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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2416 |
Count Dracula
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no offence m8 but TDW genericpatcher it's not a mod and it's only made for SH5 ....TDW's Genericpatcher it's a aplication ....
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#2417 |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
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#2418 | |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
Uploads: 6
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#2419 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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You got plenty of them
![]() If you are busy with other stuff, I can create the test mission. For ease of testing, should I remove armaments from the guinea pig ships? ![]() |
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#2420 |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
Uploads: 6
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@TDW:
I think it would be great idea to add another help link to the bottom of post #1, under the "How to use the patcher app:" section. Many newbies are asking questions. The additional link may reduce the number of posts asking for help in various threads, too. How to USE TDW GenericPatcher for Beginer Another post on different thread asking for help example Last edited by Mikemike47; 07-18-13 at 08:54 AM. |
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#2421 | |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
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I get that he is not interested in working on or developing SH4 mods, but I didn't expect there would be such dismissive antagonism toward us pathetic non-SH5 losers. The fact that I, like others, have been active in all versions of the franchise since SH1, means that SH5 is an inevitable progression for me, largely due to the excellent work of TDW to 'fix' it. That fact that he has done equally terrific work for previous versions, and made some work cross-version is apparently not at all understood here. You guys in '5' seem a little insular, to say the least. Apparently, no-one here gives a damn about an issue from a fellow traveller. It's OK. I get it. Message recieved and understood. Nice to know where we stand. I'll leave you to your naval fluff. I'm not having a go at you mikemike - at least you attempted to be helpful. It's just 'the vibe' over here that is cold and very unwelcoming. Have a look at all my posts. Either completely ignored or, like yours, makes assumptions that I had already made clear did not apply. |
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#2422 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Hi Gryffon
![]() seeing that the discussion is reaching a deadlock, and that TDW is delaying his answers, I thought I would have a go at it myself. Please read below. Quote:
Anyway, having read it carefully, I would say the best solution would be increasing drastically batlleship hit points. For sure SH5 needs a general AP/HP rebalance. I feel that dev's settings are too generic, and don't reflect the actual "strenghts" of each hull/fuselage; HP's in particular are too low, giving the game a too arcadey damage handling. I don't know much about SH4 settings, but it is likely that it got the same problems. Quote:
I am talking mostly for my part indeed, but I am sure that many SH5 modders/players could subscribe the above assertions without thinking it twice. ![]() Quote:
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#2423 | |||
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
Uploads: 6
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@gap. Thanks for your input. Now I do not have to write as much. Same thoughts here.
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Did you put all the information on your post to the TDW Ship Plane Fire Damage v1 4 SH3 (SH4) thread? PM TDW? Quote:
Quote:
TDW has stated somewhere that he can not dedicate alot his time to SH3 or SH4; or does not want to. He wants to work on SH5 for his own reasons and we are grateful for that. He explained his reasons somewhere. Last edited by Mikemike47; 07-18-13 at 09:42 AM. |
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#2424 | |
Black Magic
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#2425 | |
Black Magic
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My depth charge water disturbances for SH4: http://www.subsim.com/radioroom/showthread.php?t=181540 My Ship damage from fires for SH4: http://www.subsim.com/radioroom/showthread.php?t=180920 I also made those for SH3 and doing a forum search will find them. |
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#2426 | |
Black Magic
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Small_Fire_DC Large_fire_DC You'll want to edit their AmmoDamageInfo controllers and change the MinEF, MaxEF, AP, MinRadius, and MaxRadius. The MinEF and MaxEF determine ultimately how many HPs the zones in the path of the fire incur damage. You can also change the time of how often the damage from the fires is called by playing with the values in the Small_fire_damage and Large_fire_damage ParticleGenerators. |
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#2427 | |
Black Magic
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SH3/4 are outdated engines. They don't even come close to the possibilities we have with SH5. When SH5 came out everybody dismissed it as junk. Yes, it was junk as delivered and even with the first patch from Ubi. If you were to 'take a look under the hood' though you'd see the possibilities that SH5 has. It's pretty amazing actually. I'm just beginning to tap into it's possibilities with my Generic Patcher ![]() Last edited by TheDarkWraith; 07-18-13 at 03:20 PM. |
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#2428 |
Black Magic
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Time for an update. I had some severe limitations with my 'infrastructure' that I had coded into SH5 with my Generic Patcher. I could not easily add additional timers or commands to the game. Thus something had to be done about it.
