View Full Version : So what's next to mod?
Type941
09-17-05, 03:51 PM
I've been looking at SH3 for 2 days now, an I start to wonder what else really needs to be modded visually?
We have great ship skins, multple merchants. We have some fantastic particle mods, wake mods, sky water and seafloor textures. Harbour mods, drawing tools, GUI and that doesn't even cover new hex edited models.
What else? Are we running out of things to mod and the obvious thing is the lack of SDK (that imho will never be released) that's making SH3 players start putting the game down? Personally, I can't really be excited to play it much more - because the single missions lack any kind of variety, period. Go out - sink as many ships as possible. That's all.
I'd like to mod few more things to keep myself interested, but it feels like the lost cause sometimes because the devs haven't even fully patched the game after 4 attempts.
So is there else that anything needs to be skinned really? I get a feeling we are pretty much at the end of modding Sh3 and SH4 needs to come out soon.. :shifty:
i want to see more compatiles between the big mods beacause RUB don´t work with milkcow mod and so on
stljeffbb1
09-17-05, 04:14 PM
Personally, I think we can make the SH3 world much more dynamic....I am working to this end in my own small way. Basically, I would like to see the SH3 world populated with every significant ship that existed in WWII. Also, I would like to see many more ambient details included in the game...while I am eagerly awaiting the next edition of SH (whether its an expansion, add-on, or SH4), I do hope that:
1) Either SH4 uses the same basic programming language and structure as SH3 so that all of our mods fit in, and/or
2) SH4 has all of the units of the major powers, from Asia to Europe to North America, and everywhere else in between! :P
-Jeff
As far as actual graphics modding... well, first, I'd like to see that unit mesh editor that someone was working on come to fruition.
I KNOW YOU'RE OUT THERE. I WANT THAT PROGGY DONE. :shifty:
***
And, this might also be a bit of a stretch, but I'd like to see someone attempt messing with the water shaders a bit. I'm sure some things could be tweaked around; for instance I'd love to see a little transparency from the surface (again, I told you it's a stretch, but it has to be out there somehwere...). :hmm:
Type941
09-17-05, 04:37 PM
Yes, water transparency (but not like in DW) would be very nice touch, i just thought about it today actually. But I suppose in real life it's VERY small, and seen only in shallow water, and when the boat is just below the surface. But hey - that's still cool.
martes86
09-17-05, 04:59 PM
Look at the mod list and you'll know what else may need to be modded. :P
Hunterbear
09-17-05, 05:44 PM
Hey squeak,
Rubini has a RUb compatible Harbour Traffic mod with AI subs and there is a Milkcow mod for HT now. Check his post out here for link to download
http://www.subsim.com/phpBB/viewtopic.php?t=41646&postdays=0&postorder=asc&start=200
:)
stljeffbb1
09-17-05, 05:53 PM
Another thing I'd like to mod (purists close your eyes!).....
I played Hearts of Iron II for a while, and I like the premise, but the game is too easy, even on the hardest settings...I've been waiting for the modders over there to release their AI work, but its been slow in coming....
Nonetheless, I think it would be very cool to mod an "altered reality" that gives the Germans more power......
I even dream of developing a strategic game based on the Ops Mod (which will fill the SH3 world with ports and navies), or even somehow translate the progress going on in a beefed up AI version of Hearts of Iron II into the Ops Mod to reflect what is happening.....basically, one could be the leader of a country and plan grand strategy, and then if more action is wanted, jump into a sub and watch as the Germans invoke Operation Sea Lion!
...and if you think this is crazy, well, right now I'm beta testing a game called Pacific Storm by Lesta Studios in Russia....this game allows you to plan grand strategy in WWII as either Japan or the US, then lets you fly in their well modeled planes or shoot AA guns on their well modeled ships!
-Jeff
iambecomelife
09-17-05, 07:05 PM
I've dropped hints before about this, but I think it's time to start modelling other submarine services - specifically, the Royal and US navies. The new cloning tool by sansal is a huge step forward; we can now create vast numbers of units needed for these new theaters. I suggest we concentrate on figuring out how to alter the interface of the game so that it's appropriate for Allied careers. it would also be a good idea to do some grunt work - researching the necessary uniforms, awards, etc.
