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Old 08-16-11, 10:24 PM   #856
THE_MASK
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IRAI_0_0_30_ByTheDarkWraith\data\Scripts\AI\init.a ix
Dont forget to uninstall first .
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Old 08-17-11, 12:49 AM   #857
THE_MASK
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Light bouys fixed . The light bouy lights dont shine thru other objects now .
Looking towards Kiel canal at the gates .

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Old 08-17-11, 01:03 AM   #858
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Sry. Double post.
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Old 08-17-11, 01:05 AM   #859
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Quote:
Light bouys fixed . The light bouy lights dont shine thru other objects now .
This is great, sober. Looking forward to it.

Many thanks for your time and work.



Regards.

Echolt.

PS What about the Lighthouses?

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Old 08-17-11, 01:22 AM   #860
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Quote:
Originally Posted by Echolot View Post
PS What about the Lighthouses?

What I mentioned to Sober was something I forgot to do to the lighthouses. I'll fix it in FX_Update
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Old 08-17-11, 01:25 AM   #861
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Quote:
Originally Posted by TheDarkWraith View Post
What I mentioned to Sober was something I forgot to do to the lighthouses. I'll fix it in FX_Update
Great. Thxs.
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Old 08-17-11, 04:25 AM   #862
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Quote:
the lighthouses. I'll fix it in FX_Update
Thank you much, TDW.

.

Echolt.
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Old 08-17-11, 04:20 PM   #863
Trevally.
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I have updated OH II to v1.1
See post 1

If like me you do not want to re-start your campaign again,
use one of the following patches and install when in the bunker.

The following patches will add some fixes by sober.
The buoys light will no longer be seen through buildings.
The new ship dds files re-worked.

If you use OH II full, use this patch
OH II full patch1

If you use OH II base or base/enviro,
OH II base patch1

Of you use OH II base and new ships
OH II base+new ships patch1

Install with JSGME and allow overwriting of OH II
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Old 08-17-11, 04:33 PM   #864
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Thanks Trevally!
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Old 08-18-11, 06:47 AM   #865
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Quote:
Originally Posted by Trevally. View Post
I have updated OH II to v1.1
See post 1

If like me you do not want to re-start your campaign again,
use one of the following patches and install when in the bunker.

The following patches will add some fixes by sober.
The buoys light will no longer be seen through buildings.
The new ship dds files re-worked.

If you use OH II full, use this patch
OH II full patch1

If you use OH II base or base/enviro,
OH II base patch1

Of you use OH II base and new ships
OH II base+new ships patch1

Install with JSGME and allow overwriting of OH II
Many thanks Trevally !

Best regards,
Magic
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Old 08-18-11, 10:32 AM   #866
0rpheus
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Had a thought re minefields.... shouldn't friendly ones be marked (roughly) so we know where they are? It's a pain in the arse having to mark & remark the ones near Wilhelmshaven or risk ploughing into them on the way out (you lose the markers every time you end patrol) and shouldn't Uboat captains have info on friendly minefield locations?

Could put a little grey circle on the map or something for German-laid mines.. obviously not for enemy ones as we should be at risk of blundering into one!

Just a thought

Last edited by 0rpheus; 08-18-11 at 11:11 AM.
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Old 08-18-11, 11:53 AM   #867
Trevally.
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Quote:
Originally Posted by 0rpheus View Post
Had a thought re minefields.... shouldn't friendly ones be marked (roughly) so we know where they are? It's a pain in the arse having to mark & remark the ones near Wilhelmshaven or risk ploughing into them on the way out (you lose the markers every time you end patrol) and shouldn't Uboat captains have info on friendly minefield locations?

Could put a little grey circle on the map or something for German-laid mines.. obviously not for enemy ones as we should be at risk of blundering into one!

Just a thought
Yes good ideas 0rpheus.
Im sure u-boats would also share and update reports for location of enemy mines too. So perhaps some could be left out from the map.

One problem however - I have no idea how to change the map in SH5 - its a minefield in there

A possible workaround could be marked areas for TDWs shipping lane pull out map
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Old 08-18-11, 11:56 AM   #868
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
A possible workaround could be marked areas for TDWs shipping lane pull out map
Yes we could update Reaper7's shipping map that I have included in the mod or we could make a new map just dedicated to showing locations of subnets and minefields. I could then add this new map to the mod. Thoughts
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Old 08-18-11, 12:26 PM   #869
Trevally.
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Quote:
Originally Posted by TheDarkWraith View Post
Yes we could update Reaper7's shipping map that I have included in the mod or we could make a new map just dedicated to showing locations of subnets and minefields. I could then add this new map to the mod. Thoughts
Perhaps someone good with photo shop skills (cough sober cough) could do this.

@All

TDW has sent me updates to make the mines/nets spottable or not
With this you can then choose the option you want in the form of an addon. (it will be easy to switch)

This will result however in the remaking of all campaign enviromantal layers. I will start on this tonight. Its not a big task

The problem is that for the new layer to take effect - career restart will be required.
Im sure everyone is getting fed up having to re-start every few days - sorry about this but any change in the campaign files require it.

The best i can do is give information as to what will change and you can then either update for that change or not.
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Old 08-18-11, 12:59 PM   #870
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Hello Trevally , thank you for your hard work with this Mod , can you tell me please if the "OH II Terrain Add-on" is included with "OPEN HORIZON _II ver 1.1" ? , thank you very much
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