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Tree_UK
06-26-2011, 09:03 AM
Now that we know the Multiplayer Sound fix is going to be a long way off, could we not offer Luthier some help, its clear that his last sound man had no idea what he was doing, yet we have several talanted guys in these forums who have already done some tremendous work. Even when Luthier reworks the sounds there is no gaurantee that they will be any good, and lets be honest OLeg's and Luthiers track record on sounds is somewhat sketchy.

Come on Luthier use some of the tremendous talant we have here these guys im sure will be more than willing to help and wont be looking to trouser any cash, its a 'no brainer' mate.

furbs
06-26-2011, 09:18 AM
Well..i would hope they would at least allow us to use the 3rd party sound as a stop gap until the "new sound" is ready.

Tree_UK
06-26-2011, 09:34 AM
Anyone know if the third party sound cuts out online?

Baron
06-26-2011, 09:57 AM
Think the problem is more that steam automatically bans who ever uses them online.

Or so i understand it.

xnomad
06-26-2011, 10:52 AM
I don't hate the sound as much as some do but I must admit it could be a lot better. Now that the team have to start from scratch they might as well do the right thing and give us some engine sounds that satisfy even the most critical of us.

However I'm pessimistic and I'm going to have to agree with Tree that given their track record, the likelihood of them taking this opportunity and making something positive out of it is probably very unlikely.

KG26_Alpha
06-26-2011, 11:16 AM
Now that we know the Multiplayer Sound fix is going to be a long way off, could we not offer Luthier some help, its clear that his last sound man had no idea what he was doing, yet we have several talanted guys in these forums who have already done some tremendous work. Even when Luthier reworks the sounds there is no gaurantee that they will be any good, and lets be honest OLeg's and Luthiers track record on sounds is somewhat sketchy.

Come on Luthier use some of the tremendous talant we have here these guys im sure will be more than willing to help and wont be looking to trouser any cash, its a 'no brainer' mate.



Copyright infringement unfortunately.

Anyone know if the third party sound cuts out online?

Why not test it yourself ?

I don't hate the sound as much as some do but I must admit it could be a lot better. Now that the team have to start from scratch they might as well do the right thing and give us some engine sounds that satisfy even the most critical of us.

However I'm pessimistic and I'm going to have to agree with Tree that given their track record, the likelihood of them taking this opportunity and making something positive out of it is probably very unlikely.

What track records that ?

A secure anti cheat sound generation engine that stopped online hackers using sounds as radar !!!

Tree_UK
06-26-2011, 11:19 AM
Copyright infringement unfortunately.

Alpha do you mean copyright infringement of the actual engine sounds? i.e Rolls Royce suing because of a merlin engine sound?

KG26_Alpha
06-26-2011, 11:24 AM
Alpha do you mean copyright infringement of the actual engine sounds? i.e Rolls Royce suing because of a merlin engine sound?

The part I have highlighted in the quote means the original source of the mod sounds you advocate.

These are often from other sims/games.

philip.ed
06-26-2011, 12:11 PM
It doesn't negate the fact, however, that there are talented fellows within the community who could help the team in their efforts.

Gamekeeper
06-26-2011, 12:16 PM
The part I have highlighted in the quote means the original source of the mod sounds you advocate.

These are often from other sims/games.

Thank you for injecting a dose of reality into the sound debate.

Tree_UK
06-26-2011, 12:18 PM
The part I have highlighted in the quote means the original source of the mod sounds you advocate.

These are often from other sims/games.

So what we are saying is that other games/sims managed to get the sounds right in the first place.

Skoshi Tiger
06-26-2011, 12:30 PM
So what we are saying is that other games/sims managed to get the sounds right in the first place.

No! I think he is saying that in many cases the moders steal the sounds from other commercial products. They don't generate or record them themselves.

Come on Tree, Copyright law is fairly basic, even in the UK. You could even look it up on the internet if you were really interested.

Just because a noise in a mod pack sounds better to you, doesn't necessarily make it more accurate.

Cheers!

Tree_UK
06-26-2011, 01:09 PM
skosh im very very familiar with the copyright laws, especially where sound is involved having been a recording artist. Lets say for example that i take an engine sound out of another game and change the wave format of that sound, it would be absoloutley impossible to take me to court and prove that i had not recorded that sound myself.

However if they were worried about ownership of the sounds you could always buy them from here, 99p a track.

http://www.field-recording.org.uk/

Ataros
06-26-2011, 01:18 PM
As far as understand it is OK to use soundmods online if they do not modify any other files than sound files. The issue with current sound mods is that they modify engine config files to force DB and Merlin using separate samples.

I think we can ask modders to make a lite version of their mods that do not modify anything but sound files.

I remember reading at least once in early May that a basic sound mod that was available back then helped to solve sound disappearing issues when using external views (Current 1st person multiplayer sound bug was not introduced back then yet).

