View Full Version : [REL] Radio Messages Engine
TheDarkWraith
07-16-11, 10:38 AM
This mod will add the radio message engine to the stock game or to Reaper7's UI-Boat v4.14 mod. You do not need this mod if you are using my UIs mod or Magnum Opus (MO) as the radio message engine is already built into it.
from the included text file:
v1.2.0
This will add radio messages and campaign radio messages to the stock game or to Reaper7's UI-Boat v4.14
An options file can be edited by the user (\Radio_Messages.cfg) to configure the radio messages.
When a radio message is shown it will show using the stock radio message interface (a sound will be played also telling the user that a new radio message was received). These messages are not saved and you cannot review prior ones. Depending upon how the options file is setup time compression can be set to 1 when a radio message is displayed.
The sound(s) played when a radio message is received can be changed to German voices by enabling the add-on mod 'Radio_Messages_1_2_0_German_Voices' after this one.
The campaign radio messages are only available when a campaign game is being played (will not be available in Historic missions)
The radio messages are available at any time (campaign or historic mission)
This mod is to be used in conjunction with Trevally's Campaign Radio Messages for OH II (http://www.subsim.com/radioroom/showpost.php?p=1701322&postcount=1) for the campaign radio messages or any other mod that utilizes my radio message layout and format
TheDarkWraith
This will show when a radio message is received:
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=4577
Ruby2000's German translations of the radio messages for MO can be used with this.
Can be enabled/disabled at any time.
v1.0.0 - initial release
v1.1.0 - added standard radio messages ability
v1.2.0 - folder structure for sounds changed so as mod can pick a random sound from the folder when needed
v1.2.0 available here: http://www.gamefront.com/files/20572163/Radio_Messages_1_2_0_Non_NewUIs_7z
:|\\
Stormfly
07-16-11, 11:50 AM
I might enable the standard radio message feature in next release so all radio messages can be received by player.
:|\\
this are great news mate a big THX for that :yeah:
i realy like the idea also enabeling the standard radio message feature for the next release, as it would (as i assume) prevent a unrealistic "popup" screen and gives additional sound triggers for all of us :rock:
...i do like the screen but i hate when it pops in my face automaticaly, escpecially if the receiving sound is still playing. :D ..this of course is also "handle able" with a little delay for the popup.
Sepp von Ch.
07-16-11, 01:26 PM
Thank you VERY VERY much TDW!!!:Kaleun_Applaud: These radio messages are the same as in your MO mod? I ´will use these your messages in german. Can I use Ruby2000´s translation of your messages in MO please?
Can I activate this mod during patrol or only in the bunker?
@ Stormfly: these german sounds for radio messages are already in your sound mod integrated, so I no need this TDW´s optional mod, or?
TheDarkWraith
07-16-11, 03:05 PM
This can be activated/deactivated at any time.
I'm adding the standard radio messages to the radio messages engine. Should be ready here very soon. You'll receive the standard radio messages just like the campaign radio messages are received. You will not get ship sunk/sinking, sub/periscope spotted, or anything like that though.
the options file now specifies the following options:
; player's uboat hull number
UboatHullNumber = U-001
; depth below which do not receive radio messages - in meters
BelowThisDepthDontReceiveRadio = 30.0
; the radio message intercept chance
; this is the chance (0-100 with 100 being always intercepted) that the radio operator will intercept a radio message
RadioMessageInterceptChance = 50
; do we set TC to 1 on new radio message received?
; change below to either True or False
TC1OnNewRadioMessage = True
; language used
; must match folder name in \data\RadioMessages
Language = English
@Stormfly - I only have 4 sounds for the radio messages. Where are the additional sounds? I need one more (English and German voice) for the campaign radio messages if you want them to be a different sound clip.
Stormfly
07-16-11, 03:21 PM
This can be activated/deactivated at any time.
