View Full Version : GWX (Grey Wolves eXpansion Mod)
danlisa
02-22-07, 07:51 AM
@U48
I appreciate your opinion/reasoning & views.
However, this thread is here to provide release details and support for the 1.02 Patch.
If you wouldn't mind, this topic is better served in it's own thread.
Please don't take this the wrong way, we just need to keep this thread on track for anyone wanting to find information about the Patch.
Thank You.
That´s the first time I heard that Finland surrendered... few veterans would have something to say about that. :D
Peace treaty my friend. :up:
You have right, Dowly :up:
Do you know that Polish Samodzielna Brygada Strzelców Podhalańskich (mountain infantry brigade) had to help Finnland during war against USSR in 1940? Unfortunately, before this mission Hitler attacked Norway and SBSP fought in Narvik.
Von Walrus
02-23-07, 03:44 AM
HI all.
Re-installed SH3 after finding out about and downloading this mod. Clean install, patched to 1.4b, ran GWX.exe on top of that to install it.
My PC now crashes and reboots one minute into the first Naval Academy mission and within a minute of starting a career in port. I've tried it with the lite harbour mod enabled too.
Gutted :(
P4 3ghz
1gb Ram
Geforce 6800 128mb
Motherboard-based 5.1 sound.
All drivers bang up-to-date.
Anyone else have this sort of problem and is there a solution?
Thanks in advance.
danlisa
02-23-07, 03:53 AM
Welcome Von Walrus :sunny:
If you click on my sig you will reach the GWX website, there you will find the needed files for GWX & the 1.02 Patch.
You need a 'clean' SH3 + 1.4b as a base installation.
You need the:
GWX.exe Installer
GWX-1.bin
GWX-2.bin
GWX-3.bin
GWX-4.bin
GWX-5.bin
Put the above 6 files in a folder together and run the installer.
Then d/l the GWX 1.02 Patch and run it.
This will give you a standard GWX installation.
There are additional files if you are using SH3Cmdr and also a MD5 Compare program which allows you to check your downloaded files to make sure they are not corrupted.
Please note, you will not be able to continue your current career.
Good luck.:up:
Jimbuna
02-23-07, 04:25 AM
Welcome aboard kaleun Von Walrus :arrgh!:
@danlisa
Is that the updated spysat mod in your sig :hmm:
danlisa
02-23-07, 04:33 AM
Welcome aboard kaleun Von Walrus :arrgh!:
@danlisa
Is that the updated spysat mod in your sig :hmm:
Nope, it will be removed/renamed as soon as the new one is ready. Besides, not everyone is on V1.02 yet.;)
Jimbuna
02-23-07, 05:16 AM
Welcome aboard kaleun Von Walrus :arrgh!:
@danlisa
Is that the updated spysat mod in your sig :hmm:
Nope, it will be removed/renamed as soon as the new one is ready. Besides, not everyone is on V1.02 yet.;)
Tell me about it...I'm more in my PM box than on the site now :lol:
How about an automated response with one of mr c's RTFM :damn: :arrgh!:
Von Walrus
02-23-07, 07:09 AM
Welcome Von Walrus :sunny:
If you click on my sig you will reach the GWX website, there you will find the needed files for GWX & the 1.02 Patch.
You need a 'clean' SH3 + 1.4b as a base installation.
You need the:
GWX.exe Installer
GWX-1.bin
GWX-2.bin
GWX-3.bin
GWX-4.bin
GWX-5.bin
Put the above 6 files in a folder together and run the installer.
Then d/l the GWX 1.02 Patch and run it.
:up:
Jawohl, Herr Kaleun :up:
(I'll do it when I get home tonight)
Jimbuna
02-23-07, 08:04 AM
Sorry for butting in but also...if your gonna use SH3Cmdr, dont forget the GWXv102cfg4SH3cmdr file :yep:
Available from either Dans or my sigs :arrgh!: :up:
danlisa
02-23-07, 08:13 AM
Sorry for butting in but also...if your gonna use SH3Cmdr, dont forget the GWXv102cfg4SH3cmdr file :yep:
Available from either Dans or my sigs :arrgh!: :up:
Um Jim, post 754;)
(how much longer till I get rid of The Old Man Avatar?)
Jimbuna
02-23-07, 08:34 AM
Sorry for butting in but also...if your gonna use SH3Cmdr, dont forget the GWXv102cfg4SH3cmdr file :yep:
Available from either Dans or my sigs :arrgh!: :up:
Um Jim, post 754;)
(how much longer till I get rid of The Old Man Avatar?)
Sorry mate...still can't see any specific reference to cfg...unless your meaning the 'GWX website' :D
As for the avatar...feck naas...I'm waiting of you reaching something more appropriate like the wild night at langleys or whatever :rotfl:
Unless of course it's already been and gone :hmm:
danlisa
02-23-07, 08:41 AM
Don't know about Langleys but had the other one.;)
There are additional files if you are using SH3Cmdr and also a MD5 Compare program which allows you to check your downloaded files to make sure they are not corrupted.
Hell, it never hurts to reiterate something, people might actually start taking notice.;)
Hell, it never hurts to reiterate something, people might actually start taking notice.;)
1. How many of you guys play GWX Multiplayer ?
2. Why does the stealth meter in GWX Multiplayer only change colour for the host and NOT for the other players, when in out of the box SH3 it changes colour for ALL the players ?
3. Does anybody have an answer/solution/fix for this problem?
4. From March 1st " OFFICIAL " GWX Stats start at WPL
http://www.subsim.com/radioroom/showthread.php?t=104427
Look forward to seeing some of you guys @ WPL for GWX Stats.........Salute !
badhat17
02-23-07, 04:31 PM
Hell, it never hurts to reiterate something, people might actually start taking notice.;)
1. How many of you guys play GWX Multiplayer ?
2. Why does the stealth meter in GWX Multiplayer only change colour for the host and NOT for the other players, when in out of the box SH3 it changes colour for ALL the players ?
3. Does anybody have an answer/solution/fix for this problem?
4. From March 1st " OFFICIAL " GWX Stats start at WPL
http://www.subsim.com/radioroom/showthread.php?t=104427
Look forward to seeing some of you guys @ WPL for GWX Stats.........Salute !
Stealth meter ? .. Good grief :huh: Try playing like a man . :lol:
danlisa
02-23-07, 04:45 PM
2. Why does the stealth meter in GWX Multiplayer only change colour for the host and NOT for the other players, when in out of the box SH3 it changes colour for ALL the players ?
3. Does anybody have an answer/solution/fix for this problem?
This is a stock bug and has been present since the release of the game.
Detection will not change the stealth meter.
Pinging 'should' change the stealth meter.
For all players not just the host.
Well...........I can tell you here and now, even when being pinged ( IN GWX ) the stealth meter.....DOES NOT Change....So, how come it works ok in " outta da box ?" :huh:.......As for playing like a man..( @ Badhat )...Git yer butt to wpl for GWX Stats.....or is it you can talk the talk but, cant walk the walk ? Anyway Danlisa thanks for your input ...Salute !
Jimbuna
02-24-07, 05:43 AM
Well...........I can tell you here and now, even when being pinged ( IN GWX ) the stealth meter.....DOES NOT Change....So, how come it works ok in " outta da box ?" :huh:.......As for playing like a man..( b****t alias )...Git yer butt to wpl for GWX Stats.....or is it you can talk the talk but, cant walk the walk ? Anyway Danlisa thanks for your input ...Salute !
Keep a cool head kaleun u48 :arrgh!: I appreciate the difficulty in doing so when replied to in terms and tones that can be perceived in a variety of ways ;)
There are a group of us (beta testers to GWX-danlisa and myself included) who have played this game consistently since it's inception and obviously prior to it's general release on MP. The fact the stealth meter only changes colour for the MP host has been regularly noted and discussed amongst us. :yep:
To be totally frank and honest, we are collectively agreed that it is a stock bug, despite your observations re: "outta da box" because we have noticed one or two other minor changes once you get into 'MP' mode. (the inability to display conning tower emblems to name but one).
Oh!...and BTW, there are a number of our flotilla members interested in trying wpl :hmm: ....if we're still welcome that is...salute :D :up:
I have a one question. GW team, why you dont add a float planes to capital shpis ?
melnibonian
02-24-07, 06:19 AM
I have a one question. GW team, why you dont add a float planes to capital shpis ?
I think there are some people that work on the float planes issue but I don't know their results yet.
Jimbuna
02-24-07, 07:24 AM
I have a one question. GW team, why you dont add a float planes to capital shpis ?
Tell you what go into the museum and have a look :yep: then send $1 to Neal for every one you spot :yep:
Here's $10 worth to start you off:
Iowa x2
Anson
Duke of York
Howe
King George V
Prince of Wales
Gneisenau
Scharnhorst
Tirpitz
:up: :arrgh!:
I have a one question. GW team, why you dont add a float planes to capital shpis ?
What issue ?
[quote=u48]
Keep a cool head kaleun u48 :arrgh!: I appreciate the difficulty in doing so when replied to in terms and tones that can be perceived in a variety of ways ;)
There are a group of us (beta testers to GWX-danlisa and myself included) who have played this game consistently since it's inception and obviously prior to it's general release on MP. The fact the stealth meter only changes colour for the MP host has been regularly noted and discussed amongst us. :yep:
To be totally frank and honest, we are collectively agreed that it is a stock bug, despite your observations re: "outta da box" because we have noticed one or two other minor changes once you get into 'MP' mode. (the inability to display conning tower emblems to name but one).
Oh!...and BTW, there are a number of our flotilla members interested in trying wpl :hmm: ....if we're still welcome that is...salute :D :up:
Thanks for the input Jimbuna...Its appreciated....As for your flotilla members or anyone interested in trying WPL for GWX Stats.. YOUR MOST WELCOME.....An influx of new players would be very much appreciated....Salute!
danlisa
02-24-07, 04:20 PM
I have a one question. GW team, why you dont add a float planes to capital shpis ?
What issue ?
That would be GWX 1.02 :yep:
I hope we're talking about the same mod and not TGW 1.1a:oops:
I'm tolking about GWX 102 ver., and ther is no float planes on capitals. Capitals ships dont spawn a float planes like carriers spawn a fighters/bomber on the sea.
bigboywooly
02-24-07, 08:59 PM
There are float planes on capital ships look in the museum but no they dont spawn
They dont from cruisers either
but what about carriers? The carriers spawn a planes why capital ships cant? Some bug, issues or something else ?
Steppenwolf
02-24-07, 10:52 PM
There are float planes on capital ships look in the museum but no they dont spawn
They dont from cruisers either
I am sure you are correct on this.
I have a question about the manual, however, if you don't mind. The GWX 1.02 manual mentions that they do "something" (perhaps not actually spawn) in the game. Is this an error? Or perhaps a feature that was intended but either abandoned or postponed to a later release? Or is it that they do not "Spawn" as such, but their search capabilities are represented abstractly?
Some of the places where the manual mentions it are:
Page 172 The Town-class light cruiser in GWX
"GWX models each of these ships to carry a Walrus search aircraft, which has a random chance to observe and report your presence. The aircraft is always considered to be “out searching for you” whenever you actually see a ship of this class in the game."
Page 241 The Supermarine “Walrus” observation/scout plane in GWX
"The Supermarine Walrus conducts air patrols from large British air bases and from British capital ships."
Page 249 The Vought OS2U-3 “Kingfisher” observation/scout plane in GWX
"The Vought OS2U-3 “Kingfisher” floatplane flies from U.S. bases, battleships, and cruisers in GWX."
bigboywooly
02-25-07, 07:09 AM
:hmm:
I will conduct some tests
Penelope_Grey
02-25-07, 09:43 AM
hi guys,
Thanks to the miricle of Multi SH3 me and my brother now have our own game each. I run mine with GWX and he runs his with the original GW and Stock for other carreers.
I have noticed that my version seems a bit tougher than his, for the week I was first playing I plaed stock game, now I totally dig how aircraft are a threat in GWX that is historically accurate.
I also got the patch to 1.02 for GWX and I dig the rotating antenna and stuff and what not, the only thing is, my engine speed is totally screwed up! When I select ahead slow Im doing like 3 knots on the surface. before I got the patch I was selecting my engine speed manually without the telegraph.
Is there some way I can change the engine system back to what it was before the patch? If there is that would be awesome, and of course if I can do it using JSGME that would be coolness too.
One other thing, I love the expansion, and the graphics and everything, but I was thinking for my "fun" patrols, rather than my serious ones, any possibility of a mod that makes sinking the ships as easy as sinking them in stock?
Just asking.
bigboywooly
02-25-07, 10:25 AM
Hi Pen
What boat is the speed problem in >
Just this minute noticed it myself with the IXD2
Penelope_Grey
02-25-07, 10:32 AM
All of them I think. I noticed it in my VIIb, my VIIc on the IXb, I also found it happened on the IID as well, so I think accross the board.
If you hit ahead slow on the surface, it creeps. you could like, swim faster!
Wheras prior to the patch, when you hit ahead slow they'd go their normal speed, but it seems hitting ahead slow, surfaced or submerged tells the boat you only want to do 2 knots. Which if I am not getting depthcharged, I don't. I am playing on a VIIb currently and beofre the patch it did 7 knots surfaced at head slow.
Now it does 3 or 4 knots at ahead slow. Submerged it only does 2 knots rather than 3 at head slow. I just don't like that feature of the patch, because it aint rocket science to select 2 knots on the knotmeter.
Really though its the torpedoing that is the only thing of stock game I miss, seems ships in GWX are a bit too hard to sink, because Merchant ships if I recall were just floating buckets that were welded together, 2 torpedoes would be enough realisitically to sink just about any merchant ship.
But well, I think that covers it.
bigboywooly
02-25-07, 12:54 PM
Submerged ahead slow is a feature that will give you Silent running
3kts is NOT silent running
Sooooooooo mant ppl complained at release that hitting z for silent running still got you detected
The RPM of the engine too high at that speed so yes you were detected
So now ahead slow will lower the speed to 2kts straight away when going to silent running without the player having to manually change
Many were forgetting in the moment of being attacked
As you say its not rocket science to change the speed yourself while on the surface
I thought you meant something else in original post
That feature was added in the Dec 23rd patch
Something you obviously didnt have
Was included in 1.02 as were all the fixes in the Dec 23rd patch
Penelope_Grey
02-25-07, 01:13 PM
yah. Got ya!
Those people shoulda read the manual then. Becuase there is a section there about escaping Destroyer attacks and it says quite clearly to set your speed to two knots.
What I meant, I liked the old setup better, is all, it felt convenient. And besides, when you get enough distance between you and the destroyer hunting you, you can accelerate back to 3 knots anyway.
It was just a bit strange for me, when I selected ahead slow in a type VII and found I was only doing 3 or 4 knots on the surface, I mean... I wanted ahead slow but thats ridiculous! LOL
bigboywooly
02-25-07, 01:23 PM
yah. Got ya!
Those people shoulda read the manual then. Becuase there is a section there about escaping Destroyer attacks and it says quite clearly to set your speed to two knots.
