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vo.2

VopSound 2.1

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You're right I just did some more testing and it seems to only happen when they are sitting still. Some of my missions are flight based solo SP missions. When a chopper is near a tank, it never turns it's engine on, since it's using only the PK, so it cannot be targeted. Let me see what workaround I can use.

EDIT:

Thanks for taking the time to check that out and offering a workaround. VOP sound is too good not to run!

Edited by callaway

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Hi vo.2

You recently posted a fix for the config I was working on (remember the handgrenade config?). Anyways, I've since tried it but I cannot seem to get it working :(. If you don't mind me asking, do you have mulitple hits working for this and the other cores? I'm not having any luck with multiple hits at all and was wondering if you could maybe send me something configwise (just for the nades if you like?) that you know works? I can alter the paths as need be, its just the fix yourself & kju have offered me both fail to work. I do appreciate the help, an its more likely to be the 'me' factor making it worse...lol. But if you help me further I'd appreciate it greatly.

Right, back on topic mate sorry, I've been having a play with you latest work an I wouldn't call it a bug as such but the m249 & m240 sound the same ? Other than that all good so far :)

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Hi vo.2

You recently posted a fix for the config I was working on (remember the handgrenade config?). Anyways, I've since tried it but I cannot seem to get it working :(. If you don't mind me asking, do you have mulitple hits working for this and the other cores? I'm not having any luck with multiple hits at all and was wondering if you could maybe send me something configwise (just for the nades if you like?) that you know works? I can alter the paths as need be, its just the fix yourself & kju have offered me both fail to work. I do appreciate the help, an its more likely to be the 'me' factor making it worse...lol. But if you help me further I'd appreciate it greatly.

Right, back on topic mate sorry, I've been having a play with you latest work an I wouldn't call it a bug as such but the m249 & m240 sound the same ? Other than that all good so far :)

The one I've posted works fine:

