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plj
10-02-13, 02:23 PM
[4456] Target has new range value of 4504.93
[4456] First range reading set for target
[4456] Attack: Opening torp tube 2 doors
[4456] Attack: Opening torp tube 0 doors
[4456] Realistic torp launch request
[4456] Realistic torp launch: Tubes=[0]
[4456] Realistic torp launch firing all selected tubes
[4456] Realistic torp launch request
[4456] Realistic torp launch: Tubes=[2]
[4456] Realistic torp launch firing all selected tubes
[4456] TC level changed to 2
[4456] TC level changed to 4
[4456] TC level changed to 8
[4456] TC level changed to 16
[4456] PDH: Unit_Destroyed command received
[4456] TDWDestroyedMarks: Unit_Destroyed command received
[4456] TDWDestroyedMarks: Ship destroyed event
[4456] TDWDestroyedMarks: real nav error is 65,000000,57,000000


As you can see, all went fine, till impact. I guess the explosion was a little too big or something. On a more serious note .. what could be causing this ?

Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
R.S.D. - Reworked Submarine Damage v5.1 by vdr1981
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0

Rongel
10-02-13, 02:42 PM
What kind of ship was it? Was it imported ship, or basic SH 5 ship? I see that you are using my cargo mod, but for me it seems stable, I have sunk ships with cargo in custom missions and in campaign, and they went down just fine.

plj
10-02-13, 02:50 PM
It was a C1-B Type Medium Merchant, docked. A little before that I succesfully sank a 03:20 WEPS: SV Small Modern Composite Merchant Ship sunk at position: Lat: 54° 31' N Long: 19° 8' E. Tonnage: 1859 tons. with my deckgun.

Mikemike47
10-02-13, 02:51 PM
[QUOTE=plj;2122433]As you can see, all went fine, till impact. I guess the explosion was a little too big or something. On a more serious note .. what could be causing this ?

You have seen all my mods I have listed in another thread. I used to get the hesitation or a game CTD with a torpedo explosion a lot. Like voloday61 said in some other thread, debug view does not really tell you where the failure is coming from.

Antilag.cfg helps. I limit my FPS to 30 as author suggests.

CTDs dramatically dropped with newer graphics card. Always happened with convoys of 10 or more ships. Less CTDs now since I am using an ATI 7870, upgraded from 4670 with 1024 MB or two ATI 4670s crossfired with 512 MB graphics memory. Debug report talked about registry entry too long, Main video set -64 bit. I tried searches to manipulate ATI registry data and nothing worked. Had random problems more so in SH5 for 9 months or longer, than compared to SH3 or SH4. I talk about in Multiple UIs for TDC thread.

Overclocking my CPU first time ever helps, too. I have heard other subsimmers talk about it. Increased frequency by 10%. Original CPU setting AMD AM2, quad core 2.6 Ghz. Still very stable now. Not going to touch it anymore.
I am going through Gibraltar strait at 512 max with a convoy of 20-30 ships submerged, Mare Nostrum. Largest convoy I have ever seen in any of the SH3-5 series I have encountered. Smooth!

Mikemike47
10-02-13, 02:55 PM
. with my deckgun.

Was this mentioned along the Reworked submarine damage thread and SHcollisions.act issues?

Rongel
10-02-13, 02:56 PM
It was a C1-B Type Medium Merchant, docked.

Ok, if it was a docked ship in a port, my mod doesn't touch them, so it can't be that (pheww!).

Yep, it can be that there was too much stress on the computer, maybe reducing particle density in options helps a bit??

plj
10-02-13, 02:57 PM
I'm basically running your list with some minor tweaks atm ;) I'll try antilag .. I have a 512mb card :p Single one :p Thanx! :up:

plj
10-02-13, 02:59 PM
Was this mentioned along the Reworked submarine damage thread and SHcollisions.act issues?
Given this is a new mission, I dunno how that would be relevant ? I did not mention it there tho .. should I ?

Mikemike47
10-02-13, 03:37 PM
Given this is a new mission, I dunno how that would be relevant ? I did not mention it there tho .. should I ?

Please recheck the other thread. I do not remember all the other issues with it or what version was being talked about at the time.
The deck gun and SHcollisions.act issues was being discussed somehow in the Reworked submarine damage thread.

