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Old 03-04-10, 01:13 PM   #1
jimimadrid
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Default A Lot of garbage from SH3 & SH4 in SH5 Directory

Looking at the SH5 files i see a lot of old files fron SH3 & SH4.
The date stamp of these files is everytime the 29.01.2010.

Tzz, the devs seems to be lazy boys.

Our mother never tell you to clean your rooms??
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Old 03-04-10, 01:17 PM   #2
lynx
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Je je, you are right much Jimimadrid!!
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Old 03-04-10, 01:17 PM   #3
gutted
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Yes, its abit questionable as to why the game has so many files in it's folder that aren't even used. Wonder how much smaller the install size would have been, as there is quite ALOT of unused stuff.

Makes you wonder how many other games with sequels do that too.

Maybe they figure modders would want to use that stuff. I dunno.
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Old 03-04-10, 01:25 PM   #4
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Default Please explain somebody!

Is this an explaination for the kind of thing that would make framerates less than they could be? It's indicative of a rushed job at best, or sloppy programming at worst right?

I ran a comparison of the museum from SH4 with a large BB to one from SH5 (with 3D clouds, High-quality textures and Shadows all turned off) and there's a difference of atleast 15-29 FPS between the two. I just don't think this is necessary. With all the fancy SFX turned off, the graphics engine for Sh5 is virtually identical to SH4, so what gives?!
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Old 03-04-10, 01:35 PM   #5
gutted
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Quote:
Is this an explaination for the kind of thing that would make framerates less than they could be?
no, just because they are sitting on your hard drive doesn't mean the game actually loads it.
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Old 03-04-10, 01:40 PM   #6
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Quote:
Originally Posted by gutted View Post
no, just because they are sitting on your hard drive doesn't mean the game actually loads it.
I think you mis-understood me. I am saying that if the Devs performed this kind of way with basic house-keeping duties, then maybe they didn't optimize/streamline the game very well either? It's all about efficiency, or lack thereof, right?

What about the comparison between the two Museums I did?
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Old 03-04-10, 01:46 PM   #7
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I wouldn't call the leftover files garbage. More like 'a golden oppurtunity to reverse the catastrophic GUI back to SH3/SH4 standards'. Seriously, those lovely dials and knobs are sitting there, waiting to be retrofitted.
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Old 03-04-10, 01:48 PM   #8
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Default You know what, he's right!

Quote:
Originally Posted by Galanti View Post
I wouldn't call the leftover files garbage. More like 'a golden oppurtunity to reverse the catastrophic GUI back to SH3/SH4 standards'. Seriously, those lovely dials and knobs are sitting there, waiting to be retrofitted.
This is Genius, I salute you

Come to think of it, maybe the Devs left that stuff there on purpose?
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Old 03-04-10, 02:31 PM   #9
piri_reis
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Quote:
Originally Posted by Galanti View Post
I wouldn't call the leftover files garbage. More like 'a golden oppurtunity to reverse the catastrophic GUI back to SH3/SH4 standards'. Seriously, those lovely dials and knobs are sitting there, waiting to be retrofitted.
Exactly! The first Compass Mod uses the pagelayout menu and modifies the default script to prevent it moving off of the screen. In fact its very easy to enable the speed/compass/depth dials from SH4. They work perfectly but right now look out of place, obviously..

The hard thing is enabling the TDC, Gyro dials, I got them to show up in the Attack Periscope but still can't get them to function. A couple of python scripts and menu files are involved and there is sure more than one way to do this..
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Old 03-04-10, 03:33 PM   #10
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nice to see someones working on this!!! i will have a closer look onto the Compartments Screen...as i want it to be more "atmospheric". Like i did it for sh3...this might be gonna hard work...but we will see!
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Old 03-04-10, 03:40 PM   #11
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Quote:
Originally Posted by piri_reis View Post
Exactly! The first Compass Mod uses the pagelayout menu and modifies the default script to prevent it moving off of the screen. In fact its very easy to enable the speed/compass/depth dials from SH4. They work perfectly but right now look out of place, obviously..

The hard thing is enabling the TDC, Gyro dials, I got them to show up in the Attack Periscope but still can't get them to function. A couple of python scripts and menu files are involved and there is sure more than one way to do this..
would you like some assistance? If you already have the dials placed maybe I can spot something that can help you make this work? The game depends on certain IDs - they are hard coded. ID x is tied to function y. So if you have the wrong IDs for the dials then yes, they won't work.
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Old 03-04-10, 03:43 PM   #12
AVGWarhawk
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Quote:
Originally Posted by jimimadrid View Post
Looking at the SH5 files i see a lot of old files fron SH3 & SH4.
The date stamp of these files is everytime the 29.01.2010.

Tzz, the devs seems to be lazy boys.

Our mother never tell you to clean your rooms??
Just as SH4 had SH3 in the pool of files so does SH5 have SH3 and SH4 in the pool of files.
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Old 03-04-10, 03:49 PM   #13
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Has anyone noticed?????

That there are glitches of animations of crewman ??

Not of the ones that are there but the ones that are not
i sound confusing i know....
ok i seen a crewan walking through the hatch from radio room to command room, but for a split second. i seen a 3 crewman laying in the torpedo room on the bunkbeds, for a second, I seen 2 crewman doning down the hatch from conning tower they were on the ladders, it was again just for a second.

i think those animations are not fully done thus the devevelopes loking them out so we dont see them, that is why there are such slow FPS rate in the controll room and the rest of the sub, because the crew animations are constantly drawn and erased,
i think the files are all there in the game folder its just not fully functional.

My conclusions are drawn based on my observations.
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Old 03-04-10, 03:53 PM   #14
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It's no doubt a huge job to determine which files are no longer being used. Zero risk of breaking something if they just left them there.
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Old 03-04-10, 03:57 PM   #15
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Quote:
Originally Posted by TheDarkWraith View Post
would you like some assistance? If you already have the dials placed maybe I can spot something that can help you make this work? The game depends on certain IDs - they are hard coded. ID x is tied to function y. So if you have the wrong IDs for the dials then yes, they won't work.
Ok here's what I did:

Copy and paste the Gyroangle and Solution params groups from PageTDC to a new ControlGroup I created under PageAttackPeriscope:

PiriNewTDC
->Gyroangle
->Solutionparams



Don't mind how they look in the editor they fill up the blank left side nicely in the attack periscope view. Somehow these have to be tied to the TDC parameters, the lock/unlock button clicks but not sure if it is actually doing the tdc on/off.

Other dials won't move, of course it can't be this easy just need to get my head around basic stuff first, menu editor is great but the process is still alien to me

PS: I see you've put the SH4Rudder using python to skip the relocation of the Rudder Control from PageLayout.
Perhaps create a PageTDC python script to get these to work? I don't know there is a lot of possibilities here.
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