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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1771 |
Black Magic
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This is not good: I'm just outside Scapa Flow and I enable the in-game AI debugger so I can see what the AI is doing. I click on any ship and the game crashes
![]() ![]() ![]() If I disable IRAI I can click on any ship and the game doesn't crash. Wonderful ![]() |
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#1772 |
Black Magic
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This makes no sense. I disabled everything (AI code wise from IRAI) and am able to click on any ship without crashing. I slowly added one thing at a time until everything was re-enabled and I can still click on any ship without crashing
![]() On a good note I figured out why ships come to a stop sometimes! Do you see anything wrong with this line of code: !Ship:GetRole() == ROLE_IDLE and !Ship:GetRole() == ROLE_ERROR_BATTLESHIP and !Ship:GetRole() == ROLE_ERROR_ESCORT This was a sinister bug!! The game wouldn't crash because of it. Here's what it should be: Ship:GetRole() != ROLE_IDLE and Ship:GetRole() != ROLE_ERROR_BATTLESHIP and Ship:GetRole() != ROLE_ERROR_ESCORT Now they keep looking/searching for you ![]() |
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#1773 |
Black Magic
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Well they did keep searching/looking for me except for when they got into shallow water. Once that happened they froze, won't do anything. We need to increase the water depth in scapa flow!
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#1774 |
Navy Seal
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![]() ![]() ![]() We did try this without any improvement - could that have been due to the other error that you posted ![]() |
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#1775 |
Navy Seal
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Were the ships close to the shore when they stopped (this will be hard to fix depth) or was it just shallow water out in the middle of the bay
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#1776 |
Black Magic
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#1777 |
Navy Seal
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Ah ok thats good as the terrain editor should make short work of a fix
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#1778 |
Black Magic
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I just edited the map2 raw file with photoshop to see if I could make the water deeper that way...testing now
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#1779 |
Black Magic
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That didn't work as expected. All the terrain data must reside in \data\Terrain\Data\TerrainData.BFD and .BFI
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#1780 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
Uploads: 0
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AFAIK the terrain data ist stored to Terrain/Data/Detailmasks/ in RAW files and dds files.
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#1781 |
Navy Seal
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Yes - that is where the terrain editor saves too
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#1782 |
Black Magic
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#1783 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
Uploads: 0
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And how deep the water needs to be to not stop the AI working.
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#1784 |
Black Magic
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I just carved a 45 foot valley into scapa flow...even shows on the maps! The game created new raw files for them. The numbers of the raw and dds files indicate lattitude and longitude with W being West and E being East, N being North and S being South. The dds files seem to be the ones that define vegetation and rocks. The raw files dictate water depths
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#1785 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
Uploads: 0
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We need to test at which depth the AI is not working anymore
![]() ![]() Maybe the dds files stores the changes with terrain editors texture brushes, the raw files for noise, circular and the other hight map related brush (starting game to check the name atm). Edit: Level Brush to smooth the terrain |
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