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flakmonkey
02-28-10, 01:43 PM
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
Anvartīs 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 )

cherbert
02-28-10, 01:45 PM
Thank you!

Rapt0r56
02-28-10, 01:45 PM
Yeah!http://www.smilies-emoticons.de/party/party_6.gif
Thank you very much FM!http://www.smilies-emoticons.de/huepfend/huepfende_10.gif

sabretwo
02-28-10, 01:47 PM
:yeah:

LiveGoat
02-28-10, 01:47 PM
Yeee-hawww!!!:woot:

Phoenix3000
02-28-10, 01:47 PM
Wow! What timing. Just checked this site and it's released!

Cheers! Downloading now. :yeah:

Px3000

stringy
02-28-10, 01:48 PM
Thanks Downloading now :up:

Das Gespenst
02-28-10, 01:49 PM
Downloading now!

brett25
02-28-10, 01:53 PM
beautiful...thank so so much flakmonkey! see you guys in the officers quarters!


hate my job!umm....ever considered a career shift into game design:hmmm:

Jimbuna
02-28-10, 01:57 PM
Nice one http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

grimes
02-28-10, 01:58 PM
Great job flakmonkey. :rock::rock::rock::rock::rock:

:yep:

asanovic7
02-28-10, 02:16 PM
:woot::woot::woot::woot::woot::woot::woot::woot::w oot::woot::woot::woot::woot:

DivingDuck
02-28-10, 02:16 PM
Moin,

hereīs some advise:

RTFM - Read The F*cking Manual

If you have any problems or bugs to report, post a screenie of JSGME along with your system specs, a short description and FPS in engine room (SHIFT+E position, looking towards the CR)! To get your FPS, press SHIFT+F8.

Regards,
DD

Rolf Eschke
02-28-10, 02:17 PM
Thank You so much !!
Regards from the stormy Germany,
mfG
Rolf

ECAaxel
02-28-10, 02:22 PM
THANKYOU :yeah::salute::rock::rock::rock:

Downloading now

MG Mike
02-28-10, 02:28 PM
Hello,

and a really big T H A N K Y O U !!! to you.

downloading...

regards
MG Mike

Rapt0r56
02-28-10, 02:28 PM
Just some first feedback here,
everything is running very well, no lags at all. (50-130 FPS)

I see theres the new OH included.
Now i can drive Karussell aswell, and watch my Diesel.
Unbelieveable work...
http://www.smilies-emoticons.de/happy/happy_23.gif

piri_reis
02-28-10, 02:38 PM
Thank you FM and DD. :up::up::up:
Very excited while I wait for the download to finish!

brett25
02-28-10, 02:42 PM
Just some first feedback here,
simply stunning flakmonkey.

one suggestion is to adjust the fog setting to have a far distance of 30-50, (after all, we want to be able to see all this beautiful work). Also I tried a darker red color for ambient night looks really nice.


looking foward to open conning tower fix from luca to be perfect!

thanks so much for all this great work

Rolf Eschke
02-28-10, 02:50 PM
It looks soo Good !!

http://g.imagehost.org/0182/1_75.jpg
http://i.imagehost.org/0959/2_57.jpg

Again,Thanks !!
Regards
Rolf

Desga
02-28-10, 02:52 PM
Thank FM I'm downloading your fantastic work!
Desga:salute:

cherbert
02-28-10, 02:55 PM
Just some first feedback here,
everything is running very well, no lags at all. (50-130 FPS)

I see theres the new OH included.
Now i can drive Karussell aswell, and watch my Diesel.
Unbelieveable work...
http://www.smilies-emoticons.de/happy/happy_23.gif

Where is OH included? I don't see this functionality when loading stock FM_NewInterior_V1.0 with GWX.

I cannot move and I cannot open hatches.

I'm getting all a bit confused here. What exactly do I need to add in JSGME and in what order so that I can use this mod and walk and open hatches?

Das Gespenst
02-28-10, 02:59 PM
If I'm not mistaken here, I think all the pushrods are moving down, not up, as shown in a picture a few posts above me.

lucagaeta
02-28-10, 03:02 PM
Hi


Thank Flakmonkey and DD an excellent job
Only people like you could do so
thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks, thanks,thanks, thanks, thanks, thanks, thanks. :03:

Regards,
Luca :salute:

flakmonkey
02-28-10, 03:05 PM
Moin,

hereīs some advise:

RTFM - Read The F*cking Manual



:har::har:
Good advice there!

Cherbet: OH v3.10 is integral to the mod, you dont need to enable anything else, shift+h to open all hatches / shift+f2 to use free camera. The new features of OH3.10 listed in the manual (+see above advice:up:).

+some areas like the officers quarters / petty officers quarters and galley can only be accessed by using the free cam (shift+f2) as sh3 has a limited number of cameras so we couldnt realisticly have a fixed cam in each compartment..

dik_splash
02-28-10, 03:23 PM
Great stuff chaps, GWX and this :up: who needs Silent Hunter V :nope:

Splash

grimes
02-28-10, 03:27 PM
I'm getting an error every time, tried 3 times. :wah:

It was working fine with the beta before the final.
I'm using gwx 3 gold and OH 3.09 also

Problem signature:
Problem Event Name: APPCRASH
Application Name: sh3.exe
Application Version: 1.4.0.1
Application Timestamp: 32ce8647
Fault Module Name: KERNEL.DLL
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 420b9c98
Exception Code: c0000005
Exception Offset: 0001a323
OS Version: 6.0.6002.2.2.0.768.3
Locale ID: 1033
Additional Information 1: 71b2
Additional Information 2: d67447db3d751ecbf60cd906060deaa4
Additional Information 3: 7a25
Additional Information 4: 48652f378e7f3e13e5f640531da3151d

makman94
02-28-10, 03:46 PM
E X C E L L E N T !!!

and ....new rooms ?? :DL hehehe its like walking in the sub and every 1-2 years the door for the next room...opens !!

great work...really great !!!

does something is wrong with the sound ?? ....sometimes is stops and starts again...and i think that the engines are louder in CR than in engine room

Gongratulations Flankmonkey and DD !! :up:

cherbert
02-28-10, 03:52 PM
E X C E L L E N T !!!

and ....new rooms ?? :DL hehehe its like walking in the sub and every 1-2 years the door for the next room...opens !!

great work...really great !!!

does something is wrong with the sound ?? ....sometimes is stops and starts again...and i think that the engines are louder in CR than in engine room

Gongratulations Flankmonkey and DD !! :up:

Sound seems really messed up for me. The further I walk away from the engine room the faster the engine gets. Its like someone is increasing the speed of the engine as I walk away.


On another note! From the manual...

new (unstabilized) free cam that was introduced
by OH is no longer available in FM_NI.

:wah:

MikiBzh
02-28-10, 04:00 PM
Thank you so much Flakmonkey !

I was out of SH3 since a while but was looking for your mod. Easy download, easy instal and after ? I hadn't think one second it could be such great ! An ahead flank an I was in Das Boot ! :rock:

jugger
02-28-10, 04:03 PM
Thanks, the new compartments look absolutely great!

The new sounds however are a bit strange. I did RTFM and since I use only Stock + GWX3, guess I'm not supposed to do any hex-editing here? Is there an easy way to revert sound back to stock/GWX3 and keep the new graphics of this mod?

asanovic7
02-28-10, 04:03 PM
Go canada go

urfisch
02-28-10, 04:04 PM
havent test it so far...but THANK YOU very much! your work is much appreciated!

piri_reis
02-28-10, 04:05 PM
Unbelievable, awesome stuff :rock:

And the hatch from the Radio Room opens to even more compartments!!

Needless to say my first patrol with it ended pretty quick, why? Because watching the diesel animations in different speed settings, I ended up ramming into the walls right across my berth ! :rock:

Going back in the game to enjoy it some more.
Thank you again guys, wonderful additions to SH3. :up:

brett25
02-28-10, 04:13 PM
Is there an easy way to revert sound back to stock/GWX3 and keep the new graphics of this mod?
@jugger, try installing the FM interior mod without the "sound" folder and see if that works. Havent tried it though

Johann Vilthomsen
02-28-10, 04:20 PM
Mr.flakmonkey, I have no words to thank the job you offered.
THANK YOU !!!!! :yeah:

[SJ]nailz
02-28-10, 04:29 PM
Crashed to desktop for my 3 tries, 3 CTD.

All mods used are in my signature, mius the CT_OpenHatch 0.91FM of course.

Rickster1
02-28-10, 04:30 PM
Installed and working, great mod thankyou so much

jugger
02-28-10, 04:36 PM
@jugger, try installing the FM interior mod without the "sound" folder and see if that works. Havent tried it though

Thanks Brett, that works! New sound was somehow totally broke for me, guess I should try that hex-editing anyways...

But once again...Absolutely Fabulously great mod!!! Right now I'm "sitting" at Officer's Messe and listening Edith Piaf from gramophone :|\\

dcb
02-28-10, 04:36 PM
Hooray! It's here, at last.:woot:
Many thanks, FM:salute:

Panser
02-28-10, 04:57 PM
I've had a play with this mod and it really is a fine effort; it looks truly wonderful and shows that you have a real talent.

Installed it and worked fine, unfortunately JSGME highlighted a few conflicts with two of my preferred mods (GWX Integrated orders and Lifeboats&Debris_v4) so, sadly, it's not a keeper for me right now - though my current career has just moved to a type IX so I guess i'm not losing much with it being for type VII only at present. I will be keeping my eye open for future updates though. :DL

I do have a few suggestions, though how practical they would be to implement I don't know. I appreciate you're busy and that it's far easier for someone like me to make requests than it is for an overworked modder to create them!

- I realise the issues you're having with engine sounds right now, but they're considerably louder in the control room and galley than the engine room itself. If you can find a better solution to the volume vs. engine speed issue, that would be fantastic.

- The vibrations of the diesels are rather uniform at present as the entire engine blocks bounce up and down at the same frequency. I'd also recommend a slightly smaller but faster oscillation than you currently have.

- As nice as the bunks are, they're a bit empty. Would it be possible to include sleeping crew occupying some of the bunks? Given that they're in the bunks they wouldn't need to be animated, either.


Regardless, great work and I look forward to watching the development of this mod :salute:

silversurfer
02-28-10, 05:18 PM
This is a great mod but I'm having trouble installing it. Sorry to be a pain in the ass guys but can someone talk me thru it, I always seem to have trouble with winzip and zip files. I'm great with Winrar. :wah:

Flopper
02-28-10, 05:21 PM
Okay, I have just had a jaw dropping stroll through the sub. Not figuratively, but literally. I noticed my jaw had dropped open.

I did notice the sound frequency issue, some kind of internal doppler effect when I move forward, but my WORD this is a good'n. I just did a quick check of all the stations, and so far everything is a go. I'm currently running this amazingly sweet set of mods:

GWX Gold
DFant_subFlag_2010
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
TMT v2
LifeBoats&Debris_v4
WBNN Mission Orders Lite
FM_NewInterior_V1.0
Bright MaGui 2
FM_NI_Fix_for_OLC_GUI_001

The last thing I did was manually fuss with commands_en.cfg, to get the flag & antenna commands back. Heading out on a patrol... I'll check in later.

:rock:

coronas
02-28-10, 05:32 PM
Excelent work!
:salute:

flakmonkey
02-28-10, 05:52 PM
This is a great mod but I'm having trouble installing it. Sorry to be a pain in the ass guys but can someone talk me thru it, I always seem to have trouble with winzip and zip files. I'm great with Winrar. :wah:



Grab yourself the latest version of 7zip (http://www.7-zip.org/) once 7zip is installed, extract the archive (right click>7zip>extract here).
Put the extracted folders into your MODS folder within the silenthunter3 directory.
Check the manual to see which you need to enable
Open JSGME you should see the various folders present in the left panel, enable the oppropriate one and youre done.
Sound issues:
DD could probably explain this better but the sounds were a little problematic, simply placing a soundsource in the diesel room wth the same playlist entry as the exterior diesel sounds didnt work as expected so DD was forced to create an elaborate work around involving multiple moving sound sources.
The only other option was to have a virtually silent engine room as in the beta version.

asanovic7
02-28-10, 05:56 PM
CHEERS, FLAK!

P.S. :woot: CANADA!!! :woot:

grimes
02-28-10, 05:57 PM
Any problem with using OH v.2, overwriting files with OH v.3, and then overwriting files for FM interior v.1

flakmonkey
02-28-10, 06:05 PM
Any problem with using OH v.2, overwriting files with OH v.3, and then overwriting files for FM interior v.1

I would recommend disabling all previous versions of OH before enabling the interiors, you won`t loose any features since the entire OHv3.10 mod is included.

grimes
02-28-10, 06:15 PM
well i wanted to keep OH v.2 because it opens the hatches on all the other boats.

ViperU48
02-28-10, 06:22 PM
Wonderful mod FM/DD!!! :salute: This is a whole new simulator! :yeah:


So far no issues and I'm getting 80+ fps at all times.



Out of curiosity, do you have a tweakfile that works with timetraveller's mini tweaker? I was hoping to change the colour values of the light bulbs and ambient night lighting a bit to recreate my own personal blue glow with the mod (as I've done with open hatch 3.09). How would one alter these values? (with your permission of course)

Again, amazing job FM/DD! Unbelievable! :arrgh!:



(Yay Canada! :DL)

DivingDuck
02-28-10, 06:39 PM
Moin,
Where is OH included? I don't see this functionality when loading stock FM_NewInterior_V1.0 with GWX.

I cannot move and I cannot open hatches.

I'm getting all a bit confused here. What exactly do I need to add in JSGME and in what order so that I can use this mod and walk and open hatches?
Check the manual! Itīs located in FM_NewInterior_V1.0/documentation. Itīs all in there.



I'm getting an error every time, tried 3 times. :wah:

It was working fine with the beta before the final.
I'm using gwx 3 gold and OH 3.09 also

Problem signature:
Problem Event Name: APPCRASH
Application Name: sh3.exe
Application Version: 1.4.0.1
Application Timestamp: 32ce8647
Fault Module Name: KERNEL.DLL
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 420b9c98
Exception Code: c0000005
Exception Offset: 0001a323
OS Version: 6.0.6002.2.2.0.768.3
Locale ID: 1033
Additional Information 1: 71b2
Additional Information 2: d67447db3d751ecbf60cd906060deaa4
Additional Information 3: 7a25
Additional Information 4: 48652f378e7f3e13e5f640531da3151d

does it work again when FM_NI is disabled?



Sound seems really messed up for me. The further I walk away from the engine room the faster the engine gets. Its like someone is increasing the speed of the engine as I walk away.


On another note! From the manual...



