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Old 09-01-10, 07:58 AM   #1
Aces
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Default Moding projects news

Hi chaps,

I thought I'd start this thread to post news and answer FAQs on my modding projects. It is easier for me to post to one thread.

Super Pens: (Current Version = v4) GWX3, WAC and LSH versions available.

There are now three (v4) versions of the mod for GWX, WAC and LSH III additonally there is a hotfix available for the WAC version of the mod.

To answer some questions.

The mod has always been designed to work with St.Nazaire. If you start from any other base with the mod enabled you will only get the pen interiors and no pen exterior models.

I have, this morning, been working on making the relevant changes to other base files so that the pens will be visible in these other bases.

The GWX version requires the following two mods be installed before the Super Pens Mod.

http://www.filefront.com/15615751/WA...18.02.2010.7z/

http://www.filefront.com/15819511/GW...a-ships-V6.7z/

Super Turms: (current Version = v4) GWX3 and LSHIII versions available.

I am currently working on making v4 of this mod compatable with LSH and all is going well. After releasing this mod I shall turn my attentions to the next version (v5) in which I hope to add Privateer's MG-34s when they are available. again I'm hoping to produce GWX and LSH III versions of this mod.

Update: I have released the LSH version of this mod, please see this post for details: http://www.subsim.com/radioroom/showthread.php?t=174847

Multi-mod compatability Mod: (current Version = Release v1.3) for GWX3.

Currently this mod doesn't incorporate entries in the sh3.sdl file to support Tomson's sound pack. Likewise the only GUI supported is the Hitman GUI. I hope that I have the time in the future to add support for the OLC GUI and Thomson's sound pack.

The multimod mod contains the Super Turms content and thus there is no need to install Super Turms if you have installed the multimod mod.

Install order for required mods:

1. GWX_DFa-Flag&Pens_2010
2. FM30_UpDown_final
3. FM_NewInterior_V1.0
4. Conning Tower open Hatch TestFMfood
5. Depthcharge Shake v2.01
6. Urfischs_ModStrike_Beta1
7. Waterstream+Exhaust Combi V2.3 for GWX3
8. New Uboat Guns 1.2
9. Aces' Multimod compatability fix release v1.3 public beta

Install order of above mods plus Hitman's GUI and optional additional Type 7c2 and 7c4 Exterior Lightmaps :

1. GWX_DFa-Flag&Pens_2010
2. FM30_UpDown_final
3. FM_NewInterior_V1.0
4. Conning Tower open Hatch TestFMfood
5. Depthcharge Shake v2.01
6. Urfischs_ModStrike_Beta1
7. Waterstream+Exhaust Combi V2.3 for GWX3
8. New Uboat Guns 1.2
9. Hitman_Beta_GUI_GWX3_1.0
10. Aces' Multimod compatability fix release v1.3 public beta
11. Aces' Multimod compatability fix Hitman GUI add on

Additional optional Mods:

12. Ace's Multimod compatability fix FM's Turm 7c2 Lightmaps add on
OR
12. Ace's Multimod compatability fix FM's Turm 7c4 Lightmaps add on

(Note: activate one or the other, not both)


*********** Download links for the above mods *************

LifeBoats&Debris_v4 http://www.subsim.com/radioroom/down...do=file&id=628

GWX_DFa-Flag&Pens_2010 http://www.mediafire.com/file/vvyomk...g&Pens_2010.7z

FM30_UpDown_final http://www.mediafire.com/file/noonon...pDown_final.7z

FM_NewInterior_V1.0 http://www.filefront.com/15698297/FM...erior_V1.0.7z/

Conning Tower open Hatch TestFMfood http://www.filefront.com/15715805/Co...0TestFMfood.7z

Depthcharge Shake v2.01 ftp://maikhaas.dyndns.org/Volume_1/S...ODS/NVDRIFTER/

Urfischs_ModStrike_Beta1 ftp://maikhaas.dyndns.org/Volume_1/S...TYMODS/URFISH/

New Uboat Guns 1.2 ftp://maikhaas.dyndns.org/Volume_1/S...TESTPILOT1978/

Waterstream+Exhaust Combi V2.3 for GWX3 http://www.subsim.com/radioroom/down...o=file&id=1538

Hitman_Beta_GUI_GWX3_1.0 http://www.mediafire.com/?3mgh2nttdz0

----

General News:

All of these mods (especially the mod list for the multimod and the Super Pens Mod) are BIG and I reccommend using either the 3GB patch for XP or the 4GB patch for windows 7 etc.

For users of Windows XP please see this post http://www.subsim.com/radioroom/show...&postcount=230 for details of and download link for Anvart's /3Gb batch file. Remember to backup you un-edited boot.ini and also your sh3.exe before you run the batch file.

Please bare with me I only have one pair of hands and there are only a certain number of hours in a day and this work takes a long while especially when testing and developing in campaigns and now across three Super Mod platforms.

----

Best Regards

Aces

Last edited by Aces; 09-13-10 at 08:26 AM.
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Old 09-01-10, 11:23 AM   #2
Magic1111
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Hello my Friend !

Very good Thread, thank you for that !!!

Best regards,
Magic
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Old 09-01-10, 12:25 PM   #3
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Excellent news matey! I'm looking forward for the Super Turms V5...
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Old 09-01-10, 01:45 PM   #4
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First, Thx for the great mods.

Question : Why aren't the 3 & 4 GB patches in the SH3 SS Download section ?

Under the patch section. Would make life a little easier to find.
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Old 09-02-10, 10:25 AM   #5
Aces
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Hi chaps,

A little news:

I have completed Brest, Trondheim and Kiel sub pens and need to test these out before moving on to the remaining bases. Lorient will be a pig as there are 21 sub pens there, by far the biggest number in any port. As I've also had to make changes (additions) to the harbor_kit.dat as well as the indivdual files for each port eg. Kiel.dat, Brest.dat etc. this will be a new version when it is completed.

Best Regards

Aces
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Old 09-02-10, 11:55 AM   #6
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Hi Aces !

Please note PM from me to you !!!!!!!!!!!!

Best regards,
Magic
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Old 09-29-10, 01:17 PM   #7
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Quote:
Originally Posted by FIREWALL View Post
First, Thx for the great mods.

Question : Why aren't the 3 & 4 GB patches in the SH3 SS Download section ?

Under the patch section. Would make life a little easier to find.
As I understand it, before anything goes into Subsim Downloads permission must be granted from the person who holds the rights to the patch.
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Old 03-02-11, 10:49 AM   #8
Haihappen
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Default Some miiiiiiinor issues

Moin Aces,

I thought the best way of starting to post here was this: first of all to say "Dankeschoen" to you for this great stuff. This includes all the other guys in here, whether they'r named or not.

After a while of staring at SH5 with its up-to-date graphics but never fixed issues (the so-called "game launcher" is one of those) I decided not to leave my old beloved SH3, but to give the Grey Wolves a try. When I then stumbled upon Flakmonkey's New Interior and Luca's Open Hatch in Conning Tower, watching the decreasing numbers of posts in the SH5-forums after the expected release hype and noticing that the ongoing work with SH3 was still stable at a high level, the decision was clear.

And then. Discovering the pictures of your Super Turms and recognizing that there was a lot more (like animated pens, locks, lifeboats...) I never thought would be possible in SH3 due to its game engine limitations - it made me kinda seasick! And with the chance given by your multimods to break the old JSGME rule "win some, loose some" cuz of sims, inis, dats and cams overwriting each other I pimped my boat to the max, started a new carreer and got off to sea again.

