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Old 03-16-10, 02:51 PM   #91
coronas
Ace of the Deep
 
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Thanks again, Heretic!
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Old 03-16-10, 04:44 PM   #92
Bilge_Rat
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most excellent mod Heretic, great work!
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Old 03-16-10, 05:49 PM   #93
Westbroek
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Heretic,
Really enjoying what you've already done here. Keeping my fingers crossed for you as you dig deeper and deeper into the control room possibilities. Keep up the good work and I'll keep thanking you!
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Old 03-16-10, 06:20 PM   #94
oscar19681
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Quote:
Originally Posted by Heretic View Post
Mod status and future plans.

I'm pretty satisfied with the bridge watch. I could make it somewhat better with some different animations, but that's starting to look more like something to hope for in patches and expansions. If that changes, I'll be glad to revisit it.

I've investigated adding more crew to the deck gun and torpedo room. I have one more thing I'd like to try on the deck gun but the torpedo room is a bust. There's a only two usable waypoints in there and they're both occupied. Finding usable animations that are offset from those waypoints has proven futile. Not a big disappointment for me since that's just a sideshow. The aft tube doesn't have any loading sequence at all. 90% of the action takes place in the control room and bridge.

I'd still like to do something with the bosun. Having him occasionaly touring the boat checking on the crew seems a good choice. Possibly having other crewmen moving around a bit makes sense too. I don't know if that will be in 1.2 or not.

Which brings me to something pretty exciting I'm working on for 1.2 - command based actions. Currently the crewmen are just looping through a set of animations with no connection to what the boat is doing or orders the player has given. The devs have implemented a command interface to allow the crewmen to perform action based on the command, but it's pretty limited and unfinished. Some of the functions referenced are very intriguing (OperateLeftTelegraph, OperateRightTelegraph), but sadly not functional. I'm working on a method to utilize that interface to drive the idle scripts, where I have more freedom.

What this means is when you issue a command, like 'dive', the Chief will call out ballast tank and hydroplane orders using the sound files already in the game- "flood main ballast tank", "fore planes five degrees down", etc. Then the planesmen will operate the correct controls, the ballast tank operator will turn his valves, and so on. The devs made the sound files, animations, and interface to make this all possible, but never got it completely implemented. I'm pretty sure I can get it functioning well enough to be a nice addition to the atmosphere and realism.
Someone should have BDU give you a knights-cross for this man! Also since you seem to be able to find your way around this stuff , what are the possibilaty to add more crew to for example the bunks?
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Old 03-16-10, 06:32 PM   #95
malkuth74
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The questions beckons to me. How come you have done in 2 weeks what the devs could not do in 1 year? LOL.

Nothing personal towards the devs. BUt you modders are making them look shamfull for what you have done in just 2 weeks time. Totally amazing.
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Old 03-16-10, 07:00 PM   #96
Heretic
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Quote:
Originally Posted by malkuth74 View Post
The questions beckons to me. How come you have done in 2 weeks what the devs could not do in 1 year? LOL.

Nothing personal towards the devs. BUt you modders are making them look shamfull for what you have done in just 2 weeks time. Totally amazing.
Nope. I'm not fixing things they botched. I'm using the tools they gave us to build on their work. Yeah, they ran out of time and didn't get everything they wanted done. But none of this would be possible without the 90% they got right.
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Old 03-16-10, 07:00 PM   #97
Stormfly
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iam using your mod and must say the crew is much more realistic now, Thanks !

Do you think about also exchangin the navigator, he looks not fitting for a sub crew in my eyes.

...and all this news sound pretty good
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Old 03-16-10, 07:05 PM   #98
Bilge_Rat
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pretty damned amazing stuff, if you ask me:










Heretic's crew mod, Pascal's uniforms, captainhelm's lighting, chasing convoy HG70........and the game was released 2 weeks ago?..........
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Old 03-16-10, 07:05 PM   #99
Heretic
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Quote:
Originally Posted by Stormfly View Post
iam using your mod and must say the crew is much more realistic now, Thanks !

Do you think about also exchangin the navigator, he looks not fitting for a sub crew in my eyes.

...and all this news sound pretty good
He's been trying on various heads but hasn't really found one he likes.
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Old 03-16-10, 07:36 PM   #100
Stormfly
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Quote:
Originally Posted by Heretic View Post
He's been trying on various heads but hasn't really found one he likes.
...yes indeed and typical for Mr. Addams
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Old 03-16-10, 08:09 PM   #101
KarlSteiner
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Quote:
Originally Posted by Heretic View Post
1.1.1 Released.

A small update. I tweaked the timing logic so the crewmen shouldn't walk through each other so much at the ladder. All gun crews now change out of their play clothes before they go on deck. Several crewmen had their beards removed in the stock w/ no beards version.
Thanks Heretic

Karl
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Old 03-16-10, 08:14 PM   #102
KarlSteiner
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Quote:
Originally Posted by Sailor Steve View Post
Where can I download this? The FileFront link in that thread is dead.
My tug is located inside Living_Silent_hunter 3,4,5.

You have the permission to extract them for your private use.

regards

Karl
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Old 03-17-10, 06:38 AM   #103
Phantom453
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Thank you very much for your efforts!!
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Old 03-17-10, 08:39 AM   #104
XXi
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Heretic, I`m writing down report to the BdU. You should get that Iron Cross

Keep up the good work
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Old 03-17-10, 09:16 AM   #105
redcoat22
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This is my favorite mod to follow.. its really changing the immersion of the game.
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