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Old 04-27-2013, 01:49 PM   #3571
VONHARRIS
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Originally Posted by Captain Wreckless View Post
Oh GREAT! Another tool to confuse me.

Mike
No no...
It is very easy to use.
It compares .txt or .ini files and shows any differences at a single glance.
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Old 04-27-2013, 01:57 PM   #3572
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I'm confused about something.

The readme for V16B1 says:

2) Preparing the Supplement-Mod
Note: The Supplement-Mod is essential, not optional !!!
a. Extract the Supplement to V16 Mod archive
b. Put the patched sh3.exe into that mod (into the same folder where the 4 DLLs are located).

Then you add the messages, AI-uboats for the wolfpack mod and Stiebler4B save and then load via JSGME.

Why is the patched sh3.exe file included? As far as I can it is not modified again.

When the mod is loaded, does SH3 then use the sh3.exe file in the mod and not the default file in the main directory?


Mike
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Old 04-27-2013, 03:48 PM   #3573
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Hello!

I´ve problem with the installation of the patch. I had a running&modded version of sh3. Then i tried to install the patch but when I tried to start sh3 the following message box came:

Error loading hsie2.act
Incompatible sh3.exe version found.
hsie2.act not started.
Patches not applied.


So delete all SH3 files
Made a clean and fresh install of SH3
Installed GWX3.0
Activated all JSGME Mods but no 4gb patch
Made all installations steps for V1.61
Activated Supplement mod

started SH3 via SH3 Commander but:

Error loading hsie2.act
Incompatible sh3.exe version found.
hsie2.act not started.
Patches not applied.


So whats wrong there? (SH3 is patched to 1.4)
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Old 04-27-2013, 04:08 PM   #3574
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Quote:
Originally Posted by Captain Wreckless View Post
I'm confused about something.

The readme for V16B1 says:

2) Preparing the Supplement-Mod
Note: The Supplement-Mod is essential, not optional !!!
a. Extract the Supplement to V16 Mod archive
b. Put the patched sh3.exe into that mod (into the same folder where the 4 DLLs are located).

Then you add the messages, AI-uboats for the wolfpack mod and Stiebler4B save and then load via JSGME.

Why is the patched sh3.exe file included? As far as I can it is not modified again.

When the mod is loaded, does SH3 then use the sh3.exe file in the mod and not the default file in the main directory?


Mike
When the mod is loaded using JSGME, the sh3.exe file in the mod folder is written over the clean sh3.exe file in the sh3 main directory. But first, JSGME saves a copy of the original sh3.exe before that file is overwritten. JSGME does that backup process for every file it overwrites. Now when you start SH3, the patched copy in the main folder is used. Meanwhile, your unpatched file is safe and sound in a JSGME backup folder, and you can revert to it quickly using JSGME whenever you want or need to. By patching a copy of the executable and activating it with JSGME, the patched version becomes just another mod and you don't risk corrupting your clean install.
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Old 04-27-2013, 05:43 PM   #3575
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Quote:
Originally Posted by BigWalleye View Post
When the mod is loaded using JSGME, the sh3.exe file in the mod folder is written over the clean sh3.exe file in the sh3 main directory. But first, JSGME saves a copy of the original sh3.exe before that file is overwritten. JSGME does that backup process for every file it overwrites. Now when you start SH3, the patched copy in the main folder is used. Meanwhile, your unpatched file is safe and sound in a JSGME backup folder, and you can revert to it quickly using JSGME whenever you want or need to. By patching a copy of the executable and activating it with JSGME, the patched version becomes just another mod and you don't risk corrupting your clean install.
Thanks BigWalleye. I knew JSGME made backups of the files and it never occurred to me it would do the same thing with the .exe file. D'oh!

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Old 04-29-2013, 04:05 AM   #3576
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Quote:
Originally Posted by VONHARRIS View Post
Yes , it can be done on one condition.
You shouldn't let the menu_1024 and the en_menu.txt files of the LRT to be overwritten by anything.
If a mod requires changes to the menu_1024 and/or en_menu.txt files do them manually , after checking what these changes are.
The Winmerge tool is very handy in that occasion.

Hope that helps
Gute Jadg Herr Kaleun
Where can I find this Winmerge?

Thanks,

M
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Old 04-29-2013, 06:50 AM   #3577
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Originally Posted by Captain Wreckless View Post
Where can I find this Winmerge?

Thanks,

M
Just google Winmerge and you will find it.
It is free software!
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Old 04-29-2013, 06:57 AM   #3578
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Originally Posted by Captain Wreckless View Post
Where can I find this Winmerge?
http://winmerge.org/downloads/

Shareware, free download. Very intuitive. You think about doing it, you do it. I wish programs I paid money for were this well developed!
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Old 04-29-2013, 06:26 PM   #3579
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Quote:
Originally Posted by VONHARRIS View Post
Just google Winmerge and you will find it.
It is free software!
OK. Thought it was SH3 specific software.

Thanks.

Mike
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Old 05-04-2013, 02:42 PM   #3580
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Hi all,

I'm trying to learn how to merge files and I've run into a problem and I'm not sure what to do. I'm trying to do add the AI-Subs for the Wolfpack mod.

The instructions say to look for the last [Unit xxxx], and the last [Unit xxxx. waypoint x] and then add the AI-subs after that.

My problem is, I don't have a last waypoint for my last unit. This what I have for my last unit:

[Unit 5854]
Name=GE Medium Hansa Combifreighter#3
Class=KMSSHansa
Type=102
Origin=German
Side=2
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=true
GameEntryDate=19400404
GameEntryTime=0
GameExitDate=19410101
GameExitTime=0
EvolveFromEntryDate=false
Long=978516.000000
Lat=6421465.000000
Height=0.000000
Heading=322.899689
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

Then starts:
[OrdnanceUnit 1]
Name=AntiSubNet#1
Class=AntiSubNet
Type=501
Origin=Netherland
etc...

There are waypoints for the OrdnanceUnit. There are waypoints for previous units though.

Right now I have only 2 mods installed while I practice this and make sure it works:

GWX Wilhemschafen...
Extras for Wilhemsshafen...

Does it make a difference whether the ships are stationary (ie: no way points) or moving (ie: with way points)? How should I proceed?

Thanks


Mike
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Old 05-05-2013, 01:17 AM   #3581
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Quote:
Originally Posted by Captain Wreckless View Post
Hi all,

I'm trying to learn how to merge files and I've run into a problem and I'm not sure what to do. I'm trying to do add the AI-Subs for the Wolfpack mod.

The instructions say to look for the last [Unit xxxx], and the last [Unit xxxx. waypoint x] and then add the AI-subs after that.

My problem is, I don't have a last waypoint for my last unit. This what I have for my last unit:

[Unit 5854]
Name=GE Medium Hansa Combifreighter#3
Class=KMSSHansa
Type=102
Origin=German
Side=2
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=true
GameEntryDate=19400404
GameEntryTime=0
GameExitDate=19410101
GameExitTime=0
EvolveFromEntryDate=false
Long=978516.000000
Lat=6421465.000000
Height=0.000000
Heading=322.899689
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

Then starts:
[OrdnanceUnit 1]
Name=AntiSubNet#1
Class=AntiSubNet
Type=501
Origin=Netherland
etc...

There are waypoints for the OrdnanceUnit. There are waypoints for previous units though.

Right now I have only 2 mods installed while I practice this and make sure it works:

GWX Wilhemschafen...
Extras for Wilhemsshafen...

Does it make a difference whether the ships are stationary (ie: no way points) or moving (ie: with way points)? How should I proceed?

Thanks


Mike
The answer is in the red text - it's a docked ship therefore no waypoints.

You should be able to add the AI subs after the Unit 5854 paragraph and before [OrdnanceUnit 1]
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Old 05-05-2013, 01:29 AM   #3582
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Quote:
Originally Posted by Wreford-Brown View Post
The answer is in the red text - it's a docked ship therefore no waypoints.

You should be able to add the AI subs after the Unit 5854 paragraph and before [OrdnanceUnit 1]
Thanks. I'll give that a try.

Mike
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Old 05-07-2013, 09:31 PM   #3583
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Got it to Work! Woo Hoo!

Mike
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