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Old 12-28-08, 01:57 PM   #16
bigboywooly
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Quote:
Originally Posted by Lanzfeld
Quote:
Originally Posted by bigboywooly
Adding OLCs on top of GWX would I guess break the intended result as GWX contains a version of OLCs and GWXs enviroment


OLC said that it was okay to use his mod so long as you DO NOT enable the GWX 16km visibility mod first.
Well he would know best
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Old 12-28-08, 01:57 PM   #17
mr chris
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Oh well back under my rock i shall go.
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Old 12-28-08, 01:59 PM   #18
bigboywooly
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Nice hot sunny rock where you are

:rotfl:

J\K
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Old 12-28-08, 02:02 PM   #19
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BBW, thanks for marking out the changelog. Just to make it clear I believe dots represents GWX 3.0 new features and squares made in GWX 2.1 ?
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Old 12-28-08, 02:10 PM   #20
mr chris
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Quote:
Originally Posted by bigboywooly
Nice hot sunny rock where you are

:rotfl:

J\K
True
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Old 12-28-08, 02:11 PM   #21
bigboywooly
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No Contact those are all GWX 3
Just where I copied from the pdf manual
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Old 12-28-08, 03:13 PM   #22
prowler3
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I didn't see any mention of "SH3_Bearing_Overlay_3.0" ? It's in there as I just discovered last night. I was getting ready to add the required .TGA to every human playable sub and just happened to open the .tga already in the VIIB...lo and behold it's already been done in GWX 3. I'm happy because that was a bit of a process in GWX2.1...renaming the .tga for each sub then moving it to that subs folder.

At least it LOOKS like Pato's SH3_Bearing_Overlay_3.0? Either way...a chore already done for me in GWX3.
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Old 12-28-08, 03:26 PM   #23
Schroeder
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Did GWX3.0 reintroduce the "enter=fire torpedo" key setting?
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Old 12-28-08, 05:01 PM   #24
rik007
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Quote:
Originally Posted by Schroeder
Did GWX3.0 reintroduce the "enter=fire torpedo" key setting?
No, I just used the "enter" and nothing happened.
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Old 12-28-08, 05:45 PM   #25
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WOW alot of fixes... Awesome work guys.
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Old 12-28-08, 06:17 PM   #26
onelifecrisis
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Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by Lanzfeld
Quote:
Originally Posted by bigboywooly
Adding OLCs on top of GWX would I guess break the intended result as GWX contains a version of OLCs and GWXs enviroment



OLC said that it was okay to use his mod so long as you DO NOT enable the GWX 16km visibility mod first.
Well he would know best
I believe the differences between OLCE2 and the new GWX 16km Atmosphere mod (which is actually OLCE2 plus some tweaks) are purely visual. For example, the colour of the water is different and so are the water ripples and textures. Nothing that would affect gameplay in any way. People can enable one of them or the other based purely on visual preference and get the exact same gameplay experience.
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Old 12-28-08, 06:25 PM   #27
Schroeder
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Quote:
Originally Posted by rik007
Quote:
Originally Posted by Schroeder
Did GWX3.0 reintroduce the "enter=fire torpedo" key setting?
No, I just used the "enter" and nothing happened.
Odd, I just fired two torpedoes by accident...

Used a clean install and GWX 3.0 as the only mod.

O.K. I will reset this key myself.

It's just a bit odd....:hmm:
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Old 12-28-08, 06:26 PM   #28
Wreford-Brown
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Quote:
Originally Posted by Contact
I would like to ask about new radio messages feature. I like WB News Network v1.0 wount it conflict with GWX 3.0 ?
Lehmann Intl News is included in GWX 3.0 messages and formed a fair part of the original WBNN.
I've updated WBNN to include the campaign changes that BBW has written in to GWX 3.0 - details are on my mod page below my sig.
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Old 12-29-08, 12:04 AM   #29
ssconvert
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Was Racerboys exhaust mod also included in GWX 3.0?
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Old 12-29-08, 12:11 AM   #30
bigboywooly
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Quote:
Originally Posted by ssconvert
Was Racerboys exhaust mod also included in GWX 3.0?
Nope if not in that changelog above
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