SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-01-10, 05:42 AM | #1 | |||
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
|
[TEC] Mod Tools, HowTo
FIRST STEPS IN MODDING:
Quote:
Quote:
GENERAL OVERVIEW: as elanaiba wrote in another thread, take a look on these screens: Quote:
# --- LINKS TO HOWTOS: TERRAIN EDITOR: http://www.subsim.com/radioroom/showthread.php?t=162810 ENVIROMENT: http://www.subsim.com/radioroom/showthread.php?t=163370 ANIMATIONS: http://www.subsim.com/radioroom/showthread.php?t=163299 INTERFACE DESIGN http://www.subsim.com/radioroom/showthread.php?t=163118 http://www.subsim.com/radioroom/showthread.php?t=163268 MISSION EDITOR: http://www.subsim.com/radioroom/showthread.php?t=163364 --- thread is generic...please check back...
__________________
Last edited by urfisch; 03-09-10 at 03:48 AM. Reason: thread title prefix correction |
|||
03-01-10, 09:55 AM | #2 |
Frogman
Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
|
Why is this thread so dead? I mean, does no one here realize the potential for the ability to now script in SH5?!
This is BIG news. Wake up people! |
03-01-10, 10:45 AM | #3 |
Navy Dude
Join Date: Oct 2008
Location: Croatia
Posts: 173
Downloads: 73
Uploads: 0
|
I see ultragiantenormous genial mods comming
|
03-01-10, 10:48 AM | #4 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,378
Downloads: 480
Uploads: 11
|
I found everything but the script manager. where is it?
Last edited by gutted; 03-01-10 at 03:35 PM. |
03-01-10, 10:53 AM | #5 |
Frogman
Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
|
|
03-01-10, 01:12 PM | #6 | |
Ocean Warrior
Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
|
I'm just about speechless. This is incredible. Terrain editing, script editing, menu editing, campaign editing... there's no end to the things you can do with this.
If only the GWX team had this many tools when they made their supermod. Maybe some or all of it can be ported? Quote:
__________________
|
|
03-01-10, 03:16 PM | #7 |
Sea Lord
Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
Uploads: 0
|
Well , seems that despite the drawbacks , limitations , and half finished game it´s like a blank board where modders can do everything they want.
__________________
But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
03-01-10, 03:22 PM | #8 |
Navy Seal
|
My first hunch is that these are traffic lanes where ships/convoys may choose alternate routes. I.e. shipping routes are possibly less scripted than they were before. I did notice that traffic shows up in a lot more places than I would've expected; I also noticed traffic actually avoiding coasts (not always successfully). I suspect that the traffic scripting has undergone a pretty big overhaul towards the dynamic.
|
03-01-10, 03:36 PM | #9 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,378
Downloads: 480
Uploads: 11
|
found it! with the modding controls enabled, you have to right click the Slient Hunter 5 Taskbar icon and select it from the menu... as was shown in the screenshots further up. Took me abit to realize that's what it was showing. |
03-01-10, 05:02 PM | #10 |
Commander
Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
|
I wonder how many of our talented modders will buy SHV though. How many of them are refusing to buy the game solely because of the DRM?
|
03-01-10, 05:10 PM | #11 | |
Ocean Warrior
Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
|
Quote:
My hypothesis is that it's a way to increase performance by not making all ships plot their own routes. Instead of the game tracking I don't know how many different routes, now all you have to do is tell a ship to, for example, patrol between nodes X, Y and Z, and it will stick in that area. Hopefully you can add some randomness into the game, too ("go within 30nm of Node 60, then transit to Node 100 or within 2nm of Node 62, then..."). S I see there is a "StateAbandon" and "StateSurrender" in the Script editor, too. So do crews actually abandon ship or surrender now?
__________________
|
|
03-01-10, 05:16 PM | #12 |
The Old Man
|
That HAS to be the worst thing a dev would like to hear. Let's not go overboard just yet. There are a few things missing but I wouldn't call the game a "blank board".
|
03-01-10, 05:40 PM | #13 |
Watch Officer
Join Date: Nov 2007
Location: Montreal, QC
Posts: 345
Downloads: 614
Uploads: 10
|
Wow these tools are very promising!
Now if only I could figure out how to access them :-) I did the changes in main.cfg but when I right click on the SHV taskbar when it's running I only see the standard window controls (restore, maximize, that sort of thing). Running Windows7 here.
__________________
11 War Patrols / 56 ships sunk or damaged for 212,022 tons Zero casualties throughout the war Scuttled on 8 May, 1945 in Sonderburg Bay, after German surrender |
03-01-10, 05:54 PM | #14 |
Sparky
|
True that. I'm a very talented programme/scripter, but suck and at artwork and models. Guess which part Ubisoft probably did ok at?
|
03-01-10, 06:11 PM | #15 | |
Eternal Patrol
|
Quote:
Your post was made at 0755 my time, so people here were just getting up. The reason this thread was so dead was because everyone was asleep.
__________________
“Never do anything you can't take back.” —Rocky Russo |
|
|
|