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Old 07-31-21, 10:04 AM   #3721
KaleunMarco
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Quote:
Originally Posted by propbeanie View Post
For whatever reason (oldmanitis), I cannot find a log book mod... maybe there never was one (oldmanitis)... There is Kim Ronhof's SH4 Report generator, of which you do have to be careful with in the 'modern' Windows OS, else it will 'flag' it as a pup or worse... also, I thought I had a page in the Support folder in one of the sub-folders of a logbook page, but I apparently left that out... (oldmanitis) - if I manage to find more, I'll post back...
Kim Ronhof's Report Generator is clunky with SH4 1.5.
Some times, i can get it to run. Other times, even after i fiddle with it, no joy.
i wish i had a tool set to replace it for 1.5, but i do not.

in any case, back to the issue....the report generator is not a log that one would use during mission play, only a post-mission recap or debrief, if you will.

i am unaware of utility that we can use, during play, to log activities that are not already logged in the Message Log or Kill Log.
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Old 07-31-21, 12:45 PM   #3722
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Quote:
Originally Posted by KaleunMarco View Post
Kim Ronhof's Report Generator is clunky with SH4 1.5.
Some times, i can get it to run. Other times, even after i fiddle with it, no joy.
i wish i had a tool set to replace it for 1.5, but i do not.

in any case, back to the issue....the report generator is not a log that one would use during mission play, only a post-mission recap or debrief, if you will.

i am unaware of utility that we can use, during play, to log activities that are not already logged in the Message Log or Kill Log.
Yeah, there is... it's old school.. an oldie but still a goodie...

It's called a notebook, note pad... & it still works great.

M. M.

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Old 08-01-21, 10:52 AM   #3723
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Just wanted to say thanks for this amazing mod, with FOTRS, I've gone through a career from 42 all the way to the end of the war, at a tonnage of 960,000 I've had some exceptional failures, but each time was a learning experience, between sneaking into Truk and taking out a carrier from under the Japanese's noses, avoiding escorts and snagging a cruiser, or even bagging the Yamato. (Took all of my torpedoes tho )

Not to go on a tangent, but my favorite part of the game was that I didn't feel like the only US combatant, unlike in vanilla where it's you against the IJN, rather there's at times a plethora of Allied support, won't ever forget hitting a large convoy right outside of Rabual, diving to avoid the escorts, only to hear explosions on the surface; P40's and Catalinas! Laden with bombs they ruthlessly sent many a ship to the bottom, and distracted the escorts long enough I was able to get back to periscope depth and and send the remaining escorts to the bottom

Even after the convoy had been sunk, I spent the entire day searching and rescuing the downed airmen who were all over the area, and drifting in high seas, not gonna lie, I had a kind of attachment to my allies who most likely saved my bacon.

That experience alone is something I don't think I could ever experience in vanilla. Thank you.
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Old 08-01-21, 07:37 PM   #3724
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Glad you like it ijustwantrisingsun! That is what we are after, is that "not alone in the world" feeling, except of course, at the beginning until mid '42 anyway... because, technically, the subs were the only ones out there at first... Now, if there was only a way for the game to "reward" you for rescuing the flyboys you pickup in those situations. I'll have to "test" them further, because you might get the 150 renown points for each "survivor" picked-up... "Lifeguard" missions are a different story, and their Objective renown do count for your "score". It is still fun, even if they don't count for anything, and helps contribute to that feeling of participation. I do the same whenever possible, even if I have to wait around for nightfall.
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Old 08-02-21, 08:10 AM   #3725
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Originally Posted by propbeanie View Post
Glad you like it ijustwantrisingsun! That is what we are after, is that "not alone in the world" feeling, except of course, at the beginning until mid '42 anyway... because, technically, the subs were the only ones out there at first... Now, if there was only a way for the game to "reward" you for rescuing the flyboys you pickup in those situations. I'll have to "test" them further, because you might get the 150 renown points for each "survivor" picked-up... "Lifeguard" missions are a different story, and their Objective renown do count for your "score". It is still fun, even if they don't count for anything, and helps contribute to that feeling of participation. I do the same whenever possible, even if I have to wait around for nightfall.
i was about to ask that very question.
normally, i do not execute lifeguard missions however i am testing GFO for webster and playing things according to hoyle.
so, if a lifeguard mission is assigned and we pick up five survivors, the "objective" is met and changes from orange to gray. if we stick around and pickup another "x" number of survivors, is there point credit given? by points i mean points towards a successful mission rating (-3 to +3). renown comes later.

