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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Gunner
![]() Join Date: Aug 2009
Location: In my chair playing SHIV
Posts: 99
Downloads: 32
Uploads: 0
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I just loaded up TMO 1.7 and I just have to ask this 1 question to all the people involved: Why are you people not making ur own sub sim? This thing is so impressive. You guys are capable to do this sort of thing, how much of a leap would be involved just to get together, rent a frat house, have a couple of kegs delivered weekly, get food delivered, and just bang out the most kick ass sub sim ever made? Hell, I'll even volunteer to work the galley to keep yous fat and happy.
Outstanding job, really. ![]()
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#2 |
Rear Admiral
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Most of em have job's and family, but you put up enough money, I'm sure some would show up. Some of these modders spend hundreds of hours or work and do take donations..Overall, I'm sure they would love it if it could be done.
TMO, FORS, RFB and my favorite, RSRD are some of the best mods out there for sure... |
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#3 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Who pays the salary for 2 dozen of people the next year?
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#4 |
Seasoned Skipper
![]() Join Date: Jun 2007
Location: Bremen/Germany
Posts: 749
Downloads: 71
Uploads: 1
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Modding is not creating an own subsim !
With the best Modding-Tool S3D you cannot make an new game. For an projekt like this you need an SDK. SH4 is an good base for creating an own sim but there should be done some hard reworks on the exe-file to make the AI better and so on. For example : Destroyers should be arranged into huntergroups to make them more harmfull. A projekt like this needs a lot of time, who will pay this hard work ? Greets Maddy
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AOTD is gone, iam the last survivor ........ |
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#5 |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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Changing a few files controlled by millions of lines of computer code is one thing. Writing all that code, developing all those algorithms, paying third-party developers for shortcuts and kernal routines .... oik. That's quite another thing altogether.
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#6 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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I saw once an open source subsim out there, looking pretty ok to me respective to SH4, don't know what happened to it though..
too hard work for no pay I guess... ![]() found it : ![]() ![]() ![]() ![]() Quote:
keltos Last edited by keltos01; 09-06-09 at 01:59 PM. |
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#7 |
Ensign
![]() Join Date: Oct 2007
Location: United Kingdom
Posts: 221
Downloads: 41
Uploads: 0
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Yes I saw that sim, and I think my friend mentioned it when I told him I play Silent Hunter. After your post though my interest is peaked and I think I'll try it out tonight.
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Rest in peace Dave |
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#8 |
Navy Seal
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Maddy hit on it. It is quite a different thing to tweak graphics and configuration files than to write the underlying code. Only commercial entities have shown the stick-to-itiveness to actually see a submarine simulation to fruition. We've seen open source attempts here and there but no open source solutions that are half of what Silent Hunter 4 is.
One of the lessons of GWX4 is that screenshots and promo movies do not a sub simulator or mod make. It take extraordinary cohesion and focus to complete a supermod. Multiply that by 10 to complete a state of the art submarine simulation.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#9 | |
Hellas
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i just liked it very much ...i think that there are a lot to wait from this attempt and why not the great modders from here to help to this project ? it is open (and they are asking for this) for anyone to help with his knowledge a really good effort ! let's see....
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#10 |
Gunner
![]() Join Date: Aug 2009
Location: In my chair playing SHIV
Posts: 99
Downloads: 32
Uploads: 0
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OK, ok. So it's a giant leap. A gamer can still dream, can't he? My offer to cook is still good, though.
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#11 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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is the project still active? there is a forum in french about it : http://www.mille-sabords.com/forum/i...howtopic=18823 I like the idea, but modding on its own already takes so much time, and I can't write code : I would be stuck with making subs and textures, but why not ? at least there wouldn't be no UBM wierd stuff would there ? and we could implement anything we'd need given a good coder (Skwasjer ? a project worthy of your skill !) keltos |
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#12 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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It certainly isn't something I could do on my own. A project of this magnitute requires at least 3-6 programmers, gfx/shader guys, designers and artists, all sorts of support crew, and a piss load of time. Which I don't have
![]() Really, this is a different ballgame and nothing like any dev-project around here. S3D is nothing in comparison... neither is any supermod (not even all of them together). I know there's plenty of people here that would offer help but it just wouldn't work and the project would die eventually (with alot of time wasted). Better get this out of your mind ![]() If you think about it, you may respect the work of gamestudio's a bit more (especially since they only usually have 1-2 years max) ![]()
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#13 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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While unifying the community to produce a complete sim may be a big ask .... moving to a psotion where more mods are compatible and can be appiled incrementally would enable all of ourmodding goodness to be brought together. I know some mods can be applied on top of others, and indeed some modders produce different versions of their mods for different flavours of supermod (thumbs up to all of you for doing so) ... but there could still be more convergance of mods.
Unfortuantely the mod implementation approach is file replacement ... other mods I've been involved in (Freelancer) tools were availabel which allowed a mod to be scripted i.e. find line 24, replace text ABX with text XYZ. While this doesn't remove all conflicts, it did allow many mods to be incremental and easier to comine. Maybe a start would be to recognise which part of which mod is THE best practice in a specific discipline e.g. who has the best natural sinking physics etc. |
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#14 |
Navy Seal
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In a way I like it, changing to an installer mode from a file replacement mode. But the reason that so many can participate in modding is the reverse engineering of existing mods. Although portrayed as evil by some, even they learn by reverse engineering just about every mod of note (that leaves mine out!
![]() Switching to an installer model would put mods into a "black box" category, where the average game player would have difficulty learning the ropes and so would just decide to depend on whatever the modder gods provided. Also, the file replacement model makes it easy to swap mods in and out with JSGME. I found Grand Theft Auto San Andreas had no JSGME culture, but when I began using it, all the difficult modding tasks suddenly became easy. Their culture was in the stone age because they didn't believe in the file replacement strategy.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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