Kpt. Lehmann
09-17-05, 07:08 PM
I think it would be quite nice to finally see the Type II U-Boats' reflection on the water finally enabled.
:yep:
...And inclusion of Eastern U.S., Gulf of Mexico, and South American ports in Ops mod with maybe a little traffic from Rubini.
@ Hunterbear
Thx mate, i will try to install it on my next mission
I have one mod idea , a sound mod so you can hear creaking from a sinking ship a lá Das Boot
Type,
What about that dolphins in the DLF.dat? It will be a great environmental addition...
Rubini.
Type941
09-18-05, 03:19 AM
I think Sansal's mod couldn't have come at a better time. It indeed opens up a new set of possibilities. Dolphins? Eh.. How about a Scharnhorst? :rock:
I'm never opposed to adding new ships and such, so long as they do look quite different. Since almost everything has been done, just do more of it ;) . Quantity is it's own quality.
Axlwolf
09-18-05, 03:58 AM
A suggestion?
:hmm: Mmmm...
something i need(and other need,i'm sure) is:
An ACCURATE deep chart ,with the various deep signed with a good and recognizable line,not those damned tone of blue(hard to see in red light).
I raid often the enemy harbour and one of my tactics is coming trough the most deep water(More easy to hide in deep sea in case of a patrolling DD).
I HATE asking the deep at my navigator,that ping it's dangerous. :ping:
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I'm alwais hoping to see one day a japanese Yamato class BB (I was hoping in Pacific Fighter but... :( )
I would love to see her,but maybe it's still too soon...
I like what i see here,a good bunch of modders can keep a game alive for years...
Keep up the good work,people :rock:
Farside
09-18-05, 04:50 AM
I like what i see here,a good bunch of modders can keep a game alive for years...
take a look at operation flashpoint, 5 years (roughly) and its still running strong.
I Think SH3 could turn out like this, if (and its a big IF) we get athe SDK, but i feel tht they wont bring out the SDK till after the release of SH4 so as they dont loose money, for instance because if it IS pacific theatre, and someone else makes a pacific theatre which turns out better then people would rather use the mod than pay x amount of money for something which is not as good as a mod.
I Think SH3 could turn out like this, if (and its a big IF) we get athe SDK
One qiuck question , what is a SDK ?
Farside
09-18-05, 06:54 AM
Software design kit
its like the tools that the game makers use, so we can create new models etc :)
Even if someone here figures out how to import completely new objects, isn't there a chance that Ubisoft would sent a "cease and desist" letter to eradicate a possible threat to a new product? After all, SHIV is coming out in less than a year, and is using the same game engine (and possibly the same SDK?). Although, if this was the case, I hope they improve it somewhat - i.e. better torpedo damage, etc..
Assuming Ubisoft doesn't care though, I think that we are witnessing the process of a huge breakthrough, especially in adding new ships. :up:
Type941
09-18-05, 10:24 AM
isn't there a chance that Ubisoft would sent a "cease and desist" letter to eradicate a possible threat to a new product?
They can do that, but after doing this they can forget enjoying the support of modding community and those who buy their game. Example - FIRST Racing who own the rights to NASCAR engine by Papy and are suing a modder who edited the game and distrubted it with modded exe file (for free). Once they did that, everyone hates them in the community, and they are releasing PR statements every week trying to tell people how much right they are.
If I were Ubi, i'd be very careful with persuing strongly against modders, because stuff like that will come back and bit on the arse. Much better if they see something REALLY good is to hire the person. ;)
And being outside of US really makes their problems bigger because of legal differences etc, bUt if you are in in US they'll sue the socks out of you given a chance, so one must be very careful i guess on that side, and of course get a lawyer consultation. They'll stop modding, but that will be very bad for them.
