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Old 12-07-17, 01:33 PM   #1
Santini
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Wait a tic, the type IX had 4 fore tubes, yeah? Not 6?
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Old 12-07-17, 03:22 PM   #2
mkiii
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Quote:
Originally Posted by Santini View Post
Wait a tic, the type IX had 4 fore tubes, yeah? Not 6?
yeah, I kinda noticed that already,
but in the bunker gamestate it has 4, in the mission gamestate 6.

now if you could solve the problem, you would be at the top of my xmas card list.
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Old 12-08-17, 11:38 AM   #3
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I don't know much about those pages or how they're constructed but it might be worth running with the script debugger enabled so you can see if any scripts are outputting warnings or experiencing fatal errors).
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Old 12-09-17, 02:15 PM   #4
mkiii
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Originally Posted by OldCoder View Post
I don't know much about those pages or how they're constructed but it might be worth running with the script debugger enabled so you can see if any scripts are outputting warnings or experiencing fatal errors).
Tried that already. only script errors were related to the disabled flakgun node.
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Old 12-09-17, 06:15 PM   #5
mkiii
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In mission shot of torps page VIIA, Altered sim file, and altered menu page to allow extra torps to show on screen.



these are the exact same adjustments I made for the IXB, the only difference is all the tubes are in the right places, and the crew is present and correct,

the periscope page is set up for the new stern tube automatically,



as soon as I rename files and bones, all this goes bye bye, I have tried every way I can think of to get around it but nothing works.
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Old 12-09-17, 11:09 PM   #6
Jeff-Groves
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Could you send me your files?
That would help me to try to help you.
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Old 12-10-17, 05:31 AM   #7
mkiii
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Quote:
Originally Posted by Jeff-Groves View Post
Could you send me your files?
That would help me to try to help you.
will get a fresh set together Jeff, got to sort all the junk out, my file organization has gone bye bye along with my sanity/patience.

but tbh I don`t think the files are the problem. I think its the sim itself, its what goes on behind the scenes during mission load, when the gamestate changes from bunker to mission. involving script manager native,dll/script manager wrappers.dll. (I think)

I had a look at the menu pages in sh4 (which is essentially the same so far as the file system is concerned)

all the different subs VII, IXD2, XVIII used variations of the same page.

but but if the menu page had to be specifically for 1 class. there could be 3 different material id entries 0, 1, 2 each with a .dds file for whatever sub class was being used. if a listbox or bitmap array was not needed it was simply made invisible.

sh5 only has 1 sub class, so this functionality is not being used, but I think it is still in the files ,

Last edited by mkiii; 12-10-17 at 05:41 AM.
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