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Posts posted by Oddball_E8
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Hmm... It does appear that BFC is pretty good at retaining customers tho.
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Unfortunately, I'm broke enough for 5$ to be a major expense... especially for something that gives me no money whatsoever in return.
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I have been trying to make a trailer/promotional video for my soundmod.
But despite being relatively prolific in video editing and such (I upload at least one video every week on my sw:tor channel) I just don't find that I can muster up enough creativity to make a trailer for my soundmod.
So I'm asking if there's someone out there who would like to make a video showing off my soundmod in a better way than my pretty static "soundmod comparison" videos.
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Not to be "that guy" but I'm pretty sure panthers were slave labor made in many cases
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Hehehe and over on swtor.com they are whining about not getting any updates about the game progress for almost a week
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Well, I can't speak for tactics, but there are a few things that someone new to this game should know.
1: Tiger tanks are fragile. Yes, that's right. Fragile. Don't expect a lone Tiger tank or even a King Tiger tank to hold up for long against anything bigger than a T-34. (and that includes the T-34/85).
2: Halftracks are NOT APC's... Treat them as trucks with a machinegun mounted on them.
3: Never, and I mean NEVER, clear a forest unless you absolutely have to. Just supress the occupants if they fire on you, but don't go in there.
4: Do NOT move your tanks ahead of your infantry unless it is completely open terrain for several hundreds of meters (remember, panzerschrecks have a range of 200 meters).
5: Don't treat your russian tanks as long range "snipers". These beasts are to close the distance as much as possible and then knock out german tanks by brute force (their guns are massive for a reason)
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Oh ok... /10char
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I think it's very early days, and by no means guaranteed, but Chris responded to a question re sounds, saying that he thought sounds were worth a look, he has some ideas but would need to get approved for him to work on it.
So does that mean a new soundset or what? I'm still not following.
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Interesting comments on Chris's YouTube (Sacrifice for New Religion - doing better than I did....)
Cmbn 3 now with Beta testers, possibility of refreshing sounds. Was kind of hoping a CMFI pack was on the way, but doesn't sound like it is happening yet. Shame CMBN scenarios won't be re-done with triggers, but understandable.
possibility of refreshing sounds?
What does that mean?
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Just do what I do.
Pretend that there never will be a patch, that way you don't have to wait and when (if) it finally drops, you'll just be pleasantly surprised.
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That is a very helpful comparison. Thanks. it helped me realize that I like the crisp "low/non-echo" sound - which seemed to be either the default or Bodkins".
My sense is that unless the shooter is surrounded by hills/mountains one wouldn't experience the echoes.
Well, my Final Mod - Standard version is not included in that comparison, so you might want to check that out after all.
Still haven't gotten the energy to make a trailer for that one.
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Here's a comparison of my old mods at least. My final mod "heavy" version should pretty much sound like my "Oddballs soundmod" one there.
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Uh oh... What's the difference between heavy and std? I fear you're spoiling us with too many choices, heh. What were we listening to in your video?
Heavy and standard only affect the small arms.
Cannons are the same in both versions.
The difference is pretty much in the name The heavy has louder, more heavy sounds.
Standard uses sounds that are more "tame".
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I haven't done that yet. I'll try it over the weekend. Thanks!
No problem man... I originally made it for those who couldn't use soundmods because of old computers, but some seem to like the original game sounds so it's for them too.
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As an update...
I've reviewed the sounds and mixed more of yours into my mod folder. Thanks!
I actually still prefer the stock "shot" sounds over any of the mods I've heard. The modded shots are just too BIG. Yours are more defined than waclaw's, but I feel like the stock sounds are more natural and fit in the mix better.
I do like the RO small arms mods that someone released a couple of weeks ago, but I'm still not sure if I like them better than stock. I probably won't keep them either.
Just my opinion and taste, of course. I'm looking for very "realistic," and "natural" sounds. I actually find it difficult to sit through modern action films because the aural/visual arms race going on these days really puts me off. I feel like a guy looking for a small can of Classic Coke when all the store sells is triple-strength Jolt Cola.
Did you try the lightweight mod? It only uses the stock game sounds but rearranges them after caliber instead of weapon.
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Yeah, I think I will go with your "Final Mod - Full Version". So looking forward to your final patch. (Just let us know if we also need earlier patches, or if your Final Patch will incorporate all earlier patches.)
