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Old 01-02-08, 09:25 PM   #61
marv2112
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Thanks GWX TEAM! 2008 is going to be another great for SH3!
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Old 01-02-08, 09:49 PM   #62
BellJack95
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Quote:
Originally Posted by Contact

Yeah right... like I said, wanna play in sand box ? Get stock version back with stupid tails and contact colors =] Come back to GWX when u're ready for it
Contact -why are you tossing around cheap insults on this topic of tails for contacts? When you make comments like your previous posts it seems kinda childish don't you think?

The whole point of Sigurd's original post, and one I happen to agree with, is that it would be good to have an optional mod that adds the tails back to contacts on lower realism settings. To me, the word optional means you could use it or not use it, as the individual player decides. If that was the case, then YOU could play and enjoy the game with your settings and others could play and enjoy the game with their settings.

I see from other posts there is a way to add the contact tails back if a person so chooses, and that the Dev team for GWX2.0 is not going to officially add them in the mod. So this issue seems resolved.

Oh, kudos to the GWX 2.0 dev team! You have put together an outstanding overhaul mod to SH3 (even without contact tails ) and I look forward to trying out GWX2.1 when ready!
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Old 01-02-08, 11:14 PM   #63
gimpy117
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any chance of having a map contact version???
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Old 01-02-08, 11:20 PM   #64
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Whoa, everybody!
I think there are a lot of folks out there on this thread that have wandered off course.
Let's cool the rhetoric and get back to the minor corrections the GWX team is making to the incredible V 2.0 they released.
If there are other suggestions, comments, criticisms, arguments that you want to make, start a thread of your own. The forum is open to most legitimate positions, but let's keep the personal attacks in the bilge, please.
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Old 01-03-08, 03:32 AM   #65
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A thought...

While having the VIIC/41 playable sub and Med skins mods as "Optional Mods" is necessary to ensure maximum access by all players, it's a step backwards for SH3Cmdr users.

I had a thought the other day about the merit of providing simple instructions for SH3Cmdr users that tell them how to move or copy both the VIIC/41 playable sub and the Axis Med skins mods out of JSGME and into SH3Cmdr so that they can let SH3Cmdr manage the files automatically for them, rather than needing to remember to enable and disable the mods manually.

For example, the data folder under "\SilentHunterIII\MODS\GWX - VIIC41 Player Sub" can simply be moved/copied to under "\SH3 Commander\U-boat\VIIC41".

The data folder under the Med skins mod can simply be moved/copied to under "\SH3 Commander\Flotilla\907".

Nothing critical - just a way of ensuring that SH3Cmdr users get the best integration and gameplay experience possible.
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Old 01-03-08, 08:31 AM   #66
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Can you please fix this ?



I mean the head position. It was fixed long time ago but I cant find it and perhaps its not compatible with GWX.
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Old 01-03-08, 08:55 AM   #67
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Yes, one of the Russian modders fixed the hair problem... but the fix also made the crewman's head green!

...which is why we don't use that fix.

No sir, we don't plan to fix that. All you need to do though, is to drag a crewman from a different compartment to replace him if it annoys you.

Sorry mate.
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Old 01-03-08, 08:57 AM   #68
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Quote:
Originally Posted by Archive1
Whoa, everybody!
I think there are a lot of folks out there on this thread that have wandered off course.
Let's cool the rhetoric and get back to the minor corrections the GWX team is making to the incredible V 2.0 they released.
If there are other suggestions, comments, criticisms, arguments that you want to make, start a thread of your own. The forum is open to most legitimate positions, but let's keep the personal attacks in the bilge, please.
Exactly.

Regarding the decisions we've made regarding map contact tails in GWX... that train has left the station.
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Old 01-03-08, 09:49 AM   #69
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Quote:
Originally Posted by JScones
A thought...

While having the VIIC/41 playable sub and Med skins mods as "Optional Mods" is necessary to ensure maximum access by all players, it's a step backwards for SH3Cmdr users.

I had a thought the other day about the merit of providing simple instructions for SH3Cmdr users that tell them how to move or copy both the VIIC/41 playable sub and the Axis Med skins mods out of JSGME and into SH3Cmdr so that they can let SH3Cmdr manage the files automatically for them, rather than needing to remember to enable and disable the mods manually.

For example, the data folder under "\SilentHunterIII\MODS\GWX - VIIC41 Player Sub" can simply be moved/copied to under "\SH3 Commander\U-boat\VIIC41".

