View Full Version : [REL] "Wasserbomben!" sound fix
Wasserbomben SoundFix by Rongel & Stormfly
This mod adds the "Wasserbomben!" audio report when depth charges are dropped into the water. This critical feature was missing in the stock game and all other sound mods that I'm aware of. There are two versions of the mod on this site:
1. Wasserbomben SoundFix basic mod
There are two different soundclips shuffling the audio and a third clip which is silent. This means that you get a report only about 66 % of the depth charges dropped. This is to add some randomness, and to reduce audio overlapping during heavy depth charging. The sounds are from stock game. 1.1 version contains Stormys fix and a fix for missing airplane gun watersplash sound from 1.0.
Download: http://www.subsim.com/radioroom/downloads.php?do=file&id=3905
2. Stormflys updated version to users WITH Stormys Das Boot sound mod
Attention ! With the current version, we have not only "Wasserbomben!" callouts, now we have 50 shuffeling "fitting" sounds. Additional to the 3 stock "Wasserbomben!" we have now additional 47 DBSM soundclips shuffling the audio. This means that you get a "Deptcharge in the water" report very rare, at current only 8 samples report that depth charges are dropped. This is to add some randomness, and to reduce same samples overlapping during heavy depth charging or deptcharging far away. We think it's more realistic too, and adds much more to immersion now than before.
Download: http://www.subsim.com/radioroom/downloads.php?do=file&id=3906
(http://www.filefront.com/17861518/Wasserbomben_SoundFix_1.2_E50.zip)
Install:
These mods need to change Baza_FX_Sounds.dsd and Sh.sdl in order to work. Both are compatible with FX_Update_0_0_11_ByTheDarkWraith which changes sh.sdl. I suggest you take a backup of these files before installing.
Locations:
SH5/data/sounds/sh.sdl
SH5/data/Library/Baza_FX_Sounds.dsd
Install the fix with JSGME. It's okay to overwrite Sh.sdl should FX_Update_0_0_11_ByTheDarkWraith already alter it.
NOTE: Wasserbomben sound mod is also included in Stormflys DBSM. So if you are using it, this mod is obsolete.
Question and feedback are welcome!
Bombs away! :88)
stoianm
01-26-11, 04:26 AM
Wasserbomben SoundFix v.1.0 by Rongel
This mod adds the "Wasserbomben!" audio report when depth charges are dropped into the water. This critical feature was missing in the stock game.
There are two different soundclips shuffling the audio and a third clip which is silent. This means that you get a report only about 66 % of the depth charges dropped. This is to add some randomness, and to reduce audio overlapping during heavy depth charging. I think it's more realistic too. The sounds are from stock game.
Install:
This mod needs to change Baza_FX_Sounds.dsd and Sh.sdl in order to work. It's compatible with FX_Update_0_0_11_ByTheDarkWraith which changes sh.sdl. I suggest you take a backup of these files before installing. Locations:
SH5/data/sounds/sh.sdl
SH5/data/Library/Baza_FX_Sounds.dsd
Install the fix with JSGME. It's okay to overwrite Sh.sdl should FX_Update_0_0_11_ByTheDarkWraith already alter it.
Other stuff: I hope that this small fix mod finds it's way to some larger mod so that we can forger this problem forever. You have my permission to use this in your mods but credits would be nice! I'll be adding this fix soon to the new version of my own Battlestations Sound mod which improves battle sounds greatly. This is version 1.0 and there may be some issues! Feedback is welcome, especially if you have technical hints!
Download link: http://www.filefront.com/17851686/Wasserbomben_SoundFix_1.0.7z
Bombs away! :88)
:rock::rock:You rocks mate. Congratulation. I will test wrighaway.
Defiance
01-26-11, 04:29 AM
Heya,
Cheers :yeah:
stoianm
01-26-11, 04:36 AM
Hi again mate,
If i play Wasserbomben3 located in Wasserbomben_SoundFix_1.0\Data\Sound i can not hear nothing (it is not sound). It is Ok that?
