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Stormfly
03-12-10, 11:23 AM
SDBSM Version 1.3


---------------------------------------- NEWS-TICKER -----------------------------------

03.01.22 TWOS compatible version aviable ! (https://www.subsim.com/radioroom/downloads.php?do=file&id=6068)

03.22.12 optional "Gillette Patch" by misha1967 aviable ! (http://www.subsim.com/radioroom/showpost.php?p=1857206&postcount=804)

03.11.12 optional additional creaks and noises released ! (http://subsim.armedassault.eu/Stormy/Stormys_DBSM_additional_creaks_and_noises_1.0.rar)

03.11.12 SDBSM support for Rubini`s "Crash Dive time and set_depth problem solved!" (http://www.subsim.com/radioroom/showthread.php?t=192938)

02.07.12 Stormy`s options files for NewUi`s 6.9.0 ! (http://subsim.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_optional_TDW_UI%206.9.0_opti ons_files.rar)

08.23.11 WIP: Additional Crew Sounds beta 6 relesed ! (http://www.subsim.com/radioroom/showpost.php?p=1649483&postcount=574)

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just converted my Living SH3 DBSM Collection to SH5.

This Sound Mod Compilation also uses sounds from other sound mods like DBSM Project Schwertfisch, anzacmick`s SH3 Sound Mod, Trigger Maru or Thomsen`s and Paulsens Sound Mod, the more real Ktl KUrtz`s BritishAsdicMkI v1.02K and of course the fresh work of Rongel`s "Wasserbomben" + "Battlestations" sound mod`s, and as a base for sound scripting Heretic`s great Mighty Fine Crew Mod (you cant miss that), Church because spending his keyboard mod as a base, all the people who created the movie Das Boot !

...of course it have many new high quality sounds i overhauled or resampled for a new set of mixtures.

So this means, credits go to all contributers, Thank You Sir`s for all of your hard work.



New readme regarding TWOS compatible version

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

commands so far: (US keyb layout, should work for all)

G Send bridge crew below deck and prepare for diving
shift+G Send bridge crew back on bridge if you dont want to dive
U Snorkel dept (diff callout used (good regarding diving to deep))
shiftHOME Toggle OBS scope (for 3d scope sound)
shiftEND Toggle attack scope (for 3d scope sound)
shiftF1 Flood tube 1 (sound only)
shiftF4 Flood tube 4 (sound only)
P Sonar, follow nearest warship
shiftP Sonar, normal sweep

Would highly recommend editing TDW options file regarding diesel startup sequence timing after surfacing and so on.

Easter Egg sounds are controlled via icons only now:
WP_Target_nearest_merchant ...long crew sound regarding received convoy position and all ahead flank then.
WP_Target_nearest_ship ...U96 attack sequence on a convoy, fitting good just before starting a attack run.

Changes on menu.txt:
-Make these changes if you like:

;4530=Cannot recommend target!
4530=Watch crew ready to duty, sir! or "Seewache auf Brücke" for german version.

As for compatibility reasons there is no SH.sdl atm.




Old stand-allone (without TWOS) documetation:

This sound mod compilation requires SH5 v1.2 with german voice pack installed !
[SIZE=1](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

+

- Mighty fine crew mod 1.21 (option crew with beards, and crash dive fix)
- TheDarkWraith`s new UI`s from 6.3.7 upwards. (It may also work with other UI´s but need missing menue commands linked to commands.cfg)

This sound mod now recommend additional mods:
- Avee`s "No magic skills" mod
- Athlonic's "MCCD" mod

Links for needed mods:
http://www.subsim.com/radioroom/showthread.php?t=163591
http://www.subsim.com/radioroom/showthread.php?t=166093

Links for recommended mods:
http://www.subsim.com/radioroom/showthread.php?t=164996
http://www.subsim.com/radioroom/showthread.php?t=166236

Install Stormy`s DBSM 1.3 using JSGME after the above mods are installed, but before TDW NewUI`s and Open Horizons !
(New UI`s 6.9.0 wont overwrite important SDBSM features anymore but exchange some important radio voices i created for NewUI´s. These are working with NewUI`s radio messages system, SDBSM, Open Horizon`s campaign and its radio messages).


NOTE: For beeing able enjoying the most of the new central and torpedo room interrior ambience sounds, its recommended to rise the overal game sound volume til youre able to recognise them. By doing so, it is recommended lowering the speech volume lever using in game`s sound options screen by -5% or -10%.


Sound related special keys:

"Home" Toggles fully rising or lowering the OBS scope with sound while in 3d.
"End" Toggles fully rising or lowering the attack scope with sound while in 3d.
"Mouse-Wheel" Periscope optics motor, for binocular i recommend using the "B" key.
"Mouse-turning" Periscope turn motor, coupled with bearing ticker, only active in periscope view.
"SHIFT+C" U96 surface attack sound sequence, it also estimates range to target.
"SHIFT+S" Crew **** chat, for boring situations, makes also a photo using the periscope.
"SHIFT+Y" Secure from silent running.
"Y" Silent running.
"R" Toggles recharging but also plays new engine startup sequence or e-engine clutch.
"F" Prepare normal dive, no more flooding sound, useable from the bridge, only sound.
"M" Toggles mission briefing and messages, plays a fitting sound.
"SHIFT+." Camera on next unit, enables stationary unit cam, use only from external view.
"SHIFT+," Camera on previus unit, enables stationary unit cam, use only from external view.
"SHIFT+i" Identify current target.
"SHIFT+F1" Flood tube 1, torp lauch preparing sounds. After starting, just klick on tube 1 flooding/opening knob.
"SHIFT+F4" Flood tube 4, torp lauch preparing sounds. After starting, just klick on tube 4 flooding/opening knob.


Changelog Version 1.3

- added support: for Avee`s "No magic Skills" mod regarding generic crew answers and new interactions.
(personal edit for being able using overchargeable diesel and preheating torps, this change is not included).
- added support: for Athlonic's "MCCD" mod, added fitting compatible german samples for it, revised radio scripting.
- integrated: Rongel`s "Wasserbomben" sound mod, extended 50 shuffeling samples version.
- Integrated: Rongel`s "Battlestations" sound mod, altered some sounds regarding immersion compatibility.
- integrated: Ktl KUrtz`s BritishAsdicMkI v1.02K original for SH3.

- workarround: regarding "man the deckgun" sound is triggered by selecting a gun target using binoculars. -> commands.cfg [Cmd430],[Cmd431]
(generic sound for manning the guns now (ability start sample, fitting also in other situations. for silent running only use "Y" key now)) !
- bugfix: "drumbeat sound bug after sinking a ship" which was playing for ever at a wreck side in 3d space.

- overhauled: int./ext. background ambience sounds are quadrophonic and got overhauled.
- overhauled: torpedoroom ambience sounds have new crew and equipment noises, altered ranges.
- overhauled: central compartment ambience sound, added electrical devices humming, altered ranges.
- overhauled: TDW UI flooding and torp door switch sample.
- overhauled: periscope rising sample if using manual key.
- overhauled: hatch opening and closing samples.
- overhauled: TDC_Pistol_I sample.
- overhauled: extended "Radio Room Telemetry" sample.
- overhauled: silented "HUD click".
- overhauled: "dept charge" samples.
- overhauled: "Blunder Bernard" got silented a little bit (arg... ohh.. ohhhh.. silent damn).
- overhauled: "go to snorcel dept" is "LI hold exact dept" now. if used in tension mode it plays a LI panic sample "dont let her go down further...".
- overhauled: "leveling" or "dept change" sample for tension mode.
- overhauled: "diesel engine is damaged" sample.
- added sound: torp tube 1 selection, usage "SHIFT+F1" -> commands.cfg [Cmd315].
- added sound: torp tube 4 selection, usage "SHIFT+F4". (tube 4 not perfect, more to come later)). -> commands.cfg [Cmd318].
- added sound: "taget identified" if using "SHIFT+I". -> commands.cfg [Cmd343].
- removed: 30mb flooding fx sample, not nessesary any more duo integration of Rongel`s "Battlestations" sound mod, less stress for the sound system.

- optional support: fitting TDW UI`s options file (v. 6.3.7) using SH3 interface, hiding UI elemnts, Emtgufs scopes, fitting diesel recharge (startup) timers, keys working with altered commands.cfg and so on. (regarding warning icons, they are moveable out of view)

New changes in commands.cfg after DBSM 1.2: (little help for migrating into a customised cfg file)
[Cmd430], [Cmd431], [Cmd315], [Cmd318], [Cmd343].



Changelog Version 1.2 (older changelogs and features are in the readme file)

Intended to work with TheDarkWraith`s new UI`s from 2.9.1 up and Mighty fine crew mod 1.21. (option crew with beards, and crash dive fix).

- New sound for incomming radio messages.
- New sounds for sending radio messages (useable with TheDarkWraith`s new UI`s).
- New slipery dirty ladder steps.
- New sound for "Captains log" (useable with TheDarkWraith`s new UI`s).
- New sound for crew management.
- New sounds for handling the deck and aa guns, used from Paulsens Sound Mod (useable with TheDarkWraith`s new UI`s).
- New sound for battlestations via key press (useable with TheDarkWraith`s new UI`s).
- New sound for starting diesel engine in case of switching to recharge batterys (also useable with TheDarkWraith`s new UI`s).
- New sound for switching to std propullsion (also useable with TheDarkWraith`s new UI`s).
- New sound for "we are taking damage".
- New sound for "enemy ships is ramming us sir" (not tested).
- New sound for "calling the medic".
- New sound for "men down on the deck".
- New sound for "We're_under_attack_sir".
- New long night on surface attack run sample, which allow following the night attack of U96 via keystroke (SHIFT+C).
- New sounds for dept changes, unrealistic flooding and pressure sounds in case of dept changes are now deptplane hydraulic sounds.
- New shorter rudder commands and confirmings (the nerving orig. confirmings are gone, confirmings for man. rudder only with keyb).
- New activated missing contact following reports from the hydrophone guy, follow nearest ws (SHIFT+X) and follow nearest ship (SHIFT+Z).
- New crew cheers if enemy aircraft destroyed.
- New weather report response, in normal mode only short noise.
- Added some "Easter Eggs".
- Added periscope turning sound, using the bearing ticker as trigger, not perfect.
- Added periscope optics zoom motor sound, be a bit more carefull with the mouse wheel, right mouse button activate/deactivate sound
- Added 3d periscope sound played via commands.cfg (toggle observation full up/down, toggle attack full down), It plays the periscope sound from using the wep`s officer while in 3d, plays only using the special keyboard command for toggeling fully rising or lowering periscopes (HOME/END keys, use SHIFT for hydrophone). Please take in account that this should only be used while nobody is speaking at current, sound could be delayed. I hope it would be possible someday adding sounds directly to animations.

- Deleted some old anoying SH4 creaks out of the background sample, added some footsteps, is more "moisty" now.
- Disabled anoying "tube x get closed" voice while switching between torp tubes.
- Overhauled Submarine diving sound.
- Overhauled diesel sounds, if you have a good sound system, you may also hear a bit of diesel exhaust.
- Overhauled bad weather sounds, was missing higher frequencys.
- Overhauled a creak sound.
- Overhauled some damage reports, mixed with some damage sounds.
- Changed forward crash dive rumbling (ctd fix for some systems).
- Changed "Surface the sub" (added additional crew rumbling).
- Changed sound for "we have not enough water below kiel" (original voice nerved to much).
- Johann the Phantom is more patient now.
- Some Volume adjustments (especialy for guns and so on).
- Changed hydrophone wreck bouncing sample (to bad quality and to much stress on the sound system).
- New mixture for sinking ships, if your very very close, you hear death creeks while in 3d space.
- Exchanged a stereo sound (have to be mono for 3D).
- Removed the breathing from submarine surfacing sound.
- Removed Semmelrogge`s duck quaking from torp impact pleasure sample, they are also shorter now if on silent running.
- Overhauled blow ballast.
- Added sh.sdl compatibility for RDA 1.4 mod (additional planes).
- Grammophone track, fitting for leaving the pier or bunker.
- Enabled view units keys, use from external view only or char get stuck. If stuck, use TDW UI teleport function to recover.
- Overhauled "Normal diving" sound (key "F") , now only prepares diving with command "Einsteigen (get in, to diving stations)", rumbling, commands and preparing sounds, the flooding sounds are gone, playable from the bridge

- Added Diesel Engine Startup Sequence ("R" Key). This key toggle recharging batterys, simply press "R" one or two times, after surfacing while the crew climb up the ladder. This sequence plays if you switch to recharge the batterys. It is special designed to fit with a new interrior diesel engine sound, if hatch to engine room is closed and speed is below "all ahed full". Also a good idea is standing next to the hatch leading to the radio room. There is also a new decent sound for toggeling to std. propullsion, which is also fitting if the boat dives from surface. It should also work automatic, if using of very low timer settings in TDW UI options file, but could switch by exident in bad weather conditions, worth a try.


Altered Sounds for Mighty fine crew mod regarding:

- Overhauled go to surface blow special commands mixture, overhauled climb up/down, fall and water droplets and wave sounds regarding ->

- Surface the boat.
- Goto snorcel dept.
- Normal dive from Surface.
- Goto periscope dept with added special sound for leveling.
- Crash dive with special alert rumbling, added additional allert source and sequence to make it longer, added sound for diving to 80 meters. (would recommend adjusting your UHS settings for crash dive dept)

- Crew steps up ladder with additional water droplets and surface wave sounds after opening the hatch.
- Crew steps down the ladder with additional water droplets and rumbling.
- Crew falls down the ladder with additional rumbling.
- Crew is moving with new background rumbling, there is a lot more live in the boat now.

- Ballast tank flooding and blowing sounds.
- Engine telegraph volume reduced.


Optional mods:
- Always shouting WO in normal mode. Sometimes i hate my boring always lucky WO, but crying in friendly harbors ?
- NavMap babelling. (is also in tension or whisper mode different now).
- Damped Sonarguy. This guy realy needs a smoke or something, he is now damped with -8db.
- Remaining orig sounds converted to 22Khz. All my wave files are set to 22khz sampling frequency, saves some mem and performance, why not doing this also with remaining unmodded files ?


