SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

View Poll Results: Shall the PE 2.1 be one big mod with all included or smaller mods?
release the new PE in small mods now, f.ex. clouds, special effects etc. 86 23.56%
release PE 2.1 as one big mod and let me wait for it! 279 76.44%
Voters: 365. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 05-12-08, 12:45 AM   #766
Defiance
Grey Wolf
 
Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
Default

Hiya AlmightyTallest,

I am assuming (bad i know) he has still to sort some ships

He did say there's lots of nodes to be altered

Darn nice work K2 and Crew

And as said, The PDF is a Very Nice touch

Have Fun

Ciao

Def
Defiance is offline   Reply With Quote
Old 05-12-08, 09:10 AM   #767
AlmightyTallest
Machinist's Mate
 
Join Date: Jan 2008
Posts: 126
Downloads: 14
Uploads: 0
Default

Hey Defiance, thanks for the response. That's pretty much what I was guessing at too, that kriller just hasn't gotten to the American ships yet. Just wanted to be sure I had PE 3.3 installed properly.

One final question, when using NSM 4 with the new RFB 1.5, should we use the Special Effects for NSM 4?
AlmightyTallest is offline   Reply With Quote
Old 05-12-08, 09:17 AM   #768
DrBeast
The Old Man
 
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by AlmightyTallest
One final question, when using NSM 4 with the new RFB 1.5, should we use the Special Effects for NSM 4?
Correct. Just bear in mind that Allied ships aren't covered by NSM4, only Japanese. We're still waiting for WernerSobe to update his mod.
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 05-12-08, 09:23 AM   #769
Defiance
Grey Wolf
 
Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
Default

Hiya,

Well DB beat me to it lol

edited my reply

Have Fun

Ciao

Def
Defiance is offline   Reply With Quote
Old 05-12-08, 09:27 AM   #770
DrBeast
The Old Man
 
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by Defiance
Hiya,

Well DB beat me to it lol

edited my reply

Have Fun

Ciao

Def
Too Fast For You! :rotfl:
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 05-12-08, 09:34 AM   #771
Defiance
Grey Wolf
 
Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
Default

He he,

Yeah i'm not too fast on the old keyboard while drinking a coffee (was making sure some wise-guy hadn't replied with a funny post !! As i've found out best to drink coffee afk lmao)

Like cell texts, Takes me forever to create one, Then usually i drop or close the cell and lose all i'd punched in

Ahh well

Off to reboot for a trip into the pacific

Have Fun

Ciao

Def
Defiance is offline   Reply With Quote
Old 05-12-08, 01:36 PM   #772
Nisgeis
Ocean Warrior
 
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
Default

Quote:
Originally Posted by akdavis
Quote:
Originally Posted by kriller2
Hi guys,
I have followed Nisgeis directions to import (with S3D) his shell hit work etc. into the materials.dat from Trigger Maru and been testing it with Trigger Maru and RSRD and PE3, it seems to work?

This is for those who are missing the new shell effects and water splashes when using PE3 with Trigger Maru, try it AkDavis, Noir and Syxx Killer
ROW Pacific Environments3_3a patch for TM ( 101 kb)

@FireShip now I will take a look at getting the dive sequence to work with RFB, BTW are you using RFB with PE3 diverate mod?
I think I'm switching over to RFB for now, but I went ahead and tested this. It is different than before, but lacks smoke/fire effects, only chunks flying through the air. Here is a pic with install structure inset (please note I changed the name of the patch file to be clear on order and purpose):


Also tried without RSRDC and without RSRDC and #6 PE3 patch for TM. Had the same outcomes.
Whoops! Sorry for the confusion everyone, but my PC is in bits at the moment, trying to troubleshoot a vista problem and I gave Kriller the wrong info. First I gave the wrong node to copy and second I forgot to mention a second material needed copying. I don't like vista and it keeps crashing in SH4 1.5, so that's why I didn't attempt this myself, but here's a new version to test with, it only took 5 BSODs to test it \o/.

http://files.filefront.com/6+PE3+pat.../fileinfo.html

If people can confirm that works with TM and nothing strange happens, like your crew turning inside out, Kriller can put it up as part of his main distro.
Nisgeis is offline   Reply With Quote
Old 05-12-08, 02:25 PM   #773
Defiance
Grey Wolf
 
Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
Default

Hiya Nisgeis,

The camera.dats exactly the same as the other patch

So i've just copied over the materials.dat

Will try in a few after food

Many Thanks

Ciao

Def
Defiance is offline   Reply With Quote
Old 05-12-08, 10:22 PM   #774
akdavis
Samurai Navy
 
Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
Downloads: 0
Uploads: 0
Default

Trying to understand something I think is related to PE3 (but might not be). I call it the "mystery fireball."


(artillery training mission, outcome easily repeatable)

This seems to happen everytime I hit a merchant with a few deck gun shells in the area of the hull towards the center of the ship. Now, it's a bit hollywood for my taste, but that's not the real issue. My concern is, first, its consistency: the effect happens every time with a number of merchants tested. Such a dramatic effect that is so predictable is kind of a shame.

Second, despite the enormous explosion, the ship carries on as if nothing happened. You would think at a minimum, there would serious secondary fires. Also, the location suggests that the ship's machinery should be wiped out.

Anyone have any idea what I am seeing here? I'd really like explosions like this to be a surprise when they happen, like a lucky hit on the ship carrying ammo or av-gas in a convoy.
__________________
-AKD
akdavis is offline   Reply With Quote
Old 05-13-08, 04:22 AM   #775
DrBeast
The Old Man
 
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by akdavis
Trying to understand something I think is related to PE3 (but might not be). I call it the "mystery fireball."

*snip*

(artillery training mission, outcome easily repeatable)

This seems to happen everytime I hit a merchant with a few deck gun shells in the area of the hull towards the center of the ship. Now, it's a bit hollywood for my taste, but that's not the real issue. My concern is, first, its consistency: the effect happens every time with a number of merchants tested. Such a dramatic effect that is so predictable is kind of a shame.

Second, despite the enormous explosion, the ship carries on as if nothing happened. You would think at a minimum, there would serious secondary fires. Also, the location suggests that the ship's machinery should be wiped out.

Anyone have any idea what I am seeing here? I'd really like explosions like this to be a surprise when they happen, like a lucky hit on the ship carrying ammo or av-gas in a convoy.
I take it you're using some version of the Special Effects, yes? Effects are triggered when the hitpoints of a particular area have reached a certain threshold. To be honest, I didn't have time to check each and every effect's "trigger point", I just carried them over from the previous version of ROW Special Effects. I might reconsider assigning a threshold of "completely destroyed" for explosion effects to happen in areas such as the engine room and/or fuel bunkers, whereas fire effects happen a bit earlier. Oh, by the way, if you ever see such an explosion happen on your boat, consider reaching for that "Load" button

And since we're talking about effects:


I love the sight of burning Yamatos in the morning!
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 05-13-08, 05:13 AM   #776
Nisgeis
Ocean Warrior
 
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
Default

Quote:
Originally Posted by DrBeast
I take it you're using some version of the Special Effects, yes?
DrBeast, I noticed this when testing the latest TM patch, about three hits on the funnel and then a massive fireball and the funnel came off.

Edit: What does zones.cfg control? Is it the mapping of which effects to play on certain events?
Nisgeis is offline   Reply With Quote
Old 05-13-08, 05:50 AM   #777
DrBeast
The Old Man
 
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by Nisgeis
DrBeast, I noticed this when testing the latest TM patch, about three hits on the funnel and then a massive fireball and the funnel came off.

Edit: What does zones.cfg control? Is it the mapping of which effects to play on certain events?
Eeek! Nope, something's definitely wrong there. There should only be a small splinter-like explosion when the funnel breaks off! Does it only happen with TM or in stock as well?

Among other things, yes. With regards to effects, it controls which effects will occur, when a certain amount of hitpoints has been deduced, or when the crush depth (also defined in that file) has been reached.

ETA: Just checked Special Effects for TMO. Under the Funnels section, I have this:
Code:
Effect1=#Splinter_explosion, 100
which is the correct effect. The effect you and akdavis are describing looks like either a catastrophic_explosion or an oil_explosion :hmm:
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 05-13-08, 05:57 AM   #778
Nisgeis
Ocean Warrior
 
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
Default

Quote:
Originally Posted by DrBeast
Eeek! Nope, something's definitely wrong there. There should only be a small splinter-like explosion when the funnel breaks off! Does it only happen with TM or in stock as well?
I'm fairly sure that it only happens with the #6 Patch for TM, certainly that's the only time I noticed it. I've corrected the materials.dat part of #6 TM patch for PE to get the new shell hit effect working, and here's a link to it:

http://files.filefront.com/6+PE3+pat.../fileinfo.html

If someone tests this to see if it works OK, that's good for go.
Nisgeis is offline   Reply With Quote
Old 05-13-08, 06:02 AM   #779
DrBeast
The Old Man
 
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by Nisgeis
Quote:
Originally Posted by DrBeast
Eeek! Nope, something's definitely wrong there. There should only be a small splinter-like explosion when the funnel breaks off! Does it only happen with TM or in stock as well?
I'm fairly sure that it only happens with the #6 Patch for TM, certainly that's the only time I noticed it. I've corrected the materials.dat part of #6 TM patch for PE to get the new shell hit effect working, and here's a link to it:

http://files.filefront.com/6+PE3+pat.../fileinfo.html

If someone tests this to see if it works OK, that's good for go.
That someone can't be me, I'm afraid, as I don't have 1.5
OK, I looked through the zones.cfg file(s), and I think I'll have to do some number-crunching. Most big-badaboom-type explosions happen way too early (10% of the hitpoints gone? Hm, that ain't good!). What concerns me, however, is that under NSM you might not see any explosions at all, since Werner has completely gotten rid of Hitpoints. I guess I'll try and see. Woo! More Yamatos to sink!
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 05-13-08, 06:23 AM   #780
kriller2
Ace of the Deep
 
Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
Default

Yamatos 0 - Dr. Beast / The special effects team 32

"Dr. Beast and his special effects team wins with Dr. Beast's launch of 6 torpedoes in the 33'th round !" :rotfl:

Seriously keep up the good work guys, I hope we can find a solution for both SH 1.5 and TM

Quote:
Originally Posted by DrBeast
Quote:
Originally Posted by Nisgeis
Quote:
Originally Posted by DrBeast
Eeek! Nope, something's definitely wrong there. There should only be a small splinter-like explosion when the funnel breaks off! Does it only happen with TM or in stock as well?
I'm fairly sure that it only happens with the #6 Patch for TM, certainly that's the only time I noticed it. I've corrected the materials.dat part of #6 TM patch for PE to get the new shell hit effect working, and here's a link to it:

http://files.filefront.com/6+PE3+pat.../fileinfo.html

If someone tests this to see if it works OK, that's good for go.
That someone can't be me, I'm afraid, as I don't have 1.5
OK, I looked through the zones.cfg file(s), and I think I'll have to do some number-crunching. Most big-badaboom-type explosions happen way too early (10% of the hitpoints gone? Hm, that ain't good!). What concerns me, however, is that under NSM you might not see any explosions at all, since Werner has completely gotten rid of Hitpoints. I guess I'll try and see. Woo! More Yamatos to sink!
__________________
Kriller2.
[MODs]

Real Environment mod

and Pacific Enviroments 4 mod
kriller2 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:17 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.