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View Full Version : [REL]SteelViking's Bunker Fixes


SteelViking
05-14-11, 11:45 PM
Very small mod here folks. More of a collection of things that were bugging me in the sub bunker that I fixed, so I decided to package them up and release them as a mod in case anyone would like to have them.

V1.0 Change log:
-Various shadow mapping errors fixed
-Missing caustics added
-Wording on Munition crates made readable
-A few more characters added
-One character who was cleaning nothing(he was not holding anything) was given a prop
-One character who acted as if he had a tool in his hand but did not was given a tool.

Download Link: http://www.mediafire.com/?86583u9ouq55ywm

SteelViking
05-14-11, 11:47 PM
I am very open to suggestions from anyone as to what else to change in the sub bunker.

People's appearance is very alterable I should note.

Vorkapitan
05-15-11, 03:35 AM
Steelviking,

Sounds good for immersion....really need things like this!

:salute:

sentenc3
05-15-11, 04:28 AM
Thanks for the work:salute:, it would be possible to do this? ... place military character and add a gateway to the uboot for asking .... and now, the crew is forming on the deck or boot?:D


http://i289.photobucket.com/albums/ll214/sentenc3/wmplayer2011-05-1511-20-09-14.jpg
http://i289.photobucket.com/albums/ll214/sentenc3/wmplayer2011-05-1511-19-31-69.jpg

tonschk
05-15-11, 10:00 AM
:salute: Very Good SteelViking , :yeah: Well done :D

SteelViking
05-15-11, 12:08 PM
Hey, I just had a cool idea, sentenc3 made me think of it.

What if I make some of the folks just waiting around the crew members from the sub?

I would really like to see that myself.

Let me know what you think folks.
:salute:

stoianm
05-15-11, 12:10 PM
Is a nice ideea... everything that increase the game immersivity is awsome:up:

SteelViking
05-15-11, 12:21 PM
Hmmm, if I add our crew to the bunker, I need to find a way to take them away after entering the sub. Otherwise it will look like you are leaving them behind.:hmmm:

tonschk
05-15-11, 12:27 PM
Is a nice ideea... everything that increase the game immersivity is awsome:up:

:DL I Agree :up:

Zedi
05-15-11, 01:57 PM
TDW had some plans to add crew on deck, so maybe we can push things forward and remake the movie by let the crew to go aboard by themselves and wait on deck for the captain.. heck, I start to hallucinate already but the moding lately is just out of control and seems that nothing is impossible from now on :D

SteelViking
05-15-11, 02:11 PM
TDW had some plans to add crew on deck, so maybe we can push things forward and remake the movie by let the crew to go aboard by themselves and wait on deck for the captain.. heck, I start to hallucinate already but the moding lately is just out of control and seems that nothing is impossible from now on :D

Well, for starters, we would need to place a gang plank from the bunker walkway down to the sub. Then take it away upon engine start or something. Hmm, treading new ground here.:hmmm:

TheDarkWraith
05-15-11, 02:14 PM
Well, for starters, we would need to place a gang plank from the bunker walkway down to the sub. Then take it away upon engine start or something. Hmm, treading new ground here.:hmmm:

You need to add waypoints also to do this :yep:

Magic1111
05-15-11, 02:17 PM
Hi Folks !

Aces do this for SH3 with Super-MOD GWX !

Please look at the pictures:

http://www.subsim.com/radioroom/showthread.php?t=182993

The crew stand on a human playable sub and we can they appear and disappear with key-command ! Very cool MOD !

Best regards,
Magic:salute:

Zedi
05-15-11, 02:19 PM
Dont take it that seriously :) But what is doable is to put crew on deck with idle animations waiting for the captain to get oboard, then they climb the con tower and get into the sub. You will need help from TDW on this, but I think is pretty doable.

Stormfly
05-15-11, 02:20 PM
iam not shure, but i think there is a crewstate "bunker" in some of the crew ai scripts, next investigation could be why the watch crew is using binoculars in this state.

moving them to other positions on deck while in bunker state should be possible, if the bunker state is working at all.

For a boarding scene, the problem could be that the boarding animations would repeat, even if you`re about leaving the bunker making speed.

TheDarkWraith
05-15-11, 02:31 PM
Dont take it that seriously :) But what is doable is to put crew on deck with idle animations waiting for the captain to get oboard, then they climb the con tower and get into the sub. You will need help from TDW on this, but I think is pretty doable.

