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Old 04-07-10, 08:07 AM   #1
TheDarkWraith
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Quote:
Originally Posted by oscar19681 View Post
does this mean that we will also see pennants? Because in sh-3 it was called flags & pennants.
Yes it was. I remember it quite well since I designed it Currently there are many unknowns and much knowledge to learn about this new game engine before I'll even think about adding the pennants. The flags still have problems that need to be sorted out and fixed.
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Old 04-07-10, 08:13 AM   #2
oscar19681
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Quote:
Originally Posted by TheDarkWraith View Post
Yes it was. I remember it quite well since I designed it Currently there are many unknowns and much knowledge to learn about this new game engine before I'll even think about adding the pennants. The flags still have problems that need to be sorted out and fixed.
but you dont exclude the possiblaty?
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Old 04-07-10, 08:41 AM   #3
TheDarkWraith
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Originally Posted by oscar19681 View Post
but you dont exclude the possiblaty?
I'd never do that. Once I figure it out or someone else does then they will be added
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Old 06-17-10, 06:35 PM   #4
Sepp von Ch.
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Firstly thank you very much TheDarkWraith for this great mod for the VIIA sub.
Any news about this sub flags mod for the VIIB and C sub please?
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Old 06-20-10, 04:03 PM   #5
ShoCkwaVe
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very nice.. TY

I wanted this way back in sh3 & always wondered why I never saw it..

Now make us flags for all the subs/connings

pretty preeeees
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Old 06-20-10, 06:43 PM   #6
thorn69
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This works great but I would like to be able to raise and lower it manually. Perhaps you could create a third scope but instead of actually having a third scope it raises and lowers the flag? Just need to assign some raise/lower keys for it and make sure it doesn't play any periscope raising/lowering sound.

I would also love to be able to use my port/starboard running lights and see them being used on on other ships - especially at night. Friendly warships should only use them in friendly ports while merchants should use them all the time. Obviously enemy warships should use them in their ports. A script could be made that forces merchants and warships to turn off running lights if they detect they are under attack. This could be set on a timer that triggers them to turn them back on after so many game hours of not being attacked. This script would just be the opposite of how DDs and merchants turn ON search lights when they are under attack.

Additionally I would love to see some different color channel markers/buoys made for the harbors as well. GWX did an excellent job of putting them in SHIII. Can't wait for them to be put in SH5!
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Old 06-24-10, 08:21 PM   #7
OldFrenchy
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Can you get me some peanuts, while you are at it?
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Old 07-16-10, 08:13 PM   #8
TheDarkWraith
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finishing up work on VIIB.

@BIGREG and SteelViking - can you guys find me the texture used by the conning tower so that I can fix the flag staff? It needs a light map added to it also or something to make it look like the rest of the conning tower

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Old 07-16-10, 10:21 PM   #9
SteelViking
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Looking.......
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Old 02-14-11, 05:14 PM   #10
ShoCkwaVe
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Default Requesting flagmod conversion to sh4

TDW if your still alive & kicking I tried to convert your flagmod v0.0.2
over to sh4 by simply changing names from VIIa to VIIb

however the only change showing up in game was your flagpole
cylinder model that extends from the conning tower the flags didn't
..bummer

any chance of converting it for me.. I MEAN ..us? LOL

regardless thanks for this mod btw.
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Old 04-02-11, 04:35 AM   #11
TheBeast
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Quote:
Originally Posted by ShoCkwaVe View Post
TDW if your still alive & kicking I tried to convert your flagmod v0.0.2
over to sh4 by simply changing names from VIIa to VIIb

however the only change showing up in game was your flagpole
cylinder model that extends from the conning tower the flags didn't
..bummer

any chance of converting it for me.. I MEAN ..us? LOL

regardless thanks for this mod btw.
I think Ducimus and Privateer already did this? I recently read a few posts in SH4 forums about them taking a 100 frame mesh and resizing/scaling it to be used Submarine Conning Towers in SH4.
Typically the smaller flag uses a 25 frame mesh and it is kind of chopy. The 100 frame mesh is a much more fluid animation.
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Old 04-02-11, 04:23 AM   #12
Sepp von Ch.
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Is this OK or I miss the texture?
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Old 04-02-11, 07:22 AM   #13
TheDarkWraith
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Quote:
Originally Posted by Josef von Posorschitz View Post
Is this OK or I miss the texture?
it's ok. I can't get the flagpole to render via Granny and thus it gets no lighting/shading effects on it
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Old 01-11-12, 10:29 PM   #14
homsikpanda
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it's not working and i'm not sure why, but i think it's coz of the sub/tower i'm using?
i'm using the viic type ii tower... if i read correctly it's not supported?
or is it? i'm not really sure D:
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Old 01-11-12, 11:07 PM   #15
TheDarkWraith
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Quote:
Originally Posted by homsikpanda View Post
it's not working and i'm not sure why, but i think it's coz of the sub/tower i'm using?
i'm using the viic type ii tower... if i read correctly it's not supported?
or is it? i'm not really sure D:
I made the flags for all conning towers.

open up \data\Submarine\sub type\sub type.eqp file and see if these entries are there or not:

[Equipment 14]
NodeName=M97
LinkName=Turm_flagstaff
; if no flags are enabled you can disable the flagstaff by setting the start date to 19451230.
; if a flag is enabled then ensure the flagstaff is visible by setting the start date to 19380101
StartDate=19380101
EndDate=19451231

[Equipment 15]
NodeName=M98
LinkName=Turm7C_Flag_1
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is top flag)
; make the start date equal 19380101 to enable the flag
StartDate=19380101
EndDate=19451231

[Equipment 16]
NodeName=M99
LinkName=Turm7C_Flag_2
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is bottom flag)
; make the start date equal 19380101 to enable the flag
StartDate=19451230
EndDate=19451231
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