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Old 01-20-11, 10:59 AM   #676
Ruby2000
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Hi,

the first ScreenShots from the radio messages in German!

http://www.subsim.com/radioroom/show...50&postcount=7

regards

Ruby
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Old 01-20-11, 11:16 AM   #677
The General
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@Ruby2000

This looks very good
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Old 01-20-11, 01:09 PM   #678
Silent Steel
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Toll!

Gruss aus Schweden
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Old 01-20-11, 03:33 PM   #679
Magic1111
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Quote:
Originally Posted by Ruby2000 View Post
Hi,

the first ScreenShots from the radio messages in German!

http://www.subsim.com/radioroom/show...50&postcount=7

regards

Ruby
Wonderful !
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Old 01-20-11, 07:31 PM   #680
rascal101
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How do you access the chalkboard - not found it so far


Rascal

Quote:
Originally Posted by Michal788 View Post
I have 2 questions more.

1. Is the chalkboard also in Magnum_Opus_0_0_1 ?
2. Are the normal gameplay setting working with this MOD?
And how effect it the TAI setting in the map?
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Old 01-20-11, 07:58 PM   #681
WillyVic
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From "TheDarkWraithUserOptions.py" file:

# so if you wanted to show the chalkboard and hot key to be shift + B:
# ShowChalkBoardHotKey = [ True, MenuKeyManagerWrapper.Keys.B, True ]
#
# if you didn't want to assign a hotkey for ottos chalkboard:
# ShowChalkBoardHotKey = [ False, MenuKeyManagerWrapper.Keys.B, False ]
#
ShowChalkBoardHotKey = [ True, MenuKeyManagerWrapper.Keys.B, True ]





Looks like it is Shift + B

Hope this helps.

WV
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Old 01-21-11, 04:47 AM   #682
Silent Steel
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Quote:
Originally Posted by rascal101 View Post
How do you access the chalkboard - not found it so far


Rascal

SHIFT+B

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Old 01-21-11, 09:58 AM   #683
Shockwave74
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What is the status of development of this mod?

I mean, what's the current version (or how many and which patches to install over the stock mega mod)?
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Old 01-21-11, 11:03 AM   #684
Wilcke
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Quote:
Originally Posted by Shockwave74 View Post
What is the status of development of this mod?

I mean, what's the current version (or how many and which patches to install over the stock mega mod)?
See post #1.
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Old 01-22-11, 01:34 AM   #685
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Well yes but the 1st post tells of a patch 2 but there seems to be no patch 1...
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Old 01-22-11, 02:10 AM   #686
Silent Steel
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Quote:
Originally Posted by Shockwave74 View Post
Well yes but the 1st post tells of a patch 2 but there seems to be no patch 1...

The MO mod is v0.0.1 - a Beta so far and the patch is the one you find in post #1. Isn't patch no 2 the one you want?

//
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Old 01-22-11, 03:04 AM   #687
Shockwave74
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Yes I know but there was no trace of the first patch. DW just mentioned the second one and I wanted to be sure I wasn't missing anything. I'll install this in a couple of hours... I've waited SO LONG for this!
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Old 01-22-11, 03:57 AM   #688
Silent Steel
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Quote:
Originally Posted by Shockwave74 View Post
Yes I know but there was no trace of the first patch. DW just mentioned the second one and I wanted to be sure I wasn't missing anything. I'll install this in a couple of hours... I've waited SO LONG for this!
As far as I know the patch #2 is an updated version and thus replacing #1

//
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Old 01-22-11, 05:41 AM   #689
Aniuk
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the patches from TDW are cumulative. So patch #2 replaces patch #1 and includes changes made patch #1 if necessary. (had the same problem with patches for UI mod and this was his answer then. Don't think it's any different here).

Last edited by Aniuk; 01-22-11 at 09:31 AM.
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Old 01-22-11, 07:12 AM   #690
Shockwave74
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So just drop the two folders into the MODS folder and enable via JSGme, right?

When I enable the mod its folder gets duplicated in jsgme. Do I have to just enable the 001 mod or ... after the duplicate appears I must enable that too?
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