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Old 10-24-11, 04:44 PM   #1561
Vit
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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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Old 10-24-11, 04:52 PM   #1562
baronfrost
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Default Ruby 2000 Duetch mod

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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Old 10-24-11, 05:02 PM   #1563
Trevally.
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Quote:
Originally Posted by Vit View Post
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!
Hi Vit

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
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Last edited by Trevally.; 10-24-11 at 05:22 PM.
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Old 10-24-11, 05:21 PM   #1564
Trevally.
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Quote:
Originally Posted by baronfrost View Post
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?
No sorry - there is no English version.

Perhaps you could ask Ruby2000 if you could remove files etc
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Old 10-25-11, 02:36 AM   #1565
Vit
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Quote:
Originally Posted by Trevally. View Post
Hi Vit

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

And for what it is made? For more realism?
Why at once not to begin campaign from the Italian ports?
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Old 10-25-11, 03:35 AM   #1566
Magic1111
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Quote:
Originally Posted by baronfrost View Post
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?
Don´t understand the sense behind the question???

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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Old 10-25-11, 05:57 AM   #1567
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Quote:
Originally Posted by baronfrost View Post
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?
If you do not want to wait, you can do it your self.

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!
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Old 10-25-11, 06:57 AM   #1568
Silent Steel
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Quote:
Originally Posted by TheBeast View Post
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.
Perfect task for WinMerge; http://sourceforge.net/projects/winmerge/
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Old 10-25-11, 12:09 PM   #1569
Trevally.
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Quote:
Originally Posted by Vit View Post
And for what it is made? For more realism?
Why at once not to begin campaign from the Italian ports?
If you don't want this - you can dock at start of patrol (perhaps x2) and you will teleport to La Spezia
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Old 10-25-11, 12:20 PM   #1570
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Quote:
Originally Posted by keil
hi everybody: just a little problem: in OH II v1.4 mission on western coasts i went to scapa, sank the carrier, but i'm unable to find where to sink the 50000 tons of merchant. i went sinking on NW, SW, W of ireland, between ireland and england but it never gives a progress on the objective (sunk at least 200000 tons of merchant).
any hint?
thanks a lot,
cpt. Keil
http://www.subsim.com/radioroom/show...postcount=1290
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Old 10-25-11, 01:04 PM   #1571
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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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Old 10-26-11, 05:21 AM   #1572
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Quote:
Originally Posted by Rongel View Post
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.
I just encountered a British NPL_Hap that had no texture.
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!
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Old 10-26-11, 07:02 AM   #1573
Rongel
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Quote:
Originally Posted by TheBeast View Post
I just encountered a British NPL_Hap that had no texture.
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
Hi Beast!

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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Old 10-26-11, 07:50 AM   #1574
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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.
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Last edited by TheBeast; 10-26-11 at 09:29 AM.
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Old 10-26-11, 02:44 PM   #1575
Rongel
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Default

Quote:
Originally Posted by TheBeast View Post
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.
I think that all the imported ships have 3 materials specified, the third is for the damage layer I believe. I got good results by giving the T01 texture mip maps, for some reason this ship is missing them in latest OH II patch ( I didn't click the generate mipmaps in Photoshop when I saved it).

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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