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Old 01-25-11, 05:26 PM   #1
dcb
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Originally Posted by Stormfly View Post
...one of the most immersion killing vanilla sound/voice is for example the report of "flooding is under control"
I've just been attacked by a plane tonight, which did minor damage and some flooding, and I've heard this pesky "flooding under control" announcement every second, for 2 or 3 minutes, until the flooding was fixed. This behavior really needs addressed, or it will turn into an immersion killer. Plus what others complained of: the damage is repaired almost in no time at all. Damage to diesels fixed in just 2 minutes? No way IRL.
In fact, this was also the case with SH3 before modders jumped in and modelled the damage to look more authentic.
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Old 01-25-11, 07:06 PM   #2
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I've just been attacked by a plane tonight, which did minor damage and some flooding, and I've heard this pesky "flooding under control" announcement every second, for 2 or 3 minutes, until the flooding was fixed. This behavior really needs addressed, or it will turn into an immersion killer. Plus what others complained of: the damage is repaired almost in no time at all. Damage to diesels fixed in just 2 minutes? No way IRL.
In fact, this was also the case with SH3 before modders jumped in and modelled the damage to look more authentic.
ohh dont get me wrong, regarding immersion i fixed it allready last year... ->http://www.subsim.com/radioroom/show...t=Stormys+DBSM

...regarding repair times (flooding excluded), not shure if a mod is responsible for it, but my rep. times are much longer as you describe it.
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Old 01-26-11, 01:07 AM   #3
dcb
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ohh dont get me wrong, regarding immersion i fixed it allready last year... ->http://www.subsim.com/radioroom/show...t=Stormys+DBSM

...regarding repair times (flooding excluded), not shure if a mod is responsible for it, but my rep. times are much longer as you describe it.
Thanks for the link (and for your mod, of course). About the short repair time, maybe it's my own mod soup that brings this behavior. I'll do my own "investigation" into it, as I've loaded a few mods on top of TDW's MO.
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Old 01-27-11, 12:44 AM   #4
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Sorry to bother again, Stormfly, but I'm at a loss and need your advice about what I should do. I also followed the progress of the Wasserbomben fix and decided to give your mod & fix a go, as advised.

You instruct to install it on top of the German Uboat Crew Language Pack, which changes non-sound files already modified by Magnum Opus (commands.cfg + a bunch of crew messages cfg).
In its turn, your DBSM Collection changes some non-sound files (commands.cfg, various messages cfg, some .aix files) already replaced by Magnum Opus.
I understood that your Sh.sdl is basically that of MO + some additions, so there would be no conflict at all with MO here, but what about the other files reported by JSGME as conflicting with MO? How will they impact the game?

Could you make a guide of what should I manually change to avoid any conflict with MO?
As MO tends to become norm for playing SH5, maybe you would consider releasing a version of your mod adapted to be 100 % compatible with the only supermod we have now?
Thank you in advance.
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Old 01-27-11, 12:59 AM   #5
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Originally Posted by dcb View Post
Sorry to bother again, Stormfly, but I'm at a loss and need your advice about what I should do. I also followed the progress of the Wasserbomben fix and decided to give your mod & fix a go, as advised.

You instruct to install it on top of the German Uboat Crew Language Pack, which changes non-sound files already modified by Magnum Opus (commands.cfg + a bunch of crew messages cfg).
In its turn, your DBSM Collection changes some non-sound files (commands.cfg, various messages cfg, some .aix files) already replaced by Magnum Opus.
I understood that your Sh.sdl is basically that of MO + some additions, so there would be no conflict at all with MO here, but what about the other files reported by JSGME as conflicting with MO? How will they impact the game?

Could you make a guide of what should I manually change to avoid any conflict with MO?
As MO tends to become norm for playing SH5, maybe you would consider releasing a version of your mod adapted to be 100 % compatible with the only supermod we have now?
Thank you in advance.
ok... here we go:

regarding commands.cfg, there is a advise (how to integrade it in other mods) in the readme or first post of the collection. (But i would recommend using the collection commands or keyb layout with its help pages, but then you have to alter TDW options also regarding some special keys).

regarding the rest of the files, iam pretty shure they are doing more or less the same (speech fixes but fitting with the collection)

...anyway, iam working from time to time on it, including nice new sounds, escpecially different compartment and admosphere backgrounds as brand new 4 channel samples. If i find the time testing Magnum Opus and maybe customise it to my needs, iam pretty shure there will be a DBSM Collection for it.
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