View Full Version : [WIP] Dynamic Environment SH5
Targor Avelany
11-16-12, 01:37 PM
makes me wonder if it's worth starting a torrent server/tracker for subsim...
Or creating a massive team dropbox.
I agree that it is very hard to find any other sites that allow that much space for a free account like mediafire - the restrictions on massive files are brutal, while restrictions of the gamefront are just ridiculous, as many people just don't have access...
makes me wonder if it's worth starting a torrent server/tracker for subsim...
Or creating a massive team dropbox.
I agree that it is very hard to find any other sites that allow that much space for a free account like mediafire - the restrictions on massive files are brutal, while restrictions of the gamefront are just ridiculous, as many people just don't have access...
Unless I am mistaken, a Dropbox account like the one you are suggesting is not for free. It is not for the money, but for the effort of raising it :D
As for making our mods available as torrents, I am a complete ignorant: what would be needed, besides a little team of reliable seeders?
Getting storage sites wich are hosting bigger files for free is not impossible. The problem is that their servers are often unreliable or they are deleting the hosted files every so often. Gamefront is a classic example. :-?
volodya61
11-16-12, 03:42 PM
..I am currently working at some new features (:D) that as I foresee will greatly increase its size :doh:
I'm using Dynamic and looking forward your new features :yeah:
I also can try this as a beta tester :03:
Thylacine
11-16-12, 03:53 PM
I've thought of going the torrent path myself (my mod collection is just short of 3GB and I'm sure others' are much larger) as it solves many issues (mainly size and availability) but until most mods are at the 'final release' stage there is little point, and I suspect that such torrents would only cause more confusion.
Once they're mostly at the final stage more Mega-mods will start to appear I'm sure.
ed
Targor Avelany
11-16-12, 07:57 PM
I've thought of going the torrent path myself (my mod collection is just short of 3GB and I'm sure others' are much larger) as it solves many issues (mainly size and availability) but until most mods are at the 'final release' stage there is little point, and I suspect that such torrents would only cause more confusion.
Once they're mostly at the final stage more Mega-mods will start to appear I'm sure.
ed
eeeh... Don't know. This game as a lot ahead of it.
There are still work needs to be done on adding subs (a pain in the neck, so far I barely can semi-clone a unit. And it's not playable even yet), there are attempts to fix the campaign (OH II is amazing, don't misunderstand me. I'm talking about tonnage vs actual proper career mode).
If you consider that above are just two main that I can think of, there is a lot of work ahead, many different mods and combinations.
While people need mods now. Look at the forum, there are waay too many problems people having with downloading mods. And that drives them away, a lot of times. And Subsim cannot host all of the mods, (maybe can, but can you imagine the costs?)
@gap:
All we really need is a tracker.. And some people who don't mind leaving their computer & internet on for the most part of the day. I, for one, will gladly do that; I don't have a limit and I'm at work most of the day anyhow..
I'm using Dynamic and looking forward your new features :yeah:
I also can try this as a beta tester :03:
Thank you very much Volodya! :yeah:
Recently I've been discussing with sober about releasing a new version of the mod, containing various fixes and the most recent tweaks by sober himself. We are also considering to remove some files that are conflicting with other must have mods, or at least to make them available as separated submods.
Besides this, I am putting at work all the discoveries I've made thanks to Pintea. In the next future we will have a bunch of whole new terrain types, with different vegetation and soil/rock textures for each ecoregion all around the globe :sunny:
In order to carry on these tasks we will need for a lot of support from the community, both in form of beta testing and advise. The help by some 2d graphics expert would be highly appreciated as well. :yep:
For the time being, this is the right moment for posting your reports on any flaw of the mod that waits still to be addressed.
Finally, I've one last request: anyone posting on this thread his geographical location and the names of a maximum of 8 tree species reflecting the typical vegetation of his area, will gain my ethernal gratitude!
I am preferably but not exclusively interested in medium to big-sized trees growing along the coasts. For instance, for my area I would report:
Palermo - Sicily (Southern Italy):
Olive tree (Olea europaea);
Date palm (Phoenix dactylifera);
Mediterranean dwarf palm (Chamaerops humilis);
Cork oak (Quercus suber);
Holm oak (Quercus ilex);
Maritime pine (Pinus pinaster);
Aleppo pine (Pinus halepensis);
Stone pine (Pinus pinea).
@gap:
All we really need is a tracker.. And some people who don't mind leaving their computer & internet on for the most part of the day. I, for one, will gladly do that; I don't have a limit and I'm at work most of the day anyhow..
Are there any public trackers that we can use, or should we register a private tracker ad hoc? :hmm2:
Thylacine
11-17-12, 12:15 AM
While people need mods now. Look at the forum, there are waay too many problems people having with downloading mods. And that drives them away, a lot of times. And Subsim cannot host all of the mods, (maybe can, but can you imagine the costs?)
I reckon some way of teaching people to google the mod they're after rather than clicking a link, it not working, and them then posting a request for someone to upload it elsewhere (usually without indicating where) would solve 90% of such problems.
Imagine the problems that would arise in six months if only 20 people were to torrent they're current mod collection now.
The incompatibility between old and new mods, what works with what, etc would cause far more queries and disillusionment than the state things are in now.
I'd cite the multiple threads re various compatibility problems with MO etc as an example. Usually the first advice in such is to ditch MO due to age/incompatibility
Perhaps a thread re an universal storage site would be in order. Surely there is a free server somewhere that is universally accessible.
Of course, this is only my opinion.
cheers
ed
Silent Steel
11-17-12, 12:41 AM
Finally, I've one last request: anyone posting on this thread his geographical location and the names of a maximum of 8 tree species reflecting the typical vegetation of his area,
Sweden/ Gotland (In the Baltic)
Pine / Pinus sylvestris
Spruce / Picea abies
Juniper /Juniperus communis
Ash / Fraxinus excelsior
Birch / Betula pendula
Oak / Quercus robur
Aspen / Populus tremula
Maple / Acer platanoides
Thylacine
11-17-12, 12:55 AM
Forgot about the flora, sorry
Australia is pretty diverse in such regard. The only two constants that I can think of would be eucalypt and wattle (and FWIW they're not really that constant).
Hope this helps,
ed
Targor Avelany
11-17-12, 05:42 AM
I reckon some way of teaching people to google the mod they're after rather than clicking a link, it not working, and them then posting a request for someone to upload it elsewhere (usually without indicating where) would solve 90% of such problems.
Imagine the problems that would arise in six months if only 20 people were to torrent they're current mod collection now.
The incompatibility between old and new mods, what works with what, etc would cause far more queries and disillusionment than the state things are in now.
I'd cite the multiple threads re various compatibility problems with MO etc as an example. Usually the first advice in such is to ditch MO due to age/incompatibility
Perhaps a thread re an universal storage site would be in order. Surely there is a free server somewhere that is universally accessible.
Of course, this is only my opinion.
cheers
ed
But that is the whole point. Ones the new mod created or old one updated - you remove the old from tracker (or just stop seeding it) and update it with newer one. People who do have the mod via other sources (and that is why we should not abandon things like dropbox, mediafire, gamefront), don't even have to download it from the first person who posts: they can just download the tracker and point it to their own proper file in their collection and just seed.
But as you said: just my opinion.
gap:
I'll look into that tomorrow. 3 am is not the best time to search for things :)
Silent Steel
11-17-12, 05:48 AM
3 am is not the best time to search for things :)
:yawn: :zzz: :dead:
Sweden/ Gotland (In the Baltic)
http://img856.imageshack.us/img856/5996/scotspinepinussylvestri.png http://img825.imageshack.us/img825/5996/scotspinepinussylvestri.png http://img835.imageshack.us/img835/5996/scotspinepinussylvestri.png
Pine / Pinus sylvestris
http://img717.imageshack.us/img717/5720/norwaysprucepiceaabies2.png http://img211.imageshack.us/img211/9079/norwaysprucepiceaabies1.png
Spruce / Picea abies
http://img594.imageshack.us/img594/7219/commonjuniperjuniperusc.png
Juniper /Juniperus communis
http://img854.imageshack.us/img854/8352/europeanashfraxinusexce.png
Ash / Fraxinus excelsior
http://img41.imageshack.us/img41/4613/silverbirchbetulapendul.png http://img18.imageshack.us/img18/4613/silverbirchbetulapendul.pnghttp://img405.imageshack.us/img405/4613/silverbirchbetulapendul.png
Birch / Betula pendula
http://img35.imageshack.us/img35/5192/pedunculateoakquercusro.png
Oak / Quercus robur
http://img338.imageshack.us/img338/2345/europeanaspenpopulustre.png
Aspen / Populus tremula
http://img443.imageshack.us/img443/3516/norwaymapleacerplatanoi.png
Maple / Acer platanoides
Thank you Silent Steel!
The trees you have puntually listed and your location seem to be fitting the Sarmatic mixed forests (http://en.wikipedia.org/wiki/Sarmatic_mixed_forests) ecoregion: :up:
http://www.eoearth.org/files/209901_210000/209910/sarmatic-mixed-forests-map.jpg
Forgot about the flora, sorry
Australia is pretty diverse in such regard. The only two constants that I can think of would be eucalypt and wattle (and FWIW they're not really that constant).
Hope this helps,
Yes, Australia lies at the convergence of many biomes:
http://www.environment.gov.au/parks/nrs/science/images/ecoregions.jpg
I don't expect you to draw up a complete dissertion on the flora of your country. If you feel like it, you should just detail as precisely as possible the 8 trees that are most common in your area, i.e. the ones you can see when looking out the window. :)
gap:
I'll look into that tomorrow. 3 am is not the best time to search for things :)
Thank you Targor, waiting for your trees. :up:
Anyone else wanting to share his flora with the community? It is for a good cause :D
Targor Avelany
11-18-12, 09:39 PM
Thank you Targor, waiting for your trees. :up:
Anyone else wanting to share his flora with the community? It is for a good cause :D
Do you really need North America's Vancouver Pacific trees?
Don't think there was much action over here during wwii :)
Silent Steel
11-19-12, 01:02 AM
The trees you have puntually listed and your location seem to be fitting the Sarmatic mixed forests (http://en.wikipedia.org/wiki/Sarmatic_mixed_forests) ecoregion
:yep:
Do you really need North America's Vancouver Pacific trees?
Don't think there was much action over here during wwii :)
Obviously I am more interested in other areas, but during the spare time I'll try to represent all the vegetations submitted in this thread, as long as they lie on a continental shore. :salute:
volodya61
11-21-12, 10:47 AM
Hi Gap!
Not sure is this helpful or not.. not quite where I live but close :)..
The Black Sea coast of Caucasus and Crimea
Pine, Cypress, Acacia, Beech, Oak, Almonds, Magnolia, Olive..
EDIT: Maybe some day Trevally would make Black Sea campaign in OHII..
Hi Gap!
Not sure is this helpful or not.. not quite where I live but close :)..
The Black Sea coast of Caucasus and Crimea
Pine, Cypress, Acacia, Beech, Oak, Almonds, Magnolia, Olive..
EDIT: Maybe some day Trevally would make Black Sea campaign in OHII..
Thank you very much for your help Volodya,
yes the Black Sea vegetation will be definetely included in Dynamic Environment. :up:
Let's push that lazy Trevally into bringing U-boatwaffe further on the Eastern front! :D
Reasoning on the flora of Black Sea shores, according to WWF classification it lies between the following ecoregions:
SW: Balkan mixed forests (http://www.eoearth.org/article/Balkan_mixed_forests):
http://www.eoearth.org/files/208901_209000/208967/balkan-mixed-forests-map.png
S: Euxine-Colchic deciduous forests (http://www.eoearth.org/article/Euxine-Colchic_deciduous_forests?topic=49597):
http://www.eoearth.org/files/212401_212500/212440/euxine-colchic-broadleaf-forests-map.jpg
SE: Caucasus mixed forests (http://www.eoearth.org/article/Caucasus_mixed_forests):
http://www.eoearth.org/files/209201_209300/209283/caucasus-mixed-forests-map.png
NE to NW: Pontic steppe (http://www.eoearth.org/article/Pontic_steppe?topic=49597):
http://www.eoearth.org/files/216101_216200/216200/ponticsteppemap.jpg
With small enclaves composed by the Crimean Submediterranean forest complex on southern Ukraine (n. 4 in the following map):
http://www.eoearth.org/files/207701_207800/207725/ukraine-ecoregions.png
and by the East European forest steppe on part of the Romanian shore (again n. 4 in the following map):
http://www.eoearth.org/files/206701_206800/206759/romania-ecoregions.jpg
According to the locations provided by you, the vegetation you have described could belong either to the Caucasus mixed forest, to the Submediterranean forest or to the Ponitc steppe.
Wich one of the above ecoregions is descibed better by the plants you have listed?
Could you provide me with scientific names, or at least with more specific common names? "Pines", "Oaks", etc. come in a lot of shapes, colours and sizes, and I wish to be as accurate as possible, for making you to feel at home when you visit a location that you are accustomed to :)
volodya61
11-21-12, 02:44 PM
Wich one of the above ecoregions is descibed better by the plants you have listed?
I said about - Crimean Submediterranean forest complex
http://www.eoearth.org/files/207701_207800/207725/ukraine-ecoregions.png
I described the vegetation of the region #4 on the picture above..
It's not only the Southern Ukraine ecoregion :).. it's also the Southern Russia ecoregion from Novorossiysk to Adler (Sochi)..
I myself live in Rostov-on-Don near Azov Sea and there are no trees.. only the steppe..
Could you provide me with scientific names, or at least with more specific common names?
Of course I can.. maybe tomorrow..
Trevally.
11-21-12, 03:57 PM
Let's push that lazy Trevally into bringing U-boatwaffe further on the Eastern front! :D
:Kaleun_Sleep:
:D
Targor Avelany
11-21-12, 05:11 PM
:Kaleun_Sleep:
:D
Don't believe you! You killing alliens!
I actually finally picked up Mass Effect and taking couple of days off from looking through 7b uboat and trying to clone it (my brain has been overrun with hex/binary and node information for the past 2 weeks)...
I said about - Crimean Submediterranean forest complex
I was suspecting it had to be some sort of mediterranean vegetation: many of your trees, especially almonds and olive trees, remember me of my home place :up:
I described the vegetation of the region #4 on the picture above..
It's not only the Southern Ukraine ecoregion :).. it's also the Southern Russia ecoregion from Novorossiysk to Adler (Sochi).
Yes, you are right, I had overlooked that lime green stripe on the bottom right of the map :D
I myself live in Rostov-on-Don near Azov Sea and there are no trees.. only the steppe..
Absolutely no trees? Neither in the vicinity of the coast?
Of course I can.. maybe tomorrow..
Take your time :)
By the way, I've found the following species:
Pine: Pitsundian Pine (Pinus brutia) (http://en.wikipedia.org/wiki/Pitsundian_Pine)
Cypress: Mediterranean Cypress (Cupressus sempervirens) (http://en.wikipedia.org/wiki/Cupressus_sempervirens) [?]
Acacia: Persian Silk Tree (Albizia julibrissin) (http://en.wikipedia.org/wiki/Albizia_julibrissin)
Beech: Crimean Beech (Fagus taurica) (http://en.wikipedia.org/wiki/Fagus_taurica), Oriental Beech (Fagus orientalis) (http://en.wikipedia.org/wiki/Fagus_orientalis)
Oak: Downy Oak (Quercus pubescens) (http://en.wikipedia.org/wiki/Downy_Oak), Sessile Oak (Quercus petraea) (http://en.wikipedia.org/wiki/Quercus_petraea)
Magnolia: no idea
Almond, Olive: no need for further specifications here ;)
Are these okay, considering that we are especially interested in trees wich are common at the sea level?
P.S: a few more typical trees of the Crimean Submediterranean forest can be found on wikipedia (http://en.wikipedia.org/wiki/Crimean_Submediterranean_forest_complex) and more especifically on the vegetation of Crimean Peninsula, at this page (http://fankytour.com.ua/en/crimea/flora.php).
:Kaleun_Sleep:
:D
Don't believe you! You killing alliens!
I actually finally picked up Mass Effect and taking couple of days off from looking through 7b uboat and trying to clone it (my brain has been overrun with hex/binary and node information for the past 2 weeks)...
If we had to rely just on Trevally, our poor universe would be lost... :Kaleun_Goofy:
please Targor, save us! :wah:
V, I bet it's a gorgeous view out your back door. I sure miss being in the country... city life sucks.
Yes, I am a country boy. :D City living is not my style.
volodya61
11-22-12, 12:20 PM
Absolutely no trees? Neither in the vicinity of the coast?
Not quiet :).. there are almost no trees..
By the way, I've found the following species:
Pine: Pitsundian Pine (Pinus brutia) (http://en.wikipedia.org/wiki/Pitsundian_Pine)
Cypress: Mediterranean Cypress (Cupressus sempervirens) (http://en.wikipedia.org/wiki/Cupressus_sempervirens) [?]
Acacia: Persian Silk Tree (Albizia julibrissin) (http://en.wikipedia.org/wiki/Albizia_julibrissin)
Beech: Crimean Beech (Fagus taurica) (http://en.wikipedia.org/wiki/Fagus_taurica), Oriental Beech (Fagus orientalis) (http://en.wikipedia.org/wiki/Fagus_orientalis)
Oak: Downy Oak (Quercus pubescens) (http://en.wikipedia.org/wiki/Downy_Oak), Sessile Oak (Quercus petraea) (http://en.wikipedia.org/wiki/Quercus_petraea)
Magnolia: no idea
Almond, Olive: no need for further specifications here ;)
Are these okay, considering that we are especially interested in trees wich are common at the sea level?
Everything OK :up:
Only small refinements..
Azov Sea
Reed/Cane (Scírpus (http://en.wikipedia.org/wiki/Scirpus))/(Phrágmites (http://en.wikipedia.org/wiki/Phragmites))
Poplar (Populus alba (http://en.wikipedia.org/wiki/Populus_alba), Populus deltoides (http://en.wikipedia.org/wiki/Populus_deltoides))
Willow (Salix alba (http://en.wikipedia.org/wiki/Salix_alba), Sálix fragílis (http://en.wikipedia.org/wiki/Salix_fragilis), Sálix cáprea (http://en.wikipedia.org/wiki/Salix_caprea))
Black Sea (South Crimea and Russian coast of the Caucasus)
Pine (Pinus nigra (http://en.wikipedia.org/wiki/Pinus_nigra), Pinus brutia (http://en.wikipedia.org/wiki/Pinus_brutia))
Hornbeam (Cárpinus bétulus (http://en.wikipedia.org/wiki/Carpinus_betulus))
Beech (Fagus orientalis (http://en.wikipedia.org/wiki/Fagus_orientalis), Fagus taurica (http://en.wikipedia.org/wiki/Fagus_taurica))
Cypress (Cupressus sempervirens (http://en.wikipedia.org/wiki/Cupressus_sempervirens))
Chestnut (Castánea satíva (http://en.wikipedia.org/wiki/Castanea_sativa))
Acacia (Robínia pseudoacácia (http://en.wikipedia.org/wiki/Robinia_pseudoacacia))
Oak (Quércus pétraea (http://en.wikipedia.org/wiki/Quercus_petraea))
Walnut (Júglans régia (http://en.wikipedia.org/wiki/Juglans_regia))
Magnolia (Magnolia denudata (http://en.wikipedia.org/wiki/Magnolia_denudata))
Hope it will help a bit.. :03:
Not quiet :).. there are almost no trees..
Azov Sea
Reed/Cane (Scírpus (http://en.wikipedia.org/wiki/Scirpus))/(Phrágmites (http://en.wikipedia.org/wiki/Phragmites))
Poplar (Populus alba (http://en.wikipedia.org/wiki/Populus_alba), Populus deltoides (http://en.wikipedia.org/wiki/Populus_deltoides))
Willow (Salix alba (http://en.wikipedia.org/wiki/Salix_alba), Sálix fragílis (http://en.wikipedia.org/wiki/Salix_fragilis), Sálix cáprea (http://en.wikipedia.org/wiki/Salix_caprea))
After all it seems that your steppe is not so barren! :up:
Anyway I will privilege small vegetation over trees ;)
Black Sea (South Crimea and Russian coast of the Caucasus)
Pine (Pinus nigra (http://en.wikipedia.org/wiki/Pinus_nigra), Pinus brutia (http://en.wikipedia.org/wiki/Pinus_brutia))
Hornbeam (Cárpinus bétulus (http://en.wikipedia.org/wiki/Carpinus_betulus))
Beech (Fagus orientalis (http://en.wikipedia.org/wiki/Fagus_orientalis), Fagus taurica (http://en.wikipedia.org/wiki/Fagus_taurica))
Cypress (Cupressus sempervirens (http://en.wikipedia.org/wiki/Cupressus_sempervirens))
Chestnut (Castánea satíva (http://en.wikipedia.org/wiki/Castanea_sativa))
Acacia (Robínia pseudoacácia (http://en.wikipedia.org/wiki/Robinia_pseudoacacia))
Oak (Quércus pétraea (http://en.wikipedia.org/wiki/Quercus_petraea))
Walnut (Júglans régia (http://en.wikipedia.org/wiki/Juglans_regia))
Magnolia (Magnolia denudata (http://en.wikipedia.org/wiki/Magnolia_denudata))
Hope it will help a bit.. :03:
Excellent!
I see you have replaced olive and almond trees with chestnut and walnut. Good choice! They are two other classic mediterranean trees, but sensibly bigger than the ones you had previously picked! :up:
P.S: do you have any good suggestion about the Caucasus mixed forests? :)
volodya61
11-22-12, 02:39 PM
After all it seems that your steppe is not so barren! :up:
Anyway I will privilege small vegetation over trees ;)
Yep.. somewhere.. :)
I see you have replaced olive and almond trees with chestnut and walnut. Good choice! They are two other classic mediterranean trees, but sensibly bigger than the ones you had previously picked! :up:
I've decided that chestnut and walnut trees are represented more than olive and almond trees..
P.S: do you have any good suggestion about the Caucasus mixed forests? :)
I think, it's quite enough..
I think, it's quite enough..
Okay, thank you again and stay tuned! :03:
volodya61
11-22-12, 03:55 PM
And Magnolia trees are not so prevalent too.. forgot to remove it.. it grows only in the area near the Sochi and Adler.. :03:
Captain America
11-27-12, 10:22 AM
Hi stoianm DynEnv 2.1 SkyColor Hotfix doesn't incorporate our murky waters around the coasts yet... I was too lazy to follow the example by Captain America, who merged darker nights into the fix. We need a new volunteer for thi task :D
I'll take a stab at it...what parameters handle the "murky waters around coast" effect? If you can tell me all of them, I'll get to merging. :ping:
Silent Steel
11-27-12, 11:27 AM
I'll take a stab at it...
That's the spirit? :up: :salute:
I'll take a stab at it...what parameters handle the "murky waters around coast" effect? If you can tell me all of them, I'll get to merging. :ping:
WOW, thank you very much Captain America! :yeah:
You should edit "only" the cfg files in env folder ending with the '_luv' suffix.
For each Weather/Angle group, replace all the entries from WaterLightColor to ExtraSpecColor with the corresponding entries in the respective files of DynamicEnvironment v 2.1. Right now I cannot remember if there is any difference between light, normal and realistic version, as far as these settings are concerned, but I would say that they are identical. In any case take as reference the realistic version.
Thank you again, and don't exitate to get in touch with me again in case you need for any further clarification :up:
P.S for this kind of job, WinMerge is your friend ;)
That's the spirit? :up: :salute:
:sign_yeah:
Captain America
11-27-12, 02:22 PM
WOW, thank you very much Captain America! :yeah:
My pleasure, thanks for all of your hard work (and Stoianm of course). :salute:
You should edit "only" the cfg files in env folder ending with the '_luv' suffix.
For each Weather/Angle group, replace all the entries from WaterLightColor to ExtraSpecColor with the corresponding entries in the respective files of DynamicEnvironment v 2.1. Right now I cannot remember if there is any difference between light, normal and realistic version, as far as these settings are concerned, but I would say that they are identical. In any case take as reference the realistic version.
OK got it, but some questions for clarification:
1) I am basically going to work off the last merge I did for you which was your skycolor hotfix with darker nights merged in. Is this OK? The reason I ask is just to make sure you haven't made other changes. I did not re-download the mod that you recently re-uploaded that supposedly has your hotfix incorporated.
2) I assume the same will have to be done to the brighter nights version as well?
Also, for your reference - you are correct, no difference between light, normal and realistic for the parameters you mentioned. Anyway, I will be working off the realistic version.
Just to let you know, some Weather/Angle groups contain contain double entries. For example, EnvColors_Polar_A_Luv (realistic version) under section [Weather=0.Angle=-15] contains 2 entries of UnderwaterUpAlpha=0.400000. Not sure if this could make problems in game but wanted to bring it up to you nonetheless. I do not remember if there are more of them but can report them to you if need be. I will of course only merge one entry. If I find a double entry that contains 2 different values, then I will confirm with you first which value to use.
Merging underway...
edit: under same section, underwaterdowncolor is also duplicate. 2 diff values used:
UnderwaterDownColor=01070300
UnderwaterDownColor=041B0D00
Which one to use?
edit2: OK last duplicate in this file:
[Weather=2.Angle=90]
UnderwaterDownColor=05241700
or
UnderwaterDownColor=1160310
My pleasure, thanks for all of your hard work (and Stoianm of course). :salute:
Your appreciations and your enjoing the mod are worth the long hours we have spent on it! :)
OK got it, but some questions for clarification:
1) I am basically going to work off the last merge I did for you which was your skycolor hotfix with darker nights merged in. Is this OK? The reason I ask is just to make sure you haven't made other changes. I did not re-download the mod that you recently re-uploaded that supposedly has your hotfix incorporated.
No, I didn't make any change, neither the the hotfix nor to the re-uploaded version of the mod. You can work on your last merge :up:
2) I assume the same will have to be done to the brighter nights version as well?
Yes, this task is in the todo list, but you shouldn't feel forced to it. Indeed, if you are kind enough to undertake it, I will not refrain you... :D
Just to let you know, some Weather/Angle groups contain contain double entries. For example...
Which one to use?
I am really pleased by your meticulousness, Captain America! :up:
If memory serves me well, those duplicated settings date back to Real Environment, that this mod was freely based on. Stoianm was the one who spent hours adjusting environment colors settings, so I ignore wether the double entries are leftovers, or if they were introduced on purpose. Nonetheless, while editing the skycolor fix I opted for the first option and, again IIRC, I removed each second entry of duplicated settings, supposing that cfg files are read in sequence from top to bottom. There is an easy method for ascertaining the truth of my assertion: open EnvColors_Temperate_luv.cfg and EnvColors_Temperate_A_luv.cfg, and put on top of each SkyTopColor entry the following (duplicated) entry:
SkyTopColor=FF000000
According to my theory, the top of the sky should become red. In any case, repeat the experiment, this time putting the above row below each SkyTopColor entry. In this case, unless I am wrong, the new setting would be ignored.
If the results of your test are reversed, then my theory is wrong, and the second setting overseed the first one. I would be relly surprised to discover that the two colors are blended together, demonstrating that the some settings were duplicated on purpose :O:
According to my theory, the top of the sky should become red...
...yesterday I forgot to mention the area where you should carry on the experiment: Kiel :up:
THE_MASK
11-28-12, 04:56 AM
Overwrite dynamic environment with my DOF mod version 3 and see how that looks .
Overwrite dynamic environment with my DOF mod version 3 and see how that looks .
:up:
Captain America
11-28-12, 12:55 PM
@gap - great idea with the test.
I just performed the test and indeed, only the first (top most) entries are applied when there are duplicates involved. There is no blending going on, the next entry is simply ignored.
SkyTopColor=FF000000 added first:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20V/th_red.jpg
SkyTopColor=FF000000 added second:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20V/th_no_red.jpg
With that out of the way now - I will proceed with the merging and when duplicates are found, I will use the top/first entry.
@gap - great idea with the test.
Assigning unusual colors was the method used by stoianm for understanding what each setting is doing in game :up:
I just performed the test and indeed, only the first (top most) entries are applied when there are duplicates involved. There is no blending going on, the next entry is simply ignored.
As supposed, :know:
but you have sorted out any possible doubt now :sunny:
With that out of the way now - I will proceed with the merging and when duplicates are found, I will use the top/first entry.
Take your time mate, there is no hurry! :)
Captain America
11-28-12, 02:02 PM
OK, another issue/question: :)
In the file EnvColors_Tropical_A_luv.cfg from the hotfix-darker nights version there is an entry of [Weather=0.Angle=2]. However, this entry is absent from the default realistic version. What values should be changed (WaterLightColor thru ExtraSpecColor) since I have nothing to reference them from?
OK, another issue/question: :)
In the file EnvColors_Tropical_A_luv.cfg from the hotfix-darker nights version there is an entry of [Weather=0.Angle=2]. However, this entry is absent from the default realistic version. What values should be changed (WaterLightColor thru ExtraSpecColor) since I have nothing to reference them from?
Just remove that whole section for now, if it is absent from the corresponding cfg file of the pre-hotfix version: game engine will interpolate between colours of the previous/following sections :03:
antidotos
11-29-12, 12:12 PM
Sorry to disturb such a technical discussion with a stupid request.
I would like to mod my new SH5 (just bought and finally installed despite all efforts by Ubisoft to make this a hell) with serious weather.
So how could I download the required files ,the two links in page 1 are non functional, at least in my country (France) they say no file is present.
Sorry if this has already been adressed but it is not practical to read 53 pages of old conversation.
Thanks for your kind help.
Sorry to disturb such a technical discussion with a stupid request.
I would like to mod my new SH5 (just bought and finally installed despite all efforts by Ubisoft to make this a hell) with serious weather.
So how could I download the required files ,the two links in page 1 are non functional, at least in my country (France) they say no file is present.
Sorry if this has already been adressed but it is not practical to read 53 pages of old conversation.
Thanks for your kind help.
http://www.mediafire.com/?c97khltzoi598ef :up:
Silent Steel
11-29-12, 03:03 PM
You could even try this link; http://rapidshare.com/files/648595849/Dynamic%20Environment%20SH5-V2.1.rar
antidotos
11-29-12, 03:05 PM
Thank you very much Sir ! and Silent Steel too !
And many thanks to the modding community for their tremendous efforts in improving for free what was botched by professionnals.
Captain America
11-30-12, 11:57 AM
@gap,
OK, darker nights version completed. Will pm you the files this evening.
@gap,
OK, darker nights version completed. Will pm you the files this evening.
:yeah:
I am considering to send you the spreadsheet I've created for viewing/editing the environment colors contained in envcolor cfg files. It converts hex/RGB/HSB color codes into onscreen colors, so that by clicking a button, you can preview all of them at once. It contains also automated macros for calculating gradients, adjusting hue, saturation and luminosity of the wanted color, etc. Very handy tool if you want to understand what you are doing, and you don't feel like going from notepad to photoshop every so often. :sunny:
Before sending it, I should adjust it to work on your PC (replacing the comma with the full stop as decimal marker) and I should draw up some instructions on its use. Are you interested?
Captain America
11-30-12, 09:13 PM
Thanks gap, that is very generous of you. I did have to use the photoshop method to check the colors several times.
This spreadsheet sounds very impressive. However, if you have to take time to make changes for me and write instructions, I would rather you spend it on improving SH5 like you have been. Don't get me wrong, I would definitely use your spreadsheet and I am interested...but since I would never change the colors in the Env mod it would only serve as a learning/checking tool (which I enjoy)...so in the end if the work is very minimal I leave it up to you. :O: Maybe leave out typing the instructions so its less work.
reignofdeath
11-30-12, 09:45 PM
Anyone know if this mod can take the place of Real Environment in Sobers mod list and be fine??
Thylacine
12-01-12, 12:56 AM
Anyone know if this mod can take the place of Real Environment in Sobers mod list and be fine??
Until recently it was part of Sober's list.
Here's the contents of an older .mep of his:
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
stoianm colored exterior mod v2 (low color)
DynEnv 2.1 SkyColor Hotfix DarkerNights
Capthelms Audio+SV Touch Ups
sobers better terrain v3 SH5
sobers best ever fog V13 SH5
sobers best ever waves V5 SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
sobers_realistic_underwater_FX2
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_Real_Navigation
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Reworked Morale and Abilities v.1.01
OPEN HORIZONS II_full v2
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers Lights Cfg V4 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V1 SH5
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5
cheers,
ed
reignofdeath
12-01-12, 04:46 AM
IT shouldnt need North Atlantic Green though right? because Dynamic Enviro switches underwater as well as above water color depending on the region youre in right??
Silent Steel
12-01-12, 04:59 AM
Anyone know if this mod can take the place of Real Environment in Sobers mod list and be fine??
I'd recommend the Dynamic Environment.
So, just replace it :up:
With the Dynamic Environment you don't need the North Atlantic Green.
After all - why would you need an underwater mod?
Ever heard of a Kaleun taking a plunge just to check what it looks like under the surface? :O:
reignofdeath
12-01-12, 05:50 AM
Well it is going to be a pain to replace it buuuut I think I can make it work. Currently Im using Sobers Mod list and A want the dynamic environment and B am having some slight issues, so heres to seeing what we can do hopefully I can find the right concoction of mod soup that is for me and get to sinking me some tonnage :up:
Silent Steel
12-01-12, 07:09 AM
Well it is going to be a pain to replace it buuuut I think I can make it work. Currently Im using Sobers Mod list and A want the dynamic environment...
Just to save you any possible headache.
Save your current Mod List like this in JSGME;
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6107
If you should find yourself in any kind of a mod soup disaster - PM me your Mod List :up:
Anyone know if this mod can take the place of Real Environment in Sobers mod list and be fine??
:06: :hmm2:
Until recently it was part of Sober's list.
:o :-? :nope:
:dead:
.... I didn't notice that sober had removed dynamic environment from his mod list. I still need time for recovering from the shock but in the meanwhile I have to find a way to rataliate on him... Any ideas? :O: :D
I'd recommend the Dynamic Environment.
So, just replace it :up:
Yes, I don't see any reason why Dynamic Environment shouldn't work with that mod list, but out of jokes maybe it is better to wait for an answer by sober on why he replaced it with Real Environment :yep:
IT shouldnt need North Atlantic Green though right? because Dynamic Enviro switches underwater as well as above water color depending on the region youre in right??
With the Dynamic Environment you don't need the North Atlantic Green.
After all - why would you need an underwater mod?
Ever heard of a Kaleun taking a plunge just to check what it looks like under the surface? :O:
If you enable my skycolor hotfix, the green-grey waters will be gone. You cannot restore them with that old "North Atlantic Green" mod, but Captain America is working on a fix of my... hotfix that will restore the greenish waters :up:
Thanks gap, that is very generous of you. I did have to use the photoshop method to check the colors several times.
This spreadsheet sounds very impressive. However, if you have to take time to make changes for me and write instructions, I would rather you spend it on improving SH5 like you have been. Don't get me wrong, I would definitely use your spreadsheet and I am interested...but since I would never change the colors in the Env mod it would only serve as a learning/checking tool (which I enjoy)...so in the end if the work is very minimal I leave it up to you. :O: Maybe leave out typing the instructions so its less work.
Check your inbox ;)
reignofdeath
12-01-12, 12:27 PM
Just to save you any possible headache.
Save your current Mod List like this in JSGME;
.....Picture.....
If you should find yourself in any kind of a mod soup disaster - PM me your Mod List :up:
Is it possible to save that mod list then go in and edit the MEP and change the name of the Real enviro to that of the Dynamic enviro?
Is it possible to save that mod list then go in and edit the MEP and change the name of the Real enviro to that of the Dynamic enviro?
I think so :yep:
reignofdeath
12-01-12, 02:01 PM
I think so :yep:
How would you do it though?? notebook?
And I have a question about Dynamic enviros.. I saw some talk about dark nights, so really dark nights is in there?? And does the water get darker the deeper you go (from an external view?)
How would you do it though?? notebook?
If memory serves me well, yes :yep:
And I have a question about Dynamic enviros.. I saw some talk about dark nights, so really dark nights is in there??
A version of Darker Night compatible with DynEnv is included in the same package, as optional mod. If you want to patch DynEnv with the skycolor fix (for bluer skyies) you cannot use the regular darker nights submod though. You should use instead the darker nights version of the hotfix, prepared by Captain America.
Captain America is working as well on a murky waters version of the hotfix, that will restore the greenish waters in some areas (Baltic, English coasts, etc), also originally featured in DynEnv.
Both the normal version and the darker nights version of the hotfix are available on this thread (though NOT in the first page). Ask here for the links if you don't manage to find them.
The Murky waters version is almost completed, and will be soon available for download on this thread. :up:
does the water get darker the deeper you go (from an external view?)
I think so, but honestly I am not sure about it :oops: :D as I don't use external cam that much, and water transparency settings were part of stoianm's tasks. Try waiting for replies by him or by other users
volodya61
12-01-12, 03:04 PM
...does the water get darker the deeper you go (from an external view?)
..I think so, but honestly I am not sure about it :oops: :D as I don't use external cam that much, and water transparency settings were part of stoianm's tasks. Try waiting for replies by him or by other users
Yes..
reignofdeath
12-01-12, 03:59 PM
If memory serves me well, yes :yep:
A version of Darker Night compatible with DynEnv is included in the same package, as optional mod. If you want to patch DynEnv with the skycolor fix (for bluer skyies) you cannot use the regular darker nights submod though. You should use instead the darker nights version of the hotfix, prepared by Captain America.
Captain America is working as well on a murky waters version of the hotfix, that will restore the greenish waters in some areas (Baltic, English coasts, etc), also originally featured in DynEnv.
Both the normal version and the darker nights version of the hotfix are available on this thread (though NOT in the first page). Ask here for the links if you don't manage to find them.
The Murky waters version is almost completed, and will be soon available for download on this thread. :up:
I think so, but honestly I am not sure about it :oops: :D as I don't use external cam that much, and water transparency settings were part of stoianm's tasks. Try waiting for replies by him or by other users
I Have searched and just cant find them!
I Have searched and just cant find them!
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1 (http://www.mediafire.com/?gaqesn7akwdwkyb)
DynEnv 2.1 SkyColor Hotfix DarkerNights (http://www.mediafire.com/download.php?hbxdv1m29vlb5e5)
Enable either of them after Dynamic Environment base mod ;)
reignofdeath
12-01-12, 06:02 PM
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1 (http://www.mediafire.com/?gaqesn7akwdwkyb)
DynEnv 2.1 SkyColor Hotfix DarkerNights (http://www.mediafire.com/download.php?hbxdv1m29vlb5e5)
Enable either of them after Dynamic Environment base mod ;)
You sir, are awesome, I would like to pose a question about Dyanmic Environments now, keep in mind I know nothing on how the game works but as I understand, you run into fog when the weather changes to "Foggy" right?? Well whats the possibility of changing it from that to actual fog banks that randomly dissipate or appear ?? Just a curious question that is all.
You sir, are awesome, I would like to pose a question about Dyanmic Environments now, keep in mind I know nothing on how the game works but as I understand, you run into fog when the weather changes to "Foggy" right?? Well whats the possibility of changing it from that to actual fog banks that randomly dissipate or appear ?? Just a curious question that is all.
SH's weather is partly hardcoded.
Fog, clouds and rain are generated randomly with different chances based on current season. On this respect, the only parameters we can modify without hacking the code are min and max weather change interval (i.e. the in-game timespan that has to pass until the next weather change). We can have 4 different settings, one for each season, for any given weather zone (DynEnv got 62 of these zones).
The one metereological factor that we have full control of, is min and max wind speeds that, again, can be set independently for each season/zone. Windpeeds cannot exceed 15 knots, though :yep:
Silent Steel
12-02-12, 05:36 AM
Is it possible to save that mod list then go in and edit the MEP and change the name of the Real enviro to that of the Dynamic enviro?
Just open it with Notepad, edit the mod name/names you want and save it.
I've done this before with some mods and it has worked just fine. I.e. provided all mods in the list still are present in your MODS folder (C:\Ubisoft\Silent Hunter 5\MODS).
But, I'm not quite sure if this method works with all mods. :hmmm:
Give it a shot and please report back if this works even with the Dynamic Environment mod. :up:
volodya61
12-02-12, 09:19 AM
This method works fine with ALL mods.. :yep: :up:
reignofdeath
12-02-12, 02:33 PM
Yup I second that, changed real enviro to dynamic enviros. Now I just have to sort out my mod soup :)
Dogfish40
12-03-12, 11:14 AM
I love this mod. I use no less than five of the folders activated, and the results are superb.
Gotta' question about the 3D clouds in the game. Is there a way to make the 3D clouds appear higher in the sky than they appear now? I know that Dynamic Environment has nothing to do with placing the clouds where they appear now, but can this mod affect the "altitude" of those clouds?
I have shut off the 3D clouds before and was not completely unhappy with the effect. It seemed a bit more like SH3 or 4. But, sometimes it's nice to see those dark 3D clouds floating by. They are just too close to the ocean surface to be called "Clouds". More like pockets of fog or something. Anyway, just wondering if they can be adjusted or not.
Thanks and Thanks for the Dynamic Environment mod. :up:
D40
I love this mod. I use no less than five of the folders activated, and the results are superb.
Gotta' question about the 3D clouds in the game. Is there a way to make the 3D clouds appear higher in the sky than they appear now? I know that Dynamic Environment has nothing to do with placing the clouds where they appear now, but can this mod affect the "altitude" of those clouds?
I have shut off the 3D clouds before and was not completely unhappy with the effect. It seemed a bit more like SH3 or 4. But, sometimes it's nice to see those dark 3D clouds floating by. They are just too close to the ocean surface to be called "Clouds". More like pockets of fog or something. Anyway, just wondering if they can be adjusted or not.
Thanks and Thanks for the Dynamic Environment mod. :up:
D40
I think it is possible, and I've found the parameter to edit in scene.dat: it is called Altitude, within the Clouds controller (found in Sky / Clouds node). Editing it would be very easy, Do you want to try? :up:
THE_MASK
12-03-12, 03:35 PM
Silent Hunter 5\data\Env\clouds
You can also muck around with the clouds (make the boxes smaller or bigger or spread them out more etc)with GR2EditorViewer_v_1_1_167_1
Silent Hunter 5\data\Env\cloud_models.GR2
lmy76128
12-03-12, 11:39 PM
thank you !!:har:
Joaoperru
12-28-12, 08:07 PM
Wonderful mod!
But i have an issue with it. Nights are real real dark, i mean, you almost cannot see the difference between the sea and the sky. And it doesn't change with the moon phases.
Even using the Brighter Nights optional mod doesn't male any difference.
Could it be a problem regarding other mods? In my soup this dynamic environment and all it's optional mods are the last of the list anyway.
Anyone can help please?
thank you !!:har:
Wonderful mod!
Thank you both :)
But i have an issue with it. Nights are real real dark, i mean, you almost cannot see the difference between the sea and the sky. And it doesn't change with the moon phases.
Even using the Brighter Nights optional mod doesn't male any difference.
Could it be a problem regarding other mods? In my soup this dynamic environment and all it's optional mods are the last of the list anyway.
Anyone can help please?
Can you please post your modsoup (or at least the list of DynEnv submods you have enabled, in their exact order) and possibly a couple of screenshots (one during full moon and the other during new moon)?
Joaoperru
12-29-12, 07:43 AM
I did some tests. It appears to be the same with real environment and dynamic environment.
And the most astonishing thing is that even with ONLY the dynamic environment active (using just that mod - no optional mods - no other mods AT ALL) i get the same issue.
The moon doesn't have any "light effect" on it... no "light beams". The only thing i can see in the pitch black are the stars - white foam on the waves - a little grey over the horizon - and the moon.
Puttin it at the end of my soup just overwrite lights.cfg from SteelViking interior mod and water splash.dds from FX effects 0.19 by TDW...
Maybe something went wrong with installation? Anyway during the day no problem at all. It appears that just the moon is the problem. Some way to check it out?
P.S. tried with normal and realistic basemod
Ok, now i reinstalled the game. Applied patch 1.2. Applied just the mod Dynamic Environment Base mechanics realistic. Nothing has changed. Night still very very very dark, even with half moon as in the second shot.
mmm... I don't know. The first screenshot seems normal (or even a bit too bright) to me, but I must agree that the second one (the one with the crescent moon) could be a bit too dark. Have you the same problem with no mod enabled?
SH5 Nights' luminosity is affected by many factors, as cloud coverage, current time/location, moon phase, etc. Comparing different luminosities can be an hard task, since several of the above factors may change from night to night or even during the same night, not to mention other factors that might arise as personal taste (which may affect our perception of what is a reasonably lightness), the monitor your computer is equipped with, in-game alpha settings, general luminosity of the room where you are playing, etc.
Nonetheless, could you please post another screenshot taken long after dusk, during a cloudless night and with full moon? The lack of moon halo and moon reflections on the sea surface would be an objective idicator of a problem :yep:
Also note that I didn't actually play the game in a long time, but if there is something wrong in your screenies, I am sure that the skilled eyes of some other members will spot your possible problem better than I can do :up:
Joaoperru
12-29-12, 05:04 PM
I dont know how but the first screenshot appeard a lot more dark in my game than in the picture. I couldn't see the sea... and in the shot seems like bluish while the sky is pitch black.
In the vanilla game the sea in pitch black, the sky is sort of grey at the horizon, and you can actually see ships at the distance.
But if you're saying that it's normal that nights are that dark in real env and dynamic env i'm ok. The weird thing is that using the brighter nights optional mod didn't change anything (activating it after the base mod obviously).
Moving the gamma bar a bit i can find a way to play at night anyway, so i think i'll stick with it.
I am a bit curious anyway about what other players are experiencing. I'd like to see some screenshots in the middle of the night.
I dont know how but the first screenshot appeard a lot more dark in my game than in the picture. I couldn't see the sea... and in the shot seems like bluish while the sky is pitch black.
Okay. This difference is probably due to your in game gamma settings :yep:
In the vanilla game the sea in pitch black, the sky is sort of grey at the horizon, and you can actually see ships at the distance.
Good to know. This excludes any gfx card related glitch :up:
Just to make sure that water reflections are ok, I would like to see one last screenshot by you showing a full moon low on the horizon, with DynEnv enabled :)
But if you're saying that it's normal that nights are that dark in real env and dynamic env i'm ok.
Yep, in general RealEnv and DynEnv's nights are a lot darker than in vanilla. It is a matter of taste, but most players thought that stock game's bright nights (and the possibility to spot ships during moonless nights) were quite unrealistic. Nonetheless, at medium-close range and during clear nights, it should still be possible to see ship's silhouettes against the moon :yep:
The weird thing is that using the brighter nights optional mod didn't change anything (activating it after the base mod obviously).
This is really weird, brighter nights should do.... what is supposed to :hmm2:
have you by any chance enabled the skycolor hotfix or sober's DOF on top of it?
Moving the gamma bar a bit i can find a way to play at night anyway, so i think i'll stick with it.
This, and darkening the room where you are playing, will help you a lot :up:
I am a bit curious anyway about what other players are experiencing. I'd like to see some screenshots in the middle of the night.
Yes, I hope myself to hear the opinion of other DynEnv/RealEnv users about your screenshots :yep:
Joaoperru
12-29-12, 07:22 PM
Gap, you're very kind and i thank you for the time you've spent helping me.
As soon as i experience one night with full moon i'll post a screenshot.
I didn't use any skycolor fix. Should i add it after or before the brighter nights mod? Should i try it in its place, just "down" the base mod?
Thanks again
Gap, you're very kind and i thank you for the time you've spent helping me.
My pleasure :)
As soon as i experience one night with full moon i'll post a screenshot.
I didn't use any skycolor fix. Should i add it after or before the brighter nights mod? Should i try it in its place, just "down" the base mod?
You don't have to wait for the full moon. ;)
If you are using TDW's UI (not sure about vanilla game or other UIs), you can set current date/time/location of any historical/custom mission (better using custom missions though, in case something gets screwed). You are given the option to do so everytime you select a mission and you move the mouse over the 'star mission' button :yep:
You can check historical lunar phases here (http://www.dacre.net/moon/moonframe.html)
Moonrise/moonset times for the set location can be calculated here (http://keisan.casio.com/has10/SpecExec.cgi) :up:
Just to share my experience so far:
was using dynamic environment realistic basemod, and as some folks here, found the nights very dark.
So i enabled brighter nights after it without big change.
I added skycolor fix on top of them, without success regarding the darkness of nights.
Someone told me to delete brighter nights if using sky color fix...and have to say result is a bit better.
But don't get me wrong, nights are still quite dark in regard of stock game, unless there is moon light!
I like it now the way it is, just with skycolor fix on top of dynamic environment.
Someone told me to delete brighter nights if using sky color fix...and have to say result is a bit better.
neither better nor worse: brighter nights and sky color hotfix are overwriting each other. Whatever of them you'll enable last, it will take the command. In a nutshell, having brighter nights and the hotfix (in this order) or just the hotfix enabled is exactly the same :)
Thanks for better clarification Gap :up:
Thanks for better clarification Gap :up:
You're welcome :salute:
volodya61
12-30-12, 06:36 AM
I am a bit curious anyway about what other players are experiencing. I'd like to see some screenshots in the middle of the night.
You can see the screens in this post when almost a full moon - http://www.subsim.com/radioroom/showpost.php?p=1963668&postcount=2276
A weird thing that happens in my game which I'm not sure if this is related to dynamic environment is if the weather is foggy, when it gets dark you can see the stars/moon like its a clear night, but weather report says fog is still heavy or medium!! When daylight breaks its foggy again.
If there is no fog but cloud, the cloud will obscure the stars and moon!!
BTW here's my mod list :-
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
DBSM_Music_1_0_4
Grossdeutscher Rundfunk
MMM v0.5 Base Mod
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
IRAI_0_0_37_ByTheDarkWraith
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
OH II Minefield map for TDWs Ui
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
Manos Scopes-patch for 16x9
gap - HD 1 deg Scope Bearing v 1.0
Date & No Renown Cost
sobers see thru wake fix
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
gap - Sonar Sound Collection v 1.0 for SH5 - Das Boot
sobers green crew training V4 SH5
NOZAURIO'S SKIN (U-552-Red Devil Emblem) BETA
silentmichals interior mod 1.2.1
volodya61
12-30-12, 08:18 AM
A weird thing that happens in my game which I'm not sure if this is related to dynamic environment is if the weather is foggy, when it gets dark you can see the stars/moon like its a clear night, but weather report says fog is still heavy or medium!! When daylight breaks its foggy again.
This is a stock known bug :nope:
Even during heavy fog and heavy cloud cover you can see the stars at night..
This is a stock known bug :nope:
Even during heavy fog and heavy cloud cover you can see the stars at night..
Ahhh....ok thanks for that volodya61 :up:
I wasn't sure if it was maybe a mod confliction causing it.
I had a VERY creepy trip back to base few minutes ago... I play with sobers mod list and with real navigation. It was night (and heavy fog, but did not realize it then cause I could see the stars and the moon clearly). I was approaching my next course change and dropped to tc1. First I had this weird sensation on the bridge... I could hear seaguls and then spotted them flying near. Apparently I was near land, but could not see anything, and according to last fix, I've should have been far away of any shore. Watching through my binoculars and then I see something different in the wave patterns, like a ships tailwaves or something... And then suddenly I realize they are waves crashing to the shore, just in front of my boat. BACK EMERGENCY! Scared to death. Thought how on earth night is so dark I cannot see anything and how the navigator was so wrong with the fix. I still could see the moon and stars clearly.
OK, I continued near Kiel, but had to stop and wait till morning because still I could not see anything, I didn't dare to aproach too near the land. My watch crew updated me with contacts, but I could not see most of them...
Then at the morning the situation wasn't any better, fog was so thick I felt I could actually see less. Many times I was near to crash to the land and later to the concrete walls and other ships and it took about an hour to find my way through the port. That was hardest docking I've ever had on my shorty career.
But after reading these last posts I realized, that it was actually this fog that was causing the trouble at night. Thanks for the info very much.
And I have to say, that homecoming was AWESOME. :rock:
Fish In The Water
12-30-12, 04:11 PM
I had a VERY creepy trip back to base few minutes ago...
Sounds pretty hair-raising... Glad you made it back in one piece! :sunny:
And I have to say, that homecoming was AWESOME. :rock:
Sounds pretty hair-raising... Glad you made it back in one piece! :sunny:
:up:
I couldn't imagine a better patrol ending than your picaresque homecoming "à la sober" :O:
7thSeal
12-30-12, 06:55 PM
Yeah the heavy fog by sober is scary stuff... I actually feel safer staying below surface during that thick soup. :)
mishuleu155
01-02-13, 06:59 PM
The download link is broken. Please tell me where can i download this mod.
The download link is broken. Please tell me where can i download this mod.
http://www.mediafire.com/?c97khltzoi598ef :salute:
mishuleu155
01-04-13, 04:05 PM
Thank you. :salute:
THE_MASK
01-04-13, 09:04 PM
RE brown fog
Try adjusting the ColorBalanceR to a higher value .
Silent Hunter 5\data\Filters\ColorCorrection\hdr_exterior
RE brown fog
Try adjusting the ColorBalanceR to a higher value .
Silent Hunter 5\data\Filters\ColorCorrection\hdr_exterior
Wouldn't an higher red value make the fog even more brown? :hmmm:
THE_MASK
01-04-13, 09:17 PM
Wouldn't an higher red value make the fog even more brown? :hmmm:Actually i was just photoshoping a pic and when i increased the red value aver th top of green it was more grey . Try my DOF mod V4 .
Actually i was just photoshoping a pic and when i increased the red value aver th top of green it was more grey .
In this case, you were decreasing the red component ;)
Try my DOF mod V4 .
of course I will :up:
by the way: didn't we have a joint project?
Hello
for a week ago a sat and played FARCRY 3, a fun game but something was missing, well i ended up going back to my simulation roots ( playing subsim seen the silent service days)
Well back to topic i want to try out this mod but i have acces denies from gamefront, well the problem is that i cant download from gamefront att all becuase im from sweden hmmm
Is there any other way to acces this file
Is there any other way to acces this file
Yes, here: ;)
http://www.mediafire.com/?c97khltzoi598ef
Havet tryied with Firefox and ie:hmm2:
Havet tryied with Firefox and ie:hmm2:
Using Chrome here, and the mediafire link works just fine :yep:
One issue re. the fog: is it realistic to have middle or heavy fog which lasts temperalry (f.e., 48 hours and more) and with a windspeed 7-9 m/s? I'm facing with such situation regularly:hmmm: In other words, is climate conditions are regulated with weather parameters somehow?
One issue re. the fog: is it realistic to have middle or heavy fog which lasts temperalry (f.e., 48 hours and more) and with a windspeed 7-9 m/s? I'm facing with such situation regularly:hmmm: In other words, is climate conditions are regulated with weather parameters somehow?
somehow. I can only control seasons' sequence and durations indipendently for each weather zone, and I can control weather change intervals and wind speeds for each season of each zone. Each season got its own probability of rain, clouds, and fog (got first hand information on it), but these values are hardcoded and changing them is outside my reach.
From what you are saying, wind speeds and fog occurrence are unrelated in game. I agree with you that that sucks, but again I can't do anything for fixing this incostintency :-?
Thank you GAP the link worked now i just gotta get my hand on FX mod
Thank you GAP the link worked now i just gotta get my hand on FX mod
glad to know that you managed to get it. Report here on any other issue with the mod :up:
wind speeds and fog occurrence are unrelated in game. I agree with you that that sucks, but again I can't do anything for fixing this incostintency :-?
Thanks Gap, though the answer was expected:salute:. The other 'great sucks' is wheather conditions are changing very often when loading the saved game (f.e., no clouds when saving and quitting the game and heavy fog when loading that saved file). Its a known bug (have being discussed here at SUBSIM) and very annoying. The only way to minimize its negative influence is to make a save in open sea (without tagets in contact), or better in the port after finishing the patrol (there are few lucky captains who manage to have an unlimited time for playing)
Silent Steel
01-05-13, 04:59 PM
Thank you GAP the link worked now i just gotta get my hand on FX mod
This one maybe; http://www.subsim.com/radioroom/showthread.php?t=174511
Thanks Gap, though the answer was expected:salute:. The other 'great sucks' is wheather conditions are changing very often when loading the saved game (f.e., no clouds when saving and quitting the game and heavy fog when loading that saved file). Its a known bug (have being discussed here at SUBSIM) and very annoying. The only way to minimize its negative influence is to make a save in open sea (without tagets in contact), or better in the port after finishing the patrol (there are few lucky captains who manage to have an unlimited time for playing)
Yes, as you have noted, this is another common problem that only someone having a deep insight on the game code could solve.
Said in a nutshell, savegames do not store weather information, so every time you load one of them, new weather conditions are generated randomly.:yep:
Just started using this and I by running "In Spite Everything" Historical mission I noticed there is no icing on the ships, together with green landscape...
§ Known bugs and limits:
· due to game limits it was not possible to implement many features, like snow, caustics on rocks and see plants, etc. If possible some of these features will be included in the next releases;
Does this refer to the "removal" of the mentioned effects
Thanks, other than this remark the mod looks great.
Just started using this and I by running "In Spite Everything" Historical mission I noticed there is no icing on the ships, together with green landscape...
Does this refer to the "removal" of the mentioned effects
Thanks, other than this remark the mod looks great.
No wait, I will release a patch fixing the issue, for you to test it :up:
silentmichal
01-07-13, 02:23 PM
Hi!
Is it mod compatible with sobers mega-mod list :06: If yes, what is correct order?
Hi!
Is it mod compatible with sobers mega-mod list :06: If yes, what is correct order?
Hi Michal! In his modlist Sober is using 'Real Environment Rev.3' as a base + his own environmental mods (sobers waves, fog and etc.) So You can use this package (I mean "Dynamic Environment") as a base, and feat it with sobers weather mods if You like. As for the order - don't understand exactly what order is reguested: where to put environmental package in the modlist or just the order of submods included into "DE"?
silentmichal
01-07-13, 03:28 PM
Hi Michal! In his modlist Sober is using 'Real Environment Rev.3' as a base + his own environmental mods (sobers waves, fog and etc.) So You can use this package (I mean "Dynamic Environment") as a base, and feat it with sobers weather mods if You like. As for the order - don't understand exactly what order is reguested: where to put environmental package in the modlist or just the order of submods included into "DE"?
Thanks for your reply, but what is "DE" :06:
Thanks for your reply, but what is "DE" :06: 'Dynamic Environment' (or 'Deutch' if You see it on the car:D). Sorry, my fault:oops:
silentmichal
01-07-13, 03:59 PM
'Dynamic Environment' (or 'Deutch' if You see it on the car:D). Sorry, my fault:oops:
Ohh, no problem :). OK, now I understeand :up:.
Is it mod compatible with sobers mega-mod list :06: If yes, what is correct order?
Hi Michal,
as said by Vlad this mod is fully compatible with sober's mod list. As for mod order, DynEnv's core files are contained in the data/Env folder. Make sure that no other mod (except DynEnv's submods and fixes) is overwriting them. Not observing this rule will probably result in frequent ctd's. Overwriting other files should be safe :up:
'Dynamic Environment' (or 'Deutch' if You see it on the car:D). Sorry, my fault:oops:
:haha:
Vlad, you just spoiled my fantasies: so far I was convinced that Dynamic Environment had a lot of fans in Germany :D
:haha:
Vlad, you just spoiled my fantasies: so far I was convinced that Dynamic Environment had a lot of fans in Germany :D
:rotfl2: That confirms Sober's idea that a kind of SUBculture with its own language had appeared at SUBsim
No wait, I will release a patch fixing the issue, for you to test it :up:
That would be great, thanks. :up:
That would be great, thanks. :up:
Dynamic Environment - Winter hotfix 1 (http://www.mediafire.com/?tmxcfmikec69ced)
Keep me informed :salute:
volodya61
01-09-13, 01:59 PM
Dynamic Environment - Winter hotfix 1 (http://www.mediafire.com/?tmxcfmikec69ced)
Keep me informed :salute:
was ist das? :o
was ist das? :o
:D
It fixes a bug that made winters too short at high latitudes.
Enable it on top of Dynamic Environment base mod. Starting a new campaign shoudn't be required :up:
volodya61
01-09-13, 02:31 PM
:D
It fixes a bug that made winters too short at high latitudes.
Enable it on top of Dynamic Environment base mod. Starting a new campaign shoudn't be required :up:
I see.. Thanks
I'm in the Med now.. almost 2 months of real time..:D
I see.. Thanks
I'm in the Med now.. almost 2 months of real time..:D
Raise your periscope so that I could see you ;)
mikaelanderlund
01-10-13, 04:41 AM
:D
It fixes a bug that made winters too short at high latitudes.
Enable it on top of Dynamic Environment base mod. Starting a new campaign shoudn't be required :up:
Great! This has bother me long time
Great! This has bother me long time
Glad you like it. Let me know if it works as supposed :salute:
The links on the first post are broken, why not host the files on subsim?
The links on the first post are broken
working link:
http://www.mediafire.com/?c97khltzoi598ef
why not host the files on subsim?
I would happily upload DynEnv on subsim, but it is too big for being directly hosted there :-?
Silent Steel
01-10-13, 12:28 PM
Let me know if it works as supposed :salute:
So far, 8 hrs sailing, it runs just fine :up:
Dynamic Environment - Winter hotfix 1 (http://www.mediafire.com/?tmxcfmikec69ced)
Keep me informed :salute:
That did the trick. As soon as I can fix my "CTD on leaving port" I will report how it works on patrol.
Thanks.
So far, 8 hrs sailing, it runs just fine :up:
That did the trick. As soon as I can fix my "CTD on leaving port" I will report how it works on patrol.
Thanks.
Thank you guys, keep reporting any bug or aspect of this mod that you think should be improved.
As I had anticipated several weeks ago, there are some cool new features cooking for you DynEnv users. Works on them have condirably slowed down lately, since I am currently busy on another mod.
In the meanwhile, even though at half speed, I will do my best to keep it up with your expectations :salute:
That's great news Gap! :)
I'm running this mod since i started with SH5, and no issue so far.
Great mod :yeah:
I run it this way:
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1_opt
Dynamic Environment SH5 Sounds V2.1_opt
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1
THE_MASK
01-10-13, 06:33 PM
I have a request :O: I have added dynamic environment to my sobers mega mod list instead of real environment . I like the Dynamic Environment SH5 DarkerNights V2.1 mod but cannot use it and the Dynamic Environment SH5 v 2.1 - Skycolor Hotfix # together . Is it too hard to combine them :O:
First time I tried downloading this file from MediaFire tonight I got a warning my computer was infected and I had to run the software program that popped up. This is from a Russian website claiming to be Microsoft Security Essential.... which it is not.
DO NOT save or run this software as it is a Trojan that will take over your computer. Stop the process immediately, or if you can't, shut down you computer as fast as you can.
How do I know this? Because it has happened to me before and boy did I have problems getting rid of it.
Gap, this is not your fault. It happens with MediaFire and other websites from time to time.
After getting this software stopped, I retried the download and all was well. No problems.
volodya61
01-10-13, 07:28 PM
The Russians again?
No escape from us anywhere! :har:
I have a request :O: I have added dynamic environment to my sobers mega mod list instead of real environment . I like the Dynamic Environment SH5 DarkerNights V2.1 mod but cannot use it and the Dynamic Environment SH5 v 2.1 - Skycolor Hotfix # together . Is it too hard to combine them :O:
I think you missed something, sober: ;)
DynEnv 2.1 SkyColor Hotfix DarkerNights (http://www.subsim.com/radioroom/showpost.php?p=1903204&postcount=687)
by Captain America (thank you mate!) and here is another, patch by the same Captain America that had not been made public so far: :up:
DynEnv 2.1 SkyColor Hotfix DarkerNights + MurkyWaters (http://www.mediafire.com/download.php?ncrn1wlmr636vxp)
Still waiting for a skycolor / murkywaters compatibility patch not including darkernights. :)
P.S: Beware of Mediafire downloads. Tomorrow I will upload the above patches to subsim.
First time I tried downloading this file from MediaFire tonight I got a warning my computer was infected and I had to run the software program that popped up. This is from a Russian website claiming to be Microsoft Security Essential.... which it is not.
DO NOT save or run this software as it is a Trojan that will take over your computer. Stop the process immediately, or if you can't, shut down you computer as fast as you can.
How do I know this? Because it has happened to me before and boy did I have problems getting rid of it.
Gap, this is not your fault. It happens with MediaFire and other websites from time to time.
After getting this software stopped, I retried the download and all was well. No problems.
Sorry for the inconvenience mate,
I quoted entirely you message for giving it the needed emphasis.
I knew about the problem, but unfortunately couldn't do without mediafire, because among the various free file storage services, it is one of the most reliable in therms of long permanence of the hosted files, but not in therms of safety, evidently... :-?
This last accident induces me to move all of my small sized files to subsim. I will start doing it from tomorrow. Unfortunately, the problem will persist for mods bigger than 50 Mb (the maximum upload size on subsim), like Dynamic Environment :hmmm:
The Russians again?
No escape from us anywhere! :har:
Volodya, you Russian bandits... :nope:
THE_MASK
01-10-13, 07:44 PM
Awesome
Here is a small gift .
http://vimeo.com/42128585
volodya61
01-10-13, 07:48 PM
here is another, patch by the same Captain America that had not been made public so far: :up:
DynEnv 2.1 SkyColor Hotfix DarkerNights + MurkyWaters (http://www.mediafire.com/download.php?ncrn1wlmr636vxp)
:yeah:
Still waiting for a skycolor / murkywaters compatibility patch not including darkernights. :)
Me too..
PS: I'll look into it tomorrow.. maybe I can help and make it
Awesome
Here is a small gift .
http://vimeo.com/42128585
Lovely music, thank you for sharing cpt. sober :salute:
:yeah:
Me too..
PS: I'll look into it tomorrow.. maybe I can help and make it
Wait, probably Captain America has alredy half done the work. Not worth doing it again. :yep:
I will PM him, and then I will let you know or, if you prefer, you can get in touch with him directly :up:
Gap, it's not that big of a problem as long as the guys know about it and are prepared to deal with it. You could contact MediaFire and tell them about it. Copy what I said in my post on it. They could probably get rid of it and all will be ok. At least until the next time. It's seems this is only a random thing and affects random websites. It's not your fault it happened.
Volodya, I didn't mean you or the other 99.999% of your country men. It's the .001% that does this stuff. I think I'd rather have Russian friends more than some of what's here in the US. People here are just going freekin crazy.
Just like the software pirate they caught in Saipan the other day, and got him back here to Delaware to prosecute. He was making millions selling pirated government software, and other types, on the internet. He goofed by selling it in-person to 2 federal US undercover agents. He could get 30 years out of it. Plus 2 US government employees that had bought some of his wares could get 5 years a piece and lose everything... all the perks with their government jobs plus their retirement.
denny927
01-11-13, 03:06 AM
only one thing, when i try to extract with winzip, appear to be corrupted or damaged something file in the optional mods folder.
seems the names(directories) are too long.
Solution at least for me:rename the folder OPTIONAL MODS to om or something within the rar, extract, and work
maybe I can help others here:)
anyway,thanks
denny927
01-11-13, 03:07 AM
only one thing, when i try to extract with winzip, appear to be corrupted or damaged something file in the optional mods folder.
seems the names(directories) are too long.
Solution at least for me:rename the folder OPTIONAL MODS to om or something within the rar, extract, and work
maybe I can help others here:)
anyway,thanks
I mean "when i try to extract with winrar":O:
sorry
Ciao Denny,
prova ad usare 7zip
try using 7zip ;)
volodya61
01-11-13, 06:51 AM
Volodya, I didn't mean you or the other 99.999% of your country men. It's the .001% that does this stuff.
Gary, everything is OK :up:
It was just a joke :03:
The Russians again?
No escape from us anywhere! :har:
Gap, it's not that big of a problem as long as the guys know about it and are prepared to deal with it. You could contact MediaFire and tell them about it. Copy what I said in my post on it. They could probably get rid of it and all will be ok. At least until the next time. It's seems this is only a random thing and affects random websites. It's not your fault it happened.
Done :up:
See below:
Dear Sirs,
I am a MediaFire user. During the last months I have benefited from your hosting services for storing my files and for sharing them with the fellow members of a game modding community. I can say that, so far, I am overall satisfied with the reliability that your fast servers and your policies are granting even to free users, like me.
Nonetheless, I have been recently informed by some of my friends that their computers were infected by a form of trojan when downloading files hosted on your servers. The problem occurs randomly, and is apparently connected with some of the advertising windows popping up during, or just before, the download. This is the last report I have received:
"First time I tried downloading this file from MediaFire tonight I got a warning my computer was infected and I had to run the software program that popped up. This is from a Russian website claiming to be Microsoft Security Essential.... which it is not.
DO NOT save or run this software as it is a Trojan that will take over your computer. Stop the process immediately, or if you can't, shut down you computer as fast as you can.
How do I know this? Because it has happened to me before and boy did I have problems getting rid of it.
After getting this software stopped, I retried the download and all was well. No problems."
I will add that I use to double check the files I am sharing using the latest antivirus programs, and that I am absolutely sure that they are virus free. I will also note that I myself experienced the same problem, even though my internet security program (I use ESET NOD32) managed to block the malware.
As you can see,the problem that I am remarking is real, and in my opinion it would be a shame if it spoiled the good reputation that your Company has deserved in the last years. I hope therefore that you will take the appropriate action to face the issue as soon as possible.
Volodya, I didn't mean you or the other 99.999% of your country men. It's the .001% that does this stuff. I think I'd rather have Russian friends more than some of what's here in the US.
Indeed, Volodya, we were just kidding
We have nothing against your countrymates... we are mad just at...
http://2.bp.blogspot.com/_ySqTV9BZd20/Sa2qyeMN6gI/AAAAAAAAAMc/iWRuEU7qXKM/s400/uncle+sam.gif
YOU! ;) :haha:
volodya61
01-11-13, 07:54 AM
offtopic:
I use Ad-block Plus and never see any pop-up windows/programs.. MSE also doesn't report anything..
offtopic:
I use Ad-block Plus and never see any pop-up windows/programs.. MSE also doesn't report anything..
Yes, using NOD32 here. On my system, it blocks the mediafire popups every so often. I was convinced that it was just an eccess of zeal, so far... :doh:
Guys, can you help me answering thi email by MediaFire's customer support?
Hello Gabriele,
Thank you for contacting MediaFire.
Can you please send us a screen shot of the problem, as well as the source code for the page that it comes from so we can determine who is distributing this file so we can correct the problem, thank you.
And this is all I was able to tell them so far:
Hi Robert,
thank you for your kind and fast reply.
As I have reported, the problem occurs randomly, and I am not therefore able to to provide you right away with the required information. Nonetheless, I have already forwarded the text of your mail to my acquaintances, and I hope I will get in touch soon with some more detail.
Talking about it, would a log generated by an internet security program help your team to track down the web-page diffusing the discussed malware? My antivirus prevents it from being loaded and, as you can imagine, no one is going to open it intentionally.
Silent Steel
01-11-13, 12:53 PM
... since I am currently busy on another mod.
:huh: :o :hmmm:
Silent Steel
01-11-13, 01:05 PM
I use Ad-block Plus o and never see any pop-up windows/programs..
Здорово! :up:
And - for Firefox users - the add-on SkipScreen (https://addons.mozilla.org/sv-SE/firefox/addon/skipscreen-incredible-rapidsha/?src=ss) takes you directly to the download without going by some hidden links
:huh: :o :hmmm:
http://www.subsim.com/radioroom/showthread.php?p=1935329#post1935329 :D
volodya61
01-11-13, 01:45 PM
And - for Firefox users - the add-on SkipScreen (https://addons.mozilla.org/sv-SE/firefox/addon/skipscreen-incredible-rapidsha/?src=ss) takes you directly to the download without going by some hidden links
Tack! :salute:
Installed this plugin too..
EDIT: plugin for lazy guys.. no need to click anything.. :woot::haha:
Trevally.
01-11-13, 02:10 PM
Unfortunately, the problem will persist for mods bigger than 50 Mb (the maximum upload size on subsim), like Dynamic Environment :hmmm:
OHII Fullv2 (89MB) is now hosted on subsim for downloads:up:
OHII Fullv2 (89MB) is now hosted on subsim for downloads:up:
:o
how did yo do?
Trevally.
01-11-13, 02:28 PM
:o
how did yo do?
Using a FTP client.
Neal set it up for me so we can stop using these file hosts that delete our mods.
DE should also be kept safe on subsim:yep: - you could pack it up with the new patches and I could upload it for you
stoianm
01-11-13, 02:29 PM
:o
how did yo do?
i think u must to writte a PM to Neil and ask for that
Using a FTP client.
Neal set it up for me so we can stop using these file hosts that delete our mods.
DE should also be kept safe on subsim:yep: - you could pack it up with the new patches and I could upload it for you
Good proposal. :up:
i think u must to writte a PM to Neil and ask for that
Hi mate, :salute:
the usual limit is 50 Mb for subsim uploads... I don't fully understand what Trevally is talking about, but since he offered to upload the mod I think we could take advantage from his kindness.
What do you think?
stoianm
01-11-13, 03:32 PM
Hi mate, :salute:
the usual limit is 50 Mb for subsim uploads... I don't fully understand what Trevally is talking about, but since he offered to upload the mod I think we could take advantage from his kindness.
What do you think?yes.. good ideea... i know that if u have mods bigger than 50 mb u can writte a PM to Neil and he will explain u waht u must to do.. and u can upload biger mods after that.. but if Trevally can do that for u is more simple.:up:
yes.. good ideea... i know that if u have mods bigger than 50 mb u can writte a PM to Neil and he will explain u waht u must to do.. and u can upload biger mods after that.. but if Trevally can do that for u is more simple.:up:
We should also try keeping the first page updated ;)
Trevally.
01-11-13, 03:42 PM
The important thing is that all these great mods for SH5 are kept safe:yep:
It would be terrible if any were lost due to poor hosting
The important thing is that all these great mods for SH5 are kept safe:yep:
It would be terrible if any were lost due to poor hosting
Don't worry about it Trevally. As long as our official reuploaders torpedo and vitovt13 will be around (I think forever), our mods will be safe... :up: :D
Trevally.
01-11-13, 03:55 PM
Don't worry about it Trevally. As long as our official reuploaders torpedo and vitovt13 will be around (I think forever), our mods will be safe... :up: :D
:D:up:
denny927
01-11-13, 05:16 PM
Ciao Denny,
prova ad usare 7zip
try using 7zip ;)
ciao amico italiano:O:
I have already installed 7zip, and like I said before, rename the folder for something bit short in the rar, worked fine without using 7zip.anyway,thanks for the tip.
:salute:
volodya61
01-11-13, 05:47 PM
..rename the folder for something bit short in the rar, worked fine without using 7zip..
But
with 7zip you can extract all types of archives (included longnames) without any editing.. just two clicks.. :doh:
denny927
01-11-13, 06:02 PM
But
with 7zip you can extract all types of archives (included longnames) without any editing.. just two clicks.. :doh:
yes you right, simply I was missed the information in the first post, then, I realized that, after extracting all with winrar:oops::oops::oops:
Cpt. Rochenfeller
01-12-13, 04:37 AM
Just noted this typo in the .pdf file when looking at the installation order:
unzip this mod everywhere on your hard drive and go to the <Dynamic Environment SH5/MODS> folder;
Not trying to tell you that you did something wrong here, just found it a bit funny :rotfl2:
Fantastic mod btw! Many thnx!
volodya61
01-12-13, 08:08 AM
Wait, probably Captain America has alredy half done the work. Not worth doing it again. :yep:
Gap, have you talked with Captain America about DE 2.1 SkyColor Hotfix MurkyWaters?
Gap, have you talked with Captain America about DE 2.1 SkyColor Hotfix MurkyWaters?
Good question, I had forgot it. Doing it right away!
EDIT:
done ;)
Navuhodonosor
01-13-13, 03:18 PM
Thanks for your hard work, looks beautiful:Kaleun_Salute:
Thanks for your hard work, looks beautiful:Kaleun_Salute:
I am glad you are enjoying it :)
Yes, this is a MUST MOD!
Running very fine on my machine, and giving very good environment feelings.
On side note, i'm running it together with "Sober best ever fog", and result is awesome :up:
One question though:
Using "Dynamic Environment SH5 Waves (normal version) V2.1", i like the way big waves do not submerge the deck crew...
But what if i use "Dynamic Environment SH5 Waves (realistic version) V2.1"?
Will the big waves completely submerge the deck crew?
If so, i'll stick with the normal version :06:
Yes, this is a MUST MOD!
Running very fine on my machine, and giving very good environment feelings.
Thank you too Fifi :salute:
On side note, i'm running it together with "Sober best ever fog", and result is awesome :up:
Yes, many of the most recent tweaks by sober not only are 100% compatible with Dynamic Environment, but they also enhance its graphical aspects. :up:
One question though:
Using "Dynamic Environment SH5 Waves (normal version) V2.1", i like the way big waves do not submerge the deck crew...
But what if i use "Dynamic Environment SH5 Waves (realistic version) V2.1"?
Will the big waves completely submerge the deck crew?
If so, i'll stick with the normal version :06:
Honestly I don't remember: waves settings were tweaked and/or tested by stoianm. Try yourself or wait for an answer by someone who enabled this submod.
I would also suggest you to try the latest version of sobers waves mod (http://www.subsim.com/radioroom//downloads.php?do=file&id=3815). I dind't test it either, but for what I could see from the screenies posted by sober himself, he managed to fix the "choppy" sea surface and the unnatural colors connected with higher wind speeds and rough seas :sunny:
I'm wondering if 'thermal layers' are simulated in this mod. Anyone know?
I'm wondering if 'thermal layers' are simulated in this mod. Anyone know?
If you look into Sim.cfg, there are many settings relative to sensor's signal attenuation under the thermal layer. From it, we should conclude that yes, they are modelled in game. Moreover, I remember having read that their depth is random and hardcoded.
Wether they are working as supposed, or broken as many other functions, it is a mistery to me. :)
Try yourself or wait for an answer by someone who enabled this submod.
I have actually changed from normal waves to realistic waves, and have to say it's even better! Very nice!
Was afraid of cunning tower beeing submerged, but no :up:
I'll keep it :yeah:
Navuhodonosor
01-19-13, 06:15 PM
Any link for these please?
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Gamefront does not work for me:wah:
Any link for these please?
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Gamefront does not work for me:wah:
http://www.mediafire.com/?it6qwarwa51e1h7
Be careful: recently it has been reported that some of the pop up windows connected with mediafire might contain malware ;)
Navuhodonosor
01-19-13, 06:38 PM
Thank you! You saved my water:D
I use "*******" for chrome and "do not track" and avast has his own plugin for chrome so I must admit that I did not seen computer virus or other junk for more then two or three years.
But thank you for warning, better safe then sorry:salute:
wierd it converts word to stars????:o a.d.b.l.o.c.k.
wierd it converts word to stars????:o a.d.b.l.o.c.k.
Haven't you read forum rules? *****ing **s is forbidden here.
I suggest y.. *%##_$ :O: :D
Navuhodonosor
01-19-13, 07:03 PM
Haven't you read forum rules? *****ing **s is forbidden here.
I suggest y.. *%##_$ :O: :D
:har::har: I never saw that coming, the number of the letters is the same! How can I wash myself now:yeah:
Silent Steel
01-20-13, 10:02 AM
Any link for these please?
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Gamefront does not work for me:wah:
Ahoy,
As Serbia is one of the countries restricted by Gamefront you could try one of these (http://en.softonic.com/s/access-restricted-websites) to get round this.
Hotspot Shield is known to work just fine :up:
Navuhodonosor
01-20-13, 01:00 PM
Mmm, interesting, I might try this, thank you:up:
volodya61
01-21-13, 03:50 AM
Gap, have you talked with Captain America about DE 2.1 SkyColor Hotfix MurkyWaters?
Good question, I had forgot it. Doing it right away!
EDIT:
done ;)
Any news?
Any news?
No :-?
Feel free to do it yourself, if you get time for this tedious task, and don't esitate to get in touch with me for any clarification you may need :up:
volodya61
01-21-13, 12:46 PM
Feel free to do it yourself, if you get time for this tedious task, and don't esitate to get in touch with me for any clarification you may need :up:
WinMerg I think should be enough for this or..?
and.. could you check it? later, after my edit? since the new mods were released there is more work on my mod-pack :D
WinMerg I think should be enough for this or..?
Yes, as far as you know which entries need to be merged (the ones relative to water colour and water alpha). Beware that in the original env_colors parameters were duplicated accidentally. When duplicated parameters are encontered, only the upper one is applied in game. Duplicated entries were removed in the merge by Cpt. America. I suggest you to copy the "murky" settings from it ;)
and.. could you check it? later, after my edit? since the new mods were released there is more work on my mod-pack :D
Indeed I can. :up:
volodya61
01-21-13, 02:06 PM
Duplicated entries were removed in the merge by Cpt. America. I suggest you to copy the "murky" settings from it ;)
I was going to take/use his work as a basis :up:
I was going to take/use his work as a basis :up:
You clever guy! :D :up:
volodya61
01-21-13, 02:49 PM
You clever guy! :D :up:
but very lazy.. :haha:
but very lazy.. :haha:
Not at all :)
Gaugeforever
01-21-13, 09:54 PM
Few bugs/requests that I noticed.
I experienced my first thunderstorm today. Was AMAZING. Huge swells, thunder, lightning, side rain. Was amazing. On top of that I got to chase a polish passenger ship in it. Was just a fun hunt.
Anyways.
If you are near land in an intense storm the gulls still fly around. If you could make an addition of removing them in a storm it would be a bit more realistic.
Also, it will apparently rain without clouds, not sure how that happens. But perhaps fixing that as well.
Just nit picking. It really is an amazing mod though.
Also, it will apparently rain without clouds, not sure how that happens. But perhaps fixing that as well.
It happens on a save reload sometime. But not regular way.
arnahud2
01-22-13, 05:50 AM
After reading the latest posts talking about the bugs which still remains today, i can't imagine the disappointment of those who bought SH5 at the early times of its release...:wah:
A Big thank to you, all moders of SH3, SH4 & SH5 !!!
Arn, that's why many didn't buy SH5 until all the great mods started coming out. Myself included. ;)
IIRC, I waited a good year and a half before I broke down and bought it. And I still waited another 6 months to install it. LOL
If you are near land in an intense storm the gulls still fly around. If you could make an addition of removing them in a storm it would be a bit more realistic.
Also, it will apparently rain without clouds, not sure how that happens. But perhaps fixing that as well.
It happens on a save reload sometime. But not regular way.
I am not sure how seagulls are spawned near land, never looked into it. Nonetheless what I know for sure is that clouds are hardcoded. As correctly remarked by Fifi, weather is often messed up after a game reload, but it sorts itself out after the first weather change. Same goes for weather reports by NO. As far as I know the problem resides in savegames either missing weather information or recording wrong information.
Unfortunately there's nothing we can do for it but hacking game's code, which is out of my reach :-?
Just nit picking. It really is an amazing mod though.
Thank you for your appreciations :salute:
I thought it was time to make a bit of order with the many fixes released for DynEnv so far, scattered here and there in this thread.
In wait for more substantial changes which would legitimate the release of a new version of the mod, I grouped the fixes in one pack, so to make them more accessible to anyone:
Dynamic Environment SH5 v 2.1 - Fixes pack (http://www.mediafire.com/?hhe0aghnoim7ew9)
Included in the pack:
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1 by gap
Dynamic Environment SH5 v 2.1 - SkyColor-DarkerNights Hotfix #1 by Captain America
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters Hotfix #1 by volodya61
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters-DarkerNights Hotfix #1 by Captain America
Dynamic Environment SH5 v 2.1 - Winter Hotfix #1 by gap
In the occasion, I wish to thank once more Cpt. America and Volodya for their precious help, and the many other subsim memebers who are supporting this mod one way or the other. :sunny:
Silent Steel
01-23-13, 02:10 AM
... I grouped the fixes in one pack, so to make them more accessible...
Thank you Gap!!
Excellent :up:
That's good news Gap :up:
- I was using till now this Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1.
Is it the same as the one in your pack?
- Should i try SkyColor-MurkyWaters Hotfix #1 by volodya61 instead?
- And last, what is the Winter Hotfix #1 by gap?
Not the same as Sleet For Winter Campaigns V2.1_opt?
I'm a bit lost!
Navuhodonosor
01-23-13, 05:06 AM
@ Gap
I need some help too. I use:
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
And if I install:
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters-DarkerNights Hotfix #1 by Captain America
will it completely overwrite that two mods or add effects to them?:hmmm::o
Silent Steel
01-23-13, 07:52 AM
@ Gap
I need some help too. I use:
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
And if I install:
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters-DarkerNights Hotfix #1 by Captain America
will it completely overwrite that two mods or add effects to them?:hmmm::o
Should just add effects :up:
Silent Steel
01-23-13, 07:56 AM
That's good news Gap :up:
- I was using till now this Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1.
Is it the same as the one in your pack?
- Should i try SkyColor-MurkyWaters Hotfix #1 by volodya61 instead?
- And last, what is the Winter Hotfix #1 by gap?
Not the same as Sleet For Winter Campaigns V2.1_opt?
I'm a bit lost!
I recommend you to download the pack and run it, it's all.
Activate after the 'Dynamic Environment SH5 Basemod (xxxxxxx) V2.1
The 'Skycolor Hotfix #1.' should be the same
Navuhodonosor
01-23-13, 08:41 AM
Should just add effects :up:
Thank you:salute:
- I was using till now this Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1.
Is it the same as the one in your pack?
Exactly the same :yep:
- Should i try SkyColor-MurkyWaters Hotfix #1 by volodya61 instead?
My suggestion is to give it a try. I am sure you won't regret it :03:
- And last, what is the Winter Hotfix #1 by gap?
Not the same as Sleet For Winter Campaigns V2.1_opt?
Not at all: it is an addition which corrects land masses seasonal patterns. You will notice it especially at northern latitudes, during winters, where snowy landscapes will appear in the corrett periods.
@ Gap
I need some help too. I use:
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
And if I install:
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters-DarkerNights Hotfix #1 by Captain America
will it completely overwrite that two mods or add effects to them?:hmmm::o
Shallow waters and shallow waters patch affect water and terrain shaders, making water more transparent and fixing an issue with imported dat ships, whose keel wasn't visible through water surface.
SkyColor-MurkyWaters-DarkerNights Hotfix affects just environment colors.
Te two fixes are definitely compatible with each other :up:
Navuhodonosor
01-23-13, 11:15 AM
Thank you Gap, good to know :yep:
Thank you Gap, good to know :yep:
My pleasure :salute:
My suggestion is to give it a try. I am sure you won't regret it
That's cool!
But running your mods actually this way and order:
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1_opt
Dynamic Environment SH5 Sounds V2.1_opt
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1
...if i add SkyColor-MurkyWaters Hotfix #1 after Skycolor Hotfix #1, is it ok?
Do i still need Skycolor Hotfix #1?
It should finally looks like that order?:
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1_opt
Dynamic Environment SH5 Sounds V2.1_opt
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters Hotfix #1
Dynamic Environment SH5 v 2.1 - Winter Hotfix #1
Thanks for your patience :)
Navuhodonosor
01-23-13, 03:56 PM
...if i add SkyColor-MurkyWaters Hotfix #1 after Skycolor Hotfix #1, is it ok?
Do i still need Skycolor Hotfix #1?
Second is combination of both so you do not need first.:salute:
Pff stupid me, i meant that you need only SkyColor-MurkyWaters Hotfix #1...
That's what i was thinking, so i asked :)
Second is combination of both so you do not need first.:salute:
Exactly :up:
the correct mod loadout is:
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1_opt
Dynamic Environment SH5 Sounds V2.1_opt
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters Hotfix #1
Dynamic Environment SH5 v 2.1 - Winter Hotfix #1
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1 enabled before SkyColor-MurkyWaters Hotfix wouldn't harm, nonetheless it would be redundant :yep:
Exactly :up:
the correct mod loadout is:
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1_opt
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sounds V2.1_opt
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters Hotfix #1
Dynamic Environment SH5 v 2.1 - Winter Hotfix #1
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1 enabled before SkyColor-MurkyWaters Hotfix wouldn't harm, nonetheless it would be redundant :yep:
Hi Gap! These two (in yellow) also can be used I think!
Hi Gap! These two (in yellow) also can be used I think!
Yes :up:
Atlantic Floor changes seabottom textures, whereas Undersea (temperate and polar) replaces seaweed and submerged rocks textures with better ones: the stock game uses freshwater aquarium plants instead :o
They can be enabled in any position relative to the base mod.
stoianm
01-23-13, 09:42 PM
Yes :up:
Atlantic Floor changes seabottom textures, whereas Undersea (temperate and polar) replaces seaweed and submerged rocks textures with better ones: the stock game uses freshwater aquarium plants instead :o
They can be enabled in any position relative to the base mod.
what are u doing at these hours?.. are u moved in N America?... if yes maybe we can drink a beer :)
what are u doing at these hours?.. are u moved in N America?... if yes maybe we can drink a beer :)
In fact I was about to go sleeping matey...
but since you are here, could you please update the first page with the following links: :D
Dynamic Environment SH5 v 2.1 (http://www.mediafire.com/?it6qwarwa51e1h7)
Dynamic Environment SH5 v 2.1 - Fixes pack (http://www.mediafire.com/?hhe0aghnoim7ew9)
stoianm
01-23-13, 10:03 PM
In fact I was about to go sleeping matey...
but since you are here, could you please update the first page with the following links: :D
Dynamic Environment SH5 v 2.1 (http://www.mediafire.com/?it6qwarwa51e1h7)
Dynamic Environment SH5 v 2.1 - Fixes pack (http://www.mediafire.com/?hhe0aghnoim7ew9)
done... have a good night!:up:
done... have a good night!:up:
Thank you! :salute:
Hi Stoianm, SH5 is my first sub simulator and your youtube tutorials has been very useful, Thank you, great work. Now I´m trying to download the base mod (realistic) of Dynamic Environment V2.1 but the link of Media Fire goes to D.E. Shallow Waters V2.1 patch. Aparently it can be downloaded from Game Front too, but it is blocked for downloading from my country (Spain) and someone more. Can you upload it to media fire, please? Thanks again.
stoianm
02-04-13, 12:52 AM
Hi Stoianm, SH5 is my first sub simulator and your youtube tutorials has been very useful, Thank you, great work. Now I´m trying to download the base mod (realistic) of Dynamic Environment V2.1 but the link of Media Fire goes to D.E. Shallow Waters V2.1 patch. Aparently it can be downloaded from Game Front too, but it is blocked for downloading from my country (Spain) and someone more. Can you upload it to media fire, please? Thanks again.
I think that Gap or Trevally already uploaded the mod on the subsim page... if is not yet.. @Gap can u upload the mod on the subsim?
Targor Avelany
02-04-13, 01:55 AM
Or we can bug Sailor Steve to do it (in his case I'm sure that he is in charge of uploads :) )
Silent Steel
02-04-13, 03:07 AM
...blocked for downloading from my country (Spain) and someone more...
PM me - I've got the solution for you :up:
Hi Stoianm, SH5 is my first sub simulator and your youtube tutorials has been very useful, Thank you, great work. Now I´m trying to download the base mod (realistic) of Dynamic Environment V2.1 but the link of Media Fire goes to D.E. Shallow Waters V2.1 patch. Aparently it can be downloaded from Game Front too, but it is blocked for downloading from my country (Spain) and someone more. Can you upload it to media fire, please? Thanks again.
I think that Gap or Trevally already uploaded the mod on the subsim page... if is not yet.. @Gap can u upload the mod on the subsim?
Sorry guys my bad, Dynamic Environment SH5-V2.1 is already on mediafire, but as noted by pgr61, the link in the first post is wrong. The correct link is:
http://www.mediafire.com/?c97khltzoi598ef
Stoianm, can you please update te first page accordingly? :D
stoianm
02-04-13, 05:38 AM
done:up:
Silent Steel
02-04-13, 05:44 AM
done:up:
Gee, always faster than a viper. :o
done:up:
Thanks, mate :salute:
Thank you Stoianm and Gap for your quick solution. Good hunting.
In the last few days I have been messing with SH5 vegetation GR2, in an attempt to achieve something similar to what echolot has done with his excellent Small Trees SH5 mod, but without altering tree textures.
The following image shows the results of my tests (click to enarge, but beware large size):
http://imageshack.us/scaled/thumb/109/treesizes.jpg (http://img109.imageshack.us/img109/1925/treesizes.jpg)
In short, I have scaled stock tree meshes to the following factors: 200, 150, 75, 50, 25 and 12.5%. As you can see, at bigger factors onscreen tree sizes are more or less proportional to mesh sizes. Remember that the game randomizes a bit tree rendering sizes, so don't expect for an exact proportionality.
On the other hand, comparing the screenie for stock tree sizes with the ones featuring 75% and 50% reduced trees, you will notice that only tallest trees (the spruces), having bigger meshes than the rest, seem to be affected by the reduction. Furthermore, bigger mesh reduction factors (25% and 12.5%), don't seem to affect significantly rendered tree sizes.
Concluding, I think that there is a minimum tree rendering size which cannot trespassed. Trees whose mesh is smaller than this limit, are assigned a standard size value when rendered in game. This standard size is automatically randomized by the game, but cannot be altered by further reducing the meshes. :-?
Thread closed. Please post your remarks on Dynamic Environment in the new thread: :up:
http://www.subsim.com/radioroom/showthread.php?t=202520
NeonsStyle
05-19-13, 08:35 AM
I have a question. I have these installed:
DnyEnv Main mod,
DnyEnv Vivid skies,
DnyEnv Sound
DnyEnv Sea plants, waves & no murky waters.
Problem is the sun is soo bright and massive in the sky. Realistically
it should be about same size as the moon (that's how eclipses occur lol).
So I want to adjust the script SkyPS_SH5.fx but I'm not sure
which to change. The problem for me is the sky is so bright
and everything gets washed out in it.
I understand what you are doing here, trying to create a glare
to obscure things. But truth is, a sailor would just put his
hand over his eyes, or lower his cap to block it lol.
Could you tell me what to change to lower brightness and
make the sun smaller please? Same as moon would be nice.
In fact be a great option, to allow a different sun.
Thanks
Venus
Thread closed. Please see my answers in the new thread: :up:
http://www.subsim.com/radioroom/showthread.php?t=202520
1st Capitan Melechin
08-13-14, 09:52 AM
It sounds really great... Thanks, mates!
Good hunt, :salute:
Melechin
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