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Trevally. 06-20-13 07:08 AM

Quote:

Originally Posted by jasondude7116 (Post 2072872)
First of all: Thanks for the awesome mod. :)

Thanks Jason and welcome to Subsim :salute:

Quote:

I just wanted to point out a couple of issues I'm having to see if there is maybe a fix.
1 - When on the first mission (Baltic operations?) in Danzig Bay, my ballast tanks sounds get real glitchy. One of two things happens: either the ballast sounds will play several times during a dive or surface, or they won't play at all. When they play several times, it's not like the sound is just repeating....it is actually being triggered more than usual. For example: if I go for a dive to say 30m from surface, the ballast sound will normally play once for flood tanks....then go down. (If I am using vanilla and this mod only it will play the tank blow sound at 30m for leveling out, but since I use TDW's UI it doesn't normally play the tank blow sound for level because the sub sim properties are different and it just settles at the desired level - this is right, it's for the depth keep fix) However, when the ballast tank sounds get glitchy in the Danzig Bay area, it will play the tanks flooding sound maybe 3 times going from surface to 30m, and then play the tanks blow sound maybe 10 times for surface. Or, they could just not play at all.
This drove me nuts trying to find where the bug was coming from. Spent about 4-5 days trying to isolate it. Eventually, I reinstalled SH5 after completely cleaning stuff from old install. Then I did 1.2 update. Then I installed OH2 v2.2. Then I started a new campaign from Memel harbor. I did all this to make sure there were no other influences causing the issue.
I can repeat the bug over and over again by going into Danzig Bay area. Once I leave that area, everything is good again. (I haven't played through much more after that to test other locations, but so far that's it)
Not sure why this is happening to you and/or others:hmmm:

Have you tried saving the game in the bunker before speaking to KMO and then loading that save game, pick mission and then try:06:

Quote:

2 - Small issue: After leaving the bunker at Memel, looking to the right (west I guess) at the docks at Memel bunker area, there is a somewhat larger ship that has no texture. This is with the same clean install setup as described above. Win7 64bit 8Gb ram. I don't think it's a memory issue like some people have had with loading textures. I have turned down all my other vid settings to see. I think the texture is actually not there
This is a common error that I have yet to fix

Quote:

Sorry for the long winded approach. Tried to make it small as possible and still give enough details. :)
:D sorry for my short answers:O:

Quote:

Thanks for the awesome mod!
If anyone has an idea what is causing the ballast tank sound bug around Danzig Bay, let me know....Please! :)
Be more aggressive :arrgh!:

:yeah:

gap 06-20-13 09:54 AM

Quote:

Originally Posted by Trevally. (Post 2073266)
Resupply is controlled by layers within each campaign or by triggered events.
If the campaign has it set to allow (and you have enabled TDWs fix), then you will always get a resupply when you ask.

When and where - search for Gaps posts for v2.1 to see full details for the refuel:up:

Historical refittings from German tankers moored in Spanish ports:
http://www.subsim.com/radioroom/show...postcount=2078
http://www.subsim.com/radioroom/show...postcount=2088

Historical refittings from German tankers in the Atlantic and Indian Ocean:
http://www.subsim.com/radioroom/show...postcount=2158
http://www.subsim.com/radioroom/show...postcount=2159

Historical refuels from other U-boats need still to be investigated, but I am sure that some of OHII's campaigns/objectives already feature them. :up:

Quote:

Originally Posted by jasondude7116 (Post 2072872)
2 - Small issue: After leaving the bunker at Memel, looking to the right (west I guess) at the docks at Memel bunker area, there is a somewhat larger ship that has no texture. This is with the same clean install setup as described above. Win7 64bit 8Gb ram. I don't think it's a memory issue like some people have had with loading textures. I have turned down all my other vid settings to see. I think the texture is actually not there.

Quote:

Originally Posted by Trevally. (Post 2073267)
This is a common error that I have yet to fix

The next week I will be back at home. Then, I might have a look into the hospital ship, to see what is going on with its texture. :hmmm:

Silent Steel 06-20-13 11:04 AM

Quote:

Originally Posted by gap (Post 2073324)
...The next week I will be back at home....

