Mod de Fletcher V2.0

Foro general de temas relacionados con la 24ª Flotilla o temas como técnica submarina, historia de la Segunda Guerra Mundial, etc. No se permitiran los "Off-Topic" en esta sección.

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Mod de Fletcher V2.0

Fletcher ya ha sacado su siguiente versión de su mod masivo de realismo para el SH2. Es un proyecto tan ambicioso que le han abierto un foro en subsim sólo para ello.
Retoca todos los aspectos del juego, intentando aproximarlos a la realidad histórica. Y engloba a muchos otros mods que ha habido hasta el momento. Parece muy interesante. Pero carezco de opinión fundada para tomar postura sobre el mismo.
Se puede encontrar toda la información en el foro de subsim:

http://207.44.164.159/phpBB/viewforum.php?f=27

Enlaces de descarga del mod:

http://207.44.164.159/subsim_files/patches.html#sh2

http://web.mit.edu/naylor/sh2/mod/fletc ... odv2_0.zip

Información sobre el mod:



***** VERSION 2.0 *****



1) New Contact ID Mod. Basically, this will hide all contacts from the map. When a surface or air contact becomes visible on the map, you will only see a generic grey icon. No other information will be available to you. Now you must get more information on the contact from your sound man. Greater emphasis has been placed on your sound man, as it was historically. In addition, you will gain more information on the contact when you get a visual sighting, such as the ship's nationality.

This will be fully integrated into version 2.0, and will incorporate changed icons, changed sound files, changed messages (for several stations), etc and should provide for more realistic gameplay and challenge.

The long-range ship sightings that you receive via Enigma have not been changed. Depending on your patrol zone you will have a fair idea of the nationality of the convoy. You will still have a good idea of its direction.

Most direction indicators have not been changed.

The long-range convoys are divided into Task Forces and Convoys, which should give the player a fair idea of their ship composition.

The only difference I added for long-range convoys is the generic grey icon.

Most changes in the Contact ID Mod will apply mainly to the player's U-boat.

For example:

Suppose contact is made with the enemy. The map will reveal only a grey icon indicating whether it is a surface or air contact. You will not know whether it is friendly, enemy or neutral, or whether it is a warship or merchant.

You check with your sound man and he indicates it has low speed screws. That means it might be a merchant or a submarine. Do you pursue it? You will have no idea if it is an enemy, friendly or neutral vessel until you make visible contact with it. So you're taking your chances.

Even when your crew makes a visual contact, they will not give the bearing; they will only indicate a vessel has been sighted. You, personally, must scan the horizon to locate the contact and identify it.

At this point, if you pass your mouse over the contact, it will indicate the nationality of the ship (for example, British Surface), but it still won't tell you what it is.

By combining all the information (Low speed screws and British Surface), we know it's a British merchant ship.

2) Added new English wav sounds to correspond to the new Contact ID Mod for those players who wish to use the English sounds in-game, but want to keep contacts from being identified.

3) All bright red colours normally seen in the top and side bearing numbers, range, and damage indicators have been changed to a dull grey colour making it more realistic and less intrusive. This has been done for the following stations: Periscope, Deckgun, Machinegun, Uzo, Bridge, and External views for both 640 and 800 resolutions.

4) Removed the Range and Damage indicators that appear at the periscope, Deckgun, Uzo, and Machinegun stations. What this means is that you will be unable to get the range or damage of ships from these stations. You will have to use visual clues as to the amount of damage you have inflicted on a ship or use the results screen to find out if it is sinking. In addition, in order to calculate the range of a ship, you must now go to the chart room. This should make things a bit more realistic.

5) Replaced the two bright red cursors with two newly modified grey cursors.

6) Revised some settings on the destroyers.

7) Added the Camera Elevation Mod. I take no credit for this; I am merely including this for the player's convenience.

8) Added experience ratings for all aircraft in the Lookout station. In the early war years aircraft will have less than perfect aim in attacking your U-boat. This inaccuracy increases with poor visibility. As the war progresses, their aim gets better.

9) Reduced the armour penetration values for 20mm, 30mm, 37mm and 40mm guns to more realistic levels. The U-boat secondary guns should cause less damage to ships.

10) Graphic Mods - I will be adding small "patches" to a folder that will be included in version 2.0 that will make some graphic mods compatible with this mod:

* Das Boot Periscope Mod is now compatible.

11) Implemented air night attacks according to their historical dates.

