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View Full Version : GWX 2.0 List of Most wanted Missing Mods !


JCWolf
12-12-07, 07:12 AM
For Now,
I miss on the emidiate first impresion the
Open Hatch Mods, it was one of the most
great developments achieved By DD and I do
not see it...

Thought I only tested a VIIC in the Academy play ground !


Is it compat. the DD Open hatch mods ?

I leave this reply for the GWX guys to make !

Is it safe to install Open hatch mods !?
Why was not included this Great Interior
Developements !?


Please,
This is for me the greatest loss in this GWX 2.0...

I guess with me it goes a lot of people that are
missing this detaille...:hmm:

danlisa
12-12-07, 07:27 AM
JC, what's replaced the open hatch mod?;) Can you see anything different in the Command Room?

Which would you rather have?

Either way, DD has all the tools now and will no doubt (after suitable rest period) make his open hatch compatible.:rock:

EDIT - Sorry, the open Hatch Mod is NOT compatible.........yet!

Samwolf
12-12-07, 07:27 AM
I tried the open hatch for the VII and it seemed to work fine, but you lose the new interior that's in GWX. The new scope wells look too good to give up. Enable Open hatch via JSGME and look at the differences.

JCWolf
12-12-07, 07:36 AM
JC, what's replaced the open hatch mod?;) Can you see anything different in the Command Room?

Which would you rather have?

Either way, DD has all the tools now and will no doubt (after suitable rest period) make his open hatch compatible.:rock:

EDIT - Sorry, the open Hatch Mod is NOT compatible.........yet!


Whats diferent and replaced !???:o :roll:

The Hatch opened mI friend !:smug:
Thats what I see diferent in the Command room !:roll:
Apart from the Periscope, I do want that Hatch opened again,:yep:
Now it's like we went back to stock command room again, it looks
like geting back on time mate ! ;)

I do like the periscope changes but I can't play no more without
that hatch opened !:yep:

just mi opinion !

For mi its a step back on the Interior look of the command room!:hmm:

danlisa
12-12-07, 07:39 AM
I can understand why you want the Open Hatch back in mate.

However, until DD makes it compatible, do you really want to loose the Fixed/Correct U-Boat interiors?:o

Samwolf
12-12-07, 07:40 AM
My List:

LRT Lite (just got used to those, "Will it get fixed in time" moments)
Longer wakes (Your sub has a longer wakein GWX2, but I didn't notice any on other ships, yet).
Exhaust mod (gave it a try and it appears to work, just want to be sure nothing else got broken)
Flag and Pennant mod (Liked returning to port showing my ship sunk pennants)
SH4 Effects for SH3 (Waiting to compare the new GWX effects with this one, sounds like this may be a case liking parts of both)

Most of the others are graphics and sound changes that should be no problem

danlisa
12-12-07, 07:42 AM
@ Samwolf

All the items on your list will break/replace/affect GWX. We have 'played' with all those files. Those mods need to be updated. They may be working but you don't know what you have disabled from GWX. Just a heads up.

u.Prestige
12-12-07, 08:03 AM
U-Jagd tools
Racerboy's HUD for milkman
Ducimus's Flavor to taste mod(sepecially the basic.cfg file)
Tomi99's VIIC and VIIC/41 mod

Samwolf
12-12-07, 08:13 AM
@ Samwolf

All the items on your list will break/replace/affect GWX. We have 'played' with all those files. Those mods need to be updated. They may be working but you don't know what you have disabled from GWX. Just a heads up.

Thanks, the only one I've tried so far is the exhaust mod. I'm waiting for updates on the others.

ReallyDedPoet
12-12-07, 08:18 AM
I don't know if it's a matter of missing mods, it seems to be more of a case of folks wanting the game modded to personal taste. I think that it is more the latter, just an observation.

One thing I have learned with this series is that just when you think your set-up is complete, somebody comes along and puts out a mod that you just got to have, so the experience is always changing :yep: That being said, you need a great base mod to begin with, and from what I have heard, 2.0 gives you this.


