View Full Version : Ahnenerbe WideGui 1920 x 1080
Ahnenerbe
09-04-14, 11:08 AM
Ahnenerbe WideGui 1920 x 1080 Final
Download link (http://www.mediafire.com/file/c7peigrgcsbgsyp/Ahnenerbe_WideGui_1920_x_1080_Final.7z/file)
Hi all, captains !!
This is the final version of the Ahnenerbe WideGui 1920 x 1080 Final, in which there was a number of changes, both large and small. Has been added to the console and enhanced devices. The navigation and attack maps are now visible at the bottom edge. Added gramophone, which is always at the top of the console for easy access. Change the location of AOB devices. Added additional icons on the left pane crops up. UZO now has zoom from x6 to x10. So as you will find some other changes and amendments, some of them are shown in the screenshots.
During testing, performance problems were identified with the mods as WBs USAM v69.61.1, as well as the GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships V7. The reasons are not fully identified and are not entirely clear, perhaps somewhere not coincide with a resolution of 1920x1080 or d3d9.dll with some models of units or their texture. Nothing yet on this issue I can not truthfully say. With stock GWX and SH3 vanilla works flawlessly. In general, the case of each, use the GUI or not. In the future, I will look for reasons CTD and with the above mods.
Previous version Ahnenerbe WideGui 1920 x 1080 can be downloaded from SH3COMMUNITYMODS (ftp://gn7vmwp32iei6ome.myfritz.net/public/Sharing/SH3COMMUNITYMODS/) (User: Maik, Password: Woelfe), screenshots are for illustrative purposes.
Compatibility with other megamods not checked.
All the best and good luck !!
++ Ahnenerbe ++
Link: Ahnenerbe WideGui 1920 x 1080 Final (http://www.mediafire.com/download/c7peigrgcsbgsyp/Ahnenerbe+WideGui+1920+x+1080+Final.7z)
README
1. Ahnenerbe WideGui 1920 x 1080 Final is established through JSGME.
2. In the documentation folder additional mods (generally graphic). To copy in the MODS folder and to use at will. Only amendment to the relation of the Shortcuts for German U-Boats Compilation Mod folder..... It is actual only for mods of German U-Boats Compilation (http://www.subsim.com/radioroom/showpost.php?p=2220320&postcount=1).
3. The SH3 Commander folder for those who uses SH3 Commander from JoneSoft. The folder merges with the main folder of the program. It not only for mods of German U-Boats Compilation, more definitely not for it (but works and with it). There are files for display of numbers of torpedo tubes for each type of the boat, otherwise, you would observe only a pure black circle on the device TDC. It as in OLC GUI, only I in menu_1024_768.ini copied everything on the and a lot of things anew, therefore this SH3 Commander folder only for mods of Ahnenerbe WideGui 1920 x 1080 Final.
4. I used the d3d9.dll and d3d9.ini files from mods of WideScreen 1920x1080 Project (http://www.subsim.com/radioroom/showpost.php?p=2209948&postcount=1) from vanjast, which author is Seeadler. I don't bear responsibility for them as they were created not by me. Therefore, I to predict the reasons of some distortions or other bugs in many respects not in forces. Here most likely each user which can be connected with the hardware of the computer or other nuances can have different reasons. My work in mods is an adjustment and a correcting of graphic files and other menus under permission 1920x1080, and also some part of own additions and some corrections from mods of Widescreen GUI for GWX (Conus) (http://www.subsim.com/radioroom/showpost.php?p=1403778&postcount=1), which formed a basis of this work.
+++++++++++++++++++++++++++++++++++++++++++++
Makman94 for NYGM (special thanks):salute:
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
here are all the necessary files that are adapting ''Ahnenerbe WideGui 1920 x 1080 Final'' on NYGM v3.6D's needs.
Installation on NYGM v3.6D
--------------------------
1.Ahnenerbe WideGui 1920 x 1080 Final
2.Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
Link: http://speedy.sh/Hec7A/Ahnenerbe-Wid...NYGM-v3.6D.rar (http://speedy.sh/Hec7A/Ahnenerbe-WideGui-1920-x-1080-Final-FILES-for-NYGM-v3.6D.rar)
Enjoy
http://i66.fastpic.ru/big/2014/1115/ef/ca143c30175faa31cb6c28b3ab9171ef.jpg
http://i68.fastpic.ru/big/2014/1115/ea/54c0f2c9d18b984f29804a10d07521ea.jpg
http://i68.fastpic.ru/big/2014/1115/ea/6bd241f2925c152a4bd308bb74a70bea.jpg
http://i64.fastpic.ru/big/2014/1115/e8/25e77ba48891d521e0129e422ccfbfe8.jpg
http://i63.fastpic.ru/big/2014/1115/28/d896ab65d60a3ddcd1caf1d99dc09028.jpg
http://i65.fastpic.ru/big/2014/1115/79/db9e8f7d9c9274d6885bd9fcc3bb7479.jpg
+++++++++++++++++++++++++++++++++++++++++++++++
Hi all !!
This mod was created on the basis of Conus' SH3GWXWS 2.3 1360x768 with subsequent global changes under
resolution of 1920x1080. Were processed image files, and added with a residence permit in menu_1024_768.ini
and Dials.cfg, where too much has changed. The mod includes developments Hitman, ONELIFECRISIS, makman94, Tycho
and vanjast, for a huge thanks to them.
For variety, add some optional files, use as desired.
In the future, I would not mind someone else using developments and alterations of this mod, all in your hands.
Happy hunting !!
++Ahnenerbe++
(http://www.mediafire.com/download/nld34mut8p3i3k9/Ahnenerbe+WideGui+1920+x+1080+Update+%26+Fix.7z)
http://i66.fastpic.ru/big/2014/0904/c9/06c9c7b4758c1729b0fcec3291e18ec9.jpg
http://i64.fastpic.ru/big/2014/0904/88/b61f726661c669f5e0a267195673bb88.jpg
http://i64.fastpic.ru/big/2014/0904/9c/a845fa573bfb043a6a4d417970eb739c.jpg
http://i65.fastpic.ru/big/2014/0904/fe/df32a4f96bed654a908a4041b3d8c4fe.jpg
http://i67.fastpic.ru/big/2014/0904/e9/230cc17ee210fe1095c86383c1156fe9.jpg
http://i63.fastpic.ru/big/2014/0904/69/7a7964c9220665997fbd9ebbd9a4d769.jpg
http://i65.fastpic.ru/big/2014/0904/d3/329fc0ca9731b5ed4cfa8ab89d8c68d3.jpg
http://i66.fastpic.ru/big/2014/0904/04/a8e3fb8ed3b0ac76bc8cddbec3103204.jpg
http://i67.fastpic.ru/big/2014/0904/6b/7be55f91b3888f42360ecad237cb2f6b.jpg
http://i66.fastpic.ru/big/2014/0904/93/3557b0e5dd157c6b306dc68320b1fe93.jpg
http://i66.fastpic.ru/big/2014/0904/41/6eb63d3195c5fc3ed9292d0537e41b41.jpg
http://i63.fastpic.ru/big/2014/0904/71/49d6f423603768346bfc323e77a26d71.jpg
http://i68.fastpic.ru/big/2014/0904/68/ec29db7e9fb4ce253603b06a674b4268.jpg
reaper7
09-04-14, 01:59 PM
Excellent release. :yeah:
desertstriker
09-04-14, 02:06 PM
great work.:salute:
BigWalleye
09-04-14, 05:10 PM
Some beautiful artwork here, Ahnenerbe! And useful gameplay features, like a draggable watch with a second hand! And a gorgeous and thoroughly useful gyrocompass with a working vernier dial. Very, very sanitary!
If I read your documentation correctly, this mod is directly compatible with unmodded GWX3, yes? Does it also include Hitman's Optics? The graticles look the same.
fitzcarraldo
09-04-14, 06:54 PM
This is a real gift! Ahnenerbe, your work is awesome. The attention to detail is impressive. From the loading screen to the GUI is a very beautiful work! :yeah:
Only a question: what is the "60" number in the lower right corner? No problem with it, but I don´t know if indicates something (please see the red arrow).
It seems the SH3 HD is a new standard...:rotfl2:
http://img742.imageshack.us/img742/8684/cVeApu.jpg
Many thanks and all the best!
Fitzcarraldo :salute:
BigWalleye
09-04-14, 07:00 PM
This is a real gift! Ahnenerbe, your work is awesome. The attention to detail is impressive. From the loading screen to the GUI is a very beautiful work! :yeah:
Only a question: what is the "60" number in the lower right corner? No problem with it, but I don´t know if indicates something (please see the red arrow).
It seems the SH3 HD is a new standard...:rotfl2:
Many thanks and all the best!
Fitzcarraldo :salute:
Drag on the "60" and you will find it is the top of a sextant for celestial navigation. This mod is full of Easter eggs!:D
vanjast
09-04-14, 07:03 PM
Ahnenerbe: Nice and classy.. :up:
vanjast
09-04-14, 07:21 PM
Drag on the "60" and you will find it is the top of a sextant for celestial navigation. This mod is full of Easter eggs!:D
In the Vanjast NYGM wides-screen mod you can transfer the obscope image and it's Cameras.dat details over to GWX, and/or different screen resolutions - You must just test accuracy with the test missons
:D
Admiral Halsey
09-04-14, 07:40 PM
WOO! A GWX COMPATIBLE 1920 x 1080 MOD!!!! Thank you thank you thank you thank you! :yeah::yeah::yeah::yeah:
fitzcarraldo
09-04-14, 07:57 PM
Drag on the "60" and you will find it is the top of a sextant for celestial navigation. This mod is full of Easter eggs!:D
Ha ha! Many thanks!!!
Fitzcarraldo :salute:
Admiral Halsey
09-04-14, 08:29 PM
Uh just noticed something in the screenies. Number six from the bottom up lower left hand corner. Doesn't that violate a SUBSIM rule?
ReallyDedPoet
09-04-14, 09:11 PM
Uh just noticed something in the screenies. Number six from the bottom up lower left hand corner. Doesn't that violate a SUBSIM rule?
That pic should have been linked with the tag: " warning, graphic image ". Like below.
Warning graphic image (http://i68.fastpic.ru/big/2014/0904/c6/897bf022d13bf2cdf38f7b8a1dd926c6.jpg)
Sure there was no ill intent, more like side-boob at the end
of the day :)
Admiral Halsey
09-04-14, 09:24 PM
That pic should have been linked with the tag: " warning, graphic image ". Like below.
Warning graphic image (http://i68.fastpic.ru/big/2014/0904/c6/897bf022d13bf2cdf38f7b8a1dd926c6.jpg)
Sure there was no ill intent, more like side-boob at the end
of the day :)
Oh i'm pretty sure there was no ill intent at all. I'm just wanting to make sure the poster of the mod and screenies doesn't get into trouble.
ReallyDedPoet
09-04-14, 09:31 PM
Oh i'm pretty sure there was no ill intent at all. I'm just wanting to make sure the poster of the mod and screenies doesn't get into trouble.
:yep::up:
Sailor Steve
09-05-14, 03:13 AM
Image removed. Problem solved. :sunny:
Awesome.
Quite impressive GUI.:rock::salute::up:
Ahnenerbe
09-05-14, 07:58 AM
Hey there!
Thanks guys for the feedback! I made it for myself and so tried, and I hope you also come in handy. Maybe somewhere, and there are some bugs (one for all will not follow), but together can be corrected. Thanks for vanjast push, with the filing of his couture NYGM and I decided to rework the interface GWX. Yes, this GUI is designed for GWX and they supported, as was done on the basis of Conus' SH3GWX WS 2.3 1360x768. However, during the time of use GUI from Conus I have some files then reworked and renamed, so part of the image files from the original GWX will not work, and will show my (I did not change anything in the creation of the GUI, much time has passed and not just hard to remember that I am). But all that was renamed and remade me, everything is working correctly, your problems will not be.
To BigWalleye ..... At periscope observation I used a grid of mod from vanjast, for the attack periscope and UZO made myself based on that found on other sites, in particular Russian-speaking that were the many conversations on the optics of the German submarines. Compatible with GWX full, although much will be checked by tests, most importantly, that the main time-consuming and extensive work has already been done, to eliminate some bugs (if there are) is easier. Hours of Tycho I did not shifted, the position on the screen at a resolution of 1920x1080 abound, so there was no point them somewhere to hide, just fixed them in the right place and everything, and of course fitted a second hand look was much better. If you want to detach, it is easier to block menu_1024_768.ini G3F I322 in line Drag = false replaced by Drag = true.
fitzcarraldo, as well laugh laugh about the sextant:k_rofl:. By the way, I look at you talking imposition Salvo.tga, so you also need to find a record with menu_1024_768.ini TDC1_2.tga and replaced by standard TDC1.tga, and my file from the TDC to remove.
In general, once again thank you all and well used, I hope, I spent my time is not wasted.
All the best and good hunting:Kaleun_Salute: !!
P.S. I apologize for the online translation, but I think the point is made.
fitzcarraldo
09-05-14, 12:17 PM
Hey there!
Thanks guys for the feedback! I made it for myself and so tried, and I hope you also come in handy. Maybe somewhere, and there are some bugs (one for all will not follow), but together can be corrected. Thanks for vanjast push, with the filing of his couture NYGM and I decided to rework the interface GWX. Yes, this GUI is designed for GWX and they supported, as was done on the basis of Conus' SH3GWX WS 2.3 1360x768. However, during the time of use GUI from Conus I have some files then reworked and renamed, so part of the image files from the original GWX will not work, and will show my (I did not change anything in the creation of the GUI, much time has passed and not just hard to remember that I am). But all that was renamed and remade me, everything is working correctly, your problems will not be.
To BigWalleye ..... At periscope observation I used a grid of fashion from vanjast, for the attack periscope and UZO made myself based on that found on other sites, in particular ruskoyazychnyh that were the many conversations on the optics of the German submarines. Compatible with GWX full, although much will be checked by tests, most importantly, that the main time-consuming and extensive work has already been done, to eliminate some bugs (if there are) is easier. Hours of Tycho I did not shifted, the position on the screen at a resolution of 1920x1080 abound, so there was no point them somewhere to hide, just fixed them in the right place and everything, and of course fitted a second hand look was much better. If you want to detach, it is easier to block menu_1024_768.ini G3F I322 in line Drag = false replaced by Drag = true.
fitzcarraldo, as well laugh laugh about the sextant:k_rofl:. By the way, I look at you talking imposition Salvo.tga, so you also need to find a record with menu_1024_768.ini TDC1_2.tga and replaced by standard TDC1.tga, and my file from the TDC to remove.
In general, once again thank you all and well used, I hope, I spent my time is not wasted.
All the best and good hunting:Kaleun_Salute: !!
P.S. I apologize for the online translation, but I think the point is made.
Thanks Ahnenerbe for the explanation. In my desperate use of your mod, I applied it on the last position of my huge list of mods (in GWX), and yes, it overwrites some files. In particular, I need to edit the en_menu file, modified by the Hsie. patch. I need to eliminate some GUI mods and reenable your mods and do more test. But, by now, all seems work fine. Also It needs some touches in the static.cfg file in SH3 Commander (if you use it).
And yes...I see the "60"....My mind wasn´t thinking in Real Navigation...
Best regards.
Fitzcarraldo :salute:
BigWalleye
09-05-14, 12:53 PM
Thanks Ahnenerbe for the explanation. In my desperate use of your mod, I applied it on the last position of my huge list of mods (in GWX), and yes, it overwrites some files. In particular, I need to edit the en_menu file, modified by the Hsie. patch. I need to eliminate some GUI mods and reenable your mods and do more test. But, by now, all seems work fine. Also It needs some touches in the static.cfg file in SH3 Commander (if you use it).
And yes...I see the "60"....My mind wasn´t thinking in Real Navigation...
Best regards.
Fitzcarraldo :salute:
Fitzcarraldo, I believe all the file changes needed for the h.sie patches are already in place. But NOT those required for Stiebler's patcher. And Ahnenerbe's mod doesn't touch Basic.cfg, which AFAIK is the only file affected by Static_settings.cfg. (Or do you have other, home-brewed items in Static_settings?:))
Ahnenerbe
09-05-14, 02:42 PM
Thanks Ahnenerbe for the explanation. In my desperate use of your mod, I applied it on the last position of my huge list of mods (in GWX), and yes, it overwrites some files. In particular, I need to edit the en_menu file, modified by the Hsie. patch. I need to eliminate some GUI mods and reenable your mods and do more test. But, by now, all seems work fine. Also It needs some touches in the static.cfg file in SH3 Commander (if you use it).
And yes...I see the "60"....My mind wasn´t thinking in Real Navigation...
Best regards.
Fitzcarraldo :salute:
Fitzcarraldo, if you use the patch from h.sie v.16b1, then en_menu do not touch. This file was taken from the mod's of vanjast's, he did not edit as I have everything in Russian. I believe that many of the files on the general similarity en_menu or basic, so put on the safe side of vanjast's, where everything is spelled out. SH3 Commander I use, but himself in it, I have not got to clean up, hands do not reach, so while it is not advised.
All good !!
++ Ahnenerbe ++
Excellent :up:
Added to the "essentials" sticky :sunny:
Ahnenerbe
09-06-14, 05:42 PM
Excellent :up:
Added to the "essentials" sticky :sunny:
Hi Hitman and thanks for the review !! And yet, if you have the desire and the opportunity, for its part can check, and can fix and add something? You will experience a lot more. I myself spend tests in GWX, everything seems to be ok, and suddenly that is possible to detect .... Once again thank you and all the best !!
++ Ahnenerbe ++
fitzcarraldo
09-09-14, 09:34 AM
Hi Ahnenerbe:
I am experiencing some CTDs in the process save - reload games in campaign. I don´t have these problems with my normal installation GWX plus MaGUI WS 1360x768.
