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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Stowaway
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Throw in animations and how those use ID's, then add any ID corrections by the Game engine itself by enternal cloneing? The numbers get smaller real quick. |
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#32 | |
Ocean Warrior
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Hi Vlad
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#33 | |
Navy Seal
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#34 | |
Stowaway
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![]() Add in any dats or edited GR2 ID's added by mods? The number can get pretty large. A somewhat Stock GWX 3 has 122563 and those numbers don't count what was unknown ID's when the program was written. Now the Original files in all versions from 3 up, don't use random numbers. There is code to create ID numbers from the names in the files. That's what you see in GoblinEditor for SH5 happening on GR2 files. The problem with randomly creating ID's is you have no way to see if that number was used in other dats or GR2 files so it is possible (and has happened) that ID's can be duplicated at the worst possible moment! |
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#35 | |||
Navy Seal
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![]() how did you count them? Quote:
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#36 |
Stowaway
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I have a program the reads all dats, sims, zon, etc., and finds all ID,s.
It then compares to see all confilicting ID's in known files in the Whole Game. (It was written by ref for the GWX Team) Unknown ID's at that time were ID's that we did not know were ID's. Such as some of the Mesh Animation stuff in SH3. Since then I've discovered ID's in SH4's animations that do not follow the 64 byte rule we were use to. ![]() Random number generation is a whole science in itself. Some very big Companies are still dumping lots of cash into the whole thing! The problem faced in SH Games is makeing sure you don't pop an already used number! And that has happened many times. I posted before that Sergbuto seems to have figured out how the SH Engine gets the ID's from a name. Maybe I should ask one of the Dev's that signed the poster they sent me for more details? |
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#37 | |||
Navy Seal
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![]() Since Goblin Editor is able to generate GR2 Id's, if I had the skills I would try digging for the algorythm into its code rather than in game ![]() |
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#38 |
Stowaway
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I asked the Dev that sent me the poster how they get an ID from a name.
IF he can provide that info? We can write a whole new scanner program without the pain. ![]() |
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#39 | |
Navy Seal
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#40 |
Stowaway
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This link will allow you to zoom in real good!
![]() http://s108.photobucket.com/user/pri..._0833.jpg.html |
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#41 | |
Navy Seal
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#42 |
Stowaway
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Sent you an E-Mail with IMPORTANT info!
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#43 | |
Grey Wolf
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I am working on Voices Reloaded which have IDs in the data\cfg folder for dialogs.cfg. I haven't even attempted to figure out what IDs do here.
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JSGME help links and common error solutions Last edited by Mikemike47; 11-01-13 at 12:48 PM. |
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#44 |
Stowaway
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Given good contacts with the Devs I am told several things that adjust what I believed.
All ID's for SH3/4 and maybe SH5 non-GR2 files are random generations. They do have a way to insure that ID's are not repeated and it seems anything in the same file has a close ID with only a few bytes changed. So what Sergbuto posted is close to being the actual case but not the whole story. The GR2's seem to use a hash function which I have not figured out but have some clue to thanks again to a Dev. I also will no longer hide nor protect any companies interests in any Game or software. Shoud that bother you? Look into the companies that payed me to do such things. Last edited by Madox58; 11-02-13 at 07:19 PM. |
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