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Old 09-24-07, 04:46 PM   #316
TheDarkWraith
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Quote:
Originally Posted by ming
Cant wait for the next version of this cool mod! Soon perhaps?
I sense a disturbance in the force........
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Old 09-24-07, 06:37 PM   #317
TheDarkWraith
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Quote:
Originally Posted by slipper
Racerboy,

Tried out the mission and it works great, really does add a lot of atmosphere to the game. I came across one small problem though.

Whenever the merchant ship fired a starshell, i would hear the sound of my own crew firing and loading the deck gun ( although they were not actually firing), so that it seemed that the firing of the starshell was somehow activating the firing sound for my U -Boat,
Here's a new test version of the new idea that fixes the above reported bug:

http://rapidshare.com/files/58037717...l_test.7z.html

What do you all think? Add it into the SH4 effects (and more) for SH3 mod?
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Old 09-25-07, 03:12 AM   #318
Woof1701
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Quote:
Originally Posted by Racerboy
Here's a new test version of the new idea that fixes the above reported bug:

http://rapidshare.com/files/58037717...l_test.7z.html

What do you all think? Add it into the SH4 effects (and more) for SH3 mod?
Absolutely!
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Old 09-25-07, 03:50 AM   #319
3Jane
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Quote:
Originally Posted by Woof1701
Quote:
Originally Posted by Racerboy
Here's a new test version of the new idea that fixes the above reported bug:

http://rapidshare.com/files/58037717...l_test.7z.html

What do you all think? Add it into the SH4 effects (and more) for SH3 mod?
Absolutely!
Maybe keep it as a seperate download, I prefere not to have the star shell addition. Or just activated seperately in JSGME somehow.
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Old 09-25-07, 05:29 AM   #320
TheDarkWraith
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Quote:
Originally Posted by 3Jane
Maybe keep it as a seperate download, I prefere not to have the star shell addition. Or just activated seperately in JSGME somehow.
I'll make an 'Optional' folder and put it there. This way those that want to use it can and those that don't don't.
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Old 09-25-07, 05:58 AM   #321
3Jane
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Excellent
__________________

Fate opposes me in vitality and morality, forced ever onward, burdened, always in shackles.
So this very moment, without tarrying, pluck the quivering strings. Because fate punishes the one who plays, all lament with me.

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Old 09-25-07, 06:45 AM   #322
slipper
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Racerboy,

Downloaded your updated starshell mission, but i'm still getting the U-Boat firing/reloading sound when the merchant fires starshells. I unactivated your last mission mod in jsgme and deleted it then replaced it with this one, but still no joy.

just to let you know

regards

slipper
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Old 09-25-07, 07:19 AM   #323
TheDarkWraith
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Quote:
Originally Posted by slipper
Racerboy,

Downloaded your updated starshell mission, but i'm still getting the U-Boat firing/reloading sound when the merchant fires starshells. I unactivated your last mission mod in jsgme and deleted it then replaced it with this one, but still no joy.

just to let you know

regards

slipper
Let's make a distinction between the firing sound and the unloading sound. When the merchant fires it's new starshell gun you will hear a firing sound. Now depending on how close you are to the mechant will determine the strength of the sound heard. Is this what you are hearing? Or do you also hear the crew reloading a new shell into the gun? From my testing I've only (now) heard the merchant firing it's new gun and if I go to external camera and move closer to the merchant the strength of this sound is more (louder).
Being that I gave the gun new ID's for it and it's shells there should be no external sounds connected to this. The only one that could be giving you problems would be the effect used during the firing of the shell. Do you have any mods enabled that have changed the sounds used in the game? Please check this.
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Old 09-25-07, 08:28 AM   #324
slipper
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Found the culprit, had a sound mod called "Command and Combat" enabled, which was giving me the sound of my deck crew firing and reloading everytime a starshell was fired. I have now disabled it and your test mission is working fine. Shame about the sound mod as i liked it but i think your graphics mod more than makes up for it.Thanks for the help much appreciated

regards slipper
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Old 09-25-07, 08:47 AM   #325
TheDarkWraith
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Quote:
Originally Posted by slipper
Found the culprit, had a sound mod called "Command and Combat" enabled, which was giving me the sound of my deck crew firing and reloading everytime a starshell was fired. I have now disabled it and your test mission is working fine. Shame about the sound mod as i liked it but i think your graphics mod more than makes up for it.Thanks for the help much appreciated

regards slipper
Actually slipper I'm glad you let me know this. I can change, and will change, the ID of the sound used for this new idea of mine. This way I don't interfere with other mods that have changed sounds. Thanks for the report.
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Old 09-25-07, 08:56 AM   #326
slipper
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Another update, the file causing the problem was P09_$Gun_muzzle_flash of "Command and Combat" sound mod. i disabled the sound mod, deleted this file, then re enabled and all appears to be working fine.

Thanks again

Slipper
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Old 09-25-07, 09:11 AM   #327
TheDarkWraith
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Quote:
Originally Posted by slipper
Another update, the file causing the problem was P09_$Gun_muzzle_flash of "Command and Combat" sound mod. i disabled the sound mod, deleted this file, then re enabled and all appears to be working fine.

Thanks again

Slipper
you don't want to delete the file you mentioned above. By deleting this file you have also now disabled the sound effect used when you fire your deck gun. I'm creating a new sound and ID for the effect used for the AI gun so that I don't interfere with sound files used by the game and other mods.
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Old 09-25-07, 10:04 AM   #328
slipper
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No, i still have the deck gun sound, but i think thats because i've installed one sound mod over another and the original deck gun sound is now in place. To many good mods around. cheers
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Old 09-25-07, 10:10 AM   #329
AOTD_MadMax
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Congratulations Racerboy, your Mod is fantastic.


There is only 1 Point i would change.

The Smokeelevationspeed from Fire is to fast. I hope you understand what i mean.

Best regards

Maddy
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Old 09-25-07, 10:26 AM   #330
tinitoon
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That's a great idea with the two versions.

Concerning secondary explosions:
I've read somewhere that secondary explosions were quite frequent no matter what loading the ship had during WWII especially when relatively cold water came in contact with the ship's boiler during a flooding.

Just wanted to add this to the debate how many and which kind of ships should show secondary explosions.

I am really looking forward to V 2.0!!!
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