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stoianm
04-19-11, 02:48 AM
and what about a version including pimples ? :D:har::O:... maybe someone can put a nice woman in that uboat... and you can triger sounds for her in sh file:O:

Sepp von Ch.
04-19-11, 03:07 AM
and what about a version including pimples ? :D

We are not fu****g SIMS players gentlemen!:D

And SH5 women are afraid of water:-j
http://s2.postimage.org/2a0hrvhyc/the_sims_2_bon_voyage_16.jpg (http://postimage.org/image/2a0hrvhyc/)

Stormfly
04-19-11, 08:04 AM
...having a much more stable version at current, using much more new and different crew chats also in new loacations... :cool:

stoianm
04-19-11, 08:05 AM
...having a much more stable version at current, using much more different crew chats also in new loacations... :cool:
where?:cool:... you are the guru sound http://www.24flotilla.com/foro/images/smilies/adoracion.gifhttp://www.24flotilla.com/foro/images/smilies/adoracion.gifhttp://www.24flotilla.com/foro/images/smilies/adoracion.gifhttp://www.24flotilla.com/foro/images/smilies/adoracion.gifhttp://www.24flotilla.com/foro/images/smilies/adoracion.gifhttp://www.24flotilla.com/foro/images/smilies/adoracion.gifhttp://www.24flotilla.com/foro/images/smilies/adoracion.gifhttp://www.24flotilla.com/foro/images/smilies/adoracion.gif

Stormfly
04-19-11, 08:21 AM
it seams that the different funny chats near the pantry (including kidding and laughts) are only playing if moral is high enough and not in hunted state.

...there are special new chats in the forward crew areas, mostly more sirious officer conversations, the forward torpedo room got special additional chats, aft torp chats and sounds expanded, aft crew quaters chats and sounds expanded...

below surface or in hunted / damage mode the forward crew, aft crew / pantry chats stop babeling, cook stop bowling the soup if in hunted or damage mode, all crew chats / farts and so on should stop if in damage mode.

Stormfly
04-19-11, 09:55 AM
ok, here we go for beta 4 (much more stable, better animations, much more crew chat also in new locations).

-------------------------------------------------------------------------------------------------------
Readme:

Stormys DBSM SH5 v1.3 HOTFIX 4 BETA 4 additional crew sounds (includes hotfix 1-3)

1. added crew chat and torp reloading 3D 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 load 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, both 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 fart samples a bit

8. added optional louder engines samples (+3db), enable last.

9. shortened and exchanged sound for general crew chat (SHIFT+S key) with a sound where the boat is heading towards a convoy using ahead flank.

10. shortened radio room telemetry sound sample (was a long chat also), there is new 3d crew background chat now.

it seams that the different funny chats near the pantry (including kidding and laughts) are only playing if moral is high enough and not in hunted state.

...there are special new chats in the forward crew areas, mostly more sirious officer conversations, the forward torpedo room got special additional chats, aft torp chats and sounds expanded, aft crew quaters chats and sounds expanded...

below surface or in hunted / damage mode the forward quaters crew, aft quaters crew / pantry chats stop babeling, cook stop bowling the soup if in hunted or damage mode, all crew chats / (also torp room crews, farts and so on should stop if in damage mode.

...note, for beeing able hearing most of the chats and sounds, it is maybe needed to stay longer in some rooms, it could be that you have to stay for longer than 10 minutes to hear all of samples in an area.


known problems:

It may be that some animations are interrupted for a quater of a sec on some systems, if that is the case the sound stop to play. you have to wait for new crew chats then or while in a torp reload sequence, 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 for update
(http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s.rar)

stoianm
04-19-11, 10:08 AM
thank you:up:

EDIT: you forgot to put the optional louder engine samples:)

Sepp von Ch.
04-19-11, 11:02 AM
With Beta 4 is by me radio aerial OK (grat!:up:), but IIWO is without cap. The soudns are really perfect!

Like a stoianm the optional louder engine samples please the optional louder engine samples.

Txema
04-19-11, 11:50 AM
Please, forgive me if this has been answered previously but...

Is it possible to install this mod on top of TDW "Magnum Opus" mod ?

If the answer is "yes", which are the additonal mods required to make DBSM work properly on top of MO, and in what order should I install them ?

Thank you very much for your help !!


Txema

pascal4541
04-19-11, 12:11 PM
:rock: It is extraordinary Stormfly!!!
Many dialog now... It is frankly a very good balance...
more fun to patrol without hunting
Thank you for this jewel

pascal4541
04-19-11, 12:16 PM
Please, forgive me if this has been answered previously but...

Is it possible to install this mod on top of TDW "Magnum Opus" mod ?

If the answer is "yes", which are the additonal mods required to make DBSM work properly on top of MO, and in what order should I install them ?

Thank you very much for your help !!


Txema

Yes :yep:
Look this installation:
http://www.subsim.com/radioroom/showpost.php?p=1638637&postcount=264
Thou canst easily inspire

stoianm
04-19-11, 12:19 PM
Please, forgive me if this has been answered previously but...

Is it possible to install this mod on top of TDW "Magnum Opus" mod ?

If the answer is "yes", which are the additonal mods required to make DBSM work properly on top of MO, and in what order should I install them ?

Thank you very much for your help !!


Txema
You must to install after MO... the order will be something like here:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta4
Stormys DBSM SH5 v1.3 optional louder engine sounds


EDIT: pascal4541 ... i see that this time you were faster than me but you cheated... lol

Stormfly
04-19-11, 04:16 PM
thank you:up:

EDIT: you forgot to put the optional louder engine samples:)

...was a bit tired, sorry (edited first and beta post also)


Stormys DBSM SH5 v1.3 optional louder engine sounds

DL: http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s.rar

stoianm
04-19-11, 04:26 PM
...was a bit tired, sorry (edited first and beta post also)


Stormys DBSM SH5 v1.3 optional louder engine sounds

DL: http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s.rar
I know what you mean.. .tnx

Stormfly
04-19-11, 07:12 PM
i see a little problem here...

the Bosum`s animation sequence isnt recovering to normal after beeing in hunted state, so that means you wont hear crew chats in the stern crew quaters after he got in "hunted" state.

After saving and reloading a game, his animations are back to normal if the cew is in normal state, crew then is chatting again.

iam not shure if "Bosums non recovering normal animations" is a vanilla or mod bug, first i thought it have to do with moral, but this isnt the case it seams.

shure, i could also add sound`s to his depressed or hunted animations but maybe we find the reason for non recovering normal animations also.

Bosum animations normal:
Bosum is standing often, stealing food, writing sometimes.

Bosum animations hunted:
Bosum is sitting and covering his eyes very often.

Txema
04-19-11, 08:04 PM
You must to install after MO... the order will be something like here:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta4
Stormys DBSM SH5 v1.3 optional louder engine sounds


EDIT: pascal4541 ... i see that this time you were faster than me but you cheated... lol

Pascal, Stoianm,

Thank you very much for your quick answers !!

But in his first post Stormfly states that it is necessary to install this mod:

- Mighty fine crew mod 1.21 (option crew with beards, and crash dive fix)

Is it already included in "Magnum Opus" ?

Or it is not really necessary once you have installed MO ?

Thanks again for your help !


Txema

Stormfly
04-19-11, 08:20 PM
...MFCM is allready part of MO, SDBSM automaticaly replaces scripts regarding beards.

if you want to use the crash dive fix option, you have to change the regarding script code in crew_commands.txt located in submarine folders of MCCD mod before activating. (MCCD is a recommended mod)

stoianm
04-19-11, 08:29 PM
Pascal, Stoianm,

Thank you very much for your quick answers !!

But in his first post Stormfly states that it is necessary to install this mod:

- Mighty fine crew mod 1.21 (option crew with beards, and crash dive fix)

Is it already included in "Magnum Opus" ?

Or it is not really necessary once you have installed MO ?

Thanks again for your help !


Txema
Stormy forgot to tell you about this one:):

http://www.subsim.com/radioroom/show...9&postcount=23 (http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23)


download and install before the stormy mod... this if you not already installed

Stormfly
04-19-11, 08:43 PM
your link shows only subsim front page...:hmmm:

stoianm
04-19-11, 09:03 PM
your link shows only subsim front page...:hmmm:
he he... you changed in meantime.. i copied from your post... now is ok:)

btw... your fix is awsome... i do not want what to do first... to watch the new view of the dynamic mod... to stay in the uboat and listen the new sounds... seems that to manny choice is confunsing my brain:88)... nice addition to your mod stormy... i do not like that you force me to have my mans with beards... i like them to be fresh shaved... now they have an excuse to have long beards:O:

Stormfly
04-19-11, 09:25 PM
fresh shaved so so...

...but you know that there where only men on board, dont you ? :hmmm:

stoianm
04-19-11, 09:37 PM
fresh shaved so so...

...but you know that there where only men on board, dont you ? :hmmm:
Yes i noticed that women are not allowed on board:yep: Did you tested the murky water?... i can not put this in the Kiel area because the kiel chanel is not on tga map... and i wished to put murky water there special for german people (i know that you not like murky water)... like you and magic1111... but i have failed:nope:... maybe next time:)

Txema
04-20-11, 05:57 AM
...MFCM is allready part of MO, SDBSM automaticaly replaces scripts regarding beards.

if you want to use the crash dive fix option , you have to change the regarding script code in crew_commands.txt located in submarine folders of MCCD mod before activating. (MCCD is a recommended mod)

Thanks again for your help !! :)

Let me ask two additional questions:

- Is MCCD already included in MO ?
- I guess the crash dive fix option is not included in MO... Why do you recommend it? What does it do?


Txema

Stormfly
04-20-11, 06:27 AM
MCCD isnt part of MO i think, not shure... and it wont hurt installing it if it is allready in MO, i did it so...

the crashdive fix may help for better crash dive command response and enables also executing a crashdive order while standing on the bridge.

how you do that ? ...giving a leveling or precise dept command above 10 meters dept always execute a crash dive after it, regardless where you are.

on the other hand, you cant use automation scripts if using MFCM crash dive workarround, because most of those scripts give a leveling command above 10 meters, which lead to a crash dive then.

Txema
04-20-11, 11:10 AM
Thanks again for all your help !

And for your superb work on this mod !! :up:


Txema

Stormfly
04-20-11, 05:00 PM
...it would be fine if someone could give feedback if crew chats break up to mutch in between because of animation break up`s :06:

stoianm
04-20-11, 05:02 PM
...it would be fine if someone could give feedback if crew chats break up to mutch in between because of animation break up`s :06::yep:

Sepp von Ch.
04-20-11, 05:09 PM
I use your beta version in campaign and all work great Stormfly! I miss only the cap by IIWO. Sounds - 1+

Stormfly
04-20-11, 05:41 PM
I use your beta version in campaign and all work great Stormfly! I miss only the cap by IIWO. Sounds - 1+

great, would be kind if you could post your soup and system specs :hmmm:

Sepp von Ch.
04-20-11, 06:24 PM
http://www.subsim.com/radioroom/showpost.php?p=1645977&postcount=72

I use now 4GB patch for SH5.

