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Thread: Release Notes for Blitz 4.56

  1. #31
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    Re: Release Notes for Blitz 4.56

    Quote Originally Posted by Bonditaria View Post
    In 4.55 the aircraft sound is the same from all directions.

    In 4.56 the aircraft is louder at the front end!

    Not exactly, there's a little more to it than that.

    You can hear the effect better in the video below. You'll hear little nuances around the aircraft based on your position to it and when they flyby, for example you are sat at an airport, you should be able to locate the position of the plane better by ear.

    1st clip shows 4.5 and before, 2nd clip shows current and there are irrelevant Coffman test bits at the end.



    Thanks

  2. #32
    Supporting Member Mastiff's Avatar
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    Re: Release Notes for Blitz 4.56

    unfortunately I have 7.1 and I'm not hearing explosions or hits on the aircraft now. or the water explosions sounds when you hit the water.
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    Re: Release Notes for Blitz 4.56

    Quote Originally Posted by ATAG_Slipstream View Post
    Not exactly, there's a little more to it than that.
    Thanks for the extra information, Slipstream, but there was some basic incomprehension in the whole human race because the new immersive 3D sound experience was described as "Added dynamic panning to aircraft exterior view" which I myself initially assumed was a camera effect and that the phrase was written in the wrong place in the Release Notes. I wasn't alone in not understanding the intention of those words and made the simplest explanation I could. I would say, going between listening in 4.55 and 4.56, the sound experience is now fuller, richer, spatial, directional, while in comparison sounds in 4.55 are flatter and less interesting. Good work.


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    Re: Release Notes for Blitz 4.56

    Can someone from TF explain to me the OnBuildingKilled() vs. OnBuildingDestroyed() code?

    OnBuildingKilled() is the code that we've been asking to be fixed and it appears that it's not fixed in MP (tested on dedicated server and local hosted and it behaves as before).

    So if OnBuildingDestroyed() is the code that has been fixed, what was done to it exactly? If possible can we have a copy of the script that was used to test that it was working (similar to the missions with the Rearm/Refuel script given) so we can see exactly what methodology was used?
    Last edited by No.401_Wolverine; Sep-16-2019 at 21:24.

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    Re: Release Notes for Blitz 4.56

    .
    Last edited by Cassius; Sep-24-2020 at 14:55.

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    Re: Release Notes for Blitz 4.56

    I've directed our code guys to this question so hopefully you'll have an answer soon.

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    Re: Release Notes for Blitz 4.56

    Quote Originally Posted by Cassius View Post
    I could not find the OnBuildingDestroyed() method in the code of the new patch 4.56
    Glad it wasn't just me. I thought I might be doing something wrong. I spent about 2 hours trying to locate this method last night as well. I thought I was doing something wrong. I still might be...it's been a while.
    Last edited by No.401_Wolverine; Sep-17-2019 at 12:38.

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    Re: Release Notes for Blitz 4.56

    Thx team

  10. #39
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    Re: Release Notes for Blitz 4.56

    Quote Originally Posted by No.401_Wolverine View Post
    Glad it wasn't just me. I thought I might be doing something wrong. I spent about 2 hours trying to locate this method last night as well. I thought I was doing something wrong. I still might be...it's been a while.
    Public Overridable Sub OnBuildingKilled(ByVal title As String, ByVal pos As maddox.GP.Point3d, ByVal initiator As maddox.game.world.AiDamageInitiator, ByVal eventArgInt As Integer)
    Member of maddox.game.AMission

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    Re: Release Notes for Blitz 4.56

    Quote Originally Posted by ATAG_Oskar View Post
    Public Overridable Sub OnBuildingKilled(ByVal title As String, ByVal pos As maddox.GP.Point3d, ByVal initiator As maddox.game.world.AiDamageInitiator, ByVal eventArgInt As Integer)
    Member of maddox.game.AMission
    So which was fixed in the patch? OnBuildingDestroyed() or OnBuildingKilled()? Patch notes say OnBuildingDestroyed().

    Because as Cassius and I have tested, OnBuildingKilled() is still non-functional in multiplayer. No change from day one release of Cliffs.

