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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
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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
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On forum: 12/04/2002
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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
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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
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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
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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
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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
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On forum: 11/14/2007
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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
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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...
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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
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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!
  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
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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
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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
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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
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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
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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
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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
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On forum: 10/29/2008
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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
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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.
  04:07:51  9 January 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---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.
---END QUOTATION---



the two optional files (eax.dll and wrap_oal.dll) are more up to date versions of these ambient audio libraries than what is found with the vanilla game. It's simply that with a newer, revised library, many of the ambient environment tables and audio calls have been updated.

The only file I haven't been able to replace, yet is OpenAL32.dll - although I have newer release versions here, for some reason, the only one that works with SoC is the file included with the vanilla install. I believe (although I might be wrong) that XR_3DA is coded for one specific version of this file . . .

Thanks for the recommendations on some sounds - I might see what I can do . . .
  04:48:24  9 January 2009
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Wolfehunter
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On forum: 07/03/2007
Messages: 2748

---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.

the two optional files (eax.dll and wrap_oal.dll) are more up to date versions of these ambient audio libraries than what is found with the vanilla game. It's simply that with a newer, revised library, many of the ambient environment tables and audio calls have been updated.

The only file I haven't been able to replace, yet is OpenAL32.dll - although I have newer release versions here, for some reason, the only one that works with SoC is the file included with the vanilla install. I believe (although I might be wrong) that XR_3DA is coded for one specific version of this file . . .

Thanks for the recommendations on some sounds - I might see what I can do . . .
---END QUOTATION---

I've notice that you do and unofficial X-fi support. Are you considering of improving the stalker sound quality supporting eax in it with the knowledge you possess?

I don't know maybe something GSC may have left out or didn't fix yet?

Or is that already done with your 2 file release?

Just curious.

Because X-fi cards and Vista are really a pain to get to work right.
  05:23:51  9 January 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
I've notice that you do and unofficial X-fi support. Are you considering of improving the stalker sound quality supporting eax in it with the knowledge you possess?

I don't know maybe something GSC may have left out or didn't fix yet?

Or is that already done with your 2 file release?

Just curious.

Because X-fi cards and Vista are really a pain to get to work right.
---END QUOTATION---



yeah - X-Fis and Vista don't play nicely . . . although the new Titanium cards don't seem to have anywhere near the number of issues that the other cards do . . .

I'm hoping that in the near future, Creative will continue this recent trend of offering more frequent updates, and drivers thatactually fix problems, too.


Anyhow, as to the EAX - I do intend to make adjustments to the environmental audio tables found in senvironment.xr . . . although, with SoC, it will only be more noticeable in some areas, and not others . . . I don't have the means to de-compile the original game maps and declare the audio environments.

The tweaked environment tables should have more of an impact with CS, as CS used these a lot more than SoC did.
  04:19:26  29 January 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075
Just an update, as it's nearing my *planned* release date . . .

and I'm still behind. AAO is slowly but surely moving forward, though - I have ambient environments configured for Cordon, Garbage, Agroprom, Dark Valley, Bar and Pripyat - as well as Agroprom Underground, X-18, X-16 and X-19. Still more areas to configure. I'm also addressing and replacing many of the static level sounds (sounds that are placed in one spot within a map), as well as some more storyline sounds, also (e.g. the helicopter sound always in Dark Valley after leaving X-18 has been turned off).

total number of ambient sounds has near about tripled (from 60 files in rnd_outdoor\ folder to currently 186), and I'm going for a much more subtle effect to the ambient environment as well - volume levels have been toned so that certain sounds don't stick out too horribly, and won't be as overly distracting.

It's a slow process - I'm configuring each area individually, one at a time, and am putting a lot of play testing into each area to make sure they "sound" right . . . it's a very slow process.

There might be another update here as I get closer to release . . .
  04:44:13  29 January 2009
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Wolfehunter
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On forum: 07/03/2007
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Awesome dude.
  03:02:34  21 April 2009
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{imperialreign}
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On forum: 10/29/2008
 

Message edited by:
{imperialreign}
04/21/2009 3:03:29
Messages: 3075
Alright - well, not to get anyone's hopes up yet . . .

But, an update. v1.8 should be ready to roll within the next few weeks - I've got a couple of weeks off of work, while I'm changing between jobs, that will give me some time to wrap this up.


For those who haven't checked it out yet, more recent AAO releases can be found:

SWO3 - includes AAO v1.5 LITE - mostly new sounds and revised daytime ambient sections.

SmP 2.3 - includes AAO v1.6 LITE - same sounds found in SWO3, as well as replaced level static sounds, and some new AAO features included.



As a further update - AAO will be split into 3 parts:

Part 1 - will be the core of AAO, all ambient and level sounds, as well as additional features and storyline sounds

Part 2 - SoundEFX, plus level musics

Part 3 - NPC speech sounds


My reasoning is that AAO has grown considerably since v0.9.5, and splitting into three parts will reduce overall download size, as well as make installing and removing sections much easier for the end-user.

Again - AAO has been designed to sound it's best with Sound Overhaul 1.7 installed . . .

ambient gunfire sounds will now be MUCH quieter than they were before, somewhat hard to hear - this will leave closer gunfire sounds as to having actually come from NPCs that are shooting it out . . . no longer will you hear ambient gunfire and think there's a gunfight going on just over the next hill - if you hear gunfire that loud and close, there IS a gunfight going on close-by.

ambient sounds in general are much quieter - volume levels have been lowered quite considerably . . . I've painstakingly done this to give more of a true ambient feel to the zone. WHen you're moving around, involved in a gunfight, ambient sounds will be almost inaudible - they're not distracting. They're still there, though. If you were to stand still for a while and just listen (as if you had nothing to do and nowhere to go), they'll be much more apparent and noticeable.

(users playing SmP 2.3 and/or SWO3 will already have a small taste of this aspect)

I'm still working on dynamic environments - each area will have it's own "tone" to it . . . Cordon, for example, will sound fairly calm and safe (considering it's on the outskirts of the zone) - lots of birds, few mutant noises, occasional gunshots, etc . . . whereas areas like Red Forest will sound very busy, with many more threatening ambient sounds - many mutant noises, automatic gunfire, fewer bird sounds, etc.


So - for everyone that's been patiently waiting the next stand-alone AAO release . . . you're wait is soon to be over.
  03:54:51  21 April 2009
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Darius6
The sound guy...
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On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Alright - well, not to get anyone's hopes up yet . . .

But, an update. v1.8 should be ready to roll within the next few weeks - I've got a couple of weeks off of work, while I'm changing between jobs, that will give me some time to wrap this up.


For those who haven't checked it out yet, more recent AAO releases can be found:

SWO3 - includes AAO v1.5 LITE - mostly new sounds and revised daytime ambient sections.

SmP 2.3 - includes AAO v1.6 LITE - same sounds found in SWO3, as well as replaced level static sounds, and some new AAO features included.



As a further update - AAO will be split into 3 parts:

Part 1 - will be the core of AAO, all ambient and level sounds, as well as additional features and storyline sounds

Part 2 - SoundEFX, plus level musics

Part 3 - NPC speech sounds


My reasoning is that AAO has grown considerably since v0.9.5, and splitting into three parts will reduce overall download size, as well as make installing and removing sections much easier for the end-user.

Again - AAO has been designed to sound it's best with Sound Overhaul 1.7 installed . . .

ambient gunfire sounds will now be MUCH quieter than they were before, somewhat hard to hear - this will leave closer gunfire sounds as to having actually come from NPCs that are shooting it out . . . no longer will you hear ambient gunfire and think there's a gunfight going on just over the next hill - if you hear gunfire that loud and close, there IS a gunfight going on close-by.

ambient sounds in general are much quieter - volume levels have been lowered quite considerably . . . I've painstakingly done this to give more of a true ambient feel to the zone. WHen you're moving around, involved in a gunfight, ambient sounds will be almost inaudible - they're not distracting. They're still there, though. If you were to stand still for a while and just listen (as if you had nothing to do and nowhere to go), they'll be much more apparent and noticeable.

(users playing SmP 2.3 and/or SWO3 will already have a small taste of this aspect)

I'm still working on dynamic environments - each area will have it's own "tone" to it . . . Cordon, for example, will sound fairly calm and safe (considering it's on the outskirts of the zone) - lots of birds, few mutant noises, occasional gunshots, etc . . . whereas areas like Red Forest will sound very busy, with many more threatening ambient sounds - many mutant noises, automatic gunfire, fewer bird sounds, etc.


So - for everyone that's been patiently waiting the next stand-alone AAO release . . . you're wait is soon to be over.
---END QUOTATION---



"Sounds" awesome!
  05:25:39  22 April 2009
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{imperialreign}
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
"Sounds" awesome!
---END QUOTATION---



thanks!

I just think audio mods have been taken too lightly in the past - usually blown over by most other users - and it's time to get effin' serious ;P
  00:33:39  10 May 2009
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{imperialreign}
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On forum: 10/29/2008
Messages: 3075
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.
  00:54:56  10 May 2009
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Amraam
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On forum: 09/15/2008
 

Message edited by:
Amraam
05/10/2009 0:55:12
Messages: 449
Will 1.8 work with SmP 2.3?
  03:38:17  10 May 2009
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{imperialreign}
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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
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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}
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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
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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}
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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
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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
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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?
  19:21:12  10 May 2009
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{imperialreign}
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
About that removed #include directive {imperialreign}, are you sure that it works as intended when installing the mod with SMM?
---END QUOTATION---



it should . . . but you bring up a good point which I overlooked - if SMM "merges" any environment.ltx, that #include will still be there . . .

I think, then, I'll have to make a "dummy" env_ambient.ltx file that has nothing in it . . . the dummy file would take the place of the database file, and eliminate any duplicate section errors.

It's not an issue with the DW/SWO3 compatibility patches, as these actually use the env_ambient.ltx file . . .

I'll figure something out here soon . . . I'll give it a week for any other issues to pop up before I issue the first patch.


nandersen, BTW, the 0.9.5 level_weathers.script is fully compatible with OL2.2 correct (I assume that it is, seeing as how SmP uses 0.9.4)?
  19:34:39  10 May 2009
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kosmokrator
(Novice)
 
On forum: 12/18/2007
Messages: 16

---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.
---END QUOTATION---



I was afraid that there was an all.spawn involved, but anyway, if you decide to release this as a standalone resource for modders, I’ll be forever thankful.

By the way, great work .
  20:03:54  10 May 2009
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notanumber
mod abuser & exploiter
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On forum: 03/22/2008
Messages: 2818

---QUOTATION---
I think, then, I'll have to make a "dummy" env_ambient.ltx file that has nothing in it . . . the dummy file would take the place of the database file, and eliminate any duplicate section errors.

