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-   -   [REL] Radio Messages Engine (https://www.subsim.com/radioroom/showthread.php?t=185645)

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

Quote:

Originally Posted by Stormfly (Post 1706429)
...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

Quote:

Originally Posted by Josef von Posorschitz (Post 1706294)
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...7_20_19_15.jpg

Magic1111 07-18-11 04:28 AM

Quote:

Originally Posted by Stormfly (Post 1706616)
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

Quote:

Originally Posted by Josef von Posorschitz (Post 1707123)
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...7_20_19_15.jpg

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

Quote:

Originally Posted by Stormfly (Post 1706933)
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

Quote:

Originally Posted by Stormfly (Post 1706933)
@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

Quote:

Originally Posted by TheDarkWraith (Post 1707240)
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


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