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English-speaking community => Steel Fury: Kharkov 1942 => Topic started by: frinik on October 11, 2013, 05:22:05 AM



Title: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 11, 2013, 05:22:05 AM
Good Day Folks!

The Tweak and Shoot Sounds Mod is available for download on gamefront. Before I post the download link I am going to save people the hassle of having to search the Read Me text file( it's inside the mod next to the data folder) by posting it here below.This mod is backward compatible that is it works with NTA 1.7, 1.6, Steel panzer Mod 2.0, the Ultimate, NTA 1.4 and 1.3 if you have these older mods. Please back-up your files( common res, tech_cfg, sounds) .Use the JSGME to enable it last. Make sure you disable other sounds mods to avoid conflicts or crashes. I have made it easy for all of you by making all the changes required into the common res and tech_cfg files and including these files in the mod hence the size of it 244mbs. Just download and unzip into your MODs folder and enable.

Download link ( if prompted to enter user name and password just PM me): http://www.gamefront.com/files/23762163/Tweak_and_Shoot_NTA_1_7_Beta_

Read Me:

Tweak and Shoot Mod for NTA 1.7 Read Me.Vers. 01/10/2013

Welcome to new sounds in SF which hopefully will increase your enjoyment and immersion of the game.

1) CHANGES:

Most gun (tanks/spgs, artillery and AT) shots sounds and most of the MGs sounds as well have been changed. I created new gun categories in the common res folder to reflect the new sounds and make the changes easier to identify : kwk 42/kwk43/76mm/88mm/100mm/105mm/152mm.

New guns sounds:

-2pdr
-53k
-76m1
-76mm
-85mm
-88mm
-100mm
-105mm
-152mm
-f22
-f32
-f34
-flak36
-flak44
-kwk37
-kwk42
- kwk43
-pak35
-pak38
-pak40
-su76
-zis2
-zis4

New Machine Guns sounds:
-dt
-besa
-mg34t
-mg37
-mg37t
-maxim

Re light weapons( rifles, sturmgewehre, pistols and carbines).I tried modifying some of the sounds but I had to give up as many of the new sounds would make the missions ctds. I do intend to focus on that next.

Re the new sounds. I have used many and tested them for over the past 18 months. Some of the new sounds I had to forgo because of ctds. I only kept those which did not create any crash or incompatibility. I tried, as much as possible, to get new sounds that would be both more immersive and faithful to real original sounds. I watched so many documentaries and listened to more sounds on youtube and other media than I care to comment to ensure that the new sounds I picked would stick close to what the real guns sounded on the battlefield. However  I can’t vouch for 100% accuracy.

Re the explosion sounds. I have retained Lockie’s excellent and very immersive new explosion hits sounds. I simply culled the duplications and reorganised the remaining sounds  to reflect better the light and medium ranges sounds  for both hits and explosions.

Re egine/pillars( tracks) sounds; I introduced a few new sounds: for Tiger I , the Churchill, the Jagdtiger/Ferdinand, the Hetzer and the KV/JS family(JS-2/ISU122/KV-1s, KV2 and KV85/SU152and ISU152a variant).For others: T34s/SU85/122s, Panzer III and IVs, TigerII, Jagdpanthers, jagdpanzer and Su76 I modified somewhat the existing sounds based on what the real vehicles sounded from watching test runs conducted by tank museums or WW2 recreation events on youtube. They reflect my personal tastes. If you don’t like them you can simply substitute the tech_cfg folder I placed in the sounds mod for your own thus going back to the original engine/tracks sounds.

Re the common res and tech_cfg folders in the sounds mod. I incorporated  the smoke and fire tweaks as well as some explosion ones. As well I made some minor corrections for some gun velocity( kwk42 and kwk40 L48) and shell weight which did not match historical  data. I also slightly tweaked the AP and HE penetration values for the C53( 85 mm gun of the T34/85 and Su-85), the KwK42, the KwK43, the d25(JS2/ISS122/ISU122), the Flak44( Jagdtiger). Based on reading technical and battlefield reports the original values seemed understated. After experimenting with various values I found new ones which I feel reflect better the results of trial and battlefield reports.

I made corrections to the ammo complement of various German tanks and SPGs in the tech_cfg  in line with technical specifications. All the Tiger I variants now have 92 shells ( 60 AP 32 HE), the Tiger II has 86 ( 55 AP 31 HE), the Panther Ausf. A and D had 49 to 50( 49 or 50 AP and 30 HE) the Ausf. G has 53 (52 AP and 31 HE), the Jagdpanther had 57 to 60 shells instead of the current 75( I have retained 60 with 35 AP and 25 HE). For all German Tanks/SPGS  variants produced from spring 1943 onwards I have removed the tungsten core High Velocity Armour Piercing shells( Pzgr 40) as they were mostly discontinued in German armoured vehicles after May 1943 due to shortages of wolfram( tungsten) and molybdenum)and only issued to Pak40 and other anti-tanks guns crews. Thus whatever PZgr40 each tank was allocated I simply put a 0 value and simply increased the AP complement by the equivalent number. All pre spring 1943 German armoured vehicles still have their HVAP complement unchanged.

I also adjusted the amount of the mg bullets allocation for the Tiger II from 4800 to 5200, for the Jadpanthers  various reports indicated that they carried anywhere from 600 to 1200 cal 7.92 bullets depending on the variant. Thus I reduced the default 2500 value to 1200.

MODE OF INSTALLATION AND WARNING:

Just install the sounds mod into your MODs folder and enable last. In order to avoid any incompatibility issues with other sounds mods it is recommended to disenable any other sounds mods to avoid possible ctds. This sounds mods incorporate all sounds; both modified and original thus no other sounds folder is required. My advice is to remove all sounds folder from your game’s data folder and any other SP mod enabled. I have been working on the tweaks and new sounds for almost 2 years and I have been using many for 18 months and more. I can safely say that the changes should not create any instability issue nor ctds . One possibility is that you may experience brief stutters in game when playing some missions with heavy firing and explosions.



Have fun and enjoy and please provide criticism/comments/feedback!



