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-   -   ReReleas - GWX AI Visuals revamped part deux - final (https://www.subsim.com/radioroom/showthread.php?t=106956)

Ducimus 03-07-07 01:59 AM

Thanks to steppenwolf, you now have the correct randomized events.cfg with the thermal layers working! :up:

If you,ve D/Led this mod before, redownload it. The file name is the same, i just repackaged it with the correct file for sh3 commander.

Thanks again steppenwolf!

Uber Gruber 03-07-07 09:23 AM

El-Ducimus....just before you hang up your SH3 tools and switch off the lights, can you list all mods you use in your SH3 installation ? Having sniffed around your threads for a while now i'd say you've a really good SH3 mod setup and one which leans towards my preferred style of play.

Thanks in advance if possible....:-?

The General 03-07-07 09:29 AM

Analyzing the A.I. like this probably spoils the SOD (Suspension of Disbelief).:rotfl:

I crack myself up.

Kumando 03-07-07 10:40 AM

Do you have to be on port to apply this mod?

Lanzfeld 03-07-07 11:10 AM

Thank you Ducimus and Steppenwolf.

Guys like you...:up:

You could be my chief anytime!:arrgh!:

BTW: The SH-3 Commander randomized events goes into the CFG folder in Commander correct?

Ducimus 03-07-07 12:45 PM

Quote:

BTW: The SH-3 Commander randomized events goes into the CFG folder in Commander correct?
Yeah, back up your orginal first.


Quote:

an you list all mods you use in your SH3 installation ?
- putting the finishing touches up on my final version of "flavored to taste". (most changes i make are here)

- exported all the interior textures from NYGM and packed them all into the interior dats.

- also grabbed nygm type 7 interior

- i was running a version of their anti-humming bird mod for awhile but trashed it. Its not hard to put to gether though.


The only thing im doing right now, is trying to dress up the interior textures a little bit, and then maybe monkey around with the interface along the lines of the "real life embodyment mod" which basically forces you to move around the sub like you really would and not jump around from station to station in a fraction of a second. That id make as an optional mod.

Honestly though, i just need to do something else for awhile.

joea 03-07-07 02:24 PM

Quote:

Originally Posted by Kumando
Do you have to be on port to apply this mod?

Always wait til in port before applying any mod. :know:

Ducimus 03-07-07 03:05 PM

Quote:

Originally Posted by joea
Quote:

Originally Posted by Kumando
Do you have to be on port to apply this mod?

Always wait til in port before applying any mod. :know:

Generally the safest bet. There are *some* things you can do at sea, but you take a risk of trashing your saved game when you do.

I have swapped visual mods mid patrol once or twice without problems (only cause i was testing and/or gave up on the game out of boredom), but i DO NOT recommend that you do so. Return to port.

Uber Gruber 03-08-07 08:36 AM

Thanks El-Ducimus.....very very much appreciated :up:

Here's two free virtual tickets for an all expenses paid trip to a desert island of your choice :sunny:

Woof1701 03-28-07 03:55 AM

Combining AI Visuals with Rubinis Mod?
 
Hi Ducimus,

Ever since you introduced your new AI visual nodes I've been using it. Thanks a lot for that. Now Rubini seems to have solved another problem related to some identical files.

Of course I know you switched to SH3 and don't do any SH3 modding anymoren, but nevertheless I ask: Is there a way to combine those two mods?

My idea was to take all AI related files from your mod and use Rubinis files for the player sensitivities. Not sure it will have the desired affect, though.

Thanks if you're still monitoring the thread :yep:

mikaelanderlund 04-21-07 01:27 AM

Hi,

Please Ducimus, can you or somebody else explain this mod more carefully for me and which effect I would expect in GWX and the different in the effects when I use the mod with NYGM settings:hmm: ?

Mikael

mikaelanderlund 04-21-07 01:21 PM

Quote:

Originally Posted by mikaelanderlund
Hi,

Please Ducimus, can you or somebody else explain this mod more carefully for me and which effect I would expect in GWX and the different in the effects when I use the mod with NYGM settings:hmm: ?

Mikael

bump

h.sie 06-18-10 03:46 PM

cool. exact what I've saerched for. even if 3 years old

iambecomelife 06-18-10 07:07 PM

Great work. I'd like to use it in my WWI mod if you don't mind.

Ducimus 06-18-10 08:08 PM

Firstly......

http://i339.photobucket.com/albums/n...cro_Batman.jpg

Secondly, i'm pretty sure this mod was written sometime just after GWX 1.03, and certainly before GWX 2 or 3. So it might not be compatible. In fact, i don't even know what GWX is doing for visuals anymore, it's entirely possible they've completey changed their visual detection schema, so this mod might not even be "needed" anymore.



Quote:

Originally Posted by iambecomelife (Post 1422597)
Great work. I'd like to use it in my WWI mod if you don't mind.

I don't mind. The concept comes entirely from NYGM (gotta give credit where it's due), and we've been using it extensively in SH4. If you want my suggestion, start fresh with this. Leave your current AI_sensors.dat file alone, no need to add or remove nodes from it. Just use S3D, and just create a new dat file "AI_visualSensors.dat" for example, and place your new visual nodes in there.


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