    Testing using this code:

    Code:
    public override void OnBuildingKilled(string title, Point3d pos, AiDamageInitiator initiator, int eventArgInt)
        {
            base.OnBuildingKilled(title, pos, initiator, eventArgInt);
    
            string BuildingName = title;
            string BuildingArmy = "";
            string PlayerArmy = "";
            string sectorTitle = "";
            string sectorName = GamePlay.gpSectorName(pos.x, pos.y);
    
            if (GamePlay.gpFrontArmy(pos.x, pos.y) == 1)
            {
                BuildingArmy = "England";
            }
            else if (GamePlay.gpFrontArmy(pos.x, pos.y) == 2)
            {
                BuildingArmy = "France";
            }
            else
            {
                BuildingArmy = "Neutral";
            }
    
            if (initiator.Player.Army() == 1)
            {
                PlayerArmy = "RAF";
            }
            else if (initiator.Player.Army() == 2)
            {
                PlayerArmy = "Luftwaffe";
            }
            else
            {
                PlayerArmy = "Unknown";
            }
    
            GamePlay.gpLogServer(null, "BUILDING:" + BuildingName + " in " + BuildingArmy + " was destroyed in sector " + sectorName + " by " + initiator.Player.Name() + " from the " + PlayerArmy + ".", new object[] { });
        }
    So either it's not fixed or the code above is somehow locked to singleplayer action only. If the latter, can someone with a better mind than mine explain why? Better yet, can we get the script that was done to test that it worked before the patch was released? That way those of us who build missions can learn from it or, failing that, can at least give further assistance into proving or disproving the fix that was done.

    Thanks.
    Last edited by No.401_Wolverine; Sep-17-2019 at 19:02.

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    Re: Release Notes for Blitz 4.56

    This is the code running on the ATAG server.

    Code:
    public override void OnBuildingKilled(string title, Point3d pos, AiDamageInitiator initiator, int eventArgInt) {
    
    		        string[] parts = title.Split(new string[] { SEPARATOR }, StringSplitOptions.None);
    			DateTime now = DateTime.Now;
                            long pk = writeDestroyed(DESTROYED_TYPE_BUILDING, parts[2], "", now);
    			if (initiator.Player != null) { 
    				writeDestroyer(getInitiatorDescription(initiator), initiator.Player.Name() , pk); 
    			} else {
    				writeDestroyer(getInitiatorDescription(initiator), initiator.Actor.Name(), pk); 
    			}
            }

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    Re: Release Notes for Blitz 4.56

    Thank you. We will start testing it.

    Will continue in a separate thread specific to the purpose. See the following thread to continue: https://theairtacticalassaultgroup.c...ad.php?t=31359
    Last edited by No.401_Wolverine; Sep-17-2019 at 19:41.

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    Re: Release Notes for Blitz 4.56

    was gear raising sound added? I m sure i can hear something in the spitty

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    Re: Release Notes for Blitz 4.56

    Quote Originally Posted by JackMaXX View Post
    was gear raising sound added? I m sure i can hear something in the spitty
    yes it has been added.

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  17. #45
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    Re: Release Notes for Blitz 4.56

    Great work. You guys are awesome

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  19. #46
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    Re: Release Notes for Blitz 4.56

    Hi guys

    Not sure if it is just my system, or whether others have been experiencing the same sound anomalies since the 4.56 update. Below are 2 of my most noticeable changes:

    1. Engine Sound: At startup, there appears to be 2 separate and distinct engine sounds. It is more noticeable as when I increase the throttle to about 22%. So much so that I have actually looked around for a second aircraft that may have started up next to me, but no aircraft is present.

    2. Machine Gun Fire: I've read posts of others reveling in the new gun sound. Perhaps this is something experienced in an external view. For me, I've been flying "realistic" which does not permit external views and if I do not see the tracers leaving my wings, I'd be hard pressed to know if my guns have fired or not. There is a sound present but it is hardly noticeable ... more like a tick, tick ticking sound. Not to appealing in my assessment.

    3. I know, I know, I said I had only 2 comments, but while writing I thought of something else that I find less than appealing when it come to the sound files. That is the sound emitted by the DH82A better known as the Tiger Moth. When starting this aircraft, and the engine is running at a low RPM, the sound emitted is more like a "clicking-hiss-pop" than that of an engine. It is only once the RPM's are increased that it actually begins to sound like and engine. I first noticed this when I was practicing in this aircraft in preparation for the ATAG Tiger Moth event. When I first started playing around with this aircraft, it took me awhile to realize that I had actually successfully started the engine ... not by the sound that it was making, but by the blur of my rotating propeller. It was only when I was able to increase the RPM's that the aircraft began to emit noticeable engine sounds. I had hoped this had been addressed in the 4.56 update, but sadly it had not.

    Those are my simple observations regarding the new sound files. Overall, I am constantly thrilled by this SIM and often wonder what it must have been like in its "hay-day" when the servers where plugged with active participants. I've only been flying this SIM since September 2018 and have logged a mere 706 hours.

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  21. #47
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    Re: Release Notes for Blitz 4.56

    I feel like TF5.0 should get someone to handmake gun sounds


    i volunteer

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    Re: Release Notes for Blitz 4.56

    Quote Originally Posted by No.119_Padre (VK-P) View Post
    2. Machine Gun Fire: I've read posts of others reveling in the new gun sound. Perhaps this is something experienced in an external view. For me, I've been flying "realistic" which does not permit external views and if I do not see the tracers leaving my wings, I'd be hard pressed to know if my guns have fired or not. There is a sound present but it is hardly noticeable ... more like a tick, tick ticking sound. Not to appealing in my assessment.
    I felt Spit/Hurri MG's sound more faint in external view than in internal, and that their sound volume in internal view are OK, just the engine sound could by less annoying.

    BTW - Is important that sound volume in game options is set in 100%, or some sounds are missed.
    After adjust for civilized level in Windows mixer, specific for CloD:


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    Re: Release Notes for Blitz 4.56

    Will have another look and listen,could only hear the difference with the Spitfire and Hurricane gun sounds , having trouble hearing anything when using throttle.

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    Re: Release Notes for Blitz 4.56

    When testing OnBuildingKilled() code I did notice the two distinct engine sounds in the Spitfire (didn't test in any others). It seemed most noticeable when executing negative G and cutting out the engine. Sometimes I would get a quieter engine sound (almost like the external view sound) underneath and then the normal loud interior engine sound would kick back in. It was certainly odd.

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    Re: Release Notes for Blitz 4.56

    It may sound a bit corny but I really do appreciate these new 109 gun sounds. The fast shushy shushy shushy shushy of the mg 34s in my opinion really does it ..There may be sims that are prettier they may have this and that but you know what this sim has...SOUL!

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  28. #52
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    Re: Release Notes for Blitz 4.56

    4.56 notes still say OnBuildingDestroyed() fixed. Since that's not a valid function in the game and the real function isn't fixed, might want to remove that from the notes.

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    Re: Release Notes for Blitz 4.56

    Hooray, big surprise, missed it first. Thank you TF for making Clod better 'n better

    I tried to download the rearm-missions in #1 post. Got this:

    "Topgum, you do not have permission to access this page. This could be due to one of several reasons:

    Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
    If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation."

    ????? What's wrong???

    Salute, TG
    The fun is always in the sun

  30. #54
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    Re: Release Notes for Blitz 4.56

    Quote Originally Posted by Topgum View Post
    Hooray, big surprise, missed it first. Thank you TF for making Clod better 'n better

    I tried to download the rearm-missions in #1 post. Got this:

    "Topgum, you do not have permission to access this page. This could be due to one of several reasons:

    Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
    If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation."

    ????? What's wrong???

    Salute, TG
    *Edited: I have removed my reply due to the fact that it was based on a mine wrong guess. See the reply below by Artist for precise details.
    Last edited by Erpr.Gr.210_Mölders; Nov-08-2019 at 21:17.
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    Re: Release Notes for Blitz 4.56

    Quote Originally Posted by Topgum View Post
    Hooray, big surprise, missed it first. Thank you TF for making Clod better 'n better

    I tried to download the rearm-missions in #1 post. Got this:

    "Topgum, you do not have permission to access this page. This could be due to one of several reasons:

    Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
    If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation."

    ????? What's wrong???

    Salute, TG
    Not a question of permissions, but of downloads having been moved elswhere and the OP not being updated...

    Here are the correct links (also updated in OP):

  32. #56
    Veteran Combat pilot Topgum's Avatar
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    Re: Release Notes for Blitz 4.56

    Thank you mates, problem solved! I am going to try that out now
    The fun is always in the sun

  33. #57
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    Re: Release Notes for Blitz 4.56

    New to this game and loving it!

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  35. #58
    Manual Creation Group ATAG_Vampire's Avatar
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    Re: Release Notes for Blitz 4.56

    Quote Originally Posted by mickdave View Post
    New to this game and loving it!
    Great that you are enjoying the sim mickdave and stick with us because you haven't seen anything yet.

    TFS 5.0 is imminent and that will literally blow your socks off.

    Have fun.

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