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Old 11-05-07, 05:34 PM   #1
TheDarkWraith
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Quote:
Originally Posted by rik007
Hi Racerboy! Great mod I noticed that bodies also appear after DC's exploded. Is it possible to get debris instead of bodies?

Rik
very interesting :hmm: I will run some tests to see why. Thanks for the post
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Old 11-05-07, 06:04 PM   #2
TheDarkWraith
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okay, I tested deep depths, shallow depths, basically all different depths while being DC'd. I was unable to recreate what you experienced.
How many bodies did you see on the surface? What kind were they (were they all the gunner with the yellow lifejacket and helmet)?
What I'm surmising happened is you were at shallow depth in your sub, the ship set their DC's to a very shallow depth and basically they ignited as soon as they hit the water. This caused an explosion on the ship which thus caused the bodies.
Can you tell me what kind of ship that was DCing you? And what depth you were at?
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Old 11-05-07, 08:30 PM   #3
TheDarkWraith
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Default playable preview of v2.03's new sound idea

Here is a small preview of a new item in v2.03 of the SH4 effects (and more) for SH3. All the graphics have been stripped as this is to demonstate my new idea to everyone and for some feedback from the masses. The new idea is making ships seem alive and not like drones. When you run the test mission you will see what I mean. Please see the included text file 'Readme_from_Racerboy' for details. Here are the contents of that file:

Please extract the folder 'Racerboy_SH4_Effects_for_SH3_2_03_preview' to the MODS folder. Enable via JSGME.

This is to evaluate my 'live AI ships' idea for v2.03. Please run the single mission 'live_AI_ships_day'. Here is what I would like for you to do in that single mission:
Your sub (VIIb) is surfaced, 1000m south-east of a small convoy consisting of a coastal merchant, C2 cargo, and an LST. The convoy is on an easterly course at 5knots. Select binocular view and set your sights on the LST. Now select him by pressing the space bar. Now external cam out (F12) and get off the starboard side of the LST. Continue following the LST. Now select WO-->crew on deck-->man the deck gun. This will start your crew lobbing shells at the LST. Once they make the first hit the LST will start actively searching for you and once locked on will sound the boatswain's whistle, followed by the general quarters announcement on the ship's address system, followed by the general alarm. Blasts from the ship's horn will also happen. The LST will also lob starshells in your direction. After you have seen/heard this please exit mission. Re-Enter the mission and do the same but this time keep your view on the bridge. Enjoy!

Try external camming out to each ship to hear the different sound effects when you re-start the single mission I provided. The C2 and the coastal merchant are using the same sound effect but could use entirely different ones. One could even have a horn, or a starshell gun. You control how you want your ships setup.

Racerboy

http://rapidshare.com/files/67734698...review.7z.html

EDIT:

To avoid confusion and panic please disable any version of my SH4 effects for SH3 mod before enabling this test mission. Forgot to mention this the first time.

Last edited by TheDarkWraith; 11-05-07 at 09:16 PM.
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Old 11-05-07, 08:55 PM   #4
slow_n_ez
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Crap ! I gonna miss out on this test but it sounds great ..... I get :

"Campaign_SCR.mis" has already been altered by the "Harbour_Traffic_1.43_subnets&minefields" mod.
"particles.dat" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"particles.dsd" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"NKLS_.eqp" has already been altered by the "Lights" mod.
"NKSQ_.eqp" has already been altered by the "Lights" mod.
"AI_Flare_Launch.wav" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"AI_Flare_Launch_hyd.wav" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"Sh3.sdl" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.

Using this mod will havea adverse effect on your game ........................
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Old 11-05-07, 09:02 PM   #5
TheDarkWraith
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Quote:
Originally Posted by slow_n_ez
Crap ! I gonna miss out on this test but it sounds great ..... I get :

"Campaign_SCR.mis" has already been altered by the "Harbour_Traffic_1.43_subnets&minefields" mod.
"particles.dat" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"particles.dsd" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"NKLS_.eqp" has already been altered by the "Lights" mod.
"NKSQ_.eqp" has already been altered by the "Lights" mod.
"AI_Flare_Launch.wav" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"AI_Flare_Launch_hyd.wav" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"Sh3.sdl" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.

Using this mod will havea adverse effect on your game ........................
it's quite okay. You're just enabling the mod to do the test mission. Since it's based on v2.021 in a way it's completely safe! You will want to disable it after you've played around with the test mission as the graphics and all have been stripped from the particles.dat file.
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Old 11-05-07, 09:06 PM   #6
Wolfehunter
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You know I will Racerboy. Going to test it for you.. I have a harbour full of active ships waiting not to hit ground!.:p
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Old 11-05-07, 09:11 PM   #7
TheDarkWraith
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Quote:
Originally Posted by Wolfehunter
You know I will Racerboy. Going to test it for you.. I have a harbour full of active ships waiting not to hit ground!.:p
It's only meant for the test mission I provided. You'll see why if you try to use it outside of the test mission.
There are only 3 ships setup with this new idea, the C2, the coastal merchant, and the LST. This is just the start of my grand idea, well one of many..
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