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Rongel
10-13-13, 10:23 AM
I'm pretty sure i'm asking for trouble here, but I've been silently building a currently nameless megamod that is based on my own mod soup and sobers mod list.

I think SH 5 can be now very playable and enjoyable, but getting it to work is just too big challenge for many players. It kind of breaks my heart to read posts from new players who want to play the game, but are getting sucked into the black abyss of the mod soup chaos.

So the idea here is to merge the most important and stable mods and modify them, so that they work flawlessly together. Key elements are stability, playability and historical accuracy. Some reasons why I want to make this mod:

1. To create one big mod that is stable and radically improves the game, making SH 5 more accessible to new users. No more messy mod soup, or JSGME bugs.

2. Pre-set user configurations that are designed to work together (keyboard commands and TDW's UI user options pre-configured). You don't have to change any settigns before starting the game, except to patch the game with TDW's patcher.

3. And finally fix many small little bugs and add details to the whole game, so it is not just a collection of mods, but a real "megamod" with some personality in it. Currently this "smoothing around the edges" is impossible because everybody is using different mods.

This megamod would be built around TDW's great mods, and users would have to download the patcher as well, and patch the game themselves (but there would be instructions what patches to use).

This is the mod list and installation order I'm currently using, and to make this I ask permission to use following mods. This is probably the most difficult part, because some modders have dissappeared in to the shadows...

So if you are author of some of these mods, please tell if it's okay or not to use your mod! Ofcourse full credits are given to the authors. :salute:

# Compatible Conus00's Graphic Mod+SV's work (Conus00)
Window_Lights_Redone_V1 (az)
SteelViking's Interior Mod V1.2 (SteelViking)
SteelViking's Interior Mod V1.2.2 Patch (SteelViking)
# DynEnv v2.9 - 1. Main Mod (Stoianm & Gap)
# DynEnv v2.9 - 12. Sounds (Stoianm & Gap)
# Small_trees_SH5_V1 (Echolot)
# sobers best ever fog V22 SH5 (Sober)
# SH5_7A_Conning_Fix x (TheBeast)
Fuel Gauge WoGaDi_SteelViking's Interior (BIGREG)
Fix clock rear torpedo room VIIA (BIGREG)
# Equipment_Upgrades_Fix_v1_4_byTheBeast (TheBeast)
# Equipment_Upgrades_Fix_v1_4_Patch_1 (TheBeast)
# Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix (TheBeast)
# Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober (Sober)
# SH5 Longer Repairs v.1.01 (Rongel)
# FX_Update_0_0_22_ByTheDarkWraith (TheDarkWraith)
# Bullet_spark_test (Rongel)
# SH5 Starshells patch 1.0 (Rongel)
# NewUIs_TDC_7_4_2_ByTheDarkWraith (TheDarkWraith)
# NewUIs_TDC_7_4_2_New_radio_messages_German (TheDarkWraith)
# Sjizzle's - Charts for NewUIs part1_07.06.2013 (Sjizzle)
# Sjizzle's - Charts for NewUIs part 2_07.06.2013 (Sjizzle)
# Manos Scopes-patch for 16x9 (makman94)
# IRAI_0_0_37_ByTheDarkWraith (TheDarkWraith)
# TDW_No_Contact_Colors_1_1_0 (TheDarkWraith)
# TDW_Waypoint_Contacts_Same_Shape_No_Color_1_1_0 (TheDarkWraith)
# R.E.M_by_Xrundel_TheBeast_1.2 x (Xrundel & TheBeast)
# R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible (Xrundel & TheBeast)
# Cerberus62 Corrected Depth Charge Projector 1.0 (Cerberus62)
# MightyFine Crew Mod 1.2.1 Stock faces (Heretic)
# MCCD_1.04_MFCM_1.2.1_compatible (Athlonic)
Speech fixes and additions (german version) (KarlKoch)
# TDW FX Fix for Sobers chimney smoke (pedrobas)
# OPEN HORIZONS II v2.3 (Trevally)
# OPEN HORIZONS II v2.3 patch1 beta
# SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 (Rongel, TDW, stoianm)
# Targor's SH5 Wooden Lifeboats ver. 0.4 (Targor Avelany)
smaller flags for Warships 1_0b (uekel)
# SH5 External Cargo 1.1 (Rongel)
# Reworked Morale and Abilities v.1.2 (Rongel)
# Enhanced FunelSmoke1.2_by HanSolo78 (HanSolo78)
# Stormys DBSM SH5 v1.3 Basemod (Stormy)
# Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s (Stormy)
# Battlestations sound mod 1.1 (modified) (Rongel)
# Trevally Automated Scripts v0.6 (Trevally)
# Trevally Harbour & Kiel Canal Pilot v3.1 (Trevally)
# gap - armaments & equipments patch v 0.2 (Gap)
Shadow Improvement ModLR (SteelViking)
# SH5 Torpedo Malfunctions (Rongel)
# IO_StrategicMap_7_4_2_for_TDWv742 (Obelix)
# Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1 (damage-part)

(# permission granted)

This mod would have several authors, my role is to merge individual mods together and add some icing on top. I'm not here to make the future of Silent Hunter 5, and this modpack won't be for everyone. The point is now just to make this game fun and accessible, and I think it's now the right time for that!

Trevally.
10-13-13, 10:34 AM
Woot:woot:

You can use any mod you like from me Rongel:sunny:
If you need any help or want to edit - please just ask:up:

:subsim: and Rongel:D

SnipersHunter
10-13-13, 10:41 AM
Thanks dude :subsim:

Targor Avelany
10-13-13, 10:42 AM
Go for it!!! :yeah:

Rongel
10-13-13, 10:49 AM
Woot:woot:

You can use any mod you like from me Rongel:sunny:
If you need any help or want to edit - please just ask:up:



Thanks man! Of course OH II will be a big part of this mod, don't want to mess with the campaigns, but maybe just add some cargos to port traffic, and make sure the ships are behaving nicely in harbours (i'm looking at you Memel :D).

Go for it!!! :yeah:Thanks Targor! Your wooden lifeboats will be included!

Trevally.
10-13-13, 10:53 AM
Thanks man! Of course OH II will be a big part of this mod, don't want to mess with the campaigns, but maybe just add some cargos to port traffic, and make sure the ships are behaving nicely in harbours (i'm looking at you Memel :D).


:salute:

Sure np Rongel
We know haw to fix the black ship in Memel - so any other changes you want - send me a list:up:

Rongel
10-13-13, 11:26 AM
:salute:

Sure np Rongel
We know haw to fix the black ship in Memel - so any other changes you want - send me a list:up:

Concerning Memel, I have found out that those Ehrenfels cargo ships are really unstable and not very well balanced (I think they are the ones that can tip over when destroyed), so if you put them to harbours, they will cause problems and probably blow up!

And the hospital ship works when I delete it in mission editor, and put it again in harbour. All textures are showing. But if I edit the project again and save, it turned black again. So there must be some error in the editor and probably in the ship too. I'll look into this, and report more later!

gap
10-13-13, 11:54 AM
Awesome idea Rongel, please go on with it! :yeah:

A few suggestions, if I can:

- preconfiguring New UI's with the most wanted/practical user defined settings, would alleviate newcomers from having to mess with the option viewer/editor. You could use your favorite settings. The one exception should be avoiding the activation of features which require the usage of TDW's patcher, as not everyone is able to use it (read: Steam users). This precondition would be overridden by the implementation of the next point though (see below).

- Including pre-patched exe, act ad dll files would also be a huge help for newbyes and Steam users, BUT I am a bit worried that we would run into legal issues. Better scrapping this idea until we are 100% sure about its practical feasibility.

- Instead of using FX_Update_0_0_21 + New Torpedoes Explosion, you could feature directly FX_Update_0_0_22, thus adding support for TDW's Ship Radio Damage patch. With some basic manual tweaks of its Zones.cfg, the latter mod should be safe as tested by VDR1981 :yep:

- If it is not too much hassle for you, making IO StrategicMap compatible with the latest UI version and including it into your megamod, would also be a cool thing. It is not the most important feature though, this is obvious.

P.S: I think there is no need to say that you are free to use/tweak any of my mods :up:

Rongel
10-13-13, 12:14 PM
Thanks Gap! I was excepting some suggestions from you obviously! :D

- preconfiguring New UI's with the most wanted/practical user defined settings, would alleviate newcomers from having to mess with the option viewer/editor. You could use your favorite settings. The one exception should be avoiding the activation of features which require the usage of TDW's patcher, as not everyone is able to use it (read: Steam users). This precondition would be overridden by the implementation of the next point though (see below).

- Including pre-patched exe, act ad dll files would also be a huge help for newbyes and Steam users, BUT I am a bit worried that we would run into legal issues. Better scrapping this idea until we are 100% sure about its practical feasibility.Yes, preconfiguring is a important part of this mod. I want to make it easily playable without exessive modding. And because TDW has made his works really configurable, you can always change options if you don't like my settings. But to keep things simple, I think I will concentrate on the non-steam version, so it will be necessary to patch the game with TDW's tools. Maybe there will be support for steamers later!


- Instead of using FX_Update_0_0_21 + New Torpedoes Explosion, you could feature directly FX_Update_0_0_22, thus adding support for TDW's Ship Radio Damage patch. With some basic manual tweaks of its Zones.cfg, the latter mod should be safe as tested by VDR1981 :yep:The reason why I put FX update 0_0_21 is that I've been using it myself, and it seems very stable. There was some speculation if the new version caused crashing, so I decided to play it safe. Can people confirm that 0_0_22 works?


- If it is not too much hassle for you, making IO StrategicMap compatible with the latest UI version and including it into your megamod, would also be a cool thing. It is not the most important feature though, this is obvious.Yes, I really like IO StrategicMap as well, and would put it on the list, but sadly it doesn't seem compatible with the new UI version. Maybe somebody will make a compatibility patch to it???

P.S: I think there is no need to say that you are free to use/tweak any of my mods :up: :salute:

vdr1981
10-13-13, 12:21 PM
The reason why I put FX update 0_0_21 is that I've been using it myself, and it seems very stable. There was some speculation if the new version caused crashing, so I decided to play it safe. Can people confirm that 0_0_22 works?



FXU 0.0.22 works just fine for me, IF i unquote 3 100% damage explosions effects in "radioroom" definition (zones.cfg). Don't get me wrong but, this could be easily my old PC ralated problem... Still testing this issue...

gap
10-13-13, 01:20 PM
...to keep things simple, I think I will concentrate on the non-steam version, so it will be necessary to patch the game with TDW's tools. Maybe there will be support for steamers later!

I agree :up:


The reason why I put FX update 0_0_21 is that I've been using it myself, and it seems very stable. There was some speculation if the new version caused crashing, so I decided to play it safe. Can people confirm that 0_0_22 works?

FXU 0.0.22 works just fine for me, IF i unquote 3 100% damage explosions effects in "radioroom" definition (zones.cfg). Don't get me wrong but, this could be easily my old PC ralated problem... Still testing this issue...

FXU 0.0.22 is basically the same as v 0.0.21 with the addition of the new water splash effects, already featured in your mod list, and of three new zonse damage boxes for each stock ship with their relative new zone definitions in Zones.cfg file. Other than occupying some extra space in memory, I can hardly think of the new boxes causing any problem. The problem noticed by Vecko was rather connected to the settings of one of the new Zones, which triggered a bit too many effects for his system handling them. Reducing the number of effects solved the issue for Vecko :up:

P.S: tomorrow I will start working on the toned-down flare effects


Yes, I really like IO StrategicMap as well, and would put it on the list, but sadly it doesn't seem compatible with the new UI version. Maybe somebody will make a compatibility patch to it???

Volodya had offered for making the mod by Illyustrator and Obelix compatible with current UI mods before he suffered a major system crash. :-?
I think it is a matter of merging some missing lines in a couple of ini or py files (don't remember exactly right now). If no one is planning to look in the two mods for the feasibility of a compatibility patch, I can do it myself and report back asap :salute:

Sjizzle
10-13-13, 01:56 PM
feel free to use my charts mods :)

Rongel
10-13-13, 03:26 PM
feel free to use my charts mods :)

Thanks! :salute:

FXU 0.0.22 works just fine for me, IF i unquote 3 100% damage explosions effects in "radioroom" definition (zones.cfg). Don't get me wrong but, this could be easily my old PC ralated problem... Still testing this issue... FXU 0.0.22 is basically the same as v 0.0.21 with the addition of the new water splash effects, already featured in your mod list, and of three new zonse damage boxes for each stock ship with their relative new zone definitions in Zones.cfg file. Other than occupying some extra space in memory, I can hardly think of the new boxes causing any problem. The problem noticed by Vecko was rather connected to the settings of one of the new Zones, which triggered a bit too many effects for his system handling them. Reducing the number of effects solved the issue for Vecko :up:Ok, I'll try FXU 0.0.22 but maybe tone down explosions!

Echolot
10-13-13, 03:42 PM
Please feel free to use the small trees :salute:

Rongel
10-13-13, 03:55 PM
Please feel free to use the small trees :salute:

Thanks, small trees included! :salute:

volodya61
10-13-13, 04:00 PM
Volodya had offered for making the mod by Illyustrator and Obelix compatible with current UI mods before he suffered a major system crash. :-?
I think it is a matter of merging some missing lines in a couple of ini or py files (don't remember exactly right now). If no one is planning to look in the two mods for the feasibility of a compatibility patch, I can do it myself and report back asap :salute:

There are a few files to merge - Page navigation map.ini, German.shss, Page navigation map.py.. that's all..

PS: I hate MS.. I was able to save all the files in the disk root.. but almost all the files in the MS folders were destroyed.. I mean - Desktop, My documents, My images and so on.. because of f...... MS chkdisk.. :/\\!! :nope:
I'm now trying to restore them one by one from fragments.. 400 000 fragments :-?..

plj
10-13-13, 04:25 PM
I was doing the same, based on my installation experience with sobers list :) Are you planning on working out the conflicts you inevitably get when you start overwriting stuff already purposely altered in other mods ?

Like for instance the difference in settings in zones.cfg affected by your own Longer repairs, but also altered by a couple of mods after that, making your own mod completely irrelevant in that list afaik ? Am I missing something ?

More important, since you just freed my time, as my list was just about that, plus a little more, how can I help, if at all ?

Also, given all the CTD's that seem to be more prevalent for NewUI users then for Magui users, is it wise to tailor towards a specific choice of UI ? You could further devide into UI-less and then two packages to complete, either a Magui set, or a NewUI set .. that way choice remains 'out of the box' and the people with lesser systems wont be left out to dry :p (arguably, given the genre and the game's age, this will be the larger group)

plj
10-13-13, 04:27 PM
There are a few files to merge - Page navigation map.ini, German.shss, Page navigation map.py.. that's all..

PS: I hate MS.. I was able to save all the files in the disk root.. but almost all the files in the MS folders were destroyed.. I mean - Desktop, My documents, My images and so on.. because of f...... MS chkdisk.. :/\\!! :nope:
I'm now trying to restore them one by one from fragments.. 400 000 fragments :-?..
Never EVER let checkdisk 'repair' something .. it is the major source of income for data recovery companies. I suspect a deal.

gap
10-13-13, 04:44 PM
Thanks! :salute:

Ok, I'll try FXU 0.0.22 but maybe tone down explosions!

Yes, doing it is advisable. Removing the last three effects of the RadioRoom zone has solved the issue for Vecko. Probably there is no need to remove all of them. You can retain some, or replace them with lesser GPU-intensive ones :up:

There are a few files to merge - Page navigation map.ini, German.shss, Page navigation map.py.. that's all..

So you had already started looking into those files :up:

In your opinion, updating I/O strategic map by copying/pasting the possibly missing entries, would be easy for an UI-analphabet like me?

volodya61
10-13-13, 04:50 PM
Never EVER let checkdisk 'repair' something .. it is the major source of income for data recovery companies. I suspect a deal.

I never let it run.. I already explained it somewhere here.. there was a voltage drop or power outage when it happened.. I wasn't near the computer when it started to work and when I came back it was too late.. about 70 000 files were checked..

volodya61
10-13-13, 04:54 PM
So you had already started looking into those files :up:
In your opinion, updating I/O strategic map by copying/pasting the possibly missing entries, would be easy for an UI-analphabet like me?

