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-   -   ARB WideGui 1920x1080 (https://www.subsim.com/radioroom/showthread.php?t=232178)

Fubar2Niner 03-27-20 03:20 PM

ARB is last mod enabled? Win 10 OS?

KaleuBauman 03-27-20 04:02 PM

Quote:

Originally Posted by Fubar2Niner (Post 2657851)
ARB is last mod enabled? Win 10 OS?

Affirm on both.

Fubar2Niner 03-27-20 04:17 PM

@KaleuBauman

Ok try this,

Go to your SH3.exe and right click, select compatibility.

I presume you are running in win 7 mode? And as admin ?

Click the 'Change high DPI settings' put a check in the High DPI scaling override box and ok.

Put a check in the Disable full screen optimisations box apply and ok.

check it out, any better mate?

KaleuBauman 03-27-20 08:46 PM

Quote:

Originally Posted by Fubar2Niner (Post 2657866)
@KaleuBauman

Ok try this,

Go to your SH3.exe and right click, select compatibility.

I presume you are running in win 7 mode? And as admin ?

Click the 'Change high DPI settings' put a check in the High DPI scaling override box and ok.

Put a check in the Disable full screen optimisations box apply and ok.

check it out, any better mate?

Zero change. Incredibly confused by this -- I had set this up identically two or three days ago, and everything was running fine.

Fifi 03-28-20 01:34 AM

On side note, windows 10 can be sometimes ... very weird, with strange things happening :roll:
Experienced few times, and lately with my AA suddenly going off randomly on the global scene image but not the gui! :doh:
...and since few days, it’s gone and all well...go figure.
Wondering if this damn actual virus is for something :haha:

Fubar2Niner 03-28-20 05:23 AM

Quote:

Originally Posted by KaleuBauman (Post 2657905)
Zero change. Incredibly confused by this -- I had set this up identically two or three days ago, and everything was running fine.

Out of curiosity, mate. What is your win 10 build number?

I had this same thing quite some time ago. Now all is well, FYI my build no. is;

version 1909
build 18363.720

malc-c 03-28-20 08:12 AM

Quote:

Originally Posted by malc-c (Post 2657803)
Hi Guys,

I used to have a retail version of SH3 when it was first released some 25 years back, but haven't played it in decades, mainly as when we had a big sort out a few years back I through the DVD away.

I've been following Wolfpack345's videos in which he uses this 1080p patch / mod. So having a steam account I paid my £2.99 and downloaded the game :yeah: which naturally runs in the 768 resolution :wah:

So downloaded this patch having browsed back through his back catalogue of videos, and followed the instructions. It all goes well until I try and run the batch file when I get this error

Code:

a8e75: 0 0, but currently 42

Fail.

Press any key to continue . . .

I spent best part of a day reading through huge long threads on here, most of which originated years back... getting confused as I opened more and more pages from links. From what I can gather, some versions of SH3 have their EXE file modified in some way....

Can anyone advise / give me a link to a 1080p mod that works with the steam version ??

Malcolm

Since I posted the above which as a new member I had to wait for the post to become live, I've now resolved this issue.

I found that if I followed the instructions to the letter it resulted in a black screen after the initial intro movies. So I just tried copying the batch files and the config file, but left the data folder as is. I also used the V16B1 mod to change the SH3 exe from steam to the stock version so the Tycho batch file worked. Through trial and error it patched the exe successfully and the game now runs at 1920 x 1080 resolution :yeah:

Juts got to remember how to play the game now :)

Kpt. Lehmann 03-28-20 09:44 AM

Quote:

Originally Posted by malc-c (Post 2658014)
Since I posted the above which as a new member I had to wait for the post to become live, I've now resolved this issue.

I found that if I followed the instructions to the letter it resulted in a black screen after the initial intro movies. So I just tried copying the batch files and the config file, but left the data folder as is. I also used the V16B1 mod to change the SH3 exe from steam to the stock version so the Tycho batch file worked. Through trial and error it patched the exe successfully and the game now runs at 1920 x 1080 resolution :yeah:

Juts got to remember how to play the game now :)


Good good! It is like riding a bike.


