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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch Officer
![]() Join Date: Jan 2007
Posts: 339
Downloads: 76
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An idea of ridiculous proportions
Looking at all the content that has been created for this game since its release, I think the modding community is reaching a milestone. Much of what the game is lacking has been added, and a fairly solid foundation of MOD's have been produced on top of which further MOD's have been created.
After reading much about current file editors and utilities, I have the insane idea that it would be very awesome if they could all be merged into one SDK of sorts. There seems to be a person for every file that needs editing, as well as a very cool mod enabler that performs beautifully. This program would have the following features:
Yes, I have written insane stuff like this before. Please post your comments or ideas on such an endevour here. I will not hear anything to the effect of "It can't be done!!" If you feel that way about a certain portion of the project, please calmly explain why. I can garantee that this thing is doable if one puts the work required into it. [Edited 10/24/08 for better clarity of idea] Last edited by Commander Gizmo; 10-24-08 at 10:06 PM. |
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#2 |
Seasoned Skipper
![]() Join Date: Apr 2008
Location: Canada
Posts: 682
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Question first..... are you trying to have a software which allows you for example to edit deck gun/move/remove, having lifeboat syle, terrain editor and other function?
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#3 |
Old Gang
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I think that is more like a mod-enabler that could make mods compatible, by merging files.
If so, great idea! ![]()
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To each his own |
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#4 |
Seasoned Skipper
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Location: Canada
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Ahhh ok! Wasnt sure about what he is talking about! Hmmm go for it!
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#5 |
Watch Officer
![]() Join Date: Jan 2007
Posts: 339
Downloads: 76
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I will edit the OP to make it more understandable as soon as I can think how.
[EDIT: It has been updated] Last edited by Commander Gizmo; 10-24-08 at 10:44 PM. |
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#6 | |
Seasoned Skipper
![]() Join Date: Apr 2008
Location: Canada
Posts: 682
Downloads: 17
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#7 |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
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Commander Gizmo I like your idea.
To get everyone on board is tougher. Maybe if you open up a chat room or a blog spot to have realtime communications? Goodluck dude. ![]() |
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#8 |
Stowaway
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I'd say,
If you could get a Coder to do a Mod analizer? You'd be doing good. The rest would fall into place after that. |
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#9 | ||
Watch Officer
![]() Join Date: Jan 2007
Posts: 339
Downloads: 76
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Perhaps I wasn't clear on the point, but I am in fact a coder who is volenteering for the job. However, to complete the project in a reasonable amount of time I would need to get details from the folks that have already braved this territory. A debriefing of sorts actually. I would welcome anyone who wanted to be part of a team to complete it of course. I do not wish to boast, but I am typically a quick learner and this isn't my first run through something like this. The point of that statement is that I do not expect any great difficulty in getting up to speed should someone feel like explaining a few points on SH3's filesystem layout and flie structure. I also believe that should the GWX team allow it, this program could create a script for their mod as easily as anyone else's. It would no doubt be huge though. |
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#10 |
Stowaway
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Worst part of this whole thing.
How do you program for mods that break things? PT has confessed to not careing if his work breaks things. So you would need to write Code that is smarter then the person doing the Mod stuff. I wish you luck on this. I'll help where and when I can. But you have a LONG road ahead. I hope you stick to it Mate!! |
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#11 |
Watch Officer
![]() Join Date: Jan 2007
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To answer your question Privateer, I don't think it is nessisary or even a good idea to try to keep all the MODs from breaking the game. I think that MODs in the centralized list should be tested before being added. Anything else would be marked experimental and the program would state that it can't be garanteed not to break things.
As for a MOD breaking someone else's MOD... I think that will always be a possiblity, though having each one only edit what it is changing would certainly cut down on this. Before applying a MOD, the program should check that no other ones have changed the same variable and alert you with an optional list of all conflicts. This could even be an option for MOD devs to click and check against all currently downloaded content. Having a centralized program that tracks only the changes a MOD makes and lets you edit any variable quickly and fairly easily should make testing and resolving conflicts much easier, yes? I realize that at times one person might edit for example the wave height or such and that may not conflict with another MOD's changes but could still cause odd behavior. This is simply a risk that each person takes with an experimental MOD or personal changes. We could impliment a 'Risky Changes' section in the MOD files that details what variables are known to be dangerous to change that would red flag with the conflicts. These could be taken from an internal listing compiled as we use the tool. |
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#12 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
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![]() Not wanting to diss your idea, but I hope you've added a healthy dose of "reality check" to your feasibility analysis and planning. Either that or you don't mind working 30 hour days. ![]() My suggestion to you would be to consider eating the elephant in little bites rather than trying to swallow it whole. To that end, why don't you just focus on SH4? Much greater return on investment with it, as there's many little applications that would benefit from integration. Perhaps chip into the "SH4 Skipper" development thread and offer your services? Frankly, I think the time you'd be spending on incorporating SH3 into your "one stop shop" would be much more fruitful spent focussing exclusively on SH4. Anyway, best of luck. ![]() PS: I encourage you to trawl the archives - your idea is not new and the fact that after near four years nothing like this exists suggests the challenges that you will be facing. Unfortunately, all the "go for it" responses in the world do not equate to the number of people who, when push comes to shove, stick up their hand to help you. ![]() |
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#13 | |||
Watch Officer
![]() Join Date: Jan 2007
Posts: 339
Downloads: 76
Uploads: 4
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#14 |
Watch Officer
![]() Join Date: Jan 2007
Posts: 339
Downloads: 76
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By the way, I'm still willing to create this software. I just need to talk with a few of the folks that know the ins and outs of the file formats in SH3/4/5. I don't see the point in reinventing the wheel after all.
Any volunteers? Any interest in this project? |
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#15 |
Admiral
![]() Join Date: May 2005
Location: Berlin
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I would heed JScones advice. While this is a good idea, it is much too late and seriously I think JScones is spot on when he says that you understimate the task in front of you.
Very late, when my work on my programs were finished I realized I could have delivered a small library with backend functionality to SHIII. I took some steps and offered a rather powerful ini parser, that could have been the backend for many applications, but no one responded. Except JScones. But he is the one person in this forum who needs my functionality least. Now this can only be something to keep in mind for the next time. So I suggest when the next big thing will have emerged, you could try to influence the programming members while there is still time. Try to imbue them with the spirit of your concept: opensource functionality, separate backend from application logic, bundle their efforts and use a CVS, provide documention, create metadata for their mods, etc. If you're really good you might get a large number of people to work in a common framework, lets call it e.g. "Silent Hunter Community Library". But even for a completely new start this wouldn't be easy. Good luck!
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