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Old 10-14-13, 03:47 PM   #16
tonschk
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Quote:
Originally Posted by TheDarkWraith View Post
v1.0.2.0 released. See post #1


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Old 10-16-13, 08:58 PM   #17
lodebeard
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Wicked sauce. Thanks!
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Old 10-18-13, 07:06 PM   #18
Bathrone
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This conflicts with Dynamic Environment on waterPS.fx

Im confused if Gaps file is based on revision 1.0.2.0 of TDW's file? Thanks Gap for trying to merge the changes

What will I be missing from Dynamic Environment if I apply this without it merged? Any chance of a merged file being released for TDWs latest 1.0.2.0?

Many thanks
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Old 10-18-13, 07:20 PM   #19
gap
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Quote:
Originally Posted by Bathrone View Post
This conflicts with Dynamic Environment on waterPS.fx

Im confused if Gaps file is based on revision 1.0.2.0 of TDW's file? Thanks Gap for trying to merge the changes
Hi Bathrone, my last upload of the compatibility patch refers to v 1.0.2.0 of TDW's mod. Seeing that he was always anticipating my patches with new versions of the mod , I decided to wait a while before uploading my next merge. Moreover, I think it is better testing the mod in its original version: if you used my merge and something went wrong, you wouldn't know whre the error is coming from. In any case, tomorrow I will upload an update of the compatibility patches.

Quote:
Originally Posted by Bathrone View Post
What will I be missing from Dynamic Environment if I apply this without it merged? Any chance of a merged file being released for TDWs latest 1.0.2.0?
It depends if you use or not DynEnv's Clear Water Surface submod. See below for details:

Quote:
Originally Posted by gap View Post
Since we are at it, I will remind you that DynEnv Base Mod's water shaders were edited for decreasing foam opacity, and that the Clear Water Surface submod (also deviced in coolaboration with TDW) is required for making dat ships visible underwater when camera is above water. Enabling the regular version of WRDWFAC on top of the latter mods is possible, but it would break the functionalities descibed above.
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Many thanks
My own pleasure.
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Old 10-19-13, 06:13 PM   #20
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Default DynEnv v2.9 - Water Reflections Intensity Varied by Available Sunlight v1.0.2.0

Update of my merge for full compatibility of Dynamic Environment v2.9 with the latest version of Water Reflections Intensity Varied by Available Sunlight:

http://www.mediafire.com/?r24c0hcoe7ezkus

Release notes and installation guide as per previous version. As before, I have double-double-checked that I didn't introduce any error accidentally. Nonetheless, you should be aware that I am releasing the mod without having tested it. I rely on you for testing, so any feedback (both positive or negative) is very appreciated.
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Old 10-19-13, 06:34 PM   #21
Echolot
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Thank you gap. But there is no data folder for use with JSGME? (data/Shaders/...)
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Old 10-19-13, 06:50 PM   #22
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Quote:
Originally Posted by Echolot View Post
Thank you gap. But there is no data folder for use with JSGME? (data/Shaders/...)
My bad: I had forgotten that folder. Thank you for pointing me to the mistake, and download again the mod for correct path
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Old 10-19-13, 07:04 PM   #23
Paajtor
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Quote:
Originally Posted by TheDarkWraith View Post
I was watching the new let's play series and saw the reflections on the water with the fog (even though he couldn't see the ship).
You mean these series?
Anyway, one of his let'splays shows exactly what you describe....bothered me a bit as well, so great job done fixing this.
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Old 10-19-13, 07:20 PM   #24
gap
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Quote:
Originally Posted by Paajtor View Post
You mean these series?
Anyway, one of his let'splays shows exactly what you describe....bothered me a bit as well, so great job done fixing this.
The Dutch mountains?
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Old 10-20-13, 05:50 AM   #25
Paajtor
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Quote:
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The Dutch mountains?
yeah, I live in the only part of NL that has hills & valleys....way down in the south :P
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Old 10-30-13, 08:51 AM   #26
gap
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Hase anyone tested this mod and/or my DynEnv-compatible versions of it?

I need for this information before I "ufficialize" the release of the latter

Quote:
Originally Posted by gap View Post
Update of my merge for full compatibility of Dynamic Environment v2.9 with the latest version of Water Reflections Intensity Varied by Available Sunlight:

http://www.mediafire.com/?r24c0hcoe7ezkus

Release notes and installation guide as per previous version. As before, I have double-double-checked that I didn't introduce any error accidentally. Nonetheless, you should be aware that I am releasing the mod without having tested it. I rely on you for testing, so any feedback (both positive or negative) is very appreciated.
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Old 10-30-13, 09:24 PM   #27
lodebeard
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will test.

Should I be watching for anything in particular, gap?
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Old 10-31-13, 03:31 AM   #28
plj
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Quote:
Originally Posted by gap View Post
Hase anyone tested this mod and/or my DynEnv-compatible versions of it?

I need for this information before I "ufficialize" the release of the latter
I'm running it ... but from Memel to Danzig bay the weather has been almost too calm and given my new route .. I havent had any visual contact yet .. should have some meaningfull comments today or tomorrow.
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Old 10-31-13, 06:44 AM   #29
gap
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Quote:
Originally Posted by lodebeard View Post
will test.

Should I be watching for anything in particular, gap?
Quote:
Originally Posted by plj View Post
I'm running it ... but from Memel to Danzig bay the weather has been almost too calm and given my new route .. I havent had any visual contact yet .. should have some meaningfull comments today or tomorrow.
Thank you guys.

I would be very grateful if some of you could test the Clear Water Surface version (which you should enable after the corresponding DynEnv's optional mod). You should check whether:

- GR2 ships' water reflections are still affected by sunlight and range, as per TDW's mod features;

- at certain angles, dat ships' keels and shallow sea beds are still visible trough the sea surface, as per DynEnv - Clear Water Surface features (look here and here for some visual examples of what I am saying);

- no artifacts or other weird issues are caused by the merged settings.
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Old 10-31-13, 09:26 PM   #30
lodebeard
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I spent all my gaming time last night playing cat-and-mouse with a destroyer at night, so I have no results to report yet.
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