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Old 05-20-11, 02:50 PM   #271
SteelViking
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Thank you Rongel for doing that, getting the other ships shaped up and too me. I wouldn't be importing ships as well without your advice and guidance on the subject. If you don't mind Rongel, I would like to send all future ships to you before releasing them so that you can cross check my work.

About the sound for fires, explosions, etc. I think they are working. I know that the explosions are working, and I want to say I have heard flames as well......will test shortly. I was lucky enough to get some time today to work So I should be able to finish that tug boat I was working on.

Cheers everyone
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Old 05-20-11, 04:19 PM   #272
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hmm cant hear any ship triggered FX effects from you ship as well, only shell impact sounds...
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Old 05-20-11, 04:30 PM   #273
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Quote:
Originally Posted by Stormfly View Post
hmm cant hear any ship triggered FX effects from you ship as well, only shell impact sounds...
You all won't hear any sounds until you change the boxes's zones to point to the new baza FX effects that SH5 provides. This is where I said verify the boxes's zones to the \data\Zones.cfg file
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Old 05-20-11, 04:32 PM   #274
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Quote:
Originally Posted by Stormfly View Post
hmm cant hear any ship triggered FX effects from you ship as well, only shell impact sounds...
Yes I just tested too, no fire sounds from imported ships... Didn't get secondary explosion this time, but I bet no sound from it either. Impact sounds and sinking sounds work fine. Hmm... Could it come from the .fx files in stock? For example HogIsland has HogIsland_FX.GR2 and HogIsland_FX.dsd. Too bad I don't understand these files...

Also noticed one thing, SteelViking added sound to the bow wave (which was a nice little detail ) , so we should add sound to stern wake also (Ship.Cargo.ShipwakeSternFast/Slow). Stock SH 5 ships have this also.

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Quote:
You all won't hear any sounds until you change the boxes's zones to point to the new baza FX effects that SH5 provides. This is where I said verify the boxes's zones to the \data\Zones.cfg file
Thanks for the tip! Too bad I don't really understand how it's done, and what exactly needs to be done... SteelViking?
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Old 05-20-11, 04:50 PM   #275
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Thanks for the tip! Too bad I don't really understand how it's done, and what exactly needs to be done... SteelViking?
Select the root node of the ship in Goblin Editor. Right click on it and select 'Show Damage'. You'll see it draw boxes on the screen on the ship. Each box has an associated zone number in \data\Zones.cfg. That zone number determines that zone's hitpoints, armor level, effects to be played based on damage taken, and flooding model. My FX_Update mod changed many of the ships (almost all if not all the merchants) zones to point to some new zones for a different flooding/damage model.
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Old 05-21-11, 04:03 PM   #276
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Okay, just got around to looking into this zone verifying/no sound business in depth. So, TDW what you are saying is that we should change the values of the damage zones(boxes) themselves to point to a value in the zone.cfg that SH5 is supposed to use. I am asking for confirmation because the values in right now for the SHIV ships is a valid entry in the zone.cfg, I am guessing it is just wrong for SH5.
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Old 05-21-11, 04:53 PM   #277
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Here are some of the buoys added to the campaign.
This is looking back at Bergen harbour.



And further out.



Out through Bergens deep water sound.

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Old 05-21-11, 05:00 PM   #278
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very nice trevally
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Old 05-21-11, 05:05 PM   #279
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very nice trevally
They float nicely Stoian
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Old 05-21-11, 07:31 PM   #280
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ohh this lights look very nice, thank you trevally
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Old 05-21-11, 10:27 PM   #281
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So... will I need to remove all the mods I have installed to try this out in a new campaign?
I read most of the pages of this thread but I may have missed it.
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Old 05-22-11, 01:06 AM   #282
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Quote:
Originally Posted by Alky View Post
So... will I need to remove all the mods I have installed to try this out in a new campaign?
I read most of the pages of this thread but I may have missed it.
Is still under development, only a small test version is released with the mare nostrum campaign. You dont need to remove anything, but some conflicts with other mods may occur... for example with FX update.
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Old 05-22-11, 01:14 AM   #283
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Just thought of another way that we might be able to lower the computer resource usage of "docked" ships. We could either NULL out, or just delete everything in the .sns files for the ships. I would imagine a ships sensors takes up a little computing power.

Just a thought fellas
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Old 05-22-11, 01:29 AM   #284
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Quote:
Originally Posted by Zedi View Post
Is still under development, only a small test version is released with the mare nostrum campaign. You dont need to remove anything, but some conflicts with other mods may occur... for example with FX update.
I just removed FX Update because of Lag Spikes when Distress flare is launched.
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Old 05-22-11, 02:36 AM   #285
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Quote:
Originally Posted by SteelViking View Post
Just thought of another way that we might be able to lower the computer resource usage of "docked" ships. We could either NULL out, or just delete everything in the .sns files for the ships. I would imagine a ships sensors takes up a little computing power.

Just a thought fellas
I would love to have few zombies specially designed for ports.. its just killing me to see the ports so empty and abandoned Also, I would love to have few small wood boats to simulate the traffic between coast and docked ships. the spec ops boats are looking too odd for it.
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