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Old 07-17-07, 02:50 AM   #16
switch.dota
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I do not *have* 500mb of free space on the drive SH4 is supposed to write savegames on. Never had an issue with a savegame not loading either. Debug options turned off as well.
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Old 07-17-07, 08:37 AM   #17
_Seth_
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Quote:
Originally Posted by TDK1044
Hi Ducimus,

Your mods are excellent and your work much appreciated. Thank you.
Totally agree!
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Old 07-17-07, 08:51 AM   #18
dean_acheson
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thanks duci, for your work.
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Old 07-17-07, 08:54 AM   #19
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Hi Ducimus.
When you have time, look this: (sorry, I have posted in wrong site )
Hi all. I do not believe that the problem with the huge savegames with Trigger Maru 1.3 are the campaigns files.
I believe that the problem is in the submarines types, in particular the Tambor and the Gar types.
I have made some tests and here is the results:
1- Fresh SH4 patched to 1.3 without any mods= savegames OK
2- Fresh SH4 patched to 1.3 whith Trigger Maru 1.3:

a- Carreer start: 8-Dec-41: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames
b- Carreer start: 6-Jun-42: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames. Gato class= savegames OK

3- Fresh SH4 patched to 1.3 with Improved Campaign Layers 0.70 (Tater) = savegames OK
4- Fresh SH4 patched to 1.3 with Trigger Maru 1.3 without the submarine folder and without UPCUnitsData folder= savegames OK

On the basis of these test I believe the problem is in Tambor/Gar classes.
I hope helped.
Omega out. Regards.
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Old 07-17-07, 08:55 AM   #20
tater
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Ducimus, I'm pretty confident the traffic is unaltered, and I look at it a LOT these days.

Campaign_LOC was altered, and it actually has 4 ships in it now (PH). Wonder if that has anyting to do with it...

These are the changed campaign files:

Campaigns\Campaign\PatrolObjectives\Sink East China Sea 03\Sink East China Sea 03.mis
Campaigns\Campaign\PatrolObjectives\Sink Solomon Islands 01\Sink Solomon Islands 01.tsr
Campaigns\Campaign\Campaign_LOC.mis
Campaigns\Campaign\messages.txt
Campaigns\Campaign\US_HarborTraffic.mis

Regards,

tater
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Old 07-17-07, 09:12 AM   #21
Rhodes
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Here 1.3+trigger maru 1.3 all ok. No huge save games. But I'm playing with gato and with stock 1.3, balao, before the new version of trigger maru, the save games were of normal size also.

My problems now?My windowns Xp, yesterday I did a clean up with the program of windows and today I take 5 m to go to user interface and then more 4 minutes inside my user profile to get on. So I trade this problem for one save game of 500 megas....
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Old 07-17-07, 11:08 AM   #22
Ducimus
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Quote:
Originally Posted by OmegaMan
Hi Ducimus.
When you have time, look this: (sorry, I have posted in wrong site )
Hi all. I do not believe that the problem with the huge savegames with Trigger Maru 1.3 are the campaigns files.
I believe that the problem is in the submarines types, in particular the Tambor and the Gar types.
I have made some tests and here is the results:
1- Fresh SH4 patched to 1.3 without any mods= savegames OK
2- Fresh SH4 patched to 1.3 whith Trigger Maru 1.3:

a- Carreer start: 8-Dec-41: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames
b- Carreer start: 6-Jun-42: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames. Gato class= savegames OK

3- Fresh SH4 patched to 1.3 with Improved Campaign Layers 0.70 (Tater) = savegames OK
4- Fresh SH4 patched to 1.3 with Trigger Maru 1.3 without the submarine folder and without UPCUnitsData folder= savegames OK

On the basis of these test I believe the problem is in Tambor/Gar classes.
I hope helped.
Omega out. Regards.

I'm starting to think this is the real issue. I've been asking what the deal was with save games both here and the offical forums, and i've had enough people say, "i have no problem" and others that say "i have a problem'. Not to mention what tater said was my original understanding as well.

Anyway, i had a suspicion that it might not be the campaign files, which was why i started asking about boat type being used if encountering this problem. Long story short, i THINK i found the problem. And its a little difficult to explain.

The independant Gar mod:

Awhile ago i had modded the gar so it was independant of the tambor, having its own data files. The data files were essentually tambor files, renamed. This created a small problem however. When selecting the Tambor or Gar in the muesum, the game would CTD. I attributed this problem to the use of the Tambor Dat files. Its my understanding that dat files have an ID imprinted in them. Typically when your talking about player subs, you can use a dat file only once. Now in the case of the muesum, i thoguht it was trying to create two instances of the same file, hence the crash. And in normal play things were fine because it only used one instance of the tambor data files at any given time.

Now, in Tmaru 1.3 i toyed around with removing that mod. Primarly because that crash in the muesum bugged me, and i thought it might be causing more issues underneath the programs surface that im not seeing, and hence, more trouble then its worth. Well, reverting the gar back to being dependant on the tambor didnt fix the crash, so i restored the gar to its previous modded state and went on to something else. However, i forgot something when i did this. In the gars CFG file, i forgot to change this line back to pointing at the gars data files:

Quote:
3DModelFileName=data/Submarine/NSS_Tambor/NSS_Tambor
Which should have read:
Quote:
3DModelFileName=data/Submarine/NSS_Gar/NSS_Gar
So i have to scratch my head at that. It shouldn't have worked and still kept the independant setup, but i guess it did. Now how the game read the files after that is anyones guess.

