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Old 05-16-13, 09:35 PM   #391
Cybermat47
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^^^^

I can't see the pictures, but I assume that it's the guy with the gray jacket instead of the guy with the red shirt? I get that too! Seeing as MFCM AFW/OB should've overwritten his stock texture/GR2 files, I have no idea! It doesn't happen with another crew members!
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Old 05-17-13, 12:06 AM   #392
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Quote:
Originally Posted by Cybermat47 View Post
^^^^

I can't see the pictures, but I assume that it's the guy with the gray jacket instead of the guy with the red shirt? I get that too! Seeing as MFCM AFW/OB should've overwritten his stock texture/GR2 files, I have no idea! It doesn't happen with another crew members!
Yes, the guy with the grey jacket instead of the red and black shirt...
But why can't you see pictures? Weird
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Old 05-17-13, 12:34 AM   #393
Stormfly
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Quote:
Originally Posted by Fifi View Post
Something i wanted to report from long ago:
I'm using MightyFine Crew Mod 1.2.1 Alt faces from day one, but sometimes i get this first guy instead of this second one :




Looking at my mods list (see signature) your mod was always placed before MCCD_1.04_MFCM_1.2.1_compatible, and is overwriten by it AND Stormys DBSM...
Could it come from a bad place in the list?
Or is this known issue?

EDIT: i suppose the first guy is from vanilla game? Maybe i could delete it so that 's always the second guy of mod wich would be present?
this problem is an known old Sh5 loading game/savegame bug, it occours randomly and can mostly be solved by loading the savegame a second time.
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Old 05-17-13, 05:11 AM   #394
volodya61
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Quote:
Originally Posted by Stormfly View Post
this problem is an known old Sh5 loading game/savegame bug, it occours randomly and can mostly be solved by loading the savegame a second time.
agree..
and sometimes it solves when switching the camera.. I mean avatar camera to external camera and back..
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Old 05-17-13, 05:54 AM   #395
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Quote:
Originally Posted by volodya61 View Post
agree..
and sometimes it solves when switching the camera.. I mean avatar camera to external camera and back..
Yes! that's right! i noticed it too!

Quote:
Originally Posted by Stormfly
this problem is an known old Sh5 loading game/savegame bug, it occours randomly and can mostly be solved by loading the savegame a second time.
Ok, then no worries
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Old 08-22-13, 07:19 AM   #396
Santini
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So for whatever reason, the transition animations (crew going in and out of the tower) have terrible performance for my system

Went ahead and truncated it (because I gotta have this mod, I just gotta) so the tower crew teleport to and from the con, with appropriate sounds

Seems to be working fine so far


from Crew_Idle_Actions_CR.aix:
strategy CR_HF_SUBMERGED(wp)
{
precond
{
#!Wp:IsCrewState(DMG_TKN|HUNTER|HUNTED|PROX_EXPL) and
(Wp:IsSubmerged() or Wp:GetGlobalVariable(VAR_DIVE_ORDER) > 0 ) and
!(Wp:IsTutorial() and !Wp:IsBunkerState())
}
action
{

############## Uncomment for optional beard ######################
Wp:SetBodyPartVisibility("object1_Barba_Cap18", 1);
################################################## ################

if !Wp:IsCurrentWaypoint("CR_HF") then
{
Wp:Teleport("CR_HF");
Wp:SetGlobalVariable(VAR_CR_HF_LOC, 0);
if Wp:GetGlobalVariable(VAR_DIVE_ORDER) == 2 then # jar the landing on crash dive
{
Wp:PlayAttenuatedSoundWithLipsync("MFCM\fall01", 0.5);
}
else
{
Wp:PlayAttenuatedSoundWithLipsync("MFCM\ladder_up" , 0);
}
endif;
}
else
{
if Wp:GetGlobalVariable(VAR_DIVE_ORDER) > 0 and Wp:IsSubmerged() and Wp:GetGlobalVariable(VAR_CR_HF_LOC) == 0 and Wp:GetGlobalVariable(VAR_CR_HA_LOC) == 0 then
{
Wp:SetGlobalVariable(VAR_DIVE_ORDER, 0);
}
endif;

Wp:SetBodyPartVisibility("A_Torso06", 0);
Wp:SetBodyPartVisibility("A_Torso03", 1);
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("object1_Binocular", 0);

Wp:PlayAnimationAndWait( "CR_HF01_Idle01" );
Wp:PlayAnimationAndWait( "CR_HF01_lookat_HA_03" );
Wp:PlayAnimationAndWait( "CR_HF01_Idle02" );
Wp:PlayAnimationAndWait( "CR_HF01_lookat_HA_01" );
Wp:PlayAnimationAndWait( "CR_HF01_Idle03" );
Wp:PlayAnimationAndWait( "CR_HF01_lookat_HA_02" );
Wp:PlayAnimationAndWait( "CR_HF01_Idle04" );
}
endif;
Wp:ScriptCompleted();
}
}

strategy CR_HF_SURFACED(wp)
{
precond
{
Wp:GetGlobalVariable(VAR_DIVE_ORDER) == 0 and
Wp:IsSurfaced() and
!(Wp:IsTutorial() and !Wp:IsBunkerState())
}
action

{
############## Uncomment for optional beard ######################
Wp:SetBodyPartVisibility("object1_Barba_Cap18", 1);
################################################## ###############3

if !Wp:IsCurrentWaypoint("WT_CR01") then
{
Wp:PlayAttenuatedSoundWithLipsync("MFCM\footsteps0 1", 0.75);
Wp:Teleport("WT_CR01");
Wp:SetGlobalVariable(VAR_CR_HF_LOC, 5);
}
else
{
Wp:SetBodyPartVisibility("A_Torso03", 0);
Wp:SetBodyPartVisibility("A_Torso06", 1);
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("object1_Binocular", 1);

Wp:PlayAnimationAndWait( "WATCH03_Idle01" );
}
endif;

Wp:ScriptCompleted();
}
}

strategy CR_HA_SUBMERGED(wp)
{
precond
{
# !Wp:IsCrewState(DMG_TKN|HUNTER|HUNTED|PROX_EXPL) and
(Wp:IsSubmerged() or Wp:GetGlobalVariable(VAR_DIVE_ORDER) > 0 ) and
!(Wp:IsTutorial() and !Wp:IsBunkerState())
}
action
{

############## Uncomment for optional beard ######################
Wp:SetBodyPartVisibility("object1_Beard_CAP04", 1);
################################################## ################

if !Wp:IsCurrentWaypoint("CR_HA") then
{
Wp:SetBodyPartVisibility("object1_Binocular", 0);
Wp:Teleport("CR_HA");
Wp:SetGlobalVariable(VAR_CR_HA_LOC, 0);
if Wp:GetGlobalVariable(VAR_DIVE_ORDER) == 2 then # jar the landing on crash dive
{
Wp:PlayAttenuatedSoundWithLipsync("MFCM\fall02", 0.5);
}
else
{
Wp:PlayAttenuatedSoundWithLipsync("MFCM\ladder_up" , 0);
}
endif;
}
else
{
if Wp:GetGlobalVariable(VAR_DIVE_ORDER) > 0 and Wp:IsSubmerged() and Wp:GetGlobalVariable(VAR_CR_HF_LOC) == 0 and Wp:GetGlobalVariable(VAR_CR_HA_LOC) == 0 then
{
Wp:SetGlobalVariable(VAR_DIVE_ORDER, 0);
}
endif;
Wp:SetBodyPartVisibility("A_Torso07", 1);
Wp:SetBodyPartVisibility("A_Torso05", 0);
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("object1_Binocular", 0);
Wp:PlayAnimationAndWait( "CR_HA_Idle01" );
Wp:PlayAnimationAndWait( "CR_HA_Listen2HF" );
Wp:PlayAnimationAndWait( "CR_HA_LowerDivePlanes" );
Wp:PlayAnimationAndWait( "CR_HA_LookatPanels" );
Wp:PlayAnimationAndWait( "CR_HA_Idle01" );
Wp:PlayAnimationAndWait( "CR_HA_Talk2SO" );
Wp:PlayAnimationAndWait( "CR_HA_RaiseDivePlanes" );
Wp:PlayAnimationAndWait( "CR_HA_Idle01" );
Wp:PlayAnimationAndWait( "CR_HA_Talk2HF" );
}
endif;

