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Ambient Audio Overhaul feedback

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  17:21:32  7 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
 

Message edited by:
{imperialreign}
12/07/2008 17:22:18
Messages: 3075
Ambient Audio Overhaul feedback

Seeing as how ZSG forums are down . . . indefinitely . . . I'm moving the feedback thread here - hopefully this will mean more feedback in general as well.


Most recent version vailable for download is still: v0.9.5

can be downloaded here: [link]http://stalker.filefront.com/file/Ambient_Audio_Overhaul;94126[/link]


a new patch is now available, v0.9.5.2

can be downloaded here: [link]http://stalker.filefront.com/file/Ambient_Audio_Overhaul_Patch;96168[/link]

breif description of the new patch:

Ambient Audio Overhaul patch v0.9.5.2

Includes patch v0.9.5.1

v0.9.5.2 fixes a couple of small issues with the Oblivion Lost 2.2 compatibility pack:

*Fixes a CTD in OL22 due to a .ltx file being overwritten by the main mod gamedata, and not being replaced by the comp pack.
*Restores 10 artefact belt limit for OL22.




The college semester is gearing down, and I'll be gearing back up for another release of this mod - I still have quite a bit I'd like to change, add and impliment.

Next version will be in two parts, mostly to reduce download size - almost all NPC dialogue files will be seperate from the main portion of the mod, and will therefore be optional. Some will stay, though, for unique NPCs. Forthcoming release will also have reduced individual files size, more new anomaly sounds, some new material sounds, and new sounds for some mutants - as well as some new ambient sounds, and refinement to the ambient audio.

Also, there will be some changes to the sound environment tables - for those running EAX, or OpenAL supported audio hardware.

So, any feedback is welcome! Suggestions, recomendations, criticisms, complaints, whatever . . .
  00:12:24  8 December 2008
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11609
Since you make patches for your mod, it would be great if you marked them as such for SMM. Otherwise, it will try to merge them, like regular mods, with the main one, and this could work poorly.
  00:23:57  8 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
 

Message edited by:
{imperialreign}
12/08/2008 1:10:19
Messages: 3075

---QUOTATION---
Since you make patches for your mod, it would be great if you marked them as such for SMM. Otherwise, it will try to merge them, like regular mods, with the main one, and this could work poorly.
---END QUOTATION---



is it possible you could give me a bit of an explanation as to how to do so? Only reason I ask is I don't use SMM at all - but I'm more than willing to do what needs to be done for ease of use.


hmmm . . . maybe if I get some free time this evening I'll just dl the SMM and have a look myself . . .








-EDIT-

nevermind, I found the link that explains all the good details . . . I will be adding a description.txt file for all forth coming mod versions and patches from here out
  01:38:35  8 December 2008
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11609
Getting patches to be recognized is easy. It requires a very small description.txt file for the mod and for each patch. The descriptions should have the same name for each part of the mod, but different version. For example:

main\description.txt

name: Ambient Audio Overhaul
version: 0.9.5

comp_SoundOverhaul\description.txt

name: Ambient Audio Overhaul
version: 0.9.5 for SoundOverhaul
patch: yes

Right now, installation of the mod looks like this:

http://img385.imageshack.us/img385/4391/aaopg4.png

but with description files it would look like this:

http://img264.imageshack.us/img264/954/aaowithdescriptionsjv3.png
  02:25:08  8 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
those pics clear it up a lot - thanks, man!
  01:08:44  15 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
I have a bit of an idea I'm considering implimenting for my next release -

each individual locale having it's own ambient "theme" - that is, there will be some sounds you'll hear in Yantar that you won't hear in Cordon, for example. I feel this will help give each area more individuality . . .

Not too hard to do, really, a little tedious . . . but, in the efforts of user compatibility and ease of use, I'll need to add some more compatiblity packs to the mod.

The mod will continue to be compatible with OL22, and Sound Overhaul . . . I've already intended on adding compatiblity for Priboi, and I'll need to add compatibility for Weather Overhaul as well.

What I'd need from other users are suggestions to the most popular large mods already on the scene so that I can determine what, if anything, will have to be setup for compatiblity.
  03:40:50  15 December 2008
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1421
Sounds good man, (lol, lame pun).

If you are gonna change the surround sound issues, the only thing I would like to suggest is fix it how the dogs always sound way closer than what they really are. I know Ket was working on somthing similar, by altering the .ogg comment with the multiplayer SDK.

A Reb compat pack will be cool, as there won't be any more major releases of reb in the future, apart from bug fixes.
  04:17:42  15 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Sounds good man, (lol, lame pun).

If you are gonna change the surround sound issues, the only thing I would like to suggest is fix it how the dogs always sound way closer than what they really are. I know Ket was working on somthing similar, by altering the .ogg comment with the multiplayer SDK.

A Reb compat pack will be cool, as there won't be any more major releases of reb in the future, apart from bug fixes.
---END QUOTATION---



I was actually thinking of REB comp pack - as it's the only "major" mod I know of so far to incorporate the AAO.

I do know what you mean with the dog sounds, and I've been tweaking some - it's been a while since I had my gamedata folder loaded up, but IIRC, I was pretty close - either way, I'm sure I can fix the issue.


What drives me nuts - I swear GSC had a "blanket" comment configuration that they slapped on every single audio file, instead of doing the work to individually set attenuation and volume levels, etc.
  07:42:54  15 December 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
12/15/2008 13:02:43
Messages: 2131

---QUOTATION---
What drives me nuts - I swear GSC had a "blanket" comment configuration that they slapped on every single audio file, instead of doing the work to individually set attenuation and volume levels, etc.
---END QUOTATION---



Yep, I can pretty much confirm this (and fixing these is one of the reasons work on S.O 2.0 is taking so long). Also,the sound meter registers the sound levels as the PLAYER detects them,so it's difficult to test actual Npc reactions to them.
  22:36:15  15 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Yep, I can pretty much confirm this (and fixing these is one of the reasons work on S.O 2.0 is taking so long). Also,the sound meter registers the sound levels as the PLAYER detects them,so it's difficult to test actual Npc reactions to them.
---END QUOTATION---




it's defi annoying, and makes for tedious work . . . sometimes I can understand why GSC did that

I've had some luck with the AI distance, but most of what I've edited doesn't require it - not sounds NPCs shoudl react too . . .

but, it was quite fun to set the new barrel explosion sound I made to max AI of 600 and go set off some barrels . . . then I tuned it back down . . . but it was fun, though!
 
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