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Old 07-07-07, 04:20 PM   #16
Bando
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Quote:
Originally Posted by tater
Does this alter the torpedo SIM file, or just the zon file? If it's just the latter, I can still use the hardcore torpedos which only alters the sim file (error %s, arming distance, etc).

tater
He Tater, the other day when I was merging a lot of mods into one supermod I found that die slowly had overwritten curtain files of beery's RFB. You'll have to add the differences manually to keep CCIP's torp mod alive and kicking. I'm at work right now, no access to my game rig, but if you want I'll give it a look tomorrow and tell what changes I've made. It's not a lot of work though.

Reg Bando
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Old 07-07-07, 04:22 PM   #17
tater
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I just made a version of die slowly and a version of my campaign compatible with each other.

I hit a merchant, and it was on fire, then it CTDed on me. It wasn't anything I changed, since i only made sure the SC and MS were set to type=1.

I need to try again.
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Old 07-07-07, 04:28 PM   #18
Redwine
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Quote:
Originally Posted by tater
I just made a version of die slowly and a version of my campaign compatible with each other.

I hit a merchant, and it was on fire, then it CTDed on me. It wasn't anything I changed, since i only made sure the SC and MS were set to type=1.

I need to try again.
May be some kind of uncompatibility with som of your installed mods.

May be into your campaign you are using new ships, or modified planes load out in carriers ?

To know, wich kind of install did you used ?

And... what are you refering with SC and MS set to type=1 ?
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Old 07-07-07, 09:22 PM   #19
tater
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Oh, I have the Subchaser (SC) and Minesweeper (MS) set to be "type=1" in the cfg and roster. This separates the subchaser from the dumb coastal boats ("patrol craft") and also allows the MS to function as an escort (which it often did in RL) since type=5 won't do that.

Easy change, I just changed the type in your cfg for each to 1.

I checked all the mods I had running, and none used the same files, JSGME didn't warn me any were used by other mods as well.
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Old 07-07-07, 09:38 PM   #20
Redwine
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Quote:
Originally Posted by tater
Oh, I have the Subchaser (SC) and Minesweeper (MS) set to be "type=1" in the cfg and roster. This separates the subchaser from the dumb coastal boats ("patrol craft") and also allows the MS to function as an escort (which it often did in RL) since type=5 won't do that.

Easy change, I just changed the type in your cfg for each to 1.
But... did you solved/fixed the CTD with that ?
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Old 07-07-07, 10:09 PM   #21
tater
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No, I did that even before I launched it.

The CTD seemed effect related.

Ship/mission CTDs (I have a lot of experience with them) invariably happen when the unit gets inside the render range as they go from abstract "dot on a map" to rendered groups.

This happened during an explosion, there were no other ships since it was pouring rain, and I only knew the target was there due to radar.
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Old 07-07-07, 10:49 PM   #22
Mechman
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The smoke off the burning patches they leave behind seems to be moving pretty fast. The smoke speed fix doens't seem to work on it at all.
Other than that, sweet mod.
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Old 07-08-07, 02:26 AM   #23
Krupp
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Quote:
Originally Posted by Redwine


Leo ask him for permision time ago, and Krupp give it, but was imposible for us to contact him fro recheck...
Hi,

My apologies for not been checking messages lately. Work and a 5 month old boy takes all my time at the moment.

If you still have a need to use dimension fix-mod, of course you can use it

Thanks for your hard work fellas.
__________________
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Die with dignity."
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Old 07-08-07, 03:12 AM   #24
Bluesub 6
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Hi, Redwine
do you now create a new version of your mod?
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Old 07-08-07, 07:05 AM   #25
Redwine
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Quote:
Originally Posted by tater
No, I did that even before I launched it.

The CTD seemed effect related.

Ship/mission CTDs (I have a lot of experience with them) invariably happen when the unit gets inside the render range as they go from abstract "dot on a map" to rendered groups.

This happened during an explosion, there were no other ships since it was pouring rain, and I only knew the target was there due to radar.
We need to explore this, i need to discover what changes you had done into your installation to cause it..

Was you using a saved mission or single mission ?

If yes, please try into a fresh campaign.

Did you added some extra ship ?

Please stay tuning here, i need to discover it to discover a compatibilization.

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Old 07-08-07, 07:07 AM   #26
Redwine
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Quote:
Originally Posted by Mechman
The smoke off the burning patches they leave behind seems to be moving pretty fast. The smoke speed fix doens't seem to work on it at all.
Other than that, sweet mod.
Hi Mechman... i touched only grphics, and nothing related to the particles files.

What file is touched by the smoke speed fix ?

I think so any of the Die Slowly files touched it...

Please comment.
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Old 07-08-07, 07:08 AM   #27
Redwine
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Quote:
Originally Posted by Krupp
Quote:
Originally Posted by Redwine


Leo ask him for permision time ago, and Krupp give it, but was imposible for us to contact him fro recheck...
Hi,

My apologies for not been checking messages lately. Work and a 5 month old boy takes all my time at the moment.

If you still have a need to use dimension fix-mod, of course you can use it

Thanks for your hard work fellas.
Lot of Thanks , Krupp !!!

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Old 07-08-07, 07:13 AM   #28
Redwine
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Quote:
Originally Posted by Bluesub 6
Hi, Redwine
do you now create a new version of your mod?
Yes ... BlueSub, is is the Stage 16, the last release was the Stage 14.... and Stage 16 may be the version number between 25 or 30.

Stage 15 ws for testing not a public release.

Leo has some news to add, and a satge 17 for test is incoming and a Stage 18 for release too.

This version Stage 16, has many new in relationship with the old Stage 14, Leo add a compartement distribution and load up dicriminated into almost all ships.

These changes cause more diferent effects and ways to sink.

Sub was made more weak, and some new torpedo splashes effects was added.
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Old 07-08-07, 07:20 AM   #29
Redwine
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Quote:
Originally Posted by tater
No, I did that even before I launched it.

The CTD seemed effect related.

Ship/mission CTDs (I have a lot of experience with them) invariably happen when the unit gets inside the render range as they go from abstract "dot on a map" to rendered groups.

This happened during an explosion, there were no other ships since it was pouring rain, and I only knew the target was there due to radar.
One posibility is... this happens due a loss or lack of a texture ....

Did you chnaged any texture ?

Did you used the complete zones.cfg file of the mod or you made a crop of it ?

Did you changed the particles file by some other mod ?

I can send my particles file to you for test...
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Old 07-08-07, 07:23 AM   #30
Redwine
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Quote:
Originally Posted by Mechman
The smoke off the burning patches they leave behind seems to be moving pretty fast. The smoke speed fix doens't seem to work on it at all.
Other than that, sweet mod.
I look into the Smoke Speed Fix, it contains only the Particles.dat file.

It was not touched by Die Slowly, it seems too stange if the mod do not touched it, the fix stop to work.... :hmm::hmm::hmm:
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