It's not an issue with the DW/SWO3 compatibility patches, as these actually use the env_ambient.ltx file . . .
---END QUOTATION---


I really don't know if this will solve anything... SMM will merge the "dummy" env_ambient.ltx also... and then: I'm not sure how SMM handles deleted #include directives, better make an experiment or ask Don. It might work. I think that a better solution, however, would be to have all the sections of env_ambient.ltx replaced with one of the level specific settings so that there are no sections duplicated if this file is included.


---QUOTATION---
nandersen, BTW, the 0.9.5 level_weathers.script is fully compatible with OL2.2 correct (I assume that it is, seeing as how SmP uses 0.9.4)?
---END QUOTATION---


You assume to much
Just joking... truth is there's no such thing as "fully compatible" in the DW script. The script tries to handle some mod features like sleep and blowouts but there have been reports of buggy weather transitions in the SMP thread and I still have no idea what's wrong (I don't think that my PC can run SMP so I can't test it).
  20:13:14  10 May 2009
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Don Reba
Bishop and Councilor of War
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On forum: 12/04/2002
Messages: 11609
The deleted include should be handled properly. If another mod modifies the same include, then SMM will see a conflict and use priority rules to decide whether it should be changed or deleted.
  20:33:46  10 May 2009
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notanumber
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On forum: 03/22/2008
 

Message edited by:
notanumber
05/10/2009 20:40:06
Messages: 2818

---QUOTATION---
The deleted include should be handled properly. If another mod modifies the same include, then SMM will see a conflict and use priority rules to decide whether it should be changed or deleted.
---END QUOTATION---


Cool


{imperialreign}, how about you package the sounds directory as a standalone (core) mod and the different compatibility packs as patches to the mods that they are meant for? This would make installation with SMM more user friendly e.g.:
1) Install SWO3
2) Install AAO sound pack
3) Install SWO3 AAO patch
This way you'd get no conflicts with the "host" mod. However, uninstallation would require the host mod to be reinstalled.
  20:42:23  10 May 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
I was afraid that there was an all.spawn involved, but anyway, if you decide to release this as a standalone resource for modders, I’ll be forever thankful.

By the way, great work .
---END QUOTATION---



thanks!



---QUOTATION---
I really don't know if this will solve anything... SMM will merge the "dummy" env_ambient.ltx also... and then: I'm not sure how SMM handles deleted #include directives, better make an experiment or ask Don. It might work. I think that a better solution, however, would be to have all the sections of env_ambient.ltx replaced with one of the level specific settings so that there are no sections duplicated if this file is included.

You assume to much
Just joking... truth is there's no such thing as "fully compatible" in the DW script. The script tries to handle some mod features like sleep and blowouts but there have been reports of buggy weather transitions in the SMP thread and I still have no idea what's wrong (I don't think that my PC can run SMP so I can't test it).
---END QUOTATION---



I was just curious, I haven't had any issues . . . yet . . .

y'know how it goes
  20:47:58  10 May 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Cool


{imperialreign}, how about you package the sounds directory as a standalone (core) mod and the different compatibility packs as patches to the mods that they are meant for? This would make installation with SMM more user friendly e.g.:
1) Install SWO3
2) Install AAO sound pack
3) Install SWO3 AAO patch
This way you'd get no conflicts with the "host" mod. However, uninstallation would require the host mod to be reinstalled.
---END QUOTATION---




I actually did something like that . . .

the folder structure goes:

AAO_Core - only the sound files
AAO_compatiblity - holds the config and script files for vanilla/DW/SWO3 (these are treated as "hard-patches" to AAO - you'd have to uninstall AAO to remove these specific compatibility patches)
  20:52:44  10 May 2009
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notanumber
mod abuser & exploiter
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On forum: 03/22/2008
Messages: 2818

---QUOTATION---
I actually did something like that . . .

the folder structure goes:

AAO_Core - only the sound files
AAO_compatiblity - holds the config and script files for vanilla/DW/SWO3 (these are treated as "hard-patches" to AAO - you'd have to uninstall AAO to remove these specific compatibility patches)
---END QUOTATION---


Something but not quite: to get SMM to overwrite the host mod files (e.g. environment.ltx in SWO) you need to make the patch for SWO and not AAO.
So the description.txt of the compatibility patch should be a modified copy of that from e.g. SWO and have different version number and patch: yes
Remember to include an icon
  21:01:38  10 May 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
 

Message edited by:
{imperialreign}
05/10/2009 21:01:58
Messages: 3075

---QUOTATION---
Something but not quite: to get SMM to overwrite the host mod files (e.g. environment.ltx in SWO) you need to make the patch for SWO and not AAO.
So the description.txt of the compatibility patch should be a modified copy of that from e.g. SWO and have different version number and patch: yes
Remember to include an icon
---END QUOTATION---



yeah, I'm just now realizing how I should have set up the SMM files . . . too late as the mod is already out the door (and here I spent a good few hours getting it all setup nice and organized to be an easy install . . . <sigh> )

BTW, what's that about an icon? You mean if you include a seperate .ico SMM will use that as an icon for the mod instead?
  22:33:27  10 May 2009
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notanumber
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On forum: 03/22/2008
 

Message edited by:
notanumber
05/10/2009 22:36:16
Messages: 2818

---QUOTATION---
BTW, what's that about an icon? You mean if you include a seperate .ico SMM will use that as an icon for the mod instead?
---END QUOTATION---


You should at least include the image.jpg/.png/.gif/.whatever from the host mod in the patch - otherwise SMM will replace the mod's icon with its own default icon.
Anyway, whatever you do make sure to test the installation AND starting a new game.

By the way, really nice job with this "pre-thunder" audio effects
  22:37:26  10 May 2009
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Don Reba
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On forum: 12/04/2002
Messages: 11609

---QUOTATION---
You should at least include the image.jpg/.png/.gif/.whatever from the host mod in the patch - otherwise SMM will replace the mod's icon with its own default icon.
---END QUOTATION---


This will be changed in the next release, by the way.
  00:41:39  11 May 2009
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{imperialreign}
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On forum: 10/29/2008
Messages: 3075
AAO v1.8 compatibility hotfix is available: [link]http://stalker.filefront.com/file/Ambient_Audio_Overhaul_vanilla_hotfix;99616[/link]

*fixes the CTD with vanilla compatiblity

*fixes the missing sound_theme.script with SWO3/DW compatibility

Sorry for any headaches!
  02:55:07  12 May 2009
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Lyoko774
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On forum: 04/09/2007
 

Message edited by:
Lyoko774
05/12/2009 2:55:30
Messages: 170
Wow!
I just went through x16 (or is it 18? The one at Yantar).
It sounded amazing. From the reverb effects (which now work, thanks to the DLLs you provided!), to all the ambient creaks of metal and frazzling of fried electronics.
Can't wait till I get to x10. :3
  10:47:35  12 May 2009
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jirka607
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On forum: 05/15/2008
Messages: 175
hi imperial can i use your AAO mod in my incoming SmP 2.2.X superlite.
thanks
  00:35:35  13 May 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
hi imperial can i use your AAO mod in my incoming SmP 2.2.X superlite.
thanks
---END QUOTATION---



sure, by all means . . .

SmP 2.2 already includes AAO 0.9, SmP 2.3 includes AAO 1.6 . . . so, sure - have fun!
  01:48:15  13 May 2009
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Lyoko774
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On forum: 04/09/2007
Messages: 170
Oh, I had an idea..Which has probably been brought up a few times, but oh well.
Is there any possibility of some blowout ambient sounds, for use with mods like Priboi Story, AMK, OL, etc?
They need some unique sounds.
  01:59:52  13 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Oh, I had an idea..Which has probably been brought up a few times, but oh well.
Is there any possibility of some blowout ambient sounds, for use with mods like Priboi Story, AMK, OL, etc?
They need some unique sounds.
---END QUOTATION---



I already have about 40 sounds in-progress for blowout sections . . . there's also a new blowout mod in loose development by the SWO3 team.

Be patient
  04:18:41  13 May 2009
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Lyoko774
Senior Resident
 

 
On forum: 04/09/2007
Messages: 170

---QUOTATION---
Oh, I had an idea..Which has probably been brought up a few times, but oh well.
Is there any possibility of some blowout ambient sounds, for use with mods like Priboi Story, AMK, OL, etc?
They need some unique sounds.

I already have about 40 sounds in-progress for blowout sections . . . there's also a new blowout mod in loose development by the SWO3 team.

Be patient
---END QUOTATION---


Oooh!
Is that the thing I saw on your Live drive? >.>
  06:09:07  13 May 2009
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Wolfehunter
Mod Guru
(Resident)

 

 
On forum: 07/03/2007
Messages: 2748

---QUOTATION---
Oh, I had an idea..Which has probably been brought up a few times, but oh well.
Is there any possibility of some blowout ambient sounds, for use with mods like Priboi Story, AMK, OL, etc?
They need some unique sounds.

I already have about 40 sounds in-progress for blowout sections . . . there's also a new blowout mod in loose development by the SWO3 team.

Be patient
---END QUOTATION---

hmmmm I can't wait to see what magic you guys are whipping up.
  18:41:37  13 May 2009
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jirka607
Senior Resident
 

 
On forum: 05/15/2008
Messages: 175
Ok thanks i have it now working with suprlite.
  21:05:40  14 May 2009
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
Messages: 464
imperialreign, would that be possible to add that radio effect to default radio_music_1.ogg file? I added it to circulation, just wanted it to sound the same.
  00:43:10  15 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
imperialreign, would that be possible to add that radio effect to default radio_music_1.ogg file? I added it to circulation, just wanted it to sound the same.
---END QUOTATION---



I can probably come up with something that sounds similar . . . the background static sound I had created for the radio edits has gone missing, so I'll have to spend some time to figure out the right mix again.
  01:11:24  15 May 2009
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
 

Message edited by:
artistpavel
05/15/2009 8:34:02
Messages: 464
oh, actually it's ok, because it sounds like they tuned to better channel, so it's even more interesting, if it's easy to recreate, then I'd use it.
  00:38:50  16 May 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
oh, actually it's ok, because it sounds like they tuned to better channel, so it's even more interesting, if it's easy to recreate, then I'd use it.
---END QUOTATION---



I'll try to do so this weekend sometime - in the middle of re-installing XP and all my apps . . . again
  02:35:09  16 May 2009
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
 

Message edited by:
artistpavel
05/16/2009 5:33:07
Messages: 464
thanks, and just wanted to say, some sounds have little clicks at the end.

love the new wind!! it feels like the air is moving in game, much softer than vanilla.

fog is something special now, horror at night sounds like zone is slowly claiming people one by one.


currently I installed the env_ambient.ltx part, installing full version with your custom weather_default+env_ambient_defaults.ltx, would take some time, hopefully I'm not missing essential stuff, only extra.
  06:30:48  16 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
thanks, and just wanted to say, some sounds have little clicks at the end.

love the new wind!! it feels like the air is moving in game, much softer than vanilla.

fog is something special now, horror at night sounds like zone is slowly claiming people one by one.


currently I installed the env_ambient.ltx part, installing full version with your custom weather_default+env_ambient_defaults.ltx, would take some time, hopefully I'm not missing essential stuff, only extra.
---END QUOTATION---




shouldn't be missing too much . . . again, though, I recommend installing either DW or SWO3 along with AAO - they can make the most of the vast number of ambient sections I created for each game level (there's nearly 20 different ambient sections for each individual level).

