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clayman
04-27-08, 04:59 PM
This is GREAT!!!! Just saw your screens posted last night .... my eye's fell out and rolled across the desk .... plug 'em back in, scroll down and BAAM .... PE3 is ready for DL!!!

Thanks so much Kriller2 and team! :up: :up: :up:

kriller2
04-27-08, 05:01 PM
Could someone please upload the file to filefront. Everytime I try to use Rapidshare it says wrong access code:nope: even though i am doing everything right.


please:cry:

Agreed. Rapidshare is a terrible site for uploading files.

Yes you are right, but it's allso very fast, file front uploading now and takes 45 min, rapidshare took 12 min.

Carotio
04-27-08, 05:13 PM
MediaFire, third mirror download link:

http://www.mediafire.com/?rmujjjtmeyv

cherbert
04-27-08, 05:21 PM
Optional Sound Mod link isn't working.

walrusbomb
04-27-08, 05:26 PM
/headexplodewithjoy

ReallyDedPoet
04-27-08, 05:34 PM
Nice work kriller and the other lads who helped out :yep::up:


RDP

Carotio
04-27-08, 05:35 PM
Optional Sound Mod link isn't working.

This?

http://files.filefront.com/ROW+Sound+Effect+v+9rar/;10062537;/fileinfo.html

kriller2
04-27-08, 05:39 PM
Yes Coratio :yep:

New filefront mirror up on first page of this thread and link updated to the sound mod ;)

mikehcl
04-27-08, 06:01 PM
killer it compliments for the optimal job to you and your collaborators! A question: but the clouds of PE 3 are the same ones of ROW PE clouds 2?

akdavis
04-27-08, 06:04 PM
Incredible stuff. I noticed a problem at the radar station: when using the rotate sensor command (Home/End), not only does the radar rotate, but your viewpoint is raised up and down. This makes it very difficult to use the radar manually. Noticed this in the Artillery training mission, but haven't tested it elsewhere yet.

I am using PE 3 only, with #1, #2b, #3 installed.

kriller2
04-27-08, 06:13 PM
Incredible stuff. I noticed a problem at the radar station: when using the rotate sensor command (Home/End), not only does the radar rotate, but your viewpoint is raised up and down. This makes it very difficult to use the radar manually. Noticed this in the Artillery training mission, but haven't tested it elsewhere yet.

I am using PE 3 only, with #1, #2b, #3 installed.

Hi adkadavis, it's because of the new camera file from CapVonKeldunk which corrects the blank screen in the sonar room, Mav will take a look at his changes later, but for now the camera mod is included as is to correct those bugs alot of users was complaining about.

Carotio
04-27-08, 06:13 PM
collaborators

:o
That word sounds a little negative, usually used about people cooperating with an occupying force.
Co-worker would sound nicer...:up:

Defiance
04-27-08, 06:15 PM
Hiya's,
Two quick pics of my pe:3 install

This crew member is on a warning, I told him to stop looking at the eye candy in pe:3 and to watch for planes ...........

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

And afterwards he did make ammends by warning me of a destroyer to our starboard side, So we sunk it :) ..................

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

Many Thanks K2 and the rest of The Guys :rock:

Have Fun

Def

EDIT: Carotio, Maybe english is not his 1st language ??

Carotio
04-27-08, 06:28 PM
EDIT: Carotio, Maybe english is not his 1st language ??
It ain't mine either, but I knew it, so I just corrected him. No offense was meant, of course.

Alex
04-27-08, 06:41 PM
@ the team : Brilliant work, you all !! :up: ;)

http://img246.imageshack.us/img246/2227/applaudissements03sk2.gif :arrgh!:

Doolittle81
04-27-08, 07:38 PM
I am sure that PE3 will be outstanding. I am confused by your Readme.
You say:
"...install only one of these mods:

2a. "ROW PE3 Special effects for Stock #2" for stock SH4 1.5 uboat missions
2b. "ROW PE3 Special effects Zones for NSM4 Classic #2b" for SH 1.5 if you want the ships to have a more realistic sinking time.
2c. ROW PE3 Special effects for NSM4 Light #2c” if you want the above but less time before the ships shiks"

It has been my understanding that neither NSM Light nor NSM Classic works with SH4 1.5. In fact, the NSM Thread specifically warns that "Latest Version 4.0 (29.01.2008)ATTENTION: THIS WORKS ONLY ON 1.4. DONT USE TOGETHER WITH U-BOAT ADDON IT WILL CAUSE PROBLEMS I PROMISE
by Werner Sobe

Have you incorporated NSM into PE3???? ...I am not quite sure what to do.

JREX53
04-27-08, 08:02 PM
As always, Great work Kriller2 and crew. YOU DA MEN!! :up::yep:

Thanks for the continued great work!!

MONOLITH
04-27-08, 08:38 PM
Wow kriller and team.

You really nailed it this time. Phenonimal.

I'd be afraid to download a future version, because I wouldn't want a thing changed.

Congrats, and Thanks!

Defiance
04-27-08, 09:15 PM
Doolittle,
NSM is being worked on as-when werner can do it so i believe (busy with studies)

So far no problems with nsm with 1.5 in the majority of cases

I use nsm classic with the new pe:3 part 2b

Watched a destroyer go up in flames then slowly sink

Must add i sunk a few fishing boats and the explosion hits with bits of wood etc flying off is amazing he he

Also what i did when 1.5 came out was winmerge the 1.5 file with werners nsm and that worked fine also (think nsm can play up when used in german campaigns, but i use sh3 if i want a u-boat)

Hope that helps somewhat

Ciao

Def

akdavis
04-27-08, 09:59 PM
Doolittle,
NSM is being worked on as-when werner can do it so i believe (busy with studies)

So far no problems with nsm with 1.5 in the majority of cases

I use nsm classic with the new pe:3 part 2b

Watched a destroyer go up in flames then slowly sink

Must add i sunk a few fishing boats and the explosion hits with bits of wood etc flying off is amazing he he

Also what i did when 1.5 came out was winmerge the 1.5 file with werners nsm and that worked fine also (think nsm can play up when used in german campaigns, but i use sh3 if i want a u-boat)

Hope that helps somewhat

Ciao

Def

Hmm...some of us are enjoying Lurker's Operation Monsoon. Might want to put a warning just in case. I assumed the issues had been corrected and incorporated into PE.

Defiance
04-27-08, 10:12 PM
akdavis, (not an AK from aces-high ?? )

If any nsm issues have been sorted and incorporated all the better :)

I think the main problem or what could be problematic was the added german part of 1.5 ??

Anyways since merging the nsm classic with 1.5 and solely using american campaign (i always run TM you see) or using nsm classic with american campaigns i've never had problems with nsm

I've had mixed mod problems and also hardware problems but now they're all sorted

Like the new heavy sees :)

Clouds look great too

Guys looking in just give this mod a try, The guys that worked on it have made a thing of true beauty :rock:

Well i'm off to dream of sinking a ship or two ;)

Have Fun

Cheers Guys :)

Def

DeepIron
04-27-08, 11:06 PM
Oh, yeah! THIS is what I'M talking about... PE3 rocks! :up::up::up:

Rising sun, sinking ship... just seconds before the second fish put her down... The immersive feeling of this version totally nails it! :cool:

http://www.northrim.net/jhouck/images/SH4/Rising_sun_sinking_ship.jpg

And an "artsy" shot. Departing Midway after refueling enroute to the Luzon Straits:
http://www.northrim.net/jhouck/images/SH4/Midway_cruise.jpg

cherbert
04-28-08, 04:13 AM
I actually preferred the high sea foam in PE2. I was using the highres option though and this option seems to be absent from PE3, so do you think this is why I am maybe thinking I prefer PE2?

kriller2
04-28-08, 05:12 AM
Hi Kriller, very nice work, I had an odd glitch on my rig though : I always got an all black sky that dragged my FPS below 5. I found the bugger, I removed "sky_pac.tga" and now it works fine (minus that effect). I have no idea why it does that, the texture looks just fine when I open it :hmm:
Anyway, if anyone else has this problem, you know what to do :)

Thanks Mikhay, Have you tried disable "volumetrig fog" under video options? I think that's the thing causing the black sky. I wouldn't recomend deleting the sky_pac.tga, because it's the file which controls the sky around the sub, including all my work on the sun sets and sun rise.

kriller2
04-28-08, 05:15 AM
I actually preferred the high sea foam in PE2. I was using the highres option though and this option seems to be absent from PE3, so do you think this is why I am maybe thinking I prefer PE2?
Thats okay you can install Jaketoox's seafoam mod on top of PE3 if you like it better or copy these files from PE2 "Data/Misc/Seafoam01.dds","Data/Misc/Seafoam02.dds" "Seafoam3.dds" etc. to your "SH4/data/misc/" directory untill I put the links for the old seafoam on page 1.

limkol
04-28-08, 05:55 AM
Loved PE2 and am looking forwarward to installing this. I noticed that akdavis mentioned Operation Monsoon. I have just installed it. Will there be conflicts with PE3 and Operation Monsoon? If not, what is the installation order?
Thanks guys!

akdavis
04-28-08, 09:34 AM
Loved PE2 and am looking forwarward to installing this. I noticed that akdavis mentioned Operation Monsoon. I have just installed it. Will there be conflicts with PE3 and Operation Monsoon? If not, what is the installation order?
Thanks guys!

There are no conflicts that I can see. Looking back through the NSM thread, the only real issue seems to be that NSM was not made for Allied ships, so if you are playing a u-boat, you won't see the new sinking times (unless you decide to go rogue on the Japanese ;)).

Digital_Trucker
04-28-08, 10:37 AM
K2 and crew, thanks again for making this game so much more:sunny: I may just have to remove aircraft from the game and do nothing but cruise around on the surface all day. Thanks for all the hard work and attention to detail. guys:up:

Now, take a bow, and go play and enjoy your work:arrgh!:

kriller2
04-28-08, 12:14 PM
Old ROW / PE2 seafoam is uploaded to filefront, you can find it on first page of this thread, this is for those who liked the PE2 seafoam better, but it's allso in a higher resolution which may perform bad on slower rigs.

:D Thanks for all these good responses, it encourages me and the rest of the team to relax now and maybe take the sub for a ride and sink some of those japanese warships, without alt-tabbing to photoshop / S3D all the time :lol:

@DeepIron nice pictures :up:

DeepIron
04-28-08, 12:34 PM
@DeepIron nice pictures:up:You guys greatly improved the camera! It would be hard not to get good pics! :cool:

...it encourages me and the rest of the team to relax now and maybe take the sub for a ride and sink some of those japanese warships, without alt-tabbing to photoshop / S3D all the timeYes, by all means shipmates! Take some leave, go ashore for some WELL DESERVED R&R! :up:

Doolittle81
04-28-08, 03:46 PM
Ok I tried it with deactivated post processing.
Environments 4.3 looks to run stable now but PE2 will still crash the whole system if a large explosion occurs.
And I was wrong it was no *.dll it’s a *.sys responsible for the bluescreen.
Vista told me in the error report that the Nvidia graphics driver is responsible for the system failure. Suggestions to solve this problem were windows or driver update. Since I tried FW 179.43 without results and my Windows is up to date I guess nothing can help until a new driver release from Nvidia.

Too bad… I actually like PE2 more than E4.3 but I guess I stick to E4.3 till Nvidia releases a new driver.


It is with HUGE regret that I must now report that I also have the Crash to Black Screen of Death at the first explosion, even just the first minor shell hit on my Sub from a DD...(and even though I am only in periscope view, not external view of an actual explosion...which somehow leads me to think it is NOT a graphics issue at all). I had this prob some time ago shortly after installing SH4 1.5 and thought after much experimentation that I'd cured it by installing the Nvidia 174.93 drivers. However, I realize now that I was not observant or scientifically precise in my research methodology. I had also been playing around trying out W_Clear's Environment MOD at the same time.

I now conclude that I cannot run PE3 (nor the earlier PE 2) with SH4 1.5. I tried PE3 with all in-game graphics Options ON, and also with Each and all of PP and Envronment FX and Volumetric Fog turned OFF, singly and/or enmasse. Always the Crash to BSOD. BUT, when I re-enable Environ4.3 instead of PE3, everything runs just fine with all Graphics Options ON.

As I said, I very much regret not being able to use PE3 with SH4 1.5. Not a MODder myself, but isn't there some way to discover what files differ between the W_Clear Environment MOD and PE3...to help determine what might be causing the supposed extra strain on 8800GTX 768MB cards (seemingly the only card effected) or any other cause of the BSOD only with PE3 plus SH4 1.5, not with Environ 4.3??....and again it is only with PE plus 1.5 as there is absolutely no problem with PE2 or PE3 enabled with SH4 1.4.

PE3 and all its options and with all in-game graphic options maxed out, works just lovely with SH4 1.4.

Go figure. It's way over my head to decipher.

Nisgeis
04-28-08, 04:16 PM
Which bits of PE3 did you install and are you running any other mods?

Deimos01
04-28-08, 05:38 PM
DL'd and installed and will give it a try in a bit. From the screenies this mod looks fantastic and I cant wait to see it in game. You guys should definately take some time off and enjoy the fruits of your labor. :up:

Defiance
04-28-08, 05:58 PM
Doolittle,
Have you had a read here .......

http://www.subsim.com/radioroom/showthread.php?t=128517

It shows the link but here's link to Nhancer .......

http://www.nhancer.com/

Do a full removal of SH4 and then re-install

Try SH4 a quick single run or at least get to settings and config before adding any mods

Make sure you have the latest DX (march 2008 i believe)

Try off the bat with no adjusting of any nvidia defaults when using pe:3

Then have a mess with AA etc and see if you get lockups

If you do then try Nhancer

More info the more chance we all have of chipping in suggestions to help

Ciao

Def

Doolittle81
04-28-08, 06:28 PM
Doolittle,
Have you had a read here ....... ttp://www.subsim.com/radioroom/showthread.php?t=128517 (http://www.subsim.com/radioroom/showthread.php?t=128517)
It shows the link but here's link to Nhancer .......http://www.nhancer.com/
Do a full removal of SH4 and then re-install
Try SH4 a quick single run or at least get to settings and config before adding any mods
Make sure you have the latest DX (march 2008 i believe)
Try off the bat with no adjusting of any nvidia defaults when using pe:3
Then have a mess with AA etc and see if you get lockups
If you do then try Nhancer
More info the more chance we all have of chipping in suggestions to help
Ciao

Def
Thanks for all the suggestions....but....I have been a very active participant in all the threads/subjects you have named: I am well versed in nHancer, AA options, and I am the actual creator of the Absolutely Perfect Dummies Guide to Re-installing SH4 (http://www.subsim.com/radioroom/showthread.php?t=133290").

I simply have to conclude that there is some probably very simple 'line of code' differentiating PE3 and W_Clear's Environment MOD.....and the SH4 1.5 'Patch'.

Again, thanks for the suggestions.

R Hardman
04-28-08, 07:20 PM
Just getting back into the game and downloaded PE3. Did not see in the readme which version this mod is compatable with. I checked the Mod sticky and no help there. Is this for 1.5 only?

thasaint
04-28-08, 08:09 PM
i'm confused... sry i read the readme

the bubbles, caustics, and roll pitch #3, can i use this with TMO?

Defiance
04-28-08, 08:36 PM
thasaint,

I'm using TM no problems ..........

http://i159.photobucket.com/albums/t152/Defiance_co/PE3JSGME.jpg

Stuff there obviously you may not have but it should help you somewhat

Ohh here's a few screenies ;)

http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img2008-04-29_015211_656.jpg

http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img2008-04-29_021940_140.jpg

http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img2008-04-29_022143_921.jpg

Ciao

Have Fun

Def

thasaint
04-28-08, 08:37 PM
thanks for the quick reply

Defiance
04-28-08, 08:48 PM
No problem ;)

Had to edit as i forgot to convert pics to jpegs lol

Hope it helps

Ciao

Def

Rubini
04-28-08, 10:06 PM
@Kriller2,

You have a PM...if yet in time!:up:

fireship4
04-28-08, 11:01 PM
An important note for those who changed the "CargoType=" in Zones.cfg from "Ammo" to "None" after problems were found with NSM4 when used in conjunction with RSRD I think, causing ships to blow up too often.

This will change it back, so you'll need to do it again.

Hope we see a fix for this from one of the modders though as breaking some keels would be nice. I think its to do was explosions going off on the ship causing the keel damage area that i think werner had modded to explode unintentionally. Possibly ship cargo or explosions being changed by RSRD did this...

