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Old 05-22-08, 08:01 PM   #211
Philipp_Thomsen
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Quote:
Originally Posted by jaxa
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by jaxa
How to use your mod with Integrated Orders? There is conflict between these mods.
Nothing to worry about there, mate! V3 was made on top of integrated orders, you can enable without a problem!
It isn't as simple as you described, Kaleun. I enabled your mod via jsgme, but it is conflict between Sound Pack and Integrated Orders (commands_en.cfg, if I remember). After that during game I can't use binoculars for instance.

What you can do is to change the line #341 on the commands_en.cfg with the following text:

[Cmd341]
Name=WP_Target_nearest_ship
Ctxt=1
MnID=0x3F140002
Str=1052
Key0=0x53,Cc,"CTRL S"
Key1=0x53,c,"CTRL S"


One whichever commands_en.cfg you want to use, as this is the only thing that has been changed on the sound pack. This is related to the "diesel engine start sequence" when you press CTRL+S on the beggining of the mission.
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Old 05-22-08, 08:03 PM   #212
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Quote:
Originally Posted by sabretwo
PT,

First, great work. Most of the sounds that I was replacing on my own for use with your version 2.0 I have scrapped in favor of your new sounds. I especially like the creaking sounds and the new ambient interior sound. Excellent work!

One question...is the sound made when the deck gun fires "P02_$MGun_muzzle_flash.wav"? I plan on redoing this one a bit inclduing more reloading noises from an actual 105 and German orders being yelled during reloading. Right now it sounds a little weak for an 88 or 105 and the expended shell falling sounds too much like a small arms shell casing.

Thanks!
I agree with you. I think that you and I can work together to add new nice sounds to the next sound pack version. I need good man with good taste on sounds. It's very easy for me to edit sounds, but not as easy to find them. If you have anything and want to share and help, I would be very happy!
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Old 05-22-08, 08:07 PM   #213
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Quote:
Originally Posted by boneman
i did even hear saying "ultraschallen schweine verfluchte schweine and yes that is from the movie DAS BOOT OH MAN WHAT A GREAT MOD GUYS GET THOMSEN HIS SOUND MOD IT ROCKS





THANK YOU THOMSEN!!!!!!!!!!!!!!!!!!!!!!!!!
:rotfl:

Im particulary very happy with that sound. I understand what he's saying in german, and that's the exact feeling that we have when we are picked in active sonar pings! We want to curse the destroyer... "you pig... you disgusting pig!"
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Old 05-22-08, 08:09 PM   #214
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Quote:
Originally Posted by boneman
i forgit the sound folder in map data i only installed the speech folder now i did and i have your complete soundmod enabled my configuration: GWX 2.1 OLC GUI (newest) GWX 2.1 Mission orders and GWX 2.1 Warning orders and Thomsen soundmod (newest) IT IS FANTASTIC!!!!!!!!!!!!!!!!!!!!! i encourage everyone to use same configuration it is REALISM BASED AND ABSOLUTE SUCCES GUARANTEED: rock:
I also encourage you to use OLC Environment, its a masterpiece!

Thank you for all your words, it's very flattering!
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Old 05-22-08, 08:11 PM   #215
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Quote:
Originally Posted by Sag75
Ehi PT, how to download it?? i can't see... :p :p :p :rotfl:
i'm joking! sorry..

Congratulation for your improved V3.1! now everything is all right in my opinion!!

bye!
s

It's nice to see that I'm not the only joker around!

Actually mate, V3.2...

V4 will soon fall into development... soon as I have more feedback on what needs to be changed!
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Old 05-22-08, 08:34 PM   #216
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Downloaded v3, v3.1 and 3.2.
Just a couple of questions from a strictly mod-user:
I use spirit of machines and command/combat v2.01, i would obviously have to disable these via jsgme b4 enabling your soundpack...ya?

On your FAQ: ) There are narcissist songs in your gramophone folder and I hate hitler

There isnt a gramophone folder in the sounds folder in your download.

And finally the instructions: And also delete the folder "Library", from the mod's data folder. Deleting those will make
the mod work with the "jahowl kerr kaleun" after giving every order.

I cant find this folder in your download.........

Any help appreciated.
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Old 05-22-08, 10:23 PM   #217
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Quote:
Originally Posted by ssconvert
Downloaded v3, v3.1 and 3.2.
Just a couple of questions from a strictly mod-user:
I use spirit of machines and command/combat v2.01, i would obviously have to disable these via jsgme b4 enabling your soundpack...ya?

That is correct sir!

On your FAQ: There are narcissist songs in your gramophone folder and I hate hitler
There isnt a gramophone folder in the sounds folder in your download.

My mistake. V2 had a gramophone folder, but I decided to cut it out since the download size was already too big. With the gramophone folder, the download would be at least 500mb.

