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Old 09-16-20, 08:24 AM   #1
Macgregor the Hammer
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Beautiful work!!
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"It's impossible to make anything fool proof....Fools are too ingenious!"
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Old 09-16-20, 09:18 AM   #2
vdr1981
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OK, you can send me the files on PM Kapuhy. I'll check what's going on...
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Old 09-16-20, 06:12 PM   #3
vdr1981
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NKC_Moygannon is fixed to work perfectly with all other units , don't worry...

Now this is interesting - as soon as I add other tweaked sim file from "old" ships, same problems occurs immediately...



I'm starting to think that the game engine will, from some reason, somehow confuse if some controller files are saved on different PC-ies?!


I guess I'll be able to fix this problem as well... I'll upload the files tomorrow, it's really late here now.


BTW, new raised quarterdeck looks awesome, great work !
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Old 09-17-20, 01:33 AM   #4
kapuhy
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Quote:
Originally Posted by vdr1981 View Post
NKC_Moygannon is fixed to work perfectly with all other units , don't worry...
Wow that was quick thanks!

Quote:
Originally Posted by vdr1981 View Post
I'm starting to think that the game engine will, from some reason, somehow confuse if some controller files are saved on different PC-ies?!
That would be... weird but certainly seems like it. Easy way to test it - I'll try today after work: take your files, resave on my computer without any actual changes, run rendering test again. If ctd occurs your theory is true.

Edit: and if true, this would explain so many mod conflicts in SH5...

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Originally Posted by Macgregor the Hammer View Post
Beautiful work!!
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Originally Posted by vdr1981 View Post
BTW, new raised quarterdeck looks awesome, great work !
Thanks

Last edited by kapuhy; 09-17-20 at 02:14 AM.
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Old 09-17-20, 07:28 AM   #5
vdr1981
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Quote:
Originally Posted by kapuhy View Post
I'll try today after work: take your files, resave on my computer without any actual changes, run rendering test again. If ctd occurs your theory is true.
You'll have to change at least something in order to make controllers "red", otherwise there won't be anything for saving. For example, change max speed from 10 to 10.1 and save. Or , you can change to 10.1 and then revert back to 10 and save again. The point is to make controllers to turn "red" and then save...


Anyway, your files are ready and work perfectly in my (even more stressful) rendering test!


I'll send you PM in a few minutes.


You'll noticed that I've changed quarterdeck's type to 108 (rare cargo ships, instead of 102). I don't think that such a small vessel would be commonly seen in large transatlantic convoys, for which type 102 is primarily intended, but If you tend to disagree please let me know.
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Old 09-17-20, 02:32 PM   #6
kapuhy
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So, I did the test and indeed it seems saving ship files is system-sensitive

Here's exactly what I did:
- I ran rendering test for files you sent me: all OK
- then I changed speed of FBML from 20 to 15 and back to 20 to make sim file "red"
- saved sim file
- ran the rendering test again, this time I game CTD's at Japanese Subchaser

I wanted to see it it's just my ships so I reverted back to your FBML files and repeated the procedure this time with stock Bismark. Again, after resaving sim file on my computer I got CTD at Japanese Subchaser.

So, for now, it seems the only reliable way to ensure any new mod is TWoS compatible is to send you the mod files to resave on your system

Edit: It would be interesting to see if the same applies to others as well, for that we'd need a volunteer with TWoS 2.2.20 installed to do the same experiment and see if resaving files will also make his/her game crash on test.

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Originally Posted by vdr1981 View Post
You'll noticed that I've changed quarterdeck's type to 108 (rare cargo ships, instead of 102). I don't think that such a small vessel would be commonly seen in large transatlantic convoys, for which type 102 is primarily intended, but If you tend to disagree please let me know.
No, it's all right. Ideally, this kind of ship should be seen in coastal traffic and in short-sea trade (routes like Britain to Norway, Southern Europe through Mediterranean to North Africa, South to North America through Caribbean and such) and not at all in transatlantic convoys, but this would first require expanding existing coastal lines and groups and I didn't want to meddle with campaign files too much as I don't fully grasp how they work.

If you'd like to expand coastal traffic layer in the future, I can search for some historically used routes by such small ships around the world.

Last edited by kapuhy; 09-17-20 at 02:56 PM.
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Old 09-18-20, 03:13 AM   #7
vdr1981
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Quote:
Originally Posted by kapuhy View Post
So, I did the test and indeed it seems saving ship files is system-sensitive

Here's exactly what I did:
- I ran rendering test for files you sent me: all OK
- then I changed speed of FBML from 20 to 15 and back to 20 to make sim file "red"
- saved sim file
- ran the rendering test again, this time I game CTD's at Japanese Subchaser

I wanted to see it it's just my ships so I reverted back to your FBML files and repeated the procedure this time with stock Bismark. Again, after resaving sim file on my computer I got CTD at Japanese Subchaser.

So, for now, it seems the only reliable way to ensure any new mod is TWoS compatible is to send you the mod files to resave on your system
This is very strange indeed but it's the way it is... I'd really like to hear Jeff's opinion regarding this...


Quote:
Here's exactly what I did:
- I ran rendering test for files you sent me: all OK
- then I changed speed of FBML from 20 to 15 and back to 20 to make sim file "red"
- saved sim file
- ran the rendering test again, this time I game CTD's at Japanese Subchaser
...and if you "skip" the subchaser, then the game will CTD on some other unit. If you skip that random unit as well, then the appearance of some next random unit will CTD the game, and so on...

Last edited by vdr1981; 09-18-20 at 03:22 AM.
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