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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#256 |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
Uploads: 0
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What's the general opinion of anyone who is using this mod in conjunction with TM1.6.5? I'm waiting for patch 1.4, but I'm considering using this and TM together after 1.4. Thanks.
Terry |
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#257 | |
Navy Seal
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Woooooooooo Hooooo!!!
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I would suggest keeping them all separate so updates in one don't force a huge download. I would also suggest numbering the modules as well as naming them. This way sorting by numbers would show correct loading order in JSGME. Just by example, here's my JSGME list right now: ![]() Instead of doing it like I have here perhaps the TM files would be 10 and 11, ROW 20 through 29, RSRD 30 to 39, NSM 40 to 49. Looks like that would have to be modified because leo wants NSM loaded in the middle of the ROW modules. Not a problem, just give NSM a number in the middle of the ROW sequence and delete the number range for NSM above. Just thinking out loud here. If modules had more than 10 files we could go to a 3 digit system. Here's where it makes sense: if someone does not wish to install all the sections all he has to do is install what he DOES want in numerical order. Irrelevent tangent: You might want to check out that Pearl Harbor Menu I have loaded on top of Silent Service Graphics Mod. it only replaces the loading screen, where you see black and white photos of the devastation at Pearl Harbor and FDR's voice declaring war on Japan. "Yesterday, December seventh, nineteen fourty-one, a day which will live in infamy..." If that doesn't set the tone, you're dead! Someone could tweak the volume up a bit though. It's a little noticed but awesome tweak to the masterful Silent Service Graphics mod.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 11-15-07 at 06:34 PM. |
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#258 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Sorry Capt.Lurker_hlb3,I must ask
[quote=lurker_hlb3]Run Silent, Run Deep
The Campaign (Version 110 Trigger Maru 1.6.5 Compatable) This version of RSRDC is 100% compatable with Trigger Maru 1.6.5 Compatable Installation / Compatibility RSRDC (TM Compatible) is designed to install over the top of Trigger Maru 1.6.5 using JSGME, hand installation is not recommended. You will need to start a new career after installation and old save games will not be compatible with RSRDC. Do not attempt to install this version of RSRDC on any version of SH4 other than TM 1.6.5[quote]Now first thank you. ![]() ![]() |
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#259 | ||
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#260 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#261 | |||
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Sorry to confuse ?????????? Note color
[quote=lurker_hlb3]
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#262 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Duci,& Lurker
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#263 |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
Uploads: 0
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Which one is which?
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#264 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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Just a heads-up if anyone decides to use nvdrifter's camera shake mod. It WILL cause a CTD if you let it overwrite. The reason is, lurker has added new bombs in the bombs.sim file, a file that nvdrifter's mod also touches. I've made all the necessary adaptations of the RSRD files to include the "camera shake" effects, and I've asked for nvdrifter's permission to hand them over to lurker_hlb3 if he wants them available as an alternative download.
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![]() ![]() ![]() Let the Beast inside you free! |
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#265 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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lurker, I suggest that if you want to keep the ships that have been ported over from SH3 that you or someone else get them up to spec in terms of textures, crew members on deck, etc. While it's theoretically nice to have the extra ships, it's kind of a downer seeing ships of IMHO lesser quality than those that came stock w/SH4, not to mention their recognition manual entries look out of place as well. Personally I've just deleted any ported SH3 ships and will keep it that way until they're textured better and/or patch 1.4 is released (who knows, maybe some new ships are coming...). Same goes for some of the aircraft as well (I realize you know that). They just really look out of place, especially since much better ones are already slated for release with SH3.
I hope you don't take this as a slam but as a way to make this already quality mod that much better. |
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#266 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#267 |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
Uploads: 0
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When I go to add this mod to TM 1.6.5, it tells me that I'm going to overwrite a whole load of files. Is this OK to do?
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#268 |
Canadian Wolf
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As long as it installs after Trigger you should be good to go. I installed yesterday, but have not played it yet. Looking forward to it as you get lurkers campaign stuff along with all of Ducimus's AI changes as well as the various mods included with Trigger. Of note I also installed ROW with this.
So Trigger, Row than RSRD. RDP |
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#269 | |
Lieutenant
![]() Join Date: Jun 2007
Location: Lausanne/ Switzerland
Posts: 260
Downloads: 477
Uploads: 0
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It works very well... no problems until today. Take care
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Aperite Infernos Last edited by Lopo; 11-16-07 at 10:14 AM. |
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#270 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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