Sink'em ALL!!!
:arrgh!:

KaleuBauman 03-28-20 12:09 PM

Quote:

Originally Posted by Fubar2Niner (Post 2657957)
Out of curiosity, mate. What is your win 10 build number?

I had this same thing quite some time ago. Now all is well, FYI my build no. is;

version 1909
build 18363.720

Did have a Windows update.

Fresh install, repatched/installed everything.

Still in 1024x768 :o

KaleuBauman 03-28-20 01:16 PM

Well, some progress. I have the game running full screen, but when I launch a mission, rather than getting "Not so long ago..." or whatever the usual launch screen text is, I get "Initializing." The usual controls come up at the bottom of the screen, but the game says it's paused and none of the controls actually work.

Anyone encountered this before?

Kpt. Lehmann 03-28-20 01:46 PM

Quote:

Originally Posted by Fifi (Post 2657940)
On side note, windows 10 can be sometimes ... very weird, with strange things happening :roll:
Experienced few times, and lately with my AA suddenly going off randomly on the global scene image but not the gui! :doh:
...and since few days, it’s gone and all well...go figure.
Wondering if this damn actual virus is for something :haha:

Good shipmate, Windows 10 is a PIG with LIPSTICK! I also feel partly the same about NVIDIA these days.

Or, maybe I'm just getting old.:hmmm:

That is all. Carry on.

:salute:

Hawkers 03-28-20 07:58 PM

Quote:

Did the mod builder include a fix for the flotilla choice location map for stating new careers?
Also wondering if there is any fix or file to correct this.

I'm only able to start a career starting from Kiel (in a Type II).

SH3 Commander doesn't allocate any type for Flotillas starting from Wilhelmshaven and when I try to start a career from Wilhelmhaven in a Type VII, I get the dreaded 'SH3 Has Stopped Working' at the loading screen.

Hawkers:k_confused:

Kpt. Lehmann 03-28-20 11:19 PM

Quote:

Originally Posted by Hawkers (Post 2658217)
Also wondering if there is any fix or file to correct this.

I'm only able to start a career starting from Kiel (in a Type II).

SH3 Commander doesn't allocate any type for Flotillas starting from Wilhelmshaven and when I try to start a career from Wilhelmhaven in a Type VII, I get the dreaded 'SH3 Has Stopped Working' at the loading screen.

Hawkers:k_confused:


Did you install the SH3 Commander files for GWX 3.0? If yes, the problem lays with some other modification added to GWX 3.0. The solution for you will be to backtrack and remove modifications until you find the culprit.

Anvar1061 03-29-20 04:51 AM

Quote:

Originally Posted by Hawkers (Post 2658217)
Also wondering if there is any fix or file to correct this.

I'm only able to start a career starting from Kiel (in a Type II).

SH3 Commander doesn't allocate any type for Flotillas starting from Wilhelmshaven and when I try to start a career from Wilhelmhaven in a Type VII, I get the dreaded 'SH3 Has Stopped Working' at the loading screen.

Hawkers:k_confused:

What is your list of modifications? Did you do the SH Validator check? Most likely you have an error in the cfg unit. There are different types of rosters, campaigns, and units.

Hawkers 03-29-20 11:40 AM

Thanks for the feedback:)

I've been running a bunch of mods, so it seems there is a conflict somewhere and after some investigation the FM New Interiors Mod is the culprit, which is a shame as I really like this mod and it works with Anherbe Wide GUI mod with no problems.

So - is anybody running the New Interiors mod with the ARB mod with no problems?

Hawkers:Kaleun_Cheers:

Anvar1061 03-29-20 12:27 PM

Quote:

Originally Posted by Hawkers (Post 2658372)
Thanks for the feedback:)

I've been running a bunch of mods, so it seems there is a conflict somewhere and after some investigation the FM New Interiors Mod is the culprit, which is a shame as I really like this mod and it works with Anherbe Wide GUI mod with no problems.

So - is anybody running the New Interiors mod with the ARB mod with no problems?

Hawkers:Kaleun_Cheers:

Are you using a 4 Gb Patch? This is a prerequisite.

Hawkers 03-31-20 09:53 AM

Quote:

Are you using a 4 Gb Patch? This is a prerequisite.
I am running it with the 4GB patch, yes.

