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-   -   [REL] GrenSo's Submarine Environment (https://www.subsim.com/radioroom/showthread.php?t=252773)

GrenSo 05-31-24 01:59 PM

Quote:

Originally Posted by fitzcarraldo (Post 2911884)
I have a little issue in the hatch between CR and bow quarters (radio room, hydro, etc). Seeing ONLY from the quarters, as you see in the images, there are two awful black and moving sectors in the hatch.

https://i.imgur.com/TBPgbbB.jpeg

https://i.imgur.com/oW2XMSk.jpeg

https://i.imgur.com/zhPAI0c.jpeg


I think I can fix the problem with the graphics glitsch. But I'm not entirely sure. I am currently testing and will be able to know and say more tomorrow. I hope my thought is correct.

michaeljcaboose9 06-13-24 08:45 PM

Quote:

Originally Posted by GrenSo (Post 2913447)
I think I can fix the problem with the graphics glitsch. But I'm not entirely sure. I am currently testing and will be able to know and say more tomorrow. I hope my thought is correct.


I personally never noticed this until someone pointed it out in this thread, how's it coming along and what else if anything do you plan to add in future updates?

GrenSo 06-14-24 01:49 AM

Quote:

Originally Posted by michaeljcaboose9 (Post 2914695)
I personally never noticed this until someone pointed it out in this thread, how's it coming along and what else if anything do you plan to add in future updates?

I have now fixed the graphical glitch. The reason for this appears to have been a spatial overlap between the individual rooms. Areas from the CR protruded into QR1 and QR2, where this graphical glitch is also present, but barely visible, which were then visually cut off looking towards the CR. However, since I last played the stock version of SH5 once years ago, I don't know whether this graphical glitch only appeared over time and as a result of various mods in SH5 or whether it was there from the start.

For my next update to v2.1.3 the graphic glitch will be fixed, some small changes and improvements of textures and mashes and the work that I already showed here will be included: https://www.subsim.com/radioroom/sho...3&postcount=75

I'm also planning this year, but it's more complicated than I thought, to integrate the torpedo loading hatch of which I showed first steps here: https://www.subsim.com/radioroom/sho...&postcount=226

But since I have a lot to do in real life at the moment, I usually only get around to doing something in one day in a week and for just an hour or two. That's why I can't say at the moment when v2.1.3 will be released and when further ideas from me will be implemented.

propbeanie 06-14-24 11:15 AM

I hear you on the "real life" stuff... just keep plugging away at it as you can. Everyone will just have to have patience and await the completion! :salute:

michaeljcaboose9 06-14-24 05:20 PM

I agree, I have no problem waiting. What's in here already is quality as it is. I'm looking forward to what you have planned, thank you for all the work putting this together

skin-nl 06-15-24 02:53 AM

Take your time Grenso....Keep up the good work :salute:

fitzcarraldo 06-15-24 05:17 PM

We can wait. All looks awesome. :Kaleun_Applaud:

Many thanks and best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo 06-16-24 09:14 AM

Short update:
VIIA, VIIB and VIIC are ready (with reference to here https://www.subsim.com/radioroom/sho...d.php?t=257088).
For VIIC I created an alternative version as an add-on so that you can choose between the texture I used and the one from Pascal.

next comes the rework of VIIC41 and VIIC41F.

fitzcarraldo 06-16-24 09:37 AM

Quote:

Originally Posted by GrenSo (Post 2914916)
Short update:
VIIA, VIIB and VIIC are ready (with reference to here https://www.subsim.com/radioroom/sho...d.php?t=257088).
For VIIC I created an alternative version as an add-on so that you can choose between the texture I used and the one from Pascal.

next comes the rework of VIIC41 and VIIC41F.

:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Many thanks!

Regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo 06-21-24 09:33 AM

If nothing happens, the update to v2.1.3 will probably be released this weekend. :salute:

Mon Homme 06-21-24 09:38 AM

Quote:

Originally Posted by GrenSo (Post 2810214)
After thinking for a while, just because I was already called as someone who doesn't know what he's talking about, I still decided to release my own mod GSE (GrenSo's Submarine Environment).

This mod was inspired by photos, site visits of submarine, movies and many other existing mods like TWoS (english and russian version) and modders like gap, vdr1981, boogieman335, Bstanko6, SteelViking, TheBeast, TheDarkWraith and many others, which were partly used 1:1 and partly as a template for my own changes. If you want, you can also see GSE as a kind of small megamod. My mod was created under using TWoS. GSE is just for TWoS v2.2.25 and above and I cannot guarantee that GSE will work or have no problems and with the stock version of SH5.


