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Old 09-07-10, 05:34 PM   #16
Madox58
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S3D can handle the job.
The dsd file format has not changed except for the SubmarineSound controller.
skwasjer released that update in the Templates files if someone needs it.
The sdl file opens with S3D fine.
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Old 09-07-10, 05:42 PM   #17
Captain America
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Oby's method is correct, no more CTD. Kudos to Vickers for narrowing down the file and Oby for stopping the CTD. But now I am confused.... in the test mission provided by vickers the only sub I see is a uboat at bearing 208, not the brit sub. I couldn't hear the AI uboat on the hydrophone.

This brings me to the question: can anyone confirm that you can hear the other AI uboats on the hyd? I'm thinking none of the subs can be heard on the hydrophone and perhaps the problem lies elsewhere...

Edit: @ Privateer-thanks for the info, didn't know about that template file. When I initially opened it up with S3D I saw that the SubmarineSound controller was not displaying properly which is why I went with the hex editor.
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Old 09-07-10, 06:01 PM   #18
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Yup,problem is that there are no hydrophone sounds for none of the ingame submarines-german and brittish one...ALL!
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Old 09-07-10, 06:05 PM   #19
THE_MASK
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Great work , waiting for the mod .
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Old 09-07-10, 06:10 PM   #20
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Title altered and thread stuck until a formal mod fix can be made.

The Management
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Old 09-07-10, 06:15 PM   #21
Oby
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I wonder which file or script tells hydrophone,when and which sound should use according to ship nearby?...
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Old 09-07-10, 06:21 PM   #22
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Quote:
Originally Posted by Oby View Post
Yup,problem is that there are no hydrophone sounds for none of the ingame submarines-german and brittish one...ALL!

Ahhhh...that explains a lot. Everyone had me thinking it was just the brit sub. I have a couple of ideas to check out...
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Old 09-07-10, 08:47 PM   #23
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I've exhausted all ideas. I've checked all the files for each of the AI subs and everything appeared ok. I compared these files to their SH4 counterparts and they are similar, in many cases identical. I did the same with the sh.sdl files. Nothing stood out as a possible cause.

I finally realized how FUBAR'd it is when I loaded up SH4 with a test mission and realized that you can't hear subs in the hydrophone either ( I never knew this). So apparently this issue has been around. I'll leave this one for the experts...

This is still a worthy fix though since CTD's are #1 concern. I'll leave it up to Oby to post the file since it was his solution to the CTD (I can upload if he wishes).

BTW- Welcome to the community Oby.
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Old 09-08-10, 01:40 PM   #24
vickers03
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Quote:
I wonder which file or script tells hydrophone,when and which sound should use according to ship nearby?...
in the .dsd file, the identifier hyd tells the game what
can be picked up by hydrophone.
i remember a problem in sh3 & sh4 when some ships
with slow speed and rpm levels can't be picked up
on hydrophone.
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Old 09-08-10, 06:04 PM   #25
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...yeh,but there is a hyd sound file with proper 'hyd' identifier within every submarine .dsd file but still no sound on hydrophones...

...I tried to put ShipSound controller to Undine.sds file and inserted new soundsource for propellers with hyd_propeller indentifier...I managed to get sound of Undine propellers on hydrophone but only for surfaced submarine(like ships)...When sub submerge the game crash to desktop...

This bug is killing me!!!

My modlist is biger and biger and every day instead I'd play the game,I try to fix it...or install some improvements from other modders!

AilBubbles 1.0 Micro
Black-white_crosses_for_the_nav_map_by_Mark75
Electric torp wake removal - wamphyri
Enhanced FunelSmoke_by HanSolo78
Fix for bearing sound (german speechpack)
Fix for digits (german speechpack)
Gisement 1000m
NewMapColors
No_Umark
North Atlantic Green 1.1
Sub_Exhaust_1_0_0_byTheDarkWraith
MyKey
MoraleMod
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
SD_MapCourseLine_tiny_arrows_ocred
SM_Torpedo_Plane_AI_Testing
sobers realistic hydrophone operator SH5
Lite Campaign LC 1.2
Loading Screens Mod 2.0
Old Style Explosions V1.1
A Fistful of Emblems v1.5
Critical hits 1.1 Torpedos
RemoveLogoIntroTheDarkWraith
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
U-boat Historical Specifications 1.4
NewUIs_TDC_4_2_0_ByTheDarkWraith
NewUIs_TDC_4_2_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_4_2_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
Igy_SH5_OfficerIcons_DWUI_V2
NewUIs_TDC_4_2_0_ERM_Reaper7_NightVision
SteelViking's Interior Mod V1.1
SteelViking's Interior Mod V1.1 patch V1.1.1
new_KM_binos
Shadow Improvement Mod
No Pirate XO
MightyFine Crew Mod 1.2.1 Stock w beards_NoPirate
MFCM 1.2.1 OPTIONAL crash_dive workaround
Wordeees' Actual Footage Menu V2
Patrol Routine Scripts v. 01.02 by AvM
Igy_Environment_3_6MOD
ReallMoon
JD Realistic Depth Charge Damage and Shaking 1.0
MRP 1.3+OPCF light_Periscopes_Only
MRP 8x5 patch_by_Igy
Igy_SH5_Audio_Mod
FX_Update_0_0_1_ByTheDarkWraith
SteelViking&Com Underwater ModV1.0
Realistic ammo amount for AA and deck guns
Critical hits v 1.2 Gun
Conus' Graphic Mod 1.0
IRAI_0_0_25_ByTheDarkWraith
Igy_IRAI_0_0_25_No_hydrophone_on_surface_No_Aircra ft_spotting
FX_Update_0_0_1_BARF_Fix
Speech fixes and additions (german version)
Igy_ImprovedWaves_ImprovedPitch&Roll_MoreDraft
Igy_U-boat Historical Specifications 1.4_SubsCFGs
Hydrophone_Testing_V1


P.S.

Thanks CaptainAmerica! Greetings from Slovenia!

Last edited by Oby; 09-08-10 at 06:24 PM.
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Old 09-08-10, 07:01 PM   #26
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Looking at where the sounds are attached?
Try changeing the parent attachment point.
Say attach the hyd sound to just the main hull once.
Instead of the same point used by the Surface sound Parent.
Maybe the hard code for swapping sound does not work.
This may make the hyd sound run full time but it's a start to narrow down the cause and solution.
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Old 09-08-10, 08:57 PM   #27
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this thread actually got STICKIED?????? you dont even need to listen to the hydrophones.......
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Old 09-08-10, 09:23 PM   #28
Madox58
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The hydrophones are the life blood of operations in so many ways.
So yes,
Until the issue is solved?
Sticky it.
But it may be better in the Mods Work Shop?
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Old 09-09-10, 01:53 AM   #29
Captain America
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Quote:
Originally Posted by CaptainMattJ. View Post
this thread actually got STICKIED?????? you dont even need to listen to the hydrophones.......

Did you bother to read? At the very least this solves a CTD and that is VERY important.
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Old 09-09-10, 03:03 AM   #30
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Quote:
Originally Posted by CaptainMattJ. View Post
this thread actually got STICKIED?????? you dont even need to listen to the hydrophones.......


I need to listen to the hydrophones,

Firstly cus my sound guy is useless and could not hear anything, even tho i can clearly hear a sound contact.... Yes fixed by sobers hydrophone mod. thx sober. But i still dont trust him. Got Used to listening myself now to make sure.

And Secondly because my sound guy(now that he's been fixed by sobers mod) can only tell me where the nearest warship/merchant is. I might want to know how many warships/merchants there are and where they are in relation to me.

I play at 100% realism so dont have map contacts.

This is a huge game breaking bug, that needs to be fixed. Hence the reason for it being stickied.
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