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-   -   [REL] Trigger Maru 1.7.6 (Updated 24Jan08) (https://www.subsim.com/radioroom/showthread.php?t=115258)

Bando 07-26-07 11:53 AM

He Ducimus, Subman 1 did some work on the diesel sounds, couple of weeks ago. They really sound good. I'll mail 'm if you want them.:up:

Here's the thread:
http://www.subsim.com/radioroom/showthread.php?t=118498

ReallyDedPoet 07-26-07 12:08 PM

Quote:

Originally Posted by Ducimus
This will bring back everything but the ship sillouttes. The silloutes themselves are rendered in such a way as they might appear on the map had a crewman marked them in pencil, but since thats the point of contention then you'll have to go to

data/sea/*.*

and delete every *.DDS file located in every one of those subdirectories.

Couldn't you just delete that whole folder itself, that .DDS is all that is in the subdirectory.


RDP

chrisp 07-26-07 12:18 PM

Quote:

Originally Posted by reallydedpoet
Quote:

Originally Posted by Ducimus
This will bring back everything but the ship sillouttes. The silloutes themselves are rendered in such a way as they might appear on the map had a crewman marked them in pencil, but since thats the point of contention then you'll have to go to

data/sea/*.*

and delete every *.DDS file located in every one of those subdirectories.

Couldn't you just delete that whole folder itself, that .DDS is all that is in the subdirectory.


RDP

No, some folders do have other files in them -- like cfg files.

But thanks, Duci! Thanks muchly.

ReallyDedPoet 07-26-07 12:21 PM

Quote:

Originally Posted by chrisp
Quote:

Originally Posted by reallydedpoet
Quote:

Originally Posted by Ducimus
This will bring back everything but the ship sillouttes. The silloutes themselves are rendered in such a way as they might appear on the map had a crewman marked them in pencil, but since thats the point of contention then you'll have to go to

data/sea/*.*

and delete every *.DDS file located in every one of those subdirectories.

Couldn't you just delete that whole folder itself, that .DDS is all that is in the subdirectory.


RDP

No, some folders do have other files in them -- like cfg files.

But thanks, Duci! Thanks muchly.

Yes I understand that, I am referring more to the Trigger ones, they seem to just have the .DDS file in them.

Edit: actually just noticed a few .cfg files, thank's chrisp


RDP

Ducimus 07-26-07 12:21 PM

Don't forget to lower the realism settings in the gameplaysettings.cfg ya big cheats! :rotfl:

edit:

and if you delete the entire sea directory, the game could potentially crash, as the campaign files will be calling on units which no longer exist after deleting the sea directory.

ReallyDedPoet 07-26-07 12:33 PM

Quote:

Originally Posted by Ducimus
Don't forget to lower the realism settings in the gameplaysettings.cfg ya big cheats! :rotfl:

Who me cheat..... :yep:
I like to have the option at least :arrgh!:


RDP

Ducimus 07-26-07 12:35 PM

Well its not like im going to keep what i did a big secret, im always free with mod info, you know that. do what you like, its YOUR game, i just can't resist giving a little friendly poke in the ribs :88)

ReallyDedPoet 07-26-07 12:42 PM

Quote:

Originally Posted by Ducimus
Well its not like im going to keep what i did a big secret, im always free with mod info, you know that. do what you like, its YOUR game, i just can't resist giving a little friendly poke in the ribs :88)

I am currently on patrol with the 1.4 changes, but was curious on what was changed to get the map look. Played NYGM for a bit, it had something similar.

Choice is a good thing.


RDP

chrisp 07-26-07 01:41 PM

Quote:

Originally Posted by Ducimus

delete from the mod after disabeling it

data/menu/gui/contline.dds
data/menu/gui/Dashline.dds

This will bring back everything but the ship sillouttes. The silloutes themselves are rendered in such a way as they might appear on the map had a crewman marked them in pencil, but since thats the point of contention then you'll have to go to

data/sea/*.*

and delete every *.DDS file located in every one of those subdirectories.

Does that include the _sil.dds in the graphics mod?

Ducimus 07-26-07 02:19 PM

Quote:

Originally Posted by chrisp

Does that include the _sil.dds in the graphics mod?

No, thats different. That i beleive is the recognition manual. Graphcs pack is totally not involved in the map contacts mod.

Mickle 07-26-07 03:41 PM

I'm having torpedo troubles, they just pass though the ships...?

moselgott 07-26-07 06:06 PM

Hi all !

I´ve become aware of a small bug, not really worth being called a bug, rather a small optical matter. As you can see, the german commerce raider sails under the greek flag. This problem only appears only with this special ship, others have the correct one.

http://img442.imageshack.us/img442/5...ongflagwp2.jpg


http://img512.imageshack.us/img512/2...ectflagia7.jpg


No big deal, hardly anyone cares for german ships in SH IV, I just thought you should know about that...

greetz moselgott

tater 07-26-07 09:23 PM

That is a wierd issue. The greek flag is actually there in the unit's skin file. I changed it there, but it still shows up as the greek one. Wierd.

Some of those ships (at least 1) went to the PTO, actually, and it would also be a decent stand in for some japanese armed merchant cruisers.

tater

nimitstexan 07-26-07 09:25 PM

Ducimus, what method/technique/file set did you use to make sinkings more realistic? Flooding only like Realistic Sinking Physics/NYGM, something more akin to Die Slowly, or some yet unpublicized third method?

Ducimus 07-26-07 10:14 PM

All i did was take the flooding time, for various compartments in the zones.cfg, and multiplied it by 3 so they sink slower. Nothing too fancy and extravagent. Admittidly I did this ages ago as a quick fix for ships sinking too quickly, and is an area i need to revisit at some point.


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