Flesh impact sounds - Why can't I hear them? -1 reply

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-kinematik-

I don't spend enough time here

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9th December 2002

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#1 18 years ago

I've been trying to get the flesh impact sounds to work in the game (they exist in sound.rfa), but I never hear them for some reason. All I hear is just moaning and groaning (it's getting on my nerves, sounds a bit gross at times) from the soldiers when I get hit, those sounds being particular for each ethnicity of the soldier. So I deleted those beinghit.wav sounds in the each of the directories in sound.rfa and now I hear nothing when I get hit by bullets. Where are those fleshimpact.wav sounds? They sound better, much more realistic. I also use the Explosive Sounds pack by Gunslinger, which changed them to sound even better...anyone have any ideas why I can't hear them? Does anyone hear them themselves? I use a SoundBlaster Live 5.1 with the latest drivers, enabling hardware acceleration in the game. Any ideas would be appreciated... :D




1st_Lt_Luke

s0cially in3pt

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7th September 2002

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#2 18 years ago

you don't hear the thud when you get nailed? that sucks.

but i have a shitty integrated sound card and just use a headset to play. my sounds are also on the lowest possible settings and i sill hear them.

my only complaint is that sometimes i don't hear the planes when i get in them. and i have yet to hear the bf110 at all




InsertNameHere

The Internet ends at GF

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18th January 2003

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#3 18 years ago

The only problem I have with Gunslinger's sound mod is that the you hear the sound even from corpses. I ran over an enemy corpse in a tank, and I heard him goran. Just to see if it happened again, I backed over him a few times. I was thinking about taking the soft, squishy impact sounds from SOFII and puting them in...




InsertNameHere

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18th January 2003

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#4 18 years ago

I got 'em working. Go to objects.rfa/Soldiers/Common/Sounds/SoldierHitDamage. There should be a string of lines, including

load @ROOT/Sound/@RTD/@Language/BeingHit[x].wav

Where [x] is a number. Change them from that to

load @ROOT/Sound/@RTD/fleshimpact[x].wav

I prefer the flesh impact numbers (replace x with one of these numbers for each one) 1, 2, 4, 6, 8, and 10. If you use 4, instead of the last line being fleshimpact4.wav, it needs to be FLEshimpact4.wav (God knows why). I fthis is too complicated for you, just d/l my mod. It should be out in about four days, and will be called Insert Name Here Realism v1.0




InsertNameHere

The Internet ends at GF

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18th January 2003

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#5 18 years ago

Note: the above method eliminates groans when infantrymen are hit. If you really MUST have the groans, then don't do it, or at least write down the original sounds strings so you can go back if you don't like it. Or if you're good at sound editing, blend the two .wavs. Gunslinger did that, but I didn't like it because running over or shooting corpses made them groan.




-kinematik-

I don't spend enough time here

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9th December 2002

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#6 18 years ago

Ok, nice, thanks for the info bro. :cool: The only thing is I can't completely extract the objects.rfa w/ RFA Extractor (I get errors), so what I did instead was rename the fleshimpact sounds to BeingHit sounds and remade the sound.rfa file with those renamed fleshimpacts in each appropriate BeingHit directory. It seems to work nice now, although I don't hear as many sounds in general with 1.3 so I don't hear those very often anyway...lame :uhm: