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-   -   [REL] Open Horizons II (old thread) (https://www.subsim.com/radioroom/showthread.php?t=182964)

Alky 05-21-11 10:27 PM

So... will I need to remove all the mods I have installed to try this out in a new campaign?
I read most of the pages of this thread but I may have missed it. :hmmm:

Zedi 05-22-11 01:06 AM

Quote:

Originally Posted by Alky (Post 1668193)
So... will I need to remove all the mods I have installed to try this out in a new campaign?
I read most of the pages of this thread but I may have missed it. :hmmm:

Is still under development, only a small test version is released with the mare nostrum campaign. You dont need to remove anything, but some conflicts with other mods may occur... for example with FX update.

SteelViking 05-22-11 01:14 AM

Just thought of another way that we might be able to lower the computer resource usage of "docked" ships. We could either NULL out, or just delete everything in the .sns files for the ships. I would imagine a ships sensors takes up a little computing power.

Just a thought fellas
:salute:

TheBeast 05-22-11 01:29 AM

Quote:

Originally Posted by Zedi (Post 1668234)
Is still under development, only a small test version is released with the mare nostrum campaign. You dont need to remove anything, but some conflicts with other mods may occur... for example with FX update.

I just removed FX Update because of Lag Spikes when Distress flare is launched.

Zedi 05-22-11 02:36 AM

Quote:

Originally Posted by SteelViking (Post 1668235)
Just thought of another way that we might be able to lower the computer resource usage of "docked" ships. We could either NULL out, or just delete everything in the .sns files for the ships. I would imagine a ships sensors takes up a little computing power.

Just a thought fellas
:salute:

I would love to have few zombies specially designed for ports.. its just killing me to see the ports so empty and abandoned :wah: Also, I would love to have few small wood boats to simulate the traffic between coast and docked ships. the spec ops boats are looking too odd for it.

SteelViking 05-22-11 02:46 AM

Quote:

Originally Posted by Zedi (Post 1668254)
I would love to have few zombies specially designed for ports.. its just killing me to see the ports so empty and abandoned :wah: Also, I would love to have few small wood boats to simulate the traffic between coast and docked ships. the spec ops boats are looking too odd for it.

How about I take one of our imported ships, and strip it down as far as it can go. I'll make a mission with 20 or 30 of them and see if I get FPS drop.........of course my computer is a monster, so I might need someone else to test it.

Zedi 05-22-11 03:16 AM

Out in the middle of nowhere 30-50 ships is not such a bad fps killer than 10-30 in a port. My redesign of Kiel contained around 40-50 new ships all over the port, took me about 10 minutes to get the mouse over "exit game" on the first test.

SteelViking 05-22-11 03:43 AM

Okay, made the zombie, and tested it. I was in open sea, but I placed 90 of them.

I did not get significant FPS drop.:up:

Zedi 05-22-11 04:12 AM

Then pls send me some so I can test them into the ports. IRAI have no effect on their behavior, they dont move or react in any way to threats?

SteelViking 05-22-11 04:35 AM

Here is one. I have only turned the NAMC into a zombie so far. So, this will be good to test to see how this works out in a port. But, I will obviously have to make more.

I can do this with SH5 ships as well, but they won't be quite as stripped down since I can't really edit the .GR2(Can't tear stuff out of it:arrgh!:)

Anyway, no, these ships will not react to anything in any way. They also don't have guns. But, I did leave crew on them.

http://www.mediafire.com/?6fhhn8xky52bgl8

Zedi 05-22-11 06:41 AM

Looking for somebody good at history to work out a correct DefSide.cfg mostly to fix the late war period. Now that I introduce all nations traffic, need to know when nations change side during the war.

Zedi 05-22-11 06:53 AM

Quote:

Originally Posted by SteelViking (Post 1668297)
Here is one. I have only turned the NAMC into a zombie so far. So, this will be good to test to see how this works out in a port. But, I will obviously have to make more.