According to what I have found ASV radars were fitted to British planes (the Beaufighter) in approximately June, 1941.

The Leigh Light (a powerful search light that was used to track U-boats at night) was fitted to planes in early 1942. The first recorded sinking of a U-boat at night by aircraft was in June, 1942.

So based on this information, all aircraft prior to January, 1942 will be unable to attack U-boats at night. However, from January, 1942 until the end of the war, Allied air power will be searching for U-boats. So sleep lightly.

12) Examined all the files and looked at the radar systems for all planes throughout the war.

I have found several discrepancies in dates and/or some radar systems actually being left out of some aircraft.

This has now been corrected.

All aircraft now have radar systems roughly corresponding to their actual historical dates.

13) Changed all U-boat turn rates. Basically, SH2 does not distinquish between submerged and surfaced turn rates.

For example, surfaced, a U-boat might take 160 seconds to make a complete turn. Submerged, it might take that same U-boat 85 seconds to make the same turn.

So I have made a compromise, taking the average of the U-boat's surface and submerged turn rates and combining them into one value.

So the new turn rate value for that U-boat will be 110 seconds to make a full turn. This value will vary somewhat according to the type of U-boat (between 65 to 135 seconds).

This will have the following effects:

1) U-boats vs DDs in surface/periscope encounters will be far more dangerous. The U-boat will be unable to keep up with the speed of the approaching DD and DE, especially if they approach in pairs and/or from side-to-side. The best course for the U-boat (as it was historically), will be to dive, dive, dive and hit those thermal layers.

DDs were dangerous to U-boats, but DEs were even more dangerous (and feared) since they could maneuver faster than the DD and U-boats.

2) U-boats vs Allied aircraft in surface encounters means that the U-boat will be slower to out run falling depth charges and thus suffer from their effects. It also means that diving sooner may be the better option.

So, on average, DDs will turn faster than U-boats. Destroyer Escorts will, on average, turn 2 times faster than U-boats, thus making them formidable opponents as they were historically in WW2.

14) Changed some DDs turning rates, but mostly changed the turning rates for most Destroyer Escorts. DEs are now faster than they were previously.

Historically, the Allies wanted DEs because of their speed. It was also for this very reason why U-boat crews feared them.

On average a U-boat's turning rate for 180 degrees will be 110 seconds; for a DD it will be about 80 seconds; and for a DE about 50 seconds.

Players should find it a bit harder to use DEs for target practice.

15) For players who use the German version of SH2, I will be including a separate "Atlantic.cam" file you can use to play the version 2.0 campaign. It will be enclosed inside a separate labelled folder.

16) Created a campaign mission saved game feature. Now you will be able to save your campaign missions at any time you wish and then play them again when you want. This feature is now part of version 2.0, and has its own screen and save panel. This should be used when starting NEW campaigns only.

17) Fixed the radar station. Now you will be able to detect aircraft and surface ships using the radar station. These ranges will improve by 1944.

Depending on weather, you should now have some notice when aircraft are about to attack. The radar will also display multiple blips, when several ships are sighted.


18) Completed revising all Campaign scenarios and single scenarios. The following was done:

* Scenarios were checked for errors and fixed

* Several gameplay bugs were corrected

* Random unit spawning rates were reduced

* Changed ship placement and spawning rates in several scenarios

* Changed the objective requirements in most scenarios

* Most scenario briefing text files have been re-written and/or edited

* Adjusted the weather fronts in all scenarios


19) Completed making the version 2.0 campaign and single scenarios compatible with Seeadler's graphic mods: Sun, Sky, and Land mods.



***** VERSION 1.6 CHANGES *****


1) Fixed several bugs in a couple of Campaign Scenarios.

2) Re-wrote a couple introductory text briefings.



***** VERSION 1.5 CHANGES *****


1) Improved distance spotting in all of the revised campaign scenarios and single scenarios with a changing visibility factor. Now players will experience different spotting distances throughout a scenario ranging from 8,000 to 2,000 meters depending on the time of day, etc

Personally, I think half the fun is spotting a ship and tracking it for a final confrontation.

2) Altered U-boat types for the campaign. Now the player will have the opportunity to sail in 9 different U-boats as he progresses throughout the course of the campaign. The player will start the campaign in a Type IIB U-boat and end it with a Type XXI U-boat. In between you will sail in several versions of the Type VII, Type IX, etc.

