Anomaly is a standalone S.T.A.L.K.E.R. mod powered by an x64 version of the X-Ray engine. Starting with version 1.5.0 Anomaly uses a custom engine build called the XRay-Monolith engine. After almost one year of development of the Anomaly 1.5.0 update, the mod continues its way on expanding and adding new features while maintaining a high level of quality and replay value.

Add addon TheTazDJ's Gun Sounds Overhaul
Filename
Anomaly_JSRS_sounds_TAZ.7z
Category
Weapons Audio
Licence
Proprietary
Uploader
TheTazDJ
Credits
Solarint, daftestofpunks, Souvlakii, Wepl, The Armed Zone Team, STCOP team, NavaroBL, Iretuerye
Added
Size
139.29mb (146,059,906 bytes)
Downloads
1,645 (1 today)
MD5 Hash
08624d833f7f014f2439262cc8ea1112
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Description

Improves the sounds of every gun in the game ; reload, trigger, draw, holster, shoot, silenced, grenade launcher... EVERYTHING ! Based on my work on The Armed Zone 2.0, JSRS and some more mods.

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TheTazDJ's Gun Sounds Overhaul
Comments  (0 - 50 of 110)
TheAwesomeGem
TheAwesomeGem

Sounds good. Is it compatible with Soudscape?

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accolyte1022
accolyte1022

Download and read the instructions..... It looks fairly involved.

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TheTazDJ Author
TheTazDJ

100% compatible. My storm addon (not yet implemented) won't, but I will create a patch for it when it comes out :)

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Vulpecula.
Vulpecula.

Played around with a bunch of weapons, and they certainly sound pretty nice, so that's a job well done. Some of them felt a tad loud, even with the sfx volume set to 0.1, lowest before mute, though not uncomfortably so (granted I didn't try emptying multiple mags).

Only weapon that stood out for me as feeling a bit too loud for comfortable full-auto shooting was the UMP-45, but fortunately I have a silencer for it which fixes that problem.

Otherwise a good sound pack. I think an option for lowered firing volume would be lovely, but I imagine that's a fair bit of extra work. Solid job, in any case.

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TheTazDJ Author
TheTazDJ

I don't remember if I talked about it in my text files : the issue with the sounds being maxed out like crazy with volume is that even at 0.1 setting the sound is still very loud.

I tweaked all the sounds to be played at maximum volume possible.

Although, I am pretty sure commentary does work for Base Sound volume on stereo gunshot sounds : for instance I had an issue with the Gsh18 having one of his sounds at 1.0 (the others at 2.0) and it was clearly quieter.

Maybe it is possible to comment all sounds all over again and get closer to original JSRS sound volume. If Asked I could do it, but it will take me a few hours.

Consider this still a beta, there may be still a lot of things unbalanced. I will check everything people report me :)

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Rochika
Rochika

for me guns are way too loud, can you tell me how to manually decrease volumes for guns if thats possible?

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TheTazDJ Author
TheTazDJ

either lower your system sound, or manually use SAV&T and change BASE SOUND VOLUME values.

Presets with tweaked BSV will be made, for not for now, I don't have the time.

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Rochika
Rochika

alright thanks

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Guest
Guest

Hi there,
I believe i have followed your installation instructions to the letter, but the game keeps crashing to desktop for me.
I have even disabled all other mods just in case there was a conflict.
It will run fine with the required addons activated that are listed in the instructions, but when JSRS TAZed v1.0 is activated it will CTD.
This occurs upon loading a save and when tying to start a new game.

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TheTazDJ Author
TheTazDJ

Hi !
Thanks for your feedback
Unfortunately with your informations here I cannot tell with enough confidence what is the cause of your crash.
Have you installed everything needed ? In the proper order ?

Most importantly, what does the crash say ?
Have you tried a new save to avoid any instability CTD ?

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SkinnyTalls99
SkinnyTalls99

Does this work with Yim's Weapon Overhaul or do i need to wait for a patch?

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TheTazDJ Author
TheTazDJ

I would not take the risk to say you can on purpose NOT install it, but i'm quite confident this addon IS needed.

