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-   -   [WIP] silentmichal's new interior mod (https://www.subsim.com/radioroom/showthread.php?t=200862)

Tonci87 05-02-16 02:21 PM

I can report a Problem in combination with Wolves of steel.
In the area north of Wilhelmshafen the game will always CTD if you enter a specific area (roughly between the islands Wangerooge and Mellum and east of Mellum). I guess there is some unit around that the game doesn´t know how to handle, if this is enabled together with WoS.

Any ideas what might be causing this?

vdr1981 05-02-16 02:30 PM

Can you please provide map screenshot of the area?

Tonci87 05-02-16 03:24 PM

Quote:

Originally Posted by vdr1981 (Post 2401584)
Can you please provide map screenshot of the area?

Sure

http://i1081.photobucket.com/albums/...psiasfksf2.png

The game will CTD one (ingame real time) minute after this. It will also CTD when I try to sail eastwards around that island. 100% reproducable

TheBeast 05-02-16 11:47 PM

looking into it...
 
Quote:

Originally Posted by Tonci87 (Post 2401582)
I can report a Problem in combination with Wolves of steel.
In the area north of Wilhelmshafen the game will always CTD if you enter a specific area (roughly between the islands Wangerooge and Mellum and east of Mellum). I guess there is some unit around that the game doesn´t know how to handle, if this is enabled together with WoS.

Any ideas what might be causing this?
http://i1081.photobucket.com/albums/...psiasfksf2.png

The game will CTD one (ingame real time) minute after this. It will also CTD when I try to sail eastwards around that island. 100% reproducable

I am also using TWOS 1.05/10 and currently experiencing this problem in exact same place but only if I am in the Type VIIB and only if I have my SuperTurms_FX_SubFlags MOD installed. The Type VIIA had no problems even when using my SuperTurms_FX_SubFlags MOD.

I have been looking into this issue and I am creating a Index of .dat,.dsd file type Node ID's.

I suspect a Node ID conflict with the White light Buoys that are around the tiny island.
Not sure if the conflict is with a Node ID in my MOD or my MOD just makes issue present itself, but I will be soon.

I've had my version of Room_QR1 installed the entire time and haven't had any issue's as yet with this new version I just uploaded.
The new version also contains two new install options
- Food does not vanish over time.
- No Food at all.

Still on first Campaign doing South Western Approach now.
Not sure if Med CTD issue still exists as yet and would appreciate some feedback.

Regards!
TheBeast

vdr1981 05-03-16 01:14 AM

There was really handy tool made by Privateer for duplicated I'd. Try to google it...duplicated id finder or something...
However, I went down this road many times and I don't think that simmple id conflict is the cause for the issues but I hope you guys will prove me wrong.

TheBeast 05-03-16 07:43 AM

Quote:

Originally Posted by vdr1981 (Post 2401681)
There was really handy tool made by Privateer for duplicated I'd. Try to google it...duplicated id finder or something...
However, I went down this road many times and I don't think that simmple id conflict is the cause for the issues but I hope you guys will prove me wrong.

I use to have that tool/utility but not sure how thorough it is. It does not work with .GR2 and other newer file types associated specifically with the GR2 Model.
Simple Node ID, LOL. Why did they bother making a Node ID verifier Tool if so simple.
Might want to ask Skawsjr about seriousness of a Node ID conflict.

vdr1981 05-03-16 08:03 AM

Did you ever manage to intentionally reproduce duplicated Id ctd in sh5?
how small are the chances for duplicated node id ever to occur?

gap 05-03-16 04:36 PM

TheBeast is correct in stating that Privateer's duplicated IDs finder cant track down GR2 IDs.
The chance of two randomly generated IDs being identical, is pretty low (there are are billions of possible IDs), but human errors can make this evenience more likely. Silent3ditor comes with an usufeful ID remapping feature, which makes the remapping of the IDs of a set of dat, sim etc. files possible in a few click. If you suspect that one of OHs buoys has some IDs vonflicting with silentmichaels mod, the said remapping tool might come in handy :)

vdr1981 05-04-16 09:12 AM

Welcome back gap !
There was a lot of talk about id issues on forums, yet I never observed mentioned problem in actual gameplay.

Anyway, I'm pretty much done with eye candy mods without any gameplay functionality.
However, when I get back home, I'll try to create several test missions which should prove to you guys that duplicated IDs or even problematic mods it self have nothing to do with current game instabilities asocieted with heavily modded sh5.

vdr1981 05-04-16 09:16 AM

@ The beast
I can't answer your pm in detailes now. You should post your questions in twos thread and search for possible answers in my signature.

TheBeast 05-20-16 06:12 PM

Dupe ID's
 
Took a while to compile a list of all the ID's but I am certain there are no Dupe ID's shared between the Buoys and Room_QR1.

I did make a small changes and the Interior has been 100% compatible with TWOS for the past couple weeks and I am currently based in Lorient.

I am using the Room_QR1_No_Food version.
I also removed RayTracedHalo's from the Table Lamp and Toilets.
- Renamed Room_QR1\data\Library\Room_Int_LampHalo.dat to Room_Int_LampHalo.dat.bak so it doesn't get loaded.

I removed the Halo's after performing several tests on Exhaust Smoke that I've also removed from the Player Submarine.
I even tried using 3 different ship funnel smokes. If any exhaust is active on Player Submarine, All caused CTD in TWOS when nearing a Port.

Darojax 07-02-16 12:02 PM

Absolutely great work here, thanks.

I'm really in love with the quarter room dining place. Is it possible to implement ONLY this part of the mod somehow?

silentmichal 07-02-16 07:14 PM

Yep that's possible but if you want to have just dining place (excluding toilet, new bed, new Enigma machine etc.) you have to know it involves lots of work (cause you have to edit QR1 file and as we all know that's a bit tiresome).


Forgot to add some time ago: TheBeast, your work is as always awesome :yep:

Darojax 07-03-16 06:39 AM

Alright cheers. : )

I would be using this mod if it wasn't for the open toilet doors. I tried going into the mod files using the GR2Editor with the intention of just closing those doors, but not sure how to begin even.

silentmichal 07-03-16 08:17 AM

Initially I wanted to make these toilet doors open- and close-able. Although I haven't made any bigger research about it ;)


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