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Old 03-09-06, 12:09 PM   #136
GlobalExplorer
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Ok guys. It's really good to hear that you are using the program

I will watch this thread and put your suggestions on the list for future updates. We are already working on the new standing operational orders, a major addon that will give you historically correct orders for every patrol, which should be a good read during patrol.

As said before, I would not expect a new version before May. If someone should have discovered a major problem with one of the new campaign mods, please inform me and I might have to act. Otherwise I would wait until I have collected enough new data and stuff, and start coding when I have some rest. For now from you feedback I think that the current beta can be considered absolutely useable, which my personal experience tells me, too.

The aircraft info could be re-enabled, it's just not as simple as it sounds. I have removed the demo feature because I was deceiving you about the exact aircraft range, and better than have info that is wrong, is to have no info at all, isn't it? For the future I will probably make a compromise and map out only the location of airbases, but leave the range calculation to you. In plain language, airbases might be crosses, not circles.

Again, whatever your experiences are, especially in terms of realism and game balance, I'd be happy if we could collect it in this thread for future versions.

GE
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Old 03-09-06, 01:01 PM   #137
castorp345
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Quote:
Originally Posted by GlobalExplorer
We are already working on the new standing operational orders, a major addon that will give you historically correct orders for every patrol, which should be a good read during patrol.
GE


i too am a very happy user!

but now, about your mentioned operational orders addon... the idea sounds fantastic [!] but will you be doing it in german?

cheers
hc
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Old 03-09-06, 03:25 PM   #138
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GlobalExplorer:
I'm also a satisfied customer. I've never had any problem with it. I use it when I've been in my assigned patrol grid for a week or so and haven't had any action. Since the game doesn't include any way to get new orders (which real U-boats did get) I run SH3 Gen and use that to guide me to a different area to hunt. Thanks for your work and for sharing this with everyone.
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Old 03-09-06, 09:42 PM   #139
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GlobalExplorer,

Where has this little gem been hidden? If it hadn't been bumped I would have missed it. Downloaded and installed, works as "advertised".

Adds a new feel to the game, now I'm not going out totally blind.
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Old 03-11-06, 09:07 AM   #140
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Quote:
Originally Posted by castorp345
but now, about your mentioned operational orders addon... the idea sounds fantastic [!] but will you be doing it in german?
English first, German later[*]

As I have already spilled the news about the operational orders, here is a small preview.

[Original Text by Hans Abbadon, "Standing Operational Orders for AOTD". Edited by Brad Golding.]


[*] I am looking for people who want to help with the german translation. I can do it myself, but it would speed things up if I could concentrate on programming. There have already been some answers to this request, but it would be easier if we had several people, because the work could then be splitted up in years. As the data is planned to be finished until May, translation would begin after that.
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Old 03-11-06, 07:23 PM   #141
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Is anyone getting an error? I installed Framework 1.1 and I get an error when I try to launch SH3GEN. Here is the error:

Application has generated an exception that could not be handled.

Process id=0xa84 (2692), Thread id=0xa88 (2696).
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Old 03-12-06, 02:36 AM   #142
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Sounds interesting. Maybe I should add it as a "Recommended" for IC.



Oh, and the fact that you're processing the SCR and RND files and extracting info is quite cool. Kind of wish I posted my code for doing that, now, as maybe someone would've actually benefited from it. But then, it was in Perl, so I doubt too many people would care.

Maybe I'll get around to it anyway...
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Old 03-12-06, 04:16 PM   #143
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I got your PM Global. I just responded.
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Old 03-12-06, 05:58 PM   #144
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Quote:
Originally Posted by jasonb885
Kind of wish I posted my code for doing that, now, as maybe someone would've actually benefited from it. But then, it was in Perl, so I doubt too many people would care.

Maybe I'll get around to it anyway...
Yeah. I also sometimes think about releasing some parts, but it only makes sense if someone explicitly asks for it.

I think what's needed would be a high level, open-source API for reading and writing to Silent Hunter III files, like menu_1024_768. It could make merging mods a breeze, or allow writing installers for complicated mods, like 6-dials mod.

