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Old 12-19-16, 09:09 PM   #3211
gutted
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Sup Peeps.

Been AWOL for a LOOOONG time, so i decided to reinstall SH4 to scratch an itch. Saw this mod and decided what the hell. I'll give it a go. Just finished up my first patrol:

http://i.imgur.com/E8i4PsC.jpg

Only thing of note, was that the recognition manual was really annoying. Appears there's no 45 degree views of ships and i noticed a few ships that had the same recognition image but with different stats (mast height, draft etc.). I actually ran into one of these ships and was forced to guess which one it was. I know the real sub captains didn't have perfect information, but from a pure gameplay perspective.. is it really necessary to have two different ships share the same model?

Anyway, off to start patrol #2.

p.s. What kind of view ranges do enemies have in this mod? I got spotted on the surface once but i dont remember what the range was.
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Old 12-19-16, 09:16 PM   #3212
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Quote:
Originally Posted by gutted View Post
Sup Peeps.

Been AWOL for a LOOOONG time, so i decided to reinstall SH4 to scratch an itch. Saw this mod and decided what the hell. I'll give it a go. Just finished up my first patrol:

http://i.imgur.com/E8i4PsC.jpg

Only thing of note, was that the recognition manual was really annoying. Appears there's no 45 degree views of ships and i noticed a few ships that had the same recognition image but with different stats (mast height, draft etc.). I actually ran into one of these ships and was forced to guess which one it was. I know the real sub captains didn't have perfect information, but from a pure gameplay perspective.. is it really necessary to have two different ships share the same model?

Anyway, off to start patrol #2.

p.s. What kind of view ranges do enemies have in this mod? I got spotted on the surface once but i dont remember what the range was.
Welcome back, gutted. Happy to have you with us again. We appreciate your insights and welcome them. There is much still to be done and the AI stands at the top of the list. Please keep them coming. FOTRSU is far from perfect yet but we are working on it. Please share anything you see as unusual with us so we can make things better.

Again, Welcome aboard.
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Old 12-19-16, 11:44 PM   #3213
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Quote:
Originally Posted by CapnScurvy View Post
... (lots of editing) ...
Emulate Stock....Emulate Stock!
Unfortunately Capn, this is one of those rare times where even Stock v1.3 would disappoint:



That's from v1.3 on my hard drive (never modded)... It's been a mixed folder for a while. Thanks again for being insistent about this. I for one, did not understand what you were getting on about at first, and wish to apologize once again for my skull thickness. It helps for when I fall off of ladders, but not when someone is trying to explain things...
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Old 12-19-16, 11:58 PM   #3214
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Quote:
Originally Posted by gutted View Post
Sup Peeps.

Been AWOL for a LOOOONG time, so i decided to reinstall SH4 to scratch an itch. Saw this mod and decided what the hell. I'll give it a go. Just finished up my first patrol:

http://i.imgur.com/E8i4PsC.jpg

Only thing of note, was that the recognition manual was really annoying. Appears there's no 45 degree views of ships and i noticed a few ships that had the same recognition image but with different stats (mast height, draft etc.). I actually ran into one of these ships and was forced to guess which one it was. I know the real sub captains didn't have perfect information, but from a pure gameplay perspective.. is it really necessary to have two different ships share the same model?

Anyway, off to start patrol #2.

p.s. What kind of view ranges do enemies have in this mod? I got spotted on the surface once but i dont remember what the range was.
I think I know the merchant you're referring to. It's an "import", and there isn't an shp file for it. Some of the other vessels only have the one angle for simalar reasons, "imports" and "make-dooz". As for view range, I've been spotted at just over 12k, which I'm guessing about, but that's when they turned directly at me, clear sky, calm sea, no wind. I've seen stuff over 15K away when using CapnScurvy's spiffy binoculars. Smoke & masts...
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Old 12-20-16, 09:28 AM   #3215
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Regarding the stock game's NPL_Conte_Verde, and its use of the file names NPL_Conte_Verde and EuroLiner in the same stock game folder:

Quote:
Originally Posted by propbeanie
That's from v1.3 on my hard drive (never modded)... It's been a mixed folder for a while.
Yes it has, since SH4 version 1.0.....March 2007 at the games release! That's how the stock game uses it....and it works flawlessly. Don't go messing with it, is what "Emulate Stock" means!!

OR, at least don't go changing the structure of the file by deciding to use only one name for the different parts of the ship. The stock game uses the names EuroLiner and NPL_Conte_Verde perfectly well.

JSGME put the "-remove" flag into its script so a modder could remove a particular file from the stock game files...... so the file becomes eliminated completely from the game. It's up to the modder to replace that file with another OF A DIFFERENT NAME or suffer the consequence of the game looking for a file but not finding it....a quick trip back to the desktop is usually what you'll get!!

