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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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![]() How appropriate, my avatar just change to "Pooped from posting":rotfl: :rotfl: |
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#32 | |
Commander
![]() Join Date: Dec 2001
Location: Großbritannien
Posts: 452
Downloads: 48
Uploads: 0
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How about the Silent Hunter 4 Companion: Start Up Application or ComStartUpApp.
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#33 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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My one request: have up to 1/3rd of the crew transfer off the boat between patrols.
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#34 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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I am just querying now (I don't need immediate help with this)
Are there any of you that have experience with localizing software into your native tongue? With experience, I really mean some form of previous experience with localization in general and/or software. Text will be stored in XML files, so some experience with that is a must as well (though it should prove fairly easy if you don't, trust me). It would be nice if some dedicated people are willing to translate the software while keeping standardized terms (as much as possible) in mind. Translations must obviously be clear and exact. Better no translation than a crappy one. Be advised it could be alot of work, because you have to work your way through each release to update what has changed, added or removed! I will write in English by default and translate to Dutch myself.
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![]() 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 |
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#35 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
Uploads: 1
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Can we still post requests here?
I have one for the 1.5 Uboat-addon, that just got released: The German crew still has American voices...and simply copying German voices from SH3 (with or without GWX2.0), doesn't work for 100%. link I would like to request such a future for this program...so, being able to set the voice-language, prior to game-launch.
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#36 |
Sonar Guy
![]() Join Date: May 2007
Location: Netherlands
Posts: 389
Downloads: 47
Uploads: 6
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Paajtor, you can activate a German speechpack before game launch with JSGME, so I don't think THIS particular feature is really necessary. It works perfectly on SH4 v1.5 with the GWX 2.0 speechpack- any faults in speech lie in the speechpack itself and have already been partially ironed out. The remaining faults will be rectified as time goes by.
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Quamvis Patiens Acris My SH3/SH4 mods: http://www.gamefront.com/files/user/GerritJ9 |
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#37 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Seems like this sort of app might be able to take a patrol report and use it to alter the campaign...
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#38 | |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
Uploads: 1
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![]() But I prefer to install mods, and leave them alone after that. A tool like this SH4Launch, can tell the game which voices to load...so you can have several speechpacks installed (in folders that SH4L creates), and just use SH4L to activate one - with 1 click, instead of moving files around. ...at least, I hope this is possible. ![]()
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![]() Last edited by Paajtor; 03-02-08 at 08:18 PM. |
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#39 |
Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
Uploads: 0
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And it would probably work much faster.
![]() The speech file sets are quite large (my "special compilation" German SH3 speech set is 182 MB), so enabling and/or disabling speech sets with JSGME take a little while each time. ![]()
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Cheers Uffe Last edited by ustahl; 03-03-08 at 06:20 AM. |
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#40 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Thanks for the suggestions so far. Keep them coming.
In about a week or 3 I will actively start work on this.
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![]() 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 |
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#41 |
Soundman
![]() Join Date: Nov 2007
Location: cape Town
Posts: 142
Downloads: 182
Uploads: 0
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Hi, i have absolutly no experience in modding or the systems you are planning to implement, but if the program is running behind the scenes "watching" if you will , is it possible to swop textures in game?
This would allow on long patrols the crew textures to evolve (Beards growing) as well as the subs appearance (weathering and slime). This ,i assume, could do the "changover" when we go to one of the static views in game like the navigation map,and when we go up top or into the control room the crew have aged a bit. Well it's a thought, but i have no idea as to it's feasability.Textures i can make,programming i can break.The project sounds brilliant tho, good luck. |
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#42 |
Navy Seal
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This is really stupid. You can flame me if you want, I can take it.
How about "missed ahead" or "missed astern" on the misses? And I'll take pepperoni and green peppers on that. No anchovies, please! <ducks>
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#43 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
Uploads: 0
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What I'd really like to see is some sort of patrol log function that would allow you in essence to browse to the saved game of your choice (presumably the one you're going to load and play in the upcoming session, or the one you just finished (if you fire it up again after you exit the game)), enter whatever personal log entries you want about the patrol/game session you last finished, and then format them properly and save them down into the proper saved game file format so that they will be visible on your Captain's log in game during your next session (see this thread for details: http://www.subsim.com/radioroom/show...378#post518378 )
It's possible but pretty klugey to do this manually, and something elegant that could automate this to a degree would really help - if it could also then read these custom entries back into the personnel file/patrol records for your whole career like SH3 Cmdr did for the basic sinkings entries, that would be really awesome. Been hoping for this one to get done since day 1 (wouldn't consider playing SH3 without SH3Cmdr, and have really missed having something similar/better for SH4) - really looking forward to whatever you come up with ![]()
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#44 |
Ace of the deep .
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What i would like is some sort of program that shows your tonnage results and ships you have sunk and the specified realism and what mods you use and gives the tonnage results at the end of your career to a web site . Something like the results for BF2 on WWW.BF2s.com . Just gives you some other players results to play against . StatSH4u , MySH4u , 3ditorSH4u , 3ditSH4u
Last edited by THE_MASK; 04-06-08 at 11:11 PM. |
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#45 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Thanks for the suggestions everyone. Sober, I like that idea. It fit's in line with one of my own suggestion (putting patrol logs online). It could even be linked to an automatic signature with stats for use on boards, although my biggest problem will become the cost of maintaining a site like that (maybe require a small donation for it).
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![]() 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 |
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