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Original Supersonic Bullet mod by survivorgrim
Posted: 2007-11-24 03:06
by SiN|ScarFace
I had been looking for this online unsuccessfully for a while now and a friend found it on his HD. I prefer these as the intensity is increased compared to the current ones.
Enjoy
http://www.mediafire.com/?emlzz9dgx5z
Posted: 2007-11-24 04:28
by Ironcomatose
Seems cool although i wouldnt really know.

Posted: 2007-11-24 20:50
by sofad
as said many times before, these bullet cracks sounds more spectacular cause they are stereo files.
ingame, the bullet cracks are 3d sounds, so you can locate them left, right, front, back, just where the bullet pass near you. therefore the files has to be mono.
if you use stereofiles for 3d sounds, you would lost the 3d ability completely and you will have a bug, e.g. for the 3rd person weaponsounds when they are stereo, instead of mono, where you can hear this sound then on full volume everywhere on the map.
monosounds typically doesnt sound that full, loud, rich then stereo sounds and in combination as a 3d sound, where you will rarely hear the sound on both speakers at full volume, it is understandable that the original bullet cracks sounds more impressive then the correct ingame ones.
Posted: 2007-11-24 21:01
by Brummy
[R-DEV]sofad wrote:as said many times before, these bullet cracks sounds more spectacular cause they are stereo files.
ingame, the bullet cracks are 3d sounds, so you can locate them left, right, front, back, just where the bullet pass near you. therefore the files has to be mono.
if you use stereofiles for 3d sounds, you would lost the 3d ability completely and you will have a bug, e.g. for the 3rd person weaponsounds when they are stereo, instead of mono, where you can hear this sound then on full volume everywhere on the map.
monosounds typically doesnt sound that full, loud, rich then stereo sounds and in combination as a 3d sound, where you will rarely hear the sound on both speakers at full volume, it is understandable that the original bullet cracks sounds more impressive then the correct ingame ones.
OFFTOPIC:
Your sig says SOUND ARTISIT
ONTOPIC:
Sofad is right.
Posted: 2007-11-24 21:13
by Doom721
Well sofad thanks for informing us on why they sound so dramatic ( I'm thinking of the old super-sonic bullet sound made by some other user in .3 or .4 can't remember )
Posted: 2007-11-24 21:24
by Masaq
brummy.uk wrote:OFFTOPIC:
Your sig says SOUND ARTISIT
ONTOPIC:
Sofad is right.
Course he is, he's one of the guys who puts the sound side of things together for the Mod. If the other versions were more realistic, then PR would use them. That's why his sig says Sound Artist
As it is, I'd take being able to locate a sound source than just having a generic noise coming from anywhere, no matter how dramatic the latter sounds.
They did sound impressive, but with 5.1 set up and working nicely, I far prefer being able to hunt someone via the noises they make...
Posted: 2007-11-24 21:36
by LeoBloom.
"That's why his sig says Sound Artist"
No, it says Artis
it

Posted: 2007-11-24 22:03
by SiN|ScarFace
I can tell they are not 3d. I actually find it more enjoyable that it's disorienting, I think that better gets the point across when you are taking fire, the OSHEET reaction. For me in this case Experience > Technical accuracy.
Posted: 2007-11-24 22:45
by Clypp
[R-DEV]sofad wrote:as said many times before, these bullet cracks sounds more spectacular cause they are stereo files.
ingame, the bullet cracks are 3d sounds, so you can locate them left, right, front, back, just where the bullet pass near you. therefore the files has to be mono.
if you use stereofiles for 3d sounds, you would lost the 3d ability completely and you will have a bug, e.g. for the 3rd person weaponsounds when they are stereo, instead of mono, where you can hear this sound then on full volume everywhere on the map.
monosounds typically doesnt sound that full, loud, rich then stereo sounds and in combination as a 3d sound, where you will rarely hear the sound on both speakers at full volume, it is understandable that the original bullet cracks sounds more impressive then the correct ingame ones.
IRL would you be able to tell the direction of the crack? The crack oes not come from the gun, but from the passing bullet and it seems it would deafen you to the point of losing locational perspective on the crack. Would adding the cracks ruin the 3D effect of anyother noises or just the bullet crack?
Posted: 2007-11-25 03:21
by fuzzhead
agree with scarface here...
i know it will ruin the 3D effect, however we need MORE disorientating things when getting shot at, not more 'oh now i know what direction hes shooting me at from'.
it should be that kind of 'oh shit' feeling that you get when bullets are flying in your direction, so in this case I think it would be nice. Also should be LOUD!!! and scary! anything to make suppressive fire more feared and useful.
Posted: 2007-11-25 03:47
by Masaq
To be honest, I tend to go "OhSheet" regardless of the noise; having a degree of direction on the noise helps to let you know when you're prone whether the guy's aim is whistling above you or to someplace not quite as close.
Interesting question for debate - is dolphin/prone diving an exploitative gimmick, or a legitimate act of taking cover? For a lot of players I think it's the latter when they hit the deck when under fire, and the former when the guy they're shooting at does it lol.
Posted: 2007-11-25 04:21
by GrayeKnight
i agree with that. i know when i do it it'll be more of the "oh ****, hit the deck im getting shot at" and the person shooting will be "oh come on, prone diver"
but i'm sure IRL if you're getting shot at you wont stop, then slowly prone. i know i'm gonna dive down as fast as i can, lol
Posted: 2007-11-25 08:36
by fuzzhead
when people complain about 'prone diving' theyre not talking about players taking cover, that is a realistic tactic.
when they talk about prone diving it usually involves a CQB situation (ie under 25 meters) where you suddenly encounter an enemy and see each other at the same time. the enemy then IMMEDIATELY hits prone while spraying his weapon on full auto, this tactic almost always wins. in reality this tactic would get you killed, quickly, and probably by your own weapon.
so anyways, taking cover = good, instant shooting while matrix dodging bullets = bad
Posted: 2007-11-26 03:51
by sofad
as long as i am responsible for the sounds, there will NOT be any way of dramatic sound > realistic sound source/direction!
i prefer to know where the bullet pass me then to have the same (scary) bullet noise from all bullets all the time that pass me.
Posted: 2007-11-26 06:09
by CDN-SMOKEJUMPER
If a bullet cracks by your left ear you know it was on the left instantly which will give you an idea of direction. It should be loud though so you still go ooohh sheet and freak out.
Posted: 2007-11-26 12:22
by Red Halibut
Realism > Stereo deep whooshy.*
*In this case.
Posted: 2007-11-26 14:36
by MadTommy
I think what makes sense, (not sure if its possible, sofad?).. is to have the rifle fire, i.e. the cartridge explosion sound 3D, you can hear where the rifle is being fired from, and have any impact, crack or ricochet sound in stereo to give them greater impact, no pun intended.
Does that make sense?
Posted: 2007-11-26 14:50
by OkitaMakoto
MadTommy wrote:I think what makes sense, (not sure if its possible, sofad?).. is to have the rifle fire, i.e. the cartridge explosion sound 3D, you can hear where the rifle is being fired from, and have any impact, crack or ricochet sound in stereo to give them greater impact, no pun intended.
Does that make sense?
The game makes it 3d. I think what hes saying is having an already stereo sound put into a 3d world kind of mixes things up...? maybe?
"it made sense in my head, but not when i wrote it" moment for me...
Leave them, or make them more real, im all for either of those

Posted: 2007-11-26 15:01
by sofad
tbh madtommy, but i think you missunderstood something..
we only talk about the bullet-passing-near-you-and-do-a-supersonic-crack-effect here, not the gunfire itself..
