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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#316 | |
Black Magic
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#317 | |
Black Magic
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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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#318 | |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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#319 | ||
Ace of the Deep
![]() Join Date: Sep 2006
Location: York. Northern England.
Posts: 1,004
Downloads: 0
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__________________
![]() 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. (http://hosted.filefront.com/KatherineRowan) |
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#320 | |
Black Magic
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#321 |
Ace of the Deep
![]() Join Date: Sep 2006
Location: York. Northern England.
Posts: 1,004
Downloads: 0
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Excellent
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__________________
![]() 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. (http://hosted.filefront.com/KatherineRowan) |
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#322 |
Navy Dude
![]() Join Date: Mar 2005
Posts: 174
Downloads: 385
Uploads: 0
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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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#323 | |
Black Magic
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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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#324 |
Navy Dude
![]() Join Date: Mar 2005
Posts: 174
Downloads: 385
Uploads: 0
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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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#325 | |
Black Magic
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#326 |
Navy Dude
![]() Join Date: Mar 2005
Posts: 174
Downloads: 385
Uploads: 0
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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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#327 | |
Black Magic
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#328 |
Navy Dude
![]() Join Date: Mar 2005
Posts: 174
Downloads: 385
Uploads: 0
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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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#329 |
Seasoned Skipper
![]() Join Date: Jun 2007
Location: Bremen/Germany
Posts: 749
Downloads: 71
Uploads: 1
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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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AOTD is gone, iam the last survivor ........ |
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#330 |
Stowaway
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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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