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-   -   [REL] FOTRS Ultimate Project (https://www.subsim.com/radioroom/showthread.php?t=226270)

Immelmann 06-18-17 11:01 PM

Quote:

Originally Posted by torpedobait (Post 2492645)
Many may not realize they are missing some sounds.

Oh I realize and play the game anyway. I'll be watching this particular issue with much interest. Thanks.

Bubblehead1980 06-18-17 11:51 PM

Are you guys rewriting patrol orders?


I'm trying to figure out how to do so. RSRD is screwy with it's orders, often sends player to areas with little to no traffic, especially in later war.Luzon Straits in 45? When the convoys shift to the coast of China in late 44 early 45. Off chance may catch a warship or two.


Same with other areas as well.

propbeanie 06-19-17 05:51 AM

Quote:

Originally Posted by torpedobait (Post 2492645)
I followed all that, changed to the 16-bit setting, and the speakers tested just fine. However, if I try to play one of the Mono sounds I get nothing.

So I'm going to continue working the process I found that works for my rig, and that is to convert the mono .wav files to stereo. When I'm done I will make those files available as a JSGME-ready download just in case someone else encounters the same. Many may not realize they are missing some sounds. It can't hurt

Oh, and moving the slider made no difference at all. Currently it is set to the default, which is about one third in from the left edge. I have tried it all the way left, and all the way right. Makes do difference in what plays or doesn't. Thanks again.

I would say then that it all falls into the Creative card's controller doing its 3D stuff and messing up your "fake" stereo 3D mono files. It probably has something to do with speaker assignment by the sound card's interface. Has Creative gotten back with you? Since they purchased EMU (my multi-channel recording card is an 1820M), support things have "deteriorated" as they try to stem the bleeding of their sound card segment of the industry. Onboard audio is much better today than it was back in the early 2000s... A person does what they have to, and I wish you didn't have to do all that to get sound.


Quote:

Originally Posted by Immelmann (Post 2492666)
Oh I realize and play the game anyway. I'll be watching this particular issue with much interest. Thanks.

What torpedobait is experiencing is related to a particular brand / model of sound card only - hopefully. If you don't have sound when the periscope goes up / down, then maybe you might have to do something. Just keep your ears open... :salute:

propbeanie 06-19-17 06:00 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2492677)
Are you guys rewriting patrol orders?


I'm trying to figure out how to do so. RSRD is screwy with it's orders, often sends player to areas with little to no traffic, especially in later war.Luzon Straits in 45? When the convoys shift to the coast of China in late 44 early 45. Off chance may catch a warship or two.


Same with other areas as well.

Max-peck and cdrsubron7 did some re-writing of the orders that for FotRS v2 were in German, so they eliminated the stilted translations and max put the patrol circles in all the missions as appropriate. Some of the patrols were moved, but mostly the Alaskan Campaign for that. The rest of the missions are the original TMO v1.7 missions. It's easy enough to edit the campaign MIS files and move the actual area. However, with lurker's penchant for giving you exact longitude / latitude co-ordinates, there'd be a bit of "translating" of those in the moved MIS objectives.

All you have to do is select a particular Map Zone and drag it to where you want. Look at the co-ordinates displayed in the bottom into bar of the Mission Editor for where you move the Zone to and copy them down for use in the Mission Briefing screen. The thing about "moving" Zones like that lies in the DynamicMiss.cfg in that those listings are usually associated with a distance factor, and you might end up with inappropriate assignments, but then again, might be cool too... Definitely work on a copy and use JSGME to activate a "Test Mis". Check to see if DynamicMiss.cfg assigns your chosen MIS file upon a Status Report, and decide if you want to try to change that assignment or the distance for it.

