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Old 09-12-19, 04:23 PM   #46
Jeff-Groves
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Originally Posted by gap View Post
Which Id's Jeff? Can you be more specific?

A couple of SHIII/SHIV YGun nodes have duplicated Id's, and that's why I have suggested to change them, but why should we check SH5 Id's? Is there anything special about them?
You need to be sure the SH3/4 ID's do not match the SH5 ID's.
UbiSoft has a way to figure ID's based on the part name itself. That carried over to SH5. So the possibility of duplicate ID's is high if the SH3/4 files were not worked right.
Changing the names in the SH3/4 files does not change the ID's.
Changing the names in the SH5 files WILL change the ID's as seen in Goblin.
Try it once you'll see.


Now why does this happen? Goblin reads the part name and uses hard code to assign an ID. Change one single letter of that name you get a new ID.
SH3/4 Kashmir coded the ID and it's not built on the fly like SH5. It's coded in the dat, sim, etc. So we can clone even using the same name but different ID's.
That can and has led to problems in SH3/4 which carry over to this day!
Now throw those same files at SH5 and you've duplicated the problem 3 times!

In GWX 3 we had a texture problem. We solved it by renaming duplicate textures and insuring they had different ID's.
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Old 09-12-19, 04:37 PM   #47
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Originally Posted by kapuhy View Post
Well, second arm of the launcher has appeared, but still both arms lack barrels on them and refuse to fire.
Okay, not a bad start after all

Something I have noticed is another Id conflict between SHIII's and SHIV's barrels. Changing second arm's node Id in the SHIV YGun, has made it to appear at last. Now you should do the same with the two barrel nodes: change the Id of barrel node #360 from '0xa03a7868d6dc1aba' to '0xa03a7868d6dc1abc' and the Id of node #363 from '0xa03a7868d6dc1ab9' to '0xa03a7868d6dc1ab9'. That should, at least, make the two barrels to show up in game.

Let me know if it works.
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Old 09-12-19, 04:41 PM   #48
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Quote:
Originally Posted by Jeff-Groves View Post
You need to be sure the SH3/4 ID's do not match the SH5 ID's.
UbiSoft has a way to figure ID's based on the part name itself. That carried over to SH5. So the possibility of duplicate ID's is high if the SH3/4 files were not worked right.
Changing the names in the SH3/4 files does not change the ID's.
Changing the names in the SH5 files WILL change the ID's as seen in Goblin.
Try it once you'll see.


Now why does this happen? Goblin reads the part name and uses hard code to assign an ID. Change one single letter of that name you get a new ID.
SH3/4 Kashmir coded the ID and it's not built on the fly like SH5. It's coded in the dat, sim, etc. So we can clone even using the same name but different ID's.
That can and has led to problems in SH3/4 which carry over to this day!
Now throw those same files at SH5 and you've duplicated the problem 3 times!

In GWX 3 we had a texture problem. We solved it by renaming duplicate textures and insuring they had different ID's.
I got you now

At first, I thought you were suggesting to use of certain Id's, hardcoded in SH5 for use with DC throwers ...
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Old 09-12-19, 04:41 PM   #49
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Your getting better.

Now you see the problems I saw with just a glance.
Remember. My main roll is to teach what I have learned so you will be the teacher.
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Old 09-12-19, 04:54 PM   #50
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Your getting better.

Now you see the problems I saw with just a glance.
Me overlooking some of them at first glance, does not involve me not being able to see the rest of them after the second glance... and we can't exclude that a third glance will disclose to me, maybe to us, yet another bunch of problems lol

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Remember. My main roll is to teach what I have learned so you will be the teacher.
Good point
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Old 09-12-19, 05:04 PM   #51
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Me overlooking some of them at first glance, does not involve me not being able to see the rest of them after the second glance... and we can't exclude that a third glance will disclose to me, maybe to us, yet another bunch of problems lol
Not trying to dissuade you but I can see all the possible problems.

That came from years of working with the files. So time put in gives me a heads up on what to watch for.


For example. I have seen the W01 problem in the past. Did you know that showed up in SH3 years ago on a Von Dos Unit?

By the way. Have you checked the Film Makers Open Bunker I posted up awhile ago?
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Old 09-12-19, 05:22 PM   #52
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Let me know if it works.
It does. Thanks!

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Old 09-12-19, 05:35 PM   #53
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Not trying to dissuade you but I can see all the possible problems.

That came from years of working with the files. So time put in gives me a heads up on what to watch for.
I must be honest: my first bet was for wrong node naming

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For example. I have seen the W01 problem in the past. Did you know that showed up in SH3 years ago on a Von Dos Unit?
Do you mean the problem that armaments don't show up if they are placed on a W# equipment node? I first learned about that kind of problem from this thread. I think at some point kapuhy managed fixing it, but I am curious to know how.

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By the way. Have you checked the Film Makers Open Bunker I posted up awhile ago?
No, where can I find it?

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It does. Thanks!

Is that a big nice DC splash?
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Old 09-12-19, 05:35 PM   #54
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If helping another Modder don't feel great?
There be something wrong with ya!
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Old 09-12-19, 05:37 PM   #55
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If helping another Modder don't feel great?
There be something wrong with ya!
I definitely agree
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Old 09-12-19, 05:39 PM   #56
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Newest Film Makers Open Bunker.
https://www.subsim.com/radioroom/sho...4&postcount=21

I call it Film Makers because you can roam the whole bunker!
I never tested to see if you can get on the Sub.

I mean you wanna make a film? Disable this mod then film getting on the damned Sub.
And there is a butt load of problems in the bunker itself!
I may get around to fixing them but unless it's demanded? Why waste the time?
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Old 09-14-19, 12:47 PM   #57
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Thank you Jeff, cool stuff indeed!

Quote:
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...there is a butt load of problems in the bunker itself!
I may get around to fixing them but unless it's demanded? Why waste the time?
Do you mean problems like the wokman hammering Doenitz's welding gun lol?
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Old 09-14-19, 01:01 PM   #58
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@ kapuhy

Talking about the armament of your upcoming new unit, I have noticed that those boats came in a variety of different outfits (i.e. Sub Chaser, Torpedo Boat, Gunboat, Rescue Boat, etc). Each type differed from the other for its typical armament, though there often was an additional degree of customization from vessel to vessel.

On this topic you, the following readings might be of some use:

http://www.ww2ships.com/britain/gb-sc-001-b.shtml
http://www.navypedia.org/ships/uk/br...fairmile_b.htm
http://www.navypedia.org/ships/canad...fairmile_b.htm
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Old 09-14-19, 03:33 PM   #59
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@ kapuhy

Talking about the armament of your upcoming new unit, I have noticed that those boats came in a variety of different outfits (i.e. Sub Chaser, Torpedo Boat, Gunboat, Rescue Boat, etc). Each type differed from the other for its typical armament, though there often was an additional degree of customization from vessel to vessel.

On this topic you, the following readings might be of some use:

http://www.ww2ships.com/britain/gb-sc-001-b.shtml
http://www.navypedia.org/ships/uk/br...fairmile_b.htm
http://www.navypedia.org/ships/canad...fairmile_b.htm
Thanks I found two of those links already but missed the Canadian Navy one. And yes, this variety of possible configurations is one reason why this ship might be interesting for SH5 - with just small modifications to base 3D model and modelling some custom weapons, one can have several very different vessels added to the game.

Speaking of custom weapons, by using what I learned from you and Jeff I was able to make a functional custom Y-gun today (with just 7 reloads per barrel instead of 40 like in SH4 version, which was far too many for such a small ship) and a DC chute (also with very limited ammo). They're both very crude and not textured yet, but at least they work!
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Old 09-14-19, 03:34 PM   #60
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Fantastic Mate!
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