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lonesoldier

Davidian

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Changing the soundvolume

- you can use a external soundprogramm. Most of them have the option to higher/lower the volume of a file. Perhaps you have to convert the file from .ogg to .wav and backwards.

(In winME is a small audiorecorder included, that can alter the volume of .wav)

- Optimize the description.ext, there are different classes for the sounds (Music, Sound, SFX, Radio), and you have to choose the fiting class.

In your actual description (2nd version annouced in this thread), the last defined class is type 'music', but the soundfile is rw.ogg (rainsound) - If rw.ogg should really be 'music' (not 'sound' or 'sfx'?) then it has to be in the folder /music, not /sound. That's where it is right now.

An mistake like this will also be the cause for the "Error: missing music xxx.ogg" but still playing the soundfile after clicking ok.

- In the description classes is a dB value, that has diffrent effects for every class it is used for.

As far as i know:

*dB value aplied on a music class is a simple kind of volume amplifier for the file

*dB value used on your radio classes, didn't change anything (perhaps the soundfile is so quiet that i should have to use +1000 value, but i think dB is not or not that way working on radio classes)

*dB value of sound classes effects it in two ways.

if the class is used with playsound "xxxx" -> simple amplifier

if used with trigger/effects/voice* it sets the volume of the file at the triggerposition.

Example dB value of a class:

(db or db0 = original volume of file, db-xx = lower volume, dbxx = higher volume)

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

...

class carpetride

{

name = "carpetride";

sound[] = {"carpetride.ogg", db-10, 1.0};

...

- trigger/effects/voice* (or annonymous)

if you define classes in the description.ext, you can select them in the mission editor, in the Trigger/Waypoint->effects menu.

Sound classes will appear in 'voice' and also in 'annonymous', music classes in 'music'.

- "dynamic" sounds

if you play a soundclass with [playsound "xxxx"], its the same like choosing it under 'annonymous': The sound is sticked to the player, like he's wearing headphones.

But if you choose the sound as 'voice', it is sticked to the trigger. The closer the player gets, the louder the volume will be. At the Triggerpos it will be the loudest possible with the dB value set in the class of the sound.

Search in the mission editing forum, or in the tutorials at ofpec.com for more infos.

The addon question

Yes, the addons are not that big, but i dont like to have hundreds wink_o.gif of small addons in hundreds of addonfolders.

Sooner or later you don't know for what you needed the addons, so you will delete all the ones you don't know anymore.

After that some missions won't be playable because of missing addons. And the errormessage wont help much to find the addons: If you don't know what the addons you delete were used for, how would you know, how the addons are called in the config/errormessage.

That doens't mean i dont use addons, but the only ones i have permanently in addonfolders are addonpacks or addons used in more than one mission (BAS, SEBNamPack2, CoC).

Missions using rare Addons I do only download, if the preview of a mission sounds intresting (just like youre mission smile_o.gif ). But i don't keep the Addons in the OFP folder for long.

Frenchmans suggestion:

Another possible way, to keep up the "terrorist" atmosphere without the terrorist addon could be to use the resistance snipers for patrols and in the forrest, and the editor addon militia guys near/inside the buildings. Some guys could be normal resistance without mask, this way you have three kinds of enemys.

To get rid of the familiar look, variate the weapons of the terrorists. Without Addons, only with Resistance you have the possibilty of AK74, AK74-SU, AK47, AK47 CE, Huntingrifle, Kozlice, UZI, Scorpio and all kind of Pistols (perfect for the civillian militia guys in the buildings).

If you go that way, and use the BAS Delta/Rangers Pack for a silenced M4, and DeltaOperator as playercharacter...

(not necessary to be a "delta" - I know you can get the BAS Weaponpack only with the Delta/Rangers, but i think most of the Players have it installed, so it would be no problem to use the weapons only)

...then youre mission would only need:

BAS Delta/Ranger Pack

Kegetys Editor Addon Update

That are two of the most common Addons.

PS: And I was always so happy without a health bar in OFP...   rock.gif

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Ok.

Well, ive tried using Windows Sound Recorder to alter WAV. file volumes, but it does not work for some reason(?).

Ill try the other thing you suggested.

As for enemies - i was thinking on changing THE WHOLE mission.

I was thinking on changing it to a Shadowman mission, but then id need someone to re-skin a civillian with the shadowman textures(and i have the textures).

