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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 | ||
Captain
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#62 | |
Captain
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#63 |
Sea Lord
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Oh... the community was very much involved in SH4... from long long before the initial launch. Yesterday someone (I forget who) was putting forth the proposition that, if the community was involved, and SH4 was what it was on launch, then community involvement is useless.
Post Hoc Ergo Propter Hoc. Put it this way... if anyone is enjoying Sh4 now, then most of the congratulations and regards go to Dan and his team. But save a small candle for this community, because a lot of good people put in a lot of time and effort to help get here. JCC |
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#64 |
Captain
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Sorry Dan but I'm a bit slow recognizing who people are in the threads at times. Most of what I've written here has been to stir some attention around the idea of doing some creative thinking on how to address the recurring problem of software being pushed out before it's ready. I know this has been discussed or mentioned before (and not always in very civil dialog) but it seems to me it's a genuine issue.
Think of it as growing pains. Everything is continually getting more complex which forces simulations, which are inherently complex by their very nature to become even more so. The more powerful software and hardware becomes, the more difficult it is to work with (and the more expensive). Niche markets like sims are stuck between these forces like jaws in a vise. There must be some solution out there that hasn't been tried or tried enough. That's my main point. Thanks for all your efforts!
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#65 | |
Commander
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The replacement UAA Universal Audio Architecture improves system stability, but Vista can only output mono or stereo. Silly really Cheers Garion |
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#66 |
Captain
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Silent Hunter is a very lucky game. It's a game created by grown-ups for other grown-ups to play it. All of them which are fanatic about simulations and submarine simulation. So because of this grown-up thing, there can be an unofficial dialog (here on subsim) about the good and the bad of the game. And as players can see, the dev team has listened to the problems and fixed them as knew best using the available resources (time, money, people). The satisfaction rate about SH4 has increased steadily with each patch. I think that is very obvious.
It is only the satisfaction of the players that motivate the devs (and the money they spent on the game that motivates the Ubi bosses). And everyone can see that we already have a 3rd patch that makes the SH4 experience even better. Time is now to enjoy the game. Otherwise, you've wasted your money (I think is silly to buy a game, wait until patch no 3, and not play it at all. It's like not enjoying life until you're 30, just because you're not all the way smart and experienced). As for the idea that Ubi should make the source code public, I completely disagree. The devs are the owners of the source code and this ownership is the only thing that gives them the right to come back to make a new patch or start a new game (SH5). Plus, you can imagine the complexity of the code of a game like SH4, which took in a total of almost 4 years to develop (including SH3, SH4 being based on it). It's almost as complex as the software that runs the Boeing planes. It takes a game professional to be able to handle that amount of code, of that complexity. Although the players understand all the inner workings of the simulation of the sub, I think they don't understand what it takes to make that simulation happen on their screen. "A genius is someone who makes it look easy". Everybody should do what they do best: the devs create the game, the players play it. Being able to mod a game doesn't imply the ability to create a game. There is a subtle but important difference. Plus, the devs use completely different tools than moders do. A great deal of effort has been put into SH to make it modable. SH is not modable by chance. So have fun with the game, mod it the way you want, but it's not fair to ask for the code. The ownership of the code is the only thing that pays for the salaries of the devs. Working on SH4 is what pays for their kids going to school.
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Kilroy was here Last edited by maerean_m; 07-14-07 at 02:44 AM. |
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#67 | |
Captain
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As to what you wrote, I wasn't lobbying for the source code to go public but rather for a new approach to address the development cycle problems that appears with just about every new title. If a game sells like hotcakes, further work on it is much more likely and patches more prolific. But for the niche market of simulations, the profit margin of development and subsequent support is very narrow...yet the sims and the hardware they run on continue to grow in complexity. A lot of companies have abandoned simulations altogether because of this. There has to be a solution that breaks out the bottleneck and restores the equilibrium. Making the game highly modable is one. Identifying programmers who are customers, willing and capable of addressing bugs in the source code is another. If the company cannot afford to pay the original developers to continue and somebody is out here who is perfectly willing to do it for the love of the game, why not try that? This is new territory and until both sides get some experience under their belt, of course there will be some stumbling and groping until the quirks are worked out. Maybe the source code could be written in modules so only parts of it were released to the chosen few. If there's something a module being worked on references in a module they don't have, perhaps there could be a company developer acting as a liason to supply them with the answer they need to do whatever needs to be done to the module they have. This would retain security and help prevent source code leaks I would think. At least over time, credibility could be established between the company and those who are willing to do the work, post-release. The alternative to not trying to find a better way is to eventually reach the point where the company feels they cannot do sims anymore...then the whole thing just stops. I don't think anyone wants that to happen. The landscape is changing and we must change with it or become obsolete.
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#68 | |
Planesman
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Torpedos not working?
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The torpedos are working. But the switch is not working. See this thread: http://www.subsim.com/radioroom/showthread.php?t=118393 Seems that whether magnetic exploders are used or not is hardcoded into the software and cannot be influenced through the switch to set whether to use Contact Influence or Contact only.
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=================== AMD Athlon 64 3200+ 2.1Ghz 1Gb RAM MSI NVidia 6800 128MB MSI motherboard Realtek soundcard Windows XP Pro SP2 =================== |
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#69 | |
Weps
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#70 | ||
Sea Lord
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JCC Last edited by John Channing; 07-14-07 at 01:32 PM. |
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#71 |
Gunner
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Like the author of this post, I have SH4 since day one, but went on playing SH3 with GW 1.03 because of the reported bugs in SH4 (and I had other games to enjoy, in the meantime). With the new patch arrival, I decided to give a try.
I tried to experience the Flak clipping bug, but I got nothing of the like using the few the subs I tried (Porpoise, Salmon, and Tambor). Is it specific to one sub? Or to a FLAK improvement? And what is the broken periscope animation? Everything seems OK, when I try in my own game. I see both persicopes raise and lower on the external view. What exactly is broken? My install is a brand new 1.0 install, on which I directmy installed the 1.3 patch. |
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#72 | ||
Ocean Warrior
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Yes he is. As I've stated many times...these Devs are dedicated, and they listen to intelligent comments and observations posted here. |
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#73 | |
Captain
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I guess I'm trying to look at the big picture and brainstorm on my own with what I can glean from experience. I think everyone would agree things are reaching some sort of critical mass where a new direction needs to be taken if we want to move out from under the "needs a patch" conundrum. But I realize the companies must have the same interest and desire as well. I don't doubt the developers are probably just as frustrated as we are in their own way. I guess the only thing we can do at this point is throw ideas around until something viable comes through.
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#74 | |
Captain
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I hear you... and I agree with you for the most part. But let me ask you this.... Does your software sell for more or less than $39.99 (plus tax) per copy or per seat? Do your customers buy separate maintenance contracts/agreements to cover the cost of support and upgrade? It's a totally different economic model these guys are working with here. That said, I don't think expecting more and better than what we've been getting for the last 10 years or so is completely out of line. IMHO, the problem is not so much a lack of morals or ethics, or even greed or laziness on the part of developers and publishers, but a lack of discipline. It's been a while since I took a close look at what's going on in the computer game biz, but it doesn't seem much has changed. I suspect most game dev houses are still deficient in the areas of software engineering (not the same as programming), project management, change and configuration management, and quality management (not the same as testing). All of which should be familiar, if not ingrained, to anyone working on big time biz software projects. I'm thinking that if some of the disciplines and methodologies listed above were introduced into the game software business, we would get more and better for our $39.99 (plus tax). JD |
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#75 | |
Pacific Aces Dev Team
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I work for the past few years in development of integrated AI software of welding robots for the automobile industry. Our software products are not released without 100% tested and proved bug free, however because of the functionality of this software human lives can depend on it during the production process of cars. A game is however only a game and other software development and engeneering processes are put on it, ...unfortunately! |
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