I did a complete new installation of SH3 GWX with only your WS GUI (with MultiSH3) and I have the CTDs. In saved individual missions no problem. But in campaign, I run normally, saved the game without ships or land in sight, in surface and in control room (F2); reload and CTD after the black screen "Initializing". No SH3 Commander used in these tests.
I don´t think is a problem of memory or my PC; I have enough power for a fast work of SH5.
If some user has this problem, please post it. I don´t know if the GUI has some data or parameters not recovering in saved campaigns.
Munster
09-12-14, 06:05 AM
Hi, I don't need the widescreen mod, but I really like the the officers & persicope interface with the OLC. Is it available as stand alone?
fitzcarraldo
09-12-14, 07:29 AM
Hi, I don't need the widescreen mod, but I really like the the officers & persicope interface with the OLC. Is it available as stand alone?
The officers yes (they are tga files) but the periscope interface I think not or it needs a hard work for adaptation to other resolution.
BTW I resolved the CTD problem with some tweaks to cameras.dat via S3D.
Regards.
Fitzcarraldo :salute:
Haukka81
09-13-14, 03:41 AM
Thanks to this mod, looks really nice even my 27" 2560x1440 monitor :up:
Can i change resolution to 2560x1440 from 1920x1080 ? Is there ini file or something like that ? :hmmm:
Im fine with 1920x1080 too so not big problem :arrgh!:
BigWalleye
09-13-14, 06:22 AM
Thanks to this mod, looks really nice even my 27" 2560x1440 monitor :up:
Can i change resolution to 2560x1440 from 1920x1080 ? Is there ini file or something like that ? :hmmm:
Im fine with 1920x1080 too so not big problem :arrgh!:
Yes, there is an .ini file.
Santini
09-13-14, 06:49 AM
The officers yes (they are tga files) but the periscope interface I think not or it needs a hard work for adaptation to other resolution.
BTW I resolved the CTD problem with some tweaks to cameras.dat via S3D.
Regards.
Fitzcarraldo :salute:
Don't be too shy in sharing your fix :88)
Haukka81
09-13-14, 06:59 AM
Yes, there is an .ini file.
2560x1440 won't work , crashes before menu :timeout:
But not big deal, looks nice in 1920x1080 , some AA and AF from nvidia panel and here we go :yeah:
fitzcarraldo
09-13-14, 08:06 AM
Don't be too shy in sharing your fix :88)
I would to know if my CTDs occur also in other installations. My cameras.dat is a complicated thing, compatible with a lot of others mods...I think my resolved issue isn´t compatible with any GWX installation. :hmmm:
All the best.
Fitzcarraldo :salute:
Ahnenerbe
09-13-14, 09:31 AM
Hi Ahnenerbe:
I am experiencing some CTDs in the process save - reload games in campaign. I don´t have these problems with my normal installation GWX plus MaGUI WS 1360x768.
I did a complete new installation of SH3 GWX with only your WS GUI (with MultiSH3) and I have the CTDs. In saved individual missions no problem. But in campaign, I run normally, saved the game without ships or land in sight, in surface and in control room (F2); reload and CTD after the black screen "Initializing". No SH3 Commander used in these tests.
I don´t think is a problem of memory or my PC; I have enough power for a fast work of SH5.
If some user has this problem, please post it. I don´t know if the GUI has some data or parameters not recovering in saved campaigns.
Hi Fitzcarraldo !!
I apologize that I could not reply earlier .... Looks like you solved the problem with the flight? In cameras.dat she was hiding? Maybe, although I have to GWX all loaded without problems, there is no crash when loading a saved campaign, tried several of their profiles, it's okay. Just used pure SH3 Commander, in addition GWX weighted and their modifications in campaigns and works WREFORD BROWN. But nothing like this has happened. This cameras.dat I used more when gui 1360x768, but after it was finalized at 1920x1080, citing cameras.dat from Vanjast. If not a secret, then what exactly was the problem?
Regards
++ Ahnenerbe ++
Ahnenerbe
09-13-14, 09:38 AM
Hi, I don't need the widescreen mod, but I really like the the officers & persicope interface with the OLC. Is it available as stand alone?
Hi Munster!
Icons officers suitable for standard definition, as well as some more tga files, but otherwise it's hard work in menu.ini, and in the graphic editors. In this case, you need to look for other alternatives ......
Regards
++ Ahnenerbe ++
Ahnenerbe
09-13-14, 09:44 AM
Thanks to this mod, looks really nice even my 27" 2560x1440 monitor :up:
Can i change resolution to 2560x1440 from 1920x1080 ? Is there ini file or something like that ? :hmmm:
Im fine with 1920x1080 too so not big problem :arrgh!:
Haukka81, hi! To be honest, I used ready-made d3d9.dll and d3d9.ini of mod from Vanjast's. I myself can not help in this matter.
Regards
++ Ahnenerbe ++
Ahnenerbe
09-13-14, 10:38 AM
Hello again everyone !!
Thought as something that would make a "quick RecManual" for GWX well and created on the basis of "modes" of nataraj (http://www.subsim.com/radioroom/showthread.php?t=209791) something like this on his idea as a supplement to WideGui 1920x1080. If you are interested, after some time to lay out a small update, in addition, increased Chronometer windows Uzo and ObsPeriscope, because the resolution of 1920x1080 reduced the original size of the chronometer. This also affected the Dragable Chronometer from JONZ.
Regards
++ Ahnenerbe ++
http://i67.fastpic.ru/big/2014/0913/68/1c6e30b5dfbd4dbf33051bf676eeb668.jpg
http://i67.fastpic.ru/big/2014/0913/11/9340f43794c7ff27e6166509d3cc1011.jpg
http://i65.fastpic.ru/big/2014/0913/a5/6ac907d4710d79d9576f6a2c6b4442a5.jpg
http://i64.fastpic.ru/big/2014/0913/29/037c4bd1fbe6f91b8e9dff64c1908529.jpg
Haukka81
09-13-14, 11:54 AM
Where do i get new version ? looks nice :D
Ahnenerbe
09-13-14, 12:39 PM
Where do i get new version ? looks nice :D
A little later, maybe tomorrow, I'll post a little update.
Regards
++Ahnenerbe++
Haukka81
09-13-14, 01:52 PM
A little later, maybe tomorrow, I'll post a little update.
Regards
++Ahnenerbe++
Thanks! :)
BTW.. can you make so that your mod won't disable/overwrite GWX - Integrated Orders mod functions. (I found that extra "captain" orders Ui button nice) :salute:
Ahnenerbe
09-13-14, 02:30 PM
Thanks! :)
BTW.. can you make so that your mod won't disable/overwrite GWX - Integrated Orders mod functions. (I found that extra "captain" orders Ui button nice) :salute:
Something I can not remember what about what you say. If possible, select the screenshot, and can help you personally.
Regards
++ Ahnenerbe ++
Ahnenerbe
09-13-14, 02:32 PM
Think of an update to make this kind of tablet (for options on request).
Regards
++ Ahnenerbe ++
http://i65.fastpic.ru/big/2014/0913/2f/fbd18086456a23ec14f43e7a6cb3522f.jpg
Haukka81
09-14-14, 04:04 AM
Something I can not remember what about what you say. If possible, select the screenshot, and can help you personally.
Regards
++ Ahnenerbe ++
http://s28.postimg.org/b2iidfop9/Captain_Menu.jpg
That captain menu is optional mod that comes with GWX gold. :up:
Ahnenerbe
09-14-14, 10:25 AM
Link added to the top of the main theme.
This update is not required, except for two small patches (AttPeri & UZO Sol Bearing 10thx fix (Dials.cfg) & Close AOBFinder Background (menu_1024_768.ini)). To correct Sol Bearing 10thx enough to apply Dials.cfg, straightening Close AOBFinder Background need to menu_1024_768.ini in blocks G26 I242 and G2B I173 correct position Pos = 444 -286,195,195. This is for those who do not want to change something else.
Major update touched oversized timepieces (due to 1920x1080 resolution has decreased in many of the objects in size) and adding the quick guide to the courts, both military and trade and other. Panel management is based on the idea management natar (http://www.subsim.com/radioroom/showthread.php?t=209791) and is not quite complete in terms of the presence in it of vessels. I have time and without that not a lot to do everything is not always possible, so there is documentation in the folder templates for use by those who know a good judge. Also in the documentation folder is a simplified view of leadership, little changed AttackScopeMask.tga and ObsScopeMask.tga, as well as Chronometer.tga with White Dial (use as desired). In the folder Patterns, that folder documentation, there is a little more guidance from LGN1 (http://www.subsim.com/radioroom/showthread.php?t=152714), one may choose to make for themselves, and such an option, it is enough to rename tga files as it is intended mainly updating. Everything is done for GWX 3.0, templates and go for GWX 3.0, and GWX 3.0 + MFM. With all the things it is not difficult to read by clicking on the links that are given above.
And lastly ..... To Added buttons work, and it Captains Bed View, Captains Log and Radio Messages, should be checked in the presence of such Commands_en.cfg records in blocks, as MnID = 0xXXXXXXX:
[Cmd40]
Name = Captains_bed_view
Ctxt = 1
MnID = 0x3F480005
Page = 0x33000000,3724
GoBack = Interior_radio_camera
[Cmd65]
Name = Toggle_captain_log
Ctxt = 1
MnID = 0x3F480004
Key0 = 0x4B ,, "K"
[Cmd66]
Name = Toggle_radio_messages
Ctxt = 1
MnID = 0x3F290006
Key0 = 0x4d ,, "M"
If these lines are missing, according to the most edit the given example.
Happy hunting !!
Regards
++ Ahnenerbe ++
http://i68.fastpic.ru/big/2014/0914/b4/847831aa835af749f81308af224eedb4.jpg
http://i64.fastpic.ru/big/2014/0914/e4/93025989fc4b98e60ed4980ec041d5e4.jpg
Munster
09-15-14, 07:19 AM
Hi Munster!
Icons officers suitable for standard definition, as well as some more tga files, but otherwise it's hard work in menu.ini, and in the graphic editors. In this case, you need to look for other alternatives ......
Regards
++ Ahnenerbe ++
The officers yes (they are tga files) but the periscope interface I think not or it needs a hard work for adaptation to other resolution.
Thanks for the information!
fitzcarraldo
09-23-14, 09:04 PM
I'm having a lot of CTDs using the GUI. They appear in any circunstance: navigation alone or attacking convoys or in the Kiel canal or in St. Nazaire. I don't have these CTDs with Widescreen MaGUI 1360x768.
Anyone has these CTDs? I don't see a great interest in this GUI and it deserves a better attention. Please share your experiences!
Best regards.
Fitzcarraldo :salute:
Dronston
09-29-14, 11:28 AM
I tried this mod and I love that it is in such a high resolution but I had a halo i my screen, a light yellow circle on every screen. Anyone else experience this? Also the FM interior mod don't seem to work with it.
Ahnenerbe
09-29-14, 01:00 PM
I tried this mod and I love that it is in such a high resolution but I had a halo i my screen, a light yellow circle on every screen. Anyone else experience this? Also the FM interior mod don't seem to work with it.
Dronston, there is no problem about the filter http://www.subsim.com/radioroom/showthread.php?t=215728.
As for the FM Interior, then you need to edit Commands_en.cfg. If he can not do it, then I can throw his version Commands_en.cfg, which works fine with my TKSS18 U-Boats Compilation (http://www.subsim.com/radioroom/showthread.php?t=214215&highlight=TKSS18+U-Boats+Compilation).
Good Luck
++Ahnenerbe++
Dronston
09-29-14, 01:03 PM
Dronston, there is no problem about the filter http://www.subsim.com/radioroom/showthread.php?t=215728.
As for the FM Interior, then you need to edit Commands_en.cfg. If he can not do it, then I can throw his version Commands_en.cfg, which works fine with my TKSS18 U-Boats Compilation (http://www.subsim.com/radioroom/showthread.php?t=214215&highlight=TKSS18+U-Boats+Compilation).
Good Luck
++Ahnenerbe++
Cool thank you, will have a look!
fitzcarraldo
09-29-14, 03:01 PM
Hi Ahnenerbe:
I solved the save game problem but I have CTDs in campaign. I use GWX with Hsie patch, SH3 Commander with GWX patch and the hsie patch for Commander; the USAM (WB) ships merged with GWX Merged campaign, and MFM full version. The rest of the mods are graphics and cosmetics. With hsie I use 4 Gb patch.
For example:
I had a CTD transiting Kiel canal.
I had a CTD in open seas with nothing in sight.
I had CTDs in St. Nazaire (with Aces version and GWX simple version).
I had a CTD when changing from bridge to map view (F5 key).
I had a CTD when adding waypoints in the map.
Also the integrated orders - I suppose the orders are disponible with the GUI fix - don´t work in mi installation (I can live with that, but this is a problem with the GUI fix, I think).
I think it could be a memory problem (a lot of stuff loaded), but I can run SH5 modded and I think if SH5 run, SH3 must run with this resolution.
I changed also the 20K enviro MEP 4.3 (heavy mod) and now I have the 8 k GWX default sea (light mod) but the CTDs are persistent.
I re ran the game without your GUI, returning to MaGUI 3.4 Widescreen 1360x768, and all work fine. When I use your GUI, many crashes. I don´t think is the GUI, but the new resolution or the dll; I don´t know if the game engine can manage that high resolution. Only an opinion.
I would to share the testing of the mod with other users, but - or the users don´t like the new GUI or they don´t have problems. No tests shared in this thread.
I really like the GUI, and I want to use it without problems (or the usual problems of SH3).:wah::wah::wah::wah:
Note my installation with your GUI loads the German U boats collection with the GWX Fix all subs, and of course with the GWX default boats. The game loads well, no CTD in loading, but the game crashes in any situation, ramdomly.
No problems loading the Museum.
Many thanks and best regards.
Fitzcarraldo :salute:
Ahnenerbe
09-30-14, 12:01 PM
Hi fitzcarraldo!
Kamerad, I was very busy lately, I'm sorry that did not answer, the work takes the last of his strength, but the output will be a time and I'll try anything for you to do, because it is obliged to help. He can not understand why you do this is because I believe that some of the users have already downloaded and uses this GUI, and it seems no problem like yours. I use almost all the same as you, except MFM, plus SH-5 Water for SH-3 Ultimate V84 20 Km, completely redesigned by me, but that does not weigh less, but I have everything working steadily. In general, on Friday I will write to you, and there will be solved.
Good luck
++Ahnenerbe++
fitzcarraldo
09-30-14, 02:21 PM
Hi fitzcarraldo!
Kamerad, I was very busy lately, I'm sorry that did not answer, the work takes the last of his strength, but the output will be a time and I'll try anything for you to do, because it is obliged to help. He can not understand why you do this is because I believe that some of the users have already downloaded and uses this GUI, and it seems no problem like yours. I use almost all the same as you, except MFM, plus SH-5 Water for SH-3 Ultimate V84 20 Km, completely redesigned by me, but that does not weigh less, but I have everything working steadily. In general, on Friday I will write to you, and there will be solved.
Good luck
++Ahnenerbe++
No problem. Take your time; I´m testing some mods in SH4 in the meantime.
Many thanks for all your support.
BTW: I like your screenshots with your version of SH5 water for SH3. Could you post a link with the environment (also for test in my Anhenerbe GUI installation).
Best regards.
Fitzcarraldo :salute:
Santini
10-04-14, 06:02 AM
Ahnenerbe - can I post a slightly modified version of this configured to work with nygm?
Ahnenerbe
10-04-14, 11:17 AM
Ahnenerbe - can I post a slightly modified version of this configured to work with nygm?
Hi!!
I am in the folder documents to be updated to select the option and put the ships from a manual for NYGM. Renamed as necessary and corrected in menu_1024_768.ini name tga, can be made for NYGM. I do not mind that someone would do something with this mod, everyone has their tastes.
Good luck
++Ahnenerbe++
jscharpf
10-24-14, 07:19 AM
When I start SH3 I get some message "The procedure entry point.. something something" referencing Direct DLL or something and the game crashes. Can't get even into the intro screen.
Fresh install of SH3, GWX. I could post my list if it would help.
Do I need to set something else?
EDIT!!!!!
Ok so it works fine after I click the "OK" button about 40 times lol. I've read that other people have this error and it has to do with the latest GEFORCE EXPERIENCE thing...
Anyway, it is an annoying message that pops up consecutively a bunch of times and I just keep hitting "OK" until the game runs and everything is fine.
It looks beautiful by the way! Thanks again Ahnenerbe! Wonderful work and finally I can play SH3 in wide screen. I may just have to uninstall SH5 now!!!
Jeff
Ahnenerbe
10-25-14, 04:07 PM
When I start SH3 I get some message "The procedure entry point.. something something" referencing Direct DLL or something and the game crashes. Can't get even into the intro screen.
Fresh install of SH3, GWX. I could post my list if it would help.
Do I need to set something else?
EDIT!!!!!
Ok so it works fine after I click the "OK" button about 40 times lol. I've read that other people have this error and it has to do with the latest GEFORCE EXPERIENCE thing...
Anyway, it is an annoying message that pops up consecutively a bunch of times and I just keep hitting "OK" until the game runs and everything is fine.
It looks beautiful by the way! Thanks again Ahnenerbe! Wonderful work and finally I can play SH3 in wide screen. I may just have to uninstall SH5 now!!!
Jeff
Hello jscharpf!!
Soon will come the final version of my GUI with explanations and with some corrections and innovations. This will definitely be the final and tested version, updates will not be. So maybe your discomfort will be corrected, I hope you get full satisfaction from the game.
Good luck
++ Ahnenerbe ++
Admiral Halsey
10-27-14, 01:34 PM
Found a problem when using this. For some reason it causes the 7th and 10th flotillas into one causing errors with SH3 Commander. It may just be a bad download though so i'll redownload it and post if that was the problem.
Admiral Halsey
10-27-14, 02:40 PM
Ok so it's the mod itself causing the problem. No clue why though since it shouldn't effect anything to do with the Flotillas.
Ahnenerbe
10-28-14, 10:51 AM
Ok so it's the mod itself causing the problem. No clue why though since it shouldn't effect anything to do with the Flotillas.
Hello Admiral Halsey!!
I recently reinstalled the game and continue to test the final version of the future http://www.subsim.com/radioroom/showpost.php?p=2253140&postcount=11616. Even at the time of testing without using SH3Commander, I also got crashes, but using mod GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships V7. It happened in Wilhemshafen, and Kiel, and where possible has been at boot campaigns. Adjusting that to reinstall the game, I used all the same set-mods (which is true in many ways I tweaked) that even after reinstallation. All this has led me to a dead end. I had to roll back all the mods try to stock GWX3.0, where all the goods have already been excellent, even in GWX - Merged Campaign. Perhaps the reason was considerably altered my mods, I do not know (remember, before the game starts without problems), but it looks like I'm almost close to the issue. But here's how it relates to fleets, it is necessary also to check. If you wish to help test, I can transfer the files for reference.
Good luck
++Ahnenerbe++
Admiral Halsey
10-28-14, 12:56 PM
Snip
Well I tried Conus's mod and it did the same thing in regards to the Flotillas. So any problem is almost certainly from any files of that mod still in yours. Still what could be causing it I have no clue. You wouldn't think a resolution mod would effect SH3 Commander and the Flotillas but yet it does. It's probably just a misplaced line of text or two somewhere.
Ahnenerbe
10-28-14, 02:12 PM
Well I tried Conus's mod and it did the same thing in regards to the Flotillas. So any problem is almost certainly from any files of that mod still in yours. Still what could be causing it I have no clue. You wouldn't think a resolution mod would effect SH3 Commander and the Flotillas but yet it does. It's probably just a misplaced line of text or two somewhere.
In truth, I did not pay attention to it, it was not possible yet. But he can not be assumed, as a GUI can affect the flotilla if, at least in the GUI just nothing binding files fleets. Although it's possible I'm wrong, should be checked, as well as check-in additives files SH3Commander. I use GWX3_SH3Commander_CFGFiles.
Good luck
++Ahnenerbe++
fitzcarraldo
10-28-14, 06:48 PM
Hi, mates:
Could you be more explicit about the problem with 7th Flotilla?
These are images in St. Nazaire pens, March 1, 1941. Using Ahnenerbe GUI 1920x1080. Loaded campaign via SH3 Commander, selecting 7th Flotilla and starting 1941.
List of mods when the images were taken:
Generic Mod Enabler - v2.6.0.157
[F:\SH3\MODS]
GWX - Merged Campaign
GWX - Integrated Orders
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
LifeBoats&Debris_v4
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Aces' Multimod compatability fix release v1.3 public beta
Aces' Super Turms v6 for GWX
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Pascal_Port_People
BMW-R75 v.1 by TP
Dönitz Aces - Custom Emblems
Merchant_Fleet_Mod_3.2
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
Q Ship mod GWX3.0
Combat Radio Frequency
Thomsen's Sound Pack V3.2cg
GWX Speech
Rbs1_SH4_Effects_GWX_30_71
Rbs2withbuoyance
Rbs3withlifeboat
Rapt0r's Uniforms V2.0 [Black]
No Medals On Crew [Patch]
Compulsory U-boat Headdress - GWX 2.0
b25_SF_Grass_Full_V2
B25_Deck_Crew_Ambient
Haunting Atlantic Wind
Karle's_Crash_Dive_Mod
Scirè-Tikigod- repeated order
Real Depth Charge
TiefeMkI(German)
TorpedoTubesFfireFinal vGW
_LSH3_V5.1_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal
_LSH3_V5.1_SLS_Spezialeffekte-Gross
pascal_map
DD_VisibleMines_V1.0
Water Drops Blur Effect MaGUI v3.4 Widescreen Compat
Ultimate ObjectView Camerav1.0
Diesel Startup Sequence for FM Engine Room beta 1
OLC's Modified Searchlight Beams for GWX3
Flags_enlighten
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Wooden_Lifeboats_Mod_1.1
Rubini´s Chief Helsman stress behaviour fix
Rubini´s Underwater dust&plancton v1
CCoM_8.x_Bug_Hecktorpedoraum_V1.0
Dunkle_Torpedos
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Combined SH3.SDL Files v4
Aces' Modified Headphones
Moon_light_mod
From Aces Try This
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on v2 (Ccom Torpedo Rooms Compat)
MFM3.2 displacement correction mod
External Cargo from SH5
Adamantas
Andes
Ahnenerbe WideGui 1920 x 1080 Final
Type VII salvo selector
Optional NavMapTable
Optional UzoBkgr
Supplement to V16B1 (JSGME)
Torpedo_HAHD_1024_GWX
Sub Image mod
M.E.P v5
Optional - FSF for MEP v5
Optional - ShipVanishingHull for MEP v5
Optional - Zoomable Free Camera
Files for Atmospheres
Wolfehunters_VIIC_U408_2048
Wolfehunter_VIIB_U83_Decks
M.E.P v5 - VisualSensors for GWX3 with Anvart's FUMO mod
Wreford Brown´s USAM mod disabled because it causes CTDs in my installation with 1920x1080 GUI.
http://img661.imageshack.us/img661/7493/5tJ2ci.jpg
http://img540.imageshack.us/img540/4430/uzXFD4.jpg
http://img661.imageshack.us/img661/7129/457NO6.jpg
I didn´t see any problem with the 7th Flotilla (10th Flotilla not tested yet).
What is the problem?
All the best.
Fitzcarraldo :salute:
Admiral Halsey
10-28-14, 07:13 PM
When you click the option for the 7th on SH3 commander it gives you the following lines for the bases.
Error!
Kiel.
St. Nazaire
Error!
Also I was mistaken about the combined flotillas. It's the 3rd and 10th that get combined and their base line is as follows.
Lorient.
Error!
Error!
Don't know whats causing it why.
fitzcarraldo
10-28-14, 07:41 PM
When you click the option for the 7th on SH3 commander it gives you the following lines for the bases.
Error!
Kiel.
St. Nazaire
Error!
Also I was mistaken about the combined flotillas. It's the 3rd and 10th that get combined and their base line is as follows.
Lorient.
Error!
Error!
Don't know whats causing it why.
Many thanks!
Also I have the problem, but ONLY with Hsie patch. I tested the GUI without Hsie patch and all is fine. Also I tested only with the GUI and no problem. Tested with Hsie and without the GUI I have the problem. Never before I see this error (because I never see the contents of the "..." button in Commander...:D)
Hsie patch overwrites the SCR campaign files, and it seems (for me) there is a problem with the SCR files in the patch causing the problem. I used as base the GWX Merged Campaign, with the scripted VIIFs of the Wolfpacks in Hsie patch.
But- it seems - it isn´t a problem with the GUI. Please test only with Hsie patch and without the GUI and securely you will the bases "errors".
This problem deserves a post in the Hsie patch thread.
Best regards.
Fitzcarraldo :salute:
Admiral Halsey
10-28-14, 07:44 PM
I don't use the Hsie patches though.
fitzcarraldo
10-28-14, 08:15 PM
I don't use the Hsie patches though.
Ouch!
Have you the problem without the GUI?
I have the problem with Hsie patch, with or without the GUI.
All works fine with the GUI WITHOUT the Hsie patch. In fact, all works fine without Hsie patch, and only with the GWX vanilla GUI!!!! :huh:
Activated the Hsie patch, and I have the problem :/\\!!
Regards.
Fitzcarraldo :salute:
Admiral Halsey
10-28-14, 08:32 PM
Have you the problem without the GUI?
Nope. Once deactivated SH3 commander works fine.
fitzcarraldo
10-28-14, 09:51 PM
Nope. Once deactivated SH3 commander works fine.
Well...Tomorrow I will test and see the contents of the GWX config files for SH3C (if I can do it). Also I will do a test in a SH3 vanilla with SH3C.
Good night.
Fitzcarraldo :salute:
fitzcarraldo
10-29-14, 11:53 AM
Tested.
The problem is the en_menu file (or de_menu). Eliminating it from Hsie patch, I have no problem with error in Commander, but the game is rotten.
You have an en_menu file with problems, and I have the en_menu included in Hsie patch with problems. I will investigate that looong and damned en_menu file. Some entry is causing the problem in Commander.
Regards.
Fitzcarraldo :salute:
Admiral Halsey
10-29-14, 02:30 PM
Tested.
The problem is the en_menu file (or de_menu). Eliminating it from Hsie patch, I have no problem with error in Commander, but the game is rotten.
You have an en_menu file with problems, and I have the en_menu included in Hsie patch with problems. I will investigate that looong and damned en_menu file. Some entry is causing the problem in Commander.
Regards.
Fitzcarraldo :salute:
Glad you found out where the problem is coming from
fitzcarraldo
10-29-14, 03:12 PM
I resolved the problem. This night I will publish the solution.
Regards.
Fitzcarraldo :salute:
fitzcarraldo
10-29-14, 04:51 PM
SOLUTION FOR THE SH3 COMMANDER BASES ERROR:
Search in your installation the en_menu.cfg file. Route: Your SH3 folder\Data\Menu.
Make a copy of this file.
Create a folder "en_menu my way" (or anything else), and create inside it this folder structure:
en_menu my way\Data\Menu
Inside the folder "Menu" of this new "mod" put the copy of your en_menu.cfg file.
Search with a text editor the entries:
750=Kiel
751=Brest
752=Wilhelmshaven
753=Lorient
754=St. Nazaire
755=Bergen
756=Bordeaux
757=La Spezia
758=Toulon
759=Flensburg
760=La Rochelle
The numbers could vary because of your installation. Search for "Nazaire" and you will find the entries.
Delete all these entries with name bases (in my installation 750 to 760), and replace they with:
750=Kiel
751=Brest
752=Wilhelmshaven
753=Lorient
754=St. Nazaire
755=Bergen
756=Bordeaux
757=La Spezia
758=Toulon
759=Flensburg
760=Constanza
761=Penang
762=Jakarta
763=Salamis
764=Trondheim
765=Königsberg
766=La Rochelle
767=Sevastopol
768=Feodosia
769=Libau
770=Pillau
Save the en_menu.cfg file, and copy paste the folder "en_menu my way" in your MODS folder.
Activate the mod "en_menu my way" after all your mods, with JSGME.
You will receive an alert of overwriting the "en_menu.cfg" file. OK.
That´s all. Now you start Commander and you will have all the bases and flotillas.
Working fine in my installation (I started a campaign in 1939/08 with Commander and in game I had Könisberg as base).
It seems this solution will work with any installation with GWX.
Test, please!
Regards.
Fitzcarraldo :salute:
Admiral Halsey
10-29-14, 05:04 PM
Thanks Fitz! I'll test this out ASAP.
fitzcarraldo
10-29-14, 05:15 PM
I use the merged campaign optional with GWX. I think if you use another campaign files (example: GWX basic), you need to delete the entries of the not included bases (example: Penang).
All the best.
Fitzcarraldo :salute:
Admiral Halsey
10-29-14, 05:15 PM
And it works like a charm! Once again thanks Fitz for fixing the problem:yeah:
fitzcarraldo
10-29-14, 05:55 PM
And it works like a charm! Once again thanks Fitz for fixing the problem:yeah:
My pleasure!
I started campaigns in diverse years and bases and works fine with my Hsie patch and Ahnenerbe GUI.
Regards.
Fitzcarraldo :salute:
Ahnenerbe
10-30-14, 09:20 AM
Hi Fernando !!!!
Strictly speaking, all the entries in such en_menu.txt I though, since this question at one time climbed sukhoi.ru (remember, this was long ago), so such problems as that of Admiral Halsey, I have not experienced. In general, the other will be useful to find a solution to the case of problems with the flotilla.
Good luck to everyone !!
++Ahnenerbe++
Саня, это шикарно!! Среди множества модов «Хантера» меня трудно чем-то удивить, но твоя работа выше всяких похвал!! Эмоции непередаваемы. Высший класс! Полный обзор, красивый шрифт, потрясающий интерфейс, новые приборы, часы..настолько всё внимательно продумано и грамотно укомплектовано.. Можно долго перечислять все детали, которые меня поразили. Но, я думаю, в этом нет смысла, гораздо лучше один раз увидеть и… Одним словом, после твоего мода, уже совсем нет желания возвращаться к оригиналу Ubisoft. Спасибо, старина! Это РАБОТА с большой буквы! И как жаль, что такой бесценный, неимоверный, труд приходится юзать на графике игры лохматых годов..
Sanya, it is chicly!! Among a great number of mods of "Hunter" it is difficult to surprise me with something, but your work is higher than any praises!! Emotions are inexpressible. The highest class! Full review, beautiful font, fab interface, new devices, hours. so everything is thought attentively over and competently completed. It is possible to list long all details which struck me. But, I think, in it there is no sense, a great deal better see once and … In a word, after yours the mod, already absolutely isn't present desire to come back to the original of Ubisoft. Thanks, old times! It is WORK from capital letter! And what a pity that such invaluable, incredible, work should be used on graphics of game of shaggy years.
Schmonzo
11-09-14, 03:13 AM
hey guys,
sorry but can anyone tell me how I can change the torpedo dials (i.e. AOB) manually? I want to shoot only with the periscope dial like I did in MAGui but can't find a button. Also is there an easier way to change stations beside the f keys?
Ahnenerbe
11-09-14, 04:44 AM
hey guys,
sorry but can anyone tell me how I can change the torpedo dials (i.e. AOB) manually? I want to shoot only with the periscope dial like I did in MAGui but can't find a button. Also is there an easier way to change stations beside the f keys?
http://i64.fastpic.ru/big/2014/1109/b5/2429866453f738bae5970a5d589c13b5.jpg
The second question is not understood .................:06:
StarMox
11-09-14, 01:18 PM
Hello,
I have a problem with this wonderful GUI. What is the right way of installing it? In my case the screen is magnified to lower left quarter. I had XPSP2 resolutionfix 1.4b installed but used supplied uninstaller before I activated Ahnenerbe WideGui 1920 x 1080 & (http://www.subsim.com/radioroom/showthread.php?p=2259286#post2259286)Ahnenerbe (http://www.subsim.com/radioroom/showthread.php?p=2259286#post2259286) fix in JSGME.
byebye and thanks
StarMox
http://i64.fastpic.ru/big/2014/1109/b5/2429866453f738bae5970a5d589c13b5.jpg
Привет! Аналогичный вопрос. Не могу найти кнопку, которая позволяет производить ручные настройки стрельбы, как в моде MaGui.
Т.е. перископ все время привязан к приборам, пеленг и курсовой угол вручную не меняются.
Или это не реализовано?
Hi! I have a similar question. I can not find a button that allows manual targeting system, as in MaGui mod.
Periscope all the time is bound to devices, bearing and heading angle dont changing manually.
Or it is not implemented?
P.S. Sorry for my bad English.
StarMox, this mod dont work with MaGui, i had a similar symptoms. Maybe this is your problem.
Ahnenerbe
11-11-14, 10:42 AM
StarMox, this mod dont work with MaGui, i had a similar symptoms. Maybe this is your problem.
Привет Вова.
В перископах я не делал, как в MaGui, так как там применён мод Karamazov, который меня не впечатлил, а стандартные средства я не смог привязать так, чтобы работало всё. Поэтому остаётся два варианта переключения: карта атаки (на скриншоте) и горячие клавиши ctrl+t.
++++++++++++++++++++
Hi Vova.
The periscope I did not do, as in MaGui, as there applied mods Karamazov, which I was not impressed, and the standard tools I could not bind so that everything works. Therefore, it remains two options as: Page attack map (in the screenshot) and hot keys ctrl + t.
http://i64.fastpic.ru/big/2014/1111/bd/5696a715254dbb11508451fb022a2cbd.jpg
++Ahnenerbe++
ChaosDuck7
11-11-14, 12:48 PM
Hi,
This mod is fantastic.
However, I do not like the quick recognition manual included in the update. I find it is too bulky and I prefer to play without it.
But im confused because you said there where some important fixes included in that update? What exaclty do I have to do in order to apply the fixes, but not add in the new recognition manual?
Also, you mentioned that "Control+T" is the hotkey for enabling manual imput. That did not work for me.
Thanks!
Ahnenerbe
11-11-14, 02:42 PM
Hi,
This mod is fantastic.
However, I do not like the quick recognition manual included in the update. I find it is too bulky and I prefer to play without it.
But im confused because you said there where some important fixes included in that update? What exaclty do I have to do in order to apply the fixes, but not add in the new recognition manual?
Also, you mentioned that "Control+T" is the hotkey for enabling manual imput. That did not work for me.
Thanks!
Over the weekend, just lay out the final version of GUI (finished testing), everything will be divided as desired use. Everything will work, and ctrl + t too. In previous versions, I do not attach a file Commands_en.cfg (recalled much later), so some of the commands do not work. Sorry for the inconvenience, the new version has been tested and packed everything works perfectly. The update will be in this post. A small example of the tests:http://www.subsim.com/radioroom/showpost.php?p=2253140&postcount=11616
Good luck
++ Ahnenerbe ++
A small example of the tests:http://www.subsim.com/radioroom/showpost.php?p=2253140&postcount=11616
Good luck
++ Ahnenerbe ++[/QUOTE]
Wow that looks amazing. I been away from SH3 for a long while waiting for a 1920x1080 mod.
Could you please post a list of the mods you have installed?
Ahnenerbe
11-12-14, 12:11 PM
Hi swampy
Name of the configuration of my mods you will not say anything, as the bulk of all of them converted in its sole discretion and renamed. This GUI for GWX, it's the only thing I can say. Everything else I will describe one of these days in the renewal theme and adding references.
