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Old 10-16-09, 04:17 AM   #1111
DivingDuck
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Moin,

thanks for the report, Nuss.

Iīve checked it with the same config you posted. It does work on my rig as long as I have a clean campaign file. When I use the GWX campaign file, the game CTD. Didnīt notice until now because I use MBFL (MissionBuilderFastLoading mod) which features a clean campaign.

I donīt have the time to check the issue right now and will be off the computer until tuesday. But my guess is, it is related to the size of the swap file and or available free space on C:\. If the computers RAM can not hold more data, it will send data to the swap file. The size of this file can be managed by Windows automatically. But most gamers do limit the size of the swap file. Please, try to free some space on C:\ and/or increase the space assigned to the swap file and report your findings here. I hope this will do the trick. I will dig into the matter next week, when "back on duty".

Regards,
DD
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Old 10-16-09, 05:59 AM   #1112
Nuss
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Default Nuss-report Nr.2

Hi DD,

changing Swapfile-management to "managed by windows" seems to have no effect on the CTD. CTD happens at the very end of loading a savegame, when you can read "Not so long ago".

As I already mailed, SH3 is running ok without OH 3.06.

Best regards and keep up the good work
Nuss

PS: My system is running under XP/SP3 with 2 Gig main memory. More then enough space on HDD.
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Old 10-16-09, 10:11 AM   #1113
DivingDuck
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Thanks for reporting back. Okay, if itīs not the swap file, then it most probably is an ID conflict. Iīll check that out and report back. At least I have an idea where to search.

Regards,
DD
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Old 10-16-09, 11:32 AM   #1114
Anvart
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Quote:
Originally Posted by DivingDuck View Post
...
Thanks for the link. I like the video. Opening the hatch via key command is a great option. And Iґd like to know how you made it. So, yes, Iґm interested. Would you share the needed files for me to investigate?

Regards,
DD
Hi.
Once i have read some posts of Skwasjer about his thoughts about using StateMachineWrapper...
http://www.subsim.com/radioroom/show...15#post1142515
... and i has decided to write about my knowledge and experience and own experiments with StateMachineCtrl... and to show my scheme of use StateMachineCtrl as result of these experiments...
But my english is disgusting... and i think anybody have understood of nothing... and i have shown as to use my scheme having published some mods...
Though for a long time already I am not engaged modding in SH3, SH4...
Look some stuffs:
http://www.subsim.com/radioroom/show...75#post1148575
http://www.subsim.com/radioroom/show...15#post1149415
http://www.subsim.com/radioroom/show...66#post1151166
http://www.subsim.com/radioroom/showthread.php?t=155579
... and so on ...
For details write in PM.

P.S.
And i wished to ask, why you have not made the hatch and around as ColisionableObject 's ...?
I tried it to do... it's possible...
As result, FreeCommandRoom camera cannot pass through the hatch if it's closed... after opening of the hatch the camera passes through it...
I made it in your 3.06 OH mod for myself...
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Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 10-16-09 at 11:37 PM.
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Old 10-16-09, 03:31 PM   #1115
Anvart
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Bump.
Quote:
...
P.S.
If there will be time and desire i will make the control bulb of hatch opening/closing ... on "X-mas tree"... using my animations to make it is very simple task ... only i do not know where to place this bulb ...?
???
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Old 10-16-09, 05:36 PM   #1116
Castout
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Hi DD great job but it's a pity that the widescreen fix will break your mod. And I just can't do without it as it will result in funny stretched graphics.


Can we persuade you to make a fix to make your mod to be compatible with wide screen mod?
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Old 10-16-09, 05:37 PM   #1117
java`s revenge
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I will wait till tuesday with downloading this mod. Had problems before.

I do use

- gwx
- olc gold
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Old 10-16-09, 06:23 PM   #1118
DivingDuck
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Default V3.07 available (hotfix to 3.06)

Moin,
Quote:
Originally Posted by DivingDuck View Post
DD_OH_V3_RH released / actual version V3.07 (fixing CTD)
actual: V3.07


V3.06 was reported to cause CTD when running with GWX. An ID conflict lead to problems with all installations using a specific unit I released earlier which was/is part of GWX. While loading the campaign files the conflicting unit got loaded into the memory and caused the CTD. Iīve changed the respective id in the CR.dat. Tests with my GWX/OLC GOLD/OH_V3.07 went smoothly without major problems. While the mod is now labelled 3.07 the additional "mods" (fixes) contained in the archive remain 'V3.06_Fix...'

This is a new standalone version. Previousely released versions are not needed for V3.07!


