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Old 02-28-10, 02:42 PM   #31
Onkel Neal
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Originally Posted by Nisgeis View Post
I was interested to see what someone had released already. Should this be a REQ not a REL?

How about the crew not having a Ready Brek glow about them? We know they're clickable, so don't really need it - unless they are only sometimes clickable, like if they have something to say.


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Old 02-28-10, 04:00 PM   #32
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I am definetly going to check out the FOV and periscope realism as one of the first things. I just hate it when the ships lenghts are not the correct amount of degrees at set ranges. To me that is one of the most importent things as it influences my targeting.

So im looking forward to check if UBI's developers actualy did it right this time. Or perhaps i can earn a free Add-on later as i did last time
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Old 02-28-10, 05:26 PM   #33
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For me, the watch crew is a total immersion killer and should IMHO be close to the top of the list for fixing / moding.

I just watched few of the videos and from what I was able to see - the feeling you get on the CT is dull to say the least. Bridge crew not using binoculars, only two of them actually doing the spotting, WO always glued to the UZO, only three watch crew instead of four of them etc...
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Old 02-28-10, 05:34 PM   #34
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Originally Posted by TH0R View Post
...WO always glued to the UZO...
The UZO shouldn't even be there, unless the 1WO calls for it when making an attack. The binoculars aren't waterproof.
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Old 02-28-10, 05:41 PM   #35
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Originally Posted by Sailor Steve View Post
The UZO shouldn't even be there, unless the 1WO calls for it when making an attack. The binoculars aren't waterproof.

+1000

I have been waiting for someone to post something like that for ages. I miss the 'UZO auf Brucke' from Das Boot. SH3 had the UZO always on the CT, and SH5 is no different unfortunately.
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Old 03-01-10, 05:05 AM   #36
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Ubisoft has updated the Q&A with a short description of some of the dev tools used :
http://forums.ubi.com/eve/forums/a/t...7/m/8591082387
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Old 03-01-10, 05:06 AM   #37
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Maybe you should post this in the general SH5 room as well?
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Old 03-01-10, 01:07 PM   #38
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Aweomse graphics! When are you releasing this?!
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Old 03-01-10, 10:47 PM   #39
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One thing that seriously needs to avoided in the SH5 modding community is the super-mod hero worship crap that went on with SH3. That 'no-other-mods-meet-our-quality-approval-so-we-cannot-endorse-it' attitude really turned off a lot of the other modders. There should be room for all mods and modders, not just one or two super-mod teams.
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Old 03-01-10, 11:54 PM   #40
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/popcorn

edit:

To be fair....
>>cannot-endorse-it' attitude

I'll defend those 4 words. When your doing a large mod, you really can't endorse much. There's alot of file interdependency and an improper tweak here, can have undesired outcomes there. When the end user runs a huge list of mods, just about anything can happen, and if your mod is the biggest one - you end up getting the blame, even though it was the end users fault for running a bunch of mods, without any iota or concern of unintended behavior, or conflicting changes, missing nodes, missing textures, etc etc. The list goes on.

I suspect what is going to be a HUGE problem in SH5, is end users running a crap ton of smaller mods that are going to be overwriting the same files, causing wierdness until the community can decided on some baseline, and some alpha personality types (ehh.. not me though i probably am one), compile all the changes and rework the files so all the changes are in sync and not conflicting.
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Old 03-02-10, 06:45 AM   #41
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Well, there's two ways of doing that Ducimus. What Drifter means (I guess) is, that if I made a new mod and it wasn't up to your standards that you (the alpha) don't come in flaming me/putting me down, but instead provide pointers how to improve it or shut the hell up all together. No community needs one person/group run down other 'smaller' individuals/groups.

I understand that builders of supermods are in a tough spot vs their user base, but you shouldn't be building a publicly released supermod in the first place if you don't want to deal with that. You might as well keep it private instead then...

RE: S3D... It's not that I selectively help people either, or even tell them their work is crap, just because I made the most common used mod-tool. There's only one way to improve the game, and that is together.

I do see alot of problems with modding SH5 though. While the new tools are great, both patches and the increased complexity will bring many headaches. But enjoy everyone, it is good to know I don't have to spend another 2 years of spare time
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Old 03-02-10, 08:09 AM   #42
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Originally Posted by skwasjer View Post
Well, there's two ways of doing that Ducimus. What Drifter means (I guess) is, that if I made a new mod and it wasn't up to your standards that you (the alpha) don't come in flaming me/putting me down, but instead provide pointers how to improve it or shut the hell up all together. No community needs one person/group run down other 'smaller' individuals/groups.

I understand that builders of supermods are in a tough spot vs their user base, but you shouldn't be building a publicly released supermod in the first place if you don't want to deal with that. You might as well keep it private instead then...

RE: S3D... It's not that I selectively help people either, or even tell them their work is crap, just because I made the most common used mod-tool. There's only one way to improve the game, and that is together.

I do see alot of problems with modding SH5 though. While the new tools are great, both patches and the increased complexity will bring many headaches. But enjoy everyone, it is good to know I don't have to spend another 2 years of spare time
Well said, skwasjer. I was specifically talking about smaller mods that were released in the past to be made compatible with the two SH3 super-mods. But the super-duper mods' 'team leaders' had complained that certain smaller mods 'broke' features of their super-duper mods, and that the download links should be removed. As if they had a patent on SH3 or something.

Anyways, I don't want to hijack this thread. That's all in the past now (hopefully).
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Old 03-02-10, 02:24 PM   #43
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Originally Posted by skwasjer View Post
Well, there's two ways of doing that Ducimus. What Drifter means (I guess) is, that if I made a new mod and it wasn't up to your standards that you (the alpha) don't come in flaming me/putting me down,
No, i don't ever recall jumping into another modders schitt just because i didn't like their work. You must be thinking about someone else.

Quote:
I understand that builders of supermods are in a tough spot vs their user base, but you shouldn't be building a publicly released supermod in the first place if you don't want to deal with that. You might as well keep it private instead then...
Your right there. Im really bad at "support". Hate writing documentation, and plenty of times im rolling my eyes when i lurk the forums. Inane comments raise my hackles more times then i care to admit. But hey i learned my lesson, i wont ever do a supermod again. Too much time , effort and stress. If i ever get this game, i'll sit back and let someone else do all the damn work, then reap the bennfitts of gameplay at no cost to me.



Quote:
Originally Posted by Drifter View Post
But the super-duper mods' 'team leaders' had complained that certain smaller mods 'broke' features of their super-duper mods, and that the download links should be removed. As if they had a patent on SH3 or something.
You mean there was more then one team leader in SH3? I thought there was only one team left standing after the mod war. *shrug*
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Old 03-02-10, 02:58 PM   #44
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Originally Posted by urfisch View Post
as to what seen so far...i thought about a list of todos. please add anything you noticed and from which we can exspect it find its way in the game, as seen.

PARTICLES

- particle effects (smoke, explosions and fire)
- water textures (foam and caustics)
- interior smoke (diesels fog, etc.)

TEXTURES / 2D

- additional items (leather jackets hanging, binocs, shoes, food, etc.)
- water textures (foam and caustics)
- interior textures (dirty, used look, colors)
- interior model details (missing gauges and pipes)
- exterior textures (uboats textures, bunkers, landscape, trees)
- damage textures
- interior lightning
- interface graphics (sh3 interface?)
- interface menues (maps, periscope view, damage control, etc.)

3D MODELING

- interior model details (missing gauges and pipes)
- additional crew members
- speaking crew members
- additional items (leather jackets hanging, binocs, shoes, food, etc.)
- additional items in the bunkers (crates, moving people, vehicles)
- interior damage
- additional boats?
- harbours (buildings, harbour life, etc.)

CODING

- state machine controllers (crew actions, water droplets in control room, water splashes from tower hatch, etc.)
- additional crew members
- speaking crew members
- clickable controls in the boat
- enigma app for radio
- additional boats?
- realistic rosters for the campaign
- Bring up TDC while using UZO



Please could you add

-crew on deck (not conning tower) when entering and leaving harbour.
-correct conning tower for VIIB
-fanfare at the harbour when entering and leaving harbour
-remove subs on rails and give u-boat realistic pitch and roll in heavy sea,s
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Old 03-02-10, 04:34 PM   #45
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You mean there was more then one team leader in SH3? I thought there was only one team left standing after the mod war. *shrug*
Actually there are two major mod teams still working on SH3 as we type. And doing a great job.
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