Of cause do not try any mods online if you think $50 is a lot to loose just for experimenting purposes.

ps. Also we can ask luthier to officially approve at least one sound mod for online. I would vote for Jafa's one but it is not available yet. But we can start talking to luthier about this anyway.

fireflyerz
06-26-2011, 01:21 PM
Lol , make it a pound a wav and you got a deal.

tritosine
06-26-2011, 01:24 PM
hi guys!!

Im not a qualified expert but Im well versed on this topic.

Just for your interest, this engine sound simulation modeling topic is pretty hot right now. Electrical automobiles are coming, and low sound output is a concern , you can especially think of for kids younger than 9 yo, and ppl older than xx. So theres much research going on how to build artificial sounds for these vehicles.
In 3-5 years 10-20% of cars will be electric and hybrid, so all of a sudden you have a new safety hazard because they have no sound. Children under nine and adults over 70 can only determine how close something is by sound. We will develop different algorithms for different car engines and materials to correlate with speed sound pattern for safety.
http://www.fastcompany.com/1755478/innovation-agents-dinesh-paliwal-ceo-of-harman?partner=rss

I bet they use stream processors for the task , not x86 cpu.

The entire 1C umbrella of companies should also see this as an opportunity , and either rely on FPGA chips for sound acceleration ( via conventional usb port or something, or WLAN , or whatever) or use a GPU. Analog outputs should be also revolutionized, creative soundblaster blows by 2011-12 thats fairly certain.

Can you imagine how World of Planes or C o D would sound with dedicated hardware sounds? Too bad sound accelerators got nowhere, and x86 is clearly beaten by mobilephones. If mobilephones get floating point FPU coprocessor in the next years for speech processing and what not , thats going to kick intel i7 butt too, FYI. I firmly beleive 1C should sell hardware for our serious wargame needs. Even next gen consoles would be so jealous of our stereo3D and sound acceleration. :D

Skoshi Tiger
06-26-2011, 01:46 PM
skosh im very very familiar with the copyright laws, especially where sound is involved having been a recording artist. Lets say for example that i take an engine sound out of another game and change the wave format of that sound, it would be absoloutley impossible to take me to court and prove that i had not recorded that sound myself.

However if they were worried about ownership of the sounds you could always buy them from here, 99p a track.

http://www.field-recording.org.uk/

But without asking for and receiving permission to do so you'ld still be stealing the work from the artist/technician that did all the work and should be compensated for their efforts, which is a low thing to do.

If you are familiar with the copyright laws why did you ask your question?

I know! Maybe the people making the mods should sample WWII era moives for their sounds.

They'ld mostly be in the public domain by now! A reach for the Skies sound mod would be cool!

Strike
06-26-2011, 01:46 PM
Yeah, they should really purchase some sound packs so everything is legit. I also totally agree with the sound radar.

In theory, as it is now, I can mod my IL-2 46 sounds to say "RUBBERBABYBUGGYBUMPERS" at max volume when an enemy is firing guns.

Or I could simply record myself saying "100 meters" "200 meters" and then add these tracks to every engine in the game and set the distance to when I hear these sounds to the specified distances. That way I would know the distance to the surrounding aircraft....

I hope sound mods will be banned from the vanilla game, and only allowed in modded servers where EVERYONE is required to have the same sounds.

IRL it should be darn impossible to hear somebody else's engine from internal cockpit view due to the insane volume of your own engine. So maybe multiplayer is better balanced by NOT having the sounds of other aircraft being hearable from inside the cockpit.

Either way, I think this debate ends like KG alpha said: Copyright problems.

We'll have to wait until the devs legally aquire sounds, or design them from scratch! (E.g record Oleg's Lada at all RPM's and overrev it to create damage samples, then HEAVILY modify them to sound like DB600's ;))

tritosine
06-26-2011, 03:03 PM
Either way, I think this debate ends like KG alpha said: Copyright problems.



rather good algorithm + phase processing what we want, but then I don't know how you get there in the first place.Perhaps sign something with nvidia 1C :-)

Trumper
06-26-2011, 03:14 PM
I shouldn't hold your breathe on them asking for external help Tree.

JG52Krupi
06-26-2011, 03:16 PM
But without asking for and receiving permission to do so you'ld still be stealing the work from the artist/technician that did all the work and should be compensated for their efforts, which is a low thing to do.

If you are familiar with the copyright laws why did you ask your question?

I know! Maybe the people making the mods should sample WWII era moives for their sounds.

They'ld mostly be in the public domain by now! A reach for the Skies sound mod would be cool!

Its rather simple he wanted to lash out at the developer.. :???:

Tree_UK
06-26-2011, 03:50 PM
Its rather simple he wanted to lash out at the developer.. :???:

I wouldn't call it lashing out Krupi, more of a poke with a stick. :grin:

ATAG_Doc
06-26-2011, 03:50 PM
Its rather simple he wanted to lash out at the developer.. :???:


Indeed. Lots of post have other motives. Must be rough to be a developer of a popular sim such as this and having everyone go through your sim with a fine toothed comb and discussing it on internet boards.