What I meant, I liked the old setup better, is all, it felt convenient. And besides, when you get enough distance between you and the destroyer hunting you, you can accelerate back to 3 knots anyway.
It was just a bit strange for me, when I selected ahead slow in a type VII and found I was only doing 3 or 4 knots on the surface, I mean... I wanted ahead slow but thats ridiculous! LOL
V True
Buts so easy after playing various versions before to hit Z and EXPECT to be silent as you used to be
So it was implemented that way
Sgian Dubh
02-25-07, 11:48 PM
Sorry I am so late to this party.
I had to leave off of SHIII for some time, but haveing checked in and discovered GWX's release I am ramping back up.
Of course, I would already have had it installed, but I left-clicked on the links and when the download was finished I got a dialog box asking me what program to use to open the bin file. And then I lost each bin file in turn.
So now I am re-downloading each of them having right-clicked and selected "Save as".
I also noticed some large .oggs files. Are these critical to have for GWX?
Sorry for what may seem simple questions, but I am trying to ramp back up as fast as possible.
Thanks
melnibonian
02-26-07, 06:03 AM
To install GWX you need to have all 5 bin files and the executable in one (the same) directory. Then just run the GWX.exe and the installer sorts things out for you. Make sure you read the instructions as well, as they answer almost every question people have. Good Luck:up:
danlisa
02-26-07, 06:16 AM
Of course, I would already have had it installed, but I left-clicked on the links and when the download was finished I got a dialog box asking me what program to use to open the bin file. And then I lost each bin file in turn.
STOP - the files have been d/l'd into your temp directory, as long as you have not run a PC Cleaner then a simple windows search will find these for you.
I also noticed some large .oggs files. Are these critical to have for GWX?
The largest .ogg files are probably the grammophone audio files. These grammophone files are not critical to GWX.
I'm not sure how you accessed these files without installing GWX as all the installation files are in .bin format.(image loader?)
Anywho, don't remove them until the installation is complete.:yep:
Now when i playing a little in GWX 102, i think that new physics model i weak :/. First of all engine of game cant hold this new physics model.
Secendly now it very strange to swim.
One of my screens.
http://img237.imageshack.us/img237/4437/sh3img2622007122013281kj7.jpg
My speed is 2 knots. I want to go down about 140 m but my boat go only to 91 end no more. Only 91 at 2 knots. But when i stoped my boat he go down to 110-120 m and no more. For me it is very strange phisics model. There is something wrong. At 2 knots my boat it shallow them when i stop. Its unrealistic :/
In game you dont have any order for CA to trim a boat on some deep. You have only a order for CA to go down at some deep. So if you stop or speed up the CA should trim a boat. I want to be at 120 m. so CA should trim a boat at this deep for speed which i want.
AAAAAAA I'm in U-Boat VIIB
KrvKpt. Falke
02-26-07, 07:34 AM
NiKuTa: this "feature" you described is also in Dec23rd patch. I played 2 carieers with that patch (23rd) and im 100% sure my sub behave just like you said: it didnt want to go too deep when speed was set to 2 or 3 knots.
Now when i playing a little in GWX 102, i think that new physics model i weak :/. First of all engine of game cant hold this new physics model.
Secendly now it very strange to swim.
One of my screens.
My speed is 2 knots. I want to go down about 140 m but my boat go only to 91 end no more. Only 91 at 2 knots. But when i stoped my boat he go down to 110-120 m and no more. For me it is very strange phisics model. There is something wrong. At 2 knots my boat it shallow them when i stop. Its unrealistic :/
In game you dont have any order for CA to trim a boat on some deep. You have only a order for CA to go down at some deep. So if you stop or speed up the CA should trim a boat. I want to be at 120 m. so CA should trim a boat at this deep for speed which i want.
For now you can go with the Neutral Buoyance for GWX mod (from Kaptain Lehmann) what fix this behaviour.
I'm working on new settings that also maintain 80% of that shaking movement when in surface, have a slight positive buoyance but not more a dumb NO.
This fix will arrive together with the fix for sinking ships/below water line. :up:
Rubini.
Von Walrus
02-26-07, 10:35 AM
After fixing my crash/reboot problem, which was an SH3 / onboard soundcard conflict and nothing to do with GWX, I've completed my academy training and started my first patrol last night.
Imagine how far my jaw dropped when, after playing vanilla SH3, I emerge from my moorings at Kiel only to find a living, breathing, fully-realised and noisy port going about it's business all around me! The icing on the cake being the Graf Zeppelin looming like a grey mountain through the cranes.
Unlike vanilla SH3, I'm going to ditch the auto TDC and use a combo of manual ID, speed calculating and final rangefinding before making my weapons officer earn his crust by doing all the AOB maths. (It worked pretty well in the academy, although I put one or two fish just past the stern 'cos I looked stupidly at the WO's solution on the map before firing.)
Stopped doing that now - he's the expert and I trust him with my renown :smug:
danlisa
02-26-07, 10:44 AM
Glad you're up and running.:up:
But you've only just scratched the surface.:rotfl:
Sgian Dubh
02-26-07, 11:34 AM
For now you can go with the Neutral Buoyance for GWX mod (from Kaptain Lehmann) what fix this behaviour.
I'm working on new settings that also maintain 80% of that shaking movement when in surface, have a slight positive buoyance but not more a dumb NO.
This fix will arrive together with the fix for sinking ships/below water line. :up:
Rubini.
Where can oen find this mod?
Sgian Dubh
02-26-07, 11:37 AM
Thanks for the help above in answer to my posts.
Unfortunately, I had already re-downloaded the files prior to returning to this forum.
The important thing is that I have GWX up and running!
danlisa
02-26-07, 11:39 AM
Where can oen find this mod?
http://www.subsim.com/radioroom/showthread.php?t=104229
Read the thread! I don't know what compatibilty it has. Whether it's GWX 1.0 or GWX 1.0 + Dec 23rd or (unlikely) GWX 1.02.
I might break stuff if it's not used with the right version.
Jimbuna
02-26-07, 11:42 AM
It's JSGME compatable so it will be easy to take out if it has an adverse effect :arrgh!:
Hi all! I'm new in this forum :D (but not to SH3-GWX... eh eh :arrgh!:).
I and few others are trying to translate GWX into Italian. A great deal of the work is done, but there is a little problem...
We are translating the Radio Messages file (messages_en.txt), but the patch (if I'm right) added something to that file. Do you know what are the new/modified lines?
You see... if you know it I can avoid to read again 1200 lines to see what is different ;).
I hope you can help me and, obviously, a sea of thanks! Bye :up:
Fabio
Sgian Dubh
02-26-07, 12:25 PM
Wow.
You guys are fast!
Thanks!
I will confirm the problem exisits in 1.02 before I add anything. It just seemed like a good thing to get squared away.
Cheers!
danlisa
02-26-07, 12:33 PM
Hi all! I'm new in this forum :D (but not to SH3-GWX... eh eh :arrgh!:).
I and few others are trying to translate GWX into Italian. A great deal of the work is done, but there is a little problem...
We are translating the Radio Messages file (messages_en.txt), but the patch (if I'm right) added something to that file. Do you know what are the new/modified lines?
You see... if you know it I can avoid to read again 1200 lines to see what is different ;).
I hope you can help me and, obviously, a sea of thanks! Bye :up:
Fabio
Hey mate, Welcome :sunny:
This program might help - http://winmerge.org/
It let's you compare 2 txt files and tells you what's been changed. Very Handy.:up:
bigboywooly
02-26-07, 01:29 PM
Hi all! I'm new in this forum :D (but not to SH3-GWX... eh eh :arrgh!:).
I and few others are trying to translate GWX into Italian. A great deal of the work is done, but there is a little problem...
We are translating the Radio Messages file (messages_en.txt), but the patch (if I'm right) added something to that file. Do you know what are the new/modified lines?
You see... if you know it I can avoid to read again 1200 lines to see what is different ;).
I hope you can help me and, obviously, a sea of thanks! Bye :up:
Fabio
Hi and welcome
As Danlisa posted winmerge is a great program for picking up the differences between 2 files
Hope you manage to get your Italian conversion done
You may want to PM JScones (http://www.subsim.com/radioroom/member.php?u=216267) - he can provide you a list of ALL the files that need doing
I know some ppl are working on a Spanish and Polish translation too
Be nice if they could all be included as an optional mod like the French is now
Jimbuna
02-26-07, 01:46 PM
Here's a further option :up:
http://www.scootersoftware.com/
Wow! :oYou are incredibly fast! Thanks, thanks & thanks a lot! I will try and tell you if it does. Bye :up:
Fabio
Hi all! I'm new in this forum :D (but not to SH3-GWX... eh eh :arrgh!:).
I and few others are trying to translate GWX into Italian. A great deal of the work is done, but there is a little problem...
We are translating the Radio Messages file (messages_en.txt), but the patch (if I'm right) added something to that file. Do you know what are the new/modified lines?
You see... if you know it I can avoid to read again 1200 lines to see what is different ;).
I hope you can help me and, obviously, a sea of thanks! Bye :up:
Fabio
Hi Ippia,
I made the corrections on radio messages for GWX1.02. I adjusted a lot of errors on how and when the messages will be spawn and also a lot of mispelling errors.
Anyway, the comparision softs are the best way to know what needs to be redone on your translation or not, as the guys already said above.;)
Where can oen find this mod?
http://www.subsim.com/radioroom/showthread.php?t=104229
Read the thread! I don't know what compatibilty it has. Whether it's GWX 1.0 or GWX 1.0 + Dec 23rd or (unlikely) GWX 1.02.
I might break stuff if it's not used with the right version.
It's GWX 1.02 compatible!:up:
Thanks a lot you all! I tried with WinMerge and I finded the differences between the two files.
Thanks anyway Rubini! Yes, I saw your corrections. Congrats for GWX!
Bye bye folks! You're great!
Fabio
Steppenwolf
02-27-07, 10:41 AM
It was just a bit strange for me, when I selected ahead slow in a type VII and found I was only doing 3 or 4 knots on the surface, I mean... I wanted ahead slow but thats ridiculous! LOL
Is your battery 100% recharged? When you first surface, one of the two diesels is assigned to recharge your battery, so you are only using one engine to propel your boat. Until your battery is completely recharged, the speed you achieve will only be about one half of what you usually get. You can order the use of both diesels to move the boat (and not recharge the battery) in the Engineer's menu, by using the "Standard Propulsion" option.
Ok seems we may have a problem with GWX 1.02 Multiplayer.....Basically to be brief i wrote some missions ( middle to end of January 2007 ) for our GWX Stats at WPL for the forthcoming month of March. These missions were written and tested using GWX BEFORE 1.02.....ALL the missions worked fine......There was no problems at all....These missions were validated by the mission editor. Since our " stats " end on the 26th of each month i decided on a single fresh install of GWX 1.02.....( SH3+1.4 Patch+gwx+gwx 1.02 )
Then decided to test run a few of the march stat missions.....Lo and behold some are ok some WONT run.....Those that wont run all have the SAME error report.
Error Signature AppName:sh3.exe AppVer:1.4.0.1
ModName: sh3.exe ModVers 1.4.0.1 offset:000b96ec
Any ideas......is there a cure ? Hope you guys can help......Salute !
bigboywooly
02-27-07, 05:20 PM
The AMM has changed to a type=100 from a type=102
Any missions that have one of those in will need the type= changing
The only other possibilty is start dates for some of the ships as mentioned in the release thread
Other than that I am stumped
I've been able to play SH3 with this mod for the last couple of days now. Excellent job! Two of my suggestions for improvement are as follows:
-that orange text in the U-boat Aces and Career History screens is absolutely awful. Is there any way to change it to a more normal (i.e., black) color?
-the "surface" audio command needs to be livened up with some extra background sounds, like the sounds played when one dives the boat.
mr chris
02-28-07, 09:01 AM
BBW!!!!
WHAT HAVE YOU DONE TO MY FAVORITE HUNTTING GROUND AM52:arrgh!::damn::damn::doh::doh:
@ Bigboywooly..............Your a star:lol: changed the AMM to type = 100 and the missions run AOK....Many thanks m8...you've saved the day.......:|\\
[:]CASINO[:]
02-28-07, 05:02 PM
Sorry to bother but i cant get my GWX 1.02 to work. :-(
Did all things exactly the way its written down below here, when but every time i run the installer i keep getting the following message:
"key GWX files were not found. This patch must be installed over a copy of silenthunter III contaning GWX (wit or with out existing hot fixes). Please ensure that the selected instalation has GWX installed before continuing"
My original GWX is working just fine so it should be there !!!???
Pls help me out !
Thx in advance,
CAS
Originally Posted by danlisa
Welcome Von Walrus :sunny:
If you click on my sig you will reach the GWX website, there you will find the needed files for GWX & the 1.02 Patch.
You need a 'clean' SH3 + 1.4b as a base installation.
You need the:
GWX.exe Installer
GWX-1.bin
GWX-2.bin
GWX-3.bin
GWX-4.bin
GWX-5.bin
Put the above 6 files in a folder together and run the installer.
Then d/l the GWX 1.02 Patch and run it.
mr chris
02-28-07, 05:07 PM
Have yoy patched SH3 to 1.4 before installing GWX?
[:]CASINO[:]
02-28-07, 05:10 PM
Yes m8 i did. 1.4b to be exact. Any more ideas?
CAS
mr chris
02-28-07, 05:12 PM
Posted by JCWOLF in another thread.
Follow these steps to the letter and see if it works.
The 10 comandements!
1-Before instaling what ever, be sure to copy your SHIII career folder located on
Your Documents Directory! To back up this it's easelly done if you just drag the
all folder to the Desktop, and leave it there, delete The Carreer folder on your
Documents directory...
2-Have a clean install of SHIII game Patched to 1.4b... This means, uninstall
everything you have installed ,SHIII game, and install it again followed by
the respective Patchs untill the 1.4b patch...
3-Install GWX Expansion Mod, And if you whant run the game ons just to make
Sure everything is at its respective place and running properly, when you run
the game, a new carreer folder will be created on your Documents directory,
don't touch it and leave it there...
4-Install now the GWX 1.02 Patch,after the install you will see the the GWX
1.02 Instaler have created a folder inside SHIII directory called Mods , move
it into your descktop also and leave it there. Do the run gamer again for
testing purposes just to check that the GWX is running nice and smouth...
5-Install now the JSGME and after hit the JSGME icon inside the SHIII game folder
to run it one time so that this way it will creat a new empty Mods Folder on
The same SHIII Game folder...
6-Now copy whats inside The Mods folder saved at the descktop to the recentky
created Empty Mods folder inside the SHIII Game directory, and you can also
add all the mods you whant in there...
7-Enable all the Mods you whant with the JSGME, and run the game again to check
if everything its were its suposed to be...
8-NowGo to your SHIII Carreer in your Documents Directory and delete all folder,
and finaly drag the SHIII Carreer (that you've saved on your descktop before)
To the Ducuments folder...
9-Run the game and start playing your carreer were you left it.(Docked at Port).
10-If everything of the above steps fail, go on your knees, pray for a cople of
minutes, concentrate and reinstate you mental helth, and go back on the
first step of this Guide....
Steppenwolf
02-28-07, 05:16 PM
CASINO[:]']Yes m8 i did. 1.4b to be exact. Any more ideas?
CAS
Your original GWX can be running perfectly and you can still get that error message. It means some file has been changed in your original GWX install. Did you ever modify a .cfg file by hand or add a mod without using JSGME (ANY little change can do it).
See JScones description of the installer error messages here:
http://www.subsim.com/radioroom/showpost.php?p=422145&postcount=60
melnibonian
02-28-07, 05:17 PM
Can you actually run GWX? (The original version I mean)
I've been able to play SH3 with this mod for the last couple of days now. Excellent job! Two of my suggestions for improvement are as follows:
-that orange text in the U-boat Aces and Career History screens is absolutely awful. Is there any way to change it to a more normal (i.e., black) color?
-the "surface" audio command needs to be livened up with some extra background sounds, like the sounds played when one dives the boat.
Bump ;)
mr chris
02-28-07, 05:19 PM
I've been able to play SH3 with this mod for the last couple of days now. Excellent job! Two of my suggestions for improvement are as follows:
-that orange text in the U-boat Aces and Career History screens is absolutely awful. Is there any way to change it to a more normal (i.e., black) color?
-the "surface" audio command needs to be livened up with some extra background sounds, like the sounds played when one dives the boat.
Bump ;)
Why dont you make a mod that makes it to your taste?;)
Or you could try out some of the sound mod packages that have been made by people in the commuinty.
Why dont you make a mod that makes it to your taste?;)
Or you could try out some of the sound mod packages that have been made by people in the commuinty.
1. Because I tried changing the font color, and it didn't work for me?
2. All of the other sounds are fine by me. I just put it out there as a suggestion for the GWX team to add to the next update.
So, back to the question at hand: what do I need to edit to get rid of that awful orange text in the U-boat Aces and Career History screens?
DefCon4
02-28-07, 09:36 PM
I’m unable to patch to version 1.02 because I manually edited some of the files in my existing GWX installation. I kept my old GWX version 1.0 installation intact in a directory called GWX but copied all the files from a clean install of SH3 1.4b to a new directory that I named GWX2. I then successfully patched the GWX2 installation to GWX version 1.02. The program runs fine but now I’d like to try and resume my old campaign under version 1.02 and I’m having trouble doing so. In case it matters, I’m also running SH3 Commander 2.7.
I know that SH3 keeps the main campaign files in a directory under My Documents and those files are still intact and somehow linked to my original GWX installation. I tried re-naming my new GWX2 installation directory to GWX but when I run SH3 Commander, with or without the new config files for version 1.02, the program doesn’t recognize my saved campaign. If I load SH3 without going through SH3 Commander, I get the same result. If I run SH3 in my old GWX installation, however, SH3 still recognizes my campaign files even though I changed the name of the original GWX directory.
Does anyone know if it’s possible to link old campaign files to a new GWX installation?
bigboywooly
02-28-07, 11:30 PM
BBW!!!!
WHAT HAVE YOU DONE TO MY FAVORITE HUNTTING GROUND AM52:arrgh!::damn::damn::doh::doh:
Ummmm nothing mate
Not touched it
melnibonian
03-01-07, 06:09 AM
I’m unable to patch to version 1.02 because I manually edited some of the files in my existing GWX installation. I kept my old GWX version 1.0 installation intact in a directory called GWX but copied all the files from a clean install of SH3 1.4b to a new directory that I named GWX2. I then successfully patched the GWX2 installation to GWX version 1.02. The program runs fine but now I’d like to try and resume my old campaign under version 1.02 and I’m having trouble doing so. In case it matters, I’m also running SH3 Commander 2.7.
I know that SH3 keeps the main campaign files in a directory under My Documents and those files are still intact and somehow linked to my original GWX installation. I tried re-naming my new GWX2 installation directory to GWX but when I run SH3 Commander, with or without the new config files for version 1.02, the program doesn’t recognize my saved campaign. If I load SH3 without going through SH3 Commander, I get the same result. If I run SH3 in my old GWX installation, however, SH3 still recognizes my campaign files even though I changed the name of the original GWX directory.
Does anyone know if it’s possible to link old campaign files to a new GWX installation?
You can try using the old career files by transfering your old career to the new GWX folder. That means, copy the old career and paste it in C\My Documents\GWX\Data\Cfg\Careers. There is a posibility that your old career might not work with GWX 1.02 as stated in the readme though. Good Luck:up:
Enchavado
03-01-07, 10:13 AM
Why dont you make a mod that makes it to your taste?;)
Or you could try out some of the sound mod packages that have been made by people in the commuinty.
1. Because I tried changing the font color, and it didn't work for me?
2. All of the other sounds are fine by me. I just put it out there as a suggestion for the GWX team to add to the next update.
So, back to the question at hand: what do I need to edit to get rid of that awful orange text in the U-boat Aces and Career History screens?
I asked the same thing some 20 pages before this and did not get an answer yet.
Again where can I change the unreadable (for me) orange font?
Thanks and keep up the good work
Happy Hunting
mr chris
03-01-07, 11:59 AM
BBW!!!!
WHAT HAVE YOU DONE TO MY FAVORITE HUNTTING GROUND AM52:arrgh!::damn::damn::doh::doh:
Ummmm nothing mate
Not touched it
Sure you have not put a bloody airfield in the middle of the grid.:hmm:
I spend so much time hitting the cellar its unreal.;)
Hi ! I would like to try out the GWX mod for the first time! Obviously this is a very big mod and lam downloading via torrent now. Some questions: 1) Is the torrent patched to 1.02 already or do I have to download the: Dec 23th fix , and/or the 1.02 patch? 2) The optional mods - Is there currently only one ? Because I have seen people talking about much more mods compatible to GWX? 3) I saw that someone made some good GWX add on with the integrated tdc/periscope etc. that sounds quite cool so I wanted to add this one as well. 4) Do you recommend other mods like additional "traffic" or campaign mods to install? I will start reading through the manual which is written very well! Nice historical information! Good job there. Also ordered SH4 today :) Heard that multiplayer vs. modes is integrated does that mean one controls ship other controls sub? That would be very good addition!! See you somewhere in the pacific!
mr chris
03-01-07, 12:56 PM
It762,
You need to download GWX install on to a clean copy of SH3 Patched to 1.4.
Download and then install GWX patch 1.02.
danlisa
03-01-07, 12:57 PM
Welcome to Subsim Matey :arrgh!:
The GWX that you are d/l via torrent is version 1.0. Once you have that installed, d/l the patch 1.02 and install that.
When you are patched, take a look in the program folder and you will see a folder called MODS, in there you will find GWX compliant mods. Double click on the JSGME icon and you can then load these mods, if you so choose.
I suggest, that before you try any of the great mods available here, you see what GWX feels like in it's default state.
Good Hunting.
Do you have an easy advise on how i can keep my current (modded) sh3 intact? E.g. renaming the SH3 folder on my drives and then install Sh3 again? or is there a better way ?:)
melnibonian
03-01-07, 01:46 PM
Do you have an easy advise on how i can keep my current (modded) sh3 intact? E.g. renaming the SH3 folder on my drives and then install Sh3 again? or is there a better way ?:)
If you want to keep your current version of SH3 operational you need to do a multiple installation. This is what you need to do:
1. Install a clean version of SH3 in the C\Program Files\Ubisoft\SH3
2. Patch it to 1.4b
3. Copy the whole folder and paste it whenever you want the new installation to be. After that rename it to whatever you like. Let's say GWX.
4. Now put the multiSH3 into the GWX folder and run it. When asked put GWX as the default directory where your careers will be saved.
5. After all this install GWX in the GWX folder, make a shortcut to the desctop and you're ready to play.
6. Now you can install the SH3Cmd 2.7
7. After the installation is complete you right-click onto the desktop icon. You click on properties and where it say target you type "C:\Program Files\SH3 Commander\SH3Cmdr.exe" /l:"C:\Program Files\Ubisoft\GWX. Now this is the example of my SH3Cmd that will check the files in the My Documents\GWX folder that is generated by the C\Program Files\Ubisoft\GWX installation. After that this particular installation of SH3Cmd is linked to that installation of SH (GWX in this case).
I would suggest you do a different installation of SH3Cmd for each different installation of SH you have. That way you don't get the SH3Cmd confused and you don't mess up things.
Also I would suggest to leave the clean patched version of SH3 in the C\Program Files\Ubisoft\SH3 untouched as that way you can always copy it and paste it to add new mods. If you want to make new installations always copy and paste this folder and DO NOT USE the Installer of SH3 again (at least not for as long as the game is already installed)
bigboywooly
03-01-07, 01:48 PM
Rename your SilentHunterIII folder to something else
Rename your SH3 folder in my documents to something else
Whack the DVD in the drive
Hit install then repair
You will get a nice clean SilentHunterIII folder to add GWX to
Once you have run the game you will get a new SH3 folder in my docs
You can either drop your old careers in there and remember which is stock and GWX or add MultiSH3 or whatever its called
lol
I asked the same thing some 20 pages before this and did not get an answer yet.
Again where can I change the unreadable (for me) orange font?
I dunno why this is such a difficult question for the GWX devs to answer, when they're here answering other peoples questions. So again, how do we get rid of that awful orange font?
Spaxspore
03-01-07, 03:05 PM
grrr... where is gwx-twa 1.1 when i need it...
bigboywooly
03-01-07, 03:28 PM
I asked the same thing some 20 pages before this and did not get an answer yet.
Again where can I change the unreadable (for me) orange font?
I dunno why this is such a difficult question for the GWX devs to answer, when they're here answering other peoples questions. So again, how do we get rid of that awful orange font?
Well if I knew I would have said
:roll:
We dont all know everything about all areas
You will have to wait for someone who does know to answer that
If they had seen it they would have answered
KrvKpt. Falke
03-01-07, 04:14 PM
About this orange font: in menu1024x768.ini this section is responsible for uboat aces page:
[G13 I2]
Name=Values(Tones)
Type=1029;Static text
ItemID=0x13000006
ParentID=0x13000000
Pos=610,615,168,386
Color=0xDC6E00FF
Font=1
Text=0
TextFlags=0x2
ive tried to change color but it remains orange no matter what value i put there (ive used some values from other pages). So if changing color doesnt work (or if you do not know which value means black ;) trychanging whole font. I dont know if "Font=1" is responsible for fonttype but if you wont try you wont know... :lol:
Or wait for someone who knows how to do it (maybe Venatore? He made"Tactical Green" mod - he changed interface font color to green so maybe he will have some suggestions...)
Steppenwolf
03-01-07, 08:30 PM
Haven't tried this myself, but here are a couple of quotes from geralt, who really knows his way around the menu_1024_768.ini file, when he was explaining to someone how to change text colors on the periscope screen. The G13 blocks are the U-boat Aces page, so you may want to play around with those blocks:
from geralt quote 1:
"the structure of this file could look a bit confusing but in fact it's pretty simple
[G26 I23]; g26 means 'group attack scope' this is specified in the beginning of the file, I23 is item number
Name=Aft tubes text; name of the block for good orientation
Type=1029;Static text; type static text means not clickable text
ItemID=0x26110002; don't care for this time
;ItemID=0x26110003
ParentID=0x26110000; don't care for this time
Pos=3,-7,85,36; position in pixels on the screen 3 on axis x, -7 on y, 85,36 is the size of this static text array again in pixels
Color=0xB4B4B4FE; simply color in hex (RRGGBB) of the displayed text B4B4B4 is ligt grey
Font=5; type of used font... fonts are specified in the beginning of the file e.g. Font5=DATA/Menu/Fonts/FPHunt15.tga
Text=2012; the displayed text is in en_menu.txt where 2012=AFT tUBES
TextFlags=0x15
[G26 I24]
Name=Bkgr
Type=1030;Static bmp; display some bmp
ItemID=0x26110001
;ItemID=0x26110002
ParentID=0x26110000
Pos=3,-7,85,37
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/Periscope.tga; goto periscope.tga
Crop 0=0.773438,0.808594,0.0566406,0.0273438; crop this area
MatFlags=0x21
TexFmt=0x9
as a result of the 2 blocks above you can see this in the game:
http://img262.imageshack.us/img262/166/sh3img191200719142dl.jpg
Quote 2:
Basically the menu_1024_768.ini (menu1024 in further text) is resposible for all non 3D rendered graphics (all F* screens menu screens etc.).
All examples are from my tweaked menu1024 your values could differ.
it's difficult where to start so try it from the beginning:
Quote:
[Fonts]
Fonts=19
Font0=DATA/Menu/Fonts/FPHunt26.tga
Font1=DATA/Menu/Fonts/FPCond14.tga
Font3=DATA/Menu/Fonts/FPHunt38.tga
Font4=DATA/Menu/Fonts/FPHunt12.tga
Font5=DATA/Menu/Fonts/FPHunt15.tga
Font6=DATA/Menu/Fonts/FPSmall.tga
.
.
.
etc.
here are specified the fonts used in game
in some block is written e.g. 'font=4' - it means the game will use the font stored FPHunt12.tga file
You can view all font tga's in many various editors the only condition is the are capable to show the alpha channel
small example of some game fonts:
http://img440.imageshack.us/img440/599/somefontsos3.th.jpg (http://img440.imageshack.us/my.php?image=somefontsos3.jpg)
but something about colors...
as is said above the color is specified as a combination of hex values 0xRRGGBBFF, the last two letters FF means the opacity/lightness, FF is 100% opacity/max visibility when 00 is invisible
so
color=0xFF0000FF is red
color=0x00FF00FF is green
color=0x0000FFFF is blue
color=0xFFFFFFFF is white
color=0x000000FF is black
color=0x222222FF is dark grey
color=0xBBBBBBFF is light grey
etc.
Jimbuna
03-02-07, 05:36 AM
Well if I knew I would have said
:roll:
:roll: Oh boy!....am I glad I was busy at the graft yesterday :up:
Could be time for some of them visual responses at this rate BB matey ;)
Cheapskate
03-02-07, 07:37 AM
Quick nitpick
Schnellboot lacks bow cannon. data/sea/NPT_Ge equipment file Armament 1 (node A01) has "invisible" space on end of each line and strange end date.*
? deliberate.... maybe texture probs for multiskins ?
* end date error down to me. Inept bit of copy/pasting :oops:
KrvKpt. Falke
03-02-07, 07:52 AM
thanks Steppenwolf. i was able to change date font color (below the page name) but tonnage values remains orange - i dont know why.
Anyway for those who wants it changed: here are some hex colors values:
http://www.december.com/html/spec/color0.html
Try it yourselfz - im gonna do some sinkings now:)
JScones
03-02-07, 08:13 AM
Quick nitpick
Schnellboot lacks bow cannon. data/sea/NPT_Ge equipment file Armament 1 (node A01) has "invisible" space on end of each line and strange end date.
? deliberate.... maybe texture probs for multiskins ?
Thanks - this oversight will be corrected in the next patch.
GWX team. Could you tell me what did you change in basic.cfg file in GWX - Late War Sensors Snorkel Antennas MOD. I cant find a difference between orginal basic.cfg and bacis.cfg in GWX - Late War Sensors Snorkel Antennas MOD.
bigboywooly
03-04-07, 05:24 PM
GWX team. Could you tell me what did you change in basic.cfg file in GWX - Late War Sensors Snorkel Antennas MOD. I cant find a differencebetween orginal basic.cfg and bacis.cfg in GWX - Late War Sensors Snorkel Antennas MOD.
Well I suggest you use a compare program such as winmerge
Original
Name20=NSS_Uboattype7_SNK
Name21=NSS_Uboattype9_SNK
Name22=NSS_Uboattype9d2_SNK
Late war cfg
Name20=NSS_Uboattype7_1_SNK
Name21=NSS_Uboattype9_1_SNK
Name22=NSS_Uboattype9d2_1_SNK
Amongst others
Von made the changes and he is busy with RL ATM
To the development team:
I noticed this bug the other night when in the type II's radio room. It looks like part of the texture from the command room engine telegraph is somehow being mapped to part of the radio:
http://img.photobucket.com/albums/v258/LukeFF/SH3Img5-3-2007_17.jpg
antidotos
03-08-07, 06:46 AM
Hi all !
Sorry for probably asking something already answered somewhere but I really need some help.
I just decided to install the GWX1.02 patch (I had some exceptional free time....) and I scrupulously followed the stages described in the forum post announcing the release, unfortunately the stages uninstalling mods in JSME and rolling back SH3 where inverted (as I discovered 10 seconds too late and next forum page).
So the patch refused to apply.
Then I reactivated the mods (16km, officers, grids), launched a new career in SH3, played for 10 minutes, saved then rolled back in SH3, then uninstalled the mods in JGSME.
But the patch again refused to apply.
Does this mean that my first mistake is eternal ?:damn:
Shall I reinstall the whole circus.... (is not worth the little time I play)?:nope:
Or may SH3GEn be the culprit ? I did not activate it for the last career but it may have caused some glitch ?
Thanks for any help.
Well dude,
I had the same problem. I thought to solve it by completely deleting sh3 and reinstalling (inclusive of deletion of all careerdata).
After all this work I installed the 1.4 patch and gwx and the old mods folder and jsgme installer WITHOUT activating it.
Then I tried gwx1.02.....gwx 1.02 still refused to install saying again something like not all mods being deactivated....
Desperate, I temporarily trew out the mods folder and jsgme and tried again.
It then actually worked!
So in hindsight, I could have probably have saved me the trouble of reinstalling!
Anyways, I suggest for you to temporarily throw out anything mod related like jsgme and mod folder, and THEN try the patch.
Hope this helps,
cheers trebby.
Koranis
03-11-07, 05:23 PM
Hello,
sorry for bothering you, but is there any way to remove that circle-antenna rotating on my deck? I liked my boats before that thing stuck on them. Is it included in the 1.02 patch?
Thank you
Taken from the GWX official site (http://www.users.on.net/~jscones/GWX/) :
TO INSTALL: Download and unpack into your SH3/GWX \MODS folder. Follow any included instructions prior to enabling via JSGME. Ensure that you have rolled back SH3 Commander (if in use) first!
1. Lowered DF antennas for GWX 1.02 - 17mb (keeps DF Loop antenna in the lowered position)
http://www.mediafire.com/?1lgim5emxnz
http://www.divshare.com/download/156843-c96
(http://www.divshare.com/download/156843-c96)http://files.filefront.com/GWX___Lowered_DF_Antennas7z/;6801942;;/fileinfo.html
http://files.filefront.com/GWX___Lowered_DF_Antennas7z/;6802759;;/fileinfo.html
http://files.filefront.com/GWX___Lowered_DF_Antennas7z/;6804302;;/fileinfo.html
http://rapidshare.com/files/18071945/GWX_-_Lowered_DF_Antennas.7z.html
bigboywooly
03-11-07, 06:11 PM
Thanx Alex :up:
Koranis
03-11-07, 11:08 PM
Oh hell... I'm not using JSGME!
antidotos
03-12-07, 05:05 AM
Well dude,
I had the same problem. I thought to solve it by completely deleting sh3 and reinstalling (inclusive of deletion of all careerdata).
After all this work I installed the 1.4 patch and gwx and the old mods folder and jsgme installer WITHOUT activating it.
Then I tried gwx1.02.....gwx 1.02 still refused to install saying again something like not all mods being deactivated....
Desperate, I temporarily trew out the mods folder and jsgme and tried again.
It then actually worked!
So in hindsight, I could have probably have saved me the trouble of reinstalling!
Anyways, I suggest for you to temporarily throw out anything mod related like jsgme and mod folder, and THEN try the patch.
Hope this helps,
cheers trebby.
Thanks Trebby for your suggestion but it did not work for me.
The patch complains about missing GWX key files.
I m afraid I need to reinstall the whole thing and perform adjustments....
Bad news.
scroll back a few pages, someone explained that moving your old carrer, sh3 fodler to another destination and using the installer "repair" option, will very quickly resotre the game in the sh3 folder :)
now use multish3 and edit the location of carrer files for each installation.
great stuff so just go back a few pages.
Hi guys. i must ask one question. Can I use the old (before GWX 1.02) GWX specific cfg files. for SH3 Commander for 1.02?
gwx 1.02 includes new config files and , i think , you 'll find them on the gwx download page as well in a seperate download
Yes I know, but I forgott the new one and using the old one. It´s okey then I install the new one over the old one?
Steppenwolf
03-12-07, 03:25 PM
Yes I know, but I forgott the new one and using the old one. It´s okey then I install the new one over the old one?
Yes, it's ok to just install the new files over the old ones (Rollback SH3 Commander first). If you don't you may get errors in your game, as using the old files, will cause SH3 to write some data to incorrect locations in your 1.02 game files.
Sheppard
03-12-07, 05:19 PM
Does the torrent still work? I don't feel like downloading all these stupidly huge files
Koranis
03-12-07, 08:04 PM
Can I remove this antenna without using the JSGME?
Steppenwolf
03-12-07, 09:45 PM
Oh hell... I'm not using JSGME!
Can I remove this antenna without using the JSGME?
JSGME came with your GWX installation.
1. Just unzip the GWX_-_Lowered_DF_Antennas.7z file to your \SilentHunterIII\MODS folder. This should create a "GWX_-_Lowered_DF_Antennas" subfolder under the \SilentHunterIII\MODS folder.
2. Run JSGME.exe (You will find it in your \SilentHunterIII folder, just double click on it).
3. Enable the GWX - Lowered DF Antennas mod by highlighting it in the window on the left side, then click the Right Arrow. This will move it to the window on the right side (which indicates that it is enabled). Exit JSGME.
kentiver
03-13-07, 03:30 PM
Hi all subfans;)
I Installed GWX last night, but when i play SH3 its more laggy, it take longer time to load, longer time to do things in the game ++. It wasnt like this before i installed it:S
Why?
I Have a 1,7Ghz Intel Duo laptop, with 1024ddr2 memory.
Ps: Can i play SH4 with this computer? I Love uboats;)
AVGWarhawk
03-13-07, 03:34 PM
Hi all subfans;)
I Installed GWX last night, but when i play SH3 its more laggy, it take longer time to load, longer time to do things in the game ++. It wasnt like this before i installed it:S
Why?
I Have a 1,7Ghz Intel Duo laptop, with 1024ddr2 memory.
Ps: Can i play SH4 with this computer? I Love uboats;)
You have added quite a bit of new things and textures with GWX. What kind of video card to you have? GWX is much more demanding of your system then the original game. Not to worry, sometimes in the option page you can reduce particle density and this helps with lag. Use the light harbor traffic mod as well. Shut down any background programs running.
If SH3 GWX is giving you some ills then SH4 will also give you some issues.:oops:
Let us know what video card you have.
Lzs von swe
03-13-07, 05:18 PM
Hi masters.
Is it only me, or are the T1´s more "detectable" in v1.02? Or are the skippers both in the navy and the commerce fleet more experienced now?
In the first torp lesson in school all skippers sees the T1´s coming and try´s to evade them making it very hard to get better than average on that and the convoy lesson. I had excellent before 1.02. In game it seems that anything less than 8m/s wind or so and they will see or here the T1´s coming. No problem, just wondering, I´ll just take more T2´s with me, I´m in -42. I started in -41 in this first career after a full reinstall, so have not tested how it works in -39. What say you?
Hi masters.
Is it only me, or are the T1´s more "detectable" in v1.02? Or are the skippers both in the navy and the commerce fleet more experienced now?
In the first torp lesson in school all skippers sees the T1´s coming and try´s to evade them making it very hard to get better than average on that and the convoy lesson. I had excellent before 1.02. In game it seems that anything less than 8m/s wind or so and they will see or here the T1´s coming. No problem, just wondering, I´ll just take more T2´s with me, I´m in -42. I started in -41 in this first career after a full reinstall, so have not tested how it works in -39. What say you?
Just did a reinstall as well. I shot two ships in flat calm seas with T1's and I did not notice any reaction. I fired from 1000 meters in daylight. But The T1 was the second torpedo in each case, the first was a T3. Maybe the AI only reacts to the first fish out of the tube? I will try a T1 first and see what happens.
Yes I know, but I forgott the new one and using the old one. It´s okey then I install the new one over the old one? Yes, it's ok to just install the new files over the old ones (Rollback SH3 Commander first). If you don't you may get errors in your game, as using the old files, will cause SH3 to write some data to incorrect locations in your 1.02 game files.
thanks for your help. ;)
Jan Kyster
03-14-07, 09:32 AM
Just reporting a minor, insignificant "event":
RMR, 23. April, 1940, 1450: three Tribal reported in grid AO12, SE, 12kts. They're 70, 110 and 160 km north of Oslo.
RMR, 24. April, 1940, 0300: they are now reported being 120 km north of Gothenburg.
Would love to make a snapshot of them, but they're too far away for me. And probably high up in the mountains?! :88)
Back to AF87 :rock:
Good evening, everybody.
I installed this mod with 1.02 patch few days ago. Everything was fine till today. When i tried to load my career the load list was absolutely empty. I checked the folder in My Documents but its still there. The funniest thing is that in main menu the function SAVED CAREER is optional. What can u say about this?
bigboywooly
03-16-07, 02:05 PM
Just reporting a minor, insignificant "event":
RMR, 23. April, 1940, 1450: three Tribal reported in grid AO12, SE, 12kts. They're 70, 110 and 160 km north of Oslo.
RMR, 24. April, 1940, 0300: they are now reported being 120 km north of Gothenburg.
Would love to make a snapshot of them, but they're too far away for me. And probably high up in the mountains?! :88)
Back to AF87 :rock:
Are you running 1.02 ?
Jan Kyster
03-16-07, 02:15 PM
Sorry 'bout that, but yes. 1.02. Scared and pleased! :smug:
SH3Commander, SHgen plus some small tweaks from Ducimus a.o. but haven't touched Campaign files (if that's where the ships are "generated").
As said, no big deal. Just a FYI.
Now back to AN23... :damn:
bigboywooly
03-16-07, 02:18 PM
:hmm: It was reported before and I thought I had got all of those
Will have to have another look
so i get home from a 100k tonnage patrol in 41 at 90% difficulty with the GWX mod. All the kills are numbered in the patrol log, but nothing shows up at total tonnage on my savegame, or at the u-boat aces rooster. how difficult was it for the romanian team to add and substract and show a true total?
Jimbuna
03-16-07, 03:16 PM
Welcome aboard kaleuns LMD and isgrim :arrgh!:
Sardaukar67
03-17-07, 03:58 AM
Just got SH III..very immersive game !!
Quick question..is there some sort of Introduction/Overview or ReadMe that explain what GWX modifies in game ? Or maybe someone could give me brief overview before I d/l those 700+ Mbs ? :cool: Or point me to one existing..there doesn't seem to be one on GWX page...
JScones
03-17-07, 04:01 AM
Just got SH III..very immersive game !!
Quick question..is there some sort of Introduction/Overview or ReadMe that explain what GWX modifies in game ? Or maybe someone could give me brief overview before I d/l those 700+ Mbs ? :cool: Or point me to one existing..there doesn't seem to be one on GWX page...
From the GWX webpage "Learn all about GWX first by reading the manual online! Click here (http://www.users.on.net/~jscones/GWX/GWX_MANUAL_EN_PF.pdf)!" ;)
Enjoy!
Sardaukar67
03-17-07, 04:05 AM
Thanks a lot !! :up:
Jimbuna
03-17-07, 05:55 AM
Welcome aboard kaleun Sardaukar67 :arrgh!:
Hmm........you a Dune fan by any chance ? :hmm:
JScones
03-18-07, 11:20 PM
FYI screenshots of some of the fixes coming in GWX Patch 1.03...
Swallowtail naval ensigns where appropriate (thanks to Diving Duck and Ref)
http://img267.imageshack.us/img267/9802/flagsml9.jpg
A fix for the stock SH3 missing gun turret texture problem (thanks to Ichneumon and Ref)
http://img267.imageshack.us/img267/285/huntky8.jpg
Corrected Leigh light placement on the Catalina plus numerous other aircraft fixes (thanks to SquareSteelBar)
http://img176.imageshack.us/img176/125/catalinane9.jpg
These fixes are in addition to the two main features: a fix for the "sinking/floating" ships phenomenon (which actually exists in stock SH3 too - but to a lesser degree); and an official optional mod which reduces the positive buoyancy to near stock but maintaining the U-boat surface characteristics added by GWX. It's just a bit hard to get screenshots which show these aspects off. ;)
Of course, you can also expect many campaign file enhancements plus many other minor corrections (I'll provide the full list closer to, or upon, release). :yep:
Testing is underway now and I hope to release the patch within a week or so.
And to answer the questions before they are asked:
1. The patch will be an installer and it will validate the selected folder in much the same way as the patch 1.02 installer did. The patch may have a slightly more relaxed verification routine this time, but I am still weighing this approach against the increased "since installing 1.03 my game crashes so GWX is buggy" posts it would bring. Hopefully everyone has learnt with 1.02 that subsequent crashes (especially when loading) are caused by not installing over a clean copy of GWX and perhaps more experienced members can help out the GWX devs and testers when these inevitable posts are made (indeed, the GWX webpage now provides the details on the installer messages and what they mean - for easier repeat linking. ;)).
2. The patch will not be released in JSGME/7z format.
3. The patch will include the contents of all previous patches and hotfixes. In other words, it can be installed over any previous version of GWX and replaces all previous hotfixes and patches.
4. The patch will be around 80mb.
5. The patch is a fix patch only - it will not contain new units or graphics. That is the focus of the *next* GWX update.
Hopefully this will reduce questions. ;)
Jimbuna
03-19-07, 04:45 AM
My tester went in without a hitch Jaeson...so obviously it works fine...so we await the tide of potential questions similarly experienced with GWX and v1.02 (I sincerely hope not) ;)
Just one initial question!!....could you not have sent a beta copy over to the West Indies ?:hmm:
That might have kept Freddie in his room and out of trouble :lol:
JScones
03-19-07, 05:48 AM
Hehe, no, but I sent it over to the English Rugby team. They spent all night trying to install it, thus come match time they were too buggered to withstand the Welsh onslaught.
