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-   -   (REL) Pacific enviroment/ROW/Leovampire and Kriller2 (https://www.subsim.com/radioroom/showthread.php?t=130150)

leovampire 10-07-07 04:11 PM

Defiance Monolith is totaly right
 
Quote:

Originally Posted by MONOLITH
Quote:

Originally Posted by Defiance
Ohh i am using onboard sound

Eek. I think this may have a lot to do with your sound stuttering. With a seperate soundcard, the hardware on the soundcard will take over some of the processing from your CPU, freeing up your CPU and allowing things to run smoother.

With onboard sound (motherboard), all the work is done by your CPU, and your sound processing abilities become very limited.

I would definately turn the 3D sound slider all the way off, and the realistic time travel should be off as well.

I have a decent sound card, and the time delay sounds still bog me down.

If you are using your mother board to run the sounds you can expect a lot of game slow down's between graffic's and sound effect's. The mother board use's both the CPU and Physicle and virtual ram to play all sound effect's. So you should be good to go once you get and actual sound card.

leovampire 10-07-07 04:15 PM

Jdkbph thanks for sending me the pic to see what is going on
 
Quote:

Originally Posted by leovampire
Quote:

Originally Posted by jdkbph
Quote:

Originally Posted by leovampire
We had originaly had this camera option for the mod and there was a lot of tossing back and forth about it as far as is it good to have not good acurate or not. All went on for a while. So we did away with that camera and stuck with the other. But BillNichols and a few others like the camera limitations so asked for me to post it again and I did. If you don;t like that camera then use another one and please let sleeping dog's die.

Wow. Sorry. Not looking to ruffle anyone's feathers.

Quote:

Originally Posted by leovampire
We need to see those pictures of what you mean about the tree's please so we can figure out the problem you are talking about.

Then I will ask the apropriate person who did that work to take a look at it.

Look at the picture I attached. See the light outline around each of the planes that form the leaves and branches? That's what I'm talking about. Again, not looking to ruffle feathers... it's not bothering me at all, and it only shows up at close range when there's a little bit of fog in the air... just thought you might want to know.

I'll just sit down over here and be quiet now...

Sorry my bad jdkbph and when I see old argumants pop up I just kind of slap myself on the head and go OH no not again LOL!! Only human as much as I try to keep personal life out of this place in thinking reply's and attitude it dosn't always work.

Anyways the pictures you posted are showing up as a box with an X in the middle of it that is why I asked for pictures. Just don't suck your thumb in the corner or I will feel really guilty. :oops:

The problem is the fog effect that is outlining the area's of the tree's. Just like the crew start's to become transparent when the fog start's. And many other effect's start to show up as well.

I am investigating a fix for this problem and have an idea what might work but until I can get back to port in my own game can not test the theory I have because it is the type of setting that effect's the entire game so if you do it in the middle of a Patrol the game crashes. I will and should have more info about this soon I hope.

DragonRR1 10-07-07 05:52 PM

Quote:

Originally Posted by leovampire
Quote:

Originally Posted by Canonicus
Quote:

Originally Posted by DragonRR1
Can anyone answer this? I asked the question a few pages back but I guess it got a little lost in the deluge of posts!

I've noticed that the smoke from sinking ships switches off as the ship starts to sink and a fire goes out. Switching off as in the entire column of smoke vanishes rather than just stops being generated. I can't remember whether this happens in vanilla SH4. Can this be fixed? Or is it normal?

If it was in vanilla SH4..I never noticed it....and I'm pretty sure I would have.
I'm just glad I'm not the only on who's aware of this effect....It's not really realistic, at all! :down: ... and should be looked into...
I suspect there's a particles and /or materials file fix... somewhere for this.

When the game remove's a ship from the game environment the smoke and fire related to it disapears with the ship. If this is what you are talking about in effect's.

If you are talking about something else could you please explain more?!

OK thanks for the reply Leo...

Basically, say you have a tanker with a fire going on it and a column of smoke rising from the fire. The ship starts to sink... As the fire drops beneath the waves it goes out ... which is fine but the column of smoke rising from the fire vanishes completely. It SHOULD just stop being generated and the column of smoke gradually dissipates to nothing. I should point out that the ship is still there and still sinking at this point....

Hope that makes more sense!

leovampire 10-07-07 06:22 PM

Okay now I got you
 
Quote:

Originally Posted by DragonRR1
Quote:

Originally Posted by leovampire
Quote:

Originally Posted by Canonicus
Quote:

Originally Posted by DragonRR1
Can anyone answer this? I asked the question a few pages back but I guess it got a little lost in the deluge of posts!

I've noticed that the smoke from sinking ships switches off as the ship starts to sink and a fire goes out. Switching off as in the entire column of smoke vanishes rather than just stops being generated. I can't remember whether this happens in vanilla SH4. Can this be fixed? Or is it normal?

If it was in vanilla SH4..I never noticed it....and I'm pretty sure I would have.
I'm just glad I'm not the only on who's aware of this effect....It's not really realistic, at all! :down: ... and should be looked into...
I suspect there's a particles and /or materials file fix... somewhere for this.

When the game remove's a ship from the game environment the smoke and fire related to it disapears with the ship. If this is what you are talking about in effect's.

If you are talking about something else could you please explain more?!

OK thanks for the reply Leo...

Basically, say you have a tanker with a fire going on it and a column of smoke rising from the fire. The ship starts to sink... As the fire drops beneath the waves it goes out ... which is fine but the column of smoke rising from the fire vanishes completely. It SHOULD just stop being generated and the column of smoke gradually dissipates to nothing. I should point out that the ship is still there and still sinking at this point....

Hope that makes more sense!

I will look into that and see about increasing the lifetime of the effect and make a few other adjustments.

Thanks for the extra infor that helps in figuring out what I need to look into. As soon as I have it set up better I will make a new file that contain's the rework for a download. A little time consuming for testing and what not so sometime this week would be a good estimate for compleation.

Defiance 10-07-07 06:55 PM

Hiya's,
Did a clean install of sh4/TM/ROW and WOWSA

Being away from the game today :( and finally now having another quick few hours i am awestruck again :)

Man the waters so friggin cool and real looking i wanna weigh anchor and do a spot of fishing for the crew lmao

Anyways i am now only gettings a fraction and i mean .2 of a second (guesstimate) slowdown when mega explosions go off (like now i sunk a comp freighter and she went up finally like a bomb lol)

This is with classic zone effects + classic nsm

With me using onboard sound i have looked at a local'ish store for a soundcard

Can anyone in the "know" tell me if this will do on my rig that's running Vista x86 ???

Abit ip35 pro
6600 @ 3.2
Leadtek 8800 gts 640
2 gig ballistix
2 sata hd's
2 DVD Burners
etc etc

"Creative Sound Blaster X-Fi Xtreme Audio 7.1 Sound Card"

It's about 35 quid ($70) and it will be for sims as i don't really mess with music

Hope this will cure my very slight glitch now (deffo as explosions etc occur you see the fraction of a stutter)

Ohh nice flame explosion pick :)

http://i73.photobucket.com/albums/i2...7_03536_96.jpg

Many Thanks

Happy Torping he he

Def

sqk7744 10-07-07 06:58 PM

Thanks for all your time LV

Very much appreciated!
:up:

leovampire 10-07-07 07:14 PM

Defiance the X-Fi is the sound card I use myself
 
Quote:

Originally Posted by Defiance
Hiya's,
Did a clean install of sh4/TM/ROW and WOWSA

Being away from the game today :( and finally now having another quick few hours i am awestruck again :)

Man the waters so friggin cool and real looking i wanna weigh anchor and do a spot of fishing for the crew lmao

Anyways i am now only gettings a fraction and i mean .2 of a second (guesstimate) slowdown when mega explosions go off (like now i sunk a comp freighter and she went up finally like a bomb lol)

This is with classic zone effects + classic nsm

With me using onboard sound i have looked at a local'ish store for a soundcard

Can anyone in the "know" tell me if this will do on my rig that's running Vista x86 ???

