![]() |
Quote:
Was too excited about the possibility of being able to finally tell if the map zoomed in or out so I had to code it and test: http://www.subsim.com/radioroom/pict...pictureid=3648 Works perfectly :rock: One major obstacle overcome :D Now I can make the bearing overlay scale with zoom level and .....? |
Thanks for the quick response.
You know ... you are setting the bar pretty damn high ... grats on your new discovery! Like everyone here - looking forward to it's release! |
Well here goes one last time - is there an eta re the next incarnation of the Mega Mod - surly a simply yes or no is good, and if yes can we get an idea when
|
Quote:
|
Yes, it's evident that you are having a good time with it. There is nothing like the satisfaction that comes with problem solving.
This community here in regards to modding has been pretty incredible - there are a ton of very creative people. I was trying to explain it to a friend of mine ... he's going to take a look at picking up the sim based on the concept of mods. btw ... shift_I for the Chalkboard ... you have got to be kidding me ... how cool is that! |
After surmounting the mountain of stupidity on my part i got TDW's mega mod beta working. I have to hand it, I was really impressed. Lots of functionality. Haven't really played it yet, just clicking on all the options and exploring things within the game. All very impressive.
Unfortunately, all SH5 did was inspire me to go back and fix a couple things in SH4 that were bugging me, but was too lazy to do anything about. I think there's something to the sheen of the SH5, (post processing filter?) or some bits that were laggy (hardware issue) that were putting me off. Can't quite figure it out, but I'll give it another go later. At any rate, i see my vote for subsims Modder of the year was not misplaced. :yeah: |
Quote:
|
Quote:
So I propose you go ahead and try it.:up: |
Quote:
|
Quote:
I saw TDW said in his TDW UI post you can use 6.3.7 over MO without problems. PS. @TDW, maybe you should put all those mods incoming in new version and the changelog apart from 0.0.2. |
Quote:
But is it possible, that you post an screenshot from "Alt w beards" please ? :D Best regards, Magic:salute: |
Quote:
Quote: Originally Posted by Church SUBSIM http://www.subsim.com/radioroom/smartdark/viewpost.gif Hey - question for you ... can I add MightyFineCrew Mod 1.2.1 Alt w beards on top of MO (patched)? I know there are a lot of overwrites but I am assuming that they are from your incorporation of the default version. Thanks I'm not TDW, far from it,:88) but I've been running MightyFineCrew Mod 1.2.1 Alt w beards on top of MO with Patch 2 with no problems, and recently also with NewUIs_TDC_6_3_7 on top of patched MO. So I propose you go ahead and try it.:up: Sounds strange because the MO overwritte these 2 mods that he said he enabled in front of it. |
"MightyFine Crew Mod 1.2.1 Alt w beards" in combination with "MO"
Hi Folks !
For me it works perfectly, I´ve did these things: I delete the Folder "Submarine" from the MOD "MightyFine Crew Mod 1.2.1 Alt w beards" before I enable the MOD after MO, the other Folder / Files in the MOD can overrite the Files from MO, because there are only Files that change Crew Faces / Beards. I´ve checked this before I enabled with "WinMerge" (look: http://winmerge.org/?lang=en !) So it´s no problem !!!!;) EDIT: And another thing is, with these version has the watchofficer "Dieter Epp" a hat on ! Best regards, Magic:salute: |
Quote:
Sounds great - now we can choose betwen beards or not beards and we will be not tieds anymore to the version that is used by default in MO. Good observation!:yeah: best regards:salute: |
Quote:
But another good thing is in my opinion, the Watchofficer "Dieter Epp" has with this version now a Hat on ! :up: Best regards, Magic |
All times are GMT -5. The time now is 02:03 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.