SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Living breathing Ocean (https://www.subsim.com/radioroom/showthread.php?t=119064)

Snakeeyes 08-25-07 05:54 PM

Quote:

Originally Posted by leovampire
Glad you like it and finaly got it working!

Just a string of bad luck starting it up. I've got my voice control program running, got my new pc, got my LBO mod. I'm on a shakedown cruise now learning the ins and outs of torpedoing from an American boat.

leovampire 08-25-07 07:07 PM

I hear ya.
 
I basicly just started an entirly new carrier with the new T.M. 1.6 and I supose it is a good thing seeing everything from all my old games are gone now maybe I can get the lighting working in the Campaign layers. Now I just need to find or run into a storm to see what I need to do.

But Duciums asked if I would check his new one out and I couldn't refuse. He does a lot of hard work putting this together.

AkbarGulag 08-26-07 12:21 AM

For those who find their sensor range is no longer compatable with their visual range, then add these changes,

I am not 100% sure, but I believe these are Kosh's instructions.

Filename: Sensors.cfg

;Visual.
Visual range factor=0.3
Visual fog factor=0.95
Visual light factor=0.6
Visual waves factor=0.6

I believe it is suppose to make your watch crew have the same range as your vision. I think it will also depend on what you 'Horizon' is set to also. But these values should give you 9km detection.

EDIT: LeoVampires work already has these settings :P

WilhelmTell 08-26-07 04:24 AM

You have to change the VISUAL / PreciseRange and MaxRange in the sensors.dat as well I believe. That is easily done with S3D.

AkbarGulag 08-26-07 07:50 AM

Quote:

Originally Posted by WilhelmTell
You have to change the VISUAL / PreciseRange and MaxRange in the sensors.dat as well I believe. That is easily done with S3D.

Anyone know what those values should be for 9km and 16km respectively?

WilhelmTell 08-26-07 11:39 AM

My setting for the 16km Mod:
PreciseRange=10000 (m)
MaxRange=15000 (m)

AkbarGulag 08-26-07 12:02 PM

Quote:

Originally Posted by WilhelmTell
My setting for the 16km Mod:
PreciseRange=10000 (m)
MaxRange=15000 (m)


ahh ic, its in metres, thats good to know, thanks Will :up:

sqk7744 08-26-07 01:38 PM

TAKE A BIG BOW!!!! leovampire. :up::up::up::up:

Thank you!

nattydread 08-26-07 07:21 PM

Ok, so Im confused...is the new LBO with 9km vis ready to use or do we have to use the mini-tweaker in-order to make use of this mod?
When I tried to use the new LBO with Kriller's vis mod, I was told that the other has already modified the scene.dat...so do you need both or just or the other?

I assume to have 16km vis the mini-tweaker is required.

vindex 08-26-07 11:16 PM

What exactly is the relationship between the LBO mod, Seeadler's environment mod, and Kriller's visual upgrade mod? There seems to be overlap -- are there any conflicts, or do they incorporate one another? Are the "lighting" effects going to be in an improved release of LBO, or in the environment mod? I'm confused.

An integrated mod would be ideal.

FooFighters 08-27-07 02:25 AM

Quote:

Originally Posted by vindex
What exactly is the relationship between the LBO mod, Seeadler's environment mod, and Kriller's visual upgrade mod? There seems to be overlap -- are there any conflicts, or do they incorporate one another? Are the "lighting" effects going to be in an improved release of LBO, or in the environment mod? I'm confused.

An integrated mod would be ideal.

I know TM1.6 combined all 3 mods

LBO is a dynamic water mod
Seeadler enviroment mod has 3 versions, 2 including LBO (8 and 16km horizon) and 1 without LBO.
Krillers mod is a visual mod.. It also includes LBO. If you wanna use this mod you will have to merge files.

I think it also works if you install Krillers mod first and Seeadler mod after that.

ReallyDedPoet 08-27-07 07:28 AM

Quote:

Originally Posted by vindex
What exactly is the relationship between the LBO mod, Seeadler's environment mod, and Kriller's visual upgrade mod? There seems to be overlap -- are there any conflicts, or do they incorporate one another? Are the "lighting" effects going to be in an improved release of LBO, or in the environment mod? I'm confused.