Yes, I started but not finished :).. and too busy now to continue..
Yes it's easy.. I had already done it for NewUIs 7.3.0 and everything worked fine.. :up:

gap
10-13-13, 05:02 PM
Yes, I started but not finished :).. and too busy now to continue..
Yes it's easy.. I had already done it for NewUIs 7.3.0 and everything worked fine.. :up:

Okay since you are not continuing the merge I'll give it a go, if you don't mind.
Let me know if you find some already edited files into your HD :)

volodya61
10-13-13, 05:10 PM
..Let me know if you find some already edited files into your HD :)

No chance.. they were on the desktop in the Edit folder.. and now these files look like this - 17526g43f6e0r.txt, among thousands of similar..

plj
10-13-13, 05:23 PM
No chance.. they were on the desktop in the Edit folder.. and now these files look like this - 17526g43f6e0r.txt, among thousands of similar..
Windows can search in textfiles. If you know a little exclusive part that SHOULD be there, you could search on that string .. it's not pretty and time consuming, but I dunno how much work was lost ... if you want it back bad, it's worth a shot.

gap
10-13-13, 05:25 PM
No chance.. they were on the desktop in the Edit folder.. and now these files look like this - 17526g43f6e0r.txt, among thousands of similar..

Be philosophical about it Volodya. If you like jigsaw puzzles, you got one for free :D

volodya61
10-13-13, 05:30 PM
Windows can search in textfiles. If you know a little exclusive part that SHOULD be there, you could search on that string .. it's not pretty and time consuming, but I dunno how much work was lost ... if you want it back bad, it's worth a shot.

Thanks, I know.. I'm mostly busy with the restoration of my personal files now.. maybe later I'll look at all the other files too..

volodya61
10-13-13, 05:31 PM
Be philosophical about it Volodya. If you like jigsaw puzzles, you got one for free :D

Yep.. you're pretty right.. :rotfl2: :haha:

Obelix
10-13-13, 08:50 PM
Great idea!
Awesome idea Rongel, please go on with it! :yeah:
- If it is not too much hassle for you, making IO StrategicMap compatible with the latest UI version and including it into your megamod, would also be a cool thing. It is not the most important feature though, this is obvious.

I can help with that.

lesec74
10-14-13, 12:19 AM
hello from France,
godd idea, is it possible to include silentmichal's interior mod?

thanks for answers
Bye

conus00
10-14-13, 01:01 AM
You can use any of my mods as you see fit.
-LJ

If you need any updates/modifications, let me know. (Also, I have made some modifications already, not released yet. ;))

Txema
10-14-13, 10:04 AM
A MegaMod for SH5... Excellent news !!!!

Really looking forward to this :up:

:salute:


Txema

Trevally.
10-14-13, 10:09 AM
Concerning Memel, I have found out that those Ehrenfels cargo ships are really unstable and not very well balanced (I think they are the ones that can tip over when destroyed), so if you put them to harbours, they will cause problems and probably blow up!

Ok - so a fix for memel ships + add some other nations in there
Sobers terrain fix
Serges gun fix of the extra planes
I want to add an update to the Polish minelayer attack script
another go at Royal Oak group DDs + patrols (perhaps a delayed air recon if attack sinks a BB?)

any more just let me know Rongel:up:

And the hospital ship works when I delete it in mission editor, and put it again in harbour. All textures are showing. But if I edit the project again and save, it turned black again. So there must be some error in the editor and probably in the ship too. I'll look into this, and report more later

:up:

gap
10-14-13, 10:29 AM
Ok - so a fix for memel ships + add some other nations in there
Sobers terrain fix
Serges gun fix of the extra planes
I want to add an update to the Polish minelayer attack script
another go at Royal Oak group DDs + patrols (perhaps a delayed air recon if attack sinks a BB?)

You are probably aware that I had a few problems converting the new barrage balloons in GR2 objects. I can nonetheless import them in a dat file. What do you think? Dat importing shouldn't be a problem, and if needed I can rush on them :up:

Rongel
10-14-13, 11:37 AM
Great idea!

I can help with that.

I'll gladly put the new maps to the mod when the fix arrives!

hello from France,
godd idea, is it possible to include silentmichal's interior mod?

thanks for answers

I'll keep the mod simple as it can be for now, just to make sure everything works. Maybe the mod will be added later!

You can use any of my mods as you see fit.
-LJ

If you need any updates/modifications, let me know. (Also, I have made some modifications already, not released yet. ;)) Thanks Conus! :salute:

I was doing the same, based on my installation experience with sobers list :) Are you planning on working out the conflicts you inevitably get when you start overwriting stuff already purposely altered in other mods ?

Like for instance the difference in settings in zones.cfg affected by your own Longer repairs, but also altered by a couple of mods after that, making your own mod completely irrelevant in that list afaik ? Am I missing something ?

More important, since you just freed my time, as my list was just about that, plus a little more, how can I help, if at all ?
No need to quit making your own mod, previous Silent Hunters have many megamods or packages, there are many different visions how the game should be, and this is just one!

Yes, attention must be taken when merging the mods, but I will trust sobers install order, and try to work out the problems when they show their ugly heads. My Longer Repairs mod only changes Equipment.upc so it should be safe when installed after EUF.

Thanks for the help, I think where I need most of help, is testing this and reporting all weirdness if you encounter it.

Rongel
10-14-13, 12:13 PM
Ok - so a fix for memel ships + add some other nations in there
Sobers terrain fix
Serges gun fix of the extra planes
I want to add an update to the Polish minelayer attack script
another go at Royal Oak group DDs + patrols (perhaps a delayed air recon if attack sinks a BB?)

any more just let me know Rongel:up:



Sounds good to me! So is this going to be an update/patch to OHII? I think it's best that way, then I just add it to the megamod. That way everybody is using the same version of OH II.

Rongel
10-14-13, 01:19 PM
A big public 'Thank you' to TDW who allowed me to use his works in this megamod! :salute:

plj
10-14-13, 04:04 PM
No need to quit making your own mod, previous Silent Hunters have many megamods or packages, there are many different visions how the game should be, and this is just one!
Except that I was going for sober's list as well ;) And since your knowledge surpasses mine, it would be kinda stupid to continue, unless it was for educational purposes ;)


Yes, attention must be taken when merging the mods, but I will trust sobers install order, and try to work out the problems when they show their ugly heads. My Longer Repairs mod only changes Equipment.upc so it should be safe when installed after EUF.

But then RSD gets installed, and your changes are lost and we are then working with the RSD settings of that file ... not that this is bad, but dont you loose the reason for inserting your mod at that point, unless RSD is based on your equipment.upc ?

Thanks for the help, I think where I need most of help, is testing this and reporting all weirdness if you encounter it.
I'll be testing when it's released, no worries :)

gap
10-14-13, 04:46 PM
But then RSD gets installed, and your changes are lost and we are then working with the RSD settings of that file ... not that this is bad, but dont you loose the reason for inserting your mod at that point, unless RSD is based on your equipment.upc ?

As a matter of fact, RSD isn't included in Rongel's list. I think that atm he wants to merge only those mods which, having been out since long and being very popular, have been extensively tested already.

In any case, since RSD on turn is based on EUF and on Longer Repair Times, enabling it after Rongel's megamod wouldn't pose any serious problem :up:

plj
10-14-13, 05:04 PM
I took an easy example to not complicate stuff .. but I cant imagine this is the only conflict .. given the fact that half my modlist is greyed out in JSGME :hmmm:

I'll watch and learn tho :yep:

gap
10-14-13, 05:50 PM
I took an easy example to not complicate stuff .. but I cant imagine this is the only conflict .. given the fact that half my modlist is greyed out in JSGME :hmmm:

I'll watch and learn tho :yep:

Well, Rongel's "New Magamod" won't be a panacea, but it can be a big help, no doubt on it. Think of it as a springboard, or a sound base if you prefer, from where to start for creating new mods and for building our own customized mod lists. This is in the same spirit of the "core mod mix" that we were talking about the other day. As new mods are released and tested, becoming "must have" ones, Rongel could merge them in, thus widening this core and making the enabling of many separate mods, with the problems posed by it, lesser necessary.

The one problem I see on the horizon, is going to be keeping this project updated, and the more mods will be incorporated, the worse the problem will be. Solution? Easy: other modders should cooperate with Rongel into keeping their mods as compatible as possible with his megamod, i.e. conceive their updates over this megamod. :yep:

Rongel
10-15-13, 12:47 AM
The one problem I see on the horizon, is going to be keeping this project updated, and the more mods will be incorporated, the worse the problem will be. Solution? Easy: other modders should cooperate with Rongel into keeping their mods as compatible as possible with his megamod, i.e. conceive their updates over this megamod. :yep:

True, making small patches is easy, and I can easily put my own modifications on top of everything because I'll make sure they are compatible, but when a large mod is updated and needs to be switched over the old one, problems start. In many cases the package must be redone from the scratch (well it only takes a hour or so so it's not end of the world). Then there is ofcourse uplading it again, (currently the mod takes about 2 gigs) and the users need to download it.

So this mod won't be automaticly updated when a new version of let's say FX update arrives. Big updates must be carefully selected and so that many features are updated at the same time.

But I still think it's worth the effort :D

plj
10-15-13, 01:25 AM
True, making small patches is easy, and I can easily put my own modifications on top of everything because I'll make sure they are compatible, but when a large mod is updated and needs to be switched over the old one, problems start. In many cases the package must be redone from the scratch (well it only takes a hour or so so it's not end of the world). Then there is ofcourse uplading it again, (currently the mod takes about 2 gigs) and the users need to download it.

So this mod won't be automaticly updated when a new version of let's say FX update arrives. Big updates must be carefully selected and so that many features are updated at the same time.

But I still think it's worth the effort :D

IMHO, that should be done once, to get the baseline everybody will need. After that you can work with 'difference files'. Just put all changed files in a zip and install it over the megamod. You could even make that JSGME compatible. No need to download stuff twice ;) (Heck, you could probably even do it with JSGME)

Navuhodonosor
10-15-13, 05:32 AM
@ Rongel.
Maybe I can help by making Installer for major releases of your mod (maybe even patches, depends on my free time). It could contain uninstaller for easy remove/replace/reinstall and it could integrate in control panel for removal. You can check installers that I am making for ETS mods -Example (https://www.dropbox.com/s/5f7se7nv6aed3m1/Driver_sound_Mega.exe).
By the way, great job, especially for us that do not have lot of extra time to mess with the game files.:up:

gap
10-15-13, 03:32 PM
@ Rongel

What do tou think about updating your Torpedo Malfunctions-mod for compatibility with TDW's patches (the effect in game of different failure settings should be much more predictable now) and merging it with your megamod? We Torpedo sim files were tweked by Volodya already, but unlike you, he had not access to historical data, and his settings are compromise ones. :03:

THE_MASK
10-15-13, 03:44 PM
Nice idea , you can use any of my mods in this mega mod .

Rongel
10-16-13, 12:56 AM
@ Rongel.
Maybe I can help by making Installer for major releases of your mod (maybe even patches, depends on my free time). It could contain uninstaller for easy remove/replace/reinstall and it could integrate in control panel for removal. You can check installers that I am making for ETS mods -Example (https://www.dropbox.com/s/5f7se7nv6aed3m1/Driver_sound_Mega.exe).
By the way, great job, especially for us that do not have lot of extra time to mess with the game files.:up:

Thanks for the support, I'll look into this! Do you know if exe-installer has specific advantages over JSGME-install? So far it's been working alright for me, even when the mod is over 2 gigs.

What do tou think about updating your Torpedo Malfunctions-mod for compatibility with TDW's patches (the effect in game of different failure settings should be much more predictable now) and merging it with your megamod? We Torpedo sim files were tweked by Volodya already, but unlike you, he had not access to historical data, and his settings are compromise ones. :03:
I have actually done that already :D. The Torpedo malfunction mod i'm testing right now is fully compatible with FX update and TDW's patches. So this megamod will also serve as a test lab to torpedo malfunctions.

Nice idea , you can use any of my mods in this mega mod .
Thank you sober, much appreciated! :salute:

plj
10-16-13, 02:49 AM
.exe install would make it impossible to FUBAR the installation, it would give lusers the option to uninstall through the software menu.

It would probably remove warnings about overwriting mods with JSGME unless you use the .exe installer to insert a MODS folder and JSGME.exe, with mods installed already .. which would be silly or catering towards stupid.

The pro's are that you will be distributing something everybody knows how to handle (double click and follow installation instructions on screen), consisting of one or 2 files, and people wont be able to mess around with the individual mods or installation order, removing most of the PEBKAC errors.

The con is that you would have to know exactly what you are doing if you want to add a mod to it after installation unless you use the silly method above. The only added value would be that people would need no knowledge of JSGME, mep files, where to unzip mods, etc. It would be a true no-brainer, untill they have to patch.

gap
10-16-13, 08:17 AM
Thanks for the support, I'll look into this! Do you know if exe-installer has specific advantages over JSGME-install? So far it's been working alright for me, even when the mod is over 2 gigs.

.
The pro's are that...
The con is that...

If I had to choose, I would prefer the traditional JSGME-ready package for the reason stated by plj. Nonetheless the pro's he has listed are also convincing. What if the mod was available in both versions?


I have actually done that already :D. The Torpedo malfunction mod i'm testing right now is fully compatible with FX update and TDW's patches. So this megamod will also serve as a test lab to torpedo malfunctions.

:rock:

plj
10-16-13, 08:54 AM
If you dont mind a little extra work, it would be nice to have the .exe installer create a working and ready JSGME based modded game. This would allow for flexibility and make this megamod the most logical starting mod for everybody new to SH5 with mods.

SnipersHunter
10-16-13, 08:55 AM
If you dont mind a little extra work, it would be nice to have the .exe installer create a working and ready JSGME based modded game. This would allow for flexibility and make this megamod the most logical starting mod for everybody new to SH5 with mods.

But i thin this .exe would be to big to upload it for many people

plj
10-16-13, 09:59 AM
..you mean download I think ? If you can download the individual mods, you can download the pack. There are a number of ways to be able to pause and resume a download, there is absolutely no reason not to be able to download the all-in-one, yet manage to download the individual pieces. Also, as I understand it, this is going to be one gigantic mod of 2gb or so. As in one folder to move from left to right in JSGME. So download size would not be affected by installation method apart from a few mb for the installer itself, afaik.

CPF
10-16-13, 12:17 PM
@Rongel,

You may want to take a closer look at Equipment_Upgrades_Fix_v1_4, including patches and fixes. There seem to be a number of issues, even with the correct order of the mod and its related patches/hotfix.

There are some small typos, as well as some items not being displayed properly. It modifies Uboot_Sensors (GR2 & sim), which are also modified by other mods, like TDW's UI. When TheBeast originally created the mod, he suggested installing it last. While this works best for making this mod work better, it's not so good for the other mods.

Also. a lot of the mods that modify GR2 files like EUFv1.4, and TDW's UI do not recalculate the CRC, so that the file can be opened by Granny viewer, which makes verifying or making changes a little more difficult.

Although it seems most users have gotten the correct order for the fix/patch/hotfix corrected, it might also be simpler to put these all in one mod, with only sober's mod left separate for those who don't want historical accuracy.

Mikemike47
10-16-13, 12:51 PM
..you mean download I think ? If you can download the individual mods, you can download the pack. There are a number of ways to be able to pause and resume a download, there is absolutely no reason not to be able to download the all-in-one, yet manage to download the individual pieces. Also, as I understand it, this is going to be one gigantic mod of 2gb or so. As in one folder to move from left to right in JSGME. So download size would not be affected by installation method apart from a few mb for the installer itself, afaik.

On a related note, download accelerator plus works great as long as the file, big or small, has got a resume feature. Been using it for years, maybe even a decade now. If you use Firefox browser, it has a great download accelerator/resume program called down them all as an addon.

If file is too big, maybe Neal Stevens will have to make this new megamod has a bonus mod.

gap
10-16-13, 05:35 PM
@Rongel,

You may want to take a closer look at Equipment_Upgrades_Fix_v1_4, including patches and fixes. There seem to be a number of issues, even with the correct order of the mod and its related patches/hotfix.

There are some small typos, as well as some items not being displayed properly.

Yes, I agree. Some other EUF's issues that need for attenction:

- new upgrades selction graphics look at bit coarse in most cases. They should be redone trying to match as closely as possible the style and quality of stock graphics. If Rongel is interested, I am up to work on them in the next days, for them to be released together with his megamod :up:

- it has been reported that some of the new coatings/paint schemes don't get applied correctly. Can someone confirm and detail the above statement?

- even after sober's patch, upgrade availability dates are not always correct. Tracking down and fixing the wrong dates might require a bit of reserach, but it is worth the effort imo.


It modifies Uboot_Sensors (GR2 & sim), which are also modified by other mods, like TDW's UI. When TheBeast originally created the mod, he suggested installing it last. While this works best for making this mod work better, it's not so good for the other mods.

