Das Boot Sound Mod
After much talk and a couple of requests, as well as realizing that the only place it was ever available is now gone, I have reworked and rereleased my version of the Das Boot Sound Mod, originally created by some very talented guys for SH2, and converted for SH3 by me.
This changes a lot of the sound and speech files, replacing the latter with sounds from the movie. It is now JSGME-ready, but I strongly suggest you listen to each file and place them by hand. That way you won't be coming back later and saying "I liked my old sound better. Does anybody have a copy of it?" Or make sure you make a backup copy of the folder, so you can change things around later. Also, read the readmes. The first one gives credit to all the original creators, and all three explain what was changed and where. I hope you survive the experience. [edit] Until someone complained I had no idea that the links still went to the FileFront site (which hasn't even been FileFront for years) and what is now GameFront doesn't keep files very long. Here is a new link to Subsim's Download file. http://www.subsim.com/radioroom/down...do=file&id=978 And the little speech fix I did later. http://www.subsim.com/radioroom/down...o=file&id=1528 |
Oh oh oh oh! Thanks! :rock:I take this works for SHIV:UM too, atleast the speech files.
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ok... throwing wrenches is one thing, but this is just mean... :nope:
:rotfl: Just kidding, mate... Thanks for rescuing this precious mod from the deeps. :up: |
Do we get a free cookie with it Steve?
DLN. :) |
I have this one, if it's wanted I can upload it.
Rulle34's Das Boot submerged sound_mod |
I have one bit of bad news. I was listening to it and realized that I used my own setup. This means that the WeO_Torpedo Impact files are the same in the main version and in the 'Alternate' folder. They are both blank files. I originally had the file from the movie with Lumprecht (the Bosun) telling the off-duty guys that it was a hit, and then shushing them when they started cheering. I got tired of hearing it over and over and switched to the blank file, so all you hear is the torpedo hitting and no voices. It seems that when I did that I didn't back it up, so now I don't have that file anymore, and I can't find it on any of my SH2 stuff. Sorry.
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:damn: Another mistake!:damn:
I placed the .wav files in the wrong place. They should be inside the 'Sound' folder. On the other hand, maybe that's a good thing. There are many different opinions on what are the best sounds for those files. Sorry again.:damn: |
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Yes, I would love to have a copy. I like to collect things, and also you can never have too many sounds! |
Hey Steve, do you mind if I use a couple of sounds in my new version of the sound pack?
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DL - http://files.filefront.com/Ono+Cheer.../fileinfo.html |
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I'll have it converted and up pronto!:sunny: |
Okay, it's up and you can now have the crew cheer when a torpedo hits. The link is now added to the first post at the top of the page.:sunny:
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Your welcome
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sounds great!:ping: :up:
have you thought about exploiting the music player to add in more ambient background DAS BOOT sounds..crew chatter ...drips those sort of clips from the film reason i think this is an interesting approach is that the SH3 music player is dynamicaly tied to the in game events...in that it will play one sound file whilst you are simply cruising along..another whilst you are stalking a convoy (how does it know that's the fun part!) and yet another sound file whilst you are attacking or being attacked.. all without interupting the normal game sound files commands engine noise pings etc etc.. this way you can have the ambient crew chatter etc file actualy change according to the situation you are in during play... when you think about it this is pretty interesting stuff... to edit you just go to the music.cfg in the sound/music folder and it shows the diffetrent situations and which files get played in those situations...here's an example [GENERAL] CertainityTime=1 MinDuration=200 FadeTime=200 [STATES] States=8 State1=BEGIN State2=NORMAL State3=BATTLE State4=TENSION State5=HIGH TENSION State6=VICTORY State7=DEFEAT State8=JOY [BEGIN] Tracks=3 Track1=Intro_1_Master.ogg Track2=Intro_2_Master.ogg Track3=Intro_3_Master.ogg [NORMAL] Tracks=11 Track1=Stalker_1.ogg Track2=Stalker_2.ogg Track3=Stalker_3.ogg Track4=Stalker_4.ogg Track5=Stalker_5.ogg Track6=Stalker_6.ogg Track7=Stalker_1_Mix.ogg Track8=Stalker_2_Mix.ogg Track9=Stalker_3_Mix.ogg Track10=Stalker_4_Mix.ogg Track11=Stalker_5_Mix.ogg it has been pointed out that the sound files will of course also play whilst you are in the external view and during next ship extravaganzas but then so do the crew voices when you issue a command...etc so it's no more bizaare than stock when all said and done.. and you have 8 different types of situation to exploit (they do work!) [STATES] States=8 State1=BEGIN State2=NORMAL State3=BATTLE State4=TENSION State5=HIGH TENSION State6=VICTORY State7=DEFEAT State8=JOY :up: just a possible way to make use of a usualu neglected fascinating feature of the game:hmm: :up: |
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cheers redfox:up:
one trick i am using with the music is to replace some of the stock music files with silent "tracks"..as the game randomly selects one music file to play from the list for each situation and also plays them in a random order (another huge factor in it's favour) this means that the music comes and goes preventing it from getting tiresome.. on the DAS BOOT side the application for that idea would be to have most of the sound files for the non combat situations set to silent "tracks"...so that only during combat situations would you get the ambient background DB sound file playing...this means generaly that only whilst you are submerged would you hear the interior crew chatter etc..which of course would change to match DC attacks...periods of undetected slaking of a convoy. etc etc..allowing for fully dynamic and multi layered DB sounds ! apologies to sailor steve for the intrusion ..hope i haven't detracted for the thread here..:up: |
Thanks for doing this!
I'm having some trouble though - not very sophisticated in these things. Which folder do I place in MODS before using JGSME? I've played with it a few different ways, and all I managed to do was to lose all speech! EDIT: Based on SH3 Commander warnings, it may be that I juggled some settings in SH3C that are causing the sound to go away. Hold yer horses, as Grandma would say. EDIT: Yup, works great now that I have reset TC for particle rendering and character animations in SH3C to their original values. Thanks again Steve. |
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But this...this is something else entirely! Maybe you should do it, as it will be some time before I can even experiment. But if nobody else does it, experiment I will! Quote:
Thanks, CB!:sunny: Oh, and Rykaird: I'm glad you got it working. |
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