I am not sure about the speech "codes" but they have all the expertise with the speech thingo so I guess you best bet is to talk to Apex and he will channel you to the right fellas. Good luck!
I am not sure about the speech "codes" but they have all the expertise with the speech thingo so I guess you best bet is to talk to Apex and he will channel you to the right fellas. Good luck!
Dev-Team member of Normandy 44
Dev-Team member of Eastern Front
Eliwood I had the same trouble at first with mg sounds not working, I edited my module file and everything works now.
folder = CoH\DataSoundLow
archive.01 = YOURMODNAME\Archives\WW2SoundLow
archive.02 = WW2\Archives\WW2SoundLow
folder = CoH\DataSoundHigh
archive.01 = YOURMODNAME\Archives\WW2SoundHigh
archive.02 = WW2\Archives\WW2SoundHigh
These sounds are awesome. I am always annoyed with the sounds games use for the m2 browning but for once I find the accurate sounds. Thank for all your hard work Loran.
I had hoped your solution would work, but alas it did not. My mod is unarchived, so I tried all of the following solutions:
Code:[data:sound_low] folder.01 = CoH\DataSoundLow folder.02 = FortressEurope_Dev\DataSoundLow archive.01 = WW2\Archives\WW2SoundLow [data:sound_high] folder.01 = CoH\DataSoundHigh folder.02 = FortressEurope_Dev\DataSoundHigh archive.01 = WW2\Archives\WW2SoundHighI give up.Code:[data:sound_low] folder.01 = FortressEurope_Dev\DataSoundLow folder.02 = CoH\DataSoundLow archive.01 = WW2\Archives\WW2SoundLow [data:sound_high] folder.01 = FortressEurope_Dev\DataSoundHigh folder.02 = CoH\DataSoundHigh archive.01 = WW2\Archives\WW2SoundHigh
Actually, this worked:
Code:[data:sound_low:01] folder = FortressEurope_Dev\DataSoundLow [data:sound_low:02] folder = CoH\DataSoundLow archive.01 = WW2\Archives\WW2SoundLow [data:sound_high:01] folder = FortressEurope_Dev\DataSoundHigh [data:sound_high:02] folder = CoH\DataSoundHigh archive.01 = WW2\Archives\WW2SoundHigh
I followed implicitly Sledges directions there and just created a new empty folder called yourmodname and added the new sga's in to that - in the limited test that I've done so far that does appear to have worked. I'll test it some more in another game and see if that has done the trick.
This sounds like a great mod. If anyone has got this working with the Blitzkreig mod, can you please post (or PM) which version of the sound mod you used and exactly what you did? I am new to modding COH and find it quite confusing.
My other favorite mod : Forgotten Hope 2
I'm using your sounds, but I don't like the BAR, Kar98 and MG42 sound. I tried to edit the Kar98 sound, repacked it into .sga file, but ingame shooting sounds were silent. My sounds had the same length and the same bitrate. Is anybody out there, who would packing my sounds into that package. It's for personal use only.
@ Fritz_Fraghof you can copy the example that eliwood posted - it works like a charm, I guess you'd just replace the yourmodname with 'blitzkrieg mod' or something similar.
@ Loran - I got these all working now and with my G35 headphones I really like these new sounds - thanks for your hard work on putting all this together!
I had misunderstood what "loop only" meant, thinking it was not custom sounds but modified loop sounds. But alas, I have to agree some of the sounds really aren't that great.
glad you enjoy it!
loop only means the package only changes the automatic weapon sounds. the new sounds are linked to modified rgo and bsc files so the use a completely new filepath and play the a loop sound instead of random repetition of single shots. this way finally I succeeded to have control over the most annoying thing > totally wrong rate-of-fire. now the RoF is correct and the sounds are made of real thing.
You cant make something for everyone's liking though. i am after historically correct sounds but i understand nepumax wanting to change some of it.
I love the sounds, that is because I prefer authenticity and realism to loud coolness.
I love it that love it. This is an rts so sounds in my opinion should be 3rd person sounds rather then the ones in a shooter. I used to go a lot to shooting ranges to record sounds and I tell you somehow the distant high pitched sounds appealed me much more than the loud bangs up close.
It took me years of research to gather vehicle sounds. Fortunatelly I made friends with reenactors and people whose sole purpose in life seems to be rthe restoration of ww2 vehicles. There are tank shows in England, Belgium and the Check Republic I have visited so far and they are a load of fun.
By making these sounds I tried getting closer to the real thing rather than play with Hollywood tape effects. Enjoy!