It's doable :up:

Trevally.
05-15-11, 02:35 PM
When you are moving about the bunker - the crew could be on the pier or hanging about the boat deck.

When you hop on board (game loads) crew could be set back to their normal stations.

Zedi
05-15-11, 02:39 PM
True, but having the crew on deck when leaving the bunker is much more realistic. Then they slowly climb the tower and get inside one by one... would be such an awesome sight :P

TheDarkWraith
05-15-11, 02:51 PM
True, but having the crew on deck when leaving the bunker is much more realistic. Then they slowly climb the tower and get inside one by one... would be such an awesome sight :P

Don't think that one will be possible. There's very limited commands available. Actually take that back: there's a way it could be done.

Stormfly
05-15-11, 03:22 PM
question could also be what "bunker state" means exactly...

1. - active if the sub is in the bunker ?
2. - active if the player is in the bunker (not on the sub) ?
3. - active if the player is on the sub and sub is near the bunker ?

if "bunker state" its active by option 1 or 3 (3 if the trigger range could be reduced to some meters), then it could maybe managed to move the crew from stading on the deck going/teleporting to its normal positions while leaving the bunker, gaining speed, passing the bunker entry.

stoianm
05-20-11, 04:03 AM
I had a chance to test your mod today... it is very nice... you will continue to work on it?

SteelViking
05-20-11, 02:58 PM
I had a chance to test your mod today... it is very nice... you will continue to work on it?

Yes and no. If anyone brings something to my attention in the bunker that should be different, I would gladly take a shot at fixing it. However, I am hesitant to do much with the dockside people/sub crew, because I know TDW has some far reaching plans with his new WIP for realistic sub crew.

If something doesn't look right with the bunker itself though, let me know folks......you know how good I am with interiors :haha:.

nozaurio
05-20-11, 04:47 PM
:up:Interesting work good friend.

I have a suggestion, there is no way to change the time of refueling and torpedoes in the port when in a campaign?.:06:

Recharge time of the game, apart from unreal, impossible.

:-?I know it has changed the loading time outside of the submarine's torpedoes, but I have not seen any mod on what I am exposing.

Thanks ...

FIREWALL
05-20-11, 04:54 PM
:salute: SV

SteelViking
05-20-11, 06:00 PM
:up:Interesting work good friend.

I have a suggestion, there is no way to change the time of refueling and torpedoes in the port when in a campaign?.:06:

Recharge time of the game, apart from unreal, impossible.

:-?I know it has changed the loading time outside of the submarine's torpedoes, but I have not seen any mod on what I am exposing.

Thanks ...

I am absolutely sure there is a way to change this nozaurio, but I would guess it will take a lot of digging to find it. Will take a look tomorrow.:salute:

nozaurio
05-20-11, 06:02 PM
:03::up::salute:

Trevally.
05-21-11, 05:56 AM
Could this be the file for time in port refueling etc.


[MissionManager]
RenownValuesUS=-400,-100,100,800,1600,2500
RenownValuesGE=-400,-100,100,1000,2000,3500
MinimumDaysInBaseUS=14
MinimumDaysInBaseGE=14
AcceptableDamageUS=40
AcceptableDamageGE=40
RankDaysUS=150,180
RankPatrolsUS=4,5
RankPatrolsRatingsUS=0,1
RankCampaignRatingsUS=0,1
RankDaysGE=28,56,56,84
RankPatrolsGE=3,5,7,5
RankPatrolsRatingsGE=1,1,2,3
RankCampaignRatingsGE=0,1,1,1


C:\Ubisoft\Silent Hunter 5\data\Cfg\UPC.cfg:06:

Raven_2012
03-10-12, 08:27 PM
Love the fix, I always wondered what the guy on the stairs was doing. Excellent job!!!

:rock:

Choum
10-05-14, 04:51 AM
Note for user :

This mod crash the tutorial mission when you came back to kiel for user who want to play the "stock campaign"

U-190
04-24-22, 08:05 AM
This modification causes the game to crash after the end of the training mission. I don't recommend it for those who want to play the tutorial. Waypoints from SteelViking have a conflict with the characters of the Captain of the Boat and the Commander of the Base in Kiel.