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Old 10-14-10, 12:42 PM   #16
Volk2
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Quote:
Originally Posted by rowi58 View Post
Turm7c_5_hd.dat up to Turm7c_8_hd.dat are clones of the first four turms, used only for the AI-Uboat type "NSS_Uboat7c41", made by serguto and rubini (see rubini's "HarborTraffic 1.46 MOD"). So you can vary your AI-Uboats VII as you want.
It is possible, but now I completely don't understand why only a fix of the compass in Turm7c_8_hd.dat repaired the compass on my 7c in campaign game? The compass in Turm7c_1_hd.dat was good, but still bad in game. Only when I've fixed it in Turm7c_8_hd.dat the problem was repaired in game
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Old 10-14-10, 01:11 PM   #17
SquareSteelBar
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Maybe an ID conflict caused by bad cloning.
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Old 10-14-10, 01:11 PM   #18
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http://www.subsim.com/radioroom//sho...d.php?t=168304
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Old 10-14-10, 01:14 PM   #19
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It explains a lot.
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Old 10-14-10, 04:56 PM   #20
Rubini
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Yeah...old issues with new lights in a new moment where we have a lot of more knowledge on Sh3 files...This is a very good discussion to we grow a bit more on sh3 mod work.

Sergbuto made the first Ai uboats before Pack3d arrived on the scene. At first his files introduced that old frozen dials save reload bug on sh3. Clearly a ID conflict that was impossible to tarck that time. Later we learn that deleting the .cam from the AI turms files solved the problem. But a lot of others IDs conflicts remain since that time. And note that this isn't only with Ai uboats but also for any cloned plane or ship on the game made later using pack 3d. Obviously the Ai uboats ID conflicts are a more big and noticiable problem.

Some time ago (2 years ago) I recloned all my Ai uboats and turms and also some new planes. As the cloned ships were so much, i opted to make a new campaign without them, using only a few ones, using only HT 1.47. The final result was a ultimate sh3 (with all the accumulated improvements) with a basic but good campaign and the better: faster (like stock) load times!

It's possible to clone correctly units using S3D and Pack 3D at same time. Firts use pack3D, them refine with S3D. S3D site have a good tutorial on how to "clone" with S3D.
http://s3d.skwas.com/manual/remap/

All this is just to say that a reclone "task force" could be a good idea for us, to we have a real stable modded sh3 disposable to our community. Perhaps isn't so much units for each one if we divide the work to be done.
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Old 10-14-10, 05:57 PM   #21
Madox58
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I just checked a fresh install of GWX 3.
The Turms mentioned have different ID's in GWX 3.
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Old 10-15-10, 03:48 AM   #22
Volk2
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Quote:
Originally Posted by privateer View Post
I just checked a fresh install of GWX 3.
The Turms mentioned have different ID's in GWX 3.
I'm using Flakmonkey's Turm7c_1_hd.dat with lightmap. Maybe this is the problem.

It clearly was id problem, because the compass was ok in trening/single mission (that is, taken from Turm7c_1_hd.dat), but bad in campaign game (that is, taken from Turm7c_8_hd.dat), when the AI u-boat files were also used.

Quote:
It's possible to clone correctly units using S3D and Pack 3D at same time. Firts use pack3D, them refine with S3D. S3D site have a good tutorial on how to "clone" with S3D.
I tried it yesterday, but I was afraid to use s3d remap id's on ai turms because I don't know what files are using also those ids, and searching for each id with "search for file id" is too much work, as LGN1 said in the other thread.
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Old 10-15-10, 05:53 PM   #23
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The problems with ID's of Subs Turms was fixed long ago with GWX as I recall.

I also remember finding that Pack3D does not do complete Cloneing,
and hand edited many ID's in GWX.
(More then I care to remember!)

The massive amounts of new mods increases the problem of ID conflict
with each and every mod done!
And it will only get worse as time goes by.

Extreme testing is the only way to find this problem at this time.
And I doubt that a program could be written to check for this issue
in a 'Modder useable' way that would make sense.
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