I'm adding the standard radio messages to the radio messages engine. Should be ready here very soon. You'll receive the standard radio messages just like the campaign radio messages are received. You will not get ship sunk/sinking, sub/periscope spotted, or anything like that though.
the options file now specifies the following options:
; player's uboat hull number
UboatHullNumber = U-001
; depth below which do not receive radio messages - in meters
BelowThisDepthDontReceiveRadio = 30.0
; the radio message intercept chance
; this is the chance (0-100 with 100 being always intercepted) that the radio operator will intercept a radio message
RadioMessageInterceptChance = 50
; do we set TC to 1 on new radio message received?
; change below to either True or False
TC1OnNewRadioMessage = True
; language used
; must match folder name in \data\RadioMessages
Language = English
@Stormfly - I only have 4 sounds for the radio messages. Where are the additional sounds? I need one more (English and German voice) for the campaign radio messages if you want them to be a different sound clip.
...iam little bit confused now:
for what do we need the "RadioMessageInterceptChance = 50" entry in the options file while you declared "You will not get ship sunk/sinking, sub/periscope spotted, or anything like that though."
...regarding the extra trigger for "Commanders messages" as campaign radio messages, i would recommend changing the connected sound samples:
the "blue normal BDU messages" play "radio_in_type_1.wav" at current if iam correct, change that trigger to "radio_in_type_4.wav" (which is a normal std. radio incomming sound)
connect the important "campaign message event" with "radio_in_type_1.wav" (which is the "commanders message" radio in sound sample you allready have).
Stormfly
07-16-11, 03:44 PM
@ Stormfly: these german sounds for radio messages are already in your sound mod integrated, so I no need this TDW´s optional mod, or?
ithink so but have a look on it... depending in what order you install the mod`s
btw, as the new upcomming TDW UI`s fix a bug regarding "receiving sample isnt played sometimes if TC is running" i plan a little update for SDBSM where you can also choose to have the "long commanders sound sample" enabled while at the same time deleting the old SDBSM trigger for it, preventing playing it twice as some ppl reported.
TheDarkWraith
07-16-11, 03:54 PM
...iam little bit confused now:
for what do we need the "RadioMessageInterceptChance = 50" entry in the options file while you declared "You will not get ship sunk/sinking, sub/periscope spotted, or anything like that though."
You will not get any sub/periscope spotted, ship sinking/sunk, etc. You will get the standard radio messages defined in the radio messages files and the campaign radio messages defined in the campaign radio message files.
The RadioMessageInterceptChance applies to the standard radio messages (and campaign radio messages if they want to use this option). This is the % chance that the radio operator intercepts the radio message. After all there is a possibility that he can miss radio messages :up:
Need a new sound for the campaign radio message. As it is also type of BDU message it will use the current BDU sound.
Stormfly
07-16-11, 03:58 PM
You will not get any sub/periscope spotted, ship sinking/sunk, etc. You will get the standard radio messages defined in the radio messages files and the campaign radio messages defined in the campaign radio message files.
The RadioMessageInterceptChance applies to the standard radio messages (and campaign radio messages if they want to use this option). This is the % chance that the radio operator intercepts the radio message. After all there is a possibility that he can miss radio messages :up:
Need a new sound for the campaign radio message. As it is also type of BDU message it will use the current BDU sound.
ohh i see... :cool:
...regarding your demand of a new sound, did you read my post above completely :06:
TheDarkWraith
07-16-11, 04:01 PM
ohh i see... :cool:
...regarding your demand of a new sound, did you read my post above completly :06:
Due to the way it's coded I can't do what you're thinking. If we want a unique sound for the campaign radio messages then I have to have a new sound file for it.
Stormfly
07-16-11, 04:04 PM
Due to the way it's coded I can't do what you're thinking. If we want a unique sound for the campaign radio messages then I have to have a new sound file for it.
the current BDU sound wont fit for std. BDU messages since we have campaign messages, it will only fit for the new Campaign Messages...
can you live with a new std. BDU message sample :06:
TheDarkWraith
07-16-11, 04:06 PM
the current BDU sound wont fit for std. BDU messages since we have campaign messages, it will only fit for the new Campaign Messages...
can you live with a new std. BDU message sample :06:
Yes I can assign the current BDU sound as the sound for campaign radio messages and a new sound as the BDU messages :up:
Stormfly
07-16-11, 04:07 PM
:arrgh!:
Stormfly
07-16-11, 04:26 PM
you have pm...
