SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-17-08, 09:50 PM   #121
Faamecanic
Ace of the Deep
 
Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
Default

Quote:
Originally Posted by Mikhayl
Quote:
Originally Posted by Faamecanic
It sure did teddy....thanks! I figured that would explain the 2+ weeks of storms I have had

So that JSGME message was no problem then?
The warning message tells you that the file you're installing was already modified by a previously installed mod, here the "16km atmosphere". In that case it doesn't matter, you will have the same message quite often if you use a lot of mods at the same times. Most of them don't really matter (eye candy stuff mostly), some can cause crashes. If you're not sure it's better disable one of the two mods that change the same file.
In that case it didn't matter but it's better disable the GWX 16km first
But if I were to disable the GWX 16k Visability mod, then do the RWF2.0, it would only modify the Orignal scene.dat and not the 16k scene.dat correct?

So if, for example, I wanted to use the GWX 8k visability mod later I would have to run the RWF 2.0 install process again to modify the 8k mod scene.dat (I think).

A side question will this Weather Fix be a part of the GWX 2.1??
Faamecanic is offline   Reply With Quote
Old 02-17-08, 10:00 PM   #122
Subtype Zero
Lieutenant
 
Join Date: Mar 2007
Location: 19,998 Leagues under the sea
Posts: 262
Downloads: 7
Uploads: 0
Default

I'm not sure why RWF installs on your laptop but not on your desktop. Do you have any other mods installed? If you have SH3 Commander, did you remember to perform a rollback first?

Second, I would recommend that you install JGSME because it makes installing and removing mods much easier, especially when you begin to collect a number of them. I have to admit that I have never tested RWF on a plain copy of SH3, so I am at a bit of a loss as to what your problem might be. Sorry if I was a little short with you on my previous post.
__________________

Subtype Zero is offline   Reply With Quote
Old 02-17-08, 10:14 PM   #123
Subtype Zero
Lieutenant
 
Join Date: Mar 2007
Location: 19,998 Leagues under the sea
Posts: 262
Downloads: 7
Uploads: 0
Default

Faamecanic--See my post #110 on how to set up RWF for any mods that modify scene.dat. Of course, be sure to roll back SHCommander and uninstall the mods that alter scene.dat first.

RWF will be included with GWX 2.1 so it should be compatible.
__________________

Subtype Zero is offline   Reply With Quote
Old 02-18-08, 03:00 PM   #124
blackness
Swabbie
 
Join Date: Feb 2006
Posts: 6
Downloads: 7
Uploads: 0
Default

Quote:
Originally Posted by Subtype Zero
I'm not sure why RWF installs on your laptop but not on your desktop. Do you have any other mods installed? If you have SH3 Commander, did you remember to perform a rollback first?

Second, I would recommend that you install JGSME because it makes installing and removing mods much easier, especially when you begin to collect a number of them. I have to admit that I have never tested RWF on a plain copy of SH3, so I am at a bit of a loss as to what your problem might be. Sorry if I was a little short with you on my previous post.
No problem. I'm posting this should anyone else have the same experience..

Download and run vcredist_x86 from Microsoft, which is this, in a nutshell..
Brief Description

The Microsoft Visual C++ 2005 Redistributable Package (x86) installs runtime components of Visual C++ Libraries required to run applications developed with Visual C++ on a computer that does not have Visual C++ 2005 installed.

Looking forward to some sunny days at sea!

Thanks for your help Subtype Zero.
blackness is offline   Reply With Quote
Old 02-18-08, 07:21 PM   #125
Faamecanic
Ace of the Deep
 
Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
Default

Quote:
Originally Posted by Subtype Zero
RWF will be included with GWX 2.1 so it should be compatible.
VERY SWEET!!
Faamecanic is offline   Reply With Quote
Old 02-18-08, 07:29 PM   #126
Subtype Zero
Lieutenant
 
Join Date: Mar 2007
Location: 19,998 Leagues under the sea
Posts: 262
Downloads: 7
Uploads: 0
Default

Quote:
Thanks for your help
Your welcome! Thanks for trying our mod. Be sure to let us know if you like the changes.
__________________

Subtype Zero is offline   Reply With Quote
Old 02-19-08, 06:27 PM   #127
Faamecanic
Ace of the Deep
 
Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
Default

Quote:
Originally Posted by Subtype Zero
Quote:
Thanks for your help
Your welcome! Thanks for trying our mod. Be sure to let us know if you like the changes.
I can tell you I LOVE IT!!! You never know for sure what weather you will get when you pop out of TC now.... very awesome!
Faamecanic is offline   Reply With Quote
Old 02-19-08, 08:18 PM   #128
difool2
Commander
 
Join Date: Apr 2005
Posts: 459
Downloads: 31
Uploads: 0
Default

I still find dropping WeatherRandInterval down to 1 to be preferable. Running your mod at 5 I would typically go a long time between weather changes (upwards of 5 days), and of course half of those periods it would be at storm winds (even if it now varied between 12 and 15 and not 15 all the time). At 1 I now get changes from 20-25 hours apart, which seems more reasonable (tho a bit higher than the 15-18 window I had before just running Subtype Zero's original mod). Now perhaps when I was messing around in the campaign files I changed something else that I shouldn't have, so I dunno. In any event the new "non-sticky" wind is certainly worth the price of admission.
difool2 is offline   Reply With Quote
Old 02-20-08, 12:16 AM   #129
Subtype Zero
Lieutenant
 
Join Date: Mar 2007
Location: 19,998 Leagues under the sea
Posts: 262
Downloads: 7
Uploads: 0
Default

Many of the weather settings are still a mystery to us, too! Stiebler has had some direct contact with some of the SH3 devs, who filled him in on some of the weather quirks, but even the devs were not sure on many of the values, as they have not worked on SH3 for almost three years now.

I myself have frequently been confounded by what I thought to be weather breakthroughs or discoveries, only to find out that they were merely due to either random variation or just a plain old quirk in the program. For example, for a long time, I thought we had tweaked the files in such a way that we could get the wind to gradually increase or decrease in speed over several hours period instead of the instant change you usually get. Alas, after at least 7 or 8 patrols where I am positive I saw this occur, the effect went away and I have not seen it since. :hmm:

WeatherRandInterval is another variable that continues to confound me. Sometimes it seems to have an effect on the number of hours between weather changes, but at other times, it doesn't seem to have any effect at all. I'm also still trying to decide if it has an influence on the degree of the increase or decrease in wind speed you get from one change to another, i.e. from 0 to 12 m/s, or more gentle changes, like from 0 to 4 m/s. Obviously these are important questions, and I'd like to pin down some answers at some point. In reality, Stiebler did not fool around too much with the campaign_.mis files, except to set most of the wind, rain, and fog variables to 0. (In fact, I still like to play around with the .mis files--particularly WeatherRandInterval, which I have currently set to 2. Please don't tell Stiebler, though)!
__________________

Subtype Zero is offline   Reply With Quote
Old 02-21-08, 08:51 AM   #130
Kumando
Commodore
 
Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
Default

Quote:
Originally Posted by blackness
Thanks for your reply. Here's some of the text from the readme..

USE OF MOD.
The preferred method, if you use J.Scones' JSGME mod enabler, is this:
1. In your folder 'silenthunteriii\mods' create a new folder 'RealWeatherFixMod'. Within this folder create another folder, 'data'. Copy your existing file 'scene.dat' into the new folder 'data'.
2. Then copy across into this new folder 'data': the 'campaigns' folder and all its contents (including the sub-folder 'campaign') from your existing folder 'silenthunteriii\data\'.
3. Place the file RealWeatherFix.exe into your new folder \mods\data.
4. When ready, just double-click on 'RealWeatherFix.exe'. Everything works by itself, very quickly, and you will get an on-screen progress report to show what the program has done.
5. Tidy up the new entries from your new \mods\data folder and its contents (described below), and delete the unwanted messages_en.txt, messages_de.txt, messages_fr.txt (if any)
6. Use JSGME in the ordinary way to copy the 'RealWeatherFixMod' information into the main game files.
7. If anything goes wrong, just disable the mod with JSGME.

If you don't have JSGME, then use this method:
The executable RealWeatherFix.exe MUST be placed in the 'data' folder (use Windows Explorer). By default, that will be found in your SilentHunterIII\data folder. You will find your scene.dat file in the same folder (check it is present). Your campaign files will be found in folder SilentHunterIII\data\campaigns\campaign.
When ready, just double-click on 'RealWeatherFix.exe', as in (4) above.

I don't have JSGME, and I've followed those instructions exactly for someone who desn't have JSGME (the stuff in bold). I get the error message I'd previously described, but only on my desktop. On my laptop - no problem, and that's with identical game configurations i.e. SH3 vanilla 1.4.

I'm not particularly technical - as I think you've guessed - but any constructive ideas as to what this might be would be much appreciated. I'd really like to take advantage of all the hard work that you, Stiebler, and whoever else have put into this. If there's one thing that has always got on my nerves about SH3, it's the weather.
Im not understanding something here, if you copy your original files to the RealweatherFix folder in mods then run the Realweather.exe and then activate the folder in JSGME arent you replacing the already changed files by the exe and puting everythin in the original settings?
Kumando is offline   Reply With Quote
Old 02-21-08, 09:52 AM   #131
Meridian
Frogman
 
Join Date: Apr 2005
Location: Kent, UK
Posts: 292
Downloads: 630
Uploads: 0
Default

NO.

Because the files being modified are the original ones you just copied into the RealWeatherFix Folder.
__________________
SH3 Album SH4 Album

AORUS Z390 Ultra, Intel Core i5 8600K, GeForce GTX 1050 Ti 4096mb, 64.0GB Dual-Channel DDR4, Soundblaster Z.
Meridian is offline   Reply With Quote
Old 02-26-08, 04:41 PM   #132
Kumando
Commodore
 
Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
Default

I think my wather fix mod installation is broken, good weather, no clouds, 4m winds for days without a change of wind clouds etc is this normal? The only mod i have that changes the scene.dat is 16km but i installed the weather mod after it. I had in Sh3 commander seasonal waves checked but i unchecked it, could this be the cause?
Kumando is offline   Reply With Quote
Old 03-11-08, 11:22 PM   #133
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

Hi Stiebler,
Hi Subtype,

First of all thanks for this great mod and great research as always.
Top quality!

Just one comment (I'm probably wrong but...)... I noticed that after
you run the .exe that will modify your scene.dat it rename the old one
to Sceneoriginal.dat. Ok. But as you already knows Sh3 reads all
.dat, .sim, .zon, etc that are in a folder just overwriting the
parameters with the last one that was read if it's the "same". Could be
this the case? :hmm:


I also should like to say that I'm finishing to test another solution, a
definitive (and a bit dirty ) one, for the weather problem and all is
going very well without any problem (my third long patrol using it).

The intention is to be only used if you have 48hrs
of continue rain/heavy fog and/or if for any motive you don´t want to wait
more for that bad weather change that never comes....This mod will give to the
player an imediate stop on the heavyfog/rain and the game will
continues from that point (saved game) with now a medium fog and no rain, what is enough to continue to start hunt again. It may be enable without exit sh3. After 48 to 72 hours (in game), the game will change the weather for the first time.
Then you may save, disable the mod without exit sh3, reload and continues with
your "new" weather.

Like I said, it´s a bit dirty but always works (100%) and at least for me it is the better "complement" to be used with your weather mod.
Your mod reduces the amount of days with heavyfog/rain. This new mod
cuts the bad weather if necessary, instantaneously.

I will release it in few days.
__________________
One gamer's must-have mod is another gamer's waste of time.
-Sailor Steve
Rubini is offline   Reply With Quote
Old 03-12-08, 03:34 AM   #134
hans_olo
Nub
 
Join Date: Aug 2007
Posts: 3
Downloads: 5
Uploads: 0
Default

Hi guys,

sorry for my stupid question but where can I find a download link for this fine mod?

I hope my english isn't so bad.

Greetings from Germany

Hans_olo
hans_olo is offline   Reply With Quote
Old 03-13-08, 12:26 AM   #135
Subtype Zero
Lieutenant
 
Join Date: Mar 2007
Location: 19,998 Leagues under the sea
Posts: 262
Downloads: 7
Uploads: 0
Default

Rubini,

Please see my reply in your new weather thread.
__________________

Subtype Zero is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:10 PM.


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.