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Old 05-22-12, 08:32 AM   #676
gap
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Thank you for your interest, Caustic

This mod is still under development. I want to improve many aspects of it, starting with the grey sky problem that, after my first fix, needs now to be addressed with a definitive patch.

Unfortunately, though reading from time to time the forum and giving us his suggestions, stoianm is no longer an active member of this community. It means that I have to carry on all the work by myself. For doing it, I rely on your cooperation, in form of beta testing, suggestions or positive criticism.

On a better note, from yesterday I am again officially deep inside the tunnel... I have reinstalled SH5.
It will entail a drastical decrease of my sleeping hours, and long minutes spent again in front of a loading screen, for testing any minor change of my mod soup. But hopefully, it will also speed up any further development of this mod.
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Old 05-22-12, 08:43 AM   #677
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Originally Posted by gap View Post
..But hopefully, it will also speed up any further development of this mod.
Good news Gap, glad to hear it
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Old 05-22-12, 08:53 AM   #678
Silent Steel
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Quote:
Originally Posted by gap View Post
... I rely on your cooperation, in form of beta testing, suggestions or positive criticism.

... I have reinstalled SH5.

But hopefully, it will also speed up any further development of this mod.
Good news Gap
You can rely on me for testing

And - really? Reinstalled!

Now things are moving.
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Old 05-22-12, 10:10 AM   #679
gap
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Originally Posted by volodya61 View Post
Good news Gap, glad to hear it
Quote:
Originally Posted by Silent Steel View Post
Good news Gap
You can rely on me for testing

And - really? Reinstalled!

Now things are moving.
Thank you guys,

I am currently testing something for TDW, but I will put again my hands on DynEnv once I finish with it.

I rely on you, so let's stay tuned!
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Old 05-22-12, 04:44 PM   #680
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You can incorporate any of my mods to make a new version of dynamic environment . Your patch plus my latest fog mod gets rid of the grey skies .
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Old 05-22-12, 06:09 PM   #681
gap
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You can incorporate any of my mods to make a new version of dynamic environment . Your patch plus my latest fog mod gets rid of the grey skies .
Thank you Sober, I will for sure!
By the way, have you adjusted also decsk's crew visual ranges, in order to make them to match the new visibility for players eyes?
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Old 05-22-12, 06:13 PM   #682
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Thank you Sober, I will for sure!
By the way, have you adjusted also decsk's crew visual ranges, in order to make them to match the new visibility for players eyes?
I am making small changes to the fog distances as i play the campaign and using IRAI . There must be other variables because sometimes the crew can see thru fog and other times they see things too late .
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Old 05-22-12, 06:44 PM   #683
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I am making small changes to the fog distances as i play the campaign and using IRAI . There must be other variables because sometimes the crew can see thru fog and other times they see things too late .
Yes, this is a common problem
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Old 06-29-12, 09:24 AM   #684
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Hi guys,
Just been trying out a few mods and really loving DynEnv. I thought I'd point out that the fix worked to make the skies blue but when I apply the "darker nights" optional mod they revert to the foggy gray. Also, the daytime clouds seems to lose fidelity when I enable the "darker nights" option. In any case, great work, the overall graphical improvement this mod makes is immense!
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Old 06-29-12, 09:39 AM   #685
gap
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Originally Posted by Zoidenberger View Post
Hi guys,
Just been trying out a few mods and really loving DynEnv. I thought I'd point out that the fix worked to make the skies blue but when I apply the "darker nights" optional mod they revert to the foggy gray. Also, the daytime clouds seems to lose fidelity when I enable the "darker nights" option. In any case, great work, the overall graphical improvement this mod makes is immense!
Hi Zoidenberger,
and thank you for using DynEnv

Enabling darker nights on top of the skycolor fix, actually overrides the fix itself. In order to use both of them, they should be merged entry by entry. A boring task that I should do before releasing (possibly...) a new overhauled version of DynEnv.

In the meanwhile, take my skylor fix for what it is: just a temporary hotfix.
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Old 06-29-12, 10:22 AM   #686
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Shall do gap! Thanks for all the great work so far and I hope the mod continues to develop!
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Old 06-29-12, 08:21 PM   #687
Captain America
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Quote:
Originally Posted by gap View Post
Enabling darker nights on top of the skycolor fix, actually overrides the fix itself. In order to use both of them, they should be merged entry by entry. A boring task that I should do before releasing (possibly...) a new overhauled version of DynEnv.

In the meanwhile, take my skylor fix for what it is: just a temporary hotfix.
Thanks a lot for your SkyColor hotfix. I was able to use DynEnv again because of this.

I figured I would save you the time since I already merged it myself...no need to have more than one person's eyes bleed while doing this very tedious work.

DynEnv 2.1 SkyColor Hotfix DarkerNights

I only merged the relevant info from darker nights: SkyColorMultiplier, AmbientColor_Multiplier, UnderWaterUpAlpha and UnderWaterDownAlpha.

Also, just to let you know...there are 2 files in the original Hotfix download that are not named correctly: EnvColors_Tropica_A.cfg and EnvColors_Tropica_A_luv.cfg (they are both missing the "L" after Tropica).
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Old 06-30-12, 02:06 AM   #688
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Nice work Captain America, will we have to apply this patch to the Darker Nights file or is it complete in itself?
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Old 06-30-12, 02:06 AM   #689
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Quote:
Originally Posted by Captain America View Post
...I only merged the relevant info from darker nights: SkyColorMultiplier, AmbientColor_Multiplier, UnderWaterUpAlpha and UnderWaterDownAlpha...
Thanks Captain!

Download it now and will try.
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Old 06-30-12, 02:10 AM   #690
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Default Prekrasno!

Installed and tested - lovely

Thanks Captain
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