

Satchel
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Everything posted by Satchel
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Working working working Today my christmas hollydays started, the horror of getting all christmas presents together is over- if you do need to buy presents don´t drive with your car if your´re living in a major city, i nearly went mad searching for a parking lot and getting to where i wanted to. Do remember that the soundpack now available has to be seen as Beta, because it has some issues as most inofficial addons. There will be quite some improvements in the final, in addition to new sounds. Im working on delivering the final package (that will have another name than CCIłAudioSFX) before christmas, 24.12.01 that is.
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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">Quote: from Monkey Lib Front on 1:20 am on Dec. 15, 2001 yea, but then ppl will moan when u cant walk around inside them <span id='postcolor'> You would probably fall through the hull anyway when walking around inside it- becoming fishmeat, so i could Ă‚ do without it. But without functionality more useless Ă‚ ships are not appreciated, i would instead prefer further finetuning, bugfixes and other additions/ improvements that really affect gameplay. Ă‚ (Edited by Satchel at 3:49 am on Dec. 15, 2001)
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Here is a small fix for those having trouble hearing the new sounds of the CCIłAudioSFX pakage at all. This problem was caused by an character in the .pbo file name and config.cpp, the ł doesn´t seem to work on all systems, thus invalidating all references from the config.cpp to the audiofile container. To install and fix this issue simply overwrite the existing config.cpp with this one, and rename the CCIłAudioSFX.pbo in your addons folder to CCI3AudioSFX.pbo. Should work now. Remember the project is still Beta. Download fix (Edited by Satchel at 3:36 am on Dec. 15, 2001)
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As a last resort, if simulating a functional hydraulic ramp is to difficult, it could be handled a similar way it´s like with the APC´s and IFV´s for now, there too is no ramp movement, but you can embark and disembark, the same way it should be possible for landing crafts, just implementing them for eyecandy doesn´t make much sense. (Edited by Satchel at 2:14 am on Dec. 15, 2001)
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Aw, cmon, are you just pulling our strings Erex? How about a functional LST (ramp up/down with possibility to carry vehicles), as the model is already in there. Would the helicopter/ VTOL carriers feature LCAC´s or work together ith the LST to bring troops ashore, or be just eyecandy and unfunctional like the LST? LCAC (Landing Craft, Air Cushion ) http://www.fas.org/man/dod-101/sys/ship/lcac.htm Soviet counterpart: Project 1232.2 Zubr Pomornik class Amphibious landing craft <a href="http://www.fas.org/man/dod-101/sys/ship/row/rus/1232_2.htm <img" target="_blank">http://www.fas.org/man/dod-101/sys/ship/row/rus/1232_2.htm <img</a> src="http://www.fas.org/man/dod-101/sys/ship/row/rus/nk1232desant.jpg" border="0"> (Edited by Satchel at 2:09 am on Dec. 15, 2001)
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Italian Gold Update with SPANISH strategy Guide!!!!!!!!!!!!
Satchel replied to sonic's topic in GENERAL
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from sonic on 2:31 pm on Dec. 14, 2001 Dear Friends, I've just bought OFP: Gold Update... I live in Italy, so I bought the italian version.... So I open the the box and... TADA! the strategy guide is only in Spanish!!!! I can read English... (and Italian, of course) but not Spanish! Anyone else got this surprise? Thank you! bye <span id='postcolor'> Ciao, potete mettersi in contatto con i codemasters con il E-mail e chiedere loro di sostituire il vostro manuale. Indovino che desiderano vedere una copia della prova dell' acquisto, se hanno ottenuto una versione italiana affatto. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from keKoJoNes on 3:10 pm on Dec. 14, 2001 I guess Ghost Recon fans should be pissed.... Seems like their engine is not as real as they think it is....<span id='postcolor'> The army already bought the Rogue Spear engine and is using it as a simulation, to improve decision making in Mapping Tool"l situations.
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lol, when i post t.a.c.t.i.c.a.l. (without the dots and quotation marks), the forum code interpretes and changes it into "Mapping Tool"l", cool thingy. So whenever you read Mapping Tool"l in my posts, you know i originally wrote t.a.c.t.i.c.a.l.
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I wish they would add those real Mapping Tool"l NATO map symbols, as it can be seen in VBS-1 to the junior style handdrawing map markings we have now.
