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SUBSIM: The Web's #1 BBS for all submarine and naval simulations! |
10-31-2011, 02:32 PM
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#721 |
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The Old Man
![]() Join Date: Sep 2002
Posts: 1,433
Downloads: 297
Uploads: 0
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hmm,
iam pretty shure that i fixed that (by my own) in SDBSM allready
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Stormy...... ![]() |
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10-31-2011, 04:43 PM
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#722 |
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The Old Man
![]() Join Date: Jan 2010
Location: Woodinville, WA
Posts: 1,421
Downloads: 449
Uploads: 12
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I am using you last updates and I noticed that some voice numbers are swapped as well.
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10-31-2011, 05:20 PM
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#723 | |
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Seaman
![]() Join Date: Oct 2011
Location: Calgary, Alberta, Canada
Posts: 42
Downloads: 59
Uploads: 0
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Quote:
What should I do? |
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11-02-2011, 02:47 AM
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#724 |
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The Old Man
![]() Join Date: Jan 2010
Location: Woodinville, WA
Posts: 1,421
Downloads: 449
Uploads: 12
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@ Stormfly
As you know, I've been using your DBSM Sound MOD ever since I talked to you about DC_Barrels impacting Water for Depth Charges in the Water warnings. One thing I have noticed and it is not just this MOD, is that Sound Sample Play times are cut short, very short. Example being, Depth Charge sound sample only play about 1 - 1.5 seconds of actual sound sample that may be as much as 10 - 15 second in actual play time length. These sound sample play correctly when editing the sh.sdl file with Skwas S3D 3ditor so what is cutting all these sound samples short? ![]() (Many other sound samples are being cut short as well.) I really hope there is something that can be done to correct this. ![]() Aslo, I hope you are continuing to expand this MOD bringing support in the sh.sdl for additional sounds being added by new and very good MOD's. I have been doing this for myself in the past but I am sure others would like to get updates from the man himself. Regards! TheBeast |
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11-02-2011, 07:36 AM
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#725 | |
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The Old Man
![]() Join Date: Sep 2002
Posts: 1,433
Downloads: 297
Uploads: 0
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Quote:
i uploaded my current options files for NEW UI`s 6.8.0 and SDBSM as a package, maybe you can customise it to your likings, enable with JSGME: http://subsim.armedassault.eu/Stormy...sing_SDBSM.rar
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Stormy...... ![]() |
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11-02-2011, 07:55 AM
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#726 | |
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The Old Man
![]() Join Date: Sep 2002
Posts: 1,433
Downloads: 297
Uploads: 0
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Quote:
maybe TDW can look into it and release a patch for it like he did for the hydrophone.
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Stormy...... ![]() |
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11-02-2011, 08:02 AM
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#727 | |
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The Old Man
![]() Join Date: Jan 2010
Location: Woodinville, WA
Posts: 1,421
Downloads: 449
Uploads: 12
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Quote:
![]() Even the Stock sounds were being cut short and that has always bothered me.
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11-05-2011, 11:03 AM
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#728 |
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Bilge Rat
![]() Join Date: Nov 2011
Posts: 1
Downloads: 1
Uploads: 0
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Excelent mod!
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11-05-2011, 12:55 PM
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#729 |
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Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,500
Downloads: 96
Uploads: 0
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Welcome to the forums Llaca! It is indeed a wonderful mod.
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11-06-2011, 01:45 AM
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#730 |
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Engineer
![]() Join Date: Mar 2010
Location: france(alps)
Posts: 204
Downloads: 229
Uploads: 0
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[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible German U-Boat Crew Language Pack Critical hits 1.1 Torpedos Dark_Interior_V1 Reboot's Hot Soup 1.1 Reboot's Water Drips 1.1 Sub_Exhaust_1_0_5_byTheDarkWraith SubFlags_0_0_6_byTheDarkWraith Grossdeutscher Rundfunk DBSM_Music_1_0_4 Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons NOZAURIO'S SKIN (U-552-Red Devil Emblem) v-1.0.0 TheBeast Bunker Mechanics Upgrade List image (U-552-Red Devil) FX_Update_0_0_19_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 NewUIs_TDC_6_8_0_ByTheDarkWraith stoianm pitch&roll for SH5 V1 (low) DBSM_Speech_1_0_4 Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy Stormys DBSM SH5 v1.3 optional NavMap babelling Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz Stormys DBSM SH5 v1.3 additional crew sounds beta6 Stormys DBSM SH5 v1.3 optional louder engine sounds Stormys DBSM SH5 v1.3 optional scary creaks Naights Submaine Textures v1.2 (PUV) Dynamic Environment SH5 Basemod (realistic version) OPEN HORIZONS II_full v1.4 OH II Campaign Radio Messages v4 OHII v1.4 Patch2 Full Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.8 Trevally TDC Help v2 Trevally Tutorial - All v0.2(for OHIIv1.3) KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith Nauticalwolf's Damage and Torpedo UI (g) Mod V1.1 Stormy_options_files_for_new_UIs_6.8.0_using_SDBSM hello, this is my modsoup and I use DBSM music 1_0_4 but I've always the music of sh5!!?When I'm submerged, normally we have to listen the music of das boot, but here nothing, only the sh5 music!! What's the solution? many thanks for help |
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12-06-2011, 05:45 PM
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#731 |
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Ace of the deep .
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When i go to play the sound P04_@Bulet_spark
it says there is a problem with it .
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sobers modlist http://www.subsim.com/radioroom/showthread.php?t=192374 http://www.youtube.com/watch?v=VP30s5QF0pw We would like you to experience all the frustrations a uboat captain had , and thats just installing the game and mods . |
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12-06-2011, 07:59 PM
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#732 | |
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The Old Man
![]() Join Date: Sep 2002
Posts: 1,433
Downloads: 297
Uploads: 0
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Quote:
...a JSGME compatible mod folder should have a folder called "Data" below it, if so grab the mod folder (containing the data folder below it) and extract it into your JSGME "mods" folder. the problem with some mod archives is that there is a additional folder above the mod folder, if the user then grab this folder and extract it into the "mods" folder, the file / folder structure isnt working with the game because JSGME copy the wrong structure to the game.
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Stormy...... ![]() |
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12-06-2011, 08:08 PM
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#733 | |
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The Old Man
![]() Join Date: Sep 2002
Posts: 1,433
Downloads: 297
Uploads: 0
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Quote:
the files size should be 11.790 Bytes (12.288 Bytes on HD) ...do you have problems inside the game with it ?
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Stormy...... ![]() |
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12-07-2011, 09:46 AM
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#734 | |
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Старший
Join Date: Jun 2008
Location: Crossing Bifrost
Posts: 1,313
Downloads: 564
Uploads: 0
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Quote:
Try this; Go to the Main Menu > Options > Sound - switch off 'Music'. Maybe this is the solution. I think it will stop the SH5 music.
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12-08-2011, 04:11 AM
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#735 |
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The Old Man
![]() Join Date: Jan 2010
Location: Woodinville, WA
Posts: 1,421
Downloads: 449
Uploads: 12
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@ Stormfly
Would it be possible to extend range for Splinter explosions? At first I just thought these sounds were missing but if you are close (Less than 1000m) to sinking ship you can, some times hear these sounds. Extending range for these 3D explosion sounds to 3000m-4000m would be much better. Also, if Sound uses Ambient control. Increasing Interior/Under Water Sound levels could help as well. Thank you! TheBeast |
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