Also. a lot of the mods that modify GR2 files like EUFv1.4, and TDW's UI do not recalculate the CRC, so that the file can be opened by Granny viewer, which makes verifying or making changes a little more difficult.

A few days ago I looked into that file using an hex editor and an older version of TDW's GR3 Editor which ignores CRC errors. This is what I've found:

- New UI's version of the file contains all the changes by EUF. It is therefore okay overwriting EUF's file with the one by TDW.

- The CRC error comes from the fact that TDW edited the file manually, when some of his and privateer's discoveries on the GR2 format where still to come. IIRC, all the changes introduced by him via hex editing, can be made now on a clean file, using GR2 Editor. This should solve the CRC problem, for future further editing of the file :up:

conus00
10-16-13, 08:35 PM
Well, I, for one, believe that the entire SH5 interface needs to be revamped so it does not look like a nuclear sub simulation and more like WWII sub simulation. Starting with fonts, colors... etc
There is a reason why I like the GWX3 interface. It has true "WWII-feel" to it.

gap
10-16-13, 08:50 PM
Well, I, for one, believe that the entire SH5 interface needs to be revamped so it does not look like a nuclear sub simulation and more like WWII sub simulation. Starting with fonts, colors... etc
There is a reason why I like the GWX3 interface. It has true "WWII-feel" to it.

I couldn't agree more. :yep:

Most of the stock interface would suit better a smart phone than a WWII sub sumulation, and some graphics are a real eyesore. Yet, vanilla upgrade selection previews don't look that bad, and if I was to give a general revamp to SH5's look, I would retain them or give them a low priority.

Rongel
10-17-13, 01:45 AM
@Rongel,

You may want to take a closer look at Equipment_Upgrades_Fix_v1_4, including patches and fixes. There seem to be a number of issues, even with the correct order of the mod and its related patches/hotfix.



Yes, I agree. Some other EUF's issues that need for attenction:

- new upgrades selction graphics look at bit coarse in most cases. They should be redone trying to match as closely as possible the style and quality of stock graphics. If Rongel is interested, I am up to work on them in the next days, for them to be released together with his megamod :up:

- it has been reported that some of the new coatings/paint schemes don't get applied correctly. Can someone confirm and detail the above statement?

- even after sober's patch, upgrade availability dates are not always correct. Tracking down and fixing the wrong dates might require a bit of reserach, but it is worth the effort imo.Good points about EUF! It's too bad that TheBeast hasn't been around lately, it's always best that the author of the mod does the fixes. I still think it can be done, as long as we only fix things and not start to distort his creation. I have sent him a PM about permission to use his mods, but it seem he was around last time in february so it might take a while.

Not sure about the graphics fixes ( I have never advanced very far in campaign so I haven't seen most of the upgrades!), is it messing with somebodys mod? Well maybe one way to do it, is to think that it's a regular mod, I mean that it would be included into the megamod, but in credits there would read something like "Gap's Alternate Equipment Upgrade Graphics". That way people know what exactly has been done. So if you have spare time, go for it. My ideology concerning graphics is that modifications shouldn't stray too far from the stock game. Universal look is something I want and aim for with this mod. So your edits could help with this goal!

And I also agree that the UI is and those grey boxes are a bit dull.

- New UI's version of the file contains all the changes by EUF. It is therefore okay overwriting EUF's file with the one by TDW. This is very nice to hear, I was thinking there was a ticking time bomb lurking in the modsoups waiting to go off. Currently my time is limited so if somebody wants to take a close look to EUF and release a fix-mod/patch, that would be great! Otherwise, I'll look into it later!

gap
10-17-13, 02:35 AM
Good points about EUF!

...

My ideology concerning graphics is that modifications shouldn't stray too far from the stock game. Universal look is something I want and aim for with this mod. So your edits could help with this goal!

I feel exactly like you about messing with other's mods, and I obviously agree with your vision about graphical homogeneity being an important prerequisite of each mod. I am going to look into EUF's graphics today, and I will report back with a work plan :up:


This is very nice to hear, I was thinking there was a ticking time bomb lurking in the modsoups waiting to go off. Currently my time is limited so if somebody wants to take a close look to EUF and release a fix-mod/patch, that would be great! Otherwise, I'll look into it later!

I have alreay reviewed EUF's files conflicting with other must have mods, one by one, as I was suspecting that they might have been the cause of the infamous "silentotto ctd problem". Using Sober's mod order, most of the conflicts are sorted-out correctly. The one potential source of problems I have tracked down are some EUF equipments missing from New UI's boat eqp files. The solution would be copying TDW's snorkel entries at the end of New UI's eqp file and pasting them into EUF's versions of the same files. Doing it would require altering snorkel's progressive numbering for the VIIc and VIIc 41, as TheBeast has added some new equipment definitions to those files. I don't know if this would break the ability of TDW's Option Editor to enable the telescopic snorkels. Not a big deal, as one could enable them manually, but worth a test anyway :yep:

volodya61
10-17-13, 10:58 AM
I don't know if this would break the ability of TDW's Option Editor to enable the telescopic snorkels. Not a big deal, as one could enable them manually, but worth a test anyway :yep:

It doesn't break anything.. you just should choose the snorkel's type to use before you leave the bunker..

gap
10-18-13, 01:55 AM
It doesn't break anything.. you just should choose the snorkel's type to use before you leave the bunker..

Yes, I know how it works. My point is that changing the equipment # of TDW's snorkels in some eqp files, the OptionFiele Editor might not be able to locate them anymore for automatic activation. This is a minor concern anyway: manual activation is quite easy, and after all I think that we should really device a patch for making those snorkels and the u-boat flag available from the euipment upgrades menu :yep:

volodya61
10-18-13, 02:55 AM
Yes, I know how it works. My point is that changing the equipment # of TDW's snorkels in some eqp files, the OptionFiele Editor might not be able to locate them anymore for automatic activation. This is a minor concern anyway: manual activation is quite easy, and after all I think that we should really device a patch for making those snorkels and the u-boat flag available from the euipment upgrades menu :yep:

It seems you got me wrong.. I played around all the EUF's files back in January and it doesn't matter which # you set into the eqp file for TDW's snorkel.. both types of snorkel works fine.. just, IIRC if you choose hinged snorkel in the bunker, save the game and set telescopic TDW's snorkel via OptionsEditor too, then in the game you'll get TDW's snorkel only.. for some reason his snorkel is primary..

gap
10-18-13, 03:40 AM
It seems you got me wrong.. I played around all the EUF's files back in January and it doesn't matter which # you set into the eqp file for TDW's snorkel..

Okay. I saw your edited eqp files, and the VIIC/VIIC41 ones are still missing some new EUF entries (duno if they are really important though, as upc settings seem to override eqp settings in most cases). This is to say that in your files no snorkel equipment was renumbered. Anyway you seem quite sure about what you are saying, and this is enough for me :up:


both types of snorkel works fine.. just, IIRC if you choose hinged snorkel in the bunker, save the game and set telescopic TDW's snorkel via OptionsEditor too, then in the game you'll get TDW's snorkel only.. for some reason his snorkel is primary..

This seems to contradict my statement above that upc settings take the precedence over eqp settings :doh:

Yet, when I tried forcing some late war Flak guns by setting them in ep files, they didn't show up in game :hmm2:

volodya61
10-18-13, 04:00 AM
Okay. I saw your edited eqp files, and the VIIC/VIIC41 ones are still missing some new EUF entries (duno if they are really important though, as upc settings seem to override eqp settings in most cases). This is to say that in your files no snorkel equipment was renumbered. Anyway you seem quite sure about what you are saying, and this is enough for me :up:

This was just the latest edition.. I tried and tested a lot different editions including the re-numbering ones.. but it was so long ago :hmm2: and would be better to re-test it again.. because my memory may serves me badly :)..

CPF
10-18-13, 09:24 AM
Okay. I saw your edited eqp files, and the VIIC/VIIC41 ones are still missing some new EUF entries (duno if they are really important though, as upc settings seem to override eqp settings in most cases). This is to say that in your files no snorkel equipment was renumbered. Anyway you seem quite sure about what you are saying, and this is enough for me :up:



This seems to contradict my statement above that upc settings take the precedence over eqp settings :doh:

Yet, when I tried forcing some late war Flak guns by setting them in ep files, they didn't show up in game :hmm2:

@gap

There is a note in the thread for EUF by TheBeast (last page) with comments regarding the wrong pictures for VIIa & all the same pictures for VIIC/41 .

Also there are no notes or info in the localization file for the hinged snorkel.

If you add something similar to the EUF files:

UpackUb7Snorkle-Name=Hinged Snorkel
UpackUb7Snorkle-Info=Maximum depth for deployment: 14 m|Maximum speed when deployed: 6 knots
UpackUb7Snorkle-Notes=The snorkel was a device which allowed U-boats to run on diesel engines even when underwater.

It would need to be updated in TDW's UI. I believe that TDW's UI may be outdated as pictures and/or notes and info are missing if TDW's mod is loaded after the EUF mod/patches/hotfix.

There are also some typos (spelling of snorkel) to fix, and maybe a quick look at the periscope files for Obs and Atack. These periscopes have headings labeled with Atak when all the following settings say its for Obs scope.

Rongel
10-18-13, 11:25 AM
Here's something concrete to show that I haven't just been lazying around! It's a second texture to one of the imported ships from OH II. So it's not replacing the old one, SH 5 flips a coin, and decides which one to use. Testing it and everything looks fine!

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-10-18_171926.jpg

gap
10-18-13, 05:21 PM
Here's something concrete to show that I haven't just been lazying around! It's a second texture to one of the imported ships from OH II.

...

Testing it and everything looks fine!
Your new skin looks awesome Rongel :up:

Talking about OH's imported ships, I think that one day someone should review them, fixing eventual small issues affecting them, and making them to look more uniform. As a matter of fact when those units were imported in game, every one had his own theory on how to set their materials, and this caused a general lack of homogeneity among them. On this topic, if memory serves me well assigning an unified render controller to imported ships gave the best results in terms o general look, but it also had several side effects (freezing flags, damage decals not showing up, etc). Since then, I realized that we can assign an AO/self illumination map and a normal/bump map to each material, without need for aforementioned controller. Has anyone tested if this alternative method works in SH5? I am especially interested in AO maps, as we could overlay on them any kind of details (unit names, hull-painted neutral flags, various markings, etc.), which would be distorted if placed on the diffuse texture.

Other improvements that come to my mind are:

- better buoyancy/physics;
- additional ship compartments set into their zon file (new radio room and radio antennas required by TDW's ship radio patch are an example)
- better guns: with the last version of GR2 Editor, we can export meshes from guns_radars_01.GR2 and make them into better looking dat guns.
- creating proxy copies of some ships, and making them into neutral ships, with more vivid color patterns and navigations lights switched on.
- creating proxy copies of some ships and making them into special-purpose ships (as lightships, balloon barrage ships, etc) with appropriate color pattern e/o ship equipment.
- any other idea you migh have.

What do you think guys? Trevally, are you there? :03:


...So it's not replacing the old one, SH 5 flips a coin, and decides which one to use...

Are you sure? Until recently I thought so, but the alternative skin never appeared in game. Finally Trevally gave me the answer: through campaign convoy settings, we can set wether a ship class within a convoy will feature early, medium or late war camo. This entails that we are limited to only three skins for each unit (but if more are needed, nothing prevets us from creating one or more proxy copies of the same unit, make them to be indentified as in SOAN/ship recognition manual their main class, and giving each of them up tp further three textures). Moreover, the need for skins settings in campaign layers might a involve that skin date/frequency settings in unit's cfg file are not applied in game :hmmm:

gap
10-18-13, 05:43 PM
There is a note in the thread for EUF by TheBeast (last page) with comments regarding the wrong pictures for VIIa & all the same pictures for VIIC/41 .

Thank you for infroming me CPF, I will have a look at EUF's main thread. :salute:
I think you are talking about boat camouflages by the way...



Also there are no notes or info in the localization file for the hinged snorkel.

If you add something similar to the EUF files:

UpackUb7Snorkle-Name=Hinged Snorkel
UpackUb7Snorkle-Info=Maximum depth for deployment: 14 m|Maximum speed when deployed: 6 knots
UpackUb7Snorkle-Notes=The snorkel was a device which allowed U-boats to run on diesel engines even when underwater.

Okay, let me know if you find any other defect along these lines. Would be nice if some native english speaker expanded a bit the example posted by you, with comments on the new devices, shortcomings and strategical tips on their usage, etc. Everything taken from the WWII practice of them which can add to the immersion in 3, max 4 short phrases. Something like this (http://www.subsim.com/radioroom/showpost.php?p=2022595&postcount=685), to give you the idea :03:


It would need to be updated in TDW's UI. I believe that TDW's UI may be outdated as pictures and/or notes and info are missing if TDW's mod is loaded after the EUF mod/patches/hotfix.

New UI's compatibility shouldn't be an issue: TDW didn't touch UPCLocalization.tsr at all :up:


There are also some typos (spelling of snorkel) to fix, and maybe a quick look at the periscope files for Obs and Atack. These periscopes have headings labeled with Atak when all the following settings say its for Obs scope.

I don't get you here. Can you explain please. By the way of scopes, I can't manage to open any of the following EUF texture files:

ObsPeriscope.dds
Periscope.dds

Path: data\Menu\Skins\German\Gui\Upgrade. I have tried with Photoshop CS5 + dds plugin, and with AMD's dds tool The Compressonator. Might be an unknown compression format or a corrupted download by me. Can anyone check if he can open those files on his computer?

volodya61
10-18-13, 06:00 PM
I don't get you here. Can you explain please. By the way of scopes, I can't manage to open any of the following EUF texture files:

ObsPeriscope.dds
Periscope.dds

Path: data\Menu\Skins\German\Gui\Upgrade. I have tried with Photoshop CS5 + dds plugin, and with AMD's dds tool The Compressonator. Might be an unknown compression format or a corrupted download by me. Can anyone check if he can open those files on his computer?

It's known bug.. I'm not an expert in graphic editors, so I can't assume what's wrong with them.. I know only couple of things.. I can't open these textures in any editor (Photoshop, PaintNET, GIMP, etc), but.. I can open them in any viewer (XnView, DDSViewer, etc).. :hmmm:

gap
10-18-13, 06:10 PM
It's known bug.. I'm not an expert in graphic editors, so I can't assume what's wrong with them.. I know only couple of things.. I can't open these textures in any editor (Photoshop, PaintNET, GIMP, etc), but.. I can open them in any viewer (XnView, DDSViewer, etc).. :hmmm:

Okay, thanks Volodya.
I wonder if this can cause problems all in all, I think I will redo those tetures. By the way, I have already redone the snorkel:

http://img706.imageshack.us/img706/7587/i92g.png

I took positions, shadowing and transparency styles from stock rod antenna and periscope upgrade selction images. Srely not perfect, but more in line with the rest of SH5 UI :smug:

Rongel
10-19-13, 03:39 AM
Talking about OH's imported ships, I think that one day someone should review them, fixing eventual small issues affecting them, and making them to look more uniform. As a matter of fact when those units were imported in game, every one had his own theory on how to set their materials, and this caused a general lack of homogeneity among them. On this topic, if memory serves me well assigning an unified render controller to imported ships gave the best results in terms o general look, but it also had several side effects (freezing flags, damage decals not showing up, etc). Since then, I realized that we can assign an AO/self illumination map and a normal/bump map to each material, without need for aforementioned controller. Has anyone tested if this alternative method works in SH5? I am especially interested in AO maps, as we could overlay on them any kind of details (unit names, hull-painted neutral flags, various markings, etc.), which would be distorted if placed on the diffuse texture.

Other improvements that come to my mind are:

- better buoyancy/physics;
- additional ship compartments set into their zon file (new radio room and radio antennas required by TDW's ship radio patch are an example)
- better guns: with the last version of GR2 Editor, we can export meshes from guns_radars_01.GR2 and make them into better looking dat guns.
- creating proxy copies of some ships, and making them into neutral ships, with more vivid color patterns and navigations lights switched on.
- creating proxy copies of some ships and making them into special-purpose ships (as lightships, balloon barrage ships, etc) with appropriate color pattern e/o ship equipment.
- any other idea you migh have.

What do you think guys? Trevally, are you there? :03:



I'm 70 percent sure that the new texture works (that means it might not work as well :D). I get different textures at least in the museum and in different historic missions. Haven't tested yet in campaign.

About fixing the imported ships... Yep, they have quite a lot bugs that are related to the render settigns (no shadows, no reflection, ugly looking equipment etc.). Still, I don't know better way to make them. Your idea sounded interesting, and I would like to see one prototype ship of that kind! But at the moment I can live with the dat ships, more important stuff to fix!

Okay, here is my current wish list for the megamod:

-Submarine pitch & roll isn't powerful enough in bad weather. I feel that the boat is too rigid and stable.

-Depth Charges should cause more shaking. Again the boat feels too safe.

Has somebody modded these before? I'm quite sure that there will be side effects if you over do this (I have seen stoianm's "my u-boat is dancing like shakira"-youtube video many times...). But I hope something could be done about this! Can somebody point me in the right direction?+

EDIT: Remembered one more thing, the starshells/flares! Did you Gap have any succes with those? I looked into starshells, replaced TDW's effects with the stock ones, but still got the couple of seconds freeze... I think that the actual effect isn't that demanding, it's the launching system. I vaguely remember a time when the starshells were working, at least destroyers were firing them. Was it a some new IRAI patch that changed the starshell system and the problems started? I could be wrong also here... Anyway, non-lagging starshells would be great, they actually have some tactical meaning in the game and effectively create suspension.

gap
10-19-13, 07:54 AM
I'm 70 percent sure that the new texture works (that means it might not work as well :D). I get different textures at least in the museum and in different historic missions. Haven't tested yet in campaign.

I am glad you managed to do it, and I will be eager to check your settings: I have never seen skin randomizations, especially in museum and single missions...


About fixing the imported ships... Yep, they have quite a lot bugs that are related to the render settigns (no shadows, no reflection, ugly looking equipment etc.). Still, I don't know better way to make them. Your idea sounded interesting, and I would like to see one prototype ship of that kind!

My idea on the usage of normal and AO maps might work or not. Probably it is too obvious for not having been tested by someone else already, but I will carry out some experiments anyway. Should I succeed, you and Trevally will be the first persons which I will inform. Shouldn't work, I am still of the idea that at some point we should revamp those ships and homogenize them to the best achievable standard. :yep:


But at the moment I can live with the dat ships, more important stuff to fix!

Okay, here is my current wish list for the megamod:

-Submarine pitch & roll isn't powerful enough in bad weather. I feel that the boat is too rigid and stable.

-Depth Charges should cause more shaking. Again the boat feels too safe.

Has somebody modded these before?


Afaik no one has messed with those aspects since long.


EDIT: Remembered one more thing, the starshells/flares! Did you Gap have any succes with those? I looked into starshells, replaced TDW's effects with the stock ones, but still got the couple of seconds freeze... I think that the actual effect isn't that demanding, it's the launching system.

Which ones have you replaced? In FXU there are two types of starshells: white and red. If memory serves me well, the white ones are fired early on by some dummy guns placed on deck via eqp file. On the contrary, red distress flares are triggered by damage to some zones, and they are usually "fired" when the ship is about to sink.

If you have only replaced one type, there is a chance that the other type was used during your failed tests. Having had a look at TDW's flare effects, given their complexity I can hardly think that the problem is in the launching system or anywhere else, but in the particle generators themselves; too many nested particle generators with high pps rates.


I vaguely remember a time when the starshells were working, at least destroyers were firing them. Was it a some new IRAI patch that changed the starshell system and the problems started? I could be wrong also here...

Yes, regular guns can fire starshells, and by stock settings some medium caliber AA or DP guns are set to fire them, which is realistic. Talking about the white starshells, I dunno why TDW replaced SS ammo loadouts of those guns with dummy SS guns made on purpose. V13dweller has reported "regular" guns freezing in the maximum elevation position after firing their ss. I ignore if this is a stock bug (which TDW addressed by introducing the aforementioned dummy flare guns), or if it was induced by some IRAI version. Worth some further tests anyway.


Anyway, non-lagging starshells would be great, they actually have some tactical meaning in the game and effectively create suspension.

I agree. Today I will try devicing a patch myself: two brains (or rather one and half: my left hemishpere is in permanent vacations :doh:) are alway better than one :up:

Rongel
10-19-13, 09:18 AM
Which ones have you replaced? In FXU there are two types of starshells: white and red. If memory serves me well, the white ones are fired early on by some dummy guns placed on deck via eqp file. On the contrary, red distress flares are triggered by damage to some zones, and they are usually "fired" when the ship is about to sink.

If you have only replaced one type, there is a chance that the other type was used during your failed tests. Having had a look at TDW's flare effects, given their complexity I can hardly think that the problem is in the launching system or anywhere else, but in the particle generators themselves; too many nested particle generators with high pps rates.


I did a some testing where I first deleted all TDW_FXU_flare-files from the game (so both red and white were gone), and I still had the IRAI version which allows starshells to be shot. So nothing happened, then I gave stock starshell (from particles.dat) TDW's starshells ID-number and sure enough, merchant was firing them when it spotted me. And yes, it still caused the lag. I'm not 100 % sure what's going on, or if I did miss something, but to me it seems that there is something fishy in the new mechanic of the starshell system.

I would like to see what exactly happens in stock game when starshells are launched, but don't have the energy to rip my mod away...

Concerning the red distress flares, I think it could work better if they were launched via ships .fx files, they determine most of the fancy explosion effects.

gap
10-19-13, 12:32 PM
I did a some testing where I first deleted all TDW_FXU_flare-files from the game (so both red and white were gone), and I still had the IRAI version which allows starshells to be shot. So nothing happened, then I gave stock starshell (from particles.dat) TDW's starshells ID-number and sure enough, merchant was firing them when it spotted me. And yes, it still caused the lag. I'm not 100 % sure what's going on, or if I did miss something, but to me it seems that there is something fishy in the new mechanic of the starshell system.

Hi Rongel,

I have just finished comparing stock star shell particle generators with their FXU counterparts. If not identical, they look very similar. :-? :wah:
To look at SHIII and IV flare effects now ;)


I would like to see what exactly happens in stock game when starshells are launched, but don't have the energy to rip my mod away...

I have no mods loaded currently. If no one else volunteers for this task, I can check myself.


Concerning the red distress flares, I think it could work better if they were launched via ships .fx files, they determine most of the fancy explosion effects.

Do you think it can make much difference? :hmm2:

Rongel
10-20-13, 03:11 AM
Hi Rongel,

I have just finished comparing stock star shell particle generators with their FXU counterparts. If not identical, they look very similar. :-? :wah:
To look at SHIII and IV flare effects now ;)

I have no mods loaded currently. If no one else volunteers for this task, I can check myself.

Do you think it can make much difference? :hmm2:

If the stock version works without the lag, then we should be able to get it back. But if even stock starshell causes lagging, then i'm out of ideas. If you have time, please do test this, no hurry!

@ Trevally,

Did some more testing, used silentotto to get in "Happy Times" campaign. I noticed that the Bremen harbour caused quite a lot of lagging, maybe some mods have increased tech requirements, but now it was not so fun cruising from the harbour.

So I would suggest radical solution: remove all the imported ships from harbours. I did this (left only 1-2 SH 4 tugboats there) and suddenly the game was running smooth again. Maybe imported ships can be replaced with some SH 5 ships, so that harbours won't be too empty.

This way the game is running smooth all the time, and we still get the added ships in the sea.

gap
10-20-13, 03:26 AM
If the stock version works without the lag, then we should be able to get it back. But if even stock starshell causes lagging, then i'm out of ideas. If you have time, please do test this, no hurry!

Yesterday I had a look into SHIII files, but its starshell particle generators look identical to the SH5 ones. Moreover S3d cant open them, which is rather unusual talking about SHIII controllers.

I have GWX Gold installed though. Possible that they replaced some old effects with the new ones from SH5? Now it would be very funny if we were forced to fo the reverse :rotfl2:

Bathrone
10-20-13, 03:36 AM
I have many suggestions but I'll stick to the primary one. In my humble opinion it is imperative that all of the game files are put under proper configuration management and source code control practices. Each file needs to be version controlled. Each commit needs to be logged. While what the community has done has been awesome, the the biggest problem is the lack of a common code base and all the problems this mod soup has given with compatability problems and different mods conflicting with each other.

The lack of a common codebase dilutes and confuses testing efforts too, ontop of the development problems it has

Theres lots of alternative free to use tools out there for a megamod project to use in managing the versions and configurations of each and every file in the game

Anyway this is a great thing thats being undertaken :arrgh!:

plj
10-20-13, 04:47 AM
There's no need for online version control as long as there is an up-to-date download available, with patches in between major releases.

There is also no need for a common codebase unless everybody deems this collection as vital to stock sh5, in which case there will be a common codebase after it's release .. mod that get added will keep the codebase up-to-date .. mods that are WIP might conflict .. bet the creators being mature ánd active .. they will probably realize this early on and get together .. if not, they have extra work later on.

No need to fix it atm tbh.

The only immense thing that has to be done is to check what get's lost during overwriting of overlapping mods, and merge that back in. You still cant use it as a codebase tho .. if I want to play NewUI's over stock SH5, and nothing more, that codebase is useless to me. The stuff in there that I dont use, will probably even CTD my game ..

Mods should never aim to eliminate other's freedom to use mods as they please .. I think.

Trevally.
10-20-13, 05:03 AM
@ Trevally,

Did some more testing, used silentotto to get in "Happy Times" campaign. I noticed that the Bremen harbour caused quite a lot of lagging, maybe some mods have increased tech requirements, but now it was not so fun cruising from the harbour.

So I would suggest radical solution: remove all the imported ships from harbours. I did this (left only 1-2 SH 4 tugboats there) and suddenly the game was running smooth again. Maybe imported ships can be replaced with some SH 5 ships, so that harbours won't be too empty.

This way the game is running smooth all the time, and we still get the added ships in the sea.

Added to list for checking (Wilhelmshaven):up:

http://img34.imageshack.us/img34/3967/bdap.jpg

Rongel
10-20-13, 06:24 AM
Added to list for checking (Wilhelmshaven):up:Great! And don't forget to check other big ports as well, like Bremen!

I noticed again that when passing by the minefield near Bremen, the game starts to stutter when using high TC. So I made some test changes to the mines, normally they use their own mesh as a DMG_col nodes 3d model. So there is basicly two mines, the collision mine is just invisible. So I made a box in Blender (wow, a new experience!) and imported it as the new DMG_col node 3d model. Maybe somebody knows more about this, but common sense says to me that this should make the mine more "light" and remove some lagging from the minefields, because it has much less those vertex/triangles/normal-thingies!

Tested them, still work, I can hit them and explode or destroy them with the deckgun. Hard to say how much it helped the lagging, needs more tests, it's a huge minefield after all!

Trevally.
10-20-13, 06:37 AM
Great! And don't forget to check other big ports as well, like Bremen!

:hmmm:

Not Wilhelmshaven? - we are not in Bremen

............

Is this the minefield?
http://img546.imageshack.us/img546/9822/h9x3.jpg

I have not had lag passing this as ports are not rendered when you do.
I can thin them out a bit if they are an issue - do others lag here?

Rongel
10-20-13, 06:51 AM
:hmmm:

Not Wilhelmshaven? - we are not in BremenExactly! Sorry, ofcourse I meant Wilhelmshaven! No idea how things are in Bremen! :D

I have not had lag passing this as ports are not rendered when you do.
I can thin them out a bit if they are an issue - do others lag here? Yes, that's the minefeld I meant. I have always had lag when passing by it, it's not critical, but maybe some thinning could do good to the gameplay.

Oh, one more little thing, when I play the Coastal Waters campaign, there reads "Balic Mission" in the NavMap or something like that. Is OHII causing that nasty typo and could it be corrected?

EDIT: Concerning the minefield, it might be that the buoys are also contributing to the lag. But I don't know how to make them anymore "lighter"...

Trevally.
10-20-13, 07:04 AM
Exactly! Sorry, ofcourse I meant Wilhelmshaven! No idea how things are in Bremen! :D

Yes, that's the minefeld I meant. I have always had lag when passing by it, it's not critical, but maybe some thinning could do good to the gameplay.

Oh, one more little thing, when I play the Coastal Waters campaign, there reads "Balic Mission" in the NavMap or something like that. Is OHII causing that nasty typo and could it be corrected?

EDIT: Concerning the minefield, it might be that the buoys are also contributing to the lag. But I don't know how to make them anymore "lighter"...

:up:

I will thin the minefield out - all those groups are in 50s.
Only ever 6 or 7 groups within render range at one time = 350 units.
Not to bad:hmmm:

I will change them to groups of 20 - less than half.
If I adjust their spacing - the need to avoid is still there - without the fps drop.

I can't find the Balic - can you post a pick or explain where it is:hmm2:

Rongel
10-20-13, 07:14 AM
I can't find the Balic - can you post a pick or explain where it is:hmm2:

I'm too lazy to post a screencap, so I'll try to explain! I open the Total Germany campaign in Mission Editor, and zoom nearby Danzig. It is the same place where the first mission happens. There is a node called "BalticSea" and just a little bit lower another node: "Balic Operations Area".
I can also try to post a screencap if you don't find it.

EDIT: and the thinner minefield sound good!

Trevally.
10-20-13, 07:32 AM
There is a node called "BalticSea" and just a little bit lower another node: "Balic Operations Area".


:haha:

found it:up:

gap
10-20-13, 07:53 AM
So I made a box in Blender (wow, a new experience!) and imported it as the new DMG_col node 3d model. Maybe somebody knows more about this, but common sense says to me that this should make the mine more "light" and remove some lagging from the minefields, because it has much less those vertex/triangles/normal-thingies!

Hard to say. I have discussed with Privateer on the topic, and according to him the additional collision and reflection models are only a waste of resources: though low poly, the game must load them in memory, whereas a second iteration of their own visible mesh would be immediately available. Makes sense. I have used this concept for the explosive barrels you have been testing (80 iterations of the same barrel mesh for each cargo unit, IIRC), and you didn't report any lag until you damaged them. At that point the stutter was caused by their particle effects. Yet, if things were that simple, I wonder why devs didn't use the same method :hmm2:

Rongel
10-20-13, 11:29 AM
Hard to say. I have discussed with Privateer on the topic, and according to him the additional collision and reflection models are only a waste of resources: though low poly, the game must load them in memory, whereas a second iteration of their own visible mesh would be immediately available. Makes sense. I have used this concept for the explosive barrels you have been testing (80 iterations of the same barrel mesh for each cargo unit, IIRC), and you didn't report any lag until you damaged them. At that point the stutter was caused by their particle effects. Yet, if things were that simple, I wonder why devs didn't use the same method :hmm2:

Made some more tests with the modified mines but couldn't see that much difference, difficult to say if it helps or not... I think in this case it's just the sheer volume of the map objects, there are hundreds of those things in the minefield.

Oh, there is nasty visual bug in Wilhelmshaven harbour, many of the houses are levitating!

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-10-19_223739.jpg

Either the terrain should be higher up, or the houses lower. Is there somebody who knows how to fix this issue around, maybe Sober???

gap
10-21-13, 07:15 AM
Oh, there is nasty visual bug in Wilhelmshaven harbour, many of the houses are levitating!

...

Either the terrain should be higher up, or the houses lower. Is there somebody who knows how to fix this issue around, maybe Sober???

If you find a way to mark the levitating houses, I can try lowering them as I did with the crates :hmm2:

plj
10-21-13, 07:25 AM
Made some more tests with the modified mines but couldn't see that much difference, difficult to say if it helps or not... I think in this case it's just the sheer volume of the map objects, there are hundreds of those things in the minefield.

Oh, there is nasty visual bug in Wilhelmshaven harbour, many of the houses are levitating!

It's the Force ... and it's with us ...


Either the terrain should be higher up, or the houses lower. Is there somebody who knows how to fix this issue around, maybe Sober???
you can lower them now gap ...

:o:har:

gap
10-21-13, 07:53 AM
It's the Force ... and it's with us ...

just make sure not to vex It, if you don't want to try the consequences of Its fury on your own person :shifty:

plj
10-21-13, 08:09 AM
His Holiness TFSM (meatballs be upon Him) will protect me :stare:

Madox58
10-22-13, 07:40 AM
Either the terrain should be higher up, or the houses lower. Is there somebody who knows how to fix this issue around, maybe Sober???

You could try lowering things in the MapObjects.ini

File=data\Terrain\Locations\CustomAreas\germany\wi lhelmshaven.GR2
Long=977379.000000
Lat=6423047.000000
Height=0.400002 <----- Change to .300002 to lower 1 meter
Rot=0.000000

gap
10-22-13, 07:55 AM
You could try lowering things in the MapObjects.ini

File=data\Terrain\Locations\CustomAreas\germany\wi lhelmshaven.GR2
Long=977379.000000
Lat=6423047.000000
Height=0.400002 <----- Change to .300002 to lower 1 meter
Rot=0.000000

I think only some of the houses are too high... at least that was the problem with the small generic port, where a few crates were too high as opposed to the rest of the port. But I can obviously be wrong, in which case your solution is the proper one :hmmm:

His Holiness TFSM (meatballs be upon Him) will protect me :stare:

http://www.greensmilies.com/smile/smiley_emoticons_star-wars-yoda3-rot.gifhttp://cardinalfang.net/storage/fsm_embarrassed.gif

Trevally.
10-22-13, 07:59 AM
Yes - the terrain editor can fix these issues in a jiffy.
Size of terrain raise/lower is adjusted with mouse wheel

gap
10-22-13, 08:05 AM
Yes - the terrain editor can fix these issues in a jiffy.
Size of terrain raise/lower is adjusted with mouse wheel

This is probably the best solution. :up:

IIRC one can raise only a little portion of terrain, creating a small hill under the levitating buildings.

P.S: Trevally, can you reply this?

6. With Trevally's permission, adding support to Open Horizons II through the addition of RadioRoom, RadioTransmitAntenna and RadioReceiverAntenna to its ship units. This will allow the disabling of their radio communication abilities when TDW's Ship Radio Patch is enabled.

What do you think about the patch in general?

Rongel
10-22-13, 09:03 AM
Yes - the terrain editor can fix these issues in a jiffy.
Size of terrain raise/lower is adjusted with mouse wheel

Could you do it? :D

I have my hands full testing the new version of the morale mod, and trying to get some more pitching and rolling in heavy seas, my goal is to make people throw up when playing this game :haha:

Also bit more impressive depth charge shakes are on the list, but it seems that we can't make the DC's affect larger area even one bit, destroyers are already blowing themselves up!

vdr1981
10-22-13, 09:59 AM
Hello there,
I see you're guys pretty busy here...:ping:

Why IRAI v37? Am I missing something, is there something wrong with v39?
Also note that even with TDW starshells patch , flares are still visible, although in combination with IRAI v39...I manage to get rid of them by unquoting appropriate entries in ships .eqp files...


FXU 0.0.22 is basically the same as v 0.0.21 with the addition of the new water splash effects, already featured in your mod list, and of three new zonse damage boxes for each stock ship with their relative new zone definitions in Zones.cfg file. Other than occupying some extra space in memory, I can hardly think of the new boxes causing any problem. The problem noticed by Vecko was rather connected to the settings of one of the new Zones, which triggered a bit too many effects for his system handling them. Reducing the number of effects solved the issue for Vecko :up:



Fortunately , we cracked this up too... check FXU thread for more informations.

gap
10-22-13, 10:35 AM
...trying to get some more pitching and rolling in heavy seas, my goal is to make people throw up when playing this game...

Excellent! Just make sure not to scare too much our gunners and not to confuse our chief engineer with too many electric/diesel propulsion switches :03:

By the way: have you tried messing with the Waves amplitude and Waves attenuation params?


Why IRAI v37? Am I missing something, is there something wrong with v39?

v39 has some cool features, but some players (including myself) have noticed that somehow it makes planes to drop bombs less frequently than it happened with v37. Other than this, v39 is okay. :up:


Also note that even with TDW starshells patch , flares are still visible, although in combination with IRAI v39...I manage to get rid of them by unquoting appropriate entries in ships .eqp files...

Yes the patch prevents AI ships from firing their starshells, but since red flares are not fired by guns but are rather effects triggered by damage, they are not affected by that patch.

vdr1981
10-22-13, 10:39 AM
Yes the patch prevents AI ships from firing their starshells, but since red flares are not fired by guns but are rather effects triggered by damage, they are not affected by that patch.

Not again Gap! :D
I'm talking about WHITE flares...Remember this thread? http://www.subsim.com/radioroom/showthread.php?t=208231

gap
10-22-13, 10:54 AM
Not again Gap! :D
I'm talking about WHITE flares...Remember this thread? http://www.subsim.com/radioroom/showthread.php?t=208231

TDW's patch isn't working then. In any case disabling those effects is the least problem: there are 101 ways to do it, and some of them are done in a couple of minutes :up:

Rongel
10-22-13, 10:55 AM
Excellent! Just make sure not to scare too much our gunners and not to confuse our chief engineer with too many electric/diesel propulsion switches :03:

By the way: have you tried messing with the Waves amplitude and Waves attenuation params?

v39 has some cool features, but some players (including myself) have noticed that somehow it makes planes to drop bombs less frequently than it happened with v37. Other than this, v39 is okay. :up:

Yes the patch prevents AI ships from firing their starshells, but since red flares are not fired by guns but are rather effects triggered by damage, they are not affected by that patch.

Yes, the amplitude and attenuation have become my good friends (first needed to check the dictionary to get some idea what they mean!). It's fun to read the old threads dating back to 2007 from SH 3 forums, where they were doing the same things!

The reason why IRAI .39 isn't used at the moment is just what Gap mentioned, I have played with 37 and it works really well, don't want no possible plane trouble!

gap
10-22-13, 11:00 AM
Yes, the amplitude and attenuation have become my good friends (first needed to check the dictionary to get some idea what they mean!).

:rotfl2:

Yes, I have to admit that I don't have fully clear what this "waves attenuation" means exactly, especially since when I have read that it actually amplifies wave effects rather than attenuating them :doh:


It's fun to read the old threads dating back to 2007 from SH 3 forums, where they were doing the same things!

Yep, I have just finished myself digging old posts for information on them :D

Madox58
10-22-13, 11:28 AM
It's fun to read the old threads dating back to 2007 from SH 3 forums, where they were doing the same things!



Don't forget the SH4 forums for good info also.
:yep:

Each version is just a step up from the version before.
So the basics still apply.
:up:

gap
10-22-13, 11:33 AM
Don't forget the SH4 forums for good info also.
:yep:

Each version is just a step up from the version before.
So the basics still apply.
:up:

Yep, I also find very useful the knowledge-base gathered in this forum:
http://forum.kickinbak.com/

Trevally.
10-22-13, 12:14 PM
Could you do it? :D


Added to my list:up:


P.S: Trevally, can you reply this?

What do you think about the patch in general?

Sure Gap go ahead:up:

gap
10-23-13, 07:31 AM
...I would suggest radical solution: remove all the imported ships from harbours. I did this (left only 1-2 SH 4 tugboats there) and suddenly the game was running smooth again. Maybe imported ships can be replaced with some SH 5 ships, so that harbours won't be too empty.


I noticed again that when passing by the minefield near Bremen, the game starts to stutter when using high TC.

:up:

I will thin the minefield out - all those groups are in 50s.
Only ever 6 or 7 groups within render range at one time = 350 units.
Not to bad:hmmm:

I will change them to groups of 20 - less than half.
If I adjust their spacing - the need to avoid is still there - without the fps drop.

@ Rongel & Trevally

just a thought re. minefield and dat ships' stuttering: I was wondering if the issue could be related to the fact that those units are missing LOD models. Before you start reducing their usage in campaign, could you please test the patch below?

http://www.mediafire.com/?9s66qzoqbu49urg

It should make mine models to be replaced at far distance by some huge (16 m in height) yellow-black striped tetrahedrons (if they are used, you shouldn't miss them lol). If it works, I will replace them with low poly versions of the mines or, if this is not enough, with dummy, invisible 3-vertices mesh. Obviously, we could do the same for the remaining sea and air units featured by OH. Let me know :up:


Sure Gap go ahead:up:

:salute:

Rongel
10-23-13, 09:57 AM
@ Rongel & Trevally


Okay, thanks! I will test this later and give feedback!

gap
10-23-13, 10:35 AM
Okay, thanks! I will test this later and give feedback!

Shouldn't work, mines can be easily converted to the GR2 format which surely supports LOD models. For ships it would more complicated though :hmm2:

Fingers crossed

Targor Avelany
10-23-13, 10:54 AM
Once I'll finish with the Balloons I'll work on the mines & getting ships into the GR2s.

Unfortunately, with my extremely limited time availability, it is a slow process...

gap
10-23-13, 11:22 AM
Once I'll finish with the Balloons I'll work on the mines & getting ships into the GR2s.

yesss! Unfortunately at the current state of our GR2 knowledge, converting DAT ships into GR2 objects is probably going to be pitifully slow process; it is nonetheless an essential step that we should take soon or later.

Since you introduced the argument, Targor, any anticipation on the balloon? :D
How is your work coming along? Have you discovered the cause of the texture mapping corruption? Today, while looking into OH's mines, I have discovered that their chains own a FollowParent controller, probably for making them to wave realistically around their anchoring point. Maybe we you should look into them and set the GR2 balloon for use of the said controller :hmm2:

Targor Avelany
10-23-13, 11:49 AM
yesss! Unfortunately at the current state of our GR2 knowledge, converting DAT ships into GR2 objects is probably going to be pitifully slow process; it is nonetheless an essential step that we should take soon or later.

Since you introduced the argument, Targor, any anticipation on the balloon? :D
How is your work coming along? Have you discovered the cause of the texture mapping corruption? Today, while looking into OH's mines, I have discovered that their chains own a FollowParent controller, probably for making them to wave realistically around their anchoring point. Maybe we you should look into them and set the GR2 balloon for use of the said controller :hmm2:

Setting up the controller is not hard. I didn't find the cause, but I am pretty sure the biggest issue was the base GR2 file that you took.
The balloon is essentially ready and I am just finishing everything up and making sure that it is more than prepared for any further modification: renaming of skeleton/bones, proper positioning, material names and meshes.
GR2 Editor is still very unstable when you do any of the changes and it is extremely hard sometimes to predict which change will break the file, so I have to save/close/reopen the file after each change and that is one of the reasons why it takes so long.

In regards to the mines:
I've looked over the documents that you gave me on the WW2 mines and done some other research, but there are just no mines like the ones in OH2 (at least not that I can find). I can be wrong - in which case I would greatly appreciate the info/source, so I could match it to that. I also might re-do the mines with a completely new mesh model and will just pick one of the bottom-chained mines that were used most throughout WW2 or even WW1 (as it seems lots of WW1 mines were used).

gap
10-23-13, 12:34 PM
Setting up the controller is not hard.

The anchoring point of the balloon should be the bottom part of the central cable. This should also be the pivot around which the balloon should "fluctuate", if possible. I was also planning to use the same model with some minor modification for ship-borne balloons (in dat format at the moment). In this case the balloon and the cable shouldn't be affected by ship's pitch and roll, always keeping the vertical. Not sure how to do it though. Maybe an object pendulum controller? :hmmm:


I didn't find the cause, but I am pretty sure the biggest issue was the base GR2 file that you took.

At first sight it looked like the best candidate :-?
What other object are you using instead?


The balloon is essentially ready and I am just finishing everything up and making sure that it is more than prepared for any further modification: renaming of skeleton/bones, proper positioning, material names and meshes.

can't wait! :yeah:


GR2 Editor is still very unstable when you do any of the changes and it is extremely hard sometimes to predict which change will break the file, so I have to save/close/reopen the file after each change and that is one of the reasons why it takes so long.

Yep, this is what I was talking about when I said that importing complex units is pitifully slow process. But I have also noticed that the more one messes with it, the more he learns which sequence of actions can potentially break the file. For sure saving many backups is an essential part of the workflow....


In regards to the mines:
I've looked over the documents that you gave me on the WW2 mines and done some other research, but there are just no mines like the ones in OH2 (at least not that I can find). I can be wrong - in which case I would greatly appreciate the info/source, so I could match it to that. I also might re-do the mines with a completely new mesh model and will just pick one of the bottom-chained mines that were used most throughout WW2 or even WW1 (as it seems lots of WW1 mines were used).

I like the model used so far in OH, but I agree with you that it is not very realistic (the least problem being its exorbitant size!).

Besides the document I have pointed you to, there are many other WWII ordnance manuals available on the web, many of them with detailed original drawings. The most complete on-line collection of originaldocuments I have found so far is Grenades, mines and bobytraps (http://www.lexpev.nl/manuals/index.html).

In addition, I suggest you becoming a memeber of the Accurate Model Parts (http://models.rokket.biz/) forum. Model builders ar probably more fastidious that us subsim gamers, when it comes to details. The website above is full of pictures and drawings showing WWII weapons in every detail. It got even a German U-boat section where you coud probably more that one interesting clue for your u-boat type IX project! :up:

Getting back to the main topicc, I am sure that in the aforementioned sources we will find all we need to create some realistic WWII mine. Would be cool having at least one model for each of the main Nations involved in WWII. I will be glad to cooperate with you on this project, both through 3d modelling and GR2 Editor work :salute:

Rongel
10-23-13, 12:56 PM
@ Rongel & Trevally

just a thought re. minefield and dat ships' stuttering: I was wondering if the issue could be related to the fact that those units are missing LOD models. Before you start reducing their usage in campaign, could you please test the patch below?


Okay, tested the mine patch, but sadly I got the same results as before: I'm cruising closer to the minefield (in NavMap with TC 256) and then when I'm near, the lag starts, I can lower TC to 128 and there is no problem. When I'm using TC 1 and hang around the bridge or use free camera, there is no lag either, just like before.

So I think now that the problem isn't with the too detailed mines, it just the amount of them. There is about 30 mine cluster nodes in the minefield, each node has 50 mines (!) so to total number is 1500 mines. Of course it's a large area and only some of them are loaded from the memory.

But my bet is that only removing some of them will help, as the problem only exists in the NavMap. And finally, it's not that big problem, there are many worse!

gap
10-23-13, 01:14 PM
Okay, tested the mine patch

Okay Rongel, thanks for testing. I have just a question: were the "real" mines actually replaced by my LOD pyramids at far distance, or not? Have you looked for them in external view? :hmm2:

Targor Avelany
10-23-13, 01:19 PM
The anchoring point of the balloon should be the bottom part of the central cable. This should also be the pivot around which the balloon should "fluctuate", if possible. I was also planning to use the same model with some minor modification for ship-borne balloons (in dat format at the moment). In this case the balloon and the cable shouldn't be affected by ship's pitch and roll, always keeping the vertical. Not sure how to do it though. Maybe an object pendulum controller? :hmmm:

I don't think that this would be much of a problem. There are enough bones on this thing.



At first sight it looked like the best candidate :-?
What other object are you using instead?



Iceberg03 :)


can't wait! :yeah:

Yep, this is what I was talking about when I said that importing complex units is pitifully slow process. But I have also noticed that the more one messes with it, the more he learns which sequence of actions can potentially break the file. For sure saving many backups is an essential part of the workflow....


Yep. 100% agree.


I like the model used so far in OH, but I agree with you that it is not very realistic (the least problem being its exorbitant size!).

Besides the document I have pointed you to, there are many other WWII ordnance manuals available on the web, many of them with detailed original drawings. The most complete on-line collection of originaldocuments I have found so far is Grenades, mines and bobytraps (http://www.lexpev.nl/manuals/index.html).

In addition, I suggest you becoming a memeber of the Accurate Model Parts (http://models.rokket.biz/) forum. Model builders ar probably more fastidious that us subsim gamers, when it comes to details. The website above is full of pictures and drawings showing WWII weapons in every detail. It got even a German U-boat section where you coud probably more that one interesting clue for your u-boat type IX project! :up:

Getting back to the main topicc, I am sure that in the aforementioned sources we will find all we need to create some realistic WWII mine. Would be cool having at least one model for each of the main Nations involved in WWII. I will be glad to cooperate with you on this project, both through 3d modelling and GR2 Editor work :salute:

Awesome! I appreciate the point at a modelling forum.
I also agree with you on the mines: I love the OH2 mine, but it is not realistic. As a result what I think my first step will be is to create a model that is close to the mine with spikes similar to OH2, but base it's size/shape on a real mine.

Rongel
10-23-13, 02:38 PM
Okay Rongel, thanks for testing. I have just a question: were the "real" mines actually replaced by my LOD pyramids at far distance, or not? Have you looked for them in external view? :hmm2:

Well I tried to look at the mine from very far away, tried also using zoom, but I didn't see your crazy LOD mines, just the basic rust-ridden metal ball of death. So it seems the effect wasn't in action...

About the pitch/roll, it seems that there is not much we can do by editing the submarines physics, they are quite carefully stabilized, weird things start to happen if you mess with them. So editing the sea (sim.cfg) seems to be the way to go.

And also depth charge shakes seem to be almost impossible to make by editing DC files, or submarine physics. To get the right effet, we need more powerful tools and probably TDW himself!

There was atleast some progress today, I found out that 7b and 7c submarines are missing some conning tower effects. The conning tower splash wave is assigned to only one tower, others were missing it! But with the help of TDW's editor, it is now fixed as you can see here:

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-10-23_222739.jpg

I also edited the effect a bit, now the trigger area is the whole conning tower, so big waves can cause splashes right in your face! :D

conus00
10-23-13, 02:49 PM
Beautiful, pic. Makes me wish that my SH5 was working... Hurry up with the mod!!! LOL j/k
On a serious note: I am almost done going through my graphic files so you should get an updated version soon (hopefully) after this weekend.

Madox58
10-23-13, 02:59 PM
Maybe an object pendulum controller?
I think I tried that in SH3 with the first Balloons hooked to ships.
:hmmm:

I do recall flipping ships when balloons started swaying!
:har:

@Rongel,
That is a beautiful picture!
:salute:

What would work (even in SH3/4) is to do a keyframe animation thing to give them motion beyound just what they get from the attachment point.
We didn't know how to do that back then but it's easy to do now.

Targor Avelany
10-23-13, 03:47 PM
I think I tried that in SH3 with the first Balloons hooked to ships.
:hmmm:

I do recall flipping ships when balloons started swaying!
:har:

@Rongel,
That is a beautiful picture!
:salute:

What would work (even in SH3/4) is to do a keyframe animation thing to give them motion beyound just what they get from the attachment point.
We didn't know how to do that back then but it's easy to do now.

But you can do it in dat files, but not in GR2, right?

Madox58
10-23-13, 04:08 PM
Yes. It would need to be done in a dat file format. For now.
I have figured out much of the GR2 animation format used in SH5 so it's just a matter of time and codeing skills to open those up to modding.
The Expotron thing might work for the whole deal. RAD hates that release but I see AOE3 people and many others still useing it and I get the feeling RAD gave up trying to stop that.

gap
10-23-13, 04:45 PM
Well I tried to look at the mine from very far away, tried also using zoom, but I didn't see your crazy LOD mines, just the basic rust-ridden metal ball of death. So it seems the effect wasn't in action...

Yep, evidently GR2 objects contain a trigger making LOD models to be rendered a certain distance, which is missing from dat units :hmmm:

@ privater

I had called the lod dat files Floating_Mine_LOD, Floating_Mine_Chain_LOD, etc, and put them in the folders of their main units...

About the pitch/roll, it seems that there is not much we can do by editing the submarines physics, they are quite carefully stabilized, weird things start to happen if you mess with them. So editing the sea (sim.cfg) seems to be the way to go.

I think so: sim.cfg's mechanical factors for base effect, sub physics files for finetuning :up:

And also depth charge shakes seem to be almost impossible to make by editing DC files, or submarine physics. To get the right effet, we need more powerful tools and probably TDW himself!

I see

There was atleast some progress today, I found out that 7b and 7c submarines are missing some conning tower effects. The conning tower splash wave is assigned to only one tower, others were missing it! But with the help of TDW's editor, it is now fixed as you can see here:

I also edited the effect a bit, now the trigger area is the whole conning tower, so big waves can cause splashes right in your face! :D

Cool, but wasn't there a mod by TheBeast (and one by sober IIRC), which fixed that already? :hmm2:

I think I tried that in SH3 with the first Balloons hooked to ships.
:hmmm:

I do recall flipping ships when balloons started swaying!
:har:


So the obj_pendulum controller didn't work?

I was also looking for a controller making its owner object motion or wind aligned, similar to what can be done with particle generators. :hmmm:

What would work (even in SH3/4) is to do a keyframe animation thing to give them motion beyound just what they get from the attachment point.
We didn't know how to do that back then but it's easy to do now.

Yes, this would work for making balloons to swing nicely in the air, but about balancing ships' pitch and roll?

But you can do it in dat files, but not in GR2, right?

Yes. It would need to be done in a dat file format. For now.

Okay, I think we can use static GR2 models for land-based balloons, and anmated dat models for shipborne balloons. What do you think Targor?


I have figured out much of the GR2 animation format used in SH5 so it's just a matter of time and codeing skills to open those up to modding.
The Expotron thing might work for the whole deal. RAD hates that release but I see AOE3 people and many others still useing it and I get the feeling RAD gave up trying to stop that.

Fingers crossed on that. We wish you all the best with your work on the next GR2-animation-thingy. Keep us informed on its progress :up:


On a serious note: I am almost done going through my graphic files so you should get an updated version soon (hopefully) after this weekend.

Outstanding news. Can't wait for the release date! :yeah:

Targor Avelany
10-23-13, 04:53 PM
last quote is privateer's, not mine, gap. I can't take credit for that, haha

In regards to static/vs on the sea balloons: the idea of having a bit of animation for the balloons is nice, but do we really need it? Generally you would see the balloons only through periscope and moderate range, so quality is not that crazy-important.

It also means that you would need 2 types of the balloons in the game, with 2 different models.

I will play around with possibilities and controllers and see what will work.

gap
10-23-13, 05:28 PM
last quote is privateer's, not mine, gap. I can't take credit for that, haha

:haha:

My mistake, I have just corrected it


In regards to static/vs on the sea balloons: the idea of having a bit of animation for the balloons is nice, but do we really need it? Generally you would see the balloons only through periscope and moderate range, so quality is not that crazy-important.

It also means that you would need 2 types of the balloons in the game, with 2 different models.

There were three possible usage for barrage balloons:

- land based
- fitted aboard barges and tugboats at anchor near ports, estuaries, etc.
- fitted aboat sea-going vessels, especially warships and landing crafts (in this case I think only the smaller model, i.e. "D-Day type" to put it clear was used).

Until we convert dat ships into GR2 units, at least the second usage will require dat balloon anyway (GR2 euipment is rendered totally black on dat ships). Since we are at it, why not trying to give dat balloons some nice extra effects? :03:


I will play around with possibilities and controllers and see what will work.

I am currently busy with the FXU 0.0.22 fix, but let me know if you need for help with the controllers. :up:

Madox58
10-23-13, 05:36 PM
It also means that you would need 2 types of the balloons in the game, with 2 different models.


That is kind of incorrect. And it does go to discusions I've had with gap about how 3D models can/do work in all SH Versions.

The first thing you need to over come is the thought that you need multi-3d Models for any reason. That is not true and it has been proven.

The second thing you need to understand is how to use a single 3D model when and where you want it. That part is easy once you do it!

So as an example I'll use all the little lifeboats on each ship in Game.
Why are there so many in each ship? And this is GR2 and dat related!

We know that every 3D model gets planted into memory at some point.
The more the 3D models? The heavier it all gets.
Now what if you reduce the actual 3D model count and do a reference call to a single model that renders as if you didn't do a thing?
Does that work? Yep. Check the Munsell Fort in GWX 3 for the perfect example! And I learned that from STOCK files in SH3!

Why did the Dev's not use this in versions beyound SH3? I'll risk thinking they had a sort of codeing blinder on.
As they went from 3 to 4 to version 5? I can see this type blinder at work. Not saying they fail at their job.
They understood the code they were forced to work with. We found flaws and ways to work around them. :)

Look at SH3 files. Once you remove dynamic shadows? Why is code still in the dats that has no reason? Cost and time say just disable that. It still gets loaded in memory but we ain't gonna use it. (Yes I have seen it loaded into memory)

So if you have done a basic import of SH4 Units to SH5? How much actual garbage did you drag in that may cause problems?
How well does anyone actually understand how to slim this type issue down?
You want to drop lag issues and such?

gap
10-23-13, 06:35 PM
That is kind of incorrect. And it does go to discusions I've had with gap about how 3D models can/do work in all SH Versions.

yep, given the limitation of SH5 game engine which have already started showing up (see the random ctd's discussion going on since 2-3 weeks ago) the future of SH5 modding is all about optimization.

@ Targor

I think I have the concept presented by privateer pretty clear in my mind and I can provide some practica examples, if you want. In short, instead of having multiple instances of the same mesh inported in game files as individual objects, we can have just one of them, which can be linked to as many nodes/bones as we want. The linking can be intra- and inter- files.

Multiple references to the same mesh in one file are done through the Model Id property of each node. The same model id can be used multiple times in a file, as far as its index number is lower than the index number of the nodes that the model gets linked to. This is relative to dat models. Doing the same with GR2 models is theoretically feasible but still not possible due to a limitation of TDW's editor, which limits us to only have a bone binding per mesh.

As for the linking of a model in a file to a bone/node in a second file, there's the Mergectrl controller for it. IIRC the same controller can be used for both GR2 and dat files, if not, a similar controller is used for dat objects. So, if for instance we needed for two balloon ship equipments, each with its own operation height, but using the same balloon model, we should create 2 files containing just cables of different heights. Then, we could give the two files two MergeCtrl controllers, containing referencse to the one common balloon body model, stored in a third file. If the two equipments will happen to be rendered in game at the same time, the game will need to load the balloon meshes just one time, rather than two :up:

P.S: privateer, please correct me if I have reported wrong or incomplete information ;)

Madox58
10-23-13, 07:14 PM
Seems you have the concept down Mate.
:yeah:

The GWX4 project looked heavily towards this very idea.
Slim the demands on how the Game Engine uses files to improve preformance. Then improve 3D model files for the eye candy.

We looked at how many ships are in the Game and what parts of those ships are repeated. The numbers of same 3D models will blow your mind!
Lifeboats alone is crazy! 3 or 4 models would cover all the lifeboats alone.

Given the repeat 3D models in all the files? Can you see what type saveings could be done?

THE_MASK
10-23-13, 08:11 PM
Some of the modded dds files are crazy sizes and yes the score for optimisation mods for SH5 so far is 0 out of 10 . Just buy a bigger graphics card LOL .

gap
10-24-13, 01:14 AM
Some of the modded dds files are crazy sizes and yes the score for optimisation mods for SH5 so far is 0 out of 10 . Just buy a bigger graphics card LOL .

I would recommend you and Rongel adding "DynEnv v2.9 - 2. Main Mod Low Resolution Patch" to your respective mod lists. The super detailed textures contained in the main mod are good for screenies, but no one will notice the difference in action... oh well, on average systems there is actually going to be a probable side effect to it: smoother frame rates :03:

THE_MASK
10-24-13, 01:19 AM
I would recommend you and Rongel adding "DynEnv v2.9 - 2. Main Mod Low Resolution Patch" to your respective mod lists. The super detailed textures contained in the main mod are good for screenies, but no one will notice the difference in action... oh well, on average systems there is actually going to be a probable side effect to it: smoother frame rates :03:added :up:

Targor Avelany
10-24-13, 01:44 AM
@gap and privateer:
Understood the concept. Thank for very good explanation. I assumed that something along those lines should exist, as it is basic concepts of inheritance and child objects.
Considering the comment in regard to limitations that we currently have with the gr2 files for every model hat we will be working on we will need to decide if we should be doing it dat or gr2 files based on what exactly we are looking from it: animations, ability to link/child it out, add properties.
We currently can do a lot with dats, but I'm still not sure how well the interlacing the dat and gr2 files could be. I know TDW, for example, was able to merge dat animated file on a gr2 model: his flag mod. So far in my attempts I was it able to achieve even that. And that is a simple repetitive animation.

But now I'm just thinking aloud. A little rumble. :)

Will continue working on the balloon tomorrow

gap
10-24-13, 04:16 AM
Seems you have the concept down Mate.
:yeah:

I am glad to hear it, and always grateful to you for having put us in the right direction :sunny:

Maybe I have found yet another application for this brilliant concept. As you know, stock SHIII, IV and 5's ship cargo meshes are modelled as an entire block of crates, barrels, etc. rather that being composed by individual elements. The zone that their damage box is assigned to, is set as 'not destructible', but as soon as as you switch it to 'destructible' the trick becomes evident. Well, during a test carried out with Rongel's help, we were able to put aboard the ships of a whole convoy some custom made cargo models, each one composed by 60 iterations of the same barrel mesh. No stuttering was reported until Rongel made the barrels to explode. Due to the way I set their zone, the first damaged barrels started a chain reaction, and the huge explosion which followed caused severe lagging (Rongel, correct me if I am wrong).

The main cause of the lagging was probably the triggering of 80 explosion effects, or rather than the physical animation of so many individual objects at once, or both. I any case I have already thought of a workaround for avoiding this and, most important, the whlole test had demosntrated the validity of the concept you have pointed us to :up:

@gap and privateer:
Understood the concept. Thank for very good explanation. I assumed that something along those lines should exist, as it is basic concepts of inheritance and child objects.

:up:


Considering the comment in regard to limitations that we currently have with the gr2 files for every model hat we will be working on we will need to decide if we should be doing it dat or gr2 files based on what exactly we are looking from it: animations, ability to link/child it out, add properties.
We currently can do a lot with dats, but I'm still not sure how well the interlacing the dat and gr2 files could be. I know TDW, for example, was able to merge dat animated file on a gr2 model: his flag mod. So far in my attempts I was it able to achieve even that. And that is a simple repetitive animation.

But now I'm just thinking aloud. A little rumble. :)

Will continue working on the balloon tomorrow

This is the work plan I am suggesting:

I think we should keep the GR2 model you are currently working on as air unit, for usage as land based balloon. This will have a couple of important advantages:


Ability to use multi textures on the same model through cfg file settings, which we would loose if we made the balloon body external from the main unit file. Just make sure to use the cfg#TXR tag on balloon's main material, for letting us to set different roundels (or no roundel) throughout the campaign.


Ability to assign a LOD model to it, likewise other GR2 units (and unlike dat units). This is going to be especially useful where many balloons are gathered in a coastal area, reducing performance hit. On this topic, we should check if there is any special extended property that we must set properly for the LOD model to be shown at the wanted distance.


As for shipborne balloons, imo we should import them into a dat file for maximum compatibility with dat ships, and set them similarly to carrier's planes. Some remearks:


Maybe it is better if we use directly the lod version meshes on data balloons (I think I have sent them to you already).


We can make them more nice by giving them some swinging effects, and for completeness we could add to their meshes a simple winch model. Some of the pictures displayed in the websites I have linked on OH's thread show those winches.


The lenght of shipborne balloon suspension cables should be a lot shorter than for land based balloons. I don't remember exactly their usual operation altitude, but again the websites I have used as sources have all the information we need.


If needed, the "privateer concept" is a cheap way to model more than one shipborne balloon, each with different height and texture. This would be done by combining a single balloon body mesh (with different diffuse textures mapped on) and 2-3 cable meshes of different lenghts, everything packed in one file :up:


The smaller balloon model used on sea-going vessels (the one manned aboard by D-Day landing crafts) would be a nice addition, but we can let it for a future expansion of the mod.


That's all for now. What do you think? :salute:

Rongel
10-24-13, 03:45 PM
Hey Targor, I got this weird, although pretty humorous result when using your lifeboats: they start to sink as soon as they are spawned :o

No wooden lifeboat stays on water. You can see the installation order I'm using at the front page, can you help to solve this mystery? Either something is over-riding it's functions, corrupt install or something else. I think it's still a powerful image:

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-10-24_221813.jpg

plj
10-24-13, 03:56 PM
Secret wish to become a u-boat crew ?

Targor Avelany
10-24-13, 04:37 PM
Oh, wow!!
I'll look into it, thank you for letting me know.
I'm wondering if something n rds makes them sink

Madox58
10-24-13, 05:16 PM
@gap

There is a lod controller but not a single Unit in SH5 uses it so it's probably used only by the dll/act/exe files I found references to.
I also noted that those files look for the .GR2 extension for the most part.

I do recall a conversation with 'Dan The Man' about the rendering of the inside of the Turm. I stated that I thought maybe it was to much until he told me at a given range the insides were no longer rendered in Game.
I doubt this will work but take a LOD.gr2 file from say the Iceburg and rename it.
Place it in the folder and see if it crashes your Game, Demagnitizes your fridge magnets, causes your cat (If you have one) to loose all its hair, and chases away any Girl friends.
:haha:
Remember to do a quick rename of the internal parts to avoid ID conflicts!
Then come back and tell us it didn't work and I wasted your time.
:har:

Madox58
10-24-13, 05:29 PM
Oh, wow!!
I'll look into it, thank you for letting me know.
I'm wondering if something n rds makes them sink
What is rds?

plj
10-24-13, 05:44 PM
Oh, wow!!
I'll look into it, thank you for letting me know.
I'm wondering if something n rds makes them sink
I doubt it ... works fine here .. lifeboat test historical mission.

Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter 5\MODS]

Accurate German Flags
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
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Breakwater Piers
DynEnv v2.9 - No Glaring Sunlight
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - No U-Mark
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
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
FX_Update_0_0_22_ByTheDarkWraith
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
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
Soldati Fix
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
Sobers Terrain fix for OH2 V2.2
OH II Minefield map for TDWs Ui
IO_StrategicMap_7_5_0_for_TDWv750
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D._R.E.M. - GHG Hydrophone add-on (no hyd on surface)
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
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
Reworked U-boat Guns (incomplete version)
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0
Water reflections intensity decrease with fog by TheDarkWraith
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
TDW_GenericPatcher_v_1_0_149_0
AI_sub_crew_1_0_2_TheDarkWraith

Madox58
10-24-13, 05:58 PM
What's with the image? Only Normals being rendered?

plj
10-24-13, 06:08 PM
What's with the image? Only Normals being rendered?
I dont understand the question ?

Madox58
10-24-13, 06:11 PM
The water is blue as if only the normal texture is being rendered.

Targor Avelany
10-24-13, 06:16 PM
@ privateer: I meant RSD... blah...

@ Rongel: I'll see what is going on. Might take me couple of days though.

plj
10-24-13, 06:18 PM
Not sure why that is .. it does that sometimes .. sometimes it flips back to realistic .. I suspect my system having trouble rendering everything that's in the scene at these moments, and/or my video driver laughing at what I'm trying to feed it :p

Madox58
10-24-13, 06:19 PM
@ privateer: I meant RSD... blah...

@ Rongel: I'll see what is going on. Might take me couple of days though.

I kind of thought so but didn't want to look silly.
Maybe I should say 'look to silly'.
:D

Madox58
10-24-13, 06:22 PM
Not sure why that is .. it does that sometimes .. sometimes it flips back to realistic .. I suspect my system having trouble rendering everything that's in the scene at these moments, and/or my video driver laughing at what I'm trying to feed it :p

AH! I see. I could tell from the color it was the Normals texture.
What is your system specs if that's not being intrusive?

plj
10-24-13, 06:30 PM
Intel Core2 Quad Q6600 @ 2.4 Ghz
ATI Radeon HD 4800 Series with 512mb RAM
6 Gb system RAM

Win7 64 ultimate

Madox58
10-24-13, 06:31 PM
Is that a PCI video card?
I have an AGP card with 1 gig if someone can use it.

plj
10-25-13, 03:49 AM
It's PCI-E afaik ... I think it would be difficult to find a system with AGP slots today :p

gap
10-25-13, 05:22 AM
There is a lod controller but not a single Unit in SH5 uses it so it's probably used only by the dll/act/exe files I found references to.

Yes, no external lod controller is used on stock ships. Yet, I wonder if within GR2 extended data there is something which determines whether lod models are used or not, and their rendering distance. At first sight, the one prerequisite for LOD's to be used, is them being in the same folder as the main model, and their file name having the same name as the main unit, but with a _LOD suffix added.

As I told you in a recent PM, we should also investigate whether lod models can be set for equipment models or not :hmm2:


I also noted that those files look for the .GR2 extension for the most part.

This would be another explaination on why the experiment with dat floating mines failed.


I do recall a conversation with 'Dan The Man' about the rendering of the inside of the Turm. I stated that I thought maybe it was to much until he told me at a given range the insides were no longer rendered in Game.
I doubt this will work but take a LOD.gr2 file from say the Iceburg and rename it.
Place it in the folder and see if it crashes your Game, Demagnitizes your fridge magnets, causes your cat (If you have one) to loose all its hair, and chases away any Girl friends.
:haha:
Remember to do a quick rename of the internal parts to avoid ID conflicts!
Then come back and tell us it didn't work and I wasted your time.
:har:

I don't get you. Where should I place the cat-killer LOD gr2? :doh:

Madox58
10-25-13, 01:22 PM
I don't get you. Where should I place the cat-killer LOD gr2? :doh:
Rename stuff in the Iceburg_1 LOD gr2 file to match say the mines you want an LOD for. Rename the gr2 to match the dat and try that.

Rongel
10-27-13, 02:45 AM
Hey Gap! I did some testing again, and found something weird in the lowered crates. They reflect the suns light in quite heavy way... Do you know what's going on?

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-10-19_211407.jpg

gap
10-27-13, 03:01 AM
Hey Gap! I did some testing again, and found something weird in the lowered crates. They reflect the suns light in quite heavy way... Do you know what's going on?

I didn't touch their material properties and, similar to the stock texture, the new texture has not a reflection map. Maybe I have imported normal data together with vertex coordinates where I shouldn't have done it, or vice versa. :hmmm:

I am going to check the model right away :up:

P.S: does the problem only show up in the tweaked port?

Rongel
10-27-13, 03:11 AM
P.S: does the problem only show up in the tweaked port?

Don't know about that, haven't been able to test so much... But I would think that it will show in every port that use the same "small generic01" GR2 file.

I also checked the texture, and it seemed to be just fine, so the problem must be inside the GR2 file. Happy bug hunting!

gap
10-27-13, 03:43 AM
Don't know about that, haven't been able to test so much... But I would think that it will show in every port that use the same "small generic01" GR2 file.

I also checked the texture, and it seemed to be just fine, so the problem must be inside the GR2 file. Happy bug hunting!

Yes, I have also used the same compression format, so the problem shouldn't be from there.

Try this: open the GR2 file, select the Object13 mesh, click on 'Calculate', save. Does it solve the issue? If not, I will re-import the modded meshes in a clean copy of the file. Luckily I have a backup copy of them, so the process shouldn't take long :salute:

gap
10-27-13, 03:59 AM
I also checked the texture, and it seemed to be just fine...

Yes, I have also used the same compression format, so the problem shouldn't be from there.

Wait wait wait, I have just had a second look into your screenie, and I have noticed that also the small crates (object17), which I have not touched, have become over-reflective. This can only mean that either my texture is causing the problem (though I really I have no idea how), or the material they both use got messed up. I can't think of anything else which the two meshes have in common :hmm2:

For a start, try removing my textures and see what happens.

gap
10-27-13, 06:13 AM
As I had supposed, the problem was the 'freights' material getting screwed up every time I updated crates' vertices. Don't ask me how. :shifty:

I have tried every combination of import options not avail, and modifing material's extended data properties didn't work either: apparently after importing a new mesh extended data wasn't applied anymore.

At the end I decided setting a new material for replacing the corrupted one. It seems to work; at least Goblin renders the crates correctly. Please, check that in game everything is in order as well. New version of the fix below: :up:

http://www.mediafire.com/?d8r83hwqtccrv9q

Rongel
10-27-13, 11:40 AM
Ok, thanks for your efforts Gap! I'm away from home for a couple of days, so can't test it now, will report more a bit later.

gap
10-27-13, 11:47 AM
Ok, thanks for your efforts Gap! I'm away from home for a couple of days, so can't test it now, will report more a bit later.

No problem, Rongel, take your time on it :up:

Obelix
10-28-13, 02:52 AM
You do not have permission to use IO_StrategicMap?:hmmm: Now you have it.:up:

Silent Steel
10-28-13, 05:05 AM
This is great Rongel :yeah:

But I can't help thinking of what happened to PedroBas' 'MyMegaMod'.

One single megamod could, and should be a solution for most mates around to get SH5 playable.

Just a suggestion;
To make this megamod a tempting option to more players than the ones preferring the NewUIs TDC
Could you please try to make an alternative version including the Parts Magui by DrJones?

Rongel
10-28-13, 05:05 AM
You do not have permission to use IO_StrategicMap?:hmmm: Now you have it.:up:

Thanks! :salute:

It's now super-confirmed!

flostt
10-28-13, 06:13 AM
Just a suggestion;
To make this megamod a tempting option to more players than the ones preferring the NewUIs TDC
Could you please try to make an alternative version including the Parts Magui by DrJones?


Ooh yes, Silent Steel, I second this !!!! :rock:

plj
10-28-13, 06:15 AM
This is great Rongel :yeah:

But I can't help thinking of what happened to PedroBas' 'MyMegaMod'.

One single megamod could, and should be a solution for most mates around to get SH5 playable.

Just a suggestion;
To make this megamod a tempting option to more players than the ones preferring the NewUIs TDC
Could you please try to make an alternative version including the Parts Magui by DrJones?

Let's get one right first .. adapting that to run Parts Magui should not be too hard and should not be taken on before this is stable imho. No use to work on multiple fronts at once.

Silent Steel
10-28-13, 06:26 AM
Let's get one right first .. adapting that to run Parts Magui should not be too hard and should not be taken on before this is stable imho. No use to work on multiple fronts at once.

That's correct
As I didn't suggest it should be done right away I didn't expect it to.

I very much support this endeavour and as I have followed other ones over the years I know what troubles a project like this can run into.
And - it's a decision for Rongel himself to take. Not us.


Nevertheless, I do hope this one will be a success :up:

gap
10-28-13, 11:14 AM
Rename stuff in the Iceburg_1 LOD gr2 file to match say the mines you want an LOD for. Rename the gr2 to match the dat and try that.

Sorry for te late reply mate :). Will do that, but before we are going to test if setting GR2 units with their own lod is really as easy as it seems at a first sight. :salute:

Rongel
10-29-13, 10:05 AM
As I had supposed, the problem was the 'freights' material getting screwed up every time I updated crates' vertices. Don't ask me how. :shifty:

I have tried every combination of import options not avail, and modifing material's extended data properties didn't work either: apparently after importing a new mesh extended data wasn't applied anymore.

At the end I decided setting a new material for replacing the corrupted one. It seems to work; at least Goblin renders the crates correctly. Please, check that in game everything is in order as well. New version of the fix below: :up:

http://www.mediafire.com/?d8r83hwqtccrv9q

Tested it, and it seems to work :up: Thanks Gap!

This is great Rongel :yeah:

But I can't help thinking of what happened to PedroBas' 'MyMegaMod'.

One single megamod could, and should be a solution for most mates around to get SH5 playable.

Just a suggestion;
To make this megamod a tempting option to more players than the ones preferring the NewUIs TDC
Could you please try to make an alternative version including the Parts Magui by DrJones? What happened to Perdobas's megamod? I can' remember, or I was away that time. Something horrible? I havent seen Pedrobas for a while...

About Magui... Unfortunately I don't know anything about that mod, except that it looks very nice! In my opinion TDW's UI is really great but it kind of lacks graphic designer. I'm going to stick with TDW, it's the one I know, and I think I don't have time to manage two different versions. Maybe somebody else can do it later, it's not that hard to build the current package and add my additions in it.

Thanks for the support :salute:

I did some testing before and suprise suprise, encountered several CTD's. That kind of alarmed me, and I did some tuning, returned to FX update 2.1, and cleaned some of my additions. Can't say what caused it, could have been my own tweaks and test mods. Anyway, now it seems stable, no crashes yet, and at least five hours of gameplay behind... lets see what happens! :D

gap
10-29-13, 01:49 PM
Tested it, and it seems to work :up: Thanks Gap!

:yeah:

Let me know in case you find any other flaw which might require a similar quick fix.

What happened to Perdobas's megamod? I can' remember, or I was away that time. Something horrible? I havent seen Pedrobas for a while...

Good question. Last activity: lesser that a week ago, last post: about 11 months ago. I check his profile every now and then, and though not posting he seems to visit the forum regularly. I wonder if private life made him to stop suddenly his activity, or something pissed him off. :hmmm:

Pedro, if you are reading us please drop a few lines, just for letting us know that you are fine. We missed you :)


I did some testing before and suprise suprise, encountered several CTD's. That kind of alarmed me, and I did some tuning, returned to FX update 2.1...

The 2.2 fix should be ready in a few days :up:

Silent Steel
10-30-13, 03:45 AM
I was in contact with Pedrobas quite a lot back then when he was working with the MMM (My Mega Mod).
I think RL in combination with the many issues that were popping up made him leave his project. :wah:

Trevally.
10-30-13, 05:51 AM
I was in contact with Pedrobas quite a lot back then when he was working with the MMM (My Mega Mod).
I think RL in combination with the many issues that were popping up made him leave his project. :wah:

I think that towards the end to many people were wanting this mod and that mod added. This then became too much to control and ctd were hard to fix due to the monster created :arrgh!:

https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcSr-LG7-Wk6M5yL64fzKIsq5XACx30MS2PtjqvmFKuIc9uAXnUIuF7y2Q (https://www.google.co.uk/imgres?imgurl=http%3A%2F%2Fth01.deviantart.net%2Ff s50%2FPRE%2Fi%2F2009%2F292%2F8%2F6%2FFrankenstein_ by_misstell.jpg&imgrefurl=http%3A%2F%2Fmisstell.deviantart.com%2Fa rt%2FFrankenstein-140851669&docid=zrnXk9zup3JjtM&tbnid=eeG3EWraWwD-KM&w=784&h=1018&ei=kOVwUonONqTs0gXSioDwCw&ved=0CAMQxiAwAQ&iact=c)

Silent Steel
10-30-13, 06:12 AM
[QUOTE=Trevally.;2135245]...the monster created :arrgh!:

Mega Mods tend to get to a point where they become... monsters.

Due to all the various specs around a Mega Mod has so far (at least what I've seen) not been the solution for averyone :damn:

gap
10-30-13, 06:41 AM
I was in contact with Pedrobas quite a lot back then when he was working with the MMM (My Mega Mod).
I think RL in combination with the many issues that were popping up made him leave his project. :wah:

I think that towards the end to many people were wanting this mod and that mod added. This then became too much to control and ctd were hard to fix due to the monster created :arrgh!:

Well, I understand that overwhelming expectations by other forum members, frustration for the issues that at some point started being reported, and RL, might have induced him to discontinue his project. This is humanly understandable. But dropping suddenly any kind of activity? :hmmm:

Rongel
10-30-13, 08:47 AM
I think that towards the end to many people were wanting this mod and that mod added. This then became too much to control and ctd were hard to fix due to the monster created :arrgh!:



Sounds scary, but I can relate to that! Thats why I'm going to be somekind of dictator with the mod and base it on my own experiences and wishes. This mod might not be for the advanced players who wish to build their own mod soups...

People will be upset! Angry mobs will form up! :stare:

@ Trevally

By the way, how is your OH II fixes coming up? I think they are the biggest missing piece now. I can help with those if you want, but it might make things a bit more messier!

gap
10-30-13, 09:01 AM
People will be upset! Angry mobs will form up! :stare:

http://smileys.on-my-web.com/repository/Others/angry-mob-143.gifhttp://www.outlawpsd.com/images/smilies/outlaw/mob.gif
http://community.secondlife.com/t5/image/serverpage/image-id/8937i5532EA7E6E76ACCE/image-size/original?v=mpbl-1&px=-1

http://www.landoverbaptist.net/images/smilies/chase2.gif

:dead:

Rongel
10-30-13, 09:07 AM
:o

Didn't imagine it would start so soon...

gap
10-30-13, 09:10 AM
:o

Didn't imagine it would start so soon...

This is the fate of dictators like you! :D
Please read my signature below :O:

Silent Steel
10-30-13, 10:44 AM
People will be upset! Angry mobs will form up!

May God have mercy upon your soul, the rest of us won't :arrgh!:

gap
10-30-13, 11:34 AM
May God have mercy upon your soul, the rest of us won't :arrgh!:

Probably I have been a bit too negative on Rongel's fate. After all, there are always ways to settle reasonably any possible conflict. :yep:

I have prepared an educational graph to illustrate my point:

http://images2.wikia.nocookie.net/__cb20101213173918/nonciclopedia/images/9/94/Faccina_che_martella_rosikoni.gif

Targor Avelany
10-30-13, 12:27 PM
Probably I have been a bit too negative on Rongel's fate. After all, there are always ways to settle reasonably any possible conflict. :yep:

I have prepared an educational graph to illustrate my point:

http://images2.wikia.nocookie.net/__cb20101213173918/nonciclopedia/images/9/94/Faccina_che_martella_rosikoni.gif

I support and/or endorse this product! :rock:

gap
10-30-13, 02:13 PM
I support and/or endorse this product! :rock:

So do I :up:

Trevally.
10-30-13, 02:15 PM
I'm going to be somekind of dictator with the mod and base it on my own experiences and wishes. This mod might not be for the advanced players who wish to build their own mod soups...

Music to my ears:up:


By the way, how is your OH II fixes coming up? I think they are the biggest missing piece now. I can help with those if you want, but it might make things a bit more messier!

I have been sort of hovering over the forum and dabbling in ME2 waiting to be sure that I have the full list of what is wanted before I start.

Here is my notes so far:-

Delete hospital ship in memal and add a new one. This seams to fix the black ship bug. (not confirmed). Review memel ships (some are exploding)
Add sobers terreain fix
add gaps balloons
cargo ?? see rongel
Add Serge65 gun fix for some planes
@ Trevally,
Did some more testing, used silentotto to get in "Happy Times" campaign. I noticed that the Bremen harbour caused quite a lot of lagging, maybe some mods have increased tech requirements, but now it was not so fun cruising from the harbour.
So I would suggest radical solution: remove all the imported ships from harbours. I did this (left only 1-2 SH 4 tugboats there) and suddenly the game was running smooth again. Maybe imported ships can be replaced with some SH 5 ships, so that harbours won't be too empty.
This way the game is running smooth all the time, and we still get the added ships in the sea.
I will thin the minefield out - all those groups are in 50s.
Only ever 6 or 7 groups within render range at one time = 350 units.
Not to bad
I will change them to groups of 20 - less than half.
If I adjust their spacing - the need to avoid is still there - without the fps drop.
Oh, one more little thing, when I play the Coastal Waters campaign, there reads "Balic Mission" in the NavMap or something like that. Is OHII causing that nasty typo and could it be corrected
There is a node called "BalticSea" and just a little bit lower another node: "Balic Operations Area".
I can also try to post a screencap if you don't find it.
OBERKOMMANDO DER KRIEGSMARINE ALL 1939/09/01|Overt military operations have commenced against Poland. All Polish vessels are to be considered hostile and valid targets which may be attacked at the commander's discretion.|Vessels of other nations are considered neutral and are not to be attacked.|OKM
It is set for being radioed from 4 PM of Sep 1st to 7 PM of the day after. Maybe you can anticipate its start time to 00:01 AM, and you can set another message to be dispatched at the beginning of the patrol, ordering U-boats at sea to join their planned patrol areas, to stay at radio depth, and to categorically avoid any engagement until further orders.
Add as campaign message
Oh, there is nasty visual bug in Wilhelmshaven harbour, many of the houses are levitating!


So if there is more needed - just ask
This list will not take long - so perhaps I could do this this weekend

If you are looking to do part of it - fixing the terrain (with sobers fix) for the levitating houses would be good.

:up:

Rongel
10-31-13, 12:41 PM
This list will not take long - so perhaps I could do this this weekend

If you are looking to do part of it - fixing the terrain (with sobers fix) for the levitating houses would be good.



Great! I'll try to fix the terrain in a couple of days!

Trevally.
10-31-13, 01:10 PM
Great! I'll try to fix the terrain in a couple of days!

:up:

I will start on the rest tomorrow - if all goes well with the balloons
I really don't the rest will take long to get ready Rongel. Hope to start and finish tomorrow

Targor Avelany
11-01-13, 01:55 PM
@Rongel,

Were you able to figure out the reason for your sinking lifeboats? And does it happen only to the wooden ones or it affects your barkas too?

Rongel
11-01-13, 03:38 PM
@Rongel,

Were you able to figure out the reason for your sinking lifeboats? And does it happen only to the wooden ones or it affects your barkas too?

Just tested this, I even downloaded the mod again and placed on top of everything, no other mod was over-riding it, but I get still the same result, wooden lifeboats just start to sink... Small lifeboats are ok, so this is very mysterious.

gap
11-01-13, 03:57 PM
Just tested this, I even downloaded the mod again and placed on top of everything, no other mod was over-riding it, but I get still the same result, wooden lifeboats just start to sink... Small lifeboats are ok, so this is very mysterious.

Maybe the mechanical wave settings that you have been messing with lately, might play a role :06:

Targor Avelany
11-01-13, 04:52 PM
Just tested this, I even downloaded the mod again and placed on top of everything, no other mod was over-riding it, but I get still the same result, wooden lifeboats just start to sink... Small lifeboats are ok, so this is very mysterious.

Ugh... Weird. I can't test it at this time, as my time schedule is ridiculous atm. I'll do some tests asap though and will let you know.

vdr1981
11-03-13, 05:00 AM
# Reworked Morale and Abilities v.1.2 (Rongel)
[/COLOR]


Link?

Rongel
11-03-13, 05:55 AM
Link?

Not so fast! :D It's still under construction, my test mod uses a prototype of it but still unfinished, it's 90 % complete now!

vdr1981
11-03-13, 08:23 AM
Not so fast! :D It's still under construction, my test mod uses a prototype of it but still unfinished, it's 90 % complete now!

Cpy! Looking forward to it...:up:

Stormfly
11-03-13, 09:37 AM
not shure if you got my pm i send you some time ago (SDBSM is still on white color listed in initial post) you have permission including it.

Rongel
11-03-13, 09:53 AM
not shure if you got my pm i send you some time ago (SDBSM is still on white color listed in initial post) you have permission including it.

Hi Stormfly! Just checked private messages, and yes, I can see your message now, must have missed it during all the permissions/request mail chaos! A big thank you! :salute:

stoianm
11-03-13, 10:57 AM
You can use any of my mods! :yeah:

Silent Steel
11-03-13, 11:50 AM
This gets better and better :rock:

Rongel
11-04-13, 11:56 AM
You can use any of my mods! :yeah:

Thanks stoianm! :salute:

Trevally.
11-04-13, 02:30 PM
OHII v2.3 is almost finished
mines and balloons to go.

:sunny:

Myxale
11-04-13, 02:57 PM
You plan making this mod easy to install with some sort of installer?

Rongel
11-04-13, 03:54 PM
OHII v2.3 is almost finished
mines and balloons to go.

:sunny:

:woot:Great news! Have you reduced also traffic in Kiel? For some reason it seems really hard on my computer, I remember times when I could travel in the harbour quite easily, either my computer is starting to get old, or too many mods! But can't wait!

After that some more testing and maybe this monster will see daylight finally! There are still some mod authors that I haven't got any reply from, but it might be that some of them have abandoned subsim for good. So maybe I'll release this and remove their mods if there is a problem!

You plan making this mod easy to install with some sort of installer? Not at the moment, no. It seems to install ok with JSGME, so maybe later!

Trevally.
11-04-13, 04:51 PM
:woot:Great news! Have you reduced also traffic in Kiel? For some reason it seems really hard on my computer, I remember times when I could travel in the harbour quite easily, either my computer is starting to get old, or too many mods! But can't wait!

Removed convoys leaving Kiel when player in port (TG, MN, WA & TP)
Greatly reduced traffic leaving Kiel when player in port(TG, MN, WA & TP)
:up:

After that some more testing and maybe this monster will see daylight finally! There are still some mod authors that I haven't got any reply from, but it might be that some of them have abandoned subsim for good. So maybe I'll release this and remove their mods if there is a problem!

Most if not all have given permission to include their mods in other mega-mods. So if no word - I would assume its ok and post an offer to remove if they then object:hmmm:

Zky
11-04-13, 05:17 PM
:woot: Hurray, this is really needed. I my self have been diving in at Subsim from time to time as the urge comes and I now plan to make a new dive BUT, frankly the forum and the mod area is VERY messy if you have not kept up lately.



I am quite experienced with mods in general but unfortunately SH5 i becoming more and more inaccessible due to the amount of mods, tutorials, patches and so on.

My own modsoup dates back to my latest update some time back in 2012 (I think) and I now plan to make a new update. I will probably need to delete the game and all mods. I have now spent at least 15h just downloading and trying to get my head around all mods and forum posts again. (probably spent at least 200h doing this before and that's a lot less then many others here but just thinking about doing this again gives me a headache)

I will probably need another 30h to get the game where I want and my skills so I can actually hit a fast moving merchant again after something like a year away from the game.


What Im trying to say is that this is really needed!! Thanks :salute:
And maybe a thread with some basic tutorials, like a fast GET UP TO SPEED thread or something with ONE download and not links to 150 mods.

(This criticism is only because of my love for the game and all the talented people making it playable, yes this will probably be a all new thread I see that now :shifty: )

gap
11-04-13, 06:04 PM
OHII v2.3 is almost finished
mines and balloons to go.

:sunny:

Making good progress with my document on the histrorical usage of barrage balloons by the British. I hope to post it within the next 24 hours :salute:

Targor Avelany
11-04-13, 06:11 PM
OHII v2.3 is almost finished
mines and balloons to go.

:sunny:

I'm making pretty good progress with creating new model for the mines. Have to guess a lot, unfortunately, as there are not many good pictures or any kind of detailed descriptions. I'll post some screenshots later today.

gap
11-04-13, 08:00 PM
I'm making pretty good progress with creating new model for the mines. Have to guess a lot, unfortunately, as there are not many good pictures or any kind of detailed descriptions. I'll post some screenshots later today.

Hi Max, :salute:

unfortunately there is not much information on the web on the Mk XVII mine. This is a bit weird, considered that according to navweaps it was the standard contact mine used by the British during WWII. These are the images I was able to find so far (click on them for better resolution pictures/more information):

http://www.memorials.inportsmouth.co.uk/others/gunwharf/images/mine.jpg (http://www.memorials.inportsmouth.co.uk/others/gunwharf/weaponry.htm) http://www.museevirtuel-virtualmuseum.ca/media/edu/EN/uploads/image/LO10_345761.jpg (http://www.museevirtuel-virtualmuseum.ca/edu/ViewLoitDa.do%3Bjsessionid=132FD8D980BECC2621677FD DF982E6AF?method=preview&lang=EN&id=7272) http://4.bp.blogspot.com/_1NdL_8bK4So/S9TAPxE2V7I/AAAAAAAAASc/aciYBBx7mBM/s320/DSC00267.JPG (http://olivhieng.blogspot.it/2010_04_25_archive.html) http://www.ceresm.com/mine/tn/dossier%20mine%20ceres%2091.jpghttp://www.ceresm.com/mine/tn/dossier%20mine%20ceres%2089.jpg (http://www.ceresm.com/mine.htm)http://www.pixstel.com/mk-17-sea-mine_pics188-18835.jpg (http://www.pixstel.com/18835.html) http://upload.wikimedia.org/wikipedia/commons/thumb/8/8b/British_Mark_17_naval_mine_on_display_in_Harstad.j pg/305px-British_Mark_17_naval_mine_on_display_in_Harstad.j pg (http://commons.wikimedia.org/wiki/File:British_Mark_17_naval_mine_on_display_in_Hars tad.jpg) http://thumbs.dreamstime.com/x/naval-mine-21469929.jpg (http://www.dreamstime.com/royalty-free-stock-images-naval-mine-image21469929)
http://www.iwm.org.uk/collections/item/object/30021858

The mine was composed by two hemispheres having a diameter of 40 in (1 m), connected by a cylinder of the same diameter. There is some discordance between various sources about the height of the central belt. Some of them report an height of 8 in (20 cm), whereas the height was 30 cm (12 in) according another website. The above dimensions give a total height of 48 ft (1.20 m) and 52 ft (1.30 m) respectively; nonetheless, one of the sources report a total height of 58 ft (1.47 m). This is probably a typo, or the height including the plates bolted to the two poles. No doubt about the switch horns, which were eleven :up:

gap
11-04-13, 08:36 PM
Quick addition. :03:

From the US mine identification manual:

http://www.hnsa.org/doc/mineid/pg048.htm

Unlike our other sources, it only reports 4 or 8 spike horns for the type-17 mine. For spike position of a 11-spike mine, I think you can refer to the drawing of the type-14, which seems in accordance with what can be seen from some of the pictures linked in my previous post:

http://www.hnsa.org/doc/mineid/pg037.htm

P.S: one more picture of the real thing:
http://www.flickr.com/photos/brighton/3558925084/lightbox/

Targor Avelany
11-04-13, 09:24 PM
thanks gap.

That is pretty much the same information as I have found so far. And as you can see - that is the main reason why I have to guess a good chunk of things :)

This is actually one of the best pictures:
http://upload.wikimedia.org/wikipedia/commons/b/b0/Blokhus_-_Engelsk_Bundmine_MK_XVII_og_Soemaerket_jan_2013_% 28ubt%29.JPG

vdr1981
11-30-13, 07:15 PM
What, everybody lost enthusiasm? :hmmm: Not a single post for a month...

gap
12-01-13, 05:47 AM
What, everybody lost enthusiasm? :hmmm: Not a single post for a month...

Might be the "curse of the SH5 Megamod": every time someone dares creating one, he suffers a fatal system crash, he becomes affected by a rare form of rheumatic disorder of the auricle, he is struck by lighting, or he is kidnapped by a swarm of passing aliens :D

Rongel
12-01-13, 03:49 PM
What, everybody lost enthusiasm? :hmmm: Not a single post for a month...

Waiting for the new version of OH II! Then I will rebuild the package, test it some more, and release the monster!

Also somebody got tricked me into World of Tanks and it seems that I'm hooked... I still hope that this megamod will be released in 2013!

vdr1981
12-01-13, 06:36 PM
Also somebody got tricked me into World of Tanks and it seems that I'm hooked... I still hope that this megamod will be released in 2013!

That Pay 2 Win arcade? You better prepare your credit card if you don't want to serve for target practicing...:haha:

gap
12-02-13, 02:07 PM
Waiting for the new version of OH II! Then I will rebuild the package, test it some more, and release the monster!

:up:

There is a funny art I had prepared for usage as logo of Volodya's megamod. If you are interested I can send it your way. I hope Volodya won't mind if you use it, as it seems unlikely that he will release his mod in the next future :)

Rongel
12-02-13, 02:35 PM
:up:

There is a funny art I had prepared for usage as logo of Volodya's megamod. If you are interested I can send it your way. I hope Volodya won't mind if you use it, as it seems unlikely that he will release his mod in the next future :)

Thanks for the offer Gap!

I have already done some art and logos to the mod, so no need at the moment! :salute:

gap
12-02-13, 02:47 PM
Thanks for the offer Gap!

I have already done some art and logos to the mod, so no need at the moment! :salute:

Okay, no problem :up:

Muerevich
12-12-13, 03:46 PM
thanks for working on this mega mod, Im eager to get back to SH5, I need this:)

Targor Avelany
12-15-13, 01:00 PM
@Rongle, figured out why the lifeboats were sinking yesterday :)) Made me laugh a bit.. eh.. It's all fixed and I have posted new version.

Rongel
12-30-13, 01:26 PM
Okay, back in testing the megamod, now with OH II 2.3. I'm not currently using the beta patch, something was causing random CTD's, not sure what was the reason, but it seems working allright now.

First, the wooden lifeboats. Thanks Targor, they work fine now! :)

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-12-30_195521.jpg

And here is something new: some of the harbours will have "harbour people" on them!

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-12-29_163706.jpg

Trevally.
12-30-13, 02:54 PM
Looks good Rongel:up:

OHII v2.3 patch had an issue where I missed an update.... its a long story and on the last few pages of OHII:oops:

I still have to update hassolos harbour mod to work with OHIIv2.3 - are those nurses from that? - do you need me to update it?

Rongel
12-31-13, 06:06 AM
Looks good Rongel:up:

OHII v2.3 patch had an issue where I missed an update.... its a long story and on the last few pages of OHII:oops:

I still have to update hassolos harbour mod to work with OHIIv2.3 - are those nurses from that? - do you need me to update it?

Thanks!

Yep, I tried to follow that conversation, but decided to wait for the next patch! Anyway, good work with the OH II!

The nurses in the picture are from Hansolos mod, he gave a permission to use them (thanks again!). Originally they were from SH 3. But I'm not actually using his mod, I just took the nurses and made a new campaign layer where I placed some harbour people. I'm using also SH 5 "ship people" in some of the harbours (you can see one in the pic watching the nurses!).

So no need to update anything concerning the harbour people, as the additions come directly from my mod.

gap
12-31-13, 06:48 AM
@ Rongel

I think nurses' skin and/or material need for some adjustments. Have you noticed how lavished they look in comparison with SH5 characters? :hmm2:

Macardigan
01-08-14, 07:37 PM
:D you can use RPM Hydrophone mod if you want. but you must be careful with the mods you install after mine.


See MOD posts:
http://www.subsim.com/radioroom/showthread.php?t=205625

mikaelanderlund
01-09-14, 02:14 AM
@ Rongel

I think nurses' skin and/or material need for some adjustments. Have you noticed how lavished they look in comparison with SH5 characters? :hmm2:

Totally agree. They look terrible. None of these in my mod list:stare:

:salute:

gap
01-09-14, 06:42 AM
Totally agree. They look terrible. None of these in my mod list:stare:

:salute:

A few touching ups to their make-ups can make them lovely again :03: :yep: