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-   -   Depth Charge Mods (https://www.subsim.com/radioroom/showthread.php?t=243800)

Krisenvorsorgezentrum 02-07-20 12:09 PM

Depth Charge Mods
 
It is very unfortunate that both of these mods seem bugged and cause CTD:
Depth Charge water disturbances
Depth Charge noise mod

Has really nobody gotten them to work?:k_confused:
https://www.mediafire.com/convkey/6a...ayllg6tg6g.jpg

John Pancoast 02-07-20 02:59 PM

Quote:

Originally Posted by Krisenvorsorgezentrum (Post 2648279)
It is very unfortunate that both of these mods seem bugged and cause CTD:
Depth Charge water disturbances
Depth Charge noise mod

Has really nobody gotten them to work?:k_confused:
https://www.mediafire.com/convkey/6a...ayllg6tg6g.jpg

I've used the second one with no problems. No longer do though, as they're really not needed in my preferred mega mod, NYGM.

It has a dead contact zone to the rear of an escort which already helps mimic depth charge noise.

But I've used it also in GWX with no ctd because of it.

U301 02-07-20 03:25 PM

I use Depth Charge noise v1.0.
Any comments Herr Kaleuns will be appreciated.
:Kaleun_Cheers:
KUrtz

John Pancoast 02-07-20 03:32 PM

Another reason I don't use pfenning's mod any more is I don't find it overly difficult to escape from the escorts anyway, either GWX or NYGM.

FUBAR295 02-07-20 08:02 PM

Quote:

Originally Posted by Krisenvorsorgezentrum (Post 2648279)
It is very unfortunate that both of these mods seem bugged and cause CTD:
Depth Charge water disturbances
Depth Charge noise mod

Has really nobody gotten them to work?:k_confused:
https://www.mediafire.com/convkey/6a...ayllg6tg6g.jpg

TDW Depth Charge Water Disturbance works in SH4 but causes CTD on openning a save game file if used previous to the save in SH3.

Depth Charge Noise mod works and can be used in WAC 5.0 and should not be problem for GWX or NYGM.

Good hunting,
FUBAR295

Krisenvorsorgezentrum 02-27-20 08:43 AM

No way to get Depth Charge water disturbances running?

John Pancoast 02-27-20 08:52 AM

Quote:

Originally Posted by Krisenvorsorgezentrum (Post 2651552)
No way to get Depth Charge water disturbances running?

Not that I know of, maybe someone else does. But the Noise mod works with no problems if desired.

Between the poor AI and other reasons (i.e., lost contact time variable, ai predictability, etc.), it really isn't needed though.

schlechter pfennig 03-16-20 08:34 PM

Explanation
 
From several months worth of intense experimentation, I'd identified the problem but there doesn't seem to be any workaround for it.

The mod works by spawning a Bold (and accessory effects) at the center of each depth charge explosion. Sounds simple, no? Well...

:/\\!!:/\\!!:Kaleun_Mad:

...no...it's not.

For whatever reason, spawning a Bold this way somehow corrupts the Campaign_RND file. Don't ask me why, or how, because I've never figured that out. What I do know is this:
  • Anything with more than 40 RndGroup in the _RND file never reload without CTD
  • RndGroup size between 20-40 randomly successfully reloads or CTDs, with it usually CTDing, with the CTD frequency increasing as the RndGroup size increases
  • RndGroup between 10-20 randomly successfully reloads or CTDs, with it usually successfully loading at the low end, with the CTD frequency increasing as the RndGroup size increases
  • RndGroup between 5-10 mostly successfully reloads, with random, occassional CTDs
  • RndGroup between 1-5 almost always successfully reloads, with very rare CTDs

Even within subgroups there is no consistency. I've run a mission with a 40 RndGroup, had a successful save-and-load, only to run the same mission immediately a second time and have it CTD upon reload, yet if I reload the first mission save it still successfully reloads.

It would appear that the game is either corrupting, or incompletely saving, the "saved game" information. That's the only conclusion I can reach, as once a mission has been successfully saved, it can be reloaded time and time again.

What I don't understand is the correlation between having Bolds appear outside of being ejected from a Uboat, the Campaign_RND file, and the corruption of saving a game.

~Schlechter Pfennig

John Pancoast 03-16-20 08:42 PM

Quote:

Originally Posted by schlechter pfennig (Post 2654964)
From several months worth of intense experimentation, I'd identified the problem but there doesn't seem to be any workaround for it.

The mod works by spawning a Bold (and accessory effects) at the center of each depth charge explosion. Sounds simple, no? Well...

:/\\!!:/\\!!:Kaleun_Mad:

...no...it's not.

For whatever reason, spawning a Bold this way somehow corrupts the Campaign_RND file. Don't ask me why, or how, because I've never figured that out. What I do know is this:
  • Anything with more than 40 RndGroup in the _RND file never reload without CTD
  • RndGroup size between 20-40 randomly successfully reloads or CTDs, with it usually CTDing, with the CTD frequency increasing as the RndGroup size increases
  • RndGroup between 10-20 randomly successfully reloads or CTDs, with it usually successfully loading at the low end, with the CTD frequency increasing as the RndGroup size increases
  • RndGroup between 5-10 mostly successfully reloads, with random, occassional CTDs
  • RndGroup between 1-5 almost always successfully reloads, with very rare CTDs

Even within subgroups there is no consistency. I've run a mission with a 40 RndGroup, had a successful save-and-load, only to run the same mission immediately a second time and have it CTD upon reload, yet if I reload the first mission save it still successfully reloads.

It would appear that the game is either corrupting, or incompletely saving, the "saved game" information. That's the only conclusion I can reach, as once a mission has been successfully saved, it can be reloaded time and time again.

What I don't understand is the correlation between having Bolds appear outside of being ejected from a Uboat, the Campaign_RND file, and the corruption of saving a game.

~Schlechter Pfennig

You're being to hard on yourself <g> As I said above, I've used your mod without a single ctd from it.
That I can remember anyway; been awhile.

I think it's a great mod that does exactly what it says it will do.

FUBAR295 03-16-20 09:59 PM

Quote:

Originally Posted by schlechter pfennig (Post 2654964)
From several months worth of intense experimentation, I'd identified the problem but there doesn't seem to be any workaround for it.

The mod works by spawning a Bold (and accessory effects) at the center of each depth charge explosion. Sounds simple, no? Well...

:/\\!!:/\\!!:Kaleun_Mad:

...no...it's not.

For whatever reason, spawning a Bold this way somehow corrupts the Campaign_RND file. Don't ask me why, or how, because I've never figured that out. What I do know is this:
  • Anything with more than 40 RndGroup in the _RND file never reload without CTD
  • RndGroup size between 20-40 randomly successfully reloads or CTDs, with it usually CTDing, with the CTD frequency increasing as the RndGroup size increases
  • RndGroup between 10-20 randomly successfully reloads or CTDs, with it usually successfully loading at the low end, with the CTD frequency increasing as the RndGroup size increases
  • RndGroup between 5-10 mostly successfully reloads, with random, occassional CTDs
  • RndGroup between 1-5 almost always successfully reloads, with very rare CTDs

Even within subgroups there is no consistency. I've run a mission with a 40 RndGroup, had a successful save-and-load, only to run the same mission immediately a second time and have it CTD upon reload, yet if I reload the first mission save it still successfully reloads.

It would appear that the game is either corrupting, or incompletely saving, the "saved game" information. That's the only conclusion I can reach, as once a mission has been successfully saved, it can be reloaded time and time again.

What I don't understand is the correlation between having Bolds appear outside of being ejected from a Uboat, the Campaign_RND file, and the corruption of saving a game.

~Schlechter Pfennig


Thank you for the great explanation and hard work why the mod crashes the game. The analyst on the RndGroup is enlightening. I placed that in my ad hoc toolbox. Handy information none the less.

TDW's approach of was novel thinking outside of the box, using what the game gives you. To bad it is not doable in SH3.

Good hunting,
FUBAR295

Krisenvorsorgezentrum 04-16-23 06:47 AM

Thanks 4 all your input, guys! :Kaleun_Applaud:


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