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Old 07-30-13, 07:25 AM   #136
makman94
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Quote:
Originally Posted by Uboat177 View Post
Hello Makman,

I was wondering if you could help me with this graphics bug that I just encountered. When the weather is overcast but not raining the sky is messed up - I get weird banding but everything looks fine when I zoom in with binoculars. Also everything seems fine with other weather conditions. So your mod is excellent apart from this issue. Could be on my end.




Am running:

GWX 3
Merchant Fleet Mod
Pascal Port People
Dertien No rank on Crew
Dfant_subflag 2012
Waterstream Exhaust Combi v2.3 for GWX
GWX - Enhanced Damage Effects
M.E.P v4.2
Optional - FSF for MEP v4.2
Optional - Shipvanishinghull for MEP 4.2
M.E.P v4.2 - VisualSensors for GWX3
Real Depth Charge
Hi Uboat177,

try disabling all mods and enable only MEP.
if problem insist then i have read from times to times around here that the users of sh3 commander (are you using this?) must do something with a 'rollback'' button of this app when they are about to install a new mod.
other than the above i have no furhter ideas , i can't reproduce your issue
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Old 07-31-13, 03:43 PM   #137
Uboat177
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Hello Makman,

The issue seems to have went away.

At first, I tried disabling all mods with just MEP on but it didn't have an effect. Then another kind forum member PM'ed me a link to a thread with another person experiencing a similar bug (but not with MEP?) who mentioned constantly alt-tabbing to the desktop as the weather changed. I was doing the same thing at the time the bug appeared and saved the game with the bug still present, possibly corrupting the game. I was also advised to set game to XP SP3 compatility.

So I reloaded a save in base and the next time I got cloudy weather it was fine.

Regards,
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Old 09-08-13, 03:31 PM   #138
sublynx
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Thanks for this beautiful sea! I'm really looking forward to seeing all the different sea states in different lighting conditions
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Old 09-14-13, 04:55 AM   #139
sailor_X
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I just noticed I can raise loop antena being underwater with shift+v, using visual sensors for GWX with anvart's FUMO mod

I dived with antena up, but it should go down automatically when ordering dive right ?
 
Old 09-16-13, 09:52 AM   #140
makman94
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I just noticed I can raise loop antena being underwater with shift+v, using visual sensors for GWX with anvart's FUMO mod

I dived with antena up, but it should go down automatically when ordering dive right ?
hi sailor_X,

this is not altering by the files of MEP
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Old 09-16-13, 10:00 AM   #141
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Quote:
Originally Posted by sublynx View Post
Thanks for this beautiful sea! I'm really looking forward to seeing all the different sea states in different lighting conditions
thank you too Sublynx

Two more pics that i liked :



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Last edited by makman94; 09-17-13 at 02:26 AM.
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Old 09-16-13, 10:28 AM   #142
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Quote:
Originally Posted by makman94 View Post
hi sailor_X,

this is not altering by the files of MEP
Sorry, but I don't understand what you mean
 
Old 09-16-13, 10:36 AM   #143
desertstriker
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Quote:
Originally Posted by sailor_X View Post
Sorry, but I don't understand what you mean
MEP has no effect on the files that are responsible for the antenna
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Old 09-16-13, 10:44 AM   #144
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Quote:
Originally Posted by desertstriker View Post
MEP has no effect on the files that are responsible for the antenna
Ok nevermind then..
 
Old 09-17-13, 06:26 AM   #145
makman94
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Default Polygon Effect Solved !

hello guys,

for those who doesn't know what ''Polygon Effect'' is look here:
http://www.subsim.com/radioroom//sho...d.php?t=149376

this problem is something that was bothering me long time now since the first versions of MEP ( at the first versions ,this was exactly the main goal ,to eliminate as possible this ugly issue).
i had a sudden idea today ,tested it and finally, i managed to nail down the value that is causing these ugly reflections.
all tests so far shows that this problem has allready become ...history !

i will make some more tests to get sure and if all are ok i will release an update for M.E.P v4.2 to v4.3

the fix is pretty easy and i will give instructions so everyone to import it in his preferable enviro and get rid of these crappy reflections once and for all.
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Old 09-17-13, 06:35 AM   #146
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Great news
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Old 09-21-13, 11:52 AM   #147
LGN1
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Quote:
Originally Posted by makman94 View Post
hello guys,

for those who doesn't know what ''Polygon Effect'' is look here:
http://www.subsim.com/radioroom//sho...d.php?t=149376

this problem is something that was bothering me long time now since the first versions of MEP ( at the first versions ,this was exactly the main goal ,to eliminate as possible this ugly issue).
i had a sudden idea today ,tested it and finally, i managed to nail down the value that is causing these ugly reflections.
all tests so far shows that this problem has allready become ...history !

i will make some more tests to get sure and if all are ok i will release an update for M.E.P v4.2 to v4.3

the fix is pretty easy and i will give instructions so everyone to import it in his preferable enviro and get rid of these crappy reflections once and for all.
Great news, Manos!

Any progress on this?

Cheers, LGN1
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Old 09-21-13, 02:54 PM   #148
Hitman
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Quote:
i managed to nail down the value that is causing these ugly reflections
Was the solution in the "patches" parameter?
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Old 09-22-13, 04:15 AM   #149
makman94
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Quote:
Originally Posted by LGN1 View Post
Great news, Manos!

Any progress on this?

Cheers, LGN1
hello there LGN1 ,
yes , i made more tests and i am sure that problem i solved !
so far everything looks great so i am saying that 99,9% problem i solved, i am leaving this 0,1% becuase with this damn game ,you never know

Quote:
Originally Posted by Hitman View Post
Was the solution in the "patches" parameter?
no Alberto ,
the solution must be credited to Phillip Thomsen!
story is like this, long time ago someone had told me that the issue is not happening in Thomsen's water and indead that is true. i was trying to see why in PT's mod the issue was cleared and i came to the conclusion that i had to use his waves if i wanted to get rid of the issue. the 'problem' for me was that i found PT's waves very 'unnormal' for my tastes so i let it go back then.
later i noticed ( http://www.subsim.com/radioroom/show...9&postcount=52 ) that ''...the issue is happening on the big changes of weather...'' and i remembered PT's mod again so i went back and start digging in his waves settings and....bingo !
in PT's mod all values in LargeWavesArmonics are the same and thats exactly the trick !

by setting to all LargeWavesArmonics values (situations [0],[1],[2]) the same value as in the large waves (in situation [3]) the polygon effect is gone once and for all !
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Old 09-22-13, 01:12 PM   #150
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Thanks for your reply, Manos

Just to be sure:

The setting is in scene.dat -> Node-Sky -> EnvSim -> Wind -> WavesProperties.

In the stock version the first two settings ([0][1]) have a value of LargeWavesArmonics=3, the other two ([2][3]) LargeWavesArmonics=1. All of these should have the same value.

Do you have recommendation for this value?

Regards, LGN1
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