So upon this discovery, i totally dumped ALL of my gar changes, but the problem fixing didn't end there. I still had a CTD in the musem. So i took all my sub files, put them in a test modlet, and ran that accross the stock game, and visited the museum, and by trial and error removed files until the CTD stopped. The culprit file turned out to be the sub SIM files. ALL of them. So the sub sim files at some point had to have changed. Was it in patch 1.2 and i didnt catch it? Or was it in patch 1.3? I really don't know. So therein i went about and remodded the fuel and battery fixes accross stock sim files. Problem solved.

So, im very happy to read this report by Omegaman, it fills me with hope that ive solved the problem now. And also that i wont have to retouch those bloody campaign files so much. I really wasnt looking forward to that, but i might at the least see if i cant do anything with the crew ratings.

In other news the torpedo doors work pretty damn good. Since the "W" key is no longer needed, as soon as im done posting this im going to try and change it so "W" cycles the foward tubes, and "Y" cycles the aft tubes. Rather then just "Y" cycling through all tubes forward and aft.

Tambor bearing tool is where it should be, i removed the US_torpedo.sim for the heck of it. Im going to try and change the hydrophones so they only work while submerged, and maybe get to that uboat.
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Old 07-17-07, 11:10 AM   #23
fredbass
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Hey Duc, just wanted to say welcome back.
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Old 07-17-07, 11:14 AM   #24
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Quote:
Originally Posted by fredbass
Hey Duc, just wanted to say welcome back.
I didnt have much of a choice. When patch 1.3 came out, its like i had this obligation to update Tmaru. I found this incredibly hard without more feedback, ultimatly i had to start posting here to get it. When all is said and done with Tmaru, ill probably stick to my guns and disappear again. Trouble seems to follow in my wake around here.
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Old 07-17-07, 11:43 AM   #25
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After patching to 1.3,i added parts of TM that affected the subs diving time etc.I started getting long save times with the Tambor and Gar which could be as long as one and a half minutes.I reinsatlled the stock versions and used the mini tweaker to alter the sim and zon files as per the info in the TM reame file.I also renamed the sim and zon fles to the Gar to make it just a little bit different from the Tambor and the long saves have disappeared and everything else seems fine.
Hope this might help some

Hector.
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Old 07-17-07, 12:32 PM   #26
NefariousKoel
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Thanks for TM Ducimus.

One question: Do the campaign missions in TM still get assigned rather routinely (to fix the repeating mission issue)? I'm wondering just how random it is in TM these days as I've never had the repeating mission problem and I'd like to keep the randomness more stock.

Thanks again.
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Old 07-17-07, 12:38 PM   #27
FooFighters
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Quote:
Originally Posted by TDK1044
Hi Ducimus,

Your mods are excellent and your work much appreciated. Thank you.
I second that
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This forum is not the same without you Dave.. we'll miss you buddy
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Old 07-17-07, 12:39 PM   #28
Ducimus
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Quote:
Originally Posted by NefariousKoel
Thanks for TM Ducimus.

One question: Do the campaign missions in TM still get assigned rather routinely (to fix the repeating mission issue)? I'm wondering just how random it is in TM these days as I've never had the repeating mission problem and I'd like to keep the randomness more stock.

Thanks again.
Ive kept the stock patrols. I made some changes to the stock flotilla file , (such as starting past the IDL when out of pearl), but have otherwise left patrol assigments alone. I have included my version of the repeat patrol fix in the support directory as an optional mod.
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Old 07-17-07, 01:17 PM   #29
NefariousKoel
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Quote:
Originally Posted by Ducimus
Quote:
Originally Posted by NefariousKoel
Thanks for TM Ducimus.

One question: Do the campaign missions in TM still get assigned rather routinely (to fix the repeating mission issue)? I'm wondering just how random it is in TM these days as I've never had the repeating mission problem and I'd like to keep the randomness more stock.

Thanks again.
Ive kept the stock patrols. I made some changes to the stock flotilla file , (such as starting past the IDL when out of pearl), but have otherwise left patrol assigments alone. I have included my version of the repeat patrol fix in the support directory as an optional mod.
Awesome. Thanks Duci!
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Old 07-17-07, 04:33 PM   #30
Ducimus
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Thank you to all who've been looking into the problem of large save game files, i appreciate it.

Here is a status update on Tmaru 1.3a

What is done:

- Tambor bearing tool is now properly placed.

- commands.cfg updated. Q now opens/closes doors, W cycles forward tubes, Y cycles aft tubes.

- Gar data files removed. It now inheirt's its dat files from the tambor again. I decided this mod just wasn't worth the possible risk of major buggery given how dat files are imprinted with an ID if experience from SH3 still holds true.

- removed US torpedo.sim file - wasnt really neccessary.

- All sub sim files redone and updated with mod settings. (included optional stock fuel mod)

- Changed max height of all player passive hydrophones from 0 to -6 meters.

WIP for this release:
- restructuring conning tower adjustments to allow for a "stock conning tower" optional mod for people who dont mind the bathtub. This post motivated me to do this:
http://www.subsim.com/radioroom/show...64&postcount=6

- German uboat, im going to try and arm it with machine guns found on merchants, if this doesnt work, ill release it either unarmed, or as is http://www.ducimus.net/sh4/monsun.htm

Any further updates will be posted on the approrpiate thread in the mod forum.
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