class GrenadeBase : GrenadeCore {
	soundDefault1[] = {"\VopSound\Impact\grenade1.wss", db+20, 1, 300};
	soundDefault2[] = {"\VopSound\Impact\grenade2.wss", db+20, 1, 300};
	soundDefault3[] = {"\VopSound\Impact\grenade3.wss", db+20, 1, 300};
	soundDefault4[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundGroundSoft1[] = {"\VopSound\Impact\grenade1.wss", db+20, 1, 300};
	soundGroundSoft2[] = {"\VopSound\Impact\grenade2.wss", db+20, 1, 300};
	soundGroundSoft3[] = {"\VopSound\Impact\grenade3.wss", db+20, 1, 300};
	soundGroundSoft4[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundGroundHard1[] = {"\VopSound\Impact\grenade1.wss", db+20, 1, 300};
	soundGroundHard2[] = {"\VopSound\Impact\grenade2.wss", db+20, 1, 300};
	soundGroundHard3[] = {"\VopSound\Impact\grenade3.wss", db+20, 1, 300};
	soundGroundHard4[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundMetal1[] = {"\VopSound\Impact\grenade1.wss", db+20, 1, 300};
	soundMetal2[] = {"\VopSound\Impact\grenade2.wss", db+20, 1, 300};
	soundMetal3[] = {"\VopSound\Impact\grenade3.wss", db+20, 1, 300};
	soundMetal4[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundGlass1[] = {"\VopSound\Impact\grenade1.wss", db+20, 1, 300};
	soundGlass2[] = {"\VopSound\Impact\grenade2.wss", db+20, 1, 300};
	soundGlass3[] = {"\VopSound\Impact\grenade3.wss", db+20, 1, 300};
	soundGlass4[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundIron1[] = {"\VopSound\Impact\grenade1.wss", db+20, 1, 300};
	soundIron2[] = {"\VopSound\Impact\grenade2.wss", db+20, 1, 300};
	soundIron3[] = {"\VopSound\Impact\grenade3.wss", db+20, 1, 300};
	soundIron4[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundGlassArmored1[] = {"\VopSound\Impact\grenade1.wss", db+20, 1, 300};
	soundGlassArmored2[] = {"\VopSound\Impact\grenade2.wss", db+20, 1, 300};
	soundGlassArmored3[] = {"\VopSound\Impact\grenade3.wss", db+20, 1, 300};
	soundGlassArmored4[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundVehiclePlate1[] = {"\VopSound\Impact\grenade1.wss", db+20, 1, 300};
	soundVehiclePlate2[] = {"\VopSound\Impact\grenade2.wss", db+20, 1, 300};
	soundVehiclePlate3[] = {"\VopSound\Impact\grenade3.wss", db+20, 1, 300};
	soundVehiclePlate4[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundWood1[] = {"\VopSound\Impact\grenade1.wss", db+20, 1, 300};
	soundWood2[] = {"\VopSound\Impact\grenade2.wss", db+20, 1, 300};
	soundWood3[] = {"\VopSound\Impact\grenade3.wss", db+20, 1, 300};
	soundWood4[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundHitBody1[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundMetalPlate1[] = {"\VopSound\Impact\grenade1.wss", db+20, 1, 300};
	soundMetalPlate2[] = {"\VopSound\Impact\grenade2.wss", db+20, 1, 300};
	soundMetalPlate3[] = {"\VopSound\Impact\grenade3.wss", db+20, 1, 300};
	soundMetalPlate4[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundHitBuilding1[] = {"\VopSound\Impact\grenade1.wss", db+10, 1, 300};
	soundHitBuilding2[] = {"\VopSound\Impact\grenade2.wss", db+10, 1, 300};
	soundHitBuilding3[] = {"\VopSound\Impact\grenade3.wss", db+10, 1, 300};
	soundHitBuilding4[] = {"\VopSound\Impact\grenade4.wss", db+10, 1, 300};
	soundHitFoliage1[] = {"\VopSound\Impact\grenade1_foliage.wss", db+10, 1, 300};
	soundHitFoliage2[] = {"\VopSound\Impact\grenade2_foliage.wss", db+20, 1, 300};
	soundHitFoliage3[] = {"\VopSound\Impact\grenade3_foliage.wss", db+10, 1, 300};
	soundHitFoliage4[] = {"\VopSound\Impact\grenade4_foliage.wss", db+20, 1, 300};
	soundPlastic1[] = {"\VopSound\Impact\grenade1.wss", db+10, 1, 300};
	soundConcrete1[] = {"\VopSound\Impact\grenade1.wss", db+20, 1, 300};
	soundConcrete2[] = {"\VopSound\Impact\grenade2.wss", db+20, 1, 300};
	soundConcrete3[] = {"\VopSound\Impact\grenade3.wss", db+20, 1, 300};
	soundConcrete4[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundRubber1[] = {"\VopSound\Impact\grenade1.wss", db+20, 1, 300};
	soundRubber2[] = {"\VopSound\Impact\grenade2.wss", db+20, 1, 300};
	soundRubber3[] = {"\VopSound\Impact\grenade4.wss", db+20, 1, 300};
	soundRubber4[] = {"\VopSound\Impact\grenade3.wss", db+20, 1, 300};
	hitGroundSoft[] = {"soundGroundSoft1", 0.25,"soundGroundSoft2", 0.25,"soundGroundSoft3", 0.25,"soundGroundSoft4", 0.25};
	hitGroundHard[] = {"soundGroundHard1", 0.25,"soundGroundHard2", 0.25,"soundGroundHard3", 0.25,"soundGroundHard4", 0.25};
	hitMan[] = {"soundHitBody1", 1};
	hitArmor[] = {"soundVehiclePlate1", 0.25,"soundVehiclePlate2", 0.25,"soundVehiclePlate3", 0.25,"soundVehiclePlate4", 0.25};
	hitIron[] = {"soundIron1", 0.25,"soundIron2", 0.25,"soundIron3", 0.25,"soundIron4", 0.25};
	hitBuilding[] = {"soundHitBuilding1", 0.25,"soundHitBuilding2", 0.25,"soundHitBuilding3", 0.25,"soundHitBuilding4", 0.25};
	hitFoliage[] = {"soundHitFoliage1", 0.25, "soundHitFoliage2", 0.25, "soundHitFoliage3", 0.25, "soundHitFoliage4", 0.25};
	hitWood[] = {"soundWood1", 0.25, "soundWood2", 0.25, "soundWood3", 0.25, "soundWood4", 0.25};
	hitGlass[] = {"soundGlass1", 0.25, "soundGlass2", 0.25, "soundGlass3", 0.25, "soundGlass4", 0.25};
	hitGlassArmored[] = {"soundGlassArmored1", 0.25, "soundGlassArmored2", 0.25, "soundGlassArmored3", 0.25, "soundGlassArmored4", 0.25};
	hitConcrete[] = {"soundConcrete1", 0.25,"soundConcrete2", 0.25,"soundConcrete3", 0.25,"soundConcrete4", 0.25};
	hitRubber[] = {"soundRubber1", 0.25, "soundRubber2", 0.25, "soundRubber3", 0.25, "soundRubber4", 0.25};
	hitPlastic[] = {"soundPlastic1", 1};
	hitDefault[] = {"soundDefault1", 0.25,"soundDefault2", 0.25,"soundDefault3", 0.25,"soundDefault4", 0.25};
	hitMetal[] = {"soundMetal1", 0.25,"soundMetal2", 0.25,"soundMetal3", 0.25,"soundMetal4", 0.25};
	hitMetalplate[] = {"soundMetalPlate1", 0.25,"soundMetalPlate2", 0.25,"soundMetalPlate3", 0.25,"soundMetalPlate4", 0.25};
	soundFly[] = {"Ca\sounds\Weapons\explosions\noise", db-80, 1, 20};
	soundEngine[] = {"", db-80, 4};
	supersonicCrackNear[] = {"", 1, 1, 100};
	supersonicCrackFar[] = {"", 1, 1, 150};
};

