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-   -   [WIP] silentmichal's new interior mod (https://www.subsim.com/radioroom/showthread.php?t=200862)

Raven_2012 01-03-16 09:57 AM

Quote:

Originally Posted by Sjizzle (Post 2370551)
will brake your game this mod with TWOS they are incompatible

Alright thanks for reply.

sinferis 01-22-16 09:26 PM

An amazing job, thanks for sharing : this adds a LOT of realism:rock:

Everytime i see the dining table i remember the "sub cocktail" movie scene, with lemon and gloria milk :yeah:

francho1961 02-07-16 05:49 PM

good job.
 
Thank you very much to all who work to improve this simulator SH-5, thanks.:salute:

Damo 02-08-16 01:21 AM

Quote:

Originally Posted by Sjizzle (Post 2370551)
will brake your game this mod with TWOS they are incompatible

Can you tell me what gets broken?

I've been playing with v1.2.1 of this mod and Dark Interior v1.0 over TWoS 1.05 and not noticed any ill effects. I've had 1 CTD in 2 patrols and that was only because I sailed straight into port without saving and restarting first.

Generic Mod Enabler - v2.6.0.157
[E:\Games\Silent Hunter 5\MODS]

1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 03
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith
FX_Update_22_ByTDW_HanSolo_sobers no resetting funnel smoke V2
silentmichals interior mod 1.2.1
Dark_Interior_V1
Ambient Underwater SFX
Ferocious Fire SFX
U-Boat Ballast Tanks SFX
Unterseeboot II SFX
Pascal-sh5-Crew-Uniforms

Sjizzle 02-08-16 01:26 AM

Quote:

Originally Posted by Damo (Post 2380091)
Can you tell me what gets broken?

I've been playing with v1.2.1 of this mod and Dark Interior v1.0 over TWoS 1.05 and not noticed any ill effects. I've had 1 CTD in 2 patrols and that was only because I sailed straight into port without saving and restarting first.

Generic Mod Enabler - v2.6.0.157
[E:\Games\Silent Hunter 5\MODS]

1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 03
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith
FX_Update_22_ByTDW_HanSolo_sobers no resetting funnel smoke V2
silentmichals interior mod 1.2.1
Dark_Interior_V1
Ambient Underwater SFX
Ferocious Fire SFX
U-Boat Ballast Tanks SFX
Unterseeboot II SFX
Pascal-sh5-Crew-Uniforms

SteelViking interior is not compatible with silentmichals interior both of them changes the interior of the U-Boat

PS. SteelViking interior is included in TWoS

Damo 02-08-16 01:53 AM

Quote:

Originally Posted by Sjizzle (Post 2380092)
SteelViking interior is not compatible with silentmichals interior both of them changes the interior of the U-Boat

PS. SteelViking interior is included in TWoS

I realize that SV's interior is included in TWoS, what I'm saying is that I've added silentmichals and Dark Interior over TWoS and have no issues. I'm not saying there isn't a conflict, but I am saying that so far, those conflicts haven't proven to be 'game breaking', in fact I've noticed no ill effects. That's why I wanted to know what the incompatibilities are as you said it would break the game. For me it hasn't.

Sjizzle 02-08-16 02:32 AM

Quote:

Originally Posted by Damo (Post 2380093)
I realize that SV's interior is included in TWoS, what I'm saying is that I've added silentmichals and Dark Interior over TWoS and have no issues. I'm not saying there isn't a conflict, but I am saying that so far, those conflicts haven't proven to be 'game breaking', in fact I've noticed no ill effects. That's why I wanted to know what the incompatibilities are as you said it would break the game. For me it hasn't.

if u look closer in the electric engine room the gauges doesn't work properly also in the command room the gauges will not work properly if u have both interior mod installed and also other stuffs will not work properly ....

Damo 02-08-16 03:41 AM

Quote:

Originally Posted by Sjizzle (Post 2380101)
if u look closer in the electric engine room the gauges doesn't work properly also in the command room the gauges will not work properly if u have both interior mod installed and also other stuffs will not work properly ....

Ok so aesthetic stuff, things that the UI provides?