TheDarkWraith
07-16-11, 04:35 PM
you have pm...
sound file sent.
Standard radio messages enabled and working correctly. Doing final testing.
Stormfly
07-16-11, 04:39 PM
...processing
tonschk
07-16-11, 05:08 PM
:DL Thank you :yeah: TheDarkWraith
Stormfly
07-16-11, 05:15 PM
...done, you have pm
TheDarkWraith
07-16-11, 05:28 PM
...done, you have pm
added :up: These new sounds will be the current BDU message sound. The old BDU message sound is now the campaign message sound :yeah: Testing changes now....
TheDarkWraith
07-16-11, 05:49 PM
v1.1.0 released. See post #1 for details :|\\
TheDarkWraith
07-16-11, 05:51 PM
Thank you VERY VERY much TDW!!!:Kaleun_Applaud: These radio messages are the same as in your MO mod? I ´will use these your messages in german. Can I use Ruby2000´s translation of your messages in MO please?
Can I activate this mod during patrol or only in the bunker?
These are the same standard radio messages as used in MO. Yes you can use Ruby2000's translations :up:
Can be activated/deactivated at any time
urfisch
07-17-11, 05:38 AM
interesting, thanks!
Stormfly
07-17-11, 06:25 AM
ATTENTION !
there is one important thing to do if using this mod together with SDBSM:
simply delete the following file "New_message_received.ogg" from following folders:
\data\sound\speech\radioman\Normal
\data\sound\speech\radioman\Tension
\data\sound\speech\radioman\Whisper
...of your game files, or from SDBSM base mod folder and reenable.
...there are no further steps to do, as the SH5 routine who play this file is a left over from SH3/SH4 and may use this file if present, the above file is not delivered with SH5 vanilla, its only part of SDBSM. I will deliver it again in a upcomming SDBSM update as optional "longer campaign radio message sample" (Commanders Radio Message).
This sample is also part of SDBSM for the "Normal" radio receiving voice (in another file), but only effective if not using TDW`s radio engine, or playing single/multi player games.
Sepp von Ch.
07-17-11, 04:06 PM
It works great! Thank you so much TDW!
@ Stormfly: Thank you for your tip. I modified your mod and look forward to new version;)
Stormfly
07-17-11, 04:28 PM
@TDW
...expecting that ppl (me included) get bored over time by hearing over and over the same sound sample for generic radio messages.
would it be possible to have a shuffeling sound trigger for them, or maybe a trigger who select from a rotating list out of maybe 50 sound`s (i would deliver them) :O:
edit: just forgot about... would it be possible to have the important and rare campaign messages seperated form the % chance parameter ?
Sepp von Ch.
07-18-11, 01:17 AM
Hello TDW, when I have changed my U-Boat number from U-001 into U-552, why does not appear in my report?
http://s3.postimage.org/6o3ym5tw/SH5_Img_2011_07_17_20_19_15.jpg (http://postimage.org/image/6o3ym5tw/)
Magic1111
07-18-11, 04:28 AM
ATTENTION !
there is one important thing to do if using this mod together with SDBSM:
simply delete the following file "New_message_received.ogg" from following folders:
\data\sound\speech\radioman\Normal
\data\sound\speech\radioman\Tension
\data\sound\speech\radioman\Whisper
...of your game files, or from SDBSM base mod folder and reenable.
Hi Stormfly !
Must I done the same, when I use TDW´s UI 6.6.0 and your Sound MOD enable AFTER UI 6.6.0 ?
Best regards,
Magic
TheDarkWraith
07-18-11, 05:43 AM
Hello TDW, when I have changed my U-Boat number from U-001 into U-552, why does not appear in my report?
http://s3.postimage.org/6o3ym5tw/SH5_Img_2011_07_17_20_19_15.jpg (http://postimage.org/image/6o3ym5tw/)
That's not a radio message that the mod made. That's one the game itself made and I can't control them. The ones that the mod makes should be displaying the correct uboat hull number. Is this not true?