Get me right - I was diving around since the early days of SH3 (WITH STARFORCE! Moohaha!) and the only time my screen saw pictures from a stock game was when I installed it and took my first lessons at the academy. Then one of the first "LSH" was already there and from that moment I knew: this is gonna be a looong journey. And it was. And is. And thx to people like you will be!

I never was a great self-modeler, okay I moved some screws here and there, merging some early skin mods or playing around with fatigue levels or wave heights, doing some "Das Boot" soundmodding or so. Nothing dangerous and nothing big, just to get in touch with the games thinking and behaviour. So by now I sometimes have a clou where to search the devil when some odd things accur.

But not by far all the time. So this is the (second, minor, insignificant...) reason for this post. Following my preferences and your recommendations I installed the following (and in the named order):
Privateer's 4Gb_Patch_for_SH3
GWX 3.0 Gold
- GWX - 16 km Atmosphere
- GWX - Enhanced Damage Effects (EDE)
- GWX - Integrated Orders (IO)
- GWX - No Medals on Crew (NMC)
Anvart's GWX Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010)
Anvart's FuMo30 (FM30_UpDown_final)
Flakmonkey's New Interior (FM_NewInterior_V1.0)
Luca's Open Hatch in Conning Tower (Conning Tower open Hatch093food, NOT "TestFMfood"!)
Nvdrifter's Depth Charge Shake (Longer_Repair_Times_2.04_ll)
- EDE - LRT 2.04 Full patch
Urfisch´s final FX and GUI (Urfischs_ModStrike_Beta1)
- WITH \data\Interior\NSS_Uboat7 included
Rubini's and Racerboy's Waterstream&Exhaust Combi V2.3 for GWX3 (Waterstr+Exhaust-CombiV2.3)
New Uboat Guns 1.2 (New_Uboat_Guns_1.2)
Rubini's Lifeboats and Debris v4 (LifeBoats&Debris_v4.7z)
- installed with the "increased draught"-option
BigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6)
- with Atlantic/US East coast only Add-on
Jimbunas Animated Sub Pens for GWX (Wac-Animated-Sub-Pens-interior-start-for-GWX)
Aces' Multimod compatability fix release v1.3 public beta
By now I'm travelling around with my VIIc1 in early '42 and everything works nice and smoothly. The diesels roar as they should, blowing nice little exhaust clouds in the air, the boat rattles and shakes when the depth charges rain down over me while my potatoes get ready for dinner. Okay, the FPS drop remarkably when I raise the pennants, but the new harbour scenery at St. Naz is too nice to reduce a single detail! So my world is sunny and God is a nice bearded old man...

But there are of course some minor issues. There's nothing what makes me Aaargh!! and also nothing what interrupts the gameplay or looks so ugly that it would force me to get off my boat. But nevertheless...

The first thing i did was to compare the single mods (without the GWX ones, cuz they are my basic installation to start from) to discover what they do one by one. Then I surfed up and down the forums. See, I'm a nice guy too... And finally i thought: Who's smarter than the average bear? Ask Aces! 'ear we go!

First thing: Looking around the CR the obs scope stands fast and true where it should. But when I SHIFT+O/CTRL+O to raise/lower the obs scope then it "falls down" to the floor, pointing from its foot in the planesmens direction and disappearing between their feet "through the hull". It moves, but not up/down but left/right and will never return to its correct upright position. The view THROUGH the scope is not affected, it stays correct! By saving the game and loading it again (even without leaving SH3 completely) the scope is in the right place again, until... Have you or has somebody else ever seen that behaviour? If so, please give me a hint.

