SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REQ] Navigation bouys in SH5 (https://www.subsim.com/radioroom/showthread.php?t=183287)

TheDarkWraith 05-14-11 07:41 PM

Quote:

Originally Posted by sober (Post 1664100)
Nothing is tested yet like does it show up in the campaign ? Placed in a mission and will test in a campaign etc .

what happens if you run into the obstacle? If you let say 30 minutes pass by does the unit still stay or does it sink into the abyss? Do they take damage from shells/torpedoes? Looking to ensure no CTDs happen from things people will try.

THE_MASK 05-14-11 07:58 PM

Quote:

Originally Posted by TheDarkWraith (Post 1664102)
what happens if you run into the obstacle? If you let say 30 minutes pass by does the unit still stay or does it sink into the abyss? Do they take damage from shells/torpedoes? Looking to ensure no CTDs happen from things people will try.

Good questions , some testing i guess . Its placed as a terrain object but who knows until its tested .

stoianm 05-15-11 12:55 AM

Quote:

Originally Posted by sober (Post 1664107)
Good questions , some testing i guess . Its placed as a terrain object but who knows until its tested .

Somebody who made missions for sh3 or sh4 told me that when he tryied to put wreks he had often ctds... so i think we must to test like you said:yep:

THE_MASK 05-15-11 01:49 AM

Quote:

Originally Posted by stoianm (Post 1664196)
Somebody who made missions for sh3 or sh4 told me that when he tryied to put wreks he had often ctds... so i think we must to test like you said:yep:

sh3/4 dont have in house editors .

stoianm 05-15-11 01:51 AM

Quote:

Originally Posted by sober (Post 1664204)
sh3/4 dont have in house editors .

have no ideea... never playied sh3 or sh4 and i dunno his structure... he told me that when he tryied to put wrecks on missions he had ctds

Zedi 05-15-11 02:51 AM

Quote:

Originally Posted by sober (Post 1664100)
Nothing is tested yet like does it show up in the campaign ? Placed in a mission and will test in a campaign etc .

Is just what I badly need for Scapa area so Im counting on your success to work out these wrecks. How these unit are placed on map if they are terrain objects? :06:

THE_MASK 05-15-11 03:50 AM

Quote:

Originally Posted by Zedi (Post 1664221)
Is just what I badly need for Scapa area so Im counting on your success to work out these wrecks. How these unit are placed on map if they are terrain objects? :06:

I just use a mission and use TDW mission start map . The long/lat etc is saved in data/Terrain/locations/custom areas/map objects . They are in the campaign also because its terrain object .

[Object 1]
File=data\Terrain\Locations\CustomAreas\ship wrecks\wreck1.GR2 I made this folder
Long=963452.000000
Lat=6444689.000000
Height=-0.621918
Rot=0.000000

Zedi 05-15-11 04:28 AM

When done, can you please place the wrecks around Scapa same as the original block ships were placed so I can add it to the campaign? Maybe you can also build up the Churchill's barrier in Scapa after Priens raid...

LtzS_Petersen 05-21-11 11:14 AM

Are there something News with the Buoys?
http://www.abload.de/img/tonnentufb.jpg
If i can help with it, i would. I dont know how, but it will be a lot of work, if i think at the Kiel Canal for instance. :o

Zedi 05-21-11 12:03 PM

Trevally is working on this part, still a lot of work to do.

LtzS_Petersen 05-21-11 01:25 PM

Thanks for the Info, yes, it will be a lot of work. :salute:

The General 05-23-11 10:25 AM

What it should sound like:

http://youtu.be/jz1VCgCONZM

Zedi 05-23-11 12:08 PM

Quote:

Originally Posted by The General (Post 1668981)
What it should sound like:

http://youtu.be/jz1VCgCONZM

Its exactly how it sounds right now thanks to a sdl made by Stoian, but there will be a lot of compatibility problems, FX is on top of the list.

gap 05-23-11 03:36 PM

Quote:

Originally Posted by Zedi (Post 1669042)
Its exactly how it sounds right now thanks to a sdl made by Stoian, but there will be a lot of compatibility problems, FX is on top of the list.

@ Zedi

is the new sound's volume okay?
those wav files were created by me on the base of a short video posted in this thread, but it seems that their volume was a bit too low in game. I don't know if in the meanwhile stoianm himself managed to amplify their volume without distorting them, but I think he was waiting for me to do it.
If so, get in touch with me and I will send to you the reworked wav's.

Zedi 05-23-11 03:59 PM

Ye, the sound is ok. I can hear them from a long distance, its a really cool feature. But making the sdl compatible with another mods will be a pain.. I dont even wanna think about.


All times are GMT -5. The time now is 12:52 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.