RDP

JCWolf
12-12-07, 08:18 AM
My List:

LRT Lite (just got used to those, "Will it get fixed in time" moments)
Longer wakes (Your sub has a longer wakein GWX2, but I didn't notice any on other ships, yet).
Exhaust mod (gave it a try and it appears to work, just want to be sure nothing else got broken)
Flag and Pennant mod (Liked returning to port showing my ship sunk pennants)
SH4 Effects for SH3 (Waiting to compare the new GWX effects with this one, sounds like this may be a case liking parts of both)

Most of the others are graphics and sound changes that should be no problem



Longer wakes - I think the wakes over GWX 2 are very good actualy !

Exhaust mod - We should wayte for RB to make them Compat. Agree with you
Hads a extra inmersion on the eyes !:yep:

Flag and Pennant mod - The old version ( Not GWX 2 compat ) never whent past
one sub type ! Don't miss it cause never used the one in
active , maybe we have the all types now developed !:hmm:

SH4 Effects for SH3 - Agreed, this mod brings a lot more on the athmosfere and
effects to the game, however it countains a lot of tweaks
like the explosion effects that I think were exaggerated to
point of mass exaggeration !:yep: :roll:

Kpt. Lehmann
12-12-07, 08:23 AM
In GWX 2.0, for the first time ever in SH3, the Type VIIC and Type II subs have historically accurate interiors. Please view them and read the manual regarding them before you try to mod them. The interiors we have now are complete. We have completely remodelled the observation scope complete with cables... and added the missing attack scope housing in the VIIC subs. Int he Type II, we changed the observation scope location to the correct placement. The open hatch mod is not complete and would completely remove the historically accurate interiors in GWX 2.0.

Also, DivingDuck adjusted the lighting in all our subs.

Most people don't understand the open hatch mod fully. When the radio room was moved closer to the control room in 3D space... many of the object controllers could not be moved with the radio room... resulting in only partial function... and loss of many functions... and deep camera position problems.

Loss of functionality, is very confusing to most players and should be avoided at all costs.

(I am not bashing the open hatch mod... but instead I am trying to explain why it has never been completed... and why it is not, and likely will not be fully compatible with SH3.)

Also, if you use the open hatch mods... the historically accurate 3D interior mods in GWX 2.0... that were completed by DivingDuck after he joined the GWX dev team... will be removed in the process of applying the open hatch mods.

Like never before, the interior of the Type VIIC... looks like U-96 in 'Das Boot' and using the open hatch mod would completely remove the new interiors in GWX 2.0. These interiors are correct against actual U-boat blueprints.

Letum
12-12-07, 08:44 AM
I miss the longer wakes, especialy for torps.

I hope there will be a fix for the massive moon to bring it back down to scale too.

Samwolf
12-12-07, 08:44 AM
My List:

LRT Lite (just got used to those, "Will it get fixed in time" moments)
Longer wakes (Your sub has a longer wakein GWX2, but I didn't notice any on other ships, yet).
Exhaust mod (gave it a try and it appears to work, just want to be sure nothing else got broken)
Flag and Pennant mod (Liked returning to port showing my ship sunk pennants)
SH4 Effects for SH3 (Waiting to compare the new GWX effects with this one, sounds like this may be a case liking parts of both)

Most of the others are graphics and sound changes that should be no problem



Longer wakes - I think the wakes over GWX 2 are very good actualy !

Exhaust mod - We should wayte for RB to make them Compat. Agree with you
Hads a extra inmersion on the eyes !:yep:

Flag and Pennant mod - The old version ( Not GWX 2 compat ) never whent past
one sub type ! Don't miss it cause never used the one in
active , maybe we have the all types now developed !:hmm:

SH4 Effects for SH3 - Agreed, this mod brings a lot more on the athmosfere and
effects to the game, however it countains a lot of tweaks
like the explosion effects that I think were exaggerated to
point of mass exaggeration !:yep: :roll:

Flags and pennants: Used it on the VIIB, missed it for the other boats, hopefully they'll get done some day.

SH4 Effects for SH3: I agree the bodies were overdone, but I liked the gun hit effects, debris, flares and sounds.