However, this game doesn't involve thingsl like Tobacco and Alcohol sponsorship and other brand names being distrubute without copyright - so I think that's why it's much less stict in this game. Try modding a motorsport game - with the car with thousands of stickers on it. ;) That's different ball game all together. I know and saw letters the companies send to modders threatening law suits and asking for fines (about 5-10,000 USD).
stljeffbb1
09-18-05, 10:47 AM
:huh:
CRAP!! I could get sued....great! :o
Much better if they see something REALLY good is to hire the person.
That would be kinda cool...but I'm guessing it would still be less expensive to use the Romanians :|\
However, this game doesn't involve thingsl like Tobacco and Alcohol sponsorship and other brand names being distrubute without copyright - so I think that's why it's much less stict in this game. Try modding a motorsport game - with the car with thousands of stickers on it. That's different ball game all together. I know and saw letters the companies send to modders threatening law suits and asking for fines (about 5-10,000 USD).
Greed always clouds things....also, might makes right....if these companies think they can get away with things and pick on those they perceive as weak, they do, similar to RIAA vs P2P.
-Jeff
The textures for the interior of the conning towers really need some work. I've not seen any mods out there that get rid of all that rust that makes it look like the boat was just pulled off the sea floor after sitting there for 50 years. Not to meniton the wall and ceiling textures in the radio and sonar rooms need work as well.
gdogghenrikson
09-18-05, 05:57 PM
thermal layers
Thermal layers are modelled ingame already.
The most useful mods as said go in the direction of a living, dynamic and historically accurate world in terms of ships, units and operations as the war progresses. This has the progressive potential of making you feel as part of a large, inhuman war machine and teaches the ignorant something of real naval operations in WW2, i.e. it has pedagogic potential.
[rant]
Though to be honest, even with all the mods at the moment I'm rapidly losing interest in the game. From a design perspective, you spend a lot of time sitting around doing nothing and what is there is rather thin, for example the ridiculous "crew management".
People will of course argue that in real life patrols were boring, and just look at Das Boot etc. However in Das Boot, the viewer was never bored even when nothing was "happening" - lots was actually happening in terms of characters and story and so on. But in SH3, you watch an icon crawl across a map for 15 minutes... not a very productive use of ones time, in this day and age. Not wanting to waste my time does not make me an evil "arcade" player.
And any interactions with your crew just highlight their stilted artificality.
Ideally I'd have that skipped and I'd put the focus on your crew and your boat, making them of far, far greater importance and detail, even to a sort of "black and white" level where your crew adapts their behaviour to what you're doing, what you do has moral importance, and you do all this in a complex gameworld where the AI is first rate and appropriate - no running aground and so forth.
Fancy graphics would come last - the moniker of "eye candy" is appropriate - as candy in the end gives you no nutritional value and just makes you feel bad if there's too much of it. What is important is something that makes you realise something about history and about people, which is what 'Das Boot' does very well, and SH3 does not, instead catering to the usual war abstractions beloved of the impotent.
[/rant off]
martes86
09-19-05, 08:30 AM
If we had full crew and sub interiors modeled, maybe you would feel that SH3 represents better all those things you say it currently doesn't.
At the present moment, you aren't in a sub. You are just in a half sub. And maybe that situation of not being able to see the whole picture is what makes some people feel like the game doesn't represent what Das Boot does.
Personally, if we had fully modeled crew (all of the 50 guys) and interiors, I would feel more like in Das Boot. One wouldn't feel alone at all. A full viewable crew and a fully walkable interior. Then you would really feel that's your sub and your crew, and not only a portion of them.
Cheers :rock:
gdogghenrikson
09-19-05, 08:33 PM
how do you figure thermal layers are modelled in the game?
how do you figure thermal layers are modelled in the game?
You should already know the answer to that as you were involved in this discussion already..
http://www.subsim.com/phpBB/viewtopic.php?t=41121&postdays=0&postorder=asc&highlight=thermal+layers&start=0
One of Catfish's posts in that thread...
"Hello,
" ... thermal layers are simulated in the game according to the devs, but we have no way of knowing when we are passing one, as there are no temp gauges simulated ... "
So yes according to the developers thermal layers are modelled..you just wont know where they are.
Kpt. Lehmann
09-19-05, 11:08 PM
:huh:
Wow!
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