Pressing NumPad "0" to return to the previous cam view or the latest station as described by Luke (Luca's Open Hatch in Conning Tower) gives no result. But that would be interesting, no? Especially when driving the boat from the attack scope, standing inside the CT it would be great to take a look through the scope, then "step back" from the lens ant turn towards the TDC or the map, maybe click the switches to open the tubes and return to the scope view. Nearly everything inside the CT is functional now (and I give a WOW! to this fact), but this is a bit useless if I have to return to the CR (or elsewhere) first and then climb up the stairs again using the freecam. I'm not a teen any longer... By the way: is there a chance to get a clickspot for entering the CT? Maybe this wish collides with the limited number of cameras, and the diesel compartment cam occupies the last free slot. Then one idea could be to move the diesel cam to the CT, using the given SHIFT+E- and click-on-the-floor-commands to move there instead to the diesel comp. If I want to get there, the only reason is to see Johann and his beloved engines and if he's got the nerve to stand his ground this time. Maybe I ask him: "Na, Johann? Alles gut geschmiert?" But that's it, it has nothing to do with the gameplay like the CT has. Get me right: I love those eye-candy things and I don't cry a single tear about all the fps swallowed by moving valves or steaming pots. They let me feel that this is MY BOAT and let me be extra careful when going to attack. So, if I can get an advice how to deal with cam positions and clickspots - you're welcome!

The fact that some of the clickable icons of GWX "Integrated Orders" will not work any longer is no problem, cuz there is always a keyboard shortcut or a clickspot to use instead. But the new, bigger, "merged" icons I got now (where did they come from?) are not my favourite flavour. Is there an easy way to get the old GWX ones back? In my opinion they're easier to understand.

Have you ever noticed that the volume handle at the hydrophone operators place is out of order? When I search for sound contacts by hand I can no longer increase or lower the volume of the sound contact by clicking at the black handle on the right of the handwheel. Is that intended, is it a (maybe known) issue or have I screwed up something by myself? (In this case: Entschuldigung, my fault, won't ask again...)

Along with Nvdrifter's "Depth Charge Shake included in Longer Repair Times" (aka "LRT") come the following sentences: "The crew efficiency bars will not show green on the U-boat repair screen. This is expected. The mod decreases crew efficiency in order to have longer repair times. Not a very nice way, but the only one." So this seems to be no graphical thing like putting in a new screen graphic without "slots" or "windows" where the green bars shine through but a config or sim or dat thing. Oooohhh...! I understood well that Drifter/ZMC did plenty of work to get this mod on track. But how do the compartments work without any efficiency (normally you hear a "not enough xxx at yyy" and then the rpm of your diesels drop or so)? So there MUST BE SOME efficiency on board, or the boat would not move! And IF there is some efficiency - why not show it "the old way" with green bars? Do you have an idea where or how the bars are calculated? Maybe there is a chance to increase or lower a simple calculating factor between "fatigue*efficiency*specialization = x*green bar" or so. Or IS this (contrary to ZMCs statement) a graphical trick? In that case: why can't I find any new screen graphics inside his mod?

With some hints from you or the crowd 'round here I maybe will start to merge the above named mods, cuz they seem to me like they will stay with me for a longer period and I therefore have to understand how they work. By winmerging or sh3diting some files it's well possible to get into that stuff. I only have to be aware that there is a little Leichtmatrose, delivered by stork-air-mail 5 months ago, yelling "Alaaarm" from time to time. If I don't my better half will depth-charge me...

Finally - if it didn't shine through in my brief sentences: You (all!) did a great work, and I appreciate it very much. It was the reason for me to stay onboard SH3, I enjoy it and hopefully will do so for a looong time to come!

And now: "Not so long ago..."

Gruesse!
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Old 03-02-11, 02:07 PM   #9
Fubar2Niner
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Quote:
Originally Posted by Haihappen View Post
Moin Aces,

I thought the best way of starting to post here was this: first of all to say "Dankeschoen" to you for this great stuff. This includes all the other guys in here, whether they'r named or not.

After a while of staring at SH5 with its up-to-date graphics but never fixed issues (the so-called "game launcher" is one of those) I decided not to leave my old beloved SH3, but to give the Grey Wolves a try. When I then stumbled upon Flakmonkey's New Interior and Luca's Open Hatch in Conning Tower, watching the decreasing numbers of posts in the SH5-forums after the expected release hype and noticing that the ongoing work with SH3 was still stable at a high level, the decision was clear.

