|
Post by cdrsubron7 on Sept 27, 2016 16:10:53 GMT
Just wondering if it is possible for either Jeff_Groves or s7trikback to fill propbeanie and I in on where you are with the ship in FOTRSU? Everything when it works correctly in the game will have a big bearing on what propbeanie and I what to accomplish with the mis.files.
|
|
|
Post by rockinrobbins on Sept 28, 2016 0:01:15 GMT
Just wondering if it is possible for either Jeff_Groves or s7trikback to fill propbeanie and I in on where you are with the ship in FOTRSU? Everything when it works correctly in the game will have a big bearing on what propbeanie and I what to accomplish with the mis.files. Like I said in the Subsim thread, when I load up Jeff-Groves' Test the Bismark, the game crashes when the Bismark would spawn. Take Test the Bismark out and the old Bismark spawns normally. If the ships don't work the missions don't have a prayer. So I propose we stop work on missions and put the ship fixes in first position here.
|
|
|
Post by propbeanie on Sept 28, 2016 7:00:56 GMT
OK, since I couldn't sleep tonight (good thing I'm retired, eh?...), I took what CapnScurvy did with his changing of the some of the BB, CA & CL classes, for them to be able to launch planes (name and class changes in Roster), and I combined all of s7rikeback's work (name changes, including some of the same ships as CapnScurvy), and put them into the FotRS Ultimate on my machine, and everything looks fine on the over-writes with JSGME, getting exactly what I expected (I think... :wink:). Started the game, and after closing the BBBismark not found error box (again), the game loads and goes to the menu, and that's all you can do. As soon as you "call" for something that wants a ship, the game will error. Sometimes the pop-up will be behind the game's display. I don't know about the Museum, since I haven't a clue where it gets its "catalog" from, but it crashes on my computer now. The Campaign, Patrol and Mission files all rely on the Roster stuff, and a lot of the MIS files are calling for ships that while still there, are slightly changed. Some ships do show up in a Mission play, dependent upon how it's configured, but if something is missing, as soon as the first torpedo goes to impact the enemy... CTD. That is to be expected. If you have something with an Random Generated Group and that calls what the game perceives to be an "invalid" ship, probable CTD, as you experienced there RR. We'll have to "Search and replace" for the names in the MIS files, and the ships should then work fine. Tootsies crossed... :wink:
|
|