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Dudes , What Do U Think About This ???

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  05:05:57  13 January 2006
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serp
whats this?
(Resident)

 

 
On forum: 02/27/2003
 

Message edited by:
serp
01/13/2006 5:08:27
Messages: 621
why would they have to change anything with environmental processing to put in a different/louder sound?

Also, aren't games usually programmed so that radius is dependant on "noise" level?

edit: what fp shooters have doppler effect processing? and/or what games process speed of sound? (i really am wondering, i haven't played too many games lately..)
  06:45:21  13 January 2006
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Fux0r666
resident smart-ass
(Resident)

 

 
On forum: 06/04/2003
 

Message edited by:
Fux0r666
01/13/2006 6:47:26
Messages: 1927

---QUOTATION---
why would they have to change anything with environmental processing to put in a different/louder sound?

---QUOTATION---


You would need to know where the sound was coming from, what type of environment it was in, what type of environment you are in, how it is moving, (or just take a sample of its position every instant).


---QUOTATION---
Also, aren't games usually programmed so that radius is dependant on "noise" level?
---END QUOTATION---


Not necessarily. Consider environmental sounds such as the ocean or a breeze. This sound is played over a large radius with a small volume.

Most sound in games are compressed compared to its real world equivalents, anyways. Most everything is around the same volume. Its loudness doesn't really have too much of a bearing on how wide spread it is in the 3d environment.


---QUOTATION---

edit: what fp shooters have doppler effect processing? and/or what games process speed of sound? (i really am wondering, i haven't played too many games lately..)
---END QUOTATION---



OFP for one. I'm not sure of HL2 did the speed of sound.. it did some distance effect. I actually haven't played many games lately either. But for the wide open environments in stalker, it would be a nice touch.
  07:52:00  19 January 2006
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
 

Message edited by:
Natace
01/19/2006 7:55:19
Messages: 618
I guess i'm not the only one who liked the idea of being a military guy in the game, it wouldnt be hard to mod really.
I imagine that like in most games the AI have different species settings and are given a number or a name like monster, human, robot, bird, machine..or each of them different types of characters have a set number like monster could be 1, human could be 2...etc etc.

Say for example that the military in stalker had the number class as "5", or the name class as "military", and the player had some other number like "8", you could edit the file of your character in the game files and change the player/actor class to 5, so then the player would be counted as a military personnell, and then the military would not attack you as you would be classed as one of them...ALTHOUGH, once you have changed your class to a military guy, then all the stalkers in the zone would try to kill you rather than negotiate with you or work with you as a team...but that is ok as you could then edit the military npc files and give them some form of dialogue (that would be the hard part) so as they could give you missions, tell you about places, tell you where they spotted stalkers and things like that.

The NEXT thing to do would be to assign a military skin to your character, which wouldnt be hard as somewhere in the character script file there would be some sortof of texture path which gives the player his original main texture.. like some games, there is usually a line of code that identifies itself as a texture, and there is usually a directory that leads to the texture file or something like that..
So all you would do is replace the name of the texture with the name of the military texture that you want your character to look like.

Then voila you probably have the start of a new and ....simple (if you exclude the dialogue) military mod

As for working as a team...well....i think you would have to find some sort of command script that is given for friendly stalkers, and you would have to give them commands to the military.

You could always do all the above in another way.

Just edit the stalker npc files and change their class to military, and edit the military class to make them into stalkers...although even though they may have all the dialogue and stuff...you will see stalkers waiting at gates and stuff, whilst the military are collecting artifacts and wandering about the zone....it could look wierd don't ya think
  16:48:12  24 January 2006
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Dulus
(Senior)
 
On forum: 10/02/2004
Messages: 116

---QUOTATION---
Dulus, it's in my title over on the left there. Do the math. Kthanx. Peace out.

Imagine how many variables are involved in environmental processing

There's also other circumstancial variables like your relative position if you're processing the speed of sound, and your relative motion, if you're processing the doppler effect. You also have to blend wet and dry output if you're doing environmental effects stuff. You can get as complicated or as simple as you want, really. Games tend to do the complicated thing now-a-days.
---END QUOTATION---



I haven't said that the sound system is simple, I said that your posts are complicated enough. OK . They are all right and contain pretty infos, but if I want to understand them I must find some words in vocabulary, coz if you as a native-english-speaker consider those texts a lil bit hard to understand, than imagine us different language than english speakinng people. I appologize for my further post, but I was a lil bit nervous that time. And I hope we will not argue any more ..OUT
 
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