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Author Topic: Gurner FX 4.3  (Read 350736 times)

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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #324 on: April 26, 2012, 05:52:07 PM »

Supercrapnstuff - what version of the mod are you using and what version of the game are you playing?  What other mods do you have activated?
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supercrapnstuff

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #325 on: April 26, 2012, 06:01:50 PM »

V4.2 of the mod, 4.10 game, and only other mod is UP3 RC4
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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #326 on: April 26, 2012, 06:11:03 PM »

So you're using v4.2 for up3, right?  Because if you're using for example the version 4.2 for modact with up3 you will have problems. I think there is an issue with one version but I thought that was related to trains.  That was not fixed last time I checked - problem with plutonium that is beyond my limited skills.

To re-iterate, if you are using UP3 you need this version: http://www.gamefront.com/files/21608586/%23UP%23_GurnerfxV4.2_UP3.zip
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CWMV

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #327 on: April 26, 2012, 06:17:06 PM »

CWMV - I did indeed.  You were right - very realistic  :D

Good!
Now I haven't seen the star bursts yet, but Ill keep looking!
Oops, forgot to add that I really love this pack. Thanks so much!
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Railer

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #328 on: April 26, 2012, 10:58:34 PM »

Hi Gurner,
I am unable to get to the link on gamefront for the DBW 4.2 version. I would like to see your new version.
Thank you again for all of your efforts.
Railer
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CWMV

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #329 on: April 26, 2012, 11:41:48 PM »

Found something interesting here.
Playing on Manysh's repaint of the Libya map, campaign "Battleaxe I, flying the BF 109E"
Had these pop up:

Whats more is that the smoke columns themselves seemed to run out, then after a few seconds would begin to generate smoke again.
Would the mission file be helpful in determining which objects needed delt with?
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vpmedia

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #330 on: April 26, 2012, 11:47:26 PM »

In my old AAA install there was a mod which increased smoke view distance but I can remember the exact details only that it was called whitesmoke.mat (there are several of those) and you had to increase the VisibleDistanceFar parameter.
Thanks for 4.2, I havent tried it yet but will do so soon...

Cheers
Istvan

Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #331 on: April 27, 2012, 02:14:45 AM »

Quote
I am unable to get to the link on gamefront for the DBW 4.2 version. I would like to see your new version.

Can anyone do me a favour and upload it to mediafire and post it here?

On the subject of uploading, yes CWMV, it would be helpful to upload the mission file, and also please tell me where on the map that weirdness can be found.  I've not seen that in testing, and I've bombed pretty much every object in the game on that map!  You're not using the c&c mod are you? 

The starburst is there, but only for a split second.  I haven't bothered playing around with the timings yet.  I'd say it's less dramatic but more realistic than standard plutonium.  I should probably look at revolution and battle sights, see what they had going on.
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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #332 on: April 27, 2012, 02:29:20 AM »

Istvan - You're right, there are a lot of whitesmoke.mat's, and all kinds of other mat files relating to smoke but it seems that no matter how high I set the view distance parameter the smoke still dissappears after about 5km.  Would be awesome to be able to see burning cities from 10 or 20 or 50 km away!
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tacheles07

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #333 on: April 27, 2012, 02:46:34 PM »

My favourite effects pack so far - thank you, Gurner!
One small request: the German R4M rockets still have that ugly thick grey 2D-smoke while in the meantime we are spoiled with other rockets 3d-smoke.
Would a change be possible fpr 4.3?
Thanks again and have a nice day, Gurner.

tacheles07
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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #335 on: April 27, 2012, 03:51:07 PM »

I'll certainly look into those R4Ms for you Tacheles.  I don't use them so I didn't know they were below par.

Thanks for the links Slipper, very helpful once again.  KeyGirl PM'd me some links as well so now I've got links coming out of my arse!  I'll give the fires some thought, but preliminary thinking has not yielded good results!

CWMV - Might those be smokes from the stationary objects list in FMB?  If so I dunno what I'll be able to do because I've got no idea how or why plutonium effects those... effects  ;D
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