:wah:

The sound was a "little" problematic indeed. Adding soundsources to the engine room just makes the sound appear at the same level all over the boat. Therefore I had to add the doppler effect settings. At forward speed the engine should become louder when approaching via the galley. The noise should reach itīs peak behind the engine, at the far end of the compartment. Itīs the other way round when moving backwards. Iīm trying to find a better solution. But Iīm not certain there is one. Anyone with an idea ... step forward!
Check the manual for a detailed technical explanation!



nailz;1284402']Crashed to desktop for my 3 tries, 3 CTD.

All mods used are in my signature, mius the CT_OpenHatch 0.91FM of course.

sorry to tell, but please try disable all additional mods and re-enable one by one to identify the one that causes conflict.



...
- I realise the issues you're having with engine sounds right now, but they're considerably louder in the control room and galley than the engine room itself. If you can find a better solution to the volume vs. engine speed issue, that would be fantastic.

- The vibrations of the diesels are rather uniform at present as the entire engine blocks bounce up and down at the same frequency. I'd also recommend a slightly smaller but faster oscillation than you currently have.

- As nice as the bunks are, they're a bit empty. Would it be possible to include sleeping crew occupying some of the bunks? Given that they're in the bunks they wouldn't need to be animated, either.


Regardless, great work and I look forward to watching the development of this mod :salute:


yep, the sound is buggy. But atm the best I can provide.
recommendation is copied, ToDo list updated.
Empty bunks ... FM will tell.




This is a great mod but I'm having trouble installing it. Sorry to be a pain in the ass guys but can someone talk me thru it, I always seem to have trouble with winzip and zip files. I'm great with Winrar. :wah:

try www.7zip.org.



Any problem with using OH v.2, overwriting files with OH v.3, and then overwriting files for FM interior v.1

there should be no problem at all. Just give it a try.

Regards,
DD

Das Gespenst
02-28-10, 06:50 PM
Just played it some more, it still amazes me the amount of progress the modders have done with this 5 year old beast.

Just a quick question though, is there a way I can delete some of the extra food? I don't think my computer (older than SH3) has a taste for sausage.

DivingDuck
02-28-10, 06:56 PM
Moin,

eat faster! LOL.

Open CR7.dat with S3D and search for 'DMY_Salami'. You can delete the complete node including all sub nodes or browse the tree and delete them one by one. Corresponding entries in CR7.sim do not have to be deleted.

@ALL:
PLEASE REPORT YOUR FPS IN ENGINE ROOM (SHIFT+E, facing CR) WHENEVER YOU POST IN THIS THREAD, PLEEEEEEEASE!

Regards,
DD

Das Gespenst
02-28-10, 07:16 PM
Moin,

eat faster! LOL.

Open CR7.dat with S3D and search for 'DMY_Salami'. You can delete the complete node including all sub nodes or browse the tree and delete them one by one. Corresponding entries in CR7.sim do not have to be deleted.


Will do! :up:
@ALL:
PLEASE REPORT YOUR FPS IN ENGINE ROOM (SHIFT+E, facing CR) WHENEVER YOU POST IN THIS THREAD, PLEEEEEEEASE!

Regards,
DDWill also do, before and after I delete the food, just to give you guys some more information. :up:

Edit: strange, I can't seem to find a "CR7.dat" file.

jlederer
02-28-10, 07:20 PM
Download just finished, off to install, but I'm sure it's gonna be great, based on what I saw of this work in the Open Conning Tower Mod. Thank you for your work, it's much appreciated.

Reece
02-28-10, 07:26 PM
Downloading now,:yep: many thanks for all your work and dedication to this awesome mod FM & DD!:yeah:

grimes
02-28-10, 07:41 PM
Got it all working now with DD OH v.2 and v.3 along with FM interior. Its awesome to be able to walk so much around the boat. and on the top of all the boats as well. Now I have open radioroom hatches on all the boats, along with awesome interiors for the type IX and the type VII. I love it. Great job everybody who made this possible. :salute::salute::rock::rock::woot::woot::yep::yep: :03::03:

just one thing is the vibration at flank speed is a little much and of course the engine room sound as previously stated. Great mod. :yep:


Computer performance is great, a few times where it lags but its not bad at all.

JCWolf
02-28-10, 07:56 PM
FM&DD am downloading your amazing stuff now,

I was hoping for this day, and really all I want to say
even before trying it out for real, is ...

Thanks a lot from all my hart and soul cause this is a free Mod that
I guess everyone wanted for a long time, No matter what people say it is
the excitement that talks now, you have given us our long time wishes and that my Friends haves No Price or money that can pay this
amazing effort and final work of Art...


You guys are 2 in a life time....

I hope we can count on you here for much more time...:yeah:

Flopper
02-28-10, 07:58 PM
Getting 30 fps looking at engine room from shift + e, which is fine with me (she's about 3 years old).

I completed my first patrol in 39 without doing much, and transferred to the 2nd. Now I went ahead and re-installed without the "sound" folder, as the engines were way too loud to me in comparison to the other sounds. So it doesn't get louder when I get near the diesels, but I can still hear them (I must have been a pioneer in wearing hearing protection, that's it...) This doesn't bother me. I did switch the mod order up slightly this time. So far, so good with:

GWX 3.0 Gold
DFant_subFlag_2010
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
TMT v2
LifeBoats&Debris_v4
WBNN Mission Orders Lite
Bright MaGui 2
FM_NewInterior_V1.0
FM_NI_Fix_for_OLC_GUI_001

ReallyDedPoet
02-28-10, 08:01 PM
Thanks, just trying this out now :yep::up:

Flopper
02-28-10, 08:08 PM
Sorry, I have to report a bug. It is making a lot of noise, banging sounds, and the ship is rocking back and forth.

Oh, wait. It's not a bug. We are taking damage because I have run aground while inspecting the boat.

:o

Reece
02-28-10, 08:17 PM
Just found a file "FM_NI_NewSound.dat" in the documentation folder, couldn't find any reference to it in the pdf file, could you please explain!:yep: Thanks.

ReallyDedPoet
02-28-10, 08:22 PM
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.

DivingDuck
02-28-10, 08:23 PM
Moin Reece,
Just found a file "FM_NI_NewSound.dat" in the documentation folder, couldn't find any reference to it in the pdf file, could you please explain!:yep: Thanks.
check again! ;) See page #8 of the manual. There youīll find the info youīre searching for, in blue printing.

Regards,
DD

Reece
02-28-10, 08:29 PM
Moin Reece,

check again! ;) See page #8 of the manual. There youīll find the info youīre searching for, in blue printing.

Regards,
DDMy glasses! I need a new pair of glasses!!:88)

DivingDuck
02-28-10, 08:32 PM
I can check the prices until you get your clear vision back. :D

Regards,
DD

Sailor Steve
02-28-10, 08:38 PM
Kewl beans! I just wish I could play right now, so I could take a tour myself.

Oh well, the time will come.

DivingDuck
02-28-10, 08:39 PM
Whatīs the matter, Steve?

LiveGoat
02-28-10, 09:04 PM
I'm runinning a core 2 duo 3.0 ghz
2gig ram
8800gtx alpha dog (not so alpha anymore)


Did a torpedo training excersise mission. Had a solid 50 fps. the whole time. Ran up and down the length of the boat like a giddy toddler for 5 minutes. What a beautiful mod!

Things I noticed:

-Obviously, the loud engine noise in the CR along with the oscilating effect as one runs to and from the diesel room but that's already been mentioned.

-Ther are dive angles even when in free cam! Very nice! I also noticed that when the boat is in a deep dive that you can't run fast through the boat. I don't know if this was intentional or not but I actuallylike it as it adds a bit of realism (would be difficult to run willy nilly through an inclined u-boat).

-I'm using ACM Reloaded so at first I had a bit of yellow and extra crosshairs on the Obs scope(The attack scope just had the extra crosshairs). I later installed the OLC Full Interior Fix on a whim and it eliminated the yellow but the zoom then became fixed (obviously) in both scopes and the extra crosshairs remained. This is understandable as it's probably just a conflict with ACM but the scopes worked fine otherwise when getting target info. Also the shortcuts for raising lowering the Obs scope (CTRL+Insert, CTR+Del) seemed to not work but again that's a mod conflict with ACM.

The only persnickity thing I have with it is that If I'm up on the bridge and I right click to go to the CR I have to toggle the the Free camera again. It would be nice to have the free cam always on ala Stormfly's freecam, although it seems to always be toggled while on the bridge which is very nice.

Oh, before I forget, when I made a torpedo attack the impact explosions sounded like depth charge explosions and those same explosions happened when the target ship was going down (the boilers, I guess). I'm running LRT 2.04 Full and I enabled the Vvdrifter depth charge shake Fix on a whim so it might be conflicting with that.

Anyway, these are most probably due to conflicts particularly the gui related ones.

To sum up, this mod rules! Hopefully a fix for ACM can be made. If not, it's no real biggie as nothing is actually broken.

FM and DD, you've made my month!:salute:

Current mod list below:



GWX 3 St Naz and Schluese and other units V4
WAC4.1 SubPen_animated_18.02.2010
WB's GWX campaign with VonDos' ships v2.7
WB - add Q ship
TMT v2
WB - TMT fix
b25_SF_Grass_Full
Storm87's OLC-MEP Reworked Scene for GWX v1.0
Improved Wave Textures
GWX - Enhanced Damage Effects
Fixed_Gun_Emplacement_GWX3
Unofficial_rockets_fix_GWX3.0
LifeBoats&Debris_v4
LRT v2.04 Full
EDE- LRT 2.04 Full patch
DD_OH_V3.09_20091209162038
Torpedo damage Final ver2.0
GWX 2 - No RING RING Mod by Melendir
Current Depth
ACM v1.1.0 Core Files
ACM Reloaded
New St.Nazaire Map for OLC GUI 1.2.7
Stock Binocular View OLCU242
GWX - Officer Icons-Ger
FM_NewInterior_V1.0
FM_NI_Fix_for_NVD_DC_Shake_001
Das Boot Clothes
Dertien No Rank On Crew
OLC's Modified Searchlight Beams for GWX3
Conus' Historically Accurate U-boat Emblems 1.0
Conus' Historically Accurate U-boat Emblems 1.1
Conus' Historically Accurate U-boat Emblems 1.2
No Collision Damage (optional mod)
Rapt0r's Das Boot Skin
FM_NI_Fix_for_OLC_GUI_001

DivingDuck
02-28-10, 09:14 PM
Moin LiveGoat,

thanks for the report.
Use SHIFT+O / CTRL+O to raise/lower the obs scope.
The fix for NVDīs DC Shake will definitely break the OLC GUI fix and vice versa. The same applies for the WAC fix.

Regards,
DD

tomfon
02-28-10, 09:15 PM
Thank you! :up::up::up:

No problems at all except the sound related ones which have already been mentioned. I'm getting 52 fps when looking at the CR from the back of the diesel engines room.
I'm also using Lifeboats and Debris v4 which also utilises the Sh3.sdl file. The only thing i observed was that there was no sound coming from the lifeboats. Still, it doesn't matter to me. Well done.:salute:

DivingDuck
02-28-10, 09:18 PM
Hey tomfon,

check pages #8 and #9. Youīll find a description on how to alter your modified SH3.sdl to not loose any of your sounds. Itīs as easy as getting married. ;)

Regards,
DD

Castout
02-28-10, 09:24 PM
How do you run up and down the boat can't find it in the manual :88) (Run for cover)

DivingDuck
02-28-10, 09:28 PM
Moin Castout,

SHIFT+E to switch to engine room cam.
SHIFT+F2 to switch to free cam (btw, thisīs a stock game feature ;) )

Regards,
DD

tomfon
02-28-10, 09:28 PM
Hey tomfon,

check pages #8 and #9. Youīll find a description on how to alter your modified SH3.sdl to not loose any of your sounds. Itīs as easy as getting married. ;)

Regards,
DD

Thanks, i will check it! :DL

LiveGoat
02-28-10, 09:36 PM
Moin LiveGoat,

thanks for the report.
Use SHIFT+O / CTRL+O to raise/lower the obs scope.
The fix for NVDīs DC Shake will definitely break the OLC GUI fix and vice versa. The same applies for the WAC fix.

Regards,
DD

Ah, good to know.
Thanks!:up:

Castout
02-28-10, 09:38 PM
Moin Castout,

SHIFT+E to switch to engine room cam.
SHIFT+F2 to switch to free cam (btw, thisīs a stock game feature ;) )

Regards,
DD

Ahh SHIFT+F2 I forgot about that been a while :up:. Now I've got laps to do in a German sub

vergol
02-28-10, 11:10 PM
-I'm using ACM Reloaded so at first I had a bit of yellow and extra crosshairs on the Obs scope(The attack scope just had the extra crosshairs). I later installed the OLC Full Interior Fix on a whim and it eliminated the yellow but the zoom then became fixed (obviously) in both scopes and the extra crosshairs remained. This is understandable as it's probably just a conflict with ACM but the scopes worked fine otherwise when getting target info. Also the shortcuts for raising lowering the Obs scope (CTRL+Insert, CTR+Del) seemed to not work but again that's a mod conflict with ACM.

What worked for me was NOT using the OLC Full Interior Fix. Try loading ACM Reloaded *after* the Full Interior mod. This will likely mess up your ability to raise the periscope and operate the hatches, but you can remedy this by merging/erasing the 'commands_xx.cfg' files from the ACM Reloaded folder.

EDIT1: To get full camera functionality (especially on the bridge), you should also merge/delete the 'cameras.dat' from ACM Reloaded.

EDIT2: Deleting the files caused some minor interface issues in ACM; nothing serious. These are likely command mapping discrepancies between OLC's interface and ACM. It's probably best to merge them, though I can't say I'm an expert in that department.

EDIT3: Deleting cameras.dat broke the periscope again. Merging is definitely the way to go.

EDIT4: Everyone should stop listening to my fixing suggestions.

vergol
02-28-10, 11:13 PM
A question:

Is it possible to use the free-cam on the bridge of the boat?

DivingDuck
02-28-10, 11:16 PM
Moin vergol,

the conning deck cam is free.


Regards,
DD

Damo
02-28-10, 11:19 PM
Downloading now, but I can't install because I got impatient waiting and started a new patrol.... d'oh. I was going to abort the patrol and install but as I had that very thought, 'Ship Spotted!!', I was up north of Scapa and on the horizon were 4 destroyers and a Southampton class light cruiser. It was a clear night with no moon and I thought what the heck, I'll take a punt at the cruiser. I've just started using manual targeting full time and managed to set up a blinder of a 3000m fast 90 shot that hit the ammo bunkers and blew her sky high, 10750grt if you please. I was already heading away at full speed and they never even saw me so I thought this must be an omen for a good patrol, aborting was a no-no.

