View Full Version : ARB WideGui 1920x1080
1. Is this for GWX3 ?
2. if I already have the SH3.exe patched, do I need to repatch with Tycho's Patch ?
kyle9154
12-01-22, 09:33 PM
1. Is this for GWX3 ?
2. if I already have the SH3.exe patched, do I need to repatch with Tycho's Patch ?
Jerry you can use this through jsgme with onealex mod, i'm using it right now and everything looks fine and its an improvement. There's so much more space to do fine torpedo depth adjustments and also both sides of AOB attack disk plus black bearing tool and the raobf is all able to fit and be selected. Last one in onealex mod had only one side of AOB attack disk as onealex couldn't fit them all in.
https://i.gyazo.com/1fe0144e6aa9a45a4312960d5aaa8744.jpg
https://i.gyazo.com/71a4122aa23cb13a1c745dd8c68319e9.jpg
Using with Onealex compilation loaded through jsgme as I didn't want to overwrite anything already in Onealex install.
All right, looks good. I'll give it a go ... thanx
Parkkwang
12-02-22, 02:22 AM
great :Kaleun_Salute::Kaleun_Thumbs_Up::Kaleun_Applaud:
I seem to have lost functionality of my chrono, it's there but doesn't work, using ARB v.04 :hmmm: with OneAlex 1.52
kyle9154
12-02-22, 04:55 PM
I seem to have lost functionality of my chrono, it's there but doesn't work, using ARB v.04 :hmmm: with OneAlex 1.52
Hey Jerry, yeah after fooling around and testing we noticed that as well as the attack periscope vertical scale line been drawn over by another set which we know is a onealx file interfering with it, we just don't know which one. CapZap is working on one tailored made for onealex compilation where it removes unnecessary menus/charts/tools that Onealex mod already had and only adds the essential stuff which is the Uzo/periscope views/lens and the bug fixes. He also reached out to Brodaga to see if he may know which file or can install onealex mod and find it for us, I'll send it to you via discord once he has it complete (it will be a lot smaller Mb wise), I'll post it on the Onealex discord as well in announcements channel ;)
kyle9154
12-03-22, 07:23 AM
@Brodaga That's what CapZap and I are dealing with, the vertical scale of the attack lens being copied over by something from the onealex mod somewhere, we fixed Doolar's issue of the stop watch not working so all is left is this to fix. We know your mod is fine but we're hoping that with your knowledge of UI you may know which file in the Onelaex mod install is causing the overlap.:k_confused: Once this is solved/fixed then CapZap can release a compatible version that people can load through jsgme.:Kaleun_Thumbs_Up:
https://i.gyazo.com/203176a405602c9f18e2e2c6bc16eec4.jpg
Dieselglock
12-03-22, 10:00 AM
[QUOTE=kyle9154;2840718]@Brodaga That's what CapZap and I are dealing with, the vertical scale of the attack lens being copied over by something from the onealex mod somewhere, we fixed Doolar's issue of the stop watch not working so all is left is this to fix. We know your mod is fine but we're hoping that with your knowledge of UI you may know which file in the Onelaex mod install is causing the overlap.:k_confused: Once this is solved/fixed then CapZap can release a compatible version that people can load through jsgme.:Kaleun_Thumbs_Up:
[/QUOTE
Along with the chrono and the reticle on the attack scope are you guys also experiencing a double view in the binocular view ?
kyle9154
12-03-22, 11:01 AM
[QUOTE=kyle9154;2840718]@Brodaga That's what CapZap and I are dealing with, the vertical scale of the attack lens being copied over by something from the onealex mod somewhere, we fixed Doolar's issue of the stop watch not working so all is left is this to fix. We know your mod is fine but we're hoping that with your knowledge of UI you may know which file in the Onelaex mod install is causing the overlap.:k_confused: Once this is solved/fixed then CapZap can release a compatible version that people can load through jsgme.:Kaleun_Thumbs_Up:
[/QUOTE
Along with the chrono and the reticle on the attack scope are you guys also experiencing a double view in the binocular view ?
