SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-16-10, 04:14 PM   #406
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by Reece View Post
You are correct!! It's not compatible with Anvarts DFa_UpDnRot_Flags_fin2 mod, remove this and all goes well, ...
Why?
__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Old 02-16-10, 04:22 PM   #407
JCWolf
Admiral
 
Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
Default

Quote:
Originally Posted by Anvart View Post
Why?
Don't know mate, Must be something that this mod changes in the same files as yours, and if you install it before, it doesn't work yours if after it messes this Mod??!!!
__________________


JCWolf Mediafire SHIII Page

User name : JCWolf
Password : stefre@jcm
JCWolf is offline   Reply With Quote
Old 02-16-10, 04:28 PM   #408
piri_reis
Seasoned Skipper
 
Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
Uploads: 0
Default

Quote:
Originally Posted by JCWolf View Post
I am using the FM file , latest he released, and thought that I like the Luca Mod idea I still don't understand Why he haves the same Mod as FM included .
Howdy JC,
I'm sure luca and FM have been communicating via PM for this.

The reason he has the Interior Mod merged to his is, both use the same CR.dat model file.
In the stock SH3, NSS_Uboat7_CR.dat file has the mesh for the Zentrale, NSS_Uboat7_RR.dat has the mesh for the RadioRoom. They are seperate, that's why you have to click to the hatch to get in.

* In DD_OH the RadioRoom mesh is moved inside CR.dat. RR.dat file is zeroed.
* In FM_Interior, the compartments at the back are merged to the CR mesh dat.
* And in Luca's mod, the Conningtower hatch is opened by modifying the same file, CR.dat.

So Luca has to merge FM's interior mesh to his mod to get them to show at the same time, he can't do this without FM giving him the 3d files I think, so it's all good community team work

Note: JC, luca's latest release 0.91FM fixes the Obs scope and I think also the other problems you mentioned.
__________________

Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB
Oct.29.1939, 2nd Patrol Eastern English Waters
Running SH5/TWOS
piri_reis is offline   Reply With Quote
Old 02-16-10, 04:56 PM   #409
JCWolf
Admiral
 
Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
Default

Quote:
Originally Posted by piri_reis View Post
Howdy JC,
I'm sure luca and FM have been communicating via PM for this.

The reason he has the Interior Mod merged to his is, both use the same CR.dat model file.
In the stock SH3, NSS_Uboat7_CR.dat file has the mesh for the Zentrale, NSS_Uboat7_RR.dat has the mesh for the RadioRoom. They are seperate, that's why you have to click to the hatch to get in.

* In DD_OH the RadioRoom mesh is moved inside CR.dat. RR.dat file is zeroed.
* In FM_Interior, the compartments at the back are merged to the CR mesh dat.
* And in Luca's mod, the Conningtower hatch is opened by modifying the same file, CR.dat.

So Luca has to merge FM's interior mesh to his mod to get them to show at the same time, he can't do this without FM giving him the 3d files I think, so it's all good community team work

Note: JC, luca's latest release 0.91FM fixes the Obs scope and I think also the other problems you mentioned.
Thanks for the reply,
I will download it again but I used the version he posted here before opening the Mods thread I guess they are the same, if not better, there was another thing thought that I didn't like, it was the fact that in Lucas Mod all the Food was done by by, nothing, zip, not even a box of oranges, thought I think the amout of food in DD.OH mod was a çitlle to much I still think that the stock amout of food was the perfect for me, at least that,
not removing all the food.

I will download the mod a try it .
__________________


JCWolf Mediafire SHIII Page

User name : JCWolf
Password : stefre@jcm
JCWolf is offline   Reply With Quote
Old 02-16-10, 07:26 PM   #410
Reece
CINC Pacific Fleet
 
Reece's Avatar
 
Join Date: Sep 2003
Location: Down Under
Posts: 34,796
Downloads: 171
Uploads: 0
Default

Quote:
Originally Posted by Anvart View Post
Why?
It is strange Anvart, your files are not touched by this mod, the only thing I can think of is that a node with the same identity is being used and referenced, I'm out of my league here, am only guessing! With your mod installed the CR/RR hatch doesn't open, however the locking levers still function, also the command orders line shows "Radio antenna destroyed sir!", this shows on mission start. Note this is only with the VIIb, after testing it's the Turm7b_1_hd.dat file.

EDIT: @ JCWolf, the amount of food that will slowly disappear can be edited to the amount you like.
__________________

Sub captains go down with their ship!

Last edited by Reece; 02-17-10 at 02:17 AM.
Reece is offline   Reply With Quote
Old 02-16-10, 08:00 PM   #411
Uber Gruber
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
also the command orders line shows "Radio antenna destroyed sir!", this shows on mission start.
I too have had the same message at mission start when testing MaGUI2. Uninstalling DFa_UpDnRot_Flags solved the problem. Unfortunately, I can't provide an exact mod list and it is indeed possible that if I had uninstalled a different mod that too may have also solved the problem. Nevertheless, my suspicions are averted to a possible mod conflict...somewhere...
  Reply With Quote
Old 02-17-10, 04:14 AM   #412
DivingDuck
Grey Wolf
 
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
Default

Moin,

as for me there was no problem whatsoever with Anvart´s mods
  • FM30_UpDown_final
  • DFa_UpDnRot_Flags_fin2
  • DFant_subFlag_2010
All have been tested for compatibility with the animated version of this mod. They do work now and they will work upon final release!

