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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
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I have many suggestions but I'll stick to the primary one. In my humble opinion it is imperative that all of the game files are put under proper configuration management and source code control practices. Each file needs to be version controlled. Each commit needs to be logged. While what the community has done has been awesome, the the biggest problem is the lack of a common code base and all the problems this mod soup has given with compatability problems and different mods conflicting with each other.
The lack of a common codebase dilutes and confuses testing efforts too, ontop of the development problems it has Theres lots of alternative free to use tools out there for a megamod project to use in managing the versions and configurations of each and every file in the game Anyway this is a great thing thats being undertaken ![]() |
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#77 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
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There's no need for online version control as long as there is an up-to-date download available, with patches in between major releases.
There is also no need for a common codebase unless everybody deems this collection as vital to stock sh5, in which case there will be a common codebase after it's release .. mod that get added will keep the codebase up-to-date .. mods that are WIP might conflict .. bet the creators being mature ánd active .. they will probably realize this early on and get together .. if not, they have extra work later on. No need to fix it atm tbh. The only immense thing that has to be done is to check what get's lost during overwriting of overlapping mods, and merge that back in. You still cant use it as a codebase tho .. if I want to play NewUI's over stock SH5, and nothing more, that codebase is useless to me. The stuff in there that I dont use, will probably even CTD my game .. Mods should never aim to eliminate other's freedom to use mods as they please .. I think. |
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#78 | |
Navy Seal
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#79 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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I noticed again that when passing by the minefield near Bremen, the game starts to stutter when using high TC. So I made some test changes to the mines, normally they use their own mesh as a DMG_col nodes 3d model. So there is basicly two mines, the collision mine is just invisible. So I made a box in Blender (wow, a new experience!) and imported it as the new DMG_col node 3d model. Maybe somebody knows more about this, but common sense says to me that this should make the mine more "light" and remove some lagging from the minefields, because it has much less those vertex/triangles/normal-thingies! Tested them, still work, I can hit them and explode or destroy them with the deckgun. Hard to say how much it helped the lagging, needs more tests, it's a huge minefield after all! |
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#80 | |
Navy Seal
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![]() Not Wilhelmshaven? - we are not in Bremen ............ Is this the minefield? ![]() I have not had lag passing this as ports are not rendered when you do. I can thin them out a bit if they are an issue - do others lag here? |
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#81 | ||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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Oh, one more little thing, when I play the Coastal Waters campaign, there reads "Balic Mission" in the NavMap or something like that. Is OHII causing that nasty typo and could it be corrected? EDIT: Concerning the minefield, it might be that the buoys are also contributing to the lag. But I don't know how to make them anymore "lighter"... |
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#82 | |
Navy Seal
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![]() I will thin the minefield out - all those groups are in 50s. Only ever 6 or 7 groups within render range at one time = 350 units. Not to bad ![]() I will change them to groups of 20 - less than half. If I adjust their spacing - the need to avoid is still there - without the fps drop. I can't find the Balic - can you post a pick or explain where it is ![]() |
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#83 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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I can also try to post a screencap if you don't find it. EDIT: and the thinner minefield sound good! |
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#84 | |
Navy Seal
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#85 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#86 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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Oh, there is nasty visual bug in Wilhelmshaven harbour, many of the houses are levitating! ![]() Either the terrain should be higher up, or the houses lower. Is there somebody who knows how to fix this issue around, maybe Sober??? |
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#87 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#88 | ||
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
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#89 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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just make sure not to vex It, if you don't want to try the consequences of Its fury on your own person
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#90 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
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His Holiness TFSM (meatballs be upon Him) will protect me
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