I deal primarily with audio files and software-end modifications. Everything from cleaning up tracks to enhancing them. I work mostly with Sound Forge, Wave Studio (and now) SoundBooth CS5. Occasionally I'll do some dabbling with texture editing and very minor scripting, and am usually willing to figure out how to go about making changes to games myself - if it's within my means to do so. I'm still working mostly with the STALKER series, and my work can be found being used in the following mods: *SoC - Rebalanced 1.2 *SoC - STALKER Weather Overhauled 3.0 *SoC - Super Mod Pack 2.4 *SoC - Complete 2009 *SoC - LURK 1.4 *CS - Complete *CoP - AtmosFear 2.1

Comment History  (0 - 30 of 50)
{imperialreign} Sep 8 2015 says:

My workshop is finally back up and running. I've made 2 playthroughs of LA so far and have gotten a feel for the ambient thus I am beginning work on AAO for LA. But, when is the next update planned? I'm going to try and stay as compatible as possible to avoid update conflixts. expect the high quality audio upgrade that I've offered in the past for various other titltes and m9ds

+6 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
{imperialreign} Sep 4 2014 says:

SMRT - awesome to see you're still kicking, man. Email me, bro, I'd still love to give you a hand with some of the audio work.

+1 vote   news: Back from the dead
{imperialreign} Sep 4 2014 says:

I'm feeling an Ambient Audio Overhaul might be in order...

+3 votes   media: Lost Alpha SDK soon!
{imperialreign} Mar 21 2013 says:

BTW, everyone... I find it very gratifying to see where Frozen Sky ranks on moddb - even though it's a WIP, and I haven't had anything new to add over the last year or two... seeing the popularity and drive of the community does give me inspiration to get myself back to this project at some point. Thank you, all!

+8 votes   mod: Frozen Sky
{imperialreign} Mar 21 2013 replied:

For the moment... yes. I still have some material hanging around, but life has gotten so crazy for me since last Sep/Oct that I'm not sure when I will be able to focus on this project again. A recent move across country, and I'm currently planning on moving back, so...

... but, many of the gameplay ideas/changes I've made I've passed on to other modders, in hopes of seeing some of those ideas surface somewhere, somehow... perhaps someday I can get back to Frozen Sky... just, I'm not sure yet when :/

+2 votes   mod: Frozen Sky
{imperialreign} Jan 22 2012 replied:

Some other "tweaks" that will address micro-stutter (which has been a problem since SoC, especially in heavily populated areas and stems from the numerous DRAM access going on as AI are turned "off" and "on") . . . they're a little more technical, though - If you're up for it (and if possible), overclocking your system will help . . . especially the BUS speeds, as this will speed up CPU, DRAM, SATA channels and PCIE lanes. Tightening DRAM timings can improve things, too.
If possible, setup a RAID 0 or 10 array (10 preferred, and preferred using similar or exactly the same HDDs). It can help reduce HDD access times, and if you have fast HDDs it can greatly improve loading times as well.
Remove as many background apps as feasibly possible - if need be, disconnect from the internet and shut down any AV apps and firewalls also - these can slow down MEM and HDD access times.

+3 votes   download: MISERY Ver.1.0 Patch 2
{imperialreign} Dec 23 2011 replied:

Hmmm . . . I'm not a music composer, but can edit music if need be. I do a lot of ambient, environmental and other miscellaneous sound effects. I'll get around to at least throwing up a post sometime soon, though.

+2 votes   mod: The Dark Mod
{imperialreign} Dec 2 2011 says:

Greetings from an old ttlg member! I've been around before, and still don't forget about this mod . . . as always, you're the first to receive my vote this time of year!

If y'all are ever in need of a sound designer (especially for ambient), hit me up - I've been trying to expand my project horizons a bit and thereby expand the portfolio some more.

+4 votes   mod: The Dark Mod
{imperialreign} Nov 22 2011 says:

Hey guys . . . I might have some audio stuffs for y'all. Someone from dev hit me up, or I'll track down 1oner :p

BTW - I'm liking how all this is coming together. Excellent work!

+2 votes   mod: MISERY
{imperialreign} Sep 7 2011 replied:

Everything is kinda on hold ATM. The last few months have been a real-life nightmare, with simply too much crap going on. So much so, that I simply don't have the time to focus on any mod projects. I haven't fully abandoned FS yet, I still have some hurdles to clear . . . I just don't know if and/or when I'll be able to get back to it. The project itself has always taken a back-seat to my audio projects, which I'd really like to get around to finishing their final versions soon . . . but don't know how RL is going to play out just yet.