The data folder under the Med skins mod can simply be moved/copied to under "\SH3 Commander\Flotilla\907".

Nothing critical - just a way of ensuring that SH3Cmdr users get the best integration and gameplay experience possible.
Do I need to rename the "GWX - VIIC41 Player Sub" or should I combine the two data folders? If I just drag it to the SH3 Commander folder I end up with 2 Data folders, the GWX one and the one that is already there with Data\Roster\German\Submarine\ SSTypeVIIC.cfg.
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Old 01-03-08, 10:24 AM   #70
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by Paco
Great news, thanks GWX-Team

As a german player, I noticed a couple of misspelled cities and Messages(?!) in GWX. Do you have a scope on these "errors" and will you fix them?

Paco.
Can you tell us which cities please?
I have made a couple of corrections and wrote a PM to Pablo (a few minutes ago).
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Old 01-03-08, 10:29 AM   #71
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Quote:
Originally Posted by Paco
Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by Paco
Great news, thanks GWX-Team

As a german player, I noticed a couple of misspelled cities and Messages(?!) in GWX. Do you have a scope on these "errors" and will you fix them?

Paco.
Can you tell us which cities please?
I have made a couple of corrections and wrote a PM to Pablo (a few minutes ago).
Thanks.
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Old 01-03-08, 10:50 AM   #72
Paajtor
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Quote:
Originally Posted by JScones
The data folder under the Med skins mod can simply be moved/copied to under "\SH3 Commander\Flotilla\907".

Nothing critical - just a way of ensuring that SH3Cmdr users get the best integration and gameplay experience possible.
Maybe it's a good idea to add this to the readme of that Med-skins mod.
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Old 01-03-08, 10:56 AM   #73
bigboywooly
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Quote:
Originally Posted by Samwolf
Quote:
Originally Posted by JScones
A thought...

While having the VIIC/41 playable sub and Med skins mods as "Optional Mods" is necessary to ensure maximum access by all players, it's a step backwards for SH3Cmdr users.

I had a thought the other day about the merit of providing simple instructions for SH3Cmdr users that tell them how to move or copy both the VIIC/41 playable sub and the Axis Med skins mods out of JSGME and into SH3Cmdr so that they can let SH3Cmdr manage the files automatically for them, rather than needing to remember to enable and disable the mods manually.

For example, the data folder under "\SilentHunterIII\MODS\GWX - VIIC41 Player Sub" can simply be moved/copied to under "\SH3 Commander\U-boat\VIIC41".

The data folder under the Med skins mod can simply be moved/copied to under "\SH3 Commander\Flotilla\907".

Nothing critical - just a way of ensuring that SH3Cmdr users get the best integration and gameplay experience possible.
Do I need to rename the "GWX - VIIC41 Player Sub" or should I combine the two data folders? If I just drag it to the SH3 Commander folder I end up with 2 Data folders, the GWX one and the one that is already there with Data\Roster\German\Submarine\ SSTypeVIIC.cfg.
In
C:\Program Files\SH3 Commander\U-boat\VIIC41\data

Paste the 2 folders from C:\Program Files\Ubisoft\GWX\MODS\GWX - VIIC41 Player Sub\data

So it looks like this

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Old 01-03-08, 11:01 AM   #74
Contact
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Quote:
Originally Posted by BellJack95
Quote:
Originally Posted by Contact

Yeah right... like I said, wanna play in sand box ? Get stock version back with stupid tails and contact colors =] Come back to GWX when u're ready for it
Contact -why are you tossing around cheap insults on this topic of tails for contacts? When you make comments like your previous posts it seems kinda childish don't you think?

The whole point of Sigurd's original post, and one I happen to agree with, is that it would be good to have an optional mod that adds the tails back to contacts on lower realism settings. To me, the word optional means you could use it or not use it, as the individual player decides. If that was the case, then YOU could play and enjoy the game with your settings and others could play and enjoy the game with their settings.

I see from other posts there is a way to add the contact tails back if a person so chooses, and that the Dev team for GWX2.0 is not going to officially add them in the mod. So this issue seems resolved.

Oh, kudos to the GWX 2.0 dev team! You have put together an outstanding overhaul mod to SH3 (even without contact tails ) and I look forward to trying out GWX2.1 when ready!

Heh.. cheap insult is low realism in GWX
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Old 01-03-08, 11:07 AM   #75
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How come I received radio message once which says: U-48 is having problems with engine and is returning to base.. But U-48 was my boat =] I must be having a clone somewhere out in the seas :hmm:
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