View Full Version : [WIP] MightyFine Crew Mod 1.1
Heretic
03-07-10, 10:40 PM
*EDIT* 1.1 has been released. link: http://www.subsim.com/radioroom/showthread.php?t=163591
Ok this has served it's purpose. Thank you all for your input. I've remove the link the WIP file pending releas of Version 1.1
I need some feedback. I've made some changes to have the bridge watch coming and going from the bridge. There's no way around having people walking through each other. My question to you is which would you rather see : teleporting crewmen or a lot of clipping?
If you want to test this, just go through surfacing and submerging drills. Try to keep the time compression at 1. From the Control Room, watch where the crewmen are coming from to go to the bridge and watch how they come back when submerging. I've tried to keep them from stacking up at the ladder, but it's going to happen more often than not. THe WO takes a side trip in the CT to give the other crewmen a chance to clear the ladder. Sometimes it even works.
The Watch officer will walk from his post through the hatch and to the ladder. The hydroplane operators will jump from their seats and move toward the ladder. Once near the ladder, they teleport as before.
Coming back, they teleport to the bottom of the ladder, then walk to their positions. I added some animations to represent them landing at the bottom. It works ok most of the time.
I also have a different head for the XO I like better than the 1.0 version.
When you load a save, it takes them a few seconds to get themselves arranged.
Try it out if you like. I'd really like your opinion
* Link Removed * Thanks for your input!
kylania
03-07-10, 11:41 PM
I voted worth the clipping, since that's cool.
However, one thing I noticed was all the animated guys, and flooding, and AA = impossible to repair your ship since you can't find/talk to the Chief! The cursor was so laggy and all dialogs were laggy too. Not sure that's a problem with this, but with the increased animations might be something to think about.
U-Bones
03-07-10, 11:43 PM
Personally I don't -really- care how they get up and down the ladders, but nice job on the submerge script, the "fall" was funny !
This strikes me as somewhat groundbreaking. :salute:
Heretic
03-08-10, 12:31 AM
I voted worth the clipping, since that's cool.
However, one thing I noticed was all the animated guys, and flooding, and AA = impossible to repair your ship since you can't find/talk to the Chief! The cursor was so laggy and all dialogs were laggy too. Not sure that's a problem with this, but with the increased animations might be something to think about.
I don't think anything I did would affect that except in the transition while the guys are actually moving. I added no new scripts, no new triggers, no new decisioning.
There is obviously something going on in the control room, however. I'm going to do some testing with the control room scripts disabled and see what effect that has on things.
thanks for the feedback.
*edit* I disabled all control room scripts. All the crew stood there with their arms outstretched. I got only a small increase in fps. It doesn't look like the scripts are a big contender. Each crewman is doing one animation at all time anyway. All the scripts do is change which one that is. There's some optimizing I can do with them, but the benefits look small.
Its worth the clipping..
Look at the intro movie, with all the guys running around the ship. I want that, even if it involves some clipping, i was pretty dissapointed when actually starting to play the game that they all just stand around idle.
Clipping will do just fine. Thanks and keep'em comin:up:
red_scope
03-08-10, 01:40 AM
It really adds more effect and atmosphere to das boot. It looks good.
The clipping isn`t nearly as bad as I thought it could be.
The previous model of the XO was more in line with the smug arrogant youth leader of "the boat".
The crew are becoming alive I tell you, alive!
:up:
Gabucino
03-08-10, 01:59 AM
Oh.
This morning after waking up the first thought was "the watch climbing up and down the conning tower ladder". Don't ask why.
And then it's right here...
Thanks, I guess...
vickers03
03-08-10, 02:45 AM
awesome man!! you're already the top sh5 modder:yeah:
Church SUBSIM
03-08-10, 02:53 AM
Love it! Any chance you can add a couple more to the torpedo room and fill all bunks with crew ... they don't need to be moving around - just fill up the boat.
I can't wait for a few months when Ideas and mods like this get tweaked to perfection!
Sgtmonkeynads
03-08-10, 02:54 AM
I smell a crew on deck mod in the distance.
Tie it with the Obs. Scope, since it is up in port anyway, when down when leaving.
just an idea.
THANKS for doing this. #1 crew mod so far.
I've downloaded this already but haven't checked it ingame, will do ASAP. Thanks a lot for your work.
I voted for UGH. Too much clipping! Teleport them! But I need to check your current version ingame first so I might make up my mind :)
Highbury
03-08-10, 03:32 AM
I can live with the clipping. you only really notice it when you are staring right at it. When I just went about my business it seemed like there was a little more movement/life on the sub, and that is an improvement in my books.
Cthulhus
03-08-10, 04:03 AM
thanks !!
robbythesub
03-08-10, 04:08 AM
Clipping every time for me, and voted accordingly. Thanks :up:
nycoroner05
03-08-10, 05:40 AM
hello. love the mod. question, when I order periscope depth I do not see anyone coming down the latter. When i look up towards the top hatch it is closed. is this normal? Also do you find yu can't order diving while you are on the bridge. thanks bro.
kapitan_zur_see
03-08-10, 06:17 AM
Of course it needs refining, but in my book, it's already HUGE improvment.
If I was a martian, i'd say three thumbs up :yeah:
McHibbins
03-08-10, 06:18 AM
Animate them. Itīs worth :up:
piri_reis
03-08-10, 07:34 AM
This is great with them getting up and going to the ladder, and Depp coming over from the other compartment.
It doesn't matter if they clip every once a while, because it adds so much to the liveliness of the boat. :up: :up: :up:
Edit: One thing, sometimes when I surface (with the S key) they won't go up top. I've seen you mention the IsSurfaced flag before, so it's probably related to that. I wonder if we can implement a passive/active command to the chief or watch officer that says, crew up top, or crew diving positions to trigger the animations... I'll dig through the scripts today see if I can find anything.
Kretschmer the IV
03-08-10, 12:45 PM
Thank to all you modders for your efforts making SH5 so good :)
Can't wait to test this great new mod. :) still 15 minutes till i can go home from work ... owohooo :rock:
Heretic
03-08-10, 12:57 PM
Edit: One thing, sometimes when I surface (with the S key) they won't go up top. I've seen you mention the IsSurfaced flag before, so it's probably related to that. I wonder if we can implement a passive/active command to the chief or watch officer that says, crew up top, or crew diving positions to trigger the animations... I'll dig through the scripts today see if I can find anything.
It's a bug that goes back to at least SH4. I've been trying to come up with a way to get around this. I can set them to trigger with silent running so you can force them down that way. That might make them go back up if you turn of silent running tho. I think it should be possible to make a global variable that be set by a command to override it. That's getting beyond the scope of crew scripting tho and starts running into mod incompatabilties. I'm sure it'll get worked out one way or another.
Darkreaver1980
03-08-10, 01:02 PM
Animate them! :)
This mod is crazy, makes the game already 10 times more immersive. Heretic, i would even donate you some $ if you could animate all commands for the sub + damage + flooding. People running around if you order crash dive. people crashing to ground if the sub gets hit etc. Or people walking around the deck if its surfaced and no battlestations on.
Most of it shouldnt be so hard because the animations are already all there :)
Heretic
03-08-10, 01:21 PM
Animate them! :)
This mod is crazy, makes the game already 10 times more immersive. Heretic, i would even donate you some $ if you could animate all commands for the sub + damage + flooding. People running around if you order crash dive. people crashing to ground if the sub gets hit etc. Or people walking around the deck if its surfaced and no battlestations on.
Most of it shouldnt be so hard because the animations are already all there :)
Thanks. That's the plan. After I get the bridge watch completed to my satisfaction, I'd like to pretty much rewrite the exisiting strategies to make each crewman do the appropriate actions for submerged cruising, surfaced cruising, battle surface, and battle submerged, taking damage, the works. The devs have given us a pretty cool sandbox to play in.
redcoat22
03-08-10, 01:21 PM
Very very cool.
Is there any way to have them change out once their watch is over? I am sure I am getting ahead of myself.
Heretic
03-08-10, 01:30 PM
Is there any way to have them change out once their watch is over? I am sure I am getting ahead of myself.
Sure. It's very simple. Some of them already do. The crewman who mans the flak gun, for instance. In his bunk, he's in shorts. When on duty, he's in more appropriate garb.
Darkreaver1980
03-08-10, 01:37 PM
is it possible to give watchman at...lets say 50% chance a binocular? so you could have 2 guys with binoculars, or just one etc...would give the game more variety.
What do you think? is it possible that the gunner would actualy climb down the ladder and use the deck gun? that would be so immersive...using binoculars and pressing space and than you see how your guys do theyr work :rock:
Are there raincoats in the game or any clothing for rought weather? i never saw a watchman having this
edit: i just tryd the mod again
I have problems going through the hatches...i crouch a bit but its not enought to go through it. i have the problem the first time, so it must be something with the mod.
The animations are also a bit messed up. When i order to dive than they apear on the lader, turn 180 degree around and than make a climbing animation and than they go towards theyr post
Heretic
03-08-10, 02:54 PM
is it possible to give watchman at...lets say 50% chance a binocular? so you could have 2 guys with binoculars, or just one etc...would give the game more variety.
What do you think? is it possible that the gunner would actualy climb down the ladder and use the deck gun? that would be so immersive...using binoculars and pressing space and than you see how your guys do theyr work :rock:
Are there raincoats in the game or any clothing for rought weather? i never saw a watchman having this
edit: i just tryd the mod again
I have problems going through the hatches...i crouch a bit but its not enought to go through it. i have the problem the first time, so it must be something with the mod.
The animations are also a bit messed up. When i order to dive than they apear on the lader, turn 180 degree around and than make a climbing animation and than they go towards theyr post
Yeah, it's an improvisation using animations that were not made for what I'm trying to do. I'll continue tweaking them to try to get smoother results before I release it. We'll get custom animations eventually and be able to do all the cool stuff we'd all like to see. Until then, we'll have to make do with workarounds.
Dunno what to tell you about the hatch thing. I can't think of what might cause that.
Darkreaver1980
03-08-10, 03:22 PM
Is it possible to let the watchcrew climb up the lader without teleporting? currently they walk to the ladder and than....poof...gone, teleporting right into the coning tower :D
its a good start anyway :)
would be kinda crazy to see the crew actually climb it up.
Cant believe it that you already found out all that stuff because its new in SH 5 and the game is only a few days old.
wetwarev7
03-08-10, 03:30 PM
I voted teleport because eventually more and more crewmen will be added to the boat (maybe you'll be doing this, maybe someone else), and it seems the walking to/from location animations should come after the entire crew has been brought in.
But either way, I'll be using yer mod! :up:
Heretic
03-08-10, 03:38 PM
Is it possible to let the watchcrew climb up the lader without teleporting? currently they walk to the ladder and than....poof...gone, teleporting right into the coning tower :D
I'd love to do that but there's isn't an animation for climbing the ladder. Better to teleport near the ladder than from their seats.
Cant believe it that you already found out all that stuff because its new in SH 5 and the game is only a few days old.
Well, it may have something to do with me only playing the tutorial before I ducked under the hood and started tinkering with the innards. I haven't even sunk a ship outside of the tutorial. I was just trying to figure out how to put hats on my crewmen. That's how modding works. You see something you want to change so you figure out how to do it and one thing leads to another and pretty soon you don't actually play the game anymore.:D
Darkreaver1980
03-08-10, 03:50 PM
Do you know if the exterior deck is walkable by the sub crew? would be nice to see some sailors walking around the deck if the sub is on surface + no battlestation. Seems like that you only need one climbing animation than you could do seemless transitions between inner sub + conning tower and conning tower to exterior deck. hope Z movement is possible for AI crew
Heretic
03-08-10, 04:41 PM
Do you know if the exterior deck is walkable by the sub crew? would be nice to see some sailors walking around the deck if the sub is on surface + no battlestation. Seems like that you only need one climbing animation than you could do seemless transitions between inner sub + conning tower and conning tower to exterior deck. hope Z movement is possible for AI crew
It doesn't appear there are any waypoints on the deck except for the deck gun. That should be relatively easy to change. The problem is animations. Without animations, we're stuck with improvising with what we have.
Therion_Prime
03-08-10, 05:10 PM
I'd love to do that but there's isn't an animation for climbing the ladder. Better to teleport near the ladder than from their seats.
There is the animation from the guy in the bunker that climbs up a ladder to repair a lamp.
There is one animation for going up and one for going down. Maybe this could be used?
martes86
03-08-10, 05:40 PM
If you can get to properly animate the crew, I don't mind some clipping. Besides, if instead of just teleporting all at once, you used animations for every single movement they do, wouldn't that avoid the clipping?
Therion_Prime
03-08-10, 06:05 PM
There is the animation from the guy in the bunker that climbs up a ladder to repair a lamp.
There is one animation for going up and one for going down. Maybe this could be used?
Just tested it.
It would look soo cool, BUT: The animation plays too high (not from ground level) and is 90° in the wrong direction :-?
Edit: when a sapiens is teleported to CR_Stairs first, the animation plays at the right height, but is again 90° off counter clockwise.
If only someone would be able to make this small correction to the animation, it would fit perfectly!
Highbury
03-08-10, 08:31 PM
Really liking this test version. I would like to request as you get closer to a final one that we get two versions, one with and one without the "pirate". I find it annoying as hell to have a U-Boat crew member with an eye patch, but I find it more so when the crew keeps talking about the guy with the eyepatch and there isn't one. LOL
Best solution would of course be a change to the storyline, but I think just leaving his head in place is the easier one :03:
Thanks for all your work on this.
Sgtmonkeynads
03-09-10, 01:32 AM
I pretend that the file picture is from a little while after he had his accident at the academy. But since then he recieved a glass eye and no longer wears the patch. But everyone onboard knows about it and makes fun of him. Just use your imagination. Now if the modder could just hace that left eye wonder around by itself....:har:
JotDora
03-09-10, 02:38 AM
Really cool mod! thanks a lot for that. :arrgh!::yeah:
I love the things that your are doing with the game!
Keep the good work up!
Grettings from the frosty germany
JotDora
MikiBzh
03-09-10, 04:12 AM
Wow !, a new step foward.
Edit : The guy on the foward left, when getting his arm down, get his hand visible through the bridge. Just a little detail.
Heretic
03-09-10, 10:23 AM
I'd tried that bunker ladder animation too. I'm just going to have to bite the bullet and figure out how to edit animations. Even if I can't make new ones, there's a whole lot I could do if I could just rotate them to a different direction or changes offsets. There's also a lot, like the ladder animation, that have really useful segments, if I can figure out how to crop out the stuff I don't need.
It occurred to me this morning that I can probably set up a variable to control when the guys hit the bottom of the ladder, so I can keep them from stacking up so bad. :hmmm:
@Heretic
Have you tried tinkering with the .txt files in data/characters/animation folder?
The animation_info.txt file looks like it has rotation stuff in it. :hmmm:
Idle01_reversed 184.77306 184.77306 speed 0.0 184 as in rotation degrees?
turn90_left_01 0 90.000 90 degrees rotation?
Heretic
03-09-10, 10:54 AM
@Heretic
Have you tried tinkering with the .txt files in data/characters/animation folder?
The animation_info.txt file looks like it has rotation stuff in it. :hmmm:
Idle01_reversed 184.77306 184.77306 speed 0.0 184 as in rotation degrees?
turn90_left_01 0 90.000 90 degrees rotation?
Yeah. I got all excited when I found that. I thought it was x,y offsets. It definitely looks like it should allow some tuning of animations. I added an entry but I couldn't see any effect. I put a question about it in the sticky up top, so hopefully a dev will see it.
It probably merits further experimentation. I'll fiddle with it some more tonight.
fallenyggdrasil
03-10-10, 04:58 AM
One suggestion to get more life into the Uboot:
Maybe just 1 or 2 crewmembers walking through the boat from bow to stern and back as "loop". So there will be a -although senseless in itīs action- illusion of in-boat-life, just by adding some movement.
Adrian
Dragon81
03-10-10, 07:22 AM
In my point of view there will be enough life in the boat if Heratic will add:
http://img532.imageshack.us/img532/8739/jobsb.jpg
- CJOB_FWD_TORPEDO_LOADER_3
- CJOB_FWD_TORPEDO_LOADER_4
- CJOB_AFT_TORPEDO_LOADER_1
- CJOB_AFT_TORPEDO_LOADER_3
- CJOB_DeckGun_TRAINER
- CJOB_DeckGun_Loader_1
- CJOB_DeckGun_Loader_2
.
.
.
.
Also remember the FPS loss if you add too much crewman...
Heretic
03-10-10, 10:38 AM
One suggestion to get more life into the Uboot:
Maybe just 1 or 2 crewmembers walking through the boat from bow to stern and back as "loop". So there will be a -although senseless in itīs action- illusion of in-boat-life, just by adding some movement.
Adrian
Yeap. That's on my list. I've been thinking of various techniques to make it less repetitive. The Bosun seems a good choice for one of them.
Heretic
03-10-10, 10:55 AM
In my point of view there will be enough life in the boat if Heratic will add:
http://img532.imageshack.us/img532/8739/jobsb.jpg
- CJOB_FWD_TORPEDO_LOADER_3
- CJOB_FWD_TORPEDO_LOADER_4
- CJOB_AFT_TORPEDO_LOADER_1
- CJOB_AFT_TORPEDO_LOADER_3
- CJOB_DeckGun_TRAINER
- CJOB_DeckGun_Loader_1
- CJOB_DeckGun_Loader_2
Also remember the FPS loss if you add too much crewman...
Adding crewmen is beyond the scope of this mod. It cannot be done with the scripts. It has to be done with the submarine model files in the Goblin Editor. If someone down the road makes a mod adding crewman, I might make a version to support it. But I'm not in favor of adding crewmen just for the sake of having more. If they cannot be assigned suitable animations to make them useful and visually appealing, I just don't see the point.
I don't know what effect the CJOB setting has. Several of the crewman have the wrong setting. I don't know if this is intentional or not. Again, that's editor stuff and not something I'll be changing with this mod.
One of the things on my list is seeing if I can add existing crewmen to the torpedo loading sequence improvising with the existing animations.
I've experimented quite a bit with the deck gun crew. I can easily get more crewman to the gun. The problem is finding animations that have them standing far enough away from the gun so they're not standing in it. Plus they need to be pointing in a useful direction - they won't rotate with the gun. Third, they need to be doing an appropriate animation. The best one I found so far has the crewman facing the conning tower instead of the gun. So that's not looking terribly promising.
Heretic
03-10-10, 10:58 AM
@Heretic
Have you tried tinkering with the .txt files in data/characters/animation folder?
The animation_info.txt file looks like it has rotation stuff in it. :hmmm:
Idle01_reversed 184.77306 184.77306 speed 0.0 184 as in rotation degrees?
turn90_left_01 0 90.000 90 degrees rotation?
I experimented with this last night. I doesn't control rotation of the animation. It rotates the actor before or after the animation plays. I didn't spend enough time to figure it out completely.
urfisch
03-10-10, 11:27 AM
thanks a lot for the update on that!!!
:yeah:
redcoat22
03-10-10, 02:42 PM
So to recap - Going up and down the ladder and one of going through the hatches are the two biggest missing animations at this point? If we had these would the crew change rooms or do they have to teleport?
Heretic
03-10-10, 03:08 PM
So to recap - Going up and down the ladder and one of going through the hatches are the two biggest missing animations at this point? If we had these would the crew change rooms or do they have to teleport?
They'll always have to teleport. With the proper sequence of teleports and animations, you can make it appear seamless. If you watch the beginning of the tutorial, the Watch Officer will walk from your bunk to the control room, ducking through the hatch. You don't see him teleport, but he does. That hatch-ducking animation is actually performed from a waypoint in the control room. He walks up to the hatch, gets teleported to CR_NAV, and immediately performs that animation, which starts back at the other side of the hatch. Very slick and a good example of how to make room transition animations.
Unfortunately, animations are not something we can whip out with a text editor. It requires some pretty pricey software and some actual artistic ability. Once I get 1.1 released, I'm going to see if there's an inexpensive option that will at least allow me to rotate them and change their offset.
Heretic
03-10-10, 07:44 PM
Thank you everyone for your input. I've removed the WIP link. The 1.1 release will occur in a day or two. It will be announced on the MightyFine Crew Mod release thread.
kapitan_zur_see
03-10-10, 07:55 PM
As far as I know, the problem is not to model new animations, new 3d models and etc...
The problem being that it seems to me like you cannot add anything at all using the goblin editor, just fiddle with the existing paramaters values (light attenuation, rendering paramaters, that sort of things.)
Never saw anything about adding new content like new waypoints, new characters, even moving existing waypoints and the like.
I'm worried this goblin editor is nothing more of a viewer, nothing you can import from outside, just tweaking tool.
Heretic
03-13-10, 11:06 PM
1.1 has been released. See the main thread for details.
http://www.subsim.com/radioroom/showthread.php?t=163591
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