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Ambient Audio Overhaul feedback

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  21:05:35  24 June 2010
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DeltaForce95
Senior Resident
 

 
On forum: 12/22/2008
Messages: 4762
Hey imperial, gotta ask, who fudged up the carrying weight of the actor? You or darius? cause its 1900kgs, and I was usnig this so it was like vanilla, haha
What is the normal weight for the actor?
  00:38:51  25 June 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
I believe I did - it can be reverted back in the gamedata\configs\system.ltx (unless the problem is in the actor.ltx, in which case it was probably Darius ).

It's a left-over bit from my playtesting setup that I happened to overlook during packing . . .
  12:46:02  30 March 2012
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JC LEON
(Novice)
 
On forum: 03/28/2012
Messages: 3
hi Imperial.. .i'm attempting to insert yout mod on my stlaker mods combination based on an Italian mod named "17 di pikke final"

in this mod i can install Weather Overhaul 3.1 becasue it have yet weather overhaul 2.2 and when i attempt to install 3.1 the game crashes

so i want to install your mod and i read that there ara some compatiblity patches for some Weather mod like dynamc wather and WO 3.1

caN I INSTALL compatiblity patches for WO 3.1 on my mod or i cant install them?
and ..
if i have WO 2.2 your patch works fine or not??

thnaks...
  21:37:44  7 April 2012
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Hmmm . . .

Since SWO2.2 is fairly outdated and such, and I'm kinda *bleh* at the moment in terms of wanting to figure stuff out . . .

SWO3.0 included a pre-release version of AAOv1.8 (I had actually set that version at v1.5 - it was a "LITE" pack).

There have been some installation issues people have had in the past between these mods, and it's simply rudimentary stuff - AAO never had a "compatibility" patch issued for SWO3.1 (I need to get around to that).

Anyhow - to get things working correctly - Install SWO3.0 first, and all the patches, add ons, textures and whatever else you want.

From there, install AAOv1.8 with the SWO3 patch. Download BOTH "patches" (this is where the confusion lies, the "Vanilla" patch includes a fix for SWO/DW I had forgotten about) - install the correct compatibility version of these sequentially (i.e. AAO_SWO3_comp patch 1, then patch 2). Everything should be fine from here out . . .

Now, if you install SWO3.1 - it may work by simply installing it over your current gamedata . . . I can't say for sure. I'm also not sure what functionality from AAO it might remove, too. As soon as I'm up for it, I still intend to finish up the compatibility pack, and finish development of AAO to v2.0 (hopefully with Darius' improved SO as well).
  22:16:01  24 March 2013
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
*UPDATE*

It's back on, STALKERS

Yep, I finally have time available to continue some of my projects, though I don't plan on taking on the same work-load I had in the past (you mod teams I was working with know what I'm talking about, lol). My apologies, as all my projects were essentially put on hold through the last 1-1.5 years, especially during my time of going through chemo treatment and such, and getting back to life as "normal" there-after...

But, with all that now under the belt, imperial's WorkShop is getting the furnaces fired up, the gears lubricated, and production will shortly be back underway...

SO - where do we stand? Currently, I am *not* working with any mod teams for major mod development, as I had fallen out of contact with said modders/teams. I'm still up for projects, as I love working within someone else's criteria, but still giving me creative freedom... so, any large mod teams that need any audio design done, feel free to get in touch (note: audio design does not mean music scoring - there's a *big* difference there).

Personal projects - Ambient Audio Overhaul updates are a go for all 3 titles. I still plan on trying to add more sound environments (EAX) to all level maps, and furthering that aspect of the mod... but there is some hesitation there on my part, as it would cause conflictions with any other mods that have modified the vanilla maps, or replaced them in anyway; which would mean said portion of AAO could not be included with any other major mods (like it already is, lol).

Anyhow, further revision includes "polishing" the ambient much further, especially getting AAO:CS out of "beta" and into v1.0 - I still need to finish the SoC SWO3.1 compatibility pack, and I also intend "seasonal" packs for Cromm Cruac's AtmosFear releases to coincide with the "seasonal" visual options offered through the installer. Yes, I will design a winter audio package as well for modder use, though we really have yet to have a definitive winter mod released (*cry* FROZEN SKY *cry*) - the winter ambient has essentially already been done (per left-over work I still have available from Frozen Sky's development), so it needs to get out there to you modders for use...

As it stands, that's all I can really think of ATM, but if something else pops into my mind, I'll be sure to let y'all know...

Darius6 - email me, bro
  22:41:05  24 March 2013
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567

---QUOTATION---
*UPDATE*
---END QUOTATION---


I'd be happy to have a discussion with you about LURK's needs to see if it'd be a good fit for the both of us.

Shoot me an email if you'd like: therealdaemonion@gmail.com
  23:40:27  24 March 2013
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
Messages: 1177
NPP crash when blowout timer starts

After being unable to wait for Lost Alpha any longer, I decide to create a mod mix and play through SoC again to tide me over.

The mix consists of ZRP 1.07 R3, Nanderson's Dynamic Weather Mod 9.5, Darius' Sound Overhaul, and Ambient Audio Overhaul with all three parts, with the compatibility files installed.

Everything has been fine up until I decide to play through the CNNP stage and got to the point where the timer starts for the blowout. About 10-13 seconds after the timer starts the game CTDs.

The message in the log is that the X-Ray engine tried to divide an integer by zero because of this error: "CEnvAmbient::get_rnd_sound_time()"
Is this the game calling for a sound effect for the timer that doesn't exist? Is there anything I can do to fix it?

Thanks!
  23:48:05  24 March 2013
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
darkh4 - see this thread: https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=19781&sec_id=16

I could never iron that out. It seems we hit a limitation in the game engine, with the cumbersome dynamic weather engine, and the amount of ambient audio that gets loaded up... the issue happens more frequently in stancia1 and 2 as compared to other maps, but I *have* seen it kicked on other levels occasionally, too.

There's really no work-around, yet, that I've found... aside from maybe cutting back some of the AAO audio calls...

Daemonion - how's it going, man? It looks like you've made some definite progress in your projects, for sure. I'll defi hit ya up, man
  00:22:47  25 March 2013
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
 

Message edited by:
Darkh4
03/25/2013 0:25:08
Messages: 1177
Aww, that's too bad. Though in the thread you linked it said you had not had problems with AAO + Dynamic Weather, which is what I'm running. Maybe Darius' Audio Overhaul is the final straw for me.

I've never been able to run SWO3 at all. It causes BSODs, and has done so on three separate rigs for me. Different motherboards, different CPUs, different memory, and different GPUs.

I think I've found a work around, though. Remove the weather and audio mods and just run straight ZRP while at Stancia and the Sarcophagus.
  01:11:39  25 March 2013
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
I did finally start running into issues, while testing, with DW + AAOv.18 - though, no where near as frequent as with SWO3. DW isn't as demanding on system memory, but AAO still can be... it's a limitation with how x-ray tends to control/handle the weather engine. All ambient sounds tend to be loaded from the start... if you use -noprecache command line, it helps reduce the possibility of the CTD, but doesn't eliminate it. You still might have an issue now and then.

The only work around I can offer with stancia 1/2 is to save often, lol. Unless NatVac of some other skilled ZRPer can force the engine to continue beyond this problem... the issue referenced (snd_ambient) is *not* a problem. I've *thoroughly* scoured all the ambient files to make sure ambient declaration times are consistent with each other and not out of spec...
 
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