Download here: DD_OH_V3.07_20091017004747.7z (33.71 MB)




Quote:
Originally Posted by Anvart
Hi.
Once i have read some posts of Skwasjer about his thoughts about using StateMachineWrapper...
http://www.subsim.com/radioroom/show...15#post1142515
... and i has decided to write about my knowledge and experience and own experiments with StateMachineCtrl... and to show my scheme of use StateMachineCtrl as result of these experiments...
But my english is disgusting... and i think anybody have understood of nothing... and i have shown as to use my scheme having published some mods...
Though for a long time already I am not engaged modding in SH3, SH4...
Look some stuffs:
http://www.subsim.com/radioroom/show...15#post1149415
http://www.subsim.com/radioroom/show...66#post1151166
http://www.subsim.com/radioroom/showthread.php?t=155579
... and so on ...
For details write in PM.

P.S.
And i wished to ask, why you have not made the hatch and around as ColisionableObject 's ...?
I tried it to do... it's possible...
As result, FreeCommandRoom camera cannot pass through the hatch if it's closed... after opening of the hatch the camera passes through it...
I made it in your 3.06 OH mod for myself...
Didnīt see these postings/threads before. Veeeeeeeeery interesting and excellent stuff. Will have a closer look at it next week. And donīt worry about your english. It got very well compared to the beginnings. I do understand you most of the time. And if you continue to post in Russian too, there is an extra chance for me to get the meaning, allthough my Russian got very rusty over the years.

As for the 'ObjCollision', didnīt think about it so far. But thatīs a great idea. Will add it to my mod, if you approve.

The bulb, well. It is not really needed. Iīve just placed it over the hatchway to give the player visual control about the state locked/unlocked. Otherwise loads of players would have reported that the hatch doesnīt move on their action. But I indeed prefer your approach and will check whether I manage to use it too. If so, the light will vanish because it is not needed any more. And I already have a rough idea how you did. It came to me when I saw the headline of your other post 'StateMachine Controller'. Letīs see what I can come up with. Youīre indeed an inspiration, Anvart. In case I get stuck, I will contact you via PM. But I want to try it on my own first.



Regards,
DD
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Old 10-16-09, 11:29 PM   #1119
Anvart
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Quote:
Originally Posted by DivingDuck View Post
...
As for the 'ObjCollision', didnīt think about it so far. But thatīs a great idea. Will add it to my mod, if you approve.
... your other post 'StateMachine Controller'. Letīs see what I can come up with. Youīre indeed an inspiration, Anvart. In case I get stuck, I will contact you via PM. But I want to try it on my own first.

Regards,
DD
Good luck, DivingDuck.
I have restored the lost (basic) picture for article StateMachine... on ImageShack () server... look it ...

http://www.subsim.com/radioroom/show...75#post1148575
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Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 10-17-09 at 12:23 AM.
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Old 10-17-09, 05:25 AM   #1120
Nuss
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Default Test OH 3.07

Hi DD,

thanks for the quick solution. No CTD until now with OH 3.07 and the 3.06-fixes.

Many thanks too from the u-boot-crew. They hadnīt made it until Tuesday without your sausages and the rest of your DD-food.

Regards
Nuss
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Old 10-17-09, 05:36 AM   #1121
java`s revenge
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Thanks a lot for the quick fix !!

I will download and install it now.
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Old 10-17-09, 06:35 AM   #1122
java`s revenge
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I have found something...

When you click the red or green light above the hatch so it becomes
locked or unlocked that also influence the lock/unlock the tdc.

Try it yourself when you set the hatchlight to red the tdc light
(rightclick weaponofficer) becomes also red.

I have done some torpedo practise missions and i had misses because
the bearing didn`t update.
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Old 10-17-09, 07:16 AM   #1123
SquareSteelBar
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Quote:
Originally Posted by java`s revenge View Post
I have found something...

When you click the red or green light above the hatch so it becomes
locked or unlocked that also influence the lock/unlock the tdc.

Try it yourself when you set the hatchlight to red the tdc light
(rightclick weaponofficer) becomes also red.

I have done some torpedo practise missions and i had misses because
the bearing didn`t update.
Have a look into the readme.pdf
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Old 10-17-09, 07:23 AM   #1124
java`s revenge
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Thanks !

So don`t play with your hatch when you have to use your tdc..

But do i miss something? I thought there was made blue light.
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Old 10-17-09, 08:33 AM   #1125
irish1958
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Anvart and Diving Duck
Anvart, in your video you used SHIFT+M and CTRL+M for the keys to move the hatch. DD, when you add the key commands to your mod, could you use SHIFT+H and CTRL+H instead of M, and (in English) "HATCH" starts with the letter ""H" and this would be much more intuitive.
I too had CTD with v3.07; thanks for the fix DD.
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