The name of the new U-boat types will not appear in the mission selection screen. However, they actually are present once the campaign scenario starts. You can check your new U-boat type at the damage screen station.

3) Added the new U-boat types to the mission briefings. You will be advised by the High Command when you take control of a new U-boat.

4) Adjusted damage values for all depth charges.

5) Fixed some minor weather front errors.



***** VERSION 1.0 CHANGES *****


1) All of the game's default single Scenarios and all Campaign scenarios have been improved by adding RoE (Rules of Engagement) for all ships, submarines, aircraft, and gun turrets. This should liven up the AI. Also, most aircraft have been given different and variable altitude settings. Included are the two fixed campaign scenarios: "2BSubhunt" and "8Bfestung".

2) Added CDragon's "Plane.AI" file. This, coupled with the RoE, means that Allied and Axis fighters will now fly in low and "strafe" ships.

3) Removed the word "RELOAD" from the U-Boat AA gun stations. Now, when you use the AA gun stations you will no longer see the word "RELOAD" when it is re-arming itself. This should add a bit more realism to the game.

4) Recalibrated all of the depth charges specifically for:

* Range of depth charge projection

In most cases these values have been reduced. What determines the distance a DC will travel is the strength or power of the actual thrower. In most cases I have given the DCs a general throwing distance to take into account the use of both Depth Charge Racks and Depth Charge Throwers.

For example, in the default game, depth charge throwers can throw a depth charge 120 meters.

In actuality, many depth charge throwers could toss a depth charge only 61 meters, while the heavy depth charges could only be tossed between 41-50 meters.

Even so, I have allowed these depth charge throwers to toss a depth charge 100 meters. A compromise.

Also, in the default game the Mark VII depth charge is given a setting of 250 meters (distance tossed). In actuality in the first 3 years of the war the Mrk VII only had a setting of 91 meters. In the late war years this setting went to 182 meters.

So as a compromise I gave the Mark VII a 100 meter toss setting. A more realistic setting.

* Damage Points of impact

* Radius of explosion

These have been reduced somewhat to better reflect the back-and-forth battle that occurred between Allied surface vessels and U-boats. U-boats usually weren't destroyed by one or two depth charges. Instead they often spent long periods of time being depth charged as they sought an avenue of escape. This should now be reflected in the game.

For example, in March 1943, Convoys HX229 and SC122 with 88 merchant ships and 15 escorts, were bound for Europe from New York, via Halifax, on parallel courses. In mid-Atlantic, they were relentlessly attacked by 45 U-Boats operating individually and in "wolfpacks," which fired 90 torpedoes, sinking 22 ships, and resulting in 372 dead. Germany called it the "greatest convoy battle of all time."

British and U.S. escorts used 298 depth charges to sink one German submarine and to damage several others, while suffering 1 casualty.

Another example:

Here is some information regarding the explosive impact and radius damage of a British Mark VII (Heavy) depth charge:

The British claimed this DC would split a 0.875 inch (22 mm) hull at 20 feet (6.1 m) and force a submarine to surface at about twice that distance. A minol charge introduced in 1942 increased these distances to 26 feet (7.9 m) and 52 feet (15.8 m), respectively.

Yet, in the default game settings, this depth charge has a blast radius of 30 meters even in the early war years. This is twice the blast radius of even the late war depth charges.

As a compromse I have given this depth charge a blast radius of 20 meters, which is still bigger than its historical counterpart.

From my findings, the default game 100% U-boat vulnerability setting is actually more like 150%.

With the new changes you should be able to play at 100%, but it still won't be easy. Your U-boat may not be destroyed when it is struck by the first few depth charges. Provided you exercise the proper maneuvers, you should be able to withstand a certain amount of pounding while you attempt to escape.

5) Completed the evaluation of all naval gun armour penetration and damage point values for all navies in the game.

As a result of my findings, I have changed many armour penetration values and damage point values for all naval guns in the game. In many cases these values have been reduced to more historic levels. In those scenarios that feature exchanges between opposing surface ships, the player should see longer, more satisfying naval exchanges.

However, since the player in this game commands a vulnerable U-boat, being caught on the surface by enemy destroyers still means a one-way ticket to Davey Jones Locker if evasive action is not taken quickly enough.

6) Completed an examination of naval gun accuracy for all naval guns on all ships and submarines in the game.

Generally, most naval guns have been made a bit more inaccurate. The default game settings were too laser-like. Now, if your U-boat gets caught on the surface you have a slightly better chance of submerging before you are blasted out of the water.

