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-   -   [REL] Dark Waters (https://www.subsim.com/radioroom/showthread.php?t=243322)

propbeanie 12-17-19 08:03 AM

That is a good install location... Dark Waters adds nothing more than some improved graphics and configuration changes, so usually, there would no issue. However, one of the first things to check would be if you emptied the "Save" folder for the game after you installed the mod? That is usually found in the "C:\Users \UserName \Documents \SH4" folder. Delete the contents and try the game again. This does re-set your video back to the Stock setting of 1024x768, and other default settings that you'll want to put as you like them. A 2nd thing to check, though would not cause the C++ error, is the LAA, and make certain that it is properly activated. If the SH4.exe file is write-protected, then LAA will not "take", and no error message is thrown concerning that.

Other than that, when you installed the game, do you remember selecting the "DirectX v9,0c" and the "Microsoft DirectX Media Codec" choices on the install menu? You most likely did, since Stock is running OK, but double-check if you can. You could also try your video card driver. THEBERBSTER has all sorts of links in his signature, especially the SH4 <> TUTORIALS <> HOW TO DO IT <> INFO <> DOWNLOAD LINKS -STICKY INDEX one, concerning rolling back and updating video drivers. This might be like throwing darts while blindfolded and drunk, unless someone else has a more lucid answer...

One last dart to throw, after being spun around by a certain someone, is to remove all mods, then copy the insides of your "Wolves of the Pacific" folder, everything, and make a new folder in the "C:\Games \Steam \steamapps \common" folder, and name it like "DarkWaters", then paste the Wolves of the Pacific copy into there. Depending upon your computer and Steam set-ups you might be able to run it it from the SH4.exe shortcut in that folder. On my system, I have to start the Steam app on my computer, log-in, then use "Add a non-Steam game" to the menu, as mentioned in the Steam Article Add Non-Steam Games to a Library. This will add a shortcut to it to your Steam menu, and after that, you can also create a shortcut to it on the desktop. The Steam Menu will recognize it as sh4.exe, so you'll probably want to change its name, which I usually name mine after the mod. You would also want to incorporate MultiSH4v1.5 to the mix, so that you can name a different "Save" folder name, such as OMD, which is what I did, so that I know its an OpMonsun Dark waters "Save" folder...:salute:

Kaxii 12-17-19 08:43 AM

The LAA and read only attributes where the first things I checked, but both seemed to be fine, I've also looked at the drivers, but the last update was 2016 (and that is also the latest) so I'm not too sure if that might be the problem as I also have KSDII running fine using another copy of the SHIV folder method you detailed, so for some reason it just seems to be this mod. Is there anyway I can re-download the specific C++ redistributible, or find out which one is being specifically used by the mod? As looking at a previous topic some people have had issues before with a certain C++ redistributible throwing a CTD which was fixed by uninstalling it, but unfortunately I don't have that specific redistributible installed on my system so it must be a different one if it is that. Thanks for the help so far though!

Aktungbby 12-17-19 11:02 AM

welcome aboard!
 
Kaxii!:Kaleun_Salute:

Fifi 12-17-19 01:37 PM

Dark Waters V2 coming soon!

- More crew visible inside all U-Boats
- New crew with new animations (from Ducimus mod) depending battle stations on or off
- Xmas tree now lighting when diving in all U-Boats (command room and conning tower)
- All alert lights and indicators lights now working correctly
- global interior lighting re-worked in all U-Boats
- camera focus adjusted for all U-Boats interiors
- Sea and Land folder fixed to avoid some remaining CTDs


:Kaleun_Cheers:

Randomizer 12-17-19 02:04 PM

First off, thank you for your Mod but...

Same issue as Kaxii, above. The stock copy of SH4 runs fine but Dark Waters generates a CTD every time. My monitor is no capable of 1920x1080 so that may be part of the problem. SH4 installations including We Dive at Dawn, FOTRSU, Soviet Waterways, TMO-RSRD and OM with all the bells and whistles run fine.

Scrapped everything and have downloaded the mod a second time; will try again.

