View Full Version : [WIPs] More Crew and some underwater love
Paris_England
02-10-11, 08:07 PM
Not sure whether any of this is of any interest but I managed to add the rest of the crew to the boat (approx 15 more crew) and I've made some high res textures for the undersea.
You can see the progress here:
http://s241.photobucket.com/albums/ff164/RAiDER_COCKPIT/sh5/?action=view¤t=sh5-paris-mods.mp4
"More Crew" adds about 15 more guys around the boat, but there's an issue with some pre-made (historical) missions. There's also an issue with it clashing with files that alter the interior (such as SteelVikings interior mod) or crew (Might Fine Crew or More Commands mods) -- however as these are both in the MO mod, it'd be easy enough to take what I've done and insert it into the MO files (as that's essentially what I've done in the vid)
However the internal waypoints in the historical missions are causing a problem -- I moved them to add the new crew and in certain single-missions the waypoints move back to their original positions. Obviously this gives some fairly obsurd results (levitating crew etc). At this time I can't track down what's causing this reversion.
"Some Underwater Love" redoes the seabed textures, seaweed tex, impurities and light levels/contrast/saturation to make it a little more pleasing. This works really well on top of SteelViking & Community Underwater mod. There's also a bonus dolphin to see if TheDarkWraith's iceburg method would work on such things -- and it does! Thanks TDW!!!
Issues with Some Underwater Love include needing permission from both the maker of the original SH3 dolphin mod and permission from TDW to include his methods for getting the dolphin to show. Oh, and then the dolphin needs added to the campaign -- along with all the other environmentals that it would seem possible to now add.
So that's it. Most of this is just proof of concept so there's no release yet (and certainly not on any bits which are other peoples') -- but I know the lack of crew and underwater blandness certainly bugged me and a few others.
Just testing the waters (so to speak) to see if there's any interest in taking this further.
Thanks
P
Church SUBSIM
02-10-11, 08:24 PM
Wow.
This is excellent. I am sure that TDW would be interested in adding this to MO (but shouldn't speak for him). Thanks for sharing the video and tackling the project ... looking forward to seeing more as I am sure the issues you were having will be solved.
I am pretty sure people are going to want the idea of more crew added to the boat ;)
Modding community ... amazing.
marleymen
02-10-11, 08:30 PM
:o:o:o:o
Stormfly
02-10-11, 09:16 PM
Not sure whether any of this is of any interest but...
dont make jokes damn highjacker, how much more you want ??? :stare:
...the rest of my crew :06:, he is telling me they are still allive :wah:
Sailor Steve
02-10-11, 10:06 PM
Looks like a great start. In the days before any crew (SH3) I said I didn't need them (and you really don't just to play the game). But if you're going to have them you might as well have them all. :yep:
This is a cool thing. :rock:
Jester_UK
02-10-11, 10:15 PM
Love the more crew mod. Just one question, if you're going to incorporate it into the MO mega mod, will you be doing a stand alone version as well?
(.... You know, for those of us like Olaf who like to make our own soup....!!! ;) )
THE_MASK
02-10-11, 10:54 PM
Any interest ? are you kidding . Waiting since the game came out for someone to tackle this :woot:
Any way to script battle staions and some crew run to the forward of sub ?
TheDarkWraith
02-10-11, 11:33 PM
There's also a bonus dolphin to see if TheDarkWraith's iceburg method would work on such things -- and it does! Thanks TDW!!!
Issues with Some Underwater Love include needing permission from both the maker of the original SH3 dolphin mod and permission from TDW to include his methods for getting the dolphin to show.
very cool :yeah::rock:
What permission do you need from me? If you're using information I posted on the forum then you don't need to ask me for permission. I put the information out so everyone can benefit from it :yep: And it appears you have :up:
I'm busy currently converting my scipts to .dlls. This will aid in loading time as 1) the .dlls are already compiled and 2) the .dlls aren't 'interpreted' like python is which is a speed bonus. Already converted SOAN.
mobucks
02-10-11, 11:37 PM
WOW.
Well, the sub is crowded now and looks cool as a first impression, but Im not sure I want more retards on board on a long run.
Im already very annoyed by my lazy crew and their behavior. When we are under heavy dc session, they just yawn and lay down or read books, when I ask for resupply the radio man just gives me the middle finger, the sonar is most of the time deaf.. for me is like living on a hospital ship full with retards.
But there somewhere should be more juice in the game. We all saw the trailer, where the crew is rushing to the battle stations when ordered, or chit-chat when they are idle.. so the animations are there. For me, this would be a major breaktrough, digging out the animations and link them to their way point according to the situation. Sleep when we cruise, be alert and scared when we are under pressure. Filling the boat with more retards helps with nothing.
Sepp von Ch.
02-11-11, 02:18 AM
:o:o:oThis is fantastic!:rock:
Great! I thought before that there are only seven of us in the boat :DL. I have to agree with Magnum that I really would like to see some more crew animations. Like Mighty Fine Crew Mod 2.0 or something. When I played tutorial mission again some time ago, I was so impressed when the game starts, one of the crew members makes way and presses tightly against the wall so that I can walk past him. So simple thing, but what immersion it gives! But anyway, this sounds interesting and really needed mod! Can't wait!
Great work, Paris!
Did I see 'The Edge' the guitarist from U2 onboard? Please do not include Bono, as he is too fat to get down the ladder :up:
But seriously, it looks great. Really like the algæ effect on the sea bed.
Looking forward to the final version.
stoianm
02-11-11, 03:41 AM
:yeah:It is just great - it is like my dreamings come true
UIs, IRAI, open-horizons, whales, dolphins, icebergs, mines, subnets, more crew end so one - this is no more SH5 - i would say that you just build SH6 gentelmens
Thank you so much to the moders who spend theirs time to do that:salute:
Magic1111
02-11-11, 04:43 AM
:yeah:It is just great - it is like my dreamings come true
UIs, IRAI, open-horizons, whales, dolphins, icebergs, mines, subnets, more crew end so one - this is no more SH5 - i would say that you just build SH6 gentelmens
Thank you so much to the moders who spend theirs time to do that:salute:
Yes, I agree with this (but I write not so big :haha:) !
Wonderful new "WIP" MOD, very, very NICE !!! :yeah::ping::yep:
Best regards,
Magic
Any interest ? are you kidding . Waiting since the game came out for someone to tackle this :woot:
Any way to script battle staions and some crew run to the forward of sub ?
I second that............and thank you:yeah:
THE_MASK
02-11-11, 06:48 AM
If it was me , i would do 2 stand alone mods . But its you not me . 1 for the extra crew and 1 for the sea floor . But its you not me .
urfisch
02-11-11, 06:58 AM
unbelieveable...
:o
Rickster1
02-11-11, 07:32 AM
Stand alone option please, great work. This game is beging to sing!!
If it was me , i would do 2 stand alone mods . But its you not me . 1 for the extra crew and 1 for the sea floor . But its you not me .
Agreed. I also vote for stand alone mod, at least for the sea floor and dolphins. I have no interest in more crew unless their waypoint and behavior is not fixed. I have no room for more retards on my boat. Actually, I would love a mod that remove my crew, or at least give me a shotgun to be able to get rid of them myself.
stoianm
02-11-11, 07:56 AM
Agreed. I also vote for stand alone mod, at least for the sea floor and dolphins. I have no interest in more crew unless their waypoint and behavior is not fixed. I have no room for more retards on my boat. Actually, I would love a mod that remove my crew, or at least give me a shotgun to be able to get rid of them myself.
:haha:
This is truly great. It adds so much (literary) to the feel!:up:
Church SUBSIM
02-11-11, 09:16 AM
If it was me , i would do 2 stand alone mods . But its you not me . 1 for the extra crew and 1 for the sea floor . But its you not me .
Agreed
Bilge_Rat
02-11-11, 09:26 AM
very nice.
RFB adds more crew in SH4 and it does add to the immersion.
Paris_England
02-11-11, 11:08 AM
Thanks very much for the encouragement and enthusiasm.
I see the crew and the underwater mods as being two separate things so no worries there. The crew mod though -- that depends on a few things. I use SteelVikings interior, MFC and MCCD -- all files which are touched by more crew and by MO.
The first version will be one which works with MO (for it to really work with MO, TDW will have to include it as it will not be compatible as is -- it overwrites the same files). Whether it would be included as part of MO is largely down to TDW and you guys -- and of course the quality of the final product ;) At this point I don't want to get ahead of myself -- it'd just be nice to have the thing finished.
I can see the reservations of having even more zombie crew, but I watched Das Boot the other night and was struck again by the claustrophobia -- something that I felt was missing from SH5 from the start. At this moment my crew does nothing but stand there scratching their collective nuts -- but they do add to the feel of confining.
I have a few things I'm not sure about -- the worst offender is trying to track down why the waypoints move sometimes.
Also I'm not really sure what to make the extra crew do -- if there's around 45 crewmembers, then is it 3 shifts of 15 per day -- does anyone know the crew roster and the average day for each job?
How about interactions? Do you want to talk to these guys? Do they need names? How about personal stories, conversations about life on board? I don't want to get too cheesy, but I'm wondering how you guys, as captain of the boat would imagine interacting with your crew.
Thanks
P
stoianm
02-11-11, 11:17 AM
Can you make your crew run in front of uboat when order crush dive and go back at theirs places when you are at 50 or how many meters you want?:D
Well, IF... IF someday the animation and waypoints will be fixed I would like the crew to act exactly as they did in the trailer. Because when I saw the trailer for the first time with the emo crew.. I said.. WHOOA, this ROCKS! Out of battle they just chat, salute the captain, ask if I need a soup .. but when we have action, they rush to the battle stations, they are scared and only whisper.
Only fill the empty space with more zombies, dunno... I better see that space filled with barrels, food or something useful.
capt-jones
02-11-11, 11:29 AM
:salute: good job keep up the good work, i would rather have 50 zombies onboard than 15, the game was made by 50 zombies at ubisoft,atleast i can see the lazy buggers now when i die they all die with me no survivors:stare:
Rickster1
02-11-11, 11:57 AM
Ideal is to get them to move but if not possible zoombies more men will add to imersion. Also a stand alone version as well please
Paris_England
02-11-11, 12:19 PM
Food, provisions etc will come with Privateer's work on import/export of the GR2 models I'm sure. I did previously manage to get a bunch of bananas into a new room with Goblin but something went hideously wrong in game. As soon as I walked into the room with the new bananas I was teleported off the boat to external view! Not sure what happened.
At this moment I'm trying to add new waypoints for the new crew. We'll see what happens :)
Im very curious about a thing.. those animations and waypoints used in the trailer can be found somewhere hidden in the game? That trailer it rather looks like a ingame footage than a rendered movie file. So those waypoints and animations should exist somewhere in the game and maybe they had no time to set them up properly...
Bilge_Rat
02-11-11, 12:52 PM
Im very curious about a thing.. those animations and waypoints used in the trailer can be found somewhere hidden in the game? That trailer it rather looks like a ingame footage than a rendered movie file. So those waypoints and animations should exist somewhere in the game and maybe they had no time to set them up properly...
If you look at the mighty fine crew mod, there is animation for the deck crew coming down the ladder when you dive and going back up when you surface. Heretic had mentioned it was already coded in the game but not used, I suspect because there is some clipping and characters walking through each other. I am sure that are many other animations which the developpers did not have time to finalize in the rush to get the game out.
Webster
02-11-11, 12:54 PM
"Some Underwater Love" redoes the seabed textures,
whew ... wasnt sure what to expect based on the title :har:
urfisch
02-11-11, 12:56 PM
definetely a real alarm behavior of the crew would be a very great step forward immersion!!!
:salute:
urfisch
02-11-11, 01:00 PM
Thanks very much for the encouragement and enthusiasm.
I see the crew and the underwater mods as being two separate things so no worries there. The crew mod though -- that depends on a few things. I use SteelVikings interior, MFC and MCCD -- all files which are touched by more crew and by MO.
The first version will be one which works with MO (for it to really work with MO, TDW will have to include it as it will not be compatible as is -- it overwrites the same files). Whether it would be included as part of MO is largely down to TDW and you guys -- and of course the quality of the final product ;) At this point I don't want to get ahead of myself -- it'd just be nice to have the thing finished.
I can see the reservations of having even more zombie crew, but I watched Das Boot the other night and was struck again by the claustrophobia -- something that I felt was missing from SH5 from the start. At this moment my crew does nothing but stand there scratching their collective nuts -- but they do add to the feel of confining.
I have a few things I'm not sure about -- the worst offender is trying to track down why the waypoints move sometimes.
Also I'm not really sure what to make the extra crew do -- if there's around 45 crewmembers, then is it 3 shifts of 15 per day -- does anyone know the crew roster and the average day for each job?
How about interactions? Do you want to talk to these guys? Do they need names? How about personal stories, conversations about life on board? I don't want to get too cheesy, but I'm wondering how you guys, as captain of the boat would imagine interacting with your crew.
Thanks
P
sure. there was a "3-watch-system" so every watch was to be on service for 4 hours. 12-4, 4-8 and 8-12. the 12-4 watch was the "mad-dog-watch", as you had to get up to get breakfast and couldnt sleep through the night. every crew member who was on "free service" was sleeping, doing maintenance or just hanging around. so guess, 1/3 of the crew was always at sleep, 1/3 was having free time and 1/3 was on watch!
hope this helps!
Paris_England
02-11-11, 01:31 PM
@webster :oops:-- yeah, I see your point :haha: Maybe I could have come up with a better title:hmmm:
@Urfisch -- Thanks.
So if possible you guys just want the crew to move about the boat doing crewish things. You don't want then for interaction or as a gameplay element (if this is possible)? Not that I can even think how that would work. Is the moral system working yet? And how about reknown? I haven't played the campaign much so I don't know whether it's easy enough to get reknown points.
Off the cuff idea -- use the chef's 'special meal' ability script in a modified manner on other crew members -- you talk with them, moral goes up in a small, small way. Maybe they tell you a bit about their background "Can't wait to get back to port and see Marge" and you can later ask them "So when did you meet Glenda" or "So when did you meet Marge" -- getting the name right increases moral, getting it wrong decreases it. In other words if you pay attention to your crew and get to know them, the happier they are.
Stormfly
02-11-11, 02:09 PM
i want my crew back :yep:
Well, Im a long term SH fan and for sure, I dont need more balast on my boat. But if by any means it will be possible to implement the SH3 crew system into a 3d world, Im all over for it.
Just imagine the joy: login into the game and drink a cofee with Hans, then have a nice chat with the WO about wtf to do in the next hours, scroll trough the messages you got until you was asleep etc. Then get out to the fresh air and scout the horizon, have a cigar with the boys, listen to some gramophone nor war news, talk about Marlene left pregnant in the port by Wolfi, clear issues with the engines with the engineer etc.
Then.. boom, alarm! Smoke on the horizon, everybody on deck just jump in the hole, dive and we all gather around the sonar. "Frak yeah sir, multiple contacts, we are in the business". The crew goes mad, everybody just run around and yell. The torpedoes got warmed up and ..
.. oh wait.. sorry, this is the SH5 forum. Oh well... carry on.
Magic1111
02-11-11, 02:19 PM
If it was me , i would do 2 stand alone mods . But its you not me . 1 for the extra crew and 1 for the sea floor . But its you not me .
Yes, I agree !!! :up:
Please two standalone MODs ! :yeah:
Best regards,
Magic
Vanilla
02-11-11, 03:03 PM
@webster :oops:-- yeah, I see your point :haha: Maybe I could have come up with a better title:hmmm:
@Urfisch -- Thanks.
So if possible you guys just want the crew to move about the boat doing crewish things. You don't want then for interaction or as a gameplay element (if this is possible)? Not that I can even think how that would work. Is the moral system working yet? And how about reknown? I haven't played the campaign much so I don't know whether it's easy enough to get reknown points.
Off the cuff idea -- use the chef's 'special meal' ability script in a modified manner on other crew members -- you talk with them, moral goes up in a small, small way. Maybe they tell you a bit about their background "Can't wait to get back to port and see Marge" and you can later ask them "So when did you meet Glenda" or "So when did you meet Marge" -- getting the name right increases moral, getting it wrong decreases it. In other words if you pay attention to your crew and get to know them, the happier they are.
Paris, that's just incredible!! It was rather a distant hope for me to see more crew in the boat! Way to go mate!
I recon that first priority is to implement shifts as Urfish explained, this will be already a big step forward from what we have now where some of the guys are just there to sleep in the bunks the whole war through and others are constantly there to stare at you. Crew rotation, that's first, don't want to see all the same faces in all the same places.
Second thing is to teach them to do something looking more human then they do now - if I laid in the bunk, I wouldn't be up sitting or twisting every 45 secs, I would be just sleeping (ideally with some blanket on me). If I wasn't sleeping and not on duty I would not stand upright in one place whole time, I would occasionaly walk up and down the boat or sit to chat with somebody, lay and read a book. While sitting I would not only sit like a defendant in a prisoner dock, but often inclined back and relaxed. If I am on duty - I will not be standing in one place like a statue starring at torpedoes or even sit on my bunk (bosun, torp man). When on battle station - nobody should just lay in bunks or sit there relaxed, neither should cook cook. ;)
Third thing is to make them move around the boat - run forward and back, walk through the boat etc.
And only fourthly should they be tought to talk, allowed to have families and, god forbid, talk to the captain. :arrgh!:
Paris_England
02-11-11, 03:07 PM
SH5 is my first silent hunter so I have no idea what crew management was like in previous iterations.
As far as SH5 goes, the 3d boat is there for immersion. The crew plays little part in the game as far as I can make out -- except to make it feel like you're not alone. Unfortunately, their presence makes you feel even more alone -- they're some of the worst NPCs I've had the pleasure of meeting.:dead:
Vanilla
02-11-11, 03:15 PM
SH5 is my first silent hunter so I have no idea what crew management was like in previous iterations.
As far as SH5 goes, the 3d boat is there for immersion. The crew plays little part in the game as far as I can make out -- except to make it feel like you're not alone. Unfortunately, their presence makes you feel even more alone -- they're some of the worst NPCs I've had the pleasure of meeting.:dead:
There was none. Only 'business-talk' (surface, dive etc.) and distributing awards to pics after a patrol. :)
Re talking to the crew. It is yours and only yours awesome mod. Do whatever you fell will make it more playable for you, we can only suggest. If you like them talking more - I am all in.
naights
02-11-11, 03:18 PM
Buenas:
If no new animation, maybe more comments (Something to Talk About), will help that **** of npcs.
panosrxo
02-11-11, 03:24 PM
SH5 is my first silent hunter so I have no idea what crew management was like in previous iterations.
As far as SH5 goes, the 3d boat is there for immersion. The crew plays little part in the game as far as I can make out -- except to make it feel like you're not alone. Unfortunately, their presence makes you feel even more alone -- they're some of the worst NPCs I've had the pleasure of meeting.:dead:
Adding rpg features to the game, will add immersion and will make it easier to play on lower tc (less boring)
THE_MASK
02-11-11, 04:44 PM
C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Sc ripts\AI\Dialogs
Dialog:AddMorale( 1.0 );
Dialog:AddMorale( -1.0 );
If you could expand on this then that would be great .
This would be quite fun on deck while no enemy contact state .
Wp:PlayAnimationAndWait("SECONDARY_Smoking01")
ReallyDedPoet
02-11-11, 04:49 PM
Nice thread. The more crew the better, adds to the immersion. I agree with the talk around expanding the dialogue, this would be nice.
Akula4745
02-11-11, 05:52 PM
Fantastic work! Wow... I cannot wait. Many thanks for your effort!
Paris_England
02-11-11, 06:08 PM
@sober -- thanks for the heads-up on the smoking animation :)
@everyone
I'm still struggling with finding a way to add waypoints -- if anyone's done this and you don't mind sharing, let me know :)
As it is, I've moved waypoints around, but they can only be moved within the compartment they were originally spawned. To be honest I don't know how this effects things, so putting in brand-spanking new waypoints would be a much better solution :)
Any ideas?
Thanks
P
THE_MASK
02-11-11, 06:15 PM
@sober -- thanks for the heads-up on the smoking animation :)
@everyone
I'm still struggling with finding a way to add waypoints -- if anyone's done this and you don't mind sharing, let me know :)
As it is, I've moved waypoints around, but they can only be moved within the compartment they were originally spawned. To be honest I don't know how this effects things, so putting in brand-spanking new waypoints would be a much better solution :)
Any ideas?
Thanks
[/URL]
P [URL]http://www.subsim.com/radioroom/showpost.php?p=1302447&postcount=42 (http://img29.imageshack.us/i/74658190.jpg/) Check the post date , Still waiting .
http://img29.imageshack.us/img29/1879/74658190.jpg (http://img29.imageshack.us/i/74658190.jpg/)
raymond6751
02-11-11, 06:21 PM
This is the first step, gentlemen, to a fully realistic crew. By that mean, take these folks and have them moving about, working, fixing things, and as already mentioned -- reacting. I hate when I sound battle stations and they stay in their bunks!
Well done and thanks! :woot:
Madox58
02-11-11, 06:30 PM
Waypoints are assigned in a GR2 file.
You'd need to add to that file to create new waypoints.
For example:
NSS_Uboat7B.waypoints.GR2
mobucks
02-11-11, 06:40 PM
whoever was making MFCM had gotten somewhere with all this so it gives me high hopes. I remember the first time I saw our friend Dieter Epp teleport through the conning tower after diving, it almost drew a tear to my eye, how this little man teleporting through the sub added so much immersion, I really do wish you the best of luck to make something like this more refined and immersive, hats off!
THE_MASK
02-11-11, 06:43 PM
good luck
http://img534.imageshack.us/img534/9305/70344010.jpg (http://img534.imageshack.us/i/70344010.jpg/)
Paris_England
02-11-11, 06:52 PM
Thanks Sober, Privateer et al.
Moving existing waypoints and adding Sapiens to them is easy enough (albeit I'm not sure what effect it has) Currently I'm using mainly door nodes which seem unused?
I've managed to add new waypoints in goblin, but SH5 crashes when I load a mission. I don't honestly know whether I'm closer or running down a dead-end. We'll see :)
P
Madox58
02-11-11, 06:58 PM
A new waypoint would be added to an existing GR2 file.
Adjusting how waypoints behave is totally different.
There is a .chr file connected to the GR2 waypoints file also.
Is that the file being changed when you mess with things in Goblin?
Or is it another file?
:hmmm:
Paris_England
02-11-11, 07:17 PM
@Privateer,
I can't find a way to add a new waypoint to any of the gr2 files. As far as moving the waypoints is concerned, I've been using Waypoint_infro_XXXXX.txt files as there's an XYZ offset there.
I've aslo been using this same file to point a new Sapien at the animations file (scripts/ai/crew/crew_idle_actions_XXX.aix) where a new animation set has been created and filled with existing animations.
The new sapien is created in goblin by rendering it to the existing waypoint in the CHR file.
What I also managed to do was use the NSS_Uboat7a.lst file and append a modified copy of QR2 waypoints GR2 where the waypoint names have been altered (hexedits).
Now when pulling up NSS_Uboat7a.GR2 in goblin I have two entries for QR2 waypoints which includes the original waypoints AND the modified waypoints. So far I can't get a .chr file to import.
So that's it. it's fine enough in Goblin but it crashes the game. TBH I haven't figured out how this all goes together so I may be being incredibly naive and/or stupid :)
THE_MASK
02-11-11, 07:17 PM
I did notice this in a file . Might be useless info .
MaxPettyOfficers=32 ; max number of crewmembers over rank 4
MaxOfficers=6 ; max number of crewmembers over rank 7
C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7a\NSS_Uboat7a UPCGE file.
Have a look at the whole file .
Madox58
02-11-11, 07:23 PM
@Privateer,
I can't find a way to add a new waypoint to any of the gr2 files. As far as moving the waypoints is concerned, I've been using Waypoint_infro_XXXXX.txt files as there's an XYZ offset there.
I've aslo been using this same file to point a new Sapien at the animations file (scripts/ai/crew/crew_idle_actions_XXX.aix) where a new animation set has been created and filled with existing animations.
The new sapien is created in goblin by rendering it to the existing waypoint in the CHR file.
What I also managed to do was use the NSS_Uboat7a.lst file and append a modified copy of QR2 waypoints GR2 where the waypoint names have been altered (hexedits).
Now when pulling up NSS_Uboat7a.GR2 in goblin I have two entries for QR2 waypoints which includes the original waypoints AND the modified waypoints. So far I can't get a .chr file to import.
So that's it. it's fine enough in Goblin but it crashes the game. TBH I haven't figured out how this all goes together so I may be being incredibly naive and/or stupid :)
Nope, not stupid at all.
When blazeing new trails?
Your bound to fail many times before you find the answer.
The .chr file imports fine if you don't adjust anything correct?
(I merged to stock files and it seemed to work)
Paris_England
02-11-11, 07:25 PM
@sober -- yeah I spotted that too. Have no idea what it means.
There seams to be a whole bunch of files which don't relate to SH5 -- vestiges from SH4 I presume. Doesn't make life easy :)
Madox58
02-11-11, 07:29 PM
From what I see?
50% of SH5 is just garbage from SH3/4
Guess they had to fill a DVD up to make it look good?
Or is the lack of WTF is going on the issue?
:haha:
THE_MASK
02-11-11, 07:34 PM
Ok, isee what you are dealing with now . Just spotted the files in
C:\Ubisoft\Silent Hunter 5\data\Submarine\Common\Rooms
Paris_England
02-11-11, 07:35 PM
@privateer -- yep doing a merge of common/waypoints_room_QR2.gr2 and waypoints_room_QR2.chr is fine in both goblin and SH5 game.
Adding the extra sapiens is fine in game (and goblin) also.
I thought if I could duplicate the waypoint gr2 file and import it I'd essentially end up with clones of the rooms original waypoints. So I copied the waypoint gr2 file and changed the waypoint names with a hex editor. I made a supporting CHR file which matched the waypoint names.
I can use these clone GR2 and CHR file in game IN PLACE OF the original GR2 and CHR but I can't find a way to get BOTH the original and copied GR2/CHR files to open up simultaneously in game.
Maybe it's just a daft route to follow, but I frankly don't know any better :)
Paris_England
02-11-11, 07:37 PM
@sober -- yep -- and then it all gets brought back together in submarine/nss_uboat7a , submarine/nss_uboat7b etc
Madox58
02-11-11, 07:46 PM
OK.
I suspect since your merely doing a copy and paste with a few hex edits?
ID confilicts are happening.
Every GR2 file has ID's attached to each entry in it.
(You can see the ID's in Goblin)
You can not change those. (YET!)
So a copy, even if renamed and such retains the original ID's.
Put 2 copies in Game and you probably get whacked.
(An old issue from past versions)
So say you rename a waypoint with Hexing.
It does not matter as it retains it's original ID.
2 ID's that are the same = CRASH most times.
Paris_England
02-11-11, 08:40 PM
I suspected there might be an issue with IDs -- presumably these are the same kind of identifiers as set in SilentEditor? Either way, that just blows.
Can we hexedit the IDs? Any ideas?
Thanks
P
TheDarkWraith
02-11-11, 09:38 PM
I suspected there might be an issue with IDs -- presumably these are the same kind of identifiers as set in SilentEditor? Either way, that just blows.
Can we hexedit the IDs? Any ideas?
Thanks
P
Been trying to narrow that one down myself. I want to clone the sub sensors so I can make different versions of them for different years to help make IRAI even better. Problem is I'm still trying to map out the .GR2 format and it's very hard to do :shifty: Just doing a hex search in the .gr2 file for the ID(s) turns up nothing. So the ID is coded somehow and once we can figure out how then it will be easy (hopefully) to edit the IDs in GR2 files.
marleymen
02-11-11, 11:01 PM
Maybe a PM from any SH Dev who is in this forum could help.
You guys are doing superb work these days. All we that doesn´t know how to help are here reading and looking at you like gods, not modders.
:rock:
Paris_England
02-12-11, 01:44 AM
You guys are all being fantastically helpful!
I'm missing something though -- where are you seeing the ID number in Goblin? Is it the pair of hex quads which show up in the title bar of the behaviours window? Eg 448B3419:F7A98A9C
Are these numbers the parent id/id?
If these are the id numbers you're referring to, the original and copied waypoints I'm using do have different numbers up there.
As I say, it seems that goblin will allow the loading of the two files, but sh5 will not. Does that mean that the ids are read/assigned differently between game and editor or is the editor just more forgiving?
I appreciate the help here :)
TheDarkWraith
02-12-11, 02:30 AM
I'm missing something though -- where are you seeing the ID number in Goblin? Is it the pair of hex quads which show up in the title bar of the behaviours window? Eg 448B3419:F7A98A9C
Are these numbers the parent id/id?
that is the ID of the object :up:
Paris_England
02-12-11, 02:53 AM
ok -- so when I click on waypoint1 in the original file it gives me a quad pair.
When I click on a waypoint1 in my copied file it gives another quad pair.
Comparing all the ids in both the original and copied files I'm seeing NO duplication.
So I don't get it. If the id number needs to be unique and that quad pair is the id number then what am I missing. It is unique, isn't it:06:
Speaking about waypoints, it reminds me the stupid incident with the icebergs where just because few waypoints were not closed, got insta ctd as soon as the game loaded. So who knows...
Paris_England
02-12-11, 12:20 PM
Thanks for the suggestion Magnum. The thing is the files don't crash the game if used individually -- just when I try both at the same time.
Anyone wanna help straighten me out on the ID number thing -- two posts up :)
much appreciated :)
P
Paris_England
02-12-11, 01:03 PM
... and while you're trying to explain that to me can you also explain why the waypoints move to different places depending on the mission loaded?
Eg:
Historical mission 1: waypoints are at position X
Historical mission 2: waypoints are at position Y
Campaign mission: waypoints are at position Z
panosrxo
02-12-11, 01:07 PM
... and while you're trying to explain that to me can you also explain why the waypoints move to different places depending on the mission loaded?
Eg:
Historical mission 1: waypoints are at position X
Historical mission 2: waypoints are at position Y
Campaign mission: waypoints are at position Z
It's not that they're different subs in the different missions -- I've replaced all the files in DATA/SUBMARINE with just 7a data -- so the waypoints have to be being called from elsewhere? Strewth, this is a mess.
Maybe you should look into mission files. Just a suggestion. Or try making a new single mission and test what happens
Stormfly
02-12-11, 01:11 PM
Maybe you should look into mission files. Just a suggestion. Or try making a new single mission and test what happens
your shure that this are position fixed waypoints ? ...could also current crew positions or maybe crew target positions (moving waypoint) ?, they are moving :D
Paris_England
02-12-11, 01:12 PM
Thanks Panosrxo.
I created a single mission and things are fine -- the waypoints are where I put them. Same with TDW Torpedo test. Others are not so good.
I can't see anything in the campaign files which relates -- I must be missing something.
@StormFly: The guys I added don't have any animation other than an idle so they stay in the same spot -- ie they're attached to their waypoint. Thing is they're in difererent positions in different missions which would suggest the waypoints are in different positions.
I really need a way of getting new waypoints in the game.
P
panosrxo
02-12-11, 01:21 PM
So is that correct:
New missions: OK
Historical missions: Not OK
Campain: OK ??
If so, you should worry about the historical missions. They can be remade.
Stormfly
02-12-11, 01:23 PM
Thanks Panosrxo.
I created a single mission and things are fine -- the waypoints are where I put them. Same with TDW Torpedo test. Others are not so good.
I can't see anything in the campaign files which relates -- I must be missing something.
@StormFly: The guys I added don't have any animation other than an idle so they stay in the same spot -- ie they're attached to their waypoint. Thing is they're in difererent positions in different missions which would suggest the waypoints are in different positions.
I really need a way of getting new waypoints in the game.
P
hmm, say the current waypoints you use, they where allready present in the game before you attached something to it right ? ...so this could be some random code allready implemented by the devs, to have different crew starting waypoint positions each mission.
Paris_England
02-12-11, 01:34 PM
@panosrxo -- new missions seem ok -- the rest is a crapshoot.
@Stormfly -- I don't think it's random. My mission waypoints are in a set position. Another missions waypoint are in another position. It's not like each time a mission is loaded it's different, just that each mission has a particular waypoint positioning.
:06:
Trevally.
02-12-11, 03:05 PM
@Paris_England
Could this issue you are having be anything to do with
the SH5 folder in mydocs. Looks like it checks settings
here when loading missons etc.
urfisch
02-13-11, 06:57 AM
tdw, privateer, anvart and all other coder-talents here: please help this guy!!! he is doing something really impressive.
Paris_England
02-13-11, 07:33 AM
@Trevally: That's not having an effect either, but good thought :)
[501]Otto
02-13-11, 07:55 AM
Impressive work :o:o
Magic1111
02-13-11, 08:10 AM
tdw, privateer, anvart and all other coder-talents here: please help this guy!!! he is doing something really impressive.
Yes, PLEASE HELP !!!!!!!!!!!!!!!:rock:
Paris_England
02-13-11, 09:50 AM
WOOHOO!!! Just got my very first crewmember to show up on a completely unique waypoint!!!!:rotfl2::haha::haha::har::rotfl2:
Now if only I can remember how I did it!
TheDarkWraith
02-13-11, 09:54 AM
WOOHOO!!! Just got my very first crewmember to show up on a completely unique waypoint!!!!:rotfl2::haha::haha::har::rotfl2:
Now if only I can remember how I did it!
Excellent :up:
Paris_England
02-13-11, 10:04 AM
...and so far he's staying where I put him in missions and campaigns!!!!!
Can you tell I'm happy?
P
:har::har::har::har::har::har::har:
panosrxo
02-13-11, 10:20 AM
...and so far he's staying where I put him in missions and campaigns!!!!!
Can you tell I'm happy?
P
:har::har::har::har::har::har::har:
Thats great news. Congratulations!!
Jester_UK
02-13-11, 10:27 AM
That's great news. Well done!! :DL
Paris_England
02-13-11, 10:55 AM
What I think this means is we can essentially add a new 'layer' of waypoints on top of the existing by duplicating what's already there and shifting them around. This will mean that the original crew will not need to be moved and it means that we can add as many crew as we need :)
Adding new behaviours is dependent on there being existing animations. Also the relevance of the behaviours are dependent on what flags are available to the scripts.
For instance, wet weather gear relies upon knowing what the weather is. Introducing a shift system relies upon knowing what the time is.
I need to look into this side of things -- i've already seen a isWeatherBad() call or similar --- but nothing on gametime.
If anyone knows where there's a full list of script functions it'd be most appreciated and helpful.
Again -- thanks :)
P
TheDarkWraith
02-13-11, 10:58 AM
If anyone knows where there's a full list of script functions it'd be most appreciated and helpful.
good luck on that one. They didn't document or provide a list of these functions. You'll have to compile a list of 'known' ones by going through every file and seeing what functions they contain. I started compiling this list but quickly burned out from the time it was taking to do.
Paris_England
02-13-11, 11:06 AM
Strewth -- there's always something with this game isn't there. You think you've done the hard bit only to find out that around every corner, there's another corner.:yep:
@TDW -- I don't mean to keep pestering you, but did you happen to find anything similar to a getCurrentTime function on your travels?
Thanks
P
TheDarkWraith
02-13-11, 11:11 AM
Strewth -- there's always something with this game isn't there. You think you've done the hard bit only to find out that around every corner, there's another corner.:yep:
@TDW -- I don't mean to keep pestering you, but did you happen to find anything similar to a getCurrentTime function on your travels?
Thanks
P
Here's what I had compiled before burn out on it:
################################## strategies ######################################
strategy BK_O_WALK_01_IDLE01(wp)
{
action
{
Wp:PlayAnimationAndWait( "BK_O_walk_01" );
Wp:ScriptCompleted();
}
}
################################## if-else-endif ###################################
if ...parameter... then
{
...commands...
}
else
{
..else commands...
