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-   -   [WIP] SH4 effects for SH3 (https://www.subsim.com/radioroom/showthread.php?t=121609)

d@rk51d3 09-18-07 05:40 PM

Maybe we should be porting SHIII over to SHIV instead.:hmm:

TheDarkWraith 09-18-07 05:44 PM

Quote:

Originally Posted by d@rk51d3
Maybe we should be porting SHIII over to SHIV instead.:hmm:

would be a lot of work.....seems like it could be done. Screw it, let's just make a new one of our own! I would love to make a modern era sub sim...nuclear powered subs, Trident class and all, modern ships, we have more than enough talent here on this forum to do it. That should be a new thread let's keep this one on track!

d@rk51d3 09-18-07 05:47 PM

Hell no! I just love SHIII too much.:up:

TheDarkWraith 09-18-07 06:23 PM

Quote:

Originally Posted by d@rk51d3
Hell no! I just love SHIII too much.:up:

as do I. To me it's getting to be almost perfect. I can sit for hours and hours and play this sim and never get tired of it.

skwasjer 09-18-07 06:54 PM

Quote:

Originally Posted by Racerboy
I laughed so hard when I started porting over the SH4 particles.dat and materials.dat. The devs were so lazy that they didn't even change 90% of the ID's used! There are some new controllers and effect controllers but it's basically SH3 on a little roids with a different campaign and screens.

Well, there's no point in changing id's or data in general that can be reused in a sequel. Even in a different game the same underlying engines are used over and over again. Pretty much every game developers builds sequels on existing code base and content. Nothing wrong with that. I do agree there are things to laugh about, the file structure in itself is just horrible, brr... and the fact that they have been sloppy by leaving non-used files/data in (leftovers from SH3).

iambecomelife 09-18-07 07:15 PM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by Jhereg
Have you guys even tried SH4 with TM 1.62, LBO, Krillers Environment, Reflections, NSM 3.3, and sundry other new mods. I do believe you will be impressed.:up:

Remember it is like SH3 when it first came out and had few mods, certainly not the caliber of mods we have today, Racerboys, GWX, WAC, NYGM, Open Hatch etc.

I also was unimpressed at first with the vanilla game as I also was with bog standard SH3.:hmm:

I just hope some group eventually does Atlantic with SH4's engine(especially since it seems SH3 underpinnings are just under the surface of SH4, check out the menu1024_768.ini file LOL).

PS: I know about Atl Sharks.

SH4 IS SH3's file structure. I laughed so hard when I started porting over the SH4 particles.dat and materials.dat. The devs were so lazy that they didn't even change 90% of the ID's used! There are some new controllers and effect controllers but it's basically SH3 on a little roids with a different campaign and screens.

And yet we still ended up with FEWER rooms modeled on the submarine than SH3, LESS crew interaction, little if any AI torpedo behavior, no wolfpacks, and who knows what else. All this, even though they were NOT starting from scratch.

Man, I love sequels, don't you? Worth every cent. :rotfl: :roll:

Anyway, at least some nice shiny distress flares and 2ndary explosions for SH3 would help console me (hint, hint)...:)

TheDarkWraith 09-18-07 07:43 PM

Quote:

Originally Posted by iambecomelife
Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by Jhereg
Have you guys even tried SH4 with TM 1.62, LBO, Krillers Environment, Reflections, NSM 3.3, and sundry other new mods. I do believe you will be impressed.:up:

Remember it is like SH3 when it first came out and had few mods, certainly not the caliber of mods we have today, Racerboys, GWX, WAC, NYGM, Open Hatch etc.

I also was unimpressed at first with the vanilla game as I also was with bog standard SH3.:hmm:

I just hope some group eventually does Atlantic with SH4's engine(especially since it seems SH3 underpinnings are just under the surface of SH4, check out the menu1024_768.ini file LOL).

PS: I know about Atl Sharks.

SH4 IS SH3's file structure. I laughed so hard when I started porting over the SH4 particles.dat and materials.dat. The devs were so lazy that they didn't even change 90% of the ID's used! There are some new controllers and effect controllers but it's basically SH3 on a little roids with a different campaign and screens.

And yet we still ended up with FEWER rooms modeled on the submarine than SH3, LESS crew interaction, little if any AI torpedo behavior, no wolfpacks, and who knows what else. All this, even though they were NOT starting from scratch.

Man, I love sequels, don't you? Worth every cent. :rotfl: :roll:

Anyway, at least some nice shiny distress flares and 2ndary explosions for SH3 would help console me (hint, hint)...:)

secondary explosions are added. Working on the flares.......

d@rk51d3 09-18-07 09:27 PM

SSchwiiiiiiiiiiiiing! :|\\

tinitoon 09-19-07 10:28 AM

This is fantastic!

Can't wait for the next version!

java`s revenge 09-19-07 11:24 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by d@rk51d3
Maybe we should be porting SHIII over to SHIV instead.:hmm:

would be a lot of work.....seems like it could be done. Screw it, let's just make a new one of our own! I would love to make a modern era sub sim...nuclear powered subs, Trident class and all, modern ships, we have more than enough talent here on this forum to do it. That should be a new thread let's keep this one on track!


I hear nobody about destroyer command 2 or 3.

Why not mod a destroyer?????

lutzow 09-19-07 01:22 PM

Quote:

Originally Posted by Jhereg
Have you guys even tried SH4 with TM 1.62, LBO, Krillers Environment, Reflections, NSM 3.3, and sundry other new mods. I do believe you will be impressed.:up:

Remember it is like SH3 when it first came out and had few mods, certainly not the caliber of mods we have today, Racerboys, GWX, WAC, NYGM, Open Hatch etc.

I also was unimpressed at first with the vanilla game as I also was with bog standard SH3.:hmm:

I just hope some group eventually does Atlantic with SH4's engine(especially since it seems SH3 underpinnings are just under the surface of SH4, check out the menu1024_768.ini file LOL).

PS: I know about Atl Sharks.

''PS: I know about Atl Sharks.''

- What do you mean with those words, JHereg?;)

GoldenEagle8 09-19-07 03:45 PM

Hey, can I make a humble request for the next update to this great mod? can the ship's smoke stack smoke be better? I would like to have a better smoke effect from the smoke stack, please?

thank you.

Woof1701 09-20-07 06:03 AM

Quote:

Originally Posted by GoldenEagle8
Hey, can I make a humble request for the next update to this great mod? can the ship's smoke stack smoke be better? I would like to have a better smoke effect from the smoke stack, please?

thank you.

It's done when it's done :arrgh!:

(Sorry couldn't resist)

sh3rules 09-20-07 01:55 PM

These effects just keep getting better. I'm looking forward to the release version.


And if SHIV had been an expansion pack, maybe we wouldn't be disappointed.

TheDarkWraith 09-20-07 04:21 PM

Quote:

Originally Posted by Woof1701
Quote:

Originally Posted by GoldenEagle8
Hey, can I make a humble request for the next update to this great mod? can the ship's smoke stack smoke be better? I would like to have a better smoke effect from the smoke stack, please?

thank you.

It's done when it's done :arrgh!:

(Sorry couldn't resist)

That is being worked on. Currently I'm having to do some international travel and thus modding comes to screeching hault while work becomes priority.

GoldenEagle8 09-20-07 06:27 PM

I don't mean to rush, I'm just asking.
sorry.

Shepelly 09-20-07 07:28 PM

Quote:

Originally Posted by Shepelly
Yes I was using the current Alpha version 1.06.:D
This was an explosion..it was on a Cargo and Merchant.:-?
The white boxes occure with the initial Torp explosion.:hmm:

Thanks for the intrest RB:up:

Sorry to interupt but was there an answer to this?:doh:

TheDarkWraith 09-20-07 08:58 PM

Quote:

Originally Posted by Shepelly
Quote:

Originally Posted by Shepelly
Yes I was using the current Alpha version 1.06.:D
This was an explosion..it was on a Cargo and Merchant.:-?
The white boxes occure with the initial Torp explosion.:hmm:

Thanks for the intrest RB:up:

Sorry to interupt but was there an answer to this?:doh:

My mod doesn't have wind affected smoke so the 'problem' posted isn't caused by me. The user must have been using someone else's mod and thought they were using mine.

JCWolf 09-21-07 02:53 AM

That was caused by the Urfish:hmm: mod I think !

urfisch 09-21-07 04:35 AM

Quote:

Originally Posted by Shepelly
Quote:

Originally Posted by Shepelly
Yes I was using the current Alpha version 1.06.:D
This was an explosion..it was on a Cargo and Merchant.:-?
The white boxes occure with the initial Torp explosion.:hmm:

Thanks for the intrest RB:up:

Sorry to interupt but was there an answer to this?:doh:

sure. if you use my "mod" without racerboys materials.dat and without the "ajm-mod" textures, you get white boxes, due to missing materials/wrong materials paths.

:know:


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