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phantra

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Posts posted by phantra

  1. yeah AND_great did over a dozen balance themed patches over on the russian side for his version of xenophobia, he has a thing for sniper rifles though, personaly I rebalanced some of the weapon classes to be more competitive to said sniper rifles (for example the smg's...damage is all good but with the range of 3 that damage realy does you little good espacially if you can just pick up a sniper that does the damages and has the range~ imho weapon classes still need some balancing in this version but he did fix all the nonesense roflstomp weapons of the original compilation)

  2. uhm Im not sure how I feel about a crossinternet hug but I will give you this from the weapon_GC of xenophobia:

    <Weapon name="weapon.m79" bulletType="rocket" emptySound="Empty Click 1">

    <Ammos>

    <Ammo name="ammo.ballistic.40mmGrenade" type="incendiary" damage="50" stunDamage="0" mitigation="0" isOverdamage="1">

    <Projectile spectre="projectiles/grenades/grenade_frag" speed="1000" showAfterDistance="60"/>

    <Impact spectre="particles/smallgrenade/small_grenade" radius="1.5" sound="Weapon Frag Grenade" fireChance="40" smokeChance="33" gasType="GrenadeFragSmoke" />

    hopefully that helps solve the sillend grenade problem~ i've put the relevant parts in bold~

  3. So ,Phantra what is this mod about then?

    Well, this mod aims at Improving the sound effects and adding voiceovers to some of the actions/events happening in the game by replacing exsisting .ogg files or incorporating entirely new ones.

    All of the sounds currently in the mod have been extracted,compiled and build in the model of their xenonauts vanilla counterparts from bits and pieces by me.

    (current version original bits and pieces were taken from bf3 and bf4's massive arsenal of sounds. )

    keep in mind: although I did my best to preserve the style of sounds of the original in the new files, some turned out utterly different.

    Beta 0.2 Release:

    - new balistic vanila weapon sounds .

    - new aircombat sounds for missiles and canons aswell as new a crash sound.

    - new vehicle death sound ~

    - new flames sound.

    - new rocket launcher and frag grenade sounds.

    Plans for the future:

    - making new sounds for injury/death sounds of humans and maybe some of the aliens if i can manage to make them sound as they should.

    - changing footsteps/impacts/door stuff/etc.

    - new sounds for the rest of the vanilla weapons/items.

    - adding voiceovers to ground combat actions/events.

    How does one Install this mod?

    - step one, make backups of your sounds.xml and sounds_GC.xml aswell as sounds and sfx folders ... after that:

    - If you are getting this mod for a clean instalation of 1.06 you just need to extract the zip file into your xenonauts install folder.

    - if you have mods that modify the sounds.xml and/or sounds_gc.xml or have a newer version of those files (CE/patch etc) then:

    you would need to Install the sound files manualy + make changes to sounds and sounds_GC,

    the files that would need assingment in there would be:

    AirCrash.ogg -> in sounds.xml assigned to the sound played when a unit crashes in aircombat

    AirCombat_explosion.ogg -> in sounds.xml assigned to aircombat explosions

    VehicleDestroyed_1.ogg -> in sounds_GC.xml assigned to vehicle explosion

    *Currently it has been tested on version 1.06 of the game and in need of testing on other versions.

    Download Link here

    Discuss the mod + Idea's/requests here:

    http://www.goldhawkinteractive.com/forums/showthread.php/12627-W-I-P-Sound-mod-%28non-music-sound-replecement-additions%29

  4. can you give examples of what you are going to implement?

    - at the moment Im thinking of adding vocal ques after some actions (aswell as an empty sound file to be played instead of vocal sounds so that it may play the vocal or it may play the sillent, for sakes of sanity since it gets old if they are just talking ALL the time @_@ )

    example would be:

    1) out of ammo -> play emptyclick , play vocal que of guy saying he is out of bullets after click or play empty sound instead of vocal. [that sort of things]

    what i mean sounds for new actions is for example sounds for suppression, degree of damage,panic/morale events.

  5. The beta 0.2 has been unleashed onto the world! get it HERE

    Beta 0.2 changelog:

    - changed rocket launch sounds, removed spring trigger effect to allow faster ignition sound (was doing shenanigans ingame on short range rocket fires)

    - gave frag grenades some added ambience making the explosion sound with much more..errm...presence.

    -finished with the machinegun. 10 bullets burst. each bullet has 5 parts. that was 50 audio parts in total + 1 echo part at the end. This would not be possible without coffee for sure~

    progress update 12/1/2015:

    - new air combat canon and missile launch sounds.

    - new reloading sounds for all vanila balistic weapons.

    - new firing sounds for all except the machinegun (it needs the most work since its bursts only and

    those are the hardest to make the way i do them...an no I didn't shoot up the neighboorhood to make those >_>; ).

    - new rocket launcher fire + explosions and new grenade exposions.

    - updated preview files to showcase new changes.

    Progress update 10/1/2015:

    - 1 new vehicle death explosion sound.

    - 1 new aircombat explosion sound.

    - 1 new aircombat crash sound.

    - 1 new flames sound.

    - changes in sounds and sounds_GC , renaming some sounds and assigning new ones. ( aimed to preserve the number of sounds and their use ingame rather than adding a bigger number of files, reason:not sure how much new stuff I can add so will be changing exsisting files for now .)

    work preview,

    switched to .ogg files since .WMA downgrades sound quality for some reason -_- ( preview style: original sound followed by mod sound after some silence )

    https://www.dropbox.com/sh/rsljewrbay49t4x/AACDw8br9CXXXHkR53h5wEMJa?dl=0

    next on the todo list:

    - finishing machinegun

    - more grenades

    - start work on wounded and dead sounds of humans

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