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-   -   Soundman STILL not Calling.../contact.cfg (https://www.subsim.com/radioroom/showthread.php?t=196957)

Dogfish40 07-20-12 05:54 PM

Benno assleep??
 
Quote:

Originally Posted by TheDarkWraith (Post 1911804)
Make the change above to
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
and redo your test and see if the sonarman isn't 'alive' now.

And yes, deactivate the no hydrophone on surface mod

TDW. I looked this up, and Benni is asleep, should I try changing this?
If so, will it revert again??

TheDarkWraith 07-20-12 05:54 PM

New version of crew wake_up patch coming. I figured out how to overcome the load, reload bug regarding crew :D

TheDarkWraith 07-20-12 05:55 PM

Quote:

Originally Posted by Dogfish40 (Post 1912083)
TDW. I looked this up, and Benni is asleep, should I try changing this?
If so, will it revert again??

Changing it will do nothing. Already spent hours chasing that down to no effect. New version of crew wakeup will hopefully put an end to this bug for good...

TheDarkWraith 07-20-12 06:03 PM

Well I got the sonarman to wake-up without having to load, reload :D Man he was on the ball! Soon as the ASW test mission started he was calling out the contact that was near. He failed to call out the long range contacts when they came into range though so I'm looking into why now...

The great thing was when the contact went into the sub's dead area he lost contact as expected. When it came out of the dead area he was all over it reporting new contact again!

The \data\Cfg\Contacts.cfg file will have a big impact on this re-acquiring from dead area.

Dogfish40 07-20-12 06:47 PM

Quote:

Originally Posted by TheDarkWraith (Post 1912085)
Changing it will do nothing. Already spent hours chasing that down to no effect. New version of crew wakeup will hopefully put an end to this bug for good...

One more thing though, when I call on the watch crew (or the soundman) to give me the closest contact you know. I get a message box answer only, but no sound byte. Is that supposed to be that way. Benno will follow contact with sound and message box. But no Report closest merchant ect.
D40 (gotta' go, be back shortly) :salute:

TheDarkWraith 07-20-12 07:00 PM

Quote:

Originally Posted by Dogfish40 (Post 1912096)
One more thing though, when I call on the watch crew (or the soundman) to give me the closest contact you know. I get a message box answer only, but no sound byte. Is that supposed to be that way. Benno will follow contact with sound and message box. But no Report closest merchant ect.
D40 (gotta' go, be back shortly) :salute:

I think that has to do with missing sounds and not a patch to fix. Your post here: http://www.subsim.com/radioroom/show...5&postcount=41 is probably why there is no sound (missing sound entries)

Side note: just figured out why single missions crash after a certain amount of time. Making a patch for it also to avoid this crash and CTD :D

TheDarkWraith 07-20-12 07:50 PM

new patcher released (v1.0.44.0) that revises the Crew wake-up patch. Also adds patch to fix CTD in single missions after some period of time.

Dogfish40 07-20-12 08:33 PM

Quote:

Originally Posted by TheDarkWraith (Post 1912114)
new patcher released (v1.0.44.0) that revises the Crew wake-up patch. Also adds patch to fix CTD in single missions after some period of time.

Checkin' it out.
Thanks
PS: As for missing sound files though, I just reinstalled the game last night and checked that file and it looked the same. So I'm not sure if the files are actually missing or just not getting triggered.
I have to find out how the files are actually cued. I've seen a file or two with tons of .ogg files with all kinds of dialogue. I wonder if the German version has all the dialogue... just a thought. Anyway, that dialogue .cfg file looked to me at first like this very thing. The mechanism that triggers or cues the dialogue, but heck, I'm just learning some of this and I can't tell.
More shall be revealed.
Downloading your Patch, :up:
Thanks TDW
D40 :salute:

TheDarkWraith 07-20-12 08:36 PM

Quote:

Originally Posted by Dogfish40 (Post 1912133)
Downloading your Patch, :up:
Thanks TDW
D40 :salute:

Let me know if it wakes up your sonarman (and crew) or not :up:

TheDarkWraith 07-20-12 08:45 PM

I'm starting a new campaign with all my patches enabled to see how my crew reacts with the new patch. Also testing out my new GTX690 (arrived today) :D

TheDarkWraith 07-20-12 09:31 PM

Sonarman and crew still aren't doing their job :shifty: I'll have to run the debugger while playing the game in campaign to see why now...Everything works perfect in single missions...

Dogfish40 07-20-12 09:53 PM

Quote:

Originally Posted by TheDarkWraith (Post 1912165)
Sonarman and crew still aren't doing their job :shifty: I'll have to run the debugger while playing the game in campaign to see why now...Everything works perfect in single missions...

Yes, Definitely. I'm getting almost everything perfect in the single missions.
By the way, I was getting an error message using the generic patcher;
'File version different than expected' , this is when I went to load the new one. I thought I had loaded it fine but when I got no difference in the watch I went to double check it. I disabled everything then when I went to re-enable the patch I got this message. I couldn't do anything to make it work. However I could load yesterdays patch again or the collisions patch works OK. What did I screw up??:O:
D40

TheDarkWraith 07-20-12 09:56 PM

Quote:

Originally Posted by Dogfish40 (Post 1912176)
Yes, Definitely. I'm getting almost everything perfect in the single missions.
By the way, I was getting an error message using the generic patcher;
'File version different than expected' , this is when I went to load the new one. I thought I had loaded it fine but when I got no difference in the watch I went to double check it. I disabled everything then when I went to re-enable the patch I got this message. I couldn't do anything to make it work. However I could load yesterdays patch again or the collisions patch works OK. What did I screw up??:O:
D40

Sober's having same problem. I'm updating patcher again here in a few because I see what needs to be done for the crew to wakeup in campaigns (had to use debugger while in campaign) :up:

TheDarkWraith 07-20-12 11:05 PM

Problems fixed. Crew is now alive in campaigns. See my patcher thread in SH5 mods forum for new version :up:

The only 'issue' left with this crew wakeup patch is removing the TC penalty. Anything over TC32 appears to be a random chance if they 'see/hear' anything. TC32 or lower they 'see/hear' everything...

Dogfish40 07-21-12 02:58 AM

Quote:

Originally Posted by TheDarkWraith (Post 1912196)
Problems fixed. Crew is now alive in campaigns. See my patcher thread in SH5 mods forum for new version :up:

The only 'issue' left with this crew wakeup patch is removing the TC penalty. Anything over TC32 appears to be a random chance if they 'see/hear' anything. TC32 or lower they 'see/hear' everything...

:up::up::up::up:
D40
PS; TDW, Do we have to do any disabling of previous patches or parts before installing over those?


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