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Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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An all-in-one SH3 Tool sounds great in theory, but who would it be aimed at? The average player, or the modding faithful? If the modding faithful, then TT has a brilliant tool already. However, understandably, average players just wouldn't have the time for it.
Looking at Basic.cfg for example, it's not publicised, but anyone who has looked at some of SH3Cmdr's cfg files would have realised by now that they can build a whole Basic.cfg file on the fly (even more obvious with the next release ![]() Another alternative is a "cut-down" Analyzer. Mod makers create an "Analyzer Lite" rule file which they distribute with their mods. The rule file includes the names, settings and details of files that the mod changes. Players would open this rule file in Analyzer Lite and by querying the contents, Analyzer Lite would present a list of (user friendly) options that the user can change. So, using the Atmosphere mod for example, only one version of scene.dat (if any) would need to be included with one "rule" file. This rule file will outline what settings in what related files can be changed. The player sees a user friendly interface listing each of the mod files and the settings they can adjust (ie in this case water density, wave height etc). Very high level idea which would require much more thought, but very do-able. Or, even simpler still, a "Lite Analyzer Lite" where users simply get a screen for each of the key SH3 binary files and they can set what values they want through the pre-defined interface. Mods affecting these files can include an instruction sheet saying "Go into Lite Analyzer Lite and change these settings...make sure these other settings are...and don't change these settings...etc" or again, a rule file could be loaded. I have quite a few other ideas varying between simple and exotic (this is something I have been thinking about for six months), but these are some to start thinking about. BTW TT's Analyzer tool was invaluable in pointing me to the right spots in scene.dat and GUNS_SUB.sim. ![]() |
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