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-   -   [REL]The Wolves of Steel - SH5 Megamod (https://www.subsim.com/radioroom/showthread.php?t=210703)

vdr1981 12-03-15 12:47 PM

Excellent! If it's not too much you can add this platform to the package...:yep:

http://s6.postimg.org/8tve2g5f1/SH5_...4_20_59_21.jpg

gap 12-03-15 01:30 PM

Quote:

Originally Posted by vdr1981 (Post 2363374)
Excellent! If it's not too much you can add this platform to the package...:yep:

http://s6.postimg.org/8tve2g5f1/SH5_...4_20_59_21.jpg

didn't I send you this one already:

http://s6.postimg.org/glc4109kd/GSDFS.jpg

Do you need both? :hmm2:

vdr1981 12-03-15 01:42 PM

Quote:

Originally Posted by gap (Post 2363386)

Do you need both? :hmm2:

Yes...

gap 12-03-15 02:00 PM

Quote:

Originally Posted by vdr1981 (Post 2363391)
Yes...

Is that for aesthetic reasons or for what else?

ColorKraken 12-04-15 05:09 AM

I have a problem some reports are only vocal and nothing is written in the text log.

I had a report of unidentified ship sighted at bearing x.
That was written in the log but the bearing was not written down.
It looks like this.
https://i.imgur.com/1jEIyM6.jpg

Is this a bug or is the game like this?

While this happened I was looking at the map in x64 time compression, could that be the cause?
If this happen, does that mean it's the same ship that was reported earlier as smoke on horizon?

Another question I have is about Silent running.
I give order to "rig for silent running" but only get the answer "cannot comply".
Why? What are the requirements to do silent running?

THEBERBSTER 12-04-15 06:30 AM

Hi Vecko
Are we likely to see "Sweet FX for SH5" being added to TWOS?
If so, are you going to tweak it for us?

Peter

ColorKraken 12-04-15 06:34 AM

Quote:

Originally Posted by ColorKraken (Post 2363518)
Another question I have is about Silent running.
I give order to "rig for silent running" but only get the answer "cannot comply".
Why? What are the requirements to do silent running?

I think I found the cause for this.
I loaded a saved game and a lot of things was reset when loading the save.
For example morale.
And also weather changed from windy and higher waves to clear and calm, two warships I had spotted about 8-10km away suddenly had aggro on me, as if they saw me.
I noticed this problem with airplanes as well.
A airplane flew over me but did not spot me, I made a save right then.
20 minutes later I closed game down and loaded that save next day.
Now airplane instantly saw me and bombed me.

Seems like a lot of things is not saved when making a save, is there any solution for this problem?
Because it feels like it's impossible to save in most situations if all things happening are totally reset and nearby ships attack instantly even if I should be unseen.

vdr1981 12-04-15 08:18 AM

Quote:

Originally Posted by THEBERBSTER (Post 2363525)
Hi Vecko
Are we likely to see "Sweet FX for SH5" being added to TWOS?
If so, are you going to tweak it for us?

Peter

Naaah, I don't think so...It's just graphic eye candy and it's not so important for gameplay or WW2 "feeling"...:yep:


Quote:

Originally Posted by ColorKraken (Post 2363526)
I loaded a saved game and a lot of things was reset when loading the save.

Playing SH for the first time?
It is a well known fact in ALL SH games that saving game near active AI units will not always give you the same conditions after you load your save. This can also corrupt your game save if you create it near some bugged units so you should avoid to save game in similar situations as much as possible.

Check tips for stable gameplay...:yep:

gap 12-04-15 08:20 AM

Quote:

Originally Posted by ColorKraken (Post 2363526)
I think I found the cause for this.
I loaded a saved game and a lot of things was reset when loading the save.
For example morale.

This is new to me

Quote:

Originally Posted by ColorKraken (Post 2363526)
...And also weather changed from windy and higher waves to clear and calm...