Notes:

If Mighty fine crew mod`s crash dive workarround is installed, expect an additional "easter egg" (Bernard is on board). :88)

Dont forget to customize your "TheDarkWraith`s new UI`s options file" to assign your keyboard layout acordingly fitting to the allready existing key commands that come from Church`s Key command mod.

Known problems:
Dont give to much commands, without pauses in the chain... some sounds work parallel, otherwise something is lost or delayed, especially the sonar guy, if he is talking, you should wait with a new command until he`s finished with talking.

...not shure what is causing this exactly but sometimes if on or near periscope dept, "heding to view" and "course commands" using the compas isnt working, in this case simply give a leveling or dive command and the selected view to heading or clicked curse will be followed.

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.


Compatibility with other mods or keyb. layout:
For merging with another "commands.cfg", simply copy over all the sound entrys into the new one. Make shure, if my section have a key bound, that you also bind a key for it. It may also work with other UI´s but need missing menue commands linked to commands.cfg for things like gun handling and so on. The SDL file is also important, there are many volume adjustments and other settings included, you can merge it with another one using S3D http://sh4.skwas.net/. If you like to install this over RDA 1.4beta, it is allready compatible regarding additional planes.

ATTENTION:

plz, before enabeling my delivered special TDW options file using JSGME, make a backup of your current customised one, or you will loose it !



DOWNLOAD LINKS:
DL links suspendet atm !

Download Stormy`s DBSM 1.3: http://subs.eu/Stormy/Stormys_DBSM_SH5_v1.3.rar
Download Stormy`s DBSM 1.3 mirror: http://www.gamefront.com/files/20666407/Stormys_DBSM_SH5_v1.3.rar

Download optional louder engine sounds: http://subs.eu/Stormy/Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s.rar
Download optional louder engine sounds mirror: http://www.gamefront.com/files/20666440/Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s.rar

Download optional scary creaks: http://subs.eu/Stormy/Stormys_DBSM_SH5_v1.3_optional_scary_creaks.rar
Download optional scary creaks mirror: http://www.gamefront.com/files/20666442/Stormys_DBSM_SH5_v1.3_optional_scary_creaks.rar

Download HOTFIX 3: http://subs.eu/Stormy/Stormys_DBSM_SH5_v1.3_HOTFIX_3.rar
Download HOTFIX 3 mirror: http://www.gamefront.com/files/20666410/Stormys_DBSM_SH5_v1.3_HOTFIX_3.rar
HOTFIX 3: (Include hotfix 1+2) this little fix replace the HUD warning sounds with lower volume samples, adds missing Rongel`s shuffeling deptcharges, adds 1 additional shuffeling deptcharge for it, adds 6 new sounds and SDL- entrys for upcomming TDW UI incoming radio sound triggers, adding the missing voice sample "meter" to the ChiefEnginer (now MO compatible), changed message config of radioman regarding new message received, new versions for tension and whisper (now MO compatible), cleaned chief engineer`s tension dept command abit from disortion noise.


Download additional crew sound`s Beta 6 (include HOTFIX 3): http://subs.eu/Stormy/Stormys_DBSM_SH5_v1.3_additional_crew_sounds_beta6 .rar
Download additional crew sound`s Beta 6 (include HOTFIX 3) mirror: http://www.gamefront.com/files/20666437/Stormys_DBSM_SH5_v1.3_additional_crew_sounds_beta6 .rar

NEW Download optional additional creaks and noises: http://subs.eu/Stormy/Stormys_DBSM_additional_creaks_and_noises_1.0.rar


Download Stormy`s options files for NewUi`s 6.9.0 and SDBSM
(Helpful config files for TDW`s NewUI`s 6.9.0 and SDBSM)
(if using this with Rubinis new "Crash Dive time and set_depth problem solved!", you should re enable the NewUi´s crash dive key in this config file)
http://subs.eu/Stormy/Stormys_DBSM_SH5_v1.3_optional_TDW_UI%206.9.0_opti ons_files.rar

If you want to alter SDBSM`s keyboard layout, i recommend SH_Keymapper by jimimadrid, as it wont destroy SDBSM special sounds integrated in commands.cfg:
http://www.subsim.com/radioroom/showthread.php?t=168297

Sailor Steve
03-12-10, 11:25 AM
Looking forward to hearing it!:rock:

Ablemaster
03-12-10, 11:31 AM
Sounds good, downloading now. Thanks.

Michal788
03-12-10, 11:46 AM
It is a shame a use the other sound mob. :cry:
http://www.subsim.com/radioroom/showthread.php?t=163530

Ablemaster
03-12-10, 12:05 PM
Just tried it out, excellent mod, really like it, nice background noises etc some good touches, thanks.

sergei
03-12-10, 12:13 PM
I am always on the lookout for more sounds.
Such an important part of the game.
Thanks :up:

Barosx2
03-12-10, 12:15 PM
Wow, sounds like a lot has been changed. Thanks :)

Weather-guesser
03-12-10, 12:47 PM
The hits keep coming! Outstanding...I'm up to my ears in mods. I spend more time fiddling than playing. :rock:

ReallyDedPoet
03-12-10, 12:52 PM
Nice :up:

Stormfly
03-12-10, 01:51 PM
hmm... we urgent need a mod preventing the WO to report contacts if sub is submerged...:timeout::hmmm:

Sgtmonkeynads
03-12-10, 03:42 PM
WOW...thought I'd try out my new headphones cranked'em up, listened to some seagulls, turned it up some more.....
You sure know when they spot a ship. I was standing right next to my WO when he began yelling, gees, pulled them off like a sonarman hearing a depth charge.:har:

Philipp_Thomsen
03-12-10, 03:45 PM
Did you use all the creak sounds from my sound pack?

IIRC, it was around 42-45... I never managed to make them shuffle in SH3, maybe in SH5?

I still dont have the game, but I will start working with a new soundpack as soon as I put my hands on it.

Gammelpreusse
03-12-10, 04:07 PM
great stuff, downloading now! :DL

Stormfly
03-12-10, 04:24 PM
Did you use all the creak sounds from my sound pack?

no ithink i sampled them by myself, sorry iam not shure which sounds are from your mod. Cant wait for your shuffle creaks :)

cherbert
03-12-10, 04:34 PM
Just clicked on Crash Dive and crashed to desktop. Not sure though if this is your mod or the SH4 style 3 Gauge interface mod.

Stormfly
03-12-10, 04:36 PM
Just clicked on Crash Dive and crashed to desktop. Not sure though if this is your mod or the SH4 style 3 Gauge interface mod.

...no problems here, what sound HW your using ?

Church SUBSIM
03-12-10, 04:50 PM
This sounds like a great improvement - downloading now!

cherbert
03-12-10, 04:51 PM
Just removed this mod and the Crash Dive crashing stops.

Using ATI High Definition Audio Device which is built into my Gigabyte Motherboard. Never had any issues with any games when it comes to sound.


UPDATE: After re-adding the mod its working now!

Stormfly
03-12-10, 05:01 PM
Just removed this mod and the Crash Dive crashing stops.

Using ATI High Definition Audio Device which is built into my Gigabyte Motherboard. Never had any issues with any games when it comes to sound.

i dont know about this ATI onboard sound chip, but i know that some people had big issues regarding onboard sound systems. As i cant reproduce this issue, iam sorry.

...what you could try is removing the big interrior sound "amb_SubmarineInterior_Q.wav", perhaps it is simply to much for your system :o

cherbert
03-12-10, 05:19 PM
i dont know about this ATI onboard sound chip, but i know that some people had big issues regarding onboard sound systems. As i cant reproduce this issue, iam sorry.

...what you could try is removing the big interrior sound "amb_SubmarineInterior_Q.wav", perhaps it is simply to much for your system :o

Its working now. It may have just not copied across properly when using JSGME?

Can I ask a couple of questions..

When the boat stops the gentle slurping of water.. could that not be regulated by the speed of the boat rather than the fact the engines are off? I was doing 12 knots and the gentle slurping kicked in immediately I stopped my engines. I guess this might require scripting and be a bit more complicated?

Does this sound happen if you stop your boat during a storm or other moderately high seas? Or does the mod contain other sounds for different conditions?


Keep up the great work.. I love sound mods. They really add to the immersion!

Stormfly
03-12-10, 05:42 PM
Does this sound happen if you stop your boat during a storm or other moderately high seas?


ohh there is only one water burble sound if engines are idle, but i would recommend to taste the stormy sea first (dont forget to grap your stormfly), stop the engines and listen, ithink i will reduce its volume for the next update.

Stormfly
03-13-10, 02:11 AM
update... currently testing 3D enabled engine sounds, looks good so far...

...just had to set the 3D sound channels slider in the options screen to the entire left, looks good so far... also frames and mouse behavior have improved, less juggeling. :yawn:

lucagaeta
03-13-10, 08:32 AM
HI Stormfly

thanks for the wonderful work, now the simulation is a completely different effect,

I have a request, not very difficult to achieve, if you could put the sound on the periscope observation, making them even more 's atmosphere when you look at the' animation by CR.

Thanks Regards
Luk

lumat83
03-13-10, 09:24 AM
Hello :DL Very fantastic mod :yeah:

But I don't understand one thing. Maybe a little problem here :

http://img20.imageshack.us/img20/406/capturefn.jpg (http://img20.imageshack.us/i/capturefn.jpg/)


When I set the torpedo speed, this sound file start :-? and until the end of this file, we can't hear anymore other sounds and orders

This file is also in Navigator "Tension" and "Whisper"

Stormfly
03-13-10, 10:21 AM
Hello :DL Very fantastic mod :yeah:

But I don't understand one thing. Maybe a little problem here :

http://img20.imageshack.us/img20/406/capturefn.jpg (http://img20.imageshack.us/i/capturefn.jpg/)


When I set the torpedo speed, this sound file start :-? and until the end of this file, we can't hear anymore other sounds and orders

This file is also in Navigator "Tension" and "Whisper"

ohh, as i tryed to have a fitting sound for that, it only play with keystroke, so i misused this funtion to play the **** chat sound... ok ok, i have to learn phyton for adding new sounds :D.

would be nice if you could tell me which other mods you installed, maybe one of the new TDC mods ? perhaps one of the scripts are simulating keystrokes or use a different command to set torpedo speed. Let me know so i can fix it or exchange it with a fitting short sound in the next version.

meanwhile, just delete the sound entry in section "cmd328" of commands.cfg.

Stormfly
03-13-10, 10:29 AM
HI Stormfly

thanks for the wonderful work, now the simulation is a completely different effect,

I have a request, not very difficult to achieve, if you could put the sound on the periscope observation, making them even more 's atmosphere when you look at the' animation by CR.

Thanks Regards
Luk

ok let me see if i got you right, you request to hear the periscope moving mechanism also if your char is in 3D ?

i allready did that, works fine, add realy to the immersion... till you enter the periscope, then the sound is played again, i didnt found the regarding script or code yet, which is responsible to rise scope, enter scope, play sound.

If someone could find that, would be nice :wah:

Barosx2
03-13-10, 10:31 AM
Thanks for this Mod, I love hearing the German accents..not a clue what they are saying..but tension too when you are attacked by DD's, One crew member goes into Crying mode and I can imagine him cowering under his bunk :)

The only problem (not really a problem) Is I still get " Reached last waypoint, Captain" etc in English. Is this because I installed in English? I read on here about swapping over some voices from the SH5 directory...but wouldn't that conflict with your Mod?

Good stuff anyway, really gives a sense of been there :):yeah:

I don't speak any German..so still need to read in English

Stormfly
03-13-10, 10:33 AM
Thanks for this Mod, I love hearing the German accents..not a clue what they are saying..but tension too when you are attacked by DD's, One crew member goes into Crying mode and I can imagine him cowering under his bunk :)

The only problem (not really a problem) Is I still get " Reached last waypoint, Captain" etc in English. Is this because I installed in English? I read on here about swapping over some voices from the SH5 directory...but wouldn't that conflict with your Mod?

Good stuff anyway, really gives a sense of been there :):yeah:

I don't speak any German..so still need to read in English

you need to have the german voice pack installed, maybe you have to reinstall SH5.

Barosx2
03-13-10, 10:35 AM
you need to have the german voice pack installed, maybe you have to reinstall SH5.

I might reinstall it in German, it would be well worth it..But would everything still be written in English?

While reading this thread http://www.subsim.com/radioroom/showthread.php?t=163048 If I read it right. Deactivate your mod..put these voices folder in and then re-activeate your Mod?

Stormfly
03-13-10, 10:43 AM
...when you are attacked by DD's, One crew member goes into Crying mode and I can imagine him cowering under his bunk :)


...that is Johann the spook (Erwin Leder), watch the movie :D

Stepe47
03-13-10, 10:47 AM
Maybe I am a bit OT here but how or where do you get the german language pack? I bought a SH5 with english language and italian subtitles... well it's crazy to hear ppl speaking english in a german sub - I hate it! :cry:
oh and... re you sound mod Stormfly, did u put background submarine noise other than just water bubbles (sounds too strange) when you open the map?
Thank you, looking forward to d/l and use this mod soon

Barosx2
03-13-10, 10:48 AM
...that is Johann the spook (Erwin Leder), watch the movie :D
I have so much to learn :)

and the SHIFT+ S is genius, Not sure what they are on about but sounds like fun :woot:

cherbert
03-13-10, 10:55 AM
The crashing to desktop happened again when clicking on the Crash Dive icon. It seems to be random and doesn't always happen. I can't pinpoint what I'm doing that then causes the issue.

Anyway... I disabled my on board sound card and put in a SoundBlaster Audigy. Problem still happened. So I don't think this is soundcard related.

I hope at some point someone else experiences this.

I am running the following mods...

Accurate German Flags
No Damn Bubbles, No Damn Halo
OldStyleSHControls_1_2_0_ByTheDarkWraith
Church's SHV 1.01 Keyboard Commands v1.1
Stormys DBSM SH5 v1.0
MightyFine Crew Mod 1.0
Interior working dials v1.0.3

Running Intel Core2Duo, Windows 7, 4gb Memory, ATI 5770 1gb Video Card

Stormfly
03-13-10, 10:55 AM
I might reinstall it in German, it would be well worth it..But would everything still be written in English?

