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Old 12-23-07, 08:26 PM   #16
Sakura551
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Quote:
Originally Posted by privateer
Being as it's a change to the SHCollisions.act file, it will work with
all mods per say.
I'm interested to see if it effects collisions of shells.
Will Aircraft rounds cause more damage?
What if you "bump" the dock when returning from Patrol?
This is a very interesting area.
Hello Privateer. To be honest, I haven't done extensive testing with shells. If it doesn't change shell collision damage effect, I'm sure I can experiment and find the value that does. But my main priority right now is to disable the instant death screen triggers. I accidently came across these collision values while searching for those triggers and released this little mod.
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Old 12-23-07, 08:36 PM   #17
TheDarkWraith
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Sakura551,

It looks like you can't accept PMs so I'll have to ask here. What Visual C++ disassembler are you using? Answer via PM please
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Old 12-23-07, 08:39 PM   #18
Sakura551
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Hmm, no feedback comments. Has anyone actually tried it yet? What do you think about collisions now? :hmm:
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Old 12-23-07, 08:41 PM   #19
Sakura551
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Quote:
Originally Posted by Racerboy
Sakura551,

It looks like you can't accept PMs so I'll have to ask here. What Visual C++ disassembler are you using? Answer via PM please
Sorry about that. PM enabled now.
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Old 12-23-07, 08:49 PM   #20
TheDarkWraith
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Quote:
Originally Posted by Sakura551
Hmm, no feedback comments. Has anyone actually tried it yet? What do you think about collisions now? :hmm:
I'll give it a try tomorrow. I'll test shells and my AI torps and see if there's any change
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Old 12-23-07, 08:49 PM   #21
Madox58
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there is no C++ disassembler.
It's all Assembly Language!!!
Pop, poke, XOR.......
That kinda stuff.
The C language has proven to be the hardest to disassemble to
and no program has been written to convert back to C languages.
Once compiled, to much is lost.
Assembly BABY!!!
That's the ticket!
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Old 12-23-07, 08:53 PM   #22
TheDarkWraith
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Quote:
Originally Posted by privateer
there is no C++ disassembler.
It's all Assembly Language!!!
Pop, poke, XOR.......
That kinda stuff.
The C language has proven to be the hardest to disassemble to
and no program has been written to convert back to C languages.
Once compiled, to much is lost.
Assembly BABY!!!
That's the ticket!
Poke (and peek) was used in basic... ...pop, push, rl, rr, yeah good ole assembly. Where's my reference books :hmm:

Last edited by TheDarkWraith; 12-23-07 at 09:30 PM.
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Old 12-23-07, 09:54 PM   #23
johnno74
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If you guys are poking around (no pun intended) in the game binaries, have you tried ollydbg?

Its free, and its main strength is dissasembly... when you don't have the source. Its pretty smart. I haven't tried it with SH3 (my assembly skills are pretty basic) but I managed to use it to create a patch for some windows app once..

Ooops I kinda hijacked the thread. Sorry.
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Old 12-23-07, 10:10 PM   #24
Samwolf
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Quote:
Originally Posted by Sakura551
Hmm, no feedback comments. Has anyone actually tried it yet? What do you think about collisions now? :hmm:
Got it installed, just haven't collided with anything yet. Let you know as soon as I can get some gametime in, darn all this Christmas activity!!!
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Old 12-23-07, 11:28 PM   #25
Madox58
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Anything with a gun?
DIVE!!
1st time a merchant whacked me with one round!

Test 2 was K-ship with no DC's.

More damage taken then before.

So there seems to be a major shift in damage received by any type collision so far.

Last edited by Madox58; 12-23-07 at 11:42 PM.
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Old 12-28-07, 08:52 PM   #26
Samwolf
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Using your v1.1 of Fixed Collision and what I ran into was the following.

Firing at a freighter with the deck gun as soon as I got within about 300 meters of the target I took damage everytime I hit it. Two shots to the target when I was that close reduced my hull integrity to 22% and when the ship exploded and sunk it took me with it

Lessen learned, Don't get too close to the target when firing with the deck gun.
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Old 12-30-07, 02:48 PM   #27
jean74
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Hi,

Many thanks Sakura551 for your great job about collision !

I give you a link for SH4 Collision act in the thread bellow.
http://www.subsim.com/radioroom/showthread.php?t=126595

May you try to repare collision in SH4 ?
It would be fantastic if you could to do this .

I am ready to test your SH4 collision act file.
Please, let me a Private message if you are OK,

Many thanks in advance,

Best regards,

Jean

Ps : sorry for my bad English language.
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Old 12-30-07, 05:18 PM   #28
Gammel
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Unfortunatly this very promising looking mod did not work very well for me.
Planes attacking me are always ending up in self destruction after dropping their bombs.

The killing zone of the bombs impact is several times larger than before
- at least on my installation - where several mods beeing switched on and off rapidly :p
So it´s perhaps a problem others don´t have.

But Samwolf's reporting dos confirm my observations in some way:
Quote:
Firing at a freighter with the deck gun as soon as I got within about 300 meters of the target
I took damage everytime I hit it. Two shots to the target when I was that close reduced
my hull integrity to 22% and when the ship exploded and sunk it took me with it
So maybe a little tuning down would be just right - if somehow possible.

It´s great you got even something changed by editing that file without crashing the game
- keep up the good work - i'll download and test for sure!
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Old 12-31-07, 10:11 AM   #29
xristoskaiti
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with the nygm 2.6 it works more well...I pass 1% damage when I put with the firearm from 10.15 it meters
after 5-6 shots I believe that it needs a lot of work in order to he becomes
compatible with super mods
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Old 01-04-08, 04:23 PM   #30
HEMISENT
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Sakura,
Forgive me if this may be a dumb question, not meaniong to send this thread sideways, but... Since your working with damage is this going to develop into something along the lines of the LRT mod by NVDrifter. Unable to PM him regarding possibility of making GWX 2.0 compatible version. After playing LRT for so long, now that it's N/A is really a loss to gameplay.
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