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Interview [R-DEV]-=anders=-

Posted: 2012-10-04 17:31
by SShadowFox
Even knowing that I'm not Psychickactivity, here is the interview that I made with Anders, maybe this interview won't be good as one made by Psychickactivity, but as nobody interviewed Anders since he started making the SM, I think is time to do so.

Being a new [R-DEV], do the "veterans" require much from you?

Hello there. First I have to say I was a little surprised that it went that fast from being a common player with interest of making sound effects to becoming an R-CON and pretty shortly after that end up being an R-DEV.
The main reason is that many of the past sounddevelopers advanced and don't have so much time to spend on PR anymore.
The so called "veterans" was to my knowledge a little suspicious in the middle of making the soundmod. My sounds were far from what the team thought would fit into this masterpiece of a military modification.
But somewhere in the back of their minds they had a little faith of me making improvements and the more I showed them, the more they started to believe in me.
Yes, atleast from my part I think I had (and still have) a little pressure on me to prove that I can make people satisfied.
But with help from the rest of the team we work together to get the best results after knocking around back and forth with the samples I make and new ideas that pop up from my head.
I?ve worked almost every day with improvements and new ideas since after the last soundmod release, just to get the best out of what you can do for PR.


When did you have the idea to make the Sound Mod, and did you think that it was going to be the success that is today?

I've been doing sound modifications for a long time for other games/mods out there and have always had a great interest into making weapon sounds or sounds for military games. I'm a big fan of getting as close to realism as possible and I've played PR since the mini-mod days, but since after so many versions of PR got shipped I thought that I could experiment with some sounds in single-player as I never thought of that being possible before until I saw some community mods.
Many of the weapon sounds were very old and I thought that PR needed something fresh and that I felt like I have to show my passion and skills to the PR community.
So last year in the autumn I started to work on some simple weapon fire sounds and later on showed some videos of them. Some in the community and the devs gave me good feedback and me myself got more motivation to move even further.
I certainly didn't think I would end up as an R-DEV one year later, but with my passion for PR and to improve it I thought I could help the team and later on suggest upcoming changes. But not to be their own sound developer.
Although, I had no reason to say "no thanks" when they asked me to get onboard, hehe.


You told in a thread how much you spent to make the SM, $1500 IIRC, do you think it was worth?

Yes that's true. I made that input just to prove that I wanted the best for BF2 :P R. It started with small sound archives, then it just got more and more on the road. I wanted to have the best base of samples out there. Then I mix sound parts together to fit in-game.
I have a dream to work with sound effects even if I know I've studied design engineering, therefore I thought it would be nice to own the best quality sound archives to put sounds into animations and movies if someday someone is offering me a job as a sound designer for games/movies.
But, yeah I think it was a little too much to spend on just sounds when I look back on it. I just hope it will be enough for the next versions of PR. I also think its quite fun for a mod to have these talented people doing this in their spare time with no profit and I think it shows the big game companies that even a mod can contain quality and to stay fun for a long time.

How much do you think you'll spend now? As you are not only(as if I can say "only" knowing the job you've done) a SM Developer, you are part of the [R-DEV] team.

There are still sounds I can buy for other things in-game, but mostly its just small details that the community wouldn't even notice in-game.
I also have worked on visual effects and other visual things alongside the sound making that will get revealed eventually.
And once again I'm very proud of being among these other great talented people. I'm working a lot with the new animations that are made by our grand animation master [R-DEV]Chuc and I always get a sort of tickling feeling when he has something new he wants me to work on. It?s really fun.


Can you give us a sample of your most recent work if you have any available to put here?

Yeah, for now I can't show you much, but I can show you how it will sound when a car or truck drives into a specific material. Meaning new crash sounds Interior sounds are also shown here.



Thanks for the interview and success on the work!

My pleasure! It was fun to take part of this interview.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 17:56
by Arnoldio
From the viedo there... Lowered weapon stance in first person now aswell? :D And possibly new USMC camo?

