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Old 06-08-2013, 10:40 PM
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dibbler67 dibbler67 is online now
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Default Immersion Overhaul Mutator Information

[[| Immersion Overhaul Mutator |]]
Written by dibbler67, not including "Better Realism" by Panzer Jager '43

UPDATED 12/13/2013

Running on:

[OdW]ImmersionOverhaulMutator V.1.03 Testserver GERMANY

RGN "SEMPER FIDELIS Classic" Immersion Overhaul Mutator RS/RO2 64 Player Server UNITED STATES
74.91.112.222:7777

[40-1] UK #1 Immersion Overhaul Mod UK
109.70.149.158:7781

Mutator Test Server AUSTRALIA

Zetsumei's Test Server @ 109.200.18.244:7777 UK

Steam Group: http://steamcommunity.com/groups/dibblersmod

EVENTS:
----------------------------------------------
Where: [OdW]#4
When: Every Saturday @ 8PM GMT.
**EURO-CENTRIC**
----------------------------------------------
Where: RGN Semper Fi Classic IOM Server
When: Every Saturday @ 7PM CST (GMT-6)
**US-CENTRIC**


LATEST VERSION: STEAM WORKSHOP! and http://www.mediafire.com/download/72...utatorV1_04.7z This is a *.7z file. Use 7Zip to extract it.

NEW FEATURES
- Connecting clients who do not load the new skins for whatever reason (this seems to happen the first round after receiving them from the redirect) will see the default skins. This is handled on a per client basis, skins may still be disabled as normal.

- Added the ability for the webadmin to add/remove uniform variants on the fly. There is a pool of uniforms for each team, and by default all are active. Note that the mutator already knows whether a uniform should be used in winter or summer, so one should not delete entries for this purpose.

- Added the ability for the webadmin to reset the uniform pool

- Separated the webadmin settings into different pages for a more organized look

- At Fishsticks's request, added the ability to override a map's time limit. This is currently a global setting, but I plan to make it affect each map individually.

- Added a separate grenade sound for the M1939 and Mk2

- Tweaked a few weapon sounds

Since it's now on workshop, the instructions below are not necessary unless you loathe Steam Workshop.

IMPORTANT: If you have previously subscribed, unsubscribe then place the extracted ROGame directory with the one found in C:\Users\<your name>\Documents\My Games\RedOrchestra2 and merge and overwrite all files.

If any of my files are still in C:\Users\<your name>\Documents\My Games\RedOrchestra2\ROGame\Unpublished or any of its sub-directories, delete them or be sure you aren't launching with the -useunpublished option.



Contains content produced or provided by:


aaz - 3D Modeling and Animation
JellonaVesa - 3D Modeling and 2D Art
Nika Ilyin - Research
Скрытый_Унтеръ - Research
Sgt. Nightfire - sounds
Kleist - 2D Art and sheer dedication
Howitzer114 - sounds
Panzer Jager '43 - Better Realism Mutator
Moskeeto - Skins, skins, skins, skins, sounds
Kaminski - Waffen SS models
Warishell - Waffen SS model rigging and packaging
The_pacific - sounds
TheSynchronizer - decals
PsychoPigeon - sounds
McGunn3r - sounds

Thanks you guys!

If I've forgotten you, I'm very sorry! Let me know and I'll update this immediately. I hope you understand how difficult it is to keep track of all of this

Also a big thank you to everyone who has provided me with feedback for this mod, and those who hosted it on their server! I'll attempt to list you and thank you personally later, but I have to get back to work right now


FEATURES:

Better Realism Mod: Panzer Jager '43's Better Realism Mod: http://forums.tripwireinteractive.co...ad.php?t=91184

NoZoom: You may now disable all zoom in the configuration menu! You may disable just IS zoom or just Shift zoom if you care to, too

Shrapnel effects for explosives: antipersonnel explosives (artillery, grenades) produce deadly shrapnel that you can hear

Bullet whips: conditionally play bullet cracks based on estimated speed at point of closest contact

Replaced Arty Sounds: Almost every arty sound has been changed. Artillery is somewhat Hollywood, but scary. Mortars are subtle whizzes, if you're close enough to hear one falling you're probably dead. And rockets are screaming banshees.

Replaced Grenade Sounds: New, with less fall off at distance like all new explosions

Dynamic Movement Speed: You will slow down running through snow, water, uphill or upstairs, and you will run slightly faster on terrain such as roads. It's a gradual change.

Skins: Added support for new player models and skins! Will eventually be configurable serverside and hopefully by map.

Decals: Decals spawn on helmets! Only in RS at the moment, due to a bug.

Blood Effects: Spurting blood for neck shots that also trails on the ground.

Shoot off helmets: Chance for helmets (only helmets) to be blown off by gunshots or explosions (RO2 only)

"Cinematic" death effects: Screen and audio fade. Headshots result in muted audio

Location specific death sounds: horrible gurgling and screaming and quiet headshot deaths

Modified running, footstep, and ladder climbing sounds

Resupply mg sound is back

Shooting screaming dead people in the head will silence them ... but only if you are playing online

New! New weapons from the vehicle team are coming, but they are disabled in the current version as I investigate how to get them online

New! See your own shadow, with weapons!

Probably more: ...that I've forgotten

USE

When loading a Workshop map in game, click the mutator tab and select the sound mutator. That's it! In the future it will be working on dedicated servers again.

KNOWN BUGS

- Cannot spawn in tanks Fixed

- Shooting off white helmets will spawn the wrong color helmet Fix pending

- Penetrating shots do not leave decals

- Player models no longer accept decals Fixed

- Single shot sounds are screwy

- Crashes dedicated servers when launched on server start Other cases fixed

Note: Fix pending means I have solved the issue on my end but have not yet updated the mod.

Will update with more!

Two servers are running this at the moment:

Cat_in_da_Hat's Mutator Test Server (Australia)

[OdW] Oberkommando der Wehrmacht (Germany)

Both will appear in the Unranked section of the browser. You may experience bugs, if so report them! If they seem very inconsistent (i.e. no one else experiences them) then you may have to reinstall the mod. It seems that Steam Workshop doesn't like people that manually installed the mod before and then subscribed.

At Paulchen Panzer's suggestion, here is how the Skin system works:

In the ROSoundMutator.ini:

Code:
...
AxisSelection=(UniformPath="SoundMutator.UniformVariant_Waffen_SS_Summer",bWinter=False)
AxisSelection=(UniformPath="SoundMutator.UniformVariant_German_Splittertarn_Reversible_Parkas",bWinter=True)
AxisSelection=(UniformPath="SoundMutator.UniformVariant_German_Greatcoat",bWinter=True)
AxisSelection=(UniformPath="SoundMutator.UniformVariant_German_Winter_Default",bWinter=True)
AxisSelection=(UniformPath="SoundMutator.UniformVariant_German_Default",bWinter=False)
AlliesSelection=(UniformPath="SoundMutator.UniformVariant_Soviet_Winter_Default",bWinter=True)
AlliesSelection=(UniformPath="SoundMutator.UniformVariant_Soviet_Default",bWinter=True)
...
The two dynamic arrays AxisSelection and AlliesSelection represent every possible uniform for each team (winter AND summer.)

If this section of your .ini doesn't look like this you should fix it!

Each entry contains a string 'UniformPath' that tells the server where it can find a particular subclass of UniformVariant ( a class I created to manage skins) and a boolean entry bWinter, which tells the server whether or not this uniform should be used on a winter map or not.

Each UniformVariant has at least one sub entity called a Skin. This Skin contains information about the textures (the skin! ) to use for its UniformVariant.

When the server loads the mutator, the mutator will check whether it is a winter map or not and load all UniformVariants that meet that criteria into an array. Then the mutator will parse the ExcludedAxisSkinKeywords and ExcludedAlliesSkinKeywords for any names of SKINS to exclude. For each player that spawns it will replicate a struct containing all the information the player needs to create his character, which he does when he spawns.

Right now if you want to exclude a UniformVariant, you must comment it out in the .ini with a semicolon like so:

Code:
;AxisSelection=(UniformPath="SoundMutator.UniformVariant_Waffen_SS_Summer",bWinter=False)
In the future you'll be able to exclude/select UniformVariants like skins. Right now, if you comment out too many UniformVariants the mutator will revert to using the default uniforms.

Excluding all the skins of a uniform will likely have ugly results. So to prevent that, here are each UniformVariant's associated Skin names (Do not try to exclude 'default' !):

Code:

German Splittertarn Reversibla Parkas
  SkinName=GERMAN WHITE PARKA TOP
  SkinName=GERMAN SPLITTERTARN PARKA TOP
  SkinName=GERMAN HERO ALL WHITE PARKA
  SkinName=GERMAN HERO ALL SPLITTERTARN PARKA

German Greatcoat
  SkinName=GERMAN GREATCOAT
  SkinName=GERMAN HERO GREATCOAT
 
Waffen SS Summer
  SkinName=WAFFEN SS STANDARD
  SKinName=WAFFEN SS ERBSENTARN
Now an example: say you were playing a very snowy map and you didn't want the Germans wearing splittertarn parkas. You would put 'splittertarn' (exclusions aren't case sensitive) in ExcludedAxisSkinKeywords. Any other entries are separated by commas. Then any German's spawning in with the Splittertarn Reversible Parkas UniformVariant would only have either white tops and splittertarn bottoms or all white if they are heroes.

