View Full Version : [REL] Stormy`s DBSM collection SH5
Sepp von Ch.
02-06-11, 07:21 AM
- added support: for Avee`s "No magic Skills" mod regarding generic crew answers and new interactions.
(personal edit for being able using overchargeable diesel and preheating torps, this change is not included).
Means that the text - answers and interactions (MCCD is in german, but Avee`s "No magic Skills" is only in english) will be in German? Fantastic!
- optional support: fitting TDW UI`s options file (v. 6.3.7) using ...Emtgufs scopes, ...
It would be possible to use these Emtguf´s scopes ( http://174.123.69.202/~subsimc/radioroom/downloads.php?do=file&id=1685 )? I think they are beautiful and realistic scopes!
Magic1111
02-06-11, 07:56 AM
so far, changelog Stormys DBSM 1.3, still looking after a bug !
- added support: for Avee`s "No magic Skills" mod regarding generic crew answers and new interactions.
(personal edit for being able using overchargeable diesel and preheating torps, this change is not included).
- added support: for Athlonic's "MCCD" mod, added fitting compatible german samples for it, revised radio scripting.
- integrated: Rongel`s "Wasserbomben" sound mod, extended 50 shuffeling samples version.
- Integrated: Rongel`s "Battlestations" sound mod, altered some sounds regarding immersion compatibility.
- integrated: Ktl KUrtz`s BritishAsdicMkI v1.02K original for SH3.
- bugfix: "drumbeat sound bug after sinking a ship" which was playing for ever at a wreck side in 3d space.
- workarround: regarding "man the deckgun" sound is triggered by selecting a gun target using binoculars. -> commands.cfg [Cmd430],[Cmd431]
(generic sound for manning the guns now (ability start sample, fitting also in other situations. for silent running only use "Y" key now)) !
- overhauled: int./ext. background ambience sounds are quadrophonic and got overhauled.
- overhauled: torpedoroom ambience sounds have new crew and equipment noises, altered ranges.
- overhauled: central compartment ambience sound, added electrical devices humming, altered ranges.
- overhauled: TDW UI flooding and torp door switch sample.
- overhauled: periscope rising sample if using manual key.
- overhauled: hatch opening and closing samples.
- overhauled: TDC_Pistol_I sample.
- overhauled: extended "Radio Room Telemetry" sample.
- overhauled: silented "HUD click".
- overhauled: "dept charge" samples.
- overhauled: "Blunder Bernard" got silented a little bit (arg... ohh.. ohhhh.. silent damn).
- overhauled: "go to snorcel dept" is "LI hold exact dept" now. if used in tension mode it plays a LI panic sample "dont let her go down further...".
- overhauled: "leveling" or "dept change" sample for tension mode.
- overhauled: "diesel engine is damaged"sample.
- added sound: torp tube 1 selection, usage "SHIFT+F1" -> commands.cfg [Cmd315].
- added sound: torp tube 4 selection, usage "SHIFT+F4". (tube 4 not perfect, more to come later)). -> commands.cfg [Cmd318].
- added sound: "taget identified" if using "SHIFT+I". -> commands.cfg [Cmd343].
- removed: 30mb flooding fx sample, not nessesary any more duo integration of Rongel`s "Battlestations" sound mod, less stress for sound system.
- optional support: fitting TDW UI`s options file (v. 6.3.7) using SH3 interface, hiding UI elemnts, Emtgufs scopes, fitting diesel recharge (startup) timers, keys working with altered commands.cfg and so on.
New changes in commands.cfg after DBSM 1.2: (little help for migrating into a customised cfg file)
[Cmd430],[Cmd431],[Cmd315], [Cmd318], [Cmd343].
Wow, that sounds very good ! :up:
When do you release the new version, do you update then the first post on page # 1 ?
Best regards,
Magic:salute:
pascal4541
02-06-11, 08:19 AM
A great moment of waiting the release of 1.3.
thank you Stormfly and thank you to participants. :salute:
Stormfly
02-06-11, 08:30 AM
Means that the text - answers and interactions (MCCD is in german, but Avee`s "No magic Skills" is only in english) will be in German? Fantastic!
It would be possible to use these Emtguf´s scopes ( http://174.123.69.202/~subsimc/radioroom/downloads.php?do=file&id=1685 (http://174.123.69.202/%7Esubsimc/radioroom/downloads.php?do=file&id=1685) )? I think they are beautiful and realistic scopes!
ohh ohh, i have to include this No magic Skills german text file then... have to review it.
it`s up to you what Emtguf´s scope texture you use, in my TDW`s options file is only support for it checked by default.
Sepp von Ch.
02-06-11, 09:11 AM
I can help with translation, if you want (it's just a few words).
Stormfly
02-06-11, 09:50 AM
I can help with translation, if you want (it's just a few words).
thanks, but allready done :03:
doing a last test now.....
Stormfly
02-06-11, 10:00 AM
Wow, that sounds very good ! :up:
When do you release the new version, do you update then the first post on page # 1 ?
Best regards,
Magic:salute:
yes, i do, if all went ok, 2h from now on...
stoianm
02-06-11, 10:01 AM
good news ... i am here ready to download - i am the bigest fan of yours work:up:
Sepp von Ch.
02-06-11, 10:04 AM
thanks, but allready done :03:
No problem!
doing a last test now.....
Great! I can not wait!:rock:
Stormfly
02-06-11, 11:17 AM
No problem!
Great! I can not wait!:rock:
:timeout: ...ohh nooo i found no additional bug ! :hmmm:
that means i have to give the link away :dead:
Sepp von Ch.
02-06-11, 11:55 AM
Immediately I'm going to try it!:03:
stoianm
02-06-11, 12:06 PM
Hi stormfly,
thank for your work - now i have all prefered sound mods (yours and rongel) in 1 pack.
just a few quest please:
1) i supose that your new version is compatible with MO also?:06:
2)you are saying that v1.3 need Mighty fine crew mod 1.21 (option crew with beards, and crash dive fix) - i can use MightyFine Crew Mod 1.2.1 Stock faces without having problems (this is the one that is included in MO)?
Best regards!:salute:
Stormfly
02-06-11, 12:20 PM
Hi stormfly,
thank for your work - now i have all prefered sound mods (yours and rongel) in 1 pack.
just a few quest please:
1) i supose that your new version is compatible with MO also?:06:
2)you are saying that v1.3 need Mighty fine crew mod 1.21 (option crew with beards, and crash dive fix) - i can use MightyFine Crew Mod 1.2.1 Stock faces without having problems (this is the one that is included in MO)?
Best regards!:salute:
1) i didnt tested it with MO yet
2) DBSM script files are based on crew with beards, also tested it with it.
some additional notes...
i would recommend editing cfg files in each human controlled sub folder
for example "SH5\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.cfg" and so on
edit:
DiveDepth=300;meters
...this make shure, you can use the "D" command always and ever for diving, otherwise if below TDW edited DiveDept, you will surface to that dept, and this isnt correct for a diving command :D
stoianm
02-06-11, 12:33 PM
1) i didnt tested it with MO yet
2) DBSM script files are based on crew with beards, also tested it with it.
some additional notes...
i would recommend editing cfg files in each human controlled sub folder
for example "SH5\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.cfg" and so on
edit:
DiveDepth=300;meters
...this make shure, you can use the "D" command always and ever for diving, otherwise if below TDW edited DiveDept, you will surface to that dept, and this isnt correct for a diving command :D
I soupose it works with MO (has the new ui 6.3.7 on it) and probably is not important if is berds, withot beards, stock or not - :hmmm:
Anyway i will try - for having all clear in my mind a last quest:
the corect order will be (speeking in my case):
1) needed mods
2) Stormys DBSM SH5 v1.3 Basemod
3) Stormys DBSM SH5 v1.3 optional NavMap babelling ( i found this one so cool:rock:)
4) Stormys DBSM SH5 v1.3 optional No Magic Skills mod german dialogs
- german dialogs means german writting not german language i supouse:06: - if i use german sounds but english writtings i still can use this one?:hmmm::06:
5)Stormys DBSM SH5 v1.3 optional TDW UI 6.3.7 options file
Thanks for your time!
Best regards!:salute:
Stormfly
02-06-11, 12:47 PM
I soupose it works with MO (has the new ui 6.3.7 on it) and probably is not important if is berds, withot beards, stock or not - :hmmm:
Anyway i will try - for having all clear in my mind a last quest:
the corect order will be (speeking in my case):
1) needed mods
2) Stormys DBSM SH5 v1.3 Basemod
3) Stormys DBSM SH5 v1.3 optional NavMap babelling ( i found this one so cool:rock:)
4) Stormys DBSM SH5 v1.3 optional No Magic Skills mod german dialogs
- german dialogs means german writting not german language i supouse:06: - if i use german sounds but english writtings i still can use this one?:hmmm::06:
5)Stormys DBSM SH5 v1.3 optional TDW UI 6.3.7 options file
Thanks for your time!
Best regards!:salute:
order is correct, the dialogs are text dialogs, it have it`s own readme and explain they are only for users that want to have german texts (writings)
stoianm
02-06-11, 01:03 PM
order is correct, the dialogs are text dialogs, it have it`s own readme and explain they are only for users that want to have german texts (writings)
My bad, i did not look inside!:oops:
Thank you again for you great mod!:salute:
pascal4541
02-06-11, 02:36 PM
Great and very good Mod :yeah: It is perfect.
Installed last in JSGME.
I just add "EngineSoundsImproved_v1.0 just after your collection
Big thanks :salute:
stoianm
02-06-11, 02:39 PM
Great and very good Mod :yeah: It is perfect.
Installed last in JSGME.
I just add "EngineSoundsImproved_v1.0 just after your collection
Big thanks :salute:
This one it is my favorite engine sound too:up: - seems we have the same taste
Stormfly
02-06-11, 02:42 PM
My bad, i did not look inside!:oops:
Thank you again for you great mod!:salute:
it seams that we need a little hotfix, ithink the crew is walking to often and loud if in shallow waters or storm conditions.
meanwhile you may delete "HUD_Warning_expired.wav" from base mod folder, maybe also "HUD_Warning_started.wav". After doing so disable and re- enable it.
Stormfly
02-06-11, 02:45 PM
This one it is my favorite engine sound too:up: - seems we have the same taste
guys, keep in mind that my diesel engine is special made to fit using the diesel startup procedure. ;)
stoianm
02-06-11, 02:46 PM
Yes i am testing that right now - so good point i will delete these files!
The ,,wasserbomben'' it is like 66% acurate (33% of the sounds are ,,mute'' like in the rongel version)?:06:
stoianm
02-06-11, 02:54 PM
guys, keep in mind that my diesel engine is special made to fit using the diesel startup procedure. ;)
Ok, i see - i readed that in your post but i am a little bit confused - what exctly is this ,,engine startup procedure''? - special sounds to have the impresion that you are starting the engine?
You know why i like this EngineSoundsImproved_v1.0? - when i am at obs scope the engine sound it is like to high and in this EngineSoundsImproved_v1.0 the engine sound is lower. Maybe you will consider this in a new version of yours.
Starting from now i wil not use this because i do not want to lose the ,,engine startup procedure'' but i will cover my ears when i will be in obs scope area:haha:
Thanks!:salute:
Stormfly
02-06-11, 03:29 PM
Ok, i see - i readed that in your post but i am a little bit confused - what exctly is this ,,engine startup procedure''? - special sounds to have the impresion that you are starting the engine?
You know why i like this EngineSoundsImproved_v1.0? - when i am at obs scope the engine sound it is like to high and in this EngineSoundsImproved_v1.0 the engine sound is lower. Maybe you will consider this in a new version of yours.
Starting from now i wil not use this because i do not want to lose the ,,engine startup procedure'' but i will cover my ears when i will be in obs scope area:haha:
Thanks!:salute:
you use the diesels while sitting at the OBS scope ??? lol
...you could also close the door to the engine room.
engine startup procedure is automaticaly used after surfacing and bat level below 99%. You should set your telegraph not higher than "halbe fahrt vorraus" (hatch to engine room closed) to have engines silent enough, fitting with the startup procedure. After startup procedure is running, and diesels are online, set engine telegraph higher while procedure still running if you like. Of course this is functional if using the right values in TDW options file or using the one comming optional with this mod.
stoianm
02-06-11, 03:34 PM
you use the diesels while sitting at the OBS scope ??? lol
...you could also close the door to the engine room.:har: you have right - never thinking to close the door:up:
engine startup procedure is automaticaly used after surfacing and bat level below 99%. You should set your telegraph not higher than "halbe fahrt vorraus" (hatch to engine room closed) to have engines silent enough, fitting with the startup procedure. After startup procedure is running, and diesels are online, set engine telegraph higher while procedure still running if you like. Of course this is functional if using the right values in TDW options file or using the one comming optional with this mod.
this is very interesting - i go to test that:yeah:
Thanks!:salute:
Sepp von Ch.
02-06-11, 07:23 PM
Thank you very much Stormfly for your mod.
