SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] Single Missions Campaign Pack - The first mission! (https://www.subsim.com/radioroom/showthread.php?t=146939)

Rubini 01-17-09 12:10 AM

[REL] Single Missions Campaign Pack - The first mission!
 
Moderators: this is not only a single mission. It have modded files and itīs just the first part of a major mod. Please maintain it here until we have more feedbacks. Thanks!:up:
================================================== =
January 18, 2008
Single Missions Campaign Pack
First Complete Mission - File estructure and initial idea
Mod by Rubini.
==================================
From the readme:

November 1939 U-56 SM directions.
===========================
At first the credits:
-Dirk Rijmenants, the Enigma Simulator author. http://users.telenet.be/d.rijmenants, a very interesting site for anyone interested in EM.
-Alain Capt aka ACsoft, the firts one to built a SM for Sh3 using the Enigma machine and others concepts presented here.
-GWX team, this mod will be based on GWX 3.0 campaign

1.Advices:
-This mod was tested using GWX2.1 and GWX3.0 with 8km environments, but must work also on 16km.
-The dinamic campaign continues to run on the back ground; this is an open ended Single Mission, so you can continue hunting in the end if you really yet want it after complete the mission.
-JSGME compatible
-The mod provide the Enigma Simulator wich is essential to play the mission. You will receive radio messages codified with Enigma machine like real kaleuns. This is freeware, please visit the official page http://users.telenet.be/d.rijmenants to get more info and also to motivate itīs author. There you will also find a very good info and help about the Enigma machine.
-Then, install the Enigma Simulator for first (look for EnigmaSim.zip file).
-Follow the BDU orders without so much distraction to complete the mission correctly. SH3 MEditor is very limited and problems could appears if you reenter trigger zones or just goes to slow or to fast (about time). This is why we spent so much time to adjust a SM like this one.
-After install the mod you will see a "Classified Documents" folder under your SM folder that have a zipped file...well, the password is encrypted in one of the Enigma messages that you will receive. Look for it, these classified documents are also essential to complete the mission...

2.Mod content
-Data\menu\en_menu.txt from GWX3.0: only one modification, line 4197=Message received. Continue your patrol as ordered. Important messages will be sent as needed. Good hunting.

-Data\SingleMissions\English\00_SMCP_NOV_1939_U56.m is the single mission itself and the CODEBOOK - 39 1939 11.txt, see "Tips" below.
...\Classified_documents\Classsified_documents.zip the encoded documents, see "Advices" above

-Enigma folder that have the Enigma Machine Simulator to be installed

-optional folder with an adjusted Campaign_SCR.mis file from GWX3.0: HN3 convoy radio contact frequency/probabilities and some traffic adjust on the mission route. It's not essencial, but will be more difficult to hunt this convoy used on the mission if you donīt adjust itīs radio contact frequency/probabilities . I used 480 minutes/80% for this mission. If you have another SCR in use you can adjust it yourself with these values. ( tip usefull for GWX2.1 users or modified GWX3.0 SCR users).

3.Tips
- The password to open the Classified documents is in caps lock, exactly as you will receive it.
- Is obviously necessary to set up the Enigma Machine(EM) before decode anything as in real life. Take a look below and also read the help page from Enigma Machine Simulator.
- Look for the CODEBOOK - 39 1939 11.txt file, in the mission folder, which have the codes to setup the EM.
- If you run SH3 in full screen then is needed to Alt+tab to use the enigma machine, so take note of the message in a paper.

3.How to setup the Enigma Machine
- read the readme inside and also look here
http://users.telenet.be/d.rijmenants/en/enigmahelp.htm
Itīs essential that you learn how to manage the Enigam MAchine prior to start the mission.

4. Read the next post where I explaim better the entire mod idea!

Links:
http://rapidshare.com/files/184725433/SH3_Single_Mission_Campaign_Pack.7z
http://www.mediafire.com/file/ntyh2zm12o2/SH3_Single_Mission_Campaign_Pack.7z

Rubini.

Rubini 01-17-09 12:10 AM

Mod idea and proposal

-This mod raised from an old wish to have a more challenge and variable campaign for SH3...like the game must be since the release. As the normal Campaign game don't allow anything more than "patrol grid for 24hrs", without any other major interaction, the unique possible solution to try to increase the game interaction is using SingleMissions . Normally the stock SM are also very bored because they start near a convoy/objective where you just must fire some torpedos and it's done. It's also true that the Mission Editor have not so much to play with, in truth it's very limited when compared to ME from others games.
Anyway a well made SM can drible some of these limitations and present us to a really interesting, interactive and challenge situations.

-The mod will be composed by a bunch of Single Missions wich will cover all WWII war, with 2 or 3 missions per year, covering the majority of uboat types and flotillas. These missions will be interconnected when possible, sometimes in an immediate sequence. It will be very appropriate when you revisit SH3 after some time - you will have the chance to see all SH3 glorious world in 10 or 12 missions without need to play all that long and sometimes bored stock campaign again. Itīs, at least, one more choice to play Sh3.

- I always had in mind to not script these missions so much and maintain an opened end, making the objectives not really
obligatory (your mission will not suddenly end if you fail...as in real life you will just must explain the fail for BDU later...LOL). So, you can just go ahead and hunt for ships...but the best is to leave this after complete the objectives, just because they are very interesting and different from a regular SH3 campaign game. Well, this is why you will play these missions, no? ;)

The main features among others are
1. Enigma machine necessary to open all classified messages during the missions,
2. Radio messages that really means something to the mission/context.
3. Dinamic orders that can change during the mission
4. Classified documents that have important info to complete some objectives
5. Missons start and end in base
6. Secret/recon mission allowed
7. Some missions in an immediate sequence, for a more variable really "big"mission
8. All the Sh3 world goodies like icebergs, dolphins, whales, wrecks will be meet during the missions.
9. Open ended missions; after complete the mission you can freely hunt if you wish.The Dinamic Campaign continues on the background.

- A lot of work and tests are necessary to make just one SM like these. So, a formed team could be very good. Three our four ppl that have some ME knowledge and a big amount of criativity and historical flavour will be enough. If this just ends on me, well, perhaps before SH5 we will have a half of the mod ready... :)


Limitations &knowing bugs:
- You can save the mission as you do in the normal campaign, but note that all stock save bugs are present here too: the scripted units will lost their waypoints if they are near your uboat when you saved the game. Also multiple save /reload cycles could affect the weather system in SH3.
- The main usefull trigger in the SH3 mission editor is the Reach Zone, the others are too arcadish or are bugged, so they are used just in some few situations. So, these SM uses the Reach Zones trigger a lot. The main problem is that if you run the mission in the wrong (opposite) direction or return using the exactly same route you probably will see the same messages again, etc. Try to follow the directions correctly during the mission and all will go well.

Thatīs it!
Rubini.

Task Force 01-17-09 12:12 AM

sounds interesting.:yep:

Task Force 01-17-09 12:47 AM

Now if I can just figure out the enigma machine. Im in business.lol

Awful Smutje 01-17-09 12:54 AM

:up:
Sounds great!
Can't await to try it...:lurk:

StarLion45 01-17-09 01:05 AM

Hmmm
 
:D Sounds very cool :D

I don't think Task Force gonna figure out where to push those buttons on the Enigma :lol: Maybe he send a coded message to Winston Churchill :

" Hi mr. Churchill I'm here , come and get me I'm in Grid BF13 " :lol: :p

Just joking:rotfl:

StarLion45 01-17-09 01:08 AM

Enigma
 
:oops: Maybe it's me that's studying the Enigma codes .:oops:

:oops: I don't know so much about those codes:oops: :oops: :o :dead: :roll: :-? :hmm:

AH_Thor 01-17-09 01:11 AM

Very interesting but a little complicated due to Enigma management :up:

Rubini 01-17-09 01:32 AM

I just upload again after noticed a small mistake on the files.
First post updated, please redownload it.
Sorry.:oops:
Same here:
http://rapidshare.com/files/18472543...mpaign_Pack.7z

Rubini 01-17-09 01:33 AM

Quote:

Originally Posted by AH_Thor
Very interesting but a little complicated due to Enigma management :up:

Yes, but itīs fun and more easy than you think. Also after you learn, well, will be always the same way.:up:

LMD 01-17-09 02:26 AM

Quote:

Originally Posted by Rubini
I always had in mind to not script these missions so much and maintain an opened end, making the objectives not really obligatory (your mission will not end if you fail, as in real life you will just must explain the fail for BDU later...LOL).

Maybe some day we'll see "The fail explanation mod for BDU":rotfl: Any ideas of how should it look like?:lol:

Rubini 01-17-09 03:05 AM

If anyone encounter any problem like wrong SM folder patrol name or doubled HN3 convoy just redownload. So sorry, Iīm in a rush to a short trip and want to release this before. I guess that all is ok now with the uploaded file.:up:

makman94 01-17-09 04:33 AM

hello rubini , i haven't play your mission yet (but sure i will do) .as i understand with a quick reading the messages will arrived with enigma coding,right?

well , my suggestion is not to use enigma because it has fun only for the first two or three messages ,after that (when you got the picture how is done) you repeat the same procedure again and again and its only time wasting

suggestion : make an option for messages ,enigma code or not enigma

about your idea .... veeeery good !!

bye

geosub1978 01-17-09 05:34 AM

Really intelligent!!!

Do you think that there will be any problems when adding new ships in the game?
Probably not I believe...

irish1958 01-17-09 07:39 AM

Rubini,
You never cease to amaze me. Thanks for the mod. Will this game never be complete?


All times are GMT -5. The time now is 10:51 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.