Well known bug, common to all the games of the Silent Hunter series :nope:

Quote:

Originally Posted by ColorKraken (Post 2363526)
...two warships I had spotted about 8-10km away suddenly had aggro on me, as if they saw me.
I noticed this problem with airplanes as well.
A airplane flew over me but did not spot me, I made a save right then.
20 minutes later I closed game down and loaded that save next day.
Now airplane instantly saw me and bombed me...

This is another well documented problem. The list of things getting reset after a save/reload also includes AI unit's ammo loadouts and hit points (damage).

Quote:

Originally Posted by ColorKraken (Post 2363526)
...Seems like a lot of things is not saved when making a save, is there any solution for this problem?
Because it feels like it's impossible to save in most situations if all things happening are totally reset and nearby ships attack instantly even if I should be unseen.

I am afraid no proper fix is on the horizon. As a rule of thumb, never save with planes within rendering radius, or during attacks against enemy ships, especially when you have scored some hits or while you are evading enemy escorts. More in general, try not to save while you have enemy planes/ships within the range of your sensors. Should you contravene these rules, be ready to face the consequences, and always keep at least one "safe" savegame just in case. :03:

gap 12-04-15 08:23 AM

@ Vecko

My patch is ready. Can you answer this question please? :03:

Quote:

Originally Posted by gap (Post 2363395)
Is that for aesthetic reasons or for what else?


vdr1981 12-04-15 08:27 AM

Quote:

Originally Posted by gap (Post 2363546)
@ Vecko

My patch is ready. Can you answer this question please? :03:

:up:
I just want to see it's appearance in the game...:yep:

gap 12-04-15 08:32 AM

Quote:

Originally Posted by vdr1981 (Post 2363548)
:up:
I just want to see it's appearance in the game...:yep:

Okay, now I got you: I wanted to know if you needed for any special sizes :03:

gap 12-04-15 09:35 AM

Revised floating-working bunker:

http://www.mediafire.com/download/gd...tillery_GR2.7z

I think it looks much better now. :sunny:

Please note also that now bunker, sandbags and ammo boxes should be liable to collision/damage, though I have not extensively tested this feature yet (new zones settings might require some fine-tuning for optimal results). Talking about it, can you please set two missions -one with a few stukas and a bunker, and the other one with an unarmed bunker at close range for deckgun shooting drills- and tell me what happens? I am especially curious to know if sandbags and ammo boxes are going to take damage. They are not especially important to this mod, but we might need for collisionable/damageable GR2 objects to be used with future mods, and I am a little afraid we will be forced to use dat objects instead due to the current GR2 Editor limitation that I said a few days ago :hmmm:

Next task on my to-do list: the modified platform you have requested, better platform textures, and checking if we can link the platform directly to the bunker model (through Y bone) without loss of gun functionality. If that was possible, it would make your campaign updates a lot easier. :)

THEBERBSTER 12-05-15 06:14 AM

Hi Vecko

Have you ever thought about being able to include a gramophone shufffler in TWOS.

Peter

gap 12-05-15 08:06 AM

Quote:

Originally Posted by THEBERBSTER (Post 2363747)
Have you ever thought about being able to include a gramophone shufffler in TWOS.

http://www.howtogeek.com/57661/stupi...n-a-directory/ :03:

vdr1981 12-05-15 08:39 AM

Quote:

Originally Posted by gap (Post 2363567)
Revised floating-working bunker:

http://www.mediafire.com/download/gd...tillery_GR2.7z

I think it looks much better now. :sunny:

Please note also that now bunker, sandbags and ammo boxes should be liable to collision/damage, though I have not extensively tested this feature yet (new zones settings might require some fine-tuning for optimal results). Talking about it, can you please set two missions -one with a few stukas and a bunker, and the other one with an unarmed bunker at close range for deckgun shooting drills- and tell me what happens? I am especially curious to know if sandbags and ammo boxes are going to take damage. They are not especially important to this mod, but we might need for collisionable/damageable GR2 objects to be used with future mods, and I am a little afraid we will be forced to use dat objects instead due to the current GR2 Editor limitation that I said a few days ago :hmmm:

Next task on my to-do list: the modified platform you have requested, better platform textures, and checking if we can link the platform directly to the bunker model (through Y bone) without loss of gun functionality. If that was possible, it would make your campaign updates a lot easier. :)

Sry for late replay Gap!
They look much better now, indeed...:yep:

I'll test damage model later, I hope they wont sink...:D

EDIT:

And damage model looks and works really nice too...
Sandbags and crates can be destroyed, explosion effects are there and even gun is blocked after enough damage is acumulated. :yep:
Crippled unit/bunker will however stay alive which is better because it will not be removed from the game after save /reload...:yep:

gap 12-05-15 10:01 AM

Quote:

Originally Posted by vdr1981 (Post 2363763)
Sry for late replay Gap!
They look much better now, indeed...:yep:

:up:

Have you compared bunker's appearance with and without low resolution textures? I hope the small textures don't look too dull...

Quote:

Originally Posted by vdr1981 (Post 2363763)
And damage model looks and works really nice too...
Sandbags and crates can be destroyed, explosion effects are there and even gun is blocked after enough damage is acumulated. :yep:

Excellent :woot:

I set the ammo box zone as crytical, simulating that when boxes explode there's a chance that gun crew is killed and/or they have no ammunition available to fire. Not sure if this setting actually works though, as it might require being applied to special zone types.

On an unrelated note, one of these days I need to import a bomb/torpedo/mine in a GR2 file and see if they work. Still wondering why Targor's fine mine model refused to explode on impact :hmmm:

Quote:

Originally Posted by vdr1981 (Post 2363763)
Crippled unit/bunker will however stay alive which is better because it will not be removed from the game after save /reload...:yep:

The way it was meant. I have set the rebound coefficient to nearly 0, and made the bunker very stable. Is pitch and roll noticeable during explosions or on bomb/shell impact?

P.S: the new platforms with better textures look very nice. More on them later ;-)

vdr1981 12-05-15 11:56 AM

Quote:

Originally Posted by gap (Post 2363787)

P.S: the new platforms with better textures look very nice. More on them later ;-)

Both textures are just fine, no need for higher resolutions (this is not first person shooter after all :))
Shaking is barely noticeable...

If you could come up with some platform shape which could look "natural" in both situations when bunker has to be placed closer and further away from the shoreline...:hmmm: That would be "direct hit"...:yep:

gap 12-05-15 12:19 PM

Quote:

Originally Posted by vdr1981 (Post 2363814)
Both textures are just fine, no need for higher resolutions (this is not first person shooter after all :))

Platform walls look quite poor when looked from close distance. The new textures will look much better, with little or no impact at all on game performance :03:

Quote:

Originally Posted by vdr1981 (Post 2363814)
Shaking is barely noticeable...

:up:

Quote:

Originally Posted by vdr1981 (Post 2363814)
If you could come up with some platform shape which could look "natural" in both situations when bunker has to be placed closer and further away from the shoreline...:hmmm: That would be "direct hit"...:yep:

The best would be a platform mimicing a portion of shore, maybe in two versions: sandy and rocky :hmm2:

vdr1981 12-05-15 12:45 PM

Quote:

Originally Posted by gap (Post 2363825)
Platform walls look quite poor when looked from close distance. The new textures will look much better, with little or no impact at all on game performance :03:

OK , I was talking about bunker textures...





Quote:

Originally Posted by gap (Post 2363825)
The best would be a platform mimicing a portion of shore, maybe in two versions: sandy and rocky :hmm2:

I agree that could look very nice and cool but dont forget that sometimes bunker will have to be placed more than 100m from the coast in order to make it functional. If you could come up with such generic coastal shape which could "fit" nicely if bunker is placed 50 or 150m (or more) of the shore, that would be truly excellent...
But if not, you are risking to invest a lot of hard work in something which will look strange and you may not like it...

In my opinion, the best solution would be some kind of generic concrete platform extended at one end so I could use it regardless of bunker distance.
I'm still struggling to come up with what would that shape look alike though, but I'm pretty much sure that it will look like last platform which I was asking from you...:yep:


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