-C

EDIT:
The issue seems to have been a problem with the initial download. The second download was much larger than the first so that might be a place to start for Kaxii. No idea why the initial download had problems and none were indicated during or after the download or file extraction processes. The new install seems to run as intended but there are some graphic anomalies in 1440 x 900 screen resolution. These can be corrected before leaving the bunker or tolerated on patrol as they are pretty minor, all things considered.

propbeanie 12-17-19 04:19 PM

Quote:

Originally Posted by Kaxii (Post 2640814)
The LAA and read only attributes where the first things I checked, but both seemed to be fine, I've also looked at the drivers, but the last update was 2016 (and that is also the latest) so I'm not too sure if that might be the problem as I also have KSDII running fine using another copy of the SHIV folder method you detailed, so for some reason it just seems to be this mod. Is there anyway I can re-download the specific C++ redistributible, or find out which one is being specifically used by the mod? As looking at a previous topic some people have had issues before with a certain C++ redistributible throwing a CTD which was fixed by uninstalling it, but unfortunately I don't have that specific redistributible installed on my system so it must be a different one if it is that. Thanks for the help so far though!

As Randomizer mentions above, try another download of the mod attempt. There are not C++ library files (dll) in Dark Waters. It is all game files that are modded. C++ library issues are very difficult to troubleshoot, because of the plethora of them available. If you look in your Installed Programs (Apps & Features), and display the Windows Components, you might see 15 files named with "C++ Library", from 2006, 2008, etc., sometimes with four and five of them from the same year. Each game developer might add one little "feature" to the library, and they make a new file for it, so oftentimes, you cannot remove any of them for fear of messing-up something else on the computer. Silent Hunter 4 might use multiple dll libraries also, since it was released in 2007, but updated in 2008...Try a new Dark Waters download first, and if that doesn't do it, you might have to re-do the game install in that folder - or do a different mod there and try a different copy of the game... Come to think of it, I don't think I modded my "base" Steam SH4... :salute:

lederhosen 12-17-19 04:27 PM

X.Mas is coming :Kaleun_Cheers:

Kaxii 12-17-19 06:48 PM

Quote:

Originally Posted by propbeanie (Post 2640853)
As Randomizer mentions above, try another download of the mod attempt. There are not C++ library files (dll) in Dark Waters. It is all game files that are modded. C++ library issues are very difficult to troubleshoot, because of the plethora of them available. If you look in your Installed Programs (Apps & Features), and display the Windows Components, you might see 15 files named with "C++ Library", from 2006, 2008, etc., sometimes with four and five of them from the same year. Each game developer might add one little "feature" to the library, and they make a new file for it, so oftentimes, you cannot remove any of them for fear of messing-up something else on the computer. Silent Hunter 4 might use multiple dll libraries also, since it was released in 2007, but updated in 2008...Try a new Dark Waters download first, and if that doesn't do it, you might have to re-do the game install in that folder - or do a different mod there and try a different copy of the game... Come to think of it, I don't think I modded my "base" Steam SH4... :salute:

I tried a re-download and the file size was the same (1.74GB compressed), and still put up the same error when installed. I tried putting it into a new game install file outside the base, but still the same issue, even tried it in the KSDII install with the same outcome, yet KSDII still worked fine after re-activation. Tis a confusing one :S

propbeanie 12-17-19 09:29 PM

Are you sure you are in the v1.5 folder? I know Steam does a v1.3, and v1.5 is a separate download. Be sure you have the correct one, although I thought the error was different with that... :hmmm:

Fifi 12-19-19 06:54 AM

Quote:

Originally Posted by Fifi (Post 2640844)
Dark Waters V2 coming soon!


- All alert lights and indicators lights now working correctly


:Kaleun_Cheers:

Rectification: great troubles with those indicators lights ... can’t make them work properly unless breaking other Interior lighting features.
SH4 interior lights are very difficult to adjust precisely, each one interacting with numerous others.
This is a real head breaker, days and days of Unsuccessful trying...so I’ll let those damn indicator lights as they are actually (speaking about recharge port/starboard and battery levels)
Strangely they are working fine in type II, but impossible in type VII & IX with exact same settings...

Kaxii 12-19-19 11:10 AM

Quote:

Originally Posted by propbeanie (Post 2640873)
Are you sure you are in the v1.5 folder? I know Steam does a v1.3, and v1.5 is a separate download. Be sure you have the correct one, although I thought the error was different with that... :hmmm:

I think so, Steam only installed one folder, and when running it stock using the in folder .exe I can play the Uboat missions and it says 1.5.

propbeanie 12-19-19 06:52 PM

Quote:

Originally Posted by Kaxii (Post 2641032)
I think so, Steam only installed one folder, and when running it stock using the in folder .exe I can play the Uboat missions and it says 1.5.

