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Old 05-20-11, 01:30 PM   #1
Stormfly
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Originally Posted by Rongel View Post
Sounds good to me

Okay, so I'll send you SteelViking the first four ships when I have finished tweaking them (cleaning unneccessary things, adding the third wake and wake sound). It's good idea to get people to test them and comment their behaviour (I can see in the future a lot of work if these ships need much fixing though...).
are the FX sounds working (burning fire, secondary explosions) ???
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Old 05-20-11, 02:32 PM   #2
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Quote:
Originally Posted by Stormfly View Post
are the FX sounds working (burning fire, secondary explosions) ???
Have to say that I don't know... You know, I think that they aren't working currently, have to look in to that too, I hope that the .dsd-file holds the secrets. I agree that these ships should be made as good as we possibly can, no point adding half working things to the game, I hope we can fix this issue (it's quite small issue but still).
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Old 05-20-11, 02:50 PM   #3
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Thank you Rongel for doing that, getting the other ships shaped up and too me. I wouldn't be importing ships as well without your advice and guidance on the subject. If you don't mind Rongel, I would like to send all future ships to you before releasing them so that you can cross check my work.

About the sound for fires, explosions, etc. I think they are working. I know that the explosions are working, and I want to say I have heard flames as well......will test shortly. I was lucky enough to get some time today to work So I should be able to finish that tug boat I was working on.

Cheers everyone
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Old 05-20-11, 04:19 PM   #4
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hmm cant hear any ship triggered FX effects from you ship as well, only shell impact sounds...
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Old 05-20-11, 04:30 PM   #5
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Quote:
Originally Posted by Stormfly View Post
hmm cant hear any ship triggered FX effects from you ship as well, only shell impact sounds...
You all won't hear any sounds until you change the boxes's zones to point to the new baza FX effects that SH5 provides. This is where I said verify the boxes's zones to the \data\Zones.cfg file
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Old 05-20-11, 04:32 PM   #6
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Quote:
Originally Posted by Stormfly View Post
hmm cant hear any ship triggered FX effects from you ship as well, only shell impact sounds...
Yes I just tested too, no fire sounds from imported ships... Didn't get secondary explosion this time, but I bet no sound from it either. Impact sounds and sinking sounds work fine. Hmm... Could it come from the .fx files in stock? For example HogIsland has HogIsland_FX.GR2 and HogIsland_FX.dsd. Too bad I don't understand these files...

Also noticed one thing, SteelViking added sound to the bow wave (which was a nice little detail ) , so we should add sound to stern wake also (Ship.Cargo.ShipwakeSternFast/Slow). Stock SH 5 ships have this also.

EDIT:

Quote:
You all won't hear any sounds until you change the boxes's zones to point to the new baza FX effects that SH5 provides. This is where I said verify the boxes's zones to the \data\Zones.cfg file
Thanks for the tip! Too bad I don't really understand how it's done, and what exactly needs to be done... SteelViking?
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Old 05-20-11, 04:50 PM   #7
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Originally Posted by Rongel View Post
Thanks for the tip! Too bad I don't really understand how it's done, and what exactly needs to be done... SteelViking?
Select the root node of the ship in Goblin Editor. Right click on it and select 'Show Damage'. You'll see it draw boxes on the screen on the ship. Each box has an associated zone number in \data\Zones.cfg. That zone number determines that zone's hitpoints, armor level, effects to be played based on damage taken, and flooding model. My FX_Update mod changed many of the ships (almost all if not all the merchants) zones to point to some new zones for a different flooding/damage model.
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Old 05-21-11, 04:03 PM   #8
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Okay, just got around to looking into this zone verifying/no sound business in depth. So, TDW what you are saying is that we should change the values of the damage zones(boxes) themselves to point to a value in the zone.cfg that SH5 is supposed to use. I am asking for confirmation because the values in right now for the SHIV ships is a valid entry in the zone.cfg, I am guessing it is just wrong for SH5.
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Old 09-05-11, 10:07 AM   #9
Faamecanic
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Does this Mod have the effect the pitch and roll when under a Depth Charge attack like in your video? Or do I still need to load Stoianm Pitch and roll?

Also Im getting some CTDs. I can play for an hour or two but then CTD. One was near Keil, and another just after I left the Western mouth of Keil out to my first patrol to England.

I hope my Mod order was correct...here is what I have installed, and the order I installed them in:

New UIs_TDC_6_7_0_ByTheDarkWraith

New UIs_TDC_6_7_0_alt_officer_wounded

TDW_DC_Water_Disturbances_v2_0

TDW__Mines_Subnets_Spotable (OH II v1.2)

Open Horizons II Full v1.2
OHII and Light Campaign Radio Messages v3

Critical Hits 1.1 Torpedos

Stoianm pitch&roll for SH5 V1

Grossdeutscher Rundfunk


Oh and one other question.... does OHII work with BARF? (Better and More Realistic Floating?) I really liked what he did with ship HPs and adding variables for ship sinking vs. damage. Reminded me a lot of what the guys did in TGW for SH3.

Last edited by Faamecanic; 09-05-11 at 02:13 PM.
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Old 09-05-11, 02:49 PM   #10
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Quote:
Originally Posted by Faamecanic View Post

Oh and one other question.... does OHII work with BARF? (Better and More Realistic Floating?) I really liked what he did with ship HPs and adding variables for ship sinking vs. damage. Reminded me a lot of what the guys did in TGW for SH3.
BARF is in TDW UI MOD included, you don´t need it as an separate MOD !

Best regards,
Magic
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Old 09-05-11, 06:01 PM   #11
Faamecanic
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Quote:
Originally Posted by Magic1111 View Post
BARF is in TDW UI MOD included, you don´t need it as an separate MOD !

Best regards,
Magic
TOTAL AWESOMNESS... S! Zedi, Magic, Trevally and TDW! You guys continue to amaze me

REALLY starting to enjoy SH5 for the first time since I bought it (back when it first came out) due to your efforts!

Last edited by Faamecanic; 09-05-11 at 08:53 PM.
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Old 09-05-11, 09:11 PM   #12
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Oh and not complaining..but just wondering:

It seems the NAV map (access by the Helm wheel) does not match the terrain in Kiel and other areas.

I set my course out of Keil and thru the Canal...and good thing I didnt hit a TC higher than 32x. I popped up on the bridge and WHOA!!! I was heading right toward and island where the map showed a open channel.

Same thing with some of the channels were in the city at the end of Keil canal.

And it also appears the lack of some noise from boats while manning the Hydro station is a known issue and being worked?
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Old 09-06-11, 05:15 AM   #13
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Quote:
Originally Posted by Faamecanic View Post
Oh and not complaining..but just wondering:

It seems the NAV map (access by the Helm wheel) does not match the terrain in Kiel and other areas.

I set my course out of Keil and thru the Canal...and good thing I didnt hit a TC higher than 32x. I popped up on the bridge and WHOA!!! I was heading right toward and island where the map showed a open channel.
The same thing happened to me. Gave me such a scare!
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Old 09-06-11, 05:15 AM   #14
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Quote:
Originally Posted by Faamecanic View Post
Oh and not complaining..but just wondering:

It seems the NAV map (access by the Helm wheel) does not match the terrain in Kiel and other areas.

I set my course out of Keil and thru the Canal...and good thing I didnt hit a TC higher than 32x. I popped up on the bridge and WHOA!!! I was heading right toward and island where the map showed a open channel.

Same thing with some of the channels were in the city at the end of Keil canal.

And it also appears the lack of some noise from boats while manning the Hydro station is a known issue and being worked?
I already stated fears TDW about discrepancy Gradient when discussed "SHMapViewer". What mod (Nav. Map) you use?
(If I have correctly understood your question ).
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