This is the grenadelaucher core class of course, not handgrenades.

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This is the grenadelaucher core class of course, not handgrenades.

....You know when your staring at something pointblank and don't even see it :)

You're right and thanks again :)

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I installed this mod today. I followed the instructions in Post #1. But nothing seems to have changed in the game. everything sounds the same? Im using the Steam version. what did i do wrong?

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Then they have turned off their engine. I see no problem there.

depends :). in mp with a human gunner in a cobra with very high viewdistance or scoutunits, that can pinpoint the AA location, that maybe no problem. but in sp its impossible to take out an AA vehicle that engines are turned off, u will get shot down before u even notice that there is an AA vehicle at all.

since there is no warning from incoming missiles and enemy radar lock on AND there r no countermeasures this "feature" makes flying impossible (at least for me).

in mp also impossible with fast planes. how should i rightclick on a target when flying at high speed? maybe possible with trackIR, dunno i have none.

i thought this is a soundmod - not a make-lock-on-more-real mod.

well... ur mod ur choice, but i would be happy if u would remove that from the soundmod and make it a standalone addon for those who want that feature.

no offense here :), i just wanted to point out that in my opinion this has a huge influence on gameplay. im sure theres different opinions about this topic and thats why it should be a chooseable option.

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I have to agree, I've had a few of people complain that some of my SP missions are broken, but really it's because they are running Vop. I'm a huge fan of the mod and I don't think they knew this feature would have side-effects. It's pretty easy to edit the mod and change the "engine on" back to true. That's what I did.

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Issue: No sound for small arms

Edited by deuxMad
fixed

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pretty sure rain is silent in vanilla

no, rain is pretty audible in vanilla !

It's pretty easy to edit the mod and change the "engine on" back to true

well, then I'm sure I can wait downloading the mod, as it might be fixed pretty easy :-)

Edited by Wiper

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Don't know if it's been mentioned but when you get out of a osprey and the rotors are still turning there is no sound.

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depends :). in mp with a human gunner in a cobra with very high viewdistance or scoutunits, that can pinpoint the AA location, that maybe no problem. but in sp its impossible to take out an AA vehicle that engines are turned off, u will get shot down before u even notice that there is an AA vehicle at all.

since there is no warning from incoming missiles and enemy radar lock on AND there r no countermeasures this "feature" makes flying impossible (at least for me).

in mp also impossible with fast planes. how should i rightclick on a target when flying at high speed? maybe possible with trackIR, dunno i have none.

i thought this is a soundmod - not a make-lock-on-more-real mod.

well... ur mod ur choice, but i would be happy if u would remove that from the soundmod and make it a standalone addon for those who want that feature.

no offense here :), i just wanted to point out that in my opinion this has a huge influence on gameplay. im sure theres different opinions about this topic and thats why it should be a chooseable option.

Good points, will think about an alternative config.

Issue: No sound for small arms

?

no, rain is pretty audible in vanilla !

I've not touched environment sounds in this version. Neither config nor sounds.

Don't know if it's been mentioned but when you get out of a osprey and the rotors are still turning there is no sound.

Same as above, I've not touched the Osprey. Config is just pasted for later editing.

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I agree with RunForrest - please remove changes from this mod that don't pertain directly to sound enhancements. All those things should go into one or more separate addons.

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Oh man I want this sound mod, just not all the bugs and gamechanges. I really hope one day this will turn into a "sound-only" mod without bugs. Until then I have to pass...sad.

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I have a problem with this mod, some weapons dont actually "shoot" anything, i was in the cobra and shooting the cannon and there was plenty of noise (nice sounds too BTW) but no cannon fire, again in the cobra, was using rockets, sound but no rockets :S

Anyone else have the same problems?

Also i couldnt get on some servers with this mod, forgive me if im doing somethign wrong but im totally new to mods of any form.

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I haven't seen those issues just one small thing with engines off. I'd still use the sound mod, it's certainly worth it and the gameplay changes are very small and easily reversed.

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I noticed the M1 and M1 TUSK engine sound sometimes stutters badly, also for some reason they're way louder idle than when driving.

Also noticed the silenced M4's sound only works in semi automatic, if you shoot full auto it plays the old sound.

Edited by randir14

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depends :).[...] thats why it should be a chooseable option.

That's why last time I played a CTi with an AI in the gunner position and myself as a driver the guy couldn't aim a tank just in front of me ! (and by the time I switched positions I was dead)

I am so relieved ! I was cursing BI developpers !

A sound mod should only modify the sounds ! Not anything else ! I won't even talk about the fact it's a shame that you don't say anywhere that your mod is doing that, if I wanted a mod that makes the game harder or more realistic I could grab one.

For me modding BI games had always been about adding addons, huge ones, tinny ones, to make the game the way YOU want it to be.

And by adding such a feature, no matter how small, you got it all wrong.

I really love your mod but from now I won't use it untill it offers this "feature"

Edited by Zeinger

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You know I'm REALLY looking forward to Zeinger's sound mod ! He's just soooo knowledgeable.

Seriously - what a drama queen!

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could i also put this on my server?with the key?

And if so will everyone then if the sounds?

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could i also put this on my server?with the key?

And if so will everyone then if the sounds?

No, its client side only.

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You know I'm REALLY looking forward to Zeinger's sound mod ! He's just soooo knowledgeable.

Seriously - what a drama queen!

And that's exactly why I barely post on this forum.

In most of case you can't even post your opinion without being trolled by someone who disagrees.

Yet I tried to gently prove my point to avoid this kind of reaction..

So yeah, you're right I JUST LOVE being disadvantaged in 1vs1 multiplayer tank battle without even being aware of it :)

Edited by Zeinger

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Maybe Zeinger knows his stuff? Eh, whatever floats your boat. More power to you Zeinger!

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