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Old 10-14-08, 07:57 PM   #661
kriller2
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Default Update coming soon to PE4

Hi,
I have worked some more to make the foam follow the movement of the waves and made some other adjustments to make the waves more detailed:



Allso the strange reflection bug at sunset is corrected now.
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Old 10-14-08, 08:58 PM   #662
donut
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kriller2,Why candy-striped sea ?

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Old 10-14-08, 09:02 PM   #663
Task Force
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Quote:
Originally Posted by kriller2
Hi,
I have worked some more to make the foam follow the movement of the waves and made some other adjustments to make the waves more detailed:



Allso the strange reflection bug at sunset is corrected now.
Thats beautiful my friend, how long untill you are going to release the fix thingy for some of these small issues.
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Old 10-14-08, 11:21 PM   #664
LukeFF
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Old 10-14-08, 11:25 PM   #665
Lexandro
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Very nice Kriller. Will this be part of the new RFB/PE4 coming out or will it be a patch for current PE4?
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Old 10-15-08, 12:57 AM   #666
kriller2
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Quote:
Originally Posted by Lexandro
Very nice Kriller. Will this be part of the new RFB/PE4 coming out or will it be a patch for current PE4?
Some time it hopefully will be a part of RFB, but right now this i simply my own project to push the SH4-engine even more and will be released as "patch" for PE4 I have discovered new ways of doing things lately and will continue working on it when I have time
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Old 10-15-08, 02:39 AM   #667
Seeadler
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Quote:
Originally Posted by donut
kriller2,Why candy-striped sea ?
I assume that this is the result of a calculation error. Many parameter values from the scene.dat are used by the engine for calculations directly in the code or within the shader programs. This includes also parameter values which has in first view no relationships together.

By changing such a value can now result in wrong calculations
eg: 20-30 = -10.

The developers don't intend this for a code function "XYZ" which use this result. Their default values from the scene.dat for this function allways delivers a positive result and perhaps the return value of function "XYZ" is used for further calculations in other areas of the game engine. It's a chain, where a false value is now moving through the code and results in other not so indended values.

The values in the scene.dat are per default designed as they are, and allows only changes in narrow boundaries without anomalies.
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Old 10-15-08, 03:04 AM   #668
kriller2
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Quote:
Originally Posted by Seeadler
Quote:
Originally Posted by donut
kriller2,Why candy-striped sea ?
I assume that this is the result of a calculation error. Many parameter values from the scene.dat are used by the engine for calculations directly in the code or within the shader programs. This includes also parameter values which has in first view no relationships together.

By changing such a value can now result in wrong calculations
eg: 20-30 = -10.

The developers don't intend this for a code function "XYZ" which use this result. Their default values from the scene.dat for this function allways delivers a positive result and perhaps the return value of function "XYZ" is used for further calculations in other areas of the game engine. It's a chain, where a false value is now moving through the code and results in other not so indended values.

The values in the scene.dat are per default designed as they are, and allows only changes in narrow boundaries without anomalies.
HI Seeadler,
Thank you for the explanation, yesterday I found out a way to leave the -1 value out of the scene.dat and still get good results, so maybe this will help the stripes (no promise!) so now I know what to watch out for when editing the scene.dat.

BTW hows the different clouds injectioncode project going? I saw you nice screenshot in the EE5 thread.
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Last edited by kriller2; 10-15-08 at 03:15 AM.
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Old 10-15-08, 03:21 AM   #669
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Quote:
Originally Posted by kriller2
Quote:
Originally Posted by Lexandro
Very nice Kriller. Will this be part of the new RFB/PE4 coming out or will it be a patch for current PE4?
Some time it hopefully will be a part of RFB, but right now this i simply my own project to push the SH4-engine even more and will be released as "patch" for PE4 I have discovered new ways of doing things lately and will continue working on it when I have time



Could the patch possibly be added after RFB to get the fix, or would doing that screw up a host of other things?:hmm:
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Old 10-15-08, 03:31 AM   #670
kriller2
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Quote:
Originally Posted by Fish40
Quote:
Originally Posted by kriller2
Quote:
Originally Posted by Lexandro
Very nice Kriller. Will this be part of the new RFB/PE4 coming out or will it be a patch for current PE4?
Some time it hopefully will be a part of RFB, but right now this i simply my own project to push the SH4-engine even more and will be released as "patch" for PE4 I have discovered new ways of doing things lately and will continue working on it when I have time



Could the patch possibly be added after RFB to get the fix, or would doing that screw up a host of other things?:hmm:
Yes it's only environmental changes, no editing to the sim or datafiles, so it should be possible :hmm:
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Old 10-15-08, 03:31 AM   #671
Seeadler
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Quote:
Originally Posted by kriller2
BTW hows the different clouds injectioncode project going? I saw you nice screenshot in the EE5 thread.
The dll injection was just a proof of concept for myself

The clouds in the EE5 thread comes in "normal" way, like W_clear's implementation with changed cloud layers in the vertex shader plus a new UVW mapping in the clouds.obj model.
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Old 10-15-08, 03:47 AM   #672
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THXS.,Seeadler

Not a complaint,just test reporting. Carry on mates
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Old 10-15-08, 06:14 AM   #673
TDK1044
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Quote:
Originally Posted by Captain Wreckless
Thanks Kriller. I just noticed this, on page 4 of the readme, in the FAQ section, it says to install in this order: TM, OM, PE4. The enclosed jpg for using with TM/OM, the order shows TM, PE4, OM. Which is correct?

I'll install RSRD after PE4 per the example jpg for now.

CW
My set up is as follows:

TMO 152
TMO_sboat_engine_Patch
SH4- U-boat Missions Speech FIX v1.0
PE4 (full version)
OM V400
OM V400 Patch 4
TMO_Enable_Uboat_V4


Runs like a dream!
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Old 10-15-08, 11:39 PM   #674
LukeFF
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Nice job, Kriller! So long as you approve, we plan to integrate all further updates to PE4 into RFB.
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Old 10-16-08, 11:57 PM   #675
Capt. Crane
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Default First real Patrol...

Not sure where to properly post this so, forum moderators please be kind to a Sub noob!

Having played the original SH a long time ago at my cousins BF's place, I got SH4 after seeing some of the great ship images from the game.

I was so impressed with the base product and the wonderful look of the transparent sea that after a few half hearted patrols practicing the sub controls, I also purchased the U-Boat Missions.

I tried the Trigger Maru Mod, but I'm not that good yet and I like to see the the great externals so I reinstalled back to the original version.
I've been to the Pacific and something about the colours just did not seem right so after some surfing, I came upon the PE 4 mod. Besides the weird water striations after a accelerating time (which i noticed goes away as sea state changes-non accelerated) and another issue which I'll indicate later...wow...*
The sea and sky colours are just right. The Sea and weather conditions combined with the new ship-er, 'boat' physics in heavy seas are impressive. Transparency might be accurate but seems a bit opaque (underwater) for playability.
One thing I noticed is that on the US Boats, clicking on the XO gives me a Neon Green screen as opposed to the crew and ship stats screen that I cannot get out of. (I avoid the XO now! )

Today, I continued my first Patrol after dropping off my Spec Ops dude on the the Japanese Mainland and running into a pair of Passenger liners tryng to make an (unsuccesful) run. I actually felt a bit of remorse after I later read that the sole survivor from the Titanic is having to auction her belongings in order to pay her Nursery Home bills .

I was en-route to a new patrol location as per SUBCINCPAC when I got sonar contact in Very bad weather! (I dunno if the original has weather this bad) Needing to raise Crew morale, I decided to try my luck.
One contact multiplied into multiples as I headed the Boat offset from the oncoming convoy in severe (I'm talking BAD visibilty) weather.
I Slowed her to crawl as the decks below grew slick with vomit. The contact points spread and moved faster around my boat... When will I see them? I thought.

Suddenly, off my port bow, a huge merchant loomed out of the squall! I was so shocked and it was so close that it was broadside and loosed a salvo at me before I finally manned the gun and shot several salvos point blank into it's side.

I saved the game in the midst of the squall and convoy (two burning ships so far) to write this...so cool!

PS: Oh Kriller 2, I hope you don't mind, I took your screen shot of the Yamato and have placed it as my desktop background and added your name on the bottom for creds...and thanks to you and your bud that passed away. When I'm good enough, I may name my Boat after him.
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