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Old 06-27-13, 05:51 PM   #1
Fifi
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Just an idea

Hi all,

Don't know if it could be doable, very difficult or not to implement, or if it has been already thrown here, but here it is:

Ingame, there is a station we never use, because it's completely pointless at the moment, the captain bed

Could it be feasible to give our avatar a kind of life/health bar, slowly decreasing along the timeline, that could be filled up again each time we enter the captain's bed station for lets say few hours?

Meaning we would have to take in account this tiredness in our attack plans
...and of course some penalties of whatever kind if we don't...like some UBoot vital icons greyed if health bar empty...

Just my 2 cents
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Old 06-27-13, 10:29 PM   #2
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USS MIAMI A-GANG STRAIGHT UP
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Old 06-28-13, 11:33 AM   #3
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you are talking about a monumental amount of assembly code to make your idea Great idea but not for me
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Old 06-28-13, 03:17 PM   #4
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Ahh...ok, then it's clear enough
Too bad, we'll keep this useless station forever...
Our great code Master can't, so nobody would be able to do it
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Old 06-28-13, 03:23 PM   #5
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Well you could always pull back the curtains and "do your business" as a captain's bed option.
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Old 06-28-13, 05:05 PM   #6
TheDarkWraith
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Quote:
Originally Posted by Fifi View Post
Ahh...ok, then it's clear enough
Too bad, we'll keep this useless station forever...
Our great code Master can't, so nobody would be able to do it
Not saying I couldn't do it but rather I'm not going to put the time into it. You're looking at probably 8-12 months (probably even longer) for something like this (have to track everything down, learn how to do new things based on the game, write the new code, test the new code, repeat cycle)
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Old 06-28-13, 05:37 PM   #7
machiavelli
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Quote:
Originally Posted by TheDarkWraith View Post
you are talking about a monumental amount of assembly code to make your idea Great idea but not for me
Hi DW,

When you mean assembly code, you'd have to dissect the .exe with a hex editor in order to implement something like that?

Because I know in SH3 that all map markings are recorded in the .map file within that career and patrol in the Documents folder of the User.

Unsure if SH5 does the same thing. Storing that info and saving it so it can be used later could be done using simple batch script, if were only dealing with only text files here. This would be doable in SH3 I'm certain, without hexediting the .exe. But SH5, I am unsure its exact workings just yet.
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Old 06-28-13, 06:09 PM   #8
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I've been decoding the Sh5.exe and it's support files for over 2 years now

The map markings are not saved to any file in SH5. I have the code bookmarked where all the map tools are 'made' and updated.

Ultimately I will add code that will save all the map tools to a file (at Career game end) and load them from the file (at Career game start). Right now I'm busy fixing the carriers not spawning aircraft in the game

Found the SH4 code for the scout aircraft. The devs 'RET' it out in SH5 (any function dealing with scout aircraft has been replaced with RET - return to caller thus being disabled). How did these scout aircraft work in SH4
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Old 06-28-13, 06:14 PM   #9
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Quote:
Originally Posted by TheDarkWraith View Post
I've been decoding the Sh5.exe and it's support files for over 2 years now

The map markings are not saved to any file in SH5. I have the code bookmarked where all the map tools are 'made' and updated.

Ultimately I will add code that will save all the map tools to a file (at Career game end) and load them from the file (at Career game start). Right now I'm busy fixing the carriers not spawning aircraft in the game

Found the SH4 code for the scout aircraft. The devs 'RET' it out in SH5 (any function dealing with scout aircraft has been replaced with RET - return to caller thus being disabled). How did these scout aircraft work in SH4
Looks like I'll have to brush up on my reverse engineering. You just using a simple hex editor and a file compare program like WinMerge?
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