SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-16-07, 05:37 PM   #1
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default Trigger Maru 1.3 SITREP

As im sure many know, i released TMaru 1.3 saturday, and im here posting this message, admitting (cause i dont think everyones gonna read the mods thread) that perhaps i was a little premature, and for that i apologize. My only excuse is that im only a single person, so mistakes will be made, or things overlooked. Im really startiing to wonder if i should have just sucked it up and tried to form an offical mod team or at the least a test group. I just didnt want to turn the mod into a major commitment.

Anyway, known issues:

1. Torpedo tube doors openly slowly.
I saw what ubi did, but didn't think it neccessary to implent in the file because my settings and ubi's settings accomplished the same thing. I was trying to maximize my time usage, so i didn't spend any time on this particular bit. What i didn't think of was that thered be a difference in code on how fast one way to open the doors would be vs the other way. In short, its an easy fix.

2. Tambor bearing tool misplaced. Ooopy.

3. No traffic around marshal islands. Stock issue. I was going to get around to reworking campaign files eventually.

4. 500 MB save game files. Im still not 100% positive this is a Tmaru issue, or stock issue, but im leaning on its a Tmaru issue from what ive read. My best guess is:

A.) Garbage collection. in terms of units spawning, something is spawning like wildlfire and/or something is not being removed from the game after it reachs its final waypoint. This could be occuring in the normal JP MIS files (unchanged in patch 1.3 and subsequently unchange in Tmaru's version of these files ), or the US harbor traffic MIS layer (untouched by Tmaru, but changed in patch 1.3)

b.) Some wierd code change is making my Bungo Pete mod act wierd (wild guess), as it creates a JP DE when there otherwise isnt one.


If your having 500 MB saves, delete the campaign folder and see if the problem reoccurs. Hopefulll that will fix it in the meantime, whilst i try and pinpoint the issue.

So in short, SITREP? SNAFU.
However, Tmaru 1.3a will be surfacing ASAP, and hopefully not another BOHICA.
Ducimus is offline   Reply With Quote
Old 07-16-07, 06:03 PM   #2
pocatellodave
Engineer
 
Join Date: May 2005
Location: Pocatello,ID
Posts: 203
Downloads: 92
Uploads: 0
Default

Ducimus you are only trying to be helpful.I applaud your efforts,and surely no one will say anything negative.I enjoy your mods,and I have 1.3 already downloaded.I'm just waiting until things smooth out with the new patch,to install it.Keep up the good work!
Pocatellodave
pocatellodave is offline   Reply With Quote
Old 07-16-07, 06:09 PM   #3
TDK1044
Ocean Warrior
 
Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
Uploads: 0
Default

Hi Ducimus,

Your mods are excellent and your work much appreciated. Thank you.
TDK1044 is offline   Reply With Quote
Old 07-16-07, 06:12 PM   #4
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Ducimus, in case you missed it, jace11 fixed the taihosen maru ctd issue. He subbed in the 1.1 files for the ship, and it works. There is a mod (I JSGMEd it, but he links to the raw files). It's a certain CTD without it, you might want to include it.
tater is offline   Reply With Quote
Old 07-16-07, 06:56 PM   #5
SteamWake
Rear Admiral
 
Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
Default

It takes a good man to admit his mistakes then strive to correct them or at least admit to them.

Salute
SteamWake is offline   Reply With Quote
Old 07-16-07, 07:03 PM   #6
DedEye
Electrician's Mate
 
Join Date: Dec 2001
Location: Edmonton
Posts: 133
Downloads: 145
Uploads: 0
Default

Thanks for the great mod Duci....and the great humility
__________________
U-Boot Spezial Cocktail......neidisch?
DedEye is offline   Reply With Quote
Old 07-17-07, 08:37 AM   #7
_Seth_
Ocean Warrior
 
Join Date: Dec 2005
Location: In Tromsoe, @Tirpitz' final resting place..
Posts: 3,277
Downloads: 94
Uploads: 0


Default

Quote:
Originally Posted by TDK1044
Hi Ducimus,

Your mods are excellent and your work much appreciated. Thank you.
Totally agree!
__________________


_Seth_ is offline   Reply With Quote
Old 07-17-07, 08:54 AM   #8
OmegaMan
Seaman
 
Join Date: Apr 2005
Location: Spain
Posts: 33
Downloads: 343
Uploads: 0
Default

Hi Ducimus.
When you have time, look this: (sorry, I have posted in wrong site )
Hi all. I do not believe that the problem with the huge savegames with Trigger Maru 1.3 are the campaigns files.
I believe that the problem is in the submarines types, in particular the Tambor and the Gar types.
I have made some tests and here is the results:
1- Fresh SH4 patched to 1.3 without any mods= savegames OK
2- Fresh SH4 patched to 1.3 whith Trigger Maru 1.3:

a- Carreer start: 8-Dec-41: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames
b- Carreer start: 6-Jun-42: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames. Gato class= savegames OK

