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Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-17 19:28
by -=anders=-
[R-DEV]Spush wrote:Might be just BF2's sound engine, I've heard it with PR sounds before.
Yeah, it could be... Some people said they experienced it with shelldrops in the past when we were having the testsessions. Havent heard anyone experienced it since you now reminded me.

But as I said, I don't have that "click" sound when playing now. Got a new M4/M16 etc aswell and certainly don't hear it with those sounds.


Btw, I'm planning of releasing 0.5 with more added sounds, also weapon distantshots including mortar distant explosions that you don't have now.

The new added muzzleflashes (with distantshots) I've made are for now:
  • Marksmanrifles (DMR, SVD, etc.)
  • FNFAL
  • G3A3
  • L85
  • M249
  • M60
  • MG3
  • PKM
  • RPK
  • Sniperrifles
The rest of the distantshots are the same as you're playing with now.

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-17 19:33
by Rudd
muzzleflashes if done right might be good, the best part of it though imo is that it might provide a convenient mechanism to include proper muzzleflashes on dark maps? - Silent eagle etc?

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-17 20:26
by -=anders=-
Rudd wrote:muzzleflashes if done right might be good, the best part of it though imo is that it might provide a convenient mechanism to include proper muzzleflashes on dark maps? - Silent eagle etc?
Nah, I didnt added the flashes now... Just wanna stick with sounds in one version. Maybe later combine with visual stuff... Although, I might put in some blood effects with the distantthingies into 0.5 release. :D

Arright, since I cant discuss things now in teamforums, I might wanna ask it here, is there a way to have like 2 different muzzleflashes per weapontweakfile? For dark and bright maps?
Then I would suggest a little "whiter" flash with glow effects in dark maps and just some random size bright/yellow flashes (hardly seen) in brighter maps..
Also haven't noticed, but can gloweffect shine up smoke in BF2 engine? Dont think its possible though. :)

Would be nice. I also wanna have material for snow in snowmaps. So I can connect snow effects, like bullethits in snow, footsteps, snowtrails for vehicles etc. Ofcourse also sound of footsteps in snow.

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-17 21:47
by illidur
saw, bh and nades are most noticeable to me. but imo they sound very nice.

grenades seem a little too powerful far away but i've never heard one IRL. do carry that loud? 1:50 to hear it long range. hard for me to tell about the rest, but i support those 3.

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-17 22:03
by Mellanbror
Good stuff mate =)

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-17 22:08
by Rudd
-=anders=- wrote:Nah, I didnt added the flashes now... Just wanna stick with sounds in one version. Maybe later combine with visual stuff... Although, I might put in some blood effects with the distantthingies into 0.5 release. :D

Arright, since I cant discuss things now in teamforums, I might wanna ask it here, is there a way to have like 2 different muzzleflashes per weapontweakfile? For dark and bright maps?
Then I would suggest a little "whiter" flash with glow effects in dark maps and just some random size bright/yellow flashes (hardly seen) in brighter maps..
Also haven't noticed, but can gloweffect shine up smoke in BF2 engine? Dont think its possible though. :)

Would be nice. I also wanna have material for snow in snowmaps. So I can connect snow effects, like bullethits in snow, footsteps, snowtrails for vehicles etc. Ofcourse also sound of footsteps in snow.
I think there is a way of doing 2 muzzleflash types, no idea how though. In the past what would be done was to add a load of nightmap code to the init.con file of a map; though some muzzleflashes were in incorrect positions iirc since nightmaps had been dropped from PR. That method now just CTDs, I think its something to do with too many effects being loaded in the mod.

smoke won't be affected by glows iirc, smoke will only be affected by the effect light settings in the sky.con of a map

also be careful if you are using dynamic glows on your flashes, they can be a bit wierd ingame

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-17 23:24
by Tarranauha200
Glowing barrels would be cool visual effect.

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-18 02:10
by Xavo|xXx
Man that SAW sound is just beautiful...

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-18 02:35
by DDS
I was able to experience just ONE game in PRTA and I was impressed. Good work. I was experiencing some immersion that I haven't in quite some time.
HI KRIVERS!
Been unable to catch anymore games anywhere last few evenings. :(
Is Justin Beiber on a concert tour or something??

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-18 16:48
by -=anders=-
Rudd wrote:I think there is a way of doing 2 muzzleflash types, no idea how though. In the past what would be done was to add a load of nightmap code to the init.con file of a map; though some muzzleflashes were in incorrect positions iirc since nightmaps had been dropped from PR. That method now just CTDs, I think its something to do with too many effects being loaded in the mod.

smoke won't be affected by glows iirc, smoke will only be affected by the effect light settings in the sky.con of a map

also be careful if you are using dynamic glows on your flashes, they can be a bit wierd ingame
Yeah I dont think I wanna put dynamic glow on things other than with the muzzleflash.

I've got another question. It seems the servers MUST have the effects_server_am.zip (the ones im modifying), without the clients to crash? I've tried this several times, but it wont work online unless the servers have that *.zip file aswell. Or is there a workaround with this?
So I guess when I want more distantshots with added effects like new muzzleflashes the server must also run this aswell as the clients right?

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-18 17:02
by nicoX
Woow, this makes the in game sound C64.

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-18 17:06
by AnimalMother.
These sounds are good! Only fooled around in coop but I'm liking what I hear so far


Looking forward to further developments, good work anders

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-19 20:01
by lucky.BOY
Oskar wrote: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.
I stand corrected.

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-20 13:36
by Mineral
it seems still many people are having trouble with getting it to work. I will write down how to return your PR to it's original state again. Then you can decide to install the soundmod again with the latest installer([Howto] - Anders Sound Modification | PRTA - Project Reality Teamwork Alliance) or stay on vanilla.

1. go to your PR installation folder(default: C/program files/EA GAMES/Battlefield 2/mods/pr)
2. delete the following files there:
ASM_controlpanel.exe
serverarchives.ORIG-BAK
serverarchives.con
common_client_am.zip
common_server_am.zip

3. go into the pr/objects folder and delete the remaining files:
effects_client_am.zip
effects_server_am.zip
soldiers_client_am.zip
vehicles_client_am.zip
vehicles_server_patch1_am.zip
weapons_client_am.zip
weapons_server_patch2_am.zip

4. Download the original serverachives.con file and place it into your root pr installation folder (mods/pr)
you can download it here:serverarchives.con
5. DONE! play PR vanilla again or try reinstalling the soundmod correctly by download the installer ([Howto] - Anders Sound Modification | PRTA - Project Reality Teamwork Alliance) and follow the EXACT instructions listed on the auto-extractor. Remember that you need to ENABLE the soundmod for soundmod enabled servers (PRTA, CIA,...) but you will need to DISABLE it for all the other servers using the ControlPanel!

Mineral

Re: Soundmod 0.4 releasedate announcement

Posted: 2012-05-20 18:04
by AfterDune
I think we can close this one now. Crossposting doesn't make things any better either. Besides, one thread to rule them all ;) .

Please continue conversation in the main soundmod thread here: https://www.realitymod.com/forum/f388-p ... ndmod.html