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STALKER sound project

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  16:29:05  23 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
Hmm, having an really odd "bug", suddenly the As Val and the Vintorez are both invisible!?!
Just did a check in case I accidentally did something to the ltx's, but comparing to the vanilla file, only thing changed by me was the sound sections and silencer status for both weapons.
And I recall them working properly before (like picking up As Vals beside dead bodies, the "free" Vintorez at AW Freedom base, etc.)

But now they're both suddenly just invisible! I just ran into some military stalkers equipped with those weapons, but the NPC's are holding invisible guns.

And all the other guns seem to work properly. When I drop them to the ground, there IS a model for them. Only the As Val and Vintorez are suddenly invisible.

Though they are working normally when in 1st person (you see the hud model), but they don't seem to have a "world model" anymore.

Really weird. I'm stumped by this... :/
  15:04:14  22 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
Small update again:

Nearly all weapons done, still have to tweak some individual reload sounds and try to re-sync all different grenadelauncher reloads (seems it's a bit different for various rifles.) All the new firing sounds are now done.'

Went ahead, and incorporated some of Gosuke's animations, like the new shotgun reloads and svd/svu sprinting animations. I'll try to keep the "look" as vanilla as possible, without any huge changes on the weapons or their models.

Also, two thirds of the NPC death sounds are now re-commented.
Though, in testing it starts to alarmingly look like I'll have to re-comment the being hit/hurt sounds too.
But with the new tools, it should be a breeze (doing the npc death sounds took me about 25-30 minutes, all files combined)

I also need to create new "equipment clatter" sounds, since the old ones seem a bit lower quality than the rest of the new sounds (way back, when I recorded the clatter sounds, I had to use a video camera's microphone, so there is a strange hum in the sounds. Also, they are recorded indoors, which can be heard. Now I have a high quality, portable digital recorder, so the new sounds should be vastly superior quality compared to the old ones.)

Ok, back to work again.
  13:19:44  21 August 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438

---QUOTATION---
I still want improvements for the g36 and perhaps a better reload animation for the desert eagle. Will look into porting CoP/CS versions of these weapons to SoC (I think it's possible, surely someone has done so already?)
---END QUOTATION---



Doubtful, nobody does anything that isn't new weapons or better looking models to replace the vanilla ones.

About the Abakan:

In the other weapons, when you attach and select the gl, the weapon will remain in the idle position until aiming down the sights.

In the Abakan, when the gl is attached and selected, the weapon goes into gl aiming mode automatically.
  11:58:00  21 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Well, that would be a possibility, but then again, most of the work IS already done for vanilla animations. So I would have to redo a lot of stuff.
Then again, I could use only those parts, that I think need improvement.
For example the g36, perhaps the desert eagle.

Except he arm mesh in the SRAP is the CS/CoP one, and it would clash with all unchanged models (which is, imho, worse than some bad animations).
---END QUOTATION---



Oh yeah, didn't think of that. :/
I really don't want to add whole new weapon animations for ALL guns, I think that would deviate too much from the "vanilla feel" I'm aiming for.

Well, I went ahead and merged in Gosuke's weapon mod(s), so now the shotguns have better reload animations and you can now sprint with the sniper rifles (svd/svu). I still want improvements for the g36 and perhaps a better reload animation for the desert eagle. Will look into porting CoP/CS versions of these weapons to SoC (I think it's possible, surely someone has done so already?)

And the npc death sounds are nearly done. YAY!
  01:40:04  21 August 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438

---QUOTATION---
Well, that would be a possibility, but then again, most of the work IS already done for vanilla animations. So I would have to redo a lot of stuff.
Then again, I could use only those parts, that I think need improvement.
For example the g36, perhaps the desert eagle.
---END QUOTATION---



Except he arm mesh in the SRAP is the CS/CoP one, and it would clash with all unchanged models (which is, imho, worse than some bad animations).
  00:51:50  21 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Hmm, mixing the breathing in with the clatter, that could work. Though there would possibly be a few inconsistencies, like npc's wearing a gasmask having a "unmasked" breathing sounds (though it is like this already with the vanilla breath sound).

I noticed that each NPC is asociated with a human_## folder in it's definition in the character_desc_ xml's.

You could mod it like this:

human_01 = normal breathing
human_02 = muffed breathing
human_03 = respirators

And then match asign the correct folder to the mesh (respirators for models with masks, muffed for models with face wrappings, and normal for the rest).


---END QUOTATION---



The vanilla setup for the sounds IS actually like this (the human_03 being for respirators.)
So all I have to do is implement the new sounds to proper groups and it should work as intended.


---QUOTATION---


The one I really hate is the GL animation for the Abakan, I think. It works different from the rest of the GL attached models, and it's jarring to watch.

As for the rest, I never really cared.
---END QUOTATION---



Hmm, I'll have to pay attention to that one, haven't noticed it yet.


---QUOTATION---

You could just install the Stalker Re-Animation Project.

