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Old 02-08-11, 06:30 AM   #286
Stormfly
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Hi guys,

i had playing few hours with the new version of stormys sound mod enabled and i must to admit: it is just...great.

I tested the new ,,startup engine procedure'' - so cool sounds there

About me, it is for sure a ,,must have sound mod'' for SH5

Thanks!
many thanks for your kind words !

i think i would feel much better if you guys could use the term "this DBSM sound collection" instead of Stormy`s sound mod... because it isnt my mod or my collection, iam just a part of it. I think i did a mistake giving it my name, it include the work of many different ppl, so i wont claim it as my mod or collection, it belong to the subsim community.
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Old 02-08-11, 06:40 AM   #287
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most problematic is, things can get boring over time, so it is good to have a big variety...
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Old 02-08-11, 07:07 AM   #288
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Great mod , sound makes such a difference to imersion
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Old 02-08-11, 10:28 AM   #289
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Hi again Stormfly, just noticed that you don't have in this version multiple different depth charge soundclips from my Battlestations mod. I made a shuffling playlist for internal and external explosions and I just thought maybe you could use them also here. It gives a nice variation to sounds. So if you are updating or patching you could consider this, you can see changes I made from my Baza_FX_sounds.dsd-file.

And correct if I'm wrong, since I don't use all your scripts I might be missing something.
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Old 02-08-11, 11:11 AM   #290
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Hi again Stormfly, just noticed that you don't have in this version multiple different depth charge soundclips from my Battlestations mod. I made a shuffling playlist for internal and external explosions and I just thought maybe you could use them also here. It gives a nice variation to sounds. So if you are updating or patching you could consider this, you can see changes I made from my Baza_FX_sounds.dsd-file.

And correct if I'm wrong, since I don't use all your scripts I might be missing something.
yes, good idea... i was missing this entrys in the last dsd file you send to me or maybe i mismatch something, wasn't shure because i hear different wabo sounds... maybe i got allready crazy from it
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Old 02-08-11, 11:41 AM   #291
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yes, good idea... i was missing this entrys in the last dsd file you send to me or maybe i mismatch something, wasn't shure because i hear different wabo sounds... maybe i got allready crazy from it
You can download the battlestations 1.1 and look at the dsd-file there. I think you already had the new sounds for the explosion but the dsd-data was missing. You can PM if you need a hand!

By the way, I just sank the Ark Royal carrier in the Blockade of Germany and now have 6 or more destroyers depth charging me (most recent IRAI) and it's absolutely horrible! The sea is exploding and full of search lights, water just keep bursting in and the men are screaming and shouting! Pretty close to Das Boot finally! I think that this encounter won't end happily for us...
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Old 02-08-11, 11:54 AM   #292
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By the way, I just sank the Ark Royal carrier in the Blockade of Germany and now have 6 or more destroyers depth charging me (most recent IRAI) and it's absolutely horrible! The sea is exploding and full of search lights, water just keep bursting in and the men are screaming and shouting!
Did this never happen before? If the Ark Royal was the leader of that group that might have been why. With the new version of IRAI I put the kill the leader bug to rest for good Now killing the leader of the group doesn't cause all the group members to come to all stop and sit there, they now do something (hunt for you)
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Old 02-08-11, 12:06 PM   #293
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Did this never happen before? If the Ark Royal was the leader of that group that might have been why. With the new version of IRAI I put the kill the leader bug to rest for good Now killing the leader of the group doesn't cause all the group members to come to all stop and sit there, they now do something (hunt for you)
I cant confirm that 100% sure, but I remember that I once sank a capital ship up north in Skapa Flow and it was the most anticlimatic moment of SH5 for me, all the escorts stopped and just froze in shock. Right now I kinda miss those days !
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Old 02-08-11, 12:10 PM   #294
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I cant confirm that 100% sure, but I remember that I once sank a capital ship up north in Skapa Flow and it was the most anticlimatic moment of SH5 for me, all the escorts stopped and just froze in shock. Right now I kinda miss those days !
Good to hear That means the newest version of IRAI is doing exactly what it should do now (make your life extremely difficult if you engage the enemy)
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Old 02-08-11, 02:02 PM   #295
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Originally Posted by Rongel View Post
You can download the battlestations 1.1 and look at the dsd-file there. I think you already had the new sounds for the explosion but the dsd-data was missing. You can PM if you need a hand!

By the way, I just sank the Ark Royal carrier in the Blockade of Germany and now have 6 or more destroyers depth charging me (most recent IRAI) and it's absolutely horrible! The sea is exploding and full of search lights, water just keep bursting in and the men are screaming and shouting! Pretty close to Das Boot finally! I think that this encounter won't end happily for us...
Thanks for checking !

...it is missing because i used that "bugfixed" dsd file you pm`ed me, the entrys are missing in that file, iam on it and correct it now !

...say did you test sending a radio report to BDU using MCCD and DBSM 1.3 ?

@TDW, thanks for hiding the incomming radio message screen auto popup, that gave me posibillity to change that little MCCD radio message script according to DBSM 1.3, now we have a little delay between sending a status report and getting new orders. At current, only answers from BDU trigger a incomming radio message sound (i changed that sample to incomming "commanders message" (Kommandantenspruch). Say would it be possible to have additional options for the new radio system regarding different sound trigger for different message origins ?
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Old 02-08-11, 02:07 PM   #296
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Originally Posted by Stormfly View Post
@TDW, thanks for hiding the incomming radio message screen auto popup, that gave me posibillity to change that little MCCD radio message script according to DBSM 1.3, now we have a little delay between sending a status report and getting new orders. At current, only answers from BDU trigger a incomming radio message sound (i changed that sample to incomming "commanders message" (Kommandantenspruch). Say would it be possible to have additional options for the new radio system regarding different sound trigger for different message origins ?
How are you currently triggering the sounds?
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Old 02-08-11, 02:27 PM   #297
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How are you currently triggering the sounds?
ohh, the sub sending part is done using altered MCCD script which is calling a radio sending sound. The trick after it is, just let some animations of that radio guy pass. After that the script give command for sending a status report and the game engine triggers the "new message received" sample, your UI then undertake the popup and all is immersive and nice.
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Old 02-08-11, 02:36 PM   #298
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@Rongel

...question, your Battlestations 1.1 "Baza_FX_Sounds.dsd" shuffels also "Particles.Small_Shell_Water_Impact,2,3,4"... together with "Particles.P04_@Bulet_spark1,2,3,6,8" did you added this ? ...if so, the according entrys in the sdl-file and sounds are missing... could you check this plz
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Old 02-08-11, 02:37 PM   #299
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Originally Posted by Stormfly View Post
ohh, the sub sending part is done using altered MCCD script which is calling a radio sending sound. The trick after it is, just let some animations of that radio guy pass. After that the script give command for sending a status report and the game engine triggers the "new message received" sample, your UI then undertake the popup and all is immersive and nice.
The game engine itself generates the messages from Bdu. I, via scripting, generate all the other radio messages. I intercept the game engine's Bdu message and re-route it to my script version so I have control of when it appears. I don't see a way to trigger sounds with my radio messages. It could be done generically using the Menu.PlaySound function but then it wouldn't be in sync with any officer (no lip movements). The sound would come out of thin air basically.
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Old 02-08-11, 02:59 PM   #300
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Originally Posted by TheDarkWraith View Post
The game engine itself generates the messages from Bdu. I, via scripting, generate all the other radio messages. I intercept the game engine's Bdu message and re-route it to my script version so I have control of when it appears. I don't see a way to trigger sounds with my radio messages. It could be done generically using the Menu.PlaySound function but then it wouldn't be in sync with any officer (no lip movements). The sound would come out of thin air basically.
ohh i think that isnt a big problem, i dont think that iam sitting all the time next to the radio guy and be a watch dog for his lip`s

...so that means it would be possible, also with different triggers for different origins ??? ...that is nice man, fine !
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