Philipp_Thomsen
01-27-17, 03:46 PM
I just wrote a big message to TDW that I've been meaning to ask for
a while now, and after the big text was written I found out his inbox
is completely full. I didn't want to lose the text, so I decided to post
it here. Maybe I get lucky and he reads it.
If you're reading this and you're not TDW, feel free to ignore it.
Or feel free to read it, I don't mind.
And if you know something I don't, feel free to pitch in with some clues :)
Original text in the spoiler below.
Hello TDW,
Long time since we spoke, mate.
Hope life has been treating you well.
Listen, I'm giving a hand to WAC team on their upcoming 5.0
and I've stumbled across some old problem I've always tried to solve.
The ambient sound inside the uboat.
With vanilla SH3 (and any other supermod I can think of)
there is only one sound file being used. The problem with this
is, if you add a nice realistic atmospheric sound with crew chatting
and background noises pertinent to the interior of the uboat,
when you go under silent running or you're under attack or other
situations, that sound file no longer matches the situation.
You're being depth charged and crew members are telling jokes.
So I'm looking for a way to add a call for a second (or even third)
sound file depending on the situation. I've been looking into SH3.SDL
and the DSD files for each sub and room but so far I couldn't find anything.
The engine recognizes the change of state no problem, but can we use
these hooks to call in a different atmospheric sound each? Would this
be doable thru the DSD/SDL files or only hex-editing sh3.exe itself?
Has anyone ever tried doing this?
Another idea I had a few hours ago while in the shower was a way to
improve the way we deal with depth and the limits of the uboat.
As it stands, there's a set value of, lets say, 275m, and the second
the uboat crosses this limit it triggers a damage-per-second that
eventually destroys the uboat by killing off it's hitpoints.
We can adjust the depth, the damage-per-second and even the total hitpoints
of the uboat, however none of these values brings us any closer to a decent
realistic outcome.
The idea I had was to add explosive charges (very small ones) to the uboat's
body and have them triggered depending on the depth. The idea is to use
them to cause flooding. So, let's say, at 250m, a small charge goes off,
causing a small flooding, simulating a pipe bursting, for example. Then, at
another depth, another small charge. Maybe at 300m, a medium charge
causing a medium flood, simulating a big pipe bursting.
Engineering reports of uboat pressure plates indicate they would not just
completely rip apart at 300m, but would get bent out of shape and turn
into a pulp instead. In laboratory, these plates were tested to simulated
depths of over 500m and were still standing, even tho completely smashed in.
So my point is, uboats didn't get destroyed at 300m cos they simply imploded,
but rather the pressure caused so much internal flooding that it was impossible
for the crew to keep up with containing the flooding.
Yes it's possible some of these hulls did in fact collapse and imploded,
but definitely not at 300m nor 350m. Flooding was bad, they sank out of
control and eventually the deeper water pressure got them.
Bottomline is, I'd love to bring in this experience to SH3 players.
Instead of a black screen stating you're dead at 275m, let the player go on
fighting the flooding and eventually succumbing to it's demise down below.
If you consider realism, in real life you, the captain, would most likely
be alive till the very end, alongside most if not all your crew.
We have great mods simulating better flooding and repair times parameters,
but the key component is missing, and this is what I came up with.
I don't know much, I've been away for many years and my modding is
rusty as hell, so here I am talking to you, the one I respect the most.
You delved in deeper than most and you've been around much longer,
so either you already know if what I've suggested is possible, or you
know it isn't, and if you don't know you might know if someone else
have tried or knows more about it.
I've many more ideas... even tho I stepped away from SH3 years ago,
my brain has never stopped thinking about it. But the wall of text is big
enough already and I don't want to scare you away, haha.
If you read this far, thank you! Cheers!
:up:
a while now, and after the big text was written I found out his inbox
is completely full. I didn't want to lose the text, so I decided to post
it here. Maybe I get lucky and he reads it.
If you're reading this and you're not TDW, feel free to ignore it.
Or feel free to read it, I don't mind.
And if you know something I don't, feel free to pitch in with some clues :)
Original text in the spoiler below.
Hello TDW,
Long time since we spoke, mate.
Hope life has been treating you well.
Listen, I'm giving a hand to WAC team on their upcoming 5.0
and I've stumbled across some old problem I've always tried to solve.
The ambient sound inside the uboat.
With vanilla SH3 (and any other supermod I can think of)
there is only one sound file being used. The problem with this
is, if you add a nice realistic atmospheric sound with crew chatting
and background noises pertinent to the interior of the uboat,
when you go under silent running or you're under attack or other
situations, that sound file no longer matches the situation.
You're being depth charged and crew members are telling jokes.
So I'm looking for a way to add a call for a second (or even third)
sound file depending on the situation. I've been looking into SH3.SDL
and the DSD files for each sub and room but so far I couldn't find anything.
The engine recognizes the change of state no problem, but can we use
these hooks to call in a different atmospheric sound each? Would this
be doable thru the DSD/SDL files or only hex-editing sh3.exe itself?
Has anyone ever tried doing this?
Another idea I had a few hours ago while in the shower was a way to
improve the way we deal with depth and the limits of the uboat.
As it stands, there's a set value of, lets say, 275m, and the second
the uboat crosses this limit it triggers a damage-per-second that
eventually destroys the uboat by killing off it's hitpoints.
We can adjust the depth, the damage-per-second and even the total hitpoints
of the uboat, however none of these values brings us any closer to a decent
realistic outcome.
The idea I had was to add explosive charges (very small ones) to the uboat's
body and have them triggered depending on the depth. The idea is to use
them to cause flooding. So, let's say, at 250m, a small charge goes off,
causing a small flooding, simulating a pipe bursting, for example. Then, at
another depth, another small charge. Maybe at 300m, a medium charge
causing a medium flood, simulating a big pipe bursting.
Engineering reports of uboat pressure plates indicate they would not just
completely rip apart at 300m, but would get bent out of shape and turn
into a pulp instead. In laboratory, these plates were tested to simulated
depths of over 500m and were still standing, even tho completely smashed in.
So my point is, uboats didn't get destroyed at 300m cos they simply imploded,
but rather the pressure caused so much internal flooding that it was impossible
for the crew to keep up with containing the flooding.
Yes it's possible some of these hulls did in fact collapse and imploded,
but definitely not at 300m nor 350m. Flooding was bad, they sank out of
control and eventually the deeper water pressure got them.
Bottomline is, I'd love to bring in this experience to SH3 players.
Instead of a black screen stating you're dead at 275m, let the player go on
fighting the flooding and eventually succumbing to it's demise down below.
If you consider realism, in real life you, the captain, would most likely
be alive till the very end, alongside most if not all your crew.
We have great mods simulating better flooding and repair times parameters,
but the key component is missing, and this is what I came up with.
I don't know much, I've been away for many years and my modding is
rusty as hell, so here I am talking to you, the one I respect the most.
You delved in deeper than most and you've been around much longer,
so either you already know if what I've suggested is possible, or you
know it isn't, and if you don't know you might know if someone else
have tried or knows more about it.
I've many more ideas... even tho I stepped away from SH3 years ago,
my brain has never stopped thinking about it. But the wall of text is big
enough already and I don't want to scare you away, haha.
If you read this far, thank you! Cheers!
:up: