View Full Version : [REL] GWX 2.1 bugfix
bigboywooly
04-26-08, 12:32 PM
Here is a small fix mod to take care of some of the annoying little bugs that slipped through GWX 2.1
Fixed missing second Calais harbour showing on map
Moved gun emplacements Calais
Fixed bug VIIC\42 Radar destroyed on game entry
Fixed 7th flotilla entry\exit dates from Koenigsberg causing opposing base change messages
Fixed error in Ge menu where had Memel listed in line 765 instead of Koenigsberg
Added Reeces sil fixes http://www.subsim.com/radioroom/showthread.php?t=135759
Adjusted draft of Schute_M2 to remove sinking ship bug
Also included in the MODS folder is
GWX_2.1_Location for Holtenau and Brunsbuettal locks
This replaces the GWX_2.1_Locations folder shipped with the Holtenau\Brunsbuettal mod due to changes in the GWX locations file
http://www.subsim.com/radioroom/showthread.php?t=135636
Credits
--------
Reece for his superb _sil files
Installation
------------
Rollback SH3commander if using
ONLY enable when in port
Current careers should be fine
Permissions
------------
NOT to be used in any payware\commercial addon
http://files.filefront.com/GWX+21+Minor+fixs+26th+Ail7z/;11603487;/fileinfo.html (http://files.filefront.com/GWX+21+Minor+fixs+26th+Ail7z/;10089982;/fileinfo.html)
EDIT 27th April
Also available in this mod http://files.filefront.com/AOTD+AA+Ship+Schleuse+Bugix7z/;11053641;/fileinfo.html
Which also includes the AOTD_Max ships plus the Schleuse mod in one easy JSGME in file
EDIT 2
OLC users see this post
http://www.subsim.com/radioroom/showpost.php?p=851804&postcount=43
A6Intruder
04-26-08, 01:29 PM
Thank you for this quick bugfixing. Also for your S-Boot work. Great stuff mate!!:rock:
Kind regards:up:
Thank you sir. :up:
Bloody nice of you, good show. :up:
Jimbuna
04-26-08, 03:16 PM
That was quick...no flies on you...even if you do smell :rotfl:
Jimbuna
04-26-08, 03:44 PM
Has anyone got it ?
If so share please....FF is down for the next couple of hours for maintenance so another site would be handy.
bigboywooly
04-26-08, 03:47 PM
Has anyone got it ?
If so share please....FF is down for the next couple of hours for maintenance so another site would be handy.
http://www.mediafire.com/?ggmmhj2eenj
:roll:
:rotfl:
Ivan Putski
04-26-08, 04:09 PM
Wow, fast work, thank you sir. Puts:up:
Very nice, thank you.
Greeting Rango
Jimbuna
04-26-08, 05:05 PM
Has anyone got it ?
If so share please....FF is down for the next couple of hours for maintenance so another site would be handy.
http://www.mediafire.com/?ggmmhj2eenj
:roll:
:rotfl:
http://www.psionguild.org/forums/images/smilies/wolfsmilies/headbanger.gif
Thanks for the fixes. Might be a stupid question:oops: but does this go in to the JSGME created Mods folder?
bigboywooly
04-26-08, 06:14 PM
Thanks for the fixes. Might be a stupid question:oops: but does this go in to the JSGME created Mods folder?
Not a stupid question and yes thats where it goes :up:
Thanks.:) I figured as much. Just wanted to be sure...
onelifecrisis
04-26-08, 06:30 PM
Many thanks!
Venatore
04-26-08, 06:56 PM
Here is a small fix mod to take care of some of the annoying little bugs that slipped through GWX 2.1
bigboywooly,
Hey, I thought the GWX Team had left to go on a well earned holiday to "The Devils Marbles" Australia, and other unique places Down Under ?
http://rainton.com/fun/australia/jes_outback/?page=devils_marbles
So you drew the short straw and had to remain at BDU HQ to deliver this awesome little update. I hope you get to have some down time:|\\
Venatore
04-26-08, 06:58 PM
Click on the pictures for a bit of a tour
JScones
04-26-08, 09:05 PM
Thanks BBW, great stuff. :up: :rock:
Many thanks BBW, especially the "Small Coal Tender" fix!:up:
Kpt. Lehmann
04-26-08, 09:38 PM
Good show BBW. :up:
(BTW... you have email too.)
Torp III
04-27-08, 08:18 AM
Thanks BBW,:rock: now all I have to do is get back to port which will be a bit for I am on the tail of the Rodney and juicy convoy. Tonnage!
treblesum81
04-27-08, 04:22 PM
If you don't mind sharing, how did you go about fixing the self destructing radar antenna?
Thanks,
Greg
rascal101
04-28-08, 05:29 AM
Hi BBW,
Hoping you can apply your considerable skills to a small problem. I have loaded GWX2.1 and the mods as per the activated mods-list below. I start a career and go off on patrol and yet every time I start out for home, after playing for many hours and sinking a number of ships, the game freezes. The mouse curser goes back to windows curser, ie it seperates from the game curser if you get what I mean.
Can you explain what might be happening.
