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Old 05-15-11, 10:19 AM   #631
MiTon
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Thx,

will give it a try!
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Old 05-16-11, 07:07 AM   #632
Myxale
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Great stuff!

This mod equals Thomsons for SH3. For a sub-sim sound is just as important as the rest of it.

Love the way you mixed the sounds. Lots going-on, but never overkill!
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Old 05-16-11, 11:38 AM   #633
303_Michcich
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hi,

this is an absolutely fantastic mod, but I`m not very keen on the perisope motor and ticker mod. Especially that I keep hearing it while looking through binoculars. How can I disable this ?

P.S. BTW, there is nice periscope motor sound in DBSM 1.4 mod. Anyway, your mod absolutely great and periscope is the only thing I`m not fond of.
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Old 05-16-11, 12:04 PM   #634
TheBeast
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Default Thinking of Creaks and Thomsen's SH3 MOD.

Thomsen's Sound MOD for SH3 had 47 Creak Sounds.
The Creak Sound Samples were small, ranging from 2-10 seconds.

Is is passible to make each Creak Level a List Array to get some variation?
Maybe 5-10 samples per List Array.

I think this would help enhance game emerrsion even more then you have already done.

Regards!
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Old 05-16-11, 12:17 PM   #635
Stormfly
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Quote:
Originally Posted by 303_Michcich View Post
hi,

this is an absolutely fantastic mod, but I`m not very keen on the perisope motor and ticker mod. Especially that I keep hearing it while looking through binoculars. How can I disable this ?

P.S. BTW, there is nice periscope motor sound in DBSM 1.4 mod. Anyway, your mod absolutely great and periscope is the only thing I`m not fond of.

...for the binoc`s you can use the "B" key, this key is without sound.


if you want disabeleing the periscope and binoc zoom sound completly:

...disable the mod and goto \data\cfg\commands.cfg of the mod`s folder, make shure you do that for each following "optional mod folder patch or beta folder" of the package and comment out the sound entry using a semicolon infront of the sound entry of [Cmd70]:

[Cmd70]
Name=Cam_zoom_in
Contexts=1,11,15
Key0=0x05,m,"M.wheel"
;Sound_0=ELO_Weapon,Cam_zoom_out


if you want disableing the periscope turning sound, simply delete ->
\data\sound\TDC_Bearing.wav of the mod`s folder(s)

...re enable and your done
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Old 05-16-11, 12:19 PM   #636
Stormfly
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Quote:
Originally Posted by TheBeast View Post
Thomsen's Sound MOD for SH3 had 47 Creak Sounds.
The Creak Sound Samples were small, ranging from 2-10 seconds.

Is is passible to make each Creak Level a List Array to get some variation?
Maybe 5-10 samples per List Array.

I think this would help enhance game emerrsion even more then you have already done.

Regards!
ohh Thomsen allready anounced such a creak shuffeling mod for SH5, so i put my hands in the pocket
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Old 05-16-11, 12:21 PM   #637
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Quote:
Originally Posted by Stormfly View Post
ohh Thomsen allready anounced such a creak shuffeling mod for SH5, so i put my hands in the pocket
oo... i see... i start to think you are afraid of scary cracks
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Old 05-16-11, 03:00 PM   #638
Stormfly
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just checked Philipp_Thomsen's last activity here @SubSim... it was 31.12.2010, so it seams that he have lost any interest in doing it

...as his wonderfull work is on the SDBSM credit list anyways, iam currently importing his 47 shuffeling creaks into SH5, testing atm
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Old 05-16-11, 03:04 PM   #639
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Quote:
Originally Posted by Stormfly View Post
just checked Philipp_Thomsen's last activity here @SubSim... it was 31.12.2010, so it seams that he have lost any interest in doing it

...as his wonderfull work is on the SDBSM credit list anyways, iam currently importing his 47 shuffeling creaks into SH5, testing atm
those are very good news... maybe i was misteaken
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Old 05-16-11, 09:04 PM   #640
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...seams that there is a special hardcoded routine responsible for selecting the different creak sounds, which is also selecting higher creak sample numbers (levels) if going deeper.

The problem here seams that this routine have a fixed select range (1-4), so using this shuffeling method connected with a dept range together with more than 4 creak sounds is not possible if going the "normal" way.

if not possible creating a sound trigger using a dial which trigger at different angels (deptgauge) then we have to ask the Wizard if he can code a special dll or hex the exe for it
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Old 05-22-11, 02:08 PM   #641
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@Stormy

Can you put a claxon when we dive like this sound of here pls?

Dive alarm. Klaxon sounds twice to dive, three times to surface.
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Old 05-22-11, 02:11 PM   #642
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no way, this is for american subs only !
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Old 05-22-11, 02:13 PM   #643
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Quote:
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no way, this is for american subs only !
a ok.. i did not know it... why they put this sound on the SH5 game presentation?... it is a retoric question :P
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Old 05-22-11, 02:17 PM   #644
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because the dev`s got instructed to produce a bad selling casual game for housewifes, those "customers" think it would be ok

...the real reason is often that the responsible product manager (mostly some companys in the game industry) have no idea what the product realy include or should have.
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Last edited by Stormfly; 05-22-11 at 02:28 PM.
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Old 05-22-11, 02:30 PM   #645
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Quote:
Originally Posted by Stormfly View Post
because the dev`s got instructed to produce a bad selling casual game for housewifes, those "customers" think it would be ok

...the real reason is often that the responsible product manager (mostly in game industry and some companys) have no idea what the product realy include or should have.
Or maybe they use the same strategy like americans... advertising is everything... and if the sound is cool they puted there even is not acurate historical... if you are looking at the hollywood movies you will see that the americans capturerd the enigma machine... because sounds cool
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