I mean, running around the boat checking individual gauges is fun and has novelty to start with, but after that most people rely on the UI. I'm not trying to be argumentative or anything, but telling people that a mod 'breaks the game' will make them think failure to start, crash to desktop, corrupted saves, etc, when that isn't the case, in fact you just lose some functionality in some visual elements of the interior, ones that are represented in the UI anyway. Unless there's something that makes the game unplayable, of which I've not found so far, this mod with TWoS does not 'break the game' at all...

Sjizzle 02-08-16 06:23 AM

Quote:

Originally Posted by Damo (Post 2380109)
Ok so aesthetic stuff, things that the UI provides?

I mean, running around the boat checking individual gauges is fun and has novelty to start with, but after that most people rely on the UI. I'm not trying to be argumentative or anything, but telling people that a mod 'breaks the game' will make them think failure to start, crash to desktop, corrupted saves, etc, when that isn't the case, in fact you just lose some functionality in some visual elements of the interior, ones that are represented in the UI anyway. Unless there's something that makes the game unplayable, of which I've not found so far, this mod with TWoS does not 'break the game' at all...

i don't wanna argue with u ore some1 else but when 2 mods are in conflict there 90%+ chance for CRASH ......is better avoid the useless mod conflicts and follow the mega mod instruction ....and believe me u will have crashes cos of this conflict...but if u wanna use it this mod with the mega it's up to u.... nobody say that is forbidden to use it ......
Less conflicts = more stable game ......