As usual, after you edit with the ME, you should edit the file with a text editor and make sure especially that the "DelayMin=" figure is still appropriate. lurker also had his "MissionDataType=", near the top of the MIS file, set to zero ("0"). Also, you'll usually have those "extra" lines come back in: "HighPrioContact=false", "TacticalGroup=false", "ControlZoneRadius=100.000000", "AvailStartDate=" and "AvailEndDate=". Eliminating those lines usually is not absolutely necessary, and the last two are sometimes used for "calling" a unit for early "spawning" in the game.

torpedobait 06-19-17 06:29 AM

Quote:

Originally Posted by propbeanie (Post 2492596)
You shouldn't have to be doing that though... It's something to do with your sound card set-up. I've got Win7-64, Home (or whatever), but the "Sound" settings stuff should be the same... maybe (I've got my Control Panel set to display as a menu) - From the "Start" menu, choose the "Control Panel". If you're set up like most people, click on "Hardware & Sound", and then on "Sound". That will bring up this little jewel:
http://i.imgur.com/iLw2KnZ.jpg

On that little window, click on your sound card "speakers", or "output" dependent upon how they're labeled (you see both ways on my computer), and that should then make the "Properties button active. Click on it, and you'll get:
http://i.imgur.com/tqVXEuv.jpg

Now click on that "Advanced" tab, and it'll open the actual properties that your computer is set to:
http://i.imgur.com/rXXODv1.jpg
This is how I'm suspecting your computer is set. Notice it says 48kHz, DVD qualiity? If that's what it is, click on the drop-down arrow there, and scroll up one choice to the:
http://i.imgur.com/yHI8J6T.jpg
to where it says "CD Quality"... 44.1kHz.

If your computer ~IS~ set correctly, let us know. Whether it'd be the game or the card's "proprietary" settings (Creative), I don't know. Did changing the 3D slider in the game make any change whatsoever?

The more I learn the less I know. 😜 My system was set to 24-bit, 41,100 KHz. In looking deeper into the individual .wav files I see quite a mix of numbers of channels, bit rates, and KHz numbers. There are mono 16-bit, 41,000kHz, stereo 16, 24, and 32 bit (some of the latter are "floating, whatever that means), and at 41,000 and 44000 (or so). The only ones playable by my particular setup were those recorded as stereo. None of the game or sound card setting affected that playability.

In doing my little conversion project, I chose the middle road because they match the defaults in my Creative Spundblaster Z card. That is, I am converting all mono .wav files currently found in the ...data/sound folder to Stereo, 24-bit, at 41,100 KHz. It is actually a fun project. I'm working the .wav files alphabetically and am currently just through the "H" see, the Hurricane_airplane file. That's right, I'm doing every one, whether they are used or not. I may leave the ones marked as "Sample" files alone, though.

When finished, there will be a JSGME-ready file suitable for use at least by those with Soundblaster Z or compatible cards. If it turns out that 16-bit is an absolute maximum for some others, I will make a second file for that too. I hope this is not going to step on any toes. My effort, besides allowing me to hear the appropriate sounds in the game, is directed at standardizing all the visible .wav files. That cannot be a bad thing.

propbeanie 06-19-17 06:41 AM

Quote:

Originally Posted by torpedobait (Post 2492755)
The more I learn the less I know. 😜 My system was set to 24-bit, 41,100 KHz. In looking deeper into the individual .wav files I see quite a mix of numbers of channels, bit rates, and KHz numbers. There are mono 16-bit, 41,000kHz, stereo 16, 24, and 32 bit (some of the latter are "floating, whatever that means), and at 41,000 and 44000 (or so). The only ones playable by my particular setup were those recorded as stereo. None of the game or sound card setting affected that playability.

In doing my little conversion project, I chose the middle road because they match the defaults in my Creative Spundblaster Z card. That is, I am converting all mono .wav files currently found in the ...data/sound folder to Stereo, 24-bit, at 41,100 KHz. It is actually a fun project. I'm working the .wav files alphabetically and am currently just through the "H" see, the Hurricane_airplane file. That's right, I'm doing every one, whether they are used or not. I may leave the ones marked as "Sample" files alone, though.

When finished, there will be a JSGME-ready file suitable for use at least by those with Soundblaster Z or compatible cards. If it turns out that 16-bit is an absolute maximum for some others, I will make a second file for that too. I hope this is not going to step on any toes. My effort, besides allowing me to hear the appropriate sounds in the game, is directed at standardizing all the visible .wav files. That cannot be a bad thing.