And then. Discovering the pictures of your Super Turms and recognizing that there was a lot more (like animated pens, locks, lifeboats...) I never thought would be possible in SH3 due to its game engine limitations - it made me kinda seasick! And with the chance given by your multimods to break the old JSGME rule "win some, loose some" cuz of sims, inis, dats and cams overwriting each other I pimped my boat to the max, started a new carreer and got off to sea again.

Get me right - I was diving around since the early days of SH3 (WITH STARFORCE! Moohaha!) and the only time my screen saw pictures from a stock game was when I installed it and took my first lessons at the academy. Then one of the first "LSH" was already there and from that moment I knew: this is gonna be a looong journey. And it was. And is. And thx to people like you will be!

I never was a great self-modeler, okay I moved some screws here and there, merging some early skin mods or playing around with fatigue levels or wave heights, doing some "Das Boot" soundmodding or so. Nothing dangerous and nothing big, just to get in touch with the games thinking and behaviour. So by now I sometimes have a clou where to search the devil when some odd things accur.

But not by far all the time. So this is the (second, minor, insignificant...) reason for this post. Following my preferences and your recommendations I installed the following (and in the named order):
Privateer's 4Gb_Patch_for_SH3
GWX 3.0 Gold
- GWX - 16 km Atmosphere
- GWX - Enhanced Damage Effects (EDE)
- GWX - Integrated Orders (IO)
- GWX - No Medals on Crew (NMC)
Anvart's GWX Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010)
Anvart's FuMo30 (FM30_UpDown_final)
Flakmonkey's New Interior (FM_NewInterior_V1.0)
Luca's Open Hatch in Conning Tower (Conning Tower open Hatch093food, NOT "TestFMfood"!)
Nvdrifter's Depth Charge Shake (Longer_Repair_Times_2.04_ll)
- EDE - LRT 2.04 Full patch
Urfisch´s final FX and GUI (Urfischs_ModStrike_Beta1)
- WITH \data\Interior\NSS_Uboat7 included
Rubini's and Racerboy's Waterstream&Exhaust Combi V2.3 for GWX3 (Waterstr+Exhaust-CombiV2.3)
New Uboat Guns 1.2 (New_Uboat_Guns_1.2)
Rubini's Lifeboats and Debris v4 (LifeBoats&Debris_v4.7z)
- installed with the "increased draught"-option
BigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6)
- with Atlantic/US East coast only Add-on
Jimbunas Animated Sub Pens for GWX (Wac-Animated-Sub-Pens-interior-start-for-GWX)
Aces' Multimod compatability fix release v1.3 public beta
By now I'm travelling around with my VIIc1 in early '42 and everything works nice and smoothly. The diesels roar as they should, blowing nice little exhaust clouds in the air, the boat rattles and shakes when the depth charges rain down over me while my potatoes get ready for dinner. Okay, the FPS drop remarkably when I raise the pennants, but the new harbour scenery at St. Naz is too nice to reduce a single detail! So my world is sunny and God is a nice bearded old man...

But there are of course some minor issues. There's nothing what makes me Aaargh!! and also nothing what interrupts the gameplay or looks so ugly that it would force me to get off my boat. But nevertheless...

The first thing i did was to compare the single mods (without the GWX ones, cuz they are my basic installation to start from) to discover what they do one by one. Then I surfed up and down the forums. See, I'm a nice guy too... And finally i thought: Who's smarter than the average bear? Ask Aces! 'ear we go!

First thing: Looking around the CR the obs scope stands fast and true where it should. But when I SHIFT+O/CTRL+O to raise/lower the obs scope then it "falls down" to the floor, pointing from its foot in the planesmens direction and disappearing between their feet "through the hull". It moves, but not up/down but left/right and will never return to its correct upright position. The view THROUGH the scope is not affected, it stays correct! By saving the game and loading it again (even without leaving SH3 completely) the scope is in the right place again, until... Have you or has somebody else ever seen that behaviour? If so, please give me a hint.

Pressing NumPad "0" to return to the previous cam view or the latest station as described by Luke (Luca's Open Hatch in Conning Tower) gives no result. But that would be interesting, no? Especially when driving the boat from the attack scope, standing inside the CT it would be great to take a look through the scope, then "step back" from the lens ant turn towards the TDC or the map, maybe click the switches to open the tubes and return to the scope view. Nearly everything inside the CT is functional now (and I give a WOW! to this fact), but this is a bit useless if I have to return to the CR (or elsewhere) first and then climb up the stairs again using the freecam. I'm not a teen any longer... By the way: is there a chance to get a clickspot for entering the CT? Maybe this wish collides with the limited number of cameras, and the diesel compartment cam occupies the last free slot. Then one idea could be to move the diesel cam to the CT, using the given SHIFT+E- and click-on-the-floor-commands to move there instead to the diesel comp. If I want to get there, the only reason is to see Johann and his beloved engines and if he's got the nerve to stand his ground this time. Maybe I ask him: "Na, Johann? Alles gut geschmiert?" But that's it, it has nothing to do with the gameplay like the CT has. Get me right: I love those eye-candy things and I don't cry a single tear about all the fps swallowed by moving valves or steaming pots. They let me feel that this is MY BOAT and let me be extra careful when going to attack. So, if I can get an advice how to deal with cam positions and clickspots - you're welcome!

The fact that some of the clickable icons of GWX "Integrated Orders" will not work any longer is no problem, cuz there is always a keyboard shortcut or a clickspot to use instead. But the new, bigger, "merged" icons I got now (where did they come from?) are not my favourite flavour. Is there an easy way to get the old GWX ones back? In my opinion they're easier to understand.

Have you ever noticed that the volume handle at the hydrophone operators place is out of order? When I search for sound contacts by hand I can no longer increase or lower the volume of the sound contact by clicking at the black handle on the right of the handwheel. Is that intended, is it a (maybe known) issue or have I screwed up something by myself? (In this case: Entschuldigung, my fault, won't ask again...)

Along with Nvdrifter's "Depth Charge Shake included in Longer Repair Times" (aka "LRT") come the following sentences: "The crew efficiency bars will not show green on the U-boat repair screen. This is expected. The mod decreases crew efficiency in order to have longer repair times. Not a very nice way, but the only one." So this seems to be no graphical thing like putting in a new screen graphic without "slots" or "windows" where the green bars shine through but a config or sim or dat thing. Oooohhh...! I understood well that Drifter/ZMC did plenty of work to get this mod on track. But how do the compartments work without any efficiency (normally you hear a "not enough xxx at yyy" and then the rpm of your diesels drop or so)? So there MUST BE SOME efficiency on board, or the boat would not move! And IF there is some efficiency - why not show it "the old way" with green bars? Do you have an idea where or how the bars are calculated? Maybe there is a chance to increase or lower a simple calculating factor between "fatigue*efficiency*specialization = x*green bar" or so. Or IS this (contrary to ZMCs statement) a graphical trick? In that case: why can't I find any new screen graphics inside his mod?

With some hints from you or the crowd 'round here I maybe will start to merge the above named mods, cuz they seem to me like they will stay with me for a longer period and I therefore have to understand how they work. By winmerging or sh3diting some files it's well possible to get into that stuff. I only have to be aware that there is a little Leichtmatrose, delivered by stork-air-mail 5 months ago, yelling "Alaaarm" from time to time. If I don't my better half will depth-charge me...

Finally - if it didn't shine through in my brief sentences: You (all!) did a great work, and I appreciate it very much. It was the reason for me to stay onboard SH3, I enjoy it and hopefully will do so for a looong time to come!

And now: "Not so long ago..."

Gruesse!
@Haihappen

First up Hi and welcome aboard shipmate. I'd like to congratulate you on an excellent first post. Unfortunately mate Aces hasn't been seen round these parts for quite some time. I've tried several PM's but have never had an answer. Perhaps his inbox is full, I don't know, I've even searched his old stomping grounds in the hope of catching him, alas no joy. I hope you succeed where I failed. Fair winds and calm seas mate.

Best regards.

Fubar2Niner
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Old 03-03-11, 04:26 AM   #10
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Quote:
Originally Posted by Haihappen View Post
I installed the following (and in the named order):
- GWX - Integrated Orders (IO)
Flakmonkey's New Interior (FM_NewInterior_V1.0)
Installing in that order i get a "commands_de, en and fr cfg file error with JSGME.
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Old 03-03-11, 10:04 AM   #11
Haihappen
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@ Fubar
Thanx a lot for the warm welcome. I was already sniffing 'round in the radioroom for quite some time (the more my old AOTD mates went SH5-crazy, but they get back to topic now too...), then decided to join the forum (delicious downloads!) and now, after some comparing and merging and swearing and despairing I thougt the time was come to let the subsimmers know what I think about "dit und dat".

Yea, I saw it in this post and others that Aces last Funkspruch was a couple of days ago. On the one hand I fear that he could have retired like ZMC did. On the other hand: don't we all owe him some time to rest and recreate after fixing whatever one can fix? Cracking nuts like these can be a bit of a rough ride for a lone wolf, I understood when I tried to start fixing things by myself. So - hopefully - he'll soon be back. As you can see: I prepared some homework for him...


@ Feuer Frei!
Quote:
Originally Posted by Feuer Frei! View Post
Installing in that order i get a "commands_de, en and fr cfg file error with JSGME.
Japp! Flakmonkey's New Interior (NI) brings along a new commands_xx.cfg. That's
a) logical for the reason that some new key commands have to be introduced (or you could'nt open/close the hatches etc.) and it
b) does no harm to GWX IO if you use the modified version of the commands_xx.cfg as described in Flakmonkeys manual or if you modify that cfg by hand, following Flakmonkeys instructions. So that's no problem and NI does not cause the above named "merged icons" problem. Only want this one? NI "pure"? Good choice anyway, cuz this was the one that gave me that "anything goes in SH3, too"-feeling back I had lost for a while due to all the limitations in the game engine.

The error report by JSGME will appear regardless of what order ever you try to install two mods or fixes, containing files with the same name in the same place. This is what I called "win some - lose some". Down below I'm gonna say some things I already understood concerning the modding "business". Looking at your postcount I fear that I can't tell you something new. In that case: DON'T READ ANY FURTHER. Or correct me where I'm wrong. But if it's not - fine, then I possibly can give back something instead of sluuuurping all the time...

JSGME does not really COMPARE or UNDERSTAND the files it points out. It doesn't know what effects these files will cause in the game. It only tells you: I'm about to overwrite a file that already was overwritten some time ago by me, JSGME. Then you can decide what to do.

Possibly (hopefully!) you know something about that file. Then the decision is easy, cuz you know what the effect in the game will be. Example: the two files are identical except for one thing: the old file says "obs scope up/down is done by the keys INS/DEL", while the new file says "obs scope up/down is done by the keys SHIFT+O/CTRL+O". If you want this new behaviour, then say OK and the old file will be stored in a safe place (ready for a rollback of this - and only this - change) while the new one takes its place. And from now on you will do SHIFT+O instead of INS. Win some - lose some. No problem if you know what you win and you know what you possibly lose. Maybe you only win, cuz the new file does not take away a single command but introduces some new ones you never had before.

Now for the problematical part of the game. You JSGME-enable your first mod, and e.g. it gives you some new key commands. These commands are needed within the game when running with that specific mod, otherwise the whole mod becomes useless. Then you JSGME-enable the next mod, seeing the warning popping up and not knowing what is in that specific file JSGME tells you it's wondering about. But you want that second mod anyway and say: OK, overwrite. Now, three things can happen: If you're lucky, the file in question contains everything you already have and don't want to lose plus some new things you also intend to get. Such things happen, but believe one thing: they don't happen very often. If you're not so lucky, the file in question takes away some things you didn't require yet or you more or less can agree with to give away, but puts in the things you implicitly wanted. But if you're unlucky - and mostly that's the case - the questionable file takes away things you absolutely MUST HAVE (or you wouldn't have enabled the first mod) and gives you things you ALSO WANT TO HAVE. The files COLLIDE. So here we are! Wat nu?

This is where Aces playground is situated. His problem was my problem was your was our was the BIG problem. He wanted THIS, AND he wanted THAT. And THAT, and THAT, too. But JSGME has no solution for this wishing. If two files collide you can only get what's contained in the file you enable LAST, nothing else can be done by JSGME except that it makes the installation process easier and warns you if two files are (possibly) about to collide. That's it. And the probability of colliding files rises with every additional mod that you want to put in. Enabling the mods named above will result in a collision warning that makes you Phoooo!

But there is always hope. A hope named Aces e.g. He did all the footwork one has to do to get the result that's intended. He did what JSGME is not able to do (cuz it's not made for this purpose) - he really COMPARED the colliding files, finding out what every single one of them does. And that's not the only thing: if you take into account that most of the files are in fact criss-cross connected to each other (the cfg tells the sim what to do, but possibly the sim won't listen...) you can imagine the mess he got into! Once he knew about all those things he MERGED the files that formerly collided. And then tested, tested, tested them...

Now the sun is breaking through: If you only can agree with the choosing of mods Aces put onto his list, you're done! Ignore JSGME crying Wahwah about what you're installing, if only the installing order is the right one, then put Aces Superduperfix on top of it (JSGME: Wahwahwahwah! - ignore this for a last time), and then: Ahead full!

For the only reason that some very few things are not to my taste I started to merge and fix around, taking Aces list and starting from the top. Yet I didn't get THAT far...

Anyway!
Und immer daran denken:
Angriff! Ran! Versenken!

Gruesse!
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Old 03-03-11, 10:17 AM   #12
Feuer Frei!
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@ Feuer Frei!
Looking at your postcount I fear that I can't tell you something new. In that case: DON'T READ ANY FURTHER. Or correct me where I'm wrong. But if it's not - fine, then I possibly can give back
Anyway!
Und immer daran denken:
Angriff! Ran! Versenken!

Gruesse!
Prima! Danke Herr Kaleun Deine Antwort war perfekt!
Habe was gelernt.
Versenk Sie Alle!!
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"History is the lies that the victors agree on"- Napoleon

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Old 03-03-11, 12:35 PM   #13
Haihappen
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Originally Posted by Feuer Frei! View Post
Prima! Danke Herr Kaleun Deine Antwort war perfekt!
Habe was gelernt.
Versenk Sie Alle!!
Schau an! Gern geschehen - you're welcome!

Yesterday I came over a big convoy, slipped in from in front and let three eels go.

"Fächerschuss auf den Dicken, die anderen Einzelschüsse!"

But heavens! The first, single eel should have made his way through the whole cavalcade to the far end of it - and hit the fat one under the bow! But the other two were already out and underway, while the whole bunch was running crazy. No chance finding a target!

"Die feinsten Aale, Stück für zwölftausend Mark..."

Luckyly I'm sailing with NI, so I could sit down a bit at the officers mess and calm down, then I went over to Johann and cried a little...

The fat one was a norwegian ore freighter and sank after a while slowly, slowly. Unnskyld? For hva?

See - things can happen to the best! But tonight I'll be over them again!

They won't gimme no mercy - so do I!

Dive deep, stay calm, hit hard!

Gruesse!
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