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Well done...!!
macman94, Could I sincerely congratulate you and your collaborators on the MaGui 3.4 mod with a final version to possibly follow shortly.
The graphics and attention to detail are simply superb. :DL I must also credit you with the dogged determination to clearly answer all the questions about your excellent mod raised in the 17+ pages of posts. This is extremely commendable. Your patience is gracious..!! Unfortunately however I have to add to that list. I am getting a conflict with Luca's Conning Tower Open Hatch093food mod. The computer says NO..!! :damn: Is there a fix or a load sequence to this or is it to be avoided when using MaGui? Anyway, very well done. :up: |
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Regards. Fitzcarraldo :salute: |
Thanks
Thanks Fitzcarraldo for this suggestion.
I see it third from the end of your JSMGE List. I have been using your list to try and work out a "loading sequence" as I have had some trouble with mod compatability. I presume Aces' stuff is in SH3 downloads? |
Does anybody know how to fix the calculation pad i.e(entfernung,winkel and geschwindigkeit) when using the attack peri.My pad just shows the range and not too clear at that.What is the most popular & easiest method to use when lining up an attack in this mod?Last, is there a good tutorial on how to use the TDC if i did not use magui and just wanted to use it in the gwx3?
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First of all I just want to say great work, the GUI is beautiful!
Secondly, I might just be stupid but I just can't get the AOB disc down over the periscope. Is there a button, do I have to drag it down or how do I get it to appear? |
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Directions please. Thank you. :up: |
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this is not necessery Magic, becuase it is very easy to find out yourself the differences . you only have to download a free programme for comparing text files and this programme will show you all the differences :up: Quote:
thank you very much for your kind words:up: MaGui is much much more than only good graphics but you will find that out as long as you getting 'deeper' to sh3. to your question: Luca's thread is a real ''mess'' for me ! i mean that i can't understand what is the final version (if there is one), what version is doing what ,what version is made for working with the FM mod....etc . anyway , as i see that Luca is disappeared, i used the following setting and made a fix for making them compatible with MaGui 3.4 Installation ------------ 1. DD_OH_V3.09_20091209162038 2. FM_NewInterior_V1.0 3. Conning Tower open Hatch TestFMfood 4. MaGui 3.4 5. CT_FM_NI_Fix_for_MaGui 3.4 get the ''CT_FM_NI_Fix_for_MaGui 3.4'' from my ff page use EXACTLY the above mods ! if you use other than the above the 'fix' might not work 100% for lucas mod (it will work though for magui). i have told back then to the authors of these mods to give in public a complete mod with all these goodys merged but it didn't happened and as long as there is no final version i am not going to waste more time for these compatibilities.that's why i have given a fix only for the FM mod (becuase Flakmonkey gave a final version) bye Quote:
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sorry, i don't understand what is your 'problem' . give a pic of the problem bye Quote:
at the start options ,you must have the ''manual targeting system'' ENABLED . Quote:
thank you very much :salute: you will 'love' the final version !! bye |
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then I could use "WinMerge" to find the differences ! :up: I hope that are not so many differences......;) Best regards mate, Magic:salute: |
Still puzzled.............
Makman94 kindly suggested:
