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-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Real Fleet Boat mod kicks off (https://www.subsim.com/radioroom/showthread.php?t=109405)

bunkerratt 03-27-07 03:24 PM

ctrl +del does nothing in sh4.....the compas speed and depth gages still sit on the lower right of the screen...as well as the station panel on the lower left....

ryuzu 03-27-07 04:17 PM

Quote:

Originally Posted by bunkerratt
ctrl +del does nothing in sh4.....the compas speed and depth gages still sit on the lower right of the screen...as well as the station panel on the lower left....


EDIT : I wrote this and then realised I'm using the key commands mod! LOL So.... with the Key Commands mod :

CTRL + DEL gets rid of the big orange marker on the surface of the sea when you view your sub from outside.

The numpad ./DEL key hides the interface.

r.

CCIP 03-27-07 04:19 PM

Feel free to plug in any of my tweaks so far! (namely controls, depth and battery mods)
Definitely a most welcome effort.

Sailor Steve 03-27-07 04:48 PM

Quote:

Originally Posted by Beery
Quote:

Originally Posted by Dowly
CTRL+NumpadDel gets rid of the orange submarker both in SH4 & SHIII.

But apart from a mod there's no way to get rid of it permanently, right? You have to hit Ctrl+Del every single time you do a patrol?

In SH3 you could just throw it in the trash, with no ill effect whatsoever.

PeriscopeDepth 03-27-07 04:55 PM

I also vote for a focus on realism. nvdrifter, Ducimus, and CCIP have already made steps in this direction. Good to hear that RFB is underway!

PD

bunkerratt 03-27-07 06:14 PM

ok got rid of the gages and station bar...tyvm ..tyvm...:up:

Beery 03-27-07 06:33 PM

Quote:

Originally Posted by guynoir
Hey Beery, I think Cpt-Blaubär's right about the ATI sun problem. I've seen some other guys talk about it already...

It's not really bloom that's the problem though. Even on an Nvidia card if there's fog the sun's disc will be way too big. That's what the new sun mod addresses. Purely by chance it also happens to fix the bloom problem on ATI cards, but that wasn't the intention of the mod.

In short, the game's sun is too big and that's all the mod was meant to fix.

Beery 03-27-07 06:41 PM

Quote:

Originally Posted by Sailor Steve
Quote:

Originally Posted by Beery
Quote:

Originally Posted by Dowly
CTRL+NumpadDel gets rid of the orange submarker both in SH4 & SHIII.

But apart from a mod there's no way to get rid of it permanently, right? You have to hit Ctrl+Del every single time you do a patrol?

In SH3 you could just throw it in the trash, with no ill effect whatsoever.

Thanks, I'll try that

I'm hoping to address it with a mod at some point, but unfortunately for a mod to be able to address the issue it's going to require a file to overwrite the old one. I'm sure I'll figure out a way to mod it eventually - I'm getting Photoshop Elements tomorrow (drool), so that will help.

Beery 03-27-07 06:44 PM

Quote:

Originally Posted by CCIP
Feel free to plug in any of my tweaks so far! (namely controls, depth and battery mods)
Definitely a most welcome effort.

Thanks. Good to see you plugging away at SH4. It will be nice to work alongside the same people again. SH3 was great fun with you and Egan around. I'm sure it will be the same with SH4.

Nico71 03-27-07 08:05 PM

Good to see this happen with SH4 as well! :up: And good to see the old gang here! Can't wait to see SH4 on the same level as SH3. I think that the mods will come in at a faster rate this time because the how-to is better known by now. Remember how much time we needed just for experimenting in SH3.......oh my! :doh:

Beery 03-27-07 08:38 PM

Hi Nico! Good to see you here. :)

Lannes 03-27-07 10:04 PM

As someone who has quietly and appreciatively enjoyed Beery's and all the other great SH3 modders' work over the past 2 years, I want to say thank you in advance for taking up the standard and going forward to realize SH4's potential.

Thanks!:rock:

CCIP 03-27-07 10:31 PM

Wow, quite the reunion here now!

I'll have to caution you folks though, you're not going to see anything but minor tweaks from me for the next month, my work schedule just won't allow it. Which may as well be perfect because by the time I can invest time into serious modding of the game we should get another patch here.

bunkerratt 03-27-07 10:39 PM

would it be possible to get the boats to sit correctly in the water for the correct class?

Anachronous 03-27-07 11:26 PM

Depth charge shake would be cool. I like the idea of the boat shaking more for closer blasts.

DeePsix501 03-27-07 11:56 PM

Looking forward to more from you guys! Always been a big fan of all the mods you put forward in SH3.

I Think the sun looks great with this small texture. Thanks Beery! :up:

Nico71 03-28-07 06:05 AM

For the moment I'm just lurking here, watching the development. At least there is no Starforce that could kick me out of the process this time! ;)

Egan 03-28-07 01:08 PM

Pfft! Ah come on Nico - you know you want too!

Still looking through the files for something really interesting. I'm going to have a good long look at the new campaign structure over the weekend I think. I also wanted to fix the length of time it takes to carry out a refit as it is instant at the moment but it isn't where I expected it to be. The read_me claimed that days in port was variable now so all that stuff must be somewhere other than the basic cfg where it used to be. The numbers still there are the same as they were for SH3.

The aircraft look juicy though. I don't remember them carrying DCs or torps before.

Anyways. Scotland versus Italy on the TV tonight. I'm likely to be too tense to do much modding!

Nico71 03-28-07 01:28 PM

Hey Egan! Good to see you here! Well, I'm unsure about what is in the works already and what has still to be done. It's somewhat chaotic around here at the moment. I like the new file system of the campaign layers. This should make modding by different persons much easier. I didn't touch the editor for two years, though.

I think that port defenses need some overhaul (same procedure as with SH3). And many new locations of course.

The only thing I did so far was to do a hi-res scan (300 dpi) of a huge reprinted National Geographic 1942 Pacific Theatre map. It shows a lot of navigation aids, like distances, naval bases, etc. It still needs some Photoshop tweaking, but if anyone is interested I can upload it ASAP (some 20 megs as GIF or so). Not really a mod, but a nice and somewhat useful gimmick, especially for modding!

Another note: modders should check out the Matrixgames WITP databases (available as XLS). No need to reinvent the wheel!

castorp345 03-28-07 01:40 PM

Quote:

Originally Posted by Nico71
The only thing I did so far was to do a hi-res scan (300 dpi) of a huge reprinted National Geographic 1942 Pacific Theatre map. It shows a lot of navigation aids, like distances, naval bases, etc. It still needs some Photoshop tweaking, but if anyone is interested I can upload it ASAP (some 20 megs as GIF or so). Not really a mod, but a nice and somewhat useful gimmick, especially for modding!

sounds great!
yes please! :D


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