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Old 08-28-13, 03:59 PM   #1
Rhodes
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Default Anyone seen something like this before?



Why it happened? Do not now! It's SH3+GWX and no mods! The ship is lock but the WO options of identifying the ship and produce a solution are not highlighted and do not work!

I am going to do (again) a clean installation. I have other MODs problems that I will address in another thread!
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Old 08-29-13, 04:43 AM   #2
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I had the same problem last week (never ever before) when I started using Conus' widescreen mod and was playing with resolution settings in the d3d9.ini file. I also think it had something to do with the combo of widescreen mod and Conning Tower open Hatch TestFMfood.
Was your installation always just SH3 and GWX or did you remove earlier mods? Maybe a rollback failed.
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Old 08-29-13, 08:52 AM   #3
irish1958
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I don't think the ship is locked.
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Old 08-29-13, 09:07 AM   #4
Dronston
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Quote:
Originally Posted by irish1958 View Post
I don't think the ship is locked.
If you look at his screen you see the center line is off to the right, this is his problem.

BTW: I am fooling around with some mods and now have the same problem on and off, depending on mod combination, I am pretty sure it is related to the widescreen mod.
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Old 08-29-13, 09:23 AM   #5
Rhodes
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Quote:
Originally Posted by Rhodes View Post

The ship is lock!
If you can not comprehend the picture or read the all post, several times, do not bother replying!

@Dronston
I do not use widescreen mods, my screen is still a crt 17 ichs and my resolution is 1024x768! I do not use also the resolution patch, I never did!
It may have being do to conning tower open hatch mod, I did enable it and then went to do a campaign with the Type II! after CTD, I disable all mods and began enable one at the time and create a capgn. to see what mod was a culprit! I am having several problems with mods that I didn't. See the other thread!
I'm going to install again the game and see what I will happen, again!
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Old 08-29-13, 09:29 AM   #6
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Yeah, this game reacts very strange to all kinds of modding. At this moment I run the mods listed beneath, if for example I add the Depthcharge Shake v2.01 mod the centerline of the UZO and periscope shifts to the right. Very strange. Good luck!


Waterstream+Exhaust Combi V2.3 for GWX3
Rbs1_SH4_Effects_GWX_30_71
Thomsen's Sound Pack V3.2cg
GWX Gold Bino Mod
Das_Boot_Clothes
Type VII Black-White-Grey MK1
Merchant_Fleet_Mod_3.2
FM_NewInterior_V2.1
Conus' SH3GWXWS 2.3
GWX Large Compass
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
GWX - 16km Atmosphere
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Old 08-29-13, 10:29 AM   #7
danlisa
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The entire periscope overlay is shifted to the left by about 1.5cm (based on the scale of the picture). You can see this by the offset of the vertical reticle and the 'blank' area to the left of the optic.

This will have shifted ALL button trigger points the same distance to the left, effectively moving the 'hit detection' off the top of the button graphic.

This is more than likely a menu_1024x.ini file corruption.

Full reinstall of SH3 and a MD5 hash check of GWX files is required to correct.

(FWIW, I have experienced this once before and can reproduce it on demand, I know what caused it but it can't be that this time).
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Old 08-29-13, 11:12 AM   #8
Rhodes
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Done and done! All the MD5 codes come up correct! The trouble is not the game+GWX, is the various mods to load!
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Old 08-29-13, 11:48 AM   #9
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Use windows search to identify all mods which modify the menu1024_768.ini file, do not enable these but load the rest, test. Then add in the menu altering mods one at a time.
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Old 08-29-13, 02:15 PM   #10
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Quote:
Originally Posted by danlisa View Post
The entire periscope overlay is shifted to the left by about 1.5cm (based on the scale of the picture). You can see this by the offset of the vertical reticle and the 'blank' area to the left of the optic.
I experienced the same issue in my current SH3 install. Playing on 22inch 8x5 WS monitor, with GWX and Conus wide screen mod. The solution was to replace the older Nvidia driver with the latest, downloaded from the Nvidia site. Now working alright, no offset, everything is as it should.
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Old 08-29-13, 04:40 PM   #11
Rhodes
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Quote:
Originally Posted by danlisa View Post
Use windows search to identify all mods which modify the menu1024_768.ini file, do not enable these but load the rest, test. Then add in the menu altering mods one at a time.
I have this list now:
SH-5 Water for SH-3 20 Km V84
SH-5 Water for SH-3 Bigger Sun v1
GWX - Captain America's Officer Icons
GWX - Enhanced Damage Effects
GWX - No Medals on Crew
Conus' Historically Accurate U-boat Emblems 1.2
Lutzow's Officers - SET6
LifeBoats&Debris_v4
BritishAsdicMkIFinal
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
Waterstream+Exhaust Combi V2.3 for GWX3
Torpedo damage Final ver2.0
Wooden_Lifeboats_Mod_1.1
DasBootSehrohr
Real Depth Charge
Q Ship mod GWX3.0
OLC's Modified Searchlight Beams for GWX3
New Uboat Guns 1.2
Damage_caused_by_fires_TheDarkWraith_v1_2
Foam
DD_OH_V3.09_20091209162038
DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown
DD_OH_V3.09_ConningDeckCam_Fix_20091210230737
Conning Tower open Hatch TestFMfood
MaGui F
Type VII salvo selector
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
CT_FM_NI_Fix_for_MaGui F
SHIII_Internal_Life_Mod_v1[1].2
Aces' Combined SH3.SDL Files v2
O2-Gauges
WB's Decks Awash

and everything is fine in game running! I have only the issue of not having any compartments after the captn. room and behind the control room hatch (to the NCO room), normal since I now using a type VIIB!
I still continue with not being able to load fm_interiors (any version) and MaGui F together! If someone please want to discuss this, I have another thread here just for that!
Since fm_interiors are for VIIC, untill there is some light at the end of the tunnel, I'm going to play the game with the other types!
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Old 08-29-13, 06:28 PM   #12
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these could be suspects:


MaGui F

optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F

CT_FM_NI_Fix_for_MaGui F

DD_OH_V3.09_ConningDeckCam_Fix_20091210230737

TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
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Old 08-30-13, 04:56 AM   #13
Rhodes
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Of what?
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Old 08-30-13, 07:08 PM   #14
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Hi Rhodes,
I know why your periscope view is off-centre.
You have the original periscope layout with the water level for periscope height being in the middle.

OLC when doing his GUI put the water level indicator to the far left. This involved moving the periscope graphics to the right to make room for the water level on the left. He had to reposition the view alignment in the camera.dat to the right as well, to re-align with the moved periscope graphics.

What you have is the old type periscope graphics with the water level in the middle, but the camera.dat you have installed is for the OLC type arrangement with the water level on the left.
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Old 08-30-13, 08:26 PM   #15
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p.s.
OLC made his GUI to be a manual operation of targeting, so disabled the automatic identification and original targeting system. He based his manual targeting on Joegrundman's mod.
The MaGui mod is based on the OLC gui, makman94 added a lot of his own ideas to it and made a really good GUI.
With the problems you are describing Rhodes, it looks likes somehow you have files of the above mods in your installation. How that happened, I can't say.
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