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-   -   We already have a super mod (https://www.subsim.com/radioroom/showthread.php?t=174492)

SteelViking 09-06-10 07:50 PM

I am really torn on this issue. On the one hand, I know that the current situation is hampering progress to some degree. Because, it is difficult to work on a new mod without stepping on someone else's toes(having JSGME conflicts). But, to be honest, it is very early in the modding life of SH5.

And, it is difficult to force the issue of forming a team of modders/putting together a super mod. As many know, I am working on updates for a few of my mods right now alone. Let alone all the other modders who are working on updates for their respective mods. And, as privateer has pointed out, how do you put everyone's work together, when everyone's work keeps changing.

However, I would love to see more cooperation. People really need to start working together just to make sure that major mods stay compatible. I strive for compatibility with other mods that share files with mine, but it is a lot of work to do so.

A good example of this cooperation would be my Underwater mod, and TDW's exhaust mod. We worked together and Viola, combined our work so that nobody has to worry about compatibility between our mods. I just wish that all modders would take a lesson from this example........

Madox58 09-06-10 08:07 PM

Sooner or later?
Things will fall into place as far as makeing mods compatable with each other on a standard basis.
It's far to early for that at this time because the more we mod and learn?
The more tweaks that need done.
That falls into the 'every other day, new version', release problem for now.

Everyone must uninstall and reinstall stuff.
PITA!
I'm glad in a way that I can't suffer through that crap.
:haha:
Minor updates to mods would be easier if patch files were released
with the proper install routines written.
Downloads would be smaller, and applying would be much easier for
people.
Why download a 100 meg update if only 3 megs was modded?
:hmmm:

supposedtobeworking 09-09-10 08:51 PM

Wow .. Sober's mod list is incredible, though I'm sure he's not the only one who has a mod list like that. I wonder how much work it took to make all of those mods work together without conflicts....? I've always thought it would be cool if individuals released their own supermods (for example, if Sober released a compilation of all those mods as one package) which people can just plug into their JSGME and try out without having to go through all of the troubleshooting to get them all to work together. Maybe this is something people could do for now if they wanted to satisfy those who want a super mod?? Otherwise, I agree with some others that the game is still too young for a super mod on the scale of GWX...will take much time and no further patching.

Krauter 09-09-10 09:55 PM

Just a few problems that I see with having a Super Mod for Sh5 at this time:

1- It's less then a year into its release (someone correct me if I'm wrong..) and still needs a lot of small tweaks and fixes by simple mods (and patches if Ubisoft gets to it again). Now, as privateer mentioned, all of the mods are changing weekly, if not daily (remember TDW's UI Mod when I checked back everyday and there was a new version, or IRAI, etc). Give the game more time to become stable and playable.

2- All the aesthetics have been touched, yet we still haven't cracked the game open to look at the vitals (like campaign, AI [to an extent] mission objectives, etc). Thus, you may make a 'Pretty' Supermod, but you're not going to make one that radically changes the game.

3- I see a lot of conflicts that will hamper the development of a super mod.. among them are

- [REL] Environmental MOD for Silent Hunter 5, W_clear: After a lot of testing and reports, it seems that the latest versions are unstable again. CTDs common around areas like the straights, Bay of Biscay, Skaagerak, etc

- [REL] SteelViking's Interior Mod, SteelViking and his various other mods,
various Venatore's mods: No complaints here, SV and Venatore's mods are A grade

- [REL] Voice Recognition for SH5, skwasjer: Don't use voice recognition myself, but again issues have been reported with it.

- numerous available audio mods: lots of conflicts between different mods that'd need to be ironed out.
numerous available graphics additions mods,
- [REL] More realistic periscope, Arclight: No complaint; one point to note is that you need an aspect fix for your monitor to use the targeting reticules properly

keyboard shortcuts mod: No problems save for conflicts between the UIs mod, different people have different preferences.

player scripts: Haven't tested yet (save mine, which is on hiatus until I get back to a computer capable of running SH5).

many, many, many others: Elaborate? Again it will all be (just a guess..) A: Visual B: Acoustic C: UI

Again, all of the above mentioned mods; though spectacular though they may be (and please note, I am in no way bashing ANY of the work done by the modders be it small, medium, large or humungous pieces of work), are not spectacularly game changing, nor do they alter the game in any radical way.