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Ok people, on one hand i´m pretty much pissed at BIS simply closing the initial thread without having a cause to do so or giving any statement on that - on the other hand i´m not making the soundmod for BIS but for every single one of you, the community, and i won´t let you stand in the rain with unfinished beta phase gear. So work will continue, even if BIS puts in the most insane encryption on files in the next patch, i honestly don´t care anymore because some talented head will hopefully be able crack it. If it shouldn´t be cracked i will continue to play OFP 1.30, even if patch 2.00 would be nearing it´s completion- if BIS doesn´t reconsider to provide an open editable config.bin and shifts the security measures over to the main Flashpoint.exe, that should be responsible for checking the users setup in Multiplayer games. As for cheating concerns with an open config.cpp, most games i know of and own can be edited in their aspects; sounds, graphics, weapon parameters and although this is possible, by no means its easier to cheat in Multiplayer because it´s a server thing with weapon.cfg´s a.e., should this be your main concern...only Flashpoint is this insanely restrictive. If i would edit Ghost Recon weapon parameters in the respective open- and mod friendly config files, it wouldn´t work out in multiplayer when logging in as client, simple as that. So why doesn´t Flashpoint work the same way by giving at least an unencryptet config.bin, i simply can´t understand that. BIS doesn´t support this effort as i understand, so be it, but instead of closing down threads and denying information on modding aspects or releasing further tools for editing, they should preferably concentrate on doing their part, that is first and foremost fixing the game. My intentions are not to screw up OFP, or perverting the concept behind the game, but to give it a new aspect that helps keeping it alive, because i´m interested in OFP. Thank you all for your support and feedback so far, it´s appreciated. P.S.: New MP3´s of new weapon sounds later this day, along with the config.cpp fix for those people having problems installing the Beta mod. (Edited by Satchel at 1:58 pm on Dec. 14, 2001)
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Why has the thread been closed? 1) it was in the correct forum section 2) it didn´t contain anything insulting, nor anything conflicting with the forum rules. Waiting for an explanation, because there is absolutely no reason for doing such thing!
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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">Quote: from GFX707 on 2:55 am on Dec. 13, 2001 I don't see how I come across as envious. Anyway, at least accept the fact that I have tested OFP without and while using your sound addon (by replacing the 'bin' directory with the original OFP one) and have found that beyond any doubt, your sound addon (and jim's sound addon, too, if it helps) cause the problem of not being able to knock over stone walls, and being able to drive through them in a tank like they weren't even there. You cannot make them fall over any way at all, which is a right pain in the arse if you want to use them as a roof for a bunker. Anyway, I will be polite from now on, it just seemed to me as if you were being just a tad aggressive towards me. Ignore my opinion of your sound mod, and take not of the bugs that it is causing which is mainly what I was posting about. The thing that I took most offense to was your implication that I simply MUST be using an illegal copy of OFP because your mod caused me a problem, also the way you worded it. There has been a long history of OFP user mods causing problems in the game, in case you haven't noticed.<span id='postcolor'> Hope we seddled this now, as it´s not easy writing in english and get the things same way across as i would do it in my native language. As for the walls not falling down/ shoot through, seems to be a misunderstanding, as you don´t wrote which walls dont fall down in your first post, so i assumed you were writing about buildings and normal walls, which i´m able to destroy with the soundmod active when shooting at, as well as drive them over. This is why i said that there is no way that your observations are caused by the addon, i tested it even with 4 people in multiplayer and it worked without problems. I can´t find the object "FENCE RockWall", i couldn´t place it with the editor (its not in there), nor did a manual editing of the mission.sqm work out. I´ve tried the following combos: "FENCE RockWall" "FENCE_RockWall" "FENCERockWall" everytime i get an error like "no entry in config.cpp"!
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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">Quote: from GFX707 on 12:38 am on Dec. 13, 2001 Right, since the original topic was closed i would like to take some time to scream at Satchel here, instead here's what satchel said to me " -------------------------------------------------------------------------------- Quote: from GFX707 on 6:23 am on Dec. 12, 2001 It only seems to extract using winrar Wouldn't bother though, it screws up some things in OFP anyway like walls not falling over when you shoot them plus tanks can drive right through them Personally I think that guy Jim's soundpack was better anyway, although any replacement sounds are appreciated -------------------------------------------------------------------------------- When you are using an illegal copy of OFP, unexpected results may be possible with any addon that was made on the basis of a legal copy . For the walls not falling in, it for sure has absolutely nothing to do with the soundmod, but a bug with HW T&L that is content of Flashpoint since it´s initial release. When using normal 3D mode buildings/ walls etc collapse as they should. As i don´t modified ANYTHING other than sounds for the vehicles except missile velocitys, it´s quite strange you are experiencing this, especially as wall/Building  parameters are not stored in the config.bin afaik...... I, nor 4 other people were able to recreate what you experienced. As you don´t wrote which vehicle can go through walls, nor the place where it happened, there is no way testing your specific situation to recreate it. Thoughts: - Either you have messed around with the open config.cpp that came with the package, or did other hacking attempts. - You don´t own Flashpoint for a longer time period, since the HW T&L Bug, or temporary clipping problems are new to you. - You own an illegal copy of OFP - You didn´t follow the installation instructions. In either way, one thing is for sure and guaranteed , none of your issues are in relation to the soundmod if you own an legal copy of OFP and did follow the installation instructions, if this shouldn´t be the case  it´s your problem not mine ." -------------------------------------------------------------------------------- Ok, I challenge any of you to go into OFP and place a 'FENCE rockwall' object with satchel's or jim's soundmod. Then try to shoot it with an M1A1 gun or drive through it. You drive right through and also your tank shells will go right through it too Satchel, I don't appreciate you telling me that I have an illegal copy of OFP. That's just not nice. In fact I will take a picture of the box, CD and manual with my webcam if it means you'll drop the lousy attitude (which I severely doubt) and try to fix the bug in your addon Now, after doing the above, uninstall Satchel's sound mod and then once again try shooting the rockwall down, driving into it with tank or setDammage 1 it and hey f**kING presto, it falls right over again. This also applies to Jim's sound mod. I doubt very much that I have FADE, because I doubt there is such a thing as temporary FADE which goes away as soon as you remove your sound mod IN WHICH CASE I WOULD HAVE YOUR MOD TO BLAME FOR TRIGGERING FADE ANYWAY YOU IMBECILE if you are releasing this mod the least you can do is be helpful to those who are trying to install and use it. Might I also add that lots of ppl are complaining about not being able to extract the .rar file since it uses that stupid 'cubed' character in it and I found that I could only extract it using winrar and nothing else anyway I would like to say that Jim's sound mod is better, and I'll go try to find the URL to give to you guys since most people seemed more interested in this one, which I think claims to be more realistic (and might well be) but it just doesn't sound good at all really and its creator is a rude little ass and I would just like to mention in this edit that the walls not falling over when damage is set to 1 etc thing is nothing to do with HW T&L, since I have owned OFP since the 22nd of June and used the same settings (HW T&L on) and have always been able to knock walls down (Edited by GFX707 at 12:42 am on Dec. 13, 2001) <span id='postcolor'> What an angry young man you are, the only one getting totally out of line here is you, do you have any personal problems with me that you couldn´t let out for months or so...that seems to be the case, although i don´t even know you from the forums. I´m german so my english may not be the best to get things across, what you take as "rude" is normal speach for me. My post hasn´t been insulting in any way, it meant what it states in the section you refer too- "Thoughts"-, and was meant to circle out  possibilities, as you didn´t state how and when it actually happened, because your post mainly focused only on how bad the soundmod is in your oppinion  without any constructive input, that´s ok with me, if you don´t like don´t use, but don´t expect someone to help you when all you do is flame attempts. After all i clearly said (and it´s in the readme too) that this is an very early phase of it, meant to get feedback for improvements, because many people asked for a sample. That you extract a .rar file with winrar should be pretty selfexplaining ?!? Many people like the addon, even if it´s not finished and beta as it states, this is why i wanted feedback, preferably of the constructive sort, not bashing- for that you can troll yourself over to offtopic forum, until you get rid of your envious tendencies, i´m really getting to old for this crap . (Edited by Satchel at 3:06 am on Dec. 13, 2001)
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BIS, more presice Medvidek, has closed the Thread you are refering to down, for unknown reasons without a statement. If this is the way BIS contributes to the time and effort put into such projects by fans and contributions of the community, this is indeed a sad place to be. Instead of appreciating it, they seem to work against it. There are not much active posters remaining on this board, neither in the OFP scene, Servers are hard to find and now BIS scares even it´s former core fans away, i think it can´t get any worse........... I assume this is a clear message from BIS, and my tip of the day will be that soundmods won´t work with the next Flashpoint patch, because the company puts in newer and stronger encryption, to prevent anyone from doing custom addons that only work by modifying a Flashpoint file.....no matter if those addons are good, and working flawlessly. There is no solution offered, e-mails get answered after nearly a month or remain unanswered completely. They seem to have no interest in the mod community, nor in their fanbase, so my interest in OFP ends. I wouldn´t want to believe this, now that i´m myself directly affected by this, i think i just wasn´t realistic enough to see whats going on the whole time. I can understand why some people left the board and OFP, i guess it´s about time to move on. Some of you may think, #### whats the deal at all, a thread closed so what- For me it´s not only the thread closed, it also means that BIS doesn´t support nor even "tolerate" such modifikations. It wouldn´t make much sense to do further working on the mod, cause BIS will probably do everything to prevent it from working with the next OFP patch. If you´re happy playing the BIS addon game, by having to create special missions featuring the mods to see them at all, plenty of fun at doing this, i think it´s nonsense, especially true for multiplayer when there are 100´s of such addons to choose the right one from. On the little servers left for OFP, sometimes you can´t login because they use an addon on the map you don´t have. Hope to catch some of you in IL-2, www.ilyushin2.net , a place where Developers are not counter productive, and mods are highly appreciated and welcomed from the start. over & out Satchel (Edited by Satchel at 9:38 pm on Dec. 12, 2001)
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I´ve just read this thread after posting my own on the subject, before we all begin to speculate on this, we should wait on a Statement from BIS or CM. They havn´t shut down subjects on Jim´s soundmod yet, that works the same way by replacing the config.bin, so i am really asking myself whats the point here..........
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Need upload space for my OFP Sound replacement mod (20mb+).
Satchel posted a topic in ADDONS & MODS: COMPLETE
Hi, since i´m grounded by the doc (got flu), i had much time to spent on my comp and in bed last couple of days. I´m now in phase of completing a Sound improvement mod for OFP- should be finished this evening. This mod will completely replace your existing sound.pbo and features a bunch of improvements, from weapon sounds, to ambience sounds over to vehicle sounds, bullet whizzing sounds, impact sounds, ricochets....., hehe even a ZZ-Top song will be available as radio music in the environment ambience section of the M.E. along with improved Battle ambience sounds (the original OFP radio sound is some circus music), it doesn´t work on the addon principle but is a true soundmod, which is a good thing because you will be able to hear the improved sounds in all missions, campaigns, whatever you play, which wouldn´t work if it´s designed as an addon. The drawback is on the hand, it will be large, 20mb+, however it will be worth the download because the sounds are highly realistic weapon sounds, are of excellent quality and there´s quite a range of new sounds, guess it´s about 50+ new unique sounds. This is where it comes to the problem of webspace, my provider only grants me a tiny 10mb as webspace, but i would need more than twice the amount to upload the mod. So i´m basically looking for free webspace that´s large enough to host the file. (Edited by Satchel at 5:50 pm on Nov. 27, 2001) -
We already have jeeps, 3 different types to be exact. Instead i would love to see a 250cc Motocross bike, which we have none of yet, instead of a jeep overkill.
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Need upload space for my OFP Sound replacement mod (20mb+).
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">Quote: from Unl33t on 9:51 am on Dec. 12, 2001 Best possible is the best qaulity and the best overall sounding weapons..... *edit* So if unrealstic sounds make the gameplay more exiting than realistic ones, I would perfer unrealistic sounds. If however, the realistic sounds are made to sound better than unrealistic ones, I would love that even more. (Edited by Unl33t at 7:54 pm on Dec. 12, 2001) <span id='postcolor'> Well, it´s personal taste. It´s very hard to recreate a realistic weapon sounds on the computer, such as they are normally heard from the firers position. Most people simply do a search on the web and take the next best M16 soundsample, don´t make an effort to do backround research on it. In addition, it very much depends on your system setup how a sound actually sounds.....when you are playing on cheap Desktop boxes and an integrated mobo soundcard, the results won´t be very satisfying anyway. You have to know that i have a very small homestudio, because audio is my hobby. Along a Hardware 5 1/2 " synthesizer for the comp, i have studio boxes costing around 170$ each. The sounds were done in Sound Forge 4, with extensive filter use to eliminate background and white noise. I am trying to do realistic sounds of excellent quality (although 22050/ 16bit mono restricts me a bit here), if  you don´t want realistic sounds (because that´s how the weapons you mentioned earlier really do sound M60/PK), Jim´s soundpack would be probably the better choice. The trick is not to make any sounds, but authentic  sounds, so that you can actually sort the sound to the real life weapon. Thats why i still am searching for an AK-74 sound, or video. (Edited by Satchel at 12:01 pm on Dec. 12, 2001) -
Need upload space for my OFP Sound replacement mod (20mb+).
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">Quote: from GFX707 on 6:23 am on Dec. 12, 2001 It only seems to extract using winrar Wouldn't bother though, it screws up some things in OFP anyway like walls not falling over when you shoot them plus tanks can drive right through them Personally I think that guy Jim's soundpack was better anyway, although any replacement sounds are appreciated <span id='postcolor'> When you are using an illegal copy of OFP, unexpected results may be possible with any addon that was made on the basis of a legal copy . For the walls not falling in, it for sure has absolutely nothing to do with the soundmod, but a bug with HW T&L that is content of Flashpoint since it´s initial release. When using normal 3D mode buildings/ walls etc collapse as they should. As i don´t modified ANYTHING other than sounds for the vehicles except missile velocitys, it´s quite strange you are experiencing this, especially as wall/Building parameters are not stored in the config.bin afaik...... I, nor 4 other people were able to recreate what you experienced. As you don´t wrote which vehicle can go through walls, nor the place where it happened, there is no way testing your specific situation to recreate it. Thoughts: - Either you have messed around with the open config.cpp that came with the package, or did other hacking attempts. - You don´t own Flashpoint for a longer time period, since the HW T&L Bug, or temporary clipping problems are new to you. - You own an illegal copy of OFP - You didn´t follow the installation instructions. In either way, one thing is for sure and guaranteed , none of your issues are in relation to the soundmod if you own an legal copy of OFP and did follow the installation instructions, if this shouldn´t be the case it´s your problem not mine . -
Need upload space for my OFP Sound replacement mod (20mb+).
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
Brass, do you have Jim´s e-mail or icq#, i see he´s too in the 60thgmrd. We should discuss a cooperation. -
Need upload space for my OFP Sound replacement mod (20mb+).
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">Quote: from Sgt Kabukiman on 1:37 pm on Dec. 11, 2001 The MachineGuns on the Tanks sound strange.... It sound good from the inside of the tanks, but not on the outside. You don't hear a "Bang", you just hear movement of the bolt-carrier. Doesn't sound good when shot at by a Tank-MG. Satchel, did you checkout jimsoundpackbeta1.2? There are a lot of great sound in there in .wav so you can easily edit them (or even use them?) <span id='postcolor'> There can´t be 2 soundfiles for the machineguns, like one for inside and one for outside....... Movement of the bolt carrier, hmm must be a pretty big carrier then !? I checked out Jim´s Soundpack, but i prefer to do my own stuff for now, as i don´t now the source of his files and their authenticy. Behind every sound i put in so far was alot researching on the web and soundediting, this is why i don´t rip sounds of other people´s soundpacks. Maybe Jim is interested in joining for an combined effort, i will drop him a e-mail.....it doesn´t make to much sense if there are 2 dozen soundpacks available for OFP in a month or so, we should handle this like it´s handled in the F4 mod community; there is a terrain group, Realism group, 3D model group and so on. It would be best if it´s handled a similar way in the OFP mod cmmunity, to standartise future addons, in addition it´s less confusing as a positive sideeffect and brings up quality results much faster. -
Need upload space for my OFP Sound replacement mod (20mb+).
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"> from Unl33t on 9:03 am on Dec. 11, 2001Going to outside view from a plane then going back in causes the inside engine rumble to stop. <span id='postcolor'> You mean temporary. That actually seems to happen with most sounds, as soon as it reaches a certain overall loudness, OFP tries to dynamically adjust the volume somehow. Not much i can do and try here, except taking out the volume of the soundamples.....although i´m not sure it will work after i did so, but will test it. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> The AK sounds horrible. <span id='postcolor'> Horrible compared to what, to the real thing you have shot, to a television series or Movie you have seen, to another game, or what you *think* it should sound like? Backup your statement a bit. If you have reference material (no, not out of another game), it would be helpful if you could post it, or send it via e-mail. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> The PK is Horrible, <span id='postcolor'> <a href="http://www.sovietarmy.com/small_arms/pk.wav </span><table" target="_blank">http://www.sovietarmy.com/small_a....><table</a> border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> The M60 Is Horrible, <span id='postcolor'> <a href="http://1919a4.com/gca/arpc-toad-m60.mpg </span><table" target="_blank">http://1919a4.com/gca....><table</a> border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> ........ Im looking for sounds that have that Ghost Recon sound feel to it. <span id='postcolor'> When compared to real weapon videos (M4/M249SAW/MP5/M21/AK47) the Ghost Recon sounds of those weapons are unrealistic from what i can tell based on the vids (although they do sound good- no question), except for the MG3 which really does sound authentic. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> But the AK and the PK are my main problems, they just sound so bad <span id='postcolor'> I hope someone comes up with a good audio recording or video of the AK-74. -
Need upload space for my OFP Sound replacement mod (20mb+).
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">Quote: from Unl33t on 2:49 am on Dec. 11, 2001 I noticed that the CCI3 file that comes in the .rar is called CCInAudioSFX.pbo it doesent have the little 3 on it, and i dont know how to get it up. Also it tured my winrar into german so i figure the addon has a character my PC cant read or display... Satchel will you be releasing an English verison? <span id='postcolor'> The ł seems to be the problem, my fault , there seems to be problems with some system setups when using ł. For now you could rename the CCIłAudioSFX.pbo into CCI3AudioSFX.pbo, i will upload a patch for it tomorrow for use with a .pbo titled CCI3AudioSFX. You just replace the config.cpp with the new one then. -
Need upload space for my OFP Sound replacement mod (20mb+).
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">from Scullyvan on 2:12 am on Dec. 11, 2001 ok I tried out most of the units and here are my 2 cents worth of feedback the AK74 doesnt sound that great i suggest using the ghost recon AK sounds as sample they sound pretty good <span id='postcolor'> I´d prefer to wait till i have some real life quality AK-74 recordings, those in GR sound to much like those in RS, and they weren´t that good imho. maybe someone that fired AK-74´s can join in and give a hint what they sound like in reality. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> then the MP5 sounds a bit too metallic maybe muffle it a bit, i send two videos to your email address that i found in your icq profile. <span id='postcolor'> Yes, i´ve got them, thanks btw. But the audio recording in those 2 vids is distorted and readjusted, the G36 for example sounds different when fired live, i wouldn´t have identyfied it, just by hearing the audiopart without video as an G36, although it´s my standard issue rifle. Treble seems to be put down by a significant amount. In the second part of the video the snapping of the bolt carrier is louder than the shot itself. The sound i used for the MP5SD6 is the sound of an MP5 with Gemtech Raptor supressor, from an MPEG video of good quality. The whizz is added. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> The PK is too muffled it doesnt sound like it packs any punch, imo it sounds like its being fired a mile away <span id='postcolor'> A bit more treble should cure this, the recording itself is from al PK audio file of Kalashnikovs site. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> The SU25's 30mm well how should i put this nicely it sounds like crap lol it reminds me of radio static i'd say pitch it and redo that one high rates of fire sound more like a continuous roar <span id='postcolor'> The SU 25 as AH-64 are addons, means they have their own .pbo files with according config.cpp/bin files, i  stated this earlier in the thread. By default many automatic cannons share one soundfile, now the references for addons are in the according addon.pbo, which i havn´t adjusted yet. That you hear obviously "new" sounds for the cannon of the SU-25, is because the config.cpp of the SU-25 links to the master config.cpp (bin) to use the A-10´s cannon sound. This is why the SU-25 uses the A-10´s standard cannon, and the AH-64 the sound of the ZSU/Vulcan with own parameters for pitch, loudness and so on....but the same soundfile. It should be possible to override the config.cpp of the addons via the master config.cpp in the /BIN folder, if this shouldn´t work, i will have to redo each addon seperately so they all get different sounds. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> I find the rest to be pretty cool, I really like what you did to the M2 MG’s and the flying plane that sounds extremly tight I’m looking forward to the next release <span id='postcolor'> Thanks , as i wrote this is an very early release to get oppinions, and the final one should be almost perfect then. (Edited by Satchel at 4:12 am on Dec. 11, 2001) -
Need upload space for my OFP Sound replacement mod (20mb+).
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">Quote: from Unl33t on 2:06 am on Dec. 11, 2001 I installed it as asked and i get no sounds at all , exect the ones that you never changed in the first place. ;-( , I have 1.30 of OFP too, and its a fully legal copy. Help me! <span id='postcolor'> Have you deleted the original OFP config.bin file in the /BIN folder after you backed it up and put the config.cpp file in instead? Or are both, the config.bin and config.cpp file in your /BIN folder? Also be sure to place the CCIłAudioSFX.pbo in your /addons folder, double check it. If you have followed these steps, it shouldn´t cause problems.