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Old 10-03-07, 12:42 PM   #1
chris
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Join Date: Jul 2005
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Default [REL] Einbecker`s - Spirit of machines - Audioevent Vol 1.0




Notice: I have combined one sound with WeO/WaO order, which I do not use.
WeO/WaO_K/P/S_Marking_nearest_ship > (Diesel engine start)

Table of content
  • Diesel engine start: To start the engines manuell, it was necessary to combine the sound with one the officers orders. WeO/WaO order was the best way, because it allows to overlay the normal engine sound to the start sequence. Also you can start the engines when you are using the snorkel.
  • Rudder electric power steering: Different sounds for port/starboard inclusive evasion maneuver (Double turn port/starboard) and order (Returning to course)
  • Trim pump: When pressing key for dive and setting the new depth manuell on the depth gauge. If you are on silent running, you will only hear the dive planes switches
  • Radar: different electric engines sounds for Radar extend and rotation
  • Recharging batteries
  • Standard propulsion
Addon for XXI
  • Extend dive planes: ChE_K/P/S_Periscope_depth
  • Tube automatic loading system
Of course you can use it for all other typ of u-boats!


To make this mod JSGME compatible, it is necessary to copy the files from folder 1 into the folders 2 –9. Spirit of machines Audioevent Vol. 1.0 was tested with SilentHunter III Patch 1.4b but without warranties of any kind. It is strictly forbidden to use this mod for commercial purposes of any kind.
Credits: Special thanks goes to the modders of „Das Boot“ Sound Mod.


http://hosted.filefront.com/einbecker/
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Old 10-03-07, 01:03 PM   #2
Alex
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Sincere respect from me one more time, mate, you really have found good samples, it looks just real.

Congratulations !
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Old 10-03-07, 04:07 PM   #3
Hawk U-375
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Just checked them out....Really Great work...
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Old 10-04-07, 04:32 AM   #4
Venatore
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Excellent addition. This is a really good mod, a must have in my opinion !
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Old 10-04-07, 07:55 AM   #5
Cezbor
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I'll try it, thanks in advance
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Old 10-04-07, 11:05 AM   #6
Paajtor
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I love the ideas for this mod.
And thx for not neglecting the XXI!

But is it normal, that the OGG-sounds don't play correct, when I just open them up (with JetAudio, full version)?
The examples (OGG>WAV) play just fine...the others sound like an alien with a distorted robot-voice.

I would like to know, if this is normal, before I install the mod.
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Old 10-05-07, 07:50 AM   #7
Borgneface
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Quote:
Originally Posted by Venatore
Excellent addition. This is a really good mod, a must have in my opinion !
It looks like a great mod and I am downloading it now.....I did not hesitate once i read Venatore comment

Now just one little question I hope that Venatore will know the answer..
I am using "Tikigod's Engine Orders Telegraph Sound Pack FUll Version (German)" which I downloaded on "JCWolf Harbour" (Great site by the way). Are these 2 mods compatible together?

Tnak you for your help
Good hunt to all.

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Old 10-05-07, 08:13 AM   #8
Klaus_Doldinger
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Totally compatible, as far as I have experienced.
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OL zS. Siegfried Rollmann, U 108 in WaW IV, 6th war patrol with GWX 3.0 Gold (111.829 BRT)
Lt zS Klaus Doldinger (U 36), 4th war patrol with GWX 3.0 Gold (50.713 BRT)
SH3 Cmdr 3.1
GWX 3.0
GWX 16 Km atmosphere
GWX no medals on crew
GWX open hatch
GWX Saint Nazaire, Schleuse and units
OLC GUI 1.2.7
Thomsen´s sound
Torpedo damage final
Rubini´s lifeboats and debris
D.i.D.
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Old 10-05-07, 10:00 AM   #9
Borgneface
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Quote:
Originally Posted by chris
....To make this mod JSGME compatible, it is necessary to copy the files from folder 1 into the folders 2 –9.
Ok I beg you all not to laugh....

But this is the first time I have to do this for a sound MOD! Could you confirm that I understand correctly:
" I hace to copy all files from folder 1, into folder2, 3, etc.....? and do I have to do the Same for the XXI folder?
Also is it possible to have the Spirit of machine sound for the XXI install at the same time ?
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Old 10-06-07, 03:07 AM   #10
nikbear
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I and some others asked this last time about the other mod chris did and never got an answer people don't (or won't) understand that some of us aren't as computer savvy as the rest and need some help regarding this issue.Why modders don't use JSGME is beyond me its so much easier for people to use and if there are any conflicts with anything you are using,2 clicks and its gone,simple. as the saying goes "it doesn't make you any better a carpenter because you can bang nails into wood with your bare hands,the smart guy uses a hammer"
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Old 10-06-07, 03:30 AM   #11
Klaus_Doldinger
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Simply copy the contents of folder 1 in folder 2, 3 and so on and remember to follow the usual JSGME structure: mode folder/data/...

Regarding Type XXI, I don´t know, I never use it. My favourite ships are Types VIIB and C and sometimes (like in my actual campaign) a Type IX: I want to have a trip in the Caribbean Sea...
Note: I´m also a computer-incompetent
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OL zS. Siegfried Rollmann, U 108 in WaW IV, 6th war patrol with GWX 3.0 Gold (111.829 BRT)
Lt zS Klaus Doldinger (U 36), 4th war patrol with GWX 3.0 Gold (50.713 BRT)
SH3 Cmdr 3.1
GWX 3.0
GWX 16 Km atmosphere
GWX no medals on crew
GWX open hatch
GWX Saint Nazaire, Schleuse and units
OLC GUI 1.2.7
Thomsen´s sound
Torpedo damage final
Rubini´s lifeboats and debris
D.i.D.
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Old 10-06-07, 05:11 AM   #12
Borgneface
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Default Thank you for taking time to answer

Thank you Klaus_Doldinger & Nikbear for your complete and clear reply and comments. After reading your posts, I just went to check those famous folder and I discoverd that they were all empy except of course the 1.....It never crossed my mind to check them. Like you say, so many modders always make their work JSGME ready....Anyway All clear.

My favorite sub are alos the VIIB & C and I am actually playing my longer campaign ever, -th patrol on a Type VIIC
And yes from time to time a trip the the hot seas with type IX

Good hunt
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Old 10-06-07, 01:42 PM   #13
chris
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Quote:
Originally Posted by nikbear
I and some others asked this last time about the other mod chris did and never got an answer people don't (or won't) understand that some of us aren't as computer savvy as the rest and need some help regarding this issue.Why modders don't use JSGME is beyond me its so much easier for people to use and if there are any conflicts with anything you are using,2 clicks and its gone,simple. as the saying goes "it doesn't make you any better a carpenter because you can bang nails into wood with your bare hands,the smart guy uses a hammer"


Dear Mr. Nikbear,

last time, I remember, I gave you an answer. Also I wrote, that I didn´t promise to you anything.

I`am sorry, if you are not amused about the free sound-addon for SH. Please excus e me, that I didn´t spend more free-time to make it still easier for you, as I already explained in the actual readme - the easy steps to make the mod JGSME compatible.

Maybe you should think about, that it could give reasons to do it in the way I have done.

The actual mod has a size of about 15 MB. If I would make the mod JGSME compatible, I would have to upload 135 MB (15 x 9 copy into sound-folders). This means to me hours of uploading time, because I only have a very old analog-modem.

Kind regards
Einbecker
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Old 10-06-07, 02:11 PM   #14
nikbear
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Quote:
Originally Posted by chris
Quote:
Originally Posted by nikbear
I and some others asked this last time about the other mod chris did and never got an answer people don't (or won't) understand that some of us aren't as computer savvy as the rest and need some help regarding this issue.Why modders don't use JSGME is beyond me its so much easier for people to use and if there are any conflicts with anything you are using,2 clicks and its gone,simple. as the saying goes "it doesn't make you any better a carpenter because you can bang nails into wood with your bare hands,the smart guy uses a hammer"


Dear Mr. Nikbear,

last time, I remember, I gave you an answer. Also I wrote, that I didn´t promise to you anything.

I`am sorry, if you are not amused about the free sound-addon for SH. Please excus e me, that I didn´t spend more free-time to make it still easier for you, as I already explained in the actual readme - the easy steps to make the mod JGSME compatible.

Maybe you should think about, that it could give reasons to do it in the way I have done.

The actual mod has a size of about 15 MB. If I would make the mod JGSME compatible, I would have to upload 135 MB (15 x 9 copy into sound-folders). This means to me hours of uploading time, because I only have a very old analog-modem.

Kind regards
Einbecker
I'm sorry if My comments seem to be a critisim,they are not meant to be as such,far from it your work is of the highest calibre and comes with the greatest recomendation its just for computer thicky's like me its hard to deal with mods that are not the simplest to employ,you have to remember that some of us are not as talented as you
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Old 04-21-08, 05:06 AM   #15
Barbac
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Quote:
Originally Posted by chris



Notice: I have combined one sound with WeO/WaO order, which I do not use.
WeO/WaO_K/P/S_Marking_nearest_ship > (Diesel engine start)

Table of content
  • Diesel engine start: To start the engines manuell, it was necessary to combine the sound with one the officers orders. WeO/WaO order was the best way, because it allows to overlay the normal engine sound to the start sequence. Also you can start the engines when you are using the snorkel.
  • Rudder electric power steering: Different sounds for port/starboard inclusive evasion maneuver (Double turn port/starboard) and order (Returning to course)
  • Trim pump: When pressing key for dive and setting the new depth manuell on the depth gauge. If you are on silent running, you will only hear the dive planes switches
  • Radar: different electric engines sounds for Radar extend and rotation
  • Recharging batteries
  • Standard propulsion
Addon for XXI
  • Extend dive planes: ChE_K/P/S_Periscope_depth
  • Tube automatic loading system
Of course you can use it for all other typ of u-boats!


To make this mod JSGME compatible, it is necessary to copy the files from folder 1 into the folders 2 –9. Spirit of machines Audioevent Vol. 1.0 was tested with SilentHunter III Patch 1.4b but without warranties of any kind. It is strictly forbidden to use this mod for commercial purposes of any kind.
Credits: Special thanks goes to the modders of „Das Boot“ Sound Mod.


http://hosted.filefront.com/einbecker/
Hi folks,

Do you know about any problem using both Command & Combat Audioevent Vol. 2.0 (already JSGMed)and Spirit of Machines Audioevent Vol. 1.0 when running GWX2.1 ?

Barbac
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