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STALKER sound project

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  19:55:35  18 September 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
Bump
  16:02:44  20 September 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Bump
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Working on this. Not much news currently. Npc death sounds are now all done, will be experimenting on the being hit/hurt sounds.
Also currently working on individual draw/reload sounds for all pistols.
Individual silencer shots for all pistols are done.
Progress has temporarily been a bit slower, had some RL stuff (mostly work related) that's been keeping me busy.


That's about all for now.
  10:41:15  21 September 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Bump

Working on this. Not much news currently. Npc death sounds are now all done, will be experimenting on the being hit/hurt sounds.
Also currently working on individual draw/reload sounds for all pistols.
Individual silencer shots for all pistols are done.
Progress has temporarily been a bit slower, had some RL stuff (mostly work related) that's been keeping me busy.


That's about all for now.
---END QUOTATION---



Thanks man We all appreciate the work you're doing, really take your time.
  20:01:25  15 March 2012
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
Update time again!

Hi ya'll!
Well, the mod is nearly done. Had to take some time off of it, since I was working on a film project, doing the post production sound work on that, but now that the film is finished, I can finally get back to this. I'm also undertaking back surgery next week and will probably have a significant sick-leave after that, so I'll have enough time to work on the mod.

Anyway, only thing left to do is adding the edited sound sections to the vanilla files ( I used ZRP as a base, not sure how it would impact the vanilla game, if I use those weapon files, probably not good. And I try to keep this as vanilla as possible.) and finishing the npc hurt sounds ( lowering the detection distances).

Anyway, just wanted you guys to know, that this is still alive.
  23:13:57  15 March 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4289
I hope your back surgery goes well, Darius6.

We can work something out about the weapon files. There aren't that many in the ZRP that I recall, so it would be mainly a vanilla replacement. I could include a ZRP adapter set to accommodate this project, or provide you with ZRP-compatible files as needed.
  04:54:59  17 March 2012
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Daemonion
All About Audio
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On forum: 09/27/2011
Messages: 567
Hope the surgery goes well!
  14:02:49  18 March 2012
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Good luck with the surgery, man - I know how that ~ish goes
  21:28:51  28 March 2012
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
Ok, back again (pun intended). Surgery went fine, getting better day by day.
Anyway, I wanted to ask you guys for a favor:

Would someone be willing to make me trader files, which would make Sid sell absolutely every weapon there is right from the start? And also sell them dirt cheap? That would significantly speed up my testing process.

Of course I could use a spawn mod, but I try to keep my gamedata as "pure" as I can, so I can keep track of my edited files.

Not to sound too cocky, but I probably could do this myself too, but concentrating on the current sound sync and editing, I wouldn't really want to stray from my main goal. And from experience, my selfmade trader file edits have usually worked out really weird...

So, if anyone would be willing to help me out, that would be much appreciated.
  21:36:03  28 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
Perhaps even easier, edit escape_dialog.script, in particular the function give_weapon_to_actor (trader, actor) section. Here is where you define the items Wolf gives you for the first mission. It isn't save-game compatible, but you only need the name of the item plus the relevant code (which is in there already, you can copy and paste to get more lines). You could give Marked One every weapon in the game quite easily this way, and all at once. If you need to move around, just temporarily boost the carry weight to an insanely high amount.
  02:21:15  29 March 2012
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
 

Message edited by:
Lijenstina
03/29/2012 2:23:43
Messages: 1902
A quick and dirty way to do it is to add a spawn function to the db.script.
This will spawn the weapons on level load / game start.

http://stalkerin.gameru.net/wiki/index.php?title=%D0%A1%D0%BF%D0%B0%D0%B2%D0%BD_%D0%BE%D0%B1%D1%8C%D0%B5%D0%BA%D1%82%D0%BE%D0%B2_%D1%87%D0%B5%D1%80%D0%B5%D0%B7_db.script

Just add lines with the sections you want to test. When finished just comment it out.
You can call a separate script or just add the spawning lines in the add_actor function directly.
 
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