Good luck
++ Ahnenerbe ++
makman94
11-12-14, 12:58 PM
....
This GUI for GWX, it's the only thing I can say
....
hello Ahnenerbe,
why is it to be only for gwx ? it is just a few specific files (like the flags or mines charts for example) that need an adjustment and it will be ready to run for every supermod.
i can pm you the files that you must adjust for the several supermods in order to make your gui able to fit to each one of them :yep:
Ahnenerbe
11-12-14, 03:31 PM
hello Ahnenerbe,
why is it to be only for gwx ? it is just a few specific files (like the flags or mines charts for example) that need an adjustment and it will be ready to run for every supermod.
i can pm you the files that you must adjust for the several supermods in order to make your gui able to fit to each one of them :yep:
Hi Makman94
I would have been able to do this conversion GUI for other megamods, but I sometimes corny is not enough time to sleep, work on a specific schedule, and other nuances. I play even rare, and recently had to periodically test the final GUI, and do it only in GWX and the vanilla version of the game. Worst of all, in GWX using mods WBs USAM v69.61.1 from Wreford Brown crash occurs the game (a similar situation was observed and Fitzcarraldo even in the earlier version GUI). I tried to narrow down the search for the causes and seems already something cleared up, but it's not the fact that I find this cause. And what can be expected when using other megamods, I can not imagine? All one has to do, it's not too large percentage of users have monitors with a resolution of 1920x1080, and no one with whom to conduct further testing. And I like to do something, but alas, time and other constraints do not give much of a chance to continue the work.
Good luck
++Ahnenerbe++
makman94
11-12-14, 04:03 PM
Hi Makman94
I would have been able to do this conversion GUI for other megamods, but I sometimes corny is not enough time to sleep, work on a specific schedule, and other nuances. I play even rare, and recently had to periodically test the final GUI, and do it only in GWX and the vanilla version of the game. Worst of all, in GWX using mods WBs USAM v69.61.1 from Wreford Brown crash occurs the game (a similar situation was observed and Fitzcarraldo even in the earlier version GUI). I tried to narrow down the search for the causes and seems already something cleared up, but it's not the fact that I find this cause. And what can be expected when using other megamods, I can not imagine? All one has to do, it's not too large percentage of users have monitors with a resolution of 1920x1080, and no one with whom to conduct further testing. And I like to do something, but alas, time and other constraints do not give much of a chance to continue the work.
Good luck
++Ahnenerbe++
yes Ahnenerbe , i see your points and such mods (ui mods) need,indead, so much work and pertinacity for complition.
as it is no big deal to create these ''adjustments'' files for the rest supermods , i will do it for you once you release your mod if ,of course, you are agreed. it is pity for the rest supermods users not to be able to enjoy this ui at 1920x1080 just becuase of some tiny files adjustments .
as for the 'ctd's , i don't believe that it is your gui's files responsible for this. (maybe,there is a chance for this d3d9.dll at this high res to create malfunctions but the best person for answering this question is Seeadler who is the author of the d3d9.dll that all widescreen guis are using.BUT ,even to this d3d9.dll, i give very little probabilities to be the cause of the ctd).
my suggestion,during the creation-testing of a gui mod, is to test-create your mod only on an absolutely clean (no other mods enabled) stock sh3 v1.4b (for the stock version of your gui) and only on an absolutely clean (no other mods enabled) sh3 with gwx (for the gwx version of your gui) with no use of sh3 commander at all. if your mod is running ok there ,then you can be sure that your mod is ok .after that, for all other mod soups ,just don't look in your mod's files
ChaosDuck7
11-12-14, 10:50 PM
Over the weekend, just lay out the final version of GUI (finished testing), everything will be divided as desired use. Everything will work, and ctrl + t too. In previous versions, I do not attach a file Commands_en.cfg (recalled much later), so some of the commands do not work. Sorry for the inconvenience, the new version has been tested and packed everything works perfectly. The update will be in this post. A small example of the tests:http://www.subsim.com/radioroom/showpost.php?p=2253140&postcount=11616
Good luck
++ Ahnenerbe ++
Awesome, cant wait!
ChaosDuck7
11-13-14, 12:02 AM
So was there a conflict with using SH3 commander with this mod?
Ahnenerbe
11-13-14, 02:41 PM
Hello everyone !!
To ChaosDuck7. In Friday, that is tomorrow (in my time zone), I will update the post with the new reference to the final version. I will try to do for the vanilla version and GWX with some additions in the form of options.
It's all right, with the SH3 Commander is no problem, the reason somewhere (as he wrote makman) in conflict d3d9.dll with some texture units. I myself to some extent come to this conclusion, but still trying to identify exactly which models have involvement in the CTD. But I am afraid that there may be more than expected, and so the search will be meaningless and endless. In this situation can perhaps help Seeadler (creator d3d9.dll).
To Makman. I am grateful for the help and I'm not opposed to developments of this GUI used anywhere and by anyone. Moreover, I have a few things which wanted to use, but they did not want to work, although it did correctly (I think). And the two of you can discuss some aspects of the application of some new features and amenities, if you do not mind.
In general, until tomorrow .......
Thank you all !!
Good luck
++ Ahnenerbe ++
makman94
11-15-14, 02:38 AM
.....
It's all right, with the SH3 Commander is no problem, the reason somewhere (as he wrote makman) in conflict d3d9.dll with some texture units. I myself to some extent come to this conclusion, but still trying to identify exactly which models have involvement in the CTD. But I am afraid that there may be more than expected, and so the search will be meaningless and endless. In this situation can perhaps help Seeadler (creator d3d9.dll).
it is more possible the reason of the ctd to be a fault at the models and not at the d3d9.dll.
does your mod runs ok on a stock unmodded sh3 ?
.... I have a few things which wanted to use, but they did not want to work, although it did correctly (I think). And the two of you can discuss some aspects of the application of some new features and amenities, if you do not mind.
In general, until tomorrow .......
Thank you all !!
Good luck
++ Ahnenerbe ++
yes , send me your ideas and only the necessary files (i can't run on that high resolution) and ,maybe , i will be able to figure it out through the files
Ahnenerbe
11-15-14, 11:06 AM
Ahnenerbe WideGui 1920 x 1080 Final
Update theme. Go to the first page ..... (http://www.subsim.com/radioroom/showthread.php?t=215433)
++Ahnenerbe++
Amazing work, congratulations :up:
Ahnenerbe
11-15-14, 02:21 PM
it is more possible the reason of the ctd to be a fault at the models and not at the d3d9.dll.
does your mod runs ok on a stock unmodded sh3 ?
yes , send me your ideas and only the necessary files (i can't run on that high resolution) and ,maybe , i will be able to figure it out through the files
Hello Makman !!
Here's one of the things that interests me ..... It's in the inset screens periscopes and uzo buttons / switches for opening / closing the torpedo tubes, so to speak, that it was at hand. I understand that separately for each pipe is not done, and option 2 (see screenshot) also will not work the way it works on the screen attack map in TDC. But option 1 so do not give any results except animation buttons. After all the manipulations in menu_1024_768.ini and Commands_en.cfg torpedo tubes can not be opened. What can you suggest on this issue?
++ Ahnenerbe ++
http://i67.fastpic.ru/big/2014/1115/c3/2fca3dd6abe4684147ea5d8fa6aba4c3.jpg
ChaosDuck7
11-15-14, 10:10 PM
Awesome work. I just quickly tested it and everything seems much better. Control T works now and I love the new redesigned GUI (depth under keel button, gramophone, etc.)
Just a question.
How do I remove that ship recognition side panel? Is there a way to do it?
If not, its not even a big deal anymore since it seems to work much better now. Id just rather have only one recognition manual (the stock one), so I am able to directly send data to the notepad for the TDC.
Also that SH3 Commander folder thats included. Should that be activated in JGSME as well? Im assuming activate it AFTER the GUI final?
Ahnenerbe
11-16-14, 03:57 AM
Awesome work. I just quickly tested it and everything seems much better. Control T works now and I love the new redesigned GUI (depth under keel button, gramophone, etc.)
Just a question.
How do I remove that ship recognition side panel? Is there a way to do it?
If not, its not even a big deal anymore since it seems to work much better now. Id just rather have only one recognition manual (the stock one), so I am able to directly send data to the notepad for the TDC.
Also that SH3 Commander folder thats included. Should that be activated in JGSME as well? Im assuming activate it AFTER the GUI final?
Hi ChaosDuck7
Here for you (http://file.sampo.ru/4qf3sj/) removed the manual in menu_1024_768.ini, further himself daring RecManualPanel folder from the folder Gui (in mods) and all its contents. Enjoy ....
Folder SH3 Commander connects to the main folder SH3 Commander, did not lay down in it, and unite. No layers of logs using JGSME also to do.
All the data that you are using the devices bushings AOB, will be visible in Notepad after you pressing in the same notebook tick.
++Ahnenerbe++
makman94
11-16-14, 11:59 AM
Hello Makman !!
Here's one of the things that interests me ..... It's in the inset screens periscopes and uzo buttons / switches for opening / closing the torpedo tubes, so to speak, that it was at hand. I understand that separately for each pipe is not done, and option 2 (see screenshot) also will not work the way it works on the screen attack map in TDC. But option 1 so do not give any results except animation buttons. After all the manipulations in menu_1024_768.ini and Commands_en.cfg torpedo tubes can not be opened. What can you suggest on this issue?
++ Ahnenerbe ++
http://i67.fastpic.ru/big/2014/1115/c3/2fca3dd6abe4684147ea5d8fa6aba4c3.jpg
hello Ahnenerbe,
i can't understand exactly the meaning of your post but ,from an overall reading, i am guessing that you are running after a fixed button for opening the selected tubes ?
in other words , you want to attach the ''open tube'' command of WeaponsOfficer to the ,for example, periscope's page ?
ChaosDuck7
11-16-14, 01:11 PM
Hi ChaosDuck7
Here for you (http://file.sampo.ru/4qf3sj/) removed the manual in menu_1024_768.ini, further himself daring RecManualPanel folder from the folder Gui (in mods) and all its contents. Enjoy ....
Folder SH3 Commander connects to the main folder SH3 Commander, did not lay down in it, and unite. No layers of logs using JGSME also to do.
All the data that you are using the devices bushings AOB, will be visible in Notepad after you pressing in the same notebook tick.
++Ahnenerbe++
Awesome, thanks a lot!
Also I just noticed that when I submerge, there is an orange arrow marker that shows where my sub is in the "F12" view. Did your mod add this? If so, its a nice touch!
Also, a small bug I noticed. If you click your watch officer while you are on the deck (F4 view), the camera goes a bit crazy and jumps about 10 feet above the deck. The only way to get it back into position is to use the arrow keys to manually move it. Not a big problem at all though as long as you dont click the watch officer!
Ahnenerbe
11-16-14, 02:31 PM
Awesome, thanks a lot!
Also I just noticed that when I submerge, there is an orange arrow marker that shows where my sub is in the "F12" view. Did your mod add this? If so, its a nice touch!
Also, a small bug I noticed. If you click your watch officer while you are on the deck (F4 view), the camera goes a bit crazy and jumps about 10 feet above the deck. The only way to get it back into position is to use the arrow keys to manually move it. Not a big problem at all though as long as you dont click the watch officer!
Yes, I put a marker in mods for a change in GWX he made transparent so it is not visible.
Jump over the camera when you click on the watch ..... I remember and I have such a problem was, but this is not the case in the GUI, now I do not remember what was the cause. Although it is possible and Cameras.dat guilty, but I will not say for sure. We must look .....
Ahnenerbe
11-16-14, 02:44 PM
hello Ahnenerbe,
i can't understand exactly the meaning of your post but ,from an overall reading, i am guessing that you are running after a fixed button for opening the selected tubes ?
in other words , you want to attach the ''open tube'' command of WeaponsOfficer to the ,for example, periscope's page ?
Hello Makman !!
Yes, I want to switch or button was (even one for all tubes, just select the tube). Switch harder to do animation, although it is possible, but only if you select another tube he hardly will be in the closed position of the torpedo tube. Button is more appropriate. But this is not the point, I can not ask a commands, or rather, they do not work for some reason.
makman94
11-17-14, 12:41 AM
Hello Makman !!
Yes, I want to switch or button was (even one for all tubes, just select the tube). Switch harder to do animation, although it is possible, but only if you select another tube he hardly will be in the closed position of the torpedo tube. Button is more appropriate. But this is not the point, I can not ask a commands, or rather, they do not work for some reason.
hello Ahnenerbe,
i am afraid that you are right, i tried it and the command is not working. all my attempts to make it work ....just failed :dead:
this is strange becuase if you assign the command to an officer is working faultlessly
Ahnenerbe
11-17-14, 01:05 PM
hello Ahnenerbe,
i am afraid that you are right, i tried it and the command is not working. all my attempts to make it work ....just failed :dead:
this is strange becuase if you assign the command to an officer is working faultlessly
Hi Makman .......
...... So I have not worked, but was trying to make. Strange, but virtually the same principle I have applied to the button depth under keel, and everything worked. The only difference is that there I tied to the menu G3F. For fun, try to switch to tie in G3F, and not in the G26, just curious, will work .........:06:
makman94
11-18-14, 08:16 AM
Hi Makman .......
...... So I have not worked, but was trying to make. Strange, but virtually the same principle I have applied to the button depth under keel, and everything worked. The only difference is that there I tied to the menu G3F. For fun, try to switch to tie in G3F, and not in the G26, just curious, will work .........:06:
hello Ahnenerbe,
yes , in G3F it is working faultlessly (the officers's commands are attached on this page)
i have the sense that the g26 (or g2b or g28) page is not accepting more buttons (type=1032) than the ones allready exists in there. (hardcoded stuff :/\\!!)
so, something that maybe will do the trick for you, is to find a button in g26 page that your gui is not using (in case that your gui is using all of them then you could set free one of them by rewritting the page. three buttons are included in the notepad so getting rid of it will make you more...flexible) and assign there the 'open tube' command.
this kind of attempt needs a lot of work and it is more likely to work (although it is very possible ,too, to ...fail :yep:) but i don't believe that it is worth the effort.
STEPHEN03
11-19-14, 02:33 PM
Ahoy mates i have crash to desktotop problems when i use this superb mod in conjunction with "TKSS 18German Uboat compilation" any solutions please?:wah::wah::wah::/\\!!:/\\!!:/\\!!
THEBERBSTER
11-19-14, 02:50 PM
Hi guys I have enjoyed reading all of your fascinating posts regarding Ahnenerbe’s excellent work on the 1920 x 1080 resolution.
I am afraid I am a bit thick and need a bit of help.
Could someone explain please what I need to do to install this correctly as there I cannot see any documentation or a readme with it.
Ahnenerbe WideGui 1920 x 1080 Final
When you unzip the mod there are 2 main folders
Folder 1 > Ahnenerbe WideGui 1920 x 1080 Final
Folder 2 > SH3 Commander
My installation is SH III + GWX3.0 + SH3 Commander + GWX cfg files for SH3 Commander
My mods
GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle
GWX - Alternative Flotillas
GWX - Captain America's Officer Icons
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Main movie - 'Das Boot'
GWX - Axis Mediterranean Aircraft Skins
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
I am using a 1920 x 1080 resolution and it would be nice to see completely round shapes especially when using the tools rather than the slightly oval shapes I am currently seeing.
Peter
fitzcarraldo
11-19-14, 05:47 PM
Hi guys I have enjoyed reading all of your fascinating posts regarding Ahnenerbe’s excellent work on the 1920 x 1080 resolution.
I am afraid I am a bit thick and need a bit of help.
Could someone explain please what I need to do to install this correctly as there I cannot see any documentation or a readme with it.
Ahnenerbe WideGui 1920 x 1080 Final
When you unzip the mod there are 2 main folders
Folder 1 > Ahnenerbe WideGui 1920 x 1080 Final
Folder 2 > SH3 Commander
My installation is SH III + GWX3.0 + SH3 Commander + GWX cfg files for SH3 Commander
My mods
GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle
GWX - Alternative Flotillas
GWX - Captain America's Officer Icons
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Main movie - 'Das Boot'
GWX - Axis Mediterranean Aircraft Skins
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
I am using a 1920 x 1080 resolution and it would be nice to see completely round shapes especially when using the tools rather than the slightly oval shapes I am currently seeing.
Peter
I don´t have ovals in instruments with 1980x1080.
The SH3 Commander optional is for the German U-Boats Compilation. If you don´t use it, it is not needed.
Before activation of the mod, remove all d3d9.dll of the SH3 main folder, and apply the mod. Maybe JSGME don´t overwrite your existent d3d9.dll (if you have one).
Best regards.
Fitzcarraldo :salute:
THEBERBSTER
11-19-14, 08:28 PM
Hi fitzcarraldo thank you for your reply.
I cannot see a d3d9.dll in the SH3 folder.
Quote > The SH3 Commander optional is for the German U-Boats Compilation. If you don´t use it, it is not needed.
By optional are you referring to the "SH3 Commander" folder 2 that comes with Ahnenerbe WideGui 1920 x 1080 Final?
I do not know what you mean by the “German U-Boats Compilation”?
So do I just need to place the 1st mod folder "Ahnenerbe WideGui 1920 x 1080 Final " last in JSGME is that right?
I do not have the 1980 x 1080 resolution that you have.
Do I need to start a new career or can I just add the mod when back in port?
Peter
reignofdeath
11-20-14, 01:48 AM
I love the GUI but I am having one small problem where the orange circle showing my subs position is popping up again.. how do I correct it?
Ahnenerbe
11-20-14, 02:33 AM
Guys, hello everyone !!
I apologize that I can not answer questions quickly, strongly occupied. Tomorrow will be the time to answer all just, be patient a bit, I looked for a moment at subsim .......
Good luck
++ Ahnenerbe ++
reignofdeath
11-20-14, 03:01 PM
I'd also like to get rid of the sub stealth meter if at all possible. And have all the original Integrated orders commands back? Is there a way I can do those, as well as get rid of the Orange circle, and keep the GUI??
makman94
11-20-14, 04:16 PM
here are all the necessary files that are adapting ''Ahnenerbe WideGui 1920 x 1080 Final'' on NYGM v3.6D's needs.
Installation on NYGM v3.6D
--------------------------
1.Ahnenerbe WideGui 1920 x 1080 Final
2.Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
link:
http://speedy.sh/Hec7A/Ahnenerbe-WideGui-1920-x-1080-Final-FILES-for-NYGM-v3.6D.rar
enjoy
THEBERBSTER
11-20-14, 07:34 PM
Can someone reply to my post #108 please.
jscharpf
11-20-14, 11:08 PM
Hi fitzcarraldo thank you for your reply.
I cannot see a d3d9.dll in the SH3 folder.
Quote > The SH3 Commander optional is for the German U-Boats Compilation. If you don´t use it, it is not needed.
By optional are you referring to the "SH3 Commander" folder 2 that comes with Ahnenerbe WideGui 1920 x 1080 Final?
I do not know what you mean by the “German U-Boats Compilation”?
So do I just need to place the 1st mod folder "Ahnenerbe WideGui 1920 x 1080 Final " last in JSGME is that right?
I do not have the 1980 x 1080 resolution that you have.
Do I need to start a new career or can I just add the mod when back in port?
Peter
BERBSTER; not sure if this answers your question, but I THINK with a fresh install and all of your preferred mods, you install the Ahnenerbe Wide GUI thing followed by the patch..
I have these as the last two mods in my install. I did this with a fresh install and then I looked into my SH3 folder and found those two D3D9 files.. I assumed that the last mod put them there because I didn't!
There is one issue that apparently is caused by my graphics card but the game still works.
The problem is some DLL error message that repeats every time start the game.. however, I just keep clicking OK (probably 30 times total) and eventually the game loads fine. I realize it isn't the best method but for me it is worth it because I love running in wide screen without the distortion.
My mods:
GWX - Merged Campaign
GWX - Main movie - 'Das Boot'
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX_DFa-Flag&Pens_2010
LifeBoats&Debris_v4
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
OLC 'Gold' MkII ~ Flat Sun Fix
ACM Reloaded for OLC 'Gold' MkII
Thomsen's Sound Pack V3.2cg
FM_NewInterior v2.1D
FM_NI_Fix_for_ACM_Reloaded
Torpedo damage Final ver2.0
ACM Lite Map
b25_Louder_Diesels
JeffsBetterTorpedoes
Ahnenerbe WideGui 1920 x 1080
Ahnenerbe WideGui 1920 x 1080 Update & Fix
Again, when I run (using SHC) I get a million pop up errors but I just click on through until my game loads.
I hope this helps.
Jeff
reignofdeath
11-20-14, 11:46 PM
here are all the necessary files that are adapting ''Ahnenerbe WideGui 1920 x 1080 Final'' on NYGM v3.6D's needs.
Installation on NYGM v3.6D
--------------------------
1.Ahnenerbe WideGui 1920 x 1080 Final
2.Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
link:
http://speedy.sh/Hec7A/Ahnenerbe-WideGui-1920-x-1080-Final-FILES-for-NYGM-v3.6D.rar
enjoy
Are their files for GWX though?? Thats what I am running.
THEBERBSTER
11-21-14, 05:51 AM
Hi Jeff
I am more confused now
I thought Ahnenerbe WideGui 1920 x 1080 Final
Replaced these two
Ahnenerbe WideGui 1920 x 1080
Ahnenerbe WideGui 1920 x 1080 Update & Fix
The two dll's come with the main mod.
Peter
makman94
11-21-14, 06:12 AM
Are their files for GWX though?? Thats what I am running.
hello,
the default files of ''Ahnenerbe WideGui 1920 x 1080 Final'' mod are setted up for GWX
BigWalleye
11-21-14, 08:19 AM
Hi guys I have enjoyed reading all of your fascinating posts regarding Ahnenerbe’s excellent work on the 1920 x 1080 resolution.
I am afraid I am a bit thick and need a bit of help.
Could someone explain please what I need to do to install this correctly as there I cannot see any documentation or a readme with it.
Ahnenerbe WideGui 1920 x 1080 Final
When you unzip the mod there are 2 main folders
Folder 1 > Ahnenerbe WideGui 1920 x 1080 Final
Folder 2 > SH3 Commander
My installation is SH III + GWX3.0 + SH3 Commander + GWX cfg files for SH3 Commander
My mods
GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle
GWX - Alternative Flotillas
GWX - Captain America's Officer Icons
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Main movie - 'Das Boot'
GWX - Axis Mediterranean Aircraft Skins
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
I am using a 1920 x 1080 resolution and it would be nice to see completely round shapes especially when using the tools rather than the slightly oval shapes I am currently seeing.
Peter
I have a couple of observations regarding your mod list:
GWX - Alternative Flotillas should only be enabled if you are planning to start a career or transfer to the 3rd Flotilla. It has some minor incompatibilities and removes the 11th Flotilla from the game entirely.
GWX - Axis Mediterranean Aircraft Skins should only be used if you are going to be operating in the Med TO during the current game session. This is one of those mods that is safe to enable mid-patrol. It changes all Axis aircraft to the Med paint scheme, regardless of where you actually are.
GWX - VIIC41 Player Sub should only be enabled if you are planning to upgrade to a Typ VIIC41 during this session, or have already done so. It is a graphics change only. It replaces the 3D model of the Typ VIIC with a 3D model of the VIIC41. So your VIIC in 1939 will look like a VIIC41.
As to the use of Ahnenerbe WideGUI 1920x1080 Final, you should be able to just enable this mod last, over the mod list you posted, and be good to go. You can also enable the German U-boat Compilation as a mod for SH3 Commander, if you are using SH3C. This mod just changes a couple of dials on the TDC to match torpedo tube configuration. Highly optional.
Ahnenerbe
11-21-14, 09:54 AM
Ahoy mates i have crash to desktotop problems when i use this superb mod in conjunction with "TKSS 18German Uboat compilation" any solutions please?:wah::wah::wah::/\\!!:/\\!!:/\\!!
In principle, the conflict between the mods German Uboat compilation and Ahnenerbe WideGui 1920 x 1080 Final can not be, since I use them both at home and create them. Probably you have conflicts with some other mods, if you can, put a list of your mods. And more .... If your system is x64, patched she? ........
Ahnenerbe
11-21-14, 09:58 AM
I love the GUI but I am having one small problem where the orange circle showing my subs position is popping up again.. how do I correct it?
Remove from mods data/Misc file UMark.tga. Enjoy ....
Ahnenerbe
11-21-14, 10:16 AM
I'd also like to get rid of the sub stealth meter if at all possible. And have all the original Integrated orders commands back? Is there a way I can do those, as well as get rid of the Orange circle, and keep the GUI??
From stealth meter it is possible will get rid by removal of the image of a contour of the boat in the DialsFdb.tga file that in the gui/layout folder. For this purpose any graphic editor will be required..... Second option.... In menu_1024_768.ini in the block [G3F I119] before the line Mat 0=data/menu/gui/layout/dialsfdb.tga put ; (that is summarize). Good luck
Ahnenerbe
11-21-14, 10:36 AM
Can someone reply to my post #108 please.
Hi Peter!!
Try to use the autocorrection button on the monitor (if such is is available). Otherwise it is necessary to reinstall game and on pure to apply this mods.
Ahnenerbe
11-21-14, 10:40 AM
here are all the necessary files that are adapting ''Ahnenerbe WideGui 1920 x 1080 Final'' on NYGM v3.6D's needs.
Installation on NYGM v3.6D
--------------------------
1.Ahnenerbe WideGui 1920 x 1080 Final
2.Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
link:
http://speedy.sh/Hec7A/Ahnenerbe-WideGui-1920-x-1080-Final-FILES-for-NYGM-v3.6D.rar
enjoy
Hi Makman and thanks for the help!!!!:salute:
I added references for NYGM in the main topic.
Good luck!!
++ Ahnenerbe ++
Ahnenerbe
11-21-14, 11:52 AM
Hello again everyone !!!!
I apologize for what has not been added to README for this mods, everything became hurriedly because of a lack of time...... I fill the missed.....
1. Ahnenerbe WideGui 1920 x 1080 Final is established through JSGME.
2. In the documentation folder additional mods (generally graphic). To copy in the MODS folder and to use at will. Only amendment to the relation of the Shortcuts for German U-Boats Compilation Mod folder..... It is actual only for mods of German U-Boats Compilation (http://www.subsim.com/radioroom/showpost.php?p=2220320&postcount=1).
3. The SH3 Commander folder for those who uses SH3 Commander from JoneSoft. The folder merges with the main folder of the program. It not only for mods of German U-Boats Compilation, more definitely not for it (but works and with it). There are files for display of numbers of torpedo tubes for each type of the boat, otherwise, you would observe only a pure black circle on the device TDC. It as in OLC GUI, only I in menu_1024_768.ini copied everything on the and a lot of things anew, therefore this SH3 Commander folder only for mods of Ahnenerbe WideGui 1920 x 1080 Final.
4. I used the d3d9.dll and d3d9.ini files from mods of WideScreen 1920x1080 Project (http://www.subsim.com/radioroom/showpost.php?p=2209948&postcount=1) from vanjast, which author is Seeadler. I don't bear responsibility for them as they were created not by me. Therefore, I to predict the reasons of some distortions or other bugs in many respects not in forces. Here most likely each user which can be connected with the hardware of the computer or other nuances can have different reasons. My work in mods is an adjustment and a correcting of graphic files and other menus under permission 1920x1080, and also some part of own additions and some corrections from mods of Widescreen GUI for GWX (Conus) (http://www.subsim.com/radioroom/showpost.php?p=1403778&postcount=1), which formed a basis of this work.
All the best and good luck !!
++ Ahnenerbe ++
THEBERBSTER
11-21-14, 02:34 PM
Thanks guys for your replies, much appreciated.
I can take the advice and move forward now.
Peter
THEBERBSTER
11-21-14, 04:21 PM
Deleted current campaign captain.
Entered captains name again.
Trying to launch SH3 from the SH3 Commander.
Is there a reason why this error showing below is occurring over and over about 20 times before loading the game to the menu screen.
Error Header >“Silent Hunter 3: sh3.exe entry point not found”
Error Showing > “The procedure entry point Direct3Dcreate9Ex could not be located in the dynamic link library d3d9.dll”
Do the d3d9.dll and the d3d9 that are inside Ahnenerbe WideGui 1920 x 1080 Final mod do these stay with the mod or are they cut and pasted to the main SH3 folder?
Is my mod list enabled correctly?
GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle < now being over written
GWX - Captain America's Officer Icons < now being over written
GWX - Enhanced Damage Effects
GWX - Integrated Orders < now being over written
GWX - Main movie - 'Das Boot' < now being over written
GWX - No Medals on Crew
GWX - Open Hatch Mod < now being over written
Ahnenerbe WideGui 1920 x 1080 Final <mod folder 1
SH3 Commander < mod folder 2
Removed other mods as per BigWalleye's instructions.
Peter
BigWalleye
11-21-14, 04:47 PM
Deleted current campaign captain.
Entered captains name again.
Trying to launch SH3 from the SH3 Commander.
Is there a reason why this error showing below is occurring over and over about 20 times before loading the game to the menu screen.
Error Header >“Silent Hunter 3: sh3.exe entry point not found”
Error Showing > “The procedure entry point Direct3Dcreate9Ex could not be located in the dynamic link library d3d9.dll”
Do the d3d9.dll and the d3d9 that are inside Ahnenerbe WideGui 1920 x 1080 Final mod do these stay with the mod or are they cut and pasted to the main SH3 folder?
Is my mod list enabled correctly?
GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle < now being over written
GWX - Captain America's Officer Icons < now being over written
GWX - Enhanced Damage Effects
GWX - Integrated Orders < now being over written
GWX - Main movie - 'Das Boot' < now being over written
GWX - No Medals on Crew
GWX - Open Hatch Mod < now being over written
Ahnenerbe WideGui 1920 x 1080 Final <mod folder 1
SH3 Commander < mod folder 2
Removed other mods as per BigWalleye's instructions.
Peter
SH3 Commander should be in its own folder on the root. The file SH3Cmdr.exe should not be in any other folder.
Start SH3C. If you haven't already done so, enter the path to your SH3 game folder in SH3 Options/General Settings. Now select New Career and enter your new captain's name, flotilla, and start date in SH3C. THEN start SH3 from SH3C. Enter THE SAME captain's name, flotilla, and start year in SH3. Do not start a career in SH3 before starting it in SH3C.
JSGME should copy d3d9.dll correctly if it is in the mod folder called Ahnenerbe WideGui 1920 x 1080 Final.
I am not sure what you mean by <mod folder 1 and <mod folder 2. You should only have one folder called /MODS and it should be in your SH3 game folder, at the same level as /Data. That is:
<SH3 game folder>
/Data
/MODS
sh3.exe
<SH3C folder>
SH3Cmdr.exe
I hope this helps.
EDIT:
You CAN have a /MODS folder in your SH3C folder, but for now, leave it alone. Work only with the /MODS folder in the SH3 game folder.
Ahnenerbe
11-21-14, 05:35 PM
Deleted current campaign captain.
Entered captains name again.
Trying to launch SH3 from the SH3 Commander.
Is there a reason why this error showing below is occurring over and over about 20 times before loading the game to the menu screen.
Error Header >“Silent Hunter 3: sh3.exe entry point not found”
Error Showing > “The procedure entry point Direct3Dcreate9Ex could not be located in the dynamic link library d3d9.dll”
Do the d3d9.dll and the d3d9 that are inside Ahnenerbe WideGui 1920 x 1080 Final mod do these stay with the mod or are they cut and pasted to the main SH3 folder?
Is my mod list enabled correctly?
GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle < now being over written
GWX - Captain America's Officer Icons < now being over written
GWX - Enhanced Damage Effects
GWX - Integrated Orders < now being over written
GWX - Main movie - 'Das Boot' < now being over written
GWX - No Medals on Crew
GWX - Open Hatch Mod < now being over written
Ahnenerbe WideGui 1920 x 1080 Final <mod folder 1
SH3 Commander < mod folder 2
Removed other mods as per BigWalleye's instructions.
Peter
Peter, you can not apply those mods which are blocked. Perhaps, only can leave GWX - Open Hatch Mod, but it has to be blocked, the Cameras.dat file (it is blocked) shouldn't affect operability of open hatches.
GWX - Alternate Loadscreen - Full Circle - is present new Loadscreen in mods 1920x1080.
GWX - Captain America's Officer Icons - also is, only with effect of blackout.
GWX - Integrated Orders - Ahnenerbe WideGui 1920 x 1080 Final is also Integrated Orders, only about permission 1920x1080. It isn't necessary to apply twice same.
GWX - Main movie - 'Das Boot' - is present in WideGui the new movie.
You establish in the following order only these mods:
GWX - 16km Atmosphere
GWX - Enhanced Damage Effects
GWX - No Medals on Crew
GWX - Open Hatch Mod (will be blocked)
Ahnenerbe WideGui 1920 x 1080 Final
The SH3 Commander folder you connect with the same name the SH3 Commander folder, in which at you program with SH3Cmdr.exe.If you have renamed it, simply copy all files from my folder in yours if it is necessary to replace something, replace safely. IT ONLY FOR SH3 Commander, not for application through JSGME.
The d3d9.dll and d3d9.ini files don't need to be inserted into the root folder of game manually, JSGME itself will establish everything as it is necessary. Check just in case after installation mods through JSGME presence of these two files at the folder with game, they have to lie where there is sh3.exe.
The procedure entry point Direct3Dcreate9Ex couldn't be located in the dynamic link library d3d9.dll - itself I will ask you some questions......
What operating system at you? Whether directx9 is established? You were correct in the SH3 Commander settings a way to game?
Address, at existence of time and understanding of your problem we will be able to solve it, you shouldn't despair. Good luck!!
++Ahnenerbe++
Ahnenerbe
11-21-14, 05:43 PM
SH3 Commander should be in its own folder on the root. The file SH3Cmdr.exe should not be in any other folder.
Start SH3C. If you haven't already done so, enter the path to your SH3 game folder in SH3 Options/General Settings. Now select New Career and enter your new captain's name, flotilla, and start date in SH3C. THEN start SH3 from SH3C. Enter THE SAME captain's name, flotilla, and start year in SH3. Do not start a career in SH3 before starting it in SH3C.
JSGME should copy d3d9.dll correctly if it is in the mod folder called Ahnenerbe WideGui 1920 x 1080 Final.
I am not sure what you mean by <mod folder 1 and <mod folder 2. You should only have one folder called /MODS and it should be in your SH3 game folder, at the same level as /Data. That is:
<SH3 game folder>
/Data
/MODS
sh3.exe
<SH3C folder>
SH3Cmdr.exe
I hope this helps.
EDIT:
You CAN have a /MODS folder in your SH3C folder, but for now, leave it alone. Work only with the /MODS folder in the SH3 game folder.
BigWalleye, thank you so much for your help, I do not always have the opportunity at the time that any prompt. And the language barrier prevents too little, though and translate using Google translator, but all the same it is necessary to check, because they do not always translate correctly. Thank you again !!
++ Ahnenerbe ++
THEBERBSTER
11-21-14, 07:13 PM
Hi BigWalleye
The zip file Ahnenerbe WideGui 1920 x 1080 Final contains 2 folders.
Folder 1 > Ahnenerbe WideGui 1920 x 1080 Final
Folder 2 > SH3 Commander
Peter
jscharpf
11-21-14, 07:52 PM
Deleted current campaign captain.
Entered captains name again.
Trying to launch SH3 from the SH3 Commander.
Is there a reason why this error showing below is occurring over and over about 20 times before loading the game to the menu screen.
Error Header >“Silent Hunter 3: sh3.exe entry point not found”
Error Showing > “The procedure entry point Direct3Dcreate9Ex could not be located in the dynamic link library d3d9.dll”
Do the d3d9.dll and the d3d9 that are inside Ahnenerbe WideGui 1920 x 1080 Final mod do these stay with the mod or are they cut and pasted to the main SH3 folder?
Is my mod list enabled correctly?
GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle < now being over written
GWX - Captain America's Officer Icons < now being over written
GWX - Enhanced Damage Effects
GWX - Integrated Orders < now being over written
GWX - Main movie - 'Das Boot' < now being over written
GWX - No Medals on Crew
GWX - Open Hatch Mod < now being over written
Ahnenerbe WideGui 1920 x 1080 Final <mod folder 1
SH3 Commander < mod folder 2
Removed other mods as per BigWalleye's instructions.
Peter
Peter that error has been seen be several people including myself. It has something to do with (I think) the NVIDIA experience thing that runs in the background. I'm not 100% sure of this but I googled it and some had fixes..
Regardless, the game will run fine if you just continue to click through the messages. There are about 20 or 30 of the same message with "ding" each time... I'm sorry if that is not a satisfactory answer but I do this every time I launch the game and it works fine!
Jeff
THEBERBSTER
11-21-14, 08:00 PM
Hi Ahnenerbe
My installation is D:\Games\Ubisoft\GWX V3.0 SH3 COMMANDER V3.2
D:\Games\Ubisoft\GWX3 CFG FILES FOR SH3 COMMANDER
D:\Games\Ubisoft\GWX3.0 GOLD
D:\Games\Ubisoft\SilentHunterIII
Where will I find the Directx9 if it is installed?
Windows 7 Home Premium > 64 Bit
I7-860 Processor 2.8Ghz
Gpu EVGA GTX770 > 4 Gig
16 Gig Ram
In the Silent Hunter III folder is the main SH3 Commander folder that has a folder called U-boat in it.
In your SH3 Commander folder there is also a folder called U-boat.
Could you explain please what I need to do next?
Peter
THEBERBSTER
11-22-14, 03:11 PM
Hi guys
I have done a complete reinstallation.
D:\SH3 Silent Hunter III installed in SH3 folder.
D:\SH3C SH3 Commander installed in SH3C folder.
The installation says that I have diretx9.0c installed.
Can someone give me the necessary instructions as I need to know what to do with Anhnenerbe’s ‘SH3 Commander folder’ that contains the ‘U-boat folder’.
Anhnenerbe in his post to me is he telling me to copy his SH3 Commander folder inside the main SH3 Commander folder?
Peter
Ahnenerbe
11-22-14, 04:02 PM
Hi Peter. Copy the folder from the folder SH3 Commander U-boat in his installation, that is, as I understand it, you have a Commander is in the path of the folder D: \ Games \ Ubisoft \ GWX V3.0 SH3 COMMANDER V3.2. Here there and copy. If you will be prompted to replace the files, replace. Everything else described above BigWalleye in your message.
DirectX9 in the you system have installed, that's good, because the game is old, and in any case it will only work with the DirectX9.
And now about the message "The procedure entry point Direct3Dcreate9Ex could not be located in the dynamic link library d3d9.dll" ........ I remember I once said that the NVIDIA GeForce Experience can cause problems with the game, and rather, the mods for a wide format. Check whether you have this function together with the drivers from NVIDIA, or a separate application (if your video card supports NVIDIA). If set, remove or reinstall the driver Uncheck the search for updates. Perhaps you get rid of the message "The procedure entry point Direct3Dcreate9Ex could not be located in the dynamic link library d3d9.dll".
++ Ahnenerbe ++
reignofdeath
11-23-14, 04:37 AM
From stealth meter it is possible will get rid by removal of the image of a contour of the boat in the DialsFdb.tga file that in the gui/layout folder. For this purpose any graphic editor will be required..... Second option.... In menu_1024_768.ini in the block [G3F I119] before the line Mat 0=data/menu/gui/layout/dialsfdb.tga put ; (that is summarize). Good luck
Was this to rid the GUI of the stealth meter?
Or return the officer commands to the original Integrated Orders ones?
I say this because with GWX 3.0, I could control the hydroplanes through the CE, but in your mod it is not there? And the buttons to raise the scopes all the way doesnt work either.
I will try deleting the picture file to see if that works for the stealth meter.
fitzcarraldo
11-24-14, 05:43 PM
Hi fitzcarraldo thank you for your reply.
I cannot see a d3d9.dll in the SH3 folder.
Quote > The SH3 Commander optional is for the German U-Boats Compilation. If you don´t use it, it is not needed.
By optional are you referring to the "SH3 Commander" folder 2 that comes with Ahnenerbe WideGui 1920 x 1080 Final?
I do not know what you mean by the “German U-Boats Compilation”?
So do I just need to place the 1st mod folder "Ahnenerbe WideGui 1920 x 1080 Final " last in JSGME is that right?
I do not have the 1980 x 1080 resolution that you have.
Do I need to start a new career or can I just add the mod when back in port?
Peter
Hi:
My resolution is 1920 x 1080. My mistake, yes, that´s not my resolution.
You must have in the main SH3 folder the file d3d9.ini. Open with a text editor and you will see:
[GLOBAL]
DebugLog=true
[ENGINE]
DisplayWidth=1920
DisplayHeight=1080
Refreshrate=false
[LOADSCREENS]
tx=0.044
ty=0.0205
sx=0.04
sy=0.02
maxscale=true
[EFFECTS]
Ocean=false
Check the values, please. The d3d9.dll and d3d9.ini I have are from the Ahnenerbe GUI final version. All works fine, included the German U Boats compilation.
Best regards.
Fitzcarraldo :salute:
THEBERBSTER
11-24-14, 06:44 PM
I have now enabled Ahnenerbe final mod.
I do not know where this problem lies as I had not previously used it.
The Pre Plot course for Kiel Outbound does not go down the Canal but in the opposite direction over both land and sea.
I had to delete a lot of Pre Plot waypoints replacing them with correct manual ones.
My set up > SHIII + GWX 3.0 + SH3 Commander + cfg files
Current mods
GWX - 16km Atmosphere
GWX - Enhanced Damage Effects
GWX - No Medals on Crew
Ahnenerbe WideGui 1920 x 1080 Final
THEBERBSTER
11-27-14, 09:53 AM
Any answers please to my post #137 from the 24th November?
jscharpf
12-06-14, 06:55 PM
I have the mod working great except for one thing. I don't have the AOB calculator anywhere. The bottom left icons.. the second or third one over that you point to in your drawing. Mine is empty.
If I slide down I get two large dials one for direction and one for depth I think.
But no AOB dial.
Here is my mod list which works great otherwise:
GWX - Merged Campaign
GWX - Main movie - 'Das Boot'
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX_DFa-Flag&Pens_2010
LifeBoats&Debris_v4
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
OLC 'Gold' MkII ~ Flat Sun Fix
ACM Reloaded for OLC 'Gold' MkII
Thomsen's Sound Pack V3.2cg
FM_NewInterior v2.1D
FM_NI_Fix_for_ACM_Reloaded
Torpedo damage Final ver2.0
ACM Lite Map
b25_Louder_Diesels
JeffsBetterTorpedoes
Ahnenerbe WideGui 1920 x 1080 Final
Jeff
reignofdeath
12-07-14, 01:19 AM
Hey all, just a quick question. I have manual targeting on, is the ONLY way to edit the dials when in the attack scope (For the TDC) by going to the attack map, then hitting the switch to manual, then going back to the scope and setting them, then going back to the switch and hitting it off?
OR is there a switch to hit in the attack scope?
I ask, because that is how I wish to set up my attacks with my targets, not using the sheet and what not.
THEBERBSTER
12-07-14, 08:54 AM
I also found that a bit of an inconvenience having to go to the attack map to go to manual TDC rather than being able to do it in the periscope station.
BigWalleye
12-07-14, 11:29 AM
There is no switch to engage/disengage the "TDC" on any of the scope screens provided with Ahnenerbe's mod. The switch on the Attack Plot screen is the only on-screen way to do it.
However, there is a keyboard shortcut in the commands_en.cfg that comes in this mod. Pressing CTRL-T cycles the "TDC" in and out. This capability is only implemented in Ahnenerbe WideGui 1920 x 1080 Final, not in the earlier version. It is also implemented in Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D.
Unfortunately, there is no indication on any of the scope screens of whether the "TDC" is engaged or not. There is a highlight on the gauges on the Attack Plot screen which blinks on and off when you cycle the "TDC". But this telltale is not present on the scope screens. Of course, you can tell by the clicking sound when you rotate the scope that the "TDC" is engaged.
But, most importantly, you do not have to go to the Attack Plot screen to cycle the "TDC". Just pressing CTRL-T from any screen will do it.
reignofdeath
12-07-14, 08:55 PM
Awesome, thanks guys!
jscharpf
12-13-14, 05:10 PM
Can anyone tell me where to find the AOB calculator disk? It goes missing as soon as I install this WideGui mod. Below is my mod set. It has been rock solid for months. Now I want to add the wide screen mod. When I do everything looks great but the AOB disk is nowhere, if I move my mouse down or anywhere it does not appear as is shown in the examples.
Is one of my mods below incompatible with the WideGui mod?
GWX - Merged Campaign
GWX - Main movie - 'Das Boot'
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX_DFa-Flag&Pens_2010
LifeBoats&Debris_v4
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
OLC 'Gold' MkII ~ Flat Sun Fix
ACM Reloaded for OLC 'Gold' MkII
Thomsen's Sound Pack V3.2cg
FM_NewInterior v2.1D
FM_NI_Fix_for_ACM_Reloaded
Torpedo damage Final ver2.0
ACM Lite Map
b25_Louder_Diesels
Ahnenerbe WideGui 1920 x 1080 Final
EDIT: To verify that it isn't the OLC and ACM mods, here is a "fresh" install still no AOB disk
GWX - 16km Atmosphere
GWX - Main movie - 'Das Boot'
GWX - Enhanced Damage Effects
GWX - Merged Campaign
GWX - Open Hatch Mod
GWX_DFa-Flag&Pens_2010
LifeBoats&Debris_v4
Torpedo damage Final ver2.0
JeffsBetterTorpedoes
Thomsen's Sound Pack V3.2cg
FM_NewInterior v2.1D
b25_Louder_Diesels
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe
12-14-14, 07:28 AM
Can anyone tell me where to find the AOB calculator disk? It goes missing as soon as I install this WideGui mod. Below is my mod set. It has been rock solid for months. Now I want to add the wide screen mod. When I do everything looks great but the AOB disk is nowhere, if I move my mouse down or anywhere it does not appear as is shown in the examples.
Is one of my mods below incompatible with the WideGui mod?
GWX - Merged Campaign
GWX - Main movie - 'Das Boot'
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX_DFa-Flag&Pens_2010
LifeBoats&Debris_v4
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
OLC 'Gold' MkII ~ Flat Sun Fix
ACM Reloaded for OLC 'Gold' MkII
Thomsen's Sound Pack V3.2cg
FM_NewInterior v2.1D
FM_NI_Fix_for_ACM_Reloaded
Torpedo damage Final ver2.0
ACM Lite Map
b25_Louder_Diesels
Ahnenerbe WideGui 1920 x 1080 Final
EDIT: To verify that it isn't the OLC and ACM mods, here is a "fresh" install still no AOB disk
GWX - 16km Atmosphere
GWX - Main movie - 'Das Boot'
GWX - Enhanced Damage Effects
GWX - Merged Campaign
GWX - Open Hatch Mod
GWX_DFa-Flag&Pens_2010
LifeBoats&Debris_v4
Torpedo damage Final ver2.0
JeffsBetterTorpedoes
Thomsen's Sound Pack V3.2cg
FM_NewInterior v2.1D
b25_Louder_Diesels
Ahnenerbe WideGui 1920 x 1080 Final
Hello jscharpf
I apologize for the delay in answering, a lot of things out of the game ........
In order to be able to work with disks, you should click on the icon officer's on the weapon, then send the cursor to the edge of the screen upwards. All disks will appear one by one. AOB by Hitman will be activated after clicking on the icon officer's on the navigation.
http://i63.fastpic.ru/big/2014/1115/28/d896ab65d60a3ddcd1caf1d99dc09028.jpg
http://i64.fastpic.ru/big/2014/1115/e8/25e77ba48891d521e0129e422ccfbfe8.jpg
++ Ahnenerbe ++
Ahnenerbe
12-14-14, 07:50 AM
USNSRCaseySmith & THEBERBSTER
To involve the TDC switch in windows the optician, as on Attack Map, at me it didn't turn out, as I didn't try. And to apply mods from Karamazov, as is done in MaGui, in his mods I did not, and to tell the truth, it wouldn't be established as it is necessary, the button should be displaced to edge of the screen to the right that given already was mods there is no place to arrange it. Such is specifics mods from Karamazov....... But there is a combination of the Ctrl+T keys.
++ Ahnenerbe ++
jscharpf
12-14-14, 09:11 AM
No apology needed Ahnerbe! It is a beautiful mod!
EDIT AGAIN LOL! IT works I am just stupid. Finally I found the combination. Thanks!
So do I understand correctly that this completely replaces ANY GUI whether it's ACM, MAGUI, or Hitman? The reason I ask is I tried all three GUIs, and I see the same interface with your mod. Are there any other items from the other GUIs that your mod doesn't touch?
I'm just wondering why I need to bother installing those GUIs if everything here is included.
Hello jscharpf
I apologize for the delay in answering, a lot of things out of the game ........
In order to be able to work with disks, you should click on the icon officer's on the weapon, then send the cursor to the edge of the screen upwards. All disks will appear one by one. AOB by Hitman will be activated after clicking on the icon officer's on the navigation.
http://i63.fastpic.ru/big/2014/1115/28/d896ab65d60a3ddcd1caf1d99dc09028.jpg
http://i64.fastpic.ru/big/2014/1115/e8/25e77ba48891d521e0129e422ccfbfe8.jpg
++ Ahnenerbe ++
THEBERBSTER
12-14-14, 10:28 AM
Hi BigWalleye
Works a treat:up:
Thanks
Peter
Hi everybody,
first of all: this mod is great!!!
it contains everything I need to control my uboat and it's even widescreen!!!! :rock:
Anyway I think that it needs some very small corrections to be perfect:
- map tools are wrong: CompassExt, LineExt, ProtractorsExt should be mirrored (in other words 180° should be up, 270° to the right, 90° to the left, 0° down - as they are in stock SH3) - I fixed it replacing them with those ones from MaGui mod.
- as it is, nomograph in the navigation map is useless: being draggable I can't draw the line over it - am I using it in a wrong way? I remember that GWX has nomograph painted on the map. Is there a way to have the same?
- in periscope and UZO stations, the absence of something that indicates whether TDC is setted in automatic or manual mode is a pain - isn't it possible to correct this?
Just installed this and gave it a spin, love the look/feel of it. Thank you!
popesnax
12-30-14, 04:05 PM
How do I install this mod?
I put it in the MODS folder and activated it via JSGME on a clean GWX3 install and it CTDs on start.
pope, what I had to do in order to make it work is the same thing I had to do with other widescreen mods:
1. Change your desktop resolution to 1024x768 (the stock game always wants to open in this rez)
2. Start the game and get to the main menu
3. Hit "Alt + Tab" to minimize the game, so you have access to your desktop
4. With the game minimized to your toolbar, change your desktop resolution back to 1920x1080
5. Open the game back up and exit back out of it.
6. You'll have to put all of your desktop icons back where they belong, but the game should start up in 1920x1080 now.
popesnax
12-30-14, 04:16 PM
Oh wow, that is a really obscure fix. Props to whoever figured it out.
It worked, thank you so much. I would never have thought of that.
I can't remember where I read it, probably in one of the other widescreen mod threads but it worked on this one too. :salute:
popesnax
12-30-14, 05:22 PM
One additional note I'd like to make for posterity, in case any other noob with my problem comes looking six months on - you have to run SH3 in admin mode, or else it'll produce the same CTD.
I forgot to do it when I restarted it and nearly had an aneurysm.
popesnax
12-30-14, 06:20 PM
One other (much more minor) problem - when I run with this mod enabled, umlauts and all other German characters are replaced with Cyrillic (so Königsberg becomes Kдnigsberg)
Anyone know how to fix this?
edit: okay, I seem to have fixed it by overwriting the mod's Menu/Fonts folder with contents of the Vanilla folder. Or at least, I've fixed it until this crashes the game some other way.
This mod looks very good.
Is it chance to force it to work with resolution 1680x1050?
jaxa, I don't have an answer for that, but I would be curious to know if it worked. Even though 1920x1080 is a 16:9 aspect ratio and 1680x1050 is a 16:10 ratio, I'm thinking it might still work because the 1680x1050 would fit in the field of the larger resolution's box? :06:
Hmm, it's not so easy unfortunately :hmmm:
SH3 starts, but field of view isn't proper, probably as You said it's ratio problem (16:9 versus 16:10). I'd like to fix it, because the game looks very good in native LCD resolution.
Delta Wolf
01-03-15, 10:00 PM
Just wanted to stop by here and say what a fantastic mod this is :up:
Thank you :subsim:
Delta Wolf
01-06-15, 03:34 PM
Hi Guys,
Just a couple of things....
