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#1
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I thought I'd create a little sound mod for RO2 to increase some of the sounds' impact. Posting it here because the Sound modding forum doesn't get that much activity.
Read more below. Disclaimers:
What it does:
Installation: Extract the files within the Zipped folder to... C:/Program Files/Steam/steamapps/common/red orchestra 2/ROGame/CookedPC/Packages/Audio Allow it to over-write the files. And that's it! Reverting back to the old sounds... If, for any reason, you want to revert back to the sounds as they were origonally, follow these next steps in doing so:
Download Removed for now. Please post feedback and suggestions or downright insults (Of the mod, not me).
Last edited by Cwivey; 05-24-2012 at 04:47 PM. |
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#2
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good work matey - giving it a bash now....
__________________
Hauling oats to Ogeltez since release. |
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#3
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Fantastic, way to take charge. I haven't tried it yet but I like it already.
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#4
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Curious what Bullet Snaps are?
Nice work though. It would be great if you could do some work on the gunshots of all the weapons(as discussed in This thread), making them all louder and more real, though that's just me being hopeful ![]() I'll give it a go. Last edited by HellsJanitor; 04-28-2012 at 10:57 PM. |
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#5
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Nice ..very nice.. been waiting for something like this. Might as well increase the volume level of all firearms while your at it
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#6
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Awesome! Downloading now.
Thanks man!
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#7
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great job
__________________
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#8
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Nice work Cwivey and thanks.
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#9
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Nice work, time to try it. Thank you for this small update.
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#10
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Bullet snaps are the loud cracks that happen when bullets fly past your head.
Has anyone encountered any issues with it yet? Or even noticed a difference? I've spent so much time in the SDK that I've lost all sense of how the sounds were. ![]() I may begin working on slightly louder weapon sounds with more echo's and / or reverb. How would people feel about reverb sounds for fighting in the areas around the park in Fallen Fighters or the Alley ways in Apartments or Station etc? Last edited by Cwivey; 04-29-2012 at 02:14 PM. |
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#11
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Question....
Does this affect VAC? As in, is there any chance of a person getting VAC banned at a later date for playing on a VAC secured multi-player server? |
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#12
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Quote:
But that is just a suggestion. I'm curious how you made this mod, as I would like to try tweaking the sounds on my own. Also, I had zero issues, works great. Last edited by HellsJanitor; 04-29-2012 at 04:47 PM. |
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#13
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Quote:
As for how I did it. I just simply fiddled around with the values of the SoundCue's nodes in the SDK and added other nodes where neccessary to mix it up or change how many sounds are done at once. |
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#14
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While I think modifications are great and I'm certainly not trying to throw cold water on your work, I hope you understand the reason behind my concern.
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#15
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i did exactly as instructed and honestly, i havent noticed any difference. Maybe something went wrong...
__________________
In-game name: burt |
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#16
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Yeah, I was afraid of that. I've found that the Artillery sounds and the Tank sounds appear to be working but the others...ah, hard to tell some times.
![]() I'll try to see if I can make the sounds work consistently or more noticeably (Without delving into the realms of deafness). Keep posting your experiences. |
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#17
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Amazing! Downloading..
__________________
"Well, you could do it now but if you're doing something else, then, uh, you know, look. well -- well don't do it immediately, but do it soon so it doesn't get really bad" - Karl Pilkington Last edited by Gervaise Brook-Hampster; 04-30-2012 at 02:43 AM. |
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#18
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Wait, so did you extract and edit the sounds, or you just made them louder within the SDK Sound Cues?
I need to know how to make a sound mod, so I can make a realism sound mod. I read a lot of complaints about the Mosin Nagant sound, and I have a great sound for it. |
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#19
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Hey, just noticed, maybe its just me, but the mod appears to have been taken down, just wondering as I would have loved to give it a try.
Thanks. |
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#20
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I took it down because at the moment, I've not got the spare time to work on it, and as it was created before the GOTY patch, I need to be sure which sounds were addressed by TWI and if it's at all compatible with the updated version.
I should be able to begin working on it again in two weeks or so, those A-Level exams sure do eat up free time but I am nearing the end!
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