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Old 09-10-09, 09:31 AM   #31
skwasjer
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Quote:
Originally Posted by Jaeger View Post
can you, marean, skwas or racerboy, please tech down the discussion? what will be possible with this window? can you give an example?

will we be able to implement external tools like mobo?
If you have a coffee machine at home with an internet connection, I could make you coffee when the sun rises in SH5...

Really, all speculative. We won't know till we know...
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Old 09-10-09, 09:35 AM   #32
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Probably you could implement a variety of targetting tools, and have different tools for different navies without having to deal with hardcoded limitations as was the case in SH3 & 4.
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Old 09-10-09, 09:40 AM   #33
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Custom logs, music player, screenshot tool, link to google maps or navy charts (long/lat), custom recognition manuals, display online scoreboard, a detailed logging function that tracks speed, depth, how many torps fired (with torp settings).
Really, the silliest idea's could be possible... It just depends on what data is exposed
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Old 09-10-09, 10:21 AM   #34
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OMG Python. I can't believe it. I'm a huge Monty Python fan myself .
Anyway this is the best news of SH5 yet wohoooo . now I reaaaly can't wait to see the finished game, already knowing that I can change anything that bugs me Love you guys.
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Old 09-10-09, 10:34 AM   #35
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Originally Posted by maerean_m View Post


I think this is the first time that this is being mentioned (anywhere): big parts of the interface are being scripted, so there will be some quality modding on the interface (the kind of quality that can be seen in World of Warcraft mods).

The syntax being used is the one from Python.
The script will access the game through a SDK. Also, the scripted code can access the whole of .Net Framework classes (though it's not that necessary).
The editing of the scripts is done inside a special window, that allows the editing of the scripts while the game is running (edit & continue) with text auto-complete and jumping to function definitions, the inspection of the game variables in real time (through a property grid) and the complete description of all the exported classes (inheritance, properties, methods, events, inner types (enums, other classes)). Please note that not ALL game classes have been exported to the scripts.
Also, please note that not ALL the interface has been scripted, due to game (and time) limitations.

But the road has been opened for you to unleash your imagination and talent.

And, as always, there is the Mission Editor for single missions and dynamic campaigns.

At last, but not least, the way the AI thinks has been scripted and is being stored in text files (in a custom format). So that has also been opened for modding.
very very nice news Marean !

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Old 09-10-09, 11:04 AM   #36
karamazovnew
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Quote:
Is it possibe that we (modders) can do the scripting of the remaining items that didn't make it during development?
Quote:
Sadly no
Does that mean that we won't be able to create new variables and link them to the game's critical ones? One of the things I liked about SH3 and 4 was that with skwas S3d editor we could rotate any item by linking it to a dial. For example I made the Periscope station rotate with the TDC bearing dial. But there was no way of linking it to the true Periscope Bearing.

E more thorough example:
I create a new 3d dial in the torpedo room, a valve next to it and place a water spray emitter a few feet from it. When the sub is hit, the pipe "breaks" and i need to isolate it by using the valve to help reduce flooding. So I create a small script like this (my new variables are in red)
if(MyValve=OPEN)
{
___if(SubDamaged)
___{
____MyPressureDialValue=0
____MySprayIntensity=1
____MyFLAG=1
____GameTorpedoRoomFloodIntesity+=1
___}
}
else
{
____MyPressureDialValue=1
____MySprayIntensity=0
____if(MyFLAG=1) GameTorpedoRoomFloodIntensity-=1;
____myFLAG=0
}

So, can something like this be done?


Even if not, thinking back to World of Warcraft... Ok, that game was impossible to play at high level without mods and the mods were only for the interface. But the point I'm trying to make is a rewrite of a previous post of mine. When modding is accessible, mods tend to be smaller and, in a way, more transparent. In World of Warcraft there were no 2 people who had exactly the same interface. Yet it was the same game.

We will not see another overhaul of the game, as we did in SH3 and SH4. There won't be another GWX type mod, but many easy to install and very compatible mods. The core of the game and the devs' prestige will be untouched, no matter how much we mess with the game, how many mods and compilations we will have on our install. You see, having recently replayed SH3 without mods I couldn't believe that it was the same game as my GWX+OLC+ACM game. But now, all our mods will be about customisation (difficulty, immersion, control) but they will not obstruct the vanilla version, but make it shine .

Last edited by karamazovnew; 09-10-09 at 11:39 AM.
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Old 09-10-09, 11:44 AM   #37
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Sounds very promising maerean
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Old 09-10-09, 11:45 AM   #38
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Oh this is going to be good.
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Old 09-10-09, 03:33 PM   #39
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All this sounds very nice, but I hope that in the end doesn't limit itself to only GUI scripting, since there are not as many mods to make for GUIs as there are for units, models, functionalities, etc...
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Old 09-10-09, 06:29 PM   #40
THE_MASK
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Being able to connect to the internet radio via the uboat radio would be good .
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Old 09-10-09, 07:11 PM   #41
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Quote:
Originally Posted by sober View Post
Being able to connect to the internet radio via the uboat radio would be good .
i cant even imagine how slow some peoples computers would be if something like that was done.

streaming media "in game" then if you try that for online play i think it would "require" a quad core with broad band connection to work wouldnt it?
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Old 09-10-09, 07:17 PM   #42
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Originally Posted by WEBSTER View Post
streaming media "in game" then if you try that for online play i think it would "require" a quad core with broad band connection to work wouldnt it?
Yes with QuadCore and BroadBand it works like a charm, I hear webradio "Radio-Rivendell" while playing LOTRO.
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Old 09-10-09, 08:22 PM   #43
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Quote:
Originally Posted by maerean_m View Post
.
.
But the road has been opened for you to unleash your imagination and talent.
.
.



So much to do, and so little time...

Thank you!
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Old 09-10-09, 09:48 PM   #44
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Originally Posted by Seeadler View Post
Yes with QuadCore and BroadBand it works like a charm, I hear webradio "Radio-Rivendell" while playing LOTRO.



WELL bring it on for I just happen to have one of those fancy AMD Phenom X 4 64 "Quad Core" thing-a-ma-jigs. :rotfl:

Only problem is its on the shelf in the closet with its ASUS M3N78 PRO Motherboard and four Gigs ram.

Guess I better get busy.


@maerean_m & company all I can say is a great big

But I don't know about your , seems like he's really stirring things up.
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Old 09-10-09, 10:44 PM   #45
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Does this mean dynamically changing convoy routing to adjust and avoid areas of recent heavy u-boat activity?

How about varying payloads for merchants?...so tankers heading to the UK are full, while tankers to the US are empty and full of ballast.

Can we edit how aircraft fly, behave, how much fire/damage they can take before leaving the engagement or crashing?
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