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Old 08-21-2007, 10:53 AM   #16
Hawk_345
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ok thanks very much, i enjoyed it in 1.2, i just wanted to make sure. Downloading...
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Old 08-21-2007, 11:17 AM   #17
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Great


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Old 08-21-2007, 12:41 PM   #18
WilhelmTell
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Quote:
Originally Posted by CptJoker
Quote:
Originally Posted by CaptainCox
Small thing and i think not important but anyhow. You have misspelled the "TLoRes" folder, should be "TLowRes"
Doh, well spotted. I don't think it makes a difference, as you said: can't imagine the LowRes version gets used over the Normal one, seeing as they're the same size and tiny. So I'll leave it for now but if anyone notices a problem regarding this please let me know!

Otherwise I'll leave it till next release to fix.

edit: Thanks!
People who play with low texture settings won't see your new textures. So it would be better if the folder would be named TLowRes.
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Old 08-21-2007, 06:33 PM   #19
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This is cool.

What about all the other sounds? Like elecrical failure and such? Do those even come into play?
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Old 11-07-2007, 08:07 AM   #20
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Quote:
Originally Posted by chopped50ford
This is cool.

What about all the other sounds? Like elecrical failure and such? Do those even come into play?
I agree the more cool ambiant sounds triggered by changing events in the boat that you can introduce, the more convincing and authentic the environment becomes. Sound is SO important for us all. A great muscian friend (the late Simon Jeffes leader of the Penguin Cafe Orchestra) once said to me "You can put any visual junk with a really great music sound track and people will watch it as long as the music grips them but even the greatest movie with a rubbish sound track will lose the audience in minutes." He was right. Nothing convinces like those ambient sounds. Muttered comments, random clanks, footsteps, running up and down ladders sounds, laughter, swearing, low radio sounds, faint music, snoring, distant shouted orders, muffled arguments.

I am no modder but if I was I would make a MOD that triggered appropriate groups of randomised sounds in given action situations. So in really heavy weather you'd start to hear the odd crash of things falling over or off tables (cutlery, breaking plates tools etc.) with curses, (even though real sailors swear a LOT it needn't be too heavy - the occasional "OH ****!" or "Damn it to hell!" would do) groans, muffled sounds of crewmen being sick, angry muffled comments, increased creaking and groaning of the ship etc. In calm, sunny, surfaced passages, fragments of happy whistling, song, laughter, muffled card game sounds etc. (Crew sunbathing on deck? LOL) Approaching port - loud laughter, radio music, animated conversation, lewd anticipatory comments etc. In action - anxious muttered comments, cries of shock after impacts, swearing, sharp comments from officers, urgent requests for coffee for the watch etc. In the extreme stages of prolonged depth charging - perhaps even people muttering prayers and the sounds of damage control parties hurrying through the boat calling orders. The MOST evocative and moving sound of all is that of crewmen singing collectively in celebration, triumph or even to stave off fear and rally spirits! Imagine the lump in the throat hearing your crew lustily singing in unison in a distant compartment in celebration or anticipation of going home or celebration of defeating the enmy after a long battle! This was used by the GErman U boat crews to boost morale, so maybe sometimes yanks did it too, especially at Christmas?

The skies the limit really. The larger the sound sets the longer the interval before repeats of specific effects and accordingly the more convincing and immersive the results. Like the scenery tiles of ground detail in flight simulators but in sound with a temporal randomiser and perhaps designed so that area-specific or time-specific "new packs" might be added in as developed and required. Can I suggest this as a project for one of you marvellous MOD creating guys?

Talking of realism MODs am I correct in saying that I heard a rumour of a sharks MOD for the underwater environment? I ask because, as an ex-pro diver, the ONLY aspect of the subsea virtual world of SH III and SH IV which has always been totally false is the complete absence of fish. Random fish shoals shouldn't be too impossible a thing to develop, surely? And the same code in 4 different sizes could give a good impression of most of what's down there, plus the occasional random shark or EVEN the odd whale of course!
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Last edited by Lionman; 11-09-2007 at 05:20 PM.
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Old 11-09-2007, 03:25 PM   #21
donut
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Arrow Capt.Lionman,well said

Perhaps a [REQ] Thread for your idea,well get results.
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Old 11-09-2007, 05:22 PM   #22
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Quote:
Originally Posted by donut
Perhaps a [REQ] Thread for your idea,well get results.
Forgive my ignorance but what's a [REQ] thread donut? Maybe I should just start a new thread with a "Calling all Sound modders" title and repeat that post as the trigger?
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Old 11-09-2007, 05:31 PM   #23
reallydedpoet
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Quote:
Originally Posted by Lionman
Quote:
Originally Posted by donut
Perhaps a [REQ] Thread for your idea,well get results.
Forgive my ignorance but what's a [REQ] thread donut? Maybe I should just start a new thread with a "Calling all Sound modders" title and repeat that post as the trigger?
Here LM :

Please use the following tags when you start a new thread:

[WIP] for work-in-progress mods
[REL] for released mods
[REQ] for mod requests
[TEC] for technical discussions

A few examples:
[TEC] How can I edit .sim files?
[REQ] More deck gun ammo
[WIP] Skin repaint for Gato class


From a sticky in the mods section.


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