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Unified Campaig for GW, NYGM and Vanilla installations.
march 27, 2006
============================================ Unified Campaign for GW, NYGM TW and Vanilla installations. ============================================ I start to work on the Unified Campaign (UC) project just after NYGM Tonnage War mod release and even before GW release. My goal is to have in the same campaign files all the goodies from the campaign of these two great mods. I'm in contact with Teddy Bär and team and also with Kpt. Lehmann in the last 3 weeks to meet an agreement from boths. This is a beta, but it is in test in the last 3 weeks and works pretty well. Stiebler and NYGM team will probably release a "gold" version in the next days, after adds the waypoint speed variation on all HT and GW units present in UC. We have 3 versions: for GW installations, for NYGM installations and for Vanilla installations. (If you are using the merged GW+NYGM+Extended UC then you don't need any of these files). I also provide a without minefield&subnets and friendly air patrol SCR for solve FPS issues. Just rename it. More info on the readme inside. ================================================== ===================== Here the links (choose one of them): http://rapidshare.de/files/16503258/...anilla.7z.html http://rapidshare.de/files/16604018/...n_NYGM.7z.html http://rapidshare.de/files/16508507/...ign_GW.7z.html ================================================== ===================== Install using JSGME. -Just restart your last patrol on port. Not needed to restart a career. -SH3Cmdr compatible **UC don't modify any "way to play" of the GW or NYGM or Vanilla. It's only Campaign files.** ============================================== march 29, UPDATE: Here the SCR without minefields&subnets/friendly airpatrol for NYGM and Vanilla (It's the same for the 3 versions, I just forgotten to put in the file structure for NYGM and Vanilla). http://rapidshare.de/files/16754229/...gn_SCR.7z.html ============================================== Here a concise readme: Quote:
Rubini. |
Rubini, a big THANK YOU for all your hard work.
Just some questions: 1) For the people that do not use GW or NYGM, but only HT 1.47, I suppose that there is no problem using the "vanilla" version. This release is actually a new version of Harbour Traffic, right? 2) Did you incorporate any campaign episodes from the Uboat War Ace Campaign by Travinski / HanSolo78? 3) What was your basis for the RND layer? The stock (vanilla) RND or a version of Improved Convoys? 4) Spawn probabilities for single merchant traffic is that (or close) to the stock (vanilla) game or that of Improved Convoys (or 20/20 mod)? Thanks again for all your efforts for the community! :rock: |
Wow!
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UC_nominefield_campaign_scr.mis is the campaign_scr.mis that has no friendly air traffic around the ports?
no mines, no subnets(enemy and friendly removed)? or no friendly mines/subnets (enemy still has theirs)? |
Incredible work!!
Mikael |
AWESOME!!! I have soooooooooooo been waiting for this!!!! :D
Thank you for giving us a choice of what we want as a base install....it makes it so much easier to apply and adapt to new mods when the releases are modular like this....supermods just take up way too much space/bandwidth/and excess resources for people that just want simple changes to various layers of their install...and you have done it....thanks again for all your hard work! |
Very much appreciated. It's great to see all my old friends when entering or leaving port again when using NYGM :-j
If you try out the NYGM version of this mod, be aware the torpedo tube selector switch has gone back to the stock setting for multiple shots - it went back to 1 & 3, 2 & 4 instead of NYGM's 1 & 2, 3 & 4. It's not a big dea, but I got used to 1 & 2 instead of 1 & 3. It can come into play when you've got different torpedo types in tubes 1 & 3 which you usually get by default out of port. I'm assuming just changing the cfg file in the sub folder under data/submarine would fix it? |
Rubini, thanks again for the work you have put into this merge. I love HT and would dearly like to try this, sadly for me this also shows the problem with so many wonderful mods being available. Apart form HT and the Jungmann's Ai Sensor fix plus a couple of other mods my current SHIII installation is largely modded for what many would term "eye candy". I find this term to be unhelpful as it tends to give the impression that mods, so termed, are not important but I disagree.
For me a massive amount of my enjoyment of this sim comes from the level of immersiveness. When I sit down and boot it up, my long-suffering wife describes me as being "...at periscope depth and out of contact". For me the blurring effect as the periscope breaks the surface is every bit as important as whether map contacts have directional tails or not. What I'm saying is, I have spent quite some time getting my installation into a condition that I am happy with and sadly many mods like GW and NYGM alter files such as the menu_1024_768.ini, which some of my favorite mods like "Integrated Orders" featuring Ace's new slide out orders and Crulls smaller orders ect, also have changed. The sad thing is that for those of us who are not programmers or comfortable editing such files, we are left with an either or option. It would be wonderful if someone could come up with a utility that analyses and merges mods like these automatically. |
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The only solution to this, since I have a heavily modded game, and some of the actual mods I'm using are mods of mods :-j , is to have multiple SH3 installations. I am going to do this myself also to test GW. There is a post somewere with JScones giving instructions on how to do it...Be right back... . . . OK. Found it: http://www.subsim.com/phpBB/viewtopic.php?p=476322 |
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ok guys,
I'm just trying to enable my translator to begin to reply all the questions...just a minute! :-j Rubini. |
Is there any chance these files could be hosted somewhere else, unable to access rapidshare.
thanks in advance |
OOps! My fault, just found it at real U-Boat.
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I am going to have a look at this, as I have been wanting a new campaign for quite some time now. However, I would like to know; does this campaign have any generic ships scripted in or have they all been pre-chosen so that the same ones will always appear for each contact? (I am referring to both convoys and single contacts). It is better to use at least some generic entries, as there are extra ships which could be added manually and there will be more released as time goes on. :cool:
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VonHelsching,
-The Vanilla version is aimed for the people who want to build your own modded game. You can called it HT 1.48...No, I don't add any Operation form UboatWar, but UC have news operations on it like Op.Berlin, Cerberus, and others. The RND is from NYGM, this means that this is a Improved Convoy with Waypoint's speed variations and also all the goodies from NYGM RND camapaign. And like I said, this is a work in progress, NYGM team will add the speed variation on all HT and GW units soon. vodkajello, -The SCR without minefield&subnets and Friendly air patrols applies only to departure places. All enemy territory are untouched. tedhealy, -You are right. I will correct this for the final version. But this is a little detail only for NYGM version. To corrected it now, just copy all the NYGM's uboat cfg's files (submarine folder) over UC. KptnLt Eric Karle, -Nice to see you again. The UC have some adiitions to the menu_1024 file. Specifically the FLB's NavMap mod and JonZ dragable chronometer. To add Integrated Orders will be needed to work on it again. Just follow Chomu's directions, it's not difficult. And for all you guys, thanks for kind of good words! Rubini. |
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