Regards,
DD
DivingDuck is offline   Reply With Quote
Old 02-17-10, 05:34 AM   #413
Trollus
Seaman
 
Join Date: Mar 2006
Location: Poland
Posts: 35
Downloads: 10
Uploads: 0
Default Problem

Hi guys,
would you be so kind and tell me what other mods should I install to make it work? I've got only GWX. I try to install interior mod via JSGME, but still, it doesn't work on any VII boat, there's a black space behind the hatch. Should I install any other 'open hatch' or conning tower mod to see an engine room?


Thanks for help
Trollus is offline   Reply With Quote
Old 02-17-10, 05:43 AM   #414
JCWolf
Admiral
 
Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
Default

Quote:
Originally Posted by Trollus View Post
Hi guys,
would you be so kind and tell me what other mods should I install to make it work? I've got only GWX. I try to install interior mod via JSGME, but still, it doesn't work on any VII boat, there's a black space behind the hatch. Should I install any other 'open hatch' or conning tower mod to see an engine room?


Thanks for help
Hey mate,

You have GWX 3 I supose?

If so Just download this version From lucas, That includes Flakmonkey
and DivingDuck 's work,:

http://www.filefront.com/15601211/Co...Hatch091FM.7z/

This version haves also the Conning tower opened Hatch when surfaced and some other goodies!


You don't need anything else to make this work...
__________________


JCWolf Mediafire SHIII Page

User name : JCWolf
Password : stefre@jcm
JCWolf is offline   Reply With Quote
Old 02-17-10, 05:54 AM   #415
Trollus
Seaman
 
Join Date: Mar 2006
Location: Poland
Posts: 35
Downloads: 10
Uploads: 0
Default :)

Thank You very much JCWolf for your quick answer. That's what I thought, I missed something here. That's probably because I haven't played SH3 for some time.
Trollus is offline   Reply With Quote
Old 02-17-10, 06:03 AM   #416
JCWolf
Admiral
 
Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
Default

Quote:
Originally Posted by Trollus View Post
Thank You very much JCWolf for your quick answer. That's what I thought, I missed something here. That's probably because I haven't played SH3 for some time.
You are welcome mate, it is normal...

Glad I could help!
__________________


JCWolf Mediafire SHIII Page

User name : JCWolf
Password : stefre@jcm
JCWolf is offline   Reply With Quote
Old 02-17-10, 06:38 AM   #417
nemo7
Weps
 
Join Date: Dec 2009
Location: Averof's bunk
Posts: 357
Downloads: 389
Uploads: 0
Default

DFant_subFlag_2010 is working fine for me. I want to lock myself in this engine room. Unbelievable!
__________________
Deep into that darkness peering, long I stood there wondering, fearing,
Doubting, dreaming dreams no mortal ever dared to dream before...
nemo7 is offline   Reply With Quote
Old 02-17-10, 07:46 AM   #418
Reece
CINC Pacific Fleet
 
Reece's Avatar
 
Join Date: Sep 2003
Location: Down Under
Posts: 34,796
Downloads: 171
Uploads: 0
Default

Quote:
Originally Posted by DivingDuck View Post
Moin,

as for me there was no problem whatsoever with Anvart´s mods
  • FM30_UpDown_final
  • DFa_UpDnRot_Flags_fin2
  • DFant_subFlag_2010
All have been tested for compatibility with the animated version of this mod. They do work now and they will work upon final release!

Regards,
DD
Most strange then what is happening DD, you probably read my posts, none of his files are included in yours and FM's work but certainly as soon as I enable Anvarts mod the problems are there in the VIIb only, would you have any idea why or where I can look?
I suppose I should just wait for the final release!
__________________

Sub captains go down with their ship!
Reece is offline   Reply With Quote
Old 02-17-10, 07:57 AM   #419
JCWolf
Admiral
 
Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
Default

I have the same error as Reece...the solution was taking of
FM30_UpDown_final
DFant_subFlag_2010

And without this everything works great,

thought I do not have this

DFa_UpDnRot_Flags_fin2 ??????
__________________


JCWolf Mediafire SHIII Page

User name : JCWolf
Password : stefre@jcm
JCWolf is offline   Reply With Quote
Old 02-17-10, 08:04 AM   #420
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

...does someone test the new interior in campaign mode ?

for example, Living Silent Hunter v4 & v5 wont run anymore if campaign files are enabled (CTD just before reaching end of the loading bar). (started a new campaign)

please give feedback if it is running in any campaing modes.

i wont hope we reach a border of useable mem or something like that...

...should i try to remove starforce to be able to pimp sh3.exe to be able to use more than 2gb ram on my XP sys (Vista solution) ?
__________________
Stormy......

Stormfly is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:49 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.