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Old 10-25-05, 08:30 PM   #1
sdcruz
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Default FREE WW2 submarine simulator (ALPHA Stage)

Hey guys check this out

Mainly designed for the Linux operating system - but the work these guys have done is incredible.

Hats off to them

Check out the screen shots


http://dangerdeep.sourceforge.net/gallery.php
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Old 10-26-05, 03:26 AM   #2
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Mmmm... Apparently they say it's also working on Windows. Anyway, if it's not it could a good incentive for me to install one of my machines with Linux
The pictures look great but the game seems to be far from being finished... Something to follow-up.
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Old 10-26-05, 03:56 AM   #3
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If it doesn't include StarForce, it's not a real WWII sub sim.

Or so I have been habituated.
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Old 10-26-05, 04:01 AM   #4
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Looks good and with the fact its made for Linux then the game no doubt will be very stable.
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Old 10-26-05, 04:23 AM   #5
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I have Linux as second OS in my computer.

I will install (if I can, still newbie ) and tell you how is it.
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Hay dos tipos de buques: los submarinos... y los blancos.
There are two types of ships: the subs... and the targets.
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Old 10-26-05, 04:25 AM   #6
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You don´t need Linux, there is also a Windows binary.
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Old 10-26-05, 05:14 AM   #7
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You can use windows, but seems that the newest version is only aviable for LINUX for the momment.
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Hay dos tipos de buques: los submarinos... y los blancos.
There are two types of ships: the subs... and the targets.
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Old 10-26-05, 06:58 AM   #8
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Hmm, looks a lot like SH2, at first I thought it was.
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Old 10-26-05, 07:10 AM   #9
kiwi_2005
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Quote:
Hmm, looks a lot like SH2, at first I thought it was.
Was that a smart remark or a compliment.?


LINUX: This game will most likely come out free or very cheap. The linux community encouraget free software. so i wouldn't be surprised if shes a free DL when shes out.


Might give me something to try out until SH4 comes out.
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Old 10-26-05, 07:27 AM   #10
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Sorry Kiwi, it wasn't meant as a smart remark, but I honestly did think it was SH2, some of the screenies look very similar.
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Old 10-26-05, 07:41 AM   #11
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It sure will, but please remember that the greatest linux freedom is not to be free as in free beer, but free as in free speech...

You have the freedom to have the source code, freedom to use the software for whatever purpose you'd like, to give it to anyone, to modify the software for your needs... that's the greatest freedom!

btw it usually is also "gratis" free !
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Old 10-26-05, 07:47 AM   #12
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Quote:
Sorry Kiwi, it wasn't meant as a smart remark, but I honestly did think it was SH2, some of the screenies look very similar.
Huh? No need to apologise i wasn't angry or anything, i was just curious to what you meant.
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Old 10-26-05, 08:38 AM   #13
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Ah, so they are still working on it GREAT!

I tested one of their betas some time ago...good potential....lots of similarities with Aces of the Deep but with a mdoern 3D engine.....looked very promising. But after SH3 appeared, and due to the lack of visible progress, it seemed to have comed to a standstill. I'm happy to see that it keeps going on If it ever becomes completed, I'll donate double as much as SH3 costs
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Old 10-26-05, 05:20 PM   #14
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Default Here is their roadmap

From: rconstruct <rconstruct@ma...>
roadmap for 0.2/0.3 (at least)
2005-10-18 10:11
I thought i should post the roadmap for the following versions of
dangerdeep.
Work already has started in some of these areas, particularly the new
sky code (thanks jadawin , and some graphics work, as well as
Thorsten's new work for the torpedo data, to fully implement the TDC and
the individual torpedo settings screen.
Roadmap follows then:


Roadmap

0.2

- map screen
- damage screen
- listening station screen
- radar screen
- radio sreen (with enigma?)
- captain's cabin screen
- logbook screen
- ship recognition manual (popup?) - start implementing it
(and start adding front+side silhouette renderings of
existing ddxml models)

-> Control screen - finish implementing control screen dials+gauges
- add a up/down key to control depth planes angle, and consequent uboat
vertical attitude - depth control.
- implement the battery level indicator.
- implement the working speed/engine control dial/graph (flank, reverse,
etc.)
as well as electric+diesel separation.
- up/down increases/decreases front/back depth planes angle, in 5' steps.
- implement the working diesel level indicator/dial.
- implement the working compressed air level indicator/dial.
(mostly affected by emergency surfacing - blowing the ballasts, therefore
implement a blow ballasts key/funcionality).

