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Old 02-11-11, 07:29 PM   #61
Madox58
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From what I see?
50% of SH5 is just garbage from SH3/4
Guess they had to fill a DVD up to make it look good?
Or is the lack of WTF is going on the issue?
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Old 02-11-11, 07:34 PM   #62
THE_MASK
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Ok, isee what you are dealing with now . Just spotted the files in
C:\Ubisoft\Silent Hunter 5\data\Submarine\Common\Rooms
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Old 02-11-11, 07:35 PM   #63
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@privateer -- yep doing a merge of common/waypoints_room_QR2.gr2 and waypoints_room_QR2.chr is fine in both goblin and SH5 game.

Adding the extra sapiens is fine in game (and goblin) also.

I thought if I could duplicate the waypoint gr2 file and import it I'd essentially end up with clones of the rooms original waypoints. So I copied the waypoint gr2 file and changed the waypoint names with a hex editor. I made a supporting CHR file which matched the waypoint names.

I can use these clone GR2 and CHR file in game IN PLACE OF the original GR2 and CHR but I can't find a way to get BOTH the original and copied GR2/CHR files to open up simultaneously in game.

Maybe it's just a daft route to follow, but I frankly don't know any better
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Old 02-11-11, 07:37 PM   #64
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@sober -- yep -- and then it all gets brought back together in submarine/nss_uboat7a , submarine/nss_uboat7b etc
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Old 02-11-11, 07:46 PM   #65
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OK.
I suspect since your merely doing a copy and paste with a few hex edits?
ID confilicts are happening.

Every GR2 file has ID's attached to each entry in it.
(You can see the ID's in Goblin)
You can not change those. (YET!)
So a copy, even if renamed and such retains the original ID's.
Put 2 copies in Game and you probably get whacked.
(An old issue from past versions)

So say you rename a waypoint with Hexing.
It does not matter as it retains it's original ID.
2 ID's that are the same = CRASH most times.
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Old 02-11-11, 08:40 PM   #66
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I suspected there might be an issue with IDs -- presumably these are the same kind of identifiers as set in SilentEditor? Either way, that just blows.

Can we hexedit the IDs? Any ideas?

Thanks

P
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Old 02-11-11, 09:38 PM   #67
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Quote:
Originally Posted by Paris_England View Post
I suspected there might be an issue with IDs -- presumably these are the same kind of identifiers as set in SilentEditor? Either way, that just blows.

Can we hexedit the IDs? Any ideas?

Thanks

P
Been trying to narrow that one down myself. I want to clone the sub sensors so I can make different versions of them for different years to help make IRAI even better. Problem is I'm still trying to map out the .GR2 format and it's very hard to do Just doing a hex search in the .gr2 file for the ID(s) turns up nothing. So the ID is coded somehow and once we can figure out how then it will be easy (hopefully) to edit the IDs in GR2 files.
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Old 02-11-11, 11:01 PM   #68
marleymen
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Maybe a PM from any SH Dev who is in this forum could help.

You guys are doing superb work these days. All we that doesn´t know how to help are here reading and looking at you like gods, not modders.

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Old 02-12-11, 01:44 AM   #69
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You guys are all being fantastically helpful!

I'm missing something though -- where are you seeing the ID number in Goblin? Is it the pair of hex quads which show up in the title bar of the behaviours window? Eg 448B3419:F7A98A9C

Are these numbers the parent id/id?

If these are the id numbers you're referring to, the original and copied waypoints I'm using do have different numbers up there.

As I say, it seems that goblin will allow the loading of the two files, but sh5 will not. Does that mean that the ids are read/assigned differently between game and editor or is the editor just more forgiving?

I appreciate the help here
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Old 02-12-11, 02:30 AM   #70
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Quote:
Originally Posted by Paris_England View Post
I'm missing something though -- where are you seeing the ID number in Goblin? Is it the pair of hex quads which show up in the title bar of the behaviours window? Eg 448B3419:F7A98A9C

Are these numbers the parent id/id?
that is the ID of the object
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Old 02-12-11, 02:53 AM   #71
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ok -- so when I click on waypoint1 in the original file it gives me a quad pair.

When I click on a waypoint1 in my copied file it gives another quad pair.

Comparing all the ids in both the original and copied files I'm seeing NO duplication.

So I don't get it. If the id number needs to be unique and that quad pair is the id number then what am I missing. It is unique, isn't it
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Old 02-12-11, 05:25 AM   #72
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Speaking about waypoints, it reminds me the stupid incident with the icebergs where just because few waypoints were not closed, got insta ctd as soon as the game loaded. So who knows...
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Old 02-12-11, 12:20 PM   #73
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Thanks for the suggestion Magnum. The thing is the files don't crash the game if used individually -- just when I try both at the same time.

Anyone wanna help straighten me out on the ID number thing -- two posts up

much appreciated

P
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Old 02-12-11, 01:03 PM   #74
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... and while you're trying to explain that to me can you also explain why the waypoints move to different places depending on the mission loaded?

Eg:

Historical mission 1: waypoints are at position X
Historical mission 2: waypoints are at position Y
Campaign mission: waypoints are at position Z
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Old 02-12-11, 01:07 PM   #75
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Quote:
Originally Posted by Paris_England View Post
... and while you're trying to explain that to me can you also explain why the waypoints move to different places depending on the mission loaded?

Eg:

Historical mission 1: waypoints are at position X
Historical mission 2: waypoints are at position Y
Campaign mission: waypoints are at position Z

It's not that they're different subs in the different missions -- I've replaced all the files in DATA/SUBMARINE with just 7a data -- so the waypoints have to be being called from elsewhere? Strewth, this is a mess.
Maybe you should look into mission files. Just a suggestion. Or try making a new single mission and test what happens
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