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-   -   GAAAAH this is really frustrating - CTD again! (https://www.subsim.com/radioroom/showthread.php?t=168614)

frau kaleun 05-03-10 05:59 PM

Okay - here is what I have (with just a GWX3 install, no mods enabled) in the data\Roster\Denmark\Sea folder:

http://www.subsim.com/radioroom/pict...pictureid=1986

And here's the data\Sea folder:

http://www.subsim.com/radioroom/pict...pictureid=1987

Some of the files in the first directory have matching folders in the second one (like NECT), but a lot don't appear to... does LLS match up to NLLS_? Or is there something I should be looking for by opening the .cfg files for each entry, like the UnitType?

bigboywooly 05-04-10 12:41 AM

Aye one cfg needs to match the other in whats written inside
Most roster cfgs are just the Sea folder minus the N
ie
LSS = NLSS

Some less obvious such as the NOTCW = NCVW

All looks ok from here though double check by opening the roster and sea cfgs together so you can check class name and type= are the same across both

frau kaleun 05-04-10 09:31 PM

Well, for every file in the first directory there's a folder in the second with a .cfg file that has both a matching ClassName and UnitType, so that ain't it.

I do have a couple of other mods that also affect the data\Sea directory but whether or not they do anything to the files that the ones in the data\Roster\Denmark\Sea folder needs to match up with, I don't know and I'm not gonna go through them all and try to figure it out that way. I'll just start enabling them one at a time to see if any of them causes a repeat of the full-blown crashes I was having.

Thanks loads for all your help, guys. If nothing else I know a lot more now about how some of the different bits of the game work together, which is very cool. :up:

bigboywooly 05-05-10 12:23 AM

Quote:

Originally Posted by frau kaleun (Post 1382458)
I do have a couple of other mods that also affect the data\Sea directory but whether or not they do anything to the files that the ones in the data\Roster\Denmark\Sea folder needs to match up with, I don't know and I'm not gonna go through them all and try to figure it out that way.

Ummm what mods
lol
Is possible one of those alters a type= of an already existing unit
= CTD

Failing that when get home will post how to comment out port of Stavanger
May help the slowdowns you were getting with no mods enabled

frau kaleun 05-05-10 08:13 AM

Quote:

Originally Posted by bigboywooly (Post 1382532)
Ummm what mods
lol
Is possible one of those alters a type= of an already existing unit
= CTD

Well that's what I'm thinking could be a possibility especially since the CTDs always happen at that same exact spot but only after there's other traffic passing through it.

Will just be easier I think to enable them one at a time to see if it does make a difference, if so can start looking through the relevant files/folders.

Quote:

Failing that when get home will post how to comment out port of Stavanger
May help the slowdowns you were getting with no mods enabled
Thanks. But you know the lags are momentary and I can live with them if it's just because I'm passing through a heavy traffic area or whatever... as long as it's not making me CTD every time! Just hoping I can find something that clearly causes the latter. If it's something I can fix (or live without if I can't) then that would obviously be preferable but in the long run whatever makes the game playable again w/o worrying about a CTD every time I hit a certain spot.

Wreford-Brown 05-05-10 10:14 AM

Fault finding - the bane of my life! :wah:

Good luck with this one.

bigboywooly 05-05-10 12:02 PM

Ah but you are so good at it WB
:har:

Frau K
Got the names of any of those ship mods ?

frau kaleun 05-05-10 01:15 PM

Here's the list from the start of the thread, this is what I was using on that career:

GWX 3 St Naz and Schluese and other units V4
WB's GWX campaign with VonDos' ships v2.7
TMT v2 + ThomsensShips V4.2
WB - TMT fix
WB - add Q ship
WBNN Mission Orders Lite
GWX - Alternate Loadscreen - Full Circle
GWX - Captain America's Officer Icons
GWX - Enhanced Damage Effects
GWX3.0 Contact Color
GWX3.0 All_Weather_Guns
DD_OH_V3.09_with_GWX_Integrated_Orders
DD_OH_V3.09_ConningDeckCam_Fix_20091210230737
Grey Brown Cloth Map
Scirč-Tikigod- repeated order
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Rapt0r's Unis V2.0 Grey [All Leather No Medals] Modified
FK's Valkyrie Cap Emblem
b25_SF_Grass_Full_V2
electric torpedo trail fix
Flags_enlighten
No continuous 'Ship spotted' V1.2 for GWX3
OLC's Modified Searchlight Beams for GWX3
Pascal_Port_People
sobers real smoke darker and a brown tint1.1
LifeBoats&Debris_v4 [Modified]
FK's Sound Mod
SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default) [ATI FSF]
Sobers 3D waves
Foam
Turm 7B Your Way
Black Boat - VII - NZ

I did two patrols with no freezes/crashes using this combo, didn't have a problem until the first time I hit that one spot in AN34 after the date when other traffic starts passing through there according to the _RND file.