Then making mods to unfinished products and having them passed around to people.

A developers hell.

JG52Krupi
06-26-2011, 03:52 PM
Indeed. Lots of post have other motives. Must be rough to be a developer of a popular sim such as this and having everyone go through your sim with a fine toothed comb and discussing it on internet boards.

Then making mods to unfinished products and having them passed around to people.

A developers hell.

I do feel sorry for them :( but soon the boot will be on the other foot :D

Thee_oddball
06-26-2011, 04:58 PM
As far as understand it is OK to use soundmods online if they do not modify any other files than sound files. The issue with current sound mods is that they modify engine config files to force DB and Merlin using separate samples.

I think we can ask modders to make a lite version of their mods that do not modify anything but sound files.

I remember reading at least once in early May that a basic sound mod that was available back then helped to solve sound disappearing issues when using external views (Current 1st person multiplayer sound bug was not introduced back then yet).

Of cause do not try any mods online if you think $50 is a lot to loose just for experimenting purposes.

ps. Also we can ask luthier to officially approve at least one sound mod for online. I would vote for Jafa's one but it is not available yet. But we can start talking to luthier about this anyway.

i read just like you what Luthier said about the mods...there would be wide spread bans without warning

but i am not sure VAC definitions have been written yet given the constant flux of the game.

If the sound mod can fix the online bug then we SHOULD be allowed to use it without penalty and when it is officially fixed we should be notified so we may revert back to stock.

S!

Zorin
06-26-2011, 05:00 PM
Indeed. Lots of post have other motives. Must be rough to be a developer of a popular sim such as this and having everyone go through your sim with a fine toothed comb and discussing it on internet boards.

Then making mods to unfinished products and having them passed around to people.

A developers hell.

Currently, all you need is a pitch fork...

Ataros
06-26-2011, 06:48 PM
If the sound mod can fix the online bug then we SHOULD be allowed to use it without penalty and when it is officially fixed we should be notified so we may revert back to stock.

Obvious, isn't it? That is why someone may wish to try it and start talking to luthier about it if this is a solution. If no one reports it, luthier would never know about it.


ps. Also we can ask luthier to officially approve at least one sound mod for online. I would vote for Jafa's one but it is not available yet. But we can start talking to luthier about this anyway.

BigPickle
06-26-2011, 07:58 PM
The copyright logic i have heard banded around is nonsense. Listen to the 303's in the stock game, tell me honestly they didnt come from either the battle of britian movie or from Wings of victory, i checked and they are identical but because our 303 is slightly reworked its been used here.

For a company trying to re-coop fundings recording their sounds from new is not an option. They will of course either use and expand on the same sounds, or buy sounds already made.

Personaly I dont want them to use anyones mod I want them to sort out their sound and clearly they will do this, entertaining the idea that they will come to the community to ask for help is a ridiculous notition. They are a professional development team and dont need our help.

Zorin
06-26-2011, 08:11 PM
They are a professional development team and dont need our help.

Oh really? I would rather say they don't want our help even though they are in bad need of some help.

One thing they really need is a team of beta testers that will stop them from releasing new patches that are either full of factual (loadouts, technical data like weights, ship speeds, armaments) and gameplay (QMB, FMB, etc) faults or introducing new bugs and perfromance hits.

That would let them regain some credit in my book at least. The whole mess-up called Minensuchboot is a perfect example of their current face palm actions.

BigPickle
06-26-2011, 08:24 PM
Agree'd Zorin, but it think thats a leadership issue when no clear direction is displayed.
They wont ask for help with sound and rightly so because they get paid for their work and i fear they could come off looking lame asking unpaid guys to do their work for them.
They already use the community for beta testing problem is no-one looks at the results properly and then decides if the extra ship should be put in or should they fix the spastic AI that fly with in-human characteristics.

Shado
06-26-2011, 09:19 PM
Ok just jumping into the party here, taken from the original motor.merlin.prs dumped out with the kegetys mod.


As you can see this was created at an earlier date before Jafa kindly put his mod out, pehaps he;'s helping them already.:grin:

xnomad
06-27-2011, 01:01 AM
What track records that ?

A secure anti cheat sound generation engine that stopped online hackers using sounds as radar !!!

Are you kidding? There is inexhaustible evidence of bad planning/management in the development of this game, that really isn't even debatable.

Now look at all my previous posts, I'm not a hater and I enjoy this game, but to sugar coat it and say that their track record so far is good, is taking it a bit too far. Yes I feel I've got my money's worth and I'm grateful for all the hard work that the devs are putting in but I can still state my opinion can't I?

I don't know why you are bringing up the 'anti cheat sound engine' I wasn't talking about that.

As I said I can live with the sound, but I think they've got a chance to start from scratch so they might as well take this opportunity and get it right, but I in my opinion I don't think they will.

When the new sound engine gets released I'll happily admit I'm wrong about this if they do improve the sounds, otherwise I'll dig this thread up again and say "I told you so". I hope I'm wrong.....