Its very frustrating especially when the results of a long and other wise successful patrol are just wiped out. Here's my activated mod list:
GWX - 16km Atmosphere
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
New_Trawlers_1.1
A Green Atlantic 8k
Water_Stream_for_Uboats_V4
GWX - Open Hatch Mod
Longer Repair Times v1.35 (all versions)
Tomi_VIIC41_WaterSTream_Ready
GWX 2.1 Minor fix's 26th April
TwistyPeriscopeThingyMod
Schleuse_Brunsbuettel_Holtenau_MOD_V.1.0
GWX_2.1_Location for Holtenau and Brunsbuettal locks
Pillau terrain fix
Extra units AOTD MAX+Iambecomes AA 2.1 ready
Hope there is enough info for you to provide a diagnosis
Regards
Rascal
Here is a small fix mod to take care of some of the annoying little bugs that slipped through GWX 2.1
Fixed missing second Calais harbour showing on map
Moved gun emplacements Calais
Fixed bug VIIC\42 Radar destroyed on game entry
Fixed 7th flotilla entry\exit dates from Koenigsberg causing opposing base change messages
Fixed error in Ge menu where had Memel listed in line 765 instead of Koenigsberg
Added Reeces sil fixes http://www.subsim.com/radioroom/showthread.php?t=135759
Adjusted draft of Schute_M2 to remove sinking ship bug
Also included in the MODS folder is
GWX_2.1_Location for Holtenau and Brunsbuettal locks
This replaces the GWX_2.1_Locations folder shipped with the Holtenau\Brunsbuettal mod due to changes in the GWX locations file
http://www.subsim.com/radioroom/showthread.php?t=135636
Credits
--------
Reece for his superb _sil files
Installation
------------
Rollback SH3commander if using
ONLY enable when in port
Current careers should be fine
Permissions
------------
NOT to be used in any payware\commercial addon
GWX_2.1_Minor_fixs_26th_Ail.7z (http://files.filefront.com/GWX+21+Minor+fixs+26th+Ail7z/;10089982;/fileinfo.html)
EDIT 27th April
Also available in this mod http://files.filefront.com/AOTD+AA+Ship+Schleuse+Bugix7z/;10090080;/fileinfo.html
Which also includes the AOTD_Max ships plus the Schleuse mod in one easy JSGME in file
BellJack95
04-28-08, 09:46 AM
Thank you for the bugfix and continued support for this fine mod. I appreciate that hard work and effort the GWX team has put forth to make SH3 an much better game. Cheers!
bigboywooly
04-28-08, 09:54 AM
GWX 2.1 Minor fix's 26th April
Schleuse_Brunsbuettel_Holtenau_MOD_V.1.0
GWX_2.1_Location for Holtenau and Brunsbuettal locks
Extra units AOTD MAX+Iambecomes AA 2.1 ready
Ok lets start with a simple one
Remove and delete the 4 mods above and D\L this and enable this through JSGME
http://files.filefront.com/AOTD+AA+Ship+Schleuse+Bugix7z/;10090080;/fileinfo.html
Contains all the above with no messing around with Locations and stuff
The Pillau Terrain fix ISNT a JSGME mod so remove that too
Doubt thats causing your problems but not needed in there
The terrain fix has a repacker in that needs running as per the release thread
Any particular area you CTD ?
Any error message ?
Let me know what happens
rulle34
04-28-08, 12:13 PM
@BBW Thank´s for your quick work on this :up:
rascal101
04-28-08, 04:59 PM
Hi BBW,
Its morning here in the land of OZ so will try this evening and get back to you. In the meantime thanks for your quick response. The crash seems to be random, but usually after many hours of playing.
I forgot to mention, when attacking a convoy at night, particularly when the sh--t hits the fan and there are flares and search lights all over the place. I notice two things, firstly a slow down in frame rate when looking towards ships with search-lights which never used to happen and more worrying, some ships hulls become invisable or flash visable then invidable.
Is a bit odd looking at a Black Swan tearing down on you with the masts and decks and guns all fine, the hull is invisable, the ships bow wash is still washing over an invisable bow, and there are a couple of propellers spinning away up where the stern should be.
I wonder if this invisable hull routine and my late, in-game crashes are connected.
As I have said before, I would love to encounter in RL the care and professionalism that I encounter on an almost daily basis here at Sub Sim
Thanks again
Rascal
GWX 2.1 Minor fix's 26th April
Schleuse_Brunsbuettel_Holtenau_MOD_V.1.0
GWX_2.1_Location for Holtenau and Brunsbuettal locks
Extra units AOTD MAX+Iambecomes AA 2.1 ready
Ok lets start with a simple one
Remove and delete the 4 mods above and D\L this and enable this through JSGME
http://files.filefront.com/AOTD+AA+Ship+Schleuse+Bugix7z/;10090080;/fileinfo.html
Contains all the above with no messing around with Locations and stuff
The Pillau Terrain fix ISNT a JSGME mod so remove that too
Doubt thats causing your problems but not needed in there
The terrain fix has a repacker in that needs running as per the release thread
Any particular area you CTD ?
Any error message ?
Let me know what happens
Catfish
04-29-08, 03:58 AM
Hello,
thanks for this fix, and lock add-on. Should be made sticky in the official GWX 2.1 thread ?
I still have a question: There is a data and two mods folders.
First time i extracted the data folder under a new mod-subfolder, and the two mod folders under two new mod-subfolders sporting the name of those two mods (one late war snorkel, and the other Holtenau location), so they can be enabled via JSGME. However that does not seem to work. Maybe this is what's screwing up my OLC installation (?)
Can anyone tell me how/where exactly to place those folders contained in the "GWX_2.1_Minor_bugfixs_26til.7z" file ?
Or should i extract the whole file into the existing SHIII mods folder, and enable all this with one click ?
Thanks and greetings,
Catfish
Schwuppes
04-29-08, 05:11 AM
Hi!
Thanks for this update!
but when i try to enable it via JSGME I get this warning:
"de_menu.txt" has already been altered by the "OLC GUI 1.2.3 Core Files" mod.
"Schute_M2.cfg" has already been altered by the "DoubleMastValues" mod.
The mods I have activated are:
DoubleMastValues
OLC GUI 1.2.3 Core Files
OLC GUI 1.2.3 Dark Files
OLCE2 1.7
GWX - No medals on crew
GWX - Main Movie "Das Boot"
Rubinis LifeBoat&Debris_V2_A
Can I safely proceed anyway?
