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#31
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By the way guys, be sure to listen with headphones. The sound you hear in the CoD videos is drastically different due to the binaural sound engine.
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#32
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Luckily the sounds in-cockpit are acceptable enough. Excellent opportunity for the arcade players to get used to closed pit flying.
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#33
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Well, from outside BF109 in CoD sounds like BF109 in old IL2. Hurricane sounds the same (like BF109 in old IL2). Surely, if they wanted to use old sounds, then Hurricane would probably sound like Hurricane in IL2, not like BF109. Placeholders?
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#34
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![]() That is another can of worms though, since to get really accurate synthesized sounds would either need: a) A dedicated engine sound module that does CPU crunching physics work on the background in real-time according to what's going on in the game. This is obviously the ideal solution, but i doubt we have the hardware to run it on top of everything else that's inside CoD. People said that on the current, un-patched Russian version the complex engine management has a noticeable effect on the performance of the game. Add up to 300 individually damageable components per aircraft, some of which with inter-dependencies to simulate sequential failures, and it's getting up to a lot of processing load. I've actually seen something like this on a youtube vid, the player scores hits on a spitfire, the spit starts emitting smoke and the left side exhaust stacks emit orange flames (ie, the left cylinders only are running rough with too much fuel in the mixture). After a few seconds the Spit starts streaming another couple of smoke trails, catches on fire and goes into the Channel. This is obviously going to tax our PCs a lot. On the other hand, i do believe that this is the optimal solution in the long run. Maybe it's something to keep in mind for the future. b) Doing the same thing as above but only for engine sounds and not in real-time. In such a case, this would entail coding that sound engine as a dedicated stand-alone platform and using it as a sample creation suite. This would not be completely dynamic, but it would allow the developers to record accurate engine sounds that would be up to the job in most regards and integrate them into the game by replacing the previous sound-set. Essentially, it's like making a dynamic engine for the engine sounds but using only the output sound files over a range of predetermined conditions. It's a good compromise overall but once again, it's specialized work that would take quite some time to develop. However, keep reading if you want, because there are other ways too that will enable the users themselves to take the matter in their own hands ![]() Quote:
I think the only think we need to do is wait. They will be releasing an SDK for Cliffs of Dover a few months down the line and everyone will be able to create new content. This is part of the "open to mods" strategy they adopted and their effort to create a 3rd party industry around their engine. The way i see it, the optimal way to handle this would be to have a mods folder within the main installation folder, where each mod is placed in it's own sub-folder. Then, mods could be made server-enforceable just like difficulty settings by using a very simple and streamlined software logic. Having an on/off switch for every single mod (ie, the way it is for realism options) would be a very time consuming task to do and compile updated lists for. Instead, it could work like this: all mods off unless mod_name=(any of the server's compiled list of accepted mods). This means that i could just install whatever i want in that mods folder and still fly on all servers with one installation/version. This could also help loads in managing scripts if the scripting tools (confirmed in the manual but not yet released because the documentation is not ready yet) end up getting used a lot by the community: you could have scripts that would be giving too much of an unfair advantage in multi-player but be fine for single player, scripts for arcade-type gameplay (like all-seeing radar) and scripts for full-real gameplay. Imagine for example being able to code a separate command menu to manage your AI crew in bombers (just like the TAB radio menu we have, but for AI inside our own aircraft). You might be able to instruct your gunners on how to fire (fire at close/long/medium range, fire for effect or only take aimed shots, etc), have your navigator give you steering instructions and ETA based on current speed for user selectable waypoints on the fly, or calculate endurance and range based on your current power settings and fuel on board, have your crewmen call out contacts, etc. Overall, i believe things are looking good, we just need to wait for the SDK release and its documentation. |
#35
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Cool! I was unaware of the release of a SDK. That's for the info. I have a lot of hope that the sounds will be addressed with this now
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#36
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#37
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hehe but you can hear them with stock sounds also so the topic is about quality/sounding of external engine sounds not about should they be noticable or not, when someone is on your 6. Thats another topic.
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#38
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#39
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So great sounds don't necessarily mean a significant performance hit. |
#40
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Cheers, Fafnir_6 |
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