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Old 05-04-13, 05:58 PM   #1801
TheDarkWraith
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Quote:
Originally Posted by Tonci87 View Post
One little question inspired by Choums screenshot:
What happens if the plane, or it´s remains, fall on the sub?

The subnet issue is really most unfortunate. I guess other static objects won´t work properly too?
You will get damaged

Static objects aren't affected. It's only game units that are. To get the mines and subnets working I created new 'units' for them. The game doesn't recognize units with a unit type >= 500 (which are the mines and subnets) so I had to find another solution for them

Never give up hope. I just haven't found the existing code that will get me the data I'm looking for yet. More digging around to do
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Old 05-04-13, 06:19 PM   #1802
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Quote:
Originally Posted by volodya61 View Post
@ Fifi

Try this one - http://rghost.ru/45766406
all values for TI and TII torpedoes were set to 0.9 (ie 90%)..
Ok, tested it with my 1942 test mission, and all torps were or circling or deviating No one good to hit...
Tested with all torp speeds, and both impact/magnetic.
Seems those torp settings test are way too much! (as expected)
So i'll keep your first adjusted file, and see what's happening along my career.
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Old 05-04-13, 06:26 PM   #1803
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Originally Posted by TheDarkWraith View Post
I'm finding it quite difficult to fix the small 'problem' that the patch that prevents units from falling through the sea floor causes with the subnets. The problem is once the unit is 'destroyed' it's Commanders controller (this controller contains all the data about unit's type, classname, name, country, etc.) is destroyed also and set to a null pointer. Thus there's no way for me to get the unit's type (i.e. 102, 200, 303, etc.) to prevent the patch from 'working' on special units. I'm still looking for alternate ways but so far it doesn't look good
Quote:
Originally Posted by TheDarkWraith View Post
Never give up hope. I just haven't found the existing code that will get me the data I'm looking for yet. More digging around to do
Couldn't you use subnet/mine's unique Id instead of their UnitType to identify them?
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Old 05-05-13, 04:02 AM   #1804
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Originally Posted by Fifi View Post
Ok, tested it with my 1942 test mission, and all torps were or circling or deviating No one good to hit...
Tested with all torp speeds, and both impact/magnetic.
Seems those torp settings test are way too much! (as expected)
So i'll keep your first adjusted file, and see what's happening along my career.
I edited this file specifically for you , so you can see that all the torpedoes patches work as intended within the 0.0-1.0
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Old 05-05-13, 03:12 PM   #1805
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One small bug I found with the Battlestations close/open doors patch.

All door close with the F7 ability but when you disengage it, two door remain closed (the torpedo room one) and the one near the central and the bosco.

And this patch doesn't work on old savegame apparently (even with bunker save)

Last edited by Choum; 05-05-13 at 03:29 PM.
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Old 05-05-13, 03:17 PM   #1806
Tonci87
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Originally Posted by Choum View Post
One small bug I found with the Battlestations close/open doors patch.

All door close with the F7 ability but when you disengage it, two door remain closed (the torpedo room one) and the one near the central and the bosco.

The engine room door can remain closed as far as I am concerned
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Old 05-06-13, 02:43 PM   #1807
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Quote:
Originally Posted by Choum View Post
One small bug I found with the Battlestations close/open doors patch.

All door close with the F7 ability but when you disengage it, two door remain closed (the torpedo room one) and the one near the central and the bosco.

And this patch doesn't work on old savegame apparently (even with bunker save)
I checked over the code and every door asked to be closed is also being asked to be opened. There must be something wrong with the PortalSystem.act code then.

There's no reason this patch change wouldn't effect everything. It's part of the main game loop code and thus is always called/checked. The new code will not close/open doors if you are close to port. Go out to sea and try it again.

Working on fixing the problem with the TDC AOB/Speed dials patch currently
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Old 05-06-13, 02:55 PM   #1808
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Originally Posted by TheDarkWraith View Post
Working on fixing the problem with the TDC AOB/Speed dials patch currently
great..
also some people have difficulties with the Render Patches.. I mean changes for map rendering..
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Old 05-06-13, 02:56 PM   #1809
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Originally Posted by volodya61 View Post
great..
also some people have difficulties with the Render Patches.. I mean changes for map rendering..
Which ones? And under what conditions? I need specifics to try and recreate the problem in the debugger to see what's going on
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Old 05-06-13, 03:01 PM   #1810
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Originally Posted by TheDarkWraith View Post
Which ones? And under what conditions? I need specifics to try and recreate the problem in the debugger to see what's going on
Don't remember exactly.. I had read about somewhere in this thread..
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Old 05-06-13, 04:52 PM   #1811
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Quote:
Originally Posted by TheDarkWraith View Post
Working on fixing the problem with the TDC AOB/Speed dials patch currently
Good news
Render Patch seems to work fine here
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Old 05-06-13, 06:50 PM   #1812
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Any doubts as to whether the SH5 code was based on SH3 code was put to rest when I found this:



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Old 05-06-13, 06:56 PM   #1813
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Originally Posted by TheDarkWraith View Post
Any doubts as to whether the SH5 code was based on SH3 code was put to rest when I found this:

...
It follows that SH5 should be at least as good as its predecessor
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Old 05-06-13, 07:36 PM   #1814
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Default TDW YOU ROCK!!!

I just broke down and ordered the boxed game version bcuz of you TDW. Initially made the mistake of buying the steam version bcuz lets face it, modding this game is almost like being a sub captain with its constant tedious delicacies.

So If I can break down and spend the puny $10 ($5+shipping), so can anybody else. Its more than worth it after you fixed the crap out of this game. You saved this game and its in my top 3 favs.

I know this has been beat to **** but its a shame you didnt develop this game or there isnt a silent hunter 6 in the making that you were a part of. I know you would have all sorts of ideas that I am just barely thinking of myself. take for example Full MP/SP crew intervention. So each crew position is crucial to the success of the ship and very detailed. actual torp/munitions loading procedures, a similar (Arma 2 A.C.R.E./A.C.E. Mod) communication system. the sweat of the wait and the cooperation of such a crew would make for an exciting exp.

The online community would explode. The engines are here to do such and from what I hear, engines like the "CryEngine" have been released to the public. All I know is I wish I had the money to fund such a project. Anyways TDW!

I know you've heard it all before. GREAT WORK AND THANK YOU!!!!!!!!!!
Here's to seeing what other miracles you pull out of your hat proving how incompetent "college educated" programmers are.
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Old 05-06-13, 11:56 PM   #1815
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I know you've heard it all before. GREAT WORK AND THANK YOU!!!!!!!!!!
Here's to seeing what other miracles you pull out of your hat proving how incompetent "college educated" programmers are.
Glad you're liking my work It's hard and very frustrating at times to reverse engineer something AND change it to do what you want but the self-satisfaction you get when it does do what you want is awesome

I have no degree, never set foot in any college either I received my training from the military and from reading books. Books teach me many things about things I'm interested in. I taught myself linear algebra (for the most part) from reading books (not for the faint of heart!)


v1.0.89.0 released. See post #1

Starting with v1.0.89.0 Fixed problem with the AOB and TDC dials patch. The problem was auto targeting could be messed up because of the patch.

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