Soundmod 0.4 releasedate announcement

General discussion of the Project Reality: BF2 modification.
Locked
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Soundmod 0.4 releasedate announcement

Post by Pvt.LHeureux »

chainsaw.exe wrote:Sounds great looking forward to hearing it for myself in game.
Couple of questions, will these be included as the standard sound effects for future releases of pr and also can you play on a soundmod server, without soundmod? If yes then why don't all the servers get it installed!
Without the soundmod you can play on Soundmod servers don't worry ;)
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Soundmod 0.4 releasedate announcement

Post by lucky.BOY »

All servers dont enable it because enabling it means turning off md5 checks (AFAIK), and that makes the server prone to cheaters.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Soundmod 0.4 releasedate announcement

Post by Brainlaag »

lucky.BOY wrote:All servers dont enable it because enabling it means turning off md5 checks (AFAIK), and that makes the server prone to cheaters.
PR is crawling with cheaters because it's such a competitive game, NOT. Nevertheless, PB never really helped against cheaters and hackers.
Figer
Posts: 43
Joined: 2011-08-26 12:32

Re: Soundmod 0.4 releasedate announcement

Post by Figer »

Wow nice sound mod guy! really good experience
Image
chainsaw.exe
Posts: 58
Joined: 2010-12-09 23:36

Re: Soundmod 0.4 releasedate announcement

Post by chainsaw.exe »

lucky.BOY wrote:All servers dont enable it because enabling it means turning off md5 checks (AFAIK), and that makes the server prone to cheaters.
I thought it said on the website that you don't have to, you have to ask anders how to do it or something.
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: Soundmod 0.4 releasedate announcement

Post by Oskar »

lucky.BOY wrote:All servers dont enable it because enabling it means turning off md5 checks (AFAIK), and that makes the server prone to cheaters.
Incorrect, MD5 checks are still enabled on SoundMod enabled servers. Checksums for the SM files have been added though, and since the files are modified the servers are kept locked. This still allows anyone to join, whether they have the SM enabled or not.
User avatar
Daniel
Posts: 2225
Joined: 2010-04-15 16:28
Contact:

Re: Soundmod 0.4 releasedate announcement

Post by Daniel »

And concerning cheaters? Only soundfiles not checked by MD5 anymore, or MD5 now for new soundmod-files updated or sth. similar?
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: Soundmod 0.4 releasedate announcement

Post by Oskar »

Daniel wrote:And concerning cheaters? Only soundfiles not checked by MD5 anymore, or MD5 now for new soundmod-files updated or sth. similar?
Not sure if I understand. MD5 checksums are modified to include soundmod files, yes.
I'm not too familiar with the inner workings, but cheaters definitely get the boot by MD5 checks regardless of whether SM checksums have been added or not.

Presumably you add a MD5 hash, a string of numbers and letters that are an encrypted description of the content that is to be allowed for players who join the server. I'd rather let someone with more insight tell you exactly how its done.
User avatar
Daniel
Posts: 2225
Joined: 2010-04-15 16:28
Contact:

Re: Soundmod 0.4 releasedate announcement

Post by Daniel »

I get it. Alright so far. thx for the explanation.
So cheater, u have no better chances on SM-enabled (calling it "sound(-)modded")-servers! :D
chainsaw.exe
Posts: 58
Joined: 2010-12-09 23:36

Re: Soundmod 0.4 releasedate announcement

Post by chainsaw.exe »

I think I understand. In any case all the servers should add it then, they have nothing to lose right?
SmoothIsFast6
Posts: 141
Joined: 2011-02-21 20:48

Re: Soundmod 0.4 releasedate announcement

Post by SmoothIsFast6 »

no md5 problem here......................

i need to make a better incoming mortar sound :p
Image
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: Soundmod 0.4 releasedate announcement

Post by -=anders=- »

chainsaw.exe wrote:I think I understand. In any case all the servers should add it then, they have nothing to lose right?
To me, no. Rather find it harder to play with the soundmod because of everything Thats going on. They just need to be passworded, thats all. :)
Figer
Posts: 43
Joined: 2011-08-26 12:32

Re: Soundmod 0.4 releasedate announcement

Post by Figer »

This sounds very real right now!
Image
User avatar
Daniel
Posts: 2225
Joined: 2010-04-15 16:28
Contact:

Re: Soundmod 0.4 releasedate announcement

Post by Daniel »

@anders: Just passworded, so nobody joins it by coincidence without knowing of soundmod/without having soundmod enabled?
User avatar
Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Soundmod 0.4 releasedate announcement

Post by Mineral »

Daniel wrote:@anders: Just passworded, so nobody joins it by coincidence without knowing of soundmod/without having soundmod enabled?
no passworded because it uses custom game files with different MD5, what makes it mandatory for server owners to put a password in the server. Joining PRTA without soundmod is always possible.
Image
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: Soundmod 0.4 releasedate announcement

Post by -=anders=- »

Hi guys,

I've been working alot to improve the soundmod even more.

I've bought some really nice quality soundarchives especially one with real and great handgrenade explosions, both closeup and at distance.

Here's some new sounds I probably gonna put in 0.41.

This is just an example cause I have changed including the new AR15 rifles shown in previous video.

M249
Grenadeexplosions/distant explosions
M9 beretta
AK weapons
FNFAL
Simonov
L82A2
M2 Browning
New Blackhawk sounds (the 0.4 sound had a slow rotorsound)
Etc.

I hope you think these are better!
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: Soundmod 0.4 releasedate announcement

Post by Adriaan »

Hey Anders, a bunch of your sounds seem to have a small click/buzz noise at the end of them. So far I've heard it with the M4 firing and FAL reloading sounds when playing. I'm not sure if somehow it's just my soundsystem or if it's actually the soundfiles but could you check those out?

Other than that, nice work on them!
Image
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: Soundmod 0.4 releasedate announcement

Post by -=anders=- »

[R-DEV]Adriaan wrote:Hey Anders, a bunch of your sounds seem to have a small click/buzz noise at the end of them. So far I've heard it with the M4 firing and FAL reloading sounds when playing. I'm not sure if somehow it's just my soundsystem or if it's actually the soundfiles but could you check those out?

Other than that, nice work on them!
Hey man, yeah I know what you mean, but I only hear it when I'm recording.. Really strange. The soundfiles are clean at the end and I havent heard it when playing myself. :? ??:
Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: Soundmod 0.4 releasedate announcement

Post by Spush »

Might be just BF2's sound engine, I've heard it with PR sounds before.
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: Soundmod 0.4 releasedate announcement

Post by Adriaan »

I've never heard it apart from the new sounds I mentioned, and it happens consistently with those.
Image
Locked

Return to “PR:BF2 General Discussion”