Indeed I installed it to have a nice recoil behavior that is prolly not ultra realistic but gives a great feel to shooting in full auto (as well as other fixes & improvements)

Why it's included is because when I edited all guns ltx files I had ALREADY that addon installed.

Try not to take the risk removing other files that Yims contains, I could not provide bug fixing and crash support in that case

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BlackWater821
BlackWater821

INSTALLATION

Install JSRS v3.3.
Install Yim's weapons pack and its patch for JSRS.
Install SVD replacer addon and M82 / MP7 with ammo and up option.
Install EFT Aim behaviour Improved
Install my Overhaul on top.

■ OPTIONAL ■

Install / Uninstall any other addon of your liking (check compatibility first).

■ LINKS ■

→ JSRS Sound Overhaul : Moddb.com

→ YIMS weapons tweaks : Moddb.com

→ SVD anim replacer : Moddb.com

→ True M82 & MP7 : Moddb.com

→ EFT aim behaviour : Moddb.com


I'm so confused... how actually the load order is? Do i really need download all these above in order to play your mod?

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TheTazDJ Author
TheTazDJ

Ok so, here is what I did : Once I was done with all the files, I uninstalled Anomaly and all addons. I installed a fresh new anomaly.
1 : Reinstalled every Anomaly file, not forgetting update 4 & hotfix8.
2 : Installed JSRS
3 : Installed Yim's weapons pack.
4 : Installed EFT aim + svd replacer + m82 with mp7 (no precise order needed)
5 : my overhaul on top.

The only very big important order is JSRS, then Yims (don't forget JSRS patch !) then my stuff

I will modify the description to tell people it's an installation order that you have in my txt file :)

In absolute, if you know what you do, the installation order is not that strict. I could even have made an addon that doesn't rely on so much things. Just personnal taste. Might think about doing a v2 with even more compatibility and combination of choices... it's just time consuming for the moment.

If you have any problem or question i'll be listening :)

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BlackWater821
BlackWater821

Thanks for the instruction bro !

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BlackWater821
BlackWater821

Still have some question though.
"Yim's tweaks with JSRS compatibility patch", what point of applying these since your mod is going to overwrite everything in configs\items\weapons?

and we need a compatible patch for yim's color tracer..

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TheTazDJ Author
TheTazDJ

the compatibility thing is for upgrade files. Haven't touched them at all.

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BlackWater821
BlackWater821

What i meant is.. if your mod files is going to overwrite everything on top of Yim's weapons pack, why do we still need to install yim's pack in step 3?

Is there something i don't aware of?

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TheTazDJ Author
TheTazDJ

ammo and upgrade files !

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BlackWater821
BlackWater821

alright thanks.

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Branlook
Branlook

Hi friend, I am very interested in trying your mod but i have installed other incompatibles mods

one of them is EFT BCI V2 ,this is not important. but the other ANOMALY SCOPES REVISION V1.023 (https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-scopes-revision-v10), this addon changes the scopes of the game. it's a totally different approach to your addon because it dont have any sound replacement but even with those it has an incompatibility with your addon.

to be precise in two files:
gamedata\configs\items\weapons\w_vssk.ltx
gamedata\configs\items\weapons\weapon_scopes

I would like to solve it for myself but I have no idea how it is programmed in xray. that's why I go to ask for your help.
I guess it will not go beyond a copy and paste the difference of both files

Thanks for reading this comment and sorry for ****** inglish I used google traslate xd

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TheTazDJ Author
TheTazDJ

There is no snd_lines in vssk.ltx. Should be 100% compatible (same story for weapons scopes, i haven't touched this.

Make sure the assertion is still here though : i mean the section [wpn_vssk]:wpn_vssk_sounds , this thing tells the game that vssk uses sounds for vssk in weapons_sounds.ltx

Edit : I just thought about that...

I will try to do that asap : all the remaining snd lines in ltx files other that weapon_sounds will be transfered to this latter.

So anything modying one specific gun's ltx will interfere with yim's recoil.

Anyway in the long run (maybe in 1-2 months) I'll be working
on removing Yim's addon, at least for what could be put away so mod compatibility will be greatly increased :)

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Bass-Junkie
Bass-Junkie

yup same here i use trader overhaul , boom sticks sharp sticks , anomaly magaiznes , scopes revision with custom scopes and dots , jsrs sounds , sound scape overhaul .

all works i backed up before trying this mod .

game crashes on start !

im thinking its the scopes revison mod that crashes it .

could i just not instal the scopes.lts from your mod ?

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TheTazDJ Author
TheTazDJ

I have no idea.
Unfortunately you install other mods I don't recommended to install so I can't say what causes the crash.

Also i don't have your log file... :/

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Bass-Junkie
Bass-Junkie

i took off the mod anomal yscopes revision and did your mod instructions . game insta crashes .

here is the log

-----loading e:/games/s.t.al.k.e.r anomoly 1.5.3 update 4 summer\gamedata\configs\system.ltx

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 530
[error]Description : fatal error
[error]Arguments : Can't open section 'wpn_knife6'. Please attach [*.ini_log] file to your bug report

stack trace:

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Rochika
Rochika

i think boomsticks and sharpsticks is the issue here, i had the same problem - instant crash when launching but when i removed the mod, it was alright, although the game was crashing when loading a save so i had to start a new game

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Bass-Junkie
Bass-Junkie

dang ya im 2 weeks in to my game i do not want to remove boomsticks and sharp stix or anomaly scopes revision i will wait for a patch

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TheTazDJ Author
TheTazDJ

is it compatible with JSRS ? I haven't looked on that mod at all tbh.

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Vulpecula.
Vulpecula.

wpn_knife6 is one of the new knives added by boomsticks & sharpsticks. If you still have a copy of that mod downloaded, copying the file m_knife.ltx from configs/items/weapons should fix that crash.

Similarly, keeping the weapon_scopes.ltx (located in the same folder) from the anomaly scope revisions should let you play with the changed reticules (I use both mods myself, with no issues).

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Bass-Junkie
Bass-Junkie

vary thank you ill try that out !

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Bass-Junkie
Bass-Junkie

nope...... i have jsrs + sound scape + trader overhaul + anomaly magazines + anomaly scopes revison . i then installed yims weapon tweaks ( just game data not his scopes ) then added the patch for jsrs from jims weapons tweaks . then copied gama data from anomaly jsrs sounds taz .

then copied my new m_knife.ltx from configs/items/weapons from boom sticks and sharp stix this file was making me insta crash before .

now i crash with this error .........

summer\gamedata\sounds\weapons\vz61\vz61_sil_stereo_close3.ogg
! Invalid ogg-comment version, file: e:/games/s.t.al.k.e.r anomoly 1.5.3 update 4 summer\gamedata\sounds\weapons\vz61\vz61_sil_stereo_close4.ogg
WeaponGetMagData: (mag_wpn_hk416_5.56x45_fmj_ready) ID: 51124
WeaponGetMagData: (M:30:000000000000000000000000000000)
WeaponGetMagData: (mag_wpn_hk416_5.56x45_fmj_ready) ID: 51155
WeaponGetMagData: (M:30:000000000000000000000000000000)
WeaponGetMagData: (mag_wpn_hk416_5.56x45_fmj_ready) ID: 58896
WeaponGetMagData: (M:30:666666666666666666666666666666)
!![ERROR] CInifile::r_string: S = [(null)], L = [k_dist]

FATAL ERROR

[error]Expression : S && strlen(S)
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 509
[error]Description : assertion failed

stack trace:

i will go back to not using it unless im missing something

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TheTazDJ Author
TheTazDJ

it was already said / explained : you are installing other addons i haven't checked any compatibility with my mods.

That's why it is crashing.

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Gondola_23
Gondola_23

Do you know which mod causes that error?

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MotionForA10-1Mod
MotionForA10-1Mod

Been running into a problem after I installed all the required mods for this one. Every time I load a save, the game CTD's and I'm having trouble trying to figure out what caused it. Thus, I'm asking if you can see what is the cause of my CTD's are from my log here:

Pastebin.com

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MotionForA10-1Mod
MotionForA10-1Mod

Whelp, found another error. So, I think the first log was caused by the installation of that Anomaly Sky Bloom fix mod, so I ended up deleting that entirely. Booted the game up and launched a save; another CTD. So I'm mostly sure it might be stemming from this mod or one of its requirements.

Pastebin.com

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TheTazDJ Author
TheTazDJ

yep, it's a failed assertion... configs and sections having issues between each other.

Are you sure you are not using another addon that may conflict with mine ? Because there is no failed assertion crash with a clean Anomaly + jsrs + yim's, replacer & true m82/mp7... that is to say with the only addons i tell to install and potentially recommend.

A lot of reports here are made with people installing too much stuff i haven't had time to make compatible...

The only issue related with my mod I spotted thanks to your crash log is missing comments.

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MotionForA10-1Mod
MotionForA10-1Mod

I'm not sure what mods could be conflicting with your's, since most of them are mostly unrelated to the files this mod and its required mods modify; stuff like Artifact Redux or Miserkat's Realism Mod. I do have mods like that HD Models pack and YAWM installed, but I'm not sure if the conflict is stemming from those mods.

I should note I did have Injury Extended installed before installing this mod, but I'm confident that shouldn't have caused any problems.

EDIT: The section and config assertion error seemed to have disappeared entirely, and now the game is crashing due to the missing comments, I guess: Pastebin.com

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MotionForA10-1Mod
MotionForA10-1Mod

Update, managed to fixed the missing comments issue by getting and unpacking SAVandT and fixing those undefined errors from both this mod and Solarint's mod.

EDIT: Nope, had that assertion failed problem pop up again after launching an old save in DX11. I'm going to comb through my mods I installed, but I'm very sure none of them should be conflicting at all.

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TheTazDJ Author
TheTazDJ

no, your crash reason is " ! Can't find texture 'r_pop\mosin\scope' "

OGG comment never make the game crash.
But thanks, there are even more files i need to properly check / set their comment in SAY&T

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MotionForA10-1Mod
MotionForA10-1Mod

Figured it was a missing texture crash, thanks man! I'mma get to surgically fixing that. And your welcome for the missing OGG comments.

Can't wait to hear those wonderful sounds once I get this stuff fixed.

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MotionForA10-1Mod
MotionForA10-1Mod

On the topic of the crashes, I managed to chalk it up to the "True M82 and MP7" mod that's integrated in your mod. When I tweaked the ltx files of the MP7 and M82 to use their original ammo, the saves load up just fine but upon reverting the changes, the saves crash.

I'm not sure what that might entail, but I'll keep fiddling with the files to try to figure out how to load my saves without the True M82 and MP mod crashing it.

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TheTazDJ Author
TheTazDJ

oops, sorry if you misunderstood that. What I mean included in the installation order is that you absolutely need to install it first, then my addon adds more stuff to it.

It's included, I mean you cannot "NOT" install it. Except if you manually change it along with ltx tweaks...

hope I was clear. If you don't install m82 & mp7 first you'll likely get crashes

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burghard.reinsch1
burghard.reinsch1

Apologies for the noob question, please correct me if I made wrong assumptions below.

My impression over the years, playing Stalker mods and tweaking some of its addons to make them compatible is that the Stalker modding community is a mess. What should be done with openXRay and the community in general from now on so addons like TAZ can be easily ported to new mods based off of this engine like Anomaly for example?

I see it a huge waste of time and effort that each time a new mod gets popular, be it CoC, Anomaly, etc. Many great addons like TAZ or Gunslinger can't be ported with ease to it because they were made for CoP engine.

Right now I'm looking at how to make this addon compatible with Boomsticks & Sharpsticks and it already looks like a lot of work, only because there has been a lot of different people who have tweaked the weapon config files over the years.

Imho what would be ideal is a standard which the modders could build upon through each version over the years a not having 100 different versions that only mess the ltx files just for a couple of changes. All the great work your team did in terms of ballistics, sounds, textures, etc. is wasted in its majority only because a not so big change in engine.

What would you do to change this to something more reasonable?

