View Full Version : GWX 2.0 Compatibility
Searched and did not find an answer...so I will ask...
I KNOW it is early, but...
Has anyone compiled/posted a list of those mods which ARE compatible with GWX 2.0?
Reason I ask is there are a few I really like playing with and I would like to know...
Badger Finn
12-11-07, 06:38 AM
Searched and did not find an answer...so I will ask...
I KNOW it is early, but...
Has anyone compiled/posted a list of those mods which ARE compatible with GWX 2.0?
Reason I ask is there are a few I really like playing with and I would like to know...
Id hazard a guess ya a bit quick off the mark there mate
:hmm:
The only list that I'm aware of is the one that comes with GWX2.0 in JSGME. Anything that ONLY changes .TGA graphics like emblem packs, druck files and some skins would be guaranteed not to cause a CTD. I'm sure there will be others but with so many files being altered, without thorough testing it would be a nightmare to compile such a list in such a short time.
Kpt. Lehmann
12-11-07, 07:06 AM
Remember guys. Just because a mod may RUN with GWX does not mean it is 'compatible.'
Marko_Ramius
12-11-07, 08:58 PM
Hi,
I use "Scirč-Tikigod-Repeated Orders" and "VIIC Atlantic Workhorse Skin" with no issues for the moment. The second one is a texture mod for the sub, so it might not be a problem at all.
Hi, Kpt.Lehmann !! Thanks for this hard work :up:
Kpt. Lehmann
12-11-07, 09:08 PM
Cheers Marko Ramius. We are glad you enjoy it.
Out of the ones I am hoping to use at the moment, once I have time to start are:
TwistyPeriscopeThingyMod
The Elite U-Boat Crew Uniforms
STEEDS Type VII Black-White-Grey cam
Longer Wakes v1.0 for GWX
They seem to work during the brief test I made, but I don't know if they are what would be called compatible.
nikbear
12-12-07, 02:13 AM
Hi,
I use "Scirč-Tikigod-Repeated Orders" and "VIIC Atlantic Workhorse Skin" with no issues for the moment. The second one is a texture mod for the sub, so it might not be a problem at all.
Hi, Kpt.Lehmann !! Thanks for this hard work :up:
Venatore's 'Atlantic Workhorse Skin series' are some of my favourites skins ever so its nice to know that they seem to work alright when I upgrade to GWX2.0:up:
Kpt. Lehmann
12-12-07, 02:20 AM
Hi,
I use "Scirč-Tikigod-Repeated Orders" and "VIIC Atlantic Workhorse Skin" with no issues for the moment. The second one is a texture mod for the sub, so it might not be a problem at all.
Hi, Kpt.Lehmann !! Thanks for this hard work :up:
Venatore's 'Atlantic Workhorse Skin series' are some of my favourites skins ever so its nice to know that they seem to work alright when I upgrade to GWX2.0:up:
Just MAKE SURE that you first extract the skins from any .dat files (and delete those .dat files afterwards) and load them into your "SilentHunterIII/data/Textures/TNormal/tex" folder or you WILL break player U-boat 3D model corrections/improvements.
danlisa
12-12-07, 04:33 AM
Out of the ones I am hoping to use at the moment, once I have time to start are:
TwistyPeriscopeThingyMod - (Will break stuff in GWX 2.0, changed DATS)
The Elite U-Boat Crew Uniforms - (Should work, GFX Only)
STEEDS Type VII Black-White-Grey cam - (Should work, GFX Only)
Longer Wakes v1.0 for GWX - (Will break stuff in GWX, files have changed)
They seem to work during the brief test I made, but I don't know if they are what would be called compatible.
Note my additions. This should help avoid future problems. The original authors will need to adjust thier mod.
Woof1701
12-12-07, 04:46 AM
Hi there,
Was wondering whether installing Diving Ducks open hatch mod will have any adverse effect on GWX 2.0 Had gotten so used to that look through the hatch ... :)
danlisa
12-12-07, 04:55 AM
Hi there,
Was wondering whether installing Diving Ducks open hatch mod will have any adverse effect on GWX 2.0 Had gotten so used to that look through the hatch ... :)
It will definetly cause compatiblity issues. Have you seen inside the control rooms in GWX 2.0? We're those 'little' extras there before?;) (please don't give anything away for those who don't have it yet).
I suspect DD will make his open hatch compatible. He has all the tools now.;)
Out of the ones I am hoping to use at the moment, once I have time to start are:
TwistyPeriscopeThingyMod - (Will break stuff in GWX 2.0, changed DATS)
The Elite U-Boat Crew Uniforms - (Should work, GFX Only)
STEEDS Type VII Black-White-Grey cam - (Should work, GFX Only)
Longer Wakes v1.0 for GWX - (Will break stuff in GWX, files have changed)
They seem to work during the brief test I made, but I don't know if they are what would be called compatible.
Note my additions. This should help avoid future problems. The original authors will need to adjust thier mod.
Thank you.
von Zelda
12-12-07, 06:51 AM
I'd guess that any mod that is strictly sound files would be safe to use.
I've installed Venatore's Amb Interior Submarine sound mod (like the background tone better, and Kpt. Lehmann (not to long ago) came out with a mod for us hearing impaired that made the Amb Hydrophone sound completely silent. I'd note that I only use the silent sound file in that mod. I've also installed a mod that changes the bearing.tga file so you have 1-degree increments of bearing in scopes, UZO and binoculars.
danlisa
12-12-07, 06:55 AM
I'd guess that any mod that is strictly sound files would be safe to use.
I've installed Venatore's Amb Interior Submarine sound mod (like the background tone better, and Kpt. Lehmann (not to long ago) came out with a mod for us hearing impaired that made the Amb Hydrophone sound completely silent. I'd note that I only use the silent sound file in that mod. I've also installed a mod that changes the bearing.tga file so you have 1-degree increments of bearing in scopes, UZO and binoculars.
As long as there is no SDL file in the mod you want to use, it should be fine. Use JSGME just to be safe.;)
The bearing.tgs file will cause no problems as it's only a graphic.
Samwolf
12-12-07, 06:58 AM
Hi there,
Was wondering whether installing Diving Ducks open hatch mod will have any adverse effect on GWX 2.0 Had gotten so used to that look through the hatch ... :)
It will definetly cause compatiblity issues. Have you seen inside the control rooms in GWX 2.0? We're those 'little' extras there before?;) (please don't give anything away for those who don't have it yet).
I suspect DD will make his open hatch compatible. He has all the tools now.;)
I miss the open hatch too, but the new interior looks so much better, I'll wait for DD to update his mod. I'd rather give up the open hatch than the new interiors in GWX2.:up:
I'd guess that any mod that is strictly sound files would be safe to use.
I've installed Venatore's Amb Interior Submarine sound mod (like the background tone better, and Kpt. Lehmann (not to long ago) came out with a mod for us hearing impaired that made the Amb Hydrophone sound completely silent. I'd note that I only use the silent sound file in that mod. I've also installed a mod that changes the bearing.tga file so you have 1-degree increments of bearing in scopes, UZO and binoculars.
Ah, so this one should be safe to use as well (Avg.Joe's Torpedo and Deckgun Speed of Sound Explosions delay), unless there already such a feature in 2.0. Hopefully the 'longer wakes mod' will be updated also. One I especially like.
Kpt. Lehmann
12-12-07, 07:15 AM
I'd rather give up the open hatch than the new interiors in GWX2.:up:
AHA!!!
Someone finally noticed DivingDucks beautiful interiors in GWX 2.0!:up: :up: :rock:
Samwolf
12-12-07, 07:22 AM
I'd rather give up the open hatch than the new interiors in GWX2.:up:
AHA!!!
Someone finally noticed DivingDucks beautiful interiors in GWX 2.0!:up: :up: :rock:
One of the first things I noticed, Only used the VIIB so far, The new scope wells give it a really "crowded U-boat" look. The "stains" on the maps look good too.
P.S. Don't know if it's intentional, but the red lamp at night on the nav map looks like a light is being shined on it, bright in the center and darker around the edges, nice touch. Either that or it's another glitch with my card like the blotchy clouds.
danlisa
12-12-07, 07:23 AM
LOL, took them long enough.:lol: Considering there's a campaign loading screen showing them.
Can I add ships or airplanes made for stock SH3 or it will cause any problems?
Woof1701
12-12-07, 09:53 AM
Can I add ships or airplanes made for stock SH3 or it will cause any problems?
Ships shouldn't be a problem although the damage model will differ from the one of GWX
It means thet they will sink in other way or crash the whole game?
Madox58
12-15-07, 04:57 PM
Just take damage differently.
Schwuppes
12-15-07, 08:33 PM
Any word on compatibility between the OLC GUI mod and GWX2.0?
kenijaru
12-16-07, 01:51 PM
Any word on compatibility between the OLC GUI mod and GWX2.0?
if we refer to the OLC GUI post, it sais that it should be... if you run a so called doublemast program.
But I agree with you, I'd like an official answer from the GXW dev team.
bigboywooly
12-16-07, 02:37 PM
Can I add ships or airplanes made for stock SH3 or it will cause any problems?
Should be no problem Hunter
Damage models will vary but a lot is governed by the zones.cfg so shouldnt be too screwy
Any word on compatibility between the OLC GUI mod and GWX2.0?
I strongly suggest you check out the OLC GUI thread. However, in short (no I am not a GWX DEV)
You must delete the "SEA" folder from the mod before you install with JGSME.
You may download and run a conversion program to give you double-mast heights.
I personally have run it by just deleting the 'sea' folder and not running the conversion and it ran fine. Just had to double the heights in my head. However, when I ran it with the conversion program, it was causing a CTD. THEREFORE, it is not yet 'compatible' in that sense. There are people trying to get it to work properly since OLC has had to take a break from it.
I'd rather give up the open hatch than the new interiors in GWX2.:up:
AHA!!!
Someone finally noticed DivingDucks beautiful interiors in GWX 2.0!:up: :up: :rock:
Are you kiddin me Kpt!
First time i saw the new stuff in the Boot, i was all "OMG OMG OMG", my wife came rushing in my room, thinking i was with someone else!:rock::up:
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