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Old 08-01-20, 01:15 PM   #31
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   #32
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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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Old 08-02-20, 07:24 AM   #33
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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   #34
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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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Old 08-04-20, 01:53 PM   #35
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Quote:
Originally Posted by kapuhy View Post
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
That's good to hear.



Small note regarding RC3 update I sent you, It's identical to official update I've uploaded today, only change log differs...
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Old 08-26-20, 02:14 AM   #36
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U-31 reports: new British ship type sighted off Irish coast:



It's estimated it will be ready for mass production in about a week, after sea trials are complete
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Old 08-26-20, 02:37 AM   #37
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Soon there will be more cargo on the sea than destroyers.
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Old 08-26-20, 03:36 AM   #38
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Soon there will be more cargo on the sea than destroyers.
Well, I have some escort blueprints stashed on my hard drive so should the Navy request it my shipyard is ready...
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Old 09-16-20, 07:31 AM   #39
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So, the new ship - a typical British raised quarterdeck steamer - is basically ready for relase, but during testing I encountered a bug that in some cases might cause CTD when rendered together with certain other TWoS units and I am postponing relasing it until I'm certain it's fixed. Here's screenshot of how it looks in game:



Meanwhile, I've laid down keels of three new ships - two passenger and one cargo. Progress so far:

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Old 09-16-20, 08:24 AM   #40
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Beautiful work!!
__________________
"It's impossible to make anything fool proof....Fools are too ingenious!"
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Old 09-16-20, 09:18 AM   #41
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OK, you can send me the files on PM Kapuhy. I'll check what's going on...
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Old 09-16-20, 06:12 PM   #42
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NKC_Moygannon is fixed to work perfectly with all other units , don't worry...

Now this is interesting - as soon as I add other tweaked sim file from "old" ships, same problems occurs immediately...



I'm starting to think that the game engine will, from some reason, somehow confuse if some controller files are saved on different PC-ies?!


I guess I'll be able to fix this problem as well... I'll upload the files tomorrow, it's really late here now.


BTW, new raised quarterdeck looks awesome, great work !
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Old 09-17-20, 01:33 AM   #43
kapuhy
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NKC_Moygannon is fixed to work perfectly with all other units , don't worry...
Wow that was quick thanks!

Quote:
Originally Posted by vdr1981 View Post
I'm starting to think that the game engine will, from some reason, somehow confuse if some controller files are saved on different PC-ies?!
That would be... weird but certainly seems like it. Easy way to test it - I'll try today after work: take your files, resave on my computer without any actual changes, run rendering test again. If ctd occurs your theory is true.

Edit: and if true, this would explain so many mod conflicts in SH5...

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Beautiful work!!
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BTW, new raised quarterdeck looks awesome, great work !
Thanks

Last edited by kapuhy; 09-17-20 at 02:14 AM.
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Old 09-17-20, 07:28 AM   #44
vdr1981
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Originally Posted by kapuhy View Post
I'll try today after work: take your files, resave on my computer without any actual changes, run rendering test again. If ctd occurs your theory is true.
You'll have to change at least something in order to make controllers "red", otherwise there won't be anything for saving. For example, change max speed from 10 to 10.1 and save. Or , you can change to 10.1 and then revert back to 10 and save again. The point is to make controllers to turn "red" and then save...


Anyway, your files are ready and work perfectly in my (even more stressful) rendering test!


I'll send you PM in a few minutes.


You'll noticed that I've changed quarterdeck's type to 108 (rare cargo ships, instead of 102). I don't think that such a small vessel would be commonly seen in large transatlantic convoys, for which type 102 is primarily intended, but If you tend to disagree please let me know.
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Old 09-17-20, 02:32 PM   #45
kapuhy
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So, I did the test and indeed it seems saving ship files is system-sensitive

Here's exactly what I did:
- I ran rendering test for files you sent me: all OK
- then I changed speed of FBML from 20 to 15 and back to 20 to make sim file "red"
- saved sim file
- ran the rendering test again, this time I game CTD's at Japanese Subchaser

I wanted to see it it's just my ships so I reverted back to your FBML files and repeated the procedure this time with stock Bismark. Again, after resaving sim file on my computer I got CTD at Japanese Subchaser.

So, for now, it seems the only reliable way to ensure any new mod is TWoS compatible is to send you the mod files to resave on your system

Edit: It would be interesting to see if the same applies to others as well, for that we'd need a volunteer with TWoS 2.2.20 installed to do the same experiment and see if resaving files will also make his/her game crash on test.

Quote:
Originally Posted by vdr1981 View Post
You'll noticed that I've changed quarterdeck's type to 108 (rare cargo ships, instead of 102). I don't think that such a small vessel would be commonly seen in large transatlantic convoys, for which type 102 is primarily intended, but If you tend to disagree please let me know.
No, it's all right. Ideally, this kind of ship should be seen in coastal traffic and in short-sea trade (routes like Britain to Norway, Southern Europe through Mediterranean to North Africa, South to North America through Caribbean and such) and not at all in transatlantic convoys, but this would first require expanding existing coastal lines and groups and I didn't want to meddle with campaign files too much as I don't fully grasp how they work.

If you'd like to expand coastal traffic layer in the future, I can search for some historically used routes by such small ships around the world.

Last edited by kapuhy; 09-17-20 at 02:56 PM.
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