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Old 10-16-13, 09:09 AM   #1
gap
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Originally Posted by plj View Post
If we could start a mission with a damaged sub, that would create a whole new challenge. Given the amount of detailed damage a sub can now endure, this is now doable.
A-hah you are looking for a Bernard scenario!

Most damages are stored in savegames. One could create a single mission and combine it with a savegame edited with the desired damage levels. There is shortcoming to this method though: end users should play the mission using the same mod loadout as the savegame creator.

Another possible way to implement your idea could be via script, but I am just speculating here...
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Old 10-16-13, 09:17 AM   #2
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Originally Posted by gap View Post
A-hah you are looking for a Bernard scenario!

Most damages are stored in savegames. One could create a single mission and combine it with a savegame edited with the desired damage levels. There is shortcoming to this method though: end users should play the mission using the same mod loadout as the savegame creator.

Another possible way to implement your idea could be via script, but I am just speculating here...
Which files is damage stored in ? Creating a vbscript that edits textfiles is easy.. damaging a sub through savegame and reloading that savegame would work fine .. you can replay scenario's endlessly that way ^^
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Old 10-16-13, 01:01 PM   #3
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Type VIIC...Comparing to the default menu, I think this looks much more serious...

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Old 10-16-13, 01:02 PM   #4
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Good job Herr Kaleu!
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Old 10-16-13, 01:10 PM   #5
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Beautiful continuous work
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Old 10-16-13, 05:12 PM   #6
gap
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Which files is damage stored in ?
I don't remember exactly, but Vecko should know it.

Quote:
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Creating a vbscript that edits textfiles is easy.. damaging a sub through savegame and reloading that savegame would work fine .. you can replay scenario's endlessly that way ^^
One could edit savegames manually, but a an application randomizing damage settings automatically would be even better. Probably the neatest way to implement the idea, would be codig it New UI's (similar to what was already done by TDW with mission settings). Everytime a mission is selected, a script should generate a savegame automatically, patch it with user defined or random damage settings, and load it when the 'start mission' button is clicked

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Originally Posted by vdr1981 View Post
Type VIIC...Comparing to the default menu, I think this looks much more serious...
Well done Vecko. Let me know if, due to your equipment rearrangement, Nauticalwolf's graphics need still for some touch-ups. Once finished with the brown version, I could repeat the same changes for the grey version. Also: those equipment damage labels need to be resized a bit and moved around. Personally I would make their boxes transparent or semi-transparent, and I would use a font which fits better the rest of the UI. Last: new connecting lines have to be placed back on the background textures. Multiply all the above tasks times 3 if you like my idea to support also stock and drifter's UIs. It is quite a lot of work. Don't hesitate asking for help, if you think that I can relieve you from some of the work on Menu Editor
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Old 10-16-13, 05:19 PM   #7
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Quote:
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Quote:
Originally Posted by plj View Post
Which files is damage stored in ?
I don't remember exactly, but Vecko should know it.
I'll dig around, not that many anyway :p (just being lazy by asking before I look if I'm ruthlessly honest :p)

Quote:
One could edit savegames manually, but a an application randomizing damage settings automatically would be even better. Probably the neatest way to implement the idea, would be codig it New UI's (similar to what was already done by TDW with mission settings). Everytime a mission is selected, a script should generate a savegame automatically, patch it with user defined or random damage settings, and load it when the 'start mission' button is clicked
One could, but many others cant.

Making it 'like TDW' is out of my league .. it would have to end up on his request list ... somewhere .... amongst thousands of other small and not so small requests :p

It would on the other hand not be too hard to program a nice gui to read and modify damage, based on a few profiles and/or a randomizer. It would be an external tool, but savedir is universaly reachable by using windows variables, and this it would be fool proof if I read the correct files and do my work half decent :p It would still take some time, but I can build that.


@vdr: looks good, clear and informative!
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Old 10-17-13, 07:48 AM   #8
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Quote:
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Well done Vecko. Let me know if, due to your equipment rearrangement, Nauticalwolf's graphics need still for some touch-ups.
Tnx Gap! I decided that stock RSD will have NauticaWolf's textures (without lines) but it would be great if you could create en least one optional update which will add connecting lines,change boxes and pictures, add new font ect...

Also , I find solution for torpedo screens...NauticaWolf messed up a bit in the first place...Solution is to use default pageguns.ini, fliped submarin picture(pointing to the right) and torpedo miniatures from gray version (IIRC).

Submarine can be also pionted to the left, but then, torpedo loading animation will go from wrong direction...
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Old 10-17-13, 05:36 PM   #9
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I had a ctd when 2 planes fired guns at my sub and I had damage . I have no idea what is causing it so not picking on this mod in particular . Do you use the EXE Patcher damage zone debugging ? Creates a damagezones text file in SH5 folder that describes all the problems with the players units damage zones .
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Old 10-17-13, 05:38 PM   #10
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Quote:
Originally Posted by sober View Post
I had a ctd when 2 planes fired guns at my sub and I had damage . I have no idea what is causing it so not picking on this mod in particular . Do you use the EXE Patcher damage zone debugging ? Creates a damagezones text file in SH5 folder that describes all the problems with the players units damage zones .
shcollision. act CTD?
Test mission or campaign?
RSD version?
If test mission, which AI skill?

Last edited by vdr1981; 10-17-13 at 05:48 PM.
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Old 10-17-13, 05:52 PM   #11
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Originally Posted by vdr1981 View Post
shcollision. act CTD?
Test mission or campaign?
RSD version?
If test mission, which AI skill?
Campaign , coastal waters .
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
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Old 10-17-13, 06:03 PM   #12
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Originally Posted by sober View Post
Campaign , coastal waters .
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
Two planes? That must be SHcollision .act CTD. Can you confirm that?

If so, it's game bug which happens after fire is received from fast shooting guns. So far, problem was only masked behind 250HP for submarine...You should check page 17 of this thread...
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Old 10-17-13, 06:28 PM   #13
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Originally Posted by vdr1981 View Post
Two planes? That must be SHcollision .act CTD. Can you confirm that?

If so, it's game bug which happens after fire is received from fast shooting guns. So far, problem was only masked behind 250HP for submarine...You should check page 17 of this thread...
How do I confirm that it is SHcollision .act CTD ?
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Old 10-18-13, 10:51 AM   #14
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Hold on...I think I'm onto something...
Quote:
Originally Posted by sober View Post
I had a ctd when 2 planes fired guns at my sub and I had damage . I have no idea what is causing it so not picking on this mod in particular . Do you use the EXE Patcher damage zone debugging ? Creates a damagezones text file in SH5 folder that describes all the problems with the players units damage zones .
I could bet in 5 bucks you have this patch enabled, right?
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Old 10-20-13, 12:44 PM   #15
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Hold on...I think I'm onto something...

I could bet in 5 bucks you have this patch enabled, right?
Hi, vdr1981!

Can you please confirm that we should disable this option in Patcher?
As far as I know it should be enabled together with Collateral Damage.
If so should we then disable both options and use only your mod? Did I get it right?
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