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STALKER sound overhaul 2.0 for Clear Sky

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  04:27:01  19 October 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---

So, the release date is yesterday, right?
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Don't want to disappoint anyone, but the release date has been pushed as far as I think I'll need to finish this. Now, that I've really got the ball rolling...
  20:45:49  19 October 2008
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zombiedinosaur
Senior Resident
 

 
On forum: 04/16/2007
Messages: 257
i'm more excited than ever about this, your videos sound great, even better than before
  20:35:41  21 October 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
Alrighty, time for another short update:

Stuff reworked:

New electra anomaly sounds
New psy-field effect (seen in the video)
New acid field/fruit punch sounds
New burner/thermal zone sounds (still need to tweak the actual duration)
Tweaked the ak's firing sound (added a bit of "oomph" to it.)
Working on new grenade explosions (f1 done, others in the works)
Creating new ambient sounds.
Concidering of doing a new snork sound (the "lion roar" just seems way off to me)

Well, making progress, guess that was my main point.

Later!
  02:12:38  22 October 2008
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Victim
Senior Resident
 

 
On forum: 05/21/2005
 

Message edited by:
Victim
10/22/2008 2:14:19
Messages: 1089
Ahh, tweaking mutants too are we.

Question: Do you have intentions of doing unique sounds for the 'cut' mutants? It's a bit of a selfish inquiry but I'm hoping to be able to point everyone at your mod as being the perfect sound match for CS Redux - and as I've added all of the cut mutants...you see where this goes right.

Anyway, if it's on the cards, here's what's wrong with the current sounds:

The Chimera uses bloodsucker and boar sounds. The Fracture copies all of the Zombie sounds - though the Zombies themselves sound good, having the Fracture also use the same sounds gets fairly repetitive. The Cat, well if you've heard the Cat, you know what ear bleeding feels like.

EDIT/ The Burer on the other hand is pretty close to perfect.
  02:26:28  22 October 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/22/2008 11:34:27
Messages: 2131

---QUOTATION---
Ahh, tweaking mutants too are we.

Question: Do you have intentions of doing unique sounds for the 'cut' mutants? It's a bit of a selfish inquiry but I'm hoping to be able to point everyone at your mod as being the perfect sound match for CS Redux - and as I've added all of the cut mutants...you see where this goes right.

Anyway, if it's on the cards, here's what's wrong with the current sounds:

The Chimera uses bloodsucker and boar sounds. The Fracture copies all of the Zombie sounds - though the Zombies themselves sound good, having the Fracture also use the same sounds gets fairly repetitive. The Cat, well if you've heard the Cat, you know what ear bleeding feels like.

EDIT/ The Burer on the other hand is pretty close to perfect.
---END QUOTATION---



Well, I've done the cat sounds previously, though they weren't part of S.O.
I could take a look on the Fracture and Chimera, possibly other mutants too. Haven't really payed attention to those, since they've nearly all been cut from CS.

EDIT: well, come to think of it, they were already cut from SoC...
  13:16:54  30 October 2008
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DannyPants
(Novice)
 
On forum: 10/27/2008
Messages: 2
How's the mod going? I've been checking this thread almost daily because I'm so excited about this one!
  17:22:16  30 October 2008
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ToJKa
(Novice)
 
On forum: 10/21/2008
Messages: 10
I agree with you there, i just can't play SHOC without the sound overhaul.
However, with mods, life happens, and we all know what life can be like..

BTW, are you planning on making that satellite map mod thing for CS too? I like it since it makes the stahes easier to notice.
  19:38:09  30 October 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
I agree with you there, i just can't play SHOC without the sound overhaul.
However, with mods, life happens, and we all know what life can be like..

BTW, are you planning on making that satellite map mod thing for CS too? I like it since it makes the stahes easier to notice.
---END QUOTATION---



Well, I did a "sort of" satellite map thing for personal use, but I guess I could do a proper one, since it's like a 10 minute job.

Also, I've had some RL trouble lately, so haven't worked on S.O 2.0 at all this week, but I'll kick back to full gear this weekend!
  22:17:29  31 October 2008
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oldman
(Senior)
 
On forum: 02/05/2008
 

Message edited by:
oldman
10/31/2008 22:21:23
Messages: 117
Hi Darius, I loved your SoC sound mod (it became the centerpiece of every mod set I combined.)

FYI: I uploaded a saved game for modders to test weapons with (since some can be quite difficult to locate.) It contains all the CS weapons, including a G36.

The saved game works with STALKER CS v1.5.05 and v1.5.06

[link]https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19141&sec_id=21[/link]
  22:45:06  31 October 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
11/01/2008 10:49:06
Messages: 2131

---QUOTATION---
Hi Darius, I loved your SoC sound mod (it became the centerpiece of every mod set I combined.)

FYI: I uploaded a saved game for modders to test weapons with (since some can be quite difficult to locate.) It contains all the CS weapons, including a G36.

The saved game works with STALKER CS v1.5.05 and v1.5.06

[link]https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19141&sec_id=21[/link]
---END QUOTATION---



Thanks for the link, but I've already modded the traders to sell all the weapons at really low prices, just for testing purposes. Anyway, can't wait to get this done, so I can start playing the game NORMALLY again.

Anyway, yet another small progress update:

Ok, so now I've done a sort of "master" for the pistol reloads, which I can use as a basis to create the individual ones for different pistols.
I'm using Gosuke's reworked pistol animations, that remove the random element of the drawing animation. Now all the pistols get drawn the "normal" way, without the wacky "cowboy flip" animation. Also, I'm using Gosuke's new winchester 1300 animations, which really improve the reload animation, putting more emphasis on the pump action after each shot. I still have to clear the permission to include these into S.O 2.0, cause IMO they improve some aspects alot, plus since I've based my work on these, it would guarantee that the sounds work properly.

Also, done new rain and thunder sounds. And the AK-family all have different shooting sounds (ak74,ak74u and Abakan. Re-made those yet again, just can't seem to get them "just right"... ) .
Finished the new thermal/flame anomaly sounds, those are properly timed now.
Now I need to figure out the new system for ambient sounds, since there has been some changes compared to the simple env_ambient file from SoC.

Oh well, back to work again...

Later!

EDIT: Ok, as this was brought to my attention in another thread, I've now made two distinct sounds for the detectors: The anomaly sound and the artifact sound.
 
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