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-   -   [WIP] FX Update (https://www.subsim.com/radioroom/showthread.php?t=174511)

TheDarkWraith 09-05-10 06:50 PM

Quote:

Originally Posted by TheBeast (Post 1485878)
This also conflicts with B.A.R.F.

Do you also allow the ship to sink from flooding over time or is it strickly HP based?

Yes it will conflict with BARF. No I have not adjusted the zones for sinking from flooding yet.

Curious to know what you all think about the secondary explosions.......there are two versions of secondary explosions...small and large. The small one has a very loud crack sound and throws out little pieces of debris. The large one has a lower pitched rumble that expels small debris and 4 pieces of large debris that are smoking. Both secondary explosions can be heard on the hydrophone if you're close enough.......

The distress flare also has sound and can be heard if you are close enough (hydrophone also)

7thSeal 09-05-10 08:42 PM

Quote:

Originally Posted by TheDarkWraith (Post 1485881)
Yes it will conflict with BARF. No I have not adjusted the zones for sinking from flooding yet.

Curious to know what you all think about the secondary explosions.......there are two versions of secondary explosions...small and large. The small one has a very loud crack sound and throws out little pieces of debris. The large one has a lower pitched rumble that expels small debris and 4 pieces of large debris that are smoking. Both secondary explosions can be heard on the hydrophone if you're close enough.......

The distress flare also has sound and can be heard if you are close enough (hydrophone also)

Man I forgot just how fast the ships sink without BARF, I only tried torpedoes so far and the ships went down so fast I didn't notice the secondary explosions. I heard some explosions after the ships had sunk. I really hoped that you would have removed the 'firework' explosions that happens when you get the big bang from a lethal hit. Other than that the torpedo explosions looked great imo. I could see the debris flying through the air from my scope and noticed remaining pieces still floating when I used camera. I'll try the deck gun next and your off to a great start with this mod. :DL

TheDarkWraith 09-05-10 08:49 PM

Quote:

Originally Posted by 7thSeal (Post 1485925)
I really hoped that you would have removed the 'firework' explosions that happens when you get the big bang from a lethal hit. Other than that the torpedo explosions looked great imo. I could see the debris flying through the air from my scope and noticed remaining pieces still floating when I used camera. I'll try the deck gun next and your off to a great start with this mod. :DL

the fireworks will be removed in upcoming versions. I just have to map out what each baza effect is and how to use it (or not use it). With this version I just wanted to get some debris added to shell hits and get some secondary explosions going from fires. And that torp explosion needed a major overhaul!

7thSeal 09-05-10 08:53 PM

Cool, do you also get the secondary explosions when using the deck gun?

TheDarkWraith 09-05-10 08:55 PM

Quote:

Originally Posted by 7thSeal (Post 1485934)
Cool, do you also get the secondary explosions when using the deck gun?

the additional explosions (there can be a total of 3 depending on total time the effect has played) are tied to certain effects (currently 2 of the BAZA fires). So anytime one of these fire effects 'play' the timer starts for the additional explosions. First additional explosion happens after 60 seconds.

7thSeal 09-05-10 08:59 PM

Ah I see, so you'll likely see more then with the deck gun since it usually starts fires early on in the attack.

TheBeast 09-05-10 10:52 PM

Now we need a EAX Sound MOD for Aircraft and Explosions. Has there been any work done on a Shake MOD. Would be cool if the boat rattled and shaked for any explosion within 1000 meters and add rolling for any explosion within 500 meters. Also possible damage if explosion is within 250 meters.

609_Avatar 09-05-10 10:54 PM

Looking forward to trying this out! Hopefully there will be a way to make it compatible with BARF. Thanks for all your work!! :yeah:

TheDarkWraith 09-05-10 10:55 PM

Quote:

Originally Posted by 609_Avatar (Post 1485982)
Looking forward to trying this out! Hopefully there will be a way to make it compatible with BARF. Thanks for all your work!! :yeah:

I'll make it compatible with BARF. It's very simple to do. I'll make the changes and upload fix to post #1 here very soon.

EDIT:

For users using BARF, install this after the FX_Update mod:
http://www.filefront.com/17267115/FX...1-BARF-Fix.7z/

Reece 09-06-10 02:05 AM

2 files, sh.sdl and particles.dat clash with the ENV 3.5MOD, which ones should I use?:hmmm:

THE_MASK 09-06-10 02:07 AM

Quote:

Originally Posted by Reece (Post 1486039)
2 files, sh.sdl and particles.dat clash with the ENV 3.5MOD, which ones should I use?:hmmm:

Put FX mod after Env 3.5 and before TDW UI mod .

Reece 09-06-10 04:15 AM

Quote:

Originally Posted by sober (Post 1486042)
Put FX mod after Env 3.5 and before TDW UI mod .

Thanks for that Sober!:yeah:

7thSeal 09-06-10 09:45 AM

Quote:

Originally Posted by TheDarkWraith (Post 1485984)
For users using BARF, install this after the FX_Update mod:
http://www.filefront.com/17267115/FX...1-BARF-Fix.7z/

This really helped the mod out, I put two torps into the side of a tanker which left him burning but still chugging along so I just followed while waiting. I experienced multiple secondary explosions and they sound sweet. I was close enough to hear the splashes from the debris hitting the water after flying through the air while in flames and the explosions kept coming ever so often. Really adds to the immersion of the game. I also got the chance to try the deck gun and got pretty much the same results while waiting for the ship to sink. Really good stuff. :rock:

TheDarkWraith 09-06-10 09:48 AM

Quote:

Originally Posted by 7thSeal (Post 1486289)
This really helped the mod out, I put two torps into the side of a tanker which left him burning but still chugging along so I just followed while waiting. I experienced multiple secondary explosions and they sound sweet. I was close enough to hear the splashes from the debris hitting the water after flying through the air while in flames and the explosions kept coming ever so often. Really adds to the immersion of the game. I also got the chance to try the deck gun and got pretty much the same results while waiting for the ship to sink. Really good stuff. :rock:

now do that again and hop on the hydrophone and listen ;)

7thSeal 09-06-10 10:03 AM

Quote:

Originally Posted by TheDarkWraith (Post 1486292)
now do that again and hop on the hydrophone and listen ;)

I'm going to wait till I hit a convoy and try it... I can imagine what that's going to sound like. :DL

PL_Andrev 09-06-10 10:04 AM

When ver.1.0.0?
:O:

609_Avatar 09-06-10 10:23 AM

Quote:

Originally Posted by TheDarkWraith (Post 1485984)
I'll make it compatible with BARF. It's very simple to do. I'll make the changes and upload fix to post #1 here very soon.

EDIT:

For users using BARF, install this after the FX_Update mod:
http://www.filefront.com/17267115/FX...1-BARF-Fix.7z/

Wow! You're awesome!!! :yeah: Thanks for doing this. Any special order for the BARF mod in relation to this one and the UI mod? Thanks again for your help and work on all of this. :up:

TheDarkWraith 09-06-10 10:39 AM

Quote:

Originally Posted by 609_Avatar (Post 1486319)
Wow! You're awesome!!! :yeah: Thanks for doing this. Any special order for the BARF mod in relation to this one and the UI mod? Thanks again for your help and work on all of this. :up:

It would go in this order:

BARF
FX_Update
FX_Update_BARF_Fix
TDW_NewUIs_TDC_xx

Kromus 09-06-10 01:52 PM

Another nice mod, thank you.

DavyJonesFootlocker 09-06-10 02:02 PM

Way cool!:rock:

BARF? What's that?


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