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-   -   [WIP] Playable Iowa - Tech problem (https://www.subsim.com/radioroom/showthread.php?t=137253)

horsa 05-23-08 03:23 PM

[WIP] Playable Iowa - Tech problem
 
This is a recurring problem I've never solved . I've had it on the Brooklyn, the Fletcher and now the Iowa.

The problem is the player operable gun does not appear in-game.
The ship appears and all else runs fine. No crashes

I've read Mikhayl's post about how to create a new player operable gun (over and over again ). I've looked at the examples of the Clemson, Graf Spee and Yamato. All to no avail. I get the same problem.

These are the files for the Iowa with its new turret -16 inch.
What have I missed or missinterpreted ???

For the Fletcher and (unreleased) Brooklyn I used a workaround but this is not totally satisfactory so I would really like to get it right the text book way .

There's a couple of other things puzzling me :-

1) Is there any significance in the use of "soclu" ( or is it Rumanian for something like "gun")
2) Some of the references have DG at the end. Important ?




http://i306.photobucket.com/albums/n...et/GunProb.jpg

peabody 05-23-08 04:01 PM

Quote:

Originally Posted by horsa
This is a recurring problem I've never solved . I've had it on the Brooklyn, the Fletcher and now the Iowa.

The problem is the player operable gun does not appear in-game.
The ship appears and all else runs fine. No crashes

I've read Mikhayl's post about how to create a new player operable gun (over and over again ). I've looked at the examples of the Clemson, Graf Spee and Yamato. All to no avail. I get the same problem.

These are the files for the Iowa with its new turret -16 inch.
What have I missed or missinterpreted ???

For the Fletcher and (unreleased) Brooklyn I used a workaround but this is not totally satisfactory so I would really like to get it right the text book way .

There's a couple of other things puzzling me :-

1) Is there any significance in the use of "soclu" ( or is it Rumanian for something like "gun")
2) Some of the references have DG at the end. Important ?




http://i306.photobucket.com/albums/n...et/GunProb.jpg

I am very, very new to modding (like 2wks) but the gun is listed in the 'Upgrade pack'. Is it possible you don't have it yet?

Peabody

horsa 05-23-08 05:20 PM

Thanks for the suggestions from both of you.

@ Peabody. I doubt its the upgrade problem but to be honest I don't really know how they impact on the game.

@ Mikhayl. I've made all the labels to the same case but this chamges nothing ...

but then .....

I noticed I didn't have a cam node in the gun file . Corrected that, hit F6 and discovered that I hadn't got a missing player gun but a missing AI gun (in turret 1 position) !! As you can see there isn't a serious problem with the AI guns because turret 3 is there and operational. ????

So what does that tell us ??


http://i306.photobucket.com/albums/n...GunMissing.jpg

UrPeaceKeeper 05-23-08 06:03 PM

Bookmarked in my browser for future testing. Once the initial release comes out I'll be more than happy to test this isnto the ground for you. Make sure you get on board with Ruco and find out how he tested his. I cant wait for this to release!!!

horsa 05-23-08 07:02 PM

Quote:

I think you have the original sub you used as a base has a M02 node ? If so, there's a M02 entry in the iowa.upc file which is probably "NULL". The gun nodes entry in the .upc have priority over the entries in the .eqp file even if they're "null". if you delete the M02 entry from the upc then the M02 node in the iowa.dat should use the gun specified in the .eqp file and solve the problem
Not quite (there are no M02 entries) , but I think it's something in this region. I did a search on the UPC and there are references to the M01 slot. When I removed them the gun appeared. Unfortunately none of the main AI guns now respond to targets so I'm not there yet .......
BTW when I disabled turret 2 with bad information ( as an expt) the playable gun "defaulted" to turret 3. Its like you say - there's a lot of tolerance in the model structure. Any other game would have simply crashed out without a clue ....

...... must get to bed now ...... early hours of the morning

horsa 05-24-08 05:34 AM

Quote:

Once the initial release comes out I'll be more than happy to test this isnto the ground for you.
Thanks. I'm away from the office a lot for about the next 10 days, so development will be on hold for a while.

@Mikhayl - I'll continue that line of enquiry. Thanks for the input.

Jinx_ 05-30-08 08:02 PM

Can't wait for this one to come out! ^^

Wolfling04 06-28-08 05:05 AM

Hello, I was just wandering what the progress is on the Iowa

Thank you

andycaccia 06-28-08 08:54 AM

Are you going to release this, Horsa?
Great job btw.

CPT America 07-09-08 11:36 PM

Any word on this problem being solved? Looks awesome, can't wait to use an allied surface raider.

Wolfling04 07-10-08 05:32 AM

I have no idea, I tried to PM Horsa a week or so ago and never heard anything back.

horsa 07-11-08 05:13 AM

Sorry, Guys, I'm not really in the loop at the moment.

A number of things have happened.

1. Too many problems with this (and other ships I was working on). I think the method I am using is fundamentally flawed.

2. There's not been any real progress elsewhere on the ship damage concepts ( unless I've missed it !!) Without proper damage simulation these ships are a bit of a nonsense. :cry:

3. I had hoped that there would have been a general movement towards making a partial SH4 surface mod ( albeit with limitations) . This means tackling the wider issues, not just creating some playable novelty items. It's now fairly obvious this is not likely to happen. :down:


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