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07-19-13, 01:50 PM | #2446 |
Black Magic
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I am releasing a test version of the upcoming new version of the Generic Patcher. Currently it's at v1.0.134.0 but that is sure to increase before I officially release it.
This is a major update. Major as in architecturally everything has changed (code wise for the patches). This means there is a possibility of CTDs and strange things happening. I have been testing it for the last 3 days and haven't had any CTDs or strange happenings. That is not to say it's perfect - there are probably some hidden bugs I haven't found yet. Thus by letting you all test it also you can help me find the bugs (if there are any). In order to use this test version you have to have clean, unmodified, unpatched, stock files. If you do not have them then you'll have to follow the procedure below. If you do have them you can skip the procedure below. For those who do not have clean, unmodified, unpatched, stock files (or those of you who have 'special' files) you'll have a little work to do before being able to use this test version. Here's what you have to do: - you need previous version of the Generic Patcher - open up the Generic Patcher folder and navigate to the \Patches\SH5 folder - You'll need to do this to every single .s5p file in there: -- open up the .s5p file using notepad -- scroll down till you see the UPDATES headers. Here is what you're looking for: [UPDATE 1] Name=Fixes the Year entry being written over in the DestroyedUnits.ini file for each [Unit_x] entry UniqueName=Update_1 Pictures= Notes= Offset=0x1AAEE0 Length=0x5 OldValue=686C027400 NewValue=6884996F00 Prompt=0 Verify=1 ShowInUpdates=1 Editable=0 [ENDUPDATE 1] -- now in every single [UPDATE x] block change the Editable=0 to Editable=1 -- save the file -- do this to every single .s5p file (NOTE: some files do not have any [UPDATE x] blocks) - once you have changed all the [UPDATE x] headers to Editable=1 in every .s5p file open up the previous version of the Generic Patcher - expand every patch file node and expand the Updates node - for every update in the Updates node double click the Enabled to disable the update - do this for every update node in the Updates of every patch file node - if you fail to do this or do this incorrectly you will CTD when using this test version of the Generic Patcher or any version after this when trying to play the game. GUARANTEED For those of you with clean, unmodified, unpatched files (or those of you who followed the procedure above) you may now use this test version or any version released after it. test version 1.0.141.0 available here: http://www.mediafire.com/?ndq117y5qk9szbt NOTE: be sure to check the Files= and Notes= entries OF EVERY PATCH! Failure to do so will result in diminished functionality of the patch. I'm still working on some of the patches. Everything is stable and can be enabled that you want to use. The new hydro contact types patch is functional but not yet complete. In order to test the electrics engines while surfaced patch you'll need to use the test version of my UIs mods: http://www.subsim.com/radioroom/show...ostcount=10475 Last edited by TheDarkWraith; 07-22-13 at 11:50 AM. |
07-19-13, 02:34 PM | #2447 |
Count Dracula
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ty tdw
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07-19-13, 02:35 PM | #2448 |
Ocean Warrior
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Hi TDW
One question.. I have all the files are clean, unmodified, unpatched.. except the .exe.. .exe is also clean, unmodified, unpatched but it's 'fixed' by Vit-ty (you know what I mean).. should I make the procedure on TDW_SH5_Patches.s5p and on other patch files?
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
07-19-13, 02:57 PM | #2449 | |
Black Magic
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I just fixed hydrophone station not showing Submarine in the hydro box when the needle is over a submarine contact. The devs really screwed the pooch on this one. I swear the more I dive into this game the more I see discontinuity between things. It's like some people decided this should be the way and some people decided no it should be this way. They never agreed on anything The reason the subs were screwed up is they were never doing their checks on the parent object - they were doing the checks on the audible sound child of the parent object. The comparison always failed At least it was easy to fix |
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07-19-13, 03:31 PM | #2450 |
Black Magic
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Just testing the finished hydro contacts patch code. I made a test mission with 2 enemy subs. Hydro operator reported 2 contacts short distance closing. Jumped on hydro station to see what they were:
well what do you know, 2 submarines As soon as I update the sh5 patch file with the finished code I'll post a new link to the test version. |
07-19-13, 03:41 PM | #2451 | |
Ocean Warrior
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Quote:
I thought I'd never see message like this
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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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07-19-13, 03:54 PM | #2452 |
Black Magic
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07-19-13, 04:03 PM | #2453 |
Ace of the deep .
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I notice that in the patcher advanced users section for the exe there isnt a yellow warning if i enable something in the render patches etc . The warning is in the render section but not on the above advanced users section . My current campaign loads and i am testing the latest patcher with new Ui test 7 . cheers .
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07-19-13, 04:05 PM | #2454 |
Black Magic
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See where my mouse cursor is in the above screenie? When the hydro needle is on a contact click that arrow to see all the types the game now recognizes with my new code test version 1.0.135.0 released. See here: http://www.subsim.com/radioroom/show...postcount=2450 If you already followed the directions before with test version 1.0.134.0 you do not need to follow them again. You are safe to just go ahead and use this new test version. As always disable ALL previous patches before using new version. You'll notice that with test version 1.0.135.0 there is a new group in the sh5.exe patch: EXPERIMENTAL. If you want to test it please do. Try to see if you can hear environmentals (merchant, and other environmentals) on the hydro station with it enabled. The reason it's experimental is because it may CTD. So far it hasn't on me but I'm not 100% sure of this one. If it does CTD tell me which unit you were trying to hear. These are the environmentals you should be able to hear (class types): Type110=Environmental Type203=Environmental The electric engines while surfaced patch I'm still working on. I'm adding a delay between the switching of the engine types. Currently after you ask for electric engines on surface there is a small delay (1-2 seconds) and then it instantly switches over to electrics/diesels. The whole time during that 1-2 second delay you hear the previous engine type's noise still. I want it to completely shutdown down the previous engine type, delay for switching to next type, then start the next engine type. That is what I'm trying to code in now. Last edited by TheDarkWraith; 07-19-13 at 04:15 PM. |
07-19-13, 04:05 PM | #2455 | |
Black Magic
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07-19-13, 04:14 PM | #2456 |
Ocean Warrior
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I just started writing a manual for the v134 and here is the need to rewrite..
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
07-19-13, 04:33 PM | #2457 | |
Black Magic
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07-19-13, 05:39 PM | #2458 |
Ace of the deep .
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Everything working like clockwork in mid campaign apart from Trevally trying to kill me by sending me to Abergele to insert a spy .
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07-19-13, 07:46 PM | #2459 | |
Bosun
Join Date: Jun 2013
Posts: 66
Downloads: 66
Uploads: 0
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TheDarkWraith Hydro fix
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Thank u for all your work.. Rol Last edited by rolandslaw; 07-21-13 at 03:14 PM. |
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07-19-13, 07:50 PM | #2460 |
Admiral
Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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Thank you very much TheDarkWraith
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