And the last question (correct me if i am wrong please):
- when a DD start to drop charges in the water i will hear ,,Wasserbomben1 or Wasserbomben2 Wasserbomben3,, and i will know that soon the charges will explode. It is correct that?
Thanks
stoianm
01-26-11, 04:42 AM
Can i change something in your mode to have a report about 100 % of the depth charges dropped?
If i rename (outside the mod) for example Wasserbomben2 with Wasserbomben3 and paste after that inside the mode i will have then the Wasserbomben3 with a sound. That means i will have a report about 100 % of the depth charges dropped?
It is correct that mate?
Thanks
oh nice, finally!!!
Really been missing this in SH5. Excellent and thanks :)
Hi again mate,
If i play Wasserbomben3 located in Wasserbomben_SoundFix_1.0\Data\Sound i can not hear nothing (it is not sound). It is Ok that?Can i change something in your mode to have a report about 100 % of the depth charges dropped?
If i rename (outside the mod) for example Wasserbomben2 with Wasserbomben3 and paste after that inside the mode i will have then the Wasserbomben3 with a sound. That means i will have a report about 100 % of the depth charges dropped?Yes, Wasserbomben3 is a silent sound. It's the reason why only 2/3 depth charges are reported. If you put sound to Wasserbomben3 (copy and rename Wasserbomben2 to Wasserbomben3) all charges are reported.
when a DD start to drop charges in the water i will hear ,,Wasserbomben1 or Wasserbomben2 Wasserbomben3,, and i will know that soon the charges will explode. It is correct that?The "Wasserbomben" sound is connected to the sound of depth charge hitting the ocean surface, so when there is a depth charge splash, there is "Wasserbomben". There is a shuffle mode that randomly picks one of the three sounds. If there is a heavy depth charging going on, all those reports are a bit annoying (and unrealistic, soundman couldn't hear much with all the noise) and that's why only 2/3.
But does it work for you? I'm a bit nervous fiddling with the .sdl and dsd.files.... I think it should work well with the Megamod too but can't confirm that, cause I'm not using it myself.
But does it work for you? I'm a bit nervous fiddling with the .sdl and dsd.files.... I think it should work well with the Megamod too but can't confirm that, cause I'm not using it myself.
I just tried enabling it with the mega mod but there is a conflict with "sh.sdl". I have no idea if anything get's screwed up if i overwrite but i guess it will.
Btw, i took the liberty to ask TDW if he could add this to the mega mod. Hope i didn't step on your toes here :)
stoianm
01-26-11, 05:26 AM
The game is starting with your patch enabled (I am using FX_Update_0_0_11_ByTheDarkWraith and Stormys DBSM SH5 v1.2 MFCM Basemod - this 2 mods are in conflict with your mod) . I did not ,,really,, tested yet because i did not meet a DD. But i will tell you ASAP.
I just tried enabling it with the mega mod but there is a conflict with "sh.sdl". I have no idea if anything get's screwed up if i overwrite but i guess it will.
Btw, i took the liberty to ask TDW if he could add this to the mega mod. Hope i didn't step on your toes here :)First take a backup copy of your sh.sdl! My sh.sdl file is based on TDW's FX Update mod's sh.sdl, and that seems to be identical with Megamod's sh.sdl (just checked). So there shouldn't be any conflict using this with Megamod.
Yes it's okay to ask TDW that. He can also confirm if there is a confilct expected with Mega mod.
(I am using FX_Update_0_0_11_ByTheDarkWraith and Stormys DBSM SH5 v1.2 MFCM Basemod - this 2 mods are in conflict with your mod)
Now this is a problem: Stormys DBSM SH5 v1.2 MFCM Basemod changes a lot of things in the Sh.sdl file and if you overwrite it with my fix, it will take them away. If you know S3D editor it's really easy to copy my info manually to your Sh.sdl file. And maybe Stormy will udpate his mod and include this into it.
stoianm
01-26-11, 05:56 AM
Now this is a problem: Stormys DBSM SH5 v1.2 MFCM Basemod changes a lot of things in the Sh.sdl file and if you overwrite it with my fix, it will take them away. If you know S3D editor it's really easy to copy my info manually to your Sh.sdl file. And maybe Stormy will udpate his mod and include this into it.
