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Ambient Audio Overhaul feedback

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  03:38:17  10 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Will 1.8 work with SmP 2.3?
---END QUOTATION---



yes - the SWO3 compatibility patch will work with SmP 2.3

If you'd like, you can try the DW comp patch (haven't tested it with SmP yet), but should work fine . . . IIRC, SmP includes all the textures that DW uses as well.
  06:24:08  10 May 2009
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
 

Message edited by:
artistpavel
05/10/2009 6:24:19
Messages: 464
{imperialreign}, I've been admiring your work for a while, can I add v 1.8 to my SC2009?
  07:25:08  10 May 2009
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Lyoko774
Senior Resident
 

 
On forum: 04/09/2007
Messages: 170

---QUOTATION---
Ambient Audio Overhaul v1.8 is now available:

[link]https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=17409&sec_id=17[/link]


AAO now features dynamic ambient environments - each game level has it's own "tone." The effect is meant to be subtle, and become more noticeable the further into the zone you travel.

I've decided to keep compatibility to vanilla weather loadouts, and Dynamic Weather and STALKER Weather Overhauled v3. DW/SWO3 use full dynamic weather systems, which can make the most use of the features of AAO. With that in mind, I kept compatiblity only to these two - urging that other users install either of these two mods with AAO make the most of AAO's re-worked audio.
---END QUOTATION---


The changelog says you edited the EAX enviromental table thingies..
Where are they?
That's the senvironment.xr file, isn't it? I don't see it anywhere in your achives.
Also, this new version is great! Makes STALKER more atmospheric than ever.
  07:31:18  10 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
{imperialreign}, I've been admiring your work for a while, can I add v 1.8 to my SC2009?
---END QUOTATION---



sure, by all means


---QUOTATION---
The changelog says you edited the EAX enviromental table thingies..
Where are they?
That's the senvironment.xr file, isn't it? I don't see it anywhere in your achives.
Also, this new version is great! Makes STALKER more atmospheric than ever.
---END QUOTATION---



that is one thing I had nixed from the mod at the last moment and forgot to change in the readme . . . you're right, though - the audio environment tables are in the environment.xr file.

last minute testing in some areas had a bit too much reverb for my taste, and require further tweaking.

I will be releasing that tweak at some point in the near future in the form of a patch for AAO.

Sorry about the confusion in the readme.
  08:24:50  10 May 2009
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artistpavel
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On forum: 10/17/2008
Messages: 464
Thanks man, I have merged most files succusessfully, but I'm stuck with weather_default.ltx, I have 3 rains placed differently from vanilla, and they don't match the long list of additional entries you have at the bottom, could you please help me with that file?
  08:40:13  10 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Thanks man, I have merged most files succusessfully, but I'm stuck with weather_default.ltx, I have 3 rains placed differently from vanilla, and they don't match the long list of additional entries you have at the bottom, could you please help me with that file?
---END QUOTATION---



not quite sure I understand what you're having trouble with . . .
  08:55:23  10 May 2009
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artistpavel
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On forum: 10/17/2008
 

Message edited by:
artistpavel
05/10/2009 11:57:05
Messages: 464
I'm using vanilla_SoC_1005 compitability.

It looks like I have to change every single entry like this, since it doesn't match the weather I have in SC2009, for example I have rain at 10:

[cordon_weather_10]:default_weather_10
env_ambient = cordon_env_day


I'm also getting a crash log saying I need "weather_flares_fix.ltx", which comes from SWO 3 compitability, not vanilla_SoC_1005.

Duplicate section 'ambient_env_x18' found.
  14:47:53  10 May 2009
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kosmokrator
(Novice)
 
On forum: 12/18/2007
Messages: 16
From the readme

---QUOTATION---
included some additional features, such as making Sid's radio random,
re-enabling Freedom's megaphone, enabling Borov's radio, etc. The
additional features are SmP exclusive, ATM.
---END QUOTATION---



Any plans to make those not SmP exclusive?
  17:32:03  10 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
I'm using vanilla_SoC_1005 compitability.

It looks like I have to change every single entry like this, since it doesn't match the weather I have in SC2009, for example I have rain at 10:

[cordon_weather_10]:default_weather_10
env_ambient = cordon_env_day


I'm also getting a crash log saying I need "weather_flares_fix.ltx", which comes from SWO 3 compitability, not vanilla_SoC_1005.

Duplicate section 'ambient_env_x18' found.
---END QUOTATION---




if you have your own custom weather loadout that's different than vanilla, you'll have to configure it - as well as all the inherited sections at the bottom of weather_default. I've tried to keep everything well organized so that others will be able to easily incorporate AAO into their mods . . . configuring the weather loadout can be fairly tedious though.

as to the weather_flares_fix . . . damn, I overlooked that when I was finishing things up . . . <sigh> looks like I'll be releasing a patch sooner than I would've like

As to the duplicate ambient_env_x18 . . . <sigh> overlooked that, too - go into the environment.ltx and comment out:


#include "env_ambient.ltx"



for vanilla loadouts, env_ambient is not needed (although it's needed for SWO/DW).

Thanks for pointing these errors out . . . never fails - can't any of us release a mod that doesn't need a patch at some point?



---QUOTATION---
From the readme
included some additional features, such as making Sid's radio random,
re-enabling Freedom's megaphone, enabling Borov's radio, etc. The
additional features are SmP exclusive, ATM.

Any plans to make those not SmP exclusive?
---END QUOTATION---




yes and no . . . the AAO additionals require a new game start, as they make some changes to the all.spawn file. What I may do, instead, is release these as a standalone for other modders to make use of - and for pure vanilla loadouts to be able to play. It would simpyl take way too much time to edit every major mod all.spawn out there.

I'm still giving some thought to what I want to do with these features, though.
  17:38:12  10 May 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818
About that removed #include directive {imperialreign}, are you sure that it works as intended when installing the mod with SMM?
 
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