Catfish
04-29-08, 05:41 AM
Hello Schwuppes,
that is what my question above was about.
Without the 2.1 update it works, as soon as this is enabled it tells me it is overwriting files all the time.
Either the OLC GUI overwrites it, or if it already is installed, the update does.
Screwed up my install again.
How one SHOULD install it is:
SH3 and patch
GWX 2
GWX 2.1 update
GWX 2.1 minor fix
then enable any mod you like with the exception of those mentioned in the OLCE description - no damage, no 16 km a.s.o.
If you now try to install OLCE and GUI via JSGME it repeatedly tells you it will overwrite files already altered by XYZ.
Problem is this will probably screw up some mast heights and make a hit, well, difficult - Oh well :lol:
So before anything else: Ho do i install the 2.1 minor bugfix with the included Holtenau locks ?
Thanks and greetings,
Catfish
Captain Nemo
04-29-08, 05:59 AM
I would also appreciate some help on where the folders for this bug fix have to go. I have the GWX 2.1 Minor fix's 26th April folder that contains the following folders:
data
documentation
MODS
Do I copy the GWX 2.1 Minor fix's folder and all it's contents to the MODS folder in the SH3 directory or just the fix's folder containing the data folder (presumably the documentation folder can be dispensed with) and copy the contents of the fix's MODS folder to the MODS folder in SH3 directory. It all sounds a bit confusing the way I have written it, but if someone could explain exactly what goes where that would be most appreciated.
Nemo
I don't know if this is right but I separated the Minor Bug Fix Folder, the Late War Schnorchel and Sensors folder & Locks folder and placed them in the SH3 Mods. I've only activated the bug fix at the beginning of a patrol & not with the locks mod as these 2 conflict. I also replaced the GWX Late War...Sensors mod with the one that was included in BBW's April 26th Minor Bug Fix.
Catfish
04-29-08, 06:08 AM
Hello Murr,
did exactly that, 'cause it seemed logical - but obviously wrong.
Seems no one ever installed the bugfix ? lol
Greetings,
Catfish
Schwuppes
04-29-08, 06:10 AM
yer lol
Im not installing it before there is an official bugfix for the bugfix! :lol:
danlisa
04-29-08, 06:21 AM
Copy the extracted folder called GWX_2.1_Minor_fix's_26th_April > data/MODS/Documentation into your MODS folder and enable via JSGME.
The reason there is a MODS/Documentation folder within the archive is because when you enable the fix, these areas get updated too. So after enabling the Fix's Mod, close JSGME & Reopen, you will now see a new mod listed called GWX_2.1_Location for Holtenau and Brunsbuettal locks (aswell as an updated Late War Sensors).
That's how you enable the Fix.
As for other mods overwriting certain files. This is normal if the latest file changes have been made by an additional mod (aka not default install files). This is just JSGME's way of alerting you to the fact that files will be superceeded if you enable MOD X. If you are concerned about the files being overwitten, list the mods involved & files that JSGME says will be replaced/overwitten here.
Catfish
04-29-08, 06:32 AM
Hello and thanks,
i have copied the extracted folder called GWX_2.1_Minor_fix's_26th_April into SHIII's MODS folder and enabled via JSGME, ok.
Closed JSGME and opened again, ok - new mods available.
When i try to enable the Holtenau mod JSGME says
"Locations.cfg" has already been altered by the "GWX 2.1 Minor fix's 26th April" mod.
So i click "ok" here, because it is an update - but then i cannot rollback that change (?)
Greetings,
Catfish
danlisa
04-29-08, 06:37 AM
When i try to enable the Holtenau mod JSGME says
"Locations.cfg" has already been altered by the "GWX 2.1 Minor fix's 26th April" mod.
So i click "ok" here, because it is an update - but then i cannot rollback that change (?)
Greetings,
Catfish
When you disable the Holtenau mod, JSGME returns to the Locations.cfg from the original April fix. At least it should, are you saying JSGME gives you a further error?
Catfish
04-29-08, 06:55 AM
Hello,
i just dropped the Apil thing into the mods folder.
Then enabled it with JSGME
Closed down JSGME and started it again
Still no mod enabled, but the new Holtenau one shows up
Trying to enable it it gives methe msg posted above.
I wish i were in Cornwall, was once and like it very much :D
Thanks and greetings,
Catfish
danlisa
04-29-08, 07:01 AM
Hello,
i just dropped the Apil thing into the mods folder.
Then enabled it with JSGME Correct!
Closed down JSGME and started it again
Still no mod enabled, but the new Holtenau one shows up Correct!
Trying to enable it it gives methe msg posted above. Also, correct. JSGME is just warning you that the mod will superceed files already active within your game. When/If you disable the Holtenau Mod via JSGME, the previous file set (aka April Fix files) will become active again.
I wish i were in Cornwall, was once and like it very much :D Meh, it's alright in the summer I suppose. LOL:lol:
Schwuppes
04-29-08, 07:05 AM
As for other mods overwriting certain files. This is normal if the latest file changes have been made by an additional mod (aka not default install files). This is just JSGME's way of alerting you to the fact that files will be superceeded if you enable MOD X. If you are concerned about the files being overwitten, list the mods involved & files that JSGME says will be replaced/overwitten here.
The mods I have activated are:
DoubleMastValues
OLC GUI 1.2.3 Core Files
OLC GUI 1.2.3 Dark Files
OLCE2 1.7
GWX - No medals on crew
GWX - Main Movie "Das Boot"
Rubinis LifeBoat&Debris_V2_A
Reeces Nav Map bearing tool
The warning I get from JSGME when I try to enable "GWX 2.1 minor Fix 26th april" is as follows:
"de_menu.txt" has already been altered by the "OLC GUI 1.2.3 Core Files" mod.
