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-   -   Pacific environment 4 RELEASED (https://www.subsim.com/radioroom/showthread.php?t=138663)

kriller2 09-09-08 07:13 AM

Thanks Wclear for the comment.

The waves are still not the colour of your mod, it's more dark pacific blue, but the reflection of the clouds that "was to much" you wrote to me is now corrected.

Along with the green underwater,it's now blue as you wrote Global Explorer.

I hope everybody likes the new edition of ROW / PE, there is no turning back of the release date now :lol:

Topo65 09-09-08 08:16 AM

You have done a wonderful job. After bought my new 9800GTX, I can at last enjoy your excellent mod. Thanks in advance, Kriller2. :up:

I wait impatient the new release. :rock:

C DuDe 09-09-08 08:45 AM

:o ok... eurm... lost for words, great job guy's

Release next Friday, heh.. Leaves me just enough time to get back to port.:up:

DrBeast 09-09-08 08:53 AM

Quote:

Originally Posted by C DuDe
:o ok... eurm... lost for words, great job guy's

if I had a Eurocent for every time Kriller2 and team left me speechless, jawless, and with my eyes well out of their socket, I'd be a millionaire! :rotfl:

kriller2 09-09-08 03:32 PM

PE4 beta2 full mod uploading...
 
Uploading the full PE4 beta mod (82 mb. packed, 340 unpacked), which I would like the members of PE and testers to try, should be ready in 30 minutes :up:

Still needs some more work on the manual though.

BTW this pack includes everything so please uninstall all previous versions of test-files before trying this, it contains alot of bug-fixes.

EDIT: AVGWarhawk, GlobalExplorer, reallydedpoet, Torps
DrBeast, Gunfighter, Nisgeis, swdw, Torps check your PM's :)

DrBeast 09-10-08 02:58 AM

I like it when I come to work and fine nice presents waiting for me...makes me want to rush through all the experiments! :D

ETA: just noticed this, why does Torps have to check his PM twice? :rotfl:
ETA #2: beta testers, expect a PM soon; I've ran into some problems and need your help.

kriller2 09-10-08 04:28 AM

Quote:

Originally Posted by DrBeast
I like it when I come to work and fine nice presents waiting for me...makes me want to rush through all the experiments! :D

ETA: just noticed this, why does Torps have to check his PM twice? :rotfl:
ETA #2: beta testers, expect a PM soon; I've ran into some problems and need your help.

Sounds good if you can make a zones file for the TM-users Beast, if not the users don't get your nice before death sequences with submarine leaking oil, submarine fire and explosions and the other great stuff you have added to the PE mod :yep:

I can send you the zones.cfg when I get home later today in 7 hours from now, unless some of the other team-members or testers have the file and send it to you.

Now get back to the experiements with stuff exploding and boiling! :rotfl:

DrBeast 09-10-08 06:05 AM

Quote:

Originally Posted by kriller2
I can send you the zones.cfg when I get home later today in 7 hours from now, unless some of the other team-members or testers have the file and send it to you.

Now get back to the experiements with stuff exploding and boiling! :rotfl:

Cheers mate. Yeah, if I don't receive the file from someone else within the next three hours, I'm afraid I'll lose a whole night's worth of troubleshooting. What's that you said? Sleep? What's that? :D

Today's menu involved lots of slicing and dissecting. No explosions yet! :rotfl:

GlobalExplorer 09-10-08 06:17 AM

I did not have a lot of time to run with the new version, about 1 hour maybe. Generally I am quite happy with the blue ocean now, where was no more strange transition to underwater. I personally think the colors are very realistic now, especially the more blue ocean at day, to improve from here on would require us color calibrate our displays.

What I found not so well was transparency in shallow water, the seafloor appears as black / grey areas, it looks really strange or the effect is not working. I would drop these extreme transparency effects: you can see the floor in a cenote, but salt water is surprisingly opaque! I personally would not find it odd if transparency ends at 4-5m

Generally I was quite happy, though I think the reduced reflections was better (less cheesy sunsets) but I have no hard evidence against this.

GlobalExplorer 09-10-08 06:34 AM

As usual I try to present evidence in the form of screens ..

Hopefully you see what I mean with the transparency not looking nice. I thought I had taken another screenshot with the black / grey areas, but I dont find it anymore .. Generally I felt there were really odd colors when the sea was shallow. You see the kay walls, even in the far distance, it's not nice imo.

http://www.christian-wendt.org/SH4/p....00.42_265.jpg


The underwater color is right now, I think:

http://www.christian-wendt.org/SH4/p....20.10_468.jpg


Finally one of the many many nice views I got with the new beta ..


http://www.christian-wendt.org/SH4/p....20.51_437.jpg

Ishigami 09-10-08 06:39 AM

Quote:

Originally Posted by GlobalExplorer
What I found not so well was transparency in shallow water, the seafloor appears as black / grey areas, it looks really strange or the effect is not working. I would drop these extreme transparency effects: you can see the floor in a cenote, but salt water is surprisingly opaque! I personally would not find it odd if transparency ends at 4-5m

On screens earlier in this topic it looked awesome. Maybe it’s a problem on your side?
I just want to suggest that you may want to make it an optional installation before kicking it out completely as I’m very interested in the eye candies.


I can’t wait for the release.

Nisgeis 09-10-08 06:46 AM

Quote:

Originally Posted by GlobalExplorer
Hopefully you see what I mean with the transparency not looking nice. I thought I had taken another screenshot with the black / grey areas, but I dont find it anymore .. Generally I felt there were really odd colors when the sea was shallow. You see the kay walls, even in the far distance, it's not nice imo.

Yes, that part is broken, I've got until Friday to fix it and if I can't we'll roll back to my previous version without sea floor and shallow colours. It's probably not a good sign that Tesco are offering Stella Artois for half price... :hmm:

I'm having trouble, because in the game, the earth is round, but the sea and sea bed are flat. I think this is what causes the stadimeter errors at close range - the ship moves over the spherical Earth, but the flat sea clips it off, making it appear lower in the water than it should be. Still, if I wanted an easy time, I'd mod 'Professional Tic-Tac-Toe' (noughts and crosse). I haven't quite worked out which bits make the flat sea clip off at the round sphere...

Orion2012 09-10-08 07:07 AM

Quote:

Originally Posted by Nisgeis

I'm having trouble, because in the game, the earth is round, but the sea and sea bed are flat. I think this is what causes the stadimeter errors at close range - the ship moves over the spherical Earth, but the flat sea clips it off, making it appear lower in the water than it should be. Still, if I wanted an easy time, I'd mod 'Professional Tic-Tac-Toe' (noughts and crosse). I haven't quite worked out which bits make the flat sea clip off at the round sphere...


Nisgeis, you know the issue with that damn infernal stadimeter has given me issues with close range targets, generally less then 700 yards, so much, I have begun to just ping the close range target, regardless of a DD's presence, not even having a clue what could cause its malfunctioning, but you sir, I believe have hit the nail on the head.

kriller2 09-10-08 07:49 AM

Quote:

Originally Posted by GlobalExplorer
As usual I try to present evidence in the form of screens ..

Hopefully you see what I mean with the transparency not looking nice. I thought I had taken another screenshot with the black / grey areas, but I dont find it anymore .. Generally I felt there were really odd colors when the sea was shallow. You see the kay walls, even in the far distance, it's not nice imo.

http://www.christian-wendt.org/SH4/p....00.42_265.jpg


The underwater color is right now, I think:

http://www.christian-wendt.org/SH4/p....20.10_468.jpg


Finally one of the many many nice views I got with the new beta ..


http://www.christian-wendt.org/SH4/p....20.51_437.jpg

Hi GlobalExplorer,
Thank you for taking time in trying the new version, yes now I see what you mean and we do have a problem with the transparent water and the reflections when there are alot of shallow water, which Nisgeis is trying to solve. If we can't get it working before friday we will use the water shader with the transparent water, but not the azure shores, this should take care of the problem untill we/Nisgeis maybe can get the shader working better.

It's good to hear you like the underwater colour more now, but for the best effect try turn light shafts on :)

Are you running PE4 with all available options set to on in the video options? - can I ask you to post a screenshot of nr. 4 single mission "Battle of the philipines sea" so I can compare the colours with mine?

BTW The settings for my screenshots are 2 x AA, 16 x AF, mutisampling to allmost smoothen. Brightness / gama set to middle. SH4-graphics setting all to max.

Nisgeis 09-10-08 08:10 AM

Quote:

Originally Posted by Orion2012
Quote:

Originally Posted by Nisgeis

I'm having trouble, because in the game, the earth is round, but the sea and sea bed are flat. I think this is what causes the stadimeter errors at close range - the ship moves over the spherical Earth, but the flat sea clips it off, making it appear lower in the water than it should be. Still, if I wanted an easy time, I'd mod 'Professional Tic-Tac-Toe' (noughts and crosse). I haven't quite worked out which bits make the flat sea clip off at the round sphere...


Nisgeis, you know the issue with that damn infernal stadimeter has given me issues with close range targets, generally less then 700 yards, so much, I have begun to just ping the close range target, regardless of a DD's presence, not even having a clue what could cause its malfunctioning, but you sir, I believe have hit the nail on the head.

[thread hijack]

Sorry, I meant to say long range :oops: . It must be the effect of the Stella that I haven't bought yet. There is a discussion of the problem and a solution for the stadimeter range problems here that you could try:

http://www.subsim.com/radioroom/show...dimeter+ranges

It may help with the problem you are having.

[/thread hijack]


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