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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#466 | |
Chief of the Boat
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#467 |
Loader
![]() Join Date: Apr 2005
Location: Spain
Posts: 83
Downloads: 275
Uploads: 0
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![]() ![]() Thanks again!
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Castorp U-34 / 24 Flotilla |
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#468 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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Really really thanks Capt Morgan for the reply and the help!I have changed the setting that you have indicated and testing the game now...thanks againg very much appreciated!
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#469 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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yessssssss!!!confirmation! the problem is solved now mod works perfectly!thanks a lot Capt. Morgan!!!
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#470 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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![]() MoBo Asus, onboard ADI audio codec...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 03-30-10 at 02:35 PM. |
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#471 |
Ace of the Deep
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Hi,
I also have an Asus MB with Realtek onboard HD audio, I had repeated bluescreens with T34 vs Tiger whenever the tank took a hit which I solved, as there's a memory leak bug in Realtek HD Audio drivers AFAIK: Look at the link below for further information: http://www.subsim.com/radioroom/showthread.php?t=161177 It might be totally un-related but just might help Best Regards Aces
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#472 | |||
Commander
![]() Join Date: Dec 2009
Location: Just east of the west coast.
Posts: 463
Downloads: 423
Uploads: 0
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There are no great men, only great challenges that ordinary men are forced by circumstances to meet. -- Admiral William Halsey |
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#473 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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Running
GWX 3 Gold + SH3Cdr GWX St Naz and other units V4 WB GWX campaign with VonDos ships v2.7 Torpedo Damage Final FM_newinterior v1 MaGUI 3 FM NI Fix for MaGUI No Stealthmeter for MaGUI GWX all weather guns when I start my patorl the game CTDs! |
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#474 |
Loader
![]() Join Date: Apr 2005
Location: Spain
Posts: 83
Downloads: 275
Uploads: 0
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Can this amazing mod be implemented with the TypeII uboat?
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Castorp U-34 / 24 Flotilla |
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#475 |
XO
![]() Join Date: Jul 2002
Posts: 436
Downloads: 59
Uploads: 0
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Wow -- who needs SH5 with this kind of work going on!!! Thanks very much for the hard work on this mod! Now to the bug:
The engine sound is about the same volume throughout the uboat no matter where I am (except on the bridge of course). Oddly, as I approach the Engine room and move further into it, the sound decreases in volume and lowers in pitch which is the opposite of what I would think is supposed to happen. When I leave the engine room and go towards the control room, the pitch and the volume rise again and remain the same anywhere else in the interior ogf the boat. If I understood the manual correctly, then the sound should get louder as I approach the engine room and get softer as I leave (i.e. go to the control room). Is this correct? If so, then something isn't working right. heres my mod list: GWX3 OLC 'Gold' MkII ~ Option 1 ~ Environment and GUI OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc) DD_OH_V3.09_20091209162038 FM_NewInterior_V1.0 FM_NI_Fix_for_OLC_GUI_001 DasBootClothes Don76-OffiziersmützeHATS Rapt0r's Instruments V3.1 (Without Red Circle) TMT v2 Waterstream+Exhaust Combi V2.3 for GWX3 Torpedo damage Final ver2.0 I'm on Windows 7 64 bit with an Asus M4A77TD Mobo with onboard VIA sound (it's the VIA audio driver I got from Asus' website-haven't tried the one from VIA's since they recommend sticking with your motherboard manufacturer's version). I'm pretty sure I understand that if using GWX3 then I don't need to edit any sh3.sdl file, I just jsgme the mod and start the game right? Please let me know if there is anything I can do to troubleshoot this issue , since I would love to have the increasing and decreasing engine volume throughout the interior of the boat. Last edited by supposedtobeworking; 04-01-10 at 01:14 PM. |
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#476 |
Rear Admiral
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First of all - fantastic work, finally got to have a look at this mod in action and it's awesome.