As to the sounds with the clicking at the end . . . can you possibly let me know which ones? I did my utmost best to double-check all sounds for this release, with the exception of the NPC dialouge sounds (which I haven't touched since AAO 0.9) - for some reason, the SDK has a habit of creating white noise in the audio section itself during the conversion . . .
  08:26:51  16 May 2009
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
 

Message edited by:
artistpavel
05/16/2009 8:39:04
Messages: 464
I heard them while standing in the open with no NPCs during env_day, maybe creatures or wind
  17:28:40  16 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
I heard them while standing in the open with no NPCs during env_day, maybe creatures or wind
---END QUOTATION---




hmmm . . .

I'll go back through the AAO sounds, then, and see if I happened to miss some . . .

are you sure you're using the sounds from AAO 1.8? A lot of the files with 0.9 had that problem.
  23:55:56  16 May 2009
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artistpavel
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On forum: 10/17/2008
 

Message edited by:
artistpavel
05/16/2009 23:56:34
Messages: 464
I'm gonna copy all files from v1.8 rnd_outdoor and overwrite all to make sure it's not the old files, I think I did that, but just in case.
  12:50:00  18 May 2009
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
 

Message edited by:
artistpavel
05/18/2009 12:51:05
Messages: 464
The clicks are happening during wind, I listened many times, and it's when the wind is blowing. No biggie, just letting know.
  14:09:31  18 May 2009
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Kiba
(Novice)
 
On forum: 05/18/2009
Messages: 4
hello imperialreign, hello all, first thank you for your mod, it makes a really good atmosphere.

I just have one small comment to make on your mod.

I noticed in the level Brainlab in x16, when we stopped the last module, the brain continues to function (the noise)
is this normal?

because in your folder sounds \ ambient \ x16 there are files on the x16_brain_death, the x16_brain_run, x16_brain_stop and x16_psy_hit, but it does not seem to work in the game.

However all other files sounds of the same folder works fine.


you have an idea?

PS:sorry for my bad english.
  20:31:00  18 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
The clicks are happening during wind, I listened many times, and it's when the wind is blowing. No biggie, just letting know.
---END QUOTATION---




thanks again - as soon as I have SoundForge re-installed, I'm going to go back through all the sounds just to be sure . . .

curious . . . anyone else notice any "clicking" with certain sounds or not?



---QUOTATION---
hello imperialreign, hello all, first thank you for your mod, it makes a really good atmosphere.

I just have one small comment to make on your mod.

I noticed in the level Brainlab in x16, when we stopped the last module, the brain continues to function (the noise)
is this normal?

because in your folder sounds \ ambient \ x16 there are files on the x16_brain_death, the x16_brain_run, x16_brain_stop and x16_psy_hit, but it does not seem to work in the game.

However all other files sounds of the same folder works fine.


you have an idea?

PS:sorry for my bad english.
---END QUOTATION---



your english is quite understandable

anyhow, yeah, it's normal. Those specific sounds are "placed" in the game level itself . . . to the best of my knowledge, there's no good way to disabel them. I'd have to do some more edits to the all.spawn, and set up config files that would play the sounds . . . then make the vanilla sounds silent. Either way, it'd make a mess for users wanting to merge it with other mods, so I figured I'd just leave it alone.

Even after "destroying" the glass container (either with a couple of grenades or a ton of rounds), it'll continue to play the 'bubbling' sound.
  21:19:17  18 May 2009
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Kiba
(Novice)
 
On forum: 05/18/2009
Messages: 4
Ok imperialreign and thank you for the explanation.

Yes I also noticed that throwing a grenade over there continued to play the 'bubbling' sound...

I find this unfortunate because it's true that even in the vanilla (no mod) is also the same result.

Its takes a little to the realism of the scene.
  15:04:06  21 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Ok imperialreign and thank you for the explanation.

Yes I also noticed that throwing a grenade over there continued to play the 'bubbling' sound...

I find this unfortunate because it's true that even in the vanilla (no mod) is also the same result.

Its takes a little to the realism of the scene.
---END QUOTATION---



indeed it does - but it's not too distracting as such. Like I mentioned, I could fix the issue, but it would be hard to release it with the mod as it would create incompatibility issues with other mods (due to the edited all.spawn).

ALthough, I'm still considering at some point releasing my all.spawn AAO tweaks as "modding resources" for others to use with their projects . . . they're too small of tweaks to make a stand-alone really viable, but would be able to add some smaller details for larger projects (for example, SmP 2.3 uses some all.spawn tweaks of mine - like Freedom's re-enabled megaphone, Sid's radio playing different music instead of the same thing over and over again, etc.).
  15:16:27  21 May 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818
Great mod

I've been using your mod for some time now and I'm totally addicted to it. It took me some time to notice many of the enhancements but now there's no turning back. This mod is definitely a must-have.
  18:11:21  21 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Great mod

I've been using your mod for some time now and I'm totally addicted to it. It took me some time to notice many of the enhancements but now there's no turning back. This mod is definitely a must-have.
---END QUOTATION---



thanks, man! I was defi going fo a very subtle effect, and glad to hear I've achieved that.

Hell, a lot of work went into it . . . and now I've got to re-do about 75% of it all for CS, now
  19:48:37  25 May 2009
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EggChen
Senior Resident
 

 
On forum: 01/12/2008
Messages: 1109

---QUOTATION---
I already have about 40 sounds in-progress for blowout sections . . . there's also a new blowout mod in loose development by the SWO3 team.

Be patient
---END QUOTATION---



Only just noticed this...

Remind the guys my PE3 mod, which I think SMP uses, includes a blowout wind weather effect modders resource. As far as I know no-one has used it yet
  20:22:49  25 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Only just noticed this...

Remind the guys my PE3 mod, which I think SMP uses, includes a blowout wind weather effect modders resource. As far as I know no-one has used it yet
---END QUOTATION---



Yeah, I've noticed it - been experimenting with it (as well as some other effects) for the blowout mod we've been working on . . .

In regards to SmP - it wouldn't be too hard to activate, either
  20:25:16  25 May 2009
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EggChen
Senior Resident
 

 
On forum: 01/12/2008
Messages: 1109
Off topic sorry, just watched your first three videos on stealth... nice work. I had never noticed that thread, hang out in the modding sections too much.

Love the music on all three, what is it?
  22:15:11  25 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Off topic sorry, just watched your first three videos on stealth... nice work. I had never noticed that thread, hang out in the modding sections too much.

Love the music on all three, what is it?
---END QUOTATION---




The first one, "Outpost Raid" => Front Line Assembly "Manical"

"Bandit Camp Raid" => Skinny Puppy "Pro-Test"

"Military Raid in Agroprom" => KMFDM "Urban Monkey Warfare"
  19:59:41  10 June 2009
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Waltharius
(Novice)
 
On forum: 06/10/2009
Messages: 7
Ok, so, basically:

How do you "install SWO3 alongside AAO" ?


I have been, for the last 3 days, trying to install this thing together, and I can't. Following the author's instructions, I can't.

What I do is:

Install SWO3

Install SWO3 Fix

Install AAO Core

Install AAO Compatibility files

(according to 'readme' file included)

Result: crash to desktop.

What the hell am I doing wrong? Do I have to guess which files I should and shouldn't overwrite? If you are promoting the support and compatibility of these mods together, it is expected that you explain in detail, how to install both mods together. Your 'readme' only has instructions for your mod alone.

One would also assume that, every instruction needed for the mod installation would be present in the included 'readme' file, so one wouldn't have to dig and re-dig forum threads with hundreds of replies. hoping that someone is trying to do the same thing.

So, assuming I have only SWO3+fix installed, what do I have to do/edit/copy/overwrite/etc to install AAO, and make them work together?
  20:20:55  10 June 2009
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llama man
Llamanized metalheadstalker
(Resident)

 

 
On forum: 04/29/2008
Messages: 1424
What does the crashlog say?

The directory for the log file for me is in
C:\Users\Public\Documents\STALKER-SHOC\logs
Im using vista, i think its different with XP.
  20:34:02  10 June 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Ok, so, basically:

How do you "install SWO3 alongside AAO" ?


I have been, for the last 3 days, trying to install this thing together, and I can't. Following the author's instructions, I can't.

What I do is:

Install SWO3

Install SWO3 Fix

Install AAO Core

Install AAO Compatibility files

(according to 'readme' file included)

Result: crash to desktop.

What the hell am I doing wrong? Do I have to guess which files I should and shouldn't overwrite? If you are promoting the support and compatibility of these mods together, it is expected that you explain in detail, how to install both mods together. Your 'readme' only has instructions for your mod alone.

One would also assume that, every instruction needed for the mod installation would be present in the included 'readme' file, so one wouldn't have to dig and re-dig forum threads with hundreds of replies. hoping that someone is trying to do the same thing.

So, assuming I have only SWO3+fix installed, what do I have to do/edit/copy/overwrite/etc to install AAO, and make them work together?
---END QUOTATION---





First, to give you any further help, I need to see what the crash log says.

Two - did you download the AAO quickfix? [link]http://stalker.filefront.com/file/Ambient_Audio_Overhaul_vanilla_hotfix;99616[/link] (although, it shouldn't make a difference with just SWO3 and AAO).


Anyhow, there's only two mods that I decided to support - STALKER Weather Overhauled 3 and Dynamic Weather . . . my reasoning was that these are the only two mods that can make the most out of all the features I had incorporated into AAOv1.8 - I didn't see any point in taking the extensive amount of time to create compatibility packs for all the other major mods, especially if they wouldn't be able to make full use of the mod.

The AAO core folders are only audio files . . . they won't cause any incompatiblity issues.

The compatibility folders are only for vanilla, SWO3 and DW . . . in regards to SWO3 and DW, the comp folder updates the dynamic weather engine with a newer level_weathers script as well. Again, I can't even begin to fathom what is wrong with your installation without the error section posted in the log file.

As to installation - if you're not using SMM, it's as simple as:

*make sure SWO3 or DW is installed and fully patched first

*install the <gamedata> folder in AAO_Core

*install the correct compatibility folder in AAO_compatiblity_packs




If you have any other mods installed that make changes to the weather .ltsx files (e.g. environment.ltx, weather_default.ltx, env_ambient.ltx) . . . you'll run into compatibility issues and will more than likely need to manually merge the files.

