Real Sound Mod Redux - 1.25 !!!!

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VPaulus
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Re: Real Sound Mod Redux - 1.13 !!!

Post by VPaulus »

hs1611 wrote:Hello VPaulus.

I've been using your Sound MOD since I first found it and have a favor to ask.

Could you upload the "RSM Redux Sfx Pack 1.0" to a different server?
For some reason Gamefront doesn't allow downloads from Portugal.
Must be something related to Portugal's credit rating.
:lol: :| :( :cry:
I will. We're not alone anyway.
The list of countries blocked by Gamefront:
Argentina, Mexico, Chile, Spain, Thailand, Poland, Colombia, Brazil, France, Venezuela, Italy, Peru, Uruguay, Malaysia, Turkey, Indonesia, India, Ecuador, Costa Rica, Honduras, Hungary, Philippines, Portugal, Romania, Russian Federation, Serbia, Singapore, Sweden, Japan and Indonesia
VPaulus
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Re: Real Sound Mod Redux - 1.13 !!!

Post by VPaulus »

RobertCL wrote:Why not considering adding by default the addition of your Sfx pack (DamageGround*.wav) to the sound pack 1.13 ? Just an idea because with it it is even better.
Not everybody liked them. So it's optional.


@hs1611
New link for SFX pack 1.0:
http://www.sendspace.com/file/4x8142
Magic1111
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Re: Real Sound Mod Redux - 1.13 !!!

Post by Magic1111 »

Hi VP!

First many thx for update the MOD! :D

And now my question is: Do I need the "GUID.txt" File that comes with the update? Or can I delete the File, before I enable the MOD via MOD-Enabler? :?:
VPaulus
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Re: Real Sound Mod Redux - 1.13 !!!

Post by VPaulus »

Magic1111 wrote:And now my question is: Do I need the "GUID.txt" File that comes with the update? Or can I delete the File, before I enable the MOD via MOD-Enabler? :?:
You can delete it.
Magic1111
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Re: Real Sound Mod Redux - 1.13 !!!

Post by Magic1111 »

VPaulus wrote:You can delete it.
Okay, thx again! :D
Dregula
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Re: Real Sound Mod Redux - 1.13 !!!

Post by Dregula »

I have bought a StuG IIIF and the Unit have no movement and no battle sound. I Have installed PC 1.13 and the full version of your 1.13 RSM with the JSGME.

EDIT:
Hmm... Sorry, wrong alert. My PC is now crashed to desktop. And after new load all Sounds works fine. :oops:
VPaulus
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Re: Real Sound Mod Redux - 1.13 !!!

Post by VPaulus »

Taurec wrote:I have bought a StuG IIIF and the Unit have no movement and no battle sound. I Have installed PC 1.13 and the full version of your 1.13 RSM with the JSGME.

EDIT:
Hmm... Sorry, wrong alert. My PC is now crashed to desktop. And after new load all Sounds works fine. :oops:
If this happen again, please take a look at the original post, specially to the part "Note to 1.1x Patch". It might help you in preventing those crashes.
Dregula
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Re: Real Sound Mod Redux - 1.13 !!!

Post by Dregula »

Thanks :)
hs1611
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Re: Real Sound Mod Redux - 1.13 !!!

Post by hs1611 »

VPaulus wrote:@hs1611
New link for SFX pack 1.0:
http://www.sendspace.com/file/4x8142
Thank you very much.
mautschi
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Re: Real Sound Mod Redux - 1.13 !!!

Post by mautschi »

VPaulus wrote:Rudankort already said, that the memory usage will be tweaked soon.
Any informations about that ?
VPaulus
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Re: Real Sound Mod Redux - 1.13 !!!

Post by VPaulus »

That was tweaked with the nocache switch in 1.10.
mautschi
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Re: Real Sound Mod Redux - 1.13 !!!

Post by mautschi »

Thanks ! :)
ThvN
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Re: Real Sound Mod Redux - 1.13 !!!

Post by ThvN »

Hello Paulo, I have a rather technical question, I hope you don't mind if I put this here? I am a bit curious to learn more about the CTD issue when using to much memory, and you have posted the most usable info I could find so far right here in this thread. If this doesn't belong here, feel free to move it somewhere else.

So far, what I've understood but am not totally sure about is:

PzC can CTD when too much memory is being used, which is somewhere around 1 Gigabyte. This issue can be circumvented by the /nocache switch.

But if this switch is not used, when loading sounds/animations, they are each loaded only once when they are first used during play. They are not cleared from the memory while playing, and memory usage slowly rises because of this, each time when a new one is played it gets added to the total. When it reaches a certain point, the game CTD. This is at (about?) 1 Gigabyte of memory usage.

A lot of questions have been popping up in my head, since I got the impression from Razz1 that animations are somewhat more prone to cause trouble? I don't know how this could be, are they treated differently? I know a lot of graphics are compressed data that use more memory than the file size would suggest, or is there more to it?

Other questions: Is it a very 'fixed' amount of memory which can cause this crash? Or is it more of a 'zone' which depends on other factors as well? Is there an amount which is still 'safe', or definately 'unsafe', where it will always crash?

BTW, I use Process Explorer to monitor memory usage, and still use WinXP. I have seen up to 800Mb memory usage for the 'PanzerCorps.exe' with the stock game. For example, the stock scenario 'Germany' starts with less than 470Mb usage and gets up to nearly 800Mb after the first turns.
VPaulus
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Re: Real Sound Mod Redux - 1.13 !!!

Post by VPaulus »

ThvN wrote:A lot of questions have been popping up in my head, since I got the impression from Razz1 that animations are somewhat more prone to cause trouble? I don't know how this could be, are they treated differently? I know a lot of graphics are compressed data that use more memory than the file size would suggest, or is there more to it?
Correct. Graphics are highly compressed. The file size is small, but they are expanded in memory.
ThvN wrote:Other questions: Is it a very 'fixed' amount of memory which can cause this crash? Or is it more of a 'zone' which depends on other factors as well? Is there an amount which is still 'safe', or definately 'unsafe', where it will always crash?
No fixed amount. But usually around 1GB. Unless... you flag the exe with LAA (Large Address Aware). With the exe flagged I was able, in certain circumstances, to only crash the game after 1.8GB. But this only works on x64 Windows and your system must have more than 3GB of RAM.
http://www.techpowerup.com/forums/showt ... p?t=112556
ThvN wrote:BTW, I use Process Explorer to monitor memory usage, and still use WinXP. I have seen up to 800Mb memory usage for the 'PanzerCorps.exe' with the stock game. For example, the stock scenario 'Germany' starts with less than 470Mb usage and gets up to nearly 800Mb after the first turns.
Process Explorer is indeed very useful for many things.
ThvN
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Re: Real Sound Mod Redux - 1.13 !!!

Post by ThvN »

Thanks for the clarification, very helpful. :D
GSlapshot
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Re: Real Sound Mod Redux

Post by GSlapshot »

VP; With the new patch 1.20 adding new sounds is a new RSM going to be released? Also do we need to disable RSM when playing Allied Corps?
VPaulus
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Re: Real Sound Mod Redux

Post by VPaulus »

GSlapshot wrote:VP; With the new patch 1.20 adding new sounds is a new RSM going to be released? Also do we need to disable RSM when playing Allied Corps?
Yes, I will release a 1.20... but probably not tomorrow. I'm still finishing the new sounds. To be nonest those are basically ready... only, I would like to tweak some of the old Panzer and Russian tanks sounds as well.
So it might take a couple of days more. :(

Regarding your second question, yes you'll need to disable the mod if you're going to play the new Allied Corps campaign (or scenarios). If that's not the case, then I suppose you can continue,as the new units are only available for the Allied side.
VPaulus
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Re: Real Sound Mod Redux - 1.13 !!!

Post by VPaulus »

Guys I'm on stress with this. I still haven't finishing in updating the mod because I'm having less free time available now.
But I know that some of you are waiting for my mod to play Allied Corps. So the deal is this. I'll try to finish the most I can, until next Tuesday.
I'll publish whatever I've done so far. All the new units have already new sounds, so there will be no loss on that regard. I'm only trying to improve some of the older movement sounds
For example Tigers, King Tigers and Maus, were fully replaced with new sounds. They are now sounding more menacing. I can just imagine what those GI's might have felt when they heard one those King Tiger beasts approaching.
If I don't have time to improve all the intended remaining sounds, I'll publish them later as an update.
Magic1111
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Re: Real Sound Mod Redux - 1.13 !!!

Post by Magic1111 »

VPaulus wrote:Guys I'm on stress with this. I still haven't finishing in updating the mod because I'm having less free time available now.
No problem, let your time! We´ll wait for the new RSM Version! :wink:
Cataphract88
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Re: Real Sound Mod Redux - 1.13 !!!

Post by Cataphract88 »

Good Things are worth the wait :) :wink: :)
Richard
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