

Satchel
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"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
Thanks Bugkill, but i think the reason why Bohemia Interactive did the sounds the way they did, is that they had a somewhat very resource effective design in mind, guaranteeing the most fluid operation possible, even on slower machines, so that they don´t become lagged by the audio portion. 256x256 px max. Texture Resolution is also a point that outlines resource effective design guidelines, most modern systems however superceed these standards and requirements by a fair amount. Of course there are also publishing deadlines playing into i assume, so they maybe had not the time to give Flashpoint the final polish they would have liked to by the time the deadline was set. I think that audio is as important as graphic in a computergame, as it can add immensively to immersion and athmosphere. In a computergame many natural senses can´t be simulated, you are extremely restricted in many attributes and regards, audio can compensate a bit for this, simulating and giving you a better impression of things you don´t see or feel, giving you better feedback and clues on whats going on around you in a realistical and believable manner. -
"In fact, some people reported their soundcard physically blowing up, so remove that as well before you install that soundpack." ROFL, that was a good one Konyak There are some issues with the soundpack, no question, but not enough to cause physical damage such as exploding Soundcards . BTW, as Konyak said, it´s always a good idea to back your things up before you install something new, doesn´t apply to Flashpoint only, but in general. Everytime i test a new Detonator driver i do a backup of Registry keys and check installation directories, so i can revert back easily if necessary.
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I can´t verify missing sounds after you deinstall (delete) DynamicRange.pbo from the /Addons folder and config.cpp from the /BIN folder, replacing it with the original config.bin you have backuped first- although it´s not necessary to delete the DynamicRange.pbo from the /Addons folder to get back to old standard sounds and state; erazing the config.cpp from the /bin folder and replacing it with the original (Version 1.42) config.bin is already sufficent to revert back.
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"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
Hi, the forum was down everytime i tried, so there were no updates on Sunday evening as promised. There are quite a few issues i´m trying to solve now, thanks to the continuous feedback coming in via e-mails and forum threads, that help pointing me to important issues. But everyone should be aware that i can´t guarantee the soundmod to be compatible to every single addon existing ( no Mod/Addon author can),  there are dozens of addons out there colliding with each other or causing problems of their own, even when used as the only addon. Of course the soundmod is no exception, there are some  issues with Dynamic Range, and all should be aware that by installing unofficial addons you are always endangering the correct function of OFP, what must not necessary happen, but is likely considering the sheer mass of addons available. The thing i´m really working hard on, is to make sure the soundmod works with your basic OFP installation without causing problems. The way the soundmod is provided is furthermore not the optimal format for the broad mass, as an important file is unencryptet. Although this file is almost everywhere available, the popularity of the soundmod helped to spread it. If i had been able to get it back into its original format, a recent debate would be non existent. This is generally a problem with replacements, that work different from true addons, which have all their config files in the addon folder, especially true for multiplayer concerns. Now the thing is a soundmod of this magnitude (in addition to replacing standard OFP sounds, it also adds many sounds to actions etc.) only works that way, as an addon it would be non functional to my best knowledge.  Ok, that´s enough about problems, i´m looking forward to bring you solutions. My e-mail account is basically exploding, and it takes a while to answer all e-mails, so don´t get mad if i don´t reply immediately, it takes some time till i get from top to bottom in the inbox .  There will be a complete update of the package in about 1 1/2 - 2 weeks ready, partially with replaced and updated sounds. An updated config file will be available shortly. -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
For those interested; here is a good site about measured weapon noise with frequency diagrams etc., it was in invaluable source when doing the sounds: http://guns.connect.fi/rs/trial1999.html You going to be surprised how loud even subsonic ammunition can be when fired with a suppressed AR, not to speak of supersonic. It´s going to change your point of view quite a bit on some sounds you might have heard in films or games . -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
Here is a video of a M16 being fired on the range: M16 video Judge for yourself how much bass there is, and compare to the M16 sound i used, it is out of this video. Of course it´s a Mpeg, it also depends on the camera ,mic and the bitrate it was recorded with, but everyone who ever shot a weapon in real life knows how it sounds. The dominant frequency of an assault rifle gunshot with normal super sonic ammo, no matter if 5.56mm or 7.62mm, is 300Hz-3000Hz at 150-160 dezibel (measured 1m from the muzzle break), that´s the spectrum our ears are most sensitive to, and it will actually hurt at this loudness without ear protection. Against common believe it is a.e. wrong that 7.62mm would be much louder than 5.56mm, or that the super sonic boom of larger caliber rifles would differ extremely from smaller caliber. Measured at 10m distance the 5.56 x 45mm M16 produces the same 141 dezibel as the AK-47, a 7.62 x 39mm rifle. If you are exposed to this noise continuously without protection, you will get your hearing damaged- permanently; mine already dropped very slightly caused by shooting noise in over 6 years. I did take that into account when making the samples (not the ear damage issue, ROFL , but the frequency). The bass many are asking for, is in terms of authenticy not realistic, Ghost Recon is a good example of such unrealistic weapon sound, all guns, except the MG3 and MP5SD that are acceptable, have science fiction samples and are totally exaggerated, they have nothing in common with real weapons, especially the M16 not. It may be that people think weapons have low frequency bass, because they only heard gunshots from a distance, or in bad quality video/ audio clips. An M16 heard at 100m will sound completely different as if it was heard from the shooters position, much of the higher frequency gets lost on the way to the observer; ground and object reflection, as air consistence are doing the rest to deform the sound, so it appears with less treble but more bass and dull. The next major point that spoke against boosting bass is HW Audio acceleration, as it adds bass and muffles the samples by itself without that i could do anything about it, if i would change the samples (and make them more unrealistic by making the bass dominant), you would get a low rumble Flakcannon without clarity, that would be totally way off. So i´m asking what you want, realism or arcade? P.S: I can´t do anything till i get back on Sunday evening. -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"><span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> "M60, T72, T55 engie saund is like mustang's engie saund. (Original T72, M60 engie sounds are better. The only problem with tham is that they're squeaking too much.)" <span id='postcolor'> The mod is about realism, i for one think this is one of the very best Tank Diesel loops sampled yet, simulations included. It´s actually a Leopard 1 engine for the M60 and T72.  </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Abrams and T80 engie voice is like mopeds sound. Sabot sound sounds very realistic but the engie doesn't sound realistic. Please fix this. <span id='postcolor'> This is the closest T-80 turbine sound you probably ever heard son, comes directly from the VTTV-Omsk-2001, the M1´s Turbine is original too. It also could be you have playback problems, therefore thinking the sounds are not appropiate. If you don´t like these sounds (for what reason ever), don´t use the soundpack if you can´t live with them, because these special sounds are for sure not going to be changed, i would be mad if i did, lol. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Support of high resolution Textures would be a thing i really wish and hope for, thats one of Flashpoint major drawbacks being stuck at 256x256 px Textures, if IL is an addon or stand alone package comes at second place for me.<span id='postcolor'> Do u think that graphic cards would handle bigger textures. I'm asking because of the big enviroments.  <span id='postcolor'> Yes, without doubt. Why? Because the player acts in a bubble, 500m that is i believe, beyond that objects won´t be rendered. You´ll have to understand that support for high resolution textures doesn´t mean everything (even a leaf) would have a 1024 x 1024px Texture, those high resolution textures are used where appropiate; playermodels and vehicles for example. Furthermore the visuals are dynamically adjusted to keep the framerate, if it goes below the set boundary the next lower texture resolution will be used. Most games i play have bigger environments than Flashpoint, with 1024 x1024 px texture support and up, foremost Flightsimulations. 256x256 is a relict out of voodoo times, for a modern game and modern PC´s this is below the computing capability and standard. For low end PC there wouldn´t be a problem, as you could choose the texture resolution, as you can now via the Preferences menu.
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Support of high resolution Textures would be a thing i really wish and hope for, thats one of Flashpoint major drawbacks being stuck at 256x256 px Textures, if IL is an addon or stand alone package comes at second place for me.
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"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
Really great input and resonance guys (and girls), building upon the feedback here´s a quick update for Dynamic Range, it fixes: <ul> [*]Missiles/ Rockets falling short, AI had difficulties to hit the target [*]AI used a slower (non standard) ROF for machineguns [*]Rain environment sound was way to loud on Malden island Download: Bugfix 1 (without custom Reticule) Bugfix 1 (with custom Reticule) To install simply unzip the config.cpp into your Flashpoint/BIN folder and let the old config.cpp be overwritten. Someone reported there are issues getting in vehicles if the Host runs a Server with the package, more specific only 1 person can embark a vehicle, for all others there seems to be no action menu with according "get in" option. I´m on this now, further updates will follow. Friday-Sunday i´m not available, so i´m looking forward to get as much as possible done today. -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">ok I really dig the new sounds. Why can`t a combat sim just arrive with this quality of sound right outta the gates? lol Well done Satchel.  I have only tried the Battle at the end of the sp missions list, but it sounded amazing. The only thing that didn`t seem right was the reload sound.  It seemed to be either really non existant, or too low in its actual aural effect. I liked the ingame one a tad better in its beefy solid sound.    Can the reload sound be beefed up at tad?  thx  The tank firing and explosions are amazing.  I like that the breathing sounds when running are not so in your face. Loads of subtle stuff to peruse here, but so far so good. {S} "And when I reload I hear a distinct removal of old magazine, insertion of new magazine and cocking of the breech."      I cannot hear these distinct sounds. I will go in again and try this with no battle sounds around me and see if this is more audible.<span id='postcolor'> Well the use of the word distinct was a very poor choice. There are two clicks and a third longer sound a mix between a click and a slide I guess. From what I've used in rifles these would go along with releasing the old magazine, inserting the new on, and then cocking the rifle to chamber the first round to fire. The sounds aren't distinct for individual rifles, they aren't really distinct to any rifle I would say but they are better than the original OFP clink clink when reloading.<span id='postcolor'> For the magazine reload there are 2 distinctive "clicks" and a "clang" in the normal reload sound sample, the rest are environmental sounds playing into, meant to simulate handling of the weapon and magazines, like aiming it, changing firemode selector, rattling of the handguard or equipment caused by this action, collision of the buttstock with equipment pieces on your load bearing harness etc. In the german army the weapon is reloaded with firemode selector in the "safe" position, you secure the weapon before the magazine is pulled out, put the new one in, and unsecure it for firing when you have your target lined up again, this also produces additional clicking noises, that are faint but noticable. -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
It would help to know the addons you are running in addition  if you are experiencing problems. Especially if there are 2 config.cpp´s in the /BIN folder, or 1 config.cpp and 1 config.bin or even more. So we can locate the cause for sounds not playing as they should on some system setups. I for one use quite some addons, including all UCE units, Custom markers, desert units, Delta Force, and some own stuff, in all i have about 30-40 addons in the addons folder, running without problems after removing all objects addon for the Editor, and the jungle addon . -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
Hmm, could you post an audio take of the soundmod and how it sounds on your comp Sith? Here is how the M16 and AK74 should sound, also in your OFP: M16 burst AK-74 burst P.S: The M2A2 Bradley uses it´s own config.cpp file, i didn´t see a way of modifying it´s sound references via the general "master" config.cpp in the /BIN folder. This is true for all ultimate upgrade addons that have their own config.cpp (.bin) files for configuration. For now it looks like every addon would need to be reworked to have correct new sounds. BTW the mod was done on a SBLive Value with HW acceleration disabled in OPF, although OFP gives me heavy crackle and general screwed sounds with HW enabled, this is non soundmod related and was a problem long before i planned to make a soundmod,, it´s either a driver or ofp thing, or both. Especially on SBLive+VIA+OPF+WinXP= hazardous config . -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
Some questions i like to answer before they are posted: Q: Why do MG´s have a tripple shot audio sample when i squeeze only round round off? A: 1.) MG´s are not fired in single shots, on a bipod they are usually fired in bursts of 3-5 rounds. Actually it´s kind of tricky to tickle of singleshots in real life from a machine gun, in  addition to that it´s unnecessary and not practised. 2.) OFP by default uses the burst recoil mode (for tripple shots, same as M16 burst), even when you only squeeze off 1 round you get recoil for 3 shots. As i don´t wanted to modify recoil suffixes for weapons (and risk lots of incompatibility issues) i did it the way i did. 3.) In OFP AI machine gunners like to fire the MG on pseudo semi automatic, ripping off single shots...which sounds terrible in addition that it´s unrealistic. To overcome this sadness on the field and give you the feeling some pro machine gunners are on your side they now pull of tripple shots or a burst (at least in audio, actually these are still single shots), but sounding much better. The loops are so cut that they work on full auto when continuously manually fired in a single stream. Q: Tank MG´s and airborne weapon Plattforms don´t have this echo and reverb feeling like all the other guns. A: I had to decide whether to make a sound for the outside, or inside, not both is possible i guess. When you are sitting behind armor in a noise intense tank, with the gasturbine or dieselengine running, turret turning, you won´t hear any echo or brachial effects refecting from objects when a machinegun is fired, it´s a muffled and dry sound. Actually you don´t hear much of what is outside. So echo effects are cut for these weapons, as the sound is meant to be heard from inside the tank or airplane, it also gives a slight variation in shots (using burst mode loops here also), else there would be the same "boom" be repeated over and over again. -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Ok, satchel!!! Got any ADVICE on how I can get my SOUND to work again after trying this addon? ALL sound on my PC is fucked up right after trying this addon, so it cannot be anything else causing it! My sounds are very low (yes, I HAVE tried the volume setting) and very "thin" and dithering. I'll never again download anything that fucks with bins and configs, that's for sure!<span id='postcolor'> I have got no clue what is going wrong with your system, by now more than 50 ppl should have the soundmod, you´re the first one with such "spectacular" problems, i know of no similar case. As it could be anything, which must not be in relation to the soundmod, hard to give any advice. The only thing i was not sure about was the .ogg file format when converting; i was afraid of quality loss, heavier CPU usage or other playback problems. After finding the Bug with short soundclips in the OGG vorbis converter, there was also a workaround, as i discribed in the other thread, and it worked out. The difference now between .wav and .ogg is hardly noticed in the game, but ogg saves more than 50%, so i used this instead of .wav. That was the only point of concern for the soundmod in technical hindsight. -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
"IS THERE ANY WAY TO REMOVE THE NEW AIMING RECTICLE  WITHOUT LOSING THE SOUNDS,, " if you don´t want the reticule (which is excellent imho), use this config.cpp instead. -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> First of all, the sounds didn't work at all for me - the volume, stereo placement and general character of the sounds where completely FUBAR! It also made many things completely silent, like choppers had no sound at all. I followed the instructions and disabled HW acc, but it was still completely screwed up. <span id='postcolor'> First make sure there is only 1! config.cpp (.bin) in your Flashpoint\BIN folder and that is the config.cpp that comes with the package. I just made sure i don´t tell you BS, as there could have been something went wrong during the .zip process (packing wrong files, or corrupt ones), that gives problems...but there isn´t a problem i can verify here on my machine, i unzipped the files into the according folders and everything works like it should. I can´t reproduce silent choppers, nor something wrong with the "stereo" placement or loudness. Maybe you have another addon running that gives you trouble when using the sounds? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The few sounds that did work where not better than the original ones, simply different. In many places they didn't fit at all, so when firing a shitload of Zuni's, only a few of them would make a sound on impact. <span id='postcolor'> All weapon sounds for assault rifles and machine guns are sampled out of videos, wonder what could be wrong with them. Contact me via e-mail and i´ll send you some video clips on the weapons i used and you tell me how close the sounds are . </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Even sounds added for other addons where screwed up in volume, etc. All radio speech was completely silent too.<span id='postcolor'> I can´t verify this, i hear the orig OFP voices as always. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Furthermore, it adds other stuff, like a ghastly looking cursor. <span id='postcolor'> Good people, i asked for implementation whether or not to implement the new weapon cursor, most of the people said "yes, its looking good", for that i have to say if you are running OFP in low Lods and with blurry graphics anyway, the cursor will looklike shit too, as your general graphics. It should look like this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Then it came to getting rid of the bugger - well, I put my original BIN folder back again, but all my OFP sounds are still FUCKED UP. <span id='postcolor'> I tested this, i reverted back to OFP´s standard sounds, without problems. try the soundpack after a clean install, it maybe another addon doesn´t go well alongside the dynamic range soundpack. The Jungle Addon for example somehow affected  terrain properties on all islands for me, when i drove over roads on Malden a.e. it was like driving through terrain with a huge dustcloud, there were also footsteps for sand when walking on roads. There was also another mod that didn´t go along the first soundmod, similar case. -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
The uncompressed size (.wav) is about 37mb large, all sounds are in .ogg format, what makes the download size acceptable. -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
Thanks Sith! Here is another mirror: http://[email protected] thanks to Sliter. http://www.flashpoint1985.de will have it also available soon thanks to Acutus, he is uploading it now. -
"Dynamic Range" OFP Soundreplacement out now!
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
Im trying to get some more mirrors. -
I found the cause of the stuttering problem with .ogg files, it was a corrupt Mp5 soundfile, everytime someone fired his MP5 in a testgame the game nearly went into a slideshow- the ogg encoder seems to have a lower limit for audioclip lenght and correct file encoding, below 300ms the soundfile gets messed up by the conversion....so i simply attached some silence to shorter audioclips to make them longer and viola it worked. Means what originally was 32MB is now compressed in a 13mb package, everything encoded .ogg and it works.
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Didn´t made it yesterday, over here we have Carneval- that means lotsa partying and headache the day after, especially if you are living in a Stronghold location of carneval in germany However the soundpack is ready, i tried to encode everything in .ogg to cut the insane filesize of 32mb down the .wss package would have, there wasn´t to much loss in audio quality when encoding to ogg, but the game becomes slow, so slow it´s unplayable in firefights on my machine. I´m afraid all , sorry for those with 56k and slower, have to deal with with a 32mb download if you want it. My icq# is 69613588, i can´t submit the package via e-mail, as the provider restricts me in filesize, please contact me tomorrow around 10:00 a.m gmt if you want to host the package on ICQ- i´m off now. Helau! an alle deutschen Jecken und geht mal ordentlich bützen!
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G36, although the 36E in OFP is very "exotic", in terms of sighting optic, trigger group and damage potential. Next fav. weapon is the Bizon. Generally i´m with smaller arms, that are easier to handle, a.e. better controllable, expecially in burst and full auto and are not in the way, not restricting my movement. Most infantry engagements (infantry against infantry) are taking part around or below 200m nowadays, no need for a pocket flak.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">True!!! When you hit the brakes in tracked vehicle IT STOPS!! If the tracks don't slip. When they do tank or apc is totally uncontrollable. Few times my apc (MT-LB/V) didn't turn because tracks didn't get a grip (once in icy ground, once reversing in fine sand). Another interresting thing with tracked vehicles on OPF are tracks it makes while turning from full speed. Tracks actually CROSS each other. Impossible!! Unless you remove your tracks. And they (APC's and MBT's) lack climbing speed (power) to my experience. You'd be amazed where these things can go...<span id='postcolor'> I´m on an M577 TOC in the German Army, it climbs slopes where i wouldn´t go near with most cars, although it doesn´t look like it could with it´s hunchback, after all it´s basically a modified M113. When my driver pulls both "Wendebremsen" (Turning brakes on english?) it stops almost on a stamp. While having an exercise another TOC commander forget to secure his hatch while driving to the assigned location, his driver made a full stop and the unsecured hatched whipped from it´s back position on the commanders head knocking him down so he had to be taken into hospital, and the driver wasn´t even driving fast, the vehicle just stopped immediately. Now back to Flashpoint, where tanks skid and slip even on roads inmidst summer, like someone without skates on a ice rink. You can´t drive even with moderate speed safely, at the next best turn it throws you off the track.....
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I use Sonic Foundry´s Soundforge for cutting and resampling. With the right plugins i get rid of background hum, white noise and other unwanted data. The rest is equalizer work, as much of the original sound gets lost during conversion. Although Mono files are good for directional audio (you can tell exactly where the source of the sound is), there are also problems, that is when a sound is directly played in your 6 o´clock position in Flashpoint, it simply vanishes.