I'd also need a guard dog addon, but one where the dog actually moves.

Thats all id need basically... wink_o.gif

BUT, i cant see any of that happening anytime soon.

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Example dB value of a class:

(db or db0 = original volume of file, db-xx = lower volume, dbxx = higher volume)

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

...

class carpetride

{

name = "carpetride";

sound[] = {"carpetride.ogg", db-10, 1.0};

...

The code is displayed wrong. sad_o.gif

It was supposed to look like this:

sound[] = {"carpetride.ogg", db-10, 1.0};

My windows soundrecorder can alter the volume, but it take many many clicks, before I can hear a change.

Only the "waves" shown in the little window shrink a bit with every single click, to show something happend.

Editing sounds like this, only seems to be neccessary for the radiovoices. - If you're lucky, you just have to reduce the ambience/music volumes with dB and the radiovoices will be heard much better.

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There is a guard dog addon but it doesn't move:

What you could do is put a area and if you step in that area you could trigger the mad dog sound and have the base alerted

/\-/\-/\-/\-/\

\/-\/-\/-\/-\/Pic

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Yep i got that addon a few days ago.

Im sure i saw on ofp.cz in the news section recently, someone is making a moving dog addon im pretty sure.

But i think its for a MOD  sad_o.gif

*EDIT*

Where abouts do you think i should place guard dogs?

I might have to incorporate that last idea you gave.

But where abouts should they be placed do you reckon?

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Hmm yeah....

Ill give it a go in a minute.

Just gotta think of some more good additions i could chuck in the mission.

Im thinking on having a few dialog boxes, but i dunno how to make them. sad_o.gif

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Ok. Well.

I placed a guard dog, just to test it.

It adds alot of atmosphere.

I had 2 different bark sounds, and a growl sound. Only the growl sound seems to work, the other two wont.

So im a little stuck there.

If you could find 2 different bark sounds that work, that'd be cool.

Also if they sound vicious that'd be even better wink_o.gif

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Righto!

NEW VERSION RELEASED!!!

WOOOHOO!!! Finally!

Anyway, the main fixes/updates are:

*Removed Addon FLPM4A1S - Replaced it with the BAS Delta Rangers M4A1 SOPMOD Reflex Suppressed

*Removed Old Intro - Replaced With New One

*Added 3 New Sounds

*Changed Music Volume - Lowered It By -10db (radio sounds are now clearly heard)

*Changed Sound Volume Of 2 Files - Lowered Them By -5db and -10db

*Fixed Missing Sound Errors

*Added 10 New Rsc Picture Overlays For Health Bar

*Added Shadowman Health Bar - Changes As You Take Damage

*Removed setCaptive

*Added Weapon Select In Briefing

-----------------

DOWNLOAD: http://home.earthlink.net/~stran512/Davidian.Eden.zip

Enjoy.

FEEDBACK IS ESSENTIAL.

*EDIT*

FUCK!

Sorry, replace the mission.sqm in the new version with THIS ONE

There was an addon error thing in the old one. I forgot to remove the FLPM4A1S from the outro and backup units.

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Only the Terrorists.

Still havnt used the dogs, as i cant find any good working, vicious sounding bark noises.

But, give it a go with all the new fixes and tell me waht you think.

The sounds have been lowered alot, and the radio sounds and gunshots are clearer now too.

Im also just about to start on a WW2 variation of it.

But that will be a little while before its even a beta.  Still, Davidian is my main priority.

So bug reports and requests will be attended to IMMEDIATELY by me.

Have fun mate.  smile_o.gif

FUCK!

SORRY

EDIT:

I PUT THE WRONG .SQM IN THE LAST POST  sad_o.gif

TRY THIS ONE

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Not working it says "live10" is missing.

i through it into the editor and saw you have live1-9 but not 10.

fix fix fix

It really sounds like a cool mission!

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Did you replace it with the mission.sqm in the post above yours?

You'll need to do that, or it wont work.

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Sorry guys, but i was unaware that Jahve had takent he files down.

He recently made me a certain host for my files to go in or something, but he didnt upload Davidian into it sad_o.gif

Sorry.

You'll most probably have to wait a little while till i've finished a mission for WW2EC, which could be a little while off. Then ill get Davidian finished, and get him to upload it onto the new page...

Sorry though guys sad_o.gif

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