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Old 05-26-10, 03:47 PM   #16
Madox58
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I've got the PM's and E-mails on this issue.
After a quick look here's what I know.

All animations for tube doors for subs use the same names in the sim files.
So if your in a VIIB and and AI VIIB is near?
Yes, there are going to be problems!
Nice spotting by the way!


I'll look closer at this for a possible easy fix.

Regards all!
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Old 05-26-10, 03:54 PM   #17
kylania
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So using the same animation files (same named files) results in the same animation state between two entities? That's ridiculous. heh
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Old 05-26-10, 04:19 PM   #18
TheDarkWraith
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Quote:
Originally Posted by kylania View Post
So using the same animation files (same named files) results in the same animation state between two entities? That's ridiculous. heh

maybe I'm totally missing something here.....each sub has it's own ID. The torp doors have their own ID and are a child of that sub ID so there should be no problem with sharing animations.....what am I missing here?
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Old 05-26-10, 04:23 PM   #19
Madox58
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Tis a problem with the GR2 file system.
You can not name an animation the same in files as was done in earlier versions.
Granny does not know what ID's are.
It uses a nameing convention because that's the way it works.
Had the Devs modded a few key files?
This would not happen.
So we find a fix.
Nothing new here.
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Old 05-27-10, 01:17 AM   #20
Mithrandir
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I "went exadecimal" in the GR2 file for the torp tube doors but I can not find where to change. I changed the names for the animations that appear in the goblin editor but the problem still exists... Probably changing something in the "sim" file? But it appears that the AI subs do not have defined the animation for the doors, only use the model... If we can separate them and integrate the model of the doors in the same GR2 file for the AI hull probably we can solve the matter, or no?

I'm currently trying to change anything I can change in the GR2 and sim files but without any clue, for now... furthermore yesterday the UBI server was down again... S@#t!!!

Bye,
Mith
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Old 05-27-10, 01:29 AM   #21
Mithrandir
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Ok, I checked what privateer said and probably I'm on the good way... I have changed the names for the animations in a door file that I copied in the AI sub directory and I'm changing the reference to these animations in the sim file of the AI sub. I will try it later in the morning and will let you know the results as soon as I finish. Let's cross the fingers...
Thank you, privateer for your tips!!!

Bye,
Mith
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Old 05-29-10, 08:39 AM   #22
Mithrandir
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Hello everybody,
I tried for some time but with no success. The best I have done is to eliminate the problem by removing the torp doors from the AI subs. The good thing is that this is not so visible (it is worst that your sub does not open them, in my opinion).
I will try to do something better in the next week. Let's cross the fingers!

Bye,
Mith
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Old 05-29-10, 12:37 PM   #23
SteelViking
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Quote:
Originally Posted by Mithrandir View Post
Hello everybody,
I tried for some time but with no success. The best I have done is to eliminate the problem by removing the torp doors from the AI subs. The good thing is that this is not so visible (it is worst that your sub does not open them, in my opinion).
I will try to do something better in the next week. Let's cross the fingers!

Bye,
Mith
It is rare that you even see another submarine in the campaign, let alone see the torp doors under water. So I totally agree with you on this. Good luck finding a better solution though.
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Old 05-29-10, 01:07 PM   #24
Madox58
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Here's a thought for you.
Copy the Torp gr2 file to the submarine parts in the 7B ai folder.
Then edit the prt file to point to it.

Now those are different files and the pointers are different.
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Old 05-30-10, 11:12 AM   #25
Mithrandir
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Thank you Privateer,
I must say that this was the first thing I tried but I had no success. Probably the reason for the failure was that I tried it without the step number 3?
I mean:
1) copy the door GR2 in the AI folder;
2) modify the AI prt to point at it; --- This two steps were tried
3) eliminate the animation reference in the AI sim file (this was tried alone).

I will try in the next days... Thank you!

Bye,
Mith
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Old 05-30-10, 11:22 AM   #26
TheDarkWraith
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just some FYI the torp doors do work correctly in patch 1.2 (i.e. if you command it to open it opens, if you command it to close it closes)
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Old 05-31-10, 01:58 AM   #27
Mithrandir
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Quote:
just some FYI the torp doors do work correctly in patch 1.2 (i.e. if you command it to open it opens, if you command it to close it closes)
Yes, of course, but the small problem is that they forgot to consider that sometimes you encounter also other greman AI subs.... In that case the doors does not work anymore in patch 1.2... i.e. if you command it to open it remains closed, if you command it to close it remains closed!
Is this behaviour that I'm trying to fix...

Bye,
Mith
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Old 06-01-10, 05:43 PM   #28
Madox58
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The next step may need to be placeing the needed animations in a dat file.
Rename them in that file and make all needed changes.
Unless we can get a Dev to make the needed adjustments to the
GR2 files, and then send them to us for the final work in Goblin.

A Dev with access to the Granny kit could mearly change the names of
all the animations and then send the GR2 to us for final work.

5 minutes work for them if they work slow.
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Old 06-02-10, 09:35 AM   #29
Mithrandir
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Hello Privateer,
I had no time to try it in the last days... Quite busy for work!
I will try in the next two days. I did not knew that it is possible to extract the GR2 file contents and import in dat files... Have you some tutorial/how-to that I can read to do this? and after the dat file can be merged in the prt file exactly like the gr2 file or we have to do something different?

Bye,
Mith
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Old 06-02-10, 05:29 PM   #30
Madox58
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I've set up an area at MarbleCakes to go over the how-to stuff for dats.
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