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-   -   Mod TODOS...so far (https://www.subsim.com/radioroom/showthread.php?t=162050)

urfisch 02-18-10 10:43 AM

Mod TODOS...so far
 
as to what seen so far...i thought about a list of todos. please add anything you noticed and from which we can exspect it find its way in the game, as seen.

PARTICLES

- particle effects (smoke, explosions and fire)
- water textures (foam and caustics)
- interior smoke (diesels fog, etc.)

TEXTURES / 2D

- additional items (leather jackets hanging, binocs, shoes, food, etc.)
- water textures (foam and caustics)
- interior textures (dirty, used look, colors)
- interior model details (missing gauges and pipes)
- exterior textures (uboats textures, bunkers, landscape, trees)
- damage textures
- interior lightning
- interface graphics (sh3 interface?)
- interface menues (maps, periscope view, damage control, etc.)

3D MODELING

- interior model details (missing gauges and pipes)
- additional crew members
- speaking crew members
- additional items (leather jackets hanging, binocs, shoes, food, etc.)
- additional items in the bunkers (crates, moving people, vehicles)
- interior damage
- additional boats?
- harbours (buildings, harbour life, etc.)

CODING

- state machine controllers (crew actions, water droplets in control room, water splashes from tower hatch, etc.)
- additional crew members
- speaking crew members
- clickable controls in the boat
- enigma app for radio
- additional boats?
- realistic rosters for the campaign
- Bring up TDC while using UZO



:up:

Nisgeis 02-18-10 11:11 AM

I was interested to see what someone had released already. Should this be a REQ not a REL?

How about the crew not having a Ready Brek glow about them? We know they're clickable, so don't really need it - unless they are only sometimes clickable, like if they have something to say.

Webster 02-18-10 11:31 AM

Quote:

Originally Posted by Nisgeis (Post 1272185)
I was interested to see what someone had released already. Should this be a REQ not a REL?

How about the crew not having a Ready Brek glow about them? We know they're clickable, so don't really need it - unless they are only sometimes clickable, like if they have something to say.

yep, I'll fix that for him

Sailor Steve 02-18-10 11:34 AM

It's a good start.

Galanti 02-18-10 03:05 PM

I would add, if necessary,

realistic rosters for the campaign
historic availability of ships
duds and deep-runner like

and most importantly.....

Thought balloons have got to go...

Webster 02-18-10 03:18 PM

Quote:

Originally Posted by Galanti (Post 1272451)
I would add, if necessary,


Thought balloons have got to go...


well wait a minute, maybe you can put pictures of what they are thinking in there like the girl at home :O:

AVGWarhawk 02-18-10 04:30 PM

Good looking list so far! :up:

Onkel Neal 02-18-10 09:14 PM

Add "Bring up TDC while using UZO".

THE_MASK 02-18-10 09:33 PM

Well , i would like an option in the graphics options for crew . There should be CREW= sparse crew/medium crew/full crew . Because i bet my bottom dollar there will be no way in hell of adding more crew , it looks too complicated with how the whole thing runs . I think in the first patch there should be this option . Its all speculation atm though .

Ducimus 02-19-10 08:15 PM

All i have to say is I pity the poor schmuck who gets suckered into making one of this games first supermods. Jesus H christ, are they in for one helluva time. Been there, done that, got the T shirt, and i question if it was worth it. Dear sir/ma'am, whoever you are, you have my sincere condolences.

Ducimus 02-19-10 08:50 PM

In reference to the list, i think you guys are getting over ambitious at this stage. IMO the first priorities are to make sure the game UI is accessible, to make it easier to get into. Years of engrained hotkey mashing may have to be overcome. Or worse yet, serious clipping issues with moving about on your uboat.

Then your going to want to look at what i think of as "the core systems". Garunteed there will be items that are basic to a simulation that will not be working as they should. Some specifics to the submarine such as dive time, fuel, or crush depth, over/under/improper crewing of the sub, or AI detection, to convoy spacing between ships. In sum, I'd start with things that most DIRECTLY impact the player, and work outward from there..

And even then, keep it light, superficial, and to the bare neccessities. You'll have incoming patch's yet, and making mods patch compatible can be a PITA The bigger the mod, the more complex the changes, the harder it becomes (Trust me i know). In retrospect, that is probably a good reason to eye candy fixes tell ubi's done patching.

