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Oddball_E8

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Posts posted by Oddball_E8

  1. Just a comparison between my soundmod and waclaws soundmod.

    Only cannon sounds.

    Use this to decide which mod you want when it comes to cannons.

    I personally view it like this: If you want to be able to easily distinguish between weapons, you pick mine.

    If you want the hollywood experience where it all sounds like a massive rumble, you pick his.

    For kicks, I tried closing my eyes while listening to the sounds in the video and tried to guess what gun was firing.

    It was nearly impossible on his.

    Pick whichever one you like best of course :)

    PS: please note that the 50mm/45mm on mine is the wrong one. I just figured out that I have been using the wrong soundfile all along (since before I started the Final mod).

    This will be fixed in my patch 2.

    PPS: The 75LL, 88L and 88LL were lacking reload sounds in the previous patch since I had misplaced my soundfiles for that, but they will be included in patch 2 (which will include the entirety of patch 1)

  2. Tricky, this one. Most terrain types will be unusable for this as they're stretched over multiple action spots. And not all of them are 100% opaque. Your best bet for something like this is probably plowed field NS and/or EW. These terrain types aren't transparent and cover only a single AS.

    I think he means using them instead of the gravel roads we have now.

  3. I don't know about "free to use" since copyright when it comes to sound effects is pretty muddled up and hard to prove/disprove. (I've heard sounds in movies that I heard as sound effects in mods years before the movie came out for example)

    But here's where I got alot of my sounds from: http://gamebanana.com/

    It's a site for modding basically. There are alot of good quality soundmods there and I don't think most of them mind you using their sounds as long as you credit them.

    (also, most of the authors are impossible to get ahold of these days so getting permission is hard, but considering the fact that most of THEIR sounds are from other sources too, it's all pretty muddy)

  4. Lol! Fair enough. I should have known better.:D

    Seriously. I have not modded anything in a while and I liked what I heard. I looked up GAJs website afterwards and found your stuff. I'll give it a try.

    Nice video by the way.

    Thanks!

    Heh, thanx :)

    To answer the question tho, I use the Final Soundmod - Standard Version - CMRT.

    BUT, you won't have the same cannon sounds as in the movie because those have been further modded by me.

    I'll be releasing a patch soon™

  5. We can't complain really. The amount of work he has done for the games across the series is amazing. Love to see him do everything vehicle wise in all the games..but don't begrudge him stopping and enjoying something else.

    Thanks Aris for all your work. You have added so much to the games and we're all in your debt:)

    Of course, but we can still be sad :(

  6. Well here's another weapon that has almost the same rate of fire (1100+)

    It sounds pretty much the same.

    I think the "ripping" description comes mainly from the fact that no other weapons fired at that rate...

    It "sounds right" the way it is. No need to speed it up to fit some hollywood fantasy image of it.

    If you listen to this which is recorded at a bit of a distance and not with the "proper" equipment, you'll hear what I believe is the closest you can get without actually being there.

    It does sound more like a wall of noise there because of the echo and such...

  7. You are very welcome, mate.

    I love all the sound mods we're getting. It's very hard to choose between em. One thing I still don't hear is the "tearing fabric" or "zipper" sound that the MG42 was supposed to have.

    With these samples one can still hear the individual shots. I thought that with the MG42 one couldn't hear individual shots, and it would have more like a "wall of sound" - like a modern gatling gun. Are these MG42 samples from a gun that has had its firing rate adjusted slower??

    You can hear the individual shots on a real one too.

    I'd imagine that being on the recieving end and not that close to it, it'd sound like a "wall of sound" tho.

  8. Any shell trajectory watched along it's path on a high zoom setting will look like a seriously curved one, when in fact it's descending at mere 1.5deg or so. It's just effect of zoom I think.

    It looks like that in any game, and probably in real life too - watching trough the sight it seems that the shell is dropping at the target from above at a "high angle".

    Not zoomed in:

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