-> TDC screen - finish implementing TDC screen dials
- Torpedo & Ziel Geschwindigkeit dial. This already shows the target speeed,
only thing missing is the inner dial, that shows the torpedo speed. This is
inherited via the individual torpedo settings screen (it's a per-tube /
/ per-torpedo setting, depends on torpedo type, so, the value is passed by
the individual torpedo settings for the tube/torpedo, and is displayed here)
- The cronometer implementation. Would show the time expected for the
torpedo
to hit the target. If it passes this value, then torpedo went past the
target/missed. This expected time value, to be displayed in the cronometer,
should be in function of the distance to target, and torpedo speed.
- Auto/Manuell (An/Aus) - off for the time being(?).
Right now, the values displayed in the TDC are automatic, once you select
the target, they show the target data (speed, heading, etc...).
In manual mode you can enter some data directly (ziel geschindigkeit, but
not torpedo geschwindigkeit (since you set this at ind torp settings screen)
. You could also set zielposition, schiffskurs, zielentfernung. At least
these. Optionally, you could also set the horizontal + vertical attitude
gyroscopes.
- Fire solution quality sliding bar (vertical). Would show the quality
of the
firing solution (mostly of use for TDC in manual mode, the more the user
custom setup would aproach the ideal automatic setup, the more this sliding
bar would slide to higher fire solution quality (could be based on something
like > target speed, heading, and facherwinkel).
- fire button. Right now the fire button is lit according to tube status.
Should we leave current way of fire, clicking tube directly, or enable the
red fire button?


-> individual torpedo settings screen.
- implement the torpedo run depth setting funcionality, and set depth in the
respective dial.
- implement the torpedo speed setting funcionality, and set depth in the
respective dial.
- preheating temperature. Implement the preheating temperature sliding bar
funcionality, according to preheating status (an/aus).
- implement the main dial ranges funcionality, according to primary run, and
secondary run being set, as well these values being affected by preheating
and by torpedo speed settings.

-> Periscope screen popup.
- implement the engine settings dial (that would be implemented in the main
control screen as well (engine telegraph?).
- implement the depth dial funcionality.
- implement the speed dial funcionality.
- implement the compass dial funcionality.
- implement the hauptruder dial funcionality.
- implement the TDC popup facherwinkel dial+set funcionality.
- implement the TDC popup tube display/firing funcionality.
- implement the TDC target distance, heading, speed funcionality.

-> torpedo management screen.
- implement the clock popup (normal clock)
- implement the spread angle dial + respective user set funcionality.
- implement the notebook funcionality (parses text from tag in
data xml
according to language code (en/de), and wraps it to the notebook area,
horizontally, having a vertical scroll capability.
- remove the current interface bar, that shows the status, from the managem.
screen. (to be replaced later by new one, in 0.3).

-> implement the sky model based on jadawin's adaptation of "an analytical
daylight model" - works for day+night situations.
- replace the moon bitmap overlay mode, by a "overlay" blend mode.

-> make the blinn/phong shaders, get the color of the sky, for the
ambient(?)
computation. The idea is to have a color cast, according to the time of the
day (therefore sunrise would be slightly blueish, sunset with a
yellow/orange
/warm color cast, and night would be a slightly grey blue cast).

-> check the present data files for the torpedos, for the extra tags,
specially
regarding and tags/funcionality, according to actual torp.
data. Implement this funcionality.

-> check the model's description files (xml), to add an diffuse map override
feature, in order to have multiple camouflages, without the need to have
multiple copies of the same ddxml model ((?))

-> add the capability for decals, for the models (would be overlaid in the
diffuse, alpha masked) - capability for decals > flotilla emblems, uboat
emblems, surface ship unit ids ( being xpos and ypos the position of the decals in relation to the main
diffuse texture map)

-> implement parent/child relationships/trees for the in-game ddxml models.

-> add more ddxml models (merchants and destroyers).



