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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. 86 23.56%
release PE 2.1 as one big mod and let me wait for it! 279 76.44%
Voters: 365. You may not vote on this poll

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Old 03-29-08, 12:40 PM   #106
Digital_Trucker
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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":rotflr for being so "dense" sometimes

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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Old 03-29-08, 12:46 PM   #107
DrBeast
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Quote:
Originally Posted by Digital_Trucker
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":rotflr for being so "dense" sometimes
Actually, what I did was remove half the files, activate the mod, do a test run, deactivate, remove half the remaining files, activate, test run, etc until I'm down to the culprit. When I was down to about 15 files, that file struck me as the most obvious, so I removed just that and that's how I finally nailed it.
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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Old 03-29-08, 12:59 PM   #108
kylesplanet
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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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Old 03-29-08, 01:05 PM   #109
Wilcke
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Quote:
Originally Posted by kylesplanet
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.
Correct, issues there and also with torpedo management screen. Not uncommon as it overwrites a lot of RFB files. I have not had time to discuss this with the RFB mod team as they are busy with version for 1.5. I loaded PE2 initially to have a peak and then unloaded till we figure out what gives. Won't be an issue I am sure give it a few weeks.
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Old 03-29-08, 01:35 PM   #110
kriller2
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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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Old 03-29-08, 01:41 PM   #111
DrBeast
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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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Old 03-29-08, 01:42 PM   #112
kriller2
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Quote:
Originally Posted by kylesplanet
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.
My first attempt at improving the hud went into the package, it wasn't supposed to it should have been Oakgrooves.
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Old 03-29-08, 02:15 PM   #113
kriller2
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Quote:
Originally Posted by DrBeast
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.
Hi mate, check your pm
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Old 03-29-08, 02:16 PM   #114
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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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Old 03-29-08, 02:20 PM   #115
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Quote:
Originally Posted by kriller2
Quote:
Originally Posted by DrBeast
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.
Hi mate, check your pm
Done, nice timing! You caught me just as I was leaving! Cheers!
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Old 03-29-08, 02:28 PM   #116
kriller2
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Quote:
Originally Posted by swdw
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
Hi Swdw,
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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Old 03-29-08, 02:50 PM   #117
swdw
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Quote:
Originally Posted by kriller2
Hi Swdw,
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?)

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.
You didn't, just trying to give you a "heads up" that if you tried to fix the icon reference by going to that file, it would just create additional issues.

That being said, I realized I've been amiss in telling you this-

I was absolutely shocked (in a good way) by the first sunset I saw in this mod. I showed my wife a screenshot of it. She grew up on the beaches of California and her response was "That's really pretty". Doesn't seem like much, but that would be the equivalent of someone else going "Oh my God- that's incredible!!".

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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Old 03-29-08, 03:33 PM   #118
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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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Old 03-29-08, 03:38 PM   #119
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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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Old 03-29-08, 03:41 PM   #120
kriller2
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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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