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-   -   [REL] OLC Ubermod v2.4.3 for GWX 2.1 (https://www.subsim.com/radioroom/showthread.php?t=134186)

onelifecrisis 04-20-08 09:29 AM

A Short Video Tutorial
 
I've posted a very short video tutorial for OLC GUI Special. If you're playing with OLC GUI Special then I recommend you watch it even if you're familiar with OLC GUI, as you might pick up some things you didn't know.

Post #1 updated.

Cheers,
OLC

Volga 04-20-08 09:42 AM

Quote:

Originally Posted by onelifecrisis
I've posted a very short video tutorial for OLC GUI Special. If you're playing with OLC GUI Special then I recommend you watch it even if you're familiar with OLC GUI, as you might pick up some things you didn't know.

Post #1 updated.

Cheers,
OLC

Perfect -thank you, OLC. Just what I was looking for. :up:

Tomcattwo 04-20-08 12:55 PM

Which Files to Use?
 
OLC, A few questions about correct mod use with your new mods:

If I am using OLCE (part 1 of 2) from Ubermod 1.2 but using OLC GUI 1.2.3:

1) Should I install the OLC 1.2.3 "Dark" files

2) Can I use the same UBoat files for SH3 Commander that were provided with Ubermod 1.2 or must I install the UBoat files for SH3 Commander that were provided with OLC GUI 1.2.3?

3) Which Version of Phoenix3000's English to German Names should I use: The ones for 1.2.3 and original GWX or the new one for GWX 2.1 and Ubermod 1.2?

R/
TC2

onelifecrisis 04-20-08 01:06 PM

Quote:

Originally Posted by Tomcattwo
OLC, A few questions about correct mod use with your new mods:

If I am using OLCE (part 1 of 2) from Ubermod 1.2 but using OLC GUI 1.2.3:

1) Should I install the OLC 1.2.3 "Dark" files
Entirely up to you. It'll work with or without. However, the "light" GUI (which is what you get if you don't install the "dark" files) will probably be difficult to use on those dark OLCE2 nights.

2) Can I use the same UBoat files for SH3 Commander that were provided with Ubermod 1.2 or must I install the UBoat files for SH3 Commander that were provided with OLC GUI 1.2.3?
The U-boat files included in the Ubermod are identical to those included in OLC GUI, so it doesn't matter which ones you use.

3) Which Version of Phoenix3000's English to German Names should I use: The ones for 1.2.3 and original GWX or the new one for GWX 2.1 and Ubermod 1.2?
If you're using OLC GUI 1.2.3 then you need to use the German Names Mod for 1.2.3.

R/
TC2

Answers above in green. :up:

Lapazeus 04-20-08 01:14 PM

Thanks OLC! This OLC GUI SPECIAL is just what I've hoped for!

A few problems:

- I have the flat sun fix enabled and the sun halo now works in deck view, external view and observation periscope view, but the sun still shows flat in attack periscope view. Not really a major problem as players seldom need to be targeting the sun :lol:

- In the radio/sonar room view, two of the lights only "light up" from certain angles. I think the problem may be similar to the sun halo problem.

Philipp_Thomsen 04-20-08 01:19 PM

Quote:

Originally Posted by OneLiveCrisis
Yes, I have a stinky CRT. It shouldn't be hard for you to believe, given that you have a terrible rig with an awesome sound stage. Different priorities, perhaps? ;)

Actually, when I bought my rig I bought a projector and screen, and surround speaker kit, the whole shebang. But the projector and the speakers were both broken some time ago, and since then I've played on a 15 inch CRT with headphones. But I digress.

It's not a complicated situation, I broke one thing to fix another, I was just a bit perplexed by your long-winded post about how pointless the excercise was in your opinion. Doesn't seem very constructive to me.

Resuming that long-post into a few words, "the attack periscope is a bit useless compared to its antecessor".

You probably wont agree with me on this one, and you have all the reasons not to.

The way I see it, it was a constructive post. But if you have given up on trying new things and this was your last mod related to scopes, then yes, it was not a constructive post...

But the way I see it, you are pretty happy with the 3x scope, you might even think that this is better then a 10x scope. To each his own, I respect that very much. So in your point of view, yes, not a constructive post.

I see what you mean. :up:

onelifecrisis 04-20-08 01:20 PM

Quote:

Originally Posted by Lapazeus
Thanks OLC! This OLC GUI SPECIAL is just what I've hoped for!

A few problems:

- I have the flat sun fix enabled and the sun halo now works in deck view, external view and observation periscope view, but the sun still shows flat in attack periscope view. Not really a major problem as players seldom need to be targeting the sun :lol:

I know, and it really annoys me, but this is a stock problem I've had since day 1. I'm convinced it can be fixed because I once managed to get the sunhalo working in the attack scope, but then at some point I re-broke it and I couldn't work out what I'd changed in-between! :roll:
Anyway, I'm wondering whether (A) you always had this problem but only just noticed it, or (B) you didn't used to have it. If (B), your setup might give me some clues on how to fix it. If you wouldn't mind helping me out... would you disable all your JSGME mods and do a quick training mission to see whether you still have the problem in unmodified GWX 2.1?

- In the radio/sonar room view, two of the lights only "light up" from certain angles. I think the problem may be similar to the sun halo problem.
I don't think that has anything to do with my mod, nothing I've changed should affect the interior lighting. Did you install the open hatch mod? I think that changes it, but I'm not sure.

Above in green. :ping:

Philipp_Thomsen 04-20-08 01:24 PM

Nevermind what I said before...

I've just put myself in your position...

You had this pancake effect that bothered you so much, and you found a way to eliminate it. And you are very happy with the results, this is all that matter for any modder. Pleasing everyone is not your main concearn.

Sorry for what I said before, you're right... :up:

onelifecrisis 04-20-08 01:34 PM

PT, no worries. When I said "not constructive" I suppose what I'm getting at is... yes I know the fixed zoom level isn't for everyone, but folks have the choice, and I can't offer any more than that. If I knew a way to fix the pancake effect without breaking zooms, I'd do it. What bothered me about your post was, it's like you were saying that nobody else is going to like it at all... and I hope that's not true. Remember what I told you before, grasshopper: if you love your mod, it was worth making it; if one other person loves your mod, it was worth releasing it. :know:

From a gameplay/functional point of view, for me personally, the only thing I miss (just a little bit) is the 1.5X zoom on the obs scope... the new attack scope zoom suits me fine, even if it's not a RL zoom level.

Philipp_Thomsen 04-20-08 01:40 PM

Quote:

Originally Posted by onelifecrisis
PT, no worries. When I said "not constructive" I suppose what I'm getting at is... yes I know the fixed zoom level isn't for everyone, but folks have the choice, and I can't offer any more than that. If I knew a way to fix the pancake effect without breaking zooms, I'd do it. What bothered me about your post was, it's like you were saying that nobody else is going to like it at all... and I hope that's not true. Remember what I told you before, grasshopper: if you love your mod, it was worth making it; if one other person loves your mod, it was worth releasing it. :know:

From a gameplay/functional point of view, for me personally, the only thing I miss (just a little bit) is the 1.5X zoom on the obs scope... the new attack scope zoom suits me fine, even if it's not a RL zoom level.

And what exactly happens if you add a 1.5x zoom to the obs periscope? Tecnically, if you fixed the waves to look good at 6x, when you zoom out to 1.5x (which is almost null zoom) they should look perfect as well... And even if they don't, you could use a 1x zoom, wouldn't it work?

And what if you set the attack zoom to fixed 6x? The double mast values is the only issue?

Just throwing some "what ifs" to understand the mechanics, not requesting anything!

onelifecrisis 04-20-08 01:46 PM

Quote:

Originally Posted by Philipp_Thomsen
Quote:

Originally Posted by onelifecrisis
PT, no worries. When I said "not constructive" I suppose what I'm getting at is... yes I know the fixed zoom level isn't for everyone, but folks have the choice, and I can't offer any more than that. If I knew a way to fix the pancake effect without breaking zooms, I'd do it. What bothered me about your post was, it's like you were saying that nobody else is going to like it at all... and I hope that's not true. Remember what I told you before, grasshopper: if you love your mod, it was worth making it; if one other person loves your mod, it was worth releasing it. :know:

From a gameplay/functional point of view, for me personally, the only thing I miss (just a little bit) is the 1.5X zoom on the obs scope... the new attack scope zoom suits me fine, even if it's not a RL zoom level.

And what exactly happens if you add a 1.5x zoom to the obs periscope? Tecnically, if you fixed the waves to look good at 6x, when you zoom out to 1.5x (which is almost null zoom) they should look perfect as well... And even if they don't, you could use a 1x zoom, wouldn't it work?

If I make the waves look right at 6X and allow the player to zoom out to 1.5X, two things happen:
Firstly, the pancake effect happens in reverse i.e. the waves get bigger (huge).
Secondly, many graphical artefacts appear all over the place and the game becomes unstable (high chance of CTD).

And what if you set the attack zoom to fixed 6x? The double mast values is the only issue?

An attack scope fixed at 6X would be useless to high-realism players (like me :p) who get close to their targets.

Just throwing some "what ifs" to understand the mechanics, not requesting anything!

Above in green. :know:

Lapazeus 04-20-08 01:53 PM

Ok, I did a quick test with no mods activated.

- First, now the sun was flat from all vantage points. I'm not sure whether I've had this problem all along. I have a faint memory of the sun halo working with some mod combination. Maybe with GWX 2.0 and OLC GUI 1.2.1, I'm not sure though. Sorry, not very helpful.:damn: Anyway, your fix seems to almost fix it, which is certainly better than a totally flat sun.

-Secondly, I did have the hatch mod - that came with GWX 2.1 - installed. However, now that I tested the game with no mods activated, I still had the same problem with the lights. Now that I think of it, I might have had this problem from day one. So, it's most likely either a stock bug or something that came with GWX 2.x. I suspect the former.

You've really made such a good GUI that now I seem to start paying attention to little details/flaws that I might not have even noticed before.

onelifecrisis 04-20-08 01:56 PM

Quote:

Originally Posted by Lapazeus
Ok, I did a quick test with no mods activated.

- First, now the sun was flat from all vantage points. I'm not sure whether I've had this problem all along. I have a faint memory of the sun halo working with some mod combination. Maybe with GWX 2.0 and OLC GUI 1.2.1, I'm not sure though. Sorry, not very helpful.:damn: Anyway, your fix seems to almost fix it, which is certainly better than a totally flat sun.

-Secondly, I did have the hatch mod - that came with GWX 2.1 - installed. However, now that I tested the game with no mods activated, I still had the same problem with the lights. Now that I think of it, I might have had this problem from day one. So, it's most likely either a stock bug or something that came with GWX 2.x. Again, I suspect the former.

You've really made such a good GUI that now I seem to start paying attention to little details/flaws that I might not have even noticed before.

Thanks. BTW, the sunhalo (as well as the lights inside the sub) can be greatly affected by your AA settings, on your graphics card. If AA is off, try turning it on and maxing it out. If it is on, try turning it down. I might help a lot. On my rig it has a huge effect.

Philipp_Thomsen 04-20-08 02:04 PM

I'm not sure if that's "high-realism"... But I'm trusting your judgement.

How close would that be? 1000 meters?

And how do you manage to attack convoys if you approach that much? Its too hard to scape. During the WW2 they would shoot at longer range, two eels for two targets, or sometimes 4 targets at once, between 2 and 4km away. I read about one attacking a destroyer about 6km away, and sunk it!

Its very hard to get at 800meters of the target without being spotted or heard... very stealthy movement, and not rushing anything...

Adriatico 04-20-08 02:19 PM

Your previous "Medium RWF" had a beautiful night, realistic but still "operational" with visible details... Nice balance sky-sea-boat :

http://img152.imageshack.us/img152/3771/mrxrr0.jpg

Still hope that present version could have a bit "brighten" night like this above...

Any chance Maestro ?

:dead:

onelifecrisis 04-20-08 02:36 PM

Quote:

Originally Posted by Philipp_Thomsen
I'm not sure if that's "high-realism"... But I'm trusting your judgement.

How close would that be? 1000 meters?

And how do you manage to attack convoys if you approach that much? Its too hard to scape. During the WW2 they would shoot at longer range, two eels for two targets, or sometimes 4 targets at once, between 2 and 4km away. I read about one attacking a destroyer about 6km away, and sunk it!

Its very hard to get at 800meters of the target without being spotted or heard... very stealthy movement, and not rushing anything...

It depends on the ship size, but I tend to shoot from anywhere between 500 and 2500 metres (sometimes more, but rarely). I thought that was realistic but maybe not, who knows?

Myxale 04-20-08 02:45 PM

One of the things that I like the most in this mod is the Sky. How did you make it blend in like this!:up:

Just little courious.:hmm:

mikaelanderlund 04-20-08 02:54 PM

Thanks for a cool mod:up: :up: :up: . I like the dark night very much:yep: .

onelifecrisis 04-20-08 03:03 PM

@Adriatico
In terms of brightness, there is very little difference between the partially cloudy nights of OLCE1 and OLCE2. I've taken the screenshot you just posted (an OLCE1 shot) and put it side-by-side with an OLCE2 shot taken in the same cloud/sky conditions:
http://farm3.static.flickr.com/2132/...0f342fe2_o.jpg

The one on the right is OLCE2. ;)


@Myxale
I'm mot sure what you're asking about... what blending do you mean?


@Mikael
:rotfl:

Uber Gruber 04-20-08 03:43 PM

I've just reinstalled everything, SH3, Patch, GWX 2.1 and your Uber (the full monty). I play in a similar style to you so i'm happy with the logic behind the scopes. However, I do have one problem....the FPS is so fast (148) that I can't fine adjust the image in the UZO very well.....i.e. when I hold down CTRL and use arrow keys to rotate the UZO image it moves way too fast...makes using the UZO near impossible for range estimation using yellow vertical marks.

So is there anyway of slowing down the image movement when CTRL is pressed ?

Also, I have a BFG 8800 GTS so if anyone has a similar card i'd be interested to know what nHancer settings you're using.

Thanks....


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