Mod seems very nice so far guys well done. I especially like the shell effect... I'm switched over here from Environment Mod for a bit...

thasaint
04-29-08, 12:40 AM
awesome job guys! :up:

http://img136.imageshack.us/img136/3941/pocketbbwall1vq9.th.jpg (http://img136.imageshack.us/my.php?image=pocketbbwall1vq9.jpg)

Nisgeis
04-29-08, 03:51 AM
Mod seems very nice so far guys well done. I especially like the shell effect... I'm switched over here from Environment Mod for a bit...

Is that an optional install pack? Kriller says in the readme that there are problems with it and TMO, but doesn't say what problems - anyone know what they are?

ReallyDedPoet
04-29-08, 07:31 AM
The waves ( especially in storm conditions ) in this mod are truly awsome :yep::up: The look, the feel are a sight to behold.
Well done :rock:


RDP

Wilcke
04-29-08, 09:18 AM
An important note for those who changed the "CargoType=" in Zones.cfg from "Ammo" to "None" after problems were found with NSM4 when used in conjunction with RSRD I think, causing ships to blow up too often.

This will change it back, so you'll need to do it again.

Hope we see a fix for this from one of the modders though as breaking some keels would be nice. I think its to do was explosions going off on the ship causing the keel damage area that i think werner had modded to explode unintentionally. Possibly ship cargo or explosions being changed by RSRD did this...

Mod seems very nice so far guys well done. I especially like the shell effect... I'm switched over here from Environment Mod for a bit...

Doing research to document the above problem...do you have a link to a post where Werner was addressing this...? Just link it to this in a quote .... thanks ... I will keep searching the threads...

kriller2
04-29-08, 11:08 AM
The only problem with the special effects is that they use the zones.cfg to control the effects and TM uses the same file. Dr. Beast have made 3 different version one for stock SH4, one for NSM4 light and one for NSM4, so we need to make 3 different zones.cfg for TM and Dr. Beast is on vacation right now... :hmm:

The waves ( especially in storm conditions ) in this mod are truly awsome :yep::up: The look, the feel are a sight to behold.
Well done :rock:


RDP
Thanks RDP Im glad you like the new storm waves better :)

BTW a small patch will be posted later today, there was a problem with the debris mod so that you would never see the lifeboats with people on board, but it's fixed and now you will both see the new debris when a ship is sunk AND the original life boats, thanks to Rubini for working on this mod for SH4 :yep:

fireship4
04-29-08, 11:29 AM
Here Wilcke...

I already have a long campaign career going with RSRD 3 and NSM 4 Classic, can I safely rollback to NSM 3.3 that's in TMaru 1.7.6 without ruining my carrer in game?
It's safer to do it in port, but I'm 99% it won't ruin your career.

As a stopgap measure until you get to port, i suggest opening your Zones.cfg (in the root of your Data folder), finding this entry:

[NSKeel]
Category=Keel
Multiplier=10.0
Flotability=10.0
HitPoints=150
Destructible=No
Armor Level=20
Critic Flotation=0.5
Critical=Yes
Critical Chance=1.0
FloodingTime=200
CargoType=Ammo

And change CargoType=Ammo to CargoType=None. This should stop you from breaking ships in 2 with contact shots. It will also stop you from breaking them in 2 with mag shots, though.
This is the best alternative i can suggest yet. Im working on a fix but this will take a while. So far you can disable The keel zone by the method above. You will still have all nsm4 features but without breaking ships.

I imagine just removing ammo cargoes from RSRD campaign files would work also but would have its own drawbacks, as well as maybe reducing ammo explosion radius (though that might affect werners keel).

You have a few posts in that thread (pages 31-34 of "[REL] Natural Sinking Mechanics" are of particular interest) so you must just have missed this after you decided to pull NSM4.

akdavis
04-29-08, 04:07 PM
I'm seeing some similar issues with reflections as noted earlier. I tested using the Artillery Training mission, so it is easily repeatable. Maybe the direct comparison will provide some hints?

http://img504.imageshack.us/img504/6500/shipreflectionec7.jpg
http://img504.imageshack.us/img504/2884/submarinereflectioncs5.jpg

Also makes the fact that some ships LODs are missing reflections very apparent.

LukeFF
04-29-08, 05:22 PM
Kriller, I am running into a problem with the game crashing wiht this new version of the mod. I have a test mission that I use to try out submarine performance characteristics - it's a blank mission with just the player's sub and perfectly calm seas. Anyways, every now and then, when viewing the surface (either on the bridge or through a periscope) the game will crash without warning and tell me the file in question is kernel.dll. I've never seen this happen before with your mod work, so I'm led to believe something might be up here with this mod. Can you look into this?

kriller2
04-29-08, 05:29 PM
Hi LukeFF and AkdaDavis and Fireship,

Can I ask you what mods you are using? - to be sure it's PE3 causing the trouble I will ask you to uninstall all mods except PE3 and see if the same thing happens, then I have something to track the issue down to.

LukeFF
04-29-08, 05:32 PM
Hi LukeFF and AkdaDavis and Fireship,

Can I ask you what mods you are using? - to be sure it's PE3 causing the trouble I will ask you to uninstall all mods except PE3 and see if the same thing happens, then I have something to track the issue down to.

I'm running it on top of the RFB test build, nothing out of the ordinary. Other than that, just some custom sub skins.

kriller2
04-29-08, 05:35 PM
Hi LukeFF and AkdaDavis and Fireship,

Can I ask you what mods you are using? - to be sure it's PE3 causing the trouble I will ask you to uninstall all mods except PE3 and see if the same thing happens, then I have something to track the issue down to.

I'm running it on top of the RFB test build, nothing out of the ordinary. Other than that, just some custom sub skins.

Thanks LukeFF, I need the latest test build of RFB in order to help with this issue, my hunch is it's the one causing the trouble, PE3 has been tested ALOT (3 times) and none of the testers experienced issues.

LukeFF
04-29-08, 05:39 PM
Thanks LukeFF, I need the latest test build of RFB in order to help with this issue, my hunch is it's the one causing the trouble, PE3 has been tested ALOT (3 times) and none of the testers experienced issues.
Hi Kriller,

Here are the latest RFB builds:

You will need both files on that page to be current.

kriller2
04-29-08, 05:41 PM
Thanks! Got it downloading, you may remove the links now if you don't want to release the mod before time ;)

kv29
04-29-08, 05:57 PM
Im experiencing the same odd reflection as Akdavis.
just to be sure it was not a conflict between mods, I uninstalled everything but pe3 , and is still there :-?

LukeFF
04-29-08, 06:17 PM
Thanks! Got it downloading, you may remove the links now if you don't want to release the mod before time ;)

Rgr!

BTW, I just ran the mission again. Game crashed on me a second or two after going to the external view.

akdavis
04-29-08, 08:18 PM
Hi LukeFF and AkdaDavis and Fireship,

Can I ask you what mods you are using? - to be sure it's PE3 causing the trouble I will ask you to uninstall all mods except PE3 and see if the same thing happens, then I have something to track the issue down to.

For the above screenshots, I was using stock 1.5 and stock 1.5 with PE3 only.

fireship4
04-29-08, 09:58 PM
My problem is definately with the zones.cfg because on remaking the change above, my problem went away. Though I have noticed reflection troubles all over the place...

LukeFF
04-29-08, 10:09 PM
kriller, I'm getting the same kind of milky-white reflection that akdavis is experiencing. Hog Island freighter, 0900 hours:

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-04-29_201209_515.jpg

fireship4
04-29-08, 11:04 PM
Also it seems the "ROW PE3 Submarine bubbles and caustics and roll pitch #3" is causing my s-class to flip over every time i dive. I think this is a conflict with RFB because I get a pause in my dive at about periscope depth normally anyway in an s-class + RFB...

akdavis
04-29-08, 11:20 PM
Perhaps this might offer some more hints. On pulling into Lurker's Lorient, I saw that the German tanker had more normal reflections:

http://img504.imageshack.us/img504/8138/germantankerrd5.jpg

However, the 5 or 6 various other merchants in harbor had the white reflections. Here is a vivid contrast between the white ship reflection and the more normal reflections of waterside structures (especially the very nicely reflected bunkers!):

http://img504.imageshack.us/img504/3268/lorientcq0.jpg

(FPS is not normally that low, but this Lorient is a bit intense, and very beautiful with PE3.)

Nisgeis
04-30-08, 04:28 AM
I did a split comparison in gimp and the stock reflection is almost the same as the milky white reflection. It's almost as though the reflection being generated is using the original colour of the sea, the light blue colour. It's actually more or less the same colour as the reflections in stock, it just looks lighter because of the contrast between the darker sea.

Here's akdavis' screenshots, with the first one placed side by side:

http://i251.photobucket.com/albums/gg307/Nisgeis/Junk/PE3_Error.jpg

The reflection seems to be the same colour, but looks smoother as the water doesn't have any dark bands in it.

vickers03
04-30-08, 04:34 AM
the problem lies in the reflex_pac.tga,
changing it with the one out of
environment mod 4.3 gives darker reflections.

kriller2
04-30-08, 05:08 AM
You are all hardworking men/modders! :up: , thanks for looking into this issue. I think we have something to work from now, as I remember it Dave had the same problem in ROW ? - My guess would be that the SH4 engine uses one of the textures from the reflex map to make the reflection and as I remember it the one with the colour seen above is the texture nr. 2 from the top of the reflexpac.tga, so maybe changing this will help.. :hmm:

Im getting married to my fiancee a month from now :D and have a little 2 year old son who allso demands my attention more and more ;), so help is appreciated on these issues.

MONOLITH
04-30-08, 05:20 AM
the problem lies in the reflex_pac.tga,
changing it with the one out of
environment mod 4.3 gives darker reflections.


If I remember correctly, the reflex_pac is the file that was changed to get rid of the "beer foam" colors.

I'd rather live with the light ship reflections than the beer foam.

tonschk
04-30-08, 08:24 AM
Find this code and change Dynamic shadows under [VIDEO]
DynamicShadows=No (new value set to = Yes)

Save the file, start your game and enable all video options, this mod is made to make full use of Postfilters and Envirmental effects!

.

weeks ago i post a new thread about Dynamic Shadows ,and one of the romanian developers of SH4 answered that SH4 game dont support dynamic shadows , ....... http://www.subsim.com/radioroom/showthread.php?t=132641 ......therefore is useless activate dynamic shadows

kriller2
04-30-08, 08:44 AM
Find this code and change Dynamic shadows under [VIDEO]
DynamicShadows=No (new value set to = Yes)

Save the file, start your game and enable all video options, this mod is made to make full use of Postfilters and Envirmental effects!

.

weeks ago i post a new thread about Dynamic Shadows ,and one of the romanian developers of SH4 answered that SH4 game dont support dynamic shadows , ....... http://www.subsim.com/radioroom/showthread.php?t=132641 ......therefore is useless activate dynamic shadows

Strange because there is a difference in game when you do it, so maybe it was one of the features the devs didn't had time to finish or the performance was to bad.

Nisgeis
04-30-08, 09:12 AM
What's beer foam?

akdavis
04-30-08, 09:35 AM
I did a split comparison in gimp and the stock reflection is almost the same as the milky white reflection. It's almost as though the reflection being generated is using the original colour of the sea, the light blue colour. It's actually more or less the same colour as the reflections in stock, it just looks lighter because of the contrast between the darker sea.

Here's akdavis' screenshots, with the first one placed side by side:

http://i251.photobucket.com/albums/gg307/Nisgeis/Junk/PE3_Error.jpg

The reflection seems to be the same colour, but looks smoother as the water doesn't have any dark bands in it.

You are right in that they are closer than at first they might appear, but there is a tone difference (PE3 left, stock right):

http://img219.imageshack.us/img219/9920/tonecomparisonww6.jpg

Digital_Trucker
04-30-08, 10:27 AM
Isn't each ships reflection contained in it's dat file? I seem to remember that being a problem when Dave was working on the subs reflections. I just took a look at the Colorado and there is a node (203 in 1.4 stock) for a 3D model of the reflection. If that model is used to create a reflection of a certain color (to match the stock water), could that be causing the problem? :hmm:Just a thought, since the reflection looks the same in both shots.

vickers03
04-30-08, 01:13 PM
the reflection color is in the reflexpac.tga,
the shape of the reflection is of course the 3d model.

DrBeast
04-30-08, 01:14 PM
The only problem with the special effects is that they use the zones.cfg to control the effects and TM uses the same file. Dr. Beast have made 3 different version one for stock SH4, one for NSM4 light and one for NSM4, so we need to make 3 different zones.cfg for TM and Dr. Beast is on vacation right now... :hmm:



DrBeast is indeed on vacations, enjoying the beautiful island of Corfu and a BLOODY FAST internet connection, courtesy of the guy who will be housing me and my g/f during our stay :D
I'll make a TM-compatible version of the Special Effects as soon as I'm back from my holidays. It's been nagging me for over a week now, ever since I realized I hadn't done a version for that mod. If RFB is/will be using a custom zones.cfg file as well, I'll make a compatible version for that mod too. LukeFF, swdw, or any other member of the RFB team, gimme a holler (and kindly point me in the direction of your zones.cfg file I can use as a template for the conversions ;) ).
Kriller2, enjoy your last month of freedom, my friend! :rotfl:

Digital_Trucker
04-30-08, 01:58 PM
the reflection color is in the reflexpac.tga,
the shape of the reflection is of course the 3d model.

What I meant is that there is a seperate 3D model in the dat for the reflection.
http://img301.imageshack.us/img301/7230/430200825653pmil8.jpg

Like I said, it was just a thought caused by remembering the work that Dave was doing on submarine reflections. IIRC he was planning on looking into doing reflection work on the ships after he finished the subs, which made me think that there was something different about each vessels reflection.

DrBeast
04-30-08, 02:23 PM
Like I said, it was just a thought caused by remembering the work that Dave was doing on submarine reflections. IIRC he was planning on looking into doing reflection work on the ships after he finished the subs, which made me think that there was something different about each vessels reflection.

He did try, but I remember him stating that there was way too much work involved trying to get the ship reflections v1.4-compatible, although he had made a wonderful version for 1.3, bless his soul.

Digital_Trucker
04-30-08, 02:39 PM
Well, it seems awfully strange (and perhaps it is a visual trick or something strange about my install), but, on my machine, the submarine hull's reflection looks normal, but the conning tower's reflection is washed out (white) looking like the ship's reflections in the earlier pictures. If the scene.dat or the reflexpac.tga controlled all the reflection colors, would there be differences between different parts of a vessel?:hmm:

Nisgeis
04-30-08, 03:15 PM
Well, it seems awfully strange (and perhaps it is a visual trick or something strange about my install), but, on my machine, the submarine hull's reflection looks normal, but the conning tower's reflection is washed out (white) looking like the ship's reflections in the earlier pictures. If the scene.dat or the reflexpac.tga controlled all the reflection colors, would there be differences between different parts of a vessel?:hmm:

The conning tower is a seperate model to the hull, so that would indicate it was a per model problem.

MONOLITH
04-30-08, 03:15 PM
What's beer foam?

In the earlier PE and ROW versions, during sunsets and sunrises, the seafoam and boat wakes took on the same color as the sunsets, and intense red and orange, etc.

Pics and a discussion can be found earlier in this thread. It was just overdone and caused an unrealistic appearance.

You can still see the same effects in W_clears EE4.

I did some testing, and then kriller went a step further and discovered it was controlled by the reflexpac. It was then fixed by kriller so the wakes and foam maintain a more realistic color even during intense sunset colors.

People were calling it Beer Foam. And Mountain Dew.

Digital_Trucker
04-30-08, 03:44 PM
Here's what I have for reflection settings for the conning tower and the sub.

http://img329.imageshack.us/img329/8626/430200843055pmyo8.jpg

http://img156.imageshack.us/img156/438/430200843101pmhn8.jpg

I'm not sure what effect the frustrum test has, but it is set to true on the Colorado.

Nisgeis
04-30-08, 04:11 PM
The frustum is a rectangular based pyramid with the top cut off and it projects out from your monitor to the horizon (or some depth). Imagine the rectangular top stuck to your monitor and the sides of the pyramid projecting away from the monitor towards the horizon. Each side of the pyramid represents the area in the 3d world that cuts off what is and isn't seen on screen and the base of the pyramid represents the furthest distance at which something will be drawn. The frustum test checks to see if the frustum and the 3d object occupy the same space and if they do, the 3d object is on screen and should be drawn.

That's my understanding of it, but I'm no 3d expert, someone correct me if I'm wrong please.

Digital_Trucker
04-30-08, 04:31 PM
That expanation makes sense to me. It probably isn't the cause of the problem (unless it's a video card thing) 'cause I don't see any wierd reflections except for the conning towers.

Unfortunately, in order to figure it out, one would probably need to know all kinds of info regarding the systems that it affects. It seems to be one of those "I don't see that problem on my system", but "I do on mine":hmm: kinda things.

kriller2
04-30-08, 04:34 PM
Hi,
I have found out what is causing those bright reflections!! will post a patch soon...

@Digitaltrucker that setting "Frustumtest" was to enhance the caustics on the submarine.

akdavis
04-30-08, 04:46 PM
Hi,
I have found out what is causing those bright reflections!! will post a patch soon...

@Digitaltrucker that setting "Frustumtest" was to enhance the caustics on the submarine.

You rock.

What if you set the conning tower reflection settings (minvisdim/maxvisdim) the same as the hull settings ?

Perhaps this is why when in both stock 1.5 and PE3 you get within a certain minimum distance, the conning tower goes from a textured reflection (be it normal or white) to solid black.

Digital_Trucker
04-30-08, 05:15 PM
Hi,
I have found out what is causing those bright reflections!! will post a patch soon...

@Digitaltrucker that setting "Frustumtest" was to enhance the caustics on the submarine.

Excellent:up: And thanks for the info on the Frustrumtest.

What if you set the conning tower reflection settings (minvisdim/maxvisdim) the same as the hull settings ?

Gonna take a look at what effects changing all those settings have on the conning tower reflections. I'll probably end up with "beer tower":rotfl:

kriller2
04-30-08, 05:44 PM
Okay this new knowledge is definately useful for further improvement of the relfections from all objects on water, here is something im testing:

Enhanced the reflection so the ship uses texture for a longer distance :
http://img236.imageshack.us/img236/5933/reflectionsenhancedwo9.jpg

and enhanced the caustics on the ship:
http://img236.imageshack.us/img236/6391/reflectionsenhancedcausfm6.jpg

This work if probaly the same thing Dave did to enhance the reflections, so once again we have prove on how brilliant he was :cry:

This allso might slow down FPS so more testing is needed..

MONOLITH
04-30-08, 05:51 PM
BTW a small patch will be posted later today, there was a problem with the debris mod so that you would never see the lifeboats with people on board, but it's fixed and now you will both see the new debris when a ship is sunk AND the original life boats, thanks to Rubini for working on this mod for SH4 :yep:

Hey kriller...this is still in the works, yes?

funkster319
04-30-08, 05:56 PM
27/04/2008 v3

Now includes ROW special effects in three versions for better smoke and fire and oil leaks. (look in the options folder, special effects are not compatible with TM !) this mod includes new depth charge effects, shell hit effects, oil leaks and smoke, explosions on the sub before game.


What does this mean exactly ? ? What won't work with TM? Sepcial Fx's for Stock 2?

So if I use TM , I just install, PE 3 #1, Caustics #3?

kriller2
04-30-08, 05:57 PM
@Monolith Yes but it turned out that we now have lifeboats sailing around without crew onboard! :o

MONOLITH
04-30-08, 06:44 PM
For the record, I think the new debris stuff is so awesome, I could even live without the men in lifeboats. The bodies in the water are great. :up:

kriller2
04-30-08, 06:48 PM
Sub reflections working with the conning tower:

http://img210.imageshack.us/img210/365/subreflectionsxl4.jpg

DrBeast
04-30-08, 06:52 PM
Dunno what's more amazing in that pic, kriller2, the sub's reflection or the reflection of the clouds! Damn, I can't wait to get back and try out PE3 (though, I have to admit, Corfu is VERY beautiful and I'm having a blast!) :up:

Doolittle81
04-30-08, 06:53 PM
I hate to be a complainer...but...I just can't figure out what is wrong with my SH4 1.5 'setup' and PE3...(and earlier PE2). I've tried many scores of different settings (In-Game graphic options, nHancer Graphics card, etc)and various MOD loadings to no avail...As I described in my earlier post:

It is with HUGE regret that I must now report that I also have the Crash to Black Screen of Death at the first explosion, even just the first minor shell hit on my Sub from a DD...(and even though I am only in periscope view, not external view of an actual explosion...which somehow leads me to think it is NOT a graphics issue at all). I had this prob some time ago shortly after installing SH4 1.5 and thought after much experimentation that I'd cured it by installing the Nvidia 174.93 drivers. However, I realize now that I was not observant or scientifically precise in my research methodology. I had also been playing around trying out W_Clear's Environment MOD at the same time....and had replaced PE2 with the Environ MOD, after which I no longer had the Crash to BSOD.

I now conclude that I cannot run PE3 (nor the earlier PE 2) with SH4 1.5. I tried PE3 with all in-game graphics Options ON, and also with Each and all of PP and Envronment FX and Volumetric Fog turned OFF, singly and/or enmasse. Always the Crash to BSOD. BUT, when I re-enable Environ4.3 instead of PE3, everything runs just fine with all Graphics Options ON.


As I said, I very much regret not being able to use PE3 with SH4 1.5. Not a MODder myself, but isn't there some way to discover what files differ between the W_Clear Environment MOD and PE3...to help determine what might be causing the supposed extra strain on 8800GTX 768MB cards (seemingly the only card effected) or any other cause of the BSOD only with PE3 plus SH4 1.5, not with Environ 4.3??....and again it is only a problem with with PE3 (or PE2) plus 1.5, as there is absolutely no problem with PE2 or PE3 enabled with SH4 1.4.

PE3 and all its options and with all in-game graphic options maxed out, works just lovely with SH4 1.4.

Go figure. It's way over my head to decipher.


I have now tried running SH4 1.5 with JUST PE3 enabled, alone, with absolutely NO other MODs. I still get the BSOD every time, even when I deselect all the In-Game Graphics Options.

However, I can run SH4 1.4 with PE3 enabled along with an insane number of other assorted MODs, such as my current JSGME list below, and SH4 1.4 runs perfectly, even with all In-Game Graphic Options ON/max'ed out.
SMALLER SEABED ROCKS
GirlInEveryPort
Rel_Gramaphone
Warships retextured_install1_3
Dave Tribute Mod
Aleutian_Patrols
Period and In-Game Loading Screens
National Flags
FooFighters High Res skins with black and gray
RSRDC_V350_for_V14
RSRDC_V350_Patch1
NSM4 light
ROW Sound Effect v_9
ASW_6.0_RSRDC_V350_BETA
Hamilton Chrono Night Attack
MINI_Chrono14
PoulEnglishSpeech
ROW PE3 Install #1
ROW PE3 Special effects for NSM4 Light #2c
ROW PE3 Submarine bubles and caustics and roll pitch #3
ROW PE3 diverateRC2 mod by Swdw
ROW NEW SeaFoam from Jaketoox
ROW Realistic Camera with sway vs_2d
Smaller Underwater Marker
black smoke2
2RTR US Periscope v1.1
LeoVampV HUD


Logic leads me to conclude that this cannot be a Driver issue...since the only variable parameter is whether I am running 1.4 or 1.5.
Anyone have any idea what is different in SH4 1.5 which would cause it to crash when PE3 (or 2) is enabled? I'll not want to be limited to using W_Clear's environment MOD (though that does have some nice features to it).

Or, is it possible for PE3 to be released in packages as was ROW, so that the components can be enabled separately which might help identify what is causing the problem. As noted in some earlier posts, I am not the only one experiencing the BSOD when trying to use PE3. It's all very odd.

DrBeast
04-30-08, 07:01 PM
Or, is it possible for PE3 to be released in packages as was ROW, so that the components can be enabled separately which might help identify what is causing the problem. As noted in some earlier posts, I am not the only one experiencing the BSOD when trying to use PE3. It's all very odd.

Here's a tip that might help you track down the culprit:
Remove half the components of the mod (i.e. folders from the mod), then enable it and run a test. Don't delete those folders, just move them to, say, your desktop. Keep repeating until you reach the point where you don't get any crashes. When you reach that point, make a JSGME-compatible test mod with the last folder(s) you have moved to the desktop, and enable only that (not the remaining PE3), and start moving separate files out of it until you once again reach the point where you don't get crashes.
I know it sounds tedious (and it can be, especially on slower machines), but this method of deduction is actually pretty decent for troubleshooting.

R Hardman
04-30-08, 07:06 PM
However, I can run SH4 1.4 with PE3 enabled along with an insane number of other assorted MODs, such as my current JSGME list below, and SH4 1.4 runs perfectly, even with all In-Game Graphic Options ON/max'ed out.

A many thanks for answering the question I had quite a few posts ago. :cool:

Doolittle81
04-30-08, 09:13 PM
.....
Here's a tip that might help you track down the culprit:
Remove half the components of the mod (i.e. folders from the mod), then enable it and run a test. Don't delete those folders, just move them to, say, your desktop. Keep repeating until you reach the point where you don't get any crashes. When you reach that point, make a JSGME-compatible test mod with the last folder(s) you have moved to the desktop, and enable only that (not the remaining PE3), and start moving separate files out of it until you once again reach the point where you don't get crashes.
I know it sounds tedious (and it can be, especially on slower machines), but this method of deduction is actually pretty decent for troubleshooting.

The 5+ hours I spent today troubleshooting without success was tedious. I have a fast machine, but every BSOD crash requires a re-boot which takes quite a while...and then the loading of SH4 takes a bit (even though faster with 1.5 than with 1.4)...then the loading of a Quick Mission and getting off some torps to cause an explosion...Definitely very Tedious. I'll try to start again tomorrow and follow your approach with selective enabling of PE3 components/folders.

akdavis
04-30-08, 10:31 PM
After observing that the Large German Tanker I encountered in Lorient had a nice reflection, I decided to do a little more investigation that might help with improving reflections. Seems that the new ships (or at least some) added in 1.5 have much nicer reflections that more closely match the texture of the ship and extend much further out, although it can be seen that there are still cases of only part of the ship reflecting at certain distances, but not nearly as severe as that seen with many older ships. Here is a comparison with PE3 of the older passenger ship with the new "Old Raked-Bow Split Freighter" (or whatever its name is):

http://img210.imageshack.us/img210/2560/oldnewcomparisonbu3.jpg

These ships are side-by-side in the same scene.

kriller2
05-01-08, 03:37 AM
.....
Here's a tip that might help you track down the culprit:
Remove half the components of the mod (i.e. folders from the mod), then enable it and run a test. Don't delete those folders, just move them to, say, your desktop. Keep repeating until you reach the point where you don't get any crashes. When you reach that point, make a JSGME-compatible test mod with the last folder(s) you have moved to the desktop, and enable only that (not the remaining PE3), and start moving separate files out of it until you once again reach the point where you don't get crashes.
I know it sounds tedious (and it can be, especially on slower machines), but this method of deduction is actually pretty decent for troubleshooting.

The 5+ hours I spent today troubleshooting without success was tedious. I have a fast machine, but every BSOD crash requires a re-boot which takes quite a while...and then the loading of SH4 takes a bit (even though faster with 1.5 than with 1.4)...then the loading of a Quick Mission and getting off some torps to cause an explosion...Definitely very Tedious. I'll try to start again tomorrow and follow your approach with selective enabling of PE3 components/folders.

Hi Doolittle,

Im sad to hear you have so many problems with PE3, the only thing I can remember being changed alot is the clouds textures, the ones in PE3 are highres 2048 x 512 pixels, so can I ask you to try install my PE32.1 clouds and see if that helps?

PE2.1 clouds in 512 x 512 pixels (http://www.subsim.com/radioroom/showthread.php?t=135124&highlight=clouds),

Hope we can find out what's causing the BSODs.

kriller2
05-01-08, 09:09 AM
Hi all,

Here is the feature list, im uploading this now.

german u-boats added to the roll pitch and caustics mod.
submarines reflection bug fixed so now you will see the texture of the submarine and conning tower reflecting in the water for at longer distance, I still need to work on the ships before the change allso affects all other ship, expect an update soon.
Edited the reflections and ocean colours so that they have a much more natural look, with the colours of the reflctions matching the sky better and time of day.
Edited the sky slightly to match the above.
The bug with the debris mod so that you never see any lifeboats is now corrected, thanks to Rubini.
Bug corrected where the foam looked yellow like beer when cloudy.


EDIT: Here it is:
Download PE3_1 patch (http://files.filefront.com/PE3+1+patch7z/;10113321;/fileinfo.html)

Syxx_Killer
05-01-08, 10:33 AM
Since I am using TMO 1.5B, the roll, pitch, and caustics mod isn't compatible, right?

kriller2
05-01-08, 10:45 AM
Hi SyxxKiller, Im downloading TM b now to see what will conflict with the roll pitch mod.

akdavis
05-01-08, 10:50 AM
Kriller, can you provide any insight into the remarkable difference seen in the reflections of some of the new 1.5 ships? It's almost like the older ship reflections and submarine conning towers have a shape, but no texture or lighting. The new ships' reflections even seem to take shadows into account.

http://img230.imageshack.us/img230/5766/oldnew2yw4.jpg

kriller2
05-01-08, 10:54 AM
Yes if you tell me the names of the 2 ships above, it would be possible to see the difference in the data files, now I know what to look for.

akdavis
05-01-08, 11:12 AM
Yes if you tell me the names of the 2 ships above, it would be possible to see the difference in the data files, now I know what to look for.

Actually, after further investigation, it may only be 2 of the new UBM ships that are exhibiting these nice reflections. For example, the "Old Raked Bow Split Merchant" has a true reflection, while the similar new "Hog Island Type A Freighter" does not.

The above is the "Modern Passenger Liner" next to the new UBM "Old Raked Bow Split Merchant." However, you could compare either the "Old Raked Bow Split Merchant" or "Large German Tanker" to just about any other ship. These are the two I have found so far with the really nice reflections rather than the textureless, pale reflections.

Doolittle81
05-01-08, 12:01 PM
Hi Doolittle,
Im sad to hear you have so many problems with PE3, the only thing I can remember being changed alot is the clouds textures, the ones in PE3 are highres 2048 x 512 pixels, so can I ask you to try install my PE32.1 clouds and see if that helps?

PE2.1 clouds in 512 x 512 pixels (http://www.subsim.com/radioroom/showthread.php?t=135124&highlight=clouds),

Hope we can find out what's causing the BSODs.
Thanks for the response and suggestion. Unfortunately, the rapidshare downlaod link can't locate the file. Could you possibly pop it up at filefront?

kriller2
05-01-08, 12:24 PM
Update on compatibility with TM!
Okay I know now what's causing the CTD's with TM so expect a patch for TM soon, will test some more on this today.

kriller2
05-01-08, 12:46 PM
Hi Doolittle,
Im sad to hear you have so many problems with PE3, the only thing I can remember being changed alot is the clouds textures, the ones in PE3 are highres 2048 x 512 pixels, so can I ask you to try install my PE32.1 clouds and see if that helps?

PE2.1 clouds in 512 x 512 pixels (http://www.subsim.com/radioroom/showthread.php?t=135124&highlight=clouds),

Hope we can find out what's causing the BSODs.
Thanks for the response and suggestion. Unfortunately, the rapidshare downlaod link can't locate the file. Could you possibly pop it up at filefront?

Hi Doolittle,
Do you use TM with PE3? - the reason I ask is because I just had a BSOD for the first time in ages after trying the newest TM with PE and it's not only the submarine or the special effects causing the trouble but the materials and camera.

Here is the low res clouds from filefront:
PE2.1 clouds in 512 x 512 px (http://files.filefront.com/ROW+PE2+1+cloudsrar/;10114424;/fileinfo.html)

Doolittle81
05-01-08, 01:52 PM
Hi Doolittle,
Do you use TM with PE3? - the reason I ask is because I just had a BSOD for the first time in ages after trying the newest TM with PE and it's not only the submarine or the special effects causing the trouble but the materials and camera.

Here is the low res clouds from filefront:
PE2.1 clouds in 512 x 512 px (http://files.filefront.com/ROW+PE2+1+cloudsrar/;10114424;/fileinfo.html)
Thanks for the download link.

No, I do not use TM. Maybe that absence is contributing to my problems. For testing purposes, my current JSGME enabled MODs consists of Only your PE3. Nothing else. I'll add the low res clouds as my next step in researching my problem.


FYI, I do have a fairly good Rig, so I do not think I have a hardware problem...again, PE3 works fine with SH4 1.4:
ASUS P5N32-E SLI
Dual core E6700 Cpu
2GB OCZ PC2 8800 (1100Mhz) RAM
BFG 8800GTX w/768MB Graphics card
Audigy2 ZS
4 Seagate 400GB hard drives in a 0+1 RAID array
Plextor PX-800A
Samsung SyncMaster 244T 24" Widescreen LCD Monitor 1920X1200 native resolution
Windows VISTA 32bit

DrBeast
05-01-08, 01:54 PM
Good news on trying to make PE3 as compatible with TM as possible. Like I said yesterday, I'll work on a version of the Special Effects that will be compatible with TM. Also, can someone from the RFB team fill me in on whether RFB is using a custom zones.cfg file so I can make a version for RFB if need be?

adseal
05-01-08, 02:18 PM
Hi!

Good news on trying to make PE3 as compatible with TM as possible.

Yes, it is great. I have one problem with PE3 using TMO: there are no 3D damage on ships. I have:

TMO1.5B
RSRD+patch 7
PE3
PE3_1

When I do not install PE3 3D damages appear normally.


Regards!

Ad

Syxx_Killer
05-01-08, 03:11 PM
I think I ran into something odd. I was doing my first American patrol in quite a while and came across this small old split freighter. As it was sinking I wanted to see if I could see some of the new debris. However I saw some odd reflections. I looked as if though the reflection was floating in air. It was the opposite of the ship in mid air. I grabbed a couple shots so they can tell it better than I. :oops:

http://img.photobucket.com/albums/v229/Syxx_Killer/SH4%20Shots/SH4Img2008-05-01_160148_796.jpg

http://img.photobucket.com/albums/v229/Syxx_Killer/SH4%20Shots/SH4Img2008-05-01_160126_218.jpg

These are the PE3 mods I am using:

ROW PE3 Install #1
PE3_1 Ship_debris_SH4_fixed_with bodies
PE3_1 Sky and reflection controls and textures
ROW PE3 Install sun flair for camera

akdavis
05-01-08, 03:23 PM
Kriller, some notes on subs following your patch. The milky white conning tower reflections have been cured.

http://img238.imageshack.us/img238/3828/patch1subcomparisonij0.jpg

However, the conning tower reflection appears to be black at all distances regardless of the color of the conning tower.

http://img160.imageshack.us/img160/8919/patch1subcomparison2we7.jpg

Also, add the "Medium Modern Passenger/Freighter" to the short list of ships that having reflections that match their texture and are shaded depending on lighting.

http://img160.imageshack.us/img160/9450/medmodpi6.jpg

kriller2
05-01-08, 03:48 PM
I think I ran into something odd. I was doing my first American patrol in quite a while and came across this small old split freighter. As it was sinking I wanted to see if I could see some of the new debris. However I saw some odd reflections. I looked as if though the reflection was floating in air. It was the opposite of the ship in mid air. I grabbed a couple shots so they can tell it better than I. :oops:

http://img.photobucket.com/albums/v229/Syxx_Killer/SH4%20Shots/SH4Img2008-05-01_160148_796.jpg

http://img.photobucket.com/albums/v229/Syxx_Killer/SH4%20Shots/SH4Img2008-05-01_160126_218.jpg

These are the PE3 mods I am using:

ROW PE3 Install #1
PE3_1 Ship_debris_SH4_fixed_with bodies
PE3_1 Sky and reflection controls and textures
ROW PE3 Install sun flair for camera

What kind of Graphics card are you using? - I have only noticed something like the above if I make my ATI x1950 card fake the bloom for the sun with GPU Perf studio.

kriller2
05-01-08, 03:53 PM
@Adkadavis It's because the conning tower was missing in the original SH4 (no coning tower on the reflections from subs), so Sergbuto added it so Dave / LeoVampire could work on getting the reflections right, I don't think it can get any better than the above as it's an "hack" doing it.

The good news is the reflection fix allso works on every other object in the game, so that's what Im working on right now :)

Syxx_Killer
05-01-08, 03:57 PM
What kind of Graphics card are you using? - I have only noticed something like the above if I make my ATI x1950 card fake the bloom for the sun with GPU Perf studio.

I've got an nVidia 8600GT. I just have 169.21 drivers and don't have to have the card fake the sun bloom. This is the first time I have ever seen something like this.

akdavis
05-01-08, 04:07 PM
@Adkadavis It's because the conning tower was missing in the original SH4 (no coning tower on the reflections from subs), so Sergbuto added it so Dave / LeoVampire could work on getting the reflections right, I don't think it can get any better than the above as it's an "hack" doing it.

The good news is the reflection fix allso works on every other object in the game, so that's what Im working on right now :)

I Look forward to the results. I also noticed that the u-boats have some issues. IXD2 has a white conning tower reflection that only appears at extremely close range and its hull may be reflecting as black only. XXIII has no conning tower reflection and hull seems to also be reflecting as black.

kriller2
05-01-08, 04:09 PM
What kind of Graphics card are you using? - I have only noticed something like the above if I make my ATI x1950 card fake the bloom for the sun with GPU Perf studio.

I've got an nVidia 8600GT. I just have 169.21 drivers and don't have to have the card fake the sun bloom. This is the first time I have ever seen something like this.

Okay thats not good :damn: , strange I didn't notice anything like that when testing, but I might have an idea on what to change. Can I send the next patch to you for testing? - it will include a version for TM and the reflection hack for most of the warships.

@AKD it seems we unfortunately can't make the reflections perfect (like the new SH 1.5 freighters) on all objects as you see on the conning tower of the submarine from PE 3.1, will investigate it some more..

This is how I can make the reflections for all ships and objects in game, what do you think better? ;)
http://img214.imageshack.us/img214/9973/pe3reflectionhacklf1.jpg

akdavis
05-01-08, 04:37 PM
What kind of Graphics card are you using? - I have only noticed something like the above if I make my ATI x1950 card fake the bloom for the sun with GPU Perf studio.

I've got an nVidia 8600GT. I just have 169.21 drivers and don't have to have the card fake the sun bloom. This is the first time I have ever seen something like this.

Okay thats not good :damn: , strange I didn't notice anything like that when testing, but I might have an idea on what to change. Can I send the next patch to you for testing? - it will include a version for TM and the reflection hack for most of the warships.

@AKD it seems we unfortunately can't make the reflections perfect (like the new SH 1.5 freighters) on all objects as you see on the conning tower of the submarine from PE 3.1, will investigate it some more..

This is how I can make the reflections for all ships, what do you think better?
http://img214.imageshack.us/img214/9973/pe3reflectionhacklf1.jpg

Many times better in my opinion!

Here is an interesting case: hull reflects white, but sails reflect color.

http://img160.imageshack.us/img160/1429/hullwhitesailscoloredwt2.jpg

MONOLITH
05-01-08, 04:54 PM
Hi all,

Here is the feature list, im uploading this now.


Nice work guys. :up:

kriller2
05-01-08, 05:44 PM
Yes !! I got it working for all objects in the harbour :D It took 2600 nodes, so im exhausted now and will go to bed, here is the result of the new reflections on the water :cool:

http://img81.imageshack.us/img81/8540/pe3reflectionsharbourev6.jpg

http://img81.imageshack.us/img81/1772/pe3reflectionsharbour2jo4.jpg

http://img81.imageshack.us/img81/4232/pe3reflectionsharbour3pr9.jpg

ATR-42
05-01-08, 05:45 PM
This is how I can make the reflections for all ships and objects in game, what do you think better? ;)
http://forums.pelicanparts.com/smileys/smileys4.htm#

http://forums.pelicanparts.com/support/smileys/pray.gif

Syxx_Killer
05-01-08, 05:58 PM
Awesome work, kriller! :rock:

Yes, if you want you can send the patch for me to test. I'd be glad to help. :)

Alex
05-01-08, 05:58 PM
Yes !! I got it working for all objects in the harbour :D It took 2600 nodes, so im exhausted now and will go to bed, here is the result of the new reflections on the water :cool:

http://img81.imageshack.us/img81/8540/pe3reflectionsharbourev6.jpg

http://img81.imageshack.us/img81/1772/pe3reflectionsharbour2jo4.jpg

http://img81.imageshack.us/img81/4232/pe3reflectionsharbour3pr9.jpg
This post (and these pictures ! :o ) deserve to be quoted.
A big! :up: to you Chris ! :smug:

Weeeeeee, now that looks good ! :sunny: :rock:

akdavis
05-01-08, 06:21 PM
Kriller, that is some incredible work. Also happy to help test if you like.

I noticed that "PE3_1 sub and roll pitch caustics reflecion mod allso for uboats" wants to overwrite a bunch of RSRD files in addition to the PE3 files. Are these compatible?

Defiance
05-01-08, 06:22 PM
Nice Work K2 and All Involved :)

Ahh a working TM version i can't wait :)

Well i've just got shot into swiss cheese by shore guns :( lol

Guess i'll wait for next update and try to stay alive this time he he

:rock: K2 and Crew (catchy name for you and your modding mates ehh K2)

Have Fun

Ciao

Def

DrBeast
05-01-08, 06:45 PM
:rock: K2 and Crew (catchy name for you and your modding mates ehh K2)

Have Fun

Ciao

Def

Arrr me hearties! :arrgh!:

Syxx_Killer
05-01-08, 07:03 PM
I saw that strange reflection again, this time with the new debris. I wonder if it is related to that?

http://img.photobucket.com/albums/v229/Syxx_Killer/SH4%20Shots/SH4Img2008-05-01_195511_015.jpg

DrBeast
05-01-08, 07:24 PM
Guess I picked the wrong time to be on vacations :p Kriller2 would surely need another beta tester right now :oops:

Quagmire
05-01-08, 09:47 PM
Kriller,

Love the new work! :rock: I feel like I am sailing through a visual masterpiece. Thank you for you hard work.

One little problem though. The "beach reflection shimmy" is back. Check this:

http://img227.imageshack.us/img227/8544/reflectqt0.jpg

See the area I crudely marked off in red. The reflection of the beach on the water is a jaggy mess. Whats worse is that when the sub rolls the change in perspective makes that jaggy reflection crawl up and down the coastline. Its very distracting and it ruins an otherwise picture perfect experience.

This problem was almost completely gone in PE2. That had be jumping for joy. However it seems to have returned in PE3. Is there a way to get rid of it but still keep the wonderful imporvements in PE3?

Thanks for everything!
.

misfitdreamer
05-01-08, 10:45 PM
hi i'm sorry but i'm kindof a pick and chooser..
i was wondering what i need to delete from the install file to only have these things..

-sea color and waves
-clouds

Nisgeis
05-02-08, 05:39 AM
http://img.photobucket.com/albums/v229/Syxx_Killer/SH4%20Shots/SH4Img2008-05-01_160126_218.jpg


That looks very much like the reflections from an oil fire effect, without the smoke and fire visible. Do you ever see the black smoke of the oil fires? That's very strange.

Syxx_Killer
05-02-08, 08:15 AM
That looks very much like the reflections from an oil fire effect, without the smoke and fire visible. Do you ever see the black smoke of the oil fires? That's very strange.

Sure do! :lol:

http://img.photobucket.com/albums/v229/Syxx_Killer/SH4%20Shots/SH4Img2008-04-28_214121_218.jpg

Nisgeis
05-02-08, 08:46 AM
Wow, you've been busy!

The pic with the odd reflections - was it a foggy day? I wonder if there's a conflict between fog and smoke? I never tested it with fog when I did the effect.

Syxx_Killer
05-02-08, 08:54 AM
In the one shot with the ship broke in two, I think it was light fog. In the one with the debris, I don't think there was any fog.

akdavis
05-02-08, 05:46 PM
Sooo...I might have encountered a minor problem with the roll/pitch mod. ;)

http://img160.imageshack.us/img160/184/rolllllpitchry8.jpg

Yeah, the crew told me we should have submerged. :P

DrBeast
05-02-08, 05:51 PM
Sooo...I might have encountered a minor problem with the roll/pitch mod. ;)

*snip!*

Yeah, the crew told me we should have submerged. :P

LOL! Yikes, that's evidence that gc is set too high (in the sub's .sim file)! I remember Dave saying that if it's set over 3.5 (I think), the boat will tip over!

kriller2
05-02-08, 05:57 PM
Sooo...I might have encountered a minor problem with the roll/pitch mod. ;)

*snip!*

Yeah, the crew told me we should have submerged. :P

LOL! Yikes, that's evidence that gc is set too high (in the sub's .sim file)! I remember Dave saying that if it's set over 3.5 (I think), the boat will tip over!


but the GC is not set higher than 3.5 in the roll pitch mod it' at 3 :hmm: , which mods are you runing? were you just diving or did you hit a ship before tipping over?

BTW sorry if my writing is strange just had a few beers :p or was it 6? :hmm:

DrBeast
05-02-08, 06:04 PM
Sooo...I might have encountered a minor problem with the roll/pitch mod. ;)

*snip!*

Yeah, the crew told me we should have submerged. :P

LOL! Yikes, that's evidence that gc is set too high (in the sub's .sim file)! I remember Dave saying that if it's set over 3.5 (I think), the boat will tip over!


but the GC is not set higher than 3.5 in the roll pitch mod it' at 3 :hmm:

That's the value Dave used in his roll and pitch mod, and I have NEVER seen a sub roll over, even when I rammed other ships at full speed ahead, or ran aground. There's certainly something else in play here.

akdavis
05-02-08, 07:39 PM
Sooo...I might have encountered a minor problem with the roll/pitch mod. ;)

*snip!*

Yeah, the crew told me we should have submerged. :P

LOL! Yikes, that's evidence that gc is set too high (in the sub's .sim file)! I remember Dave saying that if it's set over 3.5 (I think), the boat will tip over!


but the GC is not set higher than 3.5 in the roll pitch mod it' at 3 :hmm: , which mods are you runing? were you just diving or did you hit a ship before tipping over?

BTW sorry if my writing is strange just had a few beers :p or was it 6? :hmm:

PE3 (not the patch1 roll/pitch file) + RSRD. There was no file conflict with RSRD and the original PE3 roll/pitch release, but there was with the roll/pitch for uboats patch file, so I did not install that one. I believe the rollover occured during time compression, as I was on the map screen and noticed my sub refused to resume the plotted course then went to the bridge and found my self underwater, and upside down. I might have dropped to 1x after receiving a message, so I can't be sure on that. Regardless, I did not observe the actual rollover, so I can't comment on the specific event, but the sea had been absolutely enormous for several days of the patrol. Like Cat 5 hurricane enormous. I did observe that the S-class was damn near laying on her side fairly regularly in those seas, but that it didn't go underneath every wave, which was nice. Maybe pitch is just right, but roll is too much for the S-class to handle?

Quagmire
05-02-08, 10:00 PM
Kriller,

Love the new work! :rock: I feel like I am sailing through a visual masterpiece. Thank you for you hard work.

One little problem though. The "beach reflection shimmy" is back. Check this:

http://img227.imageshack.us/img227/8544/reflectqt0.jpg

See the area I crudely marked off in red. The reflection of the beach on the water is a jaggy mess. Whats worse is that when the sub rolls the change in perspective makes that jaggy reflection crawl up and down the coastline. Its very distracting and it ruins an otherwise picture perfect experience.

This problem was almost completely gone in PE2. That had be jumping for joy. However it seems to have returned in PE3. Is there a way to get rid of it but still keep the wonderful imporvements in PE3?

Thanks for everything!
.

Sorry to be a pest Kriller, but have you had a chance to look at this? I'm just trying to help you achieve perfection! :|\\
.

stabiz
05-02-08, 11:27 PM
Great mod, Kriller2!:yep:

Unfortunately my boat is also tipping over, with only PE and soundmods enabled. I am sailing without the pitch part at the moment, so all is good.

kriller2
05-03-08, 03:43 AM
Sooo...I might have encountered a minor problem with the roll/pitch mod. ;)

*snip!*

Yeah, the crew told me we should have submerged. :P

LOL! Yikes, that's evidence that gc is set too high (in the sub's .sim file)! I remember Dave saying that if it's set over 3.5 (I think), the boat will tip over!


but the GC is not set higher than 3.5 in the roll pitch mod it' at 3 :hmm: , which mods are you runing? were you just diving or did you hit a ship before tipping over?

BTW sorry if my writing is strange just had a few beers :p or was it 6? :hmm:

PE3 (not the patch1 roll/pitch file) + RSRD. There was no file conflict with RSRD and the original PE3 roll/pitch release, but there was with the roll/pitch for uboats patch file, so I did not install that one. I believe the rollover occured during time compression, as I was on the map screen and noticed my sub refused to resume the plotted course then went to the bridge and found my self underwater, and upside down. I might have dropped to 1x after receiving a message, so I can't be sure on that. Regardless, I did not observe the actual rollover, so I can't comment on the specific event, but the sea had been absolutely enormous for several days of the patrol. Like Cat 5 hurricane enormous. I did observe that the S-class was damn near laying on her side fairly regularly in those seas, but that it didn't go underneath every wave, which was nice. Maybe pitch is just right, but roll is too much for the S-class to handle?

Okay AkDavis, then there must be something wrong with the gc setting, maybe I gave it 3.1 to let the sub roll more. Will take a look at this when I come home, now I allso know what sub to look at, have you only experienced it with the S-class?

@Stabiz, was your boat tipping over allso the S-class?

@Quagmire Yes I will take a look at it, but first priority is getting the mod to work with TM and getting the roll pitch mod fixed ;)

akdavis
05-03-08, 07:56 AM
Kriller, I have not had any other boat than the S-18 in those extreme conditions. Playing around with my last save, I was able to make some observations. The huge waves were coming from the N and the first roll happened while I was steering E, so I put the sub on a N heading. I was able to ride the seas without a problem. Changed heading to NNW and still riding the waves okay. Changed heading to NW and rolled within a minute or so.

So, I'm not sure this is necessarily "broken", as the sub should probably not be able to takes waves like those on its beam. Problem is, this can apparently happen under TC when you can't observe the sea conditions and steer accordingly. Perhaps restoring the weather report function would help some.

Also, can you comment on the compatibility of the roll/pitch for u-boats patch and RSRD?

kriller2
05-03-08, 04:03 PM
Okay good news, the TM is running now without any problems with PE3 and the new reflections mod, so expect a patch 3_2 soon with cranes and buildings reflecting in the water and a fix for tipping submarines.

DrBeast
05-03-08, 04:19 PM
Excellent news, kriller! I might be able to have a TM-compatible SFX ready on Monday.

Char
05-04-08, 06:18 PM
Yeah I just tipped over in bad weather with the Pitch roll mod from ROW PE in an S-Class.

Looking for a fix I like those little boats!:cry:

The Fishlord
05-04-08, 07:27 PM
Will take a look at this when I come home, now I allso know what sub to look at, have you only experienced it with the S-class?

@Stabiz, was your boat tipping over allso the S-class?

I've had the same thing happen with a Type IXD2. The difference was I was actually watching it. It actually started to make me seasick in that realistic way, and I was thinking whoa this is really like being in a storm at sea when I noticed the boat tipped over a little too far. I was doing barrel rolls for hours, surfaced or submerged; when I let time compression off the weather was fine again but I had the misfortune of having slowed down enough as I was upside down...

stabiz
05-04-08, 07:43 PM
Yes, I was also in the IX D2 when it tipped over. It swayed beatifully above water, but when we went for periscope depth the rolling began. It eventually sailed upside down.:)

kriller2
05-04-08, 08:35 PM
Hi all subsimmers, sorry for the inconvenience with the subs tipping over , I have made a patch which should fix it for both SH1.5 and SH4 1.4 and TM ,see first page of this thread.

Defiance
05-04-08, 09:35 PM
Hiya K2,

Woohoo nice work :)

Just had 4hrs around formosa, Heading home, Will update with latest patch then

Ohh i have been using latest TM, I use my fav sub the Tambor, Been in heavy seas for many a mission and not rolled :( lol

Ohh well guess i've been lucky

:rock: K2

Many Thanks

Have Fun

Def

Char
05-04-08, 09:48 PM
Kriller not to bother you or anything,but could you make the patch compatible with 1.4?Or is already good to go?

kriller2
05-05-08, 12:51 AM
Kriller not to bother you or anything,but could you make the patch compatible with 1.4?Or is already good to go?

The patch allso works with SH 1.4 ;)

DrBeast
05-05-08, 05:17 AM
Back at work and familiar surroundings (Gods I hate IE7! I'm too used to my good, trusty Firefox!), gonna download TMaru and start working on the zones.cfg file. No news yet from any of the guys from the RFB team, though. Think I'm gonna have to d/l RFB as well and see for myself.

Defiance
05-05-08, 07:24 AM
Hiya's,

K2 or DrBeast .......... Or others that know :)

RSRDC (is this correct to install this 1st then TMo over it ?? ) then my usual install stuff over it

TMo
Skins/Scopes etc (visuals that don't get overwritten etc in other words)
ROW/PE

That the correct sequence ??

Many Thanks

Ciao

Def

DrBeast
05-05-08, 07:29 AM
Hiya's,

K2 or DrBeast .......... Or others that know :)

RSRDC (is this correct to install this 1st then TMo over it ?? ) then my usual install stuff over it

TMo
Skins/Scopes etc (visuals that don't get overwritten etc in other words)
ROW/PE

That the correct sequence ??

Many Thanks

Ciao

Def

No, RSRDC must be installed AFTER TMaru.
Meanwhile, I'm putting a raincheck on TMaru-compatible Special Effects. I'm downloading at a pitifully slow speed, and to add insult to injury, my Firefox crashed (through no fault of its own) and I have to redownload! :damn: I'll try to get it done as soon as I can, though. Sorry guys! :oops:

Defiance
05-05-08, 07:46 AM
Hiya DB,

Cheers for speedy reply :)

Many Thanks

Have Fun

Def

kriller2
05-05-08, 07:54 AM
Hiya's,

K2 or DrBeast .......... Or others that know :)

RSRDC (is this correct to install this 1st then TMo over it ?? ) then my usual install stuff over it

TMo
Skins/Scopes etc (visuals that don't get overwritten etc in other words)
ROW/PE

That the correct sequence ??

Many Thanks

Ciao

Def

No, RSRDC must be installed AFTER TMaru.
Meanwhile, I'm putting a raincheck on TMaru-compatible Special Effects. I'm downloading at a pitifully slow speed, and to add insult to injury, my Firefox crashed (through no fault of its own) and I have to redownload! :damn: I'll try to get it done as soon as I can, though. Sorry guys! :oops:

That's bad luck Beast, take your time mate, the special effects seem to work with TM without the zones modification, but those users runing TM are missing out alot of you great work with the submarine on fire when near death and the Natural sinking mod working with TM would be a nice addition.

Nisgeis
05-05-08, 08:06 AM
DrBeast, what are your thoughts on the oil fire effect? Syxx Killer's screenshots make it seem overdone, though I'm not sure how he managed to sink all those ships so quickly! How about only have the oil fire effect when tankers are sunk and normal oil slicks when other ships are sunk.

kriller2
05-05-08, 08:09 AM
DrBeast, what are your thoughts on the oil fire effect? Syxx Killer's screenshots make it seem overdone, though I'm not sure how he managed to sink all those ships so quickly! How about only have the oil fire effect when tankers are sunk and normal oil slicks when other ships are sunk.

Sounds more realistic to me - is it possible?

Syxx_Killer
05-05-08, 08:10 AM
DrBeast, what are your thoughts on the oil fire effect? Syxx Killer's screenshots make it seem overdone, though I'm not sure how he managed to sink all those ships so quickly! How about only have the oil fire effect when tankers are sunk and normal oil slicks when other ships are sunk.

lol Those weren't ships I sunk. Those shots were from testing that mission. Most of those fires and smoke are from planes shot down. Large amounts of aircraft plus a really big task force means a lot of swimming flyboys. :lol: The aircraft did attack the ships, so it isn't just a big spectacle.

DrBeast
05-05-08, 08:37 AM
DrBeast, what are your thoughts on the oil fire effect? How about only have the oil fire effect when tankers are sunk and normal oil slicks when other ships are sunk.
Sounds more realistic to me - is it possible?

Hm...might be feasible. Some merchants don't produce the oil fire effect either. I noticed that lifeboats, fishing boats and sampans also produced that effect when "sunk", so I had to axe it. I'll have to check and see if tankers have a differently named engine room compartment than other merchants. If that's the case then it can be done. Otherwise, it's a ROYAL PITA to do.

DrBeast
05-05-08, 08:41 AM
That's bad luck Beast, take your time mate, the special effects seem to work with TM without the zones modification, but those users runing TM are missing out alot of you great work with the submarine on fire when near death and the Natural sinking mod working with TM would be a nice addition.

Just to clarify this: the Special Effects and the special effects ONLY will be applied to what Ducimus has done in his zones.cfg file; it will not make TMaru compatible with NSM. :yep:

kriller2
05-05-08, 08:51 AM
That's bad luck Beast, take your time mate, the special effects seem to work with TM without the zones modification, but those users runing TM are missing out alot of you great work with the submarine on fire when near death and the Natural sinking mod working with TM would be a nice addition.

Just to clarify this: the Special Effects and the special effects ONLY will be applied to what Ducimus has done in his zones.cfg file; it will not make TMaru compatible with NSM. :yep:

Ok, I hear you :yep:

Nisgeis
05-05-08, 09:06 AM
DrBeast, what are your thoughts on the oil fire effect? Syxx Killer's screenshots make it seem overdone, though I'm not sure how he managed to sink all those ships so quickly! How about only have the oil fire effect when tankers are sunk and normal oil slicks when other ships are sunk.

lol Those weren't ships I sunk. Those shots were from testing that mission. Most of those fires and smoke are from planes shot down. Large amounts of aircraft plus a really big task force means a lot of swimming flyboys. :lol: The aircraft did attack the ships, so it isn't just a big spectacle.

Hmmm, I don't think they should do that then. A plane should be a quick splash and a nothing more. They do make oil fires occasionally in the stock game, but it's more weighted to tankers, I hardly ever see fires from aeroplanes and ships that aren't tankers. For ships, isn't it down to what cargo type they have? E.G. Fuel.

DrBeast
05-05-08, 09:19 AM
A plane should be a quick splash and a nothing more. They do make oil fires occasionally in the stock game, but it's more weighted to tankers, I hardly ever see fires from aeroplanes and ships that aren't tankers. For ships, isn't it down to what cargo type they have? E.G. Fuel.
Oil fires are tied to the oil explosion effect. Anything that has that effect in zones.cfg will produce oil fire, when it goes below the designated a) crush depth and b) damage threshold. That's the reason I ditched it on subs, as it would trigger whenever the damage threshold was reached, and the sub submerged.

misfitdreamer
05-05-08, 01:10 PM
i have a question..
if there is something i don't like about the mod (don't get me wrong, the whole package is fantastic).. what do i delete to get those things back to stock?

what i really want is to return the smoke, fire, explosions and torpedo impacts back to stock 1.5

can anyone help me out?

Defiance
05-05-08, 02:10 PM
Sorry Guys :(








But i HAVE to













Da dahhhh

http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img2008-05-05_145832_234.jpg

http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img2008-05-05_192439_484-1.jpg


http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img2008-05-05_180921_656-1.jpg



Gotta love K2 and the rest of the "Crew" for this :) :rock:

Cheers

Ciao

Def

Syxx_Killer
05-05-08, 07:39 PM
I was just messing around doing the Battle off Samar single mission. I noticed an oddity with a few ships. The decks had blue lines on them.

http://img.photobucket.com/albums/v229/Syxx_Killer/SH4%20Shots/SH4Img2008-05-05_202851_296.jpg

http://img.photobucket.com/albums/v229/Syxx_Killer/SH4%20Shots/SH4Img2008-05-05_202858_593.jpg

http://img.photobucket.com/albums/v229/Syxx_Killer/SH4%20Shots/SH4Img2008-05-05_202935_406.jpg

These are just a few ships. Others had them as well.

This is the way I have PE3 installed:

ROW PE3 Install #1
ROW PE3 Special effects for Stock #2
PE3_1 Ship_debris_SH4_fixed_with bodies
PE3_1 Sky and reflection controls and textures
PE3_2 sub and roll pitch caustics reflecion mod allso for uboats
PE3_2_reflections_mod for harbour and objects

On a slightly different note, the German large tanker has a strange blue aura about it. It actually looks kind of cool in an odd way. :lol:

DrBeast
05-06-08, 06:22 AM
what i really want is to return the smoke, fire, explosions and torpedo impacts back to stock 1.5

can anyone help me out?
Deactivate the mod, then remove particles.dat from the mod's Data\Library folder and you should be ok. Also, if you find the amount of explosions and fires too much, don't install any of the Special Effects optionals. Now give us your home address so we can send a couple of bouncers to beat you up for not liking something in this mod! :rotfl:

Defiance
05-06-08, 08:21 AM
Ok,

1st i logon

2nd i check emails

3rd i come to subsim

4th i come to mods workshop

5th i look for row/pe

6th i read last page or wherever i need to catch up

7th i get to DB's post and see the funny side

8th i spit coffee all over my monitor

9th i battle laughing with a mild choking effect (a mod i don't advise trying !!! )

10th clean coffee covered monitor

11th still chuckling about the post i type this roflmao



A nice funny start to the day he he

Don't worry his bark's not as bad as his bite ! roflmao

Ohh well now coffee-flood-gate is done n dusted i will grab another coffee :)

Have Fun

Ciao

Def

DrBeast
05-06-08, 08:29 AM
Moral of the story: don't eat and/or drink when reading! :rotfl:

Bonus moral: for the love of the Gods, don't SMOKE and read!

I've choked on my own cigarette smoke far too many times!

I've learned my lesson, though: whenever I see a post by a person who I now know has a wicked sense of humor (like, among others, Rockin Robbins, Digital_Trucker and AVG_Warhawk), I make SURE I don't inhale, inbibe or chew anything ;)

tonschk
05-06-08, 10:59 AM
Hello, can somebody tell me please how to overwrite files ? , i downloaded and unzipped the patch 3.1 , later copy and paste into the mods folder of SH4 and later enabled via JSGME , but dont understand what is overwrite files , thank you for the help ..................Install patch 3.1 AFTER PE3 and say yes to overwrite files.

DrBeast
05-06-08, 11:14 AM
Hello, can somebody tell me please how to overwrite files ? , i downloaded and unzipped the patch 3.1 , later copy and paste into the mods folder of SH4 and later enabled via JSGME , but dont understand what is overwrite files , thank you for the help ..................Install patch 3.1 AFTER PE3 and say yes to overwrite files.

That's because the patch contains some files that are the same as the ones in the main mod. That's why JSGME asks to overwrite them. It's perfectly safe to do so.

tonschk
05-06-08, 11:21 AM
Hello, can somebody tell me please how to overwrite files ? , i downloaded and unzipped the patch 3.1 , later copy and paste into the mods folder of SH4 and later enabled via JSGME , but dont understand what is overwrite files , thank you for the help ..................Install patch 3.1 AFTER PE3 and say yes to overwrite files.

That's because the patch contains some files that are the same as the ones in the main mod. That's why JSGME asks to overwrite them. It's perfectly safe to do so.

Thank you for the answer, but JSGME never ask me to overwrite files

DrBeast
05-06-08, 11:33 AM
Hello, can somebody tell me please how to overwrite files ? , i downloaded and unzipped the patch 3.1 , later copy and paste into the mods folder of SH4 and later enabled via JSGME , but dont understand what is overwrite files , thank you for the help ..................Install patch 3.1 AFTER PE3 and say yes to overwrite files.
That's because the patch contains some files that are the same as the ones in the main mod. That's why JSGME asks to overwrite them. It's perfectly safe to do so.
Thank you for the answer, but JSGME never ask me to overwrite files

Hold on...you're telling me that you installed the patch after PE3 and you didn't get an overwrite message? :huh:
Are you SURE you moved each folder WITHIN the patch3_1 folder to the main Mods folder before activating? Also, do you have the latest version of JSGME?

tonschk
05-06-08, 12:07 PM
Hello, can somebody tell me please how to overwrite files ? , i downloaded and unzipped the patch 3.1 , later copy and paste into the mods folder of SH4 and later enabled via JSGME , but dont understand what is overwrite files , thank you for the help ..................Install patch 3.1 AFTER PE3 and say yes to overwrite files.
That's because the patch contains some files that are the same as the ones in the main mod. That's why JSGME asks to overwrite them. It's perfectly safe to do so.
Thank you for the answer, but JSGME never ask me to overwrite files

Hold on...you're telling me that you installed the patch after PE3 and you didn't get an overwrite message? :huh:
Are you SURE you moved each folder WITHIN the patch3_1 folder to the main Mods folder before activating? Also, do you have the latest version of JSGME?


thank you for the help, i unzipped the patch 3.1 , later copy and paste into the SH4 mods folder , later enabled ( left side to right side ) with the JSGME , but i never got the sentence overwrite ..something, may be i have a old JSGME

DrBeast
05-06-08, 12:11 PM
thank you for the help, i unzipped the patch 3.1 , later copy and paste into the SH4 mods folder , later enabled ( left side to right side ) with the JSGME , but i never got the sentence overwrite ..something, may be i have a old JSGME

Ok, you REALLY have to make sure you have the most recent version of JSGME, otherwise you're in for a nasty surprise. Older version were case-sensitive, which means that you could very easily foul up the installation.

tonschk
05-06-08, 12:19 PM
thank you for the help, i unzipped the patch 3.1 , later copy and paste into the SH4 mods folder , later enabled ( left side to right side ) with the JSGME , but i never got the sentence overwrite ..something, may be i have a old JSGME

Ok, you REALLY have to make sure you have the most recent version of JSGME, otherwise you're in for a nasty surprise. Older version were case-sensitive, which means that you could very easily foul up the installation.

Thank you i think i need to update JSGME ,to be sure , my JSGME is from the last year september octoberor may be older , thank you

tonschk
05-06-08, 12:22 PM
thank you for the help, i unzipped the patch 3.1 , later copy and paste into the SH4 mods folder , later enabled ( left side to right side ) with the JSGME , but i never got the sentence overwrite ..something, may be i have a old JSGME

Ok, you REALLY have to make sure you have the most recent version of JSGME, otherwise you're in for a nasty surprise. Older version were case-sensitive, which means that you could very easily foul up the installation.

Thank you i think i need to update JSGME ,to be sure , my JSGME is from the last year september octoberor may be older , thank you


may be this was the reason i got some strange bugs with other mods , green sky or something

Doolittle81
05-06-08, 12:38 PM
Just in case there is a language problem......I'll point out that JSGME only says that certain files have already been altered by an earlier MOD...and asks if it should continue to enable the current MOD. It does not specifically ask for "Overwrite" permission, though that will be the effect/result of continuing.

tonschk
05-06-08, 01:09 PM
Just in case there is a language problem......I'll point out that JSGME only says that certain files have already been altered by an earlier MOD...and asks if it should continue to enable the current MOD. It does not specifically ask for "Overwrite" permission, though that will be the effect/result of continuing.

thank you , when i enable the patch 3.1 i dont got any message , I simple enable the pathch 3.1 left side to right side of JSGME ,none message was there

Defiance
05-06-08, 01:59 PM
Hiya's,

Anyone losing smoke from ships or even burning wrecks when they pan left/right ??

Sometimes my smoke vision goes off when actual smoker (ship/burning hulk etc) are still in field of vision

Maybe it's just my mods config, I remember dave having to fix this smoke loss effect last year

As i say maybe just me but would like anyone else with same issue to shout out ;)

EDIT, Here's my JSGME snapshot so others using similar can pick it over :)

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

Many Thanks

Ciao

Def

ustahl
05-06-08, 02:09 PM
Def, install the black smoke mod and the issue is fixed. Works great for me in 1.5. Make sure you install the black smoke mod after PE3.:up:

link: http://www.subsim.com/radioroom/showthread.php?t=134073&highlight=black+smoke

Edit: I see from your JSGME snapshot that you have the Warships_retextured_v1_3 mod installed. That's unnecessary, as this mod is incorporated in PE nowadays. Was in PE2 as well as in PE3 now.

Defiance
05-06-08, 02:41 PM
Hiya ustahl,
Ahh i did remove the warships then re-added lol

Will remove now

Cheers for reply, Will DL now and also see what conflicts/changes with pe3 and that

Many Thanks :)

Ciao

Def

Ducimus
05-06-08, 04:30 PM
http://i159.photobucket.com/albums/t152/Defiance_co/LatestJSGME.jpg

...
:o

Defiance
05-06-08, 06:37 PM
He He Ducimus,

I assume i am doing something wrong in jsgme ?? lol

Maybe your TMo patch should go right after the main install ? (my bad just noticed that)

I use the stock optics in your TMo scopes as my eyes need all the help they can get lol (own use only)

The warships retextured is now removed

And the NSM Classic i sorted with winmerge to avoid messing stuff up (so far so good, ships go down realllllllllll slowwwwwww)

Hmm noticed rsrdc patch is a bit late added in jsgme :(

Ohh well doing darn great in a campaign

Will tidy/sort jsgme asap i die (USS Tuna)

Can't resist it, Here's pics of PE:3 with TMo and RSRDC and mixed up mods :lol:

Stormy weather, Love this PE effect
http://i159.photobucket.com/albums/t152/Defiance_co/1-5.jpg

Nice calm day in the pacific, Slight clouds
http://i159.photobucket.com/albums/t152/Defiance_co/2-5.jpg

Lucky Escape, Last of my fish was a dud lol or this would of been deadmeat
http://i159.photobucket.com/albums/t152/Defiance_co/4-3.jpg

Dang i love the main mods i use :)

Have Fun

Ciao

Def

Syxx_Killer
05-06-08, 08:56 PM
Lucky Escape, Last of my fish was a dud lol or this would of been deadmeat
http://i159.photobucket.com/albums/t152/Defiance_co/4-3.jpg


I really like that pic for some reason. :cool:

kriller2
05-07-08, 12:13 AM
Hi Defiance,

Thanks for the pictures :up: There is nothing wrong with your install all the PE's are installed nicely on top of eachother and TM is installed before PE3.

I think Duci is just thinking "thats alot of mods installed" :lol:

DrBeast
05-07-08, 03:59 AM
I think Duci is just thinking "thats alot of mods installed" :lol:
Heh...wonder how he'd react if he saw my enabled mods list! Not only do I have A LOT of small mods, along with the major ones, but on top of those I've added my own modifications...makes up quite a big list!
Speaking of "major mods", I was finally able to download TMO, and will start working on the special effects for that one (inbetween punching in test results from an ongoing experiment ;)).

@Defiance: you don't need Brighter Torpedo Wakes either. It's also included in PE :yep:

vickers03
05-07-08, 04:01 AM
Def, install the black smoke mod and the issue is fixed. Works great for me in 1.5. Make sure you install the black smoke mod after PE3.:up:

link: http://www.subsim.com/radioroom/showthread.php?t=134073&highlight=black+smoke

Edit: I see from your JSGME snapshot that you have the Warships_retextured_v1_3 mod installed. That's unnecessary, as this mod is incorporated in PE nowadays. Was in PE2 as well as in PE3 now.

be aware that you will lose the other smoke&burning oil
effects included by kriller! the black smoke mod is not
ROW compatible. i'm working on another smoke mod
that will work with ROW. it will also include different
kind of smoke for merchants&warships.

Defiance
05-07-08, 06:51 AM
Hiya's,
Yeah i like that pic too, A kind of "one that got away" scenario lol

K2, Yeah with Mr Ducimus's dry humor one can't tell sometimes lol

DB, Will remove brighter fish wakes too ;) Woohoo TMo Special-Effects Compat :)

And vickers03 i will remove the smoke mod until you've done a compat version :)

Only use the external cam to snap shots, Using TMo with RSRDC sure makes you sweat sometimes with just using scope/bridge views he he

Now i've gone and fubar'ed my xp default jpeg viewer lol

Cheers

Ciao

Def

ustahl
05-07-08, 07:00 AM
Def, install the black smoke mod and the issue is fixed. Works great for me in 1.5. Make sure you install the black smoke mod after PE3.:up:

link: http://www.subsim.com/radioroom/showthread.php?t=134073&highlight=black+smoke

Edit: I see from your JSGME snapshot that you have the Warships_retextured_v1_3 mod installed. That's unnecessary, as this mod is incorporated in PE nowadays. Was in PE2 as well as in PE3 now.
be aware that you will lose the other smoke&burning oil
effects included by kriller! the black smoke mod is not
ROW compatible. i'm working on another smoke mod
that will work with ROW. it will also include different
kind of smoke for merchants&warships.
Good to know. Actually, I was wondering a bit abt not seeing black oil on the water surface after sunk ships, only occasional flames directly on top of the water. So the black smoke mod must be the cause of that. Must try and see how it looks with the smoke mod disabled, ie. whether there'll be black oil leaks again like earlier in ROW.

Good to know also that you're working on a new better compatible smoke mod.:up: Can't wait to have it. When do you expect it ready? Dalli-dalli!;):arrgh!:

Defiance
05-07-08, 07:17 AM
Heya Guys,

Never had to rescue downed aviators

Running TMo/RSRDC/PE:3 and odds n sods

I have 3 maybe 4 aviators in red smoke near me, I assume normally you use binoculars and when x goes red you press space key to get them

Now in TMo/RSRDC there's no x hair on the binocs

Any ideas ????

I've tried binocs and pressing space after different lengths of time but the poor blighters are still in the water he he

Maybe someone using same main mods as me knows the crack ?

Cheers

Ciao

Def

DrBeast
05-07-08, 07:22 AM
Heya Guys,

Never had to rescue downed aviators

Running TMo/RSRDC/PE:3 and odds n sods

I have 3 maybe 4 aviators in red smoke near me, I assume normally you use binoculars and when x goes red you press space key to get them

Now in TMo/RSRDC there's no x hair on the binocs

Any ideas ????

I've tried binocs and pressing space after different lengths of time but the poor blighters are still in the water he he

Maybe someone using same main mods as me knows the crack ?

Cheers

Ciao

Def
That's from TMO. Ducimus has disabled a couple of lines in menu_1024.ini. I think he mentions how to get it back in his FAQ.

Oh and you'll be happy to know I've finished compiling the SFX for TMO and sent it to Kriller2 ;)

Defiance
05-07-08, 07:28 AM
Heya DB,

Nice, Hopefully K2 will have your work up soon :)

Cheers for answer on TM

Just came across them outbound from midway so thought what the heck i see smoke i'll go save the flyboys

Will look at duci's readme (hope he don't read this he'll be pissed, you know what he's like with faq's n readme's lol)

Many Thanks

Have Fun

Def

DrBeast
05-07-08, 07:44 AM
Will look at duci's readme (hope he don't read this he'll be pissed, you know what he's like with faq's n readme's lol)

Many Thanks

Have Fun

Def

Yeah, and I don't exactly blame him. Poor guy is getting bombarded with questions that are answered in the very FAQ. It's only our duty, as mod users, to read it ;) Me, being Greek, would probably end up landing a frying pan on someone's head if I was being asked the same questions again and again, which I had already provided answers for! :rotfl:

Defiance
05-07-08, 10:57 AM
Hiya's,
I had a run through the faq in TMo

No info on the menu change, Was gonna find what to change but thought ahh heck get on with some quality sh4 time lol

So alas i left the poor flyboys in the drink :(

Hopefully after a succesful mission my feelings of guilt will fade :cry:

Anyways, Got bro into SH4 (he has SH3) he's been over for some mods as he's not got the internet yet, Set him up for TMo/RSRDC/PE:3 and some other visuals

He's in for a fun learning curve :P

Cheers

Ciao

Def

Burstar
05-07-08, 05:29 PM
http://i284.photobucket.com/albums/ll10/Burstar/BlinkyStars.jpg
Normal stars change to giants when I perform the "display nearest sound contact" command while not in a view that looks outside (ie: map, sonar, radar).

Note that this occurs even with [RFB] not installed.

Also, I changed 'PE3 special effect zones for NSM4' to 'special effects for stock #2' and the same thing occurs.

I love both these mods and would very much like to know whats wrong. This is my first time modding. I am using JSGME v2.01.102.

My apologies in advance if I have breached any forum etiquette, or this is the wrong spot to post this...

Carotio
05-07-08, 06:15 PM
Try disable your mods, then enable RFB first and then the ROW mods. You should get a more normal look then.

Though I admit this looks cool in an avantgarde way of fashion :lol:

Defiance
05-07-08, 07:39 PM
Hiya,

EDIT: Forgot to say Welcome Aboard Burstar :)


Classic thing those very large stars had them a few times last year lol

Got it yesterday he he (i know what i had done)

What i had done was removed a mod maybe 2 and shuffled a few around, Then i went onto a saved game and off i set to complete a few hours of fun, Then at night i had those

So i just loaded an earlier save from in port (office) and went out and it was fixed

Obviously if you've tried this just ignore lol

PS: As Carotio says try visual mod/s last, Rule of thumb Shove stuff like TMO/RSRDC/RFB etc 1st then visual skins then stuff like row/pe This generally works i've found (most times he he)

Maybe that may help

Ciao

Def

Defiance
05-07-08, 07:46 PM
PS: You're not running SH4 1.5 are you ???

Not sure if RFB is 1.5 sorted yet

Ciao

Def

Burstar
05-07-08, 09:01 PM
Thanks for the welcome.

Avant garde? more like 'in yer face'

To clarify...

SHIV v1.4 on an Athlon 2200 with an ATI x2600xt and 2GB ram. OS: Vista x64

I have meticulously ruled out RFB mod. It seems to be directly related to the PE3 mods as I can repeat the event easily when it is installed alone.

Also, stars normalize the next night unless I call for a "nearest sound contact report" again. Oh, and it does occur when I'm on the bridge too...

akdavis
05-07-08, 09:10 PM
Any progress on ship reflections Kriller? (or did this prove too big a task?)

edit: nm, been gone for 5 days and just found the postings in other threads on this topic.

Quagmire
05-07-08, 11:51 PM
Here is another little oddity for ya:

http://img265.imageshack.us/img265/2150/blueconnbp5.jpg

After I installed all the PE patches I fired up my carreer and now my sub as the wrong conning tower paint scheme. See how I am two-tone now?

Does anyone know what I need to tweak to get back to the "blue" scheme? THANKS!
.

kriller2
05-08-08, 01:20 AM
Here is another little oddity for ya:

http://img265.imageshack.us/img265/2150/blueconnbp5.jpg

After I installed all the PE patches I fired up my carreer and now my sub as the wrong conning tower paint scheme. See how I am two-tone now?

Does anyone know what I need to tweak to get back to the "blue" scheme? THANKS!
.

The subs conning tower reflection is a hack where Sergbuto has added the missing conning tower the devs forgot to make, so we have a nice reflection of the conning tower in the water, it will not work with skins that changes the colour.

It should have been written in the readme, but this is a huge mod and it's not so easy remembering everything when 1000 users are screaming for an update for Trigger Maru and submarines that tipping over! :rotfl:

kriller2
05-08-08, 01:25 AM
http://i284.photobucket.com/albums/ll10/Burstar/BlinkyStars.jpg
Normal stars change to giants when I perform the "display nearest sound contact" command while not in a view that looks outside (ie: map, sonar, radar).

Note that this occurs even with [RFB] not installed.

Also, I changed 'PE3 special effect zones for NSM4' to 'special effects for stock #2' and the same thing occurs.

I love both these mods and would very much like to know whats wrong. This is my first time modding. I am using JSGME v2.01.102.

My apologies in advance if I have breached any forum etiquette, or this is the wrong spot to post this...

Yep I allso have this when I press ctrl+n, the solution for that was to stop using ctrl+n (new weather) or in your case not using the nearest contact key, try use the icon and see if it happens again? - it's a very odd thing which happens because the SH4 loose track of the two textures controling the sky suddenly, when 2 custom textures are used for the sky, Daves solution was to simply include the same texture for the sky 2 times, but I found out it slows the game down to have 2 highres sky textures... :hmm:

kriller2
05-08-08, 01:26 AM
Any progress on ship reflections Kriller? (or did this prove too big a task?)

edit: nm, been gone for 5 days and just found the postings in other threads on this topic.

The change will mean I have to modify all the ships datafiles, it's 84 files with 100 of subnodes which needs to be examined, so don't expect an release in the next couple of days ;)

Nisgeis
05-08-08, 04:06 AM
Hiya's,

Anyone losing smoke from ships or even burning wrecks when they pan left/right ??


Hi Defiance,

This is the result of the frustum test. The game has an imaginary spehere around each particle generator's source and if any part of that imaginary sphere is on screen, the particles generated from the source are displayed, if the imaginary sphere isn't on screen, the particles disappear, which is why with very wide effects, such as smoke, the effect can disappear as the imaginary sphere is panned or tilted off screen. It's a trivial change and if you want to change it for yourself with, for example, the oil fire effect, just increase the 'SphereRadius' propety on node 369 of particles.dat. The same goes for the other effects. Be warned though that there may be a performance penalty and at the time of creation, Kriller2 was keen to reduce load as much as possible to give everyone a better experience, as PE had a reputation for being a hungry beast, so I did not alter this value from the original ROW particles file and optimised what I could, so that people with modest cards would get benefits.


Sometimes my smoke vision goes off when actual smoker (ship/burning hulk etc) are still in field of vision


The game has a limit of particles that it will draw, once that limit is exceeded, new particles do not get drawn, I'm not sure what determines the limit, whether it's fixed or if it is determined from benchmarking your gfx card. Were you showing lots of effects at the time this occurred? Note that increasing the SphereRadius will make this worse if you are showing a lot of effects as it will just increase the amount of particles displayed on screen.

DrBeast
05-08-08, 04:59 AM
...and it's not so easy remembering everything when 1000 users are screaming for an update for Trigger Maru and submarines that tipping over! :rotfl:

Well, those cries should be silenced with your latest patch and the stuff I sent ya yesterday ;)

kriller2
05-08-08, 05:06 AM
...and it's not so easy remembering everything when 1000 users are screaming for an update for Trigger Maru and submarines that tipping over! :rotfl:

Well, those cries should be silenced with your latest patch and the stuff I sent ya yesterday ;)

Hi Dr. Beast, yes I know will take a look at it today :yep: have been a little busy with my work etc.

DrBeast
05-08-08, 05:10 AM
No rush, my friend :up:

Defiance
05-08-08, 06:11 AM
Hiya Nisgeis,

I will have a play with SphereRadius in a bit ;)

The Radius makes sense/explains to me how this is happening :)

See this happening in all scenarios whether light or heavy smoke/effects etc

Not a big problem more of a niggle lol

Quick pc specs (Use AA's at x4 both of them with v-sync enabled)

8800gts 640 (may get a GTX they cheap and my card's holding me back in AA's)
6600 Quad @ 3.2Ghz watercooled
8 gig of DDR2 8500 @ 1066 (only shows 8gig in vista x64)
5 sata HDD's
X-FI Xtreme Gamer

Got used to what my card can do so i know it's time to move on a bit (the GTX's are apparently still ahead when AA is cranked up so i read, So now they are cheap as they are out-dated age-wise but not out-dated performance-wise)

Anyways Many Thanks for the explanation, Now it really does make sense to me and i'll go have a look :up:

.................................................. .................................................. ....

Ahh K2, You got married yet or is it later this month ???
(moving swiftly on in case you've already got married and i've had a brain-fart and read wrong lol)

As always i think all of us that use ROW/PE appreciate how much time and work is involved by you (and others) to keep things going smoothly :rock:

When it's done it's done

Good things come to those that wait :yep:

So Chill

Have Fun

Def

DrBeast
05-08-08, 06:40 AM
Good things come to those that wait :yep:

Have Fun

Def

Yup...

http://img258.imageshack.us/img258/1522/goodthingsshotny5.jpg

;)

Defiance
05-08-08, 08:07 AM
Dang it DB,

I could just drink quite a lot of that, In fact i might just pop n get some :)

Ok, K2 or anybody else

Has anyone noticed while alongside your surfaced sub when your under the water looking up at the sub, That the coning tower shows up as vertical planks ??

Not a biggy as i only use external view to snapshot pics not to aid my dying err i mean hunting lol

Got a pic if needed

Cheers

Ciao

Def

DrBeast
05-08-08, 08:20 AM
Got a pic if needed

Cheers

Ciao

Def

Yeah, a pic would sure help :yep:
Just be careful not to drink those Guinness whenever I'm posting. Don't want you dead because of me! :rotfl:

Defiance
05-08-08, 08:50 AM
Heya DB,
Nahh i don't blame anyone for my death/s, Even if they tempt me to get tiddly on stout lol

Here's pics, Maybe caused by foos skins i use ??

http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img2008-05-07_023321_109.jpg

http://i159.photobucket.com/albums/t152/Defiance_co/SH4Img2008-05-07_023322_750.jpg

Have Fun

Ciao

Def

DrBeast
05-08-08, 09:20 AM
Hm, I see. I use Foobor's skins for ALL my subs as well, never seen that effect. Ever. :hmm:
Do you, by any chance, have a custom tower from the Kill Flags mod? There's some wonkiness between some towers and TMO, if memory serves.

Defiance
05-08-08, 09:27 AM
Heya DB,
No, No killflags here

Maybe TMo then

Not that this causes any worries as i take only PE external goody shots lol

Cheers

Ciao

Def

fireship4
05-08-08, 02:40 PM
Although my subs are no longer tipping over, they still go past crush depth when commanded to dive (even manually).

Im using RFB and RSRD with a few other mods but i believe it was a recent change that caused this....

kriller2
05-08-08, 02:45 PM
Just so you know--I had 1.4, TMO, PE3, PE3.1 and PE3.2 installed. Prior to PE 3.2 I was experiencing CTD's whenever I took serious damage. Taking damage and then boom, CTD. I installed PE 3.2 as soon as it was released. The next time I took serious damage I CTD again; however, this time it was such a dramatic crash I was unable to get back into that career. First time that happened. I had that career saved under three different names and they were all corrupted. Everytime I attempted to load that career, any of them, I CTD before getting into it.

I now use only TMO. I haven't been seriously damaged yet with this loadout so can't report whether this fixed the problem.

I would realy like to know if anyone else have experienced such CTD's :o with the new patch for TM in PE 3.2? the mod is downloaded 1000 times and I haven't had any reports about such a serious crash.

Here is the right installation order of TM with PE3:

TM
ROW PE3 Install #1
PE3 (any of the special effects mods)
PE3_1 Ship_debris_SH4_fixed_with bodies
PE3_1 Sky and reflection controls and textures
PE3_2_reflections_mod for harbour and objects
PE3_2 submarine bubbles and caustics and roll pitch for TM (important!)
PE3_2 patch for TM (important!)

It's important to install the 2 above as the last mods if you want to use PE3 with TM.

akdavis
05-08-08, 02:52 PM
"PE3_2 submarine bubbles and caustics and roll pitch" like the PE3_1 patch wants to alter some files already altered by RSRDC. Is this a potential conflict? I believe they are the Narwhal and Tench files.

kriller2
05-08-08, 03:12 PM
"PE3_2 submarine bubbles and caustics and roll pitch" like the PE3_1 patch wants to alter some files already altered by RSRDC. Is this a potential conflict? I believe they are the Narwhal and Tench files.

The PE3_2 submarine bubbles and caustics and roll pitch, contains a new data file with the enhanced bubbles for the sub and a ".sim" file to enhance the roll pitch it should be ok to overwrite RSRD's file.

akdavis
05-08-08, 03:19 PM
"PE3_2 submarine bubbles and caustics and roll pitch" like the PE3_1 patch wants to alter some files already altered by RSRDC. Is this a potential conflict? I believe they are the Narwhal and Tench files.

The PE3_2 submarine bubbles and caustics and roll pitch, contains a new data file with the enhanced bubbles for the sub and a ".sim" file to enhance the roll pitch it should be ok to overwrite RSRD's file.

So we should install RSRD first, then PE3 and patches, correct?

kriller2
05-08-08, 03:24 PM
yep, this way:
1. Trigger Maru ( if you use TM)
2. RSWD
3. PE 3

akdavis
05-08-08, 03:40 PM
Thanks! Just out of curiosity, why do you refer to it as "RSWD"? I figure there is some history I am missing.

fireship4
05-08-08, 08:19 PM
Just a typo i think.

I have already installed in that order and still have my problem.

Defiance
05-08-08, 09:09 PM
Hiya's,
Page 35 shows my mods

Removed a few (think i noted on a post during/after which ones)

My problem is i can't run sh4 1.5 on vista x64 but all those mods n more work fine in xp

Also, Whenever you mess with mods don't jump back into a sea-saved game just goto last entry autosave entering base or as i do when in port i save as 1 in base 2 in base etc etc so i can go back n mess with mods, also at sea i save 1 at sea 2 at sea etc

Think some weirdness happens when jumping into a sea saved scenario

Have Fun

Ciao

Def

ps: whack a screenshot of JSGME up so we can all have a squint over it

Burstar
05-09-08, 09:04 AM
Normal stars change to giants when I perform the "display nearest sound contact" command while not in a view that looks outside (ie: map, sonar, radar).

Note that this occurs even with [RFB] not installed.

Also, I changed 'PE3 special effect zones for NSM4' to 'special effects for stock #2' and the same thing occurs.

I love both these mods and would very much like to know whats wrong. This is my first time modding. I am using JSGME v2.01.102.

My apologies in advance if I have breached any forum etiquette, or this is the wrong spot to post this...

Yep I allso have this when I press ctrl+n, the solution for that was to stop using ctrl+n (new weather) or in your case not using the nearest contact key, try use the icon and see if it happens again? - it's a very odd thing which happens because the SH4 loose track of the two textures controling the sky suddenly, when 2 custom textures are used for the sky, Daves solution was to simply include the same texture for the sky 2 times, but I found out it slows the game down to have 2 highres sky textures... :hmm:

I have stopped using the Ctrl+n key for contact updates and this has solved the problem. I'm now wondering how to install the two high-res graphics to see if that will also fix the issue... Perhaps my vidcard could handle it?

Defiance
05-09-08, 09:19 AM
Heya Burstar,

Which 2 high-end graphics you mean ?? the PE:3 Special Effects optionals ??

As i use TMO the Ctrl+N = next scene (kinda like in bad weather then use those keys and it goes to the next weather pattern) (lol i was in a storm last year maybe october time, Thick fog/rain vis was down to almost nought, then i saw a smoke trail so went n had a look, It was a destroyer, then as we were gunning each other a damn task force behind it emerged, Like a fool i hit ctrl+n and there i was in calm weather with a whole task force firing on me lol i died pretty quickly)

For my nearest contact surface/air i use Ctrl+V

Ohh which card have you got ??

Unless your right in the explosion effects etc i can't see many modern'ish cards having major problems (mines the older 640meg 8800gts and she slows when i'm taking pics up close but nothing drastic)

Get a screenshot of jsgme uploaded to photobucket and we can take it from there

Have Fun

Ciao

Def

Husksubsky
05-09-08, 09:41 AM
Just so you know--I had 1.4, TMO, PE3, PE3.1 and PE3.2 installed. Prior to PE 3.2 I was experiencing CTD's whenever I took serious damage. Taking damage and then boom, CTD. I installed PE 3.2 as soon as it was released. The next time I took serious damage I CTD again; however, this time it was such a dramatic crash I was unable to get back into that career. First time that happened. I had that career saved under three different names and they were all corrupted. Everytime I attempted to load that career, any of them, I CTD before getting into it.

I now use only TMO. I haven't been seriously damaged yet with this loadout so can't report whether this fixed the problem.

I would realy like to know if anyone else have experienced such CTD's :o with the new patch for TM in PE 3.2? the mod is downloaded 1000 times and I haven't had any reports about such a serious crash.

Here is the right installation order of TM with PE3:

TM
ROW PE3 Install #1
PE3 (any of the special effects mods)
PE3_1 Ship_debris_SH4_fixed_with bodies
PE3_1 Sky and reflection controls and textures
PE3_2_reflections_mod for harbour and objects
PE3_2 submarine bubbles and caustics and roll pitch for TM (important!)
PE3_2 patch for TM (important!)

It's important to install the 2 above as the last mods if you want to use PE3 with TM.

Hmm thx :) but I m still not 100 percent sure..FIrst of all it seem when ppl write sequence PE3 PE3patch 1 then PE3patch2 they mean that the files should be opened and we pick from them right?
not like TMO and RSDS where we put the hole thing..
my list now is
TMO 15_b
RSDS 371
RSDS 371 patch
ROW PE 3 install#1
ROW PE 3 install sunflare
ROW PE 3 install less floater
PE3_1 ship_debris_SH4_fixed_with bodies
PE3_1 sky and reflection controls and texture
PE3_1 sub and roll pitch caustics refletion mod....
Wasnt sure if this was needed before PE3_2 or if it was standalone
PE3_2 reflection mod for harbour and objects
PE3_2 patch for TM
PE3_2 submarine bubblesand caustics and roll pitch for TM

Then... about the last two is in the sequence readme says but I should put patch for TM before the submarine caustics and rollpitch.is it correct to put the patch last like you put it now?

should I remove the roll pitch mod from PE3_1?it seemed to contain more folders than the PE3_2 version

the original PE3 say that special effects are not compatible with TM.is that fixed with the PE3_2 patch?

I really like the maxoptics that came with the scaf 1.5 but I get conflict with TMO.could it work if I put the optics first?and if so...will the TDC work correct?
I really struggle with ship ID and all suggestions are welcome :hmm:
(this should have been posted under TMO or RSDS maybe)

It also troubles me that in the RSDS forum they claim that RSDS MUST be put last but PE doesn t owerwrite anything so it should be correct yeah? or can TDC readings be slightly incorrect..

Last night I sailed for hours before I got shipcontact and then it was visual..wonder why my sonarman didn t give me any notice, but I suspect this too is an RSDS matter...

pls help the noob:oops:
and thx for great mods:up:

kriller2
05-09-08, 09:56 AM
Just so you know--I had 1.4, TMO, PE3, PE3.1 and PE3.2 installed. Prior to PE 3.2 I was experiencing CTD's whenever I took serious damage. Taking damage and then boom, CTD. I installed PE 3.2 as soon as it was released. The next time I took serious damage I CTD again; however, this time it was such a dramatic crash I was unable to get back into that career. First time that happened. I had that career saved under three different names and they were all corrupted. Everytime I attempted to load that career, any of them, I CTD before getting into it.

I now use only TMO. I haven't been seriously damaged yet with this loadout so can't report whether this fixed the problem.

I would realy like to know if anyone else have experienced such CTD's :o with the new patch for TM in PE 3.2? the mod is downloaded 1000 times and I haven't had any reports about such a serious crash.

Here is the right installation order of TM with PE3:

TM
ROW PE3 Install #1
PE3 (any of the special effects mods)
PE3_1 Ship_debris_SH4_fixed_with bodies
PE3_1 Sky and reflection controls and textures
PE3_2_reflections_mod for harbour and objects
PE3_2 submarine bubbles and caustics and roll pitch for TM (important!)
PE3_2 patch for TM (important!)

It's important to install the 2 above as the last mods if you want to use PE3 with TM.

Hmm thx :) but I m still not 100 percent sure..FIrst of all it seem when ppl write sequence PE3 PE3patch 1 then PE3patch2 they mean that the files should be opened and we pick from them right?
not like TMO and RSDS where we put the hole thing..
my list now is
TMO 15_b
RSDS 371
RSDS 371 patch
ROW PE 3 install#1
ROW PE 3 install sunflare
ROW PE 3 install less floater
PE3_1 ship_debris_SH4_fixed_with bodies
PE3_1 sky and reflection controls and texture
PE3_1 sub and roll pitch caustics refletion mod....
Wasnt sure if this was needed before PE3_2 or if it was standalone
PE3_2 reflection mod for harbour and objects
PE3_2 patch for TM
PE3_2 submarine bubblesand caustics and roll pitch for TM

Then... about the last two is in the sequence readme says but I should put patch for TM before the submarine caustics and rollpitch.is it correct to put the patch last like you put it now?

should I remove the roll pitch mod from PE3_1?it seemed to contain more folders than the PE3_2 version

the original PE3 say that special effects are not compatible with TM.is that fixed with the PE3_2 patch?

I really like the maxoptics that came with the scaf 1.5 but I get conflict with TMO.could it work if I put the optics first?and if so...will the TDC work correct?
I really struggle with ship ID and all suggestions are welcome :hmm:
(this should have been posted under TMO or RSDS maybe)

It also troubles me that in the RSDS forum they claim that RSDS MUST be put last but PE doesn t owerwrite anything so it should be correct yeah? or can TDC readings be slightly incorrect..

Last night I sailed for hours before I got shipcontact and then it was visual..wonder why my sonarman didn t give me any notice, but I suspect this too is an RSDS matter...

pls help the noob:oops:
and thx for great mods:up:

your installation is perfect Husksubsky, the installation order of the 2 last mods are not important, the most important thing is that you install the 2 last mods after TM.

should I remove the roll pitch mod from PE3_1?it seemed to contain more folders than the PE3_2 version

No that's not nesecary, because the patch 3_2 replaces the submarine files / roll pitch.

I really like the maxoptics that came with the scaf 1.5 but I get conflict with TMO.could it work if I put the optics first?and if so...will the TDC work correct

Scaf 1.5 what's that?

thx for great mods:up:
It's good you like the work :D

Regarding RSRD, I don't know, haven't had time to look into RSRD, because of the work getting PE3 to run with TM.

Husksubsky
05-09-08, 10:18 AM
Just so you know--I had 1.4, TMO, PE3, PE3.1 and PE3.2 installed. Prior to PE 3.2 I was experiencing CTD's whenever I took serious damage. Taking damage and then boom, CTD. I installed PE 3.2 as soon as it was released. The next time I took serious damage I CTD again; however, this time it was such a dramatic crash I was unable to get back into that career. First time that happened. I had that career saved under three different names and they were all corrupted. Everytime I attempted to load that career, any of them, I CTD before getting into it.

I now use only TMO. I haven't been seriously damaged yet with this loadout so can't report whether this fixed the problem.

I would realy like to know if anyone else have experienced such CTD's :o with the new patch for TM in PE 3.2? the mod is downloaded 1000 times and I haven't had any reports about such a serious crash.

Here is the right installation order of TM with PE3:

TM
ROW PE3 Install #1
PE3 (any of the special effects mods)
PE3_1 Ship_debris_SH4_fixed_with bodies
PE3_1 Sky and reflection controls and textures
PE3_2_reflections_mod for harbour and objects
PE3_2 submarine bubbles and caustics and roll pitch for TM (important!)
PE3_2 patch for TM (important!)

It's important to install the 2 above as the last mods if you want to use PE3 with TM.

Hmm thx :) but I m still not 100 percent sure..FIrst of all it seem when ppl write sequence PE3 PE3patch 1 then PE3patch2 they mean that the files should be opened and we pick from them right?
not like TMO and RSDS where we put the hole thing..
my list now is
TMO 15_b
RSDS 371
RSDS 371 patch
ROW PE 3 install#1
ROW PE 3 install sunflare
ROW PE 3 install less floater
PE3_1 ship_debris_SH4_fixed_with bodies
PE3_1 sky and reflection controls and texture
PE3_1 sub and roll pitch caustics refletion mod....
Wasnt sure if this was needed before PE3_2 or if it was standalone
PE3_2 reflection mod for harbour and objects
PE3_2 patch for TM
PE3_2 submarine bubblesand caustics and roll pitch for TM

Then... about the last two is in the sequence readme says but I should put patch for TM before the submarine caustics and rollpitch.is it correct to put the patch last like you put it now?

should I remove the roll pitch mod from PE3_1?it seemed to contain more folders than the PE3_2 version

the original PE3 say that special effects are not compatible with TM.is that fixed with the PE3_2 patch?

I really like the maxoptics that came with the scaf 1.5 but I get conflict with TMO.could it work if I put the optics first?and if so...will the TDC work correct?
I really struggle with ship ID and all suggestions are welcome :hmm:
(this should have been posted under TMO or RSDS maybe)

It also troubles me that in the RSDS forum they claim that RSDS MUST be put last but PE doesn t owerwrite anything so it should be correct yeah? or can TDC readings be slightly incorrect..

Last night I sailed for hours before I got shipcontact and then it was visual..wonder why my sonarman didn t give me any notice, but I suspect this too is an RSDS matter...

pls help the noob:oops:
and thx for great mods:up:

your installation is perfect Husksubsky, the installation order of the 2 last mods are not important, the most important thing is that you install the 2 last mods after TM.

should I remove the roll pitch mod from PE3_1?it seemed to contain more folders than the PE3_2 version

No that's not nesecary, because the patch 3_2 replaces the submarine files / roll pitch.

I really like the maxoptics that came with the scaf 1.5 but I get conflict with TMO.could it work if I put the optics first?and if so...will the TDC work correct

Scaf 1.5 what's that?

thx for great mods:up:
It's good you like the work :D

Regarding RSRD, I don't know, haven't had time to look into RSRD, because of the work getting PE3 to run with TM.

wow thx for very quick reply:D
scaf 1.5 is an accuracy fix that If I understood right is a part of the RFB mod.the mod contain a maxoptics scope that have 3 magnifier steps and one version is PE compatible.(excuse my english).
but there are tons of others ..I ll just seek and try..again thx:)
Regards
regards :)

opps one thing..the special effects that PE3 original readme say is not compatible with TMO.you added one in your list now.it s ok to put one anyway then?
copied from readme:
"27/04/2008 v3
Now includes ROW special effects in three versions for better smoke and fire and oil leaks. (look in the options folder, special effects are not compatible with TM !) this mod includes new depth charge effects, shell hit effects, oil leaks and smoke, explosions on the sub before game."

another regards

NoiR
05-09-08, 05:58 PM
So your install order should be something like this in JSGME:

TMO 15_b
RSDS 371
RSDS 371 patch
ROW PE 3 install#1
ROW PE 3 install sunflare
ROW PE 3 install less floater
PE3_1 ship_debris_SH4_fixed_with bodies
PE3_1 sky and reflection controls and texture
PE3_1 sub and roll pitch caustics refletion mod
PE3_2 reflection mod for harbour and objects
PE3_2 patch for TM
PE3_2 submarine bubblesand caustics and roll pitch for TM
ROW PE3 Special Effects For TMO


Hello all, first time poster here and first I'd like to thank all the modders who make SH4 what it's supposed to be! Been reading quite a bit about SH4 mods and I can't figure out what is causing this annoying problem for me. Tried a few searches, but didn't find any solution for this...

I have this exact install order in SH4 1.5 that you wrote about in your post. When I install the mods in this order I am missing a graphical effect for deck gun hit and the sound effect is "cut short" too. I narrowed down the cause to something in PE3_2 patch for TM, since when I uninstall this patch both effects are back.

Am I missing something obvious? Anyone know a solution for this? :oops:

kriller2
05-09-08, 06:22 PM
I think it's because you need the RSRD that works with TM, RSRDC_TMOv15_V371 maybe?

Defiance
05-09-08, 06:58 PM
Hiya's,
K2 got it

You also need the patch for that TMO version of RSRDC

Remove all with the remove all arrow in jsgme

Redo mods in order that you had but with TMO version/patch of RSRDC

Start afresh or at least load a port/office save

Go sink em !! he he


BIG EDIT: K2, I'm using TMO/RSRDC/PE:3 and some skins/huds etc And i Can use deckgun and machinegun !!!!!!!!!!!

Want a JSGME screeny uploaded of my working setup ??? (did DL from tmo patch you linked for someone earlier ;) but could still use deckgun before that, Though i always have my maingun at the stern (maybe bow maingun is not working ?? ))


I just had a hell of a time with 4 destroyers after my rudder lol

After they were sunk i surfaced and watch the sunrise :) Brilliant :rock:

I tell you what kriller the ship reflections are great, Sunrise/set on merchants etc make the sunny side of them dazzle with the suns hue colour and t'other sides nice n natural shaded colour :up:

Well Have Fun All

Ciao

Def

kriller2
05-09-08, 07:34 PM
Hi Defiance,

Thanks for the support! :up: I just found out it wasn't a conflict but my SH4 installation somehow got screwed up :damn:

So now I will install SH4 again and check the mods one by one and release PE3_3 as one big one mod without patches and a better installaion procedurer to avoid conflict headaches and threads with installation orders :rotfl:

It's nice to hear you enjoy PE3, it brightens up my thundercloud above my head right now ;)

Defiance
05-09-08, 07:58 PM
Heya K2 :)

Glad it seems sorted ;)

I think as you say making 1 main install or at least merging the small patches into what they patch will help peoples install order somewhat (hope that makes sense)

Hey if you ever feel stressed or down because it seems people can't wait or things aren't going to plan/speed just chill and relax !!! Nothing and i mean nothing means more in this life than health whether it be mental or physical, Stress eats away at you i know i've been there and it aint nice

Dang i'm gonna dig out some nice sunny pics to post to give you a boost he he (i do love the storms though in PE :) )

Take Care and Relax !!! Take a breather as we here lol

Rome wasn't built in a day ;)

Ciao

Def

Defiance
05-09-08, 08:10 PM
Pics he he

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

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

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

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

Gotta Love PE :up:

Ciao

Def

NoiR
05-10-08, 01:53 AM
I think it's because you need the RSRD that works with TM, RSRDC_TMOv15_V371 maybe?

Ah, sorry, a typing error from my part. I am using RSRDC_TMOv15_V371 and RSRDC_V371_Patch7. WIll try to uninstall all the mods again and install them again if that would help...

edit/ no help installing again. Still missing the explosion graphical effect and sound

Husksubsky
05-10-08, 05:47 AM
I just put some new scopes and everything seem to work fine xpt new cameraangles inside the sub.it s called optics 2 over TM and is fairly new..made for TM 1.5 but released in march I think (before latest TM)
I get this message from JSGME:

Cameras.dat" has already been altered by the "REL_TriggerMaru_Overhaul_15B" mod.
"Cameras.dat" has already been altered by the "ROW PE3 Install #1" mod.
"Cameras.dat" has already been altered by the "PE3_2 patch for TM" mod.
"menu_1024_768.ini" has already been altered by the "REL_TriggerMaru_Overhaul_15B" mod.
"Periscope_Mask_1024.dds" has already been altered by the "REL_TriggerMaru_Overhaul_15B" mod.

Does anyone know if there are other stuff that I don t know about that get altered?
and if I take it away will things go back to normal ormust I reinstall all mods?

btw I don t get deck gun impact graphics either..regardless of the new scope.
is there any of the special effects from PE3 I must put in the end?after the PE3_2patch for TM?

My list now is:

my list now is
TMO 15_b
RSDS 371
RSDS 371 patch
ROW PE 3 install#1
ROW PE 3 install sunflare
ROW PE 3 install less floater
PE3_1 ship_debris_SH4_fixed_with bodies
PE3_1 sky and reflection controls and texture
PE3_2 reflection mod for harbour and objects
PE3_2 patch for TM
PE3_2 submarine bubblesand caustics and roll pitch for TM
optics 2 for TM

anyways I will fiddle around with the mods and tell if I get the deck gun impact sorted
happy huntings
regards

kriller2
05-10-08, 06:15 AM
Updating mod to PE3.3, which will be one big download with everything included and an easy to follow guide with pictures of the installation process, no other updates since PE3_2 other than making the installation easier to avoid conflicts with TM and RSRD etc.

EDIT:

Here it is PE3.3 download here (http://www.megaupload.com/dk/?d=TJS4SDNQ)
PE3.3 Filefront mirror (http://files.filefront.com/ROW+Pacific+environments+37z/;10178094;/fileinfo.html)

Anyone having troubles with PE3 and TM or RSRD, should uninstall all mods and download the file above and follow the guideline.

NoiR
05-10-08, 08:28 AM
Updating mod to PE3.3, which will be one big download with everything included and an easy to follow guide with pictures of the installation process, no other updates since PE3_2 other than making the installation easier to avoid conflicts with TM and RSRD etc.

EDIT:

Here it is PE3.3 download here (http://www.megaupload.com/dk/?d=TJS4SDNQ)
PE3.3 Filefront mirror (http://files.filefront.com/ROW+Pacific+environments+37z/;10178094;/fileinfo.html)

Anyone having troubles with PE3 and TM or RSRD, should uninstall all mods and download the file above and follow the guideline.

Thank you. This sure is easy to install package and documentation is perfect too. Too bad it didn't solve my deck gun effects problem. :cry: I have the mods installed just as you told in the documentation and even left the RSRDC patch uninstalled, because you did not mention it in your documentation. The problem remains. I am beginning to wonder if this is a hardware/driver/whatever issue. The only thing I can think of trying is uninstall the whole SH4+uboats and do a clean reinstall. Won't get my hopes up though, but let's see what happens...

edit/ typo

ReallyDedPoet
05-10-08, 08:57 AM
Nice work on the new d-l kriller, should be very helpful to folks here :yep::up:
PE is simply awesome work.

By the way, hope all those wedding plans are going well for you and your betrothed :p


RDP

Husksubsky
05-10-08, 09:27 AM
graphic problems..same as Noir:

tried without rsds and it works fine.
wierd since it worked fine before too just not after the PE3_2 TM patch
my list now is exect copy of PE3_3 manual..without RSDS atm.
maybe I ll do something crazy and install RSDS in the end? any proof that it won t work?
again thx for all your work on this Kriller
:)

EDIT: put rsds 371 for TMO and patch last in the mod list and I cant see any problems so far.look great .just started a career..only thing is that I m not really sure if I m ready for all this realism .. sonar gear doesn t detect further than 5000 yards and hydrophones 10 000 (whatever the difference is) I patrol forever and first to detect is my deckwatch not the sonar guy...maybe I ll just skip RSDS hehe

edit2: are you getting married Kriller? grats:D

Syxx_Killer
05-10-08, 09:39 AM
Thanks for the update, kriller! That sure is a slick and easy installation procedure you came up with! :up::rock:

NoiR
05-10-08, 05:24 PM
I tried a clean install of SH4 and u-boats. Then mods installed in a way Kriller wrote in the readme, problem's still there. Then tried the RSRDC last in the list and the explosion is still missing. Oh well, game and mods still rock :rock:Gotta sink 'em silently then... hey wait...thats the whole point! :hmm:

graphic problems..same as Noir:

tried without rsds and it works fine.
wierd since it worked fine before too just not after the PE3_2 TM patch
my list now is exect copy of PE3_3 manual..without RSDS atm.
maybe I ll do something crazy and install RSDS in the end? any proof that it won t work?
again thx for all your work on this Kriller
:)

EDIT: put rsds 371 for TMO and patch last in the mod list and I cant see any problems so far.look great .just started a career..only thing is that I m not really sure if I m ready for all this realism .. sonar gear doesn t detect further than 5000 yards and hydrophones 10 000 (whatever the difference is) I patrol forever and first to detect is my deckwatch not the sonar guy...maybe I ll just skip RSDS hehe

edit2: are you getting married Kriller? grats:D

akdavis
05-10-08, 05:54 PM
I decided to try Trigger Maru, and I can confirm the loss of the shell impact effects. I get only flash and a small fire ball at impact point. This is with Trigger Maru, RSRDC for TM and RSRDC for TM patch, and latest PE3 release with appropiate selections for TM. I'd be surprised if RSRDC is the issue, as I'd been using RSRDC for 1.5+patch with PE3 before without loss of this effect.

Trigger Maru apparently uses the ROW sounds mod. The lack of or fragmentary shell impact sounds is because this sound mod is buggy when used with realtime sound travel. Uninstall Trigger Maru and delete the sound folder before reinstalling and you will have stock sounds. Or you can go in and delete that sound and other troubled sounds before reinstalling.

fireship4
05-10-08, 08:51 PM
Im now sure PE is causing the problem, after uninstalling everything other than RFB, NSM, RSRD and a couple of textures; the problem was gone - trying the new 3.3 my problem is back. In a standard dive the ship unintentionally goes past crush depth and i die. Even a manual one some distnce from the red line...

akdavis
05-10-08, 09:45 PM
Okay, here is what a little more testing reveals:

On deck gun sound issues, TM is the source. Even with the "sound" folder removed from TM, deck gun impact sounds play slightly truncated. Here is the thing: install PE3.3 over TM and the impact sound issue becomes much worse. Sound either doesn't play at many ranges (realistic sound travel enabled) or plays only a small part before stopping (realistic sound travel disabled). Is this a memory issue perhaps?

On deck gun graphics issue, TM or TM + RSRDC, the shell impact shows a flash and large fireball. TM + PE3.3 or TM + RSRDC + PE3.3, shell impact shows flash (sometimes not in optics) and the small, stock 1.5 fireball. PE3.3 or PE3.3 + RSRDC, shell impact shows flash and full PE3 hit effects.

NoiR
05-11-08, 01:37 AM
This is exactly what happens to me akdavis. Also, i'd like to point out that even if it's TM what is causing this, the problem showed up after installing PE patch for TM. If you remove this patch at least the graphics effect is back to normal. Maybe this narrows down the possible files/code what are causing the missing effects...

Nisgeis
05-11-08, 01:52 AM
On deck gun graphics issue, TM or TM + RSRDC, the shell impact shows a flash and large fireball. TM + PE3.3 or TM + RSRDC + PE3.3, shell impact shows flash (sometimes not in optics) and the small, stock 1.5 fireball. PE3.3 or PE3.3 + RSRDC, shell impact shows flash and full PE3 hit effects.

All the smoke, fire, explosion and water splash effects are defined in particles.dat and materials.dat. Whatever mod overwrites these files and removes the effects is the cause. I'll have a look at the TNM patch and see wht it contains.