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Ambient Audio Overhaul feedback

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  03:02:06  16 December 2008
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elgen
(Senior)
 
On forum: 12/08/2008
Messages: 112
greetz and two bits

Hi again {imperialreign}, thanks for responding to my earlier inquiries at the techpowerup forums! Now that I found this place, I will post here...

And, nice to see Darius6 still around, perhaps modding still?

Anyway, my question is on topic, about Ambient Overhaul...

The readme states something about being incompatible with patch 1.0005, have you figured that out yet for the next release? I only ask because I have now learned that running the 1.0006 is not recommended (recalled and all), so I was hoping you could work that in to your next update.

If not, am I reading it right? That it does work with patch 1.0005 if using OL2.2? Just not vanilla?

Anyway, I look forward to a new release from you. I am actually fooling around with repacking your zip/rar file or whatever for my personal use, so it meshes nice with Smart Mod Manager...another item I can tell from this thread so far you are working on...

Thanks for all the hard work!
  04:33:54  16 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
greetz and two bits

Hi again {imperialreign}, thanks for responding to my earlier inquiries at the techpowerup forums! Now that I found this place, I will post here...

And, nice to see Darius6 still around, perhaps modding still?

Anyway, my question is on topic, about Ambient Overhaul...

The readme states something about being incompatible with patch 1.0005, have you figured that out yet for the next release? I only ask because I have now learned that running the 1.0006 is not recommended (recalled and all), so I was hoping you could work that in to your next update.

If not, am I reading it right? That it does work with patch 1.0005 if using OL2.2? Just not vanilla?

Anyway, I look forward to a new release from you. I am actually fooling around with repacking your zip/rar file or whatever for my personal use, so it meshes nice with Smart Mod Manager...another item I can tell from this thread so far you are working on...

Thanks for all the hard work!
---END QUOTATION---




I had only mentioned it as a couple of users I had play-test an early pre-release had "supposedly" started encountering CTD and other errata after installing the mod (personally, I get the feeling it was from other issues, corrupted saves or game installations; improper mod installation, etc).

Personally, I could never duplicate it, and from what feedback I've had from others, they've never had any issues with 1.005 - OL22 or vanilla SoC.

So, it's mostly just to give a "head's up" - based on the lack of negative feedback, and no major error reports, I'd have to say it's compatible. There's no major game difference between 1.005 and 1.006. Mostly MP additions, and proper support for 16:10 widescreen resolutions. The widescreen support is the only reason I stick with 1.006 . . .

Anyhow, I'm confident enough you can give it a shot without any problems (just make sure to download the most recent patch). If for some reason you do run across an issue, please let me know - I'm entirelly willing to address any playability issues, but I need to know about them to fix them, y'know?
  20:02:26  16 December 2008
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elgen
(Senior)
 
On forum: 12/08/2008
Messages: 112
Ambient Overhaul *IS* compatible with patch 1.0005


---QUOTATION---


I had only mentioned it as a couple of users I had play-test an early pre-release had "supposedly" started encountering CTD and other errata after installing the mod (personally, I get the feeling it was from other issues, corrupted saves or game installations; improper mod installation, etc).

Personally, I could never duplicate it, and from what feedback I've had from others, they've never had any issues with 1.005 - OL22 or vanilla SoC.

So, it's mostly just to give a "head's up" - based on the lack of negative feedback, and no major error reports, I'd have to say it's compatible. There's no major game difference between 1.005 and 1.006. Mostly MP additions, and proper support for 16:10 widescreen resolutions. The widescreen support is the only reason I stick with 1.006 . . .

Anyhow, I'm confident enough you can give it a shot without any problems (just make sure to download the most recent patch). If for some reason you do run across an issue, please let me know - I'm entirelly willing to address any playability issues, but I need to know about them to fix them, y'know?
---END QUOTATION---



Sounds good, pretty much what I thought. After all my experimenting with your mod, I can't see any reason it wouldn't work with 1.0005 perfectly well either.

Another thing I will mention for your consideration:

I will be honest with you, when I at first went to install your mod, I was confused by the way the readme.txt is worded. Specifically, the part about you recommending Sound Overhaul be installed first. So, I installed Oblivion Lost 2.2 over vanilla, then I installed Sound Overhaul 1.06, then tried to install your mod. The thing is, it was a noob mistake, as I didn't realize that OL2.2 *includes* Sound Overhaul already...do you think you might clear that up for any other noobs out there wanting to try your mod?

I hope you don't mind me posting in here any ideas I have regarding your work! Thanks for the hard work!
  22:46:41  16 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Ambient Overhaul *IS* compatible with patch 1.0005


I will be honest with you, when I at first went to install your mod, I was confused by the way the readme.txt is worded. Specifically, the part about you recommending Sound Overhaul be installed first. So, I installed Oblivion Lost 2.2 over vanilla, then I installed Sound Overhaul 1.06, then tried to install your mod. The thing is, it was a noob mistake, as I didn't realize that OL2.2 *includes* Sound Overhaul already...do you think you might clear that up for any other noobs out there wanting to try your mod?
---END QUOTATION---



yeah, I'll take another look at that and see if I can't clear it up - come to think of it, I should probably just remove that sentence . . .






---QUOTATION---
I hope you don't mind me posting in here any ideas I have regarding your work! Thanks for the hard work!
---END QUOTATION---




not a problem, man - that's what I intended this thread for!
  23:23:08  21 December 2008
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elgen
(Senior)
 
On forum: 12/08/2008
Messages: 112
Heads up for next patch...

Hey man, me again...

Just a heads up, I have hand-merged your AAO mod into Egggchen Particles V3 and OL2.2, and I found that the default zone_gravi.ltx is also vanilla after installing your mod, NOT OL2.2 compatible. I must have hand merged this back when I was asking you about a bunch of other stuff, and forgot to tell you.

You will find that zone_gravi.ltx is ONLY in the "main" folder in your 0.9.5 release, and there is no version of it in the OL2.2 compatibility folder in 0.9.5, or for the update you made (0.9.5.2).

Just a matter of merging the AMK (blowout/random spawn) crap at the bottom of the file from OL2.2 as you well know...

Correct me if I am wrong but...

Anyway, as you can see, I am still working with your mod, I like it so much! My next task it to try to merge my base of OL2.2, AAO0.9.5.2, Eggchen Particles V3 with the impressive Arena Extension Mod! Wish me luck!
  00:38:52  22 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Heads up for next patch...

Hey man, me again...

Just a heads up, I have hand-merged your AAO mod into Egggchen Particles V3 and OL2.2, and I found that the default zone_gravi.ltx is also vanilla after installing your mod, NOT OL2.2 compatible. I must have hand merged this back when I was asking you about a bunch of other stuff, and forgot to tell you.

You will find that zone_gravi.ltx is ONLY in the "main" folder in your 0.9.5 release, and there is no version of it in the OL2.2 compatibility folder in 0.9.5, or for the update you made (0.9.5.2).

Just a matter of merging the AMK (blowout/random spawn) crap at the bottom of the file from OL2.2 as you well know...

Correct me if I am wrong but...

Anyway, as you can see, I am still working with your mod, I like it so much! My next task it to try to merge my base of OL2.2, AAO0.9.5.2, Eggchen Particles V3 with the impressive Arena Extension Mod! Wish me luck!
---END QUOTATION---



thanks for the feedback - yeah, that's another little goof on my part - I had *assumed* that OL used the same .ltx as SoundOverhaul . . . which, it obviously doesn't.

At this point, I don't think I'll be releasing another patch, as the next version of this mod is right around the corner - I'm shooting for a mid January - February release. I think this time I'll try to be a bit more thorough with triple-checking everything, too.
  07:21:28  22 December 2008
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elgen
(Senior)
 
On forum: 12/08/2008
Messages: 112
OK well post here when you have something ready, I would be happy to test for you...

or after the release, whatever works best...
  05:55:56  8 January 2009
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Wolfehunter
Mod Guru
(Resident)

 

 
On forum: 07/03/2007
 

Message edited by:
Wolfehunter
01/08/2009 6:22:44
Messages: 2748
I'm going to give your sounds a try with my super mod.