Abit ip35 pro
6600 @ 3.2
Leadtek 8800 gts 640
2 gig ballistix
2 sata hd's
2 DVD Burners
etc etc

"Creative Sound Blaster X-Fi Xtreme Audio 7.1 Sound Card"

It's about 35 quid ($70) and it will be for sims as i don't really mess with music

Hope this will cure my very slight glitch now (deffo as explosions etc occur you see the fraction of a stutter)

Ohh nice flame explosion pick :)

http://i73.photobucket.com/albums/i2...7_03536_96.jpg

Many Thanks

Happy Torping he he

Def

I have had good luck with all of the Sound Blaster card's over the years so it sounds like a good bet for your system. It will help with the running of all your video games. Most video game's print on the box the fact that you should have a sound card as well as video card spec's.

Defiance 10-07-07 08:04 PM

Hiya Leo,
Yeah i have always had creative labs too

Will get that card or maybe next one up in price scale

I have 3 sb live 5.1's here too from older rigs i've had over time lol shame they're of no use

Ahh well gives me an excuse to save for a decent 7.1 speaker setup to go with soon to be soundcard :)

Many Thanks :)

Have Fun

Def

Canonicus 10-07-07 09:42 PM

Quote:

Originally Posted by leovampire
Quote:

Originally Posted by DragonRR1
Quote:

Originally Posted by leovampire
Quote:

Originally Posted by Canonicus
Quote:

Originally Posted by DragonRR1
Can anyone answer this? I asked the question a few pages back but I guess it got a little lost in the deluge of posts!

I've noticed that the smoke from sinking ships switches off as the ship starts to sink and a fire goes out. Switching off as in the entire column of smoke vanishes rather than just stops being generated. I can't remember whether this happens in vanilla SH4. Can this be fixed? Or is it normal?

If it was in vanilla SH4..I never noticed it....and I'm pretty sure I would have.
I'm just glad I'm not the only on who's aware of this effect....It's not really realistic, at all! :down: ... and should be looked into...
I suspect there's a particles and /or materials file fix... somewhere for this.

When the game remove's a ship from the game environment the smoke and fire related to it disapears with the ship. If this is what you are talking about in effect's.

If you are talking about something else could you please explain more?!

OK thanks for the reply Leo...

Basically, say you have a tanker with a fire going on it and a column of smoke rising from the fire. The ship starts to sink... As the fire drops beneath the waves it goes out ... which is fine but the column of smoke rising from the fire vanishes completely. It SHOULD just stop being generated and the column of smoke gradually dissipates to nothing. I should point out that the ship is still there and still sinking at this point....

Hope that makes more sense!

I will look into that and see about increasing the lifetime of the effect and make a few other adjustments.

Thanks for the extra infor that helps in figuring out what I need to look into. As soon as I have it set up better I will make a new file that contain's the rework for a download. A little time consuming for testing and what not so sometime this week would be a good estimate for compleation.

Leo..check your PM's...I have the fix for this... right now. :yep:

Cheers!

leovampire 10-07-07 10:18 PM

Okay your on and I am waiting for your wisdom
 
Quote:

Originally Posted by Canonicus
Quote:

Originally Posted by leovampire
Quote:

Originally Posted by DragonRR1
Quote:

Originally Posted by leovampire
Quote:

Originally Posted by Canonicus
Quote:

Originally Posted by DragonRR1
Can anyone answer this? I asked the question a few pages back but I guess it got a little lost in the deluge of posts!

I've noticed that the smoke from sinking ships switches off as the ship starts to sink and a fire goes out. Switching off as in the entire column of smoke vanishes rather than just stops being generated. I can't remember whether this happens in vanilla SH4. Can this be fixed? Or is it normal?

If it was in vanilla SH4..I never noticed it....and I'm pretty sure I would have.
I'm just glad I'm not the only on who's aware of this effect....It's not really realistic, at all! :down: ... and should be looked into...
I suspect there's a particles and /or materials file fix... somewhere for this.

When the game remove's a ship from the game environment the smoke and fire related to it disapears with the ship. If this is what you are talking about in effect's.