3- Fresh SH4 patched to 1.3 with Improved Campaign Layers 0.70 (Tater) = savegames OK
4- Fresh SH4 patched to 1.3 with Trigger Maru 1.3 without the submarine folder and without UPCUnitsData folder= savegames OK

On the basis of these test I believe the problem is in Tambor/Gar classes.
I hope helped.
Omega out. Regards.
OmegaMan is offline   Reply With Quote
Old 07-17-07, 11:08 AM   #9
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Quote:
Originally Posted by OmegaMan
Hi Ducimus.
When you have time, look this: (sorry, I have posted in wrong site )
Hi all. I do not believe that the problem with the huge savegames with Trigger Maru 1.3 are the campaigns files.
I believe that the problem is in the submarines types, in particular the Tambor and the Gar types.
I have made some tests and here is the results:
1- Fresh SH4 patched to 1.3 without any mods= savegames OK
2- Fresh SH4 patched to 1.3 whith Trigger Maru 1.3:

a- Carreer start: 8-Dec-41: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames
b- Carreer start: 6-Jun-42: Porpoise class= savegames OK. Tambor class= Huge savegames. Gar class= Huge savegames. Gato class= savegames OK

3- Fresh SH4 patched to 1.3 with Improved Campaign Layers 0.70 (Tater) = savegames OK
4- Fresh SH4 patched to 1.3 with Trigger Maru 1.3 without the submarine folder and without UPCUnitsData folder= savegames OK

On the basis of these test I believe the problem is in Tambor/Gar classes.
I hope helped.
Omega out. Regards.

I'm starting to think this is the real issue. I've been asking what the deal was with save games both here and the offical forums, and i've had enough people say, "i have no problem" and others that say "i have a problem'. Not to mention what tater said was my original understanding as well.

Anyway, i had a suspicion that it might not be the campaign files, which was why i started asking about boat type being used if encountering this problem. Long story short, i THINK i found the problem. And its a little difficult to explain.

The independant Gar mod:

Awhile ago i had modded the gar so it was independant of the tambor, having its own data files. The data files were essentually tambor files, renamed. This created a small problem however. When selecting the Tambor or Gar in the muesum, the game would CTD. I attributed this problem to the use of the Tambor Dat files. Its my understanding that dat files have an ID imprinted in them. Typically when your talking about player subs, you can use a dat file only once. Now in the case of the muesum, i thoguht it was trying to create two instances of the same file, hence the crash. And in normal play things were fine because it only used one instance of the tambor data files at any given time.

Now, in Tmaru 1.3 i toyed around with removing that mod. Primarly because that crash in the muesum bugged me, and i thought it might be causing more issues underneath the programs surface that im not seeing, and hence, more trouble then its worth. Well, reverting the gar back to being dependant on the tambor didnt fix the crash, so i restored the gar to its previous modded state and went on to something else. However, i forgot something when i did this. In the gars CFG file, i forgot to change this line back to pointing at the gars data files:

Quote:
3DModelFileName=data/Submarine/NSS_Tambor/NSS_Tambor
Which should have read:
Quote:
3DModelFileName=data/Submarine/NSS_Gar/NSS_Gar
So i have to scratch my head at that. It shouldn't have worked and still kept the independant setup, but i guess it did. Now how the game read the files after that is anyones guess.

So upon this discovery, i totally dumped ALL of my gar changes, but the problem fixing didn't end there. I still had a CTD in the musem. So i took all my sub files, put them in a test modlet, and ran that accross the stock game, and visited the museum, and by trial and error removed files until the CTD stopped. The culprit file turned out to be the sub SIM files. ALL of them. So the sub sim files at some point had to have changed. Was it in patch 1.2 and i didnt catch it? Or was it in patch 1.3? I really don't know. So therein i went about and remodded the fuel and battery fixes accross stock sim files. Problem solved.

So, im very happy to read this report by Omegaman, it fills me with hope that ive solved the problem now. And also that i wont have to retouch those bloody campaign files so much. I really wasnt looking forward to that, but i might at the least see if i cant do anything with the crew ratings.

In other news the torpedo doors work pretty damn good. Since the "W" key is no longer needed, as soon as im done posting this im going to try and change it so "W" cycles the foward tubes, and "Y" cycles the aft tubes. Rather then just "Y" cycling through all tubes forward and aft.