Now my problem. ![]() Yesterday I started out with a brand new, clean install of Stock 1.4 + GWX3.0 that I set up to use for testing purposes. I am launching the game via Commander, all patrols are starting from Wilhelmshaven in a Type VIIB. I enabled the following mods: GWX 3 St Naz and Schluese and other units V4 LifeBoats&Debris_v4 WB's GWX campaign with VonDos' ships v2.7 WB - add Q ship Loaded a new career to make sure everything worked okay, which it did. Yes I know the docs for WB's GWX Campaign say to enable it right after the St Naz/Schluese mod, but there are some files it and LifeBoats&Debris both overwrite. This was questioned in his mod thread and he posted that he had enabled the Lifeboats&Debris mod first, then his GWX Campaign, let that overwrite the files it had in common with L&D, and it worked fine. As it did when I did the same, no issues at all. I was using all these mods together before so that was no surprise. Exited that patrol, exited the game, and enabled the following: FM_NewInterior_V1.0 Aces' Combined SH3.SDL Files v2 Loaded the game to start next patrol of same career, once again everything loaded fine. Interior of boat looks fantastic! Engine room! Galley! O-Messe! Hurray! Fired up the engines, they are pumping away, no apparent loss of game performance, all the cam controls working fine too. Cruised around for a bit and exited that patrol and the game. Since I also want to use GWX Integrated Orders, I followed the instructions included with FM New Interiors to modify the command.cfg files in the Integrated Orders mod to make the edits/additions necessary for functionality of FM New Interiors. I then enabled that mod, letting it override the existing commands.cfg put in by FM New Interiors. I had done this same thing before with DD_OH v3.09 so I wasn't worried about any issues from editing the commands.cfg in that fashion. Loaded the game and started the next patrol of the same career and everything worked fine, now I had the Integrated Orders that I love PLUS all the features and functions of FM's mod, except Shift+E no longer takes me to the engine room. Eh, not that big a deal, right? So after a bit I exit that patrol and the game and turn in for the night. Tonight I get home and decide "well maybe I can get that Shift+E thing back." So I take a look at the commands.cfg files that come with FM New Interiors and see that there is a line for what I presume to be that function added to [Cmd 11], which is not present in the commands.cfg I manually edited to make FM Interiors work with Integrated Orders. So I disable my modified Int Orders mod and edit [Cmd 11] to the following: [Cmd11] Name=Interior_aft_camera Ctxt=1 Key0=0x45,Cs,"Shift+E" Page=0x33000000,3704 GoBack=Interior_fore_camera The "Key0" line is the one I added to the existing commands.cfg files, which were working the last time I used them. I save them all with the new edit, and re-enable the modified Int Orders mod with them in it. I try to load the next patrol of my "test" career and instead of getting the "not so long ago" screen I just get a blank black screen and then the popup "blah blah has encountered an error and needs to close" notice. Clicky click back to desktop. Disable the newly modified Int Orders mod, which should revert everything back to the following: GWX 3 St Naz and Schluese and other units V4 LifeBoats&Debris_v4 WB's GWX campaign with VonDos' ships v2.7 WB - add Q ship FM_NewInterior_V1.0 Aces' Combined SH3.SDL Files v2 I try again to load the same career, same thing happens. Career "in base" save won't load. So I disable Aces' mod and FM New Interiors and try again. Now career loads fine. I delete the folders for Aces' and FM's mods from my game's MODS folder and recopy them there from my backup of both, just in case, and try again. Career won't load, same as before - gets to end of loading process and *crash*! I tried starting a new career in case it was a corrupted save on the first one, same crash at same point. So I am stumped as to why this combo/order of mods worked fine one day, but the enabling/disabling of another mod that seemed to cause a problem would make it STOP working even when the one mod that seemed to cause the problem has been disabled and everything should be rolled back to where it was the last time it did work. Windows XP Pro SP3 32 bit 3.25G RAM AMD Athlon II X2 240 2.8 GHz AM3 processor ATI Radeon HD4650 1G PCIe vid card Asus Xonar DX audio card Although I don't think it's a hardware/memory issue, as everything worked fine and loaded and ran smoothly yesterday with the exact same specs? |
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#477 |
Bosun
![]() Join Date: Jul 2007
Posts: 65
Downloads: 59
Uploads: 0
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Hello,
one question at FM: what´s about the missing interieurs? Such as the forward torpedoroom and the electric Engine room and the aft torpedoroom. They would make the boat complete. regards MG Mike |
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#478 |
Watch
![]() Join Date: Dec 2008
Posts: 28
Downloads: 81
Uploads: 0
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Hey guys, I'd like a little help please.
Thanks a lot FlakMonkey for the great mod! I have 1 or 2 bugs though. 1. Whenever I approach a hatch, I press Shift+H to open it, and then go to walk through. However, as my view approaches the hatch it suddenly goes backwards and the thing is looped. I have to hold down Forward Arrow and Shift until eventually it lets me through. Why does this happen, and how could I fix it? 2. In my career, I sail a Type VIII b U-Boat. I press Shift+F2 and am put in the control room, and can move around in free-view aft, but cannot move forward past the conning tower, meaning I cannot check anything out past the radio rooms. Please, any help would be wonderful. Regards, Mike. |
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#479 |
Chief
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Alotef,
Not sure if I understand what you are saying but it sounds like you are trying to "walk through " the conning tower and it loops you back to your startign position. If that is the case ( I did it a few times before i remembered what to do) you have to walk the camera around the obstruction next to the navigator then proceed back to the other compartments. hope that hepls |
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#480 | ||
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,789
Downloads: 171
Uploads: 0
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If I'm using JSGME and there are any clashes I combine the ones that crash to a new mod name covering these, that way there is never any clash or overwriting problems! ![]() Quote:
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Sub captains go down with their ship! |
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