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View Full Version : More screenshots, mods, etc


sergbuto
10-18-09, 10:36 AM
On second thought, I decided to make a new topic.

Moved these screenshots of the sub mod from the New screenshots & packshot for German Release topic to here.


My new ride

http://img110.imageshack.us/img110/1849/uboot01j.jpg (http://img110.imageshack.us/i/uboot01j.jpg/)


Getting some fresh air

http://img42.imageshack.us/img42/2204/uboot02.jpg (http://img42.imageshack.us/i/uboot02.jpg/)


Dive, dive, dive!!!

http://img158.imageshack.us/img158/9520/uboot03.jpg (http://img158.imageshack.us/i/uboot03.jpg/)


Be careful, guys! Do not run through walls and peri!

http://img42.imageshack.us/img42/6680/uboot04.jpg (http://img42.imageshack.us/i/uboot04.jpg/)

http://img11.imageshack.us/img11/1736/uboot06.jpg (http://img11.imageshack.us/i/uboot06.jpg/)


Please. do not forget me behind!

http://img197.imageshack.us/img197/5050/ubott08.jpg (http://img197.imageshack.us/i/ubott08.jpg/)


Meanwhile

http://img197.imageshack.us/img197/3974/uboot09.jpg (http://img197.imageshack.us/i/uboot09.jpg/)

No red triangle any more.

sergbuto
10-18-09, 10:58 AM
Now sailing British V-class sub


http://img9.imageshack.us/img9/3555/vclass01.jpg (http://img9.imageshack.us/i/vclass01.jpg/)

http://img39.imageshack.us/img39/8861/vclass02.jpg (http://img39.imageshack.us/i/vclass02.jpg/)

http://img190.imageshack.us/img190/5012/vclass03.jpg (http://img190.imageshack.us/i/vclass03.jpg/)


On the bridge

http://img23.imageshack.us/img23/853/vclass04.jpg (http://img23.imageshack.us/i/vclass04.jpg/)

http://img23.imageshack.us/img23/8959/vclass05.jpg (http://img23.imageshack.us/i/vclass05.jpg/)

http://img44.imageshack.us/img44/6075/vclass06.jpg (http://img44.imageshack.us/i/vclass06.jpg/)


Crew is rushing to arm the deck gun

http://img18.imageshack.us/img18/2065/vclass07.jpg (http://img18.imageshack.us/i/vclass07.jpg/)

http://img39.imageshack.us/img39/3158/vclass08.jpg (http://img39.imageshack.us/i/vclass08.jpg/)


By the deck gun (BTW, the enemy boats are putting up the smoke screen)

http://img44.imageshack.us/img44/2302/vclass09.jpg (http://img44.imageshack.us/i/vclass09.jpg/)

http://img39.imageshack.us/img39/7871/vclass10.jpg (http://img39.imageshack.us/i/vclass10.jpg/)


The crew is preparing for diving

http://img190.imageshack.us/img190/6987/vclass11.jpg (http://img190.imageshack.us/i/vclass11.jpg/)


Under the waves

http://img23.imageshack.us/img23/1927/vclass12.jpg (http://img23.imageshack.us/i/vclass12.jpg/)

HEMISENT
10-18-09, 08:49 PM
AAAAARRRRGGGHHH! Still no US release date! :damn:

Great pics Serge...thanks.

sergbuto
10-19-09, 01:08 AM
On the bridge of Tribal

http://img9.imageshack.us/img9/7263/tribal01.jpg (http://img9.imageshack.us/i/tribal01.jpg/)

http://img40.imageshack.us/img40/7391/tribal02.jpg (http://img40.imageshack.us/i/tribal02.jpg/)

http://img14.imageshack.us/img14/2603/tribal03.jpg (http://img14.imageshack.us/i/tribal03.jpg/)

http://img33.imageshack.us/img33/4686/tribal04.jpg (http://img33.imageshack.us/i/tribal04.jpg/)

http://img40.imageshack.us/img40/9522/tribal05.jpg (http://img40.imageshack.us/i/tribal05.jpg/)

Bartolomeus
10-19-09, 02:04 PM
Great looking pictures!

Sledgehammer427
10-19-09, 10:31 PM
where did you get this awesome mod?!

sergbuto
10-21-09, 01:50 AM
Great looking pictures!

True :). Although, most of the screenes posted above are from the mods. One can't get those in the stock game.

It is almost worth having the game just for the way it looks. I wish SH5 would look like that. I especially appreciate nice touches like changing face expressions of gunners the moment they push gun triggers. Exactly like in real life.

sergbuto
10-21-09, 01:51 AM
where did you get this awesome mod?!
I made it. :)

sergbuto
11-05-09, 07:30 PM
Finally I am back home after travelling for a couple of weeks.

A bit of modding info.

-The easiest way to remove arcade radar on the screen is to replace the corresponding textures to make it invisible.

-It is possible to make so that for any ship (since all of them can be playable) the player will have a number of observation points by standing on the deck/bridge throughout the ship and keep the option of the rangefinder view. Or the rangefinder view can be replace by the binocle view on the bridge.

sergbuto
11-07-09, 06:55 AM
It turned to be easy to destabilize PT-boats. Now, their movement on waves looks more realistic and the feel of standing on the bridge is more real.

Sonarman
11-07-09, 07:14 AM
It turned to be easy to destabilize PT-boats. Now, their movement on waves looks more realistic and the feel of standing on the bridge is more real.

That's the best news I've heard yet, though it does beg the question why didn't Akella do it when they had so many complaints about the reduced motion of the boats?

sergbuto
11-07-09, 08:11 AM
That's the best news I've heard yet, though it does beg the question why didn't Akella do it when they had so many complaints about the reduced motion of the boats?

In early versions of the game the boats did have more realistic motion as far as I can judge from trailers.

I have not come across a serious reason for justification of the reduced motion yet. Maybe, playing all the missions and the use of different weather conditions can answer this question. Otherwise, the only reason I can think of for now is that they were afraid to make a casual player sea-sick when using the bridge view.

sergbuto
11-07-09, 06:05 PM
Observation point on Fairmile aft

http://img12.imageshack.us/img12/5365/fairmile01.jpg (http://img12.imageshack.us/i/fairmile01.jpg/)


DC drop

http://img692.imageshack.us/img692/1212/fairmile02.jpg (http://img692.imageshack.us/i/fairmile02.jpg/)


and it goes off

http://img682.imageshack.us/img682/3638/fairmile03.jpg (http://img682.imageshack.us/i/fairmile03.jpg/)

http://img4.imageshack.us/img4/2937/fairmile04.jpg (http://img4.imageshack.us/i/fairmile04.jpg/)


Crew killed during attack

http://img35.imageshack.us/img35/9854/fairmile05.jpg (http://img35.imageshack.us/i/fairmile05.jpg/)


I really like animations when the guys reload guns with new magazines.

sergbuto
11-08-09, 07:37 AM
In the main menu window, where you can see one of the boats cruising in real 3D environment, the devs had an air attack scripted in original version which is not present in the release. I just uncommented that in the script and now one can see some action and crew firing the guns instead of just cruising.

Also, due to transparant scripting, one can specify different boats to be seen sailing in that main menu window and different weather conditions.

sergbuto
11-09-09, 01:12 PM
I have found around 8 parameters (for given mass) which affect the boat stability and its movement on the waves to different degree. To establish the right combination of those, one really needs to have good knowledge and feel of how each boat was behaving out in the sea. Was the boat jumping on the water at full speed or was it more steady? How was pitching versus rolling, which one was more significant? How strongly did the boats roll when turning?

Sonarman
11-09-09, 04:39 PM
Great to see that the devs have left this game so wide open for modders (may be its saving grace). Hopefully the ai ships physics and the sea state can also be altered to give larger waves etc? Particularly as the latest video (surface combat) made everything look very much "on rails".

sergbuto
11-09-09, 04:53 PM
Great to see that the devs have left this game so wide open for modders (may be its saving grace). Hopefully the ai ships physics and the sea state can also be altered to give larger waves etc? Particularly as the latest video (surface combat) made everything look very much "on rails".

The AI ships physics can be changed the same way as for PT-boats although the allowed variation in parameter values may not be enough for sufficient change for large AI ships.

sergbuto
11-09-09, 07:53 PM
It is relatively easy to adjust the waves but to make them nicer takes some work.

Here is a results of changes in some parameters to make quick and dirty adjustments and larger waves.

http://img199.imageshack.us/img199/8310/ptboatslargerwaves01.jpg (http://img199.imageshack.us/i/ptboatslargerwaves01.jpg/)

http://img30.imageshack.us/img30/1072/ptboatslargerwaves02.jpg (http://img30.imageshack.us/i/ptboatslargerwaves02.jpg/)

http://img30.imageshack.us/img30/2378/ptboatslargerwaves03.jpg (http://img30.imageshack.us/i/ptboatslargerwaves03.jpg/)

However, PT-boats do not take well at all those waves.

For stormy weather, more foam/white caps are needed. Not clear whether it is possible to get that.

Sonarman
11-10-09, 05:30 PM
Thanks a lot for that Sergbuto :up:, there does seem to be quite a lot of variables at play in terms of seastate & boat physics it will be interesting to see what happens to this sim in the future once you guys really sink your modding teeth in to it. The forthcoming addon looks promising too with the addition of minefields and torpedo bombers, I hope the ball keeps rolling on this one for a while and we get further expansions including the Pacific which would certainly help sales stateside.

I do find it strange that they didn't add more coastline into the game, it really only shows up halfway through the fourth campaign, and even my old system manages it quite well, so I don't think it was a performance issue. Perhaps they just didn't see the importance of land in a sea game.

sergbuto
11-11-09, 03:37 PM
I do find it strange that they didn't add more coastline into the game, it really only shows up halfway through the fourth campaign, and even my old system manages it quite well, so I don't think it was a performance issue. Perhaps they just didn't see the importance of land in a sea game.

For every mission, the playing map is only around 25 km^2. If the player sails outside the map, the mission is over. When the land is put on the map, this reduces the playable space even further. I guess that is why the devs do not use much land. There are only two small naval bases/ports depicted in the game for the Barents sea.

sergbuto
11-13-09, 07:07 PM
I have taken a closer look at the 3D model format the game uses (.CW files). I've positively identified the mesh verticies and corresponding to them texture coordinates and faces. With some more efforts the format can be fully decoded.

sergbuto
11-16-09, 02:26 PM
Here is a 3D model decoded and extracted from the Box.cw file in GameData\GROUPS\ directory. The original 3D file seemed to be in .X format before coding by devs.

http://img163.imageshack.us/img163/2350/boxptboats.jpg (http://img163.imageshack.us/i/boxptboats.jpg/)

sergbuto
11-17-09, 05:23 AM
From playing with scripts of mission files, it seems it is relatevily easy to randomize many aspects of the game, such as weather, units, unit routes, etc.

dsawan
11-23-09, 06:21 PM
Hi, can you post links to these mods?thx.:)

sergbuto
11-25-09, 01:26 PM
The mods and tweaks were done out of curiousity and as tests on moddability of the game. They were not meant for download. None of them is in finished form.

Most of the things you should be able to do yourself by non-complex editing of text files. You'll probably need some pointers though but only in the beginning.

Driver134
01-15-10, 06:57 AM
Can you give us some pointers? for playable u-boot

sergbuto
01-16-10, 06:15 PM
Well, the easiest way to do that is to use a trick I have described in the other thread

Say, you would like to do that for MClass. In the def.xml file in the NAVALS\MClass folder, you need to replace text line

<object_type>Trawler</object_type>

with

<object_type>TorpedoBoat</object_type>

This will provide access to AA gun stations with help of keys 1 or 2. The rangefinder view (key 4) will be replaced with bridge/binocle views. However, since the rangefinder view location is fairly high up (for all the ships), the bridge/binocle view will be substancially above the deck, sort of an observation point on the mast. The location of the bridge/binocle view can be adjusted only by hex-editing of the files.

While the gun station (first person) views will be fine for MClass, it may not be true for other ships. F.e. after using the same trick the def.xml file for Tribal, you will end up on the deck level (at gun's support) after switching to gun stations. That is because only guns used on PT-boats have a good definition of the shooter/first person view and when those guns are used on other ships, the views are okay.

Just do that with def.html in the NAVALS\U995 folder.

If I remember correctly, you would need to make some changes in the corresponding mission file as well. Say, replace the line

GTBoat1 = NavalObject ( 's26', RelationType.Friend, ObjectType.TorpedoBoat )

with

GTBoat1 = Submarine ( 'U995', RelationType.Friend, ObjectType.TorpedoBoat )


On the other hand, the proper way to do that is to modify script files. F.e. I have made changes in the SCRIPTS\common\input.py which allow for an access to the AA guns on any type of ships and in this case no modifications of def.html are any longer required.

Driver134
01-16-10, 07:11 PM
Thank you sergbuto:salute:

Kapteeni Rantala
01-28-10, 01:18 AM
Am I the only one lusting for playable Admiral Hipper? :arrgh!:

sergbuto
01-29-10, 03:25 PM
The mission maps in PT boats are too small for proper WW2-cruiser battles. On the other hand, this game engine shows good fit for the WW1 naval simulator. If Devs decide to release a 3D-model importer (under discussion at the moment), the WW1 stuff may be available some day.

Quee-queg
02-06-10, 03:37 PM
Those waves are much better, any chance you could share what you did to mod that?

Also a little request: would be nice if you could add/replace some other ships in the multiplayer mode.

sergbuto
02-08-10, 01:45 PM
In every mission file in MISSIONS\EpisodeX folders a line can be found like


environment.set("Episode3mission1.xml")


which means that the mission environment is specified in the "Episode3mission1.xml" file. These environment files are located in ENVIRONMENTS folder.


If you open one of those files (say, Episode3mission1.xml) in the text editor, two section for DirectX 10 and DirectX9 can be found which start after <dx10> and <dx9c>, respectively.

Subsections <Sea> in those sections set the sea state.


Parameters:


<water_mode val="4" /> should be set to 4 for DirectX10 and 3 for DirectX9.

<amplitude val="0.4" /> specifies the wave amplitude.

<height_quad_scale val="8" /> is tile size. It is multiple of 2, i.e. can have values 2,4,8,16. Value 2 corresponds to the largest tile and to the longest wave.

One can also play with the value of the <height_period val="4" /> parameter.



You can try such sets of parameters (tested for DirectX10) as

<amplitude val="2.4" />
<height_quad_scale val="2" />
<height_period val="5" />

or

<amplitude val="1.4" />
<height_quad_scale val="4" />
<height_period val="4" />


and see if you like that. But in these cases, the waves are too big for PT-boats.

sergbuto
02-13-10, 04:06 AM
I would like to see if anybody could make a viedo of the russian subchasers playable ingame.

They are not playable in the sense of switching between different stations. At least, not in the stock version.

Even if the boat is modded for that and you are standing on the bridge, you realize it is not the prettiest ship in the game in terms of the quality of 3D model. The devs did not use too many polys for some details of the boat. In addition, there are no high -poly versions of the Russian guns for MO-IV. The gunner viewport for the guns is not defined so the player ends up on the deck level when switching to gun stations.

Anyway, here are some screenies

http://img683.imageshack.us/img683/8823/mo401.jpg (http://img683.imageshack.us/i/mo401.jpg/)

http://img194.imageshack.us/img194/2451/mo402.jpg (http://img194.imageshack.us/i/mo402.jpg/)

http://img171.imageshack.us/img171/6595/mo403.jpg (http://img171.imageshack.us/i/mo403.jpg/)

http://img297.imageshack.us/img297/7880/mo404.jpg (http://img297.imageshack.us/i/mo404.jpg/)

http://img229.imageshack.us/img229/7835/mo405.jpg (http://img229.imageshack.us/i/mo405.jpg/)


I like American lend-lease subchasers better. It is possible to make them even with US crew.

TitaniumRR
06-19-10, 09:50 AM
Hi men,

All I have here now are the missions.

- Is there a way to play this game in "freeride"?
- Where to download the submarine mod to this game?
- Does the submarine MOD change the system requirements of the basic game?

timetraveller
06-25-10, 08:03 AM
Hi TitaniumRR,

- Is there a way to play this game in "freeride"?

Not without a lot of modification of core scripts and/or mission scripts. You can, however, play in God mode. See this post. (http://www.subsim.com/radioroom/showthread.php?t=166578)

- Where to download the submarine mod to this game?

To my knowledge, sergbuto has never posted his mod. He was only testing to see if the game could be modded.

- Does the submarine MOD change the system requirements of the basic game?

I doubt it. Probably not much, in any event.

====================================

To my knowledge, no one is actively modding this game. I had done quite a bit of modding myself to allow playable ships and weapons, but have not completed everything. I am quite busy this summer with other projects. I hope to get back to it at some time.

timetraveller

chrysanthos
08-28-11, 11:27 AM
this sub mod looks really great but when it will be ready for download friend?

capatan
09-01-11, 06:37 PM
hi timetraveller i hope you find the time to mod this sim its to good not to but like i have said before you can not go below decks in the boat/subs but its a great sim. why dont people mod it more [i dont have the time myself] :hmmm:

chrysanthos
10-08-11, 01:54 PM
i dont see yet any selectable playble subs or destroyers:( when they are ready for download please?