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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2191 |
Ocean Warrior
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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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#2192 | |
Black Magic
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#2193 | |
Ocean Warrior
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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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#2194 |
Black Magic
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#2195 |
Black Magic
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If you want to see the new carrier patch in action:
- fire up the Generic Patcher - Expand the Carriers spawning aircraft patch - Double click on the Notes= node. Read what it says. - Double click on the Files= node. - Do what the Notes= said. - Fire up game. - Set course to 0 - Set speed to ahead standard - Go to external cam - place the external cam behind carrier and follow it - once carrier has detected you it will scramble aircraft |
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#2196 | ||
Ocean Warrior
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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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#2197 |
Black Magic
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#2198 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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That's brilliant TDW
![]() I guess that making planes to taxi on carrier's deck would be too an hard task, if possible at all, but what about placing 4 bones on carrier's 3D model (two in front of the bow and two abaft the stern) that spawned aircraft would use respectively as spawning/despawning point and as first/last waypoint? This way, carrier-borne aircraft would always spawn/despawn in the same position respective to their parent unit, and they would follow a more realistical take off / landing path. Is this feasible, or yet one more of my usual reveries? ![]() |
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#2199 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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Thank you once again!
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#2200 | |
Black Magic
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Here's what I would have to do just to get the aircraft updated with the carrier's current position at all times: - find everywhere new units are created and adjust the amount of memory asked for them to some bigger size - create new code that accepts carrier as argument passed and takes carrier's current position and updates all planes spawned by that carrier - create new code that allocates memory for storing aircraft spawned by carrier and code for adding/removing those aircraft from that memory and code for allocating/destroying this memory when it's needed/not needed - hook into game end and destroy all memory created for each carrier (have to iterate over all game units and see if they are type of carrier and if so see if they have spawned any units) - etc. etc. In assembly this is a TON of code. Writing in C++ or C# it would be a snap. You have to keep in mind it took me a little over 4 months to develop this carrier patch to where it is currently. Here's the real kicker: you have to know what every object is and how to locate it in order to use it (and what methods it has and how to use those methods). I'd say half the development time of this patch was decoding dlls and act files just to learn how things worked and how to get to the objects I needed. Then I had to manipulate the game and call functions out of order to make the game do what I wanted it to do. No easy task especially when there are multiple arguments passed to each function!!! I'm amazed that I wrote code that didn't crash the game once. That never happens...but in assembly you either know your objects and memory addresses or you don't - bugs are usually rare. Last edited by TheDarkWraith; 07-03-13 at 03:30 PM. |
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#2201 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2202 |
Black Magic
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If I could get my hands on the source code I could do wonderful things
![]() Now it's time for a little R&R. Taking the motorcycles out for a spin and then I have a date at the range...the 50BMG, AKs, and ARs are begging to be shot!!!! Enjoy the carrier's patch and watch out for them. They are not an easy target anymore. Battlegroups containing carrier(s) fighting battlegroups with carrier(s) is quite a site also |
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#2203 |
Navy Seal
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Thanks a million for your hard work on this
![]() Have a nice ride!
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#2204 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Well deserved
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#2205 |
Ace of the deep .
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The carrier spawned a biplane and then spawned 2 fighters . The fighters were flying very low then i noticed as they were approaching they would dive into the water and then back out again .
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