JScones 02-19-10 09:11 PM

Quote:

Originally Posted by Ducimus (Post 1274199)
All i have to say is I pity the poor schmuck who gets suckered into making one of this games first supermods. Jesus H christ, are they in for one helluva time. Been there, done that, got the T shirt, and i question if it was worth it. Dear sir/ma'am, whoever you are, you have my sincere condolences.

:yep: I have a feeling that the increasing number of subsim members will equate to more diverse demands and thus more diverse criticism than anyone has experienced at any point in the past.

Further, this will most likely result in more modders to cater for the diversity...more modders means more mods...more mods means more headaches for anyone bold enough to bring it all together.

Throw in Ubisoft's "maybe/maybe not we'll release an add-on at some undefined time in the future" and yeah, I hope the first "alpha male" has balls of steel...no, titanium...

Anyway:

1. If I may now pass an observation, and Ducimus, you're best to correct me if I am wrong, one thing I noticed that SH4 lacked were experienced 3D modellers. 3D modellers are critical to the success of many of the abovelisted mods coming to fruition. One or two "experts" are not going to be able to cover everything listed. Just ship building can be a full time job. With SH5 seemingly more graphics focussed, 3D modellers will be in even more demand. Unless existing SH3 modellers move straight across, then it's a safe bet that major 3D changes will take time...unless the modder tools shipped with SH5 include easy to use object builders/editors.

2. My main interest (apart from some of what's listed above) would be understanding what SH3Cmdr brings to the table that SH5 doesn't inherently address. More specifically, I'd want to ensure the "random" element exists in the game. That, believe it or not, is one of the most important aspects for me...the challenge of the unknown, as opposed to the knowledge of the known.

After that, the historical accuracy stuff. Correct ranks, correct medal availability dates, correct crew compositions and such.

I do hope that someone steps up to the plate and develops a superior SH5 "version" of SH3Cmdr...from what I've seen I think one will be warranted, if for no other reason than to randomise crew (and their details) for each career.

Beyond this, I concur with Ducimus's recommendation that modders walk before they run. As the saying goes, an elephant is easier to eat in small bites, not whole. ;)

Onkel Neal 02-19-10 10:08 PM

Is it just me or does anyone else get that tingly feeling when they see Ducimus and JScones posting about modding a new SH? :yeah:

Ducimus 02-19-10 11:05 PM

Quote:

Originally Posted by JScones (Post 1274225)
1. If I may now pass an observation, and Ducimus, you're best to correct me if I am wrong, one thing I noticed that SH4 lacked were experienced 3D modellers. 3D modellers are critical to the success of many of the abovelisted mods coming to fruition. One or two "experts" are not going to be able to cover everything listed. Just ship building can be a full time job. With SH5 seemingly more graphics focussed, 3D modellers will be in even more demand. Unless existing SH3 modellers move straight across, then it's a safe bet that major 3D changes will take time...unless the modder tools shipped with SH5 include easy to use object builders/editors.

I can't say SH4 lacked experienced 3d modelers. Two good ones to point out (that i know of) are Captain America and his (now dead in the water) interior mod, and Vickers03 interior revamp. Not to mention kielto's work on the Narhwal submarine.

I can say that if one was to compare 3d modelers in terms of total manpower in the community, between SH3 and Sh4, then yes, SH4 has a large deficit, and in the end it shows. And your right, (generally speaking) one or two experts is not going to cover everything. In SH4, we have a lot of that.

Quote:

Originally Posted by Neal Stevens (Post 1274265)
Is it just me or does anyone else get that tingly feeling when they see Ducimus and JScones posting about modding a new SH? :yeah:

Who said i was modding SH5? All i was doing was offering advice (and sympathies). :O: Infact, im not even gonna buy SH5. Not because its uboats, and not just because of DRM. no the biggest reason im not gonna buy SH5, is...... *drum roll*, I feel as if I haven't even played SH4 yet!!!!!!!oneeee1111111!! :damn::damn: (and i probably never will, no game is fun when you know it inside and out)

FIREWALL 02-19-10 11:30 PM

Quote:

Originally Posted by Neal Stevens (Post 1274265)
Is it just me or does anyone else get that tingly feeling when they see Ducimus and JScones posting about modding a new SH? :yeah:


Your not alone in that feeling. My only contribution to this thread is... Play it out of the box first. :woot:

Look for all the good in it first. :yep: Then....

Mod small things at first like CCIP and jimimadrid did in SH4.


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