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[REL] Goodbye Pac-Man
Goodbye Pac-Man v1.01 for Silent Hunter 5 v1.1
------------------------------------------------------------------------------------------------------------------ v1.01 changes/fixes: - corrected problem where map color would become light blue when near enemy escorts ------------------------------------------------------------------------------------------------------------------ This simple mod removes those 'Pac-Man' shapes showing real-time enemy escort sonar and visual ranges on the game map when playing with No Map Update unchecked (false) in the realism options menu. U-boat radar/sonar range and direction contact lines are still activated. I feel this is a nice compromise for those who do not want the extreme cheat of those Pac-Man range circles, but still want general range and direction of enemy escorts that are detected by U-boat visual, sonar, and radar to be displayed on the map. Stock Silent Hunter 5 submerged (showing enemy escort sonar range rings): http://img222.imageshack.us/img222/1796/noname3i.jpg Stock Silent Hunter 5 surfaced (showing enemy escort visual range ring): http://img402.imageshack.us/img402/4046/noname2e.jpg Silent Hunter 5 (submerged) with Goodbye Pac-Man v1.01 mod installed: http://img248.imageshack.us/img248/2825/nonamee.jpg Silent Hunter 5 (surfaced) with Goodbye Pac-Man v1.01 mod installed: http://img2.imageshack.us/img2/3130/noname4.jpg Download v1.01 : http://www.mediafire.com/?ymz3tzmydzy |
Excellent!!! :up:
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Nice one, great for us realistic junkies and non arcade type players, realism im all for that, mind you the ai's so bad right now, needs major revamp, thanks mate.
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Cool - nice job :up:
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Very nice!! i never liked pac-man :up:
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Ok. I am currently working to stop the map changing color to light blue when close to escorts. Should be fixed soon.
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Only set the circle.z value to zero in SensorVisual.fx Code:
float insidecircle = step(length(texC.xy*texsize.xy - circle.xy), 0 /*circle.z*/); Code:
float inside = step(radius,0 /*circle.z*/) * step(0 /*circle.w*/, radius); |
All fixed now. Sorry about that. Just uploaded v1.01. Please see first post for download link.
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Seeadler, thanks for the tip. I hadn't realized that deleting the whole shader would cause the map color problem. I had already fixed the shader problem a slightly different way in v1.01 before I saw your post, but got the same end result. :DL
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lol yes, they look that pacman now that you name it :D thanks for the mod ! :up:
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Fantastic work, those have been killing immersion everywhere since march 3rd.
Great mod! :up: |
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Thank you, very nice!
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Better and better
Thank you!
Eventually you terrific modders will have this game up to snuff! |
Any chance to change blue and red colors to one ie. black for all units?
To not have info from map that this is friendly or enemy and to have to check that myself by flag on spoted unit? :rock: Second idea is to remove speed info or any info when cursor is over visualy spoted unit (Merchant speed 5kt's etc). Maybe change speed to something like slow, medium or fast instead od automagic determined exact speed ;) |
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Stationary (below 1 knot) Slow (up to around 7 knots) Medium (around 7 to 14 knots) Fast (around 14 to 30 knots) Very Fast (above 30 knots) those arent the exact numbers, but that is what i think they are based on my gameplay experience. |
Vanilla use different values for merchants and warships but for me both solutions will be ok.
For me is more important to force me to estimate myself the speed by observations and/or calculations ;) That will be way more reallistic :up: |
Another great mod, thanks :yeah:
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