View Full Version : Problems with GWX 3.0 Gold - post here to list known and unknown problems
Paul Riley
05-22-09, 09:06 AM
I was thinking I could start a third thread now,so that makes three threads for three different discussions about GWX 3.0 Gold,initial impressions about the game,questions about modding it,and this the third one,which is for problems experienced so far with the game.
I hope its ok to do this,I dont want folk thinking I am starting yet another thread about the same stuff,my intention is to try and form three different discussions about the expansion :yep:
Right,lets begin.I seem to have encountered my first couple of problems,and let me tell you,they are minor,but I just want to know what is happening.
1- After enabling Thomsen's sound pack I noticed all the text in the game (NOT in the main menu screen) has changed to German.I can read a bit of German but not too much.I have all German voices but just want to have English text back.Still,I COULD get used to it if there is no workaround.
2- After doing a bit of skill honing in the torpedo training,I locked the UZO onto a ship about 4000m away,yet it became unlocked again.I wanted to test this further,and closed the gap to around 3000m and it unlocked again.I dont think it did this in stock,only at extreme range would it unlock.
Still loving it! :up:
Thanks for any help here.
sharkbit
05-22-09, 09:14 AM
#1: Did you add the 2 additions on top of the mod that he came out with? I'm not sure if they fix that though.
I had the same problem, and I noticed that it went away after enabling another mod, but I can't remember if it was the additions or another mod. Sorry. :oops:
I do recall someone posting a workaround. I think it may have been in the link about the mod. You might try searching through that link or other links about the mod.
I'm curious to see any other responses on this issue. i may re-enable his sound pack at some point in the future.
#2:I think the unlocking at longer ranges is normal until you get closer. I've never really experimented, but it just seems that around 1000-2000 meters, it stays locked.
:)
Paul Riley
05-22-09, 09:18 AM
I forgot this one too.
After installing Thomsen's Sound Pack (TSP) it written over a few sounds I liked,such as when the torpedo is fired.I actually prefer the sounds that come with the main GWX Gold pack.Therefore is it possible to remove the desired file/s from TSP beforehand,then unpack it into JSGME,and enable from there?Hoping it will keep intact any sounds I dont want overwritten.
Mentioning TSP,I really like the removal of "jawohl herr kaleun" every time you order something.A really nice touch that.
Thanks :up:
Paul Riley
05-22-09, 09:24 AM
#1: Did you add the 2 additions on top of the mod that he came out with? I'm not sure if they fix that though.
I had the same problem, and I noticed that it went away after enabling another mod, but I can't remember if it was the additions or another mod. Sorry. :oops:
I do recall someone posting a workaround. I think it may have been in the link about the mod. You might try searching through that link or other links about the mod.
I'm curious to see any other responses on this issue. i may re-enable his sound pack at some point in the future.
#2:I think the unlocking at longer ranges is normal until you get closer. I've never really experimented, but it just seems that around 1000-2000 meters, it stays locked.
:)
All I did sharkbit was unpack TSP straight into JSGME.The game displayed English text before this,so I reckon that narrows it down instantly.Depends now on whether I want to have all German text or English.
Paul Riley
05-22-09, 09:45 AM
I just disabled TSP and the text reverted back to English.
Actually I think i'm gonna stick with TSP,the diesels start command (CTRL+S) and other improvements is too much to disregard,even though GWX stock sound files are still great!
sharkbit
05-22-09, 10:42 AM
There's versions 3.1 and 3.2 that are added on top of Thomsen's Sound Mod.
I believe it fixes some bugs.
:)
melnibonian
05-22-09, 11:37 AM
Please don't get me wrong but I think the title of your thread is not accurate. The problems you're talking about have nothing to do with GWX (especially the sond one), as the mod that you're enabling is not an official GWX mod.
I think the idea of the thread is good, as there are a lot of unofficial mods that work well with GWX, so I think it would be nice for all of us to know if there are any problems. Nevertheless it is important to note that these problems are not created by GWX itself.
nikbear
05-22-09, 11:45 AM
TSP 3.1&3.2 fixes some issue's with looping creaks and groans I think,they could get stuck in a loop even when surfaced and it can do your head in:damn:
I must admit I was a bit thrown by the German text conversion on the control's,But I'm so used to it I can't imagine it any other way now.
