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-   -   [REL] Trigger Maru 1.7.6 (Updated 24Jan08) (https://www.subsim.com/radioroom/showthread.php?t=115258)

Gunner 10-18-07 04:50 PM

Yep R.R., looks like Duci been secretly working on an udate for TM and from what I read on the imrovements he made, Luved it :rock:

donut 10-18-07 09:11 PM

Thinking you might like the link,& change log
 
Ducimus_Rapax
http://www.ducimus.net/sh4/shawshank.jpg
http://forums.ubi.com/groupee_common...ages/blank.gifPosteddocument.write(''+ myTimeZone('Thu, 18 Oct 2007 01:27:15 GMT-0700', 'Thu October 18 2007 01:27')+''); Thu October 18 2007 01:27 Despite the upcoming patch/upgrade (which i suspect wont surface for another month or so), i decided to tweak TM for a few reasons.

1.) The NSM version that i used. It had a few problems with it. I tried to fix one of them, and compensate for the other. In the end, it just didn't work out well. It was a source of alot of complaints and i agree. I am not updating to a new version of NSM because
a.) in light of patch 1.4, i thought it best to pull it from TM and save myself a headache later on.
b.) Other then more realistic deck gun effectiveness, TMaru doesn't really gain any tangible benifit from NSM. This is not to say that NSM is a bad mod, or needless mod. It is infact, an awesome mod. But right now, its just not meshing very well in the overall sceme of things in Tmaru.

2.) I got tired of seeing all this confustion about installation order. So i opted to make TM, ROW compatiable. So its very simple now, from top to bottom, this is the installation order now (although you can install ROW mods any order you wish):
quote:
ROW Objects Reflections vs1
ROW Ship Reflections vs1
ROW SUB Reflections vs_2
ROW Textures VS_2
ROW Classic Sea Foam
REL_Trigger_Maru_GFX_PAK_2_2
REL_Trigger_Maru_1-6-4


In simpler terms, Install ROW first, then TM GFX pack, and then TM 1.6.4. No more overlaying patches to deal with.

3.) Im going to be going offline in a couple weeks, and moving to a new domicile. During that time its liable to be a week or two before i get broadband back, and ill need something that i can play offline.



Heres the (updated) change log:
quote:


// Made TM ROW compatible
- removed files conflicting with ROW
- intergrated scene.dat, materials.dat, and particles.dat from ROW.
- Row cloud mod, and light_zones_special not neccessary
- copied row sub reflections for german uboat into TM, You will get the following file conflicts, it is ok to overwrite:

"Turm9c_3_hd.dat" has already been altered by the "ROW SUB Reflections vs_2" mod.
"NSS_Uboat9.dat" has already been altered by the "ROW SUB Reflections vs_2" mod.
"NCVE_Akitsu.dat" has already been altered by the "ROW Ship Reflections vs1" mod.


//intergrated TMpatch 1.6.3 into the main mod.

// removed erronous data/sea/sea directory. (oopsy!)

// Ensign Dinsdale, renamed to Ensign Parker. (Sailor Steve @ subim.com - you win)

// Reverted to ship damage/sinking system to modified stock mechanics used in TM 1.5

//changed sub availbility dates for pearl harbor flotilla for Gato and Balao to 1942-03-01, and 1943-03-01. This will hopefully resolve any "transfer not available" problems when ending the new construction missions. WARNING: Do not transfer before you have completed all sea trials. What will happen is you'll still have a sea trial to complete, but have to leave from pearl harbor to complete it.


// repeat patrol fix where missions are rotated every 3 months is now the default installtion. See "repeat_patrol_fixes.rtf" in the support directory for details.

// added minor ship equipement corrections (missing guns, etc) by tater

// added IJN type 13 radar fix:
removes the broken type 13 air radar that acts as surface radar in error. Also removes other radars from ships that should not have them (sampans, etc), and corrects radar dates. Mod by tater and LukeFF

// added Akitsu rudder fix, mod by Jace 11

Things that i tried to do in this version but failed:

1.) Removing the target destroyed (or "shes going down) sinking message. I can remove the message itself, but i can't find the timestamp the game places before the acutal message. But if i can't remove the timestamp, there really is no point in removing the message because once you see the timestamp, you know you got him.

