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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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I'm pretty sure i'm asking for trouble here, but I've been silently building a currently nameless megamod that is based on my own mod soup and sobers mod list.
I think SH 5 can be now very playable and enjoyable, but getting it to work is just too big challenge for many players. It kind of breaks my heart to read posts from new players who want to play the game, but are getting sucked into the black abyss of the mod soup chaos. So the idea here is to merge the most important and stable mods and modify them, so that they work flawlessly together. Key elements are stability, playability and historical accuracy. Some reasons why I want to make this mod: 1. To create one big mod that is stable and radically improves the game, making SH 5 more accessible to new users. No more messy mod soup, or JSGME bugs. 2. Pre-set user configurations that are designed to work together (keyboard commands and TDW's UI user options pre-configured). You don't have to change any settigns before starting the game, except to patch the game with TDW's patcher. 3. And finally fix many small little bugs and add details to the whole game, so it is not just a collection of mods, but a real "megamod" with some personality in it. Currently this "smoothing around the edges" is impossible because everybody is using different mods. This megamod would be built around TDW's great mods, and users would have to download the patcher as well, and patch the game themselves (but there would be instructions what patches to use). This is the mod list and installation order I'm currently using, and to make this I ask permission to use following mods. This is probably the most difficult part, because some modders have dissappeared in to the shadows... So if you are author of some of these mods, please tell if it's okay or not to use your mod! Ofcourse full credits are given to the authors. ![]() # Compatible Conus00's Graphic Mod+SV's work (Conus00) Window_Lights_Redone_V1 (az) SteelViking's Interior Mod V1.2 (SteelViking) SteelViking's Interior Mod V1.2.2 Patch (SteelViking) # DynEnv v2.9 - 1. Main Mod (Stoianm & Gap) # DynEnv v2.9 - 12. Sounds (Stoianm & Gap) # Small_trees_SH5_V1 (Echolot) # sobers best ever fog V22 SH5 (Sober) # SH5_7A_Conning_Fix x (TheBeast) Fuel Gauge WoGaDi_SteelViking's Interior (BIGREG) Fix clock rear torpedo room VIIA (BIGREG) # Equipment_Upgrades_Fix_v1_4_byTheBeast (TheBeast) # Equipment_Upgrades_Fix_v1_4_Patch_1 (TheBeast) # Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix (TheBeast) # Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober (Sober) # SH5 Longer Repairs v.1.01 (Rongel) # FX_Update_0_0_22_ByTheDarkWraith (TheDarkWraith) # Bullet_spark_test (Rongel) # SH5 Starshells patch 1.0 (Rongel) # NewUIs_TDC_7_4_2_ByTheDarkWraith (TheDarkWraith) # NewUIs_TDC_7_4_2_New_radio_messages_German (TheDarkWraith) # Sjizzle's - Charts for NewUIs part1_07.06.2013 (Sjizzle) # Sjizzle's - Charts for NewUIs part 2_07.06.2013 (Sjizzle) # Manos Scopes-patch for 16x9 (makman94) # IRAI_0_0_37_ByTheDarkWraith (TheDarkWraith) # TDW_No_Contact_Colors_1_1_0 (TheDarkWraith) # TDW_Waypoint_Contacts_Same_Shape_No_Color_1_1_0 (TheDarkWraith) # R.E.M_by_Xrundel_TheBeast_1.2 x (Xrundel & TheBeast) # R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible (Xrundel & TheBeast) # Cerberus62 Corrected Depth Charge Projector 1.0 (Cerberus62) # MightyFine Crew Mod 1.2.1 Stock faces (Heretic) # MCCD_1.04_MFCM_1.2.1_compatible (Athlonic) Speech fixes and additions (german version) (KarlKoch) # TDW FX Fix for Sobers chimney smoke (pedrobas) # OPEN HORIZONS II v2.3 (Trevally) # OPEN HORIZONS II v2.3 patch1 beta # SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 (Rongel, TDW, stoianm) # Targor's SH5 Wooden Lifeboats ver. 0.4 (Targor Avelany) smaller flags for Warships 1_0b (uekel) # SH5 External Cargo 1.1 (Rongel) # Reworked Morale and Abilities v.1.2 (Rongel) # Enhanced FunelSmoke1.2_by HanSolo78 (HanSolo78) # Stormys DBSM SH5 v1.3 Basemod (Stormy) # Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s (Stormy) # Battlestations sound mod 1.1 (modified) (Rongel) # Trevally Automated Scripts v0.6 (Trevally) # Trevally Harbour & Kiel Canal Pilot v3.1 (Trevally) # gap - armaments & equipments patch v 0.2 (Gap) Shadow Improvement ModLR (SteelViking) # SH5 Torpedo Malfunctions (Rongel) # IO_StrategicMap_7_4_2_for_TDWv742 (Obelix) # Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1 (damage-part) (# permission granted) This mod would have several authors, my role is to merge individual mods together and add some icing on top. I'm not here to make the future of Silent Hunter 5, and this modpack won't be for everyone. The point is now just to make this game fun and accessible, and I think it's now the right time for that! Last edited by Rongel; 12-29-13 at 08:11 AM. |
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#2 |
Navy Seal
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Woot
![]() You can use any mod you like from me Rongel ![]() If you need any help or want to edit - please just ask ![]() ![]() ![]() |
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#3 |
Samurai Navy
![]() Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
Uploads: 0
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Thanks dude
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#4 |
Ace of the Deep
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Go for it!!!
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#5 | ||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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#6 | |
Navy Seal
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![]() Sure np Rongel We know haw to fix the black ship in Memel - so any other changes you want - send me a list ![]() |
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#7 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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And the hospital ship works when I delete it in mission editor, and put it again in harbour. All textures are showing. But if I edit the project again and save, it turned black again. So there must be some error in the editor and probably in the ship too. I'll look into this, and report more later! |
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#8 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Awesome idea Rongel, please go on with it!
![]() A few suggestions, if I can: - preconfiguring New UI's with the most wanted/practical user defined settings, would alleviate newcomers from having to mess with the option viewer/editor. You could use your favorite settings. The one exception should be avoiding the activation of features which require the usage of TDW's patcher, as not everyone is able to use it (read: Steam users). This precondition would be overridden by the implementation of the next point though (see below). - Including pre-patched exe, act ad dll files would also be a huge help for newbyes and Steam users, BUT I am a bit worried that we would run into legal issues. Better scrapping this idea until we are 100% sure about its practical feasibility. - Instead of using FX_Update_0_0_21 + New Torpedoes Explosion, you could feature directly FX_Update_0_0_22, thus adding support for TDW's Ship Radio Damage patch. With some basic manual tweaks of its Zones.cfg, the latter mod should be safe as tested by VDR1981 ![]() - If it is not too much hassle for you, making IO StrategicMap compatible with the latest UI version and including it into your megamod, would also be a cool thing. It is not the most important feature though, this is obvious. P.S: I think there is no need to say that you are free to use/tweak any of my mods ![]() |
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#9 | ||||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Thanks Gap! I was excepting some suggestions from you obviously!
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#10 | |
Seasoned Skipper
![]() Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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Great idea!
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Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... ![]() |
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#11 |
Ace of the deep .
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Nice idea , you can use any of my mods in this mega mod .
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#12 |
Ace of the Deep
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@gap and privateer:
Understood the concept. Thank for very good explanation. I assumed that something along those lines should exist, as it is basic concepts of inheritance and child objects. Considering the comment in regard to limitations that we currently have with the gr2 files for every model hat we will be working on we will need to decide if we should be doing it dat or gr2 files based on what exactly we are looking from it: animations, ability to link/child it out, add properties. We currently can do a lot with dats, but I'm still not sure how well the interlacing the dat and gr2 files could be. I know TDW, for example, was able to merge dat animated file on a gr2 model: his flag mod. So far in my attempts I was it able to achieve even that. And that is a simple repetitive animation. But now I'm just thinking aloud. A little rumble. ![]() Will continue working on the balloon tomorrow |
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#13 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I am glad to hear it, and always grateful to you for having put us in the right direction
![]() Maybe I have found yet another application for this brilliant concept. As you know, stock SHIII, IV and 5's ship cargo meshes are modelled as an entire block of crates, barrels, etc. rather that being composed by individual elements. The zone that their damage box is assigned to, is set as 'not destructible', but as soon as as you switch it to 'destructible' the trick becomes evident. Well, during a test carried out with Rongel's help, we were able to put aboard the ships of a whole convoy some custom made cargo models, each one composed by 60 iterations of the same barrel mesh. No stuttering was reported until Rongel made the barrels to explode. Due to the way I set their zone, the first damaged barrels started a chain reaction, and the huge explosion which followed caused severe lagging (Rongel, correct me if I am wrong). The main cause of the lagging was probably the triggering of 80 explosion effects, or rather than the physical animation of so many individual objects at once, or both. I any case I have already thought of a workaround for avoiding this and, most important, the whlole test had demosntrated the validity of the concept you have pointed us to ![]() Quote:
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I think we should keep the GR2 model you are currently working on as air unit, for usage as land based balloon. This will have a couple of important advantages:
As for shipborne balloons, imo we should import them into a dat file for maximum compatibility with dat ships, and set them similarly to carrier's planes. Some remearks:
That's all for now. What do you think? ![]() |
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#14 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Hey Targor, I got this weird, although pretty humorous result when using your lifeboats: they start to sink as soon as they are spawned
![]() No wooden lifeboat stays on water. You can see the installation order I'm using at the front page, can you help to solve this mystery? Either something is over-riding it's functions, corrupt install or something else. I think it's still a powerful image: ![]() |
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#15 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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Secret wish to become a u-boat crew ?
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