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Old 11-30-24, 07:09 AM   #76
Hebe Vollmaus
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Default v2.2c

*Bump*
Update to v2.2c

bugfix: mkDBs Drawer "Crew" not exist on SH4
change Calc HexFloat float output to precision 11 instead of default 6


Greetings.
Have fun!
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Old 11-30-24, 12:05 PM   #77
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Quote:
Originally Posted by Hebe Vollmaus View Post
*Bump*
Update to v2.2c

bugfix: mkDBs Drawer "Crew" not exist on SH4
change Calc HexFloat float output to precision 11 instead of default 6


Greetings.
Have fun!
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Thanks Hebe.
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Old 11-30-24, 01:45 PM   #78
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Old 01-18-25, 10:05 AM   #79
Hebe Vollmaus
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gear v2.3

[Bump]
Update to v2.3

Gone a bit deeper into Data-files.
From the beginning on i like to have a tool telling me what Guns are Not used anywhere in-game in my SH3-install.
This Goal is not reached, i stumbled over something else on each corner.

This is what is new:
o add mkDBs scan EQP LinkName Library
o add mkDBs scan Data, Main-iDs, Parent-iDs of Guns/Turrets like this, Name, double-iDs, sort
o add Checkmarks to submenu
o add ButtonMenu [Create Mod SH3v14patch]
o change mkDBs disabled for SH5 - program almost useless for SH5 now (GR2 != DAT)
o change more informative ErrMsg if things go wrong

The in [mkDBs] now included Eqp-scan is not exactly the same as the one under [eqp Check].
With scan "Main-iDs" i mean mostly iDs without Parent-iDs, which also means not all iDs are checked.
If a double is found, the tool will tell its number under "--CHECK-- double iD: (or other!)".
What "other" may be mean will be shown as Hint below the shown list.
Also, i dont like "unsorted" Data-files. Please note: unsorted files still not exist in original SH3 v14.
And the only double iD what my v2.3 tool can find in SH3 v14 is in the three SkyColors_*.dat-files. This is harmless as it will only one file loaded at a time when game loads, so this iD is excluded from scan.

For SH4: i have no idea why "Particle View 01" iD:38df5a363605be9a;S3D:0x9abe0536365adf38 still two times exist, with only difference in yz-rotation.

Add New function for original SH3v14 to create a JSGME-ready Mod in "SH3:\MODS"-directory.
Just right-click the Button [open SH3dir]. Allmost things what the tool are able to find,
will injected into a new created Mod named "_mySH3-TooL_SH3v14patch". After apply this Mod to your SH3-install the found quirks are gone then.
Included Changes can be found after scanning the SH3v14-install in DB_Diffs.txt after [mkDBs] and in DB_LonLat0.txt after [mkDB-LonLat0] (after changes made in Flotilla.cfg - without missing entries for XXI).
Just remember Qirks are enclosed with "==".
Additional changes for Campaigns also after [CampaignCheck]:
LND EntryExitDates on some NavalBases
RND Heading of Groups
RND Ghost Units in Groups to Appearing-Dates
RND Ghost Convoys to Appearing-Dates
RND Convoy marked as Taskforce to Convoy
RND - 25 entries left - why? - shown here: "--CHECK-- ME" https://www.subsim.com/radioroom/sho...1&postcount=44
SCR mass Heading of Units
SCR WaypointSpeeds
SCR UnitSpeeds
SCR Docked Units with Waypoints
SCR - 15 entries left - same as above, but may have no impact in-game.
In total 58 files can be changed.

Please note - this will work only with a original vanilla SH3v14-install.
===> And you need an additional tool named "xdelta3.exe" to work. <===
Please put it right next to mySH3-TooL.exe.
The function checks first if the needed files are there, and then creates the Mod by combining your original-file with a included Patch-file to a new-file.
If it finds files not waiting for - then the creation abort and it is as it is.
If all goes right you get a Ready-Message.

The xdelta3 can be found in hsie-Mod named "V16B1-Patch-Kit.7z".
It is also included in a WAC-install.
Or
https://github.com/jmacd/xdelta
https://web.archive.org/web/20120101...://xdelta.org/
https://web.archive.org/web/20141121...downloads/list
https://web.archive.org/web/20150211...downloads/list

As a security note: create xdelta3 by yourself or
download it only on the upper notes. You may not download it anywhere else.
BTW, check the hashes for xdelta3.exe v30z:
CRC32 2c6fe1e6
MD5 1c6b3a6e1e9df2c8313bcf98aabfc8e1
SHA1 f37939aaa4e72111b985e1521166b19805891391

I have only tested with "Xdelta version 3.0z".

The SH3-installs in the EMEA-region should be identical for the requested files.
At least i have checked a StarForce infested SH3-DVD, a SF-free SH3-5 DVD, also a SF-free "Download"-DVD (not official). All the v14-files tested are identical.
I have not tested a regular US-version, but i still believe there are not any Timezone-related files touched.

Another hint, please remember:
It may be needed to delete the substream ZoneId created by your Browser/MCP after Download for example by clicking the Button "Unblock" (or "Zulassen" in de) in the File-options, or the file may be blocked by your big brother, the 'Operating system'.


You may ask: why do you not simply include a "normal" JSGME-Mod, instead of struggling with xdelta3 patch-files?
The simply answer is: i do not have the rights to do so.

Even UBISOFT may tolerate this behavier yet, what may be in the future?
The main-reason is, i like to find out how this could be done.
Also what should take into account, the XDelta-patch-files are much much shorter, even after 7z-compressed.
The 58 files created as a JSGME-Mod would need 7z-compressed 406.627 Bytes (397KB).
These 58 files created as Delta-difference need 7z-compressed 12.288 Bytes ( 12KB).
When this example takes 33 times less in size, a 1GB Download would only be around 31MB!
Of course, this calculation is only possible when files have to be changed, not when new included.

Greetings, have fun!
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Old 01-21-25, 05:35 PM   #80
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Wonderful stuff Hebe! Thank you! My only problem is understanding some of the new finds such as
--CHECK-- EQPb (try DataSort first!):
14inchTriple_USNB;16inchDouble_USNB;16inchIowaTrip le_USNB;21TorpQuadBR_D;...
What would we look for in that find?? My eyes are glossing over looking at your instructions. Am I correct in assuming that since it is a Library file, it will not have a "Parent ID", and should be alright otherwise?? Thank you again!
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Old 01-22-25, 05:28 PM   #81
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Quote:
Originally Posted by propbeanie View Post
Wonderful stuff Hebe! Thank you! My only problem is understanding some of the new finds such as
--CHECK-- EQPb (try DataSort first!):
14inchTriple_USNB;16inchDouble_USNB;16inchIowaTrip le_USNB;21TorpQuadBR_D;...
What would we look for in that find?? My eyes are glossing over looking at your instructions. Am I correct in assuming that since it is a Library file, it will not have a "Parent ID", and should be alright otherwise?? Thank you again!
"--CHECK--" should be clear, means you may (or may not) put your attention to following things.

"EQPb" is like 'EQP the 2nd', since "EQP" already exist above. The list shows all Equipment from LinkName= out of all scanned eqp-files not found in all scanned dat-files. Look into DB_Datb.csv, what my tool has been found.
Use a separate Search-tool to find the 1st example "14inchTriple_USNB" in SH3:\data for *.eqp. Then you have the name.eqp. Then, maybe, try check this one thing with single [eqp Check] (grayed for SH4). The ouput should be somewhat similar.

"(try DataSort first!)" exist only if some not sorted files came to the scanner. The files should be also shown in a DB-file enclosed with "==".
Most of the time, i do not scan like the DATA-files are made of. Step by step, or better walk, over Header, id, Node, lenght, data... Especialy the lenght is the problem, since too often the lenght is wrong. So my scanner is based on sorted files like the files in original SH3. All these files are very well structured.
Some external mod-files are not this way created, which _not_ mean they are broken! It means my tool can not find what it serches for, due to unsorted internal file-structur. Normaly it is 3D-object first, then Node, then Name. If the Name is not there, my tool will not find the name.
In S3D this can be seen on the "Index:"-number, which will also be the internal file-position. If you change this number in S3D then this will also change the position where the Node will be positioned in the written file.
So "try DataSort first" means it makes no sense to try search for something else, related to eqp, as long there are files unsorted. When the name is not found, how can i say the eqp is there or not? I cant.

It has nothing to do with Library-file or not. *.dat is *.dat. All *dat-files are scanned. Also sim zon cam val are scanned. But not as a "Full-Scan", the whole complete file, yes, but not tested for all known things. I do not know all and everything what can be exist in DATA-files.