2.) I tried upping the light factor to make night surface attacks more feasible. Initial testing was not promising, and i subsequently scratched the idea for now.


In the future, theres only two things id really like to do. Get a better visual sensor implentation for the AI, and maybe modify the sub physics to behave more realisticly. Without getting into too many details, personnaly i prefer a negative boyancy approach. This way you can bottom the boat if you want. Time will tell i guess, it all depends on what works. Some variables and tricks from Sh3 do not behave the same in SH4. Anyway I see myself doing one, MAYBE two more revisions after patch 1.4, but i am making no promises on either:
- A patch compatabilty version,
- then later a revamp AI visual sensors and/or sub phyiscs.


Known issues:
- Gramaphone not displaying properly when the game is run at really high resolutions.
- I used what i think is a 12KM max visible distance scene.dat (from ROW) in this version. So you, the player will see smoke on the horizon, or ships out at that range. I did not adjust the visual sensors for the crew nor the AI, which is still tuned to around 8-9KM. So if you see a ship in the far distance, but your watchcrew doesnt spot tell around 8,000 meters, don't panic. http://forums.ubi.com/images/smilies...very-happy.gif


Hmm, what else, oh yeah, a d/l link would help i guess.

(93.5 MB, mod is split in two sections as always, i just compressed them both at the same time is all)
http://files.filefront.com/REL+Trigger+Maru+164+FULL7z/;8824414;/fileinfo.html

http://www.ducimus.net/sh4/sh4_sig.jpg
The US Submarine Service was comprised of less then 1.6% of all US Naval personnel in the Pacific. Yet accounted for 54% of the 10 million tons of military and merchant shipping lost by the Japanese during WW II.

Ducimus 10-19-07 01:07 AM

Since my bannation has lifted, ive updated the front page. Changelog as cited by donut is as follows:

Quote:

// Made TM ROW compatible
- removed files conflicting with ROW
- intergrated scene.dat, materials.dat, and particles.dat from ROW.
- Row cloud mod, and light_zones_special not neccessary
- copied row sub reflections for german uboat into TM, You will get the following file conflicts, it is ok to overwrite:

"Turm9c_3_hd.dat" has already been altered by the "ROW SUB Reflections vs_2" mod.
"NSS_Uboat9.dat" has already been altered by the "ROW SUB Reflections vs_2" mod.
"NCVE_Akitsu.dat" has already been altered by the "ROW Ship Reflections vs1" mod.


//intergrated TMpatch 1.6.3 into the main mod.

// removed erronous data/sea/sea directory. (oopsy!)

// Ensign Dinsdale, renamed to Ensign Parker. (Sailor Steve @ subim.com - you win)

// Reverted to ship damage/sinking system to modified stock mechanics used in TM 1.5

//changed sub availbility dates for pearl harbor flotilla for Gato and Balao to 1942-03-01, and 1943-03-01. This will hopefully resolve any "transfer not available" problems when ending the new construction missions. WARNING: Do not transfer before you have completed all sea trials. What will happen is you'll still have a sea trial to complete, but have to leave from pearl harbor to complete it.


// repeat patrol fix where missions are rotated every 3 months is now the default installtion. See "repeat_patrol_fixes.rtf" in the support directory for details.

// added minor ship equipement corrections (missing guns, etc) by tater

// added IJN type 13 radar fix:
removes the broken type 13 air radar that acts as surface radar in error. Also removes other radars from ships that should not have them (sampans, etc), and corrects radar dates. Mod by tater and LukeFF

// added Akitsu rudder fix, mod by Jace 11
If you have any feedback, you'll find me on the other forums. Its not that i prefer those forums, theres just no interpersonal drama for me to avoid there is all.

LukeFF 10-19-07 02:15 AM

Duci, I saw you post on the Ubi forums that the gramophone somtimes will not display right with your mod when run at high resolutions. I'm having this exact problem with my installation. Is there a way to fix it?

