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View Full Version : [REL] RCB's SH4 effects GWX 3.0(and 2.1) V7.1


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TheDarkWraith
02-21-09, 12:50 PM
it seems it has no impacts!

http://www.subsim.com/radioroom/showthread.php?t=126900

so it's a (FRIENDLY) challenge between Rubini's GWX enhanced damage effects and
Asanovic's SH4 for SH3 FX !!!!!

WOW!

I'm not sure if Asanovic7 left my bodies in (and my bleeding bodies). I don't play the game anymore, I just develop for it. But there are delayed effects (time based) in my version like secondary explosions that I'm pretty sure don't exist in GWX since I found a controller that noone has ever used before. My version also gives lots of debris and that debris floats on the water some time before sinking away to the abiss. Not sure that GWX does that either. GWX can't do the effects that I can do because they are keeping the framerates to a level that is compatible to something or another. So their's is a compromise to keep framerates decent. Mine will make your video card work (I currently have an 8800GTX and it doesn't even break a sweat).
Which one to use is a decision for you to make. If your video card and computer can handle it then I would use mine. If your framerates stumble using mine then use theirs.
It will be some time before anyone ever sees this but RFX will put everything to shame.

variellone
02-21-09, 12:55 PM
I'm not sure if Asanovic7 left my bodies in (and my bleeding bodies). I don't play the game anymore, I just develop for it. But there are delayed effects (time based) in my version like secondary explosions that I'm pretty sure don't exist in GWX since I found a controller that noone has ever used before. My version also gives lots of debris and that debris floats on the water some time before sinking away to the abiss. Not sure that GWX does that either. GWX can't do the effects that I can do because they are keeping the framerates to a level that is compatible to something or another. So their's is a compromise to keep framerates decent. Mine will make your video card work (I currently have an 8800GTX and it doesn't even break a sweat).

I'll give it a try an decide accordingly!
Good is that wih JSGME we can revert anytime, should a new mod make our pc work too much! :)

thanks RacerBoy and Keep up the outstanding work! it's a shame you develop but to not cross the seas of SH3 anymore! So rather than good hunting, I'd wish to you "good coding!" :o

Wildhawke11
02-21-09, 07:33 PM
Racerboy
Thank You for all you are doing for us
Danny

Ktl_KUrtz
02-21-09, 08:30 PM
This is a very, very good mod!:up:
KUrtz

rascal101
02-21-09, 10:20 PM
Hi Racer Boy Thanks for your messages and your interest to help re my smoke issues - Am pleased to say I have it soreted and now all is functioning well

Except - Something now appears to be affecting your secondary explosions - I can see them so they are bing fired - but I cant hear them - something maybe me has knocked out the sound for the secondaries - Fantastic major explosion - any chance of a step by step re getting at the sound for this mod so I can manipulate it

Would love to see you re-opend the file on this and add a few more randomised damage affects - not so worried about seeing dead bodies or guys dying in the water - later in the war most attacks are going to be at night so you never see this stuff - its the randomised affects that occur when you hit something thats what makes this game so interesting

Also I have had a thought and speaking of sound - Sound travels much slower than light often when you see footage of an explosion you see a flash but get the sound a second or two later - do you think its possible to mod for this with your affects - I think there used to be a mod for this ages ago but its gotten lost

What do you think

TheDarkWraith
02-21-09, 10:59 PM
Hi Racer Boy Thanks for your messages and your interest to help re my smoke issues - Am pleased to say I have it soreted and now all is functioning well

Except - Something now appears to be affecting your secondary explosions - I can see them so they are bing fired - but I cant hear them - something maybe me has knocked out the sound for the secondaries - Fantastic major explosion - any chance of a step by step re getting at the sound for this mod so I can manipulate it

Would love to see you re-opend the file on this and add a few more randomised damage affects - not so worried about seeing dead bodies or guys dying in the water - later in the war most attacks are going to be at night so you never see this stuff - its the randomised affects that occur when you hit something thats what makes this game so interesting

Also I have had a thought and speaking of sound - Sound travels much slower than light often when you see footage of an explosion you see a flash but get the sound a second or two later - do you think its possible to mod for this with your affects - I think there used to be a mod for this ages ago but its gotten lost

What do you think

if you're using the effects mod of mine with GWX they also have modified the SH3.SDL file which is the master sound mixer and the particles.dsd file which defines the sounds for the effects. In effect you are missing the sounds I intended for you to hear (and you're missing all the new underwater sounds I made!). Asanovic7 is doing a great job porting it over to GWX x.xx but he doesn't know every little detail of what needs to go where and how to do it and what needs modified.

rascal101
02-22-09, 02:17 AM
http://i592.photobucket.com/albums/tt4/rascal101_bucket/SH3Img22-2-2009_175434_468.jpg

Here's my white blocky smoke problem and here is a list of my activated mods

American_Ore_Freighter_1.0
GWX - Alternative Flotillas
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - Open Hatch Mod
GWX - No Medals on Crew
GWX 3 St Naz and Schluese and other units
No Morse code
GWX - Integrated Orders
GWX - 16km Atmosphere
MANOS ENVIRONMENT PRO
Rbs1_SH4_Effects_GWX_30_71
LifeBoats&Debris_v4
Waterstream+Exhaust KombiMod V1.0
WideScreen_SH3_V1

Any Ideas

Hi Racer Boy Thanks for your messages and your interest to help re my smoke issues - Am pleased to say I have it soreted and now all is functioning well

Except - Something now appears to be affecting your secondary explosions - I can see them so they are bing fired - but I cant hear them - something maybe me has knocked out the sound for the secondaries - Fantastic major explosion - any chance of a step by step re getting at the sound for this mod so I can manipulate it

Would love to see you re-opend the file on this and add a few more randomised damage affects - not so worried about seeing dead bodies or guys dying in the water - later in the war most attacks are going to be at night so you never see this stuff - its the randomised affects that occur when you hit something thats what makes this game so interesting

Also I have had a thought and speaking of sound - Sound travels much slower than light often when you see footage of an explosion you see a flash but get the sound a second or two later - do you think its possible to mod for this with your affects - I think there used to be a mod for this ages ago but its gotten lost

What do you think

if you're using the effects mod of mine with GWX they also have modified the SH3.SDL file which is the master sound mixer and the particles.dsd file which defines the sounds for the effects. In effect you are missing the sounds I intended for you to hear (and you're missing all the new underwater sounds I made!). Asanovic7 is doing a great job porting it over to GWX x.xx but he doesn't know every little detail of what needs to go where and how to do it and what needs modified.

makman94
02-22-09, 10:24 AM
Here's my white blocky smoke problem and here is a list of my activated mods

American_Ore_Freighter_1.0
GWX - Alternative Flotillas
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - Open Hatch Mod
GWX - No Medals on Crew
GWX 3 St Naz and Schluese and other units
No Morse code
GWX - Integrated Orders
GWX - 16km Atmosphere
MANOS ENVIRONMENT PRO
Rbs1_SH4_Effects_GWX_30_71
LifeBoats&Debris_v4
Waterstream+Exhaust KombiMod V1.0
WideScreen_SH3_V1

Any Ideas


hello Rascal,

did you 'play' with material.dat, particles.dat stuff in Rbs1_SH4_Effects_GWX_30_71 ?
i remember that i had a similar problem when i was 'messing' with the above areas
so run Rbs1_SH4_Effects_GWX_30_71 as it is (in case you touch that files)
something else i notice is that you are running both gwx-16 km and M.E.P. no need to do this,run only one
for the orhers mods you running i don't know but i remember that asanovic had include a compatible file for the lifeboats.did you use it?
bye

TheDarkWraith
02-22-09, 10:37 AM
Here's my white blocky smoke problem and here is a list of my activated mods

American_Ore_Freighter_1.0
GWX - Alternative Flotillas
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - Open Hatch Mod
GWX - No Medals on Crew
GWX 3 St Naz and Schluese and other units
No Morse code
GWX - Integrated Orders
GWX - 16km Atmosphere
MANOS ENVIRONMENT PRO <---- disable
Rbs1_SH4_Effects_GWX_30_71 <---- disable
LifeBoats&Debris_v4 <---- disable
Waterstream+Exhaust KombiMod V1.0 <---- disable
WideScreen_SH3_V1 <---- disable


Disable all the mods in yellow starting with WideScreen_SH3_V1 and working backwards. Run game see if smoke ok. Enable Rbs1_SH4_Effects_GWX_30_71 and run game. See if smoke ok. Then enable the remaining disabled mods one by one and test each time to see if smoke is ok to find the problem child. That's how I would do it.

asanovic7
02-23-09, 02:24 PM
Thanks, racerboy, for answering on the thread and for spreading the word :rotfl:
Cheers, mate!
I am no longer in position to surf so much but I am trying Ringo :salute:
And seeing rb cruising here makes me feel proud :woot:

rascal, that really looks funny.. post it in humoristic pics thread, mate :cool: Kidding...
I don't know manos enviroment? please listen to the advices posted here..

If you use original racerboys mod with gwx, you will not hear sounds like rb said, and you face a ctd(possibly) when aeroplanes hit french ports in the later part of the war..
Everything that racerboy did (and other people mentioned) with explosions, bodies, blood, debris, everything is in, I just ported it to gwx, and corrected disappearing smokes.. Disappearing smokes is happening to the gwx and enhanced damage effects. Regading that, rb is right, there are new parts of zones.cfg file that are not in enhanced damage effecs file, but noone mentions that, so?? Nevermind that, if you read my readme you will know I admire gwx smokes, they look like in other 3d games..
And I made a lite version where I cut down textures and made cuts to the number of particle generators that occur during combat(?). And some other little tweaks, everything else is original.
But racerboy is right, I don't know everything because making mods for sh3 take as much time as working.. You make a little tweak, just to see it working you have to spend 20 min to test it, which is exhausting. How is rb doing it? ;) Although, rascals idea about diverse effects is something I thought of, racerboy is "guilty" for not doing that, because he said somewhere "messing the particles.dat"..:rotfl: And making little changes to zones.cfg could make wonders, although I miss some tools and info to step in that heavily there.. It looks great(I hope also with my changes) right now, it doesn't cause a bug(at least rascal? at least I am waiting for some report) the game is stable (on my pc) with numerous other mods and that is cool. When you see tanker blowing bodies everywhere in he middle of the night on your periscope and then see life boats, debris, fires, it feels like a "real" thing. It makes you feel like I said when I found this mod "you are not shooting at cans".

That's it, boys!
I am currently into gta 4(americans have a sick sense of humour, main guy is a Serb, first one he kills in game mission is Albanian :rotfl: :rotfl: ), (temporarely!!!!sh3! sh3!) but with this new ideas from rb and rascal(?) I am tempted to try something else..

RFX? :salute: :salute:



rfx :yeah:

asanovic7
02-23-09, 02:32 PM
Sorry for double post


???

But has anyone tried rbs flagis!?!?!?! DO THEY WORk WITH GWX 3.0?

Hello people!!!

:woot:

LordNeuro"Serbia"
02-23-09, 06:34 PM
I use them and they work. Now same r seing it change somthing and it is not working well with gwx 3. I didnt notice nothing bad, it work wery well. And i recived from RB a mod with eagle and flags. Just dont have the time too tay it yat. Soon i tray it u will see it posted.

Uber Gruber
02-24-09, 10:52 AM
@Asnovic (or anyone else who might be able to help)

I see that there are patches for LRT, OLC and Lifeboats V4....but what i don't see is a patch for someone who wants to use all the above.....does anyone know if this exists ?

Eye thank ewe...

Hohenstaufen
02-24-09, 01:15 PM
@RACSAL

Your Problem should be the Materials.dat from Waterstream Mod. I had the same Issue. There is a new Materials.dat from the Waterstream mod out here somewhere which dont effect Racerboys Materials.dat than it should work fine.

Check out this thread.

http://www.subsim.com/radioroom/showthread.php?t=148245

Simply delete old Materials.dat und put in the new. You donīt jave to rename the new. :up:

asanovic7
02-25-09, 11:35 AM
Hey ubergruber..

I am currently short on time.. So if I make a mistake.. F..k m., m... i.. t.. a.. a.. f.. y... t...!

This is the deal..

Patch for life boats consists of two parts. One part is for buoyance part of the lifeboats mod, the other is for "oure" lifeboats mod.

Patch for lrt and patch for lifeboats conflict in one file sound.sdl(is that the name?), but that file has all possible "solutions" to the theme. So if you enable lrt and then life boats, ok, if you enable lifeboats and then lrt, ok. But please, check if they conflict in more than that one file. Because I am talking out of the hat.. :doh: On the run.. In the fog.. Directly from the battle line.. On my meanest behaviour.. Full of govno..

OLC? What olc's mod has to do with this mod? There are some colour parameters I adjusted to olc's solutions, nothing much. Everything is the same like in olc's olce file? ?

Lord neuro, ne da mi se pisat na engleskom jer se zurim, pa ti prevedi, i mislio sam da to radi, da nema neke promjene ali daj istestiraj to malo ako mozes. Hvala! Engleski ti je i dalje prejeben! :salute:

For those of you in the mist, Lord neuro is going to translate, because I don't have much time.. :doh:

Cheers, people!!

From one banana country in financial problems!!! And proud neighbours of the "european union nursed fascist country"..

LordNeuro"Serbia"
02-25-09, 02:04 PM
Translate the asanovic7 words wuth my wery good english.
He thinks theat the RB flags r working with gwx but it needs too taste it. or me or any ho is willing. And yes is sa too theat my enlish is f..k up:har:

TheDarkWraith
02-25-09, 02:55 PM
the flags and pennants are easy to add to any file. The trick is the correct placement of them all. That's what takes forever to get right.

kakemann
02-25-09, 05:21 PM
I added the sound in the data folder, and added the path for horn sound in the eqp files for the ships.
I used another sound file which I renamed and overwrote existing, however i can't hear any sounds when meeting a ship.

I tried to check it by opening the described textfile with the tweakertool and changed the value to 1 to see the "transparent-like" guns, but they didn't show up.

Any clues?

TheDarkWraith
02-25-09, 06:01 PM
I added the sound in the data folder, and added the path for horn sound in the eqp files for the ships.
I used another sound file which I renamed and overwrote existing, however i can't hear any sounds when meeting a ship.

I tried to check it by opening the described textfile with the tweakertool and changed the value to 1 to see the "transparent-like" guns, but they didn't show up.

Any clues?

so people really did like my Live AI ships idea? Cool. I could help you with my original version but Asanovic7 is going to have to help you out with the ported one.

rascal101
02-25-09, 09:23 PM
My thanks to you kind sir - got the mod or patch

@RACSAL

Your Problem should be the Materials.dat from Waterstream Mod. I had the same Issue. There is a new Materials.dat from the Waterstream mod out here somewhere which dont effect Racerboys Materials.dat than it should work fine.

Check out this thread.

http://www.subsim.com/radioroom/showthread.php?t=148245

Simply delete old Materials.dat und put in the new. You donīt jave to rename the new. :up:

kakemann
02-26-09, 03:00 AM
so people really did like my Live AI ships idea? Cool. I could help you with my original version but Asanovic7 is going to have to help you out with the ported one.

I loved the idea, but just can't get it to work.
It was very well described, but there should be something I'm not doing right.
I see I posted in the wrong thread here, because I used your original version. Just went to the wrong thread and posted here.

I have posted a new post in your thread.

asanovic7
02-27-09, 05:04 AM
Have to say it..

As said, been playing gta 4..

I cannot understand computer geekos around the world.. On my pc the game drags with barely 10 fps, but I love it.. I bare with it.. Pushing people off the station on a oncoming train is a gem.. :rotfl: About 150 ways to kill somebody.. :rotfl:
Some of the conversations and fights remind me of some situations :rotfl: .. Like a conversation where guy speaks of "slipping soap situations" in american prisons.. I asked my friend: how was it? is there any banging? No, man, that's american thing.. :rotfl: Best joke: " whole bacon factory is outside.." hehehehe

Shure, I have some complaints on the pronounciation and some of the rubbish the guy speaks of(that can be explained by Americans, but I can see they had some consultants).

But to curse a game for being without aa(that should stand for antialiasing, right??)..

I will never understand why people can't see that having a game that allows you to kill cops and f..k a whore.. It is just essential... :rotfl: Damn..
Damn geeks..


Talking about bacon factory.. :rotfl:
http://www.youtube.com/watch?v=TlCB4PYiobo



So, any comments on the smokes??????

rascal101
02-27-09, 03:54 PM
Hi to you and a request for clarification -

First up the original RB was or is very good and your additions to it are too - though I can never get the attached optional extras, oilfires and lifeboats to work,

However - here's my question

I notice a couple of activated mods listed as used when testing this therey are as follows

interior dive planes,
OLC'S Ubermod 2.41,
OLCE2,
olceguispecial for olce,
shipbuoyancy

I've been waiting for IAMBECOMELIFE's Merchant Fleet in order to go 100% realism ingame, when I was hoping to use OLC mod - I cant find 2.41 or OLC2, but did find OLC Gold is this one and the same, there's not much to explain it in the mod just three install files


Olceguispecial for olce - I have never heard of this mod - Can you provide a DL link or info

Shipbuoyancy - I thought some one was working on something like this but that it is not finished - Can you provide a DL link or info

Interior dive planes - Is this just the camera view in the sub simulating your sub diving and surfacing or is this something different - If it is I'd be very interested to read up on it

I'd be very interested to know what other mods your using

NEW! SEVEN!

Hello!
Before I say what is this about, here is a link to this thread:

http://www.subsim.com/radioroom/showthread.php?t=124207

Racerboy made that wonderful mod for sh3, if you read post up there you will know what he added to the game. Lots of his life hours went to this mod. Since he got away I was doing this mod..
Finally, he is back!

CHEERS TO HIM!

That's about the intro to this stuff.

This is an effect mod (that means it covers all fires, smokes, explosions, trails, and such things you see in game) for GWX 2.1. The best way to enable is when you are in port.

This is eight release, just an update, nothing much. Test it..


TAKE NOTE!!! NOTA BENE!!!
These pics were taken on original GWX 2.1 scenery and some with OLC ubermod or OLCE2, ofcourse on GWX 2.1. It is much the same explosion, only smokes are slightly different..

The mods also used while taking those pics AND PLAYING with this mod are sukhoi's das boot faces, torpedo damage final v2, lifeboats v2a, v3b, waterstream v4, LRT, interior dive planes, open hatch, sboot, OLC'S Ubermod 2.41, OLCE2, olceguispecial for olce, shipbuoyancy, just to name the few..

http://i297.photobucket.com/albums/mm225/asanovic7/modpic2.jpg
Look at that superman flying to the rescue of the other little brother superman!!!

http://i297.photobucket.com/albums/mm225/asanovic7/SH3Img1-6-2008_2149_250.jpg
Final moments of this destroyer as seen by me:arrgh!: (NOTE: this pic was taken on LITE version of this mod), in full version this looks somewhat better..

Version 2.04C:
-fixed oil smokes not dissapearing after the fire vanishes
-I fixed his major bug with smokes, they are not dissappearing anymore
-reduced some minor things(funnels and such)
The pics from that release are here:
http://www.subsim.com/radioroom/showpost.php?p=856373&postcount=42

Version 2.04D:
- adjusted smokes to look more windy
- adjusted some values to, with olc's approval, make this mod "more" compatible to his ubermod
- added "little if any" feature

Version 2.04e:
- added lite version
- fixed distress flare
- added bonus - flags for some uboots(2d7b. 9b, 7c, 9c but "some" because not for all versions of those boots and made a version compatible to ubermod)
- added some new work from d.kruger
- made the mod compatible to lrt 2.02 final
- made new texture for smokes - easiest part
- redid the smokes
- added fake wind effect to smokes

Version 2.04f:
- removed the addon flags from the main mod
- fixed some little mistakes
- removed "hurricane" effect(funnel smoke in one, fire smoke in other direction)
- reduced the size of fires
- removed the second flag and my custom models for 9c(messes 9d2)
- added the flag to every turm in game that had flag stick originally

Version 2.04f1:
- fixed warship funnels
- added sukhoi's all das boot officer faces(complete mod)
- added empty campaign files

Version 7.1:
- please read readme included for details and some of my aims and thoughts in the contenplations section

Ok, on my ff page you will find this file(hope they function properly):

1. Rbs_SH4_effects_204f1.rar

old version also works on GWX 3.0

2. Rbs8Flagis.rar

This is the addon with flags for GWX 2.1 uboots. But only for those uboots that had flag pole or stick originally on the turm. For other uboots, I have to eat some more..


3. Rbs8Flagiswithoutreflect.rar

This is the same addon as Rbs8Flagis but with removed reflections to make it compatible to OLC UBERMOD'S remove GWX 2.1 reflections

3. Rbs sh4 effects gwx 30 71.rar

The new version..


YOU CAN DOWNLOAD THEM HERE!!! (http://hosted.filefront.com/asanovic7)




Possible and actual bugs, to improve and fix(this should be last?):
- check out page 4 for info on the subject
- when stuff ejects to the surface of the water after the sinking of the ship, effect like depth charge appears and vanishes rather quickly , maybe I can fix that later, but the oil spot is black
- when you hit your own torpedo with a torpedo, there are debris flying in the air, though original torpedo continues to run
- writting of this thread is hard, cheers to all the merrymen who wrote stuff like this NEW! It's easier than making the mod..

The only real drops of fps:
1. When big oil explosion or splinter explosion starts, many generators start and that kills fps, it lasts for few seconds, but after that everything is ok
2. when oil burns on the surface, it "mingles" with smokes from regular fires, so when you get close to it, fps drops you will encounter- currently can't do nothing about that

About the compatibility:
- without risk(check it!) ONLY with GWX 2.1(by the way exiting Kiel is now something my computer doesn't like, but I like it very much)!!!
- compatible with olc ubermod, enable this mod after olc's
- compatible with waterstream mod, enable this after the mod
- life boat mod, howto is explained in the readme of this mod(READ IT!!!!)
- lrt 2.02 final
- sboot mod
- any other mod not messing this files, ofcourse if they are for gwx 2.1
NOTE! v204d add some things to sea folder so sea folder is needed, BUT NOT CRUCIAL, the worst thing could happen your warship has a smoke like merchant..
- can be used with special effects v1.00(try first, then shoot), you can see my pic on humorous sh3 pics thread..
- can't be used or DON'T USE IT WITH ENHANCED DAMAGE EFFECTS!!!!
- I think since I worked on origigi Rb particle file(I can't check all the effects and generators) and since it has some minor new stuff from GWX 2.1 that this mod is playable with gwx 2.0, try it!
http://www.subsim.com/radioroom/showpost.php?p=859834&postcount=88

That's about it. This is the release numero seven, don't be hard on me, if it works 100% ok with gwx 2.1, still not shure but I'm 99.9999%, ok not that much, I will continue rb's work, although, huh :roll: would be better he does it.

Thanks go to:
GWX team - for giving me the permission to use their files and for gwx 2.1 :rock:
privateer - for support :D
phillip thomsen - for being the tester and an football fan
skwas - for his S3D 0.82, that new version really adds everything an unexperienced and a wonderer in hex(what is 7fa in decimal?) sh3 modder needs, great, without that programm all would be lost!
jscones - without JSGME no mod
maker of empty campaign - I don't know who that is, but thank you! without it no mod either, I would like to know who is that, cheers to him/her
jimbuna - for funny village people bears.. ok they were pigs.. I was in a hurry ;)
rubini - for his life boats mod and allowing me to make this mod compatible
D.Kruger - His magnificient work is here, I admitt I didn't value his work much before, but I tried to something myself, it is very hard, HOORAY to him :up:
NVdrifter - I made this mod compatible to his, but I can't find him for now, so I hope he will not be mad(LRT V202 FINAL)
mikhayl - for sboot mod and for being a cool guy
a6intruder - for testing and reporting(keep it on, mate!)
olc - for comming to the rescue and advice
ubergruber - for making me feel bad and giving me a good idea
Sukhoi - cannot understand him or get to him, but his mod(das boot faces) is in original state, so if anybody knows him, tell me!
my family - for making me such a sadist and a lover of painfull explanations
everybody - so many fans of the das boot.. I have to admitt, I don't have that film anymore. It was on VHS. My gf asked me to save some stupid, f....h movie and I accidentally erased it. :doh:

SEQUEL:
All law stuff is like rb said. Hope he doesn't sue me.
I wasn't shure will I add that or not. But it's kind a fun!
Try to use these files in commercial or any other way, as it is forbidden, I don't like to work, I will sue you.

Now, as you report possible bugs please can you follow this procedure:
1. if you see a bug, can you catch a screenie and post it?
2. explain the incident, why what where and who got involved
3. tell a good joke
4. report if you saw somewhere a nice thing that you feel might improve this mod
5. if you really feel that will improve this mod go bother that guy to let that things be used here
6. don't take seriously this last point
7. grab a beer

For wishes do as you please.
As bugs will rise day by day(;)) and wishes I will edit the "possible and actual bugs, to fix or improve" section in the first part of the thread, and work on it. As I fix it or improve it(houp days least, someone said), I will erase it or add it or provide an explanation and I will tell about new uploads of files. I'll edit the thread whenever I have something new to say. It is nearly every day so don't hate me.


That's about that.
:doh:

OH, YES!
Please, please, don't call me "Mr. Asanovic". Aljosha Asanovic is a soccer player I really liked to watch 1998. "Fiery elbow"!!! World championships and then I used this nick for internet. Call me asanovic7, or hey, you! or insult or whatever you like, just not mr. asanovic. ;)

CHEERS!

CapZap1970
02-28-09, 03:07 AM
Asanovic:
Few minutes ago I was trying to d/l your FX mod but for some reason it says that the d/l failed. Could you please check it?
Thank you very much. :up:
CapZap

Jimbuna
02-28-09, 10:43 AM
Asanovic:
Few minutes ago I was trying to d/l your FX mod but for some reason it says that the d/l failed. Could you please check it?
Thank you very much. :up:
CapZap

I'm not sure he'll be responding....looks like he's been keelhauled :hmmm:

CapZap1970
02-28-09, 11:02 AM
You are absoultely right, Jim. :hmmm: Didn't pay attention to it...
By any chance, do you have any idea where could I possibly find those mods?
It's good to see you again, my friend!:yep:
CapZap

Jimbuna
02-28-09, 11:19 AM
I'm afraid not mate....not something I've used :nope:

makman94
02-28-09, 12:30 PM
You are absoultely right, Jim. :hmmm: Didn't pay attention to it...
By any chance, do you have any idea where could I possibly find those mods?
It's good to see you again, my friend!:yep:
CapZap
hello Capzap,

you will find them here: http://hosted.filefront.com/Maik01/

at gwx3 mods folder. and you will find previous releases in other folders also

bye

Kpt. Lehmann
02-28-09, 12:59 PM
...I don't play the game anymore, I just develop for it. But there are delayed effects (time based) in my version like secondary explosions that I'm pretty sure don't exist in GWX since I found a controller that noone has ever used before... .

For the sake of confusion control, GWX users who elect to use the 'Enhanced Damage Effects' mod included with our work since the release of GWX 2.0 over a year ago... will observe delayed and secondary effects (such as trailing oil slicks and secondary/delayed explosions) These effects emit from various stricken units as they absorb progressive damage from flooding etc. It is not a new idea... nor did we 'borrow' or 'steal' the idea from you. (Racerboy)

...My version also gives lots of debris and that debris floats on the water some time before sinking away to the abiss. Not sure that GWX does that either. GWX can't do the effects that I can do because they are keeping the framerates to a level that is compatible to something or another. So their's is a compromise to keep framerates decent. Mine will make your video card work (I currently have an 8800GTX and it doesn't even break a sweat).
Which one to use is a decision for you to make. If your video card and computer can handle it then I would use mine. If your framerates stumble using mine then use theirs.
It will be some time before anyone ever sees this but RFX will put everything to shame.

Visual effects and/or textures can be made to be as large as you please, to the point of choking systems etc. as they pass through engine bottlenecks on loading. I think that many modders simply don't realize that reworking stock texture sizes can yield similar results without the increased system demand.

By all means, do what you will... but you should avoid misinforming GWX users concerning the intent/content of our work.

CapZap1970
02-28-09, 03:45 PM
You are absoultely right, Jim. :hmmm: Didn't pay attention to it...
By any chance, do you have any idea where could I possibly find those mods?
It's good to see you again, my friend!:yep:
CapZap
hello Capzap,

you will find them here: http://hosted.filefront.com/Maik01/

at gwx3 mods folder. and you will find previous releases in other folders also

bye
Thanks a lot!!! :up:
D/l right now!
CapZap

Desga
03-01-09, 03:48 AM
Hi people to day I have seen asanovic7's filefront page here I have seen the version

Rbs_SH4_effects_204f1.rar

I try to download it but when downloaad is starting I have seen this message...

Your download has failed. The file you are attempting to download is restricted to an access group of which you are not a member.

Do I make some error ?
or must I have a special acess to your folefront page??

there is some other mate that has the version

Rbs_SH4_effects_204f1.rar

Thank to all for help

Ciao Desga

A6Intruder
03-01-09, 05:45 AM
Hi people to day I have seen asanovic7's filefront page here I have seen the version

Rbs_SH4_effects_204f1.rar

I try to download it but when downloaad is starting I have seen this message...

Your download has failed. The file you are attempting to download is restricted to an access group of which you are not a member.

Do I make some error ?
or must I have a special acess to your folefront page??

there is some other mate that has the version

Rbs_SH4_effects_204f1.rar

Thank to all for help

Ciao Desga


Find it under my Sig.
Best regards:salute:

Desga
03-01-09, 07:21 AM
Hi Mate
thank for your help I have found to your page Rbs_SH4_effects_204f1.rar but i have seen that the size is only 9.40 mb .....in the asanovic's filefront page I have seen that the original size is 25.74 MB (26,985,298 Bytes)
will I have the same graphic results ?


Thank again Desga

A6Intruder
03-01-09, 02:16 PM
Hi Mate
thank for your help I have found to your page Rbs_SH4_effects_204f1.rar but i have seen that the size is only 9.40 mb .....in the asanovic's filefront page I have seen that the original size is 25.74 MB (26,985,298 Bytes)
will I have the same graphic results ?


Thank again Desga

Hi Mate,
i did not change anything but repack with 7Z.
Best regards:up:

coronas
03-01-09, 06:13 PM
@A6Intruder: You have a PM :salute:

Desga
03-02-09, 07:07 AM
Thank A6Intruder :
your files now are in my sh3 game and it's all ok all works good:rock:


Thank again :yeah:

Ciao Desga

A6Intruder
03-02-09, 12:21 PM
Thank A6Intruder :
your files now are in my sh3 game and it's all ok all works good:rock:


Thank again :yeah:

Ciao Desga

Nice to hear that but do not forget Racerboy and Asanovic7 did the work.:yeah:
Best regards

IFRT-WHUFC
03-12-09, 08:21 AM
I installed this mod as per the read me after OLC 1.2.7 and Manos Environment Pro with the lifeboats added. When I dive down silent running say to a depth setting of 120m, the sub will no longer level off and continue to dive and the only way around this is to go full flank and blow ballast! must be a conflict somewhere!!

ok
Rick

TheDarkWraith
03-12-09, 11:30 AM
I installed this mod as per the read me after OLC 1.2.7 and Manos Environment Pro with the lifeboats added. When I dive down silent running say to a depth setting of 120m, the sub will no longer level off and continue to dive and the only way around this is to go full flank and blow ballast! must be a conflict somewhere!!

Have you searched the forums for this problem? I remember some time ago this problem was noticed and fixed but don't remember what the fix was. Which sub were you using?

charognard
03-13-09, 04:35 AM
Hi all, i have intalled your mod, but i think i have a flat sun pb...

Mod installed :
gwx3
sh4 effect for gwx3
real water steam
...

Do u have any sollution to have the sun halo right ???

999-Jay-999
03-13-09, 05:40 AM
Hi all, i have intalled your mod, but i think i have a flat sun pb...

Mod installed :
gwx3
sh4 effect for gwx3
real water steam
...

Do u have any sollution to have the sun halo right ???


Yes there is a patch out there for the sun fix... I think its in one of the stickies at the top of this forum... look for the MOD sticky.

java`s revenge
03-13-09, 05:58 AM
Hi,
This is the solution,
Put mine env file into yours, problem solved with the flat sun.


http://www.gigasize.com/get.php?d=xxz3gndjvlb

charognard
03-13-09, 07:15 AM
thx mate :)

makman94
03-13-09, 12:33 PM
Hi,
This is the solution,
Put mine env file into yours, problem solved with the flat sun.


java's revenge, you must understand that this file is only for use with M.E.P.
if it used with other environment mods will....mess their colours.

charognard : as you are using gwx-16 km mod you will search to find (use search button) the 'Flat Sun Fix for GWX3' by olc.
this will solve your problem

bye

charognard
03-13-09, 01:13 PM
Hi,
This is the solution,
Put mine env file into yours, problem solved with the flat sun.

java's revenge, you must understand that this file is only for use with M.E.P.
if it used with other environment mods will....mess their colours.

charognard : as you are using gwx-16 km mod you will search to find (use search button) the 'Flat Sun Fix for GWX3' by olc.
this will solve your problem

bye


Hi, i have try all i can ^^
with 16k / without
with sh4 effect / without
with olc gold / without
with olc gold + flat sun patch
with 16 k + gwx 3 flat sun patch
i have try also the .dat linked 2 post behind...

Well nothing work, i have all time this #### flat sun... Well it s not terrible, i m playing since long time with that, but when i see some screenshot, i cry ^^

Any sollution will be welcome, thx :)

makman94
03-13-09, 01:26 PM
Hi,
This is the solution,
Put mine env file into yours, problem solved with the flat sun.

java's revenge, you must understand that this file is only for use with M.E.P.
if it used with other environment mods will....mess their colours.

charognard : as you are using gwx-16 km mod you will search to find (use search button) the 'Flat Sun Fix for GWX3' by olc.
this will solve your problem

bye

Hi, i have try all i can ^^
with 16k / without
with sh4 effect / without
with olc gold / without
with olc gold + flat sun patch
with 16 k + gwx 3 flat sun patch
i have try also the .dat linked 2 post behind...

Well nothing work, i have all time this #### flat sun... Well it s not terrible, i m playing since long time with that, but when i see some screenshot, i cry ^^

Any sollution will be welcome, thx :)

are you running nhancer programme? if not,do so .check this thread http://www.subsim.com/radioroom/showthread.php?t=128517

your AA settings on graphics card MUST NOT BE LARGER THAN x4 and use NO GAMMA CORECTION

try it

charognard
03-13-09, 01:58 PM
HAAA x4 ^^ ok i think i know where is trhe problem now.. testing that thx !

Slick Rick
03-16-09, 09:42 AM
Has anyone ever gotten the exhaust to show up when enabling this mod?.....I have not had any luck..

Fubar2Niner
03-18-09, 12:30 PM
Has anyone ever gotten the exhaust to show up when enabling this mod?.....I have not had any luck..

Works fine here Rick, using an nviidia card. Can send you my enabled mods list if it helps any.

Best regards.

Fubar2Niner

asanovic7
06-03-09, 07:03 AM
Well, it is nice to see everyone here reads readmes.. :rotfl:

Noone shared thoughts about the smokes, noone shared the thoughts about that burning oil fire, should that flare be removed, etc.

I am not even shure whether people use 7.1 version.. :rotfl:

Just fyi, 204F1 is old version, I hope a6intruder knows what he is doing..

Just kidding, if people are using this inany form and are not complaining great :rock:

One little update.
OLC GOLD MKII IS COMPATIBLE TO THIS MOD!

A6Intruder
06-03-09, 11:25 AM
Well, it is nice to see everyone here reads readmes.. :rotfl:

Noone shared thoughts about the smokes, noone shared the thoughts about that burning oil fire, should that flare be removed, etc.

I am not even shure whether people use 7.1 version.. :rotfl:

Just fyi, 204F1 is old version, I hope a6intruder knows what he is doing..

Just kidding, if people are using this inany form and are not complaining great :rock:

One little update.
OLC GOLD MKII IS COMPATIBLE TO THIS MOD!


Be sure: I use your mod and i like it. NOTHING to complain about!:up:
Best regards

asanovic7
06-05-09, 03:58 AM
Be sure: I use your mod and i like it. NOTHING to complain about!:up:
Best regards

Racerboy and other fine men stated in the readme are responsible for the beauty of this mod, my work is just tip of the iceberg..
And cool if there are no complaints!

asanovic7
07-07-09, 09:52 AM
http://www.filefront.com/user/asanovic7


this is what I get on filefront.. :doh:

Schwuppes
07-25-09, 11:08 PM
Can I use this mod with GWX Gold and OLC GUI 1.2.7?

asanovic7
02-14-10, 08:23 AM
just an announcement..
storm 87 is working on an update of this mod.. :arrgh!:
always good to have fresh ideas..

cheers!

p.s. does anyone know where is racerboy? what about his improvements?

Wolfenstein
03-11-10, 05:25 PM
Hi,

I don't know exactly if it's a bug but after torpedo hits the ship won't start burning\smoking.

I noticed that on my 4th patrol where I sunk 7 ships and 1 Southampton cruiser. On my 2nd and 3rd patrol there was always smoke after a hit.

I tested it after the 4th patrol in the tutorial. No smoke with torpedos but with the deck canon there is smoke, a lot.

I play the GWX 3 Gold mod with no other mods except the effects from SH4.

Fubar2Niner
03-11-10, 06:14 PM
just an announcement..
storm 87 is working on an update of this mod.. :arrgh!:
always good to have fresh ideas..

cheers!

p.s. does anyone know where is racerboy? what about his improvements?


@asanovic7

just read your post with much interest 'storm 87' search on posters shows an invalid return, but a new modder would be surely welcome :rock:
Regarding RB...... haven't seen him here in an age it seems :(

Best regards.

Fubar2Niner

Storm87
03-11-10, 06:30 PM
Yes, work in progress. :) I still have to do some testing. Few things still requires my attention. But it shall be done. :up:

Madox58
03-11-10, 07:08 PM
Very nice Storm87
:salute:

I'll be interested to see your results.
Not many people have the drive to dive into Particals stuff.
:nope:

You have my respect!
:yeah:

Damo
03-11-10, 08:26 PM
Hi,

I don't know exactly if it's a bug but after torpedo hits the ship won't start burning\smoking.

I noticed that on my 4th patrol where I sunk 7 ships and 1 Southampton cruiser. On my 2nd and 3rd patrol there was always smoke after a hit.

I tested it after the 4th patrol in the tutorial. No smoke with torpedos but with the deck canon there is smoke, a lot.

I play the GWX 3 Gold mod with no other mods except the effects from SH4.

I think there are a lot of factors involved in what effects you get depending on where you hit, probably stipulated in the ship model's .zon file. I often hit a ship and there is no smoke and it goes down, other times there is widespread smoke and burning. Sometimes, and this is my favorite, the torp hits and there is nothing for ages except a slight list or dip and then suddenly, KABOOM!!! the whole ship explodes in utter carnage.

It's random, and I love that, having the same effect every time would detract from the overall 'ooooh, aahhhhh' factor.

Madox58
03-11-10, 08:37 PM
Yes.
Where you hit determines what effect you see.
If there is no zone that uses smoke or fire?
The ship must take enuff damage to set off other zones.
It's a high wire act to build a damage model for every ship in GWX

Some Ships are imported from others not in the GW Team.
Great ships that's why they are there.
They just may not have a full GW Damage model.

I've only seen 3 people really work that damage model.
:03:

Magic1111
03-12-10, 02:46 AM
Yes, work in progress. :) :up:

Yes, itīs good to hear that......:up:

Best wishes for your work !

Magic:salute:

Fubar2Niner
03-12-10, 05:40 AM
Oops ! My apologies @Storm87 perhaps I should have left out the space while searching for your posts.

Best regards.

Fubar2Niner

Wolfenstein
03-12-10, 06:31 AM
@ Privateer & Damo

Ok, thanks for the response.

Storm87
03-12-10, 08:45 AM
Yes, itīs good to hear that......:up:

Best wishes for your work !

Magic:salute:

Thank You! :)

I think I should tell You some more about this version. This will not be something realy new, with new features etc. This is just fixed version of one of the older asanovic7's version (with black smoke - most natural in my opinion). Main target is to remove all remaining bugs (like no sound of burning oil, or bad looking sinking bubbles, increase environment light influence on most particles, so they look more natural at night). Nearly all work is now done. Yet, It's hard to tell when it'll be ready to release. :hmmm:

asanovic7
04-11-10, 08:33 AM
just wanted to say, storm made some great fixes and it looks cool :arrgh!:
just so you know
release, who knows? :)

cheers!!

A6Intruder
04-11-10, 10:09 AM
just wanted to say, storm made some great fixes and it looks cool :arrgh!:
just so you know
release, who knows? :)

cheers!!

Pictures would be nice and of course release date!.
Best regards:salute:

Jankowski
04-14-10, 08:51 PM
is this comptiable with sh5 water??

MILLANDSON
05-09-10, 09:18 AM
is this comptiable with sh5 water??

Aye, I'd like to know this too.

Sailor Steve
05-09-10, 09:59 AM
is this comptiable with sh5 water??
With JSGME it's easy to try it and see. That's what I'm planning to do.

pickinthebanjo
06-05-10, 01:31 AM
Works fine with SH5 water, also New interiors and OLC. It's a great mod

cookiemonste
03-14-17, 01:29 PM
Is it just me, or is the download link not working?
Whenever I click on the link, I get a blank page on Gamefrontl.

mikey117us
03-14-17, 03:26 PM
Probably most older ( But Excellent MODS! I use it still myself ) must be downloaded from the SH3 Mods Archive. Most important is to know the Authors name. I have this mod and know it is RacerBoy ( The Dark Wraith ) but will post the link here for you.
ftp://hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/RACERBOY%20(THE%20DARK%20WRAITH)/

janipt
08-10-20, 07:11 PM
Can someone give me link from where to download this mod, thank you.

FUBAR295
08-10-20, 08:42 PM
Can someone give me link from where to download this mod, thank you.

Welcome aboard.

Try here ;

http://www.mediafire.com/file/cqy51rmaslfuwv6/RB_SH4_Effects_for_GWX_30_71.7z/file

Good hunting,
FUBAR295

DeutscheQuality
10-11-22, 03:16 PM
Welcome aboard.

Try here ;

http://www.mediafire.com/file/cqy51rmaslfuwv6/RB_SH4_Effects_for_GWX_30_71.7z/file

Good hunting,
FUBAR295


:Kaleun_Salute:

Tr0jan.exe
01-22-23, 08:25 AM
As i said, no idea where i'm supposed to go to install this

FUBAR295
01-22-23, 08:35 AM
As i said, no idea where i'm supposed to go to install this

Welcome aboard!

See my post above.

https://www.subsim.com/radioroom/showpost.php?p=2688678&postcount=325

Filefront has not been used in a long while. Mediafile is the currently used repository.