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Oh well, no point crying over spilt milk. It's here now and that's what matters. Cheers once again for a great mod! :rock: |
Some clarifications
v1.0 contains a DSD file v4.0 contains only a AVS Media Player file Are these mods incremental or does v4.0 replace v1.0? I replaced v1.0 with v4.0 and I have many CTDs when loading a saved game...however maybe this is not the cause |
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????? I think you look into a wrong MOD ! :hmmm: In this MOD there are only one file ( a .dat file !) that must be activated in the data\library Folder ! Best regards, Magic:salute: |
Hiya,
Just a thought, it might be because he has the .dat file extension (for video files) registered to AVS media player. Best Regards Aces |
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Yes you are correct, v1.0 was a .dsd file. v2.0+ were .dat files. |
well...I have continuous CTD when loading saved games played with this mod
SH3 GWX GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 GWX - Axis Mediterranean Aircraft Skins GWX - Enhanced Damage Effects GWX - Integrated Orders GWX - Late War Sensors Snorkel Antennas GWX - Main movie - 'Das Boot' GWX - No Medals on Crew GWX - Open Hatch Mod LifeBoats&Debris_v2_A WideScreen_SH3_V1 Loading Screens Mod 2 MFM-Interim-Beta MFMBeta-EnglishNames MFM-EnglishNames SH3MoonMod USS_LongIsland OLC's Modified Searchlight Beams for GWX3 OKW_Funkmod_v_1_2 EAX_Sound_Sim_SH3 SH3_oggvorbis3 Hitler Speaks M.E.P v3 M.E.P v3-Patch MEP v3 VisualSensors for gwx3 SH-5 Water for GWX 3.0 V0.9 20 Km Atlantic campaign (default) MFM-v3-Neutral-Skins-1940 MFM-v3-US+UK_Skins19420201 GWX-SmartKeys Damage_caused_by_fires_TheDarkWraith |
Damage caused by fires is another mod than depth charge water disturbances.
Download depth charge water disbances 4.0 again and tell us which file it consits. |
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The mod list is with depth charge mod disabled I have ctd when loading a saved game played with depth charge mod |
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DarkWraith,
Great mod mate, really adds to the game. Just a thought i had, as no one seems to be able to tell for certain what to set the life_time=xx values to, to give the best result. I was wondering would it be possible to make a number of files with different values that could be loaded randomly through SH3 Commander? Then the player would not know what to expect each time the game loaded, from escorts that are nearly immpossible to shake off to escorts that would be fairly easy to evade. This could then simulate different sea conditions,experience of sonar operators etc. The player would still need to take care as they would not know which file had been loaded. If this is possible could someone please show how it is done? regards and thanks for a great mod slipper |
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I'm pretty sure it's possible... this mod is only one file, is that correct? I downloaded it but haven't played with it yet. But if it's only one file it should be easy. Actually it should be easy even if it's more than one, still very much doable.
I don't have access to my game files ATM but it's just a matter of creating the different versions of the relevant file and then setting up the proper folder structure containing those versions so Commander picks one at random and writes it into the game each time you launch SH3. :yep: |
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If someone else doesn't answer today I can do so when I get back to the PC with my game files on it this evening.
I've used the Random feature in Commander for other stuff so I know I've got one working randomized mod in there already with the correct structure. |
Thanks for the replies both.
different copies of the same files would be great DarkWraith, i tried to edit them but no luck. As regards the random feature of SH3 Commander i am not really sure how it works, so better to stay quite unless i give the wrong info :). Hopefully Frau Kaelun or someone can explain. thanks again regards slipper |
This just requires a few lines in the randomized events folder (SH3CMRD\CFG\Randomized events)
"~~~~~~~~~~~~~~~~~~~~~~ ;This file contains details of events where randomisation of values are to occur. ;The section is the name of the file containing the event, including the full path ;from the "data\" level. Prefix each section name with #: to ensure that the name ;is unique. There are two types of randomisation available: ;1. A simple randomisation where a random value is selected from a set range. Usage: ; <SectionName>|<KeyName>=<Integer or Float+precision>|<Lower>|<Upper>|<Randomise mid patrol Y/N?> for text files OR ; <Offset value>=<Integer or Float+precision>|<Lower>|<Upper>|<Randomise mid patrol Y/N?> for binary files ;2. A "ChooseFrom" randomisation where one set of values are chosen from any number of sets ; Set ChooseFrom to equal the number of different sets of data, or a higher number if you want to simulate percentage chance ; Set RndMidPat to 1 if you want randomisation to occur mid-patrol, 0 if not ; Prefix each dataset with #_ ; ;Include ApplyToPeriod=<Start date as YYYYMMDD>|<End date as YYYYMMDD> as the first ;entry in the section to set the date range for settings to apply. ; ;If you are adding more malfunction or sabotage effects, please prefix the section ;name with either Mal or Sub respectively so that SH3 Commander can include or ;exclude appropriately based on user selection under SH3 Options. ; ;This file or entries can be deleted if feature unwanted. ; ;==VERSION FOR GWX 3.0 ONLY==" and not separate files for each event. If one uses the random folder (SH3CMDR\Random) then separate files are needed, and the process is much more complicated. |
It's just a matter of the correct folder structure, then you put different versions of the same mod in the proper place within that structure.
I *think* the way it works is, inside the Random folder, you make a folder named 19390801 This tells Commander to start randomizing the data inside that folder on any date from Aug 1 1939 onward, so the feature is always in effect when you load the game. Inside that folder, you have folders named 01 02 03 and so on, one numbered folder (in sequence) for each different version of the mod or file. That's the part I'm not completely sure about, the names of those folders - will have to check when I get back to the other PC. Inside each of those folders would go a copy of the mod's 'data' folder, but each 'data' folder would have a different version of the mod's file in it. Commander would then choose one version from all the available versions, at random, every time you load the game via Commander. Since it's only one file and I don't think there's a risk of it conflicting with anything else you might have enabled elsewhere, I'd say it would be easier to do it all through Commander if you want to vary things up. As long as you always start the game through Commander, the mod would be enabled in one version or another. |
So we just need clarification on the folder names for the random feature. Once that is clarified I can release a new version of the mod with an addition for SH3Commander's random function.
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Yep.
It would also be possible to set up a mod for Commander that could be enabled via JSGME and put everything in its proper place in the Commander folder automatically, just like you were modding the game folder. For this I would recommend a separate installation of JSGME for use with Commander. The advantage would be the ability to use JSGME to take everything back out easily if that becomes necessary or desirable for some reason. Otherwise, I think it would just be a matter of creating the '19390801' folder and putting everything in it that needs to be there, and people could copy/paste it into Commander's Random directory. For folks who are already using the Random directory for other stuff it would be a little more complicated, but if they are using it they probably know how it works and how to set up additional randomized data-sets along with what they already have. |
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What we could do is set it up by date rather than random so the effect lessens during the course of the war. That could give you a good 45 mins head start and a 350m radius through the first part of the war reducing to 10 minutes and 50m later in the war based upon broad brush Asdic changes. May 1942 - introduction of type 144 Apr 1943 - introduction of Q attachment to type 128 Sep 1943 - introduction of Q attachment to type 147 Easy enough to do: http://www.mediafire.com/?pscwga39htop0m0 |
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