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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#241 | |
Stowaway
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Asnovic,
It says in your readme..which I read ![]() Quote:
Also, is this LRT2.04 Full or LRT 2.04 Lite ? Also, is this Lifeboats V4 or V3 ? Many thanks in helping to add clarity. Hans. |
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#242 |
Lieutenant
![]() Join Date: Sep 2006
Location: UK England
Posts: 264
Downloads: 55
Uploads: 0
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I also would like to know if the lifeboats and rowers mod is compatable with GWX3 as it gets greyed out when i use the sh4 effects in the game.
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#243 |
Lieutenant
![]() Join Date: Sep 2006
Location: UK England
Posts: 264
Downloads: 55
Uploads: 0
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RacerBoy help this old man out please
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#244 | |
Machinist's Mate
![]() Join Date: Jan 2009
Location: Germany, about 200km upwards the Weser from bunker "Valentin"
Posts: 125
Downloads: 0
Uploads: 0
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Have a look in the manual of the SFX mod for further informations. ![]()
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Fette Beute und immer eine Handbreit Wasser unter dem Kiel! |
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#245 | |||
Captain
![]() Join Date: Mar 2008
Posts: 516
Downloads: 70
Uploads: 0
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Well, my english is not so good, no matter how hard I try, I am thinking Croatian and speak english. Ok, that can be interpreted any way you want. :rotfl: But, the right way would be.. This.. You can enable LRT, then effects and then rbs6 lrt folder after it, or the other way, as long as rbslrt is last enabled. But would be better to follow awful smutje(great nick?? ![]() uber gruber you are confusing me.. I rechecked it, there is rbs6-lrt folder in the mod?? I cannot download it now from filefront, but I checked the file on my mem stick that I uploaded to ff. And there it is?? Rbs6-LRT FOLDER?? Racerboy, I know how zones.cfg works. But wasn't certain 100%, so thanks for the info.. ![]() Noone commented so far the looks?? makman, opent particles.dat with silent 3d editor, look for funnel smoke, and war funnel, find particle generators, they have 3 little subsections, find colours and opacity variables (overtime, after time, etc.) change them any time you want and test, and tralalala.. It's in english and s3d is really getting better with explanations for certain areas(skwasjer really made miracle) so you shouldn't have trouble.. Cheers! |
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#246 | |
Hellas
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#247 |
Seaman
![]() Join Date: Feb 2009
Posts: 33
Downloads: 0
Uploads: 0
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conflict with GWX - Enhanced Damage Effects ?
Hi ASANOVIC,
first of all thanks for the efforts on this mod! MY only doubt, maybe a stupid one, is the folowing: when I activate the mod with JSGME, I receive this message: "Zones.cfg" has already been altered by the "GWX - Enhanced Damage Effects" mod. "particles.dat" has already been altered by the "GWX - Enhanced Damage Effects" mod. "particles.dsd" has already been altered by the "GWX - Enhanced Damage Effects" mod. and I am afraid that going on, might cause some problems or one of the two mods (yours and GWX enhanced damage effects) will not work!!! 1- What should I do? 2- What are the differences between your mod and GWX - Enhanced Damage Effects? Thanks Kaleun! |
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#248 | |
Black Magic
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2 - There is no comparison (currently) to the SH4 effects for SH3 mod (but I am a bit biased ![]() |
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#249 | ||
Seaman
![]() Join Date: Feb 2009
Posts: 33
Downloads: 0
Uploads: 0
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I am proud to have received an answer from "Our Lord of FX"!!!!!!! So your suggestion is to DISABLE GWX Enhanced Damage Effects and to go for SH4 effects for SH3? I trust you blindly on the FX side, but what impact does it have on the DAMAGE? Thanks!!! |
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#250 |
Seaman
![]() Join Date: Feb 2009
Posts: 33
Downloads: 0
Uploads: 0
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it seems it has no impacts!
http://www.subsim.com/radioroom/showthread.php?t=126900 so it's a (FRIENDLY) challenge between Rubini's GWX enhanced damage effects and Asanovic's SH4 for SH3 FX !!!!! WOW! |
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#251 | |
Black Magic
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Which one to use is a decision for you to make. If your video card and computer can handle it then I would use mine. If your framerates stumble using mine then use theirs. It will be some time before anyone ever sees this but RFX will put everything to shame. |
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#252 | |
Seaman
![]() Join Date: Feb 2009
Posts: 33
Downloads: 0
Uploads: 0
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Good is that wih JSGME we can revert anytime, should a new mod make our pc work too much! ![]() thanks RacerBoy and Keep up the outstanding work! it's a shame you develop but to not cross the seas of SH3 anymore! So rather than good hunting, I'd wish to you "good coding!" ![]() |
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#253 |
Lieutenant
![]() Join Date: Sep 2006
Location: UK England
Posts: 264
Downloads: 55
Uploads: 0
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Racerboy
Thank You for all you are doing for us Danny |
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#254 |
Guts for Garters
![]() Join Date: Aug 2008
Location: U-30
Posts: 599
Downloads: 916
Uploads: 12
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This is a very, very good mod!
![]() KUrtz
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Schleichfahrt Rudder: GWX KC.vQ https://www.mediafire.com/file/taz1r...XKC.vQ.7z/file ![]() |
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#255 |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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Hi Racer Boy Thanks for your messages and your interest to help re my smoke issues - Am pleased to say I have it soreted and now all is functioning well
Except - Something now appears to be affecting your secondary explosions - I can see them so they are bing fired - but I cant hear them - something maybe me has knocked out the sound for the secondaries - Fantastic major explosion - any chance of a step by step re getting at the sound for this mod so I can manipulate it Would love to see you re-opend the file on this and add a few more randomised damage affects - not so worried about seeing dead bodies or guys dying in the water - later in the war most attacks are going to be at night so you never see this stuff - its the randomised affects that occur when you hit something thats what makes this game so interesting Also I have had a thought and speaking of sound - Sound travels much slower than light often when you see footage of an explosion you see a flash but get the sound a second or two later - do you think its possible to mod for this with your affects - I think there used to be a mod for this ages ago but its gotten lost What do you think |
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