The problem is that the volume of the custom sounds are not uniform, so if you zoom out to the normal level, certain weapons take priority and you never hear the quiet ones like MGs. Honestly, you'd hear the MGs over the other weapons. If you equalized the volume among all the different sounds, I might be more impressed, but when I zoomed out from my squads, the MP40 was louder than the MG42. Some of the sounds are spot on, and I like them, but I feel that others are just too weak.
I really love the package now that I've have got it working! And this IS load coolness, and well as authentic sounding Played the Omaha mission with this pack, cranked the volume... what can I say.... fantastic stuff.
I hate to say this and you might figure its only my preference but actually you can hear an MP40 over an MG42 any time IRL. The sounds, one might say, are not balanced. We had this issue before. Actually they are balanced out to the dB very precisely. So I cant help it, and dont even want to, if a certain weapon sound "travel" better then the other. The properties of a sound is not and cannot be characterized by volume alone. There is much more to it than that. But again this has nothing to do with value when played. Like in SPR every hand grenade went ka-boom like a 105 round, which in real life sounds more like a sharp "thud", yet it added the needed effect to make us believe the heaviness of the fight. I do not offer such illusion. I merely gave the game sounds as they were. To the best of my knowledge and technical background.
I can't speak for either weapon, but I've shot a 7.92mm Mauser and various 9mm pistols, and I don't see how a 9mm could ever be louder. From what I've read and heard, the MG42 had such a distinct sound that you could pick it out in any firefight. If the MP40 is as loud as you say, then the "Hitler's Buzzsaw" and other nicknames for the MG42 would never have been used. The sounds may be authentic, but microphones will never truly capture what weapons sound like IRL, or at least they can't now. There is too much going on IRL for it to be picked up, so I think that the MG42 being so quiet in the distance really takes away from the atmosphere. Maybe it's just the loop mod I'm using, I'll try the complete sound mod and have some other people listen to it and weigh in on it.
And I'm not personally attacking you, just stating my opinion. It's your mod and I respect that.
The reason the mg42 got famous is not because it sounded crazy loud or anything. it's actually because it was a innovation - 1200 rpm causes a sound that is more similar to say tearing a peice of cloth a part (as loran and some dude on NAT geo history channel said) instead of the normal thudthudthud that say a BAR or Bren gun created. So basically it was recognized because of the different sound, then again sounds IRL are not bound to a database of sounds thay play and loop... different areas produce different sounds. A large field will give it a distinc echo while a building will make it sound extremely powerful and close up...
What I meant with that analogy is that if the MP40 was louder than the MG42 in real life, then nobody would have heard the MG42 to give it that nickname. It was a joke, really.
Anyways, my point is that the MG42 sounds far too weak to be delivering a 7.92mm round. I can't speak from experience, since I have never fired an MG42 or an MP40, but I used to own and fire a 7.92mm Kar98k and it was very loud. I currently own a 7.62mm Steyr Scout and a 5.56mm Steyr AUG A3. Obviouly the Scout is the loudest, and I think that would apply here as well.
I haven't tried the complete mod, but is the Kar98k louder than the MG42?
Well, like I said, I'll give the complete mod a try and see how it all sounds.
By the way, shouldn't the MG42 on the Panzers have the same sound as the others? The sound wouldn't change on the outside of the Panzer. This would apply to the Allied coaxial/hull variants as well.
The MG's on the Panzers were MG 34's and would have a different sound. The MG's used on the StuG's and Pumas were MG 42's.
On that note...with regard to the mod there's a distinct difference between the MG42 on the StuG's and the MG 42's used by the MG teams and Grenadier squads. Only thing that needs fixing consistency-wise as far as I know.
Ah, that is true. I've become so used to the fact that they have MG42s and not MG34s like in reality. Is the sound for the Panzer MG34s authentic, then? It has a very strange sound to it.
Hard to say...I'd need to hear one being fired and compare to what's in COH :/
On a side note, one can find a lot of video clips on youtube and such of WW2 era infantry weapons being fired...and not just WW2 era footage either
An example: http://www.youtube.com/watch?v=UP8xVyDb3eM
Regardless, Loran's done an excellent job so far and given COH a closer to real-life / WW2 feel. Thanks again!
Also, just so everyone knows, I'm not criticizing the sounds or their doubting their authenticity, just think the volume at which they are played in game is a bit low.
No guys, I am not taking anything you say personally. Not at all! Modders need feedback. Like the MG42 on the StuG, was it? Maybe I missed a vehicle and never gave it the same filepath. Could happen but we can fix that.
I am not gonna get into technicalities because this is not the place but caliber is not responsible for loud firing. Its barrel lenght and the action of the gun. That is why rifles always very loud > no part of the gas is used to move the action and reload the chamber.
The MG34 is authentic but again having made several recordings I found that no two were the same. So I picked the one I liked. The MG34 has an interestinfg metally sound to it. Sound beautifully actually but firing a weapon on the range produces lot of echos and stuff I have to peel off the actual firing sound.