USchwalbe 02-09-16 02:23 PM

Lob und Kritik zum Interieur Mod
 
Danke Silentmichael! Danke, Danke!! Endlich ist er da, der wichtigste Mod des ganzen Spieles! Ein Mod, der zwar das Spielgeschehen nicht beeinflußt, aber sehr für Atmosphäre sorgt, und das ist das, was ein gutes Spiel ausmacht. Danke! Ich dachte ehrlich, kein Modder wagt sich daran, weil es vielleicht zu schwierig ist oder die anderen Ubootfahrer nicht interessiert.
Und nun ist der Mod da und ich habe endlich eine Offiziersmesse an Bord! Danke!! Der Platz in der Ecke wurde sofort mein Lieblingsplatz wenn ich nicht auf der Brücke stehe. Das mit dem automatisch Hinhocken bei Eintritt ist sehr gut programmiert. Lobenswert ebenfalls das obligate Dönitzportrait und die Photographien von der Indienststellung. Unglaublich, wie dieser phantastische Mod sofort für ein wesentlich verbessertes Ubootgefühl sorgt.
Aber gerade weil ich Deinen Mod so gut finde und Du auch um Vorschläge bittest, was Du noch programmieren möchtest, habe ich einige Kritiken und Verbesserungsvorschläge, um das Ganze noch realistischer zu gestalten.
1. Es gab auf deutschen Ubooten keine Seesäcke. Du hast sie zwar sehr schön gezeichnet, aber sie sind Nonsens. Die Seesäcke blieben an Land bei der Flotillie und wurden bei Verlust des Bootes von einem speziellen Kommando nach Kondomen und Pornographiewaren durchsucht, bevor sie an die Familie überstellt wurden.
2. Warum muß diese Unmenge an Salamis ausgerechnet vor dem Kommandantenschapp hängen und nicht irgendwo anders im Boot? Gerade der Kommandant, der schnell mal in das Horchschapp oder die Zentrale springen muß, stößt sich immer daran. Auf mich wirkt das so, als hätten der für das Stauen zuständige Bootsmann oder der Smutt einen Rochus auf den Kapitän und wollten ihn ärgern, denn anderswo ist noch viel Platz.
3. Die Deckenleuchte in der Messe ist zwiefach mißraten. Einmal ist der Lampenschirm oben hell und unten ist er finster, irgendetwas funktioniert dort mit der Lichtrichtung nicht. Darüberhinaus brennt die Glühlampe nicht. Und der Lampenschirm… In der Wirklichkeit hing dort meines Wissens immer ein mehr oder weniger schicker Stubenlampenschirm um wenigstens ein bischen Gemütlichkeit zu erzielen und nicht so eine häßliche zerkratzte Emaillieschüssel. (Das erinnert mich ein wenig an diesen unsäglichen Mod, der zerkratzte Periskopgläser zeigte…)
4. Brote in Kisten? Die hingen doch in Netzen ebenfalls an der Decke…
5. Eine absolute Unmöglichkeit sind diese zwei Kistenstapel an der Tür zum Bugtorpedoraum und am Schott zur Zentrale. Wenn der Bootsmann derartig schlecht zu stauen versteht (siehe Punkt 2) gehört er auf ein Dickschiff oder an Land, aber nicht an Bord eines Ubootes. Das Zeug sollte woanders stehen (achtere Toilette, achterer Teil der Zentrale, unter dem Funktisch, im Elektromaschinenraum, etc.). Derartig unordentlich sah es trotz der größten Enge auf keinen deutschen Uboot aus! Das Zeug purzelt doch beim geringsten Seegang durcheinander…
6. Kann der I.WO "Depp" bei Tauchfahrt nicht in der Messe sitzen, statt planlos den Gang auf und ab zu laufen und alle mit seinem irren Gestikulieren zu erschrecken?
7. Die Kombüsenlukleiter hängt meines Wissens bei Nichtbenutzung zusammengeschoben oben in der Luköffnung, damit sie den Smutt nicht behindert.
8. Kann man die Toilettentüren nicht beweglich gestalten?
9. Warum fehlen in den Toiletten die (Seewasser-) Waschbecken?
10. Warum ist auf den Toilettenfußböden ein wesentlich gröberes "Fotzenmuster" (Zitat L.G.Buchheim) abgebildet als auf den Gangplatten? Das sieht nicht glaubhaft aus.
11. Die achtere Toilette wurde meines Wissens ausnahmslos als Proviantlast gefahren, sollte also mit Vorräten gefüllt dargestellt werden.
12. Wo blieben die vielen, in dem "Youtube"-Vorstellungsfilm zu diesem Mod gezeigten, Vorratskisten im achteren Teil der Zentrale? Diese waren dort sehr gut platziert und ihr Fehlen ist sehr schade.
13. …und wenn Du nun noch immer etwas zu tun suchst, ist der Bugtorpedoraum noch ein weites Feld (der ganze Raum voller Torpedos unter Lattenrosten, Menschen klemmen in der Enge obenauf oder baumeln in Hängematten…) …
So, das wars. Ich hoffe Du nimmst mir meine Kritik nicht übel, aber, ich meine, Dein Mod ist so gut, das er alles Recht darauf hat, perfekt zu werden. Ich danke Dir.
Heil Sieg und fette Beute!
USchwalbe

THEBERBSTER 02-09-16 07:11 PM

Silentmichal's interiors current versions are 1.2.4 with 1.2.4b also added as well.
According to fitzcarraldo these are compatible with TWOS.
http://www.subsim.com/radioroom/show...postcount=3775
Peter

Damo 02-10-16 12:05 AM

Quote:

Originally Posted by THEBERBSTER (Post 2380495)
Silentmichal's interiors current versions are 1.2.4 with 1.2.4b also added as well.
According to fitzcarraldo these are compatible with TWOS.
http://www.subsim.com/radioroom/show...postcount=3775
Peter

When I get back to port I'll test this, as it may be the same situation with gauges not working etc. Looking at the files, in the worst case scenario it might be possible to add just the forward compartment files of Silentmichals and retain the SV files for the CT / Engine room so gauges are unaffected. The Dark Interior mod only changes a few textures, i.e. the floors, so there doesn't appear to be any issues with that, I just can't live with my interior being lit up like a film set, it's the reason I did my lighting and ambiance tweaks for SH3 a few years back.

Really want to get a look at those bulbs in the boat too, look so out of place burning white at night with red lighting.....

USchwalbe 02-15-16 10:19 AM

Praise and criticism for Interior Mod
 
Thanks Silent Michael! Thank you!! Finally it is here, the most important mod the whole game! A mod which not affect the game, but makes very for atmosphere, and that's what makes a good game. Thank you! I honestly thought no Modder dares to it, because it might be too difficult or not interested in the other Ubootfahrer.
And now the Mod is there and I have finally a wardroom aboard! Thank you!! The square in the corner immediately became my favorite place when I was not on the bridge. The very well programmed with the automatic is squatting on admission. Commendable also the obligatory Dönitzportrait and the photographs of the commissioning. Unbelievable how this fantastic mod immediately ensures a significantly improved Ubootgefühl.
But just because I find your Mod so good and you ask also suggestions on what you'd like to still be programmed, I've read some reviews and suggestions to make it even more realistic.
1. There was on German submarines no duffle bags. You did indeed drawn very beautiful, but they are nonsense. The duffel bags were ashore in the flotilla and were searched in case of loss of the boat by a special command for condoms and pornography goods before they were handed over to the family.
2. Why has this plethora hang on Salamis just before Kommandantenschapp and not anywhere else in the boat? Just the commander who must fast times jump in the sound room or central, always pushes it. I think that this acts as if the charge of stevedoring boatman or a Smutt Rochus to the captain and wanted to annoy him, because elsewhere is still a lot of space.
3. The ceiling light in the exhibition is mißraten twofold. Once the lampshade is up bright and below it is dark, anything works there does not match the light direction. Moreover, the light does not come. And the lampshade ... In reality there always hung my knowledge a more or less fancy room lampshade at least a little comfort to achieve and not so an ugly scratched Emaillieschüssel.
4. bread in boxes? The hung but in networks also on the ceiling ...
5. An absolute impossibility, these two stacks of crates at the door to Bugtorpedoraum and the bulkhead to the headquarters. When the boatman understood this badly to jam (see point 2) it belongs to a large vessel or to land, but not on board a submarine. That stuff should be elsewhere (aft toilet, abaft of the Centre, under the radio table, the electric engine room, etc.). Such messy it looked despite the best Enge made no German submarine! The stuff tumbles but messed up at the slightest swell ...
6. Can the I.WO "Potter" at Tauchfahrt not sitting in the fair, held haphazardly the corridor to run up and down and to frighten all his wrong Gesturing?
7. The Kombüsenlukleiter depends my knowledge is not used together pushed up in the Luköffnung, so they do not obstruct the Smutt.
8. You can not make move the toilet doors?
9. in the toilets Why are the (seawater) sink?
10. Why is the toilet floors a much coarser "Fotzenmuster" (Quote L.G.Buchheim) displayed as the transition plates? This does not look credible.
11. The aft toilet was my knowledge invariably driven as supplies last, so it should be displayed filled with supplies.
12. Where were the many, shown in the "Youtube" -Vorstellungsfilm for this mod, stock boxes in the aft part of the headquarters? These were very well placed and their absence is a shame.
13 ... and if you are looking for now still do something, the Bugtorpedoraum still a wide field is (the whole room full of torpedoes under slats, people on top terminals in the tightness or dangle in hammocks ...) ...
So thats it. I hope you take my criticism is not bad, but, I mean, your mod is so good, that he has all right to be perfect. I thank you.
Heil Victory and Fat Booty!
USchwalbe (translation from Google)

TheBeast 02-28-16 12:17 PM

Work in Progress [WIP]
 
This MOD is a Work in Progress as the Forum Thread Title describes.
-= [WIP] silentmichal's new interior mod =-

If you understood how much work was required using the GR2 model format to where this MOD is now, I think you would be far less critical...

Your suggestions are valid for the most part but it will take time to implement.

Regards!
TheBeast

gap 02-28-16 12:49 PM

Quote:

Originally Posted by TheBeast (Post 2385153)
If you understood how much work was required using the GR2 model format to where this MOD is now, I think you would be far less critical...

For what I could understand from USchwalbe's English (I think he used an authomatic translator) he expressed himself in a polite manner and he has made positive criticism, but yeah, in general people have no idea of all the work involved in creating a complex mod like this one, especially where GR2 editing is involved!
Suggestions are always good, but I wish there were more modders for making them true :03:


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