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

Brycey634 11-03-13 03:03 PM

uhm?
 
I have a problem when i have FXU (.22) and NewUIs (7.4.2) i get this image and any attempt to load a game or start a new one causes CTD
if i have only FXU or only NewUIs it works fine.. :hmmm:
http://i860.photobucket.com/albums/a...g?t=1383508974

stoianm 11-03-13 03:11 PM

Quote:

Originally Posted by Brycey634 (Post 2137144)
I have a problem when i have FXU (.22) and NewUIs (7.4.2) i get this image and any attempt to load a game or start a new one causes CTD
if i have only FXU or only NewUIs it works fine.. :hmmm:
http://i860.photobucket.com/albums/a...g?t=1383508974

I am not sure.. try to redownload.. the both mods.. do not change nothing.. on any file... just install and see if is working.. and.. your OS is in English? I noticed this problem many times on the past.. was from a corrupted download or when a OS was in other lang than English.. I am not sure 100%.. but try that!:D

Mikemike47 11-03-13 04:16 PM

disable all your mods and read the common errors in my signature link.

I bet you have gamedir\mods\modname\filename\data.

Should be
gamedir\mods\modname\data.

Brycey634 11-03-13 08:39 PM

Thanks everyone! reinstalled Ui and it all works now! :D

vdr1981 11-04-13 07:59 AM

Gap, it's really hard to check all the ships .zon files manually...Do you have some change log or something which will tell us where "object linked to" function is used?
If not, maybe we could split the job in half, what do you say?

gap 11-04-13 09:35 AM

Quote:

Originally Posted by vdr1981 (Post 2137370)
Gap, it's really hard to check all the ships .zon files manually...Do you have some change log or something which will tell us where "object linked to" function is used?
If not, maybe we could split the job in half, what do you say?

Hi Vecko,

I have not taken note of the units on which I have used the "object linked to" property, but tracking them down is quite easy, as this setting was only applied to masts and turrets with a zone controller applied to them and with adjacent cables. What takes much longer is moving and/or resizing compartment boxes overlapping RadioRoom boxes, and adding the missing spheres and boxes for radio antennas.

Later today I will release a stripped-down version of the pacth which will fix at least the most critical issues :up:

Rongel 11-04-13 04:27 PM

Found something that might be related to the possible FXU 2.2 crashes... I haven't been using it for a while and everything has been very stable when testing the megamod (I use previous v2.1).

Today I had a crash when deck gunning an imported OHII ship "Taihosan" aka SV Small Moden Composite Merchant Ship. I loaded the game, met the ship again, deck gunned it and another CTD. I did a Historic Mission with the same ship and again CTD when deck gunning it (well it took two times to crash). This ship is straight from OHII and it's files have been the same over two years now.

That ship has also the "Object linked to" feature in it's funnel: it's linked to a wire. So does this cause crashes, do any stock ships have this feature? Or is it just made in some wrong way? I'll do a test later with the link turned off and see if there is any difference!

gap 11-04-13 06:02 PM

Thank you Rongel, this is another confirmation of what was found by Vecko a few weeks ago. As far as I know stock ships didn't have that feature, but it was introduced by me for FXU 0.0.22 (my bad, sorry guys :oops:).
Unfortunately today I had no time to work on the fix, but I will as soon as I finish my survey barrage balloons for OH :salute:

Brycey634 11-04-13 09:54 PM

A question or 2?
 
Hi everyone, loving the mod so far ;), but i haven't seen any ships fire a flare or use sirens/announcements.. i activated the sirens and announcements (scm_6_gun) but i haven't seen any ship use them or fire a flare.. could the ships i'm attacking not have the sounds enabled? (although this wouldn't explain the flares or on ships that are supposed to have them..)
Thank you!

gap 11-05-13 04:04 AM

Quote:

Originally Posted by Brycey634 (Post 2137658)
Hi everyone, loving the mod so far ;), but i haven't seen any ships fire a flare or use sirens/announcements.. i activated the sirens and announcements (scm_6_gun)

scm_6_gun? What's that? :06:

Sirenes and flares are a standard FX Update feature. In order to get them you only need to enable the mod with JSGME; no other "activation" is required :yep:

Rongel 11-05-13 04:46 AM

Quote:

Thank you Rongel, this is another confirmation of what was found by Vecko a few weeks ago. As far as I know stock ships didn't have that feature, but it was introduced by me for FXU 0.0.22 (my bad, sorry guys :oops:).
Unfortunately today I had no time to work on the fix, but I will as soon as I finish my survey barrage balloons for OH :salute:
It seems things are not so simple after all, it seems that in this case the "link object to" wasn't causing the crashes! It was the destroyable command deck, a node called "NKSCS_Taihosan_cabina". Soon as it was destroyed, i was looking at my desktop (the good thing about crashes in SH 5 is that they are really fast, like quick exits, no jamming the computer!).

It had three child cfg-nodes, radar, radio and sensor1. I guess they were destroyed at the same time with the deck, and the game didn't like that. When I changed their location and parented them to the main node, no crashes at all, even with the "link object to" feature in three different places (two masts, and a funnel). Maybe it works with the .dat ships, but not with GR2-ships???

Quote:

Hi everyone, loving the mod so far ;), but i haven't seen any ships fire a flare or use sirens/announcements.. i activated the sirens and announcements (scm_6_gun)
If you are using IRAI v.39, it disables the starshells, they are active in v.37. And also only some of the merchants shoot starshells/use sirens.

gap 11-05-13 07:22 AM

Quote:

Originally Posted by Rongel (Post 2137725)
It seems things are not so simple after all, it seems that in this case the "link object to" wasn't causing the crashes! It was the destroyable command deck, a node called "NKSCS_Taihosan_cabina". Soon as it was destroyed, i was looking at my desktop (the good thing about crashes in SH 5 is that they are really fast, like quick exits, no jamming the computer!).

It had three child cfg-nodes, radar, radio and sensor1. I guess they were destroyed at the same time with the deck, and the game didn't like that. When I changed their location and parented them to the main node, no crashes at all, even with the "link object to" feature in three different places (two masts, and a funnel). Maybe it works with the .dat ships, but not with GR2-ships???

Vdr1981 carried out several tests, and he made it clear beyond any possible doubt that many of the FXU 0.0.22 crashes are caused by the "link object to" setting. Today I will look into the Taihosan, and check if by any chance I used the setting wrongly. If no errors are found, we should conclude that the feature is only compatible with dat units :up:

Brycey634 11-05-13 08:31 AM

Quote:

Originally Posted by gap (Post 2137720)
scm_6_gun? What's that? :06:

Sirenes and flares are a standard FX Update feature. In order to get them you only need to enable the mod with JSGME; no other "activation" is required :yep:

Then why do i have a .txt file called I want sounds on my ships!, with instructions on how to use them..? :hmmm:

Brycey634 11-05-13 08:32 AM

Quote:

Originally Posted by Rongel (Post 2137725)
It seems things are not so simple after all, it seems that in this case the "link object to" wasn't causing the crashes! It was the destroyable command deck, a node called "NKSCS_Taihosan_cabina". Soon as it was destroyed, i was looking at my desktop (the good thing about crashes in SH 5 is that they are really fast, like quick exits, no jamming the computer!).

It had three child cfg-nodes, radar, radio and sensor1. I guess they were destroyed at the same time with the deck, and the game didn't like that. When I changed their location and parented them to the main node, no crashes at all, even with the "link object to" feature in three different places (two masts, and a funnel). Maybe it works with the .dat ships, but not with GR2-ships???

If you are using IRAI v.39, it disables the starshells, they are active in v.37. And also only some of the merchants shoot starshells/use sirens.

Is there anyway to enable them? (without downgrading my IRAI?) (I'm assusimng this starshell is the flares :D)

gap 11-05-13 08:47 AM

Quote:

Originally Posted by Brycey634 (Post 2137778)
Then why do i have a .txt file called I want sounds on my ships!, with instructions on how to use them..? :hmmm:

You should be more specific. What txt file are you talking about? :doh:

Quote:

Originally Posted by Brycey634 (Post 2137779)
Is there anyway to enable them? (without downgrading my IRAI?) (I'm assusimng this starshell is the flares :D)

You can use IRAI v.39 if you want. The mod disabling strashells/flares is a separate patch which has been introduced with the latest IRAI version, but you are not forced to enable it together with the main mod.


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