[Audio] PR 0.973 Anders Soundmod 0.5

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BloodyDeed
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Re: [REL] Soundmod for PR 0.937

Post by BloodyDeed »

I'm sorry but I have to interfere.
This mod wont work on public server as long as they run the required md5 checks.
If its however working indicates that there is a problem with the server setup, so please PM me these servers so I can contact their administrators. Thanks you

Great job on the sounds though.
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-=anders=-
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Re: [REL] Soundmod for PR 0.937

Post by -=anders=- »

Then noone could play on them with it... Would be better if you make them all allow it, to not see it as "cheating"...
Cp
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Re: [REL] Soundmod for PR 0.937

Post by Cp »

One thread is enough, Don't spam the general forums just because you want attention.

Thread closed.

EDIT: Threads merged.
Last edited by Rhino on 2012-01-16 16:32, edited 1 time in total.
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Spush
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Re: PR 0.973 Soundmod test

Post by Spush »

You kind of forget that there are MD5 checks that prevent such mods. Think about it, if that wasn't there, people would change textures to benefit them, to help identify who's blufor and opfor. It's not that we don't like modifications, it just has to meet a certain standard that PR has. Take for instance a new model being made to benefit PR, it has to meet certain Tricount, modeled correctly, without any errors, then if the team sees that it has potential use then most likely it will be in game, and that person promoted into the Rank of R-CON which is basically a step below Developer.

Not only that sound design/engineering isn't most of the Team's area of expertise, only about three developers are the ones to talk to about this department.

[R-DEV]Sofad
[R-DEV]Twisted Helix
[R-DEV]Jaymz
-=anders=-
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

'[R-DEV wrote:Spush;1720212']You kind of forget that there are MD5 checks that prevent such mods. Think about it, if that wasn't there, people would change textures to benefit them, to help identify who's blufor and opfor. It's not that we don't like modifications, it just has to meet a certain standard that PR has. Take for instance a new model being made to benefit PR, it has to meet certain Tricount, modeled correctly, without any errors, then if the team sees that it has potential use then most likely it will be in game, and that person promoted into the Rank of R-CON which is basically a step below Developer.

Not only that sound design/engineering isn't most of the Team's area of expertise, only about three developers are the ones to talk to about this department.

[R-DEV]Sofad
[R-DEV]Twisted Helix
[R-DEV]Jaymz
I dont forget. And I understand. It's just a shame anyway that it would not work to see this as no advantage or cheating. But I get the point 'bout r-con. Guess I just need to make this my own and not from any games etc.
Spush
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Re: PR 0.973 Soundmod test

Post by Spush »

Like Rudd asked a couple pages back, if you can guarantee that it doesn't have any sounds from other games, which is a major concern for us, then yeah, send a pm over to anyone of those developers, or [R-DEV]Acientman as he's also the PR:BF2 lead management.
-=anders=-
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

Roger. Ive got some new archives now. Wich can i contact regarding
visual effects?? (if i wanna help in that area) ;)
Spush
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Re: PR 0.973 Soundmod test

Post by Spush »

As for visual effects might want to talk to Ancientman, not too sure who else.
USMC scout sniper
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Re: PR 0.973 Soundmod test

Post by USMC scout sniper »

-=anders=- wrote:Roger. Ive got some new archives now. Wich can i contact regarding
visual effects?? (if i wanna help in that area) ;)
How are those visual effects going, btw?
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
-=anders=-
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

USMC scout sniper wrote:How are those visual effects going, btw?
Worked a little bit more on small arms hits for grass, wood and dirt... Ill play a little more with them today.. Don't want them to be too exagregated, but still trying to make them look more "random" and more longlasting effects for certan materials like irl.
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Re: PR 0.973 Soundmod test

Post by USMC scout sniper »

Also, you could try to make the it different for each caliber(a 762x51 will kick up more dust than a 556x45)
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
-=anders=-
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

USMC scout sniper wrote:Also, you could try to make the it different for each caliber(a 762x51 will kick up more dust than a 556x45)
Yeah, dunno if that's possible as there are only effects for calibers like small and large and explosions ofcourse.. But it should work imo, thinking of the weapon the effects should apply on... Then it would be seperated pistols, 7.62mm and for 5.56mm.
USMC scout sniper
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Re: PR 0.973 Soundmod test

Post by USMC scout sniper »

How about separated by pistols, intermediate caliber assault rifles(545x39 556x45, etc., and large rifles rounds(762x51)
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
lucky.BOY
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Re: PR 0.973 Soundmod test

Post by lucky.BOY »

Even thou I feel bad just telling you to do things, I will do it once more :)

Maybe you could look into doing some snow effects? I mean bullets hitting the snow, walking on snow sound effect etc. IIRC, this is the major thing that is holding back snow maps for PR.