+3 votes   mod: Frozen Sky
{imperialreign} Sep 3 2011 replied:

You might be able to change up some sounds by changing the footstep class from heavy - something else I had meant to test, but got sidetracked trying to add new sounds to mutant schemes (if you remember the headache I discovered with that). It won't change the shaking and all, but there might be ways around that, too.
I've been meaning to get back in touch with you over that stuff, anyhow . . . it's just that RL has taken me on a roller coaster the last few months . . .

+1 vote   media: Reviving the original Poltergeist concept
{imperialreign} Aug 5 2011 says:

This is excellent news for the modding community! Considering what some teams have been able to do without the source code already, limits (I predict) would be endless. Thankfully, ID haven't yet entirelly forgotten their shareware roots, either, and are passing things along to the community again.

Definitely looking forward to seeing how projects like The Dark Mod progress after this release.

+5 votes   news: Doom 3 Source Code Released
{imperialreign} Jul 28 2011 replied:

In that case, I won't explain the use of this lab in SoC - but it's nice to see X10 on the newer engine. Good job, man!

+2 votes   media: Guards
{imperialreign} Jul 12 2011 replied:

I agree with the ground textures - but, kinda got stuck on that one too, considering how one texture is used across a whole map . . . I've given thought to decompiling the maps and applying texture changes via the SDK to liven things up a little.

+1 vote   media: Frozen Sky
{imperialreign} Jul 7 2011 replied:

That's BS and you know it. Take a look at mod's like The Dark Mod for Doom3 - last I checked, that crew are still working independently, and it's one of the most impressive game mods out there. We've seen the same from those in the Crysis modding community (MechWarrior springs instantly to mind), and those in the STALKER community (too long of a list to mention), and numerous others. Some modders come to the table with professional backgrounds and experience, but that doesn't necessarily mean they're going to be hired by any game devs . . . even more-so for some of us, we'd prefer not to make this a "job," but would rather keep it as a hobby.
Personally, IMHO, I'm the same way - this is a hobby for me. I'd grow to hate this kind of work if I had some director breathing down my neck and demanding things by certain dates, wanting things to fit their vision with little creative input from my side, or wanting to cut corners to make room for other features. This is what I like doing in my free time, and I'd prefer to be able to keep at it as such without the strings a paycheck would add.

+1 vote   news: No mod support for Battlefield 3
{imperialreign} Jul 6 2011 says:

I'm sorry, but this is pathetic. The complexity of an engine hasn't stopped resourceful modders in the past, even when the community in question recieves a beta SDK with practically no documentation... Nor even the tools to open the game's archives. Look at what the STALKER community has done with all 3 titles over the last 4 years, the majority of our tools and mod knowledgebase all come from users who've taken the time to create their own tools, learn the engine, and figure out how things work.
Saying a game is too "complex" for the modding community as a whole is an insult to the broad PC modding communities.

+2 votes   news: No mod support for Battlefield 3
{imperialreign} Jun 13 2011 says:

Gotta say this is probably one of the most interesting and best looking screenies I've seen for any mod in a long while.

+2 votes   media: Monolith prayers
{imperialreign} May 28 2011 says:

Extremelly interesting read - it has given me some ideas for my ongoing work with STALKER projects. Thanks for sharing this info!

+1 vote   news: Audible Immersion
{imperialreign} May 14 2011 says:

Looks good, man - y'all doing some 1337 work, like usual! BTW, 3nc - get back to me on that last PM ;)

+1 vote   news: The Summer of TGZ
{imperialreign} May 7 2011 says:

I don't download any pirated media of any sort. It's just ethically wrong, IMHO. If I'm interested in a game, I read the reviews, and ask other users on tech/game forums. TBH, the best reviews come from other users, not webzines.
Regarding the argument that games are too expensive - keep in mind that the actual cost of a game has gone up maybe $10 in the last 2 decades. We're actually paying less for games now, once you factor in inflation, than we were 10 years ago.
I'm sorry, but price is not an argument for pirating. I've been in ****** situations myself and still have yet to download a pirated game - this is where you have a "fallback," a game that you can play that never really gets old. Save your money and buy the damn product, people. You don't have to buy on release day - wait a few months for the price to drop (hell, some titles are already into the bargain bin that quick). Use Steam - they're constantly offering killer sales for titles; it's one of the few places you can pick up 5+ highly rated games for $10.
There's truly no excuse to justify such practices.