When I tested this out it was quite enjoyable seeing a couple of destroyers shelling my position as I started to dive. The shells splashed around my U-boat as I dropped from sight. It was quite exciting and felt a bit more realistic.

In addition, this means that capital ships (and surface naval battles) should last longer as opposing forces shell each other from a distance.

7) Added CDragon's new Destroyer.ai into this mod, and I have re-written ALL the campaign scenarios and single scenarios in order for the AI destroyers to take advantage of this more intelligent behaviour.

8) Added all NEW changing, dynamic weather fronts for all campaign scenarios and single scenarios. This means the player will experience changing weather, wind, visibility, etc throughout EACH scenario of the campaign.

Each scenario in the campaign has between 12-16 DIFFERENT weather fronts. Some scenarios has 18 different weather fronts, while one scenario has 30 different weather fronts.

When you consider that the default campaign scenarios originally had only ONE weather front, and that many other scenarios have 3-7 weather fronts, you can see what a difference this will make.

On a single patrol you might run into clouds, fog, storms, light rain, calm weather, etc which will impact both your convoy detection abilities and your attack strategies. You will never know what the weather will be like when you contact the enemy.

9) Implemented new experience ratings on all destroyer depth charge stations. Accuracy of depth charge crews will improve as the war progresses. This should make destroyer attacks more realistic throughout the war.

10) Implemented new experience ratings for all destroyer observation stations. Now destroyers will not be as quick to spot a U-Boat on the surface or when its at periscope depth.

11) Implemented new experience ratings for all submarine and U-Boat observation platforms. Your situational awareness will now be hampered in the early war years.

12) Implemented experience ratings for all U-Boat detection and maneuvering stations.

13) Examined all U-Boat specifications and made changes to a few U-Boats with regard to weight, cruising range, speed, etc according to historical sources.

14) Examined all aircraft bombs and depth charges and added experience ratings to them. Their accuracy will improve as the war progresses.

15) Added experience ratings to all merchant shipping. Their ability to spot you will be weak in the early war years, but will improve as the war progresses. This should allow for more realistic and historical avenues of attack, such as attacking on the surface at night.

16) The task of adding random elements to all of the default campaign missions has been completed. This involved adding random merchant, warship, and aircraft encounters to each scenario. Some objectives were also changed, or additional objectives were added, to a few campaign scenarios.

Number of campaign scenarios completed: 21 ; Number to complete: 0

17) Added random elements to all of the 11 default game single scenarios.

18) Added experience ratings for all the capital ships.
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Entre las opciones de realismo, ya veis que está que la tripulación no te va a identificar los buques que se encuentren. Para saber si es de guerra o mercante deberás acudir a la sala del sonar. Y cuando se tenga contacto visual, no te van a decir qué tipo de barco es ni su nacionalidad. DEberás corrártelo tú. Con ese fin, un tal Turneg se está currando todos los mercantes y pintándoles en la chimenea el color de su bandera. Así, la identificación final deberá ser visual.
No está mal.
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Kron161
Stabsbootsmann
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Todos estos parámetros son fácilmente ajustables a gusto del consumidor. Recuerdo que lo de los radios y velocidades de giro de los u-boot era algo que ya se había hecho en su momento....
La novedad consiste en reunir todos esos mods en un único pack.

El problema, el auténtico problema es que todo aquello que impide que este juego pueda tener una auténtica jugabilidad histórica está "hardcoded" y que únicamente subsim tiene acceso a eso.

Y esto precisamente me trae a pelo la historia del nacimiento de SH2 y DC... si tenían todo el juego que Aeon había hecho con cantidad de realismo... antes de que Ultimation lo destrozara...

Es posible que SH3 sea todo el desarrollo original de Aeon al que sencillamente le han puesto un motor gráfico actualizado?? Sería la forma en que Ubi rentabilizaría una inversión que hasta ahora no les había dado demasiado beneficio.
En fin... ya veremos.
Hitman
Stabsbootsmann
Stabsbootsmann
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Y esto precisamente me trae a pelo la historia del nacimiento de SH2 y DC... si tenían todo el juego que Aeon había hecho con cantidad de realismo... antes de que Ultimation lo destrozara...
Eso me recuerda que lo comentamos en la quedada, Kron :) , y desde luego llevas mucha razón. Al hilo de ello y de otras cosas que estoy investigando, estuve trasteando con la version 1.0 del juego ( Sin el parche 1.1 ) y te puedo asegurar que es mil veces mejor que la 1.1 a la hora de jugar en single. Tanto, que ya no he vuelto a instalar el patch y estoy adecuando mis mods favoritas a la 1.0

Puedo prescindir de un agua mas chula y otras cosas menores a cambio de lo que tengo ahora :D : Destructores mucho mas listos e imprevisibles, y que vuelven al convoy tras atacarte en vez desaparecer en otra dirección, sonar de sólo 18 millas de alcance en vez de las irreales 50 del patch 1.1, vacas lecheras que funcionan y otros detalles....

