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Old 03-16-07, 01:36 PM   #16
dean_acheson
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Oh gosh, I certainly didn't mean to say anything about the wonderful GWX people.

I just wanted to try Carotio mods to it, I thought that they looked really cool.

If, after trying them, they aren't my cup of tea, I am pretty much prepared to reload everything, if I don't get things right with JGSME.

But I do want to try it, it looks like there are some cool things in it.

If I offended anybody, I profusely apologize.
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Old 03-16-07, 01:39 PM   #17
bigboywooly
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Nothing to apologise for Dean

Tis your install and add what you like

Hope Carotio sorts out your problems for you
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Old 03-16-07, 01:56 PM   #18
Carotio
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Quote:
Originally Posted by dean_acheson
No, actually, I can start a career, but I don't see any difference. I d/l all the files, But I only transferred the first file (GWX TA part 1, GWX Sound pack file 1, and the update to my Mod file for JSGME).

What I was wondering is if I need to manually transfer each file into the MOD file on their own, or if I need to transfer all the other files into the MOD file and then into the GWX TA file.

I don't know if that makes sense, I am basically wondering what file do I need to save all the differnet files into to activate the mod w/ JGSME.

The tweaks look really neat, I played with Ducimus' files forever, and now I was wanting to try yours, and then wait for the new open hatch mod to be fixed, and likely my SH3 will be pretty much how I want it.

Thanks!
Ohh.. it sounds to me now that you moved the RAR files to a GWX-TA folder inside the MODS folder...?

What you need to do is this (sorry if I got it wrong and cut it out in pieces):
GWX-TA1.0 consists of 7 winrar files. When you have dl'ed them all, place the files in a temporary folder, mark the part1, right-click and choose winrar option "extract here". Then winrar will unpack all the files, and when done, you may then move the newly created folder GWX-TA1.0 to the MODS folder. Do the same with GWX-TA_SoundPack and GWX-TA1.1. Then enable with JSGME. Now it hopefully will work for you, and if not, then please write again!

And if you did, what I think you did, putting the rar files into a GWX-TA folder inside the MODS folder and enabled that, you will of course need to disable this first, otherwise you would have useless winrar files in your SH3 folder...
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Old 03-16-07, 02:06 PM   #19
Carotio
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Quote:
Originally Posted by bigboywooly
Yeah the umlaut bug is a pain

Discovered during GWX beta testing as so many different languages used with members all over the world

I did mention it to you before

http://www.subsim.com/radioroom/show...8&postcount=45

In your World map teaser thread

http://www.subsim.com/radioroom/show...hlight=umlauts

Tis the reason they were removed from the GWX campaign files

I imagine it holds true for other language symbols too
Yes, you did! I do remember!
And I have had a conversation with a guy from Japan, who had troubles with it! I gave him a temporary suggestion, but haven't had a reply yet. But don't know if it will work out. It's about language packs for Windows. I read the other day somewhere on a Microsoft page about this option within Vista. So it made me wonder if the same option could be available for XP as well. Don't know cause I haven't found anything on MS pages yet. I just thought it would be possible since I can add different languages for my keyboard in the task list and a patch has made the Danish voyals æ, ø and å avaliable in internet domains, plus this option was mentioned for Vista, it COULD be available for XP as well. But since it's MS, one never knows...
No, I think, I will change the ö to oe, ä to ae and ü to ue, which was the old spelling way, in an update, when I get more time.
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