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Old 03-11-06, 09:12 PM   #14
JonZ
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Quote:
Originally Posted by oRGy
Hey - good documentation!

Bear in mind that the 8km range will have to affect more than scene.cfg; the AI and crew sensors are changed to reflect the better visibility as well...

Also, what are rubini's new officer icons like? I quite liked CA's for some reason - they seemed cool.

Another thing - that new interface mod, changes a lot of it? Dunno if you want to integrate the whole thing but I quite liked how they changed the ingame font (for NA: We've been blah'd type messages) to Courier, as used in the front end / main menu.

(Sorry.. babbling. Would like to test but no time and SH3 not on my machine at the moment.)
Hello oRGy!

I hope you'll find times to try the continuation of your work soon

For the 8Km, yeah, I am aware of the cfgs. In fact, that raised already another question in mind to know if the cfgs files in the 16km version have been tweaked properly. I have to check back my historic revision to see if I didn't overwrite something.

Rubini's Officer's icon mod was released yesterday, and I tried it and liked it. It a mix of the old CA OIM with the portrait of the officers on it. Pretty neat. Check out my thread on page one about favorite Icon Mod to get it.

For the interface changes, the majors changes is implementing BordeInstrumente 1.0. An upgrade from 0.9 previously in IuB 1.02
Also I have implemented Navimap mod and Draggable Chronometer in the game interface. Pretty usefull tools to navigate with precision. Also I have compressed the characters in the Radiomessage screen to allow extra-large messages from the Irishred's mod.

There's also many screens/areas that have meen finetuned.

Here's some screenshots about the changes:
New periscope, using BordeInstrumente 1.0


New styles of icons and instruments:


Improved smoke:


Better Depth Charges effects (sorry poor screenshot)



AND MORE!
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