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#1
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![]() Anyhow, I've created a daimler.prs file and it runs as predicted! I'm looking now at the He111, but strangely it appears to use merlin as well, so i created a jumo211.prs and changed the prs source, and got it all up and running but on testing still stock sounds. So i did another -dump and flew the Heinkel only, and a new prs appeared called motor.twin_l & motor.twin_R. So now i have the same problem again as it appears that all twins now use these files and i cant find anyfile to specify each twin's sound. |
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#2
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strange.. normally since the daimler.prs works... should be the same for the H111, change all 4 soundname to motor.jumo211, the create a motor.jumo211.prs and put the sounds in.... not found any extra twin sounds
Last edited by Heinz Laube; 05-26-2011 at 12:26 PM. |
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#3
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So i did a new clean dump with and only flew He111 and the sound files that appeared were those twin ones and the .prs files that were present were the motor.twin_R & motor.twin_L (im guessing for the left and right engines) Plus these same .prs filesm seem to be used with each twin and the sound files are the same too. Also if you sound mod the tiger moth the game crashes.
Last edited by BigPickle; 05-26-2011 at 12:40 PM. |
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#4
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nice video there ! impact sounds seem too loud.
something else ive noticed is that listenin to these new engine sounds is really nice. but they feel detracted from what im looking at. like a super imposed sound. i know this is a negative comment but its just an observation. ive no idea how that would be fixed. where is Diveplane when you need him ???? he is a good musician and engineer and wont be back untill october !. |
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#5
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#6
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i think what im hearing that is distracting with the sounds is the atmospherics. if i was tackling this sound modding id be trying to differentiate those 2 key elements, engine in atmosphere, engine not in atmosphere. i feel by adding these freely available sounds your adding atmopshere in places you really dont want it. its also like a photograph, we cant add them because theres no real reality for it to work in. If you look at what 1c have done already its basic for sure. but the principle of the layering with the sounds gives the CEM its premise involvment. i would attack this by layering multiple sounds to get to where you want. not necissarily starting with a new sound.
a hard one but im sure you guys will master it. Last edited by Ali Fish; 05-26-2011 at 12:42 PM. |
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#7
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would be nice to have the "Ok" from the Devs, that changing the Sounds now isnt against the EULA / VAC , so we can use it online, too
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#8
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well it doesnt mean theres no point to making them as long as you go about it in a professional way. Im here to learn first. then release a whole new map or theatre of war of my own designed within the understanding thats possible.
take my mod i could have released 5 sets of individual mods for the scenery so far. but i have not and for good reason. one reason is that people dont realise just how rude a mod can be. i know that if someone comes along and mods my hard work there are many ways i could take that. more importantly its about who you are and your own understanding of what your doing. i wont release my mod because of these concepts. and nobody has full understanding without the sdk. or legality of the mod on steam etc. one thing is for sure that as a developer they must take some interest. |
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#9
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absolutely thats why i'm only making minor changes for now as i dont understand how the rest works without the sdk. Anyone who is foolish enough to go online, well thats their problem.
But I think they are looking forward to seeing what mods people can produce as that was a big talk point during development as i remember they said they were going to make it user moddable within reason of course. Plus why open a modding subsection if they mind people modding? If they asked me to stop out of courtesy of course i would, but as the forum moderator said you can try with modding it would just be unsupported untill the game was fully ready for sdk. Nearmiss has said this and that 1C's main concern is people making mods and then complaining of performance issues and they go chasing a problem bought about by a mod which will waste lots of time. Also i agree that you should just throw out crap because its counter productive. But with sound ie my gun sounds you have to give something to get an understanding of what the feel of the sounds is like, plus the community can give feedback to what they think too. So if done right it does promote healthy conversation and understanding too. Thats why i love ArmA2, the community share knowlege and work and so on, I'm really hoping one day IL2 can have such a huge modding community. Last edited by BigPickle; 05-26-2011 at 01:02 PM. |
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#10
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Well sadly the sound engine is so basic that the merlin engine is coded for every aircraft at the moment. thats how bad it is. also there are no and i mean no atmospheric sound features in the game at all, they will have to be coded into the sound engine.
Also would be nice to have the sound coded fully instead of half finished. Looking through those files it will take someone who knows how this game was written to create new sound sets in emds and prs's etc etc. Ie a dev. I dont know what functionality people think is coming with the SDK and what use the SDK will be with steam, but the SDK is not ment to change hard code, just expand on it. Last edited by BigPickle; 05-26-2011 at 12:58 PM. |
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