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Old 10-14-13, 10:04 AM   #31
Txema
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A MegaMod for SH5... Excellent news !!!!

Really looking forward to this




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Old 10-14-13, 10:09 AM   #32
Trevally.
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Quote:
Originally Posted by Rongel View Post
Concerning Memel, I have found out that those Ehrenfels cargo ships are really unstable and not very well balanced (I think they are the ones that can tip over when destroyed), so if you put them to harbours, they will cause problems and probably blow up!
Ok - so a fix for memel ships + add some other nations in there
Sobers terrain fix
Serges gun fix of the extra planes
I want to add an update to the Polish minelayer attack script
another go at Royal Oak group DDs + patrols (perhaps a delayed air recon if attack sinks a BB?)

any more just let me know Rongel

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And the hospital ship works when I delete it in mission editor, and put it again in harbour. All textures are showing. But if I edit the project again and save, it turned black again. So there must be some error in the editor and probably in the ship too. I'll look into this, and report more later
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Old 10-14-13, 10:29 AM   #33
gap
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Quote:
Originally Posted by Trevally. View Post
Ok - so a fix for memel ships + add some other nations in there
Sobers terrain fix
Serges gun fix of the extra planes
I want to add an update to the Polish minelayer attack script
another go at Royal Oak group DDs + patrols (perhaps a delayed air recon if attack sinks a BB?)
You are probably aware that I had a few problems converting the new barrage balloons in GR2 objects. I can nonetheless import them in a dat file. What do you think? Dat importing shouldn't be a problem, and if needed I can rush on them
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Old 10-14-13, 11:37 AM   #34
Rongel
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Originally Posted by Obelix View Post
Great idea!

I can help with that.
I'll gladly put the new maps to the mod when the fix arrives!

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hello from France,
godd idea, is it possible to include silentmichal's interior mod?

thanks for answers
I'll keep the mod simple as it can be for now, just to make sure everything works. Maybe the mod will be added later!

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You can use any of my mods as you see fit.
-LJ

If you need any updates/modifications, let me know. (Also, I have made some modifications already, not released yet. )
Thanks Conus!

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I was doing the same, based on my installation experience with sobers list Are you planning on working out the conflicts you inevitably get when you start overwriting stuff already purposely altered in other mods ?

Like for instance the difference in settings in zones.cfg affected by your own Longer repairs, but also altered by a couple of mods after that, making your own mod completely irrelevant in that list afaik ? Am I missing something ?

More important, since you just freed my time, as my list was just about that, plus a little more, how can I help, if at all ?
No need to quit making your own mod, previous Silent Hunters have many megamods or packages, there are many different visions how the game should be, and this is just one!

Yes, attention must be taken when merging the mods, but I will trust sobers install order, and try to work out the problems when they show their ugly heads. My Longer Repairs mod only changes Equipment.upc so it should be safe when installed after EUF.

Thanks for the help, I think where I need most of help, is testing this and reporting all weirdness if you encounter it.
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Old 10-14-13, 12:13 PM   #35
Rongel
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Quote:
Originally Posted by Trevally. View Post
Ok - so a fix for memel ships + add some other nations in there
Sobers terrain fix
Serges gun fix of the extra planes
I want to add an update to the Polish minelayer attack script
another go at Royal Oak group DDs + patrols (perhaps a delayed air recon if attack sinks a BB?)

any more just let me know Rongel
Sounds good to me! So is this going to be an update/patch to OHII? I think it's best that way, then I just add it to the megamod. That way everybody is using the same version of OH II.
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Old 10-14-13, 01:19 PM   #36
Rongel
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A big public 'Thank you' to TDW who allowed me to use his works in this megamod!
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Old 10-14-13, 04:04 PM   #37
plj
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Originally Posted by Rongel View Post
No need to quit making your own mod, previous Silent Hunters have many megamods or packages, there are many different visions how the game should be, and this is just one!
Except that I was going for sober's list as well And since your knowledge surpasses mine, it would be kinda stupid to continue, unless it was for educational purposes

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Yes, attention must be taken when merging the mods, but I will trust sobers install order, and try to work out the problems when they show their ugly heads. My Longer Repairs mod only changes Equipment.upc so it should be safe when installed after EUF.
But then RSD gets installed, and your changes are lost and we are then working with the RSD settings of that file ... not that this is bad, but dont you loose the reason for inserting your mod at that point, unless RSD is based on your equipment.upc ?
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Thanks for the help, I think where I need most of help, is testing this and reporting all weirdness if you encounter it.
I'll be testing when it's released, no worries
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Old 10-14-13, 04:46 PM   #38
gap
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Originally Posted by plj View Post
But then RSD gets installed, and your changes are lost and we are then working with the RSD settings of that file ... not that this is bad, but dont you loose the reason for inserting your mod at that point, unless RSD is based on your equipment.upc ?
As a matter of fact, RSD isn't included in Rongel's list. I think that atm he wants to merge only those mods which, having been out since long and being very popular, have been extensively tested already.

In any case, since RSD on turn is based on EUF and on Longer Repair Times, enabling it after Rongel's megamod wouldn't pose any serious problem
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Old 10-14-13, 05:04 PM   #39
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I took an easy example to not complicate stuff .. but I cant imagine this is the only conflict .. given the fact that half my modlist is greyed out in JSGME

I'll watch and learn tho
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Old 10-14-13, 05:50 PM   #40
gap
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Quote:
Originally Posted by plj View Post
I took an easy example to not complicate stuff .. but I cant imagine this is the only conflict .. given the fact that half my modlist is greyed out in JSGME

I'll watch and learn tho
Well, Rongel's "New Magamod" won't be a panacea, but it can be a big help, no doubt on it. Think of it as a springboard, or a sound base if you prefer, from where to start for creating new mods and for building our own customized mod lists. This is in the same spirit of the "core mod mix" that we were talking about the other day. As new mods are released and tested, becoming "must have" ones, Rongel could merge them in, thus widening this core and making the enabling of many separate mods, with the problems posed by it, lesser necessary.

The one problem I see on the horizon, is going to be keeping this project updated, and the more mods will be incorporated, the worse the problem will be. Solution? Easy: other modders should cooperate with Rongel into keeping their mods as compatible as possible with his megamod, i.e. conceive their updates over this megamod.
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Old 10-15-13, 12:47 AM   #41
Rongel
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Quote:
Originally Posted by gap View Post
The one problem I see on the horizon, is going to be keeping this project updated, and the more mods will be incorporated, the worse the problem will be. Solution? Easy: other modders should cooperate with Rongel into keeping their mods as compatible as possible with his megamod, i.e. conceive their updates over this megamod.
True, making small patches is easy, and I can easily put my own modifications on top of everything because I'll make sure they are compatible, but when a large mod is updated and needs to be switched over the old one, problems start. In many cases the package must be redone from the scratch (well it only takes a hour or so so it's not end of the world). Then there is ofcourse uplading it again, (currently the mod takes about 2 gigs) and the users need to download it.

So this mod won't be automaticly updated when a new version of let's say FX update arrives. Big updates must be carefully selected and so that many features are updated at the same time.

But I still think it's worth the effort
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Old 10-15-13, 01:25 AM   #42
plj
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Quote:
Originally Posted by Rongel View Post
True, making small patches is easy, and I can easily put my own modifications on top of everything because I'll make sure they are compatible, but when a large mod is updated and needs to be switched over the old one, problems start. In many cases the package must be redone from the scratch (well it only takes a hour or so so it's not end of the world). Then there is ofcourse uplading it again, (currently the mod takes about 2 gigs) and the users need to download it.

So this mod won't be automaticly updated when a new version of let's say FX update arrives. Big updates must be carefully selected and so that many features are updated at the same time.

But I still think it's worth the effort
IMHO, that should be done once, to get the baseline everybody will need. After that you can work with 'difference files'. Just put all changed files in a zip and install it over the megamod. You could even make that JSGME compatible. No need to download stuff twice (Heck, you could probably even do it with JSGME)
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Old 10-15-13, 05:32 AM   #43
Navuhodonosor
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@ Rongel.
Maybe I can help by making Installer for major releases of your mod (maybe even patches, depends on my free time). It could contain uninstaller for easy remove/replace/reinstall and it could integrate in control panel for removal. You can check installers that I am making for ETS mods -Example.
By the way, great job, especially for us that do not have lot of extra time to mess with the game files.
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Old 10-15-13, 03:32 PM   #44
gap
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@ Rongel

What do tou think about updating your Torpedo Malfunctions-mod for compatibility with TDW's patches (the effect in game of different failure settings should be much more predictable now) and merging it with your megamod? We Torpedo sim files were tweked by Volodya already, but unlike you, he had not access to historical data, and his settings are compromise ones.
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Old 10-15-13, 03:44 PM   #45
THE_MASK
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Nice idea , you can use any of my mods in this mega mod .
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