Immersion Overhaul Mutator Information

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Fisher

FNG / Fresh Meat
Sep 4, 2011
489
73
0
Crawley, England
It's incredible!

The new sounds are amazing! Especially the MG34!

Blood decals are awesome, and I love the blood spurts. When you shoot a body, a blood spurt appears! Awesome!

I have yet to see any helmets come off (not for lack of trying), but, my word, you have improved the game so much!

Thank you!
 

thens

FNG / Fresh Meat
Jun 21, 2012
288
0
0
Wow, your work is really impressive, you are my hero from now on ;)
Btw., have you already thought about integrating the Ro1ChatterMut? This mutator basically uses other (RO1 iirc) ingame voices (e.g. for commands like "Attack/Defend"). This would be completely awesome!

Anyway, really appreciating your work, keep it up sir!
... and let the helmets FLYYY!
 

Lordex

FNG / Fresh Meat
Aug 8, 2011
150
138
0
Sry my English is not so good so i must ask in German:

Ich habe mir den runtergeladen. Nun gehe ich ins Spiel rein und auf Steamworkshop um den Sound Mutator zu aktivieren. Sobald ich ihn aktiviert habe und den Men
 

dibbler67

FNG / Fresh Meat
Sep 4, 2011
654
6
0
Texas
Would it be possible to separate the killing effects (Blood, decals, death sounds) and the Sound effects into two separate mutators? :x

Yes, technically. However to accomplish everything I have I had to extend both ROPawn and ROPlayerController.


To make death effects configurable I had to create yet more PlayerController classes. I also have special handling in my pawn classes for death sounds. Same for part of the death effects and all the blood and decals. To make them separate I'd need more classes with only the desired effects in them, I'd have to extend them all the way down the chain for each role and the resulting mutators wouldn't be compatible.


So it is possible but not in a very nice way
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
333
0
Deutschland
Hmm I have try to test it. I activate the Mod in the Workshop and start Spartanovka. But... no sound mod :eek:

Some known problem? Maybe I have to delete my old mod files and download it again?
 

Giuliano

FNG / Fresh Meat
Sep 6, 2011
727
16
0
29
Dibbler, seriously...


Why weren't you there when Tripwire were making this game?
 

SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
0
Australia
Is this mod whitelisted?

Can I play with it in any server?

Not whitelisted, it's not even submitted yet as it's very much WIP. If you want to play with it you can either join the sound mutator testing server in the unranked section or launch a singleplayer game with it.

EDIT: Bodies can now be dismembered and thrown around by artillery, I believe that's a new thing.
 
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dibbler67

FNG / Fresh Meat
Sep 4, 2011
654
6
0
Texas
Not whitelisted, it's not even submitted yet as it's very much WIP. If you want to play with it you can either join the sound mutator testing server in the unranked section or launch a singleplayer game with it.

EDIT: Bodies can now be dismembered and thrown around by artillery, I believe that's a new thing.

Yes I believe that's new. Totally unintentional :D I overrode takedamage in the dying state to try and allow more decals on bodies (didn't work) and allow blood hits (did work.) I did notice that bodies could be dismembered after death now but not launched through the air!
 

SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
0
Australia
Yes I believe that's new. Totally unintentional :D I overrode takedamage in the dying state to try and allow more decals on bodies (didn't work) and allow blood hits (did work.) I did notice that bodies could be dismembered after death now but not launched through the air!

I think it was a body, I saw arty hit a little pileup (Bots + fxlifetimemultiplier am I right?) and bits flew EVERYWHERE. Was like... :eek: That's new!
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
333
0
Deutschland
The instant mute and blackout ( I need a shorter way to describe it :D) should only occur when you're shot in the head. Other wise it's a slow fade to black and white then black. Does this not occur?


I too would like the commander to hang around the radio for arty strikes. I'm not sure what you mean about enemy commanders though. Do you mean when you occasionally hear a commander calling it in over the radio, even when your nowhere near one? That might be problematic considering the stealth weapon mortars have become ;)

Edit: Kleist, you wouldn't happen to be playing a cut version would you? The helmet pop off feature is dependent on gore settings and it uses the gib system to work.

I have a uncut version of RO/RS full gore, but maybe I only have to play the mod longer. It happen not all the time that your helm pop off, is more or less in a random way, or?


About Enemey Commander Arty Strike:
I mean that you hear the enemy commander, when he call in the artillery, a lot of times you can hear his radio signal all over the map. It