Installation ------------ 1. DD_OH_V3.09_20091209162038 2. FM_NewInterior_V1.0 3. Conning Tower open Hatch TestFMfood 4. MaGui 3.4 5. CT_FM_NI_Fix_for_MaGui 3.4 I have tried many times to run these mods in this sequence. However, after staring at the red line on the loading screen for an infinite amount of time, it always crashes back to desktop. :damn: I have taken screenshots of the conflicts, but I seem not to be allowed via the posting rules to be able to post then. (Why? Does one have to pay?) :hmmm: If I load only MaGui 3.4, it loads successfully and I can proceed with the game. If I introduce FM New Interior, a number of warnings come up concerning .arm .cfg. .cam .dat and .sim files. These have already been altered by DD_OH_V3.09 If I introduce Conning Tower Open Hatch a similar number of warnings relating to .cfg .cam .dat .sim that have been altered by both DD_OH and CTOH. If I then introduce MaGui 3.4, I get warnings of Command and Camera files .cfg and .dat have already been altered. If I load the CT_FM Fix, I get similar warnings. Now, I understand what's happening here from a conceptual level, but on the one hand I'm being told that a sequence will work, but in practice it doesn't. My install is pretty standard GWX with no other mod conflicts. I can play the game without the FM Mod and Conning Tower mod, but I would like to utilize them. Again, my apologies that I am unable to load my JSGME Screenshots to assist with the diagnosis. Suggestions, solutions and advice from any ModMeisters most welcome? |
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GWX - Enhanced Damage Effects GWX - Late War Sensors Snorkel Antennas GWX - No Medals on Crew GWX - Open Hatch Mod GWX - VIIC41 Player Sub WBNN Mission Orders GWX - Merged Campaign GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5 GWX - 16km Atmosphere Rbs1_SH4_Effects_GWX_21_204f LifeBoats&Debris_v4 Rbs3withlifeboat Rbs2withbuoyance Rbs7regularzone Wooden_Lifeboats_Mod_1.1 Unofficial_rockets_fix_GWX3.0 Elite U-boat Binoculars New Uboat Guns 1.2 OLC's Modified Searchlight Beams for GWX3 U-Boat Bases Map with New St Nazaire Waterstream+Exhaust Combi V2.3 for GWX3 Combat Radio Frequency GWX_DFa-Flag&Pens_2010 No continuous 'Ship spotted' V1.2 for GWX3+Rubinis RocketFix FM30_UpDown_final WB's Deck Gun Range WB's Decks Awash + Fuel Economy Torpedo damage Final ver2.0 Q Ship mod GWX3.0 Flags_enlighten Real Depth Charge Ice Age FM_NewInterior_V1.0 b25_SF_Grass_Full_V2 Conning Tower open Hatch TestFMfood WAC4.1 SubPen_animated_18.02.2010 Thomsen's Sound Pack V3.2cg Depthcharge Shake v2.01 Ambient Hydrophone Sound Ambient Underwater Sound Das boot sound DBSM_SH3_Speech_Fix MFM-Interim-Beta Rbs5EffectsLITE Aces' Multimod compatability fix release v1.3 public beta Rapt0r's Das Boot Interior Rapt0r's Das Boot Skin Subphones MaGui 3.4 FM_NI_Fix_for_MaGui 3.4 German Images for MaGui v3.4 optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui 3.4 Red Night Filter TorpedoSolutionButton for MaGui 3.4 (NYGM-GWX-WAC) Pascal_Port_People Conus' Historically Accurate U-boat Emblems 1.3 Aces Hi Res Uniforms and Medals Mk 2 Evan´s Uniforms evan82's Sawfish Emblem pascal_damage_screen Compulsory U-boat Headdress - GWX 2.0 ail Das Boot officers mod v2.17 Diesel Startup Sequence for FM Engine Room beta 1 BritishAsdicMkIFinal GWX - Main movie - 'Das Boot' Rapt0r's Instruments V3.5 Dönitz Picture With Fly _LSH3_V5_ENV_MEP2a-Dark-Nights _LSH3_V5_ENV_MEP2b-FSF-for-Dark-Nights optional-Intro Screen for MaGui 3.4 New_clearsky_clouds h.sie's Colored Hull Integrity Indicator With this list and order, all the mods works fine. I haven´t the DD mod. And I use 4 GbPatch. The time of charge is looong (I have the extended campaign GWX submod, too...). The only problem is with Merchant Fleet Mod; I use the Interim Beta (light version); the complete MFM go to CTD. I´ve posted images without problems. No payment needed. Search the thread "Posting JSGME list", you have several lists of mods, this help to resolve issues of compatibility of mods. Regards. Fitzcarraldo :salute: P.D.: @ Kaleun Makman: "that is totally wrong Fitzcarraldo ! Aces , AFAIK , never worked on mods including MaGui so his compatibility mod is not working with MaGui (you don't have problems becuase the FM fix for MaGui 3.4 is later on your list )". But I have the mods working...appliying the Magui Fix for FM Interiors. If I remove the Aces multicompatibility, I obtain the same results with Fm fix? I installed the MaGUi interface in LSH3V5, with Fm Interiors, and works fine, too. I´m desperate watching the new MaGUI interface...Some news of the update? Many thanks! |
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your 'problem' is not from MaGui . do this : apply only the 1. and go to the mission that have 'problem'. if it runs ok ...exit and apply AND the 2. and enter the mission again. if it runs ok ...apply 3 and ...etc . that way you will locate the mod that is causing you the trouble ps: oh...the conflicts that you mentioned are normal . jsgme will warn about this but don't pay attention and proceed to activate the mods (authors says that are made to be compatible ) bye |