Frinik.

Any issues/problems just let me know.








Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Kyth on October 11, 2013, 05:43:36 AM
Splendid.  ;D


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 11, 2013, 05:44:37 AM
Great work! Congratulations!

Thus whatever PZgr40 each tank was allocated I simply put a 0 value and simply increased the AP complement by the equivalent number.
This a very good decision, coz we still have ability to change the quantity of the shells (PZgr40) for the missions.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 11, 2013, 05:55:42 AM
Thanks Guys but let's test it first and see how it goes. It's only been tested by me so I hope it doesn't create any ctds. I haven't tested it with your latest mission pack Lockie. My own preference would have been to wait for NTA 1.7 Alpha or final release before releasing it.

I am going to download Mission pack 3.3 and test it ....

Lockie; stop producing new missions you are starting to feel like Comrade Stakhanov! ;D Neither Comrades Lenin nor Stalin are around to give you a Red Banner award...  ;)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 11, 2013, 05:07:39 PM
I can not download this file  :-[
He writes that the file is only 354kB and nothing happens   :(

Frank could save the file to 4Shared ?


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 11, 2013, 05:57:50 PM
Frank? Who I Frank?????  ???

I checked my download page and the size of the mod is 238.2 mbs. Here' another link below. I copied the download page on Gamefront at the bottom of my post and it clearly says the size of the mod is 238.2 mbs...


http://www.gamefront.com/files/23762163/Tweak_and_Shoot_NTA_1_7_Beta_zip


Tweak and Shoot NTA 1.7 Beta.zip



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File Name:Tweak and Shoot N[...] 1.7 Beta.zipFile Size:238.2 MBDate Added:10-10-2013Download Last 2 Week:26Downloads All Time:26Popularity:20.61%
Download 'Tweak and Shoot NTA 1.7 Beta.zip'


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 11, 2013, 06:44:11 PM
Frank? Who I Frank?????  ???

I checked my download page and the size of the mod is 238.2 mbs. Here' another link below. I copied the download page on Gamefront at the bottom of my post and it clearly says the size of the mod is 238.2 mbs...


http://www.gamefront.com/files/23762163/Tweak_and_Shoot_NTA_1_7_Beta_zip


Tweak and Shoot NTA 1.7 Beta.zip



Description:
Show All
Share

File Name:Tweak and Shoot N[...] 1.7 Beta.zipFile Size:238.2 MBDate Added:10-10-2013Download Last 2 Week:26Downloads All Time:26Popularity:20.61%
Download 'Tweak and Shoot NTA 1.7 Beta.zip'

Hmm, still I can not download  :(
I have options when you click download but nothing happens  ???
Unfortunately, no test  :-\
Links from 4shared beautifully suck but here I have an outstanding issue  ???


Frinik you have another link for download ?


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 11, 2013, 06:51:48 PM
Hmm, still I can not download  :(
May be antivirus block the content?


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 11, 2013, 07:05:15 PM
Hmm, still I can not download  :(
May be antivirus block the content?
still nothing :(


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 11, 2013, 07:06:07 PM
Frinik you have another link for download ?

No unfortunately not. I used to have a file4 share account but it was hacked and all my stuff was removed. Now no more File4 share for me!


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Lord_Haw-Haw on October 12, 2013, 01:43:20 AM
Download worked for me. Does this supersede: fix_SPM(NTA_1.7)_04?

1) Is there a parameter that changes the amount of smoke the main gun produces? This would be nice for spotting allied tanks as they produce more then the german tanks and the challenge of acquiring of targets after firing as an allied tank. I've messed with items #14 and #15 in the weapons parameter too no avail.

2) I've made some personnel mods (Churchill w/QF95, StuH42, FireFly, Sturmtiger, etc), I would like to change the range gradients of some sights. I tried the in game SF_ObjEditor to work with/convert (??) the *.go files, but nothing shows up. I only have photo shop and ZModeler as far as graphic tools, couldn't find a plug-in. At the moment I'm using a text matrix on my iPad to use existing in game range sights ::) ...it does add to the drama while under fire :D


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Txema on October 12, 2013, 02:21:58 AM
Hi Frinik,

First of all, thank you very much for the new version of your mod !!  :)

I have seen in your post that you say:

"This mod is backward compatible that is it works with NTA 1.7, 1.6, Steel panzer Mod 2.0, the Ultimate, NTA 1.4 and 1.3 if you have these older mods."

I want to ask if that is really possible for a mod that includes the "common_res.engcfg" file and the *.engcfg files of the tech_cfg folder. For example, in NTA 1.7 several tanks have more LODs (mesh_lods =) than in Steel panzer Mod 2.0. Which number of LODs are you going to set in your *.engcfg file? And I am sure that there are several other things that are also different and that will eventually create problems. My point is that a mod that includes those files can be done just for a single mod (for example for NTA 1.7) and in that case it must take as starting point strictly the *.engcfg files of NTA 1.7. If you don't follow that procedure and mix *.engcfg files of different mods then a lot of the fixes of NTA 1.7 will be undone by your mod and probably a lot of instabilities will arise for sure.

Lockie, Kyth what is your opinion on this topic?

BTW, I am using a software named "Beyond Compare" (http://www.scootersoftware.com/) that allows to do a quick comparison of different files and highlights the changes between them. By using this utility I can see that there are important differences between your *.engcfg files and those of NTA 1.7 that indicate that you have used files from other mods as starting point for your mod. That's why I am concerned with all of this...

In any case, thank you very much again for all your work in the mod. I am just trying to help here....


Txema


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Kyth on October 12, 2013, 05:03:21 AM
Lockie, Kyth what is your opinion on this topic?


All depends on the sequence of activation.
Since the common_res and tech_cfg files are all included in the Tweak mod, they'd overwrite the earlier versions in 1.6, SPM 2.0, NTA 1.4 and NTA1.3, thus compelling them to be compatible.  :) You'd just need to activate the Tweak mod last.

