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Old 02-05-11, 08:39 AM   #241
Sepp von Ch.
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Quote:
Originally Posted by Stormfly View Post
will see if i can do something optional in the next version
Each mode is activated in the bunker. I leave again on another "Feindfahrt" so I want to ask whether are any news with optional sounds?
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Old 02-05-11, 08:54 AM   #242
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Quote:
Originally Posted by Stormfly View Post
will see if i can do something optional in the next version
After i discovered your mod, since then i am not able to play sh5 if i do not have this mod of yours enabled.

Thanks you for your work!
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Old 02-05-11, 02:28 PM   #243
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Quote:
Originally Posted by Josef von Posorschitz View Post
Each mode is activated in the bunker. I leave again on another "Feindfahrt" so I want to ask whether are any news with optional sounds?
soon my friends, this evening i guess

...you can prepare a bit, it will be "MCCD" and "No Magic Skills" compatible also !

and to keep things easy i deliver my DBSM customized TDW New UI`s options file. It will have SH3 interface, together with hiding UI elements, and is special set for diesel engine start procedure and so on...
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Last edited by Stormfly; 02-05-11 at 03:02 PM.
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Old 02-05-11, 03:04 PM   #244
Sepp von Ch.
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It sounds absolutely brilliant! Prefer to use reaper7´s UI, but if the TDW´s UI will be adjusted (hiding UI elements, small draggable map, digital clock and other things that look too modern), then it would be wonderful!

Quote:
Originally Posted by Stormfly View Post
it will be "MCCD" and "No Magic Skills" compatible also!
Thank you for this in advance!
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Old 02-05-11, 03:48 PM   #245
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Quote:
Originally Posted by Josef von Posorschitz View Post

It sounds absolutely brilliant! Prefer to use reaper7´s UI, but if the TDW´s UI will be adjusted (hiding UI elements, small draggable map, digital clock and other things that look too modern), then it would be wonderful!



Thank you for this in advance!
...its all hidden from start on, even the TDc dials, plain clean screen


PS:

i compleded your wish regarding tube 1 and 4 selection sounds (didnt found good enough samples for 2+3), but you have to press the corresponding keys (SHIFT+F1 / SHIFT+F4) for it... its optional doing so, and also immersive, there is a fitting altered sample for TDW tube flood and opening switches also.
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Old 02-06-11, 01:37 AM   #246
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...sorry for the delay, but i found, together with another bug, the reason for that ugly

"drumbeat sound bug after sinking a ship" which was playing forever at a wreck side in 3d space, testing right now
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Old 02-06-11, 05:14 AM   #247
Sepp von Ch.
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Thank you Stormfly for info! I look forward to your new mod!
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Old 02-06-11, 05:24 AM   #248
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so far, changelog Stormys DBSM 1.3, still looking after a bug !

- added support: for Avee`s "No magic Skills" mod regarding generic crew answers and new interactions.
(personal edit for being able using overchargeable diesel and preheating torps, this change is not included).
- added support: for Athlonic's "MCCD" mod, added fitting compatible german samples for it, revised radio scripting.
- integrated: Rongel`s "Wasserbomben" sound mod, extended 50 shuffeling samples version.
- Integrated: Rongel`s "Battlestations" sound mod, altered some sounds regarding immersion compatibility.
- integrated: Ktl KUrtz`s BritishAsdicMkI v1.02K original for SH3.

- bugfix: "drumbeat sound bug after sinking a ship" which was playing for ever at a wreck side in 3d space.
- workarround: regarding "man the deckgun" sound is triggered by selecting a gun target using binoculars. -> commands.cfg [Cmd430],[Cmd431]
(generic sound for manning the guns now (ability start sample, fitting also in other situations. for silent running only use "Y" key now)) !

- overhauled: int./ext. background ambience sounds are quadrophonic and got overhauled.
- overhauled: torpedoroom ambience sounds have new crew and equipment noises, altered ranges.
- overhauled: central compartment ambience sound, added electrical devices humming, altered ranges.
- overhauled: TDW UI flooding and torp door switch sample.
- overhauled: periscope rising sample if using manual key.
- overhauled: hatch opening and closing samples.
- overhauled: TDC_Pistol_I sample.
- overhauled: extended "Radio Room Telemetry" sample.
- overhauled: silented "HUD click".
- overhauled: "dept charge" samples.
- overhauled: "Blunder Bernard" got silented a little bit (arg... ohh.. ohhhh.. silent damn).
- overhauled: "go to snorcel dept" is "LI hold exact dept" now. if used in tension mode it plays a LI panic sample "dont let her go down further...".
- overhauled: "leveling" or "dept change" sample for tension mode.
- overhauled: "diesel engine is damaged"sample.
- added sound: torp tube 1 selection, usage "SHIFT+F1" -> commands.cfg [Cmd315].
- added sound: torp tube 4 selection, usage "SHIFT+F4". (tube 4 not perfect, more to come later)). -> commands.cfg [Cmd318].
- added sound: "taget identified" if using "SHIFT+I". -> commands.cfg [Cmd343].
- removed: 30mb flooding fx sample, not nessesary any more duo integration of Rongel`s "Battlestations" sound mod, less stress for sound system.

- optional support: fitting TDW UI`s options file (v. 6.3.7) using SH3 interface, hiding UI elemnts, Emtgufs scopes, fitting diesel recharge (startup) timers, keys working with altered commands.cfg and so on.