:rotfl:
Jimbuna
03-19-07, 05:50 AM
Hehe, no, but I sent it over to the English Rugby team. They spent all night trying to install it, thus come match time they were too buggered to withstand the Welsh onslaught.
:rotfl:
AAAALLLLLLAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRRMM!!!! !!!!! :damn:
:rotfl:
airwolf48453
03-19-07, 01:46 PM
I am looking for GWX Patch 1.02?:damn:
bigboywooly
03-19-07, 01:47 PM
Its underneath my sig
FYI screenshots of some of the fixes coming in GWX Patch 1.03...
Swallowtail naval ensigns where appropriate (thanks to Diving Duck and Ref)
http://img267.imageshack.us/img267/9802/flagsml9.jpg
Such attention to this detail will be appreciated.... :huh:
Looks awesome. :up:
Now I'm waiting for the full list of corrections. :p
FYI screenshots of some of the fixes coming in GWX Patch 1.03...
Hi.
Sorry for bothering You, but i have some sugestions about the map of Europe in 1939, and submerging/surfacing of the submarine.
1st is about political map of Europe in september 1939:
http://www.warships.pl/rozne/polen1939.jpg
As You can see names of the cities are in two different languages. Its just a small sugestion of changing them into german names as it looks bit weird. Please dont take my words as i would be over sensitive about Poland. I do think about the historical aspect only. Pillau & Danzig werent hostile to Germans. I didnt mention Danzig on the map, but in political situation major on concuil of Free City of Danzig was pro German and hostile to Poland. It was mentioned in Polish Navy war doctrine as concern of naval blocade of Danzig harbour. Pillau had German naval base and it was also hostile to Poland. Some of the startegic plans for using the submarines by Polish Navy were developed to attack any hostile vessel leaving and enetring harbours of Pillau and Danzig.
2nd thing is submerging the submarine.
As far as i am aware of these things. Submarine uses combined static and dynamic submerging/surfacing. However the fundamental for any possibility of submerge of submarine is to flood balast tanks. In this situation submarine can submerge without using the propelers and diving planes. In fact every sub can do this. It was the very first think that came to me when using GWX for the very first time. I could not stay submerge when stop the motors, and it is unrealistic.
Best regards.
fredbass
03-20-07, 11:39 AM
2nd thing is submerging the submarine.
As far as i am aware of these things. Submarine uses combined static and dynamic submerging/surfacing. However the fundamental for any possibility of submerge of submarine is to flood balast tanks. In this situation submarine can submerge without using the propelers and diving planes. In fact every sub can do this. It was the very first think that came to me when using GWX for the very first time. I could not stay submerge when stop the motors, and it is unrealistic.
Best regards.
The 1.03 patch that will be arriving pretty soon has addressed your submerging concern, though for now, you can stay submerged at periscope depth by setting your depth 3-4 meters deeper than required when moving at 1-2kts or stopped.
Jimbuna
03-20-07, 01:44 PM
If you come to a full stop whilst submerged your boat will not float to the surface but rather rise a couple of metres....this copies the positive buoyancy of a submarine.
Fred has explained the adjustment you can look forward to in the forthcoming GWX v1.03....however you also have to consider that some people like GWX the way it is curently (v1.02)....so really i reckon it doesn't particularly matter what the buoyancy behaviour is because there will be those who approve and those who disapprove of whatever buoyancy type is used. :hmm:
There is always the choice of stock/vanilla 'hummingbird' for those who can't decide :yep:
mariuszj1939
03-21-07, 03:52 AM
FYI screenshots of some of the fixes coming in GWX Patch 1.03...
http://www.warships.pl/rozne/polen1939.jpg
As You can see names of the cities are in two different languages. Its just a small sugestion of changing them into german names as it looks bit weird.
Yes - I feel the same Gdynia, Krakow, Warszawa, Poznan and Hel should be kept as originals in Polish. Danzig and Pilau in German.
Captured cities in Europe shouldn't be renamed. Why any Western cities remain unchanged ?:down:
KrvKpt. Falke
03-21-07, 06:05 AM
All names on that map should be in German because its a German map! It doesnt mean that Warsaw or Gdynia were German but... you know i think that Germans are saying Warschau - not Warszawa, the same with Polish: they say: Kilonia - not Kiel... :)
mariuszj1939
03-21-07, 07:35 AM
All names on that map should be in German because its a German map! It doesnt mean that Warsaw or Gdynia were German but... you know i think that Germans are saying Warschau - not Warszawa, the same with Polish: they say: Kilonia - not Kiel... :)
:know: Thanks for explanation how to say names in German language !
I know it - I have just 20 km to German border.
Please be so kind and check below thread :;)
http://www.subsim.com/radioroom/showthread.php?t=105299&highlight=german+world
All names on that map should be in German because its a German map!
Thats exactly what i ment.
Other thing is status of cities. Danzig & Pillau they should be marked as friendly to Germans, or at least Danzig should be marked as "neutral", and change into friendly on 1st september 1939. Then at least some historical acuracy could be kept.
Snakeeyes
03-21-07, 07:56 AM
I'm sure this has been asked before, but any righteous youtube or other videos out there showing GWX in action?
danlisa
03-21-07, 08:05 AM
I'm sure this has been asked before, but any righteous youtube or other videos out there showing GWX in action?
Have you seen the GWX Pre-Release video? It's available here - http://files.filefront.com/GWX_Trailer7z/;6280082;;/fileinfo.html
Or there is a video sticky on the SH3 Gen Discussion Forum - http://www.subsim.com/radioroom/showthread.php?t=95000
This sticky was started before the release of GWX but later in the thread, most vids are GWX based.
Snakeeyes
03-21-07, 09:59 AM
I'll have to grab it when I get home. Don't have that decompressor at the office.
Pysched to start GWX!!!!!!!!!!!!
Testing is underway now and I hope to release the patch within a week or so.
And to answer the questions before they are asked:
1. The patch will be an installer and it will validate the selected folder in much the same way as the patch 1.02 installer did. The patch may have a slightly more relaxed verification routine this time, but I am still weighing this approach against the increased "since installing 1.03 my game crashes so GWX is buggy" posts it would bring. Hopefully everyone has learnt with 1.02 that subsequent crashes (especially when loading) are caused by not installing over a clean copy of GWX and perhaps more experienced members can help out the GWX devs and testers when these inevitable posts are made (indeed, the GWX webpage now provides the details on the installer messages and what they mean - for easier repeat linking. ;)).
2. The patch will not be released in JSGME/7z format. It is a very bad idea
3. The patch will include the contents of all previous patches and hotfixes. In other words, it can be installed over any previous version of GWX and replaces all previous hotfixes and patches.
4. The patch will be around 80mb.
5. The patch is a fix patch only - it will not contain new units or graphics. That is the focus of the *next* GWX update.
I do not want to download 80 mb for the 5 megabyte of fix.
I am already download path 1.02 .
Make two variants of patch 1.00 - 1.03 complete 80 mb and small partial 1.02-1.03 please!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!.
Somebody put too much brown sugar on their Cheerios this morning.:roll:
But his point is kinda valid... once your ears stop ringing.
danlisa
03-21-07, 11:16 AM
Ah, Copy & Paste......
- cumulative patches are standard - think SH3 v1.4b patch.
- the GWX team is not scoped to support multiple versions of official files and the confusion such creates (ie "which patch do I need?" and so on).
- multiple sets of files confuses players
- the 1.03 files by themselves would still be over 40mb in size.
- the files in 1.03 are mainly updates to files in 1.02. So whilst 1.02 may be 76mb, 1.03 will only be around 80mb.
- players who have yet to d/l 1.02 will benefit from only needing to d/l 1 x 80mb file instead of 1 x 76mb file and 1 x 40mb file.
And for the "Why no JSGME version?" complaints:
- further files are deleted thus taking the patch out of the capability of JSGME.
- teaching someone how to unzip 7z ("What's a 7z?") and get into JSGME ("What's a JSGME?") and then into SH3 is harder than supporting the installer approach!
- GWX is meant to integrate with SH3. A GWX patch is an update to this integration. Thus it is not merely a mod to be applied over the top.
Penelope_Grey
03-21-07, 11:23 AM
so lemme get this straight, lets say I didn't get the first update to GWX; the 1.02, Im still on the original, if I download 1.03 I still get the content of 1.02 AND the fixes?
Jimbuna
03-21-07, 11:28 AM
Well my ears have stopped ringing but I'm afraid this is the way it's been bundled up for delivery :yep:
A lot of time, thought ,discussion and testing has gone into the next release and without wishing to appear harsh....each individual has the option wether they feel it's worth their while downloading or not :yep: :up:
danlisa
03-21-07, 11:29 AM
so lemme get this straight, lets say I didn't get the first update to GWX; the 1.02, Im still on the original, if I download 1.03 I still get the content of 1.02 AND the fixes?
Yes.:yep:
bigboywooly
03-21-07, 12:03 PM
2. The patch will not be released in JSGME/7z format. It is a very bad idea
No it isnt
If you saw half the posts for the Dec udate you will understand why
"Whats a 7 zip"
"I dont have JSGME"
"I cant open my monkey"
I do not want to download 80 mb for the 5 megabyte of fix.
I am already download path 1.02 .
Make two variants of patch 1.00 - 1.03 complete 80 mb and small partial 1.02-1.03 please!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!.
The idea of the installer is that its universal
One patch fits all
Hard enough fixing some of the so called problems without having multiple releases of the same patch
And if the fix was only 5mb it wouldnt be released as an installer
Probably wouldnt be released at all till somewhat bigger and more worthwhile
danlisa
03-21-07, 12:05 PM
No it isnt
If you saw half the posts for the Dec udate you will understand why
"Whats a 7 zip"
"I dont have JSGME"
"I cant open my monkey"
MONKEY!!!!!
:rotfl::rotfl::rotfl:
Oh, BTW, my fridge magnets no longer work.:88)
fredbass
03-21-07, 12:07 PM
You know, unless you have a dialup connection, the download is only going to take a few minutes. No big deal.
From what I've seen there are a few who are dial up customers around here. Something to consider is all.:ping:
garferi
03-21-07, 05:18 PM
Hi All!
I tried to find smoke files in GWX, but I didn't find it.
Can somebody help me where are locating smoke files?
THX!
Potoroo
03-21-07, 08:44 PM
From what I've seen there are a few who are dial up customers around here. Something to consider is all.:ping:
As long as the patch is made available via BitTorrent it will be fine for dialup users. 80MB should take at most a few hours and it will be a background process. Restrict your incoming bandwidth usage for the torrent to say 3kbps and you'll still be able to surf and get your emails. ;)
JScones
03-22-07, 03:06 AM
Oh, BTW, my fridge magnets no longer work.:88)
Pls post SH3Cmdr problems on the appropriate thread. :roll:
:rotfl:
BTW, I love your cut and paste response earlier - couldn't have said it better myself. :up:
Although I will reiterate one line:
"- the 1.03 files by themselves would still be over 40mb in size."
What MDE has not taken into account in his calculations are the many files that were modded in both 1.02 and 1.03. Patch 1.03 by itself is NOT simply the difference in size between 1.03 and 1.02 (ie 4mb). Patch 1.03 by itself is over 40mb compressed.
From what I've seen there are a few who are dial up customers around here. Something to consider is all.:ping:
Dialup users were considered. Indeed, MANY things were considered, but at the end of the day, the advantages of a single cumulative patch FAR OUTWEIGH asking a dialup user to d/l an 80mb file, especially when it is only 40mb more than what they would need to d/l anyway if patch 1.03 was incremental.
Indeed, the support aspect for multiple patches alone (ie "What patch do I need?" and so on) is enough to scrap the idea.
As BBW perfectly said:
The idea of the installer is that its universal
One patch fits all
Hard enough fixing some of the so called problems without having multiple releases of the same patch
Dantenoc
03-22-07, 04:21 AM
I'm looking forward to the patch :yep:
Please... will it include a fix for my blind watch crew that continously get surprised by aircraft and surface vessels? :oops: This has really been getting on my nerves. They fail to report enemy sightings even after being fired upon!!! You would think that having someone fire at you would kind of grab your attention, no? :oops:
Oh, BTW, my fridge magnets no longer work.
GWX killed my dog. :nope:
Or was it SH3 Commander?? :doh:
cyclop_si
03-22-07, 05:04 AM
I am supportint the concept of having 1.03 patch as cululative patch of all previous patches.
I have one question. I am using patch 1.02 now and I am in the middel of compagin. Is it OK to upgrade with patch 1.03 in the middle of campagin and continue it?
danlisa
03-22-07, 05:21 AM
I am supportint the concept of having 1.03 patch as cululative patch of all previous patches.
I have one question. I am using patch 1.02 now and I am in the middel of compagin. Is it OK to upgrade with patch 1.03 in the middle of campagin and continue it?
Applying the 1.03 patch will be the same as 1.02. You should be ok if you are docked in port after/before a patrol.:yep: With the usual precautions, SH3Cmdr rolled back etc, etc....
Lzs von swe
03-22-07, 06:15 AM
G´day
I have come across a problem in the Black Sea. I get random CTD´s in the marked area. In my first patrol it happened going west, home, and in the second patrol going east, outbound. Reloading from in base before patrol works ok.
http://img90.imageshack.us/img90/8601/kartame7.jpg
Going submerged seems to work, it has only happened when I have been on surface. I had a look in the editor, could it be something with those random russian air patrols? Any ideas friends?
edit Happend again, twice, the last one submerged at 30m and Tc x64. Spotted an Russian DB3 with no CTD. Not much help in narrow it down, sorry. edit
danlisa
03-22-07, 06:19 AM
First Question.
Were you at High TC? Problems have been noticed when at High TC in conjuction with being outside of the default SH3 grid system. As to the cause, I'm not sure.
If there is a problem in the campaign layers then BBW or Rubini will be the ones to ask.
Lzs von swe
03-22-07, 06:23 AM
Hmm, first time I think I was on Tcx256, second only Tcx64.
poor sailor
03-22-07, 06:35 AM
I'm looking forward to the patch :yep:
Please... will it include a fix for my blind watch crew that continously get surprised by aircraft and surface vessels? :oops: This has really been getting on my nerves. They fail to report enemy sightings even after being fired upon!!! You would think that having someone fire at you would kind of grab your attention, no? :oops:
I think that Rubini work on this. There is thread about that, and I looking also for that. For now I'm using the mod by Ducimus "AI sensors from NYGM" and I may see aircraft on time and crash dive safely, but as I said I'm waiting for Rubini's work to include in my GWX. Maybe that will be included in future update patches, who knows.
Discotech
03-22-07, 10:36 AM
Keep getting the "GWX files missing or corrupt" error message done 4 clean installs, installed v1.0 which i download from fileplanet in a full zip, v1 works then i go to instal v1.02 and i keep getting this error message! Can anyone help ?
danlisa
03-22-07, 10:40 AM
Keep getting the "GWX files missing or corrupt" error message done 4 clean installs, installed v1.0 which i download from fileplanet in a full zip, v1 works then i go to instal v1.02 and i keep getting this error message! Can anyone help ?
Welcome Mate:up:
The 1.02 installer should generate an error log. Can you post what it says? Also, which mirror did you d/l the 1.02 patch from?
EDIT - Hang on, GWX is not available from fileplanet. Are you sure that we are talking about GWX? Is there a howling wolf when you start the game?
Discotech
03-22-07, 10:45 AM
Hey it was the "Key GWX files were not found. This patch must be installed over a copy of Silent Hunter III containing GWX (with or without existing hotfixes). Please ensure that the selected installation has GWX installed before continuing." error however i think i found the reason why i'm having problems. I downloaded a zip file from fileplanet which contained all the bin files & the exe however i just noticed now that the bin files have been renamed and aren't the same as what is listed for the separate bin file downloads so i think this could be causing my issue so i'm going to the bin files separately and give it a whirl. Hopefully it will work!
Just as a side note for the upcoming patch would it be possible for you to make a single v1.03 full download or maybe a zip package to download all files needed in 1 go without having to download numerous files separately ? Seems like you guys have a fantastic mod and i'm itching to play just hope it works 5th time round with a new approach lol
danlisa
03-22-07, 10:54 AM
Just as a side note for the upcoming patch would it be possible for you to make a single v1.03 full download or maybe a zip package to download all files needed in 1 go without having to download numerous files separately ? Seems like you guys have a fantastic mod and i'm itching to play just hope it works 5th time round with a new approach lol
Patch 1.03 will be a single d/l of about 80mb and will be accumalative. (the only patch you'll need)
If you want to make sure that you have the correct files for GWX click on my sig.
For GWX you need....
GWX.exe
GWX-1.bin
GWX-2.bin
GWX-3.bin
GWX-4.bin
GWX-5.bin
Download these files & place them all in the same folder, then run GWX.exe. The installer will do the rest.
To get to the latest edition, you need to d/l GWX Patch 1.02, again the intstaller will do the work.
If you use SH3 Cmdr you need the GWX 1.02 Cfg files for SH3 Commander.
This will get you up & running with GWX. All files contain extensive readmes.
Click on my sig to get these aswell as other optional mods/addons.
Good Luck:up:
Discotech
03-22-07, 11:32 AM
Thanks i got it working now i think :D
With the skins pack & lowered antenna where do i unzip them to ?
danlisa
03-22-07, 11:44 AM
Lowered Antenna Mod:
Inside the program folder for SH3/GWX there is a program called JSGME (JScones Generic Mod Enabler) and a folder called MODS. Inside the MODS folder you will find 'bundled' optional mods that are included with GWX.
To install the Antenna Mod, you need to unzip it to this MODS folder. Make sure the folder tree looks like this - Lowered Antenna > data > etc etc etc.
Then double click on the JSGME.exe to open the interface window. You should now see all the mods that are contained in the MODS folder on the left side of the window. To enable any mod, click on it once to highlight then click on 'enable mod'. Some mods take time to fully enable, be patient.
GWX Skin Pack:
You have 2 options here.
1) Pick and choose which skins you want and then correctly bundle them together and enable them just as above. (some knowledge of SH3 files is required)
2) Using SH3 Commander 2.7, after extracting the files they can be copied directly into SH3Cmdr's program folder. By copying & pasting the date folder from the mod and overwriting the original in Cmdr's folder.
I would suggest that first you run at least 1 patrol before adding all the bells & whistles to make sure everything is fine & dandy.
Please make sure that you have read the readme for SH3Cmdr if you plan to use it. There be important stuff inside.:arrgh!:
Good luck & enjoy GWX.
vasmann
03-22-07, 01:10 PM
Hello there.
First of all I want to say GREAT THANK YOU!!! for the developers of that GREAT MOD. It is really amazing.
THANK YOU, THANK YOU, THANK YOU.
Second, I want to say THANK YOU for such tools like mode enabler and SH3Commander.
THANK YOU, THANK YOU, THANK YOU. These tools are very handy.
And third I have some questions:
1. When 1.03 will be released :D?
2. What features or may be bug fixes will it bring?
3. is there plans for future to add more ships, or maybe torpedo planes :D? i know you guys do all possible you can, and as I said you do it best. It is just curiosity question.
Thank you.
Kpt. Lehmann
03-22-07, 01:21 PM
From the GWX guys... you are welcome Vasman.
Just as cool as the mod itself... are the guys like Bigboywooly and Danlisa (the list is long) that are giving such awesome tech support to new GWX users such as yourself.
My hat is off to all you guys who have done so much to help others.
Hand on heart.
Penelope_Grey
03-22-07, 01:36 PM
Far as I am concerned Dan's the man! Were it not for him, I'd be an ex-Grey Wolf by now.:up:
danlisa
03-22-07, 01:56 PM
Hello there.
First of all I want to say GREAT THANK YOU!!! for the developers of that GREAT MOD. It is really amazing.
THANK YOU, THANK YOU, THANK YOU.
Second, I want to say THANK YOU for such tools like mode enabler and SH3Commander.
THANK YOU, THANK YOU, THANK YOU. These tools are very handy.
And third I have some questions:
1. When 1.03 will be released :D?
2. What features or may be bug fixes will it bring?
3. is there plans for future to add more ships, or maybe torpedo planes :D? i know you guys do all possible you can, and as I said you do it best. It is just curiosity question.
Thank you.
Welcome Matey :arrgh!:
Answers
1) Soon :cool:
2) The list is long (however they are fixes to previous releases)
3) Yes :yep: But that's for you to wait and see. Again V:cool:
Enjoy your stay @ Subsim
Far as I am concerned Dan's the man! Were it not for him, I'd be an ex-Grey Wolf by now.:up:
:oops: Just helping a fellow Kaleun.:up:
JScones
03-23-07, 01:46 AM
1. When 1.03 will be released :D?
2. What features or may be bug fixes will it bring?
3. is there plans for future to add more ships, or maybe torpedo planes :D? i know you guys do all possible you can, and as I said you do it best. It is just curiosity question.
1. Pending any major last minute problems, I anticipate releasing it in less than a week.
2. Mainly fixes and minor enhancements. See my "1.03 coming soon" post a page or so back for a brief overview. ;)
3. Absolutely. The next patch will focus on new units, graphics and the like.
vasmann
03-23-07, 02:02 AM
1. When 1.03 will be released :D?
2. What features or may be bug fixes will it bring?
3. is there plans for future to add more ships, or maybe torpedo planes :D? i know you guys do all possible you can, and as I said you do it best. It is just curiosity question. 1. Pending any major last minute problems, I anticipate releasing it in less than a week.
2. Mainly fixes and minor enhancements. See my "1.03 coming soon" post a page or so back for a brief overview. ;)
3. Absolutely. The next patch will focus on new units, graphics and the like.
Thank you. Will be waiting :-)
garferi
03-23-07, 09:40 AM
Hi!
Where can I find smoke files from GWX?
I very very need to find these.
THX
Jimbuna
03-23-07, 11:22 AM
Usually: \data\Textures\TNormal\tex
garferi
03-23-07, 12:59 PM
Usually: \data\Textures\TNormal\tex
Not in GWX, because GWX replaced original smoke textured, but I don't know where...
I need these files, just can't find. :shifty:
dlpayer
03-23-07, 07:52 PM
I have GWX 1.02 properly installed. I just noticed that when I select the British ships in the recognition manual, only two ships appear, an armed trawler and an armed tug I believe. I reinstalled the whole thing twice without any mods with the same results. Plain old SHIII without the GWX install did not have this problem. Could the file in my GWX mod that has this file be corrupt? If so could someone please send me a good copy? Thanks
Jimbuna
03-24-07, 05:25 AM
Download from my sig....I can assure you they are not corrupt :nope: Just looking at the number of people who have downloaded them should be assurance enough :yep:
Welcome aboard :arrgh!:
dlpayer
03-24-07, 07:31 AM
I uninstalled SHIII, redownloaded GWX files. SHIII Commander was rolled back. I reinstalled SHIII and it worked fine. The Recognition Manual worked fine and the British ships all showed. I then install just GWX and loaded the sim. Everything works fine except again the Recognition Manual only shows two ships in the British section, all other sections are OK. Any suggestions or should I just live with it? Thanks
Jimbuna
03-24-07, 09:18 AM
Did you carry out every step of the following:
Delete any/all SH3 files from C\MyDocuments
Install a clean version of SH3 in C\Program Files\Ubisoft\SH3
Patch it to 1.4b
Copy the folder and paste it to whatever drive you want.
Rename the folder ‘GWX’.
Now install GWX
Now install GWX (v1.0 whatever)
Create a shortcut to the desktop..
Install the SH3Cmd 2.7 plus the SH3Cfg file
If your going to use multiple installs I’d suggest a separate install of SH3Cmdr for each plus an install of MultiSH3.
mainexpress
03-24-07, 02:30 PM
I installed GWX and the 1.02 patch and i noticed patrolling around great britains coast the mine field is not there,nor is it in the dover straights,it shows in the manual where the british laid there mines on the map but i dont see them in this mod,could someone please explain-thnx
melnibonian
03-24-07, 02:39 PM
Are you sure you checked in the correct areas? The mines are there but they are laid some distance appart. My guess would be that you look under the water but not search far enough or deep enough.
Steppenwolf
03-24-07, 03:36 PM
I installed GWX and the 1.02 patch and i noticed patrolling around great britains coast the mine field is not there,nor is it in the dover straights,it shows in the manual where the british laid there mines on the map but i dont see them in this mod,could someone please explain-thnx
Not all of the mines are there right from the start of the war. More and more fields are added as the war progresses. So you may be looking too early in the war. See the campaign files in the mission editor if you want to know the exact dates.
Another reason, as melnibonian points out, is that the east coast barrage minefields (and other open ocean minefields) tend to have a much lighter density of mines, than those around ports (It's impractical to lay mines across hundreds of square miles of open ocean at the same density as when attempting to block off a channel into a port. The idea is to make it hazardous to pass through the area, not block it off completely).
Jimbuna
03-24-07, 03:37 PM
If you have installed GWX...they are there....guaranteed :yep: :arrgh!:
Either that or you have a really fuc*ed up installation :hmm:
bigboywooly
03-24-07, 03:42 PM
Not all GWX minefields start in 39
Well not since 1.02 anyway
And yes minefield density isnt too high in some areas as was causing CTD with the comp having to render too much
Tis a balance as all things ingame are
Snakeeyes
03-24-07, 03:52 PM
Greetings Grey Wolves designers.
I'm having trouble installing. I am following instructions.
1. I uninstalled SHIII completely seeing how I had other mods of it online.
2. I reinstalled SHIII (without rebooting... is that ok?)
3. I had downloaded over the past 2 nights all FIVE files of GWX, the installer and the SHIII 1.4 patch. I then installed the latest SHIII patch without any problems
4. I activate the GWX installer. I get to about 2/3rds completed when I get a warning that a file is corrupted and my system asks me if I want to retry, ignore (yeah right!) or cancel. I tried retrying but same error response.
I have used your MD5 file and compared in MD5 mode (the second tab in the executable file) and it came up as ZERO errors.
If you were in my shoes... what would you do? What am I doing wrong?
danlisa
03-24-07, 04:02 PM
3. I had downloaded over the past 2 nights all three files of GWX and the SHIII 1.4 patch. I then installed the latest SHIII patch without any problems
GWX has 6 parts.
Click on my sig for the relevent files.
Snakeeyes
03-24-07, 04:07 PM
3. I had downloaded over the past 2 nights all three files of GWX and the SHIII 1.4 patch. I then installed the latest SHIII patch without any problems
GWX has 6 parts.
Click on my sig for the relevent files.
Nope... have all 6. the installer and GWX 1-5
What am I doign wrong?
mainexpress
03-24-07, 07:57 PM
I installed GWX and the 1.02 patch and i noticed patrolling around great britains coast the mine field is not there,nor is it in the dover straights,it shows in the manual where the british laid there mines on the map but i dont see them in this mod,could someone please explain-thnx
Not all of the mines are there right from the start of the war. More and more fields are added as the war progresses. So you may be looking too early in the war. See the campaign files in the mission editor if you want to know the exact dates.
Another reason, as melnibonian points out, is that the east coast barrage minefields (and other open ocean minefields) tend to have a much lighter density of mines, than those around ports (It's impractical to lay mines across hundreds of square miles of open ocean at the same density as when attempting to block off a channel into a port. The idea is to make it hazardous to pass through the area, not block it off completely).ok thanks for explaining that,im in a type VII career out of kiel in 1940.and i was looking around under water where the mines supposedly are laid and didnt see any,ill also take a look at the campaign files in mission editor:up:
Hellraiser
03-24-07, 08:54 PM
Hey, I've been hanging around here for a long time (more than a year) taking advantage of all the hard work being done by all of the modders.
I just wanted to say THANK YOU to all who kept SH3 alive with superb mods to a great game....you all made it much more enjoyable and I probably would have stopped playing it long ago if not for your efforts. :up:
I pre-ordered SH4 and received it last week. I tried to get into it but found myself constantly comparing it to SH3 (with latest GWX and SH3 Commander upgrades) and to say the least it is very underwhelming.
SH4 needs a LOT of work and for now I'll be sticking with SH3 because in it's current modded state is a better game.
I'm sure SH4 will eventually get there but until then....Ubisoft should hire (part-time of course!) some of the modders and let them fix the problems!
Thanks again to all who have put in the time! :rock:
Snakeeyes
03-24-07, 09:11 PM
Ok. First off... I found the corrupted Bin file and replaced it. I guessed that it was number 4 after taking a ruler and measuring exactly where the installation line stopped and diving it into fractions.
Damn stray electrons can screw up your whole day. ;)
Not much time to play tonight, me being married and all, but I fired it up.
For some reason the first time it crashed my system. Don't know why and don't care. Second time it rocked. LOVE the E3 video you Kriegsmarines put at the starting sequence! It was the first one I played last year when I was thinking about buying SHIII and was farting around on the internet learning about it during my 30 lunch at work.
I went to just the basics to get my first impression. How abooooooooooooout... Artillery? (Sorry... still an Army brat... I like things that go BOOM. The only other sim I play right now is Steel Beasts Pro).
You guys totally revamped the sound! From creaks in the hull to stagnant water outside to gunfire. WOW! Love the new sounds of the diesel! Sounds more menacing. Stock SHIII you felt like you were in a model-T... now I feel like I'm in a Klingon Bird of Prey or something.
Everything about this mod is 100% quality. I can see why it has won so much recognition... this MAY be better than the complete Operation Flashpoint Overhaul mod.
That was ALL I could do tonight unfortunately... but I'll be back. I just wanted to thank everyone who worked on this mod.
P.S. Is it true that there are actually dolphins?????????!!!!!!!!
Venatore
03-24-07, 10:03 PM
What is the Sitrep (situation report) on patch 1.03 :hmm:
JScones
03-24-07, 10:26 PM
What is the Sitrep (situation report) on patch 1.03 :hmm:
I'll be compiling the release later today. Then a few days to u/l everywhere, then release.
@Snakeeyes: Yes there are dolphins. :yep:
Snakeeyes
03-25-07, 09:55 AM
You guys are unbelievable!
bigboywooly
03-25-07, 10:00 AM
http://img410.imageshack.us/img410/6880/screenhunter316fj1.jpg
http://img410.imageshack.us/img410/8895/screenhunter317zg9.jpg
denis_469
03-25-07, 10:51 AM
Good picture.
Reckall
03-25-07, 03:57 PM
Hi all!
First of all, I join the list of others who already said "thank you!" to the creators of GWX. I'm playing version 1.2 with SH3 Commander and I'm having a blast (having recently bought a copy of "The War Illustrated" encyclopedia by Sir John Hammerton also helps in getting in the mood :p - but not when you read about the "brilliant actions of the British destroyers against the U-Boats" :shifty: )
I have a question: after a couple of careers out of Wilhelmshaven ended in tragedy, I decided to try my fortune with a Type II in the Baltic, and I set my destination to the Hel/Danzig area (I started on Sept, 1st 1939, so it sounded logical). After some encounters with neutrals I finally arrived near Hel - ending a submerged sprint run straight on the path of a Polish destroyer patrolling the harbour approaches. Luckily she didn't noticed me, so, after some thinking, I decided not to risk, and blasted the enemy ship into next week with a couple of torpedoes (my first warship kill ever in GWX).
Problem is: I would have expected to stir an hornet nest in the harbour, with other warships maybe chasing me et al. Instead, everything remained quiet. I was able to sneak into the harbour (where two other destroyers were moored) and to sink a cargo (it turned out that she was from a neutral country - oooops) and one of the two destroyers. I was then able to slip away unnoticed - like if the area were totally devoid of life.
Shouldn't harbour attacks cause some kind of reaction in moored warships and in the surrounding area? I understand that there is an element of "surprise", but it took me almost 40 mins. (game time) to get into firing position after the first sinking, and I would have expected some machineguns streaks and searchlights turning up all over the place.
This is my first harbour attack in GWX. Was I merely lucky or there is a limitation in the engine when trying to simulate coastal defences? A good workaroud could be to place in harbours some "placeholder" small ships, with no speed and only machineguns, small shells and searchlights to simulate the local defences.
bigboywooly
03-25-07, 05:08 PM
Hi
The area aound Hel could do with some beefing up
The final patch will add some more stuff to the baltic region
There is a limitation in the game engine in so far as docked ships will fire at you if spotted but wont move
Make the most of the easy harbours as there arent many of them left now - or wont be after 1.03
:rotfl:
JScones
03-26-07, 06:59 AM
GWX Patch 1.03 is now available for download.
Description
Like GWX Patch 1.02, GWX Patch 1.03 is a fix only patch that continues to address concerns that have been raised since GWX was first released. Specifically, the intent of this patch is to provide a fix for the often reported "sinking/floating ship" phenomenon, a phenomenon that has existed since SH3 was first released but inadvertantly accentuated through GWX.
In addition to this fix, an OFFICIAL alternative to GWX's positive buoyancy behaviour is also included. It is not simply the stock SH3 files reintroduced, but a full adjustment of the GWX files. You'll end up with settings similar to stock, but without losing the U-boat surface behaviour and other characteristics that GWX introduced.
Other features include: new swallowtail naval ensigns where appropriate; revamped and expanded German radio messages; generic roundels for three more planes; a fix for the stock SH3 missing gun turret texture problem and the usual plethora of campaign enhancements. Specifically, the latest additions are:
- Updated manual
- Fixed "sinking/floating ship" phenomenon - you should no longer return to a port of sinking ships!
- Added "Reduced positive buoyancy" optional mod - player U-boats now exhibit de/ascending behaviour closer to stock SH3 but with a very slight positive buoyancy. GWX surface physics are maintained
- Corrected Allied/Axis alignment dates for numerous countries
- Adjusted campaign files to suit corrected Allied/Axis dates
- Altered Roster files for Estonia, Latvia, Lithuania and Venezuela to suit corrected Allied/Axis dates
- Added port defences for Dunkirk, Cherbourg and Calais
- Increased port defences at Scapa and Freetown
- Reinstated port of Tallinn and added traffic and defences
- Reinstated port of Oslo and added traffic
- Reinstated port of Stavanger and added traffic
- Corrected Pillau to be German at start of war
- Corrected appearance dates on Hunt I, Flower, Gneisenau, Scharnhorst, Bluecher, depot ship, Liberty and Victory
- Added Russian traffic from the Latvian, Lithuanian and Estonian ports when under Russian occupation
- Added German traffic to same ports when under German occupation
- Added some German traffic from Finland when they are Axis
- Rescripted Op Weserubung to include all 6 Kreigsmarine Gruppe taking part in the Norway invasion
- Added Seetransportstaffel 1 and 2 as well as the Tanker staffel and Ausfuhr Staffel (export echelon)
- Added Air patrols over North Sea and leaving Germany
- Added AI Uboats patrolling close to historic placings
- Added first and second battles of Narvik, including British TF with HMS Rodney that comes under Luftwaffe attack
- Added lit ships to French roster
- Rewrote French convoys when neutral to use lit shipping
- Cloned VsmallAirbase to make airbase to cover the Atlantic airgap from 1943 on
- Reduced Max Radius for Hurricane to provide aircover close inshore but not miles out to sea
- Moved the Belfast and Cornwall airbases inline with reduced coverage
- Added Welsh airbase to complete coverage of Irish sea
- Reduced Hurricanes in squadron to 1 for 1939-41
- Reduced the amount of air attack, especially in 1939
- Denmark, Estonia, Finland, Norway, Poland and Sweden now display correct "swallowtail" Naval Ensigns
- Corrected Belgium Naval Ensign
- Corrected Flaggenbuch dates and updated to reflect new flags
- Updated Belgium, Denmark, Estonia, Finland, Norway, Poland and Sweden Recognition Manual Covers
- Removed Czechia and Slovakia Recognition Manual Covers
- New and corrected German language radio messages
- Modified certain ship descriptions to ensure correct display in Museum
- Returned missing bow cannon to Schnellboot
- Corrected AI VIIC with VIIC/4 tower object problem
- Corrected guns.dat to properly display turret textures
- Corrected loadouts for numerous warships
- Added generic roundel fix for Anson, Kingfisher and Beaufighter
- Minor corrections to P38, Arado, Walrus, Hudson A-28, Hudson Mk.3 and Wellington models
- Positioned Leigh Light on Kingfisher
- B-24 roundel size increased
- B-24 Level Bomber now use's its own markings
- Corrected position of Leigh Light on Catalina
- Anson added to Egypt, Finland, Free French, France, Greece, Ireland, Netherlands, Poland and Turkey
- Beaufighter added to America, Australia, Newzealand and Poland
- Kingfisher added to Argentina, Australia, Mexico, Netherlands, Uruguay and England
- Updated Japanese and Russian Aircraft markings
- Corrected IXC roster file
- Corrected typo in Knots to Kilometers conversion table sheet - 188.53 now 118.53
- Corrected German Help file display
All appropriate credits are included in the updated manual.
A few screenshots highlighting some of the changes:
Swallowtail naval ensigns (thanks to Diving Duck and Ref)
http://img267.imageshack.us/img267/9802/flagsml9.jpg
A fix for the stock SH3 missing gun turret texture problem (thanks to Ichneumon and Ref)
http://img267.imageshack.us/img267/285/huntky8.jpg
Corrected Leigh light placement on the Catalina (thanks to SquareSteelBar)
http://img176.imageshack.us/img176/125/catalinane9.jpg
Requirements
GWX Patch 1.03 must be installed over a copy of Silent Hunter III containing GWX (with or without existing hotfixes or patches).
PLEASE NOTE THAT THIS PATCH INCLUDES ALL PREVIOUS PATCHES AND HOTFIXES! Just install it straight over your clean GWX, whatever version it is.
Download
Visit http://www.users.on.net/~jscones/GWX/ and download from any of the available links under "HOTFIXES AND PATCHES".
Installation
Before installing:
- REMOVE any installed SH3 Commander files (if you use "SH3 Commander") by pressing the "Rollback SH3" button from within SH3 Commander.
- DISABLE all activated modifications if you use the "Jonesoft Generic Mod Enabler" (JSGME). You cannot use JSGME to install GWX Patch 1.03, but you can use JSGME to activate other modifications after GWX Patch 1.03 is installed.
- ENSURE your active careers are all safely docked in port!
It is important that you follow these steps as the installer will look for SH3 Commander and JSGME files and will halt if any are found. Likewise the installer will halt if it does not find certain key GWX files. If you have problems installing this patch PLEASE CONSULT http://www.users.on.net/~jscones/GWX/InstallerErrors.html BEFORE POSTING HERE!
After installing:
GWX Patch 1.03 includes all GWX fixes released to date. You do not need to re-install any previous GWX patch or hotfix after patch 1.03. Indeed, this patch will delete from JSGME any previous patches or hotfixes that it finds.
Please note that the GWX Manual has been updated. Take the time to review the manual before posting questions. For your convenience, a printer friendly version of the GWX 1.03 Manual can be viewed on-line via the GWX webpage.
Compatibility
- Please do not assume that third-party mods compatible with previous versions of GWX are compatible with GWX 1.03. If in doubt, consult the modder.
- Whilst most existing careers will continue to work with GWX 1.03, the sheer magnitude of the campaign changes means that the GWX team can not guarantee that all existing careers will continue to work.
- SH3 Commander users currently running GWX 1.02 do NOT need to update their SH3 Commander files to run GWX 1.03. The current files are compatible with GWX 1.03. SH3 Commander users upgrading from a pre-1.02 version of GWX MUST d/l and install the latest GWX config files. D/l http://www.users.on.net/~jscones/GWX/GWX102+Cfg4SH3Cmdr.zip and install as instructed.
Finally
Once again I am very pleased with the result of this patch and want to expressly thank all the contributing modders and testers for making it all happen. Great stuff as always guys. :rock:
Now for those who are wondering when the latest units and textures will be added to GWX, please be advised that the guys have already started working on it! Indeed, I anticipate that the next (final?) GWX release will primarily be new content. That's something to look forward to.
Purple Monkey Dishwasher
Potoroo
03-26-07, 07:04 AM
If someone would make the 1.03 patch available via BitTorrent I'd be most grateful.
JScones
03-26-07, 07:07 AM
FYI the online "printer friendly" 1.03 version of the manual may take a few more hours to become available (waiting for it to be u/l before release would have meant another unnecessary 24 hour delay).
A few more d/l links will be added as they become available.
danlisa
03-26-07, 07:21 AM
If someone would make the 1.03 patch available via BitTorrent I'd be most grateful.
Grab the torrent file here - http://s4.quicksharing.com/v/568408/GWX103.exe.torrent.html
It's only just been created, so give it time to establish the link.
If you can let me know when you have it, I can stop seeding. Unless others want it.
poor sailor
03-26-07, 08:59 AM
Many thanks GWX team!:up: Also many thanks for aliving the La Rochelle harbour, I think that's BBW have some great job there;) Only one question for JScones, is additional mod for 3.flotilla compatible with GWX v.1.03?
melnibonian
03-26-07, 09:04 AM
Please don't quote me on the 3 Flotilla but I don't think there are any problems in using it with GWX 1.03
Marko_Ramius
03-26-07, 10:07 AM
Really guys from GWX team : :up: :up: I love you !! LoL !
Just a question : No problems with the combined skin pack ? ( I guess not, just in case )
danlisa
03-26-07, 10:11 AM
Just a question : No problems with the combined skin pack?(I guess not, just in case)
None at all.:up:
A big thanx for this, mates! you are doing an incredible job, guys!! Kudos!:up::up:
Meridian
03-26-07, 11:22 AM
I think the fatigue modelling may have been screwed up somehow.
I just installed 1.03 clean and used the GW 8 hour model in SH3 Commander. I started a patrol and so far i've been out 24 hours and my crew isn't even tired.
Using 1.02 it was fine. Any ideas what happened guys?
Thanks
Quick and painless. Though when it went to install it told me that I had JSGME mods still enabled but I doubled checked to see that there weren't any.
Mush Martin
03-26-07, 11:51 AM
Thanks to all:up:
1mPHUNit0
03-26-07, 11:57 AM
Well done mates,
i still play a mix of gwx and Nygm but well done
It's tested?
I'm joking
But times are so strange today
Lzs von swe
03-26-07, 12:30 PM
Thank you GWX team:up:
For those of you that are running Vista, make sure you have User Account Control enabled. If you are using JSGME to disable any mods and the patch still says you have mods enabled, right click JSGME.exe and run it as Admin (click where it says run as admin even if it is already marked). You will most likely see the mod in the right window:arrgh!: . To be on the safe side run the 1.03 patch as Admin too.
Vista has its own ideas on witch files get write rights or not, still learning:hmm:
danlisa
03-26-07, 01:26 PM
Online version of the GWX Manual 1.03 is now live.
http://www.users.on.net/~jscones/GWX/
andy_311
03-26-07, 05:56 PM
If someone would make the 1.03 patch available via BitTorrent I'd be most grateful.
Grab the torrent file here - http://s4.quicksharing.com/v/568408/GWX103.exe.torrent.html
It's only just been created, so give it time to establish the link.
If you can let me know when you have it, I can stop seeding. Unless others want it.
Just d/load the link to the torrent getting a error message
Failure: Torrent deleted or not in pool yet,go to demonoid.com and read FAQ for more info.
bookworm_020
03-26-07, 06:07 PM
Thanks alot for the new patch, your keeping the dream alive!:rock:
Webchessie
03-26-07, 07:58 PM
Thanks for the GWX update. This thing just gets better and better thanks to everyone's hard work!
Zero Niner
03-26-07, 08:28 PM
Thanks to the GWX team for your efforts. There's still plenty of life left in the U-boats! :up:
:yep:
Snakeeyes
03-26-07, 09:02 PM
GWX deckgun question.
I'f I'm attacking using HE shells I'm guessing I should be aiming to start fires on vessels and use AP rounds below the waterline for flooding. Right? It's what I used to do for regular SHIII but there are so many realistic changes in GWX that I want to be sure.
Potoroo
03-26-07, 09:53 PM
If you can let me know when you have it, I can stop seeding. Unless others want it.
:up: :rock:
Steppenwolf
03-26-07, 10:47 PM
GWX deckgun question.
I'f I'm attacking using HE shells I'm guessing I should be aiming to start fires on vessels and use AP rounds below the waterline for flooding. Right? It's what I used to do for regular SHIII but there are so many realistic changes in GWX that I want to be sure.
If you're playing GWX, you will ONLY have HE shells. Shooting below the waterline is the most effective use of them, in order to promote flooding.
danlisa
03-27-07, 01:01 AM
Just d/load the link to the torrent getting a error message
Failure: Torrent deleted or not in pool yet,go to demonoid.com and read FAQ for more info.
