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View Full Version : GWX 3.0: Enhanced Damage Effects


Keelbuster
01-19-09, 12:20 PM
Hey all.

I'm using GWX 3.0, and am _loving_ it so far. One thing I'm wondering about is the enhanced damage effects. My understanding (from the manual) is that this feature improves the damage effects over the stock game in many ways. Oil slicks are amazing, lasting smoke etc, fire, is great. Also, the reduced impact of fire on framerate is greatly appreciated - in stock, the huge fires used to just lock up my machine.

One thing I'm wondering about is the large explosions that seem to always happen as a boat vanishes under the water. You know - the big fireball explosions. I can imagine this would happen sometimes in RL, especially if it's a tanker, etc. But I'm finding it's a bit overzealous given that every boat seems to sink and undergo multiple massive fireball explosions as it dies. I like the occasional fireball. But I also like to see a good number of boats slip down quietly into a smokey oily puddle. I really like the silent vanishing with smokecloud -some how it seems more sinister.

So Q: Is there anyway for me to modify some of the ship files so that smaller ships such as the passenger/cargos, or even some of the other merchies (C2, C3, etc) have fewer or no massive fireball explosions upon sinking? I need more variance this way - right now I'm getting 3 or 4 massive fireballs for every sinking, which seems a bit overdone.

Still totally enjoying the mod package - great work boys.

Rubini
01-19-09, 02:12 PM
EDE isn't individualized for each ship so will be not possible to make this...unless we add a specific damage zone for some ships. When I made EDE we yet don't had S3D neither so much damage zone knowledge. If it was today I for sure had made it this way. So, only some ship types could show that big explosions.

In my own modded game, I have a much better and actualized version of EDE...but it's so into my messed files that will be a pain in ass to extract a new mod from them.

In the end, EDE was just made as an holywood eye candy for the sometimes so boring SH3 game. I become sick just to remmember as the game was before EDE or SH4 effects for SH3. To monotonous.:up:

Keelbuster
01-19-09, 02:43 PM
Hey - thx for the reply. So it seems to be all-or-nothing, eh? Tough one then - I just sunk a small tanker, and the fire balls looked great, realistic; not something I want to live without. Out of curiosity though, if I were to remove the fireball effect upon sinking from all ships, how would I go about that? Would it be relatively easy?

Rubini
01-19-09, 02:48 PM
When I return home I will look at it. It's one or two lines on zones.cfg.

Lanzfeld
01-19-09, 05:35 PM
My question about E.D.E. is:

does it cause ships to sink that wouldnt sink normally from a certain amount of damage? What I mean is...I read from the OLC thread a long time ago that he didnt use E.D.E. because it made the ships sink easier? Is this true? For instance...do the fires and explosions that come in E.D.E. damage the ships more then if you dont use E.D.E.? I doubt it but I though I would get it straight from the horses mouth...

Rubini
01-19-09, 06:50 PM
My question about E.D.E. is:

does it cause ships to sink that wouldnt sink normally from a certain amount of damage? What I mean is...I read from the OLC thread a long time ago that he didnt use E.D.E. because it made the ships sink easier? Is this true? For instance...do the fires and explosions that come in E.D.E. damage the ships more then if you dont use E.D.E.? I doubt it but I though I would get it straight from the horses mouth...
Lanzfeld,
EDE is in use since GWX2.0, one year and a half at least...never, nobody more said anything about this type of thing. I use it and never saw any problem like this.
Itīs common that ppl blame a mod for in truth stock bugs or stock limitations, or at least from an equivocate observation.

The same applies to some ppl that said that the draft mod that comes with Lifeboats makes them sink...itīs simply not true.

Rubini
01-19-09, 07:01 PM
Hey - thx for the reply. So it seems to be all-or-nothing, eh? Tough one then - I just sunk a small tanker, and the fire balls looked great, realistic; not something I want to live without. Out of curiosity though, if I were to remove the fireball effect upon sinking from all ships, how would I go about that? Would it be relatively easy?

Open your zones.cfg in a text editor, find all but the last one effects that have #oil_explosion on then and put a semicolon in front of the respective line. As show below:

[NSFlotUpper]
Multiplier=1.0
Flotability=33.00
HitPoints=30
Destructible=No
Effect1=#Splinter_explosion, 97
;Effect2=#oil_explosion_02, 100 <==
Effect3=#Smoke_big, 91
...

:up:

Keelbuster
01-19-09, 08:58 PM
Hey - thx for the reply. So it seems to be all-or-nothing, eh? Tough one then - I just sunk a small tanker, and the fire balls looked great, realistic; not something I want to live without. Out of curiosity though, if I were to remove the fireball effect upon sinking from all ships, how would I go about that? Would it be relatively easy? find all but the last one effects that have #oil_explosion on then and put a semicolon in front of the respective line. As show below:

[NSFlotUpper]
Multiplier=1.0
Flotability=33.00
HitPoints=30
Destructible=No
Effect1=#Splinter_explosion, 97
;Effect2=#oil_explosion_02, 100 <==
Effect3=#Smoke_big, 91
...

:up:

Sorry - but i'm confused - what did you mean by:

find all but the last one effects that have #oil_explosion

?

thanks,

KB

Rubini
01-20-09, 07:36 AM
Hey - thx for the reply. So it seems to be all-or-nothing, eh? Tough one then - I just sunk a small tanker, and the fire balls looked great, realistic; not something I want to live without. Out of curiosity though, if I were to remove the fireball effect upon sinking from all ships, how would I go about that? Would it be relatively easy? find all but the last one effects that have #oil_explosion on then and put a semicolon in front of the respective line. As show below:

[NSFlotUpper]
Multiplier=1.0
Flotability=33.00
HitPoints=30
Destructible=No
Effect1=#Splinter_explosion, 97
;Effect2=#oil_explosion_02, 100 <==
Effect3=#Smoke_big, 91
...

:up:

Sorry - but i'm confused - what did you mean by:

find all but the last one effects that have #oil_explosion

?

thanks,

KB


All them, but not the last one in the very end of the zones.cfg file.:up:
Sorry , my english...