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STALKER sound overhaul 2.0 for Clear Sky

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  20:32:09  29 September 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
STALKER sound overhaul 2.0 for Clear Sky

Well, I decided to put this thread up here too, instead of posting my updates on the SoC sound overhaul thread.
Anyway, this project has the same objective than the SoC version of Sound overhaul had, and thats to improve the ingame sounds.
This will cover pretty much, ranging from the weapon shooting sounds to ambient elements,and pretty much everything in between.
The first version of CS:SO 2.0 will pretty much offer the same stuff that SO 1.07 for SoC had in it, but also with some improvements.

So, onto the list of stuff done so far:

WEAPONS:

-AK's (74, 74u and Abakan)
-Lr300
-L85a2
-G36 (haven't actually found one ingame yet, so I'll still have to see how it sounds. But the sound itself is done.)
-FN2000 (this is pretty much the same sound that was aready in SO 1.07)
-Val and Vintorez (I actually used 100% authentic shooting range sounds.)
-Mp5 (both silenced and unsilenced sound)
-Winchester 1300 (now the shotgun actually has the pump action sound to match the animation.)
-Dragunov SVD and SVU
-Almost all of the pistols (the desert eagle is a one loud mutha now! )

Now working on individual silencer sounds. I've decided that the Vss Vintorez and AS Val will be the only "properly" silenced guns, since they are the only guns that have subsonic ammo available ingame (well, maybe the Groza too, with a silencer of course.)

All the other guns equipped with silencers (ak's and Nato stuff) will have a somewhat quieter sound, but still louder than the guns with proper subsonic ammo. So the guns using subsonic ammo WILL be alot better for stealth use, than the other ones. Pistols will probably be left as they are: If silenced, then they are completely silent, ideal for stealth.

Also, as it was in SO 1.07, again the bullet fly-by's will be replaced with supersonic cracks (actually already done this feature.)

Also, I'm aiming for a sort of "pseudorealism", so that the guns will have distinctive sounds that are still believable. I've gone through tons of shooting range videos,free sounds, movies etc. and mixed and matched sounds to try and get them somewhat realistic. Let's face it, if I'd want to make ├╝ber-realistic sounds for the weapons, then all of the guns would sound pretty much the same, just a loud "crack"-sound. Now I've tried to balance the traditional "hollywood"-sounds with the more realistic ones.

Other stuff:

-New thunder sounds for thunderstorms (more variation instead of the vanilla 3 different sounds. There is 11 different sounds now.)
-New footsteps (actor only, working on npc's too)
-New draw/holster sounds (tried to remove/add those weapon cocking sounds to match the animations. Funny thing though: the draw animation for pistols is weird, sometimes there is that "cowboy pistol roll" draw, other times it's just the normal draw animation. Seems completely random.)
-New inventory sounds (open/close inv, add/remove addons, select item, etc)

Also, I'm again (did this already in earlier sound overhaul) thinking of replacing the enemy npc's breathing while in combat into equipment clatter. So instead of hearing them breathe heavily, you'd hear their backpacks clattering, clothes rustling etc. As I said, I did this already in SoC and IMO it worked pretty well.

There is probably alot of other little details I forgot to mention here.

The release for this should be in a couple of weeks, earliest (I'm a sort of a perfectionist, I don't know when to stop ), so stay tuned.
  20:37:26  29 September 2008
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Lucian04
Inglorious Bastard
(Resident)

 

 
On forum: 02/10/2008
Messages: 1422
Sweet.. If you could give me a "preview" version, that'd be awesome
  20:40:55  29 September 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Sweet.. If you could give me a "preview" version, that'd be awesome
---END QUOTATION---



Well, if I need a beta tester, I'll let you know.
I might actually make a teaser trailer of 2.0 on youtube, if I find enough time.
  20:44:56  29 September 2008
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Lucian04
Inglorious Bastard
(Resident)

 

 
On forum: 02/10/2008
Messages: 1422

---QUOTATION---
Sweet.. If you could give me a "preview" version, that'd be awesome

Well, if I need a beta tester, I'll let you know.
I might actually make a teaser trailer of 2.0 on youtube, if I find enough time.
---END QUOTATION---




Oh Poo
  21:19:19  29 September 2008
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zombiedinosaur
Senior Resident
 

 
On forum: 04/16/2007
Messages: 257
can't wait! yours was one of the enhancements out there that my gamedata folder couldn't do without

(others included zrp, health overhaul, etc.... )
  21:23:01  29 September 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
On a side note here, I just found a perfect way of testing the different ranges for different sounds (when tweaking the sound detection ranges in the SDK): The 3rd person view, especially the cam_3, which let's you "fly around" the actor. Now I've tested the PB silenced pistol with the maximum ai range of 3 meters (yep, very low, I know) and saw that it's only audiable like a meter from the player, when for example the SVD sound is audiable over 100 meters away (I think the max is 300, not sure though.)
Anyway, now I can really tweak the sound detection settings WITHIN the sound properly.
Now, just to find a refrence somewhere about real life silencer sound distances...back to work...
  21:31:50  29 September 2008
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kme
(Senior)
 
On forum: 04/14/2007
Messages: 113
Can't wait for the release! Sound Overhaul for SoC was definitely a must have, and I'm sure it will be the same for CS. Keep up the good work dude
  14:12:17  2 October 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
A little update again:

The overhaul is nearing completion regarding the weapons. Only thing I need now is a refrence for the different ai dist/max dist values for the sounds. While the sdk's sound editor greatly simplifies properly setting up all the sound parameters, I still need to figure out proper values for the reload and silencer sounds. Also,I'll be simplifying the merging of this to other mods by reworking the folder structure,now all sound overhaul stuff will have their own separate folders and filenames,so they will be easier to identify when merging. Also this helps myself to keep stuff organized while working.
  17:29:08  2 October 2008
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Catsy
Senior Resident
 

 
On forum: 04/10/2008
 

Message edited by:
Catsy
10/02/2008 17:35:13
Messages: 259
Looking forward to trying this out. I have one question about what you're modifying.

I've done extensive tweaking of the weapons and their ballistic properties. Since some of the weapon sound and volume settings reside in the individual weapon LTX files, should I assume you'll be replacing those?

If so, would you mind listing the lines that you modify, so that those of us who mod our own weapons can merge your changes without having to meticulously compare both files for each weapon?

Thanks!

Edit: also, a suggestion:


---QUOTATION---
G36 (haven't actually found one ingame yet, so I'll still have to see how it sounds. But the sound itself is done.)
---END QUOTATION---



You may have already resolved this, but one thing that will help you test this sort of change is modifying the script where the trader gives you your starting equipment. Make a savegave right before talking to him, and give yourself whatever you need for testing. Much easier than relying on happenstance in finding what you need.
  17:34:37  2 October 2008
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/02/2008 18:25:48
Messages: 2131

---QUOTATION---
Looking forward to trying this out. I have one question about what you're modifying.

I've done extensive tweaking of the weapons and their ballistic properties. Since some of the weapon sound and volume settings reside in the individual weapon LTX files, should I assume you'll be replacing those?

If so, would you mind listing the lines that you modify, so that those of us who mod our own weapons can merge your changes without having to meticulously compare both files for each weapon?

Thanks!
---END QUOTATION---



Yep, I'll be modifying the various weapon ltx files. But since Sound overhaul will have it's own folder structure, the changes will be easily spotted. And I'll also write the instructions to the readme, in case someone bothers to read it..

EDIT: Just revised my folder structure. Now, for example, every gun has a subfolder under the sounds\sound_overhaul folder. This way it's easier to keep them organized, IMHO.
 
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