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-   -   [WIP] The Offical Post of The Surface Warfare Super-Mod (https://www.subsim.com/radioroom/showthread.php?t=144946)

chrysanthos 04-21-13 07:20 AM

probably they have abandon the project who knows......oh well....

richardphat 04-21-13 04:17 PM

When it comes to do from scratch in this topic context? What tends to be the most difficult and time consuming?

Is it the skinning, scripting, 3D model, testing for bugg that are time consuming?

To be honest, I have only ever experienced with modeling/testing and I know it can be a pain in the ass, to get a thing "acceptable".

Last, adding the factor of few people involved only, the team will lose its interest and take a break before having the mood to get back to work. I assume this is the case right?

Bunkerw0808 05-27-13 12:50 PM

I hoped i would be able to play as a german destroyer:nope::wah:

Hey how about making me a playable type 36:up::haha::rotfl2::har:

Sledgehammer427 05-29-13 11:26 AM

sorry guys, for the delay in response.

I'm speaking for myself as the chief 3d modeler, that the models themselves were easy to make whilst the textures and so on were well out of my league. add to that the HUGE number of ships the mod entails
(it's been said before the stock ships are good but they lack enough detail to be a good playable model) and one can see from my perspective how the entire mod kinda fizzled out.

right now, if one would want to get this mod going again, we would need a couple good 3d modelers and.or texturers (I'm like a fat guy trying to run a marathon)
a campaign designer, someone who is good with working in the root of SH4 to get the most out of our ships
a few other guys who know how to get/modify soundkits, and some scripting, and a few other little things
and a small army of beta testers, gently put.

I wouldnt say the mod is dead, probably more like comatose.

Admiral Halsey 06-02-13 10:55 PM

Quote:

Originally Posted by Sledgehammer427 (Post 2064674)
sorry guys, for the delay in response.

I'm speaking for myself as the chief 3d modeler, that the models themselves were easy to make whilst the textures and so on were well out of my league. add to that the HUGE number of ships the mod entails
(it's been said before the stock ships are good but they lack enough detail to be a good playable model) and one can see from my perspective how the entire mod kinda fizzled out.

right now, if one would want to get this mod going again, we would need a couple good 3d modelers and.or texturers (I'm like a fat guy trying to run a marathon)
a campaign designer, someone who is good with working in the root of SH4 to get the most out of our ships
a few other guys who know how to get/modify soundkits, and some scripting, and a few other little things
and a small army of beta testers, gently put.

I wouldnt say the mod is dead, probably more like comatose.

Why not just work on a a couple of ships for a stand alone release?

Benjamin2557 06-17-13 08:24 AM

Quote:

Originally Posted by ivank (Post 996090)
For all persons interested in The Surface Warfare Super-Mod:

This is the Official Post for the Mod! You no longer need to look at the three other posts. This post contains all of the versions that will be released. And contains part of the Official Read-me. The list below has all of the ETA's and the Official Playable Navy and Ship list:

ETA:
TSWSM V1 Atlanic Action: IT WILL BE READY WHEN ITS READY
Hilfskreuzer and Armed Merchant Cruiser Mod: SEE ABOVE, WILL BE RELEASED WITH ABOVE

-The Surface Warfare Mod Team takes a break, no new mod, patches, etc to be released.

TSWSM V2 Pacfic Thunder: N/A
TSWSM V3 Elite Warship Add-on: N/A

-Another short break to reflect on the past and future mods, maybe talk about a possible V5:Carrier Warfare, V6: Cold Temp War (Cold War), and maybe even V7: Modern Warfare and V8: World War I
*v6, and v7 and not even 5% confirmed, but it is fun to toy with ideas. v8 is mostly likely to happen of all of these extra mods*-

TSWSM V4 Minor Navy Add-on: N/A


*Taken from the official Read-me*


Mod versions:


The Surface Warfare Super-Mod Version 1 Atlantic Action:

-Playable Navy's:
- Royal Navy
- Kriegsmarine
- Royal Australian Navy
-Playable Ships:
-King George V class (BB)
-Renown-class (BC)
-Admiral class (BC)
-Revenge class (BB)
-Queen Elizabeth class (BB)
-Nelson class (BB)
-County class (CA)
-York class (CA)
-Leander class (CL)
-Town class (CL)
-Dido class (CL)
-Flower class (PG)
-Black Swan (PG)
-V&W class (DD)
-Tribal class (DD)
-Mod Leander (CL)
-Bismarck class (BB)
-Scharnhorst class (BC)
-Deutschland class (CA)
-Admiral Hipper class (CA)
-K-class (CL)
-Type 34 (DD)
-Type 36 (DD)
-H-39 class (BB)

The Surface Warfare Super-Mod Version 2 Pacfic Thunder:
-Playable Navy's:
-United States Navy
-Imperial Japanese Navy
-Playable Ships:
-Iowa class (BB)
-North Carolina class (BB)
-South Dakota class (BB)
-Alaska class (BC)
-Baltimore class (CA)
-North Hampton class (CA)
-Cleveland class (CL)
-Fletcher class (DD)
-Somers class (DD)
-Yamato class (BB)
-Nagato class (BB)
-Kongo class (BB)
-Ise class (BB)
-Fuso class (BB)
-Maya class (CA)
-Takao class (CA)
-most of the CL's and DD's

The Surface Warfare Super-Mod Version 3: The Elite Warship Add-on:
-Playable Ships:
-USN Montana class
-IJN Super Yamato class
-RN Vanguard class
-RN Lion class
-KM H-44 class
-More TBD

The Surface Warfare Super-Mod Version 4: The Minor Navy Add-on:
-Playable Navy's:
-France
-Italy
-Russia
-Norway
-Sweden
-Finland
-Canada
-More TBD
-Playable Ships:
-TBD

Where can I download this ?: 06:

bennymaeker 07-03-13 05:52 AM

nowhere, because it isn't released. When the mod is ready, Ivank give us the download link.......I hope.

Admiral Halsey 07-31-13 10:55 PM

Will it ever be ready though?

Nemesis1024 08-20-13 07:25 AM

Who knows....we can dream I guess

Mafiota2 09-14-13 07:10 PM

Quote:

Originally Posted by polyfiller (Post 1956697)
OK ..... I have spent the weekend debugging some ID conflicts between OM and TSWSM files. Also been tuning the ASW gameplay .... managed to get depth charges to work at variable depths, so it's possible, with a bit of luck, to sink the AI subs I included in game. The AI subs don't change depth, so I created several at different depths. Managed to sink my first one tonight driving a buckly class escort. Used external view and saw one of my DC's drop right under the type VII's bow ... bang... unit destroyed.

I've also added some blank (as in no real objectives) Allied start point careers in Europe, one for each year from 1939 through 1945.

I am having diccuculty getting AXIS air power to show up.... I checked the config of the air bases and they look fine.... I'm just not seeing any aircraft when I start an allied Career from the UK... not sure why right now.

Within the next few days I expect to be uploading a "base development" version of the mod which you & Tom can use to import SH5 models into and also create career detail.



This is the most intriguing part for me. Apart from the adversarial multiplayer matchup I didn't know launching depth charges is possible. Could atleast this be released in some way? :)

Nemesis1024 10-01-13 02:00 PM

Any update from the team?

polyfiller 10-23-13 11:24 AM

There may be a release of what I am calling a "develoment" version of this mod in the near futre (very near future).

The reason I'm caling it development release is;

1) It's obvious to me that there is no way I have the capacity to build out a meaningful surface campaign.

2) So I'm hoping to release it so folk can sail these playable ships around, with all the extra bells & whistles we've built into them, get bored pretty quickly just sinking stuff, start thinking "hey we need some meanignful campaign patrol objectives" .... and then start volunteering to add to the mod.

