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-   -   Compatibilities, Compatibilities, Compatibilities.. (https://www.subsim.com/radioroom/showthread.php?t=172366)

WarlordATF 07-15-10 06:22 PM

If your not willing to fix compatability problems on your own then how can you blame the modders for not doing it? When i started adding Mods to SH4 i saw things i liked in several mods so i asked questions and worked out the issues myself instead of asking modders to do it for me. Why should they be bothered to make the game the way i wanted it when they have already worked so hard to create their version and freely make it available to all of us?

Basicly, if you want things to work together that were not designed to then its up to you to make it yourself. This is a great community here at subsim and most modders will offer advice and help if asked. However being confrontational about how YOU think things should be will get you nowhere around here.

SteelViking 07-15-10 06:42 PM

Quote:

Originally Posted by WarlordATF (Post 1445454)
If your not willing to fix compatability problems on your own then how can you blame the modders for not doing it? When i started adding Mods to SH4 i saw things i liked in several mods so i asked questions and worked out the issues myself instead of asking modders to do it for me. Why should they be bothered to make the game the way i wanted it when they have already worked so hard to create their version and freely make it available to all of us?

Basicly, if you want things to work together that were not designed to then its up to you to make it yourself. This is a great community here at subsim and most modders will offer advice and help if asked. However being confrontational about how YOU think things should be will get you nowhere around here.

Well said:up:

Paajtor 07-15-10 07:00 PM

Quote:

Originally Posted by longam (Post 1445327)

whaahaa :har:

Harmsway! 07-15-10 08:08 PM

I think you have a misunderstanding on how mods are coded. There is not a compatible way and an incompatible way. Any mod will be incompatible with another if it overwrites the same file as the other mod. There is no way to plan for this unless the mods are made with each other in mind.

For example if one mod changes the HUD color while another changes the HUD commands the two will be incompatible unless the two modders share each others work. You can't expect dozen of coders to know what dozen of others are doing. Truth is though there is a lot of collaboration going on. I for one am very appreciative for that.

Without the foreknowledge of what other coders might be doing the only way to write code that has a chance of being compatible when touching the same file is if you can append the code to the file leaving the preexisting code untouched. This normally is not done because it requires special installers to be written for the user. And there is still the chance that one append could be in conflict with another. Such as both mods wanting to change the HUD color. One has to win over the other or crash.

Sailor Steve 07-16-10 12:08 AM

Quote:

Originally Posted by krashkart (Post 1445435)
Quote:

Originally Posted by SteelViking (Post 1445418)
That's it! I will make a ladies man interior mod.:har:

With a round turntable bed and satin sheets? :DL

http://i14.photobucket.com/albums/a3.../16Hccabin.jpg

krashkart 07-16-10 01:53 AM

I remember seeing that. It's from an alternative history mod, isn't it?

JScones 07-16-10 03:27 AM

Quote:

Originally Posted by robbo180265 (Post 1444957)
I'll also add that with JSGME activating and then deactivating mods is a breeze. So it's not really hard to choose the mods that work together.

Of course you are right, but you'd be amazed at the number of emails I get from people reporting that JSGME is buggy because after they installed mod "x" their game started crashing (therefore it must be JSGME's fault as it added the mod). My stock response is along the lines of "does your game work again if you uninstall mod x?" which usually yields a "didn't try that, but yes it does, so obviously JSGME is buggy" response and you can imagine the rest of the conversation.

You'd also be amazed at the number of (well meaning I guess) emails I get from people stating that JSGME is reporting a conflict installing mod "x" but JSGME is wrong because mod "y" needs to work with mod "x" in order to get mod "z" working right (etc and so on), so what should they do to get around JSGME's obviously wrong error? My response is along the lines of "please raise with the maker of the mod, but remember, it's only a warning to indicate that you may have problems, not that you will have problems".

But yeah, JSGME is great (if I say so myself), throw a mod in, test it out, don't like it? simply disable and delete it and it's gone.

GMU 07-16-10 03:38 AM

JSGME is no how responsible for any CTD's. Mods that conflict one with another does. Or when RTFM mode is not triggered. So as long as there will be cold attitude towards solving the compatibilitie issues, we're going to be stuck on to choose between what suits one's taste better. Another option - make it compatible yourself which is actually a PITA and depressing..

THE_MASK 07-16-10 03:39 AM

Quote:

Originally Posted by JScones (Post 1445688)
Of course you are right, but you'd be amazed at the number of emails I get from people reporting that JSGME is buggy because after they installed mod "x" their game started crashing (therefore it must be JSGME's fault as it added the mod). My stock response is along the lines of "does your game work again if you uninstall mod x?" which usually yields a "didn't try that, but yes it does, so obviously JSGME is buggy" response and you can imagine the rest of the conversation.

You'd also be amazed at the number of (well meaning I guess) emails I get from people stating that JSGME is reporting a conflict installing mod "x" but JSGME is wrong because mod "y" needs to work with mod "x" in order to get mod "z" working right (etc and so on), so what should they do to get around JSGME's obviously wrong error? My response is along the lines of "please raise with the maker of the mod, but remember, it's only a warning to indicate that you may have problems, not that you will have problems".

But yeah, JSGME is great (if I say so myself), throw a mod in, test it out, don't like it? simply disable and delete it and it's gone.

Its the best thing since the wheel . Thanks Scones .

GMU 07-16-10 03:50 AM

Thinking all about it raises one question: WHO HAS BALLS TO REUNITE MODDERS FOR THE START OF A SUPERMOD ???

Arclight 07-16-10 04:00 AM

Efforts are already underway, as far as I know.

And for the record, I've made my mods with compatibility as a primary concern, both with other mods and new patches. :smug:

robbo180265 07-16-10 04:13 AM

Be happy with what you have, or make it yourself....


Simple really.

Kremmen 07-16-10 04:36 AM

Without the work of the modders,from the lone wolf who may make a small tweak here and there to the supermod crews who overhaul the whole game,I don't think the SH series would've reached no.5.
Hoist a frothy one to modders everywhere and give thanks :()1:

SteelViking 07-16-10 05:46 AM

Quote:

Originally Posted by sober (Post 1445695)
Its the best thing since the wheel . Thanks Scones .

I second that!

TDK1044 07-16-10 06:07 AM

Quote:

Originally Posted by GMU (Post 1445702)
Thinking all about it raises one question: WHO HAS BALLS TO REUNITE MODDERS FOR THE START OF A SUPERMOD ???


Supermods are sometimes made by one modder like Ducimus, working his ass off for months on end in order to produce a mod that enhances the game, and includes several other smaller mods that he has included with the permission of the relevant modders.

He always posted a compatibility alert list regarding Trigger Maru. With JSGME and any version of Trigger Maru, Stevie Wonder could have modded Silent Hunter 4 without getting conflicts.

I run 16 mods in Silent Hunter 4 with no conflicts.

As for Silent Hunter 5....until or unless it's fully patched, I won't be attempting to play or mod it.


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