09-21-2008, 12:02 AM | #1 |
Lock 'n Loll!
Join Date: Sep 2007
Location: 2fort
Class/Position: Scout, Spy, Sniper Gametype: CTF Posts Rated Helpful 0 Times
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Ambient Sounds
Not sure where to put this, so I used this place.
Basically, why are the ambient sounds in (some) FF maps? The new 2fort comes to mind here, but is not the only one. Usually I listen to my own music so it's somewhat annoying hearing some fucking seagull that I really don't give a damn about making a sound. Why were these put in and is there a way to disable them? |
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09-21-2008, 12:32 AM | #2 |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Why? The player feels immersed into the map if there's sounds in it, making it more realistic.
About how to disable it... Dunno. Tried lowering the game's Music/Effects? |
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09-21-2008, 12:39 AM | #3 |
Nutcracker
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Replace them with empty files. If they are in the HL2 GCF, you can just put the empty files in FortressForever's corresponding folder and the engine will play them instead the ones in the GCF. You can use GCFScape to browse them.
For example, if the sound file in the GCF is in "sound\ambient\atmosphere\fuckingseagull.wav", just create an empty wav with the same name in your "Steam\SteamApps\SourceMods\FortressForever\sound\ ambient\atmosphere\" folder. GoldWave, for example, is a neat tool for editing sound files, but maybe you could do that even with the windows sound record tool... Finding the wav might take some time so I'll let you do that ;p |
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09-21-2008, 12:47 AM | #4 | |
Lock 'n Loll!
Join Date: Sep 2007
Location: 2fort
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Quote:
And I guess I could do that, A1win, I just wish there was an easier way. |
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09-21-2008, 02:10 AM | #5 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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Ambient sound is nice. The map feels fake if you are standing around and it's dead quiet.
Anyway, go into both the scripts folder and the maps folder and try erasing the "soundscapes" text files. These are scripts that control the ambient sounds. 2fort, for instance, uses maps\ff_2fort_soundscapes.txt. You might make shadow cry, though. Some of the soundscapes might be carried over from HL2, so you'll have to find and replace those too. Oh, and whenver you start modding your files, make backups so you don't end up having to reinstall. Thread moved to modding forum. Last edited by Crazycarl; 09-21-2008 at 02:29 AM. |
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09-21-2008, 10:10 AM | #6 |
Interzone technican
Join Date: Sep 2007
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im surprised to read that those files can be altered ... the server doesnt check this? doesnt this open the door for cheats?
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09-21-2008, 01:18 PM | #7 | |
Lock 'n Loll!
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Location: 2fort
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Quote:
Anyway, big thanks on the soundscape thing. Perhaps a future cvar could disable them automatically? I'm sure I'm not the only one who is somewhat bothered by them. |
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09-21-2008, 07:28 PM | #8 |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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If there's so much action you can't hear the ambient sounds, how are you supposed to listen to music meanwhile? =D
Anyways, at least you've got an option to take them off. |
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09-24-2008, 11:12 AM | #9 |
Join Date: Mar 2007
Location: Stockholm
Class/Position: D demoman. Gametype: ctf Affiliations: Clan Untitled [-] Posts Rated Helpful 0 Times
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The ambient sound in 2fort really sounds like the background sounds in fallout 1 and 2.
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09-24-2008, 04:18 PM | #10 | |
Lock 'n Loll!
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Location: 2fort
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Quote:
They don't add anything in terms of information, while footsteps or gunfire far away from me does, but those become inaudible thanks to the ambients. |
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09-24-2008, 07:07 PM | #11 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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sv_v3rtigo 0
no really, a lot of time is spent making those. its so nice to hear such lovely comments like "some fucking seagull" what you do behind FF has nothing to do with the mod. we just make the game. if you want to play half a game, i suggest you delete the soundscapes files. |
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09-25-2008, 12:28 AM | #12 |
Darknight
Join Date: Mar 2007
Location: England
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Sorry Mervaka soundscapes are not half the game. But in fairness they haven't bothered me whilst I've been playing (often with music, which yahknow, covers the sound). Not as intrusive as some of the CS ones iirc, thank god for stopsound in HL1 games...
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09-25-2008, 01:28 AM | #13 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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it was an exaggeration..
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10-01-2008, 09:45 PM | #14 |
Offical Pain In Your Ass.
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I like the sounds Mervaka :{D
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10-01-2008, 10:07 PM | #15 | |
Lock 'n Loll!
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Location: 2fort
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Quote:
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10-02-2008, 02:46 AM | #16 |
Retired FF Staff
Join Date: Mar 2007
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breaking news:
2fort in the next patch will come with ambient background music! we've worked pretty hard on the concept, and who knows, if people like it, we could expand it to include all offical maps! |
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10-02-2008, 09:27 AM | #17 |
Lock 'n Loll!
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That's ok, music can be turned off anyway
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10-03-2008, 07:33 PM | #18 |
D&A Member
Fortress Forever Staff Join Date: Mar 2007
Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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NOT THIS MUSIC
i am personally in charge of it, and it will be hardcoded to play at maximum volume no matter what you do. there will also be a file checker to make sure that you have not deleted the file or altered it in any way. im working very hard on it, and it will be epic. |
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10-08-2008, 11:57 AM | #19 |
Lock 'n Loll!
Join Date: Sep 2007
Location: 2fort
Class/Position: Scout, Spy, Sniper Gametype: CTF Posts Rated Helpful 0 Times
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You guys are getting off on this aren't you?
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10-08-2008, 03:43 PM | #20 |
.mu
Join Date: Aug 2008
Location: Sweden
Class/Position: Deff Solider / Off Medic Scout Gametype: CTF Posts Rated Helpful 0 Times
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stopsound command? :O
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