That whole statement about IE is crap!
I just downloaded from Gamefront with no problem. Check your settings for IE. |
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Now let's try to see what I can do. EDIT:I just went to Gamefront's main page and it works fine,maybe the links were borked or something. |
Unable to donwload...
May someone point me to a working link? Thanks |
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Takes some time to load tghe page, but it's good to go |
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Thanks!:) |
SHIP DAMAGE
Thanks for this mod its great.
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hey people forget about filefront!! mediafire is the perfect one;)
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did you test the idea on SH5? It would be really great if the AI would react to premature explosions of torpedoes. Regards, LGN1 |
Unfortunately, unable to download the link (using chrome, and mozilla, and ie produces the same result: 403 - Forbidden )
:-( |
Try going here look for hsies folder
ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS Username: Maik Password: Woelfe |
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? |
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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: |
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 |
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