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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:
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:yeah: |
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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:
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How do you think we will manage if you run away like that? :O: |
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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..... |
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... |
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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 :) |
...and trying to remove OHII sounds folder?
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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) |
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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.
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Thanks very much, helped
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Thanks for the info! |
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