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Old 06-29-13, 12:56 PM   #46
gap
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Quote:
Originally Posted by TheDarkWraith View Post
on second thought adding new zones is going to cause compatibility problems with other mods.
By luck no many mods fiddled with Zones.cfg. IIRC, you have released a modified version of the file for your damage management patch. Is this the latest version of the file? Are there any other tweaks which I should include in the new Zones.cfg?

Quote:
Originally Posted by TheDarkWraith View Post
You sure these zones aren't used by anything else?
No, I was just guessing

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Originally Posted by TheDarkWraith View Post
The right thing to do is add new zones
Yes it is. By the way, the B-25 mod that I am still working on will add several new zones
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Old 06-29-13, 01:06 PM   #47
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Quote:
Originally Posted by gap View Post
By luck no many mods fiddled with Zones.cfg. IIRC, you have released a modified version of the file for your damage management patch. Is this the latest version of the file? Are there any other tweaks which I should include in the new Zones.cfg?
We need to verify that the file you speak of includes all the changes in FX_Update's zones.cfg file.

We really need to merge everyone's changes to the zones.cfg file and make a community zones.cfg file Maybe start a thread for it so people can find it and upload their changes to it there. Have post #1 reflect the newest version of the file so it's always updated. This will help prevent conflict and people using numbers/zones already defined.
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Old 06-29-13, 01:19 PM   #48
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Quote:
Originally Posted by TheDarkWraith View Post
We need to verify that the file you speak of includes all the changes in FX_Update's zones.cfg file.

We really need to merge everyone's changes to the zones.cfg file and make a community zones.cfg file Maybe start a thread for it so people can find it and upload their changes to it there. Have post #1 reflect the newest version of the file so it's always updated. This will help prevent conflict and people using numbers/zones already defined.
I think that FX Updates marked the new standard for SH5 Zones.cfg file, that any modder wanting to mod the same file should deal with. As I told you before, apart from FX Updates, your damage management patch, and BARF, I don't know of any other mod tinkering with the same file.

If I add the new zones to FXUpdate's version of the file, creating a BARF compatible version from it won't be that difficult

P.S: can you answer this question?

http://www.subsim.com/radioroom/show...6&postcount=45
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Old 06-29-13, 01:29 PM   #49
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Quote:
Originally Posted by gap View Post
The spreading of fires and damage is linked to effects in Baza_FX so if your zones use the fires specified in the Baza_FX (basically the FireSmall, FireBig and such defined in the zones.cfg file) then they will spead with your new zones.
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Old 06-29-13, 01:51 PM   #50
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Originally Posted by TheDarkWraith View Post
The spreading of fires and damage is linked to effects in Baza_FX so if your zones use the fires specified in the Baza_FX (basically the FireSmall, FireBig and such defined in the zones.cfg file) then they will spead with your new zones.
excellent.

Is it the same for explosions? When triggered, will they affect nearby boxes, or they are just a cosmetic feature?
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Old 06-29-13, 01:56 PM   #51
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Quote:
Originally Posted by gap View Post
excellent.

Is it the same for explosions? When triggered, will they affect nearby boxes, or they are just a cosmetic feature?
I believe explosions were purely cosmetic. I could add something to them that could make them induce damage in nearby zones
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Old 06-29-13, 02:02 PM   #52
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Quote:
Originally Posted by TheDarkWraith View Post
I believe explosions were purely cosmetic. I could add something to them that could make them induce damage in nearby zones
Good Idea. If you don't get time for it, I can try doing it myself by copying your "spreading gires" settings. In this case, I will pass on the resulting file to you, for you to include them into FXU. What do you think
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Old 06-29-13, 05:11 PM   #53
Mikemike47
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Default Zones.cfg

Quote:
Originally Posted by TheDarkWraith View Post
We need to verify that the file you speak of includes all the changes in FX_Update's zones.cfg file. We really need to merge everyone's changes to the zones.cfg file and make a community zones.cfg file
Quote:
Originally Posted by gap View Post
I think that FX Updates marked the new standard for SH5 Zones.cfg file, that any modder wanting to mod the same file should deal with.
FYI - I am using Open Horizons II v2.2 and most of the mods from sober's mod list. Nothing else use a newer zones.cfg than FX Update and Open Horizons.

