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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#601 | |
Samurai Navy
![]() Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
Posts: 568
Downloads: 29
Uploads: 0
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Hi Racerboy.
I would only like to add ships horn sounds when enemy warships detect me. However, I have tried to add it according to the readme file in the package, but I haven't fixed it. This is what I did so far: I added this line to several of the warships eqp file: Quote:
I started a game and found the ships with modified eqp files and when they spotted me I freeCammed to the alerted ship, but it didn't give any sound. I tried it with some other ships, but there is no sound on any of them. I tried to check it by opening the enable disable sound guns file with the tweakertool and changed the value to 1 to see the "transparent-like" guns, but they didn't show up in the game. What am I doing wrong Racerboy? Any clues? Thanks!
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#602 |
Captain
![]() Join Date: Mar 2008
Posts: 516
Downloads: 70
Uploads: 0
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I don't know kakeman, what seems to be the problem..
But.. I am wondering what "version" of sh3 are you playing, is the equipment number ok, stuff like that? Try adding original sound from the mod, test it and then see.. Regarding that.. I didn't make any changes to racerboys sounds in my version, it's the same, which now reminds me to check if files are different from 2.1 to gwx 3.0, now I am not shure whether I checked that ![]() RB! Fires looking good! I tried that "rising of the flames" with oil fires, just made one step in that direction(one alternative part of the 7.x version), I understand how you did that and must say, please continue! ![]() The only step that misses now is wind affecting the smokes.. Have you tried something about that or is that completely "s...d" for sh3? How do they call it? hard coded? If that would be solved sh3 would be whole other game.. And, a little suggestion.. Can you contact poul and ask him for snorkel sounds, and try to add it to your rfx? I tried but my "view is blocked"? I don't understand fully the work of the menu ini file and sdl combo? Cheers, all! |
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#603 |
Black Magic
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send me the latest version of GWX's Sh3.sdl and Asanovic's latest version of Sh3.sdl. I'll see what's missing so that people can use my Live AI Ships idea. That, to me, was one of the best parts of the mod. Does anyone use the Starshell part of it? You have the option of enemy ships firing starshells in your direction to light up the sky to try and 'see' you when spotted.
Wind affected smoke still eludes us. Haven't figured out how to get it to work correctly. You can put fake wind into the smoke but that's not realistic at all. I did come across something though that might work (very small probability) but haven't tried it yet. menu.ini has nothing to do with Sh3.sdl. SH3.sdl is the master sound mixer. Any sound that is wanted to be used in-game has to be 'registered' with Sh3.sdl. Once it's registered the sound is typically played using references to it via .dsd files. @kakeman: with the mod enabled, does your \data\Library contain the following files: - Whistles_Horns_shells.dat - Whistles_Horns_shells.sim - Whistles_Horns_ships.dat - Whistles_Horns_ships.sim - Whistles_Horns_ships.dsd if not then Live AI Ships will not work. |
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#604 |
Samurai Navy
![]() Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
Posts: 568
Downloads: 29
Uploads: 0
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Racerboy and asanovic!
Fixed it. I had renamed the sound incorrectly, so it works perfectly with the newest GWX version. I named it sao_1_gun.wav, and the correct name should be sao_1.wav. Exactly as described by you Racerboy in the readme. Thanks for your advice Im afraid I haven't tried the starshell yet, but my guess is that it works ;-) By the way.. Do you remember which file controls the sound to trigger. I mean... Where to look to make the wav loop. I have used mini tweaker and Silent 3ditor, but not sure which file to browse. Thanks again! Sorry! My fault ![]() It is working now.
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#605 | |
Black Magic
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![]() Quote:
- looping - whether the sound is played or not - volume - a random amount to vary the volume each time the sound is called for - pitch - a random amount to vary the pitch each time the sound is called for - whether the sound is 3D or not - NOTE: sound files must be monoaural - cannot be stereo! - dopplerfactor (think of airplane long distance away then getting closer and how the sound changes) - minradius sound is heard (before minradius sound is full strength and after minradius sound starts to decay in volume) - maxradius (after maxradius sound is no longer heard) - delay (time to wait before playing sound when it's called for) |
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#606 |
Sea Lord
![]() Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,965
Downloads: 277
Uploads: 51
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Hi Racerboy:
Long time no see my friend, and also all of you guys. Been a bit busy but now I have some time free to play SH3 again. I was wondering, RB, if there is a link to d/l your RFX v.1.00 I can't find it anywhere. Thank you very much and it's very nice to see you around again. ![]() CapZap
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#607 |
Stowaway
Posts: n/a
Downloads:
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To all SH3-Modders
The mod "Rbs_SH4_effects_204f1" is a great mod, developed by Racerboy. The white star shells are fired in the daytime. Does anyone have an idea how to change it, so that they are only fired at night? If so, which files are responsible for that? Hoping for an answer... Greetings Matz ![]() Last edited by Matz1962; 11-12-09 at 10:28 AM. |
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#608 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
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I don't know if it's a difference for you, but in 7.1 version star shells are red.
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#609 | |
Commander
![]() Join Date: Sep 2008
Location: LSH3-DEV-Team, Germany
Posts: 444
Downloads: 59
Uploads: 0
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![]() Quote:
This signal is correctly shot by day and night. He is looking for a solution, for the white flares, shot when you are detected by the ships. |
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#610 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
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I see. Thanks for info.
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#611 |
Seasoned Skipper
![]() Join Date: Aug 2006
Location: Germany
Posts: 663
Downloads: 22
Uploads: 0
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Quote:
No Specialist (Privateer, Racerboy anyone else) around here? Please help to solve this problem. Thanks in forward. ![]() |
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#612 |
Captain
![]() Join Date: Mar 2008
Posts: 516
Downloads: 70
Uploads: 0
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It's a weapon..
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#613 |
Seasoned Skipper
![]() Join Date: Aug 2006
Location: Germany
Posts: 663
Downloads: 22
Uploads: 0
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Yes but how can it work, see the destroyer with their starshells, that these starschells will only be fired at night? Do you have any good ideas?
![]() I am sorry that i did not mentioned your name as a specialist. ![]() Best regards |
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#614 |
Captain
![]() Join Date: Mar 2008
Posts: 516
Downloads: 70
Uploads: 0
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well, if you are asking things like that then it is a good thing you didn't mention me as a specialist.. :rotfl:Because I am not..
Well, cruise through that destroyers eqp file, check the weapon, find it in the files, check sim files of that destroyer, check files of the destroyer, compare to your merchant, weapon, make some conclusions, tell yourself merchants don't even need that kind of weapon, but you could try this, that, sh.t!, reinstall the game, but I could try that one last thing, compare again and so on.. That is how I would do it.. :rotfl: Cheers! |
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#615 |
Bilge Rat
![]() Join Date: Jul 2009
Location: Pennsylvania
Posts: 1
Downloads: 28
Uploads: 0
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Hi, I'm new and I'm interested in downloading this great graphical mod. However, when I follow the the link to filefront to download it I get a page from them saying the file is unavailable. Any help in downloading this file would be much appriciated.
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