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Old 12-05-07, 09:48 AM   #1
sparkomatic
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I especially appreciate the SH4 effects, great idea!
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Old 12-23-07, 01:09 PM   #2
TheDarkWraith
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Paco,

to answer your question the latest version of my mods can be found at post #1 of this thread.

for All,

I have done a compatibility check of the exhaust mods with GWX 2.0. All the current versions of the exhaust mods at post #1 of this thread are GWX 2.0 compatible. Please read the note at the bottom of the exhaust mods section for explanation of GWX 2.0 compatible by me
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Old 03-01-08, 12:53 PM   #3
AdlerGrosmann
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Hey Racerboy! Thanks for blessing us with your mods!
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Old 06-05-08, 09:20 PM   #4
roadhogg
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Hi RacerBoy,
have read about your SH4 mods for SH3 mod before and am thinking about re-installing SH3 with some mods to make it more interesting, namely the task force fest mod and your SH4 for SH3 effects mod.
So i've downloaded JSGME, and your SH4 for SH3 file and put your file in the Mods sub-folder in my SH3 folder, but when i try to unzip it using WinRaR it says

'the archive is either in an unknown format or is damaged'

and won't unzip it.
Please excuse me if i'm doing something obvious wrong but WinRaR usually contains an option to
'extract to the specified folder'
and just unzips this type of file to a folder of the same name as the original, that it creates, which i would then leave in the Mods folder, and enable, having removed the original zip file.

I'm sure i must be doing something really stupid wrong but i've not had this problem with zip files b4.
Any suggestions please?
Thanks in advance if you have any ideas

And while i'm here, can anyone suggest a mod compatible with SH3 and patch 1.4b that will add more ship types, and maybe supply vessels ( oooh deepie joy if i can reload on patrol ) to the game.
Was thinking of GWX but i gather it has some bugs, including one with the ship sinking model which kinda puts me off. Plus i believe GWX is the Yanks V the Japs, or the Japs V the Yanks, so does that mean i'm in a Jap U-boat lol?

And BTW why does my post icon call me a bilge rat lol?

Last edited by roadhogg; 06-05-08 at 09:35 PM.
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Old 11-27-07, 10:21 AM   #5
Paajtor
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Quote:
Originally Posted by Racerboy
Exhaust mods:


XXI SH3 1.4b version: coming soon....

XXI SH3 GWX version: coming soon....

Wow...never thought you'd spend time on that one too...awesome~!
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Old 12-08-07, 02:46 PM   #6
Dutchtub
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Quote:
Originally Posted by Paajtor
Quote:
Originally Posted by Racerboy
Exhaust mods:


XXI SH3 1.4b version: coming soon....

XXI SH3 GWX version: coming soon....

Wow...never thought you'd spend time on that one too...awesome~!
Any word when ? :hmm:
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Old 12-16-07, 04:40 PM   #7
TheDarkWraith
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sub exhaust for XXI I will hopefully have available by next weekend (Dec. 23rd).

V2.03 of my SH4 effects (and more) for SH3 is ready and available and can be found here: http://www.subsim.com/radioroom/show...49&postcount=1
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Old 12-16-07, 05:27 PM   #8
Koondawg
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Thanks RB...now go sink some...
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Old 12-16-07, 08:27 PM   #9
rascal101
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This is good news from a prolific modder, thanks for all your work.
At the risk of sounding a bit dumb, can you confirm if the mods listed below are GWX 2 compatable.

I have been away from SH3 for a while, been mucking about with SH4 so I am out of sorts with whats what and whose who in terms of SH3

Quote:
Originally Posted by Racerboy
In an effort to be more forum friendly when I release new version of my mods and to make my mods centrally located I have thus created this drive-thru. All these links will take you to the latest version of the mod unless noted otherwise.

Exhaust mods:

TIIA SH3 1.4b version: http://www.subsim.com/radioroom/show...46&postcount=1

TIIA GWX version: http://www.subsim.com/radioroom/show...35&postcount=1

TIIB (GWX AI sub): http://www.subsim.com/radioroom/show...14&postcount=1

TIID SH3 1.4b version: http://www.subsim.com/radioroom/show...28&postcount=1

TIID GWX version: http://www.subsim.com/radioroom/show...61&postcount=1

VIIb SH3 1.4b version: http://www.subsim.com/radioroom/show...15&postcount=1

VIIb GWX version: http://www.subsim.com/radioroom/show...84&postcount=1

VIIc SH3 1.4b version: http://www.subsim.com/radioroom/show...39&postcount=1

VIIc GWX version: http://www.subsim.com/radioroom/show...75&postcount=1

VIIc/41 (GWX AI sub): http://www.subsim.com/radioroom/show...80&postcount=1

IXb SH3 1.4b version: http://www.subsim.com/radioroom/show...66&postcount=1

IXb GWX version: http://www.subsim.com/radioroom/show...86&postcount=1

IXc SH3 1.4b version: http://www.subsim.com/radioroom/show...97&postcount=1

IXc GWX version: http://www.subsim.com/radioroom/show...99&postcount=1

IXD2 SH3 1.4b version: http://www.subsim.com/radioroom/show...50&postcount=1

IXD2 GWX version: http://www.subsim.com/radioroom/show...86&postcount=1

XXI SH3 1.4b version: coming soon....