I basically rewrote my entire infrastructure and framework to make it behave like a plug-in architecture. With a plug-in architecture it's very easy to add additions, add new code, etc. to the supporting framework. And I have accomplished this (totally coded in assembly!) ![]() With my new framework and architecture adding new timers, code for the new timers, adding new commands to the game, new code for those new commands, etc. is just a simple matter of telling the framework where to find the new code and 'plugging-in' the offsets needed so the framework can find the needed strings and code. The other great thing about my new architecture and framework is expandability and scalability. I'm no longer 'hard-coded' to certain things, I am free to do whatever my mind comes up with. If other people decide to add new items/commands/etc. to the game via assembly they can use my plug-in architecture to easily add their new additions. If one could view the code I wrote for all of this as a painting it would be the Mona Lisa. Currently I have added six new commands to the game: Independent engine controls: Both_engines_for_speed Port_engine_only Stbd_engine_only Electric engines on surface: Enable_electrics_surfaced Disable_electrics_surfaced Toggle_electrics_surfaced Currently these commands can only be accessed by using the script engine the devs included with the game. By using this command: Game.SubmarineCommands.ExecuteCommand() You can invoke the new commands above. Here is an example: Game.SubmarineCommands.ExecuteCommand( "Toggle_electrics_surfaced" ) I'll be releasing a test version here very soon so you all can test all the changes. I've been testing it for the last 2 days and haven't noticed any problems. I'm hoping for none but to think I wrote 100% perfect code would be foolish thinking (it hardly ever happens!). Thus by releasing a test version there will be many people testing the new framework and architecture for bugs/CTDs. One thing you will notice is the addition of a new section to the SH5.exe: TDWMisc. This new section basically contains all the new command strings but I've made it readable, writable, and executable so that it's very flexible and can be used as I see fit. The next version of the Generic Patcher has two new groups added to the sh5.exe: Hydrophone and Advanced Users. Currently the two patches dealing with the hydrophone are grouped under the Hydrophone group. Those functions I see fit for advanced users have been placed under the Advanced Users group (Orbit listener patches, Render patches, and some others). This should make it really easy for newbies to quit enabling every single patch since they don't care to read/investigate the patches (Files= and Notes=). If one enables the patches under Advanced Users they do it under their own risk. I've added the Advanced Users group to other patch files as necessary/needed. Last edited by TheDarkWraith; 07-18-13 at 03:26 PM. |
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#2429 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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Thank you for your hard work, TDW! Can't wait to give it a try.
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#2430 |
Black Magic
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In addition to the new electric engines on surface patch there will be two additional new patches:
- CO2 rate increase on battlestations (causes CO2 level to increase faster when battlestations enabled) - Disable automatic battery recharge (disables the game's automatic switching to battery recharge when surfacing) The broken hydrophone patch was rewritten to kill the bug of unknown being shown when the hydrophone needle was placed anywhere near aft end of sub. Now you will be able to hear hydrophone contacts in the aft area of the sub (if your hydrophone installed on the sub supports it). I'm adding some new code to the hydrophone that will allow it to show Environmental and Submarine in addition to Merchant, Warship, and Unknown. I'm pretty sure a hydrophone operator can distinguish submarines and environmentals from all the others ![]() There might be some other new patches included in next version. Depends on time... I revised many of the patches that could have interference with AI subs to avoid this interference. Previously the AI subs could be influencing whether the player's sub was surfaced, submerged, or was able to change speeds of each shaft (from a code aspect) The carriers/airbases spawning aircraft patch was revised to add new min/max limits for the logic steps value when the bit was set denoting logic steps needed to be adjusted (currently min=1 and max=4). It was also revised to prevent the player's overzealous radio operator from radioing for assistance without permission. I also added two new arguments passed to all the functions dealing with carriers/airbases spawning aircraft: is human playable and do not check for radio. These let the functions test for whether the unit asking for assistance is human playable (and if so returns to caller) and whether the unit can send/receive radio (currently not fully coded - returns 1 back to callee denoting radio is operational). |
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