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View Full Version : A Great Modding Platform - Why No Interest?


timetraveller
03-22-10, 04:23 PM
From outward appearances it would seem this game has not been received well. As the negativity builds I want to make a statement about PT Boats Knights of the Sea before it vanishes off the radar. There seems to be some great disappointment in this game "out-of-the-box" but there is more under the surface than the casual gamer would see. I speak as a modder and writer of 3rd party game utility software. I wrote the file unpackers/packers for Battlestations Midway/Pacific, the original unpacker/packer for Pacific Storm+Allies, the mission editor for Pacific Storm+Allies, the Mini-Tweaker for Silent Hunter 3 and 4, and other software for numerous other games.

It is a crying shame that interest in this game hasn't taken off. It is a tragedy that Akella chose to use PT boats as the focus of this game and not naval ships in general. Limited, scripted rail-missions were written but it didn't have to be that way, as the scripting allows for any number of random events and random unit positioning. What the casual purchaser of this game doesn't know is that with simple scripting and .xml mods it is a virtual sandbox for the naval combat gamer. This game is so highly moddable that you can make it into almost anything you want. All files are accessible and in plain text format, even moreso than they were in Pacific Storm /Allies, or any Silent Hunter version, or Battlestations Midway or Pacific. The AI is decent out of the box. 3D models are excellent. The ocean rendering is excellent. Weapons platforms on naval units are abundant to the point of overwhelming. Case in point - the Hipper alone has 22 flak guns, 10 main guns, and 4 torpedo launchers, all manable in first person. No 3rd party file unpackers/packers are needed. This game is ready to mod. What is everybody waiting for?

In two months of casual modding, maybe 100 hours worth, this is what I've done:

1. Made all ship units to be playable in first person through scripting changes. 90% of all changes are in the \common\input.py and \interactive.focus.py and \naval\__init__.py files and I have modified them heavily.

2. Added first person access to all guns on all units. Access to heavy guns (main guns) was never coded, but it was easy to add that (now you get to the heavy guns by pressing the "6" key). So I can fire light guns, flak guns, main guns, torpedos, and depth charges in first person on any unit by cycling to the individual weapon I want to fire. It is definitely cool to watch a torpedo come out of the barrel while viewing right over the launcher on a cruiser, or watch a depth charge being shot right up into the air or roll off the rack on a destroyer. Man any of the 22 flak guns or 10 main guns or 4 torpedo launchers on the Hipper!

3. Got rid of the silly requirement of pressing "4" twice to get to the torpedo sight. Now, pressing "4" takes you to the cabin on any ship (plus a zoom option). Pressing a different key takes you directly to the torpedo sight (PTs). Another key cycles you through the individual torpedo stations (on ships or PTs) one by one in first person. Another key cycles you through the depth charge launchers the same way. Another key even cycles you through the searchlight stations.

4. Added workable binocular-targeting sights to some selected weapons (more to do yet), something easy to do for any weapon (a one line addition to the weapon's def.xml file).

5. Made submarine dive planes operable. Simple, they were commented out in the command input table.

6. Made font size smaller in the radio message panel. Text size was way too big. (Changes to \GUI\Skin.xml).

7. Made all ships available in network play, with all onboard weapon options playable. (Edit the NavalDescription.xml file in the \LOCALE\en folder and add new ship records there. Currently only PT boats are in the file. Script changes are necessary in order to be able to command normal ships and their weapons).

8. Allowed catapulting of plane from cruiser in multiplayer.

9. Allowed firing from binocular in multiplayer.

10. Allowed primary targeting in multiplayer.

11. Allowed scrolling of primary targets in multiplayer.

12. Though the map size seems to be fixed at about 24km square, a simple tweak allows units to leave the map without killing the mission, expanding the play area (although you are no longer on the radar screen when you leave the map). This at least makes an almost unlimited first person playable area.

13. Made new units by duplicating existing ones. The process is simple. Simply copy the ship's folder in \NAVALS and rename the new one and change its internal name, then add the new ship to the mission or replace an existing one with the new one.

14. Swapped out weapons platforms on ships to customize a ship. It's a simple matter of just swapping out the weapon socket in the ship's def.xml file plus adding the weapon file to the folder.

15. Aircraft can be focused and followed on camera, and I suspect their guns can be fired or bombs dropped too as most of the scripting code is already in place. I haven't had enough time to get into aircraft. Land-based guns seem to be accessable too with proper scripting changes.

16. I have gone through the executable game file and have found many new functions waiting to be used, including new camera possibilities. I've added two new camera functions to the camera file. Currently I'm working on two new torpedo camera views accessable by mouse click.

A MISSION EDITOR?

Mission coding in the native Python script is easily readable text, about as simple as you can get. A GUI mission editor would be nice, but would not be an absolute necessity. It is easy to add new units to existing missions, or code entirely new missions. All of the stock missions have a lot of extra fluff like voices, extra radio text, stuff you don't need for a simple mission. Tear all of that out and you are down to bare bones, add the ships you want and position them, adjust some coding where necessary, and you have a new mission. You can have missions that don't even have torpedo boats - for instance, you can make cruisers and destroyers the subject of your mission. The torpedo boat was Akella's focus but it doesn't have to be yours. The mission editor I wrote for Pacific Storm could be adapted to work with this game, though it would be a several month full-time effort to make it happen. Maybe someday, if my interest stays with this game, but no commitments.

NETWORK PLAY

Netplay is utterly simplistic out of the box, just a bunch of PT boats running around firing at each other and respawning. I don't know why Akella even bothered with this. Even adding the ability to play and spawn any ship in network play winds up being the same chaotic surface shooting gallery as it is with just PT boats.

WRAP UP

Assuming I get all my mods done, I'll probably post the files somewhere if there is interest. Right now I'm off on a winter job in the southwest U.S. and have only limited time to work on completing it. I'll be home late spring and maybe I'll have more time to devote.

It would be a shame if a dedicated modding community doesn't spring up around this game. The only thing missing is some sort of plug-in to allow creation of brand new 3D models, something which might be done eventually by a smart young guy somewhere. PT Boats is a naval combat sim just waiting for a group effort. Reskinning, tweaking missions or creating simple new missions, tweaking weapons, ranges, ammo, etc. is doable right now. It is all there for the asking. I would think there would be more people into general naval surface combat (like I am) but it seems that the submarine sim interest attracts almost everyone anymore. Sadly, I am done with Silent Hunter. The Steam requirement for SH5 killed it for me and for any game that uses it. The modding community is missing the boat on PT Boats Knights of the Sea. I never could figure out why some game company has not come out with a sandbox game for creating naval combat situations like the train simulators do for train fans: a platform totally moddable so you can make the environment you want. PT Boats Knights of the Sea could be that game for naval combat - all it needs is a way to make new 3D units and perhaps a GUI mission editor and these mods with an ongoing modding effort.

I can't believe Akella spent 7 years on this and they only went this far. It is a great platform for general naval combat. People interested in naval sim modding are everywhere. I know they are out there. My unpackers for Battlestations Midway and Pacific are nearing the 2000 downloads mark since late last summer. A whole modding group has grown up around that game. I see no general modding interest for PT Boats Knights of the Sea. Can't figure out why.

-timetraveller

Sonarman
03-23-10, 01:49 PM
Couldn't agree more, it is a great shame that when so many are crying out for a surface sim that PT-boats has fallen off the radar especially when it is so open to modding. Hopefully Battlefront will realise that the game is not doing well at the current pricepoint and reduce it somewhat to entice more buyers/ foster more interest.

It should also be noted that Akella has already released the South Gambit expansion in Russia which adds many new features into the game including minefields and torpedo bombers hopefully someday we'll see a Western (battlefront.com) release. Looking forward to seeing your great mod.

timetraveller
03-26-10, 09:35 AM
Sonarman,

Interesting that the addon has already been released in Russia. I didn't know that.

I knew it was in the works because the ship units booklet that comes with the DVD version of the game shows some of the new units. The game seems to have the meshes and .xml already in place for the mines. I also see reference to them in the .exe so I have a hunch it might be possible to incorporate them with mods. The air torpedo, like the Japanese Kate would carry, is also in the current game, and might be able to be incorporated. However, the new ship and plane meshes are absent.

I still want to look into first person aircraft control (rudder, flaps). Following with a camera, some of the aircraft are a bit erratic as they are flying (with the AI in control), particularly the light weight fighters. Their flaps are always over-correcting to maintain level flight. I see some of the ammo can be followed with a camera. Last night I was able to follow a 500lb. bomb down after it was dropped. I'm sure the air torpedo would be the same. Would love to be able to follow a shell from a big gun, but that may be impossible.

-timetraveller

les green01
03-27-10, 11:29 AM
i would love to see a pacific mod for it

tater
03-27-10, 11:41 AM
TT, where in the SW will you be?

timetraveller
03-28-10, 10:15 AM
Hi tater,

I'm in Quartzsite, AZ at the moment. Leaving Easter Sunday for Denver, CO for a couple of weeks, then Rochester, NY. I spend my summers in NY anymore. I see you are in NM, one of my favorite states.

timetraveller

tater
03-28-10, 11:35 AM
I'm in ABQ. Drop me a PM if your heading through town.

<S>

tater

timetraveller
03-28-10, 03:03 PM
tater,

Thanks. Will do if I go that direction. My current plan is to head north through Flagstaff and into Utah to Moab. Depending on the weather of course.

timetraveller

theBruce
04-03-10, 10:16 AM
Hi mate,

as far as I understood you are willing to post your mods for the community. I would like to test them out in that case. I also tried out a few things with the sim, but due to time limitations I didn't get that far. Did some changes with the original markings,too etc. but that's all.

Let me know please if you can provide me some mods. Thx a lot in advance and happy Eastern!

Regards
theBruce aka -= Heimdall =-

Pips
04-04-10, 04:42 AM
Love the sound sof the mods your doing TT. When you do get around to posting them I'll certainly be using them! :)

timetraveller
04-04-10, 06:42 AM
Hi Guys,

Thanks for the interest. Headed back across the country today but won't be home till the end of April - so will be travelling till then. Will try to get something going in the weeks after that. Still have a lot to do on the ship units weapons sockets, making sure cameras are positioned correctly and all have some sort of crosshair to shoot with.

Will be in touch....

timetraveller

dsawan
04-10-10, 12:01 AM
Hi, thks for your efforts. i put this game away waiting for the mission editor or a random editor. I hope this comes to reality. keep going!:)

SkippyJack
04-15-10, 06:50 PM
Timetraveller,

It is sad the game turned out the way it is, but it sounds like there is hope and much good reason for it. I would love an SH3-ish experience with PT boats...and just look at how many pages the S Boat has! lots of us would love a great PT/ S-boat game. I can't get over how sad it is it turned out like this...it looked sooo good too.

And don't judge by post count...I'm gettin' up there and I know how to use the search button :03:

kotlin
07-31-10, 03:01 PM
Sorry for reviving an old thread but I've got a question for You Timetraveller. Is there a place where I can download from those files modified by You?? Those are very nice changes and I'd like to see how they changed gameplay.

raymond6751
07-31-10, 04:15 PM
I haven't seen it in stores in Canada.

I've visited their web site several times, no indication there?

You've not seen much about it on the forum, probably because nobody has the game.

timetraveller
08-03-10, 12:26 PM
Sorry for reviving an old thread but I've got a question for You Timetraveller. Is there a place where I can download from those files modified by You?? Those are very nice changes and I'd like to see how they changed gameplay.

kotlin,

Not at the moment. I still have lots of work to do on weapons positioning for the camera. Haven't had chance yet this summer to get back to it. Hopefully, I can at some time soon.

timetraveller

kotlin
08-03-10, 12:45 PM
Thanks for reply timetraveller. I'm looking forward to see those changes in action. Too bad there are only small shpis. It would be great to play as battleships, carriers or subs in that game...

timetraveller
08-03-10, 12:53 PM
I haven't seen it in stores in Canada.

I've visited their web site several times, no indication there?

You've not seen much about it on the forum, probably because nobody has the game.

raymond6751,

The only place I've ever seen it for sale here in North America is on www.battlefront.com (http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=234&Itemid=369)

timetraveller

Leandros
11-12-10, 05:52 PM
From outward appearances it would seem this game has not been received well. As the negativity builds I want to make a statement about PT Boats Knights of the Sea before it vanishes off the radar. There seems to be some great disappointment in this game "out-of-the-box" but there is more under the surface than the casual gamer would see. I speak as a modder and writer of 3rd party game utility software. I wrote the file unpackers/packers for Battlestations Midway/Pacific, the original unpacker/packer for Pacific Storm+Allies, the mission editor for Pacific Storm+Allies, the Mini-Tweaker for Silent Hunter 3 and 4, and other software for numerous other games.
Fantastic description of the game's possibilities. I am really looking forward to the mission editor which is now out. This game has what I miss in the SHIII editor, torpedo-launching MTB's and aircrafts. Too bad the He115 isn't in there. In the PT game I miss the possibility of the camera hovering above the action independant of an specific units.

Madox58
03-30-11, 05:23 PM
The only thing missing is some sort of plug-in to allow creation of brand new 3D models, something which might be done eventually
-timetraveller
Just started looking at PT Boats South Gambit myself.
After searching the 'Net, this appears to be the best thread I've found concerning Modding the Game.

So, here's what I'm looking at now.
I've figured out some of the 3D stuff last nite by looking at a .cw file in a Hex Editor.

It should be fairly easy to extract the 3D models if everything turns out as to what I'm seeing so far.
:hmmm:

I'm looking at box.cw as the study file because it's square.
(I hope! I've never seen it in Game yet.)
That makes the number of sides a known factor.
So I have a good idea how many verts there should be.
I'll write an .obj file based on what I see in Hex, then open it with a 3D program.
If the box is indeed a box?
:up:
If not, I should have a good idea what to think about to fix it.
:hmmm:

sergbuto
04-01-11, 07:20 AM
Yes, box.cw indeed contains a 3D-box

http://www.subsim.com/radioroom/showthread.php?t=157404&page=2

Edited: I decoded/extracted it some time ago and plotted in Deep Exploration but the screenshot is gone by now. I found similarities with .X format so I figured the original 3D models for this game were likely in this format before encoding.

Madox58
04-01-11, 05:30 PM
Hi sergbuto,

I did read through your thread awhile back.
:yeah:

I'd forgotten about it until after I posted in this thread.
And then I went back and read it again last nite.
Very good stuff.
:salute:

I just got 'PT Boats - South Gambit' so was looking for mods and such.

Between you and timetraveller,
(The only real knowledge I've seen about Modding it!)
I'm surprised there's not already a killer mod out there right now!

Regards!

Madox58
04-03-11, 03:48 PM
Haveing looked at the box.cw and looked at the .x format as sergbuto
stated in his thread, I've started to write a script and a template in 010 Editor V3.1.3 to play with the files.
The template will breakdown the sections or chunks to make it easier to see the different sections/chunks for future de-codeing of unknowns.
The script will allow quick extractions of the 3D models
(Hopefully leading to a stand alone export Tool first)
Then I'll try a simple import script.

I'm doing this mostly for the fun involved in the project.
And to give 010 a good test drive as I just bought it.
:)

Granted there may not be much interest in Modding PT Boats.
But it's a new one for me so I'd like to mess about abit.
:03:

zoso135
06-25-11, 02:43 AM
sweet

capatan
07-09-11, 07:27 AM
this sim needs a "below decks mod" to make it "hard core" :)

Madox58
04-18-12, 03:38 PM
Ran across my old notes on the structure of the .cw files and looked at a few files again.

Added more notes as I was going through the format and cleared up a bunch of unknowns.

When I get time, I'll do a plug-in for Noesis that will view and export the 3D objects.

It's a pretty straight forward format.

Madox58
04-21-12, 03:13 PM
Got the first test file extracted with an Alpha plug-in for Noesis today.
:D
It's the airpiece from the particles\res folder.

http://i108.photobucket.com/albums/n12/privateer_2006/test-2.jpg

Not much to look at but it works to prove that the structures as I decoded them work.

I hard coded the Alpha plug-in to look at absolute addresses for this test but I now know how to 'read' the files so it can find any info needed.
:rock:

As I don't like to step on toes and such? I posted at BattleFronts site about a new Tool to mod this Game.

RICH12ACE
04-25-12, 04:27 PM
hi all this is great news i hope there is a way of getting the cameras to go inside the cabins in the sim? :up:

Madox58
04-27-12, 04:03 PM
I was told it's OK to create such Tools.
:rock:

As I work on the Higgins for SH4, I'll work on the Tools for this.

76mm
09-18-12, 12:45 PM
Hi, I've tried and failed miserably to create some simple, functional missions with the mission editor (see http://www.subsim.com/radioroom/showthread.php?t=197571).

Before completely giving up, I thought I would take a look at these "plain text files" that might allow me to create missions. Unfortunately, as far as I can tell the files I would need to mod are the .msd files in the Missions folder, and they don't look to be plain text to me. While there is certainly some plain text in these files, I don't see how to set values, etc.

If I am missing something, please enlighten me.

Avimimus
11-06-12, 10:33 AM
So... any chacne of uploading a beta version of these mods?

Madox58
02-10-13, 05:49 PM
Working on the Noesis plug-in again I'm a bit stumped at somethings in some cw files.

I've asked my old friend DivingDuck if he had a few moments to look at somethings.
I hope he has a few moments to spare! His knowledge is priceless!
:D

I'd really like to get some people together to work on a project to create an exporter as the start.
Noesis can do that so We would not need to create the GUI.
Just some Python script.
I know a Guy that's very good with scripts for Noesis and understanding all the Hex stuff.
I've offered to pay him a few bucks to start.

Noesis could also handle an exporter plug-in to export to cw format.
At lest an exporter that starts by doing Swarm objects as the start.

What do you all think?
:hmmm:

Zinmar
04-14-13, 10:44 AM
Has anything else been going on with modding? I just came across this game at steam and seriously thinking about getting it. Of course, the first thing I did before buying was to see if there are mods out for it. Looks like the pickings are pretty thin...basically nothing. I read that it is very moddable but I have never done anything like that and have no idea how to do something like that.

Hinrich Schwab
04-20-13, 12:09 PM
Has anything else been going on with modding? I just came across this game at steam and seriously thinking about getting it. Of course, the first thing I did before buying was to see if there are mods out for it. Looks like the pickings are pretty thin...basically nothing. I read that it is very moddable but I have never done anything like that and have no idea how to do something like that.

There are a handful of mods, but no megamods, which the game really needs. The problem is that the game, at its core, does not know whether it wants to be a tactical naval simulator, a strategic naval simulator or a naval themed game with a lot of options. I played both flavors of PT Boats and my conclusion is that it really needs a megamod to stand out, but the game is obscure enough to where it may not come. The two biggest problems I have with the game (I really cannot call this a sim) is the fact that, first, the game flaunts the ability to control PT boats, but quickly places you in the position of a task force or convoy commodore. The PT boat quickly becomes relegated to a fully controllable "zergling" that is expected to do the dirty work of a much larger ship. This also means that the missions are also task force oriented, rather than PT boat oriented. The second major issue is the "multiplayer" option. Rather than what appeared in SH2/DC, where you actually had missions and objectives, PT Boats' multiplayer is just the Battlefield multiplayer concept with PT boats, complete with repawns and spawn camping. It is WAY to arcade-style for my taste and the entire multiplayer mode demands an overhaul to be a true sim.

The mission editor is a bear to work with and integrating new missions requires understanding of basic scripting just to add them to the game. Each new, custom mission is a mini-mod of its own. This REALLY limits modability because one cannot simply drag-and-drop new missions. Throw in the fact that every single mission is scripted with no random mission generator. When you are done with the missions, the game is excess space on your hard drive.

Yes, PT Boats has potential, but it is just not popular enough to attract the Megamod it really needs to shine. It is kind of like Shells of Fury in that respect as both are great concepts with less than spectacular execution.