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The zombie ships now are total zombies. They can't and won't ever try to move or engage a target. They can't shoot - they can't do anything but bob up and down in the waves. Have you noticed that the dolphins probably don't move in the campaign? Someone changed them into zombies. WHY? Since they are no longer a type of ship they can't move (or at least shouldn't be able to move). Someone also changed the animation I had given them. |
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We were seeing this in a version where on the last campaign TheFinalYear - the ports were under air attack as you leave (Wilhelmhaven 1944). We can tests and see if this fixes it. Perhaps Zedi can send you the newest campaign version:06: Quote:
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Rongel, if you work on the buoys sound, pls do it on the latest update from TDW! |
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Great work TDW - the most annoying CTD is fixed:yeah:
Air raid over Wilhelmshaven:woot: http://img844.imageshack.us/img844/5136/13709369.jpg http://img339.imageshack.us/img339/9592/24585827.jpg http://img13.imageshack.us/img13/2586/36977220.jpg I also have a good pc and I did notice an increase in fps with these fixes:up: |
Wooow
Thise is looking nice. I just hope my poor rig cant handel thise campinge. Keep up the good work and i hope u will manage too relise it soon.:yeah:
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:sunny:Great!!! :up: Zedi
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Still playing with the drafts of the zombie ships. Man this is a time killer..... EDIT: drafts fixed. Fixes v2 sent out. |
Time killer... heh, tell me about. Anyway, many thanks for this TDW, I was really upset about the numerous errors and crashes during the tests... I was even thinking to drop the mod and play dead.
If you manage to make the mines spotable by the crew would be great because now with pack of 500 mines the players would die without knowing why.. or worst, crash the game when running with high TC into a minefiled. Until now a sign that a minefiled is close by was the significant drop in fps, but now that the mines are brainless and dont affect the fps anymore... Any news on a new version of IRAI? Im using the test version 32 and its working great, but the players will need a newer version too. |
I am as excited for this Mod as I'd be for Silent Hunter 6! With all the work you guys have had to do, it's nearly a full-blown sequel :DL
http://img402.imageshack.us/img402/1...battleofth.jpg Uploaded with ImageShack.us |
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Fitted into a newly updated MO and we will have a fantastic game:rock: |
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http://www.subsim.com/radioroom/pict...pictureid=4508 and yes I can make them spottable by crew: http://www.subsim.com/radioroom/pict...pictureid=4509 but I suffered a pretty significant fps drop when enabling this (~9fps drop). I'm testing something else to see if it's any better..... |
TDW, what happened with the ship that is shown on your map, bottom right? She is heading right into the field.. did she blown up or she avoided the mines?
Spotting stuff by the crew is maybe the biggest problem now. I was unable to get out from Wilhemshaven/Heligoland area using TC. I was running several times in the mines and the game crash. I also have problem with the crew reporting neutral ships. Many times I almost hit some spanish and portuguese ships because the crew failed to spot them. Even spoting aircrafts is a problem, they report it only when my sub is already under attack. |
this is looking awesome guys :arrgh!:
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So how would you spot and avoid those underwater mines, can the sonar guy detect them? |
Nope, save a lot and avoid enemy ports and channels. Gibraltar should be what it was in reality, highway to hell.
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