0.3

-> main interface overhaul.
- replace the widgets/theme, by a new theme.
- replace the photos by new 2d/3d rendered artwork.
- make new interface bar, popup, 1 or 2 lines of height, transparent, with
text being displayed and faded, reflecting in-game status.

-> implement periscope up/down, and radio up/down funcionality, as set
in the
ddxml model (now with parent/childs relationships).

-> implement radar up/down funcionality, as set in ddxml model.

-> implement full radio screen funcionality.
- implement capability to tune radio/frequencies.
- implement capability to receive mission orders by radio, and to transmit
messages back (for later use in missions, for 0.5 or so).
- implement weather reports by radio.
- implement radio messages historic record (mission/patrol based only), and
in the form of a popup.
- implement enigma machine?
- Multiple possible audio tracks, being tuned according to lattitude/
longitude, and distance from land.
Mostly static/short wave noise, being this static/short wave noise
varying in function of lat/long/distance from land. Multiple
soundtracks > public domain audio, 1930's/40's music, and actual radio
broadcasts, from both the US and Europe (but US being needed for Type IX
uboats/missions mostly).
- implement foundation for later use in 2.0 or 3.0, to use radio screen as
a main chat for multiplayer/network play.


-> implement full hearing station funcionality (hydrophone?)

-> implement full radar screen funcionality (depends on uboat model,
time of war
and emerged/submerged status)

-> ship recognition manual.
- ship recognition manual entries, are dependent on ddxml models being made
since we need front+side silhouette renderings of these. So it's a constant
work in progress.

-> full implementation of captain's cabin screen.
- access to main game menu, being implemented here, instead of pressing Esc.
- access to a calendar.
- access to a captain's log.

-> full implementation of damage screen.
- flood indication dials funcionality.
- full uboat room/section status indication, via notebook (as in torpedo
management screen), showing damage status and repair times, per room/
/section.
- CO2 indication dials.
- Battery dials.
- O2 dials.
- Fuel dials.
- Supplies amount (when close to run out, can call ressupplies in 0.4 or
0.5, either via Type XIV uboat, via Dornier Do26 seaplane, or Blohm&Voss
Bv138 seaplane, or, has to return to base.)

-> start gathering data for historical missions, and game missions (make
a small
gui based mission editor?).

-> start gathering data for new AI for enemy ships (merchant + destroyers).

-> more (new) sound effects.
- new sonar ping.
- new torpedo launch sound.
- new depth/pressure sound fx - intensity of effect varying with depth,
until
it reaches peak in crush depth.
- guns sound effects, for uboat+ships.
- crash dive sound.
- emergency surface sound.
- blow ballast sound.
- new diesel engine sounds.
- new electric engine sounds.
- new surface navigation sea sounds.
- new underwater navigation sea sounds.
- crew sounds ("alarm!", "torpedo los!", etc...)

-> new models.
- start testing parent/childs relationships in models.
- add capability for destroyers to launch flares at night, to illuminate
area
where it's suspected to be an uboat.

-> destroyers.
- add more realistic depth charge behaviour and data.

-> torpedo cam.
- start implementing a "torpedo-cam".

-> AA gun 3d model(ddxml)/screen
- AA gun 3d model screen, with full parent/child support
- effects/shader for firing gun
- sound FX for firing gun
- full implementation of AA gun with elevation control,
direction control, range.
- tracing bullets effects (shader?)

-> Deck gun 3d model(ddxml)/screen
- deck gun 3d model screen, with full parent/child support
- effects/shader for firing deck gun
- sound FX for firing gun
- full implementation of deck gun, with elevation control,
direction control.
- option fx for gun load/reload, either sound FX only, or
sound FX+3d/2d graphics
- shader fx for firing gun? (lighting the general area)


Note: ddxml models, and respective maps, as well as silhouette
renderings for the ship recognition manual, are constant work in
progress, they're added regularly.
Regarding the remaining screens, radar screen, hearing station screen,
map screen, radio screen, captain's cabin screen, logbook screen, damage
screen. Work is already assigned for this, as well as for the flak 3d
screen, and the deck gun screen. Implementation will be done as this
work gets completed.
Also, work already started in the new sky light rendering model.
Any volunteers for any of these areas, plz discuss areas of interest
of/future work, in the mailing list
Stay tuned
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Old 10-26-05, 05:33 PM   #15
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The sea isnt as pretty as SH3
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