Samwolf
12-12-07, 08:47 AM
In GWX 2.0, for the first time ever in SH3, the Type VIIC and Type II subs have historically accurate interiors. Please view them and read the manual regarding them before you try to mod them. The interiors we have now are complete. We have completely remodelled the observation scope complete with cables... and added the missing attack scope housing in the VIIC subs. Int he Type II, we changed the observation scope location to the correct placement. The open hatch mod is not complete and would completely remove the historically accurate interiors in GWX 2.0.

Also, DivingDuck adjusted the lighting in all our subs.

Most people don't understand the open hatch mod fully. When the radio room was moved closer to the control room in 3D space... many of the object controllers could not be moved with the radio room... resulting in only partial function... and loss of many functions... and deep camera position problems.

Loss of functionality, is very confusing to most players and should be avoided at all costs.

(I am not bashing the open hatch mod... but instead I am trying to explain why it has never been completed... and why it is not, and likely will not be fully compatible with SH3.)

Also, if you use the open hatch mods... the historically accurate 3D interior mods in GWX 2.0... that were completed by DivingDuck after he joined the GWX dev team... will be removed in the process of applying the open hatch mods.

Like never before, the interior of the Type VIIC... looks like U-96 in 'Das Boot' and using the open hatch mod would completely remove the new interiors in GWX 2.0. These interiors are correct against actual U-boat blueprints.

Thanks for the explanation Kpt. Lehman. I was wondering why since DD did the interior that the open hatch wasn't also included. IMHO, the interior looks great.

Woof1701
12-12-07, 08:51 AM
- Ducimus Flavored to taste mod (esp. the basic.cfg file) is hot on my list too. Compared the two basic.cfg files and I'm not sure whether using Ducimus 1.03 file will cause damage. It'll work and give you a fully equipped boat every time you change, which is the most important thing for me, but I don't know what the GWX team changed from 1.03 to 2.0. Much of the eye candy textures in the mod can be included without causing damage BTW.

- Poor Sailors favorite Dials Mod would be next. I'm currently using it since it more or less "only" changes the dials.cfg and menu_1024.cfg files. I believe I got enough experience with those to say for certain, that no GWX feature is really broken there. The mod changes the whole GUI anyway and includes the GWX 2.0 slideout compass as well as the add on charts in the top left corner and the stop watch.

- RB is already working on the effects mod. I must say I currently use the new GWX effects mod, but I prefer RB's despite the huge number of flying corpses ;)

- DD's open hatch mod is something I'm missing too and to my horror I hadn't yet noticed you put in the periscope housing ... :up: Thanks for that.

- Then there's Sergbuto's wolfpack mod which I would like to use again

- And I'm still waiting for an answer to my question in another thread concerning the AI subs ability to shoot the deck gun and being scripted as running submerged. As far as I remember that was both possible in GWX 1.03.

Adriatico
12-12-07, 09:56 AM
Just pitty we are missing OneLifeCryses wave textures, one of the graetest visual advancements (and very simple one...)

I don't have a problem applying it separeately, just a comment...

( just my opinion CaptainL, don't call in the "air stikes" (moderators)... don't lock the third thread of GWX impressions... I fully respect new GWX religion... )

GWX 2.0 impressions thread should be something gorgeous, haveing 200-300 replies and some 8000-10000 visitors...

danlisa
12-12-07, 10:02 AM
Just pitty we are missing OneLifeCryses wave textures, one of the graetest visual advancements (and very simple one...)

Have you seen the wave textures in GWX 2.0?:hmm:

The one currently in GWX 2.0 was developed by Dowly and it maintains very clear details while not affecting the basic requirements of the users PC. In heavy seas, it was found that previous versions would impact on FPS rates quite heavily. We needed to keep the game playable for recommended specs.;)

danurve
12-12-07, 10:08 AM
If there's one thing you find out about modders and eventually making adaptive changes here, is never say never. :|\\


Looking forward to seeing the new interiors, I am just wondering if the changes mentioned for the VIIC are also in the VIIB? Am patient, and can wait till the d/l frenzy is chilled. Have a carrer in 1.03 in a VIIB* doing some 'testing' anyhow.

*nuttin wrong with the VIIC, I happen to like the B's conning tower/2.

