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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Frogman
![]() Join Date: Oct 2009
Location: SW Florida
Posts: 288
Downloads: 105
Uploads: 0
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If your not willing to fix compatability problems on your own then how can you blame the modders for not doing it? When i started adding Mods to SH4 i saw things i liked in several mods so i asked questions and worked out the issues myself instead of asking modders to do it for me. Why should they be bothered to make the game the way i wanted it when they have already worked so hard to create their version and freely make it available to all of us?
Basicly, if you want things to work together that were not designed to then its up to you to make it yourself. This is a great community here at subsim and most modders will offer advice and help if asked. However being confrontational about how YOU think things should be will get you nowhere around here.
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#17 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#18 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
Uploads: 1
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#19 |
XO
![]() Join Date: Jul 2002
Location: Florida
Posts: 400
Downloads: 126
Uploads: 0
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I think you have a misunderstanding on how mods are coded. There is not a compatible way and an incompatible way. Any mod will be incompatible with another if it overwrites the same file as the other mod. There is no way to plan for this unless the mods are made with each other in mind.
For example if one mod changes the HUD color while another changes the HUD commands the two will be incompatible unless the two modders share each others work. You can't expect dozen of coders to know what dozen of others are doing. Truth is though there is a lot of collaboration going on. I for one am very appreciative for that. Without the foreknowledge of what other coders might be doing the only way to write code that has a chance of being compatible when touching the same file is if you can append the code to the file leaving the preexisting code untouched. This normally is not done because it requires special installers to be written for the user. And there is still the chance that one append could be in conflict with another. Such as both mods wanting to change the HUD color. One has to win over the other or crash. |
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#20 | |
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#21 |
Navy Seal
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I remember seeing that. It's from an alternative history mod, isn't it?
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sent from my fingertips using a cheap keyboard |
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#22 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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You'd also be amazed at the number of (well meaning I guess) emails I get from people stating that JSGME is reporting a conflict installing mod "x" but JSGME is wrong because mod "y" needs to work with mod "x" in order to get mod "z" working right (etc and so on), so what should they do to get around JSGME's obviously wrong error? My response is along the lines of "please raise with the maker of the mod, but remember, it's only a warning to indicate that you may have problems, not that you will have problems". But yeah, JSGME is great (if I say so myself), throw a mod in, test it out, don't like it? simply disable and delete it and it's gone. |
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#23 |
Stowaway
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JSGME is no how responsible for any CTD's. Mods that conflict one with another does. Or when RTFM mode is not triggered. So as long as there will be cold attitude towards solving the compatibilitie issues, we're going to be stuck on to choose between what suits one's taste better. Another option - make it compatible yourself which is actually a PITA and depressing..
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#24 | |
Ace of the deep .
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#25 |
Stowaway
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Thinking all about it raises one question: WHO HAS BALLS TO REUNITE MODDERS FOR THE START OF A SUPERMOD ???
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#26 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Efforts are already underway, as far as I know.
And for the record, I've made my mods with compatibility as a primary concern, both with other mods and new patches. ![]()
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Contritium praecedit superbia. |
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#27 |
Admiral
![]() Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
Posts: 2,255
Downloads: 126
Uploads: 0
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Be happy with what you have, or make it yourself....
Simple really. |
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#28 |
Torpedoman
![]() Join Date: Jul 2008
Location: Scotland
Posts: 116
Downloads: 170
Uploads: 0
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Without the work of the modders,from the lone wolf who may make a small tweak here and there to the supermod crews who overhaul the whole game,I don't think the SH series would've reached no.5.
Hoist a frothy one to modders everywhere and give thanks ![]() |
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#29 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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I second that!
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#30 | |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
Uploads: 0
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Supermods are sometimes made by one modder like Ducimus, working his ass off for months on end in order to produce a mod that enhances the game, and includes several other smaller mods that he has included with the permission of the relevant modders. He always posted a compatibility alert list regarding Trigger Maru. With JSGME and any version of Trigger Maru, Stevie Wonder could have modded Silent Hunter 4 without getting conflicts. I run 16 mods in Silent Hunter 4 with no conflicts. As for Silent Hunter 5....until or unless it's fully patched, I won't be attempting to play or mod it. |
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