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Author Topic: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod  (Read 235618 times)

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slipper

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #168 on: March 17, 2011, 03:09:30 PM »

HolyGrail,

Thanks for reply, I really like the way your fire effect develops with time, looks much more immersive than a building just bursting into flames. Personally i would rather the fire stays for a long time. Is it possible that different buildings have different lengths of fire effect? Or do they all have the same time associated with them?

regards

slipper
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SAS~HolyGrail

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #169 on: March 17, 2011, 04:27:05 PM »

Hi slipper  :)
one setting for all buildings but fire glow effect can stay for infinite time , if there will be any
problem with a realy huge numbers of buildings on fire beginning to eat too much resources
we can always give it some specific time  :D 8)

Cheers,
S! HG 
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slipper

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #170 on: March 17, 2011, 05:21:19 PM »

HolyGrail,

Thanks mate for the quick reply, one last question honest  :)

Is it possible to make the new fire effect larger. So that if a few buildings are hit in close proximity they gradually grow into one big fire, rather than a series of small fires?

I think what is missing from fires at night is some sort of dynamic lighting effect, similar to what happens when a bomb explosion takes place at night and you get that initial glow of the explosion. The fires just do not appear to give off any light if you now what i mean.

I should imagine that would be quite a frame rate killer though, if possible at all ?

regards mate

slipper
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sputnikshock

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #171 on: March 19, 2011, 10:50:20 AM »

Great news about the fire effects. Thanks for looking into this issue. Just posted an update on the nightfighting map situation here:
https://www.sas1946.com/main/index.php/topic,14516.12.html
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Eexhaton

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #172 on: March 20, 2011, 07:27:05 AM »

HolyGrail,

Thanks mate for the quick reply, one last question honest  :)

Is it possible to make the new fire effect larger. So that if a few buildings are hit in close proximity they gradually grow into one big fire, rather than a series of small fires?

I think what is missing from fires at night is some sort of dynamic lighting effect, similar to what happens when a bomb explosion takes place at night and you get that initial glow of the explosion. The fires just do not appear to give off any light if you now what i mean.

I should imagine that would be quite a frame rate killer though, if possible at all ?

regards mate

slipper

That is the same discussion I'd like to have for flakbursts too, explosions with dynamic lighting.
I recall that it was brought up once, somewhere on these boards, but lost track of it, sadly.

Still hoping to see some modder take it up some day :)
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RooMan296

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #173 on: March 20, 2011, 01:54:28 PM »

Dynamic lighting and flak bursts...YES! I've thought that many times.
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Zerocool

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #174 on: March 21, 2011, 04:40:08 AM »

Hello all and nice too see you,

Im new to you community forum and i want to say how amazed i am by the work that some people have done. As a former moder i know how much time consuming is and painful to get a mod done and work but at the end you know always you get rewarded by others for your work. You actually brought the game to a other way of gaming and feeling. My grats then and gratitude for your work.

Now lets get to the point, im having some issues with Plutonium Mod, dont know if it is the right spot tot mention it, so i thought ill post here.

I have made a clean install of the game and patched to 409m. Grail is saying that this mod was tested on UP 2.01 also. So i went to their page i read a lot of stuff about it, i liked it and i d/w it . UPs page saying that the this ModPack is to be work with 4.09m patch. So i apply the ModPack, i created the MODS folder and put inside the Plutonium mod. Now when i start game it loads to 100% and close to desktop without errors. After reading at UPs page i saw that UP DOESN'T need the MODS folder to work. You must deactivate the folder. So i did, -MODS on folder and rerun the game which it loads normally.

So my question is this, how is gonna work the MOD if the folder is deactivated ?!! Im getting something wrong ? or i didn't got it well from the begging ?

I also tried the other solution, i deleted the game folder, i put back the clean install from backup, i patched to 4.101m, i copied back the ModAct patch 4.101m and i put the MOD back into the folder. Again crash, so i read here that the MOD needs the Bomb_Bay Plus to work, which is intergrade into UPs install. I made a search on google but nowhere can find the mod to d/w it and add it into MODS folder.

So here i am again in the begging stuck and dont know what to do.
Please help !!

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Zerocool

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #175 on: March 22, 2011, 09:09:58 AM »

After 2 days of testing the problem solved. Pretty weird for the actually problem. I found at the end that my media (the IL2 DVD Disc) had the problem.  :( I made the whole procedure with a second game disc everything run smoother. I didn't expect that something was corrupted after installation and affected the MODS so much. Now with my friends disc clean install all in position and run fine.  :D  :D

But basically im sad that no one care to ask something  :(, just of curiosity mon. Anyway thats all. :-X

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SAS~HolyGrail

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #176 on: March 23, 2011, 12:59:37 PM »

Hi Zerocool and welcome to the SAS IL-2 madness  8)
I am so sorry for being gone for a few days so please let me apologize to you  :-[
We care a lot here at SAS , I was just out of order due to real-life work commitments .
I have to say thou that would have been a tough one for me to make any suggestion
to help you as to why you've been experiencing game closing to desktop while
running UP 2.01 with Plutonium mod .
It's wonderful to see a happy ending and that you've found a fix .
I would never guess anything about DVD disk problem  :D
Happy flying and have fun !!

S! HG  8)
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fabianfred

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #177 on: March 23, 2011, 04:44:03 PM »

Hi there.... I am like others who are eagerly awaiting your full mod to work with the 4.101.
In the meantime I contacted CY6 when i saw what he was able to do with his triggers. His Command and control mod can enable the spotter to set-off smoke. I asked him if he could produce a trigger action for large smoke or fires to be started by a trigger action such as the destruction by bombs of a certain object, and then burn or smoke for the remainder of the mission. This because even your great effects the smoke dies down more quickly than IRL so it would be nice for the mission builder to be able to have certain things in a mission which would give loads of smoke but not from mission start but after being triggered.
Unfortunately now CY6 has retired. Are you able to do anything like this?
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SAS~HolyGrail

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #178 on: March 24, 2011, 07:14:42 AM »

Hello fabianfred  8)
how's it going' ? haven't talking to you in a while  :)
Excellent ideas but currently lack of time to do it all , it's also too often done by trial and error and
it needs a lot of imagination from Java class files editing guys as to how to make it actually work
in-game and also without possibility of causing some other issues as result of such new edit and new
effects implemented code .
Aircrafts motor effects finishing is the #1 priority and I am depending on Sani's class files editing
otherwise the whole masterpiece that Sani started working on a while ago can't be released .
It's not far from finishing but it still need some tender loving care to get it done to the point of release
and we're still talking 4.09 version and then editing new motor effects to 4.101  :D
I don't do mods all by myself , it's a team work and all those guys like Wolfighter , Potenz or lately
Sani with the new motor effects contributed to what we have today including Aed from Aviaskins forum .
I am not Java class files guy and unless someone else ( Java work ) will try and work on such effects
this is what we have and what is available right now .

Motor effects that Sani coded in to class files are a thousand light years ahead of the upcoming CoD
new release with a lot of fantastic looking visual details  8)
I realy hope everyone can enjoy soon these new stunning looking effects .
Hold on.....

S! HG
 
 
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Zerocool

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #179 on: March 24, 2011, 05:00:30 PM »

Hey Grail, thanks for the response  ;D

I want to say also sorry from my side, you know sometimes people gets inpatient  ;), but i was sad about my '46 Disc. I checked it also to my friends pc, the one who gave  me his disc, and we run some tests there and we had the same problems. So it was double checked that the disc was defective. But now that is history cause i send it for replacement and waiting my new disc. Anyway thank you again and Lots of grats to you and the people for their effort about the freaking awesome mods  :P ;D

Cheers Zero
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