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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] OLC Ubermod v2.4.3 for GWX 2.1 (https://www.subsim.com/radioroom/showthread.php?t=134186)

A6Intruder 04-26-08 01:26 PM

I like it that you have integrated the great waterspray mod from Rubini, but you should use, of couse with permission, the improved files from Philipp Thomsen. He included the exhaust mod from Racerboy. Than it is nearly perfect!!:rock:
Kind regards:up:

onelifecrisis 04-26-08 06:05 PM

Quote:

Originally Posted by rulle34
1. I have installed SH III + 1.4b + GWX 2.1 and then in order applied OLCE2 1.6 + OLC GUI Special. Is that all I have to do? No other mod as in your last OLC 1.2.3? Double mast tool i.e

Yes, that's all you have to do. The mast values are not doubled in OLC GUI Special.

Yorktown_Class 04-26-08 11:38 PM

I just installed 1.6,and so far I don't have the artifacts on the horizon anymore:up:

Thank you

ryanwigginton 04-27-08 12:46 AM

First of all thank you. This is a fantastic mod! The thread needs stickying, I accidentally posted in the old v1.2.3 thread yesterday which seems to be redundant now.

What I've noticed is the excellent wave fix (as seen in the last screenshot) isn't occuring with my install of OLCE2. So I'm guessing it must be a part of the GUI. Seeing as this is a scene fix and not part of the interface can it be bundled into OLCE2 (ie Part 1). It would make sense, and also all users of your mod WILL install OLCE2 but not all will necersarily use the GUI. TIA.

skookum 04-27-08 01:21 AM

OLC, is it possible to include something similar to Sargbuto's SB Camera: some sort of free moving camera for the bridge view? I can't get SB camera to work win OLCE/GWX 2.1.


BTW, all GFX issues I was having before disappeared with GWX 2.1/OLCE uber. THANKS!!!

treblesum81 04-27-08 03:48 AM

Not sure if this has been covered or if I just missed the posts, but I've had a little trouble with and update from 1.3 to 1.6. I know that one of the alterations between the two was that enemy night blindness was removed (it was nice to play with it for a couple of patrols though ;);)) and that the fix wouldn't have any effect on daytime visual detection. But since the update, daytime detection has become almost instantaneous... if the vis is moderate as soon as I'm past 9km to the target, my detection meter goes red and they immediately start evasive maneuvers. This has happened so far in all weather conditions and no matter how low in the water I run the boat (without actually submerging that is)... as soon as the target or enemy "could" see me, they automatically do and react.

As it is right now, I can't attack anyone during daylight as I can't catch single merchants submerged (unless I plot way ahead of them, which can be difficult as I can't get within visual range to get a good position fix) and I can't even get close enough to a convoy to figure out what I'm up against without 2-3 of the escorts hauling off in my direction.

I remember that you said that the fix would not affect daytime detection ability, so I'm wondering if I'm an isolated case in this or if it is something you've identified and are planning to fix.

Thanks,
Greg

Alex 04-27-08 03:55 AM

Quote:

Originally Posted by onelifecrisis
Please read the updated readme.

Changes in this version:
  • Tweaks and fixes to the appearance of underwater 3D objects and bitmap particles, particularly at night.

Your best work so far. Now that's what I call a real looking light underwater. :huh:

You rock, mate ! :rock:

onelifecrisis 04-27-08 04:49 AM

Quote:

Originally Posted by ryanwigginton
Seeing as this is a scene fix and not part of the interface...

Wrong.
Read post 1.

onelifecrisis 04-27-08 04:53 AM

Quote:

Originally Posted by treblesum81
Not sure if this has been covered or if I just missed the posts, but I've had a little trouble with and update from 1.3 to 1.6. I know that one of the alterations between the two was that enemy night blindness was removed (it was nice to play with it for a couple of patrols though ;);)) and that the fix wouldn't have any effect on daytime visual detection. But since the update, daytime detection has become almost instantaneous... if the vis is moderate as soon as I'm past 9km to the target, my detection meter goes red and they immediately start evasive maneuvers. This has happened so far in all weather conditions and no matter how low in the water I run the boat (without actually submerging that is)... as soon as the target or enemy "could" see me, they automatically do and react.

As it is right now, I can't attack anyone during daylight as I can't catch single merchants submerged (unless I plot way ahead of them, which can be difficult as I can't get within visual range to get a good position fix) and I can't even get close enough to a convoy to figure out what I'm up against without 2-3 of the escorts hauling off in my direction.

I remember that you said that the fix would not affect daytime detection ability, so I'm wondering if I'm an isolated case in this or if it is something you've identified and are planning to fix.

Thanks,
Greg

Greg, thanks for the feedback. This certainly concerns me, so I'll do some more testing when I get back home.

ryanwigginton 04-27-08 05:05 AM

Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by ryanwigginton
Seeing as this is a scene fix and not part of the interface...

Wrong.
Read post 1.

You misunderstand me. I realise IT IS part of the GUI mod but what I'm saying is doesn't it belong with all the graphical/sceneary part of your mod, OLCE2. Why is it bundled with the GUI?

onelifecrisis 04-27-08 05:33 AM

Quote:

Originally Posted by ryanwigginton
Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by ryanwigginton
Seeing as this is a scene fix and not part of the interface...

Wrong.
Read post 1.

You misunderstand me. I realise IT IS part of the GUI mod but what I'm saying is doesn't it belong with all the graphical/sceneary part of your mod, OLCE2. Why is it bundled with the GUI?

I didn't misunderstand you.
Read post 1.

treblesum81 04-27-08 05:34 AM

I'm amazed at the level of effort you're putting into this... and very grateful... especially considering you're doing all of this out of your desire to better the community. :lol::lol:

One thing I noticed just now because I've been playing around with the more advanced sub missions is that the GUI doesn't have any support, at least as far as I can tell, for advanced, programmable torpedos. This may have been covered before, and that may be by intention or I may just not know how to get to it, but I just thought I'd bring it to attention.

Thanks again for the great mod,
Greg

ryanwigginton 04-27-08 05:39 AM

Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by ryanwigginton
Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by ryanwigginton
Seeing as this is a scene fix and not part of the interface...

Wrong.
Read post 1.

You misunderstand me. I realise IT IS part of the GUI mod but what I'm saying is doesn't it belong with all the graphical/sceneary part of your mod, OLCE2. Why is it bundled with the GUI?

I didn't misunderstand you.
Read post 1.

My apologies.

onelifecrisis 04-27-08 05:41 AM

Quote:

Originally Posted by ryanwigginton
Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by ryanwigginton
Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by ryanwigginton
Seeing as this is a scene fix and not part of the interface...

Wrong.
Read post 1.

You misunderstand me. I realise IT IS part of the GUI mod but what I'm saying is doesn't it belong with all the graphical/sceneary part of your mod, OLCE2. Why is it bundled with the GUI?

I didn't misunderstand you.
Read post 1.

My apologies.

Accepted. :up:

rulle34 04-27-08 05:45 AM

Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by rulle34
1. I have installed SH III + 1.4b + GWX 2.1 and then in order applied OLCE2 1.6 + OLC GUI Special. Is that all I have to do? No other mod as in your last OLC 1.2.3? Double mast tool i.e

Yes, that's all you have to do. The mast values are not doubled in OLC GUI Special.

Thank´s OLC

Quote:

Originally Posted by rulle34
2. With GWX 2.0 and your OLC 1.2.3 my high resolution fix worked just fine. With GWX 2.1 and your latest OLCE2 1.6 and OLC GUI Special high res fix don´t work at all = CTD during start up process. Do you or anyone else have any ideas why it doesn´t work now and second, any tip that makes it work. I really enjoyed playing SH III in high res

Is there anyone that have any solution/fix/tip about the resolution fix?


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