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Posted: Wed Feb 01, 2012 11:53 am
by VPaulus
El_Condoro maybe it wasn't clear enough.
I've added a line warning for not removing the anterior package of sounds and let the new update copy the new files and replace, only a few , of the older ones with improved versions.

Posted: Wed Feb 01, 2012 12:59 pm
by huertgenwald
airbornemonger will want to know where you got the extra smiles.
From here: http://www.clicksmilies.com/

A list of other sites: http://www.dmoz.org/Computers/Graphics/ ... e/Smilies/

HtH Image

Posted: Wed Feb 01, 2012 1:09 pm
by nikivdd
huertgenwald wrote:
airbornemonger will want to know where you got the extra smiles.
From here: http://www.clicksmilies.com/

A list of other sites: http://www.dmoz.org/Computers/Graphics/ ... e/Smilies/

HtH Image
Cool! Cheers Image

Posted: Wed Feb 01, 2012 1:46 pm
by VPaulus
What have you start here, huertgenwald? :x
This forum will soon be invaded by hordes of these little thingies. Image Image Image
We had already Kerensky's Ponies and some Spocks. :P

Posted: Wed Feb 01, 2012 5:46 pm
by huertgenwald
Always glad to be helpful ! Image

Posted: Wed Feb 01, 2012 7:53 pm
by schenker
Fantastisch!

Grande trabalho VPaulus

Rock on! :twisted:

Posted: Wed Feb 01, 2012 9:31 pm
by VPaulus
Obrigado schenker! :)

Re:

Posted: Sat Feb 11, 2012 1:57 pm
by bebro
I got a technical question.

Since my primary desktop pc went on strike shortly before x-mas I'm sitting on an older machine. I'll wait a bit before I buy a new computer. Now I noticed when I activate the whole RSM my game runs a tad slower on the older hardware.

I had the idea to customize RSM for my own purpose in the meantime, for example for testing the USMC cam. Question is, how do I proceed here to save resources?

Is it knwon if the game just loads sounds mentioned in the efx file, so could I just create a shorter version of this file having only sounds for a certain campaign in it?

Or does the game always load all sounds present the audio folder plus subfolders, so I'd have to remove sounds not used in campaign x?

If nobody knows I'll test a bit around, but maybe someone has a quick answer already.

Re: Re:

Posted: Sat Feb 11, 2012 2:06 pm
by VPaulus
The question here is, how much RAM do you have in that machine? That's the only impact that Redux has. If you've just 1GB for the game and Windows, than you've a problem, because even vanilla PzC with can consume between 400Mb and 700Mb, depending in a lot of factors. With PzC 1.05 version, RSM Redux will increase significantly that memory usage. If you've 1GB than the system will use the virtual ram more often and thus the game become slower.

Re: Real Sound Mod Redux - Update 1.1 !

Posted: Sat Feb 11, 2012 2:10 pm
by bebro
Yep, that's probably the prob, I have only 1,5 GB here. But there's no slow down in vanilla without RSM, so I thought I could edit around a bit. Theoretically it should be possible to split it up into smaller parts that can be activated/deactivated separately per mod/custom campaign I thought.

Re: Real Sound Mod Redux - Update 1.1 !

Posted: Sat Feb 11, 2012 2:24 pm
by VPaulus
bebro wrote:Yep, that's probably the prob, I have only 1,5 GB here. But there's no slow down in vanilla without RSM, so I thought I could edit around a bit. Theoretically it should be possible to split it up into smaller parts that can be activated/deactivated separately per mod/custom campaign I thought.
You don't notice because you're in the fringe... and that excess of memory use is just the drop that spills the glass of water.
With 1.06 this will, hopefully be solved.
What consumes more memory, is not the sounds but the animations. If you want to have a lesser impact is to cut the attack sounds. The game will load the sound and the animation only when it uses for the first time. So it doesn't matter if you reduce the amount of sounds and use only the ones by your mod. Because they will only be loaded if used.
Those sounds and animations will be dumped off from memory, only when you exit to Windows and not when you start another scenario. So they are accumulated into the memory. PNG files are compressed files that are expanded when used. So the problem is more related with the attack sounds, because you don't have animations for movement sounds.

Re: Real Sound Mod Redux - Update 1.1 !

Posted: Sat Feb 11, 2012 2:29 pm
by bebro
Ahh, I see. I save myself the work then. The prob is not so serious that I can't play anymore. I think I'll get by until I either get a new machine or 1.06 is out.

Re: Real Sound Mod Redux - Update 1.1 !

Posted: Sat Feb 11, 2012 2:31 pm
by VPaulus
bebro wrote:Ahh, I see. I save myself the work then. The prob is not so serious that I can't play anymore. I think I'll get by until I either get a new machine or 1.06 is out.
What's the problem with your machine on strike? Do you know what it is?

Re: Real Sound Mod Redux - Update 1.1 !

Posted: Sat Feb 11, 2012 2:37 pm
by bebro
VPaulus wrote:
bebro wrote:Ahh, I see. I save myself the work then. The prob is not so serious that I can't play anymore. I think I'll get by until I either get a new machine or 1.06 is out.
What's the problem with your machine on strike? Do you know what it is?
It does exactly nothing - not even the BIOS display comes up, fans and drives are running, but it does not boot. I hadn't time to narrow down the cause, so if I get around to test a bit again it might turn out that I only need some new component instead of a whole new computer.

The only thing I found is that the harddisc was ok (a huge relief) which I built into the current machine. I have some days off in march, then I go for it again.

Re: Real Sound Mod Redux - Update 1.1 !

Posted: Sat Feb 11, 2012 2:50 pm
by VPaulus
Yes, it can be a lot of things. But as a professional maintenance/repair technician, I can say that statistically speaking, it's motherboard. Look for swallow capacitors (if they are not solid type). Don't hesitate to PM me if you need further help. That's what I've been doing, professionally, in the last 20 years anyway.

Have you ever tried GameBooster? It's free and it can help with running PzC in your conditions. It will temporarily disable some services and other programs that you need when playing. So iut can release some memory for the game.
http://www.iobit.com/gamebooster.html
Give it a try.

Re: Real Sound Mod Redux - Update 1.1 !

Posted: Sat Feb 11, 2012 3:14 pm
by bebro
Thx, I'll check it out :)

Re: Real Sound Mod Redux - Update 1.1 !

Posted: Tue Feb 14, 2012 6:04 pm
by VPaulus
Update 1.2.
Basically I've activated the sounds for DMP Winterkrieg mod that were previously downloaded with updated 1.1.
http://www.gamefront.com/files/21331591 ... te+1.2.zip

Re: Real Sound Mod Redux - Update 1.1 !

Posted: Tue Feb 14, 2012 9:49 pm
by nikivdd
VPaulus wrote:Update 1.2.
Basically I've activated the sounds for DMP Winterkrieg mod that were previously downloaded with updated 1.1.
http://www.gamefront.com/files/21331591 ... te+1.2.zip
Thanks a lot for the update :)

Re: Real Sound Mod Redux - Update 1.2 !

Posted: Tue Feb 14, 2012 10:07 pm
by VPaulus
By the way, there's a new torpedo animation and sound for PT boats.

Re: Real Sound Mod Redux - Update 1.2 !

Posted: Tue Feb 14, 2012 10:34 pm
by airbornemongo101
Cool