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Old 06-26-09, 01:14 AM   #151
XTBilly
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Quote:
Originally Posted by The General View Post
Firrst off, this is exactly what this game needed to make it halfway playable. I use it with the Real Environment Mod and it's very good. It badly needs a Sinking Mechanics overhaul though, as everything goes down in about 30 secs, like a freakin' arcade game! How 'bout it WEBSTER?
Well, I've been running GFO with RE and NSM4.

This was created for 1.4V but runs fine with 1.5V.
If you focus in the Allied campaign, the ships sink realistically, with the occasional and very rare ship that will take the double amount of fish to go down... Of course, correct targetting is a must, because two torpedo hits in the same spot will not create extra flooding.

But only the Axis ships... new ships of 1.5V and Allied ships sink the stock way. In seconds that is.
GFO also works fine with Pacific Environments 4. With A LOT of extra special effects (explosions etc).
Give it a try!

Last edited by XTBilly; 06-26-09 at 01:26 AM.
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Old 06-26-09, 04:22 AM   #152
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Thanks Webster & XT Billy
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Old 06-26-09, 05:50 AM   #153
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Thanks Webster & XT Billy
Anytime mate!
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Old 06-26-09, 09:14 AM   #154
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Quote:
Originally Posted by XTBilly View Post
Well, I've been running GFO with RE and NSM4.

Of course, correct targetting is a must, because two torpedo hits in the same spot will not create extra flooding.

But only the Axis ships... new ships of 1.5V and Allied ships sink the stock way. In seconds that is.
GFO also works fine with Pacific Environments 4. With A LOT of extra special effects (explosions etc).
Give it a try!
well when installing any evnironment mod you will lose the small rain mod from GFO and im not sure if the real environments patch will work correctly with PE4 or Env 5.0 but if you use them you should give it a try just to see.

i would hate to make and upload another patch for PE4 or Env 5.0 just for a few players but in a PM i could tell you how to do your own.

as for NSM its a lot of work, a whole lot of work so spending hours and hours testing and retesting things gets old real quick lol.

all we can hope for is that maybe, just maybe now that the game has matured and the number of new ships added to the game has leveled off, that someone will do a new stand alone NSM type mod that isnt only available as part of a super mod.
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Old 06-26-09, 09:33 AM   #155
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Originally Posted by WEBSTER View Post
well when installing any evnironment mod you will lose the small rain mod from GFO and im not sure if the real environments patch will work correctly with PE4 or Env 5.0 but if you use them you should give it a try just to see.

i would hate to make and upload another patch for PE4 or Env 5.0 just for a few players but in a PM i could tell you how to do your own.

as for NSM its a lot of work, a whole lot of work so spending hours and hours testing and retesting things gets old real quick lol.

all we can hope for is that maybe, just maybe now that the game has matured and the number of new ships added to the game has leveled off, that someone will do a new stand alone NSM type mod that isnt only available as part of a super mod.
Yes, you're right. NSM was a great mod, a revolution. Too bad never reached 1.5...

But if played on the American side, the effects of NSM are applied very well. I haven't (so far) seen any smoke following me or met unsinkable ships. In some rare cases, a ship that sinks with 2 fish correctly placed, will need another two.. but this is very rare as I said...

Let's hope that the sinking mechanics (currently wip) of RFB will be completed and given as a single mod, because it is superior compared to NSM.

Thank you very much Webster!! I can surely use your help!!
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Old 07-03-09, 01:28 PM   #156
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IT also needs improvment in the command room.
Who ever made that part of the game [command room] has never been on a boat. lol

If someone could make a mod that would correct the axis point in the game SH4.They made the axis point using the center of the ship. They need to move the axis to the bottom [floor] and make the floor stationary and everything else sway left to right [execept the men]. Just move the boat like a pendlum of a clock [reversed]and leave the men stationary. Now thats realistic.Move the axis point to the bottom of the ship [floor] make the floor stationary and the men. The crew is suppose to stay veticial [stationary] Make the men stand still and make the boat move [sway]. They made the men sway with the boat. If the men were like the sh4 is now the men would fall over on a real boat. lol
anyway my 2 cents.
Quote:
Originally Posted by The General View Post
Firrst off, this is exactly what this game needed to make it halfway playable. I use it with the Real Environment Mod and it's very good. It badly needs a Sinking Mechanics overhaul though, as everything goes down in about 30 secs, like a freakin' arcade game! How 'bout it WEBSTER?
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Old 07-07-09, 05:46 AM   #157
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NICE WORK WEBSTER

Your mod is compitable with RUIM or not?
(it says about medals.ups)

Next question is about info table on the display, now its inpossible to change its brightness, how to turn this option back working?

http://img195.imageshack.us/img195/9518/nololk.jpg
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Old 07-12-09, 09:49 AM   #158
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GFO 1.1 + patches now available in SHMF too
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taler dansk, speak English, spreche Deutsch, parle fraais, forstår svenska/norsk, comprendo castellano
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Old 07-12-09, 07:03 PM   #159
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Quote:
Originally Posted by REIS View Post
NICE WORK WEBSTER

Your mod is compitable with RUIM or not?
(it says about medals.ups)
"As for adding other mods to GFO, unless they state otherwise, you will need to check them for compatability on a case
by case basis."

i think RUIM has trouble running with some mods depending on which files are used and with the number of mods contained in GFO my guess is there will be probably be side effects resulting in combining them. that said, they might just be minor but you need to check with John W. Hamm since he made RUIM and only he will know for sure if they are compatable and if not, perhaps he can help you create a GFO compatable version for your game.



Quote:
Originally Posted by REIS View Post
Next question is about info table on the display, now its inpossible to change its brightness, how to turn this option back working?
ok, to be honest i never noticed my mod disabled it because i always use it as fully transparent.
(the way i looked at it, why would you want more of your vision blocked by it)

its very easy to undo this since its done by switching only 2 numbers in a text file.

here is how you undo it: (first uninstall GFO)

open the "menu_1024_768" file found in GFO using windows "notepad", then follow the instructions below.

look about one third of the way down the list to find the "G3F" section

================================================== ================================================== ====================================

if you are using game v1.5:

[G3F I260]
Name=Bkgr capture
Type=1031;Stat bmp array
ItemID=0x3F2A00FF
ParentID=0x3F2A0000
Pos=0,0,350,94
Zone= 256 764 350 94 0 1 0x3F2A0000 0.5 -1 0x3F2A00FF -0.5 1 0 0
Color=0xFFFFFF00 <<<< (change this line to read - Color=0xFFFFFF80 )
Materials=1
Display=2;Linear
Mat 0=data/menu/data/black.tga
Crop 0=0,0,0.5,0.5
MatFlags=0x1
TexFmt=0x0
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


================================================== ================================================== ==============================================

when you finish, save the changes when you close the file, that is all you have to do.

reinstall GFO and its back to normal color and you can adjust the brightness as you want it.
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Old 07-19-09, 05:13 PM   #160
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great. thx!
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Old 07-20-09, 08:18 AM   #161
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I've got a couple of questions.

First, you say you fixed the excessive german dud torpedoes, but did you do anything to the U.S. ones? I find the GFO dud rate highly excessive now. It's definitely more than the stock game.

Second, using GFO there are no more crewman available with "Leadership" or "Guns" as a primary skill. I thought maybe it was the Sober's Better Crew II mod that's in GFO, but the thread for it makes no mention of removing that.
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Old 07-21-09, 05:17 PM   #162
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I've got a couple of questions.

First, you say you fixed the excessive german dud torpedoes, but did you do anything to the U.S. ones? I find the GFO dud rate highly excessive now. It's definitely more than the stock game.

Second, using GFO there are no more crewman available with "Leadership" or "Guns" as a primary skill. I thought maybe it was the Sober's Better Crew II mod that's in GFO, but the thread for it makes no mention of removing that.
the crew still do have their primary skills and all of their special abilities in stock they still have in GFO so im guessing you must have a corruption somewhere.

as for the torpedos, nothing was done to change the dud rates of US torpedos so im guessing you must have a corruption there too or it could just be that random chance has caught up with you as far as finding many of them in a short time.

as for the german dud torpedo fix, it wasnt me who fixed it it was the RFB team's fix, they did a stand alone mod for stock v1.5 that they gave me permission to use in GFO.
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Old 07-21-09, 06:36 PM   #163
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Except that as soon as I removed GFO, the "Leadership" and "Guns" skill came back, and the dud rate dropped too.
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Old 07-21-09, 07:50 PM   #164
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hmm, your copy of GFO must be corrupted then because i have the crew abilities and the dud rate is no different with or without GFO for me.

i am 100% certain on the abilities thing not being changed unless i missunderstand what you are talking about. when i look at the crew screen they all show with their command, torpedo, engines, sensors, and guns specialties.

in GFO and in stock you see the picture showing the specialties of each crew member and it will have a pop up box indicating their specialty but for some reason it will only randomly show it as such every now and then. i am not sure why it doesnt show the specialty box all the time but this glitch is unchanged from the stock game and thats how it is in stock. but rest assured they are indeed a specialist as long as you see the specialist icon for that crew member.

the change in number of duds i cannot say for sure as i havent tested that very thouroughly but i havent noticed it being of any real difference with or without GFO installed.

try moving all your mods out of jsgme (dont do a move all files, just move them one at a time) then delete the "MODS" folder to get rid of the unseen saved backup files there then run it to create a fresh new "MODS" folder and move your mods back into it then after deleting GFO, replace it with a fresh copy and retest.
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Old 07-21-09, 08:11 PM   #165
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Quote:
Originally Posted by WEBSTER View Post
i am 100% certain on the abilities thing not being changed unless i missunderstand what you are talking about. when i look at the crew screen they all show with their command, torpedo, engines, sensors, and guns specialties.

in GFO and in stock you see the picture showing the specialties of each crew member and it will have a pop up box indicating their specialty but for some reason it will only randomly show it as such every now and then. i am not sure why it doesnt show the specialty box all the time but this glitch is unchanged from the stock game and thats how it is in stock. but rest assured they are indeed a specialist as long as you see the specialist icon for that crew member.
Just so we're both on the same page here, what I'm talking about is the crew list on the left side. You can have it display men by rank, skill, etc. When I'm in port trying to rotate crew, when I choose to list by skill, there's no leadership or guns listed at all. They all still have them, but no one has it as their main one.

Duds, I've already found it's better without GFO.
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