Les
06-27-2011, 04:50 AM
I actually dislike hearing the same 'air-show fly-by' sound that plays regardless of where the plane is located in space and what it's engine is doing at the time, more than I do the gutless synthesized lawn-mower engine kind of sound effect.

Which is to say, I personally prefer 'Dynamic' sounds rather than 'Canned' sounds. That is, sounds that change dynamically depending on what's happening in the game, rather than pre-recorded sounds that just stop and start depending on what's happening in-game.

It's my understanding that Maddox games also prefer to use Dynamic rather than Canned sounds.

The problem as I see it is that their synthetic dynamic sounds simply lack the range and detail of the more 'organic' canned sounds that you can get with good quality field-recordings.

I honestly think if their synthetic sounds were just 'beefier' and didn't loop with such obvious digital precision there'd be a lot fewer compaints about the sound in general. And it puzzles me why they haven't ever 'beefed-up' and randomized their sounds more.

The kinds of plane engines we have in-game should raise the hairs on the back of your neck and strike fear into the hearts of your enemies when they're cranked up. If they were realistically depicted, people would start up the engines in their planes and just sit there revving the motor up and down like engine enthusiasts do in real life.

The current sounds are so far from that, and always have been, that it isn't funny. But I don't see ripping the sounds from other sources as a solution, even if you can find a way to 'get away with it'.

In my opinion the developers need to stick with using a dynamic, synthetic, sound system like they have in the past. But they need to introduce more variables into their sounds, pushing the complexity of it right up to the technological limit, and they simply need to find a way to make their engine's sound-samples sound more like they do in real life.

I suspect though, that to re-create those bone-rattling, hair-raising sounds using synthesized sounds would require a level of sonic artistry and mastery that most 'audio-guys' wouldn't have. Kind of like handing someone a Rembrandt and asking them to recreate it from scratch in some kind of 'Paint' program. Some people could do a pretty good job of that, but does Maddox games have access to audio artists of that calibre?

The way I see it at the moment is, the sounds of the engines lack the same detail and level of accuracy/authenticity that, for example, the graphical depictions of the planes have.

And beyond that, and just as important I'd say, the game has large amounts of it's potential sounds absent altogether. There's a long way to go in that regard too.

Anyway, those are my thoughts on the matter. Just stating the obvious.

If they're re-doing their sound engine altogether, I hope they're doing it in such a way that it can call up more samples in a more complex arrangement than before, and that the samples themselves are more complex and tune-able than before, so that they can be made distinguishable from each other while still retaining that base-level grunt or power that these engines should have.

furbs
06-27-2011, 05:55 AM
The copyright logic i have heard banded around is nonsense. Listen to the 303's in the stock game, tell me honestly they didnt come from either the battle of britian movie or from Wings of victory, i checked and they are identical but because our 303 is slightly reworked its been used here.

For a company trying to re-coop fundings recording their sounds from new is not an option. They will of course either use and expand on the same sounds, or buy sounds already made.

Personaly I dont want them to use anyones mod I want them to sort out their sound and clearly they will do this, entertaining the idea that they will come to the community to ask for help is a ridiculous notition. They are a professional development team and dont need our help.


Why?...they already said they need our help with missions and campagins.

Ibis
06-27-2011, 07:04 AM
I actually dislike hearing the same 'air-show fly-by' sound that plays regardless of where the plane is located in space and what it's engine is doing at the time, more than I do the gutless synthesized lawn-mower engine kind of sound effect.

Which is to say, I personally prefer 'Dynamic' sounds rather than 'Canned' sounds. That is, sounds that change dynamically depending on what's happening in the game, rather than pre-recorded sounds that just stop and start depending on what's happening in-game.

It's my understanding that Maddox games also prefer to use Dynamic rather than Canned sounds.

The problem as I see it is that their synthetic dynamic sounds simply lack the range and detail of the more 'organic' canned sounds that you can get with good quality field-recordings.

I honestly think if their synthetic sounds were just 'beefier' and didn't loop with such obvious digital precision there'd be a lot fewer compaints about the sound in general. And it puzzles me why they haven't ever 'beefed-up' and randomized their sounds more.

The kinds of plane engines we have in-game should raise the hairs on the back of your neck and strike fear into the hearts of your enemies when they're cranked up. If they were realistically depicted, people would start up the engines in their planes and just sit there revving the motor up and down like engine enthusiasts do in real life.

The current sounds are so far from that, and always have been, that it isn't funny. But I don't see ripping the sounds from other sources as a solution, even if you can find a way to 'get away with it'.

In my opinion the developers need to stick with using a dynamic, synthetic, sound system like they have in the past. But they need to introduce more variables into their sounds, pushing the complexity of it right up to the technological limit, and they simply need to find a way to make their engine's sound-samples sound more like they do in real life.

