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

Echolot 08-18-11 04:27 AM

Thank you, TheDarkWraith.

Echol:rock:t.

Deep Six 08-18-11 05:47 AM

Amazing mod DW, sheesh where do you get the energy to be working on so many fantastic mods at one time....

When I was modding for Dangerous Waters (3D sub designs, existing and new, with 3DMax) I could just about produce a model every 5-6 days fully skinned and painted. I must have spent close to a year and produced just over 100 models including missles/ships as well in the end..

I said never again....I was so burnt out, how do you do it mate?

Anyways everything you do is much appreciated not just by me but every member of the SH5 fraternity... :salute: and Kudos

Deep Six

crepitis 08-18-11 05:50 AM

Installed the latest FX update (thanks for all your work TDW :salute:)
The distress flares have always caused me problems with stuttering framerates when more than one ship is firing at the same time, so I usually edit them out in the zone.cfg file.

However Im still getting ships firing white starshells ,causing me all sorts of stuttering and pauses while they are fired.

Is there a different way to edit out the starshells, or should they dissapear when the red flares are edited out ?:hmmm:

Any help greatly appreciated as they are making convoy attacks a nightmare at the moment.:salute:

My mod list

Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment Undersea (mediterranean) V2.1
Critical hits 1.1 Torpedos
nVidia missing lights
Equipment_Upgrades_Fix_1_2_byTheBeast
Anti-Lag
Grossdeutscher Rundfunk
SH5Lifeboats_2.0
Shadow Improvement ModLR
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
WoGaDi Mod BetaSix
Naights Submaine Textures v1.2 (PUV)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_7_0_ByTheDarkWraith
NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_v6_7_0_patch_1
R.E.M_by_Xrundel_TheBeast_1.2
stoianm pitch&roll for SH5 V1 (normal)
MCCD_1.04_MFCM_1.2.1_compatible
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
KZS Hull wetness for U-Boats + co tower and deck
PE_MORE_CREW
Speech fixes and additions (german version)
OPEN HORIZONS II_full
OH II and Light Campaign Radio Messages v3
Original map colors
Real_Sink_0_0_16_2
sobers terrain editor mod (Kiel)
Window_Lights_Redone_V1
MRP 16x9 ratio
Capthelms Lighting Effects mod for sh5
Capthelms SH5 Audio Mod

Magic1111 08-18-11 06:33 AM

Quote:

Originally Posted by TheDarkWraith (Post 1730349)



v0.0.19 released. See post #1 for details :|\\

Excellent work, many thanks TDW ! :yeah:

Best regards,
Magic:salute:

Echolot 08-18-11 07:45 AM

Hello TDW.

Have you changed anything in the NSS_xxx/Submarine Parts/Conning_xx_xx.sim files since FXUpdate16.2? I ask because I want to use KZS wonderful Wet Hull effects where the same files were edited with the files from your FX16.2 as a base. I am checking compatibility between this two mods and don't want to loose any features from your great FX0.19.

If so I will ask KZS for an updated version.

Thank you.

Echol:06:t.

TheDarkWraith 08-18-11 08:40 AM

Quote:

Originally Posted by crepitis (Post 1730534)
However Im still getting ships firing white starshells ,causing me all sorts of stuttering and pauses while they are fired.

Is there a different way to edit out the starshells, or should they dissapear when the red flares are edited out ?:hmmm:

The starshells can be removed from the ship's very easily. What you have to do is edit the ship's .eqp file and set the starshell to NULL. i.e. (this is from the NLL ship):

;SH5 FX Update
[Equipment 23]
NodeName=M90
LinkName=5InchStarShellGun;NULL
StartDate=19380101
EndDate=19451231

make it look like this to disable starshell:

;SH5 FX Update
[Equipment 23]
NodeName=M90
LinkName=NULL
StartDate=19380101
EndDate=19451231

You'll have to do this to every ship that has the starshell set (there is only like 6-8 of them done).

TheDarkWraith 08-18-11 08:49 AM

Quote:

Originally Posted by Echolot (Post 1730608)
Hello TDW.

Have you changed anything in the NSS_xxx/Submarine Parts/Conning_xx_xx.sim files since FXUpdate16.2? I ask because I want to use KZS wonderful Wet Hull effects where the same files were edited with the files from your FX16.2 as a base. I am checking compatibility between this two mods and don't want to loose any features from your great FX0.19.

If so I will ask KZS for an updated version.

Thank you.

Echol:06:t.

Sounds like I need to incorporate KZS's mod into FX_Update to mitigate compatibility problems.

Echolot 08-18-11 09:05 AM

Maybe as an addon/option, because there are different u-boat.sim files (stoianm pitch and roll for exsample). I would like to use FX0.19 and KZS Hull and co for stoianms pitch (low).

:hmmm:

Thank you TDW.

Regards.

Echol:sunny:t.


PS I am very happy with the latest fixes to the buoys and lighthouses.

:rock:

mia389 08-18-11 09:34 AM

Quote:

Originally Posted by crepitis (Post 1730534)
Installed the latest FX update (thanks for all your work TDW :salute:)
The distress flares have always caused me problems with stuttering framerates when more than one ship is firing at the same time, so I usually edit them out in the zone.cfg file.

However Im still getting ships firing white starshells ,causing me all sorts of stuttering and pauses while they are fired.

Is there a different way to edit out the starshells, or should they dissapear when the red flares are edited out ?:hmmm:

Any help greatly appreciated as they are making convoy attacks a nightmare at the moment.:salute:

My mod list

Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment Undersea (mediterranean) V2.1
Critical hits 1.1 Torpedos
nVidia missing lights
Equipment_Upgrades_Fix_1_2_byTheBeast
Anti-Lag
Grossdeutscher Rundfunk
SH5Lifeboats_2.0
Shadow Improvement ModLR
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
WoGaDi Mod BetaSix
Naights Submaine Textures v1.2 (PUV)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_7_0_ByTheDarkWraith
NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_v6_7_0_patch_1
R.E.M_by_Xrundel_TheBeast_1.2
stoianm pitch&roll for SH5 V1 (normal)
MCCD_1.04_MFCM_1.2.1_compatible
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
KZS Hull wetness for U-Boats + co tower and deck
PE_MORE_CREW
Speech fixes and additions (german version)
OPEN HORIZONS II_full
OH II and Light Campaign Radio Messages v3
Original map colors
Real_Sink_0_0_16_2
sobers terrain editor mod (Kiel)
Window_Lights_Redone_V1
MRP 16x9 ratio
Capthelms Lighting Effects mod for sh5
Capthelms SH5 Audio Mod

Change the zone file in that mod. That mod makes BARF and FX compatiable. Its the zone file merged from FX and BARF so that zone file is overwriting the zone file in FX

TheDarkWraith 08-18-11 09:43 AM

Quote:

Originally Posted by Echolot (Post 1730689)
Maybe as an addon/option, because there are different u-boat.sim files (stoianm pitch and roll for exsample). I would like to use FX0.19 and KZS Hull and co for stoianms pitch (low).

Just looking over KZS's mod I noticed that there's a way to implement what he did without using files that have already been used. I'll make the changes and send to him so that people don't have to worry about incompatibility problems anymore :up:

Echolot 08-18-11 09:55 AM

A big Thank you, The DarkWraith.

:yeah:

Regards.

Echol:Dt.

TheDarkWraith 08-18-11 10:19 AM

Quote:

Originally Posted by Echolot (Post 1730730)
A big Thank you, The DarkWraith.

:yeah:

Regards.

Echol:Dt.

I packaged up the changes and sent to KZS so he can update his mod if he wants to. I also asked if I could incorporate his mod into this one :DL

Stormfly 08-18-11 10:25 AM

i would need my special customized pitch & roll Stoianm did for me having the sub deeper in the water (more realistic surface hight) :arrgh!:

TheDarkWraith 08-18-11 01:07 PM

Quote:

Originally Posted by Deep Six (Post 1730531)
Amazing mod DW, sheesh where do you get the energy to be working on so many fantastic mods at one time....

When I was modding for Dangerous Waters (3D sub designs, existing and new, with 3DMax) I could just about produce a model every 5-6 days fully skinned and painted. I must have spent close to a year and produced just over 100 models including missles/ships as well in the end..

I said never again....I was so burnt out, how do you do it mate?

I love challenges, doesn't matter what the challenge is. If it makes me think then all the better. I also love puzzles and problem solving :yep: SH5 is just one HUGE puzzle and challenge so I'm in heaven. Plus I love to program....I think it all stems from the fact that I love the unknown and love to take things apart just to see how they work or how to improve/exploit them :D I'm a very curious person....And being left handed I'm naturally a very creative person and creative thinker.

vlad29 08-18-11 02:53 PM

Quote:

Originally Posted by TheDarkWraith (Post 1730857)
I'm a very curious person....And being left handed I'm naturally a very creative person and creative thinker.

We can add you are a very MODest person also:D


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