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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
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Enormous potential- SH5 allows scripting!
There. Got your attention?
![]() I just thought I would like to bring everyone's attention the fact that Urfisch has posted something very important about SH5 modding tools here: http://www.subsim.com/radioroom/showthread.php?t=162702 ![]() ![]() From what I am seeing so far, it appears that almost anything in-game can be scripted or changed through the tools. If this is true, the potential is beyond incredible. As a scripter and modder of the Oblivion rpg game, I can tell everyone here that custom scripts allow almost unlimited possibilities. I am not kidding. You would not believe what I and other modders have accomplished for that game. Almost anything can be scripted to override or bypass a game's .exe functions depending on which script commands are included. I haven't yet had the opportunity to see SH5's in-game scripts or script commands, but the potential is astounding. This means that practically anything and everything in the game might be moddable in SH5. So people, please stop complaining. Be thankful that SH5 allows scripting! ![]() Last edited by Drifter; 03-01-10 at 10:17 AM. |
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#2 |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
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I don't know anything about modding, but the way you make it sound, that does seem very interesting.
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#3 | |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
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One scripting and modding possibility might include: -ability to abandon the U-boat into life rafts, floating around for days, waiting to be either rescued or die from thirst. I say might because I haven't had the chance yet to see the tools. I don't yet know how limited the scripting commands are in SH5. |
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#4 |
Stowaway
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You know, the word "whining" from the tilte of your thred hurts my feelings, I am very sensitive. I also try to be "politically correct". It would be very nice if you should try that, as well. It's not the first time that the ones who are not satisfied by the latest UBI product are called "whiners".
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#5 | |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
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#6 |
Stinking drunk in Trinidad
![]() Join Date: Jan 2010
Posts: 349
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Scripting is potentially quite useful, BUT only given that the developers implemented SUFFICIENT scripting commands and language. If not, then it won't get you far.
Also note that scripts are slow in terms of CPU cost, i.e. anything that is not implemented in the game engine but is jimmy-rigged by scripts will likely slow down the game when run in numbers. Was the case with Operation Flashpoint, and remains with the Armas. Since Arma 2 there are at least scripting commands for doing almost all sorts of things except side-switching, or reverse config-value manipulations. It is awesome, but it takes a lot of time to implement complex things correctly, and it does slow the FPS notably if you run dozens of scripts on hunderds of units (ACE, SLX etc). Quite obviously I would conclude that SHV is a bit more open to modding than SHIII. But I don't have the game, nor have I seen how the dynamic campaign is implemented, nor the scripting language. Assuming both of the latter are completely open source and powerful, and that modders fix things like the semi-manual TDC, the gamey-windows type interface etc., then I would say SHV shows huge potential. However, that alone is not sufficient reason to buy as long as the DRM remains. And I can wait as modders will take a few month to a year to get the first REALISM supermod ready... |
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#7 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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Oh yes and one of the devs said that we can't add new variables, which of course severely limits the scope of what we can do.
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#8 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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#9 |
Canadian Wolf
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This should be interesting, the extra modding tools. It's way to early to get to bent out of shape regarding V, give it time and let's see what happens
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#10 |
Commodore
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As someone who plays heavily modded immersion-based Oblivion, I'm estatic to hear something that that could be possible with SH5.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#11 | |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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![]() It seems that most here don't quite yet understand the huge potential through scripting. The most powerful tool there is for modding a game. Woohoo! |
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#12 | |
Commodore
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Yeap! Welcome aboard! There's a lot of new potential here. I was hoping it'd attract talent from other genres. For those who are unfamiliar with Oblivion mods, there's a group of modders that specialize in realism and immersion mods. Wonderful stuff. Totally remade the game. If you have a good foundation, amazing things are possible.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#13 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,855
Downloads: 344
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Even I as a non-modder realize what a powerful tool scripts can be. This is exciting news. In theory modders could take SH5 much farther than SH3.
Gunnodayak is correct, "whining" and "fanboyism" are no longer acceptable terms on this forum, the correct p.c. terms are now "enthusiasm-challenged" and "criticism-challenged"... ![]()
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#14 | |
Rear Admiral
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#15 | |
中国水兵
![]() Join Date: Apr 2005
Location: Germany
Posts: 275
Downloads: 10
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![]() The idea that a company with more negotiating power over its customers will cut them a better deal is just bizarre. Mad Science spawns Evil Fiend: http://www.youtube.com/watch?v=dkTZTzsYoZs |
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