SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] SH4 effects (and more) for SH3 (https://www.subsim.com/radioroom/showthread.php?t=124207)

Samwolf 11-01-07 10:43 AM

Racerboy,

Did my first patrol with 2.021. WOW!!! I sunk two ships using the deckgun and it's like an entire new game. The fires burning, debris and secondary explosions are fantastic. great work with all this and your other mods IMHO these are "must haves".

As mentioned in a previous post I also noticed the the "abrupt ending of smoke" as a ship sinks, I hope you can fix this. I also miss hearing my crew moving and talking while at the map or control room screens, could you put the Amb_submarineinterior.wav volume back up or does that interfer with some other aspect of your mod? Any chance of including the tweakfile for the sh3.sdl file when you release the next version?

Turm 11-01-07 01:28 PM

Quote:

Originally Posted by Racerboy
there is a doppler effect setting.....I'll play around with it...:hmm:

Ah, good news! :cool: Let's just hope it's a real doppler setting of sorts and not simply what they've called their pitch-shifting effect when panning around an aircraft!

It would be stunning to first see an explosion in the distance from the bridge, then switch to the hydrophone and hear it maybe 2 seconds later, and then switch back to the bridge and hear it about 6 further seconds later :ping: Probably not worth a big investment of time though (I think you are already working on a dozen new and more important ideas! When will there be enough projects for you??? :D )

slow_n_ez 11-01-07 03:18 PM

Average Joe's Torpedo and Deckgun sound .... very nice mod I have used in the past ..... GREAT if you stay on your bridge to listen ... however ( and I remember he mentioned it ) ... IF you are next to the ship being torpedoed or deck gunned in the cam view ... you still get the same delay in sound ...... probably has to do with the :

.....Sound delay length?:

Because SH3 will accept only 1 value for each explosion file.......

in the read me file SamWolf posted .........

Kpt. Lehmann 11-01-07 03:32 PM

Quote:

Originally Posted by slow_n_ez
Average Joe's Torpedo and Deckgun sound .... very nice mod I have used in the past ..... GREAT if you stay on your bridge to listen ... however ( and I remember he mentioned it ) ... IF you are next to the ship being torpedoed or deck gunned in the cam view ... you still get the same delay in sound ...... probably has to do with the :

.....Sound delay length?:

Because SH3 will accept only 1 value for each explosion file.......

in the read me file SamWolf posted .........

Sorry to butt in here. I might have a bit of insight regarding Average Joe's delayed sound mod.

If I recall correctly, what AJ did was add a silent space of set length at the beginning of his sound files to simulate the speed of sound explosion reports for shell detonation. The sound delay as far as I know is not variable and cannot be made to be so due to code limitation.

Rest in peace Average Joe... thanks mate.

Samwolf 11-01-07 03:38 PM

Quote:

Originally Posted by Kpt. Lehmann

Sorry to butt in here. I might have a bit of insight regarding Average Joe's delayed sound mod.

If I recall correctly, what AJ did was add a silent space of set length at the beginning of his sound files to simulate the speed of sound explosion reports for shell detonation. The sound delay as far as I know is not variable and cannot be made to be so due to code limitation.

Rest in peace Average Joe... thanks mate.

That's exactly what he did to the torpedo and deck gun sounds. Play them in media player and there's a second or two of silence at the beginning.

Tsavo 11-01-07 05:55 PM

Is news to fix GWX favorable?
Or you now play with dials and ignore?
:hmm:

TheDarkWraith 11-01-07 06:29 PM

Quote:

Originally Posted by Tsavo
Is news to fix GWX favorable?
Or you now play with dials and ignore?
:hmm:

fix for GWX is coming along. Shouldn't be much longer. I'm having to hunt down lots of items. They only thing that's really 'broken' are some missing sounds.

TheDarkWraith 11-06-07 08:10 PM

bug fix and some new features
 
I'm releasing v2.022. This will be a bug fix with some new features. There is a tweak file included to disable the blood cloud effect on the water of the bleeding bodies (only 2 of them all bleed). After much research and looking and from the requests of others I have added the necessary frameworks into Sh3.sdl to make this mod compatible with GWX and DivingDuck's buoys mod. It does not include their mods so you have to install them first before installing this mod. If I need to add more frameworks or there are still missing sounds please let me know. :yep:

This is the change log for v2.022:

2.022 - A 'bleeder' body has been added. This body will start to bleed when it hits the water. The blood cloud will expand and fade out over time. The following bodies bleed (use tweak file to disable):
- gunner body (my version of stock gunner with lifevest and without helmet)
- deckhand 3
- The bleeder body will be flailing on the surface instead of stationary
- removed the red distress flare's reflection TGA. This will get rid of the bug where a flare or flares in the sky makes the water look like blood.
- reduced the size of the red distress flare by 1/3 it's previous size
- redid funnel_smoke. Also gave funnel_smoke it's own TGA (ship_funnel_smoke.tga) so user can change to taste. Now when ship is stationary it doesn't smoke (0 knots speed). Funnel smoke now appears like the wind is interacting with it.
- redid smoke_small and burnning_oil_smoke_small to make them look 'fuller'
- fixed bug where smoke_small and smoke_big rotate with ship when it breaks apart
- added framework to Sh3.sdl so that the mod is compatible soundwise with GWX. It only gives the framework, not the sound files so you have to have GWX installed to hear these sounds.
- added framework to Sh3.sdl so that the mod is compatible soundwise with DivingDuck's buoys v2. It only gives the framework, not the sound files so you have to have DivingDuck's Buoys v2 installed to hear these sounds and effects.
- increased volume of torpedo tube doors opening sound
- increased volume of submarine ambient interior sound
- increased volume of flooding and blowing tanks sounds
- increased volume of submarine diving sound
- increased volume of submarine surfacing sound

you can find it here:

http://www.subsim.com/radioroom/show...68&postcount=1

U-Cass 11-06-07 08:24 PM

Nice work. Installing now :up:

slow_n_ez 11-06-07 08:38 PM

Thanks :) .. downloaded and will check it out on next patrol .... great work so far :cool:

Myxale 11-06-07 08:51 PM

Kudos man! Instand DL!:rock: Time to sink some Tommies in your mane RB!

FIREWALL 11-06-07 09:08 PM

Just d\l and will install rite now and enjoy

THX Racerboy :up:

JCWolf 11-07-07 06:53 AM

Race, mate, this one works +++++ perfect,

I will had some screenshots later with the
Testing on the U-boat Alpha version I'm fixing,
but I do not think you can do much better then this mate !


perfect no errors no rong graphic isues the athmosfere is amazing !


Love it thanks Race for this new stuff and for the total
kill over the original stock effects !:rock: :up:

Congrats for you and the team !:up:
brilliante !

dcb 11-07-07 07:43 AM

Great work, Race:up:
I'm most delighted that you've increased the volume of torp doors opening and closing, as this was my only problem with the previous version of your excellent mod. Can't wait to try the new version when I get home tonight!:rock:

rik007 11-07-07 12:24 PM

Hi Race,

I just installed it and I love to start gaming with this mod tonight :D

Great!


All times are GMT -5. The time now is 01:34 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.