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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#691 |
Electrician's Mate
![]() Join Date: Jul 2007
Location: The Sweet State, Georgia
Posts: 134
Downloads: 44
Uploads: 0
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digitizedsoul, if it is exactly as you say it is as far as clean install etc. and you're using JSGME, you might try re-downloading TM 1.6; possibly a bad download. If you've already done this, ?? good luck
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#692 |
Rear Admiral
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All i can think of to say is, that If it was something i did wrong, id have had fans of the mod on two different forums screaming at me. Has tobe something specific to your D/L, install, or even drivers.
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#693 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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No, no nothing you did wrong mate
![]() I thank you for giving me this problem, because you had to make the mod, for me to download it and break it hah. I'll re-download, and if not learn how to mod myself in an attempt to fix whatever i've foobared lol. Rock on with your socks on... |
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#694 |
Rear Admiral
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If you orginally D/L'ed it from my server, then it could be a corrupted download. When Marko's offered to host the files, i broke the links to my server when both files were up on his. If you were d/ling when i broke the link on the d/l, then the file could have become truncated or otherwise corrupted i imagine.
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#695 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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hope you like it!
There is only one thing I need to say about it the game always produces the smoke effect for the funnels on the ships until they are docked or sink there is nothing I can do to change that fact and I have gone through a lot of files trying to see if that can be changed. So ships will always produce that effect it just changes with movment and wind speed and direction. I figured I would nip that in the bud before being asked about it. Last edited by leovampire; 08-28-07 at 09:09 PM. |
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#696 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Asking in thread
Having down loaded both files,Trigger_Maru_1-6 ,& Trigger_Maru_GFX_PAX_1_2, unpacked both 7-Z files. I am getting the impression,since it was said in post#1,that we need both,that these files should be merged,before installing w/JSGME. In this effort; is there an install read-me ? If so,perhaps my bad,no can find.
Question: in the process of merging,if there is a cfg in 1-6,& Cfg in GFX do we just overwrite(yes to all). Please put me on to the install read-me location.Thxs.,donut Last edited by donut; 08-28-07 at 10:20 PM. |
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#697 |
Rear Admiral
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The two mod packages shouldnt have any conflicts at all. Orginally i seperated graphics and sounds into a seperate associated mod to reduce d/l size on future updates.
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#698 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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So ,are you saying,both unzipped packages need to be installed in the mod folder,then activated separately ? Not merged ? separately is correct.
Last edited by donut; 08-28-07 at 11:22 PM. Reason: Answering my own question for future clarity |
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#699 |
Rear Admiral
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If you want to merge them all into one directory you can do that. But regardless of how you run it in JSGME, you need both in order for the mod to function correctly.
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#700 | |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Quote:
![]() Last edited by donut; 08-28-07 at 11:25 PM. Reason: understanding |
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#701 |
Rear Admiral
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You shoudlnt have any conflict at all. Are you sure your not using an older version of the GFX pack?
In any event, enable GFX Pak 2_1 first. Then enable TM 1.6 |
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#702 | |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Quote:
Last edited by donut; 08-28-07 at 11:26 PM. |
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#703 |
Weps
![]() Join Date: Jul 2007
Location: Bentonville, AR
Posts: 367
Downloads: 22
Uploads: 0
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is the "smoke on the Horizon" and other adds (few pages back) that Leo is working on included in 1.6? or will this be an upcomming addition? 1.6a maybe?
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__________________
TM2(SS) USS Asheville - Plankowner, Shellback, "Order of the Ditch" http://ths-i.com/ |
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#704 |
Rear Admiral
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Right now im looking at a very limited patch. Theres always something to do, so im limiting my focus to what things bugged me most in 1.6, and im sticking to what im sure will work since i have limited time to test.
So far TMaru patch 1.6.1 will have the following - Leo's latest scene.dat, modified by me to 8KM visual distance. (this dat, im really liking btw, its a definate improvement) - a fixed zones.cfg that eliminate the chance of the phantom smoke trail following you after having your deck gun damaged. - Leo's updates particles.dat with his improved smoke effects. - replacement moon texture Now Leo sent me a decent package of stuff, but im only including the above for three reasons. 1.) This is a PATCH, and i want to keep it small 2.) There is always something else to do. If i include this, that i might as well include that, and maybe another one of these, and a few more of those, and before i know it im right back to where i was before, only with TM 1.7. Its an endless loop. 3.) The above are the easiest to test, and most easily proven to work. I dont have time for alot of testing, and given that this patch is FINAL, i need to go with what i know will be the most error free. For me, the patch is it. I trust that eventually, someone will pick up where i left off, and make it even better. When i post the patch, ill post my final thoughts on the subject. |
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#705 | |
Grey Wolf
![]() Join Date: Oct 2005
Location: The Netherlands
Posts: 813
Downloads: 16
Uploads: 0
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This will give no problems though.. Last edited by FooFighters; 08-29-07 at 06:01 AM. |
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