PDA

View Full Version : [REQ] Marine Life


wetwarev7
03-26-08, 12:11 PM
This has been mentioned once or twice before, but I just wanted to bring it up again in the hopes that a modder or two out there is looking for something new to do. And I didn't see a request thread for this....

I think some sort of marine life or 'biological' mod would really brighten things up on some of these long voyages. Anything from biological sounds picked up on the hydrophone to new models of dolphins jumping ahead of your bow. Heck maybe even having fish swimming around your boat in shallow waters(or maybe replacing the 'plankton' in the underwater view).

M. Sarsfield
03-26-08, 12:20 PM
As long as the fish only spawned within so many yards of the boat (rather than the entire ocean), I think it would be a cool feature. As it is, the Environmental mod is pushing the limits of my setup in fowl weather.

nfitzsimmons
03-26-08, 01:00 PM
GWX 2.0 for SH3 has dolphins and whales, so it should be do-able. Of course I don't have a clue how to do it...

momo55
03-26-08, 02:26 PM
The topic about finding a way to reduce the plankton would be solved :rotfl:

wetwarev7
03-26-08, 02:28 PM
The topic about finding a way to reduce the plankton would be solved :rotfl:

Yes, reducing the plankton has been solved. I just wonder if maybe there is a way to replace the plankton with fish and have them swim around. Considering that the plankton are a 'noise' type effect, I kinda doubt it

difool2
03-26-08, 04:51 PM
As long as the fish only spawned within so many yards of the boat (rather than the entire ocean), I think it would be a cool feature. As it is, the Environmental mod is pushing the limits of my setup in fowl weather.

You're regularly plagued by schools of sea chickens? :smug:

vickers03
03-26-08, 06:04 PM
i've had the idea of adding small fishes
swimming around the seaplants (via particle generators
attached to the grass in undersea.dat, for anyone who wants to try)
and adding corals, but it never worked out...

M. Sarsfield
03-27-08, 09:10 AM
You're regularly plagued by schools of sea chickens? :smug:

:rotfl: I knew that I mispelled that.

kapitan_zur_see
03-29-08, 03:09 PM
i've had the idea of adding small fishes
swimming around the seaplants (via particle generators
attached to the grass in undersea.dat, for anyone who wants to try)
and adding corals, but it never worked out...

mmm... All in all, i think your idea is very interesting and probably the best way to do it. I'll have a look at that

DeepIron
03-29-08, 03:12 PM
I'd like to see a wreck or two lying on the bottom sometime...

M. Sarsfield
03-31-08, 10:05 AM
I'd like to see a wreck or two lying on the bottom sometime...

I had that idea, too. If the water depth is say 450 feet or less, it would be nice to have any sunken ships still visible on the sea floor, even if you pass through that area many years later in the game. Also gives you one more thing to worry about running into if you're hugging the bottom.

wetwarev7
03-31-08, 10:19 AM
I'd like to see a wreck or two lying on the bottom sometime...

I had that idea, too. If the water depth is say 450 feet or less, it would be nice to have any sunken ships still visible on the sea floor, even if you pass through that area many years later in the game. Also gives you one more thing to worry about running into if you're hugging the bottom.

Now this is a great idea! Might also be used to interfere with sonar range readings as well.

I wonder how difficult it would be to add ships to certain areas and reduce the hitpoints so it would sink immediatly. I would think that sort of thing could be added to the campaign layers....

M. Sarsfield
03-31-08, 03:44 PM
I wonder how difficult it would be to add ships to certain areas and reduce the hitpoints so it would sink immediatly. I would think that sort of thing could be added to the campaign layers....


Interesting approach. The computer remembers what you sunk, where you sunk it, and then upon loading or starting a new patrol respawns the "wreck" so that it sinks quickly at the same location, BUT does not disappear as it normally does. This last part may be hard-coded, but I would hope that it's in a cfg. file.

It would be nice to hide in the area of one of the wrecks when being pinged by destroyers. Let them pound scrap metal for a while.