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Old 09-21-06, 02:50 PM   #16
Der Teddy Bar
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Quote:
Originally Posted by MothBalls
One other thought….

Is there a way you can make Commander automatically roll back when SH3 exits? It might solve some of the cross pollination issues.

In the event of a game crash, a rollback could be performed the next time Commander starts.

When you run Commander you “test” for the existence of SH3 weather and execute it when it is present. Could you drop an identifier file into the SH3 directory so you would know if there was an abnormal exit and roll back based on that?

I’m not a programmer but I was just thinking of possible ways to solve some minor issues. I have no idea if these things would/could work.
The most practical, safest, efficient way is what Jaeson has proposed, which is a version of Sh3 Cmdr that supports multiple installs.

Jaeson is a quality programmer and he will have considered all possible avenues before making this proposal.
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Old 09-21-06, 02:55 PM   #17
GT182
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JS, could you make a patch for 2.5 to have it work with multipul installs? There are those of us that like and use only 2.5

I'm only using one install of SHIII and SH3 Commander 2.5, for now. I like 2.5 over 2.6 because of the features it has. One is it automatically rolls back everytime it's run for my career, and never fails to either. Some of the features in 2.6 I didn't care for, so after looking at it a bit I decided to stick with 2.5. But no mater what, you've done a great job wih all versions of SH3 Commander. To coin a phrase, "Pure genius".
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Old 09-21-06, 02:58 PM   #18
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I've been using SH3 Commander since 2.5, but been running multiple installs since v2.6 came out. I tried a single installation, with /l switching, but my old memory kept letting me down, so I got myself cross-pollenated a few times!! I have been running 4 multiple SH3 installs, with 4 corresponding installs of SH3Cmdr, for the past 6 weeks or so, with absolutely NO problems at all. It did take a few extra minutes to get all the correct desktop icons etc. labelled correctly to match, but well worth the effort!!
I would really appreciate ANY of the new features that would improve SH3Cmdr even more! The "automatic rollback" plan is great, but I'm still hoping that you will release the "Log Book" feature that you mentioned a while back, that you had virtually abandoned working on!
So far as I'm concerned, SH3Cmdr, and JSGME, have got to be THE most important Mods ever created for SH3. Thanks for all the work you've put in!!!

Cheers
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Old 09-21-06, 03:05 PM   #19
Der Teddy Bar
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Quote:
Originally Posted by kylania
How would automatic rollback work with a saved game?

Right now I start a patrol using SH3 Commander, but if I have to save I always just start the game normally, so that I don't get stuck with say different values or crew losses with each restart of a saved game. Is that the right way of doing things? And how would this work with an automatic rollback upon exit?
By not starting saved games with Sh3 Cmdr you will be missing out on some of the best Sh3 Cmdr features with the random breakdowns/failures etc

Also, SH3 Cmdr does not remove crew mid patrol.

With regards to the NYGM Torpedo Depth Keeping Issue Mod, which is used during the historical dates of 1939 to late 1942, the depth error value is a random occurance recalced with each launch of the game through SH3 Cmdr where there is a 30% chance that no depth error will occur and a 70% chance that an error from as little as 0.5 metres up to 3 metres will occur. If you do not load saved games with SH3 Cmdr the depth error will not be recalced which will mean that if your depth error is set to be 2 metres out, it will not have a chance to be reset to 0 metres or at least to a lesser depth.
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Old 09-21-06, 03:18 PM   #20
kylania
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Ooh, ok!! I thought all the random things that SH3 Commander did was saved with the save game file and would be changed (or lost from an eariler value) each time. Well, this certainly helps! Thanks!
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Old 09-21-06, 06:13 PM   #21
MothBalls
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Quote:
Originally Posted by Der Teddy Bar
Jaeson is a quality programmer and he will have considered all possible avenues before making this proposal.
Of that I have no doubt. It's a great program and very well thought out.

I was just thinking out loud trying to add something to the open discussion. I hope nobody thinks I was telling him how to do it. I'm used to working in collaborative environments where we all throw in ideas and try to end up with the best solutions.
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Old 09-21-06, 08:32 PM   #22
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Default Multiple Installs

I have installs of GW, GWCarotio, RUB, IUB, NYGM and Standard, all run on one install of Commander. Each install has its own shortcut to Commander which targets the appropriate install with the \l switch. I have had very few problems with this system, some I think caused by inadvertantly loading an incorrect Captain,( ie loading a GW file into the RUB game). I would have to say that my favourite install is my heavily modded RUB.
Cheers keep up the good work.
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Old 09-22-06, 11:54 PM   #23
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OK, after the R2.6.1 "maintenance fix", I'll work on an R2.7. Again, the main aim will be to NOT interfere with, or break compatibility with, any of the major mods, so changes will be more internal focussed.

I have a few other internal things to add as well - perhaps an option to toggle the malfunction effects; a fix for the missing repair officer (if someone can respond to my question on the "Missing Crewman" thread), and if time permits, an enhancement to the realistic crew transfers feature which will provide for a *sometimes* replacement of crew transferred out of the boat with a new variably experienced crewman. I've also read up on crew administration in u-boats and found more specific transfer "rules" plus now have a good table listing average u-boat crew ranks and qualifications, so I may tinker with the realistic crew lists.

I might also remove the simulated fuel resupply strategy (ie increased fuel range in the VIIC during 1942/43) because I think the milk cow addition has firmly become a part of SH3.

Last edited by JScones; 09-23-06 at 01:22 AM.
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Old 09-23-06, 01:32 AM   #24
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Any possibility of getting a NYGM Crew Management option etc?
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Old 09-23-06, 02:10 AM   #25
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Quote:
Originally Posted by Der Teddy Bar
Any possibility of getting a NYGM Crew Management option etc?
I know Observer sent me, before R2.6 was released, an NYGM inclusion to the "Crew fatigue models.cfg" file but it couldn't be added because there were values modified in a Basic.cfg block that SH3Cmdr doesn't cater for in the fatigue model file.

Is this what you were thinking?

If so, I'm happy to revisit it, as crew fatigue models (for want of a better collective title) have come a long way from simply adjusting CREW values and FATIGUE_COEF values. Plus I now have more robust code that I am using with the Static and Randomised events features; I can easily "piggy back" this code, meaning that a "fatigue model" block could include adjustments to *any* value in Basic.cfg and thus extending support to NYGM's model. Only issue though is that players that have added their own models will need to "translate" them to the new structure, but this is a minor inconvenience if the result supports players that want to try NYGM's model, or any other model that is developed that changes more than just the basics.

If, however, I am right off track here, just let me know what you were thinking.
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Old 09-23-06, 02:51 PM   #26
VonHelsching
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JS,

Seeing this thread, I just had an idea...It's more JSGME related though.

Since it is a fact that people are forgetting the Rollback button so often:

a) Why don't you put a reminder screen in JSGME ("Don't forget to Rollback before applying", or "Rollback first, then apply")
b) Make an automatic "rollback" link from JSGME ---> SH3Cdr

How does that sound?

BTW, keep up the good work. Let's hope that after the release of GWX, I'll have a chance firing the game throught SH3Crd, to play, for a change...

Von
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Last edited by VonHelsching; 09-24-06 at 01:17 AM.
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Old 09-30-06, 05:33 AM   #27
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The problem is that JSGME is generic. It works with many games in addition to SH3. Thus I'd be reluctant to start making it application specific in case I broke its flexibility.

Were I to have my time over, I would build SH3Cmdr somewhat differently. The first thing I'd do is build a small TSR which runs when SH3 is launched and stays in memory until SH3 is exited. It would then, behind the scenes, automatically roll back SH3. Problem then gone.

But it's not something that I could easily incorporate now as it would require changes to the core of SH3Cmdr. Plus if I were to incorporate such a thing, I'd want to make a number of other core changes. Essentially, I'd be re-writing SH3Cmdr from scratch.

When I start working on R2.7, I may look at a basic "reminder message" approach which displays a "don't forget to rollback" message after SH3 has exited.
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Old 09-30-06, 05:43 AM   #28
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Quote:
Originally Posted by JScones
Quote:
Originally Posted by Der Teddy Bar
Any possibility of getting a NYGM Crew Management option etc?
I know Observer sent me, before R2.6 was released, an NYGM inclusion to the "Crew fatigue models.cfg" file but it couldn't be added because there were values modified in a Basic.cfg block that SH3Cmdr doesn't cater for in the fatigue model file.

Is this what you were thinking?

If so, I'm happy to revisit it, as crew fatigue models (for want of a better collective title) have come a long way from simply adjusting CREW values and FATIGUE_COEF values. Plus I now have more robust code that I am using with the Static and Randomised events features; I can easily "piggy back" this code, meaning that a "fatigue model" block could include adjustments to *any* value in Basic.cfg and thus extending support to NYGM's model. Only issue though is that players that have added their own models will need to "translate" them to the new structure, but this is a minor inconvenience if the result supports players that want to try NYGM's model, or any other model that is developed that changes more than just the basics.

If, however, I am right off track here, just let me know what you were thinking.
Jaeson,
Do not know how I missed you reply on the 23rd.

Yes it is and I have sent you a PM.
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Old 10-15-06, 01:36 PM   #29
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I'm not a programmer and I am trying to run 2 installs. 1 being the stock SH3 heavily modded (and I cannot redo it because I forget how I got some of the mods to work as they were in a foreign language) and I recently installed TGW1.1a.
I use SH3 Commander and I prefer to use version 2.5 as I do not like some of the changes made in 2.6. So it would be greatly appreciated if somehow SH3 CMDR 2.5 could work something like MultiSH3. I't s pain to have to keep changing file names. I cannot get CMDR to work with TGW1.1a I have tried the "l" switch thingy and as Kylania will tell you, I have had a terrible time trying to get the multi-use to work. For now, I am only using SH3 CMDR with my stock SH3. Another thing I am really having problems with is with Wolfie Tweek Pack. I can only tweek one game and not the other. Since a lot os us are trying Multi installs, it would be great to have SH3 CMDR 2.5 and Wolfie Tweek work with the multi installs. JS has done a terrific job in putting together such a great program and I know that the requests we are making of him must be a tremendous burden. You are doing a great job Jaeson.
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Old 10-15-06, 03:54 PM   #30
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Jaeson, when I start SH3 Commander to run SHIII I see it rolls back files. Is this the same as the Rolling back that VonHelsching is talking about.

I'm only using one install of SHIII so far. That will changes soon when GWX comes out, but only if I'm still online if the sale of our house goes thru.
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