No issues here on my end but then again i'm using CapZap's modified version for onealex which is a WIP so it very well could be another issue with the original UI available on the first post. Its because onealex uses an older version of this mod and if you load it over top using jsgme it frigs some things up, Cap Zap is almost there with this WIP version. As I said if we can get the author to find the onealex file/value interfering with the attack scope reticle then we'll be golden, Alex himself is too busy and rarely available due to power loss from Russian missile strikes on his country's power grid.
Brodaga222
12-03-22, 02:34 PM
Hi! The reticle appeared because the TychoSh3Patch_v3 mod was not activated. It removes the original reticle and enlarges the map. The patch comes with the mod.
1. Install TychoSh3Patch_v3:
- Copy files in the folder TychoSh3Patch_v3 into the game folder.
- Run the TychoSh3Patch.bat
@Brodaga That's what CapZap and I are dealing with, the vertical scale of the attack lens being copied over by something from the onealex mod somewhere, we fixed Doolar's issue of the stop watch not working so all is left is this to fix. We know your mod is fine but we're hoping that with your knowledge of UI you may know which file in the Onelaex mod install is causing the overlap.:k_confused: Once this is solved/fixed then CapZap can release a compatible version that people can load through jsgme.:Kaleun_Thumbs_Up:
https://i.gyazo.com/203176a405602c9f18e2e2c6bc16eec4.jpg
kyle9154
12-03-22, 04:57 PM
Hi! The reticle appeared because the TychoSh3Patch_v3 mod was not activated. It removes the original reticle and enlarges the map. The patch comes with the mod.
1. Install TychoSh3Patch_v3:
- Copy files in the folder TychoSh3Patch_v3 into the game folder.
- Run the TychoSh3Patch.bat
Okay we got it working because onealex already had the tyco patch v3 so I didn't add it the first time that's why the confusion. Anyways got another question as to why you didn't include a reticle with both the vertical and horizontal scales in the UZO? Also how can we add one like the attack reticle to the UZO screen? I need them for surface attacks when using UZO during manual targeting, the onealex mod had a reticle in its UZO.
FUBAR295
12-03-22, 06:09 PM
kyle9154.
I believe that the real UZO only had a center vertical line, no cross hair. If he truly is going historical, then it is correct.:salute:
Good hunting,
FUBAR295
kyle9154
12-03-22, 06:19 PM
kyle9154.
I believe that the real UZO only had a center vertical line, no cross hair. If he truly is going historical, then it is correct.:salute:
Good hunting,
FUBAR295
Strange the version I was using modified from CapZap was missing the vertical line, i see it had no horizontal line but i'm missing both, i only have the top and bottom bearings in UZO. See I think its the Onealex overhaul mod conflicting at different places because he uses ARB mod but this version got diego_gut additions and its just making a mess so I've given up and just went with what onealex already has in his mod. For the sake of having the TDC torpedo settings on the left and bigger dials/different reticles its just not worth this modding/editing headache that CapZap and I are going through. This is more of a hardcore UI too with no notepad in it so its more suited for say Fifi's NYGM hardcore mod or those who prefer not to use a rec manual like in Tonci's onealex realism videos.
Kal_Maximus_U669
12-10-22, 07:11 PM
Hello Kyle :D:D
for your gratitude problem FUBAR has reasons..
go see the TGA maybe...
D:\Sh3\SilentHunterIIIOnealex_A\data\Menu\Gui
I suspected it, that's why I was waiting for your feedback.. :yep::yep:
the interface is beautiful pretty works really shame ..:up:
Since the beginning any modification will cause problems I have already told you a little about it with interiors... in the past I have tried your fleets I have experienced problems the Onealex mod does not support exterior mods
it's not for nothing that is built with the base games only the designer knows or makes things possible... I already told you with your merchant ship mods be careful..
I took it.. but haven't tried it yet.. :hmmm:
does anyone here have it working fine? :ping:
Kal_Maximus_U669
12-17-22, 03:51 PM
Thanks for the feedback here...
I was overwhelmed...:haha::har:
the mod "Merchant Ship" garbage
I save time.. I don't break my install with bull****.. so it's all benefit.. go to more on the bus..!!:D:D
I can't wait for Alex to come back to me, I'm telling you.. :wah::wah:
Sorry Kal, I actually responded but deleted it because I didn't think it was quite on the topic of your post. I misunderstoud. If your asking about the Community Units mod for oneAlex, then no, I haven't had any issues with it.
Kal_Maximus_U669
12-21-22, 05:59 PM
Sorry Kal, I actually responded but deleted it because I didn't think it was quite on the topic of your post. I misunderstoud. If your asking about the Community Units mod for oneAlex, then no, I haven't had any issues with it.
Thx My dear Jerry So I will test it..thank you...:up:
because the designer has trouble answering..:06:
kyle9154
12-22-22, 06:52 AM
Thx My dear Jerry So I will test it..thank you...:up:
because the designer has trouble answering..:06:
Which mod designer are you talking about, the ARB wide GUI or the community units addon mod? because if its the latter then your on the wrong thread asking these questions for it so I will not answer here, on top of that your English and grammar is hard to understand. Thirdly all you ever did was complain and say my mod crashes for you when hundreds of others are using the community units addon for onealex mod just fine (its made for that mega mod only). So use it or don't use it - I don't care Kal, you figured it out.
Petar Stevanovic
12-30-22, 03:01 PM
Hello dear skipper,
I wanted to ask if this version of the mod (0.4) will recieve a hotfix like the previous version (which was 0.3.1 hotfix). Some of the functions don't work like they did in the previous, for instance the ordinary binoculars on the bridge have some sort of glitchy look to them when being used, you cannot zoom in with them anymore (i dont know whether that is intentional or not), also the 3rd person camera for the submarine can no longer zoom all the way inside the sub like in version 0.3.
Thanks in advance!
:Kaleun_Salute:
tarkalak
01-21-23, 05:58 AM
Thanks a lot for the new version, the bigger optics fixed the only thing that bugged me with this GUI.:salute:
A few notes/bugs:
1. The Salvo selector doesn't have the labels which tubes are selected. Previously it had II,III for example for selecting 2nd and 3rd tube. This is also visible in author's screenshots. This is true for a both periscopes and the UZO.
2. Binocular view seems broken, the visual part is rectangular instead of "binocular" shaped.
3. In the Hydrophone Operator's post (key H) it is no longer possible to move the camera, only pan it. I prefer to raise the view a bit up, so I could look at the gauge directly instead of the default lower position.
4. On the attack disk - the direction at which you are looking is coupled with the "shot" arrow. Previously it was coupled with the smaller pointer and the shot arrow was rotated manually. If I understand correctly they used it for setting up manual shots in real life and the long arrow was used to note the torpedo track for manual shots. So the previous implementation allowed for setting up manual (no TDC) shots, but the current one doesn't.
5. I installed it on top of the OneAlex mod and GWX (I believe) changes the stealth indicator into visibility indicator. The graphic for it is returned to the small boat in different colors instead of the "Excellent visibility", "Zero Visibility", etc. texts. The indicator works correctly showing the visibility condition, just the graphic changed.
My binoculars is square when I use it and couldn't zoom. Followed the 3 steps, and everything works except the binoculars. :k_confused:
duck0872
02-23-23, 12:58 PM
I have the same problem, when running arb 4 with gwx I have a square blocking the binoculars
propbeanie
02-24-23, 08:18 AM
Are you two (Jhanz and duck0872) using a Steam version of the game? Do you have the game installed in a "Program Files" folder?
Aktungbby
02-24-23, 12:00 PM
duck0872!:Kaleun_Salute:
Wolfstriked
02-25-23, 01:28 PM
Can someone help me with this.I register as 20/20 vision but I am experiencing the need for reading glasses everyone usually gets as they get older.Like I cant read my phone well but other than that I see perfect.I lost my reading glasses a year ago and have been winging it but now that I am back to SH3 I just ordered a new set.
But that said I still have some issues with vision in the GUI.Does anyone know if its possible to revert both compasses to what you see in this video at 8:55?
https://www.youtube.com/watch?v=-fT3s-Qaiig&list=PL9lHj-7v3JdLJ1LxMABk4HJhp_uGX0qOP
First is the default vanilla SH3 bottom right compass.For days I have tried to figure out what textures to remove or add to revert this one dial back to vanilla.
