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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1006 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
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Leovampire..... the most overworked modder at Subsim.
I salute you. ![]()
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#1007 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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Poor Kriller every thing I do makes him want to rework his stuff more. And Jaketoox I ask him for stuff constantly. But they have live's I don't for the most part so I can put more time into things and get us all into more trouble LOL!!! ![]() Duci Tater and I have a lot in common. We don't know when to stop tinkering with our work especialy when we find new stuff to work with. Last edited by leovampire; 10-22-07 at 01:15 AM. |
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#1008 | |
Rear Admiral
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What Leo said! (thanks for fielding the question btw leo, ive been busy)
For right now, "ROW light zones specials" is NOT compatible with TMaru. The reason being, as leo cited, the zones.cfg is not compatible, and you'll get really funky results (assuming the game loads to a mission at all). Some of the core aspects to "Row_light_zones_speical" such as the scene.dat, materials.dat, and particles.dat i intergrated into TMaru itself, so you do not need to run "Row_light_zones_speical" at all. Eventually i'll update TM's zone.cfg with all the specials Leo's packed into the file, but not right now. Im not adding ANYTHING until after patch 1.4 is released, and this mod made compatible. Ive got enough of a birds nest to unravel after the patch, so any new additions are just going to have to wait. edit: Quote:
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#1009 | |
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#1010 |
Rear Admiral
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Sad thing is, i keep trying to quit. I seriously wish that i could just come here, D/L a mod, play the game, and be happy. I fell into this trap during Sh3, wound up tweaking the game more then acutally playing. So when Sh4 first came out, i seriously told myself, "NO MODDING". I seriously thought someone else would have come out with a mod pack. Much to my dissapointment, other then Berry, nobody has.
If the day ever comes where someone comes up with a modpack for the PTO that just buries TMaru, and blows it out of the water, i will be extremely happy. Because then i can just step down, step aside, fade into the background and enjoy things more. |
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#1011 | |
Pacific Aces Dev Team
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![]() ![]() I enjoyed much RUB and NYGM because everything was done there already, but sadly there are always some minor aspects you like different, and when those end you find another, and by then you have learned enough to tweak that other annoying effect and....see it? Here we go again ![]()
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One day I will return to sea ... |
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#1012 | |
Rear Admiral
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#1013 |
Gunner
![]() Join Date: Mar 2005
Posts: 91
Downloads: 88
Uploads: 0
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Im having a problem with trigger maru, all my fire effects turn into large pixels when the mod is active.
anyone know whats up? (newest version 1.64 i use the graphics pack also. Last edited by R3D; 10-23-07 at 09:48 PM. |
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#1014 |
Rear Admiral
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I have no idea, ive never heard of anyone having that problem before.
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#1015 | |
Canadian Wolf
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RDP |
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#1016 | |
Gunner
![]() Join Date: Mar 2005
Posts: 91
Downloads: 88
Uploads: 0
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the bug also affected the oil slicks, turned em all into big black squares and the fire swere big orange square's,. nobody else checked the 1.64 version and got this error? is there a setting of some kind or a line in the .dat file i can edit to fix it? Last edited by R3D; 10-23-07 at 10:09 PM. |
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#1017 |
Rear Admiral
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I can only guess its something specific to a video card, driver version, or mod /texture combination. I haven't run into this problem, so i wasn't aware of it. The particles.dat is from ROW, so you could check there.
:hmm: Are you running ROW textures or not? Maybe thats the problem. I should go back and check that i suppose. In otherwords, i wonder if that file is calling on a specific graphic that wont be present unless your running ROW as well. |
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#1018 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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http://files.filefront.com/firetextu.../fileinfo.html
This is a fix for that problem 9 times out of ten. Only a handfull of people has had this happen. But install these 2 file textures in the texture folder of the mod Data/Texture/TNormal/tex And make sure you do not have 2 differn't particles.dat file's in your game The particles file from ROW specificly points to these 2 files plus the Oil slik texture so if you do not have them in the game using our particles file from ROW you get these fire and oil slik problems. ![]() This is his problem DUCI. Unlike the old fire textures for the game the new one created for ROW is animated so it need's both texture files to work properly. Last edited by leovampire; 10-23-07 at 11:02 PM. |
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#1019 |
Rear Admiral
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Thanks Leo. Seems i made a boo boo, i didn't realize the particles.dat was texture dependant. Since i run your excellent mod anyway, i would never have known tell someone pointed it out to me
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#1020 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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The particles file wasn't dependent before but in order to create the new effect's for the mod it became dependent on those 3 file's. Just like if we manage to create new and seperate explosions just for the oil and fuel that would mean new textures to go with them as well. Unfortunatly new effect's for the game requires certain links to new items and dependancies. |
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