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STALKER sound project

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  03:53:31  29 August 2011
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4288

---QUOTATION---
So, it seems that now, with some patience, stealthily taking down a group of enemies, one by one, and getting away with it un-noticed, is possible.
---END QUOTATION---


Just a quick heads-up, Darius6 (and others): The game cheats a bit. When you hurt an NPC, the hit_callback() function is called -- but not just for that NPC. It's called for every one in the area. The difference is that the other NPCs get a zero damage number.

You can verify this by modifying xr_motivator.script in ZRP 1.07. Change this line:

if amount > 0 then

to this:

if amount >= 0 then

Then with debug mode enabled, press Esc D X while in the game and test it out.

It might be that one-shot or one-stab kills never call the hit callback, so stealth kills might still be possible. At least with the changes you've done, general stealth is much more achievable.
  14:55:23  25 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
Ok, I've now re-commented all of the bullet flyby/impact sounds (These sounds have been carried over from old S.O versions over time, and it turned out, that I hadn't checked their commenting lately. Those sounds were originally commented with the old hex-edit method and they had detection values completely screwed up. Now after fixing those issues, they now work as they were intended originally).
Seems that made a HUGE difference in stealth play!

Combined with the re-commented death sounds and properly commented silencer sounds, stealth is now a viable option.

In testing, at the Cordon railway bridge, I managed to take down two military guards (the furthest away from the main group) without the other soldiers noticing anything. It was night time and the two guards were separated from the other group.
They were pretty close to each other (about 4-6 meters), and when the first one went down (one shot kill), the other became alert. Managed to take him down too, before he could fire a round and alert the others by the campfire.
So, it seems that now, with some patience, stealthily taking down a group of enemies, one by one, and getting away with it un-noticed, is possible.

And all this with vanilla AI settings (haven't touched ANYTHING else, than the actual sound files).

Still have to do the final one third of the npc death sounds, then I'll move to the npc "equipment clatter" sounds.
  15:23:22  24 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
08/24/2011 15:30:33
Messages: 2131

---QUOTATION---
Oh well, guess I'll have to compromise on that feature then...

Curious - does the old trick of adding multiple sounds seperated by comas work? Or possibly using an open filename scheme (i.e. setting it to wpn_silenced_ in the ltx; then naming the individual sounds wpn_silenced_01, wpn_silenced_02, wpn_silenced_03?

Just random thoughts
---END QUOTATION---



Nope, doesn't work on weapons. Works on mutants and npc's though.

EDIT: Hold on, just noticed, that SoC "factory silenced weapons", like the Val & Vintorez don't even have the snd_silncer_shot section in the ltx's!
So obviously it only uses the snd_shoot section then.
This was different in Cs/CoP, since in those weapon ltx's there was an separate sound section for silenced sounds which was enabled by the silencer status.
I also noticed, that in SoC the multiple firing sounds work properly, even with the permanent silencer status enabled on these guns.

Wonder why they "dumbed it down" for Cs/Cop...

EDIT 2: Not really SoC related, but maybe this same system can be used in Cs/CoP just by removing the whole silencer prefix section (since SoC val/vintorez don't even have that section). Might test this when I find the time....
  14:42:28  24 August 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Oh well, guess I'll have to compromise on that feature then...

Curious - does the old trick of adding multiple sounds seperated by comas work? Or possibly using an open filename scheme (i.e. setting it to wpn_silenced_ in the ltx; then naming the individual sounds wpn_silenced_01, wpn_silenced_02, wpn_silenced_03?

Just random thoughts
---END QUOTATION---



This should work, it works with the pain sounds too...so why not give it a try?
  14:31:20  24 August 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Oh well, guess I'll have to compromise on that feature then...
---END QUOTATION---



Curious - does the old trick of adding multiple sounds seperated by comas work? Or possibly using an open filename scheme (i.e. setting it to wpn_silenced_ in the ltx; then naming the individual sounds wpn_silenced_01, wpn_silenced_02, wpn_silenced_03?

Just random thoughts
  18:36:43  23 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Try restoring the silencer status to always on
---END QUOTATION---



Thanks, that did the trick.
I guess the game engine thinks the whole weapon is a silencer and when it's disabled, the whole weapon disappears.

Funny, setting the silencer status to 0 worked in CS and CoP, apparently not in SoC.
I disabled the silencer completely for "factory silenced" weapons, so they would use the normal snd_shoot schemes instead of the snd_silncer_shot one. That way I could have multiple firing sounds for the weapons, so rapid fire wouldn't just be one sound over and over.
Oh well, guess I'll have to compromise on that feature then...
  17:52:10  23 August 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Try restoring the silencer status to always on
---END QUOTATION---



i thought of that one too, i saw some of the weapons in-game, like the L85 and Gauss can detach the scope from the mesh, they are not one mesh. fiddled that out when i accidentally removed the scope from the l85
  17:39:06  23 August 2011
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
Messages: 1902
Try restoring the silencer status to always on
  16:45:39  23 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
08/23/2011 16:52:20
Messages: 2131

---QUOTATION---
The HUD mesh is probably broken. Reminds me of C96 0 rounds bug.
But it's strange that 3 view NPC's don't have the gun it uses the regular mesh not the hud one.
You can try to upload the meshes - i'll look into them in the SDK.
---END QUOTATION---



Well, the problem here is, that I'm not using any meshes, as in, I don't have them unpacked. Using vanilla guns which the game loads from the db's.
And the first person view works just fine, you see the weapons as you should, it's only when dropping the weapon on the ground it becomes invisible. Or if the gun is used by the player in 3rd person view, or when used by NPC's.
And I don't even have any texture replacement for those guns. I'm using pretty much basic vanilla weapons.

Maybe it's a some sort of corruption in a savegame or something, since those guns worked properly before. I only today noticed them suddenly being invisible...

EDIT: Hold on, just to be sure, I'll check some of my earlier savegames...

EDIT2: Nope, seems they've become completely invisible.... :/
  16:34:42  23 August 2011
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
Messages: 1902
The HUD mesh is probably broken. Reminds me of C96 0 rounds bug.
But it's strange that 3 view NPC's don't have the gun it uses the regular mesh not the hud one.
You can try to upload the meshes - i'll look into them in the SDK.
 
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