Second is that large compass when scrolling to side of screen which is easily readable for me.Anyone have a clue as to what mod that is from and name of said textures? :o
Kal_Maximus_U669
02-28-23, 06:34 PM
Can someone help me with this.I register as 20/20 vision but I am experiencing the need for reading glasses everyone usually gets as they get older.Like I cant read my phone well but other than that I see perfect.I lost my reading glasses a year ago and have been winging it but now that I am back to SH3 I just ordered a new set.
But that said I still have some issues with vision in the GUI.Does anyone know if its possible to revert both compasses to what you see in this video at 8:55?
https://www.youtube.com/watch?v=-fT3s-Qaiig&list=PL9lHj-7v3JdLJ1LxMABk4HJhp_uGX0qOP
First is the default vanilla SH3 bottom right compass.For days I have tried to figure out what textures to remove or add to revert this one dial back to vanilla.
Second is that large compass when scrolling to side of screen which is easily readable for me.Anyone have a clue as to what mod that is from and name of said textures? :o
here for you
D:\Sh3\SilentHunterIII\data\Menu\Gui\Layout\DialsF db
see TGA Kompass.tga
Wolfstriked
02-28-23, 09:32 PM
here for you
D:\Sh3\SilentHunterIII\data\Menu\Gui\Layout\DialsF db
see TGA Kompass.tga
Thanks dude :salute::yeah:
Wolfstriked
03-02-23, 11:12 AM
ARB still has the function to ask WE to identify ship but the info is missing as notepad is gone.Is it possible to have this appear somewhere onscreen?
Kal_Maximus_U669
03-02-23, 02:29 PM
ARB still has the function to ask WE to identify ship but the info is missing as notepad is gone.Is it possible to have this appear somewhere onscreen?
each ARB has its own mods there things modifiable but respecting the mods
if you play GwX Enhanced v2.2 you will see Toyotagt86 has its own ARB..
Onealex Ahnenerbe mods corrected by Alex for these needs
CapZap1970 Adapted ARB WideGUI 1920x1080 v0.4 for Onealex V2
Wolfstriked
03-02-23, 02:38 PM
I was thinking that it would be amazing if the area where the officers speak in text could display the ship ID.Example "yes sir,ship identified,medium merchant".
Kal_Maximus_U669
03-02-23, 05:48 PM
I was thinking that it would be amazing if the area where the officers speak in text could display the ship ID.Example "yes sir,ship identified,medium merchant".
Yes me too :har:
but I'm afraid it will take a lot of effort:03::03::03:
sergeiF
03-05-23, 09:51 PM
is it possible to somehow modify the dll files to get a resolution of 2560x 1440?
Wolfstriked
03-06-23, 12:44 AM
is it possible to somehow modify the dll files to get a resolution of 2560x 1440?
It seems tied to the GUI you use and hence the highest resolution is 1920x1080.
sergeiF
03-06-23, 12:05 PM
It seems tied to the GUI you use and hence the highest resolution is 1920x1080.
The aspect ratio is the same, you don't need to edit the interface.
The 1080p version works fine on my monitor, but the problem is that for video cards AMD, anti-aliasing only works in a window. For this I need edits dll
Wolfstriked
03-06-23, 12:35 PM
I once found a site on how to run SH3 in borderless window mode but cant find it now.
HA!! Found u!!
https://www.subsim.com/radioroom/showthread.php?t=248987
sergeiF
03-06-23, 01:32 PM
I once found a site on how to run SH3 in borderless window mode but cant find it now.
HA!! Found u!!
https://www.subsim.com/radioroom/showthread.php?t=248987
It really works, but I get a window of 1920 1080 with black margins on the sides, and I need 2560 1440 for this I need edits of the dll file
Wolfstriked
03-06-23, 03:01 PM
:up:Good luck and if you ever do work this out posts of your findings.
Neugeniko
03-15-23, 11:49 PM
Hi,
Thanks for the 1080P UI! I too have square binoculars with the 0.4 version.
NOSF SH3, GWX Installed, 4GBPatch and Just This Mod. All installed outside of Program Files.
I have a ubisoft download version of the game but couldn't use various patcher's on it so used a downloaded version from elsewhere.
Cheers,
Neug
Aktungbby
03-20-23, 12:20 PM
Neugeniko:Kaleun_Salute: resurfaced after a 5-year 'silent run'!:up:
MILLANDSON
03-22-23, 08:07 AM
Hi,
Thanks for the 1080P UI! I too have square binoculars with the 0.4 version.
