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-   -   [WIP] SH4 effects for SH3 (https://www.subsim.com/radioroom/showthread.php?t=121609)

TheDarkWraith 09-24-07 04:46 PM

Quote:

Originally Posted by ming
Cant wait for the next version of this cool mod! Soon perhaps?

I sense a disturbance in the force........:cool:

TheDarkWraith 09-24-07 06:37 PM

Quote:

Originally Posted by slipper
Racerboy,

Tried out the mission and it works great, really does add a lot of atmosphere to the game. I came across one small problem though.

Whenever the merchant ship fired a starshell, i would hear the sound of my own crew firing and loading the deck gun ( although they were not actually firing), so that it seemed that the firing of the starshell was somehow activating the firing sound for my U -Boat,

Here's a new test version of the new idea that fixes the above reported bug:

http://rapidshare.com/files/58037717...l_test.7z.html

What do you all think? Add it into the SH4 effects (and more) for SH3 mod? :yep:

Woof1701 09-25-07 03:12 AM

Quote:

Originally Posted by Racerboy
Here's a new test version of the new idea that fixes the above reported bug:

http://rapidshare.com/files/58037717...l_test.7z.html

What do you all think? Add it into the SH4 effects (and more) for SH3 mod? :yep:

Absolutely!

3Jane 09-25-07 03:50 AM

Quote:

Originally Posted by Woof1701
Quote:

Originally Posted by Racerboy
Here's a new test version of the new idea that fixes the above reported bug:

http://rapidshare.com/files/58037717...l_test.7z.html

What do you all think? Add it into the SH4 effects (and more) for SH3 mod? :yep:

Absolutely!

Maybe keep it as a seperate download, I prefere not to have the star shell addition. Or just activated seperately in JSGME somehow.

TheDarkWraith 09-25-07 05:29 AM

Quote:

Originally Posted by 3Jane
Maybe keep it as a seperate download, I prefere not to have the star shell addition. Or just activated seperately in JSGME somehow.

I'll make an 'Optional' folder and put it there. This way those that want to use it can and those that don't don't.

3Jane 09-25-07 05:58 AM

Excellent :D

slipper 09-25-07 06:45 AM

Racerboy,

Downloaded your updated starshell mission, but i'm still getting the U-Boat firing/reloading sound when the merchant fires starshells. I unactivated your last mission mod in jsgme and deleted it then replaced it with this one, but still no joy.

just to let you know

regards

slipper

TheDarkWraith 09-25-07 07:19 AM

Quote:

Originally Posted by slipper
Racerboy,

Downloaded your updated starshell mission, but i'm still getting the U-Boat firing/reloading sound when the merchant fires starshells. I unactivated your last mission mod in jsgme and deleted it then replaced it with this one, but still no joy.

just to let you know

regards

slipper

Let's make a distinction between the firing sound and the unloading sound. When the merchant fires it's new starshell gun you will hear a firing sound. Now depending on how close you are to the mechant will determine the strength of the sound heard. Is this what you are hearing? Or do you also hear the crew reloading a new shell into the gun? From my testing I've only (now) heard the merchant firing it's new gun and if I go to external camera and move closer to the merchant the strength of this sound is more (louder).
Being that I gave the gun new ID's for it and it's shells there should be no external sounds connected to this. The only one that could be giving you problems would be the effect used during the firing of the shell. Do you have any mods enabled that have changed the sounds used in the game? Please check this.

slipper 09-25-07 08:28 AM

Found the culprit, had a sound mod called "Command and Combat" enabled, which was giving me the sound of my deck crew firing and reloading everytime a starshell was fired. I have now disabled it and your test mission is working fine. Shame about the sound mod as i liked it but i think your graphics mod more than makes up for it.Thanks for the help much appreciated

regards slipper

TheDarkWraith 09-25-07 08:47 AM

Quote:

Originally Posted by slipper
Found the culprit, had a sound mod called "Command and Combat" enabled, which was giving me the sound of my deck crew firing and reloading everytime a starshell was fired. I have now disabled it and your test mission is working fine. Shame about the sound mod as i liked it but i think your graphics mod more than makes up for it.Thanks for the help much appreciated

regards slipper

Actually slipper I'm glad you let me know this. I can change, and will change, the ID of the sound used for this new idea of mine. This way I don't interfere with other mods that have changed sounds. Thanks for the report.

slipper 09-25-07 08:56 AM

Another update, the file causing the problem was P09_$Gun_muzzle_flash of "Command and Combat" sound mod. i disabled the sound mod, deleted this file, then re enabled and all appears to be working fine.

Thanks again

Slipper

TheDarkWraith 09-25-07 09:11 AM

Quote:

Originally Posted by slipper
Another update, the file causing the problem was P09_$Gun_muzzle_flash of "Command and Combat" sound mod. i disabled the sound mod, deleted this file, then re enabled and all appears to be working fine.

Thanks again

Slipper

you don't want to delete the file you mentioned above. By deleting this file you have also now disabled the sound effect used when you fire your deck gun. I'm creating a new sound and ID for the effect used for the AI gun so that I don't interfere with sound files used by the game and other mods.

slipper 09-25-07 10:04 AM

No, i still have the deck gun sound, but i think thats because i've installed one sound mod over another and the original deck gun sound is now in place. To many good mods around. cheers

AOTD_MadMax 09-25-07 10:10 AM

Congratulations Racerboy, your Mod is fantastic.


There is only 1 Point i would change.

The Smokeelevationspeed from Fire is to fast. I hope you understand what i mean.

Best regards

Maddy

tinitoon 09-25-07 10:26 AM

That's a great idea with the two versions.:up:

Concerning secondary explosions:
I've read somewhere that secondary explosions were quite frequent no matter what loading the ship had during WWII especially when relatively cold water came in contact with the ship's boiler during a flooding.

Just wanted to add this to the debate how many and which kind of ships should show secondary explosions.

I am really looking forward to V 2.0!!!


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