New changes in commands.cfg after DBSM 1.2: (little help for migrating into a customised cfg file)
[Cmd430],[Cmd431],[Cmd315], [Cmd318], [Cmd343].
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Old 02-06-11, 05:39 AM   #249
Sepp von Ch.
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Wow!
I know why BdU (Befehlshaber der U-Boote) keeps me and my U-552 in the bunker and I have to wait before the next "Feindfahrt"! LI of the 7.Flotilla, Lt. z. S. (ing.) Stormfly equip my boat with perfect news!
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Old 02-06-11, 06:04 AM   #250
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wow ... a true piece of art
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Old 02-06-11, 07:21 AM   #251
Sepp von Ch.
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Quote:
Originally Posted by Stormfly View Post

- added support: for Avee`s "No magic Skills" mod regarding generic crew answers and new interactions.
(personal edit for being able using overchargeable diesel and preheating torps, this change is not included).

Means that the text - answers and interactions (MCCD is in german, but Avee`s "No magic Skills" is only in english) will be in German? Fantastic!


Quote:
Originally Posted by Stormfly View Post

- optional support: fitting TDW UI`s options file (v. 6.3.7) using ...Emtgufs scopes, ...
It would be possible to use these Emtguf´s scopes ( http://174.123.69.202/~subsimc/radio...o=file&id=1685 )? I think they are beautiful and realistic scopes!
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Last edited by Sepp von Ch.; 02-06-11 at 07:42 AM.
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Old 02-06-11, 07:56 AM   #252
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Quote:
Originally Posted by Stormfly View Post
so far, changelog Stormys DBSM 1.3, still looking after a bug !

- added support: for Avee`s "No magic Skills" mod regarding generic crew answers and new interactions.
(personal edit for being able using overchargeable diesel and preheating torps, this change is not included).
- added support: for Athlonic's "MCCD" mod, added fitting compatible german samples for it, revised radio scripting.
- integrated: Rongel`s "Wasserbomben" sound mod, extended 50 shuffeling samples version.
- Integrated: Rongel`s "Battlestations" sound mod, altered some sounds regarding immersion compatibility.
- integrated: Ktl KUrtz`s BritishAsdicMkI v1.02K original for SH3.

- bugfix: "drumbeat sound bug after sinking a ship" which was playing for ever at a wreck side in 3d space.
- workarround: regarding "man the deckgun" sound is triggered by selecting a gun target using binoculars. -> commands.cfg [Cmd430],[Cmd431]
(generic sound for manning the guns now (ability start sample, fitting also in other situations. for silent running only use "Y" key now)) !

- overhauled: int./ext. background ambience sounds are quadrophonic and got overhauled.
- overhauled: torpedoroom ambience sounds have new crew and equipment noises, altered ranges.
- overhauled: central compartment ambience sound, added electrical devices humming, altered ranges.
- overhauled: TDW UI flooding and torp door switch sample.
- overhauled: periscope rising sample if using manual key.
- overhauled: hatch opening and closing samples.
- overhauled: TDC_Pistol_I sample.
- overhauled: extended "Radio Room Telemetry" sample.
- overhauled: silented "HUD click".
- overhauled: "dept charge" samples.
- overhauled: "Blunder Bernard" got silented a little bit (arg... ohh.. ohhhh.. silent damn).
- overhauled: "go to snorcel dept" is "LI hold exact dept" now. if used in tension mode it plays a LI panic sample "dont let her go down further...".
- overhauled: "leveling" or "dept change" sample for tension mode.
- overhauled: "diesel engine is damaged"sample.
- added sound: torp tube 1 selection, usage "SHIFT+F1" -> commands.cfg [Cmd315].
- added sound: torp tube 4 selection, usage "SHIFT+F4". (tube 4 not perfect, more to come later)). -> commands.cfg [Cmd318].
- added sound: "taget identified" if using "SHIFT+I". -> commands.cfg [Cmd343].
- removed: 30mb flooding fx sample, not nessesary any more duo integration of Rongel`s "Battlestations" sound mod, less stress for sound system.

- optional support: fitting TDW UI`s options file (v. 6.3.7) using SH3 interface, hiding UI elemnts, Emtgufs scopes, fitting diesel recharge (startup) timers, keys working with altered commands.cfg and so on.

New changes in commands.cfg after DBSM 1.2: (little help for migrating into a customised cfg file)
[Cmd430],[Cmd431],[Cmd315], [Cmd318], [Cmd343].
Wow, that sounds very good !

When do you release the new version, do you update then the first post on page # 1 ?

Best regards,
Magic
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Old 02-06-11, 08:19 AM   #253
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A great moment of waiting the release of 1.3.
thank you Stormfly and thank you to participants.
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Old 02-06-11, 08:30 AM   #254
Stormfly
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Quote:
Originally Posted by Josef von Posorschitz View Post
Means that the text - answers and interactions (MCCD is in german, but Avee`s "No magic Skills" is only in english) will be in German? Fantastic!




It would be possible to use these Emtguf´s scopes ( http://174.123.69.202/~subsimc/radioroom/downloads.php?do=file&id=1685 )? I think they are beautiful and realistic scopes!
ohh ohh, i have to include this No magic Skills german text file then... have to review it.

it`s up to you what Emtguf´s scope texture you use, in my TDW`s options file is only support for it checked by default.
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Old 02-06-11, 09:11 AM   #255
Sepp von Ch.
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I can help with translation, if you want (it's just a few words).
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Last edited by Sepp von Ch.; 02-06-11 at 09:22 AM.
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