}
endif;
################################## conning towers ##################################
"VIIATower"
"VIIBTower0"
"VIIBTower1"
"VIIBTower2"
"VIICTower1"
"VIICTower2"
"VIIC41Tower1"
################################## Animations ######################################
"BK_A_croud01_01"
"BK_A_croud01_02"
"BK_A_croud01_03"
"BK_A_croud01_04"
"BK_A_croud02_01"
"BK_A_croud02_02"
"BK_A_work"
"BK_B_commander"
"BK_C_Carry_01"
"BK_C_ChangeLamp_01_part01"
"BK_C_ChangeLamp_01_part02"
"BK_C_ChangeLamp_01_part03"
"BK_C_ChangeLamp_02"
"BK_C_Waiting_01"
"BK_CaptainRun"
"BK_G_work_01"
"BK_G_work_11"
"BK_O_idle_01"
"BK_O_walk_01"
"CAPTAIN_Bunker"
"CAPTAIN_Idle01"
"CAPTAIN_Speech01"
"CAPTAIN_Speech_and_leave"
"CMO_Bunker"
"CR_CHIEF_explosion_event02"
"CR_CHIEF_explosion_event04"
"CR_CHIEF_explosion_event05"
"CR_CHIEF_Idle01"
"CR_CHIEF_Idle02"
"CR_CHIEF_MAP_Idle01"
"CR_CHIEF_MAP_Idle02"
"CR_CHIEF_MAP_Idle03"
"CR_CHIEF_Order01"
"CR_CHIEF_Talk2HA_01"
"CR_CHIEF_Talk2HELM_01"
"CR_CHIEF_Talk_to_Guys"
"CR_CHIEF_Talk_VALVE01"
"CR_CHIEF_Wait01"
"CR_CHIEF_worry_idle01"
"CR_CHIEF_worry_idle02"
"CR_CHIEF_worry_idle04"
"CR_CHIEF_worry_idle05"
"CR_CHIEF_worry_idle06"
"CR_HA_explosion_event01"
"CR_HA_explosion_event02"
"CR_HA_Idle01"
"CR_HA_Listen2HF"
"CR_HA_LookatPanels"
"CR_HA_LowerDivePlanes"
"CR_HA_RaiseDivePlanes"
"CR_HA_Talk2HF"
"CR_HA_Talk2SO"
"CR_HA_worried_idle01"
"CR_HA_worried_idle02"
"CR_HA_worried_idle03"
"CR_HELM_explosion_event01"
"CR_HELM_explosion_event02"
"CR_HELM_Idle01"
"CR_HELM_Idle02"
"CR_HELM_Idle03"
"CR_HELM_Idle04"
"CR_HELM_Idle05"
"CR_HELM_Idle06"
"CR_HELM_Idle07"
"CR_HELM_Idle08"
"CR_HELM_worried_idle01"
"CR_HELM_worried_idle02"
"CR_HELM_worried_idle03"
"CR_HF01_explosion_event01"
"CR_HF01_Idle01"
"CR_HF01_Idle02"
"CR_HF01_Idle03"
"CR_HF01_Idle04"
"CR_HF01_lookat_HA_01"
"CR_HF01_lookat_HA_02"
"CR_HF01_lookat_HA_03"
"CR_HF01_worried_idle01"
"CR_HF01_worried_idle02"
"CR_HF01_worried_idle03"
"CR_NAV_explosion_event01"
"CR_NAV_explosion_event02"
"CR_NAV_Idle"
"CR_NAV_Idle01"
"CR_NAV_Idle02"
"CR_NAV_Idle03"
"CR_NAV_Idle04"
"CR_NAV_Idle05"
"CR_NAV_Idle06"
"CR_NAV_Idle07"
"CR_NAV_Idle08"
"CR_NAV_Idle09"
"CR_NAV_worry_idle01"
"CR_NAV_worry_idle02"
"CR_NAV_worry_idle03"
"CR_SO_01_lookat_General01"
"CR_SO_01_lookat_HA"
"CR_SO_01_lookat_HF"
"CR_SO_01_speakto_HA"
"CR_SO_explosion_event03"
"CR_SO_explosion_event04"
"CR_SO_explosion_event05"
"CR_SO_Idle01"
"CR_SO_Idle02"
"CR_SO_Idle03"
"CR_SO_JOY_LONG01"
"CR_SO_JOY_LONG02"
"CR_SO_torp_miss01"
"CR_SO_torp_miss02"
"CR_SO_MAP01_Idle01"
"CR_SO_MAP01_Idle02"
"CR_SO_MAP01_Idle03"
"CR_SO_MAP01_Talk2Navigator01"
"CR_SO_MAP01_Talk2Navigator02"
"CR_SO_MAP02_Idle01"
"CR_SO_MAP02_LookRight"
"CR_VALVE_Idle01"
"CR_VALVE_Idle02"
"CR_VALVE_Idle03"
"CR_VALVE_Idle04"
"CR_VALVE_Idle05"
"CR_VALVE_Idle06"
"CR_VALVE_Idle07"
"CR_VALVE_JOY_LONG01"
"CR_VALVE_JOY_SHORT01"
"CR_VALVE_RotateValve01"
"CR_VALVE_worried_idle01"
"CR_VALVE_worried_idle02"
"CR_VALVE_worried_idle03"
"gymnastic"
"Idle01"
"strafe_left_wall_grip"
"strafe_right_wall_grip"
"TRF_01_Crash_idle"
"TRF_02_Crash_idle"
"TRF_03_Crash_idle"
"TRF_04_Crash_idle"
"TRF_06_Crash_idle"
"TRF_08_Crash_idle"
"TRF_09_Crash_idle"
"TRF_LOAD01_Crash_idle"
"TRF_LOAD03_Crash_idle"
"TRF_LOAD05_Crash_idle"
"WATCH01_posture"
"WATCH01_Spot_Target"
"WATCH03_Look_at_Spotter"
"WATCH03_posture"
"WT_CR01_Contact01_7A"
"WT_CR01_Idle01_7A"
"WT_CR01_LookAround01_7A"
"WT_CR01_LookAround01_7B"
"WT_CR01_Contact01_7C_01"
"WT_CR01_Idle01_7C_01"
"WT_CR01_LookAround01_7C_01"
"WT_CR01_Idle01_7C41_01"
"WT_CR01_Contact01_7C41_01"
"WT_CR01_LookAround01_7C41_01"
"WT_CR04_Contact01_7A"
"WT_CR04_Idle01_7A"
"WT_CR04_LookAround01_7A"
"WT_CR04_Contact01_7B"
"WT_CR04_Idle01_7B"
"WT_CR04_LookAround01_7B"
"WT_CR04_Contact01_7C_01"
"WT_CR04_Idle01_7C_01"
"WT_CR04_LookAround01_7C_01"
"WT_CR04_Contact01_7C41_01"
"WT_CR04_Idle01_7C4C_01" ?????????????????
"WT_CR04_LookAround01_7C41_01"
################################## Teleports - Waypoints ###########################
"BK_CaptainRun"
"BK_KMO"
"BK_G_Officer_01"
"CR_CHIEF"
"CR_CHIEF_MAP"
"CR_HA"
"CR_HF"
"CR_SO_01"
"CR_SO_MAP01"
"CR_SO_MAP02"
"WT_CR01"
"WT_CR02"
"WT_CR04"
################################## Body parts ######################################
"A_Torso01"
"A_Torso03"
"A_Torso05"
"A_Torso07"
"B_Hat02"
"C_EyeL07"
"C_EyeR07"
"C_Head07"
"C_Pants07"
"C_Torso07"
"D_EyeL10"
"D_EyeL13"
"D_EyeR10"
"D_EyeR13"
"D_Head10"
"D_Head13"
"D_Pants02"
"D_Torso01"
"D_Torso05"
"object1_Barba_CAP13"
"object1_Binocular"
################################## crew states #####################################
DMG_TKN
HUNTED
HUNTER
PROX_EXPL (Proximity explosion)
T_HIT (Torpedo Hit)
T_MISS (torpedo miss)
################################## Character postures ##############################
A
B
C
D
E
################################## Cameras #########################################
"Cam02_Capitan_Box"
"Cam_tutorial"
################################## commands ########################################
Wp:BindAvatarCameraToObject(...camera..., 54 ??????);
Wp: DeactivateCrewState(...crew state...);
Wp: DoNothing();
Wp:ExecuteCommand( ...command... );
Wp:GetDistanceToAvatar()
Wp:GetGlobalVariable(...global variable...)
Wp:Goto(...waypoint...);
Wp:IsBadWeather()
Wp:IsBunkerState()
Wp:IsCharacterPosture(...character posture...)
Wp:IsConningTower( ...conning tower... )
Wp:IsCrewState(...crew state...)
Wp:IsCurrentWaypoint( ...waypoint... )
Wp:IsSubmerged()
Wp:IsSurfaced()
Wp:IsTutorial()
Wp:PlayAnimationAndWait( "...anim..." );
Wp:PlayAttenuatedSoundWithLipsync(...sound..., 4.8 ??????);
Wp:PlaySoundWithLipsync(...sound..., 0.968 ??????);
Wp:ScriptCompleted();
Wp:Teleport(...place...);
Wp:SetBodyPartVisibility(...body part..., ...visibility [0 = not visible, 1 = visible]);
Wp:SetGlobalVariable(...global variable..., ...value...);
Wp:SetNonInteractive();
Wp:UnbindAvatarCamera(1 ?????);
################################# Execute commands #################################
"Crash_dive"
Paris_England
02-13-11, 11:18 AM
Thank you TDW -- that's a great help. :up:
P
TheDarkWraith
02-13-11, 11:42 AM
just had a HUGE epiphany (happens sometimes when I work on something then push it to the side for some time) :rock: The file \data\Cfg\ScriptConfig.cfg lists all the commands you're looking for :up:
Paris_England
02-13-11, 12:44 PM
Thanks again TDW :)
I'm noticing that that cfg file isn't the be all and end all -- there are commands not listed, but it's certainly a great help along with your other list.
Much appreciated :)
P
Tarnsman
02-13-11, 03:54 PM
Man a full crew is what I've been hoping for since SH5 was announced!
Thank you and good luck.
panosrxo
02-13-11, 04:12 PM
What I think this means is we can essentially add a new 'layer' of waypoints on top of the existing by duplicating what's already there and shifting them around. This will mean that the original crew will not need to be moved and it means that we can add as many crew as we need :)
Adding new behaviours is dependent on there being existing animations. Also the relevance of the behaviours are dependent on what flags are available to the scripts.
For instance, wet weather gear relies upon knowing what the weather is. Introducing a shift system relies upon knowing what the time is.
I need to look into this side of things -- i've already seen a isWeatherBad() call or similar --- but nothing on gametime.
If anyone knows where there's a full list of script functions it'd be most appreciated and helpful.
Again -- thanks :)
P
About the time thing if there is no function, you could create a timer (or cooperate with TDW on this) and start it when the game starts.
Paris_England
02-13-11, 05:09 PM
@panosrxo
Maybe, but TDW is far more advanced than I am and frankly I don't want to bother him (i'd be a complete pain in the butt trying to understand what he's doing) when he's working on much more important stuff.
I think I can essentially use an invisible NPC as a time keeper. This NPC just replays the same animation over and over, each time increasing a counter. If I know how long the animation is I know how much time has passed from the count. It appears that animations speed up in TC but I don't know about in map mode. Another experiment to try :)
The only problem with this method is that it will reset each time the game is loaded, so Watch 1 will be in operation every time you load regardless as to what shift was in operation when you saved. I may find something to get around this, but again this is early days :)
P
mobucks
02-13-11, 07:55 PM
BK_C_ChangeLamp_01_part01"
"BK_C_ChangeLamp_01_part02"
"BK_C_ChangeLamp_01_part03"
im betting one of these has to do with climbing a ladder. Which would be useful if you were going to animate going up and down for when a dive is called. Just throwin it out there.
Paris_England
02-13-11, 07:59 PM
Thanks for pointing out the animation:)
P
THE_MASK
02-14-11, 01:04 AM
I just looked in the characters act file with wordpad . Lots of commands in there . About 3 quarters of the way down the page .
GetCurrentDay
GetCurrentMonth
GetCurrentYear
IsCurrentDateHigherThen
etc
urfisch
02-14-11, 06:29 AM
seems as if something great is beeing born here...
:o
Tarnsman
02-14-11, 01:21 PM
Thanks very much for the encouragement and enthusiasm.
Also I'm not really sure what to make the extra crew do -- if there's around 45 crewmembers, then is it 3 shifts of 15 per day -- does anyone know the crew roster and the average day for each job?
Thanks
P
I dont know if you still need this but here goes:
Taken from U-Boat Combat Missions by L. Patterson
"The Kriegsmarine had separate Line(seaman) and Technical/Engineer branches. Most of the seaman branch was divided into three alternating watches atop the conning tower, each directly supervised by one of three Watch Officers. The First Watch officer (IWO) was the boats second in command, the Second watch officer(IIWO) was the junior officer aboard, and the third watch officer(IIIWO)was the boats navigator. Each of these watches was on duty for a four hour shift.
The engineering/technical section, on the other hand, generally operated six hour shifts under the supervision of their relevant section heads, such as the Senior Diesel Mechanic, Senior Electric Motor Mechanic and Senior Radio Operator.
For example a 24 hour watch would be divided as follows:
00:00 First sea watch and starboard engine room watch on duty.
