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Old 04-12-15, 01:05 AM   #1
sublynx
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My U-boat would be just about visible in the NE edge of the picture (I ran a night at flank speed and travelled a day mostly submerged to get away from the vicinity of the HKG's and the convoy before saving).

When I loaded the crashed save, I was at least two hundred km away from the HKG's and the convoy.

I do suspect that when an HKG appears, it appears inside the 40 km limit. That sounds really dangerous crashwise, but still I was able to load a game three times while a new HKG spawned right next to me.
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Old 04-13-15, 03:02 PM   #2
LGN1
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Thanks all for reporting back!

I have checked the script again and found some minor bugs, but nothing serious that IMO explains CTDs. I have also tested the mod again and it works on my machine without CTDs. However, there is no chance that I can test all situations by myself.

In order to make debugging easier, the new version will also save the 'old_entries' files for each save-game. With this feature one can also always go back and use old save-games that loaded without CTD (requires just some copying).

The HKG are randomly positioned between 80 to 120 and 110 to 150 km away from the grid center. Although it might happen, it's not very likely that the group will be spawned close to you.

Concerning CTDs in general:
While extensively testing mods I have experienced CTDs and graphical bugs although the mods were fine. These happened just by loading SH3 again and again with different mod setups. Thus, to be completely on the safe side, one should reboot the computer from time to time between different SH sessions and confirm that the save-game still does not load.

Regards, LGN1

PS: How important are the ships in the HKG for players? I could also replace the groups by airbases that are moved to the area. I guess that might be slightly less touchy, but then there were only 'virtual' HKG Any opinions?
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Old 04-14-15, 10:23 AM   #3
sublynx
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For me the ships in the HKG's are a must. Perhaps two versions, one with just the air threat and the other with both the ships and the planes?
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Old 04-14-15, 03:13 PM   #4
LGN1
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Now I have also observed CTDs

I'm very sorry about this.

I have pulled the mod from the download section until I understand the problem better. I already have some ideas, but it might take some time until I can test them.

Again, I'm very sorry for any problems caused by my work

But I will not yet give up...

Regards, LGN1
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Old 04-14-15, 09:47 PM   #5
sublynx
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No harm done. Let's hope you'll find something that would help.
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Old 05-20-15, 03:15 PM   #6
LGN1
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Hi,

I have uploaded a new (hopefully stable) version (see first post).

Changes:
  • The rnd campaign layer is now used instead of the scr layer. The rnd layer was originally used by myself in a first version, but then I switched to the scr layer for some (game-play) reasons. From a save-game/stability point of view the rnd layer, however, has advantages.
  • For every save-game there is now a backup, i.e., if a save-game should not load you can always undo the most recent changes and continue your patrol.
I would be glad if some bold players could test the mod again. I could not produce any CTDs anymore.


Regards, LGN1


PS: It's important that any new unit enters the game AFTER the current time. The closest time to the actual time is obtained from the crp file of the save-game (the console messages). From this time there is a ? day delay (no spoiler ) until a unit might show up. Thus, to avoid any problems one should have at least one message in the console every day (e.g., a weather report, speed change,....).
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Old 05-20-15, 08:10 PM   #7
sublynx
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Great news!

I'm still trying to crawl my way through the Gibraltar straits but when I get to port (or sunk - the narrowest part is still ahead and I have basically gone submerged for a day or more now) I'll have a go at it.

How would the mod react to NOT radioing every day? I'm currently following late 1942 orders that prohibit me from sending radio messages until I get through the Straits.
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