XXI SH3 GWX version: coming soon....


Flags & Pennants:

This is still a WIP and can be found here: http://www.subsim.com/radioroom/show...79&postcount=1

Official releases:
http://www.subsim.com/radioroom/show...17&postcount=1


SH4 effects (and more) for SH3:

official release (v2.03):
http://www.subsim.com/radioroom/show...49&postcount=1

Members mods tweaked by me:

These are not my mods but I have tweaked them to my taste:

Reece's 16km scene with more reflections (JSGME ready):
http://dodownload.filefront.com/8577...9bad71f9c07173


My custom GUI:

this is a compilation of mods from forum members to make a custom GUI. It includes FLBSale's 6 dials mod and others. The only thing original from me is the layout and tweaks done to make it all work. JSGME ready.

Racerboy's custom HUD (GUI):
http://dodownload.filefront.com/8090...9bad71f9c07173
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Old 12-16-07, 08:37 PM   #10
TheDarkWraith
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Quote:
Originally Posted by rascal101
This is good news from a prolific modder, thanks for all your work.
At the risk of sounding a bit dumb, can you confirm if the mods listed below are GWX 2 compatable.

I have been away from SH3 for a while, been mucking about with SH4 so I am out of sorts with whats what and whose who in terms of SH3
The exhaust mods should work no problemo as I packed all the code into the .val files. The rest I would have to say no because they either replace a .dat file or are missing new events from GWX. Wait until I have a chance to review and revise what needs to be revised for GWX 2.0
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Old 12-16-07, 08:43 PM   #11
Kptlt. Neuerburg
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I can give a conformation that the Flags and Pennants work with GWX 2.0 even though they where made for GWX 1.03.Oh RB I have to ask is your newest version of the effects mod GWX 2.0 compliant or are there still some bugs that need to be worked out?
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Old 12-16-07, 08:51 PM   #12
TheDarkWraith
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Quote:
Originally Posted by Kptlt. Hellmut Neuerburg
I can give a conformation that the Flags and Pennants work with GWX 2.0 even though they where made for GWX 1.03.Oh RB I have to ask is your newest version of the effects mod GWX 2.0 compliant or are there still some bugs that need to be worked out?
No. GWX 2.0 changed the zones.cfg file and thus added new 'events' that I do not have in the particles.dat file. You will more than likely get a CTD using my FX mod with GWX 2.0. I'll be updating the FX mod so that it will be compatible though
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Old 12-16-07, 08:59 PM   #13
Samwolf
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Quote:
Originally Posted by Kptlt. Hellmut Neuerburg
I can give a conformation that the Flags and Pennants work with GWX 2.0 even though they where made for GWX 1.03.Oh RB I have to ask is your newest version of the effects mod GWX 2.0 compliant or are there still some bugs that need to be worked out?
Good news Now if we can get this mod for the other subs. (hint, hint)
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Old 12-16-07, 09:16 PM   #14
TheDarkWraith
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Quote:
Originally Posted by Samwolf
Quote:
Originally Posted by Kptlt. Hellmut Neuerburg
I can give a conformation that the Flags and Pennants work with GWX 2.0 even though they where made for GWX 1.03.Oh RB I have to ask is your newest version of the effects mod GWX 2.0 compliant or are there still some bugs that need to be worked out?
Good news Now if we can get this mod for the other subs. (hint, hint)
Yes, I know it appears that I forgot about my other mods but I didn't. They were placed on hold while bigger fish were being fried and still fried (FX mod, AI torps, Diving AI subs, and some others ). I will complete them don't worry
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Old 12-16-07, 09:24 PM   #15
rascal101
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Watch out, I started a few new careers in GWX2 with Racers SH4 effects, game loaded fine, I ran around a bit and sunk a few things, then ............CTD at first it seemed that all was working but turns out whatever did not combine meant a crash quite a while into a new career, though always on the first outing.

I tested this a couple of times and it definatly would pay to wait for new GWX compatable versions

Quote:
Originally Posted by Kptlt. Hellmut Neuerburg
I can give a conformation that the Flags and Pennants work with GWX 2.0 even though they where made for GWX 1.03.Oh RB I have to ask is your newest version of the effects mod GWX 2.0 compliant or are there still some bugs that need to be worked out?
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