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Satchel

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Everything posted by Satchel

  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from 84 Charlie MoPic on 2:01 am on Dec. 11, 2001 Thanks for the effort Satchel and to all those who have contributed info / web space to the mod. It's great to play OFP with sounds that have some punch! I personally haven't got a clue as to what real guns / heavy weapons sound like so I'm hoping that those who have real-life experience can provide you with some constructive feedback  By the way... What's this about a sound project web-site ?  Is just you or a group that's involved with it? <span id='postcolor'> Currently this a one man project, but i wouldn´t mind like minded people joining in, especially those that have the possibility to record real life weapon sounds of the weapons used in OFP without background noises, cause almost everything you find on the web is crap and unusable.
  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from King Kong on 12:54 am on Dec. 11, 2001 Very nice, The AK and M16 sounds are a bit unrealistic tough. <span id='postcolor'> Actually the core M16 Sound is ripped out of a shooting video, only thing i added is the echo/Hall effect and louder powdergasexplosion. It might sound "unrealistic" in your opponion because the volume is a bit high and i used dynamics as well as some bass to make the powder gas explosion louder and more violent, but the sound basically is original. The AK-74 is partially out of Ghost Recon with overlayed AK74 SU sound from a .ra file (that was of to low soundquality to use standalone), a bit more punch+ added hall effect. As i said above, if you think the sounds are unrealistic you should have either shoot those weapons, or have high quality video/audio recordings of it for comparison. You don´t have to forget that almost no 2 soundsamples on the net of a single weapon are sounding the same, it depends on quality of the microphone used during the recording, the samplerate, format, environment of the recording amongst other factors. I have 3 AK-47 clips, in each clip the AK-47 sounds different, they are of low quality in addition. So hard to say whats realistic and not, unless you shot the weapon yourself....you can´t compare them with CS or any other game, that would be nonsense, as they live with the same limitations. The G3 for example in CS is a joke compared to the real thing, it doesn´t sound this way. Same is true with all G36´s i heard in games or on the net so far. The later one shouldn´t be the problem, as this weapon is issued to me. Next time we´re going to the shooting range i can record the sound, as well as bullet impacts and supersonic whip sound- although i don´t have high quality equipment (microphone/recorder) but an old "Ghetto Blaster" with mic in and a quite normal microphone out of discount both a couple of years old, but it´s surely better than anything i could find in the net so far. The best and most authentic weapon sound i have heard so far in a game/ on the net is the tripple burst of the MG3 in Ghost Recon, but sadly not usable in OFP. It would be a great sound for the Invasion 1944 Mod, as the MG3 is based on the MG42, the later one does have a higher rate of fire. (Edited by Satchel at 3:10 am on Dec. 11, 2001)
  3. No Kids Joker from the german OFP forum kindly put up the file on his server; http://www.no-kids.de/download.php4?forfile_cat=OPF plz give feedback/ suggestions in this thread here, so it will become the best soundpack it can be in future releases.
  4. Satchel

    s**te Music!!!!

    You can put in your own music; just depbo music.pbo in the DTA folder and replace the seventh ogg´s with your own music bits. Alternatively when you´re doing own missions you can implement your own custom music without having to modify game files. I did that some time ago, when i´m on missions now i hear my own stuff like The Doors, Rolling Stones, Elvis, ZZ-Top, some soundtracks out of movies...........
  5. Satchel

