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No, there's no secret trick - I'm just using low resolution data sets. Usually no more than about 1000x600 pixels or so, hence the low file size. The one I like best (and will probably use for all future releases of the game) is the cleaned up version of the TOPO2 dataset found here: http://www.shadedrelief.com/cleantopo2/index.html The current version I'm using has been resized to 854x427 - I may include the option for higher res maps in the future but at the moment I don't think the increased file size and hugely increased load times are worth it. |
Version 0.08 is out!
http://rapidshare.com/files/89995876...ander_0_08.zip This one's a big update, a few of the changes:
There's probably a few more things that I can't remember at the moment. As always I really appreciate any feedback! Thanks very much to everyone who's downloaded the game and given it a try so far :) |
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Sounds great! Keep it coming! I'll download this and try it out! |
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0.08 is just as good as always! Keep it coming! :rock:
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Version 0.09 is here!
http://rapidshare.com/files/10539065...ander_0_09.zip I've been working a lot on the submarine editor, it works but it isn't quite ready for public release yet. It's very time consuming but hopefully within a couple of weeks I'll release it! You'll notice that the default sub has been updated in this version - the turbines and generators are arranged in a more realistic way, and a few new rooms have been added. Also:
This is a fairly minor update gameplay-wise but some serious changes have been made under the hood to allow a lot more features and options later on. Good to see a few more people trying the game! Really looking forward to releasing the sub editor, it's a lot of fun to play with. You can expect to see it in a week or two! |
Keep up the good work! :yeah: :rock:
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Version 0.1 released: http://rapidshare.com/files/16935040...ander_0_10.zip
I've been thinking about the submarine editor and decided to hold off releasing it for a while. There are a few reasons for this; the main one is that it's still pretty difficult to use and unforgiving, so it would be a lot of work for a user to actually create a new sub. Since the game is still being actively developed, chances are that any user-made subs would soon be obsolete and incompatible with the current version within a week or two... so to save you all some frustration I've decided to wait a while :) Version 0.1 takes a step in a different direction:
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Awesome work as always!
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Version 0.12 Released!
Download here: http://rapidshare.com/files/22452707...ander_0_12.zip This one's a good one:
Really happy with how the game's taking shape now. As always I appreciate all feedback :) Hope you guys enjoy it! |
The interface could be slightly improved, but don't ruin the Minecraft-ish mood of the game, and keep the realism high. One all-round sub is good enough (Kilo, Akula III, 688I). Also, some type of multiplayer would be nice, but stay away from stuff like Uplay.
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I like how the crew interacts to disasters, in many ways this game is more realistic than Silent Hunter, where the sub's systems are invulnerable to malfunction and where the crew member who just got shot in the leg by a destroyer's deck gun is now calmly rubbing his head and leaming forward to look at the gauges every 10 minutes. Ubisoft's SH games have after the third game only been made for economical purposes. This is just the project that's progress I'd like to track. Oh, and by the way, could you add some kind of "options" screen for customising controls, my European Logitech Ultra-Slim keyboard is unable to do the speed, heading and depth commands because the keys don't have the same properties as Western keyboards. Also, when I look through the periscope, the game pauses, not good while attacking.
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Glad you like it, and thanks for the feedback! Realism and versatility (that minecraftish feel) are exactly what I'm aiming for in this game, it's always good to see someone who appreciates that.
I didn't know that different keyboards would respond to the controls differently, thanks for pointing that out. I'll include a control setup file in the future (probably in the next release). As for the periscope, it's definitely a work in progress... it's pretty much useless at the moment, but I'll overhaul it sometime soon so it doesn't need to pause the game when used. And as for multiplayer... there are no plans for that any time soon. Maybe one day once I'm happy with the rest of the game. |
This is a great project!
Keep up the awesome work! :) |
New version in time for the weekend: 0.14!
http://rapidshare.com/files/12651374...ander_0_14.zip This is a big update over 0.12, several major new features are now fully functional:
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G'day Geoff! Love what you're doing here but unfortunately I haven't really got the time to get involved at the moment.
In regards to the request in your first post though, Neal posted this great link to a USN training film about the construction of a WWII era diesel/electric sub: http://www.youtube.com/watch?v=e7ixYuCObUk It covers some of the fundamentals of a sub such as ballast ect. I imagine you're fairly well along now but I hope it maybe of some use to ya. :up: |
New update: Version 0.15
http://rapidshare.com/files/17135265...ander_0_15.zip This one took a while, I haven't had much time to work on this project lately. Change log:
Give it a try and let me know what you think! |
It's been a while since the last update but I just wanted to clarify this project isn't dead... I'm still working on it, just at a much slower rate. Hopefully I'll have another update ready soon!
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New Update: Version 0.16
http://goo.gl/wwMJqL (Now hosted on Dropbox because Rapidshare's stopped working) Changes:
Sorry about the wait! |
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