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Old 07-31-20, 04:51 PM   #1
kapuhy
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Update: new ship added - Coastal Tanker:







Based on - still surviving - American tanker Mary A. Whalen built in 1938:

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Old 08-01-20, 04:22 AM   #2
vdr1981
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You Kapuhy are creating SH5 history!
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Old 08-01-20, 05:09 AM   #3
Muckenberg
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Good day
Thank you very much for your amazing work. Do you think that you will ever build large ocean-going ships?
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Old 08-01-20, 08:09 AM   #4
Texas Red
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Quote:
Originally Posted by kapuhy View Post
Update: new ship added - Coastal Tanker:







Based on - still surviving - American tanker Mary A. Whalen built in 1938:

Will I need to redownload the mod to get the new ship?
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Old 08-01-20, 09:08 AM   #5
kapuhy
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Quote:
Originally Posted by the beast View Post
Will I need to redownload the mod to get the new ship?
I'm afraid so - I simply replaced old package with the updated one - though if you prefer, I can pack and upload separately only files containing the new ship.

Quote:
Originally Posted by Muckenberg View Post
Good day
Thank you very much for your amazing work. Do you think that you will ever build large ocean-going ships?
I see no reason why not, though I will certainly finish my current coaster pack first.

The thing with larger ships is that thanks to vdr1981's efforts there's a great selection of them already in TWoS (though it would be nice to convert some of imported ships to .gr2 format like Rosomaha did with C3 Cargo recently). Coasters, on the other hand, were completely missing from stock game and still underrepresented in TWoS (which has a variety of fishing boats and then roster pretty much "jumps" to ships around 1800-2000 GRT).

If I'm to make a completely new larger ship model, I'd like it to be type of ship that is not currently featured and yet was often seen on seas during WW2.

Last edited by kapuhy; 08-01-20 at 02:45 PM.
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Old 08-01-20, 09:09 AM   #6
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   #7
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   #8
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   #9
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   #10
vdr1981
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Quote:
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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