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-   -   [REL] The Little Ships of SH5 - Coaster Pack (https://www.subsim.com/radioroom/showthread.php?t=245817)

Rosomaha 07-19-20 11:33 AM

Quote:

Originally Posted by vdr1981 (Post 2684131)
Your new C3 files are perfectly fine but they have "unlocked" several of these mysterious conflicts in some NDD fx files, including some from the stock game (?!) which aren't touched by any modder ever. :o

Add too many of these conflicts to the stock game and you guys can now get the picture why every SH5 custom modlist which includes OHII, FX update and several other "heavy" mods is nothing but a CTD fest...:yep:

Anyway, I have re-saved ALL fx files of all units (stock and imported, changed one line to "none" in order to make controllers "red" and than save, from some reason this is important for SH5) for the next TWoS update and that have cured all the problem...:yep:

I see it now. Hmm. that's funny :
I opened a random batch of NRTW files, then some other stock ships. When you open NRTW.fx it is immediately highlighted in red by default.

https://s8.hostingkartinok.com/uploa...de5ba87348.png

And now the contents:

https://s8.hostingkartinok.com/uploa...966e4dc838.png

I was always focused on all these registration IDS and did not pay any attention to the type container of controllers. They are different for different ships (random?), and these are the native files of stock SH5. SH5, what are you..?)
In some cases, the controller container\ Sub type: -1, in others\ Sub type: 1000 (<notset>). Somewhere else at the end there is an Unknown chank, and somewhere it is not.

By the way, resaving in GoblinEditor just changes the ObjectCtrlsRef container to Sub type: -1.

https://s8.hostingkartinok.com/uploa...0aafe60116.png

:hmmm::hmmm::hmmm::hmmm::hmmm:

@vdr1981, what do you think about this? ObjectCtrlsRef / Sub type: -1 - which is the most correct? Or no and there the matter is something else and Sub type: 1000 (<notset>) has its own conditions of use?

kapuhy 07-20-20 05:40 AM

Quote:

Originally Posted by Rosomaha (Post 2684134)
I.e., perform a "Merge” of open fx files with Baza_FX. dat. in this case, “unknown " will get their names in the list of the program window, they are available for selection, and will even be visible in the view

:o

"Would've taken me forever to work that one out." - William Butcher

Thanks for this, now I can finally see in editor what these effects do!

-----
Anyway, glad to hear you are figuring this out, guys. I'll certainly be updating fx files on my coasters once I'm done with new ship I'm configuring at the moment (already imported into game, but I still have to test and tweak its damage model and fix some minor errors).

kapuhy 07-31-20 04:51 PM

Update: new ship added - Coastal Tanker:

https://i.imgur.com/HC5qhkx.jpg

https://i.imgur.com/bL0AArh.jpg

https://i.imgur.com/CLp1asC.jpg

Based on - still surviving - American tanker Mary A. Whalen built in 1938:

https://upload.wikimedia.org/wikiped...ernie_Ente.jpg

vdr1981 08-01-20 04:22 AM

You Kapuhy are creating SH5 history! :up::up::up:

Muckenberg 08-01-20 05:09 AM

Good day
Thank you very much for your amazing work. :Kaleun_Applaud: :Kaleun_Applaud: Do you think that you will ever build large ocean-going ships?

Texas Red 08-01-20 08:09 AM

Quote:

Originally Posted by kapuhy (Post 2686409)
Update: new ship added - Coastal Tanker:

https://i.imgur.com/HC5qhkx.jpg

https://i.imgur.com/bL0AArh.jpg

https://i.imgur.com/CLp1asC.jpg

Based on - still surviving - American tanker Mary A. Whalen built in 1938:

https://upload.wikimedia.org/wikiped...ernie_Ente.jpg

Will I need to redownload the mod to get the new ship?

kapuhy 08-01-20 09:08 AM

Quote:

Originally Posted by the beast (Post 2686492)
Will I need to redownload the mod to get the new ship?

I'm afraid so - I simply replaced old package with the updated one - though if you prefer, I can pack and upload separately only files containing the new ship.

Quote:

Originally Posted by Muckenberg (Post 2686467)
Good day
Thank you very much for your amazing work. :Kaleun_Applaud: :Kaleun_Applaud: Do you think that you will ever build large ocean-going ships?

I see no reason why not, though I will certainly finish my current coaster pack first.

The thing with larger ships is that thanks to vdr1981's efforts there's a great selection of them already in TWoS (though it would be nice to convert some of imported ships to .gr2 format like Rosomaha did with C3 Cargo recently). Coasters, on the other hand, were completely missing from stock game and still underrepresented in TWoS (which has a variety of fishing boats and then roster pretty much "jumps" to ships around 1800-2000 GRT).

If I'm to make a completely new larger ship model, I'd like it to be type of ship that is not currently featured and yet was often seen on seas during WW2.

vdr1981 08-01-20 09:09 AM

Kapuhy, please note that I had to enhance your TWoS v2.2.19 fix with few files from "Sea" folder in order get rid of previously mentioned "mysterious" conflicts and CTDs. The files are basically the same, the only difference is that I had to change first line in fx files to "none" in order to re-save them with goblin editor... Here is the link http://www.mediafire.com/file/80wbuv...r1981.rar/file :salute::salute::salute:

kapuhy 08-01-20 09:31 AM

Quote:

Originally Posted by vdr1981 (Post 2686507)
Kapuhy, please note that I had to enhance your TWoS v2.2.19 fix with few files from "Sea" folder in order get rid of previously mentioned "mysterious" conflicts and CTDs. The files are basically the same, the only difference is that I had to change first line in fx files to "none" in order to re-save them with goblin editor... Here is the link http://www.mediafire.com/file/80wbuv...r1981.rar/file :salute::salute::salute:

Thanks! I'll compare these and include your fix in my upload. Any way I can replicate these conflicts/CTD's? What you did esentially disables SH5 fire/explosion FX, so I want to be able to replicate the problem in order to - hopefully - find a solution that would allow to keep the FX and not have any conflicts.

vdr1981 08-01-20 09:59 AM

Quote:

Originally Posted by kapuhy (Post 2686511)
Thanks! I'll compare these and include your fix in my upload. Any way I can replicate these conflicts/CTD's? What you did esentially disables SH5 fire/explosion FX, so I want to be able to replicate the problem in order to - hopefully - find a solution that would allow to keep the FX and not have any conflicts.

I'm afraid that it isn't only the fx files that can cause the problem. For example, I was testing your NOC_Mary little bit before in TWoS v.2.2.20 and it turns out that I have to "resave" sim, zon and fx files in goblin in order to eliminate game crash when NOC_Mary is rendered after all other included air/sea/land units. Why is this so, I have no idea honestly...


Anyway, I have already prepared v2.2.20 update for TWoS which will allow all new units (stock, your's, Rosomaha's and mine) to work in perfect "harmony" and without CTDs in various test scenarios. :yep: There will be a lot of "re-saved" files there, including all fx files from the stock game as well.

Then I'll create special "all units museum rendering test" mod which will allow you to quickly and easily test newly added units. :yep:

kapuhy 08-01-20 01:15 PM

Quote:

Originally Posted by vdr1981 (Post 2686517)
I'm afraid that it isn't only the fx files that can cause the problem. For example, I was testing your NOC_Mary little bit before in TWoS v.2.2.20 and it turns out that I have to "resave" sim, zon and fx files in goblin in order to eliminate game crash when NOC_Mary is rendered after all other included air/sea/land units. Why is this so, I have no idea honestly...

:o SH5 moves in mysterious ways...

When C3 files needed resaving in Goblin I assumed it was because they were initially created in S3D, but Mary was made in Goblin/Gr2Editor exclusively so something else is at play here. Did NOC_Ben and NKC_Grisou also give you these problems? These two ships don't have FX files at all and they weren't based on NRTW template so that could narrow down the issue.

Anyway, with 2.2.20 update coming, I'll wait with any changes until it's out, and then I think I will keep two versions of my mod separately downloadable: a full "stock" version and a small "only the things I've added since last TWoS update" patch for anyone who plays TWoS and wants to test new ships as they appear :)

vdr1981 08-01-20 05:53 PM

Quote:

Originally Posted by kapuhy (Post 2686550)
:o SH5 moves in mysterious ways...

When C3 files needed resaving in Goblin I assumed it was because they were initially created in S3D, but Mary was made in Goblin/Gr2Editor exclusively so something else is at play here. Did NOC_Ben and NKC_Grisou also give you these problems? These two ships don't have FX files at all and they weren't based on NRTW template so that could narrow down the issue.

Anyway, with 2.2.20 update coming, I'll wait with any changes until it's out, and then I think I will keep two versions of my mod separately downloadable: a full "stock" version and a small "only the things I've added since last TWoS update" patch for anyone who plays TWoS and wants to test new ships as they appear :)


In veeeery mysterious ways indeed ...:yep:
I'll try to upload tomorrow RC version of v2.2.20 update and the museum rendering mod I was talking about. I'll also then explain to you in details how to use it and to replicate these problems.



I doubt that we will ever find real explanation for what is going on without some real programmer with SH5 experience, but in the end it doesn't really matter. We learned to track down, isolate and fix the problem and that's all we need for stable gameplay.:yep:

vdr1981 08-02-20 07:24 AM

OK Kapuhy here we go.:)


You can find on this link RC3 version of the upcoming v2.2.20 update and the test mod we were talking about...https://www.mediafire.com/file/ibthu...apuhy.rar/file


Install the v2.2.20 update as usual and activate optional mods you wish.

Add manually "Kiel+Museum rendering test" mod to your JSGME and activate it last in your list.


From this moment on, your "World" nation in the museum is set to display ALL available air and sea units, including env units, landing crafts, lifeboats ect which usually wouldn't be shown in the museum.:yep:


Several Land units which couldn't be displayed in the museum will be rendered in special historical mission called "Kiel_VIIC rendering test+Land Units" which is now added to your game. The Kiel harbor it self is also important part of the test as well.



Now, how to perform rendering test:


- First, enter the game and start historical mission "Kiel_VIIC rendering test+Land Units". Select full speed ahead, ask navigator to return to course and use TC until you reach last way point (it's OK to use nav map view).
Exit to main menu...


- Now, enter Museum and scroll down to "World" nation which now contains all remaining units. Prepare for a lot of clicking and check all units from left to right, all the way to last airplane. (U-Flak may need some time to load and one iceberg may have problems with cameras but this is nothing to worry about).


And there you have it, the units rendering test is complete.:yep:
By doing all of this dance, you have effectively simulated one long patrol with a departure from the "heaviest" harbor in the game (Kiel) with the encounter of all available units and objects.



If you use TWoS v2.2.20 only you should pass this test without problems.


Now, for a start, replace Sea/NOC_Mary files from TWoS with your original files and repeat the rendering test again. You'll see that the game will CTD at some point, after the coastal tanker have been rendered in the museum...

kapuhy 08-03-20 01:19 AM

Quote:

Originally Posted by vdr1981 (Post 2686669)
OK Kapuhy here we go.:)

Thanks :) Downloaded the file, will try it out later today.

Edit: From a quick look, contrary to what I thought your fix did not disable Coastal Tanker's SH5 effects, that's very good news. Seems you found a way to fix this without losing any functionality whatsoever :up:

vdr1981 08-04-20 01:53 PM

Quote:

Originally Posted by kapuhy (Post 2686816)
Thanks :) Downloaded the file, will try it out later today.

Edit: From a quick look, contrary to what I thought your fix did not disable Coastal Tanker's SH5 effects, that's very good news. Seems you found a way to fix this without losing any functionality whatsoever :up:

That's good to hear. :up:



Small note regarding RC3 update I sent you, It's identical to official update I've uploaded today, only change log differs...:yep:

kapuhy 08-26-20 02:14 AM

U-31 reports: new British ship type sighted off Irish coast:

https://i.imgur.com/04yPam8.jpg

It's estimated it will be ready for mass production in about a week, after sea trials are complete :)

Propnut17 08-26-20 02:37 AM

Soon there will be more cargo on the sea than destroyers. :up:

kapuhy 08-26-20 03:36 AM

Quote:

Originally Posted by Propnut17 (Post 2692019)
Soon there will be more cargo on the sea than destroyers. :up:

Well, I have some escort blueprints stashed on my hard drive so should the Navy request it my shipyard is ready... :D

kapuhy 09-16-20 07:31 AM

So, the new ship - a typical British raised quarterdeck steamer - is basically ready for relase, but during testing I encountered a bug that in some cases might cause CTD when rendered together with certain other TWoS units and I am postponing relasing it until I'm certain it's fixed. Here's screenshot of how it looks in game:

https://i.imgur.com/34YmpYs.jpg

Meanwhile, I've laid down keels of three new ships - two passenger and one cargo. Progress so far:

https://i.imgur.com/bUZYxXZ.png

Macgregor the Hammer 09-16-20 08:24 AM

Beautiful work!!


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