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#41
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Last time I played RO2 there were snap sounds for close flying bullets. Kinda hard to miss when you get suppressed into the floor.
And another fun fact: Bullets do make a whizzing sound if they're going slow enough or have ricocheted off something. It's more of a low buzz sound though, not an airy "woosh." |
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#42
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#43
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LiveLeak.com - RAW - FARC deadly ambush vs Colombian Army soldiers
Facing the German MG-42 Machine Gun! - YouTube We want to hear this while playing RO. Last edited by kathmandu; 01-04-2013 at 12:38 PM. |
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#44
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The mechanics :
The player that makes the shot hear the firing gun noise first than the bullet impact. The players that is recieving the hit (the target) depending the distance will hear the bullet impact first than the firing gun noise. If the target is to close to the shooter both will hear the firing gun and impact noise simoutaneoulsy. Off course because they are close enough together in the same spot. That is what the fear of getting shot should be. When we create this separated happening: Noise of bullets cracking around. No mattering anymore the shooter. Or putting him in a secondary level. The bullet impacts will be heard as a tracking device to figure out who is beeing targeted and where is it coming from (the shooter position). As you hear the impacts coming near to you. Closer and closer. Then you know have been spotted or someone close to you. We should hear the reverberation from it around the enviorment. Coming to our ears. (with the envelope, delay, -db, and the other carachteristics of a noise) What we have in the game today is: you start hearing bullet cracks when you are the target. or when this impacts are very close to you. Like in DOD untill today! or its so attenuated that we cant hear it going on around us. We need a separated noise. A third happening: bullets hitting somewhere. 1-shooter 2-target 3-bullets. Last edited by kathmandu; 01-04-2013 at 12:43 PM. |
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#45
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I'd really want the gunfire to be way louder, also explosions, and your hearing would deteriorate and you'd get tinnitus from explosions nearby, or MG firing next to you.
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#46
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I feel like I can never hear explosions from my own grenades - I toss them, take cover, wait to hear the bang, and it never happens. Does anyone else experience this? The only time I actually hear grenades is when they kill me.
Hearing helmet pings from your victims at infinite distance is definitely unsettling in the realistic context of RO2. It makes me feel like I've just inadvertently downed a T-888 that overshot John Connor's time period by about 50 years. I play Unreal Tournament 3 all the time, and enjoy that sound mechanic in that game (it's a hell of a lot better than Q3A's hit beeps) but it's just not appropriate for RO. Supersonic cracks would certainly be better than the hollywood woosh, but it'd be nice if they were recorded/produced to sound slightly deeper less tinny than in Arma 2.
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One German officer decried the Russian use of what he called "gangnam-style tactics" in his diary, likening the fighting style of Russian submachine-gunners to that favored by South Korean mobsters. Last edited by GnaM; 01-08-2013 at 08:52 PM. |
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#47
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Did you ever think you'd end up making a game that would get positively compared to Hollywood movies? There are plenty of WW2 FPSs going for the Hollywood movie market. RO2 does not need to be one of them. It speaks volumes about the decisions made with RO2 that it could have attracted someone like that. What the commenter who replied to you Specta3 was talking about with grenades is the fact a grenade exploding 10ft away from you is quieter than a shot from a pistol. A grenade going off in the next room is about as loud as footsteps in your own room. I don't know how anyone could think this is good or positive. How is grenades being ridiculously quiet more "entertaining" than them being in realistic proportion to other sounds. They should AT LEAST be as loud as gunfire, if not considerably louder. Quote:
Last edited by barakas; 01-09-2013 at 07:43 PM. |
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#48
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#49
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I'm not sure if that's better or worse than being a deliberate change... Last edited by Mekhazzio; 01-09-2013 at 09:23 PM. |
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#50
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I'm sorry. I had gotten over it, but the idea of someone holding up hollywood movies as the model for what an RO game should be like was so galling I momentarily released the hounds.
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#51
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I absolutely loath the RO2 sounds, and have made many threads calling for an overhaul, but to no avail.
The sound in a game like this is actually a very important game mechanic, as it gives bullets punch, and increases the fear factor. In DH, when you got shot at, you stayed the hell down. In RO2, sometimes you don't even realize a bullet has landed less than a meter away from your face! |
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#52
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All i see is self deluded kid ranting and not one of you has any knowledge are experience are qualifications in sound engineering and game development.Watched a few you tube videos and suddenly you know it all were in fact you know nothing about sound in game. And learn to read as no one made a comparison to hollywood.The comparrison was with entertainment. Go and polish your luger
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#53
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#54
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Maybe you shouldn't be crying about people making suggestions for changes on game forums where such thing is commonplace. Quote:
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You said: "I for one want to be entertained when i play a game (thanks Hollywood)" And the conversation was specifically about the sound in RO2 being too Hollywood-ish (bullet wizzes instead of cracks). It's pretty obvious you were saying that Hollywood style gun sounds are entertaining so it doesn't matter if they're not realistic. Last edited by barakas; 01-11-2013 at 05:25 PM. |
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#55
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If anybody knows how to mess around with sounds in the SDK here's a concrete example of what we're looking for.
Take the bullet cracks from JSRS and replace the current snaps with them, make them loud (If the player firing his weapon were 100% loudness the cracks should be 90% for a bullet going right next to the player) and make them happen for 100% of the bullets OR 100% of supersonic bullets (if the engine allows for it). Then take whizzes or zips from JSRS subsonic cracks and put them in too (quieter of course). I'd love to see how this turns out, how the engine would handle it. I could take a recording of being suppressed in Arma with JSRS 1.5 if you want to hear how it currently sounds. |
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#56
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#57
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Not trying be pedantic here, but looks like most of the issues people have with the sounds are due to unbalanced volume levels and not the quality of the sounds themselves. Sounds like something (correct me if im wrong here as I don't know much about UE3 modding) that could be fairly easily changed with a mutator of some sort, just tweaking the sound levels until they sound right.
In fact, I remember seeing a video show how TWI made the sounds for the game, which consisted of shooting and recording the actual weapons we see in game. |
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#58
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Only darkest hour gunsounds actually have made me want to jump to prone instantly, wishing ro2 had that, but they have more important things to work on i quess
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#59
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Is it difficult to raise the volumes of sounds and/or replace the game's sounds entirely? A sound mod doesn't sound like a large task but I don't know how feasible it is.
I know bobsynergy made a RO1 sound mod and Ducky was going to implement it into his and Cromwell's ChatterMut, but there hasn't been much update on that front.
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