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STALKER sound project

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  17:01:21  27 October 2007
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westclox-127
(Novice)
 
On forum: 08/13/2007
Messages: 42

---QUOTATION---

Damn,i really rushed the latest version. It accidentally had the OLD breathing sounds AND the old, quiet footsteps. Ok, now a proper version is up (i hope it's all right now...) Fridays,
you know....
---END QUOTATION---



Here's a mirror for downloading version 1.02 of your mod (I acquired the file after you fixed the accidental mix up).

http://www.mediafire.com/?dwkjzw19qgz
  17:08:00  27 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/27/2007 21:36:28
Messages: 2131
Thanks for the mirror!

EDIT:
Hmm, interesting discovery: I don't think the npc's use so many diffrent footsteps sounds. I just changed the tmp_default1 to 4 for the npc's, and they seem to use that sound on almost all materials (grass,ground,gravel i think...), but i remember hearing the metal footsteps somewhere. So, if they actually use just like two sounds, hell, this will be easier than i thought. I'll have to test some more to see, which sounds i need to change.

EDIT 2:
Right, next update will be the NPC footsteps, i think i got it figured out. They actually use only a couple of diffrent sounds. And the vanilla crickets at night must go, they sound almost tropical and this is supposed to be in Ukraine! Plus, i'm toying with the idea of replacing the random fly buzzing with a mosquito, WAY more annoying. So, i'm basically doing some small ambient stuff until i get the next big idea...or a suggestion.
  22:12:55  28 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/29/2007 12:52:21
Messages: 2131
Ok, i'm now trying to add a few new random ambient noises ( Will most certainly spook you during night time )

I'll do some testing and if everything works, then i'll add all of the concepted new material to the ambience.

Done so far:

-New crickets at night (as i said earlier, the vanilla ones sounded a bit too tropical.)

To do:

-Well, i'll try to rework / add ambient sounds. On monday, i'll get a microphone and then i can finish those individual equipment sounds for diffrent NPC types.
Oh, and i said i wouldn't do these, but it was too tempting: Created a couple of new weapon sounds (AK74 and mp5 silenced/unsilenced)

So, that's about it. I'll propably release next version later this week.
  12:52:54  29 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
Slight problem...

Hmm,i seem to have a problem again. I CAN modify existing ambient sounds, but can't get new ones i added to work. Tried to add them into both the sr_sounds.script and xr_zones_sound.script. No diffrence...
Maybe i should try to start a new game, perhaps? If anyone has any info on this issue, any help would be appreciated.
  14:26:25  29 October 2007
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Cpt. Borovich
Senior Resident
 

 
On forum: 09/02/2007
 

Message edited by:
Cpt. Borovich
10/29/2007 14:27:16
Messages: 460
Idea ?..

Hi..

Never heard of crickets singing at night..
Maybe you may try to replace them by frog sounds ?..

Edit : Thanks for the mod. It's great and more immersive..
--
Cpt. Borovich
  15:23:29  29 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Idea ?..

Hi..

Never heard of crickets singing at night..
Maybe you may try to replace them by frog sounds ?..

Edit : Thanks for the mod. It's great and more immersive..
--
Cpt. Borovich
---END QUOTATION---



Well, i've actually replaced them with night ambience, which includes crickets, frogs and distant dog barking. I think it works quite well at the moment.
  17:34:41  30 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/30/2007 20:47:31
Messages: 2131
All right, time for a update again!

Done a few of the individual npc sounds, done so far the military,mercs and ecologists. Plus a few ambient sounds and anomaly sounds.
I'll still need to do more npc sounds, but might release an update very soon!

EDIT: Npc sounds are done. Now to test them.

EDIT 2: All right, now i can start to work on the weapons. Got the permission to use Redux sounds. Thanks to Gohda and the whole Redux team!
  21:38:59  30 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
VERSION 1.03 is now up!

New version is now uploaded.

Changes in 1.03:

-New anomaly blowouts for springboard and whirligig.
-NPC's now have diffrent types of equipment sounds defined by NPC type, like military has it's own, bandits have their own, etc.
-New main menu music. Just a song i made, inspired by SoC.
-New ambient sounds. Crickets and boar sounds have been replaced.

Get it from the download section!
  22:53:12  30 October 2007
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westclox-127
(Novice)
 
On forum: 08/13/2007
 

Message edited by:
westclox-127
10/30/2007 22:54:10
Messages: 42

---QUOTATION---
VERSION 1.03 is now up!

New version is now uploaded.

Changes in 1.03:

-New anomaly blowouts for springboard and whirligig.
-NPC's now have diffrent types of equipment sounds defined by NPC type, like military has it's own, bandits have their own, etc.
-New main menu music. Just a song i made, inspired by SoC.
-New ambient sounds. Crickets and boar sounds have been replaced.

Get it from the download section!
---END QUOTATION---



There's a typo in the name of one of the audio files:

sounds-material-human-step-tmp_deafult1.ogg
  23:23:08  30 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/30/2007 23:47:04
Messages: 2131

---QUOTATION---


There's a typo in the name of one of the audio files:

sounds-material-human-step-tmp_deafult1.ogg
---END QUOTATION---



Thanks for the info. I'll upload fixed version right now. Heh, i've seem to have been having that typo all along, was wondering during testing why i heard that single vanilla footstep occasionally.

Ok, link updated. And for those who already downloaded, there is a separate fix,
so you don't have to download the whole thing again.
 
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