SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-14-10, 09:38 PM   #1
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 876
Uploads: 23


[REQ][TEC][WISH]MEGAMOD Team Project

There is a lot of talent floating around, doing individual updates. Lately, more often then not, these updates are overlapping each other(touching the same files), generating MOD conflicts so the end user can used MOD A but not MOD B. Both MOD's are very nice, very cool, both are historically accurate, why can't the end user have both MOD A and MOD B at the same time. Lets make that happen and more.
I think it is time for a Mega MOD Team to form up. Making all these very cool MOD updates compatible with each other resulting in a Mega MOD.

Since I am starting this thread, providing a basic high level overview of the project, At this time, I would like to suggest a Team Name... The Skunk Works Project or SWX. I suggest this name for one reason. The British use to refer to German U-Boats as "Skunks" because they smelled so bad but the Team Name is totally open for discussion as with list of desired Team Members.

Private Team Forum:
Maybe Neil Steveans can create a Private Forum for Team Members only. This can help keep the team focused on accepted feature modification and the wish list can be a separate public forum. The Wish List could be discussed once a week in team meetings(WAR Meetings) where bugs, features and wishes are examine and priorities are set.
The Private Team Meetings can be conducted using MIRC or Ventrilo(VOIP) or both. Meeting Minutes(notes) can taking by designated Scribe(s) during the meeting then posted to the private forum for those that were unable to attend the live meeting(s).

Team Leader:
For the Team Leader, I think someone with prior experience working in a Mega MOD team environment should hold this position. If he is willing to accept it, I would like to nominate PRIVATEER for this position.

Team Members:
There are several people that come to mind right away that IMO, obviousy belong on this project. As for me, I am not on this obvious list of names but I would like to be a Team Member in some fashion if possible.
Historian's - I feel we should stay as close to historically accurate as possible but at the same time, keeping in mind that SH5 is a game, the game does have limitations and people need to enjoy playing the game/sim.
MOD'rs/Developers - MOD'ing should be broken in to several main focus area's, i.e. User Interface(Main, Navigation, Sonar, Radar, Deck Watch, InteriorRoomX(Gauges) etc.), AI-Enemy, AI-Crew, Sub Physic's, Crew Dialog, Animations, Equipment Upgrades, Campaigns(by Area(i.e. Total Germany, Happy Times. etc.)), Environmetal, Textures, etc. This list of focus area's can be huge or small depending on who wants what responsibilities within the team.
NOTE: All changes should be developed as individual updates, compatible with the overall MEGA MOD. The individual updates are all Merged together for release as a MEGA MOD just prior to release allowing for one or two test passes as a Merger MEGA MOD prior to actual release. This will help streamline the testing process, resulting in quicker turn around times providing quick and accurate feedback to the developers.
Testing - Designating Trusted Testers that understand what is taking place. They know what needs to be verified when changes are made prior to being rolled into the Mega MOD.
Team Scribe(s) - Responsible for taking notes during team meetings. They then post the Multi-Languare notes in the Team Forum for later review by those that were unable to attend live meetings. The Team Scribe(s) are also responsible for documentation of the MEGA MOD, keeping track of Credits for work done/used and providing the README documentation to the End Users. Also Multi-Language Localization.

Source Safe:
Implement some type of secure file check out process. Any file or files can only be checked out by one person at any given time. When that person is finished MOD'ing that file or files, they check their changes back into the safe allowing for someone else to check it out. This will prevent several people making changes to the same file at the same time without knowing what changes are being made by others stopping many bugs before they have a chance to start. (NOTE: A Secure Source Safe may require a dedicated file server). This server could also act as the secure download source for incremental updates to be used for testing.

IS IT THAT TIME?
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
 

Tags
project, sh5 megamod


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:56 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.