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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#286 | |
Watch
![]() Join Date: Jul 2007
Location: Turku, Finland
Posts: 20
Downloads: 40
Uploads: 0
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![]() One can't help but praise your (and other modders') work and dedication to improve people's gaming experience.
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#287 |
Frogman
![]() Join Date: Jan 2007
Location: Near Paris
Posts: 303
Downloads: 113
Uploads: 0
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Incredible
![]() ![]() OLC, in your next 1.6, with RWF really applied, can you please make 2 sets of campaign files ? One for regular Campaign files ; And one other for "Merged Campaign". I can do it myself, but i'm not sure if i will do it correctly ; And to avoid some future complaints about stranges bugs/behaviour .. Cause i don't think i'm the only one guy who use "Merged campaign". I know it's some works for you, but hé .. you are the artist ![]() And am i the only one who think the water is a little bit too much dark in heavy seas ? :hmm: |
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#288 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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#289 |
Seasoned Skipper
![]() Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
Uploads: 0
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Is it my nVidea card or does anyone else get a bridge watch crew looking like something out of the "Night of the Living Dead" at night? Daylight the faces look fine but at night the faces look awful, just the faces not the hands though.
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![]() GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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#290 | |
Torpedoman
![]() Join Date: Jun 2003
Location: Vancouver, BC, Canada
Posts: 118
Downloads: 58
Uploads: 0
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![]() 'Bout time to really enjoy it too! ![]()
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...Wir alle leben auf einem gelben Unterseeboot... |
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#291 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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It may be that the RWF fix is alive and well in GWX 2.1 after all. It seems that the differences I found (between GWX 2.1 campaign files before and after applying the fix) simply determine the starting weather conditions, and not the changeability of the weather. This of course means I needn't put any campaign files in the Ubermod and you can disregard my previous comment about RWF in GWX.
I guess I was just unlucky with the weather on that patrol I mentioned. :hmm: Sorry for any confusion. At any rate, a new version of the Ubermod will be released soon; it contains a few minor graphical corrections (mostly to how things look underwater at night). I'm also going to try to make a User Guide, as there's quite a lot of undocumented stuff in the mod now.
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#292 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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Please read the updated readme.
Changes in this version:
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#293 |
Mate
![]() Join Date: Jun 2005
Posts: 53
Downloads: 120
Uploads: 0
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Thank you onelife. You've done great work, you created the only other mod that I consider essential for SH3, besides GWX.
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#294 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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Thank you for saying so, dogshu.
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#295 | |
Old Gang
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And its great that you merged Rubini's work with yours... Much easier to enable. Same for the flat sun fix. Great to have new loading screens too! The new particles I'll have to check. Are you getting in the 2.0 version before May? ![]() Great to see that you're very concearned about keeping your mod updated with every bug you fix, you're a perfectionist! ![]()
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To each his own |
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#296 | ||
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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![]() ![]() No, I don't think it's realistic for the NO to draw 50 updates per second on the map. I've wanted for ages to fix map updates. I had a solution that was pretty close to what I wanted... but no cigar. There's a problem with the solution and I can't find a way around it, so I've given up, hence the update to allow it "as it is" in GWX (those guys have done all that can be done with it, I think). Anyway, glad you like the changes. :p
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#297 | |||
Old Gang
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Yes, its irrealistic to draw 50 updates per second... But its also irrealistic not been able to point any update at all, as they did... Draw stationary targets is very easy too. I think that if we could make the NO draw the updates (maximum 10 ships) on an interval of 3-5 minutes between each update, would be good. WOULD... but can't...
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#298 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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#299 | ||
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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#300 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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To the people who just downloaded 1.6:
I left a file out! ![]() I've deleted 1.6 from my FF page and I'm re-uploading it now (with the missing file included this time, and I double-checked to make sure I didn't leave out any others). Sorry about that. ![]()
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Freedom of speech - priceless. For everything else there's Mastercard. Last edited by onelifecrisis; 04-26-08 at 01:55 AM. |
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