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Old 10-04-13, 01:34 PM   #1
vdr1981
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Gap, 10 attacks and no CTD...This is good news...

I actually removed all effects from radio room definition but i haven't noticed any differences in game? Do i still have functional radio patches?

And what about that "wounded unit radioing" mod included in TDW patcher? Do i need those ships .zon files for radio patches to functioning properly?

Also, i'm a bit anxious to get effects back...
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Old 10-04-13, 02:49 PM   #2
gap
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Quote:
Originally Posted by vdr1981 View Post
Gap, 10 attacks and no CTD...This is good news...


Quote:
Originally Posted by vdr1981 View Post
I actually removed all effects from radio room definition but i haven't noticed any differences in game? Do i still have functional radio patches?

And what about that "wounded unit radioing" mod included in TDW patcher? Do i need those ships .zon files for radio patches to functioning properly?
Effects are just effects... other than making the game visually enjoyable and causing secondary damage to nearby zones (this is one of FX Update's features) they don't play any role in game mechanics, and they don't affect in any way the Radio patch.

Nonetheless, there is a little trick I used when I set the second effect (BAZA_FX_FocFum_mic): I made it to be triggered after a 50% damage, which is exactly when TDW's radio patch disables ship's radio equipment. Knowing this trick, you get a visual evidence that your target can't call for reinforcements anymore

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Originally Posted by vdr1981 View Post
Also, i'm a bit anxious to get effects back...
If you have time, try restoring them one by one to pinpont which one, or which combination of them, caused your problem. You can also replace them with other effects, if you want. If you tell me which ship are you carrying your tests on, I will post a picture showing where her radio room is placed

P.S: one last note. Removing effects from a zone definition doesn't necessarily mean giving them up: other zones which are set with those effects, WILL trigger them, if damaged
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Old 10-04-13, 03:32 PM   #3
vdr1981
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Ok, tell me where radio zones are located for Liberty merchant and i will start to return one by one effect. Expect full report in few days...
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Old 10-04-13, 04:04 PM   #4
Rongel
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Okay, here is a test version of the my bullet hit-effect, it removes the debris-effect created by FX update and reduces crashing in battles. So if you have time, go ahead and test it and comment it, and I'll tweak it and later put the final version out. There is a custom mission inside the mod, where you can easily see it in action!

Download: http://www.mediafire.com/?4bqb8qbj3zd84p8

It looks something like this:



I'm away for the weekend so I'll return to this next week!
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Old 10-04-13, 04:06 PM   #5
SnipersHunter
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I test it tomorrow
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Old 10-04-13, 04:15 PM   #6
vdr1981
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Great Rongel, tnx!
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Old 10-06-13, 02:37 PM   #7
plj
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Quote:
Originally Posted by Rongel View Post
Okay, here is a test version of the my bullet hit-effect, it removes the debris-effect created by FX update and reduces crashing in battles. So if you have time, go ahead and test it and comment it, and I'll tweak it and later put the final version out. There is a custom mission inside the mod, where you can easily see it in action!

Download: http://www.mediafire.com/?4bqb8qbj3zd84p8

It looks something like this:
<snip>

I'm away for the weekend so I'll return to this next week!
How does this work ? It's a file currently not in the library in my game .. ? How does this replace anything ? (Trying to understand something I currently dont get :p)
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Old 10-06-13, 02:55 PM   #8
gap
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How does this work ? It's a file currently not in the library in my game .. ? How does this replace anything ? (Trying to understand something I currently dont get :p)
You are right: oddly there is not such a file as bullet_spark.dat or bullet_spark.sim among stock and FXU files. Even more oddly, Rongel's sim file contains a particle generator (pg's are normally placed in dat files) which got itself as parent... a dog biting its own tail, and a logical paradox

Probably a trickery by our Rongel, but better waiting for him to cast some light on his patch...
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Old 10-07-13, 06:45 AM   #9
Rongel
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Quote:
Originally Posted by gap View Post
You are right: oddly there is not such a file as bullet_spark.dat or bullet_spark.sim among stock and FXU files. Even more oddly, Rongel's sim file contains a particle generator (pg's are normally placed in dat files) which got itself as parent... a dog biting its own tail, and a logical paradox

Probably a trickery by our Rongel, but better waiting for him to cast some light on his patch...
Trickery and deceit, dark magic

I didn't want to mess with TDW's files (and I think he specifically prohibits it), but I found out that you can overwrite nodes ID-number. So it just uses same number than TDW. I was a bit alarmed if it will work, but realised that TDW uses same system himself. And concerning the .sim file, I think I could use .dat as well, but never changed to that because everything was working. I think it's not the most elegant way to fix things, but if this makes the game work better, it's okay for me.

Gap, I read your comment in other thread about starshells, and I agree, it is worth checking out if we could make them work some other way. And if it does, these two modifications could be put together (there are enough mods already!)
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