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leovampire
11-12-07, 03:16 PM
I take your point, Bilko, it's a perfectly valid one, but if you read in this Forum and the Ubi Forum, you'll see that a lot of people just want a basic packaged version of ROW (like we had with LBO) that can be downloaded and installed as one mod and that can also be added to the bigger mods like TM.

Another option would be to offer LBO as a separate mod again. :D

And seeing there are no options to chose from for type's of cloud speeds you want or a type of sea foam you want or a compatable zone's file for the type of mod you have it would be impossable to set up a single download without actualy makeing the choices for people even if they do not want what we included in the single download.

I considered it in the past and tryed it but when I did this the file was so large that it took almost 4 hours to do an upload and it crashed on my in the middle of it so I said screw that.

4 hours of not being able to play or work just to have it fail was not a fun prospect for me.

I understand where you and others are comming from truly I do but how can you do it and still allow people to pick and chose what they want and or use with thier PC's?!

I would like and have tryed to be accomidating for all the mod's out there from NSM to Triger maru and people who want to use one or the other and also just a stock set up. But how do you chose for people in a single download for that? Basicly I would have to do 1 of 2 things. Set up a download where I make the choice on what other mod people will use with ROW or put up 4 full downloads with that choice.

But then what about the clouds speed choices how do you figure that one out? Oh ya wait there is also the sea foam choice which one do I put in the full download?

This is why I wanted to make it and keep it modular. Everyone has a chaoice this way between what they want for thier own game and or PC capabilities. I am experienced enough to pull apart a mod and pick and chose what I want for my own game but there are so many out there that can't do this so now it is easy to chose just wat you want.

leovampire
11-12-07, 03:19 PM
First we need detailed information about the problem and or a picture showing us exactly what it is please.

java`s revenge
11-12-07, 03:58 PM
Ouch, that`s a whole story about modules and version nrs etc etc.

Laffertytig
11-12-07, 04:16 PM
i was gonna use this along with rfb but both dont seem to go well on the mod enabler. does this mod alter the AI in regards to sensors etc making things more realistic thereby nagating a lot of what rfb does or TM for that matter?

is it worth me tryin to combine TM or RFB with this and has anyone else done so?

Fearless
11-12-07, 04:27 PM
And seeing there are no options to chose from for type's of cloud speeds you want or a type of sea foam you want or a compatable zone's file for the type of mod you have it would be impossable to set up a single download without actualy makeing the choices for people even if they do not want what we included in the single download.

I considered it in the past and tryed it but when I did this the file was so large that it took almost 4 hours to do an upload and it crashed on my in the middle of it so I said screw that.

4 hours of not being able to play or work just to have it fail was not a fun prospect for me.

I understand where you and others are comming from truly I do but how can you do it and still allow people to pick and chose what they want and or use with thier PC's?!

I would like and have tryed to be accomidating for all the mod's out there from NSM to Triger maru and people who want to use one or the other and also just a stock set up. But how do you chose for people in a single download for that? Basicly I would have to do 1 of 2 things. Set up a download where I make the choice on what other mod people will use with ROW or put up 4 full downloads with that choice.

But then what about the clouds speed choices how do you figure that one out? Oh ya wait there is also the sea foam choice which one do I put in the full download?

This is why I wanted to make it and keep it modular. Everyone has a chaoice this way between what they want for thier own game and or PC capabilities. I am experienced enough to pull apart a mod and pick and chose what I want for my own game but there are so many out there that can't do this so now it is easy to chose just wat you want.

The way that the ROW mod downloads have been set up is spot on IMHO. You have the freedom of choice which ROW mod you wanna use. I've chosen the ones I want then time permitting I'll combine them into one ROW mod. It's that simple for me.

leovampire
11-12-07, 04:31 PM
i was gonna use this along with rfb but both dont seem to go well on the mod enabler. does this mod alter the AI in regards to sensors etc making things more realistic thereby nagating a lot of what rfb does or TM for that matter?

is it worth me tryin to combine TM or RFB with this and has anyone else done so?

Nothing other than the special effects part of this mod does anything to the game play or crew or sensors or anything like that.

All the special effects does is set's up the game with better fires and explosions and adds them to the ships and also adds new effects the game never had from the start.

For the ship and sub reflection work and or sub movment a minimal amount of stuff was changed and none of it involves the sensors or crew only reflections and movment through the ocean and how it reacts to sea states.

This mod is about graffic enhancements for the game.

Fish40
11-12-07, 05:14 PM
i was gonna use this along with rfb but both dont seem to go well on the mod enabler. does this mod alter the AI in regards to sensors etc making things more realistic thereby nagating a lot of what rfb does or TM for that matter?

is it worth me tryin to combine TM or RFB with this and has anyone else done so?




I'm useing RFB with the entire ROW Mod. Yes, JSGME will alert you that ROW will change some files already altered by RFB. I just let it overwrite whatever it wanted, and have'nt noticed anything bad.

leovampire
11-12-07, 05:17 PM
I'm really interested in the new sounds pack that is offered here. The only problem is I'm currently useing the "SH4 Ultimate Sound" Mod , and I'm sure that the new sounds in this mod will overwrite some of these sounds. I'm pretty happy with the sounds of the current mod I'm useing, but the impending new AC sounds are going to tip the scale for me.

Has anyone used the Ultimate Sound Mod befor? How do you feel it compares to the new sounds offered in ROW? What are the major differences, and what am I missing? Thanks in advance.

Just like any other mod. The best you can do for yourself is download them listen to them both in and out of game and find what you want for your own game.

Remember we are working to make these sound effect's work best with the realistic sound travel option of the game so these sound effect's from this mod is specificly designed around that effect to create the best result's so if you do not use that in game option they might not sound right or perfect.

Lot's of rework done on these sounds to make them unique and more realistic instead of basic sounds.

donut
11-12-07, 05:17 PM
#1 ROW hi-end quality

#2 ROW-best performance,low-end

leovampire
11-12-07, 05:24 PM
i was gonna use this along with rfb but both dont seem to go well on the mod enabler. does this mod alter the AI in regards to sensors etc making things more realistic thereby nagating a lot of what rfb does or TM for that matter?

is it worth me tryin to combine TM or RFB with this and has anyone else done so?




I'm useing RFB with the entire ROW Mod. Yes, JSGME will alert you that ROW will change some files already altered by RFB. I just let it overwrite whatever it wanted, and have'nt noticed anything bad.

http://static1.filefront.com/images/personal/l/leovampire/93141/jitaseqlex.thumb500.jpg

BETA Release:

This MOD is about in game Graffics and effects only!

If you want more orginal game graffics for fire's and no oil slik effects and original colors work for sky and ocean then do not use ROW. I do not know the last time Berry upgraded his mod and posted it. But I do know for a fact that the graffics we did here and available for download now is further up to date than Duciums T.M. which also has some of the older ROW graffics but not all of them.

This will not effect your game play decision on which of the campaign mod's you chose.

This is about effects and graffics only not about actual game play. So letting this over write RFB and or T.M. and or RSRD is not an issue it will not effect how those mod's base file's work and how they effect the game. This is about environmental effects from how the ocean looks and works how the sky looks and works how the fires and smoke and explosions look and work and how the game environment sounds.

The other mods are about game play when and where you see ships and convoys and how and when you do missions. ROW dosn;t touch anything at all as far as game play.

donut
11-12-07, 05:29 PM
What is that new manual chain hoist/chain fall sound:hmm: ,it distracts my attention,when setting up torps.not used to it yet,this game takes concentration:yep:Sounds like there loading torps in the conning tower,& we are nowere near a subnet, waters to deep.Sorry for finding/reporting our problems:oops:

leovampire
11-12-07, 05:30 PM
What is that new manual chain hoist/chain fall sound:hmm: ,it distracts my attention,when setting up torps.not used to it yet,this game takes concentration:yep:Sounds like there loading torps in the conning tower,& we are nowere near a subnet, waters to deep.Sorry for finding/reporting our problems:oops:

I am just trying to figure out what sound is doing it other than the sub net sound that is all.

Angus89
11-12-07, 05:35 PM
Hmm, filefront wont let me downlosd new ship reflections. Prolly just a prob on my end, but i thought i'd mention it. Off to sink things . Keep it up Leo.

leovampire
11-12-07, 05:39 PM
Hmm, filefront wont let me downlosd new ship reflections. Prolly just a prob on my end, but i thought i'd mention it. Off to sink things . Keep it up Leo.

Maybe your firewall is giving you a problem turn it off for a few minutes to download the file then turn it back on and see what happens.

Angus89
11-12-07, 05:42 PM
It works now, didnt change anything. Gremlins.

leovampire
11-12-07, 05:46 PM
It works now, didnt change anything. Gremlins.

Have a lot of gremlins around here :rotfl: :rotfl: !!!

Need to put some sun light on them to melt them away! :sunny:

Digital_Trucker
11-12-07, 05:55 PM
It works now, didnt change anything. Gremlins.

Have a lot of gremlins around here :rotfl: :rotfl: !!!

Need to put some sun light on them to melt them away! :sunny:

Light bright! Light bright!

Oh, what a world, what a world....

leovampire
11-12-07, 07:51 PM
I need to finish the star shell mod for the sub's then get it to Digital_trucker.

So talk to you all and handle problems then okay?!

I also sent the sound file to LukeFF to make sure we are on the same track and it is done done done. As as soon as I get an okay from him that will be posted as well.

Like always I will give notification in here when it is ready. I swear to you after this I am done with the sound effects part of the mod LMAO!

Also Jaketoox got something to me for the fix for the greenish look for the sun halo I have to test t make sure all is well.

panthercules
11-12-07, 08:09 PM
i was gonna use this along with rfb but both dont seem to go well on the mod enabler. does this mod alter the AI in regards to sensors etc making things more realistic thereby nagating a lot of what rfb does or TM for that matter?

is it worth me tryin to combine TM or RFB with this and has anyone else done so?




I'm useing RFB with the entire ROW Mod. Yes, JSGME will alert you that ROW will change some files already altered by RFB. I just let it overwrite whatever it wanted, and have'nt noticed anything bad.

I second that - I'm using RFB (with swdw's update) with NSM and then ROW on top of it (along with a few tweaks of my own) and everything seems to be going great so far.

leovampire
11-12-07, 10:16 PM
http://static3.filefront.com/images/personal/r/reflections/112772/ncmbhqgbiw.jpg
http://static3.filefront.com/images/personal/r/reflections/112772/wvxbfagrim.jpg
http://static3.filefront.com/images/personal/r/reflections/112772/epbulzvrct.jpg

Fish40
11-12-07, 10:40 PM
Leo, started up the sim useing the new sounds. What could I say, except SUPERB! I guess it did'nt overwrite all the sounds cause I still have some from the old mod in certain instances. Did'nt get to hear em all yet, but love the ones I did hear, especially the Diesels, and the interior sounds. Can't wait for the new AC sounds:yep: Keep it comeing!!

leovampire
11-12-07, 10:45 PM
Leo, started up the sim useing the new sounds. What could I say, except SUPERB! I guess it did'nt overwrite all the sounds cause I still have some from the old mod in certain instances. Did'nt get to hear em all yet, but love the ones I did hear, especially the Diesels, and the interior sounds. Can't wait for the new AC sounds:yep: Keep it comeing!!

What will be posted in a day or 2 has much more to them for the plane's and ship's as well as a few new improvment's for the sub to include a change of shift sound that has the sub doors opening and closing and crew running to their posts from stairs to gangway's. And a bit better set up for crash dive sound's. Maybe more. Also the fix for the sub net's problem.

This I will say! It will be the last time I post sounds when it is up and approved.

Doolittle81
11-12-07, 10:47 PM
In the pictures a few posts above this, are the ship searchlights stock or in a Mod? I've not yet encountered them. Now that I think of it, I haven't really encountered destroyers at night yet....

Also, the periscope must be a mod, right?

leovampire
11-12-07, 11:00 PM
In the pictures a few posts above this, are the ship searchlights stock or in a Mod? I've not yet encountered them. Now that I think of it, I haven't really encountered destroyers at night yet....

Also, the periscope must be a mod, right?

They were there but totaly inefective before as per a request I fixed them for all search light's and light houses.

That pic of the scope is a search light hitting it dead op from a DD.

The actual scope and controls are a mix from Captain Cox's work and normal in game stuff and Oakgrove's sub insterments mod.

rascal101
11-12-07, 11:46 PM
Can you give some advise re taking ingame snaps, I tried using Shift F11 and crashed my game, perhaps I got it wrong would love to know.

I still feel the smake is looking decidedly less SH4 and more like SH3 and want to show you what I mean

R
First we need detailed information about the problem and or a picture showing us exactly what it is please.

leovampire
11-12-07, 11:51 PM
hit Ctrl+F11

then go into the root file of the game and find the photo

copy and paste it to your desk top.

right click on the picture and open it with anything like a picture editor program.

Hit Save AS and give it a name then change the save type file to JPEG.

Then go to filefront.com and open a free account with them.

then once you do that go to add image or picture.

hit the brouse button and find your picture on the desk top and then the upload button.

go through the proceedure for the picture until you get the option to see you picture.

once you find it then right click on the picture and save it do not save the link just the pictre.

then come here and paste it.

Defiance
11-13-07, 12:09 AM
Hiya's,
Dawg diggitty damn, Them there searchlights look cool

I used to get lit up good in my 1st days in sh4, Not been lit up for ages (ohh arrr missus lol) Sure wouldn't like those shining on me now he he

Seeing as the cap'n is working i'm gonna slyly post a few pics (yes i am still Ctrl + F11 addicted)

Must say the immersion factor now is real err i mean unreal no heck i mean real as-in it's so darn lifelike visually he he

Barrage of snaps ................... :D

http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img9-11-2007_1620.jpg

http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img13-11-2007_322.jpg

http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img12-11-2007_181.jpg

http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img10-11-2007_050.jpg

And a night one i think .................. This was from quite a while ago

http://i159.photobucket.com/albums/t152/Defiance_co/specialopsprayer.jpg

Ok end of pic barrage :( he he

Just amazing to think you guys do this for all of benefit :rock:

Have Fun

Happy Sailing

Ciao

Def

leovampire
11-13-07, 12:29 AM
Now I am off to play for a bit and test stuff guy's before I go to bed so have a good night and or day depending of where you live.

Oh and BTW I found out that the life raft's for the game are green at night saw it in my own game for once or at least noticed it. So I am going to find the DDS file for it and ask someone to color it for us all to black.

As a little side note the Star shells do not have an omni set up for them in the materials file to have the reflection on the water look and or act right. So I am going to ask l3th4l if he will be willing to set them up in the file seeing he is good at that stuff to make them act like true Star Shells should.

Doolittle81
11-13-07, 01:00 AM
...(yes I am still Ctrl + F11 addicted)

...
Def

Nice pics you posted.....

I'm new to SH4 but picking up on things as time goes by...stuff not in any manuals I've been able to find... I just ask a lot of questions on these forums.

For example, I learned about Ctrl F11 on this forum (altho I usually have Fraps running so I use that for captures...and movie clips). I also learned about hitting the NumPad Delete button to hide all the gauges and controls, etc, when you want to take a screenshot/capture. The pics look Much better when they are clean (absent game controls).

Actually, a lot of time when I am in action and don't need immediate acess to controls, I hide the controls.....much more immersive that way...

Archie
11-13-07, 03:47 AM
First of all AWESOME work, thank you doesn't come close....

One issue, since downloading the new "ROW_SPecial_Effects_With_Triger_Maru_Zone's (http://files.filefront.com/ROW+Special+Effects+with+srar/;9003666;/fileinfo.html) " file my torpedoes go straight through the japanese ships, not under, but literally straight into the ship and come out the other side without exploding. Anybody else seen this? :hmm:
I need to know what ships please?!
Um.... All of them so far.... :hmm: I even fired a torp at one of our own tankers in port and it did the same thing.

java`s revenge
11-13-07, 03:52 AM
Installed shiv again and made now a backup. Installed all the mods again and
the game now runs fine.

Laffertytig
11-13-07, 05:24 AM
what order is it best to install rfb using the enabler, RFB over ROTW or the other way around? if ROTW on the water only effects graphics etc then why do these mods conflict?

and what about TM does anyone it with this mod, im still tryin to decide which one to use

longam
11-13-07, 06:37 AM
what order is it best to install rfb using the enabler, RFB over ROTW or the other way around? if ROTW on the water only effects graphics etc then why do these mods conflict?

and what about TM does anyone it with this mod, im still tryin to decide which one to use

Check Leo's Post #1510 back a page

Fish40
11-13-07, 06:38 AM
[QUOTE]what order is it best to install rfb using the enabler, RFB over ROTW or the other way around? if ROTW on the water only effects graphics etc then why do these mods conflict?

and what about TM does anyone it with this mod, im still tryin to decide which one to use



I think you would want to install RFB first, since ROW will change some of those files. That's the way I did it, and can't find any problems as of yet. Even though ROW is a graphical, environmental enhancement, and dose'nt alter gameplay, the LBO portion of ROW changes the scene.dat files. RFB also changes this. This is the conflict JSGME will warn about. Like I said earlier, I just let ROW overwrite whatever it wanted, and never looked back.

hyperion2206
11-13-07, 10:40 AM
I love your work, it's just incredible,leao!:rock::rock::rock:
The only thing that always confuses me is the order I have to install the different ROW elements. Would be cool if you or someone else could come up with a detailled installation guide.:yep:

linerkiller
11-13-07, 12:00 PM
excuse me....I have downloaded the newest ROW files and I don't know how put them into JSGME....can someone post an image of the correct order of installation:roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll:
I use TM and I have downloaded all the proper files. Thank you in advance;)

Thanks you Leo...you have given us the ocean!

Fish40
11-13-07, 12:11 PM
Guys, check out page 74 of this thread. It's talked about in some length, with a couple of screenies from JSGME. It should give you some idea.

Wilcke
11-13-07, 12:38 PM
First of all AWESOME work, thank you doesn't come close....

One issue, since downloading the new "ROW_SPecial_Effects_With_Triger_Maru_Zone's (http://files.filefront.com/ROW+Special+Effects+with+srar/;9003666;/fileinfo.html) " file my torpedoes go straight through the japanese ships, not under, but literally straight into the ship and come out the other side without exploding. Anybody else seen this? :hmm:
I need to know what ships please?!
Um.... All of them so far.... :hmm: I even fired a torp at one of our own tankers in port and it did the same thing.

Leo,

Having run a torpedo test mission last night with all of your latest ROW Mods plus TM 1.6.5 and the TM Zone file. My torps are running straight and true....again no problems here to be noted.

I always run this mission, to test my install especially after unloading and reloading a whole slew of mods through JSGME.

The new ROW sound file is just fantastic, I surfaced to finish of my last target with the deck gun, just awesome!

GREAT WORK! Well done guys!

Wilcke

linerkiller
11-13-07, 12:38 PM
just checked....thank you:up:

leovampire
11-13-07, 04:08 PM
So I can not produce and order of install on my own. When someone manages to get a clear one for me posted I will put it up on the main thread page. Unfortunatly the other one was not readable and I couldn't make it better looking.

But for now add ROW on top of Triger maru because Bucimus is not going to update it until after the patch is released.

The reason why there are slight conflict's is because Duci and Berry wanted to add things from environmental mod's and sound stuff other than just make campaign layers for the game.

Just let JSGME over write the file's it says will be over writen I promise you it will not effect the main thing those mod's created for the game.

I am working on the lightning fix and the smoke effects to straighten everything out that has been asked in the thread.

Just give me some time please as both the smoke and lightning are in the same file's so releasing them just for one fix and still haveing to do the other isn't a good way to go seeing people get confused easily with the mod it seems.

Thanks for your understanding and waiting for the work.

leovampire
11-13-07, 04:13 PM
First of all AWESOME work, thank you doesn't come close....

One issue, since downloading the new "ROW_SPecial_Effects_With_Triger_Maru_Zone's (http://files.filefront.com/ROW+Special+Effects+with+srar/;9003666;/fileinfo.html) " file my torpedoes go straight through the japanese ships, not under, but literally straight into the ship and come out the other side without exploding. Anybody else seen this? :hmm:
I need to know what ships please?!
Um.... All of them so far.... :hmm: I even fired a torp at one of our own tankers in port and it did the same thing.

I hit 2 tankers and a DD in the normal campaign layers and sunk them and also in the school missions I hit everything I used a torpedo on so I do not know what is going on on your side of the tracks. Are you shure the torp's are not going under neath the ship's? Are you running a torpedo mod in your game?

And Wilcke just said he tryed the T.M. zone's file and had no problems so I just don;t know what to do to help at the moment. Try another one of the zone's files in your game and see what happens.

So far I have tested the Light NSM one and the T.M. one with no problems and I found and fixed the one with the stock game one that I found myself.

momo55
11-13-07, 04:41 PM
http://img402.imageshack.us/img402/2046/jsgmeat1.png

Started a new career this afternoon with TM after a few patrols with RSRD.
Played only for a houre..so still have to see if al works fine with this setup.

kriller2
11-13-07, 04:52 PM
excuse me....I have downloaded the newest ROW files and I don't know how put them into JSGME....can someone post an image of the correct order of installation:roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll:
I use TM and I have downloaded all the proper files. Thank you in advance;)

Thanks you Leo...you have given us the ocean!

