SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)
-   -   Soundman STILL not Calling.../contact.cfg (https://www.subsim.com/radioroom/showthread.php?t=196957)

Dogfish40 07-19-12 05:14 PM

Problem still
 
Well I installed the patch and a couple others for good measure. Nothing...I restarted the patrol from just outside the base and there are new contacts poping up all over the place, nothing from Sound or no updates in the messagebox. Watchcrew doesn't mention the U-Boat that pops into view so they seem quiet. Yet, when leaving base they mention everything!!
I put in another patch to close the hatches when F7 (battlestations) is pressed and the hatches close and open on secure stations so,...
Is it possible I missed something on the patch install. The red true/false line is set to true. I think that was it right?
Something else kinda bewilders me. I went in to my dialogs.cfg file and near the top (it's very long) the sound files/radio and more are blank in the sense that the Sound= is blank on a lot of these. Is this right??
Check it out:

[Dialog 7]
ID=24
Human=RADIO
Campaign=all
Sound=
Text=Text_Dialog_25
Delay=0.000000
[Dialog 8]
ID=25
Human=RADIO
Campaign=all
Sound=
Text=Text_Dialog_26 Is this what they're supposed to look like??
Delay=0.000000 Missing a lot of OGG.files
[Dialog 9]
ID=26
Human=RADIO
Campaign=all
Sound=
Text=Text_Dialog_22
Delay=0.000000
[Dialog 10]
ID=27
Human=RADIO
Campaign=all
Sound=data\Sound\Speech\RadioMan\Normal\MC_RR_RADI O_01_B.ogg
Text=Text_Dialog_28
Delay=0.000000
[Dialog 11]
ID=28
Human=SONAR
Campaign=all
Sound=
Text=Text_Dialog_29
Delay=0.000000
[Dialog 12]
ID=29
Human=SONAR
Campaign=all
Sound=
Text=Text_Dialog_30
Delay=0.000000
[Dialog 13]
ID=30
Human=SONAR
Campaign=all
Sound=
Text=Text_Dialog_31
Delay=0.000000
[Dialog 14]
ID=31
Human=SONAR
Campaign=all
Sound=
Text=Text_Dialog_22
Delay=0.000000
[Dialog 15]
ID=32
Human=SONAR
Campaign=all
Sound=
Text=Text_Dialog_33
Delay=0.000000
[Dialog 16]
ID=33
Human=SONAR
Campaign=all
Sound=
Text=Text_Dialog_34
Delay=0.000000
[Dialog 17]
ID=34
Human=CHIEF
Campaign=all
Sound=
Text=Text_Dialog_35
Delay=0.000000
[Dialog 18]
ID=35
Human=CHIEF
Campaign=all
Sound=
Text=Text_Dialog_36
Delay=0.000000
[Dialog 19]
ID=36
Human=CHIEF
Campaign=all
Sound=
Text=Text_Dialog_37
Delay=0.000000
[Dialog 20]
ID=37
Human=CHIEF
Campaign=all
Sound=
Text=Text_Dialog_38
Delay=0.000000
[Dialog 21]
ID=38
Human=CHIEF
Campaign=all
Sound=
Text=Text_Dialog_22
Delay=0.000000
[Dialog 22]
ID=39
Human=CHIEF
Campaign=all
Sound=data\Sound\Speech\ChiefEngineer\Normal\MC_CR _CHIEF_01_A.ogg
Text=Text_Dialog_40
Delay=0.000000
[Dialog 23]
ID=40
Human=CHIEF
Campaign=all
Sound=data\Sound\Speech\ChiefEngineer\Normal\MC_CR _CHIEF_02_A.ogg
Text=Text_Dialog_41
Delay=0.000000
[Dialog 24]
ID=41
Human=CHIEF
Campaign=all
Sound=data\Sound\Speech\ChiefEngineer\Normal\MC_CR _CHIEF_03.ogg
Text=Text_Dialog_42
Delay=0.000000

Sorry to put so many in but I wanted to give enough to compare with someone elses dialogs.cfg. Do these files look right?:hmmm:
D40

TheDarkWraith 07-19-12 08:59 PM

Quote:

Originally Posted by Dogfish40 (Post 1911575)
Is it possible I missed something on the patch install. The red true/false line is set to true. I think that was it right?

