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Author Topic: IDF Modification BETA report  (Read 14014 times)
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Cocobolo
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« Reply #20 on: August 01, 2002, 01:31:03 pm »


Quote

Oh and as for sounds I think each has to be 44mhz , 16bit. You guys used Igor for the effects.xml too right?


Yep, all working sounds are in the effects file, and we tried everything we could but some just would not cooperate. Cobra lost some hair over it, now he looks scarier, heh heh
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged

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Suicide_Commando
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« Reply #21 on: August 01, 2002, 01:55:08 pm »

Hmm,that's weird. I myself have never used the sound editor but it looks like it's a pain in the ass.
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IDF_Lavi
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« Reply #22 on: August 01, 2002, 02:22:24 pm »

Another sound bug. the AK-47S that the S-13 guy has makes a bird sound when you shoot not a gun sound.
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Cocobolo
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« Reply #23 on: August 01, 2002, 02:39:20 pm »

That's strange, I was using it last night with no troubles. There's something I should have said earlier, and that is, if you don't have Desert Seige installed (not necessarily active, but installed) then go to RSE's site and download the DS updates. These fix some bugs in GR and allow mods to work better. I couldn't even play GR with the mod active untill I installed the updates.
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« Reply #24 on: August 01, 2002, 04:15:50 pm »

a bird sound? LMAO. I didnt catch that one, what rate of fire? or is it both semi and full?
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IDF_Lavi
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« Reply #25 on: August 01, 2002, 04:33:39 pm »

After further testing this is what I found.

I tested it with Desert Siege activated. The AK47S gave me a bird sound in single shot only. Not in full auto. When I deactivated Desert Siege shut down GR and restarted it, the single shot worked fine. I then thought it was just a GR glitch so I tried it again with Desert Siege activated shut down GR and restarted, and the same thing happened

I've found that if I deactivated the IDF mod then reactivated it as the secondary mod under Desert Siege where I didn't have the IDF splash screens I found the AK sound worked fine. I then deactivated both IDF and Desert Siege restarted GR, reactivated both IDF and Desert Siege with the IDF mod as the primary mod so I have the splash screens and the bird sound went away. Not sure if it was just a GR goof up or what.

I will try to replicate the bird sound if I can. It was there twice but has since gone away. Will let you know if I can recreate it and how I did it
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged
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« Reply #26 on: August 01, 2002, 04:45:52 pm »

We?ve tested the mod now for several hours playing multiplayer and it worked absolutely fine. Nothing to complain about. The bird sounds mentioned earlier can be heard in mp,too. But it came up from time to time, but not while shooting (nice, a feeling of being out in nature).

My resumee up to now: a perfect mod for (many) hours, it doesn?t matter if you play single or multiplayer! The weapon-pros have mentioned some things I don?t even realize (lol) but I think I tested it in the sense of fun.
I even found a new girl-friend: she calls herself Luger 10/22! I love this gun!
So far from my side
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« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged
IDF_Lavi
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« Reply #27 on: August 01, 2002, 06:03:14 pm »

Did you have any problems in MP with changing to demo kits. On my computer each time I switch to demo kit 5 it crashes back to desktop. Also find that the micro uzi for me didn't have any sound in MP.
That's the only things I've found. Great mod. It'd be even better if you'd put the specialist IDF skins for the other teams in MP and put all of the specialist kits in as well  Cool Great job!!
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Cobra6
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« Reply #28 on: August 01, 2002, 06:19:48 pm »

I need to know what is in he kit that crashed the game in M/P, and wa the micro UZi sound not present only on single fire.
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IDF_Lavi
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« Reply #29 on: August 01, 2002, 06:58:11 pm »

Ok kit that crashed was Demo kit 5. IMI Tavor SD + Claymore
The micro uzi with no single shot sound is
Sniper Kit 6 M16 SWS + IMI Micro Uzi
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Cobra6
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« Reply #30 on: August 01, 2002, 07:00:47 pm »

Ok, if its the Micro Uzi SS sound that is being fixed. The kit that is crashing the game I wil look at tonight.
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« Reply #31 on: August 01, 2002, 08:11:23 pm »


Quote


Oh and as for sounds I think each has to be 44mhz , 16bit. You guys used Igor for the effects.xml too right?


Is it 44hz, 16bit, or
22hz, 16bit, Mono, like in R6 and RS?

Maybe you already looked into this, but did you guys make sure that all of the custom sound files' properties showed the same format (e.g., 22hz, 16bit, Mono)?