... and that is the folder where the sh4.exe is, that has the MODS folder with Dark Waters in it? Is your JSGME.exe in that folder also?

Fifi 12-20-19 04:15 AM

Tips Dark Waters
 
Tips Dark Waters (based OM V720)

- Make sure to set your resolution to 1920X1080.

- Make sure your monitor refresh rate is the same as in game graphics settings.

- Best play is no more than 1024 time compression (for planes to spawn and weather to change)

- For optimal eye candy, best is to avoid Post process filters, Full scene glare, Light shafts, Volumetric fog (giving bad results with Nvidia cards).

- Turm upgrades are only designed for types VIIC and IX B and C. If troubles when turm upgrade, read the solution at end of post #1.

- Always make a save before docking home harbor (around 50km away) or docking by yourself. A save after each kill may be wise thing also (but not mandatory). Some remaining CTDs may (or hopefully may not) happen. We are still tracking them down.

- Avoid hunting in harbors. OM is designed for high sea hunting.

- When docked after patrol, make sure to reload external torpedoes manually in bunker! Otherwise you’ll start next patrol with missing torpedoes...

- When rough sea and difficulties to stay on deck view (mainly types II) raise a bit periscope and watch targets as on deck.

- Avoid convoys attacks when calm sea unless long distance shots, escorts listening are better on flat sea.

- If difficulties to watch target at periscope depth when rough sea, give your sub 1 meters higher than periscope depth.

- If target locking can’t stay on, wait to get closer! Target is still too far away.

- Scan by yourself the horizon, you may spot ships faster than your crew in light fog, mostly at career start when crew skill is low.

- For better repairs, switch your full healthy crew to the damaged compartments. This will increase the repairs time.

- Wounded crew will recover slowly after few days, be patient, and the yelling will be gone away.

- Some ships are harder to sink than others. There is a sweet spot to hit for 1 torp kill. Some ships may take hours to sink (as in RL).

- Kiub is very easy to use when manual targeting is set in difficulties. Target speed and AOB are the most important factor for good kill. Distance is only important for estimated impact. Using U-Jagd for target speed and only visual AOB estimation usually give very good results.

- Planes are easy at war start, but getting harder and harder along the war. Don’t try to fight them unless in U-Flak Boat career... Some bombs/charges can explode 20/30m depth! Best is to crash dive as soon as plane is spotted (as it was in RL). Later in war, they will detect you even at night and become your worst nightmare.

- If playing in Mediterranean Sea you can activate the MedEnv mod at bunker. But you can also keep current Atlantic environment without problem, if you don’t like the Med colors. Same for Pacific.

- If playing VIID career, make sure to read the use of the SMA mines at end of post #1.

- If difficulties to drag and drop AA crew to slots in crew management page, just hit NumPad + Del (suppr) to hide the HUD. The annoying big dials will disappear.

Fifi 12-20-19 05:01 AM

DARK WATERS V2 IS OUT!!
See end of post #1.

IMPERATIVE CAREER RESTART MANDATORY !

- More crew visible inside all U-Boats
- New crew with new animations (from Ducimus mod, thanks to him) depending battle stations on or off
- Xmas tree now lighting when diving in all U-Boats (command room and conning tower) green when above water, red when underwater.
- Alert lights and indicators lights now working correctly in all type II (impossible in other types for the moment, unless screwing up interior lighting)
- global interior lighting re-worked in all U-Boats, and new red light.
- camera focus adjusted for all U-Boats interiors
- Sea and Land folder fixed to avoid some remaining CTDs. Many thanks to our friend S7rikeback!

Few Pictures of new features here: https://www.subsim.com/radioroom/sho...8&postcount=57

Good hunting and happy Christmas to all! :Kaleun_Cheers::Kaleun_Cheers:

(I'll be off until 2020 now)

lederhosen 12-20-19 01:15 PM

downloading now....pity about that Konvoy I just attacked

lederhosen 12-21-19 05:19 PM

July 7
BE3456
20:00+

2nd run on same konvoy, only this time all escorts looked like this

https://i.postimg.cc/BngH7Hgk/sh4-20...2-24-38-56.jpg

almost complete under

propbeanie 12-21-19 08:06 PM

When I get a chance here, I'll run through the files with Fifi, and we'll attempt to chase those kinds of gremlins out. What we have discovered in FotRSU, is that any little thing "off" with a given grouping in the game, can cause bad spawns like that, almost like the ship was dropped into the water, instead of being spawned into it, so it took on a bit of water and took damage when it was created somewhere near your location. From what we've seen previously, it could be a bad configuration date, where that particular ship might not be appropriate for the group at that time of the war, ie: an Evarts being used in 1941. The game at times will run right over a "date" restriction of that type, and attempt to spawn the ship anyway.... Other times, when the group was built, the MaxSpeed for the slowest ship in the group was set at 12 knots. Well, someone comes along later and goes, "ya know, that Medium Tanker was really only capable of 9.5 knots in real life. I think I'll change it!" while the guy who did the campaign files has the group set at 11 knots, which will now exceed that Medium Tanker's 9.5 knot MaxSpeed. It's like the little dog in Vacation, where "Poor little guy. Probably kept up with you for a mile or so... tough little mutt... ee-yup... sob"... (Disclaimer: I am not laughing at animal cruelty - just gallows humor [end disclaimer]).

https://www.youtube.com/watch?v=5HbBL62IiRE

Those kinds of errors though, are difficult to find, due to the number of Waypoints in just one file. Then there are the groups that are "placed" in the game, but the "zoom" isn't used in close enough to see that the fourth and fifth waypoints go across a teeny little island just off the coast of the origination harbor... Mathematically insignificant, but to Silent Hunter 4, it's not!... Then there is the "ship spacing" issue, where the game says it's OK to place one ship within 300 meters of another, while the ME has a 500 meter default, but what wer're finding is that it's not just ship length that to be added in, but also ship type and ship speed, as well as ship activity, such as the a DD set as escort needs to be set well away from the main body of the group, else its little "knuckles" and pirouettes could very well put it in the path of that Medium Tanker, struggling to keep up... All I need from you lederhosen is "what year was this occurrence? Thanks! :salute:

Fifi 12-22-19 11:49 AM

At beginning of 2020, I’ll release next Dark Waters V3 with type XXI re-worked to match other U-Boats standards, new funnel smoke for all ships.
Funnel smoke will be different for cargos/heavy warships/destroyers (actually they are all the same)
So with some practice, you should be able to identify ships category just via smoke :D ...as it was in RL.

The graphical bug problem with type VIIB 2 (1942/1945) will be corrected also. Dunno why this type suddenly had problem, as nobody touched its files...the joy of computers ...

HAPPY CHRISTMAS TO ALL :Kaleun_Salute:

Fifi 01-01-20 12:59 PM

DARK WATERS V3 IS OUT!!
See end of post #1

Best is start new career...

- Indicator lights working for type VII and IX, but fake (till i find a solution)
- Type XXI interior brought to other types level (lights, crew etc)
- Type VIIB2 turm bugged fixed
- Different smoke for cargo, destroyers, heavy warships. You should be able to identify ships by smoke with some practice.
- Belgium ships missing texture fixed (thanks S7rikeback)
- New add-on mod to restaure the U Mark when submerged
- Added AI_VIIUF asset (Submarine and German Roster folders), which can be in Dark Waters w/o U-Flak, no issue (thanks Propbeanie)
- Changed NAux_SmallLC, NAux_LC, NLCT, and NLCT_GE all to Type=15 for "Landing Craft". This also changes the Rosters for British, German & Russia.(Propbeanie)
- Added KSS.cfg to Roster Poland Sea for SingleMission files.(Propbeanie)
- Added a small "WH_CoastalTraffic.mis" file for 1939 to 1943 Western Hemisphere coastal traffic. Plans are for later splitting into "layer" files with more traffic, including fishing and other small coastal vessels.(Propbeanie)
- Edited RUM 400121 U22, RUM 400921 U100, RUM 430317 U338, RUM 430317 U600, RUM 430430 U515, RUM 440329 U223, and RUM 441224 U806 SingleMission files for conformity.(Propbeanie)
- Edited RUM 430522 U441, RUM 431004 U256, RUM 440210 U183, and RUM 440517 U183 SinglePatrol files for slight corrections.(Propbeanie)

We need testers for this version, please report here any campaign troubles, so we hopefully fix them as they come!
Our friend and tester KaleunMarco can't test everything, plus S7rikeback and propbeanie are also working on FOTRSU as everybody knows...thanks :yep:

Enjoy and good hunting...and best wishes for this new submarine year :yeah:

THEBERBSTER 01-01-20 01:15 PM

Hi Fifi
Kappy New Year to you.
What type of testing you need?
If I can be of help just let me know.
Peter



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