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Old 01-05-13, 12:57 PM   #856
zimms
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Thank you GAP the link worked now i just gotta get my hand on FX mod
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Old 01-05-13, 01:02 PM   #857
gap
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Originally Posted by zimms View Post
Thank you GAP the link worked now i just gotta get my hand on FX mod
glad to know that you managed to get it. Report here on any other issue with the mod
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Old 01-05-13, 02:04 PM   #858
vlad29
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Originally Posted by gap View Post
wind speeds and fog occurrence are unrelated in game. I agree with you that that sucks, but again I can't do anything for fixing this incostintency
Thanks Gap, though the answer was expected. The other 'great sucks' is wheather conditions are changing very often when loading the saved game (f.e., no clouds when saving and quitting the game and heavy fog when loading that saved file). Its a known bug (have being discussed here at SUBSIM) and very annoying. The only way to minimize its negative influence is to make a save in open sea (without tagets in contact), or better in the port after finishing the patrol (there are few lucky captains who manage to have an unlimited time for playing)
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Old 01-05-13, 04:59 PM   #859
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Originally Posted by zimms View Post
Thank you GAP the link worked now i just gotta get my hand on FX mod
This one maybe; http://www.subsim.com/radioroom/showthread.php?t=174511
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Old 01-05-13, 05:04 PM   #860
gap
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Originally Posted by vlad29 View Post
Thanks Gap, though the answer was expected. The other 'great sucks' is wheather conditions are changing very often when loading the saved game (f.e., no clouds when saving and quitting the game and heavy fog when loading that saved file). Its a known bug (have being discussed here at SUBSIM) and very annoying. The only way to minimize its negative influence is to make a save in open sea (without tagets in contact), or better in the port after finishing the patrol (there are few lucky captains who manage to have an unlimited time for playing)
Yes, as you have noted, this is another common problem that only someone having a deep insight on the game code could solve.
Said in a nutshell, savegames do not store weather information, so every time you load one of them, new weather conditions are generated randomly.
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Old 01-07-13, 11:26 AM   #861
TH0R
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Just started using this and I by running "In Spite Everything" Historical mission I noticed there is no icing on the ships, together with green landscape...

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Originally Posted by stoianm View Post
§ Known bugs and limits:

· due to game limits it was not possible to implement many features, like snow, caustics on rocks and see plants, etc. If possible some of these features will be included in the next releases;
Does this refer to the "removal" of the mentioned effects

Thanks, other than this remark the mod looks great.
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Old 01-07-13, 12:02 PM   #862
gap
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Just started using this and I by running "In Spite Everything" Historical mission I noticed there is no icing on the ships, together with green landscape...



Does this refer to the "removal" of the mentioned effects

Thanks, other than this remark the mod looks great.
No wait, I will release a patch fixing the issue, for you to test it
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Old 01-07-13, 02:23 PM   #863
silentmichal
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Hi!

Is it mod compatible with sobers mega-mod list If yes, what is correct order?
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Old 01-07-13, 03:00 PM   #864
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Hi!

Is it mod compatible with sobers mega-mod list If yes, what is correct order?
Hi Michal! In his modlist Sober is using 'Real Environment Rev.3' as a base + his own environmental mods (sobers waves, fog and etc.) So You can use this package (I mean "Dynamic Environment") as a base, and feat it with sobers weather mods if You like. As for the order - don't understand exactly what order is reguested: where to put environmental package in the modlist or just the order of submods included into "DE"?
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Old 01-07-13, 03:28 PM   #865
silentmichal
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Originally Posted by vlad29 View Post
Hi Michal! In his modlist Sober is using 'Real Environment Rev.3' as a base + his own environmental mods (sobers waves, fog and etc.) So You can use this package (I mean "Dynamic Environment") as a base, and feat it with sobers weather mods if You like. As for the order - don't understand exactly what order is reguested: where to put environmental package in the modlist or just the order of submods included into "DE"?

Thanks for your reply, but what is "DE"
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Old 01-07-13, 03:45 PM   #866
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Originally Posted by silentmichal View Post
Thanks for your reply, but what is "DE"
'Dynamic Environment' (or 'Deutch' if You see it on the car). Sorry, my fault
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Old 01-07-13, 03:59 PM   #867
silentmichal
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Originally Posted by vlad29 View Post
'Dynamic Environment' (or 'Deutch' if You see it on the car). Sorry, my fault

Ohh, no problem . OK, now I understeand .
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Old 01-07-13, 04:10 PM   #868
gap
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Quote:
Originally Posted by silentmichal View Post
Is it mod compatible with sobers mega-mod list If yes, what is correct order?
Hi Michal,
as said by Vlad this mod is fully compatible with sober's mod list. As for mod order, DynEnv's core files are contained in the data/Env folder. Make sure that no other mod (except DynEnv's submods and fixes) is overwriting them. Not observing this rule will probably result in frequent ctd's. Overwriting other files should be safe

Quote:
Originally Posted by vlad29 View Post
'Dynamic Environment' (or 'Deutch' if You see it on the car). Sorry, my fault


Vlad, you just spoiled my fantasies: so far I was convinced that Dynamic Environment had a lot of fans in Germany
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Old 01-07-13, 04:48 PM   #869
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Vlad, you just spoiled my fantasies: so far I was convinced that Dynamic Environment had a lot of fans in Germany
That confirms Sober's idea that a kind of SUBculture with its own language had appeared at SUBsim
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Old 01-09-13, 12:14 PM   #870
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Quote:
Originally Posted by gap View Post
No wait, I will release a patch fixing the issue, for you to test it
That would be great, thanks.
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