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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Machinist's Mate
![]() Join Date: Feb 2010
Location: Cultivating a full beard, mid-atlantic.
Posts: 121
Downloads: 46
Uploads: 0
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OK I've managed to get this working a bit better, with GWX3gold and OLC, plus a couple of other mods that don't cause conflicts (lifeboats, skins, smoke & streams, das boot clothes, no rank).
I had to delete some stuff from within the mods to do it, namely the interior of the VII from the OLC mod, and the commands files from the Cfg folder of the OpenHatch mod. Here is my question, I have lost some functionality from the OLC mod, the pop up menu at the bottom mainly. The little lower periscope icons don't work, neither does the direct to UZO icon, nor the direct to OBS icon, BDU icon, radio icon and captains log icon. also some of the orders icons don't work when the officers icon is clicked on, surface the boat, head to view etc... where and how are the integrated commands stored? how can I fix them? then this mod would be perfect for me.... *********edit********* scratch that I fixed it, I put the wrong commands file back in (ie the openhatch version, not the OLC version). to get these working I had to... 1; Remove the four conflicting files in the VII folder from the Interiors folder in the OLC mod. 2; Remove the commands files from the Cfg folder in the OpenHatch mod. 3; Remove the cam file from the OpenHatch mod. Because of the way that both mods conflicted with each other it wasn't possible to fix using the "place in this order" method with JSGME. Yeah I know it looses some function in the OpenHatch mod, but my personal taste is for the GUI to work, rather than click spots in the 3D interior. However, as more gets added to the interior, animations, more crew, more clickspots, etc, I may change my mind. 100% working now.
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![]() Last edited by [SJ]nailz; 02-17-10 at 01:13 PM. Reason: sussed it myself :-) <<< smug smiley. |
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#2 | |
Torpedoman
![]() Join Date: Aug 2007
Location: italy
Posts: 118
Downloads: 50
Uploads: 0
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I wanted to know if you had tried to do this test and what was the result install for my last mod: Conning Tower Hatch open 0.91FM and immediately after the fix Fix OLC users: http://www.filefront.com/15390359/Co...OLC_GUI_1.zip/ news aspect thanks Luke |
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#3 | |
Machinist's Mate
![]() Join Date: Feb 2010
Location: Cultivating a full beard, mid-atlantic.
Posts: 121
Downloads: 46
Uploads: 0
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#4 |
Torpedoman
![]() Join Date: Aug 2007
Location: italy
Posts: 118
Downloads: 50
Uploads: 0
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#5 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
Uploads: 0
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hi luca, thanks so much for your work, you guys make this game what it is. also,can u release an FM version with the food? I think that is in DD's version OH 3.09, has the food diminish over time, does your food do this?
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#6 | |
Torpedoman
![]() Join Date: Aug 2007
Location: italy
Posts: 118
Downloads: 50
Uploads: 0
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![]() Quote:
Thanks for the compliments To release a version with FM food was waiting for the release of the final version, the 0.91 was only a demo version which only serves to prove the FPS with my mod. I promise that if it was delayed, release of a final version I'll take a 0.91FM with food. I'm now working on the type IX, the Conning Tower and already open as you can see from the picture, there remain some problems to be solved. |
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#7 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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