"Schute_M2.cfg" has already been altered by the "DoubleMastValues" mod.
Can you please tell me whats going on? :)
danlisa
04-29-08, 07:15 AM
The warning I get from JSGME when I try to enable "GWX 2.1 minor Fix 26th april" is as follows:
"de_menu.txt" has already been altered by the "OLC GUI 1.2.3 Core Files" mod.
"Schute_M2.cfg" has already been altered by the "DoubleMastValues" mod.
Can you please tell me whats going on? :)
Both files that are flagged by JSGME are part of the reason BBW released the April Fix. It basically means that the files in OLC's Gui & Double Mast Values have been superceeded by the needed amendments.
Ok,
The de_menu.txt will not affect you, unless you are playing in German. You can overwrite this if you wish.
The Schute_M2.cfg file has been changed by BBW to correct the Sinking Ship Bug. To correct this conflict do the following:
Be in port before next patrol.
RollBack Commander
Disable DoubleMastValues Mod
Delete DoubleMastValues Mod
Enable the GWX April Fix's
Re-run the DoubleMastValues.exe that came with OLC's GUI.
Enable the new DoubleMastValues Mod.
OLC's DoubleMastValues application reads the cfg's from all the ships and automatically produces the DoubleMastValues Mod in JSGME, so you need to ensure you are running the tool on the most current file set, in this case after the GWX April Fix is enabled.
Catfish
04-29-08, 07:28 AM
Hello Danlisa,
thanks for making this clear.
Germany's not better weather-wise :shifty:
:lol:
Greetings,
Catfish
onelifecrisis
04-29-08, 08:57 AM
As for other mods overwriting certain files. This is normal if the latest file changes have been made by an additional mod (aka not default install files). This is just JSGME's way of alerting you to the fact that files will be superceeded if you enable MOD X. If you are concerned about the files being overwitten, list the mods involved & files that JSGME says will be replaced/overwitten here.
The mods I have activated are:
DoubleMastValues
OLC GUI 1.2.3 Core Files
OLC GUI 1.2.3 Dark Files
OLCE2 1.7
GWX - No medals on crew
GWX - Main Movie "Das Boot"
Rubinis LifeBoat&Debris_V2_A
Reeces Nav Map bearing tool
The warning I get from JSGME when I try to enable "GWX 2.1 minor Fix 26th april" is as follows:
"de_menu.txt" has already been altered by the "OLC GUI 1.2.3 Core Files" mod.
"Schute_M2.cfg" has already been altered by the "DoubleMastValues" mod.
Can you please tell me whats going on? :)
OLC GUI v1.2.3 Users:
First, disable the OLC GUI mod (both parts).
Now open MODS\OLC GUI v1.2.3 Core Files\data\Menu\en_menu.txt (or de_menu.txt if you play with German text) and find a line which says 764=Trondheim. Immediately after that line, add a new line which says 765=Königsberg. Save your changes.
Now disable the DoubledMastValues mod and delete it.
Next, enable the GWX 2.1 fixes.
Next, run the doublemasttool.exe to recreate the DoubleMastValues modlet.
Now enable OLC GUI and the DoubleMastValues mod. JSMGE will still complain about a conflict over the same files but you can safely ignore the warnings.
OLC GUI Special users:
You do not need to do anything. You can safely enable OLC GUI Special after enabling the GWX 2.1 fixes and ignore the conflict over xx_menu.txt.
BBW, if you wouldn't mind adding a link to this post on post #1?
Thanks,
OLC
bigboywooly
04-29-08, 10:19 AM
Done OLC :up:
As for other mods overwriting certain files. This is normal if the latest file changes have been made by an additional mod (aka not default install files). This is just JSGME's way of alerting you to the fact that files will be superceeded if you enable MOD X. If you are concerned about the files being overwitten, list the mods involved & files that JSGME says will be replaced/overwitten here.
The mods I have activated are:
DoubleMastValues
OLC GUI 1.2.3 Core Files
OLC GUI 1.2.3 Dark Files
OLCE2 1.7
GWX - No medals on crew
GWX - Main Movie "Das Boot"
Rubinis LifeBoat&Debris_V2_A
Reeces Nav Map bearing tool
The warning I get from JSGME when I try to enable "GWX 2.1 minor Fix 26th april" is as follows:
"de_menu.txt" has already been altered by the "OLC GUI 1.2.3 Core Files" mod.
"Schute_M2.cfg" has already been altered by the "DoubleMastValues" mod.
Can you please tell me whats going on? :)
OLC GUI v1.2.3 Users:
First, disable the OLC GUI mod (both parts).
Now open MODS\OLC GUI v1.2.3 Core Files\data\Menu\en_menu.txt (or de_menu.txt if you play with German text) and find a line which says 764=Trondheim. Immediately after that line, add a new line which says 765=Königsberg. Save your changes.
Now disable the DoubledMastValues mod and delete it.
Next, enable the GWX 2.1 fixes.
Next, run the doublemasttool.exe to recreate the DoubleMastValues modlet.
Now enable OLC GUI and the DoubleMastValues mod. JSMGE will still complain about a conflict over the same files but you can safely ignore the warnings.
OLC GUI Special users:
You do not need to do anything. You can safely enable OLC GUI Special after enabling the GWX 2.1 fixes and ignore the conflict over xx_menu.txt.
BBW, if you wouldn't mind adding a link to this post on post #1?