    I strongly doubt that there will be a v1.40

    Hmm, i assume that at some point all developers move on, doing new projects, that´s pretty normal i guess and nothing to worry about actually. What a game makes is always the community it has, i´ve been in communities where the game didn´t even featured multiplayer and was NOT AT ALL SUPPORTED by it´s developer and publisher. I´m talking about B17 II "The mighty Eight" that has the finest community i have ever seen.....there was no multiplayer...so what! We coordinated complete campaigns lasting several months via e-mail and the forum. The game virtually was doomed to fail from the start, but a good community and it´s flexibility made something big out of it, that actually made fun and was quite immersing, running S2 Intel, Bombing Schools, Parade grounds etc....all via forum and e-mail. With Flashpoint we have a magnitude of the possibilities and features B17 2 had, online play and all.....but a, from my point of view, lifeless, inactive and clueless  community. The problem is not Flashpoint itself but the people, that put no effort into anything. Most can´t  see the potential of OFP and what we actually got here. (Edited by Satchel at 9:42 am on Dec. 10, 2001)
  6. Considering the circumstances i guess i have no choice but to release an early version of the package, so better consider it as BETA. Here´s a snap of the included readme: About: This Sound replacement/addon package will add/replace more than 100 standard OFP sounds, ranging from Weapons, over environmental effects to vehicles. It´s pretty much beta phase currently, it doesn´t sound quite as i want it to yet, lots of adjustments have to be made and some sounds are still the original ones, because i havn´t found satisfying samples for those objects yet. I´m releasing it now, because many people ask for it, also i would like to hear your feedback for future improvements of the package. I´ve tested it for hours, both on and offline, it worked on my system without any problem, but Client/Server must have for online play. FADE copy protection was not triggered by this replacement/addon, at least this long till Bohemia or Codemasters decide to change the code in future patches, so even with new updated config.cpp file it must not necessary work with OFP versions after 1.30. Content of this .rar file: - Readme.txt - CCIłAudioSFX.pbo - config.cpp Requirements: - Operation Flashpoint ver. 1.30 Installation: 1) Backup your ..Flashpoint\BIN folder and put it to a safe place! 2) Unrar the package with Winrar, the CCIłAudioSFX.pbo goes in your Flashpoint/ADDONS- and the config.cpp file in your Flashpoint\BIN folder. 3) Delete the original config.bin file located in your Flashpoint\BIN folder. From now on when you start OFP you will have always the new sounds, in all your OFP games. To uninstall simply delete the CCIłAudioSFX.pbo and config.cpp then copy your \BIN folder back. Known issues: - Gatling guns only sound proper in burst mode as they are not continiously looped full length 8i don´t want to use this method because of abrupt sound stop), but i´ve already processing new samples that should do just fine. -"Plosives", some sounds are very loud. - inside cockpit sounds of vehicles are to low. - The A10 has not the correct inside cockpit engine sound as disribed in a post above, a list of complete OFP sound commands and how they work would be a major help. - Sounds of Addon´s like the M2Bradley are currently unmodified, although most are using references to the main config.bin (cpp) file and therefore have partially new sounds. P.S: You will experience different rocket behaviour, as i modified all missile types to real world specs. I deleted a folder containing my unmodified config.bin with standard specs by accident, but no great deal, i think you will enjoy the new rocket behaviour. As soon as the website for this sound project goes up, i will have 2 config.cpp´s available, one for realism nuts like i am one, and one with original setups for weapons, both working with the CCIłAudioSFX sound replacement. The realism file will feature the correct gun for every vehicle plus correct ammunition types and labeling. Future releases of this package will contain a whole bunch of improvements, as new sound effects, selectable in the mission Editor like; Swamp, Desert, Night, Thunderstorm, Urban, harbour, airstrip ambiences to name a few, along with other gizmos. Do not forget to consider this release as a preview, or as BETA, it´s by no means finished. ======================================== King Kongs Server doesn´t work, there is to little space to host 13 MB (size of the package). I will be online for 2 hours, got ICQ running, so if you have webspace and want to upload it i can send it to you. ICQ # 69613588 (Edited by Satchel at 8:55 am on Dec. 10, 2001)
  7. Hi, i´ve just found some new Abrams and general weapon sounds, going to implement them and afterwards put the package on King Kong´s Server first, posting all of you that generously offered webspace a PM so you can D/L and mirror it. I assume i will have finished it in 2-3 hours. The package i upload will be dubbed as Beta, as i have some plans for amazing improvements and additions that take time to complete. For now there are already over 100 new sounds in it. Brass, i know the issue with external engine sound modulation of A/C´s heard in the cockpit and i thought long about this, but there has to be compromise. As the outside sound has to be very loud and heard over a long distance, i can´t take the general loudness out of it. The one thing i can do is to decrease the overal cockpit volume, but that cuts down the steady turbine sound too. There is no way i know of to adjust Inside sounds seperately, as there is only 1 command for this: insideSoundCoef= x.xxxxxxxx in addition to the standard (not all of them suited for A/C): sound[]= soundEngine[]= soundEnviron[]= soundServo[]= soundAdditional[]= soundDamage[]= soundHit[]= soundCrash[]= soundLandCrash[]= soundWaterCrash[]= soundGetIn[]= soundGetout[]= It doesn´t sound very good when i swap the 2 sounds (Engine&Engine outside roar), because the engine roar would kick in full force as soon as you begin rolling with the A/C. The way it´s now, the engine outside sound is directly influenced by the thrust setting, means cutting of thrust completely will make the roar almost unnoticable from inside, when you´re accellerating the sound goes from low pitch to high pitched aggressive sound. So i did actually use the engine outside roar as engine sound and the normal engine turbine sound as BIS used it as environmental sound....it does sound better, although technically incorrect, but again the best compromise i could find. You have great audio when hearing an A/C from the ground and a bit unrealistic but acceptable sound from within the cockpit. (Edited by Satchel at 11:02 pm on Dec. 8, 2001)
