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Old 07-26-10, 11:34 AM   #181
Sailor Steve
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Quote:
Originally Posted by Gorshkov View Post
Could you upload those files as standalone mod or pass them to Lurker?
Are you referring to my DBSM sound files? They are standalone, and load with JSGME.
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Old 07-26-10, 01:30 PM   #182
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How many torpedoes does Type IXD2 U-boat carry in your mod, Duci?
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Old 07-26-10, 01:57 PM   #183
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you know what? If people are too lazy to D/L and install a free mod that cost them 0 manhours to make, im too lazy to answer questions. Because If im getting questions like "Is there an env mod" and "how many torpedos", then clearly you haven't.
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Old 07-26-10, 02:46 PM   #184
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You know what? I am not too lazy to download your mod. I had downloaded and installed it just after its release but I had to reinstall entire SH4 right after that due to occurrence of mod-soup mess (lack of flags in Recognition Manual if you remember). So I cannot remember your Type IXD2 torpedo load-out. Therefore don't judge other people's questions by thinking in such narrow way: "You are lazy".

However now I do not intend to reinstall your mod. I only wonder if you have already finished your four years long research activity in this area!

Last edited by Gorshkov; 07-26-10 at 03:10 PM.
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Old 07-26-10, 03:22 PM   #185
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Originally Posted by Gorshkov View Post
I had downloaded and installed it just after release but I had to reinstall entire SH4 right after that due to occurrence of mod-soup mess. So I cannot remember your Type IXD2 torpedo load-out.
Then why are you asking me a basic question easily answered by hitting F7 and counting torpedos?

Quote:
However now I only wonder if you have already finished your four years long research activity in this area!
Gee, how should I interpret this vague statement? Sounds alot like a subtle jab mixed with an implied "I'm smarter then you in this area". My response to that would be, that you don't need this mod, You need this:

http://s3d.skwas.com/
http://winmerge.org/
http://www.gimp.org/
http://eliteforce2.filefront.com/fil...onverter;29412

Have fun!
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Old 07-26-10, 04:12 PM   #186
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I'm too lazy to even ask questions.
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Old 07-26-10, 04:15 PM   #187
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I'm too lazy to even ask questions.
and some times I'm too lazy to answer them
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Old 07-26-10, 04:22 PM   #188
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Originally Posted by lurker_hlb3 View Post
and some times I'm too lazy to answer them
The questions I didn't ask? Oh no! I'm too lazy to understand what you mean.
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Old 07-26-10, 04:39 PM   #189
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And im too lazy to care.
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Old 07-26-10, 05:21 PM   #190
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And I'm too lazy to care that you don't care, so does your mod include...






































J/K
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Old 07-26-10, 06:13 PM   #191
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Quote:
Originally Posted by Ducimus View Post
Then why are you asking me a basic question easily answered by hitting F7 and counting torpedos?
Now impossible. Think why?

Quote:
Originally Posted by Ducimus View Post
Gee, how should I interpret this vague statement? Sounds alot like a subtle jab mixed with an implied "I'm smarter then you in this area".
I have simply read this thread and I'd just like to know what is your present stance.
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Old 07-26-10, 07:23 PM   #192
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I have a serious question, and it's not that I'm too lazy, I'm just to stupid to figure it out for myself.

Where do I edit the starting position in the harbor for my u-boat?
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Old 07-26-10, 07:44 PM   #193
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Where do I edit the starting position in the harbor for my u-boat?
/data/UPCDataGE/UPCampaignData/Flotilla.upc

You'll note two sets of starting postion. In harbor and out of harbor.

How to get those coordinates?
1.) Create a new map. Don't save anything yet.

2.) Somewhere under "File", click on the "merge option". DO NOT mark as saveable. Merge the Harbor traffic layer. In this case i think it's HT_GE.mis or HT_axis.mis or something like that. This is so you can see where the harbor traffic is, so you don't accidently place the player on top of a merchant ship.

3.) Do the exact same thing, (mergeing WITHOUT checking Mark as saveable), with the campaign.LOC file. This is so you can see where the harbor models are, so you don't accidenty place the player on top of the pier or otherwise do something like this.

4.) Somewhere in the editor their should be an option to "show terrain data" or something like this to get the harbor models to display on the map.

5.) Place a GE naval base at the EXACT location you want the sub to appear at. Give it a way point, and by right clicking on the base, select "head to waypoint", to get the heading you want the sub to face. Name this base somethign easy, like "TEMP"

6.) Save the file on your desktop as a LND layer.

7.) Open the file in Notepad, and search for your "TEMP" base. It should be the only entry in the file.

8.) Take the EXACT, lat, long and heading for that base, and copy that into your flotilla.upc file.

9.) profit
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Old 07-26-10, 08:20 PM   #194
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Thank you.
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Old 07-26-10, 08:56 PM   #195
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Quote:
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Env mod is included. (you can' tell? )Same one I hashed together for TMO from bits of EE and RE, although i changed the water transparency and underwater fog to be less transparent and more foggy then what it is in TMO.
I'm still having big problems with internet dropouts, my son is going to download it for me, I have installed it (SH4) ready and just checking around if there are any must have fixes/mods as well as your mod Ducimus, I didn't realize you included them! Thanks!
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Last edited by Reece; 07-26-10 at 10:47 PM.
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