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 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-04-07, 09:15 AM   #91
kriller2
Ace of the Deep
 
Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
Default

Hi Sergbuto,

I have a comment from one of the users, we are testing this mod together with me and LeoVampires upcoming "Visual upgrade mod" http://www.subsim.com/radioroom/showthread.php?t=121226, I don't know if anything can be done about it though, but my skills lacks to fix this problem:
"With the bridge camera, if I move to the left or right quickly, then stop, the camera 'jerks' back in the opposite direction. (Like when a bus comes to a stop, and people standing feel like they're falling backward)."

When will you japanese subs mod be released ?

/Kriller2
__________________
Kriller2.
[MODs]

Real Environment mod

and Pacific Enviroments 4 mod
kriller2 is offline   Reply With Quote
Old 09-04-07, 10:05 AM   #92
sergbuto
Pacific Aces Dev Team
 
Join Date: Sep 2002
Location: Sweden
Posts: 1,331
Downloads: 15
Uploads: 0


Default

Quote:
Originally Posted by kriller2
Hi Sergbuto,

I have a comment from one of the users, we are testing this mod together with me and LeoVampires upcoming "Visual upgrade mod" http://www.subsim.com/radioroom/showthread.php?t=121226, I don't know if anything can be done about it though, but my skills lacks to fix this problem:
"With the bridge camera, if I move to the left or right quickly, then stop, the camera 'jerks' back in the opposite direction. (Like when a bus comes to a stop, and people standing feel like they're falling backward)."
I'll take a look since I work (when time permits) on the second version with free-walk interior-cameras and some other fixes.

Quote:
Originally Posted by kriller2
When will you japanese subs mod be released ?
The progress is slow due to RL time-constrains.
__________________
Serg's SH4 and SH3 pages
sergbuto is offline   Reply With Quote
Old 09-04-07, 05:10 PM   #93
leovampire
Eternal Patrol
 
Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
Default My only question is

Can celestial objects like the sun and moon be made to show up the same size in the Bridge to fallow ship or sub view to free cam view? Each of the outside of sub views shows the sun and moon at differn't sizes. Without zooming in on anything or with anything.
leovampire is offline   Reply With Quote
Old 09-04-07, 05:23 PM   #94
WilhelmTell
Engineer
 
Join Date: Oct 2006
Location: Berlin, Germany, Europe
Posts: 205
Downloads: 38
Uploads: 0
Default

Quote:
Originally Posted by leovampire
Can celestial objects like the sun and moon be made to show up the same size in the Bridge to fallow ship or sub view to free cam view? Each of the outside of sub views shows the sun and moon at differn't sizes. Without zooming in on anything or with anything.
Just an idea: Have you tried to set the AngularAngle for both, the FreeCamera and the ConningDeck, to the same value in the cameras.dat ?
__________________
Regards,
Tell
WilhelmTell is offline   Reply With Quote
Old 09-04-07, 05:33 PM   #95
leovampire
Eternal Patrol
 
Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
Default I will be honest with you WilhelmTell

I havn't the foggiest on how to do anything with that camera work. I tryed once to make a few changes and screwed it up and had to just apply other people's camera mod.

I have no basic knowledge of camera stuff so would have to learn it all and at the moment with the work I am doing for mod's just not ready to try and learn yet.

So I am asking the comunity for help with it because it actualy makes a difference on how the reflection effect's Mod I am makeing works. With no consistancy with the differn't outside views it is hard to get everything set and working properly.
leovampire is offline   Reply With Quote
Old 09-04-07, 10:10 PM   #96
DirtyHarry3033
Weps
 
Join Date: Aug 2005
Posts: 351
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by sergbuto
The interference problem of two copies of the file is known from SH3 times. The brief installation intsructions in post #39 of this thread point out to the necessity of removal of existing Camera.dat from the Library folder before installing the mod. But maybe these instruction are not clear enough in emphasizing the problem.
Actually, there's no need at all to delete "Cameras.dat" before installing. Whether using JSGME or simply copying the modded Cameras.dat in with Windows Explorer, the old one will be totally blown away and replaced with the modded one. No probs or conflicts at all there

Where the problem comes in is if you do something stupid like I did, and run MiniTweaker, and end up with "Copy of Cameras.dat" in the folder, and forget about it, and don't delete it And then a month later you install a modded Cameras.dat and have all kinds of problems since there are 2 different versions of the same file, with different names...

I've decided that for whatever reason, SH4 (SH3 also?) will read any file it finds ending in ".dat" (possibly any other valid extension also?) no matter what the name, and load whatever data it finds there. If it's already loaded a node, it won't load it a 2nd time, but if it finds a node not in the 1st file it loaded, it will add it to what it already has loaded. In effect, merging the contents of 2 different .dat files.

Don't think the name has anything to do with this, I think I could have renamed "Cameras.dat" to "Arsewipe.dat" before installing your mod and "Arsewipe" still would have loaded - except in that case I'm thinking the mod wouldn't have worked at all as "Arsewipe" would have been loaded 1st, and since it already contained all the nodes in your modded Cameras.dat, none of your mods would have been loaded.

As it is, your modded .dat file was missing the AxisRotation data, and since "Copy of Cameras.dat" was loaded after your modded Cameras.dat, and did contain AxisRotation data, that data was loaded and added to the changes you made. Hence the problem I had of not only "walking the deck" but also having the camera rotate up/down/left/right...

Well I learned something at least. Not sure I understand the reasoning behind it, I've been writing code for 25 years and if I'm looking for data that should be found in a file named "Cameras.dat" I sure as hell won't be trying to read it from a file named "Tiddlywinks.dat" (or even one called "Camera.dat" for that matter)

Forgive my "rant" Just not sure what the devs were thinking when they decided to read any "valid-appearing" data from any file no matter what the name. Maybe I'm just behind the times :hmm:

DH

[edit] Actually, assuming I'd renamed "Cameras.dat" to "Arsewipe.dat" before installing your mod, the results would have turned out the same. SH4 would have loaded the original data for Conning Deck cam from "Arsewipe", then read the modded "Cameras.dat" and loaded the FreeMove data you added. Again, combining 2 functions on cursor keys, both movement and camera rotation.
DirtyHarry3033 is offline   Reply With Quote
Old 09-05-07, 05:19 PM   #97
leovampire
Eternal Patrol
 
Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
Default thank you very much for your help sergbuto

Thanks to your advice I was able to get all the sun and moon views set to appear the same size between free cam's follow cam's and Bridge cam's and the list goes on.

Without this knowledge I never would have gotten everything to look right so you really did me a big favor!

And for the guys using the sexton mod from Mav87 I set all the camera working's to match the Bridge cam view so there would be no confilcts with that mod.

With all angularangle views set to 75 degree's in the camera parameters/property settings it fixed it all. Of course you leave the zoom's alone but the normal TBD and Binoc's and Basic Scope views all set to this angle it works out perfect.

Thought I would post the results and settings for anyone doing camera mod's

I used the S3D editor for this BTW

Only for camera view's dealing with looking outside of the sub have no clue about inside view's.

Free cam Fallow cam Bridge cam


Last edited by leovampire; 09-05-07 at 05:52 PM.
leovampire is offline   Reply With Quote
Old 09-05-07, 06:14 PM   #98
ref
Grey Wolf
 
Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by DirtyHarry3033
Well I learned something at least. Not sure I understand the reasoning behind it, I've been writing code for 25 years and if I'm looking for data that should be found in a file named "Cameras.dat" I sure as hell won't be trying to read it from a file named "Tiddlywinks.dat" (or even one called "Camera.dat" for that matter)
The main reason for that I think is to have more flexibility, when SH3/4 loads it indexes all root nodes in the library directory, thus making possible to reference any object without having to know it's exact location, the drawback is what you mentioned, but it is easelly avoided taking minimal precautions. It would have been nice if the Devs mentioned it... It could have avoided a lot of headackes.

Ref
__________________
ref is offline   Reply With Quote
Old 09-05-07, 06:48 PM   #99
DirtyHarry3033
Weps
 
Join Date: Aug 2005
Posts: 351
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by ref
The main reason for that I think is to have more flexibility, when SH3/4 loads it indexes all root nodes in the library directory, thus making possible to reference any object without having to know it's exact location, the drawback is what you mentioned, but it is easelly avoided taking minimal precautions. It would have been nice if the Devs mentioned it... It could have avoided a lot of headackes.

Ref
Hmm, OK I can see that. Say at some point they want to add "Diveplanes.dat" with every conceivable data regarding diveplanes, so they actually work instead of being just eye-candy. All they have to do is write a few hundred lines of code to handle all the data and they can skip the dozen or so lines needed to open the exact filename "Diveplanes.dat", read the contents then close it. Just read every file ending in .dat in the library folder with one block of code, no matter if it contains duplicate or conflicting data, and it becomes a bit simpler to add new nodes.

My prob I guess is I do business programming, the only place I should read info on open orders is for instance, "Orders.dat". Accounts Payable info should be read only from "Payables.dat" and so on.

All hell would break loose if I read payables data from any file that had payables data in it, for instance "Copy of Payables.dat" that I made 6 months ago when testing some changes Guess my mindset just isn't right for working with games

So it was my bad!!! :rotfl::rotfl::rotfl:I've learned something, and any day you learn something is a good day, right?

DH
DirtyHarry3033 is offline   Reply With Quote
Old 09-05-07, 09:26 PM   #100
ref
Grey Wolf
 
Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by DirtyHarry3033
Quote:
Originally Posted by ref
The main reason for that I think is to have more flexibility, when SH3/4 loads it indexes all root nodes in the library directory, thus making possible to reference any object without having to know it's exact location, the drawback is what you mentioned, but it is easelly avoided taking minimal precautions. It would have been nice if the Devs mentioned it... It could have avoided a lot of headackes.

Ref
Hmm, OK I can see that. Say at some point they want to add "Diveplanes.dat" with every conceivable data regarding diveplanes, so they actually work instead of being just eye-candy. All they have to do is write a few hundred lines of code to handle all the data and they can skip the dozen or so lines needed to open the exact filename "Diveplanes.dat", read the contents then close it. Just read every file ending in .dat in the library folder with one block of code, no matter if it contains duplicate or conflicting data, and it becomes a bit simpler to add new nodes.

My prob I guess is I do business programming, the only place I should read info on open orders is for instance, "Orders.dat". Accounts Payable info should be read only from "Payables.dat" and so on.

All hell would break loose if I read payables data from any file that had payables data in it, for instance "Copy of Payables.dat" that I made 6 months ago when testing some changes Guess my mindset just isn't right for working with games

So it was my bad!!! :rotfl::rotfl::rotfl:I've learned something, and any day you learn something is a good day, right?

DH
Please understand that I don't disagree completelly with your point of view, but if the devs had made the engine so rigid, then more than half of the mods made for the sim would have been imposible to achieve without changes to the source code.
Ie, if I want to make a new set of diveplanes, then I would have to include them in diveplanes.dat, making very difficult to make compatible mods, instead with their approach I can made my new diveplanes and put them into Ref_diveplanes.dat and distribute this file with my mod making it compatible with any other existing diveplane mods.

Ref
__________________
ref is offline   Reply With Quote
Old 09-06-07, 03:28 AM   #101
sergbuto
Pacific Aces Dev Team
 
Join Date: Sep 2002
Location: Sweden
Posts: 1,331
Downloads: 15
Uploads: 0


Default

Quote:
Originally Posted by leovampire
Thanks to your advice I was able to get all the sun and moon views set to appear the same size between free cam's follow cam's and Bridge cam's and the list goes on.

Without this knowledge I never would have gotten everything to look right so you really did me a big favor!

And for the guys using the sexton mod from Mav87 I set all the camera working's to match the Bridge cam view so there would be no confilcts with that mod.

With all angularangle views set to 75 degree's in the camera parameters/property settings it fixed it all. Of course you leave the zoom's alone but the normal TBD and Binoc's and Basic Scope views all set to this angle it works out perfect.

Thought I would post the results and settings for anyone doing camera mod's

I used the S3D editor for this BTW

Only for camera view's dealing with looking outside of the sub have no clue about inside view'
Glad it worked for you. I think WilhelmTell needs to be thanked also for thinking along the same lines.
__________________
Serg's SH4 and SH3 pages

Last edited by sergbuto; 09-06-07 at 04:20 AM.
sergbuto is offline   Reply With Quote
Old 09-06-07, 03:43 AM   #102
sergbuto
Pacific Aces Dev Team
 
Join Date: Sep 2002
Location: Sweden
Posts: 1,331
Downloads: 15
Uploads: 0


Default

DirtyHarry,

Different people think different ways. The same problem is often approached differently depending on the mind set. The same goes for Devs and designes of various games. As to sub sims, I personally liked the SH2 design (makes it easier to figure out things and do modding). But SH3/4 is not that bad, one just needs to get used to it.
__________________
Serg's SH4 and SH3 pages
sergbuto is offline   Reply With Quote
Old 09-06-07, 11:18 AM   #103
leovampire
Eternal Patrol
 
Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
Default thanks for the head's up on WilhelmTell

sergbuto I didn't see anything posted by him about it so didn't know but I will thank him personaly also.
leovampire is offline   Reply With Quote
Old 10-10-07, 10:19 AM   #104
RICH12ACE
Officer
 
Join Date: Jan 2007
Location: england
Posts: 241
Downloads: 117
Uploads: 0
Default

hi were do you go to download the jap sub mod 1.0 the link on the site does not work.:hmm:
RICH12ACE is offline   Reply With Quote
Old 10-16-07, 02:01 AM   #105
speedlord
Swabbie
 
Join Date: Jul 2007
Posts: 10
Downloads: 27
Uploads: 0
Default working with ROW ?

Hi,

I am not able to walk on the deck using the camera.dat of this mod with the latest ROW delivery, while with your first ROW Alpha release Leo, it was still working. Am i the only one with the problem ? or is there any interference?
speedlord 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 10:27 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.