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-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [WIP] Mega-Mod for SH5 (https://www.subsim.com/radioroom/showthread.php?t=176123)

Snacko 10-04-11 05:02 PM

LoL! Don't you have the Kiev mod?? :har:

Silent Steel 10-04-11 11:46 PM

Quote:

Originally Posted by Snacko (Post 1760951)
...and docked at Kiev. Then I enabled all of the mods, and opened up my last saved game in the Kiev bunker...

Docking in Kiev - molodets. Ne znal eto mozjno byl v 1939 godu. :o

If and when uninstalling SH5 and if you want to save your already existing campaigns and ship's journals make sure you make a backup of the folder;

C:\Users\Documents\SH5

This is where you have all your current campaigns/saves/logs and more.
After reinstall just paste it back where it was before.

:up:

Snacko 10-05-11 07:29 AM

Roger! :salute:

Thanks for all the help. I am helping my squadmates get up to speed now.

Snack

mikaelanderlund 10-13-11 09:33 AM

Dear TDW,

any news? New version?

PL_Andrev 10-13-11 01:10 PM

It looks we need more TheDarkWraithes...
:wah:


Silent Steel 10-14-11 12:24 AM

There is, and will be, only one The Dark Wraith. Ever. :rock:
/

Mehring1917 10-31-11 09:34 AM

Hi, I'm using this mod which has raised the possiblity that SH 5 wasn't a fiver down the drain after all. Wonderful and thanks.

I was so disgusted with vanilla I uninstalled after an hour or so, so I don't know if this is a stock problem of even a touch of realism in MO. The depth under kiel as reported by navigation officer is greater than the actual depth so 20+m from the sea bottom I'm damaging my hull on the floor.

I also noticed that DUK readings sometimes change unexpectedly so when moving dark to a lighter blue area of map, the sea sometimes becomes considerably deeper.

Is this replicating inaccuracy in maps and sounding equipment or a bug, perhaps mismatch between two layers of the game map? It's happened with three seperate installs patched to 1.2 and MO + patch installed.

Jacke 10-31-11 10:32 AM

Sea floor collision damage & room access
 
Hi Mehring1917! I've just picked up SH5 as well (and spent more than a fiver for it). I believe it'll be worth it, but only because of the hard work of the SUBSIM modders who've worked wonders with a substandard release (even after 2 patches from the vendor).

Quote:

Originally Posted by Mehring1917 (Post 1777461)
Hi, I'm using this mod which has raised the possiblity that SH 5 wasn't a fiver down the drain after all. Wonderful and thanks.

I was so disgusted with vanilla I uninstalled after an hour or so, so I don't know if this is a stock problem of even a touch of realism in MO. The depth under kiel as reported by navigation officer is greater than the actual depth so 20+m from the sea bottom I'm damaging my hull on the floor.

I also noticed that DUK readings sometimes change unexpectedly so when moving dark to a lighter blue area of map, the sea sometimes becomes considerably deeper.

Is this replicating inaccuracy in maps and sounding equipment or a bug, perhaps mismatch between two layers of the game map? It's happened with three seperate installs patched to 1.2 and MO + patch installed.

Unfortunately the DUK error is caused by a number of fundamental problems that are difficult to fix. The ongoing improvement in modding knowledge and tools should eventually give us fixes for this as they've done for so many other issues.

Below is a picture of the problem posted here by Kylania back on 2010 Jun 05. This thread has a fuller discussion of the technical problems behind this problem. It appears to be both a combination of an extraneous non-visible part of the sub and problems with the actual sea floor terrian. I think you may need to leave up to 20-30 metres error margin in DUK to avoid hitting the bottom

http://img684.imageshack.us/img684/6766/seafloor.jpg

0rpheus 10-31-11 10:55 AM

Quote:

Originally Posted by Mehring1917 (Post 1777461)

I also noticed that DUK readings sometimes change unexpectedly so when moving dark to a lighter blue area of map, the sea sometimes becomes considerably deeper.

Is this replicating inaccuracy in maps and sounding equipment or a bug, perhaps mismatch between two layers of the game map? It's happened with three seperate installs patched to 1.2 and MO + patch installed.

Water gradients on the map denote different average seafloor depths, so yes they will vary significantly when transiting those gradients.

