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No more completing One Patrol and your given the "Keys to the City", a parade down Main, and a shiny new boat. You get an "At a Boy" with a pat on the back as you head out on another mission. Renown is harder to come by, so spend it wisely. Move up the Game Level off of "Easy" if you want more renown to come your way. |
Is the mod still updated? Just wondering
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But, I can show you where the modable game files are: https://i.postimg.cc/9X9MKvzX/SH4-Main.jpg The blue circled "Data" folder is pretty much what we can work with. Within it are folders/files we were allowed to modify. Using tools like Text Editors (NotePad, or Word) we can easily open change parameters in lots of areas of the game. However, not all folders in "Data" are easy to open without special tools. In the "Data/Agora" folder there are .xml files that won't open with just any tool....you'll need programing equipment to open them and a knowledge to go along with it. There are the "Data/Shaders" folders that have .fx file extensions.....these can be opened with a text editor, but you better know what you're doing before messing around there too. Then there are the files that require "hex editors" to open......the ship/plane/environment units have these. These are the .dat; .sim; .zon type of files that contain the variables of the model size, makeup, speed, image file that gives it the appearance it has, etc. etc. S3D (Silent 3ditor) can be used on these files to open as well as a hex editor, but it too has it's limitations. So basically, the modable files are in the "Data" folder. Outside of the "Data" folder are the Hard Coded files...the .dll, and the .act files which not only takes special editors to open them but are essentially "Off Limits" to us... ..mainly because of infringement rights. As you can see above, there are several (I've highlighted the JSGME files/folders in red, so ignore them). I've also marked in green the SI.bin file ..it's made in the "main" game folder when ever you first run the game. What's in it, I don't know, something the game wants to keep track of I suppose. So, the remainder of what you see are the hard coded files that are unmodable by us unless you have permission to start meddling around, or have special programing tools to open them, and the knowledge to go along with it. So, here's the thing. We can change parameters in the "Data" folder fairly easily. We can change the color of the sea from grey to blue, we can change how the waves look, but we can't change how the water "interreacts" with the objects that's set upon it.....those are hard coded. We can change the capabilities of a ship unit, give it a different look, a faster speed, a different piece of equipment... .but what the game does with that ship unit, how it interreacts with other ship units, how it deals with finding something in the environment like a land segment, is hard coded. We can't change it. How do we know this... ... by trial and error. We test, we play, we come to the conclusion that if we can't make something work correctly, it must be due to some "behind the scenes" controller. What really throws a ringer into the mix is when something is set incorrectly, it's backwards to what's expected. There are a lot of these things in the files we can work on, but it's really a shame when we determine it's in something that's hard coded. Only a "System Patch" from the developers can fix THAT. Those ended with this game's fifth patch in 2007!! And, just like guys that will look at this post and say "I'm not reading all that!!" they will complain about something that we have no control over and expect us to fix it for them. |
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Yes it is, we've got another edition almost ready to be released covering some of the things players have found since our last release. We've corrected an issue with the players subs not having appropriate battery duration/recharge capabilities (they were too slow in recharging). They should recharge with the next release in about 4 hours now from 25% depletion. We've added the Stock game icons for the Navigation Map back into the mod. We decided the ship unit "dot" didn't need to be used...…(you can remove it completely with an "Options" setting), so returning to the Stock game ship units seemed the best way to go. We've fixed all ship units from the original FOTRS mod that would have trouble in heavy sea's.....they should not take damage and sink after being pounded by gale force winds now. We've looked at some of the sounds and have changed their duration to better have the Stock game behavior used. You'll notice a difference in added responses from the crew now. We've corrected errors that continue to be found in the Patrol Missions throughout the game. We've addressed issues regarding AI Sensor (Visual, Sonar, Hydrophone) detection (and/or, the lack of it), hoping to create a better game environment. Yes, we're still working on it as player's give us feedback! Ultimate is the only "Mega Mod" that's still being actively worked on. ======== BTW, WELCOME to SubSim Zunaka!! |
New Boat Requirements
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I have never played game on "easy". I play with 100 percent and map updates off. I leave event window on, for theatrical effect. Will wait for new build and play with new expectations. Thanks. |
Hi CapnScurvy,
I have just recently returned to SH4. I am excited to see that the FOTRSU mod is still being worked on. Thank you for your contributions to the mod. :Kaleun_Applaud: Quote:
This quote made me think of the Real Navigation mod for SH5. Has there been any discussion among your group about incorporating this funcionality into FOTRSU? Maybe an optional addon after the 100 Base mod is finished? |
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I'm supposing it removes the Nav Map icons from the Map? You have to figure out on your own where things are? The SH4 Game Option "Enable no map updates" does that for you, but I'm guessing there's more to it than that. :hmmm: |
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Welcome to Subsim, Zunaka. Happy to have you with us. :salute: To answer your question, yes. FOTRSU is updated every so often depending on what new fixes come down the pipe. v0.81 was just recently released. :D :up: |
CapnScurvy,
Here is a youtube link that demonstrates Real Navigation for SH5. I don't know if it would even be possible to implement something similar to this in SH4. https://www.youtube.com/watch?v=UJ8pHSRxCl8 |
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Just figuring out how it was done in SHV, then seeing how to transport it into SH4 would be a task that could take up months of head scratching. I'm guessing the final answer would be no....simply because the interface between SH4 and SHV is so different. I'm thinking the ability for such a mod to exist, there has to be some type of existing configured system the modder used to add his "harbor pilot" and other navigational aids. I don't think there's that kind of system in SH4. I could be wrong, but that's the only way mods become reality...….an original game play feature is used and "substituted" with a modified one that takes the place of the original. I'll give you an example......In Ultimate I came up with a way of having a Destroyer fire torpedoes at an AI enemy, or the players sub. I used a deck gun weapon as the launcher (it's invisible to the player), then used a torpedo as it's "shell". Not to get too technical, put there was all kinds of issues with getting a "shell" to actually submerge below the waterline and travel at a speed resembling a torpedo speed, but it eventually came to be. Their not perfect, but it does actually work in-game. The point is, the deck gun weapon was already existing, I just figured out how to have it work in a different fashion. That's what would be needed for a "Real Navigation" mod to work.....I just don't know of an existing feature that could be changed to work as the SHV game does? |
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Edit: Now I remember! (I think)... What is "local" time in the game? What is "base" time in the game? What is "zulu" time in the game? These and other important questions in the game await an answer and a solution... ie: If you're at 176°w, what time is it? @ CapnScurvy: That's that py scripting and AI doing the pilot. |
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