Peace :)
=]H[= EasyAlpha
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Re: PR 0.973 Soundmod test

Post by =]H[= EasyAlpha »

eargasam, extremely well done
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Rudd
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Re: PR 0.973 Soundmod test

Post by Rudd »

I'd start a new thread in the community modding section for your effects mate, keep things streamlined and easy to see. There hasn't been alot of work on visual effects since Alex's work on them and some bits brought in from the Combined Arms Minimod (e.g. the flare effect) so its nice someone is taking an interest.
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-=anders=-
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

Rudd wrote:I'd start a new thread in the community modding section for your effects mate, keep things streamlined and easy to see. There hasn't been alot of work on visual effects since Alex's work on them and some bits brought in from the Combined Arms Minimod (e.g. the flare effect) so its nice someone is taking an interest.
Thx man, I'll do all I can, not to make the bullethits and muzzleFX overkill, regarding gameplay-wize.

Just completed a (imo) really great shotgun muzzleflash, with "sparks" and very transparent longlasting smokeeffects. I'll predict that the weather in the maps is very calm. :) So I'll try not to fiddle too much with emitter settings and physics, but as seen myself irl, I guess you image the gunsmoke to raise to the sky with a nice fade out.

Im gonna get some flashes in, but make them more transparent and more bright, not that silly "fire-hollywood" effect. And make them very random, meaning, they dont even show up with every bullet and in different sizes and shapes. Atleast I've seen that irl, even in daylight. ;)
Adriaan
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Re: PR 0.973 Soundmod test

Post by Adriaan »

-=anders=- wrote:Just completed a (imo) really great shotgun muzzleflash, with "sparks" and very transparent longlasting smokeeffects. I'll predict that the weather in the maps is very calm. :) So I'll try not to fiddle too much with emitter settings and physics, but as seen myself irl, I guess you image the gunsmoke to raise to the sky with a nice fade out.

Im gonna get some flashes in, but make them more transparent and more bright, not that silly "fire-hollywood" effect. And make them very random, meaning, they dont even show up with every bullet and in different sizes and shapes. Atleast I've seen that irl, even in daylight. ;)
Sounds great! I've been wanting something like that for a long time now, but I have no idea how to do effects. :p
I'm looking forward to seeing your work on them.
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=]H[= EasyAlpha
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Re: PR 0.973 Soundmod test

Post by =]H[= EasyAlpha »

anders i download and installed the mod, and OMG, sir you have really outdone yourself. I havnt been on PR very much because ive been playing other games ( arma united operations ) but good lord! installed the mod and the sounds are fantastic, so much so that i have started playing again. Its amazing how just having those sounds can draw me back into it, the firefights really feel more immersive now with the the bullets impacting the concert and the weapon cracks in the distance. Some servers you'll get kicked because of punkbuster, but i find alot of them will allow it.

played on the 128, and it was a hoot with the VOIP disabled and everyone using mumble and the sound mod going, its was truly alot of fun.

thanks ! i hope you continue improving and developing this sound mod !
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-=anders=-
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

'= wrote:H[= EasyAlpha;1721077']anders i download and installed the mod, and OMG, sir you have really outdone yourself. I havnt been on PR very much because ive been playing other games ( arma united operations ) but good lord! installed the mod and the sounds are fantastic, so much so that i have started playing again. Its amazing how just having those sounds can draw me back into it, the firefights really feel more immersive now with the the bullets impacting the concert and the weapon cracks in the distance. Some servers you'll get kicked because of punkbuster, but i find alot of them will allow it.

played on the 128, and it was a hoot with the VOIP disabled and everyone using mumble and the sound mod going, its was truly alot of fun.

thanks ! i hope you continue improving and developing this sound mod !
Thx mate. I'm glad you liked it. I will continue working on it. Aiming to get it 100% unique, meaning I haven't stolen all references from other games and such or the devs would be in great trouble.
So Im thinkin of having two versions. One that is 100% pure sounds (not from games etc) and one that could be like this, a test version, that still can contain quality soundrecordings from games.

So I'm gonna get started to find great sound references of guns fireing, foley etc. For the human part, I can do that on my own, like footspeps, pain and so on.

Would gladly take my surround-microphone out to record every little damn gun and vehicle in this game, but too bad, that's never gonna happen. :-|
have recorded swedish military weapons, but not foreign..

I think Im gonna see if there's some kind of gunclub downtown here and ask if I could record some gunsounds, like if they have pistolsounds, AK-47, AR-15 weapons etc.
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