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Old 03-16-11, 05:34 AM   #61
KptnLt Eric Karle
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Originally Posted by Fish In The Water View Post
Great job! It really does add a whole new dimension of realism. Who'd have thought we'd still see new frontiers emerging after all these years? Speaks well of the community and those who devote so many hours to make it better.

Major props for all the hard work and effort!
I agree completely, I just returned to SH3 and these forums after a gap of several years and am amazed and heartened at the level and quality of modding this community is still producing. It really is much appreciated you guys.
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Old 03-16-11, 07:34 AM   #62
clouclou
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Dear,
I have a problem with v.1, 3. I tested in Naval Academy / Canon. I set fire to a first vessel, then the second shot. Gradually the fps went down, 60 to 2!
I redid the test with v.1, 2, and then everything was normal, the fps did not move.
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Old 03-16-11, 09:24 AM   #63
TheDarkWraith
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Originally Posted by clouclou View Post
Dear,
I have a problem with v.1, 3. I tested in Naval Academy / Canon. I set fire to a first vessel, then the second shot. Gradually the fps went down, 60 to 2!
I redid the test with v.1, 2, and then everything was normal, the fps did not move.
Interesting. Can't say I've experienced this. I tested the mod with the Naval Academy's Canon and Flak missions. Never had any problems. I would have to suspect that a mod that you have enabled is causing the problem.
Let's try something: disable all mods except for this fire damage one and repeat the Naval Academy Canon mission. See if you experience the same problem or not.
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Old 03-16-11, 10:15 AM   #64
Rubini
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Thanks to open the file TWD (it's S3D file friend now)!

And looking at the file I found a small bug: the particle ID generate by the large_fire_damage is the same of the main node, resulting in a looping what is probably causing the problem related in the post above. The others nodes/Ids are ok.

I didn't tested it in game yet (i'm at my office now), but will do later.
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Old 03-16-11, 10:18 AM   #65
TheDarkWraith
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Originally Posted by Rubini View Post
Thanks to open the file TWD (it's S3D file friend now)!

And looking at the file I found a small bug: the particle ID generate by the large_fire_damage is the same of the main node, resulting in a looping what is probably causing the problem related in the post above. The others nodes/Ids are ok.

I didn't tested it in game yet (i'm at my office now), but will do later.
That would definitely cause a loop if so. I'll check the file out and fix if necessary
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Old 03-16-11, 10:32 AM   #66
TheDarkWraith
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v1.4 released. See post #1 for details.
This fixes the looping bug in the large fire damage that will cause FPS to drop to very low numbers. Thanks to Rubini for pointing this out
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Old 03-16-11, 11:14 AM   #67
clouclou
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The v1, 4 is much better, no problems fps.
Thank you
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Old 03-16-11, 11:21 AM   #68
TheDarkWraith
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Originally Posted by clouclou View Post
The v1, 4 is much better, no problems fps.
Thank you
The bright side of the looping bug in v1.3 is that you know the mod is working correctly So for those who think that fire doesn't cause damage to ships they should be convinced now.

Thank Rubini for pointing out my error in v1.3
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Old 03-16-11, 11:22 AM   #69
Bakkels
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Luckily I checked out this thread again; earlier today I installed v1.3, but also the St.Nazaire&Schluess mod. Everything worked fine until I met a convoy, all of a sudden frame rate drops to (litterary) 1 fps.
Now I was thinking it had something to do with the st.nazaire&schlues mdo, but I just remembered, one of the convoys escorts was on fire. So I guess the FPS drop I experienced could have been caused by the destroyer that was on fire and the 'loop' in v1.3?
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Old 03-16-11, 11:24 AM   #70
TheDarkWraith
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Quote:
Originally Posted by Bakkels View Post
Luckily I checked out this thread again; earlier today I installed v1.3, but also the St.Nazaire&Schluess mod. Everything worked fine until I met a convoy, all of a sudden frame rate drops to (litterary) 1 fps.
Now I was thinking it had something to do with the st.nazaire&schlues mdo, but I just remembered, one of the convoys escorts was on fire. So I guess the FPS drop I experienced could have been caused by the destroyer that was on fire and the 'loop' in v1.3?
Most definitely your fps drop was due to the loop bug in v1.3. You will not have that problem anymore with v1.4
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Old 03-16-11, 12:00 PM   #71
NoGoodLandLubber
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I'm not sure if anyone else has had this happen; but the other day I lit up a four ship convoy. I took out an A&B class destroyer, a medium cargo ship, a large merchant ablaze and fire just broke out on a passenger / cargo vessel.

I was waiting on the large merchant to sink and was getting ready to finish off the passenger vessel when I got a CTD.

I went back into JSGME and removed the damage from fires mod and it worked OK after that. I haven't downloaded v1.4 yet. All I'm running are GWX, Torpedo damage final v2.0, life boats and debris, and damage caused by fires v1.2.

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Old 03-16-11, 12:35 PM   #72
Rubini
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Quote:
Originally Posted by NoGoodLandLubber View Post
I'm not sure if anyone else has had this happen; but the other day I lit up a four ship convoy. I took out an A&B class destroyer, a medium cargo ship, a large merchant ablaze and fire just broke out on a passenger / cargo vessel.

I was waiting on the large merchant to sink and was getting ready to finish off the passenger vessel when I got a CTD.

I went back into JSGME and removed the damage from fires mod and it worked OK after that. I haven't downloaded v1.4 yet. All I'm running are GWX, Torpedo damage final v2.0, life boats and debris, and damage caused by fires v1.2.

Some ships in Sh3 have problems (CTD frequentelly) when breaking in two parts, what happens when a catastrophic destructions occurs.

The damaged by fire mod allows total destruction a bit more frequently by the constant hit by fire.

But note: this isn't a mod problem neither a original sh3 ships problem. This is present only in third part ships. I already made a comment here about this problem asking the modders ship builders to test this feature(break in two parts) on their ships...
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Last edited by Rubini; 03-16-11 at 02:00 PM. Reason: mistype error
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Old 03-16-11, 12:43 PM   #73
TheDarkWraith
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the mod is not the cause of the CTDs. I merely hook the fire events for the ships and airplanes and then do a little magic to make them take damage from fire over time. I think the CTD you experienced is from what Rubini posted above
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Old 03-16-11, 01:03 PM   #74
NoGoodLandLubber
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I wasn't sure if it was or not. Figured it wouldn't hurt to ask.

Great job on the mod, BTW. I'd always assumed that since a ship was on fire that it would still be sustaining damage, since in theory damage was being done by the fire/flooding.

Carry on!
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Old 03-16-11, 01:24 PM   #75
Rubini
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Quote:
Originally Posted by NoGoodLandLubber View Post
I wasn't sure if it was or not. Figured it wouldn't hurt to ask.

Great job on the mod, BTW. I'd always assumed that since a ship was on fire that it would still be sustaining damage, since in theory damage was being done by the fire/flooding.

Carry on!
Sorry to hijack your thread again TDW.

@NoGoodLandLubber
Is always good to ask!
This ctds related to third part ships are in truth a BIG problem as it can ruin your campaign/patrol/savegames and all we have them on ours Sh3 installations. Recentelly (well,the last time that I played Sh3 seriously) I became so hungry with this problem, that I take out almost all of third part ships apart and then finished my campaign without CTDs. It's a pity because new ships are a great addition to the game. And the problem is normally easy to solve by the ship modder builder. Just need attention to details and a good builder routine.

Another possibility is to edit the zones.cfg and erase all posilibilities of catastrophic destructions but you will lose this eye candy feature and others potential problems with third part ships will stay anyway.
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Last edited by Rubini; 03-16-11 at 02:01 PM.
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