Wp:ScriptCompleted();
}
}strategy CR_HA_SURFACED(wp)
{
precond
{
Wp:GetGlobalVariable(VAR_DIVE_ORDER) == 0 and Wp:IsSurfaced() and !(Wp:IsTutorial() and !Wp:IsBunkerState())
}
action
{
############## Uncomment for optional beard ######################
Wp:SetBodyPartVisibility("object1_Beard_CAP04", 1);
################################################## ################

if Wp:GetGlobalVariable(VAR_CR_HA_LOC) == 0 then
Wp:SetGlobalVariable(VAR_CR_HA_LOC, 5)
endif;

if !Wp:IsCurrentWaypoint("WT_CR01") then
{
Wp:PlayAttenuatedSoundWithLipsync("MFCM\footsteps0 1", 0.75);
Wp:Teleport("WT_CR01");
Wp:SetGlobalVariable(VAR_CR_HA_LOC, 5);
}
else
{
Wp:SetBodyPartVisibility("A_Torso07", 0);
Wp:SetBodyPartVisibility("A_Torso05", 1);
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("object1_Binocular", 1);


Wp:PlayAnimationAndWait( "WATCH01_Idle01" );

}
endif;

Wp:ScriptCompleted();
}
}
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Old 08-22-13, 04:52 PM   #397
THE_MASK
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Have a look at the mod date . The mod needs an update by someone .
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Old 08-22-13, 09:32 PM   #398
Santini
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Heh, well, I can post my regression patch if you'd like...

But it doesn't add features, it removes them
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Old 08-22-13, 10:05 PM   #399
THE_MASK
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Quote:
Originally Posted by Santini View Post
Heh, well, I can post my regression patch if you'd like...

But it doesn't add features, it removes them
That's exactly what I want , thanks .
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Old 08-22-13, 10:49 PM   #400
Santini
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Done!

Check PM's
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Old 08-31-13, 06:44 PM   #401
THE_MASK
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Is this going to be a mod release Santini ?
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Old 08-31-13, 08:57 PM   #402
Santini
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http://www.subsim.com/radioroom/down...o=file&id=4184
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Old 09-04-13, 05:23 AM   #403
Shaz_NZ
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Default will not let me download

Hi All

Been a member for a long time and just got back into playing and wanted it to be more real.. this file seems to be the best thing going by all the posts

but it will not let me download it
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Old 12-12-13, 04:10 PM   #404
archer9
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Great mod but I don't think I want all the features it has... I really want to get rid of the deck crew's pointing animation though. And moving WO away from the UZO would also be great. Is it possible to somehow have just these 2 changes? I'm willing to learn if it involves some degree of modding.
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Old 09-17-15, 03:25 PM   #405
q800
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Hi all!

Got question. Which file/directory responds to crew heads? Can't figure it out. I'm using The Wolves of Steel that incorporates Mightyfine Crew stock faces. I'd like to have oficers wearing hats (alt faces). I tried to copy files from MFC alt faces, and tried to enable MFC alt faces with JSGME. In both cases there was something messed up (First minutes of playing game with alt faces revealed that chief and navigator don't respond to commands. Chief doesnt say nothing to "charge batteries" command. Navigator doesn't respond to "depth under keel" command). Thanks in advance.
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