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Old 03-10-08, 09:46 PM   #91
Rubini
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Quote:
Originally Posted by Philipp_Thomsen
I wound never go for such a goal, to use "attempt and error" on a game like Sh3, which in my system takes 6 minutes to load the main menu and more 8 minutes to load the single mission or carrer.

But on a high end system like yours, well, you maybe get it to work!
Isn´t about my rig ...but some tricks...eh eh. In 2 minutes I will start to test in game.
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Old 03-10-08, 09:50 PM   #92
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Interesting is that on that files we have a lot of others phrases like "Ressuply ship ready sir", etc, etc..hummmm:hmm:
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Old 03-10-08, 10:07 PM   #93
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Well, well, I found "a agulha no palheiro" my friend!!

Worked and very well. I will send the files to you. They are the nine files that are in library and in library/german files. You just need to replace them and the lips movement for "yes, sir" (in german obviously) goes away!!

PM me with your email mate.
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Old 03-10-08, 10:29 PM   #94
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Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by Philipp_Thomsen
:rotfl: :rotfl: :rotfl:

Nobody ever criticises...


Tell me, I've never heard that AHOOOOOOGA AHOOOOOOOGA AHOOOOOOOGA you are talking about. But I know what are you talking about. Never heard it on the game. Can you point me on what sound?
Thomsens_Sound_Pack.part01.

Sound folder

.wav file titled sws_1_allhands_battlestations
And when this sound is used? I never gave a command that resulted in that sound or text...
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Old 03-10-08, 10:30 PM   #95
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Quote:
Originally Posted by Rubini
Well, well, I found "a agulha no palheiro" my friend!!

Worked and very well. I will send the files to you. They are the nine files that are in library and in library/german files. You just need to replace them and the lips movement for "yes, sir" (in german obviously) goes away!!

PM me with your email mate.
Me adiciona no msn, se vc tiver!
jeef@maioral.com
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Old 03-10-08, 10:51 PM   #96
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Eu não tenho msn...sorry!

We really can´t speak one bad word about S3D. Even that it not open friendly these files, in the end, was with it that i fixed a last minute problem where some voices aren´t more being speaked after the lips fix.

All tested and working without any problem now!

Now that i help you please make me a favour too. When you have time revise all the commands voices and put a voice for each one. As an example look at the Watch Officer when you send the crew to the flak gun...he don´t speak anything just a sound (a very good one indeed) is listened with crew running and assuming their flak position.Please mix a voice command there (and in others places if needed) an you will have the best speech mod ever.

I will send the files to you in a minute. Just use them over library/german folder (replace them). Isn´t necessary to replace the ones on the library folder that i have noted.

Edited: sent by email!
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Old 03-10-08, 11:16 PM   #97
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Thanks for making these sounds available. Couple of questions though: Do I have to be in port to install this? and Im runninig Gwx 1.02 on my current career, which option folder should i use? and finally at the risk of looking dumb, what happens to the other 8 .rar files do I unzip them as well or not?
Thanks
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Old 03-10-08, 11:18 PM   #98
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Philipp_Thomsen
I wound never go for such a goal, to use "attempt and error" on a game like Sh3, which in my system takes 6 minutes to load the main menu and more 8 minutes to load the single mission or carrer.

But on a high end system like yours, well, you maybe get it to work!
Isn´t about my rig ...but some tricks...eh eh. In 2 minutes I will start to test in game.
TELL ME THE TRICKS!!!
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Old 03-10-08, 11:24 PM   #99
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Quote:
Originally Posted by Tarnsman
Thanks for making these sounds available.

youre welcome!

Couple of questions though: Do I have to be in port to install this?

nope!

and Im runninig Gwx 1.02 on my current career, which option folder should i use?

The best you can do is to use the folder for gwx 2.0.

and finally at the risk of looking dumb, what happens to the other 8 .rar files do I unzip them as well or not?

Download all 8 files, put them in the same location, extract. A folder will be created. The complete folder has 887 mb size. Thats why I've divided in 8 files, easier to upload and to download. For the folder to be complete, you have to extract the first part with all other parts standing together, winrar will stract all of them for you, coz its a pack. Separated it wont work. It will create the folder for you and stract all 8 files in order, automatically.

Thanks
Above, in yellow.
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Old 03-10-08, 11:39 PM   #100
Rubini
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Philipp_Thomsen
I wound never go for such a goal, to use "attempt and error" on a game like Sh3, which in my system takes 6 minutes to load the main menu and more 8 minutes to load the single mission or carrer.

But on a high end system like yours, well, you maybe get it to work!
Isn´t about my rig ...but some tricks...eh eh. In 2 minutes I will start to test in game.
TELL ME THE TRICKS!!!
If you promisse that you will revise that (some) commands sounds...
But ok. Lesson one to all we (that i learned in these last 3 years here ):

To become a good and respectfull modder you always need to polish yours mods. If not you will end with alot of ppl saying that this is not good, that is not realistic, etc : you always have deep responsability for what you release. The community needs and want always very good quality mods. If not nobody will give you attention after some time.etc

Just kidding but this is very important. Trust me...

************************************************
************************************************

Now about the real tricks...I have a Empty_Campaign "mod" that I enable all the time that i need to make tests/mods. I also have some pre made SM just for tests purposes already with some environments defined in there. So when i need to mod, in 2 minutes, i have the game ready and the load time is 10x times minor than a normal campaign game. I also run the game windowed to mod, this way i can work, surf on the net, etc, while the game is loading, etc. And to finish all yours tools need to be ready to be used too: hexedit, comparision soft and S3D. There´s nothing that you can´t do quickly with this scenario up.
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Old 03-11-08, 12:43 AM   #101
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Quote:
Originally Posted by Rubini
Interesting is that on that files we have a lot of others phrases like "Ressuply ship ready sir", etc, etc..hummmm:hmm:
I´m quoting me just to give attention to this fact. The Phrases_Voice_x.dat files have the sync lips info ready for some sounds and aslo for a lot ones don´t used in game.

We have a total of 1103 sync voices to play with. Some examples below (some of then are already used in game, others not)..just to we try to understand some logic and why some of then aren´t in game and others are. My guess is that if someone makes a deep research on this matter he will find something that could work and becomes very usefull:

ChE_K_Abandon_ship
ChE_K_Batteries_damaged
ChE_K_Bow_planes_damaged
ChE_K_Dive_planes_set_for_shallow_dive
ChE_K_Dive_planes_set_for_steep_dive
ChE_K_Fuel_Tanks_damaged
ChE_S_Yes_Sir (just kidding eh eh)

NaO_K_Range_to_target_under_one_hundred
NaO_K_The_weather_is_changing_for_the_worse
NaO_K_The_weather_is_improving

RaM_K_Enemy_radio_message_intercepted
RaM_K_Weather_report_sen
RaM_P_Target_acquired

Rubini.

SoM_K_Background_crew_talking
SoM_K_Destroyer_in_attack_run
SoM_K_Enemy_is_pinging_us_sir
SoM_K_Hydrophones_destroyed
SoM_S_Sweeping_astern_starboard

WaO_P_Re-supply_operation_interrupted
WaO_P_Re-supply_operation_on_going
WaO_P_The_escort_is_ready_sir
WaO_P_Transferring_supplies
WaO_P_We're_docking_sir
WaO_P_We_must_follow_the_escort_sir
WaO_P_We_should_move_beside_to_supply_boat
WeO_S_We_have_casualties_sir

WeO_K_Bow_external_storage_empty_sir

I will go to sleep now.
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Old 03-11-08, 12:46 AM   #102
Philipp_Thomsen
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Philipp_Thomsen
I wound never go for such a goal, to use "attempt and error" on a game like Sh3, which in my system takes 6 minutes to load the main menu and more 8 minutes to load the single mission or carrer.

But on a high end system like yours, well, you maybe get it to work!
Isn´t about my rig ...but some tricks...eh eh. In 2 minutes I will start to test in game.
TELL ME THE TRICKS!!!
If you promisse that you will revise that (some) commands sounds...
But ok. Lesson one to all we (that i learned in these last 3 years here ):

To become a good and respectfull modder you always need to polish yours mods. If not you will end with alot of ppl saying that this is not good, that is not realistic, etc : you always have deep responsability for what you release. The community needs and want always very good quality mods. If not nobody will give you attention after some time.etc

Just kidding but this is very important. Trust me...

************************************************
************************************************

Now about the real tricks...I have a Empty_Campaign "mod" that I enable all the time that i need to make tests/mods. I also have some pre made SM just for tests purposes already with some environments defined in there. So when i need to mod, in 2 minutes, i have the game ready and the load time is 10x times minor than a normal campaign game. I also run the game windowed to mod, this way i can work, surf on the net, etc, while the game is loading, etc. And to finish all yours tools need to be ready to be used too: hexedit, comparision soft and S3D. There´s nothing that you can´t do quickly with this scenario up.
I thought that you were talking about some secret software to speed up the loading times, like junction. (which Im still trying to figure how it works).

And dont worry, I'll polish my mods better, always. After all, I'm polish decendent! :rotfl:
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Old 03-11-08, 12:48 AM   #103
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Rubini
Interesting is that on that files we have a lot of others phrases like "Ressuply ship ready sir", etc, etc..hummmm:hmm:
I´m quoting me just to give attention to this fact. The Phrases_Voice_x.dat files have the sync lips info ready for some sounds and aslo for a lot ones don´t used in game.

We have a total of 1103 sync voices to play with. Some examples below (some of then are already used in game, others not)..just to we try to understand some logic and why some of then aren´t in game and others are. My guess is that if someone makes a deep research on this matter he will find something that could work and becomes very usefull:

ChE_K_Abandon_ship
ChE_K_Batteries_damaged
ChE_K_Bow_planes_damaged
ChE_K_Dive_planes_set_for_shallow_dive
ChE_K_Dive_planes_set_for_steep_dive
ChE_K_Fuel_Tanks_damaged
ChE_S_Yes_Sir (just kidding eh eh)

NaO_K_Range_to_target_under_one_hundred
NaO_K_The_weather_is_changing_for_the_worse
NaO_K_The_weather_is_improving

RaM_K_Enemy_radio_message_intercepted
RaM_K_Weather_report_sen
RaM_P_Target_acquired

Rubini.

