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Originally Posted by OmegaMan
Hi Ducimus.
When you have time, look this: (sorry, I have posted in wrong site  )
Hi all. I do not believe that the problem with the huge savegames with Trigger Maru 1.3 are the campaigns files.
I believe that the problem is in the submarines types, in particular the Tambor and the Gar types.
I have made some tests and here is the results:
1- Fresh SH4 patched to 1.3 without any mods= savegames OK
2- Fresh SH4 patched to 1.3 whith Trigger Maru 1.3:
a- Carreer start: 8-Dec-41: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames
b- Carreer start: 6-Jun-42: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames. Gato class= savegames OK
3- Fresh SH4 patched to 1.3 with Improved Campaign Layers 0.70 (Tater) = savegames OK
4- Fresh SH4 patched to 1.3 with Trigger Maru 1.3 without the submarine folder and without UPCUnitsData folder= savegames OK
On the basis of these test I believe the problem is in Tambor/Gar classes.
I hope helped.
Omega out. Regards.
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I'm starting to think this is the real issue. I've been asking what the deal was with save games both here and the offical forums, and i've had enough people say, "i have no problem" and others that say "i have a problem'. Not to mention what tater said was my original understanding as well.
Anyway, i had a suspicion that it might not be the campaign files, which was why i started asking about boat type being used if encountering this problem. Long story short, i THINK i found the problem. And its a little difficult to explain.
The independant Gar mod:
Awhile ago i had modded the gar so it was independant of the tambor, having its own data files. The data files were essentually tambor files, renamed. This created a small problem however. When selecting the Tambor or Gar in the muesum, the game would CTD. I attributed this problem to the use of the Tambor Dat files. Its my understanding that dat files have an ID imprinted in them. Typically when your talking about player subs, you can use a dat file only once. Now in the case of the muesum, i thoguht it was trying to create two instances of the same file, hence the crash. And in normal play things were fine because it only used one instance of the tambor data files at any given time.
Now, in Tmaru 1.3 i toyed around with removing that mod. Primarly because that crash in the muesum bugged me, and i thought it might be causing more issues underneath the programs surface that im not seeing, and hence, more trouble then its worth. Well, reverting the gar back to being dependant on the tambor didnt fix the crash, so i restored the gar to its previous modded state and went on to something else. However, i forgot something when i did this. In the gars CFG file, i forgot to change this line back to pointing at the gars data files:
Quote:
3DModelFileName=data/Submarine/NSS_Tambor/NSS_Tambor
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Which should have read:
Quote:
3DModelFileName=data/Submarine/NSS_Gar/NSS_Gar
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So i have to scratch my head at that. It shouldn't have worked and still kept the independant setup, but i guess it did. Now how the game read the files after that is anyones guess.
So upon this discovery, i totally dumped ALL of my gar changes, but the problem fixing didn't end there. I still had a CTD in the musem. So i took all my sub files, put them in a test modlet, and ran that accross the stock game, and visited the museum, and by trial and error removed files until the CTD stopped. The culprit file turned out to be the sub SIM files. ALL of them. So the sub sim files at some point had to have changed. Was it in patch 1.2 and i didnt catch it? Or was it in patch 1.3? I really don't know. So therein i went about and remodded the fuel and battery fixes accross stock sim files. Problem solved.
So, im very happy to read this report by Omegaman, it fills me with hope that ive solved the problem now. And also that i wont have to retouch those bloody campaign files so much. I really wasnt looking forward to that, but i might at the least see if i cant do anything with the crew ratings.
In other news the torpedo doors work pretty damn good. Since the "W" key is no longer needed, as soon as im done posting this im going to try and change it so "W" cycles the foward tubes, and "Y" cycles the aft tubes. Rather then just "Y" cycling through all tubes forward and aft.
Tambor bearing tool is where it should be, i removed the US_torpedo.sim for the heck of it. Im going to try and change the hydrophones so they only work while submerged, and maybe get to that uboat.