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-   -   [WIP] Diesel room interior (https://www.subsim.com/radioroom/showthread.php?t=160385)

Anvart 02-16-10 04:14 PM

Quote:

Originally Posted by Reece (Post 1269153)
You are correct!! It's not compatible with Anvarts DFa_UpDnRot_Flags_fin2 mod, remove this and all goes well, ...

Why? :nope:

JCWolf 02-16-10 04:22 PM

Quote:

Originally Posted by Anvart (Post 1269854)
Why? :nope:

Don't know mate, Must be something that this mod changes in the same files as yours, and if you install it before, it doesn't work yours if after it messes this Mod??!!!:hmmm:

piri_reis 02-16-10 04:28 PM

Quote:

Originally Posted by JCWolf (Post 1269818)
I am using the FM file , latest he released, and thought that I like the Luca Mod idea I still don't understand Why he haves the same Mod as FM included .

Howdy JC,
I'm sure luca and FM have been communicating via PM for this.

The reason he has the Interior Mod merged to his is, both use the same CR.dat model file.
In the stock SH3, NSS_Uboat7_CR.dat file has the mesh for the Zentrale, NSS_Uboat7_RR.dat has the mesh for the RadioRoom. They are seperate, that's why you have to click to the hatch to get in.

* In DD_OH the RadioRoom mesh is moved inside CR.dat. RR.dat file is zeroed.
* In FM_Interior, the compartments at the back are merged to the CR mesh dat.
* And in Luca's mod, the Conningtower hatch is opened by modifying the same file, CR.dat.

So Luca has to merge FM's interior mesh to his mod to get them to show at the same time, he can't do this without FM giving him the 3d files I think, so it's all good community team work :up:

Note: JC, luca's latest release 0.91FM fixes the Obs scope and I think also the other problems you mentioned.

JCWolf 02-16-10 04:56 PM

Quote:

Originally Posted by piri_reis (Post 1269885)
Howdy JC,
I'm sure luca and FM have been communicating via PM for this.

The reason he has the Interior Mod merged to his is, both use the same CR.dat model file.
In the stock SH3, NSS_Uboat7_CR.dat file has the mesh for the Zentrale, NSS_Uboat7_RR.dat has the mesh for the RadioRoom. They are seperate, that's why you have to click to the hatch to get in.

* In DD_OH the RadioRoom mesh is moved inside CR.dat. RR.dat file is zeroed.
* In FM_Interior, the compartments at the back are merged to the CR mesh dat.
* And in Luca's mod, the Conningtower hatch is opened by modifying the same file, CR.dat.

So Luca has to merge FM's interior mesh to his mod to get them to show at the same time, he can't do this without FM giving him the 3d files I think, so it's all good community team work :up:

Note: JC, luca's latest release 0.91FM fixes the Obs scope and I think also the other problems you mentioned.

Thanks for the reply,
I will download it again but I used the version he posted here before opening the Mods thread I guess they are the same, if not better, there was another thing thought that I didn't like, it was the fact that in Lucas Mod all the Food was done by by, nothing, zip, not even a box of oranges, thought I think the amout of food in DD.OH mod was a įitlle to much I still think that the stock amout of food was the perfect for me, at least that,
not removing all the food.

I will download the mod a try it .:yeah:

Reece 02-16-10 07:26 PM

Quote:

Originally Posted by Anvart (Post 1269854)
Why? :nope:

It is strange Anvart, your files are not touched by this mod, the only thing I can think of is that a node with the same identity is being used and referenced, I'm out of my league here, am only guessing!:oops: With your mod installed the CR/RR hatch doesn't open, however the locking levers still function, also the command orders line shows "Radio antenna destroyed sir!", this shows on mission start.:hmmm: Note this is only with the VIIb, after testing it's the Turm7b_1_hd.dat file.

EDIT: @ JCWolf, the amount of food that will slowly disappear can be edited to the amount you like.

Uber Gruber 02-16-10 08:00 PM

Quote:

also the command orders line shows "Radio antenna destroyed sir!", this shows on mission start.:hmmm:
I too have had the same message at mission start when testing MaGUI2. Uninstalling DFa_UpDnRot_Flags solved the problem. Unfortunately, I can't provide an exact mod list and it is indeed possible that if I had uninstalled a different mod that too may have also solved the problem. Nevertheless, my suspicions are averted to a possible mod conflict...somewhere... :hmmm:

DivingDuck 02-17-10 04:14 AM

Moin,

as for me there was no problem whatsoever with Anvartīs mods
  • FM30_UpDown_final
  • DFa_UpDnRot_Flags_fin2
  • DFant_subFlag_2010
All have been tested for compatibility with the animated version of this mod. They do work now and they will work upon final release!

Regards,
DD

Trollus 02-17-10 05:34 AM

Problem
 
Hi guys,
would you be so kind and tell me what other mods should I install to make it work? I've got only GWX. I try to install interior mod via JSGME, but still, it doesn't work on any VII boat, there's a black space behind the hatch. Should I install any other 'open hatch' or conning tower mod to see an engine room?


Thanks for help

JCWolf 02-17-10 05:43 AM

Quote:

Originally Posted by Trollus (Post 1270478)
Hi guys,
would you be so kind and tell me what other mods should I install to make it work? I've got only GWX. I try to install interior mod via JSGME, but still, it doesn't work on any VII boat, there's a black space behind the hatch. Should I install any other 'open hatch' or conning tower mod to see an engine room?


Thanks for help

Hey mate,

You have GWX 3 I supose?

If so Just download this version From lucas, That includes Flakmonkey
and DivingDuck 's work,:

http://www.filefront.com/15601211/Co...Hatch091FM.7z/

This version haves also the Conning tower opened Hatch when surfaced and some other goodies!


You don't need anything else to make this work...:yeah:

Trollus 02-17-10 05:54 AM

:)
 
Thank You very much JCWolf for your quick answer. That's what I thought, I missed something here:). That's probably because I haven't played SH3 for some time.

JCWolf 02-17-10 06:03 AM

Quote:

Originally Posted by Trollus (Post 1270493)
Thank You very much JCWolf for your quick answer. That's what I thought, I missed something here:). That's probably because I haven't played SH3 for some time.

You are welcome mate, it is normal...

Glad I could help!:up:

nemo7 02-17-10 06:38 AM

DFant_subFlag_2010 is working fine for me. I want to lock myself in this engine room. Unbelievable!:salute:

Reece 02-17-10 07:46 AM

Quote:

Originally Posted by DivingDuck (Post 1270438)
Moin,

as for me there was no problem whatsoever with Anvartīs mods
  • FM30_UpDown_final
  • DFa_UpDnRot_Flags_fin2
  • DFant_subFlag_2010
All have been tested for compatibility with the animated version of this mod. They do work now and they will work upon final release!

Regards,
DD

Most strange then what is happening DD, you probably read my posts, none of his files are included in yours and FM's work but certainly as soon as I enable Anvarts mod the problems are there in the VIIb only, would you have any idea why or where I can look?:hmmm:
I suppose I should just wait for the final release!:yep:

JCWolf 02-17-10 07:57 AM

I have the same error as Reece...the solution was taking of
FM30_UpDown_final
DFant_subFlag_2010

And without this everything works great,

thought I do not have this

DFa_UpDnRot_Flags_fin2 ??????:hmmm:

Stormfly 02-17-10 08:04 AM

...does someone test the new interior in campaign mode ?

for example, Living Silent Hunter v4 & v5 wont run anymore if campaign files are enabled (CTD just before reaching end of the loading bar). (started a new campaign)

please give feedback if it is running in any campaing modes.

i wont hope we reach a border of useable mem or something like that...

...should i try to remove starforce to be able to pimp sh3.exe to be able to use more than 2gb ram on my XP sys (Vista solution) ?


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