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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Fuel Supplier
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Several users have complained that GWX2 locks up in 2nd-stage loading with the RealWeatherFix.
I have spent the evening installing GWX2 on my computer and can confirm that there is a problem. Loading of files in second-stage loading does indeed occur after 5% has loaded, and it is necessary to exit with ctrl-alt-delete, and close down SH3. The problem does NOT lie with the executable program RealWeatherFix.exe. This executes exactly as planned. The replacement files that it creates (campaign_LND/RND/SCR.mis and scene.dat) are *exactly identical* (using a machine file comparer) to those that I make by manual alteration of the same files. The problem does NOT lie with the modified campaign files either. Using the GWX2 original file scene.dat, the modified campaign files are perfectly happy to load. The problem DOES lie with the large GWX2 file 'scene.dat', which, after receiving our weather modifications either automatically (with RealWeatherFix.exe) or manually by me, refuses to load the campaign files thereafter. I have absolutely no idea why this problem occurs. In the meantime, I regret greatly that the large number of users of GWX2 cannot use our weather fix. Since I do not wish to be accused of deliberate attempts to sabotage GWX2 users, I shall be happy to collaborate with any of the GWX team who wishes to seek to correct the GWX2 scene.dat file. (Send me a PM). I can confirm that simply restoring the back-up files that RealWeatherFix mod creates will restore GWX2 to its original state. In the meantime, to avoid further confusion, I have *removed the RealWeatherFix mod from the FileFront website*, pending a change to the documentation to exclude GWX2 users. Apologies to those who may have suffered difficulties in consequence of using this mod. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#2 |
Ocean Warrior
![]() Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
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Keep plugging away at it !!! It sounds like you guys are on the right track ! Maybe you can get the RealWeather Fix into the next GWX release.
![]() If both the NYGM and GWX teams got on this issue together, I imagine that a lot of issues could be solved ! Thanks for doing this for the community !!! ![]()
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#3 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Hi Stiebler,
Hi Subtype, First of all thanks for this great mod and great research as always. Top quality! ![]() Just one comment (I'm probably wrong but...)... I noticed that after you run the .exe that will modify your scene.dat it rename the old one to Sceneoriginal.dat. Ok. But as you already knows Sh3 reads all .dat, .sim, .zon, etc that are in a folder just overwriting the parameters with the last one that was read if it's the "same". Could be this the case? :hmm: I also should like to say that I'm finishing to test another solution, a definitive (and a bit dirty ![]() going very well without any problem (my third long patrol using it). The intention is to be only used if you have 48hrs of continue rain/heavy fog and/or if for any motive you don´t want to wait more for that bad weather change that never comes....This mod will give to the player an imediate stop on the heavyfog/rain and the game will continues from that point (saved game) with now a medium fog and no rain, what is enough to continue to start hunt again. It may be enable without exit sh3. After 48 to 72 hours (in game), the game will change the weather for the first time. Then you may save, disable the mod without exit sh3, reload and continues with your "new" weather. Like I said, it´s a bit dirty but always works (100%) and at least for me it is the better "complement" to be used with your weather mod. Your mod reduces the amount of days with heavyfog/rain. This new mod cuts the bad weather if necessary, instantaneously. I will release it in few days. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#4 |
Nub
![]() Join Date: Aug 2007
Posts: 3
Downloads: 5
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Hi guys,
sorry for my stupid question but where can I find a download link for this fine mod? I hope my english isn't so bad. Greetings from Germany Hans_olo ![]() |
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#5 |
Lieutenant
![]() Join Date: Mar 2007
Location: 19,998 Leagues under the sea
Posts: 262
Downloads: 7
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Rubini,
Please see my reply in your new weather thread. |
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#6 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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![]() Quote:
![]() But do you noticed my first question about how the RWF .exe rename the old scene.dat? Could this mantain in truth the old settings instead the news ones?:hmm:
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#7 | |
Eternal Patrol
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![]() Your English is great. I also like your interesting version of the screen name. Very original. Get it here: http://hosted.filefront.com/TeddyBar/
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“Never do anything you can't take back.” —Rocky Russo |
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#8 |
Nub
![]() Join Date: Aug 2007
Posts: 3
Downloads: 5
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Hello Sailor Steve,
thanks for the link. Greetings hans_olo P.S. this board ist GREAT ![]() |
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#9 |
Chief of the Boat
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#10 |
GWX Project Director
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Thanks Stiebler. Will contact you just as soon as I can get clear of some RL matters.
I'm curious as to why it won't work as well. We'll get it sorted I'm sure. ![]() |
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#11 |
Stowaway
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There were changes to the scene.dat in 2.0
If you are useing an absolute address for insertion of hex code? Then Yes, it's misplaced in the 2.0 scene.dats, therefore, the problems. Should be a simple matter to make a new installer to match the adjusted Hex addresses. |
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#12 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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- water density (UnderwaterFogEnd(Fog)) - wave height (MaxWaveHeight) If the byte offsets to these values are no longer 975 and 691 respectively, then SH3Cmdr users running GWX2 MUST not adjust water clarity or set wave heights (the SH3 options must remain unchecked). |
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#13 |
Stowaway
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I'll look into this tonite.
Thanks for pointing it out. ![]() Address 975 shows a value of 15 Address 691 shows a value of 320 So those should be ok, Correct? Now, I'm not sure where the offset begins. I know it's there cause I had to adjust the Commander files before. Easy enuff to find. |
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#14 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
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If these offsets do ever change, then we'll have a small problem - the offsets are hard-coded in SH3Cmdr (2.5 years ago I never considered the internal structure of this file changing - other files, yes, this one, no), meaning that compatibility will only be achieved if I change the code. We'll cross that bridge if we ever have to though. Another file to be mindful of is GUNS_SUB.sim. If the byte offset for reload_time_88 and reload_time_105 ever changes from 10620 and 694, pls let me know as the same problem will apply. |
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