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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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bump
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__________________
Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#32 |
Machinist's Mate
![]() Join Date: Apr 2007
Location: U. S. of A.
Posts: 129
Downloads: 20
Uploads: 0
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Sorry for the lack of response, real life got in the way. I was planning on doing a lot of testing (playing the game with the mod) and I just didn't have the time. As an alternative I just recently started creating some code that builds SH4 campaign files. I'm going to use these files to test the mod. Not quite a perfect solution but it should at least get things working close to where they should be. The different difficulty levels within the mod can then be used to further tweak things for individual players. I'm not going to make any promises but I'll try to release something in the near future - 1 or 2 weeks. I apologize for the delay
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#33 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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no apologies man, real life ALWAYS comes first.
__________________
Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#34 |
Seaman
![]() Join Date: Aug 2008
Location: Idaho
Posts: 37
Downloads: 170
Uploads: 0
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yes real life comes first, everthing else last, hope everthing is going good mate.
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#35 | |
Lieutenant
![]() Join Date: Mar 2010
Location: South Atlantic
Posts: 262
Downloads: 673
Uploads: 2
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wow that sounds like a cool mod!! What programming language are you using for this?
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#36 |
Machinist's Mate
![]() Join Date: Apr 2007
Location: U. S. of A.
Posts: 129
Downloads: 20
Uploads: 0
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I'm using the Python programming language.
The code that creates campaign files is currently very simple and has nothing to do with actual game play. It's just used to create random saved game files based on the values of a dozen or so variables located in one of the Python files. When the mod is running and debugging is turned on the save game campaign data is loaded from the mod folder instead of the game folder. Pressing the F10 key creates a new random saved campaign based on the Python variables. By using this I can quickly test the mod under different conditions - A short 3 month campaign, or a campaign that lasts the entire war. A campaign that has a large number of ships sunk or a campaign that has a small number of ships sunk - things like that. The concept of dynamically updating the player's campaign would be really cool in my opinion. Unfortunately this mod is currently not close to that level. This mod deals with the player's saved game files. To change the campaign itself would require changing the game campaign files via Python. This could be done but would require a lot of work. I probably couldn't do it by my self - I would need some help from people who are familiar with editing the campaign files. I could take care of the Python part but I would need help in determining how the campaign files need to be changed. |
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#37 |
Machinist's Mate
![]() Join Date: Apr 2007
Location: U. S. of A.
Posts: 129
Downloads: 20
Uploads: 0
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After looking at my previous post I realized that it may be somewhat confusing for somebody not familiar with SH4 game files.
Among the many files and folders associated with SH4 there is a "Campaign" folder. This contains the data for the game's campaign and to the best of my knowledge the data in this folder never changes. Unless you install a mod that changes the campaign - then the data is only changed as the mod is installed. This is the data that would have to be changed between missions to create a dynamic campaign. My mod currently has nothing to do with this folder. Another folder is the "SavedGames" folder. This folder contains the data that is saved when you save a game. My mod uses the data in this folder (it ignores non campaign saves). When I mentioned that I was creating new campaign files I may have been somewhat misleading. I'm actually creating new campaign saved game files like the ones in this folder. |
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#38 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
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Keep on plugging away at it. You have a great idea!
I'll be ready to test this as soon as it is ready.
__________________
Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#39 | |
Lieutenant
![]() Join Date: Mar 2010
Location: South Atlantic
Posts: 262
Downloads: 673
Uploads: 2
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#40 |
Seaman
![]() Join Date: Aug 2008
Location: Idaho
Posts: 37
Downloads: 170
Uploads: 0
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Any update this week?
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#41 | |
Commander
![]() Join Date: Apr 2005
Posts: 459
Downloads: 31
Uploads: 0
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#42 | ||
Machinist's Mate
![]() Join Date: Apr 2007
Location: U. S. of A.
Posts: 129
Downloads: 20
Uploads: 0
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#43 |
Seaman
![]() Join Date: Aug 2008
Location: Idaho
Posts: 37
Downloads: 170
Uploads: 0
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Thanks for the update, sounds GREAT cant wait
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#44 |
Machinist's Mate
![]() Join Date: Apr 2007
Location: U. S. of A.
Posts: 129
Downloads: 20
Uploads: 0
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After a slight delay I'm back at working on this mod. I won't have anything for this weekend but I'm hoping to have something by next weekend.
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#45 | |
Argentinian Skipper
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__________________
My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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