![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Planesman
![]() Join Date: May 2005
Posts: 180
Downloads: 10
Uploads: 0
|
![]()
i'll probably have some time on my hands in the next few days as i've settled in and studiying is paced slowly right now. I think i'm gonna re-do some of the particle effects and see where that leads... reporting anything i'll find along the way, of course
![]() I'm using vista 64 in english atm. |
![]() |
![]() |
![]() |
#2 |
Swabbie
![]() Join Date: Sep 2007
Location: GER
Posts: 12
Downloads: 5
Uploads: 0
|
![]()
well... im using a german xp sp2 and have the next 3 days off. one of the things i wanted to do is compare the submarine .sim files and make a mod for personal purposes. might aswell check out the torpedo, dephtcharge and guns sim-files... drop me a line if your willing to submit to (if language barrier=true then (limited(true))) testing results...
__________________
...Fenster fährt mich Nüsse... |
![]() |
![]() |
![]() |
#3 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
|
![]()
But before you say yes or no to it does S3D in this test phase touch new files in the game or still the same type only?
But it might be hard to find people not willing to make new mod's with it as I am sure most are hard at it right now. I will do what I can to test it for you though in way's you ask but can not guarantee that it will not be work released once I have tested it in game to make sure all is well. I know what results I should see from adjustments I make. |
![]() |
![]() |
![]() |
#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
I'd help, but I feel I lack the ability to check the files vs files changed using traditional methods, so I might miss something.
I'm better for the "beat it up on the job" type of testing ![]() tater |
![]() |
![]() |
![]() |
#5 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
The only new file type this release supports is Sdl. I've tested this already myself, and it works perfectly. There's only one file so that was easy enough. The problem is with the other file types. With over 2000 stock files I simply can't test them all, not even using test scripts...
It's not really a problem to use it on mods 'in progress', but my problem is, I need verification. If you only work on new things, and it appears stuff don't work as expected, you may conclude that the S3D-beta fails, or that the changes you made are faulty. To avoid this, I have to be sure you (or me) can verify it by other means. If anyone feels the current public alpha worked fine for a (small) mod they made, you should recreate it from scratch it using the next release. You can then compare the two versions in game, and send the files to me for a more exact (binary) comparison. It shouldn't be that much work the 2nd time around, and then the verification is there.
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
![]() |
![]() |
![]() |
#6 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
|
|