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leovampire
12-23-07, 11:09 PM
I have been doing more work with the Sky and Water controls for ROW

But I need testers to get over all impact results and opinions on the new work.

Things I need you to have installed in your game to get the proper effect:

You need to have 1 of the ROW texture files in your game

And you need to have the new Sub Reflection Roll pitch mod installed

If you are interested in testing for me please post a message here and I will send the file in a PM.

This is for new ocean work for reflections and wave effects and sea foam effects for all wind and wave states.

If the testers agree that this is good I will post the new file for all to download on the ROW thread.

Dave

ONLY the first 10 People will be used sorry. Just too hard to control the testing with more than that for me anyways.

So far there is: Rcjonessnp175 / Sqk7744 / Donut / Letterboy 1 / Snuffy / W_Clear / FooFighters / Reallydedpoet / CaptainHaplo

P.S. BTW all pictures and what you think of the results in the testing is welcome on this thread.


I will give a short run down on changes and why I needed the testers.


#1. Removed the metalic reflection effect when sun rise and sun down is happening in the higher wind and wave state's.

#2. Gave the wind much more influance over the ocean's surface effect.

#3. There is an increased reflection effect for lower wind and wave states with it dieing down to a very low level as the wind and waves in crease.

#4. Sun Halo and sun it's self reflections on the ocean have changed so that they now point downward onto the ocean more.

#5. Higher wind and waves state's are much meaner and more aggrssive in nature. Another words you will now see and hit swell's that are conning tower height that will slow down your sub at the full 15 mps wind state.

#6. Fog bank created for game with changed fog effects and viewing distances for same.

#7. Changed sea foam effects to get more new sea foam to appear before old create is totaly gone in higher wind states.

Another words can we say overhaul in effect's?

rcjonessnp175
12-23-07, 11:33 PM
count me in buddy, oh and merry christmas.:up:

sqk7744
12-23-07, 11:35 PM
You bet sir!
:arrgh!:

donut
12-23-07, 11:35 PM
But will be glad to help

leovampire
12-23-07, 11:41 PM
rcjonessnp175 / sqk7744 / donut

It is apreciated and of course Merry Christmas as well!

P.M.'s were sent out.

BTW: All pictures and what you think of the results in the testing is welcome on this thread.

Dave

letterboy1
12-23-07, 11:42 PM
I am using your prerequisite ROW files and would be glad to test. At present in my campaign, I've saved at a point where I have 11 meter per second winds, so maybe that will help.

donut
12-24-07, 12:21 AM
Anchors Aweigh:up:

rcjonessnp175
12-24-07, 12:48 AM
All is well so far, i havent ran into the big waves yet at 15knt winds hahah.
Had a question in general with this mod leo and anybody who can answer, but i remember a couple months ago before i left iraq thier was talk about the water transluceny being at such a state that at calm winds and very low depths u could by chance see the ocean floor/vegetation from top side, just wondering if thats the case know or ? Kind of lost track of all the changes and such on my transition back to the states. Thanks ahead of time for the answer and corrections. Merry christmas


Jonesy:rock:

leovampire
12-24-07, 12:52 AM
All is well so far, i havent ran into the big waves yet at 15knt winds hahah.
Had a question in general with this mod leo and anybody who can answer, but i remember a couple months ago before i left iraq thier was talk about the water transluceny being at such a state that at calm winds and very low depths u could by chance see the ocean floor/vegetation from top side, just wondering if thats the case know or ? Kind of lost track of all the changes and such on my transition back to the states. Thanks ahead of time for the answer and corrections. Merry christmas


Jonesy:rock:

I have to add extra visabile under water nodes to those files to make it work.

There needs to be an above and below water node for each under water object like rocks and plants and all of the torpedo's.

I am not very proficiant at this so it is slow going.

rcjonessnp175
12-24-07, 12:54 AM
Roger that, thanks for the heads up:up:

donut
12-24-07, 01:24 AM
When I go to bridge view,The camera is 40 degrees to port about 2000Yrds out looking at my sub,in binocular view same,only TBT view is OK. I was paning around in external camera,& it seem to have stuck.At this point,now this is my bridge view.External camera works normal now.Only tramatic observation.BTW bridge camera will pan but no zoom to get back to bridge station.
Not running any camera mods,except whats in T_M_

leovampire
12-24-07, 01:31 AM
When I go to bridge view,The camera is 40 degrees to port about 2000Yrds out looking at my sub,in binocular view same,only TBT view is OK. I was paning around in external camera,& it seem to have stuck.At this point,now this is my bridge view.External camera works normal now.Only tramatic observation.BTW bridge camera will pan but no zoom to get back to bridge station.

None of the files I asked to be used for the testing does anything with the camera. Only sub and ocean related changes.

donut
12-24-07, 01:40 AM
Will try A save & reload,to see if it clears up Sorry.Bridge camera reset,false alarm.Sea,foam,sky,sun flair,looking splended.

leovampire
12-24-07, 01:43 AM
Will try A save & reload,to see if it clears up Sorry

Kind of got me confused on that one when you posted it so wanted to see what was going on.

Anyways good night testers and future testers catch you all tomarrow.

Dave

rcjonessnp175
12-24-07, 02:57 AM
this is probably a seperate issue, but i do have the time compression jiggly thing going on, f5 map time compression come out to 1x tc and then 0 tc to allow the engine to catch up then go back to normal time, then go to a outside view and its hitching or really choppy how ever u want to call it. Like i said probaly something not to deal with the file u gave us but anyway, other than that i have had no problems, im off to bed but going to leave the boat running over night heheheh

Jonesy:rock:

kapitan_zur_see
12-24-07, 07:19 AM
Not enough time for testing, unfortunately :-?
But if you need a helping hand at any stage, just let me know Leo ;)

AVGWarhawk
12-24-07, 07:23 AM
Sorry, Leo, I can not test....not until my new card arrives! :D I simply can not test with this ATI card as it does not render the full glory of ROW. Once my EVGA GeForce 7800 GS CO hits my motherboard will I fully realise the full ROW potential. I'm hoping this Wednesday:up:

W_clear
12-24-07, 08:32 AM
May I ?. 8800GTS

http://bbsimg.ali213.net/attachments/day_071225/20071225_85826a5e1b50ac29e1732PXo9t86YZci.jpg

http://bbsimg.ali213.net/attachments/day_071225/20071225_361068eac3a6e7e10bb7CuVHCekz9n93.jpg

FooFighters
12-24-07, 09:23 AM
Hey buddy http://oldsmobile1958.com/phpBB2/images/smiles/beer.gif

Afcourse I'm in for testing.

http://oldsmobile1958.com/phpBB2/images/smiles/icon_smile_driving_us.gif

Snuffy
12-24-07, 11:02 AM
I got a pair of 7600 GS (http://www.tigerdirect.com/applications/SearchTools/item-details.asp?EdpNo=2490957&CatId=1839) runnin SLI

Lemme know if I can help Leo.

ReallyDedPoet
12-24-07, 12:41 PM
It will be busy here at home Dave with the kiddies, but I will do what I can. Just let me know.


RDP

leovampire
12-24-07, 01:25 PM
As it gives anyone a chance to be involved now with the ROW mod.

I also plan on doing this with the special effects work I am doing when I feel it is ready to test.

Figured it was time to give others a chance to test that might want to and not feel left out of the loop.

anyways we are up to 8 so only 2 spots left for testers.

ReallyDedPoet
12-24-07, 01:29 PM
As it gives anyone a chance to be involved now with the ROW mod.

I also plan on doing this with the special effects work I am doing when I feel it is ready to test.

Figured it was time to give others a chance to test that might want to and not feel left out of the loop.

anyways we are up to 8 so only 2 spots left for testers.
Nice idea Dave, if there are a couple of extra lads that come along I will gladly give up my space as I have been fortunate to have been involved before, nice experience :yep::up:

Let me know :yep:


RDP

leovampire
12-24-07, 01:35 PM
this is probably a seperate issue, but i do have the time compression jiggly thing going on, f5 map time compression come out to 1x tc and then 0 tc to allow the engine to catch up then go back to normal time, then go to a outside view and its hitching or really choppy how ever u want to call it. Like i said probaly something not to deal with the file u gave us but anyway, other than that i have had no problems, im off to bed but going to leave the boat running over night heheheh

Jonesy:rock:

I always do a pause game first. Wait a second or 2 then go to normal time and outside view. The game does an auto refresh on it's own to clear this up but dosn't happen for about 30 seconds to a minute of outside viewing.

But it is much more of a rare condition than before. I increased the graffics a bit in the new work for reflections and what not seeing the game is better at handling this now.

Just a slight lag with Time Compression.

donut
12-24-07, 02:06 PM
Good morning Leo,
Road to Midway,on the deck gun,observations
@ sea state, 15 meters wind/flank,sub cuts thru waves nicely,bow wake,twin rosters from screws,low clouds,nearly horizontal rain,we can still see horizon at nite 2300 hrs-.Fantastic
Morning;0700hrs. more fog visibility not good,as expected.-quite real IMO
Slowed to 2/3 for sea trials on radar ops.-observations;@ 37ft I can get on bridge,but must hold my breath,it's wet.Radar will lite off,but is knocked off by large waves,normal.@ 35ft radar will stay on,but if we slow to 1/3 the boat wallows some,& waves will shut it down.@ 30ft radar stays on always-quite real @ 25ft Diesels come on-line,you can get to deck gun,but not for long,ie.waves.Ahead full is 12Kts.
All coloring,& texturing looks perfect so far.Your lowering the hull one ft.makes it ride steady.Noted.All sea states look normal from altitude,foam,etc.

leovampire
12-24-07, 02:22 PM
Good morning Leo,
Road to Midway,on the deck gun,observations
@ sea state, 15 meters wind/flank,sub cuts thru waves nicely,bow wake,twin rosters from screws,low clouds,nearly horizontal rain,we can still see horizon at nite 2300 hrs-.Fantastic
Morning;0700hrs. more fog visibility not good,as expected.-quite real IMO
Slowed to 2/3 for sea trials on radar ops.-observations;@ 37ft I can get on bridge,but must hold my breath,it's wet.Radar will lite off,but is knocked off by large waves,normal.@ 35ft radar will stay on,but if we slow to 1/3 the boat wallows some,& waves will shut it down.@ 30ft radar stays on always-quite real @ 25ft Diesels come on-line,you can get to deck gun,but not for long,ie.waves.Ahead full is 12Kts.
All coloring,& texturing looks perfect so far.Your lowering the hull one ft.makes it ride steady.Noted.All sea states look normal from altitude,foam,etc.

Sounds like a Captain reporting to his Comander on new sea trials for a new sub.

From the looks of it and sounds of your report the effects and look is exactly what I was going for and seeing in my own game.

Thanks.

letterboy1
12-24-07, 03:13 PM
All but the third and last pic have the HUD on so you can see the weather conditions and time of day. The last pic had 11 meter per second winds.

Looks to me like the 15 meter per second look of the water is good now.

By the way, this is with a Radeon X1950 Pro and 7.12 drivers.

http://facstaff.colstate.edu/roach_steven/leotest1.jpg

http://facstaff.colstate.edu/roach_steven/leotest2.jpg

http://facstaff.colstate.edu/roach_steven/leotest3.jpg

http://facstaff.colstate.edu/roach_steven/leotest4.jpg

http://facstaff.colstate.edu/roach_steven/leotest5.jpg

http://facstaff.colstate.edu/roach_steven/leotest6.jpg

CaptainHaplo
12-24-07, 04:12 PM
Leo - I am running ROW textures without sun and the new seafoam mod created by J - I am not running any of the special effects ROW stuff as it conflicts with NSM. If I can be of help however, let me know - I can always take NSM out for a while to test as needed.

leovampire
12-24-07, 04:19 PM
Leo - I am running ROW textures without sun and the new seafoam mod created by J - I am not running any of the special effects ROW stuff as it conflicts with NSM. If I can be of help however, let me know - I can always take NSM out for a while to test as needed.

So I will now send you in a PM the test file.

FooFighters
12-24-07, 04:36 PM
Hi Dave,

Just tested the controls and I must say I am impressed.
I really like the way the waves coming over the decks.
Also the fog is much worse then before.

Here a shot of fog and real ****ty weather..

http://www.oldsmobile1958.com/extra/ref10.jpg

The only thing I dislike is the shiney waves in the distance.
Especially with PPS enabled there really good visible.

http://www.oldsmobile1958.com/extra/ref11.jpg

But this can be removed by either lowering the refldeformation in the General enviromental data
or lowering reflintensity in the wavestates.

This is what happens when I changed the intensity of wavestate 1 and 2.
http://www.oldsmobile1958.com/extra/ref12.jpg

Carry on the great work.. I shure like it
:up:

leovampire
12-24-07, 05:03 PM
I am working on a compliment for the new wave work.

Making sure the secondary splash wave for the sub's work's with it that was missing from the SHIII game / not working before.

As to the Wave tip reflection I will think about adjusting it down a tad but as to the Deformation that I like where it is because of the Cuastic effect on sub and ship hull's.

FooFighters
12-24-07, 05:08 PM
I am working on a compliment for the new wave work.

Making sure the secondary splash wave for the sub's work's with it that was missing from the SHIII game / not working before.

As to the Wave tip reflection I will think about adjusting it down a tad but as to the Deformation that I like where it is because of the Cuastic effect on sub and ship hull's.

If you like the deformation (I also like it the way it is), just try to lower the reflintensity in the wavestate.

:D

leovampire
12-24-07, 05:49 PM
First just how bad the sea can get and the fact that the glair effect is now basicly gone for the high sea's as it just didn't look right in game. Then Second the look of the new fog bank effect for the light fog state that you will see in the sub to land pics.

http://static3.filefront.com/images/personal/r/reflections/112772/yzfkojbjcp.jpg

http://static3.filefront.com/images/personal/r/reflections/112772/umfeyptsow.jpg

http://static3.filefront.com/images/personal/r/reflections/112772/blotvpfxmt.jpg

http://static3.filefront.com/images/personal/r/reflections/112772/lzxziysntt.jpg

http://static3.filefront.com/images/personal/r/reflections/112772/gepaissswb.jpg

letterboy1
12-24-07, 08:18 PM
I feel more like an early recipient of a ROW patch than a tester. I really like this version of Sky and Ocean controls. Thanks Leovampire.:)

leovampire
12-24-07, 10:20 PM
I feel more like an early recipient of a ROW patch than a tester. I really like this version of Sky and Ocean controls. Thanks Leovampire.:)

And here is another example of the fog bank effect with ships that do not have funnel smoke LG Smapans.

http://static3.filefront.com/images/personal/r/reflections/112772/xmtjfivdms.jpg

rcjonessnp175
12-24-07, 10:34 PM
i tell ya that new fog bank effect adds alot more depth to the atmosphere, really gives u a pucker factor when its really thick hahaha great job Leo:up::up:

CaptainHaplo
12-24-07, 10:58 PM
OK - I have to be missing something - how are you guys getting such varied weather effects? I cruise and cruise and never hardly get any change in weather.... does TC affect it somehow?

rcjonessnp175
12-24-07, 11:04 PM
ya i usually miss out on nasty weather because i tc right threw it, i think leo or somebody else who have dug into the engine would now more about its variances and all that tech stuff. Normally when i just play realtime and let the sim run i run into weather changes.:yep:

clayp
12-24-07, 11:21 PM
Dave if I wasnt so stupid I would work for you....:lol:

Snuffy
12-25-07, 12:56 AM
Dave,

Just now, (1256 hours) 25dec07, finished my current patrol of 2feb42 - 27feb42. Just pulled into Surabaya Java.

It's been a long haul, one that has been ongoing since I got home from work yesterday about 0430 hours. (much of that time is the way I play, I always run 1:1 whenever there are contacts nearby)

I will uninstall my current mods which is basically Duci's TM 1.7.xxx or whatever, then based on your instructions I will reinstall mods and give this a go later today (25dec07) after I get back from a few hours of sleep and time spent at the office to finish off some work that needs done.

I should be good to go around 0300 hours. I'll keep you posted.

Thanks again.

Lornyk5
12-25-07, 04:55 PM
Long time lurker here, leovampire I find myself checking every day on your work!

Well done Sir:D

Regards,
Lorin (hoping to post more often)

Vorkapitan
12-26-07, 12:25 AM
Leo,

I'd like to give it a try.....retired with many hours to spare.


Thank you.

Snuffy
12-26-07, 08:13 AM
Dave,

I've had a few hours behind me now in this latest venture of yours. To make sure I had everything I needed I went and did a new download of all the other mods of ROW that are marked 1.4 compatible.

I also have TM 1.whatever installed first then ROW on top of that. (I'm using the hi-res sea foam mod)

Haven't been keeping track of FPS as I don't spend much time in the 3D world looking at the scenery, except for when I'm in action, (I like to watch the damage I bring on the enemy.)

At this point in time I have experienced no anomolies or other video quirks. I had your ROW camera installed but found I didn't like it so I removed it. But at this time with my system, I've experienced no wierdness.

I'll update this as time goes on.

<0 Good Job Sir! :rock:

letterboy1
12-26-07, 11:03 PM
Well, many hours of gameplay later and nothing notable to report except that I really like this iteration of ROW. Thanks.

CaptainHaplo
12-26-07, 11:33 PM
USS Greyback finally hit something other than calm seas.... seems the Pacific decided to show that it can brew up what its little brother the Atlantic would call a nor'easter! Heavy fog and precip, winds "maxed" at that beloved #15.... and here is what I have found.

#1 - Sea state reacts nicely to wind - a 15 meter per second storm does show a sea state that scalewise is dead on - looks about like a sea state in the area of a low to mid 6. Since 15 meters a sec is around 28 knots - it feels right...

#2 - Precipitation - don't know what to say here - other than it was precipitation - but it was NOT raining. All the stuff "falling" was going entirely horizontal - if there was any vertical drop to the stuff, I didn't see it. If these things had been ice shards my guys would have been impaled. They were literally just ... white streaks that moved. Not sure if thats something new or if I just haven't hit bad weather enough to see it...... But it seems like the wind speed really had TOO much effect on the falling "rain"

#3 - Fog... Now in this remember that I am using an ATI card instead of a Nvidia one, which from what I understand means I don't get the all the "effects". Fog looks good - but functionally I found something that I am not real sure of. The idea of heavy fog, is so that its so heavy I can't really see far away - but with this installed I noticed I could still spot a Modern Composite at ~ 1000 yards.... However, SH4 could not "lock" the ship (see it as a valid target) until it was in the area of about 350 yrds. Any way to maybe "thicken" it up so that one can't use this to cheat?

#4 - Foam - now this I can only say is great - it lives and dies naturally - swirling, splitting, reforming. Wonderful!

Overall - I really like it! I am thinking the ATI card may be why I dont see things like others do - but I like it anyway! Great Job Dave!!!!

donut
12-28-07, 03:07 AM
the only,& I know it can't be helped. Quilting @ altitude effect. I love the crackle of the burning oil slick.:rock: Tested for 3 patrols,it seems the fog is to lite,not to keep a lock in scope view.I can see target.:shifty: But don't get rid of the lite fog:p It's too cool.
Could we have two fog states ? one keeping a lock,& one more dense, no lock till 400yds.:sunny:

Reece
12-30-07, 09:25 PM
Any news Leo?:D

swdw
01-12-08, 10:45 AM
Would someone be able to get this mod you were testing where I can download it please?

ReallyDedPoet
01-12-08, 02:43 PM
Post edited ( see below ), glad to hear it kriller, thanks D.


RDP

kriller2
01-12-08, 03:53 PM
I have downloaded the latest work and been examining with the newest S3D-editor, but it looks like some data is missing.. I remember examining the scene.dat for some time ago and there was settings for all the different cloud-posibilities, about 8 different stages, which i can't see @Skwasjer is the data lost?

EDIT: @Skwasjer Forget about the above, I think I found the place to look for the colours..

donut
01-12-08, 06:03 PM
Sure will miss previous fine beaver shot,but there both worth fighting for.:rock: :sunny:
http://rapidshare.com/files/83253290..._Desk.rar.html (http://rapidshare.com/files/83253290/LEO_on_Desk.rar.html)

http://img139.imageshack.us/img139/9518/leodeskii1.jpg

skwasjer
01-12-08, 06:43 PM
I have downloaded the latest work and been examining with the newest S3D-editor, but it looks like some data is missing.. I remember examining the scene.dat for some time ago and there was settings for all the different cloud-posibilities, about 8 different stages, which i can't see @Skwasjer is the data lost?

EDIT: @Skwasjer Forget about the above, I think I found the place to look for the colours..

Kriller2, if you open the file and open the properties of the controllers EnvSim and EnvData, do you see the actual properties, or something like 'Byte [number]'. If the latter, those 2 controllers are bugged (which is what I was referring to in another thread). In that case, I can fix the scene.dat, but I'll need the latest version (bugs also exist in public ROW release).