NOSF SH3, GWX Installed, 4GBPatch and Just This Mod. All installed outside of Program Files.
I have a ubisoft download version of the game but couldn't use various patcher's on it so used a downloaded version from elsewhere.
Cheers,
Neug
Same here, square binos with the 0.4 version using GWX.
Aktungbby
03-22-23, 11:34 AM
MILLANDSON! :Kaleun_Salute: after a 6 year 'silent run'!:up:
subwayboy
04-23-23, 12:18 PM
I'm trying to install ARB widegui mod, I've gone through the steps of patching the game with h.sie patch, then it tells me to do the tycho patch but when I try to use tychosh3patch.bat, it comes up with "The code execution cannot proceed because MSVCR100.dll was no found. Reinstalling the program may fix this problem".
Someone suggested to install all the c++ redistributables which I've done, yet I still have this issue. I can't seem to seem to skip this step, when I install ARB gui and try to start sh3, i get "Can not intialize 3D engine" so it seem I cannot skip the tycho patch.
Anyone else have this issue or know a fix? Thanks
Edit: Fixed by installing all C++ redistributables both x86 and x64
Theodulus
06-23-23, 10:46 PM
Heya! This UI is incredible. I'm just getting back into the game after a very long break. I'm also having the square binoculars bug. I'm using the Steam version with GWX 3.0 installed. It's installed outside of Program Files.
Aktungbby
06-24-23, 03:59 PM
Theodulus!:Kaleun_Salute:...0n the surface after a 9 year 'silent run'!:up:
Here's a fix for anyone who is having the binoculars issue with the latest version:
https://drive.google.com/file/d/1YOLk0lY0f7EA6C7mhHGRlJA41EW_z3Pv/view?usp=sharing
There are two versions, one is just a fix with a single lower zoom level, the other is the same as Ahnenerbe GUI with 3 zoom levels with higher max zoom. I also made some more minor changes like adding the water effect for free camera, since it is present in Ahnenerbe GUI which I was using before this.
To use the fix either overwrite the file in data\Library or overwrite the file in the mod's JSGME folder if you're using JSGME and then load the mod again.
I hope it works for you, happy hunting!
JohnCarterOfMars
07-15-23, 03:46 PM
Hello, everybody.
I'm new to this game (I grew up playing Gato and Silent Service on an Apple //e, and 688 Attack Sub on a Sega Genesis).
I'm wrapping my head around the mods and trying to figure out what goes where.
That said...
Without intending to offend any authors, what would be involved in trying to move the full-screen navigation map from this mod to replace the smaller navigation map in the Ahnenerbe WideGui 1920 x 1080 Final mod? I really like both mods (I know they are derivatives of the same work), but I am frustrated by the bouncing UZO and binoculars from this mod. I like the stability of the UZO and binoculars in the Ahnenerbe WideGui mod, but I don't like the smaller maps.
I'm not asking anyone to make a mod for me, but can someone point me in the right direction to try to figure out how to cobble together the pieces that I need?
Thanks in advance for any help.
-JCoM
Aktungbby
07-15-23, 03:53 PM
JohnCarterOfMars!:Kaleun_Salute:
JohnCarterOfMars
07-16-23, 04:09 AM
Has anybody reported that the Kiel Canal Out and In pre-plotted courses don't work in either of the WideGui 1920 x 1080 mods?
-JCoM
PianoMonkey
11-22-23, 08:04 PM
Without the targeting notepad in either periscope, which seems to have been completely removed as of v.4 of this mod, where does one look to find the name/class of highlighted ships on lower realism settings? I'm no good at identifying ships using the silhouettes book, so I've always relied on low realism and the targeting notepad to help me.
Aktungbby
11-22-23, 11:44 PM
PianoMonkey!:Kaleun_Salute:...after an 18-year 'silent run'!!:up:
fitzcarraldo
11-26-23, 08:59 AM
Without the targeting notepad in either periscope, which seems to have been completely removed as of v.4 of this mod, where does one look to find the name/class of highlighted ships on lower realism settings? I'm no good at identifying ships using the silhouettes book, so I've always relied on low realism and the targeting notepad to help me.
