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Old 09-24-16, 08:19 PM   #2191
cdrsubron7
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Done. FOTRSU_Logo.rar is now uploaded to the WIP folder in Area 51.

I went through half the fonts in my inventory in my graphics program and ended up going back to the Forte font. I really think it works the best. There are two files in the zipped folder. A template and the dds file to load into Data/Menu/Loading. Please let me know what you think, boss.

I'm off to terrorize the enemy for awhile, will check back later.
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Old 09-24-16, 08:34 PM   #2192
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Migaloo is coming along nicely also.
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Old 09-24-16, 09:10 PM   #2193
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Quote:
Originally Posted by s7rikeback View Post
<<<Museum mode only>>>

I'm unable to get v0.25 or v0.26 to run unless i delete the sea folder and roster > sea folder > in each version... I try to run..

So basically I can only view the aircraft.

I'm unable to check any mods i do, as i cannot view the end result......
Don't know how to use the ME or how it works yet...

I have tried the basic release mods with and without including flags mod from Jeff-Groves...

All previous created mods which were working - are now crash during museum loading.
Reg-cleaned all sH4 directory and keywords from registry.
I have rebuilt my SH4 Folders from scratch. DVD v 1.5.
Re-installed all Directx files.
Made all SH4 folder readable.


I've hit a brick wall somehow, and i'm at a loss at where to go next?!?!
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Originally Posted by s7rikeback View Post
Game also crashes during loading, In start-up I only have sound > network > volume > showing in taskbar - all others disabled.

Startup also is very basic, bare minimal items loaded during start-up, all added options are deleted during or after installing external programs - no pop-ups or icons from hardware or software installs will appear on either of my systems... I run a very tight ship
Now, when you say "crashes during loading", is that before or after you try to use the Museum? Some of the other team members can't get the game to run if they try to do the Museum first either, but if they re-start the game, they can - but it almost sounds like you're dead in the water. Can you disable all the mods, back to stock SH4 v1.5, and run that OK? It's after 3am London time, so I expect you'll be a couple hours getting to this anyway... |;^) - I'm going to bed now myself. Much too late for an old guy to be up...
.
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Old 09-25-16, 08:29 AM   #2194
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Originally Posted by cdrsubron7 View Post
Done. FOTRSU_Logo.rar is now uploaded to the WIP folder in Area 51.

I went through half the fonts in my inventory in my graphics program and ended up going back to the Forte font. I really think it works the best. There are two files in the zipped folder. A template and the dds file to load into Data/Menu/Loading. Please let me know what you think, boss.

I'm off to terrorize the enemy for awhile, will check back later.
Beautiful! The outline and drop shadow make it crisp and readable, while also adding a little professional flair to it. I like the positioning too! Looks like a weener!
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Old 09-25-16, 12:35 PM   #2195
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Nice thread
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Old 09-25-16, 12:51 PM   #2196
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Originally Posted by cdrsubron7 View Post
Done. FOTRSU_Logo.rar is now uploaded to the WIP folder in Area 51.

I went through half the fonts in my inventory in my graphics program and ended up going back to the Forte font. I really think it works the best. There are two files in the zipped folder. A template and the dds file to load into Data/Menu/Loading. Please let me know what you think, boss.

I'm off to terrorize the enemy for awhile, will check back later.


Oops! You saved it with mipmaps. And it looks like the Fall of the Rising Sun test is too low to put Ultimate Edition v.026 Beta EN under it without writing over the sub.

I'll see what I can do with the reference image.

Okay fixed it.......NOT!!! Positioning problems now.



The top of "Fall of the Rising Sun cannot be above 114 pixels with zero at the top of the image. The bottom of "Ultimate Edition v0.26 Beta EN" cannot be below 170 pixels from the top of the screen. That's why I do the original image in .xcf format with elements on different levels. I save it as a flattened .jpg. Then I export that as a .ddf and it works perfectly. And it allows me to move things around without having to reinvent the wheel.

Last edited by Rockin Robbins; 09-25-16 at 01:12 PM.
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Old 09-25-16, 01:33 PM   #2197
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That does look like it's going to be *very* cool though, when you get it set good...

... you guys know that little "movie" I linked to in a PM? Well, I gussied-up the Coastal Traffic mission all perty and all, and played it through to watch it. The [Units] I added, do as expected. They appear on December 1st, 1941, and go away at the end of February 28, 1942, no matter where they are. However, the RGG dudes are quite different. Even with the spawning percentage bumped up, they don't appear until December 4, 1941, which is cool, that means they all miss their first cycle, and the "game" doesn't start until December 8 anyway... However, the last RGG doesn't disappear until 4 or 5 days into March, which I did not expect. So the [Units] go away, no matter where they are, when the jig is up. The [RndGroups] go until they finish their route, So there is "overlap" between the time periods... no biggie, just something different to remember, especially if you've got a fishing boat in the way, in front of you, and you're getting ready to drop off a foreign agent, and it's February 28th, at 1900 hours... just wait until after midnight, and "poof!" problem gone...
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Old 09-25-16, 02:08 PM   #2198
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Gack!!! They're simple numbers. Why can't I get them to work first time! But it's working now.



And Forte (the real Forte) it is! So what do you think? Go with it?

Last edited by Rockin Robbins; 09-25-16 at 02:17 PM.
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Old 09-25-16, 02:15 PM   #2199
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Default names.cfg missing ship

Ok, spent the day matching the ship cfg files to the roster files.

Only one error found...

Missing ships from names.cfg.
- NSHOS=Hospitalship which is setup as a Type14=Special OPS Boat

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Old 09-25-16, 02:15 PM   #2200
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... you guys know that little "movie" I linked to in a PM?
I LOVE that movie. It's better than I envisioned it. I think we have sentries that will bite hard if you're unfortunate enough to be found, but you won't be found so often you only last two cruises into a career. Love the idea of the MAD group--a first for Silent Hunter.
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Old 09-25-16, 02:18 PM   #2201
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Quote:
Originally Posted by s7rikeback View Post
Ok, spent the day matching the ship cfg files to the roster files.

Only one error found...

Missing ships from names.cfg.
- NSHOS=Hospitalship which is setup as a Type14=Special OPS Boat

Wow! Who thought we would get to this point so quickly. Thank you! What type number should the hospital ship be? I'll slip that into v0.26.
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Old 09-25-16, 02:19 PM   #2202
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Quote:
Originally Posted by Rockin Robbins View Post
Gack!!! They're simple numbers. Why can't I get them to work first time! But it's working now.



And Forte (the real Forte) it is! So what do you think? Go with it?

Looking good, boss.
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Old 09-25-16, 03:02 PM   #2203
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Quote:
Originally Posted by Rockin Robbins View Post
Wow! Who thought we would get to this point so quickly. Thank you! What type number should the hospital ship be? I'll slip that into v0.26.
Update - I copied the wrong text file.. Sorry!

So here is all my findings from the last few days:

Missing ships from Names.cfg.
NL_T01=JP Old Medium Tanker
NL_B=JP Medium Cooler
NL_C=JP Medium Heavyloadfreighter
CLYubari=Light Cruiser Yubari Class
DDFletcherII=Destroyer Fletcher II Class
DDNarvick=Destroyer Narvik Class
Frigate=The Flying Dutchman "add to names or remain hidden"
NSHOS=Hospitalship

Ship named in names.cfg but not available in the sea folder
NAuxSC=Auxiliary SubChaser


This ship is in sea & roster folders, but did not show up in museum during a previous test, is this ship a special mission?
NLCVP=Landing Craft, Vehicle, Personnel

As to the hospital ship, one is already set as a cargo, and another is set as a troop transport.

Regards,
s7rikeback.
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Old 09-25-16, 03:06 PM   #2204
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[ITEM 34]
ClassName=LandingCraft

Is listed in the Museum.cfg found in the Museum folder.

Any Unit in that cfg file will not show in the Museum.

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Old 09-25-16, 03:12 PM   #2205
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[ITEM 34]
ClassName=LandingCraft

Is listed in the Museum.cfg found in the Museum folder.

Any Unit in that cfg file will not show in the Museum.

Thanks Jeff-Groves,

I'm Learning something new every day with this project..

Going to check out Museum.cfg now.
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