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Autor Thema: Explosions do not always occur..?  (Gelesen 12515 mal)
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mistamontiel
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« am: April 26, 2012, 19:07:59 »

Salutations

I was just wondering, I think also in co-op this happens a lot. Mostly, even if it's very close to you you will not see explosion from tank fire, usually just little smoke.

I was playing the objective map, clash against suribayo I think it's called ? The ship naval map, and as I was firing from a little distance, I could not see the explosion/fire

Is it just me ?
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SargeSurfat
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« Antworten #1 am: April 26, 2012, 19:22:23 »

The impact effect of tank shells depends of the kind of ammo, which the tank usaully fired. Especially in the early years of ww2 anti tank rounds were mostly rigid without any or just a very small explosive charge. So you will see no explosion from impact. There are only few high explosive tank rounds, for example hollow charge ammunition.

Regarding the ships, I don┬┤t know exactly what you mean from your description. Which gun? Which target? 
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mistamontiel
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« Antworten #2 am: April 26, 2012, 22:10:07 »

Ahh, yeh, I forgot the sound too. Mostly I just take damage and never hear them hit..maybe nades too

I am not sure if that's the case player vs. player

Here's a half minute vid of what I mean:
http://www.youtube.com/watch?v=cJ63LLmT3nc
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« Antworten #3 am: April 26, 2012, 23:36:06 »

I see. Maybe that has to do with the view distance of the explosion effect. We should check this. Thx.
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Sarge31FR
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« Antworten #4 am: April 27, 2012, 00:25:15 »

That's a "problem" with the lodDistance. Some effects have a value of 200 meters, so that at a view distance of over 200 meters the effects can't be seen anymore. Usually, the original effects are separated in several categories, with most of them having 200 or 900 meters.

The effect you showed in the video had a distance of 200 meters, i've increased it to 900 meters. This should be sufficient for all sea maps.
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mistamontiel
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« Antworten #5 am: April 27, 2012, 01:57:27 »

Bombs from plane also have some distance limit too I think..

What about the lack of sound ? That's just a co-op thing I hope
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Sarge31FR
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« Antworten #6 am: April 27, 2012, 09:38:19 »

Ok, just to make explanation a bit easier:

In each and every game and engine, everything you can see and hear has a coded radius. This radius defines the distance from the effect/sound etc. to the player and vice versa. If the player is OVER the defined radius, you will either see/hear nothing, or, if the effect/sound etc. has special settings for distances OVER the main radius, you'll see/hear a lower quality effect/sound. This is done for several reasons:

- performance issues
- reality aspect (an explosion 100 meters away doesn't sound exactly the same at a distance of 200, 300 meters and so on. There are always several factors which change the sound. Same goes for everything you can see.
- engine limitations (based on the used engine).

In Bf42, like in any other game, every effect and its sound have a coded distance. Most effects are coded in a fashion which reduces the volume of the sound using something like a "ramp": The further away from a sound you are, the lower the volume, and usually a different sound is played. At a certain distance you won't see/hear anything anymore, just like in reality.

If you'd just increase the distance of effects, it would result in an utter chaos of sounds playing over each other and making distance aspecs impossible. Example:

A tank fires at a distance of 100 meters from you. If the sound would be set to have full volume at a distance of 200 meters, with NO volume reduction over distance, it would sound like as if you were sitting directly in the tank ! This of course has nothing to do with reality, and you wouldn't even be able find out where the sound was coming from.

This example can be applied to every sound and effect. Unfortunately, the sound script coding for Bf42 is a pain in the neck, i never really understood it. And it's very delicate work, just one faulty value somewhere and the script is screwed. There's no "understandable" tutorial for the ssc files available, at least i never found one.

Regarding sounds not being played everytime:

Bf42 usually only supports 32 (software or hardware accelerated) channels at once, which means that only 32 sounds can be played at once. If you have a map with lots of different vehicles using different sounds, background noise etc., this limit will be easily reached. In that case, every sound for which no open channel is available at the moment when it is supposed to be played won't be played at all.
There's a possibility however to use 64 hardware accelerated channels in Bf42 (if you have a sound card which supports that !). This hint is included in the mods readme.txt, but it doesn't work with Vista or Windows 7, only in Windows XP.

Ok, i hope that cleared things up a bit  Smiley

Cheers,
Frank
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SargeSurfat
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« Antworten #7 am: April 27, 2012, 10:07:18 »

Great explanation... thx... I suppose to put this in the FAQ as well.
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Senshi
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« Antworten #8 am: April 27, 2012, 11:09:54 »

There is an insanely elaborate and detailed tutorial about every aspect of ssc :

http://bfmods.com/viewtopic.php?f=43&t=1278

But yes, I had to set aside a couple of hours where I could focus on this until I grasped all the issues. But once you understood how everything plays together, it makes kind of sense, even Zwinkernd .
« Letzte Änderung: April 27, 2012, 12:48:30 von Senshi » Gespeichert
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