And finally the instructions: And also delete the folder "Library", from the mod's data folder. Deleting those will make
the mod work with the "jahowl kerr kaleun" after giving every order.

I cant find this folder in your download.........

Another mistake of mine. I forgot to upload that folder. But that's ok, it will work anyway. Do you want the jahowl herr kaleun back, is that it?

Any help appreciated.
Above in yellow
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Old 05-22-08, 10:43 PM   #218
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Thanks for quick reply.
Will try without the "ya herr Kaleun" for the moment.
Installing now and setting out on 9th patrol...............
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Old 05-23-08, 02:06 AM   #219
ssconvert
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Sorry Thomsen but ive actually want the "ya herr Kaleun" back.
Can you advise me how to do it please.

Thanks......
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Old 05-23-08, 08:21 AM   #220
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Hello Thomsen this is one great sound pack i am loving it BUT...no one else has Mentioned this so maybe it is only me .. when my radar picks up a contact i used to get the sound "ANSELL CONTACT" (not spelt correct??) but using your pack nothing. its not going to stop me using V3 but maybe a fix if possible.
Edited.. its ok i coppied the sound file's direct into the game files without any of the other files they all work ok

Last edited by SeaWolf U-57; 05-23-08 at 10:01 AM.
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Old 05-23-08, 11:22 AM   #221
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by jaxa
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by jaxa
How to use your mod with Integrated Orders? There is conflict between these mods.
Nothing to worry about there, mate! V3 was made on top of integrated orders, you can enable without a problem!
It isn't as simple as you described, Kaleun. I enabled your mod via jsgme, but it is conflict between Sound Pack and Integrated Orders (commands_en.cfg, if I remember). After that during game I can't use binoculars for instance.

What you can do is to change the line #341 on the commands_en.cfg with the following text:

[Cmd341]
Name=WP_Target_nearest_ship
Ctxt=1
MnID=0x3F140002
Str=1052
Key0=0x53,Cc,"CTRL S"
Key1=0x53,c,"CTRL S"


One whichever commands_en.cfg you want to use, as this is the only thing that has been changed on the sound pack. This is related to the "diesel engine start sequence" when you press CTRL+S on the beggining of the mission.
If I understand correctly, I must edit this file in SH3 data/cfg catalogue and after that enable your mod?
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Old 05-23-08, 04:17 PM   #222
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Quote:
Originally Posted by ssconvert
Sorry Thomsen but ive actually want the "ya herr Kaleun" back.
Can you advise me how to do it please.

Thanks......
Jahowl herr kaleun is not realistic, boring and repetitive, but if you want it's easy to get it back.

Read the instructions.txt that is with the mod, you will find a step by step how to do it. Or read the first post of this thread.
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Old 05-23-08, 04:18 PM   #223
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Quote:
Originally Posted by Phoenix1957
Hello Thomsen this is one great sound pack i am loving it BUT...no one else has Mentioned this so maybe it is only me .. when my radar picks up a contact i used to get the sound "ANSELL CONTACT" (not spelt correct??) but using your pack nothing. its not going to stop me using V3 but maybe a fix if possible.
Edited.. its ok i coppied the sound file's direct into the game files without any of the other files they all work ok
So it's working ok now?

I recommend to anyone to ENABLE my mod via JSGME. Just copying the files is not recomended, you might forget something.
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Old 05-23-08, 04:21 PM   #224
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Quote:
Originally Posted by Philipp_Thomsen
Jahowl herr kaleun is not realistic, boring and repetitive
You can add annoying to that list Serenity now....


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Old 05-23-08, 04:21 PM   #225
Philipp_Thomsen
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Quote:
Originally Posted by jaxa
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by jaxa
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by jaxa
How to use your mod with Integrated Orders? There is conflict between these mods.
Nothing to worry about there, mate! V3 was made on top of integrated orders, you can enable without a problem!
It isn't as simple as you described, Kaleun. I enabled your mod via jsgme, but it is conflict between Sound Pack and Integrated Orders (commands_en.cfg, if I remember). After that during game I can't use binoculars for instance.

What you can do is to change the line #341 on the commands_en.cfg with the following text:

[Cmd341]
Name=WP_Target_nearest_ship
Ctxt=1
MnID=0x3F140002
Str=1052
Key0=0x53,Cc,"CTRL S"
Key1=0x53,c,"CTRL S"


One whichever commands_en.cfg you want to use, as this is the only thing that has been changed on the sound pack. This is related to the "diesel engine start sequence" when you press CTRL+S on the beggining of the mission.
If I understand correctly, I must edit this file in SH3 data/cfg catalogue and after that enable your mod?
No... lemme explain again...

The only change that my sound pack requires is in line #341 as posted above. You need to choose with command_en.cfg you'll use (with other mods, or your own modified file) and add that line to the file, that's all.

In another words, no matter what commands_en.cfg you will use, as long as it's line #341 looks like the one I posted above.
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