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Old 01-03-24, 05:12 PM   #16
Jeff-Groves
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Originally Posted by Mister_M View Post
So, the game is coded in C++?
Yes. All the way through SH5 in fact.
I've seen some of the source code here and there.
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Old 01-03-24, 05:20 PM   #17
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Asking a naive question: Why can't we have access to the source code, while SH3.exe can read it...?
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Old 01-03-24, 06:09 PM   #18
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Quote:
Originally Posted by Mister_M View Post
Asking a naive question: Why can't we have access to the source code, while SH3.exe can read it...?
Because he is not a Hacker... Working on code requires a lot of knowledge..

No, it is not possible to find the original source code from an executable, for the good reason that a C or C++ source code is in fact a route to be followed by the compiler which will produce code in machine language and even possibly optimize it.

The only exceptions: some disassemblers are intelligent enough to, for example, tell you in comments which object is being accessed when the information is available, but this remains very far from the source code.

It also happens that these executables are compiled with debugging information. In this case, they may embed part of the original source code but, generally, this is only a reference to the source file which must be nearby.
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Old 01-03-24, 06:21 PM   #19
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Quote:
Originally Posted by Jeff-Groves View Post
Yes. All the way through SH5 in fact.
I've seen some of the source code here and there.
hey Jeff-Groves salutation..

What software do you use???
You can't access the entire code...can you...!!! uais:
After 20 years of waiting... even if it's forbidden... there's a statute of limitations... it would be cool to "explode".. I'm tired of waiting... this which does not happen"I'm getting old"... in these naval simulations... Nowadays the devs think much more about money than about satisfying the players... and we are bombarded with "trailers" which do not reflect what was expected...by the majority of us...

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Old 01-04-24, 12:26 AM   #20
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Great explanation Kal,

C++ is human readable but your computer cannot execute it. It needs to be compiled in an executable which is machine code. Machine code can be executed but is very hard to understand:

C++ would be something like:
if (wheathertype != previousWheathertype)
{
sunAltitudeAngle = sunAltitudeAngle + changeInAngle;
// etc
}

After a compile the machine code looks like:



This is somewhere in the envSim.act. Ebp+68 contains the current wheather, ebp+80 the previous wheather.

Last edited by rik007; 01-04-24 at 01:26 AM.
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Old 01-04-24, 07:49 AM   #21
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Thank you...I put a link with a C++ pdf for basic understanding...
I know that on this forum we have some strong, intelligent heads... you never know...
https://www.mediafire.com/file/nxlav..._base.pdf/file
I add that Python is used the most, then C and C++, then Java etc..
I would have liked to have an answer from Jeff on what program he uses..but he is a mysterious man "Je ne fais pas de stupide. Alors ne demandez pas."

I think that the creators of "Silent 3ditor" and "Hsie"..have such knowledge on the subject..they are miracle creators of the time...when you see what he had at the time..the work is enormous dejected...these are the people who can turn things around...I think they stopped working on it because of copyright or else they already had this code obstacle..
I'm sure nothing is impossible in IT...

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Old 01-04-24, 07:57 PM   #22
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Default Merchant and escort AI

Hello everyone!


Some of those already mentioned I would surely second! :-)


What I would enjoy:


- prize rules, boarding & explosive charges


- different merchant behaviour --> chance roll, then either irregular (!) zigzags, turning away and going full speed for a couple of hours, trying to ram your sub if very close...


- AI ships not running onshore so often, especially being more careful and clever while chasing you in or close to ports


- ships and aircraft doing torpedo attacks...
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Old 01-04-24, 08:17 PM   #23
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The bits and snips of the source I have seen was passed to me by some of the Devs.
Those small scraps were only enough to confirm some of what I suspected about different things. Not enough to change how the Game engine processes things.

And if one reads the credits for S3D? You'd see that the Best of the Best contributed information to assist the programmer.
He didn't just wizz bang it out in his own.
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Old 01-05-24, 09:22 AM   #24
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Hey Jeff-Groves..
Thanks for the detail...
@skwas & @h.sie
From what I understood...

Clarification: all controllers are an integral part of Silent Hunter. Other editors-programs can use them - if the controller "mirror" is registered in the program code. Adding a new controller means creating a new “mirror” that was not previously in the program. To create a controller, it's Devs of SilentHunters.