A little off topic but somehow I feel the need to provide a constructive reason why I'm not tinkering with JSGME and doing a marathon up and down my new interior. Can't wait for my return trip to have the new rooms welded on. Thankyou DD and FM for all your hard work, send it to Ubi so they can see that they ain't so hot after all and there's still life before DRM.

:yeah:

vergol
02-28-10, 11:33 PM
Moin vergol,

the conning deck cam is free.


It is?

When i switch to bridge view, my position is fixed. I can rotate my view, but not walk around. Pressing Shift_F2 just teleports me back into the interior free-cam.

Am I missing something?

DivingDuck
02-28-10, 11:38 PM
What worked for me was NOT using the OLC Full Interior Fix. Try loading ACM Reloaded *after* the Full Interior mod. This will likely mess up your ability to raise the periscope and operate the hatches, but you can remedy this by erasing the 'commands_xx.cfg' files from the ACM Reloaded folder.

I found no problems with this approach, so far. Let me know if that works for you.

When i switch to bridge view, my perspective is fixed. I can rotate my view, but not walk around. Pressing Shift_F2 just teleports me back into the interior free-cam.

Am I missing something?

Seems as if the above is your problem. ACM Reloaded must have an altered cameras.dat file in LIBRARY folder. Therefore the FM_NI camera settings will get overwritten. Merging the cameras.dat and commands.cfg files will most probably do the trick.

Regards,
DD

vergol
02-28-10, 11:55 PM
Seems as if the above is your problem. ACM Reloaded must have an altered cameras.dat file in LIBRARY folder. Therefore the FM_NI camera settings will get overwritten. Merging the cameras.dat and commands.cfg files will most probably do the trick.

Regards,
DD

Seems my own moment of clarity torpedoed me. I completely overlooked the fact that ACM has its own cameras.dat.

Everything is working as it should (for now anyway ;)).

Thanks DD. :)


EDIT: I jumped the gun again. Minor interface issues with ACM, though I'm sure I can sort them out.

Once I settle down, I'll just run back and forth along the sub for the entire patrol, out of sheer awe for this mod. Great work guys!

Reece
03-01-10, 12:26 AM
Is there any possibility of getting a one click command to the Engine room? also the extra rooms do not have any diving angles, is this normal? probably to do with free cam mode!:hmmm:

JCWolf
03-01-10, 12:39 AM
Hi there guys...

I have a small annoying Camera bug I guess...:hmmm:


This is mi activated mod list by order from first to last installed:

GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - VIIC41 Player Sub
GWX - Alternative Flotillas
GWX 3 St Naz and Schluese and other units V4
WB's GWX campaign with VonDos' ships v2.7
WB - add Q ship
Waterstream+Exhaust Combi V2.3 for GWX3
OLC 'Gold' MkII ~ Environment
Rapt0r's Instruments V3.1
VIIC41 Skin
DFa_UpDnRot_Flags_fin2
DFant_subFlag_2010
FM30_UpDown_final
FM_NewInterior_V1.0
FM_NI_Fix_for_Anvart_FM30_UpDown
WAC4.1 SubPen_animated_18.02.2010
U-B Graphic Testing ( Only moves graphics menus and uses GWX Gold Menu-ini)


Every time I am in any compartment and click the floor for the free view to walk around I get immediately pooped into the engine room...

I have no walk free camera at all...?

Can the old beta version camera file be used cause it worked fine...?:salute:

Reece
03-01-10, 12:43 AM
Hi there guys...

I have a small annoying Camera bug I guess...:hmmm:


This is mi activated mod list by order from first to last installed:

GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - VIIC41 Player Sub
GWX - Alternative Flotillas
GWX 3 St Naz and Schluese and other units V4
WB's GWX campaign with VonDos' ships v2.7
WB - add Q ship
Waterstream+Exhaust Combi V2.3 for GWX3
OLC 'Gold' MkII ~ Environment
Rapt0r's Instruments V3.1
VIIC41 Skin
DFa_UpDnRot_Flags_fin2
DFant_subFlag_2010
FM30_UpDown_final
FM_NewInterior_V1.0
FM_NI_Fix_for_Anvart_FM30_UpDown
WAC4.1 SubPen_animated_18.02.2010
U-B Graphic Testing ( Only moves graphics menus and uses GWX Gold Menu-ini)


Every time I am in any compartment and click the floor for the free view to walk around I get immediately pooped into the engine room...

I have no walk free camera at all...?

Can the old beta version camera file be used cause it worked fine...?:salute:That aspect of it was removed, but if you go to the engine room that is good, didn't try that, you have to use Shift+F2 for free cam, right click will put you back to CR.:yep:
Edit: I went back to try again, and when I first tried clicking the floor it sent me to the engine room!:up: But every subsequent click just made me float down below the floor with the movement of the boat!:-? Something wrong there, wonder if the clicking of the floor mod can be removed?:hmmm:

Damo
03-01-10, 01:20 AM
Just a quick question before I install, does the extra interior have damage modelling like the command room? Leaky pipes, shattering glass, etc? I'd like to think that when I'm in the thick of it in the CR my (imaginary) crew are getting tossed from their bunks and getting wet...

I've just reached my patrol grid and managed to sink ANOTHER light cruiser and 2 Aux cruisers enroute, told ya I had a good omen....

:woot:

vergol
03-01-10, 01:37 AM
Is anyone having trouble zooming in with the periscopes?

(I've disabled ACM Reloaded, so it's not that)

comet61
03-01-10, 02:03 AM
-I'm using ACM Reloaded so at first I had a bit of yellow and extra crosshairs on the Obs scope(The attack scope just had the extra crosshairs). I later installed the OLC Full Interior Fix on a whim and it eliminated the yellow but the zoom then became fixed (obviously) in both scopes and the extra crosshairs remained. This is understandable as it's probably just a conflict with ACM but the scopes worked fine otherwise when getting target info. Also the shortcuts for raising lowering the Obs scope (CTRL+Insert, CTR+Del) seemed to not work but again that's a mod conflict with ACM.

I had the same problem too. Everything is working great in this new mod except the attack/OB scope crosshairs and magnification setting are wrong. I loaded the OLC fix and that fixed the crosshairs, but not the magnification settings. Easy fix though...I use Magui (basically OLC on steroids). I copied the Camera.dat file from Magui Library folder and overwrote the new one. Now I have all the goodies: Crosshairs are right and I have all the magnification settings for both scopes.

I would like to say this is perhaps one thee BEST mods I have ever seen. The work in the detail is just plain awesome. The engine room, new sounds, moving Obs scope, hatches, disappearing food, new "clicky" spots, new animations...major face-lift. I'm gald this came about because I had no plans to buy SH5 when it comes out in March.

Great mod!!!:yeah:

brett25
03-01-10, 02:07 AM
I'm getting crashes with FM interior when I launch a new career through commander. Is anyone else having this? Tutorial missions work fine. Also my old career was loading with FM, however, hatches would not open. So I launched a new career to test the hatch issue and I cant load the game any longer. When FM is removed game loads. Hmmmm......:hmmm:

comet61
03-01-10, 02:08 AM
I just wrote a post on that. I am using Magui (OLC) and I copied the camera.dat (of Magui) file over the camera.dat file of the new mod. All fixed. I guess it depends on what super mod you are using: OLC/Magui WAC, etc.

I did activate the OLC fix that came with the mod to fix the cross hairs. I am not sure if that fix I mentioned is faster or better, but it worked for me. Perhaps the camera.dat you were using before the new mod can be inserted over the newer one...????:hmmm:

brett25
03-01-10, 02:12 AM
ah ok thanks comet61, I will try that. Im using GWX only, and I have FM interior loaded last of all for testing purposes

Brett

edit, no actually, i cant see how that would help in my case:wah:

comet61
03-01-10, 02:32 AM
OK...I just now found out that though I fixed the periscope problem....my hatch and obs scope will not animate. The engine animation works, just not the hatches or the scope going up and down using the SHIFT/CTRL-O key...dagdabbit!!:damn:

comet61
03-01-10, 02:35 AM
I figure there are a few bugs. In fixing the periscope magnification problems I (over-writing the camera.dat) cannot get the hatches to open or the obs scope to move up and down.

brett25
03-01-10, 02:36 AM
ok, please disregard my last post. Its one of my (many) mods that's conflicting. I have it narrowed down to 7:yawn: I suspect it might be "decks awash" somebodies gonna have to go :wah: Will report my findings

Herr Graf
03-01-10, 02:40 AM
Fantastic mod!
Thank you very much!

:rock:

Westbroek
03-01-10, 02:43 AM
Hey, just installed this earlier and took her for a quick test drive.
I have to tell you how impressed I am:
I'm very impressed! :yeah:
Great work with this...couldn't help but think to myself, "Take that SH5" all the while I was wandering from compartment to compartment and closing doors.
Cheers,
W

tonschk
03-01-10, 03:04 AM
:rock: Congratulations :salute: , Well Done :yeah:

Turtle01
03-01-10, 03:06 AM
THANK YOU; FOR THIS SIR FLAKMONKEY

:yeah::yeah::yeah::yeah::yeah::yeah::yeah::yeah:

piri_reis
03-01-10, 03:07 AM
Conflicts with Lifeboats and Debris V4. Sh3.sdl has already been blah blah blah.. Instructions ?

Manual... RTFM.
Sound issues need to be fixed manually.
Though I ignored the conflict w/ Lifeboats and everything is fine so far.

SodyM
03-01-10, 03:15 AM
THANK YOU FOR THIS GREAT MOD SIR FLAKMONKEY :salute:

evan82
03-01-10, 03:47 AM
I will use this great mod when I finish my current XXI career.:cool:
Thanks for your big work FM, and for this great mod.:yeah:

Herr Graf
03-01-10, 03:59 AM
Is anyone having trouble zooming in with the periscopes?

(I've disabled ACM Reloaded, so it's not that)

Same problem here.

I tracked it down to the OLC Gold mod. When I disable it in JSGME and just use stock GWX 3.0 the zoom works fine for the periscope.

Edit:
After doing some reading I see this is by design. So no zoom with bino's or periscopes using the OLC mod.

vergol
03-01-10, 04:04 AM
OK...I just now found out that though I fixed the periscope problem....my hatch and obs scope will not animate. The engine animation works, just not the hatches or the scope going up and down using the SHIFT/CTRL-O key...dagdabbit!!:damn:

That's not very hard to fix. If you look in the PDF that FM has supplied with this mod, there listed are a few lines of text you can add to your 'command_xx.cfg'; specifically ones that operate the obs. scope and the hatches/doors.

On a related note, I replaced cameras.dat while trying to integrate the ACM Reloaded mod -- similar to your Mano's GUI -- but noticed quite a few bugs. I'm not sure anymore if it's wise to just replace such files.

Can anyone here point me to a guide on how to use Silent_3ditor to reconcile mod differences?

comet61
03-01-10, 04:12 AM
That's not very hard to fix. If you look in the PDF that FM has supplied with this mod, there listed are a few lines of text you can add to your 'command_xx.cfg'; specifically ones that operate the obs. scope and the hatches/doors.

On a related note, I replaced cameras.dat while trying to integrate the ACM Reloaded mod -- similar to your Mano's GUI -- but noticed quite a few bugs. I'm not sure anymore if it's wise to just replace such files.

Can anyone here point me to a guide on how to use Silent_3ditor to reconcile mod differences?I finally did that. Got everything working fine. However...I found another bug: The hydrophones are off by 20°, When running at Full ahead and I turn the scope needle to 180...nothing, turn to 160 and there are my motors. I had a visual via the scope at 40°, but my hydrophones were detecting at 19°.....:doh:

I have the new mod unloaded for now and will be tweaking some more....

Dronston
03-01-10, 05:42 AM
Thanks for the effort!

However, I cannot get this mod to work.
When I load a patrol I get the "not so long ago" and then a CTD.

Disabled all other mods in JSGME, running only GWX and FM 1.0.
Deleted my career and started a new one. Tried it using SH3 commander and without.

Any ideas?

Desga
03-01-10, 05:45 AM
Thank FM all work well !!:yeah:
and my submarine now is like in a new dimension!!:up:

Anvart
03-01-10, 05:56 AM
Hi there guys...

...
DFa_UpDnRot_Flags_fin2
DFant_subFlag_2010
...

Sorry, JCWolf.
If you use DFant_subFlag_2010... you must to delete DFa_UpDnRot_Flags_fin2...
DFant_subFlag_2010 is later version...

Dronston
03-01-10, 05:59 AM
Thanks for the effort!

However, I cannot get this mod to work.
When I load a patrol I get the "not so long ago" and then a CTD.

Disabled all other mods in JSGME, running only GWX and FM 1.0.
Deleted my career and started a new one. Tried it using SH3 commander and without.

Any ideas?

Never mind, I works now. What I did was disable FM. Started a new career and patrol with only GWX. After that went back to base. Quit the game and enabled FM. When I continued the career I had the interiors!

Great job!

silversurfer
03-01-10, 06:10 AM
What an awesome mod:D:yeah:..Thanks for the advice with the download FM it worked a dream...only problem I have is that when I'm stood in the new engine room and I order a speed change I get a CTD and blue screen straight away. If I stand in the CM and do it nothing happens but If I return to the engine theres no sound. Any ideas????

Reece
03-01-10, 06:39 AM
Well I'm having a lot of trouble, all my tests were done in the naval academy missions and the mod works there, but single missions or starting a new patrol in campaign mode I just get a CTD!:cry: DD's OH 3.09 works ok but not this mod, not sure where to look.:hmmm:
Edit: The old FM beta works fine but all attempts to get it to go have failed.:cry:

Captain Nemo
03-01-10, 07:10 AM
Great mod, well done to all those involved.:up:

The only change I have made is to go back to the stock/GWX sounds which I prefer. Doing this also removes the conflict with the Lifeboat mod.

Nemo

Reece
03-01-10, 07:24 AM
Confirmed CTD in single mission.. Game engine must be choking up..I tried a new campaign with a VIIB but still CTD or lockup with the "Not so long ago" screen.:wah:
Edit: Why should it work in the Naval academy!!:damn:

Reece
03-01-10, 07:34 AM
For me it started spiting out Error messages like:
Faulting application sh3.exe, version 1.4.0.1, faulting module ntdll.dll, version 5.1.2600.5755, fault address 0x000104fa.
Faulting application sh3.exe, version 1.4.0.1, faulting module kernel.dll, version 0.0.0.0, fault address 0x0001a323.When it crashes I am able to hit Ctrl+Alt+Del then Alt+E and another Alt+E, this reveals a sh3.exe error and pressing the details reveals much the same as yours (module kernel.dll or ModName: ntdll.dll), wonder how brett25 is going!:-?