Learjetcap
12-12-07, 10:10 AM
To me, the open hatch was one of the most amazing mods I've seen....but I love the new command room as well, will this be made compatable?

danurve
12-12-07, 10:41 AM
Learjetcap; Your question was answered in an earlier post.

O.H. was great work, I would think it will be up to it's author to develop another version for 2.0 if it's possible.

Wilcke
12-12-07, 10:54 AM
In GWX 2.0, for the first time ever in SH3, the Type VIIC and Type II subs have historically accurate interiors. Please view them and read the manual regarding them before you try to mod them. The interiors we have now are complete. We have completely remodelled the observation scope complete with cables... and added the missing attack scope housing in the VIIC subs. Int he Type II, we changed the observation scope location to the correct placement. The open hatch mod is not complete and would completely remove the historically accurate interiors in GWX 2.0.

Also, DivingDuck adjusted the lighting in all our subs.

Most people don't understand the open hatch mod fully. When the radio room was moved closer to the control room in 3D space... many of the object controllers could not be moved with the radio room... resulting in only partial function... and loss of many functions... and deep camera position problems.

Loss of functionality, is very confusing to most players and should be avoided at all costs.

(I am not bashing the open hatch mod... but instead I am trying to explain why it has never been completed... and why it is not, and likely will not be fully compatible with SH3.)

Also, if you use the open hatch mods... the historically accurate 3D interior mods in GWX 2.0... that were completed by DivingDuck after he joined the GWX dev team... will be removed in the process of applying the open hatch mods.

Like never before, the interior of the Type VIIC... looks like U-96 in 'Das Boot' and using the open hatch mod would completely remove the new interiors in GWX 2.0. These interiors are correct against actual U-boat blueprints.

Thanks for the clarification....now that I have gotten into some light modding for my own personal taste I have found that its a "tricky bit of business".....

There is much to look at and observe in this 2.0......

ref
12-12-07, 10:55 AM
To me, the open hatch was one of the most amazing mods I've seen....but I love the new command room as well, will this be made compatable?

I'm quite sure DD will make the open hatch mod compatible with the new interiors.

@ Adriatico, we don't have a problem with constructive criticism, or with any user/modder having a different poin of view from ours, but please (and this is not only for you, but all the modders) put yourself in our shoes for a couple of minutes, even before the mod was released there where threads on how to change it, after it was released to a small amount of people even more threads with changes, people saying what is compatible and what not, some saying we stole his work, without having time to check what files we changed, and I'm saying check, not understand why we changed and how are they connected to other changes, we'll have a lot of customer service to provide with our own bugs (even when we tested the mod thoroughly to minimixe them), to have to deal with other modders problems, even when they most likelly will be unintentioned, we already have one complain about a ship showing crew that wasn't included in the mod....
We may sometimes sound harsch saying this mod is not compatible, or something like that, but there are few people who fully understands how the sim work and how files are interconnected (I've been modding sh3 for over three years now and I still don't :lol: )
What I ask, let me refrase, I beg other modders is to take the time to understand why a change was made and to test and retest their mods before claiming compatibility.

Ref

Alex
12-12-07, 11:06 AM
I'm quite sure DD will make the open hatch mod compatible with the new interiors.

Yesterday, DD told me that he has been working on the open hatch mod to make it GWX 2.0 compatible. Don't worry, guys, it will come sooner than you think ! :arrgh!:

:sunny:

Wilcke
12-12-07, 11:08 AM
@ ref

Bugs, bugs, where ... where... where....:rotfl:

Todo esta bien con el nuevo 2.0, bien hecho y gracias.:yep:

danurve
12-12-07, 11:19 AM
I'm quite sure DD will make the open hatch mod compatible with the new interiors.

Yesterday, DD told me that he has been working on the open hatch mod to make it GWX 2.0 compatible. Don't worry, guys, it will come sooner than you think ! :arrgh!:

:sunny:

That is good news, O.H. is great while being depth charged.

So, I was still wondering about the VIIB interior .. :hmm:

Marko_Ramius
12-12-07, 11:34 AM
"TikiGod Repeated Orders" is important for me ( like i said before ..), so important then i use it. It works, but i hope i didn't broken something.