I can do this with SH5 ships as well, but they won't be quite as stripped down since I can't really edit the .GR2(Can't tear stuff out of it:arrgh!:)

Anyway, no, these ships will not react to anything in any way. They also don't have guns. But, I did leave crew on them.

http://www.mediafire.com/?6fhhn8xky52bgl8

If you have time, can you make a new roster entry and place it in the german roster? Now it has the same name as the good one and I dont wanna overwrite it. I need zombie ships to fill out our ports, no need in enemy ports as this will frustrate those who will waste torpedoes on zombie ships. Im too busy with the new traffic now, so this would help to spare some time. Thanks.

gap 05-22-11 11:50 AM

Quote:

Originally Posted by Zedi (Post 1668344)
Looking for somebody good at history to work out a correct DefSide.cfg mostly to fix the late war period. Now that I introduce all nations traffic, need to know when nations change side during the war.

some good references:

http://en.wikipedia.org/wiki/Timeline_of_World_War_II
http://en.wikipedia.org/wiki/Partici...n_World_War_II

THE_MASK 05-23-11 04:20 AM

What is really missing in harbors are planes flying around .

stoianm 05-23-11 04:30 AM

Quote:

Originally Posted by sober (Post 1668796)
What is really missing in harbors are planes flying around .

:)... will be nice but they said that if you put to much trafic on ports is a very fps killer... i will like to see planes there also... i already made a total germany- test for me with buoys, dolphins, whales and planes in kiel... is very nice... but fps killer:88)

Zedi 05-23-11 05:24 AM

Planes are not a fps killer and I added few around Kiel and Wilhemshaven. But for some reason they are not flying as planed, or fail to spawn, another time consuming test session will be required to fix this.

So far I adjusted the traffic and added neutral ships and traffic from all nations, but few of these ships fail to show their flag. They appear as neutral merchants, but no way to identify them. Any idea why is this happening? I cannot track down their spawn source as there is already many nations sailing around and only one is having this problem. Not sure if this is related to this problem, but Rongel ship was one of the neutral ships without flag I encountered in my tests.

The new ships are working just perfect, no problem except the small passenger ship is sinking much too fast. Hope that SteelViking will manage to have these little bugs fixed.

The General 05-23-11 11:02 AM

I just tested your Mod in La Spezia and noticed that you have made the surface of the water much more transparent, I love the effect, but I think it's is a little too transparent. Could you tell me how I can adjust this? I would like it 25% less transparent.

The Navigation Bouys are also submerged, with only the lights visible above the water.

Apologies if someone has already pointed out these two things.

HWO 05-23-11 11:05 AM

just a thought
 
Hi Zedi!
I´ve never posted on this forum before, although I´ve visited it countless times and I´m an old SH3 with GWX fan. I reckoned it was time to give SH5 a chance with the latest mods from you, TDW and numerous other gifted modders.
Anyway, I´m not sure what is the problem with flag not showing in your case, I suppose it could be due to many reasons, but I had a problem with the brazilian flag not showing after activating the harbour mod add-on, so i checked the flag.dat with Silent3ditor and noticed that the brazil node and the embedded image what written in spanish "brasil" resulting in an empty flag in the museum, so I rewrote it with a "z" and it showed up. I don´t know if it could be something similar in your case, with other words a conflict between a text file and an image. Is it just a shiptype or a specific nation that has this specific problem?
Anyway, Good luck with your mod and I really look forward to see it ready!
Also, gute Jagd und fette Beute!

SteelViking 05-23-11 11:17 AM

Quote:

Originally Posted by The General (Post 1668994)
I just tested your Mod in La Spezia and noticed that you have made the surface of the water much more transparent, I love the effect, but I think it's is a little too transparent. Could you tell me how I can adjust this? I would like it 25% less transparent.

The Navigation Bouys are also submerged, with only the lights visible above the water.

Apologies if someone has already pointed out these two things.

The Buoy has already been fixed, just not released yet.:up:

And Zedi, I agree, I think we should adjust the water shader a bit, we are able to see too deep. I have noticed that if you can see the sea floor from the surface, sometimes really weird effects happen.

Zedi 05-23-11 11:31 AM

I know about the bug with brazilian typed wrong, thats fixed. I think my version of the imported ships is not the latest, I remeber SteelViking dealing with this problem once. He is in charge with fixing all imported ships, hope he will take a look into this.

@The General
The water is too transparent because of the waterPS.fx found in the shaders folder. Its a trick made by TDW to make the new ships hull visible underwater looking from above. Delete it to have the water transparency back to normal.

The buoys are fixed already thanks to Stoian, and Trevally did such a great job by placing them in every major harbor. It a beautiful view, never was so much fun to sail in and out from ports at tc 1.

Here are few shots from the tests, there you can see one of the the red buoys looking back to Kiel, the new ships and also the neutral ship without the flag.

http://i1232.photobucket.com/albums/...g?t=1306167906


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