SoM_K_Background_crew_talking
SoM_K_Destroyer_in_attack_run
SoM_K_Enemy_is_pinging_us_sir
SoM_K_Hydrophones_destroyed
SoM_S_Sweeping_astern_starboard

WaO_P_Re-supply_operation_interrupted
WaO_P_Re-supply_operation_on_going
WaO_P_The_escort_is_ready_sir
WaO_P_Transferring_supplies
WaO_P_We're_docking_sir
WaO_P_We_must_follow_the_escort_sir
WaO_P_We_should_move_beside_to_supply_boat
WeO_S_We_have_casualties_sir

WeO_K_Bow_external_storage_empty_sir

I will go to sleep now.
In yellow, what is that sync for? Looks interesting! :hmm:

Thanks for the email, Rubini. Now Im wondering how the hell Im going to polish and re-upload this sound mod. Its just too big... GOT IT! Had an idea!

Rubini, can you try to find a way to use this syncs to link them to some of the sounds? I mean, you have some messages like NaO_K_The_weather_is_changing_for_the_worse and we have the sound for that. Can you try to discover a way to include an order to do that? Or for them to report this automatically? I dont know squat about hex editing.

Se é que vc entendeu alguma coisa q eu escrevi, to com sono e devo ter me expressado mal.
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Last edited by Philipp_Thomsen; 03-11-08 at 12:58 AM.
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Old 03-11-08, 01:39 AM   #104
Grayson02sept1980
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I tried the soundmod on two patrols now and it really is good... but there are some things I want to mention:

1. when switching through the torp-tubes the sound is very annoying hearing everytime I choose another tube

2. the Diesels are well and fine just on the two highes speeds they seem not right.
I mean on "Voll Fahrt" (Full) and "Äusserste Kraft"(All Ahead Flank) the Diesels should have a higher frequenzy... they sound a bit like an tracktor...
Have you seen the movie "Das Boot" when they just got surfaced after that disaster at Gibraltar and head home... when Johann the Machinist is in the Diesel Room and the Diesels are running.... thats the frequenzy

3. the background sound/ interior sound... there are some minor mistakes... which I as German just found:
- suddenly they talk about "belüften" or a "Zerstörer" which is just not right at this point but never mind (just got when suddenly I hear something about a destroyer.... )

4. some sounds are too modern... I mean when you select a torp tube you hear that nice "activation" sound which just sound like a modern device used today but not back then.... there are more I just cannot remember

5. when you order peri depth you can built in parts of the alarm-tauchen (crash dive) sounds which also is imho not right.... peri depth was reach very slowly without people running around in the boat - and you hear the 2WO from "das Boot" too often shout "Warschau" (Warsaw) which if I am not right is a curse for falling/hitting (Have to wach the movie again sometime) and this is also imh annoying.

well not bashing just my 2cts

I'm still searching around..

what I like but gave me a headache is the collision sound... very nice.... as long as you are not stuck between a ship and the shore (please do not ask how I got there )

I also like the comment of the guy when you hit the other "Sollen wir helfen? Vieleicht lebt ja noch jemand" "Klappe Reden können wi später!" (or something like that) That is so lol! ... very unrealistic ,,, yet so LOL

Overall I give your sound mod
a 8 out of 10 as I just don't like too much (it gets annoying in time to hear the very same sound on trivial things like selection of a tube etc. - for me less is more)
Just me oppinion and maybe some ideas for you.... and darn! Who doesn't like shouldn't use it! right?

But again great mod (I know how much work might have gone into it)
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Old 03-11-08, 07:05 AM   #105
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Quote:
Originally Posted by Grayson02sept1980
I tried the soundmod on two patrols now and it really is good... but there are some things I want to mention:

2. the Diesels are well and fine just on the two highes speeds they seem not right.
I mean on "Voll Fahrt" (Full) and "Äusserste Kraft"(All Ahead Flank) the Diesels should have a higher frequenzy... they sound a bit like an tracktor...
Have you seen the movie "Das Boot" when they just got surfaced after that disaster at Gibraltar and head home... when Johann the Machinist is in the Diesel Room and the Diesels are running.... thats the frequenzy
You're absolutely correct about the diesels sounding like a tractor. I reckon that's where Chris/Einbecker got them from originally! They don't sound anything like UBoat engines.

Excellent point about the Das Boot engine room sequence. Will have to dig out the DVD and have a listen.

However, for anyone who doesn't want to start ripping sounds from DVD, I'd mention that I've got some recordings made in a UBoat (according to the BBC).

These include a diesel engine start and run up to cruise speed at snorkel depth.

If there is any sound whizz-kid out there who could use it, feel free to drop me a pm.
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