I suspect though, that to re-create those bone-rattling, hair-raising sounds using synthesized sounds would require a level of sonic artistry and mastery that most 'audio-guys' wouldn't have. Kind of like handing someone a Rembrandt and asking them to recreate it from scratch in some kind of 'Paint' program. Some people could do a pretty good job of that, but does Maddox games have access to audio artists of that calibre?

The way I see it at the moment is, the sounds of the engines lack the same detail and level of accuracy/authenticity that, for example, the graphical depictions of the planes have.

And beyond that, and just as important I'd say, the game has large amounts of it's potential sounds absent altogether. There's a long way to go in that regard too.

Anyway, those are my thoughts on the matter. Just stating the obvious.

If they're re-doing their sound engine altogether, I hope they're doing it in such a way that it can call up more samples in a more complex arrangement than before, and that the samples themselves are more complex and tune-able than before, so that they can be made distinguishable from each other while still retaining that base-level grunt or power that these engines should have.
================================================== ======

Give this man a big fat cigar.
That is the best critique of the sound problem I've heard, or rather read, in hundreds of posts on the matter.
thanks Les,
Ibis.


.

Blackdog_kt
06-27-2011, 07:14 AM
I actually dislike hearing the same 'air-show fly-by' sound that plays regardless of where the plane is located in space and what it's engine is doing at the time, more than I do the gutless synthesized lawn-mower engine kind of sound effect.

Which is to say, I personally prefer 'Dynamic' sounds rather than 'Canned' sounds. That is, sounds that change dynamically depending on what's happening in the game, rather than pre-recorded sounds that just stop and start depending on what's happening in-game.

It's my understanding that Maddox games also prefer to use Dynamic rather than Canned sounds.

The problem as I see it is that their synthetic dynamic sounds simply lack the range and detail of the more 'organic' canned sounds that you can get with good quality field-recordings.

I honestly think if their synthetic sounds were just 'beefier' and didn't loop with such obvious digital precision there'd be a lot fewer compaints about the sound in general. And it puzzles me why they haven't ever 'beefed-up' and randomized their sounds more.

The kinds of plane engines we have in-game should raise the hairs on the back of your neck and strike fear into the hearts of your enemies when they're cranked up. If they were realistically depicted, people would start up the engines in their planes and just sit there revving the motor up and down like engine enthusiasts do in real life.

The current sounds are so far from that, and always have been, that it isn't funny. But I don't see ripping the sounds from other sources as a solution, even if you can find a way to 'get away with it'.

In my opinion the developers need to stick with using a dynamic, synthetic, sound system like they have in the past. But they need to introduce more variables into their sounds, pushing the complexity of it right up to the technological limit, and they simply need to find a way to make their engine's sound-samples sound more like they do in real life.

I suspect though, that to re-create those bone-rattling, hair-raising sounds using synthesized sounds would require a level of sonic artistry and mastery that most 'audio-guys' wouldn't have. Kind of like handing someone a Rembrandt and asking them to recreate it from scratch in some kind of 'Paint' program. Some people could do a pretty good job of that, but does Maddox games have access to audio artists of that calibre?

The way I see it at the moment is, the sounds of the engines lack the same detail and level of accuracy/authenticity that, for example, the graphical depictions of the planes have.

And beyond that, and just as important I'd say, the game has large amounts of it's potential sounds absent altogether. There's a long way to go in that regard too.

Anyway, those are my thoughts on the matter. Just stating the obvious.

If they're re-doing their sound engine altogether, I hope they're doing it in such a way that it can call up more samples in a more complex arrangement than before, and that the samples themselves are more complex and tune-able than before, so that they can be made distinguishable from each other while still retaining that base-level grunt or power that these engines should have.

+1 on all counts, especially the dynamic nature of sound.

I used mods in IL2:1946 because it was a case of weaker sounding looping samples vs throatier sounding looping samples.

In CoD however i don't use mods yet, because the stock in-cockpit sounds are dynamic enough to let me understand what's going on with the engine. This helps me loads in flying full CEM, so i can't go to looped samples just yet.

Tiger27
06-27-2011, 07:34 AM
Agree'd Zorin, but it think thats a leadership issue when no clear direction is displayed.
They wont ask for help with sound and rightly so because they get paid for their work and i fear they could come off looking lame asking unpaid guys to do their work for them.
They already use the community for beta testing problem is no-one looks at the results properly and then decides if the extra ship should be put in or should they fix the spastic AI that fly with in-human characteristics.

Why is it so hard to understand that the person who did the ship, would have nothing to do with the person fixing AI, if they have an employee that is there to model objects then it would make no sense not to get him making things, irrespective of whether other bugs exist as he isn't the person trained to fix those bugs, for me I hope we get new objects with every patch, including more ships.

timholt
06-27-2011, 08:13 AM
Originally posted by Bgpickle Quote "They are a professional development team and dont need our help." End quote

Wrong on both counts methinks.

JG52Krupi
06-27-2011, 09:36 AM
Yes because cod looks terrible... Lol the only thing that they can be blamed for is biting off too much and realising the game in a bad state. Yes two bad things but you can't say that the team has no talent in a few months we will all be in awe of the engine.

