![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 | |
Medic
![]() Join Date: Sep 2010
Posts: 160
Downloads: 25
Uploads: 0
|
![]() Quote:
![]()
__________________
![]() |
|
![]() |
![]() |
![]() |
#17 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
|
![]()
Maybe an ID conflict caused by bad cloning.
|
![]() |
![]() |
![]() |
#18 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
|
![]() |
![]() |
![]() |
![]() |
#19 | |
Medic
![]() Join Date: Sep 2010
Posts: 160
Downloads: 25
Uploads: 0
|
![]() Quote:
![]()
__________________
![]() |
|
![]() |
![]() |
![]() |
#20 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
![]()
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. ![]()
__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
![]() |
![]() |
![]() |
#21 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
I just checked a fresh install of GWX 3.
The Turms mentioned have different ID's in GWX 3. |
![]() |
![]() |
#22 | ||
Medic
![]() Join Date: Sep 2010
Posts: 160
Downloads: 25
Uploads: 0
|
![]() Quote:
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:
__________________
![]() |
||
![]() |
![]() |
![]() |
#23 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
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. |
![]() |
![]() |
|
|