There is nothing to stop you customizing your TSP install:03:I prefered some sounds from Reece's sound mod,so I just deleted the ones out of the TSP,and inserted the ones I liked from Reece's,Then just enabled as normal,worked a treat:yeah:
Paul Riley
05-22-09, 11:46 AM
sharkbit,
Can you point me to the 3.2 version?I want to keep TSP now.
Thanks.
melnibonian,
I agree with what you said.
That was my intention,to create a thread for us to be aware of any known or unknown conflicts ect.
I see now,that mods not designed exclusively for GWX may encounter problems,I didnt consider this,thanks for warning me.I will say though that the mod I use to black out the scope perimeter works fine,and that is not GWX supported I dont think.
Thanks.
Paul Riley
05-22-09, 11:48 AM
Thanks for that pointer nik :up::03:
Paul Riley
05-22-09, 11:55 AM
I now want to include two more recent observations I made about 30mins ago.I am not saying they are problems,just unique observations.
1- Torpedo damage seems somewhat reduced this time,in some cases by a large margin.Earlier in training I hit the large cargo ship with 2 impact torps set near the surface,then 1 mag under the keel,yet it still remained afloat,and needed a 4th to sink it proper.What exactly does this represent regarding real life conditions? :hmmm:
2- Underwater conditions are VERY dark now (more noticable through the scopes),even just under the surface its practically black.Is this a problem or was it intended?,to give a greater feeling of suspense and isolation.Dont get me wrong,its a great effect,I am just curious :yep:
sharkbit
05-22-09, 11:59 AM
sharkbit,
Can you point me to the 3.2 version?I want to keep TSM now.
Thanks.
http://www.bts-mods.com/?page=sh3user=philipthomsen
Down near the bottom of the page. You need need to install 3.1 and 3.2 on top of v3.0. The read me mentions it as well as Thomsen's thread in the Mods section.
There is nothing to stop you customizing your TSP install:03:I prefered some sounds from Reece's sound mod,so I just deleted the ones out of the TSP,and inserted the ones I liked from Reece's,Then just enabled as normal,worked a treat:yeah:
Hmmmm.....I might have to play around with that. :hmmm:
I've been afraid to do that.
:)
sharkbit
05-22-09, 12:05 PM
I now want to include two more recent observations I made about 30mins ago.I am not saying they are problems,just unique observations.
1- Torpedo damage seems somewhat reduced this time,in some cases by a large margin.Earlier in training I hit the large cargo ship with 2 impact torps set near the surface,then 1 mag under the keel,yet it still remained afloat,and needed a 4th to sink it proper.What exactly does this represent regarding real life conditions? :hmmm:
2- Underwater conditions are VERY dark now (more noticable through the scopes),even just under the surface its practically black.Is this a problem or was it intended?,to give a greater feeling of suspense and isolation.Dont get me wrong,its a great effect,I am just curious :yep:
#1-Yep-no more single shot sinkings every ****ing time against large ships, like in the stock game. Lots of threads about that but I think it very realistic.
#2-I do recall seeing something from one of the GWX team that the dark water is intended.
melnibonian
05-22-09, 12:08 PM
melnibonian,
I agree with what you said.
That was my intention,to create a thread for us to know of possible conflicts ect.
I see now,that mods not designed exclusively for GWX may encounter problems,I didnt consider this,thanks for warning me.I will say though that the mod I use to black out the scope perimeter works fine,and that is not GWX supported I dont think.
Thanks.
As a rule of thumb you can use any mod that doesn't alter files that touch the game engine. Therefore mods that affect graphics (like skins) or sounds (like Thomsen's) should be OK with GWX. If you start messing with files that affect the game engine then you're tempting fate and there is a possibility to encounter problems.
By saying this I don't say that you shouldn't use these mods. I'm just saying that you have to be prepared to face potential problems. So far though I've used a few non-approved GWX mods without any real problems.
Paul Riley
05-22-09, 12:14 PM
#1-Yep-no more single shot sinkings every ****ing time against large ships, like in the stock game. Lots of threads about that but I think it very realistic.
#2-I do recall seeing something from one of the GWX team that the dark water is intended.
#1 forces us to be more selective and economical with our torpedoes eh,crafty,but I like it :DL
#2 The more I think of it,what practical use is there for being able to see well underwater?other than to see ships pass over you at about 25m,which is a nice thing to have,but not essential.In real life,and I have never been in or over an ocean I imagine it to get very dark very quick :timeout:
Oh and thanks for the TSP updates!
