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-   -   [REL] FOTRS Ultimate Project (https://www.subsim.com/radioroom/showthread.php?t=226270)

CapnScurvy 06-16-16 07:29 AM

Propbeanie, you're working on the sounds aren't you?

I couldn't help to notice when using the Museum, the sounds of the BB's and CV's (for all sides since they use the same .wav files) are loud (maybe too loud) compared to the CA's, CL's, and most merchants (way too low in volume). The DD's are slightly better, but still seems too low in volume. I use a free download called "Gold Wave" for sounds (maybe you've got a favorite). I'm sure the issue is a simple one (I've fixed this kind of stuff before), just wanted you to see what you can do. :up:

Just thought of something, when I finish my Optical Corrections for FOTRS Ultimate the ability to have a free camera in the Museum will be available. Should help in hearing the difference of the units engine sounds.

XTBilly 06-16-16 08:36 AM

Andy_311, thanks for your help!:up:

CapnScurvy, these screenshots speak for themselves! Specially the periscope and the 20mm views are just... great!:up::salute:

Regards,
Billy.

Rockin Robbins 06-16-16 09:19 AM

Quote:

Originally Posted by CapnScurvy (Post 2411830)
Thought I'd share some images of what I've been doing toward an Optical Correction for FOTRS Ultimate. I'll start by comparing the two different Attack Periscope stations. First FOTRS:

http://i175.photobucket.com/albums/w...psevoypyb9.jpg


Then the Optical Correction version:


http://i175.photobucket.com/albums/w...psfl34ygqr.jpg


This is the low zoom (1.5x) setting, with a target ship positioned at 1000 yards from the sub. As I like to do, I've made the actual lens size larger to simulate the idea that your eye is VERY close to the lens. This doesn't make the ship larger to scale, the correction of the Field of View does that. The FoV is now correct, reading 16 degrees from center to outer edge....meaning the scopes FoV will accurately read 32 degrees wide with objects set at 1000 yards distance. The FOTRS scope reads about 34 degrees wide (notice more of the second ship showing in its image), it's not authentic to what the American Periscopes FoV should read.

You'll notice I put a center Rosette in the Compass Dial to help figure a new coarse bearing when changing direction. Some other minor refinements to the Dials as well (like centering the Compass Dial to the gauge housing). Since I'm familiar to these dials (I put them together from my old friend Jimimadrid's for an early RFB version), I shouldn't think anyone from FOTRS will mind.

Here's a high zoom, 6x magnification from FOTRS:


http://i175.photobucket.com/albums/w...ps1xpp1igq.jpg


Optical Correction's:


http://i175.photobucket.com/albums/w...psiihds2xh.jpg


At this magnification, the authentic FoV should cover 8 degrees from left to right. Mine does, so using the Telemeter Divisions for figuring height/width will be accurate now.

Once the scopes are corrected, the remainder of the optical views can now be adjusted as well. The following Bridge View of the FOTRS mod is shown:

http://i175.photobucket.com/albums/w...psyk8vaceh.jpg


This is the Optical Correction's Bridge View:


http://i175.photobucket.com/albums/w...pskz3vpmhz.jpg


Pretty much the same, except the OC's view has the target ship a bit smaller than the FOTRS view. These outside views are important to give a "Naked Eye" look to the world around. Because an object seen with the naked eye should be 2.5 times smaller than an object viewed at a 1.5x magnification.....this is what you get with an outdoor view.

Using FOTRS Binocular View:


http://i175.photobucket.com/albums/w...pswiux7msm.jpg


Here's an authentic 7x magnification for the Binoculars from Optical Correction:


http://i175.photobucket.com/albums/w...pst31fi1ba.jpg


I don't know what the stock game was thinking when they threw together the Binocular settings. Sure isn't 7x magnification! You'll also notice I put back the red rectile in the center of the view. How does one expect to mark a survivor, or any other object if its removed?

