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Mar 13 2007, 08:48 PM
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#1
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Member ![]() ![]() Group: Members Posts: 61 Joined: 21-October 05 Member No.: 1112 |
My sound effect mod can be found HERE. I plan to update this mod as I proceed through the game and find sounds that I do not like. The details from the readme.txt are below. Comments welcome.
Tampa_Gamer Sound Effects Mod v1.01 UFO: Afterlight (1.4 N. American version) March 18, 2007 =========================================================== INTRODUCTION =========================================================== This mod attempts to bring a higher level of immersion to UFO:AL by replacing some of the explosion (6), reload (9), shoot (29) and tool sound effects (14), which cover the alien "weapons" as well. I have not replaced the music (yet). One concept that I have implemented (which some purists may not like) is that for certain automatic weapons, I chose to go with the concept that "single fire" is really a selection of a "3 round burst mode" and "automatic fire" is several bursts in a row. For UFO:AL, I play primarily using the "normal" speed during combat, so the sound timing was tested using that speed. =========================================================== KNOWN BUGS/TECHNICAL =========================================================== I have tried to keep each sound file as close as possible to the default size, in order to avoid problems with both animation timing and any program limitations. The default files used a wave PCM sound format of 22.5hz, 16bit mono channel. In almost all but a few, I have retained this format. Initial experiments with converting them all to stereo and higher bit sampling rate resulted in some stuttering in between animations, so I did not think that the marginal increase in sound fidelity was worth the trade-off. No known bugs at this point, but if you encounter any, please e-mail me at the address below. =========================================================== INSTALLATION/REMOVAL INSTRUCTIONS =========================================================== To install, unzip the file "mod_TG_Sounds.vfs" into your main UFO game directory (i.e. where the .exe file is found). To remove, simply delete the file. =========================================================== MOD CONFLICT ANALYSIS =========================================================== This mod contains replacement sounds in the following directories (too numerous to mention all files): \sound\explosion \sound\reload \sound\shoot \sound\tool This mod is compatible with any save game (i.e. it should not effect them since the sounds are loaded from each file every time the game is started). =========================================================== FUTURE EXPANSION OF SOUND MOD =========================================================== Absolutely. My method of madness is to replace sounds as I encounter them and discover that I do not like them - but I have not finished the game yet. I hope future expansion will include: + Replacement of additional shoot, reload and tool sounds as I encounter them in the mid/late game + Expansion into other areas of the sounds (i.e. movement, collision, interface, etc.) + Inclusion of some generic exclamation subdirectories in case you don't like a particular default one + Possible changing of equipment.txt file to include more reference sounds. The default file uses the same sound effects for many different types of weapons that I think should have distinct sounds. However, I need to weight this against possible conflict with the rebalance mod. It may be that I put out two different versions. =========================================================== VERSION HISTORY =========================================================== v1.01 + replaced (6) "explosion" sounds + replaced (2) "reload" sounds + replaced (13) "shoot" sounds + replaced (2) "tool" sounds v1.00 (first public release) + replaced (7) "reload" sounds + replaced (16) "shoot" sounds + replaced (12) "tool" sounds =========================================================== NOTES/COPYRIGHT ISSUES =========================================================== (1) The sounds contained in this mod were taken from a variety of sources (including my own sound mods for Space Empires IV and V) and modified heavily via my sound editor. Other sounds have been obtained from other sources, but if the creator of any sound contained in this mod wishes at any time to have their sounds removed, contact me at the e-mail address below and the sound(s) will be promptly deleted. This sound mod is distributed completely free of charge. (2) As a common modding courtesy, I would ask that this sound mod not be posted or used in part or in whole without first contacting me via the e-mail below. (3) As all of my mods are a continual work-in-process, please forward all tweaks, suggestions and bugs found to me at xxctraberxx@ngn-xxtampa.xxcom (remove xx's for actual e-mail). Have Fun! -Tampa_Gamer |
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Mar 21 2007, 08:16 PM
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#2
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Member ![]() ![]() Group: Members Posts: 61 Joined: 21-October 05 Member No.: 1112 |
Note, if anyone is using this mod, I just posted a new version. See the details on the version history above to see what I added/changed. As I stated above, this mod has no effect on save games so it can be swapped in/out with different versions without any ill effects.
