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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Jun 2005
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Hey guys check this out
Mainly designed for the Linux operating system ![]() Hats off to them Check out the screen shots http://dangerdeep.sourceforge.net/gallery.php
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MORS OMNIA VINCIT |
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#2 |
Sailor man
![]() Join Date: May 2005
Location: France
Posts: 46
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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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larsen aka TorpedoChris |
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#3 |
Über Mom
![]() Join Date: May 2005
Location: Jerusalem, Israel
Posts: 6,147
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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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#4 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
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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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#5 |
XO
![]() Join Date: Mar 2002
Location: Spain
Posts: 431
Downloads: 22
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I have Linux as second OS in my computer.
I will install (if I can, still newbie ![]()
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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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#6 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
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You don´t need Linux, there is also a Windows binary.
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#7 |
XO
![]() Join Date: Mar 2002
Location: Spain
Posts: 431
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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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#8 |
Grey Wolf
![]() Join Date: Jun 2003
Location: Manchester UK
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Hmm, looks a lot like SH2, at first I thought it was.
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![]() ![]() Silent and Violent |
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#9 | |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
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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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#10 |
Grey Wolf
![]() Join Date: Jun 2003
Location: Manchester UK
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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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![]() ![]() Silent and Violent |
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#11 |
Seaman
![]() Join Date: Apr 2005
Location: Galiza - BF 79
Posts: 33
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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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#12 | |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
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#13 |
Pacific Aces Dev Team
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Ah, so they are still working on it
![]() 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 ![]() ![]()
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One day I will return to sea ... |
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#14 |
Loader
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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 ![]() 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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MORS OMNIA VINCIT |
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#15 |
Navy Dude
![]() Join Date: Oct 2005
Posts: 177
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The sea isnt as pretty as SH3
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