If you are talking about something else could you please explain more?!

OK thanks for the reply Leo...

Basically, say you have a tanker with a fire going on it and a column of smoke rising from the fire. The ship starts to sink... As the fire drops beneath the waves it goes out ... which is fine but the column of smoke rising from the fire vanishes completely. It SHOULD just stop being generated and the column of smoke gradually dissipates to nothing. I should point out that the ship is still there and still sinking at this point....

Hope that makes more sense!

I will look into that and see about increasing the lifetime of the effect and make a few other adjustments.

Thanks for the extra infor that helps in figuring out what I need to look into. As soon as I have it set up better I will make a new file that contain's the rework for a download. A little time consuming for testing and what not so sometime this week would be a good estimate for compleation.

Leo..check your PM's...I have the fix for this... right now. :yep:

Cheers!

Have the file open with S3D right now ready for changes PM me.


But if I had to make a guess at a quick glance it is the water interaction node that is causing the problem the delete me part of it use to be 0 if I remember correctly.

leovampire 10-07-07 11:13 PM

Okay everyone the fix for the disapearing smoke is done
 
Thanks to Canonicus for the quick reference find for the problem.

I have changed what was needed to get all the smoke effect's for the fire's both small and large as well as the funnel smoke from ship's so they now disipate into the air instead of just ending like was mentioned a few time's in post's here.

It is contained in the Light and Classic vs of the zone's effect's down load's they now say vs_2 so grab the one you want for your game and remember it is a good idea to activate them while in port and not in the middle of a patrol.

Enjoy everyone.

donut 10-07-07 11:24 PM

S.O.B. FUEL ? no damage ! Leo,please note
 
This observation,is not a new quandary/feature/frustration,experienced by every player of SHIV.It is just that Fuel lasts longest, @9 Kts.surfaced.:up:
Having played Thu the entire war,starting in Manila,stock to
1.2 UBI patch,FtT,1.3 UBI,T_M_1.3,started second career out of Pearl W/T_M_1.6,Fuel ,should be watched closely.We
figured,with the closer refuel depots,we could handle the range/fuel dilemma.NOW having installed ROW the fuel situation is nerfed.:shifty:
Example: Leaving Pearl,plotting to patrol area,& return,speed 9 Kts=range 15,945 nm.
Range to patrol area,& return to Midway 6,394 w/100%fuel
NOW; having completed missions we have 74%fuel.
BUT;range to end, 3,331 / Max range @9 Kts,2,547.
http://images2.rapidshare.com/thumbn...5031024768.jpg
some how this doesn't figure with 3/4 of a tank left ? WTF.:damn:
(POSH) Port out, Stbd. home,is not cutting the mustard. We do know WAR is HELL,but mileage,should figure ! Go-Figure. Suspect something in ROW has overwritten Duci's fuel fix in T_M_.:sunny:

Next:We found these Engine Order Telegraph Indicators in the Control Rm.,also nerfed.
http://images2.rapidshare.com/thumbn...5031024768.jpg
LASTLY:(ROW Lite Zones Special Effects)can not be installed over (1.5X Torpex)it takes it back to stock,& makes NSM a GWX-MOD>>I guess some like there fun hard,we would rather save that for sex. Again,:roll:

MONOLITH 10-07-07 11:29 PM

Donut...

Install in this order;

NSM
ROW Special Effects
Torp x1.5



With torp 1.5 last, all is well and torps are 1.5 strength.

I can't answer about the fuel, I leave that to Leo...


EDIT: I don't see anything in the ROW folders that would effect the fuel consumption. ??

donut 10-07-07 11:42 PM

Capt.MONOLITH
 
Just back it out in JSGME,& reable last. Giving it a shot.
The map screenie is worth a thousand words on the fuel bugger. Ck the fuel status bar,& text messages.plotted to midway only

WhiskeyBravo 10-08-07 01:19 AM

Donut, if you're recharging batteries when you ask for a range check it will give you a spurious reading. Ensure batteries are at 100% then do a range check.

WB.


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