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Old 02-24-19, 12:51 PM   #241
Jeff-Groves
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This what you referring to?
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Old 02-24-19, 01:35 PM   #242
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Is that Supermans fortress of solitude forming? It's beautiful!
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Old 02-24-19, 01:39 PM   #243
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That is an anomaly spotted in SH4 near Turk.
We believe it is caused by extra bytes added to the modified terrain files when recompressed to ZHF files.
Or bad editing of edge pixels before recompression.
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Old 02-24-19, 04:09 PM   #244
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Quote:
Originally Posted by gap View Post
... Yep, that's a known problem;in practice collisionable units collide with the sea bottom several meters before they actually hit it. Add to that the other issue of AI units getting stuck in low waters before they actually collide with anything, and the picture is complete.

I don't remember whether the cause for the first problem are collision spheres protruding from the keel or what else but, IIRC, back in the days TDW had created a patch that solved the issue for SH5; it should be included in the last version of the patcher.
I am going to have to look into that... It seems sometimes like the game "drops" the ships into the water when it spawns them, and they sometimes "bounce" and then run shallow, or "bounce" and get damaged and then ride low in the water.

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Originally Posted by Jeff-Groves View Post
That is an anomaly spotted in SH4 near Turk.
We believe it is caused by extra bytes added to the modified terrain files when recompressed to ZHF files.
Or bad editing of edge pixels before recompression.
Since I'm so-oh good at bad edits, if I get time tomorrow or Tuesday, I'll try a little of each, purposefully making "mistakes", and see what each type of those errors do to the in-game display. As for the pillar, other than color (I thought the ones I had were brown), they can also be jagged on the edges of the pillar, and not smooth looking at all when up close to them. That might depend upon the type of error created also...
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Old 02-26-19, 03:16 PM   #245
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Here are some pictures during my passage through the Kiel canal. Ecomod in full affect. When I started in the pens, the trees were green. Did not take a photo, but as I passed, the tree colors changed. Is that the mod working? because it is seriously awesome! I never really cared about harbor mods, but this mod is so damn cool!

Here I am halfway through the canal when I noticed the trees changing color. It is mid September.


Passing Brunsbuttel.


A closer look at the trees in Brunsbuttel.
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Old 02-26-19, 03:41 PM   #246
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Did you start from Kiel and what was your in-game date when you took those screenies?
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Old 02-26-19, 03:47 PM   #247
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Started in Kiel 19SEP39 @ 0700
Headed for Scapa Flow
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Old 02-26-19, 03:48 PM   #248
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Good stuff gap!
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Old 02-26-19, 04:18 PM   #249
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Quote:
Originally Posted by bstanko6 View Post
Started in Kiel 19SEP39 @ 0700
Headed for Scapa Flow
Okay, that makes sense: the Kiel end of the canal is located on a different terrain type than the Brunsbuttel end. That's why you get to see different vegetation types while you cross the canal.
The alpha version of the mod that you are using only features two new terrain types, so the trees you are seeing in Kiel (and in several other locations) are part of the stock "temperate alpina vegetation and their dark green color doesn't change much throughout the year, thencr the striking contrast with the red/yellow colors I have chosen for autumn foliage of the new trees.

Each terrain type can have up to eight different tree types (I wish we could add more, but that's an hardcoded limit). The new terrain types that I will add to the mod - right now I have four more ready on my HD, waiting for the next release, and I am planning many more - will have about half of their trees in common with the previous terrain type, so to make the landscape not to change as abruptly as you have experienced during your last patrol, and forest types to gradually transition to other types as you travel along coasts, canals, etc...
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Old 02-26-19, 05:54 PM   #250
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Honestly I did not think it was an issue! I thought I was watching seasons change!!!
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Old 02-26-19, 06:30 PM   #251
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Originally Posted by bstanko6 View Post
Honestly I did not think it was an issue! I thought I was watching seasons change!!!
No, in that case you didn't witness a season change but an eco-region change. Of course season changes are featured too, most regions will have four seasons, deciduous trees will feature brownish/reddish/yellowish foliage in autumn, they will be bare in winter (and covered in snow where snowy winters are to be expected), and they will display new brilliant green leaves in spring. The look of conifers and other evergreen trees and shrubs will evolve too over the year, but the changes will be lesser dramatic. In any case, I doubt you will ever witness a sudden season change: the game switches seasons based on, dates which are configurable for each climate zone, but I think it updates them while the player is in open seas.
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Old 01-04-20, 11:02 AM   #252
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Just discovered this amazing mod.

Long time nothing was posted, how is the actual situation of this mod, GAP?

Runs it stable with actual TWoS? Is with the last version a campaign restart needed?

Will this mod be a part of TWoS, what are the future plans?

Lot of questions, but the mod looks amazing and iam very interested in this mod but also interested to have a stable TWoS.


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Old 01-04-20, 12:29 PM   #253
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Gap is spending time on Sicily right now.
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Old 01-04-20, 04:37 PM   #254
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Quote:
Originally Posted by excel4004 View Post
Just discovered this amazing mod.

Long time nothing was posted, how is the actual situation of this mod, GAP?

Runs it stable with actual TWoS? Is with the last version a campaign restart needed?

Will this mod be a part of TWoS, what are the future plans?

Lot of questions, but the mod looks amazing and iam very interested in this mod but also interested to have a stable TWoS.



Yes , it should be perfectly compatible. Gap has explained everything nicely in the mod's download page.


But, if I remember correctly, the mod is not completely finished and only few places have been edited. Gap will correct me if I'm wrong...
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Old 01-04-20, 06:51 PM   #255
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Quote:
Originally Posted by vdr1981 View Post
Yes , it should be perfectly compatible. Gap has explained everything nicely in the mod's download page.


But, if I remember correctly, the mod is not completely finished and only few places have been edited. Gap will correct me if I'm wrong...
At the present state, the mod works fine with TWoS. I have installed the most "hard" options.

Best regards.

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