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Old 03-01-10, 01:12 PM   #1
Safe-Keeper
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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:
Originally Posted by Mission Editor 2 - Total_Germany
http://img696.imageshack.us/img696/9678/missioneditor.png
What do these "nodes" do? Do they have to do with traffic or someething?
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Old 03-01-10, 03:16 PM   #2
Hartmann
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Well , seems that despite the drawbacks , limitations , and half finished game it´s like a blank board where modders can do everything they want.
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Old 03-01-10, 05:16 PM   #3
karamazovnew
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Quote:
Originally Posted by Hartmann View Post
Well , seems that despite the drawbacks , limitations , and half finished game it´s like a blank board where modders can do everything they want.
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".
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Old 03-01-10, 05:40 PM   #4
etheberge
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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.
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Old 03-01-10, 08:34 PM   #5
gutted
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Quote:
Originally Posted by etheberge View Post
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.
which main.cfg did you edit?

You need to do it in the one in your \My Documents\SH5\ folder.. not in the main game path.
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Old 03-01-10, 10:34 PM   #6
etheberge
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Doh!

Yes that was it, thanks Gutted, it's working now.
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Old 03-01-10, 10:41 PM   #7
gutted
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Cool... now make an awesome mod
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Old 03-02-10, 05:09 AM   #8
martes86
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Some outstanding modding capabilities here... this could possibly be the subsimming plataform of our dreams. We just need to join our efforts and make it possible.

And DRM shouldn't be an obstacle. Not anymore.

Cheers
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Old 03-02-10, 05:14 AM   #9
Schunken
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Now it looks not we buy a subsim game.... we buy a subsime engine and maybe we could make the Sim of our dreams...

Andreas
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Old 03-02-10, 05:14 AM   #10
Friedl9te
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May the MATRIX be with us ...
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Old 12-28-11, 08:33 PM   #11
mwebbo
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Default Help please

After following the step by step instructions on mod instaltions i have failed. Despite the generic mod enabler saying they are active and double checking main.cfg selected to modding=yes. ive tried reading through as many threads as i can.
All my script is in word pad and i am using yes, you guessed it Windows 7
I know i am missing something simple but fundermentle!! can anyone help!!

Many thanks
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Old 02-03-12, 08:45 AM   #12
Vanilla
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Please disregard... solved the issue myself.
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Old 03-01-10, 05:54 PM   #13
R-T-B
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Quote:
Originally Posted by karamazovnew View Post
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".
True that. I'm a very talented programme/scripter, but suck and at artwork and models. Guess which part Ubisoft probably did ok at?
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Old 03-01-10, 03:22 PM   #14
CCIP
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Quote:
Originally Posted by Safe-Keeper View Post
What do these "nodes" do? Do they have to do with traffic or someething?
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.
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