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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Well I had a patch all made up, and decided to test the Mod after applying the Patch.
Hmmm, the stadimeter worked ok, but going to the other dials it looks like there's some unwanted side effects. The Range Dial no longer turns and the reset to zero bug is more obvious now. I've done some digging and noticed that the Memory address that I was using for the fix is also being used by not only Range - But AOB, Target Speed and Bearing. So that explains the Reset to Zero Bug - All these dials are sharing the same Address's to store the value before updating the final value for the relevant dial. So for example If i set my range its stored in this address, now if I change to AOB it resets to zero (Because the AOB is currently set at 0 degrees so that value is moved to the address) Overwriting the one for range that was stored there. This was very sloppy programming on behalf of the Devs - Why not give ever dial its own address for storing the temp values - like every other game out there. ![]() Its not like a couple of dials each using a float space in memory is going to amount to much memory maybe 20Bits (160Bytes) in total. Especially when some of the dials have multiple copies of the same value stored in different addresses - where only one is needed - Bad management of the memory. Looks like this is going to take more than changing the offesets due to the shared address Issue. ![]() Last edited by reaper7; 06-17-11 at 04:32 PM. |
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#2 |
Old Gang
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SOUND!
Sound is what needs to be fixed. We have only ONE stinking internal ambient sound for the submarine. Doesn't matter if you're surfaced, submerged, silent running or what not, the same ambient sound is played. Now, as a sound editor myself, I could do us WONDERS if we could patch the exe in order to include a function calling different ambient sounds for different situations of the uboat. I don't know squat about RE, my skills lies elsewhere. But teamwork wins right?
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To each his own |
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#3 | |
Navy Seal
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![]() ![]() Hope you can fix it ![]() |
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#4 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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![]() what would we do without people like you, that got the skills to change all these crappy and unfinished delivered things... i have a lot of respect for people like you and tdw. ![]()
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#5 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Only going on the few youtube tutorials I've found on pointers and addresses. So not even sure I can figure out how to circumvent the current code. Most likely going to take some new assembly code injected into the exe (Via patch) to reroute the current dials to individual memory locations for temp before routing them to there final value locations ![]() |
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#6 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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thougt of the same thing. address a whole new area of memory for that, if it is possible. but this was only a thought as to the note of tdw, that we can inject things and change calls in the exe file. that sound to me, as if we might be able to change nearly every file/shader/library the exe uses or calls.
and in the end: i am a noobnoob. so, just a thought, mate. anyway, you are doing great work. keep it on. i wish i had the time to learn this stuff. i would definitely change a lot of elemental things!
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#7 |
Sparky
![]() Join Date: Jan 2010
Posts: 152
Downloads: 6
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Good thing we have professionals like you who can judge programming skills from incomplete, misinterpreted due to lack of knowledge and probably incorrect statements read on forums.
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#8 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#9 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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even if the code may not be unprofessionally coded, the game is unfinished and so the code is and THIS is unprofessional. thats a fact no one has to study it deeply for. and as you dive deeper into modding, you will find (even like in sh3 and sh4!) unfinished code parts. functions, that have been planned to be added, but never where. so brother, step off my foot and judge the greasy tie guys from ubi for this piece of crappy software! and i think you will find 1 of 10 here, who was satisfied with this release. blame the ones who caused this... dude.
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#10 |
Ace of the deep .
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Go thru Pinteas posts and see all the things he has helped with .
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#11 | |
Sparky
![]() Join Date: Jan 2010
Posts: 152
Downloads: 6
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I was speaking in defense of the programmers and your "unprofessional/bad programming" claims. You have insufficient information/knowledge to be judging "programming skills in Romania". |
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#12 |
Seasoned Skipper
![]() Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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Knowledge/information on their ability and willingness to work well - it's SH 5 and the "curve" code.
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Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... ![]() |
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#13 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#14 |
Ace of the Deep
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Stop side-tracking the topic.
butthurt about someone making claims on bad programming for the game? Well, considering that the stadimeter bug does exist and not just "insufficient information/knowledge"... I would suggest you helping reaper to fix it, instead of complaining that he has no idea wtf he is doing... Especially after he admitted that he was wrong in his judgement. dixi |
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#15 | |
Black Magic
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