03:45 Second sea watch woken
04:00 Second sea watch on duty
05:00 Cook woken
05:30 Port engine watch woken
05:45 Port engine room watch breakfast
06:00 Remaining crew woken
port engine room watch on duty
06:30 Breakfast for remaining free crew
07:00 Clean ship
08:00 Third sea watch on duty
second sea watch breakfast
08:45 Routine daily duties for men not on watch
11:30 Lunch for first sea watch and starboard engine room watch
12:00 First sea watch and starboard engine room watch on duty.
Lunch for rest of crew.
13:00 Routine daily duties for men not on watch
15:30 Snack for men going on duty
16:00 Second sea watch on duty
17:15 Evening meal for men not on duty
18:00 Port engine room watch on duty. Evening meal for Starboard engine room watch.
20:00 Third sea watch on duty. Evening meal for those who have not eaten.
21:00 Lights out -- silence throughout boat for sleeping
23:40 First sea watch and Starboard Engine room watch woken to get ready for duty at midnight."
Paris_England
02-14-11, 01:42 PM
@Tarnsman :yeah: That's great :) Thank you.
What is the engine watch? Just the crew keeping an eye on the diesels?
Do we know how the crews/duties were broken down? ie 6 diesel specialists, 4 electricians etc
Thanks again
P
panosrxo
02-14-11, 02:34 PM
You can see info about uboat crews here:
http://www.uboataces.com/ref-crew.shtml
http://www.uboat.net/men/crew/
Have you made any further progress with the mods? :D
Tarnsman
02-14-11, 02:53 PM
Engine watch
"...The Chief Engineer (LI) was head technical officer...[but the]
Chief Diesel Machinist was in direct control of the engines, assisted by one petty officer (Maschinenmaat) and two or three lower ranking "Lords"..."
L. Paterson "U-Boat Combat Missions"
NeonsStyle
02-14-11, 04:44 PM
What mod gives the whales n dolphins????? I've wanted more biologics
for ages... especially thier sounds on sonar, and of course surfing
the bow wave etc
marleymen
02-14-11, 05:07 PM
From the thread prefix [WIP]: Work in progress.
Still not released.
Paris_England
02-14-11, 08:49 PM
Thanks for the crew info guys :)
Still trying to hunt down commands and animations for stuff. This will take time.
First release will probably be a proof of concept -- one crew member for people to test. Hopefully he'll be a super-crew with lots of personality and activities :)
Lets see what happens.
P
marleymen
02-14-11, 09:02 PM
That will be a good way to know what you can and what can´t do. Maybe somebody could help you doing all the work then.
Waiting for it Paris. Keep with the good job. :rock::up:
Drewcifer
02-14-11, 10:09 PM
This has great potential.. added along with The Mega Mod.. and various sound mods, 'gramaphone packs'. We could potentially have the most realistic recreation of ww2 sub warfare.. ever.
Hopefully he'll be a super-crew with lots of personality and activities :)
Rambo???:rotfl2:
urfisch
02-15-11, 12:13 PM
Thanks for the crew info guys :)
Still trying to hunt down commands and animations for stuff. This will take time.
First release will probably be a proof of concept -- one crew member for people to test. Hopefully he'll be a super-crew with lots of personality and activities :)
Lets see what happens.
P
im really anxious, seeing this proof of concept! great.
:yeah:
Drewcifer
02-15-11, 01:47 PM
Rambo???:rotfl2:
"They drew first blood, not me!" :har:
Stormfly
02-15-11, 02:13 PM
Rambo???:rotfl2:
...Bernard :D
robbythesub
02-16-11, 04:11 AM
This is a very welcome attempt to improve the game for us all, many thanks for your efforts. :woot:
Tarnsman
02-16-11, 05:15 PM
Theoretically is it possible for the torpedo room to have different configurations depending on watch state?
For instance currently they are at battle stations all the time. Can the torpedo room have a "rest state" when the bunks are down and the guys hanging loose (like the petty officers do now all the time). Or a work state where a couple of guys can be doing the maintenance routine while the others hang loose?
Paris_England
02-16-11, 11:12 PM
@Tarnsman,
Its not possible at the moment as far as I know - when objects can be added (ie new 3d models), then bunks can be introduced and the torpedo room can be used as a bunkroom so it's a possibility for the future.
In the meantime, it would seem to be possible to have crew hang out in the torp room until battlestations or similar is called.
@anyone interested :)
Interestingly, whilst messing around with crew commands and wayoints and such I've somehow managed to lose the torpedo models from the fore room. I don't know what significance this has.
At the moment I'm trying to see how morale, experience, ranks etc work -- as well as seeing how adding named crew, their interactions and any special powers are concerned. Frankly ,SH5 seems to use a very convoluted system. And this isn't helped by it not working correctly from the start (my cook and bosun both outrank me) and phantom files from sh3/4
If you just want 15 extra men standing around the boat scratching their heads from time to time, then we can have a mod together in days. If you want a working crew, then it looks like it's gonna take some time :)
Jester_UK
02-16-11, 11:35 PM
The ranks for the characters you can interact with are screwy.
At the end of the first mission the 2nd officer, cook, bosun and navigator all end up as Kapitan zur See....... The good news is that it seems that at the end of the 2nd patrol they must have all been very naughty boys during shore leave because they all start the 3rd mission as Matroosen Obergefrieters!!
I'd tried to find out how that system works but gave up very rapidly. I know my limitations and modding (especially modding in a game with a system as complex as this one) is way beyond my capabilities.
It may be an idea to add a few lounging around first and then follow it up with a smaller more active group at a later stage when you've got more time to work on it and a deeper understanding of how the system works.
Tarnsman
02-16-11, 11:42 PM
First -- thanks for taking this project on.
Honestly I feel so enthusiastic about SH5 now because this is being worked on.
As someone who has started really ambitious papers only top have a deadline force me to wrap whatever I had into something that can be submitted -- I recognize that in what SH5 shipped as.
Fleshing this sim out is going to take some time. So take your time.
However, as an impatient guy, if you can throw 15 chaps doing nothing on the boat to keep the other fellows doing nothing on board company -- I vote go for it.
Right now the torpedo room with 3 guys in it just looks stupid -- anything would help.
Stormfly
02-17-11, 01:18 AM
If you just want 15 extra men standing around the boat scratching their heads from time to time, then we can have a mod together in days. If you want a working crew, then it looks like it's gonna take some time :)
i would love to see a "releasestep" with that hairscratchers, its also good to know what the frames do with that extra polys enabled :up:
Rickster1
02-17-11, 01:59 AM
I also agree that a quick mod with some extra crew not up to much and then if it is achievable a later version with more dynamic crew. many thanks for your work on an area that will make such a difference
Stormfly
02-17-11, 04:24 AM
just a bet, plz consider making it "Mighty Fine Crew Mod" compatible, or build it up on it :rock:
stoianm
02-17-11, 07:33 AM
just a bet, plz consider making it "Mighty Fine Crew Mod" compatible, or build it up on it :rock:
yes ... i subscribe at this - will be awsome to be MFCM compatible:rock:
andycaccia
02-17-11, 08:13 AM
Not sure whether any of this is of any interest but I managed to add the rest of the crew to the boat (approx 15 more crew) and I've made some high res textures for the undersea.
You can see the progress here:
http://s241.photobucket.com/albums/ff164/RAiDER_COCKPIT/sh5/?action=view¤t=sh5-paris-mods.mp4
"More Crew" adds about 15 more guys around the boat, but there's an issue with some pre-made (historical) missions. There's also an issue with it clashing with files that alter the interior (such as SteelVikings interior mod) or crew (Might Fine Crew or More Commands mods) -- however as these are both in the MO mod, it'd be easy enough to take what I've done and insert it into the MO files (as that's essentially what I've done in the vid)
However the internal waypoints in the historical missions are causing a problem -- I moved them to add the new crew and in certain single-missions the waypoints move back to their original positions. Obviously this gives some fairly obsurd results (levitating crew etc). At this time I can't track down what's causing this reversion.
"Some Underwater Love" redoes the seabed textures, seaweed tex, impurities and light levels/contrast/saturation to make it a little more pleasing. This works really well on top of SteelViking & Community Underwater mod. There's also a bonus dolphin to see if TheDarkWraith's iceburg method would work on such things -- and it does! Thanks TDW!!!
Issues with Some Underwater Love include needing permission from both the maker of the original SH3 dolphin mod and permission from TDW to include his methods for getting the dolphin to show. Oh, and then the dolphin needs added to the campaign -- along with all the other environmentals that it would seem possible to now add.
So that's it. Most of this is just proof of concept so there's no release yet (and certainly not on any bits which are other peoples') -- but I know the lack of crew and underwater blandness certainly bugged me and a few others.
Just testing the waters (so to speak) to see if there's any interest in taking this further.
Thanks
P
Thank You Very Much!! I'm looking forward to see my full crew!!
mikaelanderlund
02-17-11, 10:23 AM
Yes please, I want 15 extra men standing around the boat scratching their heads from time to time.
capt-jones
02-17-11, 06:21 PM
:hmmm:i asked in a earlier post for more sailors (and i dont care if they are just zombies)well i just looked at your video 15 extra men :up: they will do for me ,i can wait for the next batch of no brainers (zombie sailors):salute:
The General
02-17-11, 08:09 PM
:o Wow that Sub looks crowded. Is this what it was like?! I have renewed respect for what these men went through.
I'd certainly love to get my hands on this Mod in the next few days. The crew I have don't do much anyway, even when I call Battlestations ;)
The underwater stuff s phenomenal too! I can't believe how much great work has been done on SH5 lately. The people who stubbornly just play SH3 are really missing out.
urfisch
02-18-11, 07:14 AM
is it possible to spawn the crew? so if we have a trigger, we could get the crew into the bow compartments during alarm. or on different battlestations...
this is what annoys me most, the lame behavior of the crew during alarm! its like an old mens group, chillin and hanging around in the afternoon sun, get some tea and playing chess.
its alarm, and your crew acts like "wazz up? did anyone say something? did karl fart again? dudes, calm down. no reason to get in a hectic pace...chill. get you a nice spliff rolled and listen to the slow roaring beats of the dcs with its nice swoosh"
:88)
Paris_England
02-18-11, 11:40 AM
@urfisch: Yes, I believe this is possible but as yet I haven't had a chance to mess around with it.
BTW What exactly happens when the boat is on Battlestations?
P
I like how the crew reacts now when I order surface/dive, and to get something similiar to battlestations-command would be great! I'm no expert at submarine lore but in the Das Boot-movie, most of the crewmen seemed to run to the torpedo room. I'm sure that someone more eduated than me will know this! But if you manage to do something like this you will be in the SH 5 Hall of Fame forever.
PS. I would happy with the "15 zombie sailors"-mod too if the above seems impossible.
Paris_England
02-18-11, 01:04 PM
TBH, I thought they ran to the front of the boat to shift the center of balance and make diving quicker -- which would mean you want the crew to redistribute once you've reached depth.
Or am I being really, really stupid?
mobucks
02-18-11, 01:42 PM
battle stations places all crew to their action stations, increasing effeciency.
I would think also that the crew would redistrubute around the sub after diving.
The General
02-18-11, 02:39 PM
TBH, I thought they ran to the front of the boat to shift the center of balance and make diving quicker -- which would mean you want the crew to redistribute once you've reached depth.
Or am I being really, really stupid?Yeah, they certainly did that. You're gonna try anything to get an edge when that much is at stake ;)
That would be a nightmare to animate though wouldn't it?
I've noticed in the opening animation of the Campaign, when the W.O. comes and wakes you up, there's a guy who turns sideways to pass you in the narrow corridor. That's the only time that animation is utilised in the game, which is shame.
Are you gonna release what you've got so far P.E? Or make us wait until you've finished your masterpiece? :O:
Paris_England
02-18-11, 03:13 PM
Hi General,
As there's interest I'd like to release a zombie-crew version as soon as I can, but I need to redo everything since I've figured out how to add NPC waypoints. It's not a big job, but it will take a few hours.
All zombie-crew will do is stand there. They won't do anything except for a few idle animations.
There may be one problem with compatability and that's if any mods alter the .prt file for a sub.
So as soon as I get the time I'l release Zombie-Crew :D
The General
02-18-11, 03:27 PM
Hi General,
As there's interest I'd like to release a zombie-crew version as soon as I can, but I need to redo everything since I've figured out how to add NPC waypoints. It's not a big job, but it will take a few hours.
All zombie-crew will do is stand there. They won't do anything except for a few idle animations.
There may be one problem with compatability and that's if any mods alter the .prt file for a sub.
So as soon as I get the time I'l release Zombie-Crew :DThanks P.E. The crew in SH5 don't do anything anyway (The Mighty Fine Crew Mod was an improvement, but nothing on this scale!), but to help give the impression of a busy submarinne, this'll be a fantastic improvement. I can't wait to see the impact on my system resources and frame rates :O:
urfisch
02-18-11, 04:05 PM
TBH, I thought they ran to the front of the boat to shift the center of balance and make diving quicker -- which would mean you want the crew to redistribute once you've reached depth.
Or am I being really, really stupid?
no, this is right. it was to shift the center of balance. a well trained crew could make the vii-boats dive in less than 30 sec.! i read of 25 sec.
Rickster1
02-23-11, 02:31 PM
just wondered how this mod is going and if we have a go live date yet ?
Paris_England
02-24-11, 12:14 AM
yeah ... real life kinda took over!!! This isn't forgotten about ;) The underwater graphics part is almost packaged ready for a release and then I have to reinstall and redo the crew.
urfisch
02-24-11, 05:40 AM
yeah ... real life kinda took over!!! This isn't forgotten about ;) The underwater graphics part is almost packaged ready for a release and then I have to reinstall and redo the crew.
nice cant wait to see!!!
Magic1111
02-24-11, 02:43 PM
The underwater graphics part is almost packaged ready for a release and then I have to reinstall and redo the crew.
Sounds very good, I´m looking forward to see it in game....! :up:
oscar19681
02-25-11, 08:32 PM
Is it me ? I cant see any pictures showing any more crew at all!!
Drewcifer
02-25-11, 09:29 PM
http://s241.photobucket.com/albums/ff164/RAiDER_COCKPIT/sh5/?action=view¤t=sh5-paris-mods.mp4
watch the video.. he does a walkthru with a very impressive amount of crew packed into the sub.. getting that das boot feel closer and closer.
urfisch
02-26-11, 08:16 AM
hey paris,
any further success on this?
:salute:
Paris_England
02-26-11, 01:14 PM
Hey Guys,
Sorry for being so unresponsive -- it' just typical that as soon as I say 'it can be done within a couple of days' I get double duty at work .... so I'm not seeing much free time of late for anything.
I DO intend to get back back to this ASAP. Bear with me.
Thanks
P
marleymen
02-26-11, 01:30 PM
No problem, Paris_England. We are very pleased the work you are doing.
All the modders have their real life.
We are sure you will release both mods when they are done.
More days it delays ... better and fixed it will be.
Thank you for the work you´re doing in your free time.
:up:
Riss1967
02-26-11, 01:40 PM
No problem, Paris_England. We are very pleased the work you are doing.
All the modders have their real life.
We are sure you will release both mods when they are done.
More days it delays ... better and fixed it will be.
Thank you for the work you´re doing in your free time.
:up:
SPOT ON!
I think what you have done here is fantastic.
Even though some are moaning about zombie retards, it's a start and thanks for putting in the effort thus far. Sure an animated, intelligent, responsive crew would be uber awsome, having them there in the first place is the first step.
Great stuff! Looking forward to how this evolves over time.
oscar19681
02-27-11, 03:57 PM
http://s241.photobucket.com/albums/ff164/RAiDER_COCKPIT/sh5/?action=view¤t=sh5-paris-mods.mp4
watch the video.. he does a walkthru with a very impressive amount of crew packed into the sub.. getting that das boot feel closer and closer.
its not working for me.
Drewcifer
02-27-11, 04:04 PM
its not working for me.
Not really sure what to tell you, perhaps you don't have the correct up to date flash or some other such thing that would prevent a video from playing.
I just double checked it myself to make sure the link isn't broken, and infact the video is playing just fine!
W_clear
02-27-11, 09:53 PM
The MOD can makeSH5 more vitality :up:
oscar19681
03-03-11, 01:54 PM
can you put up some pics of the extra crew the clip never seems te work for me.
vickers03
03-05-11, 04:59 PM
would it be possible to have someone standing at the tdc
while at battlestations?
kptn_kaiserhof
03-06-11, 02:34 PM
wow that looks great !!!
7 or so men ... come on i play a lot of your games ubisoft AND THERE EXELLENT you could have better with sh5
but 20 or 25 men extra from a mod huuummm that makes the game look like DAS BOOT
or at least real life
KEEP UP THE GREAT WORK ... we and hope to see the mod soon
:salute::salute::salute:
The General
03-09-11, 07:23 AM
Vaporware?
mikaelanderlund
03-09-11, 07:31 AM
:hmmm: probably, yes
The General
03-09-11, 07:37 AM
Paris_England is probably some disgruntled ex-Ubisoft employee, who worked on SH5 and knows what it could've been had the Devs been given the time to finish it. The video of the full crew and seafloor textures was probably taken from Patch 1.3, that was about to be released before Ubisoft pulled the plug.
stoianm
03-09-11, 07:40 AM
Paris_England is probably some disgruntled ex-Ubisoft employee, who worked on SH5 and knows what it could've been, had the Devs been given the time to finish it. The video of the full crew and seafloor textures was probably taken from Patch 1.3, that was about to be released before Ubisoft pulled the plug.
:haha: - nope ... he is not a dev for sure.. maybe he is very busy ... i am sure he will be back soon
Paris_England
03-09-11, 08:15 AM
Sorry guys, my timing was lousy to start this -- I seriously got caught up with work. I haven't had a chance to look at this (or SH5 at all) for ages, but I will get back to it.
Good things come to those who wait, right?
urfisch
03-09-11, 06:05 PM
yes, indeed...this is what sh3 teached us
Madox58
03-09-11, 06:38 PM
Somethings are not as easy as they seem when you start mods like this.
Then real life comes along and throws a wrench into your plans.
Believe me.
Been there, done that!
You can also get so frustrated you have to let it go for awhile.
Some of the best break throughs to problems like this I've had,
have happened in strange places and times.
I've DREAMED solutions to somethings!
:o
That's almost scarey!
Paris_England
03-09-11, 08:08 PM
Very true, Privateer -- but all I'm dreaming of is some time off at the moment :)
The project is simple enough now -- I know the procedure, what files to edit etc, to add the new waypoints and add the crew. It's just going to take a day or two where I can work on this. It could be done in a weekend most likely -- if only I had a weekend spare!
Real life interferes with all the good things!
Madox58
03-09-11, 08:16 PM
Carry on as you can Mate.
:up:
Real Life is more important then a Game.
:yep:
THE_MASK
03-09-11, 08:37 PM
I am on these forums all the time because i am mad , whats your excuse .
urfisch
03-10-11, 01:07 PM
Very true, Privateer -- but all I'm dreaming of is some time off at the moment :)
The project is simple enough now -- I know the procedure, what files to edit etc, to add the new waypoints and add the crew. It's just going to take a day or two where I can work on this. It could be done in a weekend most likely -- if only I had a weekend spare!
Real life interferes with all the good things!
right you are!
but as privateer said, real life always is more important, even if i do not accepted this fact always by free will.
anyway. i am among these forums, cause i like the uboats from ww2 and i like how this community acts. here you meet many very nice and relaxed people. and also many skills in modding! very many talented people...
i also would love to find more time to help you guys modding. i liked to very much, at sh3 times. but the daily routines and duties of my real life have taken over the command. theres simply no power left to dig into the modding again. but i would love to...very. so i appreciate all your work here.
:salute:
oscar19681
03-11-11, 08:48 AM
If there is a way to add waypoints then maybe this could evolve into a mod where you can order the crew topside on the deck when leaving and entering port. that would be so cool.
vickers03
03-11-11, 11:24 AM
does that mean every character can walk around
the way you like?
awesome!!
oscar19681
03-17-11, 01:12 PM
Paris! I know your awfully busy and stuff but any chance we will see your first head scratching zombie crew mod this weekend?
raymond6751
03-17-11, 03:55 PM
This one ranks right up there with the TDW mods as important work.
Keep at it...very nice.
kptn_kaiserhof
03-18-11, 01:53 AM
i agree same with the sh 3&4 toolbar that utilizes the speed depth and rudder control.
pardon me i forgot the name of the mod since i have 50 odd mods in the game
oscar19681
03-18-11, 05:11 AM
This one ranks right up there with the TDW mods as important work.
Keep at it...very nice.
I agree i want the same feeling one gets of the crouded u-boat a la das boot. Now i get the feeling my crew is just on training manouvers because of the limited crew.
Rickster1
03-18-11, 05:47 AM
I agree this mod will make such a big difference to the game
oscar19681
03-18-11, 06:27 AM
Lets hope paris will have some free time on his hands soon and give us a taste of this mod.
andycaccia
03-20-11, 05:50 AM
Looking forward to see my sub fully crowded!!!
(looks a bit empty right now..):D
nozaurio
03-21-11, 09:48 AM
:)Paris_England greetings. Some progress in this interesting project?
:salute:
oscar19681
03-21-11, 10:05 AM
Yes no updates for almost 2 weeks now. I guess he,s busy.
TheBeast
03-21-11, 06:03 PM
Hopefully Paris_England will be able to script crew running to bow compartments for crash dive then walking back to their normal positions once depth is obained.
Stevepine
03-21-11, 07:07 PM
Hopefully Paris_England will be able to script crew running to bow compartments for crash dive then walking back to their normal positions once depth is obained.
That would be truly and utterly AMAZING. :salute:
Rickster1
03-26-11, 03:16 AM
Any news on the progress of this mod?
anzacmick
03-26-11, 05:18 AM
maybe he could share his knowledge of how this was obtained... now that would be cool:yeah:
mikaelanderlund
03-28-11, 01:01 AM
It's a vaporware :cry:
urfisch
03-28-11, 04:11 AM
progress seems to decrease here, like in the whole mod community...days are getting longer, temperature rises...summer is coming. think we have to wait für autumn.
oscar19681
03-28-11, 08:42 AM
well it has been extremely quet around this mod indeed. I was kind of expecting that the preview version of this mod wouldnt be released right away , but i was kind of hoping to get some updates in the last couple of weeks.
Paris_England
03-28-11, 11:40 AM
Hi guys,
I'm sorry for the delay. It's not vapourware, but as i've noted, time is short at the moment: I work freelance so I have busy times and quiet times that I can't predict.
Once my workload decreases i'll get back to this :)
P
oscar19681
03-28-11, 12:42 PM
Thats good to know. If you have the time put up a quick reply from time to time so people wont think the mod had gone dead.
The General
03-28-11, 05:57 PM
I'm gonna go ahead and predict that Paris_England releases his Mod on April 1st :03:
stoianm
03-28-11, 06:07 PM
I'm gonna go ahead and predict that Paris_England releases his Mod on April 1st :03:
hey my friend.. was long time i do not saw you on subsim... can you add dolphin and whales in ours campaign pls... thebest managed to put them in museum i think?
CaptainMattJ.
04-01-11, 06:15 PM
Wonderful mod, but i was wondering
what mod did you use to make the engine pistons look smoother and sound that way in that video?
The General
04-02-11, 11:17 AM
hey my friend.. was long time i do not saw you on subsim... can you add dolphin and whales in ours campaign pls... thebest managed to put them in museum i think?Hello Stoianm,
I'm not skilled enough or patient enough to do this. Sorry. The ocean is so vast and the sealife so small, that the chances of seeing them is miniscule. Unless I placed them on a small waypoint loop just outside of a harbour entrance, you'd never run into one. And the novelty of seeing the dolphin/whale at the same location each time would soon dissipate. To have sealife realistically appear in the game you'd have to write code that spawned schools of fish and the very occasional marine mammal, within 500M of your sub when you were at TC x1. The same code could be used to spawn Icebergs near your Sub when you're in Northern waters (that would be a real Iceberg MOD ;). Apart from TDW (that guy has more than enough on his plate), do you know anyone with the necessary skills Stoianm?
stoianm
04-02-11, 11:24 AM
I'm not skilled enough or patient enough to do this. Sorry. The ocean is so vast and the sealife so small, that the chances of seeing them is miniscule. Unless I placed them on a small waypoint loop just outside of a harbour entrance, you'd never run into one. And the novelty of seeing the dolphin/whale at the same location each time would soon dissipate. To have sealife realistically appear in the game you'd have to write code that spawned schools of fish and the very occasional marine mammal, within 500M of your sub when you were at TC x1. The same code could be used to spawn Icebergs near your Sub when you're in Northern waters. Apart from TDW (that guy has more than enough on his plate), do you know anyone with the necessary skills Stoianm?
nope... maybe some devs from Ubi... so even you put them let say near each base ... they will maybe deseapear in the time when we go in that place... ok my friend... i understand your point:up:
TheBeast
04-02-11, 11:31 AM
Hello Stoianm,
I'm not skilled enough or patient enough to do this. Sorry. The ocean is so vast and the sealife so small, that the chances of seeing them is miniscule. Unless I placed them on a small waypoint loop just outside of a harbour entrance, you'd never run into one. And the novelty of seeing the dolphin/whale at the same location each time would soon dissipate. To have sealife realistically appear in the game you'd have to write code that spawned schools of fish and the very occasional marine mammal, within 500M of your sub when you were at TC x1. The same code could be used to spawn Icebergs near your Sub when you're in Northern waters (that would be a real Iceberg MOD ;). Apart from TDW (that guy has more than enough on his plate), do you know anyone with the necessary skills Stoianm?