Include the following 4 additional addons:
- GSE - alternative Periscope and OBS
- GSE - G7e Torpedotexture
- GSE - QR1 + QR2 Fix
- GSE - VIIC41 Snorkel Deck*

Known bug: It is possible that with "silentotto" you can no longer jump to individual sections in the campaign when GSE is activated.
Workaround: Disable GSE. Use "silentotto" to select the desired chapter of the campaign, upgrade the submarine as desired, select the mission and go on patrol. Then save. Leave the game, activate GSE and load save game.

Changelog:
 

v1.0 - first public release
v1.1 - small bugfix
v1.2 - new textures for TRA room from type VIIA, B, C and C41
- alternative periscope and OBS view as add-on
v1.2.1 - bug fix in scale of periscope and OBS view
v1.2.2 - alternative clock with black face as add-on
v1.2.3 - change the subfolder structure for bug fixes
v1.2.4 - changed some textures in all submarines
- historical correct floor
- Radion R3 as alternative radio as add-on
- alternative gyro compass as add-on
- alternative torpedos (optic of G7e) in TRF room as add-on
v1.2.4a - reworked texture of the alternative torpedoes from version 1.2.4
- delete alternative gyro compass as add-on for non TWoS
v1.2.5 - small texture change in TRA room
- some new but not animated dails in DER room
- small color correction at alternative gyro compass add-on
- new relistic torpedo texture/color in UZO, periscope and OBS view when a torpedo is fired
- small adjustment of the chimney smoke at the merchant ships
- change submarine texture on sub system page with blueprint/construction plan
v1.2.5a - revision of the coloring of both compass variants
- switched dark version of the gyro compass to default one and the light version as alternative add-on
v1.2.5b - compass is now draggable on the top in heading view
v1.2.5c - fixed a bug with "out of sector" in external view
- fixed the bug with brocken texture of the ladder in CR
v1.2.5d - retracted
v1.2.6 - fix the bug of flickering ladder in QR2
- change position of the toilet in QR2 to historical correct position
- added additional boxes of food in QR1
- reworked texture of the ship flags to make them look more used
- folder structure of the add-on mods revised and the documentation refined
- reworked some textures in CR room
- a few minor tweaks and fixes
v2.0 - no public release, because this one was just for testing for better compatibility with other mods
v2.0.1 - deleted the some add-on (gyro compass, Radione R3 and Stopwatch)** to have better compatibility with other mods
- deleted additional boxes of food in QR1
- deleted boxes of food and ladder in QR2
- folder structure of the add-on revised
- deleted reworked ship flagstextures
- a few minor tweaks and fixes
v2.0.2 - toned down night filter for the navigation map
- changed colors for axis (blue) and allies (red) terrain on navigation map
v2.0.3 - color correction from harbors on map
- a few minor tweaks and fixes
v2.0.4 - new textures for oxygen bottles in TRA room from type VIIA, B, C and C41
- small texture changes in CT and QR1 room
v2.0.5 - exchanged some tower emblems from Gunfighter (gf1.dds, gf6.dds, gf7.dds, gf11.dds, gf13.dds, gf16.dds, gf17.dds and gf20.dds) for using in campaign
- reduced binding of metal parts on the floor in QR1
- a few minor texture fixes
v2.0.6 - added curtains for the bunks in QR1 (two of them are closed to simulate sleeping crew members)
- changed position of the toilet in QR1 and QR2 to historical correct position
- toilet paper and pipes in the toilet in QR1 re-placed, because they were partially in the wall
- two pictures re-placed in the seating area, because they were partially covered before
v2.0.7 - closed toilet lid in QR2
- fixed a graphic glitch of a pipe in toilet in QR2
- added the add-on "GSE - QR1 + QR2 Fix" to get GSE version of QR1 and QR2 if you use mods that overwrite the files Room_QR1.GR2 and QRoom_QR2.GR2
v2.0.8 - added curtains for the bunks in QR2
- reworked curtains in QR1
- new texture for all curtains in QR1 and QR2
- added pictures in QR2
- fixed the graphic bug of the red button of the hydrophone so it is visible again
v2.0.9 - closed the toilet door in QR1 a little more so that the way to TRF is more clear
- remodeled and enlarged toilet in QR1 slightly
- added a sink and a towel in toilet in QR1
- books from the sitting area have moved to the captain's quarters and two private books (War and Peace band 1 & 2 by Tolstoi) have been added
- placed a Radione R3 in the seating area
- reworked mashes of the curtains for the bunks in QR1 and QR2
- minimal adjustment of the light in the submarine
- a few minor fixes of the mashes in QR1
v2.0.10 - changed sound files so that the crew on the tower no shout anymore
- exchanged smoke effect from sinking ships
- delete the stupid pole on the deck at the front of from type VIIA and VIIB
- a few minor texture changes and minor fixes of some mashes
v2.0.11 - fix of speed and gyro compass texture in CT
- fix texture mapping of volt and ampere label in TRA from type VIIB, VIIC and VIIC41
- small texture fix in add-on "GSE - QR1 + QR2 Fix"
v2.1 - delete the splash guard from type VIIB tower 2 for player submarine
- add splash guard to type VIIC tower 1 and tower 2 for player submarine
- reworked the texture from the ring of the hydrophone
- reworking the clouds and the cloud texture
- fixed possible flickering of the toilet wall in QR1
- fixed possible flickering of the base from the table next to the boxes in QR1
- a few additional fixes of mashes and vertices in QR1
- a deleted unnecessary vertices on type VIIC tower 1 and tower 2
- small graphic adjustment of the floor of the toilet in QR2
- replace 3d model and texture of the snorkel on all submarines
- added the add-on "GSE - VIIC41 Snorkel Deck" to get the snorkel slot on the deck from VIIC/41
v2.1.1 - small changes to the snorkel on all submarines
- correction of wrong folder structure and files names
- small changes on the add-on "GSE - VIIC41 Snorkel Deck"
v2.1.2 - replaced the texture of the clouds
- add labeling of electric engines in TRA from type VIIA
- added the smoke effect of sinking ships from TWoS again
- replaced type VIIA deck texture with a modified version from Pascal's "Pascal_sh5_deck_VIIA_version5"
- revision of the deck texture from type VIIB deck