1. I appear to have and issue perhaps a mod conflict? im not sure but when my Uboat dives and im in external view/free look, i get the water effect on my screen you know like when you move the external camera in and out of the water. It will stay on my external view for a couple of minutes then disappear... Any ideas?
The only mod over yours is "Supplement to V16B1 (JSGME)" i did get the warning ""en_menu.txt" has already been altered by the "Ahnenerbe WideGui 1920 x 1080 Final" mod.
I always enable the H.sie supplement to V16B1 last as per his readme.
2. If i wanted to remove the Orange sub marker from the external view (Personal Preference) do i need to edit the file data/misc/UMark ?
Or can i simply remove it?
My current Mod list....
Thomsen's Sound Pack V3.2cg
My Sound Edit
GWX - VIIC41 Player Sub
GWX - English Nav Map and Grid Refs
GWX - Enhanced Damage Effects
GWX - Integrated Orders
TMT v2 with EFS (GWX3 version)
Flags_enlighten
b25_Louder_Diesels
Wooden_Lifeboats_Mod_1.1
Torpedo damage Final ver2.0
Rapt0r's Uniforms V2.0 [Grey]
Type VII Dark cam
Radio England
Radio Deutschland
Radio USA
Das Boot Sound Mod
TorpedoTubesFfireFinal vGW
WB's Deck Gun Range
WB's Decks Awash + Fuel Economy
WB's Renown Replacement
Waterstream+Exhaust Combi V2.3 for GWX3
M.E.P v5
Optional - FSF for MEP v5
Optional - Zoomable Free Camera
M.E.P v5- VisualSensors for GWX3
GWX - Open Hatch Mod
GWX - Contact Color
Ahnenerbe WideGui 1920 x 1080 Final
Color Dials with Dark Compass
Supplement to V16B1 (JSGME)
If anyone can see any other issues with my mods then please let me know
Thank you
in TDC screen on salvo select dial visible inscriptions with numbers torpedo tubes, that duplicate picture. Not those that are drawn on the dial, those that have a text format, and I think that can be removed. Who can say how to fix them?
scott_b
01-12-15, 02:27 PM
Hello all,
Interesting fact pattern here with this mod. I have GWX and this mod and I can get the single player games to work, but when I try to start a new campaign it crashes to desktop. Sometimes it works if I don't do any crew management upon my first mission, but even some other times even if I don't attempt any crew management it CTD. If I remove the mod from JGSME the GWX works just fine.
Any ideas of what I should do? My native resolution is 1440p, but I have done what user Foggy mentioned below and that worked, but for some reason the campaign doesn't like me.
ReallyDedPoet
01-12-15, 03:11 PM
Do you have the 4gig Patch Installed? I can run this with many other mods over GWX and no issues. Maybe
list your system specs.
scott_b
01-13-15, 11:44 AM
Do you have the 4gig Patch Installed? I can run this with many other mods over GWX and no issues. Maybe
list your system specs.
Hey ReallyDedPoet,
Thanks for your response. Yes, I do have the 4gig Patch installed, but maybe I did it incorrectly? Not sure. I was able to get it to work last night, but only after it crashed to desktop several times. I'm a stubborn person so I just kept doing the same thing until it worked. I feel like it is almost like flipping a coin. Sometimes it works, sometimes it doesn't.
Specs:
I have the steam version of the game
cpu: i7 4790k
gpu: gtx 980 sc
ram: 16gb
os: win 8.1
ReallyDedPoet
01-13-15, 12:06 PM
Hey ReallyDedPoet,
Thanks for your response. Yes, I do have the 4gig Patch installed, but maybe I did it incorrectly? Not sure. I was able to get it to work last night, but only after it crashed to desktop several times. I'm a stubborn person so I just kept doing the same thing until it worked. I feel like it is almost like flipping a coin. Sometimes it works, sometimes it doesn't.
Specs:
I have the steam version of the game
cpu: i7 4790k
gpu: gtx 980 sc
ram: 16gb
os: win 8.1
What 4gig Patch did you use? There are a couple that are available. Your specs are more than adequate :yep:
Good to be stubborn when playing the Silent Hunter Series, but worth it when you get to the right set-up. Did you do this: Right click on SH3.exe set compatability mode to Win XP Service Pack 3. Do this after applying the patch. I saw something earlier in the SH3 Forums and this worked. Also I have done this before as well.
Forgot to mention it earlier.
scott_b
01-13-15, 12:28 PM
What 4gig Patch did you use? There are a couple that are available. Your specs are more than adequate :yep:
Good to be stubborn when playing the Silent Hunter Series, but worth it when you get to the right set-up. Did you do this: Right click on SH3.exe set compatibility mode to Win XP Service Pack 3. Do this after applying the patch. I saw something earlier in the SH3 Forums and this worked. Also I have done this before as well.
Forgot to mention it earlier.
I used the 4gb patch from the Living Silent Hunter III "tools" page. I read somewhere that it worked well with the steam version. Please note that I'm not running Living Silent Hunter. So maybe that is the problem?
I also haven't done the right click and set the compatibility mode. I will try that tonight. I usually just right click on the GWX shortcut and "run as administrator" because if I don't it crashes immediately with the widescreen mod active. I don't have to do this when the widescreen mod is inactive.
Thanks again for troubleshooting with me. It is greatly appreciated.
ReallyDedPoet
01-13-15, 12:51 PM
I used the 4gb patch from the Living Silent Hunter III "tools" page. I read somewhere that it worked well with the steam version. Please note that I'm not running Living Silent Hunter. So maybe that is the problem?
I also haven't done the right click and set the compatibility mode. I will try that tonight. I usually just right click on the GWX shortcut and "run as administrator" because if I don't it crashes immediately with the widescreen mod active. I don't have to do this when the widescreen mod is inactive.
Thanks again for troubleshooting with me. It is greatly appreciated.
Let us know how you make out.
As far as the 4gig Patch I think that one is ok. The one I use is hsie's, it has the patch and a bunch of other fixes.
Got a problem. I can't make version of this mod entitled 'final' working in career with GWX+FM_Interrior Mod v 1.0 as well as 2.1 d neither activating it befor or after interrior mods. Inspite of it works fine with Ub7 interriors in Naval Academy and with Torpedoraum Typ II for Postalbyke, as soon as I trying to choose 'семерку' Uboat Typ 7 in campaign I always got CTD with bug report.
Report says:
AppName: sh3.exe AppVer: 1.4.0.1 ModName: d3d9.dll
ModVer: 0.0.0.0 Offset: 000067e7
ReallyDedPoet
01-20-15, 05:58 PM
What order are your mods in?
GWX 3.0
----
Ahnenerbe WideGui 1920x1080 Final
Torpedoraum Typ II...
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flags&Pens 2010
FM_New Interrior v2.1d
FM cameras interrior
Tryed both to place Ahnenerbe mod befor and after FM_New interrior and it works in Naval academy but always got CTD with Ub7 in career. As well as I have tryied to activate two mods - Ananerbe and New Interrior alone with same result.
Applying German U-boat copilation after FM_New Interrior v2.1d didn't help.
ReallyDedPoet
01-20-15, 07:36 PM
GWX 3.0
----
Ahnenerbe WideGui 1920x1080 Final
Torpedoraum Typ II...
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flags&Pens 2010
FM_New Interrior v2.1d
FM cameras interrior
Tryed both to place Ahnenerbe mod befor and after FM_New interrior and it works in Naval academy but always got CTD with Ub7 in career. As well as I have tryied to activate two mods - Ananerbe and New Interrior alone with same result.
Applying German U-boat copilation after FM_New Interrior v2.1d didn't help.
Are you using the 4gig Patch? By the way the mod should go at the end.
ReallyDedPoet
01-20-15, 07:42 PM
The below is basically what I have installed and it works fine :yep:
All on top of GXW 3.0
--------------------------------------
LifeBoats&Debris_v4
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Aces' Multimod compatability fix release v1.3 public beta
Aces' Super Turms v6 for GWX
Pascal_Port_People
Merchant_Fleet_Mod_3.2
Combat Radio Frequency
b25_SF_Grass_Full_V2
B25_Deck_Crew_Ambient
Haunting Atlantic Wind
Real Depth Charge
DAS BOOT Music
DBSMMainMod
DBSM_SH3_Speech_Fix
Das Boot Clothes
Flags_enlighten
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Rubini´s Underwater dust&plancton v1
CCoM_8.x_Bug_Hecktorpedoraum_V1.0
Dunkle_Torpedos
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Ahnenerbe WideGui 1920 x 1080 Final
Aces' Torpedo Rooms Camera Fix v2.2 for CCom Mod
Supplement to V16B1 (JSGME)
M.E.P v5
Optional - FSF for MEP v5
M.E.P v5 - VisualSensors for GWX3 with Anvart's FUMO mod
Are you using the 4gig Patch? By the way the mod should go at the end.
Yes, I have 4Gb patch applied to my sh3.exe and the game loads faster with it. Here is what I have found. I have disabled all mods in JSGME and then applied first FM_New_Interrior v2.1d and Anhnenerbe GUI mod. I loaded Naval academy mission and it worked fine as always, I had widescreen resolution and saw all additional compartments of the boat, but each time as I was trying to launch new campaign choosing Type 7 u-boat, the game showed loading screen, loading bar reched 100% progress and game crushed. As I have noticed from mod lists above you use FM_New_Interrior v1.0 instead of 2.1d, which adds torpedoroom and Flakmonkey's Interior with crew, wich adds more crewmembers. Thus I have activated FM_New_Interrior v1.0 and launched new campaign Type 7 in Kenigsberg, surprisingly it started normally!:woot:Thus I assume that this mod could be incompatible with FM_New_Interrior v2.1d and Flakmonkey's Interior with crew in campaign somehow :/\\!! but it works fine in naval academy missions.
UPD: haven't been tracking new mods carefully for several years and just missed CCoM_8.x_Bug_Hecktorpedoraum mod. WOW! It there any mods to add crew members to new and empty compartaments?
UPD2: Sh*t! Got the same CTD starting campaign as soon as activated:
FM-Interrior 1.0,
CCoM_8.x_Bug_Hecktorpedoraum mod 1.0
Ahnenerbe WideGui 1920 x 1080 Final
ReallyDedPoet
01-21-15, 08:21 PM
Not that I am aware of as far as mods adding crew to the CCom Mod. I use it as it is compatible with FM 1.0.
I am wondering if: Aces' Multimod compatability fix release v1.3 public beta is making a difference on my end. It is almost right after the FM mod.
Not that I am aware of as far as mods adding crew to the CCom Mod. I use it as it is compatible with FM 1.0.
I am wondering if: Aces' Multimod compatability fix release v1.3 public beta is making a difference on my end. It is almost right after the FM mod.
Thanks for your advisep but I hardly can try it as soon as all links to Aces' Multimod compatability fix release v1.3 public beta in its thread are dead.
ReallyDedPoet
01-22-15, 03:59 PM
Thanks for your advisep but I hardly can try it as soon as all links to Aces' Multimod compatability fix release v1.3 public beta in its thread are dead.
You are looking in the wrong place. Try Maik's Archives ( sticky in the SH3 Mod Forum ) and search under Aces, you will see it there.
Take note though of the mods it makes compatible. All good ones by the way.
LifeBoats&Debris_v4
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
ReallyDedPoet
01-22-15, 04:20 PM
Aces Mod
(ftp://Maik:Woelfe@hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/ACES/Aces%27%20Multimod%20compatability%20fix%20release %20v1.3%20public%20beta.rar)
corporalspiffy
01-27-15, 02:11 PM
this is an incredible mod!! wow!! good job!! a whole new game.
the kiel kanal in and out don't plot properly with the way this mod is right now.
the ruler's protractor in tool helper isn't flipped 180 degrees
in the control room when you click on one of the officers the camera does not pan in on his face.
i find that a lot of text and other interactive features have become smaller and more difficult to read despite there being a lot more screen space.
why is the navigation chart so small when there is so much unused screen space?
the crew management screen has become smaller than it was and more difficult to navigate.
im sure you have good reasons. thanks for the great mod.
Faslane
01-28-15, 06:06 PM
Excellent mod much appreciated.
I prefer to use the RAOBF wheel and attack disc for my manual targeting set up. However when using the RAOBF wheel in this mod the the horizontal and vertical scale marks on the x hairs are missing.
Anyone else have this problem? Is there a fix?
popesnax
01-29-15, 05:14 PM
I did a fresh install of this mod today and now for some reason my Tube Selector is blank. (No I, II, III)
This is presumably because of my afore-mentioned Font change (to get rid of the Cyrillic characters replacing all the umlauts) swapping out the mod's Fonts folder with the vanilla Fonts folder.
Does anyone know what specific .tga file has the Tube Selector in it so I can replace it?
Aktungbby
01-29-15, 05:49 PM
popesnax! :Kaleun_Salute: a trifle belatedly we seem to have missed your first posts. Forgive our manners.
Does this work with GWX3.0? Which file do I get? I plan on running GWX and NYGM, but would really like it to be 1080.
Thanks!
THEBERBSTER
02-04-15, 04:39 AM
A Warm Welcome To The Subsim Community > popesnax :subsim:
Came in under the Radar :haha:
You Will Always Find Someone Here To Help You :sunny:
Link To My > SH3 – SH4 – SH5 > Posts :salute:
Step By Step Tutorials & How To Do It.:up:
Also Included Are Some Useful Download Links :salute:
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
If You Are New To Subsim or Silent Hunter My Thread Link Might Save You Some Time. :yep:
Subsim <> How To Donate <> See The Benefits <> Support The Community :yeah:
http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119
ReallyDedPoet
02-04-15, 09:42 AM
Does this work with GWX3.0? Which file do I get? I plan on running GWX and NYGM, but would really like it to be 1080.
Thanks!
Yes for GWX, see the first post, not sure on NYGM.
BigWalleye
02-04-15, 10:01 AM
Does this work with GWX3.0? Which file do I get? I plan on running GWX and NYGM, but would really like it to be 1080.
Thanks!
Ahnenerbe WideGui 1920 x 1080 Final works with GWX3.0 as downloaded. For NYGM, you should add Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D.
Schmonzo
02-22-15, 06:17 PM
http://i.imgur.com/jon1Okm.jpg
hey, can anyone point out where I can change it so I can give manual input?
Example:
I am using the dial A to get my Data. How can I input distance in B without using the sheet in the top roight corner? I can't find a switch so I can manipulate Dials B, C or D directly...
TDC on/off with keyboard keys "Ctrl+T".
Schmonzo
02-23-15, 06:05 AM
Thanks Tycho, ctrl+t works like a charm.
One more question though: is there a way to get more detailed lines on the periscope? Right now it has steps of 2, steps of 1 would be preferable for me to make more accurate readings for the TDC.
Also that quick recognition manual is pure awesome!
Back at SH3 after a few years. Did a fresh install, hsie stuff, steibler stuff, latest NYGM, and this wide screen GUI. Seems to all be working as designed !
Running in wide screen and higher resolution really perks up the look of SH3 and this really is an exceptional GUI mod, incorporating some of the best work that has gone before and very nice original work.
Ahnenerbe, thanks a bunch for this mod !
It appears that even with more "table space" available due to wide screen/hires the plotting map has remained the same size. I find the map more difficult to plot on in this mod. Is it possible to make the map size bigger ? For my own preference the bigger the better, even to the point of "stowing" the map tools as pull downs.
I'm not a modder but I can follow (simple !) instructions; is there an easy way to do this ?
Thanks again for a great mod,
Terry
Ahnenerbe
02-26-15, 04:18 AM
Back at SH3 after a few years. Did a fresh install, hsie stuff, steibler stuff, latest NYGM, and this wide screen GUI. Seems to all be working as designed !
Running in wide screen and higher resolution really perks up the look of SH3 and this really is an exceptional GUI mod, incorporating some of the best work that has gone before and very nice original work.
Ahnenerbe, thanks a bunch for this mod !
It appears that even with more "table space" available due to wide screen/hires the plotting map has remained the same size. I find the map more difficult to plot on in this mod. Is it possible to make the map size bigger ? For my own preference the bigger the better, even to the point of "stowing" the map tools as pull downs.
I'm not a modder but I can follow (simple !) instructions; is there an easy way to do this ?
Thanks again for a great mod,
Terry
Hi Terry and thank you for review !!
About the Map ..... Maybe there is some way to change the size of the Map under this resolution (although it is unlikely to work), but I could not do it. I tried many times, but all in vain. Therefore, it remains to be content with what we have.
++ Ahnenerbe ++
Ahnenerbe
02-26-15, 05:31 AM
Hey there !!
Made once a new compass (in the last year). Who is interested to use, can be downloaded here: Steering Wheel Compass (https://mega.co.nz/#!k4dhxTYb!vyxnHRwRsDUKWcfdnG_-HE6IUWDVz9R0i7bhcjCwvxc). Apply with JSGME.
++ Ahnenerbe ++
http://i66.fastpic.ru/big/2015/0226/40/250c2801852fbcc633b716cfccd33340.jpg
Schmonzo
02-26-15, 11:25 AM
Thanks a bunch for this GUI ahnenerbe, I love it. So many nice details, really makes silent hunter feel like a new game!
alpha_1
03-13-15, 04:40 PM
Hi all; I've been through this thread twice, looking for a link to download this mod but can't find one. Can somebody point me in the right direction please? I'm using GWX 3, by the way.
Thanks.
It is in the first post on page 1.
alpha_1
03-13-15, 04:59 PM
TYVM!!! Silly me, I guess I was too busy drooling to see it.
Cheers,:up:
LOOKS AWESOME Ahnenerbe!!! :rock:
Excellent Job! :up:
Thank you :salute:
ReallyDedPoet
03-18-15, 06:55 PM
Can someone point me to the proper node in the cameras.dat file ( using S3D ) that is responsible for zooming in and out regarding the sub or other objects.
And I don't think it is the free camera one, more when the the camera is locked onto the sub\object ( object is moving though ).