No vuelo al 1.1 ni loco, y si he estado tanto tiempo usándolo es porque casi desde que compré SH2 ya estaba el parche disponible y siempre dí por supuesto ( Equivocadamente ) que era mejor.

El 1.1 ya lo hizo entero Ultimation, y está claro que cuanto mas metieron la zarpa, mas lo fastidiaron.... :roll:

Saludos
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Hitman, he leido tu post al respecto en subsim. ¿Te importaría desarrollar un poco más este tema?
¿¿¿¿Y el DC sin el 1.1??????

¿Las mejoras gráficas no funcionan con el 1.0? ¿El parche1024 es compatible con el 1.0? También dices que los de Vickers no son compatibles con el 1.0 ¿Porqué? Si das alguna pista tal vez Redwine pueda meterles la zarpa.



¡¡Jodo, ya me has puesto nervioso!!
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Kron161
Stabsbootsmann
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Quien dice que los mods de vickers no son compatibles con la version 1.0 del juego??? yo ya los tenía instalados antes de que saliera el parche 1.1

Con lo que respecta al parche 1024... es sencillamente un ajuste gráfico que TEORICAMENTE debería ser aceptado por la versión 1.0

recapitulemos:

1) SSI encarga a AEON (desarrollador del Silent Hunter 1) un juego de submarinos ambientado en el atlántico (SH1 estaba ambientado en el pacifico) con capacidad multiplayer (es lo que está de moda en ese momento. Todos los programas salen con un multiplayer, por muy truñero que sea). Aeon se pone manos a la obra. Tomando como referencia AOD y SH1 deciden mejorar lo existente y según una persona que había trabajado en AEON y lo había visto con sus propios ojitos, AEON crean un programa que permite a los jugadores una campaña en solo player que mejora lo existente (SH1 y AOD) y permite a los jugadores jugar en wolfpack contra la AI.

2) SSI es comprada por UBI.

3) Alguien en UBI decide dar una vuelta más de tuerca y hacer un simulador "doble" para "doblar" beneficios, así que desarrollarán también un juego de destructores que permita multiplayer contra el SH2. AEON no puede también ocuparse de DC si se pretende que SH2 salga en las fechas previstas, así que UBI asigna el proyecto del DC a Ultimation con las instrucciones de que se pongan en contacto con AEON para coordinarse entre ellos.

4) Comienzan los problemas: Los puristas y detallistas AEON, con un proyecto muy avanzado no consiguen ponerse de acuerdo con Ultimation, quienes para abaratar costes, van a saco por el camino más expeditivo y se niegan a recorrer el camino AEON, proponiendo en cambio un programa más simplificado (y mas barato). Las fechas de lanzamiento se posponen para ser vencidas y ser pospuestas de nuevo. Esto ocurre una y otra vez.

5) Con un retraso acumulado monumental, UBI decide coger el toro por los cuernos. Hacen inventario:

A) SH2, desarrollado por AEON, que supera todo lo existente hasta el momento en single player y permite multiplayer en concepto de wolfpack.
Los costes de mantener lo presente y además modificar el juego para hacerlo compatible con el proyecto de Ultimation se disparan.

B) La propuesta de Ultimation. Graficos no tan cuidados, programa más sencillo, proponen tirar a la basura el código de AEON y cubrir ellos todo el proyecto SH-DC con su código con unos costes totales inferiores a los propuestos por AEON

Ubi toma una decisión y liquida la cuenta con AEON haciendo que AEON entregue todo lo que tiene tal cual está a UBI. El proyecto es entregado a Ultimation. A partir de aqui, se sabe que UBI mantiene en su "site" screenshots del proyecto de AEON que posteriormente ni siquiera aparecen en el juego. Ultimation hace a toda prisa un apaño con los dos juegos, se queda con lo que puede de AEON y descarta el resto. Se rehace un código para SH2. y se vuelve a modificar el DC (compatible con el SH2-AEON) para hacerlo compatible con el SH2-Ultimation. El producto es lanzado a la calle.... el resto? ya conocemos lo que pasa.

Problemas, RTime... promesas incumplidas, Parche 1.1, Projekt messerwetzer, etc...

HerrBaron, que fue, posiblemente una de las pocas personas fuera de Ultimation que puede decir que ha visto el código SH2-DC en profundidad, afirmó:

"Se notan muchas manos, se modificó muchisimo la estructura original del juego: Parches, pedazos, apaños. El codigo está embrolladísimo. Estuvieron echandole codigo a espuertas hasta que el invento consiguió funcionar."

pero.... tras las criticas desfavorables que ubi recibio... miradlo desde el punto de vista empresarial. Ultimation hizo dos programas y cobró por ellos. Luego Ubi pagó una inversión que convirtió en contribución con las ventas de SH2 y DC....

Pero que pasa con la inversión que se hizo con AEON? Donde está el código original de SH2??? donde está el retorno de esa inversión????Evidentemente aquellos gráficos no sobrevivirían ni un dia en el mercado... pero si el código es bueno y el programa vale y se pagó un buen dinero por él.... que pasa si se le pasa el tema a una empresa que pueda ponerle unos gráficos actualizados??? Con una mini-inversión (no hay que desarrollar codigo desde cero) puedes lanzar un producto que será disfrutado por la gente como lo fué SH1 y AOD... tomado como referente para futuros productos... o no??? Reaprovechar código permitiría acortar en una burrada los plazos de entrega de un producto. Así que a menos de 6 meses de cancelar Harpoon 4 (recordemos que había estado en desarrollo durante casi dos años) y de despedir a Ultimation, Ubi anuncia por sorpresa que en poco menos de medio año lanzará al mercado un simulador nuevo que será lo que SH2 no fue...(o lo que pudo haber sido????)

No tengo las respuestas a mis propias preguntas. Y al igual todo son imaginaciones mias... o no??. :lol: :lol:
Hitman
Stabsbootsmann
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Efectivamente, Kron, y el espectacularmente corto tiempo de desarrollo del simulador te dá la razón, así como el hecho del multiplayer sólo entre subs. :)

Ahora bien, y en la parte que nos toca como flotilla combinada, lo que esto deja claro es que por ahora el único sim para jugar humanos CONTRA humanos con subs y DDs va a seguir siendo el SH2/DC, y lo mismo si alguien quiere jugar como sub americano.

Por eso, en la WPL ya han anunciado que se creará una nueva sección para SH3, pero no se abandonará el SH2/DC, y creo que seguirá mereciendo la pena trabajar en él.

Lo único que hace falta es tener un programador de C++ con ganas, y meterle mano a todos los pequeños detalles de SH2/DC que serían fáciles de cambiar, pero estan codificados.

El trabajo duro de estabilizar el multi ya lo hizo HerrBaron, pero ahora hace falta alguien que elimine las pijadas que quitan realismo, como el super-sonar de los subs ( Que además sigue funcionando en superficie ), la supervelocidad que se alcanza con los planos manuales, el TDC automático e instantáneo, etc.

Com muy poquito mas, podríamos jugar con realismo a muerte, y yo seguramente puedo conseguir permiso para acceder al código, pero ese permiso tiene que ser para una sola persona, que lógicamente sepa programar en C++. Y desgraciadamente, no hay nadie disponible para ello :(

En fin....
Beltza
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Por aquí sólo está MacMollo, pero está enfrascado en su propio proyecto y no querrá meterse en más jaleos.
En resumidas cuentas, vamos a recibir el SHII original unos tres años despúes ... :?

En cuanto a la versión 1.0, Hitman, la mayor pérdida es que ya no se puede usar los planos en manual. Y eso es tema del código duro me imagino ...

Un saludo.
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Alfonsuas
Leutnant der Reserve
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Magnifico post Kron. No se si será "toda la verdad y nada mas que la verdad" pero encaja como un guante.


Carlos habia un parche que ponía los planos en manual, antes de salir el parche 1.1. Seguro que alguno lo tiene aún por ahí, en las profundidades de su disco duro
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Comandante en Jefe
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Registrado: 31 Ago 2000 02:00
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Ha salido la versión 2.1
Comandante en Jefe de la 24 Flotilla
¡Larga vida a la 24!

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