BigPickle
06-27-2011, 09:48 AM
I think some are possibly thinking about what you want from this sim instead of what 1C might do to repair this game.

The reason why people make mods is to offer a different choice over the stock, and the stock sound code is broken, both Jafa and I mithered about wether to let our beta's out because of this issue and what you have from us is probably half of what we could do given time, but that right there is the point. If you think what we have done is good your wrong, it just shows how bad the state of the code is right now for sound. 1C have recognized this and a process of fixing is in progress. Leave them to it because it will be a difficult job to fix it.

Tiger, The guy making the ship isnt just doing it of his own accord mate, he is told to, and leadership thinks we need a ship instead of having re-worked AI, clearly having a functioning game ie AI needs to work correctly to have exciting gameplay.

On the sound issue let me re-illiterate, the code is damaged that is the problem right now.
They have the re-write the sound engine because it was broken, sticking a sound mod over the top wont fix anything at all because the code that runs that mod is broken.

So this is why they need to spend the time to do this.
I'll say this also, if they do start using peoples mods instead of fixing issues, I dont know how long i'll play the game because we'll still have broken code within the game.

I'm sure they wont do this as they want to create a great game that will last, a game that is theirs and not a patchwork of different work from the different people. Just so we are clear. That is the reason why the game is the way it is because of different peoples code all mixed in, Luthier said they are trying to find and scrub out that code left by people gone from the team, using users mods surely would defeat that object.

So just lump it and leave em alone to fix it their way, stop encouraging development quick fixes and think about longivity.
if you dont like the sound use a mod and play single player for a bit, but if we start telling them to use usermade mods to fill in the holes in their game we will end up with a big mess, if it dont get fixed properly then the user made sound mods out now will be the best you'll get. Personally I'd like to make a proper one on a better written engine.

Feathered_IV
06-27-2011, 09:57 AM
..in a few months we will all be in awe of the engine.

Pure speculation. Highly unlikely too when one considers how many years it has taken to get this far.

@ Shado: Is that for real? Maddox games downloaded Jaffa's Il-2 mod and used some in CloD?? :shock:

BigPickle
06-27-2011, 09:59 AM
wonder if Jaffa even knows. That puts the copyright speculation right out the window. Who the heck is running this show?

JG52Krupi
06-27-2011, 10:02 AM
Agreed bigpickle apart from bit about the new ship and ai. Just because he works in the gaming industry does not mean he knows about programming he could just be a modeller and can't help out with the software bugs.

BigPickle
06-27-2011, 10:08 AM
Very true but I ment that it seems that no-one is being directed to fix code as a priority if you understand what i mean. Models are great dont get me wrong, but the (probably one and only) coder should be directed onto that AI code like a rat up a drain pipe.
Single play is what is keeping this game afloat right with the MP sound bug being a fair way off being repaired.
So they need to get mega involved in SP issues now to keep peoples interest, its just logic.

zoopyzook
06-27-2011, 10:08 AM
They need to go and speak to EA DICE on how dynamic positional sound works.

Actually here is some of their presentations on the subject

http://publications.dice.se/publications.asp?show_category=yes&which_category=Audio

:)

Phazon
06-27-2011, 10:48 AM
Much respect for the effort DICE put into their soundwork. Would like to meet their sound team one day to shake their hands. :)

Getting on-topic now - To be honest a completely new sound engine should have been in development for Cliffs of Dover from the start of the project, if only to equally match the increased step in visual and simulated fidelity. At the moment we have a half-baked sound engine that is filled with some serious bugs which clearly can't be fixed and the sound engine itself is hardly more advanced than IL-2 1946 in terms of features.

Most sim games take the sound design of their games seriously as it is a big influence on immersion. They have custom-built sound engines designed for the particular simulation in order to try and replicate the overall sound environment as much as is feasibly possible. Watch some videos of Rise of Flight or DCS A-10C to see how realistic their sounds are.

Cliffs of Dover made a big mistake in not putting enough money / time into the sound engine and sound samples. The effect in percieved immersion is significant even if what is on screen is not 100% real. Not having actual sound samples of the iconic Merlin or DB601 at the very least (let alone using the same sound for both!) is a huge mistake. Not even trying to simulate the sound of wind hitting the cockpit and airframe or even differentiating the sound for when the canopy is open or closed can also be seen as lazy especially when such effects could've been used in all aircraft not only in this game but future titles as well

... and of course we have all the lovely bugs to put up with as well. :)

Shado
06-27-2011, 11:11 AM
@ BP and feathered,.
If someone else here has the same file in their _dump folder please take a look at yours using notepad to see if the same lines are there, I havent made any modifications/changes to the file and see no reason that it would have been overwritten by anything and so as far as I'm aware thats the original file, there are a couple of other Jafa references in there.
I havent taken a look at any othe .prs files yet, could be interesting I agree with wht your both saying.

maybe it's just sloppiness and someone left those references in there, maybe just maybe that isnt the original file either way it kind of throws things up in the air a little, I just hope I'm not seeing things :)

bongodriver
06-27-2011, 11:26 AM
Given the way this is going this might not be OT............who really shot JFK?

