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Old 04-05-08, 07:25 AM   #286
i_b_spectre
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I've been waiting to get back into port to try this fabulous mod. I d/l'ed it and placed it into my GWX 2.0 Mods folder. When I went to enable it in JSGME, I got the following message:

"NSS_Uboat7c.dat" has already been altered by the "GWX - VIIC41 Player Sub" mod.
Folder "data\Textures\TNormal\tex" has already been added by the "GWX - VIIC41 Player Sub" mod."

I understand the beauty of JSGME compatibility is being able to enable/disable mods, but will enabling the waterstream mod overwrite the other affected mods in such a way as to make them not work correctly if I have to disable waterstream?
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Old 04-05-08, 07:41 AM   #287
bert8for3
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Quote:
Originally Posted by Barbac
Hi m8,

Damn ! does not work for me at all. Running GWX2.0 with a few mods. I have tried it in an ongoing patrol (saved patrol) but nothing. Then started a new carrer with a VIIC but nothing, then with a VIIB still nothing, then started a mission and finally nothing. Guess there is some kind of strong incompatiblity with one or several of my mods ...
It is a shame

Any help will be much appreciated guys

Thx
Barbac
Tell us what mods you're running, then probably someone can help. Are you using JSGME? Did you use JSGME for all previous mods? In that case, did you get a JSGME message during enabling the mod that it was going to affect (overwrite) another file or files?
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Old 04-05-08, 08:13 AM   #288
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Quote:
Originally Posted by i_b_spectre
I've been waiting to get back into port to try this fabulous mod. I d/l'ed it and placed it into my GWX 2.0 Mods folder. When I went to enable it in JSGME, I got the following message:

"NSS_Uboat7c.dat" has already been altered by the "GWX - VIIC41 Player Sub" mod.
Folder "data\Textures\TNormal\tex" has already been added by the "GWX - VIIC41 Player Sub" mod."

I understand the beauty of JSGME compatibility is being able to enable/disable mods, but will enabling the waterstream mod overwrite the other affected mods in such a way as to make them not work correctly if I have to disable waterstream?
There's no problem in replacing those files, there are a separeted folder system, no matter what you enable, you can always disable and everything goes back to normal, one mod NEVER modify anything in another mod. Go ahead mate and enable it!
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Old 04-05-08, 08:14 AM   #289
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Quote:
Originally Posted by Barbac
Hi m8,

Damn ! does not work for me at all. Running GWX2.0 with a few mods. I have tried it in an ongoing patrol (saved patrol) but nothing. Then started a new carrer with a VIIC but nothing, then with a VIIB still nothing, then started a mission and finally nothing. Guess there is some kind of strong incompatiblity with one or several of my mods ...
It is a shame

Any help will be much appreciated guys

Thx
Barbac
Try enabling Rubini's Mod as the LAST MOD ENABLED! DONT ENABLE NOTHING AFTER IT!

Post here a screenshot of your enabled mods for study. And tell us for any incompatibility issues that JSGME might report.
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Old 04-05-08, 08:58 AM   #290
i_b_spectre
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Quote:
Originally Posted by Philipp_Thomsen
There's no problem in replacing those files, there are a separeted folder system, no matter what you enable, you can always disable and everything goes back to normal, one mod NEVER modify anything in another mod. Go ahead mate and enable it!
Thanks for the reassurance, I'm on my way
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Old 04-05-08, 10:21 AM   #291
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Solution found for the problem raised in post #188.

Did a clean install, updated to SHIV Scene 2.6 and WaterStreams v3.
Same result, still shadows behind the sub about every 5 or 10 second when looking from low angles.
Same result btw. in a clean, original SHIII install.

Then tried to reduce/disable AA, AF etc. but still no change.

Last attempt was to enable tripple-buffering and enable vertical sync in SHIII and that did it! Went back to full AA, AF etc. and everything looks fine

Still sometimes see a shadow behind the boat, but it's very rare and very, very little. No longer an issue

Love V3 btw.!



Oh! and @Reece: solved the green halo too!

Back to patrol. Happy Hunting!
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Old 04-05-08, 11:20 AM   #292
Kaleu. Jochen Mohr
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whats that AA AF ? :hmm:
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Old 04-05-08, 11:40 AM   #293
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Quote:
Originally Posted by Kaleu. Jochen Mohr
whats that AA AF ? :hmm:
AA = anti-aliasing (reduces jagged lines), AF = anisotropic filtering (sharpens textures).

Can't live without them

FYI, my settings from nVidea's nPanel:

AF: 16x
Gamma correction: off
AA mode: override app.
AA: 16xQ
AA transparency: supersampling
Text. clamp: use hardware (testing atm)
Ext. limit: off
Force mipmap: triliniar
Negative LOD bias: clamp
Texture filtering: High quality
Triple buffering: on
Vertical sync: use 3D app.
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Old 04-05-08, 12:45 PM   #294
subeye
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Default What the combination???

Hello sialors !
"Sehr schon mod!" But what combinate this mod with racerby´s exhaust mod ????
(P.S. sorry for my poor english)
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Old 04-05-08, 01:24 PM   #295
Barbac
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Quote:
Originally Posted by bert8for3
Quote:
Originally Posted by Barbac
Hi m8,

Damn ! does not work for me at all. Running GWX2.0 with a few mods. I have tried it in an ongoing patrol (saved patrol) but nothing. Then started a new carrer with a VIIC but nothing, then with a VIIB still nothing, then started a mission and finally nothing. Guess there is some kind of strong incompatiblity with one or several of my mods ...
It is a shame

Any help will be much appreciated guys

Thx
Barbac
Tell us what mods you're running, then probably someone can help. Are you using JSGME? Did you use JSGME for all previous mods? In that case, did you get a JSGME message during enabling the mod that it was going to affect (overwrite) another file or files?
Thx for your reply both bert8for3 and Philip
Yes I use JSGME for all the mods
Nope ... did not get any JSGME message during enabling. It looks like JSGME enables the mod with no problem but the mod does not come into the game, no water stream, whatever the sub type
The list of the mods is quite long so I have to find a way to show them to you and Philip who asked me the same question.
Just one stupid question:
Does this Rubini's mod work only when Rubini's Exhaust mod is enabled cause I do not have this one ?

Thx guys for your help in this matter
Barbac
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Old 04-05-08, 02:08 PM   #296
bert8for3
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Quote:
Originally Posted by Barbac
Thx for your reply both bert8for3 and Philip
Yes I use JSGME for all the mods
Nope ... did not get any JSGME message during enabling. It looks like JSGME enables the mod with no problem but the mod does not come into the game, no water stream, whatever the sub type
The list of the mods is quite long so I have to find a way to show them to you and Philip who asked me the same question.
Just one stupid question:
Does this Rubini's mod work only when Rubini's Exhaust mod is enabled cause I do not have this one ?

Thx guys for your help in this matter
Barbac
Somebody who knows a lot more than I do is bound to jump in here to help you out, but I'd try:
1. Read back through the thread first, there may be something about a conflict, altho JSGME would have told you if there was one.
2. If you dn't find anything, disable all mods and enable this mod to see if it works by itself. Then disable and re-enable your other mods one by one, but enabling this mod on top each time to see if it's ok. That might be pretty time-consuming depending on how many other mods you run, but best i can think of. You'll load faster for testing if you use a dummy or empty campaign folder (back up your existing campaign folder first). If you search the forum, you should find an empty_campaign mod. Enable it with JSGME, which will itself also backup your existing campaign folders (but make a separate backup to be sure). That will let you start up faster, 'cause it won't have to load full campaign files. Then try the mods to see if they work. If you do that, don't start up via SH3 Commander if you're using that, just start via the regular sh3 icon. After you're done testing, disable all mods and also the empty campaign mod, then you'll have your normal campaign files back ... then re-enable mods.

No, you dont need the exhaust mod to run this one.

Hope that helps, but I'm no expert, someone will jump in for sure.

edit: I'm not finding empty_campaign, I've put it up ... you can get it here ... http://hosted.filefront.com/bert8for3/ .
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Old 04-05-08, 02:42 PM   #297
LordNeuro"Serbia"
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Gr8 work

I trayed in game and it just amezing. Fantastic work Rubini. Definitly the must have mod.
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Old 04-05-08, 03:45 PM   #298
onelifecrisis
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Quote:
Originally Posted by ichso
Quote:
Originally Posted by skookum
I don't know if this is a bug, but the water stream particles are showing up as untextured white squares for me. From afar you can't really tell, but up close its really noticable. Suggestions?
I had the same problem too when trying the new version yesterday night at 1:30 a.m.
I used it together with OLC Enviroment mod and they should be compatible. I also used Rubini's patch for his water streams for OLCE.
But I saw the same glitches you are talking about.

I simply turned water stream mod and OLCE off in JSGME and turned water stream mod on again, but alone this time.
And without OLCE enabled, it worked for me.
So this wasn't any fault of my graphics drivers or something similiar.
Sounds like you enabled them in the wrong order. You have to enable the Water Stream mod, then OLCE, then OLCE Water Stream Patch, in that order.
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Old 04-05-08, 04:20 PM   #299
i_b_spectre
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Just finished a patrol with the waterstream mod enabled. At first I was wondering if I was having a problem because I didn't see any water draining from the limber holes. However, the North Sea was unusually calm for January and I wasn't taking any water over the holes. I remember reading Rubini had found the switch, therefore water shouldn't be draining unless waves were flooding the holes. Eventually, I got the 15m/s weather that's all too common for that part of the world in January, then I broke into a smile when the water washing over the limber holes was rushing out at as the boat porpoised through the heavy waves.

Outstanding work, Rubini! Thanks for all you and the rest of the modding community do to make this fine, aging sim remain on the sharp edge. It's another immersion feature that helps you suspend reality and "puts you there".
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Old 04-05-08, 05:01 PM   #300
PhantomLord
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Quote:
Originally Posted by i_b_spectre
Just finished a patrol with the waterstream mod enabled. At first I was wondering if I was having a problem because I didn't see any water draining from the limber holes. However, the North Sea was unusually calm for January and I wasn't taking any water over the holes. I remember reading Rubini had found the switch, therefore water shouldn't be draining unless waves were flooding the holes. Eventually, I got the 15m/s weather that's all too common for that part of the world in January, then I broke into a smile when the water washing over the limber holes was rushing out at as the boat porpoised through the heavy waves.

Outstanding work, Rubini! Thanks for all you and the rest of the modding community do to make this fine, aging sim remain on the sharp edge. It's another immersion feature that helps you suspend reality and "puts you there".
Exactly they way i felt tonight. I really love this effect. Thanks a lot Rubini.
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