No, I do not know S3D editor(but i will try to learn). Where i can download it?
Thanks! (I really want the both mods to work togheter)
Magic1111
01-26-11, 06:52 AM
Thanks Rongel, I´ll give the MOD a try too ! :up:
stoianm
01-26-11, 07:36 AM
Done!
In fact your sh.sdl file is based on TDW's FX Update and has only 3 extra lines at the end. So i copied all the lines missing in sh.sdl based on Stormys DBSM SH5 v1.2 MFCM Basemod. I deleted the sh.sdl from your mod and i enabled after the Stormys DBSM SH5 v1.2 MFCM Basemod mod.
Now i have all the 3 mods compatible: TDW's FX Update , Stormys DBSM SH5 v1.2 MFCM Basemod and your mod.
You think it is ok that way?
stoianm
01-26-11, 09:26 AM
Yes, Wasserbomben3 is a silent sound. It's the reason why only 2/3 depth charges are reported. If you put sound to Wasserbomben3 (copy and rename Wasserbomben2 to Wasserbomben3) all charges are reported.
The "Wasserbomben" sound is connected to the sound of depth charge hitting the ocean surface, so when there is a depth charge splash, there is "Wasserbomben". There is a shuffle mode that randomly picks one of the three sounds. If there is a heavy depth charging going on, all those reports are a bit annoying (and unrealistic, soundman couldn't hear much with all the noise) and that's why only 2/3.
But does it work for you? I'm a bit nervous fiddling with the .sdl and dsd.files.... I think it should work well with the Megamod too but can't confirm that, cause I'm not using it myself.
Hi mate,
I tested. A DD started to drop charges in water and i heard few times:,,Wasserbomben,, After few seconds i heard the explosion of dept charges. No CTD - all is ok. So in my opinion it is working. Congratulation again for this mod mate!
Stormfly
01-26-11, 11:04 AM
Hi mate,
I tested. A DD started to drop charges in water and i heard few times:,,Wasserbomben,, After few seconds i heard the explosion of dept charges. No CTD - all is ok. So in my opinion it is working. Congratulation again for this mod mate!
can confirm and i like it :DL
btw... this is expandable with more random reports and or scared crew mumbelings and so on :yep:
Stormfly
01-26-11, 11:18 AM
hmm... there is a small problem, if TDW`s explosion particles hit the water, maybe after a torp impcat, the "wasserbomben" sound is also triggered then. :hmmm:
stoianm
01-26-11, 12:01 PM
hmm... there is a small problem, if TDW`s explosion particles hit the water, maybe after a torp impcat, the "wasserbomben" sound is also triggered then. :hmmm:
What is the exact name of the particle impact? If I will remove them from sdl file i will solve this problem?
TheBeast
01-26-11, 12:16 PM
hmm... there is a small problem, if TDW`s explosion particles hit the water, maybe after a torp impcat, the "wasserbomben" sound is also triggered then. :hmmm:
This may not be a bad thing but it can be fixed.
What is the exact name of the particle impact? If I will remove them from sdl file i will solve this problem?
it is the last entries in SH.SDL file.
Removing them will stop all sound for new depth charges in the water sound.
After looking at files, it appears the problem may be in the Baza DSD file. The new sounds were added to existing particles Parent ID.
Maybe adding complete new entry specifically for Depth Charges would fix.
stoianm
01-26-11, 12:24 PM
This may not be a bad thing but it can be fixed.
it is the last entries in SH.SDL file.
Removing them will stop all sound for new depth charges in the water sound.
After looking at files, it appears the problem may be in the Baza DSD file. The new sounds were added to existing particles Parent ID.
Maybe adding complete new entry specifically for Depth Charges would fix.
Hi TheBeast,
It is too much for me!:o.
I hope Stormfly or somebody that can manage that will solve this problem. I understood that maybe when a torpedo explode we will hear "wasserbomben". Not such a big deal. Until the problem will be solved we will play like that!:D
Thanks!
Sepp von Ch.
01-26-11, 02:36 PM
Done!
