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Old 09-09-10, 09:31 PM   #1
Xraybroadcasterfromvenus
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no sound in hydrophone- running trigger maru for 1.4

First of all, warm and humble greetings! I've been roaming these forums for a long time now, and my hat off to a fantastic community and excellent mods! Truly some amazing work here! Alas- I need a hand with something, hence me being here now.

Having enjoyed vanilla 1.4 for a long time now, I've recently started dabbling in the more complete mods out there. It seems Trigger Maru is what I'm looking for (RFB is equally impressive but as far as I can tell it doesn't fix the AI or campaign like TM does, correct me if I'm wrong)

Alas- I can't seem to get the U-boat expansion and 1.5 patch and refuse to pay AGAIN for the original+expansion on the steam version, so I'm somewhat limited to the old, outdated mods.



So I've bumped into a problem I could use a hand with.

I'm running Trigger Maru version for 1.4, and I regularly notice that my hydrophones do NOT give any sound from ships that should be making a lot of noise. My hydrophone crew can detect said ships without problem, I can tell 'm to track it, I just cannot take over manually. I would point the hydrophones at the exact heading of said ship, and there'd be no sound, and even the green light doesn't light up. I can, however, ping them. If I zip the floating camera over to the ship, it is in fact there and it IS making noise, both above and under water.

Yes, I am aware Trigger Maru changes the hydrophones- as far as I can tell they only seem to work properly when submerged. I am indeed submerged, seas are calm.

I even managed to recreate the problem instantly- just load up the first toturial for navigation. The little american torpedo boat zipping around has this problem. You might need to move arounda bit first though as the closest one happens to be in line with some merchants.



This has started to bug me quite a bit. I mean, surely I can't trust my crew to do my spotting, right? <grin> Any advice?
I found posts of similar problems, but no solutions. It seems to have something to do with missing sound files in TM-O, and often the newly added ships are mentioned here, but I'm getting it with existing ones too.

I'm assuming this has been fixed in future releases for the 1.5 version, but I'd rather not spend a lot of money on an expansion I don't really want. (not too interested in the german subs)

Would there be a way to sort this out for my outdated 1.4 TM version, or should I start bidding on Ebay to get the proper patch? <grin>

Thanks in advance!

Last edited by Xraybroadcasterfromvenus; 09-10-10 at 09:56 AM.
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Old 09-09-10, 09:34 PM   #2
Xraybroadcasterfromvenus
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For completeness-sake: everything else runs wonderfully, the full package TM-O, all the interior overhauls, the Pacific Environments, SCAF and MAXoptics all run as they should.

Said problem shows up even with JUST trigger Maru active, so it's not a conflict- it must be TM itself.
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Old 09-09-10, 09:44 PM   #3
Ducimus
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Quote:
I regularly notice that my hydrophones do NOT give any sound from ships that should be making a lot of noise. My hydrophone crew can detect said ships without problem, I can tell 'm to track it, I just cannot take over manually. I would point the hydrophones at the exact heading of said ship, and there'd be no sound, and even the green light doesn't light up.
Possibilites:
- ship in question doesn't have the proper sounds assigned to it. (something id have fixed in later versions if this is the case)

- vanilla game bug of a couple ships that do not emit a sound when travelling below 7 knots in speed. ( Not sure if this is fixable or not )
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Old 09-10-10, 02:31 AM   #4
Xraybroadcasterfromvenus
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The Ducimus himself... <bows deeply>
Beautiful job of tinkering good sir! You turned a game I loved, into a game seemingly made for me


Option two: Aha! I was not aware of that. It might very well be that every time I encountered the problem, they were in fact going slower than 7 knots. Looks like something to investigate further. If it is indeed this, then I'll just have to cope


Option one: I was thinking that indeed. Not much I can do about that aside from obtaining the 1.5 patch and getting your latest version, no?
Unless the needed sounds are in a modified file that won't conflict with 1.4, then I could possibly move your TM 2.0 soundfiles over to my 1.4 install... What do you reckon? And what files would I be looking at?


Thanks a bunch already, your after-product support far exceeds anyone who actually gets paid for it. Ubisoft owes you a percentage. <nod nod>
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Old 09-10-10, 03:10 AM   #5
Xraybroadcasterfromvenus
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Did a quick few tests. Been a while since I removed TM from the list...
You're indeed right- without TM, the torpedo boats in the first toturial are still silent. Looks like an original bug indeed!
...or perhaps they were in fact running tests on a new form of stealth drive?

Would anyone be so kind and use your shiny 1.5 updated version to check if those zippy torpedo boats in the first official toturial mission are in fact fixed?
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Old 09-10-10, 04:33 AM   #6
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Here's the really bad part, if you uninstall SH4 and reinstall with out patch 1.4 you will be able to pick up that sound contact.
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Old 09-10-10, 04:45 AM   #7
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there is a fix for that: http://www.subsim.com/radioroom/down...o=file&id=1127
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Old 09-10-10, 04:48 AM   #8
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Thanks was about to do some testing with EAX sound mod to see it that fixed it, I will test this first, again thanks
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Old 09-10-10, 09:56 AM   #9
Xraybroadcasterfromvenus
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Captain- that's just funny. Don't patches get released to FIX things usually, rather than break it? <grin>

And thanks vickers. I did bump into that one before but wasn't sure it concerned my issue. I'll give it a try rightaway.
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Old 09-10-10, 10:11 AM   #10
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Quote:
Thanks was about to do some testing with EAX sound mod to see it that fixed it, I will test this first, again thanks
you can use EAX and the sonarfix together, first install
the sonarfix and then"EAX with WebstersManeuver".
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