MP40 very distinctive because of the firing rate and since it shot 9mm pistol ammo it has a sharp and high pitched "tik-tek-tik-tak-tek-tek-tik". Really amazing.
I know perfectly well eliw00d that you respect my work and we are good pals, but that is exactly why I expect none other than your honest opinion. We can tweak this and pump something else a little until get it all right. So give me the feedback guys. One thing I can promise you: I will never make anything that everybody is gonna love. But I do hope that every one of you will find a little something just for him in the package.
I have a question... At this moment I have archived the ww2sound.sga as well as ww2soundhigh.sga, but not soundlow - is this a possibly reason why say some of the sounds are original etc? I was under the impression I wouldnt need the soundlow if I used hi quality sounds in game...
we still dont fully understand how the audio engine is set up. could be. see, the game is not intelligently thinking being. its looking for filepath and command files and setup. unless we know exactly what is going on within the audio setup there is no simpler answer than "I dont know".
Okay, just ran the COMPLETE mod, and I like the sounds now. Case closed.
Rifles and SMG's are absolutely perfect. I nearly wept with joy when I heard the revised Garands and Mausers ingameBut I do hope that every one of you will find a little something just for him in the package.
I agree ^
But the amendments Mirage noted could be looked into (StuG/StuH MGs, Puma MGs, etc).
eliw00d maybe we could try compile a list of sounds that are avry? I already know a few... I'm sure loran would appreciate it
Thats a very good idea. Make me a list.
Guys once we (I always say "we" because its not just me, its teams now) got access to data burried in model RGOs things started to clear up. I found that a huge amount of sounds sitting in the sound folder are not used at all because they are not linked. Then there are mixing all sorts of things together. Just for the sake of a strange example:
the MP40 has a shellcasing sounds, but it is linked to the MP44 whereas the MP40 is linked to the Thompson shellcasing (wtf?) despite tha fact that it has its own. So I cant even go by names anymore because it can be very misleading.
I had to sort all those out. Evidently I have more sorting to go. The more feedback I get the more I will perfect it.
There are real sounds and there are "good" sounds. Also whoever has fired real guns before knows well that gun sounds vary. So I will make variation - much like skin variations.
But better yet I urge those interested to do it themselves. I have a detailed tut posted and I think its simple enough to learn. There are weapon shooting videos on youtube to ripp sounds off for starters and although from a professional point if view those videos are useless to make quality sounds of, nonetheless they are perfect for learning.
what about make all in sga files as you described few days ago.is there time to upload those big files ..?
It is no problem at all. What is: we should only archive stuff that are bug free, all ready and is not missing anything. I am sure Sooth will be happy to archive it all at his convenience (he seems to be very good at that) but we should rid it forst of every little glitch or bug or missing filepath before we do that.
I think it's because of your affiliation with EF.
Those questions would be better asked in the EF thread, not in an unrelated one.
At this point I can't actually upload the two .sgas as they are are around 800 mb put together excluding the low quality sounds, my internet cannot handle it (I'm on a wireless network running on a 4 mb modem at the far reaches of the ISP stations reach...), it keeps cutting out. However I've been looking a round a bit in the sound files and found that people playing coh with different sounds from the originals owe a lot to the people making the sound mods... man, those files are like a maze with mirrors in ít.
Also remember Loran was the first to actually make a sound mod for coh back in the days, so cheers mate for the work - and cheers to your team love the eastern front sounds and love these, .
When I get better at sounds etc I'm gonna try find band of brothers sounds to use, I always loved the way they sound real but kinda "coolish" as well...
i have made the two sga files with the new sounds -
(WW2SoundHigh.sga & WW2SoundLow.sga)
from the german version, i dont know if it matters. the sounds are taken from Normandy 1944: European Theater soundpack which was created by
loran korn & gamerisin
There are no prob. to play online with the new sounds!
BIG THX to loran korn and gamerisin, their created definitley the BEST sounds you can get for this game ! !
@ loran korn
why are some files in the Normandy 1944: European Theater soundpack different to the loop-sound mod?
will you update any sounds soon??
Thx & sorry for my bad english
HF & Keep on playing
Last edited by ReazoR; 27th Jan 10 at 1:08 PM.
I just noticed that the Sd.Kfz. 251 MG42 sounds are from vCOH. Didn't have time to try the 250, but perhaps they are missing the correct sounds? Not sure if they should be MG34 or 42, but just thought I'd let you know.
