View Full Version : [REL] Thomsen's Junkyard
Philipp_Thomsen
03-08-08, 07:44 AM
Hard working maaaaaaaaaaaaaan... I reeeeeeeeally need some sleep... its 9 o'clock am. here in Brazil and I'm workin on this since... well.. days... cheese, crackers and ice tea to follow.
Ok, here we go!
I'm always modding games that I play, acording to my taste, but I usually never share, since I mess around too much with the game. But since this time this is a little more organized, besides some people requested, Im posting here four mods for the moment, maybe more in the future. Ladies and gentleman, from this day foward, press CTRL+S everytime you start the patrol, before any other command.
Lets start with sound
Coz sound is one of the most important things for imersion, in my opinion.
This sound pack is a combination of tons of sound mods I've found on those years of SH3. Most of the sounds are edited by me, acording to my taste, like the "New radio message received" that now really looks like a real piece of paper that you must read, or the "Creaks" sounds, which I heavily edited, now you can really feel the water remodelling your hull.
My work with these sounds are incomplete, since I've reached my limit as modder and cannot put more things to work, like I wish. BUT I've left all the incompleted work together in this mod and hopefully someone with more experience, more patience and ubi's sdk can finish this work. There are so many sounds that are not in use and so many orders without a sound, its just a waste. But just as it is you'll feel your crew a lot more then before, hope you enjoy this. Any criticism is welcome and any help, as well. If someone have a good idea or suggestion, I'm ready to listen. The mod called "Thomsen's whispeRING RING mod" is part of the pack. This pack has aprox. 380mb in size, its divided in parts of 50mb for easier upload and download. Ladies and gentleman, from this day foward, press CTRL+S everytime you start the patrol, before any other command.
No Instant Death Screen Mod
This is an oldie. This one kills the death screen that pops up every time you sneeze. I belive that realism is more like being able to see whats happening even after you are already doomed, when the hull integrity is compromised and the floodings are unstopable. I belive that the death screen is just a slap in the face and a screem in the ear "THIS IS JUST A GAME", it just cuts all the imersion. A game like this can't be based on hitpoints, its just ridiculous.
This mod will give you the oportunity to see your crew dying, your equipment being destroyed, your uboat going to waste, after all, even if you are doomed, you are alive and witnessing all the disaster, until the very last breath. If you are shot in the chest by a shotgun, you will slowly fade in pain, lights going out, life drawing away from you, slowly and painfully. You wont get a deathscreen the moment that the bullet hit you just becouse your brain think your hitpoints are null. This is what this mod is all about.
Thomsen's Dials
This is for those really plugged in realism. I figured "people are plotting TDC calculations manually, but they are checking the depth and speed in digital numbers?". Whatta hell is this? The dials are there to be checked. This mod removes every single digital number on the gui layout, including the time. Now you'll have to look on dials to see depth and speed, you'll have to look on the clock to see what time it is. But you still can put your mouse on top of the place where the time was to see the day, month and year.
http://img380.imageshack.us/img380/453/sh3imgka3.jpghttp://img239.imageshack.us/img239/6716/sh3imgwo6.jpg
I'm playing like this and I'm LOVING IT! It feels so much more realistic. Besides, now the needles on the dials go past the maximum marker. The rudder now go to 40 degrees, the knot needle now go past the 20 kts, and the better part, the tiefenmesser go PAST 260 METERS, just like in Das Boot movies. To see the needle go to 280 meters, with depth charges above your head and the new "creaks" of my other mod, gosh, tell me about imersion.
But dont think that this mod cheats the uboat so you can go past 260 and nothing happens. Nope. The uboats are all the same, didnt touched them. The needle goes past 260, just like in real uboats, but its your responsability to go past it, coz if you die there, you die here, the body cant live without the mind! :rotfl:
Thomsen's IXB Nautilus
This is to cheat a little, everybody likes to have some fun eventually. This IXB Uboat is the ultimate uboat. Has incredible speed, incredible diving capabilities, has a MetalStorm deckgun/flackgun (http://www.youtube.com/watch?v=iX6YvWxtrxw), a loadout of 41 electric-acoustic-home-seeking-torpedos, each with a nuclear warhead capable of a range of destruction near 1.5km (fire from way away and run away), have a longer periscope, you can always stay at 25 meters depth, the scope goes over the water and you can fire torpedos at 25 meters too.
Lets say, its so fun going into convoys with Nautilus that even the most realism-seekers will enjoy and laugh a lot if they try. The rate-of-fire from the deckgun and flakgun itself will make you fall of the chair.
Just start a new carreer, select 1940 as the starting year, select second flotilla and you will start in Lorient, already with type IXB Nautilus, elite crew and equipment, and the whole atlantic in your face.
Have fun! :up:
Sailor Steve
03-08-08, 07:59 AM
...the speed now go past the 20 kts, since some uboats with engine upgrade can achive more then 20...
:rotfl: And you talk about realism!:rotfl:
There were no 'engine upgrades'. Type VIIA had no superchargers, and went 17 knots. Type VIIB came with superchargers from the factory and went 17.9 knots. Likewise Type VIIC went 17.6 knots. That's it, no faster. Type IXs could make almost 19 knots.
Philipp_Thomsen
03-08-08, 08:04 AM
...the speed now go past the 20 kts, since some uboats with engine upgrade can achive more then 20...
:rotfl: And you talk about realism!:rotfl:
There were no 'engine upgrades'. Type VIIA had no superchargers, and went 17 knots. Type VIIB came with superchargers from the factory and went 17.9 knots. Likewise Type VIIC went 17.6 knots. That's it, no faster. Type IXs could make almost 19 knots.
Ok, sorry about that.
I remember back in gwx 1.03, or stock, not sure, the IX with upgrades could do 22 kts.
But I trust your judgement about their speeds, since you've been there. I've made a dial for a GAME that people can use IF they want, to go past 20 knots in the GAME. Can you tell me for sure that the knot dial were physically limited to 20 knots? If not, this mod is not fauling in realism, its making it better. If the dial WAS limited (Im asking, I dont know), then I might remove that part of the mod.
By the way, nice wrench throwing there, mate!
Sailor steve is leading, who will try to take his place?
Tango589
03-08-08, 08:16 AM
Cheers for the excellent work! I'm downloading the Nautilus, the sound pack and the dials. Why do you need to press Ctrl+S before each patrol? Anyway, kudos to you!:up: :rock:
Philipp_Thomsen
03-08-08, 08:20 AM
Cheers for the excellent work! I'm downloading the Nautilus, the sound pack and the dials. Why do you need to press Ctrl+S before each patrol? Anyway, kudos to you!:up: :rock:
You'll have to discover that by yourself, I'll not ruin your surprise! :up:
By the way, I'm finishing uploading the sound pack... its quite a workout... 8 files of 50mb, I'm uploading file 3 now, half hour each.
Tango589
03-08-08, 08:54 AM
I look forward to finding out what Ctrl+S does! I won't try it until I have d/loaded all the sound packs!
Philipp_Thomsen
03-08-08, 09:01 AM
I look forward to finding out what Ctrl+S does! I won't try it until I have d/loaded all the sound packs!
File 4 is finishing uploading now. Im so wasted, you have no idea...
I'll sleep now and set my alarm to go off each 30 minutes, thats the time it takes to upload one file. I belive that in more one and a half hours its all uploaded.
Thanks for your patience!
Tomcattwo
03-08-08, 10:00 AM
Outstanding work, Thomsen!! I am really looking forward to your sound pack! Put that together with SH3Speech and it's like being there :)
R/
TC2
Philipp_Thomsen
03-08-08, 12:15 PM
Sorry guys, fell assleep and woke up now.
Files 1 to 5 uploaded, 6 going now, 8 total.
Relax Herr Kaluen,
Don't run yourself ragged trying to upload this. We can wait you know. :)
Mast
Uber Gruber
03-08-08, 03:16 PM
We can wait you know. :)
Yeah, right!:rotfl:
Looking forward to trying out the sounds. Thanks
Philipp_Thomsen
03-08-08, 04:11 PM
Ok guys... sorry for the waiting, I went out to play some snooker with a friend, but arrived now and uploaded the last file into filefront. All the eight files are there already, have fun!
Venatore
03-08-08, 05:46 PM
Thanks for your time and hard work on this mod/s :yep: :up: :rock:
Philipp_Thomsen
03-08-08, 07:38 PM
Thanks for your time and hard work on this mod/s :yep: :up: :rock:
Theres nothing better then a compliment after a lot of hard work!
Thank you, Ven! :up:
Ivan Putski
03-08-08, 07:48 PM
A big Thank You P.T. getting them now. Puts:rock:
Philipp_Thomsen
03-08-08, 08:28 PM
THE PART 08 OF THE SOUND PACK IS ONLINE FOR HOURS, but no one has downloaded still... whats wrong?
The mod "Thomsen's No Instant Death Screen" has been upgraded to version 1.2, now no more problems with the conning tower after taking damage there.
The mod is compatible with GWX 2.0, but note that GWX 1.03 has natural problems with dying crew on damaged conning tower. GWX 2.0 dont have this problem.
Yeah, right!:rotfl:
I knew a comment like that would soon follow. :lol:
Mast
Philipp_Thomsen
03-08-08, 09:07 PM
Anybody surprised on the CTRL+S thingy yet? :D
Sailor Steve
03-09-08, 12:28 AM
Can you tell me for sure that the knot dial were physically limited to 20 knots? If not, this mod is not fauling in realism, its making it better. If the dial WAS limited (Im asking, I dont know), then I might remove that part of the mod.
I honestly don't know anything about the dials, how high they went or what. All I know about u-boats' speed is what I've read in various sources, and what's listed at U-boat.net is what the books say as well. 19 knots for a type IX is as good as it gets.
As for wrenches, I didn't want to wreck anything. People should play the way they want; I was just pointing out the reality (and teasing just a little).
Sailor steve is leading, who will try to take his place?
Leading what? Posts? Jimbuna is ahead of me.
Just started a new patrol with the new sounds. Pretty cool so far.
One thing I never modded up on but always wanted to was the sounds. So thanks a lot for this.
Philipp_Thomsen
03-09-08, 12:44 AM
Can you tell me for sure that the knot dial were physically limited to 20 knots? If not, this mod is not fauling in realism, its making it better. If the dial WAS limited (Im asking, I dont know), then I might remove that part of the mod.
I honestly don't know anything about the dials, how high they went or what. All I know about u-boats' speed is what I've read in various sources, and what's listed at U-boat.net is what the books say as well. 19 knots for a type IX is as good as it gets.
As for wrenches, I didn't want to wreck anything. People should play the way they want; I was just pointing out the reality (and teasing just a little).
Sailor steve is leading, who will try to take his place?
Leading what? Posts? Jimbuna is ahead of me.
Thats ok, I understand your point. Dont worry, Im not mad or anything. Was just a little disappointed that after a lot of hard work, the first post was from someone laughing and criticising my work.
But thats ok, I know you didnt meant to offend.
About "Sailor steve is leading" I meant about the wrenches. Your was the first flying wrench here in this thread and I must say it hitted right in my forehead. :dead:
:up:
Philipp_Thomsen
03-09-08, 12:46 AM
Just started a new patrol with the new sounds. Pretty cool so far.
One thing I never modded up on but always wanted to was the sounds. So thanks a lot for this.
Good to hear that! :up:
Have you tested Ctrl+S on patrol start? Tell me if it is working, coz I made up this part of the mod and didn't actually tested. :rotfl:
I tried it. Heard some things. Said it was doing whatnot. Wasn't that big a deal.
?
Edit to add: I do use the Start at Sea mod, so maybe that's not the right effect for my boat. Haha
Just downloaded and unzipped all 8 of Thomsen's sound packs. How do I install them? Can't understand instructions about creating 9 new speech files etc in the readme. I am desperate to try these sounds out on patrol as Thomsen has put so much work into uploading all these files. Sounds make the boat complete for me. It's Sunday and it's raining outside! Help!!!
I am running GWX 2 and OLC's GUI.
Thanks in advance
limkol -
data/Sound/Speech
There you'll see 9 folders like the mod talks about. 1-9
You need to replace all 9 with the folder called '1' in the Speech folder you downloaded.
But you need to copy and rename the 1 folder so there are 9 of it, named 1-9. They will all be the same content inside, just named 1-9 (for some reason)
Tango589
03-09-08, 08:13 AM
Hey Phillip, I have d/loaded and installed all 8 mods and they sound excellent. There is a lot more creaking of the sub's hull as well as a lot more speech and background noises when orders are carried out! I will now try out the new gauges and the Nautilus, but so far I am dead impressed!!:rock: :up:
Tango589
03-09-08, 09:03 AM
I have installed the Nautilus but I can't find it in the game. Can anyone shed light on its location?
Some excellent sounds in there. Thanks for that Thomsen.
Still can't install it though! I have found the 9 folders that Umfuld is talking about (they are in SH3/data/sounds/speech right?)
Have also found speech folder 1 (empty) in Thomsens sound pack 8. But there is also a speech folder 1 (with content) in Thomsens sound pack 7 & 6, but none in packs 1 to 5.
What do I do now? Is something missing?
Appreciate your help:up:
BUT THOMSEN! HOW IN THE NAME OF GOD CAN YOUR MODS BE COMPATIBLE WITH UBOAT 1.2 AND OLC'S GUI IF THEY ARE NOT COMPATIBLE WITH EACHOTHER?
Calm down, breath... :rotfl: I have made one version for each, I have worked twice to make this compatible with this two amazing mods. Just wish they could do the same to eachother someday... I thought about not applying the digital numbers to disappear in OLC's GUI coz it would be too weird all those blanc spaces on the bottom left. But I did it anyway. If someone wants to have the dials going past limit, but with the digital numbers as well, just delete the file menu_1024_768.ini from the mod folder data/menu before enabling the mod.
Now, listen. All of these mods are in my filefront page, so read carefully which one you want to download and use, depending on which mods are you using already.
Hello. I will be creating a compatibility mod for U-Boat and OLC GUI 1.2.3, as I did with OLC GUI 1.2.1 - despite postin it here not many people have been aware of it. I will keep informing more as soon as I know the situation of U-boat from JCWolf.
