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Tobus
08-05-08, 10:29 AM
Copy all of the .tga files from the sub-folders in this location as well:
SilentHunterIII\data\Submarine

I believe the torpedo icon is located here though I have not tested this:
SilentHunterIII\data\Menu\Gui\Units\Torp.tga

Not needed. I edited the zoomlevels back to OLC GUI 1.2.6 and put that in as a separate JSGME mod. Works perfectly, all icons back on nav- and attackmap.

Gairith
08-05-08, 10:42 AM
Copy all of the .tga files from the sub-folders in this location as well:
SilentHunterIII\data\Submarine

I believe the torpedo icon is located here though I have not tested this:
SilentHunterIII\data\Menu\Gui\Units\Torp.tga

Not needed. I edited the zoomlevels back to OLC GUI 1.2.6 and put that in as a separate JSGME mod. Works perfectly, all icons back on nav- and attackmap.

Sorry, was thinking you wanted the GWX sub icons back. :oops:

Tobus
08-05-08, 12:53 PM
Sorry, was thinking you wanted the GWX sub icons back. :oops:

No matter, thanks anyway! :up:

Tobus
08-05-08, 12:54 PM
@ OneLifeCrisis

I think I found an error in "your" recognition manual.
It's stated that the small merchant has a mast height of 39,3 meters in OLC GUI Special. I think the mastheight should be half of that. Am I correct?

onelifecrisis
08-05-08, 03:10 PM
@ OneLifeCrisis

I think I found an error in "your" recognition manual.
It's stated that the small merchant has a mast height of 39,3 meters in OLC GUI Special. I think the mastheight should be half of that. Am I correct?

IIRC it's the Small Freighter which has that problem. But it isn't a bug in my GUI, it's a error in GWX 2.1. I reported it some time ago and privateer said he'd release a hotfix, but AFAIK no such fix has been released. You can fix it yourself very easily... if you can find the right ship folder in the sea folder! Each ship folder has several files and the one you need to edit is the .cfg file. Find the mast height in there and correct it. Someone will probably know which folder it is... I can't remember now, but a search for "Small Freighter folder" or "Small Freighter name" might find it. :up:

tomfon
08-08-08, 12:09 PM
How big is yours? :rotfl: :roll:

Not as big as yours i'm afraid but "realistically" less.;)

Currently I'm playing IL-2 Sturmovik 1946 with the DCG mod, but at some point I intend to wake Wilhelm from his slumber and carry on with the war. :yep:

Not my favorite one.:yep:
You'd better wake up Wilhelm. it's early 1942 and those american convoys should (still) be unescorted.

Pisces
08-08-08, 12:59 PM
@ OneLifeCrisis

I think I found an error in "your" recognition manual.
It's stated that the small merchant has a mast height of 39,3 meters in OLC GUI Special. I think the mastheight should be half of that. Am I correct?

IIRC it's the Small Freighter which has that problem. But it isn't a bug in my GUI, it's a error in GWX 2.1. I reported it some time ago and privateer said he'd release a hotfix, but AFAIK no such fix has been released. You can fix it yourself very easily... if you can find the right ship folder in the sea folder! Each ship folder has several files and the one you need to edit is the .cfg file. Find the mast height in there and correct it. Someone will probably know which folder it is... I can't remember now, but a search for "Small Freighter folder" or "Small Freighter name" might find it. :up:Back then Privateer did provide a Filefront link (NKBL_Mast_Fix.7z) to his page as what seemed a quick fix measure. You'll have to dig through the pages to get the exact link as I wouldn't know on which it is. I haven't seen the fix promoted as an official fix on the GWX site though. Or combined with the other fixes. But it is there if you know where to look.

I enabled it before all OLC parts (environment+ Gui 1.2.6 and re-executed Doublemast) and haven't found a problem with it yet.

NiKuTa
08-08-08, 01:11 PM
I have a strange problem. I have a flicking ship reflection and strange flicking horizon (Not horizon but land reflection).

This is image

http://img254.imageshack.us/img254/5006/sh3img882008175852562fj5.th.png (http://img254.imageshack.us/my.php?image=sh3img882008175852562fj5.png)

What i have to do to fix that ?

onelifecrisis
08-08-08, 07:31 PM
I didn't know that Pisces, thanks for the help!

I have a strange problem. I have a flicking ship reflection and strange flicking horizon (Not horizon but land reflection).

This is image

http://img254.imageshack.us/img254/5006/sh3img882008175852562fj5.th.png (http://img254.imageshack.us/my.php?image=sh3img882008175852562fj5.png)

What i have to do to fix that ?

The flickering land reflection is a stock issue (if you mean what I think you mean). On my machine, fiddling with AF can reduce it... but note that too much AF is as bad as too little.

NiKuTa
08-09-08, 08:32 AM
I try everything nothing help :(
And i forgot to write that i have a flat sun too. I try everything, change a drivers, AA, AF. Nothing help :(.

So i install GWX 16km atmosphere mod and all looks fine.
My question is. what is the base mod or files, when you start do OLCE mod? You base on GWX 16 km atmosphere mod?

onelifecrisis
08-09-08, 09:59 AM
The short answer is: no.

tomfon
08-11-08, 04:57 AM
Hallo OLC.

Are there any optimum AA and AF settings for those using an ATI? I am using X1950GT 512MB. I've been messing with these settings and i am experiencing low frame rates when attacking a convoy and torpedoes start exploding.

Thanks.

onelifecrisis
08-11-08, 05:52 AM
Hallo OLC.

Are there any optimum AA and AF settings for those using an ATI? I am using X1950GT 512MB. I've been messing with these settings and i am experiencing low frame rates when attacking a convoy and torpedoes start exploding.

Thanks.

What are your AA and "Adaptive" AA settings?
The only thing I can think of is you have Adaptive AA (which is linked to AA on an ATI card) turned up very high. That's the only thing which could cause such framerate drops when torpedo explosions go off (my lowly X800 has no problems with torpedo explosions).

tomfon
08-14-08, 05:00 AM
Hallo OLC.

Are there any optimum AA and AF settings for those using an ATI? I am using X1950GT 512MB. I've been messing with these settings and i am experiencing low frame rates when attacking a convoy and torpedoes start exploding.

Thanks.

What are your AA and "Adaptive" AA settings?
The only thing I can think of is you have Adaptive AA (which is linked to AA on an ATI card) turned up very high. That's the only thing which could cause such framerate drops when torpedo explosions go off (my lowly X800 has no problems with torpedo explosions).

I've set the AA setting to 6X (the other options are 2X and 4X).
The "Adaptive" is set to "Performance". The other setting is "Quality".
I haven't yet tried these settings with my career, only with the "Torpedoes" and "Convoy Attack" training missions. It looks almost fine.
Anything to suggest?

onelifecrisis
08-14-08, 09:25 AM
Hallo OLC.

Are there any optimum AA and AF settings for those using an ATI? I am using X1950GT 512MB. I've been messing with these settings and i am experiencing low frame rates when attacking a convoy and torpedoes start exploding.

Thanks.

What are your AA and "Adaptive" AA settings?
The only thing I can think of is you have Adaptive AA (which is linked to AA on an ATI card) turned up very high. That's the only thing which could cause such framerate drops when torpedo explosions go off (my lowly X800 has no problems with torpedo explosions).

I've set the AA setting to 6X (the other options are 2X and 4X).
The "Adaptive" is set to "Performance". The other setting is "Quality".
I haven't yet tried these settings with my career, only with the "Torpedoes" and "Convoy Attack" training missions. It looks almost fine.
Anything to suggest?



You could leave AA at 6X and turn adaptive off. That should improve performance when explosions go off, and they won't look any different at all, but some objects in port (cranes, trees) will look aliased.

Also, make sure geometry instancing is turned on for playing SH3. Regardless of what mods / other settings you use, geometry instancing will always help in SH3.

h.sie
08-14-08, 09:30 AM
hello OLC,

where can one find "geometry instancing" in an catalyst driver??


h.sie

onelifecrisis
08-14-08, 09:41 AM
hello OLC,

where can one find "geometry instancing" in an catalyst driver??


h.sie

3D Settings -> More Settings

tomfon
08-16-08, 07:15 AM
Hallo OLC.

Are there any optimum AA and AF settings for those using an ATI? I am using X1950GT 512MB. I've been messing with these settings and i am experiencing low frame rates when attacking a convoy and torpedoes start exploding.

Thanks.

What are your AA and "Adaptive" AA settings?
The only thing I can think of is you have Adaptive AA (which is linked to AA on an ATI card) turned up very high. That's the only thing which could cause such framerate drops when torpedo explosions go off (my lowly X800 has no problems with torpedo explosions).

I've set the AA setting to 6X (the other options are 2X and 4X).
The "Adaptive" is set to "Performance". The other setting is "Quality".
I haven't yet tried these settings with my career, only with the "Torpedoes" and "Convoy Attack" training missions. It looks almost fine.
Anything to suggest?



You could leave AA at 6X and turn adaptive off. That should improve performance when explosions go off, and they won't look any different at all, but some objects in port (cranes, trees) will look aliased.

Also, make sure geometry instancing is turned on for playing SH3. Regardless of what mods / other settings you use, geometry instancing will always help in SH3.

Thanks OLC. I'll try your suggestion.;)

BTW here are the personnel files of my Kaleuns. Nothing to be proud of but
i'm getting better.:yep:
http://www.geocities.com/dsfond/Heinrich_Weiland/Personnel_File.html
http://www.geocities.com/dsfond/Ferdinand_Kopke/Personnel_File.html

onelifecrisis
08-17-08, 08:24 AM
BTW here are the personnel files of my Kaleuns. Nothing to be proud of but
i'm getting better.:yep:
http://www.geocities.com/dsfond/Heinrich_Weiland/Personnel_File.html
http://www.geocities.com/dsfond/Ferdinand_Kopke/Personnel_File.html

Wow, you really like to live on the edge!
I'm well suited to commanding a submarine on account of the fact that I'm basically a complete coward. :rotfl:
You on the other hand... I think maybe 'Destroyer Captain' might be your calling! :rotfl:

frenema
08-17-08, 11:24 AM
Is there anyway to change the environment to 8km? 16km is too much for my PC...

onelifecrisis
08-17-08, 11:28 AM
Is there anyway to change the environment to 8km? 16km is too much for my PC...

There's no quick and easy way.
How bad is your FPS?

frenema
08-17-08, 11:47 AM
Well, it's not that horrible actually. But when things get 'busy' it can drop to around 14~16 FPS.

If there's no easy way of doing it, I guess I'll just stick with the default 8km. It sucks to have no technical skills of my own... :nope:

onelifecrisis
08-17-08, 12:49 PM
Well, it's not that horrible actually. But when things get 'busy' it can drop to around 14~16 FPS.

If there's no easy way of doing it, I guess I'll just stick with the default 8km. It sucks to have no technical skills of my own... :nope:

Well I was going to say that you could possibly get a slight FPS boost by tweaking one setting in scene.dat, but if you need more, then stick with 8km.

Laffertytig
08-20-08, 06:51 AM
im curous to know what kinda success u guys have with torp shots over 2000 metres? im in 1943 now and gettin closer than 2000 metres is almost impossible which is the way its supposed to be i know.

with the zoom the way it is in this mod, the ships appear very small at longer ranges which makes it very hard to calculate AOB.

nirwana
08-20-08, 01:32 PM
I use OLC2+special since i start playing sh3 3 months ago and after a lot of praxis with rather poor results at long distances at first im comming close to 60% hitrate at distances >3km if the wheatherconditions are at least fair and waves <=7m. The most difficulties i have with the speedcalculation at this distance. There it really does matter if the target runs 4 or 5 knts. If the target is juicy enough like a hv cruiser or larger i use multishots with 2 degree incresements hoping that at least one of them will hit it and possibly slow it down enough to get a better chance to take it out later. With targets which length is less then approx 140m i still have a close to none chance to hit it and i doubt it will ever change.

Stahlarm
08-21-08, 03:02 PM
Hi,

i got some problems with this mod so i hope someone can help me :oops:

I have installed GWX 2.1 and SH3 Commander 3.1. GWX without this Mod works fine. But if i activate this Mod a had two Problems.

1. I canīt zoom with the attack Scope

2. On the NaviMap there are no contacts shown an no "sub-icon" of my own boat.

http://img233.imageshack.us/img233/7433/sh3img2182008215538776cn0.th.png (http://img233.imageshack.us/my.php?image=sh3img2182008215538776cn0.png)


Thx for your Help.

nirwana
08-21-08, 03:28 PM
Thats intended to make it more real. If u zoom out in the map to a certain lv u see the contacts. Read the manual which is inluded in the download and the tutorialclip carefully to be able to adjust ure gameplay. There are some small mods out there u can add some features back into ure gameplay if its too difficult yet.

Pisces
08-21-08, 03:31 PM
1. Works as designed. In the Gui Special the zoom modes were reduced to one setting because OLC found it messed up the way wavetops look (IIRC). Accept it, or use the original OLC Gui 1.2.6 on-top of this Ubermod.

2. Had that too. Not sure why it is not there. OLC probably has a reason for it. But if you leave a waypoint somewhere on the map that line points to where you are. Works for me.

[edit for 2] Read the first message of this thread: "Realistic Map Contact Updates"

onelifecrisis
08-21-08, 03:42 PM
Hi,

i got some problems with this mod so i hope someone can help me :oops:

I have installed GWX 2.1 and SH3 Commander 3.1. GWX without this Mod works fine. But if i activate this Mod a had two Problems.

1. I canīt zoom with the attack Scope

2. On the NaviMap there are no contacts shown an no "sub-icon" of my own boat.

http://img233.imageshack.us/img233/7433/sh3img2182008215538776cn0.th.png (http://img233.imageshack.us/my.php?image=sh3img2182008215538776cn0.png)


Thx for your Help.

If you read post #1 of this thread, and the documentation supllied with the mod, all of your questions will be answered.
Possibly the solution for you is to use OLC GUI 1.2.6 (see the sticky thread with that name) instead of OLC GUI Special.

onelifecrisis
08-21-08, 03:47 PM
2. Had that too. Not sure why it is not there. OLC probably has a reason for it.

Cross-posted.
An icon for the sub means also having icons for other subs. Can't get around it. Some people don't mind having icons for other subs. I don't mind not having an icon for mine.
I think someone made a mod to put the icon back, somewhere... maybe check that mod list RDP helpfully maintains?

nirwana
08-22-08, 01:50 AM
For getting back the sub icon

http://www.subsim.com/radioroom/showthread.php?t=139800

Stahlarm
08-22-08, 05:34 AM
It was my mistake :oops:

I saw the video tutorial and wondered why a peri zoom available, and contacts on the map will be displayed. therefore I thought I had an error in the installation.but the only error was that I installed the wrong mod. I now installed the OLC GUI and i am very satisfied.

thx for your help.

tomfon
08-23-08, 11:39 AM
Wow, you really like to live on the edge!

Anyway.
No, i don't like to live on the edge but i do get angry when
Granville type freighters don't sink with one hit.:nope:

Orion2012
08-23-08, 06:16 PM
Hi,

i got some problems with this mod so i hope someone can help me :oops:

I have installed GWX 2.1 and SH3 Commander 3.1. GWX without this Mod works fine. But if i activate this Mod a had two Problems.

1. I canīt zoom with the attack Scope

2. On the NaviMap there are no contacts shown an no "sub-icon" of my own boat.

http://img233.imageshack.us/img233/7433/sh3img2182008215538776cn0.th.png (http://img233.imageshack.us/my.php?image=sh3img2182008215538776cn0.png)


Thx for your Help.

I've been making some modifications to the OLC GUI special mod in the same vein as what you wanted.

At least the ship silouettes are back on the attack map, as well as having reset the zoom on both maps and some other things.

Now my question:

I've been trying to add the zoom back to the deck gun (why let all my years of FPS experience go to waste!!) although I could care less about the AA guns.

I've tried editing the Menu .ini and placing in the stock GWX entry for item
G3f I24 - deckgun camera, as well as adding the zoom nodes back to the deckgun camera entry in the cameras.dat file.

No noticeable change except the zoom on the binoculars went away....

Anyone know what changes would need to be made to add the deck gun zoom back??

onelifecrisis
08-24-08, 10:58 AM
Wow, you really like to live on the edge!

Anyway.
No, i don't like to live at the edge but i do get angry when
Granville type freighters don't sink with one hit.:nope:

I know that frustration. :yep:
I meant no offense by my comment - with all that hull damage, I just assumed you were taking daring risks.

Anyone know what changes would need to be made to add the deck gun zoom back??
Disable OLC GUI Special. Install S3D. Use S3D to open the GWX cameras.dat and the OLC GUI Special cameras.dat. Find the deck gun camera in both files and compare the difference in the zoom levels. Change the OLC GUI Special settings to match the GWX settings. Save the changes. Re-enable OLC GUI Special.

tomfon
08-25-08, 03:30 AM
Wow, you really like to live on the edge!

Anyway.
No, i don't like to live on the edge but i do get angry when
Granville type freighters don't sink with one hit.:nope:

I know that frustration. :yep:
I meant no offense by my comment - with all that hull damage, I just assumed you were taking daring risks.


I was not offended. Only my ego.:p
Sincerely, its OK, i didn't feel offended.;)

And i should have been a more careful commander.:lol:
Next time.

Akula Osis
08-29-08, 09:57 AM
OLC,

I installed your "Ubermod" and ran a mission lastnight, shakedown from Kiel to grid AO95 in a type IIA.

You nailed it, plain and simple. Ran some test approaches and it's fantastic.

Many thanks for your time and effort, SH3 Commander, GWX v2.1 & your "Ubermod" some of the best mod work I've seen. Right up with the Over Flanders Fields work on CFS 3.

:rock:

onelifecrisis
08-29-08, 10:25 AM
OLC,

I installed your "Ubermod" and ran a mission lastnight, shakedown from Kiel to grid AO95 in a type IIA.

You nailed it, plain and simple. Ran some test approaches and it's fantastic.

Many thanks for your time and effort, SH3 Commander, GWX v2.1 & your "Ubermod" some of the best mod work I've seen. Right up with the Over Flanders Fields work on CFS 3.

:rock:

Thanks! :sunny:

derstosstrupp
08-31-08, 02:38 PM
Hi all!

Not new to SHIII, but new to this forum as well as all these great mods! I use GWX 2.1 and I've just downloaded OLC's ubermod, and my question is, once downloaded, where do I put it? Thanks in advance,


Stosstrupp

onelifecrisis
08-31-08, 02:47 PM
Hi all!

Not new to SHIII, but new to this forum as well as all these great mods! I use GWX 2.1 and I've just downloaded OLC's ubermod, and my question is, once downloaded, where do I put it? Thanks in advance,


Stosstrupp

Edit: Forgot my manners. Weclome! :) :oops:


I assume you're new to JSGME as well?
Unzip everything in 'JSGME Mods.7z' into your SH3 'MODS' folder. To enable the mods use JSGME (shortcut in the GWX folder in your start menu).
The ubermod includes a readme file and a players guide. The latter doubles up as a mod description. Please read all of the documentation before you enable any of the mods.

derstosstrupp
08-31-08, 03:02 PM
Thank you so much for your prompt answer! I did forget to mention I am using Vista, if that is even an issue.

onelifecrisis
08-31-08, 03:26 PM
Thank you so much for your prompt answer! I did forget to mention I am using Vista, if that is even an issue.

I'm on XP so I don't know. But IIRC there's a sticky thread for vista issues.
Nobody reported any OLC Ubermod Vista issues here, so far.

derstosstrupp
08-31-08, 06:27 PM
Thanks a ton, your mod is outstanding! It's amazing what you modders can do....:yep:

onelifecrisis
08-31-08, 06:30 PM
You're welcome. :up:

Darkbluesky
09-01-08, 01:21 PM
Hello,

After thinking some time about using your mod or not (the lack of two zoom level and smaller recognition book didn't liked very much at the beginning), now I have decided to use it, because the mod is IMO, much more interesting than these two little things. I have downloaded it and tried. But I have found two things that bother me specially and I don't know how to overcome:

- In the attack periscope (or in the attack map), the texture of the tube selector (tubes for the salvo) is missing! I have the selector turning over a black circle with no inscriptions (i.e. no IV, V or I, II, III, etc, signs, only black! I have only installed GWX2.1 and nothing more. If I uninstall the OLEC2 and OLECGUI Special (so only keeping GWX2.1) then the texture is back!

- The other thing that makes me feel bad is that it is the darkened version (in attack scope and also in attack map, etc) of your OLC GUI, and there is no choice to a normal one. I have been trying to change it myself looking into the data/Menu/Dark folder, hoping finding something that let me to change it. I thing that the files are the normal ones, but there is some filter applied to them in order to make them darker. Maybe editing the tga files inside Dark folder could help?

I wonder if you (or someone else) could help me with these things, please.

Thank you and congrats for the result of your efforts. IMO it has been worth,

Regards

Pisces
09-01-08, 05:15 PM
- In the attack periscope (or in the attack map), the texture of the tube selector (tubes for the salvo) is missing! I have the selector turning over a black circle with no inscriptions (i.e. no IV, V or I, II, III, etc, signs, only black! I have only installed GWX2.1 and nothing more. If I uninstall the OLEC2 and OLECGUI Special (so only keeping GWX2.1) then the texture is back!You need SH3 Commander for that to work propperly. There is a Uboat folder that should be placed in the SH3Commander folder.

- The other thing that makes me feel bad is that it is the darkened version (in attack scope and also in attack map, etc) of your OLC GUI, and there is no choice to a normal one. I have been trying to change it myself looking into the data/Menu/Dark folder, hoping finding something that let me to change it. I thing that the files are the normal ones, but there is some filter applied to them in order to make them darker. Maybe editing the tga files inside Dark folder could help?I thought the OLC Gui 1.2.6 had an optional brighter Gui files-modfolder you might use with JSGME. But it's actually the darker files that are optional. So it's no use 'stealing' those files to use them in the Gui Special. Would have been a simple solution. Alas.. But I too didn't like the limitation in zoom-settings in the Gui Special. Did you know you can use the original 1.2.6 Gui instead of the Gui Special. It causes some esthetical things of the OLCE to not work anymore. But honestly, I can't tell the difference. Which no doubt says more about my observing skills.

Personally, I still find the AOB finder wheels to be too bright for use in the night. I can't see squat in the dark because of it.

onelifecrisis
09-01-08, 07:10 PM
Did you know you can use the original 1.2.6 Gui instead of the Gui Special. It causes some esthetical things of the OLCE to not work anymore. But honestly, I can't tell the difference. Which no doubt says more about my observing skills.

Apart from the 'esthetical' rendering of the waves (which has quite an impact on gameplay IMO) the "Realistic Map Contact Updates" are the biggest difference between OLC GUI Special and OLC GUI 1.2.6.

Personally, I still find the AOB finder wheels to be too bright for use in the night. I can't see squat in the dark because of it.

Do you mean the "light" version in 1.2.6, or the dark one?

Pisces
09-02-08, 01:58 AM
Did you know you can use the original 1.2.6 Gui instead of the Gui Special. It causes some esthetical things of the OLCE to not work anymore. But honestly, I can't tell the difference. Which no doubt says more about my observing skills.

Apart from the 'esthetical' rendering of the waves (which has quite an impact on gameplay IMO) the "Realistic Map Contact Updates" are the biggest difference between OLC GUI Special and OLC GUI 1.2.6.

Personally, I still find the AOB finder wheels to be too bright for use in the night. I can't see squat in the dark because of it.

Do you mean the "light" version in 1.2.6, or the dark one?I knew there was something else too but didn't ring a bell.

I have the 1.2.6 dark-files enabled after the core files. I also turned down my graphicscard contrast and brightness. I think it blinds me because it's such a large area and very near the dark view area. So I hope the particular TGA files are easy to darken once more. (once back in port)

Darkbluesky
09-02-08, 06:29 AM
Thanks for reply. So..there is no simple solution for the not-darkened version? If it is something I could do, I would like to try it even if it is a bit "hardcore"...

I don't like the lack of two levels of zoom, but I like ot see the sea waves at full scale, and not a flat sea, so I think I'll try to use the Special version if I can't get rid of the dark look.

BTW and a little OT, I am still dreamning with the WAC3.0 sea :o seeing through the scope of OLC Special and GWX, I wonder if HanSolo would release and standalone version of its sea/environment...

onelifecrisis
09-02-08, 06:50 AM
BTW and a little OT, I am still dreamning with the WAC3.0 sea :o seeing through the scope of OLC Special and GWX, I wonder if HanSolo would release and standalone version of its sea/environment...

Not that OT - the new WAC env is partly based on OLCE. :)
http://hansolo78.2page.de/versions_99083598.html
Though I must say, hansolo has done some amazing work on it!

The nice wave effect in WAC is achieved easily if you want to DIY. Just open the OLCE2 scene.dat in S3D and find a value called choppywave. By default it is set to 0.03. Change it to 0.04, or even 0.05, and see the difference.

This is a setting I played around with for OLCE2, but I left it at 0.03 in the end because (1) it causes some graphical artifacts in some weather conditions and (2) it affects wave heights and shapes, which in turn affects surface physics and sinking physics in GWX. But when I say it "affects" things, its not the same as saying it "breaks" things, i.e. everything will basically still work if you change choppywave, so try it out.

Darkbluesky
09-02-08, 07:45 AM
BTW and a little OT, I am still dreamning with the WAC3.0 sea :o seeing through the scope of OLC Special and GWX, I wonder if HanSolo would release and standalone version of its sea/environment...

Not that OT - the new WAC env is partly based on OLCE. :)
http://hansolo78.2page.de/versions_99083598.html
Though I must say, hansolo has done some amazing work on it!

The nice wave effect in WAC is achieved easily if you want to DIY. Just open the OLCE2 scene.dat in S3D and find a value called choppywave. By default it is set to 0.03. Change it to 0.04, or even 0.05, and see the difference.

This is a setting I played around with for OLCE2, but I left it at 0.03 in the end because (1) it causes some graphical artifacts in some weather conditions and (2) it affects wave heights and shapes, which in turn affects surface physics and sinking physics in GWX. But when I say it "affects" things, its not the same as saying it "breaks" things, i.e. everything will basically still work if you change choppywave, so try it out.

Thank you very much. Sure I'll try!, although I guess he has changed also some textures and colors, in order to make the sea so realistic (even more than in OLEC, IMHO, which is already a very nice/real env) as seen in his mod (?).

BTW, in my last post I did a typo:

"I don't like the lack of two levels of zoom, but I like to see the sea waves at full scale, and not a flat sea, so I think I'll try to use the Special version if I can (instead of can't :) ) get rid of the dark look. "

onelifecrisis
09-02-08, 08:01 AM
Thank you very much. Sure I'll try!, although I guess he has changed also some textures and colors, in order to make the sea so realistic (even more than in OLEC, IMHO, which is already a very nice/real env) as seen in his mod (?).

BTW, in my last post I did a typo:

"I don't like the lack of two levels of zoom, but I like to see the sea waves at full scale, and not a flat sea, so I think I'll try to use the Special version if I can (instead of can't :) ) get rid of the dark look. "

Yes, han did a great deal of work on it. The WAC3 sunlit daytime environment sometimes looks much better than OLCE2 even to me. I get a bit jealous!

Regarding light/dark:
Some things in OLC GUI Special are darkened simply by using darker TGA images for them. Others are darkened by adding a semi-transparent black layer over the top. I won't go into the reasons why but these were not whimsical decisions. Anyway, the simplest way to brighten things up would be to go through every TGA in the mod and:
1) Leave "undarkened" images alone.
2) Double the brightness of the darkened images.
3) Make all the semi-transparent black layers into fully-transparent layers.

That should do the trick.
But if you like the ubermod and stick with it, I'd wager that sooner or later you'll want that dark GUI back.

Darkbluesky
09-02-08, 12:21 PM
Thanks for your answer. Yes really WAC3.0 env is really good :sunny:

Thanks for your hints. I'll try them too, and maybe yes, you have reason, maybe I'll come back to the darkened one, but for the moment I'll go with a lightener version.

Tx!

onelifecrisis
09-02-08, 12:41 PM
I forgot something - the fonts. After changing the TGA's you'll still have dark fonts on the GUI. It shouldn't make much difference though - I mean they should still be quite readable.

Darkbluesky
09-02-08, 02:04 PM
Tx, yes I guess I could let them as they are.

I was now trying to "Make all the semi-transparent black layers into fully-transparent layers.", in Photoshop (I don't use it normally, I use PhotoImpact). Found some problems finding where I can change the transparence value for the Alpha channel (or I should look for layer transparence? :oops:). I change the alpha channel opacity but nothing...I keep trying

Thanks for all your advices and kindness.

EDIT: Ok, I have found that is not the opacity control which I should change; it is the grey color of the alpha channel, so if all is black, all is 100% transparent!

tomfon
09-04-08, 05:06 PM
Hello OLC.

I just wanna ask you if the GUI Special displays radar contacts too.
While on surface just out of the harbor i saw a red line (on the navigation map) pointing to the harbor, the same thing we get
when the Uboat is submerged and the sonarman detects an enemy ship.
Are radar contacts displayed with a red line - no matter if they
represent an enemy or friendly ship?
Cause i don't think an enemy ship was anchored at the harbor of Lorient
though this would have fun. :88)

onelifecrisis
09-04-08, 06:07 PM
Hello OLC.

I just wanna ask you if the GUI Special displays radar contacts too.
While on surface just out of the harbor i saw a red line (on the navigation map) pointing to the harbor, the same thing we get
when the Uboat is submerged and the sonarman detects an enemy ship.
Are radar contacts displayed with a red line - no matter if they
represent an enemy or friendly ship?
Cause i don't think an enemy ship was anchored at the harbor of Lorient
though this would have fun. :88)

A red line does not mean it's an enemy ship, regardless of whether its a radar or sonar contact. A red line means it's warship and a black line means it's a merchant.

What you spotted was a friendly warship. :know:

h.sie
09-05-08, 01:52 AM
hi OLC, isn't YOU who is responsible for the great scene in WAC3? in the WAC-manual i read, that HanSolo used OLCE, too, for WAC3.

onelifecrisis
09-05-08, 02:50 AM
hi OLC, isn't YOU who is responsible for the great scene in WAC3? in the WAC-manual i read, that HanSolo used OLCE, too, for WAC3.

er, yes and no - as mentioned above
Hansolo (after asking permission) took OLCE1 and parts of OLCE2 and used them when he created the WAC3 environment. But from the screens it looks to me like he only used some parts. Much of the WAC3 env is his own work.

h.sie
09-05-08, 02:59 AM
....i took the /env- and the /misc-folder and the scene.dat from WAC3 and imported them into GWX. looked very nice - same scene as in WAC3 now for GWX. but the nights are not as dark as in OLCE2. that's the reason, why i turn back to OLCE2.

tomfon
09-05-08, 03:40 AM
Hello OLC.

I just wanna ask you if the GUI Special displays radar contacts too.
While on surface just out of the harbor i saw a red line (on the navigation map) pointing to the harbor, the same thing we get
when the Uboat is submerged and the sonarman detects an enemy ship.
Are radar contacts displayed with a red line - no matter if they
represent an enemy or friendly ship?
Cause i don't think an enemy ship was anchored at the harbor of Lorient
though this would have fun. :88)
A red line does not mean it's an enemy ship, regardless of whether its a radar or sonar contact. A red line means it's warship and a black line means it's a merchant.

What you spotted was a friendly warship. :know:

Of course, you're right! :damn:
Sorry.:oops:

MRV
09-05-08, 10:05 AM
real amazing job on the environment.

Anyways, one problem remains for me: my sun is just a white circle in the sky without any "blinding" or "fake HDR" effect like the stock one or the one seen at your screenshot.

I use the GWX version of the mod with enhanced particle effects and reflections.

my apologies if someone has posted a similar problem before, but the search function just refuses to accept the word "sun" as long enough to search for it. lol

onelifecrisis
09-05-08, 11:39 AM
real amazing job on the environment.

Anyways, one problem remains for me: my sun is just a white circle in the sky without any "blinding" or "fake HDR" effect like the stock one or the one seen at your screenshot.

I use the GWX version of the mod with enhanced particle effects and reflections.

my apologies if someone has posted a similar problem before, but the search function just refuses to accept the word "sun" as long enough to search for it. lol

Did you try the sun fixes listed in the toubleshotting section of post #1?

MRV
09-06-08, 07:32 PM
real amazing job on the environment.

Anyways, one problem remains for me: my sun is just a white circle in the sky without any "blinding" or "fake HDR" effect like the stock one or the one seen at your screenshot.

I use the GWX version of the mod with enhanced particle effects and reflections.

my apologies if someone has posted a similar problem before, but the search function just refuses to accept the word "sun" as long enough to search for it. lol
Did you try the sun fixes listed in the toubleshotting section of post #1?

Unfortunately yes, my Catalyst (I use an ATI X1950 pro) is the latest available and it makes no difference having AA and AF turned off or both at 4x (which is my personal standard setting)

onelifecrisis
09-07-08, 04:44 AM
real amazing job on the environment.

Anyways, one problem remains for me: my sun is just a white circle in the sky without any "blinding" or "fake HDR" effect like the stock one or the one seen at your screenshot.

I use the GWX version of the mod with enhanced particle effects and reflections.

my apologies if someone has posted a similar problem before, but the search function just refuses to accept the word "sun" as long enough to search for it. lol
Did you try the sun fixes listed in the toubleshotting section of post #1?

Unfortunately yes, my Catalyst (I use an ATI X1950 pro) is the latest available and it makes no difference having AA and AF turned off or both at 4x (which is my personal standard setting)

OK, try this (enable it over the top of OLCE2) and see if it fixes the problem...
http://rapidshare.com/files/143306363/Flat_Sun_Fix_for_OLCU242.7z.html

MRV
09-07-08, 06:56 AM
OK, now it works.

thx for the file :up:

hocking
09-07-08, 08:23 AM
After a few months away from SH3, it is good to be back for awhile. This is a great mod. Thanks for providing it.

I do have two quick questions:

1) Is this mod (OLC Ubermof v2.4.2 with GUI Special) your latest OLCE 2 mod version? Is there any other version available for trying, or is this pretty much the latest and greatest? I think when I was here last you had several different versions avaiable with selectable night colors and things like that.

2) More imporantly, I noticed a few screenshots in your manual where the your view point from the conning tower is very far forward right up next to the conning tower wall. It looked like an excellent viewpoint where you are as far forward as possible. How do I get that view point from the conning tower? The only view point I can get is the regular one where I am standing in the center of the conning tower with the UZO and deck officer in front of me. Your view has nothing in front of you except for the conning tower wall and the atlantic ocean.

Thanks again.

onelifecrisis
09-07-08, 08:36 AM
1) Is this mod (OLC Ubermof v2.4.2 with GUI Special) your latest OLCE 2 mod version? Is there any other version available for trying, or is this pretty much the latest and greatest? I think when I was here last you had several different versions avaiable with selectable night colors and things like that.

2) More imporantly, I noticed a few screenshots in your manual where the your view point from the conning tower is very far forward right up next to the conning tower wall. It looked like an excellent viewpoint where you are as far forward as possible. How do I get that view point from the conning tower? The only view point I can get is the regular one where I am standing in the center of the conning tower with the UZO and deck officer in front of me. Your view has nothing in front of you except for the conning tower wall and the atlantic ocean.

To answer 2) first...

I haven't changed that view. Maybe you're using a different U-boat to the one I was on when I took that picture?

As for 1)...

Yes, v2.4.2 is a complete version, no need to download any extra files or anything. It hasn't been updated for some time, and there have been no reported problems other than those mentioned in the troubleshooting section of post #1.

I just updated that section of post #1 to include a link to a small mod (see post 1068) which I've sent to a few people who have the "flat sun" problem (it seems to have fixed it for them in most cases). But if you don't have that problem then you needn't download that fix.

HTH
OLC

OuNiS
09-09-08, 02:28 AM
I have a question. In OLC GUI Special is a "realistic update map". Is any chance to disable it and turn on unrealistic mode (like in GWX 2.1), with accurate map updates?

OuNiS
09-09-08, 02:36 AM
Thats intended to make it more real. If u zoom out in the map to a certain lv u see the contacts. Read the manual which is inluded in the download and the tutorialclip carefully to be able to adjust ure gameplay. There are some small mods out there u can add some features back into ure gameplay if its too difficult yet.
Could you tell more about this mods?
Im interesting in "unrealistic update map" mod most.

onelifecrisis
09-09-08, 12:03 PM
I have a question. In OLC GUI Special is a "realistic update map". Is any chance to disable it and turn on unrealistic mode (like in GWX 2.1), with accurate map updates?

The easiest way is to just not use OLC GUI Special.
If you want you could use OLC GUI 1.2.6 instead. That way you will not have the "realistic" map contact updates, and you'll have two zoom levels on the scopes, but you'll also lose the graphical fix to waves rendered through the scope, and one or two other very minor things which I can't even remember.
Or you could use some other GUI mod (there are several) or just stick with the GWX GUI.
If you specifically want OLC GUI Special without the map contact updates, and you don't mind a bit of DIY, then there are some recent posts in this thread explaining how to do just that. If that's what you want then do a little back-reading or just let me know and I'll find them and post links.

HTH
OLC

OuNiS
09-09-08, 12:56 PM
OLC thx for answer.
You made a great mod!
I think that i should learn more about work with map in SH3, because your mod is worth of it.

h.sie
09-10-08, 02:56 PM
hi OLC,

it's me again with another question: is there a way to get back the moon reflections in OLCE2?

greetings and thank you for your great mod!

h.sie

onelifecrisis
09-10-08, 03:04 PM
hi OLC,

it's me again with another question: is there a way to get back the moon reflections in OLCE2?

greetings and thank you for your great mod!

h.sie

You can set Reflection=1 in the moon properties in scene.dat using S3D. I turned it off cos SH3's moon reflection doesn't look anything like a real moon reflection, especially with the small OLCE2 moon, but give it a try - maybe you'll like it.

onelifecrisis
09-11-08, 11:39 AM
You'd better wake up Wilhelm. it's early 1942 and those american convoys should (still) be unescorted.

I finally took this advice ;)
Wilhelm is back on the hunt :arrgh!:

tomfon
09-12-08, 12:42 PM
Good hunt and good luck. You're gonna need it.:arrgh!:

It's May 1943 for me and things are gradually becoming
hard ; as expected though.:lol:
:ping:

Darksun
09-14-08, 02:28 PM
I have been very happily playing NYGM 2.0 since it came out. However, this mod was just too cool to pass up. So I installed GWX and then OLCE ubermod.

First off "Keep up the good work!"
I ran the torpedo and convoy training missions several times till i got used to using the pericope wiz wheel. It was very gratifying. I couldn't stand manual targeting without this mod. Now I won't be going back to automatic targeting.

I read all the manual several times and I am pretty sure I understood how to install the mod. Re-installed my game from scratch and so on. However, I get no sonar lines at all. I also get no contact information on the map at all regardless of checking or unchecking the realism option for "gods eye" mode. Unless I am zoomed out past the "grid lines" and then the contacts are useless since they are all just piled on top of my sub.

Is this "by design" and you meant for players of this mod to manually plot everything? Based on your training video I see contacts showing up while you use the attack wheel, but I think that is not the ubermod.

If you say "You should get sonar contact lines and should see ships if god's eye is on" , then I will go re RTFM and try to re-install.

I really love the the mod, but plotting everything by hand makes me feel like I am the only one on the boat. Especially when I must run the hydrophones, the map and the periscope completely manually. (I don't mind the map and the scope, but the hydrophone is just too much without resorting to plotting on paper next to the computer.)

onelifecrisis
09-15-08, 02:29 PM
I have been very happily playing NYGM 2.0 since it came out. However, this mod was just too cool to pass up. So I installed GWX and then OLCE ubermod.

First off "Keep up the good work!"
I ran the torpedo and convoy training missions several times till i got used to using the pericope wiz wheel. It was very gratifying. I couldn't stand manual targeting without this mod. Now I won't be going back to automatic targeting.

I read all the manual several times and I am pretty sure I understood how to install the mod. Re-installed my game from scratch and so on. However, I get no sonar lines at all. I also get no contact information on the map at all regardless of checking or unchecking the realism option for "gods eye" mode. Unless I am zoomed out past the "grid lines" and then the contacts are useless since they are all just piled on top of my sub.

Is this "by design" and you meant for players of this mod to manually plot everything? Based on your training video I see contacts showing up while you use the attack wheel, but I think that is not the ubermod.

If you say "You should get sonar contact lines and should see ships if god's eye is on" , then I will go re RTFM and try to re-install.

I really love the the mod, but plotting everything by hand makes me feel like I am the only one on the boat. Especially when I must run the hydrophones, the map and the periscope completely manually. (I don't mind the map and the scope, but the hydrophone is just too much without resorting to plotting on paper next to the computer.)

Glad you like it.
If you are using OLC GUI Special then yes you should see hydrophone contact lines on the navmap (at all zoom levels). Would you print-screen on JSGME so I can see what you've enabled?

Darksun
09-15-08, 07:36 PM
[quote=onelifecrisis
Glad you like it.
If you are using OLC GUI Special then yes you should see hydrophone contact lines on the navmap (at all zoom levels). Would you print-screen on JSGME so I can see what you've enabled?[/quote]

I am really glad to hear sonar lines should be "in".
Thanks for taking a look!
http://darksun.lunarpages.com/images/SH3/JSGME.jpg

onelifecrisis
09-15-08, 08:01 PM
Glad you like it.
If you are using OLC GUI Special then yes you should see hydrophone contact lines on the navmap (at all zoom levels). Would you print-screen on JSGME so I can see what you've enabled?

I am really glad to hear sonar lines should be "in".
Thanks for taking a look!
http://darksun.lunarpages.com/images/SH3/JSGME.jpg

Thanks.
I can't see anything wrong there.
BTW I should have mentioned that the other "problem" you have (contacts not showing until you zoom out) is by design.
But I'm stumped as to why you get no hydrophone contact lines. They should show at all zoom levels, and nobody else has ever reported such a problem.
It shouldn't make any difference, but since I have no other suggestions right now would you try disabling the "GWX - English Nav Map and Grid Refs" mod and see if that fixes it? I'd try it myself but I deleted that mod right after installing GWX.

Darksun
09-15-08, 08:02 PM
Ok, this is odd. I just loaded the same game, same patrol back up. I get sonar lines now.

So it looks like everything is working as designed.

Thanks for taking and interest. I will let you know if it goes away again. Maybe Bernard was at the sonar station yesterday?

onelifecrisis
09-15-08, 08:08 PM
Maybe Bernard was at the sonar station yesterday?

Probably! :D

onelifecrisis
09-18-08, 09:11 PM
http://files.filefront.com/Minor+Updates+for+OLC+Ubermod/;11830381;/fileinfo.html

From the README...

OLC Ubermod 2.4.2 - Minor Updates (19th September 2008)



This pack includes a bugfix and some optional updates for OLC Ubermod 2.4.2 users. The bugfix corrects a typo on the compass (seen in the lower-left corner of the screen) in OLC GUI Special. The typo is on bearing 205, which erroneously reads 025. If you use OLC GUI Special then you should disable it in JSGME and then replace the file
MODS\OLC GUI Special\data\menu\OLC\Compass.tga
with the new Compass.tga included in this pack. Once the file is replaced you can re-enable OLC GUI Special in JSGME. The bearing will then display correctly.



This pack includes a new (optional) scene.dat for OLCE2. The new file slightly changes the graphical appearance of the water. The appearance of geometric squares is greatly reduced and the water looks much better, but the reflections of ships and submarines may look worse up-close and/or in very calm weather (obviously this won't be a problem for you if you use one of the OLCE2 - Remove All Object Reflection mods, and even if you don't you may decide that the new reflections look better anyway, depending on your taste). I recommend you give the new file a try, but backup your current OLCE2 scene.dat just in case you decide to go back to it. To install the new file first disable OLCE2 in JSGME. Then replace the file
MODS\OLCE2\data\scene.dat
with the new scene.dat in this pack, and finally re-enable OLCE2 in JSGME.