+2 votes   news: How can we lower game piracy?
{imperialreign} Apr 21 2011 says:

This mod won't cause that, as there's no changes to any conditions associated with yanov station. Attempting to use this mod without starting a new game could cause other scripts and what not to "break" - which could end up with your current situation. I haven't yet released the update which gets around having to start a new game with AAO, hopefully soon. The files are already available with Cromm's Atmosfear2.1, but I'd like to finsih up some updates to the ambient sections before I release . . .

+1 vote   download: Call of Pripyat Ambient Audio Overhaul v1.0
{imperialreign} Apr 21 2011 replied:

Getting by. Things have been a bit hectic on the RL front . . . split with my gf of 8 years, so that's kinda had my head in a swim. Soon as my head's back on straight, I intend to get caught up with some of the projects I'm working on for some other mod teams. All I can say is that karma's a bitch, and drama is for high school. o.0

+2 votes   member: {imperialreign}
{imperialreign} Apr 1 2011 replied:

I enjoyed it - it's fun in a not having to think about things sorta way . . . but, those long extended gaming hours of mine still go to STALKER.

+3 votes   media: Lost Alpha April Foolz 2011
{imperialreign} Mar 31 2011 replied:

Also gotta make sure all the guns sound the same, all enemies sound the same, and ambient sounds are the exact same for each area. Cwysissy, yay!

+5 votes   media: Lost Alpha April Foolz 2011
{imperialreign} Mar 19 2011 replied:

There are some things that are taboo, yes, but not in the gaming media - not even in movies or TV. The film industry continuously crosses over with such stories, presented from many different perspectives . . . as does the literary world. Why should the gaming industry be subject to an entirelly different set of rules regarding what is and is not appropriate subject material?
We've already had blockbuster titles dance around such taboo issues with subject matter, without backing down. Sure, the media pitched a hellstorm over it, but they've forgotten it by now.
Games (and mods by extension) are in essence a story-telling media, whether that story is fiction, non-fiction, satire, parody or otherwise should not be up to the general media to decide. If a developer feels they have something to say, no matter how they decide to go about it, and no matter what the majority opinion of said subject matter is, they should have that freedom to do so. Simply because the vast majority of us don't agree with the subject material, or find it offensive, shouldn't mean they can't express themselves.
The mediawill find a scapegoat no matter what - it's when that scapegoat backs down instead of standing up and fighting back does it get worse. Look at how many times the music industry (or specific bands) have been targeted for various instances over the years . . . and the reason it falls apart so quickly is the industry standing their ground. The gaming industry has yet to stand up for itself, and these actions here are not helping the matter at all.
I, for one, completely agree removal of the mod was a poor choice. It should've remained. Perhaps instead moddb could've added numerous disclaimers and such therby protecting themselves and others here . . . but it should have been left alone.

+8 votes   news: Why we removed the school shooter mod
{imperialreign} Mar 12 2011 replied:

What problems are you having? If it's crashing, I'd need the bottom section of the error log to help fix it.

+1 vote   download: Call of Pripyat Ambient Audio Overhaul v1.0
{imperialreign} Mar 7 2011 replied:

Naw, most of it's gone . . . I did my typical OS re-install, which means I include a slow format of the drive. I was able to recover some of the work with certain merged mods, such as alive 1.6, progressive weapons, greedy trader repair, dynamic weather, sleeping bag, etc. It's not all at a loss. The biggest things I've lost were the changes to the weather configs, the dialogue text menus and the changes to the .spawn; so, I have to start over in those areas. It's not as bad as I initially thought, but it's still a major setback.

+1 vote   news: FS' Status and Update
{imperialreign} Mar 3 2011 replied:

I've worked with the SmP team during development of 2.3, setting up the ambient audio, doing some weapon sounds, placing static level sounds, getting megaphones and radios working, etc. But, I haven't really worked closely with the team over the last year . . . I still help with questions or small issues when they throw them my way, but I'm not actively part of the current "team." Wish I could tell ya more, but I have no idea when they'll be done with current production.

+2 votes   member: {imperialreign}
{imperialreign} Mar 2 2011 replied:

No problem, man. I've had all those blowout sounds laying around for ages from a defunct SoC project . . . figured I'd blow the year old dust off 'em and put them to good use!

+1 vote   mod: Call of Pripyat Complete
{imperialreign} Mar 2 2011 says:

Some of the comments over the last few pages are quite pathetic . . . really. I can't believe how self-centered so many people in the gaming community have become . . . we've been swarmed by twelve-year olds. Anyhow, nice to see you're wrapping up production, pavel! I'm defi looking forward to checking out this version of complete once I have some spare time from my projects! :p

+4 votes   mod: Call of Pripyat Complete
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