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kriller2
05-11-08, 06:02 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.

Hi mate, I have a strong hunch that I accidently dis something wrong with the materials file after reading all these posts of the missing shell effects! :damn: sorry for this guys, just wanted to make this available to work with TM :oops:
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...

Hi Fireship, this mod haven't been tested with the new RFB all my attention has been drawn to get it to work with TM and RSRD, but I just got an pm from LukeFF so this will soon be taken care off.

edit2: are you getting married Kriller? grats
Thanks Hubersky :) Yep, the 7' of june my freedom will be taken away by my other half ;) but I will do what I can to still bribe me some time for modding SH4 :rotfl:

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.

Hi Adkadavis, thanks for testing this, I must admit that I haven't noticed that while I tested PE3 with TM, will look into the sound issue, now I know what to listen for ;)

kriller2
05-11-08, 06:38 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

Hi RDP, I hope so, now I can atleast iron out that it's an installation problem, which is a good start if you wana troubleshoot why a mod doesn't work.

Yes the plans are going allright, we just have to get 50-60 tables and chairs or the guest's will be forced to sit on the lawn! :o you know me im the kind of guy going upstairs 2-3 times to be sure I turn off all the lights in the house and everything is locked when leaving the house 5 minutes AFTER I should have been out the door! :rotfl:

BTW are you still winning those indoor hockey matches against the "little" one ?

Nisgeis
05-11-08, 06:51 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.

OK, problem found and should be resolved soon.

Husksubsky
05-11-08, 08:08 AM
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.

This seem correct..good testing..BUT ..I did have some nice effects on close range in the subschool artillery training..that with ...awww I shoul write down my results..:damn: ....at least with my last setting TMO-PE3-RSDS, but now in the campaign problem is back.. all in all akdavis describing seem very accurate..;)

ReallyDedPoet
05-11-08, 08:31 AM
BTW are you still winning those indoor hockey matches against the "little" one ?

Now that the snow is gone here we play road hockey, it never stops ( hockey ) here in Canada :rotfl::rotfl:

My oldest boy ( he is 10 ) can now beat me at hockey on the
Playstation ( NHL 2K8 ) :yep::oops:

Your wedding plans seem to be where they should be :lol::lol: hectic, stressful, etc, etc.... It will all come together in the end. It will be 12 years later this month for my wife and I, good thing we have a video of the wedding, remembering back, it came and went so quick, it all seems like a blur now :doh::doh:


RDP

akdavis
05-11-08, 09:37 AM
Indeed! I just got married back in December, but it seems like last week.

Torps
05-11-08, 12:13 PM
Ihttp://img178.imageshack.us/img178/3952/sunrisekv0.jpg

kriller2
05-11-08, 04:26 PM
Hi guys,
I have followed Nisgeis directions to import (with S3D) his shell hit work etc. into the materials.dat from Trigger Maru and been testing it with Trigger Maru and RSRD and PE3, it seems to work?

This is for those who are missing the new shell effects and water splashes when using PE3 with Trigger Maru, try it AkDavis, Noir and Syxx Killer :)
ROW Pacific Environments3_3a patch for TM (http://files.filefront.com/ROW+Pacific+Environments+Mrar/;10193822;/fileinfo.html) ( 101 kb)

@FireShip now I will take a look at getting the dive sequence to work with RFB, BTW are you using RFB with PE3 diverate mod?

AVGWarhawk
05-11-08, 05:14 PM
Kriller,

Getting some rave reviews over at the RFB forum. Loading up your work right now for a look! :up:

akdavis
05-11-08, 05:49 PM
Hi guys,
I have followed Nisgeis directions to import (with S3D) his shell hit work etc. into the materials.dat from Trigger Maru and been testing it with Trigger Maru and RSRD and PE3, it seems to work?

This is for those who are missing the new shell effects and water splashes when using PE3 with Trigger Maru, try it AkDavis, Noir and Syxx Killer :)
ROW Pacific Environments3_3a patch for TM (http://files.filefront.com/ROW+Pacific+Environments+Mrar/;10193822;/fileinfo.html) ( 101 kb)

@FireShip now I will take a look at getting the dive sequence to work with RFB, BTW are you using RFB with PE3 diverate mod?

I think I'm switching over to RFB for now, but I went ahead and tested this. It is different than before, but lacks smoke/fire effects, only chunks flying through the air. Here is a pic with install structure inset (please note I changed the name of the patch file to be clear on order and purpose):
http://img162.imageshack.us/img162/9964/shellhitpatchedfu9.jpg

Also tried without RSRDC and without RSRDC and #6 PE3 patch for TM. Had the same outcomes.

AVGWarhawk
05-11-08, 07:10 PM
Super nice Kriller. I love the debris when using the cannon. The dark oily smoke is cool also. Quite a piece of work here and I see you have put in a large amount of your time. Beautiful. Thanks:D

BTW, my installation is :

PE3
RFB
RSRD

Works just fine. :up:

akdavis
05-11-08, 07:30 PM
Super nice Kriller. I love the debris when using the cannon. The dark oily smoke is cool also. Quite a piece of work here and I see you have put in a large amount of your time. Beautiful. Thanks:D

BTW, my installation is :

PE3
RFB
RSRD

Works just fine. :up:

Have the same install going now and it is working great as well. :rock:

Burstar
05-11-08, 07:46 PM
Heya Burstar,

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

I'm referring to a solution to sky texture issues (blinky stars)...
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...

I was asking that if using two sky textures would fix the star bug how could I implement it to see if my card could handle it (I really like Ctrl+N for the nearest sound contact).

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 ??

Def

I have an ATI Radeon X2600XT and it works just fine so far. I do not use TMO, but have suffered the same fate when weather suddenly changes from soup to crystal at <1500m. Not fun.

ReallyDedPoet
05-11-08, 07:48 PM
Hey Kriller,

Just looking at your install PDF for PE, well done :yep::up:


RDP

AlmightyTallest
05-11-08, 08:14 PM
Running RFB 1.5 with RSRD and PE 3.3.

Running into a minor problem. The American ships are showing the milky white shadows, but not my ship or any Japanese ships. Just noticed this effect when starting the June 15th campaign with a Balao class sub in and around Midway.

Wasn't sure if it was a problem just on my end or if the shadows weren't changed for the American ships yet. Otherwise, it's a really great looking environment!! :D

Defiance
05-12-08, 12:45 AM
Hiya AlmightyTallest,

I am assuming (bad i know) he has still to sort some ships

He did say there's lots of nodes to be altered

Darn nice work K2 and Crew :rock:

And as said, The PDF is a Very Nice touch :up:

Have Fun

Ciao

Def

AlmightyTallest
05-12-08, 09:10 AM
Hey Defiance, thanks for the response. That's pretty much what I was guessing at too, that kriller just hasn't gotten to the American ships yet. Just wanted to be sure I had PE 3.3 installed properly.

One final question, when using NSM 4 with the new RFB 1.5, should we use the Special Effects for NSM 4?

DrBeast
05-12-08, 09:17 AM
One final question, when using NSM 4 with the new RFB 1.5, should we use the Special Effects for NSM 4?
Correct. Just bear in mind that Allied ships aren't covered by NSM4, only Japanese. We're still waiting for WernerSobe to update his mod.

Defiance
05-12-08, 09:23 AM
Hiya,

Well DB beat me to it lol

edited my reply ;)

Have Fun

Ciao

Def

DrBeast
05-12-08, 09:27 AM
Hiya,

Well DB beat me to it lol

edited my reply ;)

Have Fun

Ciao

Def

Too Fast For You! :rotfl:

Defiance
05-12-08, 09:34 AM
He he,

Yeah i'm not too fast on the old keyboard while drinking a coffee (was making sure some wise-guy hadn't replied with a funny post !! As i've found out best to drink coffee afk lmao)

Like cell texts, Takes me forever to create one, Then usually i drop or close the cell and lose all i'd punched in :damn:

Ahh well

Off to reboot for a trip into the pacific :)

Have Fun

Ciao

Def

Nisgeis
05-12-08, 01:36 PM
Hi guys,
I have followed Nisgeis directions to import (with S3D) his shell hit work etc. into the materials.dat from Trigger Maru and been testing it with Trigger Maru and RSRD and PE3, it seems to work?

This is for those who are missing the new shell effects and water splashes when using PE3 with Trigger Maru, try it AkDavis, Noir and Syxx Killer :)
ROW Pacific Environments3_3a patch for TM (http://files.filefront.com/ROW+Pacific+Environments+Mrar/;10193822;/fileinfo.html) ( 101 kb)

@FireShip now I will take a look at getting the dive sequence to work with RFB, BTW are you using RFB with PE3 diverate mod?

I think I'm switching over to RFB for now, but I went ahead and tested this. It is different than before, but lacks smoke/fire effects, only chunks flying through the air. Here is a pic with install structure inset (please note I changed the name of the patch file to be clear on order and purpose):


Also tried without RSRDC and without RSRDC and #6 PE3 patch for TM. Had the same outcomes.

Whoops! Sorry for the confusion everyone, but my PC is in bits at the moment, trying to troubleshoot a vista problem and I gave Kriller the wrong info. First I gave the wrong node to copy and second I forgot to mention a second material needed copying. I don't like vista and it keeps crashing in SH4 1.5, so that's why I didn't attempt this myself, but here's a new version to test with, it only took 5 BSODs to test it \o/.

http://files.filefront.com/6+PE3+patch+for+TM7z/;10202412;/fileinfo.html

If people can confirm that works with TM and nothing strange happens, like your crew turning inside out, Kriller can put it up as part of his main distro.

Defiance
05-12-08, 02:25 PM
Hiya Nisgeis,

The camera.dats exactly the same as the other patch

So i've just copied over the materials.dat

Will try in a few after food ;)

Many Thanks

Ciao

Def

akdavis
05-12-08, 10:22 PM
Trying to understand something I think is related to PE3 (but might not be). I call it the "mystery fireball."

http://img162.imageshack.us/img162/1308/fireballjx9.jpg
(artillery training mission, outcome easily repeatable)

This seems to happen everytime I hit a merchant with a few deck gun shells in the area of the hull towards the center of the ship. Now, it's a bit hollywood for my taste, but that's not the real issue. My concern is, first, its consistency: the effect happens every time with a number of merchants tested. Such a dramatic effect that is so predictable is kind of a shame.

Second, despite the enormous explosion, the ship carries on as if nothing happened. You would think at a minimum, there would serious secondary fires. Also, the location suggests that the ship's machinery should be wiped out.

Anyone have any idea what I am seeing here? I'd really like explosions like this to be a surprise when they happen, like a lucky hit on the ship carrying ammo or av-gas in a convoy.

DrBeast
05-13-08, 04:22 AM
Trying to understand something I think is related to PE3 (but might not be). I call it the "mystery fireball."

*snip*

(artillery training mission, outcome easily repeatable)

This seems to happen everytime I hit a merchant with a few deck gun shells in the area of the hull towards the center of the ship. Now, it's a bit hollywood for my taste, but that's not the real issue. My concern is, first, its consistency: the effect happens every time with a number of merchants tested. Such a dramatic effect that is so predictable is kind of a shame.

Second, despite the enormous explosion, the ship carries on as if nothing happened. You would think at a minimum, there would serious secondary fires. Also, the location suggests that the ship's machinery should be wiped out.

Anyone have any idea what I am seeing here? I'd really like explosions like this to be a surprise when they happen, like a lucky hit on the ship carrying ammo or av-gas in a convoy.

I take it you're using some version of the Special Effects, yes? Effects are triggered when the hitpoints of a particular area have reached a certain threshold. To be honest, I didn't have time to check each and every effect's "trigger point", I just carried them over from the previous version of ROW Special Effects. I might reconsider assigning a threshold of "completely destroyed" for explosion effects to happen in areas such as the engine room and/or fuel bunkers, whereas fire effects happen a bit earlier. Oh, by the way, if you ever see such an explosion happen on your boat, consider reaching for that "Load" button ;)

And since we're talking about effects:
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-05-12_225451_750.jpg

I love the sight of burning Yamatos in the morning! :cool:

Nisgeis
05-13-08, 05:13 AM
I take it you're using some version of the Special Effects, yes?

DrBeast, I noticed this when testing the latest TM patch, about three hits on the funnel and then a massive fireball and the funnel came off.

Edit: What does zones.cfg control? Is it the mapping of which effects to play on certain events?

DrBeast
05-13-08, 05:50 AM
DrBeast, I noticed this when testing the latest TM patch, about three hits on the funnel and then a massive fireball and the funnel came off.

Edit: What does zones.cfg control? Is it the mapping of which effects to play on certain events?
Eeek! Nope, something's definitely wrong there. There should only be a small splinter-like explosion when the funnel breaks off! Does it only happen with TM or in stock as well?

Among other things, yes. With regards to effects, it controls which effects will occur, when a certain amount of hitpoints has been deduced, or when the crush depth (also defined in that file) has been reached.

ETA: Just checked Special Effects for TMO. Under the Funnels section, I have this:
Effect1=#Splinter_explosion, 100
which is the correct effect. The effect you and akdavis are describing looks like either a catastrophic_explosion or an oil_explosion :hmm:

Nisgeis
05-13-08, 05:57 AM
Eeek! Nope, something's definitely wrong there. There should only be a small splinter-like explosion when the funnel breaks off! Does it only happen with TM or in stock as well?

I'm fairly sure that it only happens with the #6 Patch for TM, certainly that's the only time I noticed it. I've corrected the materials.dat part of #6 TM patch for PE to get the new shell hit effect working, and here's a link to it:

http://files.filefront.com/6+PE3+patch+for+TM7z/;10202412;/fileinfo.html

If someone tests this to see if it works OK, that's good for go.

DrBeast
05-13-08, 06:02 AM
Eeek! Nope, something's definitely wrong there. There should only be a small splinter-like explosion when the funnel breaks off! Does it only happen with TM or in stock as well?
I'm fairly sure that it only happens with the #6 Patch for TM, certainly that's the only time I noticed it. I've corrected the materials.dat part of #6 TM patch for PE to get the new shell hit effect working, and here's a link to it:

http://files.filefront.com/6+PE3+patch+for+TM7z/;10202412;/fileinfo.html

If someone tests this to see if it works OK, that's good for go.
That someone can't be me, I'm afraid, as I don't have 1.5 :-?
OK, I looked through the zones.cfg file(s), and I think I'll have to do some number-crunching. Most big-badaboom-type explosions happen way too early (10% of the hitpoints gone? Hm, that ain't good!). What concerns me, however, is that under NSM you might not see any explosions at all, since Werner has completely gotten rid of Hitpoints. I guess I'll try and see. Woo! More Yamatos to sink! :D

kriller2
05-13-08, 06:23 AM
Yamatos 0 - Dr. Beast / The special effects team 32

"Dr. Beast and his special effects team wins with Dr. Beast's launch of 6 torpedoes in the 33'th round !" :rotfl:

Seriously keep up the good work guys, I hope we can find a solution for both SH 1.5 and TM :up:

Eeek! Nope, something's definitely wrong there. There should only be a small splinter-like explosion when the funnel breaks off! Does it only happen with TM or in stock as well?
I'm fairly sure that it only happens with the #6 Patch for TM, certainly that's the only time I noticed it. I've corrected the materials.dat part of #6 TM patch for PE to get the new shell hit effect working, and here's a link to it:

http://files.filefront.com/6+PE3+patch+for+TM7z/;10202412;/fileinfo.html

If someone tests this to see if it works OK, that's good for go.
That someone can't be me, I'm afraid, as I don't have 1.5 :-?
OK, I looked through the zones.cfg file(s), and I think I'll have to do some number-crunching. Most big-badaboom-type explosions happen way too early (10% of the hitpoints gone? Hm, that ain't good!). What concerns me, however, is that under NSM you might not see any explosions at all, since Werner has completely gotten rid of Hitpoints. I guess I'll try and see. Woo! More Yamatos to sink! :D

DrBeast
05-13-08, 06:49 AM
Yamatos 0 - Dr. Beast / The special effects team 32

"Dr. Beast and his special effects team wins with Dr. Beast's launch of 6 torpedoes in the 33'th round !" :rotfl:



http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-05-12_225423_437.jpg

Yup...love the sight of burning Yamatos in the morning! :rotfl:
Though the score is more like 32-1:

http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_010418_812.jpg

:oops:

akdavis
05-13-08, 08:30 AM
Trying to understand something I think is related to PE3 (but might not be). I call it the "mystery fireball."

*snip*

(artillery training mission, outcome easily repeatable)

This seems to happen everytime I hit a merchant with a few deck gun shells in the area of the hull towards the center of the ship. Now, it's a bit hollywood for my taste, but that's not the real issue. My concern is, first, its consistency: the effect happens every time with a number of merchants tested. Such a dramatic effect that is so predictable is kind of a shame.

Second, despite the enormous explosion, the ship carries on as if nothing happened. You would think at a minimum, there would serious secondary fires. Also, the location suggests that the ship's machinery should be wiped out.

Anyone have any idea what I am seeing here? I'd really like explosions like this to be a surprise when they happen, like a lucky hit on the ship carrying ammo or av-gas in a convoy.

I take it you're using some version of the Special Effects, yes? Effects are triggered when the hitpoints of a particular area have reached a certain threshold. To be honest, I didn't have time to check each and every effect's "trigger point", I just carried them over from the previous version of ROW Special Effects. I might reconsider assigning a threshold of "completely destroyed" for explosion effects to happen in areas such as the engine room and/or fuel bunkers, whereas fire effects happen a bit earlier. Oh, by the way, if you ever see such an explosion happen on your boat, consider reaching for that "Load" button ;)


I believe I see this with all 3 versions of the PE3 special effects files (stock, NSM and TM). Definitely sounds like a threshold needs to be adjusted.

DrBeast
05-13-08, 08:49 AM
Definitely sounds like a threshold needs to be adjusted.

Try a dozen ;) I'll work on it as soon as I have time :yep: Thanks for bringing it up :up:

Fish40
05-13-08, 05:52 PM
Everything looks great! So far, all I tried was a couple of single battles, but from what I could tell my FR seems about the same as befor:yep:. One little glitch I did notice. While playing the Growler single mission, I noticed that the smoke comeing from the merchant was flowing from the bridge superstructure just forward of the funnel. The smoke from the destroyers was fine. Also, the merchant's reflection (large composite if I'm not mistaken) seemed alittle white.


In case it matters, I'm also useing RFB, RSRD, NSM, OM, and various skins. All mods were installed in the reccomended order, useing the appropriate PE options. Once again, looking real good!:up:

LukeFF
05-14-08, 03:10 AM
Hi Kriller,

While testing out something last night for RFB I noticed this oddity with a couple of the sampans and fishing boats:

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-05-13_222909_531.jpg

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-05-13_223433_375.jpg

Per standard procedure, RFB was installed on top of PE.

DrBeast
05-14-08, 04:43 AM
Hi Kriller,

While testing out something last night for RFB I noticed this oddity with a couple of the sampans and fishing boats:

*snip!*

Per standard procedure, RFB was installed on top of PE.

Yep. Known glitch, also evident on some Carriers, but not so prominent because the mast stays attached to the ship all the time. Thanks for bringing that up, and thus reminding me to ditch that effect when I revise the Special Effects.

Wilcke
05-14-08, 09:23 AM
Hi Kriller,

While testing out something last night for RFB I noticed this oddity with a couple of the sampans and fishing boats:

*snip!*

Per standard procedure, RFB was installed on top of PE.
Yep. Known glitch, also evident on some Carriers, but not so prominent because the mast stays attached to the ship all the time. Thanks for bringing that up, and thus reminding me to ditch that effect when I revise the Special Effects.

I just thought they were UFO's!

Your a hard working man there Dr.!:up:

DrBeast
05-14-08, 09:26 AM
Your a hard working man there Dr.!:up:

Why? Cause I left the lab at midnight yesterday and also during weekend? :rotfl:
Ok, I'm headed home now, I'll start working on a revised version of the Special Effects with more logical trigger values. ;)

NoiR
05-14-08, 10:12 AM
Just wanted to let you know that shell effect is working properly for me again. Thanks for sorting it out! :up:

Nisgeis
05-14-08, 10:19 AM
Just wanted to let you know that shell effect is working properly for me again. Thanks for sorting it out! :up:

This is with the TM patch? Thanks for letting me know :up:

AlmightyTallest
05-14-08, 12:07 PM
For the Special Effects, when using it with RFB Without NSM, should we install the Stock Special Effects patch?

Just wondering which would be best to use RFB.

Wilcke
05-14-08, 12:24 PM
Your a hard working man there Dr.!:up:
Why? Cause I left the lab at midnight yesterday and also during weekend? :rotfl:
Ok, I'm headed home now, I'll start working on a revised version of the Special Effects with more logical trigger values. ;)

Take a break, whats the hurry.:up: Tomorrow, tomorrow, its only a day away.

fireship4
05-14-08, 04:56 PM
@FireShip now I will take a look at getting the dive sequence to work with RFB, BTW are you using RFB with PE3 diverate mod?

The problem seems to happen with and without the one included. Thanks Kriller.

DrBeast
05-15-08, 04:45 AM
For the Special Effects, when using it with RFB Without NSM, should we install the Stock Special Effects patch?

Just wondering which would be best to use RFB.

That is correct.

New versions of SFX are being sent to kriller2 for testing ;)

AlmightyTallest
05-15-08, 09:43 AM
:D That is awsome!! Thanks for the great work DrBeast and Kriller, really looking forward to this weekend now!

fireship4
05-15-08, 01:12 PM
By the way kriller I am using "Real Fleet Boat v1-4 031408" for 1.4. I understand if it too much to fix the problem for 1.4 and 1.5 but if its similar enough maybe its still possible. thanks.

Fish40
05-15-08, 07:09 PM
Just wondering if anyone else experienced or has an explanation to the glitch I ran across in post#788 in this thread?:hmm:

Defiance
05-15-08, 08:04 PM
Hiya Fish40,

I have seen a few smoke glitches but i am sure K2 and the "Crew" are trying to sort compatable issues with PE:3 with TMO/RFB/RSRDC etc

No doubt after these glitches are done we can chip in better with eye-candy issues and they will be sorted

I've got a memory like a sieve, Deleted my jsgme screenshot and redid some mods, Now i either have unsinkable ships or 1 torp mirracle sinkings lol

DB has sent K2 some SFX patch to be checked so maybe this could address your smoke prob (doubtful but hey optomism sometimes pays off)

No doubt in the grand scheme of things like always it ends up all working 100% :up:

Have Fun

Happy Huntings

Ciao

Def

DrBeast
05-16-08, 03:31 AM
One little glitch I did notice. While playing the Growler single mission, I noticed that the smoke comeing from the merchant was flowing from the bridge superstructure just forward of the funnel. The smoke from the destroyers was fine. Also, the merchant's reflection (large composite if I'm not mistaken) seemed alittle white.


In case it matters, I'm also useing RFB, RSRD, NSM, OM, and various skins. All mods were installed in the reccomended order, useing the appropriate PE options. Once again, looking real good!:up:
Sorry for not noticing this earler! I take it this is the post you were referring to, Fish40? Yeah, I've seen this glitch too, many moons ago in fact; it's one of the Large something Merchants that exhibits this odd behavior. I had also brought it up some time ago. What causes this glitch is unknown, but it's certainly nothing that can be solved in the file I'm working on (more likely we'll have to dig into that ship's .dat file, and that's uncharted territory for me).

ETA: If I'm not mistaken, this is what Fish40 means:

http://img142.imageshack.us/img142/438/sh4img20080203025844968zh1.jpg

(http://img142.imageshack.us/my.php?image=sh4img20080203025844968zh1.jpg)

kriller2
05-16-08, 07:45 AM
:hmm: Look like something Nisgeis could take a look at maybe, it looks like the smoke have a wrong x - coordinate / position in the ships data file?

BTW a new patch have been added on page 1, to those who had issues with the shell hits and using PE3 with TM.

DrBeast
05-16-08, 07:48 AM
If memory serves, when I posted this question a while ago, whoever replied said he didn't see this problem. So I wonder if it's anything in NSM or RSRDC that's causing it, since both I and Fish40 use those mods :hmm:

ETA: a quick scan of both the aforementioned mods doesn't reveal any modified .dat file for the ships, only .zon (NSM) and .sns (RSRDC). The plot thickens...

ETA #2: The ship in question is most probably the NKLCS_Nagara. Hope this helps.

Syxx_Killer
05-16-08, 08:32 AM
A few days ago I was messing around with the Type XVIII in a mission. I had the caustics, bubbles, and roll pitch enabled. What followed was some very weird and comical behavior. A screenshot won't help much because you really gotta see it for yourself. The Type XVIII almost behaves like a cork when surfacing. Also, it has trouble maintaining depth control.

Nisgeis
05-16-08, 08:48 AM
:hmm: Look like something Nisgeis could take a look at maybe, it looks like the smoke have a wrong x - coordinate / position in the ships data file?

BTW a new patch have been added on page 1, to those who had issues with the shell hits and using PE3 with TM.

To make smoke, the funnel 3d object has the 'obj_Funnel' sim controller attached to it,. There are no positions for the particle effect (all effects in particle.dat are uniform for each ship). I can only assume the location for the effect is worked out as a certain offset inside the game from the funnel's origin, which is on a model by model basis. I think this is a bug with some of the stock ships - only way to be sure is to uninstall the mods.

DrBeast
05-16-08, 08:57 AM
I think this is a bug with some of the stock ships - only way to be sure is to uninstall the mods.

Uninstall the mods...? No thank you, I'll pick this instead: :/\\chop

Nisgeis
05-16-08, 08:58 AM
ETA: a quick scan of both the aforementioned mods doesn't reveal any modified .dat file for the ships, only .zon (NSM) and .sns (RSRDC). The plot thickens...

I wonder, does the .zon file contain the zone information for the funnel? If the game is reading the funnel position from the zone file, then that may explain it.

You don't have to keep the mods uninstalled, just long enough to see if that ship goes back to having proper smoke.

DrBeast
05-16-08, 09:01 AM
You don't have to keep the mods uninstalled, just long enough to see if that ship goes back to having proper smoke.

Yes I know, that's why I chose this: :/\\chop

Otherwise I'd have chosen this: :gulp:

:rotfl:

kriller2
05-16-08, 01:22 PM
:rotfl: :rotfl:

On to topic again, ok Nisgeis, then it's the same thing we have run into with the reflection mod, a stock 3d-issue, which we can't change :damn:

You don't have to keep the mods uninstalled, just long enough to see if that ship goes back to having proper smoke.

Yes I know, that's why I chose this: :/\\chop

Otherwise I'd have chosen this: :gulp:

:rotfl:

DrBeast
05-16-08, 01:35 PM
On to topic again, ok Nisgeis, then it's the same thing we have run into with the reflection mod, a stock 3d-issue, which we can't change :damn:


Oh...bummer that.

Fish40
05-16-08, 05:29 PM
One little glitch I did notice. While playing the Growler single mission, I noticed that the smoke comeing from the merchant was flowing from the bridge superstructure just forward of the funnel. The smoke from the destroyers was fine. Also, the merchant's reflection (large composite if I'm not mistaken) seemed alittle white.


In case it matters, I'm also useing RFB, RSRD, NSM, OM, and various skins. All mods were installed in the reccomended order, useing the appropriate PE options. Once again, looking real good!:up:
Sorry for not noticing this earler! I take it this is the post you were referring to, Fish40? Yeah, I've seen this glitch too, many moons ago in fact; it's one of the Large something Merchants that exhibits this odd behavior. I had also brought it up some time ago. What causes this glitch is unknown, but it's certainly nothing that can be solved in the file I'm working on (more likely we'll have to dig into that ship's .dat file, and that's uncharted territory for me).

ETA: If I'm not mistaken, this is what Fish40 means:

http://img142.imageshack.us/img142/438/sh4img20080203025844968zh1.jpg

(http://img142.imageshack.us/my.php?image=sh4img20080203025844968zh1.jpg)








That's it exactly Dr. Beast:yep: Not a real show stopper, heck at this point I'm overjoyed that this mod is running better than expected for me. :up: So far, no real loss of FR! I'm happy because in the past I was useing Dave's original stuff, and didn't want to give that up! Kriller and the rest, my hat's off to you guys. Great job:rock:

NKVD-crazyivan
05-17-08, 04:01 AM
Ok now i am totaly confused :cry: i have been away fro a week and now.......... i am runing the lastest version of TMO + RSDC + now the awesome ROW PE 3_3 + the
3_3a patch..............

I just read the read me and it says if i am running TMO plus RSDC this is what i should activate on top of PE 3_3

2d pe3 special effects for TMO
3b pe3 submarine bubbles and caustics
4 pe3 ship_debries_with bodies
5 pe3 real reflections for harbour trafic
6 pe3 patch for TM


is this true do i need to activate these through JSGME or do i just go with my ROW 3.3 plus the patch......some help would be great im sorry for being such a noob...

Also my FPS seam to be up on the surface but under water they have droped somewhat some times to 10-12 fps when near other ships or land....is ther an option to install a less fps hit looking under water...........

Awesome effort one and all keep up hte great work i love this mod and i cant live with out TMO RSRDC and PE:up: :up: :up:

i have had a few wines so forgive my slllluuurrrrring...

Defiance
05-17-08, 05:17 AM
Hiya,

Activate those with JSGME so you have the numbered sequence (just make sure they go up numericaly 1,2d,3b,4,5,6) and sometimes you can leave something out eg 1,2,4,5 etc

Any probs post back, Someones always able to help i've found :up:

Have Fun

Def

PS: In DATA/cfg/GFXSettings.cfg I always change LightShafts=1 to 0

That's in main game directory and also SH4 in docs

Not sure if it cures any fps loss underwater, I just do it as i don't take pics underwater lol

Worth a try i guess, Or in PE3 look in the Options folder, Maybe some fix in there you could try/use

Ciao

Def

akdavis
05-18-08, 12:40 AM
I just noticed that in the latest #3a PE3 Submarine bubles and caustics and roll pitch mod folder, the NSS_s42 and NSS_Gar folders are both empty. Not sure if this is intentional, as I would expect this mod to include .sim files for all subs. All the other subs have files in their folders.

Digital_Trucker
05-18-08, 09:47 AM
ak, take a look in the equivalent folders in you game install. You'll find that there are no .sim files for those subs. They share files with their "look alikes".

akdavis
05-18-08, 10:42 AM
ak, take a look in the equivalent folders in you game install. You'll find that there are no .sim files for those subs. They share files with their "look alikes".

ah, I see.

Nisgeis
05-18-08, 10:46 AM
Well, I made a custom smoke particle effect, seperate from the other funnel smoke just for the large freighter (it was a bit embaressed being the only one with magenta smoke). I then moved the particle's co-ordinates, but they seem to be overidden by the funnel position. Sadly, I think attaching the smoke effect to another node will mean the smoke still comes out of mid air when the funnel is blown off.

DrBeast
05-18-08, 10:51 AM
I'm still puzzled by why the smoke appears normally for some users, and displaced for others, in just one ship. :hmm:

Nisgeis
05-18-08, 10:58 AM
I just tested it with stock 1.5 and the fault is there, so it should be present regardless of using PE3 or stock. I just think people haven't noticed. There's a warship that does the same thing too. Can't remember off the top of my head which one.

akdavis
05-18-08, 02:00 PM
Well, I made a custom smoke particle effect, seperate from the other funnel smoke just for the large freighter (it was a bit embaressed being the only one with magenta smoke). I then moved the particle's co-ordinates, but they seem to be overidden by the funnel position. Sadly, I think attaching the smoke effect to another node will mean the smoke still comes out of mid air when the funnel is blown off.

You could make the funnel indestructable, I suppose. Kinda silly when the "blow up" anyways, as they are just a steel tube.

DrBeast
05-18-08, 02:17 PM
You could make the funnel indestructable, I suppose. Kinda silly when the "blow up" anyways, as they are just a steel tube.

I *think* that's as easy as setting Destructible=No in zones.cfg.

NKVD-crazyivan
05-18-08, 09:23 PM
Just to make it very clear on the install of PE3 this is what i have done....
TMO latest
RSRDC latest
PE3_3
PE3_3 pacth
Then applied
2d pe3 special effects for TMO
3b pe3 submarine bubbles and caustics
4 pe3 ship_debries_with bodies
5 pe3 real reflections for harbour trafic
6 pe3 patch for TM

is this correct ? i am just a bit confused (getting to old):lol:

There is on the forums a problem with shell effects i am still getting no blast effects i have the PE3 Patch when it was first released do i need to apply a later one and do i have to uninstall all mods to do with PE then reapply with new patch...or can i just uninstall PE3 patch...and add the new one

Sorry for the QS just need to make sure i am runing the best of the best correctly thanks for all your help keep up the good work:up: :up: :up:

kriller2
05-19-08, 04:44 AM
Just to make it very clear on the install of PE3 this is what i have done....
TMO latest
RSRDC latest
PE3_3
PE3_3 pacth
Then applied
2d pe3 special effects for TMO
3b pe3 submarine bubbles and caustics
4 pe3 ship_debries_with bodies
5 pe3 real reflections for harbour trafic
6 pe3 patch for TM

is this correct ? i am just a bit confused (getting to old):lol:

There is on the forums a problem with shell effects i am still getting no blast effects i have the PE3 Patch when it was first released do i need to apply a later one and do i have to uninstall all mods to do with PE then reapply with new patch...or can i just uninstall PE3 patch...and add the new one

Sorry for the QS just need to make sure i am runing the best of the best correctly thanks for all your help keep up the good work:up: :up: :up:

Hi NKVD-crazyivan,

Yes that looks allright :up: To be sure you get the nice shell effect apply patch 3.3a as the last mod, url: http://files.filefront.com/6+PE3+patch+for+TM7z/;10202412;/fileinfo.html

Enjoy the mod.

Maltro
05-19-08, 12:45 PM
Hi, nice mod, colours and water reflexion are very nice but is there any "patch" or mean to solve the problem of "flying sub" when speed wind is 15 m/s ?

http://i169.photobucket.com/albums/u204/maltro/SH4Img2008-05-18_173647_468.jpg

Another question, on my Uboat, I can't use anymore the keys to turn the hydrophone wheel. When I press the older key, the wheel turn but camera goes up or down at the same time ! :o

I have other questions but I keep them for later! ;) :)

Thank you for this nice works! :arrgh!:

DavyJonesFootlocker
05-19-08, 02:58 PM
Man, I hate that flying sub!:nope:

Defiance
05-19-08, 04:21 PM
Hiya's,
External view makes it look a bit unrealistic for sure .........................

But with the wave-states as they are now in a good old storm the wave effects buttressing the bridge view is fantastic and the actual wave-riding and ridge/valley effect is amazing especially with the rolls/pitching

I like the motions on high-seas as it is, but if they can be improved i'm for effects over external views any day of the week :)

Had to pass a large convoy up lastnight due to 14 and 15 storm conditions (just like many situations in real life i guess) might try to shadow it until playable conditions arrise i guess

Also as i'm no sub history buff, i read often heavy seas made surface action almost impossible at best and may of well endangered the boat not to mention the crew so the added dimension of having to run submerged in heavy seas adds to my immersion

Happy Hunting

Ciao

Def

DeepIron
05-19-08, 04:34 PM
FWIW... I really think the bridge views of the ocean are excellent. And the externals aren't too shabby either:


http://www.northrim.net/jhouck/images/SH4/heavy_weather_morning.JPG

I wasn't coming up from a dive. The swell and waves were rolling over me and the sub was pitching and rolling very convincingly... I had to pass up a nice medium freighter due to the rough seas as well.

andrut82
05-19-08, 05:39 PM
Hi, I've got one question...When there was PE 3 , patch 3.1 was released which contained an option to lower the submarine draft...now she's sitting so high that it is impossible to hit anything with deck gun in waterline from distance smaller that 1200 m...
Anyone knows where to get that little usefull thingie?

Defiance
05-19-08, 07:15 PM
Hiya,
Here's the link to the Surface Draft and dive time mod

http://www.subsim.com/radioroom/showthread.php?t=130655

Or later today my time maybe tomorrow your time i could upload the PE3 folder with that option if required

Shout out if you want the folder uploading with the pe option to sit lower

Have Fun

Ciao

Def

ReallyDedPoet
05-20-08, 09:57 AM
Just for the heck of it I applied the scene.dat from Stock 1.5, no more flying sub, but no more awsome kriller waves :oops: However, the sub still moves nicely ( pitch & roll ) through the waves with stock with the Pitch and Roll Mod with PE.


RDP

andrut82
05-20-08, 10:31 AM
Thx Def :) This dive mod is more than enough for me :)

Maltro
05-20-08, 12:56 PM
Thank you, I am downloading! :up:

Somebody could help me? I would like to delete the black smoke effect when a ship sink and oil burn. I just find it too compact and a little bit too unrealistic. wich files I could delete to disable it please?

Sorry to insist but no one has the bug with hydrophone wheel? When you press the older keys to turn it from left or right, camera scroll up or down... :doh:

Another annoying bug, when I am underwater (over 40 meters deep for exemple) and when I push the button "periscope depth", the sub goes up until the surface! (annoying when you have DD all around you :o ) So I push the "ermergency dive" button and the sub dive 5, 6 meters and return on surface... It only works if I push several time the button.
Somebody have already notice this bug? or do you know wich file of the mod could cause trouble?

Thanck you and sorry for my English! I hope it is comprehensible... :arrgh!:

akdavis
05-20-08, 01:32 PM
Thank you, I am downloading! :up:

Somebody could help me? I would like to delete the black smoke effect when a ship sink and oil burn. I just find it too compact and a little bit too unrealistic. wich files I could delete to disable it please?

You could delete the particles.dat, but you would lose some other stuff as well (and may or may not cause problems). It's tough one, as sometimes it looks great and sometimes like "Marge Simpson" hair (i.e. too vertical, dense and unaffected by wind). For example, the small fire effect will stream away horizontally until it is almost not visible in strong wind while the oil smoke effect continues to billow up at at a fairly steep angle.

Sorry to insist but no one has the bug with hydrophone wheel? When you press the older keys to turn it from left or right, camera scroll up or down... :doh:

Everyone should have that with PE3 alone, as it is a result of changes to the camera, I believe. If you install RFB on top of PE3, use of HOME and END returns to normal. Otherwise, I believe you can manually rotate the sensors using the mouse wheel.

DrBeast
05-20-08, 01:32 PM
Somebody could help me? I would like to delete the black smoke effect when a ship sink and oil burn. I just find it too compact and a little bit too unrealistic. wich files I could delete to disable it please?

Thanck you and sorry for my English! I hope it is comprehensible... :arrgh!:
Here's what you need to do:
a) Disable the Special Effects mod you have installed
b) Look inside that mod's Data folder and open the zones.cfg file
c) Do a search for Oil_explosion, it should look something like
Effect #x = oil_explosion , where x is the number of the effect (there can be more than one). Delete that line.
d) If there's another effect below that, change the number sequence to match the number in the line you deleted
e) Do so for all the instances of oil_explosion you can find
f) Save the file, re-enable the mod.

Or, if you don't feel confident enough, just disable the Special Effects mod ;)

ETA: no need to apologize about your English, they're just fine! :up:

Defiance
05-20-08, 04:23 PM
RDP,

I tried various things but i really do love the sick-bag feeling you get as it is now he he, Just amazing the feeling you get swaying and pitching especially after a relaxing drink or two !

andrut82, When you feel more confident with the sim, You could try TMO (trigger maru overhauled) it's a more realistic mod in most respects especially with no external view, And the beauty of it is the HUD/Dials and lots of other smaller mods are ready configged in it so as such it makes a less cluttered mod install, And to cap it off the surface dive and draft mod is in it too (can explain how to keep external view in tmo if you ever want to try it)

With TMO/PE3 the only glitch i can find with the draft mod every now and again is you get very limited time warning of incoming plane/s, But i get around it in a way by going to battle-stations then fast ahead and check distance (ctrl + v in tmo) to see if i have time for a crashdive, If not i duke it out then crashdive lol, Minor glitch nothing major and this also adds another exciting dimension to the sim

Glad you got it sorted to how you like :)

Have Fun


Def

ReallyDedPoet
05-20-08, 06:22 PM
RDP,

I tried various things but i really do love the sick-bag feeling you get as it is now he he, Just amazing the feeling you get swaying and pitching especially after a relaxing drink or two !


Yeah, the waves are very well done ( and other effects ) :yep: I am sure it will all get figured out.


RDP

Doolittle81
05-21-08, 12:25 PM
In this thread http://www.subsim.com/radioroom/showthread.php?p=867859#post867859, Snaptrap announces that he is beginning work on NSM for 1.5 (NSM for American surface ship sinking) to assist Werner's efforts. I asked this question there:
"With NSM, Light or Classic, there are specific related "ROW Pacific Environment Special Effects for NSM..." MODs. Will Kriller or someone have to update those MODs to work with your (Snaptrap and Werner's) new NSM for American Ships MOD? Or, will the current/existing "ROW PE SFX for NSM" Mods work with all ships, Japanese and American?"

DrBeast
05-21-08, 12:33 PM
In this thread http://www.subsim.com/radioroom/showthread.php?p=867859#post867859, Snaptrap announces that he is beginning work on NSM for 1.5 (NSM for American surface ship sinking) to assist Werner's efforts. I asked this question there:
"With NSM, Light or Classic, there are specific related "ROW Pacific Environment Special Effects for NSM..." MODs. Will Kriller or someone have to update those MODs to work with your (Snaptrap and Werner's) new NSM for American Ships MOD? Or, will the current/existing "ROW PE SFX for NSM" Mods work with all ships, Japanese and American?"
And I (and akdavis right before me) answered you there ;)
Anyway, I'll look into that mod as soon as it is released and make any changes necessary.

Maltro
05-21-08, 01:08 PM
Thank you Akdavis and DrBeast (cool you understand my English ! :rotfl: Great news for me! :smug: thank you)

Thank you for your help and explanation, I will following your tips. :up:

See you soon :arrgh!:

Fincuan
05-21-08, 01:14 PM
Something funny from the first post:


Can I use Trigger Maru with this mod?
Yes you can, bot be sure to enable this mod AFTER Trigger Maru.

Can I use RFB with this mod?
Yes you can, but be sure to enable this mod AFTER Trigger Maru.

Can I use RSWD with this mod?
Yes you can, but be sure to enable this mod AFTER Trigger Maru And if you allso want Trigger Maru the install order should be as follows(Important!)


Now I know TM is an excellent mod, but surely we don't ALWAYS want to use it :lol:

Maltro
05-21-08, 02:36 PM
Here's what you need to do:
a) Disable the Special Effects mod you have installed
b) Look inside that mod's Data folder and open the zones.cfg file
c) Do a search for Oil_explosion, it should look something like
Effect #x = oil_explosion , where x is the number of the effect (there can be more than one). Delete that line.
d) If there's another effect below that, change the number sequence to match the number in the line you deleted
e) Do so for all the instances of oil_explosion you can find
f) Save the file, re-enable the mod.

Or, if you don't feel confident enough, just disable the Special Effects mod ;)

ETA: no need to apologize about your English, they're just fine! :up:

Sorry DrBeast, there is no zones.cfg' file in PE mods I have installed... I have:

#1 PE3 Install
#3a PE3 Submarine bubles and caustics and roll pitch
#5 PE3 real reflections for harbour and objects

Maybe in another file? :hmm: I have found files named "smoke_volum02.tga". Maybe if I delete them?.....


Somebody knows how to edit keyboard commands please? I would like to change "Orig and End" keys to solve my problem with radar wheel... TY !

:arrgh!:

kriller2
05-21-08, 02:43 PM
Something funny from the first post:


Can I use Trigger Maru with this mod?
Yes you can, bot be sure to enable this mod AFTER Trigger Maru.

Can I use RFB with this mod?
Yes you can, but be sure to enable this mod AFTER Trigger Maru.

Can I use RSWD with this mod?
Yes you can, but be sure to enable this mod AFTER Trigger Maru And if you allso want Trigger Maru the install order should be as follows(Important!)


Now I know TM is an excellent mod, but surely we don't ALWAYS want to use it :lol:

:o Yes you are right, but now you know what to do IF you want to play one of the other mods with TM :rotfl:

Nisgeis
05-21-08, 03:13 PM
Somebody knows how to edit keyboard commands please? I would like to change "Orig and End" keys to solve my problem with radar wheel... TY !
:arrgh!:

Hi Malto, if the problem you are having is the camera moving up and down in the sonar and both radar views, then your keys are fine. It's to do with the cameras file. The radar and sonar cameras were changed to be free cameras, I'm not sure why - perhaps to make them sway, but the side effect of that is you can't use home and end to move the sound and radar heads without the camera going up and down.

There's a few things I have noticed with the PE camera. The above is one and from what I remember of looking (can't check now) the periscope zoom levels are set at 1x and 4x, which I think will make the stadimeter readings even wackier than they already are, as I think the game expects them to be at 1.5x and 6x, as they were changed for U.S. fleet boats to be correct (historically) in a later patch.

I'm not sure where the PE3 camera came from and how up to date it is - Kriller, is this one of the four ROW cameras?

Nisgeis
05-21-08, 03:25 PM
Thank Somebody could help me? I would like to delete the black smoke effect when a ship sink and oil burn. I just find it too compact and a little bit too unrealistic. wich files I could delete to disable it please?


Hi Malto again, the thick black smoke effect is a bit controversial. Some who have seen oil fires in the gulf region say it's realistic, others don't like it. It's very hard to get a grip on what effects people like and don't like. I don't know how many people have downloaded PE3 or how many of those like which effects. The depth charge change seems to have been the quietest one. I think the oil fire effect looks better than the previous oil fire effect, but is too strong to be used as often as it is. I was thinking along the lines of the stock game, where oil fires are quite rare and usually mostly on the oil tankers, which makes sense. Some screenshots I have seen with multiple Marge Simpsons, as someone called them, didn't look right at all. There needs to be more varied smoke effects, DrBeast will be able to tell you if that's possible.

So, I was initially happy with the effect, but now I'm not, so I will change it, if Kriller wants me to do any more work on PE that is :D . The reason it's so dark, is because at the time when using alpha blending the only way to get the smoke to give a thick dense feel was to set the colour dark. Using grey, the horizon was visible through it. It was the first effect I did and my first attempt at particle generators, so I didn't have all the knowledge to make it how I wanted it, though was happy with it at first, though I couldn't get it to rise the way I wanted to and it does look a bit wrong.

akdavis
05-21-08, 03:45 PM
Thank Somebody could help me? I would like to delete the black smoke effect when a ship sink and oil burn. I just find it too compact and a little bit too unrealistic. wich files I could delete to disable it please?


Hi Malto again, the thick black smoke effect is a bit controversial. Some who have seen oil fires in the gulf region say it's realistic, others don't like it. It's very hard to get a grip on what effects people like and don't like. I don't know how many people have downloaded PE3 or how many of those like which effects. The depth charge change seems to have been the quietest one. I think the oil fire effect looks better than the previous oil fire effect, but is too strong to be used as often as it is. I was thinking along the lines of the stock game, where oil fires are quite rare and usually mostly on the oil tankers, which makes sense. Some screenshots I have seen with multiple Marge Simpsons, as someone called them, didn't look right at all. There needs to be more varied smoke effects, DrBeast will be able to tell you if that's possible.

So, I was initially happy with the effect, but now I'm not, so I will change it, if Kriller wants me to do any more work on PE that is :D . The reason it's so dark, is because at the time when using alpha blending the only way to get the smoke to give a thick dense feel was to set the colour dark. Using grey, the horizon was visible through it. It was the first effect I did and my first attempt at particle generators, so I didn't have all the knowledge to make it how I wanted it, though was happy with it at first, though I couldn't get it to rise the way I wanted to and it does look a bit wrong.

It is a very nice effect. The problems I see are 1.)it's frequency and 2.)It's verticality (i.e. it tends to stay in a narrow column rather than billowing and growing larger). It also might be out a little out of whack under the influence of wind in comparison to some of the other smoke/fire effects.

Now I understand there might be graphical/processing limits on how wide such a column could become, but I'd rather have a less frequent, but more dramatic effect if I had to choose.

Different sources of fire, but smoke is responding to wind the same:
http://bp1.blogger.com/_E-QOnTGFX_o/R1LLVZ8kh6I/AAAAAAAACWA/TTI1LIYW2jQ/s320/burning+tanker.jpg

http://www.pacificworlds.com/yap/memories/images/mssnwa1.jpg


http://www.ww2australia.gov.au/scrapiron/images/5853menzies_450.jpg

http://www.unep.org/wed/2007/english/Photo_Gallery/WED_2007/Zoom/UNEP073-1.jpg

Good image of a tanker that was just hit and starting to burn:
http://upload.wikimedia.org/wikipedia/commons/7/72/Burning_japanese_oil_tanker_in_Pelican_bay.jpg

http://www.mikekemble.com/ww2/war/tanker.jpg

Here is about as extreme a fire at sea as you could get, and look like in 0 wind conditions:
http://www.greenpeace.org/raw/image_full/mediterranean/photosvideos/photos/cypriot-oil-tanker-haven-bur.jpg

kriller2
05-22-08, 02:31 AM
Hi Nisgeis, yes it's the ROW camera, but Mav47 worked on getting it to work with both SH 4 1.4 and SH4 1.5, but had some troubles because he was trying to make it work without having SH4 1.5 :hmm:
Somebody knows how to edit keyboard commands please? I would like to change "Orig and End" keys to solve my problem with radar wheel... TY !
:arrgh!:

Hi Malto, if the problem you are having is the camera moving up and down in the sonar and both radar views, then your keys are fine. It's to do with the cameras file. The radar and sonar cameras were changed to be free cameras, I'm not sure why - perhaps to make them sway, but the side effect of that is you can't use home and end to move the sound and radar heads without the camera going up and down.

There's a few things I have noticed with the PE camera. The above is one and from what I remember of looking (can't check now) the periscope zoom levels are set at 1x and 4x, which I think will make the stadimeter readings even wackier than they already are, as I think the game expects them to be at 1.5x and 6x, as they were changed for U.S. fleet boats to be correct (historically) in a later patch.

I'm not sure where the PE3 camera came from and how up to date it is - Kriller, is this one of the four ROW cameras?

DrBeast
05-22-08, 04:34 AM
Here's what you need to do:
a) Disable the Special Effects mod you have installed
b) Look inside that mod's Data folder and open the zones.cfg file
c) Do a search for Oil_explosion, it should look something like
Effect #x = oil_explosion , where x is the number of the effect (there can be more than one). Delete that line.
d) If there's another effect below that, change the number sequence to match the number in the line you deleted
e) Do so for all the instances of oil_explosion you can find
f) Save the file, re-enable the mod.

Or, if you don't feel confident enough, just disable the Special Effects mod ;)

ETA: no need to apologize about your English, they're just fine! :up:
Sorry DrBeast, there is no zones.cfg' file in PE mods I have installed... I have:

#1 PE3 Install
#3a PE3 Submarine bubles and caustics and roll pitch
#5 PE3 real reflections for harbour and objects

Maybe in another file? :hmm: I have found files named "smoke_volum02.tga". Maybe if I delete them?.....

:arrgh!:

Oh, I see, you haven't installed any of the (optional) Special Effects mods. Well, in that case do as akdavis said: disable the #1 PE3 Install mod, then go to its Data\Library folder and delete the particles.dat file. Now, reenable the mod.

With regards to the black smoke effect and its frequency, I'll see what I can do. I might chop it from all the engine rooms and limit it to only oil-related compartments and/or cargo. But that means you won't get to see that cool mushroom-y explosion when a ship's engine finally goes.

akdavis
05-22-08, 08:31 AM
But that means you won't get to see that cool mushroom-y explosion when a ship's engine finally goes.

That might actually be a good thing.

DrBeast
05-22-08, 08:37 AM
But that means you won't get to see that cool mushroom-y explosion when a ship's engine finally goes.
That might actually be a good thing.

Ah...I take it you're a firm believer of Less Is More :D

Nisgeis
05-22-08, 08:57 AM
But that means you won't get to see that cool mushroom-y explosion when a ship's engine finally goes.
That might actually be a good thing.

Ah...I take it you're a firm believer of Less Is More :D

So am I! Makes it more unexpected and special, only the tankers or ammo/fuel hits should make something explode. Others should just slip beneath the water.

DrBeast
05-22-08, 09:00 AM
But that means you won't get to see that cool mushroom-y explosion when a ship's engine finally goes.
That might actually be a good thing.
Ah...I take it you're a firm believer of Less Is More :D
So am I! Makes it more unexpected and special, only the tankers or ammo/fuel hits should make something explode. Others should just slip beneath the water.

Urgh...does that mean I have to make ANOTHER version for you guys? :damn: :rotfl:

AlmightyTallest
05-22-08, 09:02 AM
Yes, please :lol:

DrBeast
05-22-08, 09:03 AM
Yes, please :lol:

:lost:

akdavis
05-22-08, 09:18 AM
There could perhaps be an explosion associated with a critical hit to the engine room, but it should probably be something more like a boiler explosion than a huge fireball (which I believe is usually associated with a large amount of fuel detonating).

DrBeast
05-22-08, 09:35 AM
Got any pics, akdavis? I'm afraid I've never seen a boiler explode :D

Defiance
05-22-08, 10:03 AM
Hiya's,
DB, Here's a treat

Ducimus had slipped in a rare find of a japanese sub in TMO

So to show how these rare finds look with what i assume is some of PE:3's effects here's a quick vid

http://s159.photobucket.com/albums/t152/Defiance_co/?action=view&current=TorpedoAJapaneseSub.flv

Oh i likes the idea of differing smoke (guess lots of work for you DB (so hurry hurry lol J/K))

Have Fun

Ciao

Def

akdavis
05-22-08, 10:15 AM
Got any pics, akdavis? I'm afraid I've never seen a boiler explode :D

Sadly, the only thing I could find was this:

http://www.uboat.net/allies/ships/images/usna_177195.jpg

DrBeast
05-22-08, 11:09 AM
Hiya's,
DB, Here's a treat

Ducimus had slipped in a rare find of a japanese sub in TMO

So to show how these rare finds look with what i assume is some of PE:3's effects here's a quick vid

http://s159.photobucket.com/albums/t152/Defiance_co/?action=view&current=TorpedoAJapaneseSub.flv

Oh i likes the idea of differing smoke (guess lots of work for you DB (so hurry hurry lol J/K))

Have Fun

Ciao

Def
Nice video! :up:

Actually, no work at all for me. Nisgeis is in charge of adding and/or tweaking effect types. So, go crack your whip at him! :rotfl:

Sadly, the only thing I could find was this:
Hmm...can't say it reminds me of any of the explosion effects available. I take it that cascade of water isn't caused by the explosion per se, yes?

Doolittle81
05-22-08, 11:39 AM
Here are some guncam clips showing a German locomotive boiler exploding (the first locomotive shown in the clip), with the instant huge vertical eruption of steam....perhaps ship boilers would explode similarly?

http://youtube.com/watch?v=hiW_QMsf6Jw&feature=related

Also at 2:40 in this guncam clip collection
http://youtube.com/watch?v=shsxuauQA3w&feature=related

DrBeast
05-22-08, 11:46 AM
Here are some guncam clips showing a German locomotive boiler exploding (the first locomotive shown in the clip), with the instant huge vertical eruption of steam....perhaps ship boilers would explode similarly?

http://youtube.com/watch?v=hiW_QMsf6Jw&feature=related


Hmm...that looks VERY similar to the torpedo impact splash :hmm:



Also at 2:40 in this guncam clip collection
http://youtube.com/watch?v=shsxuauQA3w&feature=related

Nice. I liked the startup sequence checklist as well. Interesting tidbit for us flight sim enthusiasts ;)

akdavis
05-22-08, 12:11 PM
Here are some guncam clips showing a German locomotive boiler exploding (the first locomotive shown in the clip), with the instant huge vertical eruption of steam....perhaps ship boilers would explode similarly?

Well, unlike with a train engine, which is basically a boiler on wheels, a ship's boilers would be down deep in the ship inside the hull and below several deck. So, once the explosion escaped this confined space, it would be taking a lot of stuff with it. Plus there might be secondaries.

What I really want to know is what is being hit at 2:05 in the second video. Looks like aircraft shelters, but that is a hell of an explosion. Maybe ammo bunkers?

Maltro
05-22-08, 02:23 PM
Thanks to Akdavis, DrBeast and Nisgeis for your reply and tips. I will try to delete the particule file. I am agree with about the columns of smoke. This effect is a good idea wich is not so far from reality but need to be work (colours would be more red at the base and more gradation on the border and at the end, wind and maybe change the size? More larger at the base?)

So, you are in the right way! I will follow your progress :yep: !... :arrgh!:

Defiance
05-22-08, 05:11 PM
DB,

Here's link for full vid, I managed to join the 2

http://s159.photobucket.com/albums/t152/Defiance_co/?action=view&current=TorpedoAJapaneseSubwholevideo.flv

Hope it shows what you wanted to see

Posted on TMO also so you should get to see it lol

Cheers

Ciao

Def

DrBeast
05-22-08, 05:16 PM
Cool, Def! I'll check it out tomorrow! 01:23 over here, I think it's finally time for me to call it a day and head home! ZzzzzZzzzzzz!!!

Forrest
05-24-08, 04:28 PM
Does someone have a working link to the latest Sound Mod version?

Paajtor
05-26-08, 01:32 AM
Yeah, I wonder too where it went...I downloaded it only last week, but now the link just leads to the main FF-page.

We're talking about ROW Sound mod version 9, from the PE3.3 optional downloads...see 1st post.

*edit* I uploaded it myself...get it here (http://files.filefront.com/ROW+Sound+Effect+v+9rar/;10356332;/fileinfo.html)

kriller2
05-26-08, 02:55 AM
:hmm: I don't know, but it seems like Filefront has closed Torps account for some reason, thanks for uploading Paajtor, I will make mirror of this now! :up:

EDIT link is corrected now on page #1

W_clear
05-26-08, 04:20 AM
Hi killer2.

Can we create an environment MOD together, with the MOD you and I MOD, and then I always wanted to solve some problems. And it is easy to everybody do it.:D

kriller2
05-26-08, 04:50 AM
Hi killer2.

Can we create an environment MOD together, with the MOD you and I MOD, and then I always wanted to solve some problems. And it is easy to everybody do it.:D

Hi Wclear, Yes that would be great :D and allso solve alot of problems.

I have something I want to show you regarding the calm water in the scene.dat, been working on getting it to look like the real thing trying to improve on your 0m settings.

WhiskeyBravo
05-26-08, 05:15 AM
Hi killer2.

Can we create an environment MOD together, with the MOD you and I MOD, and then I always wanted to solve some problems. And it is easy to everybody do it.:D
Hi Wclear, Yes that would be great :D and allso solve alot of problems.


Wow, this is great news. The sub sim world just became a better place. :up:

WB.

Paajtor
05-26-08, 06:13 AM
Wonderful...been hoping for that since W_clear showed up here on SubSim.:up:

W_clear
05-26-08, 06:31 AM
Hi killer2.

Can we create an environment MOD together, with the MOD you and I MOD, and then I always wanted to solve some problems. And it is easy to everybody do it.:D

Hi Wclear, Yes that would be great :D and allso solve alot of problems.

I have something I want to show you regarding the calm water in the scene.dat, been working on getting it to look like the real thing trying to improve on your 0m settings.

I think:

at first we should propose two MOD's weakness and advantage each other, and amalgamate into one MOD.

Secondly propose one's own idea of improvement each other, then discuss together that finishes it, hope other past masters participate in discussing.

DrBeast
05-26-08, 06:57 AM
Great news! :up:
I really hope you guys will overcome the language barrier. If you manage that, we'll be looking at a KILLER mod! :yep:

kriller2
05-26-08, 07:01 AM
Great news! :up:
I really hope you guys will overcome the language barrier. If you manage that, we'll be looking at a KILLER mod! :yep:

True Dr. Beast or a WeatherClear Killer mod ;)

DrBeast
05-26-08, 07:09 AM
True Dr. Beast or a WeatherClear Killer mod ;)

A W_Clear(ly) K(r)iller mod? :D

Iain MacLean
05-26-08, 07:11 AM
Oh, this news just fills my heart with warm fuzzy feelings.....

EE *AND* PE/ROW? This is just too good to be true. Oh, the wonder of it....

On a side note, just finished my first year of college, so now am free all summer to finally get down to some quality subsim time. And, if the help is needed, any basic gruntwork you two might need done- can't say I always understand what you two do, but if you need the same thing done on 200+ different files or something, then I'm pretty sure I can wrap my skull around that.....:)

Best of luck to all!

DrBeast
05-26-08, 07:13 AM
And, if the help is needed, any basic gruntwork you two might need done- can't say I always understand what you two do, but if you need the same thing done on 200+ different files or something, then I'm pretty sure I can wrap my skull around that.....:)

Best of luck to all!

Mmm...another hapless victim...I mean beta tester! :rotfl:

ReallyDedPoet
05-26-08, 08:03 AM
Great news! :up:
we'll be looking at a KILLER mod! :yep:

I'll second that :yep::up:


RDP

Doolittle81
05-26-08, 09:00 PM
Fantastic news!

I would like to request that as you begin your work and discussion of pros and cons of each of your MODs, and then move forward on the new MOD-of-MODs, that you watch out for whatever it is that causes a lot of us to not be able to use PE with SH4 1.5 + 8800GTX + VISTA , but we are able to use EE MOD(s) with that combination... (there are several threads on this Forum and at UBI SH4 Forum discussing the matter, going back to the release of 1.5),

It might be a starting point that some success can be had using PE as described above if one turns "Post Processing" and "Texture High Quality" OFF in the SH4 in-game graphic options.

As noted in all the relevant threads, PE works just fine always with SH4 1.4, as does EE.

kriller2
05-27-08, 07:24 AM
Hi Doolittle, Nisgeis used alot of his time and to try to find out what caused this, he came to the conclussion that it was something to do with the driver for the graphic card + vista + 8800gtx, so we will just have to wait and see if a new driver takes care of this strange bug/problem.

Fish40
05-27-08, 10:34 AM
This is really promising news!:up: Kriller I'm truly enjoying your PE with 1.5, and what's even better is the fact that I so far, have no noticable FR loss, even with Photo Filters enabled. Clear's water in some of the screenies looks absolutely stunning!:yep: To have the two of you, and the rest of the boys come togeather in an effort to develop the "Mother Of All Environment" mods if you will, is a great thing! Dave's spirit is shineing on brighter than ever! Keep up the great works, and good luck in your future endeavors!

kriller2
05-29-08, 01:43 PM
Thanks Fish, I hope we can make the cooperation working.
BTW I'm still here folks, but been quite busy planning the big day which is next saturday and on top of that my trusty old graphic card went to dust because I was flashing the bios with a slightly enhanced version, it worked great 2-3 months and gave me 5 fps extra, but a week ago "pooof" :damn: , so now im waiting for a new ATI 3850, this allso means I will finaly be able to see the nice sun flair without using GPUperf to fake it :D

akdavis
05-29-08, 01:47 PM
I have my fingers crossed. Great potential there. :up:

A minor thing I just noticed is that deck gun hits seem to no longer have the "flash" effect associated with them. Now I like the impact flash, but I can understand its removal if there was interference with new effects. However, I have noticed that you do sometimes still see the flash, but possibly only if the shell hits below the waterline and/or if you are viewing it at a certain zoom level.

Nisgeis
05-29-08, 03:45 PM
<snip> deck gun hits seem to no longer have the "flash" effect associated with them. <snip>

Which flash effect, the very short pure white flash like you get on guns firing, or the piddly fireball effect?

akdavis
05-29-08, 04:02 PM
<snip> deck gun hits seem to no longer have the "flash" effect associated with them. <snip>

Which flash effect, the very short pure white flash like you get on guns firing, or the piddly fireball effect?

The quick white flash (although with PE3 it seems to have taken on an orange cast?), I think the effect that is referred to as "halo" in the files.

DrBeast
05-29-08, 04:05 PM
BTW I'm still here folks, but been quite busy planning the big day which is next saturday and on top of that my trusty old graphic card went to dust because I was flashing the bios with a slightly enhanced version, it worked great 2-3 months and gave me 5 fps extra, but a week ago "pooof" :damn: , so now im waiting for a new ATI 3850, this allso means I will finaly be able to see the nice sun flair without using GPUperf to fake it :D

Ah I see...bad news and worse news! :rotfl:

Ok, seriously, my best wishes to you in your married life, my friend! :up:

akdavis
05-29-08, 04:22 PM
<snip> deck gun hits seem to no longer have the "flash" effect associated with them. <snip>

Which flash effect, the very short pure white flash like you get on guns firing, or the piddly fireball effect?

Actually, testing again using the "Artillery" training mission, the flashes occured pretty consistently, so maybe it depends on the type of deck gun, type of ship, angle or environment at the time as to whether or not they are seen consistently. I'll try to test more. When I wasn't seeing them yesterday, it was with a German sub just shooting random stuff in the Batavia.

They definitely look more orange now, however. I think a flash of white-very slightly yellow light may be more natural.

Digital_Trucker
05-29-08, 08:16 PM
Best wishes to you and your fiance, K2. I barely remember (31 years ago) what the last few days before my wedding were like. What I do remember was very hectic and enough to make you start singing "They're coming to take me away, HAHA" and wishing that tuxedo jacket was a straight jacket:rotfl:

Seriously, congratulations:up: It slows down a little in 30 years or so:sunny:

LukeFF
05-29-08, 09:44 PM
Kriller, when you get back to modding, could you consider this paint scheme for the Iowa? (it was worn by the Missouri). Looking at the texture files, it looks like the hull section isn't mirrored on either side of the ship (do correct me if I'm wrong on this). Don't know how the funnel camo would work out, though:

http://www.navsource.org/archives/01/016302t.jpg

http://www.navsource.org/archives/01/016302s.jpg

Nisgeis
05-30-08, 01:24 PM
Does anyone have any comments on effects they'd like to see changed or overhauled for PE 4? I also had an idea on the cameras to do a specific camera depending on aspect ratio of your monitor of 4:3, 16:10 or 16:9 as no one has the exact same kit. Everyone should be able to see the game in the proper format after all. Any ideas anyone has are welcome.

ReallyDedPoet
05-30-08, 02:00 PM
I love the sea states, especially heavier seas, but this comes at a cost in the way of the flying sub. Has anybody figured out how to lessen this in PE?


RDP

Digital_Trucker
05-30-08, 05:35 PM
Ditto what RDP said, if y'all could make the sub quit flying, I'd be happier than a pig in slop.

LukeFF
05-30-08, 06:46 PM
Does anyone have any comments on effects they'd like to see changed or overhauled for PE 4? I also had an idea on the cameras to do a specific camera depending on aspect ratio of your monitor of 4:3, 16:10 or 16:9 as no one has the exact same kit. Everyone should be able to see the game in the proper format after all. Any ideas anyone has are welcome.

I'm noticing certain fire effects cripple my frame rates, while other ones do not. I have a plenty enough powerful system (GeForce 8800 SLI, 4 GB RAM), so I don't know why this is happening.

DrBeast
05-31-08, 11:10 AM
I'm noticing certain fire effects cripple my frame rates, while other ones do not. I have a plenty enough powerful system (GeForce 8800 SLI, 4 GB RAM), so I don't know why this is happening.

Can you provide us with a few screenshots of the culprits? One known FPS killer on my rig is the oil fire effect, are there others too?

LukeFF
06-02-08, 05:37 PM
Can you provide us with a few screenshots of the culprits? One known FPS killer on my rig is the oil fire effect, are there others too?
I believe it's one of the larger fire effects. Had it happen to me one time on the T3 tanker; other time I think was with the 1800-ton merchant (Taihosan Maru). Don't think it's the oil fire effect, because this happens when the ship is still floating.

Will try to grab a screenshot next time it happens.

Also: the smoke coming from buildings in port looks messed up on my system. This was at Surabaya:

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-05-29_004243_968.jpg

kapitan_zur_see
06-05-08, 06:12 PM
hey kriller ;)

Been a long time since i last came here! Still keeping up the good work, as i can see :up:
Can't wait to test your new mod! tomorrow, i'll receive my brand new ati hd3850, just like the one you're planning to get lol. Sun glare at last! :smug: not to mention at last some Fps with your mod! you pretty much got my old X800 pro to its knees, mate!!! ;)
This will sure also help getting back on track modding, with all that S3D improvments!

By the way, don't neglect your wife while being busy modding...;)
not that i'm complaining... eheheh :rotfl:

I wish you tons of happiness for you two, mate :arrgh!:

DrBeast
06-06-08, 03:22 AM
@LukeFF: looks like something Nisgeis might need to investigate. In case he doesn't reply today, I'll PM him to bring the issue to his attention (btw, does anyone know why the site was offline for so many days?)

@kapitan_zur_see: Conga rats on the new graphics card! :up: When you get back into modding, could you please take a look at the .dat files for the submarines that ship with PE3 and make them compatible with your 4-bladed prop mod? Or, if that's too big of a hassle, post instructions on how we can incorporate your mod into PE3's .dats?

kriller2, have you faced the hangman's noose yet? :rotfl:

kapitan_zur_see
06-06-08, 07:45 PM
@kapitan_zur_see: Conga rats on the new graphics card! :up: When you get back into modding, could you please take a look at the .dat files for the submarines that ship with PE3 and make them compatible with your 4-bladed prop mod? Or, if that's too big of a hassle, post instructions on how we can incorporate your mod into PE3's .dats?

ohhh, didn't had time downloading PE3 for the moment lol... got the hd3850 ready ,and just tested my SH4 with PE2 with it. HOLLY S****! it rocks lol! i really needed a new GPU! I can fire that SH with quite about everything maxed out witout a glitches or so even with AA8x and AF16x! And the whole thing on good old AGP + an aging P4. gonna make modding life easier for sure!

So i didn't saw that issue... now that skvas has brought 3d import, i'm gonna redo the texturing and import them back.

Anyway, with uboat addon, has anyone ever crossed yet a challenging situation?!? 4th mission, never been depth charged a single time, never crossed any DD escorting convoy... well, that was irrelevant to the thread anyway :cool:

Torps
06-06-08, 07:48 PM
on the new card I know the feeling of finally setting your eyes on the halo and the glare. Its also nice to have Subsim back online aswell.

Torps
06-06-08, 08:00 PM
:hmm: I don't know, but it seems like Filefront has closed Torps account for some reason, thanks for uploading Paajtor, I will make mirror of this now! :up:

EDIT link is corrected now on page #1

Sorry guys I been afk. RL has really kept me busy. All the things I've been hopeing for more or less have happened so hopefully sometime before August ill be back!

Filefront keeps deleting my ROW Sounds. The file size and the vast number of downloads are driving them nuts.:D I am to the point were I will try to find something else. Thanks for taking care of the stuff while I am afk Kriller. I will upload it again in afew days.

LukeFF
06-06-08, 11:27 PM
I'm noticing certain fire effects cripple my frame rates, while other ones do not. I have a plenty enough powerful system (GeForce 8800 SLI, 4 GB RAM), so I don't know why this is happening.
Can you provide us with a few screenshots of the culprits? One known FPS killer on my rig is the oil fire effect, are there others too?

Found out what the issue was. SH4 doesn't like Nvidia's transparency antia-aliasing, so as soon as I dropped it down from Supersampling to Multisampling the problem went away, with no loss in image quality. :up:

sqk7744
06-07-08, 03:18 PM
EXCELLENT WORK! :up::up::up::up::up::up::up::up:

DrBeast
06-09-08, 05:50 AM
Found out what the issue was. SH4 doesn't like Nvidia's transparency antia-aliasing, so as soon as I dropped it down from Supersampling to Multisampling the problem went away, with no loss in image quality. :up:

Phew. Good news! I completely forgot to PM Nisgeis, btw! :oops:

LukeFF
06-09-08, 06:25 PM
Phew. Good news! I completely forgot to PM Nisgeis, btw! :oops:
Yeah, it was funny: I was looking at a thread about how to fix this type of problem in Armed Assault, and I realized that the same idea would likely also fix it in SH4, which thankfully it did.

Trout
06-10-08, 10:38 AM
Wow, this is a "must have" mod for me! Can I install on top of RFB and RSRD? Do I need to start a new campaign?

You know, this mod should really be part of an UBI patch. To get around the issue of payment, which is complicated, perhaps UBI could just make a $3000 donation to the International Red Cross if all the modders agree to sign over the work?

There are just too many people who are probably playing the game without this mod and thinking the graphics are sub-standard (which they are)

Trout

Defiance
06-10-08, 04:23 PM
Hiya,

Yeah this mod collection is awesome

Install the chosen parts of it when your in port (really best to read the pdf readme, K2 went to great lengths to do it and it's the best readme i've come across)

Should be ok in port but any probs post back

To be fair to the developers, they have X amount of money and X amount of time, No doubt with more time they would of added more, like lots of things in life it's down to a schedule

Ciao

Def

akdavis
06-10-08, 08:38 PM
Per instructions, PE3 should be installed before RFB and RSRD/OM.

Weather-guesser
06-10-08, 09:07 PM
Istallation,
NSM
Latest PE
Latest RFB
RSRDC
RSRD patch 2
My own mixed sound MOD

Kriller or anyone...
Found a problem when I was testing different damage sounds with PE enabled by taking my s-class down to crush depth...and whenever I enable any other sound MOD, I get the old problem when ROW first came out with special effects, of the crew in the control room getting black patches all over them after the lights flicker the first time.

This only happens when I enable different wave file sounds from other MODS when I have PE enabled. Speech and other sound folders do not cause this. I have tried ROW sounds and poul-MOD sounds, even droped in sound files from TMO just to see what happens with the same result of black faces after the lights flicker.

I found it odd that sound files, even if I changed just one, would have this affect on the crew if I have PE enabled. And this doesnt happen when the wave files that come in RFB are left in. Any ideas on how to change the wave sound files I want to use with RFB and PE so this wont happen? or why this happens? Thank You.

EDIT:By the way...need some more posts to get rid of this "Navy Dude" icon. Everytime I see it I think gay biker dude lol...no offense to those who walk a little lighter on their feet.

seawolf34
06-11-08, 04:43 PM
Just to let people know, using the very latest beta driver which you can read about at http://forums.guru3d.com/showthread.php?t=264100 enables me to use POE3.3 with the 1.5 Uboat addon with no crashes on torpedo hits etc on my 8800GTX :D

It's not quite all good news, I'm getting a few graphic glitches, the fire & oil effects are all blocky looking, now that could be down to some settings on my video card driver, I've yet to try with different options enabled or disabled etc etc.

Still I'm just happy the game isn't crashing anymore.

I posted this in the thread over in the Uboat addon forum but I thought I'd post it here also as it's related tp poe3.3

Defiance
06-11-08, 06:03 PM
Hiya's,
Cool to hear, Spent last 2 days minus 4yrs sleep working a fix for 8 series cards lol

Will try the beta now

Cheers for the Heads-up :)

Ohh Weather-guesser, You sure do look a cutie :D J/K

Yeah there's some funny aviators lol

Ciao

Def

Defiance
06-11-08, 08:06 PM
Hiya,

Ciao

Def

Weather-guesser
06-11-08, 09:22 PM
Ohh Weather-guesser, You sure do look a cutie :D J/K

I'm tellin' ya. This avatar is a scene right out of Police Academy at the Blue Oyster Bar! :rotfl:

DrBeast
06-12-08, 06:33 AM
Ohh Weather-guesser, You sure do look a cutie :D J/K
I'm tellin' ya. This avatar is a scene right out of Police Academy at the Blue Oyster Bar! :rotfl:

-PROCTOOOOOOOOOOOOOOOR!!! :rotfl:

Hey Kriller, how does being married feel? :D

kriller2
06-12-08, 06:41 AM
Hey Beast, It feels good :D I have my new graphics card running now 3850 agp and it runs everything I throw after it, crysis in very high, Dirth maxed out and SH4 (with fog and sunglare!) without sweating, btw how are you ?

DrBeast
06-12-08, 06:46 AM
Can't complain. Haven't played SH4 since before (our) Easter. Not enough time, and no inclination either, to be honest. Been extremely busy with my experiments and stuff. I still pop in here at Subsims and offer my advice and silliness in equal measure, though :D Oh, and I still haven't resolved the slowdown issue. I'm inclined to think it's hardware-related. :damn:

kriller2
06-12-08, 06:53 AM
Can't complain. Haven't played SH4 since before (our) Easter. Not enough time, and no inclination either, to be honest. Been extremely busy with my experiments and stuff. I still pop in here at Subsims and offer my advice and silliness in equal measure, though :D Oh, and I still haven't resolved the slowdown issue. I'm inclined to think it's hardware-related. :damn:

Sounds good, yes RL can be stressful enough without having to solve problems with different kinds of hardware related issues, yes I noticed you still have your good/weird sense of humour! that's a good thing to have in your luggage when you are studying that chemicals :rotfl:

I haven't had any slowdowns with my new amd 6000 and new gfx-card, so it must be hardware related.

Defiance
06-12-08, 06:56 AM
Weather-guesser you SOB

ROFLMAO

Spat coffee over my new 24" monitor ya swine lmao

That's usually a trick i save for reading DB's posts lol

And that really does look like someone outa the blue oyster bar he he

Damn good job i now keep cleaning tissue on my desk

ps: http://www.subsim.com/radioroom/showthread.php?t=138038

It's the hmm somewhat slyly released nvidia drivers with added .infs for all major OS's from MS

Seeing as others and myself had 1.5 blues with vista/8800 series cards i'v done an easy method post with links

I can now sail the seas in 64bit with no fear on explosion time lol

Have Fun

Ciao

Def

DrBeast
06-12-08, 07:00 AM
...I noticed you still have your good/weird sense of humour! that's a good thing to have in your luggage when you are studying that chemicals :rotfl:


I think my weird sense of humor is because of all those chemicals...Phenol + chloroform...good...stuff...maaaaan! :rotfl:

I hope Defiance had the common sense to put that mug of coffee away while reading this *grins*

Defiance
06-12-08, 08:31 AM
I sent my braincell a memo .............

Reads .........

When entering subsim forum, Refrain from drinking/chewing gum/smoking and deffo not holding sharp objects anywhere near the mouth (sometimes chew on pens lol)

This is because there are chances of coffee splutter on monitor/choking on gum/choking on smoke or at worst launching the ciggy torpedo shape directly at coffee soddened monitor while reading a DB post :rotfl:

He he

You gotta laugh

Ciao

Def

DrBeast
06-12-08, 09:33 AM
Smart guy! ;)
Don't forget the risk of swallowing said cig. Or choking on its smoke. Happened to me more times than I care to remember! :rotfl:

*puts thread firmly back on its tracks and takes his leave for today :cool:

AVGWarhawk
06-13-08, 07:16 PM
Kriller,

I have been running your mod over the past 4 weeks. I really like everything you have done. I specifically like the debri when using the cannon plus the fire looks awesome. This is A+ over the top work. Thanks for spending so much time on it so it could be the best that it could be!!:up: Sailing off into the PE sunset for now. See you back in port:rock:

Doc_uk
06-17-08, 11:46 AM
Realy like this mod, but unplayerble due to the Fact, im getting real bad slow down
on explosions, its like slow motion, and not playerble, can anybody help:cry:
Specs
Asus Crosshair nForce 590 SLi (Socket AM2)
AMD Athlon 64 X2 Dual Core 6400+ 3.20GHz
Crucial Ballistix 2GB (2x1GB) DDR2 PC2-8500C5 1066MHz
XFX GeForce 8800 Ultra XXX
I dont think its my Com, and Befor i installed the mod it was fine, so any help would be good
Kind regards
Doc:up:

Defiance
06-17-08, 12:21 PM
Welcome Aboard Doc_uk, :)

Which OS are you using ??? (vista by any chance ? )

Also which Driver ???

And can you take a screenshot of the JSGME and upload and link it so we can have a look over it ? (press prt scr (print screen button) and paste into Paint, Sign up to photobucket etc, Upload it, Get it's link, Post it here)

Have Fun

Def

Doolittle81
06-17-08, 12:27 PM
...And can you take a screenshot of the JSGME and upload and link it so we can have a look over it ? (press prt scr (print screen button) and paste into Paint, Sign up to photobucket etc, Upload it, Get it's link, Post it here)
Def

Thre's a much simpler way to show enabled JSGME Mods... In JSGME, click "Tasks", then click "Export activated mods list". It will generate and display a text list of the mods. Then simply 'cut-and-paste' that list/text into a post here in this thread.

Defiance
06-17-08, 12:57 PM
Hiya Doolittle81,

Well you live n learn he he

Here's a snap of mine (maybe fubar'ed as i lost my old jsgme pics to load correct order up from)

REL_TriggerMaru_Overhaul_152
BALAO HI-RES Weathered
FooBor's hi-res Gato - Weathered
FooBor's PORPOISE HEAVY WTH HI-RES V1.0
FooBor's SARGO MINOR WTH HI-RES V1.0
FooBor's TAMBOR HEAVY WTH HI-RES V1.0
NSM4 classic
#1 PE3 Install
#2b PE3 Special effects Zones for NSM4 Classic
#2d PE3 Special Effects For TMO
#3a PE3 Submarine bubles and caustics and roll pitch
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
#6 PE3 patch for TM
PE3 Install less floater
ROW NEW SeaFoam from Jaketoox
Highres_Dark_Hud_Dials
LEO on Desk
My Clear TMo Scopes
IMPROVED BOW WAVE TRANSPARENT
BOW-CONNING FOAM LIGHT

Have Fun

Ciao

Def

kriller2
06-18-08, 06:39 AM
Realy like this mod, but unplayerble due to the Fact, im getting real bad slow down
on explosions, its like slow motion, and not playerble, can anybody help:cry:
Specs
Asus Crosshair nForce 590 SLi (Socket AM2)
AMD Athlon 64 X2 Dual Core 6400+ 3.20GHz
Crucial Ballistix 2GB (2x1GB) DDR2 PC2-8500C5 1066MHz
XFX GeForce 8800 Ultra XXX
I dont think its my Com, and Befor i installed the mod it was fine, so any help would be good
Kind regards
Doc:up:








Hi Doc_UK

Im glad you like the mod, have you tried this (from the faq's):

I have very low FPS after installing this mod?
Try disable volumetric fog or disable antialiasing or try to install the “options\ROW PE3 more fps less quality reflections” mod.

does it help?

Defiance
06-18-08, 08:46 AM
Hiya Doc_uk,

I have the older 8800gts 640 (waiting on ATI cards)

Got a new 24" monitor but i can still use both AA @ x4 in 1920x1200

(ok near land masses and lots of action it's a flick show lol but that's using the large monitor settings, New pair of ati cards gonna fix this hopefully)

Anyways, If you're using Very High AA's try them down a notch

Try as K2 says also, Off top of my head i use High settings then alter to just use full screen glare plus environmental effects (had to drop some options with large monitor resolution)

Also if you go into folder where SH is stored, Goto Data/CFG folder, Open with notepad the file called "Main.cfg" now with notepade i edit the following parts to read like this ..........

[VIDEO]
Resolution=1024,768,60,22
DynamicShadows=Yes
FullScreen=Yes
Synchronized=Yes
TextureResolutionHigh=Yes

[DEVELOPING]
DevDebugEnable=No
DevEditEnable=No
MiniDump=No

And here's my settings in the game for graphics and sound ...............

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

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

Now here's my JSGME screenshot

http://i159.photobucket.com/albums/t152/Defiance_co/JSGME-1.jpg

Try those and see

Also what Windows are you using, Even in x86 you could whack another 2gig of ram in you know, In vista you Will see a difference from 2gig raised to 4gig even in x86 versions)

Also, If you add mods when eg: at sea you will mainly get low fps for certain, Did my head in last year until i figured not to lol

I always alter/change/add/remove mods in port

My saves are like 1 in port 1 at sea, 2 in port 2 at sea etc etc

And which drivers are you using for your ultra ????

Ciao

Have Fun

Def

Doc_uk
06-18-08, 11:11 AM
Welcome Aboard Doc_uk, :)

Which OS are you using ??? (vista by any chance ? )

Also which Driver ???

And can you take a screenshot of the JSGME and upload and link it so we can have a look over it ? (press prt scr (print screen button) and paste into Paint, Sign up to photobucket etc, Upload it, Get it's link, Post it here)

Have Fun

Def
Im useing Vista 32bit
Drivers are Forceware 175:63
And JSGME
#1 PE3 Install
#2c PE3 Special effects for NSM4 Light
#3a PE3 Submarine bubles and caustics and roll pitch
#5 PE3 real reflections for harbour and objects
Regards
Doc:up:

Doc_uk
06-18-08, 11:20 AM
Hiya Doc_uk,

I have the older 8800gts 640 (waiting on ATI cards)

Got a new 24" monitor but i can still use both AA @ x4 in 1920x1200

(ok near land masses and lots of action it's a flick show lol but that's using the large monitor settings, New pair of ati cards gonna fix this hopefully)

Anyways, If you're using Very High AA's try them down a notch

Try as K2 says also, Off top of my head i use High settings then alter to just use full screen glare plus environmental effects (had to drop some options with large monitor resolution)

Also if you go into folder where SH is stored, Goto Data/CFG folder, Open with notepad the file called "Main.cfg" now with notepade i edit the following parts to read like this ..........

[VIDEO]
Resolution=1024,768,60,22
DynamicShadows=Yes
FullScreen=Yes
Synchronized=Yes
TextureResolutionHigh=Yes

[DEVELOPING]
DevDebugEnable=No
DevEditEnable=No
MiniDump=No

And here's my settings in the game for graphics and sound ...............

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

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

Now here's my JSGME screenshot

http://i159.photobucket.com/albums/t152/Defiance_co/JSGME-1.jpg

Try those and see

Also what Windows are you using, Even in x86 you could whack another 2gig of ram in you know, In vista you Will see a difference from 2gig raised to 4gig even in x86 versions)

Also, If you add mods when eg: at sea you will mainly get low fps for certain, Did my head in last year until i figured not to lol

I always alter/change/add/remove mods in port

My saves are like 1 in port 1 at sea, 2 in port 2 at sea etc etc

And which drivers are you using for your ultra ????

Ciao

Have Fun

Def
Why would i want to lower my res,to Resolution=1024,768,60,22 with my graphic card, and 22 inch Asus widescreen
When like i said i can run this game fine without out the mod, Useing
Resolution=1440*900 85,60
I will however try some of the other things you posted
About my drivers, read my 2 to last post
Regards
Doc:up:

Defiance
06-18-08, 12:26 PM
Heya doc,

Sorry, I should of mentioned the resolutions ..........

That's the default game settings lol (ignore res as i found this alters nothing for me)

I have changed them to my res eg: 1920,1200,60,24 but nowt changes gamewise

What i meant is change these below to Yes if not already on Yes

DynamicShadows=Yes
FullScreen=Yes
Synchronized=Yes
TextureResolutionHigh=Yes

And the mini dump and development stuff can be all No

Hope that makes sense

Ohh here's a link for a driver, Try it and comeback with problems etc (should be no problems as i run the x64 version and it's solid so far)

http://files.filefront.com/WinVista3217726rar/;10612721;/fileinfo.html

driver cleaner http://www.guru3d.com/index.php?page=driversweeper

Uninstall nvidia driver from control panel progs etc, Reboot when asked and come back in in safe mode, Use that cleaner for nvidia card drivers, Reboot and when in windows install that driver

Driver may help you, Certainly did for others and myself

Ciao

Def

DrBeast
06-19-08, 04:27 AM
@Doc_uk: Do you get a slowdown with every ship you torpedo, or does it seem random? Do what the other fellas recommended, and if the problem persists, try this simple trick: next time you get a slowdown, go to the Options panel and set the Ship 3D slider all the way to the left. I've had the exact same slowdown issues ever since I upgraded my rig and went from an ATi 1650Pro to the ATi HD3450, and they don't seem related to PE. Disabling 3D damage gets rid of the slowdown completely. I say "don't seem", because the random nature of this slowdown can't let me pinpoint a culprit, and I've tried almost every trick in the book, including removing parts of the mod and testing extensively. Every time I thought I had found the answer, the next test would prove me wrong. Really frustrating! :damn:

Doc_uk
06-19-08, 12:27 PM
@Doc_uk: Do you get a slowdown with every ship you torpedo, or does it seem random? Do what the other fellas recommended, and if the problem persists, try this simple trick: next time you get a slowdown, go to the Options panel and set the Ship 3D slider all the way to the left. I've had the exact same slowdown issues ever since I upgraded my rig and went from an ATi 1650Pro to the ATi HD3450, and they don't seem related to PE. Disabling 3D damage gets rid of the slowdown completely. I say "don't seem", because the random nature of this slowdown can't let me pinpoint a culprit, and I've tried almost every trick in the book, including removing parts of the mod and testing extensively. Every time I thought I had found the answer, the next test would prove me wrong. Really frustrating! :damn:

Ive done wat you said, Drbeast, and i now get no more slow up, but, ive now got the 1.5 ubout missions, does this mod still work with that, also i no this might sim like a stupid question, but how can i tell if this mod is working
Anyways i would just like to say, i have never, in all my time, spent in forums, felt this wellcome anywere, neather have i seen this much help giveing to one person, ie me :) Thanks guys for all your help
One other thing, can anybody tell me what the true widescreen res's are
Kind regards to all
Doc:up:

Defiance
06-19-08, 04:21 PM
Hiya Doc,

Yes this PE3 works in 1.5 ;)

As for widescreen res's, In graphics options i scroll down to a highlighted bar that's a widescreen option (easy enough, then set other options as you want and accept)

I know i need a new card or 2 but i run mine in the graphics option @ 1920x1200

(gonna crossfire soon as later ati cards out :D )



Have you tried the same game graphics settings as mine (mines the 8800gts 640 and mines fine (unless as now near land masses or mega action, but this is because i've gone from 1024 to 1920 res lol) your gtx should take to this game like duck to water lol

Don't try the editing though, just alter graphics similar to mine and check fps

Ahh how can you tell this from vanilla SH4/1.5

Well wait for a sunrise or sunset, And have a look at the colours/waves of the ocean

Vanilla SH4 the sea is a decent colour but lacks something, That something is PE3 and other mods lol

Ciao

Def

DrBeast
06-20-08, 06:48 AM
...how can i tell if this mod is working

Simple...in vanilla game you'll never see something like this:

http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-05-12_225451_750.jpg

...or this:

http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_010418_812.jpg

Well, that last pic I hope you don't see too often, unless it's for uh...research purposes only :D

Egon01
06-20-08, 10:31 AM
Hi

Quick question: I use RFB for version 1.5. Which Special effects should I install after RFB and RSRD ? #2a PE3 Special effects for Stock ? Sorry but couldn't find any tip for this point and I am litlle confused. I do not use NSM.

Thank you

Defiance
06-20-08, 06:33 PM
Egon,

Welcome Aboard :)

Yes use the Stock ones mate

Ciao

Have Fun

Def

DeepIron
06-21-08, 08:05 AM
Hi

Quick question: I use RFB for version 1.5. Which Special effects should I install after RFB and RSRD ? #2a PE3 Special effects for Stock ? Sorry but couldn't find any tip for this point and I am litlle confused. I do not use NSM.

Thank youThere is a file included with PE that tells you very specifically which PE mods to install with particular playability mods... RFB, TMO or Stock...

Egon01
06-21-08, 09:29 AM
Hi

Quick question: I use RFB for version 1.5. Which Special effects should I install after RFB and RSRD ? #2a PE3 Special effects for Stock ? Sorry but couldn't find any tip for this point and I am litlle confused. I do not use NSM.

Thank youThere is a file included with PE that tells you very specifically which PE mods to install with particular playability mods... RFB, TMO or Stock...

The PDF file doesn't tell me what I should install with RFB. Only with TMO or NSM. Now I know that I should install RFB with STOCK options but for new guy, like I am the instruction is not clear.


Thank you for answer Defiance ;)

DeepIron
06-21-08, 12:14 PM
Hi

Quick question: I use RFB for version 1.5. Which Special effects should I install after RFB and RSRD ? #2a PE3 Special effects for Stock ? Sorry but couldn't find any tip for this point and I am litlle confused. I do not use NSM.

Thank youThere is a file included with PE that tells you very specifically which PE mods to install with particular playability mods... RFB, TMO or Stock...
The PDF file doesn't tell me what I should install with RFB. Only with TMO or NSM. Now I know that I should install RFB with STOCK options but for new guy, like I am the instruction is not clear.


Thank you for answer Defiance ;)By gosh... you're right... no RFB specific install instructions... :damn:

Well from PE3.3 I use with RFB 1.5 and NSM4 Classic: #1, #2b, #3a, #4 and #5 without any big problems...

Be sure to install NSM first, then PE followed by RFB...

akdavis
06-21-08, 12:37 PM
Hi

Quick question: I use RFB for version 1.5. Which Special effects should I install after RFB and RSRD ? #2a PE3 Special effects for Stock ? Sorry but couldn't find any tip for this point and I am litlle confused. I do not use NSM.

Thank youThere is a file included with PE that tells you very specifically which PE mods to install with particular playability mods... RFB, TMO or Stock...

The PDF file doesn't tell me what I should install with RFB. Only with TMO or NSM. Now I know that I should install RFB with STOCK options but for new guy, like I am the instruction is not clear.


Thank you for answer Defiance ;)

To be clear, there are no special requirements for RFB, unlike TM. Follow the instructions listed in the RFB thread.

Doolittle81
06-21-08, 04:23 PM
I've been out of country, out of touch....what's teh status of the cooperative effort of W_Clear and Kriller merging "Environmental Effects" with "PE"?

Defiance
06-21-08, 04:37 PM
Well, I think K2 is enjoying a break after getting hitched !!! Which he of course deserves :yep:

So maybe they will (or maybe are now !) get down to the nitty gritty soon

As it stands i am just loving the game and scenery as usual :D

Ciao

Def

seawolf34
06-22-08, 12:19 PM
Has anyone seen this glitch before :damn:

http://i49.photobucket.com/albums/f273/pauln33/Allsorts/SH4Img2008-06-22_180914_517.jpg

http://i49.photobucket.com/albums/f273/pauln33/Allsorts/SH4Img2008-06-22_181253_060.jpg

Am running the U-Boat addon & the only mod I have installed is poe3.3 (for testing purposes, usually have more mods running) installed in the following order -

#1 PE3 Install
#2a PE3 Special effects for Stock
#3a PE3 Submarine bubles and caustics and roll pitch
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
ROW Sound Effect v_9

I've tried 4 different Nvidia Forcware drivers & that blocky effect is present in all of them, de-activating poe3 cures the problem.

DrBeast
06-22-08, 01:10 PM
Yeah, the "blocky fire" effect is caused by one missing texture file. Hmm...weird, I thought Kriller2 had fixed that discrepancy. :hmm:

seawolf34
06-22-08, 03:36 PM
Yeah, the "blocky fire" effect is caused by one missing texture file. Hmm...weird, I thought Kriller2 had fixed that discrepancy. :hmm:

Cheers for the help, I re-downloaded the mod and everything's looking as it should :up:

kriller2
06-23-08, 03:27 AM
Hi

Quick question: I use RFB for version 1.5. Which Special effects should I install after RFB and RSRD ? #2a PE3 Special effects for Stock ? Sorry but couldn't find any tip for this point and I am litlle confused. I do not use NSM.

Thank youThere is a file included with PE that tells you very specifically which PE mods to install with particular playability mods... RFB, TMO or Stock...
The PDF file doesn't tell me what I should install with RFB. Only with TMO or NSM. Now I know that I should install RFB with STOCK options but for new guy, like I am the instruction is not clear.


Thank you for answer Defiance ;)By gosh... you're right... no RFB specific install instructions... :damn:

Well from PE3.3 I use with RFB 1.5 and NSM4 Classic: #1, #2b, #3a, #4 and #5 without any big problems...

Be sure to install NSM first, then PE followed by RFB...

Hi Defiance and DeepIron, what do you call this then ;) from the first page of this thread.
Can I use RFB with this mod?
Yes you can, but be sure to enable this mod AFTER Trigger Maru.

I have realy tried the best I could to make the installation process as detailed as possible.

BTW am back to modding :D Been enjoying RL and just started look into all the PM's I got, thanks for keeping this thread alive with critism and feedback! :up:

DrBeast
06-23-08, 06:23 AM
BTW am back to modding :D Been enjoying RL and just started look into all the PM's I got, thanks for keeping this thread alive with critism and feedback! :up:

Welcome back to the world of the living! :D
Can you take a look at this thread (http://www.subsim.com/radioroom/showthread.php?t=138374) and see if you can incorporate that mod into a future release of PE? The submarines' .dat files will clash otherwise. Cheers! :up:

kriller2
06-23-08, 06:58 AM
BTW am back to modding :D Been enjoying RL and just started look into all the PM's I got, thanks for keeping this thread alive with critism and feedback! :up:

Welcome back to the world of the living! :D
Can you take a look at this thread (http://www.subsim.com/radioroom/showthread.php?t=138374) and see if you can incorporate that mod into a future release of PE? The submarines' .dat files will clash otherwise. Cheers! :up:

Thanks, Yes I will look into this along with the new zones file you send me and Is4htl's new camera and torpedo wakes ;)

I know KapitanZurSee promised he would look into your suggestion, but I haven't heard anything from him for sometime now...

Ishigami
06-23-08, 07:21 AM
Could someone be so nice and tell which file of this mod is responsible for the view range?

kriller2
06-26-08, 05:20 AM
Could someone be so nice and tell which file of this mod is responsible for the view range?

Hi, Sorry for keep you wating, when you say view range do you mean how far you can look that's the "camera.dat" or do you mean how far objects are drawn that's the scene.dat file.

Ishigami
06-26-08, 06:12 AM
It is always much more complicated than I think it is. I just want to see an object not only at let’s say 8 miles distance but upon 15 miles.

The thing is my PC still crashes when using full PE3.3 up on a torpedo explosion.

Ok so I thought I could try out how far I could get without getting this by activating PE3.3 step by step.
Atm I’m only using the color settings saved in the Env folder, the sea foam, less floater and the scence.dat. I tried this and it was stable. The next thing I wanted to activate is a greater view distance.
As you see I already got the scence.dat but the view distance is still as narrow as it used to be.
So it is the camera.dat? - Ok I’ll try this. Thank you.

extraterrestrial
06-26-08, 08:31 AM
I must say, that I´m a little confused about the Mod-Thread-Structure in this Forum.
Am I right that Pacific Environment/ROW/Leovampire and Kriller2 (http://www.subsim.com/radioroom/showthread.php?t=130150) the antecessor of Pacific Environments 3.3 is? Replaces PE 3.3 the other ROW or is it an Addon?

€: If its only a newer Version of the "old" ROW you should either update the Link in this (http://www.subsim.com/radioroom/showthread.php?t=119504) Thread or add a Note in the old ROW Thread.

kriller2
06-26-08, 05:35 PM
Hi all,
I have made a new formula for the waves and made some new textures for sky, foam and clouds:

With ppf filter
http://img235.imageshack.us/img235/5285/pe4wipnocloudsfoamppslk8.th.jpg (http://img235.imageshack.us/my.php?image=pe4wipnocloudsfoamppslk8.jpg)

Without ppf filter
http://img235.imageshack.us/img235/1074/pe4wipnocloudsfoamnoppsfc4.th.jpg (http://img235.imageshack.us/my.php?image=pe4wipnocloudsfoamnoppsfc4.jpg)

no ppf filter:
http://img235.imageshack.us/img235/7383/pe4wipwarshipcloudsbb3.th.jpg (http://img235.imageshack.us/my.php?image=pe4wipwarshipcloudsbb3.jpg)

With ppf filter
http://img95.imageshack.us/img95/3605/pe4sunsetcalmec8.th.jpg (http://img95.imageshack.us/my.php?image=pe4sunsetcalmec8.jpg)

I have tested the new scene and haven't seen any sub on rails or flying sub!, but are still having some trouble with the scene.dat coming out of it's loop resulting in faulty rendering of the waves...

As you see the "no ppf" versions looks most realistic in colour, does anybody knows how to reduce the "post process filtering" effect?

kylesplanet
06-27-08, 12:20 PM
Quote:
Can I use RFB with this mod?
Yes you can, but be sure to enable this mod AFTER Trigger Maru.


I think people are confused about the wording on that Kriller (or maybe its just me.:hmm:)

Would you be running RFB at the same time you ran Trigger Maru?

BTW, those new pics look great!!!

AVGWarhawk
06-27-08, 01:36 PM
Hey Kriller, I did not know you were still working on this mod. I'm using your current version and I like it a lot. You last pic, the clouds in the sky look great:up:

darkest
06-27-08, 03:32 PM
This mod is really amazing! For half an hour I amde over 100 screenshots :) and every day form now on I change my wallpapers:)

Amazing work guys! :up: I am really impressed!

Defiance
06-27-08, 05:39 PM
Welcom Aboard darkest,

You are now initiated into the addicts club ..........

Hello my name is Defiance (insert your own name), I am addicted to taking screenshots of beautiful scenery

Lol

Def

MONOLITH
06-27-08, 06:51 PM
Wow kriller. Just wow. :smug:


http://img95.imageshack.us/img95/3605/pe4sunsetcalmec8.jpg

keith_uk
06-27-08, 11:01 PM
I LOVE this mod, but i really, really don't like the calm sea. It just looks so fake and it has all sorts of strange lighting effects/movements going on all the time.

Does anyone else think the calm sea looks poor?

Keith.

kriller2
06-28-08, 04:32 AM
I LOVE this mod, but i really, really don't like the calm sea. It just looks so fake and it has all sorts of strange lighting effects/movements going on all the time.

Does anyone else think the calm sea looks poor?

Keith.

Hi Keith,
Yes me to :) , I will try to make it better this time, look in this thread for more info:
http://www.subsim.com/radioroom/showthread.php?t=138663

keith_uk
06-28-08, 06:41 AM
Cool! Thanks Killer:up:

Keith.

DrBeast
06-28-08, 01:18 PM
Hi all,
I have made a new formula for the waves and made some new textures for sky, foam and clouds:

With ppf filter
http://img235.imageshack.us/img235/5285/pe4wipnocloudsfoamppslk8.th.jpg (http://img235.imageshack.us/my.php?image=pe4wipnocloudsfoamppslk8.jpg)

Without ppf filter
http://img235.imageshack.us/img235/1074/pe4wipnocloudsfoamnoppsfc4.th.jpg (http://img235.imageshack.us/my.php?image=pe4wipnocloudsfoamnoppsfc4.jpg)

no ppf filter:
http://img235.imageshack.us/img235/7383/pe4wipwarshipcloudsbb3.th.jpg (http://img235.imageshack.us/my.php?image=pe4wipwarshipcloudsbb3.jpg)

With ppf filter
http://img95.imageshack.us/img95/3605/pe4sunsetcalmec8.th.jpg (http://img95.imageshack.us/my.php?image=pe4sunsetcalmec8.jpg)




Just lost my lower jaw. Last seen rolling on the floor of a Pharmacology Lab in a University in Central Greece. If anyone can find it and retrieve it to its rightful owner, I'd be much obliged. Thank you.

Defiance
06-28-08, 06:40 PM
Ha haaaa

Wasn't drinking coffee this time DB :D

(ok so ciggy shot at monitor, no biggie really lol)

Yeah new vidcards monday onwards with new mobo and other goodies

Just bring it on K2 and push my rig :)

Seriously, Pics look ACE :rock:

Can't Wait

Def

LukeFF
06-30-08, 02:44 AM
Kriller,

If you would, could you please update the graphics texture that shows up when certain objects spawn on the water? Right now, it looks like a bunch of marshmallows popping up and looks really ugly:

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-06-29_005402_156.jpg

Thanks!

kriller2
06-30-08, 04:14 AM
Hi LukeFF, yes I can take a look at it, but the reason they look the way they do, is because it's a mod converted from SH3.

Defiance
06-30-08, 10:48 AM
Hiya's,

Well K2 and Crew

Got a lone Sapphire 4870 card in, Enabled everything i could to the max

And boy ohh boy does this mod look cool :rock:

Can't wait for vs4 :up:

clayp
07-02-08, 03:25 PM
Is there an alternate download site for PE3?

Schwuppes
07-02-08, 09:40 PM
Hi thanks for this mod, it looks very interesting. Will it work with the U-Boat Missions Add on?

DrBeast
07-03-08, 05:08 AM
@clayp: as far as I know, nope.

@Schwuppes: yes it will

clayp
07-03-08, 11:06 AM
Well I cant get it from the given link...I dont understand how you are to download something from there..:damn:

Defiance
07-03-08, 12:20 PM
clayp,

You mean megaupload and also filefront links on 1st page won't work for you ??

I've just tried both and work here (no consolation for you i know, but they deffo working)

Dunno what to suggest if both aren't working for you :(

If i can upload to a site i use i will post back with link, But not sure how big they allow me to upload in a 24hr period

clayp
07-03-08, 03:13 PM
Gosh dang it DeFiance I plumb did not see the filefront link...:oops: :oops: :oops: :oops: I got it......:sunny:

Defiance
07-03-08, 03:37 PM
Lol clayp,

Well i'm glad you're sorted ;)

Xantrokoles
07-05-08, 10:57 AM
Dear Kriller,

I was out yesterday near Gibraltar. It was dark and I had big monsterwaves.
Can you tell me how to get them in Single mission?
Do you know the best setting in the Mission editor?
When I set 15 windspeed the waves are much smaller.

Here is a screenshot. It looks horrible, because I set the contrast and the brightness very hard for seeing the waves.
http://img380.imageshack.us/img380/5985/sh42008070500421714ob7.th.jpg (http://img380.imageshack.us/my.php?image=sh42008070500421714ob7.jpg)

Wolfling04
07-05-08, 03:24 PM
Maybe a "Rogue Wave"

Either way Xan that is ONE huge wave

Xantrokoles
07-05-08, 04:21 PM
This wasn't one wave:rotfl:
It was for arround 10 hours.
Jumping over the waves is a big fun.

Defiance
07-05-08, 06:12 PM
That's global warming for ya :rotfl:

Seriously, T'is a bitch of a wave

misfitdreamer
07-05-08, 07:34 PM
you know kriller, i love PE 3.3, but i have one major criticism with PE as well as with EE 4.4... is that the water shading just doesn't look right.. personally i think PE 3.3 is the best we've had since 1.4 vanilla.. but i don't know. i always thought the way shIII shaded it's water was very nice.. choppy and soft shaded. perhaps it's just me but i always though ShIII wave models were better than sh4. i can't put my finger on it honestly.. but sh4's water always looked a bit off.

shIII's water shading techniques plus P.E. environmental effects and colors.. = OMG

kriller2
07-06-08, 12:29 PM
Hi Kriller, I noticed a glitch when "#5 PE3 real reflections for harbour and objects" is enabled (on top of #1 PE3 Install only for the shots) : some harbour objects (trees, some dock parts, maybe others) are invisible if you're not very close, maybe you overlooked some LOD values, I don't know exactly :hmm:
I packed 10 screenshots showing some examples :

http://www.mediafire.com/?1nbn31vynsg

It's on stock SH4 with a custom locations file but all the harbours are from the stock game (and show as expected without the reflections mod enabled).

Cheers.

Hi Michaly,
Thanks for notifying me :up: , this is a bug with the visibility mod, Dave allso had the same problem so don't know if there is a solution if its not something that I overlooked in the dat-file when editing the harbour objects in S3D, I can take a look at it at the same time as modding PE4.

you know kriller, i love PE 3.3, but i have one major criticism with PE as well as with EE 4.4... is that the water shading just doesn't look right.. personally i think PE 3.3 is the best we've had since 1.4 vanilla.. but i don't know. i always thought the way shIII shaded it's water was very nice.. choppy and soft shaded. perhaps it's just me but i always though ShIII wave models were better than sh4. i can't put my finger on it honestly.. but sh4's water always looked a bit off.

shIII's water shading techniques plus P.E. environmental effects and colors.. = OMG
Hi Misfitdreamer,
Thanks :), I know exactly what you mean, but I do think that the water looks much better in SH4 than SH3, the water in SH3 is to smooth, if you look at the ocean in RL the waves are not that smooth and can sometime look like a carpet or something, but the engine in SH4 is still long away from f.ex. the water in Crysis, maybe SH5 will be better? ;)

BTW have you seen the wip from PE4? http://www.subsim.com/radioroom/showthread.php?t=138663

(It's the best waves I can get with the engine from SH4, but still needs some work...)

Dear Kriller,

I was out yesterday near Gibraltar. It was dark and I had big monsterwaves.
Can you tell me how to get them in Single mission?
Do you know the best setting in the Mission editor?
When I set 15 windspeed the waves are much smaller.

Here is a screenshot. It looks horrible, because I set the contrast and the brightness very hard for seeing the waves.

__________________
You mean how to get the waves big in single missions? - then you have to set a setting in your save game, can't remember which as I am on a vacation right now long away from my PC at home.

As for the mission editor, that's one thing I newer have been examining, can anyone else help here?

gimpy117
07-10-08, 09:46 AM
EEEKKK!!! I can't input courses after the install!!! :damn:

Lynx2069
07-15-08, 11:13 AM
After installing PE on top of TMO,RSRD,and OM I seem to get wierd behavior from my camera. Whenever i'm in the command room I find my view coming from behind some valves and when I go to the hydro's I see nothing. Makes me think it has somthing to do with a camera issue, although who am I to say. Just curious as to if anyone else has had the problem or knows a solution. Not a huge deal I know....but I'd rather play SH3 then SH4 without the PE mod.

kriller2
07-17-08, 04:36 AM
After installing PE on top of TMO,RSRD,and OM I seem to get wierd behavior from my camera. Whenever i'm in the command room I find my view coming from behind some valves and when I go to the hydro's I see nothing. Makes me think it has somthing to do with a camera issue, although who am I to say. Just curious as to if anyone else has had the problem or knows a solution. Not a huge deal I know....but I'd rather play SH3 then SH4 without the PE mod.

Hi Lynx,
The mod is not tested with TMO + RSRD (and OM), so don't know whats causing the weird camera. You could try remove the "camera.dat" from this folder before installing the mod: "ROW Pacific environments 3_3\#1 PE3 Install\Data\Library", then the camera file from TM / OM will be used.

Lynx2069
07-17-08, 12:17 PM
After installing PE on top of TMO,RSRD,and OM I seem to get wierd behavior from my camera. Whenever i'm in the command room I find my view coming from behind some valves and when I go to the hydro's I see nothing. Makes me think it has somthing to do with a camera issue, although who am I to say. Just curious as to if anyone else has had the problem or knows a solution. Not a huge deal I know....but I'd rather play SH3 then SH4 without the PE mod.
Hi Lynx,
The mod is not tested with TMO + RSRD (and OM), so don't know whats causing the weird camera. You could try remove the "camera.dat" from this folder before installing the mod: "ROW Pacific environments 3_3\#1 PE3 Install\Data\Library", then the camera file from TM / OM will be used.
Thanks Kriller, I Will defenetly try and post my results..

And the Pics of PE4 look amazing

Edit: Finally corrected the problem by removing the camera.dat file from both the #1 PE install and the #6 PE TMO patch. Not sure if It has caused any severly unwanted side effects but then again im not sure what that file does. Also I tried to run it without OM before I began removing anything and also experienced the "Hi, and yes my head is melted in with this bulkhead" camera or so I call it.

vickers03
07-18-08, 05:43 AM
Hi Michaly,
Thanks for notifying me :up: , this is a bug with the visibility mod, Dave allso had the same problem so don't know if there is a solution if its not something that I overlooked in the dat-file when editing the harbour objects in S3D, I can take a look at it at the same time as modding PE4.

Harbor_kit.dat,
vegetation_kit.dat --> all objects are set to MinRenderDim=500
this means they will only be rendered if
they are at least 500 pixels in dimension.
should be set to 5.

kriller2
07-20-08, 01:58 PM
Hi Michaly,
Thanks for notifying me :up: , this is a bug with the visibility mod, Dave allso had the same problem so don't know if there is a solution if its not something that I overlooked in the dat-file when editing the harbour objects in S3D, I can take a look at it at the same time as modding PE4.

Harbor_kit.dat,
vegetation_kit.dat --> all objects are set to MinRenderDim=500
this means they will only be rendered if
they are at least 500 pixels in dimension.
should be set to 5.

great the bug is now corrected :D for Pe4

Nisgeis
07-24-08, 02:48 PM
Congrats on getting married Kriller (yes I know it's very late!).

Will Marge Simpson disappear in PE 4?

kriller2
07-25-08, 01:20 PM
Hi Nisgeis, thanks! :D ...but do yo mean Marge from the Simpsons?.. have you seen her in pe3 :lol:

Bosje
07-27-08, 06:01 AM
OK i hope I came to the right thread for this, I'll try to explain as clearly as I can

Stumbled across a strange problem just now. After having lots of things going wrong when i upgraded my old 1.4 installation to 1.5 and some mods on top of that, I tried again with a fresh install

so now that's 1.0 -> 1.5 -> RFB -> RSRD with patches -> PE3.3 (#1 through #5 for stock settings)

all is well until I go to my sonar or radar station from the conning tower (salmon, porpoise, all the same). The conning tower camera is free walking with the above modsequence, when I go back to previous view from the radar/sonar I get in the middle of blackness with camera out of sectors. F2 gets me back to the control room but from there I can no longer get to the conning tower proper. it's the blackness from there on.

at first glance it would seem there is some kind of conflict resulting from the 1.5 settings: F9 is now no longer Conning Tower but it's Radar. Something that needs to be tweaked in cameras.dat or commands.en?

The same error occurs in the S class, except that the previous camera from radar/sonar in the S class is the control room which is consequently wrecked from then on. In other words, one is perfectly fine until one hits the radar or sonar console with the left mouse button. then it gets screwed and you have to restart the game.

upon freshly loading, the Conning tower works fine. hitting F8 or F9 works fine, from there you can back to the conning tower camera fine, nothing going wrong. Hit sonar or radar with the mouse -> screwed

This happens with ONLY PE3.3 or ONLY RFB1.5 as well, so it's something in both mods as far as I can see. I removed all mods and tried this with various mod sequences. results are always the same.

I came up with a solution but it's only a limited solution: ROW camera mod 2b for 1.4 fixes the problem as it nails the conning tower camera to the floor. With that mod installed on top, I CAN hit the radar/sonar consoles with the mouse and simply right click back to that fixed cam position. But when I install the mod it says something about overwriting salmon/porpoise/gato files. Not S class. And indeed, the S class is still screwed up (hit the 'radioman' highlight from the control room and then go back to previous view -> control room camera out of sectors.

SO....

the current sequence is 1.0 -> 1.5 -> PE3.3 -> RFB1.5 -> RSRDC for RFB1.5 -> ROW camera 2b
this sequence seems alright so far, as long as I stay away from the s class or german subs

am I onto something here or did I somehow manage to corrupt a file or two within 5 minutes of freshly installing the whole thing?

kind regards, Bosje

ps: I love the environment

swdw
07-27-08, 01:35 PM
The ROW camera 2b mod will cause problems with the U-boats

Bosje
07-27-08, 01:50 PM
yes I know, with that mod on top I have no textures in the IXD2 control room and the hydrophone is black etc, like I said I have to stick to the big fleet boats, S class also gets screwed up

but the mod nails the conning camera to one spot and that seems to fix my somehow currupted game. no problems so far, several hours into the patrol

(except of course the frikkin game not knowing it's arse from it's head;
my crew either die from CO2 poisoning while running on the surface or they stand out on the bridge at 200 feet depth

someone said on the addon bugs thread that it seems related and I agree: silent running refusing to be initiated while submerged, crew on bridge at depth, crew refusing to come out and CO2 building up while surfaced. The game doesn't know which way is up. betatesters must be in short supply in rumania, took me one patrol to encounter all the above.
Those are stock issues that come with the addon out of the box, however, and therefore not relevant to this thread.)

So, back to relevance...
Anyone able to recreate my bug with the radar/sonar consoles in the conning tower?

Nisgeis
07-31-08, 12:52 PM
Hi Nisgeis, thanks! :D ...but do yo mean Marge from the Simpsons?.. have you seen her in pe3 :lol:

I was thinking specifically of the oil slick fire effect that was somewhat controversial. Some loved it and some hated it. It was once referred to as the 'Marge Simpson' effect due to the similarity between her hair and the oil fire effect. Still, it was an improvement over what was before, as no one criticised the actual fire, which was a better than once was :D. If you need a particle effects engineer, I have my toolbox ready. I had an idea about improving the anti aircraft fire.

I'm probably posting this in the wrong topic anyway.

kriller2
07-31-08, 04:01 PM
Hi Nisgeis, thanks! :D ...but do yo mean Marge from the Simpsons?.. have you seen her in pe3 :lol:

I was thinking specifically of the oil slick fire effect that was somewhat controversial. Some loved it and some hated it. It was once referred to as the 'Marge Simpson' effect due to the similarity between her hair and the oil fire effect. Still, it was an improvement over what was before, as no one criticised the actual fire, which was a better than once was :D. If you need a particle effects engineer, I have my toolbox ready. I had an idea about improving the anti aircraft fire.

I'm probably posting this in the wrong topic anyway.

Aah.. that was the one you were thinking off!, I love the effect :up: it realy adds to the realism that the ships just don't sink without oil slick and fire , but didn't remember it being called the Marge Simpson effect :p

check you PM.

vinniczech
08-15-08, 08:08 AM
hmm....not bad:-? I see nothing in graphics of the game. Maybe bubbles:smug: Tell me. What changes are in the PE3?

AVGWarhawk
08-15-08, 08:20 AM
hmm....not bad:-? I see nothing in graphics of the game. Maybe bubbles:smug: Tell me. What changes are in the PE3?

Sounds to me you do not have the mod installed correctly. The difference between stock and this mod are like night and day. Are you sure you have it installed correctly?

vinniczech
08-15-08, 08:33 AM
hmm....not bad:-? I see nothing in graphics of the game. Maybe bubbles:smug: Tell me. What changes are in the PE3?
Sounds to me you do not have the mod installed correctly. The difference between stock and this mod are like night and day. Are you sure you have it installed correctly?
Yeah. I'm sure. I instaled in JSGME and please. answer on my question...What changes are in PE3??:shifty: thanks

Digital_Trucker
08-15-08, 12:20 PM
please. answer on my question...What changes are in PE3??:shifty: thanks
The water, the waves, the sky, the sunrise, the sunset, the clouds, the bubbles, the sounds, the fire, the smoke and a whole ton of other stuff. You'd know if it was installed correctly because you wouldn't recognize the game. It's all listed in the very first post of this thread.

If you aren't seeing any changes, then it must not be installed correctly or you installed it in the middle of a patrol. It's always best to install while you are in port when the mod changes as much as this one does.

AVGWarhawk
08-15-08, 12:34 PM
hmm....not bad:-? I see nothing in graphics of the game. Maybe bubbles:smug: Tell me. What changes are in the PE3?
Sounds to me you do not have the mod installed correctly. The difference between stock and this mod are like night and day. Are you sure you have it installed correctly?
Yeah. I'm sure. I instaled in JSGME and please. answer on my question...What changes are in PE3??:shifty: thanks
Well, if you do not see any changes and it is a vast difference then stock, you probably did not install it correctly. As DT said, install incorrectly or installed mid patrol which is again, is installing the mod incorrectly. As far as changes, it is a environment mod. What in the environment surrounding your submarine do you think would change? Water, clouds, rain, wind, sunshine, reflections. If you truly do not see a change, you did not activate the mod correctly. I'm sure you read the readme and followed it to the letter. Everyone does :roll: Furthermore, take a look at some screenshots on this thread. Certainly you must notice a difference. Just for fun, why not follow up a post like mine with this is how I installed it did I do it correctly? Smug remarks as noted above get you very little in return. You get more bees with honey than vinegar.

vinniczech
08-15-08, 03:04 PM
please. answer on my question...What changes are in PE3??:shifty: thanks
The water, the waves, the sky, the sunrise, the sunset, the clouds, the bubbles, the sounds, the fire, the smoke and a whole ton of other stuff. You'd know if it was installed correctly because you wouldn't recognize the game. It's all listed in the very first post of this thread.

If you aren't seeing any changes, then it must not be installed correctly or you installed it in the middle of a patrol. It's always best to install while you are in port when the mod changes as much as this one does.
Ouu..:smug: really??:damn: So, I must instal this mod, when I have saved game in port or office??
When I activated this mod, so, I have better graphics, but I can through objects, my submarine also land and I have slow mouse. :x

Digital_Trucker
08-15-08, 05:34 PM
Sorry, I know it's a language thing, but I found your question a little difficult to understand. The slow mouse could be caused by any number of things. Seeing through objects is a stock game problem. I don't know what to tell you about your submarine also landing. It would be helpful to know what your graphics settings are and what version of the game you are running.

If the game starts up with a "slow mouse" and a low frame rate (which happens sometimes with the stock game, too), then you can alt-tab out of the game and back in and, many times, the problem goes away.

Your system specs seem to indicate that the game should run well, but video (and other) drivers can cause problems with frame rates and many other things.

And no, you don't have to install while in port, but it is the safest way to activate mods that change certain game files, like this one does.

vinniczech
08-16-08, 03:10 AM
Sorry, I know it's a language thing, but I found your question a little difficult to understand. The slow mouse could be caused by any number of things. Seeing through objects is a stock game problem. I don't know what to tell you about your submarine also landing. It would be helpful to know what your graphics settings are and what version of the game you are running.

If the game starts up with a "slow mouse" and a low frame rate (which happens sometimes with the stock game, too), then you can alt-tab out of the game and back in and, many times, the problem goes away.

Your system specs seem to indicate that the game should run well, but video (and other) drivers can cause problems with frame rates and many other things.

And no, you don't have to install while in port, but it is the safest way to activate mods that change certain game files, like this one does.
I have 1.5 version with u-boat addon. When I playing the game without this mod, I haven't no such problems, only with mod, I have graphics problem, slow camera, slow mouse, I can move with camera through the objects. :down:

Digital_Trucker
08-16-08, 11:30 AM
I have 1.5 version with u-boat addon. When I playing the game without this mod, I haven't no such problems, only with mod, I have graphics problem, slow camera, slow mouse, I can move with camera through the objects. :down:
OK, now I understand the through part better. The camera is set up that way so that you can place the camera any where you want to. If you don't like that part of the mod, just deactivate it, find the .....\Mods\#1 PE3 Install\Data\Library\Cameras.dat file and delete it from the mod and then reactivate. Then you'll have the regular stock camera file and you won't be able to pass through things. You also won't be able to put your camera anywhere you want it.

As for the graphics problem, have you tried pressing the alt and tab keys at the same time to leave the game and then doing the same to get back into the game. Sometimes that takes care of graphics problems. I've personally used this mod on a system that was nowhere near the capacity of yours (socket A 3200+ single core CPU, 1 gig of memory and an nVidia 7800GS APG video card) and had no problems whatsoever.

vinniczech
08-16-08, 12:19 PM
I have 1.5 version with u-boat addon. When I playing the game without this mod, I haven't no such problems, only with mod, I have graphics problem, slow camera, slow mouse, I can move with camera through the objects. :down:
OK, now I understand the through part better. The camera is set up that way so that you can place the camera any where you want to. If you don't like that part of the mod, just deactivate it, find the .....\Mods\#1 PE3 Install\Data\Library\Cameras.dat file and delete it from the mod and then reactivate. Then you'll have the regular stock camera file and you won't be able to pass through things. You also won't be able to put your camera anywhere you want it.

As for the graphics problem, have you tried pressing the alt and tab keys at the same time to leave the game and then doing the same to get back into the game. Sometimes that takes care of graphics problems. I've personally used this mod on a system that was nowhere near the capacity of yours (socket A 3200+ single core CPU, 1 gig of memory and an nVidia 7800GS APG video card) and had no problems whatsoever.

Ok. Thanks. I will try it:up: