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Task Force
03-03-10, 09:54 PM
Hmm, im getting CDTs, The game works fine without the mod, but when I put it on, It crashes to desktop. Just your normal CDT, no code, or anything.

starting in Kiel...

Lord_Kitchener
03-03-10, 10:18 PM
I get CTD when I turn on the engines:DL

CaptainNemo12
03-03-10, 11:56 PM
Mod works fine in Academy training mission, getting about 30fps looking towards CR, 60fps looking towards the stern.

Windows XP SP3
Pentium Dual-Core @2.5Ghz
2Gb RAM
Nvidia 8400GS @512Mb

Haven't tested the mod in career yet, looks AMAZING!:D

Reece
03-04-10, 12:22 AM
Yes it does, now try campaign or single mission!:oops:

Captain Nemo
03-04-10, 01:42 AM
Yes it does, now try campaign or single mission!:oops:

I agree with Reece it's a great mod, but to test the mod is working in full career mode you need to start a career in 1942 in the 1st Flotilla starting out in Brest, if that works try the 7/13th Flotilla in 1942 starting out in St Nazaire. Both these start points require your u-boat to start from inside a sub pen which for my system is too much and I get CTD's. Wilhelmshaven and Kiel pose no problem so at first you might think the mod is working OK.

Nemo

Damo
03-04-10, 02:33 AM
Well I'm getting CTD with any campaign, even out of Kiel. As I said before though, my crashes are due to ntdll.dll and not kernel.dll, which was the cause of all my previous crashes with a heavy mod load. I've never had a ntdll.dll crash before, ONLY with this mod, so does anybody know what ntdll.dll does? I think it's a noteworthy phenomenon that I only get this type of crash with this mod and it may lead to a solution.

Maybe DD and FM can comment on that. I also think that people should be listing what their CTD error box points to as the culprit, maybe we'll see a pattern that will help the authors rectify the crashes.

JCWolf
03-04-10, 03:09 AM
Well I'm getting CTD with any campaign, even out of Kiel. As I said before though, my crashes are due to ntdll.dll and not kernel.dll, which was the cause of all my previous crashes with a heavy mod load. I've never had a ntdll.dll crash before, ONLY with this mod, so does anybody know what ntdll.dll does? I think it's a noteworthy phenomenon that I only get this type of crash with this mod and it may lead to a solution.

Maybe DD and FM can comment on that. I also think that people should be listing what their CTD error box points to as the culprit, maybe we'll see a pattern that will help the authors rectify the crashes.


Hey read this,

http://support.microsoft.com/search/default.aspx?mode=a&qid=846296&query=ntdll.dll+errors+xp&spid=1173&catalog=LCID%3D1033&1033comm=1&res=20

http://social.answers.microsoft.com/Forums/en-US/xprepair/thread/ab55febc-97ac-452d-97a2-88db708bafaa/

http://support.microsoft.com/kb/261317

http://errornerd.com/msn/?t202id=657&t202kw=ntdll%20dll

http://pcsupport.about.com/od/fixtheproblem/a/ntdlldll.htm

Damo
03-04-10, 03:16 AM
Quite a library... :D

Delving in now, sure beats filling out a tax return...

:nope:

Aces
03-04-10, 03:59 AM
Hi Chaps,

I followed Anvart's instructions (thanks Anvart) and no CTDs. I had the same result previously with the /3GB patch. I backed up my un-patched sh3.exe again and renamed my /3GB patchedf version and ran the batch file Anvart provided to patch my .exe. I left the boot.ini line as per the /3GB patch instructions and everything is working fine and I have a VERY large number of mods enabled including DD's OH, FM's interior, Luca's Conning tower hatch, Animated sub pens etc. I started a new career from St. Nazaire in 1942 from the new pens and that always CTD before applying the patch. Watch out for the sh3.sdl files being overwritten from Lifeboats and Debris, FM's Interior and the Animated sub-pens, I have a combined .sdl which works if anyone requires it I can upload it somewhere.

Hope this is of interest.

Best Regards

Aces

JCWolf
03-04-10, 04:13 AM
Quite a library... :D

Delving in now, sure beats filling out a tax return...

:nope:


:haha:

Nuss
03-04-10, 04:21 AM
@Aces

Could you please upload your above file on this thread?

Thank you very much
Nuss

Aces
03-04-10, 04:25 AM
Yes, with pleasure, I'm at work but will do it when I get home this evening. It is sh3.sdl combining the entries from these three mods.

Lifeboats and Debris (V4 I think)
Animated Sub Pens (by HanSolo)
FM's New Interior.

Best Regards

Aces

Edit my current mod list minus a few new ones I installed last night :)

Combat Radio Frequency
Torpedo damage Final ver2.0
GWX - Main movie - 'Das Boot'
Compulsory U-boat Headdress - GWX 2.0
Intro Music - Das Boot Theme
Waterstream+Exhaust Combi V2.3 for GWX3
LifeBoats&Debris_v4
Elite U-boat Binoculars
HaloNotVisibleThroughBody
Foam
Luftwaffe Buoy
Buoys
Hitman U-505 Compass Graphics v1.0
SOF_Scope
New Uboat Guns 1.2
Subphones
Dönitz Aces - Custom Emblems
RL_E v2 Daily Double 0600_2300
Officer symbol
ManosEvironmentPro v3 (M.E.P v3)
SH-5 Water for GWX 3.0 V0.6 Atlantic campaign (default)
ExteriorLightmaps VIIc
DFant_subFlag_2010
FM30_UpDown_final
BillCar's Active Sonar Ping Mk.I
Sobers 3D waves
Rapt0r's Das Boot Skin
Offiziersmütze mit emblem v.1.0
Sidecap v.1
Flags_enlighten
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX_Test_penns_4subFlag_2010
FM_NewInterior_V1.0
FM_NI_Fix_for_Anvart_FM30_UpDown
Rapt0r's Instruments V3.5 [Without Red Circle]
WAC4.1 SubPen_animated_18.02.2010
Combined SH3.SDL LB&D+FM_NI+SubPens
Conning Tower open Hatch TestFMfood

Anvart
03-04-10, 04:36 AM
Hey read this,
...
There is no necessity to read these stuffs...
ntdll.dll - common functions for NT OS...
If you want, look undecorated names of functions through ...\DepWalker\depends.exe (tool for WinXP and so on)...
The error's reason is mod... PC, game resources... may be :haha:
...
JCWolf, how are your experiments with FM_NI's CTD...?
I have WinXP Pro 32-bit and 3 GB RAM...
I always use expanded (for memory) boot.ini...
After sh3.exe patch by editbin.exe, i tried to begin career in different ports (with Type7) and had no game crash... i did not continue game... only loaded it...

P.S. Aces, you have outstripped me... :D

JCWolf
03-04-10, 04:41 AM
@Aces

Could you please upload your above file on this thread?

Thank you very much
Nuss



Aces can I give it a try as well Please?:salute:

JCWolf
03-04-10, 04:45 AM
There is no necessity to read these stuffs...
ntdll.dll - common functions for NT OS...
If you want, look decorated names of functions through ...\DepWalker\depends.exe (tool for WinXP and so on)...
The error's reason is mod.
...
JCWolf, how are your experiments with FM_NI's CTD...?
I have WinXP Pro 32-bit and 3 GB RAM...
I always use expanded (for memory) boot.ini...
After sh3.exe patch by editbin.exe, i tried to begin career in different ports (with Type7) and had no game crash... i did not continue game... only loaded it...

P.S. Aces, you have outstripped me... :D



I have no CTD of what so ever mate,

Since the problems with the HanSolo's Pens I have
patched the EXE and Boot.ini and from that moment
I stooped having problems, Thought I do not have
Han's Pens installed now cause I want to check
how will the FM Interiors behave when you find
a large Convoy and there I want to see it what it happens!:03:

Aces
03-04-10, 04:50 AM
Greetings Anvart and thanks again for the batch file, works "like a charm" as we say :)

Yes of course Wolf, I will upload and post here this evening.

Best Regards to all

Acess [@work :(]

Anvart
03-04-10, 04:57 AM
I have no CTD of what so ever mate,

Since the problems with the HanSolo's Pens I have
patched the EXE and Boot.ini and from that moment
I stooped having problems, Thought I do not have
Han's Pens installed now cause I want to check
how will the FM Interiors behave when you find
a large Convoy and there I want to see it what it happens!
Good luck, my friend.
:oops:
Sorry - my english is :down:
Greetings Anvart and thanks again for the batch file, works "like a charm" as we say
...
Best Regards to all

Acess [@work :(]
:up:

JCWolf
03-04-10, 04:58 AM
Greetings Anvart and thanks again for the batch file, works "like a charm" as we say :)

Yes of course Wolf, I will upload and post here this evening.

Best Regards to all

Acess [@work :(]

Thanks:salute:

I am free today, so it meens U-Boat III modding!:D

DivingDuck
03-04-10, 05:13 AM
Moin,

Thanks to everybody reporting. It certainly helps improving the mod, even as this memory related problem was way over my head. I´m a total noob when it comes to memory allocation routines. So thank you very much, Anvart. Although I did not experience any CTD so far, this problem turned out to be a real PITA I was not sure how to deal with. You´ve made everybody´s day, I reckon. :yeah:

As for the sound, I´m actually working at a more convenient approach. Until now I´ve managed to make the engine noise inaudible in CR when on forward speed. At reverse speed the noise is still audible but it´s way more quiet already. The jet-like noise when switching between different speed settings is gone too. Credits go to Skwasjer for pointing me to the slide dial instead of using SMC for the sound "animation". Although using a circular dial controller on a linear movement turned out to be more tricky than expected, I´ve found a solution to go with.

I keep you posted,
DD

JCWolf
03-04-10, 05:25 AM
Good luck, my friend.
:oops:
Sorry - my english is :down:

:up:


Your English is Fine mate...:salute:


Moin,

Thanks to everybody reporting. It certainly helps improving the mod, even as this memory related problem was way over my head. I´m a total noob when it comes to memory allocation routines. So thank you very much, Anvart. Although I did not experience any CTD so far, this problem turned out to be a real PITA I was not sure how to deal with. You´ve made everybody´s day, I reckon. :yeah:

As for the sound, I´m actually working at a more convenient approach. Until now I´ve managed to make the engine noise inaudible in CR when on forward speed. At reverse speed the noise is still audible but it´s way more quiet already. The jet-like noise when switching between different speed settings is gone too. Credits go to Skwasjer for pointing me to the slide dial instead of using SMC for the sound "animation". Although using a circular dial controller on a linear movement turned out to be more tricky than expected, I´ve found a solution to go with.

I keep you posted,
DD


Good to ear the sound News, The only thing I actually
think is that the Diesel engines sound in the Engine
room is to low, I can imagine what would be the sound
of a diesel engine those days and more, inside a
compartment like that...:o


But for me I like the way it is, as more you get far from the Room
more the sound changes...I like the concept and idea cause it
approaches to real thing, just the sound Level that I think it is to low!:D

Aces
03-04-10, 09:56 AM
Hi folks,

Try this, it's the combined sh3.sdl from Lifeboats&Debris v4, FM's New Interior and HanSolo's Animated sub pens. JSGME compat, install AFTER these mods.

I'm at work and found it on my portable hard disk drive.

http://www.filefront.com/15738405/Combined%20SH3.SDL%20LB%26D+FM_NI+SubPens.rar

Thanks to all these mod authors for their great work.

Any problems let me know, I have the file at home as well just incase it shopuld differ but I'm 99.9% sure that this one is the one I'm using.

Best Regards

Aces

JohnnyBlaze
03-04-10, 02:08 PM
This mod looks great!

I think I have a small problem. When ever I click the floor of the sub it throws me to the engine room. :hmmm:

And I would also like to enable the free camera movement in the control room by default. What values should I edit in the cameras.dat to achieve this?

Sorry if this has been asked before. Couldnt find the answer.

Thanks

-Johnny

JCWolf
03-04-10, 02:37 PM
This mod looks great!

I think I have a small problem. When ever I click the floor of the sub it throws me to the engine room. :hmmm:

And I would also like to enable the free camera movement in the control room by default. What values should I edit in the cameras.dat to achieve this?

Sorry if this has been asked before. Couldnt find the answer.

Thanks

-Johnny


Do Not use the old FM floor click, Free cam Is back to the stock keys
that are Shift + F2.

:salute:

Reece
03-04-10, 09:08 PM
I know I keep saying this but for new readers please be aware that changing the boot.ini file with the command switches /3GB /USERVA=xxxx may cause problems, I found that while doing this and patching the sh3.exe file SHIII itself worked great!:up: BUT the changes made to the boot.ini file caused major problems to other applications, games etc, mostly stuttering and lockups, I tested this thoroughly, so be aware just in case you find some other application not working properly it could be this. Some people seem to have no problems while other have a lot, don't know why,:hmmm: my system is XP Pro with SP3, 4Gb ram AMD CPU with ATI GPU.

Anvart
03-05-10, 01:21 AM
I know I keep saying this but for new readers please be aware that changing the boot.ini file with the command switches /3GB /USERVA=xxxx may cause problems, I found that while doing this and patching the sh3.exe file SHIII itself worked great!:up: BUT the changes made to the boot.ini file caused major problems to other applications, games etc, mostly stuttering and lockups, I tested this thoroughly, so be aware just in case you find some other application not working properly it could be this. Some people seem to have no problems while other have a lot, don't know why,:hmmm: my system is XP Pro with SP3, 4Gb ram AMD CPU with ATI GPU.
:rotfl2:
I have WinXP Pro SP3 32-bit, 3 GB RAM (better compromise for this), ATI GPU, Intel CPU, ASUS mobo, pagefile.sys not less than 4096 MB... and have no problems... i use it more then 3 years (may be 5)...
I use (try) many programs 3D art, 2D art, CAD, games and so on...
... and if i write value "/3GB /USERVA=xxxx" correctly i have no problems...
i always wrote switcher manualy in boot.ini... :hmmm:
...
Except discussed problem (switcher, patcher of *.exe & *.dlll) there is still an adjustment of OS (System Cache as example and so on)... only set of all parametres (switcher, patcher and adjustment of OS) will yield necessary result...

P.S.
There is no sense to discuss on this theme... Everyone should try independently...

Captain Nemo
03-05-10, 02:01 AM
I know I keep saying this but for new readers please be aware that changing the boot.ini file with the command switches /3GB /USERVA=xxxx may cause problems, I found that while doing this and patching the sh3.exe file SHIII itself worked great!:up: BUT the changes made to the boot.ini file caused major problems to other applications, games etc, mostly stuttering and lockups, I tested this thoroughly, so be aware just in case you find some other application not working properly it could be this. Some people seem to have no problems while other have a lot, don't know why,:hmmm: my system is XP Pro with SP3, 4Gb ram AMD CPU with ATI GPU.

From what I have read Reece is correct. I'm no computer expert but from what I have read the switch has nothing to do with how much RAM you have installed, for example you could use the switch on a machine with only 1GB of physical RAM installed. It's all to do with virtual memory which XP 32 bit can have a maximum of 4GB. On a standard setup XP allocates up to 2GB of VM to applications and up to 2 GB to the OS. The 3GB switch gives 3GB to applications and only 1GB to the OS. So theoretically, if some hardware on your machine wants to push the OS side of things beyond that 1GB, problems will arise. Also, some applications don't like the idea of more than 2GB of VM so issues with those may arise. On the other hand if your OS and drivers can live happily within that 1GB then you should be problem free. I suppose the workaround is to have the option at boot up to select the 3GB switch if your going to play SH3 (assuming your video drivers can live within 1GB with the OS) or to go with a standard boot up if you are using hardware or software that is affected by the switch.

Nemo

Damo
03-05-10, 02:22 AM
I applied the .exe 4GB patch from the LSH team and selected my /3GB boot .ini at startup and I've actually managed to load a new patrol of my existing career without any crashes. I'm currently making my way down the Kiel Canal without any issues except I did notice a wee bit of stuttering on first load in the harbour, this soon subsided though. FPS from engine room facing command room is no less than 36fps.

I'm not counting all my chickens yet as I'm going to continue the patrol and then try a few mid ocean saves, I still have a fear that I'll suffer the kernel.dll error upon reloading attempts. I know my system is pretty stable as I've never experienced any CTD's from the 3D, only on loading.

XP 32bit (/3GB, USERVA=2600 boot.ini for SH3 sessions only)
Athlon 64 x2 5200+ O/C @ 3.1ghz
2x 1GB Crucial Ballistix 800mhz RAM.
Asus M2a-VM Motherboard
Nvidia GeForce 9500GT (512mb) (Temporary solution after last card went pop)
Using Nhancer and Gamebooster, loaded patrol directly after reboot to minimize memory usage.

If I experience any more crashes, I'll post, if not, I'll be too busy.... :D

Reece
03-05-10, 03:39 AM
From what I have read Reece is correct. I'm no computer expert but from what I have read the switch has nothing to do with how much RAM you have installed, for example you could use the switch on a machine with only 1GB of physical RAM installed. It's all to do with virtual memory which XP 32 bit can have a maximum of 4GB. On a standard setup XP allocates up to 2GB of VM to applications and up to 2 GB to the OS. The 3GB switch gives 3GB to applications and only 1GB to the OS. So theoretically, if some hardware on your machine wants to push the OS side of things beyond that 1GB, problems will arise. Also, some applications don't like the idea of more than 2GB of VM so issues with those may arise. On the other hand if your OS and drivers can live happily within that 1GB then you should be problem free. I suppose the workaround is to have the option at boot up to select the 3GB switch if your going to play SH3 (assuming your video drivers can live within 1GB with the OS) or to go with a standard boot up if you are using hardware or software that is affected by the switch.

NemoFor more information:


XP 32 can only use a memory address space of 4GB. It then "RESERVES" addresses in that table for loading every little bit and piece in your computer (Devices and so on like a SATA controller... They all need an "address RANGE" to exist in so that the Os can communicate with it) leaving 3.25GB (3402084 in task manager) of RAM free for the system. XP loads up and uses some of that. Typically after XP loads into memory you will have about 2.9GB free. If you have 4GB physically installed that is.

The more RAM on the video card, the less you have free to the OS is the concept because the OS needs to reserve the address space for the RAM on the video card. I have a 512Mb card and I have XP SP3 reporting 3.25GB free. Theory is that if it were 1GB card I would have less reported available to the Os because the addresses for that 1GB will need to be reserved.

If you have a 2GB PC with a 1GB Card and a 32bit XP install. You likely have very little left for the FSX app to run in.

http://www.dansdata.com/askdan00015.htm

"a note about the /3GB, /4GT and /PAE Windows boot.ini (http://support.microsoft.com/kb/289022) switches, too, because they often come up when people are talking about 4Gb-plus Windows PCs. They are all useless to you. You do not want them. /3GB and /4GT are config settings for different versions of Windows that tell the operating system to change the partitioning of the 4Gb 32-bit address space so that applications can use 3Gb and the OS kernel (http://en.wikipedia.org/wiki/Kernel_%28computer_science%29) only 1Gb, as opposed to the standard 2Gb-each arrangement. They don't help at all with the 3Gb barrier, and most applications don't even notice them, so desktop users lose kernel memory space (and system performance) for no actual gain at all. The /PAE boot.ini switch, on NT-descended Windows flavours, activates the Physical Address Extension (http://en.wikipedia.org/wiki/Physical_Address_Extension) mode that's existed in every PC CPU since the Pentium Pro. PAE can also be enabled by the /NoExecute entry (http://thehunk.blogspot.com/2007/06/disabling-physical-address-extension.html) in boot.ini, which turns on support for the NX bit (http://en.wikipedia.org/wiki/NX_bit) which you probably also don't actually want.

Desga
03-05-10, 05:38 AM
...To all people ...do you know the way to eliminate the food ??
I open the NSS_Uboat7_CR.dat with s3editor and I see this..


http://img532.imageshack.us/img532/3922/clipboard01w.jpg (http://img532.imageshack.us/i/clipboard01w.jpg/)
http://img341.imageshack.us/img341/8938/clipboard2j.jpg (http://img341.imageshack.us/i/clipboard2j.jpg/)


I edited with red line the object that I think i must eliminate are those correct?

--------------------------------------------------------

is it possible that with "Conning Tower Hatch open" installed you see inside the door is open but closed from the outside ?:hmmm:

http://img26.imageshack.us/img26/4700/shot1267620596.jpg (http://img26.imageshack.us/i/shot1267620596.jpg/)

Castout
03-05-10, 05:53 AM
Umm the exe fix fixed the CTD when using this mod it seems :up:

Damo
03-05-10, 06:08 AM
Umm the exe fix fixed the CTD when using this mod it seems :up:

It has for me, just loaded a mid patrol save and it's A-OK. I'm running some pretty heavy mods too so I'm well happy. Just waiting for the sound fix now (deleted the .sdl file), and I'd like the floor click to engine room removed, just leaving Shift-E for engine room access along with Shift F2 freecam. I understand the dive angles will screw things up with the original OH 3.09 freecam if you travel too far back or forward while in a dive or surfacing, throwing you through the floor or ceiling, right? Having the floor click just makes things cumbersome.

Is there a way I can deactivate it myself? I have S3D.

JohnnyBlaze
03-05-10, 09:34 AM
Free cam Is back to the stock keys
that are Shift + F2.

:salute:

Hi JCWolf! :salute:

Yes I am aware that the freecam is back to the stock keys. And that's my problem here. Dont want to press those keys everytime I want to move around in the sub.
What I would like to know is what adjustments I have to make in the cameras.dat to achieve an automatic freecam movement that would always stay in the freecam movement?

I hope I'm making myself clear enough :up:

Do Not use the old FM floor click,

Are you saying that it cannot be fixed?
I guess I have to be more careful with my trigger happy finger :haha:

Thanks

-Johnny

flakmonkey
03-05-10, 09:57 AM
You can add freemove to any camera you wish, just add a freemove node via s3d to the camera in question in cameras.dat (just look at any existing free moving camera`s node structure to see how its done).
I would however recommend disabling the camera sway since youd just end up with the same free move camera bug that affected the beta version.


+found any easter eggs yet???

Damo
03-05-10, 10:01 AM
@ Johnny

I think the extended length of the 3d interior makes the use of the destabilized freecam untenable, in that as you dive and surface, the camera position pivots on the central point (the point in the control room by the CT ladder. Therefore, if you initiate a dive and you're at the extreme ends of the interior, it will pivot the boat and push you either through the floor or ceiling, which has been known to cause crashes.

It was fine when using just the OH 3.09 as the interior wasn't as long and the dive angles could be contained to keep you inside the boundaries of the 3d world (interior), but to have the same effect in this mod, you'd have to reduce the dive angles to an almost unnoticeable point. Even if you did manage to edit in a freecam yourself, you'd not be able to dive or surface without being situated in a central position (in the CR) or you'd be pushed out of the interior into the blackness beyond, maybe causing a crash, at best freezing your game.

I doubt this will be solved.

JohnnyBlaze
03-05-10, 10:12 AM
Thanks guys for the info :salute:

Okay I will attempt to add a new node to the cameras.dat. Allthought my experience with S3D is limited so far to only fixing the periscope alignments, but I'll see what I can do. :hmmm:

Thanks for the heads up tho.
I will try and stay in the CR when at deep angles.

@Flakmonkey
Sorry only tested the mod once so no easter eggs yet to come by

-Johnny

JohnnyBlaze
03-05-10, 12:50 PM
Okay I've managed to activate the freecam, but I'm having trouble moving around. Something wrong with the axis's.

When I press fordward it moves fordward and some degrees to the left. When I press backward it moves backward and some dergrees to the right.
Get the idea? :03:
Also I feel like a midget in a sub because I can't get higher than the navmap desk.

A little help would be greatly appreciated :salute:
I just can't figure out where I can change those values.

Thanks

-Johnny

HW3
03-05-10, 01:50 PM
+found any easter eggs yet???

Werner's sea bag?

Cambaz
03-05-10, 01:50 PM
having a CTD problem :( need some help please... (using GWX with commander and some stock GWX mods)

evan82
03-05-10, 03:05 PM
I have moded stock game. For better gameplay I used only aft FM's quarters, and forward section, without engine and hatch animations. I know how to use S3D, so I scripted these compartments under my CR Dat file. I don't noticed any ID's conflicts. In port [Kiel, 1939] everything was good, exept low FPS.
Aftear two days of my way to the north sea, when FPS in the interior was perfect, I had kernel.dll crash.:dead:
I decide to check where is the problem. I removed both new compartments [3d models], and I left only textures for it in my 7 CR DATfile. After this the same situation - everything was good in port, but two days later I had another kernel.dll crash.:hmmm:
After this, I removed FM's textures from my 7b DAT interior file.
Now game worked fine. So where is the problem? In the 3d models, or textures? I tested also FM mod in the orginal version. The same situation.
Is this mod too big, or maybe there is bug in this mod somewhere?

Win. 32 bit,Core duo 3.00GHz, 3,24 GB RAM.

brett25
03-05-10, 03:44 PM
Evan,

what are your system specs? If you have an nvidia graphics chip ,I would recommend Inhancer (freeware tweak program) to optimize the way your machine is handling textures. No doubt, the mod adds a lot of data to this game, but I think its a resource issue and not necessarily the mod (I could be wrong). I'm running with no problems whatsoever, but I have a quad core processor and geforce 9800GTX overclocked and loads of RAM, plus I have tweaked the graphics card.

I would be curious to know Flakmonkey's specs as he did the most testing and the mod will run well on his system as the min specs

Damo
03-05-10, 03:57 PM
having a CTD problem :( need some help please... (using GWX with commander and some stock GWX mods)

Please be more specific, what are your system specs, operating system etc. What crash are you getting? Kernell.dll, ntdll.dll? Also, please see my answer to evan below.

I have moded stock game. For better gameplay I used only aft FM's quarters, and forward section, without engine and hatch animations. I know how to use S3D, so I scripted these compartments under my CR Dat file. I don't noticed any ID's conflicts. In port [Kiel, 1939] everything was good, exept low FPS.
Aftear two days of my way to the north sea, when FPS in the interior was perfect, I had kernel.dll crash.:dead:
I decide to check where is the problem. I removed both new compartments [3d models], and I left only textures for it in my 7 CR DATfile. After this the same situation - everything was good in port, but two days later I had another kernel.dll crash.:hmmm:
After this, I removed FM's textures from my 7b DAT interior file.
Now game worked fine. So where is the problem? In the 3d models, or textures? I tested also FM mod in the orginal version. The same situation.
Is this mod too big, or maybe there is bug in this mod somewhere?

Win. 32 bit,Core duo 3.00GHz, 3,24 GB RAM.

Try reading back a few pages, I was unable to run the mod except in Naval Academy until I used the 4GB patched sh3.exe from the Living Silent Hunter team and adding a boot.ini entry to run a 3GB switch. Basically it allows the game to use more memory and so far it has allowed my heavily modded game to run fine in single mission and campaign. I have similar specs to you but only 2 Gigs of RAM so I thought I'd mention it.



@ All:

I've been inspired by the Das Boot lighting mod for FM Interiors but I didn't like the bright white lights, so I spent some time editing the original values so they have an ever so slight difference in color. Some are the same but others differ to simulate the different qualities of bulbs during the wartime era. I've also removed the fog from the interior so you can now more or less see the length of the boat. Lastly, I've altered the day and night light levels to give a more dirty, oppressive atmosphere. I mainly did it for myself but I'll upload some screenies soon and if anyone wants the same effect I can upload the .dat files. They will only work with the FM interiors mod as I don't plan to do the same for the standard OH variants. If the interiors get released for the II/IX/XXI I'll probably do the same for them, but only when my current career requires that particular boat. I don't consider myself a modder, but am happy to share my preffered settings.

:salute:

Reece
03-05-10, 06:50 PM
Please be more specific, what are your system specs, operating system etc. What crash are you getting? Kernell.dll, ntdll.dll? Also, please see my answer to evan below.



Try reading back a few pages, I was unable to run the mod except in Naval Academy until I used the 4GB patched sh3.exe from the Living Silent Hunter team and adding a boot.ini entry to run a 3GB switch. Basically it allows the game to use more memory and so far it has allowed my heavily modded game to run fine in single mission and campaign. I have similar specs to you but only 2 Gigs of RAM so I thought I'd mention it.



@ All:

I've been inspired by the Das Boot lighting mod for FM Interiors but I didn't like the bright white lights, so I spent some time editing the original values so they have an ever so slight difference in color. Some are the same but others differ to simulate the different qualities of bulbs during the wartime era. I've also removed the fog from the interior so you can now more or less see the length of the boat. Lastly, I've altered the day and night light levels to give a more dirty, oppressive atmosphere. I mainly did it for myself but I'll upload some screenies soon and if anyone wants the same effect I can upload the .dat files. They will only work with the FM interiors mod as I don't plan to do the same for the standard OH variants. If the interiors get released for the II/IX/XXI I'll probably do the same for them, but only when my current career requires that particular boat. I don't consider myself a modder, but am happy to share my preffered settings.

:salute:Download?:yep:

CaptainNemo12
03-05-10, 06:53 PM
Tested mod with careers starting in 1st and 7th/13th Flotillas in 1942, no CTDs!:salute:

skwasjer
03-05-10, 11:43 PM
Just a few tips, if you have two (different) materials that have the same lightmap texture/map (with the same settings) you can 'reuse' the first one, by specifying the same id on both texture maps (with the green icon). The game then only loads the first one.

I think you can also do this for materials, but not by specifying the same id (because then you could not assign it to a node), but by specifying the exact same 'label'.

If not, there's another way to do this: don't use embedded textures, use external instead. Why? Well when the same texture is imported into an embedded texture in the DAT multiple times, they all actually become different textures that the game needs to load (waste!). The game has no way of knowing that they are the same texture (textures don't have an id!!!). The only way would be by again specifying the same label (although I can't confirm this). However, by loading an external texture the game knows by path that it is the same texture and thus can share it over multiple materials. Another benefit of externals is less diskspace. Keep in mind that textures can eat up memory fast, especially the TGA's used in SH3!!! DDS images can be copied in compressed form to the GFX so they are way more efficient...

S3D uses the exact same method of loading materials/textures btw.

A similar thing can be done for models. If you have two exact same models (obviously with same uv-map data too) you can specify the same id on the 2nd node, and do not need to add another modelchunk with imported data. This probably can't be used in the interior much (due to different lightmaps), but for instance bombs.dat uses this method. Some bomb types share the same 3D model (but can use a different material/texture).

If you analyze the stock files more closely you can actually see that the devs did all of the above where needed...

Since this interior becomes so huge I also recommend (but I guess it makes sense to the authors of the mod) to heavily tone down tris on area's that are obscured from view. Also remove backfaces that can't be seen, and simplify the mesh where the player can't move up too close (or if it's in the shadow). Etc.

g/l

Damo
03-06-10, 01:27 AM
Here's some screenies of my adjusted lights and ambiance, they are work in progress and I've yet to tweak the light levels a bit more as they are a little too dark maybe for some, but here's a taster:

http://i775.photobucket.com/albums/yy34/Damo4576/Screenies/int1.png

http://i775.photobucket.com/albums/yy34/Damo4576/Screenies/int2.png

http://i775.photobucket.com/albums/yy34/Damo4576/Screenies/int3.png

http://i775.photobucket.com/albums/yy34/Damo4576/Screenies/int4.png

http://i775.photobucket.com/albums/yy34/Damo4576/Screenies/int5.png

http://i775.photobucket.com/albums/yy34/Damo4576/Screenies/int6.png


The conning tower is also tweaked with fog removal and darkened ambiance but I've stayed clear of any blue lighting as it is not historically accurate. I'll try to get the .dat files uploaded as soon as I'm happy with my tweaks. :DL

Reece
03-06-10, 01:42 AM
I like!!:yep:

Damo
03-06-10, 01:45 AM
Also, directed at Diving Duck, I want to remove some of the hanging salami's from the CR and in the corridor of the RR, I've located the nodes in the .dat files and was able to remove them in the S3D 3D viewer but my game crashed on load so I'm guessing they are referenced in another file but because I deleted them in the .dat it caused a crash. Can you tell me which files need the references deleted from them? It's just the ones that are hanging in main thoroughfare areas, like between the map table and the periscope housing in the command room, the single salami's hanging down the centre of the CR, obstructing the view of some guages and the ones hanging in the RR corridor. I also don't want to remove anything if it will affect the use of food related to diesel level as I like that, but a man can have TOO MUCH salami.....

:88)

EDIT:

I like!!:yep:

Thanks, it's only subtle, but the Das Boot lights are too light for my liking (almost xenon..), and the stock are too orange, and the ambient light doesn't tie in well with the light the bulbs produce, not to mention the fog that seems a bit overused and the improvement without it speaks for itself.

Anvart
03-06-10, 01:57 AM
Did you delete Dial and obj_Pendulum controllers (for deleted food) in *.sim file?

Damo
03-06-10, 02:00 AM
Did you delete Dial controllers (for food) in *.sim file?

Nope....

It's not a big issue, but if I know the names of the nodes or controllers in what files, I can delete them myself.

Captain Nemo
03-06-10, 02:05 AM
Tested mod with careers starting in 1st and 7th/13th Flotillas in 1942, no CTDs!:salute:

That's good to hear:up:. Out of interest, what are your system specs and did you use the 3GB switch and Anvart's exe file?

Nemo

JCWolf
03-06-10, 02:39 AM
Here's some screenies of my adjusted lights and ambiance, they are work in progress and I've yet to tweak the light levels a bit more as they are a little too dark maybe for some, but here's a taster:

http://i775.photobucket.com/albums/yy34/Damo4576/Screenies/int1.png

http://i775.photobucket.com/albums/yy34/Damo4576/Screenies/int2.png

http://i775.photobucket.com/albums/yy34/Damo4576/Screenies/int3.png

http://i775.photobucket.com/albums/yy34/Damo4576/Screenies/int4.png

http://i775.photobucket.com/albums/yy34/Damo4576/Screenies/int5.png

http://i775.photobucket.com/albums/yy34/Damo4576/Screenies/int6.png


The conning tower is also tweaked with fog removal and darkened ambiance but I've stayed clear of any blue lighting as it is not historically accurate. I'll try to get the .dat files uploaded as soon as I'm happy with my tweaks. :DL


Beauty...Love it...

Upload it .....:wah::D

brett25
03-06-10, 03:07 AM
very nice work mate, cant wait for this one!


I'll try to get the .dat files uploaded as soon as I'm happy with my tweaks

Damo, will these .dat files be based on lucas open conning tower CT.dat? other wise we loose the open conning tower in the CT.dat file:cry:

Damo
03-06-10, 03:28 AM
very nice work mate, cant wait for this one!




Damo, will these .dat files be based on lucas open conning tower CT.dat? other wise we loose the open conning tower in the CT.dat file:cry:

No, I don't use that mod, BUT, I was under the impression that when you link the CT to the CR as in that mod, the CR.dat ambient light settings are used so it should be uniform. It's just the lightbulbs in the open conning tower that would need individual tweaking, although you could probably get away with it as the ambient light affects the bulbs brightness and hue anyway. I don't intend on adjusting those myself, but it's pretty simple to do yourself in S3D, if I can do it, anyone can, trust me.

Here's what I'll do, let me compile the files into a JSGME friendly archive and upload it to fileshare as a beta of sorts. I'll put the CT.dat in an optional folder so it won't overwrite the CT.dat of the Open Conning Tower mod. There'll only be 10 download slots so if people with the open conning tower mod can try it out and provide feedback, I'd appreciate it. PLEASE only download if you intend on posting your findings as it's a beta and you'll be taking up a slot that someone more helpful could have used.

Once it's given the green (red?? lol) light and any gripes have been dealt with I'll release it for general download to all. Be gentle, I'm NOT a modder....

:oops:

I'll also start a new thread for it once it's fully released so I don't hijack this thread any further.

Damo
03-06-10, 03:48 AM
Alright, I've taken a look at the Open Conning tower mod and it seems like I'll have to make 2 versions, one with OCT and one without. I'm going to upload my original for use without OCT for feedback and once that's sorted and I'm ready to release, I'll make the OCT version too, releasing both simultaneously.

See what you guys do??? Make more work for me and delay the release for everyone else......

:damn: :D

JCWolf
03-06-10, 04:05 AM
Alright, I've taken a look at the Open Conning tower mod and it seems like I'll have to make 2 versions, one with OCT and one without. I'm going to upload my original for use without OCT for feedback and once that's sorted and I'm ready to release, I'll make the OCT version too, releasing both simultaneously.

See what you guys do??? Make more work for me and delay the release for everyone else......

:damn: :D


:haha:

evan82
03-06-10, 04:23 AM
Evan,

what are your system specs?
Win.Home 32 bit,Core duo 3.00GHz, 3,24 GB RAM.and geforce 9800GTX. If you have an nvidia graphics chip ,I would recommend Inhancer (freeware tweak program) to optimize the way your machine is handling textures. No doubt, the mod adds a lot of data to this game, but I think its a resource issue and not necessarily the mod (I could be wrong). I'm running with no problems whatsoever, but I have a quad core processor and geforce 9800GTX overclocked and loads of RAM, plus I have tweaked the graphics card.

I would be curious to know Flakmonkey's specs as he did the most testing and the mod will run well on his system as the min specs
I had a game crush eaven then, when I used file with only textures from FM's mod, and this is strange for me.:hmmm:
[Edit]
Ok, today I'll check everything once again. Maybe there is Id conflict somewhere in my game. I must be sure.

Reece
03-06-10, 04:39 AM
Originally Posted by Damo http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1297235#post1297235)
Alright, I've taken a look at the Open Conning tower mod and it seems like I'll have to make 2 versions, one with OCT and one without. I'm going to upload my original for use without OCT for feedback and once that's sorted and I'm ready to release, I'll make the OCT version too, releasing both simultaneously.

See what you guys do??? Make more work for me and delay the release for everyone else......Sounds good to me!!:yep:

nycoroner05
03-06-10, 06:47 AM
With the new Interior mod listed first and the Full open the Conning Tower Hatch 0.6 and no other mods running. I get just past the crew bunk and the camera freezes and I get this error saying "camera out of sectors"

can't save a screen shot of that sorry.


My rig is as follows:

dell 4550
2.5 ghz
2 gb ram
3600 series AT with 1gb ram
game runs very smooth as does SH4

arnahud2
03-06-10, 07:18 AM
With the new Interior mod listed first and the Full open the Conning Tower Hatch 0.6 and no other mods running. I get just past the crew bunk and the camera freezes and I get this error saying "camera out of sectors"



I'm not sure, but i believe that you need to use "Coning tower Open hatch TestFM Food" (where FM means Flatmonkey's new interior - this one with diesels room !!-) instead of Full open coning tower hatch 0.6. It has to be enabled after FM New Interior 1.0.
(this combination works well for me !!)


I think you don't need Full open the conning tower hatch 0.6 as this one don't allow camera connection between it and "Flatmonkey's CR" (included in FM NewInterior 1.0 mod).

nycoroner05
03-06-10, 08:37 AM
Now I remeber the engines were animated and there was a nice engine sound. Now I have non. Any ideas?

CaptainNemo12
03-06-10, 11:12 AM
That's good to hear:up:. Out of interest, what are your system specs and did you use the 3GB switch and Anvart's exe file?

Nemo

From one Nemo to another, my specs are as follows:

Windows XP SP3
Pentium Dual-Core @2.5Ghz
2Gb RAM
Nvidia 8400GS @512Mb

Didn't use the 3Gb patch or Anvart's file, just good old GWX with the following enabled:

GWX-Alternate Load Screen
GWX-Enhanced Damage effects
GWX 16km atmosphere
No continuous ship spotted
Water Stream + exhaust V2.3
WBNN Mission Orders Lite
GWX-2 no Ring Ring mod
FM_NewInterior 1.0

Cheers!:up:

sidslotm
03-06-10, 11:51 AM
Many thanks for the exceptional qualilty of this mod, combinded with GFX a new lease of life is given to SH3, prooving how good SH3 was to start with. Thanks again, wish I could help at times


"The Afgan war has brought out the very finest qualities for the British Soldier and the worst in the British politician"

sid

Nuss
03-06-10, 03:07 PM
Dear all,

that is the first time in my SH3-life, that I feel totally confused.

With FM/DD-new interior I had CTD´s with old patrols on old campaigns. But I could start a new campaign.

Then I took out FM/DD-new interior with a mod-list like this now (GWX3 inclusive):

GWX 3 St Naz and Schluese and other units
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
U-Boat Bases Map with New St Nazaire
Radio Deutschland
Radio England
Radio USA
DFant_subFlag_2010
SlowFLagAnim
Conning Tower open Hatch093food
Conning Tower open Hatch _Fix_for_OLC_GUI_1

According to Luca his mod "Conning Tower open Hatch093food" has integrated the DD-open hatch 3.09.

Now I can start a new campaign but I have still CTD´s with former patrols/old campaign, although these patrols were done with DD 3.09 and no new interior and no Conning tower open Hatch. :dead:

I understood, that there are presently memory-problems with the new interior.

I think I wait a month until the new mods run better on my 2 GB main memory-PC. Perhaps I play Super Mario.

Regards
Nuss

Nuss
03-06-10, 03:12 PM
Dear all,

that is the first time in my SH3-life, that I feel totally confused.

With FM/DD-new interior I had CTD´s with old patrols on old campaigns. But I could start a new campaign.

Then I took out FM/DD-new interior with a mod-list like this now (GWX3 inclusive):

GWX 3 St Naz and Schluese and other units
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
U-Boat Bases Map with New St Nazaire
Radio Deutschland
Radio England
Radio USA
DFant_subFlag_2010
SlowFLagAnim
Conning Tower open Hatch093food
Conning Tower open Hatch _Fix_for_OLC_GUI_1

According to Luca his mod "Conning Tower open Hatch093food" has integrated the DD-open hatch 3.09.

Now I can start a new campaign but I have still CTD´s with former patrols/old campaign, although these patrols were done with DD 3.09 and no new interior and no Conning tower open Hatch. :dead:

I understood, that there are presently memory-problems with the new interior.

I think I wait a month until the new mods run better on my 2 GB main memory-PC. Perhaps I play Super Mario.

Regards
Nuss

Anvart
03-06-10, 03:23 PM
Dear all,...
DFant_subFlag_2010
SlowFLagAnim
...
Regards
Nuss
Do you like stock flag-style?
If no... delete SlowFLagAnim addition... it's not actual...

Kapitän
03-06-10, 03:49 PM
Hello, I'm new on board and just have a quick question, if this mod might also be LSH-compatible. It's not mentioned in the documentation but I just want to make sure. Thanks, Kapitän

pabbi
03-07-10, 10:47 AM
Hi
What is wrong with this picture game crashes when i try to go on patrol in Career.
Loaded via SH Commander
With 4GB patch

My Hardware:
win XP home
Total Physical Memory 4,096,00 MB
Available Physical Memory 2,37 GB
Total Virtual Memory 2,00 GB
Abailable Virtual Memory 1,96 GB

The Game
Silent Hunter 3
version 1,4

The Mods
WAC 4,1 Final
WAC 4,1 Realistic Hull Damages
WAC-Rafael Integrated Menu
WAC 4,1 16k Atmosphere
FM_New Interior_V 1,0
FM_NI_Fix_for_WAC_001

Nuss
03-07-10, 11:32 AM
I found back to non-confusing SH3 (see see previous mail #313). The CTD´s didn´t result in the FM/DD-new interior nor in Raptor´s new instruments.

I had activated Anvart´s flag-mod in port but then I had gone back to a savegame of the previous patrol where I hadn´t yet activated Anvart´s mod. This caused the CTD. It was my fault. :oops:

Many thanks to Anvart for his excellent mod.

So finally I don´t have to play Super Mario.

Regards
Nuss

DivingDuck
03-07-10, 11:43 AM
Moin,

been away for a few days as I have to work for my living from time to time. ;)


@ Johnny

I think the extended length of the 3d interior makes the use of the destabilized freecam untenable, in that as you dive and surface, the camera position pivots on the central point (the point in the control room by the CT ladder. Therefore, if you initiate a dive and you're at the extreme ends of the interior, it will pivot the boat and push you either through the floor or ceiling, which has been known to cause crashes.

It was fine when using just the OH 3.09 as the interior wasn't as long and the dive angles could be contained to keep you inside the boundaries of the 3d world (interior), but to have the same effect in this mod, you'd have to reduce the dive angles to an almost unnoticeable point. Even if you did manage to edit in a freecam yourself, you'd not be able to dive or surface without being situated in a central position (in the CR) or you'd be pushed out of the interior into the blackness beyond, maybe causing a crash, at best freezing your game.

I doubt this will be solved.

the 'floor click' to switch to engine cam will be removed. As the non-stabilized freecam seems to be very popular, I´m considering to re-introduce it. I´m thinking of mis-using the captains´s bunk cam for a new free non-stabilized cam to roam the boat.



Okay I've managed to activate the freecam, but I'm having trouble moving around. Something wrong with the axis's.

When I press fordward it moves fordward and some degrees to the left. When I press backward it moves backward and some dergrees to the right.
Get the idea? :03:
Also I feel like a midget in a sub because I can't get higher than the navmap desk.

A little help would be greatly appreciated :salute:
I just can't figure out where I can change those values.

Thanks

-Johnny

most probably related to the node/sub-node you linked the 'freemove' to. The point is, that simply adding the 'freemove' controller does not do the trick. You´ll have to add some more parameters to avoiding getting screwed when switching from any cam to this free cam. I recommend to be patient and wait for the update.




Just a few tips, if you have two (different) materials that have the same lightmap texture/map (with the same settings) you can 'reuse' the first one, by specifying the same id on both texture maps (with the green icon). The game then only loads the first one.

I think you can also do this for materials, but not by specifying the same id (because then you could not assign it to a node), but by specifying the exact same 'label'.

If not, there's another way to do this: don't use embedded textures, use external instead. Why? Well when the same texture is imported into an embedded texture in the DAT multiple times, they all actually become different textures that the game needs to load (waste!). The game has no way of knowing that they are the same texture (textures don't have an id!!!). The only way would be by again specifying the same label (although I can't confirm this). However, by loading an external texture the game knows by path that it is the same texture and thus can share it over multiple materials. Another benefit of externals is less diskspace. Keep in mind that textures can eat up memory fast, especially the TGA's used in SH3!!! DDS images can be copied in compressed form to the GFX so they are way more efficient...

S3D uses the exact same method of loading materials/textures btw.

A similar thing can be done for models. If you have two exact same models (obviously with same uv-map data too) you can specify the same id on the 2nd node, and do not need to add another modelchunk with imported data. This probably can't be used in the interior much (due to different lightmaps), but for instance bombs.dat uses this method. Some bomb types share the same 3D model (but can use a different material/texture).

If you analyze the stock files more closely you can actually see that the devs did all of the above where needed...

Since this interior becomes so huge I also recommend (but I guess it makes sense to the authors of the mod) to heavily tone down tris on area's that are obscured from view. Also remove backfaces that can't be seen, and simplify the mesh where the player can't move up too close (or if it's in the shadow). Etc.

g/l

hi Skwasjer, used the approach described above but for the obscured tris. But I reckon FM did a brilliant job on the polycount already. Besides 1 base texture that comes with 3 different tintings the rest of the textures is already leaned to the max. (Tried to use the texture properties to do the tinting but to no effort.) Same applies for the 3d mesh clones, see the food and engine. ;) I reckon the most pressure is implied by the many shadow maps that come with the mod. Anyway, I´m thankful for any hint. And the hint re the external textures might do the trick for some who experience CTD. They should check their tex folder for any additional texture files that will have to be loaded on mission start!




Also, directed at Diving Duck, I want to remove some of the hanging salami's from the CR and in the corridor of the RR, I've located the nodes in the .dat files and was able to remove them in the S3D 3D viewer but my game crashed on load so I'm guessing they are referenced in another file but because I deleted them in the .dat it caused a crash. Can you tell me which files need the references deleted from them? It's just the ones that are hanging in main thoroughfare areas, like between the map table and the periscope housing in the command room, the single salami's hanging down the centre of the CR, obstructing the view of some guages and the ones hanging in the RR corridor. I also don't want to remove anything if it will affect the use of food related to diesel level as I like that, but a man can have TOO MUCH salami.....

:88)

EDIT:

...

there is no need to delete the attached controllers from the *.sim file. The game will not crash with the redundant entries. But check the food nodes again. The very first sub-node to most of the 'DMY_food' entries has a 3d model attached. All other models of the same type refer to this 3d mesh. Thus I could avoid to place hundreds of 3d meshes into the *.dat. There is ONE 3d mesh only for eacht type of food. If you delete this 'master', the game probably crashes. Besides that you shouldn´t run into any problems deleting the food nodes. But be aware, even if there are several 'DMY_food' nodes containing sub-nodes (Salami_Crate_V01 / ..._V02 / ...) I used only one master mesh for them. Btw, the Nodes '...salam_intreg_V01' through '..._V10' are the ones that obscure the view at the planesmen when in default F2 position. You can delete without worries.



With the new Interior mod listed first and the Full open the Conning Tower Hatch 0.6 and no other mods running. I get just past the crew bunk and the camera freezes and I get this error saying "camera out of sectors"

can't save a screen shot of that sorry.


My rig is as follows:

dell 4550
2.5 ghz
2 gb ram
3600 series AT with 1gb ram
game runs very smooth as does SH4


Full open the Conning Tower Hatch 0.6 will overwrite the files that come with FM_NI. Therefore the changes to the camera clipping sector get lost and will cause a CTD when your free cam gets out of bounds.




Dear all,

that is the first time in my SH3-life, that I feel totally confused.

With FM/DD-new interior I had CTD´s with old patrols on old campaigns. But I could start a new campaign.

Then I took out FM/DD-new interior with a mod-list like this now (GWX3 inclusive):

GWX 3 St Naz and Schluese and other units
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
U-Boat Bases Map with New St Nazaire
Radio Deutschland
Radio England
Radio USA
DFant_subFlag_2010
SlowFLagAnim
Conning Tower open Hatch093food
Conning Tower open Hatch _Fix_for_OLC_GUI_1

According to Luca his mod "Conning Tower open Hatch093food" has integrated the DD-open hatch 3.09.

Now I can start a new campaign but I have still CTD´s with former patrols/old campaign, although these patrols were done with DD 3.09 and no new interior and no Conning tower open Hatch. :dead:

I understood, that there are presently memory-problems with the new interior.

I think I wait a month until the new mods run better on my 2 GB main memory-PC. Perhaps I play Super Mario.

Regards
Nuss

try to revert to OH_V3.09 only to see whether you still experience CTD. If not, then Luca´s OCT obviously has the same memory related problem as FM_NI. In this case try Anvart´s memory patch. But don´t ask for the post, it´s somewhere in this thread.



Hello, I'm new on board and just have a quick question, if this mod might also be LSH-compatible. It's not mentioned in the documentation but I just want to make sure. Thanks, Kapitän

not tested with LSH. You´ll have to check on your own. But no worries. Use JSGME and no harm will be done to your system. If it CTD, just disable.




Hi
What is wrong with this picture game crashes when i try to go on patrol in Career.
Loaded via SH Commander
With 4GB patch

My Hardware:
win XP home
Total Physical Memory 4,096,00 MB
Available Physical Memory 2,37 GB
Total Virtual Memory 2,00 GB
Abailable Virtual Memory 1,96 GB

The Game
Silent Hunter 3
version 1,4

The Mods
WAC 4,1 Final
WAC 4,1 Realistic Hull Damages
WAC-Rafael Integrated Menu
WAC 4,1 16k Atmosphere
FM_New Interior_V 1,0
FM_NI_Fix_for_WAC_001

which mem patch did you use? The one of Anvart´s? If not, be sure to make the needed changes to the boot.ini.



Regards,
DD

pabbi
03-07-10, 12:39 PM
which mem patch did you use? The one of Anvart´s? If not, be sure to make the needed changes to the boot.ini.


http://ntcore.com This one.

What changes are needed in the BOOT.INI.

DivingDuck
03-07-10, 01:37 PM
Moin pabbi,

check these:
Edited:
-------------------------------
EditBin For SH3 WinXP 32-bit... (need edited Boot.ini):
http://msdn.microsoft.com/en-us/library/xd3shwhf(VS.80).aspx

EDITBIN [options] [files]...

EDITBIN.EXE /LARGEADDRESSAWARE SH3.EXE

D/L link:
http://www.mediafire.com/file/ggjmvtotoe1/EditBin.7z

It's full complect!
editbin_SH3.bat, editbin.exe, link.exe and mspdb80.dll
:yawn:
Unpack, copy to EditBin folder sh3.exe file and run editbin_SH3.bat...
Attention! editbin.exe does not create "backup" file...

Hi, my friend.
Did you read this stuff:
http://msdn.microsoft.com/en-us/library/xd3shwhf(VS.80).aspx
http://msdn.microsoft.com/en-us/library/8e77sz74(VS.80).aspx
http://msdn.microsoft.com/en-us/library/d25ddyfc(VS.80).aspx
http://msdn.microsoft.com/en-us/library/203797te(VS.80).aspx (http://msdn.microsoft.com/en-us/library/203797te(VS.80).aspx)
It's native MicroSoft program (is in Visual Studio 2008, MSDN)...
Citate: " /LARGEADDRESSAWARE - This option edits the image to indicate that the application can handle addresses larger than 2 gigabytes."
...
In other words - the same as 4gb_patch ... but with more options...

With stock sh3.exe, i have not stable CTD for some ports in campain...
i'm used only FM_NI...

Hi, Aces.
I've 15:40 :D...
Yes, of course... you must manage memory in boot.ini...
It (OS) will give to programs (in WinXP 32-bit!!!) more memory for their work... it wil be good, if programs can use memory more then 2GB :haha:
http://en.wikipedia.org/wiki/NTLDR

:rotfl2::haha::rotfl2:
When i had (stock sh3.exe) in boot.ini ... /3GB /USERVA=2696 ...
i had not stable CTD in Brest and La Spezia...
When i reduced memory (a bit)... /3GB /USERVA=2560 ...
i had CTD in Nazaire ... Brest and La Spezia - good loading...

There is no necessity to read these stuffs...
ntdll.dll - common functions for NT OS...
If you want, look undecorated names of functions through ...\DepWalker\depends.exe (tool for WinXP and so on)...
The error's reason is mod... PC, game resources... may be :haha:
...
JCWolf, how are your experiments with FM_NI's CTD...?
I have WinXP Pro 32-bit and 3 GB RAM...
I always use expanded (for memory) boot.ini...
After sh3.exe patch by editbin.exe, i tried to begin career in different ports (with Type7) and had no game crash... i did not continue game... only loaded it...

P.S. Aces, you have outstripped me... :D




Make save copies of all affected files!

Regards,
DD

Das Gespenst
03-07-10, 03:31 PM
Just reporting my FPS here. I get about 1-2 looking from the engine room forward.

pabbi
03-07-10, 06:28 PM
Originally Posted by Anvart
Edited:
-------------------------------
EditBin For SH3 WinXP 32-bit... (need edited Boot.ini):
http://msdn.microsoft.com/en-us/libr...hf(VS.80).aspx

EDITBIN [options] [files]...

EDITBIN.EXE /LARGEADDRESSAWARE SH3.EXE

D/L link:
http://www.mediafire.com/file/ggjmvtotoe1/EditBin.7z

It's full complect!
editbin_SH3.bat, editbin.exe, link.exe and mspdb80.dll

Unpack, copy to EditBin folder sh3.exe file and run editbin_SH3.bat...
Attention! editbin.exe does not create "backup" file...

Still no go Not sure if i did it right
Downloaded from mediafire.com
so i will need step by step info.

rowi58
03-08-10, 12:54 AM
Hi Flakmonkey,

many thanks for this wonderful, great MOD! It is absolutely perfect. Embedded it with some small changes and everything runs perfect. In this combination with DD's “OpenHatch” - it is a “must have”. And great fun – just wondering why Doenitz (I mean the same picture that is in the RR above the radar) is watching you on the WC :yeah: . Very good idea: right-klick on the floor and you'll get to the engine room – that is faster than “SHIFT+E”.

Tanks again.

Greetings
rowi58

Kapitän
03-08-10, 04:34 AM
@ rowi58: Hi, did you embedd both mods an GWX, WAC and also LSH and what were the "small changes"? Thanks, Kapitän

Aces
03-08-10, 04:58 AM
@Flakmoney and Anvart,

Hi chaps,

I thought you might like to know of an interesting issue when running FM's new interior (FM_NewInterior_V1.0) with Anvart's test flags and pennants mod (GWX_Test_penns_4subFlag_2010).

As I believe that both mods use a texture file named "pennants" when one views the pennants and mug on the table in the crew quarters rather than FM's pennants.tga texture it's Anvarts pennants texture that is displayed. Both mods work fine on their own this issue only arrised when they are both enabled.

Can I rectify this by editing the pennants entries 161-165 in FM's "NSS_Uboat7_RR.dat" ?.

Best regards

Aces

V-Modifications
03-08-10, 05:19 AM
Hello
I have found a little bug in the NSS_Uboat7_CR.cam file. one controler is not include from radio room so it gives a back to windows when you have a radar on boat.

(274-275)
Tooltip = 1852
Command =
Param = 0
Hide = True
AllowSelection = False
Link = 0x0000000000000000
CameraList = [0]

rowi58
03-08-10, 05:30 AM
@ rowi58: Hi, did you embedd both mods an GWX, WAC and also LSH and what were the "small changes"? Thanks, Kapitän

Hi Kapitän,

Flakmonkey’s “NewInterior-MOD” IS the combination of DD’s “OpenHatch 3.10” and his improvement of the sub interior! One foe All – for the Type VII. And if you don’t play GWX or WAC, you have to do some changes in the *_Commands.cfg files – it’s all written in the superb manual.


Greetings
rowi58

DivingDuck
03-08-10, 05:37 AM
Moin,

thans for the reports lads.
@Flakmoney and Anvart,

Hi chaps,

I thought you might like to know of an interesting issue when running FM's new interior (FM_NewInterior_V1.0) with Anvart's test flags and pennants mod (GWX_Test_penns_4subFlag_2010).

As I believe that both mods use a texture file named "pennants" when one views the pennants and mug on the table in the crew quarters rather than FM's pennants.tga texture it's Anvarts pennants texture that is displayed. Both mods work fine on their own this issue only arrised when they are both enabled.

Can I rectify this by editing the pennants entries 161-165 in FM's "NSS_Uboat7_RR.dat" ?.

Best regards

Aces
I´ve cross checked the *.dat files in question. It indeed happens that both mods use a texture map named "pennants.tga". Therefore one gets overwritten by the other. The issue will be fixed with the next update. If you´d like to fix it yourself, just rename the node #161 / Texture name: .... .
Leave the other nodes untouched! As the texture is attached to the 3d mesh by ID no other changes are needed.


Hello
I have found a little bug in the NSS_Uboat7_CR.cam file. one controler is not include from radio room so it gives a back to windows when you have a radar on boat.

(274-275)
Tooltip = 1852
Command =
Param = 0
Hide = True
AllowSelection = False
Link = 0x0000000000000000
CameraList = [0]
What boat version did you use (type + year). I´ll check that asap.


... it’s all written in the superb manual.


Greetings
rowi58

thanks. :oops:


Regards,
DD

Aces
03-08-10, 06:00 AM
Thanks for the quick reply DD, that's great I will edit the node.

Cheers

Aces

JohnnyBlaze
03-08-10, 06:14 AM
Moin,

been away for a few days as I have to work for my living from time to time. ;)


the 'floor click' to switch to engine cam will be removed. As the non-stabilized freecam seems to be very popular, I´m considering to re-introduce it. I´m thinking of mis-using the captains´s bunk cam for a new free non-stabilized cam to roam the boat.

most probably related to the node/sub-node you linked the 'freemove' to. The point is, that simply adding the 'freemove' controller does not do the trick. You´ll have to add some more parameters to avoiding getting screwed when switching from any cam to this free cam. I recommend to be patient and wait for the update.

Regards,
DD

No worries there DD. Unfortunately we all have to work for our living :yawn:
I just have a lot of spare time in my hands since I've had this flu for over a week now.

Maybe you could do two separate options in the mod. One with a freecam and one without.

Sure I'll wait for the update.

Thanks :salute:

Magic1111
03-08-10, 06:27 AM
Maybe you could do two separate options in the mod. One with a freecam and one without.


Thanks :salute:

Yes, that's a good idea with two options ! :up:

And another Idea from me: :D

Is it possible to have the Hatches by default open? So that they are after loading a savegame always open? :hmmm: And that they must be manually close!

Best regards,
Magic

DivingDuck
03-08-10, 06:33 AM
Moin,

@JohnnyBlaze:
I´m just running some tests with the captain´s bunk camera. As I reckon nobody really needs it, I´ll convert it to a non-stabilized free cam. The floor click will than again lead to this free cam.


@Magic1111:
good to see you back well. Open hatches by default on mission start is possible. Will have to changes some values then.


Regards,
DD

V-Modifications
03-08-10, 06:34 AM
I have use year 1943 and put a Fumo on boat (have ever test it in 7/13 in st. naz) when you compare the old rr.cam with your cr.cam the one controller rly miss.


here i have put in the controler:
*del*

look line 274-275
but there is one little problem, somehow i cant find exact the same controler in sh3edt as the stock controller... this one have a Highlightable function, but produce no bugs or so (its switch off too)

DivingDuck
03-08-10, 07:02 AM
Moin V-Modifications,

I´ve checked the nodes 274+275 in CR7.cam.
The 'Tooltip' entry is different from what you posted. Are you sure these are the nodes you´re referring to?
Nodes 274+275 have been imported directly from RR.cam for the very first version of DD_OH. As OH used a 0Kb RR.cam and had the RR embedded in CR.dat these nodes have been copied to CR.cam together with all other nodes from the "original" GWX RR7.cam. Cross check the nodes against a stock RR7.cam file and you´ll see that nothing has changed here.
The 'FocusableObject' entry itself may not cause a CTD. Only if 'AllowSelection' is set to 'true' CTD will occur if no cam is linked to the object. As 'AllowSelection' is set to 'False' the problem does not lie with these nodes.
Please tell what object you clicked in RR causing the CTD. And confirm you use a VIIC/1943!

Regards,
DD

V-Modifications
03-08-10, 07:35 AM
my english is not the best... but with the node in 274+275 the on in your file is right but in top of your 274+275 you have miss one node. i have take only 274+275 because its the same order as in the orginal radioroom.cam - maybe you can put the missing node where you want ( in easy words - i have put your 274+275 node too 276+277 (and all following) and have put the missing node on 274*275)

and yes i take a VII C with fumo30 (1943) only wait a bit for the back to windows, it happen when you get first time radar contact

Captain Nemo
03-08-10, 07:43 AM
From one Nemo to another, my specs are as follows:

Windows XP SP3
Pentium Dual-Core @2.5Ghz
2Gb RAM
Nvidia 8400GS @512Mb

Didn't use the 3Gb patch or Anvart's file, just good old GWX with the following enabled:

GWX-Alternate Load Screen
GWX-Enhanced Damage effects
GWX 16km atmosphere
No continuous ship spotted
Water Stream + exhaust V2.3
WBNN Mission Orders Lite
GWX-2 no Ring Ring mod
FM_NewInterior 1.0

Cheers!:up:

Thanks CaptainNemo12. Strange that it works OK on your rig without the switch but not on mine as I have 3Gb of RAM, but that's life I suppose.

Nemo

Kapitän
03-08-10, 07:55 AM
Hi Kapitän,

Flakmonkey’s “NewInterior-MOD” IS the combination of DD’s “OpenHatch 3.10” and his improvement of the sub interior! One foe All – for the Type VII. And if you don’t play GWX or WAC, you have to do some changes in the *_Commands.cfg files – it’s all written in the superb manual.


Greetings
rowi58

Thanks for this. The latest version I can find however is, OH_V3.09. Did I miss the 3.10-Version somewhere?

Damo
03-08-10, 08:00 AM
3.10 has been combined with the Interiors mod, you don't need to download it separately. What you CAN do though is to install OH 3.09 to give you the open hatch functionality in all the boats and then install the FM Interiors mod on top of that when you use the VII.

Hope that helps.

V-Modifications
03-08-10, 08:05 AM
There are 2 bugs in the conning Tower - the position of both cameras there are too high - the conning tower camera needs to lower about ~500 then it have the normal position, but for the conning tower 3d peri i could not find a fix so far, it looks a bit as the camera fall down in right position in front of peri but loose his angels

Kapitän
03-08-10, 08:06 AM
3.10 has been combined with the Interiors mod, you don't need to download it separately. What you CAN do though is to install OH 3.09 to give you the open hatch functionality in all the boats and then install the FM Interiors mod on top of that when you use the VII.

Hope that helps.

Thanks, Where can I find the 3.10-Version?

Reece
03-08-10, 08:20 AM
Thanks, Where can I find the 3.10-Version?
It is a part of this mod, it hasn't been released separately!:yep:

rowi58
03-08-10, 08:24 AM
Thanks Reece:salute:

Greetings
rowi58

Reece
03-08-10, 08:30 AM
There are 2 bugs in the conning Tower - the position of both cameras there are too high - the conning tower camera needs to lower about ~500 then it have the normal position, but for the conning tower 3d peri i could not find a fix so far, it looks a bit as the camera fall down in right position in front of peri but loose his angelsDD OH 3.09 did have a fix for the conning tower: DD_OH_V3.09_ConningDeckCam_Fix_20091216221109.7z
Don't know if this is it, otherwise earlier versions caused a problem similar to your description where the conning tower camera view was way above the boat, this had to do with Anvarts Flags mod & required using S3D to give a new ID to nodes 199 and 201 in Anvart's Turm7b_1_hd.dat.:hmmm: Hope this is of some help.:yep:

Kapitän
03-08-10, 08:30 AM
Thanks, as well.

Anvart
03-08-10, 09:21 AM
DD OH 3.09 did have a fix for the conning tower: DD_OH_V3.09_ConningDeckCam_Fix_20091216221109.7z
Don't know if this is it, otherwise earlier versions caused a problem similar to your description where the conning tower camera view was way above the boat, this had to do with Anvarts Flags mod & required using S3D to give a new ID to nodes 199 and 201 in Anvart's Turm7b_1_hd.dat.:hmmm: Hope this is of some help.:yep:
Hey, Reece...
Do not confuse people...
199 and 201 nodes in Turm7b_1_hd.dat in DFant_Flag_2010 and DFa_UpDnRot_Flags_fin2 mods have no crossed identifiers... with DD OH 3.09...
...
And what relation the height of conning cameras to identifiers of flag-mod objects has? :rotfl2:

JohnnyBlaze
03-08-10, 09:46 AM
Moin,

@JohnnyBlaze:
I´m just running some tests with the captain´s bunk camera. As I reckon nobody really needs it, I´ll convert it to a non-stabilized free cam. The floor click will than again lead to this free cam.

Regards,
DD

Sounds good :up:

Will it work the way that if you move the freecam lets say in front of a periscope, you click the scope and then you click "back" the freecam is in front of the periscope?
So it doesn't reset the camera position if you switch out of the freecam.

Make any sense? :03:

That's basically the only thing I worrie about

Thanks :rock:

V-Modifications
03-08-10, 11:33 AM
i have thought about the missing node in the 'NSS_Uboat7_CR.cam' of this mod, because i use 'FM30_UpDown_final' and 'DFant_subFlag_2010' too.
then the missing node is:

SH3+GWX3+FMI1.0+FM30_UpDown_final+DFant_subFlag_20 10
(274-275) <-would be the order from orginal RadioRoom
Tooltip = 1852
Command =
Param = 0
Hide = True
AllowSelection = False
Link = 0x0000000000000000
CameraList = [0]

link (+FM30 Fix) (http://www.filefront.com/15779587/NSS_Uboat7_CR.cam-Fix--FM30_UpDown-Fix.zip/)


and only
SH3+GWX3+FMI1.0
(274-275)
Tooltip = 1852
Command = Radar_toggle_on_off
Param = 0
Hide = True
AllowSelection = False
Link = 0x0000000000000000
CameraList = [1]
[0] = RadioView

link (http://www.filefront.com/15779585/NSS_Uboat7_CR.cam-Fix.zip/)

just have made some tests
The Back to Windows happens only by using the 'FM30_UpDown_final' Mod, but its not a bug of the 'FM30_UpDown_final' Mod. (Try it 1943 st.naz VIIC with fumo30)
The missing node have no influence on 'open hatch Mod 'or Fm_NewInteriors (maybe they dont use it) And there is no difference with the missing node!

there is one way to have no Back to windows with the missing node too, by using the 'NSS_Uboat7_RR.cam' from 'FM30_UpDown_final' on the Open Hatch or Interior Mod. But then a lot of nodes are 2x in the game - nearly all nodes from the rr.cam exept the one

same bug are in NSS_Uboat9_CR.cam from Open Hatch Mod too

here is a fix (GWX3+OpenHatchMod) (http://www.filefront.com/15779593/NSS_Uboat9_CR.cam-Fix.zip/)

and a OpenHatchMod+FM30_UpDown_final fix (http://www.filefront.com/15779599/NSS_Uboat9_CR.cam-Fix--FM30_UpDown-Fix.zip/)

DivingDuck
03-09-10, 07:14 AM
Moin,

@Reece:
IIRC the conning deck cam fix did only feature small changes to the *.cam file. Switching the 'AllowSelection' from 'True' to 'False' keeps the camera on deck instead winding up high above the boat.

@JohnnyBlaze:
right clicking the mouse when in periscope view is not possible. But AFAIK there are some GUI mods that use 'NumPad+0' to go back to previous cam.

@V-Modifications:
have not had any CTD so far. I´ll check into the matter.
By mistake the CR.cam file that was destined for the fix for Anvart´s FuMo mod found its way into the base FM_NI. Therefore everybody now has the fix enabled by default and can not use the lever to toggle the radar on/off. Use 'SHIFT+R' / 'CTRL+R' instead.

Regards,
DD

Reece
03-09-10, 07:42 AM
Hey, Reece...
Do not confuse people...
199 and 201 nodes in Turm7b_1_hd.dat in DFant_Flag_2010 and DFa_UpDnRot_Flags_fin2 mods have no crossed identifiers... with DD OH 3.09...
...
And what relation the height of conning cameras to identifiers of flag-mod objects has? :rotfl2:I wasn't sure what other mods he may have been using to have the camera acting in a similar way!:oops:

JohnnyBlaze
03-09-10, 11:27 AM
Moin,

@JohnnyBlaze:
right clicking the mouse when in periscope view is not possible. But AFAIK there are some GUI mods that use 'NumPad+0' to go back to previous cam.
Regards,
DD

Hey, DD!

Yes I know you can't right click in the periscope view. I have the back command set as numpad+0. The point was that it would actually work the way I said?

Thanks :salute:

Kapitän
03-09-10, 01:46 PM
@ DD: Hi, I activated "DD_OpenHatch_V3.09" onto LSHIII_4.0.

Everything seems to be working fine, except, that when I click on the 1WO, the camera switches to an overhead view and only be returned to the regular view, by restarting the game.

I inserted two screen shots to this post, perhaps, you can give a tip.

Thanks, Kapitän

http://www1.mediafire.com/imgbnc.php/2a02b2d8e7400e0e508a48d92e0872cc6g.jpg (http://www.mediafire.com/imageview.php?quickkey=wj3mjyay4af&thumb=4)


http://www2.mediafire.com/imgbnc.php/897623284e109ba3d11d7ddec7e4caf96g.jpg (http://www.mediafire.com/imageview.php?quickkey=nhiwymhvmyn&thumb=4)

Magic1111
03-09-10, 02:03 PM
@ DD: Hi, I activated "DD_OpenHatch_V3.09" onto LSHIII_4.0.

Everything seems to be working fine, except, that when I click on the 1WO, the camera switches to an overhead view and only be returned to the regular view, by restarting the game.

I inserted two screen shots to this post, perhaps, you can give a tip.

Thanks, Kapitän

[/URL]

[URL="http://www.mediafire.com/imageview.php?quickkey=nhiwymhvmyn&thumb=4"] (http://www.mediafire.com/imageview.php?quickkey=wj3mjyay4af&thumb=4)

Moin !

Bitte diesen Fix: http://www.mediafire.com/?2mhnw1omoiz NACH dem OH-MOD V3.09 aktivieren und alles wird gut ! :03:

Viele Grüße,
Magic

Kapitän
03-09-10, 04:13 PM
@ Magic1111: Alles ist gut - danke! Does this mod work only on the VII-typ boat or also, on the II-type boat?

pabbi
03-09-10, 05:29 PM
Originally Posted by Anvart
Edited:
-------------------------------
EditBin For SH3 WinXP 32-bit... (need edited Boot.ini):
http://msdn.microsoft.com/en-us/libr...hf(VS.80).aspx

EDITBIN [options] [files]...

EDITBIN.EXE /LARGEADDRESSAWARE SH3.EXE

D/L link:
http://www.mediafire.com/file/ggjmvtotoe1/EditBin.7z

It's full complect!
editbin_SH3.bat, editbin.exe, link.exe and mspdb80.dll

Unpack, copy to EditBin folder sh3.exe file and run editbin_SH3.bat...
Attention! editbin.exe does not create "backup" file...

Still no go Not sure if i did it right
Downloaded from mediafire.com
so i will need step by step info.


Ok take 3

were do i unpack it to.
do i then copy sh3.exe file to editbin folder and run editbin_sh3.bat.

Indietro
03-10-10, 03:52 AM
I agree the quality of Anvarts intructions is more like a note to yourself, rather than detailed intructions for community. I can also hardly understand what does he want to say in the first part of the message though..

Myxale
03-10-10, 04:15 AM
Anvart relies on translations...so many things he post are lost in translation.

