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Old 09-12-06, 10:30 PM   #1
supposedtobeworking
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Default Can I add these couple NYGM features into GW manually?

Can anybody tell me how to manually add/convert the NYGM propellor sounds into GW so I can determine speed by counting the beats?

Also, how can I change the attack scope zoom in GW from 10x to 6x like in NYGM?
Thanks alot
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Old 09-12-06, 11:50 PM   #2
Redwine
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Quote:
Originally Posted by supposedtobeworking
Can anybody tell me how to manually add/convert the NYGM propellor sounds into GW so I can determine speed by counting the beats?

Also, how can I change the attack scope zoom in GW from 10x to 6x like in NYGM?
Thanks alot
Open the file "Commands_en.cfg" for english or "Commands_de.cfg" for german, with a text editor as Notepad or Wordpad in your Windows OS, and look into the file for the following lines ....

[Cmd70]
Name=Cam_zoom_in
Ctxt=1
Key0=0xBB,Rc,""

[Cmd71]
Name=Cam_zoom_out
Ctxt=1
Key0=0xBD,Rc,""

Restore the lines to their original condition, just add "semiclones" as follow.....


[Cmd70]
Name=Cam_zoom_in
Ctxt=1
;Key0=0xBB,Rc,""

[Cmd71]
Name=Cam_zoom_out
Ctxt=1
;Key0=0xBD,Rc,""

You will remove the 10X feature.


About the proppellers sounds i was not in know they had the turns in according with ship speed into NYGM.

You may ask Teddy about that, but sure you can replace the sounds and use the TimeTraveller MiniTweaker to check into Sh3.sdl file each ship using those sounds, and verify the settings are the same you want from the other mod, if not, just edit them.

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Old 09-12-06, 11:51 PM   #3
Der Teddy Bar
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Quote:
Originally Posted by supposedtobeworking
Can anybody tell me how to manually add/convert the NYGM propellor sounds into GW so I can determine speed by counting the beats?

Also, how can I change the attack scope zoom in GW from 10x to 6x like in NYGM?
Thanks alot
The sounds will be no issue.

You will have to edit the sensors.dat with TT tools to change the attack scope zoom.
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Old 09-13-06, 12:09 AM   #4
supposedtobeworking
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Ok, many thanks for your help, but I cannot find the propellor sounds in the data/sounds folder, just generic ambient ship noises; I cannot make out any beats in those wav files...correct me if I am wrong. Where can I find the ship propellor sounds in which the beats can be heard, and where should I move those files to? Redwine you mentioned TT minitweaker(which kind of scares me to be honest)...anywhere specific to look or specific values to set? Thanks again, this will be awesome if I get these features to work....

Last edited by supposedtobeworking; 09-13-06 at 12:15 AM.
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Old 09-13-06, 12:13 AM   #5
kylania
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Quote:
Originally Posted by supposedtobeworking
I love both mods to much to play them seperated...)
I saw something the other night called Extend Unified Campaign. Supposedly you install GW, then NYGM then EUC, and it plays like NYGM but has features from GW as well? Not sure since I haven't found a good thread about it yet.
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Old 09-13-06, 04:20 AM   #6
mountainmanUK
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Quote:
Originally Posted by kylania
Quote:
Originally Posted by supposedtobeworking
I love both mods to much to play them seperated...)
I saw something the other night called Extend Unified Campaign. Supposedly you install GW, then NYGM then EUC, and it plays like NYGM but has features from GW as well? Not sure since I haven't found a good thread about it yet.
I think that this was an earlier feature, utilised with older versions of both NYGM and GW. It was used extensively in Wolves at War 1. From what I know, I don't think that it is possible to use the OLD "Unified campaign" Mod with the CURRENT versions of NYGM and GW. (I may be wrong, but I think there are some features in the newer versions of both Supermods that alter the same important files in different ways, therefore "breaking" the intended effect).

Hopefully, in the future, there may be another Mod which combines the different "best" features of both NYGM and GW.

No doubt someone with more in-depth knowledge than me can either confirm or contradict my observations here?

Regards
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Old 09-13-06, 06:09 AM   #7
Dowly
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Yes, the unified campaign is for older versions of NYGM & GW.
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Old 09-13-06, 07:30 AM   #8
Redwine
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Quote:
Originally Posted by supposedtobeworking
Ok, many thanks for your help, but I cannot find the propellor sounds in the data/sounds folder, just generic ambient ship noises; I cannot make out any beats in those wav files...correct me if I am wrong. Where can I find the ship propellor sounds in which the beats can be heard, and where should I move those files to? Redwine you mentioned TT minitweaker(which kind of scares me to be honest)...anywhere specific to look or specific values to set? Thanks again, this will be awesome if I get these features to work....
Really i dont know how this feature to stablish spedd by propeller frecuency works on NYGM, but ....

Propellers sounds are :

Aircraft Carrier Propeller.wav
Aircraft Carrier_hyd.wav
Cargo_hyd.wav
Destroyer_hyd.wav
Vapor destroyer propeller.wav
Vapor Propeller 03.wav
Vapor Propeller.wav
Vapor_06.wav

About the MiniTweaker, it is easy to use, you must to have the program and the files templates.

Install the program, open a .txt template corresponding to the file you want to modify.

Open the NYGM mod SH3.sdl file and take note of all values for subfiles using the ebove sounds.

Then open your file...

Just copy the same values from NYGM Mod into your file...

Do not forget to back up your original file, and DO NOT forget to eliminate the back up file created by MiniTweaker called "Copy of XXXX" from the working folder.

If you use SH3 Commander, do not forget to roll back it first to do any modification.


If you want only to increase the propellers sounds or the range at wich you can hear them, just take a look to this topic

http://www.subsim.com/radioroom/show...ighlight=vapor

Last edited by Redwine; 09-13-06 at 07:38 AM.
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Old 09-13-06, 07:54 AM   #9
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This is a long shot...is there a way to change the renown system in GW to a tonnage based system like in NYGM ?
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Old 09-13-06, 05:13 PM   #10
supposedtobeworking
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Ok thank you Redwine for that information...I guess what I will try is completely replacing the values for the sh3.sdl and sensors.dat with the NYGM values...hopefully this will accomplish what I am hoping. If anyone else knows how to go about this any help would be appreciated.

To others: yes I know about the Unified campaign, but am holding off on trying it since I have heard it is not stable(then again some say it works fine with GW1,1a) but I am not in a troubleshooting mood right now...
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Old 09-13-06, 07:06 PM   #11
kylania
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That would explain why it was so difficult to find information about EUC!

So it seems that the three "best" installs to use now would be GW 1.1a, NYGM 2.01 or War Ace 1.92? Each of those being standalone?
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Old 09-13-06, 07:40 PM   #12
Redwine
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Quote:
Originally Posted by Jager
This is a long shot...is there a way to change the renown system in GW to a tonnage based system like in NYGM ?
You can replace the renown value for the tonnage value into each ship .cfg file.

Not perfect, but you can have a renown too similar to your tonnage.

You must to have some extra tons due to the renown for grid patrol and planes shot down, but it is not too much, in my case, i never acomplish the patrol zone, i go where the winds bring me.... , and always attemp to avoid planes.
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Old 09-13-06, 09:09 PM   #13
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Well I opened minitweaker and I was as lost as ever...If I want to try this, I have to actually create a tweak file using the GW sh3.sdl or other files right? You (Redwine) said you have to copy the values into the GW file, but it is a .sdl file and I don't think I can open it in notepad and do this the easy way. Unfortunately I read the tutorial on how to write tweak files and I just don't know what the hell he is talking about...I tried editing the stock sh3.sdl via minitweaker using the supplied template but abandoned because I really didn't know what i was editing...if someone could tell me what to look for specifically then....

Also, I did try replacing the sensors.dat in data/library in GW with the sensors.dat from NYGM as suggested above, but it did not change anything...still 10x zoom on the peri.

Redwine: I did see those sound files for the ship sounds in data/sound, but I think they are just the ambient noise which surrounds the propellor beats, which must be embedded somewhere since they have to change depending on ship speed(i.e. there should be several for each ship type representing all possible speeds), so those are the sounds I am trying to find, and figure out how to get them to work in GW.

Is there anyone perhaps from the NYGM/GW team who could answer these questions as to where these propellor sounds are and how to change the attack peri zoom to 6x?

Edit: Actually I just realized that if this is too nitty gritty, then would it be easier to add the GW harbor graphics and sounds to NYGM (yes I already have the rubini HT addon installed in NYGM, it does not compare to the GW Harbors...) I could manually add ships and stuff in the campaign.scr layer, but what about graphics.. I can probably figure out the sound files, but what about the graphics for the buildings, people, etc? Thanks!

Last edited by supposedtobeworking; 09-14-06 at 12:06 AM.
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Old 09-14-06, 01:47 AM   #14
panthercules
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Quote:
Originally Posted by supposedtobeworking
Redwine: I did see those sound files for the ship sounds in data/sound, but I think they are just the ambient noise which surrounds the propellor beats, which must be embedded somewhere since they have to change depending on ship speed(i.e. there should be several for each ship type representing all possible speeds), so those are the sounds I am trying to find, and figure out how to get them to work in GW.
Personally, without really knowing the answer for sure, I'd be surprised if they really had a different sound file for all the various speeds - I would assume instead that they would simply play the same sound file for all the speeds and just code the program to vary the speed of the playback based on the speed of the ship - at least, that's the way I'd do it if I were programming it. However, since I'm not really a programmer as such, I could be way off base with this supposition.


I'm a bit puzzled by the complexity of some of the posts above and do not begin to understand the intricacies of whatever linkages there might be between the sound files and the sensors.dat file settings, etc., so I can't really answer your question for sure or from an official GW perspective (since I have nothing to do with the GW team - I just use their great mod). However, the hydrophone sounds have been the one (and only) area where I've been somewhat disappointed by the GW mod, as for some reason they just didn't sound very good on my PC - there was some one weird phenomenon in particular where the escorts would have some weird rumbling overlay noise kind of kick in and out in an odd way that just didn't "feel" right (hard to explain).

Anyway, when I read the posts above I decided to see what would happen if I just replaced all the hydrophone-related sound files I could find with the ones I had been using before I installed GW (I didn't label my backup very well as it turns out so I'm not sure if they were from the stock game or an old NYGM 1.something install), so I went to one of my backup installations and made up a little JSGME-enabled mod with all the sound files I could find that had "hyd" in them or otherwise looked like they were hydrophone related (including the ones mentioned in one of the posts above, but there were tons more of them than just those). I tried them out tonight during a convoy attack, and they seemed to work great and sounded much better to me than what I had been hearing with my GW 1.0 install.

You might want to try something that simple, at least as an experiment while you wait for a real answer from one of the mod gurus - unfortunately, I never got the hang of the screw noise speed chart thingy, so I can't confirm whether my substitution has restored that aspect or not - I just know I like the way it sounds better (it sounds more like I remember it sounding back when I was trying to figure that speed thing out a few months ago). Might be worth a try, and you can always back it out with JSGME if it doesn't do what you want.

Good luck!
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Old 09-14-06, 03:02 AM   #15
supposedtobeworking
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yea you're right, I'll try it--I didn't think of that programming possibility. I was convinced that it couldn't be that easy--hope I'm wrong...still no clue what to do about the periscope zoom though.

Also I remembered another cool feature in NYGM, in addition to the above; How can I make it so the WO cannot give me a specific range on the surface when I hit "report nearest contact" like in NYGM? That would be the cherry on the cake and it can't be that hard I hope.

Last edited by supposedtobeworking; 09-14-06 at 03:04 AM.
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