This pack also includes a new (optional) Cameras.dat for OLC GUI Special. It changes all the non-zoom views (e.g. command room, bridge, etc.) to have 45° viewing angles, for a more immersive gameplay experience. The zoomed cameras (UZO/binoculars/periscopes) remain unchanged. To install it, disable OLC GUI Special in JSGME and then replace the file
MODS\OLC GUI Special\data\Library\Cameras.dat
with the new Cameras.dat file in this pack. You can then re-enable OLC GUI Special.



Finally, this pack includes a new mod called GWX – No Medals or Ranks on Crew which can be installed in the usual way and is pretty self-explanatory. I recommend using this mod instead of the GWX – No Medals on Crew mod.


Enjoy!
OLC

h.sie
09-19-08, 04:42 AM
hi OLC,

waves look better now. thanks. I made a lot of tests the last day with OLCE2 and GWX-16km and I found out, that with OLCE2 the destroyer watchmen (in 1941) at dark nights are not nearly blind - they are totally blind and must be drunk, because I trurned circles around the destroyer with distances smaller than 200m. nothing. the visibility-indicator (which I turned on for testing purposes) was always green. I had to wake them up with the flak. with GWX16km live is much harder.

for me, something between OLCE2 and GWX16km would be nice and I think about doing it myself, but I think editing scene.dat and env- and sky-colours is not easy. for me it would be enough to reduce night light and visibility a little bit for GWX 16km. but after looking into scene.dat with S3D, I fear, that it is not only one parameter to change. so I have to ask you: is there an easy way (for a beginner like me) to reduce night light a little bit.......

where did you get your knowledge and experience from? by testing and trying????? or is it your profession?

have a nice day, and thanks again......
h.Sie

Cezbor
09-19-08, 04:52 AM
Update pack downloaded, thank you OLC :up:

onelifecrisis
09-19-08, 04:52 AM
I made a lot of tests the last day with OLCE2 and GWX-16km and I found out, that with OLCE2 the destroyer watchmen (in 1941) at dark nights are not nearly blind - they are totally blind and must be drunk, because I trurned circles around the destroyer with distances smaller than 200m. nothing. the visibility-indicator (which I turned on for testing purposes) was always green. I had to wake them up with the flak. with GWX16km live is much harder.

Were these tests carried out using single missions or a campaign? And were they carried out on a single convoy (reload same save over and over) or different convoys?

In a campaign I assure you some 1941 destroyers will spot you. Others will not.

for me, something between OLCE2 and GWX16km would be nice and I think about doing it myself, but I think editing scene.dat and env- and sky-colours is not easy.

I think you need to carry out some more tests before you draw such conclusions. ;)

where did you get your knowledge and experience from? by testing and trying????? or is it your profession?

I'm a programmer by profession (for 10 years) but I had to do lots of trial and error and lots of testing to work out how things work in SH3. It took a long time.

Do some more 1941 tests in campaign mode and I assure you, you will be spotted by some of the DDs. :yep:

h.sie
09-19-08, 05:02 AM
OLC: Were these tests carried out using single missions or a campaign? And were they carried out on a single convoy or different convoys?

H.Sie: I made a single test-mission with mission editor, only my VIIB boat and a C&DClass Destroyer at 0h00 midnight.

OLC: In a campaign I assure you some 1941 destroyers will spot you. Others will not.

H.Sie: ok, good to know. i will try that. perhaps my test mission was unrealistic somehow....

onelifecrisis
09-19-08, 05:46 AM
I made a single test-mission with mission editor, only my VIIB boat and a C&DClass Destroyer at 0h00 midnight.

What was the crew veterancy of the destroyer? That's what makes the difference between being spotted and not. See the OLCU Players Guide for more info.

h.sie
09-19-08, 06:45 AM
I made a single test-mission with mission editor, only my VIIB boat and a C&DClass Destroyer at 0h00 midnight.
What was the crew veterancy of the destroyer? That's what makes the difference between being spotted and not. See the OLCU Players Guide for more info.

they were veteran. but they did not see me with GWX-16km, too, until i was 500m near. i think, there ist something wrong with my testmisson.

onelifecrisis
09-19-08, 06:53 AM
I made a single test-mission with mission editor, only my VIIB boat and a C&DClass Destroyer at 0h00 midnight.
What was the crew veterancy of the destroyer? That's what makes the difference between being spotted and not. See the OLCU Players Guide for more info.

they were veteran. but they did not see me with GWX-16km, too, until i was 500m near. i think, there ist something wrong with my testmisson.

That does sound strange!
When testing I had to test in campaign mode because, for some reason, single mission ships seemed much more blind. I thought they must have had low veterancy but maybe it's something else. *shrug*

Edit1: care to do the same test in an IXB?
Edit2: also, what were the weather conditions?

onelifecrisis
09-19-08, 10:01 AM
Nevermind. For my own satisfaction I just ran a quick test (on a single mission - no time for a campaign test at this moment) using a VIIB. Then I ran the same test again using an IXB. In both tests I was spotted at the exact same time/distance (1400m, but the night was not fully dark). This was a slight surprise cos I was expecting the IXB to be spotted slightly sooner... maybe luck was a factor there...

Anyway I wanted to point out that IRL, surfaced U-boats frequently came within 1000 yards of the ships they were attacking - without being spotted. I wouldn't go as far as to claim that night-time spotting in GWX+OLCE2 is "realistic" but I'd say it's not too far off.

Moving on, to answer your question...

There are two environmental light nodes which affect visual sensors. They are called sun light and ambient light. There's also a third environmental light source called sun reflect but it has no effect on sensors in SH3 (and anyway that one is zero at all times in OLCE2, for other reasons).

In scene.dat each of these light sources has an intensity (in the range 0..1) and in env_colors.dat each has an RGB colour (0..255,0..255,0..255) for each time of day (0..6, with 0 being noon and 6 being night... or it might be 5, I can't remember exactly).

Lets say that
Si = sun light intensity
Sr = sun light colour red channel
Sg = sun light colour green channel
Sb = sun light colour blue channel
Ai = ambient light intensity
Ar = ambient colour red channel
Ag = ambient colour green channel
Ab = ambient colour blue channel

As far as the visual sensors are concerned, the "colour" (brightness) of a ship or sub is

red = MIN(255, Ai.Ar+Si.Sr)
green = MIN(255, Ai.Ag+Si.Sg)
blue = MIN(255, Ai.Ab+Si.Sb)

This is assuming that sunlight multiplication (in envcolor.dat) is 1. Higher values of sunlight multiplication may or may not affect sensors - I never tested it because in OLCE2 the multiplication is always 1 except at noon, when the brightness of all objects is anyway already maxed out at 255,255,255.

An object is most visible when it's brightness is 255,255,255 and least visible when it is 0,0,0.

So if you want to change the night brightness levels, that's one way to do it.

Another way to alter spotting distances is to start messing around in sensors.cfg and sensors.dat, but the former proved too complex for me so my advice is to steer well clear of it (given that you asked for a "quick" fix) so as to avoid accidentally breaking things.

HTH
OLC

h.sie
09-19-08, 01:32 PM
hello OLC,

thank you very much for your detailed answer and I am sorry to tell you, that I will not need it, because now i am fully satisfied with OLCE2.

in the morning I made a test mission (only 1 destroyer and me) in which the destroyer never attacked me, even if the distance was smaller than 200m. they seem to sleep and I thought, OLCE2 was the reason for that.

now i found the true reason: in my test mission I created a CONVOY by adding two merchants, with the destroyer as the group leader. now i saw a totally different behavior! the destroyer saw and attacked me. perhaps, a single destroyer without convoy is programmed to be passive or sleeping??

i ran the mission several times under exactly the same conditions with GWX16km and OLCE2 in order to see, if there is a significant difference. and i wrote down:

a) my distance from the destroyer, when the visibility indicator turned red for the first time and

b) the distance, when the destroyer began to attack me

here the results (average values from 10 test runs):

GWX16km: a) = 2600m and b) = 1900m
OLCE2: a) = 1400m and b) = 800m

(1940 / midnight / calm sea / several weather conditions = medium)

that is exactly what I wanted to see. and old pedant is fully satisfied now and is finally ready to play after months of testing mods and making minor mods by himself......i am tired now and instead of editing the scene.dat, i will start my first career.......

one last word: I put my test mission into the naval academy folder, because from there loading times are much shorter than with normal missions. so intensive testing is no problem.....perhaps you didn't know that?

have a good evening.....
h.sie

onelifecrisis
09-19-08, 01:38 PM
hello OLC,

thank you very much for your detailed answer and I am sorry to tell you, that I will not need it, because now i am fully satisfied with OLCE2.

in the morning I made a test mission (only 1 destroyer and me) in which the destroyer never attacked me, even if the distance was smaller than 200m. they seem to sleep and I thought, OLCE2 was the reason for that.

now i found the true reason: in my test mission I created a CONVOY by adding two merchants, with the destroyer as the group leader. now i saw a totally different behavior! the destroyer saw and attacked me. perhaps, a single destroyer without convoy is programmed to be passive or sleeping??

i ran the mission several times under exactly the same conditions with GWX16km and OLCE2 in order to see, if there is a significant difference. and i wrote down:

a) my distance from the destroyer, when the visibility indicator turned red for the first time and

b) the distance, when the destroyer began to attack me

here the results (average values from 10 test runs):

GWX16km: a) = 2600m and b) = 1900m
OLCE2: a) = 1400m and b) = 800m

(1940 / midnight / calm sea / several weather conditions = medium)

that is exactly what I wanted to see. and old pedant is fully satisfied now and is finally ready to play after months of testing mods and making minor mods by himself......i am tired now and instead of editing the scene.dat, i will start my first career.......

I'm glad that's sorted :up:
Have fun :D

Pisces
09-19-08, 03:47 PM
OLC, maybe you should mention how to install the updated compass.tga in the OLC Gui thread too.

onelifecrisis
09-19-08, 03:53 PM
OLC, maybe you should mention how to install the updated compass.tga in the OLC Gui thread too.

Good point, thanks.

tomfon
09-19-08, 06:18 PM
Hallo OLC.

First of all thanks for the update.:up:
The water looks a lot better now, more natural. I think the little tweak
you had already added combined with this update have improved its view considerably.
I think it has a more natural flow.:rock:
Well, i hope i am not exaggerating. Anyway, this is what i see.


Now, i don't quite see why you say the geometric squares are greatly reduced.
I hope we're talking for the same thing of course. Check the following pics.
The second one was taken from a mission i loaded.

http://img221.imageshack.us/my.php?image=sh3img1992008201426218oc5.png
http://img218.imageshack.us/my.php?image=sh3img209200804415781qr8.png

So, assuming we're talking of the same thing why do you say that? I believe
ships are still moving in a path of squares which appear too often. Am i missing something?
I am sorry i can't make a more detailed description.

Cheers,
tomfon

onelifecrisis
09-19-08, 06:38 PM
Hallo OLC.

First of all thanks for the update.:up:
The water looks a lot better now, more natural. I think the little tweak
you had already added combined with this update have improved its view considerably.
I think it has a more natural flow.:rock:
Well, i hope i am not exaggerating. Anyway, this is what i see.


Now, i don't quite see why you say the geometric squares are greatly reduced.
I hope we're talking for the same thing of course. Check the following pics.
The second one was taken from a mission i loaded.

http://img221.imageshack.us/my.php?image=sh3img1992008201426218oc5.png
http://img218.imageshack.us/my.php?image=sh3img209200804415781qr8.png

So, assuming we're talking of the same thing why do you say that? I believe
ships are still moving in a path of squares which appear too often. Am i missing something?
I am sorry i can't make a more detailed description.

Cheers,
tomfon

No we're talking about different things. The problem seen in your screens is usually only visible from high camera angles. Since I don't use external view, I hardly ever see that problem. And I don't know how to fix it - sorry.

By 'geometric squares' I meant this:
http://farm4.static.flickr.com/3165/2870730803_0d59ca1ce3_o.jpg

It's a stock SH3 problem which cannot be completely eliminated, but it can be made to look better/worse depending on environment settings. My recent tweak helps make it much less noticable at lower windspeeds. In high windspeed / clear sky weather it is still quite noticable - I'm looking into it to see what I can reduce it further without losing image quality elsewhere.

tomfon
09-19-08, 06:51 PM
OK thanks.:oops:

And BTW no need for me to get this fixed, i don't use external camera too.:88)

onelifecrisis
09-19-08, 07:00 PM
No worries.

kylania
09-20-08, 11:30 PM
I've searched the thread, but can't find an answer, so is there any way of removing the murky water functions? Even with the 2.4.2 I can barely see a thing underwater and at night it's simply pitch black, even close up.

Might not be realistic, but I enjoy seeing my sub underwater and sometimes even watching the depth charges hit or miss me! :) Even with a 20 Clarity setting from SH3 Commander though this is just way too dark for my liking. Any idea how to change that please?

onelifecrisis
09-21-08, 07:38 AM
I've searched the thread, but can't find an answer, so is there any way of removing the murky water functions? Even with the 2.4.2 I can barely see a thing underwater and at night it's simply pitch black, even close up.

Might not be realistic, but I enjoy seeing my sub underwater and sometimes even watching the depth charges hit or miss me! :) Even with a 20 Clarity setting from SH3 Commander though this is just way too dark for my liking. Any idea how to change that please?

IIRC you need to change the fog "ZMax" value in Node - Sky > EnvData > EnvData > Underwater (using S3D).
(Lets call that value X)
Then go into Node - Sky > EnvSim > EnvSim > FogDistances and set all the UnderwaterObjectsRelativeZMax values to X/2000.

h.sie
09-21-08, 10:38 AM
hello OLC,

for my personal use, i've adapted the stock sh3-gui to my taste. i have taken GWX-Integrated Orders, Peri_TDC (Ducimus) and U-jagd-Tools (joegrundmann) and built a combimod of that.

http://www.subsim.com/radioroom/showthread.php?t=140680

although only a few people are interested (45 downloads), I don't care and continue. for my version 2, I have rearranged the main menu a little bit. from OLC-GUI, i have taken some icons for the menü and some tga's for the nav-map (tools like nomo.tga, depth.tga). i am very happy with that and now i think about to share it with others. so I ask for your permission to use the contents, that I took from your GUI. Of course, I will add your name to the credits (hope, this is the right word for the list of authors from whom I have taken stuff....)

greetings,
h.sie

verde13
09-21-08, 10:57 AM
Hi there OLC, i 've been enjoying your mods for quite a while now but lately i've come across a very strange problem. My torpedoes always miss in the campaign. I do what i always did following your instructions regarding OLC GUI. I can't explain what's wrong but i can't hit targets at 1000 meters away from me, when i was able to get hits from at least 2500 meters. The torpedoes never seem to have the correct solution. On the contrary when i try the training missions i have no problem whatsoever. I recall one instance when i launched one immediately after another, but not as a salvo. I could see at the event camera the one trailing the other one. Well the first one hit close to the bow but the second one never appeared. It is as if it vanished. Also the hit wasn't displayed on the event camera, i just saw it on the attack periscope. I'm at a loss here and have no explanation for this very annoying problem. I have sunk two ships in my current patrol but now i have been stuck with this problem for weeks. Help please ?

onelifecrisis
09-21-08, 11:31 AM
Hi there OLC, i 've been enjoying your mods for quite a while now but lately i've come across a very strange problem. My torpedoes always miss in the campaign. I do what i always did following your instructions regarding OLC GUI. I can't explain what's wrong but i can't hit targets at 1000 meters away from me, when i was able to get hits from at least 2500 meters. The torpedoes never seem to have the correct solution. On the contrary when i try the training missions i have no problem whatsoever. I recall one instance when i launched one immediately after another, but not as a salvo. I could see at the event camera the one trailing the other one. Well the first one hit close to the bow but the second one never appeared. It is as if it vanished. Also the hit wasn't displayed on the event camera, i just saw it on the attack periscope. I'm at a loss here and have no explanation for this very annoying problem. I have sunk two ships in my current patrol but now i have been stuck with this problem for weeks. Help please ?

That's a rather confusing post, Verde. The main problem, I guess, is that you can hit things in the training mission but not in career mode. I'm sorry but I'm not sure what you want me to do about that. I mean it's clearly not a problem with the GUI, since the GUI is exactly the same in campaign mode as it is in the training missions.

Now to answer the two miscellaneous/random complaints you posted...

- the "vanishing" torp probably exploded prematurely (were you using magnetics?)
- the event camera doesn't always display the events its supposed to (stock bug)
- neither of these have anything to do with the GUI

Regards,
OLC

onelifecrisis
09-21-08, 11:31 AM
hello OLC,

for my personal use, i've adapted the stock sh3-gui to my taste. i have taken GWX-Integrated Orders, Peri_TDC (Ducimus) and U-jagd-Tools (joegrundmann) and built a combimod of that.

http://www.subsim.com/radioroom/showthread.php?t=140680

although only a few people are interested (45 downloads), I don't care and continue. for my version 2, I have rearranged the main menu a little bit. from OLC-GUI, i have taken some icons for the menü and some tga's for the nav-map (tools like nomo.tga, depth.tga). i am very happy with that and now i think about to share it with others. so I ask for your permission to use the contents, that I took from your GUI. Of course, I will add your name to the credits (hope, this is the right word for the list of authors from whom I have taken stuff....)

greetings,
h.sie

Sure, no problem.
I think there would be more interest if you put some screenshots in your [REL] thread.

pmsteinm
09-21-08, 11:22 PM
Hi there OLC, i 've been enjoying your mods for quite a while now but lately i've come across a very strange problem. My torpedoes always miss in the campaign. I do what i always did following your instructions regarding OLC GUI. I can't explain what's wrong but i can't hit targets at 1000 meters away from me, when i was able to get hits from at least 2500 meters. The torpedoes never seem to have the correct solution. On the contrary when i try the training missions i have no problem whatsoever. I recall one instance when i launched one immediately after another, but not as a salvo. I could see at the event camera the one trailing the other one. Well the first one hit close to the bow but the second one never appeared. It is as if it vanished. Also the hit wasn't displayed on the event camera, i just saw it on the attack periscope. I'm at a loss here and have no explanation for this very annoying problem. I have sunk two ships in my current patrol but now i have been stuck with this problem for weeks. Help please ?

This may not be related, but its something to check:

I've noticed that when I'm in the attack periscope view if I click the left mouse button to get out of mouse look mode it always clicks on the torpedo depth selector and sets it to 20. Took me a few misses to notice that my torpedoes where passing way under the target. I assume this glitch is caused by my running at 1600x1200 instead of 1024x768 resolution. I've just made it a habit to adjust the depth after clicking out of look mode so its not a big deal.

h.sie
09-22-08, 08:11 AM
hello OLC,

for my personal use, i've adapted the stock sh3-gui to my taste. i have taken GWX-Integrated Orders, Peri_TDC (Ducimus) and U-jagd-Tools (joegrundmann) and built a combimod of that.

http://www.subsim.com/radioroom/showthread.php?t=140680

although only a few people are interested (45 downloads), I don't care and continue. for my version 2, I have rearranged the main menu a little bit. from OLC-GUI, i have taken some icons for the menü and some tga's for the nav-map (tools like nomo.tga, depth.tga). i am very happy with that and now i think about to share it with others. so I ask for your permission to use the contents, that I took from your GUI. Of course, I will add your name to the credits (hope, this is the right word for the list of authors from whom I have taken stuff....)

greetings,
h.sie
Sure, no problem.
I think there would be more interest if you put some screenshots in your [REL] thread.

thanks. but how can I make my thread become a [REL] thread?

onelifecrisis
09-22-08, 09:30 AM
hello OLC,

for my personal use, i've adapted the stock sh3-gui to my taste. i have taken GWX-Integrated Orders, Peri_TDC (Ducimus) and U-jagd-Tools (joegrundmann) and built a combimod of that.

http://www.subsim.com/radioroom/showthread.php?t=140680

although only a few people are interested (45 downloads), I don't care and continue. for my version 2, I have rearranged the main menu a little bit. from OLC-GUI, i have taken some icons for the menü and some tga's for the nav-map (tools like nomo.tga, depth.tga). i am very happy with that and now i think about to share it with others. so I ask for your permission to use the contents, that I took from your GUI. Of course, I will add your name to the credits (hope, this is the right word for the list of authors from whom I have taken stuff....)

greetings,
h.sie
Sure, no problem.
I think there would be more interest if you put some screenshots in your [REL] thread.

thanks. but how can I make my thread become a [REL] thread?

Uh... you don't need to do that... by [REL] I just meant your RELease thread i.e. this one: http://www.subsim.com/radioroom/showthread.php?t=140680
Put some screenshots in there :up:

verde13
09-22-08, 09:37 AM
Sorry about the earlier post OLC, i was upset after failing to nail a large merchant right in front of me; anyway it might have something to do with the torpedo settings. If i flip the swith between magnetic and impact, several times then everything is back to normal.

onelifecrisis
09-22-08, 09:53 AM
Sorry about the earlier post OLC, i was upset after failing to nail a large merchant right in front of me; anyway it might have something to do with the torpedo settings. If i flip the swith between magnetic and impact, several times then everything is back to normal.

Are you using Steam torps? If so, you might want to read the FAQ in the OLC GUI 1.2.6 thread (post #1) for some tips.

snwcrsh
09-22-08, 10:54 AM
Sorry OLC, but I need to bother you one more time before I can set out so sea. I tried to look this up in your mod threadas and the GWX threads .. but the combination of all these mods confuses me (the last time i played i used GWX2.0 with OLCGUI 1.something)

I want to use your OLCE2 + The old OLCGUI 1.2.6 (might change to special OLCGUI later). What GWX2.1 Mods should/can be activated? I notice there are some conflicts and I am not sure. No alternative Flotillas, I get that.

The particle damage stuff seems to collide with the enhanced damage. Also I read that OLCE2 is 16km atmosphere. Does that mean GWX 2.1 16km Atmosphere should be acktivated?

onelifecrisis
09-22-08, 11:20 AM
Sorry OLC, but I need to bother you one more time before I can set out so sea. I tried to look this up in your mod threadas and the GWX threads .. but the combination of all these mods confuses me (the last time i played i used GWX2.0 with OLCGUI 1.something)

I want to use your OLCE2 + The old OLCGUI 1.2.6 (might change to special OLCGUI later). What GWX2.1 Mods should/can be activated? I notice there are some conflicts and I am not sure. No alternative Flotillas, I get that.

The particle damage stuff seems to collide with the enhanced damage. Also I read that OLCE2 is 16km atmosphere. Does that mean GWX 2.1 16km Atmosphere should be acktivated?

The answers to all your questions are in the Ubermod README.
The README is one page long.
You could have read it in the time it's taken you to post the above.
Now go read it! :p

snwcrsh
09-22-08, 11:29 AM
Ugh, I'm sorry... I managed to actually overlook that. I read the Forum Threads (OPs) and the readme from the OLCGUI .. but not that .. Thanks :oops:

onelifecrisis
09-22-08, 11:56 AM
That's the second time today someone has mentioned an "OP" ...
What does OP stand for? :hmm:

Pisces
09-22-08, 12:06 PM
"OP" = original post, or opening post, 1st of the thread

... I think

snwcrsh
09-22-08, 12:15 PM
Indeed, original post is what I had in mind. I should not get used to tjese forum lingo, I actually hate it myself :/

onelifecrisis
09-22-08, 12:53 PM
Good to know, thanks. :)

snwcrsh
09-22-08, 07:17 PM
After troubleshooting a lot to get my sh3 back in the shape it used to be, I just begin to notice the vast improvements on OLCGUI and OLCE (did not know this one before).

You fixed stuff that I believed I had to live with (flickering black vectors when lokking into sun) and also the OLCGUI (I haven't dared to touch the special version yet, but I fear I will eventually) improved so much.

These 45°-lines I need to find out yet (missed those, too!) but alltogether with GWX2.1 plus your stuff SH3 is the best subsim experience I ever had.

The OLC-Mods might not look as "massive" than GWX but I think this is a bit misleading. From what I know this is more or less a one-man-effort and it enhances the tense-realistic, quite much historically correct and also geeky atmosphere in the game.

In behalf (I think/hope) of the whole community, I thank you for your effort -- knowing you have fun doing it but sharing it with the community *plus* providing support is just great.

Triple thumbs up!

onelifecrisis
09-23-08, 01:32 AM
Thanks very much :)

Philipp_Thomsen
09-24-08, 01:15 PM
Dude, that wall is getting closer... :lol:

onelifecrisis
09-24-08, 04:07 PM
Dude, that wall is getting closer... :lol:

I'm jumping out! :rotfl:

onelifecrisis
09-24-08, 04:38 PM
PT, I think your recent mod effort has made me overly defensive of late. :nope: I mean, more so than usual. :roll: But I do wish you well with it. :yep:

Folks, I want to release one more version of the Ubermod before taking a little break from these forums.

v2.4.3 will be the same as v2.4.2 including the recently released 'minor tweaks' pack, plus a fix (or at least a reduction) of the problem shown here (http://www.subsim.com/radioroom/showpost.php?p=949871&postcount=1099).

Coming soon, so watch out for a thread name change. :up:
This download will be much smaller in size than previous versions. :)

Alex
09-24-08, 10:13 PM
:rock:

Do not forget to make some small video tutorial again :88) in case the coming of this last (?) release brings some new things and thus requires a tutorial. :up:

Waiting impatiently. :sunny:

onelifecrisis
09-25-08, 07:08 PM
Do not forget to make some small video tutorial again :88) in case the coming of this last (?) release brings some new things and thus requires a tutorial. :up:

Oh no, nothing like that mate! These are small graphical tweaks, that's all.

And they're looking good. :up:

Alex
09-25-08, 07:27 PM
Yehehe, good ! http://img221.imageshack.us/img221/1085/bannanauh0.gif

:up:

thumper
09-25-08, 07:36 PM
I know this is a stupid question , but will this mod work in sh4 1.5 RFB??:oops:

onelifecrisis
09-25-08, 07:46 PM
I know this is a stupid question , but will this mod work in sh4 1.5 RFB??:oops:

Are you serious? :hmm:
Gee, thanks! :oops:
But no, sorry, it won't work in SH4.

tomfon
09-26-08, 06:07 AM
A new version of the Ubermod???

Uber Uber thank you.:up:

BTW, my impression was that you weren't going to fix that!

Well, what's left to say?........................ just :rock:.

P.S. Is it possible to include with the upcoming version the updated scene.dat and the alternate camera.dat as optional features of the Ubermod?

regards,
tomfon

onelifecrisis
09-26-08, 07:41 AM
BTW, my impression was that you weren't going to fix that!

The new version won't fix it completely but it will reduce it a bit so you see it less often. :up:

Is it possible to include with the upcoming version the updated scene.dat and the alternate camera.dat as optional features of the Ubermod?

2.4.3 will have a new scene.dat which includes the changes released in the 'minor updates' (in other words yes it will be included but it won't be optional!)

The cameras.dat will also be included, and that will probably be optional cos I know not everyone likes the zoomed-in cameras. Out of curiosity, do you prefer the updated cameras.dat to the "normal" cameras.dat?

tomfon
09-26-08, 02:58 PM
I have tried the updated cameras.dat and yes you could say it
adds to the immersion thing. This change you made in the camera.dat
brought to my attention your way of understanding immersion but to tell the
truth and IMO of course i prefer something "simpler" i.e. i like the original view.
The updated version makes me feel as if i'm in the cockpit of a fighter airplane.:yep:
I'm sorry, my intention is not to offend you, it just happens to have a different taste.:ping:

I won't disagree if you argue that i like "cinematic" views (and in fact this might
be the case here) but that's the way i understand "immersion".:know:

2.4.3 will have a new scene.dat which includes the changes released in the 'minor updates' (in other words yes it will be included but it won't be optional!)
:rock: :up: :rock:

EDIT: Will you make an Ubermod version for SHIV?
:o :oops: :lol:

2nd EDIT: OK this is a joke.

Alex
09-26-08, 03:34 PM
EDIT: Will you make an Ubermod version for SHIV?
:o :oops: :lol:

:hmm: :hmm: :hmm: :hmm: :hmm: :hmm: :hmm:...

:know:

onelifecrisis
09-26-08, 03:36 PM
Not at all offended, I was just curious. :up:

onelifecrisis
09-26-08, 05:40 PM
Changes in this version:

The water reflections have been tweaked yet again.
The morning/afternoon sun reflection has been improved.
After playing my career with the new reflections for a while I've found I like them way better than the previous reflections, so I ditched the 'Remove All Object Reflections' mod and replaced it with a new mod which fixes the noticably-broken ship reflections in GWX 2.1 (Large Merchant and Empire-Type Freighter). Many harbour reflections are still broken/missing but fixing those would be a huge task so I won't bother doing that, but if I noice more broken ship reflections I will fix them and add the fixes to this mod. I imagine it's worth mentioning that a nice side-effect of this change is a massively reduced download size (OLC Ubermod v2.4.3 is only 21Mb).
The 'Adjusted Crew Skins' mod now removes medals and ranks from the crew skins (partly cos it looks better that way IMO, but mostly because the medals and ranks suffer the "glow in the dark" problem).
Fixed some "glow in the dark" particles.
Fixed a typo on the compass in OLC GUI Special (bearing '205' now reads '205' not '025').
Updated the documentation - PLEASE READ THE NEW README FOR UPDATED INSTALLATION INSTRUCTIONS.I would like to thank:
privateer for his invaluable help with reflections.
Philip_Thomsen for throwing wrenches at me.

WeeBubba
09-26-08, 10:12 PM
Thanks OLC

I am really enjoying SH3 with ur mod and GWX2.1

onelifecrisis
09-27-08, 10:34 AM
Glad to hear it :up:

Philipp_Thomsen
09-27-08, 10:56 AM
Philip_Thomsen for throwing wrenches at me.

:rotfl:

Philipp_Thomsen
09-27-08, 12:56 PM
Oh man... I've downloaded yesterday a 180mb 2.4.2 ubermod... took me 3 hours...

Now I have this 21mb file update, which replaces that other one...... :shifty:

onelifecrisis
09-28-08, 11:56 AM
Oh man... I've downloaded yesterday a 180mb 2.4.2 ubermod... took me 3 hours...

Now I have this 21mb file update, which replaces that other one...... :shifty:

:lol:

onelifecrisis
09-28-08, 06:20 PM
http://farm4.static.flickr.com/3202/2896165829_3a66194173_o.jpg
http://farm4.static.flickr.com/3159/2896165673_741d43e8c7_o.jpg
http://farm4.static.flickr.com/3261/2896166097_d8a2082557_o.jpg
http://farm4.static.flickr.com/3287/2896166195_05f13247bb_o.jpg
http://farm4.static.flickr.com/3051/2897010268_ba1e21f3c4_o.jpg

Task Force
09-28-08, 07:17 PM
Where can I get the actual mod not the 21mb update.:lol: :yep: :up:

onelifecrisis
09-28-08, 08:23 PM
Where can I get the actual mod not the 21mb update.:lol: :yep: :up:

Sorry I thought you were joking... then I saw you post the same question in another thread!

The 21b "update" is not an update, it's the whole mod.

All I got is read me files.:-?

You should have got readme files and two archives called "JSGME mods" and "SH3 Commander Files". To find out what to do with those archives, read the READ-ME. ;)

Task Force
09-28-08, 08:39 PM
I thought Id be getting something alittle bigger.:huh:

Adriatico
09-29-08, 06:52 AM
So just a dumb note, once again:

It means I can uninstall the compleate OLCE2 (jgsme) and activate your latest "environment" from 21mb download ?

So that's 2.4.3 mode ?

:huh:

onelifecrisis
09-29-08, 07:22 AM
Yes that's right. Just read the readme.

Copied from post 1136:

Changes in this version:

The water reflections have been tweaked yet again.
The morning/afternoon sun reflection has been improved.
After playing my career with the new reflections for a while I've found I like them way better than the previous reflections, so I ditched the 'Remove All Object Reflections' mod and replaced it with a new mod which fixes the noticably-broken ship reflections in GWX 2.1 (Large Merchant and Empire-Type Freighter). Many harbour reflections are still broken/missing but fixing those would be a huge task so I won't bother doing that, but if I noice more broken ship reflections I will fix them and add the fixes to this mod. I imagine it's worth mentioning that a nice side-effect of this change is a massively reduced download size (OLC Ubermod v2.4.3 is only 21Mb).
The 'Adjusted Crew Skins' mod now removes medals and ranks from the crew skins (partly cos it looks better that way IMO, but mostly because the medals and ranks suffer the "glow in the dark" problem).
Fixed some "glow in the dark" particles.
Fixed a typo on the compass in OLC GUI Special (bearing '205' now reads '205' not '025').
Updated the documentation - PLEASE READ THE NEW README FOR UPDATED INSTALLATION INSTRUCTIONS.I would like to thank:
privateer for his invaluable help with reflections.
Philip_Thomsen for throwing wrenches at me.

Einsman
09-29-08, 07:50 AM
Onelifecrisis CHAPEAU!!! One more time. :up:

onelifecrisis
09-29-08, 07:59 AM
Onelifecrisis CHAPEAU!!! One more time. :up:

Wiktionary says "chapeau" is French for "hats" :hmm: lol
But I think I can guess what you're saying. Thanks! :ping:

Einsman
09-29-08, 08:21 AM
Onelifecrisis CHAPEAU!!! One more time. :up:
Wiktionary says "chapeau" is French for "hats" :hmm: lol
But I think I can guess what you're saying. Thanks! :ping:
Chapeau (hat in French) is a term that is used as reconnaissance, as a token of admiration for something that has been done. This is the same as our Spanish phrase "take off the hat" in reference to an ancient custom of respect and idolatry by someone who is at the top.

If you thought this was what I said ... You have right!. :yep:

Alex
09-29-08, 09:26 AM
Yes OLC, it's a familiar way to say "well done !". :up:

Top work :huh:, again. :yep:

tomfon
09-29-08, 09:32 AM
R E F L E C T I O N S :rock:



P.S. I guess "Lifeboats and Debris for OLCE2 V3 (without reflections)" mod is fine,right?

onelifecrisis
09-29-08, 09:34 AM
Thanks guys :D

P.S. I guess "Lifeboats and Debris for OLCE2 V3 (without reflections)" mod is fine,right?

Where did you get that mod from? The Lifeboats&Debris thread?

tomfon
09-29-08, 09:48 AM
Here it is. Scroll down.

http://www.subsim.com/radioroom/showthread.php?t=134186&page=38

EDIT: i had this downloaded some time ago from your filefront page. It is there no more.

onelifecrisis
09-29-08, 09:54 AM
Here it is. Scroll down.

http://www.subsim.com/radioroom/showthread.php?t=134186&page=38

Oh yeah. :roll:@me
I took it off my FF page later, can't remember why now.
IIRC it was the same as the L&D mod (or whatever version of it was released back then) except that reflections were removed. So I reckon you should use the normal/current version of the L&D mod with 2.4.3 instead of my old "without reflections" version - that way you'll see reflections on your lifeboats. :up:

mr chris
09-29-08, 09:55 AM
Just installed this mod for the first time. Must say im very impressed so far.:up:

tomfon
09-29-08, 09:59 AM
Ok, thanks.:up:

EDIT: Ooops!!!

mr chris has outflanked me.

I'm answering to onelifecrisis.

Adriatico
09-29-08, 02:11 PM
Well, Maestro, it finally looks again like my beloved Alpha release...

It seems far away from stock GWX reflections structure ?

http://img46.imageshack.us/img46/9263/90143396wf7.jpg

Back to reality...

Thanks, mate.

onelifecrisis
09-29-08, 02:51 PM
Thanks Mr. Chris.

Adriatico, you're quite right.

Adriatico
09-30-08, 01:14 PM
Once again... well done, mate...
Just hope that wide community apreciates your new visuals;

http://img411.imageshack.us/img411/2387/1awu1.jpg

Just pitty that underwater visibility remains... as it is...

Hope you'll reboot your brain in a weeks to come... and release an update in a late November... :|\\

onelifecrisis
09-30-08, 01:19 PM
Once again... well done, mate...
Just hope that wide community apreciates your new visuals;

http://img411.imageshack.us/img411/2387/1awu1.jpg

Just pitty that underwater visibility remains... as it is...

Hope you'll reboot your brain in a weeks to come... and release an update in a late November... :|\\

Beautiful shot.
Is that a high-res IX skin? Where did you get it?

mr chris
09-30-08, 01:25 PM
Thanks Mr. Chris.

Adriatico, you're quite right.


No worries im just happy to be playing a game that has such a active community and Modders
So long after the games initial release.:up:

Keep up the great work and don't forget to enjoy what you helped make.

Adriatico
09-30-08, 01:32 PM
It is my VIIc DasBootGrey skin (based on Fubar blank) ...that I melted with blank one, into "1941 grey" semi-weathered... not published.

Anyway, beauty comes from your 21mb download...

Stay away for three weeks from SH3... and than take a triple coffie...

kylania
09-30-08, 02:03 PM
Just pitty that underwater visibility remains... as it is...

I tried playing with the Fog and Underwater values mentioned eariler in this thread and just couldn't get it to work. Above water the game it absolutely beautiful. Underwater it's completely opaque in all but the most favorable conditions. :(

Has anyone worked out how to get default (or default GWX) underwater while keeping the utter beauty of above water yet? :)

onelifecrisis
09-30-08, 05:25 PM
Stay away for three weeks from SH3... and than take a triple coffie...

...and then "fix" the OLCE2 underwater visibility? :roll:
It's not broken. In fact, at 50m, it's rather generous.
http://uk.youtube.com/watch?v=Hq7nHw1v6YY
http://uk.youtube.com/watch?v=bRc4yk3Oi6E

Task Force
09-30-08, 06:45 PM
That looks like fun what they are doing in that vedio.

By the way. I love the mod.:D

onelifecrisis
09-30-08, 06:53 PM
Good :up:

Madox58
09-30-08, 07:05 PM
Well, I don't know where in the world everyone lives.
But I can tell you this.
Those videos were shot on GREAT days.
And 20 years ago?
The water was even clearer!!
Somewhere I have Vids of the Wife swimming with
Manatees in Florida.
Even those vids do not compare to
the North Atlantic.

Some people like clear blue waters.
I prefer as close to real as can be.

I love the spooky shots of a U-Boot cutting through the gloom!!
:rock:

Sends shivers up and down my spine!!

Wolfehunter
09-30-08, 07:40 PM
I agree with privateer about releastic water colours. But for a skinner or modder we need to see the water and the boats in it.. So a simple option for clear water helps make nice photos for testing and just plain visuals photos.

That would be a great option to have OLC.... I would appreciate it if you can do something like that. :yep: :up:

Adriatico
09-30-08, 08:13 PM
Well, it is true that North Atlantic is not a clear water from tropical paradise...

On the other side, many people like to take a look on submerged boat, it just increases overall gameplay feeling...
Some of captains simply like to sneak around Malta or Jamaica... etc.

It would be nice to have optional folder with a slightly increased water visibility, something like reflection options.
...if the surface beauty could remain as it is in 2.4.3.
:hmm:
( I tried also to tweak it by myself, seems to be "don't try this at home"... heavily coded )

Pisces
10-01-08, 05:56 AM
Stay away for three weeks from SH3... and than take a triple coffie...

...and then "fix" the OLCE2 underwater visibility? :roll:
It's not broken. In fact, at 50m, it's rather generous.
http://uk.youtube.com/watch?v=Hq7nHw1v6YY
http://uk.youtube.com/watch?v=bRc4yk3Oi6E

1st video link: Great, now I have that harp-riff (no pun intended) stuck repeating inside my head all day long. :damn:

onelifecrisis
10-01-08, 07:52 AM
Stay away for three weeks from SH3... and than take a triple coffie...

...and then "fix" the OLCE2 underwater visibility? :roll:
It's not broken. In fact, at 50m, it's rather generous.
http://uk.youtube.com/watch?v=Hq7nHw1v6YY
http://uk.youtube.com/watch?v=bRc4yk3Oi6E

1st video link: Great, now I have that harp-riff (no pun intended) stuck repeating inside my head all day long. :damn:

hehe, sorry about that :lol:

Contact
10-01-08, 12:11 PM
OLCE2 is perfect as it is no need to change anything, it's absolutelly awesome achievement and quit whining about the underwater visibility, just imagine u're looking at submerged u-boat with your own eyes, not through cam :up:

onelifecrisis
10-01-08, 12:21 PM
:-? @ Contact

I agree with privateer about releastic water colours. But for a skinner or modder we need to see the water and the boats in it.. So a simple option for clear water helps make nice photos for testing and just plain visuals photos.

That would be a great option to have OLC.... I would appreciate it if you can do something like that. :yep: :up:

I hear ya mate, but a modder of all people ought to be able to sort this out for him/herself in no time at all, especially if they saw this post (http://www.subsim.com/radioroom/showpost.php?p=950559&postcount=1104) which tells them exactly how to do it. ;)

Contact
10-01-08, 02:36 PM
wha ?

Adriatico
10-03-08, 12:52 PM
:-? @ Contact

I agree with privateer about releastic water colours. But for a skinner or modder we need to see the water and the boats in it.. So a simple option for clear water helps make nice photos for testing and just plain visuals photos.

That would be a great option to have OLC.... I would appreciate it if you can do something like that. :yep: :up:

I hear ya mate, but a modder of all people ought to be able to sort this out for him/herself in no time at all, especially if they saw this post (http://www.subsim.com/radioroom/showpost.php?p=950559&postcount=1104) which tells them exactly how to do it. ;)

No one would do that better than You, Rembrandt, ...from Monday, we count your first week off...
By the end of October - we hope to see You "bright eyed and bushy tailed"... and hopefully - submarged us... indulged into new visuals 2.4.4.

You'll have the first class art support, from my side...

Your sharpest critics and biggest fun,

Adriatico



:know:

h.sie
10-05-08, 06:45 AM
hello OLC,

is there a chance to set moonreflexions=1 in your new scene.dat (v.2.4.3)??
in earlier versions, i found a node with S3D, but in this version, I cannot.

greetings,
h.sie

Sledgehammer427
10-05-08, 08:40 PM
OLC, ive had your GUI for a long time now, and i cant express how much i enjoy it,,,i swear my life my life better! haha

thanks for this great mod.
Sledgehammer427

P.S. love the gui tutorial vid...i can hear you drinking your coffee in the bg. great stuff and very helpful!:up:

onelifecrisis
10-05-08, 09:02 PM
@h.sie
Oh, sorry, I deleted it as part of a cleanup. I forgot some people were adding the moon reflection back in. Well you'll need to get a bit more advanced in S3D usage. ;)

Just add a new WaterReflection controller to the Moon node (and again set Reflection=1) and it should work.

@sledgehammer
Glad you like it. Are you using the "Ubermod" or just the standalone GUI?

Wolfehunter
10-09-08, 11:48 PM
:-? @ Contact

I agree with privateer about releastic water colours. But for a skinner or modder we need to see the water and the boats in it.. So a simple option for clear water helps make nice photos for testing and just plain visuals photos.

That would be a great option to have OLC.... I would appreciate it if you can do something like that. :yep: :up:

I hear ya mate, but a modder of all people ought to be able to sort this out for him/herself in no time at all, especially if they saw this post (http://www.subsim.com/radioroom/showpost.php?p=950559&postcount=1104) which tells them exactly how to do it. ;)I know that...;) Your in the zone dude. I'm too lazy right now... but I guess I have not choice now... :D

Thanks OLC.

WeeBubba
10-11-08, 04:49 AM
OLC

in your video tutorial you recommend a zero bearing when calculating the speed by watching the ship pass the periscope marker bow to stern.

sometimes it would be better for me to do this when i have the ship not at zero bearing but at 320 for example.

if i am measuring the speed not at zero bearing then what must i take into consideration?

thanks

onelifecrisis
10-11-08, 05:05 AM
OLC

in your video tutorial you recommend a zero bearing when calculating the speed by watching the ship pass the periscope marker bow to stern.

sometimes it would be better for me to do this when i have the ship not at zero bearing but at 320 for example.

if i am measuring the speed not at zero bearing then what must i take into consideration?

thanks

In that case you must move as slowly as possible. Zero speed is not recommended because you might drift to one side or another, so set speed for 0.5 knots to keep your boat in a straight line. Then you can time the target across the 320 line, or whatever, and your measurement will be accurate enough.

WeeBubba
10-11-08, 05:33 AM
thanks for the quick response! and lovin this mod too! :up:

Horsemann
10-11-08, 01:07 PM
At all perfection of the given creation, nevertheless, Moon reflexion is definitely necessary... The night ocean without it looks unreal...:nope:
http://keep4u.ru/imgs/s/081011/9c/9c1e1bbe515d6a2b1b.jpg (http://keep4u.ru/full/081011/9c1e1bbe515d6a2b1b/jpg)

kknobl
10-11-08, 01:27 PM
This is an awesome mod! Thanks for the excellent work!

I love the graphical changes this mod made, but the 16k atmosphere taxes my machine a bit and frame rate is slow. Is there any way that I can drop this to an 8K atmosphere other than disabling this mod?

Thanks!

h.sie
10-11-08, 01:35 PM
At all perfection of the given creation, nevertheless, Moon reflexion is definitely necessary... The night ocean without it looks unreal...:nope:
http://keep4u.ru/imgs/s/081011/9c/9c1e1bbe515d6a2b1b.jpg (http://keep4u.ru/full/081011/9c1e1bbe515d6a2b1b/jpg)
hi horseman,

i missed moon reflections, too, in OLCE, and so i have added them to scene.dat of OLCE2v2.4.3 with S3D.

http://hosted.filefront.com/hennings/

h.sie

Pisces
10-12-08, 12:32 PM
(message content removed because it was wrong)

onelifecrisis
10-12-08, 01:34 PM
This is an awesome mod! Thanks for the excellent work!

I love the graphical changes this mod made, but the 16k atmosphere taxes my machine a bit and frame rate is slow. Is there any way that I can drop this to an 8K atmosphere other than disabling this mod?

Thanks!

Making it 8k would not be a simple task. However, you can improve your framerate (at the cost of some graphic detail) by doing this instead:

Disable OLCE2.
Open the OLCE2 scene.dat file in S3D.
Find the variable called LODfactor. It should be set to 4. Change it to 1 and save the change.
Close S3D.
Enable OLCE2.

Pisces
10-13-08, 02:42 PM
Nevermind what I wrote here earlier about using the AOBfinder wheel to correct for movement while doing the speed measurement. It was wrong. I have removed it. You really need to be bow/stern-on or be motionless for it to work propperly.

Murr44
10-14-08, 09:06 AM
At all perfection of the given creation, nevertheless, Moon reflexion is definitely necessary... The night ocean without it looks unreal...:nope:
http://keep4u.ru/imgs/s/081011/9c/9c1e1bbe515d6a2b1b.jpg (http://keep4u.ru/full/081011/9c1e1bbe515d6a2b1b/jpg)
hi horseman,

i missed moon reflections, too, in OLCE, and so i have added them to scene.dat of OLCE2v2.4.3 with S3D.

http://hosted.filefront.com/hennings/

h.sie

There's a Readme.JSGME file (along with the Readme.txt file) in the Documentation folder & I'm curious about what you do with it? Do you just install this mod as is over top of OLCE2 in JSGME?

Thanks.

h.sie
10-14-08, 09:27 AM
Murr44: There's a Readme.JSGME file (along with the Readme.txt file) in the Documentation folder & I'm curious about what you do with it? Do you just install this mod as is over top of OLCE2 in JSGME? Thanks.

yes. install it on top of OLCE 2.4.3. it only contains the modified scene.dat.
sorry for that, I have already updated the readme......

Sledgehammer427
10-16-08, 03:31 PM
@ OLC
i'm using the uber mod...the best non graphic (and graphic) (and non gwx) thing i have ever decided to download for sh3. cant live without it. now, if only to get rid of homework:hmm:

java`s revenge
10-17-08, 04:21 AM
What a wonderful mod is this. I use it from the first version.
Yesterday evening i had one miss, the rest were
hits. Including a destroyer that was pesting me.

That`s so satisfying.

OLC once again many thanks for this great mod.

rik007
10-17-08, 12:38 PM
Hi OLC, Great that the reflections are back again. I lost interest after they were gone. But yesterday a upgraded to 2.4.3. Just thanks!

Klaus_Doldinger
10-19-08, 05:07 PM
Wonderful mod indeed, OLC. Thank you for OLCE2 and OLC GUI 1.2.7

Actually Iīm in my second mission, november 1939, and it was so easy to slip between the columns of the convoy in the night... that for a moment I felt myself cheating. Not only the merchants were blind (I surpassed one of them at 200 meters:o), so were the two escorts, unable to see me at 1000-2000 meters). Even I could sink one merchant, dive, surface and slip again between the columns a few hours later to sink a big tanker and another merchant. The night was not specially dark (clear skies, full moon, good sight, heavy seas). But it was so easy...:yep: Sometimes I think that the poor escorts have really little chance until they get better trained crews and/or radar.

Thank you for your work again!

bybyx
10-25-08, 01:15 PM
At all perfection of the given creation, nevertheless, Moon reflexion is definitely necessary... The night ocean without it looks unreal...:nope:
http://keep4u.ru/imgs/s/081011/9c/9c1e1bbe515d6a2b1b.jpg (http://keep4u.ru/full/081011/9c1e1bbe515d6a2b1b/jpg)
hi horseman,

i missed moon reflections, too, in OLCE, and so i have added them to scene.dat of OLCE2v2.4.3 with S3D.

http://hosted.filefront.com/hennings/

h.sie

Can I use it only with the Ubermod or I can use it with OLCE2 and OLC GUI 1.2.7. also?

itman
10-28-08, 08:10 AM
I'm about installing OLC Ubermod and OLC GUI special.

Regarding the GUI special part, do I have to follow the instructions given in the OLC GUI 1.2.x manual or is it just sufficient let jsgme do it's work? Say JSGME - enable OLC GUI special - and you're set. And omit the doublemasttool.exe part.

and: thank you for this mods

cheers

kylania
10-28-08, 11:57 AM
Yup, the double mast thing is not for use with OLCGUI Special.

itman
10-28-08, 06:29 PM
Well thank you. I browsed post 1 to 301 and then gave up reading :cry:.
cheers

gutted
10-29-08, 12:20 PM
cool stuff.. but not being able to switch to a 1x zoom sucks major balls. why remove it?

instead.. why not just say dont use the tools when not zoomed in?

gutted
10-29-08, 12:40 PM
also, when i zoom in on the map.. i cant see my subs position with the gui special installed.

i had to delete the contents of the /submarine/ folder to get it back (which also re-enabled the 360 degree bearing plotter.. yay!)

but doing that revealed a new issue i have with this mod... the map zoom level limit it imposes. it wont let me zoom in far enough to actually read the 360 bearing tool.

i dunno, there's alot to like.. and alot to dislike with this mod.

gutted
10-29-08, 05:25 PM
tried it a few more times and decided i wont use it due to the zoom limits imposed on the scopes (both near and far). too much of an annoyance to be always zoomed in.. and even then it's not quite close enough IMO. too hard to judge which tick marks to use accurately. i would prefer to use the stock GWX scope ranges and utilize the ticks the stadimeter spits out on the notepad in conjunction with a seperate hand built 'physical wheel that doesn't cramp my views.

but..

i would really love to have those flyout GWX maps and charts in my navmap. but before i go cursing myself through cfg & data files and getting frustrated. could you happen to point me in the right direction?

also that chronomoter is really nice.

itman
10-30-08, 03:18 AM
Woah, I've just realised that the snorkel on my new boat actually has a wake.

Who's responsibel for this?

Well done!

cheers

bybyx
10-30-08, 09:54 AM
I would like that the attack periscope to be as big as the Observation periscope. I also would like that the dials to be bigger when they pop-up including those from TDC and the markings on the AOB tool to be more detailed.
I am not saying that the mod is not good, on the contrary, it is wonderful for me because i can finally play SH3 with manual targeting but if I knew how to make a mod these are the the modifications I would make

kylania
10-30-08, 10:29 AM
tried it a few more times and decided i wont use it due to the zoom limits imposed on the scopes (both near and far). too much of an annoyance to be always zoomed in.. and even then it's not quite close enough IMO. too hard to judge which tick marks to use accurately. i would prefer to use the stock GWX scope ranges and utilize the ticks the stadimeter spits out on the notepad in conjunction with a seperate hand built 'physical wheel that doesn't cramp my views.

You can use the OLC GUI 1.2.7 stand alone instead of GUI Special to keep the zoom levels. You'll lose the "3d waves which make your periscopes worthless except in perfectly calm seas or when surfaced seen through the scopes" though. :) You just have to deal with the double mast things and slightly different tools. This will also restore the zoomed in map view as well.

As you found out though, you can delete the Submarine folders under GUI Special, then change the SymbolZoom= settings in maps.cfg to change the "no map contacts zoomed in" feature of GUI Special. Search this thread for exactly how to do that.

i would really love to have those flyout GWX maps and charts in my navmap. but before i go cursing myself through cfg & data files and getting frustrated. could you happen to point me in the right direction?

All the same charts are there in OLC GUI. Move the mouse to the left for the convoy map, to the top for the minefield/subnet maps and to the right for the time/speed conversion charts. Especially with the Convoy one I preferred the drag down map since it was easier to reference and wasn't cut off, but most of the data is available.

also that chronomoter is really nice.

Yeah, I prefer the old style myself but it'll work. :) I do miss the mirrored chrono on every screen, but again that's replaceable.

gutted
10-30-08, 03:54 PM
nah, i'll pass on it.

i prefer to have a stadimeter for ranging.

asanovic7
11-03-08, 07:52 AM
Just one question..
Do I have flat sun issue?
http://i297.photobucket.com/albums/mm225/asanovic7/SH3Img2-11-2008_232251_703.jpg

I admitt I use old misc tga(I replaced newer 14mb tgas with 4 mb old versions)?
I don't use any ccc feature(use ati hd2600pro).. Because of perfomance..

Thanks..

Cheers!

tomfon
11-03-08, 10:24 AM
Could you post another screenshot taken at 1500h?
Also, what time of year is it?

Contact
11-04-08, 04:19 PM
I had this kind of sun in OLC 2.4.2 with resolution fix enabled.

asanovic7
11-05-08, 10:39 AM
8th month..
Didn't thought of the time, tomfon.. :rotfl:

Cheers!

I will check it out more..

tomfon
11-08-08, 09:01 AM
Didn't thought of the time, tomfon.. :rotfl:


:rotfl:


:up:

jaxa
11-09-08, 06:48 AM
Very good work, one of the best mods ever created for SHIII/GWX. I've decided to use OLCE2 only (sunrises and sunshines and ocean never looked better, very close to real), mostly because it's not possible to use OLC GUI with integrated orders (absolutely must have for me).
Many thanks OLC :up:

Sledgehammer427
11-09-08, 09:11 PM
Ctrl+Shift+PgUp makes the sun look less "flat"
alsot gives the proper atlantic "haze" if you ask me

melendir
11-11-08, 05:35 AM
Thanks for making outstanding mod.

I now play with SH3 + GWX + SHCmdr 3 + OLCE2 + OLC GUI Special
and I could not be happier :up:

PS.
I also printed the AOD Map pages and had my wife laminate them to a nice table map.
To my surprise, she liked it and started thinking it could made great tablet to kitchen !!!
...maybe I'll have to print another... :D

DirtyACE
11-11-08, 10:11 PM
OLC, I'd like to use the following 4 mods of yours:

OLCE2
OLCE2 Adjusted GWX 2.1 Crew Skins
OLCE2 Adjusted GWX 2.1 Enhanced Damage Effects
OLCE2 Fixed GWX 2.1 Ship Reflections

Do they need to be activated in a certain order?

Do these mods need to be activated before AOTD-AA-Ship-Schleuse-Bugfix or after?

I'm also using other mods along with yours. Should yours be activated first and then the other mods or should I activate yours at the end?

piri_reis
11-12-08, 03:36 AM
Ace would you mind reading the README for your first question.
(Also JSGME will warn you about any collisions, those 4 olce2 mods will not conflict)

#2 Not that it would matter but it's a good idea to install AOTD first than all other mods..

DirtyACE
11-12-08, 04:03 PM
Ace would you mind reading the README for your first question.
(Also JSGME will warn you about any collisions, those 4 olce2 mods will not conflict)

#2 Not that it would matter but it's a good idea to install AOTD first than all other mods..
I did read the README file but I was still confused. In any case, I just tried activating the mods and it seems to have worked.

I do have another question however, regarding OLCE2's use of 16km Atmosphere. I noticed me game became more laggy and I think it's because of this. Is there any way to change the Atmosphere from 16km to 8km? Is there a patch or mod for this?

wolfpack_jim
11-18-08, 04:29 AM
It's my first post here so i would like to congratulate all the people in here. You make a wonderful work.
And now time to beg.
Help i need somebody,
help not just anybody,
help i need somebody,
help, heelp, heeelp me...

Here is my problem
i have download olc_ubermod but i don't Know were do i have to run it (which file) in order to work properly. I am excited with this mod but still i can' t play it
Currently i play sh3 - sh3v1.4b - wpx2.1
Do i have to download sh3cmdr31 to work with olc_ubermod and what turn do i have to follow
thnx in advanced for helping me.

Lanzfeld
11-18-08, 11:00 AM
Hey OLC,

Just great work on this mod. I LOVE the waves through the scope. Thank you for your work.:rock:

Just one question...

When I look through the scope in big waves even though the ship I am looking at is blocked by the waves I can still see the reflection of the ship in my scope on the wave that is blocking LOS to the ship. Does that make sense??? Is this a known bug or just something on my end?

Thanks again!

Lanzfeld

makman94
11-18-08, 02:21 PM
Do i have to download sh3cmdr31 to work with olc_ubermod and what turn do i have to follow
thnx in advanced for helping me.

wellcome wolfpack,
it,s pretty easy,follow the steps:

inside the the file you will find the jsgme mods.7z file,open it and now you see six files (olc gui special,olce2,olce2 adjusted gwx2.1 crew skins....etc) copy all these files and paste them into the silenthunteriii/mods/ folder.now find the jsgme.exe(in the silenthunteriii/ folder) and run it.now you will see these files on your left.enable them, close the jsgme,run the game and let the trip...start!

good days ...coming:up:

Admiral Von Gerlach
11-18-08, 03:40 PM
This looks great, but i would prefer not to have the zoom restrictions or the relistic waves for now...or the limitations on the chart viewing imposed by GUI Special

I found a copy of GUI. for GWX 1.3, will that be the older (dark) version? without the zoom restrictions?

thanks ...and will it work with this versoin of OLC2? thanks for any advice on this, this looks great, i plan to use OLC2 and Thomsen's water which looks like the best i have seen yet for real ocean wave realism.

Pisces
11-19-08, 04:08 PM
This looks great, but i would prefer not to have the zoom restrictions or the relistic waves for now...or the limitations on the chart viewing imposed by GUI Special

I found a copy of GUI. for GWX 1.3, will that be the older (dark) version? without the zoom restrictions?

thanks ...and will it work with this versoin of OLC2? thanks for any advice on this, this looks great, i plan to use OLC2 and Thomsen's water which looks like the best i have seen yet for real ocean wave realism.If you don't want the Gui special for the reasons you stated yourself you can enable the OLC Gui 1.2.7 instead. Is that the one you imply? Or an older version? (you may want to compare the thread numberID) I know for sure the bottom 'OLC Gui' link works with the Ubermod as I use it myself.

http://www.subsim.com/radioroom/showthread.php?t=124639

It does require the use of the doublemast tool though to recalculate the mastvalues for correct use with the AOB finder.

wolfpack_jim
11-20-08, 01:55 AM
Do i have to download sh3cmdr31 to work with olc_ubermod and what turn do i have to follow
thnx in advanced for helping me.

wellcome wolfpack,
it,s pretty easy,follow the steps:

inside the the file you will find the jsgme mods.7z file,open it and now you see six files (olc gui special,olce2,olce2 adjusted gwx2.1 crew skins....etc) copy all these files and paste them into the silenthunteriii/mods/ folder.now find the jsgme.exe(in the silenthunteriii/ folder) and run it.now you will see these files on your left.enable them, close the jsgme,run the game and let the trip...start!

good days ...coming:up:

Makman u are the best :) thnx. But i have to mention that a new problem arise.
Before the last mod i used to play using widely nomograf that was in the right of the map. Now i see that nomograf is an extra tool in the map but the problem is that i can't draw lines above that tool in order to match time and distance to find speed. Accordinally i can't use the two other tools on the navigator map. What can i do?
Thnx one more time...

makman94
11-20-08, 10:54 AM
Makman u are the best :) thnx. But i have to mention that a new problem arise.
Before the last mod i used to play using widely nomograf that was in the right of the map. Now i see that nomograf is an extra tool in the map but the problem is that i can't draw lines above that tool in order to match time and distance to find speed. Accordinally i can't use the two other tools on the navigator map. What can i do?
Thnx one more time...

no problem with that. first draw a line on the map.then grap the nomo and match the minutes with the one edge of the line.then grap with your ruller the OTHER edge of the line and move it to match the distance that you want.now read the speed (the point tha your line intercept the speed column!
bye

Pisces
11-21-08, 02:40 PM
As Balz would say it: "It's the nomograph that's placed above the line that is placed under the nomograph beneath the former.... if it is written in Anglais"

;)

Contact
11-24-08, 04:57 AM
Ctrl+Shift+PgUp makes the sun look less "flat"
alsot gives the proper atlantic "haze" if you ask me

For me it makes the view blur or lack of sharpness. Sun stays like a white pancake in the sky. Looking for the sun fix through the forums..

java`s revenge
11-24-08, 07:05 AM
That sun problem can you solve if you have a nvidia card
with the program nhancer. On this forum you can find
the settings.

Now i do have a nice sun.

Contact
11-24-08, 07:36 AM
I remember there was a fix for OLCE sun somewhere in this forum. I would like to try it first.

Nevermind found it where I had to look in the first place..

http://rapidshare.com/files/143306363/Flat_Sun_Fix_for_OLCU242.7z

Now the sun looks as it should. Thanks. Will have a look does it support High rez.

Supports resolution fix. Tried 1280x1024 for my 17 inch monitor. Looks very beautifull indeed.

Might be not good for OLC GUI special users, might bring inacurate calculatons or so, they should tell this better if it makes difference with res fix.

h.sie
11-29-08, 06:56 AM
hello OLC,

I ask for your permission to use Single.tga and Salvo.tga from OLC-GUI for my selfmade hsGUI.

h.sie

robbythesub
11-30-08, 07:07 AM
Hi

Love the mod, well done and thanks for all your work which is much appreciated.

I have two questions which I hope someone can answer.

1. How do you find the range of a target from you (previously it was shown when locked? I realise you can ask for a range check when surfaced but not via the tdc and not at all when submerged as far as I can see?

2. On my system, when viewing the sea from the bridge or an eagle view, one can see lines in the sea going away into the distance, (rows of waves in a line)- is this the game or my system?
I am using an nvidea GE force 7900 GS, 2.4 GZ processor and 2mb ram.
The game runs perfectly on my system with to crashes ever or slow running issues on the highest settings.

Many thanks

:p

Pisces
11-30-08, 10:56 AM
Hi

Love the mod, well done and thanks for all your work which is much appreciated.

I have two questions which I hope someone can answer.

1. How do you find the range of a target from you (previously it was shown when locked? I realise you can ask for a range check when surfaced but not via the tdc and not at all when submerged as far as I can see?

2. On my system, when viewing the sea from the bridge or an eagle view, one can see lines in the sea going away into the distance, (rows of waves in a line)- is this the game or my system?
I am using an nvidea GE force 7900 GS, 2.4 GZ processor and 2mb ram.
The game runs perfectly on my system with to crashes ever or slow running issues on the highest settings.

Many thanks

:p1: Have you seen the 2 tutorial videos that OLC made? Look at his Filefront page. It's explained perfectly. If you use the Gui Special you need to pay more attention to the 'Gui Special' video rather than the 'normal Gui' video. But the latter explains alot of other things of the mod the Special doesn't.

2: Sounds like a driver issue. But I've never heard of it here before. That said there is some large-scale regularity in the way waves are rendered. Meaning they get re-used or something. Please try to provide a screendump. ... p.s. 2 MB of ram??? No wonder. ;)

robbythesub
12-01-08, 03:41 AM
Hello and thanks for replying.

Sorry, I of course meant 2GB of RAM !

I will have a good look at the page you mentioned.

Could someone please tell me how to take a screen shot?

Regards

onelifecrisis
12-01-08, 01:59 PM
hello OLC,

I ask for your permission to use Single.tga and Salvo.tga from OLC-GUI for my selfmade hsGUI.

h.sie

Yes, of course, help yourself.

h.sie
12-01-08, 02:18 PM
hello OLC,

I ask for your permission to use Single.tga and Salvo.tga from OLC-GUI for my selfmade hsGUI.

h.sie
Yes, of course, help yourself.

THANKS A LOT

Uboatman
12-03-08, 10:29 PM
Might edit this in a second if there is no picture, anyway just downloaded this great mod and am on my 1st patrol with it, my question is straightforward does this look right? I have never noticed the polygons or whatever they are before and I was hoping that is just because I was lucky and now it's all new my eyes are drawn to it and they have always been there or is it my GFX card settings


http://i273.photobucket.com/albums/jj236/DASROG/SH3Img4-12-2008_22333_15.jpg

onelifecrisis
12-04-08, 08:23 AM
Mikhayl is correct.
Those polygons are always there, even in stock, but OLCE2's tweaked reflection settings and higher contrast colours do make it much more noticable in some weather conditions. It's a trade-off, I'm afraid. It's possible to tweak the environment settings so that the polygons are more "blended" (less noticable) even to the point where you never really see them at all, but that would come at the cost of other graphical "effects". It's also possible to tweak the wave heights/shapes in such as way as to lessen that ploygon effect, but those sorts of changes come with their own potential problems.

Uboatman
12-04-08, 12:58 PM
Ok, thanks for the explanations.

RobertGysae
12-09-08, 09:38 PM
hey OLC luv the mod. one small problem though...how do i make the old dials in the bottom left hand corner of this image disappear. whenever i scroll over to bring up the officers and time etc. they pop up:hmm:
http://i433.photobucket.com/albums/qq51/HospitalRecords/SH3OLCDials.jpg
also, how can i make it so that the officers and time etc. is perminantly up?

thanx heaps

RobertGysae
12-09-08, 09:51 PM
edit: don't worry about the fixed clock and officer bars. reread the readme:up: but the question about the old dials still stands.

onelifecrisis
12-10-08, 10:12 AM
Robert, I think you've confused this mod with some other GUI mod.

Lanzfeld
12-24-08, 08:58 AM
Great mod OLC. The waves that block my scope view are worth the locked zoom. Good call!

Anyway.....

Is there a way to put 1 degree marks on the attack scope and UZO? I was wondering why you elected not to do it.

I went into the Menu/OLC/ file and replaced uzobearing and atkbearing with NYGM bearings but I only got the lines and no numbers. Any ideas?

Again...thank you!

onelifecrisis
12-24-08, 10:46 AM
Great mod OLC. The waves that block my scope view are worth the locked zoom. Good call!

Anyway.....

Is there a way to put 1 degree marks on the attack scope and UZO? I was wondering why you elected not to do it.

I went into the Menu/OLC/ file and replaced uzobearing and atkbearing with NYGM bearings but I only got the lines and no numbers. Any ideas?

Again...thank you!

Yeah there is a way, the only reason I didn't do it is cos I'd never have a use for it myself and generally speaking I don't take requests unless I'm in a really good mood. :rotfl:

Anyway you did it the right way. If you don't see numbers it's cos the TGA you used has no numbers on it. There's quite a few that people have made. Start a thread and I'm sure people will provide links.

Lanzfeld
12-24-08, 10:59 AM
Got it OLC!:up:

Hitman gave me the files I needed and all is good. I just like it so I can estimate what spread to use with a little more accuracy.:arrgh!:

You have a great Christmas!!!:D :D :D

Oh yeah.....will OLC2/GUI Special need tweeking for GWX 3 or do you think it will work as it is now?

onelifecrisis
12-24-08, 11:00 AM
Got it OLC!:up:

Hitman gave me the files I needed and all is good. I just like it so I can estimate what spread to use with a little more accuracy.:arrgh!:

You have a great Christmas!!!:D :D :D

Oh yeah.....will OLC2/GUI Special need tweeking for GWX 3 or do you think it will work as it is now?

Merry xmas to you too! Yes, it'll all work with GWX3 according to KL.

Contact
12-27-08, 05:22 AM
Merry Christmas to everyone :)

With GWX 2.1 I used to have Flat Sun Fix for OLC Ubermod 2.4.3 enabled to fix "pancake sun" effect. Now if I use this fix with GWX 3.0 I loose tweaked ocean effect in change for fixed sun.. Would like to have them both though ;)
Thanks..

Ahm not sure if it would be the same with moonreflections for OLC 2.4.3..

onelifecrisis
12-27-08, 09:13 AM
Merry Christmas to everyone :)

With GWX 2.1 I used to have Flat Sun Fix for OLC Ubermod 2.4.3 enabled to fix "pancake sun" effect. Now if I use this fix with GWX 3.0 I loose tweaked ocean effect in change for fixed sun.. Would like to have them both though ;)
Thanks..

Ahm not sure if it would be the same with moonreflections for OLC 2.4.3..

OK.
You might have to wait a bit (or DIY).

Kung_Pow
12-27-08, 10:37 AM
Hi OLC. First of all THX for your and Joe Grundmans work. I never played with 100% realism before I installed OLC GUI 1.2.1 because the manual targeting from Stock-SH3 never worked out for me. Since i installed GWX 2.1 I am a enthusiastic user of the OLC Ubermod:rock:, so enthusiastic, that I don`t want to have to abdicate the GUI and your environmental changes on future installations. Which leads me to my question:
Now I want to install GWX 3.0 and some posts above you already stated, that OLC GUI Special will work with GWX 3.0. Which of your previous mods do i have to install to use your GUI and to enjoy your state of the art environmental changes, or better asked, which of them are already implemented in GWX 3.0? I`m sorry, but i am not realy bright, when it comes to modding questions:nope:

Please excuse my mistakes, english is not my mother tongue, but i want to improve my rubbish english so feel free to correct them:oops:

And last but not least: Again, big thanks to all you great modders, who made the game worth the 40 € (And by now, with all the great mods loooots more) i paid for it.:up:

onelifecrisis
12-27-08, 01:32 PM
Your English is perfectly understandable, Kung Pow.

GWX3 already contains OLCE2 (though I think they're renamed it to 'GWX - 16km Atmosphere) so you can use OLC GUI Special with GWX3 without having to install OLCE2. Just make sure you enable their 16km atmosphere mod first.

The version of OLCE2 in GWX3 is slightly different from the Ubermod version but the differences are purely visual. If you decide you prefer the "old" OLCE2 instead of the GWX3 version then you can do so by disabling the 'GWX - 16km Atmosphere' mod and then installing OLCE2 the same way as you did with GWX2.

HTH
OLC

Kung_Pow
12-27-08, 01:54 PM
Thanks for the fast reply, that`s great to hear! I`m currently patching my fresh maiden installation of Vanilla-SH3 and afterwards will install GWX 3.0 and than will go hunting, I am curious to see your work!

jaxa
12-27-08, 04:11 PM
Merry Christmas to everyone :)

With GWX 2.1 I used to have Flat Sun Fix for OLC Ubermod 2.4.3 enabled to fix "pancake sun" effect. Now if I use this fix with GWX 3.0 I loose tweaked ocean effect in change for fixed sun.. Would like to have them both though ;)
Thanks..

Ahm not sure if it would be the same with moonreflections for OLC 2.4.3..

I'm waiting for Flat Sun Fix for GWX 3 Gold too.
I hope it's not a big problem for you OLC ;)

tomfon
12-29-08, 01:34 PM
Hello OLC!

Nice to see that your modding efforts have been appreciated by the GWX team now that OLCE2 has been included in the new GWX release.:up:

Do you have any ideas how the enemys' visual sensors will work in GWX3.0 compaired to those in GWX2.1 + Ubermod 2.4.3? I didn't have the chance to download the new GWX version yet because my computer is currently under repair. I'm too curious though, and o was wondering whether you or anyone else knows something.;)

tomfon
12-29-08, 01:43 PM
I've just seen this so no need to answer. Sorry.

http://www.subsim.com/radioroom/showthread.php?t=146041&page=2

jaxa
12-30-08, 10:49 AM
I have question about Flat Sun fix for OLCE 2.4.2. Is it compatible with version 2.4.3 or not?