Ducimus 10-19-07 02:24 AM

LV pointed a out a fix to me before, but i lost the link to it. (otherwise id have put it in). I think its just a simple positional coordinate fix thats related to CC's pulldown map mod, of which, i used for the speed/time conversion chart.

edit:

Think i found it. Shame i couldnt search for it earlier. Oh well.

http://www.subsim.com/radioroom/show...63&postcount=9

LukeFF 10-19-07 04:39 AM

Quote:

Originally Posted by Ducimus
LV pointed a out a fix to me before, but i lost the link to it. (otherwise id have put it in). I think its just a simple positional coordinate fix thats related to CC's pulldown map mod, of which, i used for the speed/time conversion chart.

edit:

Think i found it. Shame i couldnt search for it earlier. Oh well.

http://www.subsim.com/radioroom/show...63&postcount=9

Hmm, that didn't work. Where is the default texture for the gramophone stored?

Jhereg 10-19-07 09:54 AM

Hi Luke FF, do not know why it did not work for you but the default textures for the Gramophone are stored in your JSGME backup directory and also the original 1024x768.ini.

What resolution are you running at?

I tested at 1920x1200 and at my normal 2560x1600 and it works.

Here is a link to the whole thread http://www.subsim.com/radioroom/showthread.php?t=122021

I had made a fix for one with Better Scopes 1.3 and one without Betterscopes.

HTH:)

Uber Gruber 10-19-07 11:17 AM

If Gramaphone not displaying in high resolutions then go to here and make changes suggested in the 9th Post Down: http://www.subsim.com/radioroom/showthread.php?t=122021

blockhead48 10-19-07 01:40 PM

Sub side view not working.
 
Since installing this mod...the latest version with the patches, the outside view that travels along with the sub doesn't seem to be working, y'know the view you access from either the comma "," or, full stop "." key.
Any ideas whats causing that....or any answers to reactivating that function?:-?

donut 10-19-07 02:32 PM

@Blockhead
 
11.) How do i get the next/ previous camera back?

The easiest way is to open the /data/cfg/commands.cfg in tmaru. Search for " [Cmd50] " Your looking for these two blocks:


[Cmd50]
Name=Camera_on_next_unit
Ctxt=1
;Key0=0xBE,,">"
Page=0x34000000,3714

[Cmd51]
Name=Camera_on_prev_unit
Ctxt=1
;Key0=0xBC,,"<"
Page=0x34000000,3714

Simply remove the semicolon placed in front of the key assignment, and you have the next/previous cameras back.

LukeFF 10-20-07 01:17 AM

Quote:

Originally Posted by Jhereg
Hi Luke FF, do not know why it did not work for you but the default textures for the Gramophone are stored in your JSGME backup directory and also the original 1024x768.ini.

Thanks, that did it for me. :yep:

Archie 10-21-07 06:23 PM

Hi, just to confirm, if I want to run the latest TM 1.6.4 with ROW, according to Duci's instructions, I install ROW first then TM 1.6.4, but NOT NSM? Does this sound right, I thought ROW required NSM to be installed....:hmm:

sqk7744 10-21-07 10:43 PM

Thanks for all your hard, continued work on this Ducimus!!!

Take a Bow Sir :up::up::up:

theluckyone17 10-21-07 11:24 PM

Quote:

Originally Posted by Archie
Does this sound right, I thought ROW required NSM to be installed....:hmm:

I think that certain modules/sections of ROW require NSM to be installed... the special effects do, if I remember correctly. Seein' as Ducimus didn't put the special effects modules in his list/order of mods, I'm gonna guess you simple don't install those.

Or I'm completely wrong ;)

leovampire 10-21-07 11:41 PM

The only reason why The special effect's part of ROW needs the NSM
 
Quote:

Originally Posted by theluckyone17
Quote:

Originally Posted by Archie
Does this sound right, I thought ROW required NSM to be installed....:hmm:

I think that certain modules/sections of ROW require NSM to be installed... the special effects do, if I remember correctly. Seein' as Ducimus didn't put the special effects modules in his list/order of mods, I'm gonna guess you simple don't install those.

Or I'm completely wrong ;)

Is because the zon files for the Ship's from the work Wernersab did matche's some of the new zone's parts of the ship's that he did so that more ship's in the game can sink diferntly than others. It was to seperate the ship's more in the game.

I plan on making a zone's file for the stock game just havn't gotten around to it yet with all the other stuff I am doing for the mod.

As soon as I get one done I will post it and I plan on making one for Duci and T.M. to the spec's he want's for his mod.


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