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April 11th, 2013, 02:44 PM
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V 7.0 Patch Sounds Questions
Installed the V 7.0 patch and checked out the new Nazi's scenario and got some "interesting" sounds when units fired.
I then tried another new scenario and got the same sounds.
Is the new weapons tab sound byte over-riding the default sounds if nothing is specified?
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Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
Last edited by DRG; April 12th, 2013 at 08:09 AM..
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April 11th, 2013, 04:45 PM
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Shrapnel Fanatic
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Re: V 7.0 Patch Sounds Questions
Quote:
Originally Posted by Suhiir
Installed the V 7.0 patch and checked out the new Nazi's scenario and got some "interesting" sounds when units fired.
I then tried another new scenario and got the same sounds.
Is the new weapons tab sound byte over-riding the default sounds if nothing is specified?
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Really ??? "got some "interesting" sounds when units fired" is as specific as you could get ?? Not even a little hint as to WHICH UNIT ??? Well I guess I'll load the scenario pick something and see if I can figure out what you are talking about.
The way it works is this
There are hard coded sounds that are called up based on a number of factors but HEK and WH size are factors...... in the past we put the override sound byte in unitweapons and now we have it in weapons as well
So...... if there is zero entered under weapons and zero entered in the unitweapons the weapon takes the default hardcoded sound
If there is something OTHER THAN ZERO in unitweapons and ZERO entered in weapons the weapon takes the unitweapons sound
If there is any number OTHER THAN ZERO entered into weapons that is the sound the game uses.......it will override anything in unitweapons and the hard coded default sounds
Weapons = top priority
unitweapons = secondary priority
nothing entered in either = default sound
Don
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April 11th, 2013, 05:05 PM
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Re: V 7.0 Patch Sounds Questions
Well I'm on turn 4 and have zombies everywhere and theres is lot's of firing ------them at me-------me at them .......main guns, secondary guns etc etc and I have not yet heard one out of place sound so far so I think you need to be a little more specific than...."got some "interesting" sounds when units fired"
Now..... if you are not using the OOB's issued with the patch there COULD be problems because way back when that weapons sound byte used to be "Weapon size" and weapon size was not used but numbers did creep in and because that is now the primo place weapon sounds are called from if you have an old OOB that hasn't had all those old weapon size fields cleared down to zero you might hear weird things but to really know if there is a problem I need a better "bug" report than "got some "interesting" sounds when units fired"
Get back to me on that please.......
Don
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April 12th, 2013, 02:21 AM
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Re: V 7.0 Patch Sounds Questions
Using the default OOBs.
With tank main guns I get a "pop" sound.
With tank CMG's I get a "raygun" sound.
Let me try reinstalling the patch ... maybe it didn't install properly.
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Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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April 12th, 2013, 03:07 AM
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Re: V 7.0 Patch Sounds Questions
OK, figured out the problem.
I have installed WinSPMBT on an older PC that uses Vista.
The game was installed before we figured out NOT to install in "Program Files" (and before the Vista/Win 7 desktop patch).
I long ago figured out where Vista installed the various copies of game files and just never bothered to uninstall and reinstall the game outside "Program Files".
When I installed the v7.0 patch I told it where to find my copy of the game and all was well...EXCEPT...the new versions of the OOBs did not overwrite the pre v7.0 versions the game was actually using.
All I had to do was tell it to restore the default OOBs and now all is well.
Gotta love Microshaft.
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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April 12th, 2013, 07:39 AM
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Re: V 7.0 Patch Sounds Questions
Which is why we ask people to install the game outside program files and all the new installers do that too because even people who know what Vista will do get fooled sometimes. ( and it saves us time not chasing down bugs that don't exist......)
Don
Last edited by DRG; April 12th, 2013 at 07:47 AM..
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April 12th, 2013, 08:07 AM
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Re: V 7.0 Patch Sounds Questions
As well as being the perfect example of why you should never run the game from program files if you have VISTA installed this thread also points out the following..
If anyone has a custom OOB created BEFORE this patch you *MAY* hear "some "interesting" sounds when units fire" UNLESS you go though every weapon in the OOB and ensure that all the "WEAPON SOUND" data fields are ZERO
After you have ensured that all fields are zeroed you can then decide if you want to assign any special weapons sounds to those weapons. I just realized I did not explain this in the game guide so I'm making this thread Sticky as a warning and as information.
The game now looks in the weapons data for sound information as well as unitweapons but the weapons data entry HAS PRIORITY....
For example
If you have weapon sound X entered into the unitweapons area and any number OTHER THAN ZERO entered in the weapons data the game will take the weapons data number. This is why it is vital that anyone with a custom OOB ensure they zero those weapon sounds values before playing otherwise what is described in this thread will happen when the game is played.
Don
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April 12th, 2013, 08:49 AM
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Lieutenant General
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Re: V 7.0 Patch Sounds Questions
Quote:
Originally Posted by DRG
Weapons = top priority
unitweapons = secondary priority
nothing entered in either = default sound
Don
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At the risk of digging myself a deeper hole.
Might it be advantageous to have the priorities:
Unitweapons = #1
Weapons = #2
Nothing entered in either = default sound
That way you use sound #144 (several individual shots) for the M16A1 and any use of that weapon in the #1 weapon slot will use that sound. Then when the M16A1 is used in the #2 weapon slot (common for MG and anti-tank teams) you could put sound #141 (a full auto burst) in the unitweapons #2 slot and get that sound.
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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April 12th, 2013, 09:38 AM
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Shrapnel Fanatic
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Re: V 7.0 Patch Sounds Questions
Yeah, stop digging .... we are not re-writing the code and it would NOT be be advantageous to have the priorities as you suggest
The new way SUPPLEMENTS the old way.
It was done this way so that one ( 1 ) entry would cover *EVERY* unit that uses that weapon. If you don't want ONE sound to cover every unit that uses that weapon simply leave the weapons sound value at ZERO and add all the sounds you want to the different unitweapons and the game will pick those up just like it always did. The new way allows you to do that once because most people don't want a dozen different weapon sounds to represent one weapon. I know *I* don't.
If we had done it as you suggested any entry in weapons would be negated by anything that might have been previously added in unitweapons and the entire POINT of all this was to simplify adding new weapons sounds. If I want to add a new weapon sound to a specific weapon I don't want to have to check every unit in that OOB to find and remove the old unitweapon sounds but anyone who DOES want a variety of sounds for one weapon can do that with the existing system simply by leaving the weapon sound at zero.
The original system was done the way it was done so that people could get "creative" with different weapons sounds within an OOB and it's all just dandy when you are maintaining 1 or 2 OOB's bit it's a COMPLETE PITA when maintaining or upgrading 128 of them and it's one VERY BIG reason I have avoided sound work.
If you want your USMC OOB to have multiple M16 ( or whatever ) sounds then just continue on as before but you need to go though all 246 weapons and make sure there is nothing but ZERO in the new weapons sounds field or anyone using it may hear some strange things
EDIT:...... I took a quick run though your OOB and as far as I can see the only one you need to zero is wpn198 so it's not the onerous job it may sound like..... It'll take maybe 2 minutes..tops
Don
Last edited by DRG; April 12th, 2013 at 09:53 AM..
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April 12th, 2013, 11:13 AM
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Second Lieutenant
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Re: V 7.0 Patch Sounds Questions
I have noticed strange sounds issues. It sometimes has tendency to first stutter, then repeat every single sound again, and finally it freezes on one sounds played over and over again. Game restart helps.
Anyone also has it? Happened to me after like 1 hour of playing.
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