While reading this thread http://www.subsim.com/radioroom/showthread.php?t=163048 If I read it right. Deactivate your mod..put these voices folder in and then re-activeate your Mod?

the problem is, you would copy unpatched voice files to your installation, as they come from your install disk or file. If the first patch is taking care of some of this files, you would miss them, also a new patch could exchange your german voices to new patched english ones... so i recommend a reinstall. :know:

EDIT: German Voice pack is selectable by custom installation, also if running under Vista or WIN7, make shure not to install to \Programm files\... use maybe c:\games\SH5 because of system restrictions in the original path.

lumat83
03-13-10, 10:57 AM
ohh, as i tryed to have a fitting sound for that, it only play with keystroke, so i misused this funtion to play the **** chat sound... ok ok, i have to learn phyton for adding new sounds :D.

would be nice if you could tell me which other mods you installed, maybe one of the new TDC mods ? perhaps one of the scripts are simulating keystrokes or use a different command to set torpedo speed. Let me know so i can fix it or exchange it with a fitting short sound in the next version.

meanwhile, just delete the sound entry in section "cmd328" of commands.cfg.

I use many graphic mods.

maybe :

OldStyleSHControls_1_3_0_TDC

For now, I've removed the sound entry in this section.

Stormfly
03-13-10, 11:02 AM
The crashing to desktop happened again when clicking on the Crash Dive icon.

...is it also happening by pressing the key for it "C" ?

try the following:

reinstall direct x, it is on your game disc or install file \Support\DirectX\dxsetup.exe, reboot.

go to SH5 sound options screen, set "3D channels" slider to the entire left, restart the game.

Church SUBSIM
03-13-10, 11:07 AM
The sounds of the waves and wind plus the metal plate slapping in storms is perfect! I also love the sounds of the torps being fired.

The only two things I didn't care for were the interior ambient sounds and the shift+s sounds, but that is just me, as I am sure others will love it!

This is a very good mod - thanks for sharing it! I will make a keyboard graphic update for you and send you a pm when it's done if you like (adding your new keys)

Thanks!

Stormfly
03-13-10, 11:17 AM
The sounds of the waves and wind plus the metal plate slapping in storms is perfect! I also love the sounds of the torps being fired.

The only two things I didn't care for were the interior ambient sounds and the shift+s sounds, but that is just me, as I am sure others will love it!

This is a very good mod - thanks for sharing it! I will make a keyboard graphic update for you and send you a pm when it's done if you like (adding your new keys)

Thanks!

Thanks Church,

...but iam not so shure if i am happy with my current method of adding new sounds using keystrokes (especialy Shift+S) as they may conflicting with other mods... let me think about a different method :salute:

cherbert
03-13-10, 11:19 AM
...is it also happening by pressing the key for it "C" ?

try the following:

reinstall direct x, it is on your game disc or install file \Support\DirectX\dxsetup.exe, reboot.

go to SH5 sound options screen, set "3D channels" slider to the entire left, restart the game.

I cannot re-install DirectX as its built into Win7 and is DX11.

I have already tried moving the 3D Channels to the entire left. I have also switched off the realistic sound travel box too.

I have been playing around and think I have nailed when its happening. It seems to always happen when crash diving from periscope depth only. I removed your mod and tried the same it didn't crash. Put your mod on, dive to periscope depth and hit crash dive and it crashes.

See if it does it for you at periscope depth.

Got to pop out for an hour but I will try the 'C' key when I get back.

Sgtmonkeynads
03-13-10, 11:20 AM
Could you tie it to a certain speed in time comprestion ? Long voyage, high speed, haveing the crew jokeing and laughing in the background would be very natural.

lumat83
03-13-10, 11:20 AM
Another problem on my system with the **** chat sound (I removed it from the cmd328 section :

When it start, and until it finished, I can't hear anymore any order voices.

Stormfly
03-13-10, 11:27 AM
Could you tie it to a certain speed in time comprestion ? Long voyage, high speed, haveing the crew jokeing and laughing in the background would be very natural.

the problem is that sounds are not played well if TC is on, ithink thats why the developers put the background and engine sounds off in 2D map screen but it should only turned off by using TC higher than 32x, also thats why my 2D map sound is relative short.

Stormfly
03-13-10, 11:32 AM
Another problem on my system with the **** chat sound (I removed it from the cmd328 section :

When it start, and until it finished, I can't hear anymore any order voices.

yes, that was the reason i bound it to the navigator, strange that also the other officers are effected, but at least the commands are executed. Any way this sound should only be played in save boring waiting situations. Shure i could play it from the grammophone in stereo, but its not 3D then anymore, and i thougt it would be nice to have a bit of 3D effect by walking and so on... i think about to grap a new stereo version for the grammophone...

Stormfly
03-13-10, 11:41 AM
I cannot re-install DirectX as its built into Win7 and is DX11.

I have already tried moving the 3D Channels to the entire left. I have also switched off the realistic sound travel box too.

I have been playing around and think I have nailed when its happening. It seems to always happen when crash diving from periscope depth only. I removed your mod and tried the same it didn't crash. Put your mod on, dive to periscope depth and hit crash dive and it crashes.

See if it does it for you at periscope depth.

Got to pop out for an hour but I will try the 'C' key when I get back.

another workarround for you:

the crash dive command is only to be executed from surface, its not realistic to do so from any other dept. You should use the dive command "D".

Church SUBSIM
03-13-10, 12:11 PM
The sounds of the waves and wind plus the metal plate slapping in storms is perfect! I also love the sounds of the torps being fired.

The only two things I didn't care for were the interior ambient sounds and the shift+s sounds, but that is just me, as I am sure others will love it!

This is a very good mod - thanks for sharing it! I will make a keyboard graphic update for you and send you a pm when it's done if you like (adding your new keys although I am having issues saving a proper .dds all of a sudden)

Thanks!

lumat83
03-13-10, 12:26 PM
yes, that was the reason i bound it to the navigator, strange that also the other officers are effected, but at least the commands are executed. Any way this sound should only be played in save boring waiting situations. Shure i could play it from the grammophone in stereo, but its not 3D then anymore, and i thougt it would be nice to have a bit of 3D effect by walking and so on... i think about to grap a new stereo version for the grammophone...

Yes. Sure it's better in 3D.

But why I can't hear the others offficers when this file is playing ? You say this it's strange. Is it due to his weight ? Or another reason ? For example, when The Navigation_map file is playing there is no problem.

Church SUBSIM
03-13-10, 12:31 PM
http://i14.photobucket.com/albums/a347/othanis/SoundModKeyboardExample.png

Stormfly ... here is a link to the .dds files for showing the keyboard layout when you press F1 in game. The file structure is included so you can add this to your mod if you like.

http://www.filefront.com/15819595/Stormfly%27s%20DBSM%20Keyboard.7z (http://www.filefront.com/15819595/Stormfly%27s%20DBSM%20Keyboard.7z)

Stormfly
03-13-10, 12:33 PM
its strange because it is bound to the navigator, that means all other Officers are free to speak, but i think the lenght and size of the **** chat ogg is eating all memory reserved for speach then.:O:

lumat83
03-13-10, 12:37 PM
Maybe I can try to reduce it to see.

But before try it, have you the same problem ?

Stormfly
03-13-10, 01:05 PM
http://i14.photobucket.com/albums/a347/othanis/SoundModKeyboardExample.png

Stormfly ... here is a link to the .dds files for showing the keyboard layout when you press F1 in game. The file structure is included so you can add this to your mod if you like.

http://www.filefront.com/15819595/Stormfly%27s%20DBSM%20Keyboard.7z (http://www.filefront.com/15819595/Stormfly%27s%20DBSM%20Keyboard.7z)

Thanks, your da man !

Stormfly
03-13-10, 01:06 PM
Maybe I can try to reduce it to see.

But before try it, have you the same problem ?

yap, but i know when to use it ;)

Grey_Raven75
03-13-10, 01:18 PM
Stormfly, that clip from Das Boot that plays when you hit a ship (they cheer for a second); I'm wondering where it's located. Is it a sound effect or a speech file?

robbythesub
03-13-10, 02:11 PM
I really like this mod, it adds something that is missing from the stock game, thanks for your efforts. :up:

Stormfly
03-13-10, 02:12 PM
...\ExecutiveOfficer

MC_CR_SO_60.ogg

Stormfly
03-13-10, 02:17 PM
I really like this mod, it adds something that is missing from the stock game, thanks for your efforts. :up:

Thanks man, i give Thanks to all Sub Sim Sound Modders contributing with sound mods of any kind to have a good varity.

reboot
03-13-10, 02:25 PM
Hello :DL Very fantastic mod :yeah:

But I don't understand one thing. Maybe a little problem here :

http://img20.imageshack.us/img20/406/capturefn.jpg (http://img20.imageshack.us/i/capturefn.jpg/)


When I set the torpedo speed, this sound file start :-? and until the end of this file, we can't hear anymore other sounds and orders

This file is also in Navigator "Tension" and "Whisper"

I just moved the sound line to the "Hide HUD" key (last entry in the config file) since I don't really use it that much. Only problem is it will play again when you re-enable the HUD.

Stormfly
03-13-10, 03:30 PM
I just moved the sound line to the "Hide HUD" key (last entry in the config file) since I don't really use it that much. Only problem is it will play again when you re-enable the HUD.

dont worry... working on a much better solution right now...

jlederer
03-13-10, 03:54 PM
Downloading now, will give it a shot.

reboot
03-13-10, 04:49 PM
dont worry... working on a much better solution right now...

No worries, look forward to the update.
BTW the sound of the heavy waves crashing against the hull is awsesome:D

lumat83
03-13-10, 04:52 PM
dont worry... working on a much better solution right now...

Fantastic :DL

Stormfly
03-13-10, 05:00 PM
No worries, look forward to the update.
BTW the sound of the heavy waves crashing against the hull is awsesome:D

...thanks but not my sample :D

Barso
03-13-10, 05:18 PM
What happens if the english soundpack is installed instead?
Or do I have to re-install and use the german soundpack?
Thanks.

Stormfly
03-13-10, 05:42 PM
What happens if the english soundpack is installed instead?
Or do I have to re-install and use the german soundpack?
Thanks.

Hi Barso,

i answered allready some posts above :03:

Barso
03-13-10, 05:47 PM
Apologies but I can't find your reply.
Is it ok to install this over the english voices or do I need to reinstall usinf german voices?
Thanks.

Stormfly
03-13-10, 08:10 PM
...page 3, post 4

Stormfly
03-13-10, 08:36 PM
ok, currently testing Version 1.01

- Diesel engine is now 3D, electric still 2D because of not playing sometimes.

- New cuts and mixtures regarding TDC switches with special commands and responses, working only with old style TDC interface mods, flawless and immersive.

- Reworked WO whisper voices, Problem was the WO still nerved after diving with anoying contact reports, he is now gaged for sightings while silent running and instead of some reports you get special chat between Kaleun and Navigator Kriechbaum. Other anoying not fitting voices of the WO are compledly silented. This is also working at higher speeds because the new (old) alternate silent running key alow that below surface.

- reduced volume of water splatter while engine stoped.

- added Church`s reworked helpscreen`s regarding key commands for this sound compillation, Thank you !

- long crew chat bound to another command, working now flawless together with other commands / interactions at the same time.

...stay tuned

PortoFerro
03-13-10, 08:54 PM
Nice mod!

Would you have samples for the regular diving command too?
Like:

Capt: "Auf Tauchstationen" or "Boot klarmachen zum Tauchen"
WO: "Besatzung auf Tauchstationen" or "Boot klar zum Tauchen"
Capt: "Fluten"
Crew: "Fluuuuuuuuteeen"

I think it was in "Das Boot" and still used in the Bundesmarine.

rascal101
03-13-10, 08:55 PM
Perhaps I'm missing something I downloaded this mod and installed in the the useual way via GSME - but have not noticed anything - I have standard SH5 with latest patch

Here's a list of activated mods to date - interestingly I cant get the No U Mark mod to work, nor the latest TheDarkWraith gui mods to work either - there are no reported clashes when using GSME

Accurate German Flags
ASDIC_alternate_sound
Capthelms Lighting Effects mod for sh5
Better Torpedo Graphics
Drifter's Damage Control Screen v1.02
Germanator, Harder AI MOD 1.0
MightyFine Crew Mod 1.0
MoraleMod
No Damn Bubbles, No Damn Halo Mod
Critical hits 1.1 Torpedos
Critical hits Guns v 1.1
Conus Graphic Mod 1.0
Player Guidance Icons Removed v1.0
REL_UboatTweaks
Wamphyri's Plane Mod
EngineSoundsImproved_v1.0
AilClouds data
Conning Tower Compass Fix
NewUI_0_2_1_ByTheDarkWraith
TDC_Dials_1_0_1_byTheDarkWraith
DBSMSH5V1.0

Stormfly
03-13-10, 09:34 PM
Perhaps I'm missing something...

you use Vista or win7 ?

...if so, reinstall into c:\games or something, dont use C:\Progarmm Files because of syste restrictions in that folder.

Stormfly
03-13-10, 09:42 PM
Nice mod!

Would you have samples for the regular diving command too?
Like:

Capt: "Auf Tauchstationen" or "Boot klarmachen zum Tauchen"
WO: "Besatzung auf Tauchstationen" or "Boot klar zum Tauchen"
Capt: "Fluten"
Crew: "Fluuuuuuuuteeen"

I think it was in "Das Boot" and still used in the Bundesmarine.

ohh as i wrote in post 1:

"(Its´s a pity, since SH4 "dive sequence.wav" isn`t played any more, so i had to use "submarine diving.wav", but this is limited in lenght and plays sometimes more than ones)."

of course i have those commands for the SH3 version, the current SH5 file for diving wont allow that, because of limitation in lenght, also it`s played sometimes more then one times while diving, so it is anoying to hear the commands twice. If i would make a longer file, it would play only one times, but the problem is, it plays then only ones in the entire game session...

...what you can do is, complaining at UBI soft if they could allow to play this file again in SH4 and 5, but it seams that we have more luck modding this with scripts in the future.

with SH4 i used the "D" command for this special normal diving procedure, but now in SH5 we have that multiple random sound possibilitys, so i decided to use this for different dive plane commands after diving.

Edit: maybe i add a additional soundfile played with a keypress for this normal diving procedure, till i got the skills for scripting with this "SIM", but it is still not connected with a executing procedure then, but allows a much longer sound, playable on the bridge...

