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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#661 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
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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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#662 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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kriller2,Why candy-striped sea ?
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#663 | |
Rear Admiral
![]() Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
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Task Force industries "Taking control of the world, one mind at a time" |
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#664 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#665 |
Navy Dude
![]() Join Date: Sep 2008
Location: REDACTED
Posts: 172
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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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#666 | |
Ace of the Deep
![]() Join Date: Apr 2005
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#667 | |
Pacific Aces Dev Team
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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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#668 | ||
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
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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 ![]() Last edited by kriller2; 10-15-08 at 03:15 AM. |
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#669 | ||
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
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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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#670 | |||
Ace of the Deep
![]() Join Date: Apr 2005
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#671 | |
Pacific Aces Dev Team
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![]() 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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#672 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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THXS.,Seeadler
Not a complaint,just test reporting. Carry on mates
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#673 | |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
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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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#674 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
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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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#675 |
Nub
![]() Join Date: Oct 2008
Posts: 4
Downloads: 27
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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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