I had already tested some of these individually (or by adding them back to the mix one by one) without any problems before I identified the trouble spot on the map, but I'm not sure exactly which ones - probably half a dozen or so starting with the ones that make major changes or draw a lot of extra resources. I haven't looked through all of them yet to see for sure which ones have a data/Sea folder. I know Lifeboats&Debris does but I think it only changes .val files, I don't remember it doing anything to .cfg files. Also the TMT/Thomsen's Ship's does as well but I'm pretty sure I tested with that plus the TMT fix before I started using it "for real" and again when this problem first came up.

OTOH I wouldn't necessarily have tested anything out in a patrol on or after the date when whatever triggers the CTDs at that waypoint becomes an issue, because I wouldn't have known to target a particular date range and location at that point, so...

Looks like ol' Rufus T. Firefly will be dusting off his white cap and starting another new career, in October 1939 this time. :O:

schlechter pfennig 05-05-10 01:40 PM

Be careful Frau Kaleun! You're already starting to dig deep into things. It won't be long now before the mod bug bites you, and then where will you be? :O:

frau kaleun 05-05-10 01:55 PM

Quote:

Originally Posted by schlechter pfennig (Post 1383091)
Be careful Frau Kaleun! You're already starting to dig deep into things. It won't be long now before the mod bug bites you, and then where will you be? :O:

Check out my list again...

FK's Sound Mod
FK's Valkyrie Cap Emblem

So, uh, too late? Lol.

Actually they are teeny tiny and the second is one I just cobbled together with alternate sound/music files from other mods and my own collection. But still. And I don't even want to think about what might happen if I start playing with custom conning tower emblems again.

schlechter pfennig 05-05-10 02:04 PM

Quote:

Originally Posted by frau kaleun (Post 1383109)
Check out my list again...

FK's Sound Mod
FK's Valkyrie Cap Emblem

So, uh, too late? Lol.

Actually they are teeny tiny and the second is one I just cobbled together with alternate sound/music files from other mods and my own collection. But still. And I don't even want to think about what might happen if I start playing with custom conning tower emblems again.

Doh! :doh:

Actually, if you've seen my mod list, I have one I did, too. Just a little thing regarding depth charge sounds. :oops:

I suspect that I'm gonna start tinkering more and more as time goes on. I've already started prying into things using S3D.

frau kaleun 05-05-10 02:09 PM

Quote:

Originally Posted by schlechter pfennig (Post 1383117)
Doh! :doh:

Actually, if you've seen my mod list, I have one I did, too. Just a little thing regarding depth charge sounds. :oops:

I suspect that I'm gonna start tinkering more and more as time goes on. I've already started prying into things using S3D.

There's also a minor issue with Type VII skins not fitting exactly right that I was looking into, from a thread in the Mods Workshop... *sigh*

Right now I just want to be able to play again without holding my breath all the time wondering if and when my patrol is gonna CTD. :wah:

bigboywooly 05-05-10 02:33 PM

Hmmm seems ok
Though be warned IF you use the TMT v2 + ThomsensShips V4.2 and WBs new 2.7 version
You will have CTD issues
WBs mod changes the LUS to a type=100

[Unit]
ClassName=LUS
UnitType=100

Adding in TMT v2 + ThomsensShips V4.2 on top of that will revert just the Sea folder cfg back to a type=103

[Unit]
ClassName=LUS
UnitType=103

If you want to use the TMT then change the LUS Sea cfg to type=100 but only if you use WBs 2.7

schlechter pfennig 05-05-10 02:43 PM

Quote:

Originally Posted by frau kaleun (Post 1383124)
There's also a minor issue with Type VII skins not fitting exactly right that I was looking into, from a thread in the Mods Workshop... *sigh*

Right now I just want to be able to play again without holding my breath all the time wondering if and when my patrol is gonna CTD. :wah:

Heard that. For a while I was getting random CTDs when I was depthcharged or hedgehogged. It seemed that when either reached a certain depth the game CTDed. I finally got frustrated and did a complete uninstall, wipe/delete/registry clean, then started over from scratch. So far, so good, except for the weird CTDs I get now and then when I start up using Commander. Which --Danke Gott!-- seems to have ceased.

It is extremely frustrating to CTD, and for what it's worth you have my understanding and sympathy.

frau kaleun 05-05-10 02:47 PM

Quote:

Originally Posted by bigboywooly (Post 1383143)
Hmmm seems ok
Though be warned IF you use the TMT v2 + ThomsensShips V4.2 and WBs new 2.7 version
You will have CTD issues
WBs mod changes the LUS to a type=100

[Unit]
ClassName=LUS
UnitType=100

Adding in TMT v2 + ThomsensShips V4.2 on top of that will revert just the Sea folder cfg back to a type=103

[Unit]
ClassName=LUS
UnitType=103

If you want to use the TMT then change the LUS Sea cfg to type=100 but only if you use WBs 2.7


Thanks, noted. :up:

I only stuck TMT in there because I knew there was a fix for it with the Addl Ships mod I already had from WB, and the TMT+Thomsen's Ships didn't seem to make any extra changes to it other than what TMT alone did anyway, which the fix would address once enabled.


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