Stormfly
03-14-10, 05:43 PM
Update: Full version 1.1 Release


Changelog for version 1.1:

- Diesel engine is now 3D, electric still 2D because of not playing sometimes.

- New cuts and mixtures regarding TDC switches with special commands and responses, working with TDC interface mods, flawless and immersive.

- reduced volume of water splatter while engine stoped.

- removed the word "Grad" from LI reporting of function "change Course to view".

- removed "tiefe beträgt" from LI reporting dept while diving, he only call out numbers and meters while diving now.

- Reworked WO whisper voices, Problem was the WO still nerved after diving with anoying contact reports, he is now gaged for sightings while silent running and instead of some reports you get special chat between Kaleun and Navigator Kriechbaum. Other anoying not fitting voices of the WO are compledly silented. This is also working at higher speeds because the new (old) alternate silent running key alow that below surface.

- long crew chat bound to another command, working now flawless together with other commands / interactions at the same time.

- some new sounds like engine AK back in tension mode, friendly sub sighted, extended dud torp report, normal diving commands, some volume adjustments.

- added as requested a new seperate "normal diving" sound sequence (35 seconds lenght). This sound is playable also from the bridge using
the "F" key. This is only playing the sound, nothing more. For realism, after pressing the "F" key, just climb down into the tower and give instandly
the normal dive command using "D" key. Church send me a updated keyboard layout (included) for this, Thanks !

- altered the alarm dive sound sequence acordingly to new ballast tank flooding from new normal dive sequence sound sample.

- reworked we are below crash dept sample.

- adjusted creak volumes, exchanged Level 4 creak sound.

- new Key command regarding sounds: "S" play normal dive sequence sound.

PS: until SH5 is patched, i would recommend, as long as your in or near a friendly harbor (leaving or arriving port), turn down your voice slider in audio options, because the WO will yell you to death :)
(http://sahraniradio.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.1.rar)

Stormfly
03-15-10, 08:52 AM
...if you have more truble as usal (regarding stability and this 3D diesel sound), let me know so i canl fix it with a new SDL file then.

Capt.Warner
03-15-10, 05:09 PM
Thanks a lot man.Great mod.:)

PortoFerro
03-15-10, 05:19 PM
Stormfly, is it possible that this mod "costs" some fps? It seems to me my game was is less responsive after applying. (I don't use the commands.cfg, just added your entries to my own)

Stormfly
03-15-10, 05:29 PM
Stormfly, is it possible that this mod "costs" some fps?...

not on my side...

but, if for example the helm commands are played a bit longer, so if the LI is busy speaking, you have to wait til he is finished with speaking...

PortoFerro
03-15-10, 05:37 PM
Ok, must be something else.
Another thing:

What does this do?

[Cmd352]
Name=Rescue_Survivors
Key0=0x46,,"F"
Contexts=1
HasDelayedExecution=Yes
Sound_0=ELO_Weapon,normal_dive_command

Ablemaster
03-15-10, 06:10 PM
Youve been busy, nice improvements, thanks

UberMatz
03-15-10, 06:28 PM
Ok... I'm planning a fresh install of SH5 for this mod. If I install with the selection for language to "German", is everything going to be in German as well? Will I have English subtitles, messages etc. or will everything be in German?? If so... I don't know German, and that wouldn't work out very well for me. Anyone??


UberMatz

Stormfly
03-15-10, 06:44 PM
Ok... I'm planning a fresh install of SH5 for this mod. If I install with the selection for language to "German", is everything going to be in German as well? Will I have English subtitles, messages etc. or will everything be in German?? If so... I don't know German, and that wouldn't work out very well for me. Anyone??


UberMatz

Hi,

the text language selection is the first step after starting the installer, in your case, select english. After that, you can select custom install, there is a german voice pack selectable. Doing so, you should have english text and german voices. :smug:

Stormfly
03-15-10, 06:48 PM
Ok, must be something else.
Another thing:

What does this do?

[Cmd352]
Name=Rescue_Survivors
Key0=0x46,,"F"
Contexts=1
HasDelayedExecution=Yes
Sound_0=ELO_Weapon,normal_dive_command

ohh this command is a leftover from SH4 (where you was able to rescue own downed pilots), iam not shure if it is or will used with SH5, same for the "take photo" entry. This command.cfg solution is only temporary till i know enough how connecting this using scripts.

UberMatz
03-15-10, 07:08 PM
Hi,

the text language selection is the first step after starting the installer, in your case, select english. After that, you can select custom install, there is a german voice pack selectable. Doing so, you should have english text and german voices. :smug:

Awesome!! Thank you!

UberMatz

PortoFerro
03-16-10, 10:19 AM
ohh this command is a leftover from SH4 (where you was able to rescue own downed pilots), iam not shure if it is or will used with SH5, same for the "take photo" entry. This command.cfg solution is only temporary till i know enough how connecting this using scripts.

Ah, ok. Was just wondering because it's not in the cfg that comes with SH5.

jdkbph
03-20-10, 12:26 PM
I installed this mod and it seems great for the most part. But what is that I hear when a torpedo hits? Sounds like a duck quacking!

JD

lumat83
03-20-10, 01:03 PM
Exactly the same remark :)

Maybe the english ships has some shipments of dukes :DL

pythos
03-20-10, 01:33 PM
Stormfly,

You mention engine sounds now 3d

Does this also address the stupid way only the volume changes with power changes opposed to little volume change and a change in frequency.

The way Sh5 currently is, is very annoying. I have to constantly adjust my volume because at flank it can get deafening, and at low speed there is virtually no engine sounds.

Edit: I just realized you and I have conversed on this topic before. :) So I guess my question is did you find the key to fixing this issue?

Stormfly
03-20-10, 05:21 PM
I installed this mod and it seems great for the most part. But what is that I hear when a torpedo hits? Sounds like a duck quacking!

JD

lol... this is Martin Semmelrogge (Second WO), he try to undertake his pleasure about the torp impact, watch the movie...

Stormfly
03-20-10, 05:27 PM
Stormfly,

You mention engine sounds now 3d

Does this also address the stupid way only the volume changes with power changes opposed to little volume change and a change in frequency.

The way Sh5 currently is, is very annoying. I have to constantly adjust my volume because at flank it can get deafening, and at low speed there is virtually no engine sounds.

Edit: I just realized you and I have conversed on this topic before. :) So I guess my question is did you find the key to fixing this issue?

no, iam sorry... seams the same problem like Diving Duck was trying to get the engine louder in flakmonkeys new interrior for SH3.

sailing with full or flank speed, i would recommend closing the hatch to the diesel engine room, otherwise as in real live, it could get a bit to loud.

pythos
03-20-10, 05:29 PM
I have to crack a smile when I hear that, cause in the movie it such a well done bit of acting. He does not want to scream out, but he soooooo does. The result? A duck being squeezed.

jdkbph
03-20-10, 07:33 PM
lol... this is Martin Semmelrogge (Second WO), he try to undertake his pleasure about the torp impact, watch the movie...


Yes, I'm sure it's all very funny. Do you know where this sound file is? I'd like to edit or delete it as it's a bit of an immersion killer.

Thanks

JD

pythos
03-20-10, 07:57 PM
Jeeze jdkbph, who pooped in your cornflakes? :)

jdkbph
03-20-10, 08:08 PM
Sorry. I was just feeling a little like WTF! when I heard that noise... wondering why anyone would want to ruin all the good work with such nonsense. I get where it comes from now (it's been a few yesrs since I last watched DB), and maybe once or twice would be cute... but every time? It just doesn't work for me.

Again, sorry... let me add something here to lighten the tone a bit. :sunny:

JD

bart
03-21-10, 11:57 AM
Great mod, thanks a lot.

Add's heaps to the immersion. Hopefully Neal or a moderator will sticky this or add this mod to the growing list in the downloads section. :salute:

Fercyful
03-23-10, 03:27 PM
hi there!

the MOD is great and I just create a Shoot profile to use speech recognition under XP with this mod...

please check here (http://www.subsim.com/radioroom/showthread.php?t=165956)

thanks! :rock:

Justice_AA
03-23-10, 09:50 PM
After I install this MOD I no longer hear the replies to my commands to change speed (half speed ahead, full spead ahead, etc.) I also am not hearing voices with periscope depth, just the ringing bell.

I have disabled every other mod and it still does it. Are these not included or do I have a problem?

Win7 x64, installed into d:\ubisoft\ not program files
Soundblaser xFi

Stormfly
03-24-10, 12:19 AM
After I install this MOD I no longer hear the replies to my commands to change speed (half speed ahead, full spead ahead, etc.) I also am not hearing voices with periscope depth, just the ringing bell.

I have disabled every other mod and it still does it. Are these not included or do I have a problem?

Win7 x64, installed into d:\ubisoft\ not program files
Soundblaser xFi

do you use the german voice pack that comes with the game ?

Justice_AA
03-24-10, 07:03 AM
do you use the german voice pack that comes with the game ?


Yes I did it through the installer as recommended. I hear quite chatter when I give a command but not the stock voices anymore.

Stormfly
03-24-10, 11:52 AM
I hear quite chatter when I give a command but not the stock voices anymore.

yes, it is the idea of this sound mod collection, exchanging the stock voices as much as possible with more immersive sounds voices from the movie, and there are much more possibilitys, it will grow more and more over time.

i recommend for most situations, having a higher overall sound volume, to be able to hear the new voices and sounds, ecspecially the background sound.

lumat83
03-24-10, 12:14 PM
and there are much more possibilitys, it will grow more and more over time.



Is there a new version/upgrade in way ? :DL

Stormfly
03-24-10, 12:30 PM
Is there a new version/upgrade in way ? :DL

ohh, most importent for me at this time are more realistic dive times, together with better fitting triggers and so on... iam not shure if i should wait for the first patch or realism mod like RFB... a special version for Mighty Fine Crew Mod is also a additional reason to work on this...

...perhaps in the meantime i overhauwl some sounds and add here and there something.

trotter
04-12-10, 01:53 PM
Stormy, great work with this mod.

Two questions:

a) I had one patrol - it was my first patrol in the VIIC once I upgraded from the VIIA - that had truly OUTSTANDING background voices. It was nothing like I heard in this mod before (had been already using the mod for a few weeks) or since. Leaving the harbor that patrol I heard constant chatter in German, conversations, joking laughter, etc. A radio turned on and a song played. It was FANTASTIC immersion.

I thought to myself, maybe this is what the mod is supposed to sound like, and it was only triggered when I upgraded to the VIIC?

HOWEVER, I had a disconnect later that very playing session and had to reload my campaign from that same start point in the 'pen (first patrol with the VIIC). This time leaving port I heard none of the added stuff that made that one rare instance so special. So clearly having the VIIC did not permanently kick in that added background immersion.

My question: just what was I hearing on that one patrol? Was that part of this mod that for some reason isn't being unlocked at any other time for me?

To give a little more information, the mod seemingly works for me in full, I hear alternate crew commands, background rustling, drips, some (looped) dialogue. But that one instance leaving the 'pen was so above and beyond what I usually hear, I'm just trying to figure out where it came from.



b) This may be asking too much from a technical standpoint, but is there any way to disable certain sounds within the ambient background noise? For example, I love the nondescript sounds, such as rustling of paper, murmured voices, etc. However there are several more pronounced sounds that became insanely annoying to listen to on loop. The main offender of this is the loud heavy rapist breathing ("uh huh........uh huh") that literally plays once every 45 seconds or so, at least on my end. I am to the point of disabling this otherwise wonderful mod just because I don't know how much I can stand of that one breathing noise.

Is there a way in the modded files to isolate and disable one sound, or is that simply part of a larger loop and nothing can be done?

Stormfly
04-12-10, 06:45 PM
hi trotter,

a) ...from the readme or changelog: ""SHIFT+S" long crew **** chat (nice in boring situations)."

This also may be triggered after making a photo on that special missions. It also may be that you hit the key by excident :88). Also, if not done already, i would recommend reading the readme and changelog.


b) thanks for your feedback :D...

...i will take care on that for the next version, if you wont wait so long, simply use a wave editor and cut anoying parts out. If you have a not fitting cut, use fading for mixing the not fitting ends together.

t0maz
04-13-10, 03:29 AM
ad B) Probably u r saying about submarine surfacing sound.
As a workaround for now you can replace it for some different one or stock one.

And yes.. if u r already surfaced its plays it from time to time probably because of waves. Boat is rolling and pitching in some depth and game engine trigger surfacing sound.

Stormfly
04-13-10, 10:39 AM
ad B) Probably u r saying about submarine surfacing sound.
As a workaround for now you can replace it for some different one or stock one.

And yes.. if u r already surfaced its plays it from time to time probably because of waves. Boat is rolling and pitching in some depth and game engine trigger surfacing sound.

- Water droplets near cunning tower hatch after surfacing.

(this also includes strong breathing crew members near the cunning hatch after surfacing). This is played more as 1 times in heavy seas. I will also look into that regarding the breathing. You can prevent against to much replays by blowing of ballast tanks after commanding surfacing.

Stevepine
04-13-10, 11:23 AM
Hi there, the only reason I wont be using this mod is that the watchmen SCREAM about a friendly ship being spotted. I mean they scream as if it was a squadron of spitfires approaching.

The other thing which, for me, is too repetitive ( and therefore irritating ) is the murmering of someone in the crew saying " uh huh..... uh huh.... " constantly in the background.

Other wise its a really great mod.

trotter
04-13-10, 01:08 PM
Stormy and t0maz,

I think the breathing while surfacing sound you both are talking about is in submarine_surfacing.wav, in the 'data/sound' folder. I am listening to it now, and I hear the breathing in the background of that file, and it is not the same breathing I am referring to.

The poster above me, stevepine, describes it more accurately. It is loud, seemingly right next to the player no matter where in the sub you are. And it is not triggered by a certain event. It happens while surfaced but also while submerged.

And of course worst of all it is incredibly distracting/weird.

I am looking through all the .wav files in data/sound, but no file name appears to describe it. Before I go one by one through the files, do either of you have any updated idea what it could be?

Also, is there a chance it is included in data/sound/speech? That folder seems to be all basic command speech so I doubt it.

trotter
04-13-10, 01:15 PM
I should add also that I listened to the entire 9 min loop amb_SubmarineInterior_Q.wav file, and the breathing noise is not present. Therefore it has to be an independent file somewhere.

Oh and thanks for the shift+s tip for extended conversation, appreciate it. Nice addition to the mod.

t0maz
04-13-10, 01:56 PM
Maybe you have ghosts on your boat? ;)
Good luck with searching! :up:

BTW: I found and swap today anoying (for me..) dive alarm in speech folder from MFCM mod so... everything is possible :haha:

Stevepine
04-13-10, 02:11 PM
Stormy and t0maz,

I think the breathing while surfacing sound you both are talking about is in submarine_surfacing.wav, in the 'data/sound' folder. I am listening to it now, and I hear the breathing in the background of that file, and it is not the same breathing I am referring to.

The poster above me, stevepine, describes it more accurately. It is loud, seemingly right next to the player no matter where in the sub you are. And it is not triggered by a certain event. It happens while surfaced but also while submerged.

And of course worst of all it is incredibly distracting/weird.

I am looking through all the .wav files in data/sound, but no file name appears to describe it. Before I go one by one through the files, do either of you have any updated idea what it could be?

Also, is there a chance it is included in data/sound/speech? That folder seems to be all basic command speech so I doubt it.

If we could disable this murmering / whispering sound and the alarm like, deafening yelling at the sighting of EVERY friendly vessel then the mod would be a complete MUST have.

Von Rondstadd
04-22-10, 09:33 AM
Great sound!

Are you still working on opening closing the torpedo hatches ??

again :yeah:

raymond6751
04-22-10, 12:37 PM
Uh Huh Uh Huh That's the way I like it. Uh Huh

(K.C. and the Sunshine Band)

KillerTube
04-29-10, 11:24 AM
great work as always. thanks for the hard work. :yeah:

raymond6751
04-29-10, 02:45 PM
Just clicked on Crash Dive and crashed to desktop. Not sure though if this is your mod or the SH4 style 3 Gauge interface mod.

So the Crash dive really did it?

Not funny I know but I couldn't resist.

silversurfer
05-14-10, 06:29 AM
I got that to..every time I press "C" for crash dive I get a CTD. Can only Crash dive if I use the depth gauge

Cap.Palla
05-14-10, 07:01 AM
It's possible to use this mod with 1.2 patch? If not,can you please update the mod? I miss it.... :salute:

Stormfly
05-14-10, 01:24 PM
It's possible to use this mod with 1.2 patch? If not,can you please update the mod? I miss it.... :salute:

is patch 1.2 worth it ?

M4XDmG
05-14-10, 02:54 PM
I use this mod with patch 1.2. Haven't run into problems yet. Tried to find another good sound mod and did find good ones, but none of the others had the same atmosphere this mod has (even with its few annoyancies)... Great mod!

And no matter if the new patch wasn't what we hoped, it is better than nothing!

Cap.Palla
05-14-10, 04:45 PM
is patch 1.2 worth it ?

I dunno...i'm using the TDW UI and when i installed your mod i can't hold depth anymore. But i'm not sure if it's really your mod...

sentenc3
05-14-10, 04:50 PM
This is the best sound mod I've seen ... the total environment:yeah:

Sub Commander
05-26-10, 01:11 PM
CTD when pressing C... any help?

Stormfly
05-26-10, 02:43 PM
CTD when pressing C... any help?

yes, here is a temp solution, it is already fixed for the upcoming version 1.2.

...open \data\cfg\commands.cfg

find section:

[Cmd201]
Name=Crash_dive
Contexts=1
MnID=0x3F230002
StringID=1035
Key0=0x43,s,C,"shift+C"
HasDelayedExecution=Yes
CommandClass=Depth
;Sound_0=ELO_Helm,MC_CR_CHIEF_33
;Sound_1=ELO_Helm,MC_QRF_WATCH_29
;Sound_0=ELO_Navig,MC_CR_NAV_Alarm <--- comment this line out using a ";" at the beginning.

with upcomming version 1.2, i use a different method to play forward compartments rumble sounds while crash diving.

Tenebrae
05-27-10, 03:24 PM
Great mod imho...adds great immersion to the whole game.

Have a small issue though...When I try to use the hydrophone I get a CTD. Am I missing something here?

Cheers

Stormfly
05-27-10, 08:26 PM
Great mod imho...adds great immersion to the whole game.

Have a small issue though...When I try to use the hydrophone I get a CTD. Am I missing something here?

Cheers

there is still (V1.20) a SH5 bug left by trying to use the hydrophone while an ai-sub is in range, which leads to a CTD also... can you check again ?

Tenebrae
05-29-10, 06:27 AM
Hello,

First time I tried I had an AI-sub in the vicinity. Second time I tried I made sure I was all alone out there.

Still, I got a CTD...

Also tried disabling 3d sound acceleration in game...didn't work.

Stormfly
05-29-10, 09:13 AM
Hello,

First time I tried I had an AI-sub in the vicinity. Second time I tried I made sure I was all alone out there.

Still, I got a CTD...

Also tried disabling 3d sound acceleration in game...didn't work.



hi,

ingame, the ammount of 3D channels in controlable, sound HW acceleration is controlable outside the game using "dxdiag.exe". Try to set it to minimum, but you will loose 3D sound.

On my side, I still have the soundblaster bug/problem that leads to a CTD after a while, even without a single mod enabled, using "patch" 1.20 or older patches.

So currently iam using my ****ty onboard "realtec" sound system to be able to benefit from full DX hw acceleration to have 3D sound but with reduced sound quality. :88):dead:

In your case and additional, you can try to delete "amb_Hydrophone.wav" and all "...hyd.wav" files from the mods data/sound folder and re enable the mod.

Stormfly
05-30-10, 09:38 AM
...by the way

some of the new features of upcomming version 1.2:

Intended to work with TheDarkWraith`s new UI`s and Mighty fine crew mod.


- New sound for incomming radio messages
- New sounds for sending radio messages (useable with TheDarkWraith`s new UI`s)
- New sound for "Captains log" (useable with TheDarkWraith`s new UI`s)
- New sound for crew management
- New sounds for handling the deck and aa guns (useable with TheDarkWraith`s new UI`s)
- New sound for battlestations via key press (useable with TheDarkWraith`s new UI`s)
- New sounds for recharging batterys (useable with TheDarkWraith`s new UI`s)
- New sound for starting diesel engine in case of switching to std propulsion (useable with TheDarkWraith`s new UI`s)
- New sound for "we are taking damage"
- New sound for "enemy ships is ramming us sir"
- New sound for "calling the medic"
- New sound for "men down on the deck"
- New sound for "We're_under_attack_sir"
- New long night on surface attack run sample, which allow following the night attack of U96 via keystroke
- Added a little dirty "Easter Egg"

- Changed forward crash dive rumbling (ctd fix for some systems)
- Changed "Surface the sub" (added additional crew rumbling)
- Changed sound for "we have not enough water below kiel"
- Johann the Phantom is more patient now
- Always shouting WO in normal mode is optional now
- Shorter hard rudder command confirmings by crew
- Some Volume adjustments
- deleted the hydrophone wreck bouncing sample (to bad quality and to much stress on the sound system)
- Exchanged a stereo sound (have to be mono for 3D)
- Removed the breathing from submarine surfacing sound
- Removed Semmelrogge`s duck quaking from torp impact pleasure sample
- Added sh.sdl compatibility for RDA 1.4 (additional planes in RDA mod)
- Added a little dirty "Easter Egg"


Altered Sounds for Mighty fine crew mod regarding

- Goto periscope dept
- Goto snorcel dept
- Dive from Surface
- Crash dive

- Crew steps up ladder with additional water droplets and surface wave sounds
- Crew steps down the ladder with additional water droplets and rumbling
- Crew falls down the ladder with additional rumbling

- Ballast tank flooding and blowing sounds
- Engine telegraph volume reduced


...still trying to get the missing sonar guy sounds like "Enemy ship is pinging us" or "Destroyer in attack run" and so on to work...:damn:

M4XDmG
05-30-10, 09:48 AM
:rock: Really waiting version 1.2 now.

Stevepine
05-30-10, 08:43 PM
in the new version , have you by any chance removed the voice/ whisper of some crew member repeatedly mumbling " uhh huhh...... uhh huhh.... " ??

It was the only reason I couldnt cope with the mod before and therefore didnt use it. lol :)

It drove me mad / nuts!

Stormfly
05-30-10, 09:51 PM
in the new version , have you by any chance removed the voice/ whisper of some crew member repeatedly mumbling " uhh huhh...... uhh huhh.... " ??

It was the only reason I couldnt cope with the mod before and therefore didnt use it. lol :)

It drove me mad / nuts!

hi...

uhh huhh...... uhh huhh.... i realy dont know what you mean, i mean there are so many voices and mumbling in the background, you know the best immersion is to hear and feal a real crew, and iam sorry they are allive and do mumbling and so on...

...uhh uhh at what moment do you hear it... is there a special event connected with it ?

Ross59
05-31-10, 03:24 AM
Really looking forward to this upgrade. Enjoying V1.2. Keep up the good work:yeah:

Stevepine
05-31-10, 04:42 AM
hi...

uhh huhh...... uhh huhh.... i realy dont know what you mean, i mean there are so many voices and mumbling in the background, you know the best immersion is to hear and feal a real crew, and iam sorry they are allive and do mumbling and so on...

...uhh uhh at what moment do you hear it... is there a special event connected with it ?

Hi there , have a quick look at page 7 of this thread. Someone else also describes it... below my first post on that page.

To me , It sounds like a sample of someone looking over a map and confirming ideas with a murmer.... as you would in a conversation while listening to someone else ... when I played with your mod it was happening every 20 or 30 seconds. Sorry its hard to describe lol .

Stormfly
05-31-10, 05:14 AM
Hi there , have a quick look at page 7 of this thread. Someone else also describes it... below my first post on that page.

To me , It sounds like a sample of someone looking over a map and confirming ideas with a murmer.... as you would in a conversation while listening to someone else ... when I played with your mod it was happening every 20 or 30 seconds. Sorry its hard to describe lol .

ohh then it is the 2D (F3) map background sound, should only play for some seconds after opening the 2D map screen, i will look over it and exchange it maybe with some other sound...

The General
05-31-10, 05:33 AM
Fantastic Mod, can't wait for your update :up:

furby
05-31-10, 05:51 AM
yep...cant wait!

M4XDmG
05-31-10, 09:29 AM
I also recall that "huh... uhhuh" mumbling, it doesn't bother me too much, but could live without it! Still for me this is the best sound mod there is.

jean74
05-31-10, 10:46 AM
Great improvement !!!! :salute: :up:

I can't wait...

I hope that you will succed to restore message and voice "wasserbomb".

Best Regard and many thanks for this update,


Jean

jean74
06-04-10, 02:06 PM
ohh then it is the 2D (F3) map background sound, should only play for some seconds after opening the 2D map screen, i will look over it and exchange it maybe with some other sound...


Hi Stormfly,

Not Yet release ?
What about sounds like "destroyer in attack run" ?
Have you succeded in restore sound ?

Best regards,

Jean

Stormfly
06-04-10, 05:28 PM
Hi Stormfly,

Not Yet release ?
What about sounds like "destroyer in attack run" ?
Have you succeded in restore sound ?

Best regards,

Jean

...no luck till now, but i changed many many things together with new ones, still fine tuning.

some examples, i`ve made a nice diesel engine stratup sequence which is also fitting if the diesels are not running too fast after surfacing, a special in most situations fitting surface attack run of U-96, leaving port sequence, periscope sound in 3d space, and some easter eggs.

Many overhauled sounds also... another example, the unrealistic flooding and pressure sounds in case of dept changes are now deptplane hydraulic sounds.

Some for some ppl anoying features are optional now.

This version runs together with Mighty Fine Crew Mod and TDW UI, if your maybe still not familar with this mods, have a look on them.

i hope i can release it at sat or sunday...

jean74
06-05-10, 02:16 AM
Thanks for your reply .

Great improvement indeed :up:

Thank you for your very important job. In a sub simulation, sounds and voices are essentials.
I have tryed too, to restore the message "wasserbomb!", but i have failed. :down:
SH5 need another patch !!!:stare:

Best regards, :salute:

Jean

The General
06-05-10, 03:19 AM
"Periscope Sound in 3D space"!? Oh man you are a genius, I always wanted this! :o:up:

Stormfly
06-05-10, 04:07 AM
"Periscope Sound in 3D space"!? Oh man you are a genius, I always wanted this! :o:up:

its working but dont expect to much, i only use a cheap dirty trick for that :O:

furby
06-05-10, 04:13 AM
you think u might have a release this weekend? :salute:

Stormfly
06-06-10, 06:16 PM
you think u might have a release this weekend? :salute:

iam sorry, but i found a big "no go" in the current version... this must be fixed first :hmmm:

furby
06-09-10, 01:13 PM
any news mate?

Stormfly
06-09-10, 03:47 PM
any news mate?

yep... expanding the changelog more and more :D

pythos
06-09-10, 09:21 PM
I wait in fear Stormy.

Stormfly
06-10-10, 11:04 AM
edit: readme moved and updated to first post...

furby
06-10-10, 12:25 PM
cant wait :)

kylania
06-10-10, 01:31 PM
Home and End are used for rotating the hydrophone and moving the external camera up and down. Will these keys be lost or conflict with this mod now?

Stormfly
06-10-10, 01:58 PM
Home and End are used for rotating the hydrophone and moving the external camera up and down. Will these keys be lost or conflict with this mod now?

ohh iam sorry, i never knowed that this would be possible (Home/End) for rotating the hydrophone, there is no connection in commands.cfg, maybe in some script ?

...for rotating the hydrophone i use the mouse wheel, also never used this keys for external cam hight, here i point in the direction i want to go, for up as example i point to the sky and press forward.

...yap seams that i have to disconnect the zoom motor sounds from the mouse wheel, just forgot to test that in hydrophone view :D

...regarding Home/End keys i could add SHIFT for the peri move, but i would prefer without shift because of much more comfortable faster handling.

Stormfly
06-10-10, 06:50 PM
...have a solution for people who cant/wont use the mouse wheel for turning the hydrophone, simply hold down SHIFT, and you are able to turn it without doing something with the scopes.

regarding the mouse wheel and the zoom sound, i did the following:

If you enter the hydrophone, the mouse pointer is automatical in aktive mode (if you dont change that by a right click), in this mode your able to turn the mouse wheel and hydrophone without any additional sound.

If you enter a periscope, the mouse pointer is automatical in passive mode (not showing). In this mode, you hear zoom motor sounds by using the mouse wheel.

For using binoculars together with mouse wheel but without sounds, simply do a right click before using the mouse wheel. :88)

furby
06-11-10, 11:53 AM
any news on release?

Stormfly
06-11-10, 12:03 PM
any news on release?


...just fired it up :D


Release V 1.2, see first post...

furby
06-11-10, 12:27 PM
cool...should your mod be installed first...then keyboard commands and then crew mod?

or crew mod and keyboard commands then your mod over them?

thanks very much by the way!

Stormfly
06-11-10, 01:16 PM
cool...should your mod be installed first...then keyboard commands and then crew mod?

or crew mod and keyboard commands then your mod over them?

thanks very much by the way!

hi furby,

the readme and my post say "Install with JSGME after the above mods are installed..."

...feel free to complain about not clear enough written instructions :hmmm:

i will additional mark it... ;)

furby
06-11-10, 01:28 PM
sorry...my fault....didnt read it...was in too much of a hurry :03:

furby
06-11-10, 03:29 PM
just had a quick look...its fantastic! best sound mod by far i think :yeah:

DrJones
06-11-10, 03:30 PM
Hey Stormy,

Great Modifications and Cool Sound Compilations. Just testet it. :salute::salute::salute::salute:

Time to have a Mutliplayer Session soon :arrgh!:

Echolot
06-11-10, 04:48 PM
That's a really nice mod. I had some small issues activating this first time because I use a different commands.cfg but now it works great here.

Thank you for the great mod.

Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]

Kein Intro (No intro)
MightyFine Crew Mod 1.2.1 Stock w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
NewUIs_TDC_3_0_0_ByTheDarkWraith
Stormys DBSM SH5 v1.2 MFCM Basemod
Keyboard Deutsch V0.6F
Camera (some tweaks to my personal taste)
Environmental 2.3 MOD (first time I test it, lights.cfg edited for no dam halo)
abyssal depths ClimateZone mod 2.0 for Environmental MOD 2.2
ImprovedWaves_Improved Pitch&Roll (w/o submarine folder)
NDB,NDH OM#1 - No Dialog Indicator
Old Style Explosions V1.1
Enhanced FunelSmoke_by HanSolo78
AilClouds 3.0
AilSmoke 1.7


Greez. Echol:sunny:t.

Stormfly
06-11-10, 04:54 PM
I had some small issues activating this first time because I use a different commands.cfg but now it works great here.


so that means you injected all related sound entrys into your "Keyboard Deutsch V0.6F" commands.cfg ?

Echolot
06-11-10, 05:20 PM
No, this would be nice. But no errors and it's ok. I will take a closer look to it, maybe with a little help from you over the time.

Better than without your mod.

I'm busy with testing the TDW UI beta too.

Less time for sleep at this times. :rock::zzz:

Stormfly
06-11-10, 05:44 PM
you miss much of the work overwriting the commands.cfg :dead:

Echolot
06-11-10, 05:49 PM
Yes, i know. I will try with the integrated cfg, but some of my commands don't work. I will try this at later time, maybe after TDW released his 3.0.0. Your mod is on top of my list of mods I want to use.

Thank you, Stormfly. :salute:

Now i will play a mp mission in SHIII with my friends and then I try the mod thing SH5.

Nausicaa
06-11-10, 05:53 PM
The mod is great - but a pain for people with other keyboards (AZERTY) :dead:

Stormfly
06-11-10, 06:19 PM
The mod is great - but a pain for people with other keyboards (AZERTY) :dead:

ohh ithink you only need 10 minutes injecting all the Sound entrys in your version, would also recommend if a original sound entry is commented out, doing the same in your version. Dont forget to assign a key in your version, if a key is assign in my version :D

...i hated creating always two versions, now i stick to the US keyb layout and have never a problem regarding localized versions, its only a question of practice.

but, about grafics, text or sounds... no merci

Rickster1
06-12-10, 04:22 AM
This is a great mod thank you. I always believe that sound mods make such a difference to imersion and yours does. this game is getting better and better thanks to the time and effort of you and people like you, keep doing it please.:)

Stormfly
06-12-10, 05:23 AM
This is a great mod thank you. I always believe that sound mods make such a difference to imersion and yours does. this game is getting better and better thanks to the time and effort of you and people like you, keep doing it please.:)

Yes this is work of much of ppl if you follow the path back to all contributers and of course the movie makers... iam not shure but is there allready a blue ray version out of it ?

Echolot
06-12-10, 06:09 PM
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]

Church's SHV 1.01 Keyboard Commands v1.1
MightyFine Crew Mod 1.2.1 Stock w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
NewUIs_TDC_3_0_0_ByTheDarkWraith
Stormys DBSM SH5 v1.2 MFCM Basemod
NDB,NDH OM#1 - No Dialog Indicator
Kein Intro
Old Style Explosions V1.1
Enhanced FunelSmoke_by HanSolo78
Environment_MOD_2.2_by_W_clear
Environmental 2.3 MOD
abyssal depths ClimateZone mod 2.0 for Environmental MOD 2.2
Dooms Decks for VIIABC 1.3
AilClouds 3.0
AilSmoke 1.7


Now I have it working as it should I think.

Really nice. Thank you for pointing me to the right way (not using alternate commands.cfg).

Gruß. Echol:sunny:t.

Stormfly
06-12-10, 07:10 PM
should run fine,

but alternate commands.cfg is always possible with this mod, as long as your merging it correctly... doing so isn`t to heavy :)

milky
06-13-10, 02:03 AM
I am getting conflicts out the butt with this mod , am i missing something? I am only using the mods required besides the enviremental mod and critical hits mod

Stormfly
06-13-10, 05:07 AM
I am getting conflicts out the butt with this mod , am i missing something? I am only using the mods required besides the enviremental mod and critical hits mod

hi milky,

please be a bit more precise regarding conflicts...

zack
06-13-10, 05:42 AM
first,many many thanks stormfly for your work! :up:

but one question,im missed the warning for dephcharges,i see the *.wav files but no response?

Stormfly
06-13-10, 05:51 AM
first,many many thanks stormfly for your work! :up:

but one question,im missed the warning for dephcharges,i see the *.wav files but no response?

yes mate, this is content allready delivered in case of a third patch :88)

M4XDmG
06-14-10, 04:28 PM
Very nice! Been waiting for this. But if I understand correctly, many sounds are triggered by shortcut keys or by darkwraiths ui. If I use Speech recognition, those voices are not audible?

7thSeal
06-14-10, 05:06 PM
Really enjoy the latest version combined with DW's UI mod... well done. I do have one sound that I'd like to remove from it if you might know the name for it. I think when destroyers are searching for you is what triggers it but anyway it sounds like someone is slowly beating on a pan or piece of metal the whole time. I'm using the Uboat killer mod and it may take me an hour or so to evade a destroyer and that noise of the beating gets really annoying for me during that time. :)

Echolot
06-14-10, 05:23 PM
should run fine,

but alternate commands.cfg is always possible with this mod, as long as your merging it correctly... doing so isn`t to heavy :)


Done.:cool:

Gruß.

Echol:sunny:t.

Stormfly
06-14-10, 06:55 PM
Very nice! Been waiting for this. But if I understand correctly, many sounds are triggered by shortcut keys or by darkwraiths ui. If I use Speech recognition, those voices are not audible?

should be, the voice recognition software can only simulating a key press to execute your spoken command ithink, should run fine.

Stormfly
06-14-10, 06:59 PM
Really enjoy the latest version combined with DW's UI mod... well done. I do have one sound that I'd like to remove from it if you might know the name for it. I think when destroyers are searching for you is what triggers it but anyway it sounds like someone is slowly beating on a pan or piece of metal the whole time. I'm using the Uboat killer mod and it may take me an hour or so to evade a destroyer and that noise of the beating gets really annoying for me during that time. :)

seams to me you have Bernard on board, he shouldn`t do that too often :D, is he beating in a fixed rhythm, and how often ?

Stevepine
06-14-10, 07:48 PM
I want to say a big big big well done. There have been many sound mods for this game and I think this is the first one to sound great and seem totally bug free! :up:

7thSeal
06-14-10, 07:52 PM
is he beating in a fixed rhythm, and how often ?

Yeah its like a slow drum beat rhythm and I noticed it after attacking a convoy and 3 destroyers quickly were after me. The beat started then and lasted until I escaped which took quite some time. :)

Stormfly
06-15-10, 02:31 AM
Yeah its like a slow drum beat rhythm and I noticed it after attacking a convoy and 3 destroyers quickly were after me. The beat started then and lasted until I escaped which took quite some time. :)

ohh wait a moment, it sounds like a drum beat, and if using the free external cam (F2), loacteable near a wreck side ?

Stormfly
06-15-10, 02:32 AM
I want to say a big big big well done. There have been many sound mods for this game and I think this is the first one to sound great and seem totally bug free! :up:

thanks, but totaly bug free ?

zack
06-15-10, 03:05 AM
ohh wait a moment, it sounds like a drum beat, and if using the free external cam (F2), loacteable near a wreck side ?

exact,i know it but this prob is in stock vers. too.

Stormfly
06-15-10, 03:25 AM
exact,i know it but this prob is in stock vers. too.

thanks zack for confirming this is a stock problem, i know it also... seams to be only in waters of arround 20 to 250 meters of dept ?

...at least it isnt Bernard again :O:

7thSeal
06-15-10, 05:50 AM
I've never noticed it before but it must of hit me about the time I tried the new version of this mod. I don't like having music playing while in game and have always had the music disabled under the sound options but guess it doesn't stop the stock bug. :)

Stevepine
06-15-10, 07:12 AM
thanks, but totaly bug free ?


OK I found a little one for you lol

When you go into time compression the music (music that is part of the mod rather than the radio or anything else ) sticks and repeats - sounds kind of like a skipping cd player.


:salute:

Stormfly
06-15-10, 07:20 AM
I've never noticed it before but it must of hit me about the time I tried the new version of this mod. I don't like having music playing while in game and have always had the music disabled under the sound options but guess it doesn't stop the stock bug. :)

i realy dont like this drum beat´s, realy anoying... iam not shure but i think i had catched it one time.

Stormfly
06-15-10, 07:23 AM
OK I found a little one for you lol

When you go into time compression the music (music that is part of the mod rather than the radio or anything else ) sticks and repeats - sounds kind of like a skipping cd player.


:salute:

...which musik you mean, the one playing in the background together with the long crew chat, after hitting SHIFT+S ?

Stevepine
06-15-10, 08:59 AM
...which musik you mean, the one playing in the background together with the long crew chat, after hitting SHIFT+S ?


Yes you got it..... I think... it certainly is along with the crew chatting in the back ground.

Its ok becuase it doesnt last too long, just a few mins.

Stormfly
06-15-10, 09:14 AM
Yes you got it..... I think... it certainly is along with the crew chatting in the back ground.

Its ok becuase it doesnt last too long, just a few mins.

yes.. this is ment to use in boring situations only, and no tc then plz :O:

dem
06-15-10, 09:39 AM
Nice sound mod very good i like it a lof


New sounds for handling the deck and aa guns, used from Paulsens Sound Mod (useable with TheDarkWraith`s new UI`s).


- - New sound for starting diesel engine in case of switching to recharge batterys (also useable with TheDarkWraith`s new UI`s).

- New sound for switching to std propullsion (also useable with TheDarkWraith`s new UI`s).

there all work for me nic mod again

thanks

Stormfly
06-15-10, 12:48 PM
...optional bug found :D

- optional -8db damped Sonarguy -> this JSGME mod folder is missing the correct path:

current path: optional -8db damped Sonarguy\SoundMan

correct path: optional -8db damped Sonarguy\data\sound\speech\SoundMan

...disable this optional mod, fix the path, re enable ...done

7thSeal
06-15-10, 05:32 PM
Found one small issue, manning the flak guns and setting the options for them to operate under in DW's UI mod has excellent sounds with your mod added. The problem I noticed is that when set to fire at will when having two planes attacking, the AI will continue shooting at one plane until its out of range even though the other plane is much closer (not your mod's fault). Well I will use my bino's to spot the closer target and give the order (spacebar) to attack it instead of having them wasting ammo on the target which is further away.

The problem with this is that as soon as I mark the plane I want them to shoot at, it goes through the entire sounds of manning the flak guns again... even though they're already manned and firing at the target. :hmmm:

The General
06-15-10, 07:29 PM
Can anyone confirm you hear the periscope raise/lower in the 3D Command room/Conn? I don't use any UI Mods, just Speech recog and I don't hear the periscope unless in the usual 2D mode.

7thSeal
06-15-10, 07:46 PM
Can anyone confirm you hear the periscope raise/lower in the 3D Command room/Conn? I don't use any UI Mods, just Speech recog and I don't hear the periscope unless in the usual 2D mode.

Yeah, I can hear it in 3D mode but the sound will stop working sometimes for me. I found a quick way (weird but works) for me to get it working again... using DW's UI mod, I have the radio man send a patrol report.... suddenly any missing sounds I've noticed will fully be working again. :DL

TheDarkWraith
06-15-10, 07:50 PM
Yeah, I can hear it in 3D mode but the sound will stop working sometimes for me. I found a quick way (weird but works) for me to get it working again... using DW's UI mod, I have the radio man send a patrol report.... suddenly any missing sounds I've noticed will fully be working again. :DL

ok there are some weird quirks in the game but I think this one takes the cake :88)

7thSeal
06-15-10, 07:54 PM
ok there are some weird quirks in the game but I think this one takes the cake :88)

He may not can get me a supply request but he can get my sounds working again.... :haha:

Stormfly
06-15-10, 10:08 PM
Found one small issue, manning the flak guns and setting the options for them to operate under in DW's UI mod has excellent sounds with your mod added. The problem I noticed is that when set to fire at will when having two planes attacking, the AI will continue shooting at one plane until its out of range even though the other plane is much closer (not your mod's fault). Well I will use my bino's to spot the closer target and give the order (spacebar) to attack it instead of having them wasting ammo on the target which is further away.

The problem with this is that as soon as I mark the plane I want them to shoot at, it goes through the entire sounds of manning the flak guns again... even though they're already manned and firing at the target. :hmmm:

yes, iam sorry but this is connected in the game (you know they made it for the stupid casual gamer, so in case of "Bernard" wants to shoot at planes and forgot to man the AA guns, they get manned automaticaly) ...and this guys just tell us again... the customer have to be dumb... :arrgh!: (and we are, because we buyed this casual ****) :rock::DL

Stormfly
06-15-10, 10:26 PM
Can anyone confirm you hear the periscope raise/lower in the 3D Command room/Conn? I don't use any UI Mods, just Speech recog and I don't hear the periscope unless in the usual 2D mode.

...i used a cheap dirty trick, iam sorry but you cant expect to much from it at the moment. This means to be able to hear the obs scope moving sound in 3d space, you have to use the assigned keys for it (readme or help page).

The sound is spoken from an officer in the command room, this means also, it could be delayed because someone is using allready all aviable sound channels, or someone is speaking with higher priority... i use it while nobody is speaking at current. (what you can do is pressing the key for the scope first and instandly after that give another command, this will work at the same time)

another thing is, if you set TDW options to lower the obs scope automaticaly (set by default) you wont hear it in 3d space. That is, because i had to use a different command for it (toggle). If i had used the same commands the game and TDW UI normaly use, it will work also but would play again after entering it. So this was the reason asking for disconnecting "entering obs scope" and "fuly rise obs scope" commands (they are linked, if you enter it, it will fully rise even if allready rised, and the sound would play again).

...best solution would be, connecting the sound directly with the animation, but this isnt my area at the moment:sunny:

zack
06-16-10, 10:54 AM
another small bug?
i dont hear the Submarine_electric_exterior.wav under water,any idea? :06:

Stormfly
06-16-10, 11:05 AM
another small bug?
i dont hear the Submarine_electric_exterior.wav under water,any idea? :06:

from where, inside or outside the sub ?

zack
06-16-10, 11:20 AM
from where, inside or outside the sub ?

outside the sub.i hear only the amb_Underwater_Q.wav. :88)

now it works,I do not know why but no wonder with this game .)

Stormfly
06-21-10, 07:31 PM
any further bugs or wishes... ?

...time for a little update:03:

Johndb
06-22-10, 10:21 PM
I'm Sorry Stormfly. My Mistake typing error . It is DBSM ver 1.2.
Enjoying it .
Thanks

Von Rondstadd
07-07-10, 10:21 AM
Version 1,2. I like this mod :yeah: but only!

Did a Crash Dive and crashed to desktop!

Some wav files when I play them gif a error and it says that there is a problem with playing them on windows media player while others play well!
example:
periscope_rotary_Down
periscope_rotary_Up

I did not try all files!
Onboard Realtek hd soundcard!

Fattysbox
07-07-10, 01:31 PM
Sooo.... by changing the home and end keys to raise and lower periscopes, I can no longer manually listen to hydrophone. Every time I turn the wheel, the noise for the persicopes turn on.

How can I change this?


J

Stormfly
07-07-10, 09:12 PM
Sooo.... by changing the home and end keys to raise and lower periscopes, I can no longer manually listen to hydrophone. Every time I turn the wheel, the noise for the persicopes turn on.

How can I change this?


J

...dont use the keys, use your mousewheel while pointing on the hydrophone.

Stormfly
07-07-10, 09:29 PM
Version 1,2. I like this mod :yeah: but only!

Did a Crash Dive and crashed to desktop!

Some wav files when I play them gif a error and it says that there is a problem with playing them on windows media player while others play well!
example:
periscope_rotary_Down
periscope_rotary_Up

I did not try all files!
Onboard Realtek hd soundcard!

would be nice if you could re download it, to make shure its not a broken dl...

Von Rondstadd
07-08-10, 03:30 AM
Thank I shall try that!

Also when I want to go rudder midships I don't hear a command!!

Capt Jack Harkness
07-08-10, 04:54 AM
Would it be possible in a future version to have louder diesels with a flatter volume curve? I really like the fact that there is a jump in volume between ahead slow and ahead flank, but at slow speeds they're barely audible and overall they're pretty quiet and I really don't find that realistic. When running at half speed and above it should be quite a racket when you open the engine room door! :D

Stormfly
07-08-10, 05:26 AM
Thank I shall try that!

Also when I want to go rudder midships I don't hear a command!!

the command is present -> "Mittschiffs" (rudder at midship)

...perhaps you have to turn up the volume a bit.

Stormfly
07-08-10, 05:42 AM
Would it be possible in a future version to have louder diesels with a flatter volume curve? I really like the fact that there is a jump in volume between ahead slow and ahead flank, but at slow speeds they're barely audible and overall they're pretty quiet and I really don't find that realistic. When running at half speed and above it should be quite a racket when you open the engine room door! :D

i would recommend turning the overall volume up a bit, if running faster then half speed, keep the engine door closed.

You have a good volume setting if you hear the background sounds and noises in the command room in a decent way, if below surface or engines stopped or at low speed.

The current version allows starting the diesel engines with a special mixed startup sequence sound without hearing them from command room (if engines running not faster then half speed and door closed). After the diesel engine startup sequence have started the engine, i give command all ahead full, having a nice fitting overblend form startup sequence to normal running engine sound.

...i could check to increase interrior diesel sound range a bit, for having it also in radio room area.

Von Rondstadd
07-08-10, 01:45 PM
Made a fresh install SH5 and use Stormys DBSM SH5 v1.2 MFCM Basemod!
WHEN I USE CRASH DIVE IT CRASHES TO DESKTOP!
But when i use Stormys DBSM SH5 v1.2 MFCM optional always shouting WO in normal mode, no problem!!!!
I wonder why this happens????

Stormfly
07-09-10, 12:44 AM
Made a fresh install SH5 and use Stormys DBSM SH5 v1.2 MFCM Basemod!
WHEN I USE CRASH DIVE IT CRASHES TO DESKTOP!
But when i use Stormys DBSM SH5 v1.2 MFCM optional always shouting WO in normal mode, no problem!!!!
I wonder why this happens????

thats indeed mystic, i wonder what problems UBI Romania had with the game :woot:

...say do you use crash dive only from surface ? I got another report from someone who had also a problem and ctd, but only using crash dive command while not on surface.

The crash dive command is a bit missleading, ppl think it is made to reach a pre defined safe dept, but on a german submarine it is only used from surface (Alarmtauchen -> Alertdiving) to dive as fast as possible, leaving the surface as fast as possible. This have never been used from any other dept than surface, the sounds would also not fit then, if you want to dive, but allready below surface... use the "D" command for diving.

Also some ppl think it would be wise to set a predifined dept for this command ("D"), i always edit my cfg`s to enter a non reachable dept, maybe 500 meters, to make shure i can dive when i think i want to dive using this keyb. command... also, if i command DIVE that means the sub will dive until i give another command... till the end of it for all.

Von Rondstadd
07-09-10, 02:39 AM
I used the S command key to survice the U-boat and the and the D command key and SHIFT E (emergency blow) and P periscoop depth and SCHIFT ; SNORKEL DEPTH and SET DEPTH MAKE IT CRASHES TO DESKTOP!
Strange thing!

Is it possible that Church's SHV Keyboard Commands is the problem????

Because when I use the Stormys DBSM SH5 v1.2 MFCM Basemod the Church's SHV Keyboard Commands are already there!!! and I have not activated Church's SHV Keyboard Commands in jsgme Mod Enabler!!!
Is that normal because I thought that you have to activate Church's SHV Keyboard Commands in jsgme mod enabler!

Is it possible to use the Stormys DBSM SH5 v1.2 MFCM Basemod with the standaard key commands???? So I can try it????

I have tryed some things and when I remove the Scripts file from the mod than I don't have the problem!!!!
All the files in there creat a crash to desktop!!!!
But does it remove a lot of other thing too ????
I only have the Stormys DBSM SH5 v1.2 MFCM Basemod enabled!
Do you know what could be the problem????

Question about Church's SHV Keyboard Commands: Is there a key to open torpedo hatches?

Stormfly
07-09-10, 09:41 AM
I used the S command key to survice the U-boat and the and the D command key and SHIFT E (emergency blow) and P periscoop depth and SCHIFT ; SNORKEL DEPTH and SET DEPTH MAKE IT CRASHES TO DESKTOP!
Strange thing!

Is it possible that Church's SHV Keyboard Commands is the problem????

Because when I use the Stormys DBSM SH5 v1.2 MFCM Basemod the Church's SHV Keyboard Commands are already there!!! and I have not activated Church's SHV Keyboard Commands in jsgme Mod Enabler!!!
Is that normal because I thought that you have to activate Church's SHV Keyboard Commands in jsgme mod enabler!

Is it possible to use the Stormys DBSM SH5 v1.2 MFCM Basemod with the standaard key commands???? So I can try it????

I have tryed some things and when I remove the Scripts file from the mod than I don't have the problem!!!!
All the files in there creat a crash to desktop!!!!
But does it remove a lot of other thing too ????
I only have the Stormys DBSM SH5 v1.2 MFCM Basemod enabled!
Do you know what could be the problem????

Question about Church's SHV Keyboard Commands: Is there a key to open torpedo hatches?

1. If not allready done, be so kind and take the time to read the readme.

2. This DBSM sound mod collection is based on Church`s Keb. command mod. While this sound mod overwrite commands.cfg and F1 help textures it will overwrite any existend vanilla or moded keb layout. Regarding compatibility with other keb. layouts, find information how to make it compatible in the documentation or readme of this mod.

3. It is intended to run with Mighty fine crew mod, plz check if you have activated it first. If still ctd`s, try to go without activating Mighty fine crew mod`s "crash dive workarround". Removing any of the script files isnt a good idea, again read the readme. :88)

4. Regarding opening torpedo hatches, i would recommend using a UI mod like TDW UI, which is allowing operating the torpedo tube doors, this is also allready described in the readme.

Piggy
07-16-10, 10:37 AM
Not sure what Ive done wrong here but using this mod and the required others as you posted in OP the "L" key does not bring up the clock, instead it toggles the log on/off. According to Church`s Keb mod "L" should be bringing up the clock/stopwatch.

Now unless Im totally blind I see no other way to get my stopwatch up? Makes it kind of hard to get a targets speed...:oops:

Im using this with... (Sorry, dont have access to my JSGME mod list, at work posting)

TDW's AI mod
TDW's UI mod (lastest 3.5)
Steel Vikings interior
MFCM
Church`s Keyboard 1.1
Enviro Mod 3.0
Critical hits for torps
No Morale Mod

I was going to try the keymapper mod but I didnt want to screw things up even more...:arrgh!:

I hope I can get this sorted, I love this mod, audio immersion is a priority for me.

TheDarkWraith
07-16-10, 10:40 AM
you can use the officer's (SH3Style or SH5Enhanced) to get the clock up in the UIs mod. Select an officer and in it's order categories you'll see a clock icon. Click it ;)

Piggy
07-16-10, 12:32 PM
you can use the officer's (SH3Style or SH5Enhanced) to get the clock up in the UIs mod. Select an officer and in it's order categories you'll see a clock icon. Click it ;)

Awesome... hehe, didnt even think to look there, so many options in your UI, at least I have lots of time to play with them all on those long trips around the British Isle's

Thanks TDW! :up:

Stormfly
07-16-10, 08:53 PM
...your not the only one who have problems using this sound mod compilation, maybe the reason is simple, the readme file is to long and ppl are to bored reading and understanding it. :hmmm:

The readme is telling you that you have to alter some keyb. assigments in TDW options file if using TDW UI, finding some free keys for some functions.

...plz guys be so kind and read it, the time needed creating this is nothing in comparision for taking the time to read it carefully.

M4XDmG
07-19-10, 11:12 AM
Been away from SH5 for a long time and when I get back there is new version of Stormys DBSM! :rock: BUT! As soon as I leave the port, there is a problem... With the rudder sounds! I use Speech Recognition, and your sounds (what I've tried) work with it, thats awesome... Except the rudder... I read from the readme that they were removed intentionally, but because I don't use key commands I can't get any kind of response whether the command was received or not.

Mmmm, can I get them back somehow? :88) Maybe give instructions... But neveretheless, very good mod, would be a shame to not be able to use this!

Edit: Now played few hours with DBSM mod and everything sounds great! Very impressive work. But when everything else works so nice with Skwas Speech Recognition, why not rudder also? :)

Stormfly
07-20-10, 12:57 AM
the vanilla rudder confirmings was to much nerving, also not fitting by using modded hard rudder commands and confirmings. So i deceided to disable these vanilla robotic rudder confirmings. The problem now is, that you only get confirmings using hard or 5 deg rudder commands using keystrokes but with much better confirmings.

...you can re enable them by editing \Cfg\Message_CH.cfg

and change entire "[Msg18]" block back to vanilla.

M4XDmG
07-20-10, 08:06 AM
the vanilla rudder confirmings was to much nerving, also not fitting by using modded hard rudder commands and confirmings. So i deceided to disable these vanilla robotic rudder confirmings. The problem now is, that you only get confirmings using hard or 5 deg rudder commands using keystrokes but with much better confirmings.

...you can re enable them by editing \Cfg\Message_CH.cfg

and change entire "[Msg18]" block back to vanilla.

Yes, I read the readme and was aware of your changes, totally understand why you removed vanilla confirmings, they ARE robotic, but at the same time I need those to be sure my commands were received. I use direct rudder commands mainly when entering or leaving harbor. I prefer to do it "for real" without course plotting because it's so fun with speech recognition! Too bad I can't have your modded confirmings, though...

Thank you very much for telling me how to re-enable stock confirmings. And thanks again for this great mod.

swordfish1
07-24-10, 04:51 AM
Anyone know how to adjust individual wave file sampling to 22khz from 44khz as suggested above?

Stormfly
07-28-10, 04:24 AM
Anyone know how to adjust individual wave file sampling to 22khz from 44khz as suggested above?

i would recommend using Steinberg`s WaveLab -> http://www.steinberg.net/en/products/wavelab/audioediting_wavelab6_details.html

rob zombie
09-05-10, 12:28 PM
Hello is this useable with MightyFine_Crew_Mod_1.2.1 and if not what do i need to change to make it work?

Stormfly
09-05-10, 07:24 PM
Hello is this useable with MightyFine_Crew_Mod_1.2.1 and if not what do i need to change to make it work?

...well, instead of eating information but reading it, you see it is a requirement :O:

eagleFMJ
09-18-10, 04:16 PM
Hi,

I do not understand how to do this;

"with german voice pack installed !
(german voice pack is selectable by SH5 custom install, works with english text)"


I have the steam version of SH5, so is the above saying something about the when you are installing the retail game?

DavyJonesFootlocker
09-18-10, 05:22 PM
Thanks!:DL

Stormfly
09-18-10, 05:57 PM
Hi,

I do not understand how to do this;

"with german voice pack installed !
(german voice pack is selectable by SH5 custom install, works with english text)"


I have the steam version of SH5, so is the above saying something about the when you are installing the retail game?


yes, it is...

in your case, you could check if your steam version also installed following folder:

"...\data\LngGameData\Voices\German\Data\Sound\Spee ch"

below this "inactive speech path" you should find all the crew sub folders containing german voice files.

if so, rename your original active speech folder locaded below "...\data\Sound\" to maybe "Speech.org" or "Speech.en" to deaktivate it, but still useable as a backup folder.

...after that, simply copy entire folder inluding sub dir
´s and all files below them ("...\data\LngGameData\Voices\German\Data\Sound\Spee ch")

below

"...\data\Sound\"

to replace the exact folder structure of your renamed original speech folder.

...or create a JSGME ready german voices mod of it :88)

or download Venatores -> http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23

DarTMauK
09-18-10, 07:05 PM
Hi,

i wanted to install the FX Update by TDW and i saw that both of your mods use the sh.sdl file which i think controls when the sounds are played not?
Well, how can i modify that, so that all sounds are available? Or doesnt it matter?

Stormfly
09-19-10, 05:22 AM
Hi,

i wanted to install the FX Update by TDW and i saw that both of your mods use the sh.sdl file which i think controls when the sounds are played not?
Well, how can i modify that, so that all sounds are available? Or doesnt it matter?

well, i edited the sdl file to alter some sound volumes and ranges (for example the destroyer screw sound ranges and volumes to have a more scaring immersion if a escort is close), TDW FX Update added some new sound effects with it by adding new entrys to the end of the file. Just open TDW FX sdl file using S3D and copy the missing new entrys from the bottom of the file over to my sdl file, easy going...

DarTMauK
09-19-10, 08:00 AM
well, i edited the sdl file to alter some sound volumes and ranges (for example the destroyer screw sound ranges and volumes to have a more scaring immersion if a escort is close), TDW FX Update added some new sound effects with it by adding new entrys to the end of the file. Just open TDW FX sdl file using S3D and copy the missing new entrys from the bottom of the file over to my sdl file, easy going...

Ok thank you very much ;)
really easy

stoianm
01-26-11, 06:14 AM
Hi Stormfly,

I am using your mod Stormys DBSM SH5 v1.2 MFCM Basemod for a long time and i will never change that. Now, i have a problem. There is a new mod Wasserbomben_SoundFix_1.0 that i found very good and i want to use (http://www.subsim.com/radioroom/showthread.php?p=1582889&posted=1#post1582889) wich is in conflict with your mod. Can you make the 2 mods compatible.

I spoke with Rongel and he has no problem if you will include his mod in your Stormys DBSM SH5 v1.2 MFCM Basemod.

Can you do that? Please!

Thanks

Rongel
01-26-11, 06:45 AM
I spoke with Rongel and he has no problem if you will include his mod in your Stormys DBSM SH5 v1.2 MFCM Basemod.And I can also make my mod compatible with Stormflys mod! Shouldn't be a problem, but can't do it right now. And I need to hear that my mod is working first! So couple of days maybe...

stoianm
01-26-11, 07:43 AM
Hi again Stormfly,

For me it is ok now. I used S3D and i added missing new entrys in your sdl file.

Thanks!

Sepp von Ch.
01-27-11, 04:52 PM
2 STORMFLY: I like your nice mod and I have an idea.

It would be possible to add a sound from the movie Das Boot "Torpedo eins klar machen zum Unterwasserschuss!", when I click on a torpedo 1 on the panel in UI in the game and sets its depth, speed, etc. before launching??

By torpedo 2 sound - "Torpedo zwei klar machen zum Unterwasserschuss!" with answer: "Rohr zwei bewässern!"
By torpedo 3 sound - "Torpedo drei klar machen zum Unterwasserschuss!" with answer: "Rohr drei bewässern!"
By torpedo 4 sound - "Torpedo vier klar machen zum Unterwasserschuss!" with answer: "Rohr vier bewässern!"
By torpedo 5 sound - "Torpedo fünf klar machen zum Unterwasserschuss!" with answer: "Rohr fünf bewässern!"

By setting of all torpedoes - "Torpedo eins bis vier klar machen zum Unterwasserschuss!" with answer: "Rohr eins bis vier bewässern!"

http://s2.postimage.org/2x4ojfusk/SH5_Img_2010_12_13_17_48_59.jpg (http://postimage.org/image/2x4ojfusk/)


Because on the bridge is not many commands in the weather hear it does not matter, that the sound reflects the preparation for launching torpedoes underwater ... or in 1:57 is the sound for the surfaced attack (Überwasserschuss):


http://www.youtube.com/watch?v=TtUw_JnmYQ0

I think it added to the atmosphere!;)

And when I click on the red button ("fire") - check time 2:00 : http://www.youtube.com/watch?v=ISD1hJz53L8&feature=related

Stormfly
01-27-11, 05:22 PM
2 STORMFLY: I like your nice mod and I have an idea.

It would be possible to add a sound from the movie Das Boot "Torpedo eins klar machen zum Unterwasserschuss!", when I click on a torpedo 1 on the panel in UI in the game and sets its depth, speed, etc. before launching??

By torpedo 2 sound - "Torpedo zwei klar machen zum Unterwasserschuss!" with answer: "Rohr zwei bewässern!"
By torpedo 3 sound - "Torpedo drei klar machen zum Unterwasserschuss!" with answer: "Rohr drei bewässern!"
By torpedo 4 sound - "Torpedo vier klar machen zum Unterwasserschuss!" with answer: "Rohr vier bewässern!"
By torpedo 5 sound - "Torpedo fünf klar machen zum Unterwasserschuss!" with answer: "Rohr fünf bewässern!"

By setting of all torpedoes - "Torpedo eins bis vier klar machen zum Unterwasserschuss!" with answer: "Rohr eins bis vier bewässern!"

http://s2.postimage.org/2x4ojfusk/SH5_Img_2010_12_13_17_48_59.jpg (http://postimage.org/image/2x4ojfusk/)


Because on the bridge is not many commands in the weather hear it does not matter, that the sound reflects the preparation for launching torpedoes underwater ... or in 1:57 is the sound for the surfaced attack (Überwasserschuss):


http://www.youtube.com/watch?v=TtUw_JnmYQ0

I think it added to the atmosphere!;)

And when I click on the red button ("fire") - check time 2:00 : http://www.youtube.com/watch?v=ISD1hJz53L8&feature=related

ohh i allready tryed that, but it seams there is to much musik in the background for having a good and fitting result, say what is happening if you switch from single to multi shot (normaly there should come a sample to prepare all torpedos) after that you can go back to single shot.

In my eyes, the torp select buttons shouldnt have to much sounds, because you switch very often and it get nerving over time. (I also removed the vanilla "tube x get closed" sample for this reason).

i dont know if you have read the readme or studyed the F1 or shift+F1 helpscreen, but by pressing Shift+C, you get a long special cut of U-96 surface attack sample, fitting for SH5, if you do it right... much immersive :D

Sepp von Ch.
01-29-11, 01:59 PM
ohh i allready tryed that, but it seams there is to much musik in the background for having a good and fitting result, say what is happening if you switch from single to multi shot (normaly there should come a sample to prepare all torpedos) after that you can go back to single shot.

In my eyes, the torp select buttons shouldnt have to much sounds, because you switch very often and it get nerving over time. (I also removed the vanilla "tube x get closed" sample for this reason).

Totally respect that Stormfly. So it is probably just my opinion, but I really like when I press the torp select buttons (It means preparing to fire) and suddenly you hear a lot of sounds.

It gives a wonderful sense of nervousness and helps a great atmosphere on a submarine. Do not shoot every day and every time a good think about what and how the shooting.

Stormfly
01-29-11, 05:42 PM
Totally respect that Stormfly. So it is probably just my opinion, but I really like when I press the torp select buttons (It means preparing to fire) and suddenly you hear a lot of sounds.

It gives a wonderful sense of nervousness and helps a great atmosphere on a submarine. Do not shoot every day and every time a good think about what and how the shooting.


will see if i can do something optional in the next version :03:

Sepp von Ch.
01-29-11, 05:46 PM
Danke schön Herr Kaleu!:salute:

Sepp von Ch.
02-05-11, 08:39 AM
will see if i can do something optional in the next version :03:

Each mode is activated in the bunker. I leave again on another "Feindfahrt" so I want to ask whether are any news with optional sounds?;)

stoianm
02-05-11, 08:54 AM
will see if i can do something optional in the next version :03:

:up: After i discovered your mod, since then i am not able to play sh5 if i do not have this mod of yours enabled.

Thanks you for your work!:salute:

Stormfly
02-05-11, 02:28 PM
Each mode is activated in the bunker. I leave again on another "Feindfahrt" so I want to ask whether are any news with optional sounds?;)

soon my friends, this evening i guess :salute:

...you can prepare a bit, it will be "MCCD" and "No Magic Skills" compatible also !

and to keep things easy i deliver my DBSM customized TDW New UI`s options file. It will have SH3 interface, together with hiding UI elements, and is special set for diesel engine start procedure and so on...

Sepp von Ch.
02-05-11, 03:04 PM
:o:o:yeah:
It sounds absolutely brilliant! Prefer to use reaper7´s UI, but if the TDW´s UI will be adjusted (hiding UI elements, small draggable map, digital clock and other things that look too modern), then it would be wonderful!:up:

it will be "MCCD" and "No Magic Skills" compatible also!

Thank you for this in advance!

Stormfly
02-05-11, 03:48 PM
:o:o:yeah:
It sounds absolutely brilliant! Prefer to use reaper7´s UI, but if the TDW´s UI will be adjusted (hiding UI elements, small draggable map, digital clock and other things that look too modern), then it would be wonderful!:up:



Thank you for this in advance!

...its all hidden from start on, even the TDc dials, plain clean screen :rock:


PS:

i compleded your wish regarding tube 1 and 4 selection sounds (didnt found good enough samples for 2+3), but you have to press the corresponding keys (SHIFT+F1 / SHIFT+F4) for it... its optional doing so, and also immersive, there is a fitting altered sample for TDW tube flood and opening switches also.

Stormfly
02-06-11, 01:37 AM
...sorry for the delay, but i found, together with another bug, the reason for that ugly

"drumbeat sound bug after sinking a ship" which was playing forever at a wreck side in 3d space, testing right now :arrgh!:

Sepp von Ch.
02-06-11, 05:14 AM
Thank you Stormfly for info! I look forward to your new mod!:ahoy:

Stormfly
02-06-11, 05:24 AM
so far, changelog Stormys DBSM 1.3, still looking after a bug !

- added support: for Avee`s "No magic Skills" mod regarding generic crew answers and new interactions.
(personal edit for being able using overchargeable diesel and preheating torps, this change is not included).
- added support: for Athlonic's "MCCD" mod, added fitting compatible german samples for it, revised radio scripting.
- integrated: Rongel`s "Wasserbomben" sound mod, extended 50 shuffeling samples version.
- Integrated: Rongel`s "Battlestations" sound mod, altered some sounds regarding immersion compatibility.
- integrated: Ktl KUrtz`s BritishAsdicMkI v1.02K original for SH3.

- bugfix: "drumbeat sound bug after sinking a ship" which was playing for ever at a wreck side in 3d space.
- workarround: regarding "man the deckgun" sound is triggered by selecting a gun target using binoculars. -> commands.cfg [Cmd430],[Cmd431]
(generic sound for manning the guns now (ability start sample, fitting also in other situations. for silent running only use "Y" key now)) !

- overhauled: int./ext. background ambience sounds are quadrophonic and got overhauled.
- overhauled: torpedoroom ambience sounds have new crew and equipment noises, altered ranges.
- overhauled: central compartment ambience sound, added electrical devices humming, altered ranges.
- overhauled: TDW UI flooding and torp door switch sample.
- overhauled: periscope rising sample if using manual key.
- overhauled: hatch opening and closing samples.
- overhauled: TDC_Pistol_I sample.
- overhauled: extended "Radio Room Telemetry" sample.
- overhauled: silented "HUD click".
- overhauled: "dept charge" samples.
- overhauled: "Blunder Bernard" got silented a little bit (arg... ohh.. ohhhh.. silent damn).
- overhauled: "go to snorcel dept" is "LI hold exact dept" now. if used in tension mode it plays a LI panic sample "dont let her go down further...".
- overhauled: "leveling" or "dept change" sample for tension mode.
- overhauled: "diesel engine is damaged"sample.
- added sound: torp tube 1 selection, usage "SHIFT+F1" -> commands.cfg [Cmd315].
- added sound: torp tube 4 selection, usage "SHIFT+F4". (tube 4 not perfect, more to come later)). -> commands.cfg [Cmd318].
- added sound: "taget identified" if using "SHIFT+I". -> commands.cfg [Cmd343].
- removed: 30mb flooding fx sample, not nessesary any more duo integration of Rongel`s "Battlestations" sound mod, less stress for sound system.

- optional support: fitting TDW UI`s options file (v. 6.3.7) using SH3 interface, hiding UI elemnts, Emtgufs scopes, fitting diesel recharge (startup) timers, keys working with altered commands.cfg and so on.

New changes in commands.cfg after DBSM 1.2: (little help for migrating into a customised cfg file)
[Cmd430],[Cmd431],[Cmd315], [Cmd318], [Cmd343].

Sepp von Ch.
02-06-11, 05:39 AM
Wow!:o
I know why BdU (Befehlshaber der U-Boote) keeps me and my U-552 in the bunker and I have to wait before the next "Feindfahrt"! LI of the 7.Flotilla, Lt. z. S. (ing.) Stormfly equip my boat with perfect news!:rock:

stoianm
02-06-11, 06:04 AM
wow ... a true piece of art:up: