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View Full Version : [REQ] We are ready for a mega mod? (Env 2.2, BARF, Feared Hunters, DW TDC, UBHS)


MattDizzle
06-02-10, 02:47 PM
I say we make the first community mega mod right here and now, All we need is to combine the Environment mod, Feared hunters, Better and Realistic Floatation, DarkWraiths UI mod, and the "U boat historical specifications" mod, eliminate conflicts and sticky it at the top of this forum. Maybe Lite campaign too, who the hell expects people to sink 7 capital ships per year?

Putting all of these together in one easy to install package (assuming all the mod makers would be comfortable with it) would go a long way to preventing mod soup conflicts, would make it simpler for new users to have a functional game, would put us all on the "same page" and could be made a one-step unoffical patch for the game.

Mod authors, yay or nay, would you be ok with a unified JSGME mod assuming you were given full credit? I am formally asking for your permission to combine these mods in one easy-to-jsgme downloadable file. Any one of you saying no and i will not go ahead with it.

kylania
06-02-10, 03:14 PM
While this will be a good idea, I think it's still too early for that. TDW's mod is being upgraded every few days still and it's not near being complete based on the ideas TDW has posted. Other mods are still having work done to them.

The campaign probably won't be touched till we get working minefields and a final patch.

I'd give it time for work to get near complete for these things before combining them into one. I mean, they all work great with each other already, I use all the listed mods without conflicts after some customization, but most users won't want to have to upgrade their supermod every few days. :DL

MattDizzle
06-02-10, 03:19 PM
The whole community seems to be in a total funk though, and a common mod to build upon would be a big boost for the subsim community.

Waiting for DW to "Finish" his mod is like waiting for Ubi to "finish" patching the game, which i consider really counter-intuitive. I've been waiting for weeks for someone to do this and am willing to step up and do it myself.

As a result, this would be a one-stop patch for new people that didnt bother keeping up with the latest mod versions. Having to juggle 40 mods, as many of us are doing, is a pain in the ass by any standards. I'm sure some of us are willing to use older mod versions for the sake of simplicity. I would be happy, again only with the express consent of the mod authors, to keep the mod up to date as major releases are done. How nice would it be for there to be a thread where you could say "Click here and the game is finished". Instead of people having to hunt and choose.

I'm running like 3 TDW installs ago, i dont even have that new logbook :D

M4XDmG
06-02-10, 03:20 PM
That would be awesome. Though I didn't like env. 2.2 for having too thick fog. But better give it another try...

Ducimus
06-02-10, 03:32 PM
Your never going to get a universal community consensus for a super mod.

kylania
06-02-10, 03:40 PM
That would be awesome. Though I didn't like env. 2.2 for having too thick fog. But better give it another try...

Do what I did, restore to the default fog settings. :) I also removed the submarine folder from Env 2.2 because it conflicted with UBHS.


Your never going to get a universal community consensus for a super mod.


Truth. :O:


As a result, this would be a one-stop patch for new people that didnt bother keeping up with the latest mod versions.


If people aren't going to keep up with latest mod versions, it won't matter if they have 40 mods or just 1 mod running, right? :yep: I run a crap load of mods, but there's only 2 or so I have to update regularly. I'm all for a supermod eventually though.

SteelViking
06-02-10, 03:51 PM
Your never going to get a universal community consensus for a super mod.

That is true, it would have to be collaboration just between modders themselves.

THE_MASK
06-02-10, 03:57 PM
I am not ready for a mega mod . What i am ready for is a campaign mod .

Ducimus
06-02-10, 04:30 PM
That is true, it would have to be collaboration just between modders themselves.

Who would subsequently be inundated with requests ranging from the inane to the impossible. :haha:

Sorry, couldn't resist, but it's true!

speedbird
06-02-10, 04:31 PM
I am not ready for a mega mod . What i am ready for is a campaign mod .

I am ready!!! :yep:

Not getting any younger here mate...:O:

Salvadoreno
06-02-10, 06:56 PM
is Ubi really gonna give a final patch?

oscar19681
06-02-10, 07:06 PM
If there ever is gonna be a Megamod or supermod i would love to see Hansolo,s work implemented. For those who dont know he is working on correcting harbours and ports , realistic harbour traffic (escorts) and also a band to say goodbye and great you when you return like we had in sh-3! Surely this cannot be overlooked like the devs did.

Baffman
06-03-10, 09:23 AM
I was thinking to make a supermod with mod that i use, but i'm too lazy to ask for permissions and stuff like that.

This is my "essentials" list:

Accurate german flags
AilBubbles 1.0
AilDeckwave 1.0
AilImpurity 1.2
AilMoon 1.5
AilSmoke 1.7
AilWhiteInterior 1.0
Enhanced FunelSmoke
Environmental mod 2.2 (only non-conflicting files)
Free Cam Tweak 1.1
No Damn Bubbles, No Damn Halo Mod (without exclamation mark)
Old Style Explosions V1.1
Sub_Exhaust_1_0_2
Window_Lights_Redone_V1
U-boat Historical Specifications 1.4

Total weight: 118mb

Ragtag
06-03-10, 06:12 PM
mods that really should be added is:

The mighty fine crew mod
Conus graphics mod
critical torpedo hits 1.1
Enhanced funnelsmoke by Hansolo

MattDizzle
06-03-10, 10:01 PM
So far we have

"U boat historical specifications"
and
"Better/Realistic Floatation"

As a definite yes

Still waiting on W_Clear for "Enviroment 2.2"

Darkwraith said no for his UI mod :( I may have to use Reaper7's mod.

I also need to ask about an interior mod, and an AI mod or two. If anyone wants to help me assemble this shoot me a PM or respond here.

I offically announce the "Subsim Community patch" project.Pretty snazzy name eh? :D. We dont need to include every little mod there is, that would be boring. Just something the mods can sticky up and say "New people download this", than people add other mods they like to taste. I'd like to keep it under 150MB if possible.

TheDarkWraith
06-03-10, 10:09 PM
So far we have

"U boat historical specifications"
and
"Better/Realistic Floatation"

As a definite yes

Still waiting on W_Clear for "Enviroment 2.2"

Darkwraith said no for his UI mod :( I may have to use Reaper7's mod.

I also need to ask about an interior mod, and an AI mod or two. If anyone wants to help me assemble this shoot me a PM or respond here.

I offically announce the "Subsim Community patch" project.Pretty snazzy name eh? :D. We dont need to include every little mod there is, that would be boring. Just something the mods can sticky up and say "New people download this", than people add other mods they like to taste. I'd like to keep it under 150MB if possible.

I didn't say no, I said ask again when v3.0.0 is complete and bug free.

MattDizzle
06-03-10, 10:27 PM
Like i said, Darkwraith didnt say no, he said ask again when 3.0.0 is released :salute:

TheBeast
06-13-10, 06:45 AM
I am not ready for a mega mod . What i am ready for is a campaign mod .
I have been playing with this but I am a total nub with the mission editor.

Plus, I would like to see more ships, planes, environmentals imported before starting a Campaign MOD so they can be added during the process and creating the MOD.

I want something challenging where you actually have to plan the attack before heading in. Currently with Elite DE's it is a almost a total cake walk.

mobucks
06-14-10, 04:00 PM
ARMA 2 has something called YOMATOOLS that is a mod updater, and basicly it checks files on your cpu to the ones on the server, any old files are deleted then redownloaded/updated.

this enables people to recieve bi-weekly updates of that games megamod (ACE2)

with just one click.


of corse it is someones job to keep the server updated with the new files, but hey its just something to think about since that is an easy way to stay updated when a mod changes betas 2-3 times a week.

Madox58
06-14-10, 04:22 PM
ARMA 2 has something called YOMATOOLS that is a mod updater, and basicly it checks files on your cpu to the ones on the server, any old files are deleted then redownloaded/updated.

this enables people to recieve bi-weekly updates of that games megamod (ACE2)

with just one click.


of corse it is someones job to keep the server updated with the new files, but hey its just something to think about since that is an easy way to stay updated when a mod changes betas 2-3 times a week.


Some of us have talked about an installer.
Rather then just doing 7zips or such.
This is one point brought about in those discussions,
but not so nicely pointed out.
Thanks.
I'll keep this idea in mind.

SirHendrik
07-23-10, 01:43 AM
Just to revive this thread.
As I'm a software developer, I can write an automatic update / download tool.
If you are still interested in something like this, write a PM to me.

My idea is:
* Keep a list of available mods with their current version and download url on a central server
* Keep a list of selected mods on the client (created by the user on his own or published here as working combination) flagged with the locally installed version.

Every time the tool is started, it downloads the current list form the server.
This list is compared to the local list and if the version published on the server is another than the local flagged version, the url of the affected mod is taken and the file is downloaded.

I didn't have a close look on jsgme, if it provides an automation API. If there is one, we might be able to unpack the newly downloaded files, remove existing mods from the game and install the new version in the desired way.

This is just an idea... Download and listmanagement is no real difficulty.

Hendrik