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Old 06-02-11, 06:26 PM   #241
rascal101
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Originally Posted by oscar19681 View Post
Whats the word on this mod ? I,ve been away and was kind of hoping to see some real progress bynow. But ive seen some cool stuff from TDW as well .
Me to, I have been away for a while and am curious to know re any progress on this and a number of other mods

Best Regards to all SubSimmers

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Old 07-29-11, 09:51 PM   #242
Paris_England
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I managed to find a bit of time to look at this again

Looks like I had only half the solution -- the newly imported waypoints were still changing position when moved by using the offset for x & z co-ordinates in the WAYPOINT_INFO files . Apparently a Y translation is fine, but X or Z is a crapshoot -- I guess this means the offset parameters are meant to be used somehow else. This waypoint shifting meant that campaigns and historic missions would have the crew members in different positions.

To get the x or z translation for a waypoint you need to hex edit the GR2 file and give the bone nodes new coordinates.

So ... it looks like I'm just playing catch up with TDW -- and with a forseeable release of a new MO plus TDW's own poking at extra crew I'm wondering if it's worth pursuing further?

@TDW -- if you see this -- how far have you got with the extra crew? I don't see the point to two people pursuing the same thing; it's a waste of resources. I suspect you're far ahead of me, but at this point (for disclosure) I know I can place new waypoints where I want them and position crew at those points.

I've not experimented with neighbour nodes or scripting crew behaviours (save simple idle animations) so crew rushing hither and thither is an unknown to me at this point.

I also have limited time to deal with the mod (and position the nodes is a PITA ) so ETA is 2-3 weeks (if there are any Falcon 4.0 fans, you'll know what I mean).

So the question is, TDW, whether your time is better spent on the more esoteric and complex parts of SH5 and I should continue with the extra crew, or whether you've largely got the extra crew thing cracked and I'm just doubling up on work being done? Or maybe you just want to do the extra crew thing?

I'm not trying to take ownership of the project, just my free time is sparse. If I can play SH5 with more crew that'd be great. If I have to do it myself, that's fine. If someone else does it, that's great too as I can spend the time it would have taken me modding this doing other things

???

TY
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Old 07-30-11, 05:10 AM   #243
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hey paris. nice to see you back here...

all the best to you.
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Old 07-30-11, 10:06 AM   #244
TheDarkWraith
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I haven't added any new crew yet. Only taking existing crew and making them move around the boat so boat looks alive (VERY time consuming and slow process).
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Old 07-30-11, 10:41 AM   #245
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...the most anoying thing for me are the crew idle animations while taking damage. If there is any way (i dont know if the "damage taken" state is working but at least the "hunter/hunted" is, it would be nice coupling this with some different. I dont know but i expect that those "crew is repairing something" animations didnt made it into the vanilla game, but maybe you can take them from SH4 or from the bunker folks ?
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Old 07-30-11, 10:41 AM   #246
mia389
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I haven't added any new crew yet. Only taking existing crew and making them move around the boat so boat looks alive (VERY time consuming and slow process).
This sounds really awesome!
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Old 07-30-11, 01:14 PM   #247
reaper7
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Originally Posted by Paris_England View Post
so ETA is 2-3 weeks (if there are any Falcon 4.0 fans, you'll know what I mean).
2 weeks
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Old 07-30-11, 01:35 PM   #248
nervouspete
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Good luck with this, new crew or better mapped crew with proper active animations are one of the few things I'm really craving now in the wake of all these excellent mods coming out.

As for 'taking damage' animation, I reckon you should have them all waving their arms around madly like the secret-signal in Team America.
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Old 07-30-11, 02:47 PM   #249
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I agree more crew or more animated crew will make this well modded game excellent
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Old 07-30-11, 09:19 PM   #250
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once again, thankyou for this selfless endeavor
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Old 07-31-11, 03:39 AM   #251
siebr00
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Default Would love to see this hapgening

You said:
Quote:
Just testing the waters (so to speak) to see if there's any interest in taking this further.
I say: How much water do you need?? Please make this one happen
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Old 08-02-11, 03:41 PM   #252
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Yes good luck, this will greatly add to the immersion of the game.

It would be cool to see some additional animations. For example it would be cool when in Battle station mode to see the morale officer make a scene and head to the control room. Simple stuff, in rigged for silent the cook should really stop spooning the soup, it's done already, and could everybody else just stand still, at least until the DD over us makes his run. When the boat shakes after a depth charge could that guy stop reading the book - what book is he reading anyway, help book on how to make your own wooden table? - give me the ****ing book, I'll use it as toilet paper. When we finally manage to sink a ship, some reaction please, something, don't get me wrong I don't need hugging or kissing, just some positive reaction.

Anyway this seems very difficult for modders to solve due to restrictions mentioned above (thanks Ubisoft for rushing this product) ,a real shame since this would make the game truly epic

OK, rig for silent XO and pass me the soup.
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Old 08-03-11, 02:31 AM   #253
Paris_England
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@Valero et al

At the moment I'm trying to figure out if the Battle Stations crew state can be somehow seen. As discovered by Heretic it doesn't seem to be working. Maybe a global variable can be toggled from one of the interface mods so we can use that for crew animations rather than the B_STATIONS crewstate?

I Haven't tried rig for silent yet.

So far I have added about 6 crew to QR2 on new waypoints which idle their time when submerged.

A few of these new crew teleport to the main deck (there is a new 8x2 grid of waypoints fore of the deckgun now) when the sub is surfaced and the weather is good (for some good old R&R). Plus the code's in place for 16 crew to stand to attention on the fore deck when the boat's in the bunker (I haven't tested this yet).

But ... it's just plain silly that when battle stations is called your crew just keeps on smoking and chatting on the deck. Really need to find a solution for this.

P
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Old 08-03-11, 04:26 AM   #254
Stormfly
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working crew states regarding crew idle action`s scripts (for me):

Normal
Silent running
Hunter/Hunted
(this crew state seams a bit tricky, because sometimes the Bosum wont come out of this state if enemy isnt present any more).
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Old 08-03-11, 10:07 AM   #255
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Originally Posted by Velero View Post
When we finally manage to sink a ship, some reaction please, something, don't get me wrong I don't need hugging or kissing, just some positive reaction.

Not entirely sure if this is stock game or the excellent Mighty Fine Crew Mod, but when sinking ships, some of the men controlling the boat will do a nice "Jersey Shore Fist Pump"






Easily missed if you are watching the fireworks through the scope/binocs.
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