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SubV
05-22-10, 07:08 AM
2.The new 0 m to 15 m waves.New and improved waves. Again, these big waves are looking really nice... but this making the targeting on periscope depth impossible. I can't provide a screenshot, since I already uninstalled this mod.

This mod needs heavy beta testing to fix the errors. Until that, it's unplayable.

Nausicaa
05-22-10, 07:15 AM
The problem is the dirty created ClimateZones.tga in this mod, the CTD's with this mod also occur elsewhere on the map.

example of the error:

vanilla SH5:
http://s5.directupload.net/images/100522/wkpg25ev.png
the whole northsea has the RGB color value 40,0,0
based on the vanilla climatezones.cfg this gives the complete region the
Northern Climate


[Climate Zones]
DefaultClimateZone=0
Color00=PolarClimateNorthern
Color40=TemperateClimateNorthern
Color80=TropicalClimateNorthern
Color120=TropicalClimateSouthern
Color160=TemperateClimateSouthern
Color200=PolarClimateSouthern
this mod:
http://s5.directupload.net/images/100522/5ut2e42d.png
the values are not constant, especially near the coast, here we have no more constant red values, it varies e.g. 60, 62, 40, 41, 42, 43 for red.
Now if your sub moves from a region of 60 into a region of 42, the game engine can't find the correspond Color42 climate zone because it don't exist in this mod


[Climate Zones]
DefaultClimateZone=0
Color00=PolarClimateNorthern
Color40=Polar_AClimateNorthern
Color60=TemperateClimateNorthern
Color80=TropicalClimateNorthern
Color100=Tropical_AClimateNorthern
Color120=TropicalClimateSouthern
Color160=TemperateClimateSouthern
Color200=Polar_AClimateSouthern
A similar problem, the Mediterranean in this mod

vanilla SH5:
http://s1.directupload.net/images/100522/5n3p7yi3.png
the whole Mediterranean has a red value of 40 which gives this region
the Northern Climate


[Climate Zones]
DefaultClimateZone=0
Color00=PolarClimateNorthern
Color40=TemperateClimateNorthern
Color80=TropicalClimateNorthern
Color120=TropicalClimateSouthern
Color160=TemperateClimateSouthern
Color200=PolarClimateSouthern
this mod:
http://s3.directupload.net/images/100522/8vl3j37m.png
the Mediterranean is still at red value 40 but this mod changes the
climatezones.cfg and the whole Mediterranean becomes the "Polar_AClimateNorthern" climate -> snow and ice at the beaches in Northern Africa:D


[Climate Zones]
DefaultClimateZone=0
Color00=PolarClimateNorthern
Color40=Polar_AClimateNorthern
Color60=TemperateClimateNorthern
Color80=TropicalClimateNorthern
Color100=Tropical_AClimateNorthern
Color120=TropicalClimateSouthern
Color160=TemperateClimateSouthern
Color200=Polar_AClimateSouthern



Great find - not proper photoshop work I am afraid.

Alex
05-22-10, 07:33 AM
LOL.:DL

Sorry, I have not been to Atlantic.I hope you can provide pictures of Atlantic.Thanks.
Do all oriental sunsets look so much like artworks from Picasso on Prozac ? I doubt it somehow... :hmmm: :O:

http://img682.imageshack.us/img682/1957/gal18469.jpg

When colourful, I 'd say an evening looks rather like that..

http://img257.imageshack.us/img257/8512/6995oceanatlantique.jpg

Otherwise we see mostly that kind of greyish blue. :ping:

http://img94.imageshack.us/img94/7862/atlantique.jpg

Part of the Atlantik Wall, with the natural - non-edited Atlantic french sky in the background. :DL

http://img571.imageshack.us/img571/9045/norm02n04muratlantique.jpg

See ?
The environment around here appears not to look like what you can see where you live, indeed. ;)
Basically, if you want to make your mod fit an Atlantic campaign ? Make the environment less colourful. :up:

I feel just like I'm dictating you how to make your mod look good, just as if I was the only european guy at Subsim, ROFL. :88)

W_clear
05-22-10, 10:57 AM
I like your style, man! :rotfl2:

A pair of screen shots made using your mod in English Channel. Impressive, but this doesn't look like Atlantic in any possible way. Skies are too yellow, water is too green.

http://img337.imageshack.us/img337/8316/35097759.jpg

http://img295.imageshack.us/img295/6638/37947066.jpg

Your PC seems to differte from my PC。I see the color is not so exaggerated。

http://i46.tinypic.com/5vrwnp.jpg
http://i49.tinypic.com/racfu9.jpg

MattDizzle
05-22-10, 11:57 AM
I'm in the Mediterranean. And will be until 1943 i think. Why am i not important? :( If i could go back to the atlantic campaign i would but than id have to start back in 1939, damn it. 1/3rd of the game takes place in the med.

And yes, the shipping in the med is like 95% destroyer and the water is shallow, its interesting to be sure :) Also docking in egypt is lax, i pulled off a 11KM torpedo shot on some docked ships in Port Al-Saied, the port was full and a tanker and troop transport (even with UZO all i could see were stacks) were moored just outside the harbor mouth, took aim and sank the troop transport, hit the tanker but i was far away at this point. Pitch black night and you just see explosions glowing over the horizon. Also with this mod the night is much darker, i like! :D Please fix the med if its not too much trouble.

SteelViking
05-22-10, 03:02 PM
I hope everyone realizes that Ailantd's climate zones is not a good fix for the Mediterranean problem. There are literally not enough zones in Ailantd's(count them if you don't believe me). W_clear added several more zones to make weather change during travel more realistic. However, W_clear, THERE IS A PROBLEM with the climate zone in the Mediterranean. You have it assigned a northern temperate zone (I think) to it, which is why people are getting snow there. The screen shots (if they were real) proved this.

So everyone, slow down a bit. W_clear needs us to give him detailed and accurate feedback. We don't need to keep blasting him with a bunch of junk.

I mean no offence to anyone, and I am by no means saying anyone is a liar. I am just trying to get the ball rolling on something more constructive here.
:salute:

Edit: I operate almost exclusively in the Mediterranean after it becomes available, and though I have not seen snow yet, you can tell the weather is off.

W_clear
05-22-10, 07:04 PM
OK OK.

I want to know. What you want assigned to the Mediterranean climate and what color?

andritsos
05-23-10, 12:19 AM
now that i ve downloaded your mod, with winzip i see 2 folders, i have to install them separately like 2 mods?

madmex
05-23-10, 06:05 AM
Which link is it?? :) this is all I see on the mod page... forgive me for being a noob!





Atlantic.part1.rar (http://www.filefront.com/13760738/Atlantic.part1.rar)
05/15/2009 (http://www.subsim.com/radioroom/#)
2,814 (http://www.subsim.com/radioroom/#)
700 MB (http://www.subsim.com/radioroom/#)
5% (http://www.subsim.com/radioroom/#)
Download (http://www.filefront.com/13760738/Atlantic.part1.rar)



Atlantic.part2.rar (http://www.filefront.com/13762477/Atlantic.part2.rar)
05/16/2009 (http://www.subsim.com/radioroom/#)
1,755 (http://www.subsim.com/radioroom/#)
428.26 MB (http://www.subsim.com/radioroom/#)
3% (http://www.subsim.com/radioroom/#)
Download (http://www.filefront.com/13762477/Atlantic.part2.rar)



Environment 1.2_MOD.rar (http://www.filefront.com/16008553/Environment-1.2-MOD.rar/)
04/02/2010 (http://www.subsim.com/radioroom/#)
2,194 (http://www.subsim.com/radioroom/#)
2.85 MB (http://www.subsim.com/radioroom/#)
26% (http://www.subsim.com/radioroom/#)
Download (http://www.filefront.com/16008553/Environment-1.2-MOD.rar/)



Environment MOD For SH5_1.2.rar (http://www.filefront.com/16503673/Environment-MOD-For-SH5-1.2.rar/)
05/21/2010 (http://www.subsim.com/radioroom/#)
502 (http://www.subsim.com/radioroom/#)
4.45 MB (http://www.subsim.com/radioroom/#)
100% (http://www.subsim.com/radioroom/#)
Download

can the Atlantic mod used with Environment MOD 2 for sh5 ???

Thanks,
Jack

W_clear
05-23-10, 06:22 AM
ONLY"
:

Environment MOD For SH5_1.2.rar (http://www.filefront.com/16503673/Environment-MOD-For-SH5-1.2.rar/)
05/21/2010 (http://www.subsim.com/radioroom/#)
502 (http://www.subsim.com/radioroom/#)
4.45 MB (http://www.subsim.com/radioroom/#)
100% (http://www.subsim.com/radioroom/#)
Download

AS
05-23-10, 06:41 AM
Please: what does the Atlantic Mod do? Downloaded it, unpacked it, not sure if I should install it. What is it?

In German:
Was macht der Atlantik Mod? Brauche ich ihn für den Environmental Mod???

Cheers, AS

W_clear
05-23-10, 07:52 AM
Please: what does the Atlantic Mod do? Downloaded it, unpacked it, not sure if I should install it. What is it?

In German:
Was macht der Atlantik Mod? Brauche ich ihn für den Environmental Mod???

Cheers, AS
Atlantik Mod for SH4

madmex
05-23-10, 08:07 AM
Atlantik Mod for SH4

SH4 has an Pasific mod, and this is called an Atlantic mod and SH5 is Atlantic.

Shiplord
05-23-10, 08:22 AM
The Atlantic files are from 2009, so why should one think that they are for SH5, a game which was published in 2010:har:

pascal4541
05-23-10, 10:18 AM
Absolument bluffant...magnifique :up:
Pour ma part, en vue externe et dans le kiosque, les images sont ralenties, saccadées... pourtant je suis toujours à 60fps sous fraps

SteelViking
05-23-10, 12:09 PM
OK OK.

I want to know. What you want assigned to the Mediterranean climate and what color?

Tropical, or your Tropical_A would be good. I am not sure exactly what color it would need to be. Does anyone know for sure?

Alex
05-23-10, 12:24 PM
Absolument bluffant...magnifique :up:
Pour ma part, en vue externe et dans le kiosque, les images sont ralenties, saccadées... pourtant je suis toujours à 60fps sous fraps

Toi t'habites pas au bord d'la mer de chez nous. :stare:
Avec ces couleurs, moi j'ai l'impression de croiser en mer de Chine. :88)

Safe-Keeper
05-23-10, 06:42 PM
Sort of OT, but SHIII has a Schnellboot mod you may want to try out. I played it briefly and it's fairly well done, with several flotillas to sign up for. Completely different playing style from the u-boat:DL.

I want to honour NORTRASHIP by going on a shipping "mission" in a tanker. I'll see if there isn't a mod out there that will let me do this.

W_clear
05-23-10, 08:16 PM
Environmental 2.1 MOD for SH5_1.2

Environmental 2.1 MOD Mainly to solve the error Mediterranean climate.....

1.Amendment to the Mediterranean climate--------Weather_Tropical and EnvColors_Tropical.
2.Adjusted EnvColors_Polar_A sunrise. The sun in 10 degrees of environmental color.
3.Adjusted more white clouds in clearday.

Installation method. Cover the environment 2.0.


W_clear2010.5.24
http://www.subsim.com/radioroom/showthread.php?t=166178 (http://174.123.69.202/%7Esubsimc/radioroom/showthread.php?p=1334469#post1334469)

SteelViking
05-23-10, 08:22 PM
Thanks for this fix W_clear.:salute:

ReallyDedPoet
05-23-10, 08:44 PM
Nice work :yep::up:

W_clear
05-23-10, 10:38 PM
Please download again the environment 2.1。Because the leak of a document。

pythos
05-23-10, 10:46 PM
Is anyone else getting screwy graphics with the interior with this mod installed?

SteelViking
05-23-10, 11:01 PM
I am not having any problems pythos, what other mods to you have installed?

Edit: I am experiencing one problem. I am getting some pretty weird fog behavior. I will get thick fog(so thick you can barely make out the bow from the conning tower. Once this fog sets in, it does not leave, I have played for several days in game and no change. I got this to stop by deleting the FogDistances file from the mod, but I really don't like having to do that. Is anyone else experiencing this, or is it a problem on my end?

7thSeal
05-24-10, 05:59 AM
Edit: I am experiencing one problem. I am getting some pretty weird fog behavior. I will get thick fog(so thick you can barely make out the bow from the conning tower. Once this fog sets in, it does not leave, I have played for several days in game and no change. I got this to stop by deleting the FogDistances file from the mod, but I really don't like having to do that. Is anyone else experiencing this, or is it a problem on my end?

Yeah I got in the fog soup and boy is it thick. :DL

It was so thick that at certain sun angles my conning tower would become transparent. I managed to get within 300m of a ship using sonar but still couldn't see him with scope so I surfaced to try deck gun and the shadow from the ship was showing through the fog much like sun rays only black. Yet I couldn't see the ship.

For the time I've replaced the fog file with on that I liked and its a little better than stock version anyways. :)

Yosarian
05-24-10, 06:34 AM
With this mod enabled, I get every time CTD's when I operate near the coast. On the open sea it works but if I move nearer to the coast then crash to desktop.:down:

astradeus
05-24-10, 07:05 AM
I work on a new ClimateZone more realistic and accurate that I hope will avoid the problems of CTD that I will have available tomorrow.
With five new climate zones compared to the vanilla game and possibly three more for the mod environemental w_clear if I succeeded in eliciting a two sentences follow.:O: More details tomorrow.

sorry for my English

:rock: (http://s2.noelshack.com/upload/16498129542048_new_climat_zone.bmp)http://img192.imageshack.us/i/newclimatzone.png/ (http://img192.imageshack.us/i/newclimatzone.png/)

http://s2.noelshack.com/uploads/images/57535865838_4456630071_015cbd57fb_b1.jpg

Echolot
05-24-10, 08:00 AM
http://img192.imageshack.us/i/newclimatzone.png/Looks good.:yeah:

Do it!

Do it!

Do it!

Do it!

Baffman
05-24-10, 09:28 AM
Can you make the rain lighter and maybe a little transparent?
I see white nails falling from the sky during storms........that's not realistic.
And please when you have time, fix that creepy fog bug.

Anyway, thanks for this awesome mod, i can almost enjoy this game now....

Wilcke
05-24-10, 10:02 AM
Well done W_Clear, thank you! Looking really good.

kylania
05-24-10, 10:08 AM
Can you make the rain lighter and maybe a little transparent?
I see white nails falling from the sky during storms........that's not realistic.


http://www.subsim.com/radioroom/showthread.php?t=167640

pythos
05-24-10, 10:30 AM
The interior bug went away by itself, I have no idea what it was.

That being said. This is such a beautiful mod. The water truly looks like the water I remember seeing from my dad's boat. The sea foam is really nice too.

I have not experienced the super thick fog issue.

One picking point. The waves at 15 meters per second, seem very lack luster, any chance of this getting addressed, or is there a limitation in the game that make this non viable?

Baffman
05-24-10, 10:36 AM
http://www.subsim.com/radioroom/showthread.php?t=167640

To install this mod i have to overwrite scene.dat and I'm afraid i will lose an important part of the W_clear work by overwriting this file.
I guess AilRain must be included in the Enviromental mod like AilClouds.

SteelViking
05-24-10, 11:25 AM
Yosarian, did you download and enable the patch W_clear put out(or just copy the new files over the old ones in the mod). Because I was getting CTD a lot before the fix. But I have played for an hour since and no CTD anywhere.

7thSeal, Baffman, thanks for responding about the fog. It is good to know that I am not the only one who appharently slipped into the Twilight Zone.:o

oscar19681
05-24-10, 02:29 PM
Is this mod compatilbe with atlantic green 1.1?

Kromus
05-24-10, 03:57 PM
Same problem with fog as everyone else here. Medium fog day and I can barely see 50-60m from my coning tower. Using stock fog file for now.

pythos
05-24-10, 04:26 PM
Might as well keep the boat in her pen on medium fog days with this mod. It is very much like heavy fog. But oddly at night one can see the clouds and stars, but not the ship 300 meters ahead. LOL.

Where are the parameters for fog distance kept again.

Addendum: BIG FAIL.

So A night patrol, medium fog. I can see the bow of the boat, and stars in the sky, along with partial clouds. I am tracking a sound contact, with sound checks every 5 minutes (these have been fun due to glaring white artifacts that intermittently pop up when the ship is rigged for red, and the view is the captain's cam.)
I find I am closing in on the target strictly by hydrophone every 5 minutes. I also find I am running right up the contacts wake seeing how it is steadily in the forward 5 degrees off the bow.

My last check gave me a short range report, which is something less than 1000 meters. But as we tear along at 15 knots, there is nothing ahead of us.

Then just as I get down the hatch for yet another sound check, the screen is shaken and the sound of a collision happens (I thought there was a little bit more noise in the tower as I went down:)

I call all stop, get up to the bridge, and for a spit second I see what we hit....the back end of a ship, type unknown, cause just as I saw it, it vanished, along with its wake.

This is MEDIUM fog? LOL.

I bailed from the game after that and unloaded The mod.

This is my list AFTER removal.

Funelsmoke_Planes_Sounds_by_AOTDMadMax
Sub_Exhaust_1_0_0_byTheDarkWraith
Floor Green
AilWhiteInterior 1.0
BRF 1.3 full
Stormys DBSM SH5 v1.1
MightyFine Crew Mod 1.2.1 Alt w beards
Interior working dials v1.0.3
Lite Campaign LC 1.2
Damage assessment
Critical hits 1.1 Torpedos
NewUIs_TDC_2_4_1_Twisty_periscope_thingies
NewUIs_TDC_2_4_1_AllDials_TDC
U-boat Historical Specifications 1.3
NewUIs_TDC_2_4_1_ByTheDarkWraith


The environmental mod was the last of this list before removal, and U-boat Historical Specifications was grayed out by the installation of the mod. On a side note. The visibility range for the freighters seems a tad not right on a clear day with rough seas. 12 KM? Really? Seeing a U boat at 12KM? That just does not seem right. Reading Donitz's book seems to suggest the tower of a Uboat was invisible in rough seas at more than 9KM, and on foggy days a U-boat could get within 5KM without being spotted, but all the while having the target in sight.

Love how the mod looks, it is absolutely gorgeous, but some game play aspects just are not right. I could see running into the back end of a large ship in heavy fog on a windless night, but on a windy night, and medium fog, I just don't see.

SteelViking
05-24-10, 05:52 PM
data/env/FogDistances.cfg is the file you are looking for pythos. My easy(and lazy) short term solution is just to delete it from the mod, until W_clear makes a fix.

On a side note, you have a couple of mods which have newer versions.

Edit: Yes oscar19681 this is compatible with North Atlantic Green 1.1. That mod (NAG1.1) only adds a color correction filter to the underwater environment, meanwhile Env2.1 does not include any.

TheBeast
05-24-10, 05:56 PM
I just encountered this Fog Bug mentioned below by Pythos.

Light Fog I can see about 100-200 meters past my Bow.
Medium Fog I can see about 20 meters past my bow.
Heavy Fog I can not see my bow.

Hope a fix is coming soon. Renaming the fog file until a fix is released.

7thSeal
05-24-10, 07:15 PM
Hope a fix is coming soon. Renaming the fog file until a fix is released.

Yeah with user reports and some time I think it'll get smoothed out and shape into an excellent mod. I really like it and continue using it, just making some changes here and there.

Before I replaced the fog cfg with another, I had a warship nearby according to my sonar but was desperately trying for the merchant ship I was stalking. After I couldn't stay on him because of the fog I decided to submerge to check on the warship and while my conning tower was still above surface it was a Destroyer that appeared out of nowhere and he ran me right the hell over. I guess he never knew I was there and stayed on the same course and speed. At first, I thought it was the merchant that must have ran me over but after going to external cam I saw that it was the nearby warship.

I resurfaced and got the heck out of there to repair lots of damage that I had received which took several hours to do so. :)

W_clear
05-24-10, 07:53 PM
The interior bug went away by itself, I have no idea what it was.

That being said. This is such a beautiful mod. The water truly looks like the water I remember seeing from my dad's boat. The sea foam is really nice too.

I have not experienced the super thick fog issue.

One picking point. The waves at 15 meters per second, seem very lack luster, any chance of this getting addressed, or is there a limitation in the game that make this non viable?
Let me try do it.Thanks
http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAAD gdz34AAADsElEQVR4nK2VTW9VVRSGn33OPgWpYLARbKWhQlCHT ogoSkjEkQwclEQcNJEwlfgD/AM6NBo1xjhx5LyJ0cYEDHGkJqhtBGKUpm3SFii3vb2956wPB/t+9raEgSs52fuus89613rftdcNH8/c9q9++oe/Vzb5P+3McyNcfm2CcPj9af9w6gwjTwzvethx3Bx3x8xwd1wNM8 dMcTNUHTfFLPnX6nVmZpeIYwf3cWD/PhbrvlPkblAzVFurKS6GmmGqqComaS+qmBoTI0Ncu3mXuGvWnr J+ZSxweDgnkHf8ndVTdbiT3M7cQp2Z31dRTecHAfqydp4ejhwa zh6Zezfnu98E1WIQwB3crEuJ2Y45PBTAQUVR9X4At66AppoEVO 1Q8sgAOKJJjw6Am6OquDmvHskZ3R87gW+vlHz98zpmiqphkkRV bQtsfPTOC30lJKFbFTgp83bWh7Zx/uX1B6w3hI3NkkZTqEpBRDBRzG2AQHcwcYwEkOGkTERREbLQ/8HxJwuW7zdYrzfZ2iopy4qqEspKaDYravVm33k1R91Q69FA1VB RzFIVvXbx5AgXT44A8MWP81yfu0utIR2aVK3vfCnGrcUNxp8a7 gKYKiLCvY2SUvo/aNtnM3e49ucK9S3p0aDdaT0UAVsKi2tVi6IWwNL9JvdqTdihaz 79/l+u/rHMxmaJVMLkS2OoKKLWacdeE3IsSxctc2D5Qcl6vUlVVgNt+fk PPcFFmTw1xruvT7SCd7nuVhDQvECzJH90h0azRKoKFRkAmP5lK TWAGRdefoZL554FQNUxB92WvYeA5UN4PtSqwB2phKqsqMpBgAu nRhFR3j49zuU3jnX8k6fHEQKXzh1jbmGDuYU6s4t1rt6socUeL LZHhYO2AHSHmzt19ihTZ48O8Hzl/AmunD/BjTvrvPfNX3hWsNpwJCvwYm+ngug4UilSCSq6k8YPtxDwfA+WR awIWFbgscDiULcCEaWqBFOlrLazurupOSHLqGnEKJAY8TwBEHu mqUirAjNm52vEPPRV4p01XXMPAQhUBjcWm9QZwijwokgAeYHlH YA06KR1cT6ZvoV56pDUJQEjw0KeaMgj1hPEY4vz2A4eW0/e1qA7KtQdsxTYAG0H3iG4xyK1Y+xm7XmEPOJZDiENzLi2WZHng eOjj2Pe+sMg4GRYyLAsx7ME4FnsyTD9pr0PEc8zPGRAwKXBkYO PEd96cZRvf11g9MDe7e3R4Z4Q+vyEnn3P4t0XzK/W+ODN5/kPfRLewAJVEQ0AAAAASUVORK5CYII%3D

W_clear
05-24-10, 07:58 PM
To install this mod i have to overwrite scene.dat and I'm afraid i will lose an important part of the W_clear work by overwriting this file.
I guess AilRain must be included in the Enviromental mod like AilClouds.
Yes.I will adjust the rain.Can't ues other scene.dat。It will destroy the environment MOD http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAAD gdz34AAADsElEQVR4nK2VTW9VVRSGn33OPgWpYLARbKWhQlCHT ogoSkjEkQwclEQcNJEwlfgD/AM6NBo1xjhx5LyJ0cYEDHGkJqhtBGKUpm3SFii3vb2956wPB/t+9raEgSs52fuus89613rftdcNH8/c9q9++oe/Vzb5P+3McyNcfm2CcPj9af9w6gwjTwzvethx3Bx3x8xwd1wNM8 dMcTNUHTfFLPnX6nVmZpeIYwf3cWD/PhbrvlPkblAzVFurKS6GmmGqqComaS+qmBoTI0Ncu3mXuGvWnr J+ZSxweDgnkHf8ndVTdbiT3M7cQp2Z31dRTecHAfqydp4ejhwa zh6Zezfnu98E1WIQwB3crEuJ2Y45PBTAQUVR9X4At66AppoEVO 1Q8sgAOKJJjw6Am6OquDmvHskZ3R87gW+vlHz98zpmiqphkkRV bQtsfPTOC30lJKFbFTgp83bWh7Zx/uX1B6w3hI3NkkZTqEpBRDBRzG2AQHcwcYwEkOGkTERREbLQ/8HxJwuW7zdYrzfZ2iopy4qqEspKaDYravVm33k1R91Q69FA1VB RzFIVvXbx5AgXT44A8MWP81yfu0utIR2aVK3vfCnGrcUNxp8a7 gKYKiLCvY2SUvo/aNtnM3e49ucK9S3p0aDdaT0UAVsKi2tVi6IWwNL9JvdqTdihaz 79/l+u/rHMxmaJVMLkS2OoKKLWacdeE3IsSxctc2D5Qcl6vUlVVgNt+fk PPcFFmTw1xruvT7SCd7nuVhDQvECzJH90h0azRKoKFRkAmP5lK TWAGRdefoZL554FQNUxB92WvYeA5UN4PtSqwB2phKqsqMpBgAu nRhFR3j49zuU3jnX8k6fHEQKXzh1jbmGDuYU6s4t1rt6socUeL LZHhYO2AHSHmzt19ihTZ48O8Hzl/AmunD/BjTvrvPfNX3hWsNpwJCvwYm+ngug4UilSCSq6k8YPtxDwfA+WR awIWFbgscDiULcCEaWqBFOlrLazurupOSHLqGnEKJAY8TwBEHu mqUirAjNm52vEPPRV4p01XXMPAQhUBjcWm9QZwijwokgAeYHlH YA06KR1cT6ZvoV56pDUJQEjw0KeaMgj1hPEY4vz2A4eW0/e1qA7KtQdsxTYAG0H3iG4xyK1Y+xm7XmEPOJZDiENzLi2WZHng eOjj2Pe+sMg4GRYyLAsx7ME4FnsyTD9pr0PEc8zPGRAwKXBkYO PEd96cZRvf11g9MDe7e3R4Z4Q+vyEnn3P4t0XzK/W+ODN5/kPfRLewAJVEQ0AAAAASUVORK5CYII%3D

W_clear
05-24-10, 08:07 PM
Might as well keep the boat in her pen on medium fog days with this mod. It is very much like heavy fog. But oddly at night one can see the clouds and stars, but not the ship 300 meters ahead. LOL.

Where are the parameters for fog distance kept again.

Addendum: BIG FAIL.

So A night patrol, medium fog. I can see the bow of the boat, and stars in the sky, along with partial clouds. I am tracking a sound contact, with sound checks every 5 minutes (these have been fun due to glaring white artifacts that intermittently pop up when the ship is rigged for red, and the view is the captain's cam.)
I find I am closing in on the target strictly by hydrophone every 5 minutes. I also find I am running right up the contacts wake seeing how it is steadily in the forward 5 degrees off the bow.

My last check gave me a short range report, which is something less than 1000 meters. But as we tear along at 15 knots, there is nothing ahead of us.

Then just as I get down the hatch for yet another sound check, the screen is shaken and the sound of a collision happens (I thought there was a little bit more noise in the tower as I went down:)

I call all stop, get up to the bridge, and for a spit second I see what we hit....the back end of a ship, type unknown, cause just as I saw it, it vanished, along with its wake.

This is MEDIUM fog? LOL.

I bailed from the game after that and unloaded The mod.

This is my list AFTER removal.

Funelsmoke_Planes_Sounds_by_AOTDMadMax
Sub_Exhaust_1_0_0_byTheDarkWraith
Floor Green
AilWhiteInterior 1.0
BRF 1.3 full
Stormys DBSM SH5 v1.1
MightyFine Crew Mod 1.2.1 Alt w beards
Interior working dials v1.0.3
Lite Campaign LC 1.2
Damage assessment
Critical hits 1.1 Torpedos
NewUIs_TDC_2_4_1_Twisty_periscope_thingies
NewUIs_TDC_2_4_1_AllDials_TDC
U-boat Historical Specifications 1.3
NewUIs_TDC_2_4_1_ByTheDarkWraith


The environmental mod was the last of this list before removal, and U-boat Historical Specifications was grayed out by the installation of the mod. On a side note. The visibility range for the freighters seems a tad not right on a clear day with rough seas. 12 KM? Really? Seeing a U boat at 12KM? That just does not seem right. Reading Donitz's book seems to suggest the tower of a Uboat was invisible in rough seas at more than 9KM, and on foggy days a U-boat could get within 5KM without being spotted, but all the while having the target in sight.

Love how the mod looks, it is absolutely gorgeous, but some game play aspects just are not right. I could see running into the back end of a large ship in heavy fog on a windless night, but on a windy night, and medium fog, I just don't see.
But oddly at night one can see the clouds and stars, but not the ship 300 meters ahead. LOL.------------------------------------------------------>This is not my mistake, this is the biggest SH5 BUG. I hate this error, the developer did not find this even a serious mistake.
Are you not aware of this BUG?


http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAAD gdz34AAADsElEQVR4nK2VTW9VVRSGn33OPgWpYLARbKWhQlCHT ogoSkjEkQwclEQcNJEwlfgD/AM6NBo1xjhx5LyJ0cYEDHGkJqhtBGKUpm3SFii3vb2956wPB/t+9raEgSs52fuus89613rftdcNH8/c9q9++oe/Vzb5P+3McyNcfm2CcPj9af9w6gwjTwzvethx3Bx3x8xwd1wNM8 dMcTNUHTfFLPnX6nVmZpeIYwf3cWD/PhbrvlPkblAzVFurKS6GmmGqqComaS+qmBoTI0Ncu3mXuGvWnr J+ZSxweDgnkHf8ndVTdbiT3M7cQp2Z31dRTecHAfqydp4ejhwa zh6Zezfnu98E1WIQwB3crEuJ2Y45PBTAQUVR9X4At66AppoEVO 1Q8sgAOKJJjw6Am6OquDmvHskZ3R87gW+vlHz98zpmiqphkkRV bQtsfPTOC30lJKFbFTgp83bWh7Zx/uX1B6w3hI3NkkZTqEpBRDBRzG2AQHcwcYwEkOGkTERREbLQ/8HxJwuW7zdYrzfZ2iopy4qqEspKaDYravVm33k1R91Q69FA1VB RzFIVvXbx5AgXT44A8MWP81yfu0utIR2aVK3vfCnGrcUNxp8a7 gKYKiLCvY2SUvo/aNtnM3e49ucK9S3p0aDdaT0UAVsKi2tVi6IWwNL9JvdqTdihaz 79/l+u/rHMxmaJVMLkS2OoKKLWacdeE3IsSxctc2D5Qcl6vUlVVgNt+fk PPcFFmTw1xruvT7SCd7nuVhDQvECzJH90h0azRKoKFRkAmP5lK TWAGRdefoZL554FQNUxB92WvYeA5UN4PtSqwB2phKqsqMpBgAu nRhFR3j49zuU3jnX8k6fHEQKXzh1jbmGDuYU6s4t1rt6socUeL LZHhYO2AHSHmzt19ihTZ48O8Hzl/AmunD/BjTvrvPfNX3hWsNpwJCvwYm+ngug4UilSCSq6k8YPtxDwfA+WR awIWFbgscDiULcCEaWqBFOlrLazurupOSHLqGnEKJAY8TwBEHu mqUirAjNm52vEPPRV4p01XXMPAQhUBjcWm9QZwijwokgAeYHlH YA06KR1cT6ZvoV56pDUJQEjw0KeaMgj1hPEY4vz2A4eW0/e1qA7KtQdsxTYAG0H3iG4xyK1Y+xm7XmEPOJZDiENzLi2WZHng eOjj2Pe+sMg4GRYyLAsx7ME4FnsyTD9pr0PEc8zPGRAwKXBkYO PEd96cZRvf11g9MDe7e3R4Z4Q+vyEnn3P4t0XzK/W+ODN5/kPfRLewAJVEQ0AAAAASUVORK5CYII%3D

W_clear
05-24-10, 08:12 PM
I just encountered this Fog Bug mentioned below by Pythos.

Light Fog I can see about 100-200 meters past my Bow.
Medium Fog I can see about 20 meters past my bow.
Heavy Fog I can not see my bow.

Hope a fix is coming soon. Renaming the fog file until a fix is released.
You can use data/env/FogDistances.cfg from the Environment 1.2 MOD。 http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAAD gdz34AAADsElEQVR4nK2VTW9VVRSGn33OPgWpYLARbKWhQlCHT ogoSkjEkQwclEQcNJEwlfgD/AM6NBo1xjhx5LyJ0cYEDHGkJqhtBGKUpm3SFii3vb2956wPB/t+9raEgSs52fuus89613rftdcNH8/c9q9++oe/Vzb5P+3McyNcfm2CcPj9af9w6gwjTwzvethx3Bx3x8xwd1wNM8 dMcTNUHTfFLPnX6nVmZpeIYwf3cWD/PhbrvlPkblAzVFurKS6GmmGqqComaS+qmBoTI0Ncu3mXuGvWnr J+ZSxweDgnkHf8ndVTdbiT3M7cQp2Z31dRTecHAfqydp4ejhwa zh6Zezfnu98E1WIQwB3crEuJ2Y45PBTAQUVR9X4At66AppoEVO 1Q8sgAOKJJjw6Am6OquDmvHskZ3R87gW+vlHz98zpmiqphkkRV bQtsfPTOC30lJKFbFTgp83bWh7Zx/uX1B6w3hI3NkkZTqEpBRDBRzG2AQHcwcYwEkOGkTERREbLQ/8HxJwuW7zdYrzfZ2iopy4qqEspKaDYravVm33k1R91Q69FA1VB RzFIVvXbx5AgXT44A8MWP81yfu0utIR2aVK3vfCnGrcUNxp8a7 gKYKiLCvY2SUvo/aNtnM3e49ucK9S3p0aDdaT0UAVsKi2tVi6IWwNL9JvdqTdihaz 79/l+u/rHMxmaJVMLkS2OoKKLWacdeE3IsSxctc2D5Qcl6vUlVVgNt+fk PPcFFmTw1xruvT7SCd7nuVhDQvECzJH90h0azRKoKFRkAmP5lK TWAGRdefoZL554FQNUxB92WvYeA5UN4PtSqwB2phKqsqMpBgAu nRhFR3j49zuU3jnX8k6fHEQKXzh1jbmGDuYU6s4t1rt6socUeL LZHhYO2AHSHmzt19ihTZ48O8Hzl/AmunD/BjTvrvPfNX3hWsNpwJCvwYm+ngug4UilSCSq6k8YPtxDwfA+WR awIWFbgscDiULcCEaWqBFOlrLazurupOSHLqGnEKJAY8TwBEHu mqUirAjNm52vEPPRV4p01XXMPAQhUBjcWm9QZwijwokgAeYHlH YA06KR1cT6ZvoV56pDUJQEjw0KeaMgj1hPEY4vz2A4eW0/e1qA7KtQdsxTYAG0H3iG4xyK1Y+xm7XmEPOJZDiENzLi2WZHng eOjj2Pe+sMg4GRYyLAsx7ME4FnsyTD9pr0PEc8zPGRAwKXBkYO PEd96cZRvf11g9MDe7e3R4Z4Q+vyEnn3P4t0XzK/W+ODN5/kPfRLewAJVEQ0AAAAASUVORK5CYII%3D

pythos
05-24-10, 09:16 PM
W clear.

Let me be sure you know.

Your mod is much appreciated. I do not intend to come off as complaining. I thought my way of finding how bad the visibility was was comical. Not once did I get angry, in fact I was kinda cracking up at how things went there.

I did know of the bug, it is pretty stupid it is still there, but what can be done right now?

This running into a ship would be fine, had the fog been noted as heavy. But medium fog, which seems the most common fog in the game, the way it is is game killing, if comical.

Which conflict do you think it is that is causing this horrible artifacts that show up with the ship rigged for red, while in commander's eye view?

But thank you for putting the work into this mod.

W_clear
05-24-10, 11:19 PM
W clear.

Let me be sure you know.

Your mod is much appreciated. I do not intend to come off as complaining. I thought my way of finding how bad the visibility was was comical. Not once did I get angry, in fact I was kinda cracking up at how things went there.

I did know of the bug, it is pretty stupid it is still there, but what can be done right now?

This running into a ship would be fine, had the fog been noted as heavy. But medium fog, which seems the most common fog in the game, the way it is is game killing, if comical.

Which conflict do you think it is that is causing this horrible artifacts that show up with the ship rigged for red, while in commander's eye view?

But thank you for putting the work into this mod.

Hi
You can use data/env/FogDistances.cfg from the Environment 1.2 MOD or SH5/ data/env/FogDistances.cfg from the Original edition。This will solve your problem。Is't OK?


http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAAD gdz34AAADsElEQVR4nK2VTW9VVRSGn33OPgWpYLARbKWhQlCHT ogoSkjEkQwclEQcNJEwlfgD/AM6NBo1xjhx5LyJ0cYEDHGkJqhtBGKUpm3SFii3vb2956wPB/t+9raEgSs52fuus89613rftdcNH8/c9q9++oe/Vzb5P+3McyNcfm2CcPj9af9w6gwjTwzvethx3Bx3x8xwd1wNM8 dMcTNUHTfFLPnX6nVmZpeIYwf3cWD/PhbrvlPkblAzVFurKS6GmmGqqComaS+qmBoTI0Ncu3mXuGvWnr J+ZSxweDgnkHf8ndVTdbiT3M7cQp2Z31dRTecHAfqydp4ejhwa zh6Zezfnu98E1WIQwB3crEuJ2Y45PBTAQUVR9X4At66AppoEVO 1Q8sgAOKJJjw6Am6OquDmvHskZ3R87gW+vlHz98zpmiqphkkRV bQtsfPTOC30lJKFbFTgp83bWh7Zx/uX1B6w3hI3NkkZTqEpBRDBRzG2AQHcwcYwEkOGkTERREbLQ/8HxJwuW7zdYrzfZ2iopy4qqEspKaDYravVm33k1R91Q69FA1VB RzFIVvXbx5AgXT44A8MWP81yfu0utIR2aVK3vfCnGrcUNxp8a7 gKYKiLCvY2SUvo/aNtnM3e49ucK9S3p0aDdaT0UAVsKi2tVi6IWwNL9JvdqTdihaz 79/l+u/rHMxmaJVMLkS2OoKKLWacdeE3IsSxctc2D5Qcl6vUlVVgNt+fk PPcFFmTw1xruvT7SCd7nuVhDQvECzJH90h0azRKoKFRkAmP5lK TWAGRdefoZL554FQNUxB92WvYeA5UN4PtSqwB2phKqsqMpBgAu nRhFR3j49zuU3jnX8k6fHEQKXzh1jbmGDuYU6s4t1rt6socUeL LZHhYO2AHSHmzt19ihTZ48O8Hzl/AmunD/BjTvrvPfNX3hWsNpwJCvwYm+ngug4UilSCSq6k8YPtxDwfA+WR awIWFbgscDiULcCEaWqBFOlrLazurupOSHLqGnEKJAY8TwBEHu mqUirAjNm52vEPPRV4p01XXMPAQhUBjcWm9QZwijwokgAeYHlH YA06KR1cT6ZvoV56pDUJQEjw0KeaMgj1hPEY4vz2A4eW0/e1qA7KtQdsxTYAG0H3iG4xyK1Y+xm7XmEPOJZDiENzLi2WZHng eOjj2Pe+sMg4GRYyLAsx7ME4FnsyTD9pr0PEc8zPGRAwKXBkYO PEd96cZRvf11g9MDe7e3R4Z4Q+vyEnn3P4t0XzK/W+ODN5/kPfRLewAJVEQ0AAAAASUVORK5CYII%3D

SteelViking
05-25-10, 12:44 AM
Yeah W_clear the fogdistances.cfg from version 1.2 seems to be working fine. Only one hour of play though, so I could be wrong.

W_clear
05-25-10, 01:20 AM
Yeah W_clear the fogdistances.cfg from version 1.2 seems to be working fine. Only one hour of play though, so I could be wrong.

In fact, this is still original in the BUG。I just want to try again, the result does not work. So I really hope to restore the dynamic fog.

rascal101
05-25-10, 07:27 AM
Hi to all and most especial thanks to Mr W clear your mod is supurb

HOWEVER

I dont seem to have the fog issue that others are reporting - in fact my fog is probably the best and most realistic of any game I've seen in a while, or may be I havnt come across the really thick fog

Anyway - My problem is a sudden crash to desk top - no warning the game literally just dissappears - it doesnt seem to be influenced by prximity to land - for instance at the moment I'm cruising off the North West Coast of Scotland above Ireland coming down to the approach to the UK home port - I get a bit over half way between Scotland and Northern Ireland and suddenly - no game -

This has only been happening since I installed the Enviro mod - I hope some one can help as I am very reluctant to remove this mod

Any ideas - here are my activated mods

AilSmoke 1.7
AilBubbles 1.0
EngineSoundsImproved_v1.0
Dooms Decks for VIIC 1.2
Detailed Caustics 1.0
Damage assessment
Enhanced FunelSmoke_by HanSolo78
Goodbye Pac-Man v1.01
ImprovedWaves_Improved Pitch&Roll
MightyFine Crew Mod 1.2.1 Alt faces
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
No Umark
North Atlantic Green 1.0
Old Style Explosions V1.1
Player Guidance Icons Removed v1.0
Reboot's Hot Soup 1.0
Reboot's Water Drips 1.0
sobers hatch mod
sobers multi color mod
sobers no shoe sound mod
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Sub_Exhaust_1_0_0_byTheDarkWraith
BRF 1.1 HP balance
BRF 1.3 full
Feared Hunters 2.1
Environment MOD_2.0
NDB,NDH OM#1 - No Dialog Indicator
No Damn Bubbles, No Damn Halo Mod
Reaper7 HiRes UI Beta V1.0 & Recognition Manual V2.0
sobers base wave mechanics for SH5 v2
The Elite Campaign 1.1
U-boat Historical Specifications 1.3
Environmental 2.1 MOD fix

W_clear
05-25-10, 07:56 AM
Hi to all and most especial thanks to Mr W clear your mod is supurb

HOWEVER

I dont seem to have the fog issue that others are reporting - in fact my fog is probably the best and most realistic of any game I've seen in a while, or may be I havnt come across the really thick fog

Anyway - My problem is a sudden crash to desk top - no warning the game literally just dissappears - it doesnt seem to be influenced by prximity to land - for instance at the moment I'm cruising off the North West Coast of Scotland above Ireland coming down to the approach to the UK home port - I get a bit over half way between Scotland and Northern Ireland and suddenly - no game -

This has only been happening since I installed the Enviro mod - I hope some one can help as I am very reluctant to remove this mod

Any ideas - here are my activated mods

AilSmoke 1.7
AilBubbles 1.0
EngineSoundsImproved_v1.0
Dooms Decks for VIIC 1.2
Detailed Caustics 1.0
Damage assessment
Enhanced FunelSmoke_by HanSolo78
Goodbye Pac-Man v1.01
ImprovedWaves_Improved Pitch&Roll
MightyFine Crew Mod 1.2.1 Alt faces
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
No Umark
North Atlantic Green 1.0
Old Style Explosions V1.1
Player Guidance Icons Removed v1.0
Reboot's Hot Soup 1.0
Reboot's Water Drips 1.0
sobers hatch mod
sobers multi color mod
sobers no shoe sound mod
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Sub_Exhaust_1_0_0_byTheDarkWraith
BRF 1.1 HP balance
BRF 1.3 full
Feared Hunters 2.1
Environment MOD_2.0
NDB,NDH OM#1 - No Dialog Indicator
No Damn Bubbles, No Damn Halo Mod
Reaper7 HiRes UI Beta V1.0 & Recognition Manual V2.0
sobers base wave mechanics for SH5 v2
The Elite Campaign 1.1
U-boat Historical Specifications 1.3
Environmental 2.1 MOD fix
you use MOD too much, so easily collapse. Between the MOD and the MOD will be a collision。The correct way is: you like MODs into a large MOD ,Try do it. http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAAD gdz34AAADsElEQVR4nK2VTW9VVRSGn33OPgWpYLARbKWhQlCHT ogoSkjEkQwclEQcNJEwlfgD/AM6NBo1xjhx5LyJ0cYEDHGkJqhtBGKUpm3SFii3vb2956wPB/t+9raEgSs52fuus89613rftdcNH8/c9q9++oe/Vzb5P+3McyNcfm2CcPj9af9w6gwjTwzvethx3Bx3x8xwd1wNM8 dMcTNUHTfFLPnX6nVmZpeIYwf3cWD/PhbrvlPkblAzVFurKS6GmmGqqComaS+qmBoTI0Ncu3mXuGvWnr J+ZSxweDgnkHf8ndVTdbiT3M7cQp2Z31dRTecHAfqydp4ejhwa zh6Zezfnu98E1WIQwB3crEuJ2Y45PBTAQUVR9X4At66AppoEVO 1Q8sgAOKJJjw6Am6OquDmvHskZ3R87gW+vlHz98zpmiqphkkRV bQtsfPTOC30lJKFbFTgp83bWh7Zx/uX1B6w3hI3NkkZTqEpBRDBRzG2AQHcwcYwEkOGkTERREbLQ/8HxJwuW7zdYrzfZ2iopy4qqEspKaDYravVm33k1R91Q69FA1VB RzFIVvXbx5AgXT44A8MWP81yfu0utIR2aVK3vfCnGrcUNxp8a7 gKYKiLCvY2SUvo/aNtnM3e49ucK9S3p0aDdaT0UAVsKi2tVi6IWwNL9JvdqTdihaz 79/l+u/rHMxmaJVMLkS2OoKKLWacdeE3IsSxctc2D5Qcl6vUlVVgNt+fk PPcFFmTw1xruvT7SCd7nuVhDQvECzJH90h0azRKoKFRkAmP5lK TWAGRdefoZL554FQNUxB92WvYeA5UN4PtSqwB2phKqsqMpBgAu nRhFR3j49zuU3jnX8k6fHEQKXzh1jbmGDuYU6s4t1rt6socUeL LZHhYO2AHSHmzt19ihTZ48O8Hzl/AmunD/BjTvrvPfNX3hWsNpwJCvwYm+ngug4UilSCSq6k8YPtxDwfA+WR awIWFbgscDiULcCEaWqBFOlrLazurupOSHLqGnEKJAY8TwBEHu mqUirAjNm52vEPPRV4p01XXMPAQhUBjcWm9QZwijwokgAeYHlH YA06KR1cT6ZvoV56pDUJQEjw0KeaMgj1hPEY4vz2A4eW0/e1qA7KtQdsxTYAG0H3iG4xyK1Y+xm7XmEPOJZDiENzLi2WZHng eOjj2Pe+sMg4GRYyLAsx7ME4FnsyTD9pr0PEc8zPGRAwKXBkYO PEd96cZRvf11g9MDe7e3R4Z4Q+vyEnn3P4t0XzK/W+ODN5/kPfRLewAJVEQ0AAAAASUVORK5CYII%3D

Shiplord
05-25-10, 09:59 AM
Anyway - My problem is a sudden crash to desk top - no warning the game literally just dissappears - it doesnt seem to be influenced by prximity to land - for instance at the moment I'm cruising off the North West Coast of Scotland above Ireland coming down to the approach to the UK home port - I get a bit over half way between Scotland and Northern Ireland and suddenly - no game -

As I have said it already here:
http://www.subsim.com/radioroom/showpost.php?p=1400162&postcount=250
the crashes with this mod is based on the sluttish created color map( climatezones.tga) in this mod

http://s3.directupload.net/images/100525/x42pz7ip.png

The red RGB value of a region must match with the specified Color?? value in the file ClimateZones.cfg

these values are OK
RGB: 40,0,0 = Color40=Polar_AClimateNorthern
RGB: 60,0,0 = Color60=TemperateClimateNorthern

but
RGB: 48,0,0 = no Color48 entry in ClimateZones.cfg
RGB: 55,0,0 = no Color55 entry in ClimateZones.cfg

game crashes to desktop when moving from a existing climate zone into a non-existing climate zone:timeout:

MattDizzle
05-25-10, 11:23 AM
you use MOD too much, so easily collapse. Between the MOD and the MOD will be a collision。The correct way is: you like MODs into a large MOD ,Try do it.

Start combine mod with other mod polishers to form fantastic mod. Community no like features stolen in reference to deploying one mod rather than other mod.

TheBeast
05-25-10, 11:34 AM
As I have said it already here:
http://www.subsim.com/radioroom/showpost.php?p=1400162&postcount=250
the crashes with this mod is based on the sluttish created color map( climatezones.tga) in this mod

http://s3.directupload.net/images/100525/x42pz7ip.png

The red RGB value of a region must match with the specified Color?? value in the file ClimateZones.cfg

these values are OK
RGB: 40,0,0 = Color40=Polar_AClimateNorthern
RGB: 60,0,0 = Color60=TemperateClimateNorthern

but
RGB: 48,0,0 = no Color48 entry in ClimateZones.cfg
RGB: 55,0,0 = no Color55 entry in ClimateZones.cfg

game crashes to desktop when moving from a existing climate zone into a non-existing climate zone:timeout:

Is there a ClimateZones.cfg that corrects this issue?:06:

I have CTD often when I am traveling long distances and it may be related to the issue you are describing. I may be migrating from one climate zone to another when these CTD take place.

SteelViking
05-25-10, 11:43 AM
First of all, what W_clear was saying, is take the files from the fix and put them into the proper place in Environmental Mod 2.0. Don't JSGME both of them, makes for too much clutter.

Second of all, you might want to delete the fogdistances.cfg file from the mod, or replace it with the one from Env1.2.

If you do this, you should be ok(key word: should). I did this and have stopped getting the CTDs. However, I have only been testing in the Mediterranean. Hope this helps some people.:salute:

Edit: Shiplord, are you sure that you are using W_clear's latest ClimateZones.tga

kylania
05-25-10, 12:24 PM
Edit: Shiplord, are you sure that you are using W_clear's latest ClimateZones.tga

I just downloaded the mod and the included ClimateZones.tga file has all sorts of unreferenced color values. :) Especially near coastlines.

Sub Commander
05-25-10, 12:29 PM
So I download 1.0 first then 2.0 and then 2.1 and i put 2.0 over 1.0 and 2.1 over 2.0, how exactly?

Shiplord
05-25-10, 12:57 PM
Edit: Shiplord, are you sure that you are using W_clear's latest ClimateZones.tga

yes, it's from the 2.1 fix

here is a comparison of 2.0 and 2.1, only the Mediterranean region and the area east of Denmark (Kattegat) was changed, all other areas of the world still have the errors of non existing color values for coastal seas in the cfg. I think it's a wrong use of the color fill function in Photoshop, anti-alias and tolerance are not set correctly and therefore the colors smoothes with others while filling a region;)
http://s10.directupload.net/images/100525/temp/ph2rudm6.png (http://s10.directupload.net/file/d/2170/ph2rudm6_png.htm)

SteelViking
05-25-10, 12:59 PM
I just downloaded the mod and the included ClimateZones.tga file has all sorts of unreferenced color values. :) Especially near coastlines.

Ok, I stand corrected. I just must not be heading into any of the bugged areas:hmmm:.

:damn: It would take a lot of work to redo the whole file to not have ANY incorrect references.

kylania
05-25-10, 01:08 PM
Ok, I stand corrected. I just must not be heading into any of the bugged areas:hmmm:.

:damn: It would take a lot of work to redo the whole file to not have ANY incorrect references.

Can you add in additional color references to the cfg file instead? You'd still need to get a list of the colors on the new map, but might be easier than a pixel by pixel adjustment of the map image.

SteelViking
05-25-10, 01:14 PM
Can you add in additional color references to the cfg file instead? You'd still need to get a list of the colors on the new map, but might be easier than a pixel by pixel adjustment of the map image.

Aha, W_clear added several to the cfg, so I don't see why more couldn't be added. That would be easier, as long as there are not too many different colors going on. I will look into it, but someone with more modding experience than me should really look into it.

kylania
05-25-10, 01:17 PM
Been talking to a Photoshop pro of mine trying to find the easist way of getting all the color values in an image. Might be easier to do it via hex editor-y-ish or that compare program maybe?

SteelViking
05-25-10, 01:24 PM
I have another idea, GIMP the open source image editor, has a tool that you can select all areas of an image that have the same color, and they can then be edited all at once. If we just nail down all the unreferenced colors, it would be a snap to simply "select all" and fill with a referenced color. Still some serious work but easier than any idea so far I think.

Don't know much about hex editor, and if you are talking about Win Merge, the file comparer/combiner, it only works for text files I am pretty sure.

Edit: Or do you mean what Shiplord was using, because I think that is just in photoshop is it not?

kylania
05-25-10, 01:37 PM
Actually, with PS, it's pretty simple to just select each color range, swap to default, then paint over the other one and so on. 41-49 = 40 so far. :)

SteelViking
05-25-10, 01:53 PM
Kylania, are you working on retouching the map, because I have been furiously going about trying it with my idea, I think I have about 90% of the errors removed. Would anyone be interested in testing this for me. I don't have any downloading site accounts so it will have to be through email.

kylania
05-25-10, 01:57 PM
Sure, all I've done was like 9 colors before being sidetracked by "work", silly work.

SteelViking
05-25-10, 02:40 PM
Sure, all I've done was like 9 colors before being sidetracked by "work", silly work.

Yeah, you gotta hate that. lol. Anyway, I think your method might be more thorough than mine, however, I am pretty confident about my 90% corrected figure, I doubt anyone would hit a region that has incorrect reference if they were on limited fuel. If you are willing to put the work into finishing it your way, we would be better off, if not I can try to clean mine up a bit more.

robbythesub
05-25-10, 04:24 PM
Excellent and welcome work, thank you :up:

rascal101
05-25-10, 04:45 PM
Hi to you - does this mean you may be close to a fix for the mod - will you be posting it here


Yeah, you gotta hate that. lol. Anyway, I think your method might be more thorough than mine, however, I am pretty confident about my 90% corrected figure, I doubt anyone would hit a region that has incorrect reference if they were on limited fuel. If you are willing to put the work into finishing it your way, we would be better off, if not I can try to clean mine up a bit more.

SteelViking
05-25-10, 04:56 PM
Hi to you - does this mean you may be close to a fix for the mod - will you be posting it here

Aye, I am about one day away from a pretty good fix I think, however, like I said I think kylania's might be even better. Either way, if my fix tests out ok, I will be sending my file to W_clear to simply include it in the next version of his mod. I don't like the idea of hijacking someone else's mod, so I would not want to post it separately.

Please nobody get your hopes up too high, as retouching this map is risky business and mistakes will probably be made.

kylania
05-25-10, 05:06 PM
Sorry, had servers dying here and didn't get a chance to work on anything. :)

Seeadler
05-25-10, 05:16 PM
A very easy and quick way is to separate in Photoshop the land and ocean into layers, draw the climate areas with constant red values and then merge down the land layer to the ocean layer. The result will be sharp coastlines without smoothing/dithering of red colors.

http://www.bilder-hochladen.net/files/thumbs/76m2-s.png (http://www.bilder-hochladen.net/files/76m2-s-png.html)
http://www.bilder-hochladen.net/files/thumbs/76m2-t.png (http://www.bilder-hochladen.net/files/76m2-t-png.html)

kylania
05-25-10, 05:21 PM
Yeah, what I was trying to do was keep W_Clear's intent of having shifting zones rather than straight bands, without entirely redoing the whole thing.

SteelViking
05-25-10, 05:23 PM
Yeah, I agree with kylania on this one, i like the idea of changing zones as you approach land, my method accomplishes that. kylania, if you are going to proceed with this, I will cease work on it.

astradeus
05-25-10, 05:24 PM
:rock:http://www.subsim.com/radioroom/showthread.php?t=170162 (http://www.subsim.com/radioroom/showthread.php?t=170162)

kylania
05-25-10, 05:34 PM
I finalize the config file and my card will be available shortly ClimateZone. patience.:ping:

:rock: (http://s2.noelshack.com/upload/16498129542048_new_climat_zone.bmp)http://img192.imageshack.us/i/newclimatzone.png/ (http://img192.imageshack.us/i/newclimatzone.png/)


Still a few 19s and 22's and 41s in there. :( Same problems I was having which is why I stopped. heh

SteelViking
05-25-10, 06:18 PM
We have too many people working on this at the same time.

SteelViking
05-25-10, 07:09 PM
Ok, I have to hand it to astradeus, his new climatezones.tga looks really good. However, it removes the weather changes as you approach land. As I stated earlier, I like that effect, and W_clear must too.

Everybody, let me know if you want to keep the effect or not. If so I will finish my fix and make it available for those who want it. If nobody really cares, cool more time for me.:up:

Seeadler
05-25-10, 07:25 PM
this is a common model of earth climate zones
http://www.guidobauersachs.de/referate/klimazone-Dateien/image001.gif

but in reality they move in the course of the year
http://www.botanicgroup.com/gfx/klzn.gif

SteelViking
05-25-10, 07:38 PM
this is a common model of earth climate zones
http://www.guidobauersachs.de/referate/klimazone-Dateien/image001.gif

but in reality they move in the course of the year
http://www.botanicgroup.com/gfx/klzn.gif

Sorry Seeadler, but I cannot see your pictures.

Edit: never mind, I can see them now, stupid internet browser.

SteelViking
05-26-10, 01:05 AM
Ok, I have redone W_clear's ClimateZones.tga. I have checked it over and over, and tested it in game, and there are no CTDs. I was able to keep the effect of weather/water color change as you approach land(which is realistic ever seen a beach with water the exact color of the open ocean?). However, I am not comfortable with releasing it without W_clear's permission, as it is his mod and his original file. I have already given it to him anyway though, so he might just look over it and make a new release of the whole mod, especially since there are also problems with the fogdistances.cfg.

rascal101
05-26-10, 01:31 AM
OK wel this is the most fantastic news since the beginning of time - I am looking forward to Mr Clear giving the all clear to enjoy this fantstic mod

Over to you Mr Clear

Regrads
Rascal

Ok, I have redone W_clear's ClimateZones.tga. I have checked it over and over, and tested it in game, and there are no CTDs. I was able to keep the effect of weather/water color change as you approach land(which is realistic ever seen a beach with water the exact color of the open ocean?). However, I am not comfortable with releasing it without W_clear's permission, as it is his mod and his original file. I have already given it to him anyway though, so he might just look over it and make a new release of the whole mod, especially since there are also problems with the fogdistances.cfg.

Lupo
05-26-10, 01:35 AM
hi!

i hope it´s not the pc............but i have grafical issue with this mod in the subpen...i see nothing.
help please!
sorry for my bad english......

mfg lupo!

SteelViking
05-26-10, 02:08 AM
hi!

i hope it´s not the pc............but i have grafical issue with this mod in the subpen...i see nothing.
help please!
sorry for my bad english......

mfg lupo!

Are you sure it is this mod? To check, please uninstall this mod in JSGME, fire up a game, and see if you are still having the problem. Because, I have no idea how this mod could mess with the subpen.

Baffman
05-26-10, 12:52 PM
A question for you W_clear:

What did you change in the submarine files?
I'm asking cause i want to use the UHS 1.3 mod.

rascal101
05-26-10, 05:28 PM
Hi Steelviking have you released this update yet - I have been waiting for it so I can get back to the game - Have you discussed your update with W Clear

Regards

R

Ok, I have redone W_clear's ClimateZones.tga. I have checked it over and over, and tested it in game, and there are no CTDs. I was able to keep the effect of weather/water color change as you approach land(which is realistic ever seen a beach with water the exact color of the open ocean?). However, I am not comfortable with releasing it without W_clear's permission, as it is his mod and his original file. I have already given it to him anyway though, so he might just look over it and make a new release of the whole mod, especially since there are also problems with the fogdistances.cfg.

W_clear
05-26-10, 06:53 PM
A question for you W_clear:

What did you change in the submarine files?
I'm asking cause i want to use the UHS 1.3 mod.
By GoblinEdi。

W_clear
05-26-10, 06:56 PM
Ok, I have redone W_clear's ClimateZones.tga. I have checked it over and over, and tested it in game, and there are no CTDs. I was able to keep the effect of weather/water color change as you approach land(which is realistic ever seen a beach with water the exact color of the open ocean?). However, I am not comfortable with releasing it without W_clear's permission, as it is his mod and his original file. I have already given it to him anyway though, so he might just look over it and make a new release of the whole mod, especially since there are also problems with the fogdistances.cfg.


You can release it alone。:)

stoppro
05-26-10, 09:12 PM
Thanks,W_clear and Steelviking so far it's working great. i'm going to run it all night while i am' working' I was goingto activate ali's rain but I didn't want to chance it. this is really beautiful!

winkelmander
05-27-10, 02:57 AM
@steel viking
the download link seems not working. I'm getting allways the QuickTime player???

Can You fix ist?

SteelViking
05-27-10, 03:23 AM
@steel viking
the download link seems not working. I'm getting allways the QuickTime player???

Can You fix ist?

No worries, I am about to release an improved version. See, in order to get rid of the color blending that was causing everyone CTD I had to mess some environmental change effects up.

Edit: Of course, some of the loss of environmental change effects was accidental.

W_clear, you may like this next version enough to add it into the mod itself.:yep:

W_clear
05-27-10, 03:44 AM
New fog test.

SteelViking
05-27-10, 03:54 AM
Here it is, a properly redone version. Same instructions as last time, simply paste it into Environmental MOD_2.1/data/Env and tell it to overwrite.

I am very sorry to those who downloaded my last version, but you really need to get this one. My first version took out a lot of really cool effects, that are back now. I only released the first one so that people who really wanted this mod would be able to play.

Link: http://www.filefront.com/16561741/ClimateZones.tga

Edit: This latest version has it all: all of W_clear's original climate zones, weather/water changes when nearing land, and NO CTD.:rock:

2nd Edit: W_clear, let me know what you think of this version.

Lupo
05-27-10, 04:03 AM
hi!

yes,it is this mod............maybe the res???? my is 1920 1080.......

mfg lupo!:D

W_clear
05-27-10, 04:09 AM
Here it is, a properly redone version. Same instructions as last time, simply paste it into Environmental MOD_2.1/data/Env and tell it to overwrite.

I am very sorry to those who downloaded my last version, but you really need to get this one. My first version took out a lot of really cool effects, that are back now. I only released the first one so that people who really wanted this mod would be able to play.

Link: http://www.filefront.com/16561741/ClimateZones.tga

Edit: This latest version has it all: all of W_clear's original climate zones, weather/water changes when nearing land, and NO CTD.:rock:
This is my production。You made a mistake or intentional?:stare:

furby
05-27-10, 04:11 AM
thanks...so we can remove the 2.1 MOD from W_clear and paste this one into 2.0?

winkelmander
05-27-10, 07:57 AM
@steel viking
the download link seems not working again. I'm getting allways the QuickTime player???

Can You fix it pls?

SteelViking
05-27-10, 10:28 AM
This is my production。You made a mistake or intentional?:stare:


In my first version, I accidentally removed two whole climate zones, but in my hurry to get a fix to everyone I did not take the time to double check things properly (I was only paying attention to things that would cause CTD). I said in the post for my first link that it was not done as well as it could be, because I knew that I had worked fast on it, and I said there would be mistakes. I am sorry to everyone that downloaded the first version, but now I have corrected it.

I know this is your production. I am sorry for any offence I have made W_clear. I don't want anyone thinking that this is my mod in any way. I am just a fan who wants to play using this mod.

Like I said before, it took a lot of work just to redo this one file. So W_clear I thank you for the immense amount of work you have done creating this mod.

SteelViking
05-27-10, 10:36 AM
thanks...so we can remove the 2.1 MOD from W_clear and paste this one into 2.0?

No, you still need the files from his 2.1. If you are doing them seperately through JSGME put the file I supplied into 2.1Mod/data/Env and then enable like normal

@steel viking
the download link seems not working again. I'm getting allways the QuickTime player???

Can You fix it pls?


Sorry man, but I am not getting that problem. I don't know how to fix it for you:06:

Edit: Make sure after you click on the link, that you scroll down a bit before trying to hit download. Sometimes adds will pop up and get in the way, but if you scroll down first you might not have a problem.

kylania
05-27-10, 02:20 PM
This is my production。You made a mistake or intentional?:stare:


Steelviking's ClimateZones.tga file is meant as a fix for the one that's included in Environmental MOD 2.1. The version that ships with the mod (shown on the left side in the picture below) has a lot of very smooth gradients around the coast lines. This was to indicate a change in the water around the shore. Unfortunately the way this image works is that it reads the color value of the area the u-boat is in and matches it with the config file. If the zone's color in the TGA file is a color that's not in the config, as it is with the gradients, you can Crash To Desktop.

SteekViking's version of the image keeps the intent of different climate zones near the shores, but does so using only the colors referenced in the config files (the picture on the right side of the image below). This should avoid Crash To Desktops.

http://img231.imageshack.us/img231/4290/comparedi.jpg

What should probably happen is W_Clear use Steelviking's image in his mod to save him the trouble of making those changes himself. :) I really don't think Steelviking was trying to steal or mod or release it as himself. He was just saving W_Clear the effort (and it was a lot! I tried to do this myself and gave up heh) of having to fix the image.

furby
05-27-10, 03:48 PM
ok...im now confused :06:

what should be installed? and what order?

kylania
05-27-10, 03:55 PM
ok...im now confused :06:

what should be installed? and what order?

Install W_Clear's mod. Full Stop. :DL

If you find yourself CTD'ing, then try installing Steelviking's TGA file.

furby
05-27-10, 04:03 PM
the 2.0 then 2.1 then steel's?

kylania
05-27-10, 04:27 PM
the 2.0 then 2.1 then steel's?

Erm, yeah, it appears so. Sorry, always confused by rollups rather than just releasing the fully patched mod when you have a critical bug fix. :O:

rascal101
05-27-10, 04:29 PM
Look its simple -

Firstly - SteelViking has fixed the CTD that were occurring in the W_Clear mod

Secondly - SteelViking made it clear that he was simply altering a small part of the W_Clear Mod and gave W_Clear every opportunity to comment - and he gave W_ Clear full acknowledgement for the original
mod

Thirdly - Thanks to both Mr W_Clear and Mr SteelViking this mod has matured into an outstanding mod that goes along way to changing the overall game play experience

What needs to be done is that all the various parts to this mod can be combined into one mod so there is not the confusion re installation for future users

I notice yet another new Enviro Mod by Astradeus has just been released - can any one explain if this and the W_Clear mod are complementary - if they do the same thing, do they do it differently - Its so confusing with so many mods centering on the same aspect of the game

Best Regards to all modders and the subsim community

R

SteelViking
05-27-10, 05:30 PM
Look its simple -

Firstly - SteelViking has fixed the CTD that were occurring in the W_Clear mod

Secondly - SteelViking made it clear that he was simply altering a small part of the W_Clear Mod and gave W_Clear every opportunity to comment - and he gave W_ Clear full acknowledgement for the original
mod

Thirdly - Thanks to both Mr W_Clear and Mr SteelViking this mod has matured into an outstanding mod that goes along way to changing the overall game play experience

What needs to be done is that all the various parts to this mod can be combined into one mod so there is not the confusion re installation for future users

I notice yet another new Enviro Mod by Astradeus has just been released - can any one explain if this and the W_Clear mod are complementary - if they do the same thing, do they do it differently - Its so confusing with so many mods centering on the same aspect of the game

Best Regards to all modders and the subsim community

R

Thanks rascal101.

My file is not JSGME compatible. Sorry, what you need to do is this.

1. Get the Env2.0 then put the files from the 2.1 patch into it, making sure they are the proper folders and telling it to overwrite when asked. 2. Put the file from my link into the folder: Env2.0/data/Env telling it to overwrite when asked. 3. Enable the whole thing in JSGME

To be clear, that means you only enable ONE THING in JSGME. All the other files should really be put in the correct folders manually overwriting when asked.

Sorry for the inconvenience, but until W_clear releases a new version of the whole mod, this is how it is.

W_clear
05-27-10, 08:16 PM
Steelviking's ClimateZones.tga file is meant as a fix for the one that's included in Environmental MOD 2.1. The version that ships with the mod (shown on the left side in the picture below) has a lot of very smooth gradients around the coast lines. This was to indicate a change in the water around the shore. Unfortunately the way this image works is that it reads the color value of the area the u-boat is in and matches it with the config file. If the zone's color in the TGA file is a color that's not in the config, as it is with the gradients, you can Crash To Desktop.

SteekViking's version of the image keeps the intent of different climate zones near the shores, but does so using only the colors referenced in the config files (the picture on the right side of the image below). This should avoid Crash To Desktops.

http://img231.imageshack.us/img231/4290/comparedi.jpg

What should probably happen is W_Clear use Steelviking's image in his mod to save him the trouble of making those changes himself. :) I really don't think Steelviking was trying to steal or mod or release it as himself. He was just saving W_Clear the effort (and it was a lot! I tried to do this myself and gave up heh) of having to fix the image.

Thanks。I see,

W_clear
05-27-10, 09:09 PM
In my first version, I accidentally removed two whole climate zones, but in my hurry to get a fix to everyone I did not take the time to double check things properly (I was only paying attention to things that would cause CTD). I said in the post for my first link that it was not done as well as it could be, because I knew that I had worked fast on it, and I said there would be mistakes. I am sorry to everyone that downloaded the first version, but now I have corrected it.

I know this is your production. I am sorry for any offence I have made W_clear. I don't want anyone thinking that this is my mod in any way. I am just a fan who wants to play using this mod.

Like I said before, it took a lot of work just to redo this one file. So W_clear I thank you for the immense amount of work you have done creating this mod.


Thanks.I see. Great job.:salute:Your changes ClimateZones.tga have been put into the environment 2.2MOD

http://www.subsim.com/radioroom/showthread.php?p=1334469#post1334469

dougandtoni
05-28-10, 02:04 AM
Man this has got to be the most confusing mod to install.There is no link for the 2.0 version :doh:

W_clear
05-28-10, 02:18 AM
Man this has got to be the most confusing mod to install.There is no link for the 2.0 version :doh:


Sorry。in 2.2MOD.

SteelViking
05-28-10, 02:24 AM
W_clear, the download link on the first page only has the patch for the mod, it does not contain the whole thing. I just downloaded it to get your new fogdistances.cfg fix, and it is not the whole mod.

W_clear
05-28-10, 03:35 AM
W_clear, the download link on the first page only has the patch for the mod, it does not contain the whole thing. I just downloaded it to get your new fogdistances.cfg fix, and it is not the whole mod.


Installation method: Cover the environment 2.0MOD.:)

dougandtoni
05-28-10, 05:33 AM
Installation method: Cover the environment 2.0MOD.:)

What if you dont have the 2.0 mod:doh:

W_clear
05-28-10, 06:18 AM
What if you dont have the 2.0 mod:doh:
Environment 2.0 For SH5_1.2(2010.5.21)
Environment 2.0 - the most important feature is that the scope of changes in seawater increased, shortening the distance changes, the original of only three waters, and separated by great distance, a patrol is impossible to master the different changes in the marine environment, and now I Shortened the interval from the various areas, so you can be on patrol through the different sea areas were soon to experience a different area and different environments, it gives you the game more fun.

1.Environment 2.0 increased the rate of submarine up-down drag.
2.The new 0 m to 15 m waves.
3.Lightning more bright.
4.To change the outer structure of the cloud (Thanks for @ Ailantd :AilClouds 3.0 MOD------Only use "CloudsPack.dds".)I adjusted the cloud.cfg parameters, when the sunny days when the cloud is more sense of distance.
5.Change the size of the sun to the more realistic.
6.The form and wake become more white.

I made two versions of the evening, more bright and more dark.Players choose to install it.But must reach the Environment 2.0.

Thank the help of my friends @Kriller2 .


Just install with JSGME. Wish to have a good hunting.

Note:
{Lighter Night add-on MOD. Please Change Evn to Env}
Download:
http://www.filefront.com/16503673/En...%20SH5_1.2.rar (http://www.filefront.com/16503673/Environment%20MOD%20For%20SH5_1.2.rar)

W_clear.2010.5.16

dougandtoni
05-28-10, 06:35 AM
Sorry going to have to give up on this one.:damn: Pity. The link says 1.2. Some of us are just not that good at sorting stuff like this out. Can it not be all put together and be given a new version number for us oldies.:yeah:

kylania
05-28-10, 01:10 PM
Hope this is OK with W_clear, but I've patched and hosted his 2.2 mod as a single download, single install file:

Here's 2.2, patched:

http://www.filefront.com/16577613/Environment_MOD_2.2_by_W_clear.7z/

Here's 2.2 with the Lighter Nights option, patched:

http://www.filefront.com/16577617/Environment_MOD_2.2_LighterNights_by_W_clear.7z/

Simply download the file, open it up, drag the folder to MODS and enable via JSGME. :DL Hopefully this will help you enjoy the mod dougandtoni!

SteelViking
05-28-10, 01:39 PM
Hope this is OK with W_clear, but I've patched and hosted his 2.2 mod as a single download, single install file:

Here's 2.2, patched:

http://www.filefront.com/16577613/Environment_MOD_2.2_by_W_clear.7z/

Here's 2.2 with the Lighter Nights option, patched:

http://www.filefront.com/16577617/Environment_MOD_2.2_LighterNights_by_W_clear.7z/

Simply download the file, open it up, drag the folder to MODS and enable via JSGME. :DL Hopefully this will help you enjoy the mod dougandtoni!

Nice, kylania!:salute:

Riss1967
05-28-10, 02:55 PM
Hope this is OK with W_clear, but I've patched and hosted his 2.2 mod as a single download, single install file:

Here's 2.2, patched:

http://www.filefront.com/16577613/Environment_MOD_2.2_by_W_clear.7z/

Here's 2.2 with the Lighter Nights option, patched:

http://www.filefront.com/16577617/Environment_MOD_2.2_LighterNights_by_W_clear.7z/

Simply download the file, open it up, drag the folder to MODS and enable via JSGME. :DL Hopefully this will help you enjoy the mod dougandtoni!




Thanks very much :up:

dougandtoni
05-28-10, 04:36 PM
Hope this is OK with W_clear, but I've patched and hosted his 2.2 mod as a single download, single install file:

Here's 2.2, patched:

http://www.filefront.com/16577613/Environment_MOD_2.2_by_W_clear.7z/

Here's 2.2 with the Lighter Nights option, patched:

http://www.filefront.com/16577617/Environment_MOD_2.2_LighterNights_by_W_clear.7z/

Simply download the file, open it up, drag the folder to MODS and enable via JSGME. :DL Hopefully this will help you enjoy the mod dougandtoni!

Awsome :up::yeah::sunny:

Vorkapitan
05-28-10, 09:57 PM
Thanks again w_clear for another great mod...keep them coming!

kylania
05-29-10, 05:23 PM
New fog test.Solve the BUG of the fog .

http://img59.imageshack.us/img59/9523/foggy.jpg

That's a really low visual distance for 'medium' fog right? Or am I wrong?

M4XDmG
05-29-10, 06:41 PM
Noticed that very dense fog too. I also noticed that the light amount and color under the surface is very different than what you see on the surface. That's very beautiful environment on the surface, but for me the leap between those is too big.

W_clear
05-29-10, 08:13 PM
http://img59.imageshack.us/img59/9523/foggy.jpg

That's a really low visual distance for 'medium' fog right? Or am I wrong?
Please download the environment 2.2.

It's eliminate low visual distance for 'medium' fog and 'heavy 'fog

kylania
05-29-10, 09:00 PM
Please download the environment 2.2.

It's eliminate low visual distance for 'medium' fog and 'heavy 'fog

That is version 2.2. :DL I'm getting 350 meter visibility with it. This is mid afternoon late November, north end of Scotland.

W_clear
05-29-10, 09:21 PM
That is version 2.2. :DL I'm getting 350 meter visibility with it. This is mid afternoon late November, north end of Scotland.

I need is the visibility, if a lot of people like the low visibility, so I can release a other version.:DL It's very easy.

kylania
05-29-10, 09:45 PM
Nah, if that's how you intended it, it's all good. :D Would using the default FogDistances.cfg affect anything other than fog? If so, I can just swap that out, no problem. :)

W_clear
05-29-10, 10:37 PM
Nah, if that's how you intended it, it's all good. :D Would using the default FogDistances.cfg affect anything other than fog? If so, I can just swap that out, no problem. :)
Yes。You can .

kylania
05-31-10, 04:55 AM
I made a video that shows off this mod (and others) including scenes from evening calm and partially cloudy, early morning stormy and late night lighter and crystal clear.

Enjoy! http://www.youtube.com/watch?v=xp3FS98kAR8&hd=1

SteelViking
05-31-10, 08:26 AM
Good going kylania:up:

tonschk
05-31-10, 10:59 AM
Thank you Kylania :DL

.

SabreHawk
05-31-10, 02:28 PM
Thank for posting the video Kylaina, it looks nice. I've been on shoreleave a bit to do some flying but gonna get back to subsimming tonite and I think I wanna try this mod out.
And also a big thanks to the modder himself of course.:salute:

zack
05-31-10, 03:04 PM
love youre colors W_clear but i missed the great azur blue from stock in the northern,now i change the ClimateZones.cfg when i want to see this blue and change back again to see yure colors,...my way. :D

SabreHawk
05-31-10, 03:07 PM
Well I dont know why or whats wrong but I installed with JSGME, and then started a saved game and got a very strange screen. All else is as far as the sim working but cant see anything cause the screen is messed up. The external view seems to be fine, but it's inside the sub I this. I tried to get up on the bridge to see if out there it was okay, but couldn't find the hatch cause I just could see it through this.
Hmmm, this might be because this is version 2.0 maybe. Now i did after extracting, copy the folder Environment 2.0 to the mods folder in JSGME. Then enabled. I've disabled it for now.
http://i23.photobucket.com/albums/b370/SabreHawk1/SH5Img2010-05-31_125425.jpg

SabreHawk
05-31-10, 03:24 PM
I checked folder structure and it looks okay(as far as i know), just to be sure of that.
http://i23.photobucket.com/albums/b370/SabreHawk1/untitled-3.jpg

kylania
05-31-10, 04:34 PM
Try downloading the fully patched version I linked in this post (http://www.subsim.com/radioroom/showpost.php?p=1405662&postcount=366), that way you have all the latest files and don't have to worry about patching or different versions.

astradeus
05-31-10, 04:49 PM
I made a video that shows off this mod (and others) including scenes from evening calm and partially cloudy, early morning stormy and late night lighter and crystal clear.

Enjoy! http://www.youtube.com/watch?v=xp3FS98kAR8&hd=1


Kylania nice video editing, I would like to know what mod you used to have the lighthouse in white lights and houses?:06:

kylania
05-31-10, 05:01 PM
Kylania nice video editing, I would like to know what mod you used to have the lighthouse in white lights and houses?:06:

No specific mod, unless this one changes that. :DL

astradeus
05-31-10, 05:10 PM
No specific mod, unless this one changes that. :DL


may be that the video editing which gives this effect, but to me the lights of the cities are yellow see very yellow. thank you for the reply.

SabreHawk
05-31-10, 05:19 PM
Aye Kylaina, should I move the 2.0 mod out of JSGME then before putting this 2.2 in it? Or just leave it in there?

kylania
05-31-10, 05:30 PM
Aye Kylaina, should I move the 2.0 mod out of JSGME then before putting this 2.2 in it? Or just leave it in there?

Remove the 2.0 you have now, since that's part of the rehosted 2.2 download I linked. Basically I just combined the mod and the patch into one download, one install.

SabreHawk
05-31-10, 05:37 PM
Arrrr, ye are a fine gent matey.:)

Well, lets hope this works this time.

SabreHawk
05-31-10, 06:06 PM
Ok that version is working alright, with the exception that the halos are back. So I'll have to go and reset those two values under [highlightinteractiveobject] back to 0 as the mod obviously changed them back to original. I hadn't installed the no halo mod with JSGME, just manually did that one. Though I dont see how that would have made any difference for installing this mod as it seems to me it would have swapped out it's own lights.cfg file anyway right?

kylania
05-31-10, 07:39 PM
Depends on if the lights.cfg was edited in other ways. What I'd probably do is just take your manual no-halo edits, apply it to the copy in the 2.2 mod, then reinstall the mod. That way you get whatever lighting changes are in 2.2 and your no-halo stuff.

SabreHawk
05-31-10, 08:17 PM
No worries, I did.:smug:

nobfunt
05-31-10, 08:18 PM
Really like this mod guys- thanks. I still find the night skies a little dark for my taste, even with the lightened version. Could you give me a pointer as to which files I should compare from stock to this Mod to brighten the night up even a little further?

thanks

kylania
05-31-10, 08:35 PM
Really like this mod guys- thanks. I still find the night skies a little dark for my taste, even with the lightened version. Could you give me a pointer as to which files I should compare from stock to this Mod to brighten the night up even a little further?

thanks

Welcome aboard! :salute:

Basically check the files that are in the "Lighter Nights" addon in download file. Using that version I've noticed that moonlit nights are almost glowing and bright, while overcast nights are just about as dark as default. The normal version of the mod is pitch black. :O:

SteelViking
05-31-10, 09:20 PM
In my opinion, W_clear's standard version has a very realistic amount of light at night for open ocean.

nobfunt
06-01-10, 02:37 AM
Thanks guys- once I steamed out of the cloud bank I was under, the light levels are fine for me on the lighter Mod.
Thanks again for the help!

eon850aye
06-01-10, 06:05 PM
Im loving this mod..:salute:..although those moonless nights in the middle of an ocean can be alittle scary :cry:

7thSeal
06-01-10, 07:56 PM
although those moonless nights in the middle of an ocean can be alittle scary :cry:

Hell, that's when ramming suddenly becomes important... :har:

kylania
06-01-10, 08:11 PM
Here's a few screenshots that I think really show this mod off:

Click the thumbnail to view full size:

http://triton.imageshack.us/Himg205/scaled.php?server=205&filename=sunsettransport.jpg&res=gal (http://img205.imageshack.us/img205/1605/sunsettransport.jpg)

http://triton.imageshack.us/Himg228/scaled.php?server=228&filename=decksawashfull.jpg&res=gal (http://img228.imageshack.us/img228/3035/decksawashfull.jpg)

and a bonus one, seagulls! :O:

http://triton.imageshack.us/Himg198/scaled.php?server=198&filename=seagullsblue.jpg&res=gal (http://img198.imageshack.us/img198/9366/seagullsblue.jpg)

(To be fair the "blue" images have had some color post-processing done in Photoshop, so originally had the yellow tone of the middle pic. They just popped a bit more toned like that. :DL)

rsvette12
06-01-10, 08:35 PM
Beautiful shots, well done. :yeah::yeah: awesome mod.

Rich

MattDizzle
06-01-10, 09:56 PM
Honestly, screw the "lighter nights" option, i've heard stories of captains shooting at shadows of ships against the horizon, and with no moon (is lighting in this mod affected by moon phase?) im sure it would be amazingly dark at night.

I dont even mind how you can see the bow wave a bit in the dark. if i'm not incorrect the ships wake and bow churn up a certain amount of bioluminecent plankton that "glow" a bit, leaving a slightly-visible trail around the ship at night that you can see even if you cant make out a hull.

SH5 Is realistic by accident! :rotfl2:

kylania
06-01-10, 10:56 PM
is lighting in this mod affected by moon phase?

Yup.

http://img405.imageshack.us/img405/834/lightnightsnosolight.jpg

schurem
06-02-10, 05:06 AM
I found the fog far more unsettling. i did put in the default fog distance, but got a CTD not long thereafter. maybe unrelated? game looks awesome.

kylania
06-02-10, 08:29 AM
I found the fog far more unsettling. i did put in the default fog distance, but got a CTD not long thereafter. maybe unrelated? game looks awesome.

I reverted to the stock fog distances as well. The only problem is that you as a human can see things far easier than the computer can. This is by design in the stock game though, but the effect is amplified with this mod. Like I was able to clearly see a ship at night from 9km away. My crew wasn't able to see it, or lock it, till it was 5km away. It wasn't able to see me at all.

M4XDmG
06-02-10, 03:39 PM
I reverted to the stock fog distances as well. The only problem is that you as a human can see things far easier than the computer can. This is by design in the stock game though, but the effect is amplified with this mod. Like I was able to clearly see a ship at night from 9km away. My crew wasn't able to see it, or lock it, till it was 5km away. It wasn't able to see me at all.

Thanks for the info! So this mod's fog distance is more realistic? I found it very thick when I tried this mod first time and removed it, but if it actually puts my visibility on the same line with watch crew's, I reconsider this.

kylania
06-02-10, 03:42 PM
Thanks for the info! So this mod's fog distance is more realistic? I found it very thick when I tried this mod first time and removed it, but if it actually puts my visibility on the same line with watch crew's, I reconsider this.

That's what it did now that you mention that. But in medium fog not being able to see ANYTHING till it's 350m away was just too drastic for me.

Krauter
06-02-10, 08:48 PM
Is this mod compatible with AilRain and AilClouds?

Also, when I have this installed with Nodamn Halos mod, it says there is a conflict

Krauter
06-02-10, 08:55 PM
Also, though it didn't notify me of an override, the effects of Detailed Caustics on the sub are no longer there..

kylania
06-02-10, 08:59 PM
AilClouds is essentially included in the mod already. The clouds.cfg is different though. I can't describe it exactly why, but I liked AilClouds better, so I just installed it over the top of Env 2.2, but other than a few settings it's already in Env 2.2 essentially.

Rain had files that were more in confilct. I haven't looked into integrating that one yet, but I kind of want to. AilRain rocks. :)

The Halos mod broke because of lights.cfg. Use WinMerge to compare the lights files, and just make whatever changes you need to.

SteelViking
06-02-10, 09:07 PM
All you have to do to get rid of the halos is change the following in Environment_2.2/data/cfg/lights.cfg:


[InteractiveObjectsHighlight]
Spread=0 <-----Make these two numbers zero like this
Blend=0 <------Make these two numbers zero like this
ColorR=0.58
ColorG=0.47
ColorB=0.23

This text block is third from the top, can't miss it.

7thSeal
06-02-10, 09:20 PM
The clouds.cfg is different though. I can't describe it exactly why, but I liked AilClouds better,

Likely the case here...

Its my own clouds, I wasnt fully satisified with Ails cumulus clouds, but it still need some work.


Do agree with you though kylania, the AilClouds look more realistic IMO. :up:

Krauter
06-02-10, 09:32 PM
OK, sorry for multiple posts.. but I am now sailing along in the Carribean and it is 00:12 and.. I still have good visibility? I was waiting for some pitch black sailing. But it seems as if there is still stock visibility at night.

Edit: Ok I will put AilClouds on top of this.. how bad are the conflicts between AilRain and Env.2.2?

Also SteelViking, I just loaded No Damn Halos over top of this and there are no halos.. (Could this be why my night time is so light out???)

SteelViking
06-02-10, 11:13 PM
OK, sorry for multiple posts.. but I am now sailing along in the Carribean and it is 00:12 and.. I still have good visibility? I was waiting for some pitch black sailing. But it seems as if there is still stock visibility at night.

Edit: Ok I will put AilClouds on top of this.. how bad are the conflicts between AilRain and Env.2.2?

Also SteelViking, I just loaded No Damn Halos over top of this and there are no halos.. (Could this be why my night time is so light out???)

Yes, it could be causing a brighter environment. The Light.cfg has entries for sun multipliers, light shafts, and other environmental light modifiers. I would really suggest doing what I said earlier, notepad can open .cfg files, so there are no obstacles really.

MattDizzle
06-03-10, 01:11 PM
W_Clear, or whoever is managing this mod now: Would you consent to this being put into part of a larger Compilation mod, as i said in another thread on this forum?

I'm looking to assemble several mods in a large easy for new people to install "Community Mod pack", and full, prominent credit would be given to you and the other mod authors involved. Would you be willing to help the community by allowing your mod to be used?

M4XDmG
06-03-10, 02:59 PM
I have also bright night problem. I see stars, but no moon. Still I can see clearly around and I see moonlight (or some light trail) reflecting from the water. No interfearing mods, atleast JSGME didn't report.

Krauter
06-03-10, 04:05 PM
Steel, I implemented the changes you said and.. still a bright night. Also, to add insult to injury theres those damn speech bubbles too -.-

SteelViking
06-03-10, 04:25 PM
Steel, I implemented the changes you said and.. still a bright night. Also, to add insult to injury theres those damn speech bubbles too -.-

Sorry about it being too bright, but the halos can be fixed by changing the two numbers I indicated in my earlier post.

Krauter
06-03-10, 05:20 PM
I did change the numbers and the halos are no longer there (i am no longer runner no damn halos mod) however the speech bubbles are there (RUINING SCREENSHOTS :wah: )

However, my night is still very light out, when I took a look at kylanias photos and video his night was veery dark.

Echolot
06-03-10, 05:59 PM
I did change the numbers and the halos are no longer there (i am no longer runner no damn halos mod) however the speech bubbles are there (RUINING SCREENSHOTS :wah: )

However, my night is still very light out, when I took a look at kylanias photos and video his night was veery dark.

You should use the no dam halo mod without the lights.cfg. This should eliminate the speech bubbles.

:salute:

Or open the HumanDialogIndicator.dds from the no halo mod in a program like gimp or paint.net. Ctrl+A, Ctrl+X and then save the file to data\Textures\TNormal\tex. Name it exactly like the original file.

raymond6751
06-03-10, 06:09 PM
That's what it did now that you mention that. But in medium fog not being able to see ANYTHING till it's 350m away was just too drastic for me.

This is the time to have full charge on the batteries and run below where you can hear them coming.

If not, stop engines frequently and listen. I'm not sure, but you should be able to hear engines. That would be one to try in the editor, eh? Before you go out there in harm's way.

SteelViking
06-03-10, 08:40 PM
You should use the no dam halo mod without the lights.cfg. This should eliminate the speech bubbles.

:salute:

Or open the HumanDialogIndicator.dds from the no halo mod in a program like gimp or paint.net. Ctrl+A, Ctrl+X and then save the file to data\Textures\TNormal\tex. Name it exactly like the original file.

Yeah, just take out the lights.cfg, and enable no dam halo. There would be your best solution......I forgot that the bubbles stayed after those two numbers were changed:hmmm:

Krauter
06-04-10, 06:11 AM
It's all good, thanks for the help :)

Question: W_clear (or Steel) Could the fact that I am in the Carribean be affecting how light my nights are?

SteelViking
06-04-10, 07:50 AM
It's all good, thanks for the help :)

Question: W_clear (or Steel) Could the fact that I am in the Carribean be affecting how light my nights are?

Yes, that could be a big part of the brightness you are seeing. The Caribbean is zoned as tropical in the ClimateZones.tga file. And, the zone you are in has a big impact on a lot of stuff: water color, lighting, sky color, weather, etc. So, a tropical zone would naturally have more light than an arctic zone for instance. It would be especially bright if it was summer also.

M4XDmG
06-04-10, 02:37 PM
Yes, that could be a big part of the brightness you are seeing. The Caribbean is zoned as tropical in the ClimateZones.tga file. And, the zone you are in has a big impact on a lot of stuff: water color, lighting, sky color, weather, etc. So, a tropical zone would naturally have more light than an arctic zone for instance. It would be especially bright if it was summer also.

The fact that Carribean is in "tropical zone" has nothing to do with nights being light. Actually the more north or south from the equator you go, the more lighter the nights are in the summer time. And the closer you get to the equator, the darker the nights are (also the brighter the DAYS), almost the same throughout the year. Nights are longer near the poles in the winter time, and in mid winter, above the arctic circle, sun won't rise at all so in winter here is truly dark. But this is from real life, I don't know how mod handles this.

And yes, i have also the bright night broblem, but maybe it is just that I happen to have extremely light night right now at the game , need to play more...

SteelViking
06-04-10, 02:58 PM
The fact that Carribean is in "tropical zone" has nothing to do with nights being light. Actually the more north or south from the equator you go, the more lighter the nights are in the summer time. And the closer you get to the equator, the darker the nights are (also the brighter the DAYS), almost the same throughout the year. Nights are longer near the poles in the winter time, and in mid winter, above the arctic circle, sun won't rise at all so in winter here is truly dark. But this is from real life, I don't know how mod handles this.

And yes, i have also the bright night broblem, but maybe it is just that I happen to have extremely light night right now at the game , need to play more...

I don't claim to be a climatologist (or even your local weatherman), but I am pretty sure W_clears setup has overall brighter light in the tropics. I am not saying that just the nights are brighter, I mean that there is a controller for light, and it is set higher in the tropical zones than in colder zones. And in summer, that controller is set even higher. I could be wrong.......

MattDizzle
06-04-10, 03:11 PM
In winter in the med the nights are pitch black.

SteelViking
06-04-10, 04:04 PM
In winter in the med the nights are pitch black.

The Med is one zone colder than the Caribbean in the ClimateZones.tga. And in the summer in the Med(which is when it is in my campaign and where I am at, the nights are relatively bright). So it would seem that the seasons are acting the way I thought they were. Of course, a lot depends on other variables like (fog, clouds, whether or not the moon is out, etc.)

Salvadoreno
06-06-10, 05:20 AM
which file do i mess with the fix the fog problem?? I forgot :(

Shiplord
06-06-10, 06:09 AM
but I am pretty sure W_clears setup has overall brighter light in the tropics.
What makes this mod completely unrealistic, not to mention of the overall wrong color of the water in the whole area of the Atlantic and Med. I am a marine biologist and have now been worked on almost every ocean and the colors in this mod are only right for the Asian region.

schurem
06-06-10, 06:26 AM
Please dear shiplord dude, dont just yell 'wrong!' but provide input as to how it should be fixed to be better.
maybe even ask what values to tinker with in order to get a result you would deem more realistic? i look forward to your version of what the atlantic and med should look like.

on a different node, i cant use w_clear's environment mod because i get CTD's when i sail the north sea by day (it's winter) meh :(

W_clear
06-08-10, 07:54 AM
Environmental 2.3 MOD for SH5_1.2

Environmental 2.3 MOD replace the Environmental 2.1 MOD and 2.2



1.In addition to a line to the horizon at night in good weather.

2.Adjusting the wrong color of the various climate

Txema
06-08-10, 09:29 AM
W_clear,

First of all, thank you very much for your mod !!!

Let me ask something: could you please make a version of the mod where the fog is not so thick, at least in medium fog conditions?? Currently, in medium fog conditions, you can see very few things...


Txema

W_clear
06-08-10, 09:54 AM
W_clear,

First of all, thank you very much for your mod !!!

Let me ask something: could you please make a version of the mod where the fog is not so thick, at least in medium fog conditions?? Currently, in medium fog conditions, you can see very few things...


Txema
Please try it:

Silent Hunter 5\data\Env\FogDistances.cfg

[FogDistances 0]
ObjectsRelativeZMin=0.000000
ObjectsRelativeZMax=0.800000
UnderwaterObjectsRelativeZMin=-0.050000
UnderwaterObjectsRelativeZMax=0.035000
CloudsRelativeZMin=0.880000
CloudsRelativeZMax=0.880500
SkyYMin=-50.000000
SkyYMax=75.000000
SeaRelativeZMin=0.000000
SeaRelativeZMax=0.230000
YFogScale=0.010000

[FogDistances 1]
ObjectsRelativeZMin=-0.001000
ObjectsRelativeZMax=0.300000
UnderwaterObjectsRelativeZMin=-0.004000
UnderwaterObjectsRelativeZMax=0.020000
CloudsRelativeZMin=0.880000
CloudsRelativeZMax=0.880500
SkyYMin=-10.000000
SkyYMax=90.000000
SeaRelativeZMin=0.000000
SeaRelativeZMax=0.200000
YFogScale=0.000000

[FogDistances 2]
ObjectsRelativeZMin=-0.005000
ObjectsRelativeZMax=0.250000
UnderwaterObjectsRelativeZMin=-0.004000
UnderwaterObjectsRelativeZMax=0.010000
CloudsRelativeZMin=0.830000
CloudsRelativeZMax=0.880500
SkyYMin=0.000000
SkyYMax=3000.000000
SeaRelativeZMin=0.000000
SeaRelativeZMax=0.150000
YFogScale=0.000000


[FogDistances 3]
ObjectsRelativeZMin=-0.005000
ObjectsRelativeZMax=0.200000
UnderwaterObjectsRelativeZMin=-0.004000
UnderwaterObjectsRelativeZMax=0.006000
CloudsRelativeZMin=0.830000
CloudsRelativeZMax=0.880500
SkyYMin=0.00000
SkyYMax=3000.000000
SeaRelativeZMin=0.000000
SeaRelativeZMax=0.015000
YFogScale=0.000000

Txema
06-08-10, 12:29 PM
W_clear,

Thank you very much for your quick help !!!

:salute:

Txema

jxyn
06-08-10, 08:34 PM
which file do i mess with the fix the fog problem?? I forgot :(



Fogdistances.cfg in the ENV folder
A copy/paste fix from Wclear is a few posts previous to this reply, if you want to increase visibilty distances.

TheBeast
06-09-10, 12:31 AM
Again, Thank you for the work you have done on this MOD.

Only issue I am have is it appears the ClimateZones.tga has regional colors thar are not declared causing CTD when running in coastal waters. When I use AilClimateZones 1.0 cruising in same waters I do not CTD.

Will-Rommel
06-09-10, 12:10 PM
Ok so i'm not alone to CTD when sailing in coastal waters? Particularly in and out of Lorient when heading/coming for the north atlantic. :timeout:

stoppro
06-09-10, 12:24 PM
no you're not alone. I too have had ctds with tc sometimes at real time.I had to deactivate the mod -no cdt-its a shame the mod really makes it look good.

Ragtag
06-09-10, 12:37 PM
I got CTD's to. But not just only in coastal waters.

Gunfighter
06-09-10, 01:54 PM
Graphic error when using EV Mod 2.3
http://i47.photobucket.com/albums/f163/ABThing/Graphicglitch.png
When I go below deck and enter Sub Pens ??? can you help

astradeus
06-09-10, 03:18 PM
Graphic error when using EV Mod 2.3
http://i47.photobucket.com/albums/f163/ABThing/Graphicglitch.png
When I go below deck and enter Sub Pens ??? can you help

it may be a nuclear attack.the effect of radio activity.:timeout:

kriller2
06-09-10, 04:07 PM
I got CTD's to. But not just only in coastal waters.

Me to W_clear even with the updated climatezones.tga :hmmm:

W_clear
06-09-10, 08:06 PM
Graphic error when using EV Mod 2.3
http://i47.photobucket.com/albums/f163/ABThing/Graphicglitch.png
When I go below deck and enter Sub Pens ??? can you help
Is there such problem EV Mod 2.2?

kylania
06-09-10, 09:45 PM
Me to W_clear even with the updated climatezones.tga :hmmm:

Might be land zones also? Do those trigger climate changes? Coz the pixels certainly don't follow the in game coastlines:

http://img808.imageshack.us/img808/3119/landpixels.jpg

Lupo
06-10-10, 12:07 AM
hi!

i have the same like gunfighter..........2.2 and 2.3!:wah:

mfg lupo!

W_clear
06-10-10, 03:21 AM
hi!

i have the same like gunfighter..........2.2 and 2.3!:wah:

mfg lupo!
I suspect your graphics card can not afford the MOD

astradeus
06-10-10, 05:08 AM
I want to recall a w-clear that they can eventually use my file climatezones.tga
and changes that come with it. I added three new climate zones that can be modder extra utilities to increase and diversify and benefit even the types of climates of the mod.

Although I have other projects modding has come
I bit if necessary, make improvements on this file according to the dictates or the direction you wish to make your dear friend w_clear mod. :salute:


The great discovery of the army, and that is the only one who understood that the jurisdiction does not read on the face. She then invented grades.

Alphonse Allais

Gunfighter
06-10-10, 05:41 AM
Is there such problem EV Mod 2.2?
yes same problem in all versions of EV .Thank you for quick reply
graphics card Gig 8800GTS 640mb

W_clear
06-10-10, 07:41 PM
Might be land zones also? Do those trigger climate changes? Coz the pixels certainly don't follow the in game coastlines:

http://img808.imageshack.us/img808/3119/landpixels.jpg
I hope someone help me create. My PS Technology is poor。

kylania
06-10-10, 08:33 PM
I tried a single player mission entering that same area and didn't crash. I also started my patrol over and went along the same path, and didn't crash. Maybe the pixels are only checked if it's time for a weather change? I'm not entirely sure how the weather system works, but I haven't been able to replicate my CTD from that picture again. :(

W_clear
06-10-10, 10:32 PM
I tried a single player mission entering that same area and didn't crash. I also started my patrol over and went along the same path, and didn't crash. Maybe the pixels are only checked if it's time for a weather change? I'm not entirely sure how the weather system works, but I haven't been able to replicate my CTD from that picture again. :(
crash may be due to time compression, then just change the color。I've met crash, because of time compression。

Lupo
06-11-10, 03:09 AM
hi!

the card isnt the prob.............9800GT 1024MB dx9+dx10

so card can handle.........

mfg lupo!:cry:

Sudo
06-11-10, 02:06 PM
I can confirm that the new 2.3 version seems good so far for me when I use the Abyssal Depths 2.0 mod on top. Env 2.2 crashed on me constantly (even with SteelVikings coastline fix) when going in and out of time compression. I just completed the tutorial and my first patrol without a hitch. :yeah: I couldn't get through the tutorial without a crash before. So thank God, my environments look great again. Now to implement that fog tweak. :03:

303_Michcich
06-12-10, 02:57 AM
Hi Kylania,

Since W_clear`s great env mod is not very `palatable` in terms of installation, can I ask your favour to repack it a single install pack exactly you`ve done with ver 2.2 ?

I`m not clear how to install 2.3 - does it replace the 2.2 or shall I overwrite 2.2 with 2.3 with JSGME ? Shall I install abyssal mod or not ? If so, how ? what about climate zones...?:) sorry, this mod is a bit install unfriendly (although great piece of work, don`t get me wrong W_Clear...)

thanks in advance

KrOkOZyABrA
06-12-10, 12:48 PM
this mod is a bit install unfriendly!!! Thats all! Be easy!:salute:

303_Michcich
06-12-10, 02:00 PM
yep, and if the fog tweak could be implemented as well would be great so no need to install bit by bit...

convoy hunter
06-12-10, 02:39 PM
this mod caused this to me.http://www.subsim.com/radioroom/picture.php?albumid=304&pictureid=2149

TheBeast
06-12-10, 04:05 PM
Did you install any other mods on top of it?:06:

Stevepine
06-12-10, 05:09 PM
HI! Do you need to add 2.3 to env mod 2.0 or does it replace 2.0 completely?

Silly question I know.

TheBeast
06-12-10, 05:16 PM
HI! Do you need to add 2.3 to env mod 2.0 or does it replace 2.0 completely?

Silly question I know.

2.3 is upgrade addon for 2.2 installed on top of 2.2http://www.subsim.com/radioroom/picture.php?albumid=229&pictureid=2238

milky
06-13-10, 12:41 AM
I dont understand how you are stating things.

Do i need to just install 2.3 by itself or do i need to install 2.0 2.2 2.3 inorder for things to work out. Please use SPECIFIC words , thank you :)


"2.3 is upgrade addon for 2.2 installed on top of 2.2" i may be retarded , but i need things clarified , thanks :)

TheBeast
06-13-10, 01:47 AM
I dont understand how you are stating things.

Do i need to just install 2.3 by itself or do i need to install 2.0 2.2 2.3 inorder for things to work out. Please use SPECIFIC words , thank you :)


"2.3 is upgrade addon for 2.2 installed on top of 2.2" i may be retarded , but i need things clarified , thanks :)

Kylania did a repack of the 2.2 version of the MOD with all updates already there and posted the download link (http://www.subsim.com/radioroom/showpost.php?p=1405662&postcount=366). Or search for Posts by Kylania in this thread and download that repack.
After you extract the 2.2 repack Kylania made. Extract the 2.3 revision on top of it by Dragging the 2.3 Data folder from the Archive to the already extracted 2.2 version. One window open so you see the Data folder of the 2.2 repack and the 2.3 archive window opened so you see the Data folder of the archive and drag and drop. Select "Yes" to replace folders and files.

BerntBalchen
06-13-10, 04:54 PM
Found the water to" Caribian looking" blue, when i came out of Lorient. Ive been a deepsea diver in the north Atlantic for many years. And i like many of the other stuff in this mod, but its just to much blue/azur or what you call it. Other then that :up: :D

Rickster1
06-14-10, 02:22 AM
Good mod but harbours have gone missing since i installed it ( Bremen on return from patrol) Anyone else

TheBeast
06-14-10, 03:34 AM
Good mod but harbours have gone missing since i installed it ( Bremen on return from patrol) Anyone else

The Environmental MOD doesn't touch those files. Try closing the game and reloading from scratch.

THE_MASK
06-14-10, 05:39 AM
Good mod but harbours have gone missing since i installed it ( Bremen on return from patrol) Anyone elseHow much memory does your system have ?

Rickster1
06-14-10, 08:22 AM
4 gb ram

SteelViking
06-14-10, 09:53 AM
Ok, the massive graphics problems on game load, is caused by a corrupted lights.cfg file I am 90% sure. Try deleting the light.cfg file from the mod, then reload in JSGME and see if that problem does not go away.

About the CTD when near the coast lines. I think kylania is on the right track that the color of the land itself in the ClimateZones.tga being unreferenced is causing it. That would make sense because those pixels must overlap the coast a little bit. I could redo the ClimateZones.tga again, and fix the land to only have referenced colors, in about a day or two I think. Or, astradeus' Env 2.0 compatible version climate zones mod may fix this, I do not know.

If this is not the problem though, and it is some time compression/graphics card nonsense, I do not know any solutions. I have not even experienced this behavior in all my testing with my fixed ClimateZones.tga.

More detailed explanations of what is happening would be appreciated.

stoppro
06-14-10, 11:24 AM
I loaded 2.2 then 2.3 then no halo nodamn bubbles. left kiel about 100kw out severe stuttering like never before then major freeze. removed no danm bubbles -samething-removed 2.3 just ran 2.2 it crashed midway to england. removed 2.2 2.3 put no bubbles no halo back in runs fine all the way ,the whole patrol. I hope it can be fixed. i really like this mod. the best reason not to use tc.

Will-Rommel
06-14-10, 01:58 PM
I use Astradeus climate on top of Wclear and havent crashed again yet.

stoppro
06-14-10, 02:15 PM
2.2 or 2.3 or both?

7thSeal
06-14-10, 04:57 PM
I use Astradeus climate on top of Wclear and havent crashed again yet.

Same here, using it with the latest 2.3 Env mod for a couple weeks now... even run the TC as high as it will go and haven't had any crashes since switching to it. Whatever was changed in Astradeus climate mod has fixed it for me. In fact I've just placed those files into the 2.3 mod letting it replace them and have the two combined now. :yep:

Sudo
06-14-10, 05:14 PM
2.2 or 2.3 or both?

Environ 2.2
Environ 2.3
Astradeus Climate

Should be good to go with those. I'm running these together (although I combined them also) and haven't had another crash yet. I have one question though. What if you use Kylania 2.2 lighter nights, 2.3 overwrites some of the files that are in the original "somewhat lighter nights" folder. :06: It's dark as h*ll out here..... :O:

SteelViking
06-14-10, 05:17 PM
Yes, I would imagine that astradeus' mod would fix it. He completely remade the ClimateZones.tga file. So, my advice would be for everyone to use his mod over this one, at least for the short term.

Anyway, to anyone who has been having the graphics errors upon startup, please remove the lights.cfg from the mod, load it in JSGME and try to start the game. Please get back to me if it solves the problem.

7thSeal
06-14-10, 05:18 PM
What if you use Kylania 2.2 lighter nights, 2.3 overwrites some of the files that are in the original "somewhat lighter nights" folder. :06: It's dark as h*ll out here..... :O:

Yeah I was using the lighter nights and was going to question this also but have become use to the darker nights now and rather like it after giving it some time. I now hunt under moonlight and notice that some regions may have a little brighter nights than others... seasons may affect it too. :)

Sudo
06-14-10, 05:38 PM
Yeah I was using the lighter nights and was going to question this also but have become use to the darker nights now and rather like it after giving it some time. I now hunt under moonlight and notice that some regions may have a little brighter nights than others... seasons may affect it too. :)

I've used darker nights from the beginning and I also rather like the darkness. The fact that it's hard for me to identify my target on a really dark (moonless) night is rather invigorating. :yeah: I was just checking out lighter nights a couple days ago because I couldn't even hardly see the ships during the training mission, but quickly noticed that the Env2.3 patch changed all the lighter night files. Didn't know if lighter nights was implemented into 2.3 or not but I see (or rather I don't see :03: ) that it isn't.

stoppro
06-14-10, 05:58 PM
Ok I 'll try that. where does that leave us on the no damn bubbles an no halo mod.should I tack that on after the others? I have been using the gamma control to lighten/darken the nights

Sudo
06-14-10, 06:57 PM
Ok I 'll try that. where does that leave us on the no damn bubbles an no halo mod.should I tack that on after the others? I have been using the gamma control to lighten/darken the nights

*Edit* - Just downloaded No Halo/No Bubbles to see and it appears that No Halo/No Bubbles does have files that overwrite in the Environmental mod. So I'm not sure which way you should go. Like I said, my Halo and Bubbles are gone but another mod is removing them, maybe the Env mod does? Sorry I can't be of more help but someone will be along soon that should be able to sort you out.

SteelViking
06-14-10, 10:16 PM
*Edit* - Just downloaded No Halo/No Bubbles to see and it appears that No Halo/No Bubbles does have files that overwrite in the Environmental mod. So I'm not sure which way you should go. Like I said, my Halo and Bubbles are gone but another mod is removing them, maybe the Env mod does? Sorry I can't be of more help but someone will be along soon that should be able to sort you out.

I believe that Nautical Wolf's interior mod removes the bubbles and halos. Also, I am pretty sure the the no damn bubbles no damn halo mod can be installed on top of Env 2.0-2.3 without taking any critical effects out.

TheBeast
06-15-10, 02:21 AM
I believe that Nautical Wolf's interior mod removes the bubbles and halos. Also, I am pretty sure the the no damn bubbles no damn halo mod can be installed on top of Env 2.0-2.3 without taking any critical effects out.

There is a post in this thread that explains what to do to disable Halo's and Bubble's. It was very easy to do.

furby
06-15-10, 05:42 AM
for some reason my nights have all of a sudden become like this....
http://img7.imageshack.us/img7/2109/darkcs.png
By furbs9999 (http://profile.imageshack.us/user/furbs9999) at 2010-06-15

im sure they wasnt before...checked and rechecked my mods.

im using the lighter nights version 2.2 patched.

any idea whats causing it and can anyone help?

Sudo
06-15-10, 08:04 AM
for some reason my nights have all of a sudden become like this....
http://img7.imageshack.us/img7/2109/darkcs.png
By furbs9999 (http://profile.imageshack.us/user/furbs9999) at 2010-06-15

im sure they wasnt before...checked and rechecked my mods.

im using the lighter nights version 2.2 patched.

any idea whats causing it and can anyone help?

Are you using the 2.3 patch over version 2.2 furby, or just lighter nights version 2.2? If you use the Env 2.3 that was released it will overwrite all of the files that were changed for lighter nights and you'll be back to "regular" nights like in your picture.

SteelViking
06-15-10, 09:17 AM
There is a post in this thread that explains what to do to disable Halo's and Bubble's. It was very easy to do.

Yeah, I explained how to do it at one point on this thread:haha:

It is just that, some people would prefer to do it with only mods, and would rather not mess with the files themselves.

stoppro
06-15-10, 12:25 PM
Ok i'm ready to go I've got nauticalwolf inteior-2.2-2.3-astradeas climate.I hope this works.I got to get out of total germany sometime.

SteelViking
06-15-10, 12:41 PM
Ok i'm ready to go I've got nauticalwolf inteior-2.2-2.3-astradeas climate.I hope this works.I got to get out of total germany sometime.

Good luck. Seems like that setup should do well.:up:

PL_Andrev
06-15-10, 02:18 PM
for some reason my nights have all of a sudden become like this....
http://img7.imageshack.us/img7/2109/darkcs.png
By furbs9999 (http://profile.imageshack.us/user/furbs9999) at 2010-06-15

im sure they wasnt before...checked and rechecked my mods.

im using the lighter nights version 2.2 patched.

any idea whats causing it and can anyone help?

Is the underwater color of water so dark as on surface?

kylania
06-15-10, 02:37 PM
for some reason my nights have all of a sudden become like this....

im sure they wasnt before...checked and rechecked my mods.

im using the lighter nights version 2.2 patched.

any idea whats causing it and can anyone help?

Sometimes my nights are that dark too, depends on the location and moon phase really. That's using 2.2 Lighter Nights.

milky
06-15-10, 05:09 PM
Would be awesome if you would change the water color to greenish like in real life. Like a darkgreen or something. WOuld be a cool add on :)

SteelViking
06-15-10, 05:10 PM
Would be awesome if you would change the water color to greenish like in real life. Like a darkgreen or something. WOuld be a cool add on :)

Do you mean the underwater color?

Sudo
06-15-10, 05:57 PM
ddrgn did a mod called North Atlantic Green which changes the underwater color to a nice green. I use it, looks nice. :03:

milky
06-15-10, 07:48 PM
Yup the underwater color. Would be a very nice option in my opinion :) add some realism.

SteelViking
06-15-10, 07:58 PM
Yup the underwater color. Would be a very nice option in my opinion :) add some realism.

Well, as Sudo pointed out. There is a separate mod out already that does that. For the best look underwater, I recomend using Ailantd's underwater impurity mod, and ddrgn's Atlantic Water mod.

Links:
Here is green water
http://www.subsim.com/radioroom/downloads.php?do=file&id=1728

Here is the Impurity mod
http://www.shmods.ailantd.com/index.php?section=AilImpurity

On a side note, Ailantd has a lot of other interesting mods at the site I just provided a link for. In case you have not seen them(they have been buried in the forum) you should check them out too.

TheBeast
06-16-10, 12:28 AM
ddrgn did a mod called North Atlantic Green which changes the underwater color to a nice green. I use it, looks nice. :03:
I like this MOD as well and I currently use it.:salute:

One problem, it is not linked to ClimateZones so the underwater color is always green no matter where I am.:o

SteelViking
06-16-10, 07:47 AM
W_clear, I went ahead and redid your ClimateZones.tga again. I have changed all land colors in it to referenced ones. If you want it, I will gladly send it to you.

I know that astradeus' climate zones mod fixes the CTD problem, but I figured you might want the original ClimateZones.tga to be error free anyway.:salute:

zack
06-17-10, 10:50 AM
W_clear, I went ahead and redid your ClimateZones.tga again. I have changed all land colors in it to referenced ones. If you want it, I will gladly send it to you.

I know that astradeus' climate zones mod fixes the CTD problem, but I figured you might want the original ClimateZones.tga to be error free anyway.:salute:

can you released it as stand alone,that would be nice? :yep:

SteelViking
06-17-10, 11:28 AM
can you released it as stand alone,that would be nice? :yep:

If you want a stand alone mod that fixes the CTD, astradues' mod will already take care of that. Or, do you not prefer the other changes that astradues made to the ClimateZones.tga, like zone distribution, etc.?

zack
06-17-10, 12:28 PM
with astradues' mod i have the same probs,i think it is the season...but in the middle of the atlantic?
...dont know :88)

SteelViking
06-17-10, 12:50 PM
with astradues' mod i have the same probs,i think it is the season...but in the middle of the atlantic?
...dont know :88)

Oh.....I did not realize that astradeus had any CTD problems:hmmm:

Ok, I will package it up as a stand alone and will post it here momentarily.

SteelViking
06-17-10, 01:08 PM
If you are experiencing CTD with this mod, whether you have astradeus' mod or not, this should fix it. I have redone all colors(both land colors, and sea colors) to referenced ones. If you still get CTD using this ClimateZones fix, it is a 98% chance that it is being caused by something else.

To be clear, this is simply the original ClimateZones.tga that came with the mod with all unreferenced colors taken out to stop the CTDs.

Link:
http://www.filefront.com/16781757/Completely%20Fixed%20ClimateZones.7z