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It's looking good!:rock:
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Nice :yep::up:
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Just GREAT!!!!! Thanks a lot! :salute:
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great thanks!
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thanks ! Hope that will be sone available !
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Not really soon... this needs time.. as all harbours from which the sub starts have to be reworked and the last days I did not have the time to move on.. also other ground units like bunkers or search light should be added. I will try this also... and then after some time I plan to release a living harbour mod or something else... weŽll see! Ideas are welcome... |
well in that case.
* please have the same amount of people on the docks a la sh-3 when returning home * maybe some soldiers guarding the piers * german battleships in port in historical times * maybe some german trucks moving about the harbour * other u-boats in pens * u-boats lined up together near pears * simulated harbour escorts when leaving the pens * maybe some u-boats in dry dock |
Keeping track of this WIP, seems like one of the bigger projects here, hats off to you and all the hard work. I think i said this before but is there any way anyone knows how to get some rigged sailing craft into the game? Maybe just docked, maybe actually sailing?
I always liked seeing the Japanese Junk boats tooling around coastal waters in SH4, but in no way are they as gorgeous as some schooners/sloops in the european waters. I guess the biggest problem would be getting/modeling the right models through legal means. O well a dreamer can dream can't he? |
You can place land units ingame now
http://i60.photobucket.com/albums/h2...rchlights2.jpg They just dont work If I shell a searchlight position it will go on http://i60.photobucket.com/albums/h2...rchlights1.jpg Beam is crap Guns dont train or fire http://i60.photobucket.com/albums/h2...rchlights3.jpg http://i60.photobucket.com/albums/h2...rchlights4.jpg |
I was playing around with the coastal guns last night also. I wonder if they don't do anything because they don't have a corresponding AI script. All other unit types do. I think it's stupid that they either gave up on or decided not to get one thing that was part of sh3/4 working.
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Forgot all about the scripts :damn:
No there doesnt seem to be one for the AI coastal commander Lets see what the patch brings in 4 days unless someone can write one first :hmmm: |
Great work Han Solo78 and BBW! With the harbour crowd scenes may I suggest that you have rows of 2 dimensional galleries, to make the crowd look bigger, with your 3D models in the foreground to 'sell it'? It's an old school cheat that would save on time and resources:hmmm:
This may be a silly question, but in terms of having to go to the trouble of lowering all the docks individually, might it be easier to raise the water level globally by a couple of meters? |
Ah.. I see.. some of you already tried to implement the guns.. etc.
Until now I did not really try it.. so.. no good news from you that they donŽt work properly. @the general Until now I still focus on the harbour piers which are way too high. I never thought of raising the water level, but all in all I have no clue if this would be possible. I also think this would not really work well because different flat areas will be flooded. So. at the moment I am chossing the harbours which should be lowered. To adjust all harbours would a hell of work that is beyond my target.. so.. my idea is only to rework the harbours from where you start from and which are most important. |
Devs never, in any release of SH, worked so much in coastal defenses and anything on the ground. It has to be worked from the scratch cos this objects also lack damage model. Some people tried in previous versions but there's so much work and sadly many people is uninterested in everything outside the water.
Personally I think that what gives athmosphere to a sim game is what you can't control. That means AI characters "living", and reacting to triggers like an enemy presence, or a scripted event. I would make three groups: 1. Military -> Bunkers, gun defenses, military vehicles and soldiers which can scramble, report, and attack or defense themselves. 2. Civillians -> Workers and civillians, medics, men and women wich can add live to the scene but should react to triggers like attacks. Scramble, report contacts, flee from air attacks, etc. 3. Inanimate objects an targets-> Buildings which should endure war scars or being destroyed: Oil tanks, HQ, factories, military base buildings, antennas. And vehicles like grounded planes, running trains...etc. Since the game develops in first person I would make and extra division over the previous three groups. The interactive and the enviroment. 1. Interactive should act the same as the interactivity inside the sub. But as a way to trigger events on the docks and get new missions. For example: I remember a movie where a diplomatic car escorted by two military bikes parks in the dock near the sub, where captain awaits. From the car exits an officer which gives him a packet to deliver overseas. 2. Ambient it's meant to just AI objects which react exclusively to campaign script and its own AI script. |
No they dont work Hans
Maybe just missing a script Will see what the patch brings Good luck with lowering the ports The ones I added for my resupply mod took ages to get low enough and noticed afterwards in the MapObjects.ini that their heights were then in the minus ( - ) eg Height=-0.060599 for Las Palmas http://i60.photobucket.com/albums/h2.../LasPalmas.jpg You find it the same ? |
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The ports also take ages for me.. but it is not the lowering that takes so long but the terrain changes that take so long. One habour takes about 1 1/2 to 2 hours. Right now I only have done so far: Kiel, WHV Brest To come: Lorient St. Nazaire La Pallice Bordeaux? Danzig? Gotenhafen? Helgoland Bergen Trondheim Narvik La Spezia? So.. approx. over 20 hours of work... only for the terrain changes. |
Do you think The General will complete his fiendish plot to inundate the world by raising the worlds water level a few meters?:rotfl2:
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[REL]Global Warming Mod :haha: |
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