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dean_acheson
03-15-07, 09:14 PM
Carotio,
I need some help, I don't think that I have installed your mod correctly.

Did a fresh install, the 1.4b, GWX, GWX 1.02, then I attempted to do
GWX TA
GWX TA sounds
GWX TA 1.1

I downloaded all seven parts of the GWX TA, and the ten parts of GWX sounds to a file on my desktop as well as the 1.1 update.

Then moved the first first file from the TA, the sounds, and 1.1 to my JSGME file, then enabled the mods.

No changes from the original GWX 1.02.

Any idea what I have done wrong?

Ducimus
03-15-07, 09:45 PM
TA ??

Reece
03-15-07, 10:13 PM
This I guess:
http://www.subsim.com/radioroom/showthread.php?t=102252&highlight=Carotio
Somehow I missed this!;)

No, here: http://carotio.awardspace.com/CarotiosModSite/start.html

Ducimus
03-15-07, 10:33 PM
Oh, i see.. i think. Looks like a big honking tweak pack. And here i thought i went overboard, lol.

Carotio
03-16-07, 04:01 AM
@dean_acheson

It seems you did it correct, but just to make sure:
GWX-TA1.0 is 977mb, 1467 files in 477 folders
GWX-TA1.0_SoundPack is 706mb, 323 files in 4 folders
GWX-TA1.1 is 119mb, 292 files in 156 folders

No changes from GWX1.02 you say: what do you mean?
Did you start a new career or tried to continue another?
Can you start a patrol?
Please be more specific!

Oh, and btw. two new important bugs have been discovered, which causes CTD:
Beginning a career in Med and Far Orient start bases plus the fact that I used German Umlaut (ö, ü & ä) for all the extra cities (only a problem to those PCs, which can't read it!). A solution for this is being investigated. When it will appear, I cannot say, cause ahem... I preordered SH4, so I'll probably dive into the Pacific as everyone else for a while...

@Reece

Your first link, is for my announcement of my "WorldMapMod for GWX". If you read it again you'll know why I didn't announce GWX-TA here. I just didn't want to have my head cut off again! But interestingly though, try compare that thread with this one:
http://www.subsim.com/radioroom/showthread.php?t=101755
It was made far before GWX ever appeared, and you even wrote in it yourself, which you probably have forgotten all about...
I did however announce GWX-TA at ubi forum, where some screenshots can help showing, what I changed or added:
http://forums.ubi.com/eve/forums/a/tpc/f/9091085392/m/2321074335

@Ducimus

We all have our preferences when playing! I know of your tweak pack. I just wanted to make my own, so I know what is changed or added! Yours is more true to GWX what spirit and realism concern (as far as I have understood), mine is more for the arcade gamer (like me). Wonder how SH4 turns out.... :hmm:

bigboywooly
03-16-07, 09:24 AM
Yeah the umlaut bug is a pain

Discovered during GWX beta testing as so many different languages used with members all over the world

I did mention it to you before

http://www.subsim.com/radioroom/showpost.php?p=358798&postcount=45

In your World map teaser thread

http://www.subsim.com/radioroom/showthread.php?t=101755&highlight=umlauts

Tis the reason they were removed from the GWX campaign files

I imagine it holds true for other language symbols too

JCWolf
03-16-07, 09:28 AM
Mr. Carotio,:yep:


So we are beeing questioned about Mr. Carotios Modings aren't we...
:huh:

bigboywooly
03-16-07, 09:30 AM
Ummm no JC

I just pointed out the umlaut problem has been noticed before
Not sure what countries it affects or any other national symbols for that matter

JCWolf
03-16-07, 09:32 AM
Nothing personal thought, but his talking about TA carotios work mate...

And that were not GWX Team releases...

Jimbuna
03-16-07, 09:33 AM
Could be interesting to see how the tinkerers behave with the new GWX update when it's released....(all those hours spent developing and testing, then someone comes along and performs a computerised labotomy) :nope:

JCWolf
03-16-07, 09:36 AM
Could be interesting to see how the tinkerers behave with the new GWX update when it's released....(all those hours spent developing and testing, then someone comes along and performs a computerised labotomy) :nope:


Yea I understand your betwin the lines worries...

But how can we screen up a full idea to someone that
just doesn't leasten...

In the end everything that its rong with this compilations from outside
our Labs fall on us...:huh:

bigboywooly
03-16-07, 09:36 AM
Nothing personal thought, but his talking about TA carotios work mate...

And that were not GWX Team releases...

No they werent but Dean did address his thread to Carotio


Carotio,
I need some help, I don't think that I have installed your mod correctly.

