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BigPickle
05-10-2011, 04:42 PM
Ok now that mods can be discussed here on our forum, can anyone tell me:

How do we open the data files to get a look at the sounds?

I know some people know how do do this already and i hope you wont keep this info to yourselves, because of course the more people who know how to do these sort of things, the better the quality of Mods we will have when the SDK finally gets released.

Thanks

Doc_uk
05-10-2011, 05:05 PM
I think they will keep it to themselfs, but i hope im wrong

BigPickle
05-10-2011, 07:35 PM
yep seems that way, ive asked on another thread and the OP didnt even reply. I think its a bit sad. if you know spread the word, simple. thats how modding community works.

nearmiss
05-10-2011, 07:50 PM
You might want to hold off on this until the devs get a clean and finished COD.

No sense to introduce items that could create issues, and sound has always seem to have issues.

In other words, I wouldn't expect any responses on this from the devs.

philip.ed
05-10-2011, 07:56 PM
A seperate modding section, anyone?
Maybe we should wait....there has been much suggestion that the sounds are placeholders...

BigPickle
05-11-2011, 09:50 AM
I'd like to see a seperate modding section too.

Thanks for the reply nearmiss you make a good point.

I have a question about the SDK, i have never used one before so i presume its like a tools pack, that will have a program that will extract/wrap up data cabs etc and convert textures and so on?

Ataros
05-11-2011, 12:29 PM
You can find a very basic sound mod here
http://translate.google.com/translate?js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Fwww.sukhoi.ru%2Fforum%2Fshowthread. php%3Ft%3D69026

It uses sounds from Il-2 mods I believe.

ATAG_Doc
05-11-2011, 02:13 PM
I am hopeful that once many of the kinks have been ironed out they will address or assist with the sound mods. Right now changing things that may be unrelated to other issues changes too many variables and makes it much harder to isolate other issues.

Doc_uk
05-11-2011, 03:39 PM
You can find a very basic sound mod here
http://translate.google.com/translate?js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Fwww.sukhoi.ru%2Fforum%2Fshowthread. php%3Ft%3D69026

It uses sounds from Il-2 mods I believe.
Just a shame the download links dont work:(

Blackdog_kt
05-11-2011, 07:24 PM
When we do get sound mods i hope they will be dynamic sounds and not just loops of varying intensity.

The stock engine sounds might not be perfect, but on the luftwaffe aircraft they are dynamic and that enables me to fly with full CEM without looking at the gauges.

Take a 110 for a ride, start a long, shallow glide from 3km or so of altitude, pull power to idle and lower pitch as far as it goes, then push it back up. Repeat a few time, letting the propeller angle settle before you change it again and you'll see exactly what i mean.

It's like the engines are talking to me and once i get used to (or reminded of, during cruise to the target) how a certain RPM range sounds i can work that manual prop pitch without ever looking at the gauges again for the duration of the mission.

Anything less than dynamic sounds with similar abilities is probably something that i wouldn't use, regardless of how much better they might sound.

SlipBall
05-11-2011, 08:23 PM
When we do get sound mods i hope they will be dynamic sounds and not just loops of varying intensity.

The stock engine sounds might not be perfect, but on the luftwaffe aircraft they are dynamic and that enables me to fly with full CEM without looking at the gauges.

Take a 110 for a ride, start a long, shallow glide from 3km or so of altitude, pull power to idle and lower pitch as far as it goes, then push it back up. Repeat a few time, letting the propeller angle settle before you change it again and you'll see exactly what i mean.

It's like the engines are talking to me and once i get used to (or reminded of, during cruise to the target) how a certain RPM range sounds i can work that manual prop pitch without ever looking at the gauges again for the duration of the mission.

Anything less than dynamic sounds with similar abilities is probably something that i wouldn't use, regardless of how much better they might sound.


+1...looking forward to that possibility:grin:

Zimbower
05-11-2011, 08:37 PM
Anyone moded this Biatch yet? I seam this Maddox company will never learn or put to work an professional sound technician . let me remind you 75% of game experience come from sound! now its your choice to pick one :)

sorak
05-11-2011, 09:24 PM
When we do get sound mods i hope they will be dynamic sounds and not just loops of varying intensity.

The stock engine sounds might not be perfect, but on the luftwaffe aircraft they are dynamic and that enables me to fly with full CEM without looking at the gauges.

Take a 110 for a ride, start a long, shallow glide from 3km or so of altitude, pull power to idle and lower pitch as far as it goes, then push it back up. Repeat a few time, letting the propeller angle settle before you change it again and you'll see exactly what i mean.

It's like the engines are talking to me and once i get used to (or reminded of, during cruise to the target) how a certain RPM range sounds i can work that manual prop pitch without ever looking at the gauges again for the duration of the mission.