I have a few questions:
1) how about cheering crew? Now, clapping and cheers only when the ship is sunk by one torpedo immediately? I liked when the crew cheered every time I hit the ship ...
2) I tested your mod 4 hours and I miss too much sample "Na Kriechenbaum, wie ist Ihr Gefühl", when I see the convoy ... One of the best sounds with real flair!
3) What it means "overhauled: TDC_Pistol_I sample" please? I miss the sound "Aufschlagzünder" or "Magnetzünder" when determining the pistol.
When shooting in speed (which is almost always), it is important for me to have a fuse that IWO repeat my orders and I hear what pistol I used ...
4) We're talking about a new sound - starting of diesels. I'm standing in the engine room, trying different speeds, but I hear nothing new. What is the new sound, please? It is probably only for users of TDW´s UI (I use reaper7´s UI - I used this UI with vers. 1.2 and absolutely no problems).
5) New version still contains the usual sounds of the crew, such as runny nose and coughing, etc., what was the version 1.2?
Thank you very much Stormfly for support!:salute:
Stormfly
02-06-11, 10:13 PM
Thank you very much Stormfly for your mod.
I have a few questions:
1) how about cheering crew? Now, clapping and cheers only when the ship is sunk by one torpedo immediately? I liked when the crew cheered every time I hit the ship ...
2) I tested your mod 4 hours and I miss too much sample "Na Kriechenbaum, wie ist Ihr Gefühl", when I see the convoy ... One of the best sounds with real flair!
3) What it means "overhauled: TDC_Pistol_I sample" please? I miss the sound "Aufschlagzünder" or "Magnetzünder" when determining the pistol.
When shooting in speed (which is almost always), it is important for me to have a fuse that IWO repeat my orders and I hear what pistol I used ...
4) We're talking about a new sound - starting of diesels. I'm standing in the engine room, trying different speeds, but I hear nothing new. What is the new sound, please? It is probably only for users of TDW´s UI (I use reaper7´s UI - I used this UI with vers. 1.2 and absolutely no problems).
5) New version still contains the usual sounds of the crew, such as runny nose and coughing, etc., what was the version 1.2?
Thank you very much Stormfly for support!:salute:
1.) there where to much complains, crew cheering with every torp hit get boring over time.
2.) did you installed "always crying WO in normal mode"? ...you could also try switching silent running on/off, sample should be there.
3.) after launching a torpedo, the *******ing switch immediateley switch to its default position destroying the torp launch moment by puping which injetion type will be the next.
4.) in Your case, you have to switch it manualy, after surfacing standing in central compartment, close to the right engine telegraph using the "R" key.
5.) iam sorry, cant understand your question.
Stormfly
02-06-11, 10:54 PM
1.) try it again without silent running, crew cheers are disabled in silent running.
5.) i got it, if your sound setting are high enough, and listen in torpedo or electric engines room, there are new crew activities to hear from time to time, also if you stay long enough very close to the radio station, there is something new.
The flashing warning icon will trigger additional new crew noises (Rongels Battlestations sound mod), but the new samples i exchanged with it are to loud as i mentioed already, so ithink these need to be fixed.
Hooray! :woot:Congratulations, a great sound mod! It's nice to be part of it.
The flashing warning icon will trigger additional new crew noises (Rongels Battlestations sound mod), but the new samples i exchanged with it are to loud as i mentioed already, so ithink these need to be fixed. These warnign_started and warning_expired sounds are a bit tricky, I love that I get some feedback when something is happening, but they are repeated too heavily sometimes. Especially when traveling through shallow waters.
I have have to admit that I use my own "lite" version of this mod that icludes only the sounds and no scripts or key configs because I build some time ago working configurations and don't want to change everything again. Still, it works great and I can suggest it to people who don't want so many changes to their configurations. Great work Stormfly!
Sepp von Ch.
02-07-11, 06:28 AM
1.) there where to much complains, crew cheering with every torp hit get boring over time.
Thank you for your answer Stormfly;)
ad 1) I'm sorry that these sounds have disappeared. I play with a large percentage of reality, including sensors, and I not find and sink a enemy ship every day, so I never get tired of cheering crew:D
1.) try it again without silent running, crew cheers are disabled in silent running.
I tested it with normal running (not silent running).
I need to test more. Yesterday, I stood by your great mod "only" 4 hours:-))
stoianm
02-07-11, 06:36 AM
Hi stormfly,
I tested your new version with MO and is OK - your sh file (i used S3D to compare) has all the data (and many more of cource:)) that TDW use in his sh file in his MO (so your new mod is compatible with tdw FIX wich is included in MO).
:up:
Salute!:salute:
P.S. I have a quiq quest: if i use Speech fixes and additions (german version) mod i must to enable this mod before or after your sound mod?
Stormfly
02-07-11, 02:12 PM
Hi stormfly,
I tested your new version with MO and is OK - your sh file (i used S3D to compare) has all the data (and many more of cource:)) that TDW use in his sh file in his MO (so your new mod is compatible with tdw FIX wich is included in MO).
:up:
Salute!:salute:
P.S. I have a quiq quest: if i use Speech fixes and additions (german version) mod i must to enable this mod before or after your sound mod?
thank you for testing it with MO, good to know.
Speech fixes and additions is a nice important mod but if installing DBSM collection not nessesary, because allready included or fixed by myself.
...updated first post regarding a little hotfix for the HUD warning samples.
stoianm
02-07-11, 02:27 PM
thank you for testing it with MO, good to know.
Speech fixes and additions is a nice important mod but if installing DBSM collection not nessesary, because allready included or fixed by myself.
...updated first post regarding a little hotfix for the HUD warning samples.
Thank you for your time to respond at my questions!:salute:
I sure will read the first post to see what is the fix!
Best regards!
Sepp von Ch.
02-07-11, 04:29 PM
Hey Stormfly, i love these new sounds while shooting torpedoes I and IV! Great sound, great mod, great job!
Perfect feeling! Any chance to add in the future these sounds for tube II, III and V? I'm not ungrateful! Just asking;) New version is really great! I'm glad that you added these atmospheric sounds! I've always worked in SH5 and SH4 only with the mouse. Now I cklick "nonstop" shift+F1 and Shift + F4:DL
Thank you VERY much!:yeah:
Stormfly
02-07-11, 05:18 PM
Hey Stormfly, i love these new sounds while shooting torpedoes I and IV! Great sound, great mod, great job!
Perfect feeling! Any chance to add in the future these sounds for tube II, III and V? I'm not ungrateful! Just asking;) New version is really great! I'm glad that you added these atmospheric sounds! I've always worked in SH5 and SH4 only with the mouse. Now I cklick "nonstop" shift+F1 and Shift + F4:DL
Thank you VERY much!:yeah:
glad that you like it, i couldn find any good clean enough DB samples regarding tube II,III.V...
stoianm
02-08-11, 05:49 AM
Hi guys,
i had playing few hours with the new version of stormys sound mod enabled and i must to admit: it is just...great.:yeah:
I tested the new ,,startup engine procedure'' - so cool sounds there:rock:
About me, it is for sure a ,,must have sound mod'' for SH5
Thanks!:salute:
Stormfly
02-08-11, 06:30 AM
Hi guys,
i had playing few hours with the new version of stormys sound mod enabled and i must to admit: it is just...great.:yeah:
I tested the new ,,startup engine procedure'' - so cool sounds there:rock:
About me, it is for sure a ,,must have sound mod'' for SH5
Thanks!:salute:
many thanks for your kind words !
i think i would feel much better if you guys could use the term "this DBSM sound collection" instead of Stormy`s sound mod... because it isnt my mod or my collection, iam just a part of it. I think i did a mistake giving it my name, it include the work of many different ppl, so i wont claim it as my mod or collection, it belong to the subsim community.
Stormfly
02-08-11, 06:40 AM
most problematic is, things can get boring over time, so it is good to have a big variety...
Rickster1
02-08-11, 07:07 AM
Great mod , sound makes such a difference to imersion
Hi again Stormfly, just noticed that you don't have in this version multiple different depth charge soundclips from my Battlestations mod. I made a shuffling playlist for internal and external explosions and I just thought maybe you could use them also here. It gives a nice variation to sounds. So if you are updating or patching you could consider this, you can see changes I made from my Baza_FX_sounds.dsd-file.
And correct if I'm wrong, since I don't use all your scripts I might be missing something.:DL
Stormfly
02-08-11, 11:11 AM
Hi again Stormfly, just noticed that you don't have in this version multiple different depth charge soundclips from my Battlestations mod. I made a shuffling playlist for internal and external explosions and I just thought maybe you could use them also here. It gives a nice variation to sounds. So if you are updating or patching you could consider this, you can see changes I made from my Baza_FX_sounds.dsd-file.
And correct if I'm wrong, since I don't use all your scripts I might be missing something.:DL
yes, good idea... i was missing this entrys in the last dsd file you send to me or maybe i mismatch something, wasn't shure because i hear different wabo sounds...:timeout: maybe i got allready crazy from it :rotfl2::o:rotfl2::O::rotfl2:
yes, good idea... i was missing this entrys in the last dsd file you send to me or maybe i mismatch something, wasn't shure because i hear different wabo sounds...:timeout: maybe i got allready crazy from it :rotfl2::o:rotfl2::O::rotfl2:You can download the battlestations 1.1 and look at the dsd-file there. I think you already had the new sounds for the explosion but the dsd-data was missing. You can PM if you need a hand!
By the way, I just sank the Ark Royal carrier in the Blockade of Germany and now have 6 or more destroyers depth charging me (most recent IRAI) and it's absolutely horrible! The sea is exploding and full of search lights, water just keep bursting in and the men are screaming and shouting! Pretty close to Das Boot finally! I think that this encounter won't end happily for us...
TheDarkWraith
02-08-11, 11:54 AM
By the way, I just sank the Ark Royal carrier in the Blockade of Germany and now have 6 or more destroyers depth charging me (most recent IRAI) and it's absolutely horrible! The sea is exploding and full of search lights, water just keep bursting in and the men are screaming and shouting!
Did this never happen before? :hmmm: If the Ark Royal was the leader of that group that might have been why. With the new version of IRAI I put the kill the leader bug to rest for good :arrgh!: Now killing the leader of the group doesn't cause all the group members to come to all stop and sit there, they now do something (hunt for you) :D
Did this never happen before? :hmmm: If the Ark Royal was the leader of that group that might have been why. With the new version of IRAI I put the kill the leader bug to rest for good :arrgh!: Now killing the leader of the group doesn't cause all the group members to come to all stop and sit there, they now do something (hunt for you) :DI cant confirm that 100% sure, but I remember that I once sank a capital ship up north in Skapa Flow and it was the most anticlimatic moment of SH5 for me, all the escorts stopped and just froze in shock. Right now I kinda miss those days :wah::haha:!
TheDarkWraith
02-08-11, 12:10 PM
I cant confirm that 100% sure, but I remember that I once sank a capital ship up north in Skapa Flow and it was the most anticlimatic moment of SH5 for me, all the escorts stopped and just froze in shock. Right now I kinda miss those days :wah::haha:!
Good to hear :up: That means the newest version of IRAI is doing exactly what it should do now (make your life extremely difficult if you engage the enemy) :D
Stormfly
02-08-11, 02:02 PM
You can download the battlestations 1.1 and look at the dsd-file there. I think you already had the new sounds for the explosion but the dsd-data was missing. You can PM if you need a hand!
By the way, I just sank the Ark Royal carrier in the Blockade of Germany and now have 6 or more destroyers depth charging me (most recent IRAI) and it's absolutely horrible! The sea is exploding and full of search lights, water just keep bursting in and the men are screaming and shouting! Pretty close to Das Boot finally! I think that this encounter won't end happily for us...
Thanks for checking ! :)
...it is missing because i used that "bugfixed" :D dsd file you pm`ed me, the entrys are missing in that file, iam on it and correct it now ! :yep:
...say did you test sending a radio report to BDU using MCCD and DBSM 1.3 ?
@TDW, thanks for hiding the incomming radio message screen auto popup, that gave me posibillity to change that little MCCD radio message script according to DBSM 1.3, now we have a little delay between sending a status report and getting new orders. At current, only answers from BDU trigger a incomming radio message sound (i changed that sample to incomming "commanders message" (Kommandantenspruch). Say would it be possible to have additional options for the new radio system regarding different sound trigger for different message origins ?
TheDarkWraith
02-08-11, 02:07 PM
@TDW, thanks for hiding the incomming radio message screen auto popup, that gave me posibillity to change that little MCCD radio message script according to DBSM 1.3, now we have a little delay between sending a status report and getting new orders. At current, only answers from BDU trigger a incomming radio message sound (i changed that sample to incomming "commanders message" (Kommandantenspruch). Say would it be possible to have additional options for the new radio system regarding different sound trigger for different message origins ?
How are you currently triggering the sounds?
Stormfly
02-08-11, 02:27 PM
How are you currently triggering the sounds?
ohh, the sub sending part is done using altered MCCD script which is calling a radio sending sound. The trick after it is, just let some animations of that radio guy pass. After that the script give command for sending a status report and the game engine triggers the "new message received" sample, your UI then undertake the popup and all is immersive and nice.
Stormfly
02-08-11, 02:36 PM
@Rongel
...question, your Battlestations 1.1 "Baza_FX_Sounds.dsd" shuffels also "Particles.Small_Shell_Water_Impact,2,3,4"... together with "Particles.P04_@Bulet_spark1,2,3,6,8" did you added this ? ...if so, the according entrys in the sdl-file and sounds are missing... could you check this plz ;)
TheDarkWraith
02-08-11, 02:37 PM
ohh, the sub sending part is done using altered MCCD script which is calling a radio sending sound. The trick after it is, just let some animations of that radio guy pass. After that the script give command for sending a status report and the game engine triggers the "new message received" sample, your UI then undertake the popup and all is immersive and nice.
The game engine itself generates the messages from Bdu. I, via scripting, generate all the other radio messages. I intercept the game engine's Bdu message and re-route it to my script version so I have control of when it appears. I don't see a way to trigger sounds with my radio messages. It could be done generically using the Menu.PlaySound function but then it wouldn't be in sync with any officer (no lip movements). The sound would come out of thin air basically.
Stormfly
02-08-11, 02:59 PM
The game engine itself generates the messages from Bdu. I, via scripting, generate all the other radio messages. I intercept the game engine's Bdu message and re-route it to my script version so I have control of when it appears. I don't see a way to trigger sounds with my radio messages. It could be done generically using the Menu.PlaySound function but then it wouldn't be in sync with any officer (no lip movements). The sound would come out of thin air basically.
ohh i think that isnt a big problem, i dont think that iam sitting all the time next to the radio guy and be a watch dog for his lip`s :woot:
...so that means it would be possible, also with different triggers for different origins ??? ...that is nice man, fine ! :D
TheDarkWraith
02-08-11, 03:10 PM
ohh i think that isnt a big problem, i dont think that iam sitting all the time next to the radio guy and be a watch dog for his lip`s :woot:
...so that means it would be possible, also with different triggers for different origins ??? ...that is nice man, fine ! :D
All that would need to be done is register the sounds with Sh.sdl and to add the Menu.PlaySound function to my functions in my script that make radio messages. Voila.
Stormfly
02-08-11, 03:29 PM
All that would need to be done is register the sounds with Sh.sdl and to add the Menu.PlaySound function to my functions in my script that make radio messages. Voila.
ohh yes shure, and after each update (everbody knows TDW UI updates are sooo rare) i have to follow on ??? :timeout:
would be very nice if you could define the names and implement the triggers in your script, so clean nice working updates can keep comming ;)
...if you realy like that i fool with your scripts, and you want to implement it then... :har:
TheDarkWraith
02-08-11, 03:37 PM
ohh yes shure, and after each update (everbody knows TDW UI updates are sooo rare) i have to follow on ??? :timeout:
would be very nice if you could define the names and implement the triggers in your script, so clean nice working updates can keep comming ;)
...if you realy like that i fool with your scripts, and you want to implement it then... :har:
what we first need to decide on is updating the Sh.sdl file. What sounds do you want to add? Once we define all sounds needed then we can define the needed entries in Sh.sdl. This way I can update the FX Update mod with the entries and you can update your sound mod with the updated entries. Win-win for both and decreases incompatibilities.
stoianm
02-08-11, 03:39 PM
I think the ideea is very good because the majority use MO and stormys DBSM :yeah:
Stormfly
02-08-11, 04:01 PM
what we first need to decide on is updating the Sh.sdl file. What sounds do you want to add? Once we define all sounds needed then we can define the needed entries in Sh.sdl. This way I can update the FX Update mod with the entries and you can update your sound mod with the updated entries. Win-win for both and decreases incompatibilities.
ohh i like win-win situations, this is a "quick-win" :D
SDL- file, logical sound names
1. radio_in_type_1 (messages from BDU)
2. radio_in_type_2 (messages from friendly vessels)
3. radio_in_type_3 (messages from enemy vessels)
4. radio_in_type_4 (messages from enemy sinking/sunk vessels)
5. radio_in_type_5 (not a clue 1, reserved 1)
6. radio_in_type_6 (not a clue 2, reserved 2)
...we urgent also need optional at which time compression, no sound is played at all for this !!!
TheDarkWraith
02-08-11, 04:06 PM
ohh i like win-win situations, this is a "quick-win" :D
SDL- file, logical sound names
1. radio_in_type_1 (messages from BDU)
2. radio_in_type_2 (messages from friendly vessels)
3. radio_in_type_3 (messages from enemy vessels)
4. radio_in_type_4 (messages from enemy sinking/sunk vessels)
5. radio_in_type_5 (not a clue 1, reserved 1)
6. radio_in_type_6 (not a clue 2, reserved 2)
...we urgent also need optional at which time compression, no sound is played at all for this !!!
seems good to me. You want to add the entries in Sh.sdl then send me the changes? Then I'll update everything that needs to be updated.
I can easily suppress the sounds when TC > 1 :yep:
Stormfly
02-08-11, 04:13 PM
I think the ideea is very good because the majority use MO and stormys DBSM :yeah:
the majority is using MO, or TDW UI`s !
...but the DBSM collection, i dont think so, its a little bit more stressing reading through all the readme and ****... :arrgh!:
Stormfly
02-08-11, 04:18 PM
seems good to me. You want to add the entries in Sh.sdl then send me the changes? Then I'll update everything that needs to be updated.
I can easily suppress the sounds when TC > 1 :yep:
perfect!
...have to find some sleep, awaiting also Rongel`s answer regarding my question more above and dont want to have to much different SDL file versions, send ya tomorrow. :)
@Rongel
...question, your Battlestations 1.1 "Baza_FX_Sounds.dsd" shuffels also "Particles.Small_Shell_Water_Impact,2,3,4"... together with "Particles.P04_@Bulet_spark1,2,3,6,8" did you added this ? ...if so, the according entrys in the sdl-file and sounds are missing... could you check this plz ;)Good morning!
Yes, I changed that entry to get decent sounding watersplashes to airplane guns hitting water. There are many watersplash sounds made but the game uses only one of them in stock version and for me it just sounded akward no matter if you changed the audio file. Now it shuffles the sounds and gives also bullet spark sounds. I haven't had any comments on it yet, but for me it worked well.
Okay, now I see... There are entries on the sdl-file only for the first sounds, like "Particles.Small_Shell_Water_Impact", and "Particles.P04_@Bulet_spark" but not for the other four wav.files that are in the stock sounds folder. Weird thing is that it seemed to be working well. I have to test this again, maybe we just need to add those other versions to the sdl-file.
Quick test done, I added the splashes to my sdl file and it seemed better but can't be 100% sure. Another weird thing is that I remember when armed merchant fired it's machine guns at me, I'm getting different bullet sparks sounds eventhough there is only one sound listed in the sdl-file. Could it be that it can read all the others too?! I don't know! :06:
The main thing in my opinion improving those airplane gun watersplashes is that there are few bullet sparks included.
Stormfly
02-09-11, 03:03 AM
Quick test done, I added the splashes to my sdl file and it seemed better but can't be 100% sure. Another weird thing is that I remember when armed merchant fired it's machine guns at me, I'm getting different bullet sparks sounds eventhough there is only one sound listed in the sdl-file. Could it be that it can read all the others too?! I don't know! :06:
The main thing in my opinion improving those airplane gun watersplashes is that there are few bullet sparks included.
dont forget that there is maybe a pitch variation for that entry, and if the sound is very short it appears sounding more different then.
dont forget that there is maybe a pitch variation for that entry, and if the sound is very short it appears sounding more different then. just checked, and no pitch variation in my sh.sdl!
Edit: No pitch variation in bullet sparks or small shell water impacts
Stormfly
02-09-11, 03:22 AM
just checked, and no pitch variation in my sh.sdl!
Edit: No pitch variation in bullet sparks or small shell water impacts
if you say its working fine, why changing it then... ithink i go ahead with that HOTFIX 2 then.
...just added another deptcharge variation, and your right...this is very immersive i like it alot my friend :salute:
stoianm
02-09-11, 04:22 AM
nice avatar you have here stormfly:D
Stormfly
02-09-11, 05:07 AM
nice avatar you have here stormfly:D
wow how ugly was that :O:
...edited post 1 regarding Hotfix 2 !
@TDW: all radio content and SDL changes regarding different samples for incoming radio messages are included in Hotfix 2.
stoianm
02-09-11, 05:13 AM
wow how ugly was that :O:
...edited post 1 regarding Hotfix 2 !
@TDW: all radio content and SDL changes regarding different samples for incoming radio messages are included in Hotfix 2. this is realy a good news - from now one the stormys dbsm all in line with TDW FIX:rock:
Magic1111
02-09-11, 05:50 AM
wow how ugly was that :O:
...edited post 1 regarding Hotfix 2 !
@TDW: all radio content and SDL changes regarding different samples for incoming radio messages are included in Hotfix 2.
Thanks for Hotfix 2 ! :up:
stoianm
02-09-11, 10:07 AM
Hi stormfly,
you have in your mod like 50 wasserbomben wav files
please tell me when are they played? i supouse that some of them are starting when a DD start droping dept charges on you - but the others?
are some of them starting when the dept charges are droped far away from my uboat or when the DDs hunt another uboat?:hmmm:
how are these files related to the game actions?
Thanks!
Stormfly
02-09-11, 10:25 AM
Hi stormfly,
you have in your mod like 50 wasserbomben wav files
please tell me when are they played? i supouse that some of them are starting when a DD start droping dept charges on you - but the others?
are some of them starting when the dept charges are droped far away from my uboat or when the DDs hunt another uboat?:hmmm:
how are these files related to the game actions?
Thanks!
the 50 wavefiles are triggered randomly if a deptcharge hit the water and start generating bubbles. this can also happen if another sub is hunted, which is maybe farer away. Only 5 or 6 of the sound samples are playing "Wasserbomben" (which are also different samples partly). So you may encounter other noises or crew fear voices, sonar reports... also Kaleun is mumbeling sometimes something.
TheDarkWraith
02-09-11, 10:27 AM
ohh i like win-win situations, this is a "quick-win" :D
SDL- file, logical sound names
1. radio_in_type_1 (messages from BDU)
2. radio_in_type_2 (messages from friendly vessels)
3. radio_in_type_3 (messages from enemy vessels)
4. radio_in_type_4 (messages from enemy sinking/sunk vessels)
5. radio_in_type_5 (not a clue 1, reserved 1)
6. radio_in_type_6 (not a clue 2, reserved 2)
...we urgent also need optional at which time compression, no sound is played at all for this !!!
I can't tell whether message is from friendly/enemy so you'll have to combine those two into one.
I'm going to have:
1. radio_in_type_1 (messages from BDU)
2. radio_in_type_2 (messages from vessels)
3. radio_in_type_3 (messages from sinking/sunk vessels)
4. radio_in_type_4 (generic - messages generated from the radio message text files)
And we need English versions of the sounds as I don't use German sounds.
Stormfly
02-09-11, 10:46 AM
I can't tell whether message is from friendly/enemy so you'll have to combine those two into one.
I'm going to have:
1. radio_in_type_1 (messages from BDU)
2. radio_in_type_2 (messages from vessels)
3. radio_in_type_3 (messages from sinking/sunk vessels)
4. radio_in_type_4 (generic - messages generated from the radio message text files)
And we need English versions of the sounds as I don't use German sounds.
ok then, i create 4 english samples which come with your UI maybe as optional default samples, if someone install dbsm over it, they are overwritten with german versions.
I understand this right, Type 4 is generic friendly and enemy, but independend from Type 1,2,3 ?
TheDarkWraith
02-09-11, 10:49 AM
ok then, i create 4 english samples which come with your UI maybe as optional default samples, if someone install dbsm over it, they are overwritten with german versions.
I understand this right, Type 4 is generic friendly and enemy, but independend from Type 1,2,3 ?
yes, Type 4 will be played if the radio message is generated by the radio message text files. This means a Type 4 message can come from Bdu, a vessel, anything basically that the 'From' entry says in the radio message text files.
Stormfly
02-09-11, 11:06 AM
yes, Type 4 will be played if the radio message is generated by the radio message text files. This means a Type 4 message can come from Bdu, a vessel, anything basically that the 'From' entry says in the radio message text files.
ohh i see, that means we have only 3 types:
(1). Game engine BDU mission messages (for this, we have allready that "new message received" trigger and sound, currently i use it for "Commanders message", but if you like we can implement it also into this trigger system, but the trigger is allready present.
2. What is a message from Vessel message ?????
3. sinking/destroyed vessels inside active world arround sub bubble.
4. generated from TXT file.
(5). what about this periscope sighted message, we could use this as enemy intercepted ?
TheDarkWraith
02-09-11, 11:10 AM
ohh i see, that means we have only 3 types:
(1). Game engine BDU mission messages (for this, we have allready that "new message received" trigger and sound, currently i use it for "Commanders message", but if you like we can implement it also into this trigger system, but the trigger is allready present.
(2). What is a message from Vessel message ?????
3. sinking/destroyed vessels inside active world arround sub bubble.
4. generated from TXT file.
(5). what about this periscope sighted message, we could use this as enemy intercepted ?
scope sighted, sub sighted (vessal message) is a type 2 sound
Stormfly
02-09-11, 11:21 AM
ok then,
1. Game engine BDU mission messages (for this, we have allready that "new message received" -> it maybe that this sound is only playing with dbsm, i will deactivate it so you wont get this sound twice)
2. intercepted enemy vessel message (sighting of sub / scope)
3. sinking/destroyed vessels inside active world arround sub bubble
4. generated from TXT file
TheDarkWraith
02-09-11, 11:29 AM
ok then,
1. Game engine BDU mission messages (for this, we have allready that "new message received" -> it maybe that this sound is only playing with dbsm, i will deactivate it so you wont get this sound twice)
2. intercepted enemy vessel message (sighting of sub / scope)
3. sinking/destroyed vessels inside active world arround sub bubble
4. generated from TXT file
sounds good. Got a Python error trying to play the sounds :hmmm: Maybe they have to have the Menu.HUD prefixed to them in Sh.sdl?
Stormfly
02-09-11, 11:31 AM
sounds good. Got a Python error trying to play the sounds :hmmm: Maybe they have to have the Menu.HUD prefixed to them in Sh.sdl?
try it plz...
TheDarkWraith
02-09-11, 12:21 PM
try it plz...
didn't make a difference (still gave python error). So I tried using this sound: Menu.HUD.Location_camera_changed
and it worked :hmmm: Very puzzling to say the least....
EDIT:
the Sh.sdl file you sent me is corrupt. Open it up with hex editor and look at very beginning of file. S3D mangled it up. That is why I never use tools, hex editor only!!
Stormfly
02-09-11, 01:36 PM
didn't make a difference (still gave python error). So I tried using this sound: Menu.HUD.Location_camera_changed
and it worked :hmmm: Very puzzling to say the least....
EDIT:
the Sh.sdl file you sent me is corrupt. Open it up with hex editor and look at very beginning of file. S3D mangled it up. That is why I never use tools, hex editor only!!
that means you tryed redownloading it ?...
plz, try also the following.. there is allready a sound file that you call from a HUD script, the torp tube opening sample. In DBSM i use a little longer version, it have a lenght 9,9 seconds. For testing, i send you a link with a new package to play with (new SDL and shorter samples).
...stay tuned
TheDarkWraith
02-09-11, 01:58 PM
we cannot define our own sounds and call them via script (tried every possible way/combination - everytime I use a pre-defined one it works). We have to use the existing ones that are given to us in Sh.sdl. So I'm going to write my own .dll and call it to have it play sounds for me :DL
Stormfly
02-09-11, 02:12 PM
we cannot define our own sounds and call them via script (tried every possible way/combination - everytime I use a pre-defined one it works). We have to use the existing ones that are given to us in Sh.sdl. So I'm going to write my own .dll and call it to have it play sounds for me :DL
wow, you open totaly new possibilitys then nice !!!
...the only way i call new non used sounds using scripts is via ai crew strategy`s in 3D, but it seams that this isnt possible to call from your HUD script or ?
Stormfly
02-09-11, 02:22 PM
@TDW you have PM...
EDIT: maybe the original HUD samples have also to be registered in a DSD file ?
Good luck to you two! Nice to see again progress in real time, and good work Stormfly on hotfix 2, I'll check the airplane guns later if I have time or notice any funny business. :salute:
TheDarkWraith
02-09-11, 03:45 PM
my .dll is working superb! :rock:
Stormfly
02-09-11, 03:52 PM
my .dll is working superb! :rock:
great :rock:...so i will work on that english samples now.
TheDarkWraith
02-09-11, 05:29 PM
great :rock:...so i will work on that english samples now.
sorry there was tweaking my .dll and the code for it :D
Your sounds work excellent for the radio messages :up: There's no need for the Sh.sdl entries for them, as my .dll handles the sounds for them now. Here's the cool thing: We can play any sound we want now without having to register it with Sh.sdl. I see a whole bunch of new sounds for the UI being made :yep: I even added volume control for the sounds (via code). I'll get your PM request to you here in a few along with v6.4.0 as of now so you can test new radio messages out.
I still have a little work to do on the the implementation of the .dll but it's minor in nature so I can send to you v6.4.0 as of now.
Boy the hardest part of making the .dll was retrieving the handle of the main SH5 window. Now that I have it it opens up a whole new world of possibilities (DirectX anyone?). Now I should be able to capture anything I want from the mouse....oh this can get really interesting.....
Stormfly
02-09-11, 05:45 PM
sorry there was tweaking my .dll and the code for it :D
Your sounds work excellent for the radio messages :up: There's no need for the Sh.sdl entries for them, as my .dll handles the sounds for them now. Here's the cool thing: We can play any sound we want now without having to register it with Sh.sdl. I see a whole bunch of new sounds for the UI being made :yep: I even added volume control for the sounds (via code). I'll get your PM request to you here in a few along with v6.4.0 as of now so you can test new radio messages out.
I still have a little work to do on the the implementation of the .dll but it's minor in nature so I can send to you v6.4.0 as of now.
Boy the hardest part of making the .dll was retrieving the handle of the main SH5 window. Now that I have it it opens up a whole new world of possibilities (DirectX anyone?). Now I should be able to capture anything I want from the mouse....oh this can get really interesting.....
...capture the lag plz :arrgh!:
Sepp von Ch.
02-12-11, 05:54 PM
Stormfly, please, it would be possible to do a little optional mod with great phrases from previous version of your mod: "Na Kriechenbaum, wie ist Ihr Gefühl" und "Geleitzug, Fetter Brocken" whenever the crew see a convoy? I miss it!:cry:
Stormfly
02-12-11, 06:49 PM
Stormfly, please, it would be possible to do a little optional mod with great phrases from previous version of your mod: "Na Kriechenbaum, wie ist Ihr Gefühl" und "Geleitzug, Fetter Brocken" whenever the crew see a convoy? I miss it!:cry:
hmm, cant understand that they are missing, it should be here...
plz check \Data\Sound\Speech\Watchofficer\Whisper
MC_QRF_WATCH_15_A.ogg
MC_QRF_WATCH_15_B.ogg
they are there, but only playing if crew is in whisper mode...
Church SUBSIM
02-12-11, 07:12 PM
Is this going to be a part of the next installment of MO? (hopes so)
Stormfly
02-12-11, 07:41 PM
Is this going to be a part of the next installment of MO? (hopes so)
i got no request for that, anyway this can only be optional, because not every MO user want to have german voices, and plz guys, dont request a english version :timeout:
stoianm
02-12-11, 10:25 PM
i got no request for that, anyway this can only be optional, because not every MO user want to have german voices, and plz guys, dont request a english version :timeout:
No i do not req that... but.. when you have time .... can you try to make new engines sounds related at a rev/chart speed, please?:DL - i do not know if is posible that in sh5 :hmmm:
thanks
stoianm
02-13-11, 05:09 PM
Hi stormfly,
I am using you sound mod collection and i have some problems - i need some suport from you pls.
I play usualy at tc 32 the most part of time now (i want to admire the view - with env5 and my color mod - i have no choice:DL) and i want to listen my favorites songs on the gramonfon. The problem is that i am on the deck and i can not hear as clear as i want to - and it is boring only to listen at radio propaganda all days and nights long
So, please, tell me what line i must to modify in the sh file to increase the sound for gramofone.
Thanks!
Stormfly
02-13-11, 05:25 PM
Hi stormfly,
I am using you sound mod collection and i have some problems - i need some suport from you pls.
I play usualy at tc 32 the most part of time now (i want to admire the view - with env5 and my color mod - i have no choice:DL) and i want to listen my favorites songs on the gramonfon. The problem is that i am on the deck and i can not hear as clear as i want to - and it is boring only to listen at radio propaganda all days and nights long
So, please, tell me what line i must to modify in the sh file to increase the sound for gramofone.
Thanks!
maybe very easy, not shure...
game options / sound -> lower overall game volume (top lever), maybe music volume is also connected with the grammophone :hmmm:
stoianm
02-13-11, 05:27 PM
maybe very easy, not shure...
game options / sound -> lower overall game volume (top lever), maybe music volume is also connected with the grammophone :hmmm:
Thanks! BTW i like your tex for torpedo:up: - i am using it
TheDarkWraith
02-13-11, 06:43 PM
@ Stormfly: when you said you weren't getting the new radio message sounds, were you by change at periscope station or some other station? I found an error in my .dll. It was saying valid camera was only 2 possible camera stations manned (interior fore and radio room free). If you weren't at one of those two stations then you wouldn't hear the new sounds.
Stormfly
02-13-11, 07:10 PM
@ Stormfly: when you said you weren't getting the new radio message sounds, were you by change at periscope station or some other station? I found an error in my .dll. It was saying valid camera was only 2 possible camera stations manned (interior fore and radio room free). If you weren't at one of those two stations then you wouldn't hear the new sounds.
i hear all the sounds anywhere as long as iam on surface, after updating to the last dll you send me, more reacitve triggered !
after diving to periscope dept, radio transmissions are still receiveable and updating in the log (this should be correct) but at this point there is no radio message in sound playing any more anywhere.
As I understand it, this mod requires the German language install(?)
Do I have to uninstall my game and re-install it?
I would have installed the German language version if I had known that there would be English text as i don't understand German but it does add more flavor to the game. The English with the German accent is quite good though :)
Stormfly
02-13-11, 10:50 PM
As I understand it, this mod requires the German language install(?)
Do I have to uninstall my game and re-install it?
I would have installed the German language version if I had known that there would be English text as i don't understand German but it does add more flavor to the game. The English with the German accent is quite good though :)
hi,
plz be kind enough and read the 1.st post carefully, you should find all your answers...
Magic1111
02-14-11, 04:39 AM
As I understand it, this mod requires the German language install(?)
Do I have to uninstall my game and re-install it?
I would have installed the German language version if I had known that there would be English text as i don't understand German but it does add more flavor to the game. The English with the German accent is quite good though :)
As Stormfly write, read first Post carefully and you´ll find this Link::cool:
http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23
Stormfly
02-14-11, 07:09 AM
UPDATE: Hotfix 3 aviable, see first post !
stoianm
02-14-11, 07:10 AM
UPDATE: Hotfix 3 aviable, see first post !
thanks:up:
Magic1111
02-14-11, 07:21 AM
UPDATE: Hotfix 3 aviable, see first post !
:up:
mobucks
03-03-11, 12:28 PM
this mod is astounding. I think either I played a different soundmod before or yours got a lot of fixes since last version I played, but this is like night and day more awesome than whatever I was using before. This should be the soundmod recommended to use for MO. Hats off and thankyou thankyou again!
Stormfly
03-03-11, 03:20 PM
Thank you Sir, but most of the work was done by Bavaria and it`s crews, so if not done allready, go shopping for the Blue Ray version of "Das Boot" :DL
stoianm
03-03-11, 03:23 PM
Thank you Sir, but most of the work was done by Bavaria and it`s crews, so if not done allready, go shopping for the Blue Ray version of "Das Boot" :DL
:DL stop talking that pls - you want us to belive that you did nothing - you can not if you are trying to do that:O:
mobucks
03-04-11, 12:16 PM
well, whoever, and all anyone, involved with any of the gold hitting my eardrums, thankyou!
Sepp von Ch.
03-12-11, 02:36 PM
I have some problems with MCCD and MFCM mods after I have activated this new Stormy´s DBSM version. I need something to test. Could someone here please give a link to a previous version (1.21) of this sound mod?
Hi again Stormfly! This is a great mod and it's nice that I could also contribute in it. But now I have few issues that started to annoy me a little bit. Here comes:
1. The engine sounds are too low. I was using "Engine Sounds Improved"-mod before with this, and it worked great. I had to close doors when I was going top speed because of the noise. Now with the new version of your mod (or is it the TDW's new UI?), the volume level has gone down. Is it because the .dll-files? Could you look into this? I tried adjusting it with SH.sdl-but it didn't seem to work. I really need the engines to shout when when I'm chasing something!
2. Radio reports. The new reports are great, but I think too long. If I wan't to increase the TC, the sound starts to loop, so I have to wait a quite long time for them to finish. And it seems that when I send patrol report, I get two messages back, which seems weird.
Okay, that's it. Otherwise it's golden :DL! I hope you still keep updating it!
Stormfly
03-14-11, 06:34 PM
Hi again Stormfly! This is a great mod and it's nice that I could also contribute in it. But now I have few issues that started to annoy me a little bit. Here comes:
1. The engine sounds are too low. I was using "Engine Sounds Improved"-mod before with this, and it worked great. I had to close doors when I was going top speed because of the noise. Now with the new version of your mod (or is it the TDW's new UI?), the volume level has gone down. Is it because the .dll-files? Could you look into this? I tried adjusting it with SH.sdl-but it didn't seem to work. I really need the engines to shout when when I'm chasing something!
2. Radio reports. The new reports are great, but I think too long. If I wan't to increase the TC, the sound starts to loop, so I have to wait a quite long time for them to finish. And it seems that when I send patrol report, I get two messages back, which seems weird.
Okay, that's it. Otherwise it's golden :DL! I hope you still keep updating it!
1: Engine sounds... cant reproduce that lower volume, but you can try to rise the wave`s volume itself a bit using a wav editor.
2. Radio reports... yes there are two messages playing if you send a patrol report. I only use the MCCD entry for sending a patrol report, because i changed the script for that: The first sound plays the sending sound sample, after that the script waits for some animations of the radio guy, after that the receiving sound sample is played. This is made to simulate a time delay between sending a message and got a answer from BDU. If you dont want this, you can try clicking on the radio guy while the script is running, it could be that the sound is stopped then not shure. Otherwise i can make this optional for the next version.
stoianm
03-18-11, 08:14 AM
Hi stormy,
Afetr i installed the sh5.exe patch v0.0.2 each time when i prepare my torpedo shoot from hydro station the game is starting to play the das boot sound when the oficer prepare torpedo atack:DL - do you have an ideea how can i stop this or what is the name wav to delete this one?
thanks
Stormfly
03-18-11, 08:27 AM
Hi stormy,
Afetr i installed the sh5.exe patch v0.0.2 each time when i prepare my torpedo shoot from hydro station the game is starting to play the das boot sound when the oficer prepare torpedo atack:DL - do you have an ideea how can i stop this or what is the name wav to delete this one?
thanks
which one you mean, the surface attack sample (which is normaly only playin after pressing "SHIFT C" ?
Stormfly
03-18-11, 08:28 AM
Hi stormy,
Afetr i installed the sh5.exe patch v0.0.2 each time when i prepare my torpedo shoot from hydro station the game is starting to play the das boot sound when the oficer prepare torpedo atack:DL - do you have an ideea how can i stop this or what is the name wav to delete this one?
thanks
which one you mean, the surface attack sample (which is normaly only playing after pressing "SHIFT C" ?
does it occour onfly from hydro station, and what do you do exactly before ?
stoianm
03-18-11, 08:43 AM
which one you mean, the surface attack sample (which is normaly only playin after pressing "SHIFT C" ?
yes the surface one i think... mine is starting when i ask my sonar guy to estimate range to contact:
se here:
http://i1124.photobucket.com/albums/l568/stoianm/wav1.jpg
is make me crazy because each time when i ask range to conttact the wav is start - first time he scared the hell of me... i was in the middle on the night and the volume was high:haha:
so i do not pres the key combination that you asked... i just click on the estimate range to contact icon when he start
thanx
EDIT: to duplicate the problem instal sh5.exe patch... go to hydro station... ask the sonar guy to follow the nearest sound contact.... ask what is the nearest sound contact... send data to tdc (from hydro station notepad button) and then ask the sound guy to estimate range to contact... wright then the sound is start playing.
I'm not trying to hijack this thread from stoianm's question but I have one quick question of my own.
I noticed that this mod changes some other things like key assignments and some of the UI. How do I install JUST the sound mod portion of the mod? Thanks.
Stormfly
03-18-11, 10:24 AM
yes the surface one i think... mine is starting when i ask my sonar guy to estimate range to contact:
se here:
is make me crazy because each time when i ask range to conttact the wav is start - first time he scared the hell of me... i was in the middle on the night and the volume was high:haha:
so i do not pres the key combination that you asked... i just click on the estimate range to contact icon when he start
thanx
EDIT: to duplicate the problem instal sh5.exe patch... go to hydro station... ask the sonar guy to follow the nearest sound contact.... ask what is the nearest sound contact... send data to tdc (from hydro station notepad button) and then ask the sound guy to estimate range to contact... wright then the sound is start playing.
...ohh thats easy, if there is a original sample inside the JSGME backup folder "\Data\Sound\Speech\Navigator\Normal\Estimate_range _to_contact.ogg", replace it, same for folders "Tension" and "Whisper".
...or simply delete those files from the mod folders and reenable it.
...or delete the sound entry in \data\cfg\commands.cfg ([Cmd487], Sound_0=ELO_Navig,Estimate_range_to_contact).
stoianm
03-18-11, 10:26 AM
i knew that will be easy for you to figure out a solution... tnx:salute:
Stormfly
03-18-11, 10:31 AM
I'm not trying to hijack this thread from stoianm's question but I have one quick question of my own.
I noticed that this mod changes some other things like key assignments and some of the UI. How do I install JUST the sound mod portion of the mod? Thanks.
well, i would recommend going through the readme or post 1, there is a hint regarding making it compatible with other key assigments (commands.cfg), and or what to change in TDW options file (there is also a special customized TDW new UI`s options file comming with the package, you can use it as a base for migrating it to newer UI versions (use TDW options migrator), after that you can make your own special customizing in it.
many sounds of this compilation need entrys in commands.cfg, but if you want to miss some of the best things with it, simply delete \data\cfg\commands.cfg in the mods folder and disabale, reenable it.
well, i would recommend going through the readme or post 1, there is a hint regarding making it compatible with other key assigments (commands.cfg), and or what to change in TDW options file (there is also a special customized TDW new UI`s options file comming with the package, you can use it as a base for migrating it to newer UI versions (use TDW options migrator), after that you can make your own special customizing in it.
many sounds of this compilation need entrys in commands.cfg, but if you want to miss some of the best things with it, simply delete \data\cfg\commands.cfg in the mods folder and disabale, reenable it.
Alright. Thanks. I'll look at the readme again to figure it out. So you are saying by deleting the commands.cfg I'm losing some of the new sounds you added?
PL_Andrev
03-18-11, 02:22 PM
http://i1124.photobucket.com/albums/l568/stoianm/wav1.jpg
Nice map... what mod is it?
stoianm
03-18-11, 02:25 PM
Nice map... what mod is it?
this one from here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3073
illyustrator version
regards
Hi Stormy. Really liking this mod. Nice work. Two questions...
1. I'm not hearing anyone calling out when depth charges are in the water. Is there something extra I need to enable?
2. Can you hear sinking ships on sonar in this mod or in stock for that matter ? I know it was a problem in SH4 but not sure about SH5. Thanks
EDIT: After listening to the sounds in the folder I realized what you've done. I might have heard them but may not have noticed it was a wasserbomben file.
Stormfly
03-20-11, 12:06 AM
Hi Stormy. Really liking this mod. Nice work. Two questions...
1. I'm not hearing anyone calling out when depth charges are in the water. Is there something extra I need to enable?
2. Can you hear sinking ships on sonar in this mod or in stock for that matter ? I know it was a problem in SH4 but not sure about SH5. Thanks
EDIT: After listening to the sounds in the folder I realized what you've done. I might have heard them but may not have noticed it was a wasserbomben file.
1. yes, if you read the readme you see that i use a special extended version of Rongel`s Wasserbomben mod, which have 50 shuffeling sounds. I expanded the normal wasserbomben callout sounds with other sounds which are fitting if hunted with DC`s, preventing hearing over and over the same sounds, which can get boring over time.
2. no, not via hydrophone (bug or missing feature). But if you are close enough you hear it from inside the sub in 3D if not using the hydrophone station (i expanded also volume and range in the SDL file). A working sound for the hydrophone, if i renember correct, is a sound which is playing if the ship hit the ocean floor, could be that this is also missing after patch 1.2...
anzacmick
03-20-11, 07:09 AM
gday, just downloaded ur great mod.:D
Some very familier sounds contained within I must say.:shifty:
Some credit is due for sure me thinks :shucks:.......
just sayin`.....:03:
stoianm
03-20-11, 07:12 AM
gday, just downloaded ur great mod.:D
Some very familier sounds contained within I must say.:shifty:
Some credit is due for sure me thinks :shucks:.......
just sayin`.....:03:
hi did that mate:yep: - read post 1 careful pls:
''just converted my Living SH3 DBSM Collection to SH5.
This Sound Mod Compilation also uses sounds from other sound mods like DBSM Project Schwertfisch, Trigger Maru or Thomsen`s and Paulsens Sound Mod, the more real Ktl KUrtz`s BritishAsdicMkI v1.02K and of course the fresh work of Rongel`s "Wasserbomben" + "Battlestations" sound mod`s, just to name a few, ...but of course it have many new high quality sounds i overhauled or resampled for a new set of mixtures.
So this means, credits go to all contributers Thank You for all of your hard work.
Credits also to Church, because i used his keyb. mod as a base. Thank you !''
regards
Stormfly
03-20-11, 08:55 PM
gday, just downloaded ur great mod.:D
Some very familier sounds contained within I must say.:shifty:
Some credit is due for sure me thinks :shucks:.......
just sayin`.....:03:
thx for saying !
you know it have so much different things, it could be that i miss someone :oops:
...was a while ago, have to check but ithink i can renember your name, sounds familar with good quality :up:
Stormfly
03-20-11, 09:00 PM
hi did that mate:yep: - read post 1 careful pls
oh iam shure he did, post 1 edited ! ;)
Hey Stormy. One last question....does this mod conflict with TDW's FX Update? SHould I install yours after or before FX Update? Thanks
Stormfly
03-22-11, 03:05 PM
Hey Stormy. One last question....does this mod conflict with TDW's FX Update? SHould I install yours after or before FX Update? Thanks
its still compatible with the last v15, install DBSM after.
stoianm
03-22-11, 03:18 PM
its still compatible with the last v15, install DBSM after.
where this DBSM stormfly? do you have an link? tnx
Magic1111
03-22-11, 03:54 PM
where this DBSM stormfly? do you have an link? tnx
DBSM = Das Boot Sound MOD = this MOD (see Thread Title !)
pascal4541
03-22-11, 04:04 PM
where this DBSM stormfly? do you have an link? tnx
Hi stoianm
yes there is a version DBSM_Music_1_0_5 and DBSM_Speech _1_0_5
http://www.subsim.com/radioroom/showpost.php?p=1296238&postcount=1
;)
stoianm
03-22-11, 04:15 PM
thank you
Stormfly
03-22-11, 05:47 PM
where this DBSM stormfly? do you have an link? tnx
sorry for not beeing so clear as usual (?)
...install Stormy`s DBSM after TDW FX v15 :O:
Stormfly (http://www.subsim.com/radioroom/member.php?u=211223) please make Stormys DBSM SH5 v1.3 optional TDW UI 6.4.0 options file. Stormys DBSM SH5 v1.3 optional TDW UI 6.3.7 options file not work for TDW UI 6.4.0 .
pascal4541
03-26-11, 10:46 AM
Stormfly (http://www.subsim.com/radioroom/member.php?u=211223) please make Stormys DBSM SH5 v1.3 optional TDW UI 6.4.0 options file. Stormys DBSM SH5 v1.3 optional TDW UI 6.3.7 options file not work for TDW UI 6.4.0 .
Hi
You just have to change the options TheDarkWraithUserOptions PY from preferences options of Stormfly ;)
Stormfly
03-26-11, 01:07 PM
Stormfly (http://www.subsim.com/radioroom/member.php?u=211223) please make Stormys DBSM SH5 v1.3 optional TDW UI 6.4.0 options file. Stormys DBSM SH5 v1.3 optional TDW UI 6.3.7 options file not work for TDW UI 6.4.0 .
you just need using TDW options migrator, after that it may be that you have to change the key "I" -> to "SHIFT+I" in fresh migrated TDW options file, because "I" is allready in use for identify a target in Stormy`s DBSM.
Stormfly
03-28-11, 03:26 PM
just edited post 1 regarding a hint about new interrior ambince sounds.
"NOTE: For beeing able enjoying the most of the new central and torpedo room interrior ambience sounds, its recommended to rise the overal game sound volume til youre able to recognise them. Doing so it is recommended lowering the speech volume lever using in game`s sound options screen by -5% or -10%."
...got informed that some ppl didnt recognice that there where ambience sounds at all, i invested some time to have this special central compartment "das boot" eletrical humming ambience present there, also nobody complained about snoring crew members in the torpedo rooms... :hmmm:
stoianm
03-28-11, 03:30 PM
just edited post 1 regarding a hint about new interrior ambince sounds.
"NOTE: For beeing able enjoying the most of the new central and torpedo room interrior ambience sounds, its recommended to rise the overal game sound volume til youre able to recognise them. Doing so it is recommended lowering the speech volume lever using in game`s sound options screen by -5% or -10%."
...got informed that some ppl didnt recognice that there where ambience sounds at all, i invested some time to have this special central compartment "das boot" eletrical humming ambience present there, also nobody complained about snoring crew members in the torpedo rooms... :hmmm:
i already tested as you sugested me and is better now.. i hear nice sounds... i also did not know that you put some nice sounds when i hit an airplane... just noticed the sound.. the same like the one when oyu hit an ship with an torpedo:) - watch my next tutorial to hear your sounds:DL
just edited post 1 regarding a hint about new interrior ambince sounds.
"NOTE: For beeing able enjoying the most of the new central and torpedo room interrior ambience sounds, its recommended to rise the overal game sound volume til youre able to recognise them. Doing so it is recommended lowering the speech volume lever using in game`s sound options screen by -5% or -10%."
...got informed that some ppl didnt recognice that there where ambience sounds at all, i invested some time to have this special central compartment "das boot" eletrical humming ambience present there, also nobody complained about snoring crew members in the torpedo rooms... :hmmm:
the full re-download mod and fix Again?
Stormfly
03-28-11, 03:45 PM
the full re-download mod and fix Again?
no, the mod itself or last update didnt changed, its allready in !
no, the mod itself or last update didnt changed, its allready in !
you realize new version or Or has forgotten to specify in the description this ?
Stormfly[/B] http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1629859#post1629859)
just edited post 1 regarding a hint about new interrior ambince sounds.
"NOTE: For beeing able enjoying the most of the new central and torpedo room interrior ambience sounds, its recommended to rise the overal game sound volume til youre able to recognise them. Doing so it is recommended lowering the speech volume lever using in game`s sound options screen by -5% or -10%."
...got informed that some ppl didnt recognice that there where ambience sounds at all, i invested some time to have this special central compartment "das boot" eletrical humming ambience present there, also nobody complained about snoring crew members in the torpedo rooms.
English not mine native language
Stormfly
03-28-11, 04:19 PM
you realize new version or Or has forgotten to specify in the description this ?
English not mine native language
it is just an additional advice how to customize your sound volume options...
it is just an additional advice how to customize your sound volume options...
Now has understood , you mod is great gives effect of immersing in game.
Silent Steel
04-01-11, 01:58 AM
Servus
Just got told about these mods of yours and of course I'd like to use them.
Though, before trying to activate them there is one thing I don't really understand.
Reading the "readme"s and the previous pages here I can see there is some talking about migrating these mods...
I do see which other mods that are required to get these mods running and I've already got them.
My questions are:
1. Can I just activate them with JSGME?
2. If not - what should I do before?
3. When upgrading to a new version of the TDW's NewUIs or MO - how do you mean I could migrate these mods?
Cheers
Stormfly
04-01-11, 07:27 AM
Servus
Just got told about these mods of yours and of course I'd like to use them.
Though, before trying to activate them there is one thing I don't really understand.
Reading the "readme"s and the previous pages here I can see there is some talking about migrating these mods...
I do see which other mods that are required to get these mods running and I've already got them.
My questions are:
1. Can I just activate them with JSGME?
2. If not - what should I do before?
3. When upgrading to a new version of the TDW's NewUIs or MO - how do you mean I could migrate these mods?
Cheers
moin moin from north germany,
1. yes you can but for the optional mods, i recommend that you understand what they do, now additional there is a restriction regarding the delivered optional TDW UI`s options file, do not activate it ! :timeout:
2. if you want to use the delivered optional TDW UI`s options file, you have to use TDW options migrator to "extract/injekt configuration data" (migrate) needed settings from my delivered old TDW UI`s option file into the newer TDW UI`s options file you want to use.
3. migrating is ment only for the TDW UI`s options file which i customized and delivered with this sound compilation to make things a bit more easy (fitting key UI settings and other needed stuff). You find the required programm in \SH5\data\Applications\OptionsMigrater.exe.
TDW did this nice and handy tool for ppl who wont enter all their personal setting again and again each time a new TDW UI version is released. Just start the application, goto file, open old options file, select my old delivered optional TDW UI`s options file from 6.3.7, goto file, open the new options file (should be located \SH5\data\Scripts\Menu\TheDarkWraithUserOptions.py ) and migrate.
Dont be suprised, my options use hiding SH3 interface (you have to do a mouse over to show UI elements) together with Emtgufs reworked scopes (you have to activate this optional mod from TDW UI`s package or disable it in TDW UI`s options file). Of course, you can customize this to your own likings later, for example, there is a new TDW key for opening the radio messages box, but the "I" key is allready in use for identify a target. Just find a new key for it, for exaple "SHIFT+M", doing so open "TheDarkWraithUserOptions.py" using a text editor, find line RadioMessagesHotKey and edit it that it look like this:
RadioMessagesHotKey = [ True, MenuKeyManagerWrapper.Keys.M, True ]
(the "True" at the beginning is to enable a key command for this function at all)
(the "True" at the end of the line is for using the key together with the SHIFT-key)
it may be that you find serval TDW key's disabled ("False"), thats because i dont need them and/or they are colliding with Church`s keyb layout which is used as a base for this sound compilation. :know:
Silent Steel
04-01-11, 08:05 AM
moin moin from north germany
Vielen Dank Stormfly!
Dann habe Ich Alles verstanden.
Der Migrator ist schon seit 6.3.7 ein alter Bekannter.
Falls Ich bekomme einige Fragen melde Ich mich wieder.
Dann geht's los.
Beste Gruesse aus der Mitte der Ostsee (Gotland) :salute:
(Wo in Deutschland wohnst Du?)
/
Captain Can
04-01-11, 11:53 AM
Stormfly is it possible to assaign w a s d key commands for forward backward left right instead of using arrow keys while using your great mod?
:salute:
Stormfly
04-01-11, 01:30 PM
Stormfly is it possible to assaign w a s d key commands for forward backward left right instead of using arrow keys while using your great mod?
:salute:
of course it is, simply edit commands.cfg & TDW options file accordingly, but renember you have to find other key`s for the old "W" "A" "S" "D" key`s / functions, allrady in use.
Stormfly is it possible to assaign w a s d key commands for forward backward left right instead of using arrow keys while using your great mod?
:salute:
Try jimimadirid's Keymapper (http://www.subsim.com/radioroom/showthread.php?t=168297)
In your MODS folder make the following dirs:
MyKey
MyKey\data
MyKey\data\cfg
Next put the Commands.cfg from DBSM into MyKey\data\cfg\
Start the Keymapper and chose "Load from MyKey"
Reassign your keys
and like Stromfly said:
... but renember you have to find other key`s for the old "W" "A" "S" "D" key`s / funktions, allrady in use.
Save and activate the Mod MyKey with JSGME
voila
regards
MiTon
Stormfly
04-01-11, 01:40 PM
Try jimimadirid's Keymapper (http://www.subsim.com/radioroom/showthread.php?t=168297)
MiTon
THX MiTon,
for keeping things easy i would also recommend:
"Arrow Up" key = Surface the boat (old "S" key)
"Arrow Down" key = Dive the boat (old "D" key)
"Left & Right key" = Level the boat (old "A" key)
...doing so you wont need edit the TDW options file regarding this layout change, skip cycle tube key, it seams nobody need a key for it.
Captain Can
04-01-11, 02:02 PM
tnx for the replies guys. stormy great mod by the way it is a must have for my taste. :yeah:
d3vnu11
04-02-11, 06:58 AM
THX MiTon,
for keeping things easy i would also recommend:
"Arrow Up" key = Surface the boat (old "S" key)
"Arrow Down" key = Dive the boat (old "D" key)
"Left & Right key" = Level the boat (old "A" key)
...doing so you wont need edit the TDW options file regarding this layout change, skip cycle tube key, it seams nobody need a key for it.
where do you change SHIFTed versions like SHIFT-S on the command jpg it's says it's crew long chat. and it isn't in the commands file so im guessing it's a function bound to that key.
Kevin
d3vnu11
04-02-11, 07:09 AM
where do you change SHIFTed versions like SHIFT-S on the command jpg it's says it's crew long chat. and it isn't in the commands file so im guessing it's a function bound to that key.
Kevin
Never mind it's in the commands file.
Stormfly
04-05-11, 05:12 PM
...edited post regarding added video for demonstartion purpose,
this video also shows nice work in progress of the upcomming nights interrior textures 1.2 !
stoianm
04-05-11, 05:54 PM
...edited post regarding added video for demonstartion purpose,
this video also shows nice work in progress of the upcomming nights interrior textures 1.2 !
awsome... let's hear your mod in your game:yeah:
Stormfly
04-09-11, 05:40 PM
update...
working on torpedo room crew idle and reloading torp sounds sequeces, trying to get the pantry allive also.
Crew idle and reloading work allready, still fine tuning :03:
stoianm
04-09-11, 05:42 PM
update...
working on torpedo room crew idle and reloading torp sounds sequeces, trying to get the kitchen allive also.
Crew idle and reloading work allready, still fine tuning :03:
but i think i heard some sounds in the kitchen... or i am misteaken:hmmm: (some sounds like you move the spoons and the glases)
Stormfly
04-09-11, 05:54 PM
shure that you hear them ?
if so, it wasnt me ;)
stoianm
04-09-11, 05:57 PM
shure that you hear them ?
if so, it wasnt me ;)
I was watching a movie where i think i heard this.. not sure if they were not from the crew that repair flood.. when crew repair flood are you played some sounds close with what i told you?:hmmm:
Can you add cracks sounds... like when the uboat is deep and the presure make the cracks sounds?
Stormfly
04-09-11, 06:19 PM
I was watching a movie where i think i heard this.. not sure if they were not from the crew that repair flood.. when crew repair flood are you played some sounds close with what i told you?:hmmm:
Can you add cracks sounds... like when the uboat is deep and the presure make the cracks sounds?
different independent creak sounds are present, they are just decent, more realistic in my eyes, but ithink Thomsen talked about creating a shuffeling dept crank sound mod, which allow playing more than 4 creaks, but it may be that those new shuffeling creaks are not linked to current dept then.
...but you could also try the following for an additional scary event, go to silent running and slowly approach a dept below 175 meters... but do it slow ;)
stoianm
04-09-11, 06:22 PM
different independent creak sounds are present, they are just decent, more realistic in my eyes, but ithink Thomsen talked about creating a shuffeling dept crank sound mod, which allow playing more than 4 creaks, but it may be that those new shuffeling creaks are not linked to current dept then.
...but you could also try the following for an additional scary event, go to silent running and slowly approach a dept below 175 meters... but do it slow ;)
i will:)... so it is not posible for example to create some scary cracks sounds that will be played for example after 100 - 150 metters?
Stormfly
04-09-11, 06:33 PM
i will:)... so it is not posible for example to create some scary cracks sounds that will be played for example after 100 - 150 metters?
shure that is possible, but also allready present... just test what i told ya.
also we use a german submarine, which was more advanced regarding pressure hull strenght in comparison to others for its time, those dept cranks from SH4 for example are much to gamey from my view.
stoianm
04-09-11, 06:47 PM
shure that is possible, but also allready present... just test what i told ya.
also we use a german submarine, which was more advanced regarding pressure hull strenght in comparison to others for its time, those dept cranks from SH4 for example are much to gamey from my view.
i must to unninstall Unterseeboot II SFX if i want to hear that sound after 175 metters?
Stormfly
04-09-11, 07:14 PM
dont think so, but could interference with it.
Stormfly
04-10-11, 07:55 PM
Update:
created a preview video about the next update...
WIP VIDEO (http://www.youtube.com/watch?v=zTPNJxTXB4g)
(crew is about reloading a torp)
This is work in progress for the next update of Stormys DBSM. Some sounds have still to be syncronised correctly, working also on adding sounds to the rest of the crew, like short chat`s or cough`s and so on...
...there will be also some additional suprises :88)
stoianm
04-10-11, 08:07 PM
Update:
created a preview video about the next update...
WIP VIDEO (http://www.youtube.com/watch?v=zTPNJxTXB4g)
(crew is about reloading a torp)
This is work in progress for the next update of Stormys DBSM. Some sounds have still to be syncronised correctly, working also on adding sounds to the rest of the crew, like short chat`s or cough`s and so on...
...there will be also some additional suprises :88)
Excelent... can you post a screenshoot with the settings for the sound in game that you use?
Stormfly
04-10-11, 08:27 PM
here you go...
http://www.pictureupload.de/originals/pictures/110411032718_SH5_sound_options.JPG
stoianm
04-10-11, 08:33 PM
here you go...
http://www.pictureupload.de/originals/pictures/110411032718_SH5_sound_options.JPG
danke... so you have the music off?
Stormfly
04-10-11, 08:52 PM
danke... so you have the music off?
yes, if i want musik i use grammophone or radio, but sometimes i also use the ingame musik, even the original musik is very good, Jason Graves did a very good job with it !
pascal4541
04-11-11, 01:08 AM
sounds wonderful ...
Thank you for your work Stormfly
stoianm
04-11-11, 03:38 PM
@ Stormfly, i just used your sound in game settings... you had right... i do not need an extra sound mod for cracks.. i hear now very well the sounds that i did not heard before... thanks
Stormy,
I noticed you have realistic sound travel unchecked in your sound options. Is there some benefit to this?
pascal4541
04-11-11, 04:04 PM
@ Stormfly, i just used your sound in game settings... you had right... i do not need an extra sound mod for cracks.. i hear now very well the sounds that i did not heard before... thanks
you kept unterseeboot II after Stormy's?
Stormfly
04-11-11, 04:15 PM
Stormy,
I noticed you have realistic sound travel unchecked in your sound options. Is there some benefit to this?
:oops:...ups ...öhhm ...i never tested that :D
...seams you would get a delay from far disance sounds like explosions :06:
pascal4541
04-11-11, 04:27 PM
:oops:...ups ...öhhm ...i never tested that :D
...seams you would get a delay from far disance sounds like explosions :06:
hi,
It consumes resources and I did not hear any difference...
Stormfly
04-11-11, 04:29 PM
@ Stormfly, i just used your sound in game settings... you had right... i do not need an extra sound mod for cracks.. i hear now very well the sounds that i did not heard before... thanks
...always at your service ;)
but i realy hope that Thomsen is about creating his shuffeling creak sound`s for SH5 as he wanted it to have in SH3, they are very good !
stoianm
04-11-11, 05:15 PM
...always at your service ;)
but i realy hope that Thomsen is about creating his shuffeling creak sound`s for SH5 as he wanted it to have in SH3, they are very good !
i hope too... thanks... i am impatient to test your new version
stoianm
04-11-11, 05:16 PM
you kept unterseeboot II after Stormy's?
yes... he has cracks on it... it is not totally imersive because you hear cracks even you are not submerged
Stormfly
04-11-11, 05:19 PM
i hope too... thanks... i am impatient to test your new version
first impatient and later incontinent :arrgh!::o
Stormfly
04-11-11, 05:22 PM
yes... he has cracks on it... it is not totally imersive because you hear cracks even you are not submerged
but i realy like his Luftawaffe radio channel :up:
stoianm
04-11-11, 05:23 PM
first impatient and later incontinent :arrgh!::o
i dunno what mean incontinent:)
pascal4541
04-11-11, 05:31 PM
i dunno what mean incontinent:)
you will know in 50 years :haha:
Stormfly
04-11-11, 05:42 PM
:hmmm:...i better duck and run now :rotfl2:
Stormfly
04-11-11, 05:52 PM
:oops:... just doing some last bug fixes, and you get a test version :DL
stoianm
04-11-11, 06:59 PM
:hmmm:...i better duck and run now :rotfl2:
you can try but you can not hide:nope: :DL
stoianm
04-11-11, 07:00 PM
:oops:... just doing some last bug fixes, and you get a test version :DL:up:
Stormfly
04-11-11, 07:45 PM
:timeout: check your pm...
:timeout: check your pm...
I am around for testing too ;)
Stormfly
04-12-11, 03:55 AM
I am around for testing too ;)
...you have pm :yep:
Stormfly
04-12-11, 12:11 PM
progress so far...
independent reloading samples for tubes 1-2, 3-4 (inclusive ctd fix for the last beta)
more sounds to the crew added...
3 special crew chats in different locations...
bowling soup for the cock which get off if on silent running ! :)
pascal4541
04-12-11, 12:19 PM
:up:
Sepp von Ch.
04-12-11, 12:26 PM
Your sound mod is really superb! I´m looking forward to next progress:sunny:
Stormfly
04-12-11, 12:32 PM
i hope your systems can take it...
i see some short animation interruptions sometimes, but i have ony 2gb ram at current, could be that this is going away after some time because of cached samples, testing more...
pascal4541
04-12-11, 12:37 PM
Your sound mod is really superb! I´m looking forward to next progress:sunny:
:yep: It would be impossible to play without this mod...
And I'm addicted to DasBoot :DL
Sepp von Ch.
04-12-11, 12:38 PM
i hope your systems can take it...
I have
Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA GEForce 9800GT, 512 MB, Arctic-Cooling Accelero
Audio HD Realtek ALC888
2 x DIMM DDR2 2048 MB 800MHz
640GB SATAII/300
Windows Vista Home Premium
:yep: It would be impossible to play without this mod...
I absolutely agree with you pascal4541!
stoianm
04-12-11, 12:40 PM
:yep: It would be impossible to play without this mod...
And I'm addicted to DasBoot :DL
Me too... his mod makes you dependent...stormy it is like a ''drog dealer'' for us:DL... and i am dependet from the first day when i diiscovered this mod.. i think it was 3 months ago
Stormfly
04-12-11, 12:53 PM
...just changed deptcharges, explosion and torp impact sounds etc to a greater range so your able to hear that in 3D also in medium to far range i think.
especially depcharges which are going off in greater distance are awesome now, before you could barley hear them...
...just changed deptcharges, explosion and torp impact sounds etc to a greater range so your able to hear that in 3D also in medium to far range i think.
especially depcharges which are going off in greater distance are awesome now, before you could barley hear them...
Can't wait to try it out. Thanks.
EDIT: Will there be a new hotfix or should we download and install the main file again?
Sepp von Ch.
04-12-11, 01:10 PM
Great! :up:
And please Stormfly, increase again volume of crew speech - my lovely sound "Na Kriechenbaum, wie ist Ihr Gefühl" and "Geleitzug..." is too silent for me after your hotfix:arrgh!:
And what about talking conning crew mod? (cough, talking, laughing, obscene talk etc...)
i think it was 3 months ago
Hi stoianm, i use Stormfly´s sound mod from March 2010 :-)
Stormfly
04-12-11, 01:29 PM
ithink i release a public beta now,
cunning crew sounds and other stuff later, we have to see how stable it run and check if the animations are interrupted more as usual.
...the "Kriechbaum chats", i just made them a bit shorter... the volume is ok ithink but you can easyly rise them using a sound editor...;)
Stormfly
04-12-11, 02:08 PM
ok,
here it is for testing...
README, plz read ;)
Stormys DBSM SH5 v1.3 HOTFIX 4 BETA 2 additional crew sounds (includes hotfix 1-3)
1. added crew chat and torp reloading sound sequeces for the bow torpedo room. (you have to be in or near to the bow torpedo room before you start reloading a torpedo, to do so just command silent running before you fire a torp or use manual reloading by unchecking the option box in torp reloading screen, after entering the torpedo room start the reloaod process. If you move to far away from it the sounds for reloading are gone, but function again for the next torp reload.
2. added crew chat and noise for the bow, aft torpedo room, crew quaters, diesel engine room, bowling pot for the cook
(the bowling and **** chat should be stopped if crew is in hunted damage or panic mode, if you want to stop the chat, just click on the bosum or leave the room far enough away)
3. sdl file revised regarding explosion sound ranges.
4. some damage, chiefengineer, executive and watchofficer sounds revised.
known problems:
It may be that some animations are interrupted for a second on some systems, if that is the case (maybe while torp 3 or 4 is loading), the sound stop to play. you have to load a new torp to get a new sound then.
It could also be that CTD´s are more often on some systems, we have to test it more.
download:
removed (outdated)
(http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_additional_crew_sounds_beta2 .rar)
Rykaird
04-12-11, 03:48 PM
Great job. The only thing I can't get past is the whisper quiet engines. Any chance this can go on the "improvement" list? I really like the diesel engine roar at flank.
Stormfly
04-12-11, 03:57 PM
Great job. The only thing I can't get past is the whisper quiet engines. Any chance this can go on the "improvement" list? I really like the diesel engine roar at flank.
do you mean diesel Interrior, exterrior, both or eletrical engines ?
stoianm
04-12-11, 04:02 PM
do you mean diesel Interrior, exterrior, both or eletrical engines ?
all the engine sounds are to low volume
Stormfly
04-12-11, 04:12 PM
all the engine sounds are to low volume
just asking me if it would be realistic to turn them up :hmmm:
stoianm
04-12-11, 04:13 PM
just asking me if it would be realistic to turn them up :hmmm:
you are the specialist... but i think they are to low... maybe a bit:hmmm:
Stormfly
04-12-11, 06:47 PM
you are the specialist... but i think they are to low... maybe a bit:hmmm:
hmmm... could it be that the engine sounds are lower in volume since TDW added his new sound dll to New UI`s ?
stoianm
04-12-11, 06:53 PM
hmmm... could it be that the engine sounds are lower in volume since TDW added his new sound dll to New UI`s ?:yep:
pascal4541
04-13-11, 02:12 AM
Hi Stormfly
:up: sounds very good. No problems encountered. No ctd. I use transmission of sound realistic in options of sound
Just my watch officier that has no cap (alt w beards)...He became stock w beards...It's just a detail.
and for my part, I find the volume of engines sufficient...:salute:
Stormfly
04-13-11, 03:53 AM
Hi Stormfly
:up: sounds very good. No problems encountered. No ctd. I use transmission of sound realistic in options of sound
Just my watch officier that has no cap (alt w beards)...He became stock w beards...It's just a detail.
and for my part, I find the volume of engines sufficient...:salute:
thanks, can you also test that in campaign, shortly after leaving the bunker fire a torp and see if the reloadig animation get a short break which would stop the reloading sound ? (heavy load on system and mem)
about the missing beards, can you also try to equip your sub using a different skin aviable from bunker supply, and check if the skin loading problems also exist with it, also by reloading a saved game ?
what system specs you use ?
i think some ppl could run into problems using some mods by having only 512mb video ram and or minimum system ram (2gb), i also can renember that the dev`s said they had problems designing the game to fit into 512mb video ram... and this statement was for vanilla :hmmm:
Stormfly
04-13-11, 05:53 AM
revising the bolwing pot entrys and sample, causing animation breaks, too many entrys...
thinking about optional louder engines...
pascal4541
04-13-11, 05:53 AM
Stormfly
when I use another model with beard and I install it after I no longer sounds torpedo room and when i install before, I always and only the watch officer remaining in stock w bearbs :hmmm:
With new mission or new campaign or a saved game.
Ok, I restart a campaign this afternoon and I will try to answer your questions :03:
Stormfly
04-13-11, 06:16 AM
wait with campaign testing, i release a much more stabel version (regarding animations) soon...
stoianm
04-13-11, 06:16 AM
wait with campaign testing, i release a much more stabel version (regarding animations) soon...
:rock:
Stormfly
04-13-11, 06:21 AM
what about the farts... are they to loud ? :D
stoianm
04-13-11, 06:22 AM
what about the farts... are they to loud ? :D
i did not had the chance to heard the sound but i saw the bubles produced by farts in my ext camera...maybe my crew is well educated and farts only like in ,,silent running'':D
what about the farts... are they to loud ? :D
Ha! Yeah I thought I heard that a few times. Not too loud but maybe too often. My C02 level was increasing :har:
pascal4541
04-13-11, 06:27 AM
what about the farts... are they to loud ? :D
Oh yes!!! They keep farts...:D It only lacks the smell :O:
Stormfly
04-13-11, 06:42 AM
maybe we also need an additional automation script for special boat areating procedures :D
pascal4541
04-13-11, 07:12 AM
I just started a campaign ... At a time when the torpedo hit the target, the screen freezes but sounds continus...Ctrl / Alt / Del to get out of the game...
Stormfly
04-13-11, 07:17 AM
shortened engine sounds a bit which also could lead to animation interrupts...
Stormfly
04-13-11, 08:27 AM
ok, here we go for beta 3...
README
Stormys DBSM SH5 v1.3 HOTFIX 4 BETA 3 additional crew sounds (includes hotfix 1-3)
1. added crew chat and torp reloading sound sequeces for the bow torpedo room. (you have to be in or near to the bow torpedo room before you start reloading a torpedo, to do so just command silent running before you fire a torp or use manual reloading by unchecking the option box in torp reloading screen, after entering the torpedo room start the reloaod process. If you move to far away from it the sounds for reloading are gone, but function again for the next torp reload.
2. added crew chat and noise for the bow, aft torpedo room, crew quaters, diesel engine room, bowling pot for the cook (the bowling and **** chat should be stopped if crew is in hunted damage or panic mode, if you want to stop the chat, just click on the bosum or leave the room far enough away)
3. sdl file revised regarding explosion sound ranges.
4. some damage, chiefengineer, executive and watchofficer sounds revised.
5. engine sounds shortened a bit
6. revised bowling pot sounds and script entrys
7. lowered volume of fart samples a bit
8. added optional louder engines samples (+3db), enable last.
...note, there are long crew chats in the crew quaters next to the cook and aft torpedo room, to hear them its maybe needed to stay there longer.
known problems:
It may be that some animations are interrupted for a second on some systems, if that is the case the sound stop to play. you have to load a new torp to get a new sound then.
It could also be that CTD´s are more often on some systems, we have to test it more.
DL: ...removed because of new beta version
(http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_additional_crew_sounds_beta2 .rar)
pascal4541
04-13-11, 08:30 AM
:up: ok, i go to test immediatly
Stormfly
04-13-11, 02:01 PM
there is another little problem...
the torpedo loading samples are syncronised with 0 crew torp officer abilitys and battlestations off at current (also relaistic torpedo reload set to on in options), that means they are in sync if using MP or single missions or unskilled torpdo petty officer now using battlestations off.
as soon as you give ability points to your torpedo officer, or command battlestations via XO they get out of sync, seams i have to create optional shorter samples regarding different skill points.
iam not shure if it would be possible to ask for skill points or battlestations enabled via script to play fitting syncronised samples then, seams i will sync the samples by default with battlestations effect on and no torpedo drill skill points by default for the next version if no query is possible via script shortly.
if someone have an idea how to ask for different skill points or battlestations enabled via pyton, he is very welcome to help :rock:
renthewog
04-16-11, 09:11 PM
Hey guys is there any other links to download this mod? Ive tried about 6 times to download it and it always gets stuck about halfway through..:cry:
stoianm
04-16-11, 09:15 PM
Hey guys is there any other links to download this mod? Ive tried about 6 times to download it and it always gets stuck about halfway through..:cry:
I just downloaded to make a test... the link is ok... must to be the internet conection on your side.... did you tryed to download the mod from the post #1 or you tryed to download the beta version?
renthewog
04-16-11, 09:37 PM
Thankjs stoianm yeah ive been using the same link on post #1 about to try it again now, and tried saving to different locations on the PC aswell. Been on the phone to my ISP nearly all day because the internet keeps dropping out halfway through the download. But done some testing on the phone line/ADSL and its working fine now, just cuts out when i download this link to your mod. I fit works ill let you know, but at this point it gets about 55% done and stops.
Cheers,
Ren
stoianm
04-16-11, 09:43 PM
Thankjs stoianm yeah ive been using the same link on post #1 about to try it again now, and tried saving to different locations on the PC aswell. Been on the phone to my ISP nearly all day because the internet keeps dropping out halfway through the download. But done some testing on the phone line/ADSL and its working fine now, just cuts out when i download this link to your mod. I fit works ill let you know, but at this point it gets about 55% done and stops.
Cheers,
Ren
Lol... is the stormy's mod not mine:)... try to install Internet Download Manager.... this can solve your problem... is a software for situations like this... search on the net for this... it is not free... but you can use the trial version and dowload the mod and in mean time you will solve your problem with the net:DL
Captain Can
04-17-11, 06:15 PM
hello
do we have to install "beta 3" after hotfix 3 or before it?
Stormfly
04-17-11, 09:15 PM
hello
do we have to install "beta 3" after hotfix 3 or before it?
hi man,
this beta include all hotfixes released til now...;)
but if you installed hotfix 3 allready, there is no problem overwriting it with beta 3, activate beta 3 last.
Sepp von Ch.
04-18-11, 04:15 AM
Hello Stormfly, I tested (very briefly) your beta version and I found a little problem with MFCM alt w. beards.
IIWO has not a beard and officers cap (stock face). Antenna is inserted, even though I was on the surface.
http://s4.postimage.org/2m3osu8f8/SH5_Img_2011_04_18_10_56_49.jpg (http://postimage.org/image/2m3osu8f8/)
With previous hotfix was this OK.
The sounds in new version are great! And would be possible to add U-Boatmusic in bunker as in "enviroment sounds" (Wclear)?
Stormfly
04-18-11, 08:02 AM
Hello Stormfly, I tested (very briefly) your beta version and I found a little problem with MFCM alt w. beards.
IIWO has not a beard and officers cap (stock face). Antenna is inserted, even though I was on the surface.
With previous hotfix was this OK.
The sounds in new version are great! And would be possible to add U-Boatmusic in bunker as in "enviroment sounds" (Wclear)?
Hi Josef, thanks for the feedback !
1. Plz tell me what op system and ammount of mem (video and system ram) you use...
2. Does this happen only in campaign or single player or both ?
3. Does this also happen if you reload the mission or save game without leaving SH5 in between ?
it could be that this beta use to much of system recources on some systems regarding mem, and / or producing problems while calling to much sounds via crew action scripts.
...i saw also that my WO lost his cap and beard, but this happened before i thought creating this beta (without it) maybe another mem problem from another mod or simply the ammount of mem eating mods installed.
...saw also some delayed texture changes of some crew, shortly after loading the game. seams that the engine is to busy with all the scripts starting up while loading all the sounds and so on, seams it depends on system mem and performance in conjunction with the mod soup. Well, even vanilla have problems loading a different sub hull texture sometimes, i know the devs had problems designing the game for a minimum of 512mb video ram.
...my antenna is working fine.
maybe Stoianm ;) could also post about what he saw with it, seams that his system can take much load, so we can nail this better.
...i read also about ppl saw SH5 doing strange things if to long sounds are used (maybe only by calling them in scripts ?)...:hmmm:
(i dont talk about the well known sound lenght limitations if playing sounds using commands)
well... 2 x 6 minutes samples for the torp reloading process together with the other longer crew chats is maybe realy to long for some systems.
stoianm
04-18-11, 08:08 AM
maybe Stoianm ;) could also post about what he saw with it, seams that his system can take much load, so we can nail this better.
Hi my friend,
i must to tell you that i did not tested your beta v3 yet:oops:... i was so busy with my env mod... that last days i concentrate only on this
This afternoon i will load your beta and i will make a long and hard test..... i will report back in few hours and maybe if there are problems i will be glad to help you with my feedback... but i think you have right and maybe is good ideea if you cut a bit from the new waves size:hmmm:
EDIT: I do not use MFCM alt with beards so the beard problems i will be not able to create in my system... but i will check the others
stoianm
04-18-11, 10:35 AM
Hi stormy... tested.. untill now:
1) i like a lot that you increased the volume of engine ... you found the perfect balance between high and low:)
2) About the torpedo reload secvence: - for example if i chose to not have an realistic reload time... the crew animation is not conected with the lenght of the sound... :hmmm:... they finish reloading and the sound is still plaing... i supouse you conected with the relistic reload time.. i will test with this also
3) if i exit from torpedo room and i renter the sound ia not played anymore... i supouse that is normal to be like this
4) no lag on my sistem because of your mod.... no ctds untill now... i played 5 missions... i will try to test in campaign also... i did not observed any graphical lost on the ships or ships diseapering untill now... the beards i can not tell you because i do not use the beard version of the MCFM
5) i had a bug related to torpedo but i dunno for sure if is because your mod... i fired just a torpedo but the torpedo hit the target sound was played 4 times... i verified in my log book after and i saw that i shoot only a torpedo but in the book i had 4 torpedos hiting the target:hmmm:... i will do more tests
6) i still can not hear the farts.. in what room i must to be?:)
7) my antena was working fine
pascal4541
04-18-11, 11:17 AM
@ stoianm
If you want, I can worry offloading farts ... I am overwhelmed by the pigs, even on deck :haha:
@Stormfly
I mean really the sounds of bowls, pots during explosions of grenades ...
Never had a CTD since last hotfix :03:
6) i still can not hear the farts.. in what room i must to be?:)
:o didn't know about this feature. :rotfl2:
Sepp von Ch.
04-18-11, 01:37 PM
Hi Josef, thanks for the feedback !
1. Plz tell me what op system and ammount of mem (video and system ram) you use...
2. Does this happen only in campaign or single player or both ?
3. Does this also happen if you reload the mission or save game without leaving SH5 in between ?
it could be that this beta use to much of system recources on some systems regarding mem, and / or producing problems while calling to much sounds via crew action scripts.
...i saw also that my WO lost his cap and beard, but this happened before i thought creating this beta (without it) maybe another mem problem from another mod or simply the ammount of mem eating mods installed.
...saw also some delayed texture changes of some crew, shortly after loading the game. seams that the engine is to busy with all the scripts starting up while loading all the sounds and so on, seams it depends on system mem and performance in conjunction with the mod soup. Well, even vanilla have problems loading a different sub hull texture sometimes, i know the devs had problems designing the game for a minimum of 512mb video ram.
...my antenna is working fine.
Hello Stormfly, thank you for reply!
Ad 1) My PC:
Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA GEForce 9800GT, 512 MB, Arctic-Cooling Accelero
Audio HD Realtek ALC888
2 x DIMM DDR2 2048 MB 800MHz
640GB SATAII/300
Windows Vista Home Premium
Ad 2) I waited to activate your new (bheta) version, when I´m back from "Feindfahrt" in the bunker. I tested your great beta version (included optional loouded engine sounds) so far only in single mission.
Ad 3) I do not know, but I will certainly try it and write!;)
Of course you may be right and the problem may be in my PC.
BTW the new version of your hotfix is really very good.
Josef
Stormfly
04-18-11, 04:03 PM
Hi stormy... tested.. untill now:
1) i like a lot that you increased the volume of engine ... you found the perfect balance between high and low:)
2) About the torpedo reload secvence: - for example if i chose to not have an realistic reload time... the crew animation is not conected with the lenght of the sound... :hmmm:... they finish reloading and the sound is still plaing... i supouse you conected with the relistic reload time.. i will test with this also
"there is another little problem...
...from on of my posts, 1 page back:
the torpedo loading samples are syncronised with 0 crew torp officer abilitys and battlestations off at current (also relaistic torpedo reload set to on in options), that means they are in sync if using MP or single missions or unskilled torpdo petty officer now using battlestations off.
as soon as you give ability points to your torpedo officer, or command battlestations via XO they get out of sync, seams i have to create optional shorter samples regarding different skill points.
iam not shure if it would be possible to ask for skill points or battlestations enabled via script to play fitting syncronised samples then, seams i will sync the samples by default with battlestations effect on and no torpedo drill skill points by default for the next version if no query is possible via script shortly.
if someone have an idea how to ask for different skill points or battlestations enabled via pyton, he is very welcome to help."
3) if i exit from torpedo room and i renter the sound ia not played anymore... i supouse that is normal to be like this
...this behavior should be announced in the readme :88)
4) no lag on my sistem because of your mod.... no ctds untill now... i played 5 missions... i will try to test in campaign also... i did not observed any graphical lost on the ships or ships diseapering untill now... the beards i can not tell you because i do not use the beard version of the MCFM
but by using this beta, you use some bearded script entrys, because they are adopted from "MFCM bearded faces" in the "crew DBSM scripts".
5) i had a bug related to torpedo but i dunno for sure if is because your mod... i fired just a torpedo but the torpedo hit the target sound was played 4 times... i verified in my log book after and i saw that i shoot only a torpedo but in the book i had 4 torpedos hiting the target:hmmm:... i will do more tests
never had this, plz check ;)
6) i still can not hear the farts.. in what room i must to be?:)
the farts should be in in every room but central compartment and int. cunning tower, maybe you have to stay longer. there are also different longer crew chats in each torpedo room and the quaters near the pentry, just stay long enough. The bowling soup sound is also not bowling all the time, you have to wait sometimes. It may also be, that by using the optional louder engine sounds, and/ or to high diesel rpm while having the hatch to the diesel engine room opened, that you cant hear the bowling soup pot... if the crew isnt in "normal" mode, sometimes also while submerged, the bowling soup pot and extra long crew chat near the pentry isnt playing ! ...best to test it is loading a mission far away from any enemy, on surface, using low rpm, closed engine hatch etc...
7) my antena was working fine
Hi Stoianm, answers in yellow :88)
stoianm
04-18-11, 04:09 PM
Tnx for the replay... i will check again the beards:DL... can you take a look at this pls:
http://www.subsim.com/radioroom/showthread.php?t=182758
do you can make a special sound for this?:D
Sepp von Ch.
04-18-11, 05:56 PM
3. Does this also happen if you reload the mission or save game without leaving SH5 in between ?
Yes, the same problem BY ME also with 4GB patch for SH5. IIWO without beards and cap and rised radio-antenna.
Stormfly
04-18-11, 06:01 PM
ohh dont worry, we both know that this is beta and for what "beta" is relesed normaly :)...
...did you try the 4gb file header setting for SH5.exe together with setting UserVA higher using Vista 32bit ?
Stormfly
04-18-11, 10:33 PM
...cutted all the longer chats and bowling soup in multiple parts and revised the scripts, result is better performance and much more stable animations here... still testing :88)
Silent Steel
04-19-11, 12:10 AM
hi man,
this beta include all hotfixes released til now...;)
but if you installed hotfix 3 allready, there is no problem overwriting it with beta 3, activate beta 3 last.
Where do I find this 'beta'? :hmmm:
//
stoianm
04-19-11, 12:13 AM
Where do I find this 'beta'? :hmmm:
//
http://sahraniradio.armedassault.eu/...unds_beta3.rar (http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_additional_crew_sounds_beta3 .rar)
(http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_additional_crew_sounds_beta2 .rar)
Silent Steel
04-19-11, 12:21 AM
http://sahraniradio.armedassault.eu/...unds_beta3.rar (http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_additional_crew_sounds_beta3 .rar)
(http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_additional_crew_sounds_beta2 .rar)
Thanks Stoianm
As always - quick and reliable amswers :DL
//
stoianm
04-19-11, 01:25 AM
Stormy... about this one ''but by using this beta, you use some bearded script entrys, because they are adopted from "MFCM bearded faces" in the "crew DBSM scripts"'... do you think you can use scripts from no beard option also when you will release the fix.... i dunno what version TDW will use in his new MO... but i would like that your mod to be compatible with new MO
tnx
Sepp von Ch.
04-19-11, 02:30 AM
WWII submariners with bearded faces are in SH5 so excellent!
stoianm
04-19-11, 02:31 AM
WWII submariners with bearded faces are in SH5 so excellent!
I agree with you... but if TDW decide to use without beards in new MO maybe stormy can make 2 versions for his fix... one for beards and one for without beards
Stormfly
04-19-11, 02:46 AM
and what about a version including pimples ? :D
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