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Old 04-25-08, 10:04 AM   #286
Lapazeus
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Quote:
Originally Posted by onelifecrisis
Yet another release of the Ubermod will be forthcoming. It'll be the same as 1.5, except that RWF-fixed GWX 2.1 campaign files will be included (like with OLCE1).
Very much appreciated

One can't help but praise your (and other modders') work and dedication to improve people's gaming experience.
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Old 04-25-08, 10:51 AM   #287
Marko_Ramius
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Incredible Now 1.5 and soon 1.6


OLC, in your next 1.6, with RWF really applied, can you please make 2 sets of campaign files ?

One for regular Campaign files ; And one other for "Merged Campaign".

I can do it myself, but i'm not sure if i will do it correctly ; And to avoid some future complaints about stranges bugs/behaviour .. Cause i don't think i'm the only one guy who use "Merged campaign".

I know it's some works for you, but hé .. you are the artist



And am i the only one who think the water is a little bit too much dark in heavy seas ? :hmm:
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Old 04-25-08, 10:53 AM   #288
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Quote:
Originally Posted by Marko_Ramius
OLC, in your next 1.6, with RWF really applied, can you please make 2 sets of campaign files ?

One for regular Campaign files ; And one other for "Merged Campaign".
I'm just going to put in the Merged Campaign files. It's less complicated that way. If you, or anyone, wants it otherwise, it takes all of sixty seconds to apply the RWF fix yourself.
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Old 04-25-08, 11:49 AM   #289
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Is it my nVidea card or does anyone else get a bridge watch crew looking like something out of the "Night of the Living Dead" at night? Daylight the faces look fine but at night the faces look awful, just the faces not the hands though.
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Old 04-25-08, 02:59 PM   #290
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Quote:
Originally Posted by onelifecrisis
I doubt that setting would affect anything else. Its probably fine to change it.
Thanks OLC, all the best with further developement of this gem!

'Bout time to really enjoy it too!
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Old 04-25-08, 03:51 PM   #291
onelifecrisis
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Default RWF continued...

It may be that the RWF fix is alive and well in GWX 2.1 after all. It seems that the differences I found (between GWX 2.1 campaign files before and after applying the fix) simply determine the starting weather conditions, and not the changeability of the weather. This of course means I needn't put any campaign files in the Ubermod and you can disregard my previous comment about RWF in GWX.

I guess I was just unlucky with the weather on that patrol I mentioned. :hmm:

Sorry for any confusion.

At any rate, a new version of the Ubermod will be released soon; it contains a few minor graphical corrections (mostly to how things look underwater at night). I'm also going to try to make a User Guide, as there's quite a lot of undocumented stuff in the mod now.
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Old 04-25-08, 09:25 PM   #292
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Default Ubermod v1.6 uploading to FileFront now...

Please read the updated readme.

Changes in this version:
  • Tweaks and fixes to the appearance of underwater 3D objects and bitmap particles, particularly at night.
  • Included Rubini's Water Stream mod in OLCE2.
  • Merged the 'flat sun fix' modlet into OLCE2.
  • The weather report is now given by the Navigation Officer (like in stock SH3) instead of the Watch Officer.
  • You now have the option to enable map contact updates and/or the event camera without it affecting your realism percentage.
  • New 'Players Guide' document added.
  • New loading screens added.
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Old 04-25-08, 10:16 PM   #293
dogshu
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Thank you onelife. You've done great work, you created the only other mod that I consider essential for SH3, besides GWX.
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Old 04-25-08, 10:25 PM   #294
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Thank you for saying so, dogshu.
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Old 04-25-08, 10:27 PM   #295
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Quote:
Originally Posted by onelifecrisis
Please read the updated readme.

Changes in this version:
  • Tweaks and fixes to the appearance of underwater 3D objects and bitmap particles, particularly at night.
  • Included Rubini's Water Stream mod in OLCE2.
  • Merged the 'flat sun fix' modlet into OLCE2.
  • The weather report is now given by the Navigation Officer (like in stock SH3) instead of the Watch Officer.
  • You now have the option to enable map contact updates and/or the event camera without it affecting your realism percentage.
  • New 'Players Guide' document added.
  • New loading screens added.
Then we both agree... the map contact update is not unrealistic... they (back in ww2) maybe didn't draw those ship figures on the map, BUT SURE IT'S POSSIBLE! Just observe the target and draw on the map, not that hard.

And its great that you merged Rubini's work with yours... Much easier to enable. Same for the flat sun fix. Great to have new loading screens too! The new particles I'll have to check.

Are you getting in the 2.0 version before May?

Great to see that you're very concearned about keeping your mod updated with every bug you fix, you're a perfectionist!
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Old 04-25-08, 10:38 PM   #296
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by onelifecrisis
Please read the updated readme.

Changes in this version:
  • Tweaks and fixes to the appearance of underwater 3D objects and bitmap particles, particularly at night.
  • Included Rubini's Water Stream mod in OLCE2.
  • Merged the 'flat sun fix' modlet into OLCE2.
  • The weather report is now given by the Navigation Officer (like in stock SH3) instead of the Watch Officer.
  • You now have the option to enable map contact updates and/or the event camera without it affecting your realism percentage.
  • New 'Players Guide' document added.
  • New loading screens added.
Then we both agree... the map contact update is not unrealistic... they (back in ww2) maybe didn't draw those ship figures on the map, BUT SURE IT'S POSSIBLE! Just observe the target and draw on the map, not that hard.

And its great that you merged Rubini's work with yours... Much easier to enable. Same for the flat sun fix. Great to have new loading screens too! The new particles I'll have to check.

Are you getting in the 2.0 version before May?

Great to see that you're very concearned about keeping your mod updated with every bug you fix, you're a perfectionist!
Will you please stop putting words in my mouth?

No, I don't think it's realistic for the NO to draw 50 updates per second on the map.

I've wanted for ages to fix map updates. I had a solution that was pretty close to what I wanted... but no cigar. There's a problem with the solution and I can't find a way around it, so I've given up, hence the update to allow it "as it is" in GWX (those guys have done all that can be done with it, I think).

Anyway, glad you like the changes. :p
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Old 04-25-08, 10:59 PM   #297
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by onelifecrisis
Please read the updated readme.

Changes in this version:
  • Tweaks and fixes to the appearance of underwater 3D objects and bitmap particles, particularly at night.
  • Included Rubini's Water Stream mod in OLCE2.
  • Merged the 'flat sun fix' modlet into OLCE2.
  • The weather report is now given by the Navigation Officer (like in stock SH3) instead of the Watch Officer.
  • You now have the option to enable map contact updates and/or the event camera without it affecting your realism percentage.
  • New 'Players Guide' document added.
  • New loading screens added.
Then we both agree... the map contact update is not unrealistic... they (back in ww2) maybe didn't draw those ship figures on the map, BUT SURE IT'S POSSIBLE! Just observe the target and draw on the map, not that hard.

And its great that you merged Rubini's work with yours... Much easier to enable. Same for the flat sun fix. Great to have new loading screens too! The new particles I'll have to check.

Are you getting in the 2.0 version before May?

Great to see that you're very concearned about keeping your mod updated with every bug you fix, you're a perfectionist!
Will you please stop putting words in my mouth?

No, I don't think it's realistic for the NO to draw 50 updates per second on the map.

I've wanted for ages to fix map updates. I had a solution that was pretty close to what I wanted... but no cigar. There's a problem with the solution and I can't find a way around it, so I've given up, hence the update to allow it "as it is" in GWX (those guys have done all that can be done with it, I think).

Anyway, glad you like the changes. :p
AHA!!! POST #300!!!

Yes, its irrealistic to draw 50 updates per second... But its also irrealistic not been able to point any update at all, as they did... Draw stationary targets is very easy too.

I think that if we could make the NO draw the updates (maximum 10 ships) on an interval of 3-5 minutes between each update, would be good. WOULD... but can't...
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Old 04-26-08, 01:03 AM   #298
JScones
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Quote:
Originally Posted by onelifecrisis
  • Included Rubini's Water Stream mod in OLCE2.
If one wants to run OLCE2 with the S-Boot mod, can one simply remove the Submarine and Textures folders? Or will the remaining Materials.dat cause some conflict?
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Old 04-26-08, 01:12 AM   #299
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Quote:
Originally Posted by JScones
Quote:
Originally Posted by onelifecrisis
  • Included Rubini's Water Stream mod in OLCE2.
If one wants to run OLCE2 with the S-Boot mod, can one simply remove the Submarine and Textures folders? Or will the remaining Materials.dat cause some conflict?
You can remove those folders, no problem.
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Old 04-26-08, 01:33 AM   #300
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To the people who just downloaded 1.6:
I left a file out!
I've deleted 1.6 from my FF page and I'm re-uploading it now (with the missing file included this time, and I double-checked to make sure I didn't leave out any others). Sorry about that.
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Last edited by onelifecrisis; 04-26-08 at 01:55 AM.
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