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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1561 |
Seaman
![]() Join Date: Aug 2011
Posts: 32
Downloads: 8
Uploads: 0
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Mare Nostrum
When I begin campaign Mare Nostrum, I am in the port of registry Lorient. But all this campaign operates in Mediterranean sea, and I need to swim each time from Lorient to Mediterranean sea. Same it is not correct!
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#1562 |
Watch
![]() Join Date: Feb 2004
Location: Periscope depth
Posts: 29
Downloads: 95
Uploads: 0
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Is there a English version of this mod? It changes all the text to German, It not is there a way to keep the mod but change the text back to English?
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#1563 | |
Navy Seal
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![]() Quote:
![]() Yes - when you start Mare Nostrum you are in the port Lorient. So you will have to pass Gibraltar to get to your patrol area ![]() Your base will change on 31/03/41 so you can stay in the Med ![]() Last edited by Trevally.; 10-24-11 at 05:22 PM. |
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#1564 | |
Navy Seal
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Perhaps you could ask Ruby2000 if you could remove files etc |
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#1565 | |
Seaman
![]() Join Date: Aug 2011
Posts: 32
Downloads: 8
Uploads: 0
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And for what it is made? For more realism? Why at once not to begin campaign from the Italian ports? ![]() |
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#1566 | |
Silent Hunter
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![]() The default language of the OHII-MOD is english. And "Ruby2000" from our german-ubi-Forum translate all important things into german language for german native speaker like me for example. The "Deutsch(german)-MOD" is only an UI 6.8.0/OHII-Add-On for german Player (or Player that would like to have the german language in game). So if you don´t like to have the german language with OHII, simple don´t use (activate) the MOD! Best regards, Magic |
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#1567 | |
The Old Man
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You can take your stock SH5 data\Menu\Menu.txt file and compare ID numbers. Any ID numbers in German that does not exist in stock menu text can be added. Then use Google Translate to change from German to English. If you take your time, the entire process takes about a hour at most. Regards! TheBeast |
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#1568 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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#1569 | |
Navy Seal
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#1570 |
Navy Seal
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#1571 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Small bit of info...
There is still one ghost ship on the loose without no textures. I thought I fixed it in the previous patch, but no... So don't be alarmed if you see a black ship, fix is on the way. |
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#1572 | |
The Old Man
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I checked the data\Roster\British\Sea\NPL_Hap.cfg and it is correct TextureName=data/Sea/NPL_Hap/NPL_Hap_T01.dds I checked the the texture data\Sea\NPL_Hap\NPL_Hap_T01.dds texture and it was there. My guess is that the error must be in the Material specified in DAT file. Regards! TheBeast |
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#1573 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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This ship has been giving me grey hairs... It's difficult when there is so many people involved and different kinds of techniques used and bla bla blaa. Anyway, I think I got it fixed, this is again random bug so it makes things a bit complicated. I have to double check the materials too! Needs a lot of testing ![]() |
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#1574 |
The Old Man
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I did find 1 possible issue in the NPL_Hap.dat file.
The ships 3D Model has 3 MAP Channels but there are only 2 Materials specified in the Parent Node. That leaves 1 MAP Channel without a specified texture. Since this is the last texture applied, it can result in Black Un-Textured ship. You may be able to fix it by adding another cfg#TXR_NPL_Hap Material Node and adding that new Material to the 3D Model Parent Node Materials List. I updated my NPL_Hap.dat and will check the Museum and let you know if that fixes it. -=[Update]=- After adding new Material node for cfg#TXR_NPL_Hap and adding new Material to the 3D Model Parent Node Materials list in 3 places the ship renders correctly in Museum. Now I need to encounter one at sea again. Last edited by TheBeast; 10-26-11 at 09:29 AM. |
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#1575 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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One good way to test this behaviour is to make a single mission where the ship spawns lets say 100 km from you, that way the game handles it like in campaign when you meet it. No textures missing yet. Yep, more testing to do. |
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