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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#106 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
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Hi Agathosdaimon!
Good to hear that it's working atleast! Then I can take a look what might differ in the new shader. Which button do you use to leave the fire director? It might spawn you to last used station, and if it was inside the ship it would bring you there. The fps-camera is very primitive, so you should be able the turn the camera the right way up again with your mouse. The demo looks like this for me: http://subsim.com/radioroom/showpost...3&postcount=46 Is it the same water? It's indeed not beautiful 😊
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#107 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
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you are correct, that water is the same i see, sorry - the water is fine, just a bit old school, - i dont mind old graphics if the gameplay is - you could do the whole thing in dos spirtes and i would be happy
i think i hit the 1 button and went back to first-person and was in the bridge on the hatch and had inadvertently gone down it, |
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#108 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
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Yes, luckily I've improved the water abit since that demo. I'm sad the new demo doesn't work for you.
I'll look at the shader now and see if we can make it work. You would also enjoy the new ship model! First thing to try is to these cleaned up shader files: https://www.dropbox.com/s/pivgruzqii...frag.glsl?dl=0 https://www.dropbox.com/s/1mcbho4suo...rtex.glsl?dl=0 Simply replace the shader files in the Shaders folder. I have little hope, but you never know.
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#109 |
Planesman
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okay i will try it with these in a little bit, i am not able tojust right now as i have some art programs open and working on things
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#110 |
Grey Wolf
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Not a problem! I'm working on some other optional shaders you can try later if they do not work still.
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#111 |
Planesman
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i just tried it and its the same problem - an error message saying that the ocean hardware shader not supported - abort or proceed and risk data corruption - i abort at that stage again as data corruption sounds too ominous
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#112 |
Planesman
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Location: Melbourne, Australia
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ok it works now, the game was default using my intel card and not the Nvidia - as for the game the textures are better but the performance is not good, frames way too low and my ROG laptop should have no trouble - I can play the dcs sims and games like gtaV and Call of Cthulhu just fine
how much longer do you think it will take to bring this into a more playable state and one that has a game where there is an AI one can go up against? |
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#113 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
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Good to hear it's working!
![]() Try to put this this exe in your folder and launch the game from that one https://www.dropbox.com/s/ji8buw1xhe...as_v2.exe?dl=0 And replace the frag shader with this one: https://www.dropbox.com/s/v9y36qute5...frag.glsl?dl=0 It should improve the performance! You can keep the old exe to compare. There is already AI coded into the the game and performance is better on my build versions because of a few improvements not in the demo. It's just not polished enough to release a test demo with AI yet. I have a goal to create a new demo with an engagement, but I cannot say how soon at the moment. Let me know how that exe is working. Cheers!
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#114 |
Planesman
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will test it out - what is the EOT?
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#115 |
Grey Wolf
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EOT is the "engine order telegraph". It sends the speed orders to the machine room.
On the Scharnhorst, and probably the Bismarck class aswell, there is a panel with three knobs, one per engine. You can see it in action 3 minutes into this video:
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#116 |
Grey Wolf
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You also see the "Kommando brücke", which I'm hard at work with:
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#117 |
Planesman
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Okay i got it now - this is not a good setup though, having to moving to look down at the dials to make movements for each and every movement, - would be impossible to both do this and undertake gunnery in an engagement - you will definitely need AI crew who can take over and take commands, or at least have the ship speed and rudder directions accessible via keyboard arrow keys as they are not in use at the moment
when i hold mouse over EOT all the engine settings seem to move - am i suppose to know how to work the 3 engines each individually? having a map screen on which to instead plot ship movements would be a must too also the flak gun witht eh new animations - is there still the flak explosions in the sky, as they were not showing up when i was firing just now using the latest file syou sent me is there a way to view the ship externally? or is that coming? sorry for the questions |
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#118 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
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Keep the questions coming! I'll answer what I can.
Is the perfomance better with the new exe? Yes, the arrow keys are a good use for setting rudder and engine speed. I will implement that directly. There is a few "hidden" functions, allthough they do not work at the fire director station. Press and hold T to get a hud version of the EOT. Press and hold C, brings out a experimental 3d compass, look a little downwards to see it. Around the compass there is an arrow/cone which you press and pull to the desired heading, then press the red button in the middle to enable the AI helms man. The missing flakgun explosions on port side is a bug... At the moment you cannot set orders for the engines individually, but in the future. It will be very useful to steer when your rudder breakes or jams, features that already are implemented. Also each shaft, turbine and boilerroom can get damaged, and then you might need different power on different engines. Press 6 to see another hidden function, here you see all parts of the ship which currently can be damaged. Map screen should come later on. External view is abit further ahead, it has to look good and prevent player from alot of places 😊
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#119 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
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thanks for your replies - all sounds good and yes the performance was better with the new exe
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#120 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
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Setting up the various particle emitters for the Nelson!
Soon she'll be ready for a fight. There is not alot of variables to set, so I am planning to make it fairly easy to import new ships to the game. Atleast while the game itself is simple. ![]()
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