In fact your sh.sdl file is based on TDW's FX Update and has only 3 extra lines at the end. So i copied all the lines missing in sh.sdl based on Stormys DBSM SH5 v1.2 MFCM Basemod. I deleted the sh.sdl from your mod and i enabled after the Stormys DBSM SH5 v1.2 MFCM Basemod mod.
Now i have all the 3 mods compatible: TDW's FX Update , Stormys DBSM SH5 v1.2 MFCM Basemod and your mod.
You think it is ok that way?
Wow, great! Stoianm, PLEASE, can you send me the mod you adapted? I use these two mods (DBSM SH5 v1.2 MFCM and FX Update) too.
stoianm
01-26-11, 02:46 PM
Wow, great! Stoianm, PLEASE, can you send me the mod you adapted? I use these two mods (DBSM SH5 v1.2 MFCM and FX Update) too.
Hi Josef von Posorschitz,
You have here the mod that i adapted to be compatible with DBSM SH5 v1.2 MFCM and FX Update:
http://www.filefront.com/17853796/Wasserbomben_SoundFix_1.0.rar
I changed also the chance to have reported dept charges in water. Now it will be reported 100%.
Have fun!
Stormfly
01-26-11, 03:01 PM
Maybe adding complete new entry specifically for Depth Charges would fix.
changing or creating a seperate trigger for TDW`s particel splashes seams to lead to a better solution (if that is possible), but on the other hand, even if the problem wouldnt exist, sonarguy`s "Wasserbomben" is also triggered if deptcharges are dropped far away on another contact, but if using enough random sounds for that would maybe compensate it.
Sepp von Ch.
01-26-11, 03:03 PM
stoianm: Thank you VERY much! You are very helpful!
I have before activation to change some files or I can simply activate the mod?
stoianm
01-26-11, 03:04 PM
stoianm: Thank you VERY much! You are very helpful!
I have before activation to change some files or I can simply activate the mod?
Just activate this mod (at the end of the oders 2)
stoianm
01-26-11, 03:05 PM
changing or creating a seperate trigger for TDW`s particel splashes seams to lead to a better solution (if that is possible), but on the other hand, even if the problem wouldnt exist, sonarguy`s "Wasserbomben" is also triggered if deptcharges are dropped far away on another contact, but if using enough random sounds for that would maybe compensate it.
So, do you think you can fix that?
Rickster1
01-26-11, 03:43 PM
Thanks just downloaded it and under attack , it works fine and adds imersion
stoianm
01-26-11, 03:52 PM
Thanks just downloaded it and under attack , it works fine and adds imersion
What means ''adds imersion''?
Stormfly
01-26-11, 04:00 PM
What means ''adds imersion''?
immersion means, that it adds to the feeling of being there in real live ;)
stoianm
01-26-11, 04:05 PM
immersion means, that it adds to the feeling of being there in real live ;)
Understood! Thanks!
hmm... there is a small problem, if TDW`s explosion particles hit the water, maybe after a torp impcat, the "wasserbomben" sound is also triggered then.Sh*t! It was too easy I guess... Ok, let's figure a way to fix this. I guess one way is to remove TDWs particle sounds but ofcourse this is a nasty solution. I could try to add wasserbomben sound to another depth charge related sound like "Depth charge under-water trail.wav" but I'm not sure if it works. But I won't rest until this is fixed! This is a really important issue, especially if you are playing without external camera! Sadly I can't do this today or tomorrow probably, so feel free to tinker with this if you want!
btw... this is expandable with more random reports and or scared crew mumbelings and so on
It seems that you can use here only really short audio clips, like 1,5 seconds at max. Don't know yet why...
stoianm
01-26-11, 04:20 PM
Sh*t! It was too easy I guess... Ok, let's figure a way to fix this. I guess one way is to remove TDWs particle sounds but ofcourse this is a nasty solution. I could try to add wasserbomben sound to another depth charge related sound like "Depth charge under-water trail.wav" but I'm not sure if it works. But I won't rest until this is fixed! This is a really important issue, especially if you are playing without external camera! Sadly I can't do this today or tomorrow probably, so feel free to tinker with this if you want!
It seems that you can use here only really short audio clips, like 1,5 seconds at max. Don't know yet why...
If you will try to add wasserbomben sound to "Depth charge under-water trail.wav" i think they will be reported also even the DDs deploy charges far away from you! How you can report them only if they are deploing dept charges on you? :timeout:
Ducimus
01-26-11, 04:25 PM
Try launching torpedo's when on the surface. :O:
SH4 has been using a tweak similar to this for awhile. I forget who came out with it exactly but it wasn't me. If things from SH4 hold true, then the sound in question is used anytime an object hits the surface of the water. Kgun, depth charges, and torpedo's if i remember correctly.
The game is finicky about how long what sound clips are being used, and where. Some parts are very arbitrary in the sound length. So , all considered, if you can't isolate the particle sound on depth charges from other objects, and increase the time allowance for the audio, you may have to settle for a very generic splash sound.
edit:
I believe you can, adjust the audio scale of the sound, so objects hitting the water closest to you are louder then objects hitting the water farther away.
And make no mistake, this isn't a real sonarman fix. (Good luck with that, i gave up because i suck) What your really doing, is using an environmental sound in a creative way.
Stormfly
01-26-11, 04:37 PM
it seams to be fixed on my side using a different parent ID ! ...stand by
Magic1111
01-26-11, 04:42 PM
it seams to be fixed on my side using a different parent ID ! ...stand by
:up::|\\:up:
If you will try to add wasserbomben sound to "Depth charge under-water trail.wav" i think they will be reported also even the DDs deploy charges far away from you! How you can report them only if they are deploing dept charges on you?I think one way could be that you make it into a 3D-sound and just put it's range to something like 2000 meters. Now the soundmans reports volume level will tell you how far it is. Not sure if it works well though. Ok, this needs some testing and more tinkering (and maybe a modder more skillfull than I am, I have to confess, I'm no modder at all!). But anyway, I personally don't think this is so bad thing. The main point is that the soundguy must not think everything that drops into water as a depth charge!
And make no mistake, this isn't a real sonarman fix. (Good luck with that, i gave up because i suck) What your really doing, is using an environmental sound in a creative way. Exactly! This isn't a real fix, it's a workaround with issues but I think it's still much more better than nothing. I have to look at the SH 4 depth charge mod, and save some trouble.
But just to make sure: My mod adds the sound to the DC_Waterimpact "thingy" which normally activates "Particles.DepthCharge_Splash" sound. Does something else than TDWs FX Update use this? If not then it's much more easy to fix.
TheDarkWraith
01-26-11, 04:51 PM
I have my own sounds for the FX mod. Nothing else uses them and I don't use any others
Stormfly
01-26-11, 04:56 PM
ok guys,
here we go: new Parent ID is: 0x481ac1efbcdfb6e3
no conflicting with any other splashes so far...
if you want me to put a link for the fixed mod, let me know, i will then update the readme also to version 1.1
Ducimus
01-26-11, 04:57 PM
. I have to look at the SH 4 depth charge mod, and save some trouble.
Here's the original thread. You may be able to gleam some info from it. I remember he tweaked it a couple times and said as much.
http://www.subsim.com/radioroom/showthread.php?t=126127
The file in question, if im not mistaken, is particles.dsd. I don't remember for sure, but i think thats the file.
stoianm
01-26-11, 05:13 PM
ok guys,
here we go: new Parent ID is: 0x481ac1efbcdfb6e3
no conflicting with any other splashes so far...
if you want me to put a link for the fixed mod, let me know, i will then update the readme also to version 1.1
Yes please sir!:salute: This fix it is compatible with FIX by TDW and your sound collection?
Stormfly
01-26-11, 05:19 PM
Yes please sir!:salute: This fix it is compatible with FIX by TDW and your sound collection?
ohh iam sorry man, i asked Rongel...
