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Old 08-01-20, 09:09 AM   #1
vdr1981
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Kapuhy, please note that I had to enhance your TWoS v2.2.19 fix with few files from "Sea" folder in order get rid of previously mentioned "mysterious" conflicts and CTDs. The files are basically the same, the only difference is that I had to change first line in fx files to "none" in order to re-save them with goblin editor... Here is the link http://www.mediafire.com/file/80wbuv...r1981.rar/file
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Old 08-01-20, 09:31 AM   #2
kapuhy
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Originally Posted by vdr1981 View Post
Kapuhy, please note that I had to enhance your TWoS v2.2.19 fix with few files from "Sea" folder in order get rid of previously mentioned "mysterious" conflicts and CTDs. The files are basically the same, the only difference is that I had to change first line in fx files to "none" in order to re-save them with goblin editor... Here is the link http://www.mediafire.com/file/80wbuv...r1981.rar/file
Thanks! I'll compare these and include your fix in my upload. Any way I can replicate these conflicts/CTD's? What you did esentially disables SH5 fire/explosion FX, so I want to be able to replicate the problem in order to - hopefully - find a solution that would allow to keep the FX and not have any conflicts.
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Old 08-01-20, 09:59 AM   #3
vdr1981
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Originally Posted by kapuhy View Post
Thanks! I'll compare these and include your fix in my upload. Any way I can replicate these conflicts/CTD's? What you did esentially disables SH5 fire/explosion FX, so I want to be able to replicate the problem in order to - hopefully - find a solution that would allow to keep the FX and not have any conflicts.
I'm afraid that it isn't only the fx files that can cause the problem. For example, I was testing your NOC_Mary little bit before in TWoS v.2.2.20 and it turns out that I have to "resave" sim, zon and fx files in goblin in order to eliminate game crash when NOC_Mary is rendered after all other included air/sea/land units. Why is this so, I have no idea honestly...


Anyway, I have already prepared v2.2.20 update for TWoS which will allow all new units (stock, your's, Rosomaha's and mine) to work in perfect "harmony" and without CTDs in various test scenarios. There will be a lot of "re-saved" files there, including all fx files from the stock game as well.

Then I'll create special "all units museum rendering test" mod which will allow you to quickly and easily test newly added units.
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Old 08-01-20, 01:15 PM   #4
kapuhy
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Originally Posted by vdr1981 View Post
I'm afraid that it isn't only the fx files that can cause the problem. For example, I was testing your NOC_Mary little bit before in TWoS v.2.2.20 and it turns out that I have to "resave" sim, zon and fx files in goblin in order to eliminate game crash when NOC_Mary is rendered after all other included air/sea/land units. Why is this so, I have no idea honestly...
SH5 moves in mysterious ways...

When C3 files needed resaving in Goblin I assumed it was because they were initially created in S3D, but Mary was made in Goblin/Gr2Editor exclusively so something else is at play here. Did NOC_Ben and NKC_Grisou also give you these problems? These two ships don't have FX files at all and they weren't based on NRTW template so that could narrow down the issue.

Anyway, with 2.2.20 update coming, I'll wait with any changes until it's out, and then I think I will keep two versions of my mod separately downloadable: a full "stock" version and a small "only the things I've added since last TWoS update" patch for anyone who plays TWoS and wants to test new ships as they appear
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Old 08-01-20, 05:53 PM   #5
vdr1981
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Originally Posted by kapuhy View Post
SH5 moves in mysterious ways...

When C3 files needed resaving in Goblin I assumed it was because they were initially created in S3D, but Mary was made in Goblin/Gr2Editor exclusively so something else is at play here. Did NOC_Ben and NKC_Grisou also give you these problems? These two ships don't have FX files at all and they weren't based on NRTW template so that could narrow down the issue.

Anyway, with 2.2.20 update coming, I'll wait with any changes until it's out, and then I think I will keep two versions of my mod separately downloadable: a full "stock" version and a small "only the things I've added since last TWoS update" patch for anyone who plays TWoS and wants to test new ships as they appear

In veeeery mysterious ways indeed ...
I'll try to upload tomorrow RC version of v2.2.20 update and the museum rendering mod I was talking about. I'll also then explain to you in details how to use it and to replicate these problems.



I doubt that we will ever find real explanation for what is going on without some real programmer with SH5 experience, but in the end it doesn't really matter. We learned to track down, isolate and fix the problem and that's all we need for stable gameplay.
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Old 08-02-20, 07:24 AM   #6
vdr1981
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OK Kapuhy here we go.


You can find on this link RC3 version of the upcoming v2.2.20 update and the test mod we were talking about...https://www.mediafire.com/file/ibthu...apuhy.rar/file


Install the v2.2.20 update as usual and activate optional mods you wish.

Add manually "Kiel+Museum rendering test" mod to your JSGME and activate it last in your list.


From this moment on, your "World" nation in the museum is set to display ALL available air and sea units, including env units, landing crafts, lifeboats ect which usually wouldn't be shown in the museum.


Several Land units which couldn't be displayed in the museum will be rendered in special historical mission called "Kiel_VIIC rendering test+Land Units" which is now added to your game. The Kiel harbor it self is also important part of the test as well.



Now, how to perform rendering test:


- First, enter the game and start historical mission "Kiel_VIIC rendering test+Land Units". Select full speed ahead, ask navigator to return to course and use TC until you reach last way point (it's OK to use nav map view).
Exit to main menu...


- Now, enter Museum and scroll down to "World" nation which now contains all remaining units. Prepare for a lot of clicking and check all units from left to right, all the way to last airplane. (U-Flak may need some time to load and one iceberg may have problems with cameras but this is nothing to worry about).


And there you have it, the units rendering test is complete.
By doing all of this dance, you have effectively simulated one long patrol with a departure from the "heaviest" harbor in the game (Kiel) with the encounter of all available units and objects.



If you use TWoS v2.2.20 only you should pass this test without problems.


Now, for a start, replace Sea/NOC_Mary files from TWoS with your original files and repeat the rendering test again. You'll see that the game will CTD at some point, after the coastal tanker have been rendered in the museum...
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Old 08-03-20, 01:19 AM   #7
kapuhy
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OK Kapuhy here we go.
Thanks Downloaded the file, will try it out later today.

Edit: From a quick look, contrary to what I thought your fix did not disable Coastal Tanker's SH5 effects, that's very good news. Seems you found a way to fix this without losing any functionality whatsoever

Last edited by kapuhy; 08-04-20 at 02:34 AM.
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