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Old 03-26-08, 07:16 AM   #46
juanchez
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You're right TDK...it looks like the Atlantic. But I still like it.
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Old 03-26-08, 12:58 PM   #47
ridgewayranger
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Default TMO and RSRD

Hi,
I installed as instructed TMO 1b Then TMO 2 then RSRD and crashed when attempting to load, so I took out TMO 1b and loaded with no problem.
RR
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Old 03-26-08, 01:53 PM   #48
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I dont think anything i did in SP1 Bravo would crash RSRD....

UNLESS..... your applying updates while at sea and on patrol.

Then yes, it will crash, bigtime.
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Old 03-26-08, 02:28 PM   #49
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Is SP1 & SP2 needed for TMO FINAL ?

And where do I get TMO FINAL and apporaite RSRD not for ADDON ?

SH4 isn't a game without TMO

Thx for all your hard work.
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Old 03-26-08, 02:53 PM   #50
ridgewayranger
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Default Tmo & Rsrd

Hi Ducimus,
I suspected the problem was with SP1a because I removed the mods one at a time, each time attempting to run and it was only after removing SP1a that it would run. I then reinstalling the mods SP2 and RSRD which worked perfectly.
RR
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Old 03-26-08, 03:25 PM   #51
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@ firewall

I didnt say i was done yet.

When im done with TM, beleive me, you'll know.
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Old 03-27-08, 05:02 PM   #52
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Coming into that final stretch, before i drop the baton.

Did i mention the back of my legs hurt from sitting so much?
Wahhh. yes id like some cheese with my whine.

Anyway, heres a quick rundown (why yes i am! :rotfl: ) of what ive been up to.

1.) Revamping the campaign that is included in TMO. After much struggleing with myself as to what exactly i need to do with the campaign, i finally decided that with much of it, it was best to start over with a clean slate. So ive been reworking the stock campaign files. Not all of them, but most of them. My goal has always been trying to find the right balance of realism, with gameplay. That 70-75% realsim, 25-30% gameplay figure i usually cite. Whats more, i wanted the campaign files to be workable or reusable for anyone coming in behind me. The summation is this:

- The big huge task forces and atlantic sized convoys have been reduced to a more beleiveable size. Convoys will range from 4 to 9 ships, with escorts ranging from 2 to 4.

- You will have a chance to sink the big liners or flatops/BB's throughout the war, i didnt remove the liner, although i felt like i should. Instead i made them fast in travel, and infrequent in spawning.

- contact reports have been greatly reduced or removed altogether (IE single merchants)

- single merchants have a 36% chance to spawn ever 2, 3 days at the beginning of the war, which reduces to 10% at the end. Convoys have a 10% chance to spawn every 4 to 5 days or so at the beginning of the war., which increase to a 36% chance at the end of the war. The intent is to show a shift in merchant traffic during the course of the war. As time goes on youll see less unguarded merchants and more convoys, in an ever shrinking sphere of influence that the japanese have.

- redid aleutians traffic

- added some traffic around the marshall islands

- Still need to make a sea of japan layer, which ill have go live in the game sometime during wahoo's 4th patrol. Its my intent to make the sea of japan a happy hunting ground, provided you can get into it! (think of this as the pacific version of making a gibralter run)

- increased mine density 6 mines per one KM to 9 mines per one KM. (stock is 1 mine per one KM)

- increased variety of escort destroyers attached to convoys.

- (whatever else i did and forgetting to mention goes here. )

2.) New flotillas.
I made a mirror image of fremantle and pearl habor flotillas. These are annotated as "Div 2". These flotillas have my old repeat patrol fix, where your garunteed to get a special ops mission every other patrol. Intent here is a slighly more gamey option for people wanting more vareity in the game. All other flotllas are untouched.

- renabled the Holy Lock submarine flotilla in the UK (aka Subron 50).



Still need to:

- fix sub exahust from showing under water.


Im watching this mod, as id like to include it:
http://www.subsim.com/radioroom/showthread.php?t=133310

I was going to:
- script some life guard missions. I have an idea to get then in the game reliably, but i question if i have the motivation. Im rather tired of campaign stuff.


I suspect ill be posting updates to SP1 and Sp2 sometime next week. If nothing wrong is found ill package it up and call MYSELF done. THe mod isn't done, nor will it ever be, but this is a good stopping point.

After i post the final version, sometime after lurkers pulled his hair out cursing at me, while updating RSRD, ill go ahead and combine RSRD with a 2nd version of TMO and post that in one package (or lurker could do it, i dont care either way). So in the end they'll be two final versions of TMO for sh4 1.5

One with the above mentioned campaign
One with RSRD, with no changes at all by me.

Once thats accomplished, the only thing your going to see out of me, is patrol logs.
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Old 03-27-08, 05:07 PM   #53
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Quote:
Originally Posted by Ducimus
Once thats accomplished, the only thing your going to see out of me, is patrol logs.
Thumbs up to all of the stuff you are working on for the next version and
to the above ( nothing wrong with taking a step back ) Regardless we need you sticking around and being a presence in the PT


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Old 03-27-08, 05:14 PM   #54
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Oh yeah, almost forgot.

Redid zig zags of merchants and convoys. They zig zag less then taters orginal work, but more then RSRD. First couple of months of the war, the merchants wont be zig zagging. But they wise up after that. (real reason is the ACE didn't like the 41a merchant layer. )
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Old 03-27-08, 05:30 PM   #55
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Nice one by the way


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Old 03-27-08, 05:34 PM   #56
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Quote:
After i post the final version, sometime after lurkers pulled his hair out cursing at me, while updating RSRD, ill go ahead and combine RSRD with a 2nd version of TMO and post that in one package (or lurker could do it, i dont care either way). So in the end they'll be two final versions of TMO for sh4 1.5
I'm cursing you already. You need to give me an "advance" copy of this thing so I can make things work right

Last edited by lurker_hlb3; 03-27-08 at 06:41 PM.
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Old 03-27-08, 05:43 PM   #57
kriller2
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Fantastic work Ducimus, I just tried the latest SP1 and SP2 with PE 2 and it runs fine and it adds so much to the game that the band is playing and more trafic in the harbours
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Old 03-27-08, 10:47 PM   #58
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Quote:
Originally Posted by Ducimus
I dont think anything i did in SP1 Bravo would crash RSRD....

UNLESS..... your applying updates while at sea and on patrol.

Then yes, it will crash, bigtime.
Did a code review between 1A and 1B and there is no changes thats going to crash the system with RSRDC loaded
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Old 03-27-08, 10:53 PM   #59
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If it was anything other then minor asthetic stuff, id have told ya.
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Old 03-28-08, 01:31 PM   #60
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In other news, im pretty sure ive just fixed engine exhaust so it no longer renders while submerged.

Lesson of the day, the order in which you have controllers attached to a node, DOES matter.
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