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Thanks for this. I'm having issues with the crew management page though :
i) Auto crew configuration buttons can't be selected/clicked. I believe most people move them about manually to avoid potential CTD issues so this is minor. ii) Half of the crew slots for damage control and a handful for both engine compartments are invisible. I can add/remove crew to these slots, but I can't see the actual crew graphic in the slot itself. I'm using this with GWX3, could that be the source of the problem? |
Come to think of it, I didn't think to check if the Damage Crew Management slots change in size for the different subs...
Thanks for bringing this up... This page is going to be a problem ..:) |
Starkweather:
As a quick fix dump this picture in your ..\data\menu\data.. folder, and also the same folder in the MOD folder. https://www.dropbox.com/s/8preu85p9z...0_Barracks.tga I've made the green background lighter, so that it's easier to see the crew slots. WRT the auto-crew selection buttons, I haven't touched these AFAIK. This could be from NYGM, as I've also tried this with the same results. This mod is sitting on top of NYGM and Hitman's latest GUI... You'll probably get many issues with GWX It wouldn't be a problem for the Big Mod modders to adapt this, as I've put in comments into the menu_1024_768.ini file. It'll just take a little time though, but hopefully I've completed all the groundwork for this to happen. :up: |
Hey, you didn't have to do that. Unfortunately, it didn't fix it!
I did figure out the issue though, NYGM reduces the amount of active crew that you can place in the compartments I mentioned. If you place crew in these 'disabled' slots, they are rendered ineffective and get a crossed out icon. GWX doesn't have this feature or the icon graphic (and as you said, this widescreen mod is built upon NYGM), hence the invisible slots and crew. Easily adapted to GWX with a few edits though. Also, thanks for pointing me to NYGM and Hitman's GUI. I've been stubbornly using the same SH3 install, with GWX, for years though after trying NYGM for the first time I think I prefer it. And the game looks fantastic now that I can finally play it at 1920x1080 without the GUI shortcomings and glitches. |
Hi !
Is it possible to use this mod with GWX3? It seems that at least a fix is needed for the crew management screen (as Starkweather has noticed). Could you please release that fix? Are any more fixes necesary? Thank you very much for your help !! Txema |
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Here's the 1024x768 NYGM screenie.. (No wide screen mod) showing the same effects. |
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No plans at the moment.. I was just happy to get this one 'working' :D
I was hoping the guys who made GWX would use the 'commenting information' I placed in the menu file to adapt GWX. This mod set me 'back in time' wrt to RL - I have a lot of RL catching up to do first. :arrgh!: |
I'm so sad this won't work with GWX 3.0 :wah:
But thanks for your work! Here's to hoping someone makes it GWX compatible! :yeah: |
Hi vanjast,
I looked at your work and I like it a lot :up: Very nice! For my own work I would be glad if you could help me a bit. What's the purpose of these six lines in the d3d9.ini file? [LOADSCREENS] tx=0.044 ty=0.0205 sx=0.04 sy=0.02 maxscale=true [EFFECTS] Ocean=true And a question about the maps.cfg. What do the changes there do? It doesn't seem as if the resolution of the map becomes 1920x1080 :hmmm: Regards, LGN1 |
Not sure exactly..
Under the Loadscreens the values affect the positioning of the load screens. The first screen (tx,ty) is when you start the game, the second (sx,sy) when you start a mission. I never managed to move the second screen red progress bar downwards, but then I never looked at this - I think it's in the menu.ini file. maxscale, I take as full-screen resolution. The EFFECTS, I have no idea as I didn't touch this. :) |
Thanks, vanjast!
Can you please also comment on the maps.cfg changes? Regards, LGN1 |
New SH3 Game.
Excelent job, in the right way.
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[Map0] MapID=Navigation_map Position=0,0 ;Resolution=1024,656 Resolution=1920,1080 --> Wide Screen res of the background StrTactMap.tga image that fills the screen (this is hard coded as is the file name) ;MajorSqrs=4,2.4 MajorSqrs=4,3.3 --> The X:Y (Horizontal:Vertical) ratio of the map itself which overlays the above StrTactMap.tga file. The maximum value of either X or Y is 1024 IIRC (Beyond 1024 you get 'wrap-around'). I've adjusted the vertical (Y) value to fit. I think the value 4 = 1024 (1=256 which makes sense) The positioning of the map (hard coded) seems to be centered on the screen, no matter what the resolution is.... so you have to play with the X:Y ratios to get it right Hope this makes sense :D |
Awesome mod :arrgh!: Got a newb quesion tho, did you remove the ship distance on the attack periscope screen on purpose so its more realistic or I just missed a click/ini setting somewhere?
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No! that was removed by Hitman's GUI if I'm not mistaken :)
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Ah I see, thanks :cool:
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Does this work with other mods on top of nygm?
For example hardcore fixes V16B1 and a soundmod |
If any mod replaces the used files, you're going to have problems.
You'll see this in JSGME when it lists the files to be replaced, or after installing a mod, the widescreen name in the listing is faded. |
vanjast, this mod looks spectacular! And, since I play NYGM with Hitman's Optics, it's a perfect fit for me. Thanks for all the hard work. I considered making a widescreen hi-rez version a while back. I made an assessment of what it would take, and decided that I would put it off until I was really, really tired of playing SH3, 'cause once I started on the conversion, I knew I wouldn't be playing for a looong time.
I have a problem with the mod. It's an obvious one, and, since I haven't seen anyone else mention it, I am assuming I have just missed something. I don't know how to make the stopwatch visible on the scope and UZO screens. I messed around in menu_1024_768.ini and got it to appear and work on the attack scope screen, but on the UZO and obs scope I can get it to appear but not to work. I'm using the mod config you specify, with several others, but none of them modifies the menu_1024_768.ini or dials.cfg, and all the .tga files your mod needs are there. Can you tell me what I have missed? I'm eager to get after a new career with this great mod of yours. |
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