Paul Riley
05-22-09, 12:18 PM
As a rule of thumb you can use any mod that doesn't alter files that touch the game engine. Therefore mods that affect graphics (like skins) or sounds (like Thomsen's) should be OK with GWX. If you start messing with files that affect the game engine then you're tempting fate and there is a possibility to encounter problems.
By saying this I don't say that you shouldn't use these mods. I'm just saying that you have to be prepared to face potential problems. So far though I've used a few non-approved GWX mods without any real problems.
You mean stay away from files that alter things like,settings,sensors,AI,etc etc?,the things that make the game actually work?.Dont worry,I have no intentions of doing that,I am perfectly happy with what the GWX team have done,and I would be terrified of corrupting the game in the first place :o
Thanks.
Paul Riley
05-22-09, 12:38 PM
http://www.bts-mods.com/?page=sh3user=philipthomsen
Down near the bottom of the page. You need need to install 3.1 and 3.2 on top of v3.0. The read me mentions it as well as Thomsen's thread in the Mods section.
sharkbit,
I just tried the 3.1 link,and the download stopped seconds later,the download is corrupt sadly.I tried it twice,no luck :nope:
sharkbit
05-22-09, 12:49 PM
Try his FileFront. That is where I got it from.
http://hosted.filefront.com/PhilippThomsen/2200619
Maybe you'll have better luck with it.
:)
ReallyDedPoet
05-22-09, 01:06 PM
melnibonian,
I agree with what you said.
That was my intention,to create a thread for us to be aware of any known or unknown conflicts ect.
I see now,that mods not designed exclusively for GWX may encounter problems,I didnt consider this,thanks for warning me.I will say though that the mod I use to black out the scope perimeter works fine,and that is not GWX supported I dont think.
Thanks.
I agree with melnibonian, why don't you come up with a more accurate title, post it here and I will edit the Thread Title.
Sound like a plan.
Jimbuna
05-22-09, 02:29 PM
I agree with melnibonian, why don't you come up with a more accurate title, post it here and I will edit the Thread Title.
Sound like a plan.
Thanks Kevin
Paul....there is a GWX thread already created for the purpose of discussing issues encountered by users of the GWX mod.
I know full well your intentions are above board but threads similar to this have created much angst in the past on SS.
In the absence of Kpt. Lehmann allow me to reiterate that the Grey Wolves do not encourage nor endorse the use of third party mods being added to GWX.
It is well known that some will work and others will break the parent mod.
Anyone using GWX will be given all the technical support available by the team both here and on our website.
However, it is regrettable to say that we are unable to offer any support toward problems encountered whilst using third party mods....users must use them at their own risk.
Mines a beer :up:
Paul Riley
05-22-09, 02:36 PM
Sorry about all this :cry:
Its just because I am new to the GWX scene and have obviously missed important news and announcements about such things.There is a mountain of info and finding the info for you can be a challenge at times.
I am removing the scope mod I have,I dont want to screw my installation.From now on,its just GWX endorsed mods.
:nope:
Paul Riley
05-22-09, 02:39 PM
Reallydedpoet,
Why dont you come up with an idea for the title,as you know roughly what I am after here.But as there is other threads about this then it may even be better to remove it :oops:
Paul Riley
05-22-09, 02:42 PM
You know what I am trying to do dont you,and its foolish.I am trying to run before I can walk,trying to take as much in as possible in the shortest amount of time (with GWX)
Experience can only come with patience and dilligence,not reckless haste.
Hope that sums me up a bit better ;)
Paul Riley
05-22-09, 02:55 PM
Yep,lets remove this thread,I will go to the official GWX support pages from now on.
Jimbuna
05-22-09, 03:13 PM
Hey Paul, your fine ....really.
I've posted a picture of 30 or so mods I'm currently using in a testing installation over on one of your other threads.
On a much lighter note....Woah!! Connect Four :yeah:
http://imgcash4.imageshack.us/img144/3336/tonguecm5.gif
ReallyDedPoet
05-22-09, 03:36 PM
Don't worry about it Paul, I know you had know ill intentions
regarding the thread title :yep:
Also, nothing wrong about being excited about playing this great game :DL
Anyway, I'll close this one as per your request.
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