Thanks,
OLC
No, Thank You:up: !!! And of course bigboywooly (http://www.subsim.com/radioroom/member.php?u=224922)
rascal101
04-30-08, 12:34 AM
Ok BBW, thanks for your earlier fix, I disable the mods you suggested and installed the replacement file then went back and played a new career. Unfortunately I still seem to have a problem, though this seems more to do with geraphics, please refer below.
When attacking a convoy at night, when flares and search lights are about, I notice two things, firstly a slow down in frame rate when looking towards ships with search-lights. This never used to happen.
More worrying, some ships hulls become invisable or flash visable then invidable really fast.
If you can imagine a Black Swan tearing down on you with the masts and decks and guns all graphically fine but the hull is invisable. The ships bow wash is washing over an invisable bow, and there are a couple of propellers spinning away up where the stern should be.
I wonder if this invisable hull routine and my late, in-game crashes are connected.
As I have said before, I would love to encounter in RL the care and professionalism that I encounter on an almost daily basis here at Sub Sim
Thanks again
Rascal
Done OLC :up:
JScones
04-30-08, 03:59 AM
...close JSGME & Reopen...
FYI this is not necessary. Just enable the hotfix and press F5, which will refresh the available mods list.
FWIW players would have much less hassles, and subsequent conflicts, if they realised that the hotfix patches the core game (ie GWX 2.1) files. In other words, logic would suggest that players disable ALL mods, THEN enable the hotfix FIRST (if not even apply it DIRECTLY to their game sans JSGME) and THEN enable any additional mods. Enabling a hotfix that corrects core game files over 10 odd subsequently enabled mods seems quite...stupid...to me. :88) :doh:
I think some of the confusion was caused by the fact that there were several mods included in this fix. Being confused by it isn't being stupid. Not all of us, myself included, are experts at this stuff. I'm not trying to take a swipe at BBW either. I'm grateful that he spotted these mistakes & did something about them. Yesterday I did a complete reinstall of SH III & GWX after reading this thread and learning that I'd *******ed things up :eek: by manually replacing the Late War Sensors folder that was installed by GWX with the one that came in the Bug Fix. After reading more of the thread I now know how this hotfix should be installed.
rascal101
04-30-08, 11:32 PM
Still got a prblem,
Thanks for your earlier fix, I disabled the mods you suggested and installed the replacement file then went back and played a new career.
Unfortunately I still seem to have a problem, though seems more to do with geraphics.
When attacking a convoy at night, when flares and search lights are about, I notice two things, firstly a slow down in frame rate when looking towards ships with search-lights. This never used to happen.
More worrying, some ships hulls become invisable or flash visable then invidable really fast.
If you can imagine a Black Swan tearing down on you with the masts and decks and guns all graphically fine but the hull is invisable. The ships bow wash is washing over an invisable bow, and there are a couple of propellers spinning away up where the stern should be.
I wonder if this invisable hull routine and my late, in-game crashes are connected.
Any ideas re strobing/flashing hulls? Have updated drivers still got a problem
Thanks again
Rascal
Done OLC :up:
bigboywooly
05-01-08, 08:50 AM
What card and drivers are you using Rascal ?
rascal101
05-01-08, 10:38 PM
Thanks BBW sorry to be a bit insistant, I have a
Radeon X 1950 Pro with the very latest drivers donwloaded yesterday
What card and drivers are you using Rascal ?
bigboywooly
05-02-08, 08:08 AM
Thanks BBW sorry to be a bit insistant, I have a
Radeon X 1950 Pro with the very latest drivers donwloaded yesterday
What card and drivers are you using Rascal ?
No worries
Have posted this over at the Lair
Perhaps Dowly or Dan will have an idea as I am graphically challenged
lol
danlisa
05-09-08, 08:43 AM
Sorry, missed the post, both here and on the lair.:oops:
@ rascal101, I assume you are using the official ATI Catalyst Centre, is so, make sure the Catalyst A.I. is set at Standard, if you set it to Advanced it will display as you describe.
This is a problem at ATI's end and this issue is happening with lots of games around SH3's age.
Hope it helps.
Contact
06-11-08, 12:38 PM
Isn't the Pillau terrain fix also included in this fix ?
Nevermind already, found it separatelly in MODs list :)
Contact
06-11-08, 03:36 PM
AOTD_Max ships plus the Schleuse mod.
what is it ? Do I need this mod ? :hmm:
Jimbuna
06-11-08, 04:16 PM
That is some nice German ships from AOTD_Max and the fix for the two canals (Holtenau and Brunsbuttel-excuse any spelling mistakes) plus IABL's AA ships scripted and placed in harbours.
Contact
06-12-08, 12:34 AM
That is some nice German ships from AOTD_Max and the fix for the two canals (Holtenau and Brunsbuttel-excuse any spelling mistakes) plus IABL's AA ships scripted and placed in harbours.
Thanks Jim. The more mods I'm using the more confusing it gets to sort which mod should be enabled first to avoid any possible conflicts.. But as far as I understood the GWX2.1 minor fix 26th April should be enabled first and then the rest of them, correct ? :hmm:
Jimbuna
06-12-08, 05:17 AM
That is some nice German ships from AOTD_Max and the fix for the two canals (Holtenau and Brunsbuttel-excuse any spelling mistakes) plus IABL's AA ships scripted and placed in harbours.
Thanks Jim. The more mods I'm using the more confusing it gets to sort which mod should be enabled first to avoid any possible conflicts.. But as far as I understood the GWX2.1 minor fix 26th April should be enabled first and then the rest of them, correct ? :hmm:
The AOTD fix is all I use and is also an alternative to the 26th April minor fix.
To be doubly safe, engage the AOTD last because that will simply overwtite the 26th April.
The joy of JSGME is that you can swiftly change the error if there is a conflict.
roadhogg
07-10-08, 07:33 AM
Knowing how busy big boy and the team have been, and obviously still are, i was so hoping i could leave them alone for a while. . . BUT..:D
I got the AOTD fix and stuck it in the JSGME mods folder, and enabled it.
