SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
11-03-13, 03:03 PM | #1126 |
Watch
Join Date: Apr 2012
Location: at my desk...
Posts: 20
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uhm?
I have a problem when i have FXU (.22) and NewUIs (7.4.2) i get this image and any attempt to load a game or start a new one causes CTD
if i have only FXU or only NewUIs it works fine.. |
11-03-13, 03:11 PM | #1127 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
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I am not sure.. try to redownload.. the both mods.. do not change nothing.. on any file... just install and see if is working.. and.. your OS is in English? I noticed this problem many times on the past.. was from a corrupted download or when a OS was in other lang than English.. I am not sure 100%.. but try that!
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11-03-13, 04:16 PM | #1128 |
Grey Wolf
Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
Uploads: 6
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disable all your mods and read the common errors in my signature link.
I bet you have gamedir\mods\modname\filename\data. Should be gamedir\mods\modname\data.
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JSGME help links and common error solutions |
11-03-13, 08:39 PM | #1129 |
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Join Date: Apr 2012
Location: at my desk...
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Thanks everyone! reinstalled Ui and it all works now!
Last edited by Brycey634; 11-04-13 at 09:48 PM. |
11-04-13, 07:59 AM | #1130 |
Navy Seal
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Gap, it's really hard to check all the ships .zon files manually...Do you have some change log or something which will tell us where "object linked to" function is used?
If not, maybe we could split the job in half, what do you say?
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
11-04-13, 09:35 AM | #1131 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Quote:
I have not taken note of the units on which I have used the "object linked to" property, but tracking them down is quite easy, as this setting was only applied to masts and turrets with a zone controller applied to them and with adjacent cables. What takes much longer is moving and/or resizing compartment boxes overlapping RadioRoom boxes, and adding the missing spheres and boxes for radio antennas. Later today I will release a stripped-down version of the pacth which will fix at least the most critical issues |
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11-04-13, 04:27 PM | #1132 |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
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Found something that might be related to the possible FXU 2.2 crashes... I haven't been using it for a while and everything has been very stable when testing the megamod (I use previous v2.1).
Today I had a crash when deck gunning an imported OHII ship "Taihosan" aka SV Small Moden Composite Merchant Ship. I loaded the game, met the ship again, deck gunned it and another CTD. I did a Historic Mission with the same ship and again CTD when deck gunning it (well it took two times to crash). This ship is straight from OHII and it's files have been the same over two years now. That ship has also the "Object linked to" feature in it's funnel: it's linked to a wire. So does this cause crashes, do any stock ships have this feature? Or is it just made in some wrong way? I'll do a test later with the link turned off and see if there is any difference! |
11-04-13, 06:02 PM | #1133 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Thank you Rongel, this is another confirmation of what was found by Vecko a few weeks ago. As far as I know stock ships didn't have that feature, but it was introduced by me for FXU 0.0.22 (my bad, sorry guys ).
Unfortunately today I had no time to work on the fix, but I will as soon as I finish my survey barrage balloons for OH |
11-04-13, 09:54 PM | #1134 |
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Join Date: Apr 2012
Location: at my desk...
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A question or 2?
Hi everyone, loving the mod so far , but i haven't seen any ships fire a flare or use sirens/announcements.. i activated the sirens and announcements (scm_6_gun) but i haven't seen any ship use them or fire a flare.. could the ships i'm attacking not have the sounds enabled? (although this wouldn't explain the flares or on ships that are supposed to have them..)
Thank you! |
11-05-13, 04:04 AM | #1135 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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Quote:
Sirenes and flares are a standard FX Update feature. In order to get them you only need to enable the mod with JSGME; no other "activation" is required |
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11-05-13, 04:46 AM | #1136 | ||
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
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Quote:
It had three child cfg-nodes, radar, radio and sensor1. I guess they were destroyed at the same time with the deck, and the game didn't like that. When I changed their location and parented them to the main node, no crashes at all, even with the "link object to" feature in three different places (two masts, and a funnel). Maybe it works with the .dat ships, but not with GR2-ships??? Quote:
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11-05-13, 07:22 AM | #1137 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Quote:
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11-05-13, 08:31 AM | #1138 |
Watch
Join Date: Apr 2012
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Then why do i have a .txt file called I want sounds on my ships!, with instructions on how to use them..?
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11-05-13, 08:32 AM | #1139 | |
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Join Date: Apr 2012
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Quote:
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11-05-13, 08:47 AM | #1140 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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Quote:
You can use IRAI v.39 if you want. The mod disabling strashells/flares is a separate patch which has been introduced with the latest IRAI version, but you are not forced to enable it together with the main mod. |
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