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Old 01-19-07, 11:23 AM   #31
geralt
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Quote:
Originally Posted by irish1958
Decimus, I have a slower computer; will your mod work if I replace the scene.dat file with the 8 Km GWX file? If so, should I replace the evn files also? Does the lite harbor traffic mod screwup your mod?
you can use the 8km evn files and the 8km scene.dat
env files from Ducimus's pack provide lighter night and the only change in scene.dat is increased underwater visibility you can tweak your own 8km scene.dat if you want this effect
I've tried this modpack with and without HT lite and no problems in both cases.

And for Ducimus... Keep up the good work Although I don't use the whole modpack I like your point of view... fatigue, steam torpedos, fully equiped subs, lighter night etc.... nice.
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Old 01-19-07, 12:32 PM   #32
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Quote:
Originally Posted by irish1958
Decimus, I have a slower computer; will your mod work if I replace the scene.dat file with the 8 Km GWX file? If so, should I replace the evn files also? Does the lite harbor traffic mod screwup your mod?
You'll have to lose the ENV files and the scene.dat as both are 16K.

As for harbor trffic light, i use it too. No conflcts there .
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Old 01-19-07, 02:31 PM   #33
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Ducimus

I can't seem to get your stand alone TDC mod for GWX to work. I have the same trouble with Mavs mods.

Note: I am not trying to run them both at the same time.

Jsgme is up to date. The dec 23rd patch is loaded

Here is what I have done: Got the sub into port, rolled back sh3 commander.
Unziped the file into the mods folder, brung it up on JSGME and enable it. I have disabled the mods and tried loading them in differant orders but no luck

The mods that came with GWX work fine. I'm at a bite of a loss as to what to do.

Also anyone have some nice skins for the XIB, provided i can get them to work.
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Old 01-19-07, 03:17 PM   #34
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Quote:
Originally Posted by Roads88
Ducimus

I can't seem to get your stand alone TDC mod for GWX to work. I have the same trouble with Mavs mods.
Was your SH3 a clean install? Did you remove EVERYTHING from the Sh3 directory before reinstalling? I ask this because if your having trouble with Mav's mods, then it might be something universal thats effecting them both.
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Old 01-19-07, 05:11 PM   #35
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I've installed the NYGM TW2.2's Periscope TDC standalone for GWX ...I'm extremely impressed. I can't imagine SH3 without it now. Will definitely help me with my transition to manual targeting go much easier. Thanks a bunch!

Btw...anyone can benefit from this, whether you use auto, your WO, or full manual...unless you don't care to set your depth or arming type.:rotfl:
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Old 01-19-07, 05:11 PM   #36
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Quote:
Was your SH3 a clean install? Did you remove EVERYTHING from the Sh3 directory before reinstalling? I ask this because if your having trouble with Mav's mods, then it might be something universal thats effecting them both
Yes, completely removed the sh3 director, along with sh3 commander and the previous games then clean install with the B patch.

Installed GWX, Commander 2.7.

Using JSGME intalled the GWX mods and latter the Dec 23rd patch.

Untill your and Mavs mods no problem. I'm stumped.:hmm:
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Old 01-19-07, 11:31 PM   #37
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How exactly does one go about putting the Next_Previous Camera views back? Love the changes so far, but the vouyer in me can't hardly do with out watching my Fishies strike gold.. realistic or not... I like to watch.. (boy that just sounds wrong.. )

Also, when installing the mod via JGME it gave me a conflict with the Integrated orders mod I have enabled. There seems to be an issue with this when selecting an action from my crew (in the header menu across the bottom of the screen) the graphics there seem to be messed up. I'll see if I can get a pic of it.

*Edit; Here is a pic of what I mean*


Also noticing since installing it (only opened/shut the game twice ) that it has crashed when exiting the game. not that it is a big deal; just curious as to your thoughts.
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Old 01-20-07, 01:18 AM   #38
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The next previous cam. Have to have num lock on the keypad enabled, then use the INS key on the keypad. What it does, is, say for example your at the navagation map, and want to go back to the previous view, which, if you were acutally in the sub, would be the forward control room. Pressing INS brings you there.

Or in another example, say your looking in the attack persicope. Pressing INS will bring you to the view as if you were sitting at the attack periscope, but not acutally looking through the eyepiece, where, if you look down, can see the manual tube door controls. So you could for instance if you wanted to, look through the periscope, raise your eye out of the periscope to so speak by pressing INS, loook down, open tubes 1 to 4, then click on the eyepiece and be back looking through it.


As per intergrated orders. My apologies. I totaly forgot about that. And for that my apologies. I don't use it, but im pretty sure that it uses the same files that my mod pack does, hence causing a conflict. I do thank you for bringing this to my attention so i can update my documentation. In short, not compatible.


As to game crashs when exiting the game. Ive experienced this at random incidents and have been unable to determine a cause or even it's source. Usually when it does happen its an error with SOUND.ACT. Given my crappy soundcard. (a 3 or 4 year old phiillips audio 35 dollar sound card from best buy ) my assumption was it was just a hardware conflict/sound with my own machine, and didnt think anything else of it. (this board is that crappy) However if you or anyone else is experiencing these crash's when exiting the game, ill do my best to track it down and see where the culprit is.

edit:
Ive updated the orginal post with a known issus and compatiablity warning. Thanks again.

Last edited by Ducimus; 01-20-07 at 01:30 AM.
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Old 01-20-07, 02:03 AM   #39
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Okay, thanks I'll undo Integrated Order in JGME and see how it goes.