The only exception of this, that I have found is:

- [WIP] IRAI (Intelligent Random AI), TheDarkWraith: The job of tweaking AI, along with the fact that all the hardcoded issues need to have scripted workarounds, means that it is never finished. New problems will crop up unexpectedly warranting a new release of fix.

As well as Nisgeis' and ddrgn's AI and Elite campaign mods. (Though I consider IRAI to be more realistic and difficult so to me, though the works of those two authors in the field of AI are wonderful, cannot be considered for a supermod as IRAI covers their aspects already [save for elite campaign mod])

4- Again, the game is only in its infancy and things are being discovered and are evolving so rapidly a megamod would be obsolete weeks perhaps even days after it is released. This is not even taking into account a patch (if it ever occurs).

Please note however, I am in no way against a supermod for SH5, and indeed I do believe that SH5 will one day get to the point of GWX+SH3 (But for the love of all that is holy please omit the word wolf in the title..). But please know that these are but SOME of the obstacles that stand between SH5 and a supermod.

Edit: Also, note that TDW are (from what i've seen) in no way uncooperative of the other. On the contrary, a lot of the material TDW comes up with has some of the work of reaper incorporated and vice versa with some of reapers work. (Just thought I'd throw that tid bit in there..we are all a community here.)

Also, to supposedtobeworking, check out the Mods List/Order thread and arrange them in the order of some of the posters there and see how it works for you. Read through the thread and you'll see some interesting things.

Cheers!

Krauter

Ducimus 09-09-10 10:33 PM

Quote:

Originally Posted by jimbuna (Post 1485652)
In response to your references to GWX....

There were previous Grey Wolves supermods leading up to GWX3.0
.

And a whole lot of what SH5 is doing right now. People forget this, or what SH3 was like before all the supermods. I can remember...

- Before GWX 2 and 3 in their various incarnations, there was GWX 1.03. (ask me how i know that specific version number. :O: )

- Before that, there was simply TGW. (The Grey Wolves, before the eXpansion was added)

- TGW, was, from what i remember, little more then an embellished "unified campaign" with some spiffy graphics, menu.ini updates, and some not so good AI tweaks.

- Unified campaign, by ehh.. rubini. i think can trace its root origins to his Harbor Traffic mod. Although UC was some community effort to get, as the name implies, a unified campaign. There was some community politics involved here but the details are fuzzy to me now.

- Harbor traffic mod was the first attempt to combine various elements that effected the campaign. Mostly traffic, a couple plane tweaks.

- Before or at the same time was "Improved convoys", and "improved air power". By Jace11 if memory serves.

- and somewhere at the start of it all, (at least for me) was some lousy thread trying to figure out why destroys were dropping depth charges with pin point accuracy, or something like that.

Trace it all back, and SH5 is doing the exact same thing. People need to realize that SH5 is not going to START with a supermod, you end up with one, and it's a long slog to get there.


As for creating a supermod now, yeah all the elements are in place, but there are a lot of factors involved. In reality, what is needed right now is one or two people who are intimate with the games file structure, and are willing to sacrifice ALL of their free time for several months. It's like a 2nd unpaid job combined with a lot of forum politicking for permissions and what not. Royal PITA. Have fun!

Krauter 09-09-10 11:01 PM

Well said Ducimus!

I think the game and the community just need to wait and mature together. For example, we cant even import units! (pending privateers work..)

KarlKoch 09-10-10 04:17 AM

Quote:

Originally Posted by Krauter (Post 1489241)
- [REL] Voice Recognition for SH5, skwasjer: Don't use voice recognition myself, but again issues have been reported with it.
Krauter

Can you point me to that reported issues, please? I may have missed them.

Krauter 09-10-10 02:39 PM

I had just heard that the voice recognition was having problems either picking up the orders (ie: Order crashdive and it doesnt work) or confuses the order.

That being said, in my opinion, a voice recognition Mod should not be in a mega mod (though it should be supported) because not all have the means, nor do not all of the community want to use voice recognition.

KarlKoch 09-10-10 02:48 PM

Quote:

Originally Posted by Krauter (Post 1489922)
I had just heard that the voice recognition was having problems either picking up the orders (ie: Order crashdive and it doesnt work) or confuses the order.

That being said, in my opinion, a voice recognition Mod should not be in a mega mod (though it should be supported) because not all have the means, nor do not all of the community want to use voice recognition.

But since its optional if you use it or not, it won't hurt anyone to have. And since i work with the voice recognition, i can say that with the correct settings, nearly 100% of orders are received and executed correctly.


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