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Old 03-03-14, 03:00 PM   #1
ZAGOR64BZ
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MOD REQUEST:casualties

I know it may seam cruel or odd, at least, and before anyone will start making comments about any moral issue let me state this: I get no particular enjoyment on peoples death, and I'm not a psychopath killer.Even if we don't like to admit, when you sink a ship you kill peoples.Lots of them. So JUST FOR AN IMMERSION FACTOR, I think that few dead bodies floating and sinking along with the wreckage of the ship will be "realistic". Beside, it will remind us that war is not a game, even if this is one. Please, don't get me wrong, and if this seam unreasonable or too much, just say so.
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Old 03-03-14, 03:16 PM   #2
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Quote:
Originally Posted by ZAGOR64BZ View Post
I know it may seam cruel or odd, at least, and before anyone will start making comments about any moral issue let me state this: I get no particular enjoyment on peoples death, and I'm not a psychopath killer.Even if we don't like to admit, when you sink a ship you kill peoples.Lots of them. So JUST FOR AN IMMERSION FACTOR, I think that few dead bodies floating and sinking along with the wreckage of the ship will be "realistic". Beside, it will remind us that war is not a game, even if this is one. Please, don't get me wrong, and if this seam unreasonable or too much, just say so.
It is already a mod
http://www.subsim.com/radioroom/showthread.php?t=174511
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Old 03-03-14, 03:31 PM   #3
ZAGOR64BZ
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I never notes bodies in the water....even if I'm running that mod (included in the WoSteel megamod)
Perhaps is a sub-mod in the FX Update version 0.0.22 folder?
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Old 03-03-14, 03:44 PM   #4
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Originally Posted by ZAGOR64BZ View Post
I know it may seam cruel or odd, at least, and before anyone will start making comments about any moral issue let me state this: I get no particular enjoyment on peoples death, and I'm not a psychopath killer.Even if we don't like to admit, when you sink a ship you kill peoples.Lots of them. So JUST FOR AN IMMERSION FACTOR, I think that few dead bodies floating and sinking along with the wreckage of the ship will be "realistic". Beside, it will remind us that war is not a game, even if this is one. Please, don't get me wrong, and if this seam unreasonable or too much, just say so.
Ciao Zagor, got your point and I must say that I agree with you

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Quote:
Originally Posted by ZAGOR64BZ View Post
I never notes bodies in the water....even if I'm running that mod (included in the WoSteel megamod)
Nor do I

There was an old SHIII mod, namely Wooden Lifeboats Mod by Iambecomelife, which made sinking ships to spawn plenty of dead bodies. It also works with SH5 (tested it personally), but unfortunately its low poly models don't look quite right compared to the better graphics of SH5.

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Perhaps is a sub-mod in the FX Update version 0.0.22 folder?
afaik there is not such an FXU submod.
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Old 03-03-14, 03:59 PM   #5
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Quote:
There was an old SHIII mod, namely Wooden Lifeboats Mod by Iambecomelife, which made sinking ships to spawn plenty of dead bodies. It also works with SH5 (tested it personally), but unfortunately its low poly models don't look quite right compared to the better graphics of SH5.
Ciao Gap, I took a look at that mod and I have to agree with you that it doesn't look right!

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Quote:
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Perhaps is a sub-mod in the FX Update version 0.0.22 folder?

afaik there is not such an FXU submod.
I know, but I thought that maybe I had miss it somehow

Maybe there will be someone able/willing to update that ol sh3 mod, or creating a new one?
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Old 03-03-14, 04:27 PM   #6
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It's in FX Update. I originally made it for SH3 with my SH4_Effects_For_SH3 mod. Others then copied my work and stole my ideas
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Old 03-03-14, 04:37 PM   #7
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From FX Update's zones.cfg file:

;Modified by TheDarkWraith
[DistressFlareWarship]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=130
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_escort, 40
Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None

[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_merchant, 40
Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None

Those effects when triggered will throw bodies, debris, lifejackets, and some other items and they will float on the water and some emit blood pools on the water. Morbid yes but really cool

The units in the game need to have these zones specified in their .zon file in order for these to be seen. FX_Update includes them on some of the ships.



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Old 03-03-14, 05:37 PM   #8
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Great..awesome effects;exactly what I meant!
Forgive me for my ignorance about the zone files thing, but is the update FX WIP, or is already included in the version 0.0.22?
If so, how can I make every unit play that cool effects?



ps:now we need sharks
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Old 03-03-14, 06:08 PM   #9
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Originally Posted by ZAGOR64BZ View Post
Great..awesome effects;exactly what I meant!
Forgive me for my ignorance about the zone files thing, but is the update FX WIP, or is already included in the version 0.0.22?
If so, how can I make every unit play that cool effects?
It's been in FX_Update for a very long time.
You'll need to use Goblin editor to edit the units .zon files that are missing these zones. If you study one of the units I included in FX_Update you'll see what you have to do (compare to stock unit and you'll see what I did)
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Old 03-03-14, 06:35 PM   #10
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Quote:
Originally Posted by gap View Post
Ciao Zagor, got your point and I must say that I agree with you





Nor do I

There was an old SHIII mod, namely Wooden Lifeboats Mod by Iambecomelife, which made sinking ships to spawn plenty of dead bodies. It also works with SH5 (tested it personally), but unfortunately its low poly models don't look quite right compared to the better graphics of SH5.



afaik there is not such an FXU submod.
Just to clarify, my mod did not spawn any dead bodies. It spawned living crewmen either holding on to wreckage or sitting in boats/rafts.

Surprised people are still interested in it because years later it's showing its age....I have plans to update it with better crewmen and lifesaving craft. Likely as part of my SH4 World War I mod (though with a few changes I can make a variant suitable for WWII). I'll keep you posted.
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Old 03-03-14, 07:18 PM   #11
gap
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Quote:
Originally Posted by TheDarkWraith View Post
It's in FX Update. I originally made it for SH3 with my SH4_Effects_For_SH3 mod. Others then copied my work and stole my ideas


strange that I didn't notice them before, but again, my gaming experience of SH5 sucks.

P.S: the sailors in your screenshots look like dat objects. Have you ever thought of replacing them with GR2 characters? While digging into the characters folder I have noticed that there are (probably unused) animations for dead bodies

Quote:
Originally Posted by ZAGOR64BZ View Post
Great..awesome effects;exactly what I meant!
Forgive me for my ignorance about the zone files thing, but is the update FX WIP, or is already included in the version 0.0.22?
If so, how can I make every unit play that cool effects?
All the stock merchant units are already covered by FXU, and they got the zones mentioned by TDW. Only warships and OH's merchants need those zones added.

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Originally Posted by ZAGOR64BZ View Post
ps:now we need sharks
I thought about them too.

There are many shark models freely available on the web, and making them to spawn in game the way TDW's debris or lifeboats do, shouldn't be a problem either. But animating them would probably take more time than it is worth, and I am not even sure that I would like seeing a bank of voracious sharks every time a ship is going to sink.

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Originally Posted by iambecomelife View Post
Just to clarify, my mod did not spawn any dead bodies. It spawned living crewmen either holding on to wreckage or sitting in boats/rafts.
Yep, I remember them, but for some reason I was sure that your mod also featured dead bodies (the ones I saw were probably from FXU). Sorry for giving distorted informations about it

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Originally Posted by iambecomelife View Post
Surprised people are still interested in it because years later it's showing its age....
Though not having ever played either of the SH5 predecessors, I appreciate very much your work. In the past I have carefully studied many of your mods and learned some good lessons from them. Seeing at least some of your units in SH5 (as GR2 ships) would be awesome

P.S: have you noticed that since when I re-uploaded your wooden lifeboats on subsim, it got almost 500 downloads? This is quite an high score for an old mod like yours

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Originally Posted by iambecomelife View Post
I have plans to update it with better crewmen and lifesaving craft. Likely as part of my SH4 World War I mod (though with a few changes I can make a variant suitable for WWII). I'll keep you posted.
Keep us informed!
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Old 03-04-14, 06:56 AM   #12
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ps:now we need sharks
I thought about them too.

There are many shark models freely available on the web, and making them to spawn in game the way TDW's debris or lifeboats do, shouldn't be a problem either. But animating them would probably take more time than it is worth, and I am not even sure that I would like seeing a bank of voracious sharks every time a ship is going to sink.
Isn't what happened in many cases? I'm sure with all that noise, distress vibe and blood in the water, every time a ship sunk it was an irresistible call for every shark present in the area. I guess even more in the Pacific campaign.

OK, anyone willing to teach me step by step how to copy those file in the correct folders?
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Old 03-04-14, 12:29 PM   #13
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Originally Posted by ZAGOR64BZ View Post
Isn't what happened in many cases? I'm sure with all that noise, distress vibe and blood in the water, every time a ship sunk it was an irresistible call for every shark present in the area. I guess even more in the Pacific campaign.
Maybe one day

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OK, anyone willing to teach me step by step how to copy those file in the correct folders?
You must open ship zon files in Goblin Editor and give them one or more additional damage boxes, setting their 'zone type' property to the zones mentioned by TDW. Tell me when you are ready to use the Editor, and I will draft quick zones editing tutorial
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Old 03-04-14, 12:42 PM   #14
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Quote:
Originally Posted by ZAGOR64BZ View Post



ps:now we need sharks
Bull sharks, Tigers, or Makos only!! no insulting Great Whites ...professional courtesy after all!
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Old 03-04-14, 12:55 PM   #15
ZAGOR64BZ
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Quote:
Originally Posted by gap View Post
Maybe one day



You must open ship zon files in Goblin Editor and give them one or more additional damage boxes, setting their 'zone type' property to the zones mentioned by TDW. Tell me when you are ready to use the Editor, and I will draft quick zones editing tutorial

It sound more complicated than I thought..I'll dig in more and I'll report to you!
Grazie !!!!!
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