Hi Piano Monkey: You can use GWX OneAlex, it has the ARB with notepad, and a lot of improvements.
Best regards.
Fitzcarraldo :Kaleun_Salute:
Hi , could someone tell me why I have a duplicated attack periscope? No other problems with ARB whatsoever. Everything works fine.
5894
Sorry I didn't realise the above attachment was too small to see. Here is a better picture on imageBB as you can see the left hand scale is duplicated and out of synch.
https://ibb.co/3CWpqQf
FUBAR295
12-20-23, 05:13 PM
gmetzo,
What you see is a overlay between what is in the hard code reticle verses what ARB has in TGA files.
You can use Tycho's patch to remove the hard code reticles. :salute:
Good hunting,
FUBAR295
gmetzo,
What you see is a overlay between what is in the hard code reticle verses what ARB has in TGA files.
You can use Tycho's patch to remove the hard code reticles. :salute:
Good hunting,
FUBAR295
Thanks for the reply. Tycho patcher did in fact fix this!
I have a question regarding the UZO. I don't know if this is realistic or not so that's why I am asking you experienced folk.
In calm seas like in the torpedo training mission , the UZO view always bobs up and down like a periscope. I was under the impression that the UZO is more stable given that it is secured tightly on pedestal and it's overall not too high from the waterline to experience crazy up and down movement like a periscope.
https://www.subsim.com/radioroom/attachment.php?attachmentid=5895&stc=1&d=1703189632
In fact in different UIs like for example MaGui , the UZO provides a very stable view , if the weather is not too bad , making it a great tool for observation and range estimation. In ARB it almost feels like you are supposed to use the binoculars instead. Which is fine , it's just that it sort of makes the UZO useless.
Additionally , from what I know , because the UZO was much larger than the regular binoculars , it should offer a greater magnification. This once again is simulated in for example MaGui with the UZO having something like a x10 or x12 magnification. In ARB the UZO has a pretty basic x6 times magnification which once again renders it useless.
I am just really curious to hear from the more experienced folk the reasoning behind this specific UZO simulation.
Are you two (Jhanz and duck0872) using a Steam version of the game? Do you have the game installed in a "Program Files" folder?
I do and have this problem with bino.
Aktungbby
05-03-24, 08:56 AM
buksik!:Kaleun_Salute: on the surface after 9 years' 'silent running'!:yeah::arrgh!:
buksik!:Kaleun_Salute: on the surface after 9 years' 'silent running'!:yeah::arrgh!:
Wow 9years true :D
I just switched to https://www.subsim.com/radioroom/showthread.php?t=215433 and I don't have such issues.
Dieselglock
05-03-24, 03:18 PM
I have a question regarding the UZO. I don't know if this is realistic or not so that's why I am asking you experienced folk.
In calm seas like in the torpedo training mission , the UZO view always bobs up and down like a periscope. I was under the impression that the UZO is more stable given that it is secured tightly on pedestal and it's overall not too high from the waterline to experience crazy up and down movement like a periscope.
https://www.subsim.com/radioroom/attachment.php?attachmentid=5895&stc=1&d=1703189632
In fact in different UIs like for example MaGui , the UZO provides a very stable view , if the weather is not too bad , making it a great tool for observation and range estimation. In ARB it almost feels like you are supposed to use the binoculars instead. Which is fine , it's just that it sort of makes the UZO useless.
Additionally , from what I know , because the UZO was much larger than the regular binoculars , it should offer a greater magnification. This once again is simulated in for example MaGui with the UZO having something like a x10 or x12 magnification. In ARB the UZO has a pretty basic x6 times magnification which once again renders it useless.
I am just really curious to hear from the more experienced folk the reasoning behind this specific UZO simulation.
In most cases according to my research the UZO was just a set of model BLC Zeiss U.D.F. 7X50's. There was no reticle other than a vertical line. There was no range finding reticle. Range could be judged by field of view. Basically estimating the length of the ship and how much of the field of view the ship covered.
The BLC was the only model as far as I know that was water proof to 30 bar pressure, in case the bino's where left on the stand during a crash dive.