You may have found an issue there with the game... You could continue with your project if you want, but I'd like to go through the files currently in the game, and set them all to the same sample rate and bit-depth, and see if that makes a difference for you. That was part of the original games problem, in having "mixed" audio rates and bit-depths. Old XP did fine with that, as mentioned earlier, but from Vista onwards, Windows is very persnickety about those things due to the DRM layers in the OS... I'll PM you a link for a download "Test" file of some form or other...

captnmike 06-24-17 10:28 AM

:k_confused:
Hey team, where did everybody go? This Mod is just getting Hot!!

Cheers, Captnmike:ping:

propbeanie 06-24-17 11:19 AM

Can't you hear the KitchenAid Artisan KSM150PSSM going at 98 rpm?... :lol: the batter is thick, and the mixer is getting bogged down just a bit. A few more ingredients to throw in... The oven is pre-heated, the pans greased & floured... but the dough hasn't risen yet - still in the mixer... be just a bit... pinch more salt... I smell electricity... :timeout: - something's on fire... :har:

s7rikeback 06-24-17 11:49 AM

Quote:

Originally Posted by captnmike (Post 2494478)
:k_confused:
Hey team, where did everybody go? This Mod is just getting Hot!!

Cheers, Captnmike:ping:

I'm stuck on the sea bed currently - major electrical faults :wah::hmmm::doh:

Quote:

Originally Posted by propbeanie (Post 2494491)
Can't you hear the KitchenAid Artisan KSM150PSSM going at 98 rpm?... :lol: the batter is thick, and the mixer is getting bogged down just a bit. A few more ingredients to throw in... The oven is pre-heated, the pans greased & floured... but the dough hasn't risen yet - still in the mixer... be just a bit... pinch more salt... I smell electricity... :timeout: - something's on fire... :har:

Must be my wife cooking again :har::D

CapnScurvy 06-24-17 07:17 PM

I don't know about the other guys, but when I'm not "chit/chatting" on the forum, I'm usually neck deep in trying a new modification for Fotrs Ultimate. :D

torpedobait 06-25-17 03:47 AM

1 Attachment(s)
Quote:

Originally Posted by propbeanie (Post 2494491)
Can't you hear the KitchenAid Artisan KSM150PSSM going at 98 rpm?... :lol: the batter is thick, and the mixer is getting bogged down just a bit. A few more ingredients to throw in... The oven is pre-heated, the pans greased & floured... but the dough hasn't risen yet - still in the mixer... be just a bit... pinch more salt... I smell electricity... :timeout: - something's on fire... :har:


Getting there. All good things take time and patience...

Front Runner 06-25-17 06:25 AM

Meanwhile.....
 
:Kaleun_Cheers:

Bubblehead1980 06-26-17 04:34 AM

Question for you guys. I borrowed BB Alabama from FOTRS, renamed it South Dakota Class and have it in shipack for my RSRD TMO upgrade.

Looking at the .sns file, I see some things are different from other US BB's in TMO RSRD. I am guessing you guys created new sensors such as new Mk 37 director?

Thinking I need to tailor the .sns for TMO RSRD?

jldjs 06-26-17 02:37 PM

Sonar not hearing 15Kt Corvette close
 
Image is thru periscope of Covette SubCHaser doing 15Kts yet the sonar operator reports no sound! Distance is less than 2000 yards. Running V60 beta. MAx speed for this Corvette is 17kts so it's not the half of max speed problem. Any ideas?

Larger image, first one was too small




https://s23.postimg.org/4oxmyjjuz/Sc...3.03.53_PM.png

jldjs 06-26-17 06:44 PM

Where's my Gato with radar?
 
Started my career Jan '42 from Midway. Finally managed to get into the Midway battle, right time and right place, and sank 3 CVs (each of which only had one screening escort that never attacked me!). COmpleted each mission and returned to Midway. It's now Aug 25 '42 and I'm off to East China Sea in the same old Gar with no radar, but I did get an upgraded SD! Got plenty of medals too, but still no Gato, or Radar!! What gives? Without radar and this "strange" sonar 'no sound" problem is making hunting very difficult. If this problem has been around since stock game I don't seem to recall it that much when playing other MODs (TMO,RSDC). Sorry for the griping, but:wah:
Oh, I'm running with 60Beta.


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