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-   -   GWX Issues Post Here (https://www.subsim.com/radioroom/showthread.php?t=102125)

Tikigod 01-31-07 01:48 AM

Anyone get a death sequence if they load into a saved game that was saved when submerged? I saved my game in a career on first patrol submerged (about 30-50 meters). When, I load into the game I get the flickering bug that came with default sh3 (the glass breaking sounds, lights flickering, etc) But, instead of it resolving itself after a few seconds like the default bug normally does, it goes through an entire death sequence where the camera falls to the floor, guys are shouting "we are diving too deep", and then I get a death screen saying I died from a collision. Very strange considering I saved at 30-50 meters in a 350 meter area with no ships around. I'm, also not in an area that is mined. Its actually too deep for mines. The only thing I had was a stormy sea when I saved.

Jimbuna 01-31-07 02:56 AM

A few people gefer to it as the 'death dive' or 'dive of death'. The only advice I can offer is that I never save the game whilst submerged :nope:

Cheapskate 02-07-07 02:14 PM

Have recently installed GWX and wow, am I impressed! Not just with installation (although that was faultless) but with presentation, graphics,etc.etc.etc. Looks like all you beta testers weren't exaggerating after all! Sorry to have doubted you guys! :oops:

Haven't done anything much as yet, apart from the first two training missions, and a look through the Museum, but a couple of things do slightly disappoint.

1) The smoke on some older vessels hasn't been fixed and the new Armed Tugboat exhibits the same error. The normal tugboat and the Vorpostenboot aren't much of a problem....Rowi58 did a fix for them way back in October last year..although applying this patch overwrites Boris' new Vorpostenboot skin.

We now have great new stuff like revolving DF radio antennae, realistic wakes, great damage texture etc. and, hopefully, new compartments. Seems a bit of an anchronism to have to suffer the sight of smoke billowing from places where it shouldn't, or in case of the Flottenbegleiter, not coming from places where it should.

2) While cruising underwater on navigation exam and listening to the gramaphone, I was severely shaken by a thunderous hammering which I thought was an intruder breaking into our kitchen. Turns out it was only the hull creaking ingame. Did the hull really make that sort of racket in RL??.. at 25m?? At 225m I could maybe believe, but not at that volume.

3) The NordOstSee canal doesn't have the ports of Holtenau, Rendsburg etc and Helgoland is just a featureless blob on the map. Is it OK to add them?..I appreciate that this would screw up the autonav, but I usually steer down the canal manually...my idea of fun :doh:

Minor points I know, but I s'pose that this only highlights the excellence of this package...how did I live without it until now?

Edit: Just noticed a Hungarian Fw200 Condor! Really?? AFAIK the only foreign airforce to use the Condor was the RAF which impressed an ex-Danish civilian prewar version. Would just remove it but inview of your comments re the Japanese Arado, thought I would await your advice first!!

bigboywooly 02-07-07 02:22 PM

Hi Cheapskate
Did you add the Dec 23rd patch also ?
IIRC it reduces that sound

Rendsburg is in the canal
Holtenau isnt though
Yes it would screw with the auto plot feature but I think it was left out to reduce FPS hits in that area
By all means you can add whatever you like
Tis your install

Enlighten me about Heligoland

Cheapskate 02-07-07 02:57 PM

Strewth BBW. That was a quick reply...are you sure your aren't a psychic??? Could almost believe you typed that reply before I even posted!!

Yes, I did put on the patch, although it may not have taken properly - I put it in manually :oops: Will recheck!

You're also right about Rendsburg :oops: :oops: . However one element of Brunsbuettel isn't there - the bit on the eastern bank. Would like to add this.

Re: Helgoland. TigerKatziTatzi's mod. Rebuilt island, added Navalbase, small airbase, gun emplacements, lighthouses etc. Great mod wouldn't be without it!

Link: http://www.subsim.com/radioroom/show...ight=Helgoland

Post 129 or thereabouts.

Cheers!!

* Re Helgoland. Not strictly part of canal of course. However it does add quite a few extra things which I don't want to add if they could impact on game. It is running so beautifully I don't want to risk mucking it up!

bigboywooly 02-07-07 03:07 PM

Ok thanx for that
I remember it now
:up:

Cheapskate 02-07-07 05:01 PM

Quote:

Originally Posted by bigboywooly
Hi Cheapskate
Did you add the Dec 23rd patch also ?
IIRC it reduces that sound

Have just rechecked patch contents and can't see anything in it which alters any sounds.

Maybe you've got this in line for the next one :-? ...oder?

The Submarine waves lap file is also way too loud....probably more so than the creak file!!!!

Now off to do the Flak Artillerie test. From what I remember reading I will most probably die.......or was that the NYGM version? :D

bigboywooly 02-07-07 05:18 PM

Hmmm ok
Thanx
I thought it was
:oops:

Nah you should be ok in the flak one
No rockets in there
:rotfl:

WilhelmSchulz. 02-07-07 08:43 PM

When I sail out of Constanza, every time I take a bit of damage I CTD.:damn:

JScones 02-07-07 08:50 PM

Quote:

Originally Posted by Cheapskate
Edit: Just noticed a Hungarian Fw200 Condor! Really?? AFAIK the only foreign airforce to use the Condor was the RAF which impressed an ex-Danish civilian prewar version. Would just remove it but inview of your comments re the Japanese Arado, thought I would await your advice first!!

Yeah, apparently that little rogue's been with Hungary since the original GW. It will be removed with the next patch. Hungary did have some, but not until well after the war.

Spain will keep theirs as they DID have a few of them.

bigboywooly 02-10-07 05:48 PM

Quote:

Originally Posted by Cheapskate

1) The smoke on some older vessels hasn't been fixed and the new Armed Tugboat exhibits the same error. The normal tugboat and the Vorpostenboot aren't much of a problem....Rowi58 did a fix for them way back in October last year..although applying this patch overwrites Boris' new Vorpostenboot skin.

We now have great new stuff like revolving DF radio antennae, realistic wakes, great damage texture etc. and, hopefully, new compartments. Seems a bit of an anchronism to have to suffer the sight of smoke billowing from places where it shouldn't, or in case of the Flottenbegleiter, not coming from places where it should.
!!

:hmm:
http://img261.imageshack.us/img261/8...nter233xs0.jpg

http://img261.imageshack.us/img261/7...nter235an3.jpg

http://img261.imageshack.us/img261/5...nter237sf6.jpg

:rotfl:

Cheapskate 02-10-07 06:02 PM

Absolutely wonderful! Just the way I want to see 'em.

BUT why are you ROFLing ( and scratching your chin ) :hmm: :hmm: :hmm: :hmm:

bigboywooly 02-10-07 06:47 PM

Quote:

Originally Posted by Cheapskate
Absolutely wonderful! Just the way I want to see 'em.

BUT why are you ROFLing ( and scratching your chin ) :hmm: :hmm: :hmm: :hmm:

http://img167.imageshack.us/img167/3...nter239tb0.jpg

Sometimes things get forgotten over time
A reminder often leads to results

You can thank Ref for the fix which will be in the update

Jimbuna 02-11-07 06:35 AM

@BBW and Ref :rock: :up:

Cheapskate 02-11-07 04:04 PM

@BBW
Apologies for my rather quizzical post. Should explain that as the only text I could see in your post was the sentence under your sig pic, thought you might be implying that the fixes were in the 23 Dec patch and that idiot me had screwed up the installation! Must confess that could've been true as I'm pretty adept at messing up installations and had installed the patch manually rather than using JSGME.:oops: My paranoia strikes again.

Anyhow, HUGE thanks to ref for the fixes and for the speed with which they were done!!

Many thanks also to you matey, for taking the trouble to post those great pics.

The GWX update service is unparalleled, as is the mod itself.:rock: :rock:
.
Cheers
Cheapskate


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