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Old 12-27-07, 11:03 AM   #1
Capt. Shark Bait
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getting it now, so hopefully it fully work with my typeIX
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Old 01-01-08, 11:46 PM   #2
sh3rules
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I'm checking this thread like some SH4 effects addict...
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Old 01-03-08, 02:18 PM   #3
TheDarkWraith
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well v2.03 has been out for a little while now and have I adjusted the body counts to more acceptable levels? Anyone using the live AI ships part of the mod? If so, thoughts on it are?
I'm writing some new software to allow the user to edit the .eqp files of the ships visually to help with the setting up of the live AI ships part of the mod. It will scan the .eqp files for errors and tell you if it finds any also.
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Old 01-03-08, 02:35 PM   #4
tommyk
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Jupp, I like it and AIships is great! Its just a little pain to edit all the .eqp so a little app help setting them up will help many kaleun who like to try them too... I just love it to hear the ships react with blowing their horns and start zickzack. bodycount seems good to me too.
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Old 01-03-08, 04:10 PM   #5
messenger42
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glad to hear from you Racerboy....
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Old 01-03-08, 04:49 PM   #6
Samwolf
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Quote:
Originally Posted by Racerboy
well v2.03 has been out for a little while now and have I adjusted the body counts to more acceptable levels? Anyone using the live AI ships part of the mod? If so, thoughts on it are?
I'm writing some new software to allow the user to edit the .eqp files of the ships visually to help with the setting up of the live AI ships part of the mod. It will scan the .eqp files for errors and tell you if it finds any also.
Gave it quick run, didn't try the Live Ai ships though. Moved on to GWX2.0 now and am waiting release of this mod for GWX2.0. It all seemed to work without problems.

The Gun Sound mod you did for me works great! I hear my crew yelling fire and the other guns are back to normaln no more Brit or US ships yelling "Feuer". Feel free to incorporate it into your GWX 2.0 version when you get around to it.
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Old 01-03-08, 08:21 PM   #7
sh3rules
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RB, when you release this for GWX 2, will you include a tweak file for TT's program? I'm not saying the smoke in GWX is bad, but I kinda got used to the effects you provided.
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Old 05-21-08, 09:14 AM   #8
boneman
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Is Racerboy his SH4 effects mod compatible with GWX 2.1?????

hello all i want to know if there are people playing SH3 with GWX 2.1 and Racerboy his Sh4 effects mod? IS IT COMPATIBLE WITH GWX 2.1????????
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Old 05-21-08, 10:07 AM   #9
999-Jay-999
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Is this not the same mod ??


http://207.44.214.111/subsim.com/rad...d.php?t=136018
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Old 05-21-08, 05:15 PM   #10
Madox58
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asanovic7 did an update to this.
Check his thread.
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Old 07-13-08, 01:22 PM   #11
SH3noob
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Have i installed this mod right? i just placed all the folders in data what in the rar to my sh3/data folder, is this correct, i seem to be getting new effects.
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Old 07-13-08, 02:59 PM   #12
TheDarkWraith
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Quote:
Originally Posted by SH3noob
Have i installed this mod right? i just placed all the folders in data what in the rar to my sh3/data folder, is this correct, i seem to be getting new effects.
if the folder in MODS starts with Racerboy_ then yes, you did it correctly. If it starts with RB_ then no, you didn't do it correctly.
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Old 02-26-09, 04:23 AM   #13
kakemann
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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:
;SH4 effects (and more) for SH3
[Equipment (number)]
NodeName=M96
LinkName=sho_1_gun
StartDate=19380101
EndDate=19451231
Then I found a wav file from Silent Hunter 4 which i renamed to sho_1_gun and copied it to the data/sound folder.

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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Old 02-26-09, 08:18 AM   #14
asanovic7
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Default hey

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! I see fps is 60, but please try it with several ships burning in the port from the atack of aeroplanes.. That is the situation most pc's get choked?

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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Old 02-26-09, 10:18 AM   #15
TheDarkWraith
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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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