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View Poll Results: Which version of TSWSM are you looking forward to?
Version 1 156 20.72%
Version 2 79 10.49%
Version 3 29 3.85%
Version 4 77 10.23%
All of them 490 65.07%
Multiple Choice Poll. Voters: 753. You may not vote on this poll

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Old 04-04-09, 09:07 PM   #1
difool2
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Hmm. Just did a search on this thread-multiplayer possibilities have not been discussed here it seems. If each type of ship requires a different set of modded files that would pretty much ruin any multiplayer action, right? What if there was a multiplayer version of the mod, with each ship occupying one original submarine slot (including the German ones)-how many ship types could be run on a MP server at one time then?
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Old 04-05-09, 02:28 PM   #2
polyfiller
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While I can't confirm what we will commit to in terms of MP capability, I can confirmed I have performed a quick test with MP "coop" i.e. two players on same side controlling BB's against a large surface fleet.
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Old 04-06-09, 02:35 PM   #3
ivank
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Polyfiller, send me your work when you have a chance.
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Old 04-06-09, 04:36 PM   #4
polyfiller
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Ivan - did you get the previous PM with most ships (upto, but not including Hood & Warspite) ?

I'll upload new version to you tonight / tomorrow.

Have got the Hood working - trouble is I can't finish the AA nicely - the converted model has rocket launcher thingies and quad vikers MG mounts hard modelled onto the ship model itself.... so we can't place working AA there.

Sledge, Darkfish - don't suppose you're upto changing the Hood model ? - the rocket launchers need removing and turning into weapons in their own right. As a minimum they could be removed and we can add suitable alternative AA for now (thinking double 20mm in place of the vickers and a quad pom pom for the rockets). We could then work on creating the other weapons.... at least means we can sort out turret locations and get more AA working. As it stands, I'm short of suitable AA mounts on the hood to be playable via F7.

Also ... with these converted SH3 models ... I've had to disable a texture to prevent the ship being invisible. There are also no "bump" maps.

Does anyone know how to add bump maps ? I read the tutorial, but I don't know whether or not to include them within the .DAT file (embedded image) or make them external, if so, how to configure that in the .DAT ?
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Old 04-07-09, 09:15 AM   #5
DarkFish
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If it's not too much work I could delete the rocket lauchers and MG mounts. I'm not sure if I've got time for any extensive 3d editing as I'm currently editing the V&W model (just look at the bridge of the original model, the bridge surface floats above the sides!) In other words, it depends on the model, and especially how the turrets are modelled onto it.

Ivan, the flower is almost finished now. It took a little longer cause the hydrophones wouldn't work. There seems to be a new problem with the AI sub though but I haven't looked into it yet. I'll mail the flower to you once I'm finished.

As for the speech, I can't get it working. The crewmembers randomly choose a folder to use sounds from and I can't force them to use the sounds from one folder.
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Old 04-07-09, 06:08 PM   #6
polyfiller
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Darkfish - OK, thanks for the offer. Just removing the fixed models will be fine... we can model working versions of them later (I may even have worked out how to use GMAX by then).

I'll post up complete ship pack (including Hood & Warspite) tomorrow ... was going to do it tonight ... but in the process of merging Warspite & Hood into the main mod folder ... I decided to do a remap ID's on the Warspite (couldn't remember if I'd done it first time around). Made a mistake somewhere. Golden rule number one broken ... backup before changing ...

Off to do 100000 liines for myself ... do a abckup first ... do a backup first .... do a backup first. Reckon I lost about 2 days work. Recovered most of it (from some partial backups) ... but need to do all the turret rotation restrictions again in the .SIM file. Grrr. I hate myself.

On the up side ... I managed to work out a way to make a magazine zone take down the whole ship if it's destroyed (the magazine) ... which I figure is realistic. Look out for some slightly larger and easier to destroy magazines on the hood.... blows up nicely (but unfortunately we can't get it to break in two). I fanyone's curious as to why I've had to invent a way to do this, the line Critical=Yes in the zones.cfg for a zone only applies to AI controlled ships ... does nothing for human controlled.... so I've come up with another way around this.

Created a test mission in real bad weather with 15 m/s wind and rain... switched to external and admired the hood (with reworked physics) sailing towards me in the storm .... looked sweet.
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Old 04-07-09, 07:24 PM   #7
Sledgehammer427
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one thing guys...we need to figure out how to make our ships neutral, or stealthy.

i have an idea!
okay, when you are submerged, the enemy ship cannot detect you.
when you fire upon it, it starts evasive maneuvers, when it detects torpedos, or when you fire a deck gun.
therefore, lets try... to make a ship submerge, without submerging!
think about it. have like, a 3d model, a pixel, an ultra tiny fish, SOMEthing, that would pop out under the hull, and it would be our submerged submarine, while the visual representation of the ship, deckguns and all, stays on the surface...
i dunno, i think it wont work, but its a valid idea
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