SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-26-12, 06:09 PM   #301
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Captain Joe View Post
Hi TDW, i am very happy to report the shcollision patch has fixed the hull integrity not taking damage problem. now works perfect. well done. that has been bugging me and im sure many others for a long time. will continue other tests tomorrow. Once again great job.
Cool, a side benefit It makes sense because even the sub GR2 files are missing whatever it is the game is looking for (it appears to be the dmg_col node - but this dmg_col node has to be attached to the root node, not on a sub-node. This is why the dat files worked and the GR2 files didn't). Now I just have to figure out why these ships come to all stop and lose all intelligence in shallow waters
TheDarkWraith is offline   Reply With Quote
Old 04-26-12, 07:12 PM   #302
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Exploring this ships come to all stop and are lifeless problem has revealed that as soon as the ship switches to alert status and it's in shallow waters the game basically destroys it (I watched a breakpoint fire in SHCollisions.act that tells me when an object has been destroyed). Now I just have to go up the stack trace and figure out what causes this
TheDarkWraith is offline   Reply With Quote
Old 04-26-12, 07:31 PM   #303
chun
Helmsman
 
Join Date: Mar 2010
Location: spain
Posts: 105
Downloads: 445
Uploads: 0
Default

Hi, this is for magnetic torpedoes?
chun is offline   Reply With Quote
Old 04-26-12, 07:42 PM   #304
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by chun View Post
Hi, this is for magnetic torpedoes?
The app uses patch files to tell it what to patch. The patch files contain descriptions of what each patch does. When you load a patch file you'll see what you can 'patch'.

Yes, there is a patch file that corrects the magnetic detonator problem (it also fixes the sub hull not taking damage - aka hull integrity never decreasing)
TheDarkWraith is offline   Reply With Quote
Old 04-28-12, 04:51 AM   #305
Sartoris
Captain
 
Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
Default

Hmm, whenever I try to change the colors of the tools using the patcher I get this error: Index was outside the bounds of the array.


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at TheDarkWraith.SilentHunter5.Form1.SelectColor(Tree Node node)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
SH5Patcher
Assembly Version: 1.0.23.0
Win32 Version: 1.0.23.0
CodeBase: file:///C:/Games/Silent/MODS/SH5Patcher_v_1_0_23_0%20(1)/SH5Patcher.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5453 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5458 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
TDWFileUtils
Assembly Version: 1.0.5.0
Win32 Version: 1.0.5.0
CodeBase: file:///C:/Games/Silent/MODS/SH5Patcher_v_1_0_23_0%20(1)/TDWFileUtils.DLL
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.5420 built by: Win7SP1
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Sartoris is offline   Reply With Quote
Old 04-28-12, 07:06 AM   #306
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Found the same problem when using the patcher...
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 04-28-12, 09:21 AM   #307
quink99
中国水兵
 
Join Date: Jul 2011
Posts: 278
Downloads: 941
Uploads: 0
Default

Quote:
Hmm, whenever I try to change the colors of the tools using the patcher I get this error: Index was outside the bounds of the array.
I, too, unfortunately, recieve the same error message.

On another topic, the magnetic detonator now works perfectly! With my first attempt I managed to break the back of a Liberty cargo ship when the depth was set at about .8 of a meter beneath the given keel depth.

This has never worked before...........my thanks, TDW
quink99 is offline   Reply With Quote
Old 04-28-12, 10:24 AM   #308
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Quote:
Originally Posted by quink99 View Post
On another topic, the magnetic detonator now works perfectly! With my first attempt I managed to break the back of a Liberty cargo ship when the depth was set at about .8 of a meter beneath the given keel depth.

This has never worked before...........my thanks, TDW
Hi!

I have been testing this too but i'm not sure if it's working for me. The only time torpedoes have detonated are when they are practically touching the bottom of the ship. The patcher shows that the .act file is changed but i can't be sure, maybe 'i have messed up something. What is the correct depth for the magnetic torp? I thought that it's about 1 meter, but my torps aren't detonating that far from the ship. I have been testing this with custom mission and with docked ships, could that be the reason?

