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  #1  
Old 06-08-2013, 10:40 PM
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dibbler67 dibbler67 is offline
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Default Immersion Overhaul Mutator Information

[[| Immersion Overhaul Mutator v1.14 |]]
Written by dibbler67, not including "Better Realism" by Panzer Jager '43

LATEST VERSION (v1.14)
Installer for clients : http://www.mediafire.com/download/x4...1.14_Setup.exe
Loose files (.7z) : http://www.mediafire.com/download/uv...LEASE_v1.14.7z

UPDATED 05/11/2014

AUSTRALIA

Mutator Test Server: 119.252.191.131:7796

FRANCE



GERMANY


UNITED KINGDOM


Zetsumei's Test Server @ 109.200.18.244:7777

UNITED STATES


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

EVENTS:


CHANGES IN v1.14

-bug fixes: Snipers, including the crash from dropping the MN9130 PEM

-reduced Sniper scope shadow sensitivity to make them more practical

-explosive rounds now effective online

-you must cycle the bolt before you can load an explosive round for now

-added authentic mode toggle to workshop configuration page

-headshot effect tweaks


I've decided to upload it without the .ini. So you can stay subscribed, but you must still change your ROEngine.ini as noted below.

IMPORTANT: Read this!

Code:
This mod includes an edited ROEngine.ini file. Installing it will revert your video settings and any changes you have made to that file to the defaults.

If you would prefer to keep your current settings, delete the ROEngine.ini file from this package, install normally, then do the following:


1. Open ROEngine.ini found in: C:\Users\<YourName>\Documents\My Games\RedOrchestra2\ROGame\Config

2. Go to the section [UnrealEd.EditorEngine]

3. At the bottom, add ForceLoadMods=SoundMutator

...
....
EditPackages=ROGame
EditPackages=ROGameContent
EditPackages=RSGame
EditPackages=RSGameContent
EditPackages=WebAdmin
InEditorGameURLOptions=
ForceLoadMods=SoundMutator
Code:
Standardinstallation:

1. Lade die  MUTATOR RELEASE v1.1.7z Datei herunter.
2. Füge diese Datei in Deinen  C:\Benutzer\<DeinName>\Eigene Dokumente\My Games\RedOrchestra2\ROGame\Config ein.
3. Enpacke die Datei in oben genanntem Ordner
4. Fertig und spielbereit

Benutzerdefinierte Installation:
Wenn Du Deine aktuellen Einstellungen beibehalten möchtest, lösche die Datei ROEngine aus dem Modordner raus.
1. Öffne C:\Benutzer\<DeinName>\Eigene Dokumente\My Games\RedOrchestra2\ROGame\Config
2. Drücke Strg+F ( Windows Suchfunktion ) nach [UnrealEd.EditorEngine]
3. Am Ende der Datei füge  ForceLoadMods=SoundMutator  hinzu. Sieh unten:

...
....
EditPackages=ROGame
EditPackages=ROGameContent
EditPackages=RSGame
EditPackages=RSGameContent
EditPackages=WebAdmin
InEditorGameURLOptions=
ForceLoadMods=SoundMutator

4. Viel Spaß!

Code:
Этот мод имеет измененный ROEngine.ini файл. Установка изменит ваши видео настройки и любые другие изменения которые вы сделали в этом файле на изначальные.

Если вы хотите сохранить ваши настройки, удалите ROEngine.ini файл из пакета, установите, затем сделайте следующее:


1. откройте ROEngine.ini в: C:\Users\<YourName>\Documents\My Games\RedOrchestra2\ROGame\Config

2. найдите [UnrealEd.EditorEngine]

3. внизу добавьте ForceLoadMods=SoundMutator

...
....
EditPackages=ROGame
EditPackages=ROGameContent
EditPackages=RSGame
EditPackages=RSGameContent
EditPackages=WebAdmin
InEditorGameURLOptions=
ForceLoadMods=SoundMutator


4. Готово.



To install, place the extracted ROGame directory in C:\Users\<your name>\Documents\My Games\RedOrchestra2 and merge and overwrite all files. BE SURE to delete the included ROEngine.ini if you want to keep your settings and BE SURE to make the required change if you do.

Since this is a brewed build, the client files are the server files.

To install:

Everything in
Code:
\MUTATOR RELEASE v1.11\ROGame\Published\CookedPC\
goes in:

Code:
\ro2server\ROGame\BrewedPCServer
Stuff in
Code:
\MUTATOR RELEASE v1.11\ROGame\Config
goes in:

Code:
\ro2server\ROGame\Config
BE CAREFUL! This includes the edited ROEngine.ini; if you want to keep your .ini delete that file from the install package, make the required changes to your .ini, and only place the ROSoundMutator.ini file into this folder.

Code:
\MUTATOR RELEASE v1.11\ROGame\Localization
goes in:

Code:
\ro2server\ROGame\Localization


Contains content produced or provided by:


aaz - 3D Modeling and Animation
JellonaVesa - 3D Modeling and 2D Art
eremin - 3D Modeling
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
N1H1L1573 - sounds
Cannonball - 2D Art

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 weapons: PPD-40, RG-42, RGD-33, M38 Carbine, DT LMG, Molotov Cocktail, K98k Zielsechs. Removed bayonet from MN9130 PEM.

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 Immersion Overhaul Mutator. That's it!

KNOWN BUGS

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

Possibly Fixed:Using Localized voices will usually cause the game to hang / crash at the role selection screen. Until this is confirmed I recommend using native voices.

Fixed: Dropping or being killed with the MN9130 PEM will crash online servers

Fixed: Infinite explosive rounds

Fixed: Misaligned ZF 39 reticle

Fix pending: Broken Zeltbahn and Cape textures

Crash: Random simultaneous client-side crashing when on a map with halftracks.


Will update with more!
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Last edited by dibbler67; 07-22-2014 at 06:52 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 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" ...?
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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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 :/
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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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  #10  
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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  #12  
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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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 offline
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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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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 offline
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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.
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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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