:damn: I put 3 trackers in the torrent and Demonoid is bit of a pain sometime's, when I get back to the PC which is running the torrent I'll remove the demonoid tracker.:up:
You should be able to connect to the others though,:hmm: I think that Potoroo has managed to d/l it.
It wil be sorted at about 8am GMT.
Potoroo
03-27-07, 01:34 AM
Yes, I've got it. I even seeded someone. ;)
I saw some message about tracking and Daemon but didn't understand it so I ignored it and it downloaded anyway.
mariuszj1939
03-27-07, 01:48 AM
I sent this question by PM - I feel it could be intersted for other Kaleuns !
I added already some ships Queen Mary , Repulse , Norfolk , Empire Freighter etc
Is it still comp. to new planned patch ?
(or it will be overwritten)
In other words - may I install new patch without risk ?
To reduce any further concerns it may be prudent to ask in the GWX release thread about the compatibilty of you added ships.
unquoteYou will need to re-add the ship names to your English/German/FrenchNames.cfg file after installing the patch.
If applicable, you will need to re-add any unique ship-specific scripting after installing the patch.
After this the ships should be fine. Of course, until the GWX dev team "officially" includes them in a future release, they will not exhibit the same behaviour as other core GWX ships.
Regards
JScones
FYG - I installed 1.03 and everything is OK. All additional ships are in GWX.
Thanks JScones !
JScones
03-27-07, 03:09 AM
Only one question for JScones, is additional mod for 3.flotilla compatible with GWX v.1.03?
Yup. :yep:
JScones
03-27-07, 03:13 AM
Thank you GWX team:up:
For those of you that are running Vista, make sure you have User Account Control enabled. If you are using JSGME to disable any mods and the patch still says you have mods enabled, right click JSGME.exe and run it as Admin (click where it says run as admin even if it is already marked). You will most likely see the mod in the right window:arrgh!: . To be on the safe side run the 1.03 patch as Admin too.
Vista has its own ideas on witch files get write rights or not, still learning:hmm:
Yes, this is VERY important for Vista users. :yep:
Thanks for pointing it out. :up:
JScones
03-27-07, 03:17 AM
I sent this question by PM - I feel it could be intersted for other Kaleuns !
I added already some ships Queen Mary , Repulse , Norfolk , Empire Freighter etc
Is it still comp. to new planned patch ?
(or it will be overwritten)
In other words - may I install new patch without risk ?
To reduce any further concerns it may be prudent to ask in the GWX release thread about the compatibilty of you added ships.
unquoteYou will need to re-add the ship names to your English/German/FrenchNames.cfg file after installing the patch.
If applicable, you will need to re-add any unique ship-specific scripting after installing the patch.
After this the ships should be fine. Of course, until the GWX dev team "officially" includes them in a future release, they will not exhibit the same behaviour as other core GWX ships.
Regards
JScones
FYG - I installed 1.03 and everything is OK. All additional ships are in GWX.
Thanks JScones !
Thanks. :up:
JScones
03-27-07, 05:20 AM
Just a question : No problems with the combined skin pack?(I guess not, just in case)
None at all.:up:
Provided you use the GWX skin pack, and not the earlier SH3Cmdr combined skin pack. ;)
JScones
03-27-07, 05:32 AM
I think the fatigue modelling may have been screwed up somehow.
I just installed 1.03 clean and used the GW 8 hour model in SH3 Commander. I started a patrol and so far i've been out 24 hours and my crew isn't even tired.
Using 1.02 it was fine. Any ideas what happened guys?
Thanks
My guess is that your base GWX installation wasn't "clean" prior to installing this patch, as this patch makes no changes to the fatigue model (indeed, no GWX patch has).
BTW, the 8hr fatigue model is the default in GWX - you do not need to set it in SH3Cmdr. It's there for non-GWX users who may like to try it.
Meridian
03-27-07, 07:13 AM
Thanks for the reply JScones. I started another thread about this in case it gets too cluttered. But it was definitely a clean install.
Total wipe of the partition, installed SH3 and 1.4 patch then GWX 1.03. Can't get any cleaner than that.
Something must have gone missing on the install if nothing has changed in the fatigue files. I'll try another install after I get back to port and see what happens.
Hello,
I have a minor complain: my TC is not set back to 1x when receiving radio contact reports. It is a problem for me as sometimes I only notice the new, big square (indicating the convoy) on the map hours after the radio report (and thus loose some precious time before I can start chasing the convoy).
It is strange that TC drops back to 1x (as it should) at radio messages that include text about war news (e.g. verbose commands of the FdU or broadcasts of "Radio Berlin") but the TC doesn't drop back when receiving those more important convoy contact reports!!!
Does anyone else have this issue? Any idea about how to solve it?
Thx in advance!
Matyas
Jimbuna
03-27-07, 02:36 PM
If your using SH3Commander(and IMO you should be) then change the tc 'SH3 Options, Time Compression, When Enemy Ships Detected and When Receive Radio Report' :up:
danlisa
03-27-07, 02:37 PM
The default setting is 8 x TC, you can change this via Sh3Cmdr or by editing the main.cfg file in both the program folder and 'My Documents' inside the save directory.
Thanks for you reply Jimbuna and Danlisa, but I'm afraid it won't solve my problem. I'm pretty sure that when I received a convoy contact report via radio the TC didn't change a bit (despite it was definitely set to drop back to 8x when receiving radio report). I played the game on 256x TC and when I noticed the new big square on the navmap it was hours after the radio contact report...so it is pretty sure that the TC remained at 256x despite the radio contact report receival. (The only thing that MIGHT have happened is that I didn't notice that a new radio contact report was received and set the TC level to 256x and only after a while noticed the map contact update. But this is quite unlikely, I think. )
And it is also interesting that when I receive not-so-important radio messages (messages that were added by the GWX team to improve immersion e.g. Radio Berlin broadcasts, S.O.S. signals from distant ships, other Uboats' status reports, etc.) the TC always drops back to 1x (!) and I hear the Radioman announcing the reception of a new radio message. Is this type of radio message dealt in a different manner than the radio contact reports (and "Be more aggressive!" and "Keep up the good work" type of messages)? (That would explicate that the TC drops back to 1x at these messages despite it should drop back to 8x.)
Sorry for the too much philosophy.:)
Anyway I set the TC at radio report receival to 1x in SH3 and give it another try. Who knows, it might work this time. ;)
Matyas
andy_311
03-27-07, 07:29 PM
Just d/load the link to the torrent getting a error message
Failure: Torrent deleted or not in pool yet,go to demonoid.com and read FAQ for more info.
:damn: I put 3 trackers in the torrent and Demonoid is bit of a pain sometime's, when I get back to the PC which is running the torrent I'll remove the demonoid tracker.:up:
You should be able to connect to the others though,:hmm: I think that Potoroo has managed to d/l it.
It wil be sorted at about 8am GMT.
It's okay it eventually d/load am seeding it at the moment if anyone else want's it.
Flanker15
03-28-07, 12:36 AM
Hello! I'm downloading and about to install the GWX mod which looks really good (I hadn't checked the SH3 mods in a long time).
I was wondering if the mod made it so large ships wouldn't always sink in seconds and took hours to sink like in real life. I know that if you do something like detonating a magazine it would sink fast but if you just blow some holes in a BB it would slowly flood and sink over many hours (wouldn't it?).
Jimbuna
03-28-07, 01:59 AM
Ships in GWX now sink by 'flooding'....if your using your deck gun, aim along the length of the ship just below the waterline :arrgh!:
Flanker15
03-28-07, 03:30 AM
Yeah they sink by flooding which is better than that nice SH3 "ohh look I've taken too mauch damage and will now spontaneously combust and explode" system. But how long dose it take for the ship to go down, in SH3 it took about 10 seconds for a BB to sink like a rock, is it slower in GWX?
danlisa
03-28-07, 03:36 AM
Yeah they sink by flooding which is better than that nice SH3 "ohh look I've taken too mauch damage and will now spontaneously combust and explode" system. But how long dose it take for the ship to go down, in SH3 it took about 10 seconds for a BB to sink like a rock, is it slower in GWX?
Minutes or hours:cool:, it totally depends on the damage sustained.:up:
For example, I have hit a Pyro and it has either exploded straight away and then sink after a few minutes or has sustained damage and sunk after an hour from flooding.
Whereas a BB (ie the Rodney) may take a few hours to sink from flooding.
The genius of the new damage model in GWX is that there is now a large amount of uncertainty as to whether your target is going to sink.
Totally Cool:cool:
cyclop_si
03-28-07, 03:56 AM
I was wondering if the mod made it so large ships wouldn't always sink in seconds and took hours to sink like in real life. I know that if you do something like detonating a magazine it would sink fast but if you just blow some holes in a BB it would slowly flood and sink over many hours (wouldn't it?).
Playing GWX 1.02, last night I spoted Large Cargo (10000 tons) and just one torpedo in rough waters (wind 15 m/s), early in war (Jan 1940). Damn, what to do, should I try to risk magnetic detonator in such condition, since with only I torpedo, i thought that only if I put it under kneel would give me a chance to sink it... OK, I take this apprach... prfect solution, torpedo in the watter, it detonated under ship, which starts burning... I left for home base and from time to time checking its status in periscope. It slowed down, but I was not sure if it will go gown... anyway, after some time I lost it in the periscop, I surfaced and continued to home port. Two hours later (play time), I got credits for it in capitan's log :smug:
danlisa
03-28-07, 04:02 AM
It slowed down, but I was not sure if it will go gown... anyway, after some time I lost it in the periscop, I surfaced and continued to home port. Two hours later (play time), I got credits for it in capitan's log :smug:
Good, isn't it?:up:
poor sailor
03-28-07, 04:04 AM
I'm sorry if this question have been before but is there any chance in major update to have a some adjustments for flooding or better said Longer repair times like in nvdrifter's mod. Everything else is great for me, have a couple of small mods for better feeling in game. Keep up good work!:up:
danlisa
03-28-07, 04:14 AM
I'm sorry if this question have been before but is there any chance in major update to have a some adjustments for flooding or better said Longer repair times like in nvdrifter's mod. Everything else is great for me, have a couple of small mods for better feeling in game. Keep up good work!:up:
I don't speak for the GWX dev's however I would think that items like the LRT mod might be best left as a standalone optional mod because many of the people who have d/l GWX & are using it might not like the extended repair times.
I think GWX has maintained a central ground in this area (and others) so that the average gamer can still pick up the game and play/enjoy it. I like the LRT mod and feel that it adds realism & immersion but many may not.
There might be a possibilty that something along these lines may be included as an optional addition but again, I am not conversant enought with the files affected to say whether it is possible to include without 'breaking' any key features in GWX. Besides, I don't wnat to make more work for the devs.;)
GWX, a mod for the people, by the people (to rip off a phrase):rotfl:
KL or JS might be able to answer this more completely.:yep:
poor sailor
03-28-07, 05:54 AM
Thanks danlisa for the answer, anyway maybe the official optional mod from GWX will be a good solution. Maybe is a not a lot of work with nvdrifter's help.:hmm: But if the LRT mod will still exist I will use them, but I don't see yet the version for v.1.03, maybe the nvdrifter is busy with SH4 and not have time to do this, and that is another reason to GWX team to look in direction for making a optional mod which use the Longer repair time solution if the team have a time for that. Many thanks for your work again GWX team.
mskvforester
03-28-07, 07:46 AM
Hello, My wife in her infinite wisdom cleaned out/erased the hard drive a few months ago. Old version of SH3 and GWX poof/gone. So, a week ago I thought about re-installing SH3 and GWX, and lo and behold 1.03 was due out soon. I waited the week (torture) and installed it yesterday. I cant get a game to load. I get to the final loading screen ( the one after Ive chosen a career/name through SH Commander), and the little red bar goes about 90% of the way up, and then it stops, and then it crashes to desktop. My computer is a Pentium 4 ( about a year old) 2 gig of Ram, a Nvidia 7800gtx vid card, etc. Its a Gateway computer., about a year old.
So, I just want to get this right, as Im doing this again today.
1-Install SH3
2-Search frantically for a CD code that works, as mine does not. (Ubisoft provides one in their help section I think.)
3-Update SH3 to 1.4 (well the install says 1.3 but its really 1.4)
4-Download GWX in either five sections or one big zip from that French site
5-Get SHcommander 2.7
6-Get JGSME form JScones site
7-get 1.02 config files from JS
8-Download The GWX skin add on.
9-I think thats about all. ( is this sound correct)
PS-My apologies, as Im not particularly computer savvy. If you need an IV site however, I'm your man!
Any help/comments would be appreciated.
danlisa
03-28-07, 08:15 AM
As your HDD has been formatted I assume that there were no residual files leftover from your previous install of SH3 or in 'My Documents'.
The process that you laid out is correct.
The first thing I would do, is use the MD5 Mate that is available from the GWX website to check the MD5 hash's for the files you have dowloaded. This little proggy makes sure that your d/l is not corrupted.
JSGME is included when you install GWX (inside the program folder).;)
Just to clarify, you did add the specific Cmdr cfg files to the SH3Cmdr program folder as directed in the readme?
Make sure the 6 parts to GWX are all located together in 1 folder. (click on my sig to check these) 1 x exe & 5 x bin files.
Before installing GWX, run SH3 + 1.4b once to create the save directory in My Documents & to make sure the stock version is working.
Then run the GWX.exe file to install GWX, then run the 1.03 patch.
Now install SH3 Cmdr and apply the specific cfg files as instructed.
Now run the game to make sure GWX is installed correctly. Use the SH3 shortcut not via SH3Cmdr.
If that loads fine, add the GWX Skin pack into SH3Cmdr's date folder.
Now you can begin to setup your career name & options. Load via SH3Cmdr (please note that the load time for Cmdr will increase due to the extra skins).
If at anypoint you get any error warning, please post the details here.
Good luck.:up:
Snakeeyes
03-28-07, 08:34 AM
Is there a dedicated voice interface Shoot! profile for DWX anywhere? I was suprised to learn that the one for vanilla SHIII does not work for DWX in some critical areas like asking for the depth under the keel or ordering to remain on course or manning the flak or deck guns.
VipertheSniper
03-28-07, 08:53 AM
Hit's below the waterline with the deckgun are nice, but I've found that splitting the ships in 2 in GWX is the easiest method to sink 'em with the deckgun. Ok so it's not realistic, but when I can bag a big cargo with 10 rounds I'll take it.
ComradeP
03-28-07, 10:13 AM
I just thought of something: how would an U-boot commander know whether the ship he attacked actually went down the drain, if he had no visual or audio contact and no air support to confirm it?
I like the system of flooding, I like it a lot, but sometimes it feels a bit strange to be in the middle of nowhere and see a message that a ship (finally) went down. Usually, I stay fairly close to make sure I don't get bugged out of the renown award, but sometimes that's not possible for safety reason.
I guess the way credit for ships is handled is hard coded, but I'm still wondering what the philosophy behind "anywhere, anytime" tonnage sunk updates is.
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