  8. Sorry for the lack of updates, i had virtually no time this week to work on my comp- but here comes the weekend! and i´m confident the soundmod will be available tomorrow, as an early Beta Phase. This means it depends on your feedback what actually is going to be changed. If you make suggestions on how the AK-74 a.e. should sound like, you should either have fired the weapon, or have a good quality sound-/videoclip of it, as this soundmod is intended to be realistic and no CS boombastic mod or something. The structure of the soundmod is bit different from what i originally intended; it´s made as an extra .pbo file that goes into your addon folder in addition a config.bin file that replaces your original one. Good part is that this method cuts the filesize of the mod to about 1/3 of what it would be when using the complete Sound.pbo. The drawbacks are that without modded config file you won´t hear the new sounds at all, means everytime BIS brings out a new patch i will have to look in the config.bin for changes and update accordingly, to deliver a.e. a 1.40 compatible config.bin that works with the sound container. I had no problems logging as a client on random 1.30 servers with these modifikations, however i don´t know yet what happens if you are hosting a game, so it *could* be a server/client must have thing. FADE is not triggered by this mod, neither in online games nor singleplayer. Here a few new audio bits out of the package: Tankbuster.mp3 (1667kb/ 2:00 min) 1st half: 2 A-10´s conducting a AGM missile attack on a T-80 Tank Platoon (heard from the ground through the ears of soldier observing the tanks). 2nd half: Inside the cockpit of a A-10 during a strafing run with the GAU-8/A Avenger (firing 3 short bursts). Helicopter.mp3 (1723kb/ 2:05min) 1st half: 2 Blackhawks approaching and land at LZ to pick up troops. 2nd half: AH-1 Cobra in flight and doing short bursts with M-197 gun. M1Abrams (1832kb/2:35min) 1st half: M1 Platoon driving into fire positions and commence firing on stationary targets (heard from outside). 2nd half: Same scenario heard from the gunners station while using maingun and 0.50 cal. (Edited by Satchel at 9:43 pm on Dec. 7, 2001)
  9. AI machine gunners are employing fire unbeneficial and incorrect; AI machinegun soldiers are only ripping of single shots from their MG´s instead of doing 3-5 round bursts..... , independant of range (no matter if 400 or 100m)- Machine gunners should never go below a fireburst, 3-5 rounds that is. 600m 3-5 round burst 500m 3-5 round burst 400m 3-5 round burst 300m 3-5 round burst 200m 3-5 round burst 100m and below shoot sustained stream of fire till target is neutralized, as long as the target is likely to be affected by fire, if it´s not affected by the initial opening volley of max 20 rounds, switch to next dangerous target, keep firing and switching till all enemies are dead or the machine gunner was put out of action. If multiple enemies are present the machine gunner should do quick target switching, to suppress the advancing enemy and slowing their advance. Generally the closer the enemy is to a machine gunner, the quicker should be the succession of bursts. While there may be a couple of seconds between 2 bursts at long range, there may be only split seconds at 100m between bursts. As these are optimal values (3-5 rounds/burst) i have listed, but the normal soldier is no robot and likely to overshoot 3-5 rounds, you could probably add some random feature here, giving the gunner a range of 3-10 shots in a single burst, depending on his skill maybe. A machine gunner shouldn´t spend all of his ammo on a single target, instead if after 20 rounds or so the target is still alive and unaffected, he should switch to the next dangerous target. They should have two modes, suppress and point target engagement for single targets. The machine gunner should fight Snipers and enemy machine gunners, or AT personal first with priority, before covering the rest with fire.
  10. P.S.: I could use video and/or Audiomaterial of a ZSU 23-4 firing it´s cannons, so i can sample it.
  11. I took the bullet casing drop out, although it would be nice to hear at least casing drops on asphalt, or metal. Looking into it if it´s possible to implement. The Infantry weapons are all finished by now, next will be vehicle sounds, explosions and such. I´m uploading a infantry battle soundfile later this evening.
  12. As you are waiting, i´ll try keeping you informed about progress so far, so here´s a little showcase. I´ve uploaded a small fight sequence out of the Clean Sweep mission with new weapon effects, as you are playing the Saboteur Character in this mission, your primary weapon is the MP5SD6. ======================================== Cleansweep.mp3 ======================================== This 1:12min MP3 clip (112kbit / 995kb) demonstrates the new MP5SD6 sound, that has been digitized out of a video and afterwards enhanced in Sound Forge, same as with the majority of all other sounds. Although the MP5 SD6 is the star of this clip, you´ll hear all new AK-74 sounds of my opponents, grenade detonations, bullet whizzes, impacts. The muffled bang at 40 sec is just a placeholder for the PK sound, that will be changed. Enjoy.
  13. Lol, i´d like to see Ghost Recon handle areas like those in Flashpoint with equal Graphical Detail, same goes for Max Payne, Quake III etc.pp. A forest looks like one in OFP, with hundreds or even thousands of trees, thousands of bushes on the island, many villages..... In Ghost Recon a.e. there are a few dozend trees on the small maps and if you´re lucky you are spotting a building. The OFP engine is State of the Art imho, there are not many engines equally suited for displaying outdoor terrain, look at those blocky and ugly GR "Hills", or how miserable the Quake III engine fails in outdoor enviroments.
  14. Satchel

    VIA KT133 Ruined this gaming exsperience for me!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from robarinodk on 7:24 am on Dec. 1, 2001 Who can i blame?? Game developers for not releasing a compatible patch or board developers for not really helping fix the problem? <span id='postcolor'> 1.) This post belongs to the troubleshooting forum. 2.) What is your actual problem? 3.) I have an MSI K7T-Pro (VIA KT-133) and no issues at all with anything. 4.) Visit your mobo manufacturer for BIOS updates 5.) Install VIA 4in1 ver. 4.35 + 4.10 VIA AGP driver update. 6.) take into account that you could be the one responsible for your Problems with OFP, by having messed up or misconfigured your system. It´s also possible that your comp has been assembled by semi-pro´s, putting in Peripherie that conflicts with other devices. Some Hardware parts of your system could be defective, such as RAM, Mobo etc. 7) Until you havn´t located the cause, you can´t blame anyone. 8) Have a nice day.
  15. Hi everyone and thanks for your offerings, i´m already in contact with some of this forum and the german OFP forum, so there will be quite some mirrors. But! the soundmod is going to be delayed a couple of days, because i´ve just found a way to give every weapon it´s OWN distinctive sound, means no more sharing of the standard 30mm cannon sound for the Cobra/ZSU/M163 Pivads (Vulcan)/MI-24, as well as different sounds for the AK series of rifles. The MG sounds too can now be done with Hall/Echo effekts and bullet casing drops.
  16. Satchel

    d*amnit BIS

    I´ve voted for the AAVP7A1 (Assault Amphibian Vehicle Personnel) shown on that site as Codemasters started their survey form what units we would like to see in future addons for Flashpoint, but unfortunally it seems not many people voted for this vehicle, which i found far more suitable for conflicts on islands like we have them.
  17. Satchel

    GPS or Radar! Please!

    Isn´t the players position shown directly on the map in easy mode? If you don´t want to naviagte by using map&compass, play OFP in easy mode, this imho however takes a big deal of realism out of OFP. As said before, if the GPS is available depends on how the mission is scriptet, but it´s deactivated by default. Once you get more used to the maps, that is learning to read a map properly, you will prefer this method, as it´s one of the aspects that make OFP superior to other games. Alone by looking at the map, you can tell where chokepoints are, ambush places etc. In future Squad Training we intend to test new Squadmembers by inserting them with Helo´s anywhere on the map in low visibility, without GPS but compass, Map and a watch. They have to find their way from A to B in a certain time, where aids are put along the route, such as vehicles they can use, if they are exact enough with the map to find them.
  18. Yepp, the AK74 a.e. is out of Ghost Recon, although slightly enhanced with bullet casing drop, extended hall effect and overall a bit more punch.
  19. Satchel

    AI machine gunners- has nobody told them MG basics?

    This is correct Mister Frag, i´ve just tested it. But it is wrong nevertheless; their ROF rises with skill, it´s either single shots(everything before full skill/ slider not fully to the right) or continious firestream with the M60´s actual rate of fire(Slider full on the right), but no fire bursts as they are teached everywhere....or is single firing an M60 and M249 in U.S. camps common procedure...i doubt it. What happens here actually is a direct modification of the M60´s ROF, which is nonsense. Apart from that i know actually noone using singlefire on MG´s, because there´s no such triggergroup for standard military MG´s, it´s very tricky to tickle of single shots on an MG3, also this makes the role the MG is in obsolete....it´s an support  long range area weapon, to suppress and also to fight point targets. A "fresh out of bootcamp" soldier, or my girlfriend firing an M60, would have the same ROF as a Veteran machine gunner of the NAVY SEALS, has nothing to do with skills, so the slider actually makes no sense as the AI either uses single shots with perverted rate of fire, or on full skill it just puts out continious fire in a single stream till a traget is neutralized, theres nothing inbetween. Also range doesn´t affect the "non stop" fire of MG gunners at highest skill, he uses it everywhere in all situations....it´s equally worthless to the single shot firing "everything below highest skill" machine gunner. Why shouldn´t even the dumbest soldier be able to do a simple fireburst with an MG, or put out a continious stream of bullets....i don´t catch the logic behind that. The only thing that should be influenced by the skill slider is skill (how accurate a soldier is) and not what ROF the MG has, or if a soldier can do firebursts. After all triggering of single rounds of an MG is much much harder than pulling through a whole belt of 100 rounds in a single fireburst. The way it is now it is terrible not only in regards of realism, please fix this. (Edited by Satchel at 4:17 am on Nov. 30, 2001)
  20. Satchel

    AI machine gunners- has nobody told them MG basics?

    Hmm, that´s strange, are you running 1.30? I can only see them doing single fire, even when i place them directly in front of an enemy jeep........
  21. 1.) i´m not using CS ripoffs, much material has been gathered from video flicks that show the weapon in action, some enhanced Ghost Recon material in there too. 2.) Delay, Echo effects are added to single fire and burst modi, but i can´t implement it to sustained fire (Full auto), because of the file structure of autofire sounds and how the sound is triggered OFP internally, they have to be very short, so no room for effects here. OFP plays the MG soundfile fully, means if i would implement a 5 second clip, you would only hear a shot coming of the M60/PK every 5 seconds, if i would add a direct ripoff of an MG firing a stream, it would work initially, but the sound would keep playing until the soundfile is through completely, even after you stopped shooting, and that´s not what anyone would want.... Example: M60 has a ROF of ca. 550rounds/min in OFP. 550rounds : 60 seconds = 9 rounds/sec(1000ms) 9 rounds - 1000ms 1 round - 111, 111111 ms The clip has to be 111 ms long (0,1 seconds), so there is simply no room to add an effect. 3.) I can´t use King Kongs FTP currently, because i ám not permissioned to upload anything on it, although i can log in and create new folders........... I wrote King Kong a msg about that. The only thing that keeps me from releasing it, is webspace currently, hope to find a solution soon. (Edited by Satchel at 3:16 am on Nov. 30, 2001)
  22. Double post caused by low bandwidth on server. (Edited by Satchel at 2:51 am on Nov. 30, 2001)
  23. I wanted to upload the soundmod yesterday, but some personal things came in the way (as always ) and had to be done first, so i´m uploading it later today. @ AKM 74, there is a tool done by a czech programmer available for encoding/decoding .wss<=>.wav. There is a link to it posted in the mission editing section of the forum, do a search for .wss there. @SMGTazzoli, i thought a similar way first, but then i realized, that addons have to be simple, without requiring the user to do file operations(depbo and stuffpbo), some are this illiterate with computers, that they won´t even bother touching those tools, although imho they are fairly simple. The optimal solution would be an installer program, similar to the one BIS uses for their patches. That would be state of the art easy to handle and keeps filesize low. But until we havn´t got such a thing at our fingertips, i prefer to upload the whole file, although it´s of course large, it´s easy to install (simply overwrite the original file after you made an backup copy of it).
  24. Sorry for double posting, but forum has hickups again. I wanted to upload the soundmod yesterday, but some personal things came in the way (as always ) and had to be done first, so i´m uploading it later today. @ AKM 74, there is a tool done by a czech programmer available for encoding/decoding .wss<=>.wav. There is a link to it posted in the mission editing section of the forum, do a search for .wss there. @SMGTazzoli, i thought a similar way first, but then i realized, that addons have to be simple, without requiring the user to do file operations(depbo and stuffpbo), some are this illiterate with computers, that they won´t even bother touching those tools, although imho they are fairly simple. The optimal solution would be an installer program, similar to the one BIS uses for their patches. That would be state of the art easy to handle and keeps filesize low. But until we havn´t got such a thing at our fingertips, i prefer to upload the whole file, although it´s of course large, it´s easy to install (simply overwrite the original file after you made an backup copy of it).
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