Have also found speech folder 1 (empty) in Thomsens sound pack 8. But there is also a speech folder 1 (with content) in Thomsens sound pack 7 & 6, but none in packs 1 to 5.
What do I do now? Is something missing?
When I downloaded the sound packs I unzipped all 8 all at once. This created 1 folder called Thomsen's Sound Pack.
So I'd try that. Sounds like you unzipped them one at a time perhaps?
Philipp_Thomsen
03-09-08, 01:12 PM
Some excellent sounds in there. Thanks for that Thomsen.
Still can't install it though! I have found the 9 folders that Umfuld is talking about (they are in SH3/data/sounds/speech right?)
Have also found speech folder 1 (empty) in Thomsens sound pack 8. But there is also a speech folder 1 (with content) in Thomsens sound pack 7 & 6, but none in packs 1 to 5.
What do I do now? Is something missing?
Appreciate your help:up:
You have to put all 8 .part.rar files in the same location, right click on file #1 and select from winrar options "extract here". A folder called "Thomsen's Sound Pack" will be created. Enter this folder, enter speech, copy folder called "1" and paste it besides, name this new folder "2", and repeat this until you have 9 folders, named from "1" to "9". The 8 extra folders you see in picture below are just a simple copy-and-paste of folder named "1".
http://img187.imageshack.us/img187/2408/imagemhl7.jpg
Then You have to select one of the options in the main folder, depending on which mod you are using. If you are using ONLY GWX 2.0, copy the folder called "FOR GWX 2.0" to the "MODS" folder in your SH3 directory and enable it via JSGME. If you are using GWX 2.0 WITH OLC'S GUI, then copy the folder "FOR OLC'S GUI" to the "MODS" folder in your SH3. And if you are using UBOAT 1.2, copy the folder "FOR UBOAT 1.2" to the "MODS" folder in SH3. All folders are compatible with GWX 2.0, so if you are using OLC's GUI, you must be using GWX 2.0 too. For those using UBOAT 1.2, the folders "MENU" and "CFG" inside the sound pack folder are already for that mod, so don't bother copying the folder "FOR UBOAT 1.2". Thats just for precaution.
http://img169.imageshack.us/img169/6610/imagem2nu4.jpg
Its very simple, just follow all what I've said above and you're good to go! :up:
Sailor Steve
03-09-08, 01:15 PM
But you need to copy and rename the 1 folder so there are 9 of it, named 1-9. They will all be the same content inside, just named 1-9 (for some reason)
In the stock game the nine different folders each have a set of files done by different voice actors, which is why you get different voices from different crew members. If you only replace one file you'll only get Thomsen's voice files one time in nine.
That's what I had to do with my Das Boot conversion. The downside is that every crewman now has the same voice. I think the tradeoff is worth it.
Philipp_Thomsen
03-09-08, 01:19 PM
Hello. I will be creating a compatibility mod for U-Boat and OLC GUI 1.2.3, as I did with OLC GUI 1.2.1 - despite postin it here not many people have been aware of it. I will keep informing more as soon as I know the situation of U-boat from JCWolf.
Great to hear that!
Are you planning on using OLC's layout, right? Both are pretty good, but OLC's is more complete. Or are you planning on releasing one of each?
Philipp_Thomsen
03-09-08, 01:23 PM
I've updated post #1 clarifying the process with the sound pack instalation!
That's what I had to do with my Das Boot conversion. The downside is that every crewman now has the same voice. I think the tradeoff is worth it.
Yes, its not possible to extract 9 diferent voices for evey command from a single movie, and even from diferent movies, it would be too weird.
As you said, the tradeoff is worth it coz the sounds are long and complete, it will take years for this sounds to start pissing you off, as they are mixes of several voices, a dialog sometimes.
Philipp_Thomsen
03-09-08, 01:27 PM
I have installed the Nautilus but I can't find it in the game. Can anyone shed light on its location?
The Nautilus is the IXB, my friend.
Just start a new carreer, select 1940 as the starting year, select second flotilla and you will start in Lorient, already with type IXB Nautilus, elite crew and equipment, and the whole atlantic in your face.
Have fun! :up:
Tango589
03-09-08, 01:59 PM
That sounds superb! I will try it later!!!
von Zelda
03-09-08, 02:13 PM
Anybody surprised on the CTRL+S thingy yet?
Do I need to use the CTRL+S function if I'm only using the "No Instant Death Screen Mod" at this time?
So, when exactly does one use the CTRL+S function? When loading a new patrol only? When going back to a saved game? Before you press 'Load' or when? After the game loads but before doing anything else? Please be more specific.
It would be nice to know what this function is supposed to do so we'd know if it's working correctly. Or, maybe just a hint.
Philipp_Thomsen
03-09-08, 02:16 PM
Anybody surprised on the CTRL+S thingy yet?
Do I need to use the CTRL+S function if I'm only using the "No Instant Death Screen Mod" at this time?
So, when exactly does one use the CTRL+S function? When loading a new patrol only? When going back to a saved game? Before you press 'Load' or when? After the game loads but before doing anything else? Please be more specific.
It would be nice to know what this function is supposed to do so we'd know if it's working correctly. Or, maybe just a hint.
:rotfl:
Relax, mate!
CTRL+S is just for those using the sound pack. If you press, you'll hear a one minute sound with batteries check, compressor test, pumps test and diesel engine start.
Its just for imersion. :up:
von Zelda
03-09-08, 02:18 PM
Anybody surprised on the CTRL+S thingy yet?
Do I need to use the CTRL+S function if I'm only using the "No Instant Death Screen Mod" at this time?
So, when exactly does one use the CTRL+S function? When loading a new patrol only? When going back to a saved game? Before you press 'Load' or when? After the game loads but before doing anything else? Please be more specific.
It would be nice to know what this function is supposed to do so we'd know if it's working correctly. Or, maybe just a hint.
:rotfl:
Relax, mate!
CTRL+S is just for those using the sound pack. If you press, you'll hear a one minute sound with batteries check, compressor test, pumps test and diesel engine start.
Its just for imersion. :up:
Thanks for the quick reply.
Grayson02sept1980
03-09-08, 03:19 PM
lazy question:
compatible with German laguage?
Philipp_Thomsen
03-09-08, 04:07 PM
lazy question:
compatible with German laguage?
Which mod do you ask?
The sound pack is all in german. Even if you use german text, it will work normal. You'll miss one line of the text, but no big deal.
All others are 100% compatible with german voice & text.
:D Thanks Thomsen and Umfuld for your help. It's working fine now and I enjoyed my first mission. Had to laugh at the guy on deck asking for a cigarette! The deck of u-boat in the North Atlantic is probably the only place you are allowed to smoke nowadays!
The only problem I've got is the amb.submarine int file seems to be corrupt. Won't play. Otherwise it's a very cool sound mod. Liked the shift+S start-up also.
Thanks again for your mod:up:
Philipp_Thomsen
03-09-08, 05:40 PM
:D Thanks Thomsen and Umfuld for your help. It's working fine now and I enjoyed my first mission. Had to laugh at the guy on deck asking for a cigarette! The deck of u-boat in the North Atlantic is probably the only place you are allowed to smoke nowadays!
The only problem I've got is the amb.submarine int file seems to be corrupt. Won't play. Otherwise it's a very cool sound mod. Liked the shift+S start-up also.
Thanks again for your mod:up:
WHATTA HELL ARE YOU TALKING ABOUT? amb_SubmarineInterior.wav IS THE MOST IMPORTANT FILE IN THE SOUND PACK!
Its a 144mb 14 minute sound with crew talking background and doing stuff and messing with the map and using the scope and other things. Thats the most important file in the sound pack. Try using the newest version of winrar to umpack it.
Is ANYBODY else with this problem? If the problem is in the rar files, I'll SURELY upload all over again. Any other sound, its ok. BUT NOT THAT ONE!
Philipp_Thomsen
03-09-08, 06:01 PM
Ive just uploaded amb_submarineInterior.wav into filefront.
Until now just one person mentioned (thanks RDP!) it, (thanks Limkol) but as I'm not sure if the file is actually working or not, I'm uploading it in separate on filefront.
There are two versions. The wav compressed to .rar, which is 50mb in size, and one converted to .ogg, which is 10mb in size.
If you dont know how to convert .ogg in .wav (which is necessary for it to work) than just download the .rar file, uncompress it and put in the mod "sound" folder, replacing the file that is there already. Go to JSGME, disable the mod and re-enable it.
If you know how to convert from .ogg to .wav, do the conversion, put in the mod "sound" folder, disable and re-enable it via JSGME.
You could just put the file directly in the "sound" folder of SH3 data directory, but once you uninstall the game you'll lose the file. If you put in the mod folder, you'll have it everytime you uninstall the game, just re-enabling the mod.
If this corrupted file was my fault, Im trully sorry, I didn't check after uploading. If wasn't my fault, I'm still pleased to help who I can.
Thanks
Thomsen.
ReallyDedPoet
03-09-08, 06:13 PM
Until now just one person complained about it
Don't look at it as a complaint, rather valuable input to make your mod better :yep:
RDP
Philipp_Thomsen
03-09-08, 06:19 PM
Until now just one person complained about it
Don't look at it as a complaint, rather valuable input to make your mod better :yep:
RDP
Actually I meant complaint as "mentioned". Didn't really meant to say he was throwing wrenches or anything. I'm actually glad he mentioned that problem.
I'll edit that part of my post.
Thanks for complaining about it :rotfl: (j/k)
Penelope_Grey
03-09-08, 06:24 PM
Well done Thomsen! You are producing some decent stuff there.:up:
viriatus
03-09-08, 06:45 PM
Downloading!
Hello Philipp, where are you in Brazil? I'm in :sunny: Rio :sunny:
Philipp_Thomsen
03-09-08, 06:50 PM
Downloading!
Hello Philipp, where are you in Brazil? I'm in :sunny: Rio :sunny:
I live in Curitiba.
Do you speak any portuguese?
viriatus
03-09-08, 06:53 PM
Desde que eu nasci. :D
EmeAzul
03-09-08, 07:02 PM
Oi, eu tambem desde de nascimento, apesar do portugues estar um pouco enferujado. Morava no Rio Grande do Sul (Santa Maria e Porto Alegre) ate' 1965. Agora estou nos EEUU a uns 40 e tantos anos. Prazer em conhecer voces. Abracos
EmeAzul
Philipp_Thomsen
03-09-08, 07:17 PM
Desde que eu nasci. :D
:rotfl:
Legal legal! Bom saber q temos brasileiros aqui no forum! :up:
Oi, eu tambem desde de nascimento, apesar do portugues estar um pouco enferujado. Morava no Rio Grande do Sul (Santa Maria e Porto Alegre) ate' 1965. Agora estou nos EEUU a uns 40 e tantos anos. Prazer em conhecer voces. Abracos
EmeAzul
Seu portugues tá ótimo. Prazer em conhecer voce tambem, meu caro! Legal ver brasileiros aqui. Rubini, um dos melhores modders aqui do forum é brasileiro também.
E a vida na Califórnia não está te deixando meio mole não? :rotfl:
Abraço!
Brasileiros? onde?:D
Eu estive hoje na Saraiva e vi pela primeira vez o SH4 nas prateleiras!
Só prá comentar!
Abraços!
E obrigado por este excelente mod Thomsen!:rock:
Rubini.
Is it possible to put the data folder from the "For GWX 2.0" into the "Thomsen's Sound Pack" and overwrite the files there instead of making a new mod folder? Just trying to make it easier for me instead of activating 2 mods. I use only GWX 2.0.
Mast
Philipp_Thomsen
03-09-08, 10:21 PM
Is it possible to put the data folder from the "For GWX 2.0" into the "Thomsen's Sound Pack" and overwrite the files there instead of making a new mod folder? Just trying to make it easier for me instead of activating 2 mods. I use only GWX 2.0.
Mast
Yes sir. Exactly as you said. The folders already there are for UBOAT 1.2.
Just overwrite them as you said. :up:
viriatus
03-09-08, 11:48 PM
Thank you Phillip for this amazing mod, it brings total immersion to the game! My crew is not dead silence during patrols anymore. :up:
Signäler
03-10-08, 12:41 AM
Moin.
Nothing really new.
Some sounds are quite good but the others are "Das Boot" ****. Dont missunderstand me. I love the TV-series, but this mod is one of 10000000000 das boot soundmods out there.
And, why say der alte "wir bleiben weiter getaucht"?
Why say the Horcher he hear something?
I was on surface and not submerged. :damn::damn::damn:
The music is in Germany most illegal and nazi bull****.:down::down::down:
I handle it how i handle the other "Das Boot" mods.
Pick the sounds i like and mix it with the stock sound and config.
CU somewhere on the Atlantic
Philipp_Thomsen
03-10-08, 01:32 AM
Moin.
Nothing really new.
Some sounds are quite good but the others are "Das Boot" ****. Dont missunderstand me. I love the TV-series, but this mod is one of 10000000000 das boot soundmods out there.
And, why say der alte "wir bleiben weiter getaucht"?
Why say the Horcher he hear something?
I was on surface and not submerged. :damn::damn::damn:
The music is in Germany most illegal and nazi bull****.:down::down::down:
I handle it how i handle the other "Das Boot" mods.
Pick the sounds i like and mix it with the stock sound and config.
CU somewhere on the Atlantic
Some people don't like women too... can we ever understand?
To each his own! :up:
Grayson02sept1980
03-10-08, 01:48 AM
lazy question:
compatible with German laguage?
Which mod do you ask?
The sound pack is all in german. Even if you use german text, it will work normal. You'll miss one line of the text, but no big deal.
All others are 100% compatible with german voice & text.
sorry - I mean the sound pack
Thanks! Question answered
onelifecrisis
03-10-08, 04:14 AM
Looking forward to trying this! Will start DLing tonight :D
One thing puzzles me: whats the difference between the OLC GUI version and the GWX version?? :hmm:
Cheers
:ping:
Philipp_Thomsen
03-10-08, 04:29 AM
Looking forward to trying this! Will start DLing tonight :D
One thing puzzles me: whats the difference between the OLC GUI version and the GWX version?? :hmm:
Cheers
:ping:
en_menu.txt and commands_en.txt
I hadn't patience to see if there was any modification in those files from GWX to OLC's GUI, so I just put them there, in any case.
You know, when its 8 o'clock in the morning and you didn't go to bed yet, your trying hard to finish the mods and upload it for already 15 straight hours, you start getting lazy and doing things the easy way.
Now you got me curious. Is there any difference in those files from GWX to OLC's GUI?
onelifecrisis
03-10-08, 07:06 AM
lol, yeah, sounds like you need some sleep mate :lol:
Yes those files are different in the OLC GUI, but I didn't realise that your mod would involve changes to those files. What do those files have to do with sound? :hmm: (sorry I know nothing of sound modding :88) )
vinceor
03-10-08, 08:50 AM
Currently off the coast of Madagascar, and looking forward to the Submarine Interior sound. The crossover potential to SH4 U-Boat Missions is fantastic. Thank you for your dedication and hard work.
vinceor
downloaded sound, no instant death, dials and Nautilus IXN mods. I installed them into GW2 and started a new career.
couldn't start with an IXB, so didn't get Nautilus and ran with a VIIB from 7th Flottilla, with Mark I steamers.
Picked up an ore carrier near Norway, stalked it and fired a torpedo from 1100 metres. Hit the ship and blew it to pieces with bits of deck etc flying over me. What the ....? The sub was rolling almost deck under. As it quietened down, I got the instant death screen - all crew dead!
Abandoned career and went to bed in disgust. Next day I rerstarted the career and fired a topedo at the minesweeper in Wilhelmshaven (just an experiment, you understand, I hadn't changed sides.
Sure enough -one minesweeper in pieces, closely followed by 6 or 7 other ships! Everything in and around the harbour including, of course, my sub.
It seems that the Nautilus mod converts every torpedo into a nuclear warhead.
So I'd better back off the mod until I can get me a IXB.
p.s. I tried CTRL S as soon as my patrol started but nothing happened.
Philipp_Thomsen
03-10-08, 10:51 AM
lol, yeah, sounds like you need some sleep mate :lol:
Yes those files are different in the OLC GUI, but I didn't realise that your mod would involve changes to those files. What do those files have to do with sound? :hmm: (sorry I know nothing of sound modding :88) )
You're right, they have nothing to do with sound.
I've made up a dirty thing to the commands and text so we can utilize that sound of batteries check, compressor em pump test and diesel engine start. Remember that sound I've posted and asked for help and you said that I could put it instead of a "hissing" sound?
Well... I've found one way... one command nobody ever use... So when you're starting a patrol, hit CTRL+S before anything else, and you might be surprised! Once you do, you will understand imediatly why are those files there and for what purpose. That was the best I could do, and I must say, looks pretty good!
Philipp_Thomsen
03-10-08, 11:01 AM
downloaded sound, no instant death, dials and Nautilus IXN mods. I installed them into GW2 and started a new career.
couldn't start with an IXB, so didn't get Nautilus and ran with a VIIB from 7th Flottilla, with Mark I steamers.
Picked up an ore carrier near Norway, stalked it and fired a torpedo from 1100 metres. Hit the ship and blew it to pieces with bits of deck etc flying over me. What the ....? The sub was rolling almost deck under. As it quietened down, I got the instant death screen - all crew dead!
LOL!!! I know the feeling, Ive done this myself several times. The NAUTILUS mod does that, nuclear warheads. To start with IXB its quite simple. Select to start the carrer in 1940, in second flotilla. There you go, a nice IXB ready for sail. Theres no how to set nuclear warheads ONLY for IXB. There will be for all uboats. But if you are beyond 1500 meters when it explodes, nothing will happen to you, only to all ships in 1500 meters vicinity.
Abandoned career and went to bed in disgust. Next day I rerstarted the career and fired a topedo at the minesweeper in Wilhelmshaven (just an experiment, you understand, I hadn't changed sides.
Sure enough -one minesweeper in pieces, closely followed by 6 or 7 other ships! Everything in and around the harbour including, of course, my sub.
It seems that the Nautilus mod converts every torpedo into a nuclear warhead.
So I'd better back off the mod until I can get me a IXB.
p.s. I tried CTRL S as soon as my patrol started but nothing happened.
The weapon officer was in his position? This is a weapon officer command, so if he's sleeping, nothing will happen. IF he was in his station, then you must havent installed the folders MENU & CFG that comes with the mod. Check those folders. They must be enabled as the last mod, if they are overwritten by another mod, it wont work.
Above in yellow!
Philipp_Thomsen
03-10-08, 11:20 AM
MEDIIIIIIIIIIIIIIIIIC!!!
Its just me, or you guys also think... that the sound of man down on the deck sounds like a guy getting a intense bj from his girlfriend?
I laughed a lot the first time I listened to it. :rotfl:
Crap... Im hijacking my own thread... :damn:
onelifecrisis
03-10-08, 11:23 AM
lol, yeah, sounds like you need some sleep mate :lol:
Yes those files are different in the OLC GUI, but I didn't realise that your mod would involve changes to those files. What do those files have to do with sound? :hmm: (sorry I know nothing of sound modding :88) )
You're right, they have nothing to do with sound.
I've made up a dirty thing to the commands and text so we can utilize that sound of batteries check, compressor em pump test and diesel engine start. Remember that sound I've posted and asked for help and you said that I could put it instead of a "hissing" sound?
Well... I've found one way... one command nobody ever use... So when you're starting a patrol, hit CTRL+S before anything else, and you might be surprised! Once you do, you will understand imediatly why are those files there and for what purpose. That was the best I could do, and I must say, looks pretty good!
:rotfl:
:rotfl:
:rotfl:
Now that's what I call lateral thinking. :lol: :up:
Deathfrombelow23
03-10-08, 04:04 PM
Greetings Kaleun Thomsen!! I'm very excited about your Nautilus mod!!!! I guess I'm just a geek like that... although... I guess we're all "submarine geeks" or we wouldn't be on here LOL. I have a few more questions for you, if you don't mind.
If I understand your previous reply to my questions... I can just enable the mod with JSGME? Therefore, I would not need to "backup" any of my original files since I can also "disable" it at any time with JSGME. Is this correct?
I noticed that in the cfg folder, you made 3 different crew configs... which should I use?
I have a career that is in Feb 1940 that I'd like to keep going. I am currently in Kiel commanding U-12. I would really like to keep that career alive... could I enable your mod, load up my career and transfer to the 2nd in Lorient... "purchase" a IXB and have it be the Nautilus? Or would I have to forget that career and start over from scratch?
You mentioned in a previous reply that, once your mod is activated, ALL TYPES OF TORPEDOES are atomic..... could I then "edit" the BASIC.cfg for the IXB in your mod and change the torpedoes to the T-XI Zaunkonig II?? Or would this mess everything up? (Is there even a difference in gameplay between the Zaunkonig I and Zaunkonig II? I just assumed the II is better since, historically, it was supposed to be more advanced... perhaps the in-game difference is negligible though).
Some of the files in the BASIC.cfg such as the amount of ammo for the flak guns, etc are set at 2500... I would like to increase them :yep: :yep: Is it possible to edit the BASIC.cfg of your Nautilus at all?
Thanks for taking the time to answer, Herr Kaleun!! I'm REALLY looking forward to your mod.
Sedge73
03-10-08, 06:49 PM
Hello Mr Thomsen,
Fantastic sound add on mate. Really good atmospherics.
It's easy to go overboard with too much but I really like this.
Brilliant effort old boy!!! :p
Sailor Steve
03-10-08, 06:53 PM
Things you should be aware of:
1) Submarine Bell: I tried using that for the "Alarm" files three years ago, and the file will stop playing when the crew is all down the hatches; that is, after approximately 15 seconds it will shut off. To make the alarm file work you must put it in the Crash Dive ogg file.
Okay, I checked and I see that you did that. I also see that you used the file I created for my Das Boot Sound Mod conversion back then. I know this because I had to edit two different files from SH2, and I know exactly where the breaks are. I don't mind it being used, because I didn't create the files in the first place; but I must warn you: when you crash dive you're going to get one hell of an interference in the few seconds those files are playing at the same time. I blanked the bell file when I did mine, so it's a 'dead' file that doesn't play at all.
2) All hands battlestations: nice, but the germans didn't have a dive klaxon. Just so you know.
3) I was going to say something about the Ambient Submarine Interior, but I listened to it and it's great. I was worried when you said you had people talking, because the guy who created the version I use had people talking, and had it pointed out that it sounded a bit odd when silent running. He then made a new one that only had whispering. Yours has very quiet muffled talking, and sounds good.
Philipp_Thomsen
03-10-08, 07:37 PM
Greetings Kaleun Thomsen!! I'm very excited about your Nautilus mod!!!! I guess I'm just a geek like that... although... I guess we're all "submarine geeks" or we wouldn't be on here LOL. I have a few more questions for you, if you don't mind.
I dont mind.
If I understand your previous reply to my questions... I can just enable the mod with JSGME? Therefore, I would not need to "backup" any of my original files since I can also "disable" it at any time with JSGME. Is this correct?
Yes sir.
I noticed that in the cfg folder, you made 3 different crew configs... which should I use?
You shoud use the one based on your other supermods. If youre are using SH3+GWX 2.0, then use the folder "for gwx". If youre using SH3+GWX+OLC's GUI, then use "for olc's gui", and finally, if youre using SH3+GWX+UBOAT 1.2, then use "for uboat 1.2" files. You can also (recomended) use JSGME to enable/disable this parts.
I have a career that is in Feb 1940 that I'd like to keep going. I am currently in Kiel commanding U-12. I would really like to keep that career alive... could I enable your mod, load up my career and transfer to the 2nd in Lorient... "purchase" a IXB and have it be the Nautilus? Or would I have to forget that career and start over from scratch?
Problem is, the flotilla that uses IX boats by default is the second flotilla. You will have to ask for transfer from the first to the second flotilla. Once you're in the second flotilla, you can have IX boats. Just choose IXB, and you're good to go. Until then, keep the mod DISABLED, so you dont blast yourself with nuclear torpedos.
You mentioned in a previous reply that, once your mod is activated, ALL TYPES OF TORPEDOES are atomic..... could I then "edit" the BASIC.cfg for the IXB in your mod and change the torpedoes to the T-XI Zaunkonig II?? Or would this mess everything up? (Is there even a difference in gameplay between the Zaunkonig I and Zaunkonig II? I just assumed the II is better since, historically, it was supposed to be more advanced... perhaps the in-game difference is negligible though).
All torpedos have the nuclear warhead and speed of 50knots. So dont worry about "which is best". And you can load whatever torpedo you want to use, they are all the equal in speed and power. I really dont know the diference in gameplay between the two torpedos you mentioned, but I guess the diference is pretty small. Basic.cfg have NOTHING to do with torpedo speed, power, range. In basic.cfg you can only change your torpedo loadout and the avaliability dates.
Some of the files in the BASIC.cfg such as the amount of ammo for the flak guns, etc are set at 2500... I would like to increase them :yep: :yep: Is it possible to edit the BASIC.cfg of your Nautilus at all?
Im not how much can you increase before having problems and crashes in the game. But I asure you that the ammo quantity is more then enough. You'll return to base with half of it, normally.
Thanks for taking the time to answer, Herr Kaleun!! I'm REALLY looking forward to your mod.
Thank you! :up:
Above, in yellow.
Philipp_Thomsen
03-10-08, 07:38 PM
Hello Mr Thomsen,
Fantastic sound add on mate. Really good atmospherics.
It's easy to go overboard with too much but I really like this.
Brilliant effort old boy!!! :p
Thank you for the feedback! :up:
Philipp_Thomsen
03-10-08, 07:44 PM
Things you should be aware of:
1) Submarine Bell: I tried using that for the "Alarm" files three years ago, and the file will stop playing when the crew is all down the hatches; that is, after approximately 15 seconds it will shut off. To make the alarm file work you must put it in the Crash Dive ogg file.
Okay, I checked and I see that you did that. I also see that you used the file I created for my Das Boot Sound Mod conversion back then. I know this because I had to edit two different files from SH2, and I know exactly where the breaks are. I don't mind it being used, because I didn't create the files in the first place; but I must warn you: when you crash dive you're going to get one hell of an interference in the few seconds those files are playing at the same time. I blanked the bell file when I did mine, so it's a 'dead' file that doesn't play at all.
Theres a lot of wrong things with this mod yet. The rudders have diferent sounds, depending on how you turn them. The diving sequence is weird, you're under water before the sound of tanks flooding. There are somethings that I also which to edit. But its quite an easy job. I was rushing to release the mod so I could have the proper feedback. You cant achive perfection in the first try without feedback.
2) All hands battlestations: nice, but the germans didn't have a dive klaxon. Just so you know.
What sound are you talking about? And whatta hell is "klaxon"? I would like a more specific feedback on this one.
3) I was going to say something about the Ambient Submarine Interior, but I listened to it and it's great. I was worried when you said you had people talking, because the guy who created the version I use had people talking, and had it pointed out that it sounded a bit odd when silent running. He then made a new one that only had whispering. Yours has very quiet muffled talking, and sounds good.
Well thank you very much. You can thank Venatore for that sound, and he probably can be thankful to another guy for that sound. Its a long chain.
And thanks for the feedback. Sometimes criticism is better then "YOU ROCK, NICE MOD!"
Be more specific on what sound you're sugesting a change, and a change to what approach. Tips.
Thanks Steve :up:
Above, in yellow.
Deathfrombelow23
03-10-08, 08:02 PM
I noticed that in the cfg folder, you made 3 different crew configs... which should I use?
You shoud use the one based on your other supermods. If youre are using SH3+GWX 2.0, then use the folder "for gwx". If youre using SH3+GWX+OLC's GUI, then use "for olc's gui", and finally, if youre using SH3+GWX+UBOAT 1.2, then use "for uboat 1.2" files. You can also (recomended) use JSGME to enable/disable this parts.
