[WIP] Distant Sounds for Weapons


Vash
05-23-2003, 01:27 AM
I've just stumbled across something intresting and cool while in the pursuit of getting 3rd person bolt reload sounds, I figured out how to get 3rd person distant sounds back!! This idea was started back in 3.1, and I really really loved it. Essentially everytime someone fired a weapon, it would play a toned down "distant shot" sound using the first person sound event 5004. At close range you couldn't really hear it, but what this ended up doing is at long range you could hear the "pops" of automatic and rifle fire in the distance. Well this was originally implemented into the player models, but I never did like editing all that jumble of animations, specially since now there's more. And now it was mentioned that the new models can't use this "bug" as it was fixed. Buuuuut..... I think I found a solution.

First off, the credit for making me churn on this and inspiring this goes to Devin. He was helping me a little in another thread about getting 3rd person bolt reload sounds in-game, and he gave me an alternate method to what I was doing. He said I should edit the p_models to hold the sound I wanted for the bolt sounds. Well that idea flopped after I remebered that I could only use event 5004. Hmm I can use event 5004 to play sounds on my p_models. Eureka!! Just attach the distant sounds to play on the p_models!! And it works!! I just tested it out with the Tommy and it's just like from my old 3.1...... ahhhhhh....... And I do believe that this method is more streamlined than the old method... This only requires you to modify the model, no player models, and I don't have to modify each animation for each shoot squence, (standing, crouching, prone) and for each weapon for each player. Yay!! I'm gonna integrate this into the rest of my models, more to come. Please show support if you like this idea. Or whap my 15 minutes of glory if you must. But leave a cookieh for meh!! :D

Vash
05-23-2003, 02:16 AM
Success!! Just converted all the p_models that apply to include this and tried out a quick game. They all work as advertised. And now there shouldn't be any problems when others pick up different weapons either. I'm off to tweak my distant sounds a little... if you guys all want this then give some support and I'll poke for a host. *pokes Editor 321* Of course I'm not implying anything...... :D

05-23-2003, 02:20 AM
Are u saying sounds heard at a distant have a "pop" sound? I don't quite understand techie language. Can u give a simplified briefing?

05-23-2003, 02:22 AM
omg that is wicked!
I want them!
NOW NOW NOW!!!

Plz.. someone host these

It is going to add SOO much realism to the game.
one question. Does it create more lag hearing weapons in the distance?

Vash
05-23-2003, 02:34 AM
Nope, no lag at all that I can see. Then again I didn't get to test them out much. But when I used them in 3.1 they didnt lag. But then again I am using a different method. I'm asking for help in the Sounds forums to make better sounds for the distant shots, then I'll try to sort out a host and release the pack. Thank you so much for the support so far guys.

To BlitzkriegBob, yes, you notice in DoD and most other Half-Life mods, you can't really hear weapon sounds from that far of a distance. The distance you CAN hear them is actually very very small. What I have done is allow you to hear the weapons from far away, across the map even, as long as you are looking at the general area of the weapon being fired. To compliment this, the sounds I use (totally independent from the standard weapon sounds) are a "pop" as if you fired a rifle from across a field far away. Hope that helps.


:cool:

05-23-2003, 02:46 AM
Hey Vash TS .45L.C.


Send them to osmius@msn.com plz :)

Vash
05-23-2003, 02:57 AM
lol Osimus, prowling the boards I see. Well just tested a little more, seems to be good to go!! I'm gonna zip it up and see if I can post them here, should be small enough. If not, then I'll send them to you for now. Need beta testers please, the more the merrier! Making a thread for it now. This isn't a really official release, since like I said I need more people to test it and make sure my editing is good, and I want better sounds to compliment them, but it'll do for now. :D

ripa
05-23-2003, 03:16 AM
Nice stuff Vash. A lot easier to implement now that they added the muzzleflashes... they had to add shoot "animations" (basically just an idle anim with a muzzleflash even) to p_models and now we can take advantage of them :> Good job.

Vash
05-23-2003, 03:24 AM
Wheeee more people. Anyways, I cant release now in a new thread cause I can't upload the files. Gah. I will be needing a hoster and will bump till so. Till then, I'll be handing out the goods via email. Step up, and receive thy gifts of sounds. Or stuff. Blargh. Osimus, yours is in the mail. :D

KlaymenDK
05-23-2003, 04:14 AM
You, sir, are a bloody hero. Yay for you! Oh, and these (http://images.google.com/images?q=cookie&ie=UTF-8&oe=UTF-8&hl=en&btnG=Google+Search) are for you!

