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russian armor

Has somebody tried to standardize sounds in the game?

23 Dec 2017, 21:28 PM
#1
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

Hello!

As stated in the title, i want know:
- Has somebody done it before for his mod or not?
- Is it possible to do with current mod tools?
- Is it possible to adding new sounds?
- Which rules you have used for standardization (f.e. one sound for 76 mm guns, other one for 122\128 mm, or all heavies have the same loud engine sound in the FoW as King Tiger has at the moment and etc.)

If you have done it before, please provide instruction and all information, how to reproduce your expirience. I mean even which sounds you have used with detailed instruction (f.e. "soundname" was used for all MG 42 in the game and etc.). It will be cool to provide link to your mod, if you have it with these changes! :wub:


I want to mark it in the QoL thread as addition to this suggestion:

Some vehicles, abilities and other units use confusing "fx_munition_name" and produce impact-animations which don't fit with the effect of their performance. That produces an unreal atmosphere and frustrations for new entrants. (and simply looks unprofessional)

E.g. the Firefly uses same impact like Jagdtiger but it performes like Panther

To bring all similar weapon-types in line with their counter-part of other fractions I made a list
of changes depending on their caliber and AI or AT effect. Also some biasas were found and fixed:

- aef <ballistic_weapon <tank_gun

"m10_m5_3inch_gun_mp" "shell_75mm" -> "shell_medium"
"m10_m5_3inch_ap_gun" "shell_heavy_he" -> ""shell_medium_he"
"m15a1_halftrack_37mm_mp" "20mmShell" -> "flak"
"m26_pershing_90mm_hvap_piercing_shot_mp" "shell_90mm" -> "shell_medium_he"
"m36_m4_90mm_gun_mp" "shell_90mm" -> "shell_medium"
"m36_m4_90mm_ap_gun_mp" "shell_heavy_he" -> "shell_medium_he"

- axis <ballistic_weapons <anti_tank_gun

"75mm_pak_40_ap_mp" "shell_medium" -> "ability_stuncritical"

- * <* <infantry_anti_tank_weapon

"panzerfaust_atw_mp" "rocket_light" -> "shell_medium_heat"

- * <* <tank_gun

"panzer_4_75mm_mp" "shell_medium" -> "shell_75mm"
"panzer_4_75mm_short_mp" "shell_medium" -> "shell_medium_he"
"tiger_kwk36_88mm_mp" "shell_88mm" -> "shell_90mm"

- british <ballistic_weapon <anti_tank_gun

"17_pounder_atg_mp" "shell_jagdtiger" -> "shell_88mm"
"17_pounder_piercing_shot_mp" "shell_jagdtiger" -> "ability_stuncritical"

- * <* <tank_gun

"bofor_emplacement_40mm_autocannon" "20mmShell" -> "flak"
"bofor_emplacement_40mm_autocannon_barrage" "20mmShell" -> "flak"
"sherman_firefly_76mm_mp" "shell_jagdtiger" -> "shell_medium"

- soviet <ballistic_weapon <tank_gun

"su85_d5t_85mm_mp" "shell_88mm" -> "shell_medium"
"t34_76mm_mp" "shell_medium" -> "shell_75mm"

- west_german <ballistic_weapon <tank_gun

"panzer_iv_kwk40_75mm_mp" "shell_medium" -> "shell_75mm"
"tiger_kwk43_88mm_mp" "shell_88mm" -> "shell_90mm"

--------

To explain:

normal shells:

"shell_medium" = small impact without explosion for light/medium tank-hunter
"shell_75mm" = small impact with a small explosion for small/medium battle-tank
"shell_88" = medium impact with medium explosion for medium/heavy battle-tank and heavy tank-hunter
"shell_90" = large impact with large explosion for heavy battle-tank
"shell_jagdtiger"= very large impact for ultra-heavy tank-hunter

heat shells and hollow charge:

"ability_stuncritical" = HEAT with metal lightning
"rocket_light" = small hollow charge with small explosion
"shell_medium_heat" = normal hollow charge with normal Explosion

explosives

"shell_medium_he" = medium explosion
"shell_heavy_he" = large explosion

flak

"20mmShell" = small impact and small aoe
"flak_dense_small" = small impact and medium aoe
"flak" = medium impact and large aoe with shrapnel


Yours respectfully, Osinyagov :thumb:
23 Dec 2017, 23:12 PM
#2
avatar of Lugie
Senior Modmaker Badge

Posts: 327

Standardize sounds... It is possible in COH1, however, with the current limitations set on COH2 it is not. I think some of the bigger mods like EAW and Blitzkreig have done it already.

Sounds and fx are linked to action files, which play a sound file, which references the actual sounds. If you wanted, you could make it only have 1 sound file available and remove all randomization. All of this is modifiable in COH1, but COH2 has all file types except the ones listed on the wiki blocked.
24 Dec 2017, 09:49 AM
#3
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

jump backJump back to quoted post23 Dec 2017, 23:12 PMLugie
Standardize sounds... It is possible in COH1, however, with the current limitations set on COH2 it is not. I think some of the bigger mods like EAW and Blitzkreig have done it already.

Sounds and fx are linked to action files, which play a sound file, which references the actual sounds. If you wanted, you could make it only have 1 sound file available and remove all randomization. All of this is modifiable in COH1, but COH2 has all file types except the ones listed on the wiki blocked.


So, it is impossible to tweaking already added to the game sounds without restrictions? Tha's sad.

25 Dec 2017, 04:57 AM
#4
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2

It should be noted that the impacts have a sound too, and the impacts are affected by fx_munitions_name. The gun itself however, the sound cannot be changed afik.
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