TheDarkWraith
07-18-11, 05:45 AM
edit: just forgot about... would it be possible to have the important and rare campaign messages seperated form the % chance parameter ?
ah yes, you have found something that I forgot to code in. The campaign radio messages have the option to ignore the % chance or use it and I'm not utilizing that :nope: I will add it and release a new version :up:
TheDarkWraith
07-18-11, 05:54 AM
@TDW
...expecting that ppl (me included) get bored over time by hearing over and over the same sound sample for generic radio messages.
would it be possible to have a shuffeling sound trigger for them, or maybe a trigger who select from a rotating list out of maybe 50 sound`s (i would deliver them) :O:
Yes I can have each sound be played from a list of sounds for it. We would need like 5-10 different sounds for each current one.
Stormfly
07-18-11, 06:14 AM
Yes I can have each sound be played from a list of sounds for it. We would need like 5-10 different sounds for each current one.
...processing
Stormfly
07-18-11, 10:33 AM
Hi Stormfly !
Must I done the same, when I use TDW´s UI 6.6.0 and your Sound MOD enable AFTER UI 6.6.0 ?
Best regards,
Magic
yes, but it wont eleminate that sometimes the regular SH5 incomming radio message voice is played, this ogg have to be silenced additionaly.
(MC_RR_RADIO_15.ogg)
...in folders
\data\sound\speech\radioman\normal
\data\sound\speech\radioman\tension
\data\sound\speech\radioman\whisper
i will deliver this file to TDW for the next update, making shure that only one incomming message playing.
Magic1111
07-18-11, 02:04 PM
yes, but it wont eleminate that sometimes the regular SH5 incomming radio message voice is played, this ogg have to be silenced additionaly.
(MC_RR_RADIO_15.ogg)
...in folders
\data\sound\speech\radioman\normal
\data\sound\speech\radioman\tension
\data\sound\speech\radioman\whisper
i will deliver this file to TDW for the next update, making shure that only one incomming message playing.
Okay, thanks Stormy !!! :up:
Best regards,
Magic:salute:
Stormfly
07-19-11, 06:11 AM
@TDW, ...plz check PM
TheDarkWraith
07-19-11, 12:37 PM
edit: just forgot about... would it be possible to have the important and rare campaign messages seperated form the % chance parameter ?
After reviewing my code I was already taking this into account for the campaign radio messages. If whoever made the campaign radio message designated it to disregard the % chance then it will otherwise it won't :up:
v1.2.0 released. See post #1 for details :|\\
Sepp von Ch.
07-19-11, 01:44 PM
v1.2.0 released. See post #1 for details :|\\
Thank you very much TDW!
That's not a radio message that the mod made. That's one the game itself made and I can't control them. The ones that the mod makes should be displaying the correct uboat hull number. Is this not true?
Sorry, you are right. I didn´t noticed.
Silent Steel
07-30-11, 03:47 AM
Should these ones be installed in some specific order? :hmmm:
OH II and Light Campaign Radio Messages v3
Radio_Messages_1_2_0_Non-NewUIs_Stock
Radio_Messages_1_2_0_UI_Boat_v4_14
Radio_Messages_1_2_0_German_Voices
/
TheDarkWraith
07-30-11, 10:01 AM
Should these ones be installed in some specific order? :hmmm:
OH II and Light Campaign Radio Messages v3
Radio_Messages_1_2_0_Non-NewUIs_Stock
Radio_Messages_1_2_0_UI_Boat_v4_14
Radio_Messages_1_2_0_German_Voices
/
If you're using my UIs mod then you don't need and of them that start with Radio_Messages. If you aren't using my UIs mod but rather using stock game then you need the one ending in _Stock. If you are using the UI_Boat UI then you need the one ending in v4_14. The _German_Voices just changes the voices to German for any of the ones previously described. Install order does not matter.
Silent Steel
07-30-11, 10:17 AM
If you're using my UIs mod then you don't need and of them that start with Radio_Messages. If you aren't using my UIs mod but rather using stock game then you need the one ending in _Stock. If you are using the UI_Boat UI then you need the one ending in v4_14. The _German_Voices just changes the voices to German for any of the ones previously described. Install order does not matter.
Thanks TDW
I was just curious.
As you know I'm now busy testing the New UIs
So far no issues :up:
/
TheDarkWraith
07-30-11, 10:28 AM
Thanks TDW
I was just curious.
As you know I'm now busy testing the New UIs
So far no issues :up:
/
Did Trevally send you his updated harbor pilot scripts? A big change in the new version of my UIs mod was making the harbor pilots smarter. There was also a change to the radio messages part but that has more to do with those that make the radio message files.
Silent Steel
07-31-11, 02:55 AM
Did Trevally send you his updated harbor pilot scripts? A big change in the new version of my UIs mod was making the harbor pilots smarter. There was also a change to the radio messages part but that has more to do with those that make the radio message files.
Yes Sir,
I got those scripts and applied them.
Funny though I've never had those problems myself, maybe because I'm always on the bridge in harbour and I don't completely trust those pilots or feel comfortable if I leave my ship's destiny to them :shifty:
Now, for testing purposes I'll do it.
Testing proceeds
:salute:
/
Captain73
04-04-12, 06:47 AM
Why mod Radio_Messages_1_2_0_UI_Boat_v4_14 does not work with the interface UI-Boat V4.14?
Captain73
05-26-12, 06:02 PM
With the development of fashion OH II v1.9 without Radiocommunication in the Indian ocean did not go. I wanted to know when the UI-Boat V4.14 and with the CSP Magui Interface v2.0 beta we will hear the radio??? Soon go out into the Indian ocean!!! )))
TheDarkWraith
05-26-12, 06:56 PM
With the development of fashion OH II v1.9 without Radiocommunication in the Indian ocean did not go. I wanted to know when the UI-Boat V4.14 and with the CSP Magui Interface v2.0 beta we will hear the radio??? Soon go out into the Indian ocean!!! )))
I made the radio messages engine so that it could be used by any mod. You'll need to ask the mod maker to include it in their mod if you want it :up:
Captain73
05-27-12, 01:46 AM
I made the radio messages engine so that it could be used by any mod. You'll need to ask the mod maker to include it in their mod if you want it :up:
Mod Radio_Messages_1_2_0_UI_Boat_v4_14 does not work with the UI-Boat V4.14! And Mr. DrJones and Mr. Reape7 unfortunately abandoned work on the interface! To all my questions, I send to You!!!
We'll have to take more pigeons with them and send messages with pigeon!!!))))
Trevally.
01-08-13, 01:31 PM
added to download section http://www.subsim.com/radioroom/downloads.php?do=file&id=3879:up:
Fregattenkapitän
07-04-13, 12:14 PM
Got a little problem
I just putted Radio_Messages_1_2_0_Non-NewUIs_Stock in the Generic Mod Enabler and activated.
But when i start the game, noting changed.
Mod list
The Antilagfile
IRAI mod
MightyFine crew mode alt faces with beards
IO strategic map for stock
Radio_Messages_1_2_0_Non-NewUIs_Stock
Do you need to start a new campaigne, to let it work ?
TheDarkWraith
07-04-13, 12:55 PM
It's a stand-alone mod. Why do you say it's not working? Try starting a new career. You should get many radio messages within the first 4 hours of the game time.
Koranis
12-19-13, 10:03 AM
Hi, is there another mirror different from gamefront? Gamefront doesn't host a file for to long and has regional limitations. I'm in Italy and cannot download it. :(
Sailor Steve
12-19-13, 12:57 PM
Why does no one ever look at Subsim Downloads?
http://www.subsim.com/radioroom/downloads.php?do=file&id=3879
Oh, and Welcome Aboard! :sunny:
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