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Old 10-31-11, 02:32 PM   #721
Stormfly
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hmm,

iam pretty shure that i fixed that (by my own) in SDBSM allready
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Old 10-31-11, 04:43 PM   #722
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I am using you last updates and I noticed that some voice numbers are swapped as well.
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Old 10-31-11, 05:20 PM   #723
Jacke
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Quote:
Originally Posted by Stormfly View Post
hmm,

iam pretty shure that i fixed that (by my own) in SDBSM allready
Stormfly, I was looking at using your DBSM v1.3 but I couldn't reconcile TDW's NewUI's current v6.8.0 and its config file TheDarkWraithUserOptions.py with DBSM's patch of that file from v6.3.7. I wanted a compromise of the two configs and tried to use the automatic tools TDW includes and a good text editor stepping through both your config migrated and the new one, but I had to give up as it just got too confusing. (If only I had tkdiff on Windows!) There's been a lot of changes (thus TDW's new OptionsFileEditorViewer tool) and I wasn't sure what would happen and what the keybinds and crew actions would be after I activated both mods.

What should I do?
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Old 11-02-11, 02:47 AM   #724
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Sound Sample Play Time

@ Stormfly

As you know, I've been using your DBSM Sound MOD ever since I talked to you about DC_Barrels impacting Water for Depth Charges in the Water warnings.

One thing I have noticed and it is not just this MOD, is that Sound Sample Play times are cut short, very short.
Example being, Depth Charge sound sample only play about 1 - 1.5 seconds of actual sound sample that may be as much as 10 - 15 second in actual play time length.
These sound sample play correctly when editing the sh.sdl file with Skwas S3D 3ditor so what is cutting all these sound samples short?
(Many other sound samples are being cut short as well.)
I really hope there is something that can be done to correct this.

Aslo, I hope you are continuing to expand this MOD bringing support in the sh.sdl for additional sounds being added by new and very good MOD's.
I have been doing this for myself in the past but I am sure others would like to get updates from the man himself.

Regards!
TheBeast
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Old 11-02-11, 07:36 AM   #725
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Quote:
Originally Posted by Svart View Post
Stormfly, I was looking at using your DBSM v1.3 but I couldn't reconcile TDW's NewUI's current v6.8.0 and its config file TheDarkWraithUserOptions.py with DBSM's patch of that file from v6.3.7. I wanted a compromise of the two configs and tried to use the automatic tools TDW includes and a good text editor stepping through both your config migrated and the new one, but I had to give up as it just got too confusing. (If only I had tkdiff on Windows!) There's been a lot of changes (thus TDW's new OptionsFileEditorViewer tool) and I wasn't sure what would happen and what the keybinds and crew actions would be after I activated both mods.

What should I do?
ok ok...

i uploaded my current options files for NEW UI`s 6.8.0 and SDBSM as a package, maybe you can customise it to your likings, enable with JSGME:

http://subsim.armedassault.eu/Stormy...sing_SDBSM.rar
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Old 11-02-11, 07:55 AM   #726
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Originally Posted by TheBeast View Post
@ Stormfly

As you know, I've been using your DBSM Sound MOD ever since I talked to you about DC_Barrels impacting Water for Depth Charges in the Water warnings.

One thing I have noticed and it is not just this MOD, is that Sound Sample Play times are cut short, very short.
Example being, Depth Charge sound sample only play about 1 - 1.5 seconds of actual sound sample that may be as much as 10 - 15 second in actual play time length.
These sound sample play correctly when editing the sh.sdl file with Skwas S3D 3ditor so what is cutting all these sound samples short?
(Many other sound samples are being cut short as well.)
I really hope there is something that can be done to correct this.

Aslo, I hope you are continuing to expand this MOD bringing support in the sh.sdl for additional sounds being added by new and very good MOD's.
I have been doing this for myself in the past but I am sure others would like to get updates from the man himself.

Regards!
TheBeast
the maximum time a sound sample is allowed to play is controled by the game engine. the max allowed time is differing with the sound trigger or event. Some sounds are allowed to play 16 secs or more, some only 1,5 and so on (it took me much time to find those maximum allowed times). If using S3D, this restriction isnt present. If a sound is longer than the restricted time, the game engine wont play it or play it only one time per session. Crew sounds seam to be excluded from this restritions.

maybe TDW can look into it and release a patch for it like he did for the hydrophone.
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Old 11-02-11, 08:02 AM   #727
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Quote:
Originally Posted by Stormfly View Post
the maximum time a sound sample is allowed to play is controled by the game engine. the max allowed time is differing with the sound trigger or event. Some sounds are allowed to play 16 secs or more, some only 1,5 and so on (it took me much time to find those maximum allowed times). If using S3D, this restriction isnt present. If a sound is longer than the restricted time, the game engine wont play it or play it only one time per session. Crew sounds seam to be excluded from this restritions.

maybe TDW can look into it and release a patch for it like he did for the hydrophone.
Now that sounds like a plan...

Even the Stock sounds were being cut short and that has always bothered me.
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Old 11-05-11, 11:03 AM   #728
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Excelent mod!
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Old 11-05-11, 12:55 PM   #729
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Welcome to the forums Llaca! It is indeed a wonderful mod.
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Old 11-06-11, 02:45 AM   #730
lesec74
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[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
German U-Boat Crew Language Pack
Critical hits 1.1 Torpedos
Dark_Interior_V1
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
Sub_Exhaust_1_0_5_byTheDarkWraith
SubFlags_0_0_6_byTheDarkWraith
Grossdeutscher Rundfunk
DBSM_Music_1_0_4
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
NOZAURIO'S SKIN (U-552-Red Devil Emblem) v-1.0.0
TheBeast Bunker Mechanics Upgrade List image (U-552-Red Devil)
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_8_0_ByTheDarkWraith
stoianm pitch&roll for SH5 V1 (low)
DBSM_Speech_1_0_4
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Naights Submaine Textures v1.2 (PUV)
Dynamic Environment SH5 Basemod (realistic version)
OPEN HORIZONS II_full v1.4
OH II Campaign Radio Messages v4
OHII v1.4 Patch2 Full
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally TDC Help v2
Trevally Tutorial - All v0.2(for OHIIv1.3)
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Nauticalwolf's Damage and Torpedo UI (g) Mod V1.1
Stormy_options_files_for_new_UIs_6.8.0_using_SDBSM

hello, this is my modsoup and I use DBSM music 1_0_4 but I've always the music of sh5!!?When I'm submerged, normally we have to listen the music of das boot, but here nothing, only the sh5 music!!
What's the solution?
many thanks for help
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Old 12-06-11, 06:45 PM   #731
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When i go to play the sound P04_@Bulet_spark
it says there is a problem with it .
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Old 12-06-11, 08:59 PM   #732
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Quote:
Originally Posted by lesec74 View Post
hello, this is my modsoup and I use DBSM music 1_0_4 but I've always the music of sh5!!?When I'm submerged, normally we have to listen the music of das boot, but here nothing, only the sh5 music!!
What's the solution?
many thanks for help
iam not involved with "DBSM music 1_0_4", but you could check if you extracted it correctly...

...a JSGME compatible mod folder should have a folder called "Data" below it, if so grab the mod folder (containing the data folder below it) and extract it into your JSGME "mods" folder. the problem with some mod archives is that there is a additional folder above the mod folder, if the user then grab this folder and extract it into the "mods" folder, the file / folder structure isnt working with the game because JSGME copy the wrong structure to the game.
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Old 12-06-11, 09:08 PM   #733
Stormfly
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Quote:
Originally Posted by sober View Post
When i go to play the sound P04_@Bulet_spark
it says there is a problem with it .
the file is very short, some playback applications have problems playing very short samples, try to open it using a wave editor.

the files size should be 11.790 Bytes (12.288 Bytes on HD)

...do you have problems inside the game with it ?
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Old 12-07-11, 10:46 AM   #734
Silent Steel
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Quote:
Originally Posted by lesec74 View Post
... I use DBSM music 1_0_4 but I've always the music of sh5!!?When I'm submerged, normally we have to listen the music of das boot, but here nothing, only the sh5 music!!
What's the solution?
many thanks for help
Salut le Sec

Try this;

Go to the Main Menu > Options > Sound - switch off 'Music'.
Maybe this is the solution. I think it will stop the SH5 music.
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Old 12-08-11, 05:11 AM   #735
TheBeast
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@ Stormfly

Would it be possible to extend range for Splinter explosions?
At first I just thought these sounds were missing but if you are close (Less than 1000m) to sinking ship you can, some times hear these sounds.

Extending range for these 3D explosion sounds to 3000m-4000m would be much better.
Also, if Sound uses Ambient control. Increasing Interior/Under Water Sound levels could help as well.

Thank you!
TheBeast
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