Reece
03-01-10, 07:49 AM
Dunno, this mod works ok in Academy only.. sadly.I know! that is what is frustrating, also his beta version worked ok in single missions and campaigns as well!:hmmm:

Damo
03-01-10, 07:49 AM
Kernel.dll is memory allocation file IIRC and I used to have loads of CTD's after a load when I was running over 40 mods. It got to the point where I actually had to do a whole patrol in one sitting, pausing and alt-tabbing if I needed to do something else, closing the game was out of the question as it would always result in a corrupt, unloadable save, I even posted here about it but never resolved it.

I just think there is a limit to how much stuff you can chuck at the engine before it goes 'errrr, I DON'T THINK SO!!' and CTD's. Some people may have an easier time with better specs but I'm on a dual core @ 3ghz with 2gig memory and I suffered badly...

On the face of it though, we are trying to do the equivalent of fitting a V8 on a Vespa, so something's gotta give eventually. It's early days though for this mod and the issues that seem insurmountable may eventually be solved, just like animations were. It's that hope that keeps such excellent work flowing from our talented modders here. Maybe someone will take a closer lok at old Mr Kernel and kick him back into shape for us....

EDIT: I should mention that if I restarted my PC and then ran Gamebooster (Google it), it would load a new patrol fine for me before, I haven't tested this with this mod but you might just get it to work, just minimise any resources being used when you load, but there is also the drawback that you may never get to save and load again, at least until the issue is fixed (if...).

Aces
03-01-10, 07:53 AM
Hi chaps,

I've seen a lot of CTD's recently after the "Not so long ago" message.
First with the Sub pens mod and now with the fantastic new interior. The sub pens mod work for me only with certain bases, Norway Subpens are good as is Keel (as one doesn't start in a pen) but St. Nazaire always crashes., new career or otherwise, edited sdl or otherwise and always in single missions, I stripped everything back to just GWX3 and solved the problem by removing mods one-by-one the sub pens mod causes the problem. I replaced the FM beta (which had been working fine)with the release version and everything worked in a single mission but started a new career and CTD with the kernel error.

I will try tonight to just install the following mods and to get them to work together by editing the config and/or sdl files of DfantSubflag_2010, FM interior, Animated sub pens, combined water streams and exhaust smoke v2.3, lifeboats and debris v4.

I want to try and pick my way through the files and edit the config and sdl files to get them to work together. I'm also hoping that Luca can produce an updated version of his excellent open hatch in comnmand room mod like he did before to pull together FM's/DD's new Interior, Anvart's flags/pennant/DF antenna and of course his own great work.


Best Regards

Aces

PS: I have an Intel Core 2 Quad wiith 4GB RAM.

JCWolf
03-01-10, 08:25 AM
OK Guys, this is what I have concluded so far,


The problem it is not the Mod, the mod works fine, it is the
SH3 Exe and game Capacity to run so many more Items installed
and by that increasing the Ram usage a lot....

This game it is not prepared to run so many features, so mi advise goes
directed to the Mods you have installed, take most of them and reduce
it to really needed Mods, if you installed maximum from 17 to 19 Mods
you will see that it will work, also I have implemented the 3GB patch to the exe file, and in mi case cause I use XP Pro to the Boot.ini so that
Mi system uses more then 2 GBs Ram that is what XP uses...

Try reducing your Installed Mods and mostly take of the old OH 3.9
version cause if you are playing with the VII boat it is unnecessary to install cause it comes with this Mod, when you move into another Boat
of Improved Quality then this Mod will be useless cause it is only for VII class boats, there you can Remove this Mod and Install the OH 3.9 version to have the hatches opening in other U-Boat cįlasses...



I think if you are playing with the VII class boat, what is the use of installing the OH 3.9 mod, I mean if it cames already with this Mod what is the Point???!!!:hmmm:


Reduce your amount of installed Mods...:salute:

Damo
03-01-10, 08:38 AM
I just tried loading a new patrol and I got a ntdll.dll error just before the 'Not so long ago...' message, I've not had one of those before, only after enabling this mod. Removing mods is sound advice, I just did a total rework of my install and it loads saves perfectly now with no kernel errors, unfortunately it seems I can't use the interiors at the moment but I'll keep working on it over time, it is only version 1.0, lol.

For now I'm back to my original game in my somewhat cramped VIIB with no bog...

:nope:

I'm not beaten yet, just gonna play instead of watch that red loading bar on it's slow journey to CTD hell.

@JC: Can you explain how you patch the .exe with a 3GB patch? I'm on XP and have the 3GB boot.ini but on the .exe? Need more info...... Thanx.

Reece
03-01-10, 08:44 AM
Hi JCWolf, I can run with no problems Single missions Campaigns etc with the following:

b25_SF@Grass_1024
DD_OH_V3.09+DC + Conning Fix
DFant_subFlag_2010
FM NewInterior (Static Beta)
SubPen Animated
Merchant Fleet Mod v4.1
Rapt0r's Das Boot VII Skin

Now if I remove all of these and just leave:

Merchant Fleet Mod v4.1
FM_NewInterior_V1.0

Only works in Naval academy, all else CTD.:hmmm:

@ Damo, beware of the 3Gb mod, I would check here first: http://www.subsim.com/radioroom/showthread.php?t=162357

Uber Gruber
03-01-10, 08:55 AM
Single missions will most likely work but, as JCWolf says, its a memory issue and I've experienced the same over the years with SH3. The game engine does not handle its resources as well as it could do, consequently there is a limit to the number of things you can load into memory. The actual number of mods doesn't matter, its what they contain that count. So if you have a memory heavy mod and you activate it alongside a couple of other memory heavy mods then KAPOW...CTD.

If you have more than 2GB then use whatever mem switches you can find and the 4GB patch that WAC modders highlighted earlier in life.

I have a gut feeling you are more likely to suffer these CTDs on XP than Windows 7 but I cannot back that up with real data.

All in, we've maxed out the weaknesses of SH3. :nope:

Aces
03-01-10, 08:55 AM
Hi chaps,

Thanks for the info. I'm holding off of the 4GB patch, only as a last resort maybe. XP-Pro with 4 GB (3.5 reported by OS).

I'm gpoing to sit down and try and get all these mods working together in all circumstances if at all possible. IMHO all these mods are pretty much "must haves" once the wrinkles are ironed out.

Best Regards

Aces

Captain Nemo
03-01-10, 08:58 AM
Started a new patrol with this mod and made a save in AN49 and exited. The save reloaded fine but at first the engine animation wasn't working, ordered a change in speed and all is well again.:up:

My rig is getting on a bit:

3 GHz P4
3 GB of RAM
ATI x1650 pro 512 MB video card
XP Home Edition - No memory switches being used.

Mods enabled:

GWX 16km atmosphere
GWX Enhanced Damage Effects
GWX Merged Campaign
Torpedo Damage Final Ver 2.0
Lifeboats & Debris V4
Hitman U505 Compass Graphic Ver 1.0
Waterstream & Exhaust Combi Ver 2.3 for GWX
Ultimate Aircraft Sound Mod
SH4 Style Flags for GWX
Unofficial Rockets Fix GWX 3.0 16Km
New Clearsky Clouds
Q Ship Mod GWX 3.0
FM NewInterior V1.0

As mentioned earlier, the only change I made to the Interior mod was reverting back to stock/GWX sounds.

Nemo

JCWolf
03-01-10, 09:06 AM
Hi JCWolf, I can run with no problems Single missions Campaigns etc with the following:

b25_SF@Grass_1024
DD_OH_V3.09+DC + Conning Fix
DFant_subFlag_2010
FM NewInterior (Static Beta)
SubPen Animated
Merchant Fleet Mod v4.1
Rapt0r's Das Boot VII Skin

Now if I remove all of these and just leave:

Merchant Fleet Mod v4.1
FM_NewInterior_V1.0

Only works in Naval academy, all else CTD.:hmmm:

@ Damo, beware of the 3Gb mod, I would check here first: http://www.subsim.com/radioroom/showthread.php?t=162357

Could be the Merchant Fleet Mod v4.1 conflict mate some ship ID maybe??!!
Try out removing it, or Start a new career and see if it works...

I Have a strong Machine , that I've built just 2 months ago,
and still the game takes much longer to load and It is hell when I exit to load items on the Desktop, so it is a XP issue mate, it is not wrong
installs it is the XP memory usage that is crap...



Single missions will most likely work but, as JCWolf says, its a memory issue and I've experienced the same over the years with SH3. The game engine does not handle its resources as well as it could do, consequently there is a limit to the number of things you can load into memory. The actual number of mods doesn't matter, its what they contain that count. So if you have a memory heavy mod and you activate it alongside a couple of other memory heavy mods then KAPOW...CTD.

If you have more than 2GB then use whatever mem switches you can find and the 4GB patch that WAC modders highlighted earlier in life.

I have a gut feeling you are more likely to suffer these CTDs on XP than Windows 7 but I cannot back that up with real data.

All in, we've maxed out the weaknesses of SH3. :nope:


:haha: yes, Thank God JCWolf here is changing the XP to Windows 7 this year!:D

Damo
03-01-10, 09:18 AM
Thanks for the info on the switch, I always wondered whether it actually made a difference or not, placebo effect anyone? Anyway, I had 2 lines in my boot.ini that gives me the option to start XP either with or without the switch and I've now reverted back to the default one. I'm also a clutz, it seems that when I did try and load a new patrol with the interior mod I actually loaded a mid patrol save that I exited in my eagerness to install this mod, lol. We all know what they say about enabling mods mid patrol don't we, eh?

Seems I spent so many times going in and out of the Naval Acadamy (was experimenting with the sounds in Silent3ditor), I semi fried my brain. It was only when I reloaded my mid patrol save after removing the mod that I thought 'Hang on, why is this still here, it should have been deleted when I rolled back to port...', except I didn't roll back did I...? At least I still have a bunk in my VIIB, think I need a lay down...

So, please disregard my earlier comments about my CTD's with this mod and I'll have another go after I get back to port, with my non 3GB XP.

:salute:

don1reed
03-01-10, 09:22 AM
It runs fine on my XP machine but will not run on my W7 machine (SH3 is not in program files)

more later...off to the taxman.

DivingDuck
03-01-10, 09:44 AM
Moin,

itīs hard to keep up with all these posts. So Iīll not be able to satisfy all of you if even one alone. :wah:

I canīt tell about the CTD when switching to career or single mission mode. The point is, that in naval academy missions there is a limited amount of units loaded to the game whilst in career all traffic scripted into the campaign files will be loaded in addition to the missionīs traffic. The game engine keeps track of every unitīs position at all times. Whenever one of these units enters a certain range, the game engine starts rendering itīs 3d meshes, no matter if you can see it already or not. This certainly implies a great pressure on any CPU/GPU. So this would possibly be an explanation for CTD on loading. But what makes me suspicious is that CTD have been reported while loading single missions too. I never had problems like these on my rigs. Even my older laptop (T2300 @1.66GHz, 4GB, ATI Mobility Radeon X1600, Win7) does not CTD, although framrates drop to something like 1-2FPS. Will have to run more tests.

Keep the reports coming!

Report SYSTEM SPECS along with your problems!


@ALL who are annoyed with the sound:

-disable FM_NI
-go to MODS/FM_NewInterior_V1.0/data/...
-delete the SOUND folder
-re-enable FM_NI

It seems that the sound problem is of higher importance than assumed by me.



Regards,
DD

java`s revenge
03-01-10, 09:56 AM
You have to double check your modorder.

A couple of weeks ago i had also this (these) errors.

HanSolo78
03-01-10, 10:10 AM
Moin DD!

CTDs on single missions sound o0bvious to me like CTDs in career mode because also in single missions all data from campaign layers will be loaded.
I would bet my horse (I donīt own one ;) ) that most CTDs are because of system memory problem.

Iīll make a test with wac installed and report of memory usage.

greetings
Han

Damo
03-01-10, 10:22 AM
In regards to the sounds, I came at it with the assumption that it should work in the same way as when on the conning tower, whereas you move towards the engines and the sound gets louder. What I'm now starting to realise is that inside the boat, although you have a freecam, you are in effect standing still in the same position in the CR so you have to move the sound source to get the desired result, which is far from ideal, and not a problem easily solved. Even if you place a static sound source in the engineroom and move toward it in freecam, the freecam doesn't actually move your position, so acoustically you will not notice any volume changes.

Am I right? Or close? This is really making me think, and learn, so it's all good.

ReallyDedPoet
03-01-10, 10:25 AM
Why not just turn the sound down a notch or two? It is a little loud, but the effect is nice :yep:

Aces
03-01-10, 10:26 AM
Hi HanSolo,

Thank you for your great sub pens mod, can you please confirm that there's no problem with CTD when starting a career in the pens at St.Nazaire, I always CTD there but Norway works absolutely fine.

Thanks

Regards

Aces

silversurfer
03-01-10, 10:35 AM
I'm now getting CTD when ever I use the mouse and pointer to issue orders...Such as speed telegraph, depth change:wah: What a pain in the ass!!!

Grim Nigel
03-01-10, 10:55 AM
Working perfectly on my old system! Not a single problem so far in Career mode ( both new patrol and saved patrol ) :yeah:

Only 2 small issues but I can live with them :DL
Weird doppler effect to engine sounds when moving around in free cam.
When a save is loaded, engine animations wont start until a new speed is ordered.

Win Vista Basic.
3GB RAM
2.0 GHZ Dual Core.
Nvidia GeForce with 1.5GB vid Mem.

Mods in Use (in order):

GWX - 16km Atmosphere.
GWX - Lite Harbor Traffic.
GWX - No Medals on Crew.
GWX - Captain America's Officer Icons.
SH5 Water for GWX 3.0 v1.6.
Water Streams + Exhaust Combi v2.3.
FM_NewInterior_V1.0

HanSolo78
03-01-10, 11:32 AM
Hi HanSolo,

Thank you for your great sub pens mod, can you please confirm that there's no problem with CTD when starting a career in the pens at St.Nazaire, I always CTD there but Norway works absolutely fine.

Thanks

Regards

Aces

Hi!

Definitely works - at least in WAC4.1!
I tested now several starts in different years.
Memomy usage about 2,2Gb free Ram.



