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-   -   [REL]ROW Pacific Environments 3.3 (https://www.subsim.com/radioroom/showthread.php?t=133365)

Defiance 05-12-08 12:45 AM

Hiya AlmightyTallest,

I am assuming (bad i know) he has still to sort some ships

He did say there's lots of nodes to be altered

Darn nice work K2 and Crew :rock:

And as said, The PDF is a Very Nice touch :up:

Have Fun

Ciao

Def

AlmightyTallest 05-12-08 09:10 AM

Hey Defiance, thanks for the response. That's pretty much what I was guessing at too, that kriller just hasn't gotten to the American ships yet. Just wanted to be sure I had PE 3.3 installed properly.

One final question, when using NSM 4 with the new RFB 1.5, should we use the Special Effects for NSM 4?

DrBeast 05-12-08 09:17 AM

Quote:

Originally Posted by AlmightyTallest
One final question, when using NSM 4 with the new RFB 1.5, should we use the Special Effects for NSM 4?

Correct. Just bear in mind that Allied ships aren't covered by NSM4, only Japanese. We're still waiting for WernerSobe to update his mod.

Defiance 05-12-08 09:23 AM

Hiya,

Well DB beat me to it lol

edited my reply ;)

Have Fun

Ciao

Def

DrBeast 05-12-08 09:27 AM

Quote:

Originally Posted by Defiance
Hiya,

Well DB beat me to it lol

edited my reply ;)

Have Fun

Ciao

Def

Too Fast For You! :rotfl:

Defiance 05-12-08 09:34 AM

He he,

Yeah i'm not too fast on the old keyboard while drinking a coffee (was making sure some wise-guy hadn't replied with a funny post !! As i've found out best to drink coffee afk lmao)

Like cell texts, Takes me forever to create one, Then usually i drop or close the cell and lose all i'd punched in :damn:

Ahh well

Off to reboot for a trip into the pacific :)

Have Fun

Ciao

Def

Nisgeis 05-12-08 01:36 PM

Quote:

Originally Posted by akdavis
Quote:

Originally Posted by kriller2
Hi guys,
I have followed Nisgeis directions to import (with S3D) his shell hit work etc. into the materials.dat from Trigger Maru and been testing it with Trigger Maru and RSRD and PE3, it seems to work?

This is for those who are missing the new shell effects and water splashes when using PE3 with Trigger Maru, try it AkDavis, Noir and Syxx Killer :)
ROW Pacific Environments3_3a patch for TM ( 101 kb)

@FireShip now I will take a look at getting the dive sequence to work with RFB, BTW are you using RFB with PE3 diverate mod?

I think I'm switching over to RFB for now, but I went ahead and tested this. It is different than before, but lacks smoke/fire effects, only chunks flying through the air. Here is a pic with install structure inset (please note I changed the name of the patch file to be clear on order and purpose):


Also tried without RSRDC and without RSRDC and #6 PE3 patch for TM. Had the same outcomes.

Whoops! Sorry for the confusion everyone, but my PC is in bits at the moment, trying to troubleshoot a vista problem and I gave Kriller the wrong info. First I gave the wrong node to copy and second I forgot to mention a second material needed copying. I don't like vista and it keeps crashing in SH4 1.5, so that's why I didn't attempt this myself, but here's a new version to test with, it only took 5 BSODs to test it \o/.

http://files.filefront.com/6+PE3+pat.../fileinfo.html

If people can confirm that works with TM and nothing strange happens, like your crew turning inside out, Kriller can put it up as part of his main distro.

Defiance 05-12-08 02:25 PM

Hiya Nisgeis,

The camera.dats exactly the same as the other patch

So i've just copied over the materials.dat

Will try in a few after food ;)

Many Thanks

Ciao

Def

akdavis 05-12-08 10:22 PM

Trying to understand something I think is related to PE3 (but might not be). I call it the "mystery fireball."

http://img162.imageshack.us/img162/1308/fireballjx9.jpg
(artillery training mission, outcome easily repeatable)

This seems to happen everytime I hit a merchant with a few deck gun shells in the area of the hull towards the center of the ship. Now, it's a bit hollywood for my taste, but that's not the real issue. My concern is, first, its consistency: the effect happens every time with a number of merchants tested. Such a dramatic effect that is so predictable is kind of a shame.

Second, despite the enormous explosion, the ship carries on as if nothing happened. You would think at a minimum, there would serious secondary fires. Also, the location suggests that the ship's machinery should be wiped out.

Anyone have any idea what I am seeing here? I'd really like explosions like this to be a surprise when they happen, like a lucky hit on the ship carrying ammo or av-gas in a convoy.

DrBeast 05-13-08 04:22 AM

Quote:

Originally Posted by akdavis
Trying to understand something I think is related to PE3 (but might not be). I call it the "mystery fireball."

*snip*

(artillery training mission, outcome easily repeatable)

This seems to happen everytime I hit a merchant with a few deck gun shells in the area of the hull towards the center of the ship. Now, it's a bit hollywood for my taste, but that's not the real issue. My concern is, first, its consistency: the effect happens every time with a number of merchants tested. Such a dramatic effect that is so predictable is kind of a shame.

Second, despite the enormous explosion, the ship carries on as if nothing happened. You would think at a minimum, there would serious secondary fires. Also, the location suggests that the ship's machinery should be wiped out.

Anyone have any idea what I am seeing here? I'd really like explosions like this to be a surprise when they happen, like a lucky hit on the ship carrying ammo or av-gas in a convoy.

I take it you're using some version of the Special Effects, yes? Effects are triggered when the hitpoints of a particular area have reached a certain threshold. To be honest, I didn't have time to check each and every effect's "trigger point", I just carried them over from the previous version of ROW Special Effects. I might reconsider assigning a threshold of "completely destroyed" for explosion effects to happen in areas such as the engine room and/or fuel bunkers, whereas fire effects happen a bit earlier. Oh, by the way, if you ever see such an explosion happen on your boat, consider reaching for that "Load" button ;)

And since we're talking about effects:
http://i215.photobucket.com/albums/c...225451_750.jpg

I love the sight of burning Yamatos in the morning! :cool:

Nisgeis 05-13-08 05:13 AM

Quote:

Originally Posted by DrBeast
I take it you're using some version of the Special Effects, yes?

DrBeast, I noticed this when testing the latest TM patch, about three hits on the funnel and then a massive fireball and the funnel came off.

Edit: What does zones.cfg control? Is it the mapping of which effects to play on certain events?

DrBeast 05-13-08 05:50 AM

Quote:

Originally Posted by Nisgeis
DrBeast, I noticed this when testing the latest TM patch, about three hits on the funnel and then a massive fireball and the funnel came off.

Edit: What does zones.cfg control? Is it the mapping of which effects to play on certain events?

Eeek! Nope, something's definitely wrong there. There should only be a small splinter-like explosion when the funnel breaks off! Does it only happen with TM or in stock as well?

Among other things, yes. With regards to effects, it controls which effects will occur, when a certain amount of hitpoints has been deduced, or when the crush depth (also defined in that file) has been reached.

ETA: Just checked Special Effects for TMO. Under the Funnels section, I have this:
Code:

Effect1=#Splinter_explosion, 100
which is the correct effect. The effect you and akdavis are describing looks like either a catastrophic_explosion or an oil_explosion :hmm:

Nisgeis 05-13-08 05:57 AM

Quote:

Originally Posted by DrBeast
Eeek! Nope, something's definitely wrong there. There should only be a small splinter-like explosion when the funnel breaks off! Does it only happen with TM or in stock as well?

I'm fairly sure that it only happens with the #6 Patch for TM, certainly that's the only time I noticed it. I've corrected the materials.dat part of #6 TM patch for PE to get the new shell hit effect working, and here's a link to it:

http://files.filefront.com/6+PE3+pat.../fileinfo.html

If someone tests this to see if it works OK, that's good for go.

DrBeast 05-13-08 06:02 AM

Quote:

Originally Posted by Nisgeis
Quote:

Originally Posted by DrBeast
Eeek! Nope, something's definitely wrong there. There should only be a small splinter-like explosion when the funnel breaks off! Does it only happen with TM or in stock as well?

I'm fairly sure that it only happens with the #6 Patch for TM, certainly that's the only time I noticed it. I've corrected the materials.dat part of #6 TM patch for PE to get the new shell hit effect working, and here's a link to it:

http://files.filefront.com/6+PE3+pat.../fileinfo.html

If someone tests this to see if it works OK, that's good for go.

That someone can't be me, I'm afraid, as I don't have 1.5 :-?
OK, I looked through the zones.cfg file(s), and I think I'll have to do some number-crunching. Most big-badaboom-type explosions happen way too early (10% of the hitpoints gone? Hm, that ain't good!). What concerns me, however, is that under NSM you might not see any explosions at all, since Werner has completely gotten rid of Hitpoints. I guess I'll try and see. Woo! More Yamatos to sink! :D

kriller2 05-13-08 06:23 AM

Yamatos 0 - Dr. Beast / The special effects team 32

"Dr. Beast and his special effects team wins with Dr. Beast's launch of 6 torpedoes in the 33'th round !" :rotfl:

Seriously keep up the good work guys, I hope we can find a solution for both SH 1.5 and TM :up:

Quote:

Originally Posted by DrBeast
Quote:

Originally Posted by Nisgeis
Quote:

Originally Posted by DrBeast
Eeek! Nope, something's definitely wrong there. There should only be a small splinter-like explosion when the funnel breaks off! Does it only happen with TM or in stock as well?

I'm fairly sure that it only happens with the #6 Patch for TM, certainly that's the only time I noticed it. I've corrected the materials.dat part of #6 TM patch for PE to get the new shell hit effect working, and here's a link to it:

http://files.filefront.com/6+PE3+pat.../fileinfo.html

If someone tests this to see if it works OK, that's good for go.

That someone can't be me, I'm afraid, as I don't have 1.5 :-?
OK, I looked through the zones.cfg file(s), and I think I'll have to do some number-crunching. Most big-badaboom-type explosions happen way too early (10% of the hitpoints gone? Hm, that ain't good!). What concerns me, however, is that under NSM you might not see any explosions at all, since Werner has completely gotten rid of Hitpoints. I guess I'll try and see. Woo! More Yamatos to sink! :D



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