Here I understand that it is the program... which acts on controllers... linked to the source codes it creates a mirror... in order to change the situation... it seems that to go deeper... you need the help of the code source in order to locate new " controllers"...to create new interactions..is that right Jeff..?
So without a favorable opinion from the creators of the game it's dead...we need authorization to locate what interests us or a "geek" master of C++ programming...

It’s “turfu” work as we say at home..!!!

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Old 01-05-24, 01:30 PM   #25
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skwas and h.sie were not on the original Ubisoft Development teams.
Never were.
My sources were.

h.sie and Stiebler hacked the code. And they did a fantastic job. No complaints here.

My reasons were to understand the animations in SH4. Which I posted about.
No one aside from me followed up on that knowledge.
I've also seen no one follow up on the stuff I released to convert from SH5 animations for SH3.

Funny thing is I can also convert animations to a TRUE SH4 animations.
But why bother releasing that? No one would do a darned thing with it.
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Old 01-05-24, 04:19 PM   #26
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"Ce qui est drôle, c'est que je peux également convertir des animations en VRAIES animations SH4.
Mais pourquoi s’embêter à publier cela ? Personne ne ferait rien avec ça."

Yes I saw this work you are talking about...
But I must admit that my learning curve on the Silent Hunter series
is not finished I have been registered here since 2017.. there is so much to learn in such a short time.. at the start there is "Hsie" understanding modding assembly in order to achieve something correct and functional... then I started using Silent 3ditor..at that moment..I didn't even know what a node was, a zon data file..etc..that's to tell you..lol I "eat" I I don't know how many PDFs and other leems to know that I had to translate them all and the Google translator was not as efficient as now..as well as hours of reading on the Subsim & KSD & Donitzflotte & forum and on the German forum or Hansolo(wac) and Rowie(ccom).. Urmel(lsh) had their activities..then the time came to manipulate some TGA and other files in order to personalize my soup a little more...Now I need to learn C++ & Python... given the time I have it's hard...
I'm the village idiot when you ask me the time I'll give you my watch..!!
I have another question:
- Why modders are pushing hard on sh3...sh4
since these games are 32bits.. we can clearly see today that we are at the maximum in terms of modding with these..?
I know that each silent hunter has its share of problems..But personally I find it more interesting to work on Silent Hunter5 64bits..so no more limitation of "Ram"..Vecko has done a remarkable job with Wolf of Steel.. .
It would be more interesting to have a group working on this one when do you think..??
I can't wait to see Kpt's mod. Lehmann. Official GWX Knight's Cross Edition.. the veterans of GwX
there is also that of Wolves of the Kaiser:1914-1918 Mod iambecomelife..His mod is beyond comprehension and I saw that he seems to have considerable skills in animation..
One thing is sure... I don't regret being part of Subsim thanks to these games, it's incredible what I was able to learn thanks to people like you...
of all the forums where I 'hang out' this is where I happily put my bags..
Yes I wanted to add.. the source code I think it will be impossible to penetrate the "totality"... because some developers introduce subcodes in order to protect their work....without their approval it s dead..

Last edited by Kal_Maximus_U669; 01-05-24 at 04:55 PM.
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Old 01-05-24, 05:51 PM   #27
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I was a Grey Wolf up through GWX 3.
Open TDW's GR2 editor and I am listed as a credit.
Same with S3D if you find the thread that lists credits.
(Those are all listed as privateer, which is me)

And I do assist iambecomelife with Wolves of the Kaiser from time to time.
Rowie was a very good friend that I miss. Anvart has been a very good friend also.

It would take me a few pages to list ALL the people I learned from or assisted!
I still do assist if asked. I share what I was taught and what I have learned freely. Sometimes My threads are WAY over peoples heads. But that's knowledge that some new Guy may find and just drive it to the bank, cash the check, and create the next mind blowing MUST have mod!
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Old 01-06-24, 04:19 AM   #28
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So you are Privateer, very funny.
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Old 01-06-24, 06:14 PM   #29
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I would have three wish list items.
  • Allow us to put the open/close torpedo tube switches in the TDC panels (there is a command given in the config files which doesn't seem to do anything).
  • Give us an impact angle dial so we can have a complete TDC.
  • Fix it so the single/salvo dials work in the other menus like they do in the TDC menu.
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Old 01-07-24, 01:31 PM   #30
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Quote:
Originally Posted by rik007 View Post
So you are Privateer, very funny.
What's funny about it?
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