Yes, that was all you needed to do.

Let's start simple with this: http://www.mediafire.com/?nq8t5dg7y6u07l8. Unzip to your MODS folder and enable via JSGME. Play the single missing ASW testing. Ensure you have the crew wake-up patch enabled.

When you start the mission your sub will be submerged. Raise the scope and the crew should call out ship spotted and you should get a messagebox entry. Then lower the scope and the sonarman should shout out new contact and you should get a messagebox entry. Let me know if these work or not.

THE_MASK 07-20-12 01:16 AM

Try starting a new campaign andd see if anything changes .
With Speech fixes and additions mod you should get a mesage box message if something is spotted .
Speech fixes and additions (english version)\data\Cfg\Commands
MsgOgg0_0=MC_QRF_WATCH_23;Aircraft Spotted!
MsgOgg0_1=MC_QRF_WATCH_11;Ship Sighted!
MsgOgg0_2=MC_QRF_WATCH_12;Convoy sighted!
MsgOgg0_3=MC_QRF_WATCH_13;Escort sighted
MsgOgg0_4=MC_QRF_WATCH_14;Capital ship sighted
MsgOgg0_5=MC_QRF_WATCH_16;Unknown Ship Sighted
MsgOgg0_7=MC_QRF_WATCH_24_A;Aircraft spotted! It's one of ours!
MsgOgg0_6=MC_QRF_WATCH_24_B;Firendly aircraft spotted!
MsgOgg0_8=MC_QRF_WATCH_19_A;uboot sighted!
MsgOgg0_9=MC_QRF_WATCH_19_B;Submarine sighted! It's one of ours!
MsgOgg0_10=MC_QRF_WATCH_20;Periscope sighted
MsgOgg0_11=MC_QRF_WATCH_25;Coastal defense sighted!
MsgOgg0_12=MC_QRF_WATCH_10;Smoke on the horizon
MsgOgg0_13=MC_QRF_WATCH_15_A;Task Force sighted.
MsgOgg0_14=MC_QRF_WATCH_15_B;We have a task force in sight!
MsgOgg0_15=MC_QRF_WATCH_18;Submarine sighted!

hitmanuw 07-20-12 06:17 AM

Quote:

Originally Posted by TheDarkWraith (Post 1911621)
Yes, that was all you needed to do.

Let's start simple with this: http://www.mediafire.com/?nq8t5dg7y6u07l8. Unzip to your MODS folder and enable via JSGME. Play the single missing ASW testing. Ensure you have the crew wake-up patch enabled.

When you start the mission your sub will be submerged. Raise the scope and the crew should call out ship spotted and you should get a messagebox entry. Then lower the scope and the sonarman should shout out new contact and you should get a messagebox entry. Let me know if these work or not.

when i rised up the periscop the the crew doesnt say anything also when ill lower the perisop the cre doesnt say anything :(

Paco 07-20-12 06:57 AM

Hi,

the patch works on my installation. I get a clean message in the message-box and the audio-message while I look thru the persicope. After that, teleport to sonar-man and he reports me a fast contact, freighter, etc.

So, works fine for me.

Thanks,
Paco.

null8fuff10 07-20-12 07:48 AM

Quote:

Originally Posted by TheDarkWraith (Post 1911621)
Yes, that was all you needed to do.

Let's start simple with this: http://www.mediafire.com/?nq8t5dg7y6u07l8. Unzip to your MODS folder and enable via JSGME. Play the single missing ASW testing. Ensure you have the crew wake-up patch enabled.

When you start the mission your sub will be submerged. Raise the scope and the crew should call out ship spotted and you should get a messagebox entry. Then lower the scope and the sonarman should shout out new contact and you should get a messagebox entry. Let me know if these work or not.

Clean fresh sh5.exe 1.2 installed
Crew wake-up enabled; entry TRUE in Patcher
Started ASW Testing mission

Scope raised - no call out and no messagebox entry
Scope down - no call out and no messagebox entry

:hmmm:


http://img9.imageshack.us/img9/5185/...0720152028.jpg

http://img703.imageshack.us/img703/6...0720152148.jpg




Activated Mods:
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1_Patch2
Shadow Improvement ModLR
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_2_Patch_ByTheDarkWraith
OPEN HORIZONS II_full v1.9
OHIIv1.9_Patch1
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
Church's Compass Dials Mod v2.2 - Option Two
BearingOverlay_v1_2_Big_null8fuff10
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_2
Magnetic Sensor 4m
SM_ASW


Regards
null8fuff10

TheDarkWraith 07-20-12 08:17 AM

For those of you whose crew doesn't 'wake-up' have you tried disabling all mods, ensuring the crew wake-up patch is installed, and then running the ASW test mission to see if the crew shouts out contacts and you get messagebox entries? :hmmm:

I have two confirmations that the patch is working correctly currently, Paco and myself, so for those of you who it isn't working it has to be an installation/mod issue.

Dogfish40 07-20-12 08:35 AM

Hi all,
A brand new day. TDW, I did a reinstall last night (x-ept for game saves so it left some of the good stuff in the mods folder).
Played the ASW testing mission. "Benni" spoke up immediately with messagebox of course, so that is great, I think the soundman's back on line. However, when I raised the scope nothing happened, which in a way, is also good, 'cause we really don't want anyone else to be ship spotting through a periscope that I am using as TDW mentioned awhile back. Though, I was supposed to get a callout, which is not good.
So, Benni appears a bit happier, but now I'm going to shoot my watchcrew.
I am going to try Trevally's missions again tonight when I get home, and then play with this all weekend to see if there is something else amiss.
My friend Hector that some of you know tells me that his stuff is working fine so I'm also going over his mod soup to see if there is something else I can rearrange,
or Maybe there is a harsher setting for the patch.
Before I make any real conclusions about the watchcrew though, I really need to play a bit more. As far as Sobers suggestion, I have been hanging out at the beginning of this patrol so I can start it from the top each time I make a change, so I thank you there Sob, advice well taken. I checked the dialog.cfg file which had been replaced on install and it was the same so nothing there, yet anyway. It's just that there is so many missing addresses in that file, it looks weird.
SO, My new question, why is my watchcrew so talkative in port and after a certain distance they clam-up. I am also going to take a differant approach to the dark side of England so I can get some aircraft action and see how my crew reacts to aircraft. I've gat a few more comments but enough for now. TDW, it's almost there, for me at least, again, I thank you Brother, this is really going to help the immersion in this game. :up:
D40

Dogfish40 07-20-12 08:39 AM

Quote:

Originally Posted by sober (Post 1911650)
Try starting a new campaign andd see if anything changes .
With Speech fixes and additions mod you should get a mesage box message if something is spotted .
Speech fixes and additions (english version)\data\Cfg\Commands
!

You know, now that I think about it. Why not. I'll get another VIIB in time, maybe I should just punt. I may work a bit more tweeking stuff, and I'll see if TDW's has more suggestions, then maybe I'll just punt so I'm not using the save files ect.
:up:

null8fuff10 07-20-12 08:50 AM

Quote:

Originally Posted by TheDarkWraith (Post 1911739)
For those of you whose crew doesn't 'wake-up' have you tried disabling all mods, ensuring the crew wake-up patch is installed, and then running the ASW test mission to see if the crew shouts out contacts and you get messagebox entries? :hmmm:

I have two confirmations that the patch is working correctly currently, Paco and myself, so for those of you who it isn't working it has to be an installation/mod issue.


Hi TDW,

you know the MODs are essential to making this game playable. Without them ... the DVD is not more than a coaster.

Anyway, I will disable everything and then enabling piece by piece to check when the failure will come up. I will report later :salute:

Many thanks for solving this sonarman bug!!!! :yeah:

Paco 07-20-12 09:09 AM

Quote:

Originally Posted by TheDarkWraith (Post 1911739)
I have two confirmations that the patch is working correctly currently, Paco and myself, so for those of you who it isn't working it has to be an installation/mod issue.

Hi,

I have tested it with Your ASW-TestMission. There I got the merchant as visual-conact spotted thru the periscope and as sonar-contact with the messages in the message-box. But nothing more, only the merchant.

Back in Campaign now, I have a visual contact about 3000 meters with two freighters while being surfaced. But my crew ignores them. :/\\!!

Diving to 20 or 30 meters, going to sonarman, he does not hear anything. Selfcontrolling the hydrophone, I hear 2 freighters clearly around 30 degrees... :hmmm:

Hm, I could test the ASW mission again with some Screenshots if needed.

Paco.

TheDarkWraith 07-20-12 09:17 AM

I think Sober found the other factor in this debacle which is the watchstander's CurrentStatus.

Open up your \Documents\SH5\data\Users\save game\ActiveUserPlayerUnits.upc file with Notepad. Find these entries:

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember]
Look for CurrentStatus. What does it say?

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
Look for CurrentStatus. What does it say?

:hmmm:

Dogfish40 07-20-12 09:26 AM

Quote:

Originally Posted by TheDarkWraith (Post 1911772)
I think Sober found the other factor in this debacle which is the watchstander's CurrentStatus.

Open up your \Documents\SH5\data\Users\save game\ActiveUserPlayerUnits.upc file with Notepad. Find these entries:

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember]
Look for CurrentStatus. What does it say?

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
Look for CurrentStatus. What does it say?

:hmmm:

As soon as I get to my game box at home, I will do this! This sounds interesting.
D40
Also, I know this is backtracking a bit but, I recently changed the status of my hydrophone to surface listening as well to improve my chances of hits while we are all working on this. I thought that doing so, I could get a contact, then backtrack and use the contact to experiment with.
So, My question, when I get a surface contact from the hydrophone, should I hear the soundman and get a message, or does the watchcrew override his status?
D

Paco 07-20-12 09:30 AM

Quote:

Originally Posted by TheDarkWraith (Post 1911772)
I think Sober found the other factor in this debacle which is the watchstander's CurrentStatus.

Open up your \Documents\SH5\data\Users\save game\ActiveUserPlayerUnits.upc file with Notepad. Find these entries:

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember]
Look for CurrentStatus. What does it say?

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
Look for CurrentStatus. What does it say?

:hmmm:

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember]
CurrentStatus=ON_DUTY

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
CurrentStatus=ASLEEP

But its File \User\Paco\Documents\SH5\data\Users\Paco\AcitveUse rPlayerUnit.upc.

I this the right one?

Paco 07-20-12 09:40 AM

Hi,

what about Your Mod:

TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0

I have this one active in my Mod-Soup. Should we deactivate him?

Greets,
Paco.

TheDarkWraith 07-20-12 09:54 AM

Quote:

Originally Posted by Paco (Post 1911785)
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember]
CurrentStatus=ON_DUTY

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
CurrentStatus=ON_DUTY
But its File \User\Paco\Documents\SH5\data\Users\Paco\AcitveUse rPlayerUnit.upc.

I this the right one?

Make the change above to
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
and redo your test and see if the sonarman isn't 'alive' now.

And yes, deactivate the no hydrophone on surface mod

Dogfish40 07-20-12 09:55 AM

Quote:

Originally Posted by Paco (Post 1911791)
Hi,

what about Your Mod:

TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0

I have this one active in my Mod-Soup. Should we deactivate him?

Greets,
Paco.

Hi Paco,
I don't think you need to change your status as most people use this function. I only changed it for the purpose of getting more contact hits to test with. After the issue is resolved, I'll go back to no Hydro on surface. So, in a way it's even more important that the soundman is working underwater, youknow?!
Just my two sence.:O:
D40

TheDarkWraith 07-20-12 09:58 AM

Looks like it's time to write an app for editing the crew files :hmm2:

Paco 07-20-12 10:25 AM

Quote:

Originally Posted by TheDarkWraith (Post 1911804)
Make the change above to
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
and redo your test and see if the sonarman isn't 'alive' now.


Hi,

doesn't work for me:wah: Sonarguy is alive but doesn't hear anything. If I tell him to follow a target, he will follow him. But he doesn't find any contact by himself.

Also the sonarlines aren't displayed on the maps.:hmmm:

TheDarkWraith 07-20-12 10:27 AM

Quote:

Originally Posted by Paco (Post 1911838)
Hi,

doesn't work for me:wah: Sonarguy is alive but doesn't hear anything. If I tell him to follow a target, he will follow him. But he doesn't find any contact by himself.

Also the sonarlines aren't displayed on the maps.:hmmm:

Did you have the no hydro on surface mod disabled?


All times are GMT -5. The time now is 04:39 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.