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Old 02-13-08, 02:08 PM   #511
FIREWALL
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Without haveing to read all 500+ posts.

Is this mod compatible with GWX 2.0 ?
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Old 02-13-08, 02:25 PM   #512
sh3rules
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Without quoting all of the above posts, the answer is: sort of.

My advice is to wait for RB to make an official release.
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Old 02-13-08, 03:42 PM   #513
Gezur(Arbeit)
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Quote:
Originally Posted by FIREWALL
Without haveing to read all 500+ posts.

Is this mod compatible with GWX 2.0 ?
yes it is. try it yourself but it works fine with my gwx 2.0
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Old 02-13-08, 10:55 PM   #514
Wreford-Brown
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Quote:
Originally Posted by FIREWALL
Without haveing to read all 500+ posts.

Is this mod compatible with GWX 2.0 ?
To summarise most of the 500+ posts, it works fine with GWX 2.0 and shouldn't cause any fatal CTDs but you may lose some of the GWX 2.0 experience as Racerboy's mod overwrites some of the GWX files.
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Old 02-14-08, 12:20 AM   #515
Voyd
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by Woof1701
Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by Redfox11
My apologies if I missed something but is this mod compatible with GWX2.0?
not yet. They altered the zones.cfg file and added new 'events' which my particles.dat file is missing. It will be made compatible though don't worry!
RB: in case I don't care for the enhancements in GWX 2.0 at the moment and just want to use your mod. Will it run or may there be problems?
It can't be used currently with GWX 2.0. I'll be working on a version for GWX 2.0 here very soon.
What else needs to be said??
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Old 02-14-08, 01:53 AM   #516
d@rk51d3
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Good work Voyd.

Just saved me half an hour of backtracking through the threads to find that post.
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Old 02-14-08, 02:17 AM   #517
Gezur(Arbeit)
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Quote:
Originally Posted by Wreford-Brown
To summarise most of the 500+ posts, it works fine with GWX 2.0 and shouldn't cause any fatal CTDs but you may lose some of the GWX 2.0 experience as Racerboy's mod overwrites some of the GWX files.
What files? Do you know it?
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Old 02-14-08, 11:03 AM   #518
HundertzehnGustav
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i saw some of it last night, GWX 2.0 and had a blast. The x.022 version

love the LOTS OF debris in the water -wish they could stay longer though... 10 times longer!

the drowning sailors... wellllllll pure satisfaction from my Kaleu side of the game.
cruel but "real"

Yet have to sink a Tanker.... will the drowning sailors burn in fuel too?

good work.

ah, the red flares... i dream of them going tree times as high as at the moment is.

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Old 02-14-08, 12:51 PM   #519
Wreford-Brown
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Quote:
Originally Posted by Gezur(Arbeit)
Quote:
Originally Posted by Wreford-Brown
To summarise most of the 500+ posts, it works fine with GWX 2.0 and shouldn't cause any fatal CTDs but you may lose some of the GWX 2.0 experience as Racerboy's mod overwrites some of the GWX files.
What files? Do you know it?
No, and a lot of the previous posts debate the same question. The people who can best answer that question are the GWX team and Racerboy. As a user, I think that Racerboy's mod enhances GWX 2.0 and although you lose part of the GWX 2.0 experience, I have not noticed any serious differences in the overwritten files and no CTDs.
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Old 02-14-08, 05:31 PM   #520
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I put in Racerboy's 2.022 SH4 effects for SH3 thru JSGME & I have not seen the sailors in the water or them blowing off a ship or flares ect. What did I do wrong, I am using GWX 2.0 & these mods GWX mods, main movie DAs Boots, Lite harbor traffic, alternative flotillas, alternate screen full circle, english nav map & grid references, & these mods too real battery life, super torpedo, DB sounds, campaign, depth charge shake, elite crew uniforms, torpedo damage final, IXB slint camo, natural sinking mechanics 4.0, type IX open hatch, sound mod for ship breakup, SFX sound mod, IXD2 MK4 also. Can it be put in directly into SH3? Need help pleases. Want to enjoy this mod too.
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Old 02-14-08, 06:13 PM   #521
iambecomelife
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Quote:
Originally Posted by thehiredgun
I put in Racerboy's 2.022 SH4 effects for SH3 thru JSGME & I have not seen the sailors in the water or them blowing off a ship or flares ect. What did I do wrong, I am using GWX 2.0 & these mods GWX mods, main movie DAs Boots, Lite harbor traffic, alternative flotillas, alternate screen full circle, english nav map & grid references, & these mods too real battery life, super torpedo, DB sounds, campaign, depth charge shake, elite crew uniforms, torpedo damage final, IXB slint camo, natural sinking mechanics 4.0, type IX open hatch, sound mod for ship breakup, SFX sound mod, IXD2 MK4 also. Can it be put in directly into SH3? Need help pleases. Want to enjoy this mod too.
Keep in mind that some editions of racerboy's mod extract themselves into another subfolder with the mod's name. Click on the extracted effects mod folder in JSGME's MODS directory and see if inside that folder you see a folder marked "data". If you see a folder with the mod's name then you will not get the effects until you move this "interior folder" out of its duplicate folder and into the mods folder.
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Old 02-14-08, 08:58 PM   #522
thehiredgun
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how do I move the data folder into the jsgme mods folder, i have never done that before.
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Old 02-14-08, 09:29 PM   #523
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Quote:
Originally Posted by thehiredgun
how do I move the data folder into the jsgme mods folder, i have never done that before.
Right click the file/folder pick the copy option, go to the MODS folder, right click the white box and pick the paste option. Trust me I'm terrible with these computers. You'll become a pro in no time at all.
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Old 02-14-08, 09:48 PM   #524
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thank you I'll try that & let you know if it works now.
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Old 02-15-08, 05:01 AM   #525
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(Without haveing to read all 500+ posts) ...any screenies that show us how close this is getting to SH4 visuals?

Have we got transparent water yet... or is that a tall order? Or even the underwater graphics would be great ie. colours, plankton and ripples.
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