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Old 12-08-11, 09:16 AM   #736
Stormfly
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Quote:
Originally Posted by TheBeast View Post
@ 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
that is allready part of SDBSM`s SH.sdl for most of the 3D explosions and so on (which is also part of OHII).

i did many tests expanding the range of the sinking ship 3d sound, but the current setting is the maximum what is possible with this sound, some sounds seams to have some kind of hardcoded maximum range barrier.

...the splinter explosions for example have a maximum radius of 6000 meters set atm (in SH.sdl), but it seams to have also some kind of hardcoded barrier like the sinking ship sound which seams to be arround 1000 meters, the splinter explosion should have a effective hearable range of about 3000 meters (it is set to 6000 in SH.sdl).

If its still not powerfull enough (over the distance), you can experiment with it (ithink i did that allready), maybe also rising the minimum radius from 600 to 1500 meters, the maximum up to 9000 meters maybe...
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Last edited by Stormfly; 12-08-11 at 09:27 AM.
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Old 12-08-11, 10:55 AM   #737
TheBeast
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Maybe Sound.act and SHSound.act need to be fixed...

Also, when I was tooling around trying to figure out some stuff I found a script error in data\Scripts\AI\Crew\snorkel_depth.aix
Line:
Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\N ormal\Boot_durchpendeln", 17.0);

Should be:
Wp:PlayAttenuatedSoundWithLipsync("SDBSMC\Boot_dur chpendeln", 17.0);

I also added sound sample and this line in two places for giving Snorkle Depth order.
Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\N ormal\ChE_K_Snorkel_depth", 2.0);
Code:
strategy snorkd_CHIEF(wp)
{
 action
 {
  if  Wp:IsSurfaced() then
  {
   ##VAR_DIVE_ORDER = 0 no order
   ##VAR_DIVE_ORDER = 1 dive
   ##VAR_DIVE_ORDER = 2 crash dive
   
   Wp:SetGlobalVariable(VAR_SURFACE_ORDER, 0); # override any surface orders
  
   Wp:ExecuteCommand( "Snorkel_depth" );
  
   Wp:SetGlobalVariable(VAR_DIVE_ORDER, 1);
   Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\Normal\ChE_K_Snorkel_depth", 1.0);
   Wp:PlayAttenuatedSoundWithLipsync("SDBSMC\Boot_durchpendeln", 17.0); 
   
  
  
  }
  else   # assume an ascent
  {
   Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\Normal\ChE_K_Snorkel_depth", 1.0);
  }
  endif;
  
  Wp:PlayAnimationAndWait( "CR_CHIEF_worry_idle01" );
  Wp:PlayAnimationAndWait( "CR_CHIEF_worry_idle02" );
    
  Wp:ScriptCompleted();
 }
}
strategy snorkd_VALVE(wp)
{
 action
 {
  if  Wp:IsSurfaced() then
  {
   Wp:PlaySoundWithLipsync("MFCM\Submarine_tanks_flooding", 8.0);
   Wp:PlayAnimationAndWait( "CR_VALVE_worried_idle02" );
   Wp:PlayAnimationAndWait( "CR_VALVE_RotateValve01" );
   Wp:PlayAnimationAndWait( "CR_VALVE_worried_idle03" );
   Wp:PlayAnimationAndWait( "CR_VALVE_RotateValve01" );
   Wp:ScriptCompleted();
  }
  else
  {
   Wp:PlayAnimationAndWait( "CR_VALVE_worried_idle02" );
  }
  endif;
 }  
}
strategy snorkd_HELM(wp)
{
 action
 {
 ## Just using this guy to play sounds
  if  Wp:IsSurfaced() then
  {
   # Wp:PlaySoundWithLipsync("MFCM\Submarine_Bell", 0.0);
   # Wp:PlayAttenuatedSoundWithLipsync("GenericCrew\TTM_QRF_WATCH_D04_M5", 4.0);
  }
  endif;
    
  Wp:ScriptCompleted();
 }  
}
strategy snorkd_SO(wp)
{
 action
 {
 ## Just using this guy to play sounds
  # if  Wp:IsSurfaced() then
  # {
   # Wp:PlaySoundWithLipsync("MFCM\Dive_sequence", 4.0);
  # }
  # endif;
  Wp:ScriptCompleted();
 }  
}
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Last edited by TheBeast; 12-10-11 at 12:13 AM. Reason: Added more information
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Old 12-20-11, 06:23 AM   #738
Stormfly
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hi,

that is no error, maybe a variation in comparison to the other`s, have to check.

...the lines you added are not nessesary because the sounds for them are (like many other sounds) played via "commands.cfg". if you play them via script, and exclude them in "commands.cfg", you loose the special variations for silent running and stress situations of it.
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Old 12-23-11, 03:05 PM   #739
SubHunt
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This mod not work for me !! All time crash ...
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Old 12-24-11, 12:30 AM   #740
Silent Steel
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Quote:
Originally Posted by SubHunt View Post
This mod not work for me !! All time crash ...
Try this load order;

German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks

Merry Christmas
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Old 12-24-11, 02:44 AM   #741
Stormfly
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Quote:
Originally Posted by SubHunt View Post
This mod not work for me !! All time crash ...
did you read the readme?, make shure that you have installed at least the required other mods infront of it.
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Old 12-24-11, 02:55 AM   #742
SubHunt
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Quote:
Originally Posted by Silent Steel View Post
Try this load order;

German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks

Merry Christmas

Not work uninstal !! Try other mod

Last edited by SubHunt; 12-24-11 at 03:10 AM.
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Old 01-02-12, 03:34 PM   #743
jrescalante
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Default DBSM music 1_0_4 File Location

OK, maybe I'm missing something here. I was looking for the DBSM music 1_0_4 file. I have searched the mod forum, but I cannot seem to locate it. I'm not even sure if I need it or want it in my soup. Any help would be much appreciated.

And yes Stormfly, I see you have indicated you have nothing to do with it.
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Old 01-02-12, 04:04 PM   #744
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here Music:
http://www.filefront.com/17465225/DBSM_Music_1_0_5.rar
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Old 01-03-12, 12:45 PM   #745
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how are u mate?
Quote:
Originally Posted by chun View Post
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Old 01-03-12, 12:57 PM   #746
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Hello I am glad to see Stoianm
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Old 01-04-12, 02:47 AM   #747
jrescalante
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Thx Chun, much appreciated.
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Old 01-21-12, 06:19 PM   #748
Dogfish40
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Stormy!
Love the sounds!
Question, Did you ever find a definite reason why the crew doesn't come off the bridge when ordering periscope depth.
I read this:
Sometimes, after a diving command is initiated, the crew wont climb down fast enough, or the sub wont dive at all, this happens often by giving the "goto snorcel or periscope dept" command from surface and/or after using time compression. In this case and for example periscope dept, i give commands twice ("D","D " followed by "P","P") in one sequence, pressing the keys not to short.
I am getting this problem more often now and I'm experimenting taking out various option DSBM optione files following the basemod.
Sometimes I have to press the command 3 or 4 times and this doesn't always work, most times it works but in a sticky situation, I'm hopeful for a better fix for this.
Anyway, tell me what you have.
Again, love the sounds
D40
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Old 01-22-12, 12:27 PM   #749
Stormfly
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Quote:
Originally Posted by Dogfish40 View Post
Stormy!
Love the sounds!
Question, Did you ever find a definite reason why the crew doesn't come off the bridge when ordering periscope depth.
I read this:
Sometimes, after a diving command is initiated, the crew wont climb down fast enough, or the sub wont dive at all, this happens often by giving the "goto snorcel or periscope dept" command from surface and/or after using time compression. In this case and for example periscope dept, i give commands twice ("D","D " followed by "P","P") in one sequence, pressing the keys not to short.
I am getting this problem more often now and I'm experimenting taking out various option DSBM optione files following the basemod.
Sometimes I have to press the command 3 or 4 times and this doesn't always work, most times it works but in a sticky situation, I'm hopeful for a better fix for this.
Anyway, tell me what you have.
Again, love the sounds
D40
...ithink this problem com`s with Mighty Fine Crew Mod, but iam not shure.

try to use MFCM`s crash dive workarround, as i learned in a dangerous situation, this works for shure ! ...at least for crash dive from surface using a leveling (A-Key) or dept change command then.

This crash dive command works from all stations including the bridge or sub`s outside surface structures. Make shure you`re fast enough reaching the cunning tower, climbing the ladder down then, because if its to late you wont be able to open the cunning hatch, or give surface the sub commands , so Kaleun is taking a bath... blub blub
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Old 01-25-12, 03:01 PM   #750
Poacher886
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Guy's, im trying to start a new campaign after updating all my mods (well those that have been updated since i was last out to sea!), but i've yet to leave Keil bunker.....

...Problem is, my watch crew are below deck and stood still with their arms outstreched???

After much testing, i've worked out its DSBM 1.3 basemod and extras that are causing the problem!

Any thoughts as to why this is happening and a potensial cure for the prob? as i used to use this mod before with no probs and really like it.

Here is my current loadout (without DSBM added) :

Accurate German Flags
German U-Boat Crew Language Pack
Speech fixes and additions (german version)
Grossdeutscher Rundfunk
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision
NewUIs_TDC_6_9_0_New_radio_messages_German
MRP 8x5 ratio
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
Sub_Exhaust_1_0_5_byTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OH II Minefield map for TDWs Ui
Shadow Improvement Mod
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
nVidia missing lights
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Enhanced FunelSmoke1.2_by HanSolo78
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
sobers smaller water drops V4
Old Style Explosions V1.1
OPEN HORIZONS II_full v1.6
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)
OHII Higher Tonnage Objectives for v1.6


It seems regardless of where i put the mod and optional extras i get the same effect!...the only difference to my mod loadout versus when it was working, is i've got shot of MagnusOpus, other wise its the same.

Thanks
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