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Old 08-18-12, 09:24 PM   #1
GT182
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Quote:
Originally Posted by gap View Post
If so, a patch for indestructible searchlights is on the way
You mean destructible I hope.
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Old 08-18-12, 09:39 PM   #2
gap
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Quote:
Originally Posted by GT182 View Post
You mean destructible I hope.
Yep, I was meaning a patch for addresing indestructible searchlights... blame it on my broken english. It is ready by the way. I wanted to uplod it tomorrow, but since we are both here I will do it in a few minutes...
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Old 08-18-12, 10:03 PM   #3
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Here it is:

http://www.mediafire.com/?3qzxyk71fkjbhe6

It is based on IRAI for compatibility with TDW's mods. Changes done:

guns_radars_01.zon:
-added a SH3ZonesCtrl to reflector_base object, with a box set as WeaponsLight and a collision sphere centered on the reflector (though I am not sure that the latter is actually needed).

This is the core part of the mod.

guns_radars_01.sim:
-changed searchlight's beam color from full white to violet to reflect the spectrum of carbon arc lamps that WWII reflectors were based on;
-changed serchlight range from 200 mt to half a mile (the stock figure seemed a bit too short to me);
-adjusted attenuation parameters to reflect the new range.

Those changes are a bonus by me. You can remove the sim file from the mod if you don't like my settings, or you can give me your suggestions for improving them.

The mod comes with an historical mission based as well on TDW's torpedo tutorial mission. Just surface, get closer to the merchant and start fire for making her to turn on her searchlights. I was able to switch off one of them the hard way , with one well aimed shot (at close range)
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Old 08-19-12, 12:25 AM   #4
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Quote:
Originally Posted by gap View Post
The mod comes with an historical mission based as well on TDW's torpedo tutorial mission. Just surface, get closer to the merchant and start fire for making her to turn on her searchlights. I was able to switch off one of them the hard way , with one well aimed shot (at close range)
So it worked? Hot damn! I did interpret what I decoded in that function in the SHCollisions.act file correctly You have no idea how happy that makes me! For one the amount of pointers I had to decode not to mention the code itself I had to decode and figure out what it was doing was HUGE
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Old 08-19-12, 02:52 AM   #5
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Quote:
Originally Posted by gap View Post
Here it is:

http://www.mediafire.com/?3qzxyk71fkjbhe6

It is based on IRAI for compatibility with TDW's mods. Changes done:

guns_radars_01.zon:
-added a SH3ZonesCtrl to reflector_base object, with a box set as WeaponsLight and a collision sphere centered on the reflector (though I am not sure that the latter is actually needed).

This is the core part of the mod.

guns_radars_01.sim:
-changed searchlight's beam color from full white to violet to reflect the spectrum of carbon arc lamps that WWII reflectors were based on;
-changed serchlight range from 200 mt to half a mile (the stock figure seemed a bit too short to me);
-adjusted attenuation parameters to reflect the new range.

Those changes are a bonus by me. You can remove the sim file from the mod if you don't like my settings, or you can give me your suggestions for improving them.

The mod comes with an historical mission based as well on TDW's torpedo tutorial mission. Just surface, get closer to the merchant and start fire for making her to turn on her searchlights. I was able to switch off one of them the hard way , with one well aimed shot (at close range)
Quote:
Originally Posted by TheDarkWraith View Post
So it worked? Hot damn! I did interpret what I decoded in that function in the SHCollisions.act file correctly You have no idea how happy that makes me! For one the amount of pointers I had to decode not to mention the code itself I had to decode and figure out what it was doing was HUGE
Well done guys
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Old 08-19-12, 04:22 AM   #6
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Quote:
Originally Posted by TheDarkWraith View Post
So it worked? Hot damn! I did interpret what I decoded in that function in the SHCollisions.act file correctly You have no idea how happy that makes me! For one the amount of pointers I had to decode not to mention the code itself I had to decode and figure out what it was doing was HUGE
Yep, it worked TDW, thank you very much for your precious suggestions!

Let's wait for reports by other forum members now, just for making sure that the changes made don't have any undesired side effect. I will look for other equipments/armaments that may need the same fix in the meanwhile.

Needless to say that you should feel free to merge this little mod with possible new releases of IRAI/ FX Updates. I think there is no point in having a multitude of little mods that have to be done compatible with your ones, every time you make a change to one of the shared files.

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Well done guys
Thank you Trev
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Old 08-19-12, 10:29 AM   #7
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Quote:
Originally Posted by gap View Post
Yep, it worked TDW, thank you very much for your precious suggestions!

Let's wait for reports by other forum members now, just for making sure that the changes made don't have any undesired side effect. I will look for other equipments/armaments that may need the same fix in the meanwhile.
I'm pretty sure all the guns are missing boxes and spheres.
Let me tell you why you need the spheres as you were questioning that some posts ago. The game uses the spheres for broad collision test. If a collision test passes the broad test then it checks for collision against bounding boxes (a much more computational endeavor). If it passes that test then it checks every item's DMG_col node for collision (except if it has a weapon controller on it - then it uses the bounding box computed from the object). It's a 3 tiered approach for testing collisions. Testing for intersection with a sphere is a not so computationally intensive endeavor (it's cheap).

I see you like dabbling in the files and trying/testing things...I can give you something to keep you busy for awhile if you're interested. It involves testing some ideas dealing with the flooding model and zones (boxes)
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Old 08-23-12, 04:48 PM   #8
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Quote:
Originally Posted by gap View Post
Here it is:

http://www.mediafire.com/?3qzxyk71fkjbhe6

It is based on IRAI for compatibility with TDW's mods. Changes done:

guns_radars_01.zon:
-added a SH3ZonesCtrl to reflector_base object, with a box set as WeaponsLight and a collision sphere centered on the reflector (though I am not sure that the latter is actually needed).

This is the core part of the mod.

guns_radars_01.sim:
-changed searchlight's beam color from full white to violet to reflect the spectrum of carbon arc lamps that WWII reflectors were based on;
-changed serchlight range from 200 mt to half a mile (the stock figure seemed a bit too short to me);
-adjusted attenuation parameters to reflect the new range.

Those changes are a bonus by me. You can remove the sim file from the mod if you don't like my settings, or you can give me your suggestions for improving them.

The mod comes with an historical mission based as well on TDW's torpedo tutorial mission. Just surface, get closer to the merchant and start fire for making her to turn on her searchlights. I was able to switch off one of them the hard way , with one well aimed shot (at close range)
Gap- when I click on the link above to this mod, I get a virus warning alert (not got a virus, just trying to link me to another site no doubt)- do you know about this?
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Old 08-24-12, 06:31 AM   #9
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Originally Posted by robbythesub View Post
Gap- when I click on the link above to this mod, I get a virus warning alert (not got a virus, just trying to link me to another site no doubt)- do you know about this?
The Virus Alert is from bad Advertisement (Banner Ad) or Ad Pop-up on the page.

I get this warning some times but not every time as well.
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Old 08-24-12, 10:06 PM   #10
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DO NOT save this to your computer as it is a piece of malware from some east European country. Usually Russia. It wants you to buy the product. Sometimes these will automatically self install. Once installed you cannot use what you already have for antivirus software, or defrag your computer. It can also lock up your computer and you won't be able to even shut it down.

This has happened to me a couple of times and is no fun at all to get rid of. I couldn't even use Microsoft Security Essential to get rid of it. Not even using Add/Remove in your Control Panel will get rid of it. The only way to get rid of it is to do a System Restore to an previous date. Then run your antivirus software to get it all out.
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Old 08-25-12, 03:40 AM   #11
gap
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Quote:
Originally Posted by TheBeast View Post
The Virus Alert is from bad Advertisement (Banner Ad) or Ad Pop-up on the page.

I get this warning some times but not every time as well.
It happens every so often to me as well when downloading stuff from mediafire. My antivirus (nod32) prevents a popup windows of my browser from loading, and I get an alert. But this doesn't prevent the regular download from being downloaded, and I've never had any annoyance other than having to close manually the blocked window.

Quote:
Originally Posted by GT182 View Post
DO NOT save this to your computer as it is a piece of malware from some east European country. Usually Russia. It wants you to buy the product. Sometimes these will automatically self install. Once installed you cannot use what you already have for antivirus software, or defrag your computer. It can also lock up your computer and you won't be able to even shut it down.

This has happened to me a couple of times and is no fun at all to get rid of. I couldn't even use Microsoft Security Essential to get rid of it. Not even using Add/Remove in your Control Panel will get rid of it. The only way to get rid of it is to do a System Restore to an previous date. Then run your antivirus software to get it all out.

so this is where that window is redirecting?

I am sorry guys. Since many subsim members are using medifire for hosting their files, I was thinking that it was a reliable site. Do you know any good alternative to it, that allows for free memberships without removing temporarily inactive downloads?
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