Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.
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Dynamic weapon sound system? | Locked | |
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Oct 10 2013 Anchor | ||
Is it possible to make the environment sound system work for OP CL?For example:the weapon sounds different while firing outdoors/Indoors, open field/forest. Yu |
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Oct 11 2013 Anchor | |
yes, it would be possible but i dont believe that i do that, its just a mess of work, beside the scripting i would need for about ~30 new bullet-weapons new tail-sounds for all firemodes for in and outdoor ^^ Edited by: pvcf |
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Oct 12 2013 Anchor | ||
I have an idea, maybe you can add firing sound distance,like close,medium,far,very far. I like to mod sound myself, maybe I can help you with it. BTW, addtional reverb tails into weapon script will be nice! Best |
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Oct 12 2013 Anchor | |
theoretically there is a easier method: EAX AREAS. just create reverb areas and the engine do the rest. unfortunately crytek left a bug in farcry which cause a bad area detection: if you save inside a area and later load the game, the area is NOT recognized as active.
every shot sound have that means if a weapon have 2 firemodes = 8 sounds for one weapon. i have 49 weapons , i think 30 are bulletweapons = 8x30 = 240 sounds. if you now add distance switches we have 3x120 sounds for fire.
i already play (if in weaponsparams a switch for the current weapon is set to true) a additionally bulletshell throw-out sound , so the tail sound would not be a problem. hmm, thinking twice why you want that feature: are you not happy with FC standart wpn sounds from enemies? i can say i use not one original weaponsound effekt and range and volume from FC, its COMPLETELY modded and it really sounds very nice in open combats. i cant post videos yet because i don't have recordet such things Edited by: pvcf |
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Oct 12 2013 Anchor | ||
I think some of these distance sound can be shared, like those weapons which use the same caliber and same RPM,they all sound the same in far distance~ |
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Oct 12 2013 Anchor | |
sorry, but i dont see a real usage for that. the work for that does not correlate with the benefit. can u provide a video where i can hear how such a system would sound? |
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Oct 12 2013 Anchor | ||
Actually I cannot provide any video about far cry though, there are no such sound mod exists, but I can provide some Cysis 2 video, Crysis 2 sound system works the same way as far cry. You can hear how the distant weapon sound boost the whole environment up~ BTW, I believe ur AK sound is from Counter-Strike:D, very genetic feeling, this is my version of AK47: Version 2: Far: Edited by: NSF001 |
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Oct 12 2013 Anchor | |
thank you for the links! now i know what you mean. first: my videos have 8bit mono sound with ~11-22khz, to save size. the gamedesign is Close Combat (*), that means no AI will shoot you from distance, and IF they do that, the nearby ricochet and bulletimpact sounds will completely overlay distance gun shoot sound. also some of the sounds are placeholders, but especially the AK : i tried 4 or 5 variants, the current one, which is similiar to CS (its not CS), works best, it's the naturally AK sound and maybe i really play to much CS:S, i love this sound *g*. the one you have made sounds like the AK sound from FarCry mod TheDeltaSector Moddb.com , also the distance version. i think you will love the sounddesign of that mod! (* note that this is my personally taste for shooting mechanic in OPCL, i always disliked the possibility to snipe with m4 singleshot all enemies before they even have seen you, that is not possible in OPCL, even AI can't and won't shoot at longer distances than 50m. i want that the player gets physically in contact with the AI, just to let the player know that this is a real living Grunt, i have also a prosecuting for player who kill friendly or neutral Citizens.) ok, so much to explain why it currently sounds as it do edit after posting the vtailsound video : Edited by: pvcf |
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Oct 13 2013 Anchor | ||
Ok, I got ur idea. |
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Oct 13 2013 Anchor | |
ok, have also builded in a INDOOR reverb addition. custom weapon reverb sound:
Edited by: pvcf |
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Oct 14 2013 Anchor | ||
Wow, thanks for this! Always want these in far cry mod. |
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Oct 14 2013 Anchor | |
thank you but i now also like the result and i have to thank YOU for the investigation here let us discuss the "AI far away wpn sound" switch. in the crysis2 video which you have posted, i'm not lucky with the implementation: it works (positive) as soundbackground, but negative it works twice times as cheat: but i also mentioned (psoted in my enginesounddemo Moddb.com) a hard notizable acoustic disance detection for enemy fire action, (player standing above the mercs which fighting the zombies). Edited by: pvcf |
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