That is why I added them as type 104 coastal merchants. That way when/if they spawn they will follow already existing paths. Just ned to add them to more country rosters.
The General
04-02-11, 11:39 AM
That is why I added them as type 104 coastal merchants. That way when/if they spawn they will follow already existing paths. Just need to add them to more country rosters.How do we get them to spawn? And if you have the skills to do what you've done so far, then what do you need me for?
Sorry to hijack your Thread Paris_England, but it's not like you were using it :O:
oscar19681
04-03-11, 09:37 AM
That is why I added them as type 104 coastal merchants. That way when/if they spawn they will follow already existing paths. Just ned to add them to more country rosters.
Who cares about marine life? I want my missing crew that have been awol from the start of my career!
The General
04-04-11, 10:28 AM
Who cares about marine life? I want my missing crew that have been awol from the start of my career!I concur. There are bigger fish to fry :O:
oscar19681
04-04-11, 10:30 AM
Lets give Paris his boss a phone to give him some time off. Otherwise my crew will remain awol for months to come!
Tarnsman
04-06-11, 01:31 PM
Maybe Paris's boss is a subsimmer? He might be waiting for this mod too! The solution could be at hand.
TheBeast
04-08-11, 04:00 AM
Here is example of Darker underwater color filter using Enviromental 5.0 by W_clear:
Data\Filters\ColorCorrection\hdr_UnderWater.cfg
Values to right side are stock. Use copy/paste to your MOD
Gamma=0.9; 0.9
Brightness=1.0; 1.0
Saturation=0.8; 1.0
Contrast=1.0; 1.0
LevelsInputBlack=0.10; 0.0
LevelsInputMidtone=0.85; 0.85
LevelsInputWhite=0.87; 0.87
LevelsOutputBlack=0.02; 0.0
LevelsOutputWhite=1.00; 1.0
ColorBalanceR=0.0; 0.0
ColorBalanceG=0.0; 0.0
ColorBalanceB=0.0; 0.0
ColorBalanceTone=0.5; 1
HueColor=BBBBBB00; FFFFFF00
HueOpacity=0.02; 0.0
PhotoFilterColor=6DA9A200; 6DA9A200
PhotoFilterIntensity=0.75; 1.0
Example: [COLOR=white]Screen Capture - Depth 27 meters - Time @ 1454 - Location 150 NM ESE of New York, Opperation Drumbeat - First Patrol Mission
http://img26.imageshack.us/img26/4864/27meter1454eastofny.jpg
-=[EDIT 04/08/2011]=-
I just found issue with this change as list above. "LevelsInputWhite=0.87; 0.87" is to much White input value and is causing relic.
In Screen cap you can see this. it is 1532 hour Base time but before noon local time. Relic is in yellow box. Those are not wave, as you can see surface is calm.
http://img824.imageshack.us/img824/3568/underwatercolor.jpg
oscar19681
04-08-11, 05:40 AM
Whats the release date for this mod ? 4th qaurter of 2011.
Captain Can
04-08-11, 05:46 AM
this mod will be released when Blizzard will release Diablo 3 .:DL
this mod will be released when Blizzard will release Diablo 3 .:DL
Soon ©
Vanilla
04-08-11, 12:53 PM
I guess I am on the right way to duplicate what Paris_England has done to create more crew, though there are a few things I must clarify first. I will (hopefully) give full description on how to do it so we can create full-complement-of-real crew-mod ourselves. I didn't want to steal P_E idea rather working on modding already existing crew and later helping P_E to animate additional sailors, but I think waiting has just taken a bit too much.
Rickster1
04-08-11, 02:06 PM
I agree, the sooner we have more crew the better. i would hope for more crew first and then more animations to follow. Thanks for your work on this mod.
Vanilla
04-08-11, 03:25 PM
OK. It is really way easier to add characters than I thought - I've spent to much time hex-editing chr file while it can be done completely within Goblin with just a few clicks. :damn: Never-ever try complicate things before easy ones!
I will give full instruction a tad later, really - it is way too easy.
I'll focus on waypoints creation so we will have more space to place this guys.
marleymen
04-08-11, 03:50 PM
OK. It is really way easier to add characters than I thought - I've spent to much time hex-editing chr file while it can be done completely within Goblin with just a few clicks. :damn: Never-ever try complicate things before easy ones!
I will give full instruction a tad later, really - it is way too easy.
I'll focus on waypoints creation so we will have more space to place this guys.
I hope Paris_England will return soon. All people should understand in this forum that we are comrades. And that REAL LIFE IS MORE IMPORTANT THAN TO MOD ANY GAME FREE FOR EVERYONE.
I told this because of this:
"Whats the release date for this mod ? 4th qaurter of 2011. "
"this mod will be released when Blizzard will release Diablo 3 .:DL"
:nope::down:
I´m not agree with the tone. Everyone deserves respect. If I were working in this mod and come here to see what people are asking or saying in a free moment I probably stop doing anything or simply do not release because of that kind of messages.
Thanks for your efforts Vanilla. You and Paris_England should join efforts when he returns and make the mod better. I hope you can show us how it is living in a Silent Hunter with 48 sailors. :rock:
I also hope Paris_England to return because his Sea Floor mod is very good.
Thanks and I´m sorry for my bad english.
PS. Probably i don´t understand your sense of humor for both Oscar and Cpt. Can.
Vanilla
04-09-11, 08:27 AM
Here is a tutorial on how to add characters (http://www.subsim.com/radioroom/showpost.php?p=1639121&postcount=29). Don't forget that you can place them only on waypoints - we have to create more waypoints to make sensible animation of the crew. The waypoints that are already in the game provide enough play room for just one or two extra members since most of them are used by other characters in the boat.
Rickster1
04-09-11, 10:12 AM
great , can you add crew members in submarine?
Vanilla, you spent a lot of time to understand how this works, now maybe is time to put all into a mod. Step by step, start with the missing crew, the WP and so on. Is the way how big mods got born.
Vanilla
04-09-11, 01:53 PM
great , can you add crew members in submarine?
Vanilla, you spent a lot of time to understand how this works, now maybe is time to put all into a mod. Step by step, start with the missing crew, the WP and so on. Is the way how big mods got born.
To do it I miss two things: ability to add waypoints (what Paris_England has done already, I just need to repeat it) and list of functions for scripts. I am trying now to add waypoints, hopefuly this will not take too long to figure out. And functions - well, most of the ones needed I already know, it will do for now. I'll do my best for sure to create a crew mod in a shortest time possible, but I am afraid that I will not be skillful enough to pull it off, that's why I create tutorials along the way so if I cannot do it the knowledge won't be lost. :) So no worries - I sleep and dream a full crew mod.
stoianm
04-09-11, 01:55 PM
To do it I miss two things: ability to add waypoints (what Paris_England has done already, I just need to repeat it) and list of functions for scripts. I am trying now to add waypoints, hopefuly this will not take too long to figure out. And functions - well, most of the ones needed I already know, it will do for now. I'll do my best for sure to create a crew mod in a shortest time possible, but I am afraid that I am not that skillful, that's why I create tutorials along the way so if I cannot do it the knowledge won't be lost. :)
I think this will be your first mod and will be an AWSOME one:up:... do not rush..better later than never
...but I am afraid that I will not be skillful enough to pull it off...
Yeah, right. Thats what all great moders say when start moding. Just give it a go, is none else who can make this mod anyway. Paris is off and low chances on his come back anytime soon.
Vanilla
04-09-11, 03:51 PM
These GR2 are really giving me hard time! :down: I figured out how to attach a new file with waypoints by hex-editing: 'main' GR2 file holds special references to waypoints, these are either names for waypoints in special clause for the part of the model waypoints are in, the loader somehow reads them from bottom to top, or in other cases this clauses have link to another GR2 file in place of names - and that is the key - if I want to add a new file (a copy of an old one) I need to somehow insert a link to it into the main GR2 file. Seems easy at first glance, but the problem is that I cannot change the size of any GR2 file even by one byte, moreover the 'byte-distance' between the clauses should be the same or the game and Goblin crash. That means that the only way to add a link is to type it over existing waypoints or link. That works in terms of Goblin not crashing but it messes everything else and doesn't really help in many instances.
Not only that but Granny Viewer starts to complain about CRC of GR2-files I try to edit and won't open them anymore - this can bring more grave troubles later. :damn:
If only Paris was here to tell how he has done it...
I'll continue looking for a solution. Maybe debugging Goblin to see how he reads waypoints will help, although my meager skills with debugging will not help for sure...
Madox58
04-11-11, 09:51 PM
Goblin nor SH5 cares about the CRC.
Just don't add or remove anything as that corrupts the Section Pointers.
Changeing the names of things in a GR2 also changes the ID it will be assigned.
So as long as everything in the file is renamed there should be no ID conflicts.
anzacmick
04-15-11, 04:48 AM
gday fellas...just to keep the information flowing in this topic...from post:
http://www.subsim.com/radioroom/showthread.php?t=182540
the following info from the man himself :yeah:
Hi guys,
if it's any help here's how I added xtra waypoints:
For each room:
Copy GR2 & CHR files
OPEN the GR2 in a hex editor. You should see the waypoint names for the room. Change these to something unique and memorable --I'm not a hex editor so I just change a letter in each eg: QR2_BOSUN01 to QR3_BOSUN01
To get these waypoint to work in the game I cal them the same way as the engines are called by using the PRT file -- it's kinda like using 'includes' if you'e a programmer I guess
So in goblin open the submarine PRT file and insert a MERGE CTRL behaviour which points to your copied GR2 (with the renamed waypoints)
To add crewmembers to these new waypoints add SAPIENS to the ORIGINAL CHR file -- my memory is fuzzy here I'v been away from this for a long time but in Goblin you'll have to open the sub GR2 file I think which then loads in the relevant files. Select one of the new wayboints and add a Sapiens behavior and crate your new crewmember :)
And you can position the new waypoints the same as the old by referencing them in the ORIGINAL room_waypoints.TXT file.
Rinse and repeat for each room and each sub.
The existing crewmember behaviours file can be used to control their actions (idles etc).
NOTES:
Crewmembers cannot move from one room to another unless they are respawned in another compartment. There's some odd masking on the bulkheads which will give odd effects if you try to walk a crewmember from one room to another.
I never tried his technique with the external waypoints, but I expect i to work.
Sorry I can't be more specific -- I'm not in front of th machine I used for this, but I hope this is of some use.
And my apologies for not being able to work up my mod as yet -- too busy with RL -- but I'm very happy to see this issue being worked on.
Hope this helps
now get to work fellas :haha: pump out those extra crew dudes..... wish i understood it all :har:
Admiral Von Gerlach
04-16-11, 03:46 PM
thank you for this idea and work..hope it comes out...look forward to it when it does thanks again.
urfisch
04-17-11, 08:50 AM
someone should take care of this work, paris has done!!! i think paris does not find the time to work further on this...
:-?
stoianm
04-17-11, 08:52 AM
someone should take care of this work, paris has done!!! i think paris does not find the time to work further on this...
:-?
i think that Vanilla already is taking care of this:03:
anzacmick
04-18-11, 02:24 AM
im willing to help if someone is willing to teach :know: Maybe we could do this as a collective??? ... god help us all :haha:
Vanilla
04-22-11, 04:56 PM
I am sorry for being a bit slow here. It is rather tedious thing to do. So far I have added custom waypoints for one room and made one sailor appear on those 'extra' waypoints just as a proof of concept. It works fine, however the problem is that with the way new waypoints are addeded it is not possible to check animations in Goblin needing to launch the game each time. My idea is to work around it by creating several 'submarine file sets' each one holding one waypoints set, check animations there and then combine them all together. Since it will take quite some time I switched to simple adding missing crew, it has to be done anyway, extra waypoints or not, and many people are eager to get extra crew ASAP. But having some issues in RL I've managed to add only 8 sailors in the time given. Need 12 more. And unfortunately I am away untill the 10th. I will continue to work on it afterwards. Sorry the delay.
Vanilla
04-22-11, 04:58 PM
im willing to help if someone is willing to teach :know: Maybe we could do this as a collective??? ... god help us all :haha:
Thanks mate! As soon as I finish the template there will be a need for somebody to give a hand in animations, since animating 50 sailors is quite big thing to do. I'll let you know.
Paris_England
04-22-11, 05:04 PM
Hi Vanilla,
Good to see you're working on this! I wish I had the time, but I haven't touched SH (or anything else for that matter) since February. Hope the method I described helped out a bit.
Best
P
Paris_England
04-22-11, 05:08 PM
oh -- and the underwater part of this thread has been handed to Stoianm who is already working on his mod Env that covers much the same as I was preparing to do -- only he's way ahead of what I had.
Finally, if anyone wants dolphins (whales, sharks etc) -- they're added the same way as DWs iceburgs. If you can find SH3 or SH4 dat files you can just add them to campaign (get the mod authors permission of course).
I say 'just add them' as if that's sooo easy, but you know what I mean ;)
Good luck and good hunting :)
P
stoianm
04-22-11, 05:12 PM
oh -- and the underwater part of this thread has been handed to Stoianm who is already working on his mod Env that covers much the same as I was preparing to do -- only he's way ahead of what I had.
Finally, if anyone wants dolphins (whales, sharks etc) -- they're added the same way as DWs iceburgs. If you can find SH3 or SH4 dat files you can just add them to campaign (get the mod authors permission of course).
I say 'just add them' as if that's sooo easy, but you know what I mean ;)
Good luck and good hunting :)
P
I like a lot what you did on the textures for sands... we will rework a bit... the ones for plants i have better... also the filters and fog parameters they are my speciality:DL... i spoked with vanilla and he will help me with the dolphins... so pls send me this work also... if i will be not able to do by myself i will ask Zedi, TheBeast or TDW for help... but i wanted to work with this kinds of file long time ago... so i think is time for me to start:DL
TheDarkWraith
04-22-11, 05:19 PM
i spoked with vanilla and he will help me with the dolphins... so pls send me this work also... if i will be not able to do by myself i will ask Zedi, TheBeast or TDW for help... but i wanted to work with this kinds of file long time ago... so i think is time for me to start:DL
adding new units is very easy once you understand the how part of it :yep:
Paris_England
04-22-11, 05:21 PM
@stoianm
Easiest way is to download DWs iceburg mod and see how he added iceburgs. There's a dolphin mod on the SH3 boards iirc. Just repeat what DW did only reference the dolphin.dat.
The sh3 dolphin will need a new texture (that's what I did anyway) -- but I did it only as a proof of concept so I don't have permission to release.
Anyway, this method will make the dolphins available for mission creation. Putting them in campaign is the big part of the project. Ideally they need to be randomly spawned within a certain distance of the player and then killed once they reach a max distance -- otherwise it's handplacing dolphins and waypoints:cry:
Paris_England
04-22-11, 05:22 PM
NINJA'D by the DW! :dead:
stoianm
04-22-11, 05:25 PM
@stoianm
Easiest way is to download DWs iceburg mod and see how he added iceburgs. There's a dolphin mod on the SH3 boards iirc. Just repeat what DW did only reference the dolphin.dat.
The sh3 dolphin will need a new texture (that's what I did anyway) -- but I did it only as a proof of concept so I don't have permission to release.
Anyway, this method will make the dolphins available for mission creation. Putting them in campaign is the big part of the project. Ideally they need to be randomly spawned within a certain distance of the player and then killed once they reach a max distance -- otherwise it's handplacing dolphins and waypoints:cry:
Thanks... i have a bit left untill i will finish the env mod and after that i will start to work on the dolphins... but you can send me your work.. i will just look inside.. i will not use... just to make a better ideea
tnx
oscar19681
04-23-11, 05:59 AM
I am sorry for being a bit slow here. It is rather tedious thing to do. So far I have added custom waypoints for one room and made one sailor appear on those 'extra' waypoints just as a proof of concept. It works fine, however the problem is that with the way new waypoints are addeded it is not possible to check animations in Goblin needing to launch the game each time. My idea is to work around it by creating several 'submarine file sets' each one holding one waypoints set, check animations there and then combine them all together. Since it will take quite some time I switched to simple adding missing crew, it has to be done anyway, extra waypoints or not, and many people are eager to get extra crew ASAP. But having some issues in RL I've managed to add only 8 sailors in the time given. Need 12 more. And unfortunately I am away untill the 10th. I will continue to work on it afterwards. Sorry the delay.
Oh that to bad. Another delay. I,m so eagerly awaiting this work to be finished but it seems plaged by real life stuff all the time.
... and then killed once they reach a max distance -- otherwise it's handplacing dolphins and waypoints:cry:
What do you mean by this?
I placed a group of dolphins in the campaign, but seems like they dont wanna follow waypoints.
ryanwigginton
04-23-11, 09:04 AM
Awesome work! I really like the extra crew. I can't wait to see this game in one years time. Now, if only I can just forget about it and pretend it's not there.... will be a real treat when I come back. :hmmm:
Paris_England
04-24-11, 11:36 AM
What do you mean by this?
I placed a group of dolphins in the campaign, but seems like they dont wanna follow waypoints.
You know, you reminded me that when in the mission the Dolphin didn't follow the waypoints. It was spawned correctly and started off moving to waypoint 2, but just kept going in that same direction forever.
Never did anything more to the dolphin -- just presumed it was my inexperience with the mission editor that was the problem and moved on to other things.
P
TheDarkWraith
04-24-11, 11:58 AM
You know, you reminded me that when in the mission the Dolphin didn't follow the waypoints. It was spawned correctly and started off moving to waypoint 2, but just kept going in that same direction forever.
Never did anything more to the dolphin -- just presumed it was my inexperience with the mission editor that was the problem and moved on to other things.
P
You have to ensure the units have:
- a propeller
- a rudder
If not they can't follow waypoints correctly ;) You specify these in the .sim file
SteelViking
04-26-11, 04:39 PM
Hey folks, I wouldn't mind lending a hand with this. Also, the OP mentions some incompatibilities with my mod's, wouldn't mind at least helping to straighten them out/combine things.
Paris_England
04-27-11, 01:51 AM
Hi SteelViking,
Long time user of your mods -- great work; many thanks!
I haven't worked on this for a long time now, but I believe Vanilla is working on something similar. If he's using the method posted in this thread, then iirc the gr2 file from your mod needs to be the base. For vanilla sh5, then the original gr2 file needs worked from. No huge deal if I recall -- just a pita to do it twice. Thankfully most of the hardwork is done in other files.
Of coure my memory may be wrong and/or Vanilla may have found another way to do it.
stoianm
04-27-11, 02:08 AM
Unfortunately seems that Vanilla is very busy also in RL... so we need to have patience until this mod will see the light:)
Vanilla
04-29-11, 12:41 PM
Hi everybody, just don't worry, I am not lost. Just away until the 10th of May, then I'll continue adding the crew. If anyone wants to try it as well - no problemo, I'll do a full description on what to do just after the 10th. It is not difficult at all, thanks to Paris' work.
Hi SteelViking,
Long time user of your mods -- great work; many thanks!
I haven't worked on this for a long time now, but I believe Vanilla is working on something similar. If he's using the method posted in this thread, then iirc the gr2 file from your mod needs to be the base. For vanilla sh5, then the original gr2 file needs worked from. No huge deal if I recall -- just a pita to do it twice. Thankfully most of the hardwork is done in other files.
Of coure my memory may be wrong and/or Vanilla may have found another way to do it.
I am doing it exactly the same way as you did, I guess it is the only way to do it. The only difference I've made is that I add extra GR2 file directly to the room's file (creating new prt file for the room and joining it in goblin) instead of the boat's prt. This way we don't have to change a lot in prt files for every boat we have. So credit for all the hard work goes to 100% to you. Thanks Paris! :salute:
TheDarkWraith
05-16-11, 09:24 PM
Every GR2 file has ID's attached to each entry in it.
(You can see the ID's in Goblin)
You can not change those. (YET!)
So a copy, even if renamed and such retains the original ID's.
Incorrect. Change one letter in a name contained in there and a new ID is made (you can verify in Goblin). The ID is determined somehow from the names of the bones/entries.
oscar19681
05-23-11, 02:09 PM
Whats the word on this mod ? I,ve been away and was kind of hoping to see some real progress bynow. But ive seen some cool stuff from TDW as well .
rascal101
06-02-11, 06:26 PM
Whats the word on this mod ? I,ve been away and was kind of hoping to see some real progress bynow. But ive seen some cool stuff from TDW as well .
Me to, I have been away for a while and am curious to know re any progress on this and a number of other mods
Best Regards to all SubSimmers
Rascal
Paris_England
07-29-11, 09:51 PM
I managed to find a bit of time to look at this again :yeah:
Looks like I had only half the solution -- the newly imported waypoints were still changing position when moved by using the offset for x & z co-ordinates in the WAYPOINT_INFO files :wah:. Apparently a Y translation is fine, but X or Z is a crapshoot -- I guess this means the offset parameters are meant to be used somehow else. This waypoint shifting meant that campaigns and historic missions would have the crew members in different positions. :down:
To get the x or z translation for a waypoint you need to hex edit the GR2 file and give the bone nodes new coordinates.:up:
So ... it looks like I'm just playing catch up with TDW -- and with a forseeable release of a new MO plus TDW's own poking at extra crew I'm wondering if it's worth pursuing further?
@TDW -- if you see this :) -- how far have you got with the extra crew? I don't see the point to two people pursuing the same thing; it's a waste of resources. I suspect you're far ahead of me, but at this point (for disclosure) I know I can place new waypoints where I want them and position crew at those points.
I've not experimented with neighbour nodes or scripting crew behaviours (save simple idle animations) so crew rushing hither and thither is an unknown to me at this point.
I also have limited time to deal with the mod (and position the nodes is a PITA :yep:) so ETA is 2-3 weeks (if there are any Falcon 4.0 fans, you'll know what I mean).
So the question is, TDW, whether your time is better spent on the more esoteric and complex parts of SH5 and I should continue with the extra crew, or whether you've largely got the extra crew thing cracked and I'm just doubling up on work being done? Or maybe you just want to do the extra crew thing?
I'm not trying to take ownership of the project, just my free time is sparse. If I can play SH5 with more crew that'd be great. If I have to do it myself, that's fine. If someone else does it, that's great too as I can spend the time it would have taken me modding this doing other things :03:
???
TY
P
urfisch
07-30-11, 05:10 AM
hey paris. nice to see you back here...
all the best to you.
TheDarkWraith
07-30-11, 10:06 AM
I haven't added any new crew yet. Only taking existing crew and making them move around the boat so boat looks alive (VERY time consuming and slow process).
Stormfly
07-30-11, 10:41 AM
...the most anoying thing for me are the crew idle animations while taking damage. If there is any way (i dont know if the "damage taken" state is working but at least the "hunter/hunted" is, it would be nice coupling this with some different. I dont know but i expect that those "crew is repairing something" animations didnt made it into the vanilla game, but maybe you can take them from SH4 or from the bunker folks ?
I haven't added any new crew yet. Only taking existing crew and making them move around the boat so boat looks alive (VERY time consuming and slow process).
This sounds really awesome!
reaper7
07-30-11, 01:14 PM
so ETA is 2-3 weeks (if there are any Falcon 4.0 fans, you'll know what I mean).
2 weeks :03:
nervouspete
07-30-11, 01:35 PM
Good luck with this, new crew or better mapped crew with proper active animations are one of the few things I'm really craving now in the wake of all these excellent mods coming out.
As for 'taking damage' animation, I reckon you should have them all waving their arms around madly like the secret-signal in Team America. :DL
Rickster1
07-30-11, 02:47 PM
I agree more crew or more animated crew will make this well modded game excellent
mobucks
07-30-11, 09:19 PM
once again, thankyou for this selfless endeavor
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