As for voice files, I didn't mean actual Hebrew, but only English lines spoken by a Hebrew speaker who lives in Israel.  That's something that the IDF squad could probably provide.

ISSUE #1:  You say "check the specialists list", but I don't have any specialists listed.

ISSUE #2:  I'm not seeing certain pictured unis and weapons showing at your site.  Are they only in the specialists list that I don't have?  Is this where my beloved S'13 and AK-22 SD are?  Even when I tried to use an "unlock specialists" mod in the early GR days, it didn't seem to have any effect.

ISSUE #3:  In multiplayer, when cycling through the Demo Man's kits, I often crash to desktop.  Is one of those kits causing this?

ISSUE #4:  Can we have more time for testing?  I'm not getting the opportunity I would like.  (The Sabbath starts Friday night 'til Saturday night.)

It was said that you guys don't play multiplayer much... Has the mod gotten good multiplayer testing, yet?  

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« Reply #32 on: August 01, 2002, 08:14:33 pm »

Yeah, it would be very nice to have the specialist skins and weapons available to other teams in multiplayer.

>>> Regarding, soldier movement speed.  Is it possible to tweak these?  If so, S'13 should have the fastest, as they regularly win the big run up a mountain in Israel each year.  
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« Reply #33 on: August 01, 2002, 10:24:53 pm »

I know this may sound cheap but I think it would be ok if you just used the Default M4 and M16 sound for the different variants of these weapons in the game. Some people may complain that they are just the same as the GR ones. Oh well guess that's why i'm not a mod maker  Grin Great job again guys. Haven't found anything new.
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« Reply #34 on: August 01, 2002, 11:02:27 pm »

WoW!  IDF_Lavi sent me the file that unlocks the specialists!  

WoW!  VERY impressive.  I LOVE LOVE LOVE the S'13 skins!  They are so dangerous looking!  And the Israeli Police chick is cool, too!  It's all cool, but we have our preferences, right?

The Mitchell AK-22 looks great, but it needs to be SD and have a silencer... a Ciener silencer, if you have picks of that.  And why not trick it out with some kind of updated close-range tactical sight?  Also, it should sound like a pretty quiet airhose when it fires full-auto.  And it should have very little recoil, as it is said to gently push in full-auto.  (This will counter the weak ballistics... which will probably be weaker with silenced .22 LR rounds)  However, to counter this weakness, it has a blazingly high rate of fire because of the short length of the round used.

http://www.biggerhammer.net/ has videos of gun shoots, and one of the more recent ones has video of at least a couple of .22 full-auto firearms.  You can get an idea of the rate of fire from that.

Please, please, please make these changes.  It is looking SO COOL, so far.  I'd really like to see at least the silencer, if nothing else.

Also, for the Uzi-SD's were you able to use that genuine Papa Uzi SD sound?
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« Reply #35 on: August 01, 2002, 11:04:23 pm »

Oh, also, in figuring out the damage potential of a round, are the tangos thought to have body armor on or not, 'cause I was wailing on a tango in full-auto with the Mitchell AK-22 from about 100 meters away and it wasn't phasing him.

I should think it would hurt at least as much as being hit by a paintball.

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« Reply #36 on: August 01, 2002, 11:05:35 pm »

By the way, this mod REALLY is a very professional portrayal of Israel forces...

You've done well, DTD!
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« Reply #37 on: August 01, 2002, 11:25:48 pm »

about desert siege uni's appearing instead of the mods's, coco make sure the _Des extention at the end of the rsb's is a capital 'D' and that there is a _desert extention to all the .chr's u use. u must both a set of non-ds-extention files and a set WITH the ds extentions. the _Des thing threw me off and i got the same problem someone mentioned b4 about ds's uni using coco's gun.
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« Reply #38 on: August 02, 2002, 07:54:21 am »

Well i've played the mod 2 days allmost an it runs fine apart from support kit 13 pics being back to front the 60mm mortar pics needs to be the m4 is and the sound on the colt m4 squad fireing twice.Apart form that it's great  Grin
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« Reply #39 on: August 02, 2002, 07:57:59 am »

Gotcha. The Des extensions are all there, but I'll have to double check to see if it's a capitol or not. As for the specialists, they don't use the same chr's like the allied, they are all renamed to the unit in question, and based on various different chr's that aren't normally playable..

This is one of the freaking things about GR that I hate, the stupid way it prioritizes the data. I feel like all mod data should be top priority, but GR has things built in that make the standard info stay on top. For instance, you can edit a standard .gun file and change sounds, model, but if you try to change the reticule, nothing shows up.
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged

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