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Old 04-02-14, 09:55 PM   #1
Admiral Halsey
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Originally Posted by ReallyDedPoet View Post
Thanks AH.

Whatever happens, now or in the future, testers are always needed.
No problem.
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Old 04-03-14, 07:06 AM   #2
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Another thing that could be mentioned is modding tools available for SH4, and there are a bunch. From this thread: Here

Plus there is this thread from SH3: Here

What are we missing or what has been added to the mix not listed in those threads? Particularly the one for SH4.

----------------

- jimimadrid's various applications:SH4 Menumaker . JTxE Textenabler . SH_Keymapper
- Darkwraith's SDL Editor, can be used for SH4:Here
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Old 04-03-14, 08:26 AM   #3
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Depending on your skill it will take you around 2-5 years Or you can move on to something that has a better game engine, has much more flexibility and capability, and currently offers many of the things you are wanting. The choice is yours.
Probably porting all the pacific stuff over to SH5 would take also 5 years and still you would have gained on some things, lost on some others.
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Old 04-03-14, 08:38 AM   #4
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Probably porting all the pacific stuff over to SH5 would take also 5 years and still you would have gained on some things, lost on some others.
That is what I was thinking.

From a game-play side of things there have been huge strides, but the other part is modelling, adding new units, that sort of thing. And I would suspect if that happens in earnest, it will be for the ATO. Which will be great, SH5 is not going anywhere on my desktop.

But the PTO side I don't think would be a priority, so I think there is much value in working with what we have regarding SH4.
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Old 04-03-14, 10:22 AM   #5
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Yes, lurker is missed here. He did great things with the PTO and ATO : )
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Old 04-03-14, 03:31 PM   #6
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Isn't Dive at Dawn for SH4?

Yes.
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Old 04-03-14, 04:10 PM   #7
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Originally Posted by ReallyDedPoet View Post
Yes.
That's what I thought. Also Cybermat47 is working on a Japanese campaign is slowly working on his own Japanese campaign. Oh and my brother is into coding so maybe he could help with cracking the EXE for SH4?
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Old 04-03-14, 07:57 PM   #8
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Here is what is being done with SH5's exe:
http://www.subsim.com/radioroom/showthread.php?t=181433
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Old 04-03-14, 10:12 PM   #9
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Originally Posted by ReallyDedPoet View Post
Here is what is being done with SH5's exe:
http://www.subsim.com/radioroom/showthread.php?t=181433
Hmmm... Might take him awhile but give him the tools and time my brother could eventually do something like that.
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Old 04-03-14, 10:52 PM   #10
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Personally, my idea of what SH4 should have been is long lost with the clutter of adding the German side of play to the game. Anyone whose looked under the hood of this game.....long before the U-Boat Missions Add-on, with its 5th patch.....the game was predestined to do double duty. I'm sure before the March 2007 release, there were plans in the works to add the German side to the game. You could see it from the very outset......the American Campaign was going to get the short end of the stick.

For instance, version 1.0 of the game had only the Metric Units of Measurement as the sole source of measuring!! So, with the best game simulation for American Fleet Boats we get the Metric System to measure with!?! I'm surprised the Fleet Boat crews didn't speak German as well! The Menu_1024_768.ini file is full of useless, leftover trappings of SHIII, even with the Add-on, there are many of these files not used in-game.

What I'd like to see is a better game designed from the ground up devoted to Fleet Boats. Want to play the German side? You've got SHIII or V....but they should have started over with their design when thinking of an American Pacific War Simulation. I think you would have found a smoother running game, faster loading, with less useless files to run through. As it is, our modifications are just scratching the surface of what should have been a better game designed from within. Unfortunately it's not, we're just putting a fresh coat of paint on a decade old game engine.....and ten years passed is ancient history in computer terms.
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Old 04-04-14, 12:13 AM   #11
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Amen to that. The most irritating part about trying to mod this game is figuring out which files do what when half of them do nothing at all.
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Old 04-04-14, 08:45 AM   #12
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Amen to that. The most irritating part about trying to mod this game is figuring out which files do what when half of them do nothing at all.
not only that but some files for things will effect changes while other identical files for other similar objects don't change anything at all if you change values so some other file or system must control that element of that ship. there is little o no continuity to what you need to change to make things change in the game.
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Old 04-04-14, 08:53 AM   #13
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I don't know if I mentioned it before but the absolute sniper accuracy of enemy gunners in the game needs to be GONE.

there are those who claim gunners were fairly accurate because ships are more stable platforms then sub decks but to hit a conning tower at 5000m is impossible yet they do it with alarming success which is unrealistic to the most degree.

the thing with setting this is the balance when they get closer they should be more accurate yet the game works on a system where every "x" amount of shots is a dead on hit then it "forces" a missed shot every "x" number of shots so you get forced misses at 1500m and a conning tower hit at 5000m in the first 3 shots even though it can be argued it should be hard to detect the tower at that range much less hit it with any accuracy.

also no one has ever put realistic limits on low shooting so enemy guns aim way too low. battleships are a good example as they shoot down at you when at best they were limited to horizontal shots and the smaller guns should be the only ones targeting you.

a complete overhaul of range detection, gun accuracy, effective gun range, and elevation limits, as well as looking over the hit points of shells should be done
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Old 04-04-14, 07:25 PM   #14
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Hi folks. I am on my way south ( Florida ) for the week with the family. I will check in when I can here, keep the discussion going! As mentioned previously, I plan to use that Reserve Post of mine to do up a summary of the discussions at some point.

On a related note I plan to finish Thunder Below while on vacation : )
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Old 04-05-14, 04:44 AM   #15
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Default SH4 Mod Wishlist-Community Input Appreciated

Quote:
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Yes. The whole gun/ballistics model is FUBAR.

I don't think they even tried to get it right, probably didn't seem important to them.



Or as CS said above, they built most of SH4 on top of 3, so many things were overlooked
or not done properly.
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