Last edited by dibbler67; 04-14-2014 at 05:16 PM. Reason: Updates
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  #2  
Old 06-08-2013, 11:33 PM
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SQBsam SQBsam is offline
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Yes! YES! YES!!

This is really good to test, especially when coupled with the new realism mod, the sooner we get live servers running these two mods the better.


We already have one server running this mod, Cat's "Sound Mutator Testing" server can be found in the unranked server browser section.

Seriously, holy crap.
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  #3  
Old 06-09-2013, 12:25 AM
icuOklaCity icuOklaCity is offline
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Interested in the sound mod...... Just have a few questions.

If I was to start to run it on our server where we run both RO2 and RS maps, will it still run....?

Also does running this mod put the server into custom?

SQBsam..... Where can I get more information on the "Realism Mod" ...?
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  #4  
Old 06-09-2013, 01:46 AM
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dibbler67 dibbler67 is online now
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Quote:
Originally Posted by icuOklaCity View Post
Interested in the sound mod...... Just have a few questions.

If I was to start to run it on our server where we run both RO2 and RS maps, will it still run....?

Also does running this mod put the server into custom?

SQBsam..... Where can I get more information on the "Realism Mod" ...?
Yes it will be Custom and unranked as this isn't yet whitelisted. It will also work for RS.

The RS part doesn't yet have all features of the RO2 part, but I'm working on that as we speak.
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  #5  
Old 06-09-2013, 02:01 AM
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Moskeeto Moskeeto is offline
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Keep up the great work!
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  #6  
Old 06-09-2013, 03:58 AM
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The Beast (nl) The Beast (nl) is offline
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Great for the people who didn`t here the moans.
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Old 06-09-2013, 04:52 AM
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SQBsam SQBsam is offline
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Quote:
Originally Posted by icuOklaCity View Post
Interested in the sound mod...... Just have a few questions.

If I was to start to run it on our server where we run both RO2 and RS maps, will it still run....?

Also does running this mod put the server into custom?

SQBsam..... Where can I get more information on the "Realism Mod" ...?
It's on the steam workshop, use the search function (top right) using the search term "better realism". Basically it gives you a ton of recoil (like in Ostfront) a ton of sway and the flinch effect (your gun being pushed to one side when a bullet comes nearby) is huge. It's really great for gameplay, draws out gunfights a ton.

Tested this sound mod out online on cat's server, seems it needs some more work for the MP scene. But in the meantime boot up a 64 bot firefight or countdown on the workshop, holy crap it's fantastic!
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  #8  
Old 06-09-2013, 05:18 AM
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Giuliano Giuliano is offline
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Its verging on criminal that Tripwire having whitelisted this yet.


Or they should at least take a few things from this mutator and put it in the game in an update one day. Like the locational death cries, the new gun sounds (For HOS in particular, the new sounds literally destroy the vanilla ones), the supersonic bullet cracks, the way the screen turns black and turns off all sounds when you're shot in the head.


Why didn't we have these things in the first place :/

Last edited by Giuliano; 06-09-2013 at 05:21 AM.
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  #9  
Old 06-09-2013, 05:53 AM
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SQBsam SQBsam is offline
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Quote:
Originally Posted by Giuliano View Post
Its verging on criminal that Tripwire having whitelisted this yet.


Or they should at least take a few things from this mutator and put it in the game in an update one day. Like the locational death cries, the new gun sounds (For HOS in particular, the new sounds literally destroy the vanilla ones), the supersonic bullet cracks, the way the screen turns black and turns off all sounds when you're shot in the head.


Why didn't we have these things in the first place :/
It's crazy good, eh?

Couple of other things I noticed. The fade to black when you die will now happen to you in vanilla, so long as the mod is installed this happens on every server (however the sound changes aren't there).

Regarding the sound changes, I find it kinda odd that as the sound fades out so too do your death cries. I also find it kinda weird that the entire game goes silent, so I propose some changes.

  • The sound never fully drowns out, it just becomes a murmur of sound that's almost silent
  • Your own player's death cry remains the same volume
Imagine that... I think it would be pretty amazing.

Also, if possible, set the FOV to 110 when you die. Then go back once you're in spectator mode.

Last edited by SQBsam; 06-09-2013 at 05:56 AM.
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Old 06-09-2013, 07:25 AM
Flanker15 Flanker15 is offline
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Hope it gets whitelisted soon so I can see it on local servers.
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  #11  
Old 06-09-2013, 07:37 AM
Lordex Lordex is offline
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Ok Tripwire PLEASE USE THIS SOUNDS. This Sounds are amazing and more POWERFULL!

If not please WHITELIST it!!!!
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Old 06-09-2013, 07:46 AM
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Thelionheart Thelionheart is offline
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Guys he hasn't even sent this in for whitelisting yet. So please, calm down for a bit.
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  #13  
Old 06-09-2013, 08:26 AM
Lordex Lordex is offline
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Quote:
Originally Posted by Thelionheart View Post
Guys he hasn't even sent this in for whitelisting yet. So please, calm down for a bit.
And? TWI read this Forum so they will read/See this Thread/Video too. And they will see the Vids with the New Sounds!

Last edited by Lordex; 06-09-2013 at 09:42 AM.
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Old 06-09-2013, 09:31 AM
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dibbler67 dibbler67 is online now
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Quote:
Originally Posted by SQBsam View Post
It's crazy good, eh?

Couple of other things I noticed. The fade to black when you die will now happen to you in vanilla, so long as the mod is installed this happens on every server (however the sound changes aren't there).

Regarding the sound changes, I find it kinda odd that as the sound fades out so too do your death cries. I also find it kinda weird that the entire game goes silent, so I propose some changes.

  • The sound never fully drowns out, it just becomes a murmur of sound that's almost silent
  • Your own player's death cry remains the same volume
Imagine that... I think it would be pretty amazing.

Also, if possible, set the FOV to 110 when you die. Then go back once you're in spectator mode.
The fade out you suggested is what I wanted initially, although it seems pretty difficult to accomplish. At best I'll be able to lower everything but voices I think.

FOV might be possible.

As you say this definitely needs work in MP. I think I know what might help that. However fade effects carrying on after you disallow the mutator is really weird After all I only call functions that the original game did with different values, so unless those functions alter the HUDs configuration everytime... I'll just have to reset them on player logout or something

I was up very late getting RS voices in game (SP only for now it would seem) so stay tuned. They're a bit different from the way RO2 works though, most of them will play anyway but extremely rarely
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  #15  
Old 06-09-2013, 12:14 PM
Borge Borge is offline
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The sounds are great so far, the artillery might cause a few headaches though. After playing for 15 minutes with my awesome audio setup i was hurting. When the volume fades from a death, it fades out the music also. It sounds strange and should only cut out voice and sound effects.
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  #16  
Old 06-09-2013, 12:53 PM
Vapid Vapid is offline
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Whatever happened to the old death sounds anyway? Why were they removed? Me and a friend discussed this a while back; we're sure there were some in the original version of the game, but they seem to have disappeared over time.
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  #17  
Old 06-09-2013, 12:59 PM
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Thelionheart Thelionheart is offline
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I must say that the new gun sounds are amazing. They definitely make the guns sound meaty. The only complaint I have about them is that the sound quality is definitely lowered compared to the base sounds (especially the nagant, IMO that needs the most work of the changed gun sounds so far) but I'll still use and love the mod because the sounds are just awesome.

P.S. I've crashed twice so far while using this mod in the span of about 30 minutes. I'm not sure if it has to do with running bots or what.

Last edited by Thelionheart; 06-09-2013 at 01:14 PM.
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  #18  
Old 06-09-2013, 02:04 PM
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dibbler67 dibbler67 is online now
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Quote:
Originally Posted by Thelionheart View Post
I must say that the new gun sounds are amazing. They definitely make the guns sound meaty. The only complaint I have about them is that the sound quality is definitely lowered compared to the base sounds (especially the nagant, IMO that needs the most work of the changed gun sounds so far) but I'll still use and love the mod because the sounds are just awesome.

P.S. I've crashed twice so far while using this mod in the span of about 30 minutes. I'm not sure if it has to do with running bots or what.
Yeah, unfortunately I don't have access to nice gun recordings, I've frankensteined all these together from the base sounds and one firecracker recording . Howitzer helps when he can but he's been extremely busy lately. Crashes? I haven't had any. How much RAM do you have?

Edit: Vapid, from what I see the game has a bunch of specifically labeled soundcues for neck, heart, and stomach deaths but they aren't referenced in the code anywhere. The ones that are referenced are called something like DyingFast (which you almost always hear,) DyingSlow (which you would very occasionally hear, when nutshot or heartshot etc.) and SlowlyDying (for slow death.) Somewhere along the line these specific ones were unreferenced or most of the files they used were in DyingSlow and were removed from that cue.

No idea why that was done.

Last edited by dibbler67; 06-09-2013 at 02:07 PM.
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  #19  
Old 06-09-2013, 02:05 PM
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Thelionheart Thelionheart is offline
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Quote:
Originally Posted by dibbler67 View Post
Yeah, unfortunately I don't have access to nice gun recordings, I've frankensteined all these together from the base sounds and one firecracker recording . Howitzer helps when he can but he's been extremely busy lately. Crashes? I haven't had any. How much RAM do you have?
8 gigabytes, hopefully that's enough.
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  #20  
Old 06-09-2013, 03:07 PM
The Blue Falcon The Blue Falcon is offline
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I love this sound mod. I'm really hoping TW will implement this into the official servers some day...
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