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View Full Version : New Site for SH4 Content


Starforce2
10-01-09, 01:10 PM
Greatings everyone. I am proud to announce the SH4 mod site is in the final stages of being made operational. you may peek at it below.
http://silenthunter.filefront.com/

Please feel free to check out the file catagory list and offer any suggestions.

Also, looking for people from the community to be staff. You don't need to be a modder or bigshot member of the TMO team ect.

You need:
Broadband, the game v1.5 prefered, good english skills, and to be atleast 18 and agree to the staff TOS and register at gaming forums and to post comments on the files sites. FTP and email client a plus. You do not need to know any code what so over and all training will be provided.

SteamWake
10-01-09, 01:34 PM
Uhhh Subsim hosts mods too you know. ;)

ETR3(SS)
10-01-09, 02:20 PM
Didn't somebody start another silent hunter site not to long ago and post here about it too?

Starforce2
10-01-09, 05:52 PM
I thought one of them just closed up shop? And no offense to subsim, but going through pages of threads trying to find mods rather than sorted catagories are not all that appealing.

Ether way, this can certainly be sued as a backup incase anything happens to subsim. Plus, it's also free, and I am sure someone needs to pay for the bandwidth all these mods suck up at subsim. At any rate, we are not here to replace or compete with any website. We just want to support the community. I campaigned for this site because I felt the game needed it. Anyone is welcome to be staff, from my experience with BCfiles for startrek bridge commander, it works better when it's run by people who are active in the community.

DigitalAura
10-02-09, 02:18 PM
I don't get it... it's empty! I didnt see any mods at all listed... :hmmm:

Starforce2
10-02-09, 07:49 PM
Ofcourse, it's not completely operational yet. Nobody has submitted any mods or other items either, and there is no staff to post them. Hence the recruiting effort and asking for content. We're not going to just come to subsim or other places and rip all the files and host them. The POTD and such will be activated once the site goes fully online. I threw in a news item and some links for testing but so far that's it.

Rockin Robbins
10-03-09, 02:13 PM
Sorry, I just feel that my loyalty to Subsim outweighs any desire to get involved in a duplication of effort. Most of our mods are co-hosted by Subsim and Filefront now anyway. Subsim got there "furstest with the mostest" and I see this, BtS and others as mere distractions and dilution of the community effort. Unless they have something unique to offer the community I just don't think they are helpful.

Starforce2
10-03-09, 03:41 PM
yea each individual posts on filesnetwork, which is good as the dl's are fast, problem is, how do you find each of these users mods? By going through threads? By searching multiple forums? I imagine there are large stores of mods and such made by individuals that I can't find or have never seen because I don't know the link to their page, or haven't searched the right forum. If they were on silenthunterfiles, they're all in one spot and you got a ton of ways to search. There's the catagories that sort the mods, you can sort by developer, assuming they're contact info is up to date you can contact them too. There's a listing for requirements, and an outdated mode which places an outdated message and refers people to the new file. Currently broken but you can upload your own mod whenever you want, add a description and screenshots and readme then we just validate the file.

Plus, each mod gets it's own page, a full page, including dedicated comments, user ratings and HUGE pix thumbed and ready for clicking.

Either way, it's really up to the individual modders for how many and who's hostings they want to use, I already got the ok on one supermod, soo as the ftp get fixed..dang ftp decides to die 2 days before the site opens..:damn:

fred8615
10-05-09, 08:53 AM
What exactly would "staff" have to do? I might be interested if it isn't too involved. Also be aware, I'm never online on weekends. I meet all the other requirements though. And all but my music files are already on FF too.

Carotio
10-05-09, 09:02 AM
Didn't somebody start another silent hunter site not to long ago and post here about it too?

Yep, me
http://www.subsim.com/radioroom/showthread.php?t=149249

And WAY too few modders have taken advantage of it. :nope:

Try google "silent hunter mods" and see what comes up...:03:

Starforce2
10-05-09, 09:31 AM
What exactly would "staff" have to do? I might be interested if it isn't too involved. Also be aware, I'm never online on weekends. I meet all the other requirements though. And all but my music files are already on FF too.


Staff post files by writing a review, which is a one paragraph description of the mod, though it can be more. You copy and paste the mods readme.txt into a text field for that, select the author from a drop menu, attach pix similar to email attachments, up to 10 at a time. You need no coding experience or skills what so ever. If you can write a paragraph about a mod, install it into your game to make sure it works or make pix, and have enough computer skills to attach a file to an email or fill out one of those forum profiles then you pretty much are ready to go. The biggest part of the job is actualy testing files, though because some mods add a single ship into the traffic, for instance, it may take hours of play time to find said vessel in a convoy, in which case we'd either use the museum mod to get pix, review visualy, or ask the author to submit a couple images. So not every mod nessecarily needs to be actualy played, especialy if it's already been out there a while (thus we know it's not a dud).

FIREWALL
10-05-09, 09:59 AM
@ Starforce2 I appreciate your effort. :salute:

You don't hurt SubSim by offering another option.

Good luck with your site. Will check it out when your up and running. :DL

fred8615
10-05-09, 12:18 PM
Staff post files by writing a review, which is a one paragraph description of the mod, though it can be more. You copy and paste the mods readme.txt into a text field for that, select the author from a drop menu, attach pix similar to email attachments, up to 10 at a time. You need no coding experience or skills what so ever. If you can write a paragraph about a mod, install it into your game to make sure it works or make pix, and have enough computer skills to attach a file to an email or fill out one of those forum profiles then you pretty much are ready to go. The biggest part of the job is actualy testing files, though because some mods add a single ship into the traffic, for instance, it may take hours of play time to find said vessel in a convoy, in which case we'd either use the museum mod to get pix, review visualy, or ask the author to submit a couple images. So not every mod nessecarily needs to be actualy played, especialy if it's already been out there a while (thus we know it's not a dud).

I could handle that, especially for my own mods as well as the ones I use from others. The only other caveat is I don't play the U-boat side, so I couldn't test stuff for it accurately.

Starforce2
10-05-09, 10:07 PM
What exactly would "staff" have to do? I might be interested if it isn't too involved. Also be aware, I'm never online on weekends. I meet all the other requirements though. And all but my music files are already on FF too.

Well, if I can figure out how to use that mod installer thingy, I can go back to having one install where it is stock, so if something german pops up it wont be much of an issue.