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Ugh. Racoons. Good luck, be careful; they like to carry rabies. Re the game, no, no sensor files overwrote, no convoy changes. Not the first time this has happened for that matter. Even when the SH3 ai is at it's best, it's not much. Modders did some great work but if you put whip cream on a horse turd, it's still a horse turd underneath. :D It is what it is. |
Just a quick guestion, I wasn't able to find anything about it in the manuals:
Where's the chronometer/stopwatch? I just wanted to 03:15 my first ship and realized that I coudn't find the watch. I'm using the 1920x1080 GUI that comes with the mod. Sorry If I sound a little stupid, maymbe I missed something^^ |
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Usually off the right side of the screen though I don't use that gui. It's easy to add if needed though. Let me know if you need that info. |
I just found a draggable white...object that starts ticking when I click on it. There seems to be something wrong with the GUI (even though the crono fix is supposed to be included). The notepad and stadimeter is also missing. Which GUi do you use?
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But as said, I run both of those at 1024 x 768. If you want, upload your 1024x768_menu.ini or it's widescreen equivalent somewhere, and I'll edit it for you. Upload your chrono.tga file too. Or maybe someone else using the gui can chime in ? |
Thank you for the offer! I appreciate it. I found two 1024_768.ini files in the data\menu folder, one named men_1024_768(fixed).ini. I uploaded them both + the chrono.tga.
Here's the link: http://www.mediafire.com/folder/eone...ilent_Hunter_3 |
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Don't know what I was thinking; I can just download that gui myself to get the files. :oops: I'll get back to you. |
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Ok, think we've found the problem. 1. Both the .ini files are the exact same. They already include the chronometer fix; you do not have to do that. I also compared them to the widescreen mod's ini files and they match those too. 2. However, if you open up these files and use the notepad "find" function for the word "chronometer" you'll see the .tga files that are required for this mod to work. THESE .TGA FILES ARE NOT INCLUDED IN THE WIDESCREEN MOD FILE. That means they must be provided from elsewhere. 3. In reading the documention "Wide Screen Mod.pdf" that comes with this mod, you'll see it is built off of the NYGM mod *and* the Hitman_GUI_NYGM3_1.0 mod. <-- This mod is where you'll find the above needed .tga files for the widescreen mod to work. 4. This Hitman gui mod is found in your documentation folder of the NYGM_New mod folder. So, to get this widescreen mod to work, you must install the above Hitman gui first. The widescreen mod is installed after. See the above pdf file for a photo/info. Also, make sure you're installing NYGM etc. per the order listed on it's download page at this site. In a nutshell, I'm betting you don't have Hitman's gui installed and that is the problem. Hope this helps, let me know. |
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steibler is working in some revamp of something this year?
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it is such a great mod! :Kaleun_Cheers: KUrtz |
i could be interesting if its posible to make a mega mod based in NYGM, its the most stable and free of bugs, but theres some weak points as lack of a modern fx, fire, smoke, ships models and the convoy random file is quiet empty.
port raids was historical, somthing its not good in nygm. even somthing simple as use campaing files from even gw3 should be incredible. i try an hybrid with wac5 but there was relative easy i still have probem and a ship from wac make the most incredible bug i have seen in game vanishing after a torpedo impact, use gw3 file have much work becose i know some values used in nygm and wac are the same but diferent from gw. i dont know i wish to see more nygm. |
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