I've followed the above installation procedure on a clean vanilla+SWO3/DW install numerous times without any issues . . . as well, I've tested the SMM installation methods on a clean vanilla+SWO3/DW install numerous times as well ------ to be able to further help you, I'll need further information.
  20:34:21  10 June 2009
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Waltharius
(Novice)
 
On forum: 06/10/2009
Messages: 7

---QUOTATION---
What does the crashlog say?

The directory for the log file for me is in
C:\Users\Public\Documents\STALKER-SHOC\logs
Im using vista, i think its different with XP.
---END QUOTATION---



FATAL ERROR

[error]Expression : fatal error
[error]Function : CRender::texture_load
[error]File : E:\stalker\sources\trunk\xr_3da\xrRender\Texture.cpp
[error]Line : 295
[error]Description : <no expression>
[error]Arguments : Can't find texture 'sky\sky_dark_cube'


Thank you for the reply, and for the logs reference. This is strange as it seems the engine is calling a texture that isn't there, but this only happens when I install this mod, and I'm not modifying anything in it.

With this I'm going to try and get to the origin of the error.
  20:43:09  10 June 2009
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Waltharius
(Novice)
 
On forum: 06/10/2009
 

Message edited by:
Waltharius
06/10/2009 20:52:53
Messages: 7

---QUOTATION---

First, to give you any further help, I need to see what the crash log says.

Two - did you download the AAO quickfix? [link]http://stalker.filefront.com/file/Ambient_Audio_Overhaul_vanilla_hotfix;99616[/link] (although, it shouldn't make a difference with just SWO3 and AAO).


Anyhow, there's only two mods that I decided to support - STALKER Weather Overhauled 3 and Dynamic Weather . . . my reasoning was that these are the only two mods that can make the most out of all the features I had incorporated into AAOv1.8 - I didn't see any point in taking the extensive amount of time to create compatibility packs for all the other major mods, especially if they wouldn't be able to make full use of the mod.

The AAO core folders are only audio files . . . they won't cause any incompatiblity issues.

The compatibility folders are only for vanilla, SWO3 and DW . . . in regards to SWO3 and DW, the comp folder updates the dynamic weather engine with a newer level_weathers script as well. Again, I can't even begin to fathom what is wrong with your installation without the error section posted in the log file.

As to installation - if you're not using SMM, it's as simple as:

*make sure SWO3 or DW is installed and fully patched first

*install the <gamedata> folder in AAO_Core

*install the correct compatibility folder in AAO_compatiblity_packs

If you have any other mods installed that make changes to the weather .ltsx files (e.g. environment.ltx, weather_default.ltx, env_ambient.ltx) . . . you'll run into compatibility issues and will more than likely need to manually merge the files.

I've followed the above installation procedure on a clean vanilla+SWO3/DW install numerous times without any issues . . . as well, I've tested the SMM installation methods on a clean vanilla+SWO3/DW install numerous times as well ------ to be able to further help you, I'll need further information.
---END QUOTATION---



I did install your fix. I thought it wouldn't do anything in my case, but I installed it anyway.

The only mod I'm using is, indeed, SWO3 and it's update/quick fix, so there isn't anything else messing with the weather files.

As I replied, on my last post, I forgot all about the crash log. I checked it and it actually may not be related to your mod, but with SWO3 and some missing texture. The strange thing is, this only happens after I install your mod.

EDIT: FATAL ERROR

[error]Expression : fatal error
[error]Function : CRender::texture_load
[error]File : E:\stalker\sources\trunk\xr_3da\xrRender\Texture.cpp
[error]Line : 295
[error]Description : <no expression>
[error]Arguments : Can't find texture 'sky\sky_dark_cube'

This seems to be the "missing" texture.
  20:49:55  10 June 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818

---QUOTATION---
What does the crashlog say?

The directory for the log file for me is in
C:\Users\Public\Documents\STALKER-SHOC\logs
Im using vista, i think its different with XP.

FATAL ERROR

[error]Expression : fatal error
[error]Function : CRender::texture_load
[error]File : E:\stalker\sources\trunk\xr_3da\xrRender\Texture.cpp
[error]Line : 295
[error]Description : <no expression>
[error]Arguments : Can't find texture 'sky\sky_dark_cube'
---END QUOTATION---


To me this looks like you're using the DW compatibility pack and not the one for SWO3.
  20:52:22  10 June 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
To me this looks like you're using the DW compatibility pack and not the one for SWO3.
---END QUOTATION---




nandersen's deduction would be correct. That specific sky_cube texture is only used with Dynamic Weather IIRC.
  20:56:02  10 June 2009
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Waltharius
(Novice)
 
On forum: 06/10/2009
 

Message edited by:
Waltharius
06/10/2009 21:04:53
Messages: 7

---QUOTATION---
To me this looks like you're using the DW compatibility pack and not the one for SWO3.


nandersen's deduction would be correct. That specific sky_cube texture is only used with Dynamic Weather IIRC.
---END QUOTATION---



Well I'm 100% sure that I copied the Stalker Weather Overhauled 3 compatibility pack. I just did it again. Could it be the file I downloaded? The version I have supposedly is 1.8.

I just rechecked again. I'm using the correct compatibility pack.
  21:15:15  10 June 2009
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Waltharius
(Novice)
 
On forum: 06/10/2009
 

Message edited by:
Waltharius
06/10/2009 21:16:25
Messages: 7
The file 'weather_indoor' inside SWO3 compatibility pack is calling that sky_dark texture.

See the pic:

[link]http://img.photobucket.com/albums/v461/J-Petrucci/sky_dark_cube.jpg[/link]

However, that texture doesn't exist in SWO3.
  21:49:46  10 June 2009
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Waltharius
(Novice)
 
On forum: 06/10/2009
Messages: 7

---QUOTATION---
The file 'weather_indoor' inside SWO3 compatibility pack is calling that sky_dark texture.

See the pic:

[link]http://img.photobucket.com/albums/v461/J-Petrucci/sky_dark_cube.jpg[/link]

However, that texture doesn't exist in SWO3.
---END QUOTATION---



I fixed it by downloading the 'Dynamic Weather' and copying both sky_dark_cube.dds and sky_dark_cube#small.dds to 'gamedata/textures/sky'. It is working fine now. The SWO3 compatibility pack is indeed calling that missing texture. I don't know how nobody noticed this yet, again, I may have downloaded a version of the mod you guys aren't using... ...but I used the links in this forum, and the reported version is 1.8... so I honestly can't figure out what is happening here. Maybe you should look into it?

I investigated a bit further and I noticed that the SWO3 alone doesn't even have a weather_indoor.ltx in 'gamedata/config/weathers'. Maybe you included 'weather_indoor.ltx' on SWO3 compatibility pack by mistake?
  22:10:51  10 June 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
 

Message edited by:
{imperialreign}
06/10/2009 22:17:11
Messages: 3075
I'll check it out once I have access to my rig again (might be a few days) . . . but, it should be there (either in the mod comp pack, or in the quick fix) . . .

-EDIT-

as well - double check that the environment.ltx file for SWO3/DW compatibility packs actually does include the #include weather_indoor.ltx . . . if I remember correctly, I had moved all the indoor stuff to ambients\env_ugnd.ltx or something similar, as all the underground ("indoor" ) levels are configured through inheritance.

again, I'll dobule check when I have access to my rig again . . .
  22:37:57  10 June 2009
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Waltharius
(Novice)
 
On forum: 06/10/2009
 

Message edited by:
Waltharius
06/10/2009 22:40:00
Messages: 7

---QUOTATION---
I'll check it out once I have access to my rig again (might be a few days) . . . but, it should be there (either in the mod comp pack, or in the quick fix) . . .

-EDIT-

as well - double check that the environment.ltx file for SWO3/DW compatibility packs actually does include the #include weather_indoor.ltx . . . if I remember correctly, I had moved all the indoor stuff to ambients\env_ugnd.ltx or something similar, as all the underground ("indoor" ) levels are configured through inheritance.

again, I'll dobule check when I have access to my rig again . . .
---END QUOTATION---



Yes, it does include the #include weather_indoor.ltx. I tried to exclude that line from the environment.ltx and deleting weather_indoor.ltx + sky_dark_cube.dds & sky_dark_cube#small.dds to see if the game ran fine, but it crashes right as it starts loading, so, the file weather_indoor.ltx is definitely being used for something. The strange thing about it is why is it calling textures that shouldn't be there.

I worked around it by using "Dynamic Weather's" textures (sky_dark_cube & sky_dark_cube#small).

Check it when you can, but hey, no worries, I can now enjoy your mod.
Thank you.
  23:11:52  10 June 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818
If you remove the #include then you should also remove the line:
indoor = sect_indoor
..or something like that.
  15:45:06  11 June 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
If you remove the #include then you should also remove the line:
indoor = sect_indoor
..or something like that.
---END QUOTATION---



that would probably cause issues, too . . . can't remember.



Anyhow, I'll make sure to check out the packaged AAO when I get a chance . . . if need be, I'll issue another patch.
  13:23:40  12 June 2009
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
{imp} and Darius6, any idea if .S3M can me converted to ShoC compatible .OGG?
Nothing has ever matched Unreal\UT music particularly in the Dynamic Music compartment. But, its all S3M .
  15:00:47  12 June 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
{imp} and Darius6, any idea if .S3M can me converted to ShoC compatible .OGG?
Nothing has ever matched Unreal\UT music particularly in the Dynamic Music compartment. But, its all S3M .
---END QUOTATION---




I'll look into it when I have the chance . . . as long as I can find software that can play that extension, I can get the data converted to commented .ogg
  15:01:47  12 June 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
SWO3 compatibility patch is now available:

[link]http://stalker.filefront.com/file/Ambient_Audio_Overhaul_SWO3_patch;100200[/link]


*fixes an erroneous texture call in a file I had overlooked during packaging.
  16:00:40  12 June 2009
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
For playback only, I use an ancient but still thriving utility called XMPlay, look at :

support.xmplay.com

because there is info in audiophile's slang I never cared to undertand .
  02:55:38  17 June 2009
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Audioave10
Senior Resident
 

 
On forum: 07/19/2008
 

Message edited by:
Audioave10
06/17/2009 5:12:02
Messages: 2461
I had OL 2.2 installed, then SO, then AAO 0.95, and the latest File-
Front listed patch for it. Not good...I kept getting Fatal Errors first for
the Saiga 12c then for the MP5 etc. I could not load a save or a new game. Sure wish this mod was simpler to install. I had 1.7 w/patch
but later find there is a 1.8. I first did not use the optional bin folder-
then used it but it made no difference. I have uninstalled all of it so I
have no log file but they were all the same except for different names
of weapons. I sure would like to use this with OL 2.2. I normally read
readme's and I'm very careful.
Any advice and the LATEST mod please?
The ability to use "sound" for ambiance really makes for a much more
creepy zone...this IS nice work.