Not at home :huh:
How do you think we will manage if you run away like that? :O:

Trevally. 06-20-13 11:51 AM

Quote:

Originally Posted by gap (Post 2073324)
Historical refittings from German tankers moored in Spanish ports:
http://www.subsim.com/radioroom/show...postcount=2078
http://www.subsim.com/radioroom/show...postcount=2088

Historical refittings from German tankers in the Atlantic and Indian Ocean:
http://www.subsim.com/radioroom/show...postcount=2158
http://www.subsim.com/radioroom/show...postcount=2159

Added to post 1 :up:


Quote:

The next week I will be back at home. Then, I might have a look into the hospital ship, to see what is going on with its texture. :hmmm:
Thanks Gap:up:

jasondude7116 06-20-13 06:27 PM

Quote:

Originally Posted by Trevally. (Post 2073267)

Not sure why this is happening to you and/or others

Have you tried saving the game in the bunker before speaking to KMO and then loading that save game, pick mission and then try

I have always done this for error checking. As a matter of fact, (When debugging) I always start a new campaign then save from bunker, go to the main menu, then reload the save, then get mission and go to sea. With this issue however, I have completely uninstalled/erased all of sh5 and it's components, did a reinstall, updated to 1.2, then installed only OH2, then started new campaign, did save and reload ect. Did all this just to make sure I wasn't going with some corrupt junk. Still, same thing.

After playing a little further, I have noticed that going from Memel to Danzig - I get the buggy ballast sounds around Danzig. Then once Danzig is done, I go towards Kiel. (I am checking the ballast sounds all along the way in somewhat short intervals to try to see what is causing it.) When I get a little ways from Danzig, the sounds start working right again. Then around Keil they start bugging again. Haven't gone further to test more yet. (this bug is taking a lot of my time to figure out...those loading screens :( )

So here's what (somewhat briefly) I have done:
Thought it might be a memory/sound card issue. (might be getting into populated sound areas causing issue?) It didn't really make sense because the ballast sounds are the only buggy ones....every other sound always works. ??? Have tried to take 3d sound slider to min and to max, thinking maybe I'm exceeding some limits somewhere. Have tried making the priority of the sound (in sh.sdl) to 1 instead of 128. (I understand what this actually does...just thought maybe the sound was getting bumped because of a time constraint) Have tried to look for other inconsistencies between stock and OH2 sh.sdl with this sound. Changed the settings in OH2 sh.sdl for ballast sounds back to stock. Have tried moving all memory related game settings to lowest possible. All to no avail. Spent a lot of time trying to break the sounds in other situations - go to sea, run max TC, run max TC for long time, go in and out of boat, operate ballasts quickly over and over, go around ships and do stuff ect. I totally understand this might be coincidence. It might not have anything to do with the harbors.

I'm also somewhat decent at debugging, and have a long history with modding ect. This one kicks my butt, because I have no way to see the problem code in action.

When the sound is buggy, the boat will still make the dive and surface. It is only the sound that is a problem. It will either not play at all while surfacing and diving, or it will (from surface) play like 2 or 3 flooding sounds...then it is diving good...then the boat levels....then surfacing the boat will play blowing tanks sound like 10-15 times. It plays the blowing sound until the boat is completely leveled out on the surface.

Now I might be chasing a ghost here, but it seems like the triggering for the sound is getting funky and not something to do with the actual sound. (not like a mixer issue ect.) The ballast sounds are played not by a hard trigger like the crew member saying "surface the boat" when a button is pressed, but rather by the conditions of the boat in the water. It seems like this is where it gets funky. For example, if I were to surface the boat, but not wait for it to settle on the top, and dive the boat again, it will not normally play a flooding sound. (because the boat wasn't at the top) If I let the boat settle at the top for a minute so that it is as high in the water as it can get, then dive, it will play a flooding sound. This is normal. But the point is that there are conditions that the boat must be in to trigger the ballast sounds. I wonder if the conditions that trigger the sound are getting weird.

I have tried a lot of other stuff to isolate the problem to no avail.
Will keep testing other scenarios to see what happens.

Thanks a lot for the help. I'm a bit OCD at this stuff and will probably kill myself trying to fix it. That's what makes me a bad and good programmer at the same time...paradox :yeah:

Will let you know any more info I can gather on this.
Testing....Testing....Testing.....

Fifi 06-20-13 08:10 PM

Jason, might sound stupid, but have you tried an other sound application reader such as VLC for instance?
Since i changed for VLC default sound reader on my PC, no more sound issues so far...

jasondude7116 06-20-13 08:53 PM

Quote:

Originally Posted by Fifi (Post 2073612)
Jason, might sound stupid, but have you tried an other sound application reader such as VLC for instance?
Since i changed for VLC default sound reader on my PC, no more sound issues so far...

Thanks for the help.
However, the issue I'm having is not due to codecs. This issue stems from OH2 v2.2. If I play the vanilla version of the game, it never has this issue with the ballast sound. If I install OH2 only, it has the issue. I can install a multitude of other mods and not have the issue. The issue only happens with OH2 installed. So you see, the ballast sounds are playing fine on my pc. All other sounds in the game don't have an issue. There are many using the same file type.

But all the same, thank you for your help! Much appreciated :)

Fifi 06-20-13 08:56 PM

...and trying to remove OHII sounds folder?

jasondude7116 06-21-13 12:02 AM

Trevally -

I can confirm that it happens also in the base only version of OH2 v2.2. I had been using the full version for testing. But I wanted to see if maybe it was from either the ships or enviro parts, but the bug is in the base version. I can go near the "patrol area" ring on the map at Danzig, and as soon as I get in contact range with another ship the ballast sound bug happens. Once I move out of contact range with the ship (sort of...seems more like a "loaded" area?) , the sounds work right again. However, this doesn't happen at Memel harbor around ships. It seems like only in the patrol area. Of course this was also happening at Kiel after going from Danzig. In vanilla SH5, I can be around many ships at once without a ballast sound bug. Not saying this bug has anything to do with ships or ship loading or whatever, just giving as much info as possible that might help figure this out.

Anyway, just thought I would let you know my progress. (or lack thereof)

Trevally. 06-21-13 06:39 AM

Quote:

Originally Posted by jasondude7116 (Post 2073694)
Anyway, just thought I would let you know my progress.

:yeah:

Sokolov 06-21-13 06:46 AM

I get CTD when asking officer for mission orders, and if i start without, i cant see the map. Someone, pls, help. Using sober's mod list.

volodya61 06-21-13 06:53 AM

Quote:

Originally Posted by Sokolov (Post 2073755)
I get CTD when asking officer for mission orders, and if i start without, i cant see the map. Someone, pls, help. Using sober's mod list.

Disable all the Render patches in the Patcher.. if it will work you can enable them back one by one..

Sokolov 06-21-13 07:09 AM

Thanks very much, helped

Katze 06-21-13 10:03 AM

Quote:

Originally Posted by jasondude7116 (Post 2073694)
Trevally -

I can confirm that it happens also in the base only version of OH2 v2.2. I had been using the full version for testing. But I wanted to see if maybe it was from either the ships or enviro parts, but the bug is in the base version. I can go near the "patrol area" ring on the map at Danzig, and as soon as I get in contact range with another ship the ballast sound bug happens. Once I move out of contact range with the ship (sort of...seems more like a "loaded" area?) , the sounds work right again. However, this doesn't happen at Memel harbor around ships. It seems like only in the patrol area. Of course this was also happening at Kiel after going from Danzig. In vanilla SH5, I can be around many ships at once without a ballast sound bug. Not saying this bug has anything to do with ships or ship loading or whatever, just giving as much info as possible that might help figure this out.

Anyway, just thought I would let you know my progress. (or lack thereof)

A shot in the dark here: could it be the sounds bleeding in from the patrolling Polish subs? I know that TDWs generic patcher had a fix to correct AI sub sounds from being heard by the player, [but I don't remember exactly which sounds].

jasondude7116 06-21-13 06:56 PM

Quote:

Originally Posted by Katze (Post 2073832)
A shot in the dark here: could it be the sounds bleeding in from the patrolling Polish subs? I know that TDWs generic patcher had a fix to correct AI sub sounds from being heard by the player, [but I don't remember exactly which sounds].

I really don't know either. But it seems to me like there aren't many people having this issue? Might be wrong there...really haven't seen any activity on it. So it might be that most people are using some sort of mod that I'm not, that changes something to "fix" the issue. Are a lot of people using TDW's patcher? I'm not using that. Will try it for grins to see what happens.

Thanks for the info!


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