Stormfly
04-20-11, 09:06 PM
http://www.subsim.com/radioroom/showpost.php?p=1645977&postcount=72

I use now 4GB patch for SH5.

thx, i can see you`re not using MO or Steel Viking`s Interrior Mod, what is the reason for it ?

(...i read about that some ppl had problems using Steel Viking`s Interrior Mod or MO`s integrated version of it...)

Stormfly
04-21-11, 01:42 AM
...just found out how to wake the Bosum up into his normal animations after surfacing, you just need to click on him often enough, after that he seams to be happy again and start writing in his book, so the chats are playing again :DL

Sepp von Ch.
04-21-11, 02:48 AM
thx, i can see you`re not using MO or Steel Viking`s Interrior Mod, what is the reason for it ?

(...i read about that some ppl had problems using Steel Viking`s Interrior Mod or MO`s integrated version of it...)


I prefer the stock interior I think is better. I like more reaper7´s UI mod. I do not need all the automated pilot scripts, many filters for the scopes, automation command, ship's journal etc. Everyone likes something different;-)

...just found out how to wake the Bosum up into his normal animations after surfacing, you just need to click on him often enough, after that he seams to be happy again and start writing in his book, so the chats are playing again :DL

I try it!:arrgh!:

Magic1111
04-21-11, 03:02 PM
I use your beta version in campaign and all work great Stormfly! I miss only the cap by IIWO. Sounds - 1+

Hello Folks !

If anyone interested, I´ve made a little Fix that the IIWO has the cap on Head (file based on beta4 from this MOD):

http://www.mediafire.com/?ur3kc89szukdq1e

Please copy the File after Download into ...data\scripts\AI\Crew from this MOD and make before a backup from the old file !

Best regards,
Magic

Stormfly
04-21-11, 03:14 PM
THX mate :up:

Magic1111
04-21-11, 03:20 PM
THX mate :up:

My pleasure mate ! :salute:

stoianm
04-21-11, 03:21 PM
THX mate :up:
Stormy... can you include this in your mod and release another beta pls?

stoianm
04-21-11, 03:30 PM
Hello Folks !

If anyone interested, I´ve made a little Fix that the IIWO has the cap on Head (file based on beta4 from this MOD):

http://www.mediafire.com/?ur3kc89szukdq1e

Please copy the File after Download into ...data\scripts\AI\Crew from this MOD and make before a backup from the old file !

Best regards,
Magic
tnx:up:

Stormfly
04-21-11, 03:34 PM
why so little patience, it would be a pity skipping about 50 fresh new sounds and conversations, isnt it ? :D

...but for today, iam a bit to tired :yawn:

stoianm
04-21-11, 03:38 PM
why so little patience, it would be a pity skipping about 50 fresh new sounds and conversations, isnt it ? :D

...but for today, iam a bit to tired :yawn:
you tired?... i can not belive... so another 50 sounds wow... now i am really impatient... can you drink a strong cofee and continue?:)

Magic1111
04-21-11, 03:41 PM
can you drink a strong cofee and continue?:)

...and maybe a new pack Cigarettes...:haha:

stoianm
04-22-11, 01:38 AM
...and maybe a new pack Cigarettes...:haha:
I think he slept in the front of the monitor:DL... seems he was realy tired

Stormfly
04-22-11, 01:43 AM
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Sleep_White.gif...not yet comrades, not yet

stoianm
04-22-11, 01:57 AM
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Sleep_White.gif...not yet comrades, not yet
Good news:DL... you will release the new beta today?... i want to modify my mod soup and i want to know if i must to wait a bit or you will update later
tnx

Stormfly
04-22-11, 04:35 AM
finished sampling... i got 60 new revised samples now, putting them in atm...

Sepp von Ch.
04-22-11, 06:15 AM
King of sounds:D

I use your beta 4 version in campaign and I can confirm, that is very stable (I appreciate it so much!) with many new great sounds!

stoianm
04-22-11, 06:18 AM
King of sounds:D

I use your beta 4 version in campaign and I can confirm, that is very stable (I appreciate it so much!) with many new great sounds!

I think we should to stop with these words like king of sounds or guru sounds... i just noticed that since i called him guru of the sounds he becomed a little bit lazy:)

Stormfly
04-22-11, 06:25 AM
...gebt dem Luder ordentlich Puder !


http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Goofy.gif

stoianm
04-22-11, 06:28 AM
...gib dem Luder ordentlich Puder !


http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Goofy.gif


I think is an german expresion... i do not find the exact translation ... seems to be an mix of words like dog, dust... but soon that magic111 or zedi will translate this for me i will send my friend Gap to have a talk with ya:nope:

Stormfly
04-22-11, 06:44 AM
...ohh dogs need also powder ? :hmmm:

stoianm
04-22-11, 06:47 AM
...ohh dogs need also powder ? :hmmm:
Maybe you drink to much cofee or maybe you are to tired:O::haha:

http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Goofy.gif

Captain Can
04-22-11, 09:54 AM
finished sampling... i got 60 new revised samples now, putting them in atm...

Hello Storm, are there any public links for the new beta?

Stormfly
04-22-11, 11:25 AM
...still testing beta5, beta 4 link in first post.

Stormfly
04-22-11, 12:26 PM
adding tasting soup slurping and vegetable chopping to the cook...

stoianm
04-22-11, 12:28 PM
adding tasting soup slurping and vegetable chopping to the cook...
:haha:... i like very much your humor... you make me laugh each day:)

Stormfly
04-22-11, 02:24 PM
trying to play special depressed crew chats, while crew is in damage state...

it seams that explosion or damage state´s are not set by the engine, or maybe its a script or state name error. Ithink this is the reason that we cant see any damage, explosion or repair animations.

did someomne ever saw a special animation while a explosion or damage hit the boat :06:

stoianm
04-23-11, 03:02 AM
trying to play special depressed crew chats, while crew is in damage state...

it seams that explosion or damage state´s are not set by the engine, or maybe its a script or state name error. Ithink this is the reason that we cant see any damage, explosion or repair animations.

did someomne ever saw a special animation while a explosion or damage hit the boat :06:
Hi my friend

Frohe Ostern:woot:

Stormfly
04-23-11, 05:35 AM
Frohe Ostern ! :DL

...found a workarround to get crew depressed voices playing, a bit different for torpedo rooms or quaters.

added additional 3D man the gun and flak gun sounds, they got lost after adding the "tageting ship using binoculars workarround" in SDBSM 1.3 which should prevent playing man the gun samples while picking deck gun targets.

overhauled periscope, diesel and electric engine repaired report samples.

reduced fart frequecy and volumes.

cook got tasting soup slurping, tasting soup burned lips slurping, gas stove sounds, adjuste boiling soup sample and shopping vegetables sample.

added 3D crew cheers samples, not testet yet.

next release (beta5) have about 80 new additional samples, still fine tuning...

Sepp von Ch.
04-23-11, 05:39 AM
In SUBSIM Forum verteilt kleine Geschenke nicht der Osterhase sondern Stormfly:DL

Thank you, sound really good! Can´t wait!

EDIT: subsim forum

Stormfly
04-23-11, 05:51 AM
THX mate, but UBI forum ???

stoianm
04-23-11, 05:51 AM
Frohe Ostern ! :DL

...found a workarround to get crew depressed voices playing, a bit different for torpedo rooms or quaters.

added additional 3D man the gun and flak gun sounds, they got lost after adding the "tageting ship using binoculars workarround" in SDBSM 1.3 which should prevent playing man the gun samples while picking deck gun targets.

overhauled periscope, diesel and electric engine repaired report samples.

reduced fart frequecy and volumes.

cook got tasting soup slurping, tasting soup burned lips slurping, gas stove sounds, adjuste boiling soup sample and shopping vegetables sample.

added 3D crew cheers samples, not testet yet.

next release (beta5) have about 80 new additional samples, still fine tuning...
sounds delicious:)... from where you take the nice animations that you post here?.... like this one for example:

I like a lot... there are more of them? http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Goofy.gif

Sepp von Ch.
04-23-11, 05:55 AM
THX mate, but UBI forum ???

I am stupid! Of course SUBSIM... I answered some questions on the UBi forum about SH5 and...:88)

Stormfly
04-23-11, 05:56 AM
ohh, they are from Hans Witteman !

http://www.subsim.com/radioroom/showpost.php?p=1647618&postcount=1195

stoianm
04-23-11, 05:58 AM
ohh, the are from Hans Witteman !

http://www.subsim.com/radioroom/showpost.php?p=1647618&postcount=1195
awsome...tnx

Sepp von Ch.
04-23-11, 06:15 AM
ohh, they are from Hans Witteman !

http://www.subsim.com/radioroom/showpost.php?p=1647618&postcount=1195

Nice!

Magic1111
04-23-11, 06:52 AM
Nice!

Hi Josef !

Did you noticed my Post and Fix?
http://www.subsim.com/radioroom/showpost.php?p=1648211&postcount=534

Best regards,
Magic

stoianm
04-23-11, 06:55 AM
Hi Josef !

Did you noticed my Post and Fix?
http://www.subsim.com/radioroom/showpost.php?p=1648211&postcount=534

Best regards,
Magic
Where?... i can not find it:DL

http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Binocular.gif

Magic1111
04-23-11, 06:59 AM
ohh, they are from Hans Witteman !

http://www.subsim.com/radioroom/showpost.php?p=1647618&postcount=1195


[Off-Topic]
Looks nice, but how to bring I the smilys on forum post here ? Can anyone explain please ?[\OFF-Topic]

Best regards,
Magic

Sepp von Ch.
04-23-11, 07:00 AM
Hi Josef !

Did you noticed my Post and Fix?
http://www.subsim.com/radioroom/showpost.php?p=1648211&postcount=534

Best regards,
Magic

Of course! This fix make me happy, but I´m still on patrol and I wait for install until I´m in the bunker.




Looks nice, but how to bring I the smilys on forum post here ? Can anyone explain please ?

Best regards,
Magic


Go here Magic:

http://www.subsim.com/radioroom/showpost.php?p=1647618&postcount=1195

Quote the post, then copy the smily (ctrl C, then Ctrl V) in the text.

http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Cheers-1.gif

Stormfly
04-23-11, 07:07 AM
sorry,

Magic`s cap fix is of course included in the next beta ;)

pascal4541
04-23-11, 07:10 AM
:up:

Sepp von Ch.
04-23-11, 07:13 AM
sorry,

Magic`s cap fix is of course included in the next beta ;)


:sunny:

Magic1111
04-23-11, 11:13 AM
Go here Magic:

http://www.subsim.com/radioroom/showpost.php?p=1647618&postcount=1195

Quote the post, then copy the smily (ctrl C, then Ctrl V) in the text.

http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Cheers-1.gif



Aaah, many thanks, I believe it works....:D

http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Thumbs_Up-1.gif

Stormfly
04-23-11, 02:30 PM
...uphttp://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Wink.gifdate

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README, plz read

Stormys DBSM SH5 v1.3 HOTFIX 4 BETA 6 additional crew sounds (includes hotfix 1-3)

1. added crew chat and torp reloading 3D 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.

(Special note: Torp reloading samples are syncronised with 0 torp officer skill points and battlestations OFF at current)

2. added crew chat and noise for the bow, aft torpedo room, both crew quaters, diesel engine room, bowling pot, gas stove (did they used gas ?), shopping and tasting for the cook. (cook get silenced using silent running, chat should also be stopped then or turned to worryed dialogs. The Bosum sometimes wont come out off worryed mode, simply click him fast and often to get him back to normal after surfacing)

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 fart samples a bit

8. added optional louder engines samples (+3db), enable last.

9. shortened and exchanged sound for general crew chat (SHIFT+S key) with a sound where the boat is heading towards a convoy using ahead flank.

10. shortened radio room telemetry sound sample (was a long chat also), there is new 3d crew background chat now.

11. added additional crew chats, special cook, worryed crew, torp room creaks, farts, crew movement noise and rumbling to a total of about 130 new samples !

12. mixed musik, some commands and cheers into bunker sample, including delay and repeat... (in this beta still 2channel, relese will have 4 channels)

13. added 3d crew cheers and torp miss samples.

14. rewised some sample volumes from last beta.

15. resampled all *.ogg files in SDBSMC folder to reduce file size a bit, giving more performance for some systems.

...there are special new chats in the forward crew areas, mostly more sirious officer conversations, the forward torpedo room got special additional chats, aft torp chats and sounds expanded, aft crew quaters chats and sounds expanded...

AI Crew Scripting.... below surface or in hunted / damage mode the forward crew quaters samples get silenced, torp rooms switch to worryed mode if silent running is on, the cook react only on silent running, the aft crew compartments react on "Hunted / Hunter" and or silent running.

...note, for beeing able hearing most of the chats and sounds, it is maybe needed to stay longer in some rooms, it could be that you have to stay for longer than 10 minutes to hear all of samples in an area.


known problems:

It may be that some animations are interrupted for a quater of a sec on some systems, if that is the case the sound stop to play. you have to wait for new crew chats then or while in a torp reload sequence, 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 BETA 6: http://subsim.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_additional_crew_sounds_beta6 .rar
DOWNLOAD BETA 6 mirror: http://www.gamefront.com/files/20666437/Stormys_DBSM_SH5_v1.3_additional_crew_sounds_beta6 .rar


und viel Spass beim Ostereier suchen ;)

stoianm
04-23-11, 02:34 PM
...uphttp://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Wink.gifdate

und viel Spass beim Ostereier suchen ;)
Can you translate this for me pls?... i want to be sure that i do not miss some important note about your new mod:hmmm::)

pascal4541
04-23-11, 02:46 PM
thank you maestro Stormfly :up:

Sepp von Ch.
04-23-11, 03:14 PM
Stormfly: Thank you! Looks really bombastic!

Stoianm: "Enjoy searching for Easter Eggs!" - not in Stormfly´s mod, in real life;)

Stormfly
04-23-11, 04:07 PM
Stoianm: "Enjoy searching for Easter Eggs!" - not in Stormfly´s mod, in real life;)

shure ? :D

Silent Steel
04-24-11, 12:37 AM
In SUBSIM Forum verteilt kleine Geschenke nicht der Osterhase sondern Stormfly:DL

Thank you, sound really good! Can´t wait!

EDIT: subsim forum

Vielleicht Stormfly ist der Osterhase...? :hmmm:

//

stoianm
04-24-11, 01:34 AM
@Stormy... cool the new bunker sound... i tooked out the one from dynamic env sounds to be sure that will not overite the new perfect one that you created... if you will rework the waves one by one that i have in env sound i will take them out.. or you can rework all one shoot:DL

The bug: - the sounds from torpedo room start and after you exit from room and you return stops... this can not be fixed?... also i like how you did the engine sounds:up:... i will test more today

Stormfly
04-24-11, 01:35 AM
Check first page, released a new version...

Stormys DBSM Additional Crew Sounds Beta6 (http://www.subsim.com/radioroom/showpost.php?p=1649483&postcount=574)

15. resampled all *.ogg files in SDBSMC folder to reduce file size a bit, giving more performance for some systems.

Stormfly
04-24-11, 01:43 AM
The bug: - the sounds from torpedo room start and after you exit from room and you return stops... this can not be fixed?... also i like how you did the engine sounds:up:... i will test more today

i asked TDW allready if he could expand the sound range for it, so it would`nt stop by leaving the area, at least til you reach the aft crew quaters, but it seams that he is to busy doing much more important things for us ;)

did cou check the new pantry and cook sounds ?

stoianm
04-24-11, 01:55 AM
i asked TDW allready if he could expand the sound range for it, so it would`nt stop by leaving the area, at least til you reach the aft crew quaters, but it seams that he is to busy doing much more important things for us ;)

did cou check the new pantry and cook sounds ?

Not yet... i will tell you in few minutes

stoianm
04-24-11, 02:00 AM
Check first page, released a new version...

Stormys DBSM Additional Crew Sounds Beta6 (http://www.subsim.com/radioroom/showpost.php?p=1649483&postcount=574)

15. resampled all *.ogg files in SDBSMC folder to reduce file size a bit, giving more performance for some systems.
ok... i will install this one... the engine louder sound will be all time optional?

Stormfly
04-24-11, 02:02 AM
ok... i will install this one... the engine louder sound will be all time optional?

yep, but depends on overall sound equipment, personal taste and so on...

...i can realy recommend a Logitech THX sourround system, (4 channel quadrophonic is enough), 3d sound add much to immerion !

stoianm
04-24-11, 02:07 AM
yep, but depends on overall sound equipment, personal taste and so on...
ok... i see...very logical:up:... one last quest... can you make like an optional mod the amb_SubmarineInterior_Q.wav and to put a very louder and scary sounds cracks on it?... or you can make an extra interior sound and add a triger in the sh file... and to call this new sound only when you are at 100 metter and more deep?... i really like to hear scarry cracks when i am in the sub submerged at deep values

tnx

Sepp von Ch.
04-24-11, 03:16 AM
shure ? :D


:har:

stoianm
04-24-11, 12:02 PM
i asked TDW allready if he could expand the sound range for it, so it would`nt stop by leaving the area, at least til you reach the aft crew quaters, but it seams that he is to busy doing much more important things for us ;)

did cou check the new pantry and cook sounds ?

i tested... very nice... you are a real king of the sounds... but i think is impolite that the radio guy was farted near me... also the cook sip the soup like an peasant.. you must to educate your crew stormy... if not soon they will revolt on you... this is my A+

MOVIE (http://www.youtube.com/watch?v=vqcruHZ9JmI)

Stormfly
04-24-11, 03:08 PM
THX for the movie,

seams that your system can take it easyly, even while encoding a video at the same time, i dindt saw one single animation interrupt. :yeah:

but i realy need creating your requested special interrior mix between my interrior ambience and that special creaky sound mod you use from Venatore, the video is missing the special admosphere from the background ambience, nice creaks but while missing the background a pain for my ears :O:

you also need more patience, staying longer in other compartments to enjoy the other sounds playing there.

seams that you unchecked realistic torp reloads in options, the reloading sounds are totaly out of sync, the current version have them syncronised using realistic torp reloads checked in options, 0 torp officer reloading skill points set and battlestations set to off. (iam not shure if i should create additional optional reloading samples because there are so many different lenght posibillitys, maybe the time is comming and someone find a way connecting sounds directly to animations.

regarding the stove sounds, iam not shure if they used gas for cooking, but anyways, they needed to surface to create a hot meal anyways ithink, draining the batterys for cooking seams very unrealistic...

stoianm
04-24-11, 03:27 PM
THX for the movie,

seams that your system can take it easyly, even while encoding a video at the same time, i dindt saw one single animation interrupt. :yeah:

but i realy need creating your requested special interrior mix between my interrior ambience and that special creaky sound mod you use from Venatore, the video is missing the special admosphere from the background ambience, nice creaks but while missing the background a pain for my ears :O:

you also need more patience, staying longer in other compartments to enjoy the other sounds playing there.

seams that you unchecked realistic torp reloads in options, the reloading sounds are totaly out of sync, the current version have them syncronised using realistic torp reloads checked in options, 0 torp officer reloading skill points set and battlestations set to off. (iam not shure if i should create additional optional reloading samples because there are so many different lenght posibillitys, maybe the time is comming and someone find a way connecting sounds directly to animations.

regarding the stove sounds, iam not shure if they used gas for cooking, but anyways, they needed to surface to create a hot meal anyways ithink, draining the batterys for cooking seams very unrealistic...
Yes... pls... make that cracks sound... i like very much... and pls educate a bit the crew... no polite to fart in my face... and about the reload etc,, i made special to show manny things in short time... but anyway even there are small bugs your mod is exceptional... and the computers is not mine... is my mother pc:).. i am not jocking

Zky
04-25-11, 10:27 AM
Hey, thanks for a good mod!!

quite new to this genre of games and installed a bunch of mods to make SH5 better. I only got one problem and that is when I submerge the sound of being up on the surface is still there and i can't hear any creaks and "under water sounds" , cant confirm that it's this mod that does not work but I guess it should be this one as it's the one with the "submerged noises".

Thanks again for the cool mod.

Stormfly
04-25-11, 10:33 AM
Hey, thanks for a good mod!!

quite new to this genre of games and installed a bunch of mods to make SH5 better. I only got one problem and that is when I submerge the sound of being up on the surface is still there and i can't hear any creaks and "under water sounds" , cant confirm that it's this mod that does not work but I guess it should be this one as it's the one with the "submerged noises".

Thanks again for the cool mod.

if you still hear the surface bow waves, while submerged... this is a known problem if switching to desktop and back in between, but after reloading a game then should fix it.

You may also try to check "Fullscreen" in video options and reload SH5.

Zky
04-25-11, 10:43 AM
if you still hear the surface bow waves, while submerged... this is a known problem if switching to desktop and back in between, but after reloading a game then should fix it.

You may also try to check "Fullscreen" in video options and reload SH5.

Thanks for the fast response and yes works now:yeah:

Sepp von Ch.
04-26-11, 03:13 AM
ok... i see...very logical:up:... one last quest... can you make like an optional mod the amb_SubmarineInterior_Q.wav and to put a very louder and scary sounds cracks on it?... or you can make an extra interior sound and add a triger in the sh file... and to call this new sound only when you are at 100 metter and more deep?... i really like to hear scarry cracks when i am in the sub submerged at deep values

tnx


1+
I agree!
And would be please possible to add conning tower talking sounds as in sobers talking conning tower mod? (http://www.subsim.com/radioroom/showthread.php?t=171047)

stoianm
04-26-11, 03:17 AM
1+
I agree!
And would be please possible to add conning tower talking sounds as in sobers talking conning tower mod? (http://www.subsim.com/radioroom/showthread.php?t=171047)

Maybe he can rework that wave to not be so big... and to put more talktive crew there... will be awsome:DL

Sepp von Ch.
04-26-11, 03:23 AM
.. and to put more talktive crew there... will be awsome:DL


:yep:

Stormfly
04-26-11, 04:11 AM
1+
I agree!
And would be please possible to add conning tower talking sounds as in sobers talking conning tower mod? (http://www.subsim.com/radioroom/showthread.php?t=171047)

problem would be that it wouldnt be much realistic if the watch crew chat in between of scannng the horizon, as i know this was forbidden, at least for the watch crew.

But what about some other crew sounds then (light movements, moving leather wear, cough`s and so on) ?

...not shure if i can trigger that additional scary creaks, would they be realistic for a german sub @100m ?

MiTon
04-26-11, 07:24 AM
Hi Stormfly!

just found an nice side with subwater sounds
http://oceanexplorer.noaa.gov/gallery/sound/sound.html

Just an idea, but is there a possibility to bring whalesound or something like this to the hydrophone?


regards

MiTon

Stormfly
04-26-11, 09:00 AM
regarding sounds for wildlife, i would recommend adding it directly to the fish, like TDW did with the dolphin, not shure if he also have a hydro sound but seams so...

not shure, but i can imagine that also whales with sound are planed allready :rock:

TheDarkWraith
04-26-11, 09:08 AM
regarding sounds for wildlife, i would recommend adding it directly to the fish, like TDW did with the dolfin, not shure if he also have a hydro sound but seams so...

not shure, but i can imagine that also whales with sound are allready planed :rock:

The icebergs and dolphin only have underwater (hydro) sounds. Ask Zedi how they sound ;)

Zedi
04-26-11, 09:40 AM
The icebergs and dolphin only have underwater (hydro) sounds. Ask Zedi how they sound ;)

Awesome, like a symphony :yep:

MiTon
04-26-11, 12:10 PM
Thx again!

Symphony while my Hydrophone shift!

You guy's realy :rock:

Rongel
04-26-11, 03:49 PM
Hi stormy!

One question, is internal depth charge explosion sound effect playing allright? For some reason I hear only this quiet, very low bass sound, but nothing else. I know that you have three different, powerful impact sounds but I can't seem to hear them. I'm playing with the new beta-version. It could be my own mess, is it working for others? Thanks by the way for the new sounds, great work! :yeah:

Stormfly
04-26-11, 04:48 PM
Hi stormy!

One question, is internal depth charge explosion sound effect playing allright? For some reason I hear only this quiet, very low bass sound, but nothing else. I know that you have three different, powerful impact sounds but I can't seem to hear them. I'm playing with the new beta-version. It could be my own mess, is it working for others? Thanks by the way for the new sounds, great work! :yeah:

...no problems on my side !

the new quiet, very low bass sound, wasnt hearable before... it`s a deptcharge exploding at larger distance.

closer exploding deptcharges should play and shuffle as expected, plz test again ;)

Rongel
04-27-11, 03:02 AM
Ok, false alarm, my mistake, bad install! :oops: Everything seems to sound fine now. Well, better than just fine.

One thing though... I know that many people like the bearded and changed crew members, but I for some reason like the stock people, even the infamous eyepatch. Would it be too big project to make a version that supports stock faces? I would really like to use your scripts, but I don't want to change my crew. Or is it something that I can try to make myself?

Stormfly
04-27-11, 04:26 AM
Ok, false alarm, my mistake, bad install! :oops: Everything seems to sound fine now. Well, better than just fine.

One thing though... I know that many people like the bearded and changed crew members, but I for some reason like the stock people, even the infamous eyepatch. Would it be too big project to make a version that supports stock faces? I would really like to use your scripts, but I don't want to change my crew. Or is it something that I can try to make myself?

ohh, find "Mighty fine crew mod" remarks in the scripts, and see if thy change textures and so on, shouldnt be a big problem. ;)

Rongel
04-27-11, 03:00 PM
Quote:
Originally Posted by Rongel http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1651806#post1651806)
Ok, false alarm, my mistake, bad install! :oops: Everything seems to sound fine now. Well, better than just fine.

One thing though... I know that many people like the bearded and changed crew members, but I for some reason like the stock people, even the infamous eyepatch. Would it be too big project to make a version that supports stock faces? I would really like to use your scripts, but I don't want to change my crew. Or is it something that I can try to make myself?

ohh, find "Mighty fine crew mod" remarks in the scripts, and see if thy change textures and so on, shouldnt be a big problem. ;)Yep, changed the scripts with Winmerge using "Mighty fine crew mod-stock faces" as a comparison. Now I have stock crew with your scripts and it seems to be working fine. :)

stoianm
05-02-11, 05:43 PM
i am still waithing for those cracks... you filled all my sub with farts:O:

Stormfly
05-04-11, 05:25 PM
here they are, now back in stereo...

Stormy`s DBSM 1.3 optional scary creaks (http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_optional_scary_creaks.rar)

about the farts, you have to speak with the cook :D

stoianm
05-04-11, 05:27 PM
here they are, now back in stereo...

Stormy`s DBSM 1.3 optional scary creaks (http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_optional_scary_creaks.rar)

about the farts, you have to speak with cook :D
very nice:up:

stoianm
05-05-11, 12:47 AM
here they are, now back in stereo...

Stormy`s DBSM 1.3 optional scary creaks (http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_optional_scary_creaks.rar)

about the farts, you have to speak with cook :D
Hey stormy... i wanted to tnx you again for this mod... it increase so much the immersivity of the game... the sounds are played only when you are submerged and you almoust feel the presure of the water on the uboat hull:)... i think my sounds mods are complete now (unless you pop up something new one day:D).... really apreciate this mod:rock:

Silent Steel
05-05-11, 07:33 AM
here they are, now back in stereo...

Stormy`s DBSM 1.3 optional scary creaks (http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_optional_scary_creaks.rar)

about the farts, you have to speak with cook :D

These creaks add so much and I agree - you can almost feel the pressure. :rock:

BTW, I talked to the cook about the farts but I think he is unable to change his cooking. He seems just going on in his usual manner.
Let's see what will come... :hmmm:

//

Stormfly
05-05-11, 07:35 AM
a pleasure guys, you`re welcome :salute:

Stormfly
05-05-11, 07:37 AM
...not shure but ithink creak level 1 could be a little bit lower in volume ?

stoianm
05-05-11, 07:38 AM
a pleasure guys, your welcome :salute:
stormy?... can you make an optional mod for more precise wasserbomben?... if not i already made it and i will start to release on the black market only in PM request:D

Stormfly
05-05-11, 07:43 AM
...you have to ask Rongel, and he released that allready ithink ;)

stoianm
05-05-11, 07:49 AM
...you have to ask Rongel, and he released that allready ithink ;)
nope... i mean to make all teh 50 waves that you use in your mod to have the ''wasserbomben sound on it''... you have only 25 with that sound and others are cracks, farts, etc:DL... i replaced the 25 imprecise sounds with the other 25 precise sounds:cool:

Stormfly
05-05-11, 08:28 AM
nope... i mean to make all teh 50 waves that you use in your mod to have the ''wasserbomben sound on it''... you have only 25 with that sound and others are cracks, farts, etc:DL... i replaced the 25 imprecise sounds with the other 25 precise sounds:cool:

i think only 4-6 are playing that "Wasserbomben" or fitting samples in SDBSM, normaly the rest play scary crew, commander`s comments and background noise like creks and so on.

Stormfly
05-05-11, 08:32 AM
ithink now i got it, 25 of the 50 are background noise samples that you exchanged with the rest of the 50 (25)...

stoianm
05-05-11, 08:32 AM
i think only 4-6 are playing that "Wasserbomben" or fitting samples in SDBSM, normaly the rest play scary crew, commander`s comments and background noise like creks and so on.
well... now all 50 of them are played ''wasserbomben sound''... i hope all that wave sounds are called only when a depth charge touch the water surface:hmmm:

Sepp von Ch.
05-06-11, 11:53 AM
Today I tried your optional scary creaks mod and is really excellent! Thank you VERY much Stormy!

Just got to try out, why I have now a problem with LI (IIWO is OK, but LI is not in MFCM 1.2.1 alt with beards-look) - has no flannel shirt and officer cap:

http://s2.postimage.org/1kh0nn57o/SH5_Img_2011_05_06_18_24_03_resized.jpg (http://postimage.org/image/1kh0nn57o/)


MFCM 1.2.1 alt with beards is overwritten newly by beta6, but beta v.6 not cause this problem or?

Stormfly
05-06-11, 12:29 PM
Today I tried your optional scary creaks mod and is really excellent! Thank you VERY much Stormy!

Just got to try out, why I have now a problem with LI (IIWO is OK, but LI is not in MFCM 1.2.1 alt with beards-look) - has no flannel shirt and officer cap:

http://s2.postimage.org/1kh0nn57o/SH5_Img_2011_05_06_18_24_03_resized.jpg (http://postimage.org/image/1kh0nn57o/)


MFCM 1.2.1 alt with beards is overwritten newly by beta6, but beta v.6 not cause this problem or?

sometimes i have a little delay til the textures change for him... it could also be that you run out of mem and the sim is behaving strange for some reason... the new creaks are in stereo now and a bit bigger in size, would be kind if you could look closer at it.

To free up some mem, also try enabeling the optional "untouched 22Khz samples" mod which is part of SDBSM, enable right after base package...

Stormfly
05-07-11, 12:30 PM
Today I tried your optional scary creaks mod and is really excellent! Thank you VERY much Stormy!

Just got to try out, why I have now a problem with LI (IIWO is OK, but LI is not in MFCM 1.2.1 alt with beards-look) - has no flannel shirt and officer cap:

http://s2.postimage.org/1kh0nn57o/SH5_Img_2011_05_06_18_24_03_resized.jpg (http://postimage.org/image/1kh0nn57o/)


MFCM 1.2.1 alt with beards is overwritten newly by beta6, but beta v.6 not cause this problem or?

another hint or question, do you have the same problem in campaign ?

stoianm
05-07-11, 01:16 PM
@Stormy... you know... what do you think?.... after farts maybe you can complete your sound mod collection with this sound:

http://www.pacdv.com/sounds/people_sound_effects/peeing-1.wav

i think will be a nice addition to the game:yep:

Sepp von Ch.
05-07-11, 01:40 PM
sometimes i have a little delay til the textures change for him... it could also be that you run out of mem and the sim is behaving strange for some reason... the new creaks are in stereo now and a bit bigger in size, would be kind if you could look closer at it.

To free up some mem, also try enabeling the optional "untouched 22Khz samples" mod which is part of SDBSM, enable right after base package...

Thabnk you Stormfly! All is OK with your 22Khz samples mod!
THANK YOU

Now I use really all your sound mods!:DL

Stormfly
05-12-11, 09:21 PM
little update...

just re enabled SDBSM and found now a repeating and after diving not fitting "recharge the batteries" command sample, seams that i forgot delivering this normaly silented sample, someone the same problem ?

i plan further changing "incomming commanders message sample" as it is played twice sometimes if TDW UI used and the receiving event occours without TC. cant do and test that at current because NewUI 6.5.1 produce a CTD on my sys while starting SH5.

not shure if i should change those "3D pleasure after torp hit samples" (they are saying "Yes" to often and for a to long time after torp impact`s).

also planed for the next release is adding the additional crew messages beta, together with more variation (shuffeling samples) for most of those sounds played via commands.cfg example "surface the boat" etc... (could get boring over time)

renthewog
05-12-11, 11:31 PM
Apart from the fart sounds, should throw in something funny to make us laugh every now and then, like the toilet on the u boat, walk past it and here noises of someone in there like flushing sound or straining hahaha..:har:

Stormfly
05-13-11, 06:10 AM
...you need a crew member then there, maybe later if the "more crew mod" is released.

MiTon
05-15-11, 08:54 AM
Hi Stromfly!

I realy like the cracking sounds, but for me they are starting at 20m of depth, which seems quite strange!
Is there a way to fix this?

Thx in advance

regards

Miton

Stormfly
05-15-11, 09:52 AM
the different creak levels are triggered with higher "level number samples" if you go deeper...

what you could do is lowering or exchanging creak level 1 with a more fitting sound, if you like the new level 1 creak and wont delete it, exchange another level creak with level 1 creak. then just use the old level 1 creak from SDBSM for a "new" level 1 creak, its much more realistic in my eyes...

simply compare the old creaks with the new ones and decide in which position you want to use the creaks, the old level 1 creak is for shallow depts, level 2 deeper etc... in general the old creaks are more realistic but not so much scaring.

MiTon
05-15-11, 10:19 AM
Thx,

will give it a try!

Myxale
05-16-11, 07:07 AM
Great stuff!

This mod equals Thomsons for SH3. For a sub-sim sound is just as important as the rest of it.

Love the way you mixed the sounds. Lots going-on, but never overkill! :rock:

303_Michcich
05-16-11, 11:38 AM
hi,

this is an absolutely fantastic mod, but I`m not very keen on the perisope motor and ticker mod. Especially that I keep hearing it while looking through binoculars. How can I disable this ?

P.S. BTW, there is nice periscope motor sound in DBSM 1.4 mod. Anyway, your mod absolutely great and periscope is the only thing I`m not fond of.

TheBeast
05-16-11, 12:04 PM
Thomsen's Sound MOD for SH3 had 47 Creak Sounds.
The Creak Sound Samples were small, ranging from 2-10 seconds.

Is is passible to make each Creak Level a List Array to get some variation?:06:
Maybe 5-10 samples per List Array.

I think this would help enhance game emerrsion even more then you have already done.

Regards!:salute:

Stormfly
05-16-11, 12:17 PM
hi,

this is an absolutely fantastic mod, but I`m not very keen on the perisope motor and ticker mod. Especially that I keep hearing it while looking through binoculars. How can I disable this ?

P.S. BTW, there is nice periscope motor sound in DBSM 1.4 mod. Anyway, your mod absolutely great and periscope is the only thing I`m not fond of.


...for the binoc`s you can use the "B" key, this key is without sound.


if you want disabeleing the periscope and binoc zoom sound completly:

...disable the mod and goto \data\cfg\commands.cfg of the mod`s folder, make shure you do that for each following "optional mod folder patch or beta folder" of the package and comment out the sound entry using a semicolon infront of the sound entry of [Cmd70]:

[Cmd70]
Name=Cam_zoom_in
Contexts=1,11,15
Key0=0x05,m,"M.wheel"
;Sound_0=ELO_Weapon,Cam_zoom_out


if you want disableing the periscope turning sound, simply delete ->
\data\sound\TDC_Bearing.wav of the mod`s folder(s)

...re enable and your done ;)

Stormfly
05-16-11, 12:19 PM
Thomsen's Sound MOD for SH3 had 47 Creak Sounds.
The Creak Sound Samples were small, ranging from 2-10 seconds.

Is is passible to make each Creak Level a List Array to get some variation?:06:
Maybe 5-10 samples per List Array.

I think this would help enhance game emerrsion even more then you have already done.

Regards!:salute:

ohh Thomsen allready anounced such a creak shuffeling mod for SH5, so i put my hands in the pocket :salute:

stoianm
05-16-11, 12:21 PM
ohh Thomsen allready anounced such a creak shuffeling mod for SH5, so i put my hands in the pocket :salute:
oo... i see... i start to think you are afraid of scary cracks:D

Stormfly
05-16-11, 03:00 PM
just checked Philipp_Thomsen's last activity here @SubSim... it was 31.12.2010, so it seams that he have lost any interest in doing it :hmmm:

...as his wonderfull work is on the SDBSM credit list anyways, iam currently importing his 47 shuffeling creaks into SH5, testing atm ;)

stoianm
05-16-11, 03:04 PM
just checked Philipp_Thomsen's last activity here @SubSim... it was 31.12.2010, so it seams that he have lost any interest in doing it :hmmm:

...as his wonderfull work is on the SDBSM credit list anyways, iam currently importing his 47 shuffeling creaks into SH5, testing atm ;)
those are very good news... maybe i was misteaken:hmmm:

Stormfly
05-16-11, 09:04 PM
...seams that there is a special hardcoded routine responsible for selecting the different creak sounds, which is also selecting higher creak sample numbers (levels) if going deeper.

The problem here seams that this routine have a fixed select range (1-4), so using this shuffeling method connected with a dept range together with more than 4 creak sounds is not possible if going the "normal" way.

if not possible creating a sound trigger using a dial which trigger at different angels (deptgauge) then we have to ask the Wizard if he can code a special dll or hex the exe for it :ping:

stoianm
05-22-11, 02:08 PM
@Stormy

Can you put a claxon when we dive like this sound of here pls?

Dive alarm. Klaxon sounds twice to dive, three times to surface.http://www.hnsa.org/sound/img/soundra16.jpg (http://www.hnsa.org/sound/pampanito/klaxon.ram) http://www.hnsa.org/sound/img/soundqt16.jpg (http://www.hnsa.org/sound/pampanito/klaxon.htm) http://www.hnsa.org/sound/img/sound16.jpg (http://www.hnsa.org/sound/pampanito/klaxon.mp3)

Stormfly
05-22-11, 02:11 PM
no way, this is for american subs only !

stoianm
05-22-11, 02:13 PM
no way, this is for american subs only !
a ok.. i did not know it... why they put this sound on the SH5 game presentation?... it is a retoric question :P

Stormfly
05-22-11, 02:17 PM
because the dev`s got instructed to produce a bad selling casual game for housewifes, those "customers" think it would be ok :O:

...the real reason is often that the responsible product manager (mostly some companys in the game industry) have no idea what the product realy include or should have.

stoianm
05-22-11, 02:30 PM
because the dev`s got instructed to produce a bad selling casual game for housewifes, those "customers" think it would be ok :O:

...the real reason is often that the responsible product manager (mostly in game industry and some companys) have no idea what the product realy include or should have.
Or maybe they use the same strategy like americans... advertising is everything... and if the sound is cool they puted there even is not acurate historical... if you are looking at the hollywood movies you will see that the americans capturerd the enigma machine:D... because sounds cool:DL

TheBeast
05-22-11, 02:49 PM
...seams that there is a special hardcoded routine responsible for selecting the different creak sounds, which is also selecting higher creak sample numbers (levels) if going deeper.

The problem here seams that this routine have a fixed select range (1-4), so using this shuffeling method connected with a dept range together with more than 4 creak sounds is not possible if going the "normal" way.

if not possible creating a sound trigger using a dial which trigger at different angels (deptgauge) then we have to ask the Wizard if he can code a special dll or hex the exe for it :ping:

So it is not possible to change existing Creaks 1-4 so each creak is list of sound samples?:06:

Stormfly
05-22-11, 03:03 PM
So it is not possible to change existing Creaks 1-4 so each creak is list of sound samples?:06:

not atm, if i include more then 4 creaks using s3d, it always play only the last 4 samples... but Thomson will also have a look on it, otherwise TDW should find a solution, but it seams he is very busy with things more important.

stoianm
05-22-11, 03:06 PM
not atm, if i include more then 4 creaks using s3d, it always play only the last 4 samples... but Thomson will also have a look on it, otherwise TDW should find a solution, but it seams he is very busy with things more important.
I think TDW is in your country atm:)

Magic1111
05-22-11, 03:19 PM
I think TDW is in your country atm:)

Yes, IIRC he travel to: http://www.osterode.de/index.htm / http://en.wikipedia.org/wiki/Osterode_am_Harz AND http://www.frankfurt.de/sixcms/detail.php?id=stadtfrankfurt_eval01.c.317693.en&template=hp_flash

Best regards,
Magic

stoianm
05-25-11, 11:26 AM
@Stormy,

Can you tell me pls how can i put back the ''torpedo trefer'' sound to be played even if i am in silent running?

Stormfly
05-25-11, 11:35 AM
the current playing in silent running is shorter, without crew cheers...

but easy task, copy...

source file: \data\Sound\Speech\ExecutiveOfficer\Normal\MC_CR_S O_60.ogg

destination: \data\Sound\Speech\ExecutiveOfficer\Whisper\MC_CR_ SO_60.ogg

stoianm
05-25-11, 11:37 AM
the current playing in silent running is shorter, without crew cheers...

but easy task, copy...

source file: \data\Sound\Speech\ExecutiveOfficer\Normal\MC_CR_S O_60.ogg

destination: \data\Sound\Speech\ExecutiveOfficer\Whisper\MC_CR_ SO_60.ogg
hmm.. last time when i checked was not played.. when you changed this?... in beta6?

EDIT: nevermind... you mean ''torpedo trefer'' is played but i can not hear the crew when is happy... anyway in das boot you can hear the crew happy sound even if they are in silent running if i am not misteaken

tnx

Stormfly
05-25-11, 11:47 AM
in that movie scene, they werent in a close by and direct hunted state, i also wanted to have some variation.

stoianm
05-25-11, 11:53 AM
in that movie scene, they werent in a close by and direct hunted state, i also wanted to have some variation.
the variation ideea is nice but usually when i hunt i am always in silent running... and i am not able to hear that nice sound anymore

Stormfly
05-25-11, 11:57 AM
if you`re far enough, or attacking unprotected targets, silent running isnt needed.

stoianm
05-25-11, 11:59 AM
if you`re far enough, or attacking unprotected targets, silent running isnt needed.
How is the minimal distance when i must start use silent running?
btw... you putted that fart sound on the hydro guy... it is making me crazy each time when i am using 4 bearing method :P

Stormfly
05-25-11, 12:10 PM
How is the minimal distance when i must start use silent running?
btw... you putted that fart sound on the hydro guy... it is making me crazy each time when i am using 4 bearing method :P

he maybe if farting, but also got order to hold his air while submerged... as the hydrophone devices and or connected amplivers are very sensitive, you´re receiving this farts from someone farer away, together with other crew noise arround ya ;)

stoianm
05-25-11, 12:11 PM
he maybe if farting, but also got order to hold his air while submerged... as the hydrophone devices and or connected amplivers are very sensitive, you´re receiving this farts from someone farer away, together with other crew noise arround ya ;)
What is the minimal distance when you start to use silent running?

Trevally.
05-25-11, 12:29 PM
What is the minimal distance when you start to use silent running?

I use it when I am waiting for a target and a DD will pass close (500m).

Or

After firing and DDs are after me.

Stormfly
05-25-11, 12:32 PM
I use it when I am waiting for a target and a DD will pass close (500m).

Or

After firing and DDs are after me.

ithink if range is going below 3000m it is a good idea using it.

Trevally.
05-25-11, 12:45 PM
ithink if range is going below 3000m it is a good idea using it.

Did I say 500m:hmmm: typo - ment 5000m:03:

:D

stoianm
05-25-11, 12:46 PM
tnx

Croshy
08-07-11, 08:37 AM
The Download link is broken :(

Download Stormy`s DBSM 1.3: http://sahraniradio.armedassault.eu/...M_SH5_v1.3.rar (http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3.rar)

SquidB
08-07-11, 09:25 AM
Yeh link broken,

Can anyone upload or supply an alternative link?

Stormfly
08-07-11, 10:41 AM
...iam sorry and hope it`s only a short technical server issue :hmmm:

SquidB
08-07-11, 10:50 AM
Thanks for the reply, ill keep on checking :):salute:

Lord Justice
08-07-11, 11:43 AM
still trying :salute:

mavmcleod
08-08-11, 06:18 AM
Me, too.:wah:

Croshy
08-08-11, 07:11 AM
Yep, i also still can't dl ...

ah and one Question, is the additional crew sounds addition also working with the german Game, MO Mod and NewUI?

Stormfly
08-08-11, 12:10 PM
Yep, i also still can't dl ...

ah and one Question, is the additional crew sounds addition also working with the german Game, MO Mod and NewUI?

of course !

Croshy
08-08-11, 03:03 PM
great,tya !

DLs still down btw

Sepp von Ch.
08-09-11, 05:43 PM
Hello Stormfly, I know, that the OM II full final version still not exist, but I tried just per JSGME, what conflicts I see with this incomplete OM II full (http://www.subsim.com/radioroom/downloads.php?do=file&id=3337).

Is a problem, that OM II full will (PROBABLY!) overwrite sh.sdl files in your mod?


http://s2.postimage.org/aixhx04k/SILENT.jpg (http://postimage.org/image/aixhx04k/)


And when will be released the new official version of your soundmod, containing Beta6 version?

Stormfly
08-09-11, 07:48 PM
Hello Stormfly, I know, that the OM II full final version still not exist, but I tried just per JSGME, what conflicts I see with this incomplete OM II full (http://www.subsim.com/radioroom/downloads.php?do=file&id=3337).

Is a problem, that OM II full will (PROBABLY!) overwrite sh.sdl files in your mod?


http://s2.postimage.org/aixhx04k/SILENT.jpg (http://postimage.org/image/aixhx04k/)


And when will be released the new official version of your soundmod, containing Beta6 version?

you mean OHII or ? ...no problem atm, they used SDBSM`s sdl file as a base, it was the most complete at time of first release of OH2.

lets see what come with the more crew mod, maybe some things have to be changed.

Sepp von Ch.
08-10-11, 05:43 AM
Yes, OH II, sorry:DL

Croshy
08-10-11, 05:57 AM
sorry to say, but the DLs are still not working :(

Stormfly
08-10-11, 01:49 PM
il give it 2 additional days, after that i upload to a diffferent service as mirrors so the weekend should be secured :arrgh!:

Croshy
08-11-11, 05:13 AM
i upload to a diffferent service as mirrors so the weekend should be secured :arrgh!:

great mate, thx a lot ... the weekenmd was exactly my thought ;)

Reece
08-11-11, 08:03 AM
Bump!:up:

Lordex
08-11-11, 10:51 AM
Links still down:(

Magic1111
08-11-11, 02:02 PM
Links still down:(

Yes, it´s known, please read post #676 ,only 3 post above from your ! :Kaleun_Binocular:

Best regards,
Magic

Lordex
08-12-11, 04:06 AM
Hmm the Links are several Day down but no one do something.....why not?

Stormfly
08-12-11, 05:19 AM
iam on it... give it a bit more time, just waiting for an answer ;)

...interesting how valuable things become if they are not reachable for some time :o

stoianm
08-12-11, 06:50 AM
iam on it... give it a bit more time, just waiting for an answer ;)

...interesting how valuable things become if they are not reachable for some time :o:O:

Lordex
08-12-11, 07:15 AM
iam on it... give it a bit more time, just waiting for an answer ;)

...interesting how valuable things become if they are not reachable for some time :o
Thank u soooo much:)

Stormfly
08-12-11, 04:08 PM
...download mirrors up, see first page !

Reece
08-12-11, 09:27 PM
Thanks mate!:up:

Echolot
08-17-11, 04:09 AM
Hello Stormfly.

Thanks for your great mod.

Maybe it was asked earlier, but with your mods installed I get no messages (audio or messagebox) when i click the compass to lets say 10 degrees backboard as an example.

Is this as intended (by design) or is it my modsoup?

I use MO, FX, NewUI, IRAI, DBSM and many more.

I did a test with only MO and DBSM and no messages.

Sorry for the poor english spelling, I hope you understand.

Thank you for any hint.

Keep up the great work.

Regards.

Echol:ping:t.

Stormfly
08-17-11, 10:26 AM
...the missing sounds are not intended but necessary to have more real rudder commands and responces regarding the much more often used hard rudder commands. Also the 5 deg commands via keyb. have a sound because it is used via commands.cfg

if you need to have the original "step rudder command via mouse click sounds" back working, you have to search this threat to find the post how to do that. ;)

Echolot
08-17-11, 12:12 PM
:arrgh!: Maybe one stormy night. 688 posts, hehe.

I just wanted to know. Now I can fiddle with some other mods ;).

Thank you, Stormfly, for explanation.

Regards.

Echol:up:t.

0rpheus
08-20-11, 01:45 PM
Is there a way to use this mod without changing the keybindings?

mia389
08-20-11, 02:54 PM
Is there a way to use this mod without changing the keybindings?

I have always wondered the same thing. My keys are all changed around.

0rpheus
08-20-11, 03:30 PM
Yeah I keep hitting wsad to walk and it's driving me mad lol! Is there any way to combine our existing keybindings (probably MO/NewUIs with TDC for most of us) with the new sounds?

vlad29
08-20-11, 03:42 PM
@Orpheus, Mia
Hi guys:salute:
How about trying SH5 Key Mapper or the useroptions.py of TDW?
(I didn't try the first one, so i'm not quite sure if it can play a trick):hmmm:

EDIT: Yes, SH5 KeyMapper is the thing you are looking for. There's a PDF tutorial also, that clarify how to use it!

mia389
08-20-11, 05:49 PM
I use them both actually. But I figured I could never use this mod or I would have to remap all my keys from what they are now. Key mapper is very easy to use. I am just so use to the way I have it now.

vlad29
08-20-11, 06:15 PM
I use them both actually. But I figured I could never use this mod or I would have to remap all my keys from what they are now. Key mapper is very easy to use. I am just so use to the way I have it now.

So U can simply remap all keys, if it is bothering ---->
-----> use AdvancedShift Keys v.2.2 DBSM, and everything with WASD will be :up:.

0rpheus
08-20-11, 07:23 PM
So U can simply remap all keys, if it is bothering ---->
-----> use AdvancedShift Keys v.2.2 DBSM, and everything with WASD will be :up:.


Will give it a try, thanks!

Captain Can
08-21-11, 03:24 AM
guys can you upload command.cfg. file needed for WASD after making one.

i tried to make one using keymapper (http://www.subsim.com/radioroom/showthread.php?t=168297) long ago but i messed up.

like 0rpheus said it will be good to have a commands.cfg file to combine our existing keybindings (probably MO/NewUIs with TDC for most of us) with the new sounds. please upload one if you can make.

Poacher886
08-21-11, 06:40 AM
Is there any chance of making this mod compatible with the English version!?

Thanks

0rpheus
08-21-11, 08:10 AM
Here's the link for Advanced Shift Keys, a version of which is compatible with DBSM: http://www.subsim.com/radioroom/showthread.php?t=162891

hope that's a help. Now if I can just figure out how to keep my depth under keel fixed!

Silent Steel
08-21-11, 08:29 AM
Is there any chance of making this mod compatible with the English version!?

Thanks

Look at it this way - here's a good opportunity to take that German course that never came on the agenda :haha:

/

0rpheus
08-21-11, 10:12 AM
Look at it this way - here's a good opportunity to take that German course that never came on the agenda :haha:

/

Hehe it is a bit odd to start with, but I like it. With Grossdeucher Rundfunk on the radio and the proper german voices (some Das Boot samples in there too I think, sweet), it really adds to the atmosphere. :yeah:

mia389
08-21-11, 10:24 AM
Hehe it is a bit odd to start with, but I like it. With Grossdeucher Rundfunk on the radio and the proper german voices (some Das Boot samples in there too I think, sweet), it really adds to the atmosphere. :yeah:

+1 :up:

Stormfly
08-21-11, 03:52 PM
Is there any chance of making this mod compatible with the English version!?

Thanks

it is allready compatible, if you have the optional german voice pack installed ! ...you only need to accept, while commanding a german submarine using german crew, german language is spoken, which should be most realistic and immersive :O:

Poacher886
08-21-11, 05:44 PM
Actually, i would like to play the sim with German voices, but i loaded the English version by mistake and i cant bear re-loading everything again.

Are you suggesting there is a fix for this??

Thanks

mia389
08-21-11, 05:57 PM
Actually, i would like to play the sim with German voices, but i loaded the English version by mistake and i cant bear re-loading everything again.

Are you suggesting there is a fix for this??

Thanks

There is in his first post. Link below is a mod that will give you German voices instead of reinstalling.

http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23

Silent Steel
08-21-11, 09:28 PM
Actually, i would like to play the sim with German voices, but i loaded the English version by mistake and i cant bear re-loading everything again.
Are you suggesting there is a fix for this?

No need for a fix.
Just install the mods - German U-Boat Crew Language Pack + Stormy's DBSM.

:up:

Stormfly
08-22-11, 09:30 AM
No need for a fix.
Just install the mods - German U-Boat Crew Language Pack + Stormy's DBSM.

:up:

:timeout: ...i would also recommend reading SDBSM`s readme or first post carefully, as all of this informations was allready present there, and may also help understanding its features and faults, how to customize it for your needs or settings for additional mods and so on ...bla bla bla :yawn::DL

Poacher886
08-22-11, 01:22 PM
Thanks guy's will do....i stopped reading when i read "Only for German voice version"..

I shall read on.

Stormfly
08-23-11, 12:59 PM
...main high speed download links updated and working again, thanks to the crew of ArmedAssault.eu :rock:

mia389
08-26-11, 10:09 PM
Stormfly great job on these sounds. I finally started using them and they are great! I love the always yelling W.O. Think I will try the louder diesels to.

I do have one question. How can delete this. By delete I mean that sound with mouse wheel.
"Mouse-Wheel" Periscope optics motor, for binocular i recommend using the "B" key.

Silent Steel
08-27-11, 02:20 AM
Stormfly great job on these sounds. I finally started using them and they are great! I love the always yelling W.O. Think I will try the louder diesels to.

I do have one question. How can delete this. By delete I mean that sound with mouse wheel.

I think you mean the sound when switching between 1.5x and 6x magnification. Or?
To make sure do a search of the Stormy's_DBSM folder. Search for 'Periscope'.

Anyway I think it's this file;

Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz\Data\Sound\periscope_ToggleAdvancedHUD.wav

Stormfly
08-27-11, 06:40 AM
Stormfly great job on these sounds. I finally started using them and they are great! I love the always yelling W.O. Think I will try the louder diesels to.

I do have one question. How can delete this. By delete I mean that sound with mouse wheel.

why using me as a very slow responding search engine ? :hmmm:

http://www.subsim.com/radioroom/showpost.php?p=1665064&postcount=635

if you want to keep the periscope motor`s zoom sound, you only need to use the "SHIFT-POS1" and "SHIFT-END" keys for turning the hydrophone by keyboard, should also work with the mouse wheel not playing this sound if sitting in hydrophone station.

mia389
08-27-11, 07:47 AM
[Cmd70]
Name=Cam_zoom_in
Contexts=1,11,15
Key0=0x05,m,"M.wheel"
;Sound_0=ELO_Weapon,Cam_zoom_out


This is what I needed, Thanks!

Sartoris
09-05-11, 01:31 PM
How should I install the hotfix? Should I enable it in JSGME or copy the data into the data folder of the basemod?

Magic1111
09-05-11, 02:08 PM
How should I install the hotfix? Should I enable it in JSGME or copy the data into the data folder of the basemod?

I think the best solution is enable via JSGME ! :03:

Best regards,
Magic

vlad29
09-06-11, 04:21 PM
How should I install the hotfix? Should I enable it in JSGME or copy the data into the data folder of the basemod?

Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
]Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks

Hi, Sartoris
This mods are basic of SDBSM (I think) and are installed in the order that above.
You don't need HOTFIX if use the mod pasted in red colour :salute:
All mods applied via JSGME:yep:

Poacher886
09-09-11, 04:04 PM
This sounds great but anyway i can restore my WSAD keys for moving about??

mia389
09-09-11, 05:35 PM
This sounds great but anyway i can restore my WSAD keys for moving about??

http://www.subsim.com/radioroom/showpost.php?p=1732969&postcount=699

Silent Steel
09-10-11, 02:09 AM
This sounds great but anyway i can restore my WSAD keys for moving about??

Hi Poacher,

Just a suggestion -
Why not get yourself a gaming mouse with the option to set the buttons any way you like?
I've been using the Logitech MX518 for a long time and even if I try other ones I keep getting back to this one.
For moving around I have the buttons on the left side for moving forward/backwards and by moving the mouse left/right I move left/right.

Convenient, fast and smooth. :up:

Jacke
10-31-11, 09:03 AM
SDBSM Version 1.3
This sound mod compilation requires SH5 v1.2 with german voice pack installed !
(german voice pack is selectable by SH5 custom install, works with english text)
also aviable from Venatore -> http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23


I suggest also installing, after the German voice pack, KarlKoch's [REL] Fix for swapped german digits (und dreissig vier) (http://www.subsim.com/radioroom/showthread.php?p=1307178#post1307178), download here (http://www.mediafire.com/?wd5ybnjt2yj). It contains 2 small German speech fix mods.

Stormfly
10-31-11, 02:32 PM
hmm,

iam pretty shure that i fixed that (by my own) in SDBSM allready :hmmm:

TheBeast
10-31-11, 04:43 PM
I am using you last updates and I noticed that some voice numbers are swapped as well.

Jacke
10-31-11, 05:20 PM
hmm,

iam pretty shure that i fixed that (by my own) in SDBSM allready :hmmm:

Stormfly, I was looking at using your DBSM v1.3 but I couldn't reconcile TDW's NewUI's current v6.8.0 and its config file TheDarkWraithUserOptions.py with DBSM's patch of that file from v6.3.7. I wanted a compromise of the two configs and tried to use the automatic tools TDW includes and a good text editor stepping through both your config migrated and the new one, but I had to give up as it just got too confusing. (If only I had tkdiff on Windows!) There's been a lot of changes (thus TDW's new OptionsFileEditorViewer tool) and I wasn't sure what would happen and what the keybinds and crew actions would be after I activated both mods.

What should I do?

TheBeast
11-02-11, 02:47 AM
@ Stormfly

As you know, I've been using your DBSM Sound MOD ever since I talked to you about DC_Barrels impacting Water for Depth Charges in the Water warnings.

One thing I have noticed and it is not just this MOD, is that Sound Sample Play times are cut short, very short.
Example being, Depth Charge sound sample only play about 1 - 1.5 seconds of actual sound sample that may be as much as 10 - 15 second in actual play time length.
These sound sample play correctly when editing the sh.sdl file with Skwas S3D 3ditor so what is cutting all these sound samples short?:06:
(Many other sound samples are being cut short as well.)
I really hope there is something that can be done to correct this.:hmmm:

Aslo, I hope you are continuing to expand this MOD bringing support in the sh.sdl for additional sounds being added by new and very good MOD's.
I have been doing this for myself in the past but I am sure others would like to get updates from the man himself.

Regards!
TheBeast

Stormfly
11-02-11, 07:36 AM
Stormfly, I was looking at using your DBSM v1.3 but I couldn't reconcile TDW's NewUI's current v6.8.0 and its config file TheDarkWraithUserOptions.py with DBSM's patch of that file from v6.3.7. I wanted a compromise of the two configs and tried to use the automatic tools TDW includes and a good text editor stepping through both your config migrated and the new one, but I had to give up as it just got too confusing. (If only I had tkdiff on Windows!) There's been a lot of changes (thus TDW's new OptionsFileEditorViewer tool) and I wasn't sure what would happen and what the keybinds and crew actions would be after I activated both mods.

What should I do?

ok ok...

i uploaded my current options files for NEW UI`s 6.8.0 and SDBSM as a package, maybe you can customise it to your likings, enable with JSGME:

http://subsim.armedassault.eu/Stormy/Stormy_options_files_for_new_UIs_6.8.0_using_SDBSM .rar

Stormfly
11-02-11, 07:55 AM
@ Stormfly

As you know, I've been using your DBSM Sound MOD ever since I talked to you about DC_Barrels impacting Water for Depth Charges in the Water warnings.

One thing I have noticed and it is not just this MOD, is that Sound Sample Play times are cut short, very short.
Example being, Depth Charge sound sample only play about 1 - 1.5 seconds of actual sound sample that may be as much as 10 - 15 second in actual play time length.
These sound sample play correctly when editing the sh.sdl file with Skwas S3D 3ditor so what is cutting all these sound samples short?:06:
(Many other sound samples are being cut short as well.)
I really hope there is something that can be done to correct this.:hmmm:

Aslo, I hope you are continuing to expand this MOD bringing support in the sh.sdl for additional sounds being added by new and very good MOD's.
I have been doing this for myself in the past but I am sure others would like to get updates from the man himself.

Regards!
TheBeast

the maximum time a sound sample is allowed to play is controled by the game engine. the max allowed time is differing with the sound trigger or event. Some sounds are allowed to play 16 secs or more, some only 1,5 and so on (it took me much time to find those maximum allowed times). If using S3D, this restriction isnt present. If a sound is longer than the restricted time, the game engine wont play it or play it only one time per session. Crew sounds seam to be excluded from this restritions.

maybe TDW can look into it and release a patch for it like he did for the hydrophone.

TheBeast
11-02-11, 08:02 AM
the maximum time a sound sample is allowed to play is controled by the game engine. the max allowed time is differing with the sound trigger or event. Some sounds are allowed to play 16 secs or more, some only 1,5 and so on (it took me much time to find those maximum allowed times). If using S3D, this restriction isnt present. If a sound is longer than the restricted time, the game engine wont play it or play it only one time per session. Crew sounds seam to be excluded from this restritions.

maybe TDW can look into it and release a patch for it like he did for the hydrophone.

Now that sounds like a plan...:yeah:

Even the Stock sounds were being cut short and that has always bothered me.:damn:

Llaca
11-05-11, 11:03 AM
Excelent mod!

kylania
11-05-11, 12:55 PM
Welcome to the forums Llaca! It is indeed a wonderful mod.

lesec74
11-06-11, 02:45 AM
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
German U-Boat Crew Language Pack
Critical hits 1.1 Torpedos
Dark_Interior_V1
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
Sub_Exhaust_1_0_5_byTheDarkWraith
SubFlags_0_0_6_byTheDarkWraith
Grossdeutscher Rundfunk
DBSM_Music_1_0_4
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
NOZAURIO'S SKIN (U-552-Red Devil Emblem) v-1.0.0
TheBeast Bunker Mechanics Upgrade List image (U-552-Red Devil)
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_8_0_ByTheDarkWraith
stoianm pitch&roll for SH5 V1 (low)
DBSM_Speech_1_0_4
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Naights Submaine Textures v1.2 (PUV)
Dynamic Environment SH5 Basemod (realistic version)
OPEN HORIZONS II_full v1.4
OH II Campaign Radio Messages v4
OHII v1.4 Patch2 Full
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally TDC Help v2
Trevally Tutorial - All v0.2(for OHIIv1.3)
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Nauticalwolf's Damage and Torpedo UI (g) Mod V1.1
Stormy_options_files_for_new_UIs_6.8.0_using_SDBSM

hello, this is my modsoup and I use DBSM music 1_0_4 but I've always the music of sh5!!?When I'm submerged, normally we have to listen the music of das boot, but here nothing, only the sh5 music!!
What's the solution?
many thanks for help

THE_MASK
12-06-11, 06:45 PM
When i go to play the sound P04_@Bulet_spark (P04_@Bulet_spark)
it says there is a problem with it .

Stormfly
12-06-11, 08:59 PM
hello, this is my modsoup and I use DBSM music 1_0_4 but I've always the music of sh5!!?When I'm submerged, normally we have to listen the music of das boot, but here nothing, only the sh5 music!!
What's the solution?
many thanks for help

iam not involved with "DBSM music 1_0_4", but you could check if you extracted it correctly...

...a JSGME compatible mod folder should have a folder called "Data" below it, if so grab the mod folder (containing the data folder below it) and extract it into your JSGME "mods" folder. the problem with some mod archives is that there is a additional folder above the mod folder, if the user then grab this folder and extract it into the "mods" folder, the file / folder structure isnt working with the game because JSGME copy the wrong structure to the game.

Stormfly
12-06-11, 09:08 PM
When i go to play the sound P04_@Bulet_spark
it says there is a problem with it .

the file is very short, some playback applications have problems playing very short samples, try to open it using a wave editor.

the files size should be 11.790 Bytes (12.288 Bytes on HD)

...do you have problems inside the game with it ?

Silent Steel
12-07-11, 10:46 AM
... I use DBSM music 1_0_4 but I've always the music of sh5!!?When I'm submerged, normally we have to listen the music of das boot, but here nothing, only the sh5 music!!
What's the solution?
many thanks for help

Salut le Sec

Try this;

Go to the Main Menu > Options > Sound - switch off 'Music'.
Maybe this is the solution. I think it will stop the SH5 music.

TheBeast
12-08-11, 05:11 AM
@ Stormfly

Would it be possible to extend range for Splinter explosions?
At first I just thought these sounds were missing but if you are close (Less than 1000m) to sinking ship you can, some times hear these sounds.

Extending range for these 3D explosion sounds to 3000m-4000m would be much better.
Also, if Sound uses Ambient control. Increasing Interior/Under Water Sound levels could help as well.

Thank you!
TheBeast

Stormfly
12-08-11, 09:16 AM
@ Stormfly

Would it be possible to extend range for Splinter explosions?
At first I just thought these sounds were missing but if you are close (Less than 1000m) to sinking ship you can, some times hear these sounds.

Extending range for these 3D explosion sounds to 3000m-4000m would be much better.
Also, if Sound uses Ambient control. Increasing Interior/Under Water Sound levels could help as well.

Thank you!
TheBeast

that is allready part of SDBSM`s SH.sdl for most of the 3D explosions and so on (which is also part of OHII).

i did many tests expanding the range of the sinking ship 3d sound, but the current setting is the maximum what is possible with this sound, some sounds seams to have some kind of hardcoded maximum range barrier.

...the splinter explosions for example have a maximum radius of 6000 meters set atm (in SH.sdl), but it seams to have also some kind of hardcoded barrier like the sinking ship sound which seams to be arround 1000 meters, the splinter explosion should have a effective hearable range of about 3000 meters (it is set to 6000 in SH.sdl).

If its still not powerfull enough (over the distance), you can experiment with it (ithink i did that allready), maybe also rising the minimum radius from 600 to 1500 meters, the maximum up to 9000 meters maybe...:arrgh!:

TheBeast
12-08-11, 10:55 AM
Maybe Sound.act and SHSound.act need to be fixed...:hmmm:

Also, when I was tooling around trying to figure out some stuff I found a script error in data\Scripts\AI\Crew\snorkel_depth.aix
Line:
Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\Normal\Boot_durchpendeln", 17.0);

Should be:
Wp:PlayAttenuatedSoundWithLipsync("SDBSMC\Boot_durchpendeln", 17.0);

I also added sound sample and this line in two places for giving Snorkle Depth order.
Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\Normal\ChE_K_Snorkel_depth", 2.0);

strategy snorkd_CHIEF(wp)
{
action
{
if Wp:IsSurfaced() then
{
##VAR_DIVE_ORDER = 0 no order
##VAR_DIVE_ORDER = 1 dive
##VAR_DIVE_ORDER = 2 crash dive

Wp:SetGlobalVariable(VAR_SURFACE_ORDER, 0); # override any surface orders

Wp:ExecuteCommand( "Snorkel_depth" );

Wp:SetGlobalVariable(VAR_DIVE_ORDER, 1);
Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\Normal\ChE_K_Snorkel_depth", 1.0);
Wp:PlayAttenuatedSoundWithLipsync("SDBSMC\Boot_durchpendeln", 17.0);



}
else # assume an ascent
{
Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\Normal\ChE_K_Snorkel_depth", 1.0);
}
endif;

Wp:PlayAnimationAndWait( "CR_CHIEF_worry_idle01" );
Wp:PlayAnimationAndWait( "CR_CHIEF_worry_idle02" );

Wp:ScriptCompleted();
}
}
strategy snorkd_VALVE(wp)
{
action
{
if Wp:IsSurfaced() then
{
Wp:PlaySoundWithLipsync("MFCM\Submarine_tanks_flooding", 8.0);
Wp:PlayAnimationAndWait( "CR_VALVE_worried_idle02" );
Wp:PlayAnimationAndWait( "CR_VALVE_RotateValve01" );
Wp:PlayAnimationAndWait( "CR_VALVE_worried_idle03" );
Wp:PlayAnimationAndWait( "CR_VALVE_RotateValve01" );
Wp:ScriptCompleted();
}
else
{
Wp:PlayAnimationAndWait( "CR_VALVE_worried_idle02" );
}
endif;
}
}
strategy snorkd_HELM(wp)
{
action
{
## Just using this guy to play sounds
if Wp:IsSurfaced() then
{
# Wp:PlaySoundWithLipsync("MFCM\Submarine_Bell", 0.0);
# Wp:PlayAttenuatedSoundWithLipsync("GenericCrew\TTM_QRF_WATCH_D04_M5", 4.0);
}
endif;

Wp:ScriptCompleted();
}
}
strategy snorkd_SO(wp)
{
action
{
## Just using this guy to play sounds
# if Wp:IsSurfaced() then
# {
# Wp:PlaySoundWithLipsync("MFCM\Dive_sequence", 4.0);
# }
# endif;
Wp:ScriptCompleted();
}
}

Stormfly
12-20-11, 06:23 AM
hi,

that is no error, maybe a variation in comparison to the other`s, have to check.

...the lines you added are not nessesary because the sounds for them are (like many other sounds) played via "commands.cfg". if you play them via script, and exclude them in "commands.cfg", you loose the special variations for silent running and stress situations of it.

SubHunt
12-23-11, 03:05 PM
This mod not work for me !! All time crash ...

Silent Steel
12-24-11, 12:30 AM
This mod not work for me !! All time crash ...

Try this load order;

German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks

Merry Christmas :D

Stormfly
12-24-11, 02:44 AM
This mod not work for me !! All time crash ...

did you read the readme?, make shure that you have installed at least the required other mods infront of it.

SubHunt
12-24-11, 02:55 AM
Try this load order;

German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks

Merry Christmas :D


Not work uninstal !! Try other mod

jrescalante
01-02-12, 03:34 PM
OK, maybe I'm missing something here. I was looking for the DBSM music 1_0_4 file. I have searched the mod forum, but I cannot seem to locate it. :damn: I'm not even sure if I need it or want it in my soup. Any help would be much appreciated.

And yes Stormfly, I see you have indicated you have nothing to do with it.

chun
01-02-12, 04:04 PM
here Music:
(http://www.filefront.com/17465225/DBSM_Music_1_0_5.rar/)http://www.filefront.com/17465225/DBSM_Music_1_0_5.rar (http://www.filefront.com/17465225/DBSM_Music_1_0_5.rar)

stoianm
01-03-12, 12:45 PM
how are u mate?:)
here Music:
(http://www.filefront.com/17465225/DBSM_Music_1_0_5.rar/)http://www.filefront.com/17465225/DBSM_Music_1_0_5.rar (http://www.filefront.com/17465225/DBSM_Music_1_0_5.rar)

chun
01-03-12, 12:57 PM
Hello I am glad to see Stoianm:salute:

jrescalante
01-04-12, 02:47 AM
Thx Chun, much appreciated.

Dogfish40
01-21-12, 06:19 PM
Stormy!
Love the sounds!
Question, Did you ever find a definite reason why the crew doesn't come off the bridge when ordering periscope depth.
I read this:
Sometimes, after a diving command is initiated, the crew wont climb down fast enough, or the sub wont dive at all, this happens often by giving the "goto snorcel or periscope dept" command from surface and/or after using time compression. In this case and for example periscope dept, i give commands twice ("D","D " followed by "P","P") in one sequence, pressing the keys not to short.
I am getting this problem more often now and I'm experimenting taking out various option DSBM optione files following the basemod.
Sometimes I have to press the command 3 or 4 times and this doesn't always work, most times it works but in a sticky situation, I'm hopeful for a better fix for this.
Anyway, tell me what you have.
Again, love the sounds
D40

Stormfly
01-22-12, 12:27 PM
Stormy!
Love the sounds!
Question, Did you ever find a definite reason why the crew doesn't come off the bridge when ordering periscope depth.
I read this:
Sometimes, after a diving command is initiated, the crew wont climb down fast enough, or the sub wont dive at all, this happens often by giving the "goto snorcel or periscope dept" command from surface and/or after using time compression. In this case and for example periscope dept, i give commands twice ("D","D " followed by "P","P") in one sequence, pressing the keys not to short.
I am getting this problem more often now and I'm experimenting taking out various option DSBM optione files following the basemod.
Sometimes I have to press the command 3 or 4 times and this doesn't always work, most times it works but in a sticky situation, I'm hopeful for a better fix for this.
Anyway, tell me what you have.
Again, love the sounds
D40

...ithink this problem com`s with Mighty Fine Crew Mod, but iam not shure.

try to use MFCM`s crash dive workarround, as i learned in a dangerous situation, this works for shure ! ...at least for crash dive from surface using a leveling (A-Key) or dept change command then.

This crash dive command works from all stations including the bridge or sub`s outside surface structures. Make shure you`re fast enough reaching the cunning tower, climbing the ladder down then, because if its to late you wont be able to open the cunning hatch, or give surface the sub commands :damn:, so Kaleun is taking a bath... blub blub :rotfl2:

Poacher886
01-25-12, 03:01 PM
Guy's, im trying to start a new campaign after updating all my mods (well those that have been updated since i was last out to sea!), but i've yet to leave Keil bunker.....

...Problem is, my watch crew are below deck and stood still with their arms outstreched???

After much testing, i've worked out its DSBM 1.3 basemod and extras that are causing the problem!

Any thoughts as to why this is happening and a potensial cure for the prob? as i used to use this mod before with no probs and really like it.

Here is my current loadout (without DSBM added) :

Accurate German Flags
German U-Boat Crew Language Pack
Speech fixes and additions (german version)
Grossdeutscher Rundfunk
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision
NewUIs_TDC_6_9_0_New_radio_messages_German
MRP 8x5 ratio
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
Sub_Exhaust_1_0_5_byTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OH II Minefield map for TDWs Ui
Shadow Improvement Mod
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
nVidia missing lights
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Enhanced FunelSmoke1.2_by HanSolo78
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
sobers smaller water drops V4
Old Style Explosions V1.1
OPEN HORIZONS II_full v1.6
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)
OHII Higher Tonnage Objectives for v1.6


It seems regardless of where i put the mod and optional extras i get the same effect!...the only difference to my mod loadout versus when it was working, is i've got shot of MagnusOpus, other wise its the same.

Thanks