SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Open Horizons II (old thread) (https://www.subsim.com/radioroom/showthread.php?t=182964)

Zedi 06-27-11 03:44 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1692584)
...

I also found out that I was always CTDŽs after 5 minutes of play in the campaign Open Horizon - D-Day mission (June 6, 1944). My graphics card is probably too stressed.

This is true. That card is unable to handle so many ships.. :|

I dont know how to solve this problem, I cannot understand why the SH ships/units suck so much memory and stress the PC. Is the biggest resource sucker game ever. Place 20 mines with 10 dolphins, 30 ships and 4 planes together and you have the perfect crash. How the heck we suppose to improve a game in this conditions? WTF is making these units to be such a huge resource suckers is beyond my understanding. And the millions of mods that is required to run this game makes things worst.

Trevally. 06-27-11 04:09 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1692637)
Yes, I received your email. thanks Trevally.

Sub_hydro_fix mod? I know only Depth_Dependent_Hydrophone_1.0.0 - included in Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2 .

See this thread here http://www.subsim.com/radioroom/showthread.php?t=174778

This will fix some of your problems:up:

Rongel 06-27-11 04:19 PM

Hi!

Nice to see that release date is closing in. I'll send you new flags with small additions soon. I've been testing now the first campaing that you Zedi sent me some time ago, and it's been smooth sailing :DL. Some crashes, but I think it's because I fiddled with the mods during patrol.

Only thing that bothers me is the neon coloured bouys and their constant twinkiling sound. Has it been revised and tweaked? If not, I could lend a hand. I think it's better if the sound isn't repeated that often and the colours are less bright.

The random flag freeze problem from the imported ships is still a nasty bug, but I can't find the reason for it (and I've tried many things)... :nope: It seems to me that every one of the imported ships will cause it. Many people will post here and wonder why it does so when the mod is released...

But still this will be an awesome campaign changer! :up:

Sepp von Ch. 06-27-11 04:19 PM

Quote:

Originally Posted by Trevally. (Post 1692682)
See this thread here http://www.subsim.com/radioroom/showthread.php?t=174778

This will fix some of your problems:up:

Thank you Trevally, I will test it! :salute: Can I activate this mod during patrol or only in bunker?


Quote:

Originally Posted by Zedi (Post 1692651)
This is true. That card is unable to handle so many ships.. :|

I dont know how to solve this problem, I cannot understand why the SH ships/units suck so much memory and stress the PC. Is the biggest resource sucker game ever. Place 20 mines with 10 dolphins, 30 ships and 4 planes together and you have the perfect crash. How the heck we suppose to improve a game in this conditions? WTF is making these units to be such a huge resource suckers is beyond my understanding. And the millions of mods that is required to run this game makes things worst.

:cry: Your Open Horizons campaign is really great, I love especially your some unusual missions, but D-Day is the first mission, which I canŽt finish.
IŽll have to get a better graphics card...
:roll:

Zedi 06-27-11 04:47 PM

Hi Rongel, nice to see ya around! Yes, please fix the sdl with the buoys best as you can, I wil send you by pm a test version of the campaign so you have all the files together. If possible, can you see if the sld is compatible with FX pls?

Josef, believe me... makes me very sad that you cant play that mission in OH and you have such a hard time with this new campaign. My apologies and wish I could do something about, but hope you understand that is not much I can do. If we want a rich content campaign, I must add all these new units and they require more resource and a better PC.

Speaking about D-Day, I added it into the new Turning Point campaign, but this time is much more hardcore and with multiple objectives. France coast will be very busy starting May 44. Wish you could upgrade your card and play this campaign!

LordNeuro"Serbia" 06-27-11 07:06 PM

Gr8 news
 
Gr8 news on near completion of amezing work. I can weit too see it over and redy for play. I dont wont too rush anithing but cann u add same more pictures of ur amezing work. I think it would make ur weitnig easy. :oops:
Only if theat is not a big problem. Keep up the amezing work and thx for making thise game iven beter.:yeah:

Obelix 06-27-11 07:13 PM

Hi Zedi!
Here is the file that fixes the periscopes. While this is an interim solution, I set the AI instead of periscopes sensors. I think it will come up for the campaign. Later, try to fix it permanently.
http://dl.dropbox.com/u/29330686/NSS_Uboat2a_AI.7z

Regards! :salute:
Obelix

TheDarkWraith 06-27-11 07:51 PM

Quote:

Originally Posted by Zedi (Post 1692400)
TDW, I sent you a test version for you to see what files are in conflicts, maybe your PM is not working because there is already more than a week since I wait for an answer regarding this issue. Also, if you finished those floating guns can you sedn it over pls, so I can start placing them into the campaign?

I'm writing some much needed software that will allow one to edit/merge/view/compare the Sh.sdl file. This will make it much easier to use this file.

Might even write some software for viewing/editing/merging/comparing zones files when done with this one.

Still working on floating guns.

Obelix 06-27-11 08:12 PM

Quote:

Originally Posted by TheDarkWraith (Post 1692807)
I'm writing some much needed software that will allow one to edit/merge/view/compare the Sh.sdl file. This will make it much easier to use this file.

Might even write some software for viewing/editing/merging/comparing zones files when done with this one.

Still working on floating guns.

WOW! It's very very great! :rock::salute:

Zedi 06-28-11 02:49 AM

Thanks Obelix, much appreciated!


TDW, that software will not solve the compatibility problem. Lets take the names.cfg. The one used for this campaign its critical important, but I cannot merge it with yours, maybe only partially and then will have conflicts with other mods. And I just cannot work out several different names.cfg for every mod here that use this file. So your file should be compatible with the campaign one and best person to do this is only you, not a software.

Zones.cfg.. I still dont have an answer if this file is compatible with yours used in FX or whatever other mod use this file. My goal is to have this mod available for anybody and not force people to have a particular mod installed to make it work.


TDW, I have to ask you to have a look again on the mines. Not me, not any testers hit a mine so far. The only prove that a mine contact was made is a major drop in fps and a game crash on actually hitting a mine. Mostly when this is done with high TC. So what Im asking is this.. can you please make the crew report the surface floating mines? A simply "mine spotted" and a drop to TC1. We dont need to have them shown on map, but the crew should be able to spot and report them.

SteelViking did an excelent job with the zombie ships, those unit are not using any resources at all, no matter how much I use in one spot. Is not possible to remove the mines brains too and let only the explosion effect on? Is no need to have a "thinking" mine that will try to avoid or attack an enemy unit.. they just need to stay still and explode when hit.


@LordNeuro Weird as it sounds.. I dont play this campaign. My SH5 is a mess now and its crashing randomly. I dont have time to reinstall it, is why I asked few people to test it and report back the bugs. I know the campaign only through the editor. But there is not much to see, the biggest changes are not on visual but on detail and structure level.

LordNeuro"Serbia" 06-28-11 09:29 AM

Thx for ansver
 
Thanks Zedi for ansvering. No problem i totaly undertud in what mess u r. Didnt wont too waste ur time. Just keep up the good work and Thanks for all involved in thise project for making thise game gr8 for as. Sorry for lecking skills for i would shore love too help in creation of thise fine mod.
Cheers for all of u:yeah:

Just whan qvestion i have for TDW or anybody alls how nows about moding and editing sh5. Is it posibole too add animation for deck gun crew of reloading gun and droping shels. I know sombady was working on somthing like theat for sh3 but theat was never finished.

SteelViking 06-28-11 11:40 AM

Zedi taking a look at the mines has shown me this:
1. They have to AI, there is no brain. So, there is nothing we can do there.
2. They do have rudders and propellers, they are just hidden. Can we remove them, they should be stationary should they not?
3. Their caustics are setup in a way that does not work in SH5, I could try to fix that.

TheBeast 06-29-11 03:21 AM

Spreaking of Rudder/Propeller - Are the mines missing StaticObject controller to keep them from drifting around?

Zedi 06-29-11 05:49 AM

Quote:

Originally Posted by SteelViking (Post 1693235)
Zedi taking a look at the mines has shown me this:
1. They have to AI, there is no brain. So, there is nothing we can do there.
2. They do have rudders and propellers, they are just hidden. Can we remove them, they should be stationary should they not?
3. Their caustics are setup in a way that does not work in SH5, I could try to fix that.

Yes, they are static. But.. I noticed an interesting bug on the floating mines that could be actually a very interesting feature:

If I set them as undocked elite units, when you get close to them .. they start moving in your direction on a collision course. Its very cool but also scary to see them behave like a magnetic mine.

Problem with this is a major fps drop when closing or entering in a minefield because they act like some escort units. And when 20 escort unit are trying to "ram" you the game can even crash.

So I dont know what to say.. its a cool feature to have them moving and act like a magnetic mine, but on high TC the game can crash and you will dont even know why. So do what you think its bets, remove any unnecessary stuff like propelers, caustics etc.

But again.. the major problem is that the crew dont report them and you can run into a minefiled while sailing with high TC and that can cause problems. I dont know how can this problem be fixed. TDW managed to have the icebergs being reported and TC drop to 0, hope he can do the same with the mines.

Rongel 07-01-11 11:18 AM

Finally I had some time to play the test version of the mod!

I have to say that the sailing through the port (Kiel) is really hard on my computer. Before this mod, ports were no problem, and I had good FPS. I think I have pretty decent machine:

Intel Core i5 CPU
8 Gt Ram
NVIDIA GeForce GTX 460

Still the frame rate went down and I just wanted to get to open seas. I know how frustrated you are Zedi because of this, but I could live with half of the ships that are docked in ports if we could get better FPS. Or maybe there could be somekind of Lite version?

This will be a great mod and I really like that it includes all the additions (icebergs, mines, bouys and so on). But I hope that it doesn't affect playability too much, so that players without monster computers can enjoy this too.

Ok, I will report more when I have played it more. Anyway a big thanks to all contributors! :salute:


All times are GMT -5. The time now is 12:49 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.