View Full Version : MOD REQUEST:casualties
ZAGOR64BZ
03-03-14, 03:00 PM
I know it may seam cruel or odd, at least, and before anyone will start making comments about any moral issue let me state this: I get no particular enjoyment on peoples death, and I'm not a psychopath killer.:har:Even if we don't like to admit, when you sink a ship you kill peoples.Lots of them. So JUST FOR AN IMMERSION FACTOR, I think that few dead bodies floating and sinking along with the wreckage of the ship will be "realistic". Beside, it will remind us that war is not a game, even if this is one. Please, don't get me wrong, and if this seam unreasonable or too much, just say so.:salute:
THE_MASK
03-03-14, 03:16 PM
I know it may seam cruel or odd, at least, and before anyone will start making comments about any moral issue let me state this: I get no particular enjoyment on peoples death, and I'm not a psychopath killer.:har:Even if we don't like to admit, when you sink a ship you kill peoples.Lots of them. So JUST FOR AN IMMERSION FACTOR, I think that few dead bodies floating and sinking along with the wreckage of the ship will be "realistic". Beside, it will remind us that war is not a game, even if this is one. Please, don't get me wrong, and if this seam unreasonable or too much, just say so.:salute:It is already a mod :yep:
http://www.subsim.com/radioroom/showthread.php?t=174511
ZAGOR64BZ
03-03-14, 03:31 PM
:hmmm: I never notes bodies in the water....even if I'm running that mod (included in the WoSteel megamod):hmm2:
Perhaps is a sub-mod in the FX Update version 0.0.22 folder?
I know it may seam cruel or odd, at least, and before anyone will start making comments about any moral issue let me state this: I get no particular enjoyment on peoples death, and I'm not a psychopath killer.:har:Even if we don't like to admit, when you sink a ship you kill peoples.Lots of them. So JUST FOR AN IMMERSION FACTOR, I think that few dead bodies floating and sinking along with the wreckage of the ship will be "realistic". Beside, it will remind us that war is not a game, even if this is one. Please, don't get me wrong, and if this seam unreasonable or too much, just say so.:salute:
Ciao Zagor, got your point and I must say that I agree with you :up:
It is already a mod :yep:
http://www.subsim.com/radioroom/showthread.php?t=174511
:hmmm: I never notes bodies in the water....even if I'm running that mod (included in the WoSteel megamod):hmm2:
Nor do I :yep:
There was an old SHIII mod, namely Wooden Lifeboats Mod by Iambecomelife (http://www.subsim.com/radioroom/downloads.php?do=file&id=3911), which made sinking ships to spawn plenty of dead bodies. It also works with SH5 (tested it personally), but unfortunately its low poly models don't look quite right compared to the better graphics of SH5.
Perhaps is a sub-mod in the FX Update version 0.0.22 folder?
afaik there is not such an FXU submod.
ZAGOR64BZ
03-03-14, 03:59 PM
There was an old SHIII mod, namely Wooden Lifeboats Mod by Iambecomelife, which made sinking ships to spawn plenty of dead bodies. It also works with SH5 (tested it personally), but unfortunately its low poly models don't look quite right compared to the better graphics of SH5.
Ciao Gap, I took a look at that mod and I have to agree with you that it doesn't look right!
Quote:
Originally Posted by ZAGOR64BZ View Post
Perhaps is a sub-mod in the FX Update version 0.0.22 folder?
afaik there is not such an FXU submod.
I know, but I thought that maybe I had miss it somehow:haha:
Maybe there will be someone able/willing to update that ol sh3 mod, or creating a new one?:rock:
TheDarkWraith
03-03-14, 04:27 PM
It's in FX Update. I originally made it for SH3 with my SH4_Effects_For_SH3 mod. Others then copied my work and stole my ideas :shifty:
TheDarkWraith
03-03-14, 04:37 PM
From FX Update's zones.cfg file:
;Modified by TheDarkWraith
[DistressFlareWarship]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=130
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_es cort, 40
Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_me rchant, 40
Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
Those effects when triggered will throw bodies, debris, lifejackets, and some other items and they will float on the water and some emit blood pools on the water. Morbid yes but really cool :D
The units in the game need to have these zones specified in their .zon file in order for these to be seen. FX_Update includes them on some of the ships.
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3265
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3264
ZAGOR64BZ
03-03-14, 05:37 PM
Great..awesome effects;exactly what I meant!
Forgive me for my ignorance about the zone files thing, but is the update FX WIP, or is already included in the version 0.0.22?
If so, how can I make every unit play that cool effects?
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3264
ps:now we need sharks:D
TheDarkWraith
03-03-14, 06:08 PM
Great..awesome effects;exactly what I meant!
Forgive me for my ignorance about the zone files thing, but is the update FX WIP, or is already included in the version 0.0.22?
If so, how can I make every unit play that cool effects?
It's been in FX_Update for a very long time.
You'll need to use Goblin editor to edit the units .zon files that are missing these zones. If you study one of the units I included in FX_Update you'll see what you have to do (compare to stock unit and you'll see what I did)
iambecomelife
03-03-14, 06:35 PM
Ciao Zagor, got your point and I must say that I agree with you :up:
Nor do I :yep:
There was an old SHIII mod, namely Wooden Lifeboats Mod by Iambecomelife (http://www.subsim.com/radioroom/downloads.php?do=file&id=3911), which made sinking ships to spawn plenty of dead bodies. It also works with SH5 (tested it personally), but unfortunately its low poly models don't look quite right compared to the better graphics of SH5.
afaik there is not such an FXU submod.
Just to clarify, my mod did not spawn any dead bodies. It spawned living crewmen either holding on to wreckage or sitting in boats/rafts.
Surprised people are still interested in it because years later it's showing its age....I have plans to update it with better crewmen and lifesaving craft. Likely as part of my SH4 World War I mod (though with a few changes I can make a variant suitable for WWII). I'll keep you posted.
It's in FX Update. I originally made it for SH3 with my SH4_Effects_For_SH3 mod. Others then copied my work and stole my ideas :shifty:
:up:
strange that I didn't notice them before, but again, my gaming experience of SH5 sucks. :doh:
P.S: the sailors in your screenshots look like dat objects. Have you ever thought of replacing them with GR2 characters? While digging into the characters folder I have noticed that there are (probably unused) animations for dead bodies :arrgh!:
Great..awesome effects;exactly what I meant!
Forgive me for my ignorance about the zone files thing, but is the update FX WIP, or is already included in the version 0.0.22?
If so, how can I make every unit play that cool effects?
All the stock merchant units are already covered by FXU, and they got the zones mentioned by TDW. Only warships and OH's merchants need those zones added.
ps:now we need sharks:D
I thought about them too. :D
There are many shark models freely available on the web, and making them to spawn in game the way TDW's debris or lifeboats do, shouldn't be a problem either. But animating them would probably take more time than it is worth, and I am not even sure that I would like seeing a bank of voracious sharks every time a ship is going to sink.
Just to clarify, my mod did not spawn any dead bodies. It spawned living crewmen either holding on to wreckage or sitting in boats/rafts.
Yep, I remember them, but for some reason I was sure that your mod also featured dead bodies (the ones I saw were probably from FXU). Sorry for giving distorted informations about it :oops:
Surprised people are still interested in it because years later it's showing its age....
Though not having ever played either of the SH5 predecessors, I appreciate very much your work. In the past I have carefully studied many of your mods and learned some good lessons from them. Seeing at least some of your units in SH5 (as GR2 ships) would be awesome :yeah:
P.S: have you noticed that since when I re-uploaded your wooden lifeboats on subsim, it got almost 500 downloads? This is quite an high score for an old mod like yours :03:
I have plans to update it with better crewmen and lifesaving craft. Likely as part of my SH4 World War I mod (though with a few changes I can make a variant suitable for WWII). I'll keep you posted.
Keep us informed! :up:
ZAGOR64BZ
03-04-14, 06:56 AM
Quote:
Originally Posted by ZAGOR64BZ View Post
ps:now we need sharks
I thought about them too.
There are many shark models freely available on the web, and making them to spawn in game the way TDW's debris or lifeboats do, shouldn't be a problem either. But animating them would probably take more time than it is worth, and I am not even sure that I would like seeing a bank of voracious sharks every time a ship is going to sink.
:timeout:Isn't what happened in many cases? I'm sure with all that noise, distress vibe and blood in the water, every time a ship sunk it was an irresistible call for every shark present in the area. I guess even more in the Pacific campaign.:-?
OK, anyone willing to teach me step by step how to copy those file in the correct folders?
:up::salute:
:timeout:Isn't what happened in many cases? I'm sure with all that noise, distress vibe and blood in the water, every time a ship sunk it was an irresistible call for every shark present in the area. I guess even more in the Pacific campaign.:-?
Maybe one day ;)
OK, anyone willing to teach me step by step how to copy those file in the correct folders?
:up::salute:
You must open ship zon files in Goblin Editor (http://www.subsim.com/radioroom/showthread.php?p=1328039#post1328039) and give them one or more additional damage boxes, setting their 'zone type' property to the zones mentioned by TDW. Tell me when you are ready to use the Editor, and I will draft quick zones editing tutorial :up:
Aktungbby
03-04-14, 12:42 PM
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3264
ps:now we need sharks:D
Bull sharks, Tigers, or Makos only!! no insulting Great Whites :shucks:...professional courtesy after all!:O:
ZAGOR64BZ
03-04-14, 12:55 PM
Maybe one day ;)
You must open ship zon files in Goblin Editor (http://www.subsim.com/radioroom/showthread.php?p=1328039#post1328039) and give them one or more additional damage boxes, setting their 'zone type' property to the zones mentioned by TDW. Tell me when you are ready to use the Editor, and I will draft quick zones editing tutorial :up:
It sound more complicated than I thought:hmmm:..I'll dig in more and I'll report to you!
Grazie !!!!!
It sound more complicated than I thought:hmmm:..I'll dig in more and I'll report to you!
Not really complicated, but before you start messing with the zones controller you should at least familiarize with Goblin Editor and with simplier controllers.
Grazie !!!!!
Il piacere è tutto mio :salute:
Bull sharks, Tigers, or Makos only!! no insulting Great Whites :shucks:...professional courtesy after all!:O:
Why not? :arrgh!:
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