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Old 03-31-08, 07:11 PM   #76
Snakeeyes
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Poul... I love it. This thing just rocks. Okay okay... you've got some
lines from Das Boot in there but who cares!

Thanks man!
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Old 04-02-08, 03:02 AM   #77
Poul
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Quote:
Originally Posted by cherbert
There seems to be a bug where certain creaking sounds go into an infinate loop and can only be cured by a restart. Mainly happens when going below 60m.

This happens using U-Boat Missions 1.5.
Reason is in a weak audio map. If it very interferes with you - there are two ways.
- Simply take advantage of folder "Return for Creaks" (look Read.me)
- Rev up game (on small time)
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Old 04-02-08, 03:05 AM   #78
Poul
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Quote:
Originally Posted by Snakeeyes
Poul... I love it. This thing just rocks. Okay okay... you've got some
lines from Das Boot in there but who cares!

Thanks man!
OK. Thanks. I hope you will not have disappointments.
If you have SH III GWX 1.03:
Here analogical work (for GWX 1.03-2.0 mods).
In German language:
http://hosted.filefront.com/Sarbash/
In Russian language:
http://www.mediafire.com/download.php?cznajtjggzg
http://www.mediafire.com/download.php?2d2dcdfdxqy

Да здравствует Северный Флот!!!
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Old 04-02-08, 08:42 AM   #79
kiwi_2005
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Downloading this now, thank you!
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Old 04-02-08, 12:34 PM   #80
andycaccia
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Hi Poul,
sorry to bother you again, but I'm havig troubles with only one audio track. It's the Creaks level4. It always stucks. It could block after a few seconds or after 30-40 seconds.
Maybe my system is not poweful enough. Everything else is working perfectly.
Do you have any suggestion??
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Old 04-04-08, 04:01 AM   #81
Poul
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Quote:
Originally Posted by andycaccia
Hi Poul,
sorry to bother you again, but I'm havig troubles with only one audio track. It's the Creaks level4. It always stucks. It could block after a few seconds or after 30-40 seconds.
Maybe my system is not poweful enough. Everything else is working perfectly.
Do you have any suggestion??
Yes. I foresaw it. This problem can arise up on some systems. It is possible to replace "Creaks level4" on initial files. In my mod there is a folder a "Return for Creaks". Other variant. If you need I can do this file more short. Then all will work, I think. But then this sound will be not very much "frightful". If you need - say me.
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Old 04-04-08, 04:19 AM   #82
runningdeer
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This MOD is terrific, I had trouble using TMO while playing the u-boat missions...unable to load a german campain. So without TMO I only had stock sounds.

My favorite sounds are when the crew acknowleges a torpedo hit, very cool.

It makes my game experience much more enjoyable...thank you vm.

Last edited by runningdeer; 04-04-08 at 04:33 AM.
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Old 04-04-08, 12:39 PM   #83
andycaccia
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Quote:
Originally Posted by Poul
Quote:
Originally Posted by andycaccia
Hi Poul,
sorry to bother you again, but I'm havig troubles with only one audio track. It's the Creaks level4. It always stucks. It could block after a few seconds or after 30-40 seconds.
Maybe my system is not poweful enough. Everything else is working perfectly.
Do you have any suggestion??
Yes. I foresaw it. This problem can arise up on some systems. It is possible to replace "Creaks level4" on initial files. In my mod there is a folder a "Return for Creaks". Other variant. If you need I can do this file more short. Then all will work, I think. But then this sound will be not very much "frightful". If you need - say me.
Thanks mate!
No problem however...I think I've discovered what's wrong. Since the audio effects of creaks cycle, adding to the game "playlist" more tracks as the sub goes deeper, when a long audio track is played the others will overlap, and the result may be a "stuck" track.
But the problem vanishes after some seconds, just the time needed to end a track and resume the stucked one.

It may be annoying....well it *IS* ANNOYING, but at least it won't give you unstability.
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Old 04-04-08, 12:43 PM   #84
andycaccia
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Ohh, one last thing...the short track are not a choice at all.
You have done a wonderful audio mod, I like the "frightful" long tracks and nothing will make me throw them away only because they get stuck!

(Pheraphs I'll need a betetr hardware, a Ceative XiFi maybe...):hmm: :hmm: :hmm:
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Old 04-07-08, 09:35 AM   #85
Poul
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Quote:
Originally Posted by andycaccia
Ohh, one last thing...the short track are not a choice at all.
You have done a wonderful audio mod, I like the "frightful" long tracks and nothing will make me throw them away only because they get stuck!

(Pheraphs I'll need a betetr hardware, a Ceative XiFi maybe...):hmm: :hmm: :hmm:
Thank you for good words!
Reason of not correct work is in Sh4 software, I think. Temporal limitations are there written down for some sound files. They are not needed. In Sh3 these limitations are not, for example. But all sound functions do not have problems.
I hope that anybody will help to decide this task, maybe. Or will say where to search the decision of this problem (folders and files in Sh4 software).
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Old 04-09-08, 02:09 PM   #86
andycaccia
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Quote:
Originally Posted by Poul
Quote:
Originally Posted by andycaccia
Ohh, one last thing...the short track are not a choice at all.
You have done a wonderful audio mod, I like the "frightful" long tracks and nothing will make me throw them away only because they get stuck!

(Pheraphs I'll need a betetr hardware, a Ceative XiFi maybe...):hmm: :hmm: :hmm:
Thank you for good words!
Reason of not correct work is in Sh4 software, I think. Temporal limitations are there written down for some sound files. They are not needed. In Sh3 these limitations are not, for example. But all sound functions do not have problems.
I hope that anybody will help to decide this task, maybe. Or will say where to search the decision of this problem (folders and files in Sh4 software).
Ahh yes...I suspected such ..ehm..*behaviour* of the sh4 software, it's not a well programmed game, that's sure.
Well, unless we find a way to improve theese timing shortcomings we must accept the results as they are now. However you did a great work, and the game will benefit from it.
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Old 06-22-08, 07:58 AM   #87
cgjimeneza
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is your mod compatible with TMO/RSRD?
or basic 1.5 american boats

looks impressive, downloading...something fun for a sunday morning
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Old 06-23-08, 12:25 PM   #88
Randall Flagg
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i must give this a try

thanks
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Old 06-23-08, 02:28 PM   #89
MajorTOM_WLFPAK1
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whats the file type ?filefront list it as unknown. anyone now why that happens?


help pleas i really want this sound mod!!!!

Last edited by MajorTOM_WLFPAK1; 06-24-08 at 08:38 AM.
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Old 06-25-08, 05:15 AM   #90
AO1_AW_SW_USN
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I've given this mod an 8 out of 10.

The Pros:
Great content that immerses the player! Overlooking the European accents of the voice acting, the background sounds add life to what would seem to be a overly silent and non-existing crew. The added AA gunfire sounds are superb and gives the player a realistic feeling that they're fending off the buzzards. Both dive sequence sounds are amazing, and I had a smile from ear to ear as I sat at my desktop listining in utter awe.

The Cons:
The "Torpedo Impact" speech file is too repetitive. It will play the same cheer and ship break-up noises for every torpedo hit that you make. And the deck gun sound effects are good, but they the speech contained within have a bad echo in it that breaks the immersion factor.

Also, given the fact that there aren't too many submarine movies out there to "borrow" their sounds, I understand that one would be tempted to use "Das Boot". The fact of the matter is that the heavy German accents in that movie breaks the continuity of a submarine game based on America's conflit with Japan. It would be like using Tom Cruise to play in a film as Alexander Nevsky, then use the sound bytes in a Russian submarine game.


Still, this is the best sound mod that has been released to the community. I would even as far to say that it kicked the tail out of what GWX did for SH3. I could tell that a lot of work was put into these items for the community to enjoy and I highly recommend this mod to any SH4 enthusiast.
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