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Old 06-20-06, 10:54 AM   #151
snakech
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d/l also here:

IE user
ftp://snakech.kicks-ass.org/
username: SH3
password: silent-hunter

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ftp://SH3@snakech.kicks-ass.org/
password: silent-hunter
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Old 06-20-06, 01:34 PM   #152
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Quote:
Originally Posted by MaxenThor
Quote:
Originally Posted by Carotio
Quote:
Originally Posted by MaxenThor
I think you site has been hijacked can't access. I get a screen saying that "You have been on line for a year do you want to continue or get a life" signed Nintendork.com.
No, it's me having put that image there! I just thought it was very funny! Just click on SH3 image as usual!

Guess, you have not a sence of humour! LOL :rotfl:
I did click on the image but the connection times out hence the hijacked assumption. Oh,I do have a sense of humor but unfortunately,several of my friends websites have been hijacked recently.

Edit: I was able to connect at 12:24 EST. Thanks for the update.
You're welcome! However, cabspace.com IS a bit slow from time to time! But it's a free webpage host, so I don't want to complain about it!

EDIT: To everybody:
Please go here after reading this thread and vote:
http://www.subsim.com/radioroom/showthread.php?t=94781
TIA!
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Last edited by Carotio; 06-20-06 at 02:54 PM.
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Old 06-20-06, 03:08 PM   #153
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Hi, Carotio:

Two weeks ago, I had graphic issues with your mod. I started a career with 1st flotilla and two days after I left Kiel I decided to dive and after an hour of being submerged I surfaced the boat and noted that clouds were misaligned and failed to appear correctly. I think the program´s idea was to represent a light fog situation but the it affected the clouds badly. Since the effect was very unpleasant, I saved and returned to windows xp.

When I reloaded the game, the problem was still there, so I decided to uninstall your mod.

I decided to try NYGM 2.0 but since I liked the seafloor included in previously in your mod, this time, as a stand alone add-on. Again, after a couple of days I dived and when i surfaced, the same graphic artifacts within the clouds and the fog !!! .

I think the sea floor mod for 128 graphics card included in your mod might be causing troubles with your mod, Do you know if somebody else also had this problem?

By the way, you are doing an excellent job. I remember the kick way you solved the unmovable tug boat issue that almost cost me my life. I am please with your idea of upgrading interior textures since they looked poor by comparison with other mods.

The other thing that I did not like was the menu bars. I think that you should try to make your console a sliding one instead of being traslucent.

I hope you could investigate the sea floor issue and if you keep improving your mod, i will surelly try your mod again (the problem is that I can never keep up with your work, I install one version and you just finish the next!!!
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Old 06-20-06, 07:39 PM   #154
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Quote:
Originally Posted by Urdhuk
Hi, Carotio:
Two weeks ago, I had graphic issues with your mod. I started a career with 1st flotilla and two days after I left Kiel I decided to dive and after an hour of being submerged I surfaced the boat and noted that clouds were misaligned and failed to appear correctly. I think the program´s idea was to represent a light fog situation but the it affected the clouds badly. Since the effect was very unpleasant, I saved and returned to windows xp.
When I reloaded the game, the problem was still there, so I decided to uninstall your mod.
I decided to try NYGM 2.0 but since I liked the seafloor included in previously in your mod, this time, as a stand alone add-on. Again, after a couple of days I dived and when i surfaced, the same graphic artifacts within the clouds and the fog !!! . I think the sea floor mod for 128 graphics card included in your mod might be causing troubles with your mod, Do you know if somebody else also had this problem?
Hmm... no, I haven't heard of similar issues! Do you have a 128mb card or a 64 mb card? As GW added the 256mb version, I added the 128mb version! There should be a 64mb version available too somewhere, maybe you would need that one! I also have to ask about your mod enabling: if you did as I write on my site!? And pc spec also!

Quote:
By the way, you are doing an excellent job. I remember the kick way you solved the unmovable tug boat issue that almost cost me my life. I am please with your idea of upgrading interior textures since they looked poor by comparison with other mods.
Tugboat was easy to correct, I just used stock version of a dat file! The interior is mostly credit to donots76, who did most of the job! I just combined his work with other modders work plus added or corrected a few things myself!

Quote:
The other thing that I did not like was the menu bars. I think that you should try to make your console a sliding one instead of being traslucent.
What do you mean? That it is hidden completely!?

Quote:
I hope you could investigate the sea floor issue and if you keep improving your mod, i will surelly try your mod again (the problem is that I can never keep up with your work, I install one version and you just finish the next!!!
Well, that's what modding is all about, but I'll rest for now untill august or something, since it's summer here now, and damn hot!!
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Old 06-21-06, 11:52 AM   #155
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Hi, Carotio

For your information, I have a 9600 XT built by ATI with 128 MB of RAM using Catalyst drivers version 6.2. My CPU is an Athlon xp 3200 running at 400Mhz and I have 1 GB of RAM working at the same speed.

As you can see, it is not gaming rig according to the latest standards, but it is reliable and I am happy with it.

None of these components were overclocked but maybe the graphic card got some heat anyway and produced the artifacts. I took some pictures of this phenomenon, unluckily, I was using NYGM 2.0 at that moment, but the screens looked the same.

I could host them in Photobucket but I do not remember how to make them appear in a post.

Regarding the hidden console controls, JC Wolf previously did some interesting work combining slide out dials, shorcut menu bar and repositioned console command that completely dissappeared and only showed up on demand using the mouse cursor.

