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Old 01-29-07, 05:16 PM   #1
Der Schatten
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Default Glad to be back.....Dec 23rd fixes?

Howdy all, I've been away for awhile (throwing time and money into saltwater aquarium......now I'm out of money and back at the helm!) I came back to find new mods and interesting conversation....wow, GWX is like what I used to wish for....thanks to those guys for making it available. I thought I downloaded the Dec 23rd part, but I couldnt find it when I looked for it, now I'm wondering about what I have been seeing lately.......there is an occasional large tanker (I call it "Moby Ship") that is light grey or off white....it looks like it has no skin applied, even the widows are white. Also see a sailor on the type II's in Kiel's harbor, standing at a flak gun position but there isnt a flak gun there. Then there is the constantly "walking" helmsman in the stationary light-house ship I noticed. Oh, and only half the watch crew wearing slickers in a pouring rain. (I took pics, but still trying to get them hosted). ....... Are these the things fixed in Dec 23? Just what does it address or do? Anywhoooo, it is good to be back, I always enjoyed my time reading the posts and learning new things. Now I just have to find my Kapitans hat (I wear it when no one is looking!)
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Old 01-29-07, 07:22 PM   #2
melnibonian
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Taken from the Dec-23 Update Readme

Quote:
Originally Posted by Dec Patch
HOT FIX 1.0 Change log

Deleted three erroneous playable Type VIIC in the Mediterranean that were causing problems.
Adjusted a bit the distances between ships on Cerberus German main group
Removed barricade ship blocking player egress at Penang as well as a burning hospital ship in Alexandria
Swapped the ME109's in the Op Cerberus fictional single mission for more appropriate Stukas
Also reduced minefield in densities close to the original Cerberus CTD point.
Adjusted a convoy that was showing as a TF
Longsyearbyen renamed as per Safe-Keepers observations:
Moved Lerwick so town no longer sits in the water
Gun file correction made by Ref- this Solved a CTD issue.
LCMAL.cfg for the US and Britain now only shows after 43 to prevent appearance as a generic patrol boat entry
Player submarine configurations altered so that now selecting silent running drops speed to 2 kt - should reduce some of the erroneous player statements that "silent running doesn't work" posts at SS

Included also are Refs texture fix on the AI uboats which was causing missing textures on the player boats
Included corrected cam files for AI U-boats causing other player boat problems.
Also the German keyboard hotfix is included to prevent confusion... File is harmless/inactive to players using other keyboard configurations.
Plus the correct textures for some of AG ships which werent included in the release
Adjusted light harbor traffic optional mod.
I would suggest you enable the patch as it corrects a lot of stuff in GWX.
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Old 01-29-07, 10:25 PM   #3
Der Schatten
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Thanks for the reply, I'll download Dec. 23rd again a.s.a.p. (but I'll miss the all white merchant......he was easy to find on moonlit nights!)
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Old 01-31-07, 01:52 PM   #4
Rykaird
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I downloaded the Dec 23rd patch (I have GWX already installed) but it doesn't seem to be an executable. This has to be one of those "doh" moments, but how do I install the patch after downloading it?
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Old 01-31-07, 01:56 PM   #5
melnibonian
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You need to use JSGME to enable the patch. To do this you need:

1. Extract the patch into C\Program Files\Ubisoft\SH3\MODS
2. Run the JSGME from C\Program Files\Ubisoft\SH3 and disable all the mods you're running. After that enable the patch and after the patch enable all other mods you want.
3. You're ready. Now go and sink someone
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Old 01-31-07, 01:57 PM   #6
Rykaird
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And here's the predicted "doh" - I just had to dig deeper - and even then "The Old Man" above beat me to it. At least I kind of like the title "bilge rat."

From previous post on this subject by bigboywooly:

"Extract the 7zip into the MODS folder

Make sure you are in port first
Rollback SH3Comander first also
Disable any other mods in JSGME

Enable Dec 23rd patch in JSGME
Re enable any other mods you want
And your done"

NOTE: To run JSGME, run the JSGME.exe file in your SilentHunterIII directory.
To enable a mod, highlight it in the left column, then click on the "right arrow" symbol to move it from the left to the right column. To disable a mod, higlight it in the right column, click on the "left arrow" symbol to move it from the right to the left column.
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Old 01-31-07, 01:57 PM   #7
bigboywooly
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Extract the 7zip into the MODS folder

Make sure you are in port first
Rollback SH3Comander first also
Disable any other mods in JSGME

Enable Dec 23rd patch in JSGME
Re enable any other mods you want
And your done"

NOTE: To run JSGME, run the JSGME.exe file in your SilentHunterIII directory.
To enable a mod, highlight it in the left column, then click on the "right arrow" symbol to move it from the left to the right column. To disable a mod, highlight it in the right column, click on the "left arrow" symbol to move it from the right to the left column

Do'h
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Old 01-31-07, 01:58 PM   #8
Abd_von_Mumit
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Quote:
Originally Posted by Rykaird
I downloaded the Dec 23rd patch (I have GWX already installed) but it doesn't seem to be an executable. This has to be one of those "doh" moments, but how do I install the patch after downloading it?
1. Unzip it.
2. Move or copy the folder to your game folder, subfolder MODS.
3. Launch JSGME.exe and add the patch as if it was a mod. Make absolutely sure that this is the only mod currently installed and that you rollback your SH3 Commander (if you use SH3 Commander). If you have any mods installed, first unistall them, install patch, install mods again (all this while SH3 Commande rolledback).
4. Enjoy.

I hope that's correct...
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