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-   -   [WIP/REL] The Battleships Campaign (https://www.subsim.com/radioroom/showthread.php?t=189371)

wevbarker2011 11-05-11 05:14 PM

[WIP/REL] The Battleships Campaign: Ten Career Playable Battleships So Far
 
The basic idea is that all the allied stock battleships are playable in a career which is adapted for battleships. I know Iowa and several other BBs are playable in career, but it was pointed out to me that carrying out a photo recon behind a triple 16" turret was hardly appropriate. The Battleships Campaign will feature task force vs task force patrols and large naval encounters.

I have released a taster of the work I've done so far, it isn't much: I haven't even altered the missions yet so you'll be playing like a fleet boat still. The playable BBs are:
  1. Iowa
  2. Colorado
  3. New Mexico
  4. Tennessee
  5. Tennessee (early war)
  6. Pensylvania
  7. North Carolina
  8. Nevada
  9. West Virginia
  10. King George V
Here is the taster:

V0.1 RELEASED
V0.2 RELEASED
V0.3 RELEASED
V0.4 RELEASED
V0.5 RELEASED

http://www.gamefront.com/files/user/wevbarker2011

Enjoy the ships; please post back any huge bugs (I know there is some very fishy damage atm - I need to speak to Peabody)

Will.

Boos 11-06-11 07:44 AM

With "very fishy damage" you mean weird-damaged main gun? Because most of the playable main guns look strange (New Mexico's triple 16in and UK's quad 14in works). Everything else seem to work ok, the guns do not have that bug in the museum.

wevbarker2011 11-06-11 09:19 AM

I actually meant that although these ships will catch alight, blow up and even sink, your sub will never be destroyed. Even on the sea floor upside down. Whats more no damage is done to the conventional submarine systems. As for the main turrets, the game makers were clearly not historians; some of these ships came with 100% wrong armament. Thats very very easy to fix though, once I've tracked down all the right information from wiki etc and all the dates for the refits and rebuildings of the ships. The New Mexico and a few others were compleately rebuilt throughout the war but the stock models have none of that showing.

Boos 11-06-11 12:18 PM

I meant that there is a bug with some of the playable main guns, it doesn't happend on museum but it does on singleplayer missions and career, see screenshots


The Colorado BB on a modified battle of midway mission (modified so the "sub" starts in surface) showing the strange texture
http://img847.imageshack.us/img847/2171/bug1lq.jpg

Colorado BB again on the museum (it's sinking, but I guess that it's because the game thinks its a sub) without the bug
http://img214.imageshack.us/img214/6300/bug1museum.jpg

chrysanthos 11-06-11 01:24 PM

i have found some bugs too...including the old one wich the guns are not firing just stand there...second some ships are black...and third i think on colorado or nevada when i press space to fire the AA guns it crashes to desktop...thats all of them...and i missed you...what happen you said you will make all the ships playble:D

wevbarker2011 11-06-11 02:07 PM

I can see that turret is drawing a skin from the T01 or 2 texture in the submarine file, not from Its true dds or tga. Odd. Ill look into it; and Chrysanthos, which AA gun is crashing for you? Is it a 40mm quad, 40mm twin or 2pdr quad? if so check you have the stock weapons UPC file. Sounds like I quoted a shell the game engine couldn't find.

wevbarker2011 11-06-11 02:13 PM

And as for black ships, the textures have date windows on them in .cfg which obviously conflict with the unit availability window I gave the ships, so your using the vessel when it never existed so to speak. Ill tweak that too. Thanks loads for the screenshots Boos! Ill look into it. And Chrysanthos, I just made eight more playable BBs, thats what happened!
seems theyre full of bugs -_-

wevbarker2011 11-06-11 02:32 PM

I think ive just found the issue with the gun textures; when I created new weapons in the ussubparts folder i didnt know they needed independent textures in the textures folder; kind of obvious since they didn't feature .cfg files! ill sort it out when I have some time; and since im deep in third derivatives and stationary points of inflection from my maths homework that time isnt now :O: thanks for letting me know!

chrysanthos 11-06-11 02:35 PM

40mm twin if i remember right for the crash...

USS Drum 11-06-11 08:25 PM

I've been having the same problem with this as with your other mods there is no watch crew. So I cant spot enemy ships can someone tell me how to fix this.:damn:

wevbarker2011 11-07-11 01:51 PM

Good News! I've released a fix for two of the bugs; 'black' texture (game engine doesn't bother rendering a bloody thing) and messed up turret textures; this is REPLACEMENT fix so delete your older version of this mod! I've changed vessel availability to make things more accurate; Iowa wont come into play untill '43 for instance. USS Drum, I'm working on sensors ok? in a while ill try and get out a version with a powerful watch etc. Chrysanthos, I've looked at the 40mm twin Bofors and I cant find fault with it; have you checked your stock files for mod scars?

Boos 11-07-11 02:33 PM

Many thanks :salute:

chrysanthos 11-07-11 04:33 PM

:/...

chrysanthos 11-07-11 04:48 PM

i am so sad...i cant do anything alone:/

wevbarker2011 11-07-11 05:38 PM

Hehe ill tell you now that its only a quick fix :03:. I know exactly what I did wrong in the beginning now; I assumed that the texture associations of parent nodes applied universally to their children; which I had no reason to really. I've hooked up textures quoting the correct .tga to the barrels as well as the turret housing so the guns should look fine, but the textures aren't exactly the same as they should be - you'll never notice the difference. When I release the next version I'll remake the guns with all the stock texture nodes but for now the guns will still look and act fine with mine.


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