting this item MAY have worked at some point (maybe v1.4), but it doesn't seem to work with v1.5. Just wondering if anyone has gotten the thing to work as intended. If its a hard coded issue (which I think it is) we might as well get rid of the button....don't you think?

All those issues need to be investigated and squashed. I agree that a button with no function might as well be replaced by something useful.

I've been using TMOKeys so I can't comment on keyboard commands. I know radar depth has been a problem with the standard FOTRS keyboard. I know that when we went to v.05 keyboard commands should not have changed from v.04.

=================

Quote:

Originally Posted by CapnScurvy (Post 2416716)
Double R, you played Avalon Hill's Midway game too!!! My buddies and I wore that game out! I wish I still had it.....threw it out with my baseball cards!! I could kick myself. :/\\!!

No kidding! It's the reason I still have most of the Japanese fleet memorized to this day. They could make a killing selling replicas to old codgers like us, while the whippersnappers would look at all the complex and sometimes overly complicated rules and turn based structure and......remember anvil attacks, where you could attack a unit from one direction, forcing all the AA fire to shoot him down while you did your main unopposed attack from another side? That one would drive the younguns absolutely crazy! I can hear it now "That makes no sense at all! You're telling me that the cruiser would expend all its effort to kill the one unit and leave 5 squadrons of torpedo planes from the other direction totally untouched?" At that point they would just spontaneously detonate. Forget about spontaneous combustion.:D:D

But Midway and Afrika Corps were my games, and I spent a terrible amount of time playing them!

Rockin Robbins 07-05-16 08:12 AM

Quote:

Originally Posted by XTBilly (Post 2416691)
I've had all kinds of problems trying to import some ships from 2.0.
After the v2.0 graphics importing, I've had problems with v1.3 ships that were functioning correctly before the graphics import.
The signs are the same. The problematic ship is not moving with the waves and it's flag is stationary. It immediately causes a CTD after a hit.

It seems that the v2.0 ships NEED the v2.0 graphics as the ships were made to function using them. And the opposite. Once we have v2.0 graphics running, we must have the v2.0 ships also as they were reworked in order to use the graphics.

I proceeded and copied the v2.0 ships, overwriting the v1.3 ones. That solved the problem. They're functioning again ok. The catapult freighter and cruise ship are working ok on my system. That's because I've imported their v2.0 versions, overwriting the older ones in the \Sea folder.

That's what I've learned, the hard way.:)

Edit: The AOTD team created FOTRS v2.0 for SH4 v1.4 because they claim that v1.4 is a much more stable platform for multiplayer gaming. I'm sure they've had their reasons.

Regards,
Billy.

If you have reasoned it out, then we have to remove the 1.3 ships from Ultimate or find out what the differences are and do surgery. Let's find out if Nagara is from 1.3. Then let's see what the differences are from a similar ship. My spreadsheet should sort it all out for us.

v.05 does what you did. All 2.0 ships have overwritten v1.3 ships. But Nagara may not have had a 2.0 ship to overwrite it.

cdrsubron7 07-05-16 08:57 AM

Quote:

Originally Posted by XTBilly (Post 2416689)
Cdrsubron7, as I already told you, I'm your greatest fan. I've had enormously good time playing your SH1 missions (some hundreds of them):). If someone told me that single missions will put the random campaign encounters in shadow, I'd laugh. But this was the case with your missions.:up:

Now that you've got "enhanced" tools in your hands, and what tools! Pure naval porn as RR said!:haha::rotfl2: I'll play everything that comes out of the hands of a Master. The words Kido Butai pierced my Achilles Heel. Two hands up from me!:yeah::salute:

Billy.

Patience my young padawan. :salute:

Rockin Robbins 07-05-16 09:06 AM

http://i196.photobucket.com/albums/a...psfe2a2mzs.png
http://i196.photobucket.com/albums/a...pskmwnyfbv.png
http://i196.photobucket.com/albums/a...psz8f12ixl.png
http://i196.photobucket.com/albums/a...ps1p756y2g.png


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