SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-12-10, 12:53 PM   #286
Ragtag
Seasoned Skipper
 
Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
Default

Quote:
Originally Posted by Heretic View Post
I did a compare of the files the patch changed and they're mostly doing stuff like changing uniforms when crew go on deck - nothing I'm not already doing.

No changes are required to make the mod 1.2 compatable.
That's great news. Thanks
__________________
Intel I7-7800x CPU.
16Gb G.skill DDR4 3600MHz.
Asrock Taichi X299 mb
Palit RTX 2080Ti.
Fortron 1000W PSU.
BenQ XR3501R LCD.
Ragtag is offline   Reply With Quote
Old 06-01-10, 10:34 AM   #287
redcoat22
Sailor man
 
Join Date: Apr 2008
Posts: 48
Downloads: 8
Uploads: 0
Default

I guess this is stalled? This was my favorite mod.
redcoat22 is offline   Reply With Quote
Old 06-01-10, 04:04 PM   #288
Barso
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

I hope not,is it?
  Reply With Quote
Old 06-03-10, 01:13 PM   #289
MattDizzle
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Heretic, or whoever is managing this mod now: Would you consent to this being put into part of a larger Compilation mod, as i said in another thread on this forum?

I'm looking to assemble several mods in a large easy for new people to install "Community Mod pack", and full, prominent credit would be given to you and the other mod authors involved. Would you be willing to help the community by allowing your mod to be used?
  Reply With Quote
Old 06-03-10, 05:21 PM   #290
rascal101
Grey Wolf
 
Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
Default

Looking good about time some one did this - was thinking of doing it myself though my skills are minimal - I'd certainly like to see W Clear's Enviro mod added to yourt list

R

Quote:
Originally Posted by MattDizzle View Post
Heretic, or whoever is managing this mod now: Would you consent to this being put into part of a larger Compilation mod, as i said in another thread on this forum?

I'm looking to assemble several mods in a large easy for new people to install "Community Mod pack", and full, prominent credit would be given to you and the other mod authors involved. Would you be willing to help the community by allowing your mod to be used?
rascal101 is offline   Reply With Quote
Old 06-03-10, 09:54 PM   #291
MattDizzle
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

I have the consent of everyone but W_clear, who hasnt responded, and TheDarkWraith, who said no
  Reply With Quote
Old 06-03-10, 10:12 PM   #292
SteelViking
The Old Man
 
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
Default

Quote:
Originally Posted by MattDizzle View Post
I have the consent of everyone but W_clear, who hasnt responded, and TheDarkWraith, who said no
If you want to add a UI to your community built mega mod, I bet reaper7 would let you use his. You should ask him, and see what his thoughts are on it.
__________________

He sank 198,650 tons....who you ask?....Erich Topp, that's who!
SteelViking is offline   Reply With Quote
Old 06-03-10, 10:30 PM   #293
MattDizzle
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

I misunderstood, darkwraith said "Wait for 3.0.0 to be bug free", understandably so.
  Reply With Quote
Old 06-03-10, 10:48 PM   #294
ddrgn
Korvettenkapitän
 
Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
Default

If I had opinion I would build a super mod around any major sound, interface or graphical mod. Stick to core settings etc and let the user decide some of his own options.

MattDrizzle, did you get my PM?
ddrgn is offline   Reply With Quote
Old 06-04-10, 11:17 AM   #295
MattDizzle
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

That i did,im dissapointed i didnt beat you to the punch and not sure if i'm gonna go through with my complilation as a result

If this mod, Darkwraiths mod and Enviroment 2.2 arent included however, i dont see the point. Those should be boxed with the game as far as i am concerned.
  Reply With Quote
Old 06-04-10, 06:49 PM   #296
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

Quote:
Originally Posted by ddrgn View Post
If I had opinion I would build a super mod around any major sound, interface or graphical mod. Stick to core settings etc and let the user decide some of his own options.

MattDrizzle, did you get my PM?
...some sound mods need additional files arround, like the SDL file, commands.cfg, some entrys in sim files for maybe a delay in torp fireing, all together fitting for a more realistic chain of command, or are done to work together with other mods and so on...

...so in my eyes, advanced sound mods are important to add, not liked sounds but simulation uncritical ones could of course changed or changed with sounds fitting in the same way.

The most important reason to create a megamod is to pimp the game to a more realistic, playable but of course more immersive expiriance... at least changes and releases should be most effective and efficient, so why excluding grafics and sounds ?
__________________
Stormy......


Last edited by Stormfly; 06-04-10 at 07:02 PM.
Stormfly is offline   Reply With Quote
Old 06-04-10, 09:05 PM   #297
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 886
Uploads: 23


Default

Quote:
Originally Posted by Stormfly View Post
...some sound mods need additional files arround, like the SDL file, commands.cfg, some entrys in sim files for maybe a delay in torp fireing, all together fitting for a more realistic chain of command, or are done to work together with other mods and so on...

...so in my eyes, advanced sound mods are important to add, not liked sounds but simulation uncritical ones could of course changed or changed with sounds fitting in the same way.

The most important reason to create a megamod is to pimp the game to a more realistic, playable but of course more immersive expiriance... at least changes and releases should be most effective and efficient, so why excluding grafics and sounds ?
Personally, sound mod'ing was the second thing I updated after resetting key bindings in the commands.cfg
One thing that has bothered me in all SH releases is the deisel engine sound. Subs use a high performance deisel enigine. Not some chitty chitty bang bang about to explode rattle trap POS.
So I have to agree Sound MOD updates are very important for the game immersive experience.

P.S. With that said. There is one engine sound missing. The Deisel Engine air intake is on the control trower yet you one hear the engine exhaust from the stern.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 06-04-10, 10:04 PM   #298
kylania
Silent Hunter
 
Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
Default

Quote:
Originally Posted by Stormfly View Post
...some sound mods need additional files arround, like the SDL file, commands.cfg, some entrys in sim files for maybe a delay in torp fireing, all together fitting for a more realistic chain of command, or are done to work together with other mods and so on...
That's a problem since a "sound mod" shouldn't really encroach into the territory of a control key mod or u-boat handling mod, but by affecting commands.cfg and torp firing speeds it does just that. Unless the authors are going to spend the time to make sure they work with ever changing versions of various mods, I'm really likely to skip most sound mods. Or if the authors extensively document the changes to those files their mods need.
__________________

kylania is offline   Reply With Quote
Old 06-04-10, 10:32 PM   #299
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

Quote:
Originally Posted by kylania View Post
That's a problem since a "sound mod" shouldn't really encroach into the territory of a control key mod or u-boat handling mod, but by affecting commands.cfg and torp firing speeds it does just that. Unless the authors are going to spend the time to make sure they work with ever changing versions of various mods, I'm really likely to skip most sound mods. Or if the authors extensively document the changes to those files their mods need.
...and especialy this putting together and update support makes a megamod worthy.

if i would skip those extra files, i would loose much of the potential regarding realism, admosphere and immersion.
__________________
Stormy......

Stormfly is offline   Reply With Quote
Old 06-04-10, 10:32 PM   #300
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 886
Uploads: 23


Default

Quote:
Originally Posted by kylania View Post
That's a problem since a "sound mod" shouldn't really encroach into the territory of a control key mod or u-boat handling mod, but by affecting commands.cfg and torp firing speeds it does just that. Unless the authors are going to spend the time to make sure they work with ever changing versions of various mods, I'm really likely to skip most sound mods. Or if the authors extensively document the changes to those files their mods need.
Portions of the MOD could list required manual editing in the readme.txt detailing steps to edit subject files so people can keep their key bindings ect. and not overwrite other mods.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Reply

Tags
favorite


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:10 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.