Today's Messages (on)  | Unanswered Messages (off)

Forum: v1.13 Coding Talk
 Topic: Experimental Project 7
Re: Experimental Project 7[message #357385 is a reply to message #357383] Tue, 21 May 2019 00:16
crackwise

 
Messages:61
Registered:April 2013
Awesome work Sevenfm, this brings the game to next level! I have a quick question:

I have an ongoing game at a default version (i.e. not your modpack version) of 7609 + SDO + AR with your AI+ mod. I would like to get the ambient sounds and the new calibre-based weapon sound system in this ongoing version.

So I have downloaded the unstable_modpack.7z from your drive. Is it possible to get these features from your modpack? If yes, which folders, files, settings etc. should I copy from your modpack into my version?

Thanks a lot in advance!
Re: Experimental Project 7[message #357386 is a reply to message #357385] Tue, 21 May 2019 00:31
sevenfm

 
Messages:1859
Registered:December 2012
Location: Soviet Russia
crackwise wrote on Tue, 21 May 2019 02:16
I have an ongoing game at a default version (i.e. not your modpack version) of 7609 + SDO + AR with your AI+ mod. I would like to get the ambient sounds and the new calibre-based weapon sound system in this ongoing version.
Is it possible to get these features from your modpack? If yes, which folders, files, settings etc. should
I copy from your modpack into my version?
For NWSS to work, you need:
- SDO mod of English version (or use English AmmoStrings.xml file instead of localized version)
- AltSounds folder from google drive\Data, unpack it into Data-SDO or similar folder (should be Data\AltSounds)
- set NWSS = TRUE in Ja2_Options.ini, section [Extended Options]
- actual Ja2+AI version (r1031+)

Any constructive feedback is appreciated.

Quote:
So I have downloaded the unstable_modpack.7z from your drive.
Unstable modpack has no relation to my AI project, it's just actual exe from the main trunk and mods that work with unstable. Why do you even bother downloading it if you are using stable 7609 version?

[Updated on: Tue, 21 May 2019 00:53]




7609+fix | 7609+AI (r1034) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #357387 is a reply to message #357386] Tue, 21 May 2019 00:36
crackwise

 
Messages:61
Registered:April 2013
Thanks for the quick reply, I will do as you recommend.

Regarding unstable_modpack. I actually confused the unstable_modpack link under your profile with 7609en+Modpack.7z, sorry.

The thing is I can't somehow find 7609en+Modpack.7z in your google drive. Could you share the link to it? Thanks a lot!
Re: Experimental Project 7[message #357388 is a reply to message #357387] Tue, 21 May 2019 00:42
sevenfm

 
Messages:1859
Registered:December 2012
Location: Soviet Russia
crackwise wrote on Tue, 21 May 2019 02:36
The thing is I can't somehow find 7609en+Modpack.7z in your google drive. Could you share the link to it? Thanks a lot!
For some reason google drive client failed to upload the file, I restarted it, should appear in usual place after some time.



7609+fix | 7609+AI (r1034) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #357389 is a reply to message #357388] Tue, 21 May 2019 01:11
silversurfer

 
Messages:2528
Registered:May 2009
Nice addition! One slight thing that should be fixed is the sound of casings hitting the ground. It's much too loud in my opinion.
Is this feature going to make it into the general trunk?



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Experimental Project 7[message #357390 is a reply to message #357389] Tue, 21 May 2019 01:27
sevenfm

 
Messages:1859
Registered:December 2012
Location: Soviet Russia
silversurfer wrote on Tue, 21 May 2019 03:11
Nice addition! One slight thing that should be fixed is the sound of casings hitting the ground. It's much too loud in my opinion.
I already changed the volume of case falling from HIGHVOLUME to LOWVOLUME 2/3 of the time and MIDVOLUME 1/3 of the time, it sounds much better now.
I think of also making it random so the sound will be played with like 30% chance, but I'm not sure yet.
Also the room effect doesn't always sound well with some weapon sounds like shotguns, there's still something to think of.

Quote:
Is this feature going to make it into the general trunk?
I wanted to have some feedback first and maybe do some tweaks and improvements, but in general this feature is very simple (it's just one small function that checks for some filenames, no new XMLs or anything), it shouldn't be a problem to add it to the main trunk.
There's a problem with mods compatibility as currently everything is based on names of calibers, and localization doesn't work at all (you have to use English names of calibers for it to work).
I don't want to add new XML for my project, but for using it with the main trunk something should be done like adding id or name of sounds folder to the AmmoStrings.xml, like:
<AMMO>
	<uiIndex>1</uiIndex>
	<AmmoCaliber>.38 Spc</AmmoCaliber>
	<BRCaliber>.38 Spc</BRCaliber>
	<NWSS>.38 Spc</NWSS>
</AMMO>
This will allow easy reusing of the same sounds for different mods without making too much similar folders and also probably solve localization problem.
And there are some smaller problems like deciding which guns should play case falling, currently all manual reloading guns and easy unjam guns don't play case sound but it's not the best solution. I should probably add some new flag to items.xml to indicate guns that don't extract case after shooting.

If you are interested in code details you can look in Ja2+AI svn for NWSS keyword.



7609+fix | 7609+AI (r1034) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #357391 is a reply to message #357390] Tue, 21 May 2019 08:51
townltu

 
Messages:352
Registered:December 2017
Location: here
While i did not play with nwss myself,
the sound of ejected cases appeared indeed to loud in some JA2 LP videos where i assume that nwss is used.

You could probably lower the volume by reducing the sounds amplitude in audacity etc,
(that is, unless the program automatically stretches the dynamic of audio to maximum)
drop a bunch of the files into its window, hit ctrl+A and select "effect" -> "amplify" to set a negative amount of dB,
so you get a new peak amplitude of ~ -20, then select "files" -> "export multiple".
My 13 year old high end biz notebook can handle ~ 100 of such short files in audacity without much lag,
assuming that most other people use faster machines, it should not take that much effort or time.

If you want to finetune the amplitude reduction with in game feedback,
progressively reduce a couple of different early gun case ejection sounds in steps of e.g. -4dB to find your perfect value.

[Updated on: Tue, 21 May 2019 08:52]

Re: Experimental Project 7[message #357392 is a reply to message #357390] Tue, 21 May 2019 14:59
sevenfm

 
Messages:1859
Registered:December 2012
Location: Soviet Russia
Playing with AI+NWSS+SSA. Omerta landing.


https://youtu.be/kexHd1JodxQ

Small video showing r10xx AI and sounds.



7609+fix | 7609+AI (r1034) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."





Current Time: Tue May 21 19:51:49 EEST 2019

Total time taken to generate the page: 0.01591 seconds