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Old 12-27-10, 05:49 PM   #16
Gerald
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Quote:
Originally Posted by FIREWALL View Post
I enjoy all 3 Silent Hunters. Each one has it's own flavor depending how it's modded.

I'm just thankfull for all the talented people at SubSim and their wonderful gifts.

With Multi-Install I have all versions to enjoy.

I only have one big problem.

I can only play them one at a time.
You'll learn your wife any of the games, and the rest you can teach your nearest neighbor,
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Old 12-27-10, 06:06 PM   #17
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Is there any chance, however slim, that GWX4 could be revived with a fresh team of eager young modders guided by the wizened involvement of as many of the old team that would be interested and able? If enough people got behind this I'm sure that the project could progress without burn-out. How close was it to being finished when it was abandoned?
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Old 12-27-10, 06:50 PM   #18
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Not close enuff.


And I've no idea how much of major parts may have been saved.
The Campaign work for one.
The 3D work on Harbors and Regalbau.
The new 3D modeled Subs and Ships and other Objects.
Your talking about a mass of work by many different Dev's,
all working thier specialty,
that was never complied into a collective group for safe keeping
to my knowledge.

I have bits and pieces, mere crumbs of what it was.
Prototype Tools that require the final files to be further edited.

But the Holy Grail is not real anymore.
Like the Knights Templer?
It will probably turn into a Myth.

GWX 4, for all that it was planned to be,
all the work in many radical areas,
(Which are being worked on daily now)
all the drive and real sacrifices each Member of
The Grey Wolves
made to try to further push a bar?

It's gone.
GWX 4 is a fantasy now.
I doubt any group could put together the right people,
in so many areas of knowledge,
keep them working nearly 40 hours a week,
place dead lines on them,
and they meet them.
And all for the weekly pay check of
ZILCH! ZIP! NAGDT!

So let GWX 4 remain where it is.
It's not the thing anyone should be worshipping or missing.
It should inspire the New modders if anything.
Just as the original GW inspired me,
Rumors of GWX 4 should inspire others.

Just my thoughts.
With Regards,
Privateer
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Old 12-27-10, 07:07 PM   #19
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Quote:
Originally Posted by privateer View Post
Not close enuff.


And I've no idea how much of major parts may have been saved.
The Campaign work for one.
The 3D work on Harbors and Regalbau.
The new 3D modeled Subs and Ships and other Objects.
Your talking about a mass of work by many different Dev's,
all working thier specialty,
that was never complied into a collective group for safe keeping
to my knowledge.

I have bits and pieces, mere crumbs of what it was.
Prototype Tools that require the final files to be further edited.

But the Holy Grail is not real anymore.
Like the Knights Templer?
It will probably turn into a Myth.

GWX 4, for all that it was planned to be,
all the work in many radical areas,
(Which are being worked on daily now)
all the drive and real sacrifices each Member of
The Grey Wolves
made to try to further push a bar?

It's gone.
GWX 4 is a fantasy now.
I doubt any group could put together the right people,
in so many areas of knowledge,
keep them working nearly 40 hours a week,
place dead lines on them,
and they meet them.
And all for the weekly pay check of
ZILCH! ZIP! NAGDT!

So let GWX 4 remain where it is.
It's not the thing anyone should be worshipping or missing.
It should inspire the New modders if anything.
Just as the original GW inspired me,
Rumors of GWX 4 should inspire others.

Just my thoughts.
With Regards,
Privateer
For all you've done for the community, your word is sufficient. Let it rest in peace. Thanks.
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Old 12-27-10, 09:02 PM   #20
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Quote:
Originally Posted by Vendor View Post
You'll learn your wife any of the games, and the rest you can teach your nearest neighbor,
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Old 12-27-10, 11:15 PM   #21
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Nothing to concern itself only one element of fatigue
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Old 12-28-10, 12:55 AM   #22
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Quote:
Originally Posted by Tigershark624 View Post
Is there any chance, however slim, that GWX4 could be revived with a fresh team of eager young modders guided by the wizened involvement of as many of the old team that would be interested and able? If enough people got behind this I'm sure that the project could progress without burn-out. How close was it to being finished when it was abandoned?
It would be possible for the people who created a lot of the best mods for SH3 to translate them to SH4.

Though as much as I wish for something like that, I don't see it ever happening.
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Old 12-28-10, 01:38 AM   #23
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To me, SH5 has the one single thing SH3&4 didn't have: a competent Uboat AI, hence the possibility of wolfpacks that behave like they should (sort of). After bugging and pestering the devs with it last year, after almost forcing them to spend a couple of months to hastily write the code, at a time when this whole feature had been dropped, I think we should give SH5 the chance to become the great sub sim it should have been in the first place. If not for something else, at least for the wolfpacks.
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Old 12-28-10, 03:50 AM   #24
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Quote:
I think we should give SH5 the chance to become the great sub sim it should have been in the first place. If not for something else, at least for the wolfpacks.
That is right, and of course I hope that SH5 gets further developed by modders, but to answer the question from the OP, I wanted to highlught how much Sh4 was a missed opportunity. Of course Sh5 might become a true star someday, but the thing is, the effort needed to make SH5 shine is proportionally much bigger than with SH4, since for the latter a lot of tools and knowledge from SH3 could be used directly.
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Old 12-28-10, 04:14 AM   #25
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I am not a passionate modder (yet though I have modded other games), and I would consider myself fairly new to the SilentHunter franchise and can offer a point of view from this part of the comunity.

The PERFECT SIM to me would be playing a DasBoot campaign accurately resembling the mini-TV series and in my opinion (of limited weight granted) that can only be achieved in one of the two games as a base.

I would also wish to contribute to such a mod, and turn from player to modder/player.
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Old 12-28-10, 04:44 AM   #26
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SH5 has a ridiculous campaign and an ominous crew management system

The perfect Sub Sim would be:

SH3+GWX with the graphics of SH5

May the modders gods help us
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Old 12-28-10, 04:54 AM   #27
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very interesting discussion here! thanks for all comments.



Quote:
Originally Posted by Robin40 View Post
SH5 has a ridiculous campaign and an ominous crew management system

The perfect Sub Sim would be:

SH3+GWX with the graphics of SH5

May the modders gods help us
right you are! this would be the best sim ever.

Quote:
Originally Posted by Hitman View Post
That is right, and of course I hope that SH5 gets further developed by modders, but to answer the question from the OP, I wanted to highlught how much Sh4 was a missed opportunity. Of course Sh5 might become a true star someday, but the thing is, the effort needed to make SH5 shine is proportionally much bigger than with SH4, since for the latter a lot of tools and knowledge from SH3 could be used directly.
yes, hitman. this fact of having a lot more experience in sh3 (sh4) and a lot more possibilities in modding is why i asked myself this question of post no 1 - which game should be used as the core version for further modding on a so called "PERFECT SIM". the overall potential might be much bigger in sh5, i would agree to this point. but we do not have (and i dont think we will ever do) the ability to change things like the game structure itself. how to start missions, manage the whole crew again, etc. and also i have my doubts on beeing able to change/add content. privateer has done a lot on this! but if it will be possible ever, it will take very long. let me explain why...



another fact that makes me feel, sh5 isnt the right choice is, many talented and skilled modders we had in sh3 (or sh4) are not onboard with sh5 any more. so the manpower might be another reason, why sh5 will never reach the state of an sh3. there a so many things still undiscovered, we need some passioned man to deal with ... not spoken of the tools we need to get further on.

why have so many skilled modders left with sh5? cause they where kicked in the ass by ubis "NEW GEN SUBSIM CONCEPT" and the very, very bad support for this game. some german mod group called "aces of the deep clan" has stopped working on their great mod "return of the aces" they started with the release of sh5. official reason is: "the game is so buggy and unfinished, no one of this team is motivated to repair all these errors, before you even can start modding itself". and also the so called "great and easy modability" of sh5, which was highly recommended by ubi, is not what was meant to be.

conclusion: to me sh5 is a big, raw diamond, which is complicated to handle and needs many experts to cut it. we might do have the needed experts, BUT we DO NOT have any more support by ubi - to tell how we should handle the diamond and which tools are used best.

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Old 12-28-10, 05:08 AM   #28
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conclusion: to me sh5 is a big, raw diamond, which is complicated to handle and needs many experts to cut it. we might do have the needed experts, BUT we DO NOT have any more support by ubi - to tell how we should handle the diamond and which tools are used best.

[/QUOTE]

But!!! We do have TDW.
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Old 12-28-10, 05:37 AM   #29
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Quote:
Originally Posted by TheDarkWraith View Post
I shelved SH3. SH3 is vastly inferior in comparison to SH5. I've only begun to figure out what SH5 can do. SH5 will be the best SH yet in time As of now SH3 can't touch it with mods - especially with my UIs mod, IRAI, Automation, Tutorials, Real navigation, and FX Update mods. Just finishing up lighthouses for SH5 currently . Don't waste your time on SH3....the engine is getting pushed pretty near it's limits but SH5 is just an infant and we have the ability to script - which means endless possibilities
I totally 100% Agree with TheDarkWraith
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Old 12-28-10, 06:51 AM   #30
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Quote:
another fact that makes me feel, sh5 isnt the right choice is, many talented and skilled modders we had in sh3 (or sh4) are not onboard with sh5 any more. so the manpower might be another reason, why sh5 will never reach the state of an sh3.

...

why have so many skilled modders left with sh5? cause they where kicked in the ass by ubis "NEW GEN SUBSIM CONCEPT" and the very, very bad support for this game.

In my opinion as modder, the main problem with SH5 is that while much more flexible than SH3 and a bit more flexible than SH4, the new functionality/flexibility has come at the cost of complicating modding the game.

So we now have an excellent basis ... that only a handful of talented guys with specific knowledge like The Dark Wraith or Privateer, for example, can actually mod in its core

If you check my own case, you will see that I learned to mod SH3 and produced several optics and GUI mods, but the new step in complication
with SH4 already stopped me there. With SH5 and Python knowledge required, I would not even bother trying to start it!!!

That's IMHO the main reason why many modders have stayed away from SH5, the enormous complication of modding it, which with SH3/4 was partially overcomed with Silent Editor, but in SH5 is ultimately still there.
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