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Originally Posted by skwasjer
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Originally Posted by JScones
The problem though, as skwas alludes, is not the coding itself, but the requirements analysis and planning that needs to be done up front. And using SH3Cmdr as a reference would not help with that.
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Exactly, I wasn't saying you did a lousy job 
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Yeah, I know.
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Originally Posted by doulos05
I am curious how you did the randomization of ship tonnage in particular. I know how to do randomization, I'm curious how it hooked into SH3. If this grows beyond simple crew rotation, I may ask you if you can give me the pseudo-code explanation for that portion worked (or maybe even the routines if you can release those individual routines.) I'm doing the research into the save game format right now, looks like SHIV RCR (Realistic Crew Rotations) will be doable without too much stretching for me.
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I don't have SH4 installed, so I'm not 100% sure, but doesn't it include ship tonnage randomisation by default? I know SH4 includes a number of features by default that SH3Cmdr had to "add" to SH3, but I can't remember now what they all were. Another reason why one shouldn't use SH3Cmdr as a blueprint for SH4.
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Originally Posted by doulos05
One Technical question I do have is this. The game stores saved games as folders in C:\Documents and Settings\<username>\My Documents\SH4\data\cfg\SaveGames with such helpful foldernames as 000000 or 0000001. Does anybody know where the name that you type into the Save Game interface in the game goes? I'm working my way through each file in the folders, and right now that's my biggest hangup.
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Just relying on SH3 knowledge here, but I'm guessing that folder 000000 (or whatever preceision it is) relates to patrol 1, 000001 relates to patrol 2 and so on. Save games relating to each patrol would be saved in each respective folder. Just my guess though; I really have no idea.