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Whatever you have experienced during your tests, it is happening erratically, or I can't reproduce it on my isntallation of the game :yep: Quote:
Please check in the Library folder all the platform models I have created so far. There should be 10 of the IIRC, though in the test mission you can only see one of them. If you don't have other higher priority requests, I think I will finish the shore-shaped platform now :salute: |
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This may not be good in general, because I may have to get rid of some patches with all of their cool feature, like radio patches or units visual sensors vary with available light ecs (these are some of the patches that I've disabled...) Quote:
Bunker's "floor" texture is flickering when looked from the distance and it looks kind of ugly (check pic). The reason for this bunkers "low" placement on it's platform. If you elevate the bunker (or lower the platforms node/bone) slightly, the problem will be solved...Just slightly, 1m or so...:yep: Also, It would be nice if bunker could be moved more toward the outer edge of the platform. There's to much empty space now and also this would give me few extra meters to ensure land proximity requirement...:yep: http://s6.postimg.org/my0zwrxbh/SH5_...0_18_18_52.jpg EDIT: The platforms are perfect!:yeah: |
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There's nothing wrong how this bunker "sits" on this platform IMO... http://s6.postimg.org/gyd8t4cj1/SH5_...6_02_48_05.jpg EDITThis is the height which bunker should have in order to avoid flickering textures... Quote:
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If it is only happening in nigh time, the first suspect should be the units visual sensors vary with available light patch Quote:
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http://i519.photobucket.com/albums/u...0_23.40.33.jpg http://www.mediafire.com/download/zc...nker_Large.GR2 |
Python API
Hey, is there some python API docs out there?
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The reason why I was asking this form you is because, if bunker is placed close to the shore like in that picture of yours, it will not always work...Sometimes , it has to be placed even further away and that may look strange, if you understand what I mean...Anyway, both positions looks really OK IMO... :yep::yep: Quote:
Stand by for more... |
It seems that when you've been spotted and nearby unit is called, the called unit will quickly set course in your direction with flank speed.
All will look fine until units gets few km from your position (or maybe from coastline, I dont know), and then it will simply stop, dead in the water...And that's it ...:nope: Something like this is also happening in the campaign too... You get near Skapa, something spots you, and all moving active units gets stuck. Now, this issue is probably due to coast proximity, because from what I know, radio function works really good at open seas. Why our previous "sea unit" bunkers would stuck when they lost contact and not now when they are "land units"? Because land unit can only "call" other sea units and not nearby bunkers... There's also one more difference between bunker behaviors now and while they were "sea unit". Befeore, if one bunker starts to engage me, the other nearby bunkers will do the same, even if they dont detect me directly with visual sensors. Now, sub is engaged only from units/bunkers which can detect you... To shorten this long story, the "radio fiction" is most likely responsible for the ugliest bug in SH5 IMO... To test this you can add one destroyer 10-15km away in our CD test mission and observe what will happen...I'm eager to hear your conclusions...:yep: |
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EDIT Yes , I thought the same but it isn't like that...Some bunkers will work with -13m while others will be stuck even with -19m...I've checked that, it's something else... I seems that those waves animations are some kind of border or something... |
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I didn't notice any of the differences between "sea" and "land" coastal defenses that you are pointing to, because during my tests the radio patch was disabled. In my opinion the radio patch is too cool for simply giving it up. Until (hopefully) TDW is back to fix it, a possible workaround is placing more blockships, more sub nets, more mines, more reworked coastal defenses and more airbases near major ports. On a side note: one of TDW's patches (the one making sunk ships not to disappear under the sea bottom), might interfere with the reworked coastal defenses; more exactly with the "equipment" platforms. :yep: EDIT: IF NOT, we have found a way to fix the problem of sub nets sticking out of the water surface when they hit the sea bottom and the said patch is enabled... Quote:
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EDIT ...Because they are not "collidable" yet... Quote:
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Seriously, more units/objects in small area, more CTD possibility...Simple as that... :yep: Add few airplanes there and ctd is almost guarantied... |
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I am optimist that converting them to granny objects/optimizing them for use in SHV (with dds compressed texture, LOD models, subdued effects, more recent controller versions, etc.) will obviate problems, at least in part. :) |
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