But it's still good enough to give people the basic idea!

Reece
03-10-10, 04:38 AM
I agree the quality of Anvarts intructions is more like a note to yourself, rather than detailed intructions for community. I can also hardly understand what does he want to say in the first part of the message though..Have patience young grasshopper, if you can't get the gist of it just PM someone, He tries very hard with his English, if it was me I would give up, I tried learning another language .... taint easy!!:oops::yep:

Indietro
03-10-10, 05:58 AM
Have patience young grasshopper, if you can't get the gist of it just PM someone, He tries very hard with his English, if it was me I would give up, I tried learning another language .... taint easy!!:oops::yep:

Of course you know that this does not change the fact that with current explanation we have of how to, some or more than some users are still left with question marks above their heads. So if you understood what Anvarts had in mind with his instructions pls feel free to share it in more understandable way. :D

Damo
03-10-10, 06:21 AM
As a friend once said to me - 'I speak all languages, because I sir, am fluent in Babel Fish'.

:D

Anvart
03-10-10, 07:50 AM
I agree the quality of Anvarts intructions is more like a note to yourself, rather than detailed intructions for community. I can also hardly understand what does he want to say in the first part of the message though..
I'm not master of detailed instructions... the reason is known...
But if you don't like, that i share with you my knowledge... i can not do it... :yep:
...
What is not clear in simple phrases? if you read the previous posts and look links (and read)... and the context of conversation is clear for you...
...
Unpack, ... yes... it's very difficult to understand, that speech about the downloaded file...
copy to EditBin folder sh3.exe file (copy sh3.exe file to EditBin folder)... yes... it's impossible to understand, that it's necessary to copy sh3.exe file from root folder of game into EditBin folder with the unpacked files...
and run editbin_SH3.bat ... yes... it's very difficult to understand, that it's necessary to start editbin_SH3.bat file (double click by mouse) for file (sh3.exe) patching...
The following step I hope you will make independently...
...
Sorry guys... my replies for thinking people...

Indietro
03-10-10, 07:55 AM
I'm not master of detailed instructions... the reason is known...
But if you don't like, that i share with you my knowledge... i can not do it... :yep:
...
What is not clear in simple phrases? if you read the previous posts and look links (and read)... and the context of conversation is clear to you...
...
Unpack, ... yes... it's very difficult to understand, that speech about the downloaded file...
copy to EditBin folder sh3.exe file (copy sh3.exe file to EditBin folder)... yes... it's impossible to understand, that it's necessary to copy sh3.exe file from root folder of game into EditBin folder with the unpacked files...
and run editbin_SH3.bat ... yes... it's very difficult to understand, that it's necessary to start editbin_SH3.bat file (double click by mouse) for file (sh3.exe) patching...
The following step I hope you will make independently...
...
Sorry guys... my replies for thinking people...


Zabej sarkazm :D P.S. Pishi po ruski jesli po angliski slabo!

Indietro
03-10-10, 07:59 AM
I was more interested in what the hell this part suppose to mean: EditBin For SH3 WinXP 32-bit... (need edited Boot.ini):http://msdn.microsoft.com/en-us/libr...hf(VS.80).aspxEDITBIN [options] [files]...EDITBIN.EXE /LARGEADDRESSAWARE SH3.EXE

Anvart
03-10-10, 08:01 AM
As a friend once said to me - 'I speak all languages, because I sir, am fluent in Babel Fish'.

:D
:rotfl2:
Try to talk to me in russian through Babel Fish...
I will not understand you absolutely. :har:

Anvart
03-10-10, 08:05 AM
Zabej sarkazm :D P.S. Pishi po ruski jesli po angliski slabo!
Dude,
I write not for you... i write for thinking people...

Indietro
03-10-10, 08:14 AM
Dude,
I write not for you... i write for thinking people...


Yeah and I believe the most thinking person is you right? :D Others are some sort of dumbasses if I understood your self attitude correctly ? :) Fine by me, just don;t overweight your brain powers :) Smotry neoshibys tolka =]

SquareSteelBar
03-10-10, 09:30 AM
Now we all know why the construction of the Babel Tower failed... :know:

evan82
03-10-10, 09:38 AM
copy to EditBin folder sh3.exe file (copy sh3.exe file to EditBin folder)... yes... it's impossible to understand, that it's necessary to copy sh3.exe file from root folder of game into EditBin folder with the unpacked files...

Anyway, thanks for this more precise info Anvart :oops:.

Aces
03-10-10, 11:54 AM
Hi chaps,

Hope this will help, this is what I did:

1. Unzip using winzip or winrar etc. all the enclosed files in Anvart' download somewhere on you hard drive keeping them in the same folder eg. EditBin.

2. Copy an un-patched sh3.exe to this folder, note: for safety sake backup the sh3.exe somewhere safe before running the batch file as it doesn't automatically create a backup.

3. From the DOS prompt navigate to the EditBin folder and type the following command line:

EDITBIN.EXE/LARGEADDRESSAWARE SH3.EXE

(this will patch the sh3.exe)

4. Copy your patched sh3.exe from EditBin folder to your game folder

That's it, this will patch the sh3.exe, you still need the boot.ini lines.
as per the /4GB patch detailed earlier in this thread.

Best Regards

Aces

pabbi
03-10-10, 12:29 PM
Hi chaps,

Hope this will help, this is what I did:

1. Unzip using winzip or winrar etc. all the enclosed files in Anvart' download somewhere on you hard drive keeping them in the same folder eg. EditBin.

2. Copy an un-patched sh3.exe to this folder, note: for safety sake backup the sh3.exe somewhere safe before running the batch file as it doesn't automatically create a backup.

3. From the DOS prompt navigate to the EditBin folder and type the following command line:

EDITBIN.EXE/LARGEADDRESSAWARE SH3.EXE

(this will patch the sh3.exe)

4. Copy your patched sh3.exe from EditBin folder to your game folder

That's it, this will patch the sh3.exe, you still need the boot.ini lines.
as per the /4GB patch detailed earlier in this thread.

Best Regards

Aces

Thanks Aces lets hope i will not be too dumb(@ Anvart) this time.:88)

Aces
03-10-10, 03:27 PM
You're welcome mate, ah if we all spoke the same language the world would be a clearer and most probably a duller place.

Here we only speak the language of modding one of the most beautiful languages in the world! :)

Peace 'n love to all my fellow virtual mariners

Cheers

Aces

Rhodes
03-10-10, 05:00 PM
Hello,

finally I tried the mod, only in a single mission. No CTD but the game was extremly slow. Normall situation since my specs are old and also my pc was doing some stuff at the same time.

Specs:

AMD Athlon 2400+ @ 2000
1 gb ram
Gforce 7600 gs
Windows XP sp2

Mods:
GWX - Enhanced Damage Effects
skin_VII_Hellgrau_50_COBAT
Water_Stream_for_Uboats_V4
WB's Decks Awash
LifeBoats&Debris_v4
BritishAsdicMkIFinal
GWX 3 St Naz and SchlueseV2
Lutzow's Officers - SET6
GWX - Captain America's Officer Icons
GWX - Integrated Orders
DasBootSehrohr
GWX - 20km Atmosphere (Unofficial Mod)
OLC's Modified Searchlight Beams for GWX3
Conus' Historically Accurate U-boat Emblems 1.2
Thomsens Ships V4.1
ANZACMICKS DAMAGE IMMERSION
Thomsen's No Instant DeathScreen Mod V1.1
EngToGerNamesForOLCUbermodGWX2.1
GWX - No Medals on Crew
ExteriorLightmaps VIIc v1.0
DFant_subFlag_2010
FM30_UpDown_final
FM_NewInterior_V1.0
FM_NI_Fix_for_Anvart_FM30_UpDown
Conning Tower open Hatch TestFMfood

evan82
03-11-10, 04:49 AM
You need more RAM, and maybe better graphic. However I have more RAM, not bad graphic, FPS also not bad [outside the ports very good], but I have CTD when use this mod. Maybe this is my game version from Classic Colection.:down:. But now I sail on the XXI:D.

Rhodes
03-11-10, 04:59 AM
You need more RAM, and maybe better graphic. You are not refering to sig, yes? :)
Yes, next week will have my new pc, so possibly the mod will run better!

Maybe this is my game version from Classic Colection.

Didn't understand, sorry.

Anvart
03-11-10, 05:52 AM
Hi chaps,
...
3. From the DOS prompt navigate to the EditBin folder and type the following command line:

EDITBIN.EXE/LARGEADDRESSAWARE SH3.EXE

(this will patch the sh3.exe)

4. ...
Best Regards

Aces
Excellently, Aces... but there is a small addition...
... instead of the red...
It's more simple... to run editbin_SH3.bat in the EditBin folder ...

Anvart
03-11-10, 05:56 AM
...too dumb(@ Anvart) this time.:88)
:O:

Anvart
03-11-10, 06:08 AM
...
Smotry neoshibys tolka =]
:rotfl2:
ne oshibajus...
enough to read your council:
'... Pishi po ruski...'

Aces
03-11-10, 06:10 AM
Excellently, Aces... but there is a small addition...
... instead of the red...
It's more simple... to run editbin_SH3.bat in the EditBin folder ...

Indeed it is my friend but I "cut my teeth" as they say in the good ol'/bad 'ol days of dos prompts :DL and old habits die hard :DL I still think directories and not folders too, CD\ CD.. DEL *.* :)

Cheers and thanks also for the pennants update, brilliant!.

Aces

Anvart
03-11-10, 07:11 AM
Indeed it is my friend but I "cut my teeth" as they say in the good ol'/bad 'ol days of dos prompts :DL and old habits die hard :DL I still think directories and not folders too, CD\ CD.. DEL *.* :)

Cheers and thanks also for the pennants update, brilliant!.

Aces
Yes, I understand you... :yep:
I began with DOS too.
But rationalism should be on the first place...
Compare length of words folders and directories ... :haha:

Aces
03-11-10, 07:25 AM
rationalism :DL

I prefer another "ism" : "luditism" :D

Cheers

Aces

Anvart
03-11-10, 07:29 AM
:o
What is it?

Aces
03-11-10, 07:35 AM
http://en.wikipedia.org/wiki/Luddite

:DL:DL:DL

Cheers

Aces

Anvart
03-11-10, 07:44 AM
http://en.wikipedia.org/wiki/Luddite

:DL:DL:DL

Cheers

Aces
:DL
OK...
has understood...
In ru.wikipedia.org this definition is absent...

P.S.
By the way, you can facilitate life to yourself if write down in WinXP OS register next lines...
Or you will create file with *.reg extension and execute it:

Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Folder\shell\C mdPromptW]
@="Command Prompt"
[HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Folder\shell\C mdPromptW\Command]
@="cmd.exe /k cd \"%1\""

Kapitän
03-11-10, 07:16 PM
Hi, Thanks for the great work.

I just installed this mod but got a CTD. The DD_OH_V3.09 worked fine but when ein added the FM_V1.0, it didn't.

Here is a photo of the mods I activated. Does anyone have a tip for me, what could have gone wrong.

Thanks, Kapitän

http://www2.mediafire.com/imgbnc.php/5ac7a4641e7ce45cf63ccb8f225ee1166g.jpg (http://www.mediafire.com/imageview.php?quickkey=dzzvnwmzgzg&thumb=4)

Reece
03-11-10, 11:38 PM
@ DivingDuck, any progress on the sound fix?:hmmm:

Magic1111
03-12-10, 02:40 AM
Hi, Thanks for the great work.

I just installed this mod but got a CTD. The DD_OH_V3.09 worked fine but when ein added the FM_V1.0, it didn't.

Here is a photo of the mods I activated. Does anyone have a tip for me, what could have gone wrong.

Thanks, Kapitän



Moin !

You must disable the last two MODs from your List (Fix for OLC GUI and Fix for Anvart), because you don´t need these fixes with WAC !

In WAC you don´t have an OLC GUI (you have the STOCK GUI and not the GUI from OLC) and the Fix for Anvart is for his MOD "FM30 UpDown". This MOD is only for GWX and means, you can raise and lower the FuMo 30 Antenna !

Best regards,
Magic

evan82
03-12-10, 06:46 AM
You are not refering to sig, yes? :)
No. I write about Your 1GB of ram.
Yes, next week will have my new pc, so possibly the mod will run better!
Great!:up:
Didn't understand, sorry.
In Poland version of the SH3 from "Classic Collection" create problems with some mods sometimes.:shifty:

Kapitän
03-12-10, 07:14 AM
@ Magic1111: Thanks for the info. It certainly helps me understand, which mod is compitable with which supermod and vice versa. Regards, Kapitän

DivingDuck
03-12-10, 10:24 AM
Moin,
@ DivingDuck, any progress on the sound fix?:hmmm:
it´s processing nicely and I really enjoy playing it. LOL.
I´m a bit distracted by SH5, sorry. But I´m still working at it. The sound´s ready to go I reckon. But I´m at converting the captain´s bunk cam into the engine room cam and re-introducing the non-stabilized free cam since a lot of people complained about loosing it. This however involves re-working the cameras.dat for all fixes too. :88)
Besides I´ve been asked to make the hatches open by default. Thus you´ll not need to open them on mission start but can close them at will.

@Kapitän:
if you continue to have CTD on mission start, try Anvart´s fix. I´ve compiled Anvart´s related posts in this one: http://www.subsim.com/radioroom/showpost.php?p=1300071&postcount=321



Regards,
DD

EgoApocalypse
03-12-10, 10:53 AM
I should of stuck with SH3 GWX OLC and not gone near SH4 or SH5, I would be a happy man.....................Instead of wanting to put my fist trough the monitor.:damn:

Looks great guys........Great breakthrough............:salute:

Rhodes
03-12-10, 11:20 AM
Small update, tried the mod in career. Started at sea, no CTD!Slow game in the new rooms but normal for my specs! After the patrol will try to begin in port!

For my specs and mods go here: http://www.subsim.com/radioroom/showpost.php?p=1307013&postcount=372

So, until now:salute:!

Kapitän
03-12-10, 12:16 PM
Moin,

@Kapitän:
if you continue to have CTD on mission start, try Anvart´s fix. I´ve compiled Anvart´s related posts in this one: http://www.subsim.com/radioroom/showpost.php?p=1300071&postcount=321

Regards,
DD

Thanks. I've tried everything - in the end, I only had the WAC4.1_FULL_XP and the FM_V1.0 + Fix installed: It got all the way to the "Ran an den Feind" message for a Single Patrol and then it CTD'd.

I read the thread on the link you sent and I have to admit: I don't understand it. I downloaded and unpacked the "EditBin-7z" but now I don't know how to open the "sh3.exe"-file and all the rest ...

As you can see, I'm just a simple-minded user :cry:

irish1958
03-12-10, 05:03 PM
The 7z download from filefront appears to be broken.

nycoroner05
03-12-10, 05:52 PM
Runs nice

DivingDuck
03-13-10, 01:06 AM
Moin,

@Irish:
thanks for the report, will check it asap.

@Kapitän:
check the German UBI forum: http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/5791056528/p/8
Although the post reveals nothing new as it is in English, see the following posts. Others have had the same problems like you.

Regards,
DD

Kapitän
03-13-10, 09:10 AM
@ DD: Thanks for this. I will check it. Hopefully, I will be able to activate the FM-Mod at last ..

Viktor_Prien
03-13-10, 08:47 PM
I'm still downloading the mod but before all I would like to thank you for this exceptional work!Absolutely fantastic!!!Absolutely marvellous!!! :rock:

sidslotm
03-14-10, 01:03 PM
Just want ro say thanx for the FM_NewInteriors V1.0 mod, combined with the GWX3 ol sid has put to sea again, ha harr, Jim lad, pass me spanner, me nuts r leakin.:DL

I tried the opened turm tower as well, if this keeps up we'll have water coming down through the open atchway, ha harr, Jim lad, pass me brolly:D

I'm amazed, I forgot how good SH3 really is, it's November 43 and attacking a convoy is much harder than SH4, gotta think of me shipmates ain't I.:arrgh!:

Thanx again

rea00cy
03-15-10, 05:26 AM
Hi, FK and to all others involved in this mod. I just DL and tested over a stock copy of the game. Marvelous!:yeah:

thoomsn
03-15-10, 07:36 AM
Hi there!

First of all THANX for this great piece of work; especially the animated MAN Diesels are impressive!
Concerning the sound of the diesel I have a question:
In reality the sound of the diesels could hardly be heard on the bridge (cause they were under several layers of steel and the water line; only the exhaust pipes were above) but were heard everywhere IN THE BOAT. You will see this watching "Das Boot". Using GWX you have the opposite situation: Loud diesel sound on the bridge and a little bit less in the boat. Now here's my question: How can I change the diesel sound level to have it the other way round (inside more, outside less)? Do I have to edit the sh3.sdl (and if so, which tool do I have to use?)?
I've erased all sound files from flakmonkeys mod and installed it. Of course there's now no 3d sound effect, but the diesels were too loud in the command room (coudn't understand my officers anymore). If I now could change the levels as described above, a good compromise would be done.

Any ideas?
Thanx;
thoomsn

DivingDuck
03-15-10, 11:12 AM
Moin,
Hi there!

First of all THANX for this great piece of work; especially the animated MAN Diesels are impressive!
Concerning the sound of the diesel I have a question:
In reality the sound of the diesels could hardly be heard on the bridge (cause they were under several layers of steel and the water line; only the exhaust pipes were above) but were heard everywhere IN THE BOAT. You will see this watching "Das Boot". Using GWX you have the opposite situation: Loud diesel sound on the bridge and a little bit less in the boat. Now here's my question: How can I change the diesel sound level to have it the other way round (inside more, outside less)? Do I have to edit the sh3.sdl (and if so, which tool do I have to use?)?
I've erased all sound files from flakmonkeys mod and installed it. Of course there's now no 3d sound effect, but the diesels were too loud in the command room (coudn't understand my officers anymore). If I now could change the levels as described above, a good compromise would be done.

Any ideas?
Thanx;
thoomsn
an update featuring a new approach to the sound issue is pending. In fact the sound´s fixed already. It´s inaudbile in CR when moving forward and almost inaudible when on backward speed. Although I haven´t tested it on the bridge yet, I reckon it´ll be fine. I´m still working at the cam issue though. As expected the amplified free cam movement is driving me nuts. The boat´s too long! ;( If I don´t discover a way to fix that soon, I´ll abandon the non-stabilized free cam for good.

Regards,
DD

flakmonkey
03-16-10, 04:56 AM
As expected the amplified free cam movement is driving me nuts. The boat´s too long! ;( If I don´t discover a way to fix that soon, I´ll abandon the non-stabilized free cam for good.


Its a pity i never managed to get the method of using collision planes to restrict the camera to work properly, it seemed to be a good solution, at least in theory.

sflo
03-16-10, 01:41 PM
First: what a GREAT, OUTSTANDING JOB !!!!

Flackmonkey, DivingDuck, you are modding gods!


It is realy amazing what can be done. I aked myself "how
the hell is this possible?"

Since this here is a GREAT COMMUNITY, the forum is areach source
of good tips and hints, and good tools (OUTSTANDING also: SH3 Editor)
So I downloaded a free trial of 3DsMax and started, hell what a mass
of buttons and sliders! A real complex program. I am happy that
the internet is filled with "YouTube"help videos for any kind of
questions (in my youth getting infos was a hard job ....)

So I learned something about "ObJ" and "MTL" files, "Gizmos" and
this UVW-thingy, and texture-baking (who invented this name?
a woman? hell, real sailors would have called this texture burning)
and after hours I came up with something which at least gave me
the impression to be on the right track:

http://www.bildersave.de/uploads/f4b33e8865eeshotz.jpg

Hell, with this seed I would have complete a sngle room not before
year 2012!

So I realy know what a hard&Excellent Job was done by Flakmonkey & DivingDuck, and I wait for the two remaining rooms modeled by you both.

PLEASE, PLEASE!

and thanks again for thisgreat mod, I realy enjoy it.

Best wishes,
sflo

flakmonkey
03-17-10, 09:19 AM
:o Thats impressive work, especially since youy say youre still learning, heck its much better than my first attempts (see the old work in progress thread http://www.subsim.com/radioroom/showthread.php?t=159856&page=3). Whats the poly count like?

I have to admit im rather tempted to just "borrow" sh5s interiors for the torpedo rooms, theryre nicely modelled, i think i should do it properly and make my own, doesnt mean i cant use UBIs models as reference though:up:

http://img253.imageshack.us/img253/3645/shvroom.jpg

sflo
03-17-10, 05:43 PM
Hi Flakmonkey,

thanks for the reply.

Hmmm, poly-count in this (only the things which can beseen here,
I did not added the rest of the room) is 31699 Triangles. Yup, a lot
of the faces are actually "inside" other objects ond occupy ram
and cpu time , but I have the "gut feeling" that the poly-count
is less important than the final texturing. To be honest, this
Occluson-Mapping is still a magic thing for me, and while
I tried to figúre this out,I stumbled across the "texture
baking", which I happily adopted as my fast way to go (basically
export all "sub" objects from max as obj (polygons), then re-import
all (each as single mesh) into a scene for "rendering", then render
to texture, save texture as TGA file, then "collaps" the "auto-generated
UVW-wrap" modifier ( this 3DMax is doing a lot of things for you :)) to map channel 1 (as beginner I put all things into only one channel) and save
the "collapsed" objects as "triangles" for re-import into the
dat file. Pretty simple. I think this is not optimal, but it gives good results
in a fair ammount of time.


However, the most important thing from your post was:

YOU are still on this topic :)

Hurray!!!


So I (and the rest of the community, I suppose) will wait
for the remaining rooms, and if they have the quality you
already achieved for the diesels, it will be fantastic.

Take all time you need ! don´t hurry! ( knowing that you did
not forgot us SH3 buddies and went totally to SH5, is sufficient,
we can wait )

And please, borrow as much from SH5 as you like ... if
it is already there, why not re-use this?


I am a big fan of your work,

best wishes,
sflo

d85
03-18-10, 11:28 AM
Hi all sorry im late, real life intruded and i had to work (i hate my job!), anyway heres v1.0 of the new interiors mod:

http://www.filefront.com/15698297/FM_NewInterior_V1.0.7z/


Download mirrors:
http://www.mediafire.com/download.php?gij5ze22zzr
http://www.megaupload.com/?d=QRY902C0

Please read the included documantaion before installing!










Compatibility:

Stock
Stock+OLC
GWX
GWX+OLC
WAC
Anvart´s Antenna and SubFlag mods (depending on base mod, see manual)
Thanks guys:up:

(for anyone not familiar with this mod see: http://www.subsim.com/radioroom/showthread.php?t=160385 )

Hi everyone!


You do a great work making these interiors i never thought that it's possible.

Outstanding work greatest interior!

I downloaded that mod and have problem now.

I installed this great mod and my computer restarts every time when i try to ride the boat i hear the engine"s sound and after it's restarts.
And clicking buttons don't work to.
I installed that mod to the clear virsion sh3 with out any mods.

I don't have GWX 3.0

And other mods.

What do i have to do or what mods do i have to download that everything work and never restarts again?

DivingDuck
03-19-10, 02:14 AM
Moin d85,

which OS are you running, and what are your system specs?

Your problem is probably system memory related. Anvart has made a fix for that. Check this post of mine: http://www.subsim.com/radioroom/showpost.php?p=1300071&postcount=321

Regards,
DD

rea00cy
03-19-10, 02:36 AM
Following the intructions in the manual, I just have tested this mod on GW3. Just a few other mods: Anvart's Flags & Radar and DD OH. It runs like a charmmmmm!
Of course, first I disable a bunch of other mods I was palying with. One that I miss most now is Thomsen's sound pack. I know that this mod "plays" with GW3 original sound pack a bit- have no idea how, where....
Any experience about these two mods (Thomsen's SP and FM_NewInterior) compatibility? Any solution for incompatibilities?
Love to hear your comments. Many thanks.
Happy hunting,
Rea00cy

DivingDuck
03-19-10, 02:45 AM
Moin rea00cy,

never tried Thomsen´s SP. But go ahead a report back. I don´t expect any major problems.

Regards,
DD

Aces
03-19-10, 03:53 AM
Following the intructions in the manual, I just have tested this mod on GW3. Just a few other mods: Anvart's Flags & Radar and DD OH. It runs like a charmmmmm!
Of course, first I disable a bunch of other mods I was palying with. One that I miss most now is Thomsen's sound pack. I know that this mod "plays" with GW3 original sound pack a bit- have no idea how, where....
Any experience about these two mods (Thomsen's SP and FM_NewInterior) compatibility? Any solution for incompatibilities?
Love to hear your comments. Many thanks.
Happy hunting,
Rea00cy

Hi,

Which version of Thomsen's sound pack are you running?, I'll have a look and if there's a sh3.sdl problem, add this mod to my combined sh3.sdl file.

Regards

Aces

DivingDuck
03-19-10, 03:56 AM
thanks for stepping in, Aces.

Aces
03-19-10, 03:59 AM
My pleasure mate.

I'm downloading Thomsen's v3.2 it's big so will take a while but I think the issue might be in the sh3.sdl file, so i'll compare it to my combined sh3.sdl and add entries if appropriate else my current v2 combined sh3.sdl file will solve the problem without any further additions. I should have had a look at this mod's sh3.sdl as it's very popular.

Cheers & thanks for all your great work.

Aces

d85
03-19-10, 04:41 AM
Moin d85,

which OS are you running, and what are your system specs?

Your problem is probably system memory related. Anvart has made a fix for that. Check this post of mine: http://www.subsim.com/radioroom/showpost.php?p=1300071&postcount=321

Regards,
DD

Well i use windows xp sp3 my system is intel core duo 2 2.33 ghz
i don't think that my system does't allow me to play with this mod

I'am just downloading GWX 3.0 gold maybe this will help me to avoid this problem.:cry:

Aces
03-19-10, 04:43 AM
How much RAM do you have?.

Regards

Aces

d85
03-19-10, 04:46 AM
How much RAM do you have?.

Regards

Aces

It's 2 Gb of RAM

And my video is 512 mb Ati radeon pro

Is this enough?

Aces
03-19-10, 04:52 AM
I think you will have problems with 2GB of RAM using big mods like the FM Interiors. I have 4GB and a core 2 quad 2.5 GHZ with 896MB video RAM and had to apply Anvart's 3GB patch to get everything working together without CTDs. If possible adding more RAM and applying the 3GB patch would help.

I think you'll be okay running GWX and smaller mods but the big mods like FM Interiors and harbour mods etc. might be too much.

Good luck and best regards

Aces

Aces
03-19-10, 04:55 AM
Following the intructions in the manual, I just have tested this mod on GW3. Just a few other mods: Anvart's Flags & Radar and DD OH. It runs like a charmmmmm!
Of course, first I disable a bunch of other mods I was palying with. One that I miss most now is Thomsen's sound pack. I know that this mod "plays" with GW3 original sound pack a bit- have no idea how, where....
Any experience about these two mods (Thomsen's SP and FM_NewInterior) compatibility? Any solution for incompatibilities?
Love to hear your comments. Many thanks.
Happy hunting,
Rea00cy

Hi mate,

I had a look at Thomsen's Sound Pack v3.2 and it doesn't contain a modified sh3.sdl file so you should have no clashes with FM's interiors' sh3.sdl file using this mod.

However the "commands_en.cfg" file and "NSS_Uboat7_CR.dsd" will conflict.

Best Regards

Aces

d85
03-19-10, 05:02 AM
I think you will have problems with 2GB of RAM using big mods like the FM Interiors. I have 4GB and a core 2 quad 2.5 GHZ with 896MB video RAM and had to apply Anvart's 3GB patch to get everything working together without CTDs. If possible adding more RAM and applying the 3GB patch would help.

I think you'll be okay running GWX and smaller mods but the big mods like FM Interiors and harbour mods etc. might be too much.

Good luck and best regards

Aces

I don't know but i launch Mass effect 2 and and playing very well allthought the requirements of this game dominates my system but the game playing well there is no any problems with fps and e.t.c

Sorry for my mistakes in english it's not native for me.

Anyway thanks for the advice! ACES

Aces
03-19-10, 05:13 AM
My FPS on my old gaming rig which was only a P4 3 GHz with a much lower graphics card than you have were very good but that was before these new mods came out like the FM Interiors although it ran core GWX with quite a few mods very well.

Cheers

Aces

Aces
03-19-10, 05:31 AM
Hi mate,

I had a look at Thomsen's Sound Pack v3.2 and it doesn't contain a modified sh3.sdl file so you should have no clashes with FM's interiors' sh3.sdl file using this mod.

However the "commands_en.cfg" file and "NSS_Uboat7_CR.dsd" will conflict.

Best Regards

Aces

Okay I've had a look at Thomsen's "NSS_Uboat7_CR.dsd" and that should be okay if Thomsen's mod is applied after the New Interiors mod. I will look at Thomsen's "commands_enf.cfg" as that will have to be modded to include the new entries from the Interiors mod.

Actually what I might try is to produce a small mod to make as many the the popular mods compatible and extend my work on the combined "sh3.sdl" mod to include other popular modded modded files such as "commands.cfg", "particles.dsd" and "NSS_Uboat7_CR.dsd" etc., I'll keep you posted.

Cheers

Aces

d85
03-19-10, 07:05 AM
Okay I've had a look at Thomsen's "NSS_Uboat7_CR.dsd" and that should be okay if Thomsen's mod is applied after the New Interiors mod. I will look at Thomsen's "commands_enf.cfg" as that will have to be modded to include the new entries from the Interiors mod.

Actually what I might try is to produce a small mod to make as many the the popular mods compatible and extend my work on the combined "sh3.sdl" mod to include other popular modded modded files such as "commands.cfg", "particles.dsd" and "NSS_Uboat7_CR.dsd" etc., I'll keep you posted.

Cheers

Aces


ACES!

Could you write down the list of mods needed for FM interior mod please?:sunny:

DivingDuck
03-19-10, 07:15 AM
Moin d85,

there is no other mod needed to run FM_NI. But 2GB of RAM may indeed be the cause for your continuous CTD. Even players with higher specs did encounter problems running the mod. Try Anvart´s fix/patch. But don´t forget to backup the files in question first!

Regards,
DD

d85
03-19-10, 07:20 AM
Moin d85,

there is no other mod needed to run FM_NI. But 2GB of RAM may indeed be the cause for your continuous CTD. Even players with higher specs did encounter problems running the mod. Try Anvart´s fix/patch. But don´t forget to backup the files in question first!

Regards,
DD

So you want to say that this mod will launch without any problems with anvarts fix patch with 2 gb of ram.

Well thanks to you diving duck i'll try.

DivingDuck
03-19-10, 07:27 AM
@d85:
I can not guarantee Anvart´s fix will do the trick for your rig as well. But as many have reported it did for them, it´s definitely worth a try.
For some unknown reason I did not encounter any problem with any of my laptops. Even the older one is running the mod without problems. BUT, both laptops come at 4GB RAM.


Regards,
DD

d85
03-19-10, 07:28 AM
So you want to say that this mod will launch without any problems with anvarts fix patch with 2 gb of ram.

Well thanks to you diving duck i'll try.

Sorry for the question again.

Where i can find this patch?

DivingDuck
03-19-10, 07:29 AM
np, check this post: http://www.subsim.com/radioroom/showpost.php?p=1300071&postcount=321

d85
03-19-10, 07:31 AM
np, check this post: http://www.subsim.com/radioroom/showpost.php?p=1300071&postcount=321

Thanks!

d85
03-19-10, 07:56 AM
Awesome mod, getting about 34-40 fps in the Engine Room, computer is about 3 years old. PD 3.2ghz, 2 gigs of ram and an 8600GT 512mb video card.


Reallydedpoet!

You have system just like i have so could tell me what have you done to run the mod well without restarts system?

Aces
03-19-10, 08:02 AM
@d85,

Hi,

As DD mentioned, there aren't any mods needed to run the interiors but be aware that in Thomsen's Sound Pack mod there are two files that will be overwritten when installing FM's Interiors mod the "command_en.cfg" and the "NSS_Uboat7_CR.dsd" files.

The commands.cfg file shouldn't be a problem but the "NSS_Uboat7_CR.dsd" file (as supplied with FM Interiors mod) will possibly stop Thomsen's mod from working as intended. I've had a look at "Thomsen's "NSS_Uboat7_CR.dsd" file and I think it would be okay to apply just this file after installing both mods as follows in JSGME:

Thompsen's Sound (minus NSS_Uboat7_CR.dsd)
FM's Interiors
the "NSS_Uboat7_CR.dsd" from Thomsen's Sound mod.

To accomplish this I'd make a new mod fix with the correct file structure containing only the "NSS_Uboat7_CR.dsd" from Thomsen's mod and call it something like FM-NI Fix for Thomsen's Sound Pack.

Then Dissable both FM interiors and Thompsen's mods in JSGME, rename the "NSS_Uboat7_CR.dsd" file inside the Tompsen's mod folder to "NSS_Uboat7_CR.dsd.bak" or suchlike as a backup. and then re-enable the mods in the above order.


The 3GB patch helped me even with 4GB RAM so well worth a try but the 3GB patch works when you have more than 3GB to enable the game's .exe to address more RAM.


Best Regards


Aces

d85
03-19-10, 08:35 AM
@d85,

Hi,

As DD mentioned, there aren't any mods needed to run the interiors but be aware that in Thomsen's Sound Pack mod there are two files that will be overwritten when installing FM's Interiors mod the "command_en.cfg" and the "NSS_Uboat7_CR.dsd" files.

The commands.cfg file shouldn't be a problem but the "NSS_Uboat7_CR.dsd" file (as supplied with FM Interiors mod) will possibly stop Thomsen's mod from working as intended. I've had a look at "Thomsen's "NSS_Uboat7_CR.dsd" file and I think it would be okay to apply just this file after installing both mods as follows in JSGME:

Thompsen's Sound (minus NSS_Uboat7_CR.dsd)
FM's Interiors
the "NSS_Uboat7_CR.dsd" from Thomsen's Sound mod.

To accomplish this I'd make a new mod fix with the correct file structure containing only the "NSS_Uboat7_CR.dsd" from Thomsen's mod and call it something like FM-NI Fix for Thomsen's Sound Pack.

Then Dissable both FM interiors and Thompsen's mods in JSGME, rename the "NSS_Uboat7_CR.dsd" file inside the Tompsen's mod folder to "NSS_Uboat7_CR.dsd.bak" or suchlike as a backup. and then re-enable the mods in the above order.


The 3GB patch helped me even with 4GB RAM so well worth a try but the 3GB patch works when you have more than 3GB to enable the game's .exe to address more RAM.


Best Regards


Aces

I can see that all problem is sound mod because when i'm into the engine's room like i said i hear the sound working engines and when i increase the rounds of engines the sounds of the systems shotdowns (restarts).
In the other rooms i did have problems only into the engine's room

Regards!

Myxale
03-19-10, 10:07 AM
I too am fond of Thomsens Pack, and recently I started to use FM's mod too.

I also noticed the Conflicts. Although I understand the Config files and even the Sll. files, i still don't know what the #NSS_Uboat7_CR.dsd# does.

Aces
03-19-10, 10:25 AM
If you find out please let me know :DL, AFAIK it is something to do with sound again.

I would like to do with this file and also the commands_xx.cfg file what I've been doing with the combined sh3.sdl file and maybe produce and "extended" combined mod.

Cheers

Aces

rea00cy
03-19-10, 11:09 AM
Hi, Aces:

I just enabled Thomsen's SP (V3 plus the patches 3.1 & 3.2) after FM interior mod. Game loads, and runs, but there's a conflict since I didn't hear the expected crew chat , interior sounds,...etc, associated with Thomsen's pack. But no CTD. I will run it again and take note of any other change in the sound that I can notice..

Thank you very much foryour assistance!

Happy hunting!

Aces
03-19-10, 11:15 AM
That's interesting, thanks for the info, I'd have expected that it was the other way around ie: Thomson's sounds work but FM Interior's sounds ,or at least some of them ,didn't work and key commands such as Shft+H, CTRL+H SHFT+O, CTRL+O etc. from the FM Interior mod didn't work!.

What files did JSGME warn about when you installed Thomsen's mod after the FM Interiors mod?, I'd expect command_eng.cfg and the NSS_Uboat7_CR.dsd files.

Regards

Aces

rea00cy
03-19-10, 03:31 PM
That's interesting, thanks for the info, I'd have expected that it was the other way around ie: Thomson's sounds work but FM Interior's sounds ,or at least some of them ,didn't work and key commands such as Shft+H, CTRL+H SHFT+O, CTRL+O etc. from the FM Interior mod didn't work!.


