This member has provided no bio about themself...

Comment History
Rvsty
Rvsty - - 14 comments @ MISERY ingame teaser

Best thing is, this is actually how it looks maxed out, the new custom skyboxes are goddamn awesome (as are the textures).

Good karma+1 vote
Rvsty
Rvsty - - 14 comments @ Chimera evolving?

A legendary Chimera? Sounds like a job for me and Trapper, we're in. Where did I stash my RPG again?

Good karma+3 votes
Rvsty
Rvsty - - 14 comments @ Tormented dog

I've actually edited it to have some reverb, makes the volume of the footsteps a lot more plausible and also adds to the effect of 'there's a hurt/dying dog somewhere in this building and it's avoiding me'. Perfect for a large building or apartment block in Pripyat, like N.Aaroe mentioned.

Good karma+1 vote
Rvsty
Rvsty - - 14 comments @ Tormented dog

Good feedback, I'll see if I can improve it.

Good karma+2 votes
Rvsty
Rvsty - - 14 comments @ Tormented dog

I can't say for sure but I doubt it. It's taken from a sound database so I'm sure they just used a scared dog.

Good karma+1 vote
Rvsty
Rvsty - - 14 comments @ M.I.N.E.

Looks great, one (very minor) gripe is the last bolt-action rifle, the bolt sound has an echo at the start and end it seems, like it's recorded from a gun with lots of echo.

Good karma+1 vote
Rvsty
Rvsty - - 14 comments @ Rise of The Green Dragon

This might be the better option if you know someone who has released a decent bolt action animation. I should frequent the AMK forums more often.

Good karma+1 vote
Rvsty
Rvsty - - 14 comments @ Rise of The Green Dragon

Maybe someone could contact this modder for a proper animation on the M24:
Youtube.com
Maybe someone who speaks russian can ask him as his work looks very promising from what I've seen.

Good karma+1 vote
Rvsty
Rvsty - - 14 comments @ Autumn Aurora 2

No need for me, but maybe someone else needs those instructions. Basically look for system.ltx and ctrl-f, search for max_weight = 1500, change 1500 to something you prefer. Then open actor.ltx in config\creatures\ and look for max_item_mass = 1500, change this value to the same one you set for max_weight. Then look for max_walk_weight , also in actor.ltx and edit this number to something about 10 to 15 higher than the value for max_weight. This is the max weight you can carry before you are unable to move.

Good karma+2 votes
Rvsty
Rvsty - - 14 comments @ Autumn Aurora 2

After selling some Pm's to Nimble he also dropped them, this is with the optional item sounds. One other thing I've noticed is the actor weight limit is set to 1500? :) Is this a remnant from playtesting or is it intended? Either way, superb mod and update Vandrerer!

Good karma+1 vote
Rvsty
Rvsty - - 14 comments @ Rvsty

Hah, net gemerkt dat je van NL bent, alles kits?

Good karma+1 vote
Rvsty
Rvsty - - 14 comments @ Sound effect tests

Bad news, after looking through the level files and talking to imperialreign we came to the conclusion that the different sound environments aren't even defined in CoP. What this means is that an experienced modder would need to manually define a sound environment (for example the preset 'factory/plant' for the Jupiter power plant) for EVERY location in the game.

Good karma+1 vote
Rvsty
Rvsty - - 14 comments @ Sound effect tests

That's basically what the file senvironment.xr is for from what i've read, it lets you define different room sizes and reverb settings for different areas (for example forest, large open space, corridor,...). Problem is that the CoP SDK doesn't seem to let let you listen to differences in the sound environment as you change settings. I'll look into this as I think it could definitely add to the overall experience. Not sure if you need to enable EAX for it to work though, I think so.

Good karma+1 vote
Rvsty
Rvsty - - 14 comments @ Sound effect tests

Thanks for the quick feedback, I didn't know about the stereo sounds always playing at 0 distance, I checked all sounds in CoP but only on the actor himself and they worked fine. I'm more used to editing SoC sounds (which only accepts mono). I'll try converting them to mono although I'm afraid the quality will suffer from it. These are actually sounds I managed to capture from a recent AAA title that was recently in the Alpha phase (hint hint) :)
The auto fire sounds ingame might not sound exactly like those in this test, because of the RPM etc.
Also, if anyone has experience editing Sound Environments (senvironment.xr) please PM me.

Good karma+1 vote