View Full Version : slow decline of mods?
oscar19681
06-07-10, 01:25 PM
Is it me or am i seeing a decline of new mods and updates of existing onces after patch 1.2?
Maybe people are dissapointed with patch 1.2 to give the modders what they need to revolutionize sh5?
Or is it that people are just losing interest in sh-5 in general?
Stormfly
06-07-10, 01:31 PM
Is it me or am i seeing a decline of new mods and updates of existing onces after patch 1.2?
Maybe people are dissapointed with patch 1.2 to give the modders what they need to revolutionize sh5?
Or is it that people are just losing interest in sh-5 in general?
maybe some of them looked again into modded sh3 and thought, omg SH5 is a real pain :D
kylania
06-07-10, 01:48 PM
Is it me or am i seeing a decline of new mods and updates of existing onces after patch 1.2?
Maybe people are dissapointed with patch 1.2 to give the modders what they need to revolutionize sh5?
Or is it that people are just losing interest in sh-5 in general?
There's been 6 pages of posts since May 11th, when 1.2 game out less than a month ago. In the previous 2 months there were 11 pages of posts. So, post wise it's pretty even really.
Other than new ships and campaign stuff, what are we really missing? Ships are slow going since tools are still being developed and campaign work is waiting to see if this has been a final patch or not.
There's amazing mods being improved nearly daily and a lot of behind the scenes stuff that isn't happening on this forum.
Hartmann
06-07-10, 03:13 PM
There's been 6 pages of posts since May 11th, when 1.2 game out less than a month ago. In the previous 2 months there were 11 pages of posts. So, post wise it's pretty even really.
Other than new ships and campaign stuff, what are we really missing? Ships are slow going since tools are still being developed and campaign work is waiting to see if this has been a final patch or not.
There's amazing mods being improved nearly daily and a lot of behind the scenes stuff that isn't happening on this forum.
I´m agree about that.
At the beginning there are a lot of mods because the game is very new and there are a lot of things to mod. But After some time the "Easy" part is done and people wait to the next patch.
Also some tools are not available yet, so parts like new ships, submarines , campaign and other are waiting to be done.
Ducimus
06-07-10, 03:24 PM
a lot of behind the scenes stuff that isn't happening on this forum.
QFE. Most mod development acutally occurs off site. In SH4, most of the more active modders moved to a offsite messageboard where they could work openly, and yet not be derailed or sidetracted by alot of the normal goings on here on subsim. It also allows them to categorize and archieve posts (read: tech info) so its easier to find later on, rather then get buried in a mound of random forum threads like this one.
As i understand it, a similar forum has developed for SH5.
Madox58
06-07-10, 04:56 PM
As i understand it, a similar forum has developed for SH5.
One has that I know of.
And I have posted it in several places.
http://marblecake.proboards.com/index.cgi?board=general
You must register but that's a minor thing.
Sailor Steve
06-07-10, 05:17 PM
And don't forget that it was around three years ago when someone (I forget who or I'd look it up and quote it exactly) said that SH3 was just about done and there would be no new mods for it...
I'd say SH5 hasn't really even started yet.
The scripting is going to bring a new level to the term 'intellectual rights' and the squabbles that follow. How many ways can you actually code differently to get the same accomplishment?
Madox58
06-07-10, 05:25 PM
Ask Microsoft.
I'd bet they have the answer!
:har:
And new accounts approved.
:up:
Madox58
06-07-10, 07:34 PM
The scripting is going to bring a new level to the term 'intellectual rights' and the squabbles that follow. How many ways can you actually code differently to get the same accomplishment?
It will lead to a great big thread where people argue the EULA
and take stances.
Where some at onetime demanded open work and demanded no permissions needed?
Will now reverse that position with the same zeal.
Those that demanded protection?
Will now reverse that position with the same zeal.
It will all end up with a sticky called
'SubSim's recommended modding etiquette for SH5'
And I will be called a Prophet.
As I can foresee the future.
:haha:
Ducimus
06-07-10, 07:40 PM
Hmmm, let me know when that happens, so i can get the popcorn ready. Either that or ill hit Jimbuna up for the popcorn while i go get the sodas. :haha:
ShoCkwaVe
06-07-10, 09:39 PM
probably because sh5 became unbearably boring and NOT worth the pain
of moding in..
they probably went back to sh4 or even 3
boo to ubisoft for:
- killing SH4-GWX
- SH5 MOD Developement Support
- Online Verify to play an offline game.. wtf
boo i say ..just boo
I hope your sales rev shows you the bad choices you made
& how upset we all are about it.
kylania
06-07-10, 09:51 PM
boo to ubisoft for:
- SH5 MOD Developement Support
boo i say ..just boo
The inclusion of Python scripting has opened up so many new things that can be done that were simply impossible in SH3/SH4.
ShoCkwaVe
06-07-10, 09:58 PM
I am very firmiliar with python 2.6.2 scripting in Mount & Blade M.S.S
so until ubisoft decides to release a (Module System Source) for SH5
I stick to what i stated quote: *pain to mod in*
kylania
06-07-10, 10:16 PM
I am very firmiliar with python 2.6.2 scripting in Mount & Blade M.S.S
so until ubisoft decides to release a (Module System Source) for SH5
I stick to what i stated quote: *pain to mod in*
Maybe one day a programmer will write a module of common actions so Python scripters can work more easily with SH5 modding, but as far as Python programming is concerned, TheDarkWraith is adding some amazing features to SH5 that never could have been done with with earlier games. Editable persistent journal, on map customizable contact details, working standimeter via config file lookups, TC sensitive game command timer system, reworked WO speed estimator.
Sure it's not all easy peasy painless scripting, but the ability was added to the game by Ubisoft which has allowed players to do those kinds of thing and it's very much worth it. So maybe "boo on Ubi for not making it easy for me" but definitely not "boo on Ubi for making it available period".
TheDarkWraith
06-07-10, 11:25 PM
Ubi did a fairly good job of documenting the script manager editor that you can use in game. Once you figure out the little intracacies of it it's really easy to use. There are some items though that no matter what I try I cannot 'use' them. The real baffling part are the 'mystery' properties and methods that I see on some of the variables used in the code that aren't documented anywhere. Take for example the Menu class. It has a Menu.TimeCompression property that's not documented anywhere. Only reason I know it exists is because I found it perusing the files. This begs to question what else can Menu do? What other undocumented classes/methods/properties exist? :hmmm:
TheDarkWraith
06-07-10, 11:30 PM
I am very firmiliar with python 2.6.2 scripting in Mount & Blade M.S.S
Ubi isn't using C style Python in SH5. It's using Microsoft's version of Python which is MUCH more powerful :yep:
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