![]() ![]() While nominally a mod, it's self-contained and fully functional when unzipped - it doesn't need enabled or installed onto an existing installation. This comes as a compressed file of just over three meg and unzips to under nine. You can see the mod's intro video here - the download link is in its description: Silent Hunter 3 - GWX Onealex Edition - YouTube Now available is a comprehensive further development of GWX - the OneAlex Edition. One such, and possibly the most popular, is the Grey Wolves Expansion 3 (aka GWX) whose Gold edition is what I've been playing until very recently. Notably, as every SH3 aficionado will know, there's a number of mega-mods available which provide a single major overhaul, often with optional submods included. And can be much improved by the huge number of user-made mods available for it (many of which you can find in the Doentiz Elite Flotilla mediafire SH3 archive ). Arguably (and I'd be one of those arguing it) it's still far the best U-boat simulation. SH3 got justifiably rave reviews when first released in 2005. Added: Ability to specify Game Working Directory fa234a3Īnd this project adheres to Semantic Versioning.A new standalone mega-mod that brings all that's best to Silent Hunter 3.Same parameter order fix for gui app start 87351f2.Added trimming of escaped quotation mark in cli args and fixed parameter order d0dc2ec.Adjusted localization resource for versioning 578e344.Integrated Working Directory to application 922cdc4.Updated Dutch translation from 1.18.0 to 1.23.0 #189.Fixed: Bug causing GitHub Releases with non-Semver tags to fail a822262.Fixed: Error if Steam Stub bypass ptrs are generated outside 2GB range.Loader: Now prints unsuccessful attempts at calls to GetController API.Builds produced by CI should now hopefully be more deterministic.This change is what allows for preparing and initialising to be done in one step.Added: Mod loader now caches whether mods can unload and/or have exports as part of ModConfig.json.Will not interface/DI DLLs unused at runtime from disk. Changed: Mod loading logic/model now is singlethreaded (again) but with merged preparing and initialising step.Mods can now use ExcludeAssets="runtime" in NuGet PackageReference(s) to not unnecessarily include DLLs from interfaces/DI packages.In practice most mods idle outside the occasional hooks. Added: Full GC After Loader Initialisation. ![]() Removed: JSON parser from boostrapper, now uses Environment Variables (Saves ~200KiB).Changed: Bootstrapper library now dynamically links with Visual C++ Runtime using custom build of.Changed: Loader now uses hooking functionality from mod, as opposed to including its own hooking library.Has Code Injection.įixed: Bug that prevented users from selecting other mods after updating a mod in Edit Mod menu. This includes support for some automated tags, e.g. This release focuses on memory and load speed optimisations.Īdded: Support for assigning tags to mods, mods can now use tags to help end users filter their mod collection. Updated: Template Mod & Changelog Template 3dda67cĪll notable changes to this project will be documented in this file.Īnd this project adheres to Semantic Versioning.Fix: Add handling for number type for GameBanana credits field.Slider FilePicker and FolderPicker Custom Control implementation #207.Add Traditional Chinese language translation #212.Add ReleaseMetadataFileName to mod pack item #213.I also need to update the cache server please give it a moment after the update goes live.GameBanana (probably unintentionally) made a change to how one of the fields is returned.(thanks Mods from GameBanana which specify custom additional contributors/authors no longer breaks mod search. Mod Packs can now use custom ReleaseMetadataFileName(s).Public int IntSlider = "" Added Localization for Traditional Chinese contributed a localization for zh-TW locale. ![]()
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