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-   -   [WIP] FX Update (https://www.subsim.com/radioroom/showthread.php?t=174511)

vdr1981 08-11-13 07:47 AM

Quote:

Originally Posted by Fifi (Post 2096197)
Ok, problem is gone...i deactivated latest radio patches, and everything is fine again with 0.21 :up:

So those 2 radio patches are not working (on my rig at least) :nope: even giving CTD sometimes...

Great find Fifi, you saved my day(or month :)), you should post this in the generic patcher thread also.

TheDarkWraith 08-12-13 10:10 PM

Quote:

Originally Posted by Fifi (Post 2096220)
All i can say to help you, is my tests were using TDW torpedo single mission (with 1 liberty ship running 5 knots) and SM20 single mission (with 3 boats all stopped - 1 cimmaron 1 CS1B and the other don't recall the english name)
All those boats were like on the screen above, huge explosion from bow to stern never ending...
FX 0.21 or FX 0.22 the same issue. But sometimes CTD with 0.21...not with 0.22.

Now i've tested my whole mod list using FX 0.22 and FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches), and all is fine WITH radio patches deactivated.
As soon as i reactivate radio patch ---> issue back again.

Hope this helps to track what's wrong with generic patcher :up:
(tried to run debug when had the CTD issue with 0.21, but nothing clear appear about the CTD - just debug list ends without problem reported)

What exactly happens/doesn't happen? I have no problems at all with any of my patches enabled (except for the Advanced users ones) :hmmm:

Fifi 08-12-13 10:39 PM

Ok, strangely, 90% of time when boat is destroyed/abandonned (when the red flare is fired) a huge explosion happens with all the boat in flames (like my screen above) and it's burning for ever...like if the burning animation was stuck.
Only happens with your radio patches enabled :doh:
Without, no prob.
PS: using current list in sig

vdr1981 08-13-13 08:53 AM

And it looks like this...Shortly after that CTD is imminent .

http://i72.servimg.com/u/f72/17/10/76/38/sh5img10.jpg

vdr1981 08-17-13 11:45 AM

Hm, after some testing i'm pretty sure that new FX 0.0.22 cause CTD when unit is destroyed, tested in TDW torp tutorial mission, enleast on my rig...:hmmm:

volodya61 08-18-13 05:17 PM

TDW, I just revised my mods 'warehouse' and downloaded last FXU 0.0.22.. maybe these two mods (FX Update 0.0.22 Stock Torpedoes (modified for torpedoes failure patches), FX Update 0.0.22 Stock Torpedoes - MagDet range 3m (modified for torpedoes failure patches)) should be removed from the FXU.. I've edited them for the stock game only.. :hmmm:

Dogfish40 08-18-13 11:11 PM

Quote:

Originally Posted by vdr1981 (Post 2099482)
And it looks like this...Shortly after that CTD is imminent .

Thank you Fifi and vdr1981.
I'm having the exact same thing. This is happening if I use more than one torpedo or anytime the ship suffers a catastrophic explosion. The explosion graphic freezes then a CTD:o. I usually have enough time to save. I do not currantly have any of the torpedo failure patches enabled. I am getting these about half the time. Mostly when I use more than one torpedo. I disabled the "one ship,one torpedo" mod (I tried both types) and I tried using "Critical Hits..." mod (Both types). It doesn't seem as bad if I use stock (unmodded) torpedo's but I then have to use 5 or 10 torpedos to sink a rowboat. I am trying differant mod and patch configurations but just when I think I've got it solved it happens again. It's best so far with unmodded torpedo hits.
I have "Critical Hits v1.2" installed at the moment. I fear it's not going to help though.:hmm2:
D40

Katze 08-18-13 11:44 PM

Quote:

Originally Posted by Dogfish40 (Post 2102307)
Thank you Fifi and vdr1981.
I'm having the exact same thing. This is happening if I use more than one torpedo or anytime the ship suffers a catastrophic explosion. The explosion graphic freezes then a CTD:o. I usually have enough time to save. I do not currantly have any of the torpedo failure patches enabled. I am getting these about half the time. Mostly when I use more than one torpedo. I disabled the "one ship,one torpedo" mod (I tried both types) and I tried using "Critical Hits..." mod (Both types). It doesn't seem as bad if I use stock (unmodded) torpedo's but I then have to use 5 or 10 torpedos to sink a rowboat. I am trying differant mod and patch configurations but just when I think I've got it solved it happens again. It's best so far with unmodded torpedo hits.
I have "Critical Hits v1.2" installed at the moment. I fear it's not going to help though.:hmm2:
D40

Good news, this bug was squashed with Generic Patcher v1.0.148.0 on 08-13-2013

Quote:

Originally Posted by TheDarkWraith (Post 2099851)
Problem was an intermittent one and I was finally able to figure out what was going on (it was some of my new code). Problem has been fixed.

v1.0.148.0 released. See post #1

Starting with v1.0.148.0 fixed intermittent bug in Units must use radio patch that could cause endless animation looping and possible CTD.


Dogfish40 08-19-13 08:34 AM

Quote:

Originally Posted by Katze (Post 2102313)
Good news, this bug was squashed with Generic Patcher v1.0.148.0 on 08-13-2013


Katze, Without people like you I would never get my problems solved, Thank you very much.
I really thought I had the latest version however, my memory does not always cooperate and I probably focused too much on the FX mod. When I tried disabling the Radio patches as I read below in this thread, TDW had already updated the patcher.
Sehr Gut
Danke :up:
D40

vdr1981 08-26-13 10:30 AM

I'm still having CTD problem with FX 0.0.22...:hmmm: I'm not so sure yet, but it looks like it's something from "Sea" folder that cause problems.

Also, what is the point of zones.cfg file from FX update mod when later is overwriten by OHII campaign in most modlists (Sober's , Fifi's ect.)?

And i have one more question about zones.cfg file...What is defined in this file? Is it damage data (hitpoints, armor)for AI units only or there are some settings for playable submarines too?

Trevally. 08-26-13 12:34 PM

Quote:

Originally Posted by vdr1981 (Post 2105981)
Also, what is the point of zones.cfg file from FX update mod when later is overwriten by OHII campaign in most modlists (Sober's , Fifi's ect.)?

TDWs FX mod need a new zone file as he add things to ships
OHII uses the PT boat and mines made by TDW that also need a zone file

If you used any of these two mods without the other and one did not have a zone file - you would ctd

So the fix is for the files in these mods to be the same and thus will overwrite each other with no issue and no ctd

:up:

Mikemike47 08-26-13 01:25 PM

Quote:

Originally Posted by Trevally. (Post 2106045)
So the fix is for the files in these mods to be the same and thus will overwrite each other with no issue and no ctd

If any differences, than Winmerge would work to combine data. Unless zones to complicated that may cause CTDs, too. Not looking at file structures now.

@Trevally
Are you enjoying the new computer hardware?

vdr1981 08-26-13 01:32 PM

Tnx Trevally!:up:

In this file there is category abouth sub parts also. Does changes in those lines effects player submarin in any way or not? For example, can i make sub's compartments more voulnerable to gunfire (lowering hitpoints, armor level in cm)? Currently , we need enormous ammount of firepower to produce some flooding, not so realistic at all. If answer is no, than i would really appreciate if someone can direct me which those files are...

I'm having a crasy thought to get rid of that annoying invisible health bar (aka hull integrity) and make sub to actually die from water flooding and sinking. I've done a lot reaserching (zon, upc file) but this is still very unclear for me...:hmmm:

Trevally. 08-26-13 02:42 PM

Quote:

Originally Posted by Mikemike47 (Post 2106072)
If any differences, than Winmerge would work to combine data. Unless zones to complicated that may cause CTDs, too. Not looking at file structures now.

@Trevally
Are you enjoying the new computer hardware?

yes - winmerge will show any part in "a" that are not in "b"
OHII uses FX zone files - so there will be no diff

My new PC is great - just ordered Rome Total War II:rock: 1 week to go before it is released

Quote:

Originally Posted by vdr1981 (Post 2106074)
Tnx Trevally!:up:

In this file there is category abouth sub parts also. Does changes in those lines effects player submarin in any way or not? For example, can i make sub's compartments more voulnerable to gunfire (lowering hitpoints, armor level in cm)? Currently , we need enormous ammount of firepower to produce some flooding, not so realistic at all. If answer is no, than i would really appreciate if someone can direct me which those files are...

I'm having a crasy thought to get rid of that annoying invisible health bar (aka hull integrity) and make sub to actually die from water flooding and sinking. I've done a lot reaserching (zon, upc file) but this is still very unclear for me...:hmmm:

zone changes for the sub is for adding the smoke in command room when you take damage - this is TDW that made the upgrades:up:

Lastman 08-29-13 04:06 AM

Restart campaign
 
i need restart my campaign for this mod???


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