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Old 05-25-11, 12:23 PM   #346
SteelViking
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Quote:
Originally Posted by HanSolo78 View Post
Working on .dat files?
Did you remap the IDs?
Yes, working on .dat files. No, I did not change the ID values. I thought about it but I had no basis to believe that would actually work. I changed the names of the nodes in the .dat but not the ID's themselves.

Changing the ID's would be incredibly tedious would it not?
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Old 05-25-11, 12:38 PM   #347
HanSolo78
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Quote:
Originally Posted by SteelViking View Post
Yes, working on .dat files. No, I did not change the ID values. I thought about it but I had no basis to believe that would actually work. I changed the names of the nodes in the .dat but not the ID's themselves.

Changing the ID's would be incredibly tedious would it not?
Changing names of the nodes sometimes solves issues but most of the issues with a cloned unit is the ID problem.

Actually reamapping the IDs is very easy.
Just load the .dat file in your S3D version and then go to "tools" -> "remap Id's" maybe choose "random" and then automatically all IDs from the .dat file are changed.

greetings
Han
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Old 05-25-11, 12:43 PM   #348
SteelViking
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Quote:
Originally Posted by HanSolo78 View Post
Changing names of the nodes sometimes solves issues but most of the issues with a cloned unit is the ID problem.

Actually reamapping the IDs is very easy.
Just load the .dat file in your S3D version and then go to "tools" -> "remap Id's" maybe choose "random" and then automatically all IDs from the .dat file are changed.

greetings
Han
Excellent, I found that and remapped them. Thank you very much for your help HanSolo78! If this allows the hospital ship to render in game with no problems I am going to at least owe you beer.
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Old 05-25-11, 03:03 PM   #349
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SteelViking, the Z ships need to be removed from merchant type and use them as enviro units. This is needed to to make sure the game will not use them in any way under the generic term. Can you do this please?
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Old 05-25-11, 03:14 PM   #350
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Originally Posted by Zedi View Post
SteelViking, the Z ships need to be removed from merchant type and use them as enviro units. This is needed to to make sure the game will not use them in any way under the generic term. Can you do this please?
I will look into it.
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Old 05-26-11, 02:31 PM   #351
SteelViking
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Okay Zedi, I finally got around to testing the latest build of the campaign mod. And, the zombie ships are working perfectly. They have no flotation problems of any kind, and they really add to the atmosphere of a lively port.
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Old 05-26-11, 02:45 PM   #352
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Ye, had this problem on first load, never since. I reworked the hospital ship texture but is black, pls check pm. Thanks.
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Old 05-26-11, 02:52 PM   #353
HanSolo78
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@zedi

I have s small queston to the harboru traffic.. you´re reworking the stoc harbour traffic too, right? I ask because I think the traffic around Kiel is a little bit too much! There are always around 10-12 ships moving...I think about 5-7 would be enough. What do you think?
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Old 05-26-11, 03:04 PM   #354
Zedi
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Too much? In stock game is never more than 5 spawn point + those who arrive in port. But even 10 is not much for a port like Kiel.

Actually this was one of the thing that bothered me very much. Kiel was like an abandoned port, no docked ships, no traffic, no smokes, no nothing but seagulls. So I kinda fail to understand why 10 ships or more passing through such a large and beautiful port is bad...
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Old 05-26-11, 03:10 PM   #355
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Quote:
Originally Posted by Zedi View Post
Too much? In stock game is never more than 5 spawn point + those who arrive in port. But even 10 is not much for a port like Kiel.

Actually this was one of the thing that bothered me very much. Kiel was like an abandoned port, no docked ships, no traffic, no smokes, no nothing but seagulls. So I kinda fail to understand why 10 ships or more passing through such a large and beautiful port is bad...
I dont think that it may be too much in relation to the traffic itself... I maed some thoughts about the performance and if I enter the port in Kiel I only get about 20 FPS. Don´t know if this is from the traffic and the docked ships I placed, but I assume it is the cause.

And actually I have good pc hardware.
Maybe I need to test your campaign... Then I could also determine how the performance would be with my harbour mod.
Do you have populated all german harbours?
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Old 05-26-11, 03:22 PM   #356
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Quote:
Originally Posted by HanSolo78 View Post
I dont think that it may be too much in relation to the traffic itself... I maed some thoughts about the performance and if I enter the port in Kiel I only get about 20 FPS. Don´t know if this is from the traffic and the docked ships I placed, but I assume it is the cause.

And actually I have good pc hardware.
Maybe I need to test your campaign... Then I could also determine how the performance would be with my harbour mod.
Do you have populated all german harbours?
Han, for the stationary ships in the harbor, Zedi is using the Zombie ships I made. They massively cut down on system resource usage.
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Old 05-26-11, 03:28 PM   #357
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Han, maybe Im missing something here.. do you talk about the stock game? Because I dont have the same image you have when talking about Kiel in stock game.

Yes, now Kiel is reworked.. Graf Zep, Bismarck, Tirpitz will pass the port on their historical date.. overall the port is very different. Im using the Z ships made by SteelViking, brainless ships that will not eat you fps. I have now over 50 docked Z ships + new ship and traffic, planes and no fps loss at all.

All ports are reworked and that means a lot of traffic nodes fixed, added bigger radius to patrol points.. and thanks to Trevally, buoys. There are many new features, too long list to talk about. But nothing exaggerated or without historical background.
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Old 05-27-11, 07:37 PM   #358
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Quote:
Originally Posted by Trevally. View Post
Yes, this is a hard question to answer.

The example you gave where US escorts made up Atlantic convoys must mean that they would attack any uboat sighted even before war declared.
I think this should be reflected in the campaign.
yep Trevally
not only they would do it; they did!

"On 10 April 1941 Niblack dropped depth charges aimed at a German U-boat, the first hostile action between American and German forces during the Second World War."
from: http://en.wikipedia.org/wiki/USS_Niblack_(DD-424)

Anyway, I've another amletic doubt now and I hope tha someone of you can help me to sort it out:

as far as you know, is the side set in DefSide.cfg file affecting only the behaviour of naval and merchant units, or more in general it affects also the possibility to refit in some ports, depending on the "friendliness" of the correspinding nation?

I ask so because in stock game, after its defeat (from oct 1939 on) Poland is set as an Axis nation. This is logical if only land control is conseidered, as Germany had full control on Polish territory.
Though, Polish government-in-exile never surrendered to Axis power, and its army and navy partecipated extensively into the war effort alongside Allied nations (http://en.wikipedia.org/wiki/Polish_...ces_.28West.29). Same goes for Netherlands and Belgium. By taking in consideration this fact, we should set these countries as Allied for the whole duration of the conflict.

Do you think we can safely do it?
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Old 05-28-11, 04:27 AM   #359
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There is a trick can be used, same as is for the french now... there is a roster entry called FreeFrench and they are set as allied. Same can happen with the polish, belgian and other occupied nations.

Anyway the defside.cfg need to be fixed because after 43 its not much accuracy because the stock game end in 43. And Poland is listed as axis until end of 45, which is wrong. Thats why I need you Gap to fix this cfg, please.

The nation colors are controlled in the campaign by the PoliticalTerritory1939 layer where the colored shapes of the nations are set to spawn or despawn at a defined date. For example, France blue color is set to spawn at 24.06.1940, same date as in the defside.cfg .. but will last until end of 45.

Wish there could be another way to control this because this part was a pain for me in the extended OH campaign.. had to search for every nation war status.. wasted a lot of time with this. Same apply for the port trafic, ships spawn and despawn at certain dates and this is controlled also only in the campaign. Another reason why I need a good historical accurate defside cfg so I can keep everything on the same page.

Is anyone good in working with the menu editor and can set me up a new campaign entry in the campaign selection menu?
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Old 05-28-11, 07:16 AM   #360
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Gap, I added the following new entries in the roster. Please see if they are alright and if is anything to change.

[SideEntry 74]
Country=Egypt
Side=1
StartDate=19360101
EndDate=19451231

[SideEntry 75]
Country=Turkey
Side=0
StartDate=19360101
EndDate=19451231

[SideEntry 76]
Country=Algeria
Side=0
StartDate=19360101
EndDate=19400623

[SideEntry 77]
Country=Algeria
Side=2
StartDate=19400624
EndDate=19451231

[SideEntry 78]
Country=Uruguay
Side=0
StartDate=19360101
EndDate=19451231

[SideEntry 79]
Country=Venezuela
Side=0
StartDate=19360101
EndDate=19451231

[SideEntry 80]
Country=Nicaragua
Side=0
StartDate=19360101
EndDate=19451231

[SideEntry 81]
Country=Angola
Side=0
StartDate=19360101
EndDate=19451231

[SideEntry 82]
Country=Namibia
Side=1
StartDate=19380101
EndDate=19451231

[SideEntry 83]
Country=Libia
Side=2
StartDate=19360101
EndDate=19451231

[SideEntry 84]
Country=Morocco
Side=0
StartDate=19360101
EndDate=19451231

[SideEntry 85]
Country=Morocco
Side=2
StartDate=19400625
EndDate=19451231

[SideEntry 86]
Country=Israel
Side=1
StartDate=19400625
EndDate=19451231

[SideEntry 87]
Country=Lebanon
Side=0
StartDate=19360101
EndDate=19411125

[SideEntry 88]
Country=Lebanon
Side=2
StartDate=19411126
EndDate=19451231
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