Quote:
Originally Posted by Serge65
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That was exaclty my point, since the beginning (see below)
Quote:
Originally Posted by gap
Guys please look at the list of the Id conflicts still present in OHII.
MUCH lesser than before (well done guys) 
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Quote:
Originally Posted by gap
If you look closely at the list that pissed Trevally off so much, you will notice that after the fixes by Serge only very few files are affected by Id conflicts (most of the entries are relative to different addresses within the same files). 'Remapping' them is a matter of minutes in s3d.
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Is my english that poor?
Quote:
Originally Posted by Serge65
The ctd with the museum (Hyoteki) was caused using cmdr_AIShip instead of cmdr_AISubmarine.
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Well spotted
Quote:
Originally Posted by Serge65
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What should be done now, is checking that mods which were once compatible with OH weren't made uncompatible by the recent Id changes, and updating them where required. RPM Hydrophone is an example, but there might be a few others.
On a side note, I think we have learned a lesson at last: checking a single unit or equipment for mistakes is relatively easy if you know where to look (its creator surely does); checking many units/equipmets by different modders can be a real PITA though an Trevally, indeed, can't keep track of all of them.
I suggest us giving ourselves a simple protocol, if I can. Any modder wanting to provide new stuff for OHII, should propose hiw work after estensive testing of each single new item, and should provide it together with one or more test missions for Trevally to quickly check that everything is in order. Should we fail to do so (I often do, relying on others for testing my files

) we should inform Trevally about it, for him to decide what is better for OH.
Routine tests should include:
- checking that by accident we didn't introduce an Id that is already used by stock game, OHII, FX Update or any other major mod adding many new units, equipments, effects or controllers to the game*;
- the loading of newly added units in single mission, as well as in campaign and in museum where possible;
- loading one or more campaigns after/before running the test mission with the new stuff.
* The chance of this happening if we only used GR2 Editor and/or Goblin Editor as our main tools, is quite low though. Should the new item be edited in S3d using a yet existing file as template, it is always a good rule making the best of the random Id generator and of the Id remapper inbuildt in skwas editor.
Quote:
Originally Posted by Serge65
I was unable to verify these air bases (RAF and JP) in the game and I can't find where used the air bases GB_MG? Maybe they do not need?
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Probably leftovers, but better waiting for a sure answer by Trevally. Should that be the case, I suggest removing those files from game: there is no need to burden it with unused stuff.