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-   -   [REL] Unit damage from smoke and/or fires (https://www.subsim.com/radioroom/showthread.php?t=180921)

desertstriker 06-23-13 10:02 PM

Try going here look for hsies folder
ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS

Username: Maik
Password: Woelfe

Scoobared 08-14-13 02:35 PM

Greetings Subsim! I have just recently gotten SHIII--always late to the party, as usual. This sim and the Subsim modding community are fantastic; an outstanding job keeping SHIII alive for so many years with so many wonderful mods--otherwise latecomers such as myself would most likely have missed out on the fun entirely.

Using JSGME, whenever I activate the Fire Damage mod, the smoke columns from burning ships disappear instantly once the relevant sections sink below the waterline. Deactivating this mod returns the smoke particles to the normal behavior of fading out slowly over time.

I'm running the Encore-published no Starforce DVD edition using GWX 3, SH3 Commander/SH3 Weather and the H.Sie/Steibler combined hardcode patches. When the Fire Damage mod is activated, the instantly disappearing smoke particles occur both with and without any other additional mods loaded.

Otherwise, the mod is working as intended. To test, I used the Silent 3ditor to tweak the damage from the virtual depth charges to atomic levels and was rewarded with ships splitting in two from a single shot.

All testing (tasting?) of various mod soups have been done in the first two naval academy missions. No patrols yet.

Searching the forums, it appears the problem once existed with the stock sim as well as with The Dark Wraith's lovely "SH4 effects for SH3," but I've so far found no reports of instantly disappearing smoke associated with the Fire Damage mod itself. I hope it's not just me. Any ideas of settings to tweak?

Mikemike47 08-14-13 05:10 PM

Quote:

Originally Posted by LGN1 (Post 2033955)
Hi TDW,
did you test the idea on SH5? It would be really great if the AI would react to premature explosions of torpedoes.
Regards, LGN1

Quote:

Originally Posted by TheDarkWraith (Post 1610933)
I don't play SH3 or SH4 anymore (only SH5) so if you need to reach me do so via PM

As stated all ready on first post, etc. etc., .........TDW spends most of his time improving SH5. Be patient, his mailbox gets full a lot.

wizardmatt 02-10-17 07:14 AM

Quote:

Originally Posted by Scoobared (Post 2100123)
Whenever I activate the Fire Damage mod, the smoke columns from burning ships disappear instantly once the relevant sections sink below the waterline. Deactivating this mod returns the smoke particles to the normal behavior of fading out slowly over time.

When the Fire Damage mod is activated, the instantly disappearing smoke particles occur both with and without any other additional mods loaded.

All testing (tasting?) of various mod soups have been done in the first two naval academy missions. No patrols yet.

Searching the forums, it appears the problem once existed with the stock sim as well as with The Dark Wraith's lovely "SH4 effects for SH3," but I've so far found no reports of instantly disappearing smoke associated with the Fire Damage mod itself. I hope it's not just me. Any ideas of settings to tweak?

QFT. Confirming that the instantly-vanishing-smoke bug occurs with this mod, even if it is the only mod activated alongside your choice of FX mod. I have tested it not just with Racerboy's SH4 Effects - specifically v7, the reboot by asanovic7 - but also with GWX Enhanced Damage Effects and the FX component of Urfisch's Modstrike. In each case, all (child?) particles/smoke instantly vanish when the (parent?) source/fire disappears below the water.
I've looked at particles.dat+materials.dat in the various FX mods, plus the Fire Damage mod .dat, in both S3D and Hex Editor Neo (which I bought specifically to help with this issue). I'm pretty sure the problem is something to do with a conflict between the FX particles.dat and the Fire Damage mod .dat, somewhere in the particle generator sub-sections, and possibly the NoDeleteChildren and/or StopAllParticles variables. Another potential variable/s lie within the water interaction sub-section.
This is the final step in my decade long quest to install (what I consider to be) a definitive GWX setup. Having spent so long in Notepad++, WinMerge, etc, I am itching to just play the game before I spend more time learning Hex Editor. Any help and advice, to save me some time, would be gratefully received :Kaleun_Salute:

LGN1 08-29-17 11:54 AM

Hi,

I found a way to solve the issue: Just copy the particle generator from the mod's file to its parent node in the particle.dat file and move it above the fast particle generator.

I don't understand why, but the ordering of the generators is important.

Best, LGN1

Kendras 08-29-17 12:23 PM

Quote:

Originally Posted by LGN1 (Post 2509411)
Hi,

I found a way to solve the issue: Just copy the particle generator from the mod's file to its parent node in the particle.dat file and move it above the fast particle generator.

I don't understand why, but the ordering of the generators is important.

Best, LGN1

Is the fast particle generator still working ? :hmm2:

LGN1 08-29-17 03:41 PM

Yes.

As said before, I don't understand why, but it works :oops:

Best, LGN1

Anvar1061 08-30-17 04:51 AM

Quote:

Originally Posted by LGN1 (Post 2509467)
Yes.

As said before, I don't understand why, but it works :oops:

Best, LGN1

Could you show your method clearly?

LGN1 08-30-17 03:51 PM

Hi,

if you open the file 'TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat' with S3D you can see the nodes 'Small_fire_damage' and 'Large_fire_damage'. Their parent nodes are the large fire (#Fire_big) and small fire (#Fire_small) effect in the file particles.dat.

Copy the two nodes 'Small_fire_damage' and 'Large_fire_damage' with all sub-nodes to the file particles.dat. Take care that the index of the new nodes is lower than the index of the FastParticleGenerator of the nodes (#Fire_big and small). Then remove the nodes from 'TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat'.That's all.

Best, LGN1

PS: You can also add a new node to the large fire (#Fire_big) and small fire (#Fire_small) effect in the file particles.dat above the FastParticleGenerator and use their IDs as parent IDs for the 'Small_fire_damage' and 'Large_fire_damage' node in 'TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat'.

B_K 08-31-17 01:24 AM

Could it be possible without any copyrights problems if you simply uploaded fixed files?

LGN1 09-04-17 12:34 PM

Hi B_K,

I could do that but it would require to mod the file particles.dat. And since there are so many mods changing this file I don't want to do it for all the different mods.

Best, LGN1

wizardmatt 02-17-18 04:45 PM

Quote:

Originally Posted by LGN1 (Post 2509648)
Hi,

if you open the file 'TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat' with S3D you can see the nodes 'Small_fire_damage' and 'Large_fire_damage'. Their parent nodes are the large fire (#Fire_big) and small fire (#Fire_small) effect in the file particles.dat.

Copy the two nodes 'Small_fire_damage' and 'Large_fire_damage' with all sub-nodes to the file particles.dat. Take care that the index of the new nodes is lower than the index of the FastParticleGenerator of the nodes (#Fire_big and small). Then remove the nodes from 'TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat'.That's all.

Best, LGN1

PS: You can also add a new node to the large fire (#Fire_big) and small fire (#Fire_small) effect in the file particles.dat above the FastParticleGenerator and use their IDs as parent IDs for the 'Small_fire_damage' and 'Large_fire_damage' node in 'TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat'.

Sir, you are a legend. I've not begun a career yet, but in all my testing in the Naval Academy naval artillery tutorial, your fix is working like a charm. Thankyou

Friede Rösing 02-18-18 01:19 AM

Hi...

Link lost

Can somebody the enable link?

Thanks

wizardmatt 02-18-18 01:42 AM

Quote:

Originally Posted by Friede Rösing (Post 2541917)
Hi...

Link lost

Can somebody the enable link?

Thanks

Try this link:-

ftp://hartmuthaas.no-ip.org/Public/S...ARK%20WRAITH)/

Friede Rösing 02-19-18 12:36 AM

Quote:

Originally Posted by wizardmatt (Post 2541922)

thanks wizardmatt;

i need user and passw, can you give me a valid pssword and user?

ivanov.ruslan 02-19-18 01:03 AM

:Kaleun_Wink:http://www.subsim.com/radioroom/show...3&postcount=60
and http://www.subsim.com/radioroom/show...171019&page=26

Friede Rösing 02-19-18 02:52 AM

Quote:

Originally Posted by ivanov.ruslan (Post 2542056)

thanks :salute:

Den Fon Trier 01-21-19 11:41 AM

Hello SUBSIM:subsim:!

Where can i find here mod [REL] Unit damage from smoke and/or fires?


ftp://maikhaas.synology.me/Public/Sh...COMMUNITYMODS/


Idont see folder name TheDarkWraith . :Kaleun_Salute:

Anvar1061 01-21-19 12:41 PM

Quote:

Originally Posted by Den Fon Trier (Post 2587721)
Hello SUBSIM:subsim:!

Where can i find here mod [REL] Unit damage from smoke and/or fires?


ftp://maikhaas.synology.me/Public/Sh...COMMUNITYMODS/


Idont see folder name TheDarkWraith . :Kaleun_Salute:

RACERBOY (THE DARK WRAITH)
http://www.subsim.com/radioroom/imag...aleun_Wink.gif
http://www.subsim.com/radioroom/show...27&postcount=2

Jeff-Groves 01-21-19 12:46 PM

http://www.mediafire.com/file/jzdk0i...Damage+v1.4.7z


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