I'm merging it now. I like to see the sound effect with my X-fi

Any suggestions?

I found these lines missing in zone_gravi.ltx for OL 2.2


[amk_zone_gravi_zone]:zone_gravi_zone
$spawn = "zones\amk_gravi_zone"
spawn_blowout_artefacts = off
min_artefact_count = 0
max_artefact_count = 0
artefact_spawn_idle = 24 ;íàñêîëüêî ÷àñòî ñïîíèòü àðòåôàêòû â îôëàéíå, â ÷àñàõ

[amk_zone_gravi_zone_weak]:zone_gravi_zone_weak
$spawn = "zones\amk_gravi_zone_weak"
spawn_blowout_artefacts = off
min_artefact_count = 0
max_artefact_count = 0
artefact_spawn_idle = 24 ;íàñêîëüêî ÷àñòî ñïîíèòü àðòåôàêòû â îôëàéíå, â ÷àñàõ

[amk_zone_gravi_zone_weak_noart]:zone_gravi_zone_weak_noart
$spawn = "zones\amk_gravi_zone_weak_noart"
spawn_blowout_artefacts = off
min_artefact_count = 0
max_artefact_count = 0
artefact_spawn_idle = 24 ;íàñêîëüêî ÷àñòî ñïîíèòü àðòåôàêòû â îôëàéíå, â ÷àñàõ

[amk_zone_gravi_zone_average]:zone_gravi_zone_average
$spawn = "zones\amk_gravi zone_average"
spawn_blowout_artefacts = off
min_artefact_count = 0
max_artefact_count = 0
artefact_spawn_idle = 24 ;íàñêîëüêî ÷àñòî ñïîíèòü àðòåôàêòû â îôëàéíå, â ÷àñàõ

[amk_zone_gravi_zone_strong]:zone_gravi_zone_strong
$spawn = "zones\amk_gravi zone_strong"
spawn_blowout_artefacts = off
min_artefact_count = 0
max_artefact_count = 0
artefact_spawn_idle = 24 ;íàñêîëüêî ÷àñòî ñïîíèòü àðòåôàêòû â îôëàéíå, â ÷àñàõ

[amk_zone_gravi_zone_killing]:zone_gravi_zone_killing
$spawn = "zones\amk_gravi zone_killing"
spawn_blowout_artefacts = off
min_artefact_count = 0
max_artefact_count = 0
artefact_spawn_idle = 24 ;íàñêîëüêî ÷àñòî ñïîíèòü àðòåôàêòû â îôëàéíå, â ÷àñàõ

Was that your intent?
  22:20:39  8 January 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
nothing, it was another file that the "main" folder overwrites, and I forgot to re-include it with the OL22 comp pack. I haven't addressed it in a patch, yet, as I don't see much of a point releasing a patch for just one file - and I'm currently working on the next release version (which will have a better install method to reduce these little mistakes).


So, just copy the [amk_] headers in OL2.2 zone_gravi.ltx into the zone_gravi.ltx included with AAO and it should work just fine.


if you've any feedback or questions, I'll help ya however I can, and goodluck with the rest of the merge
  22:23:54  8 January 2009
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Wolfehunter
Mod Guru
(Resident)

 

 
On forum: 07/03/2007
 

Message edited by:
Wolfehunter
01/09/2009 1:39:56
Messages: 2748

---QUOTATION---
nothing, it was another file that the "main" folder overwrites, and I forgot to re-include it with the OL22 comp pack. I haven't addressed it in a patch, yet, as I don't see much of a point releasing a patch for just one file - and I'm currently working on the next release version (which will have a better install method to reduce these little mistakes).


So, just copy the [amk_] headers in OL2.2 zone_gravi.ltx into the zone_gravi.ltx included with AAO and it should work just fine.


if you've any feedback or questions, I'll help ya however I can, and goodluck with the rest of the merge
---END QUOTATION---

Already done. and it works very well. Whats the option for? What does those two files enchance?

For idea's. If possible try to find sound of animal and or creature being mutilated in the far distance. Some people too. Weird frog sounds or anything just weird...and cool at the same time.
 
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