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AstroCat

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Posts posted by AstroCat

  1. I have noticed with my own mod that vehicle sounds in particular sometimes get a bit muted.

    I have no idea why this happens, but it does.

    And as for movement sounds, they play differently depending on the movement order of the vehicle.

    Try putting a vehicle on fast and then slow and then reverse... you'll notice a difference...

    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. :)
  2. I have noticed with my own mod that vehicle sounds in particular sometimes get a bit muted.

    I have no idea why this happens, but it does.

    And as for movement sounds, they play differently depending on the movement order of the vehicle.

    Try putting a vehicle on fast and then slow and then reverse... you'll notice a difference...

    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.

  3. 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?

  4. 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!

  5. 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.

  6. Oh,sh*t,... I forgot to add the new US gear.bmp, and believe me, this adds to inmersion, it took me some hours to update it ...argh...

    I may upload it a a single texture to CMMODS,...

    BTW,..I would be glad to hear what yout think about the update, what you like, what you hate,...helps me improving...

    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.
  7. 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.

  8. 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.

  9. CM is a brilliant concept wrapped in a terrible interface.

    We put up with the interface to get to the engine but if you don't know that engine is there, or don't appreciate what you're seeing, then it looks worse than most freeware games you'd get on an iPad because the information you need to understand what's going on is obscured.

    Unfortunately there's a large proportion of the BFC fanbase that wants the game to present exactly what you'd see if you were in a balloon above the battle* and, as Steve is of a similar mind but not quite so fundamentalist, what we get is a completely unapproachable for the vast - and I mean at least 90% - number of potential players.

    The marks it gets set against the devotion of its acolytes proves this - once you've struggled through to a H2H game, and have developed the habits and knowledge you need then it's amazing.

    Before then...not so much. In other words, if you don't know what's going on in the game it's no fun playing it.

    Tactical wargames have always been niche. Personally I reckon CM is good enough to appeal outside of that niche, but it's not getting the chance because of its iceberg nature, which is a damn shame.

    *apart from the massive amount of AA tracer arcing towards you, natch.

    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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