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MekStark
06-08-17, 05:53 AM
Hello,

my very first mod here, coincidentally to a game I worked on :)


http://www.subsim.com/radioroom/downloads.php?do=file&id=5231

it's goal is to reduce the underwater visibility in Cold Waters to values similar to those in Atlantic Fleet but also to slightly -very slightly I must say- differ depending on time of day and sky state

that said it isn't a "weather modification", oh no, it is simple increase of underwater "fog" to reduce visibility and player's chances to spot vessels or torpedoes at further ranges; also I have not toyed with the colour of underwater scenes, works good for me as it is

also this mod serves as simple example of basic modding of Cold Waters StreamingAssets files

Enjoy!

midnight.mangler
06-08-17, 06:07 AM
Nice! Thank you, was just thinking along these lines.

Enjoying the game immensely.

Onkel Neal
06-08-17, 06:17 AM
Good option for those who choose to play more hardcore.:Kaleun_Cheers:

MekStark
06-08-17, 06:30 AM
I think I wrote in readme it further increases the difficulty of course it does so beware -now these pesky airdropped torpedoes seem to come literally out of the (deep) blue, not that these were anything but menace prior

Stardog765
06-08-17, 08:52 AM
This is great! Thank you for taking the time to make this.

bigtorpedo
06-08-17, 09:01 AM
Great mod - is there a setting to reduce the brightness of the beams of light dancing on top of the submarine?

Zero'ing out the following two settings get rid of it entirely, but the effect doesn't scale, it seems either on or off.

PrimaryLightIntensity=0
SecondaryLightIntensity=0

MekStark
06-08-17, 09:46 AM
not at the moment, lightbeams are locked but I will look into it

bigtorpedo
06-08-17, 09:48 AM
No worries, thanks for your hard work. I found that turning off Ambient Occlusion in the graphics settings really helps the reduced visibility mod - it gets rid of those shadows at distance.

MekStark
06-08-17, 09:53 AM
yeah I forgot we can turn it off, it is visible underwater on even very fogged meshes making things a bit iffy

elrond petit pas tapons
06-12-17, 04:29 AM
Thx for your work mate :Kaleun_Thumbs_Up:

ScreamingElectron
06-12-17, 03:53 PM
Hey MekStark,
Wanted to thank you for your work. Definitely is a great improvement to the game. Things are a lot more dodgy when you can't see 5 miles.

I've included your mod in mine, along with credit to yourself for it, as well as your ReadMe. Please PM me if you are against this notion, and I will remove it :)

My mod is available now in the download section. I hope it provides you as much pleasure as yours has provided me!

riboyster

Aktungbby
06-12-17, 04:39 PM
bigtorpedo!:Kaleun_Salute: After a six year silent run!

ScreamingElectron
06-12-17, 07:05 PM
bigtorpedo!:Kaleun_Salute: After a six year silent run!

Hahahaha wow good call.
In retrospect, I've just had a 7 year silent run.
Dat Cold Waters, though

Waervyn
06-14-17, 03:43 PM
Amazing mod, not only helps with realism, but also makes the game feel less 'empty'. Thanks so much for posting it!

Made a short spotlight to hopefully promote it a bit more to the people who might not be aware of this site:
https://www.youtube.com/watch?v=Wiwu-Lcr0wU

MekStark
06-30-17, 10:53 AM
Waervyn thank you :Kaleun_Salute:

jonass
06-30-17, 03:19 PM
Excellent mod, thanks alot for your work! Makes the game feel so much more realistic :Kaleun_Cheers:

Savage117
07-03-17, 05:56 PM
Excellent mod, game is so much more immersive now (Pun intended):Kaleun_Wink:

Any chance the ambient occlusion problem can be fixed without turning off ambient occlusion?

THEBERBSTER
07-04-17, 04:45 AM
A Warm Welcome Back To The Subsim Community > Savage117
Subsim <> How To Donate <> See The Benefits <> Support The Community:salute: (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)