Trouble is that in the AOTD folder there is the data folder, a MODS folder and a Campaign Changes folder, the latter of which looks like it edits the Campaign.RND and LND.
It looks from the file compare that the data folder and MODS folder have updated (are the Late War Sensor and Lite Harbor Traffic folders updates of the originals in 2.1, or just duplicates. . . same folder sizes ?), but the Campaign Changes folder doesn't appear to have edited the new campaign files included.
To check it i went into the SH3 campaign.RND after enabling, and using the "Find" command in Wordpad i picked on " Class=LUSBremen". . . nada :cry:
Tried a few others too with no joy.
JSGME dumps the Campaign Changes folder into the main SH3 directory, and if i put the Campaign Changes folder inside the data folder it still doesn't edit the campaign.RND,LND.
So after all that, my question is, where do i put the CC folder to get it to update through JSGME?
I thought the second layer in any mod had to be named "data" in JSGME, ie: folder structure = mod name, data.
The above is for the AA ships mainly. . . i think :)
I'm also finding that although the readme states that madmax's units replace the stock german shipping files, i now have additionals ie: PPL and LUSBremen. Same with the other files.
Apologies to the GWX team for asking what must seem like obvious questions yet again, but the readme says that the new units are scripted into the campaign files.
This seems not to be the case so i'm doing something wrong :cry:
Just wish i could suss what it was.
bert8for3
07-10-08, 07:50 AM
Have a look at what BBW said here when I was asking about some jsgme conflicts: http://www.subsim.com/radioroom/showpost.php?p=895194&postcount=12 . I'm not sure if it addresses your specific problem, but it may be of help.
roadhogg
07-10-08, 09:14 AM
Hi bert,
i'd already added the community units so i'll disable it and re-enable things in the right order, ie: AOTD first then community units, but i don't think that's the problem cos the German roster file PPL isn't in community, or AOTD, which means it was added via GWX 2.0 or 2.1 update.
Therefore if i had the campaign changes folder in the right place to update the campaign.RND and LND, JSGME would still be able to find the Class=PPL (German) entry in the RND and change it to Class=LUSBremen.
What you linked me to may well sort out other issues i'm as yet unaware of though, so thank you m8 :up:
It's also put me wise as to the lifeboats mod, cos i was thinking of adding that, so i now know what order to add it in :)
bigboywooly
07-10-08, 09:34 AM
The campaign changes folder is for reference only
If you open up and look inside will give you text files for which unit was switched with which and the entries changed
For those that like to know what has changed more than anything
The campaign files are enabled by default when enabling the complete mod and require no additional work by yourself
AOTD-AA-Ship-Schleuse-Bugfix\data\Campaigns\Campaign contains the UPDATED files that will be added ingame when the whole mod is enabled
Those files contain the references to the AOTD ships
Yes there is a mods folder containing the GWX lite harbour traffic
This will overwrite the current lite harbour traffic already in the mods folder
I know sometimes looks confusing to have a mods folder within a mod but trust me is in the right file structure
roadhogg
07-10-08, 02:53 PM
Oh thanks BBW, that solves that one :).
I thought the entry changes in the text were supposed to show up in JSGME file compare.
Silly me :(
OneTinSoldier
07-10-08, 04:57 PM
Hi all,
I believe there may be one little caveat to consider if installing the AOTD-AA-Ship-Schleuse-Bugix.7z (http://files.filefront.com/AOTD+AA+Ship+Schleuse+Bugix7z/;10090080;/fileinfo.html)
It contains new Campaign files, all three of them(as has been stated in this thread already). The 'GWX - Merged Campaign' also contains three Campaign files, and it's available for activation in the MODS folder. The AOTD-AA-Ship-Schleuse-Bugfix does not contain a newer 'GWX - Merged Campaign' folder. So, if you were to activate/enable the Merged Campaign you would no longer have the AOTD/AA ships scripted in nor the Land fixes.
I'm thinking that I should never enable the Merged Campaign and instead, just enable and use the Black Sea and Indian Ocean Campaigns if I get deployed to those theatre of war areas.
Am I correct?
Cheers all
hey there guys im having the problem wirth radio messages telling my port has changed over and over but cant seem to get to the link for the bug fix anyone else hosting it.
hey there guys im having the problem wirth radio messages telling my port has changed over and over but cant seem to get to the link for the bug fix anyone else hosting it.
Here one http://www.mediafire.com/download.php?ggmmhj2eenj
Capt.Crackerjack
07-17-08, 01:58 PM
GWX 2.1 Minor fix's 26th April
Schleuse_Brunsbuettel_Holtenau_MOD_V.1.0
GWX_2.1_Location for Holtenau and Brunsbuettal locks
Extra units AOTD MAX+Iambecomes AA 2.1 ready
Ok lets start with a simple one
Remove and delete the 4 mods above and D\L this and enable this through JSGME
http://files.filefront.com/AOTD+AA+Ship+Schleuse+Bugix7z/;10090080;/fileinfo.html
Contains all the above with no messing around with Locations and stuff
The Pillau Terrain fix ISNT a JSGME mod so remove that too
Doubt thats causing your problems but not needed in there
The terrain fix has a repacker in that needs running as per the release thread
Any particular area you CTD ?
Any error message ?
Let me know what happens
Please Help! I've been away for awhile and now I am trying to update to GWX 2.1 with extra mods. However, I cannot d/l the above AOTD+AA+Ship+Schleuse+Bugix7z, or any mods from BBW's page, all I get is a Filefront general home page. I am able to get others Filefront mods such as Jimbuna with no problem. Someone, please help! Thanks much!
badwolf
07-17-08, 02:36 PM
The mediafire.com link above works. Have just tested it.
Capt.Crackerjack
07-17-08, 02:59 PM
The mediafire.com link above works. Have just tested it.
Well, that mediafire.com link works, but that is for the GWX_2.1_Minor_fix's_26th_April.7z mod.
Thanks anyway, but I want the overall inclusive http://files.filefront.com/AOTD+AA+S.../fileinfo.html (http://files.filefront.com/AOTD+AA+Ship+Schleuse+Bugix7z/;10090080;/fileinfo.html) mod as noted in the BBW posts.
Someone please help provide a link!
badwolf
07-17-08, 03:09 PM
Apologies Capt.Crackerjack should have read your post closer.
Have tried other FileFront downloads and they all work bar BBW's.
Am searching for you.
Try here
http://hosted.filefront.com/Maik01/2219544
Link from German Ubi
Capt.Crackerjack
07-17-08, 04:17 PM
Try here
http://hosted.filefront.com/Maik01/2219544
Link from German Ubi
The German works, got the file now! Thanks, Reise and Badwolf!
I take it that this (AOTD-AA-Ship-Schleuse-Bugix.7z) is an all-in-one fix up mod? Does it have any known conflict issues?
Conflict with what ?
I use it and Community units ok
Also use some sub and damage tga's and lifeboats v3 with no problems
Jimbuna
07-18-08, 03:48 AM
Try here
http://hosted.filefront.com/Maik01/2219544
Link from German Ubi
The German works, got the file now! Thanks, Reise and Badwolf!
I take it that this (AOTD-AA-Ship-Schleuse-Bugix.7z) is an all-in-one fix up mod? Does it have any known conflict issues?
No known conflicts......and it should work fine with the Community Ships mod.
Capt.Crackerjack
07-18-08, 07:13 AM
Ok, thanks a lot Jimbuna and Reise!
By the way, can someone let BBW know that his Filefront d/l page seems blocked?
Thanks again!
TheDarkWraith
07-26-08, 11:23 PM
This isn't really a big deal but as I was testing some new software I've been writing for displaying 3D models used in the game and I came across this:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/TIIA_prop_problem_resized.jpg
Notice how the props aren't placed correctly? I was using GWX 2.1 files at the time. Not trying to single them out but I was using their files at the time. I'll have to check stock and patched versions for this.
The program is my first dive into writing my own 3D modelling software via DirectX 9 and Visual Studio 2008. It gave me an excuse to learn another computer language, C#. It's coming along :|\\
Kpt. Lehmann
07-27-08, 12:26 AM
This isn't really a big deal but as I was testing some new software I've been writing for displaying 3D models used in the game and I came across this:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/TIIA_prop_problem_resized.jpg
Notice how the props aren't placed correctly? I was using GWX 2.1 files at the time. Not trying to single them out but I was using their files at the time. I'll have to check stock and patched versions for this.
The program is my first dive into writing my own 3D modelling software via DirectX 9 and Visual Studio 2008. It gave me an excuse to learn another computer language, C#. It's coming along :|\\
That is a stock SH3 issue. It is not related to GWX itself.
It is not a problem of GWX, stock or any other mod - the type II A is o.k. In game it looks like this:
http://static3.filefront.com/images/personal/r/rowi02/125431/nyceldnjoz.jpg
May be it is a problem of the software you are using. Check it with skwasjer's "S3D v. 0.9" - you'll see this complete modell:
http://static3.filefront.com/images/personal/r/rowi02/125431/hfaahqvfsd.jpg
Greets
rowi58
Kpt. Lehmann
07-27-08, 09:13 PM
Thanks for the clarification, Rowi.
I'm using the small GWX 2.1 bugfix & I'd like to know if there's a problem between it and the GWX France to Med mod? I enabled the Bugfix (using JSGME) & then the France to Med mod. When I did this JSGME "told" me that the Flotilla.cfg file had been altered by the Bugfix mod and that enabling the France...Med mod "may" cause problems. I then disabled the France...Med mod. If I'm going to play with the France to Med mod (I'd like to try the Gibraltar dash to see if I can make it in one piece :o :D ) should I leave the Bugfix mod disabled? Kind of a convoluted question but I'd appreciate some help.
Thanks...
P.S. I know that you must disable the "Use Historical U-Boat Availabilty" option if using SH3 Cmdr; which I am (the latest & last version).
I have a question regarding the AOTD-AA-Ship-Schleuse-Bugfix. I installed (without installing the April bugfix - is that ok?).
In JSGME I disabled GWX - Late War Sensors Snorkel Antennas, enabled AOTD-AA-Ship-Schleuse-Bugfix and afterwards enabled the Late war sensor again.
The problem is that the snorkel antena is not visible on the XXI, while on the VIIC/42 it is. This is tested in a single mission, not in career.
Have I made an error while instaling the bugfix?
Jimbuna
08-21-08, 07:37 AM
I have a question regarding the AOTD-AA-Ship-Schleuse-Bugfix. I installed (without installing the April bugfix - is that ok?).
In JSGME I disabled GWX - Late War Sensors Snorkel Antennas, enabled AOTD-AA-Ship-Schleuse-Bugfix and afterwards enabled the Late war sensor again.
The problem is that the snorkel antena is not visible on the XXI, while on the VIIC/42 it is. This is tested in a single mission, not in career.
Have I made an error while instaling the bugfix?
The AOTD-AA-Ship-Schleuse-Bugfix includes the April bugfix but also adds a few extra ships.
You have not made an error.
The AOTD mod should be the last one you enable (IIRC).
Thanks for the promt answer, jimbuna.
The AOTD mod should be the last one you enable (IIRC). Are you sure about this? Because then I get the "radar destroyed" message. Besides, my logic tells me that the Late war sensors should be enabled after the AOTD, because it modifies Late war sensors folder, and the changes will not be applied unless you re-enable Late war sensors mod :hmm:.
And I still don't have the RWR antena on the XXI snorkel. It's not just a graphical issue, I tested it in a mission and it's not operational.
Jimbuna
08-21-08, 10:54 AM
Thanks for the promt answer, jimbuna.
The AOTD mod should be the last one you enable (IIRC). Are you sure about this? Because then I get the "radar destroyed" message. Besides, my logic tells me that the Late war sensors should be enabled after the AOTD, because it modifies Late war sensors folder, and the changes will not be applied unless you re-enable Late war sensors mod :hmm:.
And I still don't have the RWR antena on the XXI snorkel. It's not just a graphical issue, I tested it in a mission and it's not operational.
I do apologise I was not prescrptive enough :damn:
I consider AOTD as a generic/mother mod, the other mods (Late War Sensors in particular) are time stamped and should be enabled in the correct/fitting time period :up:
StarLion45
08-21-08, 04:23 PM
:D Hi everyone
I have those mods enabled , is it neceserry to enable the mod :
"AOTD-AA-Ship-Schleuse_Bugfix" when I have have this mods enabled:hmm: :
GWX 2.1 Minorfix's 26th April
Community Unit Final
Visible U-Marker
BB Warspite
GWX-Captain America's Officer Icons
CapZapEmblemsPack-Final
Elite U-boat Uniform-Dirty Brown
Improved Wave Textures
16k Green Atlantic
Lifeboat&Debris_v3B
Rowers_For_Lifeboat&Debris_v3B
ENV_Water_Stream_and_exhaust_smoke
Jimbuna
08-21-08, 04:42 PM
:D Hi everyone
I have those mods enabled , is it neceserry to enable the mod :
"AOTD-AA-Ship-Schleuse_Bugfix" when I have have this mods enabled:hmm: :
GWX 2.1 Minorfix's 26th April
Community Unit Final
Visible U-Marker
BB Warspite
GWX-Captain America's Officer Icons
CapZapEmblemsPack-Final
Elite U-boat Uniform-Dirty Brown
Improved Wave Textures
16k Green Atlantic
Lifeboat&Debris_v3B
Rowers_For_Lifeboat&Debris_v3B
ENV_Water_Stream_and_exhaust_smoke
No need for the top one.
StarLion45
08-21-08, 06:47 PM
:o What does that mean , what "top one":o
Contact
08-22-08, 06:32 AM
:o What does that mean , what "top one":o
It means you should not install GWX bugfix if u plan to use AOTD mod.
GWX 2.1 Minorfix's 26th April bugfix is already included into AOTD-AA-Ship-Shcleuse-bugfix.
Jimbuna
08-22-08, 08:55 AM
:o What does that mean , what "top one":o
The top one in your list '26th April'
Cheers Contact :up:
I have a question regarding the AOTD-AA-Ship-Schleuse-Bugfix. I installed (without installing the April bugfix - is that ok?).
In JSGME I disabled GWX - Late War Sensors Snorkel Antennas, enabled AOTD-AA-Ship-Schleuse-Bugfix and afterwards enabled the Late war sensor again.
The problem is that the snorkel antena is not visible on the XXI, while on the VIIC/42 it is. This is tested in a single mission, not in career.
Have I made an error while instaling the bugfix?
Can anybody else reproduce this problem? It seems a bug introduced by the AOTD-AA-Ship-Schleuse-Bugfix. After installing that patch, when you use a Type XXI U-boat in late 1944 or 1945 (for example in the "XXI" single player mission) it has no Radar Warning Receiver antenna atop the snorkel, and the RWR functionality is lost when only the snorkel is above the water !! Please check it !! Is it possible to fix this bug?
Thank you very much for your help !!
Txema
P.S. The problem only happens with the Type XXI U-boat. The RWR atop the Snorkel works properly with the Type VII and Type IX U-boats.
I have been testing the problem further and I have realized that the RWR antenna atop the snorkel is actually working as intended... sorry for the confusion !!!
The problem was that the "XXI" single player mission happens on November 1944, and the RWR antenna atop the snorkel appears in October 1944 for the type VII and IX U-boats, but a bit later (in January 1945) for the Type XXI U-boat. Therefore GWX was working as intended: in that mission the Type VII and Type IX U-boats have the RWR antenna atop the snorkel but the Type XXI doesn't it !!!
The only strange thing is that if the mod: "GWX - Late war sensors and snorkel antennas" is not installed and you start a mission with the Type XXI U-boat with date older than October 1944, then you receive the message "radar antenna destroyed", "radar destroyed" at the start of the mission. This problem is fixed if the "GWX - Late war sensors and snorkel antennas" is installed...
Txema
Jimbuna
09-01-08, 02:44 PM
I have been testing the problem further and I have realized that the RWR antenna atop the snorkel is actually working as intended... sorry for the confusion !!!
The problem was that the "XXI" single player mission happens on November 1944, and the RWR antenna atop the snorkel appears in October 1944 for the type VII and IX U-boats, but a bit later (in January 1945) for the Type XXI U-boat. Therefore GWX was working as intended: in that mission the Type VII and Type IX U-boats have the RWR antenna atop the snorkel but the Type XXI doesn't it !!!
The only strange thing is that if the mod: "GWX - Late war sensors and snorkel antennas" is not installed and you start a mission with the Type XXI U-boat with date older than October 1944, then you receive the message "radar antenna destroyed", "radar destroyed" at the start of the mission. This problem is fixed if the "GWX - Late war sensors and snorkel antennas" is installed...
Txema
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