![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Navy Seal
![]() |
![]() Quote:
Editing RSRD mission layers(assuming RSRD, the east asia campaign sounds liek an RSRD layer) with the ME is asking for trouble. RSRD is very sensitive and it layers with traffic included should only be edited via notepad. Lurker mentions this in the readme. Edit via notepad and if trying to add traffic, add it via the appropriate blank layers such as a subhunter layer or the troopship layers he did not use. |
|
![]() |
![]() |
![]() |
#2 |
CTD - it's not just a job
|
![]()
... and if you have v1.5, and try to open a v1.4 file, you might crash anyway. Same thing if you have mods. If you have TMO2.5 installed and make a mission, it can only be "safely" opened in the TMO2.5 Mission Editor, so that it calls in the correct library files for the ships, planes, land units, etc. If you try to open a TMO2.5 file with the GFO ME, you might very well CTD, or at the least, lock-up the ME. Those are all due to different ship and airplane calls, ie: a DE might change from a Type=4 to a Type=3.
If you have multiple installs of Silent Hunter: Wolves of the Pacific on your machine, using MultiSH, you have to be sure you're using the Mission Editor from the mod that you're building / editing the Mission for. Also remember that the ME will remember sessions you had in other mods, so watch the folder structure you're working in. You can edit RSRDC files in the ME, but you have to have RSRDC activated, and run the ME from that folder - remembering the caveat that Bubblehead1980 alludes to from lurker_hlb3 in his ReadMe files, that you will trash the "timetable" of the RGG, among other things. What happens is that the Mission Editor will "see" certain parameters set to values different than IT wants, and will put those parameters the way it wants them ~AND~ oftentimes will add back in extraneous lines in each Groups "definition" that usually aren't needed. This will change the behavior of the "layer", sometimes drastically. As an example, a file in RSRDC with this "definition": [RndGroup 1] GroupName=FakeCruDiv Category=0 CommandEntry=0 Long=17071670.000000 Lat=3189400.000000 Height=0.000000 DelayMin=0 DelayMinInterv=0 SpawnProbability=100 RandStartRadius=0.000000 ReportPosMin=-1 ReportPosProbability=100 Heading=175.645004 Speed=14.000000 ColumnsNo=2 Spacing=1000 DeleteOnLastWaypoint=true CurrentInstanceID=0 GameEntryDate=19411204 GameEntryTime=0 GameExitDate=19421011 GameExitTime=0 MaxInst=1 MaxUnitsCreated=7 DockedShip=false NextWP=0 after editing in the ME becomes: [RndGroup 1] GroupName=FakeCruDiv Category=0 CommandEntry=0 Long=17071670.000000 Lat=3189400.000000 Height=0.000000 DelayMin=60 DelayMinInterv=1440 SpawnProbability=100 RandStartRadius=0.000000 ReportPosMin=-1 ReportPosProbability=100 HighPrioContact=false Heading=175.645004 Speed=14.000000 ColumnsNo=2 Spacing=1000 DeleteOnLastWaypoint=true CurrentInstanceID=0 GameEntryDate=19411204 GameEntryTime=0 GameExitDate=19421011 GameExitTime=0 MaxInst=10000 MaxUnitsCreated=1000 DockedShip=false TacticalGroup=false AvailStartDate=19411204 AvailEndDate=19421011 ControlZoneRadius=100.000000 NextWP=0 Not all of the "orange" lines above change everytime, such as the DelayMinInterv= line, but quite often they do, dependent upon circumstances, what you've changed and how you save the file. The DelayMin= line ~always changes if set to less than "60". Work on copies, and watch the changes after you edit, because you ~will~ have to re-edit in a text editor after using the Mission Editor. This even applies for files that are NOT RSRDC files. The Mission Editor will put in things that its "logic" says is missing or erroneous. It's just that lurker_hlb3 relied upon especially the DelayMin= and DelayMinInterv= working with the MaxInst= and MaxUnitsCreated= lines to adhere to his "schedule" of events, and only getting ONE instance of a Group. The other five lines are redundant, unless you specifically need to use them. The HighPrioContact= line works with the two lines above, if you're going to have a spawn be reported like "Friendly convoy reported at 167E 24N" sort of thang, and have your game interrupted by the report. The ControlZoneRadius= line defines how big of an area the RGG might spawn in, adding a bit more randomness to it, but adding to the issues. It is recommended to eliminate this line ALL the time. The AvailStartDate= and AvailEndDate= lines are used when you want to spawn a Unit or Group (cannot be an RGG) upon a Trigger / Event sequence in a MIS file. I have not been able to figure out the significance of TacticalGroup=. It remains a mystery to me - for now... I can certainly crash my computer good with the experiments... ![]() As Bubblehead1980 says, adding traffic to RSRDC is easiest if you use one of Lurker's empty files, or add one of your own, else you have to do some heavy double-clutching with the edits. Just be sure the file is listed in the Campaign.cfg file, else it won't load... Sorry 'bout the verbosity... The 34th Flotilla (Dietrich) used to have a v17 of the Silent Hunter III Mission Editor Manual, but I can only find links for v6 now. If you have v17, read it...
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#3 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
|
![]()
No, this is all stock 1.5 game, using the mission editor in the stock 1.5 game, and EastAsiaCampaign.mis is one of the defaults dated 2/25/2007 in 1.4 and 1.5, hasn't changed. The earlier mission editor opens it happily, the new 1.5 mission editor crashes every time. And yes, I did double check that I'm using the mission editor from the 1.5 folder and editing the EastAsiaCampaign.mis in the same folder, that was the first thing I checked after the first crash. I can duplicate this every time, that mission opens flawlessly with the 1.4 editor, crashes every time with the 1.5 editor.
Another bug is CTD at random times while playing - I think the common denominator is the FUBUKI class destroyer, although I've changed nothing in that. Tried with and without GFO, I can't duplicate the gripe at will but so far every time it happens there are destroyers hunting me. Half tempted to give up and go back to 1.4, this version seems to have 10 times as many bugs in it. Not much of a patch. |
![]() |
![]() |
![]() |
#4 |
CTD - it's not just a job
|
![]()
Ahhh, but you paid money for it, therefore - it is an "upgrade"... Sorry, bad joke...
![]() I've got v1.3 (for some strange reason), v1.4 and v1.5 all on my hard drive. I can try tomorrow with mine on that EastAsiaCampaign file. Seems to me, that there's a bad call in that thing, but I don't remember what, whether a ship or plane or objective or what... We found that while updating things in Fall of the Rising Sun Ultimate. I just figured it was from the mod... ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#5 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
|
![]()
Yeah, the funny thing is my biggest gripe was the SJ radar shutting off when a wave broke over it, and the crew AI not having enough sense to turn it back on after the wave passed. The actually fixed that (hooray!) but in the process added a new bug with the sweep hiccup passing 000 on every cycle. And failed to fix the reversed PPI/Ascope or make the default the PPI when you click the radar button or get rid of the automatic focus when changing to the PPI scope.
Anyway, back to the mission editor, had a few minutes to kill this morning so I started opening some of the 41 missions, then when I got to the 42 missions I got; ERROR: random group 42b_Jap_TroopConvoys_001 contains an invalid class entry PLConteVerde!!! (in addition to their 7s with the funny crossbar, Europeans are fond of using exclamation marks by firing them from a scattergun) Followed by 002, 003, couple dozen repetitions of similar errors!!! and after clicking through all of those it loaded the mission without crashing. After that I tried the problem child, EastAsiaCampaign.mis, and this time it decided to load that one without crashing. I dunno, maybe the new mission editor only works on Sundays or something. |
![]() |
![]() |
![]() |
#6 |
CTD - it's not just a job
|
![]()
The PL_ConteVerde is a problem child in all sorts of mods, and can be a source of ~bad~ cross-contamination... in some versions, it's a Type=103 for Passenger Liner, and in others, it'll be Type=109. Open the CFG files for it in
Game Folder / Data / Sea / NPL_Conte_Verde / Game Folder / Data / Roster / Country / Sea / folders, and using a text editor, make sure the Type lines in those match each other, and then use a "Find" function in your text editor and make certain all of your MIS files match those (especially the TroopTransport layers). Some of the files might be named "PL_Conte_Verde" or "PL_ConteVerde" or "PLConteVerde", or you might see "EuroLiner..." in the NPL_Conte_Verde Sea Folder - be sure the texture files match the calls also... The Type=109 is supposedly a "Rare Troop Transport" or maybe "Rare Passenger Liner" or similar, depending upon the mod... I can't think of any other ship in the game that has as many "manglings" as this one... Mis-matching of the Type= lines and Class= lines usually leads to a CTD in the game, either when using the Recognition Manual, or shooting a torpedo at the vessel and then just as the torpedo makes impact. One type of error leads to the one CTD, a different error leads to the other, but I can't remember which is which... Similarly, one of those mis-matches leads to an error message as the Mission Editor loads a MIS file, and the other lets the ME load the file, but then you can't zoom-in or move around... either way, if you choose the "Properties" on especially the "bad" vessel, you'll CTD or even lock-up the computer, and possibly have to do a warm and / or cold start...
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#7 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
|
![]()
Hmmm. There is a different date for PLConteVerde.cfg in 1.4 and 1.5, what I'm wondering now is what's the redeeming value for 1.5? I'm trying to think of a reason for not giving up on it and going back to 1.4, and coming up empty. Since I don't use mega mods the only reason for having 1.5 would be to fix bugs and glitches that were present in 1.4, and since they added a dozen new bugs for each one they fixed that doesn't work for me. I've had more CTD in the last 2 weeks with 1.5 than I had over 8 years with 1.4, is it really worth the aggravation? 1.4 has a list of changes and fixes from 1.3, is there a similar list for 1.5?
v1.4 Changes:
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|