Mbites wrote:Yeah.. footsteps are loud. Especially on my 7.1 setup.
Not in 0.41.......... And different footsteps too.
Thx guys for your support...
Re: PR 0.973 Soundmod test
Posted: 2012-02-04 10:44
by sweedensniiperr
have you considered helping AfterDune with Project Normandy?
it doesn't "show" much but still
[xfire]53e5f7[/xfire]
Re: PR 0.973 Soundmod test
Posted: 2012-02-04 12:39
by Rudd
Antol.PL wrote:Here is video from testing BMP-3 with soundmod:
Im very impressed of your talent. Echo's are amazing.
6:20 - my fav moment.
Dude...what the heck is going on with the colour of dynamic objects on your system...they are incredibly dark!
also that black flickering can be stopped, its something in your Catalyst control center, might be vsync
Re: PR 0.973 Soundmod test
Posted: 2012-02-04 21:22
by Rudd
is PRTA's website down? I can't seem to access anything from there
Re: PR 0.973 Soundmod test
Posted: 2012-02-04 21:34
by BloodyDeed
Yes they have some sort of maintenance going on.
Re: PR 0.973 Soundmod test
Posted: 2012-02-04 23:33
by MisterPlow
Wow. So I installed version .3 of this mod and I really really enjoy it. Brings a whole new level of pew pew to this game. Great stuff. Thanks
Re: PR 0.973 Soundmod test
Posted: 2012-02-05 18:57
by Tarranauha200
-=anders=- wrote:Not in 0.41.......... And different footsteps too.
Where, when?
Re: PR 0.973 Soundmod test
Posted: 2012-02-05 21:40
by -=anders=-
Tarranauha200 wrote:Where, when?
Were testing crazy amounts of new sounds right now. And have been doing that the past few days. We will keep you updated. It will go public very soon. Were at 0.4.2 now. Probably gonna make it public around 0.4.5. We're a minimum of 10 people testing new things avery day, so its not like its only ONE who judge, like me. Many give feedbacks and we agree to go for one type of sound and move on...
Re: PR 0.973 Soundmod test
Posted: 2012-02-05 22:21
by risegold8929
Hi, I'm having a problem getting the sound mod to work.
I downloaded the installer from the first link on the PRTA webpage (not the alternate mirror, the one with the ear) installed it to the BF2 directory (C:\Program Files\EA GAMES\Battlefield 2), made sure the sound mod is activated (disabled, reenabled - shows sound mod enabled successfully) yet I can't get the sounds to work.
Have tried 2 different servers, and made a local server but I have no luck getting it to work.
Any idea what is wrong?
ps: Currently on TS seeking help there as well
Thanks PRTA team, they managed to help me get it working. Just needed to unblock under properties, and restarted my computer. Did the trick, and now I can hear the mod
Re: PR 0.973 Soundmod test
Posted: 2012-02-06 16:55
by -=anders=-
Question to the devs or the ones who understands the connection to materials in maps. Among the "chistmas map pack", these snowmaps. Is it possible to add other soundpaths for the snow parts of the maps? Right now every snowtexture is connected to the "mud-footsteps"... Would be nice if I could get an explanation of this...
Re: PR 0.973 Soundmod test
Posted: 2012-02-06 17:17
by Rhino
Yes, it requires making a new set of materials (one for each type of snow/ice) and also requires new effects but that is one of the main things that have been missing from snow maps.
Re: PR 0.973 Soundmod test
Posted: 2012-02-06 17:22
by -=anders=-
[R-DEV]Rhino wrote:Yes, it requires making a new set of materials (one for each type of snow/ice) and also requires new effects but that is one of the main things that have been missing from snow maps.
Cool, how do I make new sets of materials then? And what do you mean with "require new effects"?
I also wanna make new bullethits and footsteps effects for snow. Including explosions...
Re: PR 0.973 Soundmod test
Posted: 2012-02-06 17:59
by Rhino
Material coding isn't straight forward and something needing to be done mainly by a coder. Jaymz is probably the best one for setting up new mats with sounds. Main thing for you to do is work out what new sounds you need for a new material based off other material's sounds.
And effects are the puffs of dust or w/e that spring up when you shoot the ground, and explosion goes off on it, the spray of snow when someone walks though it etc. This is also another thing mainly done via code and a lot of trial and error to get it right
Re: PR 0.973 Soundmod test
Posted: 2012-02-06 21:53
by -=anders=-
[R-DEV]Rhino wrote:Material coding isn't straight forward and something needing to be done mainly by a coder. Jaymz is probably the best one for setting up new mats with sounds. Main thing for you to do is work out what new sounds you need for a new material based off other material's sounds.
And effects are the puffs of dust or w/e that spring up when you shoot the ground, and explosion goes off on it, the spray of snow when someone walks though it etc. This is also another thing mainly done via code and a lot of trial and error to get it right
I know I've been there myself... Pain in the arse to start up the game and find out it just crashes or hangs for no reason.
I know how the effects works partially. I just don't know how to make those new materials for BOTH sounds and visual effects.
Well I sure as hell dont think snow will kick up dust. But maybe some white/grey particles kicks up, when you sprint.
I have the sounds, wich I've recorded 3 years ago. Both walk and sprint sounds.
Anyways. Another thing....
I tried adding new vehicle collision sounds and added like 20 new lines for collisions, but the game crashed. It worked perfectly with ladder sounds, wich I've added like 14 ladded steps.
So when I decreased the collision sounds to 7 (when you bump into something, not metal) it suddenly worked. Is there also a limit of how many sounds you can have per material/impact?
I would want to know if you can have more than one sound playing at the same time? I was thinking about the grenade explosions for an example. Would you be able to have the explosion effects on one line, and have debris also play randomly underneath it?
Thinking about shotsounds aswell. Mainly 3rd person shoot sounds.
Hope you understand me.
Re: PR 0.973 Soundmod test
Posted: 2012-02-07 13:50
by dodek96_pl
-=anders=- wrote:
I would want to know if you can have more than one sound playing at the same time? I was thinking about the grenade explosions for an example. Would you be able to have the explosion effects on one line, and have debris also play randomly underneath it?
Thinking about shotsounds aswell. Mainly 3rd person shoot sounds.
Yes, it would be possible to have explosion fx on one line and you could make different debris sounds for different materials (like grenades are done in vanilla, but they only play debris sounds on metal and dirt/tarmac/whatever that is). That would require adding a new material and adding it to the projectile as explosion material(or you can simply edit existing material). Then you would have to make the material play different sounds when colliding with different materials, for example S_Tank_Shell_Sand, S_Tank_Shell_Grass etc etc.
You can't have different shoot sounds for weapons, unless doing it the effect way like distant sounds currenly or as in ESS.
Re: PR 0.973 Soundmod test
Posted: 2012-02-17 19:18
by Tarranauha200
New version coming soon?
Re: PR 0.973 Soundmod test
Posted: 2012-02-18 10:37
by -=anders=-
Yeah, the BIG release is coming... We're working every day on it. Right now we just have the last minor awsome extras for the air and land vehicles. Im doing the landvehicles as we speak.
I tell you, you wont get dissapointed.
Will ship out a preview for the mod, when it goes public.