OK. I'm still confused a bit, Herr Kaleun. When I looked in the cfg folder... the 3 crew configs are labeled: crew_config_IX_1, crew_config_IX_2 and crew_config_IX_3..... so I'm still not sure which to use for what mods. I know that I am running GWX 2.0.... I'm almost positive I'm not running u-boat 1.2 or OLC'S GUI. Thanks, Captain :up:
Hey mate,
I downloaded the sound mod and after some adjusts (I already have my gramophone as I want it, etc ) I then adjust the en_menu and the commands_en to my ones (I yet run a self modded GWX1.03...).:D
So I´m playing the game since one hour ago: this sound mod rocks!!:rock: :rock:
It adds a lot of immersion to the game. A must!
Now some feedback: the major problem that I saw until now is that in some (or on the majority) of the Officers speech they aren´t synchronized. I think that is just a matter to achieve the correct time for the voices or sometimes they need more "sounds". I mean: "Yes, sir. Ahead full." In your mod they only say "Ahead full". Well something almost like this.;)
Philipp_Thomsen
03-10-08, 08:23 PM
I noticed that in the cfg folder, you made 3 different crew configs... which should I use?
You shoud use the one based on your other supermods. If youre are using SH3+GWX 2.0, then use the folder "for gwx". If youre using SH3+GWX+OLC's GUI, then use "for olc's gui", and finally, if youre using SH3+GWX+UBOAT 1.2, then use "for uboat 1.2" files. You can also (recomended) use JSGME to enable/disable this parts.
OK. I'm still confused a bit, Herr Kaleun. When I looked in the cfg folder... the 3 crew configs are labeled: crew_config_IX_1, crew_config_IX_2 and crew_config_IX_3..... so I'm still not sure which to use for what mods. I know that I am running GWX 2.0.... I'm almost positive I'm not running u-boat 1.2 or OLC'S GUI. Thanks, Captain :up:
hauhahuauhahuahuhuaa :rotfl: :rotfl: :rotfl:
Sorry, I was with my mind in another mod.
Those 3 files have to go, the game uses all 3!
Philipp_Thomsen
03-10-08, 08:32 PM
Hey mate,
I downloaded the sound mod and after some adjusts (I already have my gramophone as I want it, etc ) I then adjust the en_menu and the commands_en to my ones (I yet run a self modded GWX1.03...).:D
So I´m playing the game since one hour ago: this sound mod rocks!!:rock: :rock:
It adds a lot of immersion to the game. A must!
Now some feedback: the major problem that I saw until now is that in some (or on the majority) of the Officers speech they aren´t synchronized. I think that is just a matter to achieve the correct time for the voices or sometimes they need more "sounds". I mean: "Yes, sir. Ahead full." In your mod they only say "Ahead full". Well something almost like this.;)
Thats becouse I HATE that "Ahoy, herr kaleun" that he says everytime, always with the same tone and same speed and same voice. That why I've quieted the sound "YES SIR.wav" from the folder. Now he just dont say that, if you noticed. I dont see a reason for the chief to say "YES SIR" every single take I sneeze. The crew are more like family to me, I like to hear they speaking normally, like when you ask the watch crew on deck. Guys asking for cigarretes and fire. Thats what I love.
If you want to, you can put the gwx version of "yes sir.wav" on the folder and the voices will be sincronized again.
But honestly, between you and me here, (and the whole subsim comunity), I dont give a tyne rats ass for the mouth/sound sync, since Im almost never looking at the crew when he says something. Im always looking on the map or on the scope or on the bridge or in the hydrophone room. Sometimes you have to sacrifice something to get something better in return, but dont mind me, feel free to re-edit this mod as you wish and release your version of it.
For me, I just HATE hearing "Ahoy herr kaleun". I think it getz to my nerves after 3 years hearing that.
Thanks for the feedback, mate! :up:
Sailor Steve
03-10-08, 08:40 PM
Theres a lot of wrong things with this mod yet. The rudders have diferent sounds, depending on how you turn them. The diving sequence is weird, you're under water before the sound of tanks flooding. There are somethings that I also which to edit. But its quite an easy job. I was rushing to release the mod so I could have the proper feedback. You cant achive perfection in the first try without feedback.
Good to hear that you're not satisfied yet. Can't wait to hear the finished product.
What sound are you talking about? And whatta hell is "klaxon"? I would like a more specific feedback on this one.
I mean the part that comes at the end: "AhOOOOOga, ahOOOOOOga, ahOOOOOGa". That's actually the horn (klaxon) that signals the dive on US boats (or, in the case of three of them, surface).
And thanks for the feedback. Sometimes criticism is better then "YOU ROCK, NICE MOD!"
Reminds me of a funny story:
I'm an avid comic-book reader, and several years ago I wrote a letter to the editor criticizing the way he had drawn a character. He put my letter into his comic, and answered with an explanation of why he had done that. When I took it and showed it to the guy at the local comic shop, he said that he wrote letters to them all the time and they never got published. He then looked a little embarassed and said "Of course most of my letters just say things like 'Your book rocks!'":rotfl:
No , I will not reediting neither release another version of it. It´s just a feed back. I really understand and agree with your reasons about this issue..it´s really better a more casual dialogs; and thanks to point me the correct file I then can reenable it if I want and all is ok.;)
Anyhow the best will be if you could achieve to edit the mouth/sound sinc (IMHO)...I guess that i already saw a file in somewhere on sh3files that works with that.:hmm:
Philipp_Thomsen
03-10-08, 09:02 PM
:rotfl: :rotfl: :rotfl:
Nobody ever criticises...
Tell me, I've never heard that AHOOOOOOGA AHOOOOOOOGA AHOOOOOOOGA you are talking about. But I know what are you talking about. Never heard it on the game. Can you point me on what sound?
Philipp_Thomsen
03-10-08, 09:06 PM
No , I will not reediting neither release another version of it. It´s just a feed back. I really understand and agree with your reasons about this issue..it´s really better a more casual dialogs; and thanks to point me the correct file I then can reenable it if I want and all is ok.;)
Anyhow the best will be if you could achieve to edit the mouth/sound sinc (IMHO)...I guess that i already saw a file in somewhere on sh3files that works with that.:hmm:
I dont know squat about mouth moviment editing. But if you discover, please lemme know! :up:
No , I will not reediting neither release another version of it. It´s just a feed back. I really understand and agree with your reasons about this issue..it´s really better a more casual dialogs; and thanks to point me the correct file I then can reenable it if I want and all is ok.;)
Anyhow the best will be if you could achieve to edit the mouth/sound sinc (IMHO)...I guess that i already saw a file in somewhere on sh3files that works with that.:hmm:
I dont know squat about mouth moviment editing. But if you discover, please lemme know! :up:
I just took a look on the files...they are labeled Phrases_Voice_1.dat to Phrases_Voice_9.dat on library folder.. I guess that they have the lengh in seconds that the lips will move. The trick is know what phrase is what into that files. The S3D dont shows much on those files. I will try to open them with a hexedit and see. I will let you know any find.;)
Philipp_Thomsen
03-10-08, 09:22 PM
Whatta mess, Rubini!
Fix that so I can read! :rotfl:
I've also looked on those files before releasing the mod, but no juice for harry.
I think we are pretty limited on sound, more then any other aspect of the game.
How good would be that sdk...
Ok ! I foun it. S3D really don´t opens those files...but with a hexedit it´s easy to find the ChE_K_Yes_Sir inside it. Each sound have some lengh in hex format that probably command the lips movement for that phrase. I will try to put some zeros until we sync only the main command without that yes sir. Wish me luck! lol
Philipp_Thomsen
03-10-08, 09:30 PM
Ok ! I foun it. S3D really don´t opens those files...but with a hexedit it´s easy to find the ChE_K_Yes_Sir inside it. Each sound have some lengh in hex format that probably command the lips movement for that phrase. I will try to put some zeros until we sync only the main command without that yes sir. Wish me luck! lol
É como achar agulha no palheiro.
Good luck mate!
Ok ! I foun it. S3D really don´t opens those files...but with a hexedit it´s easy to find the ChE_K_Yes_Sir inside it. Each sound have some lengh in hex format that probably command the lips movement for that phrase. I will try to put some zeros until we sync only the main command without that yes sir. Wish me luck! lol
É como achar agulha no palheiro.
Good luck mate!
Well i guess that we have a good chance of succees here mate..wait abit!
Philipp_Thomsen
03-10-08, 09:36 PM
I wound never go for such a goal, to use "attempt and error" on a game like Sh3, which in my system takes 6 minutes to load the main menu and more 8 minutes to load the single mission or carrer.
But on a high end system like yours, well, you maybe get it to work! :up:
Sailor Steve
03-10-08, 09:37 PM
:rotfl: :rotfl: :rotfl:
Nobody ever criticises...
Tell me, I've never heard that AHOOOOOOGA AHOOOOOOOGA AHOOOOOOOGA you are talking about. But I know what are you talking about. Never heard it on the game. Can you point me on what sound?
Thomsens_Sound_Pack.part01.
Sound folder
.wav file titled sws_1_allhands_battlestations
I wound never go for such a goal, to use "attempt and error" on a game like Sh3, which in my system takes 6 minutes to load the main menu and more 8 minutes to load the single mission or carrer.
But on a high end system like yours, well, you maybe get it to work! :up:
Isn´t about my rig ...but some tricks...eh eh. In 2 minutes I will start to test in game.:arrgh!:
Interesting is that on that files we have a lot of others phrases like "Ressuply ship ready sir", etc, etc..hummmm:hmm:
Well, well, I found "a agulha no palheiro" my friend!!:arrgh!: :arrgh!:
Worked and very well. I will send the files to you. They are the nine files that are in library and in library/german files. You just need to replace them and the lips movement for "yes, sir" (in german obviously) goes away!!
PM me with your email mate.;)
Philipp_Thomsen
03-10-08, 10:29 PM
:rotfl: :rotfl: :rotfl:
Nobody ever criticises...
Tell me, I've never heard that AHOOOOOOGA AHOOOOOOOGA AHOOOOOOOGA you are talking about. But I know what are you talking about. Never heard it on the game. Can you point me on what sound?
Thomsens_Sound_Pack.part01.
Sound folder
.wav file titled sws_1_allhands_battlestations
And when this sound is used? I never gave a command that resulted in that sound or text...
Philipp_Thomsen
03-10-08, 10:30 PM
Well, well, I found "a agulha no palheiro" my friend!!:arrgh!: :arrgh!:
Worked and very well. I will send the files to you. They are the nine files that are in library and in library/german files. You just need to replace them and the lips movement for "yes, sir" (in german obviously) goes away!!
PM me with your email mate.;)
Me adiciona no msn, se vc tiver!
jeef@maioral.com
Eu não tenho msn...sorry!
We really can´t speak one bad word about S3D. Even that it not open friendly these files, in the end, was with it that i fixed a last minute problem where some voices aren´t more being speaked after the lips fix.
All tested and working without any problem now!
Now that i help you please make me a favour too. When you have time revise all the commands voices and put a voice for each one. As an example look at the Watch Officer when you send the crew to the flak gun...he don´t speak anything just a sound (a very good one indeed) is listened with crew running and assuming their flak position.Please mix a voice command there (and in others places if needed) an you will have the best speech mod ever.:up:
I will send the files to you in a minute. Just use them over library/german folder (replace them). Isn´t necessary to replace the ones on the library folder that i have noted.:up:
Edited: sent by email!
Tarnsman
03-10-08, 11:16 PM
Thanks for making these sounds available. Couple of questions though: Do I have to be in port to install this? and Im runninig Gwx 1.02 on my current career, which option folder should i use? and finally at the risk of looking dumb, what happens to the other 8 .rar files do I unzip them as well or not?
Thanks
Philipp_Thomsen
03-10-08, 11:18 PM
I wound never go for such a goal, to use "attempt and error" on a game like Sh3, which in my system takes 6 minutes to load the main menu and more 8 minutes to load the single mission or carrer.
But on a high end system like yours, well, you maybe get it to work! :up:
Isn´t about my rig ...but some tricks...eh eh. In 2 minutes I will start to test in game.:arrgh!:
TELL ME THE TRICKS!!! :rock:
Philipp_Thomsen
03-10-08, 11:24 PM
Thanks for making these sounds available.
youre welcome!
Couple of questions though: Do I have to be in port to install this?
nope!
and Im runninig Gwx 1.02 on my current career, which option folder should i use?
The best you can do is to use the folder for gwx 2.0.
and finally at the risk of looking dumb, what happens to the other 8 .rar files do I unzip them as well or not?
Download all 8 files, put them in the same location, extract. A folder will be created. The complete folder has 887 mb size. Thats why I've divided in 8 files, easier to upload and to download. For the folder to be complete, you have to extract the first part with all other parts standing together, winrar will stract all of them for you, coz its a pack. Separated it wont work. It will create the folder for you and stract all 8 files in order, automatically.
Thanks
Above, in yellow.
I wound never go for such a goal, to use "attempt and error" on a game like Sh3, which in my system takes 6 minutes to load the main menu and more 8 minutes to load the single mission or carrer.
But on a high end system like yours, well, you maybe get it to work! :up:
Isn´t about my rig ...but some tricks...eh eh. In 2 minutes I will start to test in game.:arrgh!:
TELL ME THE TRICKS!!! :rock:
If you promisse that you will revise that (some) commands sounds...
But ok. Lesson one to all we (that i learned in these last 3 years here ):
To become a good and respectfull modder you always need to polish yours mods. If not you will end with alot of ppl saying that this is not good, that is not realistic, etc : you always have deep responsability for what you release. The community needs and want always very good quality mods. If not nobody will give you attention after some time.etc:D
Just kidding but this is very important. Trust me...
************************************************
************************************************
Now about the real tricks...I have a Empty_Campaign "mod" that I enable all the time that i need to make tests/mods. I also have some pre made SM just for tests purposes already with some environments defined in there. So when i need to mod, in 2 minutes, i have the game ready and the load time is 10x times minor than a normal campaign game. I also run the game windowed to mod, this way i can work, surf on the net, etc, while the game is loading, etc. And to finish all yours tools need to be ready to be used too: hexedit, comparision soft and S3D. There´s nothing that you can´t do quickly with this scenario up.;)
Interesting is that on that files we have a lot of others phrases like "Ressuply ship ready sir", etc, etc..hummmm:hmm:
I´m quoting me just to give attention to this fact. The Phrases_Voice_x.dat files have the sync lips info ready for some sounds and aslo for a lot ones don´t used in game.
We have a total of 1103 sync voices to play with. Some examples below (some of then are already used in game, others not)..just to we try to understand some logic and why some of then aren´t in game and others are. My guess is that if someone makes a deep research on this matter he will find something that could work and becomes very usefull:
ChE_K_Abandon_ship
ChE_K_Batteries_damaged
ChE_K_Bow_planes_damaged
ChE_K_Dive_planes_set_for_shallow_dive
ChE_K_Dive_planes_set_for_steep_dive
ChE_K_Fuel_Tanks_damaged
ChE_S_Yes_Sir (just kidding eh eh)
NaO_K_Range_to_target_under_one_hundred
NaO_K_The_weather_is_changing_for_the_worse
NaO_K_The_weather_is_improving
RaM_K_Enemy_radio_message_intercepted
RaM_K_Weather_report_sen
RaM_P_Target_acquired
Rubini.
SoM_K_Background_crew_talking
SoM_K_Destroyer_in_attack_run
SoM_K_Enemy_is_pinging_us_sir
SoM_K_Hydrophones_destroyed
SoM_S_Sweeping_astern_starboard
WaO_P_Re-supply_operation_interrupted
WaO_P_Re-supply_operation_on_going
WaO_P_The_escort_is_ready_sir
WaO_P_Transferring_supplies
WaO_P_We're_docking_sir
WaO_P_We_must_follow_the_escort_sir
WaO_P_We_should_move_beside_to_supply_boat
WeO_S_We_have_casualties_sir
WeO_K_Bow_external_storage_empty_sir
I will go to sleep now.
Philipp_Thomsen
03-11-08, 12:46 AM
I wound never go for such a goal, to use "attempt and error" on a game like Sh3, which in my system takes 6 minutes to load the main menu and more 8 minutes to load the single mission or carrer.
But on a high end system like yours, well, you maybe get it to work! :up:
Isn´t about my rig ...but some tricks...eh eh. In 2 minutes I will start to test in game.:arrgh!:
TELL ME THE TRICKS!!! :rock:
If you promisse that you will revise that (some) commands sounds...
But ok. Lesson one to all we (that i learned in these last 3 years here ):
To become a good and respectfull modder you always need to polish yours mods. If not you will end with alot of ppl saying that this is not good, that is not realistic, etc : you always have deep responsability for what you release. The community needs and want always very good quality mods. If not nobody will give you attention after some time.etc:D
Just kidding but this is very important. Trust me...
************************************************
************************************************
Now about the real tricks...I have a Empty_Campaign "mod" that I enable all the time that i need to make tests/mods. I also have some pre made SM just for tests purposes already with some environments defined in there. So when i need to mod, in 2 minutes, i have the game ready and the load time is 10x times minor than a normal campaign game. I also run the game windowed to mod, this way i can work, surf on the net, etc, while the game is loading, etc. And to finish all yours tools need to be ready to be used too: hexedit, comparision soft and S3D. There´s nothing that you can´t do quickly with this scenario up.;)
I thought that you were talking about some secret software to speed up the loading times, like junction. (which Im still trying to figure how it works).
And dont worry, I'll polish my mods better, always. After all, I'm polish decendent! :rotfl:
Philipp_Thomsen
03-11-08, 12:48 AM
Interesting is that on that files we have a lot of others phrases like "Ressuply ship ready sir", etc, etc..hummmm:hmm:
I´m quoting me just to give attention to this fact. The Phrases_Voice_x.dat files have the sync lips info ready for some sounds and aslo for a lot ones don´t used in game.
We have a total of 1103 sync voices to play with. Some examples below (some of then are already used in game, others not)..just to we try to understand some logic and why some of then aren´t in game and others are. My guess is that if someone makes a deep research on this matter he will find something that could work and becomes very usefull:
ChE_K_Abandon_ship
ChE_K_Batteries_damaged
ChE_K_Bow_planes_damaged
ChE_K_Dive_planes_set_for_shallow_dive
ChE_K_Dive_planes_set_for_steep_dive
ChE_K_Fuel_Tanks_damaged
ChE_S_Yes_Sir (just kidding eh eh)
NaO_K_Range_to_target_under_one_hundred
NaO_K_The_weather_is_changing_for_the_worse
NaO_K_The_weather_is_improving
RaM_K_Enemy_radio_message_intercepted
RaM_K_Weather_report_sen
RaM_P_Target_acquired
Rubini.
SoM_K_Background_crew_talking
SoM_K_Destroyer_in_attack_run
SoM_K_Enemy_is_pinging_us_sir
SoM_K_Hydrophones_destroyed
SoM_S_Sweeping_astern_starboard
WaO_P_Re-supply_operation_interrupted
WaO_P_Re-supply_operation_on_going
WaO_P_The_escort_is_ready_sir
WaO_P_Transferring_supplies
WaO_P_We're_docking_sir
WaO_P_We_must_follow_the_escort_sir
WaO_P_We_should_move_beside_to_supply_boat
WeO_S_We_have_casualties_sir
WeO_K_Bow_external_storage_empty_sir
I will go to sleep now.
In yellow, what is that sync for? Looks interesting! :hmm:
Thanks for the email, Rubini. Now Im wondering how the hell Im going to polish and re-upload this sound mod. Its just too big... GOT IT! Had an idea!
Rubini, can you try to find a way to use this syncs to link them to some of the sounds? I mean, you have some messages like NaO_K_The_weather_is_changing_for_the_worse and we have the sound for that. Can you try to discover a way to include an order to do that? Or for them to report this automatically? I dont know squat about hex editing.
Se é que vc entendeu alguma coisa q eu escrevi, to com sono e devo ter me expressado mal.
Grayson02sept1980
03-11-08, 01:39 AM
I tried the soundmod on two patrols now and it really is good... but there are some things I want to mention:
1. when switching through the torp-tubes the sound is very annoying hearing everytime I choose another tube
2. the Diesels are well and fine just on the two highes speeds they seem not right.
I mean on "Voll Fahrt" (Full) and "Äusserste Kraft"(All Ahead Flank) the Diesels should have a higher frequenzy... they sound a bit like an tracktor...
Have you seen the movie "Das Boot" when they just got surfaced after that disaster at Gibraltar and head home... when Johann the Machinist is in the Diesel Room and the Diesels are running.... thats the frequenzy ;)
3. the background sound/ interior sound... there are some minor mistakes... which I as German just found:
- suddenly they talk about "belüften" or a "Zerstörer" which is just not right at this point but never mind (just got when suddenly I hear something about a destroyer.... :eek: )
4. some sounds are too modern... I mean when you select a torp tube you hear that nice "activation" sound which just sound like a modern device used today but not back then.... there are more I just cannot remember
5. when you order peri depth you can built in parts of the alarm-tauchen (crash dive) sounds which also is imho not right.... peri depth was reach very slowly without people running around in the boat - and you hear the 2WO from "das Boot" too often shout "Warschau" (Warsaw) which if I am not right is a curse for falling/hitting (Have to wach the movie again sometime) and this is also imh annoying.
well not bashing just my 2cts
I'm still searching around.. ;)
what I like but gave me a headache is the collision sound... very nice.... as long as you are not stuck between a ship and the shore (please do not ask how I got there ;) )
I also like the comment of the guy when you hit the other "Sollen wir helfen? Vieleicht lebt ja noch jemand" "Klappe Reden können wi später!" (or something like that) That is so lol! ... very unrealistic ,,, yet so LOL :lol:
Overall I give your sound mod
a 8 out of 10 as I just don't like too much (it gets annoying in time to hear the very same sound on trivial things like selection of a tube etc. - for me less is more)
Just me oppinion and maybe some ideas for you.... and darn! Who doesn't like shouldn't use it! right? ;)
But again great mod :up: (I know how much work might have gone into it)
Cheapskate
03-11-08, 07:05 AM
I tried the soundmod on two patrols now and it really is good... but there are some things I want to mention:
2. the Diesels are well and fine just on the two highes speeds they seem not right.
I mean on "Voll Fahrt" (Full) and "Äusserste Kraft"(All Ahead Flank) the Diesels should have a higher frequenzy... they sound a bit like an tracktor...
Have you seen the movie "Das Boot" when they just got surfaced after that disaster at Gibraltar and head home... when Johann the Machinist is in the Diesel Room and the Diesels are running.... thats the frequenzy ;)
You're absolutely correct about the diesels sounding like a tractor. I reckon that's where Chris/Einbecker got them from originally! They don't sound anything like UBoat engines.
Excellent point about the Das Boot engine room sequence. Will have to dig out the DVD and have a listen.
However, for anyone who doesn't want to start ripping sounds from DVD, I'd mention that I've got some recordings made in a UBoat (according to the BBC).
These include a diesel engine start and run up to cruise speed at snorkel depth.
If there is any sound whizz-kid out there who could use it, feel free to drop me a pm.
Philipp_Thomsen
03-11-08, 09:46 AM
I tried the soundmod on two patrols now and it really is good... but there are some things I want to mention:
1. when switching through the torp-tubes the sound is very annoying hearing everytime I choose another tube
hard to please everyone. Theres people who love this sound, other hate it. What should I do?
2. the Diesels are well and fine just on the two highes speeds they seem not right.
I mean on "Voll Fahrt" (Full) and "Äusserste Kraft"(All Ahead Flank) the Diesels should have a higher frequenzy... they sound a bit like an tracktor...
Have you seen the movie "Das Boot" when they just got surfaced after that disaster at Gibraltar and head home... when Johann the Machinist is in the Diesel Room and the Diesels are running.... thats the frequenzy ;)
I'll get my directors cut version of das boot and try to capture a better sound engine. I'll release a patch for this sound mod soon, with a lot of fixes.
3. the background sound/ interior sound... there are some minor mistakes... which I as German just found:
- suddenly they talk about "belüften" or a "Zerstörer" which is just not right at this point but never mind (just got when suddenly I hear something about a destroyer.... :eek: )
Interior sounds are very complicated. How and where can we find sounds what will match perfecly into the game? This is the best interior sound I've ever came across. I'll try to get a better one from das boot.
4. some sounds are too modern... I mean when you select a torp tube you hear that nice "activation" sound which just sound like a modern device used today but not back then.... there are more I just cannot remember
Same as first.
5. when you order peri depth you can built in parts of the alarm-tauchen (crash dive) sounds which also is imho not right.... peri depth was reach very slowly without people running around in the boat - and you hear the 2WO from "das Boot" too often shout "Warschau" (Warsaw) which if I am not right is a curse for falling/hitting (Have to wach the movie again sometime) and this is also imh annoying.
Yes, major problems when diving. Whis will be fixed too.
well not bashing just my 2cts
I'm still searching around.. ;)
what I like but gave me a headache is the collision sound... very nice.... as long as you are not stuck between a ship and the shore (please do not ask how I got there ;) )
You should hear the collision with the ocean floor with the hydrophone. :up:
I also like the comment of the guy when you hit the other "Sollen wir helfen? Vieleicht lebt ja noch jemand" "Klappe Reden können wi später!" (or something like that) That is so lol! ... very unrealistic ,,, yet so LOL :lol:
Im not following. Which sound? When? Where?
Overall I give your sound mod
a 8 out of 10 as I just don't like too much (it gets annoying in time to hear the very same sound on trivial things like selection of a tube etc. - for me less is more)
Just me oppinion and maybe some ideas for you.... and darn! Who doesn't like shouldn't use it! right? ;)
For you less is more. For other people, the opposite applies. How the hell can I please everyone?
But again great mod :up: (I know how much work might have gone into it)
Above in yellow.
Philipp_Thomsen
03-11-08, 09:52 AM
I tried the soundmod on two patrols now and it really is good... but there are some things I want to mention:
2. the Diesels are well and fine just on the two highes speeds they seem not right.
I mean on "Voll Fahrt" (Full) and "Äusserste Kraft"(All Ahead Flank) the Diesels should have a higher frequenzy... they sound a bit like an tracktor...
Have you seen the movie "Das Boot" when they just got surfaced after that disaster at Gibraltar and head home... when Johann the Machinist is in the Diesel Room and the Diesels are running.... thats the frequenzy ;)
You're absolutely correct about the diesels sounding like a tractor. I reckon that's where Chris/Einbecker got them from originally! They don't sound anything like UBoat engines.
And yet another day a guy was praising me for the diesel engine sound. Jeez... I'll try another version of the diesel sound from das boot.
Excellent point about the Das Boot engine room sequence. Will have to dig out the DVD and have a listen.
However, for anyone who doesn't want to start ripping sounds from DVD, I'd mention that I've got some recordings made in a UBoat (according to the BBC).
These include a diesel engine start and run up to cruise speed at snorkel depth.
If there is any sound whizz-kid out there who could use it, feel free to drop me a pm.
Can you upload that file for me? I can work on that sound and extract some nice slices! :up:
Above in yellow
Sailor Steve
03-11-08, 09:56 AM
Sound folder
.wav file titled sws_1_allhands_battlestations
And when this sound is used? I never gave a command that resulted in that sound or text...
I have no idea. I just found it looking through your sound pack. I thought you knew.:rotfl:
Philipp_Thomsen
03-11-08, 10:12 AM
Sound folder
.wav file titled sws_1_allhands_battlestations
And when this sound is used? I never gave a command that resulted in that sound or text...
I have no idea. I just found it looking through your sound pack. I thought you knew.:rotfl:
:rotfl:
I've never listen to that sound. Maybe (hopefully) this is used when warships detect enemies?
Then the sound should be right, for the ahOOOOOOOOga. Lets hope Im right.
Sailor Steve
03-11-08, 10:16 AM
What I originally meant was, I don't think u-boats had that sound at all. It's an American thing.
Philipp_Thomsen
03-11-08, 10:22 AM
What I originally meant was, I don't think u-boats had that sound at all. It's an American thing.
Exactly! Im with you! I dont think the game uses that sound for german vessels.
Thats why I hope the game use that sound for BRITISH warships and subs. Imagine how cool would that be to hear an american destroyer over your submarine, detect you via sonar and then you hear "all hands at battlestations" AHOOOOOOOOOGA AHOOOOOOOOOOOGA AHOOOOOOOOOOGA!
:rock:
Sailor Steve
03-11-08, 11:55 AM
Gotcha.:sunny: A long time ago there was one modder who tried to use the American "Collision Warning" siren for destroyers about to ram...it didn't work. I think someone else tried to use it for merchants and warships that had been torpedoed. I don't know how that worked out.
Philipp_Thomsen
03-11-08, 12:43 PM
Gotcha.:sunny: A long time ago there was one modder who tried to use the American "Collision Warning" siren for destroyers about to ram...it didn't work. I think someone else tried to use it for merchants and warships that had been torpedoed. I don't know how that worked out.
I know how to put the "collision warning" siren to work in destroyers and merchants that had been just torpedoed. But before I do, tell me: is that realistic? For warships I think so. But what for merchants?
Cheapskate
03-11-08, 01:03 PM
You're absolutely correct about the diesels sounding like a tractor. I reckon that's where Chris/Einbecker got them from originally! They don't sound anything like UBoat engines.
And yet another day a guy was praising me for the diesel engine sound. Jeez... I'll try another version of the diesel sound from das boot.
Heh,Heh :D , Doesn't surprise me a bit. As a modder you've got to expect that whatever you release to improve the game in your eyes, more than a few will want the exact opposite! Suppose you've gotta try and give your public a choice where possible. If you don't, I fear for your blood pressure levels, or..even worse.. your sanity :rotfl:
My problem with Das Boot sound extracts is that I'm always conscious where they came from. This puts me in U-96 rather than the boat I'm actually commanding in-game. Ruins the immersion for me! Maybe the engine room sounds from DB are just engine noises: I'll check that out. But if I hear Johann's voice just once...they're out the window.
Will pm you about the other thing later!
P.S. As you are of Polish extraction I'm surprised your gramophone choices didn't include Ade Polenland. Jolly little ditty. No obvious Nazi overtones either...so Signaeller wouldn't get upset!!
Sailor Steve
03-11-08, 01:04 PM
I know how to put the "collision warning" siren to work in destroyers and merchants that had been just torpedoed. But before I do, tell me: is that realistic? For warships I think so. But what for merchants?
I don't know for sure, but it sounds cool. I know I always talk about historical accuracy...but it sounds cool.:oops:
I know how to put the "collision warning" siren to work in destroyers and merchants that had been just torpedoed. But before I do, tell me: is that realistic? For warships I think so. But what for merchants?
I don't know for sure, but it sounds cool. I know I always talk about historical accuracy...but it sounds cool.:oops:
I like the idea too !! For both. If after we play a bit we think that for both is too much, then is always possible to tone down , no?:hmm:
Philipp_Thomsen
03-11-08, 02:49 PM
I know how to put the "collision warning" siren to work in destroyers and merchants that had been just torpedoed. But before I do, tell me: is that realistic? For warships I think so. But what for merchants?
I don't know for sure, but it sounds cool. I know I always talk about historical accuracy...but it sounds cool.:oops:
I like the idea too !! For both. If after we play a bit we think that for both is too much, then is always possible to tone down , no?:hmm:
Ill work on that...
but first lemme take a nap... zzzZzZZZzZzzZZZzzZzz
Sailor Steve
03-11-08, 04:46 PM
:fff:
NO! No naps! Back to work, NOW! Or else I'll...I'll...say rude things and make more faces!:hulk:
Rubini, can you try to find a way to use this syncs to link them to some of the sounds? I mean, you have some messages like NaO_K_The_weather_is_changing_for_the_worse and we have the sound for that. Can you try to discover a way to include an order to do that? Or for them to report this automatically? I dont know squat about hex editing.
Se é que vc entendeu alguma coisa q eu escrevi, to com sono e devo ter me expressado mal.
I tried a bit this afternoon to find how to enable even messages that we see on our uboat frequently like the "radio message sent"...but without success.:down:
Isn't for sure something easy to make /find because a lot of ppl already tried to enable that huge amount of messages that aren't used by the devs. It's a shame. All the time that i think about those messages and why devs didn't implented them (they have even lips sync work ready!!!) I have again a wish to find a way to enable them...:hmm: Perhaps this day will come in the future...we already saw things considered impossible becomes reality in this community a lot of times before...:yep:
Grayson02sept1980
03-11-08, 06:55 PM
I tried the soundmod on two patrols now and it really is good... but there are some things I want to mention:
1. when switching through the torp-tubes the sound is very annoying hearing everytime I choose another tube
hard to please everyone. Theres people who love this sound, other hate it. What should I do?
2. the Diesels are well and fine just on the two highes speeds they seem not right.
I mean on "Voll Fahrt" (Full) and "Äusserste Kraft"(All Ahead Flank) the Diesels should have a higher frequenzy... they sound a bit like an tracktor...
Have you seen the movie "Das Boot" when they just got surfaced after that disaster at Gibraltar and head home... when Johann the Machinist is in the Diesel Room and the Diesels are running.... thats the frequenzy ;)
I'll get my directors cut version of das boot and try to capture a better sound engine. I'll release a patch for this sound mod soon, with a lot of fixes.
3. the background sound/ interior sound... there are some minor mistakes... which I as German just found:
- suddenly they talk about "belüften" or a "Zerstörer" which is just not right at this point but never mind (just got when suddenly I hear something about a destroyer.... :eek: )
Interior sounds are very complicated. How and where can we find sounds what will match perfecly into the game? This is the best interior sound I've ever came across. I'll try to get a better one from das boot.
4. some sounds are too modern... I mean when you select a torp tube you hear that nice "activation" sound which just sound like a modern device used today but not back then.... there are more I just cannot remember
Same as first.
5. when you order peri depth you can built in parts of the alarm-tauchen (crash dive) sounds which also is imho not right.... peri depth was reach very slowly without people running around in the boat - and you hear the 2WO from "das Boot" too often shout "Warschau" (Warsaw) which if I am not right is a curse for falling/hitting (Have to wach the movie again sometime) and this is also imh annoying.
Yes, major problems when diving. Whis will be fixed too.
well not bashing just my 2cts
I'm still searching around.. ;)
what I like but gave me a headache is the collision sound... very nice.... as long as you are not stuck between a ship and the shore (please do not ask how I got there ;) )
You should hear the collision with the ocean floor with the hydrophone. :up:
I also like the comment of the guy when you hit the other "Sollen wir helfen? Vieleicht lebt ja noch jemand" "Klappe Reden können wi später!" (or something like that) That is so lol! ... very unrealistic ,,, yet so LOL :lol:
Im not following. Which sound? When? Where?
Overall I give your sound mod
a 8 out of 10 as I just don't like too much (it gets annoying in time to hear the very same sound on trivial things like selection of a tube etc. - for me less is more)
Just me oppinion and maybe some ideas for you.... and darn! Who doesn't like shouldn't use it! right? ;)
For you less is more. For other people, the opposite applies. How the hell can I please everyone?
But again great mod :up: (I know how much work might have gone into it)
Above in yellow.
as I said... Great mod ;)
just please me and forget the rest :rotfl:
Nah just joking...
And I'll try and pick the sounds I do not like and just not install them ... isn't that an idea? ;)
cya when your awake :yep:
Philipp_Thomsen
03-11-08, 09:04 PM
:fff:
NO! No naps! Back to work, NOW! Or else I'll...I'll...say rude things and make more faces!:hulk:
:rotfl:
Uber Gruber
03-12-08, 08:23 AM
This is on topic-ish...as you're working with sounds you must also be working with their triggers. Do you know if its possible to get the Watch Crew to say "Convoy Spotted" once instead of "Ship Spotted" for every bloody ship in the convoy ? Thats gotta be the most annoying sound thing in the game....I end up putting the watch crew to bed in order to shut them up whilst shadowing a convoy.
Philipp_Thomsen
03-12-08, 01:20 PM
This is on topic-ish...as you're working with sounds you must also be working with their triggers. Do you know if its possible to get the Watch Crew to say "Convoy Spotted" once instead of "Ship Spotted" for every bloody ship in the convoy ? Thats gotta be the most annoying sound thing in the game....I end up putting the watch crew to bed in order to shut them up whilst shadowing a convoy.
You're right, that IS boring. Pissing off actually. And when underwater, the sonar man do the same.
I'm not working with their triggers, but oh boy, I really tryed to find those triggers, its not that easy. Rubini was giving a go at it, maybe he had found something, did you, Rubini?
Deathfrombelow23
03-12-08, 02:46 PM
Phillip,
I just tried to install your Nautilus mod using JSGME and this is the message that popped up...
"Basic.cfg" has already been altered by the "GWX - Late War Sensors Snorkel Antennas" mod.
"NSS_Uboat9b.sns" has already been altered by the "GWX - Late War Sensors Snorkel Antennas" mod.
Then it said ENABLING THIS MOD "MAY" HAVE ADVERSE EFFECTS ON YOUR GAME.
BOOOOOOOOO!! :down: I hate errors like this... it's not your fault, I just really wanted to blow up some convoys with your ATOMIC torpedoes!!! :rock: :rock: :/\\x:
Is everything OK with the mod... is this usual behavior or is there something I need to do first before I enable the mod?? I don not want to have to reinstall SH3.
Thanks for your help! I hope to get this sorted out tonight and try your mod out today or tomorrow. I CAN'T WAIT!!!!
Philipp_Thomsen
03-12-08, 08:00 PM
Phillip,
I just tried to install your Nautilus mod using JSGME and this is the message that popped up...
"Basic.cfg" has already been altered by the "GWX - Late War Sensors Snorkel Antennas" mod.
"NSS_Uboat9b.sns" has already been altered by the "GWX - Late War Sensors Snorkel Antennas" mod.
Then it said ENABLING THIS MOD "MAY" HAVE ADVERSE EFFECTS ON YOUR GAME.
BOOOOOOOOO!! :down: I hate errors like this... it's not your fault, I just really wanted to blow up some convoys with your ATOMIC torpedoes!!! :rock: :rock: :/\\x:
Is everything OK with the mod... is this usual behavior or is there something I need to do first before I enable the mod?? I don not want to have to reinstall SH3.
Thanks for your help! I hope to get this sorted out tonight and try your mod out today or tomorrow. I CAN'T WAIT!!!!
There's so many things that affect basic.cfg, its a pain in the ass.
But dont worry, you can enable it no problem. The late war sensors & antenas are a addon that will start working in 1943 or 1944, so until there you have no problem.
The mod is compatible with GWX, except for late was sensors and antenas. Other then that, you can enable it no problem, even if it pops-up warning messages! :up:
onelifecrisis
03-13-08, 11:06 AM
PT, I downloaded the sound pack. Sounds great so far! :rock:
But... :arrgh!:
I have a couple of wrenches to throw at you. Ready? :lol:
1) The engine sound doesn't loop very neatly - it's a bit like a broken record, I guess it needs lengthening or shortening by a fraction of a second...
2) I like that you got rid of the "yes sir!" sounds, but now there's a big delay after pressing an order before you hear anything (then you get those repeating orders - nice! :)). I thought at first maybe you had made the "yes sir!" sound into several seconds of silence (when just a fraction of a second would be better) but when I try to play any of the yes_sir.ogg files, they won't play at all! Are they broken?
OLC
Gezur(Arbeit)
03-13-08, 01:30 PM
I cant play the ctrl-S sound :(
maybe because i have a german keyboard?
Philipp_Thomsen
03-13-08, 03:23 PM
PT, I downloaded the sound pack. Sounds great so far! :rock:
But... :arrgh!:
I have a couple of wrenches to throw at you. Ready? :lol:
1) The engine sound doesn't loop very neatly - it's a bit like a broken record, I guess it needs lengthening or shortening by a fraction of a second...
2) I like that you got rid of the "yes sir!" sounds, but now there's a big delay after pressing an order before you hear anything (then you get those repeating orders - nice! :)). I thought at first maybe you had made the "yes sir!" sound into several seconds of silence (when just a fraction of a second would be better) but when I try to play any of the yes_sir.ogg files, they won't play at all! Are they broken?
OLC
Ahhhh, wrenches... I love wrenches... I eat them for breakfast! :arrgh!:
Much better then "I love you thomsen, great mod, you're a genius".
Ok, here we go... As I pointed to you via Email, this is like a beta version, a lot to be fixed. Thats why Im so glad you pointed the issues. I know theres at least 10 things to fix so far, the diesel engines are one of them. I have already a proper sound for the engine, much better one. The yes_sir.ogg I've just muted in the last second before uploading the mod, so the mouth is not syncronized, but I've already a fix for that. (Thanks Rubini). The sound is a 1/4 of a second mute sound, so you have the impression that it dont play at all. And the orders are suposed to take a second before carried out, the stock game makes the crew robotic, you didn't even took your finger out of the 5 button and they're already shouting "AHOY HERR KALEUN, VANZENICK'N FART VORAUS!" (lol). And if you're using SH3_Speech, this is even better.
Now keep throwing more wrenches, I know you're better then that! :up:
By the way, have you tested CTRL+S on patrol start? Make sure your WE is in his station. Now go on patrol and come back after a month, I want you with at least 10 wrenches for me! :arrgh!:
This mod have to be perfect, sound = imersion. Perfect enough for you to change your signature once again! :up:
Philipp_Thomsen
03-13-08, 03:30 PM
I cant play the ctrl-S sound :(
maybe because i have a german keyboard?
Yes, thats the reason.
This will be fixed on the next patch, and It wont be long.
But if you want it NOW, email me your de_menu.txt and commands_de.cfg files and I'll fix it for you.
jeef@maioral.com
Deathfrombelow23
03-13-08, 03:44 PM
Greetings, Phillip!! Just a few quick comments about your Nautilus mod. I am amazed by what I've seen so far.... over 40 knots at full speed? Thats awesome!!! Am I driving an S-boot or a IXB?? HAHA I LOVE IT!!!
HOWEVER.... upon loading my first patrol as soon as the game loaded i got the message "flak guns destroyed, sir!!" And I couldn't (and still can't) man the flak gun station on the IXB. Is there anything I need to do?? I tried to mess around with the BASIC.cfg a bit... and it did nothing. Is there anyway to take care of this.
I can't wait to use the atomic torpedoes!! I tested one on a minesweeaper pulling out ahead of me and it circled back around... and hit the docks and exploded... but the explosion wasn't atomic because it didn't destroy me. Does this work better out at sea? perhaps it needs to hit a ship? Just a few comments and questions... looking forward to playing it when the little "quirks" get worked out.... Thanks!! GOOD HUNTING, PHILLIP!! :arrgh!:
Philipp_Thomsen
03-13-08, 03:54 PM
Greetings, Phillip!! Just a few quick comments about your Nautilus mod. I am amazed by what I've seen so far.... over 40 knots at full speed? Thats awesome!!! Am I driving an S-boot or a IXB?? HAHA I LOVE IT!!!
Dude, the uboat goes MUCH faster then that... trust me...
HOWEVER.... upon loading my first patrol as soon as the game loaded i got the message "flak guns destroyed, sir!!" And I couldn't (and still can't) man the flak gun station on the IXB. Is there anything I need to do?? I tried to mess around with the BASIC.cfg a bit... and it did nothing. Is there anyway to take care of this.
This is an annoying bug, but simple to fix. Just before starting the patrol, go to the uboat parts, conning tower, double click the IX-1 conning tower, trade for it, then double click again the IX-3 conning tower, and trade for it. There you go, deckgun and flakgun working properly. Unfortunally you have to do this everytime you go on patrol. Give a test on the deckgun and flakgun firing speed and report BDU! :up:
I can't wait to use the atomic torpedoes!! I tested one on a minesweeaper pulling out ahead of me and it circled back around... and hit the docks and exploded... but the explosion wasn't atomic because it didn't destroy me. Does this work better out at sea? perhaps it needs to hit a ship? Just a few comments and questions... looking forward to playing it when the little "quirks" get worked out.... Thanks!!
This is hardcoded on the game. The torpedo will only blast if it hit another vessel, nothing will happen if it hit the ground or the docks. Once you hit a vessel, you'll see the damage it does. Small vessels are almost pushed out of the water. But be sure you are at least 1500 meters away when the torpedo detonates, otherwise you'll have to start over.
GOOD HUNTING, PHILLIP!! :arrgh!:
Above, in yellow!
onelifecrisis
03-13-08, 04:21 PM
PT, I downloaded the sound pack. Sounds great so far! :rock:
But... :arrgh!:
I have a couple of wrenches to throw at you. Ready? :lol:
1) The engine sound doesn't loop very neatly - it's a bit like a broken record, I guess it needs lengthening or shortening by a fraction of a second...
2) I like that you got rid of the "yes sir!" sounds, but now there's a big delay after pressing an order before you hear anything (then you get those repeating orders - nice! :)). I thought at first maybe you had made the "yes sir!" sound into several seconds of silence (when just a fraction of a second would be better) but when I try to play any of the yes_sir.ogg files, they won't play at all! Are they broken?
OLC
Ahhhh, wrenches... I love wrenches... I eat them for breakfast! :arrgh!:
Much better then "I love you thomsen, great mod, you're a genius".
Ok, here we go... As I pointed to you via Email, this is like a beta version, a lot to be fixed. Thats why Im so glad you pointed the issues. I know theres at least 10 things to fix so far, the diesel engines are one of them. I have already a proper sound for the engine, much better one. The yes_sir.ogg I've just muted in the last second before uploading the mod, so the mouth is not syncronized, but I've already a fix for that. (Thanks Rubini). The sound is a 1/4 of a second mute sound, so you have the impression that it dont play at all. And the orders are suposed to take a second before carried out, the stock game makes the crew robotic, you didn't even took your finger out of the 5 button and they're already shouting "AHOY HERR KALEUN, VANZENICK'N FART VORAUS!" (lol). And if you're using SH3_Speech, this is even better.
Now keep throwing more wrenches, I know you're better then that! :up:
By the way, have you tested CTRL+S on patrol start? Make sure your WE is in his station. Now go on patrol and come back after a month, I want you with at least 10 wrenches for me! :arrgh!:
This mod have to be perfect, sound = imersion. Perfect enough for you to change your signature once again! :up:
Oi! I refrained from changing my signiature for weeks now! I hardly even feel the need to change it anymore. It's not even difficult anymore. Quitting is easy.
I'm suffering from scope creep again (OLC Env) so I won't have chance to fully test your sounds for a few days, but once I get going you can expect every wrench I find to be flung at you with skull-shattering force. Sound good?
ToySoldier
03-13-08, 04:57 PM
Hallo PT!
First of thx for your patience in the PM ... I get it to work ;)
But now you have to live with the great/love thing and critism ;)
The sound mod is very good ... excapt two to three "nerving" things!
As onelifecrisis says ... it looks funny to see the mouth of a officier move and no sound is heared ... than for me as german reserve-staffsgt it is - let us say - very uncommen that the command isn´t replayed by the oposite!
The sound of the torp door opening sound like hydraulic ... as far as I know it was opend by hand!
The chatting crew is very good ... except that you hear on PD in the moment of attacking a convoy Mr. Prochnow talking to Lt. Werner "that everything looks differend out here!" - let us say nerving! ;)
At end very good! And if you say there will be a final version I´m looking forward for it!
In diesem Sinne
Gott mit Uns
Frank B. aus K.
Gezur(Arbeit)
03-13-08, 05:30 PM
I cant play the ctrl-S sound :(
maybe because i have a german keyboard?
Yes, thats the reason.
This will be fixed on the next patch, and It wont be long.
But if you want it NOW, email me your de_menu.txt and commands_de.cfg files and I'll fix it for you.
jeef@maioral.com
I've got enough time :)
But there is one thing with the no instant death screen mod, because it makes you undestroyable. in one patrol i got hit by 2 shells from a deckgun and a rocket from a plane, when i was in my harbor again it sayed ; Hull integrity 97.05%
i think the hull would be more dmged, or make the flooding harder to stop because i had 2 DCs exploding on my deck (they dropped on it and exploded -.-)
and i could repair it "easlyly"
still love it :)
Uber Gruber
03-13-08, 05:56 PM
OKay, i took this for a big test drive....just about to head out on WaW patrol so wanted to make sure I was happy with the mods first.
Some of the sounds loop, I've had two "creak" sounds loop so far and they're only a second or two long so its really noticable and frustrating. One creak sound looped even when I surfaced, like it was stuck on "play". Only by saving and reloading did I manage to get rid of it.
Also the engine sound is too noisy, you should hear some "rythm" diesal engine sound but should also hear some hull vibration. On a boat you would hear the engine "work noise" being transmitted through the metal structure of the boat, I imagine the same on a sub but with also the rythmic engine sound in the background.
And lastly, there is some audio "white noise" at the end of some sounds which need to be clipped off.
And finally, some of the voice volumes need to be adjusted so they're more on the same level.
Oh, and one more thing. When I dived to 190m I got heard a panicy voice and some water gush sound that stopped shortly after. Really made me jump out of my skin and I assume it was just a burst seal or something ;)
I'll have to unload it for my WaW patrol because the short loop sounds are quite annoying. That said, if no one else is hearing these loops then i'll assume I'll need to clean my install (even though i'm quite a diligent JSGME user).
So there's a few wrenches to feast on.....its definately worth pursuing though as it does indeed add to the immersion.
...I'll have to unload it for my WaW patrol because the short loop sounds are quite annoying. That said, if no one else is hearing these loops then i'll assume I'll need to clean my install (even though i'm quite a diligent JSGME user).
So there's a few wrenches to feast on.....its definately worth pursuing though as it does indeed add to the immersion.
I also noticed that creak loop sound...in truth this is an old bug already fixed for someone on the past...I can´t recall exactly how but i guess that was something related with the lengh of that sound/file.:hmm:
Philipp_Thomsen
03-13-08, 08:09 PM
Sound good?
Well, thats exactly what I want to know!
Philipp_Thomsen
03-13-08, 08:20 PM
Hallo PT!
First of thx for your patience in the PM ... I get it to work ;)
Glad to hear that!
But now you have to live with the great/love thing and critism ;)
Please, do!
The sound mod is very good ... excapt two to three "nerving" things!
Thats normal. Hard to please everyone, but lets see what I can do.
As onelifecrisis says ... it looks funny to see the mouth of a officier move and no sound is heared ... than for me as german reserve-staffsgt it is - let us say - very uncommen that the command isn´t replayed by the oposite!
As I stated before, I already have that fixed, will be on the next version. And why the hell do you people keep staring at the officer's faces? I never do that.
The sound of the torp door opening sound like hydraulic ... as far as I know it was opend by hand!
No, I dont think it sound hydraulic at all. Are you confusing opening doors with changing torpedo tubes selection? If your talking about the second one, yes, that will be fixed.
The chatting crew is very good ... except that you hear on PD in the moment of attacking a convoy Mr. Prochnow talking to Lt. Werner "that everything looks differend out here!" - let us say nerving! ;)
First, every single ambient sound I will ever find will have crew chatting about something related to WHAT IS HAPPENING AT THE MOMENT. Its quite impossible to make it work for whats happening in the game. And besides, I dont understand squat about german, so for me it sounds great. It's quite complicated for me to find a sound for the ambience that will please everyone. But I'll offer some choices on the next patch.
At end very good! And if you say there will be a final version I´m looking forward for it!
Yeah, me too. Thanks!
In diesem Sinne
Gott mit Uns
Frank B. aus K.
Above in yellow!
Philipp_Thomsen
03-13-08, 08:24 PM
I cant play the ctrl-S sound :(
maybe because i have a german keyboard?
Yes, thats the reason.
This will be fixed on the next patch, and It wont be long.
But if you want it NOW, email me your de_menu.txt and commands_de.cfg files and I'll fix it for you.
jeef@maioral.com
I've got enough time :)
But there is one thing with the no instant death screen mod, because it makes you undestroyable. in one patrol i got hit by 2 shells from a deckgun and a rocket from a plane, when i was in my harbor again it sayed ; Hull integrity 97.05%
Ignore the hull integrity, thats supposed to be indestructible, coz when It reaches zero, game over, doesnt matter if everything inside is normal and alive.
i think the hull would be more dmged, or make the flooding harder to stop because i had 2 DCs exploding on my deck (they dropped on it and exploded -.-)
and i could repair it "easlyly"
Its not the hull that have to take more damage. Its everything inside. I'll be fixing that. The objective is to keep you alive on the outside, but inside crew dying, equipment destroyed and flooding everywhere. Thats more realistic. Condemned uboats in ww2 generally looked pretty intact looking from the outside, savvy? Wait for a patch, releasing soon.
still love it :)
Above in yellow!
Philipp_Thomsen
03-13-08, 08:34 PM
OKay, i took this for a big test drive....just about to head out on WaW patrol so wanted to make sure I was happy with the mods first.
Some of the sounds loop, I've had two "creak" sounds loop so far and they're only a second or two long so its really noticable and frustrating. One creak sound looped even when I surfaced, like it was stuck on "play". Only by saving and reloading did I manage to get rid of it.
That annoying looping sound happens to me sometimes too. Its more related to time compression, if sets too high, sounds get stuck into eternal looping. But nobody else complained about it, so I guess it could also be something related to hardware. But thats the game's fault, not the sound pack fault.
Also the engine sound is too noisy, you should hear some "rythm" diesal engine sound but should also hear some hull vibration. On a boat you would hear the engine "work noise" being transmitted through the metal structure of the boat, I imagine the same on a sub but with also the rythmic engine sound in the background.
Im always after a better sound for this and for that. Unfortunally that was the best sound I had in the moment. Now I've better ones. The diesel engine sound was deeply multilated in this forum so far, so dont worry, it will definely be changed in the next version.
And lastly, there is some audio "white noise" at the end of some sounds which need to be clipped off.
I'll work on that, thanks for pointing out! :up:
And finally, some of the voice volumes need to be adjusted so they're more on the same level.
Can you be more specific? Which files? There are more then one thousand voices.
Oh, and one more thing. When I dived to 190m I got heard a panicy voice and some water gush sound that stopped shortly after. Really made me jump out of my skin and I assume it was just a burst seal or something ;)
Exactly. Just one burst seal, nothing to worry about! ;)
I'll have to unload it for my WaW patrol because the short loop sounds are quite annoying. That said, if no one else is hearing these loops then i'll assume I'll need to clean my install (even though i'm quite a diligent JSGME user).
Again, Im pretty sure that's related with the power of your rig and incorrect using of timecompression. If a long sound starts to play and you use timecompression in the middle of it, theres a great chance of a loop problem. The sound gets stucked, dont know why.
So there's a few wrenches to feast on.....its definately worth pursuing though as it does indeed add to the immersion.
Definely! Thanks! :up:
Above in yellow!
Philipp_Thomsen
03-13-08, 08:36 PM
...I'll have to unload it for my WaW patrol because the short loop sounds are quite annoying. That said, if no one else is hearing these loops then i'll assume I'll need to clean my install (even though i'm quite a diligent JSGME user).
So there's a few wrenches to feast on.....its definately worth pursuing though as it does indeed add to the immersion.
I also noticed that creak loop sound...in truth this is an old bug already fixed for someone on the past...I can´t recall exactly how but i guess that was something related with the lengh of that sound/file.:hmm:
Thats has been buggin me for ages now. I though that was something related to my rig and timecompression during long sounds. Can you try to find the fix for us? Sometimes that drives me nutz!
Philipp_Thomsen
03-13-08, 08:37 PM
LOTS OF ANSWERS, QUOTES AND REPLIES ON PAGE 7, GUYS!
...I'll have to unload it for my WaW patrol because the short loop sounds are quite annoying. That said, if no one else is hearing these loops then i'll assume I'll need to clean my install (even though i'm quite a diligent JSGME user).
So there's a few wrenches to feast on.....its definately worth pursuing though as it does indeed add to the immersion.
I also noticed that creak loop sound...in truth this is an old bug already fixed for someone on the past...I can´t recall exactly how but i guess that was something related with the lengh of that sound/file.:hmm:
Thats has been buggin me for ages now. I though that was something related to my rig and timecompression during long sounds. Can you try to find the fix for us? Sometimes that drives me nutz!
This was fixed on GWX(yet GW on that time) since first release. I really can´t remember exactly how (more than 2years ago). But I´m quite sure about the lengh of the file. Just try to make some tests with a more short file (look at the size of the vanilla 1.4b ones). This problem is exclusive for creaks. Anyhow, IIRC, was Kpt Lehmann that played around with this issue . Try to PM him about this problem.:hmm:
melendir
03-14-08, 05:41 AM
Great work Philipp :up:
Uber Gruber
03-14-08, 06:33 AM
Again, Im pretty sure that's related with the power of your rig and incorrect using of timecompression. If a long sound starts to play and you use timecompression in the middle of it, theres a great chance of a loop problem. The sound gets stucked, dont know why.
I know you're already adressing this issue but just so you know. I took the boat on a deep test dive using no time compression from surface to 190 and back again. Definately not a time compression thing. My rig can be compared to a setter's sack, a puppy privates and a doberman's dangly bits....hell if my rig is at fault i'd be, well, very suprised:yep:.
I'll try and reproduce the problem this weekend, well saturday as I really do have to go on my WaW patrol very vey soon :know:
Philipp_Thomsen
03-15-08, 07:32 PM
Im facing a little problem here on the devlopment of the second version of the sound pack. There are some new sounds I've made them myself, but when the game loads, just after the dials appear, when the sound will begin playing, I get a CTD. The new sounds are the Thunder sounds for rain, diesel engine sound, ambient rain/local and skyline and dive sequence. Some of them are 705kbps mono and other are 1411 kbps stereo, all of them are longer then the stock/gwx versions.
amb_OceanSkyline = 705 kbps, 6,08mb, 1:12 min
amb_Rain = 705 kbps, 5.06mb, 1:00 min
amb_RainLocal = same as above
amb_Wind1 = 705 kbps, 4.36mb, 0:52 min
dive_sequence = 1411 kbps, 4.51mb, 0:27 min
submarine_diesel_exterior = 705 kbps, 2.52mb, 0:30 min
Thunder1 = 705 kbps, 1.91mb, 0:23 min
Thunder2 = 705 kbps, 1.86mb, 0:23 min
Thunder3 = 1411 kbps, 1.88mb, 0:23 min
Thunder4 = 1411 kbps, 3.05mb, 0:23 min
All of these sounds are much more realistic, taken from a BBC sound pack colection and edited by me. The stereo Thunders have 3D effects, them start on one speaker and go to the other, really cool.
I want to know which one of these files are the problem and why. Are the length? The size? The kbps? Stereo or mono? What is the problem? The game CTD as soon as its going to load the sounds, after "not so long ago...".
Sailor Steve
03-15-08, 07:43 PM
Probably the stereo. It's best to have them all be mono.
Philipp_Thomsen
03-16-08, 07:03 PM
Guys, Im sorry to say this but my days as a modder are finished, for now.
Im just too sick of working on a machine as obsolete as mine. Each time I try to test something I've done, I've to face 15 minutes of loading time (single mission). I cant enjoy half of the awesome mods out there, like OLCE and even my mods, I have to run the game with all the options in my nvidia on low or off, and the particle density in the game on 25%. That way I can play the game with 20fps. My sound mods are giving me problems, I cant test them right coz the game crashes and honestly I wouldn't be surprised if that's becouse of my rig.
Im uploading the second version of the sound pack into filefront, its not a standalone, its a patch, has to be applied together with the original. First apply the original via JSGME and then the patch, same way. The patch has some very very nice sounds, most of them are real sounds that I've got from a BBC collection, however these sounds are not tested, dont even know if they work. But I decided to upload for those who want to try or even make them work, use as you please.
For now I've uninstalled SH3 from my computer and I'll only get back at this simulator that I love when I get a decent computer. I'll still stick around here in the forum eventually, to see what's cracking and coz there's a lot of nice people I've met in here, dont want to lose contact, this is the best forum I've ever participated.
When I get a better rig, you guys can bet I'll come ahead flank to finish these mods and build new ones.
So long, it's been a pleasure! :up:
Graf Paper
03-16-08, 08:25 PM
Abandoning your post in wartime? :huh:
That's considered desertion! :x
This sound pack is shaping up to be something very good, not just more tracks ripped from "Das Boot".
Before you do something hasty that you'll regret because you're feeling frustrated at this time why not pair up with someone who has a newer machine that can be your mod tester until you can get a new computer?
Any volunteers? :stare:
*raises hand*
I can't promise how often I can test for you, but I'll do the best I can.
I gots a nice rig, took me three years of saving to get it, but I finally did.
Lets just say I can run anything you'll try throwin at me :D
Philipp_Thomsen
03-25-08, 09:17 AM
Thanks for throwing the buoy you guys!
I formatted my pc, reinstalled all again, overclocked everything I could, including cables and bolts, and now I'll give a try at sh3 again.
I'm still working on that sound pack, by the way.
In the mean time, can you tell me where I can find the sound pack you mention in the opening post of this thread? or is that one defunct, or the one your still working on?
Philipp_Thomsen
03-25-08, 10:18 AM
In the mean time, can you tell me where I can find the sound pack you mention in the opening post of this thread? or is that one defunct, or the one your still working on?
All my mods you can find in my filefront account, under my signature. I thought you'd knew!:up:
Graf Paper
03-25-08, 01:26 PM
Reading that post where you're giving up in despair made me think of that line in "Das Boot"...
"Thomsen! Hey Thooomsen!...Poor bastard! So they pushed you out to sea again."
...probably not an exact quote but you get my meaning. lol
Now that you've been "pushed out to sea again"...
I'll gladly volunteer my "old reliable" system for helping you to test things, PT. :yep:
Just give me a chance to tear myself away from GWX long enough to figure out how to add an additonal clean install of SH3+GWX for testing purposes. I'm halfway through my eleventh patrol in my trusty VIIB. ;)
I'm very happy to see you're going to stick with it and keep trying! Your mods are too good to let you get away that easily! :rock:
Your fans would probably form an angry mob and storm your house with torches and pitchforks anyways, if you quit. :p
I did, but it doesn't have part 6 and 7 of your sound pack. :)
*edit* never mind, I found it.
In the mean time, can you tell me where I can find the sound pack you mention in the opening post of this thread? or is that one defunct, or the one your still working on?
All my mods you can find in my filefront account, under my signature. I thought you'd knew!:up:
Philipp_Thomsen
03-25-08, 03:48 PM
Im getting some CTD in my sound pack, not sure but I think its caused by the 1.1 version. You guys download them both, install the sound pack and over that the 1.1 and play normally. But keep on attention, everytime something will happen or you gave a command, try to remember where did the game CTD. If I can isolate the sound that is causing this, I can fix it easily and the mod is working.
I dont wanna hear "your mod is excelent, good work", I wanna hear "FIX THIS, FIX THAT".
Got it?
Test at will! :up:
Philipp_Thomsen
03-25-08, 03:54 PM
Reading that post where you're giving up in despair made me think of that line in "Das Boot"...
"Thomsen! Hey Thooomsen!...Poor bastard! So they pushed you out to sea again."
:rotfl: :rotfl: :rotfl: Thats quite the line... yes... they keep pushing me to sea again... they who? you guys! you bastards of subsim forum, keep rubbing my face with gorgeous screenshots of new mods, its torture. :lol:
...probably not an exact quote but you get my meaning. lol
Now that you've been "pushed out to sea again"...
I'll gladly volunteer my "old reliable" system for helping you to test things, PT. :yep:
Im glad to hear that. Read my post above!
Just give me a chance to tear myself away from GWX long enough to figure out how to add an additonal clean install of SH3+GWX for testing purposes. I'm halfway through my eleventh patrol in my trusty VIIB. ;)
I'm very happy to see you're going to stick with it and keep trying! Your mods are too good to let you get away that easily! :rock:
Thats very kind of you! What mods are you using? I dont say this becouse I want to brag, but I just love the sound pack, the whispeRING RING mod, the no deathscreen and the dials for olc gui. For me, these 4 mods are a MUST! Together will some others, of course, as you can see in my signature.
Your fans would probably form an angry mob and storm your house with torches and pitchforks anyways, if you quit. :p
:rotfl: I'll try to keep steady as I kick my computer once in a while.
Above in yellow! :up:
Gezur(Arbeit)
03-25-08, 04:06 PM
It would be nice, if you could make the repair times in your death screen mod longer, i can engage all planes, without taking bad damage. Shot down 7 Planes this Patrol, could repair everything.
Philipp_Thomsen
03-25-08, 04:32 PM
It would be nice, if you could make the repair times in your death screen mod longer, i can engage all planes, without taking bad damage. Shot down 7 Planes this Patrol, could repair everything.
Longer like in the "longer repair times" mod?
Gezur(Arbeit)
03-25-08, 05:16 PM
It would be nice, if you could make the repair times in your death screen mod longer, i can engage all planes, without taking bad damage. Shot down 7 Planes this Patrol, could repair everything.
Longer like in the "longer repair times" mod?
yep that would be fine :) :yep:
Philipp_Thomsen
03-25-08, 08:41 PM
It would be nice, if you could make the repair times in your death screen mod longer, i can engage all planes, without taking bad damage. Shot down 7 Planes this Patrol, could repair everything.
Longer like in the "longer repair times" mod?
yep that would be fine :) :yep:
But then why dont you use the LRT mod? I cant just copy the idea... or maybe I can... :hmm:
But I dont know... talk to Rubini about this, he is taking care of that mod right now, ask him some questions, he will be able to talk about that better then me.
Gezur(Arbeit)
03-26-08, 07:28 AM
Well the LRT is not compatible with GWX 2.0 ...
Philipp_Thomsen
03-26-08, 12:44 PM
Well the LRT is not compatible with GWX 2.0 ...
I think it is... Rubini was working on that!
Gezur(Arbeit)
03-26-08, 06:42 PM
but last time he was online was before GWX 2.0 was released.
Philipp_Thomsen
03-26-08, 08:10 PM
but last time he was online was before GWX 2.0 was released.
Are u nutz? Im speaking with Rubini everyday.
Look for him on the WATER STREAMS mod, on the same screen as my junkyard!
Ok, using your sound pack, I just got my first CTD. I had just navigated to go head on with a class C&D Warship. Then, I set the depth gage to dive to 7 meters. (CTD)
I have dived to 7 meters before without the CTD. don't know what makes this one so special, but there it is.
Philipp_Thomsen
03-26-08, 09:13 PM
Ok, using your sound pack, I just got my first CTD. I had just navigated to go head on with a class C&D Warship. Then, I set the depth gage to dive to 7 meters. (CTD)
I have dived to 7 meters before without the CTD. don't know what makes this one so special, but there it is.
Weird... :hmm:
Are you using the 1.1 patch too?
And the CTD happened when you gave the order or in the end of the sound?
Philipp_Thomsen
03-26-08, 09:50 PM
Guys, I've just found a major problem. Fragmentation.
I was getting CTD on a file, then I went on the desfragmentation tool, ask for an analisys and on the report I saw that the file that was causing problems had 1.634 fragments! :o
Jesus Christ!
Some other files were very fragmented as well... What I did was, I removed the fragmented files to another partition, de-fragmented, and copied the files back over. Now they are all in only one fragment, no more CTD from that file.
I recomend you all to defragment the partition you are using for the sh3. Helps a lot on errors and loading times. :up:
Philipp_Thomsen
03-26-08, 10:53 PM
Ok, Im not getting any CTD after the defragmentation, but that annoying looping of creaks is driving me crazy. Even at 1x TC somewhere down the line, two creaks overlapse and one of them gets stuck on a looping. Im tweaking some files to avoyd two creak sounds to play at once, this game is very strange sometimes, why the hell two creak sounds would play at the same time anyway?
Any feedback on CTDs?
Did anyone already listened to the thunder sounds while ingame? I want to know if its working properly. The diesel engine sound in the 1.1 patch is working like a charm, at least for me.
Yes, I was using the 1.1 patch. The CTD I was refering to happened when I gave the order to dive to 7 meters.
I haven't had a chance to try your defrag and see.
Philipp_Thomsen
03-27-08, 01:28 AM
Yes, I was using the 1.1 patch. The CTD I was refering to happened when I gave the order to dive to 7 meters.
I haven't had a chance to try your defrag and see.
If you ask them to dive to 7 meters, no sound will be played, coz 7 meters is only decks awash... the crew will remain on deck, no dive sound should be played. Maybe that crash was unrelated to the sound pack.
Gezur(Arbeit)
03-27-08, 08:25 AM
but last time he was online was before GWX 2.0 was released.
Are u nutz? Im speaking with Rubini everyday.
Look for him on the WATER STREAMS mod, on the same screen as my junkyard!
Ohh...lol :nope:
Yes, I was using the 1.1 patch. The CTD I was refering to happened when I gave the order to dive to 7 meters.
I haven't had a chance to try your defrag and see.
If you ask them to dive to 7 meters, no sound will be played, coz 7 meters is only decks awash... the crew will remain on deck, no dive sound should be played. Maybe that crash was unrelated to the sound pack.
Perhaps, I wasn't able to open or post the dump file cause I couldn't find it.
Gezur(Arbeit)
03-31-08, 06:21 AM
Is there any way to stop the looping sounds when being submerged?
Philipp_Thomsen
04-01-08, 03:23 AM
Is there any way to stop the looping sounds when being submerged?
Fixed that! :rock:
That and a lot of other things.
The new sound pack is under beta testing (by me and one of the heroes of this modding comunity, can't say who).
It will be released very very soon, keep an eye for it!
I'll make a new thread for it.
Gezur(Arbeit)
04-02-08, 08:30 AM
Is there any way to stop the looping sounds when being submerged?
Fixed that! :rock:
That and a lot of other things.
The new sound pack is under beta testing (by me and one of the heroes of this modding comunity, can't say who).
It will be released very very soon, keep an eye for it!
I'll make a new thread for it.
Thx :up:
Philipp_Thomsen
04-07-08, 01:57 PM
Sound Pack Updated = new version
No deathscreen Updated = new version
First post updated.
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