JG52Krupi
06-27-2011, 11:40 AM
Me I shot him and bin laden, also I know for a fact that cod will not be fixed and will continue to post purely speculative drivel to further over inflate my pompous head....

Get a life guys this game will be fixed it's just a matter of time... Just for a week stop posting about how the sky is falling on our heads... It's only a storm and it will eventually pass :D.

Shado
06-27-2011, 11:43 AM
But did you shoot the Sheriff,,,,,,:grin:

JG52Krupi
06-27-2011, 11:45 AM
But did you shoot the Sheriff,,,,,,:grin:

No, but I did shoot the deputy :D

Skoshi Tiger
06-27-2011, 11:57 AM
maybe it's just sloppiness and someone left those references in there, maybe just maybe that isnt the original file either way it kind of throws things up in the air a little, I just hope I'm not seeing things :)

How do you get steam to have a dump? Apparently mine hasn't had one yet!

Given the way this is going this might not be OT............who really shot JFK?

Apparently Tree hatched a plan to to sabotage the COD development. According to the last Wiki leak he used his strange mind powers to contact the hidden NAZI moon colony and got them to go back in time to 1946 and start roumours about communist wanting to take over the world.

These led directly to the Cuban missile crisis some 16 years later. Unfortunately his plan for the destruction of US, and as a by product slicon valley where as we all know Intel and Microsoft are based, came to naught when both leaders descided they had better things to do.

Tree was left no option but to use his weird mind powers a second time and gerate a cerebral mind votex and dimension jumped back through time to the Texas school book repository where a Happless Lee Harvey Oswald was shooting pigeons. Tree pushed him just at the correct moment for the shot to strike JFK leading to his eventual death.

Unfortunately this did not lead to the US/Soviet war that he had planned for.

I guess it may be off topic but it may explain a few things! And of course if it's on wiki leaks it must be true!

Cheers!

bongodriver
06-27-2011, 12:04 PM
Yep......lots of speculation......and the speculum is 'coooooold'

Luffe
06-27-2011, 06:37 PM
Ok just jumping into the party here, taken from the original motor.merlin.prs dumped out with the kegetys mod.


As you can see this was created at an earlier date before Jafa kindly put his mod out, pehaps he;'s helping them already.:grin:

Ok, I just took a dump. :|

This is what my 'motor.merlin.prs' file looks like:


[common]
spl 110
alg airplane
infinite 1

[samples]
vilga_run_02x.wav
motor_x_03_01.wav
R1_11_b.wav
R1_12_b.wav
R1_14_b.wav

[sample.motor_x_03_01.wav]
infinite 1
spl 85
env 0
ctrl rpm
rpm 450 600 1500 1700 0.5 1.0 1.0

[sample.vilga_run_02x.wav]
infinite 1
spl 85
env 0
ctrl rpm
rpm 1400 1700 3000 3500 0.73 1.3 1.0


[sample.R1_11_b.wav]
infinite 1
spl 85
env 2 8
ctrl rpm
rpm 1400 1700 3000 3500 0.73 1.3 1.0

[sample.R1_14_b.wav]
infinite 1
spl 85
env 2 8
ctrl rpm
rpm 450 600 1500 1700 0.5 1.0 1.0


[sample.R1_12_b.wav]
infinite 1
spl 85
env 2 8
ctrl rpm
rpm 100 200 500 600 0.5 1.25 0.25


No jafa***.wavs or packard_merlin.wavs in vanilla CLoD.

BigPickle
06-27-2011, 08:36 PM
glad thats cleared that, i almost took a XXXX lol


Weeks holiday

http://forum.1cpublishing.eu/showthread.php?t=24158

Ali Fish
06-28-2011, 11:22 AM
Cough Cough!, that weeks holiday above is way overboard admins. it was ment in Jest. Joke. hilarity. Get your fluently english speaking liason thing sorted out asap please. And atleast consider the context.

Luffe
06-28-2011, 11:31 AM
I agree. That's a ridiculous ban, given the context.

JG52Krupi
06-28-2011, 11:41 AM
Hahahaha over the top yes, but xxxxxxxxxx hilarious.

Let's see how far we can push this ;)

Btw it's not about the context it's due to young ppl under 13 like formula88 are on this forum.



You wont push to far :)

And you lucky not to be on a short holiday also for this post.

All take it as a warning please.

http://forum.1cpublishing.eu/showthread.php?t=24158

Shado
06-28-2011, 11:44 AM
Pathetic, BigPickle is a major contributor here helping to keep this flagging sim alive.

JG52Krupi
06-28-2011, 11:49 AM
Pathetic, BigPickle is a major contributor here helping to keep this flagging sim alive.

Hmm no he wasn't none if us are there are far more ppl playing the game than there are posting on this forum. Sorry to bust your ego...

Tree_UK
06-28-2011, 11:50 AM
Very harsh considering the circumstances, although I have been banned more times than I can care to remember, every time i post I sweat like a Geordie doing a maths test!! :grin:

Shado
06-28-2011, 11:56 AM
It's nothing to do with ego Krupi, dont take it out of context.

JG52Krupi
06-28-2011, 12:08 PM
It's nothing to do with ego Krupi, dont take it out of context.

I'm not taking anything out of context, the only way to improve this game is to post bugs.

RCAF_FB_Orville
06-28-2011, 12:33 PM
Very harsh considering the circumstances, although I have been banned more times than I can care to remember, every time i post I sweat like a Geordie doing a maths test!! :grin:

Oi!! Cheeky bugger. :grin: It's funny though, because its true. :grin:

Have to admit it though, I'm xxxxx at maths. I can still count Alan Shearers goals though, (lots of) Einsteins got nowt on me. :grin:



Really guys you have to stop and think before you post any profanity or hint at it no matter how its spelt or disguised or the context its used in its bannable.

JG52Krupi
06-28-2011, 12:50 PM
Lol love it out with the swear words and in with the witty slaps to the face :D

Shado
06-28-2011, 02:10 PM
Or punch, depending on how you feel.
Well I hope BigPickle is released from the tin hut soon. I like his sound mod, oh no hold on I forgot he didnt contribute anything, my bad.

RCAF_FB_Orville
06-28-2011, 05:24 PM
Sorry Alpha *sits on naughty step* :grin:

I'd have to dispute how 'profane' the cunningly disguised word I employed in my Ruse de guerre actually was (you hear worse on 'Eastenders') and I always thought the average age of simmers was around 35?

Nevermind, 'rules are rules' and I accept that.....Piper calls the tunes. :grin: I would however respectfully suggest that the 'Climate of Fear' on this forum be toned down a little, or people just wont bother posting.

I was laughing along with Tree, his joke was funny even though he was 'extracting the Michael' and you seems you can't even have a self deprecating laugh at yourself these days. Can't help but think some people must have led a very sheltered life lol, but what I (and probably most others) think doesn't really matter, does it. :grin:

Mind the bairns. :grin:

*Sweats profusely.....'The Sword of Banocles' hanging over his head*

Cheers. :grin:

whoarmongar
06-28-2011, 06:18 PM
I understand profanities are banned on this website, but just for clarification understandably 100 octane profanities are banned, but what about 87 octane profanities ?

philip.ed
06-28-2011, 07:15 PM
Sorry Alpha *sits on naughty step* :grin:

I'd have to dispute how 'profane' the cunningly disguised word I employed in my Ruse de guerre actually was (you hear worse on 'Eastenders') and I always thought the average age of simmers was around 35?

Nevermind, 'rules are rules' and I accept that.....Piper calls the tunes. :grin: I would however respectfully suggest that the 'Climate of Fear' on this forum be toned down a little, or people just wont bother posting.

I was laughing along with Tree, his joke was funny even though he was 'extracting the Michael' and you seems you can't even have a self deprecating laugh at yourself these days. Can't help but think some people must have led a very sheltered life lol, but what I (and probably most others) think doesn't really matter, does it. :grin:

Mind the bairns. :grin:

*Sweats profusely.....'The Sword of Banocles' hanging over his head*

Cheers. :grin:

+1 C'mon guys, this game is rated 16+! Oleg may have shown us shots of Shrek island, but this game is hardly aimed at little kids!

fearlessfrog
06-28-2011, 07:22 PM
Hi All,

I'd like to suggest to Luthier / the development team that they rescind all Value Anti-Cheat (VAC) flags from Valve until the sound in Multiplayer is fixed. The publisher of the game (and not Valve) can control when VAC is activated within the server signature, and it's a relatively small change to make. It would require a change and an update to do.

This will have an upside of letting people experiment with on-line sound mods, but have the down-side of allowing client code to be altered, i.e. people could possibly cheat in other ways.

While this isn't of course ideal, it's a trade-off between what's best in the short-term vs long-term, and with a new title it's important to help establish MP communities in any way you can, i.e. I think it's worth it for now.

Cheers!

Ze-Jamz
06-28-2011, 07:48 PM
Hi All,

I'd like to suggest to Luthier / the development team that they rescind all Value Anti-Cheat (VAC) flags from Valve until the sound in Multiplayer is fixed. The publisher of the game (and not Valve) can control when VAC is activated within the server signature, and it's a relatively small change to make. It would require a change and an update to do.

This will have an upside of letting people experiment with on-line sound mods, but have the down-side of allowing client code to be altered, i.e. people could possibly cheat in other ways.

While this isn't of course ideal, it's a trade-off between what's best in the short-term vs long-term, and with a new title it's important to help establish MP communities in any way you can, i.e. I think it's worth it for now.

Cheers!

It wont happen mate... this has come up time n time again