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Old 05-07-23, 02:43 PM   #1
D-Jones
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Default Mission Editor?

Is there a decent guide for the mission editor? I'm running TMO and RSRDC. Problem is that there are A LOT of single merchants to make sleep with the fish till VJ Day but, seemingly, very few convoys/escorts after the first year of the war. Without RSRDC, TMO's just the opposite. Too many escorts with superhuman ability (if you can find one). That's been my experience anyway. A mod that addresses this would be even better.

Any help would be appreciated.
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Old 05-07-23, 03:11 PM   #2
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Originally Posted by D-Jones View Post
Is there a decent guide for the mission editor? I'm running TMO and RSRDC. Problem is that there are A LOT of single merchants to make sleep with the fish till VJ Day but, seemingly, very few convoys/escorts after the first year of the war. Without RSRDC, TMO's just the opposite. Too many escorts with superhuman ability (if you can find one). That's been my experience anyway. A mod that addresses this would be even better.

Any help would be appreciated.
lol. not really. it comes down to picking up a few hints and practicing.
there is a page from a few years ago that should get you started.
https://www.subsim.com/radioroom/sho...d.php?t=232899

i think i have a copy of the SH3 ME User Guide and when i find it i will upload it and post the link. it provides some help and that is all i will say.
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Old 05-07-23, 03:27 PM   #3
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Here is the one from SH3 that Nordfront did years ago:

Silent Hunter III Mission Editor User's Guide a pdf file. That is a temporary link, so get it while it's hot! lol - one of these days, we'll get around to adding more to that for SH4 compatibility. Most of it does apply in SH4, other than the "Mission" "Parameters" portion of the app, though it is still basically the same, just broken into separate sections for SH4.
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Old 05-07-23, 06:43 PM   #4
KaleunMarco
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Here is the one from SH3 that Nordfront did years ago:

Silent Hunter III Mission Editor User's Guide a pdf file. That is a temporary link, so get it while it's hot! lol - one of these days, we'll get around to adding more to that for SH4 compatibility. Most of it does apply in SH4, other than the "Mission" "Parameters" portion of the app, though it is still basically the same, just broken into separate sections for SH4.
here is another set of ME Help Guides.
one by Ranger and the other by me. (not ME)(lol)
https://www.subsim.com/radioroom/dow...o=file&id=6327
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Old 05-07-23, 11:32 PM   #5
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Thanks for the replies. I'm going to check it out.

Incidentally, I've never tried FotRS, mainly because it keeps crashing. Two questions-does it somewhat address the merchant/convoy "problem"? And--how does LAA work? Do you just drop it in the folder?

Thanks.
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Old 05-08-23, 05:03 AM   #6
Otto Harkaman
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^ thank you for the links to the help guides

Opened the .mis file with a file editor, seems to be to my untrained eye .xml style code? Mission editor nothing under the help menu.
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Old 05-08-23, 06:50 AM   #7
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Quote:
Originally Posted by D-Jones View Post
Thanks for the replies. I'm going to check it out.

Incidentally, I've never tried FotRS, mainly because it keeps crashing. Two questions-does it somewhat address the merchant/convoy "problem"? And--how does LAA work? Do you just drop it in the folder?

Thanks.
All LAA does is set a bit in the header of the 32-bit executable file, that tells Windows that the involved application is able to address "flat" memory in excess of 2 gigabytes. It doesn't actually give more RAM to use, but Windows does give it more in the shared sandbox that Windows creates for all 32-bit apps. This is an important point about Windows and RAM. You should only have SH4 (3 or 5) running when playing the game, and hopefully, anything running in the systray is a 64-bit app, or is "killed", which then allows SH4 the whole "sandbox" (a segregated area of the computer RAM that Windows makes. This does insinuate that you need at least 4 gig of RAM on a 64-bit Windows OS.

If you downloaded Fall of the Rising Sun Ultimate (FotRSU), then the LAA (Large Address Aware) applet is in the root folder of the mod, as is JSGME and MultiSH4. The 4Gig Patch applet (similar to LAA) is in the "ModName \Extras \AddInToolsPak" folder, which can be dragged or copied into the same place as LAA is. Using either app, you first make certain the SH4.exe file is writeable by right-clicking on the SH4.exe file in the root of your game folder, choosing "Properties" from the bottom of the context menu that comes up, and looking in the bottom section on that first "General" tab to see if the "Read-only" tick box is clear. If there is a checkmark in it, left-click on it to clear it, and OK your way out. Then run LAA or the 4Gig Patch, navigate your way in its dialog to the game folder, select the SH4.exe file, and either "Open" in 4Gig Patch, or "Open" and then put a check mark in the tick box for "Check this box to enable the application..." and "Save" that. The 4Gig Patch will give you a small dialog box that will either confirm it worked, or that there was a problem. LAA does not. You can open LAA again though, to look at that tick box and see what it shows. If it is still empty, check the Attributes on the SH4.exe again, and be certain the "Read-only" is cleared. For more install help and/or activation, see the first post in the [REL] Fall of the Rising Sun Ultimate thread, or post questions there.



Quote:
Originally Posted by Otto Harkaman View Post
^ thank you for the links to the help guides

Opened the .mis file with a file editor, seems to be to my untrained eye .xml style code? Mission editor nothing under the help menu.
Somewhat. But mostly just plain text with those [Unit #] and / or [Group #.Unit #] sections just signifying "headers", and interpreted by the game as places to look for, in addition to the "Waypoint" sections. There is a file [Mission] header that controls all basic "dating" and "time of day" in the particular file, in addition to the weather encountered. There is also a closing [EditorParams] section that is an undocumented segment that must be there. My assumption is that it signifies either where you first started adding elements to the mis file, or where you quit adding elements. Besides signifying the end of the file, that might be used by the DynamicMiss.cfg portion of the game when a player calls in a Status Update and attempts to get a new assignment.
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