@DD

Could you please write me a pm with the changes of the additional WAC fix?


greetings
Han

Captain Nemo
03-01-10, 11:33 AM
Started a new patrol with this mod and made a save in AN49 and exited. The save reloaded fine but at first the engine animation wasn't working, ordered a change in speed and all is well again.:up:

My rig is getting on a bit:

3 GHz P4
3 GB of RAM
ATI x1650 pro 512 MB video card
XP Home Edition - No memory switches being used.

Mods enabled:

GWX 16km atmosphere
GWX Enhanced Damage Effects
GWX Merged Campaign
Torpedo Damage Final Ver 2.0
Lifeboats & Debris V4
Hitman U505 Compass Graphic Ver 1.0
Waterstream & Exhaust Combi Ver 2.3 for GWX
Ultimate Aircraft Sound Mod
SH4 Style Flags for GWX
Unofficial Rockets Fix GWX 3.0 16Km
New Clearsky Clouds
Q Ship Mod GWX 3.0
FM NewInterior V1.0

As mentioned earlier, the only change I made to the Interior mod was reverting back to stock/GWX sounds.

Nemo

Further to my earlier post I enabled Raptors Uniform Version 2.0 mod in addition to those listed above. It was a mod too far, CTD loading an in port before mission save. As others have said the CTD's with thie Interior mod must be memory related.

Nemo

sabretwo
03-01-10, 11:37 AM
I think Han Solo might be right about the Memory issue. I also am having intermittent CTDs when loading campaigns...

1. Standard GWX 3.0 (Starting Position: Wilhelmshaven) - No problem.

2. Standard GWX 3.0 (Starting Position: Kiel) - CTD at end of loading

3. Med Mod for GWX 3.0 (Much smaller than GWX campaign) - CTD at end of loading

4. Single Missions, GWX 3.0 - No problem.

I think it might have something to do with the sophisitication of the graphics in the near vicintity rather than total file size of the missions/campaign. My Med Mod for GWX is much smaller than the GWX standard campaign yet I can launch from Wilhelmshaven in Standard GWX 3.0 with no problem. Launching near Salamis in my mod crashes every time.:hmmm:

I will try an experiment tonight and try starting the same campaign but at sea and see if that makes a difference.

HanSolo78
03-01-10, 11:42 AM
For testing purposes a hint from myself... starting carreers or single missions will demand more system memory because more units will be loaded.

Aces
03-01-10, 11:46 AM
Thanks gentleman that's very helpful. I will try again tonight, I'm really looking to get as many of these great mods working together as possible. The Norway base is very much smaller than St. Naziare. I will post any finding here. BTW I'm not running the St. Nazaire GWX3 sleuses mod.

Much appreciate the feedback, BTW HanSolo I'm running GWX3 I did edit my sh3.sdl as Reece kindly advised and I now get the new sounds in the pens except, as Reece mentioned the hammer.wav sound which was missing from my Sounds folder so I created my own hammer on metal sound which I think sounds pretty good, but it still didn't play?.

Many thanks again, such amazing mods.

Regards

Aces

Flopper
03-01-10, 11:59 AM
I've completed 2 patrols with my mod setup, listed maybe 20 or so posts back... working fine, looks great (I did nuke the sound for this 2nd patrol.) No issues.

Very, very nice work!

grimes
03-01-10, 12:01 PM
I loved the mod, but I keep getting kernel errors on many of the single player missions. So looks like i'm not going to use it until I get my Ram upgraded from 3gb to 4gb. Hopefully that will fix it.

Dronston
03-01-10, 12:12 PM
I kept having problems and like said it turns out there are certain ports that will cause a ctd. I was trying to start in St.Nazaire but kept crashing. Starting in Wilhelmshaven does work. Also with several mods enabled.

By the way, I'm running Win 7 Home Premium 64 bits with 4 GB DDR3 RAM, so it happens on a 7 platform too.

piri_reis
03-01-10, 12:35 PM
Guys it's definitely a memory problem.
You all shouldn't expect to enable this on top of your heavily modded SH3 and make it work right away.
For me I have lots of extra ships, campaign additions that cost memory, and without the (/3GB switch and exe patch) it will CTD on campaign start.

So I recommend to people that have the hardware and that use XP (4GB RAM), to try those memory solutions.

For other people, you might have to decide on which mods to use. You could disable big memory consuming mods to get the Interiors to work. It's just not plug&play in my experience.

raymond6751
03-01-10, 01:35 PM
This is great! Thank you for what would seem to be a major piece of work.
The only issue I had was the extra loud sound of that diesel engine.

I found out that it is only loud if you visit the engine room and come out of it. It could be a mistake but after about a half hour I went below again to the control room and it was again reasonable.

I have only just started out in career mode, about 50 km out, but so far all is well.

Again, nice job! SH3 has now pushed ahead of SH4 and might even be better than SH5. But SH5 is another story...:rock:

brett25
03-01-10, 01:55 PM
as far as CTDS im convinced that some of them are due to commander. I have tested and concluded that when I try to load older careers and try to start a new patrol I get CTD when Commander launches the game. I can create a new career and then don't have the crash. In other words the game engine has no problem loading all the data and handling the memory, however there is some conflict with commander and careers. Can anyone verify this?

brett25
03-01-10, 02:16 PM
..... So many assumptions and nothing enough reliable about issue.. yet.
its very strange, in my case im getting more convinced it really has to do with mods..but...not any particular mod, rather a "pile on" effect...where at some point having too many, breaks the camels back. In other words my CTDs are mod related (not commander so much) however, not any one mod in particular....:hmmm::hmmm:

also this is for sure, the hatches do not open in my old career, but in a new career, they open

Dronston
03-01-10, 02:30 PM
I can only say that with ONLY GWX and the Int. mod it still CTDS when trying to start your career in St. Nazaire. Try Wilhelmshaven and it works like a charm...Didn't try any other ports. Doesn't matter if I start the game using commander or not.

When I found out it does work in wilhelmshaven I started to activate mods again and it still works.

Damo
03-01-10, 03:27 PM
This all reminds me of Apollo 13, where they have to work out a way to get the ship to work while staying within a strict voltage limit to avoid it blowing a fuse.

:D

They managed it though...

JCWolf
03-01-10, 04:07 PM
its very strange, in my case im getting more convinced it really has to do with mods..but...not any particular mod, rather a "pile on" effect...where at some point having too many, breaks the camels back. In other words my CTDs are mod related (not commander so much) however, not any one mod in particular....:hmmm::hmmm:

also this is for sure, the hatches do not open in my old career, but in a new career, they open


No mate, I am using SH3 Commander and the game loads and runs fine...

More the Commander doesn't change big things over the game, in fact
the commander can be seen as a SH3 Launcher that haves some extra tweaking and options, it does not have direct impact on you game
loading cause it changes files that is already there in the game or Mods,
and it increases campaign situations....

The problem here must be your Machine power, or Graphic card, or
the usual XP memory issue...

I am using the Commander and the game loads fine, yes it takes a
lot more to load, and yes it pushes a lot more for mi machine and
hardware, cause I can ear it...lol:salute:

[SJ]nailz
03-01-10, 04:53 PM
I got so annoyed with this CTD'ing last night I completely re-installed Win7.

Got SH3 back on, patched, cracked and GWX'ed.

I enabled several mods in JSGME the ones in my signature. CTD again....

So I took aout the only conflicting mod that no fix was supplied for Liferafts&Debris. CTD.

So I took out everything except this mod. CTD.

So what I have is SH3, patched to 1.4b, with the RLD no-DVD crack, and GWX3 gold. CTD.

System Specs;

Intel Quad Core q6700
4GB RAM
nVidia 9700 with 512MB dedi RAM.

JCWolf
03-01-10, 05:02 PM
nailz;1286539']I got so annoyed with this CTD'ing last night I completely re-installed Win7.

Got SH3 back on, patched, cracked and GWX'ed.

I enabled several mods in JSGME the ones in my signature. CTD again....

So I took aout the only conflicting mod that no fix was supplied for Liferafts&Debris. CTD.

So I took out everything except this mod. CTD.

So what I have is SH3, patched to 1.4b, with the RLD no-DVD crack, and GWX3 gold. CTD.

System Specs;

Intel Quad Core q6700
4GB RAM
nVidia 9700 with 512MB dedi RAM.


I think, I might be wrong here, that your problem is the graphic card also.......If you use XP you also have the game memory issue that you can fix by patching the Boot.Ini and then applying the SH3Eexe patch from Han solo's site...:03:

Damo
03-01-10, 05:04 PM
nailz;1286539']I got so annoyed with this CTD'ing last night I completely re-installed Win7.

Got SH3 back on, patched, cracked and GWX'ed.

I enabled several mods in JSGME the ones in my signature. CTD again....

So I took aout the only conflicting mod that no fix was supplied for Liferafts&Debris. CTD.

So I took out everything except this mod. CTD.

So what I have is SH3, patched to 1.4b, with the RLD no-DVD crack, and GWX3 gold. CTD.

System Specs;

Intel Quad Core q6700
4GB RAM
nVidia 9700 with 512MB dedi RAM.

What error is it giving? Is it Kernel.dll or something else? Kernel would be memory related. Oh and a point of reference, I use a 512mb 9500GT card which is real budget as I blew my 8800GT up and the mod worked fine in Naval Academy but I've yet to test loading a new patrol or single mission, what were you trying to load snailz?

[SJ]nailz
03-01-10, 05:15 PM
Hers's a cut from the manual.

http://i229.photobucket.com/albums/ee313/SJ_niall_UK/Capture-1.jpg



Here's a cut from JSGME

http://i229.photobucket.com/albums/ee313/SJ_niall_UK/Capture2.jpg


Result? CTD


Yes the Kernael error. I doubt it's my GFX as this machine runs stuff much more intense than SH3, Left 4 Dead 2, many racing games, even SH4...

[SJ]nailz
03-01-10, 05:28 PM
just tried it again, with the GWX - Lite Harbour Traffic. CTD

As you can see in the next screenie, my memory doesnt get near full, its the thin blue line. that is gradually increasing, on top of all the jaggie ones.

http://i229.photobucket.com/albums/ee313/SJ_niall_UK/Captureytytytyt.jpg

sabretwo
03-01-10, 05:44 PM
INTERESTING EXPERIMENT RESULTS:

Just as an experiment, instead of loading mods sequentially with JSGME, I created a personal "Super Mod" by copying files over each other in sequence into one mod folder. The mods I copied were:

Torpedo Damage Final v2
Foam
Fubar's Crew Skins
b25_SF_Grass_Full
Waterstream V4
OLC Gold MKII - Option 4
SH-5 Water for Med
DD_OH_3.09
FM_Interior_v1.0
FM_NI_Fix_for_OLC_GUI

I then activated the Super Mod in JSGME with a few other mods before it (Al-msg_typewritter_Font, Thompsen's Sounds v3, Med Skin for VIIB, etc.).

With GWX 3.0 alone, it now boots up out of every port without problem...even St. Nazaire and Salamis!

I then activated my Mediterranean Mod in JSGME after it, tried again from Salamis, and it crashed. That could be owing to the size of my Med Mod (around 500MB right now...most of it being new ships).

As further experiments, I am going to try Kiel alone (it was CTDing a lot also) and then try integrating my Med Mod files into the Super Mod and see if activating it all at once eliminates the problem.

Flakmonkey: Thanks for the tip on the Weapons Officer. That solved my problem. (I feel pretty stupid now. :oops:)

I don't know how exactly this helps, but it may warrant some experimentation by others.

sabretwo
03-01-10, 06:02 PM
I tried the "Super Mod" with Konigsberg and Kiel and its working good and consistently!:D

I'll try merging my Med Mod into a copy of Super Mod and see if that solves the problem I had there with CTDs.

If so, I think we may have a possible solution in making this work.

JCWolf
03-01-10, 06:06 PM
nailz;1286594']Hers's a cut from the manual.

http://i229.photobucket.com/albums/ee313/SJ_niall_UK/Capture-1.jpg



Here's a cut from JSGME

http://i229.photobucket.com/albums/ee313/SJ_niall_UK/Capture2.jpg


Result? CTD


Yes the Kernael error. I doubt it's my GFX as this machine runs stuff much more intense than SH3, Left 4 Dead 2, many racing games, even SH4...


Try uninstaling the DD OH mod ,

cause that will soft a lot the Memory issue...:salute:

[SJ]nailz
03-01-10, 06:13 PM
I only put that in to copy the manual as close as possible. with just the new mod on it's own it crashes.

DivingDuck
03-01-10, 06:20 PM
Moin [SJ]nailz,

what about your swap file? Whatīs itīs size? Maybe your swap file is too small. Iīm not sure whether this will help, but itīs worth a try.

Regards,
DD

[SJ]nailz
03-01-10, 06:30 PM
Moin [SJ]nailz,

what about your swap file? Whatīs itīs size? Maybe your swap file is too small. Iīm not sure whether this will help, but itīs worth a try.

Regards,
DD


following your suggestion, I just tried using a 4GB class 6 SD card as a dedicated ready boost device, it makes a sizeable help in other games, Arma2 takes a noticeable performace gain from it.



CTD



What I don't understand is my machine is not rubbish, quad core, 4GB ram, 4GB page file, 4GB ready boost.


WTF

DivingDuck
03-01-10, 06:41 PM
What destination folder are you using for SHIII?
I donīt have much experience with Win7, but I faintly remember some posts about Vista denying JSGME to access files/folders that were installed into default directories. As Win7 is kind of a descendant of Vista this still might be an issue.

Regards,
DD

Flopper
03-01-10, 06:57 PM
nailz;1286746']
CTD



What I don't understand is my machine is not rubbish, quad core, 4GB ram, 4GB page file, 4GB ready boost.


WTF

It could be a hardware issue. I guess you don't have the luxury of being able to swap out parts. I'm not saying that it IS hardware, but I'm certain that it could be.

I hope it's not, though. The most important thing is not to panic. Good luck with this, sounds like a tough one.

sabretwo
03-01-10, 07:11 PM
What destination folder are you using for SHIII?
I donīt have much experience with Win7, but I faintly remember some posts about Vista denying JSGME to access files/folders that were installed into default directories. As Win7 is kind of a descendant of Vista this still might be an issue.

Regards,
DD

I have had some weirdness with JSGME under Windows 7. For instance, JSGME stating that a Mod is present for activation after it was deleted from the Mod Folder, etc. For the most part it seems to be okay, but occassionally I get some strange behaviors.

ReallyDedPoet
03-01-10, 07:48 PM
Great mod :yep::up:

If I wanted to turn down the diesel sound on the interior, what file would I do this to?

I am looking in the Sh3.sdl file included with the mod using the Silent 3ditor :yep:

Thanks anyone.

DivingDuck
03-01-10, 08:12 PM
itīs the very last entry in FM_NIīs SH3.sdl.

Regards,
DD

Reece
03-01-10, 08:38 PM
Well it's definitely a memory problem, here is some mod combo's.:yep:
This works in campaign and single player:
b25_SF@Grass_1024
DD_OH_V3.09+DC + Conning Fix
DFant_subFlag_2010
FM NewInterior (Static Beta)
SubPen Animated
Merchant Fleet Mod v4.1
Rapt0r's Das Boot VII SkinThis CTD's in single player missions and campaign:
Merchant Fleet Mod v4.1
FM_NewInterior_V1.0This works in single player and campaign:
FM_NewInterior_V1.0
Rapt0r's Das Boot VII SkinIs there a lite version possible for this mod DD, as you can see I can run the beta version with all the other mods?:hmmm:

[SJ]nailz
03-01-10, 08:38 PM
Ok, I just rung it's scrawny neck.

Uninstalled SH3.
Unistalled SH3 Commander.
Deleted files left over from JSGME & GWX
Unistalled GFX drivers
Restarted machine
Installed newest nVidia GFX drivers
installed SH3
patched 1.4b
RLD no-DVD
Installed JSGME
Activated FM_Interior_1


Realised SH3 is crap without GWX3!
Watched little red bar creep (well shoot compared to with GWX) up
Bar got approx 2CM from end, normal CTD position, brace yourself....

WOOHOO Initialising!!!

Now to start adding more mods to the brew. If only GWX was JSGME enabled.


Superb work though FM & all involved.


***Nailz is off to experiment with his fingers firmly crossed***

ReallyDedPoet
03-01-10, 08:46 PM
itīs the very last entry in FM_NIīs SH3.sdl.

Regards,
DD

Thanks DD :yep::up:

DivingDuck
03-01-10, 09:03 PM
Moin,
Well it's definitely a memory problem, here is some mod combo's.:yep:
This works in campaign and single player:
This CTD's in single player missions and campaign:
This works in single player and campaign:
Is there a lite version possible for this mod DD, as you can see I can run the beta version with all the other mods?:hmmm:
Iīm not familiar with the Merchant fleet mod, but I reckon it introduces a lot of new units coming at a lot of new 3d meshes. This surely will have a big impact on memory requirements. Atm Iīm out of ideas on how to strip down FM_NI any further. Iīve pulled any string to get it optimized to the max without giving away quality. Some players even reported higher frame rates with FM_NI enabled than with OH_V3.09. Same applies for me. This however made me think that everybody who was able to run OH_V3.09 should be able to run FM_NI as well. Obviously I was wrong. Maybe the newly added sound sources (2x6) cause memory problems too.
Try the following:
-disable FM_NI
-browse to MODS/FM_NI/data/...
-find folder SOUND and delete it
-re-enable the folder
Thus youīll loose the sound in engine room. But it would be worth a try to see whether the sound renderer is blowing up the RAM.



nailz;1286923']Ok, I just rung it's scrawny neck.

Uninstalled SH3.
Unistalled SH3 Commander.
Deleted files left over from JSGME & GWX
Unistalled GFX drivers
Restarted machine
Installed newest nVidia GFX drivers
installed SH3
patched 1.4b
RLD no-DVD
Installed JSGME
Activated FM_Interior_1


Realised SH3 is crap without GWX3!
Watched little red bar creep (well shoot compared to with GWX) up
Bar got approx 2CM from end, normal CTD position, brace yourself....

WOOHOO Initialising!!!

Now to start adding more mods to the brew. If only GWX was JSGME enabled.


Superb work though FM & all involved.


***Nailz is off to experiment with his fingers firmly crossed***

crossing fingers too.


Regards,
DD

[SJ]nailz
03-01-10, 09:11 PM
Try the following:
-disable FM_NI
-browse to MODS/FM_NI/data/...
-find folder SOUND and delete it
-re-enable the folder

Thus youīll loose the sound in engine room. But it would be worth a try to see whether the sound renderer is blowing up the RAM.

I did that, mainly because I didn't like it though.



crossing fingers too.


Regards,
DD

I've now got;

http://i229.photobucket.com/albums/ee313/SJ_niall_UK/capture_02032010_020651.jpg


all enabled, with no bother out of La Spezia.

Only GWX to go... I think therein may lie the killer...

DivingDuck
03-01-10, 09:15 PM
make sure to disable all mods before you install GWX.

Regards,
DD

[SJ]nailz
03-01-10, 09:52 PM
make sure to disable all mods before you install GWX.

Regards,
DD


I did! :salute:

however :down: CTD

Maybe it's time to try out one of these other supermods...

DivingDuck
03-01-10, 09:58 PM
too bad you canīt recover your former status.

Regards,
DD

[SJ]nailz
03-01-10, 10:06 PM
Just hold on one cotton pickin' minute! OH YEAH! Result!

Whilst browsing the Living Silent Hunter 5 site, I noticed the link to the 4GB patch. I thought, sack it, it's worth a shot, and it only went and did it!

YES!!!



***Nailz is a happy man, and can finally go to bed, at 3am***

DivingDuck
03-01-10, 11:01 PM
Glad for you, [SJ]nailz. So this 4GB patch seems to be some kind of a holy grail? Whereīs the hook? Canīt find the post of Reeceīs telling there might be one.

Regards,
DD

Reece
03-01-10, 11:16 PM
Seeing that it is a memory problem, after some research, the video memory has to be addressed in the available 3gb, so depending on your video card memory size your total amount available is that amount less to be available for applications!!:cry: I have 512mb, I pity those with 1gb in a 32 bit XP!:-?
Check here DD for the 3gb switch, however it is really null and void, you can get SH3 to work great but other apps will stutter or fail!!:cry:
http://www.subsim.com/radioroom/showthread.php?t=162357

DivingDuck
03-01-10, 11:27 PM
Then this one seems to be another patch than the one Iīve found via the LSH site (http://www.lsh3.com/v5/tools_en.html). The 4GB patch that is advertised by the LSH team (http://ntcore.com/4gb_patch.php) does only affect the selected *.exe. So, I canīt imagine this one will do any harm to other applications. Thereīs nothing written about needed changes to be applied to the boot.ini.

Regards,
DD

Storm87
03-02-10, 12:04 AM
Is it compatible with MaGui 2? If not, any chances for it? :)

vergol
03-02-10, 12:07 AM
These 3gb-4gb patches are only for 32-bit operating systems, correct?

Reece
03-02-10, 12:13 AM
Then this one seems to be another patch than the one Iīve found via the LSH site (http://www.lsh3.com/v5/tools_en.html). The 4GB patch that is advertised by the LSH team (http://ntcore.com/4gb_patch.php) does only affect the selected *.exe. So, I canīt imagine this one will do any harm to other applications. Thereīs nothing written about needed changes to be applied to the boot.ini.

Regards,
DDThe first patch/link is for Vista & Win 7, the second is for x64 systems only or those that recognize 4Gb or more memory, x86 windows only recognizes 3Gb, of which 2Gb is reserved, the /3Gb switch in the boot.ini forces windows kernel to use 1Gb only, but as I said, a lot of applications wont run without the full 2Gb reserved.

HanSolo78
03-02-10, 12:24 AM
No, the 4Gb Patch is also for 32 Bit Systems.

A note for clarification of the whole patching thing!

64bit systems like Vista 64Bit or Win7 64 Bit can use more than 3.5 Gb of Ram.
And the also can adress a programm to use more than 2Gb. BUT, the .exe should be allowed to use more than 2GB from the creator!
So.. the 4Gb patch only patches the exe file to let the exe file use more than 2GB for SH3.

The 3Gb switch for WInXP32 Bit let the operatings system adress more than 2GB for programmes (.exe files) like SH3.

So.. it does not make sense to apply the 4Gb patch if the operating system can not handle this like stock XP. This wonīt have any effect.

Reece
03-02-10, 12:27 AM
No, the 4Gb Patch is also for 32 Bit Systems.

A note for clarification of the whole patching thing!

64bit systems like Vista 64Bit or Win7 64 Bit can use more than 3.5 Gb of Ram.
And the also can adress a programm to use more than 2Gb. BUT, the .exe should be allowed to use more than 2GB from the creator!
So.. the 4Gb patch only patches the exe file to let the exe file use more than 2GB for SH3.

The 3Gb switch for WInXP32 Bit let the operatings system adress more than 2GB for programmes (.exe files) like SH3.

So.. it does not make sense to apply the 4Gb patch if the operating system can not handle this like stock XP. This wonīt have any effect.So what you are saying is that the patch only will work on 32 bit win XP without adding switches to the boot.ini file?:hmmm:

HanSolo78
03-02-10, 12:36 AM
So what you are saying is that the patch only will work on 32 bit win XP without adding switches to the boot.ini file?:hmmm:

No, the opposite! The 4Gb patch will only work WITH the change of the boot.ini file!

Reece
03-02-10, 12:46 AM
No, the opposite! The 4Gb patch will only work WITH the change of the boot.ini file!That is right, that is why the link: http://www.subsim.com/radioroom/showthread.php?t=162357
It is not worth patching the game when the 3Gb switch in the boot.ini file kills many other apps, Yes SH5 will run great but the cost is too high!!:oops:
I even set USERVA down to 2100 (USERVA=2100), but many other games and applications still would not work, this is a nasty side effect of forcing the kernel down lower than 2Gb.:-?
More on this: http://www.subsim.com/radioroom/showthread.php?t=160270&page=7 see #94 on.
and: http://www.subsim.com/radioroom/showthread.php?t=160270&page=9 #123
Maybe if I applied the patch to all the applications giving problems, like my TV card.:hmmm:

DivingDuck
03-02-10, 01:11 AM
This is strange as [SJ]nailz has a 64bit system running Win7 at 4GB RAM. Win7 is able to allocate 4GB without any additional help. So, if 2GB are reserved for the system, then there is plenty of RAM left for applications. Besides he didnīt even mention anything about messing with the boot.ini. According to the LSH site, the 4GB patch is already included in their actual release. This however implies that they have either added a modified boot.ini to their mod, which i doubt, or this patch is indeed working without any alterations to this file.

On the other side both my laptops run the mod, naval academy, single mission, career.

1. T2300 @1.6GHz, 4GB RAM, Win7 Ultimate, ATI Mobility Radeon X1600
2. P9500 @2,?GHz, 4GB RAM, WinXP Pro Sp3, GF 9800M GT

The older one is having severe fps drops, but itīs loading fine without CTD.
I have not applied any mem patches or whatsoever. But I frequently use good old 'clearmem.exe' (DOS command).


Regards,
DD

Reece
03-02-10, 01:16 AM
64 bit operating systems only need to patch (4gb_patch.exe) the sh3.exe file!:yep:

Reece
03-02-10, 03:05 AM
Memory problem! Need Vista or Win 7 64 bit!!:cry:

Reece
03-02-10, 03:20 AM
See post #194

Aces
03-02-10, 04:01 AM
Hi chaps,

I did some extensive testing yesterday evening and solved nearly all my problems. I un-installed all my mods and discovered that just the New FM interior on it's own caused a CTD so I removed the sh3.sdl file from the mod's sound folder and activated it again and all was fine. I re-installed all my mods including the new Animated Sub Pens mod and again a CTD (at St. Nazaire) in a new campaign even though I had previously edited this mod's sh3.sdl file to include the sdl entries from the Lifeboats and Debris sh3.sdl file. So I removed the sh3.sdl file from the Sub Pens mod as well and hey presto everything worked perfectly including a St. Nazaire new campaign start but of course no new FM interior and Sub Pens sounds. It looks like, at least for me, its the sh3.sdl files which cause my CTDs so that's where I will focus my attention this evening.

Below my JSGME enabled mods (no editing of any files neccessary) installed on top of GWX3.

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
Conning Tower open Hatch TestFMfood

As you can see there's some very big mods in there, a few like the Sidecap and Offiziermutze mods could come out as they've been overwritten by Raptor's new uniform mod. Luca's new Tower hatch mod includes Anvart's, Flakmonkey's and Diving Duck's commands.cfg lines (but not the new shift+e command AFAIK) so everything seems to be working fine as noted above, I will test more tonight.

Hope this heps,

Best Regards,

Aces

Intel Core 2 Quad 2.5GHz with 4GB RAM, Windows XP-Pro, no 3GB patch installed.

Edit: Does anyone with similar problems have Realtek HD Audio onboard sound. Their drivers have a memory problem and I'm reverting back to the hacked 2.14 drivers I was previously having which solve my T34 vs Tiger BSOD problems it might have a bearing on my sh3.sdl issues, just be interested to hear if anyone else has this onboard sound chipset.

Grim Nigel
03-02-10, 04:31 AM
The new interior has been working great for me so far without a single CTD ( I even start at St Nazaire ). The only problem I have encountered is excessive engine noise, its started to get very loud and drowned out every other sound as well as an odd doppler effect when moving around in free cam.

So I opened sh3.sdl with Silent 3ditor and found the very last entry ( DD_Engine.DieselEx ) and changed the volume down to around 95%. Seemed to solve the problem! No more extra loud engines and doppler effect! (I can even set the volume back to 100% without the problem returning) I've even made a new interior diesel engine sound and applied that to DD_Engine.DieselEx so I can manually tweak the wav file in a sound editor to get it just the right volume and enviromental effects without affecting other sounds. :up:

Aces
03-02-10, 04:45 AM
Interesting, a quick question if I may, is the Submarine_diesel_exterior.wav a stock SH3 file because it's not included in FM's Interior mod Sound Folder?.

Thanks and regard

Aces

java`s revenge
03-02-10, 04:48 AM
64 bit operating systems only need to patch (4gb_patch.exe) the sh3.exe file!:yep:

Hi Reece,
About which patch are you talking about. I asked it someone in the
past but got no answer. I have win7 ultimate 64bit.

Thanks a lot in advance !

Grim Nigel
03-02-10, 04:52 AM
Interesting, a quick question if I may, is the Submarine_diesel_exterior.wav a stock SH3 file because it's not included in FM's Interior mod Sound Folder?.


I think it is stock but GWX replaces it with a better diesel engine sound. No sure, been a long time since I played stock.

Aces
03-02-10, 04:57 AM
Thanks,

I have just edited and combined the three sdl files form the Lifeboats and Debris mod, the Animated sub Pens mod and the FM interior mod. One interesting thing I need to check is that the Sub Pens mod's .sdl contains an entry for snorkel.wav, must check it's actually in y sounds folder otherwise (except for the missing Hammer.wav which I made myself) everything checks out. If this fails I shall start looking towards my Realtek HD drivers there's a problem with their drivers which dropping back to my hacked version might fix.

Cheers

Aces

urfisch
03-02-10, 05:03 AM
Hi Reece,
About which patch are you talking about. I asked it someone in the
past but got no answer. I have win7 ultimate 64bit.

