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Old 09-17-20, 01:33 AM   #1
kapuhy
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Originally Posted by vdr1981 View Post
NKC_Moygannon is fixed to work perfectly with all other units , don't worry...
Wow that was quick thanks!

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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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Originally Posted by vdr1981 View Post
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   #2
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   #3
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.

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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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Old 09-18-20, 03:13 AM   #4
vdr1981
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Originally Posted by kapuhy View Post
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
This is very strange indeed but it's the way it is... I'd really like to hear Jeff's opinion regarding this...


Quote:
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
...and if you "skip" the subchaser, then the game will CTD on some other unit. If you skip that random unit as well, then the appearance of some next random unit will CTD the game, and so on...

Last edited by vdr1981; 09-18-20 at 03:22 AM.
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Old 09-18-20, 03:42 AM   #5
kapuhy
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Originally Posted by vdr1981 View Post
...and if you "skip" the subchaser, then the game will CTD on some other unit. If you skip that random unit as well, then the appearance of some next random unit will CTD the game, and so on...
Yes, the subchaser is first of ctd-inducing units but I'm not sure they are random. I'll try experimenting but my impression right now is that there's a group of .dat format ships that would always cause ctd after any change to any gr2 unit that requires resaving is done on different computer than yours.

I also wonder what would happen if I resave, say, Bismark and japanese subchaser. Would it also cause ctd or render normally until first of these problematic units that was not resaved on another computer is rendered?

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Originally Posted by vdr1981 View Post
I'd really like to hear Jeff's opinion regarding this...
Me too. I remember back in my Fairmile thread (when I tried to make Fairmile's custom weapons in .dat format) there was an issue (and it was Jeff who made me aware of it) of Goblin generating random ID's for nodes from the file name as opposed to SH3 where those ID's were assigned permanently and would crash/cause issues when two units with the same ID for a node were rendered together. I wonder if current issue has roots in something similar.

Last edited by kapuhy; 09-18-20 at 04:41 AM.
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Old 09-18-20, 04:59 AM   #6
tonschk
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Amazing, great work and thank you!
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Old 09-18-20, 03:12 PM   #7
vdr1981
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To add to the confusion kapuhy, the game is still full of sim, zon, val and other controller files which aren't last saved by me. We still have stock files on some units and equipment, various files from different mods ect...Still, we can pass our rendering test with them?!


Until I have discovered this, the game was full of "subchasers" but at the moment when I resaved controller files of playable submarines, the CTDs dropped by something like 80%.



There is also "something" in Kiel harbor which can "squeeze" out hidden problems, and that's why it is important part of the rendering test...
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