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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Apr 2010
Posts: 6
Downloads: 10
Uploads: 0
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I talked two of my buddies into playing sh3 with me. I checked out the multilayer mode and it seems like a bunch of mindless hunting trips, I'm not particularly into that.
I'm wondering if there's a mod that would give me a multiplayer campaign mode. I'm pretty much looking for a multiplayer version of the single player campaign. Anything like this or am I stuck with what I got here? |
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#2 |
Swabbie
![]() Join Date: Apr 2010
Posts: 6
Downloads: 10
Uploads: 0
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Gee thanks guys, if this was ww2 the nazies would have lost with friends like you!
Oh wait, they did... hmmm. So somebody help me out? |
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#3 |
Sparky
![]() Join Date: Jan 2010
Posts: 158
Downloads: 36
Uploads: 0
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There is nothing like that. Only "bunch of mindless hunting trips" in multiplayer are possible. There are multiplayer quasi-campaigns, that is single missions joined externally in campaign on http://nordfront.org/xvii-flottille/
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#4 | |
Swabbie
![]() Join Date: Apr 2010
Posts: 6
Downloads: 10
Uploads: 0
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#5 |
Swabbie
![]() Join Date: Apr 2010
Posts: 6
Downloads: 10
Uploads: 0
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Sadly that doesn't really suit my needs.
I assume you people know something or other about modding this game, so I would be grateful if somebody would answer a few questions. How far does the modability of this game go? Is it just "replace a few graphical files and configs" or can I break something open in c++ and write my own game code? Is there an api or a reference guide for modding this game? I'm a programmer, so if I can't get what I want I might as well try throwing something together, right? And you guys might just get a really cool mod out of it. Thanks for any help you can provide in terms of those questions. |
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#6 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Just about every file in the game has been modded in the last 5 years
Except those you not allowed to There is no definitive modding guide either as many different areas require different methods and no one has taken the time to write anything down As for you MP question Every single or multiplayer mission uses the main campiagn files as a backdrop So nothing to stop you writing a set with purely the subs in any area All of you must have exactly the same set up and there is no time compression in multiplayer - probably THE reason noone has written an MP campaign |
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#7 |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
Uploads: 7
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The biggest difficulty in playing the sort of multiplayer campaign that you (and, to be honest, most of us, as well) would like to do, is that MP is set at TC1. You can't accellerate the time any faster than real time. That's the major reason all MP games seem to be 'mindless hunting trips': they start with players' U-boats within a reasonable, playable distance from their targets.
It is possible to run an MP games for days, should someone choose to do so. However, there are quite a few drawbacks to that. One is that there are no 'in-game' saves. If the host, for some reason, loses connection, the whole enchilada is lost. Kaput. If any player loses connection, they are gone as well, with no way of returning. There are also no in-game pauses. This means no way of pausing the game to hit the latrine, grab some grub, go to work . . . try and calm down irate XOs who are about to thwack your noggin with a rolling pin. ![]() Granted, you could submerge to 20 meters and cut your engines if you needed to take a break. Much better than staying on the surface and coming back only to discover you've been bombed by aircraft. But that's also not terribly 'realistic' either. Assuming you've got very cooperative Kaluens (and spouses/girlfriends/etc.) and everyone had rock-solid connections, I could see setting up something that ran for 48 hours over a weekend. But anything longer than that (and that's be a stretch, too, without a lot of coffee or Red Bull) I'm afraid it's just not possible to have a long-running multiplayer game. |
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#8 |
Swabbie
![]() Join Date: Apr 2010
Posts: 6
Downloads: 10
Uploads: 0
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If it's as modable as you claim, I should have no massive problem implementing a multi-player save system, a multiplayer shopping system, and maybe some time interface (if everyone picks the same time, they go at that speed, otherwise 1x) that you could stick on the side. However I can imagine that would cause some calculating problems for slower machines... perhaps it could be cloud-computed at the cost of some bandwidth... or some sort of buffer.
How's multiplayer work right now, what does the calculations? Host/dedicated server? Or is it spread out on all computers. Any other problems I should look out for? Oh lord, I just took a crack at the map.map. This might just be slightly really easy. |
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