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burghard.reinsch1
burghard.reinsch1

TheTazDJ I've changed and did a couple of small fixes to some config files in your mod. I uploaded the entire config folder because I don't remember all the files I altered. Please tell me if there are missing files or errors as all should work by my tests:

Made it workable with Anomaly Scopes, Boomsticks & Sharpsticks, Shotgun Scopes & Sights and XM8 fixes. Only the bare minimum to not CTD and updated both VCC Savants to use the Vintorez Tide sounds, accept the new knives, etc.

Corrected a bug with the Famas where you called a non existant "sounds_reload = famas_reload_test"

Mediafire.com

P. S. I also altered the MP7 and M82 files to revert to the old ammo in case some people don't want to install that addon. I did it mainly because, although realistic, the new ammo for the MP7 is very scarce.

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TheTazDJ Author
TheTazDJ

making other anomaly addons compatible is far easier than porting taz or gunslinger, that needs a lot of things to be done in order for it to work.

The thing I just realized is that making a "basic" TazDJ addon compatible for everything is not possible.

Indeed when I made all the sound changes there were a few guns that needed new assertions directly from their own ltx. If you remove that you have for instance usp not able to have different sound according to caliber, can't set proper different reload sound between each groza... and so on.

So many addon will need to REDO entirely all those ltx.

Making a big overhaul merge or patch will be a pain in the *** as the combination amount will rise dramatically.

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Δαμοκλῆς
Δαμοκλῆς

Sounds great, Just hope you'll put out a version that I don't need to download a load of other addons before it. If and when you do that I'll be getting this to replace JSRS.

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MarvinTheGoose
MarvinTheGoose

Gotta say, thank you for this!

I've been recently experimenting because I really wanted better gun sounds. I think Insurgency: Sandstorm has the best gun sounds of any game I've ever played, so I actually ripped out the audio files and started modifying some of the guns in Anomaly.

I didn't get very far because it was taking quite a bit of work, and I wasn't really serious about it lol.
But this mod is WAY more comprehensive than I ever could have wished for.

BTW, I also have been getting a crash:

FATAL ERROR

[error]Expression : wave&&wave;->length()
[error]Function : CSoundRender_Source::LoadWave
[error]File : SoundRender_Source_loader.cpp
[error]Line : 72
[error]Description : Can't open wave file:
[error]Arguments : e:/anomoly/anomaly\gamedata\sounds\weapons\famas\famas_reload_test.ogg

Since I'm moderately competent with *.ltx scripting, I went and did a quick fix myself.
It was calling famas_reload_test.ogg in /configs/items/weapons/weapon_sounds.ltx

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TheTazDJ Author
TheTazDJ

Yes the sounds from that game are insanely good too :)

The thing is you're not going to get sounds as good as in that game, because there is direct cyclic fire support. If you create sounds from that game for stalker it will be quite bad.

Yes I realized that issue. A 3rd patch was already posted. Check the bottom of the mod description. You'll also need 1st & 2nd patch (they are not cumulative).

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Cosmic_Echoes
Cosmic_Echoes

Hey, thanks for making such a detailed mod. I'm just having a problem with the silenced m98b, that is, when I mod the m98 to accept silencers I get a CTD with the error:

FATAL ERROR

[error]Expression : wave&&wave;->length()
[error]Function : CSoundRender_Source::LoadWave
[error]File : SoundRender_Source_loader.cpp
[error]Line : 72
[error]Description : Can't open wave file:
[error]Arguments : e:/games/stalker anomaly\gamedata\sounds\wpn_m98b_snd_silncer_shot.ogg

My best guess is that the sound layers for the silenced m98b aren't being used correctly, but the amount of editing needed to fix this is beyond me.

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TheTazDJ Author
TheTazDJ

by default the silencer_status is set to 0. and I recall I made sure It is still 0 in the mod I published.
Have you edited it ?
The model doesn't have a proper silencer.
So if you set it back to 0 you shouldn't have crash.

This sound should be disabled

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Cosmic_Echoes
Cosmic_Echoes

The silencer status is indeed set to 0. I guess the problem is that the silencer upgrade is still there despite there being no model.

Thanks for the help

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TheTazDJ Author
TheTazDJ

I will keep note of that. Will start working on the V2 of the mod.

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