Regards

Aces

I ran the game with the same mods enabled as I mentioned before (Anvart's Flag and Radar mods, DD's OH, FM interior and last Thomsen's SP). It loaded and ran with no CTD. This time I tested it in several single missions. These are my impressions:
-Both sounds groups are audible , but the engine sound usually "drowns" Thomsen's chat and interior sounds. This is true not only in the ER but in every other interior compartment, i.e CR, RR, fore quarters. Anyway, the farther from the ER the clearer Thomsen's sounds are audible. I have the impression that in the CT the engine noise interference was significantly less. On the bridge I could clearly heard crew's chat.
-ER noise varies in intensity according to speed and direction of movement,-as should be in reality- so these factors also affect the above-mentioned "drowning effect" .
-Sounds in the RR or forward this compartment are not affected by the status of the hatch, i.e. opened or closed (I didn't expect this to happen,though:DL)
I have no idea how much the engine noise would interfere with normal chat in the sub interior in RL, but I would prefer to reduce its intensity a little bit. I read about how to do this somewhere in this threat so I will look for that post to make the modifications asap....

Additionally, I'm missing the Numpad 0 function that I had previously with DD's OH mod. Have you any suggestion on how to recover this function?

Aces[/QUOTE]
"..."What files did JSGME warn about when you installed Thomsen's mod after the FM Interiors mod?, I'd expect command_eng.cfg and the NSS_Uboat7_CR.dsd files.

JSMGE ONLY warned about the last file.

regards,

rea00cy


PS. Just an aclaratory note. The version of PT sounds mod that I enable was without the MENU and CFG folders. Once enabled (plus the 2 patches 3.1 and 3.2), I followed PT's instructions necessary to make Ctrl + S play the start engine sound. But it didn't work!

d85
03-20-10, 07:06 AM
@d85,

Hi,

As DD mentioned, there aren't any mods needed to run the interiors but be aware that in Thomsen's Sound Pack mod there are two files that will be overwritten when installing FM's Interiors mod the "command_en.cfg" and the "NSS_Uboat7_CR.dsd" files.

The commands.cfg file shouldn't be a problem but the "NSS_Uboat7_CR.dsd" file (as supplied with FM Interiors mod) will possibly stop Thomsen's mod from working as intended. I've had a look at "Thomsen's "NSS_Uboat7_CR.dsd" file and I think it would be okay to apply just this file after installing both mods as follows in JSGME:

Thompsen's Sound (minus NSS_Uboat7_CR.dsd)
FM's Interiors
the "NSS_Uboat7_CR.dsd" from Thomsen's Sound mod.

To accomplish this I'd make a new mod fix with the correct file structure containing only the "NSS_Uboat7_CR.dsd" from Thomsen's mod and call it something like FM-NI Fix for Thomsen's Sound Pack.

Then Dissable both FM interiors and Thompsen's mods in JSGME, rename the "NSS_Uboat7_CR.dsd" file inside the Tompsen's mod folder to "NSS_Uboat7_CR.dsd.bak" or suchlike as a backup. and then re-enable the mods in the above order.


The 3GB patch helped me even with 4GB RAM so well worth a try but the 3GB patch works when you have more than 3GB to enable the game's .exe to address more RAM.


Best Regards


Aces

Hi,:cry:

I tried different ways to make this misstake correct but it's all just the same it's not working what ever i've done just useless. I see for the first time the big mod like that.

Does anyone can tell me how to set the command room with hanging food with out other rooms?

Regards,

Uber Gruber
03-20-10, 01:35 PM
I just can not get this mod to load without a CTD when starting new career in 1941 in 1st Flot (to get VIIC)

System
Windows 7 64bit with 4GB RAM (brand new install), E6600 @ 2.4GHz, 2*BFG 650MB GTS8800 graphics cards in SLI mode.

Game
Sh3 patched to 1.4
GWX installed with ONLY the following mods:
GWX - 16km Atmosphere
GWX - Captain America's Officer Icons
GWX - Enhanced Damage Effects
GWX - No Medals on Crew
FM_NewInterior_V1.0

I have read that the 4MB patch is not required for Windows 7 64bit, however I have tried both with the patch and without but to no avail. I have also tried running it in Windows XP SP3 compatibility mode but no luck there either.

I have also tried running it with and without the hires fix but to no avail.

I can of course run the game using any other sub, i.e. I can start in Kiel in 1939 no problem.

At this point I am at a loss. Perhapps some kind gent/lady could advise ? Anvart, you know your stuff re Windows 7....what do you think ?

Or put another way...HELP ME PLEASE!!!! :damn:

UG

EDIT: Starforce removed and NO CD thingy also being used. BUT TO NO AVAIL!!!!
EDIT AGAIN: SH3 installed on E:\SH3....i.e. not the default. BUT TO NO AVAIL!!!!

Anvart
03-20-10, 01:48 PM
...
Anvart, you know your stuff re Windows 7....what do you think ?
...
UG
EditBin and edited boot.ini have been tested by me on Win ХР SP2...SP3.
I do not have Win 7 OS.

Anvart
03-20-10, 01:59 PM
...
For some unknown reason I did not encounter any problem with any of my laptops. Even the older one is running the mod without problems. BUT, both laptops come at 4GB RAM.

Regards,
DD
Publish section [operating systems] from your boot.ini file...
or only keys...

Uber Gruber
03-20-10, 02:14 PM
Okay, so lets try a bit of Edward de Bono..

Has ANYONE managed to get this FM_NewInteriors_V1.0 to work on a Windows 7 64 bit system ?

Perhapps Stiebler, or JScones, could help as they have Win7 64bit...pretty please, cherry on top and all that...

:D

asanovic7
03-21-10, 05:58 AM
after adding some ram and a new hd..
I succeeded in starting this mod only with stock sh3..
wow..
wow..
wow..
it looks..
wow..
wow..
wow..
wow..
things missing are the crew, torpedo room, but this is still..
wow..
wow..
wow..

d85
03-21-10, 06:30 AM
after adding some ram and a new hd..
I succeeded in starting this mod only with stock sh3..
wow..
wow..
wow..
it looks..
wow..
wow..
wow..
wow..
things missing are the crew, torpedo room, but this is still..
wow..
wow..
wow..

How much of RAM did you have?

asanovic7
03-21-10, 07:12 AM
2gb now.. added 500.. not much.. just to peak this mod.. I have to buy new bucket.. soon..

Uber Gruber
03-21-10, 04:25 PM
Okay, everything works well on Win 7 64bit but without the HiResFix.

So stuck in 1024 * 768 for now :doh:

Still, at least everything works and I can play Sh3 again...phew!

melnibonian
03-22-10, 11:31 AM
Okay, everything works well on Win 7 64bit but without the HiResFix.


Is it because it doesn't work or you haven't used it yet?

Wolfehunter
03-22-10, 02:02 PM
Okay, so lets try a bit of Edward de Bono..

Has ANYONE managed to get this FM_NewInteriors_V1.0 to work on a Windows 7 64 bit system ?

Perhapps Stiebler, or JScones, could help as they have Win7 64bit...pretty please, cherry on top and all that...

:DSame here It CTDs I don't know why?

melnibonian
03-22-10, 02:16 PM
I am running it without any problems with Windows 7 (32bit)

tomfon
03-22-10, 02:19 PM
I am running win7 x64 and the game runs fine with the mod enabled though i had the exe patched first. I did nothing else special.

Uber Gruber
03-22-10, 07:27 PM
Got it all working fine on win 7 64 bit with hi res up to 1600 * 1200


See: http://www.subsim.com/radioroom/showthread.php?p=1325699#post1325699

Posts 77 and 80. Any questions then please post there.

Cheers,

UG

d85
03-23-10, 12:29 AM
2gb now.. added 500.. not much.. just to peak this mod.. I have to buy new bucket.. soon..

Hi guys,

I read in this topic that many of users play this mod with out any problems with 2 gb of RAM and i would like to khown what did they do to run it well?:damn:

Rhodes
03-23-10, 06:17 AM
I have only 1 gb and run the mod. Slow game but normal for what I have. I didn't do any thing unless change the mods activation order for one that a fellow subsimer post here and also said tha he was running fine the mod.
Since I have a 17 inches screen I still run everything at 1024x768.

martin1004
03-23-10, 10:17 AM
Gotta say, great mod this. Looking forward to upcoming improvements.
I did experience a slight drop of FPS but nothing dramatic. As my system specs are average or below that, it didn't come as a suprise for me (2,2 Ghz Athlon 64, 512 video memory, 2GB RAM.)
I wonder if it would be impossible for moders to make that we could freely walk around in the sub like in SH5?

d85
03-23-10, 12:07 PM
Gotta say, great mod this. Looking forward to upcoming improvements.
I did experience a slight drop of FPS but nothing dramatic. As my system specs are average or below that, it didn't come as a suprise for me (2,2 Ghz Athlon 64, 512 video memory, 2GB RAM.)
I wonder if it would be impossible for moders to make that we could freely walk around in the sub like in SH5?

Tell me when you turn the engines on everything ok?

I have a problem and i don't known how to correct it i'm very disapointing!:wah:

d85
03-23-10, 12:13 PM
Tell me when you turn the engines on everything ok?

I run many of the games wich require more powerfull system than this game sh3

I have a problem and i don't known how to correct it i'm very disapointing!:wah:

How to correct this pain in the ass problem i want to play with this greaaaat mod.

Anyone help please.

Capt. Morgan
03-23-10, 01:13 PM
Firstly, :rock::rock::rock:Fantastic Mod :rock::rock::rock:

I was getting severe crashes (as in momentary flash of the blue screen, then instant re-boot) when I started the engines or changed speed while inside the sub.

Solved it initially by removing your sh3.sdl file from the mod. I've since opened the file and lowered the doppler value of the DD_Engine.DieselEx entry from 100 to 0. No more crashes, and the rest of this mod more than makes up for the lost sound effect.

It's probably a hardware glitch on my side, but the solution to simulating increased engine noise near the engine room may be problematical on a few machines.


(Asus MB with Realteck onboard sound, 4gigs mem, XP-sp3, GWX3)

d85
03-24-10, 02:10 AM
Firstly, :rock::rock::rock:Fantastic Mod :rock::rock::rock:

I was getting severe crashes (as in momentary flash of the blue screen, then instant re-boot) when I started the engines or changed speed while inside the sub.

Solved it initially by removing your sh3.sdl file from the mod. I've since opened the file and lowered the doppler value of the DD_Engine.DieselEx entry from 100 to 0. No more crashes, and the rest of this mod more than makes up for the lost sound effect.

It's probably a hardware glitch on my side, but the solution to simulating increased engine noise near the engine room may be problematical on a few machines.


(Asus MB with Realteck onboard sound, 4gigs mem, XP-sp3, GWX3)

Thank you very much Capt. morgan i think this exatcly will help me because if you have 4 gb of ram and you had problem like i have i shall try to delete sh3.dll.

Which programm do you use to edit sh3 sh3 editor to reduce value of the engines?

:yep:

DivingDuck
03-25-10, 04:52 AM
Moin,

@d85:
sorry for the pain you have to endure. Try this,

disable the mod
open the MODS folder
browse to FM_NI/data/Sound
delete the embedded Sh3.sdl file
re-enable the mod

Thus you´ll have no sound. But if the problem is indeed sound related, you´ll at least be able to run the mod.

The update will feature new 3d settings, including reduced values, and a completely new approach to "move the sound sources". This hopefully will solve the problem for a lot of users.


@Uber Gruber:
sorry I was not able to help, mate. Don´t have a 64bit system at hand.
Thanks for your reports anyway.


Regards,
DD

d85
03-25-10, 08:46 AM
Moin,

@d85:

sorry for the pain you have to endure. Try this,

disable the mod
open the MODS folder
browse to FM_NI/data/Sound
delete the embedded Sh3.sdl file
re-enable the mod
Thus you´ll have no sound. But if the problem is indeed sound related, you´ll at least be able to run the mod.

The update will feature new 3d settings, including reduced values, and a completely new approach to "move the sound sources". This hopefully will solve the problem for a lot of users.


@Uber Gruber:
sorry I was not able to help, mate. Don´t have a 64bit system at hand.
Thanks for your reports anyway.


Regards,
DD

Thanks DD i'll try.

Capt. Morgan
03-26-10, 12:39 AM
Which programm do you use to edit sh3 sh3 editor to reduce value of the engines?


Swikas's s3d editor (http://sh4.skwas.net/downloads.aspx).

d85
03-26-10, 03:08 AM
Swikas's s3d editor (http://sh4.skwas.net/downloads.aspx).

Thanks DD and Capt. Morgan

You've realy helped me now i can't hear the engine's sound but this is not problem at all thanks!!!!:rock:

Viktor_Prien
03-27-10, 07:58 PM
I've had the same problem of d85...but solved in the same way...I've deleted the engine sound file from the folder(thanks a lot DD for the advice)and now the interior mod works fine!
Any idea of what parameters/files must be changed using
Swikas's s3d editor (http://sh4.skwas.net/downloads.aspx) to have again the engine sound again operational?thanks in advance for the replies!


ps:I don't agree with the fact that some problems could be related to RAM disposal...I'm running XP service pack two,1 GB of ram,video card radeon HD4650 with 1GB of dedicated RAM(due to my pc still AGP),on a pentium 4 hyper treading tech and the mod works perfectly without any noticeable
slowdown.The important,it's my personal opinion,is having a good video card.:03:

budundi
03-28-10, 05:08 AM
Hi all! this mod work with SH3 Commander?

Capt. Morgan
03-28-10, 06:40 AM
@ d85: Glad to have helped.

...Any idea of what parameters/files must be changed using Swikas's s3d editor (http://sh4.skwas.net/downloads.aspx) to have again the engine sound again operational?...

1) Disable the mod
2) Open MODS/FM_NewInterior_V1.0/data/Sound/Sh3.sdl with s3d
3) Find the DD_Engine.DieselEx entry (s3d has a search function)
4) lower the doppler setting from 100 to 0
5) Save the file, enable the mod, and show Tommy who really rules the waves.

Castorp24
03-29-10, 01:20 PM
Downloading now, thanks a lot!!!!!!!:DL

By the way, it´s a long time since I don´t play SH3. I saw this mod is compatible with GWX3+OLC...

...what does "OLC" stand for?:hmmm:

tomfon
03-29-10, 01:40 PM
...what does "OLC" stand for?:hmmm:

He he... Just don't ask OLC himself.;)

http://www.subsim.com/radioroom/showthread.php?t=147667

Jimbuna
03-29-10, 01:41 PM
Downloading now, thanks a lot!!!!!!!:DL

By the way, it´s a long time since I don´t play SH3. I saw this mod is compatible with GWX3+OLC...

...what does "OLC" stand for?:hmmm:

onelifecrisis...the name of a very talented modder around these parts.

Don't tell him I said that :03:

Castorp24
03-29-10, 01:59 PM
:DL

Thanks again!

Viktor_Prien
03-29-10, 11:23 PM
Really really thanks Capt Morgan for the reply and the help!I have changed the setting that you have indicated and testing the game now...thanks againg very much appreciated!:salute:

Viktor_Prien
03-30-10, 02:16 AM
yessssssss!!!confirmation! the problem is solved now mod works perfectly!thanks a lot Capt. Morgan!!!:yeah:

Anvart
03-30-10, 03:07 AM
Firstly, :rock::rock::rock:Fantastic Mod :rock::rock::rock:

I was getting severe crashes (as in momentary flash of the blue screen, then instant re-boot) when I started the engines or changed speed while inside the sub.

Solved it initially by removing your sh3.sdl file from the mod. I've since opened the file and lowered the doppler value of the DD_Engine.DieselEx entry from 100 to 0. No more crashes, and the rest of this mod more than makes up for the lost sound effect.

It's probably a hardware glitch on my side, but the solution to simulating increased engine noise near the engine room may be problematical on a few machines.


(Asus MB with Realteck onboard sound, 4gigs mem, XP-sp3, GWX3)
I haven't any problems with DD's sh3.sdl file (before and after patching of sh3.exe). :hmmm:
MoBo Asus, onboard ADI audio codec...

Aces
03-30-10, 10:31 AM
Hi,

I also have an Asus MB with Realtek onboard HD audio, I had repeated bluescreens with T34 vs Tiger whenever the tank took a hit which I solved, as there's a memory leak bug in Realtek HD Audio drivers AFAIK:

Look at the link below for further information:

http://www.subsim.com/radioroom/showthread.php?t=161177

It might be totally un-related but just might help

Best Regards

Aces

Capt. Morgan
03-30-10, 03:01 PM
yessssssss!!!confirmation! the problem is solved now mod works perfectly!thanks a lot Capt. Morgan!!!:yeah:

Glad it helped.

I haven't any problems with DD's sh3.sdl file (before and after patching of sh3.exe). :hmmm:
MoBo Asus, onboard ADI audio codec...

Well it was just a guess on my part, computers eh! As it is, this mod works 99.999% for me and that represents about a 200% increase in immersion when I'm playing the VII, so I'm one glucklich Kaleun.:D.

Hi,

I also have an Asus MB with Realtek onboard HD audio, I had repeated bluescreens with T34 vs Tiger whenever the tank took a hit which I solved, as there's a memory leak bug in Realtek HD Audio drivers AFAIK:

Look at the link below for further information:

http://www.subsim.com/radioroom/showthread.php?t=161177

It might be totally un-related but just might help

Best Regards

Aces

Thank you!. That looks like interesting software, I'll be checking it out. I haven't updated any drivers in my machine so it could be that too. Really, this has to be one of the coolest mods for SHIII.

ivank
03-30-10, 06:09 PM
Running
GWX 3 Gold + SH3Cdr
GWX St Naz and other units V4
WB GWX campaign with VonDos ships v2.7
Torpedo Damage Final
FM_newinterior v1
MaGUI 3
FM NI Fix for MaGUI
No Stealthmeter for MaGUI
GWX all weather guns

when I start my patorl the game CTDs!

Castorp24
03-31-10, 07:41 AM
Can this amazing mod be implemented with the TypeII uboat?:D

supposedtobeworking
04-01-10, 03:17 AM
Wow -- who needs SH5 with this kind of work going on!!! Thanks very much for the hard work on this mod! Now to the bug:

The engine sound is about the same volume throughout the uboat no matter where I am (except on the bridge of course). Oddly, as I approach the Engine room and move further into it, the sound decreases in volume and lowers in pitch which is the opposite of what I would think is supposed to happen. When I leave the engine room and go towards the control room, the pitch and the volume rise again and remain the same anywhere else in the interior ogf the boat. If I understood the manual correctly, then the sound should get louder as I approach the engine room and get softer as I leave (i.e. go to the control room). Is this correct? If so, then something isn't working right. heres my mod list:

GWX3
OLC 'Gold' MkII ~ Option 1 ~ Environment and GUI
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
DD_OH_V3.09_20091209162038
FM_NewInterior_V1.0
FM_NI_Fix_for_OLC_GUI_001
DasBootClothes
Don76-OffiziersmützeHATS
Rapt0r's Instruments V3.1 (Without Red Circle)
TMT v2
Waterstream+Exhaust Combi V2.3 for GWX3
Torpedo damage Final ver2.0


I'm on Windows 7 64 bit with an Asus M4A77TD Mobo with onboard VIA sound (it's the VIA audio driver I got from Asus' website-haven't tried the one from VIA's since they recommend sticking with your motherboard manufacturer's version).

I'm pretty sure I understand that if using GWX3 then I don't need to edit any sh3.sdl file, I just jsgme the mod and start the game right? Please let me know if there is anything I can do to troubleshoot this issue , since I would love to have the increasing and decreasing engine volume throughout the interior of the boat.

frau kaleun
04-01-10, 09:23 PM
First of all - fantastic work, finally got to have a look at this mod in action and it's awesome.

Now my problem. :D

Yesterday I started out with a brand new, clean install of Stock 1.4 + GWX3.0 that I set up to use for testing purposes. I am launching the game via Commander, all patrols are starting from Wilhelmshaven in a Type VIIB.

I enabled the following mods:

GWX 3 St Naz and Schluese and other units V4
LifeBoats&Debris_v4
WB's GWX campaign with VonDos' ships v2.7
WB - add Q ship

Loaded a new career to make sure everything worked okay, which it did. Yes I know the docs for WB's GWX Campaign say to enable it right after the St Naz/Schluese mod, but there are some files it and LifeBoats&Debris both overwrite. This was questioned in his mod thread and he posted that he had enabled the Lifeboats&Debris mod first, then his GWX Campaign, let that overwrite the files it had in common with L&D, and it worked fine. As it did when I did the same, no issues at all. I was using all these mods together before so that was no surprise.

Exited that patrol, exited the game, and enabled the following:

FM_NewInterior_V1.0
Aces' Combined SH3.SDL Files v2

Loaded the game to start next patrol of same career, once again everything loaded fine. Interior of boat looks fantastic! Engine room! Galley! O-Messe! Hurray! Fired up the engines, they are pumping away, no apparent loss of game performance, all the cam controls working fine too.

Cruised around for a bit and exited that patrol and the game. Since I also want to use GWX Integrated Orders, I followed the instructions included with FM New Interiors to modify the command.cfg files in the Integrated Orders mod to make the edits/additions necessary for functionality of FM New Interiors. I then enabled that mod, letting it override the existing commands.cfg put in by FM New Interiors. I had done this same thing before with DD_OH v3.09 so I wasn't worried about any issues from editing the commands.cfg in that fashion.

Loaded the game and started the next patrol of the same career and everything worked fine, now I had the Integrated Orders that I love PLUS all the features and functions of FM's mod, except Shift+E no longer takes me to the engine room. Eh, not that big a deal, right?

So after a bit I exit that patrol and the game and turn in for the night.

Tonight I get home and decide "well maybe I can get that Shift+E thing back." So I take a look at the commands.cfg files that come with FM New Interiors and see that there is a line for what I presume to be that function added to [Cmd 11], which is not present in the commands.cfg I manually edited to make FM Interiors work with Integrated Orders. So I disable my modified Int Orders mod and edit [Cmd 11] to the following:

[Cmd11]
Name=Interior_aft_camera
Ctxt=1
Key0=0x45,Cs,"Shift+E"
Page=0x33000000,3704
GoBack=Interior_fore_camera

The "Key0" line is the one I added to the existing commands.cfg files, which were working the last time I used them. I save them all with the new edit, and re-enable the modified Int Orders mod with them in it.

I try to load the next patrol of my "test" career and instead of getting the "not so long ago" screen I just get a blank black screen and then the popup "blah blah has encountered an error and needs to close" notice. Clicky click back to desktop. Disable the newly modified Int Orders mod, which should revert everything back to the following:

GWX 3 St Naz and Schluese and other units V4
LifeBoats&Debris_v4
WB's GWX campaign with VonDos' ships v2.7
WB - add Q ship
FM_NewInterior_V1.0
Aces' Combined SH3.SDL Files v2

I try again to load the same career, same thing happens. Career "in base" save won't load.

So I disable Aces' mod and FM New Interiors and try again. Now career loads fine.

I delete the folders for Aces' and FM's mods from my game's MODS folder and recopy them there from my backup of both, just in case, and try again. Career won't load, same as before - gets to end of loading process and *crash*!

I tried starting a new career in case it was a corrupted save on the first one, same crash at same point.

So I am stumped as to why this combo/order of mods worked fine one day, but the enabling/disabling of another mod that seemed to cause a problem would make it STOP working even when the one mod that seemed to cause the problem has been disabled and everything should be rolled back to where it was the last time it did work.

Windows XP Pro SP3 32 bit
3.25G RAM
AMD Athlon II X2 240 2.8 GHz AM3 processor
ATI Radeon HD4650 1G PCIe vid card
Asus Xonar DX audio card

Although I don't think it's a hardware/memory issue, as everything worked fine and loaded and ran smoothly yesterday with the exact same specs?

MG Mike
04-05-10, 11:12 AM
Hello,

one question at FM:

what´s about the missing interieurs?

Such as the forward torpedoroom and the electric Engine room and the aft torpedoroom.

They would make the boat complete.

regards
MG Mike

ALOTEF
04-06-10, 04:12 AM
Hey guys, I'd like a little help please.
Thanks a lot FlakMonkey for the great mod!
I have 1 or 2 bugs though.
1. Whenever I approach a hatch, I press Shift+H to open it, and then go to walk through. However, as my view approaches the hatch it suddenly goes backwards and the thing is looped. I have to hold down Forward Arrow and Shift until eventually it lets me through. Why does this happen, and how could I fix it?

2. In my career, I sail a Type VIII b U-Boat. I press Shift+F2 and am put in the control room, and can move around in free-view aft, but cannot move forward past the conning tower, meaning I cannot check anything out past the radio rooms.

Please, any help would be wonderful.
Regards,
Mike.

lafeeverted
04-06-10, 09:28 AM
Alotef,

Not sure if I understand what you are saying but it sounds like you are trying to "walk through " the conning tower and it loops you back to your startign position. If that is the case ( I did it a few times before i remembered what to do) you have to walk the camera around the obstruction next to the navigator then proceed back to the other compartments. hope that hepls

Reece
04-06-10, 09:46 AM
So I am stumped as to why this combo/order of mods worked fine one day, but the enabling/disabling of another mod that seemed to cause a problem would make it STOP working even when the one mod that seemed to cause the problem has been disabled and everything should be rolled back to where it was the last time it did work.@ frau kaleun, when you enabled/disabled did this revert a file back that had previously overwritten?
If I'm using JSGME and there are any clashes I combine the ones that crash to a new mod name covering these, that way there is never any clash or overwriting problems!:hmmm: Just a thought.
I try again to load the same career, same thing happens. Career "in base" save won't load.This is normal, never save/load in Port, try starting a new patrol!

frau kaleun
04-06-10, 12:39 PM
@ frau kaleun, when you enabled/disabled did this revert a file back that had previously overwritten?
If I'm using JSGME and there are any clashes I combine the ones that crash to a new mod name covering these, that way there is never any clash or overwriting problems!:hmmm: Just a thought.
This is normal, never save/load in Port, try starting a new patrol!

When I say career "in base" save I mean the "autosave" that the game does whenever you return to base to end a patrol. So that shouldn't have been an issue, I think.

To the best of my recollection, it went something like this: I started a new career with two mods enabled - GWX St Naz/Schleuse and the WB Addl Ships mod that goes with it - just to make sure the new install worked okay with those. First patrol went fine, returned to base.

Then enabled the New Interiors mod, started second patrol, everything was fine, returned to base.

Then enabled a modified version of GWX Integrated Orders with commands.cfg files that were manually edited (per the instructions that came with New Interiors) to include the changes and additions necessary to make it work with New Interiors. Started next patrol, everything was still fine except I lost the ability to go directly to the engine room via Shift+E. Returned to base.

I then disabled the modified Integrated Orders mod and tried to re-edit the files to get the Shift+E function back, and enabled that new version of it, tried to start the next patrol, which is where I got the CTD. After that I disabled the newer Integrated Orders and re-enabled the version that had worked before - still CTD. I disabled that and went back to just New Interiors, which had also worked before - still CTD.

So was the problem that I was trying to start the "same" next patrol that had already CTD'ed when I tried to load it before? If there's an issue with this while testing mods, is the career that CTDs kaput from then on and you have to start a brand new one to continue testing mod combinations?

Reece
04-06-10, 08:39 PM
You shouldn't have to start a new career unless the .mis files have been altered or items like ships have been removed that the mis files assume are there etc!:hmmm:
Seems to be a memory problem, when it CTD's do you get an error message, if so what file does it reference?:06:

frau kaleun
04-06-10, 09:35 PM
You shouldn't have to start a new career unless the .mis files have been altered or items like ships have been removed that the mis files assume are there etc!:hmmm:
Seems to be a memory problem, when it CTD's do you get an error message, if so what file does it reference?:06:

I don't know, I didn't look at the time, and I haven't gone back to try and work it out again.

What makes me suspect that it's not a memory issue is that it was loading with no problems until I attempted the final manual edit on commands.cfg. And then once I had the first CTD, even disabling the version that didn't work and going back to others that did work in the same career out of the same port prior to that, also ended in CTDs.

It's just odd. It's like everything works fine with New Interiors in combination with whatever else I try, until I attempt one thing that screws up the set-up somehow, and then after that *nothing* works again, not even New Interiors by itself. Is a puzzlement.

I will keep trying maybe since I really like it. If I had just left well enough alone with what I had that was working, and not tried to get Shift+E back into the mix, I might've been fine. Or I might've loaded up the next patrol and CTDed anyway.

frau kaleun
04-13-10, 12:04 PM
Well I'm thrilled to say I finally got this working in tandem with Integrated Orders... the graphics are just beautiful. Only persistent issue I could isolate was with the sound, I was using Aces' compatibility sh3.sdl thingy to run both this and Lifeboats&Debris. But the enhanced diesel sound would start going crazy if I was in the sub and tried to go above 2TC while running at my usual cruising speed of 7-8 knots. Especially if I was in Nav Map view, where the engine sounds seemed much louder than anywhere else on the boat.

Only noticed this on the second patrol of a new career, on the first one it seemed fine - but the first one was pre-war and we never had any intense situations even with the weather, so maybe that made a difference somehow? I don't know - anyway - have now reverted back to the Lifeboats&Debris .sdl file and am using New Interiors minus the sound folder, and everything seems peachy so far. :up:

ivank
04-13-10, 05:41 PM
My system:
ASUS G71Gx-RX05
Intel Core 2 Duo 2.53 GHz
6 GB DDR2 SDRAM - 800 MHz RAM
NVIDIA GeForce GTX 260M 1 GB GDDR3 SDRAM

This mod will not run if I enabled even one other mod, excluding an emblems mod.
I am running GWX 3.0 Gold + SHIII Commander

Mod list(s);
1) GWX 3 St Naz and Schluese and other units V4
LifeBoats&Debris_v4
WB's GWX campaign with VonDos' ships v2.7
WB - add Q ship
FM_NewInterior_V1.0
Aces' Combined SH3.SDL Files v2

I have tried with all of Aces SH3.sdl files, RBs SH4 effects, Lifeboats mod, OLC, and much more.
But if I run anything my your mod and the emblem thing I CTD before the 'not so long ago' sign

I do love this mod, I just wish I could run it with other mods. I can not wait for your IX mod, I am more of a IX guy to be honest

AlCord
04-13-10, 05:45 PM
Well I'm thrilled to say I finally got this working in tandem with Integrated Orders... the graphics are just beautiful. Only persistent issue I could isolate was with the sound, I was using Aces' compatibility sh3.sdl thingy to run both this and Lifeboats&Debris. But the enhanced diesel sound would start going crazy if I was in the sub and tried to go above 2TC while running at my usual cruising speed of 7-8 knots. Especially if I was in Nav Map view, where the engine sounds seemed much louder than anywhere else on the boat.

Only noticed this on the second patrol of a new career, on the first one it seemed fine - but the first one was pre-war and we never had any intense situations even with the weather, so maybe that made a difference somehow? I don't know - anyway - have now reverted back to the Lifeboats&Debris .sdl file and am using New Interiors minus the sound folder, and everything seems peachy so far. :up:

How exactly did you get that with integrated orders to work? If I copy the commands in the cfg and delete the cfg of this mod it doesn't work with the obs periscope, it's still the old commands :doh:

Edit: nevermind. Found the problem.

Watson
04-14-10, 07:15 AM
Wonderful Interior's, being using SH3 for a long time now, just got back into it again after trying SH5, will be with SH3 a lot more now i think. Thanks.

Jimbuna
04-14-10, 02:10 PM
Wonderful Interior's, being using SH3 for a long time now, just got back into it again after trying SH5, will be with SH3 a lot more now i think. Thanks.

Whereabouts in the north east are you?

Watson
04-14-10, 06:37 PM
@ Jimbuna Boro you know the Premiership wannabes or mabyes :)

Jimbuna
04-15-10, 04:12 AM
@ Jimbuna Boro you know the Premiership wannabes or mabyes :)

Boro! :o

Just a small town in Yorkshire :DL

java`s revenge
04-20-10, 12:04 PM
I have a problem, all works but i can`t walk through the boat. :D

This is my modorder,

GWX - 16km Atmosphere
Quiet Hydrophone Room
GWX 2 - No RING RING Mod by Melendir
New_clearsky_clouds
GWX - Enhanced Damage Effects
No Jawohl
Rapt0r's Instruments V3.5 [Without Red Circle]
ammo+no fatique
dckawash badw guns
HNLMS DE RUYTER
RadioMessage - MorseCodeOnly
The Real Swordfish
Torpedo damage Final ver2.0
Marhk's Ocean MADNESS v2 (only for IUB or 16km)
Sobers 3D waves
GWX - Lite Harbor Traffic
LifeBoats&Debris_v4
TMT v2 + ThomsensShips V4.2
Waterstream+Exhaust Combi V2.1 for GWX3
SH4StyleFlags_GWX
MaGui 3.1
DFant_subFlag_2010
FM30_UpDown
DD_OH_V3.09_20091209162038
FM_NewInterior_V1.0
FM_NI_Fix_for_MaGui 3.1
optional-stopwatch with speed lines for MaGui 3.1
FM_NI_Fix_for_Anvart_FM30_UpDown

I thought that i had the correct order...:hmmm:

Who can help me out...:88)

flakmonkey
04-20-10, 01:05 PM
I have a problem, all works but i can`t walk through the boat. :D

This is my modorder,

GWX - 16km Atmosphere
Quiet Hydrophone Room
GWX 2 - No RING RING Mod by Melendir
New_clearsky_clouds
GWX - Enhanced Damage Effects
No Jawohl
Rapt0r's Instruments V3.5 [Without Red Circle]
ammo+no fatique
dckawash badw guns
HNLMS DE RUYTER
RadioMessage - MorseCodeOnly
The Real Swordfish
Torpedo damage Final ver2.0
Marhk's Ocean MADNESS v2 (only for IUB or 16km)
Sobers 3D waves
GWX - Lite Harbor Traffic
LifeBoats&Debris_v4
TMT v2 + ThomsensShips V4.2
Waterstream+Exhaust Combi V2.1 for GWX3
SH4StyleFlags_GWX
MaGui 3.1
DFant_subFlag_2010
FM30_UpDown
DD_OH_V3.09_20091209162038
FM_NewInterior_V1.0
FM_NI_Fix_for_MaGui 3.1
optional-stopwatch with speed lines for MaGui 3.1
FM_NI_Fix_for_Anvart_FM30_UpDown

I thought that i had the correct order...:hmmm:

Who can help me out...:88)


Shift+f2 not working?

java`s revenge
04-21-10, 01:31 AM
Thank you, that did the trick :yeah:

severniae
04-23-10, 04:24 AM
Wow, just downloaded and played with your mod last night. Such impressive work! Easily looks on a par of if not surpassing SH5 easily! You have a real talent there!

Well done!:salute:

severniae
04-23-10, 07:10 AM
I have a question for flakmonkey,

I know that the current crew that you get in the command room are all static position, and as far as I was aware it's not possible to get them roaming around.

However, is it possible to add static positions to the new areas that you created? I was just thinking it'd be seriously cool that if you sent a crew member to his bunk, you actually see him appear there sleeping in his bed, or sat milling around..Same for the engine room?

Was just wondering if its possible

Thanks,
Sev.

flakmonkey
04-23-10, 09:56 AM
I have a question for flakmonkey,

I know that the current crew that you get in the command room are all static position, and as far as I was aware it's not possible to get them roaming around.

However, is it possible to add static positions to the new areas that you created? I was just thinking it'd be seriously cool that if you sent a crew member to his bunk, you actually see him appear there sleeping in his bed, or sat milling around..Same for the engine room?

Was just wondering if its possible

Thanks,
Sev.

It is sort of possible but im terrible when it comes to character animations so never attempted to add any crew.

tomfon
04-23-10, 10:54 AM
Hello,

could anyone please tell me how i can change the depth at which the planesmen (dis-)appear?

Thanks.

flakmonkey
04-23-10, 01:44 PM
Ive taken a second look, it would certaily be possible to add some non animated sleeping crew etc, but they wouldnt correspond to the men you put in quarters, theyd basicly be just set dressing to make the interior look a bit more lived in, no different to the static packs of cards/coffee cups etc.

This is where i get lazy though, to do it properly id have to redo the lightmap textures on multiple parts, anywhere the crewmens shadows fall would need to be redone and thats a lot of work for a couple of sleeping fellas. I wish id thought of this when i was doing the models in the first place, ah well live and learn.

flakmonkey
04-23-10, 01:47 PM
Hello,

could anyone please tell me how i can change the depth at which the planesmen (dis-)appear?

Thanks.


If i remember right theyre not linked to depth at all anymore, DD linked them to the dive/watch commands.
So they appear when you give any dive command and vanish at any watch command like asking range to target etc...

I`ll go back and look but im sure that was the way it was done in the version we released, havent played sh3 for a while though so im not 100% sure.

tomfon
04-23-10, 03:30 PM
If i remember right theyre not linked to depth at all anymore, DD linked them to the dive/watch commands.
So they appear when you give any dive command and vanish at any watch command like asking range to target etc...

I`ll go back and look but im sure that was the way it was done in the version we released, havent played sh3 for a while though so im not 100% sure.

Hello Flakmonkey and thanks for the answer. The problem is that the planesman do not disappear whenever i surface the boat and place the watch officer on the bridge ; they're always there no matter what. I did two patrols (first time using your mod) and that was the case for both occasions. No crashes during gameplay or on reload.:06: