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Oddball_E8

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Everything posted by Oddball_E8

  1. Also, I have another patch coming that changes the .50 cal sounds a bit, but if you want to do that yourself, just delete all but the M2 .50 cal sounds and rename them this way: gun 12 m2 0.wav to gun 12 dshk.wav gun 12 m2 1.wav to gun 12 m2.wav That will make them sound much better IMHO. (there were problems with the "pacing" of the old sounds)
  2. Well, ideally you should overwrite them in the shells/shots folder. BUT, the way the game works with mods, you could just put them in another folder under Z called z_oddballpatch or something. When the game loads up it checks for mods in the Z folder. It then loads the mods in order by name, so anything named Z at the start will load last (and zz will load last and zzz even more "last" and so on) For example, I have a folder called zzzzzz_testing which I use to put any new mod I want to test. Anything I put there will load last and thus override any other mod of those files I might have installed. but yeah, you might as well just overwrite the filed
  3. Well... CMBN SFX COMPILATION is just a compilation of my soundmod, waclaw's soundmod, JorgeMC's soundmod and SFX 1.2.5. SFX 1.25 does not include any of the sounds for CMRT. (although it IS comprehensive for CMBN, that's true. I just haven't looked at it before and the low filesize fooled me into thinking it wasn't comprehensive) Astro Cat has a very comprehensive soundmod though. Don't know why I forgot that one. Been a loooong time since he made that one though, IIRC. EDIT: Well, it wasn't that long ago actually... march 2014... And I had a good long interaction with him in his thread about it too... don't know why on earth I forgot his mod
  4. True, but even there it's just me and waclaw that's done comprehensive mods I think. Most other mods are either just small arms or vehicles or some other narrow part of the sound mod spectrum. :/
  5. Well... there's mine... I don't think there are many other comprehensive soundmods out there. There's a few that only mod some of the small-arms sounds, but nothing as encompassing as mine and waclaws.
  6. Heh, yeah, the layout of the site leaves alot to be wanted. But IIRC the guy running it now is not the one who designed it, so it's due for an update I think.
  7. Well... you get an account It's not hard to do. There should be a button for it somewhere. The login button is at the very bottom of the page IIRC, so you might try looking there.
  8. Sure, mine is "complete". http://cmmods.greenasjade.net/mods/5300/details You'll need patch 2 and 3 as well: http://cmmods.greenasjade.net/mods/5384/details http://cmmods.greenasjade.net/mods/5383/details Patch 1 is included in patch 3. Waclaws mod is also "complete". http://cmmods.greenasjade.net/mods/5172/details
  9. I was talking about the fact that the rounds it fired at aircraft wouldn't be used against ground targets, so they wouldn't be included in the loadout.
  10. HEY! What are those russians doing in italy, fighting in a vineyard valley?
  11. Well, the DshK uses russian .50 cal (12.7mm but longer than the western ones). You can't really say it's "too fast" since I don't set the rate of fire. The game sets the rate of fire, I only pick what sound it will make each time a shot is fired. So if the M2 sounds too fast for you, that's not going to change if you remove my sound. The DShK was recently patched in. EDIT: Also, please note that I have two different sounds for the two calibers. There's one specific sound for the russians and one specific sound for the americans. So the M2 does not sound the same as the DshK.
  12. Yeah, my point was that if you sit down and play CoD (or something "lightweight" like that) for 20 minutes you actually COMPLETE the game a few times (as in play a few matches from start to finish), whilst if you sit down with CM you'll only be doing a few turns in that same time. I think that's what appeals to alot of the adult gamers. They can actually feel like they sat down and finished a few matches instead of sitting down and only doing maby 1/10th of a match.
  13. Well, let's see. I'm a huge star wars fan. I play Elite Dangerous. I play Star Wars: The Old Republic (an MMO) I play War Thunder. I play Xcom (the new one). And I also play CM. There is nothing that says you can't enjoy more than one type of game. However, I think that alot of "adult" gamers have much too little time (in their opinion anyway) to invest in playing a heavy game like this. I hardly ever get to play it for example, because I don't feel like I have the time. So I think that's why more "casual" games like call of duty are more popular. Because you can just pick up the controller and play for 20 minutes and still have a few complete games.
  14. If a target is moving towards you, the speed doesn't really matter that much. If it's moving perpendicular to you, then it's alot harder to hit. But even then it's only a matter of ranging the shot and timing it to get a decent hit. If the target is moving at an agnle though, that's where things get difficult. Because not only do you have to hit a "moving" target (ie, moving perpendicular to you) but you also have to account for decreased/increased range compared to your last shot.
  15. Can't make it too loud or it'll drown out the 20mm's and cannons... And then I'd have to make THEM louder... and that's not good... they'd just end up being massive bass booms.
  16. I don't know if this has been pointed out yet (and I'm not gonna bother reading the entire thread for it), but trees are abstracted in the game. They are NOT where they are portrayed in the game, so HE shells are NOT detonating when hitting foliage. When you fire through a wooded area there is a certain % chance that the shell will hit a tree (which isn't modeled) and detonate. So while it might look like it's hitting leaves, it's actually hitting a tree. Furthermore, this is abstracting several trees in depth, so it's really not that difficult to figure out that shells would be relatively effectively stopped by a wooded area. Although, an attritional effect would be nice so that if you pour enough hot lead into a wooded area (especially large-caliber hot lead), eventually the trees would go away (and heavy woods would turn into light woods before that).
  17. Yeah, I'm using Veins too. Aris' are good, but I just prefer Veins. Was thinking of trying without any tracers just for fun, but I'm guessing it'd be really really confusing
  18. Looking very nice... now I don't know if I should wait for Aris' version or just go with yours :/
  19. Yeah.... that's not gonna help much if there's no subtitles/dubbing since I (and very many others around here) aren't exactly fluent in russian :/
  20. Yeah, one would have thought this'd draw more attention. But then there's been alot of patches released and such so people probably missed this in all the commotion. Also, might have better luck not putting this in the mods section.
  21. Well, I can't speak for everyone, but I personally feel I am such a noob compared to the grogs here that I don't feel that I am qualified to give any feedback on a scenario other than "I liked it" or "I didn't like it". So I usually don't give feedback on scenarios. Not to mention that I don't play at all as much as I used to back in CMx1 days, so I hardly ever play any scenarios anyway and when I finally do, I usually don't know who made it or if it was even downloaded in the first place.
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