This is a Antiaircraft Gun View of FOTRS:


http://i175.photobucket.com/albums/w...ps42yrhcvg.jpg


Here's Optical Corrections:


http://i175.photobucket.com/albums/w...psavmvkdqw.jpg


I couldn't help to notice the 3D model of the 20MM has the camera set WAY too close in its .dat file. I corrected it, as well as keeping the view at the correct scale compared to other views.

I think I'll stop for now. Later I'll show you what other corrections I've done to FOTRS regarding optical views.

Outstanding! Would anybody get their panties in a wringer if we melded this into the core mod? It isn't Maddy but it enhances Maddy's work!

Rockin Robbins 06-16-16 09:23 AM

Quote:

Originally Posted by CapnScurvy (Post 2411949)
Propbeanie, you're working on the sounds aren't you?

I couldn't help to notice when using the Museum, the sounds of the BB's and CV's (for all sides since they use the same .wav files) are loud (maybe too loud) compared to the CA's, CL's, and most merchants (way too low in volume). The DD's are slightly better, but still seems too low in volume. I use a free download called "Gold Wave" for sounds (maybe you've got a favorite). I'm sure the issue is a simple one (I've fixed this kind of stuff before), just wanted you to see what you can do. :up:

Just thought of something, when I finish my Optical Corrections for FOTRS Ultimate the ability to have a free camera in the Museum will be available. Should help in hearing the difference of the units engine sounds.

Yes, an important tweak for the core mod is to normalize sounds to appropriate volumes and changing all samples to standard 44.1 MHz sample rate to take the load off the sound engine.

max-peck 06-16-16 01:30 PM

Quote:

Originally Posted by Rockin Robbins (Post 2411986)
Outstanding! Would anybody get their panties in a wringer if we melded this into the core mod? It isn't Maddy but it enhances Maddy's work!

I say hell yeah - go for it

Beautiful work CapnScurvy :up:

Rockin Robbins 06-16-16 01:41 PM

Because of the monster mega-file where all this stuff in CapnScurvy's mod lives, and because it is a totally transparent mod as far as gameplay goes I consider that it's essential that it's installed by default. If MadMax could have done it he would have.

XTBilly 06-16-16 02:45 PM

Quote:

Originally Posted by Rockin Robbins (Post 2412022)
Because of the monster mega-file where all this stuff in CapnScurvy's mod lives, and because it is a totally transparent mod as far as gameplay goes I consider that it's essential that it's installed by default. If MadMax could have done it he would have.

I completely agree.

Billy.

CapnScurvy 06-16-16 02:56 PM

Quote:

Originally Posted by Rockin Robbins (Post 2412022)
Because of the monster mega-file where all this stuff in CapnScurvy's mod lives, and because it is a totally transparent mod as far as gameplay goes I consider that it's essential that it's installed by default. If MadMax could have done it he would have.

Great! That's going to save some files. One of the files that's a real stinker regarding what it does and how easily it can be to mess up is the menu_1024_768.ini file. This file contains info for all 2 Dimensional screen make-ups, like the Periscope screen, the Crew Management screen, the main game Menu screen. Those that are 3 Dimensional are like the Radar screen or the Conning Tower views (their made in .dat files). When mods come along and wish to add their own take to the menu_1024 file, the creator better know how to make the file compatible with the original or something isn't going to be right....usually resulting in to a CTD. It's unfortunate but when mods don't consider the original source of the files they are modifiying....especially files that have already been altered, the mod becomes useless.

With the FOTRS Optical Correction, there's a lot changed in the camera.dat file, but there's also things changed within the menu_1024 file like the placement of the larger sized Periscope lens, or the larger compass bearing at the top of the scope. The Observation scope has to have its own entries, as well as the TBT/UZO too. It's just going to make sense to have some of the parts embedded into the mod so other mods can work from what we finish with.

To continue on with a little more of the Optical Correction comparisons, here's FOTRS initial Museum screen:


http://i175.photobucket.com/albums/w...psiqnqbqdu.jpg


The OC Museum screen:


http://i175.photobucket.com/albums/w...ps4zemw0qu.jpg


This isn't much of a difference except for the addition of having a Free Camera to move about the models as you like. Put yourself on the deck to see what's it like to to be a sailor on one of these:


http://i175.photobucket.com/albums/w...psdqvxlnc1.jpg


Kind of a small thing, but here's the FOTRS view of the Captain's Office:


http://i175.photobucket.com/albums/w...psakgv3nfg.jpg


Here's OC's:


http://i175.photobucket.com/albums/w...psnbtiqkrx.jpg


By pushing back the camera a bit, hopefully folks will see the "Options Radio" better on the left shelf.

Getting back to the subs, I've always liked the ability to feel you're in one, yet it's hard to visualize it sitting in a computer chair. One touch I'm putting in is the ability to have the camera tilt with the descend/ascend movement of the sub. In order to accomplish this, certain aspects of the subs interior had to be modified (changing the Command Room and Conning Tower camera initial starting position). It's much like the change I had to make for the 20MM Antiaircraft gun......it just wasn't right. Here's the FOTRS Command Room (Porpoise I think) during a Crash Dive:


http://i175.photobucket.com/albums/w...psshs7hkte.jpg


Here's an Optical Correction view:


http://i175.photobucket.com/albums/w...pssvuesvx0.jpg


And the Conning Tower:


http://i175.photobucket.com/albums/w...ps9dxah1gj.jpg


The camera will level out as the sub levels itself. This doesn't add any extra movement to the interior camera (you won't be getting sea sick with the wash of the waves), but it does give you a sense of movement responding to the decent/accent of the sub.

The German side will be getting it too:


http://i175.photobucket.com/albums/w...pskqkwdzgi.jpg


I'll be talking more about the Optical Corrections for the German side later (yes, I've not forgotten you guys).


Here's a last comparison of the FOTRS Observation Periscope 6x magnification at night:


http://i175.photobucket.com/albums/w...psnu9vuypu.jpg


And Optical Corrections:


http://i175.photobucket.com/albums/w...psol6ajkww.jpg

XTBilly 06-16-16 03:11 PM

Quote:

Originally Posted by CapnScurvy (Post 2412048)
Great! That's going to save some files. One of the files that's a real stinker regarding what it does and how easily it can be to mess up is the menu_1024_768.ini file. This file contains info for all 2 Dimensional screen make-ups, like the Periscope screen, the Crew Management screen, the main game Menu screen. Those that are 3 Dimensional are like the Radar screen or the Conning Tower views (their made in .dat files). When mods come along and wish to add their own take to the menu_1024 file, the creator better know how to make the file compatible with the original or something isn't going to be right....usually resulting in to a CTD. It's unfortunate but when mods don't consider the original source of the files they are modifiying....especially files that have already been altered, the mod becomes useless.

With the FOTRS Optical Correction, there's a lot changed in the camera.dat file, but there's also things changed within the menu_1024 file like the placement of the larger sized Periscope lens, or the larger compass bearing at the top of the scope. The Observation scope has to have its own entries, as well as the TBT/UZO too. It's just going to make sense to have some of the parts embedded into the mod so other mods can work from what we finish with.

To continue on with a little more of the Optical Correction comparisons, here's FOTRS initial Museum screen:


http://i175.photobucket.com/albums/w...psiqnqbqdu.jpg


The OC Museum screen:


http://i175.photobucket.com/albums/w...ps4zemw0qu.jpg


This isn't much of a difference except for the addition of having a Free Camera to move about the models as you like. Put yourself on the deck to see what's it like to to be a sailor on one of these:


http://i175.photobucket.com/albums/w...psdqvxlnc1.jpg


Kind of a small thing, but here's the FOTRS view of the Captain's Office:


http://i175.photobucket.com/albums/w...psakgv3nfg.jpg


Here's OC's:


http://i175.photobucket.com/albums/w...psnbtiqkrx.jpg


By pushing back the camera a bit, hopefully folks will see the "Options Radio" better on the left shelf.

Getting back to the subs, I've always liked the ability to feel you're in one, yet it's hard to visualize it sitting in a computer chair. One touch I'm putting in is the ability to have the camera tilt with the descend/ascend movement of the sub. In order to accomplish this, certain aspects of the subs interior had to be modified (changing the Command Room and Conning Tower camera initial starting position). It's much like the change I had to make for the 20MM Antiaircraft gun......it just wasn't right. Here's the FOTRS Command Room (Porpoise I think) during a Crash Dive:


http://i175.photobucket.com/albums/w...psshs7hkte.jpg


Here's an Optical Correction view:


http://i175.photobucket.com/albums/w...pssvuesvx0.jpg


And the Conning Tower:


http://i175.photobucket.com/albums/w...ps9dxah1gj.jpg


The camera will level out as the sub levels itself. This doesn't add any extra movement to the interior camera (you won't be getting sea sick with the wash of the waves), but it does give you a sense of movement responding to the decent/accent of the sub.

The German side will be getting it too:


http://i175.photobucket.com/albums/w...pskqkwdzgi.jpg


I'll be talking more about the Optical Corrections for the German side later (yes, I've not forgotten you guys).


Here's a last comparison of the FOTRS Observation Periscope 6x magnification at night:


http://i175.photobucket.com/albums/w...psnu9vuypu.jpg


And Optical Corrections:


http://i175.photobucket.com/albums/w...psol6ajkww.jpg

Dear God !!!!! My jaw just dropped to the floor!! :o
This is phenomenal!!:sunny:

The camera tilt movement is one of the most creative ideas I've seen so far.

Respect Capn:salute:

Billy.

cdrsubron7 06-16-16 03:43 PM

Quote:

Originally Posted by Rockin Robbins (Post 2412022)
Because of the monster mega-file where all this stuff in CapnScurvy's mod lives, and because it is a totally transparent mod as far as gameplay goes I consider that it's essential that it's installed by default. If MadMax could have done it he would have.


Ya got my vote, RR. Go for it. :yeah:

Rockin Robbins 06-16-16 04:09 PM

Yes Capn it's that menu_1024_768.ini file I'm thinking about and all the troubles applying any changes to it after the fact. The only way to avoid the hundred questions "why'd this or that quit working" is to make it part of the core mod and not a plugin.

That's incredible stuff there Capn!

Sent from my LG-H811 using Tapatalk

max-peck 06-16-16 05:42 PM

Outstanding work CapnScurvy :D

Guess I really need to get my ass in gear and start working on some skins :oops:

@ RR gonna start this weekend - didn't appreciate how quickly this whole thing was gonna start up! :timeout:

Rockin Robbins 06-16-16 05:55 PM

Now guys, this is no race. We still have Florida Sailor out there working on four AI levels for plugins of different enemy difficulty. He's hurt his arm and is recovering (unlike CapnScurvy who has seemed to hit some new high gear here and is just blowing our doors off!:up:) We have your skins, We have the jackrabbit thing still in development (I'm going to recommend that we just group the light cruisers in with the DDs and smaller at 10%), cdsubron7 and I are working on importing 2.0 merchies into the core mod, and all those sounds to get the volumes right and converted to standard 44.1 MHz sample rate. We still have a ways to go before we button up the core and start working on the plugins.

And your skins are plugins, so we're all good! I'm still amazed how close we are, same as you, max-peck! This is a wild ride we have going!

Just looked again at all the screenshots for CapnScurvy's work. I am totally speechless. This is work that will saturate the entire playing experience. The free camera in the museum alone could be mod of the year. But the totality is breathtaking. It will put all the fine modeling jobs of the AOTD crew on a pedestal. Just the little tweaks to the gauges will make playing the game MUCH more friendly. Capn, your work exudes quality with a capital Q.

What do you say we release in two stages: core mod first so people can actually play the mod and learn how it works, then we can have more time to work on the plugins for later release. Any ideas there?

cdrsubron7 06-16-16 09:06 PM

Quote:

What do you say we release in two stages: core mod first so people can actually play the mod and learn how it works, then we can have more time to work on the plugins for later release. Any ideas there?
Shouldn't we play it, I mean test it some to make sure everything works as advertised? The comments by Andy 311 on the last page need to be addressed. I have to agree with him somewhat because it was one of the reasons that I stopped using it. MadMax supposedly for v2.0 did a complete rewrite of the campaign layers, as far as I remember. Even with talking to Dave about transferring the ships from v2.0 it will take me alittle time to get acclimated. I can be hopelessly slow some times. :oops: :haha:

Hey Capn

Those screenshots look terrific. :yeah:

Just wondering what kind of graphics card and monitor your using? :yep:

CapnScurvy 06-17-16 06:59 AM

Yea, slow down guys....no need to rush!! I'm just using stuff off my shelf (ok, some things I've been tinkering with).

Getting things to work within FOTRS has been pretty easy since I've made things compatible for a lot of other mods before. I'm just now testing for the other resolutions/aspect ratios to see if things are correct there. This is just the beginning of our work process, for all of us.:salute:

==============

Quote:

Originally Posted by cdrsubron7
Those screenshots look terrific. :yeah:

Just wondering what kind of graphics card and monitor your using?

I usually work on my old Windows XP computer with an ATI HD4670 video card.....nothing fancy there!! My monitor is an old CRT 4:3 aspect NEC MultiSync that's as heavy as a couple of cinder blocks! The darn thing just won't die. Since my concern is with resolutions and aspect ratios, its good to have a monitor that can play the old 4:3 ratios. When I finish I'll put things over onto my "newer" computer (it runs Vista!!) that's using a wide screen monitor that will give me the same resolution/aspect ratios that most of you guys are using. It's not what you've got that makes a difference, but how you diddle with it!! I've been diddling for a while.:D

cdrsubron7 06-17-16 09:27 AM

Quote:

It's not what you've got that makes a difference, but how you diddle with it!! I've been diddling for a while

The differences are easily discernible, Capn. :D :up:

Thanks for all your hard work, Capn. :salute:

XTBilly 06-17-16 09:45 AM

Time is on our side. We don't have producers over our heads pressing for a quick release, have we?:)

FOTRS was released in a time where other major super mods, RFB, RSRDC, TMO etc were at their peek moments. FOTRS 1.1 & 1.2 were good, but buggy, not enough tested, and released in a hurry, that stopped me from using them. Not just me but many others, as I've read in some angry reviews. I didn't even give a chance to v1.3, and that's for many years. All this until a couple of months ago, saw a Tube video and gave FOTRS a last chance to prove itself.

The result being... Got me seriously hooked up, renewed my love of SH4, even made me starting working on a project I've had in mind for many years. FOTRS gave me new hope. I truly want to see this mod shine in all it's glory. Players must experience it's great campaign and wonderful graphics.

We must not do the mistake of releasing an untested version. The campaign is the meat and potatoes of this game, it should receive vigorous testing before release.

On the other hand, when "Maddy's Greatest Hits", the core mod, is working as intended, it should be immediately released, not being held in reserve for completion of this or that plugin modules. These may take some serious time, we shouldn't deprive people from playing it 'till they're ready.

Just my 2 cents.:)

Billy.

Rockin Robbins 06-17-16 01:28 PM

We shall release no wine before its time. Er.....mod.:D:D:D

cdrsubron7 06-17-16 01:33 PM

Quote:

Originally Posted by Rockin Robbins (Post 2412281)
We shall release no wine before its time. Er.....mod.:D:D:D


Tuesday at 4PM. :()1: :haha:

XTBilly 06-17-16 02:39 PM

Be careful gentlemen...

Remember Commander Thomsen's speech after some bottles of wine...
"I am not in the position to f..." :haha::O:

RR, please check your PM. :D


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