As for the Next_Previous Camera I was refering to , . next_previous target keys. I love to watch my hits, as well as the fixed view of my sub.
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Old 01-20-07, 02:34 AM   #40
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Ahh ok gotcha. The next/ previous cam.

Edit the Commands_en.cfg.

use the Find function and search for "cmd50"
That will bring you to these two blocks:

Quote:
[Cmd50]
Name=Camera_on_next_unit
Ctxt=1
;Key0=0xBE,,">"
Page=0x34000000,3714

[Cmd51]
Name=Camera_on_prev_unit
Ctxt=1
;Key0=0xBC,,"<"
Page=0x34000000,3714
All you need to do, is remove the seimicolon before the Key assignments.

EDIT:
Found the cause of SH3 crashing when exiting the game, as if it were any tremendous big deal but.. it bugged me.

Submarine Bell.wav. Delete it from the mods directory. I used Windows sound recorder to make it a blank file because the english dasboot sound already had a bell in it. Apparenlty the game doesnt like that. Im uploading a new version of the mod package.

Additional fixes.
- Fixed flak gun assigment for the VIIC in 1942
- Updated EnglishNames.cfg (i inadvertnatly used an old beta file and a few ships that werene't in bet, but added for for final release werent in it. Hence for example, the "lake ship" you'd see its acutal Identificaion name of KLAKE)

EDIT:
New version uploaded. see orginal post

Last edited by Ducimus; 01-20-07 at 02:39 PM.
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Old 01-20-07, 11:13 PM   #41
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Guess I'm too efficient, I made it to Salamis early on Sept. 22 with a little under a half a tank and full stern tubes and 20tons of shipping. Guess I need to go back out and play until October rolls around.. :rotfl:

Another thing I notice is that the mod interacts with the 16k atmosphere mod (Nevermind, I see where your mod already includes it )
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Old 01-21-07, 07:54 PM   #42
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Dimucus, may I ask a favor?

This is what I've done so far:
For the IXB, IXB4, IXC, IXD2 subs I've changed the cfg for Salvo to now show I, II and III, IV instead of stock settings.

Also I have changed lines 1174 and 1176 in the de and en_menu .txt to change the salvo for lines 1174 and 1176 to now show I, II and III, IV respectively. The changes work fine as I have tested it in Single Mission. The only thing that was different was your mod. I didn't try any firing in Salvo as I wasn't sure if there would be a conflict and cause a CTD. I tried to change these settings in your mod but they wouldn't take. If they had worked I'm not sure what other changes would have been necessay in your mod.

The change I'd like to ask from you is in your TW_PeriTDC_For_GWX.7z mod to reflect the same if you would. Some of us feel that Slavo for 1/2 and 3/4 is much easier and seems more realistic to use. And you don't have to move torpedos when setting up your career so they are matched in tubes to use Salvo. That's the favor I'm asking. If you don't want to that's ok too.

Other than that your mod works great. ~S!~
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Old 01-21-07, 09:04 PM   #43
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I'm not entire clear what your asking me, so It's probably easier to explain how to change the firing order for salvo's.

Normally, theres only one file you have to edit to change salvo firing order. For example for the IXC, its the file NSS_Uboat9c.cfg located in the data/submarines/NSS_Uboat9c directory.

Quote:
[Salvo]
1=1,2,3,4
2=1,2,3
3=2,3,4
4=2,4
5=1,3
6=3,4
7=1,2
8=5,6
That part im sure you knew.

Now with a periscope TDC there's the EN_menu.txt that your aware of. The entries in this file are JUST LABELS. It's entirely possible to use the periscope TDC without edting this file at all, you just wont see salvo labels. (err, i think , did the TDC for GWX awhile ago so its not fresh on my mind)

That block is this (this block doesnt exist in a normal EN_menu.txt, its added):

Quote:
;slideout selection dial
1171=I,II,III,IV
1172=I,II,III
1173=II,III,IV
1174=II,IV
1175=I,III
1176=III,IV
1177=I,II
1178=V,VI
Hopefully im not forgetting anything else. Now if you want to change the firing order, both the subs CFG and the EN_menu.txt need to match.

EDIT: I didnt change the firing order on the standalone TDC because the idea was to just ADD the TDC making no other changes to GWX. Changing the firing order would be changing existing content, not just adding new content, so i limited myself with the standalone with that mindset.
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Old 01-22-07, 07:59 PM   #44
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I pulled all the pertinent files to a folder for this mod with the de and en_menu.txts changed so lines 1174 and 1176 are changed to I, II and III, IV. Drop the folder in Mods and you're set to go. You aslo do have to make the same changes to these lines in any of the subs you want to use, either now or in the future.

Now salvo is changed as I wanted and now shows in the dropdown for periscope as this:

;slideout selection dial
1171=I,III,II,IV
1172=I,II,IV
1173=I,III,IV
1174=I,II
1175=II,III
1176=III,IV
1177=II,IV
1178=V,VI

When you start a new patrol and go to torpedo section where you select the torpedos you want, you don't have to move them to have matching torpedos in tubes 1&3 and 2&4 for salvo as before.

Sorry I didn't get back to you sooner on this. I've been at the hospital all day today. I now have a new grandson born this day.... Logan Shores, born at 2:10 EST and weighing in at 8lbs 11ozs. And doing fine.
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Old 01-22-07, 08:49 PM   #45
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Quote:
now have a new grandson born this day.... Logan Shores, born at 2:10 EST and weighing in at 8lbs 11ozs. And doing fine
Congradulations!
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