Heavy or standard?
Just curous
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I was referring to the "side-by-side" comparison of visuals (both/all on a single screen via the same video settings).
It's relatively easy to listen to sounds quickly one after the other - but the way you did it was very helpful as clearly showed visually how the different tanks sounded. Without the visual reference, it would have been harder to understand how distinct you have made each vehicle's sound. great job!
Heh, yeah, thanks.
I felt that waclaws mod just didn't work for me because it was all just a cacophony of sounds and I couldn't figure out if it was my guys or the enemy shooting, and definately not what weapons were firing at the time.
So I stuck with my own mod instead from previous versions of CM.
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First of all, thanks for creating the sound mods and for doing the comparison vid.
I do have a couple of questions. In GreenAsJade, for your sound mods, the following are listed:
Oddballs Final Soundmod - Not so final patch 1
Oddballs Final Soundmod - Standard Version CMRT Small Arms Only
Oddballs Final Soundmod - Heavy Version
Oddballs Final Soundmod - Standard Version CMRT
Oddballs' Simplified Soundmod V1
Fathers Brothers Nephews Cousins Former Roomates Soundmod V3 - Red Thunder Update
Oddballs' Lightweight Soundmod V1
If I want to install the latest full version covering all weapons you have sound mods for, what should I download? If more than one file, is there an order to install?
Are the mod effects only for the weapon firing or do they include the explosions, etc. of the ordnance?
Thanks!
Hmm, well that depends on your tastes.
There are several versions. The descriptions are pretty... well... descriptive, so they should be looked at first
But, the general versions are as follows:
There's the lightweight mod that only uses sounds from the game. No modded sounds at all, just a rearrangement of the sounds in the game based on caliber instead of weapon.
There's the Final Mod - Heavy version which uses many of my older sounds, but it is a very loud soundmod which I (in my old age, I guess) have stopped liking.
There's also the final mod - Standard version. This is the mod that I use myself.
Then there's a couple of versions of that. One with ONLY the small arms sounds, and one with cannons, explosions, vehicles and plenty more.
The latter is the complete mod so to speak.
And if you pick either of my "final mod" full versions, you should then update with the final mod - patch 1 (or later patch 2 when it's done, which is pretty soon).
The simplified and fathers brothers bla bla bla are my older sounds so use them if you prefer those sounds.
The simplified is like the lightweight one in that it sorts the sounds after caliber and not weapon, but uses my own sounds instead of the games.
I hope that made it at least a little clearer :/
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I find the preview pics don't always accurately show terrain etc exactly the way they appear on my screen - maybe to do with my nVidia color set-up. But, yes I am a big fan of Vein's mods. (I actually d/l every mod I can find (but that can lead to confusion when there are a bunch of competing mods - eg: Aris has many xnt FX mods that compete with Vein.)
Well then me making a video wouldn't help you anyay since it'll probably look different on your computer anyway
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I recall, back in the days of CMx1, that if you used a mission file as your quickbattle map, you got the forces that were already on the map as well.
Something like that might work if it still works the same way in CMx2.
Haven't tried that tho, so I can't comment on that.
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Thanks Oddball. That is a VERY useful comparison. With the large number of competing mods now available, I was dreading having to go thru em and compare individual sound mods.
It would be great to have the same sort of side by side comparison for FX (smoke, muzzle flash, explosions etc) as well as terrain. The large number now available is equally intimidating I used to put in a mod, load the game, look at mod. Shut game down, load a different mod, load the game etc. But, the process takes so long that have usually forgotten what a particular terrain mod looks like by the time the 2nd one is onscreen.
Yeah, but the difference being that the graphic mods usually have preview pictures.
Soundmods usually don't
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No problem man. Check them out at your own leisure.
I'm considering making an actual "sound mod trailer" some day... but it'll take a bit of creative editing and recording. And that takes time.
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Yes it is. Both me and waclaw have reload sounds added to the cannons (although 3 of mine don't have them yet)
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I've played a couple of the realism mods for Medieval Total War and they are pretty good.
Mount and blade is nice too, but as womble said, it's not a strategy game exactly.
I need help from someone talented to create a video.
in Combat Mission Red Thunder
Posted
I don't know... It feels wrong taking donations for something like that.
I mean, someone already paid for my game since I can't afford it. And that feels weird enough. :/