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01-10-16, 07:07 AM | #46 |
Ace of the Deep
Join Date: Sep 2013
Location: France
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What I would like : in a multiplayer mission, by sending a message from the U-Boot's radio room, other human U-Boots are able to receive the message. I'm sure this is possible to do. But I don't know how. Maybe this is an easy hardcode fix to do. Fader Berg ?
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01-10-16, 08:14 AM | #47 |
Difficulties Numbing
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Fader and I had a discussion regarding the in-game messaging (to link it with the radio-text exchange): although we suspect that it can be triggered, there are problems to do with the save mechanism (to the various logs) which require experimentation. SH3 only seems to write the log files upon exit (or save and exit).
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01-10-16, 08:25 AM | #48 | |
Ace of the Deep
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Quote:
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01-11-16, 02:16 AM | #49 |
Difficulties Numbing
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01-11-16, 07:32 AM | #50 | |
Ace of the Deep
Join Date: Sep 2013
Location: France
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Quote:
1 - there may be some long periods of inaction during which I am doing something else (eg, reading a book) - so I need a sonor signal (DT .. DT .... bip bip biip biip bip biiip bip ... new message Herr Kaleun !!!!!) 2 - the messages are going to be long, and there is not enough place on a single line 3 - moreover, you don't have time to read them carefully 4 - and messages are important and need to be written somewhere 5 - message should not be received when the U-Boot is deep underwater. But I see another way to communicate : 1 -> sonor signal = 3 beeps on Tunngle (you have to learn how to do this), then one minute to let players return in the game. 2 -> several lines, message starting by "here U-109, position AA-XXXX, etc." 3 -> simple informations on separate lines (in-game chat) 4 -> write the messages on a piece of paper, or notepad, or Tycho's in-game Notepad ..... no !!!!! no mods in MP missions !!!!!!!! 5 -> not simulated Or this way : messages written on Teamspeak, with an enough powerful sonor signal. What do you think, my comrades ? |
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01-11-16, 10:05 AM | #51 |
Ace of the Deep
Join Date: Sep 2013
Location: France
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01-12-16, 02:10 AM | #52 |
Difficulties Numbing
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Not without a patch of some kind - I've experimented with a 'normal' system. My thought was that triggering a reload might be possible, but we would need to test a lot to see what happens: for instance, would SH3 reset internal counters, etc., following the reload (e.g. if the messages file now contained extra lines, and so on). Because of the amount of testing needed, any patch was deferred until there was time to work upon it: it might not matter for m/user play, of course.
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01-12-16, 09:54 AM | #53 |
Ace of the Deep
Join Date: Sep 2013
Location: France
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I would be ready to test, but I guess I'm supposed to master concepts about code, exe editing, and so one ...
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