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View Poll Results: How fast you want the Cloud's to move in the Sky
I like them the way they are 96 20.43%
I want them a Little Slower 94 20.00%
I want them a Lot Slower 157 33.40%
Please give us Optional Install's 142 30.21%
Multiple Choice Poll. Voters: 470. You may not vote on this poll

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Old 11-16-07, 08:40 PM   #1621
leovampire
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Default I am looking into this in my own game

Quote:
Originally Posted by Fish40
Had two strange sound encounters today while useing the latest soundpak. I 'm not calling it a problem yet, I'll have to wait and see if it occurs again. The first occurance was while I was tracking a tanker. While manning the sonar station, I could hear the ship sound, but it gradually "wound" down, as a music box dose when it needs to be rewound. If I left the sonar station, and returned the sound was again normal, but once again within a few seconds the sound began to wind down.


The second incident occured while I was tracking a small convoy consisting of two tankers, and a small merchant. At the sonar station, I could only hear one of the ships, as though there was a single target. All three ships were clearly in view, but only one was audable.

I'm currently tracking a merchant, and this time all seems ok. Sound not winding down, and clearly one target in view. I thought I would just mention these quirks too see if anyone else had anything strange happen with the sound. All other sounds as far as I can tell are
I will try to hear what your hearing or not hearing. But last night I could make out the differn't ship's in a convoy I came up on. But I will test this more to see if I find a problem.
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Old 11-16-07, 08:44 PM   #1622
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Default I am trying an experiment in my game with the ship reflections

In each of the ship file's in the game there seem's to be a self elumination file for the main ship texture's with a green layer ontop of them. N01.dds and N01_lr.dds file's for the textures on the ship's seem to be for night time self elumination to make it easier to spot them for attacks at night time only.

But this does not exsist for the sub's and the sub reflections work fine but the ship one's do not at night.

So I am deleteing them from my game to see if this make's the problems go away. I also asked Panthercles to do this with me as well in his game to see if we get the same result's.

I will keep you posted as to the finding we come up with.

Last edited by leovampire; 11-16-07 at 09:38 PM.
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Old 11-16-07, 08:55 PM   #1623
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Leo, I just thought of something that may or may not mean anything. In my current campaign, I do not have the "realistic sound travel" option ticked. I know you said that this soundpak was optimised for that in game option. I wonder if that could cause problems. What I need to do is try the Borneo Convoy single mission with that particular sound option ticked and see, or rather hear the results. It'll have to wait till tomorrow. Had a hard day at work and I'm beat.
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Old 11-16-07, 09:29 PM   #1624
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Default Yep that might make the difference turning that on.

Quote:
Originally Posted by Fish40
Leo, I just thought of something that may or may not mean anything. In my current campaign, I do not have the "realistic sound travel" option ticked. I know you said that this soundpak was optimised for that in game option. I wonder if that could cause problems. What I need to do is try the Borneo Convoy single mission with that particular sound option ticked and see, or rather hear the results. It'll have to wait till tomorrow. Had a hard day at work and I'm beat.
LukeFF and I specificly tested and worked with the sound file's to work their best with the realistic sound travel turned on seeing that is where most people had problems with sounds in game.
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Old 11-16-07, 09:50 PM   #1625
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Default Donut thanks for sending me a better pic of it

Quote:
Originally Posted by donut
The chain fall/New sub net sound plays on repeat loop,at PD.I am useing T_M_1.6,reversed engineered to my FtT,& can't figure how to correct this I am no ware near a sub net.I agree the sound is better, but it sounds like they are loading torps in tha conning tower all the time,when submerged.Including Jsgme screen.Any progress/hints helpful
Okay you can deactivate the ROW Sub reflections vs_2 and activate the ROW sub reflections and roll pitch mod as that is newer and better.

Triger Maru 1-6-5 is newer than the one you have activated now but seeing you added RSRDC_p1_TM_v110 on top of it you might be okay I have not donwloaded and or looked at these thing's yet for mod's so not totaly sure about any of that.

So to be totaly honest I can not say ya or nay to your set up or how it might or might not create a problem in your game.

Usualy I try to download an look at every mod to see where problems and conflict's come into play with ROW but I have just been too busy trying to fix things to do this latley.

Last edited by leovampire; 11-16-07 at 10:04 PM.
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Old 11-16-07, 10:07 PM   #1626
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The new sub physics are awsome LV, as are the sounds, no problems yet.


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Old 11-16-07, 10:25 PM   #1627
leovampire
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Default glad you like it my friend and you know I mean that for real with you

Quote:
Originally Posted by reallydedpoet
The new sub physics are awsome LV, as are the sounds, no problems yet.


RDP
Now just to get the rest of the repairs done and out to everyone!

:rotfl: :rotfl: The cost of wanting perfection in the mod.
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Old 11-16-07, 10:27 PM   #1628
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Quote:
Originally Posted by leovampire
Quote:
Originally Posted by reallydedpoet
The new sub physics are awsome LV, as are the sounds, no problems yet.


RDP
Now just to get the rest of the repairs done and out to everyone!

:rotfl: :rotfl: The cost of wanting perfection in the mod.

No problems on this end yet, going well. Now if I could just sink something
Currently in the middle of a storm though, so that is not helping any.


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Old 11-17-07, 01:33 AM   #1629
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Quote:
Originally Posted by hyperion2206
Quote:
Originally Posted by JimRat
I saw this whilst I was coming back from Patrol to Fremmantle-Perth, Western Australia, Australia.



At first I thought...."Someone Nuked Perth!!!!"

Then I remembered, it was only 1942....

Seriously...what would cause this?
It's the Japanese rising sun. You'd better get out of Perth.:rotfl:
Not a bad Idea...I put in for Transfer to Brisbane...got to take my boat with me.
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Old 11-17-07, 01:44 AM   #1630
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Quote:
Originally Posted by leovampire
Quote:
Originally Posted by JimRat
I saw this whilst I was coming back from Patrol to Fremmantle-Perth, Western Australia, Australia.



At first I thought...."Someone Nuked Perth!!!!"

Then I remembered, it was only 1942....

Seriously...what would cause this?
I have not a single clue what is going on there to tell the truth. I am heading there in my game so I will see if I can find it and or see it myself.

As MrBeast stated it is temporary and only last for a minute or so, in fact it even flickered out once and was replaced by smoke on the water like from a oil fire, then came back. After a few more seconds it went out and did not reappear.
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Old 11-17-07, 02:07 AM   #1631
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Quote:
Originally Posted by leovampire
I apreciate your makeing all the sounds I asked for and for all the volintary extra sounds you did as well! You helped to make the mod better as the sound effect's are truly part of the atmosphere we tryed to create with this mod so thanks!
My pleasure. It makes the mod that much better, and it was good practice for me to become more familiar with my sound editing program. Having a good set of sound effects can take a game from being very good to great.

Now, hopefully the devs fix the disabled sound effects in 1.4...
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Old 11-17-07, 02:38 AM   #1632
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Default Okay guy's I need testers please

I think I have niped in the butt the problems from lightning and lighting after and during the storms.

But I can only see and catch so much by myself in game.

So can people download this and add it to their game and report to me if ther are any problems or if it is all solved now?!

It is JSGME ready just add it on top of what you have for the moment. IF it is okay and works fine I have to add it to the special effect's download's and redo them in the main post.

http://files.filefront.com/ROW+Light.../fileinfo.html

Dave

P.S. these won't be final because I am still working with the in game smoke effect's to get them more realistic in nature as so many requested me to do. My main concern with these is to make sure the other problems are solved.

Last edited by leovampire; 11-17-07 at 02:58 AM.
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Old 11-17-07, 11:18 AM   #1633
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Quote:
Originally Posted by leovampire
I think I have niped in the butt the problems from lightning and lighting after and during the storms.

But I can only see and catch so much by myself in game.

So can people download this and add it to their game and report to me if ther are any problems or if it is all solved now?!

It is JSGME ready just add it on top of what you have for the moment. IF it is okay and works fine I have to add it to the special effect's download's and redo them in the main post.

http://files.filefront.com/ROW+Light.../fileinfo.html

Dave

P.S. these won't be final because I am still working with the in game smoke effect's to get them more realistic in nature as so many requested me to do. My main concern with these is to make sure the other problems are solved.
I'll try this a little later on LV


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Old 11-17-07, 12:16 PM   #1634
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Leo- I found something interesting playing with the new HD 2600 card and then looking at the 1950 screen captures. Maybe this will help chase down the bright ship reflections at night too

On the 2600, the sun shows through the water AFTER it sets and there is some highlighting of the water. On the x1950, you see a reflection on the water before the sun rises and after it sets. This will continue for almost 2 HOURS before/after sunrise or sunset.

Important note: This does not happen with the stock ocean and sun.

I also noticed the lighter ship reflections that look like a daytime reflection on the water at night follow this same pattern. When the glare showed up, so did the light reflections at night. The sun shining through the water from below the horizon is the 2600. In the others from the x1950 the sun is not due up for a while and there is NO moon to cause the glare either.

Hope this helps.

Here are screenshots from both cards.

You can see the glare behind the ship and the brighter ship reflection. Sun is not due ip for over an hour and the horizon is the same color in this pic when panning all 360 degrees so there is no bright horizon to cause the glare. The glare will flicker on and off as you rotate the camera view.


The piture above was right after sunset when the sun is completely below the horizon, and the one below was about 50-60 minutes later (sorry-should have captured the bar so the clock would be visible). You can still see the sun in the picture below and the ship's reflection at the bow where the sun isn't interfering looks like a daytime reflection (at least to me).

As soon as the "sun" texture turned off, the reflections went dark and looked correct for night time.


The shot below gave me the best example of the glare that shouldn't be there. This is the preiscope view from the same engagement as the first picture with only a 30 second difference in time


Here is a sunset from the 2600 with the stock ocean and sun textures
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Last edited by swdw; 11-17-07 at 12:51 PM.
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Old 11-17-07, 06:02 PM   #1635
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Default swdw

I do not know why that is happening in your game when it is not in mine as far as the sun problems. And I have seen ton's of new picture postings by people here for the new night time moon views and more and that light sun glair effect wasn't there.

The only time it seems to happen is if part of the sub is in the view with the sun under the horizon of the water and it goes away fast.

I know a lot of problems came up due to lighting issues once I tryed to force the game to use the lightning so this is why I asked people to try out the new file's I posted and see if a multitude of sin's stop.

http://files.filefront.com/ROW+Light.../fileinfo.html

And what is a HD 2600 card and a 1950 screen captures?

Also let me explain something my adjustments to the scene file I made was to work with the texture's in the ROW mod available. I did not claim they would work with stock textures and set up's.

It took work from Kriller2 and Jaketoox and myself to create what we did for the mod and made it so each part of the mod would work together in harmony like an orchestra does. I looked once to see what the stock sky and reflex pack would look like and act with the new work and they just didn't jive well together.

So if your mixing and matching stuff from row with stock sure you might encounter problems and situations.

Anyways I am off need to work on some stuff and test stuff as well.

I included pics of the old sky and reflex pack for the game and the new one's for the mod so you will see why my adjustments now will not work with the old stuff. The reflex pack gives's you the water color's and the reflextion colors. The sky pack is obvious what it does but there is also a fog layer that has to be added to it and some of the ring's come into play for differn't weather conditions so it is a little complicated how all the new changes work with the new textures.

old water reflex new water reflex

old sky pack new sky pack

The order and usage of the textures I changed in the scene file for the mod to make it work and look better in game.
So you can not expect old stuff from the game to work with the new stuff from the mod as you can see here. And as you can see the old sky and water didn;t give you the dark night's in the game like we have now with the new work.

Last edited by leovampire; 11-17-07 at 07:27 PM.
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