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-   -   [WIP] FX Update (https://www.subsim.com/radioroom/showthread.php?t=174511)

vlad29 01-18-12 01:29 PM

Quote:

Originally Posted by mikaelanderlund (Post 1823279)
Great mod! Thanks TDW! Can I add "Old Style Explosions" after your mod without too much conflict. I know that Baza_FX.dat is overwritten. What type of effects do I lose when overwriting your Baza_FX.dat?

Thanks :salute:

Yes it's not a problem. I use OSE after TDW mods also:salute:

TheBeast 01-18-12 01:54 PM

Quote:

Originally Posted by mikaelanderlund (Post 1823279)
Great mod! Thanks TDW! Can I add "Old Style Explosions" after your mod without too much conflict. I know that Baza_FX.dat is overwritten. What type of effects do I lose when overwriting your Baza_FX.dat?

Thanks :salute:

Quote:

Originally Posted by vlad29 (Post 1823581)
Yes it's not a problem. I use OSE after TDW mods also:salute:

When you have OSE install last, Does your crew wimper and or shout Depth Charges in Water when being Depth Charged?:06:
This is only true if using Stormy's SDBSM Base v1.3 MOD.

TheDarkWraith 01-18-12 01:56 PM

Quote:

Originally Posted by mikaelanderlund (Post 1823279)
Great mod! Thanks TDW! Can I add "Old Style Explosions" after your mod without too much conflict. I know that Baza_FX.dat is overwritten. What type of effects do I lose when overwriting your Baza_FX.dat?

Thanks :salute:

IIRC I removed the fireworks because they were annoying. I made some other changes but can't remember what they were

mikaelanderlund 01-18-12 02:04 PM

Thanks for the info TDW! I think I will keep your Baza_FX.dat but smoke and sound from "Old Style Explosions". :salute:

vlad29 01-18-12 03:13 PM

Quote:

Originally Posted by TheBeast (Post 1823604)
When you have OSE install last, Does your crew wimper and or shout Depth Charges in Water when being Depth Charged?:06:
This is only true if using Stormy's SDBSM Base v1.3 MOD.

I have Stormy's 6 mods, and OSE after them. The crew provides all sounds (screaming, yelling, crying etc.) as it should. No conflict between SDBSM basemod and OSE spotted by JSGME:up:

PL_Andrev 01-19-12 12:43 PM

Hello TDW,

I found some interesting mods for SH3 (hard-code fixed) and maybe you can implement it in your FX mod.

http://www.subsim.com/radioroom/showthread.php?t=174225

Especially follow "Wolfpack Mod" but others look nice for hard players.
:03:

pedrobas 01-29-12 09:03 PM

Is the SubExhaust_1_0_5_byTheDarkWraith included here or in any other of the TDW mods (IRAI or NewUI) or is a standalone mod ?.

TheDarkWraith 01-29-12 09:47 PM

Quote:

Originally Posted by pedrobas (Post 1829763)
Is the SubExhaust_1_0_5_byTheDarkWraith included here or in any other of the TDW mods (IRAI or NewUI) or is a standalone mod ?.

It's only included in MO (Magnum Opus) and no other.

pedrobas 01-29-12 10:06 PM

Thanks :yeah:

BTW: i have modified the "data\Terrain\Locations\CustomAreas" sim files of your FX mod to make it compatible with "sobers chimney smoke V2". I didnīt want to lose neither the nice light of your Lighthouses nor the nice effect of the smoke in the chimneys from sober. If you are interested i can send it to you in order to include it in a next version of your FX (asking Sober, of course).

TheDarkWraith 01-29-12 10:09 PM

Quote:

Originally Posted by pedrobas (Post 1829783)
Thanks :yeah:

BTW: i have modified the "data\Terrain\Locations\CustomAreas" sim files of your FX mod to make it compatible with "sobers chimney smoke V2". I didnīt want to lose neither the nice light of your Lighthouses nor the nice effect of the smoke in the chimneys from sober. If you are interested i can send it to you in order to include it in a next version of your FX (asking Sober, of course).