Hi Linerkiller,

Here you go this is what should be downloaded before install, but bear in mind that you can change some of the components if you f.ex. have a nvidia card, you should pick the textures with the sun halo (I have an ATI)

Before installation of ROW using JSGME
http://img219.imageshack.us/img219/9926/rowbeforeinstallzd5.jpg

These mods combined is ROW installed correctly on stock SH4.
http://img219.imageshack.us/img219/7223/rowafterinstallyw1.jpg

Guide to using JSGME can be found here :http://www.subsim.com/radioroom/showthread.php?t=120621

Hope that helps.
/Kriller2

leovampire
11-13-07, 04:56 PM
Thanks for posting it for us and me momo55!

Thanks as well Kriller but need a reference as to what mod's should go before ROW as well like momo55 did with Triger Maru.

I will use both though so they can clearly see what part of the mod they should have together at least.

momo55
11-13-07, 05:12 PM
@kriller2 : i have a nvideacard (8800gts 640mb) and tried both ..with and without sun halo camera.
I prefer without..because it gives me the feeling i'm looking true the eyes of the captain .
With i feel like i am a cameraman .
It al comes to personal taste if you have the choise.

good hunting and save return;)

leovampire
11-13-07, 05:27 PM
@kriller2 : i have a nvideacard (8800gts 640mb) and tried both ..with and without sun halo camera.
I prefer without..because it gives me the feeling i'm looking true the eyes of the captain .
With i feel like i am a cameraman .
It al comes to personal taste if you have the choise.

good hunting and save return;)

Unfortunatly Kriller has an ATI card. I offerd him my old NVidia Card I use to use for the game for free but his system dosn't suport PCI express.

kriller2
11-13-07, 05:29 PM
http://img217.imageshack.us/img217/8963/rowbeforeinstalleplwc8.jpg

And last a diagram of the different opions in ROW.

Hey I got a new tag to the left :rotfl: (hick!)

leovampire
11-13-07, 05:37 PM
http://img217.imageshack.us/img217/8963/rowbeforeinstalleplwc8.jpg

And last a diagram of the different opions in ROW.

Hey I got a new tag to the left :rotfl: (hick!)

I like the new picture with your name you Pirate!!! :rotfl: :rotfl:

ATR-42
11-13-07, 05:41 PM
Has anyone reported, or found bow reflections coming off the windlass on the bow?

little distracting when viewing from the bridge.

in fact, as i vew the sub externally and it goes by i can see the reflections or flickering on the windlass and most of the deck cleats as well, only on the back side of them...

leovampire
11-13-07, 05:45 PM
Has anyone reported, or found bow reflections coming off the windlass on the bow?

little distracting when viewing from the bridge.

in fact, as i vew the sub externally and it goes by i can see the reflections or flickering on the windlass and most of the deck cleats as well, only on the back side of them...

Caustic ocean reflection's on the sub or sub reflection on the water?!

Yes I did raise the caustic reflections a bit higher on the sub they did not look right always staying so low seeing how big the ocean is vs the sub if this is what you mean?!

The sub is rounded so there isn't much supose to stop the caustics from being projected onto the sub.

Just be glad I couldn't figure out how to add the node's to the conning towers or you would have it on them as well! :rotfl: :rotfl:

leovampire
11-13-07, 05:55 PM
He thought there was a bit too much ROll and not enough pitch so I did a little fine tunning and a few adjustments and now he is testing this out as well as I in game.

If he agree's it look's act's and work's well there might be a new Sub refletion roll pitch download in the future. I am working in uncharted ground right now so it need's to be tested well first.

My first try at this made the sub A*S heavy and the second try made it nose heavy.

I think I found a good balance but have to wait and see what the tests produce.

kriller2
11-13-07, 06:10 PM
http://img62.imageshack.us/img62/746/lightbeamrh5.jpg

The new reflections for the lightbeams looks good Leo, you can see how it lightens up the crew :cool: and when you are far away the light allmost make you blind for a sec.

Doh! my sig is changed, I was happy being drunk in trinidad ! :nope:

ATR-42
11-13-07, 08:45 PM
man leo, you really got the roll and pitch right!! sailing through my first storm with your updated files, i almost want to hurl makes me feel like im back out in the ocean! I love it!!!

nicely done!

clayman
11-13-07, 09:02 PM
Oh man Leo it's looking so good!

@ kriller2 ... thanks for posting the JSGM diagram! I forgot to load the Texture w-out sun glare in my latest incarnation ... ;)

I can't tell you guys how awe inspiring everything is now ... what a blast it is to go topside!

Archie
11-14-07, 01:43 AM
First of all AWESOME work, thank you doesn't come close....

One issue, since downloading the new "ROW_SPecial_Effects_With_Triger_Maru_Zone's (http://files.filefront.com/ROW+Special+Effects+with+srar/;9003666;/fileinfo.html) " file my torpedoes go straight through the japanese ships, not under, but literally straight into the ship and come out the other side without exploding. Anybody else seen this? :hmm:
I need to know what ships please?!
Um.... All of them so far.... :hmm: I even fired a torp at one of our own tankers in port and it did the same thing.
I hit 2 tankers and a DD in the normal campaign layers and sunk them and also in the school missions I hit everything I used a torpedo on so I do not know what is going on on your side of the tracks. Are you shure the torp's are not going under neath the ship's? Are you running a torpedo mod in your game?

And Wilcke just said he tryed the T.M. zone's file and had no problems so I just don;t know what to do to help at the moment. Try another one of the zone's files in your game and see what happens.

So far I have tested the Light NSM one and the T.M. one with no problems and I found and fixed the one with the stock game one that I found myself.
Hi Leo,

No torpedo mods, just TM 1.6.5 and ROW. I downloaded NSM 3.3 Lite and just dumped it straight into JSGME at the end of all the TM and ROW mods and hey presto, torps work again.....!? Can I leave it like that or will that stop something else from working?? BTW thanks for your help on this!

billko
11-14-07, 02:58 AM
First of all AWESOME work, thank you doesn't come close....

One issue, since downloading the new "ROW_SPecial_Effects_With_Triger_Maru_Zone's (http://files.filefront.com/ROW+Special+Effects+with+srar/;9003666;/fileinfo.html) " file my torpedoes go straight through the japanese ships, not under, but literally straight into the ship and come out the other side without exploding. Anybody else seen this? :hmm:
I need to know what ships please?!
Um.... All of them so far.... :hmm: I even fired a torp at one of our own tankers in port and it did the same thing.
I hit 2 tankers and a DD in the normal campaign layers and sunk them and also in the school missions I hit everything I used a torpedo on so I do not know what is going on on your side of the tracks. Are you shure the torp's are not going under neath the ship's? Are you running a torpedo mod in your game?

And Wilcke just said he tryed the T.M. zone's file and had no problems so I just don;t know what to do to help at the moment. Try another one of the zone's files in your game and see what happens.

So far I have tested the Light NSM one and the T.M. one with no problems and I found and fixed the one with the stock game one that I found myself.
Hi Leo,

No torpedo mods, just TM 1.6.5 and ROW. I downloaded NSM 3.3 Lite and just dumped it straight into JSGME at the end of all the TM and ROW mods and hey presto, torps work again.....!? Can I leave it like that or will that stop something else from working?? BTW thanks for your help on this!

NSM has to go before the ROW mods or you overwrite all the zone files that ROW sets up...

Bill

ryanwigginton
11-14-07, 05:47 AM
Hey Leo,

Not sure what going on here. I have TM and ROW installed as per the JSGME screenie. Only seen this since adding the new object reflections. It happens viewing from the deck also. Use the Binos or scope zoom however and it returns to normal. My first screens post so not sure if I got this right.. here goes..

http://gallery.filefront.com/martinistripes//823991/

http://gallery.filefront.com/martinistripes//823990/

http://gallery.filefront.com/martinistripes//823990/EDIT: Doh! Not sure what I did wrong.. tried to follow your guide but I'm using Firefox and not quite sure what you meant when you said right click on the image and press save. The second screenie is of the same area viewed at zoom.

DrBeast
11-14-07, 06:30 AM
Hey Leo,

Not sure what going on here. I have TM and ROW installed as per the JSGME screenie. Only seen this since adding the new object reflections. It happens viewing from the deck also. Use the Binos or scope zoom however and it returns to normal. My first screens post so not sure if I got this right.. here goes..

http://gallery.filefront.com/martinistripes//823991/[img]

[img]http://gallery.filefront.com/martinistripes//823990/[img]

[IMG]http://gallery.filefront.com/martinistripes//823990/EDIT: Doh! Not sure what I did wrong.. tried to follow your guide but I'm using Firefox and not quite sure what you meant when you said right click on the image and press save.
The tag in the end needs to be

ryanwigginton
11-14-07, 07:14 AM
I added the [/img] part and now it looks as though no image is appearing at all :-?

DrBeast
11-14-07, 08:27 AM
Seems you have copy/pasted the link wrong. Or filefront doesn't like pics?

Try uploading to a place like imageshack (www.imageshack.us) or photobucket (www.photobucket.com)

ReallyDedPoet
11-14-07, 08:35 AM
Just checked out your first post LV with the latest changes, nice work and nice to include the JSGME Pics :yep::up:


RDP

sasquatch
11-14-07, 09:08 AM
looks pretty sweet, I'll definately be trying this out...

Reno
11-14-07, 09:12 AM
Searchlights do look good...

http://i66.photobucket.com/albums/h265/reno187/Searchlightandcrew.jpg
Maybe too good...

http://i66.photobucket.com/albums/h265/reno187/SearchLightSearch.jpg


http://i66.photobucket.com/albums/h265/reno187/searchlightdetection.jpg


http://i66.photobucket.com/albums/h265/reno187/searchlightandsub.jpg

Here's my S-36 lit up at 80 feet. I wonder if that'd be visible on the surface.:huh:

ryanwigginton
11-14-07, 09:30 AM
Hey Leo,

Not sure what going on here. I have TM and ROW installed as per the JSGME screenie. Only seen this since adding the new object reflections. It happens viewing from the deck also. Use the Binos or scope zoom however and it returns to normal. My first screens post so not sure if I got this right.. here goes..

http://gallery.filefront.com/martinistripes//823991/

http://gallery.filefront.com/martinistripes//823990/

http://gallery.filefront.com/martinistripes//823990/EDIT: Doh! Not sure what I did wrong.. tried to follow your guide but I'm using Firefox and not quite sure what you meant when you said right click on the image and press save. The second screenie is of the same area viewed at zoom.
http://img249.imageshack.us/img249/6479/scopeaji3.jpg (http://imageshack.us)

http://img100.imageshack.us/img100/9456/scopebkg4.th.jpg (http://img100.imageshack.us/my.php?image=scopebkg4.jpg)

hyperion2206
11-14-07, 01:21 PM
First of all AWESOME work, thank you doesn't come close....

One issue, since downloading the new "ROW_SPecial_Effects_With_Triger_Maru_Zone's (http://files.filefront.com/ROW+Special+Effects+with+srar/;9003666;/fileinfo.html) " file my torpedoes go straight through the japanese ships, not under, but literally straight into the ship and come out the other side without exploding. Anybody else seen this? :hmm:
I need to know what ships please?!
Um.... All of them so far.... :hmm: I even fired a torp at one of our own tankers in port and it did the same thing.
I hit 2 tankers and a DD in the normal campaign layers and sunk them and also in the school missions I hit everything I used a torpedo on so I do not know what is going on on your side of the tracks. Are you shure the torp's are not going under neath the ship's? Are you running a torpedo mod in your game?

And Wilcke just said he tryed the T.M. zone's file and had no problems so I just don;t know what to do to help at the moment. Try another one of the zone's files in your game and see what happens.

So far I have tested the Light NSM one and the T.M. one with no problems and I found and fixed the one with the stock game one that I found myself.

I had the same problem as Archie today. I was firing a torpedo at an Asashio (spelling???) destroyer and the torpedo went straight through the ship. The second torpedo hit the bow and exploded, but it the destroyer went on as if nothing has happened.:88)

leovampire
11-14-07, 04:17 PM
First of all AWESOME work, thank you doesn't come close....

One issue, since downloading the new "ROW_SPecial_Effects_With_Triger_Maru_Zone's (http://files.filefront.com/ROW+Special+Effects+with+srar/;9003666;/fileinfo.html) " file my torpedoes go straight through the japanese ships, not under, but literally straight into the ship and come out the other side without exploding. Anybody else seen this? :hmm:
I need to know what ships please?!
Um.... All of them so far.... :hmm: I even fired a torp at one of our own tankers in port and it did the same thing.
I hit 2 tankers and a DD in the normal campaign layers and sunk them and also in the school missions I hit everything I used a torpedo on so I do not know what is going on on your side of the tracks. Are you shure the torp's are not going under neath the ship's? Are you running a torpedo mod in your game?

And Wilcke just said he tryed the T.M. zone's file and had no problems so I just don;t know what to do to help at the moment. Try another one of the zone's files in your game and see what happens.

So far I have tested the Light NSM one and the T.M. one with no problems and I found and fixed the one with the stock game one that I found myself.

I had the same problem as Archie today. I was firing a torpedo at an Asashio (spelling???) destroyer and the torpedo went straight through the ship. The second torpedo hit the bow and exploded, but it the destroyer went on as if nothing has happened.:88)

I will compair the 2 file's line by line and see what I can find out.

BTW you can not use the NSM ship file's with the T.M. and Stock game zone's file's so make sure you do not have the Natuaral Sinking mechanics Sea folder activated if you are using either the Triger maru or Stock zone's file's please make sure on this okay?!

leovampire
11-14-07, 04:20 PM
Hey Leo,

Not sure what going on here. I have TM and ROW installed as per the JSGME screenie. Only seen this since adding the new object reflections. It happens viewing from the deck also. Use the Binos or scope zoom however and it returns to normal. My first screens post so not sure if I got this right.. here goes..

http://gallery.filefront.com/martinistripes//823991/

http://gallery.filefront.com/martinistripes//823990/

http://gallery.filefront.com/martinistripes//823990/EDIT: Doh! Not sure what I did wrong.. tried to follow your guide but I'm using Firefox and not quite sure what you meant when you said right click on the image and press save. The second screenie is of the same area viewed at zoom.
http://img249.imageshack.us/img249/6479/scopeaji3.jpg (http://imageshack.us)

http://img100.imageshack.us/img100/9456/scopebkg4.th.jpg (http://img100.imageshack.us/my.php?image=scopebkg4.jpg)

When I tryed to FORCE the game to accept and use the lightning in all aspects of the game I screwed something up. I am workiing with it right at the moment and just need an ingame storm to make sure what I did work's. As soon as I have a confirmation in my own game then I will release a repair file to add and fix this for everyone.

hyperion2206
11-14-07, 05:02 PM
First of all AWESOME work, thank you doesn't come close....

One issue, since downloading the new "ROW_SPecial_Effects_With_Triger_Maru_Zone's (http://files.filefront.com/ROW+Special+Effects+with+srar/;9003666;/fileinfo.html) " file my torpedoes go straight through the japanese ships, not under, but literally straight into the ship and come out the other side without exploding. Anybody else seen this? :hmm:
I need to know what ships please?!
Um.... All of them so far.... :hmm: I even fired a torp at one of our own tankers in port and it did the same thing.
I hit 2 tankers and a DD in the normal campaign layers and sunk them and also in the school missions I hit everything I used a torpedo on so I do not know what is going on on your side of the tracks. Are you shure the torp's are not going under neath the ship's? Are you running a torpedo mod in your game?

And Wilcke just said he tryed the T.M. zone's file and had no problems so I just don;t know what to do to help at the moment. Try another one of the zone's files in your game and see what happens.

So far I have tested the Light NSM one and the T.M. one with no problems and I found and fixed the one with the stock game one that I found myself.
I had the same problem as Archie today. I was firing a torpedo at an Asashio (spelling???) destroyer and the torpedo went straight through the ship. The second torpedo hit the bow and exploded, but it the destroyer went on as if nothing has happened.:88)
I will compair the 2 file's line by line and see what I can find out.

BTW you can not use the NSM ship file's with the T.M. and Stock game zone's file's so make sure you do not have the Natuaral Sinking mechanics Sea folder activated if you are using either the Triger maru or Stock zone's file's please make sure on this okay?!

I don't use NSM anymore, just TM 1.6.5 and thank you for your hard work!:up:

skip
11-14-07, 05:36 PM
hmm not sure where I've gone wrong but after downloading all the files and using JSME to install the mods as directed at the start of this thread, I have run into a small problem where all the fires show as very blocky gfx.

I have an 8800gtx and using latest drivers, never had this problem with previous row mods.

Any ideas

Cheers

leovampire
11-14-07, 05:40 PM
hmm not sure where I've gone wrong but after downloading all the files and using JSME to install the mods as directed at the start of this thread, I have run into a small problem where all the fires show as very blocky gfx.

I have an 8800gtx and using latest drivers, never had this problem with previous row mods.

Any ideas

Cheers

So far it seems every time I send some one a special file that put's the fire and oil slik textures in both the TNormal and TLowRes file's of the Texture folder it solve's the problem so in your graffic's setting's for the game what do you have checked and are useing?

skip
11-14-07, 05:52 PM
hmm not sure where I've gone wrong but after downloading all the files and using JSME to install the mods as directed at the start of this thread, I have run into a small problem where all the fires show as very blocky gfx.

I have an 8800gtx and using latest drivers, never had this problem with previous row mods.

Any ideas

Cheers

So far it seems every time I send some one a special file that put's the fire and oil slik textures in both the TNormal and TLowRes file's of the Texture folder it solve's the problem so in your graffic's setting's for the game what do you have checked and are useing?


Iam running game at 1680 x 1050 with all the detail sliders at maximum detail and all the boxes checked apart from window mode and post process filters. BTW Iam using the textures version which includes the sun flair but no flair is displayed.. hope this helps

Thx again

leovampire
11-14-07, 06:01 PM
hmm not sure where I've gone wrong but after downloading all the files and using JSME to install the mods as directed at the start of this thread, I have run into a small problem where all the fires show as very blocky gfx.

I have an 8800gtx and using latest drivers, never had this problem with previous row mods.

Any ideas

Cheers

So far it seems every time I send some one a special file that put's the fire and oil slik textures in both the TNormal and TLowRes file's of the Texture folder it solve's the problem so in your graffic's setting's for the game what do you have checked and are useing?


Iam running game at 1680 x 1050 with all the detail sliders at maximum detail and all the boxes checked apart from window mode and post process filters.

Just 2 other questions please. Is the texture folder for the ROW mod near the bottom of the activated list? Another word's is there a chance something over wrote it?

Second did you add the file to the Mod folder with JSGME shut off then turn on JSGME and activated it?

leovampire
11-14-07, 06:09 PM
If you are using T.M. 1.6.5 the NEW zone's file for T.M. I posted is compatable.


If you are using T.M. 1.6.3 then you need the NSM zone's file from this mod.


Ducimus your making me do this! :damn: :damn: :damn: :damn:


http://will.incorrige.us/facepalm/picard.jpeg

skip
11-14-07, 06:39 PM
hmm not sure where I've gone wrong but after downloading all the files and using JSME to install the mods as directed at the start of this thread, I have run into a small problem where all the fires show as very blocky gfx.

I have an 8800gtx and using latest drivers, never had this problem with previous row mods.

Any ideas

Cheers

So far it seems every time I send some one a special file that put's the fire and oil slik textures in both the TNormal and TLowRes file's of the Texture folder it solve's the problem so in your graffic's setting's for the game what do you have checked and are useing?


Iam running game at 1680 x 1050 with all the detail sliders at maximum detail and all the boxes checked apart from window mode and post process filters.

Just 2 other questions please. Is the texture folder for the ROW mod near the bottom of the activated list? Another word's is there a chance something over wrote it?

Second did you add the file to the Mod folder with JSGME shut off then turn on JSGME and activated it?



This is the order of the JSME install


NSM natural sinking mechanics classic v 3.3
Row Camera V 2
Row Sub reflections Roll & Pitch mod
Row object reflections V 2
Row ship reflections V2
Row sea foam - new sea foam
Row Textures with halo
Row special effects classic version
Row Sky + ocean controls
Row clouds Kriller2 3d clouds
Row sound v 4

when i added the row special effects classic this came up


"Zones.cfg" has already been altered by the "1 Natural Sinking Mechanics 3.3 Classic" mod.
"CargoDef.cfg" has already been altered by the "1 Natural Sinking Mechanics 3.3 Classic" mod

leovampire
11-14-07, 06:45 PM
hmm not sure where I've gone wrong but after downloading all the files and using JSME to install the mods as directed at the start of this thread, I have run into a small problem where all the fires show as very blocky gfx.

I have an 8800gtx and using latest drivers, never had this problem with previous row mods.

Any ideas

Cheers

So far it seems every time I send some one a special file that put's the fire and oil slik textures in both the TNormal and TLowRes file's of the Texture folder it solve's the problem so in your graffic's setting's for the game what do you have checked and are useing?


Iam running game at 1680 x 1050 with all the detail sliders at maximum detail and all the boxes checked apart from window mode and post process filters.

Just 2 other questions please. Is the texture folder for the ROW mod near the bottom of the activated list? Another word's is there a chance something over wrote it?

Second did you add the file to the Mod folder with JSGME shut off then turn on JSGME and activated it?



This is the order of the JSME install


NSM natural sinking mechanics classic v 3.3
Row Camera V 2
Row Sub reflections Roll & Pitch mod
Row object reflections V 2
Row ship reflections V2
Row sea foam - new sea foam
Row Textures with halo
Row special effects classic version
Row Sky + ocean controls
Row clouds Kriller2 3d clouds
Row sound v 4

when i added the row special effects classic this came up


"Zones.cfg" has already been altered by the "1 Natural Sinking Mechanics 3.3 Classic" mod.
"CargoDef.cfg" has already been altered by the "1 Natural Sinking Mechanics 3.3 Classic" mod

Yes that is supose to happen and let it install because I took those 2 file's from NSM and reworked them for the new special effect's this mod does.

Also I sent you a file with a repair for the fire problems you were having in a PM.

Archie
11-14-07, 09:30 PM
OK, this is how my JSGME looks as of now, if I read Bilko right, I need to have NSM 3.3 in front of TM & ROW?

http://img140.imageshack.us/img140/7887/jsgme2gv0.jpg

As a note, If I run it as is, torps work fine, if I remove NSM from the end of the list, torps go straight thru the ships (ALL SHIPS) as if they were not there!

ATR-42
11-14-07, 09:44 PM
Iam running game at 1680 x 1050 with all the detail sliders at maximum detail and all the boxes checked apart from window mode and post process filters. BTW Iam using the textures version which includes the sun flair but no flair is displayed.. hope this helps

Thx again
Skip, im running an 8800 GTS, i was also not getting the sun flair, but it was because one of the settings in my nvidia control panel for the SH4 app was set to a setting that would not allow the card to process Leo's flair. i wish i could tell you which setting it was exactly but load a game file with the sun in your face, then start cycling the settings and reloading the same game file over and over, you'll find it. but it was definitely one of the nvidia control settings that allowed me to get the flair back...

leovampire
11-14-07, 09:52 PM
OK, this is how my JSGME looks as of now, if I read Bilko right, I need to have NSM 3.3 in front of TM & ROW?

http://img140.imageshack.us/img140/7887/jsgme2gv0.jpg

As a note, If I run it as is, torps work fine, if I remove NSM from the end of the list, torps go straight thru the ships (ALL SHIPS) as if they were not there!

Archie if you are going to use NSM last.

Then deactivate the ROW special effects with T.M. Zone's.

then download this:

#6a ROW_Light_Zone's_Special_Effect's_vs_3 (http://files.filefront.com/ROW+Light+Zones+Special+E3rar/;8992802;/fileinfo.html) This is for Natural sinking mechanics only.

and activate it ON TOP OF your last Mod file from NSM 3.3 light.

Archie
11-14-07, 10:19 PM
OK, this is how my JSGME looks as of now, if I read Bilko right, I need to have NSM 3.3 in front of TM & ROW?

http://img140.imageshack.us/img140/7887/jsgme2gv0.jpg

As a note, If I run it as is, torps work fine, if I remove NSM from the end of the list, torps go straight thru the ships (ALL SHIPS) as if they were not there!
Archie if you are going to use NSM last.

Then deactivate the ROW special effects with T.M. Zone's.

then download this:

#6a ROW_Light_Zone's_Special_Effect's_vs_3 (http://files.filefront.com/ROW+Light+Zones+Special+E3rar/;8992802;/fileinfo.html) This is for Natural sinking mechanics only.

and activate it ON TOP OF your last Mod file from NSM 3.3 light.


Hi Leo, I am so sorry, I feel like such a damn pest! I took out NSM from the end, took out ALL the mods, reinstalled them with NSM right at the start, followed by TM 1.6.5 then all the ROW mods as per the screenie on the first page, and it does all work, I have the great effects, and my torps work, I just can't fathom why my torps DON'T work WITHOUT the NSM file in there at the start as I have only TM 1.6.5, ROW with the ROW TM Zone file...... I guess I shouldn't count my chickens and just be happy that it all seems to be working fine..... :D

leovampire
11-14-07, 10:25 PM
The ship file's in Natural Sinking Mechanic's CHANGES how the internal compartment zone's of the ship's work and what they are named.

The newest vs of Triger Maru leave's the ship's compartment's and zone's alone and keeps them at stock names and inner working's.

If you have Triger Maru on top of NSM then you use the Triger Maru zone's part of this mod.

If you have NSM on top of Triger maru then you use the Light or clasic zone's downloads from this mod.

Natural sinking mechanics changes everything about the inner workings of the ships and has to have a matching zone's file.

No stock zone's or Triger Maru Zone's will work with Natural Sinking mechanics if it is the dominate mod you have activated.

BTW your not being a pest you just don't understand what is happening and how this work's.

T.M. and stock game zone's has a small number of controled compartment's for the ship's in the game.

NSM changed this to a very large number of individual zone's for ship's.

So NSM needs a very special zone's file to run that mod work.

Let's say for example the stock game has a grand total of 150 compartment's for ships set up in the game. Okay there is now 150 compartments in the zone's file named the same for them.

Now here comes NSM it now changes the game to having 300 compartments for the ships in the game. So now it needs a zone's file that also has 300 compartments named the same to match the work he did.

And this is why one zone's file will not work with the other mod and why there is a matching special effects folder here that works with which ever mod you have as a dominate one.

Quagmire
11-14-07, 11:22 PM
Has anyone reported, or found bow reflections coming off the windlass on the bow?

little distracting when viewing from the bridge.

in fact, as i vew the sub externally and it goes by i can see the reflections or flickering on the windlass and most of the deck cleats as well, only on the back side of them...
Roger that.

Leo, the latest ROW is AWESOME!!! Thanks man. Just one teeny, weeny, favor. Could you please put the caustic effects back the way they were? It looks a little funny to see ripple reflections crawling all the way up the main mast.

BTW, the new sounds simply ROCK!!! :rock: :rock:

The deck gun sounds like the BOOM STICK it should be. I cranked up the subwoofer on my 5.1 system and rattled the windows! :rock:
.

leovampire
11-14-07, 11:28 PM
There is a slight eqlips going on in my game and it change the color's a lot and looks cool.

Click on the pictures to enlarge.

http://static1.filefront.com/images/personal/r/reflections/112772/fabksyzahw.thumb250.jpg (http://gallery.filefront.com/reflections//824873/) http://static1.filefront.com/images/personal/r/reflections/112772/tbeaaartcq.thumb250.jpg (http://gallery.filefront.com/reflections//824874/)

Changed the sun's halo color and even the camera flair color and put a lot of serious light color on the ocean.

leovampire
11-14-07, 11:30 PM
Has anyone reported, or found bow reflections coming off the windlass on the bow?

little distracting when viewing from the bridge.

in fact, as i vew the sub externally and it goes by i can see the reflections or flickering on the windlass and most of the deck cleats as well, only on the back side of them...
Roger that.

Leo, the latest ROW is AWESOME!!! Thanks man. Just one teeny, weeny, favor. Could you please put the caustic effects back the way they were? It looks a little funny to see ripple reflections crawling all the way up the main mast.

BTW, the new sounds simply ROCK!!! :rock: :rock:

The deck gun sounds like the BOOM STICK it should be. I cranked up the subwoofer on my 5.1 system and rattled the windows! :rock:
.

If I ever figure out how to get the caustics on the Conningtowers I want the caustics to be evenly set and that is what I did ahead of time with the sub caustics for the future work after I fix the problems the mod has first. The lightning after storm lighting problem I am fixing and due to popular demand the smoke effect's I am working on as well but those are the only thing's I am doing and or changing right now or plan to for the moment. Working with the smoke effect's is the last accomidation I am making for this mod sorry and no offence to anyone. If there is going to be anything else it will be enhancment's only that are missing from the mod that I wanted to do in the first place.

If you want it that bad download and install the S3D editing tool found in the mod's forum. Open up the DAT file for your sub with it then go to the unifiedrendercontrol and open it up then click on properties and to the right open up caustics and change the MaxAltitude figure by clicking on it then at the bottom enter the number you want and hit enter then save the file and your done.
If you do not deactivate the folder first and shut down JSGME before you do this none of your changes will work.

I am still waiting on LukeFF before I release the last and final sound effect's folder with the fix's and enhancment's there.

Archie
11-14-07, 11:57 PM
Ok, one hour later, I uninstalled the entire game, reinstalled, patched up, modded up, and...... HUZZAH!!! It dang well works, no NSM, just the layout as per the front page, yeeharr!! It's off to sea I go, finally (again!)

And thank you so much for all your assistance Leo, you are indeed 'The Man'. :up:

leovampire
11-15-07, 12:01 AM
Ok, one hour later, I uninstalled the entire game, reinstalled, patched up, modded up, and...... HUZZAH!!! It dang well works, no NSM, just the layout as per the front page, yeeharr!! It's off to sea I go, finally (again!)

And thank you so much for all your assistance Leo, you are indeed 'The Man'. :up:

Another satisfied customer that will be $50.00 please?! :rotfl: :rotfl:

Enjoy the game and the mod's and sink some Jap's.

Dave

Good night everyone take care and happy sinking's!

DrBeast
11-15-07, 06:32 AM
Couple of questions for you Leo...

For starters, do you think the reflections look ok here?
http://img165.imageshack.us/img165/2587/sh4img1411200719423115ap0.jpg

That's how they look like on all ships ever since I installed all the new ROW stuff (sub reflections look good though).

Second, I was on my way to end my patrol at Pearl harbor
http://img165.imageshack.us/img165/6220/sh4img14112007211457859iu3.jpg

when I went to deck watch view and was greeted by a severe thunderstorm...in the far distance however I could see some glimmering lights, so I took a look with my binocs
http://img165.imageshack.us/img165/7725/sh4img14112007211447828hk7.jpg

After ALL the ruckus with lightning not showing up, this was an eye-opener to me, so I zoomed to location with the free cam
http://img165.imageshack.us/img165/8391/sh4img14112007211412718iz4.jpg

A few minutes later, my sub was in the midst of a thunderstorm never seen by living man!
http://img165.imageshack.us/img165/3244/sh4img1411200721208406vb4.jpg


Is THIS how a thunderstorm should look like in the game, really?!

Here's some info on my rig and settings:

Radeon X1650Pro 256MB DDR3 graphics card
Drivers: can't remember now, shipped with the graphics card, dating from July '07.
1024x768@85Hz resolution on a 17in CRT Samsung monitor
All settings except ground texture-related maxed out, all boxes except Post Processing and Windowed Mode ticked
2xAA, 4xAF set from Catalyst Control Center.
Main.cfg configuration same as yours (except screen resolution and refresh rate, of course)

LukeFF
11-15-07, 06:49 AM
I am still waiting on LukeFF before I release the last and final sound effect's folder with the fix's and enhancment's there.

I'm on it! I should have a PM to you by the end of today.

momo55
11-15-07, 06:51 AM
Iam running game at 1680 x 1050 with all the detail sliders at maximum detail and all the boxes checked apart from window mode and post process filters. BTW Iam using the textures version which includes the sun flair but no flair is displayed.. hope this helps

Thx again
Skip, im running an 8800 GTS, i was also not getting the sun flair, but it was because one of the settings in my nvidia control panel for the SH4 app was set to a setting that would not allow the card to process Leo's flair. i wish i could tell you which setting it was exactly but load a game file with the sun in your face, then start cycling the settings and reloading the same game file over and over, you'll find it. but it was definitely one of the nvidia control settings that allowed me to get the flair back...

Try gamma correction OFF ;)

ryanwigginton
11-15-07, 06:56 AM
DrBeast,

I think Leo's aware that there are some lighting issues since he added the latest object reflections. See his reply to my post with screenies (a page back I think). It's a different anomoly but I'd guess they're probably related.

As for the reflection, I take it you mean to say 'it's the wrong colour'? -the main part of the hull that is?

DrBeast
11-15-07, 07:27 AM
Yes, I tried to look at your pic, but it was WAY too dark for me to see anything. What I think is the reflection of the hull looks a bit too...dunno, white-washed, maybe? But since I have an ATi card (and SH4 doesn't like us ATi guys! :cry:), I wondered if it was graphics-card related (i.e. what the ATi users of his team think).

Hm...now that you mentioned lighting, I have seen some strange effects there...like a big light source in the far distance, during night. As soon as I move closer with Free Cam, it goes away. Haven't got any screenies of it though...I hope to remedy that.

ben cg
11-15-07, 02:28 PM
First of all Leo thank-you for this great mod :up: No doubt you have increased the eye-candy factor of SHIV about 200% imho.

The ship file's in Natural Sinking Mechanic's CHANGES how the internal compartment zone's of the ship's work and what they are named.

The newest vs of Triger Maru leave's the ship's compartment's and zone's alone and keeps them at stock names and inner working's.

If you have Triger Maru on top of NSM then you use the Triger Maru zone's part of this mod.

If you have NSM on top of Triger maru then you use the Light or clasic zone's downloads from this mod.

Natural sinking mechanics changes everything about the inner workings of the ships and has to have a matching zone's file.

No stock zone's or Triger Maru Zone's will work with Natural Sinking mechanics if it is the dominate mod you have activated.

BTW your not being a pest you just don't understand what is happening and how this work's.

T.M. and stock game zone's has a small number of controled compartment's for the ship's in the game.

NSM changed this to a very large number of individual zone's for ship's.

So NSM needs a very special zone's file to run that mod work.

Let's say for example the stock game has a grand total of 150 compartment's for ships set up in the game. Okay there is now 150 compartments in the zone's file named the same for them.

Now here comes NSM it now changes the game to having 300 compartments for the ships in the game. So now it needs a zone's file that also has 300 compartments named the same to match the work he did.

And this is why one zone's file will not work with the other mod and why there is a matching special effects folder here that works with which ever mod you have as a dominate one.

This post is very informative! I have used NSM (+ROW/TM etc) for a very long time but with the latest release of TM 1.65 it seems I am probably asking for trouble to try and use them together. I know neither of those other Mods are yours but I reckon you know at least as much as anyone on this; so what is your opinion on running NSM 3.3 classic on top of TM 1.65 (with ROW + classic zones for NSM on top of both?) to try and get NSM style flooding - silly? possible? Or should I just play it safe and load ROW + special fx for TM zones on top of TM 1.65 and be happy? :D

Also I am going to be loading the new RSRD.TM version and no doubt some others but I am pretty sure they are all non-conflicting skins/chrono mods etc.

leovampire
11-15-07, 03:53 PM
First of all Leo thank-you for this great mod :up: No doubt you have increased the eye-candy factor of SHIV about 200% imho.

The ship file's in Natural Sinking Mechanic's CHANGES how the internal compartment zone's of the ship's work and what they are named.

The newest vs of Triger Maru leave's the ship's compartment's and zone's alone and keeps them at stock names and inner working's.

If you have Triger Maru on top of NSM then you use the Triger Maru zone's part of this mod.

If you have NSM on top of Triger maru then you use the Light or clasic zone's downloads from this mod.

Natural sinking mechanics changes everything about the inner workings of the ships and has to have a matching zone's file.

No stock zone's or Triger Maru Zone's will work with Natural Sinking mechanics if it is the dominate mod you have activated.

BTW your not being a pest you just don't understand what is happening and how this work's.

T.M. and stock game zone's has a small number of controled compartment's for the ship's in the game.

NSM changed this to a very large number of individual zone's for ship's.

So NSM needs a very special zone's file to run that mod work.

Let's say for example the stock game has a grand total of 150 compartment's for ships set up in the game. Okay there is now 150 compartments in the zone's file named the same for them.

Now here comes NSM it now changes the game to having 300 compartments for the ships in the game. So now it needs a zone's file that also has 300 compartments named the same to match the work he did.

And this is why one zone's file will not work with the other mod and why there is a matching special effects folder here that works with which ever mod you have as a dominate one.

This post is very informative! I have used NSM (+ROW/TM etc) for a very long time but with the latest release of TM 1.65 it seems I am probably asking for trouble to try and use them together. I know neither of those other Mods are yours but I reckon you know at least as much as anyone on this; so what is your opinion on running NSM 3.3 classic on top of TM 1.65 (with ROW + classic zones for NSM on top of both?) to try and get NSM style flooding - silly? possible? Or should I just play it safe and load ROW + special fx for TM zones on top of TM 1.65 and be happy? :D

Also I am going to be loading the new RSRD.TM version and no doubt some others but I am pretty sure they are all non-conflicting skins/chrono mods etc.

To have the ship's set back up to hit point damage rather than flooding time's for compartments.

But yes you can put NSM classic or light ontop of T.M. 1.6.5 and then activate the ROW matching classic or light Ontop of the NSM and you will be good to go.

So if you want T.M. 1.6.5 add it first to your game then add NSM Classic then add ROW Classic zone's and you will get the layout you asked about with no in game problems.

leovampire
11-15-07, 03:57 PM
Couple of questions for you Leo...

For starters, do you think the reflections look ok here?
http://img165.imageshack.us/img165/2587/sh4img1411200719423115ap0.jpg

That's how they look like on all ships ever since I installed all the new ROW stuff (sub reflections look good though).

Second, I was on my way to end my patrol at Pearl harbor
http://img165.imageshack.us/img165/6220/sh4img14112007211457859iu3.jpg

when I went to deck watch view and was greeted by a severe thunderstorm...in the far distance however I could see some glimmering lights, so I took a look with my binocs
http://img165.imageshack.us/img165/7725/sh4img14112007211447828hk7.jpg

After ALL the ruckus with lightning not showing up, this was an eye-opener to me, so I zoomed to location with the free cam
http://img165.imageshack.us/img165/8391/sh4img14112007211412718iz4.jpg

A few minutes later, my sub was in the midst of a thunderstorm never seen by living man!
http://img165.imageshack.us/img165/3244/sh4img1411200721208406vb4.jpg


Is THIS how a thunderstorm should look like in the game, really?!

Here's some info on my rig and settings:

Radeon X1650Pro 256MB DDR3 graphics card
Drivers: can't remember now, shipped with the graphics card, dating from July '07.
1024x768@85Hz resolution on a 17in CRT Samsung monitor
All settings except ground texture-related maxed out, all boxes except Post Processing and Windowed Mode ticked
2xAA, 4xAF set from Catalyst Control Center.
Main.cfg configuration same as yours (except screen resolution and refresh rate, of course)

There is a running sequence program for the lightning that was not being used I activated it but when I did all the problems started. So I have deactivated it and now making a couple of other adjustments to make sure there is no lightning and lighting effect's problems from thunder storms and will have the repair out for download soon. I am just waiting for an ingame storm to make sure all the problems are solved before I release a patch fix for this.

As to the ships I am looking into a couple of things. #1 seeing if the new skin work Kriller2 is doing stops the strainge reflection effect. #2 also seeing if the light map's for the ship's might be causing this problem.

Either way I know I am getting somwhere with it because the flikering problems with the ship reflections stoped now just need to find out the other problem with them.

leovampire
11-15-07, 05:26 PM
#9. ROW Sound Effect's: Can be added to your game at any time. Best used with realistic sound travel time turned on.

#9a ROW_Sound_Effect's_vs_5_Final (http://files.filefront.com/ROW+Sound+Effects+vs+5+Fial7z/;9050821;/fileinfo.html) For a start contains the Hollywood Sound files for screams. New work by LukeFF / Torps and special thanks to Dr.Beast for the sub net fix. This it it guy's the last and final release of the ROW sound effect's. Added 11/15/07 for download. All repairs for sounds that were causing problems are in here along with some new reworked stuff for change of shift sound's where you can hear the door hatches opening and closing with the men running on stairs and decks. And an M60 machine gun sound with the shell's droping for the AA gun and louder and extended reload sound for the deck gun as well as new rel life aircraft sound's for the plane's in the game and cleaned up prop hydro's for ship's. And thanks to Willhelmtell for his sound distance boost also included in with the sounds.


Dave

P.S. How about a couple more vote's for the mod?! Only have 4 vote's and I think it was us 4 main creator's that voted out of 1,593 posts and 71,467 view's and more than 2,000 download's. Tell the public what you think of the mod so new guy's know about it with the vote's please.

momo55
11-15-07, 06:26 PM
Thank u Leo & McGyvergang for this release and all the work put in it .:up:

EDIT: lol... found it ! thanks to the fellow captains bellow here ...of corse ..voted excellent and i'm not achamed to say it.

ben cg
11-15-07, 07:20 PM
P.S. How about a couple more vote's for the mod?! Only have 4 vote's and I think it was us 4 main creator's that voted out of 1,593 posts and 71,467 view's and more than 2,000 download's. Tell the public what you think of the mod so new guy's know about it with the vote's please.
Until you posted this I had no idea you could vote for threads :oops: (this is what you mean right - rating a thread?)

http://img210.imageshack.us/img210/8489/ratethreadts8.jpg
I voted now :up:

Thanks also for your answer above re: NSM :)

panthercules
11-15-07, 07:32 PM
LOL - I never noticed/realized this either. I figured the statistics (views/pages etc) would speak for themselves, but I did my civic duty and voted anyway. Only problem was there wasn't a category/choice for more than 5 stars :up:

Defiance
11-15-07, 07:45 PM
Hiya's,
Ditto to what panthercules said above

Well you live n learn he he

Voted of course :)

Have Fun

Ciao

Def

LukeFF
11-15-07, 08:31 PM
This it it guy's the last and final release of the ROW sound effect's.
But wait! I have just a couple of others I'd like you to try...!

(Runs away quickly before Leo hits me over the head :88))

ATR-42
11-15-07, 09:16 PM
Has anyone reported, or found bow wave reflections coming off the windlass on the bow?

little distracting when viewing from the bridge.

in fact, as i vew the sub externally and it goes by i can see the reflections or flickering on the windlass and most of the deck cleats as well, only on the back side of them...
Roger that.

Leo, the latest ROW is AWESOME!!! Thanks man. Just one teeny, weeny, favor. Could you please put the caustic effects back the way they were? It looks a little funny to see ripple reflections crawling all the way up the main mast.
.
If I ever figure out how to get the caustics on the Conningtowers I want the caustics to be evenly set and that is what I did ahead of time with the sub caustics for the future work after I fix the problems the mod has first.

If you want it that bad download and install the S3D editing tool found in the mod's forum. Open up the DAT file for your sub with it then go to the unifiedrendercontrol and open it up then click on properties and to the right open up caustics and change the MaxAltitude figure by clicking on it then at the bottom enter the number you want and hit enter then save the file and your done.
If you do not deactivate the folder first and shut down JSGME before you do this none of your changes will work.

Quagmire, if you do this drop me a PM. i may give it a shot. I love the caustic reflections but i think they should cut off somewhere just below the deck line for full realism. Ive spent the better part of my life out at sea. sunny, clam seas are when you see the most reflections on boats from the water, typically you'll see it only on the hull, rarely above the deck.

Kudos Leo, the mod is totally sweet. i love using it. its completely sim changing.:up:

ryanwigginton
11-16-07, 06:33 AM
Leo,

Just trying to be constructive and help out here. Another screenshot that doesn't look quite right. Chances are you've spotted this one already but.. just incase.

http://img213.imageshack.us/img213/8968/binostl5.th.jpg (http://img213.imageshack.us/my.php?image=binostl5.jpg)

The ships on the horizon look great, kind of hazy looking.. but the reflections are very dark and visible before the ship itself comes into view. You'll need to click this thumbnail and view it full size to see what I mean.

(7950GTX Go, all options on except glare and fog)

JimRat
11-16-07, 11:20 AM
I saw this whilst I was coming back from Patrol to Fremmantle-Perth, Western Australia, Australia.

http://i224.photobucket.com/albums/dd225/JimRat_album/SH4Img15-11-2007_115536_656.jpg

At first I thought...."Someone Nuked Perth!!!!":huh: :huh:

Then I remembered, it was only 1942....:doh:

Seriously...what would cause this?

hyperion2206
11-16-07, 01:25 PM
I saw this whilst I was coming back from Patrol to Fremmantle-Perth, Western Australia, Australia.



At first I thought...."Someone Nuked Perth!!!!":huh: :huh:

Then I remembered, it was only 1942....:doh:

Seriously...what would cause this?

It's the Japanese rising sun. You'd better get out of Perth.:rotfl:

leovampire
11-16-07, 03:29 PM
Leo,

Just trying to be constructive and help out here. Another screenshot that doesn't look quite right. Chances are you've spotted this one already but.. just incase.

http://img213.imageshack.us/img213/8968/binostl5.th.jpg (http://img213.imageshack.us/my.php?image=binostl5.jpg)

The ships on the horizon look great, kind of hazy looking.. but the reflections are very dark and visible before the ship itself comes into view. You'll need to click this thumbnail and view it full size to see what I mean.

(7950GTX Go, all options on except glare and fog)

I have seen it in my own game yes havn't figured out why reflections show through the fog before ship's do either I am missing something or the fog dosn't effect the reflections.

leovampire
11-16-07, 03:31 PM
I saw this whilst I was coming back from Patrol to Fremmantle-Perth, Western Australia, Australia.

http://i224.photobucket.com/albums/dd225/JimRat_album/SH4Img15-11-2007_115536_656.jpg

At first I thought...."Someone Nuked Perth!!!!":huh: :huh:

Then I remembered, it was only 1942....:doh:

Seriously...what would cause this?

I have not a single clue what is going on there to tell the truth. I am heading there in my game so I will see if I can find it and or see it myself.

panthercules
11-16-07, 03:32 PM
Leo,

Just trying to be constructive and help out here. Another screenshot that doesn't look quite right. Chances are you've spotted this one already but.. just incase.

http://img213.imageshack.us/img213/8968/binostl5.th.jpg (http://img213.imageshack.us/my.php?image=binostl5.jpg)

The ships on the horizon look great, kind of hazy looking.. but the reflections are very dark and visible before the ship itself comes into view. You'll need to click this thumbnail and view it full size to see what I mean.

(7950GTX Go, all options on except glare and fog)

I had a small taste of this myself earlier today - there was a small Japanese minesweeper just barely visible out at the edge of the fog limit (whatever the second-worst level of fog/visibility is) in heavy overcast - it looked really nice, BUT there was something that looked like a darker reflection to it that just didn't look quite right under the circumstances (I doubt that you would actually see any reflection at all, much less a darker one, at that range and in that foggy condition, but I've never actually been at sea observing ships under these precise conditions so I'm only guessing here). I'm wondering if maybe it's an offshoot of the same issue that causes the flickering too-light ship reflections at long range at night? It would probably be nice if there were some setting that would just turn off reflections entirely past a certain range - I wonder if that's possible :hmm:

leovampire
11-16-07, 03:35 PM
You all gave since yesterday.

But don't forget there are other great mod's out there you like and or use as well.

Like I voted for Triger Maru and the Kill Flag's mod and Run silent Run Deep and all the other mod's I like and use in my game where I can see people care about their mod's and put a lot into them. BTw those are just examples I have voted on many many more mod's.

Again thanks everyone.

Working on the repairs for the mod almost have the lightning set for release.

leovampire
11-16-07, 03:37 PM
Leo,

Just trying to be constructive and help out here. Another screenshot that doesn't look quite right. Chances are you've spotted this one already but.. just incase.

http://img213.imageshack.us/img213/8968/binostl5.th.jpg (http://img213.imageshack.us/my.php?image=binostl5.jpg)

The ships on the horizon look great, kind of hazy looking.. but the reflections are very dark and visible before the ship itself comes into view. You'll need to click this thumbnail and view it full size to see what I mean.

(7950GTX Go, all options on except glare and fog)

I had a small taste of this myself earlier today - there was a small Japanese minesweeper just barely visible out at the edge of the fog limit (whatever the second-worst level of fog/visibility is) in heavy overcast - it looked really nice, BUT there was something that looked like a darker reflection to it that just didn't look quite right under the circumstances (I doubt that you would actually see any reflection at all, much less a darker one, at that range and in that foggy condition, but I've never actually been at sea observing ships under these precise conditions so I'm only guessing here). I'm wondering if maybe it's an offshoot of the same issue that causes the flickering too-light ship reflections at long range at night? It would probably be nice if there were some setting that would just turn off reflections entirely past a certain range - I wonder if that's possible :hmm:

Quote:
Originally Posted by ryanwigginton
Leo,

Just trying to be constructive and help out here. Another screenshot that doesn't look quite right. Chances are you've spotted this one already but.. just incase.

http://img213.imageshack.us/img213/8968/binostl5.th.jpg (http://img213.imageshack.us/my.php?image=binostl5.jpg)

The ships on the horizon look great, kind of hazy looking.. but the reflections are very dark and visible before the ship itself comes into view. You'll need to click this thumbnail and view it full size to see what I mean.

(7950GTX Go, all options on except glare and fog)


I have seen it in my own game yes havn't figured out why reflections show through the fog before ship's do either I am missing something or the fog dosn't effect the reflections.

Again I am looking into this after seeing it myself just not sure where to start.

mrbeast
11-16-07, 04:46 PM
I saw this whilst I was coming back from Patrol to Fremmantle-Perth, Western Australia, Australia.

http://i224.photobucket.com/albums/dd225/JimRat_album/SH4Img15-11-2007_115536_656.jpg

At first I thought...."Someone Nuked Perth!!!!":huh: :huh:

Then I remembered, it was only 1942....:doh:

Seriously...what would cause this?

I have not a single clue what is going on there to tell the truth. I am heading there in my game so I will see if I can find it and or see it myself.

I've seen this a couple of times. Also seen random smoke appear after I reload a save, kinda like the bug in NSM but it always disappears soon after. Only lasts a second and doesn't reappear for the rest of that save.

Aniuk
11-16-07, 04:50 PM
I must complain: only 5 stars possible============>>> :down:

:damn: having fun with the mod and never knew you could vote for it. TM is the only "other one" then, there must be a difference.

Have not seen ANY strange 'graphic effects' lately. I'm a lucky man. Only lost my deck gun when i was enjoying the scenery and the japanese plane, suddenly appeared. Didnot realize there is a war going on!:damn: Aniuk

TDK1044
11-16-07, 04:54 PM
I come late to the ROW party, but this mod is truly exceptional. I run it with TM 1.6.5 and this game is now a sim. :D

leovampire
11-16-07, 05:02 PM
This it it guy's the last and final release of the ROW sound effect's.
But wait! I have just a couple of others I'd like you to try...!

(Runs away quickly before Leo hits me over the head :88))

Picture you as the roadrunner and me as the Cyote right now make sure your as fast as he alwways seems to be! :rotfl: :rotfl: :rotfl:

LukeFF
11-16-07, 05:04 PM
Picture you as the roadrunner and me as the Cyote right now make sure your as fast as he alwways seems to be! :rotfl: :rotfl: :rotfl:

:D :D

leovampire
11-16-07, 05:05 PM
I must complain: only 5 stars possible============>>> :down:

:damn: having fun with the mod and never knew you could vote for it. TM is the only "other one" then, there must be a difference.

Have not seen ANY strange 'graphic effects' lately. I'm a lucky man. Only lost my deck gun when i was enjoying the scenery and the japanese plane, suddenly appeared. Didnot realize there is a war going on!:damn: Aniuk

But there are slight problems I am fixing and will set up for a patch until I can get them in the proper file's. Once they are done I will post a download for the patch and then as fast as I can I will apply them to the aproprate folders for future download's for new commers.

leovampire
11-16-07, 05:42 PM
Picture you as the roadrunner and me as the Cyote right now make sure your as fast as he alwways seems to be! :rotfl: :rotfl: :rotfl:

:D :D

I apreciate your makeing all the sounds I asked for and for all the volintary extra sounds you did as well! You helped to make the mod better as the sound effect's are truly part of the atmosphere we tryed to create with this mod so thanks! :rock:

Fish40
11-16-07, 06:25 PM
Had two strange sound encounters today while useing the latest soundpak. I 'm not calling it a problem yet, I'll have to wait and see if it occurs again. The first occurance was while I was tracking a tanker. While manning the sonar station, I could hear the ship sound, but it gradually "wound" down, as a music box dose when it needs to be rewound. If I left the sonar station, and returned the sound was again normal, but once again within a few seconds the sound began to wind down.


The second incident occured while I was tracking a small convoy consisting of two tankers, and a small merchant. At the sonar station, I could only hear one of the ships, as though there was a single target. All three ships were clearly in view, but only one was audable.

I'm currently tracking a merchant, and this time all seems ok. Sound not winding down, and clearly one target in view. I thought I would just mention these quirks too see if anyone else had anything strange happen with the sound. All other sounds as far as I can tell are:up:

donut
11-16-07, 06:40 PM
The chain fall/New sub net sound plays on repeat loop,at PD.I am useing T_M_1.6,reversed engineered to my FtT,& can't figure how to correct this:damn: I am no ware near a sub net.I agree the sound is better, but it sounds like they are loading torps in tha conning tower all the time,when submerged.Including Jsgme screen.Any progress/hints helpful
http://img101.imageshack.us/img101/4250/jsgmebj3.th.png (http://img101.imageshack.us/my.php?image=jsgmebj3.png)

longam
11-16-07, 07:40 PM
I started out in the bay for a change and found some really startling effects. The reflections seemed to be to much and the graphics were blocky.

http://www.downbelow.net/sh4/dock_1.jpg

http://www.downbelow.net/sh4/dock_2.jpg

Very bright.

leovampire
11-16-07, 08:36 PM
I started out in the bay for a change and found some really startling effects. The reflections seemed to be to much and the graphics were blocky.

http://www.downbelow.net/sh4/dock_1.jpg

http://www.downbelow.net/sh4/dock_2.jpg

Very bright.

At night in the game with no moon it should be very hard to see your sub and the bridge guages and instriments. Set your gamma up that way then the day time should look perfect.

leovampire
11-16-07, 08:39 PM
The chain fall/New sub net sound plays on repeat loop,at PD.I am useing T_M_1.6,reversed engineered to my FtT,& can't figure how to correct this:damn: I am no ware near a sub net.I agree the sound is better, but it sounds like they are loading torps in tha conning tower all the time,when submerged.Including Jsgme screen.Any progress/hints helpful
http://img101.imageshack.us/img101/4250/jsgmebj3.th.png (http://img101.imageshack.us/my.php?image=jsgmebj3.png)

What is in the JSGME file when I click on it to make it bigger just slightly too hard to tell what is what.

Send me in a PM a better shot of it if you can.

leovampire
11-16-07, 08:40 PM
Had two strange sound encounters today while useing the latest soundpak. I 'm not calling it a problem yet, I'll have to wait and see if it occurs again. The first occurance was while I was tracking a tanker. While manning the sonar station, I could hear the ship sound, but it gradually "wound" down, as a music box dose when it needs to be rewound. If I left the sonar station, and returned the sound was again normal, but once again within a few seconds the sound began to wind down.


The second incident occured while I was tracking a small convoy consisting of two tankers, and a small merchant. At the sonar station, I could only hear one of the ships, as though there was a single target. All three ships were clearly in view, but only one was audable.

I'm currently tracking a merchant, and this time all seems ok. Sound not winding down, and clearly one target in view. I thought I would just mention these quirks too see if anyone else had anything strange happen with the sound. All other sounds as far as I can tell are:up:

I will try to hear what your hearing or not hearing. But last night I could make out the differn't ship's in a convoy I came up on. But I will test this more to see if I find a problem.

leovampire
11-16-07, 08:44 PM
In each of the ship file's in the game there seem's to be a self elumination file for the main ship texture's with a green layer ontop of them. N01.dds and N01_lr.dds file's for the textures on the ship's seem to be for night time self elumination to make it easier to spot them for attacks at night time only.

But this does not exsist for the sub's and the sub reflections work fine but the ship one's do not at night.

So I am deleteing them from my game to see if this make's the problems go away. I also asked Panthercles to do this with me as well in his game to see if we get the same result's.

I will keep you posted as to the finding we come up with.

Fish40
11-16-07, 08:55 PM
Leo, I just thought of something that may or may not mean anything. In my current campaign, I do not have the "realistic sound travel" option ticked. I know you said that this soundpak was optimised for that in game option. I wonder if that could cause problems. What I need to do is try the Borneo Convoy single mission with that particular sound option ticked and see, or rather hear the results. It'll have to wait till tomorrow. Had a hard day at work and I'm beat.

leovampire
11-16-07, 09:29 PM
Leo, I just thought of something that may or may not mean anything. In my current campaign, I do not have the "realistic sound travel" option ticked. I know you said that this soundpak was optimised for that in game option. I wonder if that could cause problems. What I need to do is try the Borneo Convoy single mission with that particular sound option ticked and see, or rather hear the results. It'll have to wait till tomorrow. Had a hard day at work and I'm beat.

LukeFF and I specificly tested and worked with the sound file's to work their best with the realistic sound travel turned on seeing that is where most people had problems with sounds in game.

leovampire
11-16-07, 09:50 PM
The chain fall/New sub net sound plays on repeat loop,at PD.I am useing T_M_1.6,reversed engineered to my FtT,& can't figure how to correct this:damn: I am no ware near a sub net.I agree the sound is better, but it sounds like they are loading torps in tha conning tower all the time,when submerged.Including Jsgme screen.Any progress/hints helpful
http://img101.imageshack.us/img101/4250/jsgmebj3.th.png (http://img101.imageshack.us/my.php?image=jsgmebj3.png)

Okay you can deactivate the ROW Sub reflections vs_2 and activate the ROW sub reflections and roll pitch mod as that is newer and better.

Triger Maru 1-6-5 is newer than the one you have activated now but seeing you added RSRDC_p1_TM_v110 on top of it you might be okay I have not donwloaded and or looked at these thing's yet for mod's so not totaly sure about any of that.

So to be totaly honest I can not say ya or nay to your set up or how it might or might not create a problem in your game.

Usualy I try to download an look at every mod to see where problems and conflict's come into play with ROW but I have just been too busy trying to fix things to do this latley.

ReallyDedPoet
11-16-07, 10:07 PM
The new sub physics are awsome LV, as are the sounds, no problems yet.


RDP

leovampire
11-16-07, 10:25 PM
The new sub physics are awsome LV, as are the sounds, no problems yet.


RDP

Now just to get the rest of the repairs done and out to everyone! :damn: :damn: :damn:

:rotfl: :rotfl: The cost of wanting perfection in the mod.

ReallyDedPoet
11-16-07, 10:27 PM
The new sub physics are awsome LV, as are the sounds, no problems yet.


RDP
Now just to get the rest of the repairs done and out to everyone! :damn: :damn: :damn:

:rotfl: :rotfl: The cost of wanting perfection in the mod.


No problems on this end yet, going well. Now if I could just sink something :damn::88)
Currently in the middle of a storm though, so that is not helping any.


RDP

JimRat
11-17-07, 01:33 AM
I saw this whilst I was coming back from Patrol to Fremmantle-Perth, Western Australia, Australia.



At first I thought...."Someone Nuked Perth!!!!":huh: :huh:

Then I remembered, it was only 1942....:doh:

Seriously...what would cause this?

It's the Japanese rising sun. You'd better get out of Perth.:rotfl:

Not a bad Idea...I put in for Transfer to Brisbane...got to take my boat with me.

JimRat
11-17-07, 01:44 AM
I saw this whilst I was coming back from Patrol to Fremmantle-Perth, Western Australia, Australia.

http://i224.photobucket.com/albums/dd225/JimRat_album/SH4Img15-11-2007_115536_656.jpg

At first I thought...."Someone Nuked Perth!!!!":huh: :huh:

Then I remembered, it was only 1942....:doh:

Seriously...what would cause this?

I have not a single clue what is going on there to tell the truth. I am heading there in my game so I will see if I can find it and or see it myself.


As MrBeast stated it is temporary and only last for a minute or so, in fact it even flickered out once and was replaced by smoke on the water like from a oil fire, then came back. After a few more seconds it went out and did not reappear.

LukeFF
11-17-07, 02:07 AM
I apreciate your makeing all the sounds I asked for and for all the volintary extra sounds you did as well! You helped to make the mod better as the sound effect's are truly part of the atmosphere we tryed to create with this mod so thanks! :rock:
My pleasure. :up: It makes the mod that much better, and it was good practice for me to become more familiar with my sound editing program. Having a good set of sound effects can take a game from being very good to great.

Now, hopefully the devs fix the disabled sound effects in 1.4...

leovampire
11-17-07, 02:38 AM
I think I have niped in the butt the problems from lightning and lighting after and during the storms.

But I can only see and catch so much by myself in game.

So can people download this and add it to their game and report to me if ther are any problems or if it is all solved now?!

It is JSGME ready just add it on top of what you have for the moment. IF it is okay and works fine I have to add it to the special effect's download's and redo them in the main post.

http://files.filefront.com/ROW+Lightning+and+lighingerar/;9060991;/fileinfo.html

Dave

P.S. these won't be final because I am still working with the in game smoke effect's to get them more realistic in nature as so many requested me to do. My main concern with these is to make sure the other problems are solved.

ReallyDedPoet
11-17-07, 11:18 AM
I think I have niped in the butt the problems from lightning and lighting after and during the storms.

But I can only see and catch so much by myself in game.

So can people download this and add it to their game and report to me if ther are any problems or if it is all solved now?!

It is JSGME ready just add it on top of what you have for the moment. IF it is okay and works fine I have to add it to the special effect's download's and redo them in the main post.

http://files.filefront.com/ROW+Lightning+and+lighingerar/;9060991;/fileinfo.html

Dave

P.S. these won't be final because I am still working with the in game smoke effect's to get them more realistic in nature as so many requested me to do. My main concern with these is to make sure the other problems are solved.

I'll try this a little later on LV :yep::up:


RDP

swdw
11-17-07, 12:16 PM
Leo- I found something interesting playing with the new HD 2600 card and then looking at the 1950 screen captures. Maybe this will help chase down the bright ship reflections at night too

On the 2600, the sun shows through the water AFTER it sets and there is some highlighting of the water. On the x1950, you see a reflection on the water before the sun rises and after it sets. This will continue for almost 2 HOURS before/after sunrise or sunset.

Important note: This does not happen with the stock ocean and sun.

I also noticed the lighter ship reflections that look like a daytime reflection on the water at night follow this same pattern. When the glare showed up, so did the light reflections at night. The sun shining through the water from below the horizon is the 2600. In the others from the x1950 the sun is not due up for a while and there is NO moon to cause the glare either.

Hope this helps.

Here are screenshots from both cards.

You can see the glare behind the ship and the brighter ship reflection. Sun is not due ip for over an hour and the horizon is the same color in this pic when panning all 360 degrees so there is no bright horizon to cause the glare. The glare will flicker on and off as you rotate the camera view.
http://www.kickinbak.com/posts/glare2.jpg
http://www.kickinbak.com/posts/glare3.jpg
The piture above was right after sunset when the sun is completely below the horizon, and the one below was about 50-60 minutes later (sorry-should have captured the bar so the clock would be visible). You can still see the sun in the picture below and the ship's reflection at the bow where the sun isn't interfering looks like a daytime reflection (at least to me).
http://www.kickinbak.com/posts/blowup.jpg
As soon as the "sun" texture turned off, the reflections went dark and looked correct for night time.
http://www.kickinbak.com/posts/glare4.jpg

The shot below gave me the best example of the glare that shouldn't be there. This is the preiscope view from the same engagement as the first picture with only a 30 second difference in time
http://www.kickinbak.com/posts/glare1.jpg

Here is a sunset from the 2600 with the stock ocean and sun textures
http://www.kickinbak.com/posts/2600-2.jpg

leovampire
11-17-07, 06:02 PM
I do not know why that is happening in your game when it is not in mine as far as the sun problems. And I have seen ton's of new picture postings by people here for the new night time moon views and more and that light sun glair effect wasn't there.

The only time it seems to happen is if part of the sub is in the view with the sun under the horizon of the water and it goes away fast.

I know a lot of problems came up due to lighting issues once I tryed to force the game to use the lightning so this is why I asked people to try out the new file's I posted and see if a multitude of sin's stop.

http://files.filefront.com/ROW+Lightning+and+lighingerar/;9060991;/fileinfo.html

And what is a HD 2600 card and a 1950 screen captures?

Also let me explain something my adjustments to the scene file I made was to work with the texture's in the ROW mod available. I did not claim they would work with stock textures and set up's.

It took work from Kriller2 and Jaketoox and myself to create what we did for the mod and made it so each part of the mod would work together in harmony like an orchestra does. I looked once to see what the stock sky and reflex pack would look like and act with the new work and they just didn't jive well together.

So if your mixing and matching stuff from row with stock sure you might encounter problems and situations.

Anyways I am off need to work on some stuff and test stuff as well.

I included pics of the old sky and reflex pack for the game and the new one's for the mod so you will see why my adjustments now will not work with the old stuff. The reflex pack gives's you the water color's and the reflextion colors. The sky pack is obvious what it does but there is also a fog layer that has to be added to it and some of the ring's come into play for differn't weather conditions so it is a little complicated how all the new changes work with the new textures.

http://static1.filefront.com/images/personal/l/leovampire/93141/jhorkgrjbf.thumb250.jpg (http://gallery.filefront.com/leovampire//827209/) old water reflex http://static1.filefront.com/images/personal/l/leovampire/93141/vudpyobink.thumb250.jpg (http://gallery.filefront.com/leovampire//827211/) new water reflex

http://static1.filefront.com/images/personal/l/leovampire/93141/nopvfamrfp.thumb250.jpg (http://gallery.filefront.com/leovampire//827208/) old sky pack http://static1.filefront.com/images/personal/l/leovampire/93141/iwvvxruuxr.thumb250.jpg (http://gallery.filefront.com/leovampire//827210/) new sky pack

The order and usage of the textures I changed in the scene file for the mod to make it work and look better in game.
So you can not expect old stuff from the game to work with the new stuff from the mod as you can see here. And as you can see the old sky and water didn;t give you the dark night's in the game like we have now with the new work.

Fish40
11-17-07, 06:48 PM
Leo this is probrably a dopey question, but here goes anyway. Could that lightning fix test file be activated on the go, or should you be in port? Let the Flogging begin NOW!!

leovampire
11-17-07, 06:52 PM
Leo this is probrably a dopey question, but here goes anyway. Could that lightning fix test file be activated on the go, or should you be in port? Let the Flogging begin NOW!!

I did not put a zone file in with them so you can add it at any time to your game for testing for me.

No flogging and not a stupid question so no worries.

AVGWarhawk
11-17-07, 07:06 PM
@SWDW

The last screenshot, the clouds look like the originals. If you mix and match new files with the old files, etc. It is possible to have screwing renderings. Did you mix and match the ROW files?

leovampire
11-17-07, 07:23 PM
@SWDW

The last screenshot, the clouds look like the originals. If you mix and match new files with the old files, etc. It is possible to have screwing renderings. Did you mix and match the ROW files?

Unfortunatly the new scene file I made for this mod dosn't work and or look good with the original game textures. He was using the new scene with the old textures in those pictures.

Shiplord
11-17-07, 07:44 PM
Unfortunatly the new scene file I made for this mod dosn't work and or look good with the original game textures. He was using the new scene with the old textures in those pictures. Read again what he said:
"Here is a sunset from the 2600 with the stock ocean and sun textures"
stock ocean and sun textures != new scene.dat from ROW;)

I have the same wrong sun effect with the latest ROW files on my 8800 GTX!
stock game = everthing is ok with the sun at night (not visible)
ROW game = sun is visible at midnight through the ocean

leovampire
11-17-07, 08:48 PM
Unfortunatly the new scene file I made for this mod dosn't work and or look good with the original game textures. He was using the new scene with the old textures in those pictures. Read again what he said:
"Here is a sunset from the 2600 with the stock ocean and sun textures"
stock ocean and sun textures != new scene.dat from ROW;)

I have the same wrong sun effect with the latest ROW files on my 8800 GTX!
stock game = everthing is ok with the sun at night (not visible)
ROW game = sun is visible at midnight through the ocean

In my mod work but I can not recreate the problem in my game you guy's are saying happens. I just watched a sun set in my game.

Sun Halo starting it's fade out
http://static1.filefront.com/images/personal/l/leovampire/93141/hiqzsuzarn.thumb250.jpg (http://gallery.filefront.com/leovampire//827237/)

Sun halo gone it is 1800 in game
http://static1.filefront.com/images/personal/l/leovampire/93141/aekqusnzfq.thumb250.jpg (http://gallery.filefront.com/leovampire//827238/)

Twilight time just starting 1810 hours no sign of sun or halo
http://static1.filefront.com/images/personal/l/leovampire/93141/tjcevomazx.thumb250.jpg (http://gallery.filefront.com/leovampire//827333/)

1830 hours wind just went from 4mps to 6mps to 9mps clouds picked up and sea foam no sun or halo stars just cam out in the east oposit of the sun set.
http://static1.filefront.com/images/personal/l/leovampire/93141/hrhhkuwftn.thumb250.jpg (http://gallery.filefront.com/leovampire//827336/)

No sun or halo or sun light after twilight and it is 1900 hours in game
http://static1.filefront.com/images/personal/l/leovampire/93141/petivuxrku.thumb250.jpg (http://gallery.filefront.com/leovampire//827239/)

Only light is now from the moon 1900 hours again
http://static1.filefront.com/images/personal/l/leovampire/93141/httuyedqfr.thumb250.jpg (http://gallery.filefront.com/leovampire//827236/)

So I do not understand what is going on in your game and or why it is happening. I have duel NVidia 8500 PCI-E gt oc's. These are my 3D settings I am using for the card's.

Anistropic Filtering= 4x
Antiailising gamma corection= turned off
Antiailising mode= set to override
Antiailising setting= 4x
Antiailising transparency= multisampling
Conformant texture clamp= use hardwear
extension limit= off
force mipmaps= none
multi/display/mixed GPU= set for single display performance
texture filtering - Anistropic sample optimize= off
texture filtering - negative LOD bias= allow
texture filtering quality= high quality
texture filtering - trilinear optimization= on
tripple buffering= on
verticle sync= Force on

Resilution 1280x1024 with 32 bit color and a refresh rate of 60hz

Driver date: 04/12/2007
Driver number: 6.14.11.5819

sqk7744
11-17-07, 09:03 PM
Thanks LV!!! :up::up::up::up::up:

longam
11-17-07, 09:14 PM
I started out in the bay for a change and found some really startling effects. The reflections seemed to be to much and the graphics were blocky.

http://www.downbelow.net/sh4/dock_1.jpg

http://www.downbelow.net/sh4/dock_2.jpg

Very bright.

I played with the gamma and it really only toned it down some, but the color reflection was still there.

I also was wondering about sea state while on the bridge, it seems the transition between graphic cells is now obvious with a reset in graphics. I thought it was a glitch at first but the more I watched it the same problem occurred.

Example: As you are on the bridge watching the water at a certain time (I think between actual cells on the grid) the whole visual effect resets.

By grid I mean if you go to the outside view and zoom out you can see the pattern of the graphics of the ocean.

Just an observation

leovampire
11-17-07, 09:31 PM
What kind of card are you using for a start?

Can you tell me what you have your in game graffic's settings are both in checked box's as well as the slider's please?!

And can you give me details like time of day and wind speed and direction as well?!

The more details I have the easier it is for me to try and recreate the situation in my own game for viewing.

I am heading to port right now in Fremantle in my game. About 2 day's away from port.

panthercules
11-17-07, 10:35 PM
For any of you that might not have seen or noticed this yet, I just wanted to let you know that Leo and the ROW team have done an awesome job with the wind/funnel smoke look with the released version from the first post in the thread. I spotted a large freighter off my port bow, and from the funnel smoke angle I figured his course was ENE with an AOB of what looked like starboard 70-80 degrees. Based on past experience I think I would have been right, pre-ROW, 'cause the funnel smoke seemed to always bend back away from the direction of travel.

HOWEVER, I noted that on the nav map (playing with map contacts on for some ROW testing, though I usually don't) it said his course was WSW. I looked again real close, and sure enough it looked for a moment like he was steaming backwards! Then I pulled up a weather report and saw that the wind was at 9 m/s (about 17-18 knots) from about 90 degrees, and I finally figured out that his funnel smoke was actually being blown forward, ahead of him, because the wind was blowing faster than he was steaming. So his AOB was actually port 100-110 degrees and he really was steaming WSW, and I had to radically change course and my approach plan to get into a firing position on him.

Amazing work :up:

leovampire
11-17-07, 10:50 PM
For any of you that might not have seen or noticed this yet, I just wanted to let you know that Leo and the ROW team have done an awesome job with the wind/funnel smoke look with the released version from the first post in the thread. I spotted a large freighter off my port bow, and from the funnel smoke angle I figured his course was ENE with an AOB of what looked like starboard 70-80 degrees. Based on past experience I think I would have been right, pre-ROW, 'cause the funnel smoke seemed to always bend back away from the direction of travel.

HOWEVER, I noted that on the nav map (playing with map contacts on for some ROW testing, though I usually don't) it said his course was WSW. I looked again real close, and sure enough it looked for a moment like he was steaming backwards! Then I pulled up a weather report and saw that the wind was at 9 m/s (about 17-18 knots) from about 90 degrees, and I finally figured out that his funnel smoke was actually being blown forward, ahead of him, because the wind was blowing faster than he was steaming. So his AOB was actually port 100-110 degrees and he really was steaming WSW, and I had to radically change course and my approach plan to get into a firing position on him.

Amazing work :up:

I guess it is time to start watching the weather when you spot a ship now to see what you need to do to track and set up for a shot.

I just had a nice surprise going to base. The game noted how many patrols I did 4 of them and awarded me a normal medal with praise.

http://static1.filefront.com/images/personal/l/leovampire/93141/belvcrlatd.thumb250.jpg (http://gallery.filefront.com/leovampire//827351/)

swdw
11-17-07, 11:59 PM
I do not know why that is happening in your game when it is not in mine as far as the sun problems. And I have seen ton's of new picture postings by people here for the new night time moon views and more and that light sun glair effect wasn't there.

The only time it seems to happen is if part of the sub is in the view with the sun under the horizon of the water and it goes away fast.

I know a lot of problems came up due to lighting issues once I tryed to force the game to use the lightning so this is why I asked people to try out the new file's I posted and see if a multitude of sin's stop.

http://files.filefront.com/ROW+Lightning+and+lighingerar/;9060991;/fileinfo.html

And what is a HD 2600 card and a 1950 screen captures?


As for screenshots, the HD2600 is one of the newer ATi cards. the 1950 is an ATi x1950. The 2600 is designed more for video (what I'll be using that setup for- cheaper than buying a stand alone HD/Bluray player). The x1950 is the gamers dx9 card from ATi.

I was giving the 2600 a test run for the AGP thread, but looks like I missed a ROW file when I installed the new ROW stuff. Being down with computer problems that kept me from running SH4 the last 3 weeks I'm trying to get caught up and get back on the bus with RFB. Missed a file and didn't notice it. Since I just copied the MOD folder from one machine to the other, the mistake carried over.

It does look like the 2x00 series ATi cards might give the full sun glare and lens spots. Will post pics of the results either way. Hope it works. WOuld be nice if ATi users could have the effects you've worked so hard on.

I'll go back through and make sure all files are installed, then test again. Hopefully, I'll be able to post a screenie or 2 from the 2600 that may surprise us all.

BTW, did you see the "chasing the moon" thread Leo? I got some great night time screen captures using ROW.
http://www.subsim.com/radioroom/showthread.php?t=125226

I'm using one of them as a backdrop on my work laptop and it's getting all kinds of compliments from people that don't even play sims. Way to go Leo and crew.:up:

leovampire
11-18-07, 12:08 AM
I do not know why that is happening in your game when it is not in mine as far as the sun problems. And I have seen ton's of new picture postings by people here for the new night time moon views and more and that light sun glair effect wasn't there.

The only time it seems to happen is if part of the sub is in the view with the sun under the horizon of the water and it goes away fast.

I know a lot of problems came up due to lighting issues once I tryed to force the game to use the lightning so this is why I asked people to try out the new file's I posted and see if a multitude of sin's stop.

http://files.filefront.com/ROW+Lightning+and+lighingerar/;9060991;/fileinfo.html

And what is a HD 2600 card and a 1950 screen captures?



As for screenshots, the HD2600 is one of the newer ATi cards. the 1950 is an ATi x1950. The 2600 is designed more for video, what I'll be using that setup for, than games (that's where the 2900 comes in or the x1950 in this system). I was giving it a test run for the AGP thread, but looks like I missed a ROW file when I installed the new ROW stuff. Since I just copied the MOD folder from one machine to the other, the mistake carried over.

It does look like the 2x00 series Ati cards give the full sun glare and lens spots so there may be hope for ATi users having all the effects you've worked so hard on.

I'll go back through and make sure all files are installed, then test again. Hopefully, I'll be able to post a screenie or 2 from the 2600 that may surprise us all.

BTW, did you see the "chasing the moon" thread Leo? I got some great night time screen captures using ROW.
http://www.subsim.com/radioroom/showthread.php?t=125226

Being down with computer problems that kept me from running SH4 the last 3 weeks I'm trying to get caught up and get back on the bus with RFB. Missed a file and didn't notice it.

I remember your saying that you couldn't play the game due to PC issue's a while back.

But glad you found the problem you where having with the mod and got it fixed.

Yep I saw the great screen shot of the moon in your game here is my post on it.
http://www.subsim.com/radioroom/showpost.php?p=695091&postcount=9


But none the less I am looking into the other thing you posted about the night time search light issue. Which is what this picture is showing that you posted and I did see it in my game when apraching Fremantle just a few minute's ago. I think it was comming from the light houses in my game not sure because it went away before I could track it down.

http://www.kickinbak.com/posts/glare1.jpg

swdw
11-18-07, 12:21 AM
But none the less I am looking into the other thing you posted about the night time search light issue. Which is what this picture is showing that you posted and I did see it in my game when apraching Fremantle just a few minute's ago. I think it was comming from the light houses in my game not sure because it went away before I could track it down.


That shot was in the midle of a japanese fleet. Could the lights on the ships be causing that? Is there any testing I can do once ROW is installed correctly to help you chase this down?

As for the computer issues- took so long because i sent the MB back to ABit, took 2 weeks for them to get it even though i sent it priority mail, and then they were moving their entire US facility which caused a major delay with their RMA dept.

Wound up getting the new video card for the old system and a faster processor off ebay to use it as an HD DVD player the same day the replacement board came from ABit. So I go from no systems running SH4 to 2 systems runinng it (one slowly) on Wednesday.

Rolf Eschke
11-18-07, 09:12 AM
Hello !
This is the BEST Graphic Mod,that I ever saw !!
Regards
Rolf
:up: :up: :up:

DrBeast
11-18-07, 12:13 PM
That shot was in the midle of a japanese fleet. Could the lights on the ships be causing that?

I think that's the culprit indeed. Check this screenshot:
http://img132.imageshack.us/img132/5940/weirdlightingng0.jpg

There's a japanese small convoy headed my way in the far distance. When I travel closer with the F11 camera, it disappears when I get close enough. I've seen it many times, especially in twilight conditions, but I thought it was just my ATi being hated by SH4 :down:

ryanwigginton
11-18-07, 12:17 PM
Been testing with the patch you posted Leo...

Still getting the mysterious lights on the water but they seem to have been toned down with this patch. For me it always seems to occur when I run into a large taskforce, come out of time compression, go to the bridge look to the horizon in the direction of the ships and there it is (almost like the moon reflection on the surface, without a moon as seen in the screenie). As before, using any zoomed view removes the effect.

Hope you can crack this one, without having to remove the fantastic search lights.

letterboy1
11-18-07, 12:33 PM
By the way, I noticed someone posted something about getting a weather report in SH4 . . . how do you do this? I remember having that feature in SH3 but thought it wasn't available in SH4. I skimmed through the manual again but must have missed it.

DrBeast
11-18-07, 12:42 PM
One way is using CaptainCox's Search Pattern Mod (http://www.subsim.com/radioroom/showthread.php?p=594405#post594405), which adds a Weather Report button in your HUD.

Another way is to add the command to a key. I've used the SH4 Keyboard Configurator (http://www.subsim.com/radioroom/showthread.php?t=117517) to add a couple more commands, including Weather Report.

letterboy1
11-18-07, 12:45 PM
One way is using CaptainCox's Search Pattern Mod (http://www.subsim.com/radioroom/showthread.php?p=594405#post594405), which adds a Weather Report button in your HUD.

Another way is to add the command to a key. I've used the SH4 Keyboard Configurator (http://www.subsim.com/radioroom/showthread.php?t=117517) to add a couple more commands, including Weather Report.

Thanks!

skip
11-18-07, 01:59 PM
That shot was in the midle of a japanese fleet. Could the lights on the ships be causing that?

I think that's the culprit indeed. Check this screenshot:
http://img132.imageshack.us/img132/5940/weirdlightingng0.jpg

There's a japanese small convoy headed my way in the far distance. When I travel closer with the F11 camera, it disappears when I get close enough. I've seen it many times, especially in twilight conditions, but I thought it was just my ATi being hated by SH4 :down:


Yeah I'm getting this problem too at nights and during the day just not so noticable at daytime, lots of glare on the ocean when ships are in the area, also when you pan the camera from left to right or right to left the glare on the ocean appears and disappears. Is it the lights from the ships that are causing this ?.

Oh am running an 8800 gtx all details up at full

P.S. Leo forgot to thank you for the fix with the block gfx on the ship fires

leovampire
11-18-07, 04:11 PM
Today I will look into the Object reflection file seeing I placed all the work for the ship's and shore light's in there.

I will get the situation fixed as that truly is the new culprit thorn in the side.

I will find away to get rid of the illeffect's of them without losing the effectivness of them I promise.

At least for now all the related issues with the lightning are gone I have not seen once in my game the flikering crew and sub after a storm any more so one headach gone now to fix the other one.

Thanks for the input guy's and help in tracking this down.

That is why I let the comunity be part of the mod in things wanted and in thing's being noticed for repairs.

Anytime some new work is done there is a chance for a bug that I might miss in my own game.

As soon as I get the repair done I will get the new file out to all of you ASAP!

Again thanks for the help everyone!

Oh and BTW since the new sound for the fire's was done by LukeFF that slow down problem most people got when getting close to fire and smoke effect's seems to be gone. The new realistic fire sound is less sound card intensive seeing it is a crackling sound instead of constant and it made a huge difference. Sounds can and will slow a PC down if they are too over bearing in conjunction with everything else happening in the game.


Dave

leovampire
11-18-07, 06:25 PM
I started out in the bay for a change and found some really startling effects. The reflections seemed to be to much and the graphics were blocky.

http://www.downbelow.net/sh4/dock_1.jpg

http://www.downbelow.net/sh4/dock_2.jpg

Very bright.

I played with the gamma and it really only toned it down some, but the color reflection was still there.

I also was wondering about sea state while on the bridge, it seems the transition between graphic cells is now obvious with a reset in graphics. I thought it was a glitch at first but the more I watched it the same problem occurred.

Example: As you are on the bridge watching the water at a certain time (I think between actual cells on the grid) the whole visual effect resets.

By grid I mean if you go to the outside view and zoom out you can see the pattern of the graphics of the ocean.

Just an observation

Here you see your pictures above and now here are mine leaving Fremantle.

http://static1.filefront.com/images/personal/r/reflections/112772/cllhupgnpv.thumb250.jpg (http://gallery.filefront.com/reflections//827992/) http://static1.filefront.com/images/personal/r/reflections/112772/cllhupgnpv.thumb500.jpg
http://static1.filefront.com/images/personal/r/reflections/112772/vietpqbxjo.thumb250.jpg (http://gallery.filefront.com/reflections//827993/)
http://static1.filefront.com/images/personal/r/reflections/112772/vietpqbxjo.thumb500.jpg

Right now I do not see a problem so I think you need to look at either your in game set up or your video and or Monitor set up Longam.

Does anyone else have this problem in their game or had it and solved it and can tell Longam how to fix it in his?!

ReallyDedPoet
11-18-07, 06:30 PM
Not so far, I am firing it up in a few :yep::up:


RDP

Gunner
11-18-07, 06:56 PM
Never seen that Leo, play Aussie command all the time with latest ROW Mod,:arrgh!:

ReallyDedPoet
11-18-07, 07:43 PM
So far so good LV :D, by the way, first Manual Targetting kill :yep::up:

http://img102.imageshack.us/img102/8883/stalking2af7.jpg


RDP

leovampire
11-18-07, 08:00 PM
I found out that all my problem's were comming from the Damm ship to ship signal light's. Had a US Early war Carrier in port and had that damm glow so I checked the eqp file to see what it had and it was the type 92 signal light which helped me to track it down.
So I adjusted how it works and direction and distance and more so that this dosn;t cause a problem anymore.

Need some more testers to make sure all is well and can be posted in the main part of the thread.

Yes this can be added at anytime in the game with no worries. Just make sure the game is off and jsgme is off before you add it to the mod's folder. Then turn on JSGME and activate.

http://files.filefront.com/ROW+Objects+Reflections+v4rar/;9074731;/fileinfo.html

It is the full Object reflection mod file but has all of the repairs to the search light's both on land and ship's.

Adjusted some ranges and reflections and a lot more. Added more range to big lights turned ranges down on small light's. Turned down water reflections. Turned on Fristrum tests as I think this was the main culprit with the light's. Something you can do this with the game like smoke but you just can't seem to do it with search light's.

Anyways let me know everyone if we are good to go on this or if I need to work on it more.

Main search light's now have a range of 3000. 1500 and 750 depending on the size and the small reflectors for ship to ship comunication I turned down to 25 max range.

Also still wondering if the lightning after effect's are a problem or if I did get that fixed for everyone?! I have not seen it in my game since the repair but want to check with everyone else.

BTW the search light's are effective enough to help the Jap's find your scope now in the black of night so don't think that you are safe in a night time attack with the scope being up when the light's hit it they will probably see it!

letterboy1
11-19-07, 12:06 AM
So far so good LV :D, by the way, first Manual Targetting kill :yep::up:

http://img102.imageshack.us/img102/8883/stalking2af7.jpg


RDP

Good one! I just started using manual targeting as well and it makes all the the difference.:up:

panthercules
11-19-07, 12:23 AM
P.S. Panthercules can you empty your PM box a bit please?!

LOL - yeah - I was sending you a message when it warned me I was full, so I already emptied it out a bit to be able to send you one - then I saw an e-mail to my RL e-mail account from Subsim warning me I was full here. Maybe if we all make another contribution to Subsim they'll be able to up the limit a little bit :)

Still haven't encountered a lightning storm in game yet so no report on that fix, but the last searchlight/ocean glare fix you sent me does seem to have worked :up:

leovampire
11-19-07, 12:29 AM
P.S. Panthercules can you empty your PM box a bit please?!

LOL - yeah - I was sending you a message when it warned me I was full, so I already emptied it out a bit to be able to send you one - then I saw an e-mail to my RL e-mail account from Subsim warning me I was full here. Maybe if we all make another contribution to Subsim they'll be able to up the limit a little bit :)

Still haven't encountered a lightning storm in game yet so no report on that fix, but the last searchlight/ocean glare fix you sent me does seem to have worked :up:

Another problem seem's to be bitting the dust. :D :yep:

OMG I am finaly begining to think I have got this stuff nipped in the Butt for the mod. Just work on the smoke some more and then I can work on fixing the things I wanted in the mod in the first place.

Thanks for doing some testing for me Panthercules.

DrBeast
11-19-07, 03:45 AM
Just grabbed the lightning fix and the new Objects package, will test when I get home and report back tomorrow. Btw, last time I was returning to Pearl Harbor, I saw lighning flickering in the distance at exactly the spot I had seen them before, only this time it was broad daylight with no cloud in the sky :hmm: ! Hope the fix gets rid of that.

longam
11-19-07, 07:36 AM
Right now I do not see a problem so I think you need to look at either your in game set up or your video and or Monitor set up Longam.

Does anyone else have this problem in their game or had it and solved it and can tell Longam how to fix it in his?![/QUOTE]

I'll check into this some more Leo, I started remodeling the kitchen over the weekend and will be doing it over the holiday, so I haven’t had much time to play with it, but thanks for checking. It has to be on my system.

Defiance
11-19-07, 07:41 AM
Hiya's,
Wtg on your 1st manual sinking RDP :)

Looked real heavy waters too :rock:

Well i'm gonna dl the goodies and have a run later

Many Thanks Dave & Co

As always :rock:

Have Fun

Ciao

Def

PS: Longam, Try going to game graphic settings, From the Settings From "Windowed Mode" down to the Bottom "Volumetric Fog" un-check those and try after shutting down the game and a pc reboot

If you need any of the unchecked settings just enable one at a time, I leave all those un-checked and slide all sliders to right except gamma which i move very slightly to the right, And the Terrain Object Lod Size which i leave as-is, Ohh far right options i have all checked, You can/should be able to achieve Vertical Sync in game as it's last option but also you have to eneble in card driver settings for it to be enabled, I use nvidia now so it's in my options, But i'm sure ati if you use ati has a v-sync option somewhere

Maybe the high reflections are if your using some filter types and they over-enhance the reflections ?

Anyways, No doubt you'll sort it, And hope the kitchen remodel is going well

Ciao

Def

letterboy1
11-19-07, 10:45 AM
Right now I do not see a problem so I think you need to look at either your in game set up or your video and or Monitor set up Longam.

Does anyone else have this problem in their game or had it and solved it and can tell Longam how to fix it in his?!

I'll check into this some more Leo, I started remodeling the kitchen over the weekend and will be doing it over the holiday, so I haven’t had much time to play with it, but thanks for checking. It has to be on my system.[/quote]

When will your kitchen mod be available for download?:lol: Just kidding.

swdw
11-19-07, 10:50 AM
So far so good on the searchlight reflection problem I used the palawan passage mission and popped up to PD right in the middle of the japanese fleet. Could not get the weird reflection anymore, even with the DD's trying to run right down my throat (2 of them sank after ramming the sail) :rotfl:

Oh well, it was just a test anyway. Spent 15 minutes in the middle of the fleet w/ no problems observed.

Maybe next time I'll try ramming the Yamoto for a little fun. :doh: :lol: Hey, that sounds like a fun competition before that bug gets fixed- How many ships can you ram and sink in the palawan passage? ;)

letterboy1
11-19-07, 10:52 AM
Leo, I tried that lightning fix and had to remove it. At some point I would surface or go to any kind of external view and everything went to a slide show . . . I'm not talking about the temporary slowdown that occurs when the hi-rez sea foam textures first load, I'm talking about 2-3 second freezes with one frame of movement in between. As soon as I change to F2 view it goes back to normal. I went out of the mission and restarted from the same point as previous . . . no problems until about the same moment that it happened before. I reverted back to before the lightning fix and didn't have the problem again.

Torps
11-19-07, 11:25 AM
I saw this whilst I was coming back from Patrol to Fremmantle-Perth, Western Australia, Australia.

http://i224.photobucket.com/albums/dd225/JimRat_album/SH4Img15-11-2007_115536_656.jpg

At first I thought...."Someone Nuked Perth!!!!":huh: :huh:

Then I remembered, it was only 1942....:doh:

Seriously...what would cause this?

I have not a single clue what is going on there to tell the truth. I am heading there in my game so I will see if I can find it and or see it myself.

I think this might be a ATI issue, but don't quote me on it. I have had these strange um brown spots on quite a few occasions, in the middle of the ocean, port etc.

Torps
11-19-07, 11:35 AM
I found out that all my problem's were comming from the Damm ship to ship signal light's. Had a US Early war Carrier in port and had that damm glow so I checked the eqp file to see what it had and it was the type 92 signal light which helped me to track it down.
So I adjusted how it works and direction and distance and more so that this dosn;t cause a problem anymore.

Need some more testers to make sure all is well and can be posted in the main part of the thread.

Yes this can be added at anytime in the game with no worries. Just make sure the game is off and jsgme is off before you add it to the mod's folder. Then turn on JSGME and activate.

http://files.filefront.com/ROW+Objects+Reflections+v4rar/;9074731;/fileinfo.html

It is the full Object reflection mod file but has all of the repairs to the search light's both on land and ship's.

Adjusted some ranges and reflections and a lot more. Added more range to big lights turned ranges down on small light's. Turned down water reflections. Turned on Fristrum tests as I think this was the main culprit with the light's. Something you can do this with the game like smoke but you just can't seem to do it with search light's.

Anyways let me know everyone if we are good to go on this or if I need to work on it more.

Main search light's now have a range of 3000. 1500 and 750 depending on the size and the small reflectors for ship to ship comunication I turned down to 25 max range.

Also still wondering if the lightning after effect's are a problem or if I did get that fixed for everyone?! I have not seen it in my game since the repair but want to check with everyone else.

BTW the search light's are effective enough to help the Jap's find your scope now in the black of night so don't think that you are safe in a night time attack with the scope being up when the light's hit it they will probably see it!

Yah this fixed the problem for me.

Fish40
11-19-07, 12:10 PM
Leo just a question about the lightning fix file. I installed it, and did have some overcast skies with thunder sounds, but no lightning flashes. Was just wondering if the "flashing" of lightning needs an actual rain event to be seen. After the weather cleared, no residual flashing was seen. Don't know if that's because the file works, or there was no lightning in the first place.


While I'm asking, if I want to test your searchlight fix, should I first deactivate the old "Objects Reflection" file and then activate the new. I know it sounds obvious but I'm just trying to avoid any screwups.

Defiance
11-19-07, 01:42 PM
Hiya Fish40,
If i remember right, There has to be rain also in the real bad weather to trigger it, If no rain then you just hear the thunder

Not got time to re-read back posts but someone may confirm/unconfirm this ;)

Have Fun

Ciao

Def

Hi ho hi ho it's off to da pacific i go, With a mk14 here and a mk14 there hi ho hi ho hi ho hi ho lol

ryanwigginton
11-19-07, 01:56 PM
Leo just a question about the lightning fix file. I installed it, and did have some overcast skies with thunder sounds, but no lightning flashes. Was just wondering if the "flashing" of lightning needs an actual rain event to be seen. After the weather cleared, no residual flashing was seen. Don't know if that's because the file works, or there was no lightning in the first place.


While I'm asking, if I want to test your searchlight fix, should I first deactivate the old "Objects Reflection" file and then activate the new. I know it sounds obvious but I'm just trying to avoid any screwups.

You just need the one object reflections, vs 4. I played a couple of hours today with no problems.

ReallyDedPoet
11-19-07, 02:04 PM
Wtg on your 1st manual sinking RDP :)

Looked real heavy waters too :rock:


Thanks D :up: Yeah, lucky it was only a Freighter. The heavy seas allowed me to sneak up fairly close, I was at radar depth. I don't know why I waited so long to go manual, it adds alot to the experience :yep:

Thanks again.


RDP

ReallyDedPoet
11-19-07, 02:07 PM
So far so good LV :D, by the way, first Manual Targetting kill :yep::up:

http://img102.imageshack.us/img102/8883/stalking2af7.jpg


RDP
Good one! I just started using manual targeting as well and it makes all the the difference.:up:

Nice LB :yep: The game is 100% better with MT :rock:


RDP

leovampire
11-19-07, 03:03 PM
Leo just a question about the lightning fix file. I installed it, and did have some overcast skies with thunder sounds, but no lightning flashes. Was just wondering if the "flashing" of lightning needs an actual rain event to be seen. After the weather cleared, no residual flashing was seen. Don't know if that's because the file works, or there was no lightning in the first place.


While I'm asking, if I want to test your searchlight fix, should I first deactivate the old "Objects Reflection" file and then activate the new. I know it sounds obvious but I'm just trying to avoid any screwups.

Clouds have to be at stage 2 clouds which is over cast not partcial.

1st there has to be rain of some type.

Right now all there is with no problems is thunder I disabled what I did orginaly for the lightning because of the lighting effect problems after the storms until I can get a DEV to tell me how to fix the problem to make it happen in the storms properly on all parts of the game.

Yes deactivate the old Object reflection file and activate this one instead.

leovampire
11-19-07, 03:05 PM
So far so good LV :D, by the way, first Manual Targetting kill :yep::up:

http://img102.imageshack.us/img102/8883/stalking2af7.jpg


RDP

So I commend you on this whole heartedly. I need to learn how to do it myself still.
Not easy seeing I seem to work more than play.

ReallyDedPoet
11-19-07, 03:34 PM
So far so good LV :D, by the way, first Manual Targetting kill :yep::up:

http://img102.imageshack.us/img102/8883/stalking2af7.jpg


RDP
So I commend you on this whole heartedly. I need to learn how to do it myself still.
Not easy seeing I seem to work more than play.

Why havn't you mastered it yet, what are you doing with your time :o:lol:


RDP

leovampire
11-19-07, 03:40 PM
So far so good LV :D, by the way, first Manual Targetting kill :yep::up:

http://img102.imageshack.us/img102/8883/stalking2af7.jpg


RDP
So I commend you on this whole heartedly. I need to learn how to do it myself still.
Not easy seeing I seem to work more than play.

Why havn't you mastered it yet, what are you doing with your time :o:lol:


RDP

UM trying to learn how to do all the things I don;t know how to do yet so I can add caustics and shadows to conning towers. And a little slow at learning new things I guess sometimes.

They say you can;t teach an old dog new tricks but you can it just takes longer and this old dog is slow at taking it all in I guess! :rotfl: :rotfl:

ReallyDedPoet
11-19-07, 03:46 PM
So far so good LV :D, by the way, first Manual Targetting kill :yep::up:

http://img102.imageshack.us/img102/8883/stalking2af7.jpg


RDP
So I commend you on this whole heartedly. I need to learn how to do it myself still.
Not easy seeing I seem to work more than play.
Why havn't you mastered it yet, what are you doing with your time :o:lol:


RDP
UM trying to learn how to do all the things I don;t know how to do yet so I can add caustics and shadows to conning towers. And a little slow at learning new things I guess sometimes.

They say you can;t teach an old dog new tricks but you can it just takes longer and this old dog is slow at taking it all in I guess! :rotfl: :rotfl:

errr, I think MT is a little easier to learn compared to the ROW :yep: and I think the old dog is doing well :D:up:


RDP

leovampire
11-19-07, 03:47 PM
Leo, I tried that lightning fix and had to remove it. At some point I would surface or go to any kind of external view and everything went to a slide show . . . I'm not talking about the temporary slowdown that occurs when the hi-rez sea foam textures first load, I'm talking about 2-3 second freezes with one frame of movement in between. As soon as I change to F2 view it goes back to normal. I went out of the mission and restarted from the same point as previous . . . no problems until about the same moment that it happened before. I reverted back to before the lightning fix and didn't have the problem again.

Letterboy just for ha ha's go to your main root directory for the game.

Go to Data/Library and look and make sure you only have (1) Particles.dat file and only (1) materials.dat file in your game.

Try that for starters.

leovampire
11-19-07, 04:20 PM
I saw this whilst I was coming back from Patrol to Fremmantle-Perth, Western Australia, Australia.

http://i224.photobucket.com/albums/dd225/JimRat_album/SH4Img15-11-2007_115536_656.jpg

At first I thought...."Someone Nuked Perth!!!!":huh: :huh:

Then I remembered, it was only 1942....:doh:

Seriously...what would cause this?

I have not a single clue what is going on there to tell the truth. I am heading there in my game so I will see if I can find it and or see it myself.

I think this might be a ATI issue, but don't quote me on it. I have had these strange um brown spots on quite a few occasions, in the middle of the ocean, port etc.

And until this picture was posted I never new this happend and so far this seems to be the only guy that ever saw it seeing he is the only one who posted a picture of it.

longam
11-19-07, 05:02 PM
When will your kitchen mod be available for download?:lol: Just kidding.

Its in alpha right now.

Defiance
11-19-07, 05:39 PM
Dave,
I have had or rather moreover used to have those redish blobs only very occasionally though, Think it was when i had tried to main gun a sub chaser or those pesky l'il flat bottomed laser cannon crafts lol as i recall also if i panned around i could shake them off as such and slowly pan back to see them again

So rare and me still being new to jsgme and trying allsorts of conflicting mods i put it 99% down to that

Not so big as that above but mainly at night as memory goes, I was having fps probs with jsgme enabled assorted mods messing each other up lol, I cannot remember ever having any more since Alpha stuff, Deffo only had them in beta that i can recall and as i say maybe all my mixed up mods at the time helped to cause it lol

If i do see any again i don't mess with my mods now so will let you know if i ever get them and what i have enabled and exact location ;)

Have Fun

Ciao

Def

leovampire
11-19-07, 05:47 PM
Dave,
I have had or rather moreover used to have those redish blobs only very occasionally though, Think it was when i had tried to main gun a sub chaser or those pesky l'il flat bottomed laser cannon crafts lol as i recall also if i panned around i could shake them off as such and slowly pan back to see them again

So rare and me still being new to jsgme and trying allsorts of conflicting mods i put it 99% down to that

Not so big as that above but mainly at night as memory goes, I was having fps probs with jsgme enabled assorted mods messing each other up lol, I cannot remember ever having any more since Alpha stuff, Deffo only had them in beta that i can recall and as i say maybe all my mixed up mods at the time helped to cause it lol

If i do see any again i don't mess with my mods now so will let you know if i ever get them and what i have enabled and exact location ;)

Have Fun

Ciao

Def

I just want to make sure the mod is enjoyed with no problems and I am totaly dedicated to that for everyone not just myself. Now that things seem to be okay with the search light problem fixed and the lightning lighting problem fixed all it seems I have to get done and out is the smoke work that everyone requested. Then get it put together in the main download's. :rock:

swdw
11-19-07, 06:52 PM
I just want to make sure the mod is enjoyed with no problems and I am totaly dedicated to that for everyone not just myself. Now that things seem to be okay with the search light problem fixed and the lightning lighting problem fixed all it seems I have to get done and out is the smoke work that everyone requested. Then get it put together in the main download's. :rock:

What . . . no solar eclipses??!! :p:D

ReallyDedPoet
11-19-07, 09:08 PM
http://img266.imageshack.us/img266/2432/searchlightgb1.jpg

Some fun with a DD :yep::up: Got away, but just barely. Mod looks great.


RDP

letterboy1
11-19-07, 11:57 PM
Leo, I tried that lightning fix and had to remove it. At some point I would surface or go to any kind of external view and everything went to a slide show . . . I'm not talking about the temporary slowdown that occurs when the hi-rez sea foam textures first load, I'm talking about 2-3 second freezes with one frame of movement in between. As soon as I change to F2 view it goes back to normal. I went out of the mission and restarted from the same point as previous . . . no problems until about the same moment that it happened before. I reverted back to before the lightning fix and didn't have the problem again.

Letterboy just for ha ha's go to your main root directory for the game.

Go to Data/Library and look and make sure you only have (1) Particles.dat file and only (1) materials.dat file in your game.

Try that for starters.

Only one of each in that directory. Does it matter which special effects version you use? At the time I was using the stock zones special effects.

leovampire
11-20-07, 12:32 AM
Leo, I tried that lightning fix and had to remove it. At some point I would surface or go to any kind of external view and everything went to a slide show . . . I'm not talking about the temporary slowdown that occurs when the hi-rez sea foam textures first load, I'm talking about 2-3 second freezes with one frame of movement in between. As soon as I change to F2 view it goes back to normal. I went out of the mission and restarted from the same point as previous . . . no problems until about the same moment that it happened before. I reverted back to before the lightning fix and didn't have the problem again.

Letterboy just for ha ha's go to your main root directory for the game.

Go to Data/Library and look and make sure you only have (1) Particles.dat file and only (1) materials.dat file in your game.

Try that for starters.

Only one of each in that directory. Does it matter which special effects version you use? At the time I was using the stock zones special effects.

Each of the Special effect's folder's have the same Particles and materials file's. Until now because this one is to make sure the lightning / lighting after storm's problem is fixed. But do something in your game for me. In the graffic's setting's put them back to default setting's then apply them and leave that screen. Then go back again and reaply what you originaly had and apply them again and see if it take's care of the problem.

It has been a rare occasion that something's from one game has been carried over to another in file's and or mod's. Redwine and I found this out in our day's working with Die Slowly together.

leovampire
11-20-07, 01:48 AM
I figured out what sound you are talking about.

It is the new creak's and groan's sound effect's as you dive deeper. I asked LukeFF to turn that one sound down and when it is ready I will get it to you. Just the one that happen's at Scope depth I think sould be fine and it will solve your problem.

Dave

letterboy1
11-20-07, 02:18 AM
Leo, I'll try your suggestion tomorrow. I might have to play for several days before it occurs again (if it does), but I'll report back again on any findings.

DrBeast
11-20-07, 06:20 AM
I saw this whilst I was coming back from Patrol to Fremmantle-Perth, Western Australia, Australia.

http://i224.photobucket.com/albums/dd225/JimRat_album/SH4Img15-11-2007_115536_656.jpg

At first I thought...."Someone Nuked Perth!!!!":huh: :huh:

Then I remembered, it was only 1942....:doh:

Seriously...what would cause this?
I have not a single clue what is going on there to tell the truth. I am heading there in my game so I will see if I can find it and or see it myself.
I think this might be a ATI issue, but don't quote me on it. I have had these strange um brown spots on quite a few occasions, in the middle of the ocean, port etc.
And until this picture was posted I never new this happend and so far this seems to be the only guy that ever saw it seeing he is the only one who posted a picture of it.

Count me in as well. I've seen it happen a few times, too, but I didn't pay it much heed. It goes away on its own after a while, anyway. ATi owner, too. Still there with Objects v4 and the lighting and lightning fix installed. But eh, personally I don't mind it being there. Now, if it had ruined a perfect snapshot like this

http://img513.imageshack.us/img513/1059/boom3us0.jpg

or this

http://img513.imageshack.us/img513/6809/chalkonemorelj0.jpg

then yeah, I'd get a bit pissed :D

donut
11-20-07, 01:29 PM
Quiet chains:|\\ :sunny: Just tell where it goes,attach to Email,& all-set:yep:

leovampire
11-20-07, 05:18 PM
Quiet chains:|\\ :sunny: Just tell where it goes,attach to Email,& all-set:yep:

All it is is 2 sound file's. The level 1 sub depth creak sound has been lowerd from 100% to 25% in volume. And LukeFF made a new surface depth charge sound as well. You can do this 1 of two way's. It is JSGME ready and you can apply it on top of the ROW sound file if you want to go that route.

Or you can unzip it Turn on JSGME and disable the ROW sound effects then shut off JSGME again. Go to the new file you downloaded and click on the folders till you find the 2 new sounds. Copy and paste the 2 new sounds into the ROW sound effect mod in the Sound folder.

Then start up JSGME and reactivate the ROW sound pack and you are good to go.

http://files.filefront.com/ROW+Sound+ADD+on+Creaks+lerar/;9088521;/fileinfo.html

Dave

leovampire
11-20-07, 05:19 PM
Leo, I'll try your suggestion tomorrow. I might have to play for several days before it occurs again (if it does), but I'll report back again on any findings.

I will work with you till we find and solve the problem your having.

Dave

letterboy1
11-21-07, 12:20 AM
Leo,
I did an entire patrol after following your suggestion and had no problem. Either it's resolved or I didn't run into the right conditions (maybe I need some lightning weather?). Anyway, I've prepared for the second patrol which I'll start tomorrow and will keep you updated. Thanks.

leovampire
11-21-07, 12:25 AM
Leo,
I did an entire patrol after following your suggestion and had no problem. Either it's resolved or I didn't run into the right conditions (maybe I need some lightning weather?). Anyway, I've prepared for the second patrol which I'll start tomorrow and will keep you updated. Thanks.

That your problem is solved and taken care of. Keep me informed if you think of it! In the mean time have a great Thanksgiving!

Dave

Good night everyone it is 12:30 A.M. for me here.

I will see about getting the shock pendulem adjustment's made to our camera mod from NVDrifter's mod depth Chrage shake for anyone that would like to have it. I will make a post when it is all done and new camera file's uploaded.

Bill Nichols
11-21-07, 08:37 AM
I will see about getting the shock pendulem adjustment's made to our camera mod from NVDrifter's mod depth Chrage shake for anyone that would like to have it. I will make a post when it is all done and new camera file's uploaded.

Ooo! Ooo! Gotta have it. Depth charge shake is one thing I've definitely missed since installing ROW.

:ahoy:

baxter
11-21-07, 03:14 PM
Great Leo, I would love to have the depth charge shake added to the mod!

leovampire
11-21-07, 03:20 PM
I am working on them right now should have them uploaded in a couple of hour's I will post it when they are ready. I will do it to all 3 camera mod's in ROW.

BOY OH BOY I forgot just how many new camera's l3th4l added to the file's until I started to do this.

I also added a Mech Shock pedulem effect to the camera view just outside of the scope's on the interior before you actualy look through the scope's just less of an effect than the others due to your supose to be standing right in front of it from this camera view. I though 30 deg was too much for that view so made it only a max of 15 deg.

leovampire
11-21-07, 04:46 PM
Happy Thanksgiving and enjoy!

#2. ROW Camera Mod: There are now 3 vs to choose from vs1 has an angle sway when you turn from left to right vs2 does not have that angle turn sway. The the Realistic Camera that limit's the TBT on the bridge to only 90 deg angle's also has angle sway removed when turning. You can only run 1 at a time in your game. Can be added to game at anytime without problems.


#2a ROW_Camera_vs_2a (http://files.filefront.com/ROW+Camera+vs+1arar/;9095504;/fileinfo.html) With turning angle sway. Now with Depth Charge shake from NVDrifter also added. posted on 11/21/07


#2b ROW_Camera_vs_2b (http://files.filefront.com/ROW+Camera+vs+2brar/;9095531;/fileinfo.html) With out turning angle sway thanks Canonicus for info on this. Now with Depth Charge shake from NVDrifter also added. posted on 11/21/07


#2c ROW_Realistic_Camera_vs_2c (http://files.filefront.com/ROW+Realistic+Camera+vs+1crar/;9095538;/fileinfo.html) This camera limit's the ability in using the TBT to only a 90 deg angle instead of a full 360 deg. Also turning angle sway is removed. Now with Depth Charge shake from NVDrifter also added. Posted on 11/21/07


The actual file name dosn't match the download button name but they are the new updated files.

They read as:

ROW Camera vs 1a

ROW Camera vs 2b

ROW Camera vs 1c

Sorry I goofed on that but at least you have the new camera's with the Depth Charge Shock Pendulem effect. Also added the effect to the Scope view before you actualy look through it in the Radio/Radar room. Disable the old ROW camera mod you are using now and enable the new one you just down loaded. The new changes are only for interior camera view's dosn't effect outside view's.


Also there is a new sound effects Add on:


#9b. ROW_Sound_Effect's_add on (http://files.filefront.com/ROW+sound+effects+add+onrar/;9095802;/fileinfo.html) These new sound effect's replace the creak sounds from diving under the water. The first creak sounds have been turned down even further and then the others have a progressive build up in volume in stead of being all the same volume. New surface depth charge explosion. Also Ambiant interior has the crew caughing and sneazing from time to time due to popular demand.All new work done by LukeFF.

There are only 6 new sounds the 4 creaks and the interior and the new external depth charge sound.

Fish40
11-21-07, 05:12 PM
Thanks Leo, Happy Thanksgiving to you, and everyone! Enjoy!!

mrbeast
11-21-07, 05:31 PM
DL'ing now Leo:up:

leovampire
11-21-07, 05:43 PM
Sorry I posted it late but there is an add on for the sound effects as well in the thread.

Also here is an ROW compatable NVDrifter depth charge mod with just the Depth Charge file and Bomb file.
It is JSGME ready.

ROW_Depth_Charge_Shake_Mod_by_NVDrifter (http://files.filefront.com/ROW+Compatable+Depth+Charrar/;9096009;/fileinfo.html)

Seeing this is not our mod I am not posting it on the main thread page I just wanted to make it ROW compatable without over write problems.

I feel like I am dealing with the Christmas rush LMAO! :doh:

I hope I covered all the bases with and for everything without people having problems.

WARNING: The bomb and Depth Charge file's are not compatable with RSRD and RFB mod's.

I will have to make comapatable file's for download unless NVDrifter does first.
Causes a depth charge drop loop from the DD's.

baxter
11-21-07, 09:19 PM
Thanks Leo. Happy Thanksgiving!

ReallyDedPoet
11-21-07, 09:40 PM
Nice work getting all of the new stuff out :up::up:


RDP

Weather-guesser
11-21-07, 09:55 PM
Downloaded all the new stuff. Thanks Dave. Happy Thanksgiving all. :up:

FEAR THE BUNNY!

leovampire
11-21-07, 10:03 PM
Got to love the little add on LukeFF did on the interior ambiant sound! I got the Sh*t scared out of me. I am usualy alone in the office playing just the dog's. Then suddenly there is a caugh in the rear suround sound speakers I almost fell off the chair wasn't expecting it! I am so use to hearing just the sub sound's it was the last thing I expected to hear and man oh man did it catch me off guard being all alone in the room playing.

:rotfl: :rotfl:

Thanks for adding that LukeFF to the sound effect's add on work's great! :rock:

LukeFF
11-21-07, 10:06 PM
Got to love the little add on LukeFF did on the interior ambiant sound! I got the Sh*t scared out of me. I am usualy alone in the office playing just the dog's. Then suddenly there is a caugh in the rear suround sound speakers I almost fell off the chair wasn't expecting it!

:rotfl: :rotfl:

Thanks for adding that LukeFF to the sound effect's add on work's great! :rock:

Cool! I'm glad you like it. The nice thing about the interior ambiance sound is that it picks up from the last point it was playing, so the player gets to hear the full length of the sound, even if he's not in the conning the tower the whole time length of the audio track.

leovampire
11-21-07, 10:26 PM
Got to love the little add on LukeFF did on the interior ambiant sound! I got the Sh*t scared out of me. I am usualy alone in the office playing just the dog's. Then suddenly there is a caugh in the rear suround sound speakers I almost fell off the chair wasn't expecting it! I am so use to hearing just the sub sound's it was the last thing I expected to hear and man oh man did it catch me off guard being all alone in the room playing.

:rotfl: :rotfl:

Thanks for adding that LukeFF to the sound effect's add on work's great! :rock:

Cool! I'm glad you like it. The nice thing about the interior ambiance sound is that it picks up from the last point it was playing, so the player gets to hear the full length of the sound, even if he's not in the conning the tower the whole time length of the audio track.

Yep you did a great job on that one no doubt about it but then again you did a great job on a TON of the sound effect's. Time to give you a sound man avatar that is for shure!

letterboy1
11-21-07, 11:10 PM
Thanks for all that great stuff!

BTW Leovampire, just wanted to make sure I understand about the Depth Charge Shake mod . . . you say it's ROW compatible? What exactly does that mean? Do I need one of the ROW camera mods before using the Depth Charge Mod? I am not using any of the ROW camera mods so I want to be sure I don't screw something up. Thanks.:up:

ReallyDedPoet
11-21-07, 11:17 PM
Thanks for all that great stuff!

BTW Leovampire, just wanted to make sure I understand about the Depth Charge Shake mod . . . you say it's ROW compatible? What exactly does that mean? Do I need one of the ROW camera mods before using the Depth Charge Mod? I am not using any of the ROW camera mods so I want to be sure I don't screw something up. Thanks.:up:
letterboy1, I just asked LV the same question in a PM a few minutes ago, his response:

Yes NVDrifter enhanced the movment force of the bomb's and depth charges. They do not add to damage just make's the sub move a lot more from the force of the explosion. I did not add those file's as they are part of his mod I just made the camera changes he sugested to see the effect inside of the sub cam's.

So you need both for the full effect, I added mine like this:

ROW Camera vs_1a
ROW Compatable Depth Charge Shake from NVDrifter

Edit: Just saw you are not using any Camera Mods, so I am not sure if that makes a
difference :hmm: I am thinking it does not. This should be fine: ROW Compatable Depth Charge Shake from NVDrifter


RDP

leovampire
11-22-07, 12:52 AM
You need both the new Camera Mod I did for ROW just one of them will do.

And you need the compatable ROW Depth Charge Shake by NVDrifter to get the effect's.

All I did to the ROW camera mod's is add the changes NVDrifter made manualy to our camera's so you can have great effect's without losing anything from our camera mod's.

And in the seperate download I meade for NVDrifetr's stuff is the Actual Bomb and Depth Charge tweek file's.

So one of these:


#2a ROW_Camera_vs_2a (http://files.filefront.com/ROW+Camera+vs+1arar/;9095504;/fileinfo.html) With turning angle sway. Now with Depth Charge shake from NVDrifter also added. posted on 11/21/07


#2b ROW_Camera_vs_2b (http://files.filefront.com/ROW+Camera+vs+2brar/;9095531;/fileinfo.html) With out turning angle sway thanks Canonicus for info on this. Now with Depth Charge shake from NVDrifter also added. posted on 11/21/07


#2c ROW_Realistic_Camera_vs_2c (http://files.filefront.com/ROW+Realistic+Camera+vs+1crar/;9095538;/fileinfo.html) This camera limit's the ability in using the TBT to only a 90 deg angle instead of a full 360 deg. Also turning angle sway is removed. Now with Depth Charge shake from NVDrifter also added. Posted on 11/21/07


With this:

Also here is an ROW compatable NVDrifter depth charge mod with just the Depth Charge file and Bomb file.
It is JSGME ready.

ROW_Depth_Charge_Shake_Mod_by_NVDrifter (http://files.filefront.com/ROW+Compatable+Depth+Charrar/;9096009;/fileinfo.html)


And you will get a nice in game effect with all the benift's of the ROW camera mod's as well.

letterboy1
11-22-07, 01:07 AM
Thanks. I'll try vs2b wth a shake . . . and fries. Oh, do you have to be in port?

leovampire
11-22-07, 01:09 AM
Thanks. I'll try vs2b wth a shake . . . and fries. Oh, do you have to be in port?

Also check out the small add on for the sound pack a couple new add on's and a fix for the creak's even better than the last. You can hear the crew caugh and sneeze once in a while is part of the add on.



http://files.filefront.com/ROW+sound+effects+add+onrar/;9095802;/fileinfo.html

ryanwigginton
11-22-07, 01:14 AM
Leo,

Just wondering why the realistic camera has turning sway removed. I thought this would have been a realism if anything. Or maybe I'm wrong and subs don't sway at all when they turn. :hmm:

letterboy1
11-22-07, 01:16 AM
Oh yeah, I already snatched up the sound addon and will try it out in a few minutes (even though it's late).

So what about NVdrifter's mod? That one you have to be in port for, right?

leovampire
11-22-07, 01:19 AM
Leo,

Just wondering why the realistic camera has turning sway removed. I thought this would have been a realism if anything. Or maybe I'm wrong and subs don't sway at all when they turn. :hmm:

Second the Realistic one wasn't included with the second release of the mod because most haited the limited UZO rotation and use. When Bill Nichols asked me to post the camera mod with the update's I didn't think about what way I should do it just got it out there with the adjustment's needed.

The original camera mod only got 5% download's out of all the camera file download's so figured it wasn't worth it applying the effect's to the realistic one.

I might do one in the future if it is wanted I just get people confused enough with the choices of download's for their game.

leovampire
11-22-07, 01:21 AM
Oh yeah, I already snatched up the sound addon and will try it out in a few minutes (even though it's late).

So what about NVdrifter's mod? That one you have to be in port for, right?

Nor does it effect the campaign layers so it is okay to add it at any time just like the sound effect's and the camera mod. I added it to my game with no ill effect's at all.

ryanwigginton
11-22-07, 01:30 AM
Leo,

Just wondering why the realistic camera has turning sway removed. I thought this would have been a realism if anything. Or maybe I'm wrong and subs don't sway at all when they turn. :hmm:
Second the Realistic one wasn't included with the second release of the mod because most haited the limited UZO rotation and use. When Bill Nichols asked me to post the camera mod with the update's I didn't think about what way I should do it just got it out there with the adjustment's needed.

The original camera mod only got 5% download's out of all the camera file download's so figured it wasn't worth it applying the effect's to the realistic one.

I might do one in the future if it is wanted I just get people confused enough with the choices of download's for their game.

I must have been in the special 5%! :smug:

I like the sway and the UZO restriction. :yep: If I have to fire an aft torpedo on the surface, usually a snapshot, I just pop up the periscope and use that. It's right that you can't look back through all that metal that makes up the conning tower. Also, love the way you have to walk about on the bridge now to get a good view with your binos. For me if it feels more real, it's good.

leovampire
11-22-07, 01:39 AM
Leo,

Just wondering why the realistic camera has turning sway removed. I thought this would have been a realism if anything. Or maybe I'm wrong and subs don't sway at all when they turn. :hmm:
Second the Realistic one wasn't included with the second release of the mod because most haited the limited UZO rotation and use. When Bill Nichols asked me to post the camera mod with the update's I didn't think about what way I should do it just got it out there with the adjustment's needed.

The original camera mod only got 5% download's out of all the camera file download's so figured it wasn't worth it applying the effect's to the realistic one.

I might do one in the future if it is wanted I just get people confused enough with the choices of download's for their game.

I must have been in the special 5%! :smug:

I like the sway and the UZO restriction. :yep: If I have to fire an aft torpedo on the surface, usually a snapshot, I just pop up the periscope and use that. It's right that you can't look back through all that metal that makes up the conning tower. Also, love the way you have to walk about on the bridge now to get a good view with your binos. For me if it feels more real, it's good.

That put's the sway into the realistic cam and post it when it is done. I will give you and Bill a PM to let you both know if your interested in it.

Maybe this weekend it will be ready.

Original camera download numbers before now:

#1= 175 with sway

#2= 865 without sway

#3= 450 realistic

ryanwigginton
11-22-07, 02:01 AM
Leo,

Just wondering why the realistic camera has turning sway removed. I thought this would have been a realism if anything. Or maybe I'm wrong and subs don't sway at all when they turn. :hmm:
Second the Realistic one wasn't included with the second release of the mod because most haited the limited UZO rotation and use. When Bill Nichols asked me to post the camera mod with the update's I didn't think about what way I should do it just got it out there with the adjustment's needed.

The original camera mod only got 5% download's out of all the camera file download's so figured it wasn't worth it applying the effect's to the realistic one.

I might do one in the future if it is wanted I just get people confused enough with the choices of download's for their game.
I must have been in the special 5%! :smug:

I like the sway and the UZO restriction. :yep: If I have to fire an aft torpedo on the surface, usually a snapshot, I just pop up the periscope and use that. It's right that you can't look back through all that metal that makes up the conning tower. Also, love the way you have to walk about on the bridge now to get a good view with your binos. For me if it feels more real, it's good.
That put's the sway into the realistic cam and post it when it is done. I will give you and Bill a PM to let you both know if your interested in it.

Maybe this weekend it will be ready.

Original camera download numbers before now:

#1= 175 with sway

#2= 865 without sway

#3= 450 realistic

Leo, there was no need but thanks anyway. If you try and please everyone's personal little preferences you may as well be on the quest for the holy grale! You gotta draw the line at some point and 'say this is my work, download it if you want it and don't if you don't' I'm sure I'll live with the sway and no restriction -I can just pretend I have a restricted UZO :lol:).

leovampire
11-22-07, 02:08 AM
Leo,

Just wondering why the realistic camera has turning sway removed. I thought this would have been a realism if anything. Or maybe I'm wrong and subs don't sway at all when they turn. :hmm:
Second the Realistic one wasn't included with the second release of the mod because most haited the limited UZO rotation and use. When Bill Nichols asked me to post the camera mod with the update's I didn't think about what way I should do it just got it out there with the adjustment's needed.

The original camera mod only got 5% download's out of all the camera file download's so figured it wasn't worth it applying the effect's to the realistic one.

I might do one in the future if it is wanted I just get people confused enough with the choices of download's for their game.
I must have been in the special 5%! :smug:

I like the sway and the UZO restriction. :yep: If I have to fire an aft torpedo on the surface, usually a snapshot, I just pop up the periscope and use that. It's right that you can't look back through all that metal that makes up the conning tower. Also, love the way you have to walk about on the bridge now to get a good view with your binos. For me if it feels more real, it's good.
That put's the sway into the realistic cam and post it when it is done. I will give you and Bill a PM to let you both know if your interested in it.

Maybe this weekend it will be ready.

Original camera download numbers before now:

#1= 175 with sway

#2= 865 without sway

#3= 450 realistic

Leo, there was no need but thanks anyway. If you try and please everyone's personal little preferences you may as well be on the quest for the holy grale! You gotta draw the line at some point and 'say this is my work, download it if you want it and don't if you don't' I'm sure I'll live with the sway and no restriction -I can just pretend I have a restricted UZO :lol:).

I forgot to look at it that way! It is a simple adjustment to restrict the uzo! I was thinking I was going to have to add a few new nodes to the Realistic camera mod and set them up.

Ya I can take the first camera download and restrict the movment of it and change the figures for the bino's so they can not see through object's easy enough.

See too much thinking and not enough planing! :rotfl: :rotfl:

Thanks for bringing it to light and making it easier for me! :up:

LukeFF
11-22-07, 02:14 AM
I like the sway and the UZO restriction. :yep: If I have to fire an aft torpedo on the surface, usually a snapshot, I just pop up the periscope and use that. It's right that you can't look back through all that metal that makes up the conning tower. Also, love the way you have to walk about on the bridge now to get a good view with your binos. For me if it feels more real, it's good.
The only issue with the TBT restriction is that a lot of boats had two of them installed, one fore and one aft, so it's not quite unrealistic to have it swivel through 360 degrees.

ryanwigginton
11-22-07, 02:22 AM
I like the sway and the UZO restriction. :yep: If I have to fire an aft torpedo on the surface, usually a snapshot, I just pop up the periscope and use that. It's right that you can't look back through all that metal that makes up the conning tower. Also, love the way you have to walk about on the bridge now to get a good view with your binos. For me if it feels more real, it's good.
The only issue with the TBT restriction is that a lot of boats had two of them installed, one fore and one aft, so it's not quite unrealistic to have it swivel through 360 degrees.

Thank you for correcting us Luke! :rotfl:Dave started it. :lol:

leovampire
11-22-07, 02:27 AM
I like the sway and the UZO restriction. :yep: If I have to fire an aft torpedo on the surface, usually a snapshot, I just pop up the periscope and use that. It's right that you can't look back through all that metal that makes up the conning tower. Also, love the way you have to walk about on the bridge now to get a good view with your binos. For me if it feels more real, it's good.
The only issue with the TBT restriction is that a lot of boats had two of them installed, one fore and one aft, so it's not quite unrealistic to have it swivel through 360 degrees.

Thank you for correcting us Luke! :rotfl:Dave started it. :lol:


#2d. ROW_Realistic_Camera_with_turn_sway_vs_2d (http://files.filefront.com/ROW+Realistic+Camera+withdrar/;9097984;/fileinfo.html) This camera limit's the ability in using the TBT to only a 90 deg angle instead of a full 360 deg. This has the camera sway for when you turn around in camera view's. Also has Depth Charge Shake from NVDrifter added to it. Posted on 11/21/07

Happy Thanksgiving!

Dave

leovampire
11-22-07, 02:43 AM
I like the sway and the UZO restriction. :yep: If I have to fire an aft torpedo on the surface, usually a snapshot, I just pop up the periscope and use that. It's right that you can't look back through all that metal that makes up the conning tower. Also, love the way you have to walk about on the bridge now to get a good view with your binos. For me if it feels more real, it's good.
The only issue with the TBT restriction is that a lot of boats had two of them installed, one fore and one aft, so it's not quite unrealistic to have it swivel through 360 degrees.

So from his point of view it is more realistic to have limited view and mobility until that is added to the game by someone having 2 of the TBT's on a conning tower.

UM almost 3 a.m. I am off to bed right after I finish making the pie's for tomarrow. Good night everyone!

LukeFF
11-22-07, 07:53 AM
So from his point of view it is more realistic to have limited view and mobility until that is added to the game by someone having 2 of the TBT's on a conning tower.
Oh, I don't disagree with having a limited view if he wanted to simulate just having one TBT. None of the models show the second TBT, so people might be mistaken in thinking there was never a second one mounted. I just wanted to point out that it's not entirely unrealistic in having a 360-degree view with it. It'd be nice to have two buttons for the TBT, one that takes the player to the fore TBT and one to the aft TBT (with the associated view limitations), just like we have with the flak guns.

Have a good holiday, bud! :up:

SAMiV
11-22-07, 04:49 PM
I'm now on my 3rd reinstall of everything and im still getting this strange issue for some reason.
Depth charges arent working properly on destoyers. They only seem to have this looping motion all the time where they are going to drop depth charges in the water, but no depth charges actually drop in water. They just keep doing that no matter if they are just cruising, or doing attack runs at me.

First i installed TM, and tryed it without any of these ROW mods. Everything worked fine. I tested this in the submarine school convoy mission. Depth charges kept raining on me just fine.

Today i also decided to install latest version of NMS after TM, and then the ROW classic zones file. I read from earlier posts, that it should work that way. Plus i then installed rest of the ROW mods. I went in game, and tryed same convoy mission, and depth charges are doing that endless looping motion again.

Yesterday I tryed without the latest NMS and i just used the zones file meant for only TM installed. I kept getting same bug with that also.

My computer must be cursed or something. I can't figure why it is doing that. Everything else is working just fine. Just them depth charges arent working properly. Am i missing something here like, having to delete some files from NMS folder or TM folder, before activating them?

Here is a screenshot how i got everything installed at the moment. Like i said earlier. With just TM installed, depth charges were still working ok.

http://i107.photobucket.com/albums/m298/SAMi_V/SH4/pic1.jpg

donut
11-22-07, 05:44 PM
DC-racks cycling,but no cans dropping.!?:doh: Thats the least of my worries
Intermittently,when hitting W/torp.,Ship vanishes/unrenders/despawns,quite a puzzlement.would video card cause ? No sunk conformation:hmm:

AVGWarhawk
11-22-07, 05:50 PM
http://i133.photobucket.com/albums/q62/avgwarhawk/SH4Img22-11-2007_103527_406.jpg

Red at night is the sailors delight!

http://i133.photobucket.com/albums/q62/avgwarhawk/SH4Img22-11-2007_10424_531.jpg

Nothing like a cup of coffee on the bridge at sun up!

http://i133.photobucket.com/albums/q62/avgwarhawk/SH4Img22-11-2007_151251_765.jpg

This guy ruined my friggin coffee on the bridge at sun up:down: 2 torps under ran the hull and I had ash can for breakfast.

Defiance
11-22-07, 07:23 PM
SAMiV,
I noticed earlier a destroyer on lead escort it was actually the only escort though i guess some merchants were armed, Anyways it started left/right sweep trying to find me, I went external view to snap some screenies and i noticed it was cycling charges constantly but no actual charges showing in the water as they dropped, Weird lol

I have been overclocking my vidcard and put the CTD after noticing this down to my OC'ing lol

Anyways it seems i have the dc cycle you mentioned

Got TM 1.6.5 and ROW, Not got NSM installed but i have row tm zone effects

Gonna go n cruise a bit and see if i can find convoy again and have another looksy

Have Fun

Ciao

Def

ps: Damn nice pics AVG :)

AVGWarhawk
11-22-07, 07:26 PM
ps: Damn nice pics AVG :)


This is ROW/RFB/RSRD. Runs flawlessly! SDWD has been working on reviving RFB and his efforts have paid off. Just super enjoyable!

ReallyDedPoet
11-22-07, 07:57 PM
Thanks AVG, my new DT:

http://i133.photobucket.com/albums/q62/avgwarhawk/SH4Img22-11-2007_103527_406.jpg

With ROW, I am changing these on a daily basis :yep:


RDP

Defiance
11-22-07, 10:09 PM
Hiya's,
Gonna do a fresh install later (3am here in cold uk) then gonna try install with ROW/RFB/RSRD like you AVG and give it a shot ;)

Ohh well no work later today so gonna grab a few hrs :)

Have Fun All

Ciao

Def

leovampire
11-22-07, 10:58 PM
I'm now on my 3rd reinstall of everything and im still getting this strange issue for some reason.
Depth charges arent working properly on destoyers. They only seem to have this looping motion all the time where they are going to drop depth charges in the water, but no depth charges actually drop in water. They just keep doing that no matter if they are just cruising, or doing attack runs at me.

First i installed TM, and tryed it without any of these ROW mods. Everything worked fine. I tested this in the submarine school convoy mission. Depth charges kept raining on me just fine.

Today i also decided to install latest version of NMS after TM, and then the ROW classic zones file. I read from earlier posts, that it should work that way. Plus i then installed rest of the ROW mods. I went in game, and tryed same convoy mission, and depth charges are doing that endless looping motion again.

Yesterday I tryed without the latest NMS and i just used the zones file meant for only TM installed. I kept getting same bug with that also.

My computer must be cursed or something. I can't figure why it is doing that. Everything else is working just fine. Just them depth charges arent working properly. Am i missing something here like, having to delete some files from NMS folder or TM folder, before activating them?

Here is a screenshot how i got everything installed at the moment. Like i said earlier. With just TM installed, depth charges were still working ok.

http://i107.photobucket.com/albums/m298/SAMi_V/SH4/pic1.jpg

If there was a sim file in the ROW mod for the ship's I would say yes something is wrong. But all the work I did on the ship's was in the DAt file's. Can you give me the name of the DD's having the problem? I wil download the newest T.M. you have and take a look at the file's for the ship's. I am running and older vs of T.M. right now 1.6.4 or something like that. I just did the battle for Midway mission and got pounded by DC's with all of the DD's in there.

leovampire
11-22-07, 11:03 PM
DC-racks cycling,but no cans dropping.!?:doh: Thats the least of my worries
Intermittently,when hitting W/torp.,Ship vanishes/unrenders/despawns,quite a puzzlement.would video card cause ? No sunk conformation:hmm:

I need to know what zone's file from ROW you are using and with what mod?

If you are running T.M. 1.6.5 you need this download from ROW to use with it.

#6d ROW_SPecial_Effects_With_Triger_Maru_Zone's (http://files.filefront.com/ROW+Special+Effects+with+srar/;9003666;/fileinfo.html) THis is a redesigned Zone's file from the Triger Maru 1.6.5 mod that want to use Ducimus mod but have ROW Special effect's.
Both this file and ROW Textures must be add to your game ON TOP OF Triger Maru for it all to work. You can not use the NSM ship's with this! NSM changes the internal compartments of the ships and change the zone's file!

If you are using NSM aka. Natural Sinking Mechanics you need one of these 2 download's.

Please use Natrural Sinking Mechanics Light VS in your game before you install and use this download and only apply it to your game while in port. This contains the smoke fix for ending too fast! Thanks Canonicus for the quick reference.
#6a ROW_Light_Zone's_Special_Effect's_vs_3 (http://files.filefront.com/ROW+Light+Zones+Special+E3rar/;8992802;/fileinfo.html) This is for Natural sinking mechanics and Triger maru 1.6.3 only.


Please use Natural Sinking Mechanics Classic VS before using this download and only apply it to your game while in Port. This contains the smoke fix for ending too fast. Thanks Canonicus for the quick reference.
#6b ROW_Classic_Zone's_Special_Effect's_vs_3 (http://files.filefront.com/ROW+Classic+Zones+Special3rar/;8992787;/fileinfo.html) This is for natural sinking mechanics only.


If you are using a stock game then use this download.

#6c ROW_Special_Effect's_With_Stock_Zones_vs_2 (http://files.filefront.com/ROW+Special+Effects+with+2rar/;9003649;/fileinfo.html)Nothing other than ROW textures is needed with this due to fire and oil slik texture dependancy.You can not use the NSM ship's with this! NSM changes the internal compartments of the ships and change the zone's file!

So as you can see without more information from you I can not tell you how to fix the problem you seem to be having.

Dave

ryanwigginton
11-23-07, 12:34 AM
Some of my favourites (thank you Leo). I use PPE. For me it makes the colours more intense and gives a more dramatic effect... enjoy.

http://img518.imageshack.us/img518/2061/sunset1wq1.th.jpg (http://img518.imageshack.us/my.php?image=sunset1wq1.jpg)

http://img410.imageshack.us/img410/2716/posidentl7.th.jpg (http://img410.imageshack.us/my.php?image=posidentl7.jpg)

http://img410.imageshack.us/img410/6218/grayskywd6.th.jpg (http://img410.imageshack.us/my.php?image=grayskywd6.jpg)

Also... I'm running four of the best (TM, NSM, ROW & RSRD) and have no problems to report. Here's my JSGME setup for anyone that wants to give it a shot.

http://img410.imageshack.us/img410/8644/jsgmeqc1.th.jpg (http://img410.imageshack.us/my.php?image=jsgmeqc1.jpg)

BaronDeKalb
11-23-07, 02:00 AM
Ahoy all;

This is my first post on this forum, and me first sub sim in a very long time.
Im totally amazed by the quality of ROF and would like to thank all involved especially Leo... - I havnt even started yet but i was wondering if ROF (all parts)
can be installed before any user profiles have been created, i plan on using just ROF for my first comand the U.S.S. Leo-Vampire (perhaps some cool tats for a little
moral booster :) )

Should be interesting to see how the old 9500pro in a hyperthreaded 2.8 P4 800fsb with 1.5 meg does (GPU is overclocked a ways) a got a 1650pro but it is DOA so until the RMA for a 7600GT goes through will have to see how the older card holds up. If anyone has a Sim setup to mine and uses ROF i would be glad for advice on the best ROF setup for this box...

Thanks again to all who contributed to ROF, The Great pics in this thread speak for themselves as do the tube vids i saw just made me gasp. I hope to post a pic of me first command leaving port soon (wonder if it will be Dark) :p

Trickyfish
11-23-07, 02:40 AM
Hi guys! Leo, thanks for all the hard work you've put into this mod, it's sooo much of an improvement over the stock water.
A quick question for you; what is "turning angle sway" on the camera mods? Is it when the boat turns, or the camera turns? What sways?

Also, I too am getting the DD depth charge animation with no dropped charges.
I'll double check my mods and specifically which ship had the animation problem.
AS far as I can remember I'm running all the ROW stuff, and Foobor's high-res textures, and I think that's all. I'll try to post some more specific info tomorrow.

Thanks Leo, keep up the good work!
Trickyfish

DrBeast
11-23-07, 08:38 AM
Ahoy all;

This is my first post on this forum, and me first sub sim in a very long time.
Im totally amazed by the quality of ROF and would like to thank all involved especially Leo... - I havnt even started yet but i was wondering if ROF (all parts)
can be installed before any user profiles have been created, i plan on using just ROF for my first comand the U.S.S. Leo-Vampire (perhaps some cool tats for a little
moral booster :) )

Should be interesting to see how the old 9500pro in a hyperthreaded 2.8 P4 800fsb with 1.5 meg does (GPU is overclocked a ways) a got a 1650pro but it is DOA so until the RMA for a 7600GT goes through will have to see how the older card holds up. If anyone has a Sim setup to mine and uses ROF i would be glad for advice on the best ROF setup for this box...

Thanks again to all who contributed to ROF, The Great pics in this thread speak for themselves as do the tube vids i saw just made me gasp. I hope to post a pic of me first command leaving port soon (wonder if it will be Dark) :p
For starters, welcome aboard! :cool:
I've got a pretty similar rig (P4 Northwood 2.4GHz o/ced to 2.6GHz, 1280 MB RAM). I had a Radeon 9600 Pro up until a couple of weeks ago, and with ROW (the whole package) my FPS ranged from the 20s (calm seas, no overcast, no other ships around) to single-digit numbers (lots of ships around, stormy weather, foggy conditions) to a veritable slide-show (ships asploding in stormy weather), at 1024x768 resolution with all settings maxed (except post-processing filter) and no AA and/or AF. I recently got an X1650 Pro, and I've seen a slight FPS boost with the same settings and 2xAA and 4xAF. So all in all, I'd say you'll be able to enjoy ROW in its full glory (since you're getting an nVidia, it means you'll get to see sun glare as well, something we ATi users cannot :down:), with a little compromise ('sides, anything over 24 FPS is redundant), once you get the 7600GT. Just steer clear of the hi-res sea foam, it's an FPS killer! For now, I'd say turn off Volumetric Fog and maybe Environmental Effects if you're getting "slide-show" conditions. As a side-note, does the 9500 even run SH4?

linerkiller
11-23-07, 08:55 AM
the favourite of Leo:p

the reproduction of the USS Seadragon badge

http://cgi.ebay.com/Naval-Submarine-Jacket-Patch-USS-Seadragon-SS-194_W0QQitemZ260183763498QQihZ016QQcategoryZ156437 QQssPageNameZWDVWQQrdZ1QQcmdZViewItem

:up:

ReallyDedPoet
11-23-07, 08:58 AM
the favourite of Leo:p

the reproduction of the USS Seadragon badge

http://cgi.ebay.com/Naval-Submarine-Jacket-Patch-USS-Seadragon-SS-194_W0QQitemZ260183763498QQihZ016QQcategoryZ156437 QQssPageNameZWDVWQQrdZ1QQcmdZViewItem

:up:

Nice :yep:


RDP

ReallyDedPoet
11-23-07, 08:59 AM
This is my first post on this forum

Welcome to SUBSIM :up:


RDP

Trickyfish
11-23-07, 10:11 AM
Also, I too am getting the DD depth charge animation with no dropped charges.
I'll double check my mods and specifically which ship had the animation problem.
AS far as I can remember I'm running all the ROW stuff, and Foobor's high-res textures, and I think that's all. I'll try to post some more specific info tomorrow.

Ok, I got some more info on the depth charge thing. I can easily replicate it in the qick mission "Borneo Convoy". The lead Akizuki class destroyer will repeat the abnormality reliably. I have the ROW complete set installed along with Foobor's Gato and Porpoise textures.
If I disable all mods the destroyer's animation returns to normal. If the mods are enabled the depth charge racks (dispensers?) on the dstroyer continually operate, but the charges vanish on reaching the ends of the ramps.
After work I'll try loading individual mods and see if I can narrow it down.
Also, I am using an Ati X1959XTX AGP card, not sure if that'll cause this kind of issue.

Trickyfish

BaronDeKalb
11-23-07, 03:28 PM
Ahoy all;

This is my first post on this forum, and me first sub sim in a very long time.
Im totally amazed by the quality of ROF and would like to thank all involved especially Leo... - I havnt even started yet but i was wondering if ROF (all parts)
can be installed before any user profiles have been created, i plan on using just ROF for my first comand the U.S.S. Leo-Vampire (perhaps some cool tats for a little
moral booster :) )

Should be interesting to see how the old 9500pro in a hyperthreaded 2.8 P4 800fsb with 1.5 meg does (GPU is overclocked a ways) a got a 1650pro but it is DOA so until the RMA for a 7600GT goes through will have to see how the older card holds up. If anyone has a Sim setup to mine and uses ROF i would be glad for advice on the best ROF setup for this box...

Thanks again to all who contributed to ROF, The Great pics in this thread speak for themselves as do the tube vids i saw just made me gasp. I hope to post a pic of me first command leaving port soon (wonder if it will be Dark) :p
For starters, welcome aboard! :cool:
I've got a pretty similar rig (P4 Northwood 2.4GHz o/ced to 2.6GHz, 1280 MB RAM). I had a Radeon 9600 Pro up until a couple of weeks ago, and with ROW (the whole package) my FPS ranged from the 20s (calm seas, no overcast, no other ships around) to single-digit numbers (lots of ships around, stormy weather, foggy conditions) to a veritable slide-show (ships asploding in stormy weather), at 1024x768 resolution with all settings maxed (except post-processing filter) and no AA and/or AF. I recently got an X1650 Pro, and I've seen a slight FPS boost with the same settings and 2xAA and 4xAF. So all in all, I'd say you'll be able to enjoy ROW in its full glory (since you're getting an nVidia, it means you'll get to see sun glare as well, something we ATi users cannot :down:), with a little compromise ('sides, anything over 24 FPS is redundant), once you get the 7600GT. Just steer clear of the hi-res sea foam, it's an FPS killer! For now, I'd say turn off Volumetric Fog and maybe Environmental Effects if you're getting "slide-show" conditions. As a side-note, does the 9500 even run SH4?



Woot im having a great time :) thanks for the greets all...

Yeah teh old 9500 pro at 360core/310.5mem is holding its own, and yes i did turn
off all that environmental stuff ut does bog it down im getting 15-25 fps and about
15 in battles and im using 1024x768 at 60hz here is a list of all teh other stuff i added :)
__________________________________________________ __________________
ROW Camera vs_2b
ROW Main Load Screen
ROW NEW SeaFoam from Jaketoox
ROW Objects Reflections vs_4
ROW_Ship_Reflections_vs_2
ROW_Sky_and_Ocean_controls
ROW_sound_effects_add_on
ROW_Sound_Effects_vs_5_Fial
ROW_Special_Effects_with_2
ROW_Sub_Reflections_and_Rod
ROW_Classic_Clouds
ROW_Textures_without_Sun__4
betterrecognitionmanualv1
Hull_Classification_Symbos
Orders_Bar_AI1_Classic
Taihosan Maru Fix (Jace11)
PULL_DOWN_MAP_14
REAL_MEDALS_CLASSIC_CREW_2
PULL DOWN PACIFIC MAP 1.4
__________________________________________________ __________________

im having a blast the seaguls diving into the wake for the ground up fish is a hoot
also :hehe:

the menu system leaves a bit to be desired but the mods do help a lot...

i cant figure out how to get that cimatic affect for the event sceen like when
you launch a torp. its always following it under water, but the vids i have seen
show a beatuiful cinema whats the key for that ? :lol:

it would be good if me mates were more grumpy also like when the hot water
runs out in the shower, or maybe complaining about me goin to 300 feet and
i made it up without any dmg :lol: , i didnt get charged though... i would like
to hear them griping from time to time even if it's supposed to be out of earshot..

also i havnt figured how to get 3rd person view or understand what the purpose
of walking around is, can you walk into different rooms ?

well im still kind of lost, but have made it all the way to the last training mission,
i ran out of torp's so i surfaced figuring i could deck gun the required tonnage...
ermmm, it didnt work out so well :lol:

anyways will post up some piccies soon cant name my unit till i start the campaign...

pps - firefox isnt working on this site for some odd reason, the newest version of
firefox seems a bit buggy really...

yeah i got the RMA for the 1650pro and will try a 7600gs as soon as i sent the other one back, saving for a new pci-e rig with dual 8600's now that would prob rock this game...

cheers; the Baron...

Defiance
11-23-07, 03:39 PM
Hiya's,
Getting these oversized stars grrrrrr

http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img23-11-2007_202948_171.jpg

Fresh install and here's jsgme

http://i159.photobucket.com/albums/t152/Defiance_co/untitled-1.jpg

Any Ideas ????

Cheers

Ciao

Def