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Old 05-23-11, 08:57 AM   #196
fredl109
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Hansolo thank you for your mod, finally lively ports and not empty as in reality, the nice little people who greet you depart on your mission and bring life into the background, although they are slightly above the levitation wharf is really alive.
Fred friendly
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Old 05-23-11, 09:14 AM   #197
renthewog
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Originally Posted by HanSolo78 View Post
That depends which mod you activated/installed last.
Thanks for the answer I needed..
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Old 05-23-11, 10:07 AM   #198
ReallyDedPoet
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Nice
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Old 05-24-11, 03:15 AM   #199
HanSolo78
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Some news here from me...

1. The mod version 0.5 is actually ready to be released, only all the units have to be placed in harbours.

2. To release the mod one of the finished reworked campaign files is neccessary ("Magnum Opus" is WIP and a new version to be released soon? and "Das Campaign" is also WIP)

3. The mod decreases FPS in harbours but it depends how much units are placed ... in Kiel I have lost about 5 FPS.

4. I reworked the big crane again... made a super detailed version which Wings3d could not handle... , then reworked the stock Sh3 model and improved it a bit:

Improved big crane:


Stock big crane:
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Old 05-24-11, 04:53 AM   #200
urfisch
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great!
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Old 05-24-11, 05:21 AM   #201
oscar19681
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Quote:
Originally Posted by HanSolo78 View Post
Some news here from me...

1. The mod version 0.5 is actually ready to be released, only all the units have to be placed in harbours.

2. To release the mod one of the finished reworked campaign files is neccessary ("Magnum Opus" is WIP and a new version to be released soon? and "Das Campaign" is also WIP)

3. The mod decreases FPS in harbours but it depends how much units are placed ... in Kiel I have lost about 5 FPS.

4. I reworked the big crane again... made a super detailed version which Wings3d could not handle... , then reworked the stock Sh3 model and improved it a bit:

Improved big crane:


Stock big crane:
I think i can start placing the new units this friday to get this mod on the road. But the hard work is due to the fact that every harbour has different pier hights . So every single unit that is placed has to be checked in game to make sure they are not levitating.
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Old 05-24-11, 05:28 AM   #202
HanSolo78
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Originally Posted by oscar19681 View Post
I think i can start placing the new units this friday to get this mod on the road. But the hard work is due to the fact that every harbour has different pier hights . So every single unit that is placed has to be checked in game to make sure they are not levitating.
Thx for your offer Oscar, but I think I will place the new units and finish the mod by myself. As long as there is no new campaign mod released I think about releasing the mod or not releasing it.

greetings
Han
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Old 05-24-11, 05:43 AM   #203
stoianm
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@Han,

You think you can make the crane to move also.. wil be nice
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Old 05-24-11, 05:59 AM   #204
HanSolo78
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@Han,

You think you can make the crane to move also.. wil be nice
Already been done mate
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Old 05-24-11, 06:00 AM   #205
stoianm
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Already been done mate
tnx... last time when i tested they were not moving... i will give a try today again
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Old 05-24-11, 06:27 AM   #206
HanSolo78
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Quote:
Originally Posted by stoianm View Post
tnx... last time when i tested they were not moving... i will give a try today again
They only move in the upcoming version 0.5 ... the released version is 0.1 which has only the band animated.
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Old 05-24-11, 06:29 AM   #207
stoianm
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Quote:
Originally Posted by HanSolo78 View Post
They only move in the upcoming version 0.5 ... the released version is 0.1 which has only the band animated.
I see... tnx for clarify... i was trying againg the version 0.1 and i was looking for moving cranes
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Old 05-24-11, 07:04 AM   #208
oscar19681
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Quote:
Originally Posted by HanSolo78 View Post
Thx for your offer Oscar, but I think I will place the new units and finish the mod by myself. As long as there is no new campaign mod released I think about releasing the mod or not releasing it.

greetings
Han
Ok nice to hear you will commit a 100% to this mod again. Dont forget to add the u-boats in the u-boat pen as well. If you ever need help you can pm me.
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Old 05-24-11, 07:18 AM   #209
Zedi
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Quote:
Originally Posted by oscar19681 View Post
Ok nice to hear you will commit a 100% to this mod again. Dont forget to add the u-boats in the u-boat pen as well. If you ever need help you can pm me.
I dont wanna interfere on this, but this is already added in my upcoming campaign mod. every base have few extra uboats in bunker spawning on different dates, using different types etc. If you do this, then these 2 mods will not be compatible.
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Old 05-24-11, 07:22 AM   #210
HanSolo78
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Quote:
Originally Posted by Zedi View Post
I dont wanna interfere on this, but this is already added in my upcoming campaign mod. every base have few extra uboats in bunker spawning on different dates, using different types etc. If you do this, then these 2 mods will not be compatible.
That is good... I never planned this... but Oscar... and as you said me that you´re also making this I did not plan to make also uboats in the sub pens.


greetings
Han
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