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-   -   [REL] Stormy`s DBSM collection SH5 (https://www.subsim.com/radioroom/showthread.php?t=164552)

schweini63 03-15-12 07:32 AM

Quote:

Originally Posted by Stormfly (Post 1853893)

Originally Posted by Charlie901
Can this mod be installed after OH II and TDW's UI Mods...?

i wouldnt recommend that !

- OHII use a newer "sh.sdl" file which is based on SDBSM.
- TDW UI use special radio audio samples i created for TDW`s UI`s, they should overwrite SDBSM`s older radio samples.

- SDBSM`s optional TDW NEW UI`s config file after TDW NEW UI`s.

Sorry, but now it's me to be a little bit confused...

At the beginning of these thread you wrote as follows:


...
- Mighty fine crew mod 1.21 (option crew with beards, and crash dive fix)
- TheDarkWraith`s new UI`s from 6.3.7 upwards. (It may also work with other UI´s but need missing menue commands linked to commands.cfg)

This sound mod now recommend additional mods:
- Avee`s "No magic skills" mod
- Athlonic's "MCCD" mod

Links for needed mods:
http://www.subsim.com/radioroom/showthread.php?t=163591
http://www.subsim.com/radioroom/showthread.php?t=166093

Links for recommended mods:
http://www.subsim.com/radioroom/showthread.php?t=164996
http://www.subsim.com/radioroom/showthread.php?t=166236

Install Stormy`s DBSM 1.3 using JSGME after the above mods are installed...
...

Would you say this ist a correct install order?

Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1 patch2
Shadow Improvement Mod
nVidia missing lights
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional No Magic Skills mod german dialogs
Stormys DBSM additional creaks and noises 1.0
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision
NewUIs_TDC_6_9_0_jimimadrids_map_tools
NewUIs_TDC_6_9_0_New_radio_messages_German
NewUIs_TDC_6_9_0_WWIIInterface_by_naights
OPEN HORIZONS II_full v1.7
OHII v1.7 patch1
Stormys DBSM SH5 v1.3 optional TDW UI 6.9.0 options files
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Accurate German Flags
DEUTSCHMOD_1.0.4

Stormfly 03-15-12 09:31 AM

Quote:

Originally Posted by schweini63 (Post 1855454)
Sorry, but now it's me to be a little bit confused...

At the beginning of these thread you wrote as follows:


...
- Mighty fine crew mod 1.21 (option crew with beards, and crash dive fix)
- TheDarkWraith`s new UI`s from 6.3.7 upwards. (It may also work with other UI´s but need missing menue commands linked to commands.cfg)

This sound mod now recommend additional mods:
- Avee`s "No magic skills" mod
- Athlonic's "MCCD" mod

Links for needed mods:
http://www.subsim.com/radioroom/showthread.php?t=163591
http://www.subsim.com/radioroom/showthread.php?t=166093

Links for recommended mods:
http://www.subsim.com/radioroom/showthread.php?t=164996
http://www.subsim.com/radioroom/showthread.php?t=166236

Install Stormy`s DBSM 1.3 using JSGME after the above mods are installed...
...

Would you say this ist a correct install order?

Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1 patch2
Shadow Improvement Mod
nVidia missing lights
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional No Magic Skills mod german dialogs
Stormys DBSM additional creaks and noises 1.0
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision
NewUIs_TDC_6_9_0_jimimadrids_map_tools
NewUIs_TDC_6_9_0_New_radio_messages_German
NewUIs_TDC_6_9_0_WWIIInterface_by_naights
OPEN HORIZONS II_full v1.7
OHII v1.7 patch1
Stormys DBSM SH5 v1.3 optional TDW UI 6.9.0 options files
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Accurate German Flags
DEUTSCHMOD_1.0.4

hi, the information of the first post in this thread is a bit out of date, because new versions of mods (also non SDBSM) have been released, i have to correct that.

the install order seams to be ok, except "DEUTSCHMOD_1.0.4" (it is overwriting my NewUI´s options file and keyb. layout)

i would recomment creating a mixed version of the options file if you know how, maybe using the keyb. layout from deutschomd for the commands.cfg and NEWUi`s options file but keeping the other settings in the options file.

you should also check the "F" and "SHIFT+F" keys, if you plan to use Rubini`s fix for MFCM crash dive fix SDBSM version (commanding crew up or down the tower).

schweini63 03-15-12 10:06 AM

Quote:

Originally Posted by Stormfly (Post 1855509)
hi, the information of the first post in this thread is a bit out of date, because new versions of mods (also non SDBSM) have been released, i have to correct that.

the install order seams to be ok, except "DEUTSCHMOD_1.0.4" (it is overwriting my NewUI´s options file and keyb. layout)

i would recomment creating a mixed version of the options file if you know how, maybe using the keyb. layout from deutschomd for the commands.cfg and NEWUi`s options file but keeping the other settings in the options file.

you should also check the "F" and "SHIFT+F" keys, if you plan to use Rubini`s fix for MFCM crash dive fix SDBSM version (commanding crew up or down the tower).


