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-   -   [WIP] Dynamic Environment SH5 (https://www.subsim.com/radioroom/showthread.php?t=182377)

zimms 01-05-13 12:57 PM

THANKS
 
Thank you GAP the link worked now i just gotta get my hand on FX mod

gap 01-05-13 01:02 PM

Quote:

Originally Posted by zimms (Post 1988709)
Thank you GAP the link worked now i just gotta get my hand on FX mod

glad to know that you managed to get it. Report here on any other issue with the mod :up:

vlad29 01-05-13 02:04 PM

Quote:

Originally Posted by gap (Post 1988703)
wind speeds and fog occurrence are unrelated in game. I agree with you that that sucks, but again I can't do anything for fixing this incostintency :-?

Thanks Gap, though the answer was expected:salute:. The other 'great sucks' is wheather conditions are changing very often when loading the saved game (f.e., no clouds when saving and quitting the game and heavy fog when loading that saved file). Its a known bug (have being discussed here at SUBSIM) and very annoying. The only way to minimize its negative influence is to make a save in open sea (without tagets in contact), or better in the port after finishing the patrol (there are few lucky captains who manage to have an unlimited time for playing)

Silent Steel 01-05-13 04:59 PM

Quote:

Originally Posted by zimms (Post 1988709)
Thank you GAP the link worked now i just gotta get my hand on FX mod

This one maybe; http://www.subsim.com/radioroom/showthread.php?t=174511

gap 01-05-13 05:04 PM

Quote:

Originally Posted by vlad29 (Post 1988749)
Thanks Gap, though the answer was expected:salute:. The other 'great sucks' is wheather conditions are changing very often when loading the saved game (f.e., no clouds when saving and quitting the game and heavy fog when loading that saved file). Its a known bug (have being discussed here at SUBSIM) and very annoying. The only way to minimize its negative influence is to make a save in open sea (without tagets in contact), or better in the port after finishing the patrol (there are few lucky captains who manage to have an unlimited time for playing)

Yes, as you have noted, this is another common problem that only someone having a deep insight on the game code could solve.
Said in a nutshell, savegames do not store weather information, so every time you load one of them, new weather conditions are generated randomly.:yep:

TH0R 01-07-13 11:26 AM

Just started using this and I by running "In Spite Everything" Historical mission I noticed there is no icing on the ships, together with green landscape...

Quote:

Originally Posted by stoianm (Post 1639246)
§ Known bugs and limits:

· due to game limits it was not possible to implement many features, like snow, caustics on rocks and see plants, etc. If possible some of these features will be included in the next releases;

Does this refer to the "removal" of the mentioned effects

Thanks, other than this remark the mod looks great.

gap 01-07-13 12:02 PM

Quote:

Originally Posted by TH0R (Post 1989523)
Just started using this and I by running "In Spite Everything" Historical mission I noticed there is no icing on the ships, together with green landscape...



Does this refer to the "removal" of the mentioned effects

Thanks, other than this remark the mod looks great.

No wait, I will release a patch fixing the issue, for you to test it :up:

silentmichal 01-07-13 02:23 PM

Hi!

Is it mod compatible with sobers mega-mod list :06: If yes, what is correct order?

vlad29 01-07-13 03:00 PM

Quote:

Originally Posted by silentmichal (Post 1989586)
Hi!

Is it mod compatible with sobers mega-mod list :06: If yes, what is correct order?

Hi Michal! In his modlist Sober is using 'Real Environment Rev.3' as a base + his own environmental mods (sobers waves, fog and etc.) So You can use this package (I mean "Dynamic Environment") as a base, and feat it with sobers weather mods if You like. As for the order - don't understand exactly what order is reguested: where to put environmental package in the modlist or just the order of submods included into "DE"?

silentmichal 01-07-13 03:28 PM

Quote:

Originally Posted by vlad29 (Post 1989592)
Hi Michal! In his modlist Sober is using 'Real Environment Rev.3' as a base + his own environmental mods (sobers waves, fog and etc.) So You can use this package (I mean "Dynamic Environment") as a base, and feat it with sobers weather mods if You like. As for the order - don't understand exactly what order is reguested: where to put environmental package in the modlist or just the order of submods included into "DE"?


Thanks for your reply, but what is "DE" :06:

vlad29 01-07-13 03:45 PM

Quote:

Originally Posted by silentmichal (Post 1989598)
Thanks for your reply, but what is "DE" :06:

'Dynamic Environment' (or 'Deutch' if You see it on the car:D). Sorry, my fault:oops:

silentmichal 01-07-13 03:59 PM

Quote:

Originally Posted by vlad29 (Post 1989605)
'Dynamic Environment' (or 'Deutch' if You see it on the car:D). Sorry, my fault:oops:


Ohh, no problem :). OK, now I understeand :up:.

gap 01-07-13 04:10 PM

Quote:

Originally Posted by silentmichal (Post 1989586)
Is it mod compatible with sobers mega-mod list :06: If yes, what is correct order?

Hi Michal,
as said by Vlad this mod is fully compatible with sober's mod list. As for mod order, DynEnv's core files are contained in the data/Env folder. Make sure that no other mod (except DynEnv's submods and fixes) is overwriting them. Not observing this rule will probably result in frequent ctd's. Overwriting other files should be safe :up:

Quote:

Originally Posted by vlad29 (Post 1989605)
'Dynamic Environment' (or 'Deutch' if You see it on the car:D). Sorry, my fault:oops:

:haha:

Vlad, you just spoiled my fantasies: so far I was convinced that Dynamic Environment had a lot of fans in Germany :D

vlad29 01-07-13 04:48 PM

Quote:

Originally Posted by gap (Post 1989615)
:haha:

Vlad, you just spoiled my fantasies: so far I was convinced that Dynamic Environment had a lot of fans in Germany :D

:rotfl2: That confirms Sober's idea that a kind of SUBculture with its own language had appeared at SUBsim

TH0R 01-09-13 12:14 PM

Quote:

Originally Posted by gap (Post 1989529)
No wait, I will release a patch fixing the issue, for you to test it :up:

That would be great, thanks. :up:


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