the follow-up question is the one you posed above: if survivors are rescued outside of a lifeguard mission, are points given towards a successful mission?
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Old 08-02-21, 08:41 AM   #3726
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Quote:
Originally Posted by KaleunMarco View Post
i was about to ask that very question.
normally, i do not execute lifeguard missions however i am testing GFO for webster and playing things according to hoyle.
so, if a lifeguard mission is assigned and we pick up five survivors, the "objective" is met and changes from orange to gray. if we stick around and pickup another "x" number of survivors, is there point credit given? by points i mean points towards a successful mission rating (-3 to +3). renown comes later.

the follow-up question is the one you posed above: if survivors are rescued outside of a lifeguard mission, are points given towards a successful mission?
I do know (from FotRSU testing) that you do indeed get the 150 renown in the "Survivor.cfg" file in the Sea folder, when within the designated Lifeguarding MapZone area, but I do not remember testing outside of any designated MapZone for any Objective given for a Lifeguard mission. I might try an experiment later today for that, when I attempt to test another iteration of the ST Radar.

I am currently attempting to build UpgradePacks for the SubName upc and the UnitParts SubName upc files, which FotRSU currently relies upon dated "Slots" in the compartments, which might be the problem with no "Upgrade", but a new start functioning correctly... we'll see what happens later today hopefully. Previous attempts have been incomplete and incorrectly implemented (I think), hence "FAILURE" was all I had... If this does work, it will be a 2-part upgrade process that we'll have to document in several places for folks to do the process correctly... it does NOT look like it is possible to do this "automatically". Fingers crossed, rabbit's foot at hand, and any sort of "good luck" talisman I can think of is in full use...
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Old 08-02-21, 11:56 AM   #3727
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Quote:
Originally Posted by propbeanie View Post
I do know (from FotRSU testing) that you do indeed get the 150 renown in the "Survivor.cfg" file in the Sea folder, when within the designated Lifeguarding MapZone area, but I do not remember testing outside of any designated MapZone for any Objective given for a Lifeguard mission. I might try an experiment later today for that, when I attempt to test another iteration of the ST Radar.

I am currently attempting to build UpgradePacks for the SubName upc and the UnitParts SubName upc files, which FotRSU currently relies upon dated "Slots" in the compartments, which might be the problem with no "Upgrade", but a new start functioning correctly... we'll see what happens later today hopefully. Previous attempts have been incomplete and incorrectly implemented (I think), hence "FAILURE" was all I had... If this does work, it will be a 2-part upgrade process that we'll have to document in several places for folks to do the process correctly... it does NOT look like it is possible to do this "automatically". Fingers crossed, rabbit's foot at hand, and any sort of "good luck" talisman I can think of is in full use...
well, good luck.
let me know if you want some help testing the new parameters/process.
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Old 08-03-21, 05:24 PM   #3728
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I've been back and forward through this a couple of times.... but I simply cannot get the MOD working.

I moved the entire STEAM library to get it away from Program Files a long time ago, so no problem there.

I set up the MOD directory, used the LAA and also downloaded DirectX9C.

Still every time I run the program with the MOD active, it loads and then exits when the red loading bar is complete? No message or anything to indicate why the heck it did so...

I'm confident I had it working in the past, but I simply cannot wrap my head around it now.

Without the MOD, it runs fine.

Any ideas?

For info, I'm using a two monitor setup, where the game usually run full screen on the primary.

Okay, I've checked the "Event Log" (if that is still the english name for it) and this is what I came up with for the crashing:

It's the SimData.DLL that is giving problems somehow (tried removing and finding a "new" online, didn't help the problem)

But this is what it comes up with:

sh4.exe
1.5.0.0
476a5ca9
SimData.dll
0.0.0.0
476a5bf5
c0000005
0001286a
22bc
01d788bd30d2650d
C:\Games\Steam\steamapps\common\Silent Hunters wolves of the pacific\sh4.exe
C:\Games\Steam\steamapps\common\Silent Hunters wolves of the pacific\SimData.dll
701be043-126c-490d-9d5c-0fc506848e5d


Fun thing is, removing the MOD, and the main game works just fine.

Last edited by SirMoric; 08-03-21 at 06:18 PM.
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Old 08-03-21, 07:29 PM   #3729
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Are you deleting the Save folder after activating the mod? This is found in "C:\Users \UserName \Documents \SH4" by default, whatever your log-in "UserName" is. Are you properly activating LAA or the 4Gig Patch on the SH4.exe? Do you see a splash screen like in the left side of my signature below?
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Old 08-03-21, 08:02 PM   #3730
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Quote:
Originally Posted by propbeanie View Post
Are you deleting the Save folder after activating the mod? This is found in "C:\Users \UserName \Documents \SH4" by default, whatever your log-in "UserName" is. Are you properly activating LAA or the 4Gig Patch on the SH4.exe? Do you see a splash screen like in the left side of my signature below?
The save folder is deleted after activating the MOD.

I activate the LAA, insert the SH4.exe, and tick the box.... press save.... and then it should be fine, right?

The splash screen is not the one I see.... I still see the UBOAT missions splash screen. But I do see the Yamamoto citation right before the splash screen though?

Thinking about it, could steam be messing with the modding?
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Old 08-03-21, 08:31 PM   #3731
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If the SH4.exe file is write-protected, you won't get an error message from LAA. Run LAA a 2nd time, load the SH4.exe back in, and look at the tick box to see if it did indeed stay. If it is empty again, then you have to set the SH4.exe file to write-enabled, which would entail unticking the "Read-only" tick box on its Windows Properties page.

The fact that you are not getting the splash screen would indicate that you might not have a correct folder structure in the MODS folder. If you have the "100_FalloftheRisingSun_Ultimate..." 7-Zip file in the MODS folder, you can right-click on it and choose "Extract here" from the context menu, and you will end up with a correct folder structure. If you instead used a different method, you might have ended-up with a double folder, which means that the mod is not being activated properly. You should have

GameFolder \MODS \100_FalloftheRisingSun...
.................................................. ............... \Data
.................................................. ............... \Support

you might have something like

GameFolder \MODS \100_FalloftheRisingSun... \100_FalloftheRisingSun...

Look in your GameFolder now, and if you see the 100_FalloftheRisingSun... folder in there, that is probably your problem.
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Old 08-04-21, 07:20 AM   #3732
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The MOD solder is setup correctly, I've checked multiple times. And yes, just unpacking you get the folder in folder thingy, but I corrected that.

The SH4.exe is not write protected, when I run LAA on it it still shows the tick.

My entire STEAM library was moved out of the Program Files folder a long time ago, and placed in a C:\games... etc. etc., just to avoid the problems with write protection.

Okay, I'll try removing everything and installing again (fortunately the internet is fast as hell)
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Old 08-04-21, 07:44 AM   #3733
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Well, if the stock game works fine, and your MODS folder structure is good, after emptying the Save folder and properly activating LAA, you should be good to go, but if you don't get that Balao Class boat (USS Sea Devil, screen shot courtesy of cdrsubron7) surfacing in the sunrise splash screen, then something is not quite right in the mod set-up.

I just happened to think (and it hurts!)... On my one Windows 10 install, my Save folder does NOT go into the Documents folder, but is found in the root of the drive instead. Normally, the Save folder would be as I mentioned previously, but I use MultiSH4 to create unique Save folders for several game installs, and the SH4 save folder is in the usual place, but the Save folder for TMO and FRS are in the root D:\ folder, which is where my Game folder is, such that I have C:\TMO and C:\FRS for those two installs. I don't know if that is a Windows 10 thing for this computer, or a Windows 10 versus MultiSH4 thing, or just some fluke of a mess-up one of them did, but look for your Save folder in the root of your Games folder drive. Of course though, dds files usually are not "rolled back" or kept by Windows if something goes wrong with deleting the Save data...

Also, there are some pdf docs in the Support folder of the mod, and they range from the basic to the over-complex, verbose, boring stuff.
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Old 08-04-21, 10:55 AM   #3734
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Tried reinstalling the game again, same problem.

Everything works fine when the game start, I get the Yamamoto citation, I see the "fall of the rising sun" intro video, with the yellow "fall of the rising sun" on screen written.

Once that is done and the game is supposed to load, I get the red bar on the original U-boat missions splash screen, and once the red bar is full.... crashes to desktop.

I've tried several times removing the entire SH4 folder in "documents", but no go.

Guess I'm just stuck here. kind of a shame, was looking forward to something from the old times.
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Old 08-04-21, 11:26 AM   #3735
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Open your game folder, then the MODS folder, then 100_FalloftheRisingSun_Ultimate... folder (doesn't matter which version you are using), then the Support folder in that, and find the "ActivatingFOTRSU.pdf" file. Double-click on that, and it should open in your default browser just fine, even if you do not have a pdf viewer app. If the un-zipped mod folder is not in there, it should be. You should NOT be seeing "... I get the red bar on the original U-boat missions splash screen..." at all - only the FotRSU splash screen with the USS Sea Devil (SS-400) surfacing in the middle, and when that finishes, you should be at the menu page. You should NOT have any issue getting to the menu page. Generally speaking, if you crash before that, then the mod is not activating correctly for whatever reason. If you crash after that when loading the 3D portion of the game, then you most likely have a DirectX issue.

One of the only other things I can think of that ~might~ be causing you an issue is the display for your computer itself - but you still should NOT be seeing the Stock splash screen, only FotRSU. While in the game folder, right-click on the SH4.exe file, and then left-click on the "Properties" choice at the bottom of that context menu. Click on the "Compatibility" tab at the top of that "Properties" window, and compare to what this is:



You will have to experiment with the settings because it is all computer dependent, but usually, you can almost guarantee yourself that you will have to click the "Change high DPI settings" on the middle window there (which is the "Properties" first page). The top window is what you get after clicking that button, and again, what you click will depend upon your computer. What you see I have clicked there is for the computer I am currently on. On one of our laptops, I also have to click the "Program DPI - Use this setting to fix scaling problems..." and then use the "User the DPI that's set for my main display when:" and then use the drop-down box and choose "I open this program". All of the settings there are dependent upon the OS Build, the video card, and the display, as to what you need to use.

The last thing is a question: What version of FotRSU are you trying to activate, or do you by chance have a version of FOTRS? This thread is for "Fall of the Rising Sun Ultimate (Edition)", while the other is the original mod "Fall of the Rising Sun" from the AOTD_MadMax team, which FotRSU is based upon - but they are two different mods. MadMax built a version of his mod (FOTRS v2.x) for SH4 v1.4, and that can and does cause issues if you attempt to use it on v1.5 of the game...

Let us know! - oh! and you do need a 64-bit version of Windows and 4Gig of RAM - at a minimum. If you don't, let us know your computer details... In the meantime, I going back into absolute frustration trying to test the ST periscope radar... sigh
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