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-   -   Merchant Fleet Mod Progress Thread (https://www.subsim.com/radioroom/showthread.php?t=142285)

iambecomelife 03-08-10 05:31 PM

Quote:

Originally Posted by LGN1 (Post 1302778)
Hi evan82,

could you please tell me which ships have problems with the *.zon file? Is it just the M34A or also others?

Thanks in advance!

Cheers, LGN1

Mostly the smaller ships and some of the tankers. This is being worked on ATM.

Hellraiser 03-08-10 05:38 PM

Cool!
 
Awesome! Glad to see this potentially GREAT mod getting some more attention!! It would be fantastic indeed to finally have a 100% working version.

I am also not buying SH5 based on everything I've heard and the stupid DRM

Thanks in advance...and for all of your hard work already done Mr. IABL.

I salute you sir...:salute:

LGN1 03-08-10 05:38 PM

Hi iambecomelife,

thanks for the reply. Can I just delete the zones outside the hull? I ask because I measured (almost) all the lengths and mast heights of the ships and I do not want to do it again when a new version of the mod is released. I want to stick with my present personal version.

Thanks again for the great work. The ships are real beauties.

Cheers, LGN1

iambecomelife 03-08-10 07:28 PM

Quote:

Originally Posted by LGN1 (Post 1302837)
Hi iambecomelife,

thanks for the reply. Can I just delete the zones outside the hull? I ask because I measured (almost) all the lengths and mast heights of the ships and I do not want to do it again when a new version of the mod is released. I want to stick with my present personal version.

Thanks again for the great work. The ships are real beauties.

Cheers, LGN1

I recommend not doing this - it will have a negative effect on ship sinking behavior.

At the moment, despite zones being outside the hull you will still get fairly realistic sinkings - if you delete some of the zones then the game might not "know" that a torpedoed or shelled ship should start to flood.

I will work on the zones so that they are better suited to each of the individual models, so you don't get glitches like fire floating in midair & so on.

evan82 03-09-10 04:24 AM

I alredy fixed these zones for myself with S3D:http://img192.imageshack.us/img192/6...nshot001am.jpg
I also used new Hit points scheme, more compatible with my game version. Everything can be done through S3D:salute:.
But hey, Iambecomelife! Once again thanks for Your work. Doing some fixes is always easier, than made all units from the begining, and Your ships are great and beatifull.:rock::rock::rock::rock:.

Happy Times 03-16-10 01:48 AM

Ive tried different thing several times and im lost.:damn:
Do i manually paste the entries in both english names and german names?
Ive done both, CTD in museum.
Do i remove the GWX entries before i paste the new ones?

iambecomelife 03-16-10 07:50 PM

Quote:

Originally Posted by Happy Times (Post 1318090)
Ive tried different thing several times and im lost.:damn:
Do i manually paste the entries in both english names and german names?
Ive done both, CTD in museum.
Do i remove the GWX entries before i paste the new ones?

You only need to paste them in the file for the language your install is in. if English, then Englishnames.cfg only.

Did you make sure to paste the names below the name of the last functional unit in your installation? I got CTD's on my install when I placed the names below the defunct GWX Merchant Fleet Mod entries. They must go before the unused entries in the file.

You shouldn't need to remove the GWX entries - the game simply ignores them.

Happy Times 03-17-10 02:44 AM

Quote:

Originally Posted by iambecomelife (Post 1319665)
You only need to paste them in the file for the language your install is in. if English, then Englishnames.cfg only.

Did you make sure to paste the names below the name of the last functional unit in your installation? I got CTD's on my install when I placed the names below the defunct GWX Merchant Fleet Mod entries. They must go before the unused entries in the file.

You shouldn't need to remove the GWX entries - the game simply ignores them.

Yes i did, still the same CTD.
Im thinking trying to remove some of the ships talked in this thread, do i remove them from the .cfg entries only or their files in the Sea folder also?

Other than this im lost what to try, i hope its something simple and people can laugh at me after, i just want them in my game.:arrgh!:

iambecomelife 03-17-10 02:51 AM

Quote:

Originally Posted by Happy Times (Post 1319954)
Yes i did, still the same CTD.
Im thinking trying to remove some of the ships talked in this thread, do i remove them from the .cfg entries only or their files in the Sea folder also?

Other than this im lost what to try, i hope its something simple and people can laugh at me after, i just want them in my game.:arrgh!:

Yes; it's vital to remove the data/sea folder for every ship you delete.

Happy Times 03-17-10 02:56 AM

Quote:

Originally Posted by iambecomelife (Post 1319960)
Yes; it's vital to remove the data/sea folder for every ship you delete.

Ok thank you.:) Thank you for your work with this mod, it really is a one of the benchmarks of the game that people have waited for. SH3 has a lot of life left in it after the SH5 fiasko, thanks to modders like you.:rock:

iambecomelife 03-19-10 12:58 PM

Progress update:

-Researched the possibility of using the stock armed trawler as a basis for small merchant ships & tankers. So far, the results are promising.

-Corrected an error with the rigging of one of the large American freighters (designation L03A, large composite superstructure modern merchant).

-Designed a Norwegian skin for the soon-to-be released large modern whale factory ship (designation W01B).

Railer 03-20-10 03:14 PM

Merchant Mod
 
What is critical to making this mod work is RAM. I have 2 megs and that is the minimum. I only have the british ships loaded and it workd fine. Any more and I get the kernal.dll loading crash. The ships are just awesome.
I look forward when I get my new rig to having at least 6 megs. Thank you for all of your work on this mod.:up:

Sailor Steve 03-20-10 03:57 PM

WELCOME ABOARD!:sunny:

2 MB? :o I hope you meant Gigs.

Buck_O 03-20-10 03:58 PM

Quote:

Originally Posted by Railer (Post 1325741)
What is critical to making this mod work is RAM. I have 2 megs and that is the minimum. I only have the british ships loaded and it workd fine. Any more and I get the kernal.dll loading crash. The ships are just awesome.
I look forward when I get my new rig to having at least 6 megs. Thank you for all of your work on this mod.:up:


Try playing w/ an old 1gig machine:dead:....I gotta be very selective w/ my mods..I have not ever tried the merchant mod.

She(my machine) can still run the game though:yep:

Railer 03-20-10 04:42 PM

Merchant Mod
 
You are right 2 gigs. My mind was still on a intense D/C. BE39 hiding under damaged Cam freighter with escorts circling 12/27/41. I have had this game since day one. Thanks to all the modders who have made it incredible. These ships models really add to the game.:yeah:


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