3) It's in no way complete in terms of testing, so I'll expect folk to give feedback on issues, knowing that I never claimed this to be fulled tested / stable.

4) It's been so long in the making, and I've not been too well recently ... so I want to get this out in some form before there is a risk of it never seeing the light of day.

Will post more soon on release details.

I'll put together some limited release notes ..... but one issue I have is giving credit to all those who's bits are in the mod ... I don't have all the details, so I'll have to release with a disclaimer that anyone who spots their work and has a problem with it's release in this mod should let me know and I'll remove it. Don't get me wrong here - I haven't used a bucnh of stuff without folks permissions for SOME of it, I just can't recollect who and what... and I have some stuff I could never elicit an answer from the originator. Hopefully no one is going to jump all over me for includnig stuff in the mod.... there is plenty which is the result of the efforts of the core TSWSM team.

FightingSteel1 10-29-13 01:27 PM

That sounds very interesting. I've been following this for years, and would love something to come out. You never know what others may be able to do with the material once they get their hands on it.

Since the world is basically devoid of surface naval simulations, anything we can get is a boost. I think I speak for myself and others when I say thank you for working on this and for releasing the mod, no matter if it's "Alpha."

polyfiller 10-29-13 10:10 PM

OK, maybe release this weekend or early next week.... I'm doing a couple more ship conversions, and want to create at least a couple more surface ready mission objectives. I'm also getting ready to swap out to a new PC, so that may delay me a little, but I'm comitted to getting this out in it's alpha state or whatever we want to call it.

And yes it is possible to locate and destroy AI subs with depth charges - in the game you have to treat the two aft torpedoe tubes as DC laucnhers on the destroyers ... although, I admit, I haven't converted many ASW ships to date ... 3 IIRC.

I've actually worked out a much quicker playable ship conversion method now, so if others can contribute to campaign after alpha, then I can throw a load more playable ships into the mix.

FightingSteel1 11-05-13 12:20 AM

Whatever you have, I'm excited about it. I believe I'm not going to be the only one either.

I'll keep checking this on a regular basis waiting for the first release.

Bunkerw0808 11-15-13 03:14 PM

[QUOTE=polyfiller]OK, maybe release this weekend or early next week............??????????

Is this a JOKE?:rotfl2:.......its not funny!

will there be an ALPHA release?

polyfiller 11-15-13 08:30 PM

Yes there will... got delayed by troubleshooting some issues with German commerce raider, transferring to a new PC, and now converting another ship..... won't be long now.

Bunkerw0808 11-16-13 08:09 AM

YAY!!!:D:D:D

will the z38 be included? (i think thats the narvick one)
I remember a german destoyer in ops monsun that had lovely detail!

Oh one more thing can you post some pics of the german destroyers?

polyfiller 11-20-13 07:11 PM

Only German destroyer I've converted is the type 34.... just looked at both of the OM DD models and the Narvik one looks like a type 34 with a few extra bits in the model.

If I remember correctly I reviewed both, picked one, and decided not to do the other as they both looked so similar.

Admiral Halsey 11-20-13 07:21 PM

Quote:

Originally Posted by polyfiller (Post 2135196)
OK, maybe release this weekend or early next week.... I'm doing a couple more ship conversions, and want to create at least a couple more surface ready mission objectives. I'm also getting ready to swap out to a new PC, so that may delay me a little, but I'm comitted to getting this out in it's alpha state or whatever we want to call it.

And yes it is possible to locate and destroy AI subs with depth charges - in the game you have to treat the two aft torpedoe tubes as DC laucnhers on the destroyers ... although, I admit, I haven't converted many ASW ships to date ... 3 IIRC.

I've actually worked out a much quicker playable ship conversion method now, so if others can contribute to campaign after alpha, then I can throw a load more playable ships into the mix.

I'll try my hand at making a campaign for this.


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