The open hatch was great, but with new interior, i won't miss it too much. We often call for realism.. well, we have a step forward with this, so be happy. Great work guys !

The new sound for the underwater electric engine is great :up: I was using a sound like this for 1.03 and it's really a gift to have it in 2.0.

The Heavy sea looks awesome :rock:


In fact, i don't want any other mods for the moment :rotfl: There is so much things and details to discover and enjoy ..

Except maybe a "brighter night mod" ? When i left Kiel tonight, i didn't see a lot of things ;) A good reason to try to survive and return home safely, at daytime ..

JCWolf
12-12-07, 11:42 AM
I'm quite sure DD will make the open hatch mod compatible with the new interiors.

Yesterday, DD told me that he has been working on the open hatch mod to make it GWX 2.0 compatible. Don't worry, guys, it will come sooner than you think ! :arrgh!:

:sunny:

That is good news, O.H. is great while being depth charged.

So, I was still wondering about the VIIB interior .. :hmm:


I don't think it's spoiling the fun,
but yep all interiors I see untill the date are changed ! :yep:

ref
12-12-07, 11:43 AM
@ ref

Bugs, bugs, where ... where... where....:rotfl:

Todo esta bien con el nuevo 2.0, bien hecho y gracias.:yep:

Gracias, pero de acuerdo a las leyes de Murphy...

According to Murphy's laws....


Ref

ref
12-12-07, 11:45 AM
Except maybe a "brighter night mod" ? When i left Kiel tonight, i didn't see a lot of things ;) A good reason to try to survive and return home safely, at daytime ..

Next time you depart from Kiel at night visit the u-boat memorial, even better if it's dark...

Ref

Marko_Ramius
12-12-07, 12:05 PM
Thanks for the tip, Ref, I will :up:

Sailor Steve
12-12-07, 12:13 PM
In GWX 2.0, for the first time ever in SH3, the Type VIIC and Type II subs have historically accurate interiors. Please view them and read the manual regarding them before you try to mod them. The interiors we have now are complete. We have completely remodelled the observation scope complete with cables... and added the missing attack scope housing in the VIIC subs. Int he Type II, we changed the observation scope location to the correct placement.
It's probably not the right thread, but it's where the comments are, so...

Could somebody please post screenshots? I'd love to see them done right.

danlisa
12-12-07, 12:25 PM
So not to spoil it for people who haven't downloaded it yet, I'll PM a screen for you.:arrgh!:

If you happen to get a copy before I can get it to you, just post here.

urfisch
12-12-07, 01:26 PM
i miss all my mods i gave you for implementation. i hoped you would integrate them, therefore i didnt uploaded them, so everybody would be surprised to have such new things all in one. im quite disappointed about this development...

Wolfehunter
12-12-07, 01:27 PM
RB exhaust mod is a must have for GWX 2.0. I don't know why GWX team didn't work with RB to make this a normal part of GWX?

RB flags is great but I could wait for that.

RB FX sh4 to sh3 I like it alot. I can't wait till that is compatible.

I've tried colour contacts from GWX 1.03 and it works well enough with 2.0.

Other than that the rest of GWX if fine. Interier subs look is great.

Sergbuto Camera mod would be a nice bonus. I haven't tried it yet.:hmm:

ref
12-12-07, 02:02 PM
RB exhaust mod is a must have for GWX 2.0. I don't know why GWX team didn't work with RB to make this a normal part of GWX?

RB flags is great but I could wait for that.

RB FX sh4 to sh3 I like it alot. I can't wait till that is compatible.

I've tried colour contacts from GWX 1.03 and it works well enough with 2.0.

Other than that the rest of GWX if fine. Interier subs look is great.

Sergbuto Camera mod would be a nice bonus. I haven't tried it yet.:hmm:

We now why we didn't work with RB, as for his mods you'll have to wait for him to make them available for GWX 2.0.

Sergbuto's camera isn't compatible with GWX 2.0, it's very interesting and quite easy to make it compatible, regretably it was too late to incorporate it, but I'll make the changes as soon as I have a couple of minutes.

Ref

Learjetcap
12-12-07, 02:11 PM
Learjetcap; Your question was answered in an earlier post.

O.H. was great work, I would think it will be up to it's author to develop another version for 2.0 if it's possible.


This is a great mod, can't wait to see the looks of things in a year (mod wise) but for now there is plenty of sinking to do! BTW how many of you have paid 50 or 60 bucks for something that didn't install and work nearly as smooth as GWX 2.0. well done

U49
12-12-07, 02:32 PM
Although I don't have GWX2.0 yet, I have my list of mods that I plan to check out with GWX 2.0. Some are from my old 1.03 setup, and some are still under development:
*) OLC's GUI
*) SH4 effects for SH3
*) Openhatch (yes, I read the other posts, I will wait for DD :yep:)
*) danurve is expanding the radiolog
*) Tarjak's propaganda posters :rock:
*) playable VIID
*) urfisch once posted his work about farmland
*) IABL's merchant fleet

and I can't wait for the day when AI torpedos will start sinking MY TARGETS :lol:

I know, I know.... It's a long list, but let me dream... :)

Wolfehunter
12-12-07, 02:54 PM
RB exhaust mod is a must have for GWX 2.0. I don't know why GWX team didn't work with RB to make this a normal part of GWX?

RB flags is great but I could wait for that.

RB FX sh4 to sh3 I like it alot. I can't wait till that is compatible.

I've tried colour contacts from GWX 1.03 and it works well enough with 2.0.

Other than that the rest of GWX if fine. Interier subs look is great.

Sergbuto Camera mod would be a nice bonus. I haven't tried it yet.:hmm:

We now why we didn't work with RB, as for his mods you'll have to wait for him to make them available for GWX 2.0.

Sergbuto's camera isn't compatible with GWX 2.0, it's very interesting and quite easy to make it compatible, regretably it was too late to incorporate it, but I'll make the changes as soon as I have a couple of minutes.

Ref
Fair enough and thanks Ref.:up:

Anvart
12-12-07, 03:00 PM
Guys,
why you see GWX 2.0 as greater cesspit, where you can throw out anything you like? :o
:rotfl:
GWX team has made that that it wished to make... Enjoy...
Sorry ...

Wilcke
12-12-07, 03:05 PM
@ ref

Bugs, bugs, where ... where... where....:rotfl:

Todo esta bien con el nuevo 2.0, bien hecho y gracias.:yep:

Gracias, pero de acuerdo a las leyes de Murphy...

According to Murphy's laws....


Ref

:rotfl: guaranteed until it leaves the shop...........:lol:

dcb
12-12-07, 03:10 PM
i miss all my mods i gave you for implementation. i hoped you would integrate them, therefore i didnt uploaded them, so everybody would be surprised to have such new things all in one. im quite disappointed about this development...

Urfisch, I followed your work and I find it great. So if the GWX team ignored it, why not release it yourself as your own modpack?:up:

Pants
12-13-07, 06:52 PM
Personally, I'm enjoying it as it is :up:
I know from experience the GWx Dev's would think long and hard about "Mods" Thats why they have Beta testers it's a case of trial and error, i don't blame them for not adding certain mods if it breaks certain parts of GWX.
It's human nature to never be satified. Like i'm not 100% happy about the no trails, but i'm happy to live with that because the "positives" outway the "Negatives" When the mod creators "Fix" thier mod to be 100% compatable with GWX2.0 then i'm sure the mod creators will release thier mods to the general public.

Way to go KL and the Guys...loving it :rock:

Wolfehunter
12-13-07, 09:44 PM
Guys,
why you see GWX 2.0 as greater cesspit, where you can throw out anything you like? :o
:rotfl:
GWX team has made that that it wished to make... Enjoy...
Sorry ...
Anvart I love your work man!:rock: I love GWX 2.0 why do you think I've wait for months patiently. I never will bash any modders work no matter how great or weird it may be. I was asking a question. Thats all & not bashing. Peace all. :up: Anyhow its good for modders to get a push once and a while. WE don't want them to get too bloated and fat over there smashing expansion. :lol: