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Old 10-20-09, 08:46 PM   #106
peabody
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Quote:
Originally Posted by WEBSTER View Post
what do you mean by these statements?

SM126 doesn't crash but gives random group error

sm129 appears to be 1.4 (the yamato and iowa issue)

please give more details about what you found and whats not working because both of these crash in mission editor
Change the Yamato and Iowa to type 20.

Random Group error, one or more ships in the group is wrong but the group may still spawn. For example I have a AI Porpoise MOD for the Japanese Campaign, if I forget to load it before working on the mission it will generate the error but load anyway. I was doing a test, creating a Single Mission from a Random Group Layer and just ignored the error since it didn't affect what I was doing and the game replaced the AI Porpoise with 2 Iowa BBs . That will make your eyes open when they show up.

One error I found is a Destroyer Escort and Japan does not have any so you not only have to change the ship, you have to change the type from 3 to 4.

I just PMed Webster:
Quote:
Fixed:
Ambon Supplies
Bohol Sea Encounter
Southbound Convoys
Yellow Sea

One mission:
Battle of Suriago Strait is written for the Playable Fuso BB (my MOD, but I did not write the mission, it should work with the Fuso, Kongo or Maya MODS)

SM110 Appears to be fixed, but also appears to have been written in 1.4 so it will not load into the Mission Editor, but I am playing it and testing, I did change a boat or 2, don't remember exactly.

SM123
SM133
SM134
Also appear to be 1.4. I will finish checking the ships used.

If these lines are missing at the bottom of a Unit then it was most likely written with 1.4 and will not load into Mission Editor 1.5:

SecondsUntilReport=-38.678677
HighPrioContact=false

TacticalUnit=false
AvailStartDate=19380101
AvailEndDate=19451231


So there may be some incompatible ships but you can't tell by just loading into the Mission Editor.
As for the 9, I was only going by the missions that Webster posted as crashing.

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Old 10-20-09, 08:55 PM   #107
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What does that green text mean exactly?

And 134 is (I believe) fixed. It now loads in the mission editor. I changed one boat (a DD) and the large euro liner was mis-typed as 103 and should have been 109 it loads now in editor.
I am wondering if the liner is another type change from 1.4 to 1.5. I'm going to post a thread and see if someone out there has a 1.4 installed and can peek at the liner file for me. If it is it will be another item on the alert list for converting old missions to 1.5 and such.
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Old 10-20-09, 10:17 PM   #108
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Quote:
Originally Posted by Starforce2 View Post
What does that green text mean exactly?

And 134 is (I believe) fixed. It now loads in the mission editor. I changed one boat (a DD) and the large euro liner was mis-typed as 103 and should have been 109 it loads now in editor.
I am wondering if the liner is another type change from 1.4 to 1.5. I'm going to post a thread and see if someone out there has a 1.4 installed and can peek at the liner file for me. If it is it will be another item on the alert list for converting old missions to 1.5 and such.
I'll post what I have, we seem to be working on the same stuff, so I'll post those ones I have fixed.

The green text means it's moldy.

SecondsUntilReport=-38.678677
You can set a ship to report it's location with a square on the map.

HighPrioContact=false
If you set a ship as a High Priority contact it puts a red star at it's location.
TacticalUnit=false
You can set up unit to be "Tactical" under certain circumstances, so you can call in assistance or send out a scout planes etc.

AvailStartDate=19380101
AvailEndDate=19451231

If this is used and I'm not sure it is, it is probably when the ship is able to start if you don't start it at the beginning of the mission, but possibly spawn it in response to a trigger. For example triggering a DD to spawn when you enter a harbor, this will tell whether it is available or not. But all the ones I have seen are the same dates, so I don't know if it is even used.

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Old 10-20-09, 10:26 PM   #109
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Quote:
Originally Posted by Starforce2 View Post
What does that green text mean exactly?

And 134 is (I believe) fixed. It now loads in the mission editor. I changed one boat (a DD) and the large euro liner was mis-typed as 103 and should have been 109 it loads now in editor.
I am wondering if the liner is another type change from 1.4 to 1.5. I'm going to post a thread and see if someone out there has a 1.4 installed and can peek at the liner file for me. If it is it will be another item on the alert list for converting old missions to 1.5 and such.


the green text lines are dates but like peabody said we arent sure how or when or if these are used but i believe when you create the mission this is what you see for the available dates to use the ship.

AvailStartDate=19380101 - year 1938 / month 01 / day 01
AvailEndDate=19451231
- 1945 / december / 31st


the v1.4 ship types are:

;Warships
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Minelayer
Type13=Auxiliary Cruiser
Type14=Special OPS Boat
Type15=Landing Craft
Type16=Elite Patrol Craft
Type17=Elite Destroyer escort
Type18=Elite Escort Carrier
Type19=Super Fleet carrier
Type20=Super Battleship

;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel
Type105=Life Raft
Type106=Survivor
Type107=Rare tanker
Type108=Rare Cargo ship
Type109=Rare Troop Transport
Type110=Environmental

;Submarine
Type200=Submarine
Type201=Replenishment Submarine
Type202=Missile Submarine
Type203=Environmental
 
Old 10-20-09, 10:27 PM   #110
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I figured I'd work backwards from the largest number.

I've fixed 133, atelast in the editor is done and I'm on 131

What unit would best replace a DE? (does stock havea DE?) I used a subchaser, but maybe a mine layer..I thought I've seen DC's on those..

Oh yes and which ship displays as "Junk" ingame?
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Last edited by Starforce2; 10-20-09 at 10:48 PM.
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Old 10-20-09, 10:44 PM   #111
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Quote:
Originally Posted by Starforce2 View Post
I changed one boat (a DD) and the large euro liner was mis-typed as 103 and should have been 109 it loads now in editor.
I am wondering if the liner is another type change from 1.4 to 1.5. I'm going to post a thread and see if someone out there has a 1.4 installed and can peek at the liner file for me. If it is it will be another item on the alert list for converting old missions to 1.5 and such.
something is fishy there because you change it from being correcty listed as a euroliner (troop transport) to a slightly different rare euroliner (rare troop transport) which is basically the same thing.

changing the ship type obviously worked but it wasnt what was incorrect.

the v1.4 ship types are:

;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel
Type105=Life Raft
Type106=Survivor
Type107=Rare tanker
Type108=Rare Cargo ship
Type109=Rare Troop Transport
Type110=Environmental
 
Old 10-20-09, 11:08 PM   #112
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ok guys, if you agree with the idea then lets do this:

so we arent duplicating the same work here lets break the list in half

restart from the begining of your list and go back over what you've done already, take your time and dont miss any typos or whatever which is easy to do when you are trying to do things too quickly always causes errors.


peabody will do missions 101 thru 117


Starforce2 wil do missions 118 thru 134


if a mission is not convertable then put it aside and we'll deal with it later


this isnt a race and its more important to get everything right then to be quick. so test run the missions to be sure all the ships show up when and where they should.


i will then reassemble this thing into one mod of confirmed to be working stock v1.5 missions


since they do work fine as they are if used as directed, i will just rename the original version of these missions as TMO+RSRDC mod only missions
 
Old 10-20-09, 11:22 PM   #113
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Quote:
Originally Posted by Starforce2 View Post
I've fixed 133, atelast in the editor is done and I'm on 131
dont just go by the editor, missions will work in the editor AND run in the game while still having a non stock ship in them that needs to be converted so you must open and read through the .mis file manually before calling it done.


JPFish01 & JPFish02 = junk or bamboo sail powered fishing boat
NFD = flying dutchman ghost ship
NF_boat = small trawler
NFishingTrawler = large trawler


DE= sub chaser or DD (i would just look at the mission and use DD in open sea and SC near land) stock has no DE for japan
 
Old 10-21-09, 12:03 AM   #114
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Quote:
Originally Posted by WEBSTER View Post
dont just go by the editor, missions will work in the editor AND run in the game while still having a non stock ship in them that needs to be converted so you must open and read through the .mis file manually before calling it done.
I have not tested all missions ever written but here is what I think to be true:

A mission will not open in the 1.5 Mission Editor if it is a 1.4 mission or if it contains a non-stock ship that is not in a Random Group.

A mission will open in the editor with a non-stock ship IF that ship is in a Random Generated Group BUT it will warn you the ship is missing and tell you what ship it is.

And BTW these are the ones that are done here if you don't want to redo them.

101
105
108
112
126
129

110 is a 1.4 mission but it does play and I had no problems with it.

122 is a mission written for the Fuso BB not a submarine. And the Fuso is a playable MOD of mine, but I did not write the mission.

Here is an error message for the mission Yellow Sea, with a Random Generated Group, it shows which ship is not available. It's the DE again.



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Last edited by peabody; 10-21-09 at 12:54 AM.
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Old 10-21-09, 01:33 AM   #115
peabody
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Quote:
Originally Posted by Starforce2 View Post
it means when I load it, there's a background popup that shows up (behind the editor in my case, check your task bar) and says random group error. (edit-after rechecking, it's that damn akikaze again)

SM129 error is explained here:
http://www.subsim.com/radioroom/show...=1#post1063616
It has to do with a type change, from 1.4 (battleship) to superbattleship in 1.5 I've not tried this fix to see if it works in practice.


Also, another question: Are there general merchants..meaning, merchants that can be jap but are not in the jap roster, IE generics used by all sides? Or are they required to be in the roster of the matching country to be used for that country?
My error window shows up in front, I wonder why yours shows up in back?

To answer your question: If a ship is Japanese flying a Japanese flag it will be in the Japan folder. If you count the ships, floatplane, survivor, lifeboats etc in the mission editor it is the same as the number in the Japan Roster. Now I think the game may use some ships 3D models for other countries but they will be listed in the other countries Roster and fly a different flag. So they may use the same ship but it has a different flag.

If you run into any, the Land units are different. Some missions have them, I don't know if these do. I sometimes put a refit station in a mission depending where and what the mission is. Land Units such as Airbases, Navalbases, Bunkers, Searchlights, Coastal Batteries etc are assigned the country when they are installed in the mission, they all use the same ones. And since you seem to be interested in missions, when you write your own, check your shore defences, some of them don't have guns in them. They are assigned a gun that does not exist in the game.

@Webster, just for your info, Starforce2 was correct in changing the 'Type' on the Huge European Liner, it is incorrectly set to 103. It is the Conte Verde and is 109.

Also on the AvailStartDate, I don't think it is what you see in the mission editor. In the editor is Entry Date and Exit Date which are different entries in the file. If you look at a file that contains a Balao, it will show AvailStartDate as the same as all the others 1938 but or course the Balao was not available until 1943. So I think those entries were suppose to be put into the boxes until you changed them, but the devs changed and did it differently and now I don't think those entries are even used. The AvailStartDate is always 1938 but the Balao put into a mission automatically puts 1943 in the Entry Date box.

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Old 10-21-09, 05:47 AM   #116
Starforce2
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Quote:
Originally Posted by WEBSTER View Post
something is fishy there because you change it from being correcty listed as a euroliner (troop transport) to a slightly different rare euroliner (rare troop transport) which is basically the same thing.

changing the ship type obviously worked but it wasnt what was incorrect.

the v1.4 ship types are:

;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel
Type105=Life Raft
Type106=Survivor
Type107=Rare tanker
Type108=Rare Cargo ship
Type109=Rare Troop Transport
Type110=Environmental
No, it was mentioned that Iowa and Yamato were changed from battleship to super battleship types for 1.5. I had someone look at the
Data\Roster\Japan\Sea\PLConteVerde.cfg for 1.4 and it says the type is 103. However, in 1.5 the type changes to 109 instead. Notice a pattern here? Largest battleship, and super sized liner? Each also have a blue marking on the mission editor infront of their name.


Also, webster's breakdown of the missions is agreable. I will do those mission numbers. And I saw another post about it not being a race and to read the mission file ect...well that is how I am doing it, I am checking class name and unit type against the cfg files found in the Data\Roster\Japan\Sea and changing bad ship types to whatever the closest stock equiv will be and yes I am remembering #2 #3 ect.
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Old 10-21-09, 09:26 AM   #117
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Quote:
Originally Posted by Starforce2 View Post
it says the type is 103. However, in 1.5 the type changes to 109 instead.
yep, i was tired and was comparing two v1.5 files side by side lol

no wonder something looked fishy
 
Old 10-21-09, 10:28 PM   #118
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I've finished my missions. How you doing on yours?

BTW, I'm not renaming them. I am going to put a notation in each mission description and a readme explaining what they are for. Since tambor is ok with editing the missions I'll do the same for FOTRS for all of them later.

On and on SM118 I decided to be evil and fill every tanker with fuel instead of cargo (whats the point of attacking tankers if they aint being used as tankers?) at any rate..should blow up nicely
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Old 10-21-09, 10:52 PM   #119
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Quote:
Originally Posted by Starforce2 View Post
I've finished my missions. How you doing on yours?

BTW, I'm not renaming them. I am going to put a notation in each mission description and a readme explaining what they are for. Since tambor is ok with editing the missions I'll do the same for FOTRS for all of them later.

On and on SM118 I decided to be evil and fill every tanker with fuel instead of cargo (whats the point of attacking tankers if they aint being used as tankers?) at any rate..should blow up nicely
I still have to do:

115
116
117

I spend most of the day working on the AI torpedo MOD that Darkfish gave to Keltos and he put it on a Somers DD and wanted someone to check it. Then some time on the Japanese Campaign, then time away from the computer, so I didn't finish yet.
I still have to check to see if they run ok, they load into the Mission Editor, but I didn't check the game yet, figured I would check that when they are done.

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Old 10-23-09, 03:35 PM   #120
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I've tested 5 so far, they've been working ok.
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