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Old 11-11-11, 10:28 AM   #1
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Many thanks for the welcome!

I have copied the entire Cfg folder from stock SH3 into GWX and played the training convoy mission - no crashes, killed the destroyer after sailing into middle of the convoy from behind him at medium speed/periscope depth, then toyed with the trawler. The trawler seemed rather clueless as to waht to do (do they only have hydrophones?) and was doing circles about 2 km behind the convoy as i lit up tanker after tanker after tanker (with torpedoes, not deck gun).

I guess i will need to try the same training mission in stock SH3, repeat all my steps and make sure that AI reaction would be identical... Or could anyone of the Grey Wolves confirm that if I replace the Cfg folder in GWX with that from stock SH3, the AI, sensors and the overall gameplay would be SH3's? I'm a noob and it is hard for me to second guess whether AI is broken

EDIT: Just played the same mission in stock SH3 and had exactly the same behaviour from the AI. So... it looks like, if one likes the GWX graphics but thinks that it is too hard (not just too hard, too little sneaking fun - AI seem to see you too soon too easily. To me the whole beauty of U-boats is in their sneakiness ), copy and replace Cfg folder from stock SH3 into the GWX. I'll update if I run into some trouble.

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Old 11-11-11, 12:05 PM   #2
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Or could anyone of the Grey Wolves confirm that if I replace the Cfg folder in GWX with that from stock SH3, the AI, sensors and the overall gameplay would be SH3's?
I think you're off to a good start, but the issue runs deeper than just the Cfg folder. There are certain key files, (such as Sensors.dat and AI_Sensors.dat), residing in the 'SH3\data\Library' folder that establish key detection parameters within the game.

Changing the one without the other is likely to produce an uneven response. So if the goal is to revert back to the stock AI detection ability, I'd be looking to swap out those files as well.
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Old 11-11-11, 12:15 PM   #3
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I think you're off to a good start, but the issue runs deeper than just the Cfg folder. There are certain key files, (such as Sensors.dat and AI_Sensors.dat), residing in the 'SH3\data\Library' folder that establish key detection parameters within the game.

Changing the one without the other is likely to produce an uneven response. So if the goal is to revert back to the stock AI detection ability, I'd be looking to swap out those files as well.
Awesome advice! Many thanks, I will do that straight away!
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Old 11-11-11, 12:21 PM   #4
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Awesome advice! Many thanks, I will do that straight away!
You're welcome, and good hunting!
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Old 11-11-11, 12:18 PM   #5
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Or could anyone of the Grey Wolves confirm that if I replace the Cfg folder in GWX with that from stock SH3, the AI, sensors and the overall gameplay would be SH3's? I'm a noob and it is hard for me to second guess whether AI is broken
The quickest and easiest solution for you might be to use a file comparison programme such as 'BeyondCompare' to check what the differences in each file are.

That is what I did many moons ago when looking to change one or two parameters.
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Old 11-11-11, 12:33 PM   #6
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The quickest and easiest solution for you might be to use a file comparison programme such as 'BeyondCompare' to check what the differences in each file are.

That is what I did many moons ago when looking to change one or two parameters.
Thanks!
There is one problem though- the SH3 library folder contains 112 files, GWX contains 159!

There is no way to know which files code AI, and obviously simple replacement of Libraby folder can not work. Indeed if AI code was given additional files in GWX, then no replacement can achieve my goal. Unless i could simply deactivate the 47 "unnecessary" files?
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Old 11-11-11, 12:42 PM   #7
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Thanks!
There is one problem though- the SH3 library folder contains 112 files, GWX contains 159!

There is no way to know which files code AI, and obviously simple replacement of Libraby folder can not work. Indeed if AI code was given additional files in GWX, then no replacement can achieve my goal. Unless i could simply deactivate the 47 "unnecessary" files?
With a file comparator you may be able to identify said files but I'm going to be brutally honest/frank with you....certain files were purposely connected to others for reasons felt valid at the time.

You have a mammoth task ahead of you hence...small steps, one at a time.
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Old 11-11-11, 06:45 PM   #8
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certain files were purposely connected to others for reasons felt valid at the time.
Many files are cross-linked for many different reasons in GWX.
If you tried to draw a picture connecting all the cross-links?
It would probably look like a young child's first time with a crayon!!


Many times this was done to re-use existing data instead of just slapping in more stuff to load at Game start.
There are many dats and such that were used from many Modders that GWX Dev's rolled into one dat and such instead of many as they used the same textures and stuff.
No need to have 4 dats that use the same texture when 1 dat will do the job.

Other times it was done to place things in logical locations for a particular reason.

It's nice to create new dats and support files for a stand-alone Mod as it makes it mostly cross Mod compatabile.
But for any Major Mod such as LSH, NYGM, WAC, GWX?
Cutting down total files and file sizes is a major consideration.

Had We went on another year or so?
I'd bet GWX would have been reduced quite a bit more in total on-disk size while offering even more cool stuff.
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Old 11-11-11, 06:59 PM   #9
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Many files are cross-linked for many different reasons in GWX.
If you tried to draw a picture connecting all the cross-links?
It would probably look like a young child's first time with a crayon!!


Many times this was done to re-use existing data instead of just slapping in more stuff to load at Game start.
There are many dats and such that were used from many Modders that GWX Dev's rolled into one dat and such instead of many as they used the same textures and stuff.
No need to have 4 dats that use the same texture when 1 dat will do the job.

Other times it was done to place things in logical locations for a particular reason.

It's nice to create new dats and support files for a stand-alone Mod as it makes it mostly cross Mod compatabile.
But for any Major Mod such as LSH, NYGM, WAC, GWX?
Cutting down total files and file sizes is a major consideration.

Had We went on another year or so?
I'd bet GWX would have been reduced quite a bit more in total on-disk size while offering even more cool stuff.
Much better put than me Jeff
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Old 11-11-11, 07:24 PM   #10
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Much better put than me Jeff
Didn't want someone miscuing your meaning as an 'implied purposeful intend to hide things'.


After all. You can't hide anything once you release the files!
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Old 11-11-11, 07:28 PM   #11
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Much better put than me Jeff
Guys, you did an awesome job, there is absolutely no denying that!

I will go back to my original plan and inject stock SH3 with as many goodies as possible to make it as close to GWX as possible. Although it will also a bit of time and effort, but at least I will know what I am doing and the end result will definitely have the AI and core gameplay that I prefer

I have found the periscope, deck gun and UZO graphics and successfully replaced the stock ones with the GWX ones (they live here: Progs\SH3\data\Menu\Gui)

Could anyone be so kind and tell me where I can find the mod so that my navigation map would be labeled like it is in GWX? I looked through every single SH3 mod in download section here (there arnt that many of them here to honest) and could not find anything.


English lables would be better still, but German would be better than nothing too. My map at the moment looks like this secondary school geography project in its initial stages:
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