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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Navy Seal
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Cpy Gap, will do some testing in the following days...
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#47 |
Navy Seal
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#48 |
Samurai Navy
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Thank you gap
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#49 | |
Captain
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#50 | |
Navy Seal
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![]() Probably a trickery by our Rongel, but better waiting for him to cast some light on his patch... |
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#51 |
Navy Seal
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#52 |
Grey Wolf
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[QUOTE=gap;2124356]I took two days off
![]() Must have been great. I see your sense of humor again in the other thread about the beerophone instead of hydrophone. ![]() ![]()
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#53 | |
Navy Seal
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You can swear on it, especially the first part. The second part of my week end was mostly dedicated to the delicate recovering phase though
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![]() P.S: are you using an automatic translator? I wasn't aware that google translate was that bad at translating from English to Swahili... ![]() |
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#54 | |
Navy Seal
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#55 |
Grey Wolf
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I guessed pretty well than for Swahili to English at first shot when I saw earlier. Looking at the dialog I was thinking Filipino or other African names next.
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#56 | |
Grey Wolf
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![]() 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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#57 | |||
Navy Seal
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![]() I admit that I feel a bit hesitant about messing up that masterpiece of SH5 architecture, but it also involves zillions of particles and frame animations being rendered on screen every second, no surprise that our outdated systems can't handle them properly ![]() ![]() Now we have two ways: - going through the tedious trial-and-error process, and toning down TDW's controllers until we get a visually decent result with at least half the particles used before. - much easier: replacing TDW's particle generators with the stock 88mm starshell effect, hardly used in game. ![]() Quote:
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#58 | |
Grey Wolf
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Are you up for the task? ![]() |
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#59 | |
Navy Seal
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As for red flares, they are triggered directly as zone-damage effects; on the contrary, stock starhells (like other shells) use a combination of individual effects (trace, splash, eplosion and detonation) which are triggered in the correct timing by the amun_Shell controller. I will have therefore to clone the most appropriate effect, to set their relative delay manually, and to paste them under the same node. ![]() I am up to it ![]() |
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