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Old 10-23-07, 08:09 PM   #1
GoldenEagle8
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Excellent work!
I just Finished Downloading!
Can't wait to try it out!
Great Work!
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Old 10-23-07, 08:28 PM   #2
MONOLITH
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OLC, may I suggest putting the two links to the tutorial videos on your FF page as well. I think those are really necessary the first few times people use this. I know I needed to watch the second part several times.
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Old 10-23-07, 08:29 PM   #3
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Now to work on adding the attack disk from U-jagd tools.
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Old 10-24-07, 08:51 AM   #4
MONOLITH
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From the original beta thread that will soon be gone.....

Quote:
Originally Posted by MONOLITH
Simply to say, the layout and functions of this thing are simply brilliant. It's ideal and I much prefer this over slideouts. Everything is positioned beautifully. A click of one or two buttons conveniently bring you everything you need.

And the U-Jagd tools bring manual targeting to a whole new level.

Clicking on a notepad and still having calculations done for you even in 'manual mode' still had an arcadish feel to it, in terms of a true simulation game. The U-Jagd tools make manual targeting and using a uboat TDC exactly how it should be in a true sim.

This brilliant combination of new streamlined GUI and U-jagd tools, with their new placement and use, is just superb.

I couldn't imagine playing SH3 without this now. It's a whole new game.

Been blowing stuff up now with this for 2 days, and my shots are far more accurately placed now than with the stock game tools, even though the process is more complex.

Using this is a truly enjoyable experience. Brilliant stuff.
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Old 10-24-07, 10:10 AM   #5
mkubani
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Hi OLC, great job. Thanks.

One question: Is it possible to remove that green submarine icon? It indicates whether u r being detected or not, correct? I would prefer a version without it. Thanks.
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Old 10-24-07, 10:16 AM   #6
TheDarkWraith
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Quote:
Originally Posted by mkubani
Hi OLC, great job. Thanks.

One question: Is it possible to remove that green submarine icon? It indicates whether u r being detected or not, correct? I would prefer a version without it. Thanks.
You'll have to edit the menu_1024_768.ini file to remove this. It's a simple change that you can do via notepad. OLC can tell you which [xxx xxxx] you'll need to look at.
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Old 10-24-07, 10:19 AM   #7
onelifecrisis
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Quote:
Originally Posted by mkubani
Hi OLC, great job. Thanks.

One question: Is it possible to remove that green submarine icon? It indicates whether u r being detected or not, correct? I would prefer a version without it. Thanks.
I'm shocked. It's just the stealth meter! Don't you know how to disable the stealth meter!?

Go into Realism settings and tick the No Stealth Meter option. Job done.
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Old 10-23-07, 08:33 PM   #8
onelifecrisis
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Quote:
Originally Posted by MONOLITH
OLC, may I suggest putting the two links to the tutorial videos on your FF page as well. I think those are really necessary the first few times people use this. I know I needed to watch the second part several times.
I put a link to the videos in the readme file... didn't know I could put links on the FF page though!

I'll look into it

Edit: Nope, I can't see how to link from my FF page to YouTube... but anyway like I said there's a link in the readme.
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Last edited by onelifecrisis; 10-23-07 at 08:53 PM.
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Old 10-23-07, 08:41 PM   #9
MONOLITH
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One more thing, I'm not sure if I saw this specifically mentioned anywhere;

But while this works with GWX, it is absolutely NOT compatible with the Integrated Orders from GWX.

I learned that the hard way during the first test.
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Old 10-23-07, 08:49 PM   #10
onelifecrisis
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Quote:
Originally Posted by MONOLITH
One more thing, I'm not sure if I saw this specifically mentioned anywhere;

But while this works with GWX, it is absolutely NOT compatible with the Integrated Orders from GWX.

I learned that the hard way during the first test.
Again, stated in the readme.

The mod does include some of the integrated orders, but nowhere near all of them, so if anyone who uses this mod is missing out on an icon that IO normally provides them, please say so and if there is room I will add it (this is a very quick change).

Quote:
Originally Posted by u.Prestige
Superb job
Thanks

Quote:
Originally Posted by u.Prestige
Can I use original UZO and Binoculars in this mod?
Nope :p
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Old 10-23-07, 09:46 PM   #11
u.Prestige
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@OLC, I have some questions with your mod:
1, I used to have original binocular and UZO textures and square obs_periscope texture in my game, if I import them into your mod, will there be any major bugs?
2, What are binocular, UZO and obs_scope magnification levels in your mod, how to change them? ( If I use some other textures, I may have to change binocular and obs_scope magnification levels to 1X/10X to
compensate for the difference in visual quality between the in-game graphics and the Mk 1 Eyeball)
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Old 10-23-07, 09:53 PM   #12
onelifecrisis
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Quote:
Originally Posted by u.Prestige
@OLC, I have some questions with your mod:
1, I used to have original binocular and UZO textures and square obs_periscope texture in my game, if I import them into your mod, will there be any major bugs?
2, What are binocular, UZO and obs_scope magnification levels in your mod, how to change them? ( If I use some other textures, I may have to change binocular and obs_scope magnification levels to 1X/10X to
compensate for the difference in visual quality between the in-game graphics and the Mk 1 Eyeball)
Restoring the old textures won't work I'm afraid but you could always edit the new textures in an image editor - they're in the data\menu\OLC folder and they're called UZO.tga and Binoculars.tga

The UZO and binocs are at 7X magnification.
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Old 10-23-07, 08:42 PM   #13
u.Prestige
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Superb job
Can I use original UZO and Binoculars in this mod? How to do it?
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