Yes, writing Documentation is a pain. It takes much too much time concadenate the right words together.
The actual ReadMe is already too big. Especialy for the 1st time reader. So i have no plans to make it bigger.
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Old 01-27-25, 10:17 AM   #82
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Hi ! Is your program able to merge two or more mission files (SCR, LND or RND) ?
There is the option to do that with the Mission Editor, but sometimes there is a bug and all data is deleted from the final mission file...
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Old 01-27-25, 11:27 AM   #83
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Quote:
Originally Posted by Hebe Vollmaus View Post
"--CHECK--" should be clear, means you may (or may not) put your attention to following things.

"EQPb" is like 'EQP the 2nd', since "EQP" already exist above. The list shows all Equipment from LinkName= out of all scanned eqp-files not found in all scanned dat-files. Look into DB_Datb.csv, what my tool has been found.
Use a separate Search-tool to find the 1st example "14inchTriple_USNB" in SH3:\data for *.eqp. Then you have the name.eqp. Then, maybe, try check this one thing with single [eqp Check] (grayed for SH4). The ouput should be somewhat similar.

"(try DataSort first!)" exist only if some not sorted files came to the scanner. The files should be also shown in a DB-file enclosed with "==".
Most of the time, i do not scan like the DATA-files are made of. Step by step, or better walk, over Header, id, Node, lenght, data... Especialy the lenght is the problem, since too often the lenght is wrong. So my scanner is based on sorted files like the files in original SH3. All these files are very well structured.
Some external mod-files are not this way created, which _not_ mean they are broken! It means my tool can not find what it serches for, due to unsorted internal file-structur. Normaly it is 3D-object first, then Node, then Name. If the Name is not there, my tool will not find the name.
In S3D this can be seen on the "Index:"-number, which will also be the internal file-position. If you change this number in S3D then this will also change the position where the Node will be positioned in the written file.
So "try DataSort first" means it makes no sense to try search for something else, related to eqp, as long there are files unsorted. When the name is not found, how can i say the eqp is there or not? I cant.

It has nothing to do with Library-file or not. *.dat is *.dat. All *dat-files are scanned. Also sim zon cam val are scanned. But not as a "Full-Scan", the whole complete file, yes, but not tested for all known things. I do not know all and everything what can be exist in DATA-files.

Yes, writing Documentation is a pain. It takes much too much time concadenate the right words together.
The actual ReadMe is already too big. Especialy for the 1st time reader. So i have no plans to make it bigger.
Thank you for the clarification. We are beginning to see the light of the greater understanding afforded by your insight into the files Hebe! lol -

Quote:
Originally Posted by Mister_M View Post
Hi ! Is your program able to merge two or more mission files (SCR, LND or RND) ?
There is the option to do that with the Mission Editor, but sometimes there is a bug and all data is deleted from the final mission file...
He has Campaign to csv and csv to campaign, with a Campaign renumbering also in there, such that you could take your two files, make certain they are properly numbered from "Group 1" numerically to the end first, using Hebe's tool. Then do the merge in the Mission Editor, and they should properly merge without data loss. Just do not mix RndGroup with Group (ie: RND with SCR files).
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Old 02-02-25, 06:17 AM   #84
Hebe Vollmaus
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Quote:
Originally Posted by Mister_M View Post
Hi ! Is your program able to merge two or more mission files (SCR, LND or RND) ?
There is the option to do that with the Mission Editor, but sometimes there is a bug and all data is deleted from the final mission file...
Mister_M, some additions.

My tool will not merge files.
This is a very simple task, so until now i have never think about it.
As you found out, i would also never use the Sh3MissionEditor (ME) for merge.
I use the ME only to visualize something for better understanding what where when, and "Validate Mission".
Instead i use a Notepad-like Tool after created a CSV, and use this csv vor merging.
For this you should know how, as written by propbeanie or here by me:
http://www.subsim.com/radioroom/show...28&postcount=2
These rules (Groups under Groups, Units under Units, AND others...) must be consequent followed.

After merging you should do a [Campaign Renum] and then a [Campaigne Check], wether it is a SingleMission or Campaign file. But Campaign-files should not be mixed. SCR + SCR = OK, RND + SCR = NOP (will not work), as they have different internal structure. For merged LND you should use [mkDB-LonLat0] to find things like double entries, after it is installed as "Campaign_LND.mis".

Keep in mind that my tool can not find Units at the same place in different times. So you may get No Warnings at all for your newly added merges. Only the internal Groups are checked for its unit distances. So you should always look at your result in ME with your own eyes.
Use this "x"-trick to find something in ME very fast, the second last paragraph begin with "BTW".
https://www.subsim.com/radioroom/sho...4&postcount=43

HTH
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