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Old 06-17-07, 09:42 AM   #16
GakunGak
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When I want to start any mission, I got crash like:

dangerdeep.exe has encountered a problem and needs to close. We are sorry for the inconvenience.

Any help?
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Old 06-17-07, 11:36 AM   #17
danlisa
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Quote:
Originally Posted by GakunGak
When I want to start any mission, I got crash like:

dangerdeep.exe has encountered a problem and needs to close. We are sorry for the inconvenience.

Any help?
Do you use an ATI card?

http://www.dangerdeep.net/forums/viewtopic.php?t=186
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Old 06-17-07, 01:45 PM   #18
GakunGak
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Quote:
Originally Posted by danlisa
Quote:
Originally Posted by GakunGak
When I want to start any mission, I got crash like:

dangerdeep.exe has encountered a problem and needs to close. We are sorry for the inconvenience.

Any help?
Do you use an ATI card?

http://www.dangerdeep.net/forums/viewtopic.php?t=186
Fixed....
Thank you, man!!!!!
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Old 11-04-07, 06:47 AM   #19
nikimcbee
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Is this game ready to play? Looks interesting:hmm:
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Old 11-07-07, 12:48 AM   #20
rconstruct
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It's work in progress... it's developed in our spare time, but developed with lots of dedication and attention to details. At the moment, it's playable, but don't expect a full game with campaigns/career, etc... It's still in relatively early alpha stage, it's not even a beta, so that should give you an idea. Still, if you're interested, you can check it out, perhaps offer some help, i don't know what area interests you, but since this is a 100% voluntary work project, we apretiate any help. You don't need to be a software developer, nor a 2d/3d artist (we're buried in artwork to make it worse, altough we could use developers). If you want to help you can always translate the manual, or improve it, getting references to help us, etc...
Everyone's work moves the project forward, but don't expect an SH3, like i said, it's a voluntary project, not a multimillion dollar fulltime project with a team of 30 developers & artists

P.S.: you can choose uboat types, wonder around, sink ships (or get into trouble with the convoy's escorts), etc... single mission works perfectly, but no campaign/career, and custom missions are dependent of a standalone mission editor (also work in progress).
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Old 11-08-07, 02:22 AM   #21
nikimcbee
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Quote:
Originally Posted by rconstruct
It's work in progress... it's developed in our spare time, but developed with lots of dedication and attention to details. At the moment, it's playable, but don't expect a full game with campaigns/career, etc... It's still in relatively early alpha stage, it's not even a beta, so that should give you an idea. Still, if you're interested, you can check it out, perhaps offer some help, i don't know what area interests you, but since this is a 100% voluntary work project, we apretiate any help. You don't need to be a software developer, nor a 2d/3d artist (we're buried in artwork to make it worse, altough we could use developers). If you want to help you can always translate the manual, or improve it, getting references to help us, etc...
Everyone's work moves the project forward, but don't expect an SH3, like i said, it's a voluntary project, not a multimillion dollar fulltime project with a team of 30 developers & artists

P.S.: you can choose uboat types, wonder around, sink ships (or get into trouble with the convoy's escorts), etc... single mission works perfectly, but no campaign/career, and custom missions are dependent of a standalone mission editor (also work in progress).
I'm really good at research (I've got a large personal library) and quality control. I could maybe help with the manual.
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Old 11-08-07, 03:55 AM   #22
d@rk51d3
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Just signed up, and I gotta say, after reading a few posts on the site, I'm REALLY excited.
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Old 11-08-07, 01:22 PM   #23
rconstruct
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Hi
Anyone wanting to help with the manual, we did it with an open-source DTP application, called Scribus, multiplatform, that way no one would be excluded, and there are no expenses involved in getting the application in question. The location is http://www.scribus.net
There are windows, OSX and linux, etc... packages there.
As for the "sources" of the manual, the actual scribus files and data (images, etc...)
they're in cvs, here to be more precise http://dangerdeep.cvs.sourceforge.ne...manual_src.zip
We can export from Scribus to PDF (and convert from PDF to Djvu, which makes much smaller and better quality documents).
Anyone wanting to take a look at the exported documents/manual, the links are:
http://dangerdeep.cvs.sourceforge.ne...eep_manual.pdf
and
http://dangerdeep.cvs.sourceforge.ne...ep_manual.djvu

There are lots of possibilities to refine the manual, such as a reference of uboat tactics, uboat packs tactics, navigation procedures, target aquisition procedures, etc... Any help would be apretiated, since we're buried in work with the physics and terrain for the next release (no release date yet).
That's pretty much it, you can always find us on dangerdeep.net's forums, or on IRC, or here, but we all work, so sometimes there might be some long periods of silence.
Stay tuned
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