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-   -   The Grey Wolves Supermod (official thread) (https://www.subsim.com/radioroom/showthread.php?t=90874)

Enfilade 04-03-06 07:44 AM

Can someone help clarify the installation process for GW, using JSGME? After downloading all six parts of the mod, I have six data folders. Where and how do I 'merge' these? Do I simply create a 'GW Ver 1' directory, copy all six data folders into that directory (do these overwrite?), then copy this directory into the Mods section of SH 3 root folder? I could not find any detailed instructions in the readme. I'm clear on the rest of the process to enable the mod through JSGME. It's just how to unify the six parts of the mod that has me confused.

ref 04-03-06 08:53 AM

Quote:

Originally Posted by Enfilade
Do I simply create a 'GW Ver 1' directory, copy all six data folders into that directory (do these overwrite?)

Exactly what you have to do, when the os ask you if you want to overwrite answer yes, in reality what is overwriten is the directory structure, not the files.

Quote:

Originally Posted by Enfilade
then copy this directory into the Mods section of SH 3 root folder?

Right on the spot again. :up:

All you have to do then is enable the mod.

Ref

dik_splash 04-03-06 12:36 PM

Just like to say thanks to the Grey Wolves team, the mod is outstanding. :rock:

I have two copies of SHIII now, one patched to Grey Wolves and the other to Teddy Bar's NYGM Tonnage mod.

I have one question:-

Reference the Kiel canal in Grey Wolves

Am I suppose to see the canal on the map when I zoom in?

Because I don't see it in Grey Wolves, but I do when using the tonnage mod I thought the tonnage mod was incorporated into Grey Wolves.

Have I missed something?

Thanks in advance.

dik_splash

Kpt. Lehmann 04-03-06 12:47 PM

Quote:

Originally Posted by dik_splash
Just like to say thanks to the Grey Wolves team, the mod is outstanding. :rock:

I have two copies of SHIII now, one patched to Grey Wolves and the other to Teddy Bar's NYGM Tonnage mod.

I have one question:-

Reference the Kiel canal in Grey Wolves

Am I suppose to see the canal on the map when I zoom in?

Because I don't see it in Grey Wolves, but I do when using the tonnage mod I thought the tonnage mod was incorporated into Grey Wolves.

Have I missed something?

Thanks in advance.

dik_splash

In GW you should see the Kiel Canal at the higher zoom levels on your F5 map.

dik_splash 04-03-06 03:11 PM

Quote:

In GW you should see the Kiel Canal at the higher zoom levels on your F5 map.
:nope:

Double checked and zoomed in on Kiel and no canal :down:

Is there any specific file I can look for to see if it's there?

Thanks in advance

dik_splash

ref 04-03-06 03:58 PM

Quote:

Originally Posted by dik_splash
Quote:

In GW you should see the Kiel Canal at the higher zoom levels on your F5 map.
:nope:

Double checked and zoomed in on Kiel and no canal :down:

Is there any specific file I can look for to see if it's there?

Thanks in advance

dik_splash

The files are Terraindata.bfd and terraindata.bfi, in the data\terrain\data folder, I'm at work so I can't give you more details, you should try replacing the ones in you sh3 folder with the ones in your GW download

Ref
Edit: file sizes :

Terraindata.bfd : 247,370,226 bytes
Terraindata.bfi : 3,564,004 bytes

dik_splash 04-04-06 04:20 PM

Sorted, thanks for the help ref :up:

dik_splash

VON_CAPO 04-04-06 08:16 PM

I found a weird behavior in my crew. :o
They are blind, inclusive at medium range, clear sky and without time compresion. :hmm: :hmm: :hmm:

This is pretty dangerous if I find a destroyer. Or worst, an airplane. :dead:

Can be the following to be fixed?

Any idea? :hmm:

http://img433.imageshack.us/img433/2...65636ep.th.jpg http://img162.imageshack.us/img162/4...92670hv.th.jpg http://img433.imageshack.us/img433/4...58137mk.th.jpg

http://img433.imageshack.us/img433/1...49707ij.th.jpg http://img88.imageshack.us/img88/517...77049wd.th.jpg

UPDATE:
The detection indicator by enemy looks red
http://img101.imageshack.us/img101/2...48780jj.th.jpg

The cargo ship now appears on the map at 2300 meters, but the crew remains quite.
http://img101.imageshack.us/img101/7...08901na.th.jpg

Blind, blind, blind... :nope: :nope: :nope:
http://img238.imageshack.us/img238/1...51561rw.th.jpg

Just after ask to my watch officer for contacs he awakes!!! :huh:
http://img101.imageshack.us/img101/8...14684vs.th.jpg

OSO 04-05-06 09:36 AM

Type IIA Hydrophone bug
 
I'm not sure if this is my fault, a general fault of SH3 or something with the GW mod. Maybe someone could be kind enough to either verify it for me or point me into the right direction of fixing it.

I am currently using GW and SH3 with realistic Uboot availability dates.

The hydrophone appears to be broken. I can't hear any props using it but my sonar man does. I am also using the early model hydrophones.

I've tried maxing out the volume and it still doesn't work. I have tested other Uboots and their hydrophones function normally.

Other than that issue I love the mod.

scalpel 04-05-06 11:59 AM

it stilla crashes to desktop... :/
 
hello!

i have a problem with GW 1.0,
no matter what i try it keeps quiting to desktop after "not so long ago..." no errors, no logs - just a desktop instead of a harbour :P
this happens when starting a campaign patrol...
single missions and naval academy works well with the GW
campaign in stosk sh3 also works fine

(i am not loading saved games, so it's not an issue of saves compatibility)

i got to the point where i need to ask 4 help... ;)

ps.
1 GB RAM, nForce4, GF6600GT 128,
Athlon XP 3000+, MS Windows 2000 proffesional,
(i play with stock seabed textures, and 1.4b installed of course)

CWorth 04-05-06 02:27 PM

I was looking through the files and noticed that the Large Old Liner(NLOL) has two .zon files in the folder.

One called NLOL.zon and the other called Copy of NLOL.zon

Do I have to delete the extra copy version?

Kpt. Lehmann 04-05-06 07:40 PM

@ CWorth,

Yes you can delete "Copy of NLOL.zon." It is apparently an extraneous file.

Angrykirill 04-06-06 01:24 AM

Ok, this i just need clarified.

When I dlded, I put both optional mods and the original folder into a "grey wolves folder" and installed it with JGSME. Did all the optional mods come along when I did that?

Kpt. Lehmann 04-06-06 03:18 AM

Quote:

Originally Posted by Angrykirill
Ok, this i just need clarified.

When I dlded, I put both optional mods and the original folder into a "grey wolves folder" and installed it with JGSME. Did all the optional mods come along when I did that?

They did... Sort of.

All you need to do to activate an optional mod is right click its folder... for example the "Generic Contacts Mod" then select "copy."
All you need to do then is "paste" it into your JGSME Mods folder and enable as usual. :ping:

ref 04-06-06 06:42 AM

Re: it stilla crashes to desktop... :/
 
Quote:

Originally Posted by scalpel
hello!

i have a problem with GW 1.0,
no matter what i try it keeps quiting to desktop after "not so long ago..." no errors, no logs - just a desktop instead of a harbour :P
this happens when starting a campaign patrol...
single missions and naval academy works well with the GW
campaign in stosk sh3 also works fine

(i am not loading saved games, so it's not an issue of saves compatibility)

i got to the point where i need to ask 4 help... ;)

ps.
1 GB RAM, nForce4, GF6600GT 128,
Athlon XP 3000+, MS Windows 2000 proffesional,
(i play with stock seabed textures, and 1.4b installed of course)

In my experience a CTD at this stage is the result of a ship, or cfg file missing, try reinstalling the mod. :up:

Ref


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