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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Apr 2002
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GWX 2.1 has been released and they mention they are "well under way" on a project for SH4. Is there any initial information on what they will be doing to SH4? It would be nice to know if there's specific items they intend to fix or adjust for accuracy.
It's clear to me the developers had a lot planned for SH4 that was cut short or canceled thanks to UBISoft. Is there any plans or ability to "finish" SH4 by the GWX team? This is sorely needed and I'm sure would be greatly appreciated by everyone.
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#2 |
Chief
![]() Join Date: Jul 2005
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yes, it would be nice to know what they are doing. so other modders know, what will be done or what they could do. for example, if they try to mod the atlantic theatre, they neednt invent all the boats, because some german modders from the AOTD group are still working on it. when the modding scene wants to get the best results, they have to work together and they have to change their products...
thats why the gwx team should give the community information about their work. |
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#3 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
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Same with the units itself, just replacing all the old sh3 controllers with the new sh4 ones is an insane amount of work, so I'm writing a program to automate as much as possible. As for the player subs we need to evaluate if the existing models have the level of quality we want for GWX (no offense intended), I haven't seen the most recent work of the AOTD group so I can't judge it right now. For the moment I've a type 7C almost finished, (I wanted to see with my own eyes what level of detail was needed) so I decided to make player sub as they are the most complex objects in game. This pics are just a WIP, as I haven't finished the textures, and the oclusion map needs some more work too ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Ref |
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#4 | |
GWX Project Director
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God those are sexy pics.
Ref is being quite humble as well... That VIIC is NOT from SH3. It is a total reconstruction with a higher LOD made for GWX-SH4. Even in its current state of excellence, Ref still considers it a WIP. Take a bow Ref. ![]() Quote:
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#5 | |
Ocean Warrior
![]() Join Date: Jan 2008
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#6 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
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![]() It's quite easy to light up the nav lights, but they only should be lit near port, I don't know if it's possible to make that so, I'll take a look at it. Ref |
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#7 | ||
Lucky Jack
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#8 | ||
Ocean Warrior
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Location: Reading UK
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![]() http://www.thegreywolves.com/ http://wolvesatwar.com/ Download GWX and other goodies: http://hosted.filefront.com/melnibonian |
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#9 |
Captain
![]() Join Date: Apr 2002
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Well, I guess one good question is are they planning on giving the U.S. boats and Pacific theater a refit or just work on adding German boats and the Atlantic theater to SH4 by expanding on the 1.5 add-on? I for one would like to see the Pacific theater fixed as much as possible.
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#10 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road Last edited by AVGWarhawk; 04-17-08 at 01:01 PM. |
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#11 |
Watch
![]() Join Date: Jul 2006
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The GW team never ceases to amaze me. A salute to you and all the modders out there who make the SH series the best it can be!
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#12 | ||
Captain
![]() Join Date: Apr 2002
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Didn't GWX fix a lot of bugs in SH3 that were left behind in the stock release (like the radar on the snorkel always being damaged)? I thought something similar could be done with issues in SH4, too. I've always thought of GWX as being a super-supermod.
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#13 | |
Grey Wolf
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As for the second part if we encounter a problem that is shared by both theaters and found the solution of course we'll fix it and share it. Ref |
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#14 | |||
Lucky Jack
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GWX is a super mod and did correct issues plus a whole crap load of other things. You will find that SH3 started just like SH4, bit mods here and there. Then these mods melded into a large mod package. GWX took off and created/polished a awesome mod for SH3. SH4 is following the same path but a bit different because SH4 is a PTO game with a uboat add on which opens the door to mod the ATO within SH4. Please look through the other mods on the SH4 forum, there are more than a handful of people who have been modding SH4 for over a year and it does not deal with the ATO at all. So, yes, you are a bit misinformed that GWX will take everything already done with SH4 and roll it up in a nice packaged. GWX has all the material they need from 2.5 years of working over SH3. I suspect that this knowledge will be rolled into SH4 for the ATO, but, will take some time as there are some differences between the two games and how they operate. I hope there is one thing that GWX can over come and it was no fault of their own. When GWX opened the Indian Ocean in SH3 they could not add map grids and renown was non-existent (from what I remember) it is like the Indian Ocean did not exist in SH3...in SH4 UBM, the map grid is there for the Indian Ocean but no grid in the Atlantic. I hope SH4 will recognize grids in the Atlantic. I play Operation Monsun and notice the map only has grids in the PTO/Indian Ocean area. Hopefully, Ref can confirm that the map grid issue in the Atlantic is a non-issue. Read what Ref has to say about GWX and what they are looking to accomplish.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#15 | |
Grey Wolf
![]() Join Date: Sep 2007
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Besides their own innovations/changes/fixes, they also combine a HUGE number of mini mods which have been tweaked into one cohesive mod that allows everything to work together seamlessly. You'd get a more informative responses if you actually listed bugs you knew about that you're wanting to know if they've been fixed. Not meaning to be "persnickity", but GWX isn't the only group capable of fixing bugs. ![]() To get an idea of what I'm talking about, try reading through all of the changes, fixes, and mods listed in this thread that have been implemented in various parts of RFB. And keep in mind this post is the "Reader's Digest condensed version". These are only the changes through the 1.4 version. 1.5 changes will be listed with the 1.5 release. http://www.subsim.com/radioroom/showthread.php?t=125529 The list for TMO is actually longer because of the scope of the mod. ![]() If lurker posted a write up of things he's fixed through his campaign mods, it'd be PAGES. ![]() Maybe if GWX fans didn't make posts that show: 1. They assume no one else is capable of fixing anything but GWX, 2. They haven't even bothered to actually look into the major SH4 mods to see what's been done (see #1) 3. Little to no respect for all the hard work already done by SH4 modders (see #1) they wouldn't cause a thread to erupt like this one did. ![]() And BTW for those not modding. Although ref's posts seem to show an "open arms" approach, GWX has not approached any major SH4 modder about cooperation. In contrast, the AOTD guys have been very forthcoming and helpful since their announcement. They even posted an old fix that had been misplaced for everyone outside of AOTD to use . Makes you wonder . . . :hmm:
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 Last edited by swdw; 04-18-08 at 09:28 AM. |
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