View Full Version : [REL]ROW Pacific Environments 3.3
kriller2
03-18-08, 06:15 PM
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Pacific Environments 3 downloads:
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PE3.3 download here (http://www.megaupload.com/dk/?d=TJS4SDNQ)
PE3.3 Filefront mirror (http://files.filefront.com/ROW+Pacific+environments+37z/;10178094;/fileinfo.html)
The new version includes everything needed to run PE3 and an easy to follow guideline, anyone having troubles with PE3 and TM or RSRD, should uninstall all mods and download the file above.
This is for those who are missing the new shell effects and water splashes when using PE3 with Trigger Maru :)
ROW Pacific Environments3_3a patch for TM (http://files.filefront.com/6+PE3+patch+for+TM7z/;10202412;/fileinfo.html) ( 101 kb)
For installation read the included readme file.
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Pacific Environments 3 optional downloads:
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Download ROW Sound mod version 9 here: (http://www.megaupload.com/dk/?d=IN68GMIR)
Download:ROW / PE2 Jaketooxs seafoam (http://files.filefront.com/ROW+NEW+SeaFoam+from+Jakexrar/;10096330;/fileinfo.html) If you don't like the new PE3 seafoam, but remember it may slow down your rig a little as it uses higher resolution textures.
Download low resolution clouds 512 x 512 pixels if you have problems with the highres clouds included in PE3:
PE2.1 clouds in 512 x 512 pixels (http://www.subsim.com/radioroom/showthread.php?t=135124&highlight=clouds)
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Created by the ROW PE3 Team:
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Kriller2 - for work on the sky colours, environment colours and cloud textures, land textures and retextured warships and continuing development of ROW.
Dave / LeoVampire - for the original work on datafiles to control sun set, sun rise and alot of brilliant ideas, RIP :(
Mav87th - Free moving Camera and new periscope.
L3th4l for his fire and smoke textures.
Dr.Beast - for his work on the special effects mods for NSM4,
Nisgeis - for the new Special effects for fire, smoke and oil-leak and depthcharge / shell hits.
Jaketoox - for his first work on the sun sets and sun rises
Coratio – for his work on the moon texture and peak of waves
Kapitain_zur_see - lightning effects and underwater bubbles and caustics for subs
Torps,LukeFF - for Sound-mod includes realistic submarine interor and engine effects, fire sounds etc.
27/04/2008 v3
Now includes ROW special effects in three versions for better smoke and fire and oil leaks. (look in the options folder, special effects are not compatible with TM !) this mod includes new depth charge effects, shell hit effects, oil leaks and smoke, explosions on the sub before game.
Optimized scene.dat and textures for better performance on less powerfull rigs.
Submarine caustics and roll pitch mod with underwater bubbles.
Improved skytextures and new realistic clouds and better sun sets without seafoam and wakes looking like beer ;-)
New sea foam using Seedlers seafoam, but worked some more on it to make it blend in better with the new sky colours.
New high resolution cloud textures.
- Removed files conflicting with the new RFB.
- new terrain texture, underwater environments and clouds.
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FAQ's:
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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.
Can I use this mod with SH4 Uboat missions?
Yes.
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!)
1. Trigger Maru
2. RSWD
3. PE 3
Can I use Natural Sinking Mechanics with this mod?
Yes use the included "ROW PE3 Special effects for NSM4"
I don't like the yellow floaters in the water - can I remove it?
Yes, If you don't like the plankton from the stock SH4 which is included in this mod, just copy the folder "options\ROW PE3 Install less floater" in your mods directory and enable it in JSGME after PE 3
Can I get a camera flair effect around the sun?
Yes, For a nice camera flair around the sun copy the folder "options\ROW PE3 Install sun flair for camera" in your mods directory and enable it in JSGME after PE 3.
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FOR BEST VISUAL PERFORMANCE FOLOW THIS GUIDELINE BEFORE YOU START THE GAME:
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Turn on all video options, PPF, EE and full glare for best colours, this mod was made to make full use of those options.
For the best experience of this mod go to your "My Documents/SH4/Data/cfg/ and open the file "main.cfg" in a texteditor.
Find this code and change Dynamic shadows under [VIDEO]
DynamicShadows=No (new value set to = Yes)
Save the file, start your game and enable all video options, this mod is made to make full use of Postfilters and Envirmental effects!
Gama setting should be set at 50 – 52.
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Background for working on this mod for Reflections on the water / PE1-2-3
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My good friend Dave (LeoVampire) was working on this before he passed away at the age of 42 and I was shocked like everybody else in the subsim-community and didn't want to work with the mod anymore. :(
The team who tested Dave's work before his tragic death where posting on the subsim forums, about how they realy would want his work to be released to the public and how they would like someone to take up his work and help with finishing it, being a member of the ROW team and a good friend of Dave I thought it would be a shame that all his work never had the chance to be released.
This work is dedicated to Dave for being a good friend and a known member of the subsim community for his never-ending striving to archive perfection on everything he did and his way of allway being willing to help people out if they had a problem with this mod and allways had a joke to go with the help :)
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Copyrights:
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The contents of this mod may NOT be used without written permission from me, we have used huge amounts of time on this mod!
Respect our work and don't use ANY part of this mod without contacting kriller2tester@hotmail.com I personaly send your request further on to the modder responsible for the parts of ROW / PE2 you would like to include in your mod
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DISCLAIMER
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I am in no way responsible for any accident happening to you or your computer / graphics card while using this PE3. Using this mod is at your own risk so don't contact me if any of these things happen.
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Credits for Reflections on the water and Pacific Environments:
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"ROW recovery team" testers
Rcjonessnp175,Sqk7744,Donut,Letterboy 1,Snuffy,W_Clear,FooFighters,CaptainHaplo,Reallyde dpoet and MushMartin.
and Monolith, Dr. Beast and others.
- Redwine: for torpedo explosions and underwater depth charge explosions
- Seeadler for his clouds shaders and sea foam, which I modified to match this mod.
- Wclear for his nice water spray effects and for his scene work, some of his ideas for reflections are used in this mod.
- Kapitain_zur_see: For his work on the lightning DDS file's
- Rubini: for his debris mod which he let me include in PE2.
- Nauticalwolf for his work on the trees and helping me with the grass and sand textures.
Xantrokoles
03-18-08, 06:38 PM
*Mummy Mummy I want this mod...NOW!!*:roll:
clayman
03-18-08, 07:33 PM
:o :o :o My God Kriller ... that is insane looking!!!!
It just keeps getting better and better .... I can't wait to see what it looks like when it moves! :up:
AVGWarhawk
03-18-08, 07:34 PM
WOW Kriller. Excellent work. You really have come a long way with this aspect of SH4:up:
Digital_Trucker
03-18-08, 07:37 PM
As always, looking ever more mahvelous every time you tease us with it:D Keep on tweakin' on (but not for too much longer or we'll drown in our dribble:yep: )
W_clear
03-18-08, 09:03 PM
nice!
: You are really the expert of a cloud. :smug:
kriller2
03-19-08, 07:25 AM
Thanks Wclear , that's allso something I have been using most time on, wanted the sky to look as close to the real thing as possible.
Now the scene.dat and sky is finished all that is left is adjusting the colours to match the work on the sky and clouds, it's insane how many things we can tweak with the SH4-engine, the developers realy have done a marvelous engine for us modders, but allso time-consuming ;)
DrBeast
03-19-08, 08:20 AM
Next time I say something in the lines of "man, this can't get any better!", remind me to eat my hat! :oops::rotfl:
Abso-freaking-lutely STUNNING, man! :up:
Thanks Wclear , that's allso something I have been using most time on, wanted the sky to look as close to the real thing as possible.
Now the scene.dat and sky is finished all that is left is adjusting the colours to match the work on the sky and clouds, it's insane how many things we can tweak with the SH4-engine, the developers realy have done a marvelous engine for us modders, but allso time-consuming ;)
http://img136.imageshack.us/img136/1913/coucou21eh4.gif to you and the dev team, Mr Chris ! :know:
:sunny: ;) :up:
DrBeast
03-19-08, 08:34 AM
Woah wait...an unpleasant realization just hit me like a ton of bricks: this will only be for 1.5, right? :dead:
TDK1044
03-19-08, 08:42 AM
A thing of beauty. Will there be a version compatible with TMO? :D
kriller2
03-19-08, 08:47 AM
Woah wait...an unpleasant realization just hit me like a ton of bricks: this will only be for 1.5, right? :dead:
No this mod will run on both 1.4 SH4 and SH5. I only used the new scene file from the addon and the new camera-file which works with 1.4.
A thing of beauty. Will there be a version compatible with TMO? :D
Most of the work done in this mod is on the textures so it should be compatible with TMO, but Daves ROW settings are in the scene-file for better wave-movement.
The only thing not compatible is the Swdw's excelent dive rate mod, which makes the sub act more realistic in storm, but I will include it as an optional installation in the mod along with some suprises..
DrBeast
03-19-08, 08:50 AM
Woah wait...an unpleasant realization just hit me like a ton of bricks: this will only be for 1.5, right? :dead:
No this mod will run on both 1.4 SH4 and SH5. I only used the new scene file from the addon and the new camera-file which works with 1.4.
Most of the work done in this mod is on the textures so it should be compatible with TMO, but Daves ROW settings are in the scene-file for better wave-movement.
The only thing not compatible is the Swdw's excelent dive rate mod, but I will include it as an optional install along with some surprises..
Oh man...I just heaved a sigh of relief! THANK YOU! Oh, and I love surprises! :up:
AlmightyTallest
03-19-08, 09:50 AM
Dang!!! It's really, really hard to choose between W clear's work and kriller2's environmentals. I find myself switching back and forth each week.
DONT MAKE ME CHOOOOOSE!!! :rotfl:
You guys are both doing some amazing work with this sim, it would be great if you two combined forces and became twice as powerful, twice as deadly!!!
Well, so to speak :)
DrBeast
03-19-08, 09:55 AM
You guys are both doing some amazing work with this sim, it would be great if you two combined forces and became twice as powerful, twice as deadly!!!
Well, so to speak :)
Bring out yer dead! :rotfl:
M. Sarsfield
03-19-08, 10:11 AM
Kriller,
Have you noticed a noticeable loss in processing power with the new visual effects compared to stock?
Great!! Now I need to go change my pants!!! :doh:
Seriously, Fan-freaking-tastic, Man!! Absolutely stunning.:rock:
Chuck
Nightmare
03-19-08, 02:33 PM
Excellent work Kriller! I just got back from Hawaii (Maui) last Friday and I must say some of those sunset screenshots are almost spot on to some of the pictures I took while over there!
I have a quick and perhaps stupid question since I've been out of the loop on the SH4 mods since Christmas. Is this mod in addition to the ROW stuff or a separate thing entirely?
Ducimus
03-19-08, 05:49 PM
Keep up the good work! :up:
CDR Resser
03-19-08, 07:47 PM
Kriller, those shots are beautiful. Dave would be proud.
Respectfully Submitted;
CDR Resser
Yorktown_Class
03-20-08, 02:40 AM
This is awesome work,all you modders need to be congradulated on your remarkable work.I like to fly with Sim X and to get an addon like this would cost you some $$$..
Thanks a million..:up:
kriller2
03-20-08, 05:01 AM
Hi all,
I will go on a little vacation now, but yesterday I worked to get the sun reflection better looking, so that the water is blue around the reflection. Here are some pictures, sorry for the big size, but I want you to see the reflections how they look in game ;)
Sun set sailing:
http://img80.imageshack.us/img80/3783/nicesunsetredviewfrombowf7.jpg
The water away from the reflection are still blue:
http://img80.imageshack.us/img80/3812/sunshinereflectiongs5.jpg
Sun reflects and the ocean are blue around the reflection:
http://img80.imageshack.us/img80/260/nicewatersunvy6.jpg
Das bot underwater, see the new ocean floor:
http://img91.imageshack.us/img91/8123/boatunderwaterbg3.th.jpg (http://img91.imageshack.us/my.php?image=boatunderwaterbg3.jpg)
Reflections with a little more waves in harbour:
http://img91.imageshack.us/img91/4075/waterreflectionsih7.th.jpg (http://img91.imageshack.us/my.php?image=waterreflectionsih7.jpg)
New more realistic sky:
http://img91.imageshack.us/img91/1083/blueskycloudsoz5.th.jpg (http://img91.imageshack.us/my.php?image=blueskycloudsoz5.jpg)
See you next week (this one is for Dave.. :sunny: )
http://img80.imageshack.us/img80/5581/nicesunsetviewfromboatza6.jpg
:o !
Looking awesome..................................
As usual. :p
:rock:
linerkiller
03-20-08, 08:26 AM
UACK!!!!!!!
i have no words left:o !
DrBeast
03-21-08, 07:48 AM
Have a good one, mate! You've certainly earned your vacations! :()1:
ReallyDedPoet
03-21-08, 07:52 AM
Have a nice vacation kriller :yep::up:
RDP
kriller2
03-26-08, 07:54 PM
Thanks Avg and RDP,
I had a nice vacation :up: and today I finished this mod and will upload it tommorow, here are the latest screenshots with fog and adjusted colours and some brand new cloud-textures.
Early day
http://img89.imageshack.us/img89/6305/earlydayfogwo0.th.jpg (http://img89.imageshack.us/my.php?image=earlydayfogwo0.jpg)
Early morning fog
http://img89.imageshack.us/img89/5197/submarinefoggymorningtv1.th.jpg (http://img89.imageshack.us/my.php?image=submarinefoggymorningtv1.jpg)
Standby on deck
http://img89.imageshack.us/img89/83/readyforactionfy3.th.jpg (http://img89.imageshack.us/my.php?image=readyforactionfy3.jpg)
New underwater colours
http://img89.imageshack.us/img89/6316/underwatershotmd6.th.jpg (http://img89.imageshack.us/my.php?image=underwatershotmd6.jpg)
Just passing by
http://img89.imageshack.us/img89/5043/underwaterpassbybn8.th.jpg (http://img89.imageshack.us/my.php?image=underwaterpassbybn8.jpg)
All these pictures are taken real time and my settings with acceptable framerate, thanks to the optimization I did is about 20 FPS and 2 X aa and AF 16 HQ.
Kriller2
rcjonessnp175
03-26-08, 08:05 PM
Kriller2 u continue to amaze, i wish i was around more often to enjoy this stuff, work stuff like always, anyways cant wait to download tommorrow and fire this up on my new 47 incher woohooo:rock::rock::rock:
ReallyDedPoet
03-26-08, 08:09 PM
Looks awesome kriller :rock::rock:
RDP
panthercules
03-26-08, 08:44 PM
This is looking really good. One thing though - from some of those screenshots it seems like the sub's wake is picking up some very strange (too pronounced) coloring as part of this - is that something that can be re-tweaked back to something more "normal" looking once you get the rest of it looking like you want it?
Weather-guesser
03-26-08, 11:21 PM
Outstanding Kriller! Can you describe what you changed for the water? Looks like a little more swell vs. wind wave? :doh:
Oh, man those first two pics are just awesome! Great work!:up:
kriller2
03-27-08, 03:31 AM
This is looking really good. One thing though - from some of those screenshots it seems like the sub's wake is picking up some very strange (too pronounced) coloring as part of this - is that something that can be re-tweaked back to something more "normal" looking once you get the rest of it looking like you want it?
Hi Panther,
Thanks, this mod uses your little tweak to make the sub act more naturaly in storm.
For the underwater scenery I have been trying to make it look like this picture:
http://img174.imageshack.us/img174/6718/subunderwaterqv0.th.jpg (http://img174.imageshack.us/my.php?image=subunderwaterqv0.jpg)
Can you describe what you changed for the water? Looks like a little more swell vs. wind wave?
Yes I am using Dave's work with some adjustments to make the sub move as close to reality as possible, can't remember the exact settings, but you can examine it later today ;)
You rock, Sir ! :huh: :rock:
WhiskeyBravo
03-27-08, 05:45 AM
*****Flash Message*****
From: Cmdr Asiatic Fleet
To: Officer Commanding USS Pompano
Important new modification available. Delay sailing your second war patrol. Estimate availabilty at Freemantle 24hours.
*****Message Ends*****
:up:
WB.
Hawk_345
03-27-08, 07:27 AM
Amazing work once again kriller.
DrBeast
03-27-08, 07:51 AM
To kriller2:
My jaw has issued an official complaint. It's getting sick and tired of dropping to the floor every time I see pics of your new stuff! :rotfl:
With regards to the tweaks you mentioned, what exactly did you do? You still have an ATi card, right? I'm trying to optimize my new rig (yep, got an ATi again, but this time the HD3650, which means sun glare from the box!), which means lots of tweaking from scratch, since all my old settings are either a) for my antiquated and now replaced rig, or b) forgotten :oops:
kriller2
03-27-08, 08:06 AM
To kriller2:
My jaw has issued an official complaint. It's getting sick and tired of dropping to the floor every time I see pics of your new stuff! :rotfl:
With regards to the tweaks you mentioned, what exactly did you do? You still have an ATi card, right? I'm trying to optimize my new rig (yep, got an ATi again, but this time the HD3650, which means sun glare from the box!), which means lots of tweaking from scratch, since all my old settings are either a) for my antiquated and now replaced rig, or b) forgotten :oops:
Hi Dr. Beast, Sorry... :rotfl: Soon you can see it in realtime ;)
Regarding the tweaks: I noticed that the framedrop was in the harbours looking at the bow wakes and started examining why after that I took the files controling the wakes and resized them and saved them as best possible settings in DDS, the same thing is done to the clouds-textures, light shafts etc. etc.
DrBeast
03-27-08, 08:13 AM
To kriller2:
My jaw has issued an official complaint. It's getting sick and tired of dropping to the floor every time I see pics of your new stuff! :rotfl:
With regards to the tweaks you mentioned, what exactly did you do? You still have an ATi card, right? I'm trying to optimize my new rig (yep, got an ATi again, but this time the HD3650, which means sun glare from the box!), which means lots of tweaking from scratch, since all my old settings are either a) for my antiquated and now replaced rig, or b) forgotten :oops:
Hi Dr. Beast, Sorry... :rotfl: Soon you can see it in realtime ;)
Regarding the tweaks: I noticed that the framedrop was in the harbours looking at the bow wakes and started examining why after that I took the files controling the wakes and resized them and saved them as best possible settings in DDS, the same thing is done to the clouds-textures, light shafts etc. etc.
Ah, but you see, the problem is that my jaw keeps dropping even after I've installed your work! But hey, I'm a metalhead, I'll just train my jaw to handle the pain! :rotfl:
Regarding the tweaks: a-HA! So it wasn't just me that experienced that! I noticed that too on my new rig and I was cursing the money I spent on it! :damn: Funny thing is, I never noticed that slowdown on my old junk-bucket! In stormy weather or in the harbor, my FPS would drop to about 8-9 whenever I aimed my camera toward the bow wakes. Driving me nuts, it was!
scrapser
03-27-08, 08:32 AM
Okay...I'm just ready to go on a campaign but see now I should wait 24 hours. Beautiful work by the way.
My only question is if this mod can be plopped on top of the current TMO/RSRD mods which is all I am using right now?
kriller2
03-27-08, 08:43 AM
Okay...I'm just ready to go on a campaign but see now I should wait 24 hours. Beautiful work by the way.
My only question is if this mod can be plopped on top of the current TMO/RSRD mods which is all I am using right now?
Hi Scrapser. Yes this mod should work with TM and RSRD, I have tried not to mess with anything from those mods and that was one of the reasons for leaving the special effects mod out (oilleak / flying crewmen) og this release, because it messes with TM's zones and sub files.
I haven't tried Ducimus latest SP 1 - 2 though.
How long does filefront keep a account active with no user login?
I think we need to have a backup of all of Daves work that is currently downloadable incase filefront closes the account.
Whats your though? and btw I do not see your screenshots mate.
ReallyDedPoet
03-27-08, 09:07 AM
How long does filefront keep a account active with no user login?
I think we need to have a backup of all of Daves work that is currently downloadable incase filefront closes the account.
Whats your though? and btw I do not see your screenshots mate.
I have all of his stuff backed up at home, AVG I think did this as well.
RDP
kriller2
03-27-08, 09:16 AM
How long does filefront keep a account active with no user login?
I think we need to have a backup of all of Daves work that is currently downloadable incase filefront closes the account.
Whats your though? and btw I do not see your screenshots mate.
Not for long, I had a version of PE alpha with no activity in 2 weeks and was asked to reenable it.
You are welcome to make a backup of the original ROW files, I have most of them on my HD incase filefront deletes the files.
Okay...I'm just ready to go on a campaign but see now I should wait 24 hours. Beautiful work by the way.
My only question is if this mod can be plopped on top of the current TMO/RSRD mods which is all I am using right now?
Hi Scrapser. Yes this mod should work with TM and RSRD, I have tried not to mess with anything from those mods and that was one of the reasons for leaving the special effects mod out (oilleak / flying crewmen) og this release, because it messes with TM's zones and sub files.
I haven't tried Ducimus latest SP 1 - 2 though.
Thanks for clarifying that piece. I had competely forgotten about this Special Effects from ROW! Once the dust is settled I may take a peak at integrating that into my favorite MOD...well maybe...I may get myself into modding madness.:dead:
super mod:up:
The force is strong with you jong Kriller2 :rock: :rock: :rock:
DrBeast
03-27-08, 09:54 AM
Thanks for clarifying that piece. I had competely forgotten about this Special Effects from ROW! Once the dust is settled I may take a peak at integrating that into my favorite MOD...well maybe...I may get myself into modding madness.:dead:
Easy enough to do if you have Winmerge or any other text comparison program :yep:
M. Sarsfield
03-27-08, 10:35 AM
Kriller,
Is this being released today?
scrapser
03-27-08, 10:50 AM
Okay...I'm just ready to go on a campaign but see now I should wait 24 hours. Beautiful work by the way.
My only question is if this mod can be plopped on top of the current TMO/RSRD mods which is all I am using right now?
Hi Scrapser. Yes this mod should work with TM and RSRD, I have tried not to mess with anything from those mods and that was one of the reasons for leaving the special effects mod out (oilleak / flying crewmen) og this release, because it messes with TM's zones and sub files.
I haven't tried Ducimus latest SP 1 - 2 though.
Great! I'm not sure how far/quickly I will get into a campaign once I have it running with your mod but will report anything if it appears.
kriller2
03-27-08, 11:56 AM
See this thread for info and link to the download:
Pacific Environments 2 (http://www.subsim.com/radioroom/showpost.php?p=788194&postcount=3273)
Enjoy this edition of PE and please read the readme file before installing.
@AvgHawk check your PM :)
M. Sarsfield
03-27-08, 12:28 PM
Looking forward to trying this out. :rock:
Doolittle81
03-27-08, 02:18 PM
Can this be put up on Filefront? Rapidshare is slow and it blocked me from downloading after two tries, I think.
Another question: This MOD obviates the need for all/any other ROW MODs (except ROW Sound_vs9) and all other PE MODs and Patches, correct? Hopwever, the FAQs in the PE thread still refer to PE1.1a and PE1.1b...
kriller2
03-27-08, 02:53 PM
Hi Doolitle.
I am working on it, but filefront is a little slow.
Dohh! :o You are right about the fag, will correct it now! thanks:up:
EDIT: New filefront mirror up on this page http://www.subsim.com/radioroom/showpost.php?p=788194&postcount=3273
Syxx_Killer
03-27-08, 03:05 PM
I tried the new version and love it! It looks awesome! However, and I know the screenshots show this, but is it completely intended to have the wake be the same color as the sunset? It looks a little weird.
http://img223.imageshack.us/img223/5728/sh4img20080327154150515zc5.jpg
In this shot it almost looks like I'm sailing in Mountain Dew. Now I just gave myself a craving for Mountain Dew. :oops::lol:
Anyway, I'm not nitpicking, I'm just curious. :yep:
Posted a change in the RFB install mod so this is the last one installed per your instructions. Thanks for removing some of the files that were causing the Hich one do I install first questions.
P.S. with the next RFB release it won't matter which one you install first anymore as we've have dumped all of the graphics files that conflicted with this mod.;)
kriller2
03-27-08, 03:18 PM
@Syxxkiller, Yes i want to remind the subsimmers of that nice cold thing you have in the fridge! :rotfl: It's not a bug the sunlight would reflect the colours of the wakes, but maybe it's a little to much :hmm:
@Swdw Thanks for making the change in the RFB thread it makes it easier for me and the users :up:
Von_Virus
03-27-08, 03:26 PM
Great work. kamrade.
I tried this mod and got sunglare effect on mi Ati X1800XT without using GPUPerf studio. :rock: But i got very small FPS too, around 2-3 fps. when i put camera underwater fps go to normal.
Scren without mod:
http://img296.imageshack.us/img296/8206/withoutmodvl0.th.jpg (http://img296.imageshack.us/my.php?image=withoutmodvl0.jpg)
Screen with mod:
http://img222.imageshack.us/img222/7551/sunglare24zc8.th.jpg (http://img222.imageshack.us/my.php?image=sunglare24zc8.jpg)
Syxx_Killer
03-27-08, 03:38 PM
@Syxxkiller, Yes i want to remind the subsimmers of that nice cold thing you have in the fridge! :rotfl: It's not a bug the sunlight would reflect the colours of the wakes, but maybe it's a little to much :hmm:
I wondered if that was it. It makes sense. Again, awesome with it and I love it! :rock:
Now, I still gotta get that Mountain Dew! :lol:
kriller2
03-27-08, 03:39 PM
Great work. kamrade.
I tried this mod and got sunglare effect on mi Ati X1800XT without using GPUPerf studio. :rock: But i got very small FPS too, around 2-3 fps. when i put camera underwater fps go to normal.
P.S. How to paste image in message? :-?
Around 2-3 fps - have you tried the lowres-version included in the options folder?
If you want to post a picture go to this page :
http://imageshack.us/
upload the picture and choose the "direct link to image" and use the yellow tool in the subsim editor with a little moutain and paste the link.
Von_Virus
03-27-08, 03:48 PM
Great work. kamrade.
I tried this mod and got sunglare effect on mi Ati X1800XT without using GPUPerf studio. :rock: But i got very small FPS too, around 2-3 fps. when i put camera underwater fps go to normal.
P.S. How to paste image in message? :-?
Around 2-3 fps - have you tried the lowres-version included in the options folder?
If you want to post a picture go to this page :
http://imageshack.us/
upload the picture and choose the "direct link to image" and use the yellow tool in the subsim editor with a little moutain and paste the link.
Yes, I used lowres-version. and get normal fps. Thanks.
Thanks for this , it looks great. :arrgh!:
Hawk_345
03-27-08, 03:55 PM
Very nice work.
My first outing with your mod
http://i224.photobucket.com/albums/dd83/Hawk_345/Untitled-1.jpg
http://i224.photobucket.com/albums/dd83/Hawk_345/Untitled1.jpg
http://i224.photobucket.com/albums/dd83/Hawk_345/Untitled2-1.jpg
http://i224.photobucket.com/albums/dd83/Hawk_345/Untitled3-1.jpg
Vorkapitan
03-27-08, 05:40 PM
kRILLER,
You've made this game more and more in depth and enjoyable....
THANK YOU (and DAVE and all the others)
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
MONOLITH
03-27-08, 06:28 PM
kriller, how come this release is half the size of the one we tested? What's missing?
kriller2
03-27-08, 06:29 PM
kriller, how come this release is half the size of the one we tested? What's missing?
Hi Monolith, it's because of the 7-zip fileformat compresses the files alot better. Nothing is missing.
has anyone noticed that ships do not put up exhaust like they did in the previous versions. looks like it is back to stock. is there anyway to get the ships to pour smoke out of the stack so i can spot them over the horizon, instead of the little bit it is putting up now. as of now, there is hardly any smoke visable what so ever.
great mod btw. looks nice.
Nice job, Kriller!
I noticed, though, that a lot of files are still in the 1.4 folders and not 1.5 (such as CrewSystemsManagement.dds). The /Data/Menu folder, for instance, is now split up into /data/menu/skins/german and /data/menu/skins/american.
Kriller,
Another thing I just noticed is the issue of the camera going to a black screen still exists when trying to go to the sonar display on the U-boats and when trying to click on the officer in the control room of the American subs. Is there a known fix for this?
kriller2
03-28-08, 05:11 AM
Hi mate,
I have PM'ed Mav: http://www.subsim.com/radioroom/showpost.php?p=821053&postcount=70
About this issue, maybe we need to make two versions of the camera.dat, but I let Mav decide and will post a patch to the issue with the addon as soon as possible.
Can anyone help on these issues ?
1. I aggree with Factor. We need to get Digital Truckers better smoke back, the file I am talking about is the "particles.dat", can anyone make the new particles.dat from SH 1.5 work with the ROW smoke / effects?
2. It would be nice to have the zones effects back with oilleaks etc., I did try to make the zones.cfg work with the addon, but ran into some problems with the oilleaks appearing and disappearing forever, it looked weird.
3. It would be nice to have the subs bubble effects which KapitanZurSee made for ROW working with the addon, but the new addon have made some changes to the subs datafiles..
I noticed, though, that a lot of files are still in the 1.4 folders and not 1.5 (such as CrewSystemsManagement.dds). The /Data/Menu folder, for instance, is now split up into /data/menu/skins/german and /data/menu/skins/american.
This file is suppose to only work with the SH 1.4, I think the new crewscreens in the addon look good, so no need for modding ;)
Kriller2
DrBeast
03-28-08, 06:28 AM
*DrBeast trips over 3 chairs and a couple of tables in his mad dash to download this!
Yeeeehaaaaaaw! :D :rock: :up:
linerkiller
03-28-08, 07:28 AM
I have just downloaded PE 2...Currently I have installed only TMO with Service Pack 1.1a and Sp 2. Does the compatibility of PE 2 with TMO+service packs had been tested yet? Only to prevent problems.
Congratulations for this wonderful mod:up:
Greetings
lk
andycaccia
03-28-08, 07:36 AM
I'm currently running Environmental mod 4.0, I know it can not be compatible...thus I was wondering about fog (heavy fog) in this wonderful PE 2.0.
DrBeast
03-28-08, 07:39 AM
I'm currently running Environmental mod 4.0, I know it can not be compatible...thus I was wondering about fog (heavy fog) in this wonderful PE 2.0.
If it's anything like the previous version, you can expect a regular pea soup! :rotfl:
kriller2: just to clarify (my IQ has dropped several points after I got my new rig!): ROW Special Effects are ok to use on 1.4, yes? It's only on 1.5 that you're facing problems...?
kriller2
03-28-08, 07:44 AM
I'm currently running Environmental mod 4.0, I know it can not be compatible...thus I was wondering about fog (heavy fog) in this wonderful PE 2.0.
If it's anything like the previous version, you can expect a regular pea soup! :rotfl:
kriller2: just to clarify (my IQ has dropped several points after I got my new rig!): ROW Special Effects are ok to use on 1.4, yes? It's only on 1.5 that you're facing problems...?
´
Hi Dr. Yes it should work with the SH4 1.4 :up: , but it will cause troubles if you use it with TM, because of the modification of the zones.cfg you will get an imploding submarine :o
DrBeast
03-28-08, 07:50 AM
Hi Dr. Yes it should work with the SH4 1.4 :up: , but it will cause troubles if you use it with TM, because of the modification of the zones.cfg you will get an imploding submarine :o
No worries, I'm using NSM4 with my adaptation of ROW Special Effects for that mod. Wouldn't look good on my resume if I made (and released!) a mod and then didn't use it myself! :rotfl:
andycaccia
03-28-08, 07:52 AM
What's a "pea soup"??:rotfl:
kriller2
03-28-08, 07:52 AM
Hi Dr. Yes it should work with the SH4 1.4 :up: , but it will cause troubles if you use it with TM, because of the modification of the zones.cfg you will get an imploding submarine :o
No worries, I'm using NSM4 with my adaptation of ROW Special Effects for that mod. Wouldn't look good on my resume if I made (and released!) a mod and then didn't use it myself! :rotfl:
:rotfl: You are right that would'nt look good, can you make it work with SH 1.5 ? :ping: (please with sugar on top)
andycaccia
03-28-08, 07:58 AM
Pea=pisello
Ohh damn!
A dense, greenish, disgusting fluid...hope it will be served with croutons
:rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:
??
:stare: :stare:
:dead:
DrBeast
03-28-08, 07:59 AM
:rotfl: You are right that would'nt look good, can you make it work with SH 1.5 ? :ping: (please with sugar on top)
I don't have 1.5 yet, and I don't plan on getting it anytime soon, so sorry, no :oops: And if it's something in Particles or Materials.dat that needs to be looked into, then it's way beyond my reach, anyway (I'm kinda Jack of all trades and master of none when it comes to SH4, but some stuff I wouldn't touch with a 10-ft pole). Maybe Digital_Trucker can help you out, he's been tinkering with zones.cfg as well.
kriller2
03-28-08, 08:01 AM
Pea=pisello
Ohh damn!
A dense, greenish, disgusting fluid...hope it will be served with croutons
:rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:
??
:stare: :stare:
:dead:
Yep! that's it :up: this mod will bring it to you among other things you have to discover for yourself..
DrBeast
03-28-08, 08:02 AM
Pea=pisello
Bizelia in greek ;)
And I think croutons the same size as the pea soup created by the fog would be quite harmful to your sub :rotfl:
scrapser
03-28-08, 08:27 AM
:rotfl: You are right that would'nt look good, can you make it work with SH 1.5 ? :ping: (please with sugar on top)
I don't have 1.5 yet, and I don't plan on getting it anytime soon, so sorry, no :oops: And if it's something in Particles or Materials.dat that needs to be looked into, then it's way beyond my reach, anyway (I'm kinda Jack of all trades and master of none when it comes to SH4, but some stuff I wouldn't touch with a 10-ft pole). Maybe Digital_Trucker can help you out, he's been tinkering with zones.cfg as well.
I have an 11-foot pole if you want to borrow it. :rotfl:
kriller2
03-28-08, 08:39 AM
:rotfl: You are right that would'nt look good, can you make it work with SH 1.5 ? :ping: (please with sugar on top)
I don't have 1.5 yet, and I don't plan on getting it anytime soon, so sorry, no :oops: And if it's something in Particles or Materials.dat that needs to be looked into, then it's way beyond my reach, anyway (I'm kinda Jack of all trades and master of none when it comes to SH4, but some stuff I wouldn't touch with a 10-ft pole). Maybe Digital_Trucker can help you out, he's been tinkering with zones.cfg as well.
I have an 11-foot pole if you want to borrow it. :rotfl:
:o :hmm: no you can keep it :rotfl:
DrBeast
03-28-08, 08:46 AM
My ancestors fought with sarissas...I've no need for puny 10- and 11-ft poles :arrgh!:
Digital_Trucker
03-28-08, 08:51 AM
Yay! New shiny stuff to look at. Thanks K2:rock: Can't wait to get back in port and get updated. Thanks for adding the optional installs for faster and slower computers. That was a nice touch.:up:
Maybe Digital_Trucker can help you out, he's been tinkering with zones.cfg as well.
What was that? I heard my name. I did not do it, it's not my fault :rotfl:
Seriously, I should be able to handle the smoke fairly rapidly (can't test on 1.5 yet, but I don't think there would be any problems) and as soon as I get my hands on the add-on, I'll definitely be taking a look at the special effects, too. I think, too, that exporting and importing the additional bubble effects shouldn't be a massive task either.
Nice work Kriller, you keep outdoing yourself, i cant wait to get home and load this up!
THIS THREAD SHOULD BE STICKED, its getting so hard to keep track of the changing mods! i almost missed this one!
:arrgh!:
Syxx_Killer
03-28-08, 04:45 PM
Hi. I was wondering, does PE2 change the weather behavior at all? I didn't experience this before. Since installing PE2, the weather in most cases is very rough. The seas are rarely calm anymore and fog abounds in some form varying from light to heavy.
It looks to me from reading the install instructions on the first page, that there are three options: A normal, if you will, option, a low res option, and a high res option. Am I wrong too assume this? If I'm correct, which option would come closest to Dave's original ROW, because my machine could run (presently running) this work fairly well, in all conditions. By the way Kriller, outstanding job!:up:
tedhealy
03-28-08, 06:11 PM
Probably not a popular opinion, but...
I'm not liking the new fog. It just doesn't look right on my machine, sort of grainy, specially when I move the view around. Could just be something funky on my end though. As mentioned earlier, the yellow sea mountain dew effect at sunrise/sunset doesn't look right either, specially with high seas and lots of white foam that turns yellow.
Here's what I'm getting with low fog, high seas, at sunrise.
http://img.photobucket.com/albums/v290/yurkb/SH4Img2008-03-28_184804_.jpg
http://img.photobucket.com/albums/v290/yurkb/SH4Img2008-03-28_184723_.jpg
kriller2
03-29-08, 03:27 AM
Hi Ted. I allso noticed the fog was getting allmost looking like smoke and will examine if something can be done to make it a little more light.
kriller2
03-29-08, 03:29 AM
It looks to me from reading the install instructions on the first page, that there are three options: A normal, if you will, option, a low res option, and a high res option. Am I wrong too assume this? If I'm correct, which option would come closest to Dave's original ROW, because my machine could run (presently running) this work fairly well, in all conditions. By the way Kriller, outstanding job!:up:
Hi Fish,
Yes there are 3 options to make this mod work with all computers, but the scene.dat which controls the waves / ROW settings is the same so you can choose any one of those 3 settings, it's only some graphic files being swapped for better / lower resolution.
Thanks.
Hi. I was wondering, does PE2 change the weather behavior at all? I didn't experience this before. Since installing PE2, the weather in most cases is very rough. The seas are rarely calm anymore and fog abounds in some form varying from light to heavy.
No I haven't changed the weather, just the way it looks, so now when it's cloudy the water are getting grey as real life. The fog issue is something I will look into right away.
Digital trucker has allso been working on getting the good black smoke back in PE2, so that's allso something I need to test..
I think PE2 (without other enhancements/options that come in the package) seem to have a little glitch with wakes ... they seem to appear/disappear.
kriller2
03-29-08, 04:46 AM
Hi Ted.
I have been examining the fog and think this will fix it?
http://files.filefront.com/PE+2+lighter+light+fograr/;9911820;/fileinfo.html
Here is 2 pictures with and without the fix:
Without the fix:
http://img151.imageshack.us/img151/6168/nolightfoghm6.th.jpg (http://img151.imageshack.us/my.php?image=nolightfoghm6.jpg)
With the fog fix:
http://img151.imageshack.us/img151/3948/lightfogyk1.th.jpg (http://img151.imageshack.us/my.php?image=lightfogyk1.jpg)
BTW only the light fog conditions are modified, so you will still get the heavy fog in storm.
cherbert
03-29-08, 06:01 AM
I have noticed that the Sonar Station does not work (its just a black screen). At least it is when doing the U-Boat Missions (1.5).
Is this a known problem with PE2 installed?
Chris
Kriller, I like the fog in the release better than your fix because it looks more like the fog I've seen on the ocean in the morning.
cherbert. That was a bug caused by the cameras.dat fle in PE2 and other camera mods imported from 1.4. This issue is fixed with the SH4_1.5_ Uboat_freeCamFix mod
Kriller, you may need to either utilize that camera mod with PE2, or manually copy the needed changes from that mod into your camera file.
cherbert
03-29-08, 06:57 AM
This issue is fixed with the SH4_1.5_ Uboat_freeCamFix mod
I can't seem to find this anywhere?
basilio
03-29-08, 09:25 AM
GREAT work Kriller:up: :up: :up:
I'm just curious: which file from your mod is responsible for the (no-more-missing)ATI cards sunglare?
tedhealy
03-29-08, 10:56 AM
Hi Ted.
I have been examining the fog and think this will fix it?
http://files.filefront.com/PE+2+lighter+light+fograr/;9911820;/fileinfo.html
BTW only the light fog conditions are modified, so you will still get the heavy fog in storm.
I'll give it a try right now, thank you much.
By the way, I don't want to rock the boat here. If my opinion is in the minority, please ignore me and do what you do best, improve SH4.
kriller2
03-29-08, 11:16 AM
GREAT work Kriller:up: :up: :up:
I'm just curious: which file from your mod is responsible for the (no-more-missing)ATI cards sunglare?
Thanks Bassilio, I found out a way to make the sun have a halo around the sun by editing this file "data/textures/tnormal/tex/sub sky_pac.tga", which controls how the sky is showing around the player, it's not as good as a real sunglare, but better than nothing.
tedhealy
03-29-08, 11:20 AM
Just did a quick circuit around and I like the new light fog. It sort of looks like a haze now.
If the previous heavier light fog had occurred infrequently, then I wouldn't mind it so much. It's just that it happens with good visibility and those conditions are common and can last for days or weeks, so you'll have this smoky black fog for days on end and for a majority of the patrol.
Now it looks more like a haze than fog and I like it better. It's just enough that it would hamper how far you can see without decreasing visibility too much. That makes the actual heavier fog in poor visibility stand out more and more realistic to me.
Anyways, just my 2 cents. I can always turn off volumetric fog in the options if I don't like it, so do what you think looks best.
DrBeast
03-29-08, 12:14 PM
For starters, let me once more commend you on a job incredibly well done! :up:
Now...I regret to inform you that the slowdown persists on my rig when I torpedo a ship. I tried your More FPS version, but to no avail. I tried reducing 3D sounds and Particle Density, no dice. I tried running the game without AA and AF, same difference. So I went on a troubleshooting spree, hell-bent on finding just what in PE was causing the slow-down. At first I loaded the last version of ROW Textures with sun halo, and noticed it gave me a slowdown too. So, using that as a basis, I started pruning down the textures until I ran into the culprit: reflex_pac.tga. Happy to have discovered that, I compared that file (well, the one in PE, actually) to the stock file, and discovered that yours is 1024x512 while stock is at 512x256. Easy, I thought, I'll just resize yours to those dimensions. Which I did. And installed PE2 with the resized file. And hit a brick wall...the slowdown was still there!!! :damn: After three hours of battling this problem, I threw in the towel and took a looooong flight from Wellington Intl to Brisbane Intl in Flight Simulator X...almost fell asleep at the joystick half a dozen times, so as soon as I had landed I went to bed, exhausted, at 5:00.
I don't want to end this post with a string of complaints, so here's what I loved about the mod: the slowdown when aiming the camera at the bow wakes is gone, and it runs a bit faster when underwater (without More FPS version, to boot!). I'm generally getting a fairly constant FPS rate regardless of weather (20-25 FPS when using outside camera), and I find that truly amazing...heavy fog and rain and my FPS refuse to drop below 20! I'm an extremely happy camper to be getting this performance on 4xAA and 8xAF! If only there was a way to get rid of that game-breaking slowdown...
Digital_Trucker
03-29-08, 12:20 PM
Beasty, it sounds like your problem might lie somewhere in the particles.dat file. You're running 1.4, right? If so, try deactivating PE, taking out the particles.dat and reactivating (make sure to save the particles file somewhere) and see if that helps any.
DrBeast
03-29-08, 12:27 PM
Beasty, it sounds like your problem might lie somewhere in the particles.dat file. You're running 1.4, right? If so, try deactivating PE, taking out the particles.dat and reactivating (make sure to save the particles file somewhere) and see if that helps any.
What's REALLY driving me nuts is that, when I was troubleshooting with ROW Textures, I was also using NSM4 and my ROW Special Effects for NSM4, and those have a modified particles.dat (which, in fact, are earlier work than the one shipped with PE2...guess because of 1.5 incompatibility reasons). As I stated above, when I removed reflex_pac.tga the abnormal behavior stopped! But when I tried PE2 with my resized reflex_pac and NSM4+ROW SFX for NSM4+Some missing textures that will create a blocky fire effect if not present with ROW SFX, the slowdown was back! :damn:
Digital_Trucker
03-29-08, 12:40 PM
My bad, I didn't catch that the "pruning down" in your post meant you removed the reflex_pac.tga file, only that you resized it because the PE one was larger. If my wife was reading this she would admonish me for not "reading between the lines":rotfl:or for being so "dense" sometimes:yep:
Edit: Did you also try PE2 with the reflex_pac completely removed with your smorgasbord of mods, also, or just resized?
BTW : I hate troubleshooting!
DrBeast
03-29-08, 12:46 PM
My bad, I didn't catch that the "pruning down" in your post meant you removed the reflex_pac.tga file, only that you resized it because the PE one was larger. If my wife was reading this she would admonish me for not "reading between the lines":rotfl:or for being so "dense" sometimes:yep:
Actually, what I did was remove half the files, activate the mod, do a test run, deactivate, remove half the remaining files, activate, test run, etc until I'm down to the culprit. When I was down to about 15 files, that file struck me as the most obvious, so I removed just that and that's how I finally nailed it.
I swear, ever since I got the new PC parts I think my IQ has crashed and burned!
ETA: Yes, I tried with reflex_pac.tga completely removed as well. In fact, I tried with the whole Textures folder removed and then the Shaders folder removed, but NOTHING worked. That's when I scuttled my boat and piloted the next available Airbus 321!
kylesplanet
03-29-08, 12:59 PM
Has anyone had any issues with the HUD not displaying correctly after adding P.E.2 with RFB? The textures were goofed on the buttons. The dials were OK but the buttons were kinda funky. (no color and they looked like shadows)
Its no big deal, I installed a different HUD, just wondering if anyone else has the issue.
Has anyone had any issues with the HUD not displaying correctly after adding P.E.2 with RFB? The textures were goofed on the buttons. The dials were OK but the buttons were kinda funky. (no color and they looked like shadows)
Its no big deal, I installed a different HUD, just wondering if anyone else has the issue.
Correct, issues there and also with torpedo management screen. Not uncommon as it overwrites a lot of RFB files. I have not had time to discuss this with the RFB mod team as they are busy with version for 1.5. I loaded PE2 initially to have a peak and then unloaded till we figure out what gives. Won't be an issue I am sure give it a few weeks.
kriller2
03-29-08, 01:35 PM
Hi Dr. Beast, I have allso been trying to nail the problem and it's strange because, it's not a problem that is there constantly only sometimes, f.ex. try the uboat training and fire some fish in the warship = no slow down, do the same in a campaign and the slow down appears, it seems like a bug hidding somewhere...
One thing I know is it must have something to do with the reflections on the water generated by f.ex. an explosion or a fire.
DrBeast
03-29-08, 01:41 PM
You know what the absolutely craziest thing is...? This "bug" didn't exist on my old ATi card, so I guess it's something to do with how the new card (and I'm willing to bet, nVidia cards) handles shaders. By the gods, I think the only thing we upgrade nowadays is problems! :-?
ETA: All my tests were conducted in a Single Mission I created. Just my boat and a stationary Huge Passenger Liner for me to shoot at.
kriller2
03-29-08, 01:42 PM
Has anyone had any issues with the HUD not displaying correctly after adding P.E.2 with RFB? The textures were goofed on the buttons. The dials were OK but the buttons were kinda funky. (no color and they looked like shadows)
Its no big deal, I installed a different HUD, just wondering if anyone else has the issue.
My first attempt at improving the hud went into the package, it wasn't supposed to :oops: it should have been Oakgrooves.
kriller2
03-29-08, 02:15 PM
You know what the absolutely craziest thing is...? This "bug" didn't exist on my old ATi card, so I guess it's something to do with how the new card (and I'm willing to bet, nVidia cards) handles shaders. By the gods, I think the only thing we upgrade nowadays is problems! :-?
ETA: All my tests were conducted in a Single Mission I created. Just my boat and a stationary Huge Passenger Liner for me to shoot at.
Hi mate, check your pm ;)
Kriller, It would be better if you made the hud a seperate folder and had the user activate it seperately. Between jimimadrids hud utility, the hud work on TM and the HUD work in RFB, which use different icon references, you'll have a numbe of people having their HUDS messed up. And if you start messing with the menu.ini file to fix this, you'll wind up breaking a lot of adjustment to that file made for other reasons in some of the other mods.
This was getting to be a problem around December when everyone started including "extra stuff" in their mods and makes mod compatibility a huge headache which made the installation order so particular and such a PITA.
Increasing compatibility is one of the reasons the RFB campaign is being stripped out and placed into a seperate folder for the next release. It's also the reason all environmental files are being stripped from the next release of RFB too. Again, it was the reason for the RFB zones file being placed in a seperate folder in this release.
It's also why your idea of keeping the ROW sound files a seperate install was such an excellent idea.
THanks
DrBeast
03-29-08, 02:20 PM
You know what the absolutely craziest thing is...? This "bug" didn't exist on my old ATi card, so I guess it's something to do with how the new card (and I'm willing to bet, nVidia cards) handles shaders. By the gods, I think the only thing we upgrade nowadays is problems! :-?
ETA: All my tests were conducted in a Single Mission I created. Just my boat and a stationary Huge Passenger Liner for me to shoot at.
Hi mate, check your pm ;)
Done, nice timing! You caught me just as I was leaving! Cheers! :up:
kriller2
03-29-08, 02:28 PM
Kriller, It would be better if you made the hud a seperate folder and had the user activate it seperately. Between jimimadrids hud utility, the hud work on TM and the HUD work in RFB, which use different icon references, you'll have a numbe of people having their HUDS messed up. And if you start messing with the menu.ini file to fix this, you'll wind up breaking a lot of adjustment to that file made for other reasons in some of the other mods.
This was getting to be a problem around December when everyone started including "extra stuff" in their mods and makes mod compatibility a huge headache which made the installation order so particular and such a PITA.
Increasing compatibility is one of the reasons the RFB campaign is being stripped out and placed into a seperate folder for the next release. It's also the reason all environmental files are being stripped from the next release of RFB too. Again, it was the reason for the RFB zones file being placed in a seperate folder in this release.
It's also why your idea of keeping the ROW sound files a seperate install was such an excellent idea.
THanks
Hi Swdw,
Yes you are right, I get your point. That's allso the reason why there is no menu.ini in PE2 :hmm: (where do you see that in PE2?) I have on purpose tried to only mod and include textures and files not messing with other mods, so that PE2 works with RFB and TM and RSRD.
Maybe it wasnt an good idea to include Oakgrooves mod, so if you think it's conflicting with other mods, I will remove it from the next release or include it as an optional install.
Hi Swdw,
Yes you are right, I get your point. That's allso the reason why there is no menu.ini in PE2 :hmm: (where do you see that in PE2?)
Maybe it wasnt an good idea to include Oakgrooves mod, so if you think it's conflicting with other mods, I will remove it from the next release or include it as an optional install.
You didn't, just trying to give you a "heads up" that if you tried to fix the icon reference by going to that file, it would just create additional issues.
That being said, I realized I've been amiss in telling you this-
I was absolutely shocked (in a good way;)) by the first sunset I saw in this mod. I showed my wife a screenshot of it. She grew up on the beaches of California and her response was "That's really pretty". Doesn't seem like much, but that would be the equivalent of someone else going "Oh my God- that's incredible!!".
The cloud effects, sky effects and such are absolutely stunning.:up:
Speaking of which- Here's the still. Thing is, it's starting to get like real life where a still doesn't do it justice anymore.
http://www.kickinbak.com/posts/sunset.jpg
MONOLITH
03-29-08, 03:33 PM
kriller, I've been snooping through settings with the silent 3ditor.
Save me a week of trial and error please..
Is the reflective color of the wakes and seafoam a seperate setting by itself, or is it connected to the sky colors directly?
The mountain dew colored seafoam....is it yellow because it was set to match the sky color intentionally, through either a color setting or a reflection parameter, or is there no individual setting, and it simply mimics sky color without a seperate color setting?
It would seem the way to reduce the over-colorization of seafoam and wakes would be to either
1. manually alter the colors for each time of day
or
2. reduce the reflectivity setting.
Please and Thank you.
very nice mod, indeed.
Not to pee on anyone works, but why the jelly water is still here? I used w_clear enviromental mod and that effect is almost completely gone. Kriller, perhaps you could take a peek or talk to him to see how he did it.:know:
One more thing, both radar and sonar cameras are completely screwed with 1.5, they go round and round when I move the mouse.
kriller2
03-29-08, 03:41 PM
@Monolith,
Open this file "data/env/envatl.dat" in S3D look for this node "weather types(3)/(0) = no clouds
"weather types(3)/(1) = cloudy
"weather types(3)/(2) = rain / storm
If you look here : "weather types(3)/(0)/colors(8)/(4) and (5) you will see this "ShipWakeAboveWaterColour" this controls the colour of the sub/ship wake above water.
The "ShipWakeUnderWaterColour" controls the colour of the sub/ship wake from looking up in the sky from underwater.
@KV thanks, I do know about Wclears settings, but they allso remove all of Dave's / my work on making the sub behave realisticly in all kinds of weather (no subs on rails) , to get rid of the jelly water,try go to nav. room pause TC for a few secs. and go back to exterior view and it should be gone.
Wilhelm Heidkamp
03-29-08, 03:41 PM
Thank you for this mod. Very much.
One question: where is the old sticky thread of ROW? I can't find it now.
Where is the valid link to ROW sound mod v.9? And the rest of ROW mods?
I'm missing anything I suspect... :hmm:
kriller2
03-29-08, 03:54 PM
The row sounds mod is on this page #1 under the light fog fix.
Most of ROW is included in this mod (only the ones not compatible with other mods and the addon are left out), so you wont have to worry about it being compatible with NSM4, TM, RSRD, RFB EE4 etc.
Subsim moderators moved the ROW sticky to the mods sticky.
MONOLITH
03-29-08, 03:55 PM
If you look here : "weather types(3)/(0)/colors(8)/(4) and (5) you will see this "ShipWakeAboveWaterColour" this controls the colour of the sub/ship wake above water.
Yes, I have seen that.
Does that also control seafoam I suppose? And since that is a manual color setting, you went through and intentionally matched the wake color to your skycolors, is that correct?
kriller2
03-29-08, 04:08 PM
If you look here : "weather types(3)/(0)/colors(8)/(4) and (5) you will see this "ShipWakeAboveWaterColour" this controls the colour of the sub/ship wake above water.
Yes, I have seen that.
Does that also control seafoam I suppose? And since that is a manual color setting, you went through and intentionally matched the wake color to your skycolors, is that correct?
:yep: there allso is a texture controling how much the water should reflect the sky (and in which colours) at different times and how much / shape of the reflection called reflex_pac.tga thats where the magic is hidden (and hard work..) If you can match the colours of the reflections and shape with both the sky texture and match the colours in the envatl.dat, you are on the right track.
Wilhelm Heidkamp
03-29-08, 04:29 PM
The row sounds mod is on this page #1 under the light fog fix.
No. I click the link is there but I'm redirected to the main post again. None download link that I can see... the others two, work (Rapidshare and FileFront), but the sound doesn't... or maybe I'm doing anything wrong...:shifty:
Thank you again.
PD: Why Moderators didn't leave the original ROW thread as sticky? It was incredible! At least I downloaded all files and I have a back up of them.
kriller2
03-29-08, 04:32 PM
The row sounds mod is on this page #1 under the light fog fix.
No. I click the link is there but I'm redirected to the main post again. None download link that I can see... the others two, work (Rapidshare and FileFront), but the sound doesn't... or maybe I'm doing anything wrong...:shifty:
Thank you again.
PD: Why Moderators didn't leave the original ROW thread as sticky? It was incredible! At least I downloaded all files and I have a back up of them.
Here you go:
http://www.subsim.com/radioroom/showthread.php?t=131859&highlight=Sound+effects+version
I have corrected the link on page #1.
Wilhelm Heidkamp
03-29-08, 04:43 PM
Here you go:
http://www.subsim.com/radioroom/showthread.php?t=131859&highlight=Sound+effects+version
I have corrected the link on page #1.
Thank you Sir!!
MONOLITH
03-30-08, 05:51 AM
If you look here : "weather types(3)/(0)/colors(8)/(4) and (5) you will see this "ShipWakeAboveWaterColour" this controls the colour of the sub/ship wake above water.
there allso is a texture controling how much the water should reflect the sky (and in which colours) k.
Okay, here is the issue with the mountain dew seafoam and wakes.
The issue is not the 'wakeabovewater' setting.
The issue is directly the result of the "SunLightColor" setting. The SunLightColor setting addresses the RGB value (in hue and intensity) of the area immediately around the sun orb, and the reflections in everything the light touches.
In both PE2 and W_Clears, these RGB values have been adjusted and cranked up to give that really strong sunset/sunrise coloration in the sky directly around the sun.
Works great for that purpose, but it has the side of effect of intensifying the saturation of everything that the light touches (and is reflective).
Notice here the intensity of the yellow around the sun, almost makes the circle of the sun dissapear (this creates the artificial sun glare for ATI users).Notice the yellow carries over too strongly to the seafoam/wake...
http://www.mayhemonstrings.com/Images/sun2.jpg
now look after I set the SunLightColor to an RGB value of white; the sun orb is now clearly visible, and the seafoam is back to reflecting the white color..... All I did was swap the yellow to white.
http://www.mayhemonstrings.com/Images/sun1.jpg
Now, I was hoping there was a seperate setting for "reflectivity of the seafoam" sort of thing, but have not found one. The reflex_pac doesn't help, because I restored it to stock and it did not correct the mountain dew foam reflection.
Now, there is also the SunSkyInfluence setting, which I believe may reduce the 'width/spread' of the SunLightColor effect, but have to test that. That may limit the amount of yellow seafoam, will find out later. I think it will only end up making the sunsset effect in the sky smaller though.
The only way to reduce the overcolorization of the wakes and seafoam appears to be lowering the intensity of the SunLightColor RGB values, which would also have the adverse effect of reducing the beautiful sunset intensities.
I'm going to try to experiment with a combination of lowering both the SunLightColor and the SunSkyInfluence levels and try to strike a balance/compromise.
kriller2
03-30-08, 08:03 AM
Hi Monolith.
THank you for investigating this. I allso found out it had something to do with the sunlight yesterday, now we have to investigate how to:
1. Keep the nice sunsets so that the sunlight reflects on the submarine with the right colour (I think the red/yellow light hitting the submarine and anything else creates a very nice effect)
2. Try to keep the above, but slightly decrease it so that we have white foam.
I spend weeks trying to create those sunsets and sun rises looking at pictures and testing, so I am a bit exhausted now and will try to relax and not mod sun rises / sun sets for a while so if you find a workable solution let me know :yep:
DrBeast
03-30-08, 10:14 AM
Kriller2: I have good news and some not so good news...
Good news: with the test files you sent me, the slowdown when I zoom the camera close to a hit ship is pretty much gone! Even with Particle Density cranked all the way up, I lose 3-4 FPS at worst, which is fine by me.
Bad news: if I install ROW Special Effects (including the particles.dat file you sent me), the slowdown is back with a vengeance! I have to dive into the zones.cfg file and start chopping off effects left, right and center. I think I'll start with removing any effects pertaining to fire and leave the others (explosions, oil slicks), which leads me to a question:
Are oil slicks controlled in particles.dat, too? When I installed your fixed file and ran it with ROW Special Effects, I didn't notice any.
All in all, we're in a good track, methinks :yep:. Now, if you could be so kind as to tell me which variable controls visual range in foggy weather in scene.dat, I'll be very grateful...or never mind, I'll browse around a bit, I remember there was talk about that in another thread. If I can't find it, I'll be back ;)
Meridian
03-30-08, 10:37 AM
Took this pic on a test mission earlier in light fog, that sun just doesn't look right when it's behind clouds.
http://img.photobucket.com/albums/v247/PJ_Meridian/Silent%20Hunter%203/Temporary%20Folder/0001.jpg
DrBeast
03-30-08, 10:41 AM
Now, if you could be so kind as to tell me which variable controls visual range in foggy weather in scene.dat, I'll be very grateful...or never mind, I'll browse around a bit, I remember there was talk about that in another thread. If I can't find it, I'll be back ;)
Found it. Ducimus to the rescue, of course: here it is (http://www.subsim.com/radioroom/showpost.php?p=815502&postcount=89)
Took this pic on a test mission earlier in light fog, that sun just doesn't look right when it's behind clouds.
Interesting- that's almost exactly how it looks with a similar cloud layer to me.
If the couds at a higher elevation are similar to fog in thickness, you wind up with a halo of glare and nothing else. If it gets thicker, it blocks out the glare and you see the shape of the sun (solar disc). If it gets thinner, you go back to seeng the solar disc and halo. I think PE2 does an excellent job of modelling this.
Meridian, check out these real pictures. I'm posting the links as I don't have permission to create an image link.
http://bp2.blogger.com/_B8D0VRevLTc/RtO-P6LCR4I/AAAAAAAAAe4/wAbz7bLO1cg/s400/102_3047.jpg
http://www.art.com/asp/sp-asp/_/pd--12658668/sp--A/Sun_Shining_Through_Clouds_with_Mountain_Backdrop_ Hanalei_Beach_PoIpu_USA.htm
http://www.johnallsopp.co.uk/webcam200701180955.jpg
In these pics, the sun looks very much like what you posted. I could take several screenshots in PE2 of varying sun glow in different cloud layers and then go through the web and find matching photos for each one. Or I could stand on my back porch when the weather conditions are correct and do the same thing.
Kriller does his homework. I only argue with him when I have photographic evidence to back me up. Which he'll tell you I've done;):D, so I don't automatically assume everything is realistic.
If you are using RFB and you go to install PE2, you'll need to do this until the next release of PE.
Deactivate PE2, browse to the Silent Hunter Wolves of the Pacific\MODS\Pacific Environments 2\Data\ and delete the Menu folder.
Reactivate PE2. Kriller said he accidentally included that folder in the PE2 mod. I checked and deleting the folder will not affect PE2. However, leaving that folder in place blows out the HUD and all of the topredo panel work done for RFB.
(posted this in the RFB thread too kriller)
DrBeast
03-30-08, 11:26 AM
If you are using RFB and you go to install PE2, you'll need to do this until the next release of PE.
Deactivate PE2, browse to the Silent Hunter Wolves of the Pacific\MODS\Pacific Environments 2\Data\ and delete the Menu folder.
Reactivate PE2. Kriller said he accidentally included that folder in the PE2 mod. I checked and deleting the folder will not affect PE2. However, leaving that folder in place blows out the HUD and all of the topredo panel work done for RFB.
(posted this in the RFB thread too kriller)
Doing this, however, will get rid of the new background images in Torpedo Loadout and Crew Management. Unless they're part of RFB already (I've never checked that mod...sorry swdw and RFB Team!).
Anyway...who says troubleshooting is all dull, boring and tedious business? Well...it is, but sometimes you get rewarded with some really beautiful screenshots!
Here's one from testing PE2 with ROW Special Effects and some test files kriller2 sent me:
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-03-30_050624_890.jpg
And here's one without ROW Special Effects:
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-03-30_054216_578.jpg
Meridian
03-30-08, 11:30 AM
Nice shots.
What files are you using from ROW?
SWDW: Nice pics, maybe it just looks weirder on screen than in RL, and in the screenie I posted.
DrBeast
03-30-08, 11:38 AM
Nice shots.
What files are you using from ROW?
ROW Special Effects for NSM4 Classic with a few modifications (see my previous post just before yours with the "weird" sun halo effect) and ROW Sub Roll And Pitch Mod. Everything else is PE2.
Doolittle81
03-30-08, 11:50 AM
....ROW Special Effects for NSM4 Classic with a few modifications ....and ROW Sub Roll And Pitch Mod. Everything else is PE2.
I thought I had previously read that PE2 included the Roll and Pitch modifications? No?
DrBeast
03-30-08, 11:55 AM
....ROW Special Effects for NSM4 Classic with a few modifications ....and ROW Sub Roll And Pitch Mod. Everything else is PE2.
I thought I had previously read that PE2 included the Roll and Pitch modifications? No?
Nope, cause it'll conflict with mods like TMaru and RFB. It comes with an optional diverate mod (from RFB) that's similar to ROW Sub Roll and Pitch.
Doing this, however, will get rid of the new background images in Torpedo Loadout and Crew Management.
Well, you may lose a background or 2, but RFB uses an upgraded version of oakgrove's panels. The marks are cleaner, colors matched to what AVG dug up for dial arrows and lettering that wasn't faded or yellowed after 40-60 years of aging. The bug in oakgrove's mod where the tracking button does not light up in a couple of different type subs when it's clicked is fixed. There's a lubber's line on the compass like people have requested.
The entire intreface has been designed keeping a specific color scheme in mind to reduce the glare from the screen when you are trying to look through the scope at night. Since HUD and order bar colors can actually affect what you can see through the scope because of throwing too much light from the monitor (White watch faces, bright order buttons), we worked on toning things down.
In addition RFB has icons NOT in the HUD with PE2, so if you use the PE2 hud you have missing icons or even the wrong icon show up. Oh, and Akbar Gulag is going to work with Jimimadrid on importing his high res black dials into RFB.
The order bar also has semi transparent tabs for the unselected order tabs so you can see through them.
It has a dirtied periscope mask with lines that look almost black in daylight and dark green at night.
The third speed has been removed on the speed selector and the correct wording used on the panel.
Even the chrono was picked to reduce glare and the needle colors changed as the dark blue needles for torpedo estimated run time were hard to see against the blackish watch face. (now red which matches the rest of the interface)
Since this release has SCAF built in, CapnScurvy even changed the color scheme on the rec manual to complement the RFB HUD scheme.
I think all that outweighs losing a couple of backgrounds.;)
Since you have't seen it, and my apologies to kriller for hijacking his thread, here are some clips from RFB of the HUD/interface supplied with the last release.
http://www.kickinbak.com/rfbhud/screen.jpg
You can see the full size shot of the hi res screenshot above(1600 x1200) by clicking on this link
http://www.kickinbak.com/rfbhud/fullsize.jpg The browser will bring it up reduced, so zoom in to get a good look.
Here's a lo res version
http://www.kickinbak.com/rfbhud/lores.jpg
I'd throw up a night shot with the reddish hue from rigged for red on the panels, but I've already imposed too much on kriller's thread.
So . . . now you've seen the new HUD and know why using the one in PE2 is not advisable (mainly because of the order bar icon, speed selector, and tracking light on the torpedo fire panel issues) ;)
And BTW, although AVGWarhawk tries to throw credit in my direction for the HUD, he did over 95% of the work on the panel and dials (probably closer to 99%), so don't listen to him- he's the one that deserves the credit.
KRILLER2- If this is too much of an imposition, let me know and I'll move it to a new thread and just put a link to it in here
kriller2
03-30-08, 01:39 PM
Hi Swdw, no I think it's cool you are commenting in this thread about RFB and I will see what I can do to remove the hud from PE 2 and include some other changes as Dr. Beast posted :cool: ( a patch is on its way soon..)
The new RFB hud and dials looks super, can't wait to try the new version out :up:
kriller2
03-30-08, 01:42 PM
If you are using RFB and you go to install PE2, you'll need to do this until the next release of PE.
Deactivate PE2, browse to the Silent Hunter Wolves of the Pacific\MODS\Pacific Environments 2\Data\ and delete the Menu folder.
Reactivate PE2. Kriller said he accidentally included that folder in the PE2 mod. I checked and deleting the folder will not affect PE2. However, leaving that folder in place blows out the HUD and all of the topredo panel work done for RFB.
(posted this in the RFB thread too kriller)
Doing this, however, will get rid of the new background images in Torpedo Loadout and Crew Management. Unless they're part of RFB already (I've never checked that mod...sorry swdw and RFB Team!).
Anyway...who says troubleshooting is all dull, boring and tedious business? Well...it is, but sometimes you get rewarded with some really beautiful screenshots!
Here's one from testing PE2 with ROW Special Effects and some test files kriller2 sent me:
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-03-30_050624_890.jpg
And here's one without ROW Special Effects:
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-03-30_054216_578.jpg
that's a nice screenshot, what do you think about the new smoke Digital Trucker is working on? ;), there is just a little bug with it if a ship is circling it will leave small smoke clouds behind it for a long time, resulting in some small clouds hanging around in the game.
AlmightyTallest
03-30-08, 05:47 PM
Man, this all looks great! I'm waiting for RFB for version 1.5, after seeing the Special effects screenshot, I'd like to get PE2 with the special effects for RFB 1.5 when it's available.
i havent been home yet to load the new PE2, but just want to add another voice as a ROW/PE special effects user. The SE in ROW/PE is important to me, especially the smoke visibilty from long range.
I dont use TM or RSRD. (yet)
I look forward to a SE release for PE2, i cant wait to try it out, Kriller your doing an amazing job.
Doolittle81
03-30-08, 07:31 PM
I'm finding with both the PE2 MOD and the W_Clear Environment MOD that there is suddenly a LOT of Fog...in many locations where I didn't remember seeing fog before at all (:-? ).
I don't know how it happens, but when sailing precisely the same mission ("Bohol Sea Encounter") and going to exactly the same location, the weather with respect to FOG appears much different with each MOD. See Below:
ScreenCapture using basic default UNmodded SH41.4
http://members.cox.net/doolittle80/SH4DefaultNoMods.jpg
Screencap using PE2, same location...note the overcast hazy sky and hazy/foggy distant treeline. This was using PE2 with the "LightFog" Patch:
http://members.cox.net/doolittle80/SH4PE2LightFog21024.jpg
ScreenCap using W_Clear's Environmnet MOD 4.0...the fog is even heavier:
http://members.cox.net/doolittle80/SH415_WClearFog.jpg
I also note that the setting sun is INTENSE...this view is from the same mission/location just from a different angle and later in the day, with PE2 MOD.....note the very heavy cloud cover also.
http://members.cox.net/doolittle80/SH4PE2LightFogPatch.jpg
I guess my question is whether the Fog is really intentionally added in these mods? ....and, how can it appear in a mission which has NO FOG when run in an unmodded SH4 1.4 installation (see the first Pic above)?? I haven't had time to sail "everywhere" yet, so maybe there are some bright blue skies still out there....
kriller2
03-31-08, 02:22 AM
Hi Doolitle,
The fog have allways been in the game, but the devs somehow toned it max down, maybe it was because of optimizing so that the average rig could run SH4?
What me and Wclear has done is simply to let the player "see" the fog, before you could see the effect in the horizon sometimes without a fog! Now you have a nice haze effect when it's foggy.
If you don't like the effect, try turn off volumetric fog in the options menu.
MONOLITH
03-31-08, 04:48 AM
I agree the fog was nullified for performance purposes.
I also love the new fog and more foreboding skies. The game is more realistic looking than ever.
krillers 'lighter fog' fix now has it almost perfect, imo.
Just a tip for testing fog vs AI detection ranges; I've been using Wernersobe's 'Natural sinking' mission that comes with NSM. A perfect quick setup for testing the ranges multiple times without an escort coming after you.
DrBeast
03-31-08, 05:51 AM
@swdw: I remember AVG tinkering with Oakgroove's HUD. The results are indeed fantastic! :up: I use Oakgroove's original work, adapted for TMaru HUD layout (I don't use TMaru per se, but various bits and pieces of it). I like the "worn and torn" look of Oakgroove's stuff, but I'll certainly check out the "new and shiny" rendition of your work, you can bet on that!
@kriller2: I think the most amazing part about your new fog rendition is that it's amazingly FPS friendly. Great job there! But I think I'll up the visual range modifiers a bit (now that I know what to look for, it's a 30 second job). Didn't spot the bug with the smoke you mentioned, I've only looked at stationary ships so far (the woes of troubleshooting), and I'll probably be staring at stationary ships for a few more days, while I modify zones.cfg to see which special effects can stay and which will have to go. BTW, I think you missed my question with regards to oil slicks: is it not integrated into the particles.dat you sent me? Didn't see any when I was testing it with ROW Special Effects.
kriller2
03-31-08, 06:29 AM
@kriller2: I think the most amazing part about your new fog rendition is that it's amazingly FPS friendly. Great job there! But I think I'll up the visual range modifiers a bit (now that I know what to look for, it's a 30 second job). Didn't spot the bug with the smoke you mentioned, I've only looked at stationary ships so far (the woes of troubleshooting), and I'll probably be staring at stationary ships for a few more days, while I modify zones.cfg to see which special effects can stay and which will have to go. BTW, I think you missed my question with regards to oil slicks: is it not integrated into the particles.dat you sent me? Didn't see any when I was testing it with ROW Special Effects.
Hi DB,
Thanks, Now we have 4 issues needs fixing:
1. The MountainDew issue with foam looking like beer :lol: Not an easy one as it will require me working on new sunsets, so that the new suncolor mathes the sky. I got it working yesterday by editing the suns halo and color and light, now I need to make some new sky's to match those colours :damn: This will allso affect the sun set and sun rises to be less colourfull and the question is if it's worth it?
2. Remove fog from the light fog to a setting that equals SH4 stock, but keep the new heavy fog. Will require some testing as the fog settings affect eachother.
3. Remove OakGrooves hud and make it an optional installation. Easy :D
4. Now to you Dr. Beast ;) Integrating ROW effects which you and Digital Trucker is working on in to the new particles file. I have allso got the zones.cfg to work with ROW special effects by using the old particles from ROW and making a new zones.cfg, but the problem with that solution is that the oil-leak appears and disappears again and again, I have tried setting a shorter timer in the zones.cfg to make it appear only once, but to no avail. That leads me to think we have to take the new particles and integrate ROW special effects / oil leaks into it. Unfortunately I don't know how, as it was is4htl's playground and it seems he have moved on.
DrBeast
03-31-08, 06:41 AM
Hi DB,
Thanks, Now we have 4 issues needs fixing:
1. The MountainDew issue with foam looking like beer :lol: Not an easy one as it will require me working on new sunsets, so that the new suncolor mathes the sky. I got it working yesterday by editing the suns halo and color and light, now I need to make some new sky's to match those colours :damn: This will allso affect the sun set and sun rises to be less colourfull and the question is if it's worth it?
2. Remove fog from the light fog to a setting that equals SH4 stock, but keep the new heavy fog. Will require some testing as the fog settings affect eachother, so it's not just one change.
3. Remove OakGrooves hud and make it an optional installation. Easy :D
4. Now to you Dr. Beast ;) Integrating ROW effects which you and Digital Trucker is working on in to the new particles file. I have allso got the zones.cfg to work with ROW special effects by using the old particles from ROW and making a new zones.cfg, but the problem with that solution is that the oil-leak appears and disappears again and again, I have tried setting a shorter timer in the zones.cfg to make it appear only once, but to no avail. That leads me to think we have to take the new particles and integrate ROW special effects / oil leaks into it. Unfortunately I don't know how, as it was is4htl's playground and it seems he have moved on.
1. Are you NUTS?!? Beer is good for ya! You as a scandinavian should know that better than me! :rotfl:
2. Agreed with you there. Question: will tweaking this parameter (http://www.subsim.com/radioroom/showpost.php?p=815502&postcount=89) also affect how the fog looks, or only viewing distance?
3. Agreed again.
4. I wonder if it's a 1.5 thing. Oil slicks showed up just fine on my rig (barring the annoying slowdown which has lead to this witchhunt), and I don't have the add-on. :hmm:
ETA: if D_T is working on the zones.cfg file too, maybe I should PM him so we can coordinate our work. Me not having internet at home is a bit of a problem, though. Many times I've started working on something only to find out the next day that I had been re-inventing the steel...eeeh!...wheel (been listening to too much Pantera lately!).
kriller2
03-31-08, 06:46 AM
Hi DB,
Thanks, Now we have 4 issues needs fixing:
1. The MountainDew issue with foam looking like beer :lol: Not an easy one as it will require me working on new sunsets, so that the new suncolor mathes the sky. I got it working yesterday by editing the suns halo and color and light, now I need to make some new sky's to match those colours :damn: This will allso affect the sun set and sun rises to be less colourfull and the question is if it's worth it?
2. Remove fog from the light fog to a setting that equals SH4 stock, but keep the new heavy fog. Will require some testing as the fog settings affect eachother, so it's not just one change.
3. Remove OakGrooves hud and make it an optional installation. Easy :D
4. Now to you Dr. Beast ;) Integrating ROW effects which you and Digital Trucker is working on in to the new particles file. I have allso got the zones.cfg to work with ROW special effects by using the old particles from ROW and making a new zones.cfg, but the problem with that solution is that the oil-leak appears and disappears again and again, I have tried setting a shorter timer in the zones.cfg to make it appear only once, but to no avail. That leads me to think we have to take the new particles and integrate ROW special effects / oil leaks into it. Unfortunately I don't know how, as it was is4htl's playground and it seems he have moved on.
1. Are you NUTS?!? Beer is good for ya! You as a scandinavian should know that better than me! :rotfl:
2. Agreed with you there. Question: will tweaking this parameter (http://www.subsim.com/radioroom/showpost.php?p=815502&postcount=89) also affect how the fog looks, or only viewing distance?
3. Agreed again.
4. I wonder if it's a 1.5 thing. Oil slicks showed up just fine on my rig (barring the annoying slowdown which has lead to this witchhunt), and I don't have the add-on. :hmm:
1. Beer.. yes I can consume quite a few of those :oops: especialy if I am to a festival like RF but to see it in the ocean is another thing :rotfl:
2. Yes it would :hmm:
4. It seems to be an 1.5 thing, before the addon the ROW effects worked with 1.4.
I hope we can work out a solution :yep:
DrBeast
03-31-08, 06:54 AM
You know, this new rig of mine drives me nuts, but I got to acknowledge this: loading times are FAST! Makes troubleshooting much, much easier (if I use the word "troubleshooting" again, I'll shoot myself, I swear!). Now I need to make a mental note to pick up a few Guinness on my way home, something tells me I'm gonna need them while I'm troubleshoo...BANG!
Will-Rommel
03-31-08, 08:28 AM
Is there still a walking camera in this mod for u-boat addon?
kriller2
03-31-08, 10:09 AM
You know, this new rig of mine drives me nuts, but I got to acknowledge this: loading times are FAST! Makes troubleshooting much, much easier (if I use the word "troubleshooting" again, I'll shoot myself, I swear!). Now I need to make a mental note to pick up a few Guinness on my way home, something tells me I'm gonna need them while I'm troubleshoo...BANG!
It's nice with a new rig and after some adjustments and make all the different componments work it's worth effort?
ETA: if D_T is working on the zones.cfg file too, maybe I should PM him so we can coordinate our work. Me not having internet at home is a bit of a problem, though. Many times I've started working on something only to find out the next day that I had been re-inventing the steel...eeeh!...wheel (been listening to too much Pantera lately!).
Sorry for not answering this, (was at work.) No DT is only working to make the ROW smoke work with the new particles, so you have the zones.cfg for yourself so to speak, but I can send the file I made if you want to? - It
s not finished though.
EDIT: I have just examined the new particles.dat and there are 2 nodes: "Burning oil small" and "oil floating spot":hmm:
Aha! now I see why it wont work, it's not the particles files fault it's the materials that's missing the oil nodes / dds'es, if just I could export those nodes over to the new materials file... :hmm:
Pantera? Ok I see, what about inflames, they are swedish ;)
BTW to all the users wondering what we are trying to make work here is a picture of the special effects:
http://img215.imageshack.us/img215/6963/rowspecialeffectwipra0.th.jpg (http://img215.imageshack.us/my.php?image=rowspecialeffectwipra0.jpg)
Doolittle81
03-31-08, 02:59 PM
Hi Doolitle,
The fog have always been in the game, but the Dev's somehow toned it max down, maybe it was because of optimizing so that the average rig could run SH4?
What me and Wclear has done is simply to let the player "see" the fog, before you could see the effect in the horizon sometimes without a fog! Now you have a nice haze effect when it's foggy.
If you don't like the effect, try turn off volumetric fog in the options menu.
Thanks for the explanation... Don't get me wrong, I love the Fog and my Rig can handle it with no problem at all. I just sometimes would like to have No fog, artificially canceled so to speak, when I want to do a specific ScreenCapture or movie clip. I'll try Unchecking volumetric fog when needing to make a capture of a beautiful sunset, for example. Thanks again.
By the way, here's a little 30-second movie clip with Fog and wind, etc... low resolution in streaming WMV format, but it gets the point across that fog adds a special touch to SH4 combat.
http://files.filefront.com/SubFogwmv/;9926568;/fileinfo.html
My Rig:
ASUS P5N32-E SLI
Dual core E6700 Cpu
2GB OCZ PC2 8800 (1100Mhz) RAM
BFG 8800GTX w/768MB Graphics card
Samsung SyncMaster 244T 24" Widescreen LCD Monitor 1920X1200 native resolution
Windows VISTA 32bit
THE_MASK
03-31-08, 05:13 PM
I wouldnt mind trying this but are the crew spoting ranges reasonable in all conditions .
kriller2
03-31-08, 07:03 PM
@Monolith regarding the beer foam issue.. Now see what I have done to the sunsets :p I promised myself I wasn't going to mod it for a long time...
(The sky is another colour lookin the opposite direction)
http://img217.imageshack.us/img217/7177/sunrisekw1.th.jpg (http://img217.imageshack.us/my.php?image=sunrisekw1.jpg)
http://img217.imageshack.us/img217/5759/sunrisecloudsfr9.th.jpg (http://img217.imageshack.us/my.php?image=sunrisecloudsfr9.jpg)
Real life picture:
http://img217.imageshack.us/img217/1814/sunsethz0.th.jpg (http://img217.imageshack.us/my.php?image=sunsethz0.jpg)
I allso made a new scene with no light fog, which I will post as an option.
What do you think, I found out a way to make the sun effect without the beer effect :lol:
MONOLITH
03-31-08, 07:23 PM
@Monolith
What do you think, I found out a way to make the sun effect without the beer effect :lol:
I think anything that does that is brilliant. :smug:
Please tell...what was the solution to the SunLightColor issue?
kriller2
03-31-08, 07:33 PM
@Monolith
What do you think, I found out a way to make the sun effect without the beer effect :lol:
I think anything that does that is brilliant. :smug:
Please tell...what was the solution to the SunLightColor issue?
Thanks, what I did was to make the texture control the colours more instead of the datafile, it took some time and testing,because the engine slowly blends the colours from sunset to sunrise.
MONOLITH
03-31-08, 07:47 PM
So, we're talking about the reflex_pac, right?
Such as reducing the red in here, for example... ?
http://www.mayhemonstrings.com/Images/reflex.jpg
@ Kriller2 : Wonderful, Sir. :o
You have a PM !
Ducimus
03-31-08, 09:04 PM
http://www.neilhair.com/wp-content/uploads/pacman.jpg
AlmightyTallest
03-31-08, 09:53 PM
LOL, the reflex pac-man :rotfl:
kriller2
04-01-08, 02:19 AM
@Ducimus :lol: :rotfl:
Mav87th
04-01-08, 02:46 AM
Kriller,
Another thing I just noticed is the issue of the camera going to a black screen still exists when trying to go to the sonar display on the U-boats and when trying to click on the officer in the control room of the American subs. Is there a known fix for this?
Hey Luke and Kriller2
I'm currently looking at the cameras.dat file again. Im not sure if the blackscreen issue is a relict from the ROW mod (thats the cameras.dat file im working on top of) if if its from the original. I have not changed anything in either of those two stations, only in the periscope, obs-periscope, binocular and UZO.
Good to hear, Mav. TBH, it might just be best to start with a clean 1.5 cameras.dat file and incorporate the changes that need to be made while not losing the functionality of any of the camera positions.
DrBeast
04-01-08, 04:32 AM
Well, the zones.cfg config is putting up quite a fight. I removed all but a few fire-related entries and went target-practicing on a sitting duck...eeeh...Kongo. Had some slowdown when the torpedoes struck home, but as soon as the splash and explosions settled, frame rates smoothed out...until it was just about to sink, when the damn slowdown hit again! I then noticed that, when I fired on a liferaft, after a while it was engulfed in a very bright flame, and THAT was making all kinds of bad stuff on my FPS! Problem is, I searched for the liferaft in zones, but couldn't find anything relevant (I found a "boat" entry which had a fire effect attached, but removing that effect didn't get rid of the flaming life-raft effect). If you could, send me that WIP you mentioned and I'll take a look.
Now that you got rid of the "beery" effect (where is that guy, really? :D) on the foam, will you include six-packs as an optional install? :rotfl:
In Flames...meh...decent music, but I can't stand the vocals. I only tolerate bands with "brutal" vocals if the music is REALLY outstanding...like Turisas (http://en.wikipedia.org/wiki/Turisas).
ETA: Found the test file in the thread you created. If you don't have anything newer, that's the one I'll work on, yes?
Kriller,
Another thing I just noticed is the issue of the camera going to a black screen still exists when trying to go to the sonar display on the U-boats and when trying to click on the officer in the control room of the American subs. Is there a known fix for this?
Hey Luke and Kriller2
I'm currently looking at the cameras.dat file again. Im not sure if the blackscreen issue is a relict from the ROW mod (thats the cameras.dat file im working on top of) if if its from the original. I have not changed anything in either of those two stations, only in the periscope, obs-periscope, binocular and UZO.
i have these issues as well, also, i get a black screen if im at the radar or hydrophone station in a fleet boat and i right click to get back to the conning tower free cam.
letterboy1
04-02-08, 09:14 AM
I finally switched to version 1.5 and PE2. I enabled the dive rate mod and I'm having a problem with diving. When I'm surfaced and give the Periscope Depth command, I never dive. I even gave the Dive command and then hit the "A" key when I was at periscope depth to see if that would be a work-around, but the boat simply surfaced again.
Is this a 1.5 problem or a dive rate mod problem?
kriller2
04-02-08, 09:20 AM
Hi Letterboy, are you using TM with the diverate mod?
I finally switched to version 1.5 and PE2. I enabled the dive rate mod and I'm having a problem with diving. When I'm surfaced and give the Periscope Depth command, I never dive. I even gave the Dive command and then hit the "A" key when I was at periscope depth to see if that would be a work-around, but the boat simply surfaced again.
Is this a 1.5 problem or a dive rate mod problem?
First of all I do not believe that specific version is 1.5 compatible. Someone for RFB Team please correct me if I am wrong.
Now with that mod, you must use the Dive command to get the boat diving. You must let the dive sequence begin and get the boat underwater before specifying a specific depth.
Lets hope someone with a better memory than myself chimes in to help!
Happy Hunting!
Mav87th
04-02-08, 01:48 PM
Could one of you please send me the cameras.dat file from ver. 1.5 - i don't have that yet (being sent from UBI) so in order to make that file compatible for you guys i need it.
mav "at" 87th.org
remove the "at" and put a @
Thanks
letterboy1
04-02-08, 02:24 PM
I was using the diverate mod that was included as an alternate mod with PE2. I'm not using TM. In any case, I decided to use the ROW Sub Reflections and Rollrate mod instead and now the dive commands work the way I like them.
kriller2
04-02-08, 03:57 PM
Could one of you please send me the cameras.dat file from ver. 1.5 - i don't have that yet (being sent from UBI) so in order to make that file compatible for you guys i need it.
mav "at" 87th.org
remove the "at" and put a @
Thanks
Offcause Mav, check your PM :up:
MONOLITH
04-02-08, 05:40 PM
What do you think, I found out a way to make the sun effect without the beer effect :lol:
Do you plan to release this little fix? Please?
kriller2
04-03-08, 03:01 AM
Yes I am working on getting the fix and the special effects in the next release, but having some issues to fix with the new sun sets before release.
Would you be interested in testing the "no beer" foam/wakes Monolith?
kriller2
04-03-08, 02:44 PM
Progress !
- The beerfoam is history.
- Fog will be reduced, so you only see fog when it's very foggy, this was an adjustment I had to do, or else it would be foggy to much.
- Improved sky and clouds, see the pictures.
- Improved just a little on the water colour / reflections.
-ROW special effects is allmost finished, so now you will see big oil fires like the picture beneath, (we are still working on this)
http://img219.imageshack.us/img219/9972/pe21kl9.jpg
http://img233.imageshack.us/img233/4945/nisgeissmoke21ok7.th.jpg (http://img233.imageshack.us/my.php?image=nisgeissmoke21ok7.jpg)
letterboy1
04-03-08, 03:03 PM
Excellent work, Kriller! I'm looking forward to the beer fix . . . although I agree more with those who say it looks like Mountain Dew. Had it looked like Guiness, I would not have minded.:rotfl:
Carotio
04-03-08, 04:55 PM
Progress !
Any ETA?
Have been absent from SH4 mod workshop for a while and still not installed the add on, though purchased, is PE2.1 for the 1.4, 1.5 or both?
kriller2
04-03-08, 05:12 PM
Hi Carotio,
Soon. I have packed the mod and send it out for testing, but we are working on optimizing the special effects..
Tjek din mail om et minut ;)
Carotio
04-03-08, 05:52 PM
Hi Carotio,
Soon. I have packed the mod and send it out for testing, but we are working on optimizing the special effects..
Tjek din mail om et minut ;)
Promising, promising....
Svar på din PM ;)
MONOLITH
04-03-08, 06:39 PM
Would you be interested in testing the "no beer" foam/wakes Monolith?
PM Inbound.
kriller2
04-03-08, 07:35 PM
http://img217.imageshack.us/img217/8778/pe21sunsetta7.jpg
http://img139.imageshack.us/img139/2781/sunset3pc6.jpg
http://img217.imageshack.us/img217/412/pe22foamwarship2kr2.jpg
http://img217.imageshack.us/img217/2259/pe21foampi4.jpg
Now that is looking pretty hot there Kriller! Do you leave PPF on or off?
Will-Rommel
04-03-08, 10:22 PM
Good job, pic 1-3-4 amazing.
tedhealy
04-03-08, 10:29 PM
Looking good. That dark smoke is looking really good.
kriller2
04-04-08, 04:55 AM
Now that is looking pretty hot there Kriller! Do you leave PPF on or off?
Thanks. I allways leave everything on and are runnning my gfx-card with an antialiasing called EATM with alphasharpen on.
Looking good. That dark smoke is looking really good
Thanks Ted :), Yes the new smoke is Nisgeis improvement of the ROW smoke, he experiemented with the oil-leaks an came up with this and i'ts hes first try at modding the particles.. (amazing)
Snakeeyes
04-04-08, 06:20 AM
See it in action
http://www.youtube.com/watch?v=5U2MqAjWQBg
kriller2
04-04-08, 06:23 AM
Nice PE2 video Snakeeyes :up:
WhiskeyBravo
04-04-08, 06:46 AM
Looking good. Best I time my next patrol to end before the release of the next version!
Wouldn't it be great to get the sea spray washing over the bridge during stormy conditions?
WB.
DavyJonesFootlocker
04-04-08, 08:35 AM
Loaded up PE2 last night and the skies look great! Although I had to manually install sun fan diverate mods. All in all a great mod. I did add in LBO after to prevent that surfing sub effect.
M. Sarsfield
04-04-08, 08:40 AM
I installed PE2 and then sober's modified version of w_clear's Environment 4.0 mod over PE2 along with some other eye candy. I could definitely see an immediate visual improvement, but it was really bogging down my system. I'm hoping that hcwolf9's SLI settings for nHancer will bring me back to the framerates that I had before.
kriller2
04-04-08, 09:00 AM
@Sarsfield, Thanks but when you overwrite this or any other mod with LBS, you will go back to the old scene.dat Dave worked at, which will cause alot of trouble, the new scene.dat from the addon which is included in this mod has some improvements perfomance wise, so I can't recommend runing LBS after PE2 or wclears mod.
M. Sarsfield
04-04-08, 09:32 AM
Thanks, Kriller. I'll unsintall sober's mod and see how that affects fps.
scrapser
04-04-08, 09:51 AM
I'm using the current version of PE2 on top of the current version of TMO. Right now I'm on patrol, it's early morning, and the weather is clear with 11 knot winds. The water looks black, lots of foam, but the foam looks gold which is pretty weird.
Also, using the free cam to look at a ship, I keep seeing flashes radiate out from the ship across the water (almost like a flash bulb was set off under the ship).
Aside from that, I'm wondering why when I hit a ship and it starts burning, I see the flames spread out in a long line at a low angle towards the sky. The flames are moving very rapidly as if being blown by a huge fan.
M. Sarsfield
04-04-08, 09:54 AM
Scrapser, are you using nHancer? See the "Tweaks for SH3/SH4" thread and/or "SLI and nHancer" thread.
kriller2
04-04-08, 09:58 AM
I'm using the current version of PE2 on top of the current version of TMO. Right now I'm on patrol, it's early morning, and the weather is clear with 11 knot winds. The water looks black, lots of foam, but the foam looks gold which is pretty weird.
This issue "the beer foam" Monolith posted about and is fixed in the new vers. 2.1 being tested at the moment.
Also, using the free cam to look at a ship, I keep seeing flashes radiate out from the ship across the water (almost like a flash bulb was set off under the ship).
Do you have a picture of this? - sounds strange, I haven't experienced anything like that :hmm:
Aside from that, I'm wondering why when I hit a ship and it starts burning, I see the flames spread out in a long line at a low angle towards the sky. The flames are moving very rapidly as if being blown by a huge fan.
I think it's the stock Particles included in PE2 which makes this, we are currently working on a new particles with oil leaks and better smoke and fire allso being tested at the moment.
scrapser
04-04-08, 10:24 AM
Thanks for the replies. I'm at work and will see if I can get a screenshot of the flashes I mentioned. They are pretty fast (just like a flashbulb) so it may be difficult to catch one.
Better smoke and fire would be great. I forgot to mention when the fire goes out and the smoke starts to lessen, it turns into something like smoke rings dotting the sky as they move away at high speed.
MONOLITH
04-04-08, 03:36 PM
kriller, please check my latest PM.
MONOLITH
04-04-08, 03:37 PM
it turns into something like smoke rings dotting the sky as they move away at high speed.
This is normal. It's how the engine renders 'dissipation'.
M. Sarsfield
04-04-08, 10:11 PM
I installed PE2, PE2 more FPS, the lower draft mod, and the sun flair mod. I was playing the S-44 single mission and I noticed that all of the enemy ships' crews lacked textures. They were all black. My crews were just fine.
I have environmental effects, v-sync, and PPF turned off in game and I'm using nHancer to tweak other options - see the tweak thread for details. I also turned on the Dynamic Shadows option in the main.cfg file as recommended by the readme.
Also, about 15 minutes into the mission my first SLI card overheated (over 60 C) and caused a lock-up. I had the GPU clock overclocked at 5%. I won't do this next time, since the game is beating up the cards as is - two EVGA 7600 GT cards in SLI configuration. The second card was running around 48 C.
Another anomoly that I noticed was that the s-42 class boat that I was driving kept resisting diving to periscope depth using the "P" command. I had to click on the dial to get it to submerge finally. Later I clicked the dial to go to 350 feet and it was taking it's own sweet time. I hit "D'" and it started sinking a lot faster. Maybe it's a bug in the draft mod?
kriller2
04-05-08, 04:29 AM
Hi Sarsfield, that doesn't sound so good, what are you running the game in ? AA / AF and OC? The card will get overheated if you push it to much with both quality settings and OC. I had the same problem with mine and decided to not overclock it and haven't had any trouble since
Yes the game is allso beating my card, it must be the rendering of the waves in SH4, because if you go to freecam and go underwater my FPS goes from 22 to 50 :hmm:
Regarding the Diverate bug you mention,there are still some issues especialy if you use it with TM, are you?
I was playing the S-44 single mission and I noticed that all of the enemy ships' crews lacked textures. They were all black. My crews were just fine.
Sound like an wrong graphic cards setting, try run the game with everything set to default to test if it is.
letterboy1
04-05-08, 08:47 AM
The diverate mod acted the same with me as it did for Sarsfield and I'm not using TM or any other gameplay mod, only PE and some other graphics-only mods. I switched from the diverate mod to the last ROW Sub Reflections and Roll Pitch mod and my boat dives normally now.
http://files.filefront.com/ROW+Sub+Reflections+and+R5rar/;9287298;/fileinfo.html
DrBeast
04-05-08, 09:29 AM
I've been running my ATi 3650 o/ced for the last week or so, while playtesting ROW Special Effects, it stays surprisingly cool. And great job on the fan by Asus, I'm running it at full speed and it's barely audible! Oh, and those new Intel C2Ds overclock like mad! Easily upped the E8200 from 2.66GHz to 3GHz and it's not even breaking a sweat! :D
ROW Special Effects should be good to go, I think ;)
As for playtesting PE2.1...errr...I think screwed up and d/led the wrong file yesterday...twice! :oops: Sorry kriller!
M. Sarsfield
04-05-08, 02:32 PM
Here are my system specs:
Win XP Pro SP2 (32-bit)
Orion XPOWER585 ATX12V 2.01 585W
SILVERSTONE FN121 120mm Case Fan (Front)
Turtle Beach RIVIERA 5.1 Channels 24-bit PCI
MSI K9N SLI Platinum AM2 ATX Board
AMD Athlon 64 X2 6000+ Windsor 3.0GHz 2 x 1MB L2 CPU
(2X) EVGA 256-P2-N615-TX GeForce 7600GT 256MB SLI Cards
CORSAIR XMS2 2GB (2 x 1GB) 240-Pin DDR2-800 (SLI compatible)
Samsung 320GB 16MB Cache 7200RPM HD
SAMSUNG Black 20X DVD+R Drive
...and here is what I decided to stick with using version 2.3.2 of nHancer and with the latest nVidia driver:
Enhancements:
AA: Super-sampling 2x2
"Enhance in-game AA setting" box: ON (VERY IMPORTANT... for me, anyway)
"Super-transparency AA" box: ON
Anisop. Filtering: 4x
V-Sync: OFF (Off in game, too)
Optimizations:
Text. filtering: Quality
Trilinear Opt.: OFF
Aniso. Sampling Opt.: ON
Neg. LOD Bias: Clamp
Compatibility:
Anti-aliasing Compatibility box: ON with "20000000: EA Strategy Games" in drop-down box
SLI Mode:
SLI Mode box: ON w/ "Auto" selected and no Compatibility flags checked.
Maybe you guys can see something that I did wrong, but I tried just about every combination that nHancer 2.3.2 would allow. I'll have to run more tests with the card in factory mode to see if it stays stable or not. I did tell the nVidia control panel to crank the video card fans. In general, I have pretty good air flow in the box and I removed a few of the blanks behind the empty PCI slots.
If my cards keep puking, I'll have to give up on the environmental enhancements. The game flies in stock mode.
Nisgeis
04-05-08, 02:49 PM
I installed PE2, PE2 more FPS, the lower draft mod, and the sun flair mod. I was playing the S-44 single mission and I noticed that all of the enemy ships' crews lacked textures. They were all black. My crews were just fine.
The all black texture thing happens when your PC refuses to load the texture files. I've seen it happen often, when testing and having restarted a mission over and over again, but it could also happen from scratch if the textures are too large. I think I know why this is happening and I think Kriller has a fix in mind. Do you get slow downs at all when viewing the PE2 effects?
M. Sarsfield
04-05-08, 03:14 PM
Huge slow-downs. Without PE2 or Environmental Effects 4.0 installed I can get over 100 fps on the bridge - fluctuates rapidly around there. After I install one of those mods, I drop to 20. HUGE impact on the system and I'm running two graphics cards.
Also, as Kriller said earlier, I will get a slight boost under water than above the water. So, it must be the wave foam rendering and the smaller, individual waves. The stock "jello" is very low impact on my system.
Nisgeis
04-05-08, 03:28 PM
Huge slow-downs. Without PE2 or Environmental Effects 4.0 installed I can get over 100 fps on the bridge - fluctuates rapidly around there. After I install one of those mods, I drop to 20. HUGE impact on the system and I'm running two graphics cards.
Also, as Kriller said earlier, I will get a slight boost under water than above the water. So, it must be the wave foam rendering and the smaller, individual waves. The stock "jello" is very low impact on my system.
Are you using the in game frame rate display? How do you turn that on again? I'm fairly sure we can fix the slow downs.
M. Sarsfield
04-05-08, 03:31 PM
ALT-F8 turns on the frame rate display. Any improvement would be great, because I really like the visual effects that you guys have come up with.
Do me a favor and uninstall PE2 and let me know what kind of rates you are seeing. And then do the same with it installed.
Nisgeis
04-05-08, 04:11 PM
ALT-F8 turns on the frame rate display. Any improvement would be great, because I really like the visual effects that you guys have come up with.
Nothing to do with me, I'm new :D. I've only done the oil fire so far and it hasn't been released.
Do me a favor and uninstall PE2 and let me know what kind of rates you are seeing. And then do the same with it installed.
I don't use PE2, or any mods. I only have a few files that Kriller sent me as part of the small bit of work I did for him. I re-enabled that and I didn't see much effect on the FPS, about 90 fps looking at the sea and sky together, 80 underwater (odd that you get higher fps underwater and I get the reverse) and about 105 when looking straight down or straight up at the sky. During explosions and smoke effects with the event camera window as well, I was getting about 45 fps, but it felt much slower than with stock. The camera wasn't smooth to move around. It jerked a bit, sort of the way the water jiggles.
I would have downloaded PE2 to test it, but I am a bit modded out today, after spending about 10 hours working on it today :doh:. Tomorrow for sure!
letterboy1
04-05-08, 05:02 PM
Kriller, so far the beta is running fine. I especially admire the new fog. The beer foam seems improved but I want to look at it some more. I must say this, the wrinkles that need to be ironed out are far outweighed by all the improvements you have introduced to this great mod. Thanks!
kriller2
04-05-08, 05:11 PM
Huge slow-downs. Without PE2 or Environmental Effects 4.0 installed I can get over 100 fps on the bridge - fluctuates rapidly around there. After I install one of those mods, I drop to 20. HUGE impact on the system and I'm running two graphics cards.
Also, as Kriller said earlier, I will get a slight boost under water than above the water. So, it must be the wave foam rendering and the smaller, individual waves. The stock "jello" is very low impact on my system.
Offcause you get slowdowns Sarsfield, that's expected since both me and Wclear are pushing the engine as far as we can get with more details to the waves and higher resolution of the skys, unfortunately that's the price we have to pay for better visuals.
I can see your CPU are better than mine so that's not the problem, but the 7600GT is abit old now? Im getting 30 FPS with 2xAA and 16 AF + high quality with an "old" X1950 Pro and amd X2 5200+.
BTW we have done what we can to optimize PE 2.1, the reflection texture is resized while hopefully keeping the quality, it was something we had to do, to make the new explosion and oil effects run as good as possible.
kriller2
04-05-08, 07:03 PM
Here are some stars...
Thanks Clayp :D
Carotio
04-05-08, 07:06 PM
@kriller2
You have (hot)mails... ;)
M. Sarsfield
04-05-08, 07:09 PM
My thanks goes out to all of you working on this. I don't want to be the wet blanket.
Yeah, the 7600's are a little old, now. I'm sure that they're the choke point. I actually had better frame rates before I instaleld the 2nd card and enabled SLI. I used to get high 30's on the bridge in nice weather with sober's and w_clear's Environmental Effects 4.0. So, maybe the game doesn't like SLI very much.
I need to try the newer beta versions of nHancer to see what improvements that they made, as well.
scrapser
04-05-08, 08:40 PM
My system can handle Crysis with everything set to Very High plus AAx4, so I think I'm okay with PE2 and the High Quality option. I have not seen anything weird except the beer foam and occasional flashbulb effects in the water around ships when using Free Cam. They happen so quickly I can't get a screenshot to show everyone.
M. Sarsfield
04-05-08, 08:45 PM
I get the occassional flash bulb effect, too.
I installed Beea 6 of nHancer and I switched SLI mode to AFR, since it's the best recommended option for 2 SLI cards - they now support 3 and 4 card set-ups, too. I also enabled multi-CPU and switched AA back to multi- instead of super-. The small changes made some improvement.
kriller2
04-06-08, 03:17 AM
When you say flash bulb effect, is it when you look at a ship at night and the lightbeam makes the whole screen white? I had an email about that, but don't know what causes the "effect" :hmm:
Do you experience this at daylight allso, can you take a screenshot of it?
If anyone know what I should change, it would be great, because right now it's like looking for the needle in a h...
@Corotio (is it spelled right ;) check your mail!
kriller2
04-06-08, 04:52 AM
BTW if you feeling like experimenting with your gfx-card and don't have Nvidia see this thread about EATM which is like AA, but without the performance hit, it's what I use for the screenshots posted:
http://www.driverheaven.net/windows-xp-2k-radeon-display-drivers/125073-eatm-alphasharpenmode-reg-settings-2.html#post1000968
And adds some nice details to the waves.
MONOLITH
04-06-08, 07:39 AM
TESTING REPORT
Beer foam is definately fixed, notice in thses shots, sky is red, but foam and wake are still a whitish color. :up:
http://www.mayhemonstrings.com/Images/foam1.jpg
http://www.mayhemonstrings.com/Images/foam2.jpg
This is looking brilliant......
http://www.mayhemonstrings.com/Images/T4.jpg
But I'm having one issue; smoke generation does not shut off after vessel has sunk.....
http://www.mayhemonstrings.com/Images/T5.jpg
http://www.mayhemonstrings.com/Images/T6.jpg
And my oil slicks look great, but never burn. I get great oil, and it slowly spreads over time, very realistic. but I cannot get it to set on fire? Was that removed?
http://www.mayhemonstrings.com/Images/T7.jpg
And here is something really weird I have never seen before. This might NOT be because fo PE at all but some other weird fluke, but I'm suddenly getting a marker that follows my torps. Anyone ever see this before? Really weird. This is just PE 2.1 with NSM light on top.
http://www.mayhemonstrings.com/Images/torp1.jpg
http://www.mayhemonstrings.com/Images/torp2.jpg
Things are looking really great kriller. The sunset ans sunrise colors and light spread are amazing now. Don't change them anymore. The beer foam fix is brilliant..thank you!
My only requests would be to kick the fog back up just a little. I know you turned it back down, but maybe a tad too much. A little fog is nice.
My other request would be that the underwater colors are just a little too pretty. I like it a little more turquoise and murky like W_clears; but that's just personal opinion too.
Looking real good! :up:
kriller2
04-06-08, 08:15 AM
Thank you mate :up: nice screenshots!
I will see if the fog can be turned up just a little.
BTW that cursor following you is very strange, haven't seen anything like it before.
You have PM ;)
MONOLITH
04-06-08, 08:44 AM
Just so everyone knows... In the above screenshots, I forgot to enable the seperate special effects folder. :damn:
My bad. I thought in the 2.1 version the ROW special effects had been merged in.
Retesting. New screens coming. And probably with burning oil. :oops:
MONOLITH
04-06-08, 09:11 AM
Okay..here we are much better. Sorry for my mistake;
The Mogami takes a 4 torp pounding, and explodes spectacularly...
http://www.mayhemonstrings.com/Images/m1.jpg
I disabled NSM for the test, so she sank in a hurry....
http://www.mayhemonstrings.com/Images/m2.jpg
The oil slicks begin, and begin to burn.....
http://www.mayhemonstrings.com/Images/m3.jpg
And then can be seen for miles.....
http://www.mayhemonstrings.com/Images/m4.jpg
My only constructive criticism would be that perhaps in the above screen shot the thick black smoke is almost a bit overdone. It's completely solid. My personal preference might be for a bit more translucence or 'breaking up' of the smoke column, instead of so solid looking. Again, just one mans personal opinion though, and also, perhaps that this is in zero wind probably has an effect. Perhaps in stronger winds the smoke would look much different.
Though the cloud of smoke in this last screenshot is a bit too vertical (smoke spreads in RL)... I'm speechless each time that I visit this thread. :huh:
:/\\k:
scrapser
04-06-08, 09:40 AM
Why doesn't the smoke dissipate as it gets higher until it's finally gone?
MONOLITH
04-06-08, 09:43 AM
They have the opacity/intensity of the smoke just really really cranked up. I do like the difference between the ship burning smoke, and the oil burning smoke; and they should stay different. But the Oil burning stack could probably be toned down a bit. Again, this is with 0 wind also.
kriller2
04-06-08, 10:18 AM
Okay I wil have Nisgeis to take a look at it and see if we can get it more transparent, but it's up to him if he think it's a good idea.
The lightbulb issue is history now! Found out that it was Dave's work conflicting with the new addon, so now I will see if I can figure out what he did... :hmm:
Nisgeis
04-06-08, 10:40 AM
My only constructive criticism would be that perhaps in the above screen shot the thick black smoke is almost a bit overdone. It's completely solid. My personal preference might be for a bit more translucence or 'breaking up' of the smoke column, instead of so solid looking. Again, just one mans personal opinion though, and also, perhaps that this is in zero wind probably has an effect. Perhaps in stronger winds the smoke would look much different.
All the pics I looked at for oil fires, the smoke is completely solid at the base, as it is made up of carbon. I'll see if I can improve the smoke breaking up at the top. I'll also see if I can make the base look a bit more realistic, with orange flames billowing out. I was a bit influenced by all the war patrols I read that described seeing the thick plume of smoke from miles away the next day.
DrBeast
04-06-08, 10:42 AM
More pictures!
I'll let them speak for themselves ;)
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_001334_109.jpg
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_002521_156.jpg
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_002612_218.jpg
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_002846_546.jpg
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_003125_546.jpg
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_004435_968.jpg
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_004611_546.jpg
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_010045_828.jpg
And a few bonus shots...
"Bravely goes where noone's gone before..."
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_001752_218.jpg
And I bet you've never seen this before ;)
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_010418_812.jpg
WhiskeyBravo
04-06-08, 10:59 AM
Outstanding.
Any timescales for release yet?
WB.
MONOLITH
04-06-08, 11:34 AM
All the pics I looked at for oil fires, the smoke is completely solid at the base, as it is made up of carbon. I'll see if I can improve the smoke breaking up at the top. I'll also see if I can make the base look a bit more realistic, with orange flames billowing out. I was a bit influenced by all the war patrols I read that described seeing the thick plume of smoke from miles away the next day.
I think I may have been right about the 0 wind effect.
Compare these two pictures.....
http://www.mayhemonstrings.com/Images/m4.jpg
http://i215.photobucket.com/albums/cc262/blacksavvas/SH4/SH4Img2008-04-06_003125_546.jpg
Notice the windblown column looks a bit different, even though it's the same smoke. the windblown effect breaks up the "solid tube of smoke" effect a bit, and softens up the edges.
I think the 0 wind in the first pic just adds to the solid column look. You may not have to do much at all really. I like what you've done. The first pic just has no wind to smooth out/break up the smoke a bit.
tedhealy
04-06-08, 11:38 AM
Perhaps an install option for the two different 'light fogs'? I like the lighter light fog much much better.
If heavier lighter fog happened in the morning and then burned off as the sun came up, I wouldn't mind it so much, but light fog conditions stick around for days on end and even weeks making it seem like you are motoring down some foggy river bank.
MONOLITH
04-06-08, 11:42 AM
I agree and was going to mention that this morning... a seperate fog option folder would be a great thing kriller. :up:
kriller2
04-06-08, 02:40 PM
BTW Nisgeis, I mentioned this to kriller2 as well: can you work on a better effect for shell explosions? I remember people complaining that they looked a bit dull, and I'm inclined to agree.
It would be awesome if you can take a look at the shell-effects Nisgeis
Dr. Beast, when you say shell explosion, do you mean the fire/explosion effect on the ship when it's hit by a shell, this one? - Don't look at the handwriting :lol:
http://img233.imageshack.us/img233/1064/shellexplosionya5.jpg
letterboy1
04-06-08, 03:43 PM
Is the bow wake still supposed to look like this? Maybe it's because of the fog?
http://facstaff.colstate.edu/roach%5Fsteven/screenies/beer1.jpg
http://facstaff.colstate.edu/roach%5Fsteven/screenies/beer2.jpg
MONOLITH
04-06-08, 03:48 PM
That looks like the old PE version. Even the smoky fog is the old version.
I'm testing PE 2.1 and it looks nothing like that.
kriller2
04-06-08, 04:06 PM
Is the bow wake still supposed to look like this? Maybe it's because of the fog?
http://facstaff.colstate.edu/roach%5Fsteven/screenies/beer1.jpg
http://facstaff.colstate.edu/roach%5Fsteven/screenies/beer2.jpg
Hi Letterboy, yes it seems you have an old PE, I have tried to PM you, but your PM is full ?
Carotio
04-06-08, 05:40 PM
In my work of the medals, I have run into a problem, which I didn't notice in 1.4
I have also disabled all mods to pure 1.5 just to see, if it was mod related, but I still see some strange effects regarding the medals, and I would like to hear your experiences, if you see the same or what.
I have looked into some dds files to replace original medals with the real ones from a mod of CaptainCox. So far so good. I looked into menu.txt and menu_1024.ini, but some things have been changed from 1.4 to 1.5.
The problem is that the wrong medals is showing, or the wrong text for the right medal is showing. Three screencaps to show, what I'm talking about plus the mods running, but it still occured, when pulling the mods out and looked in my office at the crew.
http://i7.photobucket.com/albums/y288/Carotio/SH4Img2008-04-06_4.jpg
http://i7.photobucket.com/albums/y288/Carotio/SH4Img2008-04-06_1.jpg
http://i7.photobucket.com/albums/y288/Carotio/SH4Img2008-04-06_2.jpg
http://i7.photobucket.com/albums/y288/Carotio/SH4Img2008-04-06_3.jpg
kriller2
04-06-08, 06:16 PM
New clouds WIP for PE 2.1, I used a real picture and worked from that.
http://img225.imageshack.us/img225/3766/newcloudsjg2.jpg
MONOLITH
04-06-08, 06:19 PM
New clouds WIP for PE 2.1, I used a real picture and worked from that.
Beautiful job kriller! :up:
kriller2
04-06-08, 06:52 PM
Thanks Monolith, some more work done to the skys and now they allmost look real?
Here is a sequence of a sun set, click on the pictures!
http://img231.imageshack.us/img231/8196/pe2100sunsetsz8.th.jpg (http://img231.imageshack.us/my.php?image=pe2100sunsetsz8.jpg)
http://img231.imageshack.us/img231/8683/pe210sunsetnw9.th.jpg (http://img231.imageshack.us/my.php?image=pe210sunsetnw9.jpg)
http://img231.imageshack.us/img231/9164/pe21sunsetfn4.th.jpg (http://img231.imageshack.us/my.php?image=pe21sunsetfn4.jpg)
M. Sarsfield
04-06-08, 07:12 PM
The variable cloud colors from light to dark gray definitely looks better. I feel like I'm looking at photographs, now.
letterboy1
04-06-08, 07:37 PM
Kriller, sorry . . . you're right, I let my inbox fill up. I emptied it and am looking forward to testing the more updated PE.
tedhealy
04-06-08, 07:44 PM
Great looking everything in those shots.
It's a shame the weather doesn't allow for more variability in the cloud coverage and type. I'd love to be able to have sparse cloud coverage on occasion or see thunderstorm clouds forming.
MONOLITH
04-06-08, 08:02 PM
Here is a sequence of a sun set, click on the pictures!
Wow. Brilliant!
DrBeast
04-07-08, 02:57 AM
BTW Nisgeis, I mentioned this to kriller2 as well: can you work on a better effect for shell explosions? I remember people complaining that they looked a bit dull, and I'm inclined to agree.
It would be awesome if you can take a look at the shell-effects Nisgeis
Dr. Beast, when you say shell explosion, do you mean the fire/explosion effect on the ship when it's hit by a shell, this one? - Don't look at the handwriting :lol:
That's affirmative, skipper!
ETA: When checking the new SFX, did you let your sub get hit by enemy cannons, perhaps? (*hint hint nudge nudge)*
kriller2
04-07-08, 04:12 AM
@Corotio have you seen this thread?
http://www.subsim.com/radioroom/showthread.php?t=133310
Carotio
04-07-08, 08:25 AM
@Carotio have you seen this thread?
http://www.subsim.com/radioroom/showthread.php?t=133310
Well, yes and no.
It edit the menu.ini file, which another mod does too = the one which gives a larger compass.
I looked at it myself, and I may have found it in the ini file myself. But if not, I'll try to compare the files.
Maybe both these mods can be put into PE?
kriller2
04-07-08, 01:53 PM
New bad weather clouds and water colours:
http://img216.imageshack.us/img216/2205/newstormcloudsdv2.jpg
http://img216.imageshack.us/img216/9254/newstormclouds2kl0.jpg
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