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View Full Version : Unite Us! Unite the Modders!


TwinStackPete379
09-05-09, 04:16 PM
I just loaded up TMO 1.7 and I just have to ask this 1 question to all the people involved: Why are you people not making ur own sub sim? This thing is so impressive. You guys are capable to do this sort of thing, how much of a leap would be involved just to get together, rent a frat house, have a couple of kegs delivered weekly, get food delivered, and just bang out the most kick ass sub sim ever made? Hell, I'll even volunteer to work the galley to keep yous fat and happy.
Outstanding job, really.:salute: I'm surprised it hasn't been proposed, or, if it has, you guys haven't followed thru. I, for one, would be the first one in a sleeping bag outside the local Gamestop for the midnight release of "Trigger Fleet Maru". Thanks for all the work you guys have put into these mods, they really kick ass.

Armistead
09-05-09, 05:24 PM
Most of em have job's and family, but you put up enough money, I'm sure some would show up. Some of these modders spend hundreds of hours or work and do take donations..Overall, I'm sure they would love it if it could be done.

TMO, FORS, RFB and my favorite, RSRD are some of the best mods out there for sure...

skwasjer
09-05-09, 06:41 PM
Who pays the salary for 2 dozen of people the next year? :03:

AOTD_MadMax
09-06-09, 05:42 AM
Modding is not creating an own subsim !

With the best Modding-Tool S3D you cannot make an new game.
For an projekt like this you need an SDK.
SH4 is an good base for creating an own sim but there should be done some hard reworks on the exe-file to make the AI better and so on.

For example :
Destroyers should be arranged into huntergroups to make them more harmfull.

A projekt like this needs a lot of time, who will pay this hard work ?

Greets

Maddy

Munchausen
09-06-09, 01:23 PM
Changing a few files controlled by millions of lines of computer code is one thing. Writing all that code, developing all those algorithms, paying third-party developers for shortcuts and kernal routines .... oik. That's quite another thing altogether.

:cool: But I applaud anyone who wants to give it a try.

keltos01
09-06-09, 01:46 PM
I saw once an open source subsim out there, looking pretty ok to me respective to SH4, don't know what happened to it though..

too hard work for no pay I guess... :cry:

found it :

http://img2.imageshack.us/img2/7341/screen5b.jpg (http://img2.imageshack.us/i/screen5b.jpg/)

http://img142.imageshack.us/img142/9342/screen3c.jpg (http://img142.imageshack.us/i/screen3c.jpg/)

http://img515.imageshack.us/img515/4080/screen6d.jpg (http://img515.imageshack.us/i/screen6d.jpg/)

http://img178.imageshack.us/img178/6554/screen1gw.jpg (http://img178.imageshack.us/i/screen1gw.jpg/)

We want to create a simulation that is realistic and interesting to play, with good graphics and sounds but more of an emphasis on strategy and realism. The game's purpose is not to glorify war, but to understand strategy and tactics. Our hope is that the final version will include network play and wolf-pack or destroyer versus submarine matches.

Posted by Matt L on 2008-06-04 20:04


After some careful thought and planning we have migrated from CVS to SVN. Everyone using the CVS repository should switch to the SVN repository as the CVS one is now locked. For read access the following should work:
svn co https://dangerdeep.svn.sourceforge.net/svnroot/dangerdeep/trunk/dangerdeep dangerdeep


In other news there has been progress on the physics simulation and uboats now act more realistically. Dive control is now possible with both rudders and ballast tanks. Other recent hi-lights include a new hi-res model for the type IIA bridge (Using an experimental shader).

Requirements

To play Dangerdeep you will need to be running a supported Operating System, you will also need:


A OpenGL 1.5 Compliant graphics card (OpenGL 2.0 or greater is recommended)
A fairly fast CPU, anything from 1.0ghz to 1.5ghz or greater should work
256mb RAM (512mb or more would be much better)
The usual suspects; Keyboard, monitor, mouse and some speakers or headphones

Installers



Windows (win32):- dangerdeep-setup-0.3.0.0.exe (http://prdownloads.sourceforge.net/dangerdeep/dangerdeep-setup-0.3.0.0.exe)
GNU/Linux (x86 & x86-64):- dangerdeep-0.3.0-linux-installer.bin (http://downloads.sourceforge.net/dangerdeep/dangerdeep-0.3.0-linux-installer.bin)





There is still no news on the next release, it will come when it is ready.


http://dangerdeep.sourceforge.net/

keltos

fireship4
09-06-09, 03:41 PM
Yes I saw that sim, and I think my friend mentioned it when I told him I play Silent Hunter. After your post though my interest is peaked and I think I'll try it out tonight.

Rockin Robbins
09-06-09, 04:34 PM
Maddy hit on it. It is quite a different thing to tweak graphics and configuration files than to write the underlying code. Only commercial entities have shown the stick-to-itiveness to actually see a submarine simulation to fruition. We've seen open source attempts here and there but no open source solutions that are half of what Silent Hunter 4 is.

One of the lessons of GWX4 is that screenshots and promo movies do not a sub simulator or mod make. It take extraordinary cohesion and focus to complete a supermod. Multiply that by 10 to complete a state of the art submarine simulation.

makman94
09-06-09, 05:27 PM
I saw once an open source subsim out there, looking pretty ok to me respective to SH4, don't know what happened to it though..

too hard work for no pay I guess... :cry:


http://dangerdeep.sourceforge.net/

keltos

@Keltos : indeed it is very very impressive and for sure ....very promising !!
i just liked it very much ...i think that there are a lot to wait from this attempt and why not the great modders from here to help to this project ? it is open (and they are asking for this) for anyone to help with his knowledge
a really good effort ! let's see....

TwinStackPete379
09-07-09, 12:11 AM
OK, ok. So it's a giant leap. A gamer can still dream, can't he? My offer to cook is still good, though.:DL

keltos01
09-07-09, 12:58 AM
@Keltos : indeed it is very very impressive and for sure ....very promising !!
i just liked it very much ...i think that there are a lot to wait from this attempt and why not the great modders from here to help to this project ? it is open (and they are asking for this) for anyone to help with his knowledge
a really good effort ! let's see....


is the project still active? there is a forum in french about it :

http://www.mille-sabords.com/forum/index.php?showtopic=18823


I like the idea, but modding on its own already takes so much time, and I can't write code : I would be stuck with making subs and textures, but why not ?

at least there wouldn't be no UBM wierd stuff would there ? and we could implement anything we'd need given a good coder (Skwasjer ? a project worthy of your skill !)

keltos

skwasjer
09-07-09, 04:28 AM
It certainly isn't something I could do on my own. A project of this magnitute requires at least 3-6 programmers, gfx/shader guys, designers and artists, all sorts of support crew, and a piss load of time. Which I don't have ;)

Really, this is a different ballgame and nothing like any dev-project around here. S3D is nothing in comparison... neither is any supermod (not even all of them together). I know there's plenty of people here that would offer help but it just wouldn't work and the project would die eventually (with alot of time wasted). Better get this out of your mind ;)

If you think about it, you may respect the work of gamestudio's a bit more (especially since they only usually have 1-2 years max) :up:

polyfiller
09-07-09, 06:40 AM
While unifying the community to produce a complete sim may be a big ask .... moving to a psotion where more mods are compatible and can be appiled incrementally would enable all of ourmodding goodness to be brought together. I know some mods can be applied on top of others, and indeed some modders produce different versions of their mods for different flavours of supermod (thumbs up to all of you for doing so) ... but there could still be more convergance of mods.

Unfortuantely the mod implementation approach is file replacement ... other mods I've been involved in (Freelancer) tools were availabel which allowed a mod to be scripted i.e. find line 24, replace text ABX with text XYZ. While this doesn't remove all conflicts, it did allow many mods to be incremental and easier to comine.

Maybe a start would be to recognise which part of which mod is THE best practice in a specific discipline e.g. who has the best natural sinking physics etc.

Rockin Robbins
09-07-09, 08:49 AM
In a way I like it, changing to an installer mode from a file replacement mode. But the reason that so many can participate in modding is the reverse engineering of existing mods. Although portrayed as evil by some, even they learn by reverse engineering just about every mod of note (that leaves mine out!:haha:) that there is.

Switching to an installer model would put mods into a "black box" category, where the average game player would have difficulty learning the ropes and so would just decide to depend on whatever the modder gods provided.

Also, the file replacement model makes it easy to swap mods in and out with JSGME. I found Grand Theft Auto San Andreas had no JSGME culture, but when I began using it, all the difficult modding tasks suddenly became easy. Their culture was in the stone age because they didn't believe in the file replacement strategy.