The fact that FOTRSU since Sept. 23 2016 has two files of the same name....EuroLiner.dat and EuroLiner.dat-remove in the same modded file gives JSGME a headache. And why not....apparently the modder had a headache too. Don't ask JSGME to modify a stock game file, then tell it to -remove it at the same time. Either remove it, or change the same file...don't do both.
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Old 12-20-16, 10:16 AM   #3216
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Quote:
Originally Posted by gutted View Post
Sup Peeps.

Been AWOL for a LOOOONG time, so i decided to reinstall SH4 to scratch an itch. Saw this mod and decided what the hell. I'll give it a go. Just finished up my first patrol:

http://i.imgur.com/E8i4PsC.jpg

Only thing of note, was that the recognition manual was really annoying. Appears there's no 45 degree views of ships and i noticed a few ships that had the same recognition image but with different stats (mast height, draft etc.). I actually ran into one of these ships and was forced to guess which one it was. I know the real sub captains didn't have perfect information, but from a pure gameplay perspective.. is it really necessary to have two different ships share the same model?

Anyway, off to start patrol #2.

p.s. What kind of view ranges do enemies have in this mod? I got spotted on the surface once but i dont remember what the range was.
GUTTED! Welcome back!

Right now some of our escorts will find you running silent 50' below the layer and charge your position, drop precisely and sink you with the first salvo. Doesn't happen all the time, but talk to Moonlight, who has a unique talent for finding the Superman Escorts! That's a future project to get a handle on the enemy AI.

That AOTD set up the enemy AI for multiplayer. So it could be viciously hard and they still had a chance. It's not really appropriate for single player, although the present level will be made available in a plugin mod for those who enjoy dying a lot.

What's out there now is our first public beta version and we're gathering a lot of nice comments, plus Moonlight. I've run into Superpoop myself, so I feel his pain. The plan is to fix that for v0.60.

Right now I'm working on the v0.50 cauldron run. This is mostly a campaign fix with a bug fix or two mixed in. For the first time we'll include MultiSH4 and Large Address Aware with the install. I'm working on a set of Installation and Maintenance Instructions right now for the support folder.

Enjoy and we look forward to your observations!
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Old 12-20-16, 06:45 PM   #3217
gutted
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Small Recommendation for inclusion:
Bigger Better Protractors

No file conflicts with the mod as of yet.

Also i found the mouse camera rotation in nearly all the views (minus scopes, binocs, uzo etc.) to be horridly slow. I had to edit the cameras.dat file and change the rotation values back to stock (120). I can provide my edited file if needed.

Anyway, so far so good. Though, I haven't the slightest clue how the shipping has changed from stock (as that is mostly what i played back in the day). Don't really want to look at the campaign layers in the mission editor to spoil it, but where can i find some decent shipping areas early war? I feel like im just aimlessly wandering around at the moment.

I got lucky in patrol#2 and was able to sink a battleship out of a slow moving task force off the west coast of Luzon. Struck him with all 4 of my fish giving him a really bad list. Shadowed him for a long time till he was alone and gave him two more to send him under.
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Old 12-20-16, 06:51 PM   #3218
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Announcing!
100_FalloftheRisingSun_Ultimate_v0.50_PublicBeta_E N

is now ready for download. We've done lots of work getting the campaigns up to snuff, as the original FOTRS was set up for multiplayer. We've snuffed some bugs with black ships, crashing museums, German flags missing, you know, all that mundane stuff.

For this version, we listened to THEBERBSTER, as he lectured us on doing unreasonable stuff like giving people installation instructions and supplying the tools necessary to play the mod. Some people are so obnoxious! So there are installation instructions in the Support folder that everyone should read and watch the videos before they play Fall of the Rising Sun Ultimate Edition, v0.50. MultiSH4 and Large Address Aware are now part of the installation package. Heck, someone who didn't know better might believe we've done this before.

Most importantly, v0.40 will not uninstall correctly with JSGME. You'll have to uninstall it and restore pristeen stock game files before installing v0.50. Because we've done some really boring detective work with JSGME (thanks for the assist, CapnScurvy!), the new version will uninstall correctly, leaving no changed or missing stock game files, so long as you use Large Address Aware on JSGME.exe as directed in the installation instructions.

So Merry Christmas everybody! Here's your early Christmas Present!
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Old 12-20-16, 07:13 PM   #3219
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Quote:
Originally Posted by Rockin Robbins View Post
Announcing!
100_FalloftheRisingSun_Ultimate_v0.50_PublicBeta_E N

is now ready for download. We've done lots of work getting the campaigns up to snuff, as the original FOTRS was set up for multiplayer. We've snuffed some bugs with black ships, crashing museums, German flags missing, you know, all that mundane stuff.

