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STALKER sound project

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  14:47:21  24 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/24/2007 17:30:50
Messages: 2131
STALKER sound project
I've updated my mod, now it includes more than just stormsounds, so i decided to start a new thread for this.
Download link is up at Download section.

Version 1.0 changelist:

-New thunderstorm sounds (If you already have Immersive thunderstorms mod,then these are the same ones.)
-New footsteps for player (Same ones that were included in Immersive thunderstorms 1.0)
-New geiger counter sounds. (recorded from a geiger counter going off scale,so when you reach a really high radiation area, you should start hearing a beep.)
-New detector beep.
-New minimap contact beep. (New sound for new contacts,no sound when contact out of range..)
-New nightvision sounds (ON/OFF sounds reworked, NV loop is silent.)
-New breathing sound for player & Npc's.
-New minefield sounds, trigger & explosion. (Included the zone_minefield.ltx, cause the default is using same sound as grenades.)

Comments & suggestions are most welcome!

EDIT: Added one reworked sound i forgot to mention.
  16:24:53  24 October 2007
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johnnythewolf
Senior Resident
 

 
On forum: 04/30/2007
Messages: 707

---QUOTATION---
STALKER sound project
I've updated my mod, now it includes more than just stormsounds, so i decided to start a new thread for this.
Download link is up at Download section.

Version 1.0 changelist:

-New thunderstorm sounds (If you already have Immersive thunderstorms mod,then these are the same ones.)
-New footsteps for player (Same ones that were included in Immersive thunderstorms 1.0)
-New geiger counter sounds. (recorded from a geiger counter going off scale,so when you reach a really high radiation area, you should start hearing a beep.)
-New detector beep.
-New nightvision sounds (ON/OFF sounds reworked, NV loop is silent.)
-New breathing sound for player & Npc's.
-New minefield sounds, trigger & explosion. (Included the zone_minefield.ltx, cause the default is using same sound as grenades.)

Comments & suggestions are most welcome!
---END QUOTATION---



Niiiice!

Have you find a way to replace footstep sounds for NPCs as well?
  16:36:48  24 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/24/2007 16:46:26
Messages: 2131

---QUOTATION---
Niiiice!

Have you find a way to replace footstep sounds for NPCs as well?
---END QUOTATION---



Well, i'm working on it. There is a folder with npc sounds, but i don't know what the game uses and whats just "leftovers". Wish i could find the file that defines the sounds used by npc's. Otherwise it's just to mix and match...

EDIT: So,if anyone can point me to the right file, that would be appreciated.
  20:14:50  24 October 2007
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Bren Gun
(Senior)
 
On forum: 09/19/2007
Messages: 109
Cool. If it's about sound (effects and music) I could help out, not with the programming/modding though. Too bad I ain't got much time to spare to go into it. I'll download your mod and check it out. I'm curious what you cooked up!
  20:18:03  24 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Cool. If it's about sound (effects and music) I could help out, not with the programming/modding though. Too bad I ain't got much time to spare to go into it. I'll download your mod and check it out. I'm curious what you cooked up!
---END QUOTATION---



Cool,i'll keep that in mind. Still haven't quite decided what to do next. I'm thinking of maybe reworking some of the mutant sounds...
  21:12:02  24 October 2007
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westclox-127
(Novice)
 
On forum: 08/13/2007
 

Message edited by:
westclox-127
10/24/2007 21:15:18
Messages: 42

---QUOTATION---
Cool. If it's about sound (effects and music) I could help out, not with the programming/modding though. Too bad I ain't got much time to spare to go into it. I'll download your mod and check it out. I'm curious what you cooked up!

Cool,i'll keep that in mind. Still haven't quite decided what to do next. I'm thinking of maybe reworking some of the mutant sounds...
---END QUOTATION---



How about fixing the weapon sounds? I'm not sure if this is actually a general issue (could be related exclusively to something in my computer setup), but several weapons seem to be accompanied by incomplete and/or desynchronized sounds. The AS Val, for instance, doesn't generate any sound during a part of its animation that regards the manipulation of one of the gun's mechanisms.

I tried the Redux 1.02 sounds, but those show the same issues. Maybe you could work on top of Redux?

Anyway, great job so far. I listened to the sounds in your package and it shows a lot of potential as a rework of S.T.A.L.K.E.R.'s audio assets. The game does need a lot of fixing in that area.
  21:20:13  24 October 2007
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johnnythewolf
Senior Resident
 

 
On forum: 04/30/2007
 

Message edited by:
johnnythewolf
10/24/2007 21:21:35
Messages: 707

---QUOTATION---
Cool. If it's about sound (effects and music) I could help out, not with the programming/modding though. Too bad I ain't got much time to spare to go into it. I'll download your mod and check it out. I'm curious what you cooked up!

Cool,i'll keep that in mind. Still haven't quite decided what to do next. I'm thinking of maybe reworking some of the mutant sounds...
---END QUOTATION---



Do you think it's possible to replace the heavy breathing sound NPCs make when running by something more believable, like the Combine infantry walking sounds in HL2?

With all the stock they are carrying, they should make more noises when sprinting, at least more than just an exagerately loud breathing sound.
  21:36:46  24 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/24/2007 21:38:27
Messages: 2131

---QUOTATION---

Do you think it's possible to replace the heavy breathing sound NPCs make when running by something more believable, like the Combine infantry walking sounds in HL2?

With all the stock they are carrying, they should make more noises when sprinting, at least more than just an exagerately loud breathing sound.
---END QUOTATION---



Actually hadn't thought of that, great idea! Use the breathing,as it's triggered when npc's are moving in combat/danger,but replace it with foley sound "clutter".
I'll start working on that!

I might check the vanilla weapon sounds too, but i'll probably keep from making new weapon sounds, since there is already alot of sound replacements.
  22:47:58  24 October 2007
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westclox-127
(Novice)
 
On forum: 08/13/2007
Messages: 42

---QUOTATION---

I might check the vanilla weapon sounds too, but i'll probably keep from making new weapon sounds, since there is already alot of sound replacements.
---END QUOTATION---



Yeah, I was thinking of simple patching up, just to correct the annoyances.

My suggestion remains: get the Redux weapon sounds, which are excellent replacements anyway, and work on top of them. That if the authors authorize the alteration and distribution of part of their work, of course.
  22:49:10  24 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/24/2007 23:33:31
Messages: 2131

---QUOTATION---
Yeah, I was thinking of simple patching up, just to correct the annoyances.

My suggestion remains: get the Redux weapon sounds, which are excellent replacements anyway, and work on top of them. That if the authors authorize the alteration and distribution of part of their work, of course.
---END QUOTATION---



Ok,i'll look into that.

Edit:
Well,i tested with changing the breath sound of npc's to equipment clatter, and it works perfectly! Breath_1 is linked when npc's run in combat/danger situations and breath_2 is linked to when they search enemy. Funny thing is that the vanilla sounds nearly match teir movement,so if i tweak the new sound to have same tempo as the vanilla breath sounds,then it will match perfectly with the animations. Now,just to make a fitting sound. Maybe i should also, when reworking the npc footsteps, add a subtle clutter sound to them ...

And for the weapons, i checked, for example, the Val uses just genric draw sound. It's possible to make specific sound for every weapon, but then it requires modifying the weapon's ltx-file. So, with other mods that tweak various weapons, some merging is required.

And i tested a bit tweaking the anomaly sounds. Changed the Springboard rumble to a omnious low frequency hum. Not so obvious, and kinda spooky. Especially if you're playing with invisible anomalies!
 
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