@ReazoR,the sounds featured in Normandy 44 are created exclusively for the mod and made by me,vehicle sounds are from Loran and some others by me...but most vehicles are his...all the weapon sounds are also mine and the next N44 sound update will include Loran's weapon sounds like Kar98 and Garand,not all, but an important an noticeable change,still u can change my N44 sound mod for the one of Loran,there is no problem with that but remember,making a new sound mod with Loran or/and my sounds without giving proper credits is forbbiden.
Once again I repeat,the only sounds used in N44 from Loran are the vehicles,all the others are mine and are very different from Loran's sound mod,the next update and last will include some of him but as I previously wrote you can change my sounds to Loran when u want
Last edited by Gamerisin; 27th Jan 10 at 11:41 AM.
R.I.P.(Requiescat in pacem) loran korn & MrScruff
Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)
hey gamerisin,-thx for the info which i dont have.
i will never change anything in your soundpack, the only thing i wanna do is, make your BRILLIANT sounds playable for coh vanilla, if i get your permission!
Credits to you and loran korn are a matter of course
i mean more users should hear these fantastic sounds in order to thank you for the hard work!
you have...go ahead,no problem mate,just to clarify I mean that the N44 sounds are not the same that Loran's sound mod,they are entirely different except maybe for the vehicle sounds
btw,if u want to make them v.CoH compatible you just need to rename to the Relic one,but remember to make back ups,anyway you are free to do whatever u want just....credits,I suggest to wait for the next update if u want to continue this,the updated sounds are better and this way you don't have to be packing and uploading :P
in the N44 they do,I don't know if Loran included on HIS sound mod...guys if u have questions regarding the N44 sounds please do so in our thread not Loran's,I feel I'm stealing his own thread,apologies to Loran XD
I just got back from a trip and piped in to see whats going on in RF.
Gamer had been doing Normandy44's sounds before I got into the dev team. From now on we will work together (I hope this is good news) and split up the workload but the current sounds in N44 are Gamer's. I have only been a contributor until now for which I received the proper credit.
EF sounds (except speech and music) was done by me but only the Russian faction as was the request of EF team.
I made my sound mod apart from this, one with most of the sounds changed and another with only automatic weapon sounds changed.
This is the story of the sounds in mods either as part of a large mod or as a stand alone version.
As for the missing sounds: sounds are linked in the models' RGO files and in the BSC files. The vanilla sounds are a mess as far as tracking down the links and I had to literally sort out every single link. As it shows I missed a few especially vehicles sounds. Dont ask me why every damn vehicle that carries an mg has to be specified time and time again in the links (I think its straightout crazy) but it is the case. So instead of making every MG42 model sound the same (whether on a vehicle or on a lafette or just an lmg) every vehicle has an mg sound linked to it. Could happen that I missed a few. The other thing that could have happened is that I went ahead a step and changed the haltrack mg sounds to MG34 since I made a model for it and we will have that in game and hopefully equip vehicles with it as well.
Slowly I will eventually get to every sound in game and then it will be done once and for all. Just to give you an example of the magnitude of such work: I have only created the custom sounds for one faction in EF and I made 1837 individual sound!!! So you can imagine changing every single sound in the entiry game... I will get to it and if I wont Gamer will or someone else will but it will be done sooner then later.
Last edited by loran korn; 28th Jan 10 at 1:49 AM.
Wirbelwind also has default sounds. Haven't tested Ostwind, but it's probably a safe bet. Silly Relic and their ways. :P
If I remember correctly, here are some of the weapons using default sounds:
Puma 50mm cannon
Puma co-axial (uses old "pepepep" sound from mg34)
Armoured Car co-axial (uses normal mg42 sound)
Cromwell main cannon
Wirblewind (eliws info)
StuG mg (random info in thread)
And I think there might be an issue with the .50 cal it often fades out brutally when in large battles but when only it is firing its loud.
The wirble the ostwind abd the puma I will look into. Some of the MG34 is correct as we intend to re-equip some cehicles with the MG34 I made. The rest will have to wait, I am kinda tide up with models ATM and have to finish them.
These are all just a matter of linking the right sound. I am sorry I overlooked them but there are so many...
hey loran, I forgot some things in that list... allied co-axials are weird as well, pershing has default co-axial, and I canny remember if the sherman/greyhound have correct ones but u should check em when u have time and like will for it take it easy! nice models btw!
@sooth when you were extracting the ww2sound file did you have to save every individual file? Or did it do it all automatically and its only doing it for me cos i have windows 7? And were there multiples of the same file when extracting it.
Will take me atleast 5 hours to just extract the ww2sound file.
When i just use the sga files uploaded and replace mine i get most sounds but not all Which im guessing is due to the data folder not being used by coh.
Guys are you goona put all the files ins SGA format please so no need to copy data files just SGA files to make it easy for noobs and lames just copy it all over and play new sound.
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