JCWolf
03-16-07, 09:38 AM
Missed it completly...

dean_acheson
03-16-07, 09:39 AM
@dean_acheson

It seems you did it correct, but just to make sure:
GWX-TA1.0 is 977mb, 1467 files in 477 folders
GWX-TA1.0_SoundPack is 706mb, 323 files in 4 folders
GWX-TA1.1 is 119mb, 292 files in 156 folders

No changes from GWX1.02 you say: what do you mean?
Did you start a new career or tried to continue another?
Can you start a patrol?
Please be more specific!


No, actually, I can start a career, but I don't see any difference. I d/l all the files, But I only transferred the first file (GWX TA part 1, GWX Sound pack file 1, and the update to my Mod file for JSGME).

What I was wondering is if I need to manually transfer each file into the MOD file on their own, or if I need to transfer all the other files into the MOD file and then into the GWX TA file.

I don't know if that makes sense, I am basically wondering what file do I need to save all the differnet files into to activate the mod w/ JGSME.

The tweaks look really neat, I played with Ducimus' files forever, and now I was wanting to try yours, and then wait for the new open hatch mod to be fixed, and likely my SH3 will be pretty much how I want it.

Thanks!

Jimbuna
03-16-07, 11:31 AM
@BBW
You have a PM re: v1.03 :up:


Yea I understand your betwin the lines worries...

But how can we screen up a full idea to someone that
just doesn't leasten...

In the end everything that its rong with this compilations from outside
our Labs fall on us...:huh:


I take your point mate....sadly there'll be others that won't ;)

dean_acheson
03-16-07, 01:36 PM
Oh gosh, I certainly didn't mean to say anything about the wonderful GWX people.

I just wanted to try Carotio mods to it, I thought that they looked really cool.

If, after trying them, they aren't my cup of tea, I am pretty much prepared to reload everything, if I don't get things right with JGSME.

But I do want to try it, it looks like there are some cool things in it.

If I offended anybody, I profusely apologize. ;)

bigboywooly
03-16-07, 01:39 PM
Nothing to apologise for Dean :up:

Tis your install and add what you like

Hope Carotio sorts out your problems for you

Carotio
03-16-07, 01:56 PM
No, actually, I can start a career, but I don't see any difference. I d/l all the files, But I only transferred the first file (GWX TA part 1, GWX Sound pack file 1, and the update to my Mod file for JSGME).

What I was wondering is if I need to manually transfer each file into the MOD file on their own, or if I need to transfer all the other files into the MOD file and then into the GWX TA file.

I don't know if that makes sense, I am basically wondering what file do I need to save all the differnet files into to activate the mod w/ JGSME.

The tweaks look really neat, I played with Ducimus' files forever, and now I was wanting to try yours, and then wait for the new open hatch mod to be fixed, and likely my SH3 will be pretty much how I want it.

Thanks!

Ohh.. it sounds to me now that you moved the RAR files to a GWX-TA folder inside the MODS folder...?

What you need to do is this (sorry if I got it wrong and cut it out in pieces):
GWX-TA1.0 consists of 7 winrar files. When you have dl'ed them all, place the files in a temporary folder, mark the part1, right-click and choose winrar option "extract here". Then winrar will unpack all the files, and when done, you may then move the newly created folder GWX-TA1.0 to the MODS folder. Do the same with GWX-TA_SoundPack and GWX-TA1.1. Then enable with JSGME. Now it hopefully will work for you, and if not, then please write again!

And if you did, what I think you did, putting the rar files into a GWX-TA folder inside the MODS folder and enabled that, you will of course need to disable this first, otherwise you would have useless winrar files in your SH3 folder...

Carotio
03-16-07, 02:06 PM
Yeah the umlaut bug is a pain

Discovered during GWX beta testing as so many different languages used with members all over the world

I did mention it to you before

http://www.subsim.com/radioroom/showpost.php?p=358798&postcount=45

In your World map teaser thread

http://www.subsim.com/radioroom/showthread.php?t=101755&highlight=umlauts

Tis the reason they were removed from the GWX campaign files

I imagine it holds true for other language symbols too

Yes, you did! I do remember!
And I have had a conversation with a guy from Japan, who had troubles with it! I gave him a temporary suggestion, but haven't had a reply yet. But don't know if it will work out. It's about language packs for Windows. I read the other day somewhere on a Microsoft page about this option within Vista. So it made me wonder if the same option could be available for XP as well. Don't know cause I haven't found anything on MS pages yet. I just thought it would be possible since I can add different languages for my keyboard in the task list and a patch has made the Danish voyals æ, ø and å avaliable in internet domains, plus this option was mentioned for Vista, it COULD be available for XP as well. But since it's MS, one never knows...
No, I think, I will change the ö to oe, ä to ae and ü to ue, which was the old spelling way, in an update, when I get more time.