Mounted in position the UZO would have same movement relative to the sea as the uboat itself. With hand held bino's you would be able to counter the movement of the boat somewhat with body movement.
Some good links:
http://www.tvre.org/en/development-of-torpedo-fire-control-systems-for-the-kriegsmarine
https://www.fernglasmuseum.at/museum/zeiss_blc_udf_7mal50_u19/zeiss_blc_udf_7mal50_u19.html
Miahomes
03-01-25, 09:02 PM
https://www.mediafire.com/convkey/b8eb/iay6afikgjt1u3t7g.jpg
====> Current version: 0.4 (01.12.2022) <====
Hello everybody!:Kaleun_Salute:
Present to your attention ARB WideGui 1920x1080!
This graphical modification add resolution 1920x1080 for SH3.
================================
Latest version 0.4 (01.12.2022):
================================
What's new:
Reworked all optics (historical), improved screens and fixed bugs
1. New screen Attack Periscope
2. New screen OBS Periscope
3. New screen UZO
4. New Scope Reticule on the Attack Periscope
5. New Scope Reticule on the OBS Periscope
6. New Scope Reticule on the UZO
7. Reworked some screens
8. Bug fixes
Optics, dials and some other resources were used from the DGUI 1920x1080. Many thanks to diego_gut for his great work!
https://www.subsim.com/radioroom/showthread.php?t=247186
================================
Together with the mod I uploaded all the source files to open access. Anyone can make any changes for himself or use in other mods. The archive contains all the sources of images in the format .psd (Photoshop CS6). Also the original picture and other files that are used in the mod.
Mod based on:
Ahnenerbe WideGui 1920 x 1080 Final (by Ahnenerbe) (http://www.subsim.com/radioroom/showthread.php?t=215433)
Ahnenerbe WideGui 1920 x 1080 for CCoM 11.1 (by Wurmonkel) (https://www.designmodproject.de/forum/ccom-captain-s-choice-of-mods/1327215-rel-ahnenerbe-widegui-1920-x-1080-fuer-ccom-11-1)
Supported languages:
+ English
+ Deutsch
+ Russian
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How to install:
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!!! FIRST MAKE A BACKUP OF SH3.EXE FILE IN THE GAME FOLDER !!!
1. Install TychoSh3Patch_v3:
- Copy files in the folder TychoSh3Patch_v3 into the game folder.
- Run the TychoSh3Patch.bat
2. Install ARB WideGui 1920x1080:
- Copy files in the folder ARB WideGui 1920x1080 into the game folder.
3. Install language:
- Copy the folder with the language you need into the game folder.
TychoSh3Patch - expand Nav and Attack maps render limit from 1024x1024 to 2048x2048.
http://www.subsim.com/radioroom/showthread.php?t=231140
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===> Download mod v0.4 <=== (https://www.mediafire.com/folder/dntwb8i8narbf/v0.4)
===> Download source <=== (https://www.mediafire.com/folder/hzcx28rx8e78b/Sources)
http://i.imgur.com/m4Gj0JNh.png (https://imgur.com/m4Gj0JN)
http://i.imgur.com/ChvCHAOh.png (https://imgur.com/ChvCHAO)
http://i.imgur.com/LL2X43fh.png (https://imgur.com/LL2X43f)
http://i.imgur.com/DYmXTYvh.png (https://imgur.com/DYmXTYv)
http://i.imgur.com/MgwswDwh.png (https://imgur.com/MgwswDw)
http://i.imgur.com/zKE8CDsh.png (https://imgur.com/zKE8CDs)
http://i.imgur.com/Hm8Ei3qh.png (https://imgur.com/Hm8Ei3q)
http://i.imgur.com/b8QOJzZh.png (https://imgur.com/b8QOJzZ)
http://i.imgur.com/fpla7grh.png (https://imgur.com/fpla7gr)
http://i.imgur.com/Q1XabD5h.png (https://imgur.com/Q1XabD5)
http://i.imgur.com/U8dd3J3h.png (https://imgur.com/U8dd3J3)
Help, I installed ARB WideGui 1920x1080 and GWX gold on SH3. It works fine with career and mission. However, every time I open the museum, the game just crashes.
Aktungbby
03-02-25, 12:25 AM
Miahomes!:Kaleun_Salute:
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