Author Topic: [TEC] PATCHES FOR SiLENT HUNTER III [SH3] and their appropriate installation  (Read 15330 times)

Offline REV_BL!TZKR!EG

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« Last Edit: 20200518, 14:11:12 by REV_BL!TZKR!EG »

Offline REV_BL!TZKR!EG

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List of all patches and links to further details
« Reply #1 on: 20170831, 14:48:44 »
This is what has been released in the past 15+ years:

UBiS0FT-FILES: V1.0 / V1.1 / V1.2 / V1.3 / V1.4b

C0MMUNiTY-FILES: V1.6B1 / V1.6B1-4C / patSH3r / Tycho-Patch / SFSF

Configuration - an overview on how to configure
 
Common for all installations and no matter where you start from: You have to have an original product-version. All of these patches check their basis!

Newer versions (2008+) like the version from STEAM already feature the game patched to V1.4b, so you will not need to apply patch 1.4b again!
 
The rule of thumb is:
Install your game as described in the S3G. Then run the patch 1.4b. This will result in you having the socalled "original unmodded plain vanilla stock version V1.4b". Note that also here the Ubi-programmers never fixed a bug, the Ubisoft-file claims it is V1.3, but it really is V1.4...

Then it either is carried out or it will tell you that the version is wrong. One example for such cryptic error message is "silenthunterIII/data/air/adb_ju87stuka/adb_ju87stuka.cfg. unknown version". This is a bug that the Ubi-programmers never fixed, but what it means to say is that you have already IS a V1.4b.

Got it? It is really not so difficult.
« Last Edit: 20201208, 18:32:25 by REV_BL!TZKR!EG »

Offline REV_BL!TZKR!EG

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UBiS0FT-FILES: V1.0 / V1.1 / V1.2 / V1.3 / V1.4b
« Reply #2 on: 20170831, 14:49:33 »
"Info on V1.0 (The original release)": show
UBi-Soft's V1.0 has been published 20050315.

If you got an old DVD it is mostly a plain 1.0 version, i.e. the SH3.EXE shows: V1.0.0.1 and the MD5SUM is 1d91171233ef62ce5edd3723c6a47240

"Info on V1.1 (CHANGES, ADDITIONS AND FIXES)": show
UBi-Soft's Patch V1.1 has been published 17-Mar-2005 16:19, only two days after the release of SH3
  • Career menus were changed. "Continue Career" button was removed.
  • The "German Cross in Gold" will now be visible on crew.
  • Workaround for nVidia bug mentioned in the Readme (now it will  be possible to switch on /off the particle systems using "Ctrl+P")
  • The career "Save& Exit" was modified: now it will be  possible to save the game and "Exit to Menu" without adding unnecessary  saved games.
  • The possibility to return to base from any situation while in a career patrol was changed. The sub will be able to return to base only if is undetected and at surface.
  • The graphic artifacts that appeared on crew were removed
  • The crew that remains on watch while underwater was fixed
  • The multiplayer disconnection problems were fixed
  • Anti sub net in-game model was repaired
  • The ordnance units are now loaded with the "savable" flag on
  • Several non-existent patrol destinations have been fixed.
  • Submarine’s rudder disappears when destroyed
silent_hunter_3_download_1.1_emea.exe -  Size: 9.6MB
silent_hunter_3_download_1.1_us.exe - Size: 9.6MB
silent_hunter_3_dvd_1.1_emea.exe - Size: 12MB
silent_hunter_3_dvd_1.1_us.exe - Size: 12MB

"Info on V1.2 (CHANGES, ADDITIONS AND FIXES)": show
UBi-Soft's Patch V1.2 has been published 05-Apr-2005 15:06.

SHIPS & AIRPLANES DAMAGE SYSTEM
Improvements in collision and damage model have been made for several ships:

    Liberty Cargo
    C2 Cargo
    T2 Tanker
    T3 Tanker
    Tug Boat
    LST

CAMPAIGN DATA

    Netherlands properly enters and exits the war now
    Gdansk is now renamed Danzig when under German control
    Added mine fields and anti sub nets

INTERFACE

    Local time displayed (under the current date) when the mouse is over the current hour (bottom-right corner) in game; this local time will depend on the U-Boot position on Earth (which is divided in 24 slices having 15 longitudinal degrees each)
    Game version displayed in the bottom-right corner of the main menu page
    Data from notepad (top-right section in periscopes or UZO pages) will not be reset on expert mode when the target in view is changing
    A new tool: Angle tool (protractor) on navigation map
    No weapon officer assist option (a new option in difficulty settings); when this option is checked then the Identify target and Solution to target orders from Weapons officer will be disabled
    Wound badge fixed (when drag & drop)

WEATHER SYSTEM

    Solved issues related to rain on time compression (rain will not became invisible after long time compression sessions)
    A more balanced weather system

GAME EDITOR

    Solved Game Editor crashes related to terrain data, mission objectives and triggers

IN-GAME

    Solved the black sun problem and environment texture errors
    The escorts will now make evasive maneuvers while pursuing contact (depending on the crew skill)

MULTIPLAYER

    Ready button issue was fixed
    Message box issues
    The interface to servers list has been slightly updated to reflect the version of the game server and also to show if the server is password protected
    The crash that is happening when chatting in session menu has been fixed.
    Other minor updates

  silent_hunter_3_download_1.2_emea.exe - Size: 11MB
  silent_hunter_3_download_1.2_us.exe - Size: 11MB
   silent_hunter_3_dvd_1.2_emea.exe - Size: 13MB
  silent_hunter_3_dvd_1.2_us.exe - Size: 13MB

"Info on V1.3 (CHANGES, ADDITIONS AND FIXES)": show
UBi-Soft's Patch V1.3 has been published 10-May-2005 15:02.

Now external camera is linked to the U-Boot using ",” and "."
New order for Chief Engineer - Periscope depth
Torpedo tube ready message and voice is now active
View to heading order implemented using key "-"
Head to view order implemented using key "="
Fixes a bug where the oxygen was not replenished using snorkel
Fixes some bugs to dials in command and sonar room that display wrong information
A new advance plotting mode is available (thanks to Akifumi "Jiim" Nojima)
Fixed a bug to the waypoint plotting system
The crush depth for all submarines has been corrected
Submarine damage model has been improved
Now Liverpool and Firth of Clyde are in the correct position
T II torpedo range bas been corrected
Type XXI torpedo loading speed had been corrected
More radio messages from BdU had been added
Escorts ASW attack methods have been improved
Escorts spawning issue was solved. Now the convoys will be better protected.
Navigation tutorial issue solved: there are no more sudden explosions on boats
Gramophone issue was solved: it will be available now while the in-game music was switched OFF.
Side of the detected ships is no longer revealed by radar or sonar
UZO view by night was improved
Nvidia workaround was improved. First time when the user (with  Nvidia) uses UZO the spray bug will appear. If the user uses Ctrl+P that  option will be stored in the main.cfg file and will not be necessary to  switch off again that particle system (because the main.cfg will be  updated). The Ctrl+P now is linked only with the particle system from  the sub so the other particles in the game will not be affected. When  you will exit to free camera or any other view the particle system from  the sub will be automatically restarted and the player will not have any  issues related to it. After this the player can enter/exit UZO station  without any other worries about Ctrl+P.
We didn't make this ON by default because there are the users of ATI cards that have no need of this workaround.  The N-Vidia users can also add in the main.cfg in video section, this line:
HideParticlesNearView=Yes;
Un-checking the event camera in video settings now disables it regardless of the setting in the realism menu. The "no event camera"  option in that menu is grayed out to reflect this.

  silent_hunter_3_download_1.3_emea.exe - Size: 14MB
  silent_hunter_3_download_1.3_us.exe - Size: 14MB
  silent_hunter_3_dvd_1.3_emea.exe - Size: 15MB
  silent_hunter_3_dvd_1.3_us.exe - Size: 15MB

"Info on V1.4 (CHANGES, ADDITIONS AND FIXES)": show

The DVD patch is for those people who have installed Silent Hunter III from a DVD, the download patch is for those people who have purchased and downloaded Silent Hunter III from the Internet. Please ensure you install the relevant patch for your version of the game.

US = United States, EMEA = Europe, Middle East and Asia.

The version of the multiplayer game has been labeled as 1.4b and it is incompatible with previous versions (i.e. 1.0 or 1.1 or 1.2 or 1.3). Please ensure you only play against people who have the same version of game as you, as this will stop any problems or getting the message “Wrong game version” when attempting to play multiplayer games.

Campaign radio messages improved so that a message can have "from" and "to" fields
Multiplayer version changed to 1.4.
Fixed the bug concerning sonar ping for clients
Added new buildings in German bases (harbors)
UZO view by night was improved
Navigator tells when the last waypoint was reached
Customizable values for storm parameters for each U-Boot (see StormConditions entry for each U-Boot.cfg file)
Depth report only when diving (from 10 to 10 meters)
Time compression will drop to 1 (if greater) when critical depth was reached
Sonar new contacts are identified as merchants or warships (not as unknown contacts as in the previous patch)
Sonar indicator will move faster when the player is at sonar station (and clicks on the sonar dial) and now it can be dragged with the mouse
Some shortcut keys will toggle between current view and the next view: radio messages (M), captain’s log (K), hydrophone station (H) and radio station (R)
A new option was added on “Merchant/Warship/... spotted” popup window. By checking this check box (called “Set as default action”) the selected action will be always performed
when the situation occurs. This default action will be saved from a game to other and can be reset, during the game (when press ESC)
by choosing “Options/Reset default action” from Game options
Corrected several torpedo descriptions errors within the game.
Added the P38 fighter bomber to the inventory of American forces and the campaign.
Added the Wellington bomber to the inventory of British forces and the campaign.
Corrected the damage model for the German Armed Merchant Cruiser.
Increased the detonation range of star shells to 1800m.
Changed Torpedo Momber aircraft type designation to Bomber.
Improved the rough waters behavior of Small and Coastal Merchants
Sonar man - Fixed a bug where "Report on nearest contact" was not functioning properly.
Sonar man - Fixed a bug where "Follow nearest contact" was not functioning properly.
Dynamic campaign - Add new harbor ships and traffic, including merchants, minefields and patrols.
Dynamic campaign - Corrected some data in the naval rooster.

 
 File-Name: SH3_download_1.4b_emea.exe
 File-Size: 19.650.420 Bytes
 File-Checksum (MD5): AC3D7653F2A19874A7A837EC5E9F2AD8
 
 
 File-Name: SH3_download_1.4b_us.exe
 File-Size: 19.636.234 Bytes
 File-Checksum (MD5): 961D8367E77ACEDBA7D16B5E091F9826
 
 
 File-Name: SH3_dvd_1.4b_emea.exe
 File-Size: 21.579.004 Bytes
 File-Checksum (MD5): AA0D304B82AF9F0F9B186FE5CD6339F7
 
    
 File-Name: SH3_dvd_1.4b_us.exe
 File-Size: 21.564.763 Bytes
 File-Checksum (MD5): AF51E99C515173118BD7731FF2A18CB8

Old links: http://patches.ubi.com/silent_hunter_3/ and www.silenthunteriii.com/uk/updates.php

About Update Patch 1.4b
These are the last-released UBi-files and -speaking as of today, 15+ years later- the basis for everything else. When you execute Update Patch 1.4b, you will see a message telling you that the patch is updating SH3 to version 1.3. This is a socalled "KNOWN BUG" and the lazy UBi-guys never bothered to spend 5mins to fix it. So ignore the wrong version number in this message and continue installing the patch. After running the patch and starting SH3, you will see the correct version number appear on SH3's main menu.
 
If you find these files (V1.0 to V1.3) then know, that they are no longer needed, because Patch 1.4b includes all patches released prior to that. This final patch 1.4b is cumulative. That is, you can patch straight up to the latest SH3 version without having to install older patches ahead. And here you can have them all in one pack:

FROM [S3A] - THE SiLENT HUNTER 3 ARCHiVE.
« Last Edit: 20201211, 16:29:42 by REV_BL!TZKR!EG »

Offline REV_BL!TZKR!EG

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"S3H = V1.6B1": show
H.sie-patch, originally called "Wolfpack-patch" - latest version= V1.6B1
DEV-Thread: Realism- and gameplay-related hardcode fixes for SH3.EXE
Download-Link: [S3H]_SH3-H.sie_V16B1-Patch-Kit.7z
4412 points to https://www.mediafire.com/file/e1615uylc0os4f1/%255BS3H%255D_SH3-H.sie-Patch-Kit.7z
H.sie's originalfile is 6722536 bytes large with MD5=8AB385A413BBB6039A5473D566AB223C
I took his original files and added only 1 file to indicate there is now an automated verision. Everything else is 1:1 identical!


You can EITHER do it all on your own and it has turned out that most users are not capable to do it right
OR you can simply use the automated Version included in S3F. It carries out automatically:
all append commands
all merge commands (merge.s is 347 lines)   
all hardcode-patch offsets
supplemental files
in short: the complete H.sie-Patch!
A H.sie-patch correctly installed the old way  can easily be removed by just deactivating the mod-part that the old H.sie-patch adds to the MODS directory of your installation.

S3F constructs a mod in the MODS directory of your installation which is called S3H-H.sie-Patch-V16B1 - start JSGME and move your mouse over it. It will then display:
Code: [Select]
___________________________________________
S3H - the automated H.sie-patch V16B1 (S3F)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The major difference between the old and the new way is that the new way  runs fully automatically and leaves no handwork to do for the user,  i.e. S3F automatically activates that newly constructed MOD rescans and shows your version as tuned to "V1.6B1". All the file-work is carried out by S3F, too. Not to forget about that...

Another difference between the old and the new way is that the old way misinterpreted an sh3.exe that already HAD been patched to 4GT, so that the old H.sie-patch was not applicable in that situation. S3F however (and it uses H.sie's original detection-method) blanks that patch and therefore recognizes all SH3-versions correctly.

"S3S = V1.6B1-4C": show

Stiebler-Addon - latest version= V4C
Thread: Stiebler4C_V16B1 hard-code fix released, particularly from https://www.subsim.com/radioroom/showpost.php?p=2270190&postcount=182
Download-Link: [S3S]_Stiebler4C_V16B1.7z
Automated Version: soon included in S3F as automated version, too.
 
The S3S is called addon, technically it is an overlay which is applied AFTER patching the sh3.exe to V1.6B1 standard.
You can NOT leave that step out. You MUST install S3H prior to S3S.

My thread on SuSi had been locked without any vital info.
Now it is completely gone. Deleted by the asshole that refuses to communicate: SNOT (Neal Stevens/SuSi).
But do not worry, it is archived and still visible on the web: https://archive.is/wIOQq

The announcement had been still visible.
Now it is completely gone. Deleted by the asshole that refuses to communicate: SNOT (Neal Stevens/SuSi).
But do not worry, it is archived and still visible on the web: https://archive.is/bZ4qb

That does not hold me up. Everything is now in my S3F-thread.

"PATSH3R": show
patSH3r! - latest version= 57 <- 57 is correct, the crap on SuSi is wrong, read the manual, there it says 57!
DEV-Thread: patSH3r - Reborn
Download-Links: PATSH3R file - PATSH3R manual
Legacy version R32 (which still has support for hsies patch!) is to be integrated into S3F

There is currently one known bug:
It seems to be two different procedures for the radio guy and message screen. The one that works here, is when clicking on the radio operator and after that Send patrol report.
Pressing 'M' and click Send patrol report will not work.

"Tycho-Patch": show

DEV-Thread: Tycho Sh3 Patch
Download-Link: TychoSh3Patch_v3

"SFSF": show

While I was developing it, the socalled module_SFSF() was delivered as standalone, but after version 10 and roughly 5000 downloads it was then included in S3F, so simply see there.
« Last Edit: 20220420, 13:45:29 by REV_BL!TZKR!EG »

Offline REV_BL!TZKR!EG

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CONFIGURATION
« Reply #4 on: 20170831, 15:03:06 »
H.sie is the basis and Stiebler is the addon so to speak.
 
Both can be configured with the latest OptionsSelector-version coded by Stiebler which is only included in the Stiebler4c-archive.
The older version included in the H.sie-archive is coded as well by Stiebler, but only addresses H.sie's patches (the V1.6B1-part in 'V1.6B1-4C')
 
If you like to have all patches of H.sie and Stiebler on one screen, then take a look at BOS II, which I have almost completed.
It will be released as part of the S3F-project.

The only files of the C0MMUNiTY-FILES that are doing their work fully automated are S3H (included in S3F and SFSF, yet a standalone-module, but soon included in S3F, too.
« Last Edit: 20200518, 15:48:36 by REV_BL!TZKR!EG »

Offline REV_BL!TZKR!EG

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DEFiNiTiONS
« Reply #5 on: 20170831, 15:04:09 »
Patches? MODs? Mega-MODs? What's all that?
 
 Over the years, SH3 has received much more attention than any other game of its genre. So many MODifications have been published for the game, that one can state it has evolved into a whole new game. Hardly any section of the game has been left untouched: You will come across SOUND-MODifications, GRAPHICS-MODifications, GAMEPLAY-MODifications, REALISM-MODifications, GAMEPLAY-MODifications, even the executable game-files have been PATCHed. MEGA-MODifications are also available, providing integrated combinations of MOD-collections in a one-pack-solution.
 
 Defined by a rule of thumb: If the executables are altered, it is a PATCH, if anything in the data\-folder is changed, then that is a MOD, combinations of single MODs are called MEGA-MODs.

Offline REV_TheShark

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Ideas for SH3-patches
« Reply #6 on: 20190412, 10:43:22 »
Is anybody still working at code-patches for SH3? Fader Berg maybe?

I have a bunch of ideas in my head and would like to discuss whether it can be done and what needs to be done, so I kindly ask all coders for their opinion.

1. Please add to the resultscreen:
- a "killed in action" information
- a value how many torps have been shot by the Uboot
- which type that Uboot was
- how many DCs have been lauched against your Uboot

2. Can there be a fix for
- the bug with ships that break in half and you get no tonnage
- the bug with ships that never seem to sink (in MP you have no desire for realistic sinking times anyway)

3.  Why not include the chat into the radio traffic. It would raise the realism feeling, if the chat message came via radio and the player could reread it after a while.

4. How about making the GENERATE MISSION sub routines accessible from the outside, so you could have a .bat call the SH3.exe and autogenerate a mission?

5. A pre-game torpedo editor would be super, so every player could use his preferred loadout, of course within the limits of the year that the mission plays in.

6, same goes for crew, setup.


I would loooove to read and talk about more ideas!!!!!

Offline REV_Grey Eminence

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Fader Berg Patch ("PATSH3R")
« Reply #7 on: 20190604, 10:07:00 »
I have had a conversation behind the curtains with Fader Berg and I saw yesterday that there is a compatibility-discussion going on over at SuSi.

This what Fader Berg wrote me:
I knew years ago that we would come to this. hsie and I started with patching SH3 about the same time and I reached out to him to make a common effort. I wanted to make it a open source project to ensure that the community owned it, our work wouldn't become incompatible with each other and it wouldn't die off like hsies work did. But he frowned at the idea and didn't want that. He wanted to keep his sources secret (though he later shared some tiny bit of it to Stiebler, which in turn didn't want to join me 'cause being afraid to upset hsie). So I ended up reverse engineering not only SH3, but also hsies patches. That put me off a bit.
However... hsie has since then shared his sources and I'm glad he did. Though he has made some really poor design decisions. It's a mess out there and it's all over the place. It's almost impossible to incorporate the changes I want without interfering with it. I want to play the game. Not messing around in filthy code. :)
I wrote patSH3r foremost for making my own SH3 experience better. If anyone else want to use it, that's great. If not, that's fine too really. I don't necessary want "many users" for it.

I could find the old sources if you want me to. But if anything should be used ahead in the future, it's the latest source I think. You can have it if you want to make it compatible with hsies work yourself.

Peace, man.

Offline REV_BL!TZKR!EG

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Re: Fader Berg Patch ("PATSH3R")
« Reply #8 on: 20190604, 10:42:01 »
a compatibility-discussion going on over at SuSi.

You call that a compatibility-discussion? No way!
I can not see where they discuss compatibility!
Unfactual as always, rather discussing persons and attitudes than substantial matters.
And in the end they will (as usual) attack each other personally because they all have no clue
what they are talking about.

I will support Fader Berg.
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Offline REV_BL!TZKR!EG

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Hi. All well here. Hope you're alright too in these covid-19 times.

No. I haven't done anything with it and I don't think I will. It takes too much time and I don't play SH3 anymore. I've got so many other interesting things to do.  :D
Good to hear you are doing well.

Pity we can not do something together then.

Ok, then we wave fare-well to you.
« Last Edit: 20211002, 17:05:31 by REV_BL!TZKR!EG »
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