![]() |
Quote:
nice to see you here ! ...you are about to solve a big problem, also with the unrealistic fast dive times and missing crew predive action sounds. well, with SDBSM and a normal dive i use a special keyb. command i press from time to time to play a fitting pre dive action crew sound, the "F" key. this command is doing nothing but playing a sound sample which is fitting for this "normal dive precondition crew sounds". you may also use this sound sample to be played automaticaly for your mod. i am shure you recognize that parts of SDBSM`s dive and crashdive sounds from surface are triggered using the crew ai scripts, which enable them to be played in a different way, enables to play longer and partly in 3d. the present samples are more or less timed correctly for the present dive behavior, it may be that a longer dive time enables playing longer or more samples, plz take care of a fitting timing for playback :arrgh!: |
Quote:
I just upload version 1.1 that have a SDBSM compatible version, works like a charm. Anyway, please test it if you have the time and desire and if you have any suggestion about the timming of the sounds let me kown. Anyhow, I guess that it is already very good as it is (I donīt changed anything about sound timming, just cut and copy on the new workaround Rescue_Survivors command). In truth, Rescue_ survivors can be interpreted as "rescue trapped crew" inside the sinking deck!:DL:rotfl2: Itīs exactly this that it makes! Install it as your last mod, itīs absolutelly safe. |
Quote:
|
Hey, Rubini: Regarding the crash dive workaround that is no longer needed, does your mod disable the problems with the set_depth that it caused so that if I enable your mod I won't have to disable the workaround right away?
I'm asking because the crash dive workaround is pretty early in my mod soup and it would take a bit for me to disable/re-enable all of the mods that come after, some of which are quite big. If I have to, I will, but if I can avoid it for now, I'd rather put it off until the next time I do a major rework of my soup. :DL |
Quote:
:salute: |
Quote:
And yes, your set_depth will work again, this was one of the goals of this mod.:up: |
Quote:
...mam, if i understand it right than this is a real improvement ! :sunny: ok ithink i got it now, atm the "F" key trigger both, my precondition sounds and a crash dive, so what we need is a additional unused SH3/4 command for the normal old "D" dive command to also have this normal dive command better working, together with a altered precondition sound for a normal dive. ...you can experiment with the "WP_Take_photo" command, it is used very very rare and plays a "fast ride on surface intercepting a convoy" sound sample with SDBSM atm "SHIFT S" key. ...the "Rescue Survivirs" command is an old SH4 left over (rescue own shot down pilots) and is not used in SH5 but still aviable for free use. |
Quote:
So, the "WP_Take_photo" is only used to play a sound on SDBSM or is it used in some mission by SH5? In my lunch hour today I also noticed that we yet have one more odd bug MFCM related: when you manually set a depth on the dial, if its submerge, the crew will not be triggered to go down until the boat is below 10m or more. So, immersion killer behave again (stock MFCM behave). To get rid of this bug we need to write some script on set_depth command - but the problem is that we don't know if the player set it to up or down, so stock SH5 and MFCM don't have any special crew script for set_depth - this is why the crew don't moves below in time. I'm already thinking on how to solve it...need to make some questions to the script experts here...:hmmm: |
Quote:
i am testing your mod atm... ive set the crash dive key to "C" in TDW options file so i dont loose any routine i am used to, using no teleport option together with a 2 seconds teleport delay (which is also responsible for the dive and sound delay). (i dont like to much long pauses without sounds, the original value was 20 seconds) its working very well, but i like to give the "F" key prediving order from the bridge, which is executed fine by the crew. they climb down the ladder so iam able to follow them, closing the hatch manualy and give the dive or crash dive order after that then. The only bad thing is while they climb down, there is the flooding sound played, which will played again by giving the final dive or crash dive command. Solution could be a seperate "F" key script which tells the crew do go down, but without playing my flooding sounds, maybe triggered with the "take photo trigger". As the boat wont dive then because youre still on the bridge, you can give the final dive command after closing tha cunning hatch using the "rescue survivor" trigger. |
Quote:
If you have time, please try to discouver another more command that isn't used by the game. We can then make more useful things with it.:03: |
Quote:
|
Quote:
I would still have to unload the old soup first before loading the .MEP though, wouldn't I? Oh, and another question: Can I edit that .MEP file to change the order and even add new mods to the list (providing, of course, that I have said new mod in the MODS folder and that I use the exact name of it in the .MEP file)? Also, when we individually load mods that overwrite previous mods, JSGME will pop up a dialog asking if we want to continue. Will loading the .MEP skip this step? Because if that's the case, then reloading your entire soup is as easy as hitting "load" for the .MEP and go have a pot of coffee while they all load. Thanks again! :salute: And thanks for the answer, Rubini! That means I can add your mod immediately rather than wait for my next trip to the bunker. Of course, I'll want to unload the "crash dive workaround" eventually, no point in adding a mod that will only be overwritten completely by a later one, but at least I can put it off until I'm revamping the entire soup anyway. :DL |
Quote:
Good News! Just finished two new commands. Now pressing "F" will put your crew below, pressing "shift+F" will bring them back up to the deck. Both only work when surfaced, all movements working, itīs good to see the action over and under deck! This means that we really can do a lot of new movements attached to key binds. For now we have 3 working commands. We just need more free commands to put our imagination to work!:up: Do you want this version to test? All is working, even the crash dive fix. Edited: send me the new sounds for go below deck and for go up to deck, i will hooked them. |
ok, here a link for SDBSM compatible version update.
http://www.mediafire.com/?5dx8habozbbkapn ================================= Update 1.2 for SDBSM version 01/03/2012 - added 2 new commands to put the crew below deck and to bring them up deck back without any triggered dive or surface command. - added synchro sound for the above - added key binds commands for them (F and SHIFT+F respectively) on SDBSMīs commands.cfg - just work when surfaced - you can see the action/sound from deck or below it too ================================== I also found some script errors here and there (not mine), will take a complete revision of the crew AI commands and will update later. The above is totally working, but is a beta now because a new window oppened with these changes, we will have more goods to come.:up: |
Quote:
...if so, this would waste a command because the "surface the sub" command would do the same. i thought you would need the take photo command for seperating the "go below deck" command, followed by the "fixed crash dive command" i have 2 new sounds ready, 1 altered for flooding with additional crew flooding commands repeated, and a new / altered for go below deck with additional crew to diving stations repeatings. |
All times are GMT -5. The time now is 02:45 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.