SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-01-10, 10:33 AM | #16 |
Captain
Join Date: Apr 2002
Posts: 530
Downloads: 12
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So does this mean it would be possible to completely change SHV to be akin to SH3 with all boats available, accurately modeled, and include the full period of the war? In short, an upgraded version of SH3? Perhaps even include the PTO? That would be incredible but I'm probably dreaming right now.
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03-01-10, 10:34 AM | #17 | |
Frogman
Join Date: Mar 2010
Posts: 308
Downloads: 75
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Look here: http://planetelderscrolls.gamespy.co...ir=DESC&w=&p=1 http://www.tesnexus.com/ My No Psychic Guards mod has almost 57,000 downloads now! One of the most popular mods for Oblivion. Anyways, I don't want to hijack my own thread. I wish I could get a look at some of the SH5 script commands. |
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03-01-10, 10:36 AM | #18 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,353
Downloads: 470
Uploads: 10
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I had several gigs worth of Oblivion Mods on my last playthrough... one of the best games ever once modded.
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03-01-10, 10:39 AM | #19 | |
Frogman
Join Date: Mar 2010
Posts: 308
Downloads: 75
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But I'm not trying to give anyone false hopes here. We will just have to wait and see. |
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03-01-10, 10:42 AM | #20 | |
Commodore
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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03-01-10, 10:43 AM | #21 | ||
Ocean Warrior
Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
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I'll go have another look to be sure: Quote:
http://www.bethsoft.com/bgsforums/in...c=1046815&st=0 [/off-topic :P ]
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03-01-10, 10:45 AM | #22 |
Watch
Join Date: Feb 2010
Location: Lithuania, Vilnius
Posts: 16
Downloads: 26
Uploads: 0
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integrated scripting is good, but when there gonna be a lot of mods and lots of different aproaches, causing lots of scripts, there gonna be a performance loss too.
same happened to ofp/arma... i vote yes to scripting, but only where it is really needed. P.S. my first post in subsim after years of anonimous reading/watching |
03-01-10, 10:45 AM | #23 |
Seasoned Skipper
Join Date: Jan 2002
Location: Holland
Posts: 706
Downloads: 117
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That is very good news indeed. I see already hooks for events like DC, Fire. Need to exercise my python knowledge.
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03-01-10, 10:48 AM | #24 |
Frogman
Join Date: Mar 2010
Posts: 308
Downloads: 75
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Good. I am happy to see modders here are awakening to the potentially unlimited power of scripting SH5. Go get 'em guys.
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03-01-10, 10:51 AM | #25 | |
Frogman
Join Date: Mar 2010
Posts: 308
Downloads: 75
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But all in all, I think there should be a celebration that they even included scripting ability in SH5. |
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03-01-10, 11:00 AM | #26 | |
The Old Man
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Now scripts are fun and all, but the main question is: will we be able to CREATE variables and save/load their status in the normal Save files? If so... my god this will be fun |
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03-01-10, 11:04 AM | #27 |
Born to Run Silent
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Should I amend the title to "complaining" ?
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03-01-10, 11:07 AM | #28 | |
Frogman
Join Date: Mar 2010
Posts: 308
Downloads: 75
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Anyways, as far as saving modded games, I'm really not sure how that works. |
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03-01-10, 11:07 AM | #29 | |
The Old Man
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Whining is better under the circumstances. Most of us haven't yet bought the game. Thus we can only whine
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As for variables and save games, if it works as Oblivion did, it should be ok. For example, the hunger mod saved the status of a user-created variable. There's one more thing I actually DO worry about. They said that you can't write stuff in the commander's log. That's so easy to do that I need to wonder why they chose not to implement such a simple thing. It would be a great asset if we could create Text-Boxes and buttons that take those variables and start scripts based on them. If we could mod in stuff like "increase depth by X meters", we could turn this baby into pretty much the perfect sim |
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03-01-10, 11:08 AM | #30 |
Frogman
Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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