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Old 03-13-08, 08:04 PM   #136
Rubini
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Quote:
Originally Posted by Uber Gruber
...I'll have to unload it for my WaW patrol because the short loop sounds are quite annoying. That said, if no one else is hearing these loops then i'll assume I'll need to clean my install (even though i'm quite a diligent JSGME user).


So there's a few wrenches to feast on.....its definately worth pursuing though as it does indeed add to the immersion.
I also noticed that creak loop sound...in truth this is an old bug already fixed for someone on the past...I can´t recall exactly how but i guess that was something related with the lengh of that sound/file.:hmm:
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Old 03-13-08, 08:09 PM   #137
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Quote:
Originally Posted by onelifecrisis
Sound good?
Well, thats exactly what I want to know!
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Old 03-13-08, 08:20 PM   #138
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Quote:
Originally Posted by ToySoldier
Hallo PT!

First of thx for your patience in the PM ... I get it to work

Glad to hear that!

But now you have to live with the great/love thing and critism

Please, do!

The sound mod is very good ... excapt two to three "nerving" things!

Thats normal. Hard to please everyone, but lets see what I can do.

As onelifecrisis says ... it looks funny to see the mouth of a officier move and no sound is heared ... than for me as german reserve-staffsgt it is - let us say - very uncommen that the command isn´t replayed by the oposite!

As I stated before, I already have that fixed, will be on the next version. And why the hell do you people keep staring at the officer's faces? I never do that.

The sound of the torp door opening sound like hydraulic ... as far as I know it was opend by hand!

No, I dont think it sound hydraulic at all. Are you confusing opening doors with changing torpedo tubes selection? If your talking about the second one, yes, that will be fixed.

The chatting crew is very good ... except that you hear on PD in the moment of attacking a convoy Mr. Prochnow talking to Lt. Werner "that everything looks differend out here!" - let us say nerving!

First, every single ambient sound I will ever find will have crew chatting about something related to WHAT IS HAPPENING AT THE MOMENT. Its quite impossible to make it work for whats happening in the game. And besides, I dont understand squat about german, so for me it sounds great. It's quite complicated for me to find a sound for the ambience that will please everyone. But I'll offer some choices on the next patch.

At end very good! And if you say there will be a final version I´m looking forward for it!

Yeah, me too. Thanks!

In diesem Sinne
Gott mit Uns
Frank B. aus K.
Above in yellow!
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Old 03-13-08, 08:24 PM   #139
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Quote:
Originally Posted by Gezur(Arbeit)
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Gezur(Arbeit)
I cant play the ctrl-S sound

maybe because i have a german keyboard?
Yes, thats the reason.

This will be fixed on the next patch, and It wont be long.

But if you want it NOW, email me your de_menu.txt and commands_de.cfg files and I'll fix it for you.

jeef@maioral.com
I've got enough time

But there is one thing with the no instant death screen mod, because it makes you undestroyable. in one patrol i got hit by 2 shells from a deckgun and a rocket from a plane, when i was in my harbor again it sayed ; Hull integrity 97.05%

Ignore the hull integrity, thats supposed to be indestructible, coz when It reaches zero, game over, doesnt matter if everything inside is normal and alive.

i think the hull would be more dmged, or make the flooding harder to stop because i had 2 DCs exploding on my deck (they dropped on it and exploded -.-)
and i could repair it "easlyly"

Its not the hull that have to take more damage. Its everything inside. I'll be fixing that. The objective is to keep you alive on the outside, but inside crew dying, equipment destroyed and flooding everywhere. Thats more realistic. Condemned uboats in ww2 generally looked pretty intact looking from the outside, savvy? Wait for a patch, releasing soon.

still love it
Above in yellow!
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Old 03-13-08, 08:34 PM   #140
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Quote:
Originally Posted by Uber Gruber
OKay, i took this for a big test drive....just about to head out on WaW patrol so wanted to make sure I was happy with the mods first.

Some of the sounds loop, I've had two "creak" sounds loop so far and they're only a second or two long so its really noticable and frustrating. One creak sound looped even when I surfaced, like it was stuck on "play". Only by saving and reloading did I manage to get rid of it.

That annoying looping sound happens to me sometimes too. Its more related to time compression, if sets too high, sounds get stuck into eternal looping. But nobody else complained about it, so I guess it could also be something related to hardware. But thats the game's fault, not the sound pack fault.

Also the engine sound is too noisy, you should hear some "rythm" diesal engine sound but should also hear some hull vibration. On a boat you would hear the engine "work noise" being transmitted through the metal structure of the boat, I imagine the same on a sub but with also the rythmic engine sound in the background.

Im always after a better sound for this and for that. Unfortunally that was the best sound I had in the moment. Now I've better ones. The diesel engine sound was deeply multilated in this forum so far, so dont worry, it will definely be changed in the next version.

And lastly, there is some audio "white noise" at the end of some sounds which need to be clipped off.

I'll work on that, thanks for pointing out!

And finally, some of the voice volumes need to be adjusted so they're more on the same level.

Can you be more specific? Which files? There are more then one thousand voices.

Oh, and one more thing. When I dived to 190m I got heard a panicy voice and some water gush sound that stopped shortly after. Really made me jump out of my skin and I assume it was just a burst seal or something

Exactly. Just one burst seal, nothing to worry about!

I'll have to unload it for my WaW patrol because the short loop sounds are quite annoying. That said, if no one else is hearing these loops then i'll assume I'll need to clean my install (even though i'm quite a diligent JSGME user).

Again, Im pretty sure that's related with the power of your rig and incorrect using of timecompression. If a long sound starts to play and you use timecompression in the middle of it, theres a great chance of a loop problem. The sound gets stucked, dont know why.

So there's a few wrenches to feast on.....its definately worth pursuing though as it does indeed add to the immersion.

Definely! Thanks!
Above in yellow!
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Old 03-13-08, 08:36 PM   #141
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Uber Gruber
...I'll have to unload it for my WaW patrol because the short loop sounds are quite annoying. That said, if no one else is hearing these loops then i'll assume I'll need to clean my install (even though i'm quite a diligent JSGME user).


So there's a few wrenches to feast on.....its definately worth pursuing though as it does indeed add to the immersion.
I also noticed that creak loop sound...in truth this is an old bug already fixed for someone on the past...I can´t recall exactly how but i guess that was something related with the lengh of that sound/file.:hmm:
Thats has been buggin me for ages now. I though that was something related to my rig and timecompression during long sounds. Can you try to find the fix for us? Sometimes that drives me nutz!
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Old 03-13-08, 08:37 PM   #142
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LOTS OF ANSWERS, QUOTES AND REPLIES ON PAGE 7, GUYS!
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Old 03-13-08, 09:00 PM   #143
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Uber Gruber
...I'll have to unload it for my WaW patrol because the short loop sounds are quite annoying. That said, if no one else is hearing these loops then i'll assume I'll need to clean my install (even though i'm quite a diligent JSGME user).


So there's a few wrenches to feast on.....its definately worth pursuing though as it does indeed add to the immersion.
I also noticed that creak loop sound...in truth this is an old bug already fixed for someone on the past...I can´t recall exactly how but i guess that was something related with the lengh of that sound/file.:hmm:
Thats has been buggin me for ages now. I though that was something related to my rig and timecompression during long sounds. Can you try to find the fix for us? Sometimes that drives me nutz!
This was fixed on GWX(yet GW on that time) since first release. I really can´t remember exactly how (more than 2years ago). But I´m quite sure about the lengh of the file. Just try to make some tests with a more short file (look at the size of the vanilla 1.4b ones). This problem is exclusive for creaks. Anyhow, IIRC, was Kpt Lehmann that played around with this issue . Try to PM him about this problem.:hmm:
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Old 03-14-08, 05:41 AM   #144
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Great work Philipp
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Old 03-14-08, 06:33 AM   #145
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Quote:
Again, Im pretty sure that's related with the power of your rig and incorrect using of timecompression. If a long sound starts to play and you use timecompression in the middle of it, theres a great chance of a loop problem. The sound gets stucked, dont know why.
I know you're already adressing this issue but just so you know. I took the boat on a deep test dive using no time compression from surface to 190 and back again. Definately not a time compression thing. My rig can be compared to a setter's sack, a puppy privates and a doberman's dangly bits....hell if my rig is at fault i'd be, well, very suprised.

I'll try and reproduce the problem this weekend, well saturday as I really do have to go on my WaW patrol very vey soon
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Old 03-15-08, 07:32 PM   #146
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Im facing a little problem here on the devlopment of the second version of the sound pack. There are some new sounds I've made them myself, but when the game loads, just after the dials appear, when the sound will begin playing, I get a CTD. The new sounds are the Thunder sounds for rain, diesel engine sound, ambient rain/local and skyline and dive sequence. Some of them are 705kbps mono and other are 1411 kbps stereo, all of them are longer then the stock/gwx versions.

amb_OceanSkyline = 705 kbps, 6,08mb, 1:12 min
amb_Rain = 705 kbps, 5.06mb, 1:00 min
amb_RainLocal = same as above
amb_Wind1 = 705 kbps, 4.36mb, 0:52 min
dive_sequence = 1411 kbps, 4.51mb, 0:27 min
submarine_diesel_exterior = 705 kbps, 2.52mb, 0:30 min
Thunder1 = 705 kbps, 1.91mb, 0:23 min
Thunder2 = 705 kbps, 1.86mb, 0:23 min
Thunder3 = 1411 kbps, 1.88mb, 0:23 min
Thunder4 = 1411 kbps, 3.05mb, 0:23 min

All of these sounds are much more realistic, taken from a BBC sound pack colection and edited by me. The stereo Thunders have 3D effects, them start on one speaker and go to the other, really cool.

I want to know which one of these files are the problem and why. Are the length? The size? The kbps? Stereo or mono? What is the problem? The game CTD as soon as its going to load the sounds, after "not so long ago...".
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Old 03-15-08, 07:43 PM   #147
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Probably the stereo. It's best to have them all be mono.
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Old 03-16-08, 07:03 PM   #148
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Guys, Im sorry to say this but my days as a modder are finished, for now.

Im just too sick of working on a machine as obsolete as mine. Each time I try to test something I've done, I've to face 15 minutes of loading time (single mission). I cant enjoy half of the awesome mods out there, like OLCE and even my mods, I have to run the game with all the options in my nvidia on low or off, and the particle density in the game on 25%. That way I can play the game with 20fps. My sound mods are giving me problems, I cant test them right coz the game crashes and honestly I wouldn't be surprised if that's becouse of my rig.

Im uploading the second version of the sound pack into filefront, its not a standalone, its a patch, has to be applied together with the original. First apply the original via JSGME and then the patch, same way. The patch has some very very nice sounds, most of them are real sounds that I've got from a BBC collection, however these sounds are not tested, dont even know if they work. But I decided to upload for those who want to try or even make them work, use as you please.

For now I've uninstalled SH3 from my computer and I'll only get back at this simulator that I love when I get a decent computer. I'll still stick around here in the forum eventually, to see what's cracking and coz there's a lot of nice people I've met in here, dont want to lose contact, this is the best forum I've ever participated.

When I get a better rig, you guys can bet I'll come ahead flank to finish these mods and build new ones.

So long, it's been a pleasure!
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Old 03-16-08, 08:25 PM   #149
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Abandoning your post in wartime?
That's considered desertion!

This sound pack is shaping up to be something very good, not just more tracks ripped from "Das Boot".

Before you do something hasty that you'll regret because you're feeling frustrated at this time why not pair up with someone who has a newer machine that can be your mod tester until you can get a new computer?

Any volunteers?
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Old 03-25-08, 12:57 AM   #150
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*raises hand*

I can't promise how often I can test for you, but I'll do the best I can.

I gots a nice rig, took me three years of saving to get it, but I finally did.

Lets just say I can run anything you'll try throwin at me
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