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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commander
![]() Join Date: May 2006
Posts: 440
Downloads: 21
Uploads: 0
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Lets fix this game.
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download my playable viic/41 submarine http://www.subsim.com/radioroom/showthread.php?t=107315 http://files.filefront.com/CobaltsVI.../fileinfo.html |
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#2 |
Seaman
![]() Join Date: Apr 2011
Posts: 40
Downloads: 138
Uploads: 0
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I'm all for improving this game!
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#3 |
Black Magic
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We've been busy fixing/enhancing this game for some time now
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#4 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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I second that
![]() However, there's still to do! and the more we are, the best It can be! We certainly could do with your modding abilities ![]() |
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#5 |
Commander
![]() Join Date: May 2006
Posts: 440
Downloads: 21
Uploads: 0
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Oh, I know dark. You guys have done a great job. When I first loaded this game up after release I was like... "w-what is this? This isnt silent hunter.." I played for 45mins and shelved it.
The other day I reinstalled and used MO and OH and have had a pleasurable experience so far, but there are just a ton of issues with the game in general. I do however see a lot of promise. The engine is generally in tact from what I can tell, its just a lot of the implementation is all kinds of weird. What are the limitations you guys have run into so far modding?
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download my playable viic/41 submarine http://www.subsim.com/radioroom/showthread.php?t=107315 http://files.filefront.com/CobaltsVI.../fileinfo.html |
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#6 | |
Black Magic
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![]() Quote:
Other than that I can't think of anything else that really is a limitation per se. The biggest limitation I've found is time (for modding) |
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#7 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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GR2 files are indeed a big limitation. I'd say limitations mainly depends on your skills, that's why TDW may not be the most representative modder here, because of his above average skills and area of expertise...
I believe we're mainly refining and polishing things done or approached as for the moment. Pretty much everything that can be done using tools and common modding technique as been somewhat covered. So if you don't have something like TDW's skills in programming, hex editing and reverse-engineering, you're up for some big limitations, because there lies the future of SH5 modding and common modders are waiting for breakthrough in this department to find new stuff to improve (that's why you'll see that most of the SH5 modding forum progresses are only done by a very few bunch of individuals and that except those few, you won't see many news) There's probably more "uncovered" grounds in the eye-candy department. |
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#8 | |
Stowaway
Posts: n/a
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It's not a limitation if you search the proper term. Doing the build of Units correctly is the final key. Haveing a base Unit for SH5 before it was ever converted to SH5 would help. Being as I'm no Hero? That's all I can tell you at this time. ![]() Last edited by Madox58; 07-26-11 at 09:10 PM. |
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