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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#526 | ||
Machinist's Mate
![]() Join Date: Jan 2009
Location: Germany, about 200km upwards the Weser from bunker "Valentin"
Posts: 125
Downloads: 0
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*bump* Still nobody can help?
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Fette Beute und immer eine Handbreit Wasser unter dem Kiel! |
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#527 | |||
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Sorry to no reply early...I´m with a serious hardware problem (probably memory or virus) and lost a lot o of my last work (including some of the new Dasboot mission) and I´m now installing Sh3 and all my mods again...what is really not easy when you have so much selfmade modifications ,etc ![]() I also really don´t know much to help you because I don´t use RB exaust neither it´s FX mod. The PT kombimod already have the exaust. Ask asanovik7 about it´s RB md, if it have any problems with WS or not (I guess not). In the end they are all JSGME ready, so it´s just a matter to invert the install order if you note any problem. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#528 | |
Samurai Navy
![]() Join Date: Oct 2008
Location: Poland
Posts: 555
Downloads: 197
Uploads: 12
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Quote:
![]() 37 water nodes + 37 control nodes = less nodes than before ![]() ![]() Work in progres: ![]() |
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#529 | ||
Samurai Navy
![]() Join Date: Oct 2008
Location: Poland
Posts: 555
Downloads: 197
Uploads: 12
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#530 |
A-ganger
![]() Join Date: Oct 2008
Location: Belgium
Posts: 79
Downloads: 3
Uploads: 0
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Does this affect framerate much?
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#531 |
Samurai Navy
![]() Join Date: Oct 2008
Location: Poland
Posts: 555
Downloads: 197
Uploads: 12
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Well. I checked game with 37 nodes for XXI, and 53 nodes, and I don't noticed difference.
XXI has big main holes. I can fit less nodes there but this looks less natural than 53. Yes. In XXI I used about 10 nodes more than in Rubinis VIIC water. ![]() I can use less nodes, but for this I must delete some underwater nodes visible durning heavy storm or emergency surface. ![]() |
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#532 |
Sea Lord
![]() Join Date: Feb 2007
Location: Northampton,UK
Posts: 1,859
Downloads: 86
Uploads: 0
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Is there any chance evan82 that you may pass on your work to be converted to work with JSGME
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'It is not surely known when the grey wolf shall come upon the seat of the gods' Ericksmal. |
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#533 |
Eternal Patrol
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Nikbear, I can't look at it right now since I'm at the library and can't use WinRar or 7Zip. However, if all the files are properly pathed, i.e. there is a Data/whatever/file leading to the proper places, simply place the Data folder inside another one and name it Evan82's WaterStreams, or Type XXI WaterStreams, or just call it Shirley if you like. Install that folder into JSGME and it will work fine.
If that's problematic I'll take a look at it tonight and JSGME it for you.
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#534 | |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,908
Downloads: 171
Uploads: 0
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Sub captains go down with their ship! |
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#535 | ||||
Samurai Navy
![]() Join Date: Oct 2008
Location: Poland
Posts: 555
Downloads: 197
Uploads: 12
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![]() ![]() I know. Maybe I work little slowly, but it must be done good. I waiting for the storm again [for better view], and for other little things also. ![]() |
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#536 |
Machinist's Mate
![]() Join Date: Jan 2009
Location: Germany, about 200km upwards the Weser from bunker "Valentin"
Posts: 125
Downloads: 0
Uploads: 0
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Hi again!
After some tests I figured out, that the waterstream mod and Racerboys Sh4 effects for SH3 by asanovic7 aren't compatible. ![]() It seems that materials.dat is the only file wich is shared by these mods. Maybe someone is able to merge them? I've tryed it, but I seem to stupid... ![]()
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Fette Beute und immer eine Handbreit Wasser unter dem Kiel! |
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#537 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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The materials.dat just have the water stream particle itself. That time that i made this mod I was not aware about the possibility to make all this on it's own files. So, is absolutelly possible to make a new .dat just with this water stream particle, this way not messing with others mods that already use materials.dat. If I have time...it's a 5 min task! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#538 |
Machinist's Mate
![]() Join Date: Jan 2009
Location: Germany, about 200km upwards the Weser from bunker "Valentin"
Posts: 125
Downloads: 0
Uploads: 0
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If you'll do that, you get a really happy Smutje.
![]() ![]() Of course, my offering to help you is still up to date, just ask. ![]()
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Fette Beute und immer eine Handbreit Wasser unter dem Kiel! |
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#539 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Ok! Here it is. Just not use the materials.dat that comes whith Water stream mod. Use this one on your library folder and it´s done. No more conflicts with anything that also uses materials.dat.
![]() http://www.mediafire.com/file/dn5zyo...m_material.dat Let me know if you encounter any problem. Don´t forget to not use (you can delete it) the materials.dat from the original WStream mod. Also needs to restart the game to all works again. edit: also this way it becomes now almost totally compatible with GWX2.1/GWX3.0
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#540 | |
Lieutenant
![]() Join Date: Sep 2006
Posts: 259
Downloads: 293
Uploads: 3
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![]() ![]() Perhaps is a good idea to edit the first post of this thread, no? ![]() Moders from Brazil: the best Uboot Captains! |
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