Tambor bearing tool is where it should be, i removed the US_torpedo.sim for the heck of it. Im going to try and change the hydrophones so they only work while submerged, and maybe get to that uboat.
Ducimus is offline   Reply With Quote
Old 07-17-07, 08:55 AM   #10
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Ducimus, I'm pretty confident the traffic is unaltered, and I look at it a LOT these days.

Campaign_LOC was altered, and it actually has 4 ships in it now (PH). Wonder if that has anyting to do with it...

These are the changed campaign files:

Campaigns\Campaign\PatrolObjectives\Sink East China Sea 03\Sink East China Sea 03.mis
Campaigns\Campaign\PatrolObjectives\Sink Solomon Islands 01\Sink Solomon Islands 01.tsr
Campaigns\Campaign\Campaign_LOC.mis
Campaigns\Campaign\messages.txt
Campaigns\Campaign\US_HarborTraffic.mis

Regards,

tater
tater is offline   Reply With Quote
Old 07-17-07, 09:12 AM   #11
Rhodes
Silent Hunter
 
Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,517
Downloads: 110
Uploads: 0
Default

Here 1.3+trigger maru 1.3 all ok. No huge save games. But I'm playing with gato and with stock 1.3, balao, before the new version of trigger maru, the save games were of normal size also.

My problems now?My windowns Xp, yesterday I did a clean up with the program of windows and today I take 5 m to go to user interface and then more 4 minutes inside my user profile to get on. So I trade this problem for one save game of 500 megas....
Rhodes is offline   Reply With Quote
Old 07-18-07, 04:24 PM   #12
sqk7744
Ace of the Deep
 
Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
Uploads: 0
Default

Ducimus great work, thanks for sharing. At the end of the day, you do not work for us -no worries m8
__________________
"
All Ships can dive, but only Submarine's surface!"
MODS: KillFlags - Elco PT109 - AOB Attack Course Tutorial
sqk7744 is offline   Reply With Quote
Old 07-17-07, 12:38 PM   #13
FooFighters
Grey Wolf
 
Join Date: Oct 2005
Location: The Netherlands
Posts: 813
Downloads: 16
Uploads: 0
Default

Quote:
Originally Posted by TDK1044
Hi Ducimus,

Your mods are excellent and your work much appreciated. Thank you.
I second that
__________________

This forum is not the same without you Dave.. we'll miss you buddy
FooFighters is offline   Reply With Quote
Old 07-16-07, 06:07 PM   #14
CaptainHaplo
Silent Hunter
 
CaptainHaplo's Avatar
 
Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
Default

Ducimus - Things happen - too many people love TM to worry - your hard work is appreciated. One thing I noticed in your writup that really perked me - Item 4A. You labeled it Garbage collection - things spawning and not disappearing apparently as they should. Can you elaborate? The reason I am asking is because I am wondering if you have info that could help solve the "Zombie" ship issue - if there is a way to remove a ship before it hits its final waypoint - that would be fantastic! If not - well hey - I am just a man lookin for answers! Its all good! TIA!
__________________
Good Hunting!

Captain Haplo
CaptainHaplo is offline   Reply With Quote
Old 07-16-07, 10:03 PM   #15
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Ive been posting at work, so sorry if im not answering any questions. I have to keep my personal activity at a minimum.

I think im going to follow this plan of attack for version 1.3A, which hopefully will fix the current issues (this is more like a note to self):

1.) Update commands.cfg , torpedo door open command.

2.) Fix tambor bearing tool misplacement

3.) Revert Gar back to inheirting its data files from Tambor. I dislike doing this, but this modification could be causing more trouble then its worth.

4.) delete US_torpedo.sim file, just to be on the safe side.

5.) doublecheck JP airbase configs, incase i missed something.

6.) delete all campaign JP traffic MIS files and restart from scratch. (only reason i didnt is because from info i had, nothing had changed. Perhaps i my info was wrong.)

7.) Campaign files, JP traffic
- Reduce spawn rate of single merchants, and troop convoys.
- Remove all instances of "Generic Battleship" from task forces
- place bungo pete in JP Harbor traffic layer
- replace all crew rating 0 to crew rating 1
- repalce all crew rating 4 with crew rating 3
- place some sort of traffic in/around marshall island.

8.) Patience permitting,
- change min depth so hydrohpones only work while submerged.
- one, half ass implentation of surfaced AI uboat. (I REALLY doubt ill get to this honestly)
Ducimus is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:03 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.