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Old 03-24-10, 09:35 AM   #1
V-Modifications
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Default Fix_SN_2_Stock

SH3-Fix_SN_2_Stock
------------------

Update: 29.04.2010

This will fix the Sonar Officer and make him more reliably by
giving messages and fixes some Animations problems.

Realy Big Thanks to Anvart for his great help for this fix!!!


Works on every mod. (GWX3,LSH3v5,WAC and so on)

Notes:
You will not have a super Sonar now, but all works now as it ever should do, i think
The changes are only slightly and the Sonar have ever worked!
Changes Post #3

LINK (29.04.2010)

Last edited by V-Modifications; 04-29-10 at 06:22 PM.
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Old 03-24-10, 10:48 AM   #2
verte
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Great to see that the bugs are repaired, thanks! But I have problems with understanding what this mod is doing
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Old 03-24-10, 11:17 AM   #3
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Changes Update(29.04.2010)

SH3-Fix_SN_2_Stock
------------------

New sorted:
-----------
SN.dat:
[1] = Stalker_Idle
[3] HasExtMsg old:Type=2 new:Type=1000
[9] = Prey_Idle
[0] OnCollision old:GotoEntry10 new:GotoEntry9
[1] OnHitGreaterThan old:GotoEntry10 new:GotoEntry9
[5] UboatState old:GotoEntry10 new:GotoEntry10
[6] HasExtMsg old:Type=2 new:Type=1000
[18]= ReadyForShake_Idle
[0] OnCollision old:GotoEntry19 new:GotoEntry18
[1] OnHitGreaterThan old:GotoEntry19 new:GotoEntry18
[5] UboatState old:GotoEntry19 new:GotoEntry19
[6] HasExtMsg old:Type=2 new:Type=1000

SN2.dat
[1] = Stalker_Idle
[2] UboatState new:LipsChangeSet and FacialChangeSet
[9] = Prey_Idle
[0] OnCollision old:GotoEntry9 new:GotoEntry9
[1] OnHitGreaterThan old:GotoEntry9 new:GotoEntry9
[4] UboatState new:LipsChangeSet and FacialChangeSet
[5] UboatState old:GotoEntry10 new:GotoEntry10
[18]= ReadyForShake_Idle
[0] OnCollision old:GotoEntry18 new:GotoEntry18
[1] OnHitGreaterThan old:GotoEntry18 new:GotoEntry18
[5] UboatState old:GotoEntry19 new:GotoEntry19

-----------------------------------------------------------------------

Stock sorted:
-------------

SN.dat:
[1] = Stalker_Idle
[3] HasExtMsg old:Type=2 new:Type=1000
[9] = Prey_Idle
[0] OnCollision old:GotoEntry11 new:GotoEntry9
[1] OnHitGreaterThan old:GotoEntry11 new:GotoEntry9
[5] UboatState old:GotoEntry11 new:GotoEntry11
[6] HasExtMsg old:Type=2 new:Type=1000
[18]= ReadyForShake_Idle
[0] OnCollision old:GotoEntry20 new:GotoEntry18
[1] OnHitGreaterThan old:GotoEntry20 new:GotoEntry18
[5] UboatState old:GotoEntry20 new:GotoEntry20
[6] HasExtMsg old:Type=2 new:Type=1000

SN2.dat
[1] = Stalker_Idle
[2] UboatState new:LipsChangeSet and FacialChangeSet
[9] = Prey_Idle
[0] OnCollision old:GotoEntry9 new:GotoEntry9
[1] OnHitGreaterThan old:GotoEntry9 new:GotoEntry9
[4] UboatState new:LipsChangeSet and FacialChangeSet
[6] UboatState old:GotoEntry10 new:GotoEntry10
[18]= ReadyForShake_Idle
[0] OnCollision old:GotoEntry18 new:GotoEntry18
[1] OnHitGreaterThan old:GotoEntry18 new:GotoEntry18
[5] UboatState old:GotoEntry19 new:GotoEntry19

Last edited by V-Modifications; 04-29-10 at 06:27 PM.
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Old 03-24-10, 11:52 AM   #4
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maybe someone with more experience could take a look in the orginal files too or correct me if there is somethink wrong
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Old 03-24-10, 02:22 PM   #5
Magic1111
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Quote:
Originally Posted by V-Modifications View Post
Ahoi

Everyone who have play SH3 without plotting on nav map know the problem
that the sonar officer give too less information, he press the "time compression normal button" when he listen somethink but give not ever a message or say somethink.
More or less have the sonar officer ever only rly worked well with plotting ON
Its a little wonder that the sonar officer ever have talk with us by that amount of bugs which was in the SN.dat, SN2.dat.

Its a stock SH3 bug and works on every mod. (GWX3,LSH5 and so on)

I hope i could fix all problems and the sonar officer is wake up
So far i have tested it, it works perfect and he give now by every contact a message.
Will notice you by waterbombs and some animations fixed too.

LINK

Notes:
Dont forget his little sister file

LINK
Thank you for this fix ! I´ll test it tomorrow in game...

Best regards,
Magic
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Old 03-25-10, 04:30 PM   #6
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*delete old changelog*

look

Post #3

Last edited by V-Modifications; 03-27-10 at 01:04 PM.
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Old 03-26-10, 03:12 AM   #7
LGN1
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Hi V-Modifications,

sounds great! Do you now get reliable

'Depth charges in the water, sir!' and 'Destroyer in attack run!' warnings? That would be great!

What about the 'Enemy ship on collision course, sir!' message? It seems it is also broken (sometimes also the 'We're under attack, sir!' message). Do you know how to fix this?

Just one more question: Could you please explain what is the difference between type=2 and type=1000 setting?

Thanks for your work!

Cheers, LGN1
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Old 03-26-10, 06:43 AM   #8
LGN1
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Quote:
Originally Posted by V-Modifications View Post
Update(25.03.2010)

this are the changes to the sh3 stock files.

SN.dat:
[1] = Stalker_Idle
[3] HasExtMsg old:Type=2 new:Type=1000
[9] = Prey_Idle
[6] HasExtMsg old:Type=2 new:Type=1000
[18]= ReadyForShake_Idle
[6] HasExtMsg old:Type=2 new:Type=1000

SN2.dat
[9] = Prey_Idle
[0] OnCollision old:GotoEntry9 new:GotoEntry10
[1] OnHitGreaterThan old:GotoEntry9 new:GotoEntry10
[18]= ReadyForShake_Idle
[0] OnCollision old:GotoEntry18 new:GotoEntry19
[1] OnHitGreaterThan old:GotoEntry18 new:GotoEntry19

link post1
Hi V-Modifications,

are these the only changes in the files? I changed these entries in the stock files, but they still differ from the ones in your download

Cheers, LGN1
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Old 03-27-10, 06:29 AM   #9
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Quote:
Originally Posted by LGN1 View Post
'Destroyer in attack run!' warnings? That would be great!
Ahoi, sry was a bit busy last days...
Yes that would be rly nice. i have try that too but after a lot of testruns and still no step foreward with that i have give it up. this options with attack runs seens to be semi prepared but i could not activate it.
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Old 03-27-10, 06:30 AM   #10
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Update: 27.03.2010

link post 1.
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Old 03-27-10, 01:09 PM   #11
LGN1
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Hi V-Modifications,

thanks for the new version. Could you please post a list of changes from the original files? And sorry for bothering, but could you please explain the difference between the Type=2 and Type=1000?

Anyway, thanks for your hard work!

Cheers, LGN1
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Old 03-27-10, 01:19 PM   #12
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complete changes in post #3
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Old 04-23-10, 02:34 PM   #13
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Maybe I am a little bit supid, but I don't understand what this mod exactly changes? Could someone please explain it for an old man? Thank you.

h.sie
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Old 04-23-10, 02:41 PM   #14
schlechter pfennig
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This looks interesting, but I notice it's not a standard jsgme-type enableable mod. Instead it's an .exe program, and I'm a bit leery of running that without fully understanding all it changes.
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Old 04-23-10, 02:46 PM   #15
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It's an exe which creates a MOD folder from which you then can enable the mod via JSGME.
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