And yes, there is a 'zone' of 15 or so metres below the uboat that will register collisions on the seafloor without any obvious visual 'contact' with the bottom. For a somewhat more detailed explanation, you can go here:
http://www.subsim.com/radioroom/show...9&postcount=14

but the reality is, for now anyway, stay at least 20m from the bottom at all times wherever possible, and remember: shallow water is death to subs!

Jacke 10-31-11 06:48 PM

To use Magnum Opus--and if installed Open Horizons II--but with German speech:

1. Download the stock German speech pack and its fixes, giving 1 and 2 mods respectively for a total of 3.

2. Download Magnum Opus and its Patch. Extract the mod and the patch and combine them for 1 patched mod.

3. Download DeutschMod (scroll down until you see "Download DeutschMod"). Extract the mod and deleted everything from it except \data\Sound\ (and maybe \Documentation\).

4. In JSGME install in this order:

#1 German speech pack
#2 German speech pack fixes x 2
#3 Magnum Opus patched

#4 Everything else including Open Horizons II

#5 DeutschMod \data\Sound\ only (else you get everything Deutsch instead of just sound)

#6 DBSM comes here after DeutschMod

Each step will have file change collisions with the previous steps. These are expected and what makes it work.

And then you have Magnum Opus with German speech!


EDIT: After reviewing Rudy2000's German post and TDW NewUI's thread, I realise DeutschMod should come last after other mods that affect sound except DBSM. This is tested and works without or with DBSM.

Jacke 11-01-11 12:21 AM

I have a question about a file found in both Magnum Opus and DeutschMod:

\data\RadioMessages\WWIIShipNames.txt

In MO, this is a list of Allied ships. In DeutschMod, it's a list of German Ships. I would think between the two of them a similar file would have a similar use. Shouldn't both be one or the other, either Allied shipnames or German shipnames?

From MO, here are the first 20 lines:

Saccarappa Hog Islander
Don Isidro
Black Osprey
Lehigh
Santa Paula
Exochorda
Warrior
President Harding
Wacosta
Hybert
R. G. Stewart
Black Eagle
City of Joliet
Shickshinny
Black Condor
Eglantine
Black Hawk
Ethan Allen
Ipswich
Syros

And from DeutschMod the first 20 lines:

Admiral Graf Spee
Admiral Hipper
Admiral Scheer
Adolf Lüderitz
Albatros
Albert Leo Schlageter
Atlantis
August / Helene
Bismarck
Blücher
Buea
Burgenland
Carl Peters
Coronel
De Grasse
Deutschland / Lützow
Emden
Europa
F1
F2

As well, DeutschMod's file has duplicate lines on 61 and 62:

Lützow
Lützow

kylania 11-01-11 01:34 AM

Please post if you have luck with that. I'd love to use MO, but all the duplicated English voices drove me totally insane. :)

Silent Steel 11-01-11 02:45 AM

[QUOTE=Svart;1777924]If we want to use Magnum Opus but with German speech, is this the correct procedure?
QUOTE]

If you'd like to run the MO and just change the speech to German I'd say the best way to ways to do this is;

1. MO patched
2. German U-Boat Crew Language Pack by Venatore - http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23
3. Stormy's SDBSM - http://www.subsim.com/radioroom/showthread.php?t=164552
:up:

Mehring1917 11-01-11 04:32 AM

Thanks Svart and Orpheus. I never thought so much would be fixed as has been already by modders, so fingers crossed. And whatever what those guys were on when they released SH5, I don't want any of it.

Jacke 11-01-11 07:07 AM

Quote:

Originally Posted by Mehring1917 (Post 1778152)
Thanks Svart and Orpheus. I never thought so much would be fixed as has been already by modders, so fingers crossed. And whatever what those guys were on when they released SH5, I don't want any of it.

Considering what I learned about Rome Total War from hanging out with the modders in the Europa Barbarorum community, I'm not surprised. There they've gone farther in custom models and animations (not surprising with more years) but it's very much the same: a commercial game publisher ignores the intelligent advice of knowledgeable players before release and puts out a dog of a game. And many, many hours of labour over years by volunteers eventually makes a masterpiece out of it (with a lot of the cracks papered over).

Haven't checked up on them lately but the team has been working on modding Medieval 2 Total War with Kingdoms into Europa Barbarorum 2. It will be glorious--and you'll never see anything near such a polished product out of a pro shop (which must frustrate the good people in them no end).


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