...okey dokey, thanks for your reply :salute:

Dwail 03-16-12 09:36 PM

Hi, Stormfly. Am I another time!!. Sorry if only comment for problems. This is the situation:

In my "commands.cfg" :

**********************************
[Cmd436]
Name=Toggle_battle_stations
Contexts=1
HasDelayedExecution=Yes
Key0=0x42,s,"B" ;(Shift+B)
Sound_0=ELO_Weapon,MC_CR_SO_01_A (sound for activate battle stations)
***********************************

Sound_0=ELO_Weapon,MC_CR_SO_03 *This line add for me, contains the correct sound to deactivate battle stations. But I don't know if is possible incorporate this line to [Cmd436].

I'd like this:

- first push of key (shift+b) for toggle_battle_stations (on)
with Sound_0=ELO_Weapon,MC_CR_SO_01_A

- second push of key (shift+b) for toggle_battle_stations (off)
with Sound_0=ELO_Weapon,MC_CR_SO_03

If possible do it? How?

Stormfly 03-17-12 05:28 AM

Quote:

Originally Posted by Dwail (Post 1856306)
Hi, Stormfly. Am I another time!!. Sorry if only comment for problems. This is the situation:

In my "commands.cfg" :

**********************************
[Cmd436]
Name=Toggle_battle_stations
Contexts=1
HasDelayedExecution=Yes
Key0=0x42,s,"B" ;(Shift+B)
Sound_0=ELO_Weapon,MC_CR_SO_01_A (sound for activate battle stations)
***********************************

Sound_0=ELO_Weapon,MC_CR_SO_03 *This line add for me, contains the correct sound to deactivate battle stations. But I don't know if is possible incorporate this line to [Cmd436].

I'd like this:

- first push of key (shift+b) for toggle_battle_stations (on)
with Sound_0=ELO_Weapon,MC_CR_SO_01_A

- second push of key (shift+b) for toggle_battle_stations (off)
with Sound_0=ELO_Weapon,MC_CR_SO_03

If possible do it? How?

yes i was after that long time ago, it is a known problem...

...there is only one command for battlestations which is toggleing it, there are no seperate commands for battlestations on or off.

but there are maybe 1 old and possible 1 new solution after what we have discovered so far:

1. dont use the key at all, use the weapons officer`s dialog menue.

2. connect the keystroke command with a script (as Rubini did for commanding the crew to go up or below the cunning tower), which can check if crew is on battlestions or not, then you can use the script to play the sounds accordingly. (maybe you just need to add a crew script, which have the exact name as the command).:arrgh!:

example:
if Wp:Isbattlestations() then or something similar.

Dwail 03-17-12 08:44 AM

Thx very much!! for your response but, I have not idea of how create this script. I'll investigate!!. If the creation of the script was more difficult for me, I could ask to TheDarkWright and/or Rudini if they can make this script.

misha1967 03-18-12 08:22 AM

About the "clean shaven crew" modification: I'm sorry it's taking me so long, but I got caught up in getting my ancient rig to run properly. I haven't forgotten, in case anybody is still waiting.

Silent Steel 03-18-12 09:04 AM

Quote:

Originally Posted by misha1967 (Post 1856838)
About the "clean shaven crew" modification: I'm sorry it's taking me so long, but I got caught up in getting my ancient rig to run properly. I haven't forgotten, in case anybody is still waiting.

Take your time, mate :up:

misha1967 03-18-12 09:17 PM

OK, they're done!
 
Introducing my very modest contribution to the SDBSM collection:

The Gillette Patch v1.0

If you, like I, are using the Mighty Fine Crew mod with alt faces and no beards and have noticed a lack of discipline on part of your crew and their personal hygiene after installing SDBSM (and trust me, you DO need SDBSM and it's awesomeness to be truly happy!) help is at hand!

The Gillette Patch will promptly force those rapscallions in your crew to behave like proper officers and gentlemen and shave regularly. Well, except for Palz and Hackl, who apparently got a dispensation from Doenitz himself. Then again, they're kind of an odd pair to begin with, so it's probably for the best to leave them be :03:

The Gillette Patch consists of three different fixes for:

Basemod v1.3
Additional crew sounds beta6 (with or without the hotfix)
Additional creaks and noises 1.0

If you don't have all three of those, only install the patches for the ones you have and install them immediately after the original mods in your mod soup.

These three patches do nothing else so, as always, all credit for the REAL work goes to Stormy :salute:

I'm just the guy who sent the crew a box of razors.

Cheers, my fellow Kaleuns :salute:

P.S.: If you want to add them to your own servers and the first page, Stormy, please feel free to do so. I'd be honored to be a part, however tiny, of this great collection. :up:

7Infanterie19 03-21-12 05:38 PM

Hi Stormy,

Misha and I were talking about speech fixes and additions in one of his threads about something else. Rather than hijack that thread, I want to put my answer in here if you don't mind, since it fits better here, and we could use your confirmation anyways. :up:

In that thread, Misha said:
Quote:

Originally Posted by misha1967 (Post 1856836)
I'm fairly certain that the speech fixes should go in the beginning (or right after the German speech pack if you use that one) and prior to SDBSM as they just install missing speech files which are then used by SDBSM, but Stormy will be able to correct me if I'm wrong. :DL

and here is my reply to Misha (and for you too):

I just looked at my mods and noticed that I appended the name of the speech fixes and additions mod to say "after audio and MFCM", so that I wouldn't forget.

That got me curious, so I did some searches. I found sober's post - ttp://www.subsim.com/radioroom/showpost.php?p=1583712&postcount=334 - which tells me why I noted that I had to have speech fixes go after MFCM.

Regarding SDBSM, I found Stormy's post that says - http://www.subsim.com/radioroom/show...&postcount=281. Now that tells us that we don't even need speech fixes and additions, since his mod already takes care of that. With that in mind, next time I re-adjust my soup, I will deactivate speech fixes and additions.

Having said all that, if we tie Stormy's, sober's, and your posts together, we might be able to assume that we can put the German language pack first, then MFCM, then SDBSM. From what I just remembered, many people have suggested that Stormy's stuff go at the end anyways, which is something I did (except for fixes and additions) the last time I re-adjusted my mod soup, based on those suggestions.

Maybe I'm reinventing the wheel with this info, but at least it concludes our little discussion over in the other thread. :D

So, let's see what Stormy can confirm for us, then we'll know for sure. :up:

gap 03-21-12 06:07 PM

Quote:

Originally Posted by misha1967 (Post 1857206)
Introducing my very modest contribution to the SDBSM collection:

The Gillette Patch v1.0

Gillette Patch? :o :har:
Well done, captain! I wonder how I had misset it at first. I've got a busywork for you: :Kaleun_Goofy:
http://www.racheshop.de/product_imag...-halloween.jpg


P.S. When the realease of The Gillette Patch v1.1 aka The Figaro Hotfix? :D

THE_MASK 03-21-12 07:29 PM

I now have my ini TC SoundEffects setting match my Maximum setting . Does this help when using this mod ?

7Infanterie19 03-21-12 07:56 PM

@gap: :rotfl2:

misha1967 03-21-12 08:24 PM

Quote:

Originally Posted by gap (Post 1858728)
Gillette Patch? :o :har:
Well done, captain! I wonder how I had misset it at first. I've got a busywork for you: :Kaleun_Goofy:

:har:

I think I'm going to have to issue a separate Hedge Clipper Patch for that one!

Quote:

Originally Posted by gap (Post 1858728)
P.S. When the realease of The Gillette Patch v1.1 aka The Figaro Hotfix? :D

I'm working on that one, a hotfix for a really, really "close" shave, with Bernard specifically in mind :stare:

gap 03-22-12 07:22 AM

Quote:

Originally Posted by misha1967 (Post 1858813)
:har:

I think I'm going to have to issue a separate Hedge Clipper Patch for that one!

You are going to need this:

http://equilibriarte.net/members/dora/1315611564.jpg

Who knows? with current advances in GR2 editing, maybe one day we'll be able to import Edward Scissorhands in game. :rotfl2:

Okay now I can definitely declare this :hijacked:


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