An integrated mod would be ideal.

Have a look at this, a past post from LV:http://www.subsim.com/radioroom/show...7&postcount=41


RDP

leovampire 08-27-07 03:17 PM

Okay the first link for LBO
 
is the one that contains all the changes for the 9km visability in the scene.dat and the 30m under water visability! The second link has just LBO and nothing else.

The lightning will be a stand alone release but will have the LBO mod included because one set of values for the lightning are in there but the 3 other main files will be the textures, particles file and materials file which truly handel the main effects for the lightning.

But I am working with the particles file to give you guys better funnel smoke for the ships and better fire smoke effects from 2 other Moders work. I hope that is cool with everyone.

kakemann 08-27-07 04:56 PM

Ohhhh my! :rock: Thats all I can say.... Amazing

bigmammal 08-27-07 06:00 PM

Performance?
 
I was wondering if I could get some input on system performance. The visuals are incredible! However, as it stands, my system can handle max detail, but the frame rates are around 25 fps.

Any significant loss of performance with this mod? Anyone else out there with a "just cutting it" machine that has installed this?

Thanks! :D

sneekyzeke 08-27-07 06:22 PM

Yeah, I'm "just cutting it" with about 14 FPS, and having a ball! You should be just fine.:D

Digital_Trucker 08-27-07 06:50 PM

Quote:

Originally Posted by bigmammal

Any significant loss of performance with this mod? Anyone else out there with a "just cutting it" machine that has installed this?

Thanks! :D

I'm just cutting at about 12fps (until my new video card gets here YeeeeeeeeeHaaaaaah) and this doesn't cause any adverse effects whatsoever.

panthercules 08-27-07 07:40 PM

OK - guess I'm confused too. Is there a "real" version of LBO out that has the jelly-water problem solved, have I done something wrong in the installation, or are all the "whoohoo-this-is-great" posts here actually coming from testers who are using some version that hasn't been uploaded for the rest of us?

I'm running RFB 1.31, with Kriller's visual upgrade 1.1, LBO DDS files, and the LBO w/9km vis and 30m underwater vis D/L'ed from the first link on the first page of this thread (installed in that order). If I'm standing still, dead stop in the water, things look very impressive from the bridge view. However, as soon as I get underway I start getting this very noticeable and annoying jello-like undulation in the water that completely destroys the view and drives me back into my sub.

Some of the earlier posts I remember seeing about this jelly stuff seemed to indicate (IIRC) that it might be linked to some camera file issues - am I supposed to be using some particular camera file that isn't included in one of the mods I listed above? Is there some other piece of the install puzzle that I'm missing, or some other problem with running LBO with the other mods mentioned, or is the D/L version just not the one that has the jelly problem fixed? I'm drooling over the screenshots and descriptions folks are posting, but I'm not living the LBO highlife yet and it's killing me :confused:

leovampire 08-27-07 07:49 PM

panthercules
 
there is a slight rendering problem with the game that ties into some of the camera views once the sub is moving. I don't have all of those problems worked out yet and I am not sure I can work them out depends if I can get the game to coperate. I am looking into file after file trying to see exactly what is creating the problem.

When you change camera's the effect's change and sometimes go away but tracking it all down and adjusting is a time consuming problem in loading and reloading the game.

It has been there from the begining with the game it is just more pronounced now that the ocean effect's are working properly.

Like all things it takes time to track down and repair other parts of the game that seem to effect parts totaly not related to it.

panthercules 08-27-07 08:35 PM

Thanks for the info - I'm OK with it currently, but my crew keeps complaining every time I bring the boat to a dead stop on the surface in enemy waters just to admire the new ocean :D

Seriously, not complaining, just couldn't tell from the posts whether this had been fixed yet and my install was just screwed up or whether it was still WIP. Like everyone else, can't wait for this one as it promises such a huge improvement - keep up the great work :up:


All times are GMT -5. The time now is 11:02 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.