I once thought about starting an initiative, but I don't think I have the time.
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Old 03-13-06, 10:34 AM   #145
ref
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Quote:
Originally Posted by GlobalExplorer
I think what's needed would be a high level, open-source API for reading and writing to Silent Hunter III files, like menu_1024_768. It could make merging mods a breeze, or allow writing installers for complicated mods, like 6-dials mod.

I once thought about starting an initiative, but I don't think I have the time.
Sign me in , I think it's not possible for one person to make it, but with the combined efforts of all the modders it would be more than possible, perhaps starting a wiki, where anyone that figures some part of the sim can publish his findings :hmm:
The hard part wil be putting away personal pride and varoius jelousy issues

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Old 03-15-06, 09:35 PM   #146
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GE

Is it possible to make this work on "single missions" ????

Leigh
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Old 03-15-06, 11:28 PM   #147
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Quote:
Originally Posted by GlobalExplorer
Quote:
Originally Posted by jasonb885
Kind of wish I posted my code for doing that, now, as maybe someone would've actually benefited from it. But then, it was in Perl, so I doubt too many people would care.

Maybe I'll get around to it anyway...
Yeah. I also sometimes think about releasing some parts, but it only makes sense if someone explicitly asks for it.

I think what's needed would be a high level, open-source API for reading and writing to Silent Hunter III files, like menu_1024_768. It could make merging mods a breeze, or allow writing installers for complicated mods, like 6-dials mod.

I once thought about starting an initiative, but I don't think I have the time.
The deal for me is I'm not familiar with any Windows-based programming languages or Java and I've not used .NET or Mono under Linux, the latter getting your compatibility for commandline stuff although I don't believe GUI stuff.

I suppose I could publish a spec, though, which details the fields and how they're interpreted. That would be useful in and of itself, actually.

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Old 03-17-06, 08:56 AM   #148
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Is this compatible with RUB+Harbortraffic+SHIIcommander?
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Old 03-17-06, 09:30 AM   #149
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Quote:
Originally Posted by GlobalExplorer
I think what's needed would be a high level, open-source API for reading and writing to Silent Hunter III files, like menu_1024_768. It could make merging mods a breeze, or allow writing installers for complicated mods, like 6-dials mod.

I once thought about starting an initiative, but I don't think I have the time.
Actually, SH3Cmdr already contains the code to do this, it's just been implemented for a different purpose (you can currently build a whole Basic.cfg file from the ground up with whatever bits and pieces you like). Wouldn't take much to extend it. It's actually been on my mind since SH3Cmdr R2.0...I've just never had the time to pursue it as a specific task because there are so many different ways to do it...from the basic (simply compare two versions of a file and ask the user to confirm a merge of each difference) to the complex (maintain a back end database with the values stored for common mods and let the user simply "pick" the mod components they want).

I prefer the latter approach as the file "build" process would be transparent to the user as the database would manage conflicts and content etc, but maintaining and keeping the database up-to-date would be a dog.

You know, what would be perfect, is to maintain all the individual mod files on one central server. The player would, from time to time, simply run a client/web front end which would present them with a list of all stored mods. They'd simply click whatever they wanted (like online shopping really) and submit. The front end would interact with the back end server database, gather or build the individual files required (based on stored rules/procedures), and download them to the user's machine, in, of course, JSGME ready format.

Of course, by the time this was completed, we'd be playing SH5...
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Old 03-17-06, 09:52 AM   #150
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Another, perhaps more realistic alternative, is for modders to "build" the database themselves when they're compiling their mod. The end result NOT being a whole swag of different config files like is the case now, but just ONE file containing ONLY the values that their mod changes (a simple interface could facilitate the building of this file). As a simple example, think of SH3Cmdr's "Medals and renown.cfg" file.

When the user d/ls the mod, they run a builder/merge tool that "expands" these values back into the game's config files. The builder/merge tool would keep track of what the user has installed/uninstalled previously and would report any conflicts, or perhaps handle conflicts gracefully based on rules set by the modder (kinda like JSGME but more specific).

Anyway, I'm just thinking on the fly here...it's 2am...sleepy-bye time.
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