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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
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Rosomaha's S3D configurator gave me the idea of checking the controllers of some of the "problematic" units, and I discovered that they feature a number of old SHIII controllers which have been updated in SH5. I wonder why no one, including me, thought about it before
![]() Controllers which have been updated in SH5 generally share the same structure than their SHIII-IV counterparts, but they add a few customizable properties to the latter. While still working in SH5, at least partially, out-of-date controllers are a potential cause of fatal errors, because the game might try reading vital information which is missing, or located at the wrong address, within the binary file(s) containing those old controllers. There are still excellent reasons for processing all the dat units added to the game so far so that they become granny objects, but before we embark in the conversion work we should at least track down all the "bad format" controllers contained in their binary files, and replace them with updated controllers. ![]() |
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#3 | |
Navy Seal
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So far I have learned that CTDs involved around problematic DAT units are not related to duplicate IDs , weak hardware or memory issue. Recently I have imported several more units from SH4 and noticed something really strange. Editing sim,val,dsd and zon files with Goblin would always give me CTD in one of mine rigorous tests which is loading single mission with one playable sub and then quick jump to museum to render as much units as possible until game CTDs, simulating long campaign patrol with lot of unit types encountered (effect is the same). New units worked just fine with stock SH4 files. Then I used new S3D with SH5 configuration to edit controler files (except zon files, still don't know how to do it with S3D) and new units passed all the tests. ![]() This was only noticeable with some units while some had no problems with files edited with goblin editor. In short, I managed to isolate several units which will always result in CTD in previously mentioned test no mater which editor, files or controllers are used: VIIA/B: Tug boat, Akita VIIC: Tug Boat, Akita, War Melody, Express, SV fishing boat, Hog Island(SH4), Taihosan, Paula, Zinbu. U-Flak, VIIC41: same units like VIIC but without Akita
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#4 |
Ace of the Deep
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the trick is, unfrotunately, is that not all of us know the files very well. I have high respect for people who do, but i, myself, can't do it the way of just opening the files, like Steve or TDW. That is why I used to do this all with help of TDW's GR2 editor. Problem with it - it is not complete and still has lots to be figured out. My mines project, for exmample, still have major issues of lacking damage model. The amount of time I have spent on it.... ooooo.... LOL
Obviously i've been away and some things might have changed. Once I get my main computer out of storage (probably still few month), i'll start lokking into this a bit again. |
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