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-   -   [REL] Trigger Maru 1.7.6 (Updated 24Jan08) (https://www.subsim.com/radioroom/showthread.php?t=115258)

Ducimus 12-01-07 12:40 PM

Quote:

Originally Posted by lurker_hlb3
Run Silent, Run Deep
The Campaign
(Version 114 Trigger Maru 1.7 Compatible)

This version of RSRDC is 100% compatable with Trigger Maru 1.7Compatable

Installation / Compatibility

RSRDC (TM Compatible) is designed to install over the top of Trigger Maru 1.7using JSGME, hand installation is not recommended. You will need to start a new career after installation and old save games will not be compatible with RSRDC. Do not attempt to install this version of RSRDC on any version of SH4 other than TM 1.7

The changes to RSRDC were to support compatibility with TM 1.7

Added:

Add Narwhal Class Sub to Campaign.

Various small changes to support TM 1.7


Special Note: Since the RSRDC SpecOps Missions for the Narwhal Class is not complete for Phase II, integrate in the original TM 1.7 SpecOps Missions into this version of RSRDC.


Link

http://files.filefront.com/RSRDC+P1+.../fileinfo.html


Good god man, i hope it didnt take you too much trouble or time. Good work as always! :up:

Dutch 12-01-07 12:42 PM

Hey great mod here started out the the version before this one, 1.65? I'm loving it. I uninstalled SH4 and deleted all files, then reinstalled patched to 1.4 and then installed 1.7 and I'm getting a small graphical glitch. It appears when I'm on the bridge, I haven't noticed it in periscope. While I'm on the bridge doing whatever I notice the waters moving around (looks amazing) but about every 10-15 seconds it will glitch up and look like the water is "restarting" itself. Let me see if I can explain this in english lol.

Ok the best way I guess to describe this is the water appears like a broken record sounds, it plays out so far then it pops and replays the last 15 some odd seconds then pops and does it again over and over?

Not a major complaint, you don't have to make a big deal and tear into things to figure it out unless you feel it is necessary. I'm going to load it back up again and see.

BTW I have a widescreen moniter, does anyone know what screen resolutions in game are wide screen? I think I have it on the 1280 on at the moment.

Thanks for the hard work and the wonderful mod!

hyperion2206 12-01-07 12:46 PM

Quote:

Originally Posted by Ducimus
Just FYI, i did a few tweaks to the external camera.

- I speed up its normal speed a LITTLE bit.

- I speed up its run speed (shift + arrow keys), by alot.

-fixed some clipping issues i wasnt particuarlly happy with in the free cam

- raised max height of the freecam a little bit more.




Nothing fancy, just a quick file change. You can run it over the top of TM, or copy the file directly into TM and replace the existing file. (which is what ill be doing)


http://www.ducimus.net/sh4/release/New_Camera.7z

Thank you, Ducimus! You really rock!:up::rock:

partyboy 12-01-07 12:58 PM

Quote:

Originally Posted by lurker_hlb3
Run Silent, Run Deep
The Campaign
(Version 114 Trigger Maru 1.7 Compatible)

Great, Lurker. Thanks.

Once you get used to these mods it's very hard to play without them, so the speedy turnaround is greatly appreciated. :up:

epower 12-01-07 03:40 PM

Quote:

Originally Posted by Dutch
BTW I have a widescreen moniter, does anyone know what screen resolutions in game are wide screen? I think I have it on the 1280 on at the moment.

Thanks for the hard work and the wonderful mod!

Depends on the monitor size I think. I'm running 1680 x 1050 on my 22" widescreen. This is the monitor's native resolution and I believe LCDs look best when run at native res so anything at the 8:5 ratio should work fine.

Brochet 12-01-07 06:04 PM

Quote:

Originally Posted by hyperion2206
Quote:

Originally Posted by Ducimus
Just FYI, i did a few tweaks to the external camera.

- I speed up its normal speed a LITTLE bit.

- I speed up its run speed (shift + arrow keys), by alot.

-fixed some clipping issues i wasnt particuarlly happy with in the free cam

- raised max height of the freecam a little bit more.




Nothing fancy, just a quick file change. You can run it over the top of TM, or copy the file directly into TM and replace the existing file. (which is what ill be doing)


http://www.ducimus.net/sh4/release/New_Camera.7z

Thank you, Ducimus! You really rock!:up::rock:

Good correction of curious texture in external TM17 camera
Personnally I find the shift arrow camera much too fast and prefer the ROW realistic camera that allow to move everywher inside the sub but TM17 really rocks ! thanks

Boris 12-01-07 07:06 PM

Not sure if this problem has been posted before, but I'm getting a dark sky and incredibly low framerates with TM 1.7. The game runs normal without.

I did a clean install, patched to 1.4, and put on TM 1.7... nothing else. Any ideas?

Ducimus 12-01-07 07:23 PM

Quote:

Originally Posted by Brochet

Good correction of curious texture in external TM17 camera
Personnally I find the shift arrow camera much too fast and prefer the ROW realistic camera that allow to move everywher inside the sub but TM17 really rocks ! thanks


I prefer the ROW camera too. However, the patch altered some of the same files the ROW camera files touchs on. Specifically the interior files. Im not sure what the patch did to these files, nor what ROW did to these files. Without knowing this info, theres no way i can make myself use the ROW camera file because the files are out of date. In short, i had no choice but to drop it, or risk something being broken. The camera file ive provided was a quick "ad hoc" replacement.



Quote:

Originally Posted by Boris
Not sure if this problem has been posted before, but I'm getting a dark sky and incredibly low framerates with TM 1.7. The game runs normal without.

I did a clean install, patched to 1.4, and put on TM 1.7... nothing else. Any ideas?


Disable the mod, and remove the scene.dat and/or the sky/water textures from the tex directory and see if that fixes your problem.

Seeadler 12-01-07 07:43 PM

One thing I noticed with TM1.7 is that the ObjectRadius for stars is set to 1000, this collide with the horizon value of 1000. In this case at night stars begin to flicker and appear/disappear because of overlapping with the sky dome. Original value for stars radius is 980 and this tells the engine to render the stars in front of the sky object.

ReallyDedPoet 12-01-07 08:02 PM

Have not noticed any fps drop with this so far on this end, testing with the Midway Mission, fps same as previous Triggers.


RDP

Ducimus 12-01-07 08:39 PM

Quote:

Originally Posted by Seeadler
One thing I noticed with TM1.7 is that the ObjectRadius for stars is set to 1000, this collide with the horizon value of 1000. In this case at night stars begin to flicker and appear/disappear because of overlapping with the sky dome. Original value for stars radius is 980 and this tells the engine to render the stars in front of the sky object.


:hmm:
Well i knew there was something i was bound to miss in that file. I'll look into it.

Ducimus 12-01-07 08:56 PM

Between a minor tweak in the cam file, and another minor tweak in the scene.dat file, this is starting to look like a minor patch. ANything else someone has noticed while im at this?

Ducimus 12-02-07 12:28 AM

Ok. Weee a patch.


// fixed error with starfield being rendered behind the horizon dome.

// adusted Freecam to be less annoying

// Conning tower bridge view, now allows you to move about the topside of the submarine.


Tested this on a saved game in progress, and it loaded fine. Therego you shouldn't *have* to be in port to apply this patch. This is an exception to the rule of always apply mods or patchs while in port, That said, i provide no garuntee with saved games in progress.

D/ L the whopping 60KB patch here:
http://www.ducimus.net/sh4/release/TMaru_Patch_1.7.1.7z

Rhodes 12-02-07 07:52 AM

Quote:

Originally Posted by Ducimus
Ok. Weee a patch.

:D :up:

fire-fox 12-02-07 09:42 AM

is there still the issuse with the S-boat battery charge/dis-charge rates or is the that a stock SH4 issuse?


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