Sure :yeah: I'm sure Sober would have no problems with that but we'll wait to see what he says :yep:

THE_MASK 01-29-12 11:34 PM

Quote:

Originally Posted by TheDarkWraith (Post 1829784)
Sure :yeah: I'm sure Sober would have no problems with that but we'll wait to see what he says :yep:

no problemo .

pedrobas 01-30-12 02:31 AM

"FX_Update_0_0_19_TheDarkWraith" Fix for "sobers chimney smoke V2"

I have modified the "data\Terrain\Locations\CustomAreas" sim files of the "FX_Update_0_0_19_TheDarkWraith" mod to make it compatible with "sobers chimney smoke V2". I didnīt want to loose neither the nice light of Lighthouses nor the nice effect of the smoke in the chimneys from sober. With this one YOU DONīT NEED TO INSTALL "sobers chimney smoke V2"
It is also valid to replace the same files in "Harbour_Addition_Environment_Enhancement_MOD_v0.5 "

All credits to TheDarkWraith and Sober.

Install with the mod enabler(jsgme):

http://www.gamefront.com/files/21261...mney_smoke_rar

PL_Andrev 02-14-12 01:57 PM

Looking for new version?

Quote:

Originally Posted by Antar (Post 1838280)
Will be possible with this magic software put a crew on surfaced AI uboats?
Quote:

Originally Posted by TheDarkWraith (Post 1838295)
I've already done that with FX Update....just never released it.


:88)

mikaelanderlund 02-16-12 10:04 AM

Please, release the version with crew on surfaced AI uboat:rock:

pedrobas 02-16-12 10:08 AM

Quote:

Originally Posted by mikaelanderlund (Post 1840111)
Please, release the version with crew on surfaced AI uboat:rock:

Iīm sure he will do it when he finish the GR2 multitool, this a lot things more. I smell a real "SH5 revolution" after the new tool is release. :up:

Charteris 02-20-12 01:44 AM

When trying to download FX_Update_0_0_19_TheDarkWraith.7z from the first page link I am getting "The file you are looking for seems to be unavailable at the moment. Please come back later". I have done that and still getting the error.

Temporary glitch or has the file moved?

Cheers,
Charteris

Rubini 02-21-12 03:12 PM

Hi TDW,

Thanks by this great mod!

I have good rig (I5 2500 gtx560 8gb win764). Running SH5 all max without problem...but using FX mod I have problems (low FPS) when ships are in fire and also in some explosions.

Also the Airplanes explosions gives low fps and look a a bit weird, i mean, seems something like 2d sprites.:hmmm:
Itīs to be this way or itīs at my end? Also any advice on how to adjust the fire and airplanes explosions by my self?

my list of mods (note that i dont use any enviro mod):

4Gb_patched&hydrofix
RemoveLogoIntroTheDarkWraith
Lite Campaign LC 1.2
smaller flags for Warships 1_0b
Cerberus62 Corrected Depth Charge Projector 1.0
No Damn Bubbles, No Damn Halo Mod
Window_Lights_Redone_V1
Accurate German Flags
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_WWIIInterface_by_naights
Manos Scopes-patch for 85x48_tdw
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Stock faces
MightyFine Less Annoying Footsteps 1.0
MCCD_1.04_MFCM_1.2.1_compatible
AilClouds 3.0
AilDeckwave 1.0
MFCM 1.2.1 OPTIONAL crash_dive workaround
Trevally Automated Scripts v0.6
Trevally TDC Help v2
Trevally Tutorials - All v0.2 (for TDW UI)

Charlie901 02-22-12 07:55 AM

Should this mod be installed before or after the Lifeboats Mod?

Thanks!

Jander 02-22-12 08:06 AM

I installed Lifeboats BEFORE the FX mod, and the lifeboats still work.

Charlie901 02-22-12 06:26 PM

One more question:

Is it okay to install the mod listed below after the FX Update Mod?

Han Solo's: Enhanced Funnel Smoke SH5 v1.2

Thanks!


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