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-   -   Drag. Chr. & 6AnzSimf.EN_For NYGM warTonn. Mod Beta vers (https://www.subsim.com/radioroom/showthread.php?t=90644)

tedhealy 03-14-06 08:39 PM

I don't know why that didn't work magwr. It sounds like the NYGM non rudder version crept back in there.

I edited the menu ini and dials cfg by hand because I wanted to customize the transparent bottom console to not slide out and add quite a few other menu1024 ini based mods. It's very easy and only takes 5 to 10 minutes.

Does JSGME append the menu ini and dials cfg file? Or just overwrite the old with the new? I thought it just overwrites the file with the new so if you wanted a few different mods that made changes to the ini you needed to make them by hand.

magwr 03-15-06 04:25 AM

Hmm, unfortunately i haven't a clue how JSGME works, i'm pretty much a total novice on files, amending them etc. Very wary about doing anything like that.
However, if i copied the contents of the menu ini and dials cfg from the 6 simfeeling dials mod and pasted them into the original dials menu ini and dials cfg mod files [backing up the two files before hand]. Would that be the easiest way to amend the files. and then not enabling the 6 dial mod via JSMGE?
As to altering these files i would not have a clue to do what to what to achieve anything.

Thanks

Nigel

JCWolf 03-15-06 06:19 AM

Don't get it guys ... :doh:


What is this all about, some mod crosses, or is there some conflits with any other mods.... :-?


The mod will work perfect when installed over the NYGM Tonn. and the NYGM Tonn. terrain upgrade, if you add anything more i'm afreid i can't help guys, not without checking mysellf in my SHIII game, sorry cause not an expert in this Computer game Language.... :up: :up: :up:

THE_MASK 03-15-06 07:14 AM

I will reply to you JC . Eventually . :zzz:

JCWolf 03-15-06 08:50 AM

Quote:

Originally Posted by sober
I will reply to you JC . Eventually . :zzz:




Ok... Thanks , I will be here without Moving an inch from mi Compt. desk, whayting paciently on your reply!!! :cool:

tedhealy 03-15-06 10:49 AM

Quote:

Originally Posted by magwr
Hmm, unfortunately i haven't a clue how JSGME works, i'm pretty much a total novice on files, amending them etc. Very wary about doing anything like that.
However, if i copied the contents of the menu ini and dials cfg from the 6 simfeeling dials mod and pasted them into the original dials menu ini and dials cfg mod files [backing up the two files before hand]. Would that be the easiest way to amend the files. and then not enabling the 6 dial mod via JSMGE?
As to altering these files i would not have a clue to do what to what to achieve anything.

Thanks

Nigel

Could be wrong, but I was under the impression that was the only way to get the 6 dial mod working as it doesn't have a menu1024 ini or dials cfg included (at least my download didn't). I thought you had to follow the readme and manually edit those 2 files after putting the tgas in the right place.

As long as you backup those 2 files, have no fear editing them. The readme included with 6 dials mod is very easy to follow along. You just copy and paste from it more or less. The only "hard part" is making sure the number sequence is correct.

magwr 03-15-06 11:05 AM

Going to try editing the two files and see what transpires from there.

I load everthing via the JSGME mod enabler and haven't done any manual editing to anything. I enabled the 6 Dial one from JSMGE and it al loaded up great, [except for the rudder issue].

Have tried all sorts of different mods this way and all have worked with no problems. That's why i find the JSGME enabler so good. Just pop the folder in the MODs folder, roll back Sub Cmdr and enable the mod and bingo off you go.

Will post what i manage to naff up and crash with my editing and any cries for help :lol:

magwr 03-15-06 12:55 PM

Found the file with the information to paste into the ini file, so started on that easy so far.

BUT how do you open the dials.cfg file, windows keeps telling me it doesn't recognise the file and it is spectacularly unhelpful in identifing the programme needed to open it. I am using windox XP home edition.

I am totally stuck at the moment with the cfg file now, what programme do i need and where can i get it please. :damn:

Thanks

Nigel

tedhealy 03-15-06 12:59 PM

Use notepad to open it. Or any text editor.

coronas 03-15-06 02:47 PM

You must edit "original rudder gauge" dials and menu for rudder gauge works. I believe there is the problem.

tedhealy 03-15-06 04:18 PM

Draggable stop watch, navimap mod, 6 dials with working rudder, and NYGM :rock:

http://img.photobucket.com/albums/v2...-3-2006_13.jpg

I just need to add integrated orders now :arrgh!:

magwr 03-16-06 12:46 PM

Shows what a total novice i am, didn't know what a txt edittor was.

Well, carefully edited the menu.ini & dials.cfg file, the original dials ones. Also noticed that there was some amendments for the en_menu.txt file. left that one at first.

Carefully checked what i had done, easy really. Thought i would copy these files into the relevant places on the 6 dial mod. Then enbled it via JSGME.

Game half loaded and i then got menu id not found, loads of these messages and the game didn't load any further.

So, thought ah must mean i have to amend that en_menu.txt file. Did that, enabled mod. Primeval scream later as game half loaded and menu id not found messages came up.

Oh hum, so i followed the manual install in the read me file, backing up all the files that i had to replace, & quite a load of files to add to various places.

Thought got to work now. Well no the stealth meter was missing, the officer icons missing etc.

So went back to the my original dials configuration.

At least i have got the origianl rudder in the NYGM mod now, instead of the time piece and the rudder works.

Any ideas? :(

Thanks to all who made sugestions.

tedhealy 03-16-06 01:13 PM

Did you make sure and renumber those new entries that needed to be renumbered? Just doing a copy and paste without making sure the numbers were correct could mess things up. It's very easy to copy and paste to the wrong place or incorrectly number an entry.

It can also be hard to tell the difference on some of the entries because of the I before the numbers. So a G3F I18 can easily look like 118 instead of 18 with an I in front.

Myxale 03-16-06 01:50 PM

Thats so hardcore form you...WOW mate!
Any chance Ted, that you release your ini.file with the navmap-mod here! I suck at merging cuz m' not sure how the whole ini. thing works!
:rock: :arrgh!:

JCWolf 03-16-06 02:52 PM

Quote:

Originally Posted by tedhealy
Did you make sure and renumber those new entries that needed to be renumbered? Just doing a copy and paste without making sure the numbers were correct could mess things up. It's very easy to copy and paste to the wrong place or incorrectly number an entry.

It can also be hard to tell the difference on some of the entries because of the I before the numbers. So a G3F I18 can easily look like 118 instead of 18 with an I in front.




Yeah and also as it hapend to me you have to be carefull with
the spaces you leave betwin every entry, cause if you live diferent spaces most of the times the game will not recognise the Ini file... :up:


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