Anything less than dynamic sounds with similar abilities is probably something that i wouldn't use, regardless of how much better they might sound.

This is true.. hehe +1

KG26_Alpha
05-11-2011, 09:34 PM
Anyone moded this Biatch yet? I seam this Maddox company will never learn or put to work an professional sound technician . let me remind you 75% of game experience come from sound! now its your choice to pick one :)

You obviously have no idea what you are talking about as far as this sim goes, the cost of "correct" sounds and the involvement in getting the high quality recordings necessary is extremely expensive.

Oleg has already commented on this problem.

The current batch of IL2 1946 sound mods breach so many copyrights its not even funny, also they sound terrible if listened to on high end audio cards.

Most use onboard sound and rather than improve their hardware expect the developer to spend hundreds of thousands on aircraft engine audio recordings, rather than make the best use of the sound generator as was the case in IL2 1946.

I grant the flyby's and some effects were a welcome change in some cases but the online integrity "anti cheat" was lost when these "MOD packs" were used.

I would expect this to be the case for CoD also, offline sounds and online secure sound engine generator, or in the future host/server selectable mod switches for sounds/maps/aircraft etc etc.

The way forwards at present is to keep the sim on on single playing field so everyone's versions are compatible as it was with the original Il2 Shturmovik.
Back then it was a relief to have all the whole thing on one disc and simply install and fly.

I hope CoD stays unmodded for at least a year till everything settles into a stable platform to develop from.

Buzpilot
05-12-2011, 10:21 AM
Just a shame the download links dont work:(

You just need to use link from original site, not the translated one.

http://www.sukhoi.ru/forum/showthread.php?t=69026

Edit; Ehrm, will the Soundmod using Kegetys.dll be allowed online?

Doc_uk
05-12-2011, 03:24 PM
You just need to use link from original site, not the translated one.

http://www.sukhoi.ru/forum/showthread.php?t=69026

Edit; Ehrm, will the Soundmod using Kegetys.dll be allowed online?

Plz explain, What do you mean original site, weres that?

Buzpilot
05-12-2011, 03:26 PM
Plz explain, What do you mean original site, weres that?

The link i put down , is in russian, there the link should work, did to me at least.

Or direcly from this; Merlin; http://www.megaupload.com/?d=2766BX9A 109 http://www.megaupload.com/?d=3DOAYOHS

Doc_uk
05-12-2011, 04:51 PM
The link i put down , is in russian, there the link should work, did to me at least.

Or direcly from this; Merlin; http://www.megaupload.com/?d=2766BX9A 109 http://www.megaupload.com/?d=3DOAYOHS
Thanks, what kind of read-me is this, i can not make any sence of it at all?, anybody tell me how i install it plz

* Ñêîïèðîâàòü ïàïêó "_testmod" è ôàéë "kegetys.dll" â "...\Steam\steamapps\common\il-2 sturmovik cliffs of dover\".
* Çäåñü æå îòðåäàêòèðîâàòü ôàéë "Launcher.exe.config" äî òàêîãî âèäà:
...
<applicationSettings>
<maddox.Properties.Settings>
<setting name="nativeDLL" serializeAs="String">
<value>parts\core\steam_api.dll</value>
</setting>
<setting name="nativeDLL" serializeAs="String">
<value>kegetys.dll</value>
</setting>
</maddox.Properties.Settings>
</applicationSettings>
...
* Â Ñòèìå ïðàâîé êíîïêîé íà IL-2 Sturmovik: Cliffs of Dover - Ñâîéñòâà - Îáùèå - Óñòàíîâèòü ïàðàìåòðû çàïóñêà
-mod=_testmod

-------------------------------------------
Óäàëåíèå ìîäà:
* Óäàëèòü ïàïêó "_testmod" è ôàéë "kegetys.dll".
* Îòðåäàêòèðîâàòü ôàéë "Launcher.exe.config" äî òàêîãî âèäà:
...
<applicationSettings>
<maddox.Properties.Settings>
<setting name="nativeDLL" serializeAs="String">
<value>parts\core\steam_api.dll</value>
</setting>
</maddox.Properties.Settings>
</applicationSettings>
...
* Â Ñòèìå ïðàâîé êíîïêîé íà IL-2 Sturmovik: Cliffs of Dover - Ñâîéñòâà - Îáùèå - Óñòàíîâèòü ïàðàìåòðû çàïóñêà
óäàëèòü ñòðîêó: -mod=_testmod

Doc_uk
05-12-2011, 07:07 PM
sombodt plz explain how you install the merlin sounds:grin:

BigPickle
05-12-2011, 07:11 PM
thank you very much for the link will checkt hem out tomorrow morning

JG14_Jagr
05-12-2011, 07:58 PM
let me remind you 75% of game experience come from sound! now its your choice to pick one :)

75% Really? Where did you get that tidbit? I'm sitting 16" away from a 24" HD monitor using TrackIR.. Thats a LOT of visual input. I'm going to say that a significant portion of my experience is NOT related to sound..

Biggest sound issue I have seen is that people want the engines to sound like the audio they've heard.. except that audio is NOT from the cockpit.. it sounds nothing like that inside the aircraft.

Buzpilot
05-12-2011, 08:27 PM
sombodt plz explain how you install the merlin sounds:grin:

You first copy the kegetys.dll to the same folder where Launcher.exe is.
And also copy the _testmod folder to this place too.
Then copy this into Launcher.exe.config;

</setting>
<setting name="nativeDLL" serializeAs="String">
<value>kegetys.dll</value>

...
<applicationSettings>
<maddox.Properties.Settings>
<setting name="nativeDLL" serializeAs="String">
<value>parts\core\steam_api.dll</value>
</setting>
<setting name="nativeDLL" serializeAs="String">
<value>kegetys.dll</value>
</setting></maddox.Properties.Settings>
</applicationSettings>
...
* Â Ñòèìå ïðàâîé êíîïêîé íà IL-2 Sturmovik: Cliffs of Dover - Ñâîéñòâà - Îáùèå - Óñòàíîâèòü ïàðàìåòðû çàïóñêà
-mod=_testmod

-------------------------------------------
Óäàëåíèå ìîäà:
* Óäàëèòü ïàïêó "_testmod" è ôàéë "kegetys.dll".
* Îòðåäàêòèðîâàòü ôàéë "Launcher.exe.config" äî òàêîãî âèäà:
...
<applicationSettings>
<maddox.Properties.Settings>
<setting name="nativeDLL" serializeAs="String">
<value>parts\core\steam_api.dll</value>
</setting>
</maddox.Properties.Settings>
</applicationSettings>
...
* Â Ñòèìå ïðàâîé êíîïêîé íà IL-2 Sturmovik: Cliffs of Dover - Ñâîéñòâà - Îáùèå - Óñòàíîâèòü ïàðàìåòðû çàïóñêà
óäàëèòü ñòðîêó: -mod=_testmod


This will make Launcher.exe recognize a parameter called -mod=xxxxxxx, and all you need now is to put the parameter -mod=_testmod into shortcut properties cliffs of dover\Launcher.exe" -mod=_testmod
or open steam Library rightclick IL-2 CoD, select Properties,then you click SET LAUNCH PROPERTIES and write -mod=_testmod into it.

Strike
05-12-2011, 09:36 PM
if somebody gets this up and running, could we have a youtube video sample? Just curious about if it's hollywood or believable.

Buzpilot
05-12-2011, 10:29 PM
if somebody gets this up and running, could we have a youtube video sample? Just curious about if it's hollywood or believable.

I think this is the same.

http://www.youtube.com/watch?v=twakT1lAI9I

Doc_uk
05-13-2011, 09:17 AM
kegetys.dll, were do i find this?

hanuristi
05-13-2011, 11:32 AM
kegetys.dll, were do i find this?

It's here: http://junk.kegetys.net/il2cod_sfsmod11.zip

DB605
05-13-2011, 01:48 PM
I really hope Tiger33 will release his great sounds soon: http://www.youtube.com/watch?v=PeT2r9CVadg

ATAG_Doc
05-13-2011, 02:49 PM
I am very excited about this.

Strike
05-13-2011, 03:15 PM
This is where I wish, I really WISH that Luthier would say... "Okay, we have more important things to worry about than sound at the moment, but these guys have already made some. Perhaps with the authors permission they could be incorporated as a temporary sound placeholder instead of the ones we have, until we can make our own. That way, we can still focus on the core elements and bugs of the game, whilst sound is being improved by the contribution of the community"

Plt Off JRB Meaker
05-13-2011, 03:23 PM
+100 %
These sound like old war birds,brilliant work.

smink1701
05-13-2011, 03:24 PM
I think Luthier's reluctance would have more to do with copyright and legal issues than time, ego, etc. Maybe there will be significant sound improvements when the game is released for the U.S. If not, the game reviewers will not be kind to the existing lawnmower which is an immersion killer.

ATAG_Doc
05-13-2011, 04:28 PM
This is where I wish, I really WISH that Luthier would say... "Okay, we have more important things to worry about than sound at the moment, but these guys have already made some. Perhaps with the authors permission they could be incorporated as a temporary sound placeholder instead of the ones we have, until we can make our own. That way, we can still focus on the core elements and bugs of the game, whilst sound is being improved by the contribution of the community"


I can't agree more. Allow the communities to contribute and submit to them for a approval and compatibility testing within their environment. This way the things that are what I call "around the edges" can be a coop and submitted for inclusion free of charge.