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05-30-16, 10:13 PM | #61 | |
Sink'em All
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I've been using Multi SH4 for along time now, the only problem I have is remembering which bloody folder is which.
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
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05-30-16, 10:30 PM | #62 | ||||
Sink'em All
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
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05-31-16, 04:51 AM | #63 |
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That's a great tutorial for MultiSH4 RockinR!! Excellent step by step instructions!
Propbeanie, you've given an great explanation of the way those pesky (but very atmospheric) creaking sounds are used in-game. I also had my suspicions about their length, but, that's about it. My desktop PC died last night, probably a serious motherboard problem. My financial situation (thanks to Greek politicians) does not allow me to fix it immediately, it'll have to wait for a while... After a big, lengthy depth-charging, I managed to divorce my wife from Facebook and get full access to her laptop. Everything runs fine, but I had to turn down almost all the graphic options to get SH4 run smoothly. This means I'm no longer in position to test graphic enhancements. One thing I noticed though is that FOTRS v2.0 while more graphically enhanced, runs much faster on the little laptop than v1.3. Good work Maddy!! So, I'm damaged but still on patrol. Thanks for the laptop Rosi!! Yeah, I'll wash the dishes and sweep the floors immediately, like I promised... |
05-31-16, 08:18 AM | #64 | |
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Our vision is to put control in the players' hands to play FOTRS Ultimate the way THEY want to, not the way we force them to do. Team, please welcome Neal Stevens aboard as observer. I have invited Florida Sailor to work on AI modules. I'd like a stock module, a TMOwTw level module, a TMO difficulty module and a super-difficult AI module that players can plug in when desired, even in the middle of a campaign! We're going to put his TMO with Training Wheels mod on steroids here with some serious player control of how difficult the enemy in this game is. I'll be asking TorpX permission to dissect ISP to only extract the section on ship acceleration for use as a plugin module for FOTRS Ultimate. I'll be asking CapnScurvy for permission to extract his periscope and binocular corrections only from OTC for the same use. I'd like to see if he can make a perfect recognition manual for FOTRS Ultimate with all corrections used in OTC, also. The core of FORTS Ultimate will be as pure Maddy as we can possibly make it. The plug-in modules will be as varied and plentiful as we can make them with each plug-in having a single selectable effect on gameplay so the player is the one with the power to shape his own game.
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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 Last edited by Rockin Robbins; 05-31-16 at 08:29 AM. |
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05-31-16, 09:27 AM | #65 |
Navy Seal
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Okay, I propose to toss a monkey wrench in the gearing here. What's the most frequently asked question from someone with five mods or more? Of course it's "What order do I install these mods in?"
I propose a numbering system for mods, changing the name of the mod. Supermods would be in the 100 series of mods. Any two mods with exactly the same number are incompatible: you can install one of them but not both. So all base supermods would have a number of 100: 100 FOTRS Ultimate, 100 TMO 2.5, 100 GFO, 100 RFB 2.0. 100 will be the lowest number so it is always installed first. All have the same number, meaning choose one, chump! Kapeech? Patches by the same author might have a number of 110. Multiple patches would be numbered in order of install. 200 series would be major subsidiary mods that act like supermods, in that they also modify every aspect of the game. About the only one right now (and EVER I hope) is RSRDC. There are several versions of RSRDC for the different supermods and stock. So it would be 200 RSRDC for stock, 200 RSRDC for RFB, etc. The 200 means it's installed after 100. Sharing the same number means choose one, chump. I don't seem to have any 300 series mods, so I forgot what they are......old age sucks. Lets make them ship physics and sinking mods. 400 mods are keyboard layout and plotting mods. We'll go 400-449 for keyboard and 450-499 for plotting mods. 500 mods are radio and gramophone mods: big and ugly but compatible with everything. Unfortunately they change the big octopus file that contains a million things and we'll have to be very careful how we implement these. I've found a program, JTxE, which allows modification of individual lines in a configuration file and I'll be playing with that to see if we can automate the process and open up universal plugins for 500 mods. Otherwise, it's a minefield. Be careful. 600 series: deck gun and torpedo mods 700 series: missions and scenarios 800 series: sounds and visuals like 800 Sober's Explosion mod. This way, no matter what we come up with, the player knows what order to install the mods. He knows which are incompatible with which others. Sure, there will be some changes. It's the vision that counts. As we go forward we can perfect the scheme further. Maybe others will catch on even with mods never intended for FOTRS and we'll start something everyone will use and never again have to answer the question "I have ten mods. What order should they be installed in?" Heck, I'm going to have to work up a chart of everybody on board and what they're working on.... We've created.......a MONSTER!!! The ghost of Kapt. Lehmann is haunting me and he's not even gone. Justice is a cruel thing....... I'm off to actually play some FOTRS!
