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

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

Stormfly 07-18-11 10:33 AM

Quote:

Originally Posted by Magic1111 (Post 1707210)
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

Quote:

Originally Posted by Stormfly (Post 1707392)
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

Quote:

Originally Posted by Stormfly
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

Quote:

Originally Posted by TheDarkWraith (Post 1708055)

v1.2.0 released. See post #1 for details :|\\

Thank you very much TDW!


Quote:

Originally Posted by TheDarkWraith (Post 1707236)
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

Install order
 
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

Quote:

Originally Posted by Silent Steel (Post 1716699)
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

Quote:

Originally Posted by TheDarkWraith (Post 1716821)
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

Quote:

Originally Posted by Silent Steel (Post 1716832)
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

Quote:

Originally Posted by TheDarkWraith (Post 1716842)
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:
/


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