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Old 03-06-10, 03:49 PM   #316
Kapitän
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Hello, I'm new on board and just have a quick question, if this mod might also be LSH-compatible. It's not mentioned in the documentation but I just want to make sure. Thanks, Kapitän
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Last edited by Kapitän; 03-06-10 at 04:36 PM.
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Old 03-07-10, 10:47 AM   #317
pabbi
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Hi
What is wrong with this picture game crashes when i try to go on patrol in Career.
Loaded via SH Commander
With 4GB patch

My Hardware:
win XP home
Total Physical Memory 4,096,00 MB
Available Physical Memory 2,37 GB
Total Virtual Memory 2,00 GB
Abailable Virtual Memory 1,96 GB

The Game
Silent Hunter 3
version 1,4

The Mods
WAC 4,1 Final
WAC 4,1 Realistic Hull Damages
WAC-Rafael Integrated Menu
WAC 4,1 16k Atmosphere
FM_New Interior_V 1,0
FM_NI_Fix_for_WAC_001
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Old 03-07-10, 11:32 AM   #318
Nuss
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Default CTD with SH3

I found back to non-confusing SH3 (see see previous mail #313). The CTD´s didn´t result in the FM/DD-new interior nor in Raptor´s new instruments.

I had activated Anvart´s flag-mod in port but then I had gone back to a savegame of the previous patrol where I hadn´t yet activated Anvart´s mod. This caused the CTD. It was my fault.

Many thanks to Anvart for his excellent mod.

So finally I don´t have to play Super Mario.

Regards
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Old 03-07-10, 11:43 AM   #319
DivingDuck
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Moin,

been away for a few days as I have to work for my living from time to time.


Quote:
Originally Posted by Damo View Post
@ Johnny

I think the extended length of the 3d interior makes the use of the destabilized freecam untenable, in that as you dive and surface, the camera position pivots on the central point (the point in the control room by the CT ladder. Therefore, if you initiate a dive and you're at the extreme ends of the interior, it will pivot the boat and push you either through the floor or ceiling, which has been known to cause crashes.

It was fine when using just the OH 3.09 as the interior wasn't as long and the dive angles could be contained to keep you inside the boundaries of the 3d world (interior), but to have the same effect in this mod, you'd have to reduce the dive angles to an almost unnoticeable point. Even if you did manage to edit in a freecam yourself, you'd not be able to dive or surface without being situated in a central position (in the CR) or you'd be pushed out of the interior into the blackness beyond, maybe causing a crash, at best freezing your game.

I doubt this will be solved.
the 'floor click' to switch to engine cam will be removed. As the non-stabilized freecam seems to be very popular, I´m considering to re-introduce it. I´m thinking of mis-using the captains´s bunk cam for a new free non-stabilized cam to roam the boat.



Quote:
Originally Posted by JohnnyBlaze View Post
Okay I've managed to activate the freecam, but I'm having trouble moving around. Something wrong with the axis's.

When I press fordward it moves fordward and some degrees to the left. When I press backward it moves backward and some dergrees to the right.
Get the idea?
Also I feel like a midget in a sub because I can't get higher than the navmap desk.

A little help would be greatly appreciated
I just can't figure out where I can change those values.

Thanks

-Johnny
most probably related to the node/sub-node you linked the 'freemove' to. The point is, that simply adding the 'freemove' controller does not do the trick. You´ll have to add some more parameters to avoiding getting screwed when switching from any cam to this free cam. I recommend to be patient and wait for the update.




Quote:
Originally Posted by skwasjer View Post
Just a few tips, if you have two (different) materials that have the same lightmap texture/map (with the same settings) you can 'reuse' the first one, by specifying the same id on both texture maps (with the green icon). The game then only loads the first one.

I think you can also do this for materials, but not by specifying the same id (because then you could not assign it to a node), but by specifying the exact same 'label'.

If not, there's another way to do this: don't use embedded textures, use external instead. Why? Well when the same texture is imported into an embedded texture in the DAT multiple times, they all actually become different textures that the game needs to load (waste!). The game has no way of knowing that they are the same texture (textures don't have an id!!!). The only way would be by again specifying the same label (although I can't confirm this). However, by loading an external texture the game knows by path that it is the same texture and thus can share it over multiple materials. Another benefit of externals is less diskspace. Keep in mind that textures can eat up memory fast, especially the TGA's used in SH3!!! DDS images can be copied in compressed form to the GFX so they are way more efficient...

S3D uses the exact same method of loading materials/textures btw.

A similar thing can be done for models. If you have two exact same models (obviously with same uv-map data too) you can specify the same id on the 2nd node, and do not need to add another modelchunk with imported data. This probably can't be used in the interior much (due to different lightmaps), but for instance bombs.dat uses this method. Some bomb types share the same 3D model (but can use a different material/texture).

If you analyze the stock files more closely you can actually see that the devs did all of the above where needed...

Since this interior becomes so huge I also recommend (but I guess it makes sense to the authors of the mod) to heavily tone down tris on area's that are obscured from view. Also remove backfaces that can't be seen, and simplify the mesh where the player can't move up too close (or if it's in the shadow). Etc.

g/l
hi Skwasjer, used the approach described above but for the obscured tris. But I reckon FM did a brilliant job on the polycount already. Besides 1 base texture that comes with 3 different tintings the rest of the textures is already leaned to the max. (Tried to use the texture properties to do the tinting but to no effort.) Same applies for the 3d mesh clones, see the food and engine. I reckon the most pressure is implied by the many shadow maps that come with the mod. Anyway, I´m thankful for any hint. And the hint re the external textures might do the trick for some who experience CTD. They should check their tex folder for any additional texture files that will have to be loaded on mission start!




Quote:
Originally Posted by Damo View Post
Also, directed at Diving Duck, I want to remove some of the hanging salami's from the CR and in the corridor of the RR, I've located the nodes in the .dat files and was able to remove them in the S3D 3D viewer but my game crashed on load so I'm guessing they are referenced in another file but because I deleted them in the .dat it caused a crash. Can you tell me which files need the references deleted from them? It's just the ones that are hanging in main thoroughfare areas, like between the map table and the periscope housing in the command room, the single salami's hanging down the centre of the CR, obstructing the view of some guages and the ones hanging in the RR corridor. I also don't want to remove anything if it will affect the use of food related to diesel level as I like that, but a man can have TOO MUCH salami.....



EDIT:

...
there is no need to delete the attached controllers from the *.sim file. The game will not crash with the redundant entries. But check the food nodes again. The very first sub-node to most of the 'DMY_food' entries has a 3d model attached. All other models of the same type refer to this 3d mesh. Thus I could avoid to place hundreds of 3d meshes into the *.dat. There is ONE 3d mesh only for eacht type of food. If you delete this 'master', the game probably crashes. Besides that you shouldn´t run into any problems deleting the food nodes. But be aware, even if there are several 'DMY_food' nodes containing sub-nodes (Salami_Crate_V01 / ..._V02 / ...) I used only one master mesh for them. Btw, the Nodes '...salam_intreg_V01' through '..._V10' are the ones that obscure the view at the planesmen when in default F2 position. You can delete without worries.



Quote:
Originally Posted by nycoroner05 View Post
With the new Interior mod listed first and the Full open the Conning Tower Hatch 0.6 and no other mods running. I get just past the crew bunk and the camera freezes and I get this error saying "camera out of sectors"

can't save a screen shot of that sorry.


My rig is as follows:

dell 4550
2.5 ghz
2 gb ram
3600 series AT with 1gb ram
game runs very smooth as does SH4

Full open the Conning Tower Hatch 0.6 will overwrite the files that come with FM_NI. Therefore the changes to the camera clipping sector get lost and will cause a CTD when your free cam gets out of bounds.




Quote:
Originally Posted by Nuss View Post
Dear all,

that is the first time in my SH3-life, that I feel totally confused.

With FM/DD-new interior I had CTD´s with old patrols on old campaigns. But I could start a new campaign.

Then I took out FM/DD-new interior with a mod-list like this now (GWX3 inclusive):

GWX 3 St Naz and Schluese and other units
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
U-Boat Bases Map with New St Nazaire
Radio Deutschland
Radio England
Radio USA
DFant_subFlag_2010
SlowFLagAnim
Conning Tower open Hatch093food
Conning Tower open Hatch _Fix_for_OLC_GUI_1

According to Luca his mod "Conning Tower open Hatch093food" has integrated the DD-open hatch 3.09.

Now I can start a new campaign but I have still CTD´s with former patrols/old campaign, although these patrols were done with DD 3.09 and no new interior and no Conning tower open Hatch.

I understood, that there are presently memory-problems with the new interior.

I think I wait a month until the new mods run better on my 2 GB main memory-PC. Perhaps I play Super Mario.

Regards
Nuss
try to revert to OH_V3.09 only to see whether you still experience CTD. If not, then Luca´s OCT obviously has the same memory related problem as FM_NI. In this case try Anvart´s memory patch. But don´t ask for the post, it´s somewhere in this thread.



Quote:
Originally Posted by Kapitän View Post
Hello, I'm new on board and just have a quick question, if this mod might also be LSH-compatible. It's not mentioned in the documentation but I just want to make sure. Thanks, Kapitän
not tested with LSH. You´ll have to check on your own. But no worries. Use JSGME and no harm will be done to your system. If it CTD, just disable.




Quote:
Originally Posted by pabbi View Post
Hi
What is wrong with this picture game crashes when i try to go on patrol in Career.
Loaded via SH Commander
With 4GB patch

My Hardware:
win XP home
Total Physical Memory 4,096,00 MB
Available Physical Memory 2,37 GB
Total Virtual Memory 2,00 GB
Abailable Virtual Memory 1,96 GB

The Game
Silent Hunter 3
version 1,4

The Mods
WAC 4,1 Final
WAC 4,1 Realistic Hull Damages
WAC-Rafael Integrated Menu
WAC 4,1 16k Atmosphere
FM_New Interior_V 1,0
FM_NI_Fix_for_WAC_001
which mem patch did you use? The one of Anvart´s? If not, be sure to make the needed changes to the boot.ini.



Regards,
DD
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Old 03-07-10, 12:39 PM   #320
pabbi
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which mem patch did you use? The one of Anvart´s? If not, be sure to make the needed changes to the boot.ini.


http://ntcore.com This one.

What changes are needed in the BOOT.INI.
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Old 03-07-10, 01:37 PM   #321
DivingDuck
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Moin pabbi,

check these:
Quote:
Originally Posted by Anvart View Post
Edited:
-------------------------------
EditBin For SH3 WinXP 32-bit... (need edited Boot.ini):
http://msdn.microsoft.com/en-us/libr...hf(VS.80).aspx

EDITBIN [options] [files]...

EDITBIN.EXE /LARGEADDRESSAWARE SH3.EXE

D/L link:
http://www.mediafire.com/file/ggjmvtotoe1/EditBin.7z

It's full complect!
editbin_SH3.bat, editbin.exe, link.exe and mspdb80.dll

Unpack, copy to EditBin folder sh3.exe file and run editbin_SH3.bat...
Attention! editbin.exe does not create "backup" file...
Quote:
Originally Posted by Anvart View Post
Hi, my friend.
Did you read this stuff:
http://msdn.microsoft.com/en-us/libr...hf(VS.80).aspx
http://msdn.microsoft.com/en-us/libr...74(VS.80).aspx
http://msdn.microsoft.com/en-us/libr...fc(VS.80).aspx
http://msdn.microsoft.com/en-us/library/203797te(VS.80).aspx
It's native MicroSoft program (is in Visual Studio 2008, MSDN)...
Citate: " /LARGEADDRESSAWARE - This option edits the image to indicate that the application can handle addresses larger than 2 gigabytes."
...
In other words - the same as 4gb_patch ... but with more options...
Quote:
Originally Posted by Anvart View Post
With stock sh3.exe, i have not stable CTD for some ports in campain...
i'm used only FM_NI...

Hi, Aces.
I've 15:40 ...
Yes, of course... you must manage memory in boot.ini...
It (OS) will give to programs (in WinXP 32-bit!!!) more memory for their work... it wil be good, if programs can use memory more then 2GB
http://en.wikipedia.org/wiki/NTLDR
Quote:
Originally Posted by Anvart View Post

When i had (stock sh3.exe) in boot.ini ... /3GB /USERVA=2696 ...
i had not stable CTD in Brest and La Spezia...
When i reduced memory (a bit)... /3GB /USERVA=2560 ...
i had CTD in Nazaire ... Brest and La Spezia - good loading...
Quote:
Originally Posted by Anvart View Post
There is no necessity to read these stuffs...
ntdll.dll - common functions for NT OS...
If you want, look undecorated names of functions through ...\DepWalker\depends.exe (tool for WinXP and so on)...
The error's reason is mod... PC, game resources... may be
...
JCWolf, how are your experiments with FM_NI's CTD...?
I have WinXP Pro 32-bit and 3 GB RAM...
I always use expanded (for memory) boot.ini...
After sh3.exe patch by editbin.exe, i tried to begin career in different ports (with Type7) and had no game crash... i did not continue game... only loaded it...

P.S. Aces, you have outstripped me...


Make save copies of all affected files!

Regards,
DD
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Old 03-07-10, 03:31 PM   #322
Das Gespenst
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Just reporting my FPS here. I get about 1-2 looking from the engine room forward.
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Old 03-07-10, 06:28 PM   #323
pabbi
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Originally Posted by Anvart
Edited:
-------------------------------
EditBin For SH3 WinXP 32-bit... (need edited Boot.ini):
http://msdn.microsoft.com/en-us/libr...hf(VS.80).aspx

EDITBIN [options] [files]...

EDITBIN.EXE /LARGEADDRESSAWARE SH3.EXE

D/L link:
http://www.mediafire.com/file/ggjmvtotoe1/EditBin.7z

It's full complect!
editbin_SH3.bat, editbin.exe, link.exe and mspdb80.dll

Unpack, copy to EditBin folder sh3.exe file and run editbin_SH3.bat...
Attention! editbin.exe does not create "backup" file...

Still no go Not sure if i did it right
Downloaded from mediafire.com
so i will need step by step info.
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Old 03-08-10, 12:54 AM   #324
rowi58
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Default Better than SH5

Hi Flakmonkey,

many thanks for this wonderful, great MOD! It is absolutely perfect. Embedded it with some small changes and everything runs perfect. In this combination with DD's “OpenHatch” - it is a “must have”. And great fun – just wondering why Doenitz (I mean the same picture that is in the RR above the radar) is watching you on the WC . Very good idea: right-klick on the floor and you'll get to the engine room – that is faster than “SHIFT+E”.

Tanks again.

Greetings
rowi58
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Old 03-08-10, 04:34 AM   #325
Kapitän
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@ rowi58: Hi, did you embedd both mods an GWX, WAC and also LSH and what were the "small changes"? Thanks, Kapitän
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Old 03-08-10, 04:58 AM   #326
Aces
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@Flakmoney and Anvart,

Hi chaps,

I thought you might like to know of an interesting issue when running FM's new interior (FM_NewInterior_V1.0) with Anvart's test flags and pennants mod (GWX_Test_penns_4subFlag_2010).

As I believe that both mods use a texture file named "pennants" when one views the pennants and mug on the table in the crew quarters rather than FM's pennants.tga texture it's Anvarts pennants texture that is displayed. Both mods work fine on their own this issue only arrised when they are both enabled.

Can I rectify this by editing the pennants entries 161-165 in FM's "NSS_Uboat7_RR.dat" ?.

Best regards

Aces
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Old 03-08-10, 05:19 AM   #327
V-Modifications
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Default found a little bug

Hello
I have found a little bug in the NSS_Uboat7_CR.cam file. one controler is not include from radio room so it gives a back to windows when you have a radar on boat.

(274-275)
Tooltip = 1852
Command =
Param = 0
Hide = True
AllowSelection = False
Link = 0x0000000000000000
CameraList = [0]
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Old 03-08-10, 05:30 AM   #328
rowi58
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Quote:
Originally Posted by Kapitän View Post
@ rowi58: Hi, did you embedd both mods an GWX, WAC and also LSH and what were the "small changes"? Thanks, Kapitän
Hi Kapitän,

Flakmonkey’s “NewInterior-MOD” IS the combination of DD’s “OpenHatch 3.10” and his improvement of the sub interior! One foe All – for the Type VII. And if you don’t play GWX or WAC, you have to do some changes in the *_Commands.cfg files – it’s all written in the superb manual.


Greetings
rowi58
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Old 03-08-10, 05:37 AM   #329
DivingDuck
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Moin,

thans for the reports lads.
Quote:
Originally Posted by Aces View Post
@Flakmoney and Anvart,

Hi chaps,

I thought you might like to know of an interesting issue when running FM's new interior (FM_NewInterior_V1.0) with Anvart's test flags and pennants mod (GWX_Test_penns_4subFlag_2010).

As I believe that both mods use a texture file named "pennants" when one views the pennants and mug on the table in the crew quarters rather than FM's pennants.tga texture it's Anvarts pennants texture that is displayed. Both mods work fine on their own this issue only arrised when they are both enabled.

Can I rectify this by editing the pennants entries 161-165 in FM's "NSS_Uboat7_RR.dat" ?.

Best regards

Aces
I´ve cross checked the *.dat files in question. It indeed happens that both mods use a texture map named "pennants.tga". Therefore one gets overwritten by the other. The issue will be fixed with the next update. If you´d like to fix it yourself, just rename the node #161 / Texture name: .... .
Leave the other nodes untouched! As the texture is attached to the 3d mesh by ID no other changes are needed.


Quote:
Originally Posted by V-Modifications View Post
Hello
I have found a little bug in the NSS_Uboat7_CR.cam file. one controler is not include from radio room so it gives a back to windows when you have a radar on boat.

(274-275)
Tooltip = 1852
Command =
Param = 0
Hide = True
AllowSelection = False
Link = 0x0000000000000000
CameraList = [0]
What boat version did you use (type + year). I´ll check that asap.


Quote:
Originally Posted by rowi58 View Post
... it’s all written in the superb manual.


Greetings
rowi58
thanks.


Regards,
DD
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Old 03-08-10, 06:00 AM   #330
Aces
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Thanks for the quick reply DD, that's great I will edit the node.

Cheers

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