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Old 07-10-07, 09:39 AM   #1
DivingDuck
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Default [REL] BUOY MOD V2.0 rel.

EDIT: 04-SEP-2007

Buoy_Mod_V2.0 released.

!!! DISABLE OLDER VERSIONS BEFORE USE !!!


What´s new:
  • changed to external textures
  • removed all steady light buoys
  • adjusted flashing pattern - 2sec return - 1sec on / 1 sec off
  • light turns off between the cycles
  • added optional top signs for "Gary"-buoys
  • added DD_Numbers.dat (needed to attach numbers and/or top signs to "Gary-buoys"
Download: here (ca 4.07MB)




EDIT: 25-JUL-2007

Buoy_Mod_V1.0 released.




I don´t call this my mod as many have worked hard to achieve this goal. I´m just the guy who put this together. This mod contains 6 buoys with flashing/steady lights and bell ringing sound. It´s best to use with the Campaign_SCR.mis. I hope someone more talented and familiar with mission editor takes up on this issue. Allthough I´ve created a little demo mission it is not intended to be used for single mission design only.
  • 2 different buoy models
  • 6 different buoys
  • transparent glass
  • flashing / steady light version
  • numbering plates (controllable via mission editor)
  • bell ringing sound
  • ambient sound
ATTENTION when installing and using this mod.

I´ve packed 3 different SH3.sdl files into the archive.
  • SH3.sdl_GWX103
  • SH3.sdl_NYGM
  • SH3.sdl_Stock
When installing, make sure to copy the respective SH3.sdl_??? from the Buoys_V1.0\documentation folder to ...\MODS\... .
Enable this tiny addition, before running it the first time.
Otherwise you will not hear any bellringing sound.


READ THE INSTALLATION INSTRUCTIONS CAREFULLY !!!



CREDITS GO TO (IN NO PARTICULAR ORDER):
  • trainer1942
    • revitalizing the original mod made by Gary
  • Gary
    • 3d model 1
    • 1930 model update
    • basic skins
  • Pontius
    • 3d model 2
    • basic skins
    • nautical advices
  • Rubini
    • info on how to make the buoys stationary / sample files
  • Ref
    • info on how to attach all new sound files / sample files
  • Alex
    • ambient sound
    • indefatigable sound mixing
  • KarlSteiner
    • info for technically correct texturing
    • lots of info about correct use of buoys
    • 3d models for use with further updates
  • GWX/NYGM
    • for giving permission to use their files
Download here: Buoy_Mod_V1.0 (ca 6.5MB)


Regards,
DD

Last edited by DivingDuck; 09-03-07 at 06:46 PM. Reason: 09/04/2007 - V2.0 released
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Old 07-10-07, 09:43 AM   #2
Alex
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This mod is absolutely marvellous. DEAR DD, THANK YOU VERY MUCH FOR YOUR HARD WORK.

The unstoppable Diving_Duck strikes again !
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Last edited by Alex; 07-10-07 at 09:59 AM.
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Old 07-10-07, 09:53 AM   #3
bigboywooly
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Quote:
Originally Posted by Alex

The unstoppable Duving_Duck strikes again !
Who is DUVING DUCK ? :rotfl:

Agreed great work as ever DD
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Old 07-10-07, 09:58 AM   #4
Alex
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Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by Alex

The unstoppable Duving_Duck strikes again !
Who is DUVING DUCK ? :rotfl:

Agreed great work as ever DD
:rotfl:

I've edited my message.
:rotfl:
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Old 07-10-07, 10:05 AM   #5
dmlavan
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DD - this looks great! Appreciate all the tweaks you've made so far, too. Is there any way to add these to the campaign, or are these only usable in player-made single missions?

If only in player-made missions... is it possible to go into the campaign maps and manually add these? Sounds like a challenge, but if so I'd be willing to give it a shot.
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Old 07-10-07, 10:17 AM   #6
DivingDuck
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Moin,
Quote:
Originally Posted by dmlavan
...
If only in player-made missions... is it possible to go into the campaign maps and manually add these? Sounds like a challenge, but if so I'd be willing to give it a shot.
the original ReadMe says to put it into the Campain_SCR. But doing so resulted in a CTD. But as the MissionEditor isn´t my best friend, I´ve most probably made a mistake.

Regards,
DD
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Old 07-10-07, 10:27 AM   #7
bigboywooly
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If you want to fire them over DD will look at in mission ed if you like
Its not my friend either but we have come to an understanding
:rotfl:
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Old 07-10-07, 10:35 AM   #8
lutzow
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Default Small light and so much joy!!

AMAZING STUFF!!!
----these BUOYs could be in entrance of each port to shine the way for shipZ----
[in SH3 patched and modded to ver. GWX 1.4]

Perfect work Ducky!!
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Old 07-10-07, 10:46 AM   #9
DivingDuck
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Moin,
Quote:
Originally Posted by bigboywooly
If you want to fire them over DD will look at in mission ed if you like
Its not my friend either but we have come to an understanding
:rotfl:
thanks for the offer. But as I don´t have permission to release by the original author I´ll withhold it for the moment. Besides there´s still a lot of garbage in the *.dat file I have to remove.
In case Gary doesn´t reply, I´ll make a new one from scratch or ask ppontius to use his model.

Regards,
DD
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Old 07-10-07, 11:26 AM   #10
pontius
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Hi Diving Duck,
nice work as usually
If you get no answer from Gary (I think he is banned from subsim :hmm
you can always use my model. I can't finish it this year anyway. But you know it is my first 3D-model ever and lacks efficiency and the mapping is bad. So maybe a new model would be best. But if you want to I can always send you my buoys
greetings,
pontius
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Old 07-10-07, 12:03 PM   #11
DivingDuck
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Moin,
Quote:
Originally Posted by pontius
Hi Diving Duck,
nice work as usually
If you get no answer from Gary (I think he is banned from subsim :hmm
you can always use my model. I can't finish it this year anyway. But you know it is my first 3D-model ever and lacks efficiency and the mapping is bad. So maybe a new model would be best. But if you want to I can always send you my buoys
greetings,
pontius
that´s good news. I still have your model, as I don´t throw away good stuff. So, if there´s nothing changed ...

Regards,
DD
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Old 07-10-07, 12:49 PM   #12
AOTD_MadMax
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Hey great Work !

I got an Idea for this buoy´s for better handling in Missioneditor !

If you take them one by one into the Map its an hard work but if you can made a String out of them yust like an Subnet it would be easy to bring them in.
The settings must be one bouy each seamile ( 1,8 Km ).
So they have to be in the Ordnance !

Is it possible to work out ?

MFG

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Old 07-10-07, 01:00 PM   #13
pontius
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Nothing changed, except that i tried to make it a clone of your barrels to get a better swimming-performance. Now they are still cloned-iceberg-dats -> slowly up and down movement and sub-killing But since then time went away, so the version you have is the furthest.
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Old 07-10-07, 01:44 PM   #14
DivingDuck
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Moin,

@pontius:
I taught your buoy manners. The only thing I need is the 3D model.
But the old problem of drifting away still persists.

@AOTD_MadMax:
Sorry, but unfortunately that´s not possible. The link between "StaticObject" (minefield dummy and subnet dummy) and "UnderwaterFloatingObject" (mines and subnets) is hardcoded. No way to create a new set unless the SDK is released. But nobody of us will live long enough to see.



Regards,
DD
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Old 07-10-07, 02:49 PM   #15
WilhelmSchulz.
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This has to be added in GWX1.04!
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