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STALKER sound overhaul 2.0 for Clear Sky

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  22:07:19  2 October 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
Scratch that, deleted the sound levels list (previous post). I'm completely reworking it.
  22:36:50  5 October 2008
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zombiedinosaur
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On forum: 04/16/2007
Messages: 257
humpty bumpty

how goes?
  23:05:09  5 October 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
humpty bumpty

how goes?
---END QUOTATION---



Still working on it. I was away for the weekend, but will continue tomorrow. Nearly all of the weapons are done, leaving only the grenades and rpg to get replacement sounds. Also, working on making new reload sounds for all guns, so they would match the animations better.
  19:38:52  9 October 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/09/2008 23:16:43
Messages: 2131
Update time again:

Ok, guns are done. Now to start the tedious work of syncing the reload sounds. I've already done a few, but there is alot of guns still left.
Also, ported the anomaly sounds from SO 1.07.
And nearly re-done all of the bullet impact sounds.
My goal would be to get this out by the end of the month, but I don't want to give an exact release date, since there is still lots of work to do.
Also, I've now used the SDK's sound editor to setup the sounds, so AI reactions and detection levels should be as they are supposed to be.


EDIT: Hmm, I've ran into an interesting issue: Somehow, when I apply the proper ai sound distance values and other stuff for firing sounds in the sdk, it renders the actual sound nearly inaudiable, when using 3rd person view ingame or the sound comes far away from the player. So far it HAS worked as planned for the various silencer sounds, but I guess I'll need to do the actual unsilenced sounds the old way, which is the hex edit/fixoggcs routine. I set up the new grenade sounds with the SDK, but the results were the same as with uncommented files, the sound is barely heard ingame. Then I commented the same sound with the old method, and it worked fine. Weird.

EDIT 2: Ha! Did some digging into the old SoC modding threads and found a tutorial for the sdk's soundeditor, that I had been searching for a while! Now I have the solution to the sounds.
It's actually the min_dist variable that controls how far the sound is heard at FULL volume!
The max_dist is the distance where the sound initially dies out.
And, obviously, the Ai_dist is how far the npc's hear the sound.
So ok, now I know how to fix the volumes in the SDK!

Ok, time to sleep, workday tomorrow. After that I'll get back to work on this.

Later!
  21:16:32  16 October 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
Ok, here is the small teaser trailer for S.O 2.0

This is just a small teaser clip I mashed together in an hour, but it does show some new stuff.
Enjoy.

LINK:
[link]http://www.youtube.com/watch?v=hVM8Sz0-rsY[/link]
  21:46:23  16 October 2008
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Lachryma
(Novice)
 
On forum: 10/12/2008
Messages: 12
Wow, this mod looks really awesome, plus that teaser trailer is amazing! I really like how you can hear the echo of gunshots all around you...I guess that wouldn't work so much in enclosed spaces, but I bet coding ambient gunshot sounds would be really tricky.

Anyway, I look forward to grabbing this mod!
  22:12:04  16 October 2008
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089
Music to my ears - footsteps and MP5A3 stood out as things of beauty.
  23:32:08  16 October 2008
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Catsy
Senior Resident
 

 
On forum: 04/10/2008
Messages: 259
Sounds fantastic. I'm a huge fan already.

If you end up needing to replace the weapon config files themselves, could you include the lines that get changed in the readme, so that those of us who like running our own weapon mods can still use this?
  00:20:41  17 October 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Sounds fantastic. I'm a huge fan already.

If you end up needing to replace the weapon config files themselves, could you include the lines that get changed in the readme, so that those of us who like running our own weapon mods can still use this?
---END QUOTATION---



Yep, I'm naming the sound parts differently, so they'll be easy to spot when merging the sounds into other mods. The weapon sounds will all have a specific sound path and a named subfolder (example: the AK74 sounds will be all in gamedata\sounds\sound_overhaul\ak74\ ). Every gun will have their own subfolder.
  02:32:36  17 October 2008
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Catsy
Senior Resident
 

 
On forum: 04/10/2008
Messages: 259
Awesome, nice to see a modder who doesn't assume his is the only mod anyone will ever use.
 
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