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Old 03-29-10, 01:41 PM   #466
Jimbuna
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Quote:
Originally Posted by Castorp24 View Post
Downloading now, thanks a lot!!!!!!!

By the way, it´s a long time since I don´t play SH3. I saw this mod is compatible with GWX3+OLC...

...what does "OLC" stand for?
onelifecrisis...the name of a very talented modder around these parts.

Don't tell him I said that
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Old 03-29-10, 01:59 PM   #467
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Thanks again!
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Old 03-29-10, 11:23 PM   #468
Viktor_Prien
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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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Old 03-30-10, 02:16 AM   #469
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yessssssss!!!confirmation! the problem is solved now mod works perfectly!thanks a lot Capt. Morgan!!!
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Old 03-30-10, 03:07 AM   #470
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Quote:
Originally Posted by Capt. Morgan View Post
Firstly, Fantastic Mod

I was getting severe crashes (as in momentary flash of the blue screen, then instant re-boot) when I started the engines or changed speed while inside the sub.

Solved it initially by removing your sh3.sdl file from the mod. I've since opened the file and lowered the doppler value of the DD_Engine.DieselEx entry from 100 to 0. No more crashes, and the rest of this mod more than makes up for the lost sound effect.

It's probably a hardware glitch on my side, but the solution to simulating increased engine noise near the engine room may be problematical on a few machines.


(Asus MB with Realteck onboard sound, 4gigs mem, XP-sp3, GWX3)
I haven't any problems with DD's sh3.sdl file (before and after patching of sh3.exe).
MoBo Asus, onboard ADI audio codec...
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Last edited by Anvart; 03-30-10 at 02:35 PM.
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Old 03-30-10, 10:31 AM   #471
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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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Old 03-30-10, 03:01 PM   #472
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Quote:
Originally Posted by Viktor_Prien View Post
yessssssss!!!confirmation! the problem is solved now mod works perfectly!thanks a lot Capt. Morgan!!!
Glad it helped.

Quote:
Originally Posted by Anvart View Post
I haven't any problems with DD's sh3.sdl file (before and after patching of sh3.exe).
MoBo Asus, onboard ADI audio codec...
Well it was just a guess on my part, computers eh! As it is, this mod works 99.999% for me and that represents about a 200% increase in immersion when I'm playing the VII, so I'm one glucklich Kaleun..

Quote:
Originally Posted by Aces View Post
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
Thank you!. That looks like interesting software, I'll be checking it out. I haven't updated any drivers in my machine so it could be that too. Really, this has to be one of the coolest mods for SHIII.
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Old 03-30-10, 06:09 PM   #473
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Default CTD

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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Old 03-31-10, 07:41 AM   #474
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Can this amazing mod be implemented with the TypeII uboat?
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Old 04-01-10, 03:17 AM   #475
supposedtobeworking
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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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Old 04-01-10, 09:23 PM   #476
frau kaleun
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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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Old 04-05-10, 11:12 AM   #477
MG Mike
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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
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Old 04-06-10, 04:12 AM   #478
ALOTEF
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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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Old 04-06-10, 09:28 AM   #479
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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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Old 04-06-10, 09:46 AM   #480
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Quote:
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.
@ frau kaleun, when you enabled/disabled did this revert a file back that had previously overwritten?
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! Just a thought.
Quote:
I try again to load the same career, same thing happens. Career "in base" save won't load.
This is normal, never save/load in Port, try starting a new patrol!
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