** The deleted add-ons, some other files and also the additional boxes of food and ladder in QR1 and QR2 are avalaible as separat mods. This mods are:
- GrenSo's Stopwatch
- GrenSo's Compass
- Radione R3
- silentmichal's interior mod 2.x.x by GrenSo
- Conus' Das Boot Crew Faces



*GSE - VIIC41 Snorkel Deck is NOT compatible with "SEA LIFE SH5" mod from vickers03

I see in this package a lot of modifications by other authors who did not give you permission to use their works :haha: :har: :06:

michaeljcaboose9 06-21-24 11:42 PM

Quote:

Originally Posted by Mon Homme (Post 2915380)
I see in this package a lot of modifications by other authors who did not give you permission to use their works :haha: :har: :06:


Let the mod authors themselves speak on it then, im tired of seeing this beef in these forums. This is a good package that makes adding mods 10x easier, its all in one download and you know they work together. Regardless of all that, from what I can see as a new subsimmer is that this is a small community, why insert this toxicity?

fitzcarraldo 06-22-24 09:04 AM

I think this mod deserves an sticky :Kaleun_Applaud:

Must have to play TWoS. A lot of improvements.

Best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo 06-22-24 10:40 AM

I had to think for a long time yesterday, and I think I'm going to leave SUBSIM and the SH5 community.

After being repeatedly exposed to false accusations and, to a certain extent, insults, I'll have to draw a line under it, whether I like it or not. I'm a big supporter of free speech and free expression, but there are limits for me. And those limits were reached yesterday. It's a shame that it's come to this. But anyone who's followed the whole thing so far knows who to thank.

I'll continue to make all of my previous work available here. I'll just stop publishing any more changes and improvements of my mods and will only use them privately for myself.

I'm giving myself another week or two to think about it before I deactivate my account here or have it deleted.

If you don't hear from me anymore, then you know why. I would like to take this opportunity to thank everyone who has supported me and always given me feedback and new ideas. You are all the best! :salute:

:subsim:

Jimbuna 06-22-24 11:39 AM

Sorry to learn of the above and just as matters were brought to moderators consideration you've decided to throw in the towel and give those who oppose you probably more then they could ever wish for.

All the best in real life for the future.


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