Per Trevally's update log:
Update 22/04/2013
OHII V2.1
Updated the zones.cfg with the new one from TDWs "FX_Update_0_0_21_TheDarkWraith" - has the same date time stamp

Update 12/05/2013
OHII V2.2
Nothing newer concerning zones.cfg

Does anyone else use mods that I don't and has a newer zones.cfg?
Code:
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V5 SH5
DBM Background Video
sobers green spinning thing SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
WolfPack Wotan
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
sobers smoke screen V1 SH5 (DynEnv compatible)
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - No Underwater Impurity Patch
sobers best ever fog V22 SH5
sobers waves mod V12 27032013
Window_Lights_Redone_V1
Torpedo_Door_Sound_Mix
Speech fixes and additions (english version)
Pascal-sh5-Crew-Uniforms
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_21_ByTheDarkWraith
FX Update torpedoes (modified for torpedoes failure patches)
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_jimimadrids_map_tools
Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
IRAI_0_0_39_Inertia_Damage
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
NDD_Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
OHII v2.2 Sobers Terrain fix
OH II Minefield map for TDWs Ui
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Crew scripting by TheDarkWraith
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Trevally TDC Help v2
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers Depth of Field V6 SH5
sobers bad weather deck gun V5 SH5
Voice, Sounds & Help
TDW_GenericPatcher_v_1_0_112_0
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Old 06-29-13, 08:02 PM   #54
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I found this type entry in the carriers:

[Equipment 38]
NodeName=X07
LinkName=Lowres_Buffalo_GB,data\Air\Lowres_Buffalo \Lowres_Buffalo_GB.GR2
StartDate=19450101
EndDate=19451231

never seen X nodes before. These are specifying the aircraft on the carriers deck.
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Old 06-30-13, 08:17 AM   #55
gap
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Quote:
Originally Posted by Mikemike47 View Post
FYI - I am using Open Horizons II v2.2 and most of the mods from sober's mod list. Nothing else use a newer zones.cfg than FX Update and Open Horizons.
Thank you Mike, I never realized that OHII included TDW's version of Zones.cfg

So... I have set several new zones for use with external cargo models. They are:

Code:
225=ExtCargoExplA
226=ExtCargoExplB
227=ExtCargoFlamA
228=ExtCargoFlamB
229=ExtCargoFuelA
230=ExtCargoFuelB
231=ExtCargoGenA
232=ExtCargoGenB
233=ExtCargoVehicA
234=ExtCargoVehicB
Description:

ExtCargoExplA: explosive cargo;
ExtCargoExplB: as above, but with lower HP (for models composed by many small elements, like the barrels I have been working on in the last days);
ExtCargoFlamA: flammable cargo (oil not included);
ExtCargoFlamB: as above, but with lower HP;
ExtCargoFuelA: oil cargo;
ExtCargoFuelB: as above, but with lower HP;
ExtCargoGenA: general cargo;
ExtCargoGenB: as above, but with lower HP;
ExtCargoVehicA: regular vehicles;
ExtCargoVehicB: armored vehicles;

Settings:

Code:
[ExtCargoExplA]
Multiplier=5.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=Ammo

[ExtCargoExplB]
Multiplier=5.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=Ammo

[ExtCargoFlamA]
Multiplier=3.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 10
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=None

[ExtCargoFlamB]
Multiplier=3.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 10
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=None

[ExtCargoFuelA]
Multiplier=3.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=Fuel

[ExtCargoFuelB]
Multiplier=3.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=Fuel