EDIT: Found the new downloads and I have a new game going now. I
guess Filefront won't always take you to the latest download.
  14:54:23  17 June 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
I had OL 2.2 installed, then SO, then AAO 0.95, and the latest File-
Front listed patch for it. Not good...I kept getting Fatal Errors first for
the Saiga 12c then for the MP5 etc. I could not load a save or a new game. Sure wish this mod was simpler to install. I had 1.7 w/patch
but later find there is a 1.8. I first did not use the optional bin folder-
then used it but it made no difference. I have uninstalled all of it so I
have no log file but they were all the same except for different names
of weapons. I sure would like to use this with OL 2.2. I normally read
readme's and I'm very careful.
Any advice and the LATEST mod please?
The ability to use "sound" for ambiance really makes for a much more
creepy zone...this IS nice work.


EDIT: Found the new downloads and I have a new game going now. I
guess Filefront won't always take you to the latest download.
---END QUOTATION---




no FF doesn't . . . on top of that, all the older stuff is out-dated, sand hasn't been marked as such by the site admins . . .

I had tried to keep the installation proces of v1.8 much simpler than before, but I've also limited compatibility to only two other mods - which should always be installed before AAO.
  20:12:10  17 June 2009
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Audioave10
Senior Resident
 

 
On forum: 07/19/2008
Messages: 2461
The 3-part download works good...Thanks. I probably should get rid of
some of my "old" links and update them.
Cheers...
  22:02:17  17 June 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
s'all good - glad it worked out easier for ya . . . I figured 3 parts were easier than a single 250+MB download
  00:31:32  11 July 2009
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hhiker
off to new worlds
(Resident)

 

 
On forum: 10/31/2008
 

Message edited by:
hhiker
07/11/2009 0:38:11
Messages: 4290
HAHA, actually got it to work

What about the saves - will they also open with the(se) mod(s) unabled?

ed:
played only 5 minutes so far bu gotta say: the crows - seriously cool (oh wait... or was that outside? The window is open and weather is compatible with ingame )
  00:48:05  11 July 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
HAHA, actually got it to work

What about the saves - will they also open with the(se) mod(s) unabled?
---END QUOTATION---



Actually - that's a great question . . .

Sadly, though, last time I checked, if you are using either DW or SWO3, your saved games will NOT work if you remove the mod.

The dynamic weather script converts the saved game over, and cannot be unconverted (although, it's something I could mention to nandersen, and see if he plans on implimenting such a feature).


---QUOTATION---
ed:
played only 5 minutes so far bu gotta say: the crows - seriously cool (oh wait... or was that outside? The window is open and weather is compatible with ingame )
---END QUOTATION---



  00:55:21  11 July 2009
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hhiker
off to new worlds
(Resident)

 

 
On forum: 10/31/2008
 

Message edited by:
hhiker
07/11/2009 1:49:46
Messages: 4290

---QUOTATION---


Sadly, though, last time I checked, if you are using either DW or SWO3, your saved games will NOT work if you remove the mod.

The dynamic weather script converts the saved game over, and cannot be unconverted (although, it's something I could mention to nandersen, and see if he plans on implimenting such a feature).


---END QUOTATION---



I'm talking vanilla.
Well, someone's gotta test it iguess ... be back in 5 minutes...

ED :
nope -
...

ED2:

---> correction, they do! (I had overlooked one part when disabling)

ED3:
uh what?
http://img26.imageshack.us/img26/7459/audiomodweight.jpg
Exactly how is the weight tweak an essential part of audible atmosphere?
More importantly, how do i turn it off? (Gotta go for manual install for that, i take it?)

-->
found it (in the compatibility folders), but changing it there has no effect
*scraching head*
changing it in the hotfix files doesn't seem to do the trick either ...

FINAL EDIT (honestly )
right. when in doubt, reinstall
Got the weight right.
sorry for the live feed of confusion.
  02:38:41  11 July 2009
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hhiker
off to new worlds
(Resident)

 

 
On forum: 10/31/2008
Messages: 4290
bird sounds

(Gonna double post, because this is completely different topic.)

So far i've only been to the Army warehouses and i was wondering ... have you included the sound of Common Creane anywhere?
They add an extra dose of eerie/ melancholic feel to any area with swampy spots (especially during the twilight hours).

Here is one sample for instance:
http://www.birdforum.net/opus/index.php?title=Common_Crane&diff=cur&oldid=105287&printable=yes
  06:51:22  11 July 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
 

Message edited by:
{imperialreign}
07/11/2009 6:55:42
Messages: 3075
Damn - sorry about that weight thing . . . I had changed that for in-game testing, and forgot to change it back (TBH, I made the same mistake with AAO v0.9 ) . . .

You'll need to edit the system.ltx file included with AAO - go into gamedata\config\system.ltx and scroll down just a bit until you see the [Inventory] section . . . change max_weight back to 50

Or . . . you could remove the system.ltx file - which will also remove the configured settings for audio occlusion - the mod might sound a bit different, though, as all the sounds have been edited and tested with those occlusion values . . .


As to the Crane sound . . . I hadn't really considered it, as (although their call is fitting for the zone) I didn't get the feeling such birds would actually frequent the zone . . .

but, it might be something I'll keep in mind for v2.0

Regarding bird sounds in general - all areas have their own "tone" . . . you'll find that if you travel back to Cordon, the zone sounds much peaceful - there's more bird calls, fewer gunshot sound, little to none mutant and unnatural sounds . . . I had figured that with Cordon being right at the very edge of the zone, it should sound the most subdued and almost "normal" . . . but, as you progress deeper in, closer to the NPP, things become more active and unnatural - as well, the amount of bird calls you hear become less and less frequent (and in some areas, there are no bird sounds at all).

The whole aim with the project was to enrichen and deepen the atmosphere of the zone, with nothing more than audio . . . and, hopefully, I've been able to accomplish this task (as much as I believe I have, it's truly up for others to decide).
  10:56:51  11 July 2009
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hhiker
off to new worlds
(Resident)

 

 
On forum: 10/31/2008
 

Message edited by:
hhiker
07/11/2009 13:23:42
Messages: 4290

---QUOTATION---

You'll need to edit the system.ltx file included with AAO - go into gamedata\config\system.ltx and scroll down just a bit until you see the [Inventory] section . . . change max_weight back to 50

---END QUOTATION---



Yesyes, already figured it out
Had to uninstall and reinstall the hotfix part before the change kicked in (using SMM).

About the cranes sound - thought it was worth mentioning because i found myself expecting to hear it at dawn. That was at the Warehouses... maybe it would fit Yantar as well - could be quite rare and distotred to sound less "of this earth".

Been only in some levels so far but already found one thing to whine about too
(My opinion only, and i won't disable the mod because of that or anyhing.) For me the more varied Bar playlist actually breask tha Bar atmosphere. Somehow the original ever-repeating tune defined the controversial nature of the Bar...
But as i said- that's only my opinion.

ED:
remembered a second thing too:
the electro sound seems kinda overkill to me. The first thwo times it's cool (yeah, thundah!) but if you're used to moving around in anomaly fiends and repair your suits there ... let's just say i turned the volume down for those activities.
  14:57:09  11 July 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Yesyes, already figured it out
Had to uninstall and reinstall the hotfix part before the change kicked in (using SMM).

About the cranes sound - thought it was worth mentioning because i found myself expecting to hear it at dawn. That was at the Warehouses... maybe it would fit Yantar as well - could be quite rare and distotred to sound less "of this earth".

Been only in some levels so far but already found one thing to whine about too
(My opinion only, and i won't disable the mod because of that or anyhing.) For me the more varied Bar playlist actually breask tha Bar atmosphere. Somehow the original ever-repeating tune defined the controversial nature of the Bar...
But as i said- that's only my opinion.

ED:
remembered a second thing too:
the electro sound seems kinda overkill to me. The first thwo times it's cool (yeah, thundah!) but if you're used to moving around in anomaly fiends and repair your suits there ... let's just say i turned the volume down for those activities.
---END QUOTATION---




s'all good - I had a couple other users complain of the electro sounds . . . but I was going for that deafening thunder sound instead . . . I mean, if you've ever been really close to a lightning strike - it will briefly deafen you, and I kinda used that for inspiration . . .

Plus, they're one of the stronger anomalies in the zone

TBH, though, it's not necessary to have those installed - IIRC, AAO_core only containes the ambient material . . . I believe I had moved the anomaly sounds into the SoundEFX mod.



Anyhow, thanks for the feedback and input
  16:32:32  11 July 2009
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hhiker
off to new worlds
(Resident)

 

 
On forum: 10/31/2008
Messages: 4290

---QUOTATION---

s'all good - I had a couple other users complain of the electro sounds . . . but I was going for that deafening thunder sound instead . . . I mean, if you've ever been really close to a lightning strike - it will briefly deafen you, and I kinda used that for inspiration . . .

Plus, they're one of the stronger anomalies in the zone

---END QUOTATION---



*chuckle*
It's not the lack of realism whining about
And i checked, it is in the core folder anyway, so i'll just suck it up.

(Besides, "realistically" speaking, one would think that a stalker who's willing to crawl inside an anomaly for special puroses would be prepared ebough to have some earplugs in the backpocket anyway.)
  23:04:09  11 July 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
*chuckle*
It's not the lack of realism whining about
And i checked, it is in the core folder anyway, so i'll just suck it up.

(Besides, "realistically" speaking, one would think that a stalker who's willing to crawl inside an anomaly for special puroses would be prepared ebough to have some earplugs in the backpocket anyway.)
---END QUOTATION---



well, I appreciate the feedback anyhow

Let me know what you thinkof the ambient after you've spent a ton of time in the zone
  14:32:38  12 July 2009
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Beebee
(Senior)
 
On forum: 05/22/2009
Messages: 51
Re Crashing

Problem with mod install
This is my existing mod list in diagram view

http://img194.imageshack.us/img194/4058/20090710100917.jpg

And here in detail

http://img30.imageshack.us/img30/332/smm20090710102710.jpg

If I attemp to install AAO on top of this I get the following error message
FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::Load
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 175
[error]Description : <no expression>
[error]Arguments : Duplicate section 'ambient_env_rain' found.

I havn't been able to find any file with that name but I'm probably misunderstanding the message

Any help will be greatfully received Beebee.
  14:40:01  12 July 2009
profilee-mailreply Message URLTo the Top
xRatx
Senior Resident
 

 
On forum: 06/18/2008
Messages: 1592

---QUOTATION---
Re Crashing

Problem with mod install
This is my existing mod list in diagram view

http://img194.imageshack.us/img194/4058/20090710100917.jpg

And here in detail

http://img30.imageshack.us/img30/332/smm20090710102710.jpg

If I attemp to install AAO on top of this I get the following error message
FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::Load
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 175
[error]Description : <no expression>
[error]Arguments : Duplicate section 'ambient_env_rain' found.

I havn't been able to find any file with that name but I'm probably misunderstanding the message

Any help will be greatfully received Beebee.
---END QUOTATION---



It seems that Smart Mod Manager did duplicated that ambient_env_rain xD

If I am right, ambient_env_rain is in env_ambient.ltx localizated in weather folder.
  15:02:43  12 July 2009
profilee-mailreply Message URLTo the Top
Beebee
(Senior)
 
On forum: 05/22/2009
 

Message edited by:
Beebee
07/12/2009 15:36:47
Messages: 51

---QUOTATION---
Re Crashing

Problem with mod install
This is my existing mod list in diagram view

http://img194.imageshack.us/img194/4058/20090710100917.jpg

And here in detail

http://img30.imageshack.us/img30/332/smm20090710102710.jpg

If I attemp to install AAO on top of this I get the following error message
FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::Load
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 175
[error]Description : <no expression>
[error]Arguments : Duplicate section 'ambient_env_rain' found.

I havn't been able to find any file with that name but I'm probably misunderstanding the message

Any help will be greatfully received Beebee.

It seems that Smart Mod Manager did duplicated that ambient_env_rain xD

If I am right, ambient_env_rain is in env_ambient.ltx localizated in weather folder.
---END QUOTATION---


Hi I don't seem to have 2 ambient_env_rain but I do have 1 file ambient_env_rain & then 1 each of ambient_env_night_rain
& then
ambient_day_rain
& from reading what they do I suspect that thats where the problem lies. I just have to find what mod is adding the first one & remove it from the mod before install I think this was wrong headed after uninstalling AAO I still have all 3 files & the game loads fine I'm going to have a look at the approach I have outlined below

Thanks Beebee
Ok Ive found the weather config files in the STALKER Weather Overhauled 3 compatibility Patch so I'll have a look at the LTXs in all 3 mods Thnx BB

OK Iv'e been looking at the env_ambient.ltx in all 3 mods One approach I've thought of is simply to remove the weather ltx from the sound overhaul & just use the SWO settings With the AAO compatibility patch please let me know if i'm heading off in a totally wrong direction here Beebee
  20:21:27  12 July 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
you should install in the following order:

SWO3
Sound Overhaul
AAOv1.8 + SWO3 compatibility pack and hotfix

Let AAO overwrite any conflicts.

The env_ambient.ltx that's included with SO is no longer needed - AAO should replace that.

It's quite possible that SMM is trying to merge the two files, instead of allowing AAO to overwrite . . . again, trying giving AAO priority . . .

if you still have problems, you may possibly have to manually install.
  01:39:18  13 July 2009
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Beebee
(Senior)
 
On forum: 05/22/2009
 

Message edited by:
Beebee
07/13/2009 1:44:27
Messages: 51
RE Install


---QUOTATION---
you should install in the following order:

SWO3
Sound Overhaul
AAOv1.8 + SWO3 compatibility pack and hotfix

Let AAO overwrite any conflicts.

The env_ambient.ltx that's included with SO is no longer needed - AAO should replace that.

It's quite possible that SMM is trying to merge the two files, instead of allowing AAO to overwrite . . . again, trying giving AAO priority . . .

if you still have problems, you may possibly have to manually install.
---END QUOTATION---



That was the order in which I installed the mods in SMM.

I've found 3 so far 1 in the mono martyrs 1 in SO &1 in AAO.

My idea is to delete the env_ambient.ltx from both MM & SO before install. I used this approach weapons configs in the SO VS NAP & Gnomus Scopes.

The Gnomus folder has only textures now, I copied the sfx data from SO to Normal Acuracy Plus then deleted the weapons folder from SO. I know this is probably more work than a manual install but the pay of is that it's easy to flip mods in & out Thanks for any advice Beebee
  07:10:38  13 July 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
well - if you're using SMM and still having issues with the install, it'd be better to manually install AAO, then . . .

only use the env_ambient.ltx with AAO.
  14:30:04  14 July 2009
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Beebee
(Senior)
 
On forum: 05/22/2009
Messages: 51
Problem with install

Hi Well in the end I tried everything I removed every other env_ambient.ltx that I could find & still got the dammed error message.

So I have gone back to using the MAX settings in SMO 3 which gives me AAO 1.5 anyway. I'm sure there will be a new build soon where it will all be done for me, & save this dunderhead from himself Beebee
  15:31:58  15 July 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Problem with install

Hi Well in the end I tried everything I removed every other env_ambient.ltx that I could find & still got the dammed error message.

So I have gone back to using the MAX settings in SMO 3 which gives me AAO 1.5 anyway. I'm sure there will be a new build soon where it will all be done for me, & save this dunderhead from himself Beebee
---END QUOTATION---



sorry to hear that . . .

the same error is still with the env-ambient.ltx file, eh?

Hmmm . . . if you have SWO3 installed, and everything works - go ahead with a manual install of AAOv1.8 . . . it replaces the files SWO3 uses.
  15:46:47  23 July 2009
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Beebee
(Senior)
 
On forum: 05/22/2009
 

Message edited by:
Beebee
07/23/2009 16:12:46
Messages: 51
Re Installing AAO with Swo

I've thought of another approach for installing AAO on top of SWO. I thought of overwriting Swo With the Aao compatability patch before installing, then Installing Swo & the core game data folder from AAO.
Would this approach work ? Beebee
PS what do I do with the ambients folder within STALKER_Weather_Overhauled_3\gamedata\config\weathers\? do I leave them as is, or do I move them into the weathers folder, Thanks in advance Beebee
  00:22:12  23 September 2009
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
 

Message edited by:
artistpavel
09/23/2009 0:22:34
Messages: 464
imperialreign, have you had a chance to look at those sounds with little static noises. Is it me or can anyone else hear it? Only during wind and crow sounds.
  01:00:46  23 September 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
imperialreign, have you had a chance to look at those sounds with little static noises. Is it me or can anyone else hear it? Only during wind and crow sounds.
---END QUOTATION---



TBH, I haven't heard it at all, and I haven't had any other user mention such issues . . .

To be on the safe side - perhaps ask in your discussion thread for Complete . . . not many users seem to check this thread
  01:06:20  23 September 2009
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
 

Message edited by:
artistpavel
09/23/2009 1:06:39
Messages: 464
Ok, maybe I'm just going crazy and looking too much into it or other mods interfering.
  03:42:58  23 September 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Ok, maybe I'm just going crazy and looking too much into it or other mods interfering.
---END QUOTATION---



It's possible - everyone hears things differently. No matter what, though, I'm always willing to address concerns or look into them - and usually fix issues rather quick - so never hesitate to bring up any questions or concerns you might have.

On a side note - what kind of stereo setup are you using?
  12:21:59  4 November 2009
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artistpavel
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On forum: 10/17/2008
 

Message edited by:
artistpavel
11/04/2009 12:26:11
Messages: 464
Hi {imperialreign}, may I ask what parameters have you used for commenting Bar radio music and Duty megafon? I'm building an extended Eastern European music soundtrack and I wanted it to have similar parameters to the music you have, so it doesn't sound differently.

SDK Sound editor:

Quality
Min Dist
Max Dist
Max AI Dist
Base Volume
Game Type
  16:59:02  4 November 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Hi {imperialreign}, may I ask what parameters have you used for commenting Bar radio music and Duty megafon? I'm building an extended Eastern European music soundtrack and I wanted it to have similar parameters to the music you have, so it doesn't sound differently.

SDK Sound editor:

Quality
Min Dist
Max Dist
Max AI Dist
Base Volume
Game Type
---END QUOTATION---



Yeah - not a problem. You might have to adjust each sound individually, though, based on how loud the actual sound file is, and how it sounds.

My average settings for the bar radio:

Quality - 30
Min Dist - 2 - 4.5 (based on how loud the sound is)
Max Dist - 15 -1 8 (prevents hearing the sounds outside of the bar)
Max AI Dist - 15 - 18 (doesn't really matter, AI don't respond to these)
Base Volume - 0.50 - 1.00 (depending on the file sound level, and how they sound in game)
Game Type - undefined


For the megaphone:

Quality - 30
Min Dist - 25 - 30 (based on how loud the sound is)
Max Dist - 300 - 400 (for proper attenuation fade out)
Max AI Dist - 300 - 400 (doesn't really matter)
Base Volume - 1.50 - 1.75 (depending on the volume of the sound file)
Game Type - undefined

Again, you'll probably need to tweak each comment individually, mostly due to differences in each audio waveform. I tried to keep the bar music from being heard outside of the bar area itself - but it's a buggar to get proper attenuation without the sounds simply cutting in and out as the actor enters the MAX DIST setting . . . as well, the MIN DIST needs to be high enough that you can hear the sounds too (the bar radio sounds play from the exact spot where the radio is over top of the fridge).

Same goes for the megaphone . . . the higher the MIN DIST setting, the further away from the source the sound will still be 100% (before it starts to fade out).

If I can dig up the .thm files, I can send them your way with the original .wav files I used - that way you might be able to at least get a better idea of how each file was commented.

Also - after commenting, listen to the coverted .ogg to make sure there aren't any compression artifacts (loud clicks at the beginning or end of the sound).
  23:29:13  4 November 2009
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artistpavel
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On forum: 10/17/2008
Messages: 464
Thank you for reply. Is the email in your profile a way to reach you? I wanted to share more of what I'm doing.
  00:42:13  5 November 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Thank you for reply. Is the email in your profile a way to reach you? I wanted to share more of what I'm doing.
---END QUOTATION---



yeah, you can reach me there . . .
  08:17:00  9 November 2009
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artistpavel
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On forum: 10/17/2008
 

Message edited by:
artistpavel
11/09/2009 19:12:37
Messages: 464
Ok, it worked. The most challenging thing was to prevent the megaphone and radio music from mixing into one noisy mess.

For radio I did max dist 18.5, exactly where the entrance wall ends, and 7 min dist, so it fills the room nicely with 0.70 sound.

For megaphone 25-350 dist, 0.60 volume.

Used Adobe Soundbooth built-in filters for megaphone and radio + reverb effects, bumped the bass a little, so it's not just highs and mids.

Thanks for tips.
  17:14:05  9 November 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Ok, it worked. The most challenging thing was to prevent the megaphone and radio music from mixing into one noisy mess.

For radio I did max dist 18.5, exactly where the entrance wall ends, and 7 min dist, so it fills the room nicely with 0.70 sound.

For megaphone 25-350 dist, 0.60 volume.

Used Adobe Soundbooth built-in filters for megaphone and radio + reverb effects, bumped the base a little, so it's not just highs and mids.

Thanks for tips.
---END QUOTATION---



no prob.

I meant to email you back - did you mean to include an attachment? If so, I never recieved it with that email.

If you need some further editing to get that megaphone "sound" or that cheap AM/FM radio sound, let me know . . . I've got a pretty good method down that comes out really well (as you can hear from the sounds I've put into AAO, and the new radio sounds I had worked for SmP).

I haven't tried Adobe, yet - it's kinda hard to justify another expense on sound-editing software. I already pay for SoundForge (of which, I just upgraded to SF 10), I hate that SONY owns the software now, but I've been using SF since it was still developed by Sonic Foundry (first version I bought was SF 5). I occasionally use Audacity (although rarely), as well as Creative's Wave Studio (free software with Creative's soundcards). I've given some thought, though to purchasing WaveLab . . . but that's another $500
  06:26:22  10 November 2009
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artistpavel
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On forum: 10/17/2008
 

Message edited by:
artistpavel
11/10/2009 8:41:09
Messages: 464
I was worried about the size, each song now weights 2-3MB compared to vanilla 600-700KB, shouldn't they be compressed to leave less footprint on memory and mod size? Does it matter at all?

and regarding eax.dll and wrap_oal.dll, how important is it to replace those two files?
  16:09:35  10 November 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
I was worried about the size, each song now weights 2-3MB compared to vanilla 600-700KB, shouldn't they be compressed to leave less footprint on memory and mod size? Does it matter at all?
---END QUOTATION---



well, sadly, the longer the specific track, the bigger the converted file will be (for comparison, the radio tracks I made were between 2MB-4MB each).

Thankfully, though, the .ogg format allows for high compression with very little compression artifacting (unlike .mp3) . . . if need be, you can lower the quality value of the comment, and it will reduce the size some more . . .

Some tips for lowering the size of the raw sound - if possible shorten the length of the track. Removing interludes and splicing sections of a track together will defi shorten the length, while maintaing the integrity of the track itself (this is actually similar to how a lot of radio edits are done). Also, lowering the overall volume levels will reduce some of the size . . .

You can fiddle with re-sampling the track - sometimes lowering the sample rate, and then bumping it back to 44.1 will help to reduce the size, at the sacrifice of some clarity and quality. If you're looking to get that AM/FM sound to a track, re-sampling from CD quality of 41 kHz to 19-20 kHz will give a bit of a "muted" sound, pass it through an EQ band-filter that focuses on the mid-range (to reduce low and high tones) - then throwing in some light background static will further add to that radio effect . . . then bumping the sample rate back to 44.1 for the game engine . . . pretty much what you're doing is removing certain portions of the data that you really don't need for a certain effect, which will reduce the overall footprint of the raw file . . .


---QUOTATION---
and regarding eax.dll and wrap_oal.dll, how important is it to replace those two files?
---END QUOTATION---



They're not 100% necessary - but they affect how the game engine will process certain audio effects . . . specifically for the sound environments that are placed within each map. As well, they have a slight affect on overall volume and attenuation scales. It adds to the overall quality some . . . but there's still that risk of users having incompatiblity problems (simply because they're library files used by the game engine).

On a side note, though, all my development of AAO was done with those files having been replaced - I'm not 100% sure how the mod would sound with the vanilla files, but I'm sure there'd be some changes . . .
  16:36:39  20 November 2009
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artistpavel
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On forum: 10/17/2008
Messages: 464
What files are responsible for Sidorovich's radio music? It doesn't seem to be in sound_theme.script. Thanks
  01:13:57  21 November 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
What files are responsible for Sidorovich's radio music? It doesn't seem to be in sound_theme.script. Thanks
---END QUOTATION---




Naw - it's a static level sound. Check gamedata\sounds\scripts\magnitofon\magnitofon_2.

It you wanted to give his radio random sounds (like the bar radio), it'll requiring editing the object in the all.spawn, and adding:


[logic]
cfg = scripts\sid_radio.ltx



or something like that - can't remember the exact syntax. Then you'll need to create a new .ltx in the location you outlined, and add the appropriate script commands to it:


[logic]
active = ph_sound@normal

[ph_sound@normal]
snd = sid_radio



From there, you'll need to go into sound_theme.script and create a new theme section, named sid_radio and define the file paths to play randomly.
  01:56:06  21 November 2009
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artistpavel
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On forum: 10/17/2008
Messages: 464
Can it be just a long magnitofon_2 track consisting of 2-3 songs, as a simpler solution? It doesn't have to be random as long as it's not the same song over and over.
  02:01:39  21 November 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Can it be just a long magnitofon_2 track consisting of 2-3 songs, as a simpler solution? It doesn't have to be random as long as it's not the same song over and over.
---END QUOTATION---



Yeah, that can easily be done . . . I don't know of any size-restriction on the commented .ogg files, so however long should be fine.
  15:07:14  1 March 2010
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hhiker
off to new worlds
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On forum: 10/31/2008
Messages: 4290
back to the 2012 Zone after a long pause ...

... and landed right in the middle of Red forest. I don't think i had got that far when i first installed the mod.
The forest soundscape was truly eerie
(And the snork breathing is bloody brilliant.)

Now, a little question too:
the weapons don't seem to have any closeup sounds - i can't hear myself firing, reloading etc.
How do i fix that?
  20:32:23  1 March 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
back to the 2012 Zone after a long pause ...

... and landed right in the middle of Red forest. I don't think i had got that far when i first installed the mod.
The forest soundscape was truly eerie
(And the snork breathing is bloody brilliant.)

Now, a little question too:
the weapons don't seem to have any closeup sounds - i can't hear myself firing, reloading etc.
How do i fix that?
---END QUOTATION---



Weapon firing sounds were not a part of AAO - but I'd defi recommend installing Darius6's Sound Overhaul. AAO was designed to be used with it, and the subsequent changes I had made to the audio occlusion, in system.ltx might sound different with vanilla sounds (don't recall).
  20:47:59  1 March 2010
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hhiker
off to new worlds
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On forum: 10/31/2008
 

Message edited by:
hhiker
03/01/2010 20:50:51
Messages: 4290
Aha, i'll try that.

Funny... i can't remember having any sounds missing when playing with AAO before (and i have played with it quite a while).

Oh wait... i think i started a new game with the mod back then. And now i tried out some really old saves. Could this be a factor?

Ah well, i'll try out the Sound Overhaul either way, thanks

ed:
just one more question -
if i wanted to have only the old Bar music playing, what would i need to edit and where?
(Hypothetically.)
  01:47:18  2 March 2010
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075
If you want the onld bar music, no worries (your right as a liquidator, stalker!) . . . just delete the gamedata\sounds\characters_voice\scenario\bar\radio_music\ folder . . . then, go into the sound_theme.script and change the following:


ph_snd_themes["radio_music"] = {"characters_voice\\scenario\\bar\\radio_music\\bar_music_3",
				"characters_voice\\scenario\\bar\\radio_music\\bar_music_4",
				"characters_voice\\scenario\\bar\\radio_music\\bar_music_5",
				"characters_voice\\scenario\\bar\\radio_music\\bar_music_7",
				"characters_voice\\scenario\\bar\\radio_music\\bar_music_8"}




to read:


ph_snd_themes["radio_music"] = {"characters_voice\\scenario\\bar\\radio_music\\radio_music_1"}




Should be full vanilla bar music from there out



As to the weapon sound volume - if you have no other mods installed, you could try to delete the system.ltx and see how it sounds from there . . .

If not, double check in the gamedata\sounds\ folder for a "weapons" folder - you could attempt to delete that . . . although, if you have any mods installed that make edits to the weapon configs and their sounds, that might cause issues . . .

What is your current mod loadout?
  01:56:03  2 March 2010
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hhiker
off to new worlds
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On forum: 10/31/2008
Messages: 4290

---QUOTATION---

What is your current mod loadout?
---END QUOTATION---



Here: http://img96.imageshack.us/img96/8114/shocmods.jpg

LOL, last time i was managing those materials, i started to feel quite confident about what i was doing ... and now i can't remember almost anythig
(The instructions are clear enough though, i'll manage )

About the "missing" sounds... i started thinking earlier - adding a sound card can't influence that, can it?
  02:18:32  2 March 2010
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075
Adding a sound card shouldn't cause what you're experiencing . . . if it did, I'd expect nothing to play in-game, not just specific kinds of noises.

Based on your screenie of what you have installed, there's no edits to the weapon configs, so deleting the weapon sounds folder (if present) shouldn't hurt anything.

SoundEFX only modifies bullet collision noises, not the actual weapon firing itself, so no problems there . . .

Not sure about that tweak pack, though - link for more info?
  02:34:17  2 March 2010
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hhiker
off to new worlds
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On forum: 10/31/2008
Messages: 4290

---QUOTATION---

Not sure about that tweak pack, though - link for more info?
---END QUOTATION---



The tweak pack only contains the inventory grid fix. (There was more but i deleted the rest.) I can't remember from top of the head who recommended it... umm... i think it was in the Vanilla collectibles thread.

I'll try out the different remedies tomorrow. (Right now there's some unfinished business to attend in Clear sky )
  02:53:55  2 March 2010
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
The tweak pack only contains the inventory grid fix. (There was more but i deleted the rest.) I can't remember from top of the head who recommended it... umm... i think it was in the Vanilla collectibles thread.
---END QUOTATION---



Ah, ha . . . I understand now.


---QUOTATION---
I'll try out the different remedies tomorrow. (Right now there's some unfinished business to attend in Clear sky )
---END QUOTATION---





S'all good, take your time - make sure to get some use out of those unmarked level changers . . .
  22:53:08  10 April 2010
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hhiker
off to new worlds
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On forum: 10/31/2008
 

Message edited by:
hhiker
04/10/2010 23:13:09
Messages: 4290
weapon sounds & Bar music: update


---QUOTATION---

I'll try out the different remedies tomorrow. ...
---END QUOTATION---



Tomorrow.. next month - who's counting

Anyway. I just installed ShoC (and Smart mod manager, and the mods) in Windows 7 - and the weapon sounds problem went away.

Further question about Bar music:
yes, i'm editing the script to read {"characters_voice\\scenario\\bar\\radio_music\\radio_music_1"}, but where should it pull the radio_music_1 from? I can't seem to find it anywhere in my system. --> i'll have to find and download it from somewhere, right? And place it where the deleted folder used to be?
Right...?

ED: Hm, and now i can't find the right gamedata folder anymore (need to get to know the 7 a bit better, it seems to be hiding stuff from me )

But the important part got solved. I'll probably figure out the rest soon enough.
Thank you (with a delay)
  07:38:06  11 April 2010
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
weapon sounds & Bar music: update


I'll try out the different remedies tomorrow. ...

Tomorrow.. next month - who's counting

Anyway. I just installed ShoC (and Smart mod manager, and the mods) in Windows 7 - and the weapon sounds problem went away.

Further question about Bar music:
yes, i'm editing the script to read {"characters_voice\\scenario\\bar\\radio_music\\radio_music_1"}, but where should it pull the radio_music_1 from? I can't seem to find it anywhere in my system. --> i'll have to find and download it from somewhere, right? And place it where the deleted folder used to be?
Right...?

ED: Hm, and now i can't find the right gamedata folder anymore (need to get to know the 7 a bit better, it seems to be hiding stuff from me )

But the important part got solved. I'll probably figure out the rest soon enough.
Thank you (with a delay)
---END QUOTATION---



Wow, it's been so long, I had to go back a page and re-read what all we were discussing!

If you've already edited the sound_theme.script, then delete the folder gamedata\sounds\characters_voice\scenario\bar\radio_music\, the game will instead use the vanilla bar music sound (which it will pull from the database files).

If for some reason that doesn't work, and you don't have the vanilla "flute" music playing, let me know and I'll see what I can do from there.
  11:38:11  11 April 2010
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hhiker
off to new worlds
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On forum: 10/31/2008
Messages: 4290

---QUOTATION---

Wow, it's been so long, I had to go back a page and re-read what all we were discussing!
---END QUOTATION---



LOL, i know.


---QUOTATION---

If you've already edited the sound_theme.script, then delete the folder gamedata\sounds\characters_voice\scenario\bar\radio_music\, the game will instead use the vanilla bar music sound (which it will pull from the database files).

If for some reason that doesn't work, and you don't have the vanilla "flute" music playing, let me know and I'll see what I can do from there.
---END QUOTATION---



OK. It gave me silence as result, so i changed it back for now.
(I also tried to use only the weather forecast (nr 8) from the modded sound - as an experiment. But in that case, even though i changed the script and wiped the other musics from that folder, it still played the "full cycle.)
  16:12:47  11 April 2010
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
OK. It gave me silence as result, so i changed it back for now.
(I also tried to use only the weather forecast (nr 8) from the modded sound - as an experiment. But in that case, even though i changed the script and wiped the other musics from that folder, it still played the "full cycle.)
---END QUOTATION---



Well - if you only get silence, then everything is working as far as the engine is concerned . . . if it couldn't find the sound, the engine would CTD.

So, just to double check, in your sound_theme.script the radio_music entry looks exactly like this:


ph_snd_themes["radio_music"] = {"characters_voice\\scenario\\bar\\radio_music\\radio_music_1"}



. . . and you do not have this folder in your gamedata folder:

gamedata\sounds\characters_voice\scenario\bar\radio_music\


If such is the case, and all you hear is silence, I'm not entirelly sure what would cause that.

Try this, then - leave the edit you made to sound_theme.script alone, and install this: http://cid-17f7963fd18be4ce.skydrive.live.com/self.aspx/Public/gamedata.zip

That's the vanilla, un-touched bar music.
  18:20:50  11 April 2010
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hhiker
off to new worlds
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On forum: 10/31/2008
Messages: 4290

---QUOTATION---

Try this, then - leave the edit you made to sound_theme.script alone, and install this: http://cid-17f7963fd18be4ce.skydrive.live.com/self.aspx/Public/gamedata.zip

That's the vanilla, un-touched bar music.
---END QUOTATION---



OK, thanks
  02:56:59  26 May 2010
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075
This mod's not dead . . . yet.

Getting back to work on FS and AAO:CS has spawned some new ideas into my head - mostly some more "tweaks" to the current ambient setup that should really help to convey a larger feeling of "space" . . . hopefully making the zone feel even larger than it already is.

Along with some changes to the actual placed sound environments (which I've been slowly working on for a long while), and finally re-commenting all NPC audio properly . . . there's still some more room for improvement.

No ETA, yet . . . but know that v2.0 (which will be final) is in the works.
  21:05:35  24 June 2010
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DeltaForce95
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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
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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
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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
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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...
  01:30:28  25 March 2013
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
 

Message edited by:
Darkh4
03/25/2013 1:31:16
Messages: 1177
It seems like my issue is a little different, though. If I read your posts right, yours was somewhat random in occurrence. For me it is completely reproducible. It always happens just after the blowout timer starts.

To get around it, I switched to pure ZRP until I got inside the Sarcophagus, then switched back to my full mod load out. I've gotten all the way to Stancia 2 without incident since then.

Maybe there's just too much going on at the moment the blowout starts?
  02:24:12  25 March 2013
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075
It's possible - in all of my testing with SWO3 and DW, the CTD could happen at any time, not after any specific triggered event... but the blowout does pull additional weather configs...

... I'll take a closer look in the near future, that may actually be where the problem lies, as I never edited those files (the best I can recall...).
  14:56:44  25 March 2013
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
 

Message edited by:
Darkh4
03/25/2013 14:59:32
Messages: 1177
One thing I did notice was that right around the start of the blowout timer the military radio chatter kind of goes nuts. More and more voices add to it until I'm pretty sure it would be unintelligible even if I spoke Russian.

It sounds like at least 15 different people talking at once. I remember it getting frantic, but not like that. Might be a place to look.

Once I got past that point I made it all the way into freeplay (The Zone Is Open) without a single crash or hint of a problem.

Anyway, it's great to see you back on the modding scene! Your sound mods are must for any of my playthroughs.
  02:28:12  27 March 2013
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{imperialreign}
Звуковой Шаман
(Resident)

 

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

I never fiddled with any of those system-called sounds, but there might be an engine bug there instigated by AAO... I'll defi have to look into that at some point. Thanks for the info, man

But, I did occasionally, very rarely, run into the problem in other maps, Cordon, Garbage, Rostok, Bar; but *ONLY* with SWO3 + all add ons installed. Again, it was very rare, though.

Thanks for the compliment as well... I get the impression the majority of the stalker community must feel the same, considering how often AAO for all titles is still downloaded, and that every major mod makes use of it
  15:43:17  27 March 2013
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
Messages: 1177
Maybe SWO3 finds another way of triggering the same overload. It seems to have a very heavy footprint on the game engine.

I've never been able to run it at all without it eventually causing Blue Screen of Death and corrupted saves. And that's on three different gaming rig builds that don't share a single component. You can see my current build in my sig, and it can't run it either.

So it doesn't surprise me too much that it would give you an occasional crash.
  15:52:26  27 March 2013
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1148

---QUOTATION---
I've never been able to run it at all without it eventually causing Blue Screen of Death and corrupted saves.
---END QUOTATION---



Did you try to use the "super dll" files (newer and x-ray compatible versions of eax.dll,wrap_oal.dll, Battlefield2 OpenAL32.dll)? It solved all sound related bsod and other problems for my SB X-fi.
  19:25:40  27 March 2013
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
Messages: 1177

---QUOTATION---
I've never been able to run it at all without it eventually causing Blue Screen of Death and corrupted saves.

Did you try to use the "super dll" files (newer and x-ray compatible versions of eax.dll,wrap_oal.dll, Battlefield2 OpenAL32.dll)? It solved all sound related bsod and other problems for my SB X-fi.
---END QUOTATION---



I did. It only delayed the onset of the blue screen errors and corrupted saves. Without them I usually couldn't get beyond the first game day. With them I could sometimes make it three or four days.

Thanks for trying to help, though.
  01:26:25  28 March 2013
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
I've never been able to run it at all without it eventually causing Blue Screen of Death and corrupted saves.

Did you try to use the "super dll" files (newer and x-ray compatible versions of eax.dll,wrap_oal.dll, Battlefield2 OpenAL32.dll)? It solved all sound related bsod and other problems for my SB X-fi.
---END QUOTATION---



Included with AAO (since original version), and also part of the SWO3 release (IIRC). Also, unless I'm mistaken, I've been the primary *push* for the mod scene adopting the new audio libraries as well. The older BF2 OAL.dll was a work-around for audio-related game crashes people were having back during the early days of WIN Vista (though no one was having issues with XP at the time - lots of technical on this, which I'll not delve into here).

Actually, the BF2 OAL32 is an older version than the one I've provided with AAO. The EAX.dll is actually nabbed from FEAR, and is the most current version of this library available on the i-nets (v4.0.0.2 IIRC)... even the eax.dll used in Doom3 and Thief eadly Shadows (both support EAX5.0HD) is an old release library.

wrap_OAL.dll is hit or miss. The library I provided is the newest I could get my hands on, and that works with SoC (not all versions will)... *but* it DOES NOT work with either CS or CoP. The changes to x-ray are looking for a specific file version, not just a named library, as some of the internal architecture of the library was changed with newer updates. Through all my testing, the only version of wrap_OAL.dll that works with x-ray 1.5 and 1.6 are the versions that were released with the game...
  04:11:39  2 August 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
08/02/2015 4:33:51
Messages: 1421
Fix for CEnvAmbient::get_rnd_sound_time() CTD.

So good news guys, I have found and tested a fix for this error.

First take a look at my post at the bottom of this page:
https://gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=19781&page=3&sort=ASC&sec_id=16

That is an optional step that you may or may not require to do.

The actual fix is with the use of the xrGame.dll file from the Dream Reader - Dangerous Area v. 1.5 mod. Note that this file is for SHOC v1.0006. Sorry but I haven't found a fix for v1.0005 or others.

http://www.mediafire.com/download/ryiy2a4jxzg68on/Dream+Reader+-+Dangerous+Area+v.+1.5+xrGame.dll+for+SHOC+v1.0006.zip

This isn't my file, I just found that it also fixes this error, full credit is to the Dream Reader team, and their readme is included in the d/l.

note, i've also posted this fix in the Odd CTD thread here:
https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_id=19781&page=4&sort=ASC&sec_id=16


Regards,

Storm Shadow
  20:30:49  5 September 2016
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Fix for CEnvAmbient::get_rnd_sound_time() CTD.

So good news guys, I have found and tested a fix for this error.

First take a look at my post at the bottom of this page:
https://gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=19781&page=3&sort=ASC&sec_id=16

That is an optional step that you may or may not require to do.

The actual fix is with the use of the xrGame.dll file from the Dream Reader - Dangerous Area v. 1.5 mod. Note that this file is for SHOC v1.0006. Sorry but I haven't found a fix for v1.0005 or others.

http://www.mediafire.com/download/ryiy2a4jxzg68on/Dream+Reader+-+Dangerous+Area+v.+1.5+xrGame.dll+for+SHOC+v1.0006.zip

This isn't my file, I just found that it also fixes this error, full credit is to the Dream Reader team, and their readme is included in the d/l.

note, i've also posted this fix in the Odd CTD thread here:
https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_id=19781&page=4&sort=ASC&sec_id=16


Regards,

Storm Shadow
---END QUOTATION---




Awsome find SS, simply awesome. I'm planning on gearing into AAO dev for LA, especially for the "director's cut" (should it finally be released), and will make sure to incorporate this "fix" in testing, and accredit the find to yours accordingly.

I had never been able to find a proper fix, and all testing had been done with v1.006, and simply chalked it up to a stack overflow on XRengine itself not being able to handle all the various weather configs being loaded in. Never had an issue during testing of DW, only with SWO3. It'll be nice to figure a permanent fix for the issue regardless of how it needs to be done.
  10:15:01  29 September 2016
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1421
Awesome news bro, but I didn't do anything. Credit the Dream Reader team instead. And email me if you can't get that file for any reason.

Chur.
 
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