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Old 03-07-21, 03:30 AM   #1
U-190
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Default Real Сloud Types

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Old 03-07-21, 06:29 AM   #2
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Interesting mod, I had something similar in mind, but I have a couple of remarks.
  • Each cloud type in Clouds.cfg is marked by an header within square brackets. According to my SH modding experience, items marked in such a way must be listed in the game code or in some other cfg file, kind of like a programming variable must be "declared" before it can be assigned with any value.
    Stock game features the following cloud types: nimbostratus, stratocumulus, stratus, altocumulus, cumulus, cumulonimbus. The other cloud types you added to the file (cirrus, cirrostratus, cirrocumulus, altostratus) might be ignored by the game. If you want to check that, give cloud type headers in your copy of Clouds.cfg fantasy names, and give them some extravagant settings (i.e. you could make all of them very low), then set a testing mission with cloudy weather and run the game. Four possible outputs are coming to my mind:

    • the game crashes, because it is looking for the names of clouds declared elsewhere, and it can't find them in Clouds.cfg;

    • terse sky: no cloud spawn because no valid cloud names could be found in Clouds.cfg;

    • all the clouds spawn with default settings because no valid cloud names (with their own settings) could be found in Clouds.cfg;

    • clouds spawn and they reflect your settings (very low in my example)

    If the latter case is true (and only in that case), you are right and I will stand corrected

  • One more note: exception made for min/max heigth values, all the cloud types in your file have the same settings. This is not the case of stock clouds. Is this loss of feature intentional?


P.S: look in scene.dat if stock cloud types are found there
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Last edited by gap; 03-07-21 at 06:55 AM.
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Old 03-07-21, 09:24 AM   #3
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Cloud types are listed in EnvSim.act
I scanned every file in SH5 and only EnvSim.act and Clouds.cfg contain the cloud names.
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Old 03-07-21, 09:29 AM   #4
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Cloud types are listed in EnvSim.act
I scanned every file in SH5 and only EnvSim.act and Clouds.cfg contain the cloud names.
and where is this file located?
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Old 03-07-21, 09:34 AM   #5
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It's in the base folder of SH5.
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Old 03-07-21, 09:37 AM   #6
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It's in the base folder of SH5.
Thanks. how can I edit it?
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Old 03-07-21, 09:53 AM   #7
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Thanks. how can I edit it?
The act files are basically dll files.

I can't even give you a good link to hacking them.
That is above my skill level.
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Old 03-07-21, 09:55 AM   #8
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Originally Posted by Jeff-Groves View Post
Cloud types are listed in EnvSim.act
I scanned every file in SH5 and only EnvSim.act and Clouds.cfg contain the cloud names.
Thank you Jeff

Exactly my point and abrupt end of the discussion.
I wish that my own candidate (scene.dat) was true, but indeed EnvSim.act makes perfect sense as the places where cloud types are declared.

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Thanks. how can I edit it?
Are you a brilliant programmer capable of hacking compiled code?

https://www.subsim.com/radioroom/sho...d.php?t=170725
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Old 03-07-21, 09:59 AM   #9
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Thank you Jeff

Exactly my point and abrupt end of the discussion.
I wish that my own candidate (scene.dat) was true, but indeed EnvSim.act makes perfect sense as the places where cloud types are declared.



Are you a brilliant programmer capable of hacking compiled code?

https://www.subsim.com/radioroom/sho...d.php?t=170725
It looks like I have nothing else to do here.....
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Old 03-07-21, 10:06 AM   #10
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It looks like I have nothing else to do here.....
I am sorry for having spoiled the party for you mate, but someone had to do it.

Only a fistful of subsim members have the knowledge required for messing with SH code. If that was not enough, distributing modified versions of an act file is not even legal. TDW bypassed this limitation by releasing his SH5 patches in the form of a generic patcher and single patches that get applied to the encoded files directly on the computer of the final user
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Old 03-07-21, 10:14 AM   #11
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IF I were to try to add changes at this level?
I'd code my own dll file that called routines in the stock act files.

NOW! If those routines are in anything from RAD Games?
I'd stay away from them! Already been there done that!

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Old 03-07-21, 10:16 AM   #12
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Quote:
Originally Posted by gap View Post
I am sorry for having spoiled the party for you mate, but someone had to do it.

Only a fistful of subsim members have the knowledge required for messing with SH code. If that was not enough distributing modified versions of an act file is not even legal. TDW bypassed this limitation by releasing his SH5 patches in the form of a generic patcher and single patches that get applied to the encoded files directly on the computer of the final user
And I don't regret anything. A bad experience is also an experience. You didn't ruin anything for me. My party is long gone....
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Old 03-07-21, 10:21 AM   #13
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What is the difference between Dynamic Environment v2 9 and Dynamic Environment 15.5 ?
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Old 03-07-21, 10:22 AM   #14
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Recent conversations between Neal and UBI pretty much said they don't give a squat about their files.

RAD Games however is a different story!
The granny system is licensed to UBI. That means they still OWN Granny!
You can do whatever you want to the GR2 files. But call routines from granny2.dll to use? They tend to get upset!
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Old 03-07-21, 10:27 AM   #15
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Quote:
Originally Posted by Jeff-Groves View Post
Recent conversations between Neal and UBI pretty much said they don't give a squat about their files.

RAD Games however is a different story!
The granny system is licensed to UBI. That means they still OWN Granny!
You can do whatever you want to the GR2 files. But call routines from granny2.dll to use? They tend to get upset!
I've already tried editing something. Granny changes do not apply. I was under the impression that they are protected from changes
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