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Old 02-19-10, 08:02 AM   #451
JCWolf
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Quote:
Originally Posted by Reece View Post
Well I have to wait, but I don't want to wait!!

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Old 02-19-10, 11:26 AM   #452
Rapt0r56
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I've found a new Issue, while i testing the new Sub Pens from HanSolo i get an CTD in Campaign Mode with Type VIIC.

But after testing with some other Mods i found out that i only get an CTD with the new FM Interior in the VIIC, when i start a new Campaign no CTD, when i start a Single Mission it's no problem but when i came near an Harbour CTD.
I hope this is solved in the Final Version, i love these two Mods.
Good Luck on that.
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My modifications for Ubisoft's SHIII can currently be found in Maik's comprehensive archives found via the Silent Hunter 3 Tab on his website: https://maikhaas.synology.me/joomla/index.php?lang=de/

Last edited by Rapt0r56; 02-20-10 at 03:45 AM.
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Old 02-19-10, 03:36 PM   #453
Anvart
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Quote:
Originally Posted by DivingDuck View Post
Moin,



as for me there was no problem whatsoever with Anvart´s mods
  • FM30_UpDown_final
  • DFa_UpDnRot_Flags_fin2
  • DFant_subFlag_2010
All have been tested for compatibility with the animated version of this mod. They do work now and they will work upon final release!

Regards,

DD
  • FM30_UpDown_final
  • DFa_UpDnRot_Flags_fin2 <--- Don't use, if you use... see more low...
  • DFant_subFlag_2010
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Old 02-19-10, 03:44 PM   #454
Anvart
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Quote:
Originally Posted by nemo7 View Post
I think that youcan still enable DFant_subflag_2010 if you change manually these commands in the commands_en.cfg:

[Cmd470]
Name=Radio_operator_end
Ctxt=1
Key0=0x56,Cc,"Ctrl+V"

[Cmd462]
Name=Radar_turn_off
Ctxt=1
MnID=0x3F2B0004
Key0=0x52,Cc,"CTRL+R"

[Cmd461]
Name=Radar_continuous_sweep
Ctxt=1
MnID=0x3F2B0003
Key0=0x52,Cs,"SHIFT+R"

[Cmd450]
Name=Radio_operator
Ctxt=1
Key0=0x56,Cs,"Shift+V"
GoBack=Radar_view

[Cmd436]
Name=Watch_officer_end
Ctxt=1
Key0=0x46,Cc,"Ctrl+F"

[Cmd400]
Name=Watch_officer
Ctxt=1
Key0=0x46,Cs,"Shift+F"
GoBack=Watch_view

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Old 02-20-10, 09:51 AM   #455
Anvart
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At first... all feedbacks to write in corresponding threads...
Second... i do not have problems with the configuration specified more low...



I recommend to use last version of mod - DFant_subFlag_2010...
All, who has any problems try to download this mod again...
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Old 02-20-10, 02:35 PM   #456
Anvart
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Quote:
Originally Posted by Reece View Post
...
, also the command orders line shows "Radio antenna destroyed sir!", this shows on mission start. Note this is only with the VIIb, after testing it's the Turm7b_1_hd.dat file.

EDIT: @ JCWolf, the amount of food that will slowly disappear can be edited to the amount you like.

This problem is similar to the case, when identifier of DF antenna (or Radio antenna, if exist) does not coincide with parent identifier in SH3ZonesCtrl for DF antenna (or Radio antenna) in Turm7b_1_hd.zon file... i think...
...
but in DFant_subFlag_2010 and in DFa_UpDnRot_Flags_fin2 - all OK.
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Last edited by Anvart; 02-21-10 at 07:23 AM.
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Old 02-20-10, 03:18 PM   #457
tommyk
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great WIP screens! love it!

cheers
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Old 02-20-10, 04:52 PM   #458
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Historically accurate flag size and great reflections Anvart. Cheers
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Old 02-20-10, 08:26 PM   #459
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Quote:
Originally Posted by flakmonkey View Post
Just a little update, i didnt like having to "fly" through the rear bulkhead to reach the diesel room, so the easiest solution was to just model the interconnecting compartments, this way we can have an open hatch straight from the CR all the way through to the diesels... and i do apologise in advance, there is still no toilet, the door will remain closed, i just couldnt justify the extra polys, still, there is a bucket in the engine room you can use!








In a way it is the same lighting, unfortunatly i couldnt recreate the volume lightfog from those renders in the game so it doesnt have that same ethereal quality, same goes for the ambient occlusion, looks great in the renders but when its baked into a lightmap it leaves grainy artifacts in darker areas so was dropped from the lightmaps for the game.
But i will do my best to live up to those early renders
Amazing!
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Old 02-20-10, 08:30 PM   #460
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This is going straight into my mods folder when you complete it.
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Old 02-20-10, 08:31 PM   #461
cherbert
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Agreed. This is a amazing. This looks so much more atmospheric than the SH5 interiors. Why didn't they just hire this guy?
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Old 02-20-10, 08:34 PM   #462
JCWolf
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Beauty goes on!

I come every day to watch your pics..and every patrol I walk around the
Engine and crew Compartments, Kitchen, etc...it is in fact my place to rest
when at sea on patrol and searching for new tonnage.

Flak, you and DD are creating and making real This community long
time dream.

We will be forever in debt to you both, I just hope I can also make you
guys a gift on my next U-boat release, at least a Little one cause I
think that after this work of yours it will be difficult to achieve the
level you have reached here.
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Old 02-20-10, 10:41 PM   #463
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HOLY SH*T!


That....that is amazing. Absolutely amazing.
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Old 02-20-10, 11:46 PM   #464
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Moin,

the optimizing task is progressing nicely:

.

.

.

All shots are taken while the engine animation was running at full speed on the following (laptop) system:
  • Intel Duo Core2 P9500 @2.53GHz
  • 4GB RAM
  • Nvidia GF9800M GT @1024MB (display 1680x1050, strechted)
  • WinXp Pro SP3
  • GWX3 Gold + OLC MkIId GOLD GUI enabled

So, one thing is for sure. The final (animated) version will run a lot smoother than the beta.

Regards,
DD
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Old 02-20-10, 11:50 PM   #465
Reece
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Quote:
Originally Posted by Anvart View Post

This problem is similar to the case, when identifier of DF antenna (or Radio antenna, if exist) does not coincide with parent identifier in SH3ZonesCtrl for DF antenna (or Radio antenna) in Turm7b_1_hd.zon file... i think...
Yes I had since found out that FM's beta mod is based on DD's OH v3.07 (not v3.09) that did clash with your mod, the final release will be based on a new version! - Thanks.

@ DivingDuck, certainly looking awesome now.
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