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 18:45
by psychickactivity
SShadowFox excellent work , i propose to Anders 1 month ago but he cant do it , anyway BRAVO .

If you want to do it again , no problem for me.

The definitly things it s to share our passion to other.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 19:25
by Wicca
Drunk driver much?

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 19:42
by -=anders=-
psychickactivity wrote:SShadowFox excellent work , i propose to Anders 1 month ago but he cant do it , anyway BRAVO .

If you want to do it again , no problem for me.

The definitly things it s to share our passion to other.
Wasnt the right time back then as I had limited workspace. But Yeah shoot away. ;)

And yes Wicca im always drunk when I drive. (ingame) :D

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 19:48
by Wakain
Great idea to interview Anders because, though I've heard some things about a soundmod sometime ago, and some vague rumors about him working on new sounds for pr, I hardly know anything about him other than that he says he's swedish and likes sounds.

in the vid:
-updated hummer textures?
-updated hummer sounds (start up especially noticeable)
-radio always on i/t hummer? (would be great for immersion)
-ofc crashsounds (really adds something, can't imagine how we could've done without those)
-poss updated usmc kitgeoms and textures
-new deathsounds and man does the one we heard sound serious
-new m2b sounds

wonderful

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 19:57
by psychickactivity
Anders you are the guy who miss at this team .

I remember when the guy go to a military zone to register the sound of tank and other things .

GG

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 20:04
by avskum
Anders work has been awesome. I can't play, nor pretty much haven't played without the soundmod since Anders introduced it!

Keep up the good work my Swedish viking mate! ;)

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 20:13
by lucky.BOY
Arnoldio wrote:From the viedo there... Lowered weapon stance in first person now aswell? :D And possibly new USMC camo?
Seems like he has m240, and that you cant shoot it without aiming.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 20:24
by -=anders=-
lucky.BOY wrote:Seems like he has m240, and that you cant shoot it without aiming.
Heh, nah it's the m249 in deployed mode. Thats how it looks.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 20:25
by Arnoldio
lucky.BOY wrote:Seems like he has m240, and that you cant shoot it without aiming.
Why would it be so... why is everybody thinking M240 is something new. We have PKM, M60, MG3... M240B is just an addition to that, and its no different.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 20:41
by 6Skrillex6
Wonderful job Anders. :)

Tell me, has the radio been made to always be active now or do you still have to press "X"?

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 21:55
by Souls Of Mischief
Arnoldio wrote:From the viedo there... Lowered weapon stance in first person now aswell? :D And possibly new USMC camo?
Looks the same to me. Also, why would USMC suddenly get a new camo? They still use MARPAT.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-04 22:59
by Arnoldio
Didnt mean new camo , but better, hi-res textures. :D

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 07:58
by [md]MadMak[rus]
Anders, how real a weapon sounds are you made? I mean, did you found a real recordings, for example, AK-74 or PKM? And what about vehicles?

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 09:19
by -=anders=-
'[md wrote:MadMak[rus];1821816']Anders, how real a weapon sounds are you made? I mean, did you found a real recordings, for example, AK-74 or PKM? And what about vehicles?
Yes I have a great set of real weaponrecordings. Many of the vehicles have their real sounds. Others I had to listen to sources and study what types of engines they have. It's not gonna be any youtube recording sounds. So I have to take the experience I have from listening to real life weapons and also make that go hand in hand with the refractor2 engine. No game can simulate the sounds as they appear irl, period. It takes alot of love in the soundediting programs to get the best results. Im aiming for a balance between realism and gameplay.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 09:52
by [md]MadMak[rus]
[R-DEV]-=anders=- wrote:Yes I have a great set of real weaponrecordings.
Awesome, thank you

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 10:24
by avskum
That HMMWV with an Mark 19 *drool*

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 14:41
by hobbnob
Antol.PL wrote:question: will be there:
Image

???
There is something in the changelog that suggests the uparmoured hmmwv has been implemented yes.

Anders, will the sounds in the soundmod be integrated into PR with 1.0 or will they stay as a separate addon?