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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 Last edited by Rockin Robbins; 05-31-16 at 09:40 AM. |
05-31-16, 09:37 AM | #66 | |
Sink'em All
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
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05-31-16, 10:35 AM | #67 | |
Stowaway
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For myself FORTS V2.0 is particularly interesting for SH4 V1.4 as Maddy and colleagues have built there all the beautiful ship models - I love as the beautiful US destroyer. Now to the actual problem - Maddy`s ships have very different sizes and / or proportions. Then we can all the extra models (with own game files) do not forget ... that means a lot of work. Such extensive customization already impressed me greatly. I myself have recently started with the modifying SH4 ... just go my first steps and I am rather something like a collector for a modder. Times more question - is working with someone via FORTS V2.0 the museum? Perhaps it is the sheer mass of the ships contained ... or there is an error that will be first found. |
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05-31-16, 03:05 PM | #68 |
Stowaway
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I did not want to discourage you, but you should be the impasses and the problems associated with be aware.
So forward RR - You're a first-class "arsonists". Or I say it with the words of my german Bundeskanzlerin Merkel "Wir schaffen das..." |
05-31-16, 03:22 PM | #69 |
Navy Seal
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Mod announcement and
. We're public now. No backing out is possible!
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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 |
05-31-16, 06:45 PM | #70 |
Sink'em All
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Nice, RR. Hopefully we can live up to the standards set by AOTDMadmax.
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
05-31-16, 07:31 PM | #71 | |
Navy Seal
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We'll put the manual on the back burner.
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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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06-01-16, 01:02 AM | #72 |
Aggressive skipper
Join Date: Nov 2012
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Request
Can you find some way to put in pouls sound mod and tmo smoke??
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
06-01-16, 02:48 AM | #73 | |
Stowaway
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FORTS V2.0 has already an extensive Soundmod well as its own and also very good smoke and fire Mod. Feel free to use the enhanced sounds from "Ralles ModSoup for TMO_RSRDC_OTC", there is a revised and refined sound version of FORTS V2.0... to find: ...\Ralles ModSoup for TMO_RSRDC_OTC V1.1\Data\Sound http://www.subsim.com/radioroom/showthread.php?t=225443 Last edited by Bleiente; 06-01-16 at 04:08 AM. |
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06-01-16, 06:49 AM | #74 |
Navy Seal
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Bleiente, can I put you in charge of working up a JSGME file to insert 2.0 smoke and fire into FOTRS 1.3? You're right. It's one of the most awesome parts of FOTRS 2.0 and we need it.
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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 |
06-01-16, 09:10 AM | #75 | |||
Stowaway
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However, I have found something in LURKER what might also be applicable here. With TMO_RSRDC_OTC and Ralles Modsoup it certainly works in full. I just do not uploaded because me there is no consent of LURKER ... but pointed out, where you can find it. Please Look here: Quote:
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Furthermore, I am also happy because I wanted to edit these two files it myself ... would have taken but because my experience is still very modest. |
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