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Old 02-03-14, 11:45 AM   #11
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by trebby View Post
"Merging" meaning something like
"melting together" , so I feel like activating both the CFG and the ZON file, getting\creating an integrated view of both files?

...

Does "merging" mean selecting in goblin, via flile-merge, first CFG, modifiying it, and then via file-merge, separately ZON and modifiying it successively?
In the context of Goblin editing, "merging" means opening a dat or GR2 file (which can contain 3d or dummy models, as well as particle FX), and loading on top any other dat/GR2 or binary file (sim, dsd, val, zon, etc.) pointing to the first file loaded, or that the first file loaded is pointing to.

The first file must be loaded through the menu file => load, whereas any other file is "merged" through file => merge. Id/parent Id references among the files loaded in memory are sorted by Goblin Editor automatically, and displayed in the Project Tree. By double clicking on any controller visible in the Project Tree, you recall the Property Editor, used for tweaking controllers' property settings. Should you see there any field whose content is tagged as 'UNKNOWN', it means that the relative property is set to an Id that couldn't be found among the files loaded/merged in memory.

Refer to The Complete Idiots Guide to Goblin Editor for a visual example of the features I have descibed above.

Quote:
Originally Posted by trebby View Post
So far, I activated them separately (by clicking on CFG or ZON file), because the goblin allows one file to be selected, before creating a window to apply any changes.
You can't merge cfg, ini, upc, etc. files, because they are unformatted text files (use notepad for opening them). Only GR2 files and files with a binary encoding can be handled by Goblin.

Quote:
Originally Posted by trebby View Post
What I would like to do, and I think is already partly implemented with some mods, is:

a. Slowly increasing damage as Fittings ect give way first, leading to flooding (containable for some time) but no serious Equipment/hull damage. Allowing for survival IF b. is not reached...

b. Parallel and Independent, at best randomized (By SH5exe?) crush depth value. Reaching this will cause sudden death (Implosion).

I think the present depths are too conservative on that....
and realize that for changing it I have to do it myself so...
Good plan

Quote:
Originally Posted by trebby View Post
Any suggestions?

Trebb.
yes, a few of them:

1. going by what TDW has recently stated on the topic, crash depths stored in each sub's cfg files override the analogue zon file settings.

2. you can make single systems to take damage/fail at certain depths, independently from u-boat hull's main crush depth. This is done through the 'Crash Depth' property of each system's damage zone (Zones.cfg). In stock game, not every zone has a 'Crash Depth' line, but you can add it manually and it will be correctly applied in game (with some randomness added), as tested a while back by vdr1981.

3. most of the features you are suggesting are already (at least partly) implemented in Reworked Submarine Damage, or they would meddle with it anyway. Before you go on, I suggest you getting in touch with vdr1981, and agreeing with him upon any change his mod might require to meet your ideas. In my opinion, expanding RSD with the features you are suggesting, would be preferable to having two interdependent mods, one of which would become obsolete every time the other is updated. If you have followed the chronic debate about mod compatibility in SH5, you know what I mean
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