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Old 01-25-10, 03:26 AM   #31
zulus
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Quote:
Originally Posted by jimbuna View Post
I can't say I appreciate your attitude considering the number of posts I have created in offering advice and help.

Now....one piece at a time:


What plotting error? Do you know this to be a fact?

There have been approximately 25 posts on this thread and EIGHT 8 of the responses are from me.



That is quite correct....you don't know.

FYI the official support has stopped but some of us stick around and offer what support we have time for....check some of my previous posts.



You are bang out of order there....care to show me where I post such a phrase regularly?

If your going to quote me then do it in its entirity without cherry picking the pieces that you believe change the context to what your after....the full sentence if you please, the one giving the reason and the rhymn...

The above is what was typed and included the explanation that it was not fixeable.

I have attempted to replicate your problem and have investigated the campaign layer, even to the extent of posting a screenshot.

Unless you can give me an exact date, time and location I am unable to do any more.

You could also consider sending me your campaign folder and I would, once armed with the exact information I mentioned above be able to insert it into one of my test installs and see just what is the cause for the phenomena you are experiencing.

But I do suspect, like at least one other on this thread that the cause is human error by way of a game save, a corrupted file or something you have added that is interfering with the game install.



YOUR WRONG....SOME OF US HAVE A LONG HISTORY HERE TO THE CONTRARY
Ok now we're talking. I'm sorry I had to stir up water like that to attract some more bloody attention to the matter but hopefully for good reasons.. Most probably the lack of cooperation from your side made me feel desperately.. Anyway tell me which files you want to be sent to you exactly ?I understand this can not be fixable in campaign ? So as an alternative idea I was offering to make a map of Lampedusa as an addition to mines.tga I believe ? I need straight answers to the question "Can this be done or not ?" Thanks.
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Old 01-25-10, 03:43 AM   #32
zulus
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Originally Posted by Empty B View Post
Zulus

I think that Hansa ship isn't default GWX3.
But I'm not 100% sure.
What mods do you have enabled?
Hansa ship is a part of GWX3 St Naz and Schluese and other units V4 which is fully supported with GWX3
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Old 01-25-10, 06:35 AM   #33
Wreford-Brown
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You need to give us a little time to get to the bottom of this - 'Can it be done or not' depends on letting us replicate the problem and work out a potential solution, which takes time. I'll need to load up a new career in 1942, dock in Lampadusa, start another game in Lampadusa, check whether I have the same problem, check the _SCR files against the actual path of the Vorpostenboot, work out a potential solution and script it into the _SCR file. This takes a little time especially when RL is brought into play.

I'll keep working on a solution for you, just bear in mind that as Lampadusa isn't a submarine base the Vorpostenboot may not be scripted to lead you out of the harbour but only to patrol the harbour area. Regardless, it shouldn't be running into the walls.

By insulting subsims 'Most Helpful Member' you're not enamouring yourself to anyone. If you don't like the way GWX is working you can always uninstall and ask for a full refund.
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Old 01-25-10, 09:12 AM   #34
zulus
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Originally Posted by Wreford-Brown View Post
By insulting subsims 'Most Helpful Member' you're not enamouring yourself to anyone. If you don't like the way GWX is working you can always uninstall and ask for a full refund.
I really don't know where have you picked that up, but no insult was done from me to Jimbuna. Unless some emotional hardtalking is an insult in your point of view this means you actually don't know the meaning of an insult as a word.
</p>Now I appreciate the hard work you're going to on try figuring out the solution not for me only, but for all of us who might need to dock at Lampedusa thus preventing Kaleuns from ramming the nets or mines on the approach. So I'm just an initiator to raise a problem and asker for any fix available. Thus I don't want to hear about user fault problems in this situation because I know how things work in SH3, what bugs still remained after 1.4b patch and that some of them not has not been fixed in GWX due to the hardcoding. So it is not a user related problem and in future I would like less first impressions from 'Most Helpful Member' about a problem as a user-fault made but to pay more attention what has been writen in issue description.</p>Thanks for cooperation.
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Old 01-25-10, 12:32 PM   #35
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Originally Posted by zulus View Post
Hansa ship is a part of GWX3 St Naz and Schluese and other units V4 which is fully supported with GWX3
You are incorrect. Only CORE GWX files are "fully supported." The mod I've quoted is not core file material... and our mod team cannot be held responsible in any way for every modification that is assumed to be 'fully compatible with GWX.'

My thoughts are that if one ship is proven to be problematic... it, and any files that it depends on to function... should be removed.

Furthermore, you are being rude. No one here owes you anything at all. Help that you are given here... is a gift... not a given right.
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Old 01-25-10, 02:30 PM   #36
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Originally Posted by zulus View Post
So it is not a user related problem and in future I would like less first impressions from 'Most Helpful Member' about a problem as a user-fault made but to pay more attention what has been writen in issue description.</p>Thanks for cooperation.
You won't get much help after all these unappreciative comments of yours..
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Old 01-25-10, 03:16 PM   #37
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Quote:
Originally Posted by Kpt. Lehmann View Post
You are incorrect. Only CORE GWX files are &quot;fully supported.&quot; The mod I've quoted is not core file material... and our mod team cannot be held responsible in any way for every modification that is assumed to be 'fully compatible with GWX.'

My thoughts are that if one ship is proven to be problematic... it, and any files that it depends on to function... should be removed.

Furthermore, you are being rude. No one here owes you anything at all. Help that you are given here... is a gift... not a given right.
So you're giving me a hint that maybe Shluese and othe units V4 might cause this problem ? lol I'm afraid you also failed to understand that there is no problems with any ship itself, but there is a problem how ones course is plotted (too close to harbour walls and antisubnets if this is not clear so far). By the way if I may ask does Vorpostenboot class belongs to GWX core files sea roster or does it belongs to GWX3 Shleuse and other Units V4 ?
Furthermore how can you say I'm being rude, when you don't even know me ? What if this is my daily style of communication and point expression huh ?Also pls keep in mind that english is not my native language so some words might sound rude to you when in fact it's not like that how you see it.
Btw you yourself are being rude to me right now talking with me from the hights of your pride. Respect each one and each one will respect you. If any further sorties are needed use a bloody PMs, but please don't trash my thread with spam about who owns who what s&^@!.
Glad we understand each other.. Hopefully.
Cheers.
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Old 01-25-10, 03:42 PM   #38
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Originally Posted by piri_reis View Post
You won't get much help after all these unappreciative comments of yours..
Nah, Most Helpful Member already helped me out with SH3Editor screenshot for which I'm very thankfull to him. Without that picture I would be dead stuck there or be dead trying to get out. It's just that I'm damned perfectionalist and I want everything to be in order as much as it can possibly be. So I'm adressing my trouble found to ppl who might really fix it without hard feelings and lot's of begings

Last edited by zulus; 01-25-10 at 04:08 PM.
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Old 01-26-10, 11:01 AM   #39
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Originally Posted by zulus View Post
Furthermore how can you say I'm being rude, when you don't even know me ?
Quote:
Originally Posted by zulus View Post
Very well.. So far I see no one is actually interested in fixing someones faulty ploting error, maybe GWX3 support period is expired I dunno.. But I guess I've learned my lesson that I would like to share with others is: If you find an obvious bug that is not coverd in GWX manual, keep it a secret and don't complain about it too much or ask someone to make a fix on it, even if it can be easily implemented, cuz sooner or later you'll be told in the most famous phrase when supporting is out of luck to "get over it and move on". Personally when I hear these kind of answers these words feels like my worst enemy..Ok I promise I will no longer bother anybody with my "meaningles" GWX related BUG foundings since anyway NO ONE REALLY CARES. Thank You.
Seriously, do you consider that a noble and kind way to ask for help ?
THAT is rude, Sir, since most if not all of us took the bug-fixing process to heart.
Those who can still bring some help nowadays do so when they have time to spare on their computer...
Please be so kind to take that into account.
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Old 02-01-10, 02:42 AM   #40
zulus
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So apart from criticizing my way of asking for help, may I ask what has been done so far to fix this problem ?
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Old 02-01-10, 10:57 AM   #41
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Originally Posted by zulus View Post
So apart from criticizing my way of asking for help, may I ask what has been done so far to fix this problem ?
I only added that base in GWX for use with Mikhayls schnellboot mod
Was never intended to be a uboat base and as such has no escort
The only bases that have escorts are where the player can start from
Not Lampedusa

That said the Vorpostenboot should travel around the nets and out into the open sea BUT is acting up due to the stupid AI anti collision routine
Looking at the mission ed it looks like its gone into that routine due the vorpostenboot docked on the right of the travelling boat
Not picked up before as its not a uboat start base

If you can open the ME then just delete the docked vorpostenboot and the moving one should behave as planned - or stick to a proper uboat base and all will be well

Theres your fix
Simple

Of course the other way would be for it to be altered on next release of a GWX mod which as we know isnt going to happen

If I release anything else will make sure that problem isnt there
If
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Old 02-01-10, 02:23 PM   #42
zulus
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Originally Posted by bigboywooly View Post
If you can open the ME then just delete the docked vorpostenboot and the moving one should behave as plannedIf
Ok, so how should I open this ME ?
Edited: ME = mission editor ? ok which file should I open via ME to be able to see everything ?
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Old 02-01-10, 03:00 PM   #43
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Quote:
Originally Posted by zulus View Post
Ok, so how should I open this ME ?
Edited: ME = mission editor ? ok which file should I open via ME to be able to see everything ?
Top left
File
Open scripted layer

Point to your SH3 install - data/Campaigns/campaign
Click on Campaign_SCR

When open move to Lampedusa and zoom in ( use the hand button on top bar to drag map around )

When you get to the harbour ditch the hand and change the filter end date at top to 1942

Click on ship GE Coastal Merchant#158 on right highlighted in pic below and press delete on keyboard



Now click on ship Vorpostenboot#22 in centre of pic again highlighted and delete



Go to file
Save scripted layer as
Should go straight back to correct folder
click Campaign_SCR
Click yes on ok to overwrite

And your done
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Old 02-01-10, 03:51 PM   #44
zulus
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Done it! Thanks BBW, for straight support with the issue, with less talks about known bugs and how AI works but more info on technical solutions. Will need to check if problem gone on my next visit there.
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Old 02-02-10, 09:01 AM   #45
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Hi again BBW.I'm sorry to report but today I managed to get to Lampedusa again, docked via esc, reloaded game and I've seen the same Verpostenboot behaviour despite deletion of those two docked ships.What I later done I tried to alter his waypoynts to make him travel correctly. However this gave no desirable results untill I decided to change it's spawn location and removed few unnecessary waypoints for this little guy. Also looped his path so now he's never lost if you accidently missed him on his first cycle run (due to bad weather or so).Now it looks like this: P.S. The Soldati class DD that supposed to patrol around this island has been also fixed, he's no longer dissapears on the last waypoint.. (Note: remember to uncheck &quot;Delete on last waypoint&quot; cuz even if unit path is looped he will dissapear on his last waypoint).
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