[Audio] PR 0.973 Anders Soundmod 0.5

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spiked_rye
Posts: 118
Joined: 2011-01-21 12:32

Re: PR 0.973 Soundmod test

Post by spiked_rye »

So, is this being combined with Dodeks effect system? https://www.realitymod.com/forum/f388-p ... wip-3.html
-=anders=-
Retired PR Developer
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

spiked_rye wrote:So, is this being combined with Dodeks effect system? https://www.realitymod.com/forum/f388-p ... wip-3.html
Nope, it hasnt beeing released yet, and to me it wouldnt sound right, very hard since you have to make all new muzzleflashes. It all depends on new muzzleflashes wich are connected to visual effects.

Maybe I'll try that when I release the visuals, because there're so many crashes to deal with when youre touching the visuals (including the extra distantsounds connected to the muzzleflashes). Thats not happening when you're touching the sounds.

Dodek probably wanna make his own version with my sounds in the next release. So I'll leave it to him. ;) I got my own problems, and this has been a long ride since 0.3 release. i tell you. Youll get proof once this is out.
SamEEE
Posts: 121
Joined: 2010-02-02 03:26

Re: PR 0.973 Soundmod test

Post by SamEEE »

I especially like the M16 and M249 sound. They are on initial observation hard to distinguish (other than rate of fire). Played a couple of nights ago on Tad Sae and it was great. A few sounds might need balancing - but would commend the changes to do with the sound of the M16 and M249.

Would love to see tracers removed next and realistic flashes (small) added next. :D
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: PR 0.973 Soundmod test

Post by Brainlaag »

I have to say you did some impressive work there anders, some of the weapon sounds are off (I'll try to make a list asap) but other then that, it adds A LOT of immersion to PR gameplay.
qs-racer
Posts: 335
Joined: 2010-02-07 10:25

Re: PR 0.973 Soundmod test

Post by qs-racer »

the sound of bullect impact where we are suppressed is awesome.
The over sounds are "too much" for me, it makes diffcult to distinguished where it comes from and it is.
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: PR 0.973 Soundmod test

Post by pr|Zer0 »

qs-racer wrote:the sound of bullect impact where we are suppressed is awesome.
The over sounds are "too much" for me, it makes diffcult to distinguished where it comes from and it is.
think thats the idea of being suppressed mate
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Wicca
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Joined: 2008-01-05 14:53

Re: PR 0.973 Soundmod test

Post by Wicca »

Good job anders!
Xact Wicca is The Joker. That is all.
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: PR 0.973 Soundmod test

Post by -=anders=- »

Brainlaag wrote:I have to say you did some impressive work there anders, some of the weapon sounds are off (I'll try to make a list asap) but other then that, it adds A LOT of immersion to PR gameplay.
No need to do that now, its too late... Were a bunch of people that have tested like 6 different shootsounds for every damn gun... So if you're referring to 0.3 sounds you will be surprised of next release.

So don't bother critize these old sounds, cause pretty much every sound has been changed. And I'de added alot of new sounds, not just replaced. And it has taken quite some time to go through every damn tweak file for every thing in the game to make new soundpaths and tweaking sounds settings.
Take the vehicles for an example. In original PR, alot of the vehicles uses the same file for like 3 or more vehicles. Wich is lame. That took some serious amount of time to redo and make every object in game to have its own unique sound.

So as I said, start give feedback once the next release is out instead. :)

I've been working on these for a long time now, and many things IRL has slowed down the process, but I've literally worked on this mod every day the past 2 months.

Cheers
Rudd
Retired PR Developer
Posts: 21225
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Re: PR 0.973 Soundmod test

Post by Rudd »

You're such a tease Anders :P can't wait for the new sounds :)
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-=anders=-
Retired PR Developer
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Joined: 2005-10-27 14:48

Re: PR 0.973 Soundmod test

Post by -=anders=- »

Rudd wrote:You're such a tease Anders :P can't wait for the new sounds :)
mohahaha
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: PR 0.973 Soundmod test

Post by doop-de-doo »

Can't...believe...my...ears...!

:evil: B4TM4N :evil:
Maverick
Posts: 920
Joined: 2008-06-22 06:56

Re: PR 0.973 Soundmod test

Post by Maverick »

Just read the post. XD I fail miserably, oh quick question, is there by any chance we can see the visual fx implemented in the sound mod also? Or can it only be in a PR release?
Last edited by Maverick on 2012-02-26 17:43, edited 1 time in total.
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Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: PR 0.973 Soundmod test

Post by Kain888 »

[R-CON]-=anders=- wrote:No need to do that now, its too late... Were a bunch of people that have tested like 6 different shootsounds for every damn gun... So if you're referring to 0.3 sounds you will be surprised of next release.

So don't bother critize these old sounds, cause pretty much every sound has been changed. And I'de added alot of new sounds, not just replaced. And it has taken quite some time to go through every damn tweak file for every thing in the game to make new soundpaths and tweaking sounds settings.
Take the vehicles for an example. In original PR, alot of the vehicles uses the same file for like 3 or more vehicles. Wich is lame. That took some serious amount of time to redo and make every object in game to have its own unique sound.

So as I said, start give feedback once the next release is out instead. :)

I've been working on these for a long time now, and many things IRL has slowed down the process, but I've literally worked on this mod every day the past 2 months.

Cheers
Incredible. :O

I must admit I adore your sacrifice and aiming for perfection. Keep up with good job! :)
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avskum
Posts: 109
Joined: 2009-10-15 21:27

Re: PR 0.973 Soundmod test

Post by avskum »

Nice going Anders! Can't wait for the new sounds!
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: PR 0.973 Soundmod test

Post by -=anders=- »

Tackar! ;) I think we have a date tomorrow. :)
avskum
Posts: 109
Joined: 2009-10-15 21:27

Re: PR 0.973 Soundmod test

Post by avskum »

[R-CON]-=anders=- wrote:Tackar! ;) I think we have a date tomorrow. :)
Oooh, better bring some flowers then ;)
Phoenixo_Idaho
Posts: 380
Joined: 2010-03-02 21:37

Re: PR 0.973 Soundmod test

Post by Phoenixo_Idaho »

Love your mod Anders !

Any news about the 4.0 ? can't wait ;-)
-=anders=-
Retired PR Developer
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

Yeah, guys, we will aim at 1st of april.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: PR 0.973 Soundmod test

Post by sweedensniiperr »

[R-CON]-=anders=- wrote:Yeah, guys, we will aim at 1st of april.
oh i see..
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=]H[= EasyAlpha
Posts: 104
Joined: 2011-07-06 22:15

Re: PR 0.973 Soundmod test

Post by =]H[= EasyAlpha »

hope this is out by the 10th !! cause i go on leave for a week and want to play up PR !
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