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Old 03-02-10, 05:03 AM   #196
urfisch
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Quote:
Originally Posted by java`s revenge View Post
Hi Reece,
About which patch are you talking about. I asked it someone in the
past but got no answer. I have win7 ultimate 64bit.

Thanks a lot in advance !
there is a whole thread about this:

http://www.subsim.com/radioroom/show...&postcount=593
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Old 03-02-10, 05:47 AM   #197
Reece
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Quote:
Originally Posted by Aces View Post
Thanks,

I have just edited and combined the three sdl files form the Lifeboats and Debris mod, the Animated sub Pens mod and the FM interior mod. One interesting thing I need to check is that the Sub Pens mod's .sdl contains an entry for snorkel.wav, must check it's actually in y sounds folder otherwise (except for the missing Hammer.wav which I made myself) everything checks out. If this fails I shall start looking towards my Realtek HD drivers there's a problem with their drivers which dropping back to my hacked version might fix.

Cheers

Aces
I made a version of the hammer.wav but in the sub pens the guy swinging the sledge still has no sound, can you confirm?
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Old 03-02-10, 05:51 AM   #198
Aces
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Hi Reece,

Yes I confirm, I made a new Hammer.wav and popped it into my sounds folder but still no sound when he hammers away .

Cheers

Aces
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Old 03-02-10, 07:32 AM   #199
[SJ]nailz
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The 4GB patch is for 64bit only.

Quote:
Originally Posted by Author of 4GB Patch
I originally wrote this tool for a friend of mine who needed it. This very little tool patches x86 executables (meaning 32bit, like SH3) in order to let them have 4GB (instead of only 2) of virtual memory on x64 (64bit like Vista 64bit or Win7 64bit) platforms. This tool comes very handy for applications which need a great amount of virtual memory like games, 3D renderization, multimedia etc. To gain these 2GB, you just have to use this tool to patch the executable (*.exe file) of the software you want to have these additional GBs of virtual memory. It can be used by clicking on it and choosing the file or through command line (e.g.: "4gb_patch file.exe"). It automatically creates a backup copy of the original executable.

Why things are this way on x64 is easy to explain. On x86 applications have 2GB of virtual memory out of 4GB (the other 2GB are reserved for the system). On x64 these two other GB can now be accessed by 32bit applications. In order to achieve this, a flag has to be set in the file's internal format. This is, of course, very easy for insiders who do it every day with the CFF Explorer. This tool was written because not everybody is an insider, and most probably a lot of people don't even know that this can be achieved. Even I wouldn't have written this tool if someone didn't explicitly ask me to.
FACT.


Quote:
Originally Posted by java`s revenge View Post
Hi Reece,
About which patch are you talking about. I asked it someone in the
past but got no answer. I have win7 ultimate 64bit.

Thanks a lot in advance !
http://www.lsh3.com/v5/tools/4GBPatch.7z

That is a a direct link to the patch. I am not a computer programmer, so I cannot say for sure what it changed, but I'm pretty sure all it did was tweek the sh3.exe file. Everything else is runnig fine, with Win7 reporting a healthy 2900MB of free RAM at the desktop, with skype, WinLive and some other stuff running.

As I said in the last post I made, if you are getting constant CTD's, as I was, then what can it hurt to try this?

Win7 64bit
q6700 quad @ 2.6ghz
4GB RAM (+4GB SD as Dedicated ReadyBoost)
nVidia 9700 (the weak link but runs most games at native 1920x1080)
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Old 03-02-10, 07:49 AM   #200
Reece
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Well until I get Windows 7 64 bit, I can only have one of the following mods, 2 of any CTD:
FM_NewInterior_V1.0
Merchant Fleet Mod v4.1
SubPen Animated
Which one do I choose? I want them all!!
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Old 03-02-10, 07:57 AM   #201
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The 4 GB patch works for me!
I was able to start a career in St. Nazaire.
Obviously I'm running win 7 64 bits.

Thanks!

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Old 03-02-10, 07:58 AM   #202
Aces
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Reece, why not try what I did as an experiment, uninstall them and then rename the sh3.sdl files in the FM and Sub Pens mods to .bak or suchlike and then re-enable the mods. Sure you will loose their sounds as you know but if this works, as it does for me, I am experimenting along combining them this evening and re-testing. Does the merchant fleet mod contain an sh3.sdl file as well?.

Cheers

Aces
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Old 03-02-10, 07:59 AM   #203
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Quote:
Originally Posted by Dronston View Post
The 4 GB patch works for me!
I was able to start a career in St. Nazaire.
Obviously I'm running win 7 64 bits.

Thanks!



good news!!
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Old 03-02-10, 08:11 AM   #204
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Hey, first of all, great Mod!

But, I have a Problem. I can't open hatches and klick my way trough the boat.

I'm using:
GWX 3 Gold
OLC 'Gold' MKII Option 3
OLC 'Gold' MKII Flat Sun Fix
OLC 'Gold' MKII MKIId Update
TMT v2
FM_NewInterior_V1.0
FM_NI_Fix_for_OLC_GUI_001

Someone got a answer for this problem?
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Old 03-02-10, 08:14 AM   #205
[SJ]nailz
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shift+H opens the hatches
ctrl+H closes them

use shift+F2 to go to free cam inside the sub, and then arrows to move.
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Old 03-02-10, 08:14 AM   #206
Aces
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Have you tried Shift+H to open and CTRL+H to close all hatches ?

Regards

Aces

Edit: LOL we posted at the same time
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Old 03-02-10, 08:36 AM   #207
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@ [SJ]nailz, the patch is so that an application, like SH3, can use memory greater than 2Gb, so naturally nothing else is required for 64 bit system to work, BUT it can be used in 32 bit XP with the /3Gb switch added to the boot.ini file, this will allow the application to use 3Gb instead of 2Gb, HOWEVER, although SH3 will now run other applications are effected by this switch causing stuttering, lockups etc, this is what I found so I don't use the patch! see: http://www.subsim.com/radioroom/showthread.php?t=162357
@ Aces, I will give it a try!!
Edit: No difference at all!!
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Last edited by Reece; 03-02-10 at 06:42 PM.
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Old 03-02-10, 08:45 AM   #208
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Quote:
Originally Posted by DivingDuck
The sound was a "little" problematic indeed. Adding soundsources to the engine room just makes the sound appear at the same level all over the boat. Therefore I had to add the doppler effect settings. At forward speed the engine should become louder when approaching via the galley. The noise should reach it´s peak behind the engine, at the far end of the compartment. It´s the other way round when moving backwards. I´m trying to find a better solution. But I´m not certain there is one. Anyone with an idea ... step forward!
Check the manual for a detailed technical explanation!
Try a linear dial controller instead (telegraph dial). RFB includes a fading radio using this trick (as the boot dives the radio fades away - in this case it's a depth-dial). It does not require a SMC controller whatsoever and is very simply technique (just a couple of chunks). Just have the aud-node with the dial attached to it, and move the node up/down. You'd still want an SMC to toggle the sound off when a dive-order is given though (StartEffect/StopEffect I think?). SMC seems a little overly complex in your implementation.

Still, good job
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Old 03-02-10, 09:29 AM   #209
Aces
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Reece, sorry to hear that it didn't work for you buddy, I feel your pain. I will post here if I find anything that might help.

Cheers

Aces

Edit: just as a matter of interest what sound card do you have?
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Old 03-02-10, 09:32 AM   #210
DivingDuck
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Moin Skwasjer,
Quote:
Originally Posted by skwasjer View Post
Try a linear dial controller instead (telegraph dial). RFB includes a fading radio using this trick (as the boot dives the radio fades away - in this case it's a depth-dial). It does not require a SMC controller whatsoever and is very simply technique (just a couple of chunks). Just have the aud-node with the dial attached to it, and move the node up/down. You'd still want an SMC to toggle the sound off when a dive-order is given though (StartEffect/StopEffect I think?). SMC seems a little overly complex in your implementation.

Still, good job
well, damn good suggestion. It was way too obvious to use a dial controller. Have used it a hundred times for all the food. But it didn´t appear to me in this environment. I was so locked in the SMC pattern while working on the engine. Stupid me.

@ALL:
a patch will follow, taking care of the sound issue.


Regards,
DD
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