Mikemike47
10-02-13, 03:39 PM
I'm basically running your list with some minor tweaks atm ;) I'll try antilag .. I have a 512mb card :p Single one :p Thanx! :up:

I change my main.cfg settings, too. No new campaign or return to bunker is needed for that. Want them posted? Refresh my memory of what your computer specs are, if stated before.

vdr1981
10-02-13, 04:08 PM
Hm, was that particles.act CTD?:hmmm:

SnipersHunter
10-02-13, 04:15 PM
I change my main.cfg settings, too. No new campaign or return to bunker is needed for that. Want them posted? Refresh my memory of what your computer specs are, if stated before.

But what is when you played without the mod before?

vdr1981
10-02-13, 04:32 PM
Just had 4 strikes in TDW torpedo tutorial mission... 1 CTD (first one,particles.act) and 3 good...Not bad.:D
Baah, it's SH5 CTD 's are normal thing...:)

Somehow, i'm having a feeling that those CTD's when torpedos strucks are closely connected to TDW radio patches...But i'm not sure still...

Mikemike47
10-02-13, 09:44 PM
Was this mentioned along the Reworked submarine damage thread and SHcollisions.act issues?

Please recheck the other thread. I do not remember all the other issues with it or what version was being talked about at the time.
The deck gun and SHcollisions.act issues was being discussed somehow in the Reworked submarine damage thread.

I'm talking about this:http://www.subsim.com/radioroom/showpost.php?p=2122098&postcount=244

Mikemike47
10-02-13, 09:48 PM
But what is when you played without the mod before?

What are asking here:hmmm: ? main.cfg? Settings were stock before I added mods.

plj
10-03-13, 12:02 AM
I'm talking about this:http://www.subsim.com/radioroom/showpost.php?p=2122098&postcount=244
Ah .. that is about the deckguns of escorts .. some of which fire pretty quick .. that was causing issues as far as I understand what they are talking about in that topic :p

I'll mention it just the same tho.

Rongel
10-03-13, 01:18 AM
I have also witnessed several crashes when ships are firing with their AA guns and fast shooting lighter weapons. The culprit in my case is FX update. It creates small debris particles with each hit, and with bigger battles, their amount gets soon ridiculously high, and my computer can't take it anymore and shows me the desktop. Because of this, I made a small mod that takes out the small gun-debris, and switches the effect to sparks.

plj
10-03-13, 03:55 AM
Is this publicly available and if so, what's it named ? (If not, would you considder releasing it ? :p)

Rongel
10-03-13, 04:50 AM
Is this publicly available and if so, what's it named ? (If not, would you considder releasing it ? :p)

No you can't find it here, it's a secret! I'm not that excited about releasing tons of small mods, best way would be if TDW made change to his mod. But maybe I'll upload it, and hopefully it won't be needed for very long. It is a really small file that overwrites on particle effect, and creates SH5 sparks effect. Again, it needs more testing just to be 100 % sure it doesn't cause problems.

plj
10-03-13, 04:58 AM
Rgr .. I'll stay tuned :)

Trevally.
10-03-13, 08:58 AM
It creates small debris particles with each hit, and with bigger battles, their amount gets soon ridiculously high, and my computer can't take it anymore and shows me the desktop. Because of this, I made a small mod that takes out the small gun-debris, and switches the effect to sparks.

nice:yeah:

gap
10-03-13, 09:19 AM
...I made a small mod that takes out the small gun-debris, and switches the effect to sparks.

Is this publicly available and if so, what's it named ? (If not, would you considder releasing it ? :p)

No you can't find it here, it's a secret! I'm not that excited about releasing tons of small mods, best way would be if TDW made change to his mod.

nice:yeah:

Exceptionally (:D), I must agree with Trevally here

Those small particles are one of the hindering factors of air strikes on home ports, and even duing lesser congested battles, they are a continuous source of CTD's.

What I would also do, is toning down FX Update's flare effects, so that people won't have to choose between giving them up, or living with the stuttering they currently cause.

The two mods could be released together as an "unofficial" FXU patch, and if he likes it, TDW can always merge it into the main mod as he did with the improved torpedo splash patch that Volodya and I have been working on :yep:

Mikemike47
10-03-13, 10:55 AM
Those small particles are one of the hindering factors of air strikes on home ports, and even duing lesser congested battles, they are a continuous source of CTD's.

What I would also do, is toning down FX Update's flare effects, so that people won't have to choose between giving them up, or living with the stuttering they currently cause.

In case, someone did not notice (http://www.subsim.com/radioroom/showpost.php?p=2115845&postcount=1083).

gap
10-03-13, 12:44 PM
In case, someone did not notice (http://www.subsim.com/radioroom/showpost.php?p=2115845&postcount=1083).

This is for getting rid of flares. I was talking about tweaking their particle generators to reduce performance hit...

vdr1981
10-03-13, 04:51 PM
In case, someone did not notice (http://www.subsim.com/radioroom/showpost.php?p=2115845&postcount=1083).

Yes, i forgot about that... Just checked zone.cfg from R.S.D. ,flares effects are removed from there also. If you like you can return it manually , but i would not recommend that, although, those red flares were very cool...

gap
10-03-13, 05:15 PM
Yes, i forgot about that... Just checked zone.cfg from R.S.D. ,flares effects are removed from there also. If you like you can return it manually , but i would not recommend that, although, those red flares were very cool...

Since R.S.D. doesn't deal with game effects (at least not yet), my suggestion is to restore those entries as per Fx Updates settings, and to release your "no flares" modification as a separate mod :03:

Mikemike47
10-03-13, 07:30 PM
What does the 75 in Effect2=Distress_Flare_Red, 75 mean?

gap
10-03-13, 07:45 PM
What does the 75 in Effect2=Distress_Flare_Red, 75 mean?


It means that the red flare effect will be played when the compartment box with DistressFlareMerchant zone assigned (normally it is the superctructure near the bridge) will take 75% of the total damage it can receive :know:

vdr1981
10-04-13, 11:44 AM
Ok, now i will tell you about my CTD problems...This may be similar to your problems Plj so maybe we can get some conclusions...It's TDW torpedo tutorial mission with liberty cargo. I'm experiencing random CDT's after torpedoes struck and unit is destroyed, 0.5 sec. after that comes "catastrophic explosion" animation and that's the moment when CTD's occurs with different descriptions. (particles.act, kernel.dll, hackslash9 something,).

Now ,problem is this is not going to happen every time, lets say 1 CTD in 5-6 tries and this is what makes this problem so hard to track down.
I only know this:
- This started after i install FX update 0.0.22 (not 100% sure, maybe i didn't noticed this before)
- CTD is related to "catastrophic explosion" animation but only the strongest one, you know when ship jumps out of the water.:hmmm:.

Could this be related to this particular ship? I didn't notice nothing similar with other ships although, i haven't done much testing also...

plj
10-04-13, 12:16 PM
This sounds exactly like what I am getting .. altho I am greeted by a 'sh5 has stopped working' dialogue from windows.

The only difference is that have had this issue on a regular C1-B Type Medium Merchant ... and on a tanker as well iirc.

Let me know what scenario to replay in order to help .. and I'll keep reporting too. Sortof a bummer to have to save before firing tubes, but it's for a good cause :p

vdr1981
10-04-13, 12:20 PM
Maybe we should test in the same mission...When you have time, make few attacks in the torpedo tutorial mission. What do say?

gap
10-04-13, 12:28 PM
...I'm experiencing random CDT's after torpedoes struck and unit is destroyed, 0.5 sec. after that comes "catastrophic explosion" animation and that's the moment when CTD's occurs...

- This started after i install FX update 0.0.22 (not 100% sure, maybe i didn't noticed this before)
- CTD is related to "catastrophic explosion" animation but only the strongest one, you know when ship jumps out of the water.:hmmm:.

This sounds exactly like what I am getting .. altho I am greeted by a 'sh5 has stopped working' dialogue from windows.

Have you guys seen this?

...keep using v0.22, but remove the effects from the RadioRoom zone definition

Remove the entries marked in red below, and see if it solves your issue:

[RadioRoom]
Multiplier=1.000000
Flotability=0.000000
HitPoints=30
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Effect1=#sink_bubbles, 1
Effect2=BAZA_FX_FocFum_mic, 50
Effect3=BAZA_FX_Explozie_mica, 100
Effect4=BAZA_FX_Splinter_fire, 100
Effect5=BAZA_FX_scantei_explozie,100
FloodingTime=59.999996
CargoType=None


These are the only xplosion effects that have been added from FX update 0.0.21 to 0.0.22 :03:

plj
10-04-13, 12:34 PM
Maybe we should test in the same mission...When you have time, make few attacks in the torpedo tutorial mission. What do say?
Will do :)

gap
10-04-13, 12:44 PM
Will do :)

Keep me informed, and if your problem is ironed out, try restoring the discussed effects one by one, to see which one(s) was/were causing the problem :up:

vdr1981
10-04-13, 12:44 PM
Tnx Gap,
i removed those effects...4 strikes and still no CTD...But i wont celebrate yet, you newer know when CTD could strike again...:)

What those effects do? I haven't notice any differences without them?

gap
10-04-13, 12:46 PM
Tnx Gap,
i removed those effects...4 strikes and still no CTD...But i wont celebrate yet, you newer know when CTD could strike again...:)

Thank you too guys for your precious testing work. Read below, and fingers crossed :03:

Keep me informed, and if your problem is ironed out, try restoring the discussed effects one by one, to see which one(s) was/were causing the problem :up:

vdr1981
10-04-13, 01:34 PM
Gap, 10 attacks and no CTD...This is good news...:)

I actually removed all effects from radio room definition but i haven't noticed any differences in game? Do i still have functional radio patches?

And what about that "wounded unit radioing" mod included in TDW patcher? Do i need those ships .zon files for radio patches to functioning properly?

Also, i'm a bit anxious to get effects back...

gap
10-04-13, 02:49 PM
Gap, 10 attacks and no CTD...This is good news...:)

:yeah:


I actually removed all effects from radio room definition but i haven't noticed any differences in game? Do i still have functional radio patches?

And what about that "wounded unit radioing" mod included in TDW patcher? Do i need those ships .zon files for radio patches to functioning properly?

Effects are just effects... other than making the game visually enjoyable and causing secondary damage to nearby zones (this is one of FX Update's features) they don't play any role in game mechanics, and they don't affect in any way the Radio patch.

Nonetheless, there is a little trick I used when I set the second effect (BAZA_FX_FocFum_mic): I made it to be triggered after a 50% damage, which is exactly when TDW's radio patch disables ship's radio equipment. Knowing this trick, you get a visual evidence that your target can't call for reinforcements anymore :03:


Also, i'm a bit anxious to get effects back...

If you have time, try restoring them one by one to pinpont which one, or which combination of them, caused your problem. You can also replace them with other effects, if you want. If you tell me which ship are you carrying your tests on, I will post a picture showing where her radio room is placed :up:

P.S: one last note. Removing effects from a zone definition doesn't necessarily mean giving them up: other zones which are set with those effects, WILL trigger them, if damaged ;)

vdr1981
10-04-13, 03:32 PM
Ok, tell me where radio zones are located for Liberty merchant and i will start to return one by one effect. Expect full report in few days...:03:

Rongel
10-04-13, 04:04 PM
Okay, here is a test version of the my bullet hit-effect, it removes the debris-effect created by FX update and reduces crashing in battles. So if you have time, go ahead and test it and comment it, and I'll tweak it and later put the final version out. There is a custom mission inside the mod, where you can easily see it in action!

Download: http://www.mediafire.com/?4bqb8qbj3zd84p8

It looks something like this:

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-10-04_234853.jpg

I'm away for the weekend so I'll return to this next week!

SnipersHunter
10-04-13, 04:06 PM
I test it tomorrow:salute:

vdr1981
10-04-13, 04:15 PM
Great Rongel, tnx!:up:

plj
10-04-13, 05:13 PM
Will do :)
So .. loaded up that mission 3 times now .. WITHOUT the suggested changes, and no CTD's here. I did remove the red flare stuff.

Limited time now, I'll test further tomorrow.

Also .. having to reload the mission after each kill, wont that reset stuff ?

plj
10-05-13, 01:22 AM
Thanx Rongel! Will test with this too :D

gap
10-06-13, 12:36 PM
Okay, here is a test version of the my bullet hit-effect, it removes the debris-effect created by FX update and reduces crashing in battles...

Looks awesome Rongel! :yeah:

In my opinion much more realistic than the debris we had before :yep:

Ok, tell me where radio zones are located for Liberty merchant and i will start to return one by one effect. Expect full report in few days...:03:

Sorry for the late reply: I took two days off :)

Before you start testing, you should download my Ship Radio Damage Patch Test 1 (http://www.subsim.com/radioroom/showpost.php?p=2096787&postcount=2715) which (I hope) should make ship radio equipment more susceptible to damage.

Open its Zones.cfg file, and modify/remove RadioRoom effects at your wish. The file is identical to the one of FXU 0.0.22, with the exception of RadioRoom's HP and AP settings by the way. You can enable it on top of the latest FXU version.

The patch should affect particularly Liberty ships, and Appalachian-class amphibious ships, wose compartment boxes I have rearranged for making their radio room zone more exposed to enemy fire. Make sure to carry your tests on one of them, and aim at the red boxes below (left: Liberty, right Appalachian) :arrgh!:

http://img826.imageshack.us/img826/8848/5u0t.jpg

One last note: the patch is not R.S.D. compatible (I deviced it before you started working on your mod), but if you prefer you can use R.S.D's Zone file, and change RadioRoom's settings as stated above :up:

vdr1981
10-06-13, 01:04 PM
Cpy Gap, will do some testing in the following days...:up:

gap
10-06-13, 01:06 PM
Cpy Gap, will do some testing in the following days...:up:

Keep us informed :up:

SnipersHunter
10-06-13, 01:56 PM
Thank you gap:up:

plj
10-06-13, 02:37 PM
Okay, here is a test version of the my bullet hit-effect, it removes the debris-effect created by FX update and reduces crashing in battles. So if you have time, go ahead and test it and comment it, and I'll tweak it and later put the final version out. There is a custom mission inside the mod, where you can easily see it in action!

Download: http://www.mediafire.com/?4bqb8qbj3zd84p8

It looks something like this:
<snip>

I'm away for the weekend so I'll return to this next week!

How does this work ? It's a file currently not in the library in my game .. ? How does this replace anything ? (Trying to understand something I currently dont get :p)

gap
10-06-13, 02:55 PM
How does this work ? It's a file currently not in the library in my game .. ? How does this replace anything ? (Trying to understand something I currently dont get :p)

You are right: oddly there is not such a file as bullet_spark.dat or bullet_spark.sim among stock and FXU files. Even more oddly, Rongel's sim file contains a particle generator (pg's are normally placed in dat files) which got itself as parent... a dog biting its own tail, and a logical paradox :doh:

Probably a trickery by our Rongel, but better waiting for him to cast some light on his patch...

gap
10-06-13, 04:32 PM
Na mwanamke kuwa wewe waljaribebu kuuza me?:Kaleun_Mad:

Utajiju :D

Mikemike47
10-06-13, 05:14 PM
[QUOTE=gap;2124356]I took two days off :)

Must have been great. I see your sense of humor again in the other thread about the beerophone instead of hydrophone.:har::haha: Not saying you never had one, I just did not comment on them before.

gap
10-06-13, 06:10 PM
Must have been great.

You can swear on it, especially the first part. The second part of my week end was mostly dedicated to the delicate recovering phase though :haha:

Pole Mheshimiwa, siwezi computr "jiju" na translator yangu maskini hata kama Afisa Uhuru ina got hisa hailing wasi!:k_confused:

http://www.arushatimes.co.tz/2004/44/dark_side.htm :D

P.S: are you using an automatic translator? I wasn't aware that google translate was that bad at translating from English to Swahili... :hmm2:

gap
10-06-13, 07:02 PM
Nope; a beam of light transfixed me and some new DNA mods were installed over the Sasquatch base matrix...God is a Kikuyu!:Kaleun_Thumbs_Up:although the Basso, Ibo and Yoruba on the other side of the continent would argue; Hutus tend to stay neutral: all their cookies ain't gonna get resolved for a loooong time.:dead: and they don't dance the Watusi either! We Sasquatches stay off the dark continent as the Bonobos will kick our butts and alpha males don't do well in the heat.

I see your point now. Had you said it in old Akan, you couldn't have been more clear than this :D

Mikemike47
10-06-13, 07:46 PM
I wasn't aware that google translate was that bad at translating from English to Swahili... :hmm2:

I guessed pretty well than for Swahili to English at first shot when I saw earlier. Looking at the dialog I was thinking Filipino or other African names next.

Rongel
10-07-13, 06:45 AM
You are right: oddly there is not such a file as bullet_spark.dat or bullet_spark.sim among stock and FXU files. Even more oddly, Rongel's sim file contains a particle generator (pg's are normally placed in dat files) which got itself as parent... a dog biting its own tail, and a logical paradox :doh:

Probably a trickery by our Rongel, but better waiting for him to cast some light on his patch...

Trickery and deceit, dark magic :D

I didn't want to mess with TDW's files (and I think he specifically prohibits it), but I found out that you can overwrite nodes ID-number. So it just uses same number than TDW. I was a bit alarmed if it will work, but realised that TDW uses same system himself. And concerning the .sim file, I think I could use .dat as well, but never changed to that because everything was working. I think it's not the most elegant way to fix things, but if this makes the game work better, it's okay for me.

Gap, I read your comment in other thread about starshells, and I agree, it is worth checking out if we could make them work some other way. And if it does, these two modifications could be put together (there are enough mods already!)

gap
10-07-13, 08:07 AM
Trickery and deceit, dark magic :D

I didn't want to mess with TDW's files (and I think he specifically prohibits it), but I found out that you can overwrite nodes ID-number. So it just uses same number than TDW. I was a bit alarmed if it will work, but realised that TDW uses same system himself. And concerning the .sim file, I think I could use .dat as well, but never changed to that because everything was working. I think it's not the most elegant way to fix things, but if this makes the game work better, it's okay for me.

I still don't get the full picture of your juju, Rongel. Of course, by using the same Id as a yet existing effect, you can make any new particle generator to be triggered together with the former, no matter the file where it is located, but overriding it? ...this is something that only Aktungbby with his deep knowledge of African witchcraft and tribal rituals can explain :D

Gap, I read your comment in other thread about starshells, and I agree, it is worth checking out if we could make them work some other way.

Yes, since yesterday I have started looking into Fx Updates files, and I must admit that I am amazed at the way TDW made those flares. So many controller interconnections, animated lights and nested particle generators :rock:
I admit that I feel a bit hesitant about messing up that masterpiece of SH5 architecture, but it also involves zillions of particles and frame animations being rendered on screen every second, no surprise that our outdated systems can't handle them properly :doh: :dead:
Now we have two ways:

- going through the tedious trial-and-error process, and toning down TDW's controllers until we get a visually decent result with at least half the particles used before.

- much easier: replacing TDW's particle generators with the stock 88mm starshell effect, hardly used in game. :hmm2:

And if it does, these two modifications could be put together (there are enough mods already!)

I agree. Ideally, if he likes them TDW could merge our changes into his mod, or include them into the same package as optional mod :up:

Rongel
10-07-13, 10:17 AM
I admit that I feel a bit hesitant about messing up that masterpiece of SH5 architecture, but it also involves zillions of particles and frame animations being rendered on screen every second, no surprise that our outdated systems can't handle them properly :doh: :dead:
Now we have two ways:

- going through the tedious trial-and-error process, and toning down TDW's controllers until we get a visually decent result with at least half the particles used before.

- much easier: replacing TDW's particle generators with the stock 88mm starshell effect, hardly used in game. :hmm2:



I would say that the stock version is the way to go. Well, I can't remember what it looks like but it can't be that bad. And that way is probably quite safe and stable.

Are you up for the task? :D

gap
10-07-13, 12:14 PM
I would say that the stock version is the way to go. Well, I can't remember what it looks like but it can't be that bad. And that way is probably quite safe and stable.

yep, that should be quite easy, especially for white flares, which I think are set as normal shells fired by dummy guns. All I have to do, is cloning the stock star shell with its particle generators, making a few touch-up's (generator's color and/or duration maybe) and making TDW's dummy flare gun to fire the new shells.

As for red flares, they are triggered directly as zone-damage effects; on the contrary, stock starhells (like other shells) use a combination of individual effects (trace, splash, eplosion and detonation) which are triggered in the correct timing by the amun_Shell controller. I will have therefore to clone the most appropriate effect, to set their relative delay manually, and to paste them under the same node. :hmm2:


Are you up for the task? :D

I am up to it :up: