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CS Ambient Audio Overhaul feedback

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  15:18:07  4 June 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Mostly cause everyone migrated to CoP... Not that many CS modders left here, could probably count the major ones left on my hands.
  14:41:07  4 June 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Thanks. I'm still around, I just bounce between game titles. Sadly, the CS forums here tend to be the most dead . . .
  02:51:21  31 May 2010
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971
@ {imperialreign}. wd m8, nice to see you still here. cant wait for your next release.
  03:00:18  26 May 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
A head's up here as well . . .

I haven't forgotten about AAO:CS . . . it's just merely been put aside for the longest time.

I've begun some work on things again, and have finally figured out a better understanding of how CS/CoP handle ambient sounds - this has lead to some experimentation thought's proving rather fruitful, and should lead to a better (and more flexible) ambient setup.

Either way, the work that I began on AAO:CSv1.0 ages ago is back underway . . .
  06:51:03  2 April 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Hi Imperial, I'm curious about the occlusion scale and the reasons you had to lower it from 0.4 to 0.19.
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The occlusion scale change was back during a lot of initial testing and early AAO development for SoC. TBH, from what I remember, it doesn't really affect too much in-game . . . but, it does seem to have quite an impact on how "smoothly" sounds are attenuated over distance - and especially on the few areas that use sound environments. In SoC, there are only a few snd_env placed within a few specific levels (i.e. listen around the campfire next to Cook inside the Freedom base). Both CS and CoP use snd_env a bit more heavily, though. What really spurned this initial change was how incorrect these environments sound for their location . . . and, honestly, I've never been too happy with them. It's been enough that I began working on modifying the snd_env declarations themselves. I fully intended to add that into the next AAO:CS release, as well as the upcoming AAO:CoP and as a "patch" for AAO:SoC.

Otherwise, it doesn't really seem to have too much of an affect in-game, from what I remember. Although, I never really took the time to further test this setting with X-Ray 1.5 and CS . . . and have completely forgotten about it with CoP. I guess I should really look back into it some more, and see if the newer engine is capable of handling occlusion better.
  22:15:57  1 April 2010
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
Messages: 464
Hi Imperial, I'm curious about the occlusion scale and the reasons you had to lower it from 0.4 to 0.19.
  14:40:04  11 March 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Much thanks for the feedback, man!

Regarding Freedom's megaphone announcements - I completely agree with you, it is annoying to no end. A long while back, I was trying to find some people who could help record new announcements, but that project never really took off . . . it's still on my "to do" list at some point - at the very least to remove the vanilla sounds in place of others.

Regarding the dynamic music - I've nixed that idea . . . I don't personally use DM in-game, and IMHO it simply detracts from the atmosphere on so many levels.

I've had some users comment on the electro sounds in the past - it seems to be either a love it or hate it view other's have. I was trying to go for an extremelly powerful near-thunderclap sound . . . which, I think I had accomplished quite nicely, but can be a bit over-powering to some. I still have some other sounds I had put together in the past, I think I might release them with the next update, and set it so that users can install based on their preferences.
  11:41:40  11 March 2010
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AZScott
(Novice)
 
On forum: 12/23/2008
Messages: 21
I've ran through most of the game with your sound files/mod, a lot of it I like a lot..

One however, IMHO, is way off.. The Electrical shocking sounds are quite a bit overboard to me.. Some of the other anomaly sounds are really awesome but that one just doesn't seem to fit right.. Again, it's just IMHO so, take it for what you feel it's worth..

BTW.. I think a pile of folks would worship you if you turned off the friggin' Freedom base Megaphone.. It is so obnoxious, nerve racking and you can hear it halfway across the map.. W/out a doubt, it would be my one "sound wish" if I were given one.. It's almost as bad as the snitch in the bar on SoC.. Can't tell you how many times I'd end up waxing his arse just to shut him up finally..lol

Anyway.. keep up the nice work, some of the files really sound awesome. One overall drawback however is that I get a fairly good hit on my FPS with it implemented though.. Of course though, my system sure isn't at the top of the CS specs..

BTW.. in answer to your dynamic music question.. I never play with music on, in any game really for that matter.. just can't get into a FPS game with all kinds of music going on. even more so when detailed sound is incorporated in game such as the STALKER Game(s) (like foot steps, weapon action sounds, etc that can help spot out/locate enemy when you couldn't actually see them).. I could be wrong but doubt any really serious player does play with it on.
  14:32:33  10 March 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Just an update - once I finish AAO:CoP, I'll be taking a short break to play Metro2033 . . . then I'm *currently* planning on getting back into finishing up AAO:CSv1.0

To the best of my knowledge, artistpavel does plan to include AAO:CS with CS Complete - and I'd like to try and get AAO wrapped up long before Complete's release . . .
  23:24:30  14 October 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Does this mod work for CoP? where can i then get it?
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I have no idea if it will or not. I do not yet have a copy of CoP, so I can't even begin to explain what all might be different, what would work, and what won't . . .

Give it time - I'm planning on ordering the RUS version of CoP, and I'm fairly certain I'll end up working on a version of AAO for it.
 
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