Are you actually seeing the torpedo going under the ship and exploding without contact? If this works then it's just
Rongel is offline   Reply With Quote
Old 04-28-12, 11:01 AM   #309
col_Kurtz
XO
 
Join Date: Mar 2008
Posts: 424
Downloads: 341
Uploads: 0
Default

@Rongel
Same here - not sure. When I set the torpedoes depth 11.5 +/- 0.2 (tried to set 0.8 more than draft is too) meters for draft 10.5 (TDWs Historical mission with Cimmaron tanker) torpedoes missed the keel. It was only 1 meter below, not so much IMO. If I remember well in SH4 you can set about 1meter below the keel.
I`ll try again for this mission. Now I`ll switch to external view. Be right back.



OK, now I saw this.
1. torp set to 11m - explode and broke this fat fish!
2. 11.2 - missed.
3. 11.3 - missed.
So it`s look like it should be 0.5 meter below the keel.
__________________


DRM it`s a horror, horror... col. Kurtz Apocalypse Now
WinXP Pro SP3 2x1GB Geil 800Mhz DDR2, ATI 4850 Asus Top, E2160 1.80 Ghz overlocked to 2.79Ghz MoBo Asus P5b

Last edited by col_Kurtz; 04-28-12 at 11:35 AM.
col_Kurtz is offline   Reply With Quote
Old 04-28-12, 12:17 PM   #310
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

OK! Thanks for the info

So could the torpedo detonation value be tweaked to 1m-1,5 meters? I remember too that it was the value used in SH 4. Still, this is already pretty good.
Rongel is offline   Reply With Quote
Old 04-28-12, 03:48 PM   #311
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Rongel View Post
OK! Thanks for the info

So could the torpedo detonation value be tweaked to 1m-1,5 meters? I remember too that it was the value used in SH 4. Still, this is already pretty good.
The default value for the magnetic detonators is 2m (in the .sim file). I set them to 5m for my testing. That way I could shoot torps 3m under the keel and watch them explode!
TheDarkWraith is offline   Reply With Quote
Old 04-28-12, 03:49 PM   #312
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by volodya61 View Post
Found the same problem when using the patcher...
It's quite possible I screwed something up with this when I converted it to be generic. I'll look into it
TheDarkWraith is offline   Reply With Quote
Old 04-28-12, 04:05 PM   #313
Sniper450
Officer
 
Join Date: Jan 2004
Posts: 247
Downloads: 177
Uploads: 0
Default

Quote:
Originally Posted by TheDarkWraith View Post
For Steam versions of the SH5.exe:
Unable to provide solution to Steam users. The steam sh5.exe uses a form of self-modifying code copy protection that 'unpacks' the code when the executable is run. This form isn't impossible to read and decipher it just takes longer and quite frankly the reward to time relationship isn't worth it for me (not to mention that I can't run the .exe since I don't own the steam version of the game - I own the boxed version of the game). Sorry all. This is one reason why I never buy Steam based games unless I have to.

What about if the game is downloaded from another vendor other than steam? Is it possilbe to mod the the sh5.exe file then?
Sniper450 is offline   Reply With Quote
Old 04-28-12, 04:12 PM   #314
vlad29
XO
 
Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
Default

Quote:
Originally Posted by Sniper450 View Post
What about if the game is downloaded from another vendor other than steam? Is it possilbe to mod the the sh5.exe file then?
Just try and U'll see if it works. First try with the map-tool colours (latitude etc.) as this way is the easiest one to detect if the patcher is suitable for your game version or not
vlad29 is offline   Reply With Quote
Old 04-28-12, 04:16 PM   #315
Sniper450
Officer
 
Join Date: Jan 2004
Posts: 247
Downloads: 177
Uploads: 0
Default

Sorry I should have first said that I am looking to get the game asap and i didnt want to wait for the box to arrive. I had planned to downloade it from gamestop or somewhere other than steam and wanted to know if it was known that it would work on not. May bad sorry.
Sniper450 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:41 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.