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10-11-15, 03:59 AM | #1 |
中国水兵
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
Downloads: 48
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patSH3r - Reborn
patSH3r patSH3r changes the way Silent Hunter III works by bringing new functionality to the game. It uses a technique called code injection, which adds/replaces code in live memory while running the game. Thus it doesn't make modifications to any of the original game files. When the files belonging to this project are removed, the game is left as nothing ever happened._ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ I'm restarting this project from scratch... again. After getting a new interest in SH3. This time I'm going full assembly because it's easier to implement. And since no one ever joined in on the C-code, there is not much use of making things more accessible/complicated. !!! patSH3r is no longer compatible with hsie-patched exe's !!! FEATURES: Read the manual for more information.DOWNLOADS: Current revision: 48CREDITS & Special Thanks:
Known Bugs: NoneHave a nice day! /Fader Berg Last edited by Fader_Berg; 12-24-18 at 05:37 AM. |
10-11-15, 04:04 AM | #2 | |
Sonar Guy
Join Date: Oct 2013
Posts: 380
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Quote:
What do you write in? C#? I do have some other information that may be of assistance to you. Let me know if you need it. It regards information about the EXE. |
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10-11-15, 04:28 AM | #3 | |
中国水兵
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
Downloads: 48
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Quote:
I write in plain good old C and assembler. You're more than welcome to contribute in one or another way. Code snippets or just general findings. All small contributions will sum up to the big whole. Last edited by Fader_Berg; 10-11-15 at 04:44 AM. |
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10-11-15, 04:44 AM | #4 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
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Hi Fader_Berg,
good news! There is still much room for improvements! One question: Why don't you start from H.Sie's patched exe for injecting the new code? I guess this would save a lot of work and time because re-doing H.Sie's work will be A LOT of work without benefit for the community. Regards, LGN1 |
10-11-15, 05:06 AM | #5 | |
中国水兵
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
Downloads: 48
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Quote:
There is a huge benefit for the community. First of all, I share my code to you all and everyone is welcome to join in at any time. Second; it's mainly written in C, which is far more simplier than assambly to cope with. I think we'll reach a larger developer base. |
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10-11-15, 11:53 AM | #7 | |
Sonar Guy
Join Date: Oct 2013
Posts: 380
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10-12-15, 12:12 PM | #8 |
中国水兵
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
Downloads: 48
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r16:
Watch Officer Experience Range estimation will suffer penalties if the WO don't have the Watchman qualification and/or is inexperienced. |
10-15-15, 02:34 AM | #9 | |
Ocean Warrior
Join Date: May 2012
Location: In the sea, on land and above
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I do not understand why we need this download if you are using only two files to the right. |
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10-15-15, 03:04 AM | #10 | |
中国水兵
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
Downloads: 48
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Quote:
latest-patSH3r-source.zip is for people who want to see the code, and is interested in how it's done. |
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10-15-15, 03:30 AM | #11 |
中国水兵
Join Date: Jun 2009
Location: Uppland, Sweden
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aero16 has given me a list of found memory locations made by Stiebler (with his permisson of course).
I officially want to thank you both for this contribution. This will speed things up. |
10-15-15, 06:40 AM | #12 |
中国水兵
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
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Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways. |
10-15-15, 08:30 AM | #13 | |
Hellas
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i am very excited with your thread and your achievements ! hope to have success to this new task too! (see if you can import Rubini's hydrophone layers-plus Leitender's addition- in your code.would be nice to have all in one if possible: http://www.subsim.com/radioroom/showthread.php?t=193199) many thanks to Stiebler for his very valuable sharing all the best to you guys
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Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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10-17-15, 04:45 AM | #14 | |
Eternal Patrol
Join Date: Jun 2006
Location: Karlsruhe
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Quote:
this is not a bug, this is normal. The sensor "Visual" is the dominat sensor. If a ship is in the range of this sensor, the hydrophone lines will disappeaer. And if you loose the visual contact - they come back. The same with the radar and rwr. And that is very good becuase you can't identify a sighted ship within a labyrinth of black hydro-lines. Greetings rowi58 |
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10-22-15, 01:48 PM | #15 | |
Sonar Guy
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Please don't stop, these are so needed improvements.
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That way, when you need to look for something, but to keep active hydro contacts, use the obs periscope. My playing style is such that for me is not a problem to deprive both periscopes by sensors. About "Repair time factor", if I understood correctly. Why not to make it to work when V16B1 is used but its "Realistic Repair Times" is not active? I use V16B1, but "Realistic Repair Times" is unchecked because of NYGM.
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If you ride like lightning, you're gonna crash like thunder. |
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