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Old 08-30-07, 07:06 AM   #16
danlisa
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Quote:
Originally Posted by mkubani
Hi guys, is anybody out there willing/able to reupload the file from Kaptain to a different host please? Rapidshare isn't friendly with my online provider.
Uping to Filefront now. ~10mins
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Old 08-30-07, 07:14 AM   #17
Jimbuna
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Quote:
Originally Posted by Woof1701
Quote:
Originally Posted by danlisa
Quote:
Originally Posted by Woof1701
Ok I start complaining: When reading the title I thought I'm gonna see something new, and now I only see what's NOT in the game. No new screenshot *sniff* ;-)
LOL, you obviously have not d/l'd or viewed the links at the bottom of the first post.
Ok. Now I really feel stupid. Thanks ...


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Old 08-30-07, 07:16 AM   #18
JCWolf
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This is great news and some nice update mates...

A Hell of a job !
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Old 08-30-07, 07:18 AM   #19
Jimbuna
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Quote:
Originally Posted by mkubani
Hi guys, is anybody out there willing/able to reupload the file from Kaptain to a different host please? Rapidshare isn't friendly with my online provider.
Also available from my sig
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Old 08-30-07, 07:18 AM   #20
mkubani
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Kaptain and GWX crew, I understand 1.04 is the final version.

My concern is about IBL's Merchant Mod. When he finally finishes the mod, does any of you guys plan to spend the extra time and make it GWX compatible? I mean in terms of damage modelling/sinking behavior + recognition manual, etc.
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Old 08-30-07, 07:22 AM   #21
danlisa
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Quote:
Originally Posted by jimbuna
Quote:
Originally Posted by mkubani
Hi guys, is anybody out there willing/able to reupload the file from Kaptain to a different host please? Rapidshare isn't friendly with my online provider.
Also available from my sig
Can't see it on your FF page Jim.

Anywho - http://files.filefront.com/wonderwha.../fileinfo.html
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Old 08-30-07, 07:25 AM   #22
Dimitrius07
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The "Stay Alert Crew" mods

I have a question

I notice a small thing that bothers me in the 16 km Stay Alert Crew that was biuld to GWX 1.3.

When my crew spot a ship (big or small doesn`t metter) i go to the wach tower, looking throw the binocals and can`t see a damn thing, the same at night. In the standart GWX 16 km i don`t have thise problem.

Now the question to GWX team
Do you also notice thise small problem ? And do you rebild the visual spot range of the Uboat crew ?
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Old 08-30-07, 07:27 AM   #23
danlisa
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The Stay Alert Crew Mod is NOT going to be in GWX 1.04 for that (& other) reason. FYI, this mod was not included in the original GWX download/install.

The GWX Dev's don't plan to work on this but if you contact Rubini he might help.
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Old 08-30-07, 07:28 AM   #24
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Great, thanks. Downloading now.
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Old 08-30-07, 07:28 AM   #25
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Cheers muchly for the update Kpt. Looking foward to the final release....

I like the sounds of removing the map contact tails. I started playing without map updates, but to be honest I've found it very tough going when you meet a convoy. Keeping situational awareness working out where to try and sneak past the destroyer pickets is very tough indeed, and for someone like me that only gets a couple of hours a week to play its just too hard to be much fun.

Having map contacts on makes it all a bit arcadish and easy though, I think removing the tails is a brilliant idea and should be a good middle ground

Well done
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Old 08-30-07, 07:32 AM   #26
Dimitrius07
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Quote:
Originally Posted by danlisa
The Stay Alert Crew Mod is NOT going to be in GWX 1.04 for that (& other) reason. FYI, this mod was not included in the original GWX download/install.

The GWX Dev's don't plan to work on this but if you contact Rubini he might help.
God damn Not again, i am apologies, i did not read the Lehman first post correctly.
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Old 08-30-07, 07:38 AM   #27
Jimbuna
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Quote:
Originally Posted by danlisa
The Stay Alert Crew Mod is NOT going to be in GWX 1.04 for that (& other) reason. FYI, this mod was not included in the original GWX download/install.

The GWX Dev's don't plan to work on this but if you contact Rubini he might help.
Didn't post a direct link Dan....left it to the Kpt.....anyway, here it is.....it has its original name but the file is the same (tis pointless hosting it twice)

http://files.filefront.com/Airship2a.../fileinfo.html
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Old 08-30-07, 07:39 AM   #28
Kpt. Lehmann
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Quote:
Originally Posted by Dimitrius07
Quote:
Originally Posted by danlisa
The Stay Alert Crew Mod is NOT going to be in GWX 1.04 for that (& other) reason. FYI, this mod was not included in the original GWX download/install.

The GWX Dev's don't plan to work on this but if you contact Rubini he might help.
God damn Not again, i am apologies, i did not read the Lehman first post correctly.
No worries mate. You should see me attempting to read Hebrew. You guys would slap me.
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Old 08-30-07, 07:39 AM   #29
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Quote:
Originally Posted by danlisa
Quote:
Originally Posted by Mush Martin
Well I got the d/l and although Im a touch familiar with the subject.
I didnt actually get to see the clip. there is something wrong
with my current version of Media player.

it will give sound but wont show the video portion either of
this clip or of my own video from mr fleck.

wierd surely im missing something.
It's a direct Fraps grab, use VLC media player.

http://www.videolan.org/vlc/

I have yet to find a video codec that VLC can't play.
thanks Danlisa, It was getting a bit frustrating as I couldnt Identify
what I was missing.
M


[edit] @ Danlisa that works Great thanks again.

@ GWX Dev team. Wow Kship looks great and looks like its working good.
M
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Old 08-30-07, 07:52 AM   #30
Kpt. Lehmann
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Quote:
Originally Posted by mkubani
Kaptain and GWX crew, I understand 1.04 is the final version.

My concern is about IBL's Merchant Mod. When he finally finishes the mod, does any of you guys plan to spend the extra time and make it GWX compatible? I mean in terms of damage modelling/sinking behavior + recognition manual, etc.
Yes, 1.04 is to be the final version.

Regarding IABL's merchant mod, given the structure that Bigboywooly has built into the random campaign layer and its relationship to convoy merchant assignment, there shouldn't be much work to be done to make his merchant mod compatible with GWX.

Regarding the damage models for the new merchants... in part yes and in part no. vonHelsching was our damage model officianado and we wore the poor guy out during the development of GWX version 1.0. (The last version that include new major content.) Though all damage models will remain influenced by the global settings in the Zones.Cfg file... building new damage models from the ground up... it is no longer practical for us to attempt it.

That being said, if former GWX devs are willing, once we are sure of the parent model of the new merchies in question... given time, they will likely have GWX damage models ported over from the relevant ships in GWX... and possibly be a perfect fit. (Though I wouldn't look to the GWX devs to do much for a NICE LONG BREAK after release of 1.04, LOL.)
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