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Mar 22 2007, 06:09 PM
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#3
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Member ![]() ![]() Group: Members Posts: 71 Joined: 2-November 05 Member No.: 1434 |
I'll download and try it
Thanks for your work ! -------------------- |
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Mar 23 2007, 07:49 AM
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#4
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Member ![]() ![]() Group: Members Posts: 71 Joined: 2-November 05 Member No.: 1434 |
Tried it and love it
Thanks ! Will you release another version ? -------------------- |
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Mar 23 2007, 11:14 AM
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#5
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Member ![]() ![]() Group: Members Posts: 61 Joined: 21-October 05 Member No.: 1112 |
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Mar 23 2007, 03:22 PM
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#6
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![]() Chief Patchmaker ![]() ![]() ![]() Group: Honoured Posts: 740 Joined: 19-August 05 From: Finland Member No.: 927 |
Nice mod, especially the dynamite sounds really powerful now. However, there are two things I don't like about the new buzzsaw sound:
1.) The new sound sample is too long making sounds overlap when buzzsaw is used repeatedly (even in normal game speed) 2.) It doesn't sound like a buzzsaw (more like a chainsaw) -------------------- |
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Mar 23 2007, 10:14 PM
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#7
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Member ![]() ![]() Group: Members Posts: 219 Joined: 24-February 07 Member No.: 4676 |
I like this new sounds
-------------------- my game crashed - reading this forum didn't help - can't even delete this account !
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Mar 24 2007, 12:01 AM
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#8
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Member ![]() ![]() Group: Members Posts: 61 Joined: 21-October 05 Member No.: 1112 |
Nice mod, especially the dynamite sounds really powerful now. However, there are two things I don't like about the new buzzsaw sound: 1.) The new sound sample is too long making sounds overlap when buzzsaw is used repeatedly (even in normal game speed) 2.) It doesn't sound like a buzzsaw (more like a chainsaw) Thanks, in the next version I will see what I can do about shorterning a bit (I agree it is too long). But as to the chainsaw vs. buzzsaw thing, I just assumed that was a translation thing. I mean, if I had to go into combat only armed with either the chainsaw I have hanging in my garage (30'' double-sided blade) or weilding my buzzsaw (measly 8" - 10" blade), a chainsaw would win hands down. I also figured they just copied this melee weapon from another well-known sci-fi combat gaming system, but didn't want to make it look exactly like it. |
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Mar 24 2007, 12:10 AM
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#9
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3882 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
But as to the chainsaw vs. buzzsaw thing, I just assumed that was a translation thing. I also figured they just copied this melee weapon from another well-known sci-fi combat gaming system, but didn't want to make it look exactly like it. No. The decision to use a buzzsaw must have been quite deliberate. Why? Because a chainsaw is used to cut wood. Mars has no wood (yet). A buzzsaw is a more versatile item, typically being used to cut metal and concrete. Most construction sites on Earth have buzzsaws. Most do not have chainsaws, unless the location is rural and might require cutting timber. Your colonists have tools being used as weapons (knives, buzzsaws, lasers) and a couple of weapons left over from the last war on Earth that were found in a crate. -------------------- |
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Mar 24 2007, 02:45 AM
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#10
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Member ![]() ![]() Group: Members Posts: 61 Joined: 21-October 05 Member No.: 1112 |
I agree with your logic SW. Rather than replace the meek electric table saw default sound with a gas-powered chainsaw, I really need to replace it with a gas-powered cement/steel cutter saw sound, which the pool guys were using at my house the other day.
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Mar 24 2007, 12:13 PM
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#11
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Advanced Member ![]() ![]() ![]() Group: Banned Posts: 513 Joined: 20-March 07 Member No.: 5053 |
ok then. order a new pool and record them XD
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Mar 25 2007, 01:21 PM
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#12
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Member ![]() ![]() Group: Members Posts: 219 Joined: 24-February 07 Member No.: 4676 |
..., which the pool guys were using at my house the other day. i rather don't ask how you recorded those explosions -------------------- my game crashed - reading this forum didn't help - can't even delete this account !
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Mar 25 2007, 03:29 PM
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#13
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Advanced Member ![]() ![]() ![]() Group: Banned Posts: 513 Joined: 20-March 07 Member No.: 5053 |
he placed a sound recorder near the area...
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Mar 26 2007, 01:16 AM
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#14
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Member ![]() ![]() Group: Members Posts: 190 Joined: 21-February 07 Member No.: 4595 |
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