I'd like to test these for lag, as my machine is what you'd call a low-end system (my usual FPS are in the lower 20's). So if you'd be willing to send me the files, I could test it (and maybe, maybe also host it (depends on bandwidth load).

My email is in your PM.

Doc.G
05-23-2003, 10:17 AM
Excellent!!!! let's hope for help in the sound forum! great!

05-23-2003, 10:24 AM
Last nite, I was wondering if it would be possible for dod to get long range "ambience shots' Like in the new games (bf42 for exemple). And today, I read this!!! OMFG!!!

I NEED THESE P MODELS!! I always type stopsound in console to get rid of the non-realistic ambience... This would be soooo AWESOME!!

P.S: If you can't find a host send em to editor321 he will host em' for sure. click here for Editor's site (http://www.planethalflife.com/editor321/index2.htm) (here's his e-mail for faster results :P editor321canada@yahoo.com )

P.S.S: IF you could make a tutorial so that I could perhaps edit them with enhanced sounds that would be even better :D

Devin Kryss
05-23-2003, 10:35 AM
Im definatly certain theres a place in Editor's heart, AND website for your P models. He has aim also: Mrluftwaffles : simply the funniest name ive ever seen.

Genie
05-23-2003, 12:00 PM
What program did you use to edit the p models? Kraisto's (i know I spelled that wrong) decompiler/compiler?

What models did you apply those to? the default P's or custom ones?

Exit 31
05-23-2003, 12:27 PM
Vash TS .45L.C. , i left my Email in your PM. Could you please send me those files?! I'm very curious what you made. Thanks for all the work!

Trigger
05-23-2003, 12:39 PM
Perhaps you could just post the qc so that people can do it themselves for whatever p_models they might have

Littlejerry
05-23-2003, 12:49 PM
OMFG THANKYOU!!!!
This is one of the things I missed most from 3.1!!! Ill try and round up some sounds(I have some laying around). Dunno what all I can get you, but ill do my best.

Cannon_Fodder
05-23-2003, 01:00 PM
Thank you!
I just hope someone can host for you soon. Hell, I would if I only knew how.

bmanc
05-23-2003, 01:14 PM
FINALLY!!!! where is editor when you need him :( cant wait good job

Cheeto
05-23-2003, 01:26 PM
If these don't lag when used, I'm definitely going to have to use em. ;)

05-23-2003, 02:59 PM
Nice! I can't wait to try them out!

Bots
05-23-2003, 03:33 PM
you should post the command lines for the QC files so people can apply them to their own p models.

Podunkian
05-23-2003, 04:03 PM
Hahah, I see my old idea's picking up steam again. There're some definate problems with this though.

First and foremost is Half-Life's intensive culling. You know, in order to prevent having to render the entire map at once and have your computer running as fast a fat man, the game instead only renders what you can potentially 'see', so while theoretically this works in big fields (like Charlie), I'm not sure it'll work too well in say a smaller map where a lot less is rendered at once.

Also I think having frames repeat (because of lag?) will make an annoying buzzing sound.

Anyhoo, I'll check these out, it'd be rocking if these actually worked right for everyone (I remember when I released mine the 3.1 days they worked for some people and not for others... weird).

Littlejerry
05-23-2003, 05:28 PM
I cant wait to get these! I have a small batch of sounds so far. Once I get everything I have, find out where it came from(credits), zip it up, ill send it to you.

Vash
05-23-2003, 07:15 PM
Well I'm contacting Editor right now on AIM as we speak, lol he's away playing a game, DoD perhaps? Hopefully I can get it sent to him before the day is done. And yeah, like Podu said, thats the only problem, HL will only sorta render the sounds if your facing the general area of the weapon firing and can kinda see them. Still great none the less IMO and doesn't seem to lag so far. He's also right about lag making frames repeat, much like how muzzleflashes will sorta hang there and repeat, when they do that the sounds repeat and get that buzz effect, most noticabley with single shot bolt weapons. I'm glad some of the vets are picking up on it again, makes meh all warm and fuzzy inside... And yes, I will write out a tut for it when I release, it's actually nothing really hard, you just add the {"event 5004 0 "directory for sounds" . wav"} or some such. That ain't exactly right since im going off the top of my head. Don't worry, small stuff, and yes I did use Kraistios (sp? I swear I've never got his name right...) decompiler/compiler. These are applied to the stock p_models, so of course I'm gonna include the event lines too so you can add them to all your high poly purdy models. Patience!! Well...that and I want to sneak a game in right now... :p

meh waits for a reply from MrLuftwaffles lol. That IS a funny name.

Vash
05-23-2003, 07:18 PM
Oh btw, I'm sending them out via e-mail for now as they come to me, really want to try to appease the masses here and get some feedback.

Vash
05-23-2003, 07:33 PM
Argh... okay guys my email is being weird, I can't seem to get them out right now...really big for my email to handle. Yes it's Yahoo, so blah. Soooooo right now it seems the only ones with them are Osimus and Lifehst who caught me on AIM. If you guys want, try to catch me on AIM, my SN is "PrecisionGarand" I'm on frequently. Hopefully we'll get a reply from Editor soon.

KlaymenDK
05-24-2003, 03:44 AM
^ Not quite true, I just received the pack as well. I'll be testing how this affects the lag and FPS, and I'll get back to you.

Oh, and I've added you to my buddy list as well.

KlaymenDK
05-24-2003, 03:54 AM
OMG I just tested this --- it is outright *awesome*!!! And no detectable lag (at least not when playing Kalt, will check a more open map now.

*edit*
-- There seems to be a distance where you get both the 'near' and the 'distant' sounds played at once when people fire. This is quite noticeable on and near the Caen plaza, but doesn't detract from gameplay (rather it adds atmosphere instead).
-- As an allied on the beach in Charlie, I get about 6½-9 FPS. I will try without your sound pack to see how much of that is just my "precious" ATI Rage 128 pulling my chain. (I did notice, however, that there are still safe spots on the beach where you can use a tank for cover while firing at the bunkers.)
*edit #2*
-- Nope, the low FPS on Charlie is just my crappy video card, whether or not I'm using your sound pack. (note to self: I have got to get myself a new vidcard -- soon!)

I'm trying to determine if I have enough bandwidth with my ISP to host this. If I have, there'll be a link right here.

Me <3 Vash TS! :)

KlaymenDK
05-24-2003, 05:54 AM
Mirror

For anyone who wants to download this pack, click below:
////link removed////
UPDATE: New version 2 pack at this address (http://www.dayofdefeat.net/forums/showthread.php?s=&postid=73507#post73507)!

Cannon_Fodder
05-24-2003, 11:06 AM
Sweet! Thanks for the link dude!

Vash
05-24-2003, 11:10 AM
You guys should check out my Version 2 of this, it has new sounds that are muted versions of the original sounds, great if you don't have custom sounds. Unfortunately the thread seems to have been moved to Sounds for some odd reason...hopefully it'll get moved back.

Cannon_Fodder
05-24-2003, 01:09 PM
Yeah, I saw it but I thought they were the same. Thanks for the heads up.

Russ. Conscript
05-24-2003, 04:51 PM
one thing though, do these fade in and out? cuz i remember in 3.0 when i would be palying, sometimes the sound would change immediately from normal to distant.

KlaymenDK
05-25-2003, 03:26 AM
Nope, they don't fade. Up close you'll have the familiar sounds, at a given distance you'll (oddly) have both the familiar and the new 'distant' sound, and beyond that there'll only be the 'distant' sound.

But I gotta say, listening to erratic pops of distant rifle fire and the occasional MG burst ... it owns, it owns sooo much. (For the best effect, you need to use stopsound every time a new map loads.)

Exit 31
06-02-2003, 01:34 PM
Thank you guys for your work on this sound thing!!! It realy kicks my ass!! :D I think development team should pick this up for the future patch. The distant sounds makes gameplay so much more powerfull and realistic. I once copied the 'distant' direcory and for some reason gave it a wrong name, so it didn't work. The effect was that i missed 'something' during gameplay, didn't know what it was in the first place. But after fixing the name of the dir, me was very pleased 'bout what i heard (it was a little party hardy, hehe):cool:

Thanks again!

Cheeto
06-02-2003, 02:55 PM
Where's the tutorial on how to integrate this into other player models?

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