[ExtCargoGenA]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Effect1=BAZA_FX_Foc, 20
Effect2=BAZA_FX_FocFum_mic, 40
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=None

[ExtCargoGenB]
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=BAZA_FX_Foc, 20
Effect2=BAZA_FX_FocFum_mic, 40
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=None

[ExtCargoVehicA]
Multiplier=1.000000
Flotability=0.000000
HitPoints=25
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 40
Effect2=BAZA_FX_Explozie_mica, 100
Effect3=BAZA_FX_Splinter_fire, 100
Effect4=BAZA_FX_scantei_explozie,100
Armor Level=5
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=None

[ExtCargoVehicB]
Multiplier=1.000000
Flotability=0.000000
HitPoints=50
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 70
Effect2=BAZA_FX_Explozie_mica, 100
Effect3=BAZA_FX_Splinter_fire, 100
Effect4=BAZA_FX_scantei_explozie,100
Armor Level=20
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=None
Probably we will need to finetune the above settings based on the results of in-game testing.

@ Volodya

If you want to assign the new zone definitions to the stock cargo models, here is a merge of them with FX Update's Zone.cfg:

http://www.mediafire.com/?r25c8fcolhwj6iy
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Old 06-30-13, 08:38 AM   #56
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Quote:
Originally Posted by gap View Post
@ Volodya

If you want to assign the new zone definitions to the stock cargo models, here is a merge of them with FX Update's Zone.cfg:

http://www.mediafire.com/?r25c8fcolhwj6iy
I can do that if it's needed.. is it needed?

And I forgot to post these message yesterday (at first power outages, and then forgot )

Quote:
There are several zones.cfg files..
FX Update contains it, OHII contains it.. also there is edited version of FX Update file, it was edited for compatibility with the AI Crew Damage Control patch, GenericPatcher contains it..
e.g. I use edited version from this mod - http://www.subsim.com/radioroom/showthread.php?t=193825
also there are several other versions but I don't review them seriously here..
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Old 06-30-13, 09:18 AM   #57
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Originally Posted by volodya61 View Post
I can do that if it's needed.. is it needed?
Yes, if we want to simulate the effect on ship integrity of hitting different cargo types.

Moreover, I am trying to create new cargo models which will include many smaller elements (i.e. single crates, sacks or barrels) instead of merging them together as per stock cargo models. Each element will get its own damage box. It means that they will blow up singularly, and that damaging a single element will trigger a chain reaction, with fires/explosions spreading from one element to the nearby ones. In order to do it, I need for new zones anyway

Quote:
Originally Posted by volodya61 View Post
And I forgot to post these message yesterday (at first power outages, and then forgot )
so we have:

FX Updates version
FX Updates + Crew Damage Control version
FX Updates + Crew Damage Control (Increased Flooding) version
FX Updates + BARF version
FX Updates + AST version

Merging new zones with the above mods will be really easy, as we won't need to tweak their settings, but just to append our new zones at the end of their respective Zones.cfg files. I could do it right now, but it would be a pointless excercise as we will need to adjust the new settings anyway
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Old 06-30-13, 11:01 AM   #58
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Originally Posted by gap View Post
Yes, if we want to simulate the effect on ship integrity of hitting different cargo types...
OK, I'll re-edit file that I already edited before.. but a bit later.. isn't it an urgently?
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Old 06-30-13, 11:11 AM   #59
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OK, I'll re-edit file that I already edited before.. but a bit later.. isn't it an urgently?
You should ask our project leader, Rongel, but I would say not
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Old 06-30-13, 11:36 AM   #60
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@ Rongel

Re. the problem of equipments looking poor when rendered on top of dat units, while digging into SHIII cargo models, I have discovered that they include a DynamicShadowCast controller which is absent from the SH4 cargo files that you sent me yesterday. Probably this controller won't work on SH5, but who knows, it could be worth a quick test.

In addition, SHIII cargo use WaterReflection controllers as well, but IIRC it sure that they are ignored by SH5's engine.
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