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Old 05-11-13, 03:00 PM   #61
johan_d
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The front one looks like comming from a Romero movie..
Gonna try this!
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Old 09-04-13, 10:59 PM   #62
Targor Avelany
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mod has been updated to ver. 0.3

Quote:
ver. 0.3
The number of sailors in the boat was increased to 9 total. Now it's a bit crowded! "В тесноте да не в обиде", как говоритсяю
Download link is in the first post.

If you have any problems or concerns, please post.
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Old 09-04-13, 11:48 PM   #63
gap
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Quote:
Originally Posted by Targor Avelany View Post
mod has been updated to ver. 0.3



Download link is in the first post.

If you have any problems or concerns, please post.
Well done Targor

Should I update the subsim link of your mod with this last version, or do you prefer having it uploaded just to one site, in order to keep track of download statistics more easily?
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Old 09-05-13, 01:20 AM   #64
Targor Avelany
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Quote:
Originally Posted by gap View Post
Well done Targor

Should I update the subsim link of your mod with this last version, or do you prefer having it uploaded just to one site, in order to keep track of download statistics more easily?
yes, please. I tried, but I don't think I can. Thank you, sir.
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Old 09-05-13, 02:23 AM   #65
gap
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Quote:
Originally Posted by Targor Avelany View Post
yes, please.
Done

http://www.subsim.com/radioroom/down...o=file&id=4004

Quote:
Originally Posted by Targor Avelany View Post
I tried, but I don't think I can.
I think only the original uploader or someone with moderator privileges can modify an existing download.

Quote:
Originally Posted by Targor Avelany View Post
Thank you, sir.
My pleasure

a couple of suggestions for v .4 ()

- crew on water (some animated, some dead )
- crates, planks, barrels, etc. floating randomly on the sea surface

For both you can get inspiration from iambecomelife's Wooden Lifeboats + Crew in Water Mod
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Old 09-05-13, 10:04 AM   #66
volodya61
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Quote:
Originally Posted by Targor Avelany View Post
mod has been updated to ver. 0.3
Thank you

Quote:
Originally Posted by Targor Avelany View Post
"В тесноте да не в обиде", как говоритсяю
Жжешь

PS: did you see this thread? take a look - http://www.subsim.com/radioroom/showthread.php?t=206553
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Old 09-05-13, 10:18 AM   #67
Targor Avelany
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Quote:
Originally Posted by gap View Post
Done

http://www.subsim.com/radioroom/down...o=file&id=4004



I think only the original uploader or someone with moderator privileges can modify an existing download.



My pleasure

a couple of suggestions for v .4 ()

- crew on water (some animated, some dead )
- crates, planks, barrels, etc. floating randomly on the sea surface

For both you can get inspiration from iambecomelife's Wooden Lifeboats + Crew in Water Mod
Yay!

Well, last time I played, the survivors/dead sailors & debries were added by FX update, if I remember correctly. So don't see a reason.

Quote:
Originally Posted by volodya61 View Post
Thank you



Жжешь

PS: did you see this thread? take a look - http://www.subsim.com/radioroom/showthread.php?t=206553
Yeah, I'll message the person eventually. I don't think the models are brand new though.

BTW, I compared conning towers from 7b in SH5 and 9b in SH3 and they are not much different, as I thought. The maind differences are the position of the scopes, so this will be an interesting problem to solve in the future, considering we still cannot do animations in GR2 files in no way.
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Old 09-05-13, 11:20 AM   #68
gap
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Quote:
Originally Posted by Targor Avelany View Post
Yay!
Well, last time I played, the survivors/dead sailors & debries were added by FX update, if I remember correctly. So don't see a reason.
Are you sure?

If memory serves me well, Fx Updates just spawns some generic, incoherent debris, but I can be wrong on this indeed. I don't remember having ever seen sailors on water.

Quote:
Originally Posted by Targor Avelany View Post
Yeah, I'll message the person eventually. I don't think the models are brand new though.
no, they are not, but going by what can be seen from the screenes, they are not that bad.

Quote:
Originally Posted by Targor Avelany View Post
BTW, I compared conning towers from 7b in SH5 and 9b in SH3 and they are not much different, as I thought. The maind differences are the position of the scopes, so this will be an interesting problem to solve in the future, considering we still cannot do animations in GR2 files in no way.
Moving scope bones shouldn't break their animations hopefully
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Old 09-05-13, 11:39 AM   #69
Targor Avelany
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Quote:
Originally Posted by gap View Post
Are you sure?

If memory serves me well, Fx Updates just spawns some generic, incoherent debris, but I can be wrong on this indeed. I don't remember having ever seen sailors on water.



no, they are not, but going by what can be seen from the screenes, they are not that bad.



Moving scope bones shouldn't break their animations hopefully
I'm pretty sure there are sailors in the watter, dead and alive. I'll take some screenies once I fix my comp: Windows update screwed something royally up. It works, but in a horrid-weird way. Ugh.

And yeah, they loog good. That is not arguable

And yeah, that is pretty much what I'm hoping for - the move of location will not break the animation. We shall see
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Old 09-05-13, 12:05 PM   #70
Sailor Steve
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Quote:
Originally Posted by gap View Post
I think only the original uploader or someone with moderator privileges can modify an existing download.
That is correct, and in this case that would be me.
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Old 09-05-13, 12:59 PM   #71
gap
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Quote:
Originally Posted by Targor Avelany View Post
I'm pretty sure there are sailors in the watter, dead and alive.
Okay, my bad then

Quote:
Originally Posted by Targor Avelany View Post
Windows update screwed something royally up. It works, but in a horrid-weird way. Ugh.


Quote:
Originally Posted by Targor Avelany View Post
And yeah, they loog good. That is not arguable
yep, ignoring the pixelated edges which I think are due to the old SHIII shader, Wise's work look of SH5 quality

Quote:
Originally Posted by Sailor Steve View Post
That is correct, and in this case that would be me.
Thank you Steve, good to know

Correct me if I am wrong, but I think that though not being a moderator Trevally too got special upload privileges, including the prerogative of modifying other's downloads. I know it because he helped me uploading DynEnv (which is far beyond the max allowed file size limit) here on subsim.
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Old 11-25-13, 10:20 PM   #72
BaronVonChahyll
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I seem to be having an issue with OHII 2.2 where the lifeboats appear under water. any ideas lol?
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Old 11-26-13, 12:18 AM   #73
Aktungbby
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Welcome aboard BaronVonChahyll on your first post! A PM might be useful here if not responded to shortly.
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Old 11-26-13, 06:42 AM   #74
Rongel
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Quote:
Originally Posted by BaronVonChahyll View Post
I seem to be having an issue with OHII 2.2 where the lifeboats appear under water. any ideas lol?
I had the same thing happening, wooden lifeboats are spawned under water where they sink to the bottom. Eerie sight!

But I thought that only I had this issue because some have reported that they work.
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Old 11-26-13, 02:42 PM   #75
Targor Avelany
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ugh... I really need to look into this. Need to find some free time and figure this out (lol, my main problem is that I'll have to update many mods, hahahaha)

For those who has this problem please follow below instructions:
1) I need to know whether or not you are using this mod w/ the Rongel's lifeboats (barka type)?
2) Have you tried the lifeboats in a single mission environment? Is it working in a single mission or not?
3) I want to see your mod list.

I think this will apply to everyone except Rongel, as I know what mod list he is running.
Hopefully I will have some time this weekend to work on this and figure this out.
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