SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Closed Thread
 
Thread Tools Display Modes
Old 09-06-11, 02:33 PM   #1201
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Some bad news, it seems that the imported ships flag fix doesn't do it after all

I thought I had figured out why german flags don't freeze, but I was wrong. Every flag works in custom missions and in harbour when you start your patrol. So when you load a saved game or start from the harbour, the game loads all the nearby ships correctly, flags working and all. But when time passes and a new ship spawns, problems starts and the flags freeze. So it has something to do with the loading procedure/spawning of the new ships. Probably some .GR2/.dat compatability error. I have now no idea how to fix this, so if somebody wants to try, be my guest

Maybe small ships (fishing boats and torpedo boats) could sail without their flags???

Some good news also. I found one fishing boat lurking in the SH 5 files that wasn't used in the game. I hope that I can bring it in to the game fully working. And it shouldn't cause any flag problems . Here is a sneak preview:

Rongel is offline  
Old 09-06-11, 02:44 PM   #1202
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Rongel View Post

Some good news also. I found one fishing boat lurking in the SH 5 files that wasn't used in the game. I hope that I can bring it in to the game fully working. And it shouldn't cause any flag problems .
Great work Rongel
__________________
Trevally Mods for SH5
Trevally. is offline  
Old 09-06-11, 04:32 PM   #1203
Faamecanic
Ace of the Deep
 
Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
Does your map not show this




Or do you mean some other area

I will have to look and maybe take a screenshot. But I dont think so as I map my course out to the canal ahead of time. And was shocked by seeing an island in front of me that wasnt there in the Nav map.
Faamecanic is offline  
Old 09-06-11, 05:03 PM   #1204
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by TheDarkWraith View Post
Open up the Zones.cfg file with Notepad. If it has these entries (just like below) then it's ok to use:

216=DistressFlareWarship
217=DistressFlareMerchant
218=SmokeSmall
219=SmokeMedium
220=SmokeLarge
221=Mine
222=None
;**************** FX Update improved zones
223=NFlotCapsize
224=NFlotFlood
Yes -it has that. Thanks TDW

Quote:
Originally Posted by Faamecanic View Post
I will have to look and maybe take a screenshot. But I dont think so as I map my course out to the canal ahead of time. And was shocked by seeing an island in front of me that wasnt there in the Nav map.
__________________
Trevally Mods for SH5
Trevally. is offline  
Old 09-06-11, 07:29 PM   #1205
Faamecanic
Ace of the Deep
 
Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
Default

Ok Trevally...I looked at my game and the islands are there. So next time im in port at Keil I will take screenshot if I notice the problem of the island in the nav map not matching with the "real" world in SH5.
Faamecanic is offline  
Old 09-06-11, 07:39 PM   #1206
Perijones
Swabbie
 
Join Date: Jan 2008
Posts: 14
Downloads: 407
Uploads: 0
Default CTD when going to the museum

Comrades, i'm getting CTDs when i select some types of ships in the museum. Is this normal? Does this issue afects the campaign game? Thanks in advance,

Perijones
Perijones is offline  
Old 09-06-11, 08:23 PM   #1207
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Question on the Flags issue?


Why do those imported SH4 Units have a texture set in the dat for the FLG node?
And why does it point to one of the base textures for the Ship itself?
What was the reasoning behind this?
 
Old 09-06-11, 08:41 PM   #1208
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by privateer View Post
Question on the Flags issue?


Why do those imported SH4 Units have a texture set in the dat for the FLG node?
And why does it point to one of the base textures for the Ship itself?
What was the reasoning behind this?
I think it's because it was his first time making new FLG nodes He's learning
TheDarkWraith is offline  
Old 09-06-11, 08:49 PM   #1209
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Well, as they were imports from SH4?
They needed no texture assigned and never had one to start.
That may be the problem with the flags freezeing.
You can't assign a texture to a node like Flags or Gun placements.

I'm not being rude nor trying to say someone is stupid or anything bad along those lines!

I'm trying to answer a few issues without a whole nother fight starting.
 
Old 09-06-11, 08:54 PM   #1210
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by privateer View Post
Well, as they were imports from SH4?
They needed no texture assigned and never had one to start.
That may be the problem with the flags freezeing.
You can't assign a texture to a node like Flags or Gun placements.

I'm not being rude nor trying to say someone is stupid or anything bad along those lines!

I'm trying to answer a few issues without a whole nother fight starting.
I'd say great find He'll probably never make that mistake again
TheDarkWraith is offline  
Old 09-06-11, 09:02 PM   #1211
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

I'm hopeing that is the only issue with the flags at this time.
Nameing, along with ID's, can be a critical factor in the GR2 files.
It may be so with the dats also.
I've not tested that since I found out how some nameing actually works and ID's are ignored in the GR2 files.
 
Old 09-06-11, 09:08 PM   #1212
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by privateer View Post
I'm hopeing that is the only issue with the flags at this time.
Nameing, along with ID's, can be a critical factor in the GR2 files.
It may be so with the dats also.
I've not tested that since I found out how some nameing actually works and ID's are ignored in the GR2 files.
Should be ok.
You change one letter in a name of an item in the GR2 file it changes the ID of that item. Haven't nailed down the algorithm it uses to calculate the ID from the name yet in GR2 files.
TheDarkWraith is offline  
Old 09-06-11, 09:20 PM   #1213
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Better left for a future thread, BUT.
There are some things in the GR2 files that do not use the ID's.
They use the names themselves.
Much like cfg#FLG will call the animated flags.
It may have an ID for all versions of the Game?
But the name itself is the controller call.

So cfg#FLG_Whatever tells the Engine to use the animated flags.
It's ID then attaches to the proper render element, checks the Roster and Def files and you have the correct Flag on the right Ship at the right time.

Change the name of certain Elements in a GR2 file?
You will never see that Model in Game.
Or some really weird things can happen.

And the algorithm is based on every bit in the GR2 file.
Change a single vert or anything for that matter?
You get a CRC error with the stock GrannyViewer.

All you need to do then is 'touch' the GR2 file.
That corrects the CRC.
 
Old 09-07-11, 01:16 AM   #1214
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Quote:
Originally Posted by privateer View Post
Question on the Flags issue?


Why do those imported SH4 Units have a texture set in the dat for the FLG node?
And why does it point to one of the base textures for the Ship itself?
What was the reasoning behind this?

Hi!

The reason why now imported ships have texture/material set to FLG-node is the new flag fix that I made last week. I thought it would fix the issue, but it didn't. So the material wasn't set to flags before, they were made just like SH 4 ships, but they just didn't work. So removing them won't fix the issue, sadly.

I was following the example of the Steekviking's NAMC-boat that had for some reason texture set to it's FLG-node. I never saw that boat having a frozen flag, but now I know it's because it's situated in harbour and when you start your game, all nearby ships work always.

Anyway, this is a really nasty bug (testing it requires campaign play), and in my opinion makes the imported ships currently un-usable.
Rongel is offline  
Old 09-07-11, 06:50 AM   #1215
Magic1111
Silent Hunter
 
Join Date: Sep 2008
Location: Germany - Sailing on U-552 in North Atlantic
Posts: 4,429
Downloads: 783
Uploads: 0


Default

Quote:
Originally Posted by Rongel View Post
Some bad news, it seems that the imported ships flag fix doesn't do it after all

I thought I had figured out why german flags don't freeze, but I was wrong. Every flag works in custom missions and in harbour when you start your patrol. So when you load a saved game or start from the harbour, the game loads all the nearby ships correctly, flags working and all. But when time passes and a new ship spawns, problems starts and the flags freeze. So it has something to do with the loading procedure/spawning of the new ships. Probably some .GR2/.dat compatability error. I have now no idea how to fix this, so if somebody wants to try, be my guest

Maybe small ships (fishing boats and torpedo boats) could sail without their flags???

Some good news also. I found one fishing boat lurking in the SH 5 files that wasn't used in the game. I hope that I can bring it in to the game fully working. And it shouldn't cause any flag problems . Here is a sneak preview:


Looks very nice !!!!

Best regards,
Magic
__________________
Magic1111 is offline  
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:15 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.