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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Shall the PE 2.1 be one big mod with all included or smaller mods? | |||
release the new PE in small mods now, f.ex. clouds, special effects etc. |
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86 | 23.56% |
release PE 2.1 as one big mod and let me wait for it! |
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279 | 76.44% |
Voters: 365. You may not vote on this poll |
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Thread Tools | Display Modes |
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#106 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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My bad, I didn't catch that the "pruning down" in your post meant you removed the reflex_pac.tga file, only that you resized it because the PE one was larger. If my wife was reading this she would admonish me for not "reading between the lines":rotfl
![]() ![]() Edit: Did you also try PE2 with the reflex_pac completely removed with your smorgasbord of mods, also, or just resized? BTW : I hate troubleshooting! |
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#107 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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I swear, ever since I got the new PC parts I think my IQ has crashed and burned! ETA: Yes, I tried with reflex_pac.tga completely removed as well. In fact, I tried with the whole Textures folder removed and then the Shaders folder removed, but NOTHING worked. That's when I scuttled my boat and piloted the next available Airbus 321!
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#108 |
Commodore
![]() Join Date: May 2007
Posts: 629
Downloads: 39
Uploads: 0
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Has anyone had any issues with the HUD not displaying correctly after adding P.E.2 with RFB? The textures were goofed on the buttons. The dials were OK but the buttons were kinda funky. (no color and they looked like shadows)
Its no big deal, I installed a different HUD, just wondering if anyone else has the issue.
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#109 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#110 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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Hi Dr. Beast, I have allso been trying to nail the problem and it's strange because, it's not a problem that is there constantly only sometimes, f.ex. try the uboat training and fire some fish in the warship = no slow down, do the same in a campaign and the slow down appears, it seems like a bug hidding somewhere...
One thing I know is it must have something to do with the reflections on the water generated by f.ex. an explosion or a fire. |
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#111 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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You know what the absolutely craziest thing is...? This "bug" didn't exist on my old ATi card, so I guess it's something to do with how the new card (and I'm willing to bet, nVidia cards) handles shaders. By the gods, I think the only thing we upgrade nowadays is problems!
![]() ETA: All my tests were conducted in a Single Mission I created. Just my boat and a stationary Huge Passenger Liner for me to shoot at.
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#112 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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#113 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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#114 |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
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Kriller, It would be better if you made the hud a seperate folder and had the user activate it seperately. Between jimimadrids hud utility, the hud work on TM and the HUD work in RFB, which use different icon references, you'll have a numbe of people having their HUDS messed up. And if you start messing with the menu.ini file to fix this, you'll wind up breaking a lot of adjustment to that file made for other reasons in some of the other mods.
This was getting to be a problem around December when everyone started including "extra stuff" in their mods and makes mod compatibility a huge headache which made the installation order so particular and such a PITA. Increasing compatibility is one of the reasons the RFB campaign is being stripped out and placed into a seperate folder for the next release. It's also the reason all environmental files are being stripped from the next release of RFB too. Again, it was the reason for the RFB zones file being placed in a seperate folder in this release. It's also why your idea of keeping the ROW sound files a seperate install was such an excellent idea. THanks
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#115 | ||
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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#116 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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Yes you are right, I get your point. That's allso the reason why there is no menu.ini in PE2 :hmm: (where do you see that in PE2?) I have on purpose tried to only mod and include textures and files not messing with other mods, so that PE2 works with RFB and TM and RSRD. Maybe it wasnt an good idea to include Oakgrooves mod, so if you think it's conflicting with other mods, I will remove it from the next release or include it as an optional install. |
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#117 | |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
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That being said, I realized I've been amiss in telling you this- I was absolutely shocked (in a good way ![]() The cloud effects, sky effects and such are absolutely stunning. ![]() Speaking of which- Here's the still. Thing is, it's starting to get like real life where a still doesn't do it justice anymore. ![]()
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#118 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
Uploads: 0
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kriller, I've been snooping through settings with the silent 3ditor.
Save me a week of trial and error please.. Is the reflective color of the wakes and seafoam a seperate setting by itself, or is it connected to the sky colors directly? The mountain dew colored seafoam....is it yellow because it was set to match the sky color intentionally, through either a color setting or a reflection parameter, or is there no individual setting, and it simply mimics sky color without a seperate color setting? It would seem the way to reduce the over-colorization of seafoam and wakes would be to either 1. manually alter the colors for each time of day or 2. reduce the reflectivity setting. Please and Thank you.
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#119 |
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
Posts: 342
Downloads: 2
Uploads: 0
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very nice mod, indeed.
Not to pee on anyone works, but why the jelly water is still here? I used w_clear enviromental mod and that effect is almost completely gone. Kriller, perhaps you could take a peek or talk to him to see how he did it. ![]() One more thing, both radar and sonar cameras are completely screwed with 1.5, they go round and round when I move the mouse. |
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#120 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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@Monolith,
Open this file "data/env/envatl.dat" in S3D look for this node "weather types(3)/(0) = no clouds "weather types(3)/(1) = cloudy "weather types(3)/(2) = rain / storm If you look here : "weather types(3)/(0)/colors(8)/(4) and (5) you will see this "ShipWakeAboveWaterColour" this controls the colour of the sub/ship wake above water. The "ShipWakeUnderWaterColour" controls the colour of the sub/ship wake from looking up in the sky from underwater. @KV thanks, I do know about Wclears settings, but they allso remove all of Dave's / my work on making the sub behave realisticly in all kinds of weather (no subs on rails) , to get rid of the jelly water,try go to nav. room pause TC for a few secs. and go back to exterior view and it should be gone. |
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