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-   -   [REL] SH4 effects (and more) for SH3 (https://www.subsim.com/radioroom/showthread.php?t=124207)

999-Jay-999 11-20-07 08:24 AM

Just found out about this mod... WOW !

Way to go.

Wolfehunter 11-22-07 10:39 PM

Testing FX's 2.03
 
Racerboy I've had some time to really push your FX abit over the week.

The only real issue was on the odd patrol there was too much starburts shooting up after a ship torpedo hit or final sinking. Game get mega choppy hundreds of those flares shoot up like the fourth of July.

Small detail for you to consider. Tankers... Need alot more oil to spill and burn. I can understand a comon ship but a tanker with all that oil, man that should be interesting.

Also something to consider, Can SH3 support oil or items randemly moving in the water spreading caused by the waves or water motion?

http://i240.photobucket.com/albums/f...Shottaskf5.jpg
Here is a nice shot of some fireworks going off when I sunk my 4th destroyer. I was too close to a british port.

http://i240.photobucket.com/albums/f...Shottastf4.jpg
Next patrol I started west from Kiel. I my way to AN17 I found a task force.:o

http://i240.photobucket.com/albums/f...Shottastf3.jpg
2 destroyers 1 battleship ALOT of heavy cruisers. This is in early 1940. I'm sweating bad here. This is my first task force I've seen in the game.
http://i240.photobucket.com/albums/f...Shottastf2.jpg
So I send a small volley of torpedos to that Battleship Revenge. 2 hits one miss.
Well chaos came after that.
http://i240.photobucket.com/albums/f...Shottastf1.jpg
Then I hit one torpedo on a Hvy cruiser and she got away. Sunk leading destroyer.
Finished off Revenge with 2 more torpedos. She didn't want to give up.;)

Anyhow Racerboy I've only used your default settings. I've not tinkered with minitweak and other than the two issue above I found the mod work very well.

On occation I swear I could hear command on the ship as its burning. But it is in german on british ships? I'm also using Command&Combat V2.0 Mod with deck gun orders barking so I don't know if this has something to do with that?:hmm:

happy hunting:up:

miner1436 11-25-07 08:21 PM

I cant get it to work, heres what i did, extracted in documents and settings, copied and pasted "Racerboy_SH4_Effects_for_SH3_2_022" in the mods folder in programs and files and activated in port, can someone tell me what i did wrong?

Subtype Zero 11-25-07 10:12 PM

Miner-
Try unzipping the file directly into your MODS folder instead of unzipping into another folder and copying. Not sure if this makes any difference but that's how I did it and I did not have any probs. Good luck!

miner1436 11-25-07 11:19 PM

Thanks now it works :rock:

Subtype Zero 11-26-07 05:25 PM

More than happy to be of assistance! :cool:

moafranco 11-26-07 08:12 PM

Thank you very much!
 
Thank you very much, Racerboy!

Congrats!

nightshade 11-27-07 04:01 PM

There seems to be too many bodies floating around when, for example I sunk a coastal merchant, there seemed to be a hundred bodies floating around when a standard crew would be about 15-20 men. is there any way to tone down the amount of bodies?

TheDarkWraith 11-27-07 07:26 PM

Quote:

Originally Posted by nightshade
There seems to be too many bodies floating around when, for example I sunk a coastal merchant, there seemed to be a hundred bodies floating around when a standard crew would be about 15-20 men. is there any way to tone down the amount of bodies?

yes. In my upcoming version 2.03 I have tuned it down to just a few. I should be releasing this version 2.03 in about 5-7 days, maybe earlier.

nightshade 11-27-07 07:48 PM

Thanks

Cohaagen 11-28-07 07:37 AM

I'm getting lots of CTDs when I score a critical hit on a ship :down:. It happens fairly consistently, with either deck gun or torps. I'm getting the feeling it's something to do with the flares or the twitching bodies, neither of which I was enamoured with in the first place. Created a test mission and ran with mod enabled and disabled, wasn't able to reproduce CTDs without it. I just had a CTD at the end of an extremely successful convoy hit, which is really frustrating. I think I can sort it out if I can just disable of these two features, preserving the rest. This mod makes it much easier to track convoys at the limit of the horizon with 16k atmosphere enabled.

TheDarkWraith 11-28-07 09:19 AM

Quote:

Originally Posted by Cohaagen
I'm getting lots of CTDs when I score a critical hit on a ship :down:. It happens fairly consistently, with either deck gun or torps. I'm getting the feeling it's something to do with the flares or the twitching bodies, neither of which I was enamoured with in the first place. Created a test mission and ran with mod enabled and disabled, wasn't able to reproduce CTDs without it. I just had a CTD at the end of an extremely successful convoy hit, which is really frustrating. I think I can sort it out if I can just disable of these two features, preserving the rest. This mod makes it much easier to track convoys at the limit of the horizon with 16k atmosphere enabled.

I seriously doubt my mod is giving you the CTD's. More than likely it's caused by the addition of other ships that aren't setup correctly. Do you have a mod installed that added more ships? What mods do you have installed with mine?

Cohaagen 11-28-07 01:01 PM

No extra ships. As for mods - GWX 1.03, Late War Sensors, 16k Atmosphere, IO, No Medals. In the test mission I used an Auxiliary Cruiser and Large Merchant carrying ammunition. It seems to occur when I score a hit on a critical compartment. Also happened once when I got rammed by a destroyer. I'm running a 3ghz P4 with 1.5gb RAM and a Nvidia 6200 256mb. I've got the latest version of your mod. Oddly, it didn't happen with the first couple of releases, so I've gone back to that and it's been trouble free.

Myxale 11-28-07 01:20 PM

Quote:

Originally Posted by Cohaagen
No extra ships. As for mods - GWX 1.03, Late War Sensors, 16k Atmosphere, IO, No Medals. In the test mission I used an Auxiliary Cruiser and Large Merchant carrying ammunition. It seems to occur when I score a hit on a critical compartment. Also happened once when I got rammed by a destroyer. I'm running a 3ghz P4 with 1.5gb RAM and a Nvidia 6200 256mb. I've got the latest version of your mod. Oddly, it didn't happen with the first couple of releases, so I've gone back to that and it's been trouble free.

It sounds like the spin-off of the ghost ship bug!

There were ships that crashed the game whenever they got a critical or when the broke apart.

I just can't remember what i read about that!:hmm: Or in what context!
I also doubt that it crashes bacause of the Effects mod.:hmm:

CapZap1970 11-28-07 04:33 PM

Racerboy:
some time ago, I asked the following:
I use the "Exhaust mod" and I would like to use the "SH4 effects and More" mod, but I see that both mods have a .val file. Now, i was told that I had to tweak the file, but I have no idea at all what I have to tweak. Is it possible to have both mods enabled and working at the same time so that niether overrides the other? :hmm:
Thanks a lot for your help!! :up:
CapZap

TheDarkWraith 12-03-07 12:56 PM

Quote:

Originally Posted by CapZap1970
Racerboy:
some time ago, I asked the following:
I use the "Exhaust mod" and I would like to use the "SH4 effects and More" mod, but I see that both mods have a .val file. Now, i was told that I had to tweak the file, but I have no idea at all what I have to tweak. Is it possible to have both mods enabled and working at the same time so that niether overrides the other? :hmm:
Thanks a lot for your help!! :up:
CapZap

I'm not quite following you here CapZap. You shouldn't have to tweak anything unless you want to get rid of the bleeding body in the effects mod.
You can have both mods enabled with no problems what-so-ever. Are you getting some kind of warning message from JSGME doing this?

A6Intruder 12-03-07 01:56 PM

Something new about 2.23??
Kind regards:up:

kenijaru 12-03-07 04:49 PM

nevermind....


WOOHOOOOOO DLING!!!!!!!!!!!!!!!!!!

TheDarkWraith 12-03-07 05:12 PM

the next version will be 2.03. It will greatly reduce the number of bodies 'thrown' because I've found some unrealistic 'encounters' with some explosions and body counts. The bleeder body will still be there and will be able to be turned off via tweakfile. The live AI ships idea will be implemented in this version also so you can add PA announcements and horns or whistles to each ship (10 customizable PA announcements, 10 customizable horns or whistles). There are some other items but will disclose those when it's release time (which will be here soon) :yep:
I'm working on getting the liferaft working also in this version.

tommyk 12-03-07 05:32 PM

Ah, great news again! :rock:


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