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-   -   Wolfpacks & Multiplayer Missions (https://www.subsim.com/radioroom/showthread.php?t=81342)

Fahnenbohn 01-10-16 07:07 AM

Quote:

Originally Posted by Fahnenbohn (Post 2371996)
EDIT : And we should find a way to send an audible signal between us (like a morse message) when we want to communicate, because I don't want to wait hours in front of my screen without any action (time compression is impossible during MP missions.

What I would like : in a multiplayer mission, by sending a message from the U-Boot's radio room, other human U-Boots are able to receive the message. I'm sure this is possible to do. But I don't know how. Maybe this is an easy hardcode fix to do. Fader Berg ? :D

ExFishermanBob 01-10-16 08:14 AM

Quote:

Originally Posted by Fahnenbohn (Post 2372089)
What I would like : in a multiplayer mission, by sending a message from the U-Boot's radio room, other human U-Boots are able to receive the message. I'm sure this is possible to do. But I don't know how. Maybe this is an easy hardcode fix to do. Fader Berg ? :D

Fader and I had a discussion regarding the in-game messaging (to link it with the radio-text exchange): although we suspect that it can be triggered, there are problems to do with the save mechanism (to the various logs) which require experimentation. SH3 only seems to write the log files upon exit (or save and exit).

Fahnenbohn 01-10-16 08:25 AM

Quote:

Originally Posted by ExFishermanBob (Post 2372110)
Fader and I had a discussion regarding the in-game messaging (to link it with the radio-text exchange): although we suspect that it can be triggered, there are problems to do with the save mechanism (to the various logs) which require experimentation. SH3 only seems to write the log files upon exit (or save and exit).

I don't understand very well... you are talking about singleplayer patrols, isn't it ?

ExFishermanBob 01-11-16 02:16 AM

Quote:

Originally Posted by Fahnenbohn (Post 2372115)
I don't understand very well... you are talking about singleplayer patrols, isn't it ?


Ah, yes, I forgot that there is in-game chat in the multiplayer setup.

Fahnenbohn 01-11-16 07:32 AM

Quote:

Originally Posted by ExFishermanBob (Post 2372326)
Ah, yes, I forgot that there is in-game chat in the multiplayer setup.

Yes, I know, my friend ! But this is not adapted for a long MP mission. Why ? Because :

1 - there may be some long periods of inaction during which I am doing something else (eg, reading a book) - so I need a sonor signal (DT .. DT .... bip bip biip biip bip biiip bip ... new message Herr Kaleun !!!!!)
2 - the messages are going to be long, and there is not enough place on a single line
3 - moreover, you don't have time to read them carefully
4 - and messages are important and need to be written somewhere
5 - message should not be received when the U-Boot is deep underwater.

But I see another way to communicate :

1 -> sonor signal = 3 beeps on Tunngle (you have to learn how to do this), then one minute to let players return in the game.
2 -> several lines, message starting by "here U-109, position AA-XXXX, etc."
3 -> simple informations on separate lines (in-game chat)
4 -> write the messages on a piece of paper, or notepad, or Tycho's in-game Notepad ..... no !!!!! no mods in MP missions !!!!!!!!
5 -> not simulated

Or this way : messages written on Teamspeak, with an enough powerful sonor signal.

What do you think, my comrades ?

Fahnenbohn 01-11-16 10:05 AM

Quote:

Originally Posted by ExFishermanBob (Post 2372110)
SH3 only seems to write the log files upon exit (or save and exit).

In fact, you are saying to me that messages_en.txt can't be edited, then reloaded in the game's memory during the mission ?

ExFishermanBob 01-12-16 02:10 AM

Quote:

Originally Posted by Fahnenbohn (Post 2372410)
In fact, you are saying to me that messages_en.txt can't be edited, then reloaded in the game's memory during the mission ?

Not without a patch of some kind - I've experimented with a 'normal' system. My thought was that triggering a reload might be possible, but we would need to test a lot to see what happens: for instance, would SH3 reset internal counters, etc., following the reload (e.g. if the messages file now contained extra lines, and so on). Because of the amount of testing needed, any patch was deferred until there was time to work upon it: it might not matter for m/user play, of course.

Fahnenbohn 01-12-16 09:54 AM

Quote:

Originally Posted by ExFishermanBob (Post 2372614)
Because of the amount of testing needed, any patch was deferred until there was time to work upon it: it might not matter for m/user play, of course.

I would be ready to test, but I guess I'm supposed to master concepts about code, exe editing, and so one ...


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