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TheDarkWraith
10-28-07, 03:23 PM
This mod will enhance and add new effects to the SH3 game. It has been designed around porting of SH4's effects and also new effects and events added by myself.
The reason for this mod was simple - SH4 had great eye candy but lacked in everything else compared to SH3. SH3 needed it effects and all revamped to the current day's effects (like SH4). I was one of the suckers who bought the pre-release version of SH4 due to all the hype and pictures that Ubisoft was throwing at us. Boy was I sorely disappointed when I started playing it. I won't go into details but you could clearly tell it was an unfinished product. It now resides in my not played anymore collection.
Being that I loved SH3 I decided I would take up the challenge and do this massive undertaking on my own. From the help of others that I also chose to include in this we have been able to transform the graphic effects, sound effects, and the immersion experience to something spectacular.
This is not the end of this mod by any means. I have discovered many new 'tools' and such to transform the experience even more. I have ideas that so far have proven to work in my testing and will hopefully be included in future releases. Some of those ideas are ship's whistles, horns, and PA announcements for certain events to name a few. Work on 2.03 has already begun with some of these ideas.
I hope you enjoy the new experience. It sure was fun making this so far. I look forward to keep improving the game as much as I possibly can.

Racerboy :|\\

Please post comments, bugs, and criticisms here. I'm always open to new ideas also! :yep:

from the readme file:

*** Racerboy's SH4 effects (and more) for SH3
This mod will bring SH4 effects (and more) to SH3. It will also add more realistic items that were missing from SH3 and SH4. It will work on all versions and all supermods installed on your system. It is JSGME ready so simply unzip to MODS folder, enable, and enjoy. It will be a WIP until completion. 100% port of the materials.dat and particles.dat from SH4 has been accomplished.
See Version history for list of features.
Sound files have been added to events that were previously missing sound. New sound files have also been added for the new events.

Please report all bugs, concerns, etc. to me (subsim name Racerboy). Feedback, comments, and suggestions greatly appreciated!

This is version 2.03. This version includes the following files:
- Materials.dat
- Particles.dat
- Particles.dsd
- AI_TorpedoEject.dat (for upcoming AI torps mod)
- AI_TorpedoEject.dsd (for upcoming AI torps mod)
- Whistles_Horns_shells.dat
- Whistles_Horns_shells.sim
- Whistles_Horns_ships.dat
- Whistles_Horns_ships.dsd
- Whistles_Horns_ships.sim
- Sh3.sdl
- secondary_bomb_explosion.wav
- secondary_bomb_explosion_hyd.wav
- watersplash01.wav
- watersplash01_hyd.wav
- watersplash02.wav
- watersplash02_hyd.wav
- watersplash03.wav
- watersplash03_hyd.wav
- watersplashsmall.wav
- watersplashsmall_hyd.wav
- burning_oil.wav
- burning_oil_hyd.wav
- burning_oil_small.wav
- burning_oil_small_hyd.wav
- Collision_Ship_hyd.wav
- fire_big.wav
- fire_big_hyd.wav
- fire_small.wav
- fire_small_hyd.wav
- gun_muzzle_flash_hyd.wav
- handheld_flare_launch.wav (for ship's starshell gun)
- handheld_flare_launch_hyd.wav (for ship's starshell gun)
- P02_$MGun_muzzle_flash_hyd.wav
- P03_$Big_muzzle_flash_hyd.wav
- Thunder_1_hyd.wav
- Thunder_2_hyd.wav
- Thunder_3_hyd.wav
- Thunder_4_hyd.wav
- D.Kruger's new effects TGAs (in \data\Textures\TNormal\tex)
- OneLifeCrisis's improved wave textures mod's files
- AI_Flare_Launch.wav (for ship's red distress flare)
- AI_Flare_Launch_hyd.wav (for ship's red distress flare)
- AI_Torpedo_Tubes__sub.wav (for upcoming AI torps mod)
- AI_Torpedo_Tubes__sub_hyd.wav (for upcoming AI torps mod)
- AI_Torpedo_Tubes_ship.wav (for upcoming AI torps mod)
- AI_Torpedo_Tubes_ship_hyd.wav (for upcoming AI torps mod)
- Collision_AntiSubmarineNet_ext_hyd.wav
- Collision_AntiSubmarineNet_int_hyd.wav
- folder called 'for GWX 1_03' which contains all the '\data\Sea' files needed to make this compatible with GWX 1.03. User will have to copy the 'for GWX 1_03\data' folder to this mods '\data' folder in order to enable this for GWX 1.03.
- folder called 'Misc' which is OneLifeCrisis's improved wave textures mod
- folder called 'Textures' which is D.Kruger's new effect TGAs
- folder called 'tweakfile' which contains the tweak file to disable the bleeding effect on the bodies. It also contains a tweakfile for Enabling/Disabling the 'guns' used to make the sounds for troubleshooting purposes so the end-user can 'see' if they setup the .eqp files correctly for the ships.
- Folder called 'Live_AI_ships_sounds' which contains:
- sac_x (x being 1-9 and A) - this is the civilian ship's PA announcement (combined with shc_x)
- shc_x (x being 1-9 and A) - this is the civilian ship's horn/whistle (combined with sac_x)
- sam_x (x being 1-9 and A) - this is the military ship's PA announcement (combined with shm_x)
- shm_x (x being 1-9 and A) - this is the military ship's horn/whistle (combined with sam_x)
- sao_x (x being 1-9 and A) - this is for ship's announcement only (no horn/whistle) for military or civilian
- sho_x (x being 1-9 and A) - this is for ship's horn/whistle only (no PA announcement) for military or civilian
- text file named 'I want sound on a ship!' that gives detailed instructions on how to add sound to a ship
- text file named 'I want the starshell gun on a ship!' that gives detailed instructions on how to add the Starshell gun to a ship
- text file named 'Enable_Disable_sound_guns' to help you discern whether you've setup the .eqp file correctly for the ships
- folder called 'Optional' that contains:
- Ocean Blue's awesome 'Torpedo Damage Final' mod. This mod replaces the stock damage TGAs with much more improved versions. Check his txt file for installation.

Version History:
1.00 - Initial ALPHA release
1.01 - Ported the following:
Fully ported the Splinter_Explosion and Splinter_Explosion_Halo for the particles.dat and materials.dat
Ensure you do not delete the TGAs that are included (\data\Textures\TNormal\tex). They are needed for this mod to work correctly!
1.02 - Added Shell_fire_explosion
- Added Shell_fire_explosion_ADD
1.03 - Added ref_Torpedo_great_explosion
- added torpedo_great_explosion
- added torpedo_splash_L
- added torpedo_splash_L01
- added torpedo_splash_R
- added torpedo_splash_R01
1.04 - Increased life for torpedo splashes
- Added reflections to torpedo splashes
- Added flying debris to torpedo impact explosions (4 flaming large debris pieces, 0-40 possible small debris pieces)
- Gave flying debris reflections and splashes when hitting the water
- Included OneLifeCrisis's new wave textures
- Gave brief oil fire and smoke to torpedo impact explosion
- Added funnel_smoke but then removed it because I didn't like it. So I ahve included my funnel smoke mod instead. I did port the TGAs used in SH4 though.
- Added flying debris to shell fire explosions (max of 4 particles possible)
- Added shell_fire_explosion_halo
- Added shell_fire_explosion_halo_ADD
- Added small_splinter_explosion
- Added splash_water
- added deep_water
1.05 Unable to fix bug of deck gun debris disappearing after about 4 seconds. Appears that it's hard coded to the shell_fire_explosion event
- Added Fire_small
- Added Smoke_small
- Added Smoke_small_scalable
- Added Fire_big
- Added Smoke_big
- Added Smoke_big_scalable
- Fixed wind problem with small and large smokes
- Tweaked small and large smokes
- Added Oil_trace
- Added Burnning_oil
- Added Burnning_oil_smoke
- Tweaked Burnning_oil_smoke to mitigate wind problem
- Added Oil_spot
- Removed Burnning_oil_fire as not used in SH4
- Added oil_explosion
- Added oil_explosion_01
- Added oil_floating_spot
- Added Burnning_oil_small
- Added Burnning_oil_smoke_small
- Removed Burnning_oil_fire_small as not used in SH4
- Added debris_water_explosion
- Added debris_water_explosion_deep
1.06 - Added Propeller_wake
- Added Shell_water_explosion
- Added Shell_water_explosion_deep
- Added Small_splinter_explosion_no_halo
- Added Depthcharge_explosion
- Added Splinter_explosion
- Added Splinter_explosion_halo
- Added Small_splinter_explosion_halo
- Added Oil_explosion_trail
- Added Oil_explosion_halo
1.07 - Added Small_crewmans_splinter_explosion
- added splinter_crewmans_explosion01
- Added new sound of bomb_explosion to Small_crewmans_splinter_explosion
- Added new sound of Splinter_explosion to splinter_crewmans_explosion01
2.00 - Complete redo of files. 100% port of SH4's materials.dat and particles.dat. First BETA release
- All needed TGAs are packed into the materials.dat file
- Removed flying debris for shell explosions from Shell_fire_explosion
- Added a new event called Shell_fire_explosion_debris (this adds the debris to Shell_fire_explosion and gets rid of bug where debris disappeared after ~4 seconds)
- extended the life of the shell_fire_explosion (deck gun shell impact explosion)
- Removed flying debris for ref_torp_great_explosion
- Added a new event called ref_torp_great_explosion_debris (this adds the debris to ref_torp_great_explosion)
- Adjusted life of numerous ParticleGenerators and FastParticleGenerators to get rid of bugs with flying debris
- Fixed bug where ejected AI crewmember was still visible falling through the water once they contacted it
- Added a floating body where ejected crewmember contacts the water. It is a debris particle and thus will float, bob, twirl, etc. for some time before sinking to the bottom
- Added a splash sound event when ejected AI crewmember contacts the water
- redid funnel_smoke
- redid smoke_small
- redid smoke_big
- Adjusted fire_small to get more realistic looking flames
- Adjusted fire_big to get more realistic looking flames
- redid Burning_oil to get more realistic looking flames
- redid Burning_oil_smoke
- redid Burnning_oil_small to get more realistic looking flames
- redid Burnning_oil_smoke_small values
- Added Enemy AI detection Starshell gun for merchants
- Added AI_Starshell_Launch sound file to AI detection Starshell gun when it fires it's 'flare'
- Added new Splash sound to Object03_splash event (now you see and HEAR the splash) - watersplash.wav
- Added new Splash sound to Object02_splash event (now you see and HEAR the splash) - watersplash.wav
- Added new Splash sound to Object01_splash event (now you see and HEAR the splash) - watersplash.wav
- Adjusted values of torp_great_explosion
- Removed 'FollowParent' from ref_torp_great_explosion thus allowing the event to not be attached and moving with the vessel but rather stationary at the location where the event happened
- Gave smoke 'hang time'. Smoke will now take time to dissipate after it's source has stopped. This is very pronounced in the thick, black oil smoke.
- Removed 'FollowParent' from Smoke_small thus allowing the ship's speed to affect the smoke trail
- Removed 'FollowParent' from Smoke_big thus allowing the ship's speed to affect the smoke trail
- Removed brief oil fire and smoke on torpedo impact explosion that was put in on version 1.04
- Added a tweak file. See tweakfile contents below for what you can do with it.
- Added new event called secondary_bomb_explosion (along with new sounds for this new event)
- Added event secondary_bomb_explosion that spawns after 1 minute to fire_small
- Added event secondary_bomb_explosion that spawns after 5 minutes to fire_small
- Added event secondary_bomb_explosion that spawns after 10 minutes to fire_small
- Added event secondary_bomb_explosion that spawns after 20 seconds to fire_big
- Added event secondary_bomb_explosion that spawns after 2.5 minutes to fire_big
- Added event secondary_bomb_explosion that spawns after 7.5 minutes to fire_big
- Added new sound to fire_big so that you can hear the fire burning
- Added new sound to fire_small so that you can hear the fire burning
- Added new event Splinter_explosion_crewman that adds ejected bodies (4) to Splinter_explosion
- Added new event Small_splinter_explosion_crewman that adds ejected bodies (2) to small_splinter_explosion
- Added new event Oil_explosion_crewman that adds ejected bodies (8) to Oil_explosion
- Added a new sound to burnning_oil_small so that you can hear the fire burning
- Adjusted minradius and maxradius of various sounds in Sh3.sdl
- adjusted values on funnel_smoke to get rid of bug of smoke starting and stopping
- Adjusted the 'NoActionMatureOutOfFrustum' entry for ParticleGenerators and FastParticleGenerators for events as needed (in particles.dat and materials.dat) to get rid of bugs with fire and smoke
2.01 - Added missing underwater sounds for hydrophone:
- AI_Flare_Launch_hyd
- Secondary_bomb_explosion_hyd
- Object01_splash
- Object02_splash
- Object03_splash
- Lightning01
- Lightning02
- Lightning03
- Lightning04
- gun_muzzle_flash
- fire_big
- fire_small
- burning_oil
- burning_oil_small
- ship_impact (objects that break off of ship and collide with it before falling into water)
- mgun_muzzle_flash
- big_muzzle_flash
- made the oil slicks black instead of the purple they were
- added a distress flare that fires when the splinter_explosion event is called for. The color of this flare is red. It lasts for 120 seconds.
- added some of D.Kruger's TGAs for effects
2.02 - added new animated bodies and helmut and lifevest (and debris for them):
- AI_crewman_lifevest_1
- AI_crewman_deckhand1
- AI_crewman_deckhand2
- AI_crewman_deckhand4
- AI_crewman_deckhand5
- AI_crewman_deckhand6
- AI_crewman_officer_1
- AI_crewman_chef____1
- AI_crewman_stoker__1
- AI_crewman_stoker__2
- AI_crewman_stoker__3
- AI_crewman_helmut__1
- AI_crewman_deckhand3
- AI_crewman_officer_2
- AI_crewman_helmut
- AI_lifevest
- added a new splash event for small objects
- added a new watersplashsmall sound for above
- added the crew's lifevest as an object that can be used. This object is debris and will eventually sink away like the rest of the debris do.
- Event oil_explosion adds the following thrown bodies and objects:
- AI_crewman_lifevest_1 X 1
- AI_crewman_deckhand1 X 1
- AI_crewman_deckhand2 X 1
- AI_crewman_deckhand4 X 1
- AI_crewman_deckhand5 X 1
- AI_crewman_deckhand6 X 1
- AI_crewman_officer_1 X 1
- AI_crewman_chef____1 X 1
- AI_crewman_stoker__1 X 1
- AI_crewman_stoker__2 X 1
- AI_crewman_stoker__3 X 1
- AI_crewman_helmut__1 X 11
- AI_lifevest X 10
- event Splinter_Explosion adds the following thrown bodies and objects:
- AI_crewman_lifevest_1 X 1
- AI_crewman_deckhand5 X 1
- AI_crewman_helmut__1 X 2
- AI_lifevest X 1
- event small_splinter_explosion adds the following thrown bodies and objects:
- AI_crewman_lifevest_1 X 1
- AI_crewman_deckhand6 X 1
- AI_crewman_helmut__1 X 2
- AI_lifevest X 1
- changed CrewMan_explosion01 from 25 of the helmeted gunner bodies to a total of 6 of:
- AI_lifevest x 10
- AI_crewman_helmut__1 x 11
- AI_crewman_lifevest x 1
- AI_crewman_deckhand3 x 2
- AI_crewman_officer_2 x 2
- AI_crewman_stoker__1 x 2
- AI_crewman_stoker__2 x 2
- AI_crewman_stoker__3 x 2
- changed Splinter_crewmans_explosion01 from 25 of the helmeted gunner bodies to a total of 6 of:
- AI_lifevest x 10
- AI_crewman_helmut__1 x 11
- AI_crewman_lifevest x 1
- AI_crewman_deckhand3 x 2
- AI_crewman_officer_2 x 2
- AI_crewman_stoker__1 x 2
- AI_crewman_stoker__2 x 2
- AI_crewman_stoker__3 x 2
2.021 - fixed bug of 'paratroopers' when an airplane explodes under a certain height.
fixed bug of flares being fired into the water
added the reflection of the red flare onto the water. The red flare now lights up the water below when it's shining
2.03 - A 'bleeder' body has been added. This body will start to bleed when it hits the water. The blood cloud will expand and fade out over time. The following bodies bleed:
- gunner body (my version of stock gunner with lifevest and without helmet)
- deckhand 3
- The bleeder body will be flailing on the surface instead of stationary
- There are 10 customizable sounds for civilian/military ship's annoucement system. When the civilian ship has detected you they will play an announcement over their shipwide PA system. You will be able to assign any one of the 10 announcements to any ship you'd like.
- There are 10 customizable sounds for civilian/military ship's horn/whistle. When the military ship has detected you they will sound their horn/whistle. You will be able to assign any one of the 10 ship's horns/whistles to any ship you'd like.
- From the 10 customizable PA announcements and 10 customizable horns/whistles you'll be able to assign a combined PA announcement & horn/whistle combo to ships using them if you so like.
- A starshell gun has been made available. This new gun can be added to any ship (civilian/military). Once you are detected the enemy will fire this gun high up in the sky in your direction in an attempt to light up the area where you are. They will keep lobbing these shells until they either run out or lose sight of you. They have 60 shells with each shell lasting roughly 1 minute in duration.
- removed the red distress flare's reflection TGA. This will get rid of the bug where a flare or flares in the sky makes the water look like blood.
- reduced the size of the red distress flare by 1/3 it's previous size
- redid funnel_smoke. Also gave funnel_smoke it's own TGA so user can change to taste. Now when ship is stationary it doesn't smoke (0 knots speed). Funnel smoke now appears like the wind is interacting with it.
- redid smoke_small and burnning_oil_smoke_small to make them look 'fuller'
- fixed bug where smoke_small and smoke_big rotate with ship when it breaks apart
- added framework to Sh3.sdl so that the mod is compatible soundwise with GWX 1.03. It only gives the framework, not the sound files so you have to have GWX installed to hear these sounds.
- See file 'Readme_from_Racerboy' for instructions on how to use new features.
- added framework to Sh3.sdl so that the mod is compatible soundwise with DivingDuck's buoys v2. It only gives the framework, not the sound files so you have to have DivingDuck's Buoys v2 installed to hear these sounds and effects.
- increased volume of torpedo tube doors opening sound
- increased volume of submarine ambient interior sound
- increased volume of flooding and blowing tanks sounds
- increased volume of submarine diving sound
- increased volume of submarine surfacing sound
- added framework and soundfiles for upcoming AI torps mod from me
- The bug of the smoke_small and smoke_big abruptly stopping when the fire touches the water has not been resolved yet. I'm still working on a solution I'm satisfied with.
- Adjusted body counts to various events to reduce the number of bodies 'thrown'
- Added a debris event to oil_explosion to increase the debris thrown when this event is called for

Known bugs:
- smoke_small, smoke_big, and Burnning_oil_smoke (water surface oil flame and smoke) will abruptly stop when the flame is gone. Still trying to find a solution I'm happy with.

Known mod conflicts:
- cannot be used with 'Hollywood effects' mod

TweakFile contents:
- Ability to disable the 'bleeding' effect of the bodies on the surface

This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy the folder 'Racerboy_SH4_Effects_for_SH3_2_03' to mods folder, enable, and enjoy!

I would like to give credit to:
- OneLifeCrisis for his improved Wave textures that I have included in this mod
- D.Kruger's for his new effects TGAs (in \data\Textures\TNormal\tex)
- As their is only one .eqp file for each ship I had to add to GWX's .eqp files to make them compatible with the mod. Credit must be given to GWX since they are the original makers/modifiers of the .eqp files for the GWX 1.03 version, I only added to them.
- OceanBlue for his awesome 'Torpedo Damage Final' mod that I have included in the 'Optional' folder.

I would like to acknowledge/give thanks to the following people for their help in making this mod:
- Vader1 for helping with sound files and feedback
- Hawk U-375 for soundfile work and beta testing
- Privateer for information on soundfiles
- iambecomelife for work on crew AI bodies/uniforms and beta testing
- Urfisch for information on emissionarea in FastParticleGenerators
- Coronas for beta testing
- A6Intruder for beta testing
- TheJoker for beta testing
- brotebojo for beta testing
- D.Kruger for new effects TGAs and for beta testing
- nikbear for beta testing
- Bosk for beta testing

Copyright notice:
This mod [Racerboy's SH4 effects (and more) for SH3] and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author.

I have also implemented a means of detecting unauthorized copying of this mod in the files themselves. If you would like to use this mod in conjunction with other mods or include it in a mod you already have just give credit where credit is due is all I ask.

Racerboy

EDIT:

oversight on my part fixed and new D/L link available.
Bug fixed of sound 'guns' being visible. New text file added along with tweakfile for troubleshooting the setup of the new sounds

v2.03:
http://dodownload.filefront.com/9299863//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

Samwolf
10-28-07, 03:26 PM
Got it!!!! Thanks

WeeBubba
10-28-07, 03:54 PM
hi there

i installed the last version of this mod (which is great btw) but i had to use a tweak supplied by Wolf to run it in conjunction with my 16km distance mod.

will this run with the 16km distance mod? thanks

TheDarkWraith
10-28-07, 03:56 PM
hi there

i installed the last version of this mod (which is great btw) but i had to use a tweak supplied by Wolf to run it in conjunction with my 16km distance mod.

will this run with the 16km distance mod? thanks

I don't see why you need a tweak to run it. What was the tweak? And why did you need it (what was missing/wrong/problem)?

tommyk
10-28-07, 03:56 PM
Woah, great news! Thanks! :up: :up: :up:

Stealth Hunter
10-28-07, 04:24 PM
YEAHHHH.:rock:

Woof1701
10-28-07, 04:24 PM
:up: That's the right way to start into the Christmas season. Thanks a lot for the early present. Great work RB!

d@rk51d3
10-28-07, 04:28 PM
D/L'ing at work......... :rock:

Man it's gonna be a long day.:damn:

Wolfehunter
10-28-07, 04:37 PM
Racerboy is Sh3.sdl compatible with Divingduck Buoys Sh3.sdl?

Ping Panther
10-28-07, 04:43 PM
:hmm: :) :D :p :lol: ;) :smug: :|\\ :up:

Ahhh.... who needs to sleep anyway!?! :o

Racerboy rocks!

TheDarkWraith
10-28-07, 04:44 PM
Racerboy is Sh3.sdl compatible with Divingduck Buoys Sh3.sdl?
no. It is based on SH3 1.4b files and thus doesn't incorporate anyone else's changes. They can be added but the people who made changes need to let me know what needs to be added. I'm not going to hunt people down to make this compatible with this or that. Too much work on my part to do this hunting down. :yep:

TheDarkWraith
10-28-07, 04:47 PM
my beta testers and I have tried to make this bug free. If by chance you do discover a bug or what you think is an error please take a screenshot of it and tell me what was happening before, during, and after the problem. I may contact you then for additional information if I need it. ;)

Wolfehunter
10-28-07, 05:16 PM
Racerboy is Sh3.sdl compatible with Divingduck Buoys Sh3.sdl?
no. It is based on SH3 1.4b files and thus doesn't incorporate anyone else's changes. They can be added but the people who made changes need to let me know what needs to be added. I'm not going to hunt people down to make this compatible with this or that. Too much work on my part to do this hunting down. :yep:

Understud Racerboy and I will let you know of any bugs too. Thanks by the way.

nautilus42
10-28-07, 05:16 PM
Thanks RC, great JOB:up:

Jhereg
10-28-07, 05:19 PM
Racerboy is this the version that is compatible with GWX or is that one gonna be forthcoming as stated in the other WIP thread?

Thanks for all the mods!

Edit: Ignore the above I could of sworn there was no statement to wit in the readme above, I must be going blind LOL!

Hawk U-375
10-28-07, 05:24 PM
Ahhhh this is only the BEGINNING!!!!!!! :rock: :rock: :yep:

iambecomelife
10-28-07, 05:26 PM
Unfortunately I'm still getting the bug that creates large numbers of gunners' bodies. I counted more than 60 of them when I tried the mod. I tested it with a stock SH3 ship (NKLS) just to make sure, and I got the same result. The gunners still have helmets in midair, and they lose them when they hit the water. The cargoes I used were Fuel and Ammunition. Also, the cartridge belts were still on the models; are they supposed to be gone or was this something you'll take care of later?

Everything else seems OK, though.

http://i33.photobucket.com/albums/d54/iambecomelife/Gunners.jpg

Huskalar
10-28-07, 05:33 PM
Great work, thanks Racerboy!! :rock::up:

TheDarkWraith
10-28-07, 05:48 PM
Unfortunately I'm still getting the bug that creates large numbers of gunners' bodies. I counted more than 60 of them when I tried the mod. I tested it with a stock SH3 ship (NKLS) just to make sure, and I got the same result. The gunners still have helmets in midair, and they lose them when they hit the water. The cargoes I used were Fuel and Ammunition. Also, the cartridge belts were still on the models; are they supposed to be gone or was this something you'll take care of later?

Everything else seems OK, though.

http://i33.photobucket.com/albums/d54/iambecomelife/Gunners.jpg

cartridge belts I didn't have time to fix yet. Those will be fixed in the next release. I just have to import them back in.
This gunner body thing is very peculiar :hmm: It's the stock body if it has a helmet on it. I will look through the files again and see if I missed something :yep:
From looking at the screenie those bodies have white shirts on denoting they are a deckhand.....can you by chance, next time it happens, get me a close up of the body above and under water? I can narrow down where it's being 'made' by the position and skin it's using.

EDIT: my bad, you said they were wearing helmets in mid-air and lost them when they hit the water.....got it!

slow_n_ez
10-28-07, 05:49 PM
Thanks RB .. :D .... I alnog with the others have been waiting patiently for the release of your hard work .... Thanks for making the game alot more interesting and fun :cool:

mopedmoppel
10-28-07, 06:37 PM
http://www.marinesims.de/shots/sh3sh4mod1.jpg
http://www.marinesims.de/shots/sh3sh4mod3.jpg
http://www.marinesims.de/shots/sh3sh4mod4.jpg
http://www.marinesims.de/shots/sh3sh4mod6.jpg
http://www.marinesims.de/shots/sh3sh4mod7.jpg
http://www.marinesims.de/shots/sh3sh4mod8.jpg
http://www.marinesims.de/shots/sh3sh4mod10.jpg
http://www.marinesims.de/shots/sh3sh4mod12.jpg
http://www.marinesims.de/shots/sh3sh4mod13.jpg
http://www.marinesims.de/shots/sh3sh4mod14.jpg
http://www.marinesims.de/shots/sh3sh4mod15.jpg
http://www.marinesims.de/shots/sh3sh4mod17.jpg

I think it looks very good
....good work !!!

Wolfehunter
10-28-07, 06:40 PM
I was surprised to see the bodies flying.:rotfl:

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Funshot4.jpg
I wasn't expecting this to show up. This guy really flew!
http://i240.photobucket.com/albums/ff110/WolfeXhunter/funshots3.jpg
Nice FX!;)
http://i240.photobucket.com/albums/ff110/WolfeXhunter/funshot2.jpg
Looks like the water trail after the bow continues after the boat blows up.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/funshots1.jpg
I thought just peices of boat.:o Nope dead bodies!:rotfl:

I love it! Wow that was fun.:rock:

TheDarkWraith
10-28-07, 06:50 PM
has anyone external cam'd out next to the ship being hunted to hear the new sound effects? If not, I highly recommend it.
If by chance you hit a storm and you're underwater on the hydrophone and lightning just happens to hit in the direction you're listening to you'll get a little sound surpise ;)
To me the game feels more alive now, like the ships aren't drones.
v2.03 will expand on sounds...whistles, horns, PA announcements on the ships (all these are if you're close enough to hear them or your in external cam next to the ship). There's just so much to do and not enough time!! :rock:

MONOLITH
10-28-07, 07:10 PM
Well done Racerboy. Brilliant.

Bravo.

Between this and OLC's GIU and the U-jagd tools... SH3 has never been better.

slow_n_ez
10-28-07, 07:36 PM
GREAT ! love those small 'after explosions' and the realistic fire burning ......:up:

The flares ..... 2 ships on fire I have noticed will shoot their distress flares ( sometimes 2 of them ) but into the water and not upward ...... One ship I saw actually shot them upward but only after they was sinking but not under attack .... another ship didn't shoot anything .............

Planes also i notice shoot flares ... right at me while they are on the way to the water in a ball of fire .... maybe they feel they'll get lucky or something :lol:

You put alot of work into this and I for one appreiciate it very much ... Thanks

TheDarkWraith
10-28-07, 08:02 PM
GREAT ! love those small 'after explosions' and the realistic fire burning ......:up:

The flares ..... 2 ships on fire I have noticed will shoot their distress flares ( sometimes 2 of them ) but into the water and not upward ...... One ship I saw actually shot them upward but only after they was sinking but not under attack .... another ship didn't shoot anything .............

Planes also i notice shoot flares ... right at me while they are on the way to the water in a ball of fire .... maybe they feel they'll get lucky or something :lol:

You put alot of work into this and I for one appreiciate it very much ... Thanks

The planes that shot flares, how high were they above the water? Were they right near the surface when this happened?
The ships that shot flares into the water, were they already underwater when this happened?
It's possible that some ship don't shoot any flares at all :yep:

onelifecrisis
10-28-07, 09:15 PM
:rock:

:D

d@rk51d3
10-28-07, 09:39 PM
GREAT ! love those small 'after explosions' and the realistic fire burning ......:up:

The flares ..... 2 ships on fire I have noticed will shoot their distress flares ( sometimes 2 of them ) but into the water and not upward ...... One ship I saw actually shot them upward but only after they was sinking but not under attack .... another ship didn't shoot anything .............

Planes also i notice shoot flares ... right at me while they are on the way to the water in a ball of fire .... maybe they feel they'll get lucky or something :lol:

You put alot of work into this and I for one appreiciate it very much ... Thanks

The planes that shot flares, how high were they above the water? Were they right near the surface when this happened?
The ships that shot flares into the water, were they already underwater when this happened?
It's possible that some ship don't shoot any flares at all :yep:


Just ran the torpedo lesson in the naval school, and all the ships that fired flares, fired them into the water. Ships were still level afloat at the time, not on any sort of angle.

Still, this mod, along with the OLC interface make this game soooo great.

Thank You so very much guys.:rock:

TheDarkWraith
10-28-07, 09:41 PM
GREAT ! love those small 'after explosions' and the realistic fire burning ......:up:

The flares ..... 2 ships on fire I have noticed will shoot their distress flares ( sometimes 2 of them ) but into the water and not upward ...... One ship I saw actually shot them upward but only after they was sinking but not under attack .... another ship didn't shoot anything .............

Planes also i notice shoot flares ... right at me while they are on the way to the water in a ball of fire .... maybe they feel they'll get lucky or something :lol:

You put alot of work into this and I for one appreiciate it very much ... Thanks

The planes that shot flares, how high were they above the water? Were they right near the surface when this happened?
The ships that shot flares into the water, were they already underwater when this happened?
It's possible that some ship don't shoot any flares at all :yep:


Just ran the torpedo lesson in the naval school, and all the ships that fired flares, fired them into the water. Ships were still level afloat at the time, not on any sort of angle.

Still, this mod, along with the OLC interface make this game soooo great.

Thank You so very much guys.:rock:

what caused the flares to shoot? Was it an explosion of cargo on deck? or??

d@rk51d3
10-28-07, 10:35 PM
I think they fired as the ship began to sink, ie: "she's going down". (it was the small tanker in the training mission) about 5 flares were fired, most in the same direction off the port side, one off the bow, all into the water. Ship was aflame, afloat and level, with the deck just taking on a bit of splash here and there.

Similar results with the other small merchants.

Still cool anyway.

slow_n_ez
10-28-07, 10:38 PM
As d@rk51d3 mentions.. the ships I noticed that shot the flares were still at level ... no pitch to the stern or bow.... It might have been they tried to shoot a flare in the middle of an explosion and the consussion of it threw the flare off course and made it go sideways instead ... there were lots of after explosions which are GREAT :D

The planes were about 100 meters above the water when they shot theirs .... and pretty close to my boat when they went down ......

TheDarkWraith
10-28-07, 11:13 PM
As d@rk51d3 mentions.. the ships I noticed that shot the flares were still at level ... no pitch to the stern or bow.... It might have been they tried to shoot a flare in the middle of an explosion and the consussion of it threw the flare off course and made it go sideways instead ... there were lots of after explosions which are GREAT :D

The planes were about 100 meters above the water when they shot theirs .... and pretty close to my boat when they went down ......

I've fixed the flare problem of shooting into the water. I needed to add a specific controller to compensate for the possibility of the source not being perfectly level and upright.
I'm still working on the planes firing flares. I think I have a solution.
While fixing this flare problem I noticed that it didn't have a red reflection on the water. That has been fixed also.

http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/upmpdcspiw.thumb500.jpg

http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/izvirigzmu.thumb500.jpg

d@rk51d3
10-28-07, 11:48 PM
there were lots of after explosions which are GREAT :D



Took me a while to figure out where the gunshot sounds were coming from........ until I saw the trail of debris following one ship.:D

dcb
10-29-07, 01:05 AM
Magnificent work, RB:rock: Thanks a lot!

TheDarkWraith
10-29-07, 01:24 AM
A minor revision has been made to the SH4 effects (and more) for SH3. This minor revision release fixes the following bugs:

- 'paratroopers' when an airplanes explodes under a certain height
- red flares firing into the water

this minor revision also adds the following:

- red reflection of the flare on the water. The water will light up red under the flare now.

this minor revision (v2.021) is available here:

http://www.subsim.com/radioroom/showpost.php?p=679149&postcount=1

JCWolf
10-29-07, 01:25 AM
Got it mate....:up:



And its U.boat 1.2 testing time !:rock: :rock:

TheDarkWraith
10-29-07, 01:56 AM
there were lots of after explosions which are GREAT :D



Took me a while to figure out where the gunshot sounds were coming from........ until I saw the trail of debris following one ship.:D

and you've only scratched the surface here....wait till you hear what your hydrophone has in store for you...;)

HUNter_Richmond
10-29-07, 03:36 AM
My first post is your...:D
Thanks this very wonderful mod, and thanks your selfless work.
You give me a new Silent Hunter 3.:ahoy:

U49
10-29-07, 04:21 AM
DL'ed now, I will leave port in about 1 hour with your mod...
and from what I've seen, I#ve got great expectations :D

I only hope my computing power will be enough :hmm:

mkubani
10-29-07, 04:52 AM
Hi guys, does any of you feel like doing a small youtube video of some of these new effects? I won't be able to play SH 3 for next 3-4 weeks. :( I can't wait to see Racerboy's work in motion. :) I don't think the screenshots justify his work well enough. Thanks.

Myxale
10-29-07, 05:14 AM
OMG!:o You just made the Atlantic War most dirty!:rock:
Anyone try the Bismark massacre! Effects galore!?

Kudos to you and your staff for this great mod RB!

Will keep you posted about any bugs and problems!

mopedmoppel
10-29-07, 06:22 AM
Yes, thatīs really great but the fps is fast going down by explosions.

Hitman
10-29-07, 06:47 AM
Long awaited and much appreciated :up: Take a rest now to enjoy your own work, it's splendid :yep:

MONOLITH
10-29-07, 07:02 AM
Off topic...

This is one of my favorite sig images;

http://i84.photobucket.com/albums/k13/Myxale/270.jpg

Been waiting to say that.

Carry on. :|\\

rucirruz
10-29-07, 08:12 AM
What can I say...WOW!:rock: Thank you Racerboy for your tireless efforts and to all involved in the project.

U49
10-29-07, 09:26 AM
I just killed Hood, first 3 hits to criple her, then with a forth hit under the bow turrets: Ka-Boooooom and all that floating stuff :yep:

W O N D E R F U L !
That's how it is spelled :D

** edit **
must now change my signature ;)

TheDarkWraith
10-29-07, 09:31 AM
I just killed Hood, first 3 hits to criple her, then with a forth hit under the bow turrets: Ka-Boooooom and all that floating stuff :yep:

W O N D E R F U L !
That's how it is spelled :D

** edit **
must now change my signature ;)

I'm wondering if the Hood shot any red flares? If so, how many?

Myxale
10-29-07, 09:47 AM
Off topic also; If you want Monolith i can send it to you. Just add your words;) to it and enjoy!

U49
10-29-07, 10:22 AM
I'm wondering if the Hood shot any red flares? If so, how many?

See PM :D
I was just busy shooting a sailing ship with my 2cm

TheDarkWraith
10-29-07, 10:34 AM
I'm wondering if the Hood shot any red flares? If so, how many?

See PM :D
I was just busy shooting a sailing ship with my 2cm

:rock: :lol: I was a little worried that it wouldn't shoot any flares. Now my worries can be put aside! Thanks! :up:

Hawk U-375
10-29-07, 10:52 AM
I Love the Warning Flares!!!!!!!!! :o
I was "On the Surface" and they saw me...then BOOM!!!!!! The Flares were fired...2 of them..:up:

Wolfehunter
10-29-07, 11:06 AM
@Racerboy

Flares don't always shoot.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Flares1.jpg
This ship the flare shot deep into the water? I don't understand why.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/flare3.jpg
This one shot normally.

I Hope this helps.:hmm:

Doh:doh: I didn't see the update download. :damn: Nevermind then!:roll:

Hawk U-375
10-29-07, 11:10 AM
@Racerboy

Flares don't always shoot.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Flares1.jpg
This ship the flare shot deep into the water? I don't understand why.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/flare3.jpg
This one shot normally.

I Hope this helps.:hmm:

Race did a correction on this....did you download it yet?

As per Race

A minor revision has been made to the SH4 effects (and more) for SH3. This minor revision release fixes the following bugs:

- 'paratroopers' when an airplanes explodes under a certain height
- red flares firing into the water

this minor revision also adds the following:

- red reflection of the flare on the water. The water will light up red under the flare now.

this minor revision (v2.021) is available here:

http://www.subsim.com/radioroom/show...49&postcount= (http://www.subsim.com/radioroom/showpost.php?p=679149&postcount=1)

Wolfehunter
10-29-07, 11:16 AM
@Racerboy

Flares don't always shoot.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Flares1.jpg
This ship the flare shot deep into the water? I don't understand why.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/flare3.jpg
This one shot normally.

I Hope this helps.:hmm:

Race did a correction on this....did you download it yet?

As per Race

A minor revision has been made to the SH4 effects (and more) for SH3. This minor revision release fixes the following bugs:

- 'paratroopers' when an airplanes explodes under a certain height
- red flares firing into the water

this minor revision also adds the following:

- red reflection of the flare on the water. The water will light up red under the flare now.

this minor revision (v2.021) is available here:

http://www.subsim.com/radioroom/show...49&postcount= (http://www.subsim.com/radioroom/showpost.php?p=679149&postcount=1)



Ya I saw it as you posted. I corrected myself.:damn: Thanks.;)

You see I have to learn to go back to the last post I read and then continue to read to the current final post.:o But I like doing things reverse.:88)

TheDarkWraith
10-29-07, 11:30 AM
Ya I saw it as you posted. I corrected myself.:damn: Thanks.;)

You see I have to learn to go back to the last post I read and then continue to read to the current final post.:o But I like doing things reverse.:88)

If you ever doubt which version is the latest, and if you're using it or not, check back to post #1 of this thread. It will always contain the latest version. :)
Also in the revision list you can read about what was fixed/added/changed in revisions after whatever version you're using. You can also consult the included txt file with the mod to get this information. ;)

TheDarkWraith
10-29-07, 11:34 AM
Flares don't always shoot.

That is correct! :yep: There is a possibility that the ship won't shoot one...:lol:

KrvKpt. Falke
10-29-07, 12:04 PM
Just one question: does these ships should "smoking" when stationary? :)
(the shot was taken in Lorient with version 2.02):

http://i187.photobucket.com/albums/x185/Infanticide_81/SH3Img29-10-2007_145730_671.jpg

TheDarkWraith
10-29-07, 12:30 PM
Just one question: does these ships should "smoking" when stationary? :)
(the shot was taken in Lorient with version 2.02):

http://i187.photobucket.com/albums/x185/Infanticide_81/SH3Img29-10-2007_145730_671.jpg

I'm working on fixing that also ;)

Siara
10-29-07, 12:33 PM
Thank you RB. Downloading now , shame im in the middle of patrol in Atlantic.

Gonna loose the torps really quick i think , and put ahead flank to Lorient to test this mod. :up:

KrvKpt. Falke---> i like the interface sir.

Rubini
10-29-07, 01:02 PM
Hi Racerboy,

First of all thanks for this great add on for Sh3!
I like much eye candy and effects...adds imersion and the game becomes more fun and less boring (SH3 is a tooooo long game :D ).

Some feed back...
Two things that i don't liked (it's only my taste, not a criticism , ok?;) ): smoke from ships are too "light" and slim sometimes. And I also prefer the stock depth charge splash detonation above water. That is ok, I already changed these two textures in my installation and all goes well.

But...when I was looking for the above water depth charge detonation splash I opened your materials.dat with the TT tools (the one that we use to look at the textures inside .dat files) and noticed that several textures are now just a small square of a tiny gray/white without alpha channel. Then I just used the old stock textures for the depth charge splashes and the effects becomes good (better) than the one using your materials.dat (version 2.01).
Well, to finish: could be this an error with the textures on your file or I'm missing something??:hmm:

Regards,

Rubini.

TheDarkWraith
10-29-07, 01:08 PM
Hi Racerboy,

First of all thanks for this great add on for Sh3!
I like much eye candy and effects...adds imersion and the game becomes more fun and less boring (SH3 is a tooooo long game :D ).

Some feed back...
Two things that i don't liked (it's only my taste, not a criticism , ok?;) ): smoke from ships are too "light" and slim sometimes. And I also prefer the stock depth charge splash detonation above water. That is ok, I already changed these two textures in my installation and all goes well.

But...when I was looking for the above water depth charge detonation splash I opened your materials.dat with the TT tools (the one that we use to look at the textures inside .dat files) and noticed that several textures are now just a small square of a tiny gray/white without alpha channel. Then I just used the old stock textures for the depth charge splashes and the effects becomes good (better) than the one using your materials.dat (version 2.01).
Well, to finish: could be this an error with the textures on your file or I'm missing something??:hmm:

Regards,

Rubini.

If you would like, send me your files that you have changed or would like changed and I will evalute them. :yep: If they prove to provide better effects then I will incorporate them. :up:

Rubini
10-29-07, 01:18 PM
Hi Racerboy,

First of all thanks for this great add on for Sh3!
I like much eye candy and effects...adds imersion and the game becomes more fun and less boring (SH3 is a tooooo long game :D ).

Some feed back...
Two things that i don't liked (it's only my taste, not a criticism , ok?;) ): smoke from ships are too "light" and slim sometimes. And I also prefer the stock depth charge splash detonation above water. That is ok, I already changed these two textures in my installation and all goes well.

But...when I was looking for the above water depth charge detonation splash I opened your materials.dat with the TT tools (the one that we use to look at the textures inside .dat files) and noticed that several textures are now just a small square of a tiny gray/white without alpha channel. Then I just used the old stock textures for the depth charge splashes and the effects becomes good (better) than the one using your materials.dat (version 2.01).
Well, to finish: could be this an error with the textures on your file or I'm missing something??:hmm:

Regards,

Rubini.

If you would like, send me your files that you have changed or would like changed and I will evalute them. :yep: If they prove to provide better effects then I will incorporate them. :up:

Thanks for the offer RB!:up:
But isn't the case. I just used the stock textures for depth charge detonation splash and another smoke texture that isn't mine.

My main question is about the absence of the alpha channel for some textures making them all the same - same color and same size - (several ones) on your material .dat. My concern is that this could be a bug that you didn't noticed.:hmm:

As I said, at least the depth charges detonations are very better (IMHO) using the stock textures just because the ones on your files are (i think ) broken.

Take a look on then using any file that can open textures on the material.dat file.:up:

TheDarkWraith
10-29-07, 01:26 PM
My main question is about the absence of the alpha channel for some textures making them all the same - same color and same size - (several ones) on your material .dat. My concern is that this could be a bug that you didn't noticed.:hmm:

As I said, at least the depth charges detonations are very better (IMHO) using the stock textures just because the ones on your files are (i think ) broken.

Take a look on then using any file that can open textures on the material.dat file.:up:

Are you referring to the TGAs packed into the materials.dat file or the ones in \data\Textures\Tnormal\tex?
It's possible that I may have forgotten some Alpha channels. If you can, and don't mind, would you like to make me a list of which TGAs are in question by you?

Rubini
10-29-07, 01:33 PM
My main question is about the absence of the alpha channel for some textures making them all the same - same color and same size - (several ones) on your material .dat. My concern is that this could be a bug that you didn't noticed.:hmm:

As I said, at least the depth charges detonations are very better (IMHO) using the stock textures just because the ones on your files are (i think ) broken.

Take a look on then using any file that can open textures on the material.dat file.:up:

Are you referring to the TGAs packed into the materials.dat file or the ones in \data\Textures\Tnormal\tex?
It's possible that I may have forgotten some Alpha channels. If you can, and don't mind, would you like to make me a list of which TGAs are in question by you?

Of course! I'm at my work, so I will make the list a bit slowly!:D

And, yes, I obviously noticed that some textures that have this described problem (and others not) are in the texture folder, so no problems with them, because the game uses that ones (on the texture folder ) prior the ones on the files. Then the list will have only the ones that i noticed the problem and aren't on the texture folder, ok?
Just some minutes...

tommyk
10-29-07, 01:37 PM
Gonna loose the torps really quick i think , and put ahead flank to Lorient to test this mod. :up:


I installed mid-campaign and it works just fine! :up:

Rubini
10-29-07, 01:59 PM
Hi RB!
I was really quick on this!
Here the list from your Material.dat V2.021:

-These ones don't have alpha channel and also are now only a
tiny white image:
bubble_01, 02
bubbles_01, 02
casca1.tga ==> this one even don't open with Gimp.
ciob_add.tga
cloud_w_small_spots.tga
expl_hallo.tga
paraluie.tga
all pierreE*.tga
Smoke_volum02 and smoke_volum.tga
all splash*.tga (except splash_vert_add.tga only not have
alpha channel)
all twirl_soft*.tga
waterspray.tga


-Some others only don't have alpha channel (take a carefull look at all them)

-These ones have the same above problem but are also on the
texture folder, so no problems in the end:
cloud_w_small_spots.tga
paraluie.tga
some of pierreE*.tga
Smoke_volum02 and smoke_volum.tga

Notice that the textures from depth charges detonation splashes are in this list above. This is how and why I found this problem.;)

Hopes that this could help you!

TheDarkWraith
10-29-07, 02:05 PM
Hi RB!
I was really quick on this!
Here the list from your Material.dat V2.021:

-These ones don't have alpha channel and also are now only a
tiny white image:
bubble_01, 02
bubbles_01, 02
casca1.tga ==> this one even don't open with Gimp.
ciob_add.tga
cloud_w_small_spots.tga
expl_hallo.tga
paraluie.tga
all pierreE*.tga
Smoke_volum02 and smoke_volum.tga
all splash*.tga (except splash_vert_add.tga only not have
alpha channel)
all twirl_soft*.tga
waterspray.tga


-Some others only don't have alpha channel (take a carefull look at all them)

-These ones have the same above problem but are also on the
texture folder, so no problems in the end:
cloud_w_small_spots.tga
paraluie.tga
some of pierreE*.tga
Smoke_volum02 and smoke_volum.tga

Notice that the textures from depth charges detonation splashes are in this list above. This is how and why I found this problem.;)

Hopes that this could help you!

thank you sir! I will look into this. :up:

slow_n_ez
10-29-07, 02:29 PM
Thanks for fixing the flare problem.. all is working great now :up: ... You can really see those flares from a long ways off at night :)


About the anchored stationary ships at a harbor ...... some ships always keep their boilers fired up and running for power other than just engine power ...... I see anchored ships here all the time puffing a trail of smoke out of their stacks ... probably for lights and other electrical power stuff.....

ps... great job on the hydaphone sounds too :D

TheDarkWraith
10-29-07, 02:35 PM
Thanks for fixing the flare problem.. all is working great now :up: ... You can really see those flares from a long ways off at night :)

your welcome! Glad to see you're enjoying it :lol:

About the anchored stationary ships at a harbor ...... some ships always keep their boilers fired up and running for power other than just engine power ...... I see anchored ships here all the time puffing a trail of smoke out of their stacks ... probably for lights and other electrical power stuff.....

very true.....

ps... great job on the hydaphone sounds too :D

that thanks needs to go to Hawk U-375, he did the underwater effects for the sounds I needed. I just made them come to life....;)



see above in yellow.

slow_n_ez
10-29-07, 02:47 PM
ps... great job on the hydaphone sounds too :D

that thanks needs to go to Hawk U-375, he did the underwater effects for the sounds I needed. I just made them come to life....;)



Ok.. thanks Hawk U-375 ... GREAT job :cool: You made it alot more realistic that what it was .... Kinda actually suprized me to really hear the torpedo hits plus the aftermath of it .....

TheDarkWraith
10-29-07, 02:49 PM
ps... great job on the hydaphone sounds too :D

that thanks needs to go to Hawk U-375, he did the underwater effects for the sounds I needed. I just made them come to life....;)



Ok.. thanks Hawk U-375 ... GREAT job :cool: You made it alot more realistic that what it was .... Kinda actually suprized me to really hear the torpedo hits plus the aftermath of it .....

been in any storms yet? Have you heard the thunder on the hydrophone?

U49
10-29-07, 03:04 PM
i just made an underwater attack against a medium freighter.

It made me WHOW! :o

I heard the torpedo running, I heard the impact, and in the external camera i see a fire burning on his deck and see and hear an occasional explosion
:rock:

TheDarkWraith
10-29-07, 03:11 PM
i just made an underwater attack against a medium freighter.

It made me WHOW! :o

I heard the torpedo running, I heard the impact, and in the external camera i see a fire burning on his deck and see and hear an occasional explosion
:rock:

torpedo running is stock, hearing the impact is from stock, hearing the fire burning on the hydrophone (if you're close enough) is my addition, hearing the occassional explosions and debris splashes on the hydrophone is my addition also. :D

U49
10-29-07, 03:38 PM
torpedo running is stock, hearing the impact is from stock, hearing the fire burning on the hydrophone (if you're close enough) is my addition, hearing the occassional explosions and debris splashes on the hydrophone is my addition also. :D

I just wanted to point out it is now FOR SURE feeling real :yep:

I was creeping right next to the sinking ship for about an hour, reloading my tube and enjoying the sound . I was continously switching between the external camera and my sonar station ...

WeeBubba
10-29-07, 03:46 PM
hi there

i installed the last version of this mod (which is great btw) but i had to use a tweak supplied by Wolf to run it in conjunction with my 16km distance mod.

will this run with the 16km distance mod? thanks
I don't see why you need a tweak to run it. What was the tweak? And why did you need it (what was missing/wrong/problem)?

hi RB

the tweak i am referring to is found on the discussion on this page (http://www.subsim.com/radioroom/showthread.php?t=121609&page=12). On this page JCWolf talks about having merged the SH4 effects and the Reece mod together for 16km. I am using this merged mod atm. I was wondering if I will need a similar merge to run the new version alongside Reece mod? perhaps I am getting confused. If so, forgive me, I have only recently been promoted from lowly deck swabber, so perhaps I am getting ahead of myself. :)

Siara
10-29-07, 03:55 PM
I just tested it , and must say this is real for sure.
The explosions on the deck of the ship , even when you pause shooting are great.
Sound of fire makes you feel like you realy are witnessing her last hour :rock:

Only thing that surprised me was the time the flare stays burning in the air. I thought it will burn for bit longer.

A6Intruder
10-29-07, 04:00 PM
Only thing that surprised me was the time the flare stays burning in the air. I thought it will burn for bit longer.[/quote]


Good point, in my opinon the flares should also starts earlier, maybe after half-destruction!
Kind regards:up:

LGN1
10-29-07, 04:12 PM
Wow, this is really a great mod! :up: Thank you very much! I really enjoy it. There are just two very tiny things I don't like. First, the smoke that is emitted even when a ship is stopped (if I understand RB correctly this will be fixed :up: ) and, second, the funnel smoke is divided into one black column and one brighter column for me.

Anyway, this mod really rocks!!!

Cheers, LGN1

Btw., can I delete the misc folder completely if I do not want to use the new waves/water?

slow_n_ez
10-29-07, 04:18 PM
been in any storms yet? Have you heard the thunder on the hydrophone?


Been in a couple of storms but wasn't listening on hydrophone ... will check it out when back on patrol .........

Only thing I can think of to make this almost perfect ( leaving room for other thoughts ) is once a ship is on fire are crew members screaming and jumping over board trying to survive ....... maybe being on fire and just jumping in the water to put out the flames too ( I know I know .. but war is a real hell at times )

The addition of your horns , anouncements , bells is going to be awesome I am sure :p

Rimfaxi
10-29-07, 04:27 PM
hi there

i installed the last version of this mod (which is great btw) but i had to use a tweak supplied by Wolf to run it in conjunction with my 16km distance mod.

will this run with the 16km distance mod? thanks
I don't see why you need a tweak to run it. What was the tweak? And why did you need it (what was missing/wrong/problem)?
hi RB

the tweak i am referring to is found on the discussion on this page (http://www.subsim.com/radioroom/showthread.php?t=121609&page=12). On this page JCWolf talks about having merged the SH4 effects and the Reece mod together for 16km. I am using this merged mod atm. I was wondering if I will need a similar merge to run the new version alongside Reece mod? perhaps I am getting confused. If so, forgive me, I have only recently been promoted from lowly deck swabber, so perhaps I am getting ahead of myself. :)
Just Copy the new Files in the 16KM EFFECTS Folder. Works fine in my install. Only the reflection of the red signal flare looks like blood in the water. With lots of dead guys swimming there it loks kind of frightening.

BTW: GOOD JOB! THX RB

TheDarkWraith
10-29-07, 04:29 PM
Btw., can I delete the misc folder completely if I do not want to use the new waves/water?

yes you can. It will have no impact at all on the mod.

TheDarkWraith
10-29-07, 04:31 PM
I just tested it , and must say this is real for sure.
The explosions on the deck of the ship , even when you pause shooting are great.
Sound of fire makes you feel like you realy are witnessing her last hour :rock:

Only thing that surprised me was the time the flare stays burning in the air. I thought it will burn for bit longer.

how long should this flare burn? I didn't know how long flares lasted so I gave it a random value.

TheDarkWraith
10-29-07, 04:34 PM
Only thing I can think of to make this almost perfect ( leaving room for other thoughts ) is once a ship is on fire are crew members screaming and jumping over board trying to survive ....... maybe being on fire and just jumping in the water to put out the flames too ( I know I know .. but war is a real hell at times )

great idea. Should be easy to add. I'll add it to the list of upcoming additions to look into.

TheDarkWraith
10-29-07, 04:37 PM
Only the reflection of the red signal flare looks like blood in the water. With lots of dead guys swimming there it loks kind of frightening.

Does this need to be changed? Does it look too red? I can make it darker, like a darker red. I can even give the effect a new TGA and change the Alpha to a little less.

USS Sea Tiger
10-29-07, 05:07 PM
I am not one usully to comment, but I installed this mod for the fun of it,, I am really amazed at the results!:D
Makes it almost like a new game! And best of all, it makes the night convoy battles so real,

I really like the emergeny flares,, a nice touch!

thanks for a great upgrade.

Samwolf
10-29-07, 05:23 PM
I just tested it , and must say this is real for sure.
The explosions on the deck of the ship , even when you pause shooting are great.
Sound of fire makes you feel like you realy are witnessing her last hour :rock:

Only thing that surprised me was the time the flare stays burning in the air. I thought it will burn for bit longer.

how long should this flare burn? I didn't know how long flares lasted so I gave it a random value.

IIRC, they weren't so much a parachute type flare as they were a short lived starshell type device. Maybe someone in the Navy or Merchant Marine would know better

Woof1701
10-29-07, 05:42 PM
Hi RB!
I was really quick on this!
Here the list from your Material.dat V2.021:

-These ones don't have alpha channel and also are now only a
tiny white image:
bubble_01, 02
bubbles_01, 02
casca1.tga ==> this one even don't open with Gimp.
ciob_add.tga
cloud_w_small_spots.tga
expl_hallo.tga
paraluie.tga
all pierreE*.tga
Smoke_volum02 and smoke_volum.tga
all splash*.tga (except splash_vert_add.tga only not have
alpha channel)
all twirl_soft*.tga
waterspray.tga


-Some others only don't have alpha channel (take a carefull look at all them)

-These ones have the same above problem but are also on the
texture folder, so no problems in the end:
cloud_w_small_spots.tga
paraluie.tga
some of pierreE*.tga
Smoke_volum02 and smoke_volum.tga

Notice that the textures from depth charges detonation splashes are in this list above. This is how and why I found this problem.;)

Hopes that this could help you!

Hi Rubini,

Thanks for pointing that out. Which of the files is responsible for the depth charge detonation splashes?

Hawk U-375
10-29-07, 05:47 PM
Only thing I can think of to make this almost perfect ( leaving room for other thoughts ) is once a ship is on fire are crew members screaming and jumping over board trying to survive ....... maybe being on fire and just jumping in the water to put out the flames too ( I know I know .. but war is a real hell at times )

great idea. Should be easy to add. I'll add it to the list of upcoming additions to look into.

Already made that file....and was sent...;) The Boss just has to give me his opinion...and then add it.....:up:

slow_n_ez
10-29-07, 06:00 PM
As for the time on the flares .... on my pleasure craft I have a flare gun ( required for my boat ) but only last ( according to lable ... never shot one yet ) for 30 seconds ... I think the bigger boats flares last about 1 minute ... but am just guessing at length of time ...

TheDarkWraith
10-29-07, 06:00 PM
IIRC, they weren't so much a parachute type flare as they were a short lived starshell type device.

That's what I was thinking. That is why I gave them a short life span.

Hawk U-375
10-29-07, 06:33 PM
ps... great job on the hydaphone sounds too :D

that thanks needs to go to Hawk U-375, he did the underwater effects for the sounds I needed. I just made them come to life....;)



Ok.. thanks Hawk U-375 ... GREAT job :cool: You made it alot more realistic that what it was .... Kinda actually suprized me to really hear the torpedo hits plus the aftermath of it .....


Your Welcome.....Glad I could be apart of this Great Mod!!!!:rock: :up: :|\\

sh3rules
10-29-07, 06:36 PM
Awesome mod. Haven't played much with it yet, but I look forward to the next patrols :rock:

Rubini
10-29-07, 07:17 PM
Hi RB!
I was really quick on this!
Here the list from your Material.dat V2.021:

-These ones don't have alpha channel and also are now only a
tiny white image:
bubble_01, 02
bubbles_01, 02
casca1.tga ==> this one even don't open with Gimp.
ciob_add.tga
cloud_w_small_spots.tga
expl_hallo.tga
paraluie.tga
all pierreE*.tga
Smoke_volum02 and smoke_volum.tga
all splash*.tga (except splash_vert_add.tga only not have
alpha channel)
all twirl_soft*.tga
waterspray.tga


-Some others only don't have alpha channel (take a carefull look at all them)

-These ones have the same above problem but are also on the
texture folder, so no problems in the end:
cloud_w_small_spots.tga
paraluie.tga
some of pierreE*.tga
Smoke_volum02 and smoke_volum.tga

Notice that the textures from depth charges detonation splashes are in this list above. This is how and why I found this problem.;)

Hopes that this could help you!

Hi Rubini,

Thanks for pointing that out. Which of the files is responsible for the depth charge detonation splashes?

I'm playing with all the GWX splash*.tga inside of my texture folder (i guess that they are the same since stock) to overwrite the ones on RB Materials.dat while awaiting for a official reply from him on this matter. This makes the depth charge effects with old normal look again.:up:

onelifecrisis
10-29-07, 07:20 PM
I'm playing with all the GWX splash*.tga inside of my texture folder (i guess that they are the same since stock) to overwrite the ones on RB Materials.dat while awaiting for a official reply from him on this matter. This makes the depth charge effects with old normal look again.:up:

Do we put them in TNormal or TLowRes?

Rubini
10-29-07, 07:22 PM
I'm playing with all the GWX splash*.tga inside of my texture folder (i guess that they are the same since stock) to overwrite the ones on RB Materials.dat while awaiting for a official reply from him on this matter. This makes the depth charge effects with old normal look again.:up:

Do we put them in TNormal or TLowRes?

...data\Textures\TNormal\tex:up:

onelifecrisis
10-29-07, 07:40 PM
I'm playing with all the GWX splash*.tga inside of my texture folder (i guess that they are the same since stock) to overwrite the ones on RB Materials.dat while awaiting for a official reply from him on this matter. This makes the depth charge effects with old normal look again.:up:

Do we put them in TNormal or TLowRes?

...data\Textures\TNormal\tex:up:

Done... thanks for the quick reply! :up:

Hawk U-375
10-29-07, 09:20 PM
Race check pm..on thoughts for 2.03;)

TheDarkWraith
10-29-07, 09:31 PM
I'm playing with all the GWX splash*.tga inside of my texture folder (i guess that they are the same since stock) to overwrite the ones on RB Materials.dat while awaiting for a official reply from him on this matter. This makes the depth charge effects with old normal look again.:up:

So far everything is checking out. Not done with all of them though. Everything has an Alpha channel that should have one. The Alpha channels are different though from stock to what I have done. I might change some of the Alpha channels to make them more like stock.
If you definitely wanted some changed, which ones should I concentrate on?

EDIT:

I compared all my TGAs to the stock ones and there are some differences. Some of my new TGAs include Alpha channels whereas the same stock one doesn't. Also some have different alpha channels for the same TGA. The ones that are different (either have an Alpha now or Alpha is different) are:

- black
- Fire_add
- int_halo
- pierreE
- pierreE2
- pierreE_test
- splash_vert_conic
- whoopsmal_add_02
- whoopsmal_add_03
- explosion
- explosion_halo_add
- CB
- bucata

Rubini
10-29-07, 10:55 PM
I'm playing with all the GWX splash*.tga inside of my texture folder (i guess that they are the same since stock) to overwrite the ones on RB Materials.dat while awaiting for a official reply from him on this matter. This makes the depth charge effects with old normal look again.:up:

So far everything is checking out. Not done with all of them though. Everything has an Alpha channel that should have one. The Alpha channels are different though from stock to what I have done. I might change some of the Alpha channels to make them more like stock.
If you definitely wanted some changed, which ones should I concentrate on?

The unique one that I have really noticed in game until now that probably have some problem was the depth charges splashes like i said. The others, I only tried to open with GIMP and noticed the absence of Alpha Channel or sometimes a texture that is in truth just a tiny white, etc...but I donīt noticed any problem in game. I donīt make extensive tests, Iīm just playing my GWX 1.03 in dec 1942 and only have fired two fishes until now (using your mod) in two small merchants in the Carebean.:D
The explosions are really great, the hydrophone sounds too!:arrgh!:

I have others feedbacks/observations that I will send by PM to you because they are more detailed and more a real feedback and suggestion than any other thing.

But I really think that some messed up was made with that textures in the Materials.dat. Perhaps someone imported them without using the correct graphic soft that work with transparences like Photoshop or GIMP, well i really donīt know (textures arenīt my land, Iīm more a tweak man...LOL). Normally the game will run and will be not easy to notice the degradation (if any) of some effects in game when using a texture without transparence when it needs to have one. Like the depth charges splashes again...You need to look close to notice something wrong. In this case the absense of the transparence make it appears somekind of 2D sprites in close look. Well, hopes that you have understood me (my poor english) and thanks to look at this!:up:

The important is that the mod is great and this texture matter is easy to correct.

As a quick question/suggestion: why you used a new "smoke" with problems in the wind direction if the SH3 one was ok on this matter? :hmm:

Anyhow I will let you know any other find that i shall observe using the mod, ok?

Rubini
10-29-07, 11:09 PM
EDIT:

I compared all my TGAs to the stock ones and there are some differences. Some of my new TGAs include Alpha channels whereas the same stock one doesn't. Also some have different alpha channels for the same TGA. The ones that are different (either have an Alpha now or Alpha is different) are:

- black
- Fire_add
- int_halo
- pierreE
- pierreE2
- pierreE_test
- splash_vert_conic
- whoopsmal_add_02
- whoopsmal_add_03
- explosion
- explosion_halo_add
- CB
- bucata

And all that I'm saying could be ok if itīs intentional. Perhaps you have some motives to make this or that texture without transparence or even making it different in some way. If this is the case than what I should like to say (until now) is that the depth charges splashes were better before IMHO. This is my taste, I donīt know if others ppl also have the same opinion on this matter.:up:
All we want is the best SH3 experience and this mod have the great potencial to raise the fun and imersion beyond the limits!:yep:

TheDarkWraith
10-29-07, 11:32 PM
I welcome all criticisms, suggestions, etc. I will run some test missions tomorrow with different TGAs for the depth charge textures and see what I find. Thanks for reporting this. :up:

Vader 1
10-29-07, 11:38 PM
WOW...I just got the new addition up and running and I am in awe


Thank you ever so much for this great addition...from the flares to the explosions and don't get me started witht the hydrophone sounds. This again has taken this sim to a new level and from all the good feed back I am sure some more version are in the works.


Please do take some time for your self to sit back and enjoy your work sir as it is fantastic.:up: :up: :up:

Vader

TheDarkWraith
10-29-07, 11:58 PM
Please do take some time for your self to sit back and enjoy your work sir as it is fantastic.:up: :up: :up:
Vader

I would like to sit down for once and actually play the game but I can't. I'm on a roll and have too many ideas that I have to try and make happen. Most, so far, are coming along quite nicely :yep:

Wolfehunter
10-30-07, 01:05 AM
I'll give you the bad news first.:damn:
I found some odd issues you might want to see.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Error3.jpg
Too much blood if that what it is suppose to be?:o
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Errors2.jpg
X marks the spot or its a field goal?:lol:
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Errors1.jpg
The aft end of the bobbing boat hopped its way and set and intercept coarse to attack me. I collided and died. Trust me I was using the XXI and it was faster than me under water. I don't get it?:hmm:

It was the weirdest thing I ever seen. I though nothing of it at first when I hit the ship with FAT torpedos, but when it was hunting for me... Well I was shocked. Then dead.:dead:

Well it was fun:up:

Now the good news.:D

Well I was trying to get to Bergen to see my custom work using Missioneditor to tweek Bergen by adding bouys and debris plus XXIII AI subs, VIID AI sub Some merchant ships Docked VIIC\41 and a Cruiser. But I never made it. However it was a busy patrol. Air assaults were insane.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Funshot8.jpg
I left Lorient in late 44. I pasted 3 german destroyers to the open sea.
Next thing I know I see the sky loaded with planes.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Funshot6.jpg
This destroyer starts firing its guns and it sounded incredible.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Funshot7.jpg
I figure I'll help. 3 destroyers + One sub against 16 bombers. :o
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Funshot5.jpg
2 destroyer sunk and I took some major damage... I said ALARM dive dive.:smug:
http://i240.photobucket.com/albums/ff110/WolfeXhunter/myboat1.jpg
I get away and I managed to take out one nice juicy bomber and three of those floating search bombers.:arrgh!:
The deptcharges was very nice sound effects. Some of my crew had an accident. ;)

Other than that Racerboy Its a great mod. :rock:

TheDarkWraith
10-30-07, 01:19 AM
I'll give you the bad news first.:damn:
I found some odd issues you might want to see.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Error3.jpg
Too much blood if that what it is suppose to be?:o

nope, it's a TGA problem - specifically the Alpha channel. I have made a new TGA for this and will be included in next update. It's not supposed to be blood, it's supposed to be the reflection of the flares on the water (gives me an idea though of something to make...:hmm: ). The more flares in the sky the more pronounced this bug.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Errors2.jpg
X marks the spot or its a field goal?:lol:

this is a known bug that was in the included txt file. In order to get the smoke to react to the induced wind of the ship's movement I had to remove a certain controller. This certain controller was responsible for the smoke that always went straight up no matter what. I see this as a valid compromise.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Errors1.jpg
The aft end of the bobbing boat hopped its way and set and intercept coarse to attack me. I collided and died. Trust me I was using the XXI and it was faster than me under water. I don't get it?:hmm:

now that's something I have no control of. That's an issue with the ship itself. :yep:

It was the weirdest thing I ever seen. I though nothing of it at first when I hit the ship with FAT torpedos, but when it was hunting for me... Well I was shocked. Then dead.:dead:

Well it was fun:up:The deptcharges was very nice sound effects. Some of my crew had an accident. ;)

Other than that Racerboy Its a great mod. :rock:

see above in yellow

Wolfehunter
10-30-07, 01:30 AM
I'll give you the bad news first.:damn:
I found some odd issues you might want to see.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Error3.jpg
Too much blood if that what it is suppose to be?:o

nope, it's a TGA problem - specifically the Alpha channel. I have made a new TGA for this and will be included in next update. It's not supposed to be blood, it's supposed to be the reflection of the flares on the water (gives me an idea though of something to make...:hmm: ). The more flares in the sky the more pronounced this bug.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Errors2.jpg
X marks the spot or its a field goal?:lol:

this is a known bug that was in the included txt file. In order to get the smoke to react to the induced wind of the ship's movement I had to remove a certain controller. This certain controller was responsible for the smoke that always went straight up no matter what. I see this as a valid compromise.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Errors1.jpg
The aft end of the bobbing boat hopped its way and set and intercept coarse to attack me. I collided and died. Trust me I was using the XXI and it was faster than me under water. I don't get it?:hmm:

now that's something I have no control of. That's an issue with the ship itself. :yep:

It was the weirdest thing I ever seen. I though nothing of it at first when I hit the ship with FAT torpedos, but when it was hunting for me... Well I was shocked. Then dead.:dead:

Well it was fun:up:The deptcharges was very nice sound effects. Some of my crew had an accident. ;)

Other than that Racerboy Its a great mod. :rock:

see above in yellow

I don't know why the aft end bobbed its way across the ocean but it did. Hmmm I wonder what would do that. It was the imperial frieghter. I have to find that modder. Now if you could attach blood spot around the bodies in the water. hehehe that would make it interesting. Just not so big!:up:

Woof1701
10-30-07, 02:03 AM
I'm playing with all the GWX splash*.tga inside of my texture folder (i guess that they are the same since stock) to overwrite the ones on RB Materials.dat while awaiting for a official reply from him on this matter. This makes the depth charge effects with old normal look again.:up:

Do we put them in TNormal or TLowRes?

...data\Textures\TNormal\tex:up:

Thx! :up:

Capt. Shark Bait
10-30-07, 03:16 AM
d@mm, the things you miss over a weekend, but i found it:ping: . might be several hrs before i can try it out, tho. gotta sleep sometime yanno:dead:

USS Sea Tiger
10-30-07, 09:45 AM
personnally I really like the flare effect,, is there a way I can change the hang time and increase it?

thanks

Mike d

ming
10-30-07, 11:09 AM
Thanks for the continued digging into this.I too have been very busy but I cant wait to try it out!

TheDarkWraith
10-30-07, 04:42 PM
Looks like this poor sailor caught some shrapnel from the explosion that threw him overboard:

http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/fygekiojyo.thumb500.jpg

http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/yvvaupvubl.thumb500.jpg

http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/aljzzywuoq.thumb500.jpg

http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/zsemxagvjk.thumb500.jpg

here sharky sharky.....:eek:

U49
10-30-07, 05:17 PM
Looks like this poor sailor caught some shrapnel from the explosion that threw him overboard:


Looks very impressive,one of 30624 as stated here: http://en.wikipedia.org/wiki/Battle_of_the_Atlantic_%281939-1945%29

I havn't yet seen such thing.. Is this suppossed to happen randomly after a sinking?
I've only noticed "unbloody" bodies
:hmm:

Capt. Shark Bait
10-30-07, 05:27 PM
Looks like this poor sailor caught some shrapnel from the explosion that threw him overboard:



http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/yvvaupvubl.thumb500.jpg

here sharky sharky.....:eek:
:rotfl: :gulp:

TheDarkWraith
10-30-07, 05:29 PM
Looks like this poor sailor caught some shrapnel from the explosion that threw him overboard:


Looks very impressive,one of 30624 as stated here: http://en.wikipedia.org/wiki/Battle_of_the_Atlantic_%281939-1945%29

I havn't yet seen such thing.. Is this suppossed to happen randomly after a sinking?
I've only noticed "unbloody" bodies
:hmm:

It's upcoming in v2.03 with some other goodies! :rock:

Wolfehunter
10-30-07, 06:14 PM
Bloody boddies:o

WOOT :smug: now thats what I'm talking about!:rock:

Vader 1
10-30-07, 06:39 PM
personnally I really like the flare effect,, is there a way I can change the hang time and increase it?

thanks

Mike d

I sunk a DD today in a heated exchange and was treated to a oil slick on the water....just 1st rate across the board

Vader

TheDarkWraith
10-30-07, 07:54 PM
Tried out my new idea finally in action. Was this what it looked like when a ship exploded (this was a C3)?

http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/kpxvskvsfu.jpg

maybe I need to make the blood not so red at the start......:hmm: Not all bodies bleed currently.

coronas
10-30-07, 08:07 PM
Only an idea: A point in pale red surrounded of black oil: two in one, dirty water with oil and blood.:hmm:

Wolfehunter
10-30-07, 08:15 PM
Oil should have prescedence over the blood. Is it possible to time the blood to wash away differently? Too much blood though. Should be less people bleeding like a fountain. But it looks amazing:rock:

TheDarkWraith
10-30-07, 08:15 PM
Only an idea: A point in pale red surrounded of black oil: two in one, dirty water with oil and blood.:hmm:

hmm..:hmm: ...an idea to try. First I'll play with the alpha channel of the TGA.

TheDarkWraith
10-30-07, 08:19 PM
Oil should have prescedence over the blood. Is it possible to time the blood to wash away differently? Too much blood though. Should be less people bleeding like a fountain. But it looks amazing:rock:

to a point. Max time the blood can hang around currently is 60 seconds due to the bodies being debris. I can make multiple blood generators that can give different 'hang times', if you will. Just thought of something though....maybe I can extend this time....

A6Intruder
10-31-07, 12:26 AM
Be careful with blood!! It should not look like doom.:down: We are playing SH3.
Kind regards

iambecomelife
10-31-07, 12:51 AM
I think that at most only a handful of the ship's crew should bleed. Maybe 2 or 3 of the total number of bodies. In most of the merchant sinkings I have read about, death resulted from one of four things:

-Drowning
-Exposure
-Crushing injuries from falling machinery & metal
-Scalding from damaged boilers, steam pipes, & oil lines.

For instance, when I read the case of the "Hartlebury", which lost 37 of 57 crewmembers, I noticed that practically all of the men who died drowned because of capsizing lifeboats or froze to death before rescue. Only 1 fatality (the captain) was described as having a particularly bloody injury.

My main point is that none of the four causes above would have been very likely to produce much blood. Based on your pictures I would also prefer for the blood spots to be more diffuse and/or smaller. It would take an amputation or an injury directly to a major artery for someone to bleed out on that scale. A much darker shade of red wouldn't hurt either. No negativity is intended BTW - just my $0.02.

Woof1701
10-31-07, 02:42 AM
To emphasize IABL's statement I want to add, that the human body contains only roughly 5 Liters of blood, whereas a leaking tanker spills tens of thousands of liters of oil.
In addition blood mixes with water while oil (especially crude oil) floats. Now imagine a human body even with a leg torn off and blood spurting from the wound falling into a crystal clear and bright 10 by 5 meter (30 by 15 feet) swimming pool. You will surely see the a lot of blood there, but within little time the blood would solve in the water and the water will turn a light red or pink. Now imagine a body falling into the virtually limitless sea with waves and wind ... Even in case the body would immediately lose all five liters of blood (which is not a likely scenario), you can be sure it would be swept away so quickly that you will see no red on the surface. Please leave the blood out. It's not realistic.

mkubani
10-31-07, 03:46 AM
Yes, please make the blood as an option. I would also suggest leaving it out completely. :know:

TheDarkWraith
10-31-07, 04:32 AM
great input all! I will toy around with this idea. I'm just experimenting currently. :yep:

JCWolf
10-31-07, 04:59 AM
its a cool idea but do not make this a Gothik show please !


I personaly think that this is perfect the way it is...:up:

denis_469
10-31-07, 05:07 AM
Attention Racerboy:
In russian forum people made test mission with you new version RacerBoy RB_SH4_Effects_for_SH3_2_02. And see next pictures with red sea water :o :
http://www.sukhoi.ru/forum/showpost.php?p=1022029&postcount=793

I hope that autor can talk me about for translate in russian for russian forum. In archive mission himself and screens.

Best regards.

Wolfehunter
10-31-07, 05:08 AM
Well Racerboy I think these guys might have a point but I don't mind what you do even if one or two dudes are bleeding randomly.:lol:

Can you make them wiggle too?:hmm: Waving arms or something?:arrgh!:

Samwolf
10-31-07, 05:25 AM
To emphasize IABL's statement I want to add, that the human body contains only roughly 5 Liters of blood, whereas a leaking tanker spills tens of thousands of liters of oil.
In addition blood mixes with water while oil (especially crude oil) floats. Now imagine a human body even with a leg torn off and blood spurting from the wound falling into a crystal clear and bright 10 by 5 meter (30 by 15 feet) swimming pool. You will surely see the a lot of blood there, but within little time the blood would solve in the water and the water will turn a light red or pink. Now imagine a body falling into the virtually limitless sea with waves and wind ... Even in case the body would immediately lose all five liters of blood (which is not a likely scenario), you can be sure it would be swept away so quickly that you will see no red on the surface. Please leave the blood out. It's not realistic.

I agree, those were my thoughts too. Either make blood an option or leave it out.

Phoenix3000
10-31-07, 05:25 AM
Just my $0.02, but thought I would share them...

RacerBoy, the mod is great - I certainly like the new fires, hydrophone sounds etc. etc., but I have a suggestion for the distress flares. Here's the scenario I experienced last night:

I encountered a convoy, heading W-S-W south of Ireland, late evening, October 1940. There were 4 destroyers and about 15 ships.

I took up position approximately 90 degrees off their starboard at a range of 1km. I was moving at 2kts, they were plodding along at 6kts. Scanning the horizon, I chose to target 2 whale factory ships and an Empire freighter. (I also use full manual targeting).

The attack was succesful, 2 torps hit the first factory ship, 1 hit the second, last forward torp hit the Empire freighter. At this point no distress flares fired from any ship.

I went to flank speed, did a 180 degree turn and fired the aft torpedo at the listing Empire freighter before diving to 120m, heading east with silent running.

I switched to the external camera and saw the Empire freighter receive a second direct hit, from the aft torp - and she went up in a ball of flames. I do like those secondary explosions! :up:

Just as she was going under totally engulfed in flames about 6 or 7 large distress flares were fired within a split second of one another along the length of the ship, lighting the whole sea bright red. Looked a bit odd I must say.

I then panned around and saw the first factory ship going under bow first. Just as her stern was about to go under she also launched a flurry of distress flares.

The 3rd ship listed heavily to starboard before finally plunging under stern first. No flares appeared, and given the circumstances (and elapsed time) that seemed more realistic.

To sum up, I think the flares should be made smaller in size. Having seen distress flares fired for real (testing only), they don't appear as large red glowing balls of light from what I saw. Also, given their height and size, they don't reflect much on the surface - especially daytime like this scenario.

I've read that distress flares were launched by ships to attract the attention of the escorts when a sub was sighted, or an attack was under way. Is it possible they can be timed to fire within a minute or so of hitting a ship? - And make it random, so some ships launch, others don't?

Anyway, as I say just my $0.02's worth.........

Cheers! - Looking forward to the next release!
Px3000

PS - Also like to add - leave out the blood. As explained above, the chances of actually seeing any blood in the water in such circumstances is remote at best. Maybe it's possible to 'blood-stain' the bodies in the water by using a very dark red smear (painted) on their clothing to represent wounding? Other than that I wouldn't have it flowing around them as shown above. Not realistic.
Perhaps ''paint' some of the crew like they are covered in oil, black and dark grey - ideal with tankers being sunk.....

TheDarkWraith
10-31-07, 06:42 AM
Attention Racerboy:
In russian forum people made test mission with you new version RacerBoy RB_SH4_Effects_for_SH3_2_02. And see next pictures with red sea water :o :
http://www.sukhoi.ru/forum/showpost.php?p=1022029&postcount=793

I hope that autor can talk me about for translate in russian for russian forum. In archive mission himself and screens.

Best regards.


it's a bug when multiple flares occupy relatively the same area. I have corrected this in an upcoming release v2.03 that uses a new TGA for the flare's reflection.

TheDarkWraith
10-31-07, 06:43 AM
Well Racerboy I think these guys might have a point but I don't mind what you do even if one or two dudes are bleeding randomly.:lol:

Can you make them wiggle too?:hmm: Waving arms or something?:arrgh!:

you think like I do.....that is also something I am working on ;)

Hawk U-375
10-31-07, 06:59 AM
The blood is a nice add. I like it. Don't like it if all the bodies are bloody..(Looks like a bowl of Tomato soup...:-? ). I have insight to alittle that Race is doing.....Let's just say...it's Realistic!!!!! Scary Realistic....;) .

Any old Saliors out there know what the Merchant Ships Alarm sounds like? I believe in some old threads somone told me it was a Bell Ringing...continuously....

Anyone know???????? Please give me insight ....;)

Myxale
10-31-07, 07:09 AM
This mod is mind bending!
I fooled around with a large Convoy and a Nelson in the midst. As i was foolin around on the surface, the nelson fired and at me and hit one of their own ; a DD that was behind me!
I've newer seen such an impact before! The debris the; fires the Bodies!...ahhhh what a feat for the eyes. The underwater sounds and secondary explosion were clear and creepy at the same time!:rock:

denis_469
10-31-07, 07:32 AM
Attention Racerboy:
In russian forum people made test mission with you new version RacerBoy RB_SH4_Effects_for_SH3_2_02. And see next pictures with red sea water :o :
http://www.sukhoi.ru/forum/showpost.php?p=1022029&postcount=793

I hope that autor can talk me about for translate in russian for russian forum. In archive mission himself and screens.

Best regards.


it's a bug when multiple flares occupy relatively the same area. I have corrected this in an upcoming release v2.03 that uses a new TGA for the flare's reflection.

Thank.

Wolfehunter
10-31-07, 07:37 AM
Well Racerboy I think these guys might have a point but I don't mind what you do even if one or two dudes are bleeding randomly.:lol:

Can you make them wiggle too?:hmm: Waving arms or something?:arrgh!:

you think like I do.....that is also something I am working on ;)

I think our vision of SH3 is similar, yes.:yep: I still love the blood. Some blood is good.:up: Which unlucky sailor will bleed? That is up to you Racerboy you the master!:rock:

Samwolf
10-31-07, 08:11 AM
Racerboy,

FYI.

I found that when I use your mod I lost some sounds and a few have become almost inaudible.

The inaudible ones are :

amb_submarineInterior.wav
Torpedo Tube opening.wav

The missing sounds are:

Beaufight.airplane.wav
Mosquitos.airplane.wav
WildcatGr.airplane.wav

Also the Marlet sound is gone. (I think it used the WildcatGr.wav)

Not sure if the "damaged" wavs for those planes are gone, haven't been able to damage any of them.

Kar
10-31-07, 08:22 AM
Nice mod but I have some problems with flares. One sinking ship fired around 50 flares after torpedo hit. Its was like firework :o
And I have sugestion for your mod. Can you make water spalshing from flooding holes on sub like in SH4 ?

Cap'n Spanky
10-31-07, 10:11 AM
It just keeps getting better RB....
Oh... yes on the flailing arms and legs!!!:lol:

TheDarkWraith
10-31-07, 10:16 AM
Racerboy,

FYI.

I found that when I use your mod I lost some sounds and a few have become almost inaudible.

The inaudible ones are :

amb_submarineInterior.wav
Torpedo Tube opening.wav

The missing sounds are:

Beaufight.airplane.wav
Mosquitos.airplane.wav
WildcatGr.airplane.wav

Also the Marlet sound is gone. (I think it used the WildcatGr.wav)

Not sure if the "damaged" wavs for those planes are gone, haven't been able to damage any of them.

Let me guess, you're runnning GWX? If so then they've added some new sounds to the Sh3.sdl and particles.dsd that aren't in my files. I will see what needs to be added to my files to add these missing sounds.
Amb submarine interior I decreased the volume on.
Torpedo tube opening I haven't touched yet. But I will be increasing it's volume in 2.03's release.
If anyone else has missing sounds please let me know. I need specifics like the above so I can find them and add them.

TheDarkWraith
10-31-07, 10:20 AM
Nice mod but I have some problems with flares. One sinking ship fired around 50 flares after torpedo hit. Its was like firework :o
And I have sugestion for your mod. Can you make water spalshing from flooding holes on sub like in SH4 ?

Which ship was this? If the maker of ship hasn't set some parameters correctly then yes, it's feasible that this could happen. I would like to know which ship this happened on.
The flares are tied to the splinter_explosion event. So if the ship has many items that are set to be splinter explosioned that haven't been 'destroyed' yet then anytime the ship 'explodes' all these items explode also and send up a flare.
I haven't been successful in getting this water splashing from flooding holes working correctly. I have made it, just trying to get it working right and correctly. We don't have the same controllers and all as in SHIV so I have to make work-arounds.

TheDarkWraith
10-31-07, 10:22 AM
Be careful with blood!! It should not look like doom.:down: We are playing SH3.
Kind regards

yes, yes I know. It was an idea of mine that needs to be refined further. Just thought I would share what I was working on that's all. That was test #2 of that idea.

TheDarkWraith
10-31-07, 10:30 AM
To sum up, I think the flares should be made smaller in size. Having seen distress flares fired for real (testing only), they don't appear as large red glowing balls of light from what I saw. Also, given their height and size, they don't reflect much on the surface - especially daytime like this scenario.

how big should the size of the flares be in the sky? I have nothing to go by so I decide on a value and use it. If someone can show me a flare in relation to something else so I can judge size I can make it be.
I have made a new TGA for the flare's reflection that will take care of this reflection problem of being like blood red.
Or should I not make it reflect at all??

I've read that distress flares were launched by ships to attract the attention of the escorts when a sub was sighted, or an attack was under way. Is it possible they can be timed to fire within a minute or so of hitting a ship? - And make it random, so some ships launch, others don't?

I haven't found a way to make anything random, yet. I haven't found a way to tie anything to the AI watchstander (the O01 node) to have it control something. If I could do this it would open up a whole lot more possibilities. Currently everything I've done is through 'trickery' and tieing onto other events.



see above in yellow.

Kar
10-31-07, 10:34 AM
Which ship was this? If the maker of ship hasn't set some parameters correctly then yes, it's feasible that this could happen. I would like to know which ship this happened on.
The flares are tied to the splinter_explosion event. So if the ship has many items that are set to be splinter explosioned that haven't been 'destroyed' yet then anytime the ship 'explodes' all these items explode also and send up a flare.
I haven't been successful in getting this water splashing from flooding holes working correctly. I have made it, just trying to get it working right and correctly. We don't have the same controllers and all as in SHIV so I have to make work-arounds.

I think it was Big Split Merchant converted from SH4 or stock GWX large or medium tanker, I cant remember :cry: (but its absolutely one of these)

TheDarkWraith
10-31-07, 10:35 AM
Which ship was this? If the maker of ship hasn't set some parameters correctly then yes, it's feasible that this could happen. I would like to know which ship this happened on.
The flares are tied to the splinter_explosion event. So if the ship has many items that are set to be splinter explosioned that haven't been 'destroyed' yet then anytime the ship 'explodes' all these items explode also and send up a flare.
I haven't been successful in getting this water splashing from flooding holes working correctly. I have made it, just trying to get it working right and correctly. We don't have the same controllers and all as in SHIV so I have to make work-arounds.

I think it was Big Split Merchant converted from SH4 or stock GWX large or medium tanker, I cant remember :cry: (but its absolutely one of these)

by chance can you send me the files for this ship?

Samwolf
10-31-07, 10:43 AM
Racerboy,

FYI.

I found that when I use your mod I lost some sounds and a few have become almost inaudible.

The inaudible ones are :

amb_submarineInterior.wav
Torpedo Tube opening.wav

The missing sounds are:

Beaufight.airplane.wav
Mosquitos.airplane.wav
WildcatGr.airplane.wav

Also the Marlet sound is gone. (I think it used the WildcatGr.wav)

Not sure if the "damaged" wavs for those planes are gone, haven't been able to damage any of them.

Let me guess, you're runnning GWX? If so then they've added some new sounds to the Sh3.sdl and particles.dsd that aren't in my files. I will see what needs to be added to my files to add these missing sounds.
Amb submarine interior I decreased the volume on.
Torpedo tube opening I haven't touched yet. But I will be increasing it's volume in 2.03's release.
If anyone else has missing sounds please let me know. I need specifics like the above so I can find them and add them.

Yep, running GWX. (Isn't everyone?) Thanks for looking into this.

Phoenix3000
10-31-07, 11:13 AM
Hi RacerBoy, thanks for the reply.

I've located a couple of sources on the web for naval distress flares. The first was originally introduced in 1959, reaches approx. 350m and burns red for 40+ seconds:

http://www.sailgb.com/p/parachute_rocket/

The second is more modern, burns orange (but same principle as red) and burns for approximately 20+ seconds:

http://ofbindia.gov.in/products/data/ammunition/gr/15.htm

Personally, I would reduce the current size of the flare itself by about a third, and leave a slight glow around it - too much and it won't look right in daytime.

As for the reflection on the sea, at a height of over 350 metres there wouldn't be much surface reflection on a rolling sea. Perhaps a few flecks of dark red here and there as the light catches the swell.

Cheers!
Px3000

Koondawg
10-31-07, 11:36 AM
Id like to say " A great job...2 thumbs up"...love the sounds, flares all of it...
although I have found depending upon where you hit the boat say with the deck gun the flare may go into the water...depending upon the explosion on board...hope this helps :up:

TheDarkWraith
10-31-07, 11:37 AM
Id like to say " A great job...2 thumbs up"...love the sounds, flares all of it...
although I have found depending upon where you hit the boat say with the deck gun the flare may go into the water...depending upon the explosion on board...hope this helps :up:

you're using v2.021 and this happened?

TheDarkWraith
10-31-07, 11:42 AM
Hi RacerBoy, thanks for the rpely.

I've located a couple of sources on the web for naval distress flares. The first was originally introduced in 1959, reaches approx. 350m and burns red for 40+ seconds:

http://www.sailgb.com/p/parachute_rocket/

The second is more modern, burns orange (but same principle as red) and burns for approximately 20+ seconds:

http://ofbindia.gov.in/products/data/ammunition/gr/15.htm

Personally, I would reduce the current size of the flare itself by about a third, and leave a slight glow around it - too much and it won't look right in daytime.

As for the reflection on the sea, at a height of over 350 metres there wouldn't be much surface reflection on a rolling sea. Perhaps a few flecks of dark red here and there as the light catches the swell.

Cheers!
Px3000

Great information! What I'll do is eliminate the surface reflection that I added already. I'll also make the flare about 1/2 it's current size. I'll make it a little more red also.

Samwolf
10-31-07, 11:51 AM
I confirmed that the damage files for the Mosquito, Beaufighter and Wildcat are missing. Alsoo the Dolphin sounds.


WildcatGr airplane Damaged.wav
Mosquitos airplane damaged.wav
Beaufight airplane damaged.wav
Dolphin_mix.wav
Dolphin_hyd.wav

USS Sea Tiger
10-31-07, 12:02 PM
How can I increase the time the flares stay lighted in the sky,, I love that effect

Koondawg
10-31-07, 12:42 PM
you're using v2.021 and this happened?
Im using the one from the link you sent me....if that isn't the latest then U owe me an update...LOL :stare:

A6Intruder
10-31-07, 01:26 PM
I confirmed that the damage files for the Mosquito, Beaufighter and Wildcat are missing. Alsoo the Dolphin sounds.


WildcatGr airplane Damaged.wav
Mosquitos airplane damaged.wav
Beaufight airplane damaged.wav
Dolphin_mix.wav
Dolphin_hyd.wav


I have also no sounds for Wildcat/Martlet and Mosquito (havn`t seen an Beautfighter so far) in WAC.:doh:
Kind regards

LGN1
10-31-07, 01:59 PM
I have a small question. Is it possible that the sound of the big fires does not stop as suddenly as it does at the moment? A burning ship sounds really great, however, as soon as the ship sinks below the waterline the sound stops very abruptly. It would be really great if the sound would 'fade out'.

Anyway, thanks for the really great work!

Cheers, LGN1

Kar
10-31-07, 02:24 PM
by chance can you send me the files for this ship?

Its in this pack http://www.subsim.com/radioroom/showthread.php?t=118904&highlight=split+merchant

TheDarkWraith
10-31-07, 04:26 PM
I have a small question. Is it possible that the sound of the big fires does not stop as suddenly as it does at the moment? A burning ship sounds really great, however, as soon as the ship sinks below the waterline the sound stops very abruptly. It would be really great if the sound would 'fade out'.

Anyway, thanks for the really great work!

Cheers, LGN1

that along with the smoke from oil fires, well all fires actually, ending abruptly is something I'm trying to fix also.

TheDarkWraith
10-31-07, 04:27 PM
you're using v2.021 and this happened?
Im using the one from the link you sent me....if that isn't the latest then U owe me an update...LOL :stare:

in your mods folder does it say Racerboy_SH4_effects_for_SH3_2_02 or 2_021? If not 2_021 then go to post #1 of this thread for an update :yep:

Phoenix3000
11-01-07, 06:28 AM
Hi RacerBoy, glad the info on the flares was helpful. Looking forward to seeing the result! :up:

One other thing, and apologies if this has already been asked, but do you know how to mod the speed of sounds reaching your sub?

For example, right now you can fire a shell at a merchant, say at 2000m, you hear the hit immediately. In real-life there would be a 2-3 second pause before you heard it strike.

I'm not sure if you have played Steelbeasts Pro PE, but this aspect is modelled in there very well. I no longer have SH4 installed on my system (much prefer SH3 GWX!), so can't recollect if it was implemented in that game. It's worth checking out a couple of Steelbeasts Pro videos on youtube and watch a battle taking place, the sound distancing is done very well.

Anyway, thought I would just put that idea out there...

Cheers!
Px3000

Samwolf
11-01-07, 07:17 AM
Hi RacerBoy, glad the info on the flares was helpful. Looking forward to seeing the result! :up:

One other thing, and apologies if this has already been asked, but do you know how to mod the speed of sounds reaching your sub?

For example, right now you can fire a shell at a merchant, say at 2000m, you hear the hit immediately. In real-life there would be a 2-3 second pause before you heard it strike.

I'm not sure if you have played Steelbeasts Pro PE, but this aspect is modelled in there very well. I no longer have SH4 installed on my system (much prefer SH3 GWX!), so can't recollect if it was implemented in that game. It's worth checking out a couple of Steelbeasts Pro videos on youtube and watch a battle taking place, the sound distancing is done very well.

Anyway, thought I would just put that idea out there...

Cheers!
Px3000

Look for a mod called Averge Joes torpedo and deck gun speed of sound, it has delayed torpedo and gun sound hits.

Phoenix3000
11-01-07, 09:18 AM
Thanks Samwolf, I'll dig around and install it. See how it fares.

Question though, does it only work on the torpedo impact and gun sound, or all effects? Now that we have these extra sounds with the SH4 to SH3 mod by RB, like the secondary explosions, are they manged by it as well?

Cheers
Px3000

Turm
11-01-07, 09:32 AM
As far as I remember, the mod simply replaces some sounds files. The new versions of the files have a second or two of silence before the appropriate sound, meaning that you always get a fixed delay. It's not linked to distance in any way, unfortunately, so even if you hit a ship at point-blank range you'll get a delay in the sound, identical to if you hit a ship at 6km!

I think it's the best compromise possible in SH3 since the engine doesn't seem to have the doppler effect built in to it - I'll be astounded if somebody could somehow include it, and lately anything seems possible!

Same for aircraft unfortunately - the pitch of the engine sound varies depending on the angle you are viewing it from, rather than the speed it's approaching or receding from the camera position. Very unrealistic effect when using the , and . view keys to jump to aircraft (or when viewing in the museum), but when aboard the bridge of your boat you can't tell the difference. It's a fudged effect but works fine during gameplay.

TheDarkWraith
11-01-07, 10:20 AM
As far as I remember, the mod simply replaces some sounds files. The new versions of the files have a second or two of silence before the appropriate sound, meaning that you always get a fixed delay. It's not linked to distance in any way, unfortunately, so even if you hit a ship at point-blank range you'll get a delay in the sound, identical to if you hit a ship at 6km!

I think it's the best compromise possible in SH3 since the engine doesn't seem to have the doppler effect built in to it - I'll be astounded if somebody could somehow include it, and lately anything seems possible!

Same for aircraft unfortunately - the pitch of the engine sound varies depending on the angle you are viewing it from, rather than the speed it's approaching or receding from the camera position. Very unrealistic effect when using the , and . view keys to jump to aircraft (or when viewing in the museum), but when aboard the bridge of your boat you can't tell the difference. It's a fudged effect but works fine during gameplay.

there is a doppler effect setting.....I'll play around with it...:hmm:

Samwolf
11-01-07, 10:36 AM
Thanks Samwolf, I'll dig around and install it. See how it fares.

Question though, does it only work on the torpedo impact and gun sound, or all effects? Now that we have these extra sounds with the SH4 to SH3 mod by RB, like the secondary explosions, are they manged by it as well?

Cheers
Px3000

I believe it's only the torpedo and gun sounds.

Here's the readme:

Avg.Joe's Torpedo and Deckgun Speed of Sound Explosions delay VERSION 1.2
SEE V1.2 MOD CHANGE INFO BELOW.
Made for SH3 version 1.4
October 21, 2005

This is a Silent Hunter III (v1.4) sound-delay mod, which changes 6 things:
1. After a torpedo has hit a target, there is an approximate 2-second delay, before any explosion sound(s) will be heard.

2. After a target has been hit with 88mm/105mm deckgun, there is an approximate 1.75 second delay, before any shell-strike sound is heard.

3. The main torpedo explosion .wav file (P11_@ref_torp_great_explosion.wav), has been modified/mixed a bit, to cause a bit more dramatic explosion sound.

***4. The default deckgun .wav file (P09_$Gun_muzzle_flash.wav) has been changed, to make the gun-sound more dramatic, also changed in verison 1.2

5. Several explosions are a bit louder than default, and also mixed with other (minor) explosion wave-files, to create (hopefully) more dramatic explosion sounds.

_____ V1.2 MOD CHANGE INFO: ________
====================================
====================================
~Added 'initial' explosion/rumbling sound, with minor/short sound-delay.~
[v1.2 change] This version contains a very short-delay (approx. .6 seconds) 'initial' explosion sound, when a torpedo hits a target. The explosion is a low, 'rumbling' sound, heard almost immediately after a torpedo explosion. Now you will to hear a 'submerged-like' explosion sound, which would naturally occur more quickly, compared to a surface-attack explosion. Although this changed rumbling sound is audible during surface-attacks too.

Version 1.0 does not contain this 'initial' rumbling/explosion sound change, nor the following new changes for Version 1.2:

a.) New type deck-gun sound.
b.) New sound when deck-gun shell hits a target (minor change).
c.) Changed torpedo explosion sound, (now a double-explosion, typically heard during a fuel or engine hit) when a target is destroyed immediately following a torpedo-hit, or if a ship explodes while sinking.
__________________________________
==================================
==================================

(*** WARNING: there are several deckgun sound-mods already available. If you are already using a deckgun-mod, please listen to the modified deckgun sound enclosed, to see if you prefer it.
If you do not prefer this deckgun sound, simply delete the file:
'P09_$Gun_muzzle_flash.wav' contained in this mod, then install as usual.***)
If you remove the deckgun file above, there will be no (modified) sound-delay when using the deckgun.
____________________
____________________
Installation:
If using JSGME mod-enabler, unzip the contents of this file into your SH3 'MODS' folder, and enable the mod using JSGME.

If installing manually, all files must be copied to your SH3\data\sounds folder. Be sure to *Backup* your original/default files or this mod will overwrite default sounds, if installed manually.
___________________
___________________
This mod is best used (most realistically) with surface-attacks, as the speed of sound is approx. 345mps traveling through air. Btw, submerged sound-delays aren't very realistic using this mod, yet, SH3's 'stock-file' submerged explosions are not realistic either.

After tinkering with this mod for quite a while, a submerged torpedo-attack (with sound-delay) also 'looks' dramatic. Visually it looks quite different, compared to stock torpedo explosions.

Since SH3 was not made with separate sound-files, for submerged -&- surfaced torpedo attacks, this mod is a 'compromise' of how a torpedo explosion would sound, while surfaced.

Sh3 also does not calculate distance-to-target, regarding explosions. Default Sh3 torpedo and deckgun sounds are 'instantaneous', no matter what distance. Also, Sh3's torpedo explosions (while submerged) always sound as if the sub was actually surfaced, which is a limit of the game.

Sound delay length?:

Because SH3 will accept only 1 value for each explosion file, I had to figure out generic 'average-default' sound delays.

After reading many SH3 war-stories, and testing lots of different length sound-delays, I finally went with speed-of-sound delays of approx. 2 seconds. This is fairly accurate of a torpedo hitting a target at a distance of approx. 7/800 meters, while surfaced.

So, if a torpedo hits a target at 4000-meters, the explosion sound-delay will still be approx. 2 seconds. There's no practical way to set different sound delays, for different target distances.

Using this delay value (2 seconds) I found no real need to modify sound-files for Hydrophone explosion sounds, as speed-of-sound in water is so much faster, compared to air.

I hope you enjoy this mod. Sound-wise I think it adds some 'drama' to any torpedo/deckgun explosions. 'Visually' speaking, it is quite different (kind of an eerie look!) compared to SH3's stock explosion files.

p.s. Why not mod the explosion delay to 3 or 4, 5+ seconds, instead of approx. 2 seconds? I tested longer-delay explosions. Anything above 2 seconds seemed to last far too long, for how an SH3 torpedo hits its target, and typical close-range/submerged attacks. The delay is a compromise for any/all ranges of attack.
THIS MOD IS FREEWARE
THIS MOD MUST NOT BE SOLD!
Average Joe (can be found in Subsim.com SH3 forums)

I've been using this mod since it came out.

Samwolf
11-01-07, 10:43 AM
Racerboy,

Did my first patrol with 2.021. WOW!!! I sunk two ships using the deckgun and it's like an entire new game. The fires burning, debris and secondary explosions are fantastic. great work with all this and your other mods IMHO these are "must haves".

As mentioned in a previous post I also noticed the the "abrupt ending of smoke" as a ship sinks, I hope you can fix this. I also miss hearing my crew moving and talking while at the map or control room screens, could you put the Amb_submarineinterior.wav volume back up or does that interfer with some other aspect of your mod? Any chance of including the tweakfile for the sh3.sdl file when you release the next version?

Turm
11-01-07, 01:28 PM
there is a doppler effect setting.....I'll play around with it...:hmm:

Ah, good news! :cool: Let's just hope it's a real doppler setting of sorts and not simply what they've called their pitch-shifting effect when panning around an aircraft!

It would be stunning to first see an explosion in the distance from the bridge, then switch to the hydrophone and hear it maybe 2 seconds later, and then switch back to the bridge and hear it about 6 further seconds later :ping: Probably not worth a big investment of time though (I think you are already working on a dozen new and more important ideas! When will there be enough projects for you??? :D )

slow_n_ez
11-01-07, 03:18 PM
Average Joe's Torpedo and Deckgun sound .... very nice mod I have used in the past ..... GREAT if you stay on your bridge to listen ... however ( and I remember he mentioned it ) ... IF you are next to the ship being torpedoed or deck gunned in the cam view ... you still get the same delay in sound ...... probably has to do with the :

.....Sound delay length?:

Because SH3 will accept only 1 value for each explosion file.......

in the read me file SamWolf posted .........

Kpt. Lehmann
11-01-07, 03:32 PM
Average Joe's Torpedo and Deckgun sound .... very nice mod I have used in the past ..... GREAT if you stay on your bridge to listen ... however ( and I remember he mentioned it ) ... IF you are next to the ship being torpedoed or deck gunned in the cam view ... you still get the same delay in sound ...... probably has to do with the :

.....Sound delay length?:

Because SH3 will accept only 1 value for each explosion file.......

in the read me file SamWolf posted .........

Sorry to butt in here. I might have a bit of insight regarding Average Joe's delayed sound mod.

If I recall correctly, what AJ did was add a silent space of set length at the beginning of his sound files to simulate the speed of sound explosion reports for shell detonation. The sound delay as far as I know is not variable and cannot be made to be so due to code limitation.

Rest in peace Average Joe... thanks mate.

Samwolf
11-01-07, 03:38 PM
Sorry to butt in here. I might have a bit of insight regarding Average Joe's delayed sound mod.

If I recall correctly, what AJ did was add a silent space of set length at the beginning of his sound files to simulate the speed of sound explosion reports for shell detonation. The sound delay as far as I know is not variable and cannot be made to be so due to code limitation.

Rest in peace Average Joe... thanks mate.

That's exactly what he did to the torpedo and deck gun sounds. Play them in media player and there's a second or two of silence at the beginning.

Tsavo
11-01-07, 05:55 PM
Is news to fix GWX favorable?
Or you now play with dials and ignore?
:hmm:

TheDarkWraith
11-01-07, 06:29 PM
Is news to fix GWX favorable?
Or you now play with dials and ignore?
:hmm:

fix for GWX is coming along. Shouldn't be much longer. I'm having to hunt down lots of items. They only thing that's really 'broken' are some missing sounds.

TheDarkWraith
11-06-07, 08:10 PM
I'm releasing v2.022. This will be a bug fix with some new features. There is a tweak file included to disable the blood cloud effect on the water of the bleeding bodies (only 2 of them all bleed). After much research and looking and from the requests of others I have added the necessary frameworks into Sh3.sdl to make this mod compatible with GWX and DivingDuck's buoys mod. It does not include their mods so you have to install them first before installing this mod. If I need to add more frameworks or there are still missing sounds please let me know. :yep:

This is the change log for v2.022:

2.022 - A 'bleeder' body has been added. This body will start to bleed when it hits the water. The blood cloud will expand and fade out over time. The following bodies bleed (use tweak file to disable):
- gunner body (my version of stock gunner with lifevest and without helmet)
- deckhand 3
- The bleeder body will be flailing on the surface instead of stationary
- removed the red distress flare's reflection TGA. This will get rid of the bug where a flare or flares in the sky makes the water look like blood.
- reduced the size of the red distress flare by 1/3 it's previous size
- redid funnel_smoke. Also gave funnel_smoke it's own TGA (ship_funnel_smoke.tga) so user can change to taste. Now when ship is stationary it doesn't smoke (0 knots speed). Funnel smoke now appears like the wind is interacting with it.
- redid smoke_small and burnning_oil_smoke_small to make them look 'fuller'
- fixed bug where smoke_small and smoke_big rotate with ship when it breaks apart
- added framework to Sh3.sdl so that the mod is compatible soundwise with GWX. It only gives the framework, not the sound files so you have to have GWX installed to hear these sounds.
- added framework to Sh3.sdl so that the mod is compatible soundwise with DivingDuck's buoys v2. It only gives the framework, not the sound files so you have to have DivingDuck's Buoys v2 installed to hear these sounds and effects.
- increased volume of torpedo tube doors opening sound
- increased volume of submarine ambient interior sound
- increased volume of flooding and blowing tanks sounds
- increased volume of submarine diving sound
- increased volume of submarine surfacing sound

you can find it here:

http://www.subsim.com/radioroom/showpost.php?p=647168&postcount=1

U-Cass
11-06-07, 08:24 PM
Nice work. Installing now :up:

slow_n_ez
11-06-07, 08:38 PM
Thanks :) .. downloaded and will check it out on next patrol .... great work so far :cool:

Myxale
11-06-07, 08:51 PM
Kudos man! Instand DL!:rock: Time to sink some Tommies in your mane RB!

FIREWALL
11-06-07, 09:08 PM
Just d\l and will install rite now and enjoy

THX Racerboy :up:

JCWolf
11-07-07, 06:53 AM
Race, mate, this one works +++++ perfect,

I will had some screenshots later with the
Testing on the U-boat Alpha version I'm fixing,
but I do not think you can do much better then this mate !


perfect no errors no rong graphic isues the athmosfere is amazing !


Love it thanks Race for this new stuff and for the total
kill over the original stock effects !:rock: :up:

Congrats for you and the team !:up:
brilliante !

dcb
11-07-07, 07:43 AM
Great work, Race:up:
I'm most delighted that you've increased the volume of torp doors opening and closing, as this was my only problem with the previous version of your excellent mod. Can't wait to try the new version when I get home tonight!:rock:

rik007
11-07-07, 12:24 PM
Hi Race,

I just installed it and I love to start gaming with this mod tonight :D

Great!

CapZap1970
11-07-07, 12:42 PM
Thanks a lot RB!!! :up:
Seems like the problem I told you about in the other thread has been solved with this. :rock: In case the sound produced when you fire a tube is still too low, is there a chance you could increase it a little bit?
Can't wait to start using it.
CapZap

tommyk
11-07-07, 01:13 PM
great news! downloading now! thanks Racerboy! :up:

LGN1
11-07-07, 02:40 PM
Hi,

could someone please upload the new version to another server? I have problems with Filefront at the moment and would really like to test the new version. Thanks!

Best, LGN1

WeeBubba
11-07-07, 03:14 PM
hello there

if i list my current mods, could somebody tell me if i must first remove any, because they are incompatible with this mod. many thanks. i am running GWX 1.03.

Visible Mines v1.0
VIIb Dual Exhaust
Torpedo Damage Final
SH4 Effects For SH3 16km Tweak By Wolf
Moon Mod
Lighthouses
Krillers Sun
GWX - Reduced Positive Buoyancy
GWX - No Medals on Crew
GWX - Main movie - 'Das Boot'
GWX - Late War Sensors Snorkel Antennas
GWX - Integrated Orders
GWX - English Nav Map and Grid Refs
GWX - Captain America's Officer Icons
Fubars VIIC U253 Skin
Buoys v2.0
Racerboy's HUD for Milkman
Authentic_U-boat_Off_Faces

Kar
11-08-07, 06:02 AM
Hi,

could someone please upload the new version to another server? I have problems with Filefront at the moment and would really like to test the new version. Thanks!

Best, LGN1

I have same problem :( FF show error

LGN1
11-08-07, 03:01 PM
Please, anyone have mercy with us. I have never had any problems with FF. Now I am eagerly waiting for the new version and then I cannot download it :damn:

TheDarkWraith
11-08-07, 06:25 PM
Please, anyone have mercy with us. I have never had any problems with FF. Now I am eagerly waiting for the new version and then I cannot download it :damn:

I'll make a rapidshare link. It won't last forever but it will work until someone can mirror it.

MONOLITH
11-08-07, 06:31 PM
Racerboy, my server did miracles for OLC last night. I can host the Effects mod if you want. 700 kbps download speed.

TheDarkWraith
11-08-07, 06:42 PM
Racerboy, my server did miracles for OLC last night. I can host the Effects mod if you want. 700 kbps download speed.

by all means please do! Thank you :up:

Carotio
11-08-07, 07:24 PM
I'm releasing v2.022.
This is the change log for v2.022:
- added framework to Sh3.sdl so that the mod is compatible soundwise with GWX. It only gives the framework, not the sound files so you have to have GWX installed to hear these sounds.
- added framework to Sh3.sdl so that the mod is compatible soundwise with DivingDuck's buoys v2. It only gives the framework, not the sound files so you have to have DivingDuck's Buoys v2 installed to hear these sounds and effects.

Thank you very much! :up:

The materials.dat problem/mod conflict problem, which I told you about some time ago now, seems to be a non-issue, since I thought it was from another mod, but it isn't... Earlier Alzheimer, I guess... :oops:

WeeBubba
11-08-07, 07:38 PM
hello there

if i list my current mods, could somebody tell me if i must first remove any, because they are incompatible with this mod. many thanks. i am running GWX 1.03.

Visible Mines v1.0
VIIb Dual Exhaust
Torpedo Damage Final
SH4 Effects For SH3 16km Tweak By Wolf
Moon Mod
Lighthouses
Krillers Sun
GWX - Reduced Positive Buoyancy
GWX - No Medals on Crew
GWX - Main movie - 'Das Boot'
GWX - Late War Sensors Snorkel Antennas
GWX - Integrated Orders
GWX - English Nav Map and Grid Refs
GWX - Captain America's Officer Icons
Fubars VIIC U253 Skin
Buoys v2.0
Racerboy's HUD for Milkman
Authentic_U-boat_Off_Faces

hi RB

id really love to install this mod this evening. could you please let me know if i got to remove any of the above mods first? thanks

TheDarkWraith
11-08-07, 07:50 PM
hello there

if i list my current mods, could somebody tell me if i must first remove any, because they are incompatible with this mod. many thanks. i am running GWX 1.03.

Visible Mines v1.0
VIIb Dual Exhaust
Torpedo Damage Final
SH4 Effects For SH3 16km Tweak By Wolf
Moon Mod
Lighthouses
Krillers Sun
GWX - Reduced Positive Buoyancy
GWX - No Medals on Crew
GWX - Main movie - 'Das Boot'
GWX - Late War Sensors Snorkel Antennas
GWX - Integrated Orders
GWX - English Nav Map and Grid Refs
GWX - Captain America's Officer Icons
Fubars VIIC U253 Skin
Buoys v2.0
Racerboy's HUD for Milkman
Authentic_U-boat_Off_Faces

hi RB

id really love to install this mod this evening. could you please let me know if i got to remove any of the above mods first? thanks

Some of those I'm not familiar with. If any of them have or do modify the particles.dat or materials.dat then you might lose some functionality in those mods. If you install my mod last via JSGME you should be ok otherwise.
If you do have issues please report what they are so I can see if there's a work around for it in upcoming releases :up:

WeeBubba
11-09-07, 12:12 AM
also RB...

i was just wondering (out of interest) which mods you have installed at the moment. perhaps theres some other gems out there im missing. i apologise if this is out of context with the thread but i was just wondering...

Badger Finn
11-09-07, 12:32 AM
also RB...

i was just wondering (out of interest) which mods you have installed at the moment. perhaps theres some other gems out there im missing. i apologise if this is out of context with the thread but i was just wondering...

OLC's gui and ujagd tools, diving ducks open hatches, Longer repair times by Nvdriter ... theres a couple - so many could be listed but there all good mate...depends on ya flavour of sim play...

:yep:

LGN1
11-09-07, 04:22 AM
Hi MONOLITH,

it would be really great if you can upload the mod to your server! :up:

Thanks in advance, LGN1

MONOLITH
11-09-07, 12:49 PM
Hi MONOLITH,

it would be really great if you can upload the mod to your server! :up:

Thanks in advance, LGN1


Done.

Get it here...

RB_SH4_Effects_for_SH3_2_22.7z (http://www.mayhemonstrings.com/Images/RB_SH4_Effects_for_SH3_2_22.7z)


Do me a favor and let me know what kind of download speeds you get.

Wolfehunter
11-09-07, 01:38 PM
Racerboy heres an issue you have to see regarding beta testing SH4 Effects for SH3 2.03

Ok testing a session, I attacked a destroyer. One torpedo one kill.
Problem arised after a time the destroyer drifted it finally started to sink.

Big mega explosion very nice, but soooooo many flares shot up my computer nearly ctd. here are some pics to show you of the cascade flare attack below.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194500918.jpg
and
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194500931.jpg

After it finally sunk and the flare vanished the glow effects still remained. see below.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194501053.jpg
I had my sub glowing like spot lights where on it for the rest of the patrol untill I re-entered the game.

LGN1
11-09-07, 01:49 PM
Thank you very much, MONOLITH :up: :up: :up:

I have sent you a PM.

Cheers, LGN1

TheDarkWraith
11-09-07, 08:54 PM
I'll be out of the country for the next week so any problems that come up I'll have to tend to when I return :yep:

Wolfehunter
11-09-07, 10:27 PM
Some really nice photos for effects.
http://www.ww2aircraft.net/forum/album/showphoto.php?photo=14305&cat=592&size=big

http://www.ww2aircraft.net/forum/album/showphoto.php?photo=14510&cat=592&size=big
Seriously I need one of these on my wall..:o

http://www.ww2aircraft.net/forum/album/showphoto.php?photo=14269&size=big&cat=592
KMS_Admiral_Hipper
http://www.ww2aircraft.net/forum/album/showphoto.php?photo=9798&size=big&cat=592
U-518 getting airfire.
http://www.ww2aircraft.net/forum/album/showphoto.php?photo=9779&cat=592
and this one
http://www.ww2aircraft.net/forum/album/showphoto.php?photo=9561&cat=592
See the water wakes from the destroyers turning.
http://www.ww2aircraft.net/forum/album/showphoto.php?photo=9589&cat=592
I had to add this one for the big gun smoke show!
http://www.ww2aircraft.net/forum/album/showphoto.php?photo=9401&cat=592
See the colour of the smoke and the burning flame on the water..
http://www.ww2aircraft.net/forum/album/showphoto.php?photo=9397&cat=592
particle effects from an ammo ship blowing up very nice.

and much more. You guys could get some ideas for effects here. :yep:

Carotio
11-10-07, 08:28 AM
Hi Racerboy,

have finally got the time to test it, and it looks okay so far! :up:

I have one question or request though:
the fireballs from explosions - would it be possible to increase the time they appear? I think they develop too fast and dissapear too fast. Maybe prolong the time with 10-20 %. Would that be possible?

iambecomelife
11-11-07, 03:34 PM
Hi Racerboy,

have finally got the time to test it, and it looks okay so far! :up:

I have one question or request though:
the fireballs from explosions - would it be possible to increase the time they appear? I think they develop too fast and dissapear too fast. Maybe prolong the time with 10-20 %. Would that be possible?

Same here. :D

nikbear
11-12-07, 02:15 AM
Excellent mod,fantastic even:up: I'm afraid I still can't here my torp doors open though:hmm: any way to remedy that;)

Samwolf
11-12-07, 07:26 AM
The latest public beta version has fixed the red ocean reflection from the flares but still has the instantly disappearing smoke when a ship sinks. I haven't run into any other problems yet. Looks good.

Fish40
11-12-07, 08:25 AM
The latest version posted is 2.22? I thought the flare reflection fix was going to be in 2.3. If this version is out, please post a link . Love the mod by the way! The new flames and explosions are:rock::rock::rock:!!! Didn't see any red flares, or bleeding bodies yet. Keep up the great work:up:

Samwolf
11-12-07, 08:54 AM
The latest version posted is 2.22? I thought the flare reflection fix was going to be in 2.3. If this version is out, please post a link . Love the mod by the way! The new flames and explosions are:rock::rock::rock:!!! Didn't see any red flares, or bleeding bodies yet. Keep up the great work:up:

I'm using 2.22 and the last ship I sank that fired a flare did not have the large red reflection. I'll check to see if it happens when multiple flares are fired.

slow_n_ez
11-12-07, 10:49 AM
The latest version posted is 2.22? I thought the flare reflection fix was going to be in 2.3. If this version is out, please post a link . Love the mod by the way! The new flames and explosions are:rock::rock::rock:!!! Didn't see any red flares, or bleeding bodies yet. Keep up the great work:up:

I'm using 2.22 and the last ship I sank that fired a flare did not have the large red reflection. I'll check to see if it happens when multiple flares are fired.

I too have 2.2 version ... have had a few ships fire several flares during its last moments or sinking ... no red reflection whatsoever anymore ( not even a faint one ) ... kinda miss a slight one however :-? ... all the flares seem to do besides glowing red is lighten up the ship under it a bit ( a white light like a star shell )

For the bleeding bodies you have to be close to the ship and watch them hit the water .. they bleed but very faintly ( which I would assume is correct as water disipatates blood quickly ) ... the squirming and thrashing bodies is a great addition :D

@ nikbear ... I can hear them but its still very faint .... try opening while in the attack map screen .....

TheDarkWraith
11-18-07, 10:35 AM
Hi Racerboy,

have finally got the time to test it, and it looks okay so far! :up:

I have one question or request though:
the fireballs from explosions - would it be possible to increase the time they appear? I think they develop too fast and dissapear too fast. Maybe prolong the time with 10-20 %. Would that be possible?

that is something that can be done. I will add it to the list for 2.03.

TheDarkWraith
11-18-07, 10:37 AM
Excellent mod,fantastic even:up: I'm afraid I still can't here my torp doors open though:hmm: any way to remedy that;)

I have the volume set to 100 (max) in the Sh3.sdl file so the next step is to increase the volume in the soundfile itself. Another entry for 2.03's list.

TheDarkWraith
11-18-07, 10:39 AM
The latest public beta version has fixed the red ocean reflection from the flares but still has the instantly disappearing smoke when a ship sinks. I haven't run into any other problems yet. Looks good.

instantly disappearing smoke is still a problem, yes. If you try stock SH3 it's there also. Now that I'm back in the country I can work on my mods again.

A6Intruder
11-18-07, 10:57 AM
The latest public beta version has fixed the red ocean reflection from the flares but still has the instantly disappearing smoke when a ship sinks. I haven't run into any other problems yet. Looks good.

instantly disappearing smoke is still a problem, yes. If you try stock SH3 it's there also. Now that I'm back in the country I can work on my mods again.


Good to hear that.:up:
Kind regards

Myxale
11-18-07, 11:15 AM
Hope you had a good time off!:hmm:

TheDarkWraith
11-18-07, 11:17 AM
Hope you had a good time off!:hmm:

Doing 3-4 dives a day (including 1-2 night dives) in Bonaire is ALWAYS a good time! Sad to be home though :cry: Much rather be out playing :yep:

Samwolf
11-18-07, 12:11 PM
Welcome back, just in tiime for the Thanksgiving holidays.:lol:

Carotio
11-18-07, 02:05 PM
I have tried with your mod to sink tankers now, both one shot kill torpedo shots and with deck gun completely and finishing off.

I used to hear the wav file "Ship Fire 1.wav" quite clearly, when there was burning oil on the surface, at least in free view. And I don't see much burning oil on the surface after killing a tanker. It's okay for other ships, but for tankers, it's more or less crucial to see it floating around on the surface behind, when still moving, and on top, when sunk!

Could you check up on the sound? - I could eventually send you the file I use...
And could you increase amount of oil and time, it stays?

Thank you!

coronas
11-18-07, 03:06 PM
Wellcome again, RB! Last trials are superb.
Cheers!

Hellraiser
11-18-07, 04:02 PM
Well I was really surprised the other day.

Off the American East coast in May of 1942, I Came across a 4 tanker and 2 large Merchant convoy...UNESCORTED!

It was obviously a slaughter. When I hit the first 2 tankers (modern tankers) One caught fire and burned furiously for a long time (30 minutes at least) with lots of secondary explosions but...

ALSO Oil periodically leaking out in big pools and trailing behind the tanker...then those would catch fire too, adding to the 'real' feeling..... it was an awesome spectacle!!!

The second tanker initially only had a small fire aboard but was slowly settling at the bow...then a BIG explosion and a HUGE oil slick appeared and caught fire. The ship stopped and sat in this inferno until it went down about 20 minutes later, breaking in half at that point

Just awesome to watch....I actually felt bad after wiping ths convoy out. It made me think what real UBoat captains had to deal with sometimes mentally.

Kaleun Cook
11-18-07, 04:06 PM
Ugh, the normal destroyer smoke sets my framerate to zero already with full particles. I used to use 10 in plain gwx for my lowest-end machine which looked alright. But with this mod, that would mean turning off most of the effects again. Probably someone has already tried some settings and could suggest one? Indeed, I can and most likely will try it myself, but all the reloading takes forever. ;)

Koondawg
11-18-07, 04:09 PM
The new flames and explosions are:rock::rock::rock:!!! Didn't see any red flares, or bleeding bodies yet. Keep up the great work
I got red flares and site (white) flares even in the training mission...

zoso791
11-19-07, 05:01 PM
I'm sure this has been asked but I'm gonna reask it anyway. I downloaded the smoke mod for the IID submarine. I love the smoke but for some reason I lose the kick ass SHIII wake that I like. I tried to tweek it but I can't get the wake to look the same. Is there a way to have the smoke mod with the regular SHIII (GWX) wake?

Thanks
Jan

999-Jay-999
11-20-07, 08:24 AM
Just found out about this mod... WOW !

Way to go.

Wolfehunter
11-22-07, 10:39 PM
Racerboy I've had some time to really push your FX abit over the week.

The only real issue was on the odd patrol there was too much starburts shooting up after a ship torpedo hit or final sinking. Game get mega choppy hundreds of those flares shoot up like the fourth of July.

Small detail for you to consider. Tankers... Need alot more oil to spill and burn. I can understand a comon ship but a tanker with all that oil, man that should be interesting.

Also something to consider, Can SH3 support oil or items randemly moving in the water spreading caused by the waves or water motion?

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shottaskf5.jpg
Here is a nice shot of some fireworks going off when I sunk my 4th destroyer. I was too close to a british port.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shottastf4.jpg
Next patrol I started west from Kiel. I my way to AN17 I found a task force.:o

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shottastf3.jpg
2 destroyers 1 battleship ALOT of heavy cruisers. This is in early 1940. I'm sweating bad here. This is my first task force I've seen in the game.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shottastf2.jpg
So I send a small volley of torpedos to that Battleship Revenge. 2 hits one miss.
Well chaos came after that.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shottastf1.jpg
Then I hit one torpedo on a Hvy cruiser and she got away. Sunk leading destroyer.
Finished off Revenge with 2 more torpedos. She didn't want to give up.;)

Anyhow Racerboy I've only used your default settings. I've not tinkered with minitweak and other than the two issue above I found the mod work very well.

On occation I swear I could hear command on the ship as its burning. But it is in german on british ships? I'm also using Command&Combat V2.0 Mod with deck gun orders barking so I don't know if this has something to do with that?:hmm:

happy hunting:up:

miner1436
11-25-07, 08:21 PM
I cant get it to work, heres what i did, extracted in documents and settings, copied and pasted "Racerboy_SH4_Effects_for_SH3_2_022" in the mods folder in programs and files and activated in port, can someone tell me what i did wrong?

Subtype Zero
11-25-07, 10:12 PM
Miner-
Try unzipping the file directly into your MODS folder instead of unzipping into another folder and copying. Not sure if this makes any difference but that's how I did it and I did not have any probs. Good luck!

miner1436
11-25-07, 11:19 PM
Thanks now it works :rock:

Subtype Zero
11-26-07, 05:25 PM
More than happy to be of assistance! :cool:

moafranco
11-26-07, 08:12 PM
Thank you very much, Racerboy!

Congrats!

nightshade
11-27-07, 04:01 PM
There seems to be too many bodies floating around when, for example I sunk a coastal merchant, there seemed to be a hundred bodies floating around when a standard crew would be about 15-20 men. is there any way to tone down the amount of bodies?

TheDarkWraith
11-27-07, 07:26 PM
There seems to be too many bodies floating around when, for example I sunk a coastal merchant, there seemed to be a hundred bodies floating around when a standard crew would be about 15-20 men. is there any way to tone down the amount of bodies?

yes. In my upcoming version 2.03 I have tuned it down to just a few. I should be releasing this version 2.03 in about 5-7 days, maybe earlier.

nightshade
11-27-07, 07:48 PM
Thanks

Cohaagen
11-28-07, 07:37 AM
I'm getting lots of CTDs when I score a critical hit on a ship :down:. It happens fairly consistently, with either deck gun or torps. I'm getting the feeling it's something to do with the flares or the twitching bodies, neither of which I was enamoured with in the first place. Created a test mission and ran with mod enabled and disabled, wasn't able to reproduce CTDs without it. I just had a CTD at the end of an extremely successful convoy hit, which is really frustrating. I think I can sort it out if I can just disable of these two features, preserving the rest. This mod makes it much easier to track convoys at the limit of the horizon with 16k atmosphere enabled.

TheDarkWraith
11-28-07, 09:19 AM
I'm getting lots of CTDs when I score a critical hit on a ship :down:. It happens fairly consistently, with either deck gun or torps. I'm getting the feeling it's something to do with the flares or the twitching bodies, neither of which I was enamoured with in the first place. Created a test mission and ran with mod enabled and disabled, wasn't able to reproduce CTDs without it. I just had a CTD at the end of an extremely successful convoy hit, which is really frustrating. I think I can sort it out if I can just disable of these two features, preserving the rest. This mod makes it much easier to track convoys at the limit of the horizon with 16k atmosphere enabled.

I seriously doubt my mod is giving you the CTD's. More than likely it's caused by the addition of other ships that aren't setup correctly. Do you have a mod installed that added more ships? What mods do you have installed with mine?

Cohaagen
11-28-07, 01:01 PM
No extra ships. As for mods - GWX 1.03, Late War Sensors, 16k Atmosphere, IO, No Medals. In the test mission I used an Auxiliary Cruiser and Large Merchant carrying ammunition. It seems to occur when I score a hit on a critical compartment. Also happened once when I got rammed by a destroyer. I'm running a 3ghz P4 with 1.5gb RAM and a Nvidia 6200 256mb. I've got the latest version of your mod. Oddly, it didn't happen with the first couple of releases, so I've gone back to that and it's been trouble free.

Myxale
11-28-07, 01:20 PM
No extra ships. As for mods - GWX 1.03, Late War Sensors, 16k Atmosphere, IO, No Medals. In the test mission I used an Auxiliary Cruiser and Large Merchant carrying ammunition. It seems to occur when I score a hit on a critical compartment. Also happened once when I got rammed by a destroyer. I'm running a 3ghz P4 with 1.5gb RAM and a Nvidia 6200 256mb. I've got the latest version of your mod. Oddly, it didn't happen with the first couple of releases, so I've gone back to that and it's been trouble free.

It sounds like the spin-off of the ghost ship bug!

There were ships that crashed the game whenever they got a critical or when the broke apart.

I just can't remember what i read about that!:hmm: Or in what context!
I also doubt that it crashes bacause of the Effects mod.:hmm:

CapZap1970
11-28-07, 04:33 PM
Racerboy:
some time ago, I asked the following:
I use the "Exhaust mod" and I would like to use the "SH4 effects and More" mod, but I see that both mods have a .val file. Now, i was told that I had to tweak the file, but I have no idea at all what I have to tweak. Is it possible to have both mods enabled and working at the same time so that niether overrides the other? :hmm:
Thanks a lot for your help!! :up:
CapZap

TheDarkWraith
12-03-07, 12:56 PM
Racerboy:
some time ago, I asked the following:
I use the "Exhaust mod" and I would like to use the "SH4 effects and More" mod, but I see that both mods have a .val file. Now, i was told that I had to tweak the file, but I have no idea at all what I have to tweak. Is it possible to have both mods enabled and working at the same time so that niether overrides the other? :hmm:
Thanks a lot for your help!! :up:
CapZap

I'm not quite following you here CapZap. You shouldn't have to tweak anything unless you want to get rid of the bleeding body in the effects mod.
You can have both mods enabled with no problems what-so-ever. Are you getting some kind of warning message from JSGME doing this?

A6Intruder
12-03-07, 01:56 PM
Something new about 2.23??
Kind regards:up:

kenijaru
12-03-07, 04:49 PM
nevermind....


WOOHOOOOOO DLING!!!!!!!!!!!!!!!!!!

TheDarkWraith
12-03-07, 05:12 PM
the next version will be 2.03. It will greatly reduce the number of bodies 'thrown' because I've found some unrealistic 'encounters' with some explosions and body counts. The bleeder body will still be there and will be able to be turned off via tweakfile. The live AI ships idea will be implemented in this version also so you can add PA announcements and horns or whistles to each ship (10 customizable PA announcements, 10 customizable horns or whistles). There are some other items but will disclose those when it's release time (which will be here soon) :yep:
I'm working on getting the liferaft working also in this version.

tommyk
12-03-07, 05:32 PM
Ah, great news again! :rock:

D.Kruger
12-03-07, 05:59 PM
Racerboy:
some time ago, I asked the following:
I use the "Exhaust mod" and I would like to use the "SH4 effects and More" mod, but I see that both mods have a .val file. Now, i was told that I had to tweak the file, but I have no idea at all what I have to tweak. Is it possible to have both mods enabled and working at the same time so that niether overrides the other? :hmm:
Thanks a lot for your help!! :up:
CapZap

I'm not quite following you here CapZap. You shouldn't have to tweak anything unless you want to get rid of the bleeding body in the effects mod.
You can have both mods enabled with no problems what-so-ever. Are you getting some kind of warning message from JSGME doing this?

http://static3.filefront.com/images/personal/d/DKruger/105661/qvnyqvcdne.jpg

Good news, we are waiting the new 2.23 :ping: , and the corrected smoke... :oops: ( From a touch with water slowly disappearing smoke )

TheDarkWraith
12-03-07, 06:15 PM
Racerboy:
some time ago, I asked the following:
I use the "Exhaust mod" and I would like to use the "SH4 effects and More" mod, but I see that both mods have a .val file. Now, i was told that I had to tweak the file, but I have no idea at all what I have to tweak. Is it possible to have both mods enabled and working at the same time so that niether overrides the other? :hmm:
Thanks a lot for your help!! :up:
CapZap

I'm not quite following you here CapZap. You shouldn't have to tweak anything unless you want to get rid of the bleeding body in the effects mod.
You can have both mods enabled with no problems what-so-ever. Are you getting some kind of warning message from JSGME doing this?

http://static3.filefront.com/images/personal/d/DKruger/105661/qvnyqvcdne.jpg

Good news, we are waiting the new 2.23 :ping: , and the corrected smoke... :oops: ( From a touch with water slowly disappearing smoke )

nice new skins! That's almost too much even for me :cool:

D.Kruger
12-03-07, 06:27 PM
Racerboy:
some time ago, I asked the following:
I use the "Exhaust mod" and I would like to use the "SH4 effects and More" mod, but I see that both mods have a .val file. Now, i was told that I had to tweak the file, but I have no idea at all what I have to tweak. Is it possible to have both mods enabled and working at the same time so that niether overrides the other? :hmm:
Thanks a lot for your help!! :up:
CapZap

I'm not quite following you here CapZap. You shouldn't have to tweak anything unless you want to get rid of the bleeding body in the effects mod.
You can have both mods enabled with no problems what-so-ever. Are you getting some kind of warning message from JSGME doing this?

http://static3.filefront.com/images/personal/d/DKruger/105661/qvnyqvcdne.jpg

Good news, we are waiting the new 2.23 :ping: , and the corrected smoke... :oops: ( From a touch with water slowly disappearing smoke )

nice new skins! That's almost too much even for me :cool:

If you not against, I alter all bodies, and not all will be the zombie ;)

TheDarkWraith
12-03-07, 06:32 PM
If you not against, I alter all bodies, and not all will be the zombie ;)

If you can improve my mod then by all means do it! Let me know what you did though please :up:

U49
12-03-07, 06:47 PM
If you not against, I alter all bodies, and not all will be the zombie ;)

Hi D.Kruger,
(beancountermode=on)
from what I learned in my paramedic training we have to care about a lot of burnings or open breaks (:hmm: right translation ???).

Burns are usualy more black, than in your model. Maybe try the big wound at the back to be darker?
(beancountermode=off)

Otherwise: Good job! :up:

D.Kruger
12-03-07, 07:41 PM
If you can improve my mod then by all means do it! Let me know what you did though please :up:[/QUOTE]

http://static3.filefront.com/images/personal/d/DKruger/105661/rvkbyoeaiu.jpg

What is a TGA? it very white, I wish to correct...:hmm:

TheDarkWraith
12-03-07, 07:54 PM
If you can improve my mod then by all means do it! Let me know what you did though please :up:

http://static3.filefront.com/images/personal/d/DKruger/105661/rvkbyoeaiu.jpg

What is a TGA? it very white, I wish to correct...:hmm:[/quote]

I believe, off the top of my head, that that TGA is the vert_splash.tga or it's the particlegenerator making the splash area. Look in the torp_great_explosion event as it's created there.

D.Kruger
12-03-07, 07:55 PM
If you not against, I alter all bodies, and not all will be the zombie ;)

Hi D.Kruger,
(beancountermode=on)
from what I learned in my paramedic training we have to care about a lot of burnings or open breaks (:hmm: right translation ???).

Burns are usualy more black, than in your model. Maybe try the big wound at the back to be darker?
(beancountermode=off)

Otherwise: Good job! :up:

I did superficial burns and explosive wounds, very small TGA format, but I will try. :yep:

Wolfehunter
12-03-07, 08:06 PM
No no I like the zombi bodes. Good work!!!

kenijaru
12-03-07, 08:51 PM
I tested it... and... OH BLISS... that fire.... that smoke, the little wooden chips flying, the crew floating... the secondary explotions.... it might hurt my fps... but it's worth it!