Thanks a lot in advance !

there is a whole thread about this:

http://www.subsim.com/radioroom/showpost.php?p=1122792&postcount=593

Reece
03-02-10, 05:47 AM
Thanks,

I have just edited and combined the three sdl files form the Lifeboats and Debris mod, the Animated sub Pens mod and the FM interior mod. One interesting thing I need to check is that the Sub Pens mod's .sdl contains an entry for snorkel.wav, must check it's actually in y sounds folder otherwise (except for the missing Hammer.wav which I made myself) everything checks out. If this fails I shall start looking towards my Realtek HD drivers there's a problem with their drivers which dropping back to my hacked version might fix.

Cheers

AcesI made a version of the hammer.wav but in the sub pens the guy swinging the sledge still has no sound, can you confirm?:hmmm:

Aces
03-02-10, 05:51 AM
Hi Reece,

Yes I confirm, I made a new Hammer.wav and popped it into my sounds folder but still no sound when he hammers away :(.

Cheers

Aces

[SJ]nailz
03-02-10, 07:32 AM
The 4GB patch is for 64bit only.

I originally wrote this tool for a friend of mine who needed it. This very little tool patches x86 executables (meaning 32bit, like SH3) in order to let them have 4GB (instead of only 2) of virtual memory on x64 (64bit like Vista 64bit or Win7 64bit) platforms. This tool comes very handy for applications which need a great amount of virtual memory like games, 3D renderization, multimedia etc. To gain these 2GB, you just have to use this tool to patch the executable (*.exe file) of the software you want to have these additional GBs of virtual memory. It can be used by clicking on it and choosing the file or through command line (e.g.: "4gb_patch file.exe"). It automatically creates a backup copy of the original executable.

Why things are this way on x64 is easy to explain. On x86 applications have 2GB of virtual memory out of 4GB (the other 2GB are reserved for the system). On x64 these two other GB can now be accessed by 32bit applications. In order to achieve this, a flag has to be set in the file's internal format. This is, of course, very easy for insiders who do it every day with the CFF Explorer. This tool was written because not everybody is an insider, and most probably a lot of people don't even know that this can be achieved. Even I wouldn't have written this tool if someone didn't explicitly ask me to.

FACT.


Hi Reece,
About which patch are you talking about. I asked it someone in the
past but got no answer. I have win7 ultimate 64bit.

Thanks a lot in advance !

http://www.lsh3.com/v5/tools/4GBPatch.7z

That is a a direct link to the patch. I am not a computer programmer, so I cannot say for sure what it changed, but I'm pretty sure all it did was tweek the sh3.exe file. Everything else is runnig fine, with Win7 reporting a healthy 2900MB of free RAM at the desktop, with skype, WinLive and some other stuff running.

As I said in the last post I made, if you are getting constant CTD's, as I was, then what can it hurt to try this?

Win7 64bit
q6700 quad @ 2.6ghz
4GB RAM (+4GB SD as Dedicated ReadyBoost)
nVidia 9700 (the weak link but runs most games at native 1920x1080)

Reece
03-02-10, 07:49 AM
Well until I get Windows 7 64 bit, I can only have one of the following mods, 2 of any CTD:
FM_NewInterior_V1.0
Merchant Fleet Mod v4.1
SubPen Animated
Which one do I choose?:hmmm: I want them all!!:wah:

Dronston
03-02-10, 07:57 AM
The 4 GB patch works for me!
I was able to start a career in St. Nazaire.
Obviously I'm running win 7 64 bits.

Thanks!

:yeah:

Aces
03-02-10, 07:58 AM
Reece, why not try what I did as an experiment, uninstall them and then rename the sh3.sdl files in the FM and Sub Pens mods to .bak or suchlike and then re-enable the mods. Sure you will loose their sounds as you know but if this works, as it does for me, I am experimenting along combining them this evening and re-testing. Does the merchant fleet mod contain an sh3.sdl file as well?.

Cheers

Aces

[SJ]nailz
03-02-10, 07:59 AM
The 4 GB patch works for me!
I was able to start a career in St. Nazaire.
Obviously I'm running win 7 64 bits.

Thanks!

:yeah:



good news!!
:salute:

ologuy
03-02-10, 08:11 AM
Hey, first of all, great Mod!

But, I have a Problem. I can't open hatches and klick my way trough the boat.

I'm using:
GWX 3 Gold
OLC 'Gold' MKII Option 3
OLC 'Gold' MKII Flat Sun Fix
OLC 'Gold' MKII MKIId Update
TMT v2
FM_NewInterior_V1.0
FM_NI_Fix_for_OLC_GUI_001

Someone got a answer for this problem?

[SJ]nailz
03-02-10, 08:14 AM
shift+H opens the hatches
ctrl+H closes them

use shift+F2 to go to free cam inside the sub, and then arrows to move.

Aces
03-02-10, 08:14 AM
Have you tried Shift+H to open and CTRL+H to close all hatches ?

Regards

Aces

Edit: LOL we posted at the same time :)

Reece
03-02-10, 08:36 AM
@ [SJ]nailz, the patch is so that an application, like SH3, can use memory greater than 2Gb, so naturally nothing else is required for 64 bit system to work, BUT it can be used in 32 bit XP with the /3Gb switch added to the boot.ini file, this will allow the application to use 3Gb instead of 2Gb, HOWEVER, although SH3 will now run other applications are effected by this switch causing stuttering, lockups etc, this is what I found so I don't use the patch!:yep: see: http://www.subsim.com/radioroom/showthread.php?t=162357
@ Aces, I will give it a try!!:yep:
Edit: No difference at all!!:cry:

skwasjer
03-02-10, 08:45 AM
The sound was a "little" problematic indeed. Adding soundsources to the engine room just makes the sound appear at the same level all over the boat. Therefore I had to add the doppler effect settings. At forward speed the engine should become louder when approaching via the galley. The noise should reach itīs peak behind the engine, at the far end of the compartment. Itīs the other way round when moving backwards. Iīm trying to find a better solution. But Iīm not certain there is one. Anyone with an idea ... step forward!
Check the manual for a detailed technical explanation!
Try a linear dial controller instead (telegraph dial). RFB includes a fading radio using this trick (as the boot dives the radio fades away - in this case it's a depth-dial). It does not require a SMC controller whatsoever and is very simply technique (just a couple of chunks). Just have the aud-node with the dial attached to it, and move the node up/down. You'd still want an SMC to toggle the sound off when a dive-order is given though (StartEffect/StopEffect I think?). SMC seems a little overly complex in your implementation.

Still, good job:yeah:

Aces
03-02-10, 09:29 AM
Reece, sorry to hear that it didn't work for you buddy, I feel your pain. I will post here if I find anything that might help.

Cheers

Aces

Edit: just as a matter of interest what sound card do you have?

DivingDuck
03-02-10, 09:32 AM
Moin Skwasjer,
Try a linear dial controller instead (telegraph dial). RFB includes a fading radio using this trick (as the boot dives the radio fades away - in this case it's a depth-dial). It does not require a SMC controller whatsoever and is very simply technique (just a couple of chunks). Just have the aud-node with the dial attached to it, and move the node up/down. You'd still want an SMC to toggle the sound off when a dive-order is given though (StartEffect/StopEffect I think?). SMC seems a little overly complex in your implementation.

Still, good job:yeah:
well, damn good suggestion. It was way too obvious to use a dial controller. Have used it a hundred times for all the food. But it didnīt appear to me in this environment. I was so locked in the SMC pattern while working on the engine. Stupid me. :damn:

@ALL:
a patch will follow, taking care of the sound issue.


Regards,
DD

Aces
03-02-10, 09:43 AM
Hello DD and another big thanks to you and FM for your fantastic mods.

When you say the sound issue are you meaning the new sounds or is there an issue with the sh3.sdl file?.

Many thanks and best regards

Aces

skwasjer
03-02-10, 10:15 AM
well, damn good suggestion. It was way too obvious to use a dial controller. Have used it a hundred times for all the food. But it didnīt appear to me in this environment. I was so locked in the SMC pattern while working on the engine. Stupid me. :damn:
Ah ok, didn't know you knew about this trick. I understand how you can get carried away with SMC, I could too. After I debugged it, and implemented it in S3D, I saw so many new possibilities (and I have tried many for proof of concept and for ie. Tomi's engine), but it can make one forget there's sometimes also easier ways :O:

[SJ]nailz
03-02-10, 10:19 AM
@ [SJ]nailz, the patch is so that an application, like SH4, can use memory greater than 2Gb, so naturally nothing else is required for 64 bit system to work

WRONG

It quite clearly says in the readme that the 4GB patch is an attempt to try to make a 32bit application use 64bits worth of memory ON A 64bit SYSTEM.

SH3 is a 32bit app (x86 architecture) it can only access less than 3GB of RAM. It doesn't matter whether you have XP32bit or XP64bit, SH3 is a 32bit program, and that is that.

Using this patch ON A 64bit OS will give SH3 a memory boost.

BUT it can be used in 32 bit XP with the /3Gb switch added to the boot.ini file, this will allow the application to use 3Gb instead of 2Gb, HOWEVER, although SH5 will now run other applications are effected by this switch causing stuttering, lockups etc, this is what I found so I don't use the patch!:

Sure, it can, but you are altering the way XP orders it's memory by using the /3Gb switch, this is why the jumping and stuttering with other programs, not because of this patch.

If you are using it to try force more memory on a 32bit system of course it will cause problems as this was not its intended use.

In the first quote you mention SH4, in this quote SH5, I'm talking about SH3. I don't know about the others, but SH3 running on a 64bit OS, will benefit from this patch.

Do you have a 64bit OS? judging from your posts, I think not, I hate to slam you but you are telling people to not use a patch because of your experience in using it incorrectly.

To sum it up;



If you have a 32bit system USE AT YOUR OWN RISK.

If you have a 64bit system and 4GB or more of RAM USE IT. If you want to.

DivingDuck
03-02-10, 10:25 AM
Moin,

@Aces:
as Skwasjer suggested Iīll skip the SMC approach for the engineīs sound and use a dial controller instead. Thus there wonīt be no need to completely rework the SMC for the "sound animation" in order to get rid of the jet like sound when changing speeds.

Besides Iīll fine tune the sound settings and considering to reduce the number of soundsources used, because Iīm starting to suspect the CTD may be sound driver/card related. But thatīs just fishing in muddy waters as Iīm usually not much into sound issues.


Regards,
DD

evan82
03-02-10, 10:28 AM
I use only stern quarters and "kitchen" at this time. Disel compartment is great, but also little empty. I think this can be change in the future, but mod is very good!:
http://img685.imageshack.us/img685/8883/shot12675426932.png:salute:

JCWolf
03-02-10, 10:31 AM
nailz;1287828']WRONG

It quite clearly says in the readme that the 4GB patch is an attempt to try to make a 32bit application use 64bits worth of memory ON A 64bit SYSTEM.

SH3 is a 32bit app (x86 architecture) it can only access less than 3GB of RAM. It doesn't matter whether you have XP32bit or XP64bit, SH3 is a 32bit program, and that is that.

Using this patch ON A 64bit OS will give SH3 a memory boost.



Sure, it can, but you are altering the way XP orders it's memory by using the /3Gb switch, this is why the jumping and stuttering with other programs, not because of this patch.

If you are using it to try force more memory on a 32bit system of course it will cause problems as this was not its intended use.

In the first quote you mention SH4, in this quote SH5, I'm talking about SH3. I don't know about the others, but SH3 running on a 64bit OS, will benefit from this patch.

Do you have a 64bit OS? judging from your posts, I think not, I hate to slam you but you are telling people to not use a patch because of your experience in using it incorrectly.

To sum it up;



If you have a 32bit system DO NOT USE IT.

If you have a 64bit system and 4GB or more of RAM USE IT. If you want to.


Hi there mate,

I believe you must be right but,
However I am using a Xp Pro, 32 bit system and patched
the SH3 exe and applied the 3 Gbs patch to the boot.ini and
until now I had no problems of what so ever!

Now, I think it also depends on the Machine power or Specs,
on the hardware you have, and on Graphic card memory also
along with other stuff, cause apart from that and the fact
that SH III was built to Run on a 32 bit system it haves also
its own memory capability the in fact I doubt it reaches the
2 Gbs... Problems started when Mods that ask more memory
to function properly were released, and that is also a fact
that you can full the system for a time but after the system
will win , this means all sorts of problems can happen and
the better one is just game CTD....:03:

[SJ]nailz
03-02-10, 10:42 AM
Hi there mate,

I believe you must be right but,
However I am using a Xp Pro, 32 bit system and patched
the SH3 exe and applied the 3 Gbs patch to the boot.ini and
until now I had no problems of what so ever!

Now, I think it also depends on the Machine power or Specs,
on the hardware you have, and on Graphic card memory also
along with other stuff, cause apart from that and the fact
that SH III was built to Run on a 32 bit system it haves also
its own memory capability the in fact I doubt it reaches the
2 Gbs... Problems started when Mods that ask more memory
to function properly were released, and that is also a fact
that you can full the system for a time but after the system
will win , this means all sorts of problems can happen and
the better one is just game CTD....:03:

:salute:


Dont get me wrong, I'm kind of agreeing with Reece as well as disagreeing, and I'm not wanting to start a flame war, but if you read the manual, on a 64bit OS, there really is no downside. On a 64bit OS there is no need to mess with any boot.ini files or anything, with a 64bit OS you run it, and throw it away, no messing, it's spot on.

If you want to use it with a 32bit OS, fair enough, if it helps you, sweet. :yeah:

Reece however was saying Dont use it. That I disagree with, if you know how to use it, and then use it properly, with a 32bit OS, it's a good addition. No doubt.




:yeah:

Captain Nemo
03-02-10, 10:43 AM
Besides Iīll fine tune the sound settings and considering to reduce the number of soundsources used, because Iīm starting to suspect the CTD may be sound driver/card related. But thatīs just fishing in muddy waters as Iīm usually not much into sound issues.

Not so sure all CTD are sound related. I deleted the sound folder from the mod so I could revert back to the original GWX diesel engine sounds. I'm currently running the mod OK and am out on patrol but if I add an additional mod (in port not mid-patrol) such as Raptors Uniforms (lots of hi-res graphics maybe?) I get a CTD. I haven't had to disable any mods though.

I have read that others get CTD out of St Nazaire and Kiel but I haven't tested these ports yet and I'm not sure if those affected use the new animated sub pens mod, which I don't. Out of interest, I will create a test career and see what happens in these ports.

Nemo

Cheapskate
03-02-10, 10:56 AM
nailz;1287828']

If you have a 32bit system DO NOT USE IT.

If you have a 64bit system and 4GB or more of RAM USE IT. If you want to.

