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I have not looked at the mod, there's too much files in there and from where I stand every file can be the problem, I just wouldn't know where to look. My suggestion is track back to an older version, and move forward one step at a time until you get a CTD again.
You could also go in reverse trying to isolate the problematic file, and then the problematic chunk, but generally it's easier to start over from the last working version. |
the thing is I had to change a few things to try and add two tubes to the boat.
She needs 6 forward and 2 aft. I think all is ok but for the .dat ... k |
Have you also copied the zones? I wouldn't know if this can cause CTD, but worth a try.
[edit] try one tube first instead of both.... |
no not the zones...
will try one tube then ... is the node number important or can my tubes stay at the end of the file ? thanks k |
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Hi,
I would like to say the it was a good jesture to remember LeoVampire in your new update. Was he the guy killed in a car accident? KUrtz |
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http://forums.ubi.com/eve/forums/a/t...5/m/9661064165 Leo Vampire was the "force majeure" of the ROW mods, and in his case, it was heart problems, IIRC. Anyway, RIP to both... |
8 tubes on german side implemented !
I gave new id numbers to the torpedo doors nodes and voilą,
an axis side submarine with 8 torpedo tubes, this means probably that the game's maximum number of tubes per boat is 10, either US or german/japanese side. Keltos 8 tubes sub, soon to become a Kaidai 3 : http://files.filefront.com/IJN+Jyuns.../fileinfo.html |
@Ktl_KUrtz, as Carotio mentioned Leo (Dave) had problems with his heart and went beyond his own illness to finish up some of his work. He was an early S3D adopter and made good use of it with his mods. Thanks Dave...
@keltos, good job, I saw it already in your own thread. :) |
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would you know why only 6 lights appear on the console when the 8 tubes works ? also : the attack map shows only 6 tubes, but eight are there if you switch using "W" ? on the loadout : it's correct. keltos |
No idea keltos. I'm sure it's possible, but you probably need to do some more digging. Compare with fleetboats that have 6 front tubes. I don't suspect it's configured through the binary files, probably just somewhere in the upcs.
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More news from the animation front, S3D will support real time preview of animations (both mesh and keyframe). This will allow you to edit animations without even needing to test in game.
It's not perfect (because you can't control much of the animation, it's synced to a global timer) and does take significant cpu cycles (my viewer is a cpu-hog in general anyway), but it does the job and makes life oh-so-much easier yet again. Here's a sample of Tomi's engine room animations I've worked on... http://sh4.skwas.net/media/S3D_Anims.wmv I am aiming for a new release with this functionality including zones editor not too far away. The only thing left atm is finalizing mesh import. |
Now that's impressive.
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Very Impressive Skwas.
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BTW, the units in a SH4 dat file? A decameter. 10m.
Ie: want a node on the bow of Yamato, which is ~263m overall? 263/2= 131.5, or 13.15 units in SH4. |
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