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Old 02-09-11, 05:13 AM   #316
stoianm
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wow how ugly was that

...edited post 1 regarding Hotfix 2 !

@TDW: all radio content and SDL changes regarding different samples for incoming radio messages are included in Hotfix 2.
this is realy a good news - from now one the stormys dbsm all in line with TDW FIX
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Old 02-09-11, 05:50 AM   #317
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Originally Posted by Stormfly View Post
wow how ugly was that

...edited post 1 regarding Hotfix 2 !

@TDW: all radio content and SDL changes regarding different samples for incoming radio messages are included in Hotfix 2.
Thanks for Hotfix 2 !
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Old 02-09-11, 10:07 AM   #318
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Hi stormfly,

you have in your mod like 50 wasserbomben wav files

please tell me when are they played? i supouse that some of them are starting when a DD start droping dept charges on you - but the others?

are some of them starting when the dept charges are droped far away from my uboat or when the DDs hunt another uboat?


how are these files related to the game actions?

Thanks!
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Old 02-09-11, 10:25 AM   #319
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Originally Posted by stoianm View Post
Hi stormfly,

you have in your mod like 50 wasserbomben wav files

please tell me when are they played? i supouse that some of them are starting when a DD start droping dept charges on you - but the others?

are some of them starting when the dept charges are droped far away from my uboat or when the DDs hunt another uboat?


how are these files related to the game actions?

Thanks!
the 50 wavefiles are triggered randomly if a deptcharge hit the water and start generating bubbles. this can also happen if another sub is hunted, which is maybe farer away. Only 5 or 6 of the sound samples are playing "Wasserbomben" (which are also different samples partly). So you may encounter other noises or crew fear voices, sonar reports... also Kaleun is mumbeling sometimes something.
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Old 02-09-11, 10:27 AM   #320
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Originally Posted by Stormfly View Post
ohh i like win-win situations, this is a "quick-win"

SDL- file, logical sound names
1. radio_in_type_1 (messages from BDU)
2. radio_in_type_2 (messages from friendly vessels)
3. radio_in_type_3 (messages from enemy vessels)
4. radio_in_type_4 (messages from enemy sinking/sunk vessels)
5. radio_in_type_5 (not a clue 1, reserved 1)
6. radio_in_type_6 (not a clue 2, reserved 2)

...we urgent also need optional at which time compression, no sound is played at all for this !!!
I can't tell whether message is from friendly/enemy so you'll have to combine those two into one.

I'm going to have:

1. radio_in_type_1 (messages from BDU)
2. radio_in_type_2 (messages from vessels)
3. radio_in_type_3 (messages from sinking/sunk vessels)
4. radio_in_type_4 (generic - messages generated from the radio message text files)

And we need English versions of the sounds as I don't use German sounds.
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Old 02-09-11, 10:46 AM   #321
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I can't tell whether message is from friendly/enemy so you'll have to combine those two into one.

I'm going to have:

1. radio_in_type_1 (messages from BDU)
2. radio_in_type_2 (messages from vessels)
3. radio_in_type_3 (messages from sinking/sunk vessels)
4. radio_in_type_4 (generic - messages generated from the radio message text files)

And we need English versions of the sounds as I don't use German sounds.
ok then, i create 4 english samples which come with your UI maybe as optional default samples, if someone install dbsm over it, they are overwritten with german versions.

I understand this right, Type 4 is generic friendly and enemy, but independend from Type 1,2,3 ?
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Old 02-09-11, 10:49 AM   #322
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Originally Posted by Stormfly View Post
ok then, i create 4 english samples which come with your UI maybe as optional default samples, if someone install dbsm over it, they are overwritten with german versions.

I understand this right, Type 4 is generic friendly and enemy, but independend from Type 1,2,3 ?
yes, Type 4 will be played if the radio message is generated by the radio message text files. This means a Type 4 message can come from Bdu, a vessel, anything basically that the 'From' entry says in the radio message text files.
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Old 02-09-11, 11:06 AM   #323
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Originally Posted by TheDarkWraith View Post
yes, Type 4 will be played if the radio message is generated by the radio message text files. This means a Type 4 message can come from Bdu, a vessel, anything basically that the 'From' entry says in the radio message text files.
ohh i see, that means we have only 3 types:

(1). Game engine BDU mission messages (for this, we have allready that "new message received" trigger and sound, currently i use it for "Commanders message", but if you like we can implement it also into this trigger system, but the trigger is allready present.

2. What is a message from Vessel message ?????

3. sinking/destroyed vessels inside active world arround sub bubble.

4. generated from TXT file.

(5). what about this periscope sighted message, we could use this as enemy intercepted ?
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Old 02-09-11, 11:10 AM   #324
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Originally Posted by Stormfly View Post
ohh i see, that means we have only 3 types:

(1). Game engine BDU mission messages (for this, we have allready that "new message received" trigger and sound, currently i use it for "Commanders message", but if you like we can implement it also into this trigger system, but the trigger is allready present.

(2). What is a message from Vessel message ?????

3. sinking/destroyed vessels inside active world arround sub bubble.

4. generated from TXT file.

(5). what about this periscope sighted message, we could use this as enemy intercepted ?
scope sighted, sub sighted (vessal message) is a type 2 sound
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Old 02-09-11, 11:21 AM   #325
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ok then,

1. Game engine BDU mission messages (for this, we have allready that "new message received" -> it maybe that this sound is only playing with dbsm, i will deactivate it so you wont get this sound twice)

2. intercepted enemy vessel message (sighting of sub / scope)

3. sinking/destroyed vessels inside active world arround sub bubble

4. generated from TXT file
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Old 02-09-11, 11:29 AM   #326
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Originally Posted by Stormfly View Post
ok then,

1. Game engine BDU mission messages (for this, we have allready that "new message received" -> it maybe that this sound is only playing with dbsm, i will deactivate it so you wont get this sound twice)

2. intercepted enemy vessel message (sighting of sub / scope)

3. sinking/destroyed vessels inside active world arround sub bubble

4. generated from TXT file
sounds good. Got a Python error trying to play the sounds Maybe they have to have the Menu.HUD prefixed to them in Sh.sdl?
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Old 02-09-11, 11:31 AM   #327
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sounds good. Got a Python error trying to play the sounds Maybe they have to have the Menu.HUD prefixed to them in Sh.sdl?
try it plz...
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Old 02-09-11, 12:21 PM   #328
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try it plz...
didn't make a difference (still gave python error). So I tried using this sound: Menu.HUD.Location_camera_changed

and it worked Very puzzling to say the least....

EDIT:

the Sh.sdl file you sent me is corrupt. Open it up with hex editor and look at very beginning of file. S3D mangled it up. That is why I never use tools, hex editor only!!

Last edited by TheDarkWraith; 02-09-11 at 12:38 PM.
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Old 02-09-11, 01:36 PM   #329
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Originally Posted by TheDarkWraith View Post
didn't make a difference (still gave python error). So I tried using this sound: Menu.HUD.Location_camera_changed

and it worked Very puzzling to say the least....

EDIT:

the Sh.sdl file you sent me is corrupt. Open it up with hex editor and look at very beginning of file. S3D mangled it up. That is why I never use tools, hex editor only!!
that means you tryed redownloading it ?...

plz, try also the following.. there is allready a sound file that you call from a HUD script, the torp tube opening sample. In DBSM i use a little longer version, it have a lenght 9,9 seconds. For testing, i send you a link with a new package to play with (new SDL and shorter samples).

...stay tuned
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Old 02-09-11, 01:58 PM   #330
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we cannot define our own sounds and call them via script (tried every possible way/combination - everytime I use a pre-defined one it works). We have to use the existing ones that are given to us in Sh.sdl. So I'm going to write my own .dll and call it to have it play sounds for me
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