This member has provided no bio about themself...
Forgot to credit various authors: Navaro, Battlefield 4, Project Reality, Survarium, Koma.
Agreed. It's done when it's done people. Want it sooner? Start paying them for their time. Otherwise stop whining.
It'll be out soon.
It already is removable :) I just kept it attached because I haven't aligned the sights yet and I wanted to show the scope sway (which didn't show up very well in-video, but there is mild scope sway).
I also helped diversify sounds further a little while ago:
Now pistols, shotguns, smg's, light assault rifles (5.45,5.56), heavy assault rifles (7.62x39,7.62 Nato, etc.), and sniper rifles, and every category has it's own set of echo sounds.
In the video the following guns are being fired at me: a Toz-194, IMI Galil, AK-74, AKS-74U, and M4 carbine. Yes they all have unique sounds, however all of them except the Toz-194 use the exact same echo sound, which makes things a little boring, so that's changed now.
I should also let people know how far the sound layers are:
There are ~66 weapons now (and I believe that is way more than enough, I don't think we will be adding any new weapons).
Out of those, I have only done sound layering for 15 weapons, and Koma had prepared one of those.
It takes a while.
On top of that the code I'm using for detecting if the actor is indoors or outdoors doesn't work that well, so when I'm talking about the variety of echo sounds, I'm only doing the outdoor sounds right now (I'm going to do some level editing after reading some tutorials and adding a space restrictor to all interiors so I can use that to play the indoor echos).
Once I do the indoor echo's, that's twice as many sections for each weapon, especially since it might be a good idea to alter the gun shot sound to be louder if indoors.
tl;dr: Wrote some sound design stuff I thought people might be interested in reading. I've known some cool sound people, like E.Nigma, and especially Daemonion of Lurk, who is my inspiration (with weapon sound itself inspired by the bank shootout in Heat).
That means a lot to me as your taste in sound is superb. Thank you :)
I do hope you take a breather from AO3 at some point to go back over everything I do and maybe create better versions of things.
Posted my update at around 9am and still nothing. Even fixed some grammar and added an extra screenshot.
I'd say that from now on I'd auto-archive my news posts, but the truth is we need new visitors too, so I don't want to do that.
Great work :)
News update incoming, waiting for them to approve it.
Technically we can do a dismemberment mod already, you can hide any bone so it's easy to do, it's just that a modeler would need to help make bloody stumps for everything or else it'll just look odd.
Looks like **** without a gory neck still attached though (all credit: Alundaio)
Nope, plain 'ol Galil 7.62 with a scope attachment.
It's a modified version of Xray engine 1.6 (COP version) that also happens to be open-source.
I can't link to it directly, but Google is your friend.
I think it's just the bump-maps guys. I'll spruce them up.
Plus Stalker's lighting model = ****. Even compared to Gamebyro apparently.
SOUND THE ******* ALARMS, MILLENIA AND NAKY JUST RELEASED A GALIL! TIME ME ON HOW LONG IT TAKES BEFORE I TAKE A SCREENSHOT OF IT IN STALKER!
Stalker hands down, especially if the mod was made by Russians.
No need to get butt-hurt about it.
Dude, you made like 50 different g36 shoot sounds and another 50 cycle sounds. I'm ready to kill you, lol!
I'll get to the G36 after a few other things.
Okay, two votes is enough for me ;)
Let me finish re-balancing things. Give me another day or two and I'll upload a new fire-fight video.
I'm currently messing with ballistics, damage, recoil calculations, etc. so they use real-world values (only if game-friendly) and will shoot a new video when done :)
Does anyone want to see a second firefight video with better echo's and aim-sway? Thumbs up if the answer is yes.
I doubled the range of the echo's, but need to tweak the ogg-comenting more so the volume persists over a longer range.
Stalker already has bullet whizzes, I think. That's what they named them anyway.
We will have aim-sway, but I want to do it a little different than most Stalker mods.
It won't be a lot because I'm re-doing the way the sound system works. You'll find out more later.
I'll see what I can do about disabling it from going to maximum with silencers.
By Monday there should be a big update coming. :)
I'm feeling smug at the moment.
While I'm at it I'll make the base-game's controller tinnitus and explosion tinnitus optional as well in-case it bothers anyone else.
You've got it :)
I know, I didn't take it the wrong way :) You're always helpful.
I'll likely do either another news post or a new video within the next few days showing off other things.
It requires extra coding. As will the tinnitus.
It's actually pretty simple code though, if people wanted to put the effort in they could mimic what I'm doing.
I'm aware of Notepad++. I prefer PSPad, and it loads fast enough. Just has a better interface. If I wanted line numbers at the side I'm sure it has a plugin that does that, but for now I'm content clicking on the line to see the line number :)
Also I am going to implement the tinnitus, that was an excellent idea.