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Old 01-01-13, 06:07 PM   #91
THORN GREG
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**** Gamefront ! If they believe that the censorship is the best and segregates people by their country ... again ... EDITED BY MODERATOR NO SWEARING PLEASE Gamefront.

Are other servers - Use them!!!




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Last edited by Hitman; 02-28-13 at 08:12 AM.
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Old 01-03-13, 02:03 PM   #92
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Tag - this one's for me!
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Old 01-04-13, 10:37 AM   #93
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<edit> disregard....user error! I didn't dig into the mod folder structure far enough to realize I wasn't actually applying the modded data...only moving folders containing the modded data into the root directory.

DERP!
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Old 01-04-13, 10:47 PM   #94
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Okay, so once I managed to get everything installed correctly, I still saw issues where the apparent resolution of the UI was only 1366x768, even though I have the d3d9.cfg set to 1920x1200...very odd.

Anyone have ideas?
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Old 02-27-13, 03:48 PM   #95
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Default the red "S" and red"x" on the aob rings

I have some documentation that addresses most of the tools in the mod but I am not finding much on the use of the rings on the attack scope. I am using the the mod with the GWX gold add-on. What I have found discussing the use of the rings did not explain the red s and red x on the inside ring. Any redirection to notes or explanation would be great. Thanks.
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Old 04-16-13, 10:07 AM   #96
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Hey makman:

In the MaGUI F thread you replied to me:

Quote:
you can safely use the ''FM NI Fix for WideScreen MaGui v3.4'' that is included in the WideScreen MaGui v3.4 's rar.
the ''CT_FM_NI_Fix_for_MaGUI3.4'' has nothing realy important and was made for a specific request by one member
So if I'm using the Conning Tower Open Hatch mod I can still use the FM NI Fix and I don't have to use the CT FM NI Fix? That's why I was asking if there is a widescreen version of the CT FM NI Fix because I was not sure if I can use the fix for the normal 3.4 version with the widescreen version.

Also from the changelog for MaGUI F:

Quote:
7. Correcting all tiny bugs that where left from previous versions such as the not 100% correctly appearance of mines.tga or nomo.tga . the little bug with the bearing rose that is attached to sub on ATTACK MAP(the one that is showing when you press the button with the question mark there) is now corrected.(the bug was that this rose were always vissible even if the sub was 'under' the dials or the panels there.
Are these also fixed in the widescreen version of 3.4? These are the bugs I was asking about in the other thread.

Thanks!

Last edited by jonmar; 04-16-13 at 11:33 AM.
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Old 04-17-13, 03:55 AM   #97
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Quote:
Originally Posted by jonmar View Post



So if I'm using the Conning Tower Open Hatch mod I can still use the FM NI Fix and I don't have to use the CT FM NI Fix? That's why I was asking if there is a widescreen version of the CT FM NI Fix because I was not sure if I can use the fix for the normal 3.4 version with the widescreen version.

Also from the changelog for MaGUI F:



Are these also fixed in the widescreen version of 3.4? These are the bugs I was asking about in the other thread.

Thanks!
hi Jonmar,

read the readme of the ''FM NI Fix'' . it is for use when you want to run FM interiors with MaGui. if you are not using the FM's interior,you don't have to enable any fix at all.
now,in case that you are using FM's interior ,then yes the ''FM NI Fix'' covers you and i mean that you don't need the CT FM NI fix at all
(CT FM NI fix is nothing really important.just forget it)

the MaGui F was my last release so these bugs are still in MaGui v3.4 and its widescreen version . to answer your next question ...when i find the will ,i will correct them to wd version 3.4
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Old 04-17-13, 07:37 AM   #98
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Quote:
Originally Posted by makman94 View Post
hi Jonmar,

read the readme of the ''FM NI Fix'' . it is for use when you want to run FM interiors with MaGui. if you are not using the FM's interior,you don't have to enable any fix at all.
now,in case that you are using FM's interior ,then yes the ''FM NI Fix'' covers you and i mean that you don't need the CT FM NI fix at all
(CT FM NI fix is nothing really important.just forget it)

the MaGui F was my last release so these bugs are still in MaGui v3.4 and its widescreen version . to answer your next question ...when i find the will ,i will correct them to wd version 3.4
...And if you use Aces Super Turms, you need the Aces compatibility fixes with Magui 3.4 WS and FM Interiors...


Regards.



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Old 04-17-13, 08:42 AM   #99
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Quote:
Originally Posted by fitzcarraldo View Post
...And if you use Aces Super Turms, you need the Aces compatibility fixes with Magui 3.4 WS and FM Interiors...


Regards.



Fitzcarraldo


Tried a new set-up last night with the above and it seems to be working. Used a set-up similar to what Aces listed in his Turms 6 Thread, but toned down somewhat.
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Old 04-17-13, 03:20 PM   #100
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Quote:
Originally Posted by fitzcarraldo View Post
...And if you use Aces Super Turms, you need the Aces compatibility fixes with Magui 3.4 WS and FM Interiors...


Regards.



Fitzcarraldo
Quote:
Originally Posted by reallydedpoet View Post


Tried a new set-up last night with the above and it seems to be working. Used a set-up similar to what Aces listed in his Turms 6 Thread, but toned down somewhat.
hello guys ,

let me tell you a few things about all these 'fixes'.

when you install the FM's interior or Open Tower mod or Ace's turm mod there is in all these mods the camera.dat in their files .
for none of the above mods , the camera.dat is necessery and you can simply delete it from their files .this will save you from a lot troubles as this file (the camera.dat) is the one file responsible for the incompatibilities.

the other file is the commands_en.cfg (and commands_de.cfg) and thats the only one that you must very carefull to take care becuase this file is absolutely necessery to both mods for working properly.
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Old 04-17-13, 04:13 PM   #101
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Quote:
Originally Posted by makman94 View Post
hello guys ,

let me tell you a few things about all these 'fixes'.

when you install the FM's interior or Open Tower mod or Ace's turm mod there is in all these mods the camera.dat in their files .
for none of the above mods , the camera.dat is necessery and you can simply delete it from their files .this will save you from a lot troubles as this file (the camera.dat) is the one file responsible for the incompatibilities.

the other file is the commands_en.cfg (and commands_de.cfg) and thats the only one that you must very carefull to take care becuase this file is absolutely necessery to both mods for working properly.
In my JSGME list I have all the sucesive fixes:

Generic Mod Enabler - v2.6.0.157
[F:\SH3\MODS]

WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part1
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part2
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part3
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part4
LifeBoats&Debris_v4
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Aces' Multimod compatability fix release v1.3 public beta
CCoM_8.x_Bug_Hecktorpedoraum_V1.0

...........................................
Aces' Super Turms v7 Taster
MaGui 3.4
Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
TorpedoSolutionButton for WideScreen MaGui v3.4
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on v2 (Ccom Torpedo Rooms Compat)
Aces' MaGUI v3.4 (Widescreen version) add-on v4 for Super Turms 7 & Multimod compatability Fix v1.3

..................................................
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Low Contrast Instruments
Flags_enlighten
Pascal_Port_People
BMW-R75 v.1 by TP
Dönitz Aces - Custom Emblems
Dönitz Picture With Fly
Merchant_Fleet_Mod_3.2
Q Ship mod GWX3.0
Combat Radio Frequency
.................................................. ..
Thomsen's Sound Pack V3.2cg
GWX Speech
Torpedo_HAHD_1024_GWX
Rapt0r's Uniforms V2.0 [Black]
No Medals On Crew [Patch]
Compulsory U-boat Headdress - GWX 2.0
OLC's Modified Searchlight Beams for GWX3


Rbs1_SH4_Effects_GWX_30_71
Rbs2withbuoyance
Rbs3withlifeboat
Carotio_SH3_Seafloormod - 128mb
Aces' St.Nazaire Super Pens v5.1 GWX Version


Aces' Modified Headphones
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
Type VII salvo selector
pascal_map
B25_Deck_Crew_Ambient
Haunting Atlantic Wind
Karle's_Crash_Dive_Mod
Scirè-Tikigod- repeated order
Real Depth Charge
TiefeMkI(German)
TorpedoTubesFfireFinal vGW
_LSH3_V5.1_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal
_LSH3_V5.1_SLS_Spezialeffekte-Gross

Aces' Combined SH3.SDL Files v4
Sub Image mod
Supplement to V16B1 (JSGME)
DD_VisibleMines_V1.0
MFM3.2 displacement correction mod
Ultimate ObjectView Camerav1.0
Water Drops Blur Effect MaGUI v3.4 Widescreen Compat

SH-5 Water for SH-3 16 Km V84 My Way
Wolfehunters_VIIC_U408_2048
Wolfehunters_U-82_VIIC Decks
Stiebler4B_Addon_for_V16B1
Commands My Way

The "Aces' MaGUI v3.4 (Widescreen version) add-on v4 for Super Turms 7 & Multimod compatability Fix v1.3" is the key fix for compatibilize Magui WS, Interiors and Aces stuff. With this configuration, I have all the stuff working.

Of course, I touched some files in H.sie patch.

Also I use the Water Drops Blur Effect MaGUI v3.4 Widescreen Compat
and Ultimate ObjectView Camerav1.0. The former has a camera.dat compatible with MaGUI WS, and the later improve the camera.dat without modify the cameras.dat of The Water Drops (It´s a camera.val file). The combination is superbe for inmersion (and I recommend it for U_BOOT_HAAD, BTW).

Best regards.

Fitzcarraldo
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Old 04-27-13, 04:22 AM   #102
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http://media1.gamefront.com/personal...542453d743a346.
Error 6 (net::ERR_FILE_NOT_FOUND)



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Old 05-10-13, 11:55 AM   #103
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I have been trying to get SH3 working in widescreen. I've never played in widescreen before and since I have a widescreen laptop, decided to try.

I can't get anything to work. I'm trying the MaGui WS mode. I tried changing the resolution of my screen and the resolution in the d3d9.ini but that didn't work. It makes the game load in the lower left corner of my screen and shrinks it. At times I get "cannot initialize 3d engine" msg.

I play on my laptop which has a 15.6" 16:9 WS (1920x1080) screen. I would prefer to get rid of the black (overscan) bands on the side, but I can live with them if I have to. I don't have to run it @ 1920x1080 just anything that will work.

I think I've tried everything mention on the subject in SubSim and nada.

Thanks,

Mike

15.6" 16:9 WS (1920x1080) screen/8GB RAM/AMD Radeon HD 6990M video w/2GB RAM/Win7 64bit
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Old 05-10-13, 07:25 PM   #104
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Hi Mike,

I noticed that you are using a Radeon. Does it support 1360x768 resolution? If not this may be your problem. I also have a Radeon (Mobility 5870) which does not support 1360x768 resolution. I found that there is a utility called "PowerStrip" which you can download from http://entechtaiwan.com/util/ps.shtm that allowed me to add the 1360x768 resolution to my display modes. Once I did this I was able to get the MaGui widescreen mod working on my Radeon.

I now have frame rate issues when I am close to land (which I suspect is something else in the mod), but as you have a more powerful graphics card this may not be an issue for you. The PowerStrip utility isn't that easy to use and it's kind of annoying as it always pops up a message when you boot (you can disable this if you register).

If you decide to try PowerStrip and have trouble getting it to work, let me know and I can try and help out. Right now I'm posting from a Linux machine so I don't have Windows and the PowerStrip utility in front of me.

Thanks.

PS. I'm not associated with the makers of PowerStrip in any way.

Last edited by zakarpatska; 05-10-13 at 07:59 PM. Reason: Formatting and a typo
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Old 05-10-13, 07:50 PM   #105
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To alleviate the "Cannot initialize 3D engine" error message, try changing the resolution in d3d9.ini from 1360x768 to 1366x768. If your GPU doesn't support 1360, it may support 1366. And the 0.4% compression won't be apparent. I am using an NVidia 540M and it works for my rig.

I have not found any widescreen mod which will work at 1920x1080. The masks are all much too small, and the 2D pages do not stretch. (Explanation here: http://www.subsim.com/radioroom/show...26&postcount=6) WS MaGUI won't do it, Conus' WS won't do it, Seeadler and Rubini's won't. All have some pretty ugly problems with the 2D pages at 1920x1080. A pity, because the 3D pages are incredibly sharp at 1920x1080. But all of them work great at 1366x768.

Last edited by BigWalleye; 05-10-13 at 08:14 PM.
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