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-)rStrangelove

Cold War Rearmed - Little sound mods

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CWR - Cold war rearmed little sound mod v1.1

=============================================

05/2009 by ])rStrangelove

This nice little sound mod replaces the infantry weapons, grenade and bullet cracking sounds with my custom ones, creating an enhanced atmosphere when playing CWR.

Enjoy.

Sounds were mixed from various sources, like Youtube, movies, game demos and self recorded sounds on New Years Eve. No kidding. ;)

There are 2 versions of this mod available:

DOC_sound - Shots have a long echo, giving you the impression of firing shots between mountains or in villages.

DOC_sound_short - Shots have a very short echo only.

Note: you only need 1 of them, depending on whether you want echos or not.

WHERE TO PUT IT

1. Make a mod folder under the ArmA main folder and name it DOC_snd. Then make another folder called Addons inside the DOC_snd folder. Put the PBO into the Addons folder.

2. Add the name of the modfolder (DOC_snd) into your start link for ArmA. Like:

-mod=DOC_snd

If you already have mods included there, add DOC_snd together with a semikolon beforehand:

-mod=MODNAME1;MODNAME2;MODNAME3;DOC_snd

HOW TO UNINSTALL IT

Delete the modfolder DOC_snd and remove the modentry from your start link.

Bugs:

None so far

Contact:

docstrangelove@ewetel.net

SHORT ECHO VERSION v1.1:

http://www.file-upload.net/download-1659162/DOC_snd_short_v11.zip.html (1.5 MB)

LONG ECHO VERSION 1.1:

http://www.file-upload.net/download-1659160/DOC_snd_v11.zip.html (5.2 MB)

Btw:

I believe in sharing. My sounds are free to use for anybody, so if you feel you could use them for a mod or addon just go ahead and PM me about it. All i ask is you include my name in your readme.txt. :)

Edited by ])rStrangelove

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Morning Rudolf,

no, only one of them depending on whether you want echos or not. Eeewww hard decisions to make! :D

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Only listened through them in winamp, but what i heard was very nice :thumbs-up:

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Looks great, strange. Will give it a try tonight.

For those using this (and any other mod of the "official" CWR release), please note that W0lle has posted in the main CWR thread that they do not want us using such mods as they may contribute to reported bugs and cause problems for the debugging/further development of CWR.

I'm not trying to play policeman though and am only suggesting if you post bugs in the CWR thread or the bugtracker, that you confirm the existence of the bug in the absense of any other mod before posting.

p.s. Also note that an official CWR "HiFi" sound mod is now in progress and is expected in a few weeks (also posted in the main CWR thread).

Edited by KaBoNG

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I'm not against soundmods for CWR, but I would prefer the ones that do not modify our files and put them back to the cwr modfolder but run as an extra Mod which can be disabled at any time to make sure a bug is caused by us and not by a 3rd party modification. Or, like this one which can be deleted or renamed quickly.

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which one is best burns? the first or second?

I´d prefer using the echoless version .. but it´s up to you, both versions really only differ in length of the sounds.

imho ArmA should be running more performant using shorter sounds because there´s a little less load, but then again that´s just me :D

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Just a suggestion:

Check chamis soundmod config for a proper soundmod configuration config.cpp. You included more or less the complete weapon config in your mod, which may cause conflicts, when the CWR team releases their patch.

E.g.: your version:

class KozliceShell : Rifle {
	scope = private;
	displayName = $STR_DN_KOZLICE_SHELL;
	sound[] = {"\ca\Weapons\Sound\kozl_single.wss", db0, 1};
	drySound[] = {"\ca\Weapons\Sound\M16dry.wss", 0.01, 1};
	reloadMagazineSound[] = {"\ca\Weapons\Sound\kozl_load.wss", 0.000316, 1};
	ammo = "KozliceShell";
	count = 7;
	multiplier = 1;
	burst = 7;
	division = 7;
	dispersion = 0.0001;
	soundContinuous = 0;
	reloadTime = 0.001;
	magazineReloadTime = 3;
	ffCount = 1;
	recoil = "sniperSingle";
	recoilFixed = "riffleSingleFixed";
	autoFire = false;
	aiRateOfFire = 5.0;	// delay between shots at given distance
	aiRateOfFireDistance = 500;
	useAction = false;
	useActionTitle = "";
};

this will also do the job:

class KozliceShell : Rifle {
	sound[] = {"\ca\Weapons\Sound\kozl_single.wss", db0, 1};
	drySound[] = {"\ca\Weapons\Sound\M16dry.wss", 0.01, 1};
	reloadMagazineSound[] = {"\ca\Weapons\Sound\kozl_load.wss", 0.000316, 1};
};

BR,

mike

:edit: I have uploaded such a "stripped" config to pastebin.com. Not very well tested, just to give you an idea ;)

Edited by modEmMaik

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Thx for the suggestion maik. You're right about the config of course. When CWR came out i needed a soundmod that worked very quickly, so this was done as a quick & dirty job. I talked to w0lle if it would be a problem to release it with a mostly unchanged config and he gave me the ok for a quick release. I agree that it surely doesn't make fixing bugs easier (which w0lle already mentioned).

I'll update the first post when i've reworked everything.

btw: interesting to see that almost 50% of all ppl prefer the short echo version. I guess it was a good decision to make 2 versions, right? Maybe the big soundmod teams (HIFI, chammy, FDF) should think about making different versions too. Just an idea. :)

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i havent tested the short one yet, i use the longer one and its good

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I'm no expert when it comes to custom configs and how they are treated by ArmA.

I've tested the stripped down config and it works when i put it in another modfolder on its own. However, it is always used no matter in what order i put it into my ArmA link on the desktop.

So no matter if it's like:

 -mod=DOC_snd_short;CWR

or

 -mod=CWR;DOC_snd_short

... it always works. Why is that? Because ArmA sees i'm referring to an external CWR class so it searches for that first? Could somebody shed some light on this?

I'm uploading the new mod versions shortly btw. :)

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This defines the way arma loads the modules:

	requiredAddons[] = {"Cold_War_Rearmed", "CAWeapons"};

This way, the class Cold_War_Rearmed must be activated before the changes are activated.

To my very own surprise... because the correct definition for your case should be:

	requiredAddons[] = {"CWR_weapons_rifles"};

This way, the CWR_weapons_rifles should be activated before changing the sounds.

Edited by modEmMaik

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])rStrangelove

btw: interesting to see that almost 50% of all ppl prefer the short echo version. I guess it was a good decision to make 2 versions' date=' right? Maybe the big soundmod teams (HIFI, chammy, FDF) should think about making different versions too. Just an idea. :)[/quote']

Heya mate, just to give you a heads up, we already have 2 versions. However we call them 'Trailoff' & 'Dry'. Same thing though lol. I always make both versions so expect releases like that from us in the near future..Infact Probably just after the next weapons update.

Hifi are also making a sound replacement for CWR, when andersson has the config prepared you may wish to speak with him, as I'm sure you could use our config if your interested.

Anyways, nice to see more people bringing sound :)

Regards

Mark XIII

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Heya mate, just to give you a heads up, we already have 2 versions.

...

Hifi are also making a sound replacement for CWR, when andersson has the config prepared you may wish to speak with him, as I'm sure you could use our config if your interested.

Great to hear that. I'll probably make a 'wild' mixture of those upcoming soundpacks for my personal use. :rolleyes:

Oh, and...

1ST POST UPDATED WITH NEW VERSIONS

Btw:

I believe in sharing. My sounds are free to use for anybody, so if you feel you could use them for a mod or addon just go ahead and PM me about it. All i ask is you include my name in your readme.txt.

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Very much appreciated :bounce3:

Good adjustments on the loudness values :)

BR,

mike

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o) thanx for sharing your work)

==edit by wow!! reason==

ak and pk sound as near pefect))

do you plan extend and improve it?? do you need some help??

pm me or something if you do))

Edited by nikita320106
wow)

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Thx for the feedback guys.

I have no further plan to improve the soundmod as ArmA2 is just around the corner now.

Maybe i'll try to come up with another one for ArmA2. One thing i'd be interested it is how to change echo settings in realtime. Like dynamic echos when fighting on a plain and between houses etc. I hope we can come up with some solutions to this. I still play GRAW2 because they have such a sound feature. Can't get enough of it.

Mmm that said: if someone starts a soundmod for ArmA2 i'd be interested in working in a soundteam. :D

Btw: i'll update my soundmod on friday. Hopefully for the last time.

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