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hi Fitzcarraldo , yes , you don't have 'problem' becuase FM_FIX for MaGui is later on your list.now, i don't know what Aces multicompatibility mod is making compatible so i can't answer to you question if it is ok to remove it or not. Quote:
it is at testing-checking status and maybe i will add something that i am thinking of. to know what to expect...here is its readme so far : ''addings-changes to previous version ----------------------------------- 1. removed the scope filter(was introduced at version 3.3),now the filters will be installed permanetely before the game's launch. from now on, the scope filter's button is toggling the back side of attack disc ,so now the three buttons that are on main console are for toggling i)the dials , ii) the front side of attack disc and iii) the back side of attack disc 2.the 3-bearing aob tool is now attached to NAVIGATOR OFFICER's orders (was attached to weapon officer's orders at previous versions) 3.removed the sextant as i seriously doubt that can has any use in sh3.for the players that ,may (???) use the sextant here is a tip for them : the sextant is 'hiding' behind the main console at the left bottom of screen.go to the message page or captain's log page (where the main console is not vissible) and you will find the sextant at the left bottom edge of screen. 4.adds the rounded dial for the gyroangle [made by FLB Sale`s] at attack periscope too . the digital gyroangle is not removed .i added the rounded dial becuase you can read the 10ths of gyroangle from this dial 5.change the max zoom of attack scope.now , the maximum zoom is x12 (was x15 at previous versions). so,the zooms for the attack scope are x1,5 / x6 / x12 this is made so becuase it is easier to use the factor ''2'' (instead of factor ''2,5'' that was at x15 set).read the 'Manos Optics' text for more info about this factor 6. Binoculars and UZO are now setted to follow the historical german specifications ( FOV = 7,25 degrees - zoom = x7,1 ) AND ,at the same time ,are adjusted to keep the propotions of real ship's dimensions as seen through the other optic devices. The addition of binoculars's and uzo's adjustments ( the scopes and deck were allready adjusted from version 3.2 and later) is completing all the optics of sub . now ,the player, can see the real dimensions from whatever optic device of sub (scopes-bino-uzo-deck). 7. correcting all tiny bugs that where left from previous versions such as the not 100% correctly appearance of mines.tga or nomo.tga . the little bug with the bearing rose that is attached to sub on ATTACK MAP(the one that is showing when you press the button with the question mark there) is now corrected.(the bug was that this rose were always vissible even if the sub was 'under' the dials or the panels there. the only one (and only one) bug that still remain unsolved is that the bearing at scopes and uzo is always vissible even if you put the 30kts-40kts-44kts plates over it ! 8. a complete overfining of almost ALL images (buttons,dials,3-bearing tool,back and front side of attack disc,helms report dials,clocks...etc...almost all). '' i will show you the 'new' binoculars while i was testing the filters on it (all pics are shots at the same time-game's time) here: http://i965.photobucket.com/albums/a...94/default.png http://i965.photobucket.com/albums/a...re94/green.png http://i965.photobucket.com/albums/a...here94/red.png http://i965.photobucket.com/albums/a...e94/yellow.png |
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GWX - Enhanced Damage Effects GWX - Late War Sensors Snorkel Antennas GWX - No Medals on Crew GWX - Open Hatch Mod GWX - VIIC41 Player Sub WBNN Mission Orders GWX - Merged Campaign GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5 GWX - 16km Atmosphere Rbs1_SH4_Effects_GWX_21_204f LifeBoats&Debris_v4 Rbs3withlifeboat Rbs2withbuoyance Rbs7regularzone Wooden_Lifeboats_Mod_1.1 Unofficial_rockets_fix_GWX3.0 Elite U-boat Binoculars New Uboat Guns 1.2 OLC's Modified Searchlight Beams for GWX3 U-Boat Bases Map with New St Nazaire Waterstream+Exhaust Combi V2.3 for GWX3 Combat Radio Frequency GWX_DFa-Flag&Pens_2010 No continuous 'Ship spotted' V1.2 for