This mod was intended to work with JonZ´s high resolution recognition manual. I remember that when you released your first Add on for GW 1.0, somebody told you that trid to use the mod I mentioned to you with your work but had problems with the shorcut menu bar. I do not remember if the thread was post in subsim or in SH3 forums.

Anyway, the JC Wolf mod thread number is 51051 and can be viewed ( I think) under the sticky thread titled "List of modifs./mod tools/ mod tips (updated 14/04/2006)

If you could hide complety the controls, the inmersion factor could be greatly enhanced!!

Thanks for your message and enjoy the summer!!
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Old 06-29-06, 12:28 PM   #156
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Carotio,

Am i understanding that your mod can be installed without firts having GW already installed?

Never mind. I re-read the first post and see that GW 1.0 must be installed first.

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Old 07-02-06, 07:41 PM   #157
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Just announcing the work progress of GW-UA1.15
more cities around the world, mainly in far east asia!
I have corrected some locations data so some missing 3D ports will appear like Rangoon! In GW-UA1.14 I added Tokyo! I do intent to add more 3D ports over time! So far, I have been reworking the campaign_lnd layer!
Thus presenting you 4 previews! The update will probably appear in august since I will go on vacation now (bringing my laptop, if I get time for it, will rework a little more...)




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Old 07-02-06, 07:51 PM   #158
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Another preview of GW-UA1.15: I have been reworking the campaign layers of U-boat War Ace, because it had many features and events not available within GW or any other mod! I know someone presented a GW compatibel version in this forum! I don't know if it worked, but I have been reworking these datas, and sofar it seems that I have been able to throw in most of the good stuff: historical traffic and events plus wolfpacks to mention some! Hereunder I therefore show you some of the capture of Danzig/Polish campaign!












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Old 07-02-06, 07:52 PM   #159
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3 more previews of a airstrike on a small Polish convoy



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Old 07-03-06, 12:36 AM   #160
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Hello Carotio

looks great , i wish you a good time on your vacation
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Old 07-03-06, 01:28 AM   #161
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Quote:
Originally Posted by Carotio
Another preview of GW-UA1.15: I have been reworking the campaign layers of U-boat War Ace, because it had many features and events not available within GW or any other mod! I know someone presented a GW compatibel version in this forum! I don't know if it worked, but I have been reworking these datas, and sofar it seems that I have been able to throw in most of the good stuff: historical traffic and events plus wolfpacks to mention some! Hereunder I therefore show you some of the capture of Danzig/Polish campaign!
Is it based on the unified campaign for GW by Rubini or on the campaign from GW v1.0?
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Old 07-03-06, 03:45 AM   #162
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Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by Carotio
Another preview of GW-UA1.15: I have been reworking the campaign layers of U-boat War Ace, because it had many features and events not available within GW or any other mod! I know someone presented a GW compatibel version in this forum! I don't know if it worked, but I have been reworking these datas, and sofar it seems that I have been able to throw in most of the good stuff: historical traffic and events plus wolfpacks to mention some! Hereunder I therefore show you some of the capture of Danzig/Polish campaign!
Is it based on the unified campaign for GW by Rubini or on the campaign from GW v1.0?
The unified campaign, if I recall correctly added new stuff in Campaign_RND and Campaign_SCR, but not Campaign_LND.
The GW compatible UWaC 1.6 appeared quited some time after Unified Campaign, thus I compared the two Campaign_RND layers, and GW-UWaC had several more traffic than UC, particular at places, where UWaC had 3D ports and GW doesn't! So the Campaign_RND for GW-UA1.15 is FOR THE TIME BEING being tested with a merged UWaC ! I say merged, because I have added some to the random layer myself, and I intend to do so in the far east as well!
The Campaign_LND is based on GW1.0. I think the GW1.1 update only added a new Campaign_SCR, so all my land layer is based on GW1.0
The Campaign_SCR is based on the Unified Campaign. To this I have added: my own scripted units: Danish traffic, some Swedish, traffic in the 3D ports which I added plus docked ships in some ports and more icebergs! Further I have added from UWaC most group units, many single units plus wolfpacks and dolphins!

In return: Your Nationality Mod 3.0 contains two files: flag.dat and flagS.dat, which hasn't the same size, I tried, since I don't know hex editing, to just rename the flag.dat to flagS.dat so that the small ships without flags would finally show their nationality! It didn't work! Would it be possible for you in your next version to make all countries available in flag.dat appear in flagS.dat too? Plus the three countries, which I mentioned to you earlier (China, Uruguay and Venezuela)? Did you get the small file, which I linked to you in a message?
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Old 07-03-06, 03:46 AM   #163
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Well, I'm going on holiday today and I doubt I'll get internet access while away, so I just want to wish anyone inhere and nice summer!
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Old 07-03-06, 05:25 AM   #164
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Quote:
Originally Posted by Carotio
Well, I'm going on holiday today and I doubt I'll get internet access while away, so I just want to wish anyone inhere and nice summer!
Nice summer to you too, Carotio, and cant wait to see the next version of your mod, with all the promised goodies.
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Old 08-11-06, 09:32 AM   #165
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Quote:
Originally Posted by dcb
Quote:
Originally Posted by Carotio
Well, I'm going on holiday today and I doubt I'll get internet access while away, so I just want to wish anyone inhere and nice summer!
Nice summer to you too, Carotio, and cant wait to see the next version of your mod, with all the promised goodies.
Back from holiday, I have goodies in wait for you, as soon as my world map is complete!

Another nice news for users or new users:
GW-UA and some other small mods of mine are now hosted at http://u-boot.realsimulation.com/ so you don't need to use RS!
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