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Post by rockinrobbins on Oct 12, 2016 14:22:49 GMT
And of course our base is v0.26 unless Privateer finds a reason we have to step back to the previous version. Reminder: the mod is in his hands now and our base mod becomes whatever comes back from him. All modifications will be to his new base mod. Of course, anyone who can help him in this are pleaded with to lend a hand.
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Post by propbeanie on Oct 12, 2016 16:01:15 GMT
I'm ~maybe~ about done with the Campaigns / Campaign folder (if I don't run into any more issues), but it would have to be checked for errors, and rather rigorously at that... The Single Missions are much easier, since you can actually give them a rather conclusive "test run" in game. You just don't know if the Campaign Layer is actually working in game. I'm letting the layers "play" in the Mission Editor now, but it takes a bit for that...
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Post by s7rikeback on Oct 12, 2016 22:29:48 GMT
All,
I finally have the Beta v0.26 running in the museum.
I have to narrow down two black skined hulls & Decks a names.cfg issue. I will publish my fixes list once updated...
Standby....
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Post by s7rikeback on Oct 13, 2016 15:03:58 GMT
And of course our base is v0.26 unless Privateer finds a reason we have to step back to the previous version. Reminder: the mod is in his hands now and our base mod becomes whatever comes back from him. All modifications will be to his new base mod. Of course, anyone who can help him in this are pleaded with to lend a hand. All, Here is an updated list of all my fixes i have completed to finally get fotrsu v0.26 working on both my systems. Be aware that some of the fixes are repeated, as i was working along the chain of installs & fixes. ************************************************ 1st Step - A clean install of Silent Hunter 1.4 + Silent Hunter 1.5 01_ Trash Removal for SH4 Stock 1.502_ File Injection for SH4 Stock 1.5************************************************ 2nd Step Was in install: 03_ FOTRSU v0.26 via JSGME 04_ Trash Removal for Fotrsu v0.2605_ File Injection for Fotrsu v0.2606_ Additional Fixes for Fotrsu v0.2607_ Sea Folder Rework Trash for Fotrsu v0.2608_ Sea Folder Rework Injection for Fotrsu v0.26************************************************ s7rikeback's Combined Sea & Folder zipNotes: Maru mod will not work properly, due to file chances within cfg & Roster files - I will have this updated later today.Same Name mod will work with these changes. Razzle Dazzle mod has been included in all changes, i can make an update for this mod if needed? All ship files, have now been named after their cfg file. All rosters also updated to match. NCA_Deutschland now fully independent of NCA_GrafSpee. ************************************************ Outstanding problems; NSHOS=Hospitalship was the cause of my CTD's and unbalanced unit types in both main sea cfg and roster files. The above sea ship also has problems showing in the museum: # Folder is the main sea folder # Roster cfg is in the RedCross Roster folder Yet the museum is not picking it up, yet picks up the other two no problems ************************************************ CLYubari= Light Cruiser Yubari Class Black guns & black top of funnel
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Post by propbeanie on Oct 14, 2016 17:45:44 GMT
I've been through cdrsubron7's SM files and passed them off to him for his review and editing. I've gone through the "stock" SM files and doing final testing now. They should be ready by this evening, unless I run into something. I've also run through the AOTD_Mad_Max SM files, but there's still a bit of double-checking to do - AND - translating. Does anyone want to volunteer to do that? Most of these missions have "Sink the Yamato" as their Objective, but don't have the BB in them, so I've gotta go through and change those to something else. I should be finished with that tomorrow, and can pass them off to someone for the translating. That would give several screens of SM files for folks to play in. I've got MadMax's missions re-named with a leading "MM" to minimize naming conflicts. I've got the "stock" files with SSM.
As for the Campaign files, they are basically done, just waiting on a few ship finalizations from s7rikeback & Privateer. My only "problem" with the campaign is the testing. I suppose it'd probably be most efficient to have the "Closed Beta Testers" (CBTs) - gotta have official sounding acronyms) concentrate on all years and aspects of the Campaign and have them try to break it, rather than trying to find issues with just a half dozen of us... ??
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Post by rockinrobbins on Oct 16, 2016 0:04:25 GMT
Wow, s7rikeback, that's amazing work: perfectly organized and documented. I'll bet even I can understand what you've done there and I am going to make a good effort to do just that.
I'm convinced that your stock cleanup will be valuable to everyone who plays the game, regardless of whether they ever play FOTRS Ultimate. Webster should incorporate it into the Game Fixes Only supermod, for instance. This is an example of what an ideal mod contribution could look like. Yikes! I'm blown away.
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Post by s7rikeback on Oct 16, 2016 0:49:36 GMT
Thanks RR,
There are more stock fixes later on. to correct errors which have been copied into FOTRSU v0.26. So i held them back until I installed the mod.
If required I can merge and serperate all the stock fixes I found:
# Mainly ghost tga files. # NCA_Deutschland and NCA_GrafSpee fighting over 3d models between stock install and fotrsu. # Bismark naming errors. # OldCorvette using wrong 3D model. # NVCE_Bogue changed after sea cfg file and roster updated to match # NKMSS_HogIsland changed after sea cfg file and roster updated to match # NKMSS_WarMelody changed after sea cfg file and roster updated to match # NKPMCS_Express changed after sea cfg file and roster updated to match # NOL_Schliemann changed after sea cfg file and roster updated to match # NOM_Paula changed after sea cfg file and roster updated to match # NPL_Conte_Verde changed after sea cfg file and roster updated to match
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Post by rockinrobbins on Oct 16, 2016 13:24:39 GMT
S7rikeback, right away, without delay, I think we should publish those stock game fixes in a separate mods thread at Subsim. This is the most important advance in the game in all the nine years of Silent Hunter 4 and everyone should benefit from it. That's 114 junk graphics files and 28 new files that have to be injected into the stock game to fix important errors in four different ships, Colorado, Fuso, New Mexico and Deutschland. This will benefit every player of the game. Would you like to post the new thread, or should I? I've only looked in detail at this first section, correcting the stock game. I've never been as impressed by such clearly organized and understandable work. Take a bow, man. Erect a shrine and sacrifice virgins in your honor!....er.....maybe not! And yes, let's go ahead and combine all the stock error fixes into the same package and release as a separate mod with all your documentation. When you say professional game developers are wrong you should trot out the evidence.
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Post by propbeanie on Oct 16, 2016 22:52:12 GMT
Rockin Robbins, I'd like to see a closed beta on what he's done in stock. Reason being, there's a lot of stuff out there with different calls to different ships. It's liable to "break" things, which were already broken, but just patched-up to work temporarily. I was in the process yesterday of starting to clean my one computer of everything we've done since July, do me a couple-three fresh, clean installs, and see what works, and what doesn't. Also, a version without Razzle Dazzle, and one with?
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Post by rockinrobbins on Oct 17, 2016 0:27:05 GMT
No problem. I'm just waiting for the unified fixes for stock so I can put an installation together. I understand that other mods, not optimized in any way, can reinstall the original stock errors. Many mods are larger than they have to be because they contain stuff already in a stock installation. If you have a corrected stock game and install those mods you've reintroduced the original errors.
So I agree. Let's see what s7rikeback posts for unified stock fixes and go from there. That's also why he said that he has some reapplications of the same fixes in his FOTRS Ultimate recipe.
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Post by propbeanie on Oct 17, 2016 1:56:30 GMT
I have re-introduced trash back into my own installs several times, quite by accident. I started looking closer at it after like beta.25, and it's uncanny how easy it is to pollute your game.
I know one thing, I wish I was half as good as s7rikeback at his documentation. I wouldn't be losing folders of work from one day to the next... |;^)
Edit: Did you see Hitman's suggestion for "modules"? I'm not certain it would work for a 'complete' Fall of the Rising Sun Ultimate, since it (the mod) does involve most of the parts we've been working on, used as a whole, but imagine, if you will, being able to hand-off the modules to other modders for inclusion into their work. As an example, s7rikeback's "Take out the Trash" for Webster's GFO, and if you want to add in a bit more of a challenge, CapnScurvy's "Plane Launchers". Want more ships? Jeff-Grove's and s7rikebacks "Properly Converted Shipyard". Want more splash on those ships? Max-peck's Razzle Dazzle. (Why does this tablet machine ~insist~ on capitalizing the first word of every sentence, whether it needs it or not?!?) Want to see how your boat would do versus an onslaught of Atlantic-style ASW? Try the Rockin Robbins "MAD System" mod as part of your campaign. I could go on, but I've run out of ideas - Oh! XTBilly's future-tech ship sinking module! Anyway - I took the cauldron subject way off topic....
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Post by rockinrobbins on Oct 18, 2016 15:53:02 GMT
Actually, that's been the core principle of my modding for several years: making mods that don't care what game configuration they're used in. Of course that means that there is a lot that I don't do because some configuration files affect so many things and making one change, unchanges everything other mods have done with that file. Then you have to have different versions of the module for different mod configuration, then they change the mods so you're out of date and no longer compatible..... it gets messy. So I've chosen to make single purpose modules that don't interfere with other aspects of the game as a matter of course. Hey Jeff-Groves, how's progress coming? We need to get everyone on the same page, but you have the page!
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Post by cdrsubron7 on Oct 19, 2016 18:48:25 GMT
Yeah, it would be kinda nice to know what's happening.
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Post by propbeanie on Oct 20, 2016 12:14:17 GMT
I'm going to be out of town for a few days, and might not have internet access. We'll just have to see the state of communications links in Southern Missouri / Northern Arkansas the next few days... Anyway, the Campaign and Single Mission stuff I'd just finished has several of the older Japanese Destroyers as Type=4, but I asked s7rikeback to put them back to Type=3, as they are in stock, since the IJN did use the vessels as second class escorts, and not front-line DD. So as an example, the DDMomi is once again Type=3 (Minekaze, Momi, MomiII, and Wakatake), as they were in beta v2 and earlier. I'll have to do my Search and Replace in the files when I get back, and change their calls in the Campaign and SM files back to Type=3. Hopefully, I'll be online just fine this evening, and see what you all think. Later.
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Post by propbeanie on Oct 31, 2016 18:07:39 GMT
Just to be certain you see it Rockin Robbins, do NOT use the AOTD team's SingleMission files FF15, FF16, FF17, RakJap, RakJap2, RakJap3, RakJap4, RakJap5, RakJap6, RakJap7, and if it's in there, RakJap5b. All of them were "merged" with Campaign_LOC.mis (I think).
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