GWX3+Rubinis RocketFix FM30_UpDown_final WB's Deck Gun Range WB's Decks Awash + Fuel Economy Torpedo damage Final ver2.0 Q Ship mod GWX3.0 Flags_enlighten Real Depth Charge Ice Age FM_NewInterior_V1.0 b25_SF_Grass_Full_V2 Conning Tower open Hatch TestFMfood WAC4.1 SubPen_animated_18.02.2010 Thomsen's Sound Pack V3.2cg Depthcharge Shake v2.01 Ambient Hydrophone Sound Ambient Underwater Sound Das boot sound DBSM_SH3_Speech_Fix MFM-Interim-Beta Rbs5EffectsLITE Aces' Multimod compatability fix release v1.3 public beta Rapt0r's Das Boot Interior Rapt0r's Das Boot Skin Subphones MaGui 3.4 FM_NI_Fix_for_MaGui 3.4 German Images for MaGui v3.4 optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui 3.4 Red Night Filter TorpedoSolutionButton for MaGui 3.4 (NYGM-GWX-WAC) Pascal_Port_People Conus' Historically Accurate U-boat Emblems 1.3 Aces Hi Res Uniforms and Medals Mk 2 Evan´s Uniforms evan82's Sawfish Emblem pascal_damage_screen Compulsory U-boat Headdress - GWX 2.0 ail Das Boot officers mod v2.17 Diesel Startup Sequence for FM Engine Room beta 1 BritishAsdicMkIFinal GWX - Main movie - 'Das Boot' Rapt0r's Instruments V3.5 Dönitz Picture With Fly _LSH3_V5_ENV_MEP2a-Dark-Nights _LSH3_V5_ENV_MEP2b-FSF-for-Dark-Nights optional-Intro Screen for MaGui 3.4 New_clearsky_clouds h.sie's Colored Hull Integrity Indicator Of course, after Aces Multi fix, I have the MaGUI ant the FM interiors fix. All the stuff of the mods (open hatch, interior with Johann the Phantom, gramophone with animations, flags and pennants, depth charge shake, etc, etc...) are fully functional and without problems, with MaGUI plus Interiors fix. Quote:
Now watching MORE desperate than yesterday :rotfl2: The only aspect of MaGUI I have some dislike (but little dislike), is the botton activation of the dials (velocity, depth, course). Is there some possibility to add an optional submod for have those dials in "slider mode"? Many thanks for the support and the great work! Fitzcarraldo :salute: |
"Happy Time" trial.........
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I will try and introduce these mods one by one on "Happy Time", and report back in a few days with progress. Thank you also fitzcarraldo for your "actual working JSGME List" and suggestions. I'll try Plan A (Makman94's advice) first, and then give the mods I use from your list and their loading sequence (Plan B) a trial. Well done Makman94 on the Final Version. You're a marvel. :salute: |
Still crashing...........
Makman94, still having conflict problems. :damn:
This is my mod list for loading with the last five (5) items in the order you suggest: Waterstream+Exhaust Combi V2.3 for GWX3 Real Depth Charge Torpedo damage Final ver2.0 Pascal_Port_People Das Boot Clothes Floppy_Cap_Fix Elite U-boat Binoculars Low RPM MightyFine Crew Mod 1.2.1 Stock faces No continuous 'Ship spotted' V1.2 for GWX3 RadioMessage - MorseCodeOnly sobers real smoke darker and a brown tint1.1 TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships TwistyPeriscopeThingyMod Undersea_Mod_Reworked documents for the tools of MaGui 3.4 Salvo Selector Labels Foam1 Accurate German Flags ANZACMICKS WEATHERED TYPE VII Das Boot Realistic Food Sobers 3D waves Spirit of machines Destroyers&Corvette TorpedoTubesFfireFinal vStock DasBootSehrohr No Jawhol LifeBoats&Debris_v4 DD_OH_V3.09_20091209162038 FM_NewInterior_V1.0 Conning Tower open Hatch TestFMfood MaGui 3.4 CT_FM_NI_Fix_for_MaGui 3.4 This test (No.5) crashed. The results are as follows using Single Mission “Happy Times” as a test and following your recommendation: 1. Loaded as individual mods each time, DD_OHV3.09, FM New Int, CT_OH and MaGui all load successfully other than a warning that SH3 .sdl has been altered by Lifeboats+Debrisv4 when loading FM New Int. 2. Loaded together DD_OH + FM New Int mods. These load OK to “Happy Times”. 3. Loaded together DD_OH + FM New Int + CT OH. These load OK. 4. Loaded together DD_OH + FM New Int + CT OH + MaGui 3.4. Crashes to desktop. 5. Loaded together above (4) plus CT_FM_NI Fix (as per list above). Crashes to Desktop. 6. Loaded DD_OH + FM New Int + MaGui + CT_FM Fix. Extract CT OH. Crashes to Desktop. 7. Loaded DD_OH + FM New Int + MaGui. Extract CT FM Fix. Crashes to Desktop. 8. Loaded above (7) with FM_NI_Fix for MaGui. Crashes to Desktop. Any advice or further recommendations gratefully awaited. Thanks. |
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