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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 |
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http://s6.postimg.org/glc4109kd/GSDFS.jpg Do you need both? :hmm2: |
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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? |
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 |
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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. |
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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: |
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@ Vecko
My patch is ready. Can you answer this question please? :03: Quote:
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I just want to see it's appearance in the game...:yep: |
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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. :) |
Hi Vecko
Have you ever thought about being able to include a gramophone shufffler in TWOS. Peter |
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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: |
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Have you compared bunker's appearance with and without low resolution textures? I hope the small textures don't look too dull... Quote:
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:
P.S: the new platforms with better textures look very nice. More on them later ;-) |
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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: |
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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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