To be sure, for compatibility with NTA 1.7, you might need to activate any subsequent updates, after the Tweak mod.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 12, 2013, 05:14:32 AM
Hi Txema, I used the File compare program to ensure that the common res files in the mod are on par with NTA 1.7 .There are minor differences as I made adjustments to some values but unless you have a totally different version of NTA 1.7 then I don't see how my common res files are from other mods since I used the common res files emailed to me by Lockie????

The tech_cfg files that I have are also from NTA 1.7. I also made modifications to them adjusting some values( shells and bullets etc, changing links to sounds( tracks and engines).

Now I am releasing it now a little bit against my own best judgment .My own inclination was to release it as part of the final or Alpha release of NTA 1.7 and actually include it ion that release rather than release it as stand alone mod. I used it myself but not as a stand alone as part of my NTA 1.6 and 1.7 installs and I have no problems.I asked others to test it but never heard from them... ::)

That being said nobody is obliged to use it . If you have qualms then don't use it. If you want to try it out my advice is to make a copy of your game and test it. Report any problem to me and I 'll do my very best to address or solve it. In fact Txema with that program of yours can you merge files? Because If you can then I would appreciate if you could merge the tech_cfg files from the T and S mod with those you have and email the result to me so I can examine it???

Cheers.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 12, 2013, 06:50:00 AM
Hi Guys, I found a bug in the new sounds mod. It has to do with that cursed Tiger Ausf H1. It shouldn't have any impact on your game except when you try to play that Tiger H1 or possibly the Tiger SS. The good thing is all it takes is changing 2 tech_cfg files in the tech_cfg folder of the mod. I have made the correction required and tested it( just 5 minutes prior to writing this post in fact tested ) and everything is fine now with the Tiger H1. I am going to create  zip file for the 2 tech_cfg files that need to replace those in the mod and post them on Gamefront. All you need to do is unzip these 2 files and paste them into the tech_cfg folder instead of the 2 files that are there( it's the tiger and tiger files).It's 5 minutes work at most. :)

All right, the 2 corrected tech_cfg files are available for download. Here's the link:

http://www.gamefront.com/files/23766078/tec_cfg_corrected_NTA_1_7_zip


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 12, 2013, 07:00:09 AM
2) I've made some personnel mods (Churchill w/QF95, StuH42, FireFly, Sturmtiger, etc)
It sounds fantastic! Could u enclose a couple screens?

Quote
I would like to change the range gradients of some sights.
I may help u with gunsight creating/adjusting. Just give me a scheme, field of view, magnification and of course model :)
I've made a special polygons, where u've ability to adjust gunsight according to the distance and target dimensions.

I am using a software named "Beyond Compare" (http://www.scootersoftware.com/) that allows to do a quick comparison of different files and highlights the changes between them.
It's a very interesting! I'll give it a try. At the current moment I'm using `ExamDiff Pro 4.5.2.0` to compare the files content.

PS
Right now I've tested `Beyond Compare3.1.6` and I may say this is a magic utility!!! Txema, why u didn't post info abt this one early?  >:(
Just kidding :D Thank u very much for this a VERY useful and comfortable utility!


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Lord_Haw-Haw on October 12, 2013, 02:07:30 PM
2) I've made some personnel mods (Churchill w/QF95, StuH42, FireFly, Sturmtiger, etc)
It sounds fantastic! Could u enclose a couple screens?

Quote
I would like to change the range gradients of some sights.
I may help u with gunsight creating/adjusting. Just give me a scheme, field of view, magnification and of course model :)
I've made a special polygons, where u've ability to adjust gunsight according to the distance and target dimensions.


Sorry to say I've done no graphical changes only weapons, ammo, sounds and tech_cfg tweaks. Example putting a 17pdr or 105 and it's ammo, armor,weight, etc for the already in game sherman, all through the JSGME so it's easily to update and revert back to the 76mm. As far as sights I was thinking of just changing the graphical numbers...if you could give me the info/files I'll try messing around with them and send everything to you when done...I wouldn't want you to have to spend the time at the firing range...I've concluded to give load-outs of 100+ of each round to figure it out...the maths don't work as well as the game environment.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 12, 2013, 02:43:01 PM
Unfortunately, I have to let go because I do not have Mod physical possibilities Download it  >:(
With Gamefront I can not even to two computers download anything from this server  >:(


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 12, 2013, 03:00:49 PM
Sorry to say I've done no graphical changes
OK, I see. Here's a tutor how to make gunsight, it's in russian.
http://www.sukhoi.ru/forum/showthread.php?t=60094

This is my source files as example.
http://www.4shared.com/get/FZsLFyQ7/reticle_stug.html


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 12, 2013, 03:04:34 PM
With Gamefront I can not even to two computers download anything from this server
Try `tor browser`
https://www.torproject.org/


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Lord_Haw-Haw on October 12, 2013, 03:23:01 PM
Sorry to say I've done no graphical changes
OK, I see. Here's a tutor how to make gunsight, it's in russian.
http://www.sukhoi.ru/forum/showthread.php?t=60094

This is my source files as example.
http://www.4shared.com/get/FZsLFyQ7/reticle_stug.html

Thank you lockie


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Txema on October 12, 2013, 08:37:12 PM
Hi Txema, I used the File compare program to ensure that the common res files in the mod are on par with NTA 1.7 .There are minor differences as I made adjustments to some values but unless you have a totally different version of NTA 1.7 then I don't see how my common res files are from other mods since I used the common res files emailed to me by Lockie????

I do agree, Frinik, the common_res.engcfg file of you mod has taken the file from NTA 1.7_fix04 as starting point and now includes your adjustments. No problem here !!  :)

The tech_cfg files that I have are also from NTA 1.7. I also made modifications to them adjusting some values (shells and bullets etc, changing links to sounds (tracks and engines).

Frinik, I have to disagree with this. A lot of the tech_cfg files of your mod have not taken the files from NTA 1.7 as starting point. And here is the problem in my opinion. Let's examine the file pz4.engcfg as example. If I compare the versions of that file in your mod and in NTA 1.7_fix04 I can see several differences. Some of them are the adjustments of your mod, of course, and I have no problem with them. But why are the following things different in both files:

(I am copying them from the NTA 1.7_fix04 file)

gear_k   =   -2.6, 0, 3.45, 1.8, 1.07, 0.70, 0.50, 0.34;

gear_kpd   =   1.0, 1.0, 1.0, 0.5, 0.4, 0.3, 0.2, 0.1;

sh_paths() { #include "misc\sh_paths\shpaths_pz4.engcfg" }

mesh_lods  =   2;

d_screen_01, 0.8;
d_screen_02, 0.8;
d_screen_03, 0.85;
d_screen_04, 0.91;
d_screen_05, 0.8;
d_screen_06, 0.87;
d_screen_07, 0.9;
d_screen_08, 0.9;
d_screen_09, 0.81;
d_screen_10, 0.9;
d_screen_11, 0.88;
d_screen_12, 0.8;
d_tracks_01, 0.77;
d_tracks_02, 0.84;


d_antenna;

Why are these things different in your mod's pz4.engcfg file? I guess that they are different because you have used as starting point for your mod the pz4.engcfg file from other mod that is not NTA 1.7_fix04...


Txema


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 12, 2013, 08:55:21 PM
Does anyone had another link to fashion ???


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 12, 2013, 09:04:27 PM
Txema; feel free to replace the tech_cfg files with those you feel belong to NTA 1.7 fix 04 ( which by the way I didn't have at the time I started working on the mod over 5 weeks ago .I only had NTA 1.7 Beta the original release). You're starting to sound like the Headmaster of a school. As I said nobody is forced to use the mod.... ;)

At the risk of repeating myself, I originally intended to release this mod once the final release was ready so I would have had the latest files available.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 12, 2013, 10:06:44 PM
Does anyone had another link to fashion ???
Try this link:
http://www.sendspace.com/file/xx4cle


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 12, 2013, 10:10:44 PM
Does anyone had another link to fashion ???
Try this link:
http://www.sendspace.com/file/xx4cle


Goes like a storm  :D
thank You  ;)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: fabianfred on October 13, 2013, 12:02:55 AM
Does anyone had another link to fashion ???
Try this link:
http://www.sendspace.com/file/xx4cle

does this have the updated tech_cfg files?


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Txema on October 13, 2013, 12:25:17 AM
Come on, Frinik, I am just trying to help... I am going to rephrase my previous post to be clearer. It is curious but the pz4.engcfg file is identical in the originally released NTA_1.7_alpha and in the last fix NTA_1.7_fix04. Let's see:

I think that a lot of the tech_cfg files of your mod have not taken the files from NTA 1.7 as starting point. And here is the problem in my opinion. Let's examine the file pz4.engcfg as example. If I compare the versions of that file in your mod and in NTA 1.7 I can see several differences. Some of them are the adjustments of your mod, of course, and I have no problem with them. But why are the following things different in both files:

(I am copying them from the NTA 1.7_alpha file)

gear_k   =   -2.6, 0, 3.45, 1.8, 1.07, 0.70, 0.50, 0.34;

gear_kpd   =   1.0, 1.0, 1.0, 0.5, 0.4, 0.3, 0.2, 0.1;

sh_paths() { #include "misc\sh_paths\shpaths_pz4.engcfg" }

mesh_lods  =   2;

d_screen_01, 0.8;
d_screen_02, 0.8;
d_screen_03, 0.85;
d_screen_04, 0.91;
d_screen_05, 0.8;
d_screen_06, 0.87;
d_screen_07, 0.9;
d_screen_08, 0.9;
d_screen_09, 0.81;
d_screen_10, 0.9;
d_screen_11, 0.88;
d_screen_12, 0.8;
d_tracks_01, 0.77;
d_tracks_02, 0.84;


d_antenna;

Why are these things different in your mod's pz4.engcfg file? I guess that they are different because you have used as starting point for your mod the pz4.engcfg file from other mod that is not NTA 1.7...

The problem goes well beyond the use of NTA_1.7_fix04 or not. I think that a lot of the tech_cfg files of your mod have taken as starting point files from mods different from NTA 1.7, and I am pointing out that this can be an important problem for NTA 1.7, because it can undo some of the fixes of NTA 1.7 and can cause instabilities.

To finish I want to say again that I do appreciate your work on this mod and that I am just trying to help with a problem that I have detected . Now you can pay attention to my advice or not, of course. In any case, out of respect, I will not bother you with this again in the future if you don't want.


Txema


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 13, 2013, 04:52:37 AM
I have asked Lockie to email me the latest tech_cfg files( all of them) .I will work on them to include all the changes required. I will make an updated version of the Tweak and Shoot Mod and upload it.It will be version 3(v3).Stay tuned Folks! I'll also make my Sticky clearer it will be for testing!

Hang on everybody!


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 13, 2013, 04:00:43 PM
I have asked Lockie to email me the latest tech_cfg files( all of them) .I will work on them to include all the changes required. I will make an updated version of the Tweak and Shoot Mod and upload it.It will be version 3(v3).Stay tuned Folks! I'll also make my Sticky clearer it will be for testing!

Hang on everybody!

Super'll be waiting impatiently  ;D


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Txema on October 13, 2013, 04:19:43 PM
Thank you very much, Frinik. This mod is very important for Steel Fury. It will increase the inmersion factor a lot !!

Thank you very much again !!  :)


Txema


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 13, 2013, 07:09:00 PM
You're welcome! ;)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 13, 2013, 09:17:00 PM
You're welcome! ;)

Great mod  :D
Finally I managed to complete the mission destroy panther  ;D
I even have four anti-tank missiles and eight explosiv after completing the mission  ;D


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 13, 2013, 09:26:03 PM
Finally I managed to complete the mission destroy panther  ;D
What the name of the mission? Share with comrades er knowledge!  8)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 13, 2013, 09:29:21 PM
Finally I managed to complete the mission destroy panther  ;D
What the name of the mission? Share with comrades er knowledge!  8)


The mission of the mission pack 2.1_ "Destroy Enemy HQ Panther G"
I stopped the powerful storms Soviet steel  :D
And here is the result :

http://i1075.photobucket.com/albums/w425/Czarny_Plone/shot_2013_10_13_23_04_03_0001.jpg~original
http://i1075.photobucket.com/albums/w425/Czarny_Plone/shot_2013_10_13_23_04_08_0002.jpg~original



Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 13, 2013, 09:51:34 PM
I stopped the powerful storms Soviet steel  :D
Whau-u! This is really amazing and incredible result! I never got it!
My congratulations! I'm pretty sure that after such great results at least a `Ritterkreuz des Eisernen Kreuzes` er gunner should be promoted!

Herbei zum Kampf, ihr Knechte der Maschinen
Nun Front gemacht der Sklavenkolonie.
Hört ihr denn nicht die Stimme des Gewissens,
Den Sturm, der euch es in die Ohren schrie(c)

http://www.youtube.com/watch?feature=player_embedded&v=PbW_JaCm05A


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 13, 2013, 10:09:12 PM
Congratulations this is a great victory for the Vaterland!Wow 20 kills you are a Panzer Ace Czarny! 
Lockie we need decorations in SF. The Iron Cross and the Hero of the Soviet Union for our AI players....

Great mod  Cheesy

Have you tried it??? ???


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 13, 2013, 10:24:59 PM
Lockie we need decorations in SF. The Iron Cross and the Hero of the Soviet Union for our AI players....
I may say u sincerely, that SF give me a possibility to feel myself as a children :)
Well, of course I'm adult and refused to play with a `dinky toys` a many years ago, but thanks to SF - I've a chance to feel myself a bit younger and not responsible at all :)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 13, 2013, 10:43:30 PM
Congratulations this is a great victory for the Vaterland!Wow 20 kills you are a Panzer Ace Czarny! 
Lockie we need decorations in SF. The Iron Cross and the Hero of the Soviet Union for our AI players....

Great mod  Cheesy

Have you tried it??? ???

thanks guys  :D
Medals something along the lines of the old Panzer Elite  ;D


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 14, 2013, 05:34:10 AM
Just to give a little update of my own, I am half way through plodding the latest tech_cfg files sent to me by Comrade Lockie to make all the changes required to sounds and ammo. I took the opportunity to add some more content like the T34/85 now has a distinct engine/tracks sound separate from the smaller and older T34s( the 76/43 and 57 models). I think I 'll have the Su-85 use the same engine/tracks sound as the T34/85. I also decided to keep the new JS-2 engine sounds that came with NTA 1.7 and reserve my own sound (which is also quite good just for the KV/and ISU/SU152 series. I also made changes to other sounds .Anyway just a little bit more patience cause I don't want to make mistakes and it's really intensive work...


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 14, 2013, 03:14:34 PM
Just to give a little update of my own, I am half way through plodding the latest tech_cfg files sent to me by Comrade Lockie to make all the changes required to sounds and ammo. I took the opportunity to add some more content like the T34/85 now has a distinct engine/tracks sound separate from the smaller and older T34s( the 76/43 and 57 models). I think I 'll have the Su-85 use the same engine/tracks sound as the T34/85. I also decided to keep the new JS-2 engine sounds that came with NTA 1.7 and reserve my own sound (which is also quite good just for the KV/and ISU/SU152 series. I also made changes to other sounds .Anyway just a little bit more patience cause I don't want to make mistakes and it's really intensive work...

something amazing  :o  ;D


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 14, 2013, 04:53:42 PM
I have also modified some of the shots sounds with new ones better than the old new ones. Now the 90mm M3 of the M-36 has a new sound! if everything goes well I expect to upload version 3 tomorrow and make it available this time it will have all the latest files. ;)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 14, 2013, 05:10:41 PM
I have also modified some of the shots sounds
I hope the sounds for M26 and M5 included also? ;)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 14, 2013, 05:37:47 PM
No My Dear Comrade. Please send the details about their guns so I can look for new sound for them.  I 'll also need updated tech_cfg, common res and common units files  ;D


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 14, 2013, 05:49:19 PM
Please send the details about their guns
Mein Lieber Genosse :)
I can't send details and the reason is quite simple - I don't know them  ::)
But I'm working on it  ;)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 14, 2013, 06:47:29 PM
Maskirovka again eh???? Ausgezeichnet ! ;)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Donken on October 14, 2013, 06:51:58 PM
No My Dear Comrade. Please send the details about their guns so I can look for new sound for them.  I 'll also need updated tech_cfg, common res and common units files  ;D

Use this site: http://www.wwiivehicles.com/default.asp (http://www.wwiivehicles.com/default.asp)
All sources etc from where they got the info are listed, so no humbug there =) 100% pure info!


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 14, 2013, 09:06:33 PM
I have also modified some of the shots sounds with new ones better than the old new ones. Now the 90mm M3 of the M-36 has a new sound! if everything goes well I expect to upload version 3 tomorrow and make it available this time it will have all the latest files. ;)

tomorrow is a great  :D
This fix ammunition Hetzer will also be repaired and the sound of the engine because it does not have wogole while driving ?
Fix the ammunition is that that we do not have bullets in pp and he Hetzer  ???


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 15, 2013, 05:24:00 AM
What's a wogole??????


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 15, 2013, 10:20:25 AM
What's a wogole??????

sorry for my English  ;D
Simply can not shoot with a gun in Hetzer  (Jagdpanzer (38t)  :-\


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 15, 2013, 12:20:39 PM
Can you be more specific? Is it the ammo that's not loading when you want to shoot with the Hetzer???Or there's no ammo available on your in game shell screenie?


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 15, 2013, 12:56:27 PM
Can you be more specific? Is it the ammo that's not loading when you want to shoot with the Hetzer???Or there's no ammo available on your in game shell screenie?

 no ammo available on your in game shell screenie


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 15, 2013, 01:24:55 PM
no ammo available on your in game shell screenie
Could u open the next file by notepad:
...\data\k42\loc_rus\levels\levels\tech_cfg\hetzer.engcfg
I want to see what the shells du u've. In the current NTA1.7:
   shells()
   {
      //shell name, quantity
      PZGR37_75L48, 30, 0, 0;
      PZGAR37_75L48, 6, 0, 0;   
      SPRGR37_75L48, 10, 0, 1;
      BUL_792, 1200, 0, -1;

   }


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 15, 2013, 01:49:19 PM
Czarny you have the same problem that I had. Your shell entries in the Hetzer tech_cfg are probably missing the L48 at the end of each shell category. Simply add(L48) for each and save. Your problem should be solved!


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 15, 2013, 03:22:06 PM
Czarny you have the same problem that I had. Your shell entries in the Hetzer tech_cfg are probably missing the L48 at the end of each shell category. Simply add(L48) for each and save. Your problem should be solved!

I have so :

//ammunition (in common_res.engcfg)
   shells()
   {
      //shell name, quantity

      PZGR39_75L48h, 20, 0, 0;
      PZGR40_75L48h, 6, 0, 0;
      SPRGR38_75L48h, 20, 0, 1;

      BUL_792, 1200;


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 15, 2013, 03:32:04 PM
Trfy removing the h at the end of each entry so it reads only PZGR_75L48 for example?

Your entries in the common res under guns and shells do they read like below:

//Hetzer
PAK39,0,%WEAP_RBARRET%,48,75,1,0.35,0.1,1,1,0,6,1,1,1,shot_kwk40,reload1,,drop1,1,txt_gun_pak39,gun_shot_pat,,PAK39;

and shells:


//Hetzer shells
PZGR37_75L48,0x01,%SHELL_AP%,PAK39,770,43,0.81,0.3,0,1,1,0,7.2,0.2,0.1,7,1,1,0.1,0,1,1,1,expl_gndl*,expl_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_pzgr39_75,ap_expl_pat,rico_pat,piece_pat,0x1,1,1,1,1,0xffff4040,3,1,17,SHELL_PZGR39,SHELLC_PZ4F2;
PZGAR37_75L48,0x01,%SHELL_APSC%,PAK39,1050,48,0.83,0.2,32,1,1,0,4.1,0,0.22,9,1,1,0.1,0,1,1,1,expl_gndl*,expl_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1000,1,txt_shell_pzgr40_75,apsc_expl_pat,rico_pat,piece_pat,0,0,0,0,1,0xffff4040,3,0.7,18,SHELL_PZGR40,SHELLC_PZ4F2;
SPRGR37_75L48,0x10,%SHELL_HE%,PAK39,475,43,0.3,0.1,0,1,1,0,5.75,0.68,0.09,4.8,1,1,0.1,0,1,1,1,expl_gndm*,expl_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_sprgr38_75,he_expl_pat,rico_pat,piece_pat,0x3,1,2,100,3,0x60000000,0,1,20,SHELL_SPRGR34,SHELLC_PZ4F2;


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 15, 2013, 04:02:47 PM
Trfy removing the h at the end of each entry so it reads only PZGR_75L48 for example?

Your entries in the common res under guns and shells do they read like below:

//Hetzer
PAK39,0,%WEAP_RBARRET%,48,75,1,0.35,0.1,1,1,0,6,1,1,1,shot_kwk40,reload1,,drop1,1,txt_gun_pak39,gun_shot_pat,,PAK39;

and shells:


//Hetzer shells


PZGR37_75L48,0x01,%SHELL_AP%,PAK39,770,43,0.81,0.3,0,1,1,0,7.2,0.2,0.1,7,1,1,0.1,0,1,1,1,expl_gndl*,expl_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_pzgr39_75,ap_expl_pat,rico_pat,piece_pat,0x1,1,1,1,1,0xffff4040,3,1,17,SHELL_PZGR39,SHELLC_PZ4F2;
PZGAR37_75L48,0x01,%SHELL_APSC%,PAK39,1050,48,0.83,0.2,32,1,1,0,4.1,0,0.22,9,1,1,0.1,0,1,1,1,expl_gndl*,expl_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1000,1,txt_shell_pzgr40_75,apsc_expl_pat,rico_pat,piece_pat,0,0,0,0,1,0xffff4040,3,0.7,18,SHELL_PZGR40,SHELLC_PZ4F2;
SPRGR37_75L48,0x10,%SHELL_HE%,PAK39,475,43,0.3,0.1,0,1,1,0,5.75,0.68,0.09,4.8,1,1,0.1,0,1,1,1,expl_gndm*,expl_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_sprgr38_75,he_expl_pat,rico_pat,piece_pat,0x3,1,2,100,3,0x60000000,0,1,20,SHELL_SPRGR34,SHELLC_PZ4F2;

 ??? thanks but I'll wait for the new version of your great fashion  :o


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 15, 2013, 04:43:58 PM
Can you send me your Hetzer's tech_cfg and your common folder by email? I can PM you my email address.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on October 15, 2013, 05:00:03 PM
Can you send me your Hetzer's tech_cfg and your common folder by email? I can PM you my email address.

of course  ;)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 15, 2013, 05:25:52 PM
Ok one thing with the Tweak and Shoot mod , if it's not enabled last in the JSGME then all the new sounds and tweaks won't be available because if you enable another file like a fix or update after it in the JSGME the new common res and tech_cfg files will overwrite those in the Tweak and Shoot Mod.This is a problem I am working out with Lockie.One possibility would be for Lockie to keep the common res and tech_cfg files from the Tweak and Shoot Mod and simply update them with the change she makes in his updates or fix and then incorporate them in his updates/fixes. This way the issue of losing the new stuff would not be an issue.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Lord_Haw-Haw on October 17, 2013, 05:41:23 PM
frinik,
Found what was causing my CTD's "during missions", the shot_howtz (not sure the exact syntax, away from the PC with the SF install) wave file, even after making it mono and view/horizon distance @1200. Maybe my old audio chipset, not sure why but now it all adds up for me as far as why particular mission did so. I miss that sound (via audio tools) though, man! the sustain on the bass...using the pp27 wave renamed +3.5 dB across, not bad replacement for now.
Thanks for all the great sounds, must have listen to each one 10-15 times.
Looking forward to your next developments!!


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 17, 2013, 06:16:25 PM
Can you post the name of that sound please?/??? If it's the shot_howit then it's not from me. It's been with the game since Beta 1.5 at least that is 3 years????? It used the be the first sound for the JS-2.
I am surprised it would cause crashes though because it's been used in all  mods Beta1.5, the Ultimates, Steel Panzer 2.0, NTA 1.6 and 1.7 and nobody has ever reported any issue with it.... In my sounds mod it's only used for the M30 122mm gun of the SU-122( I left it as it was)..... I replaced for others guns with new , individual sounds. Unless you are talking about a mortar sound???The Hmort?


If you need a replacement for that particular sound I can email you one. I have still lots of good sounds up for grab

Happy that you're enjoying the new sounds. How about the Tweaks? Are they working good for you?


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Lord_Haw-Haw on October 17, 2013, 10:34:26 PM
Can you post the name of that sound please?/??? If it's the shot_howit then it's not from me. It's been with the game since Beta 1.5 at least that is 3 years????? It used the be the first sound for the JS-2.
I am surprised it would cause crashes though because it's been used in all  mods Beta1.5, the Ultimates, Steel Panzer 2.0, NTA 1.6 and 1.7 and nobody has ever reported any issue with it.... In my sounds mod it's only used for the M30 122mm gun of the SU-122( I left it as it was)..... I replaced for others guns with new , individual sounds. Unless you are talking about a mortar sound???The Hmort?


If you need a replacement for that particular sound I can email you one. I have still lots of good sounds up for grab

Happy that you're enjoying the new sounds. How about the Tweaks? Are they working good for you?
It's crazy, I know. ???
It is the shot_howit. I original was only 1.5 secs long yours is 5.0 secs. Where it was CTD 100% the quickest was the Brummbar mission in MP 1.1, driving up the road just past the gun emplacement on the right

In the common_res, I only merged the weapon's "sound of the shot" and vis_expl_pats() & phys_expl_pats() lines. Everything else as you configured.

This gave me concerns, did not merge:
Line 1599 in common_res: ktiger2_l,TRACKS1,0.1,0.818,0.085,801,570,90,1111,369,400,4608,-0.09,0.75,0,0.01;





Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 17, 2013, 10:50:04 PM
It is the shot_howit. I original was only 1.5 secs long yours is 5.0 secs. Where it was CTD 100% the quickest was the Brummbar mission in MP 1.1, driving up the road just past the gun emplacement on the right
I think there's a problem with d/l. The original file has 1.5 sec duration and format 44kHz, 16bit, Mono. May by u should re-d/l.

Quote
This gave me concerns, did not merge:
Line 1599 in common_res: ktiger2_l,TRACKS1,0.1,0.818,0.085,801,570,90,1111,369,400,4608,-0.09,0.75,0,0.01;
Well, it's just slip of the pen. There should be 111.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Lord_Haw-Haw on October 17, 2013, 10:51:41 PM
On another sound topic.
The Panther had an gun evacuation system that used compressed air. I have no ideal how noisy the inside of a panther is, but wondering is there would be a hiss sound* after each shot?  

*???hiss sound like when you disconnect a air tool from the hose ???


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Txema on October 17, 2013, 11:29:40 PM
Hi friends,

I have just checked with "Audacity" (http://audacity.sourceforge.net) the sound shot_howit.wav that can be found in the folder \data\k42\loc_rus\sounds\shots of this mod "Tweak and Shoot NTA 1.7 Beta Sounds Mod v2" and it is:

Mono, 44100 Hz, 32 bits, with a duration of 5 seconds.

It was identical in the first version of this mod...

Lockie, can you check it again please?


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 18, 2013, 12:34:32 AM
I have just checked the sound shot_howit.wav and it is:
Mono, 44100 Hz, 32 bits, with a duration of 5 seconds.
It was identical in the first version of this mod...
It's very strange, I've just re-d/l `Sound Mod (NTA) 1.0` and checked shot_howit.wav and
it is:
Mono, 44100 Hz, 16 bits, with a duration of 1.34 seconds, but I remember I did a small update. So, may be I fixed this sound.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 18, 2013, 05:25:27 AM
Well guys all of you, Lockie, Txema, Lord Haw_Haw, thanks for the testing. I am really baffled...????? That shot_howit is not one of my sounds. I actually like it which I why I kept it....  It's very possible that during the upload it was somehow corrupted....


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2/New Bullet Ricochet Sounds
Post by: frinik on October 18, 2013, 05:47:23 PM
Hey guys, I have exciting news. I was always bothered that the machine gun bullets do not make any hit sound when they hit the ground or metal. So I decided to do something about it. I checked the common res and decided to create new entries into the 7.62 bul entries:



BUL_762,0x09,%SHELL_AP%,BUL_762,865,40,0.5,0.3,0,1,0,0,0.0096,0,0.6,8,5,5,0.1,0,1,1,1,expl_bulgndl*,expl_bultechl*,expl_bulbuildl*,expl_bulwaterl*,expl_bulhuman*,
fly1,0,800,1,txt_shell_bul762,apmg_expl_pat,rico_pat_bul,piece_pat,0,1,1,1,1,0xff40ff40,1,0.7,-1,-1,-1;

I then added the respective new sounds into the expl folder into the low 9sounds) folder creating new entries:

expl_bulbuildl_0
expl_bultechl_0
expl_bulgndl_0
expl_bulwaterl_0
expl_bulhumanl_0

I then created a small test mission with some T34/76 since they have the 7.62 cal MGs. I shot at the ground and at the other tanks and sure enough you could hear the sound of bullets ricocheting off the ground and the metal with different sounds of course. The good news and that it did not cause any ctd. Thus  I am going to extend the experiment to all the other calibres of bullets, 7.92 and .50(I ''l have to find louder sounds for that one), 9 mm etc...And of course I will test to ensure that it works without any crash or problem. I think having these new sound should enhance the immersion and realism!

Cheers.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: lockie on October 18, 2013, 05:59:10 PM
Good investigation! But I think it effects cpu calculations.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 18, 2013, 07:14:03 PM
Affects cpu calculations????? Not sure what you mean but it does not slow down the game nor create an fps problem. I tested with about 12 tanks and 4 trucks and no slow down.... I extended the test to the 7.92 mm bullets and it works fine with the German MGs as well.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Lord_Haw-Haw on October 18, 2013, 08:24:17 PM
I was always bothered that the machine gun bullets do not make any hit sound when they hit the ground or metal.

... I extended the test to the 7.92 mm bullets and it works fine with the German MGs as well.

Can't wait to try this out! Thanks frinik, people like you make these (IL2) older games alive and my favorites.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 18, 2013, 08:53:11 PM
Well hang on I already modified the common res for the ricochet bullet sounds I will zip the new sounds and put it in a bundle. All people will have to do will be to replace their common res with that modified one. Paste the new bul sounds into the low subfolder of the expl folder and try it out!

As always back up your files( common res and expl) ;)

All right here's the download like on file4share:

http://www.4shared.com/zip/w5YqZHeH/bullet_sounds_files.html

It's a zip file that contains 2 zip files one is the common res the other are the 5 new bullet sounds to be pasted in to the sounds folder( the low).

Enjoy! And remember it's a first attempt and it shows it can be done. If you have better ricochet sounds please let me know!


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 18, 2013, 09:55:56 PM
Just tested it further with NTA 1.7 I had a battle with 12 Shermans and 6 M36 against 6 Tigers and not once did the fps dropped under 55 fps even when machine gunning crews and tanks and the bullet sounds were pinging all around. No crash no bug...


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Txema on October 18, 2013, 11:42:32 PM
Wow Frinik !!!

Very interesting. The bullet ricochet sounds will add a lot of inmerssion.

Great news !!!  :D


Txema


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 19, 2013, 02:52:44 AM
Thanks Txema! At least hearing bullets ricocheting off a tank will make it more realistic and add a little bit to the game.....


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Lord_Haw-Haw on October 21, 2013, 05:58:23 PM
Thanks Txema! At least hearing bullets ricocheting off a tank will make it more realistic and add a little bit to the game.....

Working great here. Is there anyway the lower the volume as distance increases?


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 21, 2013, 06:51:09 PM
That's the main problem I haven't been able to solve yet. What I need to do is find new, fainter sounds and them move them to the low sounds subfolder and then move the current ones, after renaming them of course , the medium sounds subfolder. However finding new, appropriate sounds ain't going to be easy!!!! But don't worry I'll work on it! 8)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Lord_Haw-Haw on October 21, 2013, 10:20:53 PM
That's the main problem I haven't been able to solve yet. What I need to do is find new, fainter sounds and them move them to the low sounds subfolder and then move the current ones, after renaming them of course , the medium sounds subfolder. However finding new, appropriate sounds ain't going to be easy!!!! But don't worry I'll work on it! 8)

Go to reply #65 of this thread Posted by: Txema using that tool you can lower the volume.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 22, 2013, 04:41:41 AM
I don't have that program and I am not familiar with it....So my best bet is to look for other sounds to replicate distance.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: LSM on October 26, 2013, 04:07:34 PM
Comrade Frinik thanks. Your completion by bullets in handy. After 5 years in the game began to hear the sounds of bullets.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on October 26, 2013, 05:08:20 PM
Just be careful Comrade LSM! If you stick your head out of your tank you may be hit by one.... ;D

Thank you Comrade. It's just a first attempt. I am looking to improve it by finding more realistic ones. Comrade Txema has sent me new hits and bullet sounds. Hopefully I can make it better! :)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: LSM on October 26, 2013, 05:39:14 PM
Perfection is not the end. Thank you.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: бампер on October 27, 2013, 12:13:19 AM
Good sound in the game is a great thing.  ;D


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on April 04, 2014, 07:12:34 PM
welcome back  ;D
Have you worked in the latest installment Tweak and Shoot NTA ?
Is there a version for NTA 1.8 ?


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on April 05, 2014, 06:09:35 AM
I am trying to talk Comrade Lockie into accepting it for NTA 1.9.Otherwise I'll have to make one for 1.8. One thing I could do is post the new shots and explosion/hits sounds for people to download but the problem is I have created new sounds which implies making changes in guns names in the common res folder.


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on April 06, 2014, 01:01:31 AM
great news  :D
can not wait longer  :o
Tweaki your sound besides also improves the visual explosions hit, larger particles explosion risks :)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on April 06, 2014, 05:58:57 AM
Tweaki your sound besides also improves the visual explosions hit, larger particles explosion risks

Absolutely.I have tweaked the smoke from the shots, the smoke from burning tanks/vehicles, the dust and explosion resulting from shells hitting the ground, the sparks when the tanks are hit, the flames of burning vehicles/tanks and buildings and the exp-losion sounds have also been amplified.As for the shots all guns in the game have their own sound.No more generic sound for 5 or 6 different guns and the new sounds are much, more immersive than the vanilla or original ones....


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on April 06, 2014, 10:01:29 PM
I knew that after a wonderful tweaku much better graphics in August had done  ;D
Damn there is a chance play at a new tweak nta1.8 this month ?

Could you provide the link on 4shared please...


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on April 07, 2014, 05:54:18 AM
Hold on Czarny( Black?) I am currently working on tweaking the common res folder for the March update.The problem with all the updates is whatever I do I need to update whenever the next update comes because the common res folder chnages from one update to the other. I just downloaded the March update and I am currently working on tweaking it.Once I am done I will email you or post the tweaked common res and the new sounds OK? ;)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: Czarny_PLone on April 07, 2014, 01:10:16 PM
Of course, I'm waiting impatiently  :o
Very well the latest update in March will be included   :)

Damn I'll have to send you a donation for a beer  ;)


Title: Re: Tweak and Shoot NTA 1.7 Beta Sounds Mod v2
Post by: frinik on April 07, 2014, 07:30:02 PM
Unfortunately Czarny I don't drink beer; may be once every 2 years or so! Just your fun and appreciation will be enough for me! :D