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Old 03-21-09, 06:06 AM   #46
Carotio
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Well, not me, but then again, I'm not using neither RFB nor TMO, which apparently are incompatible according to the readme.

Btw, I have been doing a few reworks of the camera file since the included January version. When I upload it, it will probably still not be RFB or TMO friendly, so either LukeFF or Ducimus would have to say what it is in the file, which makes it incompatible.

Sorry
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Old 03-21-09, 06:27 AM   #47
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But I am not using RFB or TM either

As I stated some posts ago, I applied Really Environmental directly over a stock and clean SH4+UBM install
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Old 03-21-09, 07:57 AM   #48
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Iam using TMO+RSRD and whit thiers camera files i didnt encounter any problems whit this mod.

Maybe if you dl TMO Beta 170 update and use the camera.dat file from that it might solve your problem

It can be found in sh4/Data/Library/Cameras.dat.

Make an own JSGME map for easy installation like: My Camera/Data/library/camera.dat and put it in the mods folder.


For thos that dont like the orange sub marker but still want to have a submarker that is a bit more dull i can recomend Kosh_Umark.


And thx W Clear for the files headsup. I will check into it so i can find a solution that suits me better.


To rcjonessnp175. A 52 inch screen. Holy Macaroni. I would puke if i had a screen size of that when there is heavy sea.

Hey, ever thought of dual monitors

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Old 03-21-09, 08:13 AM   #49
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Quote:
Originally Posted by Hitman View Post
But I am not using RFB or TM either

As I stated some posts ago, I applied Really Environmental directly over a stock and clean SH4+UBM install
I forgot you wrote that.
Anyway, if you should have a copy of PE4 on your harddrive, try go and fetch the camera.dat file from there, and enable that file.
It's that file, I reworked. If it works for you, you'll have most of the functions from ROW/PE, but then the radio room bug is there.
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Old 03-21-09, 01:12 PM   #50
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I think i fixed the fog problem i had.
It was some values in the scene.dat file that i adjusted.

To W_Clear.

In the file you should look for:

6 Node -sky / 13 Envsim / fogdistances.

There is 4 parts there that represent the fogs for Non, light, medium and heavy.
I changed the ObjectsrelativeZmax value from 0.01 to 0.25 in part 1.
And that solved my fog issue for the light fog apperance.

I also tweaked the other distances a bit as well while i was messing around.

If you want i can send you the scene.dat files and you can compare.

And i could even upload the file if others want to use it but for that i must ask for your permission. I defently dont wana step on anyones toes.:rotfl:
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Old 03-21-09, 02:07 PM   #51
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TO vikinger, lol ya its pretty awesome to say the least, i feel bad enough on the amount of money ive spent on this setup as is, but mmmmm thats a grand idea two of these suckers b crazy.

Anyways to report ive had no crashes ive let it run on its own for well over 12 hours now im on a patrol around kiska island waiting for some jap resupply convoy to show up, these new waves rock, really missing the beach right now.

Jonesy
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Old 03-21-09, 02:12 PM   #52
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s anyone else getting a weird patch of milky whiteness in front of the camera? I'm running this over RUB 1.4 through an ATI 4870x2 with Cat 9.2 drivers at x16 AA with App controlled AF (I see the same thng as 602_sqn -AF knocks about 25fps of my frames,) It happens in daylight in fine weather and calm seas. The following screenies are taken at the very start of the 'Lifeguard' war patrol:







This one was taken from above using the free cam:







And this last one seems to show tearing in the white mist out at the bottom corners:







I've never seen this in the stock game but I don't seem to see it in anyone elses screenies either.
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Old 03-21-09, 02:17 PM   #53
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I believe correct me if im wrong guys but thats the new transparency shader allowing us to see the bottom of the sea floor in shallow depths correct?? Thats what i got excited about and i assumed it was this

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Old 03-21-09, 02:18 PM   #54
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What file removes the orange thing. (closest thing I could find is a file called Umark.
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Old 03-21-09, 02:25 PM   #55
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Quote:
Originally Posted by rcjonessnp175 View Post
I believe correct me if im wrong guys but thats the new transparency shader allowing us to see the bottom of the sea floor in shallow depths correct?? Thats what i got excited about and i assumed it was this

Jonesy
Is that what that is? really? The milky thing? (I believe the boys should copywrite it with that exact name!)

So if I sail off into deep water it should disappear, right?

The things you learn! I guess I'll go explore and see what happens. Cheers.
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Old 03-21-09, 02:27 PM   #56
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Egan, Roger out in deeper waters dont know exactly the depth it does disapear My guess is around 100 ft or so, and to remove the orange marker simply delete umark.dds

Jonesy
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Old 03-21-09, 02:29 PM   #57
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Thanks for the info rcjonessnp175

Later on today im gonna upload some pics I took. Im getting ok perfomance with this mod so far.
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Old 03-21-09, 03:58 PM   #58
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You know....between you two and Dave it's really getting hard to find the words!
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Old 03-21-09, 05:55 PM   #59
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all right. here there are!!!







(sorry. I hope I didnt slow down anyones Internet.)
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Old 03-21-09, 06:59 PM   #60
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Quote:
Originally Posted by Vikinger View Post
I think i fixed the fog problem i had.
It was some values in the scene.dat file that i adjusted.

To W_Clear.

In the file you should look for:

6 Node -sky / 13 Envsim / fogdistances.

There is 4 parts there that represent the fogs for Non, light, medium and heavy.
I changed the ObjectsrelativeZmax value from 0.01 to 0.25 in part 1.
And that solved my fog issue for the light fog apperance.

I also tweaked the other distances a bit as well while i was messing around.

If you want i can send you the scene.dat files and you can compare.

And i could even upload the file if others want to use it but for that i must ask for your permission. I defently dont wana step on anyones toes.:rotfl:
I also make the environment MOD if I don't know the 4 parts.You are too lovely:rotfl:
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