---END QUOTATION---



Well, that would be a possibility, but then again, most of the work IS already done for vanilla animations. So I would have to redo a lot of stuff.
Then again, I could use only those parts, that I think need improvement.
For example the g36, perhaps the desert eagle.

I've already considered using Gosuke's weapon mods to improve the shotgun animations and enable sprinting with svd and svu. Though haven't gotten so far yet.

Concerning the npc death sounds: I've completed the re-commenting for ALL npc's in the first category (Human_01). Should have all three categories done tomorrow. Then I'll start the proper testing on their impact on npc detection. Hopefully I'll see some improvement.
  00:00:01  21 August 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438

---QUOTATION---
Hmm, mixing the breathing in with the clatter, that could work. Though there would possibly be a few inconsistencies, like npc's wearing a gasmask having a "unmasked" breathing sounds (though it is like this already with the vanilla breath sound).
---END QUOTATION---



I noticed that each NPC is asociated with a human_## folder in it's definition in the character_desc_ xml's.

You could mod it like this:

human_01 = normal breathing
human_02 = muffed breathing
human_03 = respirators

And then match asign the correct folder to the mesh (respirators for models with masks, muffed for models with face wrappings, and normal for the rest).


---QUOTATION---
Some of the vanilla weapon animations are really crappy! Like I earlier mentioned, for example the g36 doesn't have a holster animation at all (except if it's equipped with a grenade launcher, THEN it holsters "properly" ). Some of the pistol reloads could use some improvement too.
---END QUOTATION---



The one I really hate is the GL animation for the Abakan, I think. It works different from the rest of the GL attached models, and it's jarring to watch.

As for the rest, I never really cared.

You could just install the Stalker Re-Animation Project.


---QUOTATION---
Though that might make stealth kills a bit random, since there is no certainty, how loud the npc will "yell" when being hit.... )
---END QUOTATION---



I think that's awesome, really.
  22:15:49  20 August 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Poor Xray engine got all the blame for the GSC's Q&A.
---END QUOTATION---



Partly . . . but we've known for the longest time that the vanilla sound commenting was butchered, which lead to a lot of squirelly AI behaviour and semi-broken game mechanics - we just didn't know how bad
  15:25:45  20 August 2011
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
Messages: 1902
Poor Xray engine got all the blame for the GSC's Q&A.
  15:09:17  20 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
I like some of your ideas, man.

. . . and yes, NatVac's tool has been a godsend. I've only fiddled around with it some, as RL has taken a major priority the last month or so, but I realised how much time this wil shave off, too . . . aside from eliminating having to go back and save things as raw sounds, we no longer need to double check the converted files to ensure there's no conversion artifacting (y'know, those loud clicks at the beginning or end of the file).

Regarding the breathing sounds - you can alter which scheme is associated with which model in the char_desc .xmls. Where it lists the model to use for the NPC, it also lists the audio scheme to use for that NPC. While working on Frozen Sky, I started mixing up the schemes heavily so that everyone not only looked a bit more random but sounded a bit more random, too (i.e. the occasional Dutier or loner sounding like a bandit or merc, occasional bandit sounding like a Freedomer or scientist, etc.). The idea was to make it much harder for the actor to differentiate NPC's faction relation by sight and sound alone (besides, I don't think every single bandit in the zone would be happy running around with a leather trenchcoat or jacket - I'm sure some might like the sunrise suit, or a merc suit; same would hold true for memebers of other factions . . . with the exception of freedom and duty - they wouldn't wear each other's gear).


Anyhow, if you were up to it, you could go a similar route - or if you wanted, you could simply go into those .xmls and ensure that only NPC's with masks are using the muffled voice files,
---END QUOTATION---



You know, it actually turned out, that from the different human sound types (human_01, human_02 and human_03), the third folder in every npc category IS for the mask wearing types. So, adding the "mask breath" to only those sound schemes should simply do the trick.


---QUOTATION---

Regarding the death sounds . . . I had a thought a long time ago that it might be possible to alter when and how they're played - for example, if an NPC recieved a headshot, no sound would play at all. But, that would probably require scripting to do . . . not sure, as I never got around to looking into it.
---END QUOTATION---



I'm currently testing the newly commented death sounds with bandits ( Btw, how come it's a pain to find any bandits, when you actually need them!?! )
I went through all the different types of death sounds, adjusting the commenting based on how loud the actual sound would be ( lower values for sighs and such, a bit higher if the npc actually lets out a "death scream" ).
With the new sound tool, took me about 10-20 minutes to go through ALL of the different bandit death sounds!!!

Anyway, back to testing.

Btw, I also re-commented the vanilla footstep sounds for the actor. There were some weird vanilla commenting on those!!! For example, vanilla "footsteps in water"-sounds had a max distance of 300 AND max ai distance of 300!!! So basically stepping into a puddle would be heard 300 meters away!!!
Well, at least that's fixed now.
 
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