...but i can send you a PM for testing
Okay, now tested it myself, when deck gunning a merchant, soundguy called out "Wasserbomben" when some of the debris stuff dropped to the sea.
ok guys,
here we go: new Parent ID is: 0x481ac1efbcdfb6e3
no conflicting with any other splashes so far...
if you want me to put a link for the fixed mod, let me know, i will then update the readme also to version 1.1 Not sure what you did there, haven't used the ID generator in S3D so can't say anything about that. But if it works then great great great! :DL
Please put a link here for the new mod version and I will update the first post, is it okay with you?
stoianm
01-26-11, 05:24 PM
ohh iam sorry man, i asked Rongel...
...but i can send you a PM for testing
yes please
thanks!
Stormfly
01-26-11, 05:30 PM
Okay, now tested it myself, when deck gunning a merchant, soundguy called out "Wasserbomben" when some of the debris stuff dropped to the sea.
Not sure what you did there, haven't used the ID generator in S3D so can't say anything about that. But if it works then great great great! :DL
Please put a link here for the new mod version and I will update the first post, is it okay with you?
okay doke...
Version 1.1
...fixed (disconnected TDW FX debris particel on water splash event)
this version also include compatibility to RDA1.04beta additional planes, TDW FX Update 011 and Stormy`s DBSM 1.2
(it dont matter if the mods which are compatible now, are installed or not)
DL:
http://sahraniradio.armedassault.eu/Stormy/Wasserbomben_SoundFix_1.1_by_Rongel_+_Stormys_DBSM 1.2_+ RDA1.04_+_TDWFXUpdate011_compatible.zip (http://sahraniradio.armedassault.eu/Stormy/Wasserbomben_SoundFix_1.1_by_Rongel_+_Stormys_DBSM 1.2_+%20RDA1.04_+_TDWFXUpdate011_compatible.zip)
TheDarkWraith
01-26-11, 05:33 PM
My water splash sounds are completely independent from everything. If you have to remove them then there's something fundamentally wrong with the way you have implemented whatever you're trying to do :yep:
Stormfly
01-26-11, 05:52 PM
My water splash sounds are completely independent from everything. If you have to remove them then there's something fundamentally wrong with the way you have implemented whatever you're trying to do :yep:
hey... iam brave man, so nothing of your files got touched or is reduced in function with this little fix :sunny:
...but this package include my DBSM sdl file now :oops:, so if you want to use another sound mod with it, you have to merge your sound mods sdl file by copying over the last 3 entrys from the sdl file included in "Wasserbomben!" sound fix 1.1
:o silent absconding...
My water splash sounds are completely independent from everything. If you have to remove them then there's something fundamentally wrong with the way you have implemented whatever you're trying to do :yep:Yes I'm pretty sure that if there is trouble, it's from my mod! Now the funny thing is that Stormyfly seems to have fixed it but I have no idea how! But am I right Stormfly, that nothing is now removed or disabled? Everything from TDWs FX update works as usual? We have now "Wasserbomben" but we didn't lose anything?
EDIT: hey... iam brave man, so nothing of your files got touched or is reduced in function
Okay, great!!
One last thing.... Stormfly, when I make new version of my own Battlestations sound mod, can I use your sdl-file? That way my mod would be compatible with yours if somebody would like to use them both. I think we concentrate on different things so all could win here! Okay must go now, lets see what suprises tomorrow will bring! And thanks all for the help!
stoianm
01-26-11, 06:02 PM
hey... iam brave man, so nothing of your files got touched or is reduced in function with this little fix :sunny:
...but this package include my DBSM sdl file now :oops:, so if you want to use another sound mod with it, you have to merge your sound mods sdl file by copying over the last 3 entrys from the sdl file included in "Wasserbomben!" sound fix 1.1
:o silent absconding...
The RDA1.04 it is compatible with TDWs mods? Can you share the link for my because on the forum it is only RDA1.03 beta, please?
Thanks!
stoianm
01-26-11, 06:06 PM
i forgot to ask: what new things pull in to the game that mod RDA1.04?
Stormfly
01-26-11, 06:20 PM
i forgot to ask: what new things pull in to the game that mod RDA1.04?
RDA -> Rückkehr der Asse
http://www.aotd-clan.de/wbb2/thread.php?threadid=11559
ohh i think they have abandon working on it, because of to many bugs in SH5, i use it as a base mod, mainly because of some additional planes, but most of it is overwritten allready by other great stuff from subsim here, i would recommend using TDW`s Magnum Opus as a base now.
stoianm
01-26-11, 06:21 PM
RDA -> Rückkehr der Asse
http://www.aotd-clan.de/wbb2/thread.php?threadid=11559
ohh i think they have abandon working on it, because of to many bugs in SH5, i use it as a base mod, mainly because of some additional planes, but most of it is overwritten allready by other great stuff from subsim here, i would recommend using TDW`s Magnum Opus as a base now.
Thanks!
Stormfly
01-26-11, 07:06 PM
One last thing.... Stormfly, when I make new version of my own Battlestations sound mod, can I use your sdl-file? That way my mod would be compatible with yours if somebody would like to use them both. I think we concentrate on different things so all could win here! Okay must go now, lets see what suprises tomorrow will bring! And thanks all for the help!
yes, go ahead.... but did you tasted the allready present sound events regarding damage in DBSM 1.2 ?
and by the way, one of my SDL-entrys turns the diesel into a 3D diesel sound, also this entry is special customized to work with a special diesel sample i created, so if using it with another sound mod, it may be you may thinking sitting in a cessna playing flight simulator or maybe riding an indic elephant :D
Stormfly
01-27-11, 01:42 AM
another thing, testing right now a version with 20 short random sounds i created for it, man this realy give it a blast, adds massive to immersion :o, will continue to rise its ammount tomorrow...
Magic1111
01-27-11, 04:57 AM
@ Rongel & Stormfly: Many thanks for the MOD / Fix !!! :yeah::up:
Best regards,
Magic:salute:
Update!
There is now two different versions available and a third coming soon! Stormflys new update 1.2 puts more sound variatons (50!) to depth charging.
There is also the first Basic-version updated, so that it uses the normal, unedited sdl-file, and is suggested to people without Stormflys sound mod. Both of these mods fix small bug that was in previous version, where airplane gun watersplash sound dissappeared.
Magic1111
01-28-11, 06:43 PM
Update!
There is now two different versions available and a third coming soon! Stormflys new update 1.2 puts more sound variatons (50!) to depth charging.
There is also the first Basic-version updated, so that it uses the normal, unedited sdl-file, and is suggested to people without Stormflys sound mod. Both of these mods fix small bug that was in previous version, where airplane gun watersplash sound dissappeared.
Thanks !!! :yeah:
pascal4541
01-29-11, 04:17 AM
Hello gentlemen :salute:
For the installation I rename the data file decompressed by wasserbomben and I placed with JSGME, just after the collection Stormy DBSM. No conflicts reported. Is this correct?
stoianm
01-29-11, 04:18 AM
Hello gentlemen :salute:
For the installation I rename the data file decompressed by wasserbomben and I placed with JSGME, just after the collection Stormy DBSM. No conflicts reported. Is this correct?
Yes, it is!
Sepp von Ch.
01-29-11, 05:30 AM
Yes, it is!
Hello gentlemen :salute:
For the installation I rename the data file decompressed by wasserbomben and I placed with JSGME, just after the collection Stormy DBSM. No conflicts reported. Is this correct?
Really? I wanted to simply activate the new mod, but I have here two conflicts. What am I doing wrong? I have to rename some of the data or I can simply activate the mod?
http://s4.postimage.org/1e7bpyb1g/image.jpg (http://postimage.org/image/1e7bpyb1g/)
stoianm
01-29-11, 05:41 AM
Really? I wanted to simply activate the new mod, but I have here two conflicts. What am I doing wrong? I have to rename some of the data or I can simply activate the mod?
http://s4.postimage.org/1e7bpyb1g/image.jpg (http://postimage.org/image/1e7bpyb1g/)
You will have conflicts but it is ok to have them. Those ,,conflicts,, that you have change things in better (replace th sh file with one that are making the all 3 mods compatible: MO-StormysDBSM-Wasserbomben)
So, just activate the mod!:up:
Bye!
Really? I wanted to simply activate the new mod, but I have here two conflicts. What am I doing wrong? I have to rename some of the data or I can simply activate the mod?Hi! I'm no expert in Stormys mod but I think that you are OK, you aren't doing anything wrong. The new mod is compatible with TSWs FX update, Megamod, and Stormys mod. You have to overwrite the sdl-file, but nothing is old is lost, only more new stuff! So NO renaming, just overwrite the old sdl-file.
Sepp von Ch.
01-29-11, 06:04 AM
I activate this mod during patrols in the Atlantic, or do I have to wait until the bunker?
stoianm
01-29-11, 06:06 AM
I activate this mod during patrols in the Atlantic, or do I have to wait until the bunker?
I think that during patrols it is ok.
If not, if you will have CTDs, then disable and enable when you are in bunker.:D
pascal4541
01-29-11, 07:28 AM
Thanks everybody :up:
LittleBigEd
08-17-11, 01:53 PM
Ahoy!!
Do I need to mess with any files or do I just load the Wasserbomben mods. Is the first version stand alone mod for stock 1.2 or do I need other mods. (are Stormy's and Stormfly's DBSM one and the same??)
Thankyou to all modders. Where would we be without. . . .
I have tried all combinations of ways with these mods and I get no conflicts with the other mods, but no Wasserbomben!! (should I have conflicts??)
Ahoy!!
Do I need to mess with any files or do I just load the Wasserbomben mods. Is the first version stand alone mod for stock 1.2 or do I need other mods. (are Stormy's and Stormfly's DBSM one and the same??)
Thankyou to all modders. Where would we be without. . . .
I have tried all combinations of ways with these mods and I get no conflicts with the other mods, but no Wasserbomben!! (should I have conflicts??)
What is your current activated mod list? It will show why the sound isn't playing.
The first version is indeed for the patched stock game, the other is compatible with Stormy's DBSM (Stormy and Stormfly are the same person, at least I hope so :D). The latter version is outdated, but if you are using his sound mod, the wasserbomben is included in it anyway, so you don't need it.
And by the way, if you are using Stormfly's mod, there are many random "silent" wasserbomben sounds. So your sonarman doesn't hear/report them all.
LittleBigEd
08-18-11, 03:23 PM
Thanks Rongel, Iwas bieng too impatient. !80 meters down near the eastern entrance to the Straights of G, two destroyers in persute, i got a Wassenbomben!! then sunken!! Thanks for reply. . . .and the good work.
Stormfly
08-18-11, 06:18 PM
And by the way, if you are using Stormfly's mod, there are many random "silent" wasserbomben sounds. So your sonarman doesn't hear/report them all.
i replaced this wasserbomben sounds with about 50 different sound`s, sometimes but rare you hear "wasserbomben" or a variation of it but mostly you get different sounds or crew babeling whitch will fit into the situation. I did that to get some of the immersive but missing sounds from SH3 back, which will also rise the challenge a bit together with variation.
lesec74
01-24-13, 11:14 AM
hello
link is dead! someone can help me!!:salute:
hello
link is dead! someone can help me!!:salute:
Send a PM to Rongel. I am sure it won't take too long before he will update the download page with working links ;)
Trevally.
01-24-13, 12:09 PM
Why not upload to subsim?:hmmm:
Heeya!
Wow, I thought that this mod wasn't needed anymore. I can upload it in the weekend, but like with my all mods, it would be best if they could be uploaded to subsim, so there wouldn't disappear so fast to bit heaven. But I can't upload anything here, don't have a clue how it's done.
Targor Avelany
01-24-13, 01:18 PM
CALL IN STEVE!!!! :woot:
New links: :up:
Wasserbomben SoundFix Basic 1.1 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3905)
Wasserbomben SoundFix 1.2 E50 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3906)
New links: :up:
Wasserbomben SoundFix Basic 1.1 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3905)
Wasserbomben SoundFix 1.2 E50 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3906)
Thanks Gap! I updated the first page with these links, so they should now stay active forever and ever and ever!
Thanks Gap! I updated the first page with these links, so they should now stay active forever and ever and ever!
Never ever we will do again without your "Wasserbomben!" sound fix :salute:
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