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Old 08-05-13, 06:54 PM   #1
TheDarkWraith
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v0.0.22 released. See post #1

v0.0.22 - added gap/volodya61's reworked torpedo explosion effects
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
- included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled.
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Old 08-05-13, 07:02 PM   #2
gap
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Quote:
Originally Posted by TheDarkWraith View Post
v0.0.22 released. See post #1

v0.0.22 - added gap/volodya61's reworked torpedo explosion effects
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
- included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled.
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Old 08-05-13, 07:09 PM   #3
volodya61
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Quote:
Originally Posted by TheDarkWraith View Post
v0.0.22 released. See post #1

v0.0.22 - added gap/volodya61's reworked torpedo explosion effects
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
- included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled.
Thank you
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Old 08-05-13, 07:34 PM   #4
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Great! and thanks!
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Old 08-06-13, 12:14 AM   #5
Fifi
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Since last version, i get those huge explosions staying forever on screen
Going to redownload and try again, but maybe something conflicting with other mod
I'm still using old style explosion...but i don't see why suddently 0.22 should interfert...


EDIT: think i found the new culprit...it is my AST...zone cfg no longer compatible. So nothing to do with your nice mod! (sorry)

Last edited by Fifi; 08-06-13 at 01:26 AM.
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Old 08-06-13, 04:47 PM   #6
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Pfff...it's not my AST finally, i got it again without

Am i alone with this issue of FX 0.22?

Didn't try it in career, but in single missions it's very obvious...
Well, going back with previous 0.21 in the waiting of answer
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Old 08-06-13, 05:33 PM   #7
volodya61
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Quote:
Originally Posted by Fifi View Post
..Am i alone with this issue of FX 0.22?..
I guess you're the only who still testing the game/mods
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Old 08-06-13, 05:34 PM   #8
gap
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Quote:
Originally Posted by Fifi View Post
Pfff...it's not my AST finally, i got it again without

Am i alone with this issue of FX 0.22?

Didn't try it in career, but in single missions it's very obvious...
Well, going back with previous 0.21 in the waiting of answer
- What ships have you tested so far which are affected by the problem? There is a chance (though remote) that by accident I added some unwanted zones to them.

- Have you tried comparing the two zones.cfg files in winmerge? there shouldn't be any other difference between the two files than the new zone added by me to v. 0.22 of the cfg file, but I could have inadvertently changed the settings of some other zone.

- Is this happening when ships are torpedoed. If so, are you using one of the 4 add-on torpedo mods which were added by TDW to the latest version of FXU?

- Finally: have you used before the reworked torpedo effects while it was available as a patch? Again, as far as I can remember we didn't touch fire explosions (just water explosion), but some other particle generator might have been altered by mistake.
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Old 08-06-13, 05:39 PM   #9
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Quote:
Originally Posted by gap View Post
- Again, as far as I can remember we didn't touch fire explosions (just water explosion), but some other particle generator might have been altered by mistake.
You're right, we didn't touch them.. because these settings are located in entirely different files..
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Old 08-06-13, 05:42 PM   #10
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An easy way to test what is wrong with v 0.22:

- enable v 0.21 => test if everything is Okay
- enable the new Zones.cfg on top of v 0.21 => test again
- enable the new ship zon files on top of the two previous mods => test again
- enable the patch version of the reworked torp explosion FX => test again
- enable any of the torp add-on's, if you used it during your previous tests.

Hopefully, one of the above test will unvail the mistery
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