Hi Shipmate,

Not being particularly computer savvy, I hesitate to disagree with you.
However, since upping the memory on my 32bit WinXP system to 4gb, I have used the patch seemingly to good effect, on the "heavier" SH3 versions (notably LSH5 and WAC 4.1).

I have noticed no knock-on effects whatsoever, and the horrendous stuttering I was occasionally getting with FM's Interior mod has now disappeared!

Correct me if I am wrong, but I got the impression the patch only affects exes upon which it has been applied for as long as they are being run. The OS reverting to the usual memory allocations thereafter.

Certainly I have not noticed any problems with other applications that I have run after exiting programs upon which it has been employed.

[SJ]nailz
03-02-10, 11:02 AM
Hi Shipmate,

Not being particularly computer savvy, I hesitate to disagree with you.
However, since upping the memory on my 32bit WinXP system to 4gb, I have used the patch seemingly to good effect, on the "heavier" SH3 versions (notably LSH5 and WAC 4.1).

I have noticed no knock-on effects whatsoever, and the horrendous stuttering I was occasionally getting with FM's Interior mod has now disappeared!

Correct me if I am wrong, but I got impression the patch only affects exes upon which it has been applied for as long as they are being run. The OS reverting to the usual memory allocations thereafter.

Certainly I have not noticed any problems with other applications that I have run after exiting programs upon which it has been employed.

The patch itself, for what I can gather, isn't the problem, it's messing with XP's boot.ini that causes problems.

My advice was based on what I had read, and understood. The manual for the patch says 64bit systems, Reece says don't use it, a whole thread says don't use it!

All I know is that on my system Win7 64bit before I installed it SH3 would CTD, after it is perfect.


***EDIT***

First post edited from DO NOT USE, to USE AT OWN RISK.

vergol
03-02-10, 01:04 PM
Hypothetically speaking, is there a way to undo this 4gb patch?

piri_reis
03-02-10, 01:23 PM
Hypothetically speaking, is there a way to undo this 4gb patch?

Yes definitely, very easy indeed.
Windows XP/2003/32bit systems using boot.ini /3GB switch is a microsoft practice, it is recommended for running large applications for example standard practice for using Exchange on a 32bit system. Of course you have to know what you're doing and how it can be effecting other things. For home users I'm positive it won't effect most people. The 4GB Exe patch for SH3 is something that only effects SH3 when applied. I use both of these on my XP/32bit/4GB Ram machine and yes it definetly fixed the problems I had with a very heavy modded game.

JCWolf
03-02-10, 01:29 PM
Hypothetically speaking, is there a way to undo this 4gb patch?


Yep first take of the SHIII exe and put there the Baked up one, I did a Back up long ago....Still use it for occasions like this, then replace the Boot.ini for the back up boot ini that I assume you have made before patching it with the 3 GB patch....:salute:

If you have no Boot.ini back up just open the actual Boot.ini with notepad and take this line of /3GB /USERVA=2990 , Save it and restart your PC...

everything it is back to the previous state:woot:

LiveGoat
03-02-10, 01:31 PM
Well, thanks to Makman's advice I got her running with ACM via S3D. Also, with a little tweaking in the config, I now have a near complete free camera/fps experience below decks. Now the only nut I can't seem to crack is the bridge view. I'm rooted to the ground. There's got to be a way to get the bridge view to always be a free cam. :hmmm:

tomfon
03-02-10, 03:33 PM
Just a small parenthesis concerning the 4Gb patch.
I've just patched the SH3 executable using this patch and I successfully loaded the mission ''Barham''. Before, (and with the FM_New Interior mod enabled) this mission wouldn't load and the game would CTD. The same with my career. So, my conclusion is that [SJ]nailz is right, at least as far as win7 x64 is concerned.:yep:

brett25
03-02-10, 03:41 PM
BUG report:

Im on my second new career at this point because into a career, the hatches suddenly will not open anymore. Im beginning to suspect this is an issue with SH3gen. When I run sh3gen, im thinking something new gets written to the save game data that causes a problem. Can anybody confirm this? This is frustrating :wah:, Everything is working well, untill I load a save and no open hatches. Shift H no longer works.

Is there anyway of having a version that does NOT have animated hatches?
Just simply open hatches? This feature seems to add unneeded complexities.

thanks alot!!

Brett


Update_ I was able to delete the hatches from the model and this works, but it would be nice to simply have them in open position. Could someone tell me the rotational settings for the hatches?

Damo
03-02-10, 04:00 PM
An update from me. I just tryed to load my next new patrol with the Interiors mod enabled and it CTD'd before the 'Not so long ago...' message. I had previously loaded a save and a new patrol with the OH 3.09 mod with no issues on top of my existing mods, of which there were many, some quite demanding. I'm using XP 32bit without any boot.ini switches or .exe patches.

One thing that I've noticed is that any previous crashes I've had have been related to kernel.dll, but in the case of the interiors mod it's always ntdll.dll. I don't know if this is any help or whether it is the mod alone that causes it or a combination of all of them, but it seems strange that I get a different error for interiors.

I hope there is a way to fix it but otherwise I'll have to wait until I upgrade my RAM and get W7.

:damn:

comet61
03-02-10, 04:58 PM
Im on my second new career at this point because into a career, the hatches suddenly will not open anymore.

Make sure the weapons officer is at his station. I thought the same thing too when on my save games almost none of the animations would work.

However, usually the Obs scope will not work unless submerged first, not surfaced, but you can hit the O key and raise it, then once under and select periscope depth it will work from then on regardless. The hatch command Shift/ctrl +H works when the weapons officer is at his station. I open mine and keep them open. After saved gamed you have to re-open them again.

Once surfaced, select the WO and give him the order to seek contacts, this will make the planesman disappear. Once you dive they will automatically reappear. The engine animations will work if you hit one of the speed keys i.e. 1,2,3,4,5...it'll get noisy too.

Gramophone animations will not work without the radio operator at his station.

Sound: I went into the sound sh3.sdl file with Silent 3D Editor and the bottom entry is the new diesel sound files. I turned the volume down to 90%. The hydrophone volume control has been omitted in this mod, probably from the "click" option that was integrated in the mod. I also went into the sh3.sdl file and turned up the Hydrophone ambience to 100%, it was set at 91%.

As it was said before," Read the "effin" manual"...which sorry to say I didn't read completely. I did all of the editing (I use Magui/OLC) in the *.cfg and camera.dat files. Everything works great now. The mod author made a few "slights" perhaps. Almost all fixable. This is perhaps one of the biggest mods I have seen since GWX. I think one of the hurdles with this new mod is that there are so many other older mods to contend with. It will be awhile before all the ducks get into a row. The author of this mod did a fantastic job for which I am grateful. Almost re-invented the sim itself.

Anyway....read the manual, make the necessary edits and look at all the other posts. Some of the other modders have already made their updates for this FM mod. Good luck!!

brett25
03-02-10, 05:02 PM
Make sure the weapons officer is at his station:doh:


(comet I owe you a beer)

Anvart
03-02-10, 06:07 PM
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...

sabretwo
03-02-10, 06:27 PM
nailz;1287860']
On a 64bit OS there is no need to mess with any boot.ini files or anything, with a 64bit OS you run it, and throw it away, no messing, it's spot on.

... if you know how to use it, and then use it properly, with a 32bit OS, it's a good addition. No doubt.


I just tried the 4GB Patch on my Win 7 system (Sony Vaio with 4GB Sony Memory Stick as ReadyBoost). AMEN! :yeah:

Everything is now working like a charm...even with all the new textures and models in the new Med Mod. I think it actually sped up load time too!

Now for the real test, seeing if it survives a mission. Last night I did some tweaking in mods and got Kiel and St. Nazaire working, only to crash later when in map mode and running 8X time compression in the background.

Reece
03-02-10, 06:32 PM
@ [SJ]nailz, what ever I'm too bothered to argue about this, I have said plenty of times that 32 bit systems can use the patch after editing the boot.ini, most will have problems with other applications, so I don't recommend it, 64 bit systems only need to patch the sh3.exe file, if you say that is wrong so be it, next time PM me!:-? And yes I made some typos with sh4, sh5, was meant to be sh3 as you know!!:doh:

CaptainNemo12
03-02-10, 08:55 PM
Will the destabilized free-cam be available in the next version?

[SJ]nailz
03-02-10, 09:36 PM
@ [SJ]nailz, what ever I'm too bothered to argue about this, I have said plenty of times that 32 bit systems can use the patch after editing the boot.ini, most will have problems with other applications, so I don't recommend it, 64 bit systems only need to patch the sh3.exe file, if you say that is wrong so be it, next time PM me!:-? And yes I made some typos with sh4, sh5, was meant to be sh3 as you know!!:doh:



http://forum.simjunkies.org/Smileys/junkie_smilies_01/om.gif
peace out man.

Reece
03-02-10, 09:58 PM
I'm cool!:cool:

rik007
03-03-10, 12:55 AM
Flackmonkey: excellent work! :up: Good immersion! Love the potatoes in the kitchen.

Got 36 FPS facing the CR.

Chad
03-03-10, 01:21 AM
Very nice mod.

Thank you so much for the hard work :yeah:

ViperU48
03-03-10, 02:37 AM
So far working great for me!

lowest fps is 80 looking aft from fore quarters and forward from engine room.

No CTD's in career mode.

I'm running WinXP 32bit without the boot.ini edit or 3/4gb patch. Also not running any big memory hogs like Merchant Fleet Mod or Sub pen mod.

Nvidia GTS 250, Core2Duo @ 2.4Ghz each, 4gb DDR3 Ram.


Just noticed that the buttons F9, F10 and F11 do not work anymore despite still being in the en_commands.cfg as normal. Not a big deal because one can use the left sidebar on the traditional interface to get to those stations anyway. Just thought I'd point it out.

JCWolf
03-03-10, 05:06 AM
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/yy5fmzza2mn/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...



Sorry Anvart , can you explain what is this for, What it will improve over The SHIII running on XP???:salute:

Aces
03-03-10, 05:16 AM
I'm guessing but I think it's a batch file for patching the sh3.exe which require the boot.ini to be edited independantly. He warned it won't make a backup of the sh3.exe so this should be done first. If this is XP-Specific I shall be giving it a try.

FWIW, I did the /3GB patch/boot.ini thing last night on my Windoze XP-Pro 4 GB PC as well as combining the .sdls from the FM Interior, Lifeboats and Debris and Animated Sub Pens mods and, so far, it has solved my CTDs. I even added a few new mods to my enormous list of enabled mods, so far so good. :)

I don't know if this has any effect on other programs yet, I will have to see.

Best Regards

Aces

kiwi_2005
03-03-10, 05:17 AM
This is brilliant man, with SH5 on its way i can wait. Downloading your mod now! :up:

Anvart
03-03-10, 05:27 AM
Sorry Anvart , can you explain what is this for, What it will improve over The SHIII running on XP???:salute:
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...

Aces
03-03-10, 05:36 AM
Good morning Anvart,

Do you still have to apply the lines to the boot.ini?.

I would read the MS links but at work so typing in between work :) :)

Kind regards

Aces

Anvart
03-03-10, 05:39 AM
I'm guessing but I think it's a batch file for patching the sh3.exe which require the boot.ini to be edited independantly. He warned it won't make a backup of the sh3.exe so this should be done first. If this is XP-Specific I shall be giving it a try.

FWIW, I did the /3GB patch/boot.ini thing last night on my Windoze XP-Pro 4 GB PC as well as combining the .sdls from the FM Interior, Lifeboats and Debris and Animated Sub Pens mods and, so far, it has solved my CTDs. I even added a few new mods to my enormous list of enabled mods, so far so good. :)

I don't know if this has any effect on other programs yet, I will have to see.

Best Regards

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

Do you still have to apply the lines to the boot.ini?.

I would read the MS links but at work so typing in between work :) :)

Kind regards

Aces
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

Aces
03-03-10, 05:48 AM
Good Afternoon Anvart :) and thanks for the information.

Kind Regards

Aces

Captain Nemo
03-03-10, 06:14 AM
Not so sure all CTD are sound related. I deleted the sound folder from the mod so I could revert back to the original GWX diesel engine sounds. I'm currently running the mod OK and am out on patrol but if I add an additional mod (in port not mid-patrol) such as Raptors Uniforms (lots of hi-res graphics maybe?) I get a CTD. I haven't had to disable any mods though.

I have read that others get CTD out of St Nazaire and Kiel but I haven't tested these ports yet and I'm not sure if those affected use the new animated sub pens mod, which I don't. Out of interest, I will create a test career and see what happens in these ports.

Nemo

Did a test out of Kiel no problem, but out of St Nazaire in 1942 CTD (Kernel.dll) at "Not so long ago...". Must be something to do with starting inside the sub pen. I think this mod is great, but too much for my system to handle at present so I'll disable for the time being as I'm not sure what other situations in game that might bring on a CTD, which is a shame.

Nemo

Aces
03-03-10, 06:17 AM
Same was true for me, always CTD from St. Nazaire, Kiel was okay bacause I started out of dock not in a sub pen. I did the /3GB patch last night and no CTD from St. Nazaire, tried three times and no CTD. I will leave the boot.ini lines and re-backup my sh3.exe tonight and patch using Anvart's batch file.

Best Regards

Aces

Edit: I thought I might as well try the /3GB patch as previously I had so many mixed results, CTD with only one mod, the new FM interior until I removed the sh3.sdl file then it worked, always CTD from St. Nazaire in new Animated pens mod, No CTD from Norway, CTD in single missions, etc. etc. AFAIK so far everything is working okay, will keep testing.

llamaman
03-03-10, 06:21 AM
Thanks Flackmonkey this all I hoped it would be ive also installed the conning tower open hatch mode, and that has given me the destablisd free roaming camera, now its perfect thanks again. :DL

Anvart
03-03-10, 07:14 AM
Same was true for me, always CTD from St. Nazaire, Kiel was okay bacause I started out of dock not in a sub pen. I did the /3GB patch last night and no CTD from St. Nazaire, tried three times and no CTD. I will leave the boot.ini lines and re-backup my sh3.exe tonight and patch using Anvart's batch file.

Best Regards

Aces

Edit: I thought I might as well try the /3GB patch as previously I had so many mixed results, CTD with only one mod, the new FM interior until I removed the sh3.sdl file then it worked, always CTD from St. Nazaire in new Animated pens mod, No CTD from Norway, CTD in single missions, etc. etc. AFAIK so far everything is working okay, will keep testing.
: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...

Siegfried von Funk
03-03-10, 06:28 PM
I got CTD after installing with GWX when I tried to reselect German voices. Was sailing out of Bergen. Disabled the mod, removed the "Sound" folder and reinstalled mod. Seems to be working OK now, but I haven't been able (RL) to go deep into a patrol to see if there are any other problems.