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

TheDarkWraith 11-20-10 02:12 AM

Quote:

Originally Posted by LcSummers (Post 1538778)
Hi TDW,


thanks alot for your fast respond.


Thanx

LC :salute:

I have downloaded your newest mod. GREAT!!!

PS: BRF 1.3 is in front of your listed mods. right?

you don't need BRF 1.3...it's already in the add-on mod FX_Update_brf_1_3_full

TheDarkWraith 11-20-10 02:19 AM

I think I need to change the way the oil spot is rendered to be like the flares (v0.0.8). Anyone seen anything strange with the oil spots in heavy seas? I imagine you'll get some 'oil spot fog' with the way it is. Also just noticed that the small splash I made for the lifevests and helmets hitting the water is missing sound. I'll correct that in the next update.

Did anyone notice the difference in the torpedo explosion? There's now an initial water rise, then sink, then the water plumes rise up. That's how it was supposed to be in earlier versions but I finger fubar'd it when creating it with the hex editor :cool:

I'm going to put some 'spin' on the debris also in the next version to give it the illusion of water floating and subsequent turning in the water due to the waves (just so the debris doesn't look so lifeless).

LcSummers 11-20-10 02:36 AM

Danke sehr Herr Kaleun
 
Quote:

Originally Posted by TheDarkWraith (Post 1538781)
you don't need BRF 1.3...it's already in the add-on mod FX_Update_brf_1_3_full


Thanx mate,

PL_Andrev 11-20-10 05:13 AM

Is possible to add debris from destroyed submarine like oil on water or small debris (no boxes of course)?
I think about human (at multiplayer game) and AI submarines.

Sepp von Ch. 11-20-10 07:37 AM

What is the black spot moving away from the ship?
The stain in the blue circle was left after the sunked ship, but what is in the red circle?

http://s4.postimage.org/2pepmjt2c/SH...0_12_28_44.jpg

TheDarkWraith 11-20-10 09:44 AM

Quote:

Originally Posted by Josef von Posorschitz (Post 1538865)
What is the black spot moving away from the ship?
The stain in the blue circle was left after the sunked ship, but what is in the red circle?

http://s4.postimage.org/2pepmjt2c/SH...0_12_28_44.jpg

was the red circle moving? If so, was it moving quickly or slowly? Does it resemble the oil spots from a sunken ship? And does the item in the red circle grow larger with time? If so then I'll have to change the way the oil spots are rendered to like I did with the debris. This freakin SH5 game engine is crap :damn: SH3 was a hell of a lot easier to work with :arrgh!:

TheDarkWraith 11-20-10 10:24 AM

while investigating the missing sound from my small item splash I discovered that ALL my splashes are now missing sounds :o This is due to an ID change I made in my files that I forgot to update in the .dsd files :damn: I'll be releasing another full version with this fix and an update to the oil spots

TheDarkWraith 11-20-10 12:01 PM

right now I'm in a learning process of this SH5 game engine. SH3 was a fairly easy game engine to add effects to. This SH5 game engine is very hard to add new effects to because it doesn't seem to follow any set of 'rules'. Take for instance effects. The zone file determines what effects get played based on damage taken. Now in SH3 the controllers would 'disconnect' the new object from the parent object. This is sometimes so and sometimes not so in SH5. There is no rhyme or reason to it, at least not that I have been able to figure out yet. Because of this creating and adding new effects is a real PITA! Thus is why you're probably going to see many versions of this mod. I can test and it will work but because this game engine doesn't seem to follow any 'rules' on effects the minute I release a new version with new effects someone will spot something that isn't working correctly. Then I must try and find a solution which in itself is another version release. You all are my best testers and best feedback.

v0.0.9 released. See post #1 for details :|\\

rascal101 11-20-10 05:34 PM

OK MR Darkwraith,

I have followed your advise and reloaded my mods - Wow! what a difference - now I got secondary explosions, now I get attacked from the air - now I got flares, now I got reasonable behaviour from surface ships although I've still not encountered escorts so yet to see any difference re escort aggression.

Any way I have a problem - have encountered a 4 ship convoy off the SE coast of Scotland - shallow water, usually I score one or two torp hits, then surface to finish off with deck gun. I usually bag all four, then turn about to get out of the area and then BAM....CTD, no apparent reason.

I suspect it might be Mr Clear's Enviro Mod, as this was a long running issue but then again perhaps its one of yours - Can you check my mod list below and see if you can make any reccommendations.

If it is Mr Clear's mod there is a file or folder that you remove to stop the CTD's can anyone advise which one it is - Can TDW also clarify which order to install his own mods

Mod List including clashing mods in RED
Cerberus62 Additional Merchant Ships 1.0
Cerberus62 Historical Ship Equipment 1.2
Environment 4.5 MOD
EQuaTool - Elite Quality Map Tools for SH5 v. 01.01 by AvM
Loading Screens Mod 2.0
Shadow Improvement Mod
sobers no shoe sound mod
sobers talking conning crew mod
SteelViking's Sky Banding Mod
SV&Com Underwater Mod
Wordeees' Actual Footage Menu V2
U-Boat Watch Crew Routine SFX
German U-Boat Hydrophone SFX
Grossdeutscher Rundfunk
Unterseeboot SFX
U-Boat Ballast Tanks SFX
U-boat Historical Specifications 1.4
Old Style Explosions V1.1
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
MightyFine Crew Mod 1.2.1 Alt faces
NDB,NDH OM#1 - No Dialog Indicator
SteelViking's Interior Mod V1.2
AirTorpedoes
ImprovedWaves_Improved Pitch&Roll
Enhanced FunelSmoke_by HanSolo78
Ui-Boat V2.2
sobers ultimate base wave mechanics for SH5
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix
FX_Update_0_0_9_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
IRAI_0_0_29_No_hydrophone_on_surface
IRAI_0_0_29_No_Aircraft_Spotting_At_Depth
IRAI_0_0_29_ByTheDarkWraith

TheDarkWraith 11-20-10 06:04 PM

Quote:

Originally Posted by rascal101 (Post 1539063)
Mod List including clashing mods in RED
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_UHS_Fix

FX_Update_0_0_9_BARF_1_3_Full_Fix
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting

above is the order for my mods that you have. I would disable the environment mod and test again to see if you still get a CTD.

rascal101 11-20-10 09:30 PM

OK tried all of the suggestions and still got a CTD - there's a bug in there somewhere - heres the activated list showing conflicing mods in RED - I removed the EEnviro Zones TGA file from the Enviro mod - this is what was reccommended to stop CTD's with Mr Clears Mod so that leaves something else - see below

Cerberus62 Additional Merchant Ships 1.0
Cerberus62 Historical Ship Equipment 1.2
EQuaTool - Elite Quality Map Tools for SH5 v. 01.01 by AvM
Loading Screens Mod 2.0
Shadow Improvement Mod
sobers no shoe sound mod
sobers talking conning crew mod
SteelViking's Sky Banding Mod
SV&Com Underwater Mod
Wordeees' Actual Footage Menu V2
U-Boat Watch Crew Routine SFX
German U-Boat Hydrophone SFX
Grossdeutscher Rundfunk
Unterseeboot SFX
U-Boat Ballast Tanks SFX
U-boat Historical Specifications 1.4
Old Style Explosions V1.1
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
MightyFine Crew Mod 1.2.1 Alt faces
NDB,NDH OM#1 - No Dialog Indicator
SteelViking's Interior Mod V1.2
AirTorpedoes
ImprovedWaves_Improved Pitch&Roll
Enhanced FunelSmoke_by HanSolo78
Ui-Boat V2.2
sobers ultimate base wave mechanics for SH5
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
Environment 4.5 MOD

TheDarkWraith 11-20-10 10:06 PM

there's no way to figure out who the culprit is without disabling them all and enabling one by one and testing inbetween. I would first disable all exept for my mods and test to see if you get the CTD.

THE_MASK 11-21-10 12:30 AM

downloaded v8 , fire the sub deck gun and got these black dots that drifted towards the sub .
http://img100.imageshack.us/img100/9052/46464620.jpg
http://img89.imageshack.us/img89/2420/15560737.jpg

Duval 11-23-10 03:35 AM

Thanks for the many mod that you have made TDW, I write in order to signal that l' last release (FX0.9) sends in Crash the game when c' it is a combat against the Airplane. If markup FX.06, all OK.

Duval

PL_Andrev 12-05-10 07:21 AM

Hello TDW,

I return back to my post on this thread:
http://www.subsim.com/radioroom/show...&postcount=197

As you see the developers put the correct color for water's foam for different weather conditions. Is possible to "read" the current color of water's foam and put it to splashes color to fix different colors between foam and splashes?


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