For this version, we listened to THEBERBSTER, as he lectured us on doing unreasonable stuff like giving people installation instructions and supplying the tools necessary to play the mod. Some people are so obnoxious! So there are installation instructions in the Support folder that everyone should read and watch the videos before they play Fall of the Rising Sun Ultimate Edition, v0.50. MultiSH4 and Large Address Aware are now part of the installation package. Heck, someone who didn't know better might believe we've done this before.

Most importantly, v0.40 will not uninstall correctly with JSGME. You'll have to uninstall it and restore pristeen stock game files before installing v0.50. Because we've done some really boring detective work with JSGME (thanks for the assist, CapnScurvy!), the new version will uninstall correctly, leaving no changed or missing stock game files, so long as you use Large Address Aware on JSGME.exe as directed in the installation instructions.

So Merry Christmas everybody! Here's your early Christmas Present!

Will grab it after I get home tonight.
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Old 12-20-16, 09:37 PM   #3220
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Deleated sh4 jsgme all mods..Restart of computer installed sh4 jsgme fortes..Started the training school didn't get very far my pet peeve is still their..No crush depth warning bar on depth gauge...Other mods I installed with fortes 0.50..Crush depth slow smoke tmo smoke snarf phalanx (you hinted about meaner jap planes,"Boy" are they in for a surprise ) water disturbance shells bombs depth charges mod tmo torpedo wake mod tmo torpedo graphics mod...So far runs just fine...I think we need more harbors to raid placed on the map... HINT,Hint I am nervous as a long tailed cat in a room full of rocking chairs about the crush depth warning marker,no actual patrols until that is corrected whether if it isrealistic or not..My bad I found the warning markers in the control room...150' for a sargo This could be a suicide mission..With tmo 2.5 with crush depth mod you can go to 400+...
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Last edited by Berserker; 12-20-16 at 10:12 PM.
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Old 12-21-16, 01:00 AM   #3221
gutted
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Is the nomograph on the map designed for a certain resolution? Because for me it's cut off at 1920x1080.

Also the submarine base symbols are missing from the map for me in this version. They were there in the previous one.

[edit] Yup, pulled into Surabaya and can't end my patrol.
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Last edited by gutted; 12-21-16 at 05:59 AM.
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Old 12-21-16, 07:05 AM   #3222
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Uh-oh, we missed the US_NavalBases...
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Old 12-21-16, 07:51 AM   #3223
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Quote:
Originally Posted by Rabid Wolverine View Post
Deleated sh4 jsgme all mods..Restart of computer installed sh4 jsgme fortes..Started the training school didn't get very far my pet peeve is still their..No crush depth warning bar on depth gauge...Other mods I installed with fortes 0.50..Crush depth slow smoke tmo smoke snarf phalanx (you hinted about meaner jap planes,"Boy" are they in for a surprise ) water disturbance shells bombs depth charges mod tmo torpedo wake mod tmo torpedo graphics mod...So far runs just fine...I think we need more harbors to raid placed on the map... HINT,Hint I am nervous as a long tailed cat in a room full of rocking chairs about the crush depth warning marker,no actual patrols until that is corrected whether if it isrealistic or not..My bad I found the warning markers in the control room...150' for a sargo This could be a suicide mission..With tmo 2.5 with crush depth mod you can go to 400+...
Open up the dds image for
the deep depth gauge with gimp or paint.net and add one.
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Old 12-21-16, 08:35 AM   #3224
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Quote:
Originally Posted by gutted View Post
Is the nomograph on the map designed for a certain resolution? Because for me it's cut off at 1920x1080.

Also the submarine base symbols are missing from the map for me in this version. They were there in the previous one.

[edit] Yup, pulled into Surabaya and can't end my patrol.

You will not have a Home Port again
, so do NOT go on patrol until you've either applied

>>>>> >> >>>>> https://www.dropbox.com/s/wieznk4qye...figFix.7z?dl=0 <<<<< << <<<<<

to the top of your v.50 FotRS Ultimate, or downloaded the correct full version, which Rockin Robbins is working on. Blame me, propbeanie, for not having uploaded the file, used previously to fix v.40, to the team's Google Drive for inclusion in this version.

If you have the previous fix, 232_NavalBasesTake2a.7z, it will work also, but has 4 files that are no longer needed. They are the same files as in the mod, other than the Campaing.cfg file...
.
.
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Last edited by propbeanie; 12-21-16 at 08:44 AM. Reason: Arts & crafts colors...
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Old 12-21-16, 09:17 AM   #3225
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Having to download the entire mod again every time you update the bloody thing is verging on the ridiculous, just give us the updated files in a patch you bloody amateurs.
How many say "Aye", damn it all of you, good, then its passed unanimously.

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