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AstroCat

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Everything posted by AstroCat

  1. Here check these 2 out and see if you like them better. I agree maybe less wind would convey "fog" better. Next update I'll probably include the first one of the 2 here. If you use the 2nd one make sure to delete the 2 out of the name. http://www.mediafire.com/download/v6s64klh4vdrw38/background_fog.rar
  2. Oh and I always liked the SFX you used for vehicle loop move heavy track.wav, but I went with a different one just to mix it up a bit.
  3. Glad it is working! Very strange... well just for the fun of it I made a slightly tweaked version with a little bit more "meat" to the tracked vehicles, and boosted the idle a little bit. Use which ever one you want. http://www.mediafire.com/download/4cdrw9n9z3ul5wn/more_beefy_vehicle.rar
  4. Yeah I compared the same 2 files, vehicle loop engine idle heavy.wav and vehicle loop move heavy track.wav from my mod to yours. My vehicle loop move heavy track.wav is just a little bit quieter (like only 1.5dB - 3dB). So they sounds almost the same level wise in-game. My vehicle loop engine idle heavy.wav is a lot quieter than yours, 10dB-12dB. So the difference for me in-game is that the idle is a good bit quieter than the movement, it is more pronounced in my mod compared to yours or vanilla. This is really strange because that is not what Zebulon Pleasure Beast II is hearing but he should be, even more so with my mod. What I could do is boost the low end some more and see if that helps.
  5. Yeah, I just tested it out over here again and I noticed that all the sounds are played a good bit lower in the game than when playing them out of the game, but that is across the board. I am hearing the difference between the movement and idle "correctly" though. I took a look at the default sound .wav files and the main difference is that their idle SFX is about 4dB-6dB on average louder than mine (which I though was too loud and distracting). The movement I am only about 2.5dB - 3.0dB quieter then theirs and I have good amount more low end content. So, I am not sure why you are hearing them so quiet. I could take them both up 3dB overall, that's super easy and the headroom is there. But, it sounds like what you are hearing is more dramatic?
  6. Yeah that is very strange. Over here they sound the same relatively speaking, in-game and out. Let me know what you find!
  7. Here check this comparison out... just to show the difference I mentioned above. vehicle loop move heavy track.wav
  8. Can I ask what kind of speakers you are using for playback? The reason I ask is that there is a lot more low end content in the vehicle moving sounds and maybe your not picking it up? If you look at the .wav files you will see that the vehicle idle is a good 9dB lower than the vehicle moving SFX (on purpose), it definitely sounds a lot quieter over here when compared to the movement. I did pay a lot of attention to that balance but I'm using my reference setup here to do it which might have a wider frequency bandwidth. As for the walk on pavement sounds, yeah I was debating taking them down just a bit to take the "edge" off, I will see about lowering the concrete walking 3dB for the next revision. Although they sit pretty good in the mix as is. Interestingly they have more mid high content which would go along with why you are hearing the vehicle sound mix the way you are. Thanks for the feedback!
  9. I put that intro together a really long time ago, to be honest I don't remember were I got the original sources on that one. Good point, funny that faded version got in there. My mistake I have one that fades better. Here it is... but I'll also include it in a future update. http://www.mediafire.com/download/a1senpt70pp3peo/music_intro.rar
  10. They all check out ok. What are you using to play them back? I see what is up... they are ok, WMP will have a hard time, try Quicktime player or VLC. I'll "fix" them for the next revision. Should be fine in-game.
  11. AstroCat_Grass_and_Minis_v1 Located here: http://cmmods.greenasjade.net/mods/5045/details This is my quick grass and mini texture mod. It is meant to compliment other desaturated texture packs, especially Aris' although you could use it stand alone if you wanted. I didn't create the original textures I just tweaked them so all credit goes to the original art director/illustrators.
  12. lol! Let me know what you think. I will of course keep working on it, this is just the first version to get something out there for people to play with. You know how it goes... you just keep tweaking it!
  13. AstroCat's Sound Mod Compilation v1 Located here: http://cmmods.greenasjade.net/mods/5044/details This is my sound mod compilation for Combat Mission. It is a mishmash of sounds from all kinds of sources including original ones. It also features many tweaks from me including EQ'ing, mixing and all kinds of sound design as needed. If anyone is interested in how or why I did something please just let me know and I would be happy to discuss it. I put this mod together totally for fun and because for me sound is a huge part of my game playing experience. (I'm a sound designer/composer in "real life" so I love this stuff! ) Credits go to all the original sources, which would be the actual foley guys who recorded the original takes, sound designers who worked on the sounds, the VO editor, talent and engineers, the composer of the music edits I used and to all those who assembled them and tweaked them along the way before I got them. This is a "living project" and I will tweak and update as I hear the need so I hope to update this compilation along the way. If anyone wants their specific sounds removed from this compilation just let me know and I'll take them out. Also if I used some sound and you recognize it as yours please let me know and I will note the credit or take it out as requested. This is for fun and for everyone to enjoy, the last thing I want to do is make someone upset.
  14. Yeah you could just upload it as separate "mini mod". I'll try and throw some feedback your way after I really check them out.
  15. You rock, I'll be downloading them tonight after work for sure!
  16. I agree, I don't need the multi-core support (would be nice but I get it) but what I really would like is to see CM using at least some of what I have available. An i7-2600K @4.2GHz, 8GB and a Titan 6GB should just kill on performance for CM but when I monitor the usage nothing is barely even being used. I could probably run a ton of CM instances and have the same performance. This is also noticeable because my performance remains pretty constant no matter how "crazy" I turn up the driver settings. I have faith you guys will work it out and one day I'll see a 60fps CM using my hardware.
  17. Yeah I use decals if they can be used in a generic sense but if they get too specific then I usually avoid them as to not have to change so many of them battle to battle.
  18. The game for sure does not run well on higher end systems, no matter what settings you use. I've documented this in depth in the tech forum. There is something definitely "wrong" with the engine, some kind of serious bottleneck that has nothing to do with how much CPU, mem or GPU you have, it doesn't make a difference. I get very low fps no matter what settings and my CPU, mem and GPU are barely even being used.
  19. Pretty amazing work! Your dedication is killer!
  20. Thanks! Much appreciated by us sound guys!
  21. Yeah just a new SFX trigger instead of a new sound would be totally fine by me.
  22. Combat Mission is one of my longest running game series. No matter what system I have had since I discovered CMBO all those years ago I have always had some iteration of CM installed and ready to play. Really awesome and impressive!
  23. Great info... so I understand, once the rounds start falling after FFF is annouced the spotter can bail unless he needs to stick around for other reasons. Although Vanir Ausf B seems to imply he needs to stick around... hmmm.
  24. I really do agree, it's so close with CMx2 but not there yet. It needs a major UI overhaul (this will help with immersion for many players), some serious in-game help for those who are not ww2/"genre" scholars and a big graphics engine "modernization". The core is amazing but it's still wrapped in a rather rough shell (comparatively speaking). I am an absolute BF/CM supporter since CMBO and it feels like a tough love situation. Oh and I also totally agree Steam availability would really help CM's exposure.
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