I am finding that I would like more control so I could zoom in closer. Has anyone made anything specific for this mod that does this?
Thanks for any help.
ReallyDedPoet
03-19-15, 02:22 PM
Bump :)
You need to create an optical controller for the camera that you want:
http://oi57.tinypic.com/fbynhj_th.jpg (http://oi57.tinypic.com/fbynhj.jpg)
I made that for all interior cameras with 2x zoom:
http://oi58.tinypic.com/33vj62f_th.jpg (http://oi58.tinypic.com/33vj62f.jpg)
http://oi62.tinypic.com/2qwg1ht_th.jpg (http://oi62.tinypic.com/2qwg1ht.jpg)
ReallyDedPoet
03-19-15, 08:08 PM
Thanks.
Get an msvcrt.dll crash when I try this mod. Same thing happens with the other Widescreen mod as well. :dead:
Ahnenerbe
03-26-15, 02:38 PM
Get an msvcrt.dll crash when I try this mod. Same thing happens with the other Widescreen mod as well. :dead:
Looks like an update is required libraries Microsoft Visual C ++ ....... Look for your OS (x86 or x64).
All good !!
++ Ahnenerbe ++
Looks like an update is required libraries Microsoft Visual C ++ ....... Look for your OS (x86 or x64).
All good !!
++ Ahnenerbe ++
I have all the C++ updates via Windows Update. I'm not sure what else to get. I'm on Win7 64. I do run on Steam though, could this be the issue?
Also, the D3D.dll and D3D.cfg files go in the main SH3 folder, correct?
BigWalleye
03-27-15, 07:05 AM
I have all the C++ updates via Windows Update. I'm not sure what else to get. I'm on Win7 64. I do run on Steam though, could this be the issue?
Also, the D3D.dll and D3D.cfg files go in the main SH3 folder, correct?
Not trying to jump Ahnenerbe's route, but yes, the two d3d9 files go in your main SH3 folder, the same folder which contains your sh3.exe (and JSGME.exe).
But, whoa! d3d9.CFG? :huh:! I hope this was just a mistake. Because the file you want is named d3d9.INI. This is true for both Ahnenerbe's and VanJast's 1920x1080 mods (and all of the 1360x768 widescreen mods as well - since they all use Seeadler's d3d9.dll). If you have somehow gotten a d3d9.cfg file in there, it is the wrong one. Make sure you have the d3d9.ini file that comes with the mod you are using.
corporalspiffy
03-27-15, 11:20 AM
the observation periscope shortcut doesnt seem to work.
how do the mini shortcuts inside the periscopes and conning tower shortcuts work?
thanks
Not trying to jump Ahnenerbe's route, but yes, the two d3d9 files go in your main SH3 folder, the same folder which contains your sh3.exe (and JSGME.exe).
But, whoa! d3d9.CFG? :huh:! I hope this was just a mistake. Because the file you want is named d3d9.INI. This is true for both Ahnenerbe's and VanJast's 1920x1080 mods (and all of the 1360x768 widescreen mods as well - since they all use Seeadler's d3d9.dll). If you have somehow gotten a d3d9.cfg file in there, it is the wrong one. Make sure you have the d3d9.ini file that comes with the mod you are using.
Sorry, yes, INI. lol
Think I might just pick up the Gamersgate version for $10 and give it a go. I really can't figure this out.
BigWalleye
03-27-15, 12:31 PM
Sorry, yes, INI. lol
Think I might just pick up the Gamersgate version for $10 and give it a go. I really can't figure this out.
Unless somebody has another suggestio , I think that's about the only thing left to try. Good luck!
Unless somebody has another suggestio , I think that's about the only thing left to try. Good luck!
It's so weird. I can't even find anybody on google with the same issue. Strange how all of my other games work just fine...it's that DLL file causing some goofyness. Odd.
**FIXED** :yeah:
Had to right-click and run the SH3.exe as Administrator. Did that and it fired right up, no issues.
This sim looks really good at 1920x1080, especially for being as old as it is!!
BigWalleye
03-28-15, 04:39 AM
**FIXED** :yeah:
Had to right-click and run the SH3.exe as Administrator. Did that and it fired right up, no issues.
This sim looks really good at 1920x1080, especially for being as old as it is!!
Duh-oh! Never thought to mention that. Glad you have it working.
corporalspiffy
04-12-15, 09:21 AM
to toggle between "automatic" and "manual" TDC do i have to go from periscope to attack map and back to periscope or is there a short cut or a button im missing?
Ahnenerbe
04-13-15, 09:28 AM
to toggle between "automatic" and "manual" TDC do i have to go from periscope to attack map and back to periscope or is there a short cut or a button im missing?
Use hotkeys ctrl+t
corporalspiffy
04-13-15, 08:21 PM
Use hotkeys ctrl+t
i tried that but it doesnt seem to work. maybe there is a conflict with other mods or something.
Ahnenerbe
04-14-15, 12:05 PM
i tried that but it doesnt seem to work. maybe there is a conflict with other mods or something.
Most likely you are blocked or not using file Commands_en.cfg, command parameter is registered there ......
[Cmd131]
Name=Toggle_TDC_autoupdate
Ctxt=1
Key0=0x54,c,"Ctrl+T"
corporalspiffy
04-14-15, 04:21 PM
Most likely you are blocked or not using file Commands_en.cfg, command parameter is registered there ......
[Cmd131]
Name=Toggle_TDC_autoupdate
Ctxt=1
Key0=0x54,c,"Ctrl+T"
im using the german file and cmd 131 has no assignment
sorry to have wasted your time. thanks for the help.
thanks again for this nice mod.
Fubar2Niner
05-15-15, 10:50 AM
@Ahnenerbe, or any other users.
Using a 4k monitor here mate and your mod, here is the problem;
Have tried running at native res ( 3840x2160 ) and at 1920 x 1080, same result; see below.
With your mod I get the dreaded 'Flat sun' - no halo/no rays, if I disable your mod the sun looks great, but alas all my dials are egg shaped. I have tried Mano's sun fix, no workie, also tried OLC 'Flat Sun fix for OLC 'Gold'', again no works. This is killing me, any ideas mate. Mod list below:
Generic Mod Enabler - v2.6.0.157
[E:\GWXtest\MODS]
GWX - Captain America's Officer Icons
GWX - Integrated Orders
GWX - Merged Campaign
GWX - Alternative Flotillas
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
Urfischs_ModStrike_Beta1
Merchant_Fleet_Mod_3
M.E.P v5
Torpedo damage Final ver2.0
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Combat Radio Frequency
Q Ship mod GWX3.0
Destroyers&Corvette
DD_VisibleMines_V1.0
FM30_UpDown_final
FixAllSubGWX
TKSS18 German U-Boats Compilation
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FM_NewInterior v2.1D
WAC4.1 SubPen_animated_18.02.2010
Depthcharge Shake v2.01
FuMO29_radar_fix
Torpedo_HAHD_1024_GWX
GWX3.0 All_Weather_Guns
Optional - ShipVanishingHull for MEP v5
M.E.P v5 - VisualSensors for GWX3 with Anvart's FUMO mod
LifeBoats&Debris_v4
WB's Renown Replacement
M04B-MX04B
MFM3.2 displacement correction mod
Searchlights_Removed
Ahnenerbe WideGui 1920 x 1080 Final
Any and all help appreciated.............. Nearly forgot, needless to say this is an Nvdia setup.
Best regards.
Fubar2Niner
fitzcarraldo
05-15-15, 11:35 AM
Did you set antialiasing in Nvidia Inspector to 4x4 Multisampling? Without that you ever will have the flat sun.
Regards.
Fitzcarraldo :salute:
Fubar2Niner
05-16-15, 06:57 AM
Did you set antialiasing in Nvidia Inspector to 4x4 Multisampling? Without that you ever will have the flat sun.
Regards.
Fitzcarraldo :salute:
Certainly did mate, I'm sure this is peculiar to both w/s mods of Vanjast and Ahnenerbe. If I remove either of those mods, sun halo returns. I've still some testing to do, screen shots and more info to follow :arrgh!:
Best regards.
Fubar2Niner
fitzcarraldo
05-16-15, 12:53 PM
Post some SS please. I use Anhenerbe WS in 1920x1080 and no problem with sun halo. See my SS in SUBSIM Facebook.
Regards.
Fitzcarraldo :salute:
fitzcarraldo
05-17-15, 06:37 AM
Welcome aboard Pamelaro!
Fitzcarraldo :salute:
Fubar2Niner
05-17-15, 10:40 AM
Post some SS please. I use Anhenerbe WS in 1920x1080 and no problem with sun halo. See my SS in SUBSIM Facebook.
Regards.
Fitzcarraldo :salute:
Fitz all is not what it seems :doh: Is there a chance you could pm me your inspector settings please mate.
The problem I am getting seems to only happen if I enable "Overide any application setting" in Inspector. No matter how little or large the AA settings. If the afore mentioned setting is left at default or 'Enhance' AA is non-existant ! This is all on stock 1.4b.
This is really killing me, never had this problem till I got this new monitor. 16:9 from 16:10..........
Best regards old friend.
Fubar2Niner
fitzcarraldo
05-17-15, 03:49 PM
This is my Nvidia Inspector settings:
http://img905.imageshack.us/img905/5176/ofoHqR.jpg
Try to redownload Inspector and reinstall it. Also, check in the Nvidia CP (the default Nvidia GC controls), if you have a SH3.exe profile and activate it (with defaults settings).
I use 1920x1080, 16:9 monitor, and Anhenerbe GUI works fine, with sun halo and a fine antialiasing for that resolution and settings (4x4 Multisampling).
Best regards and have you luck. :yeah:
Fitzcarraldo :salute:
Fubar2Niner
05-21-15, 11:22 AM
Hi Fitz.
Thanks for all your help, unfortunately this 980 setup don't want to play nice like my old 580. I really can't take my dials etc. looking like the pentagon, so I'm gonna suffer the flat sun and hope peeps forgive my future screenies :up:
Thanks for your help once again old friend.
Best regards.
Fubar2Niner
Fubar2Niner
05-23-15, 04:14 AM
@Fitz
After much experimenting with Nvidia Inspector I got my sun back and with almost zero jaggieshttp://http://www.mediafire.com/view/tj7vd1t5v7dj97c/NI_settings.jpghttp://www.mediafire.com/view/tj7vd1t5v7dj97c/NI_settings.jpg (http://www.mediafire.com/view/tj7vd1t5v7dj97c/NI_settings.jpg). Can't thank you enough for your help mate. Still not quite as good as I had, but close enough. Seems my 980 GTX's dont like 8xCSAA, which was how I used to run my 580's :(
In game
http://www.mediafire.com/convkey/a0d4/dyfi2zm0rob1ema5g.jpg (http://www.mediafire.com/view/?dyfi2zm0rob1ema)
Inspector settings
http://www.mediafire.com/convkey/2592/tj7vd1t5v7dj97c4g.jpg (http://www.mediafire.com/view/tj7vd1t5v7dj97c/NI%20settings.jpg)
Thanks again old friend. :salute::rock:
Best regards.
Fubar2Niner
InTheNavy
05-24-15, 11:37 AM
First of all: I want to say that I love this mod! I believe it to be the best GUI for the game, and now I can finally play at full 1920 x 1080 resolution. Very nice!
However, I must report a minor problem. It seems that whenever I attempt to launch SH3 (with this mod enabled) through Steam I get CTD. But if I launch it directly from the game's directory it works flawlessly. I know it is this mod because it's the only one enabled in JSGME. If I disable it, Steam will launch the game without problems.
I know this is a very minor issue. I just like being able to launch it easily through Steam and show friends what I'm playing.
Edit: Nevermind. I fixed it by running SH3 as an administrator. Go figure.
fitzcarraldo
05-26-15, 07:30 PM
@Fitz
After much experimenting with Nvidia Inspector I got my sun back and with almost zero jaggies. Can't thank you enough for your help mate. Still not quite as good as I had, but close enough. Seems my 980 GTX's dont like 8xCSAA, which was how I used to run my 580's :(
Thanks again old friend. :salute::rock:
Best regards.
Fubar2Niner
Congrats and sink'em all!!!
All the best.
Fitzcarraldo :salute:
laminator
06-03-15, 05:20 PM
Hi Mates!
First and foremost a big THX to Ahnenerbe for this exceptional piece of work!
After starting playing SHIII for the first time now:oops: I was able to sort out all my trouble so far.
But one problem remains, I´m not able to activate the sliding Chronometer on the Map-Screen! Is this normal behaviour or am I missing something?
I mean, the Chrono is very important for me for good mapwork, having to switch to the periscope e.g. to activate it and back to the map is really annoying, so any solution to this problem would be highly apreciated.
regards,
Lami
Aktungbby
06-03-15, 05:50 PM
laminator! After an eight year silent run!:Kaleun_Salute:
laminator
06-03-15, 06:48 PM
yep, I´m not that vocative, more the silent reader type;)
And thanks to the excellent ressources on this site I was able to resolve all my previous SHIV/V problems by digging deep and reading much:haha:. But this time, I´m stuck...
naoki53
06-09-15, 07:39 AM
somebody help! I wanna use Depthcharge Shake v2.01 with Ahnenerbe WideGui 1920 x 1080 but there is a problem at cameras.dat.
Fubar2Niner
06-09-15, 03:05 PM
somebody help! I wanna use Depthcharge Shake v2.01 with Ahnenerbe WideGui 1920 x 1080 but there is a problem at cameras.dat.
Not to sound a complete arse but an explanation of the problem would help mate. Screens, symptoms etc. mod list, all this might help track the problem down.
Best regards.
Fubar2Niner
naoki53
06-10-15, 07:19 AM
Not to sound a complete arse but an explanation of the problem would help mate. Screens, symptoms etc. mod list, all this might help track the problem down.
Best regards.
Fubar2Niner
TX reply
My mod list is here
LSH3-2015
LSH3-2015 patch HSIE V16B1
ahnenerbe widegui 1920 x 1080
deapth charge shake
in this order, periscope has bug.
LSH3-2015
LSH3-2015 patch HSIE V16B1
deapth charge shake
ahnenerbe widegui 1920 x 1080
this,periscope is fine but not work deapth charge shake.
Delareon
06-22-15, 11:10 AM
i have a small problem using this mod.
I cant open the crew control page.
Im hitting F7 but nothing happens.
The config says:
[Cmd41]
Name=Crew_control
Ctxt=1
MnID=0x3F020008
Key0=0x76,,"F7"
Page=0x67000000,3742
dunno what i have to do for fixing this. Anybody ideas?
Edit:
Its a clean install with just GWX, h.sie Patch and this Mod, currently nothing else
Great mod! UnfortunatelyI do have some problem with the speed estimation using the AOB finder/ring. In the torpedo training mission i time the tanker to 26seconds. If I remeber it correcetly its speed is 7knots.
Thats not the speed the AOB gives me.
Anyone else who has this problem?
This is my modlist so far
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
S3H-H.sie-Patch-V16B1
FM_NewInterior v2.1D
Thomsen's Sound Pack V3.2cg
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
Magic1111
06-30-15, 01:30 AM
Hello Ahnenerbe!
Please check PN that I´ve sent to you, many thx! :yeah:
Best regards,
Magic :salute:
Is there anyway to hide the bottom Dials and officers console ???
Magic1111
09-04-15, 12:14 PM
Is there anyway to hide the bottom Dials and officers console ???
Use the standard key for all gui´s (incl. Stock Gui):
Press comma key on Numeric Keypad!
Use the standard key for all gui´s (incl. Stock Gui):
Press comma key on Numeric Keypad!
Will try that Thanks matey !
Magic1111
09-05-15, 11:13 AM
Will try that Thanks matey !
My pleasure, hope it works mate! :up:
My pleasure, hope it works mate! :up:
It works like a charm:up: matey thanks !
Catalysis
09-16-15, 12:27 AM
Hi Everyone,
How do I activate that OLC Gold attack wheel thingy at the top of the Ahnenerbe WideGui screen please? Have tried just about everything and no luck.
Many thanks
Magic1111
09-16-15, 02:20 AM
How do I activate that OLC Gold attack wheel thingy at the top of the Ahnenerbe WideGui screen please? Have tried just about everything and no luck.
What for a wheel? :hmmm:
All known wheels and Attack Tools are in this GUI MOD included, please check the screenshots on Post #1 of this Thread, there you´ll be see all the wheels!
What for a wheel? :hmmm:
All known wheels and Attack Tools are in this GUI MOD included, please check the screenshots on Post #1 of this Thread, there you´ll be see all the wheels!
There is one in the attack Periscope Magic111 but I think its purely Decor! :03:
Magic1111
09-16-15, 06:17 AM
There is one in the attack Periscope Magic111 but I think its purely Decor! :03:
IIRC that the Attack wheel works is it important, that in the game options the manual target function is enabled! :hmmm:
IIRC that the Attack wheel works is it important, that in the game options the manual target function is enabled! :hmmm:
:arrgh!: Haaaaarg....now I get the use for that Wheel !:D
Magic1111
09-16-15, 06:29 AM
:arrgh!: Haaaaarg....now I get the use for that Wheel !:D
:haha::haha:
:salute:
Catalysis
09-16-15, 08:22 PM
I got the disc to appear but not the OLC green reticule. The stock Ahnenerbe reticule is all that's showing. Is there a way to correct this, thanks.
ChaosDuck7
10-25-15, 02:48 AM
So I reinstalled the game (i used to use this mod and I love it!)
but now theres a problem. Whenever I raise or lower the attack periscope with the page up/page down key i get a "Jawohl Her Kaleun" every time I press the button and its super annoying. Ive narrowed it down to this mod after hours of trial and error. If i disable this, i dont get the problem.
What gives? Was it something that was added?
Im only running this with GWX and merchant fleet mod.
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