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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1246 |
Lieutenant
![]() Join Date: Jun 2007
Location: Lausanne/ Switzerland
Posts: 260
Downloads: 477
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Before all, thank you Ducimus for your work, it's awesome!
That's my question now: can I download NSM 3.3 just after TM 1.7? Is it relevant? Lopo
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#1247 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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Hi Ducimus,
I see that you have edited the ROW scene.dat to use it with the new patch and TM, does that mean that if I put your scene.dat in with the ROW files it will work without the glitches the original ROW file had? If so i am thinking of using you modified scene with ROW to make it work with the 1.4 patch untill Leo get's back, then he can continue working on the scene.dat, when he has fully recovered. Last edited by kriller2; 12-02-07 at 12:03 PM. |
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#1248 |
Gunner
![]() Join Date: Aug 2007
Location: My mind is My Fortress
Posts: 100
Downloads: 110
Uploads: 0
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I had experienced a problem with TM 1.7 on patch 1.4. after 10 days in ocean (game time) my frame rate went crazy - blinks, blinks, blinks ( in camera F12 and periscope view). it was during 1st patrol and it started from stormy weather. I didnt have this problem during the second and third patrols. Any advices?
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#1249 | ||||
Rear Admiral
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The scene.dat i included is - i beleive - an older one that Leo made for me awhile ago. Ive had it in TM for a little while now. I havent noticed anything in the way of cyan colors. The two adjustments ive made on it, was the horizon from 1500 to 1000, and the starfield rendering from 100, to 980. (thank you seeadler for pointing that out to me). Feel free to examine it and use it howver you like. Quote:
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#1250 |
Gunner
![]() Join Date: Aug 2007
Location: My mind is My Fortress
Posts: 100
Downloads: 110
Uploads: 0
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Thanks Ducimus. I'll watch
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#1251 | ||
Lieutenant
![]() Join Date: Jun 2007
Location: Lausanne/ Switzerland
Posts: 260
Downloads: 477
Uploads: 0
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#1252 |
Seaman
![]() Join Date: Jun 2005
Location: Madrid, Spain
Posts: 31
Downloads: 36
Uploads: 0
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Quote:
Originally Posted by LtCmdrRat I had experienced a problem with TM 1.7 on patch 1.4. after 10 days in ocean (game time) my frame rate went crazy - blinks, blinks, blinks ( in camera F12 and periscope view). it was during 1st patrol and it started from stormy weather. I didnt have this problem during the second and third patrols. Any advices? Same issue here, Ducimus. I'll try the patch and let you know if blinks show up again. |
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#1253 |
Rear Admiral
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For those of you with the blinking, just out of curiousity, what video card are you using, and what other mods do you have installed? I havent experiened what you guys are seeing, and im wondering if theres something particular to the vid card/driver/ and combo with the mod.
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#1254 | |
Seaman
![]() Join Date: Jun 2005
Location: Madrid, Spain
Posts: 31
Downloads: 36
Uploads: 0
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Patch 1.4 + TM 1.7 (no patch) + ROW Cameras I had never had that blink before. Perhaps it has something to do with installing ROW cameras on top of 1.4 + TM 1.7...but I could not live without the free camera inside the sub anymore... Thanks for looking into it! |
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#1255 |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
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I'm experiencing the blinking too, and I have a hunch that it has something to do with shaders. Some speculation: I first came across this a few weeks ago when using ROW New Seafoam with "new shaderwork". When I reverted back to ROW Classic Seafoam, the blinking was gone. With 1.4 it's back again, and afaik some parts of ROW are included in the patch. I'll experiment with a few things and post back shortly...
edit: I just checked something, and it turns out that the waterFoamPS.fx that is used in TMaru 1.7 is straight from ROW New Seafoam. Stay tuned for more... Specs: Two Radeon X1950 Pros in Crossfire mode Catalyst 7.11 TMaru 1.7.1 RSRDC NSM 3.3 Classic flavored to taste Last edited by Fincuan; 12-02-07 at 02:24 PM. |
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#1256 | |
Rear Admiral
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I think this may be the problem then. Cause i didnt use the ROW classic seafoam. edit: Infact, if i were a betting man, id bet this is an ATI shader issue, that can be resolved by running ROW classic sea foam over TM 1.7. I don't have an ATI card anymore, and when i grudingly switched to Nvidia, i noticed i had alot less lag where particles and shaders were concerned. Not a plug at ATI, just an explanation why i don't see some of the things others are. That and if this issue wasnt video card related, im sure i'd have ALOT more complaints; as i have other users who are encountering no problems at all, myself included. Last edited by Ducimus; 12-02-07 at 02:37 PM. |
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#1257 |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
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I did some testing with the stock SH4 1.4 seafoam shaders, and I wasn't able to reproduce the blinking problem with them. I agree that the problem seems to be Ati related, but it has so far only occured when using the ROW New Seafoam shaders.
If someone doesn't want to use ROW Classic Seafoam, which seems to fix the blinking problem, then here's a quick and dirty fix. This will bring back the stock seafoam shaders. If you don't have the blinking problem, then you don't need this. If you choose to use this, then please report back if it really works. Enable it with JSGME after TMaru 1.7.1 the fix |
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#1258 | |
Sonar Guy
![]() Join Date: Jan 2005
Location: United States
Posts: 376
Downloads: 19
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#1259 |
Ensign
![]() Join Date: Nov 2007
Posts: 225
Downloads: 6
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Ducimus 2 questions, what ROW mods are incorporated in your new T.M 1.7 (can i instal the others to see if they work over T.M. 1.7) and is it possible to instal the ROW sound mod on top of the sounds you have already incorporated into T.M1.7. Thanks mate.
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#1260 |
Commander
![]() Join Date: Dec 2001
Location: Newport Beach, CA
Posts: 470
Downloads: 41
Uploads: 0
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Cpt Cox's Silent Service intro, I see you used parts but not all of it in TM 1.7. It was a recommended mod up to 1.6.5. Is it OK to install over TM 1.7, or are the compatable parts already integrated? Sorry if I asked that clumsily.
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