Hawkers:Kaleun_Salute:

KaleuBauman 04-01-20 03:22 PM

Quote:

Originally Posted by KaleuBauman (Post 2658127)
Well, some progress. I have the game running full screen, but when I launch a mission, rather than getting "Not so long ago..." or whatever the usual launch screen text is, I get "Initializing." The usual controls come up at the bottom of the screen, but the game says it's paused and none of the controls actually work.

Anyone encountered this before?

Just a bump to see if anyone has any ideas on this issue.

3catcircus 04-05-20 01:06 PM

Rediscovering SH3 with this GUI Mod
 
So I've re-discovered gameplay in SH3 GWX - ARB's 1920x1080 is the only widescreen mod that I can get to display on my entire screen (MaGUI, Ahnenerbe are both great mods too, they just won't fill my whole screen).


Couple of questions regarding using this mod. My mod list as follows:


GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - No Medals on Crew
GWX Turm Lights fix
OLC's Modified Searchlight Beams for GWX3
Torpedo damage Final ver2.0
M.E.P v6
Optional - FSF for MEP v6
Optional - ShipVanishingHull for MEP v6
M.E.P v6- VisualSensors for GWX3
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Tribal Class Mod
Southampton and Fiji
Dido Class
Hunt I-III
A_to_I_class_mod
J to Z Class Mod
J_to_Z_Class_visual_fix
Torpedo_HAHD_1024_GWX
TMT v2 with EFS (GWX3 version)
Convoy-Routes on Map - BL!TZKR!EG Edition
LifeBoats&Debris_v4
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
WAC4.1 SubPen_animated_18.02.2010
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7
Q Ship mod GWX3.0
GWX_DFa-Flag&Pens_2010
TKSS18 German U-Boats Compilation No Eagle
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
German U-Boats Compilation FuMO_Fix_SNS
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Conus' Historically Accurate U-boat Emblems 1.0
Conus' Historically Accurate U-boat Emblems 1.1
Conus' Historically Accurate U-boat Emblems 1.2
Conus' Historically Accurate U-boat Emblems 1.3
Destroyers&Corvette
Thomsen's Sound Pack V3.2cg
Evan82's Uniforms II
ARB WideGui 1920x1080
Color Dials with Dark Compass
Adaptation for English & Deutsch
ARB WideGUI 1920 x 1080 v0.3.1 HotFix
MFM-Improved (v3.3)
MFM v3.3 Silhouettes by Izgud
Ship Names
S3H-H.sie-Patch-V16B1
MFM-v3-US+UK_Skins19390901



1. How much zoom is the attack scope supposed to go to? I have 1.5x and 6x. Is there a 12x? Should I be able to CTRL-mousewheel to zoom or just normal mousewheel and two zoom levels?
2. I assume the observation scope has the same zoom levels?
3. When using the RAOBF wheel, I'm consistently getting incorrect ranges and AOBs. What zoom level should I be using? How many horizontal tick marks should I be counting when determining AOB (i.e. do I need to double the count or not)?
4. When opening up the RAOBF, it defaults to selecting an AOB on the scratchpad. Is the RAOBF in this mod designed to *just* do AOBs? Or can I line up the quantity of vertical ticks to 90 degrees and read off the range at the point where it lines up with the mast height? I see no other way of entering a range into the scratchpad other than using the stadimeter.
5. An ideas if using Tribute to Manual targeting followed by the MFM and Izgud's new silhouettes could be throwing off my measurements? I note that most of the silhouettes are missing reference marks to indicate whether the mast or the funnel is the intended reference height.
6. What's the division of the tick marks on the UZO to determine range? Likewise on the scopes? Does it work out to be H * 50/ticks (x1.5) or H * 200/ticks (6x) to give a rough estimate of range?

divemonkie 04-13-20 03:07 PM

When you click on an officer Chief engineer, Navigator, Weapons, there;s a small set of order that pop up over the